From c35e176a3b05f745600c6e60f168313d2b9e7b30 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 17 九月 2025 12:00:19 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(司马懿技能;增加按层级结算持续buff效果5003;增加非按攻击力计算伤害支持;技能伤害增加可限制最大攻击力百分比上限配置;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py                     |    6 ++
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py                        |   48 ++++++++-------
 PySysDB/PySysDBPY.h                                                                                         |    1 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py                    |    7 +-
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5003.py |   32 ++++++++++
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py                      |   80 ++++++++++++++++----------
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py                             |    5 +
 7 files changed, 120 insertions(+), 59 deletions(-)

diff --git a/PySysDB/PySysDBPY.h b/PySysDB/PySysDBPY.h
index 0b8b31b..6d8c339 100644
--- a/PySysDB/PySysDBPY.h
+++ b/PySysDB/PySysDBPY.h
@@ -101,6 +101,7 @@
 	BYTE		CalcType;	//计算方式
 	WORD		SkillPer;	//技能万分比
 	DWORD		SkillValue;	//技能固定值
+	DWORD		HurtAtkPerMax;	//最大万分比,限制最终伤害不超过攻击力万分率
 	WORD		HappenRate;	//释放或添加几率
 	DWORD		EffectID1;	//效果ID1
 	list		EffectValues1;	//效果值列表1
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
index efa0231..b11f819 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -280,6 +280,7 @@
     def GetCalcType(self): return self._ipyData.GetCalcType()
     def GetSkillPer(self): return self._ipyData.GetSkillPer()
     def GetSkillValue(self): return self._ipyData.GetSkillValue()
+    def GetHurtAtkPerMax(self): return self._ipyData.GetHurtAtkPerMax()
     def GetHappenRate(self): return self._ipyData.GetHappenRate() # 触发概率
     def GetEffect(self, index): return self._effList[index] if len(self._effList) > index else 0
     def GetEffectCount(self): return len(self._effList)
@@ -501,6 +502,7 @@
     def GetCalcType(self): return self._skillData.GetCalcType()
     def GetSkillPer(self): return self._skillData.GetSkillPer()
     def GetSkillValue(self): return self._skillData.GetSkillValue()
+    def GetHurtAtkPerMax(self): return self._skillData.GetHurtAtkPerMax()
     def GetHappenRate(self): return self._skillData.GetHappenRate() # 触发概率
     def GetEffect(self, index): return self._skillData.GetEffect(index)
     def GetEffectCount(self): return self._skillData.GetEffectCount()
@@ -638,6 +640,7 @@
         self._skillMgr = ObjPool.GetPoolMgr().acquire(SkillManager)
         self._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager, self)
         self._passiveEffMgr = ObjPool.GetPoolMgr().acquire(PassiveEffManager, self)
+        self._lastHurtValue = 0
         
         # 统计
         self.hurtStat = 0 # 输出统计
@@ -826,6 +829,9 @@
         self._skillUseCntDict[skillID] = self._skillUseCntDict.get(skillID, 0) + 1
         self._skillTurnUseCntDict[skillID] = self._skillTurnUseCntDict.get(skillID, 0) + 1
         
+    def GetLastHurtValue(self): return self._lastHurtValue
+    def SetLastHurtValue(self, lastHurtValue): self._lastHurtValue = lastHurtValue
+    
     def StatHurtValue(self, hurtValue):
         ## 统计输出
         self.hurtStat += hurtValue
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
index 80b2184..082ab50 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -265,7 +265,7 @@
         @param turnNum: 第x回合
         '''
         self.timeline = timeline
-        GameWorld.DebugLog("时间节点更新: %s" % self.timeline)
+        GameWorld.DebugLog("[时间节点更新]: %s" % self.timeline)
         if isEmpty:
             # 空位置的节点可直接跳过
             return timeline
@@ -1167,7 +1167,7 @@
                 turnFight.syncState(FightState_Fighting)
                 
             for faction, num in turnFight.actionSortList:
-                GameWorld.DebugLog("回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
+                GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
                 batFaction = turnFight.getBatFaction(faction)
                 batLineup = batFaction.getBatlineup(num)
                 batLineup.actionNum = 1
@@ -1258,7 +1258,7 @@
             
         # 回合开始
         for faction, num in turnFight.actionSortList:
-            GameWorld.DebugLog("回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
+            GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
             batFaction = turnFight.getBatFaction(faction)
             batLineup = batFaction.getBatlineup(num)
             batLineup.actionNum = 1
@@ -1465,6 +1465,7 @@
     if batObj.GetHP() <= 0:
         return
     
+    GameWorld.DebugLog("---[武将回合开始时] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
     TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_HeroTurnStart)
     return
 
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index 8fd7258..c21574c 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -1319,7 +1319,7 @@
 Def_CalcTypeList = (
 Def_Calc_Attack, # 攻击 0
 Def_Calc_MaxHP, # 最大生命值 1
-Def_Calc_HurtValue, # 伤害值 2
+Def_Calc_LastHurt, # 最后一次伤害值 2
 Def_Calc_TagMaxHP, # 目标最大生命值 3
 ) = range(4)
 
@@ -4278,7 +4278,8 @@
 TriggerWay_BeAttackedDirect, # 受到直接攻击时 (非buff攻击)11
 TriggerWay_ShieldBroken, # 承伤盾被击破时 12
 TriggerWay_CurSkillEff, # 本技能/buff释放后,一般用于本技能/buff释放后触发,仅该技能释放后有效 13
-) = range(1, 1 + 13)
+TriggerWay_CurSkillEffLst, # 本持续buff结算后额外触发效果,仅该持续buff结算后有效 14
+) = range(1, 1 + 14)
 
 # 被动触发有效来源
 TriggerSrc_Skill = 1    # 身上技能有效
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
index 830f953..3980af3 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -123,6 +123,7 @@
                         ("BYTE", "CalcType", 0),
                         ("WORD", "SkillPer", 0),
                         ("DWORD", "SkillValue", 0),
+                        ("DWORD", "HurtAtkPerMax", 0),
                         ("WORD", "HappenRate", 0),
                         ("DWORD", "EffectID1", 0),
                         ("list", "EffectValues1", 0),
@@ -2694,29 +2695,30 @@
     def GetCalcType(self): return self.attrTuple[13] # 计算方式 BYTE
     def GetSkillPer(self): return self.attrTuple[14] # 技能万分比 WORD
     def GetSkillValue(self): return self.attrTuple[15] # 技能固定值 DWORD
-    def GetHappenRate(self): return self.attrTuple[16] # 释放或添加几率 WORD
-    def GetEffectID1(self): return self.attrTuple[17] # 效果ID1 DWORD
-    def GetEffectValues1(self): return self.attrTuple[18] # 效果值列表1 list
-    def GetTriggerWay1(self): return self.attrTuple[19] # 触发方式 BYTE
-    def GetTriggerSrc1(self): return self.attrTuple[20] # 有效来源 BYTE
-    def GetEffectID2(self): return self.attrTuple[21] # 效果ID2 DWORD
-    def GetEffectValues2(self): return self.attrTuple[22] # 效果值列表2 list
-    def GetTriggerWay2(self): return self.attrTuple[23] # 触发方式 BYTE
-    def GetTriggerSrc2(self): return self.attrTuple[24] # 有效来源 BYTE
-    def GetEffectID3(self): return self.attrTuple[25] # 效果ID3 DWORD
-    def GetEffectValues3(self): return self.attrTuple[26] # 效果值列表3 list
-    def GetTriggerWay3(self): return self.attrTuple[27] # 触发方式 BYTE
-    def GetTriggerSrc3(self): return self.attrTuple[28] # 有效来源 BYTE
-    def GetCoolDownTime(self): return self.attrTuple[29] # 技能冷却时间 WORD
-    def GetIgnoreStates(self): return self.attrTuple[30] # 无视限制列表 list
-    def GetCurBuffState(self): return self.attrTuple[31] # Buff状态值 BYTE
-    def GetLastTime(self): return self.attrTuple[32] # 持续时间 WORD
-    def GetLayerCnt(self): return self.attrTuple[33] # Buff层数 BYTE
-    def GetLayerMax(self): return self.attrTuple[34] # 最大层数 BYTE
-    def GetBuffRepeat(self): return self.attrTuple[35] # Buff叠加规则 DWORD
-    def GetDieContinue(self): return self.attrTuple[36] # Buff死亡存在 DWORD
-    def GetFightPower(self): return self.attrTuple[37] # 技能战斗力 DWORD
-    def GetSkillMotionName(self): return self.attrTuple[38] # 技能动作名 char
+    def GetHurtAtkPerMax(self): return self.attrTuple[16] # 最大万分比,限制最终伤害不超过攻击力万分率 DWORD
+    def GetHappenRate(self): return self.attrTuple[17] # 释放或添加几率 WORD
+    def GetEffectID1(self): return self.attrTuple[18] # 效果ID1 DWORD
+    def GetEffectValues1(self): return self.attrTuple[19] # 效果值列表1 list
+    def GetTriggerWay1(self): return self.attrTuple[20] # 触发方式 BYTE
+    def GetTriggerSrc1(self): return self.attrTuple[21] # 有效来源 BYTE
+    def GetEffectID2(self): return self.attrTuple[22] # 效果ID2 DWORD
+    def GetEffectValues2(self): return self.attrTuple[23] # 效果值列表2 list
+    def GetTriggerWay2(self): return self.attrTuple[24] # 触发方式 BYTE
+    def GetTriggerSrc2(self): return self.attrTuple[25] # 有效来源 BYTE
+    def GetEffectID3(self): return self.attrTuple[26] # 效果ID3 DWORD
+    def GetEffectValues3(self): return self.attrTuple[27] # 效果值列表3 list
+    def GetTriggerWay3(self): return self.attrTuple[28] # 触发方式 BYTE
+    def GetTriggerSrc3(self): return self.attrTuple[29] # 有效来源 BYTE
+    def GetCoolDownTime(self): return self.attrTuple[30] # 技能冷却时间 WORD
+    def GetIgnoreStates(self): return self.attrTuple[31] # 无视限制列表 list
+    def GetCurBuffState(self): return self.attrTuple[32] # Buff状态值 BYTE
+    def GetLastTime(self): return self.attrTuple[33] # 持续时间 WORD
+    def GetLayerCnt(self): return self.attrTuple[34] # Buff层数 BYTE
+    def GetLayerMax(self): return self.attrTuple[35] # 最大层数 BYTE
+    def GetBuffRepeat(self): return self.attrTuple[36] # Buff叠加规则 DWORD
+    def GetDieContinue(self): return self.attrTuple[37] # Buff死亡存在 DWORD
+    def GetFightPower(self): return self.attrTuple[38] # 技能战斗力 DWORD
+    def GetSkillMotionName(self): return self.attrTuple[39] # 技能动作名 char
 
 # 武将表
 class IPY_Hero():
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5003.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5003.py
new file mode 100644
index 0000000..5fc2e16
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5003.py
@@ -0,0 +1,32 @@
+#!/usr/bin/python
+# -*- coding: GBK -*-
+#-------------------------------------------------------------------------------
+#
+##@package Skill.PassiveTrigger.PassiveEff_5003
+#
+# @todo:结算某持续buff层数效果(可以是攻击或治疗)
+# @author hxp
+# @date 2025-09-17
+# @version 1.0
+#
+# 详细描述: 结算某持续buff层数效果(可以是攻击或治疗)
+#
+#-------------------------------------------------------------------------------
+#"""Version = 2025-09-17 12:00"""
+#-------------------------------------------------------------------------------
+
+import TurnBuff
+
+def DoBuffEffectLogic(turnFight, batObj, tagObj, effBuff, curEffect, connSkill):
+    #结算一次扣除1回合
+    remainLayer = max(0, effBuff.GetLayer() - 1)
+    effBuff.SetLayer(remainLayer)
+    
+    TurnBuff.DoBuffProcess(turnFight, batObj, effBuff)
+    
+    if remainLayer <= 0:
+        TurnBuff.DoBuffDel(turnFight, batObj, effBuff)
+    else:
+        TurnBuff.SyncBuffRefresh(turnFight, batObj, effBuff)
+        
+    return True
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
index 1aea3dd..25b07f3 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -77,8 +77,8 @@
         return
     
     bySkillID = bySkill.GetSkillID() if bySkill else 0
-    GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s" 
-                       % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID))
+    GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s" 
+                       % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP()))
     # 以下为技能可以使用的处理,之后的逻辑默认技能使用成功
     
     poolMgr = ObjPool.GetPoolMgr()
@@ -659,7 +659,7 @@
 def DoBeAttackResult(turnFight, curObj, useSkill, isUseSkill=False):
     '''被攻击结果
     @param curObj: 施法方或buff归属方
-    @param isUseSkill: 是否是直接使用技能的攻击结果
+    @param isUseSkill: 是否是直接使用技能的攻击结果,否则视为持续性的
     '''
     
     curID = curObj.GetID()
@@ -736,8 +736,7 @@
         FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID)
         
     # 优先触发本技能额外效果,注:仅该技能释放后该技能的额外效果视为主技能的效果,优先级最高
-    if isUseSkill:
-        __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList)
+    __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList, isUseSkill)
         
     # ========== 以下触发被动 ==========
     
@@ -846,15 +845,20 @@
     Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID)
     return
 
-def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList):
+def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList, isUseSkill):
     ## 执行本技能/buff释放后额外效果
     for index in xrange(useSkill.GetEffectCount()):
         curEffect = useSkill.GetEffect(index)
-        if curEffect.GetTriggerWay() != ChConfig.TriggerWay_CurSkillEff:
-            continue
-        
+        triggerWay = curEffect.GetTriggerWay()
+        if isUseSkill:
+            if triggerWay != ChConfig.TriggerWay_CurSkillEff:
+                continue
+        else:
+            if triggerWay != ChConfig.TriggerWay_CurSkillEffLst:
+                continue
+            
         effID = curEffect.GetEffectID()
-        GameWorld.DebugLog("执行额外技能效果: %s, missObjIDList=%s" % (effID, missObjIDList))
+        GameWorld.DebugLog("执行额外技能效果: %s, triggerWay=%s,missObjIDList=%s" % (effID, triggerWay, missObjIDList))
         if effID == 5010:
             # 额外技能效果
             __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, missObjIDList)
@@ -997,6 +1001,7 @@
     hurtObj.SetLostHP(lostHP)
     hurtObj.SetCurHP(remainHP)
     defObj.SetHP(remainHP)
+    atkObj.SetLastHurtValue(hurtValue)
     GameWorld.DebugLog("    伤血: atkID=%s,defID=%s,hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s" 
                        % (atkID, defID, hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
     TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID)
@@ -1024,23 +1029,21 @@
     atkID = atkObj.GetID()
     defID = defObj.GetID()
     
+    calcType = curSkill.GetCalcType() # 伤害计算方式 0-按攻击
     isTurnNormalSkill = SkillCommon.isTurnNormalSkill(curSkill)
     isAngerSkill = SkillCommon.isAngerSkill(curSkill)
     isDot = ("damageoftime" in kwargs)
     angerOverflow = 0 # 怒气溢出值
     
-    mustHit = False
+    mustHit = False # 是否必命中
     if isAngerSkill:
         mustHit = True
         curXP = atkObj.GetXP()
         angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
         GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
         
-    if isDot:
-        mustHit = True
-        
     #命中公式 攻击方类型不同,公式不同
-    if not mustHit:
+    if isTurnNormalSkill and not mustHit:
         aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
         dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_MissRate) # 闪避率
         missNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnMissNum)
@@ -1052,13 +1055,15 @@
         
     hurtTypes = pow(2, ChConfig.HurtType_Normal)
     
-    #calcType = curSkill.GetCalcType() 目前暂时按攻击算伤害,之后可以扩展其他
-    
     isSuperHit, isParry, isStun = False, False, False
     aSuperDamPer, dSuperDamPerDef = 0, 0
+    # 暴击(dot除外)
     if not isDot:
         isSuperHit = CanSuperHit(turnFight, atkObj, defObj, curSkill) # 是否暴击
-        isParry = (isTurnNormalSkill and CanParry(turnFight, atkObj, defObj, curSkill)) # 是否格挡,仅针对普攻
+        
+    # 闪避、击晕、格挡
+    if isTurnNormalSkill:
+        isParry = CanParry(turnFight, atkObj, defObj, curSkill) # 是否格挡
         isStun = CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕
         
     if isSuperHit:
@@ -1078,10 +1083,10 @@
     #参与运算的数值
     #rand = random.random()                #种子数 0~1
     
-    aAtk = atkObj.GetBatAttrValue(ChConfig.AttrID_Atk) # 攻击方最大攻击
+    aAtk = atkObj.GetAtk() # 攻击方最大攻击
     
     dHP = defObj.GetHP()
-    dDef = 0 if ignoreDef else defObj.GetBatAttrValue(ChConfig.AttrID_Def) # 防守方防御力
+    dDef = 0 if ignoreDef else defObj.GetDef() # 防守方防御力
     
     aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
     dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
@@ -1121,19 +1126,24 @@
     aFinalDamPer /= 10000.0
     dFinalDamPerDef /= 10000.0
     
-    GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,aAtk=%s,dDef=%s,dHP=%s,hurtTypes=%s,aAddSkillPer=%s" 
-                       % (atkID, defID, skillID, atkSkillPer, aAtk, dDef, dHP, hurtTypes, aAddSkillPer))
+    if calcType != ChConfig.Def_Calc_Attack:
+        aAtk = GetCalcBaseValue(calcType, atkObj, defObj)
+    GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s,hurtTypes=%s,aAddSkillPer=%s" 
+                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, hurtTypes, aAddSkillPer))
     
     # 持续性伤害
-    if isDot:
-        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
-        GameWorld.DebugLog("    持续技能伤害=%s" % (hurtValue))
-    elif isTurnNormalSkill:
+    if isTurnNormalSkill:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
         GameWorld.DebugLog("    普攻技能伤害=%s" % (hurtValue))
     elif isAngerSkill:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
         GameWorld.DebugLog("    怒气技能伤害=%s" % (hurtValue))
+    elif isDot:
+        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
+        GameWorld.DebugLog("    持续技能伤害=%s" % (hurtValue))
+    elif calcType != ChConfig.Def_Calc_Attack:
+        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 1))
+        GameWorld.DebugLog("    非按攻击力伤害=%s,calcType=%s,aAtk=%s" % (hurtValue, calcType, aAtk))
     else:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 4))
         GameWorld.DebugLog("    其他伤害=%s" % (hurtValue))
@@ -1147,6 +1157,13 @@
     if multiValue and multiValue != 1:
         hurtValue = int(hurtValue * multiValue)
         GameWorld.DebugLog("    伤害倍值: hurtValue=%s,multiValue=%s" % (hurtValue, multiValue))
+        
+    hurtAtkPerMax = curSkill.GetHurtAtkPerMax() # 最大万分比,限制最终伤害不超过攻击力万分率
+    if hurtAtkPerMax:
+        aAtk = atkObj.GetAtk()
+        hurtValueMax = aAtk * hurtAtkPerMax / 10000.0
+        hurtValue = min(hurtValue, hurtValueMax)
+        GameWorld.DebugLog("    伤害最高限制: hurtValue=%s,hurtAtkPerMax=%s,aAtk=%s" % (hurtValue, hurtAtkPerMax, aAtk))
         
     hurtValue = max(1, int(hurtValue)) # 负值、保底防范,放最后
     return hurtValue, hurtTypes
@@ -1340,8 +1357,8 @@
         baseValue = curObj.GetAtk()
     elif calcType == ChConfig.Def_Calc_MaxHP:
         baseValue = curObj.GetMaxHP()
-    #elif cureType == ChConfig.Def_Calc_HurtValue:
-    #    baseValue = GameObj.GetLastHurtValue(userObj)
+    elif calcType == ChConfig.Def_Calc_LastHurt:
+        baseValue = curObj.GetLastHurtValue()
     elif calcType == ChConfig.Def_Calc_TagMaxHP:
         baseValue = 0 if not tagObj else tagObj.GetMaxHP()
     return baseValue
@@ -1361,6 +1378,7 @@
     atkObj = buffOwner
     defObj = batObj
     
+    atkID = ownerID
     defID = defObj.GetID()
     tagObjList = [defObj]
     
@@ -1371,8 +1389,8 @@
     hurtObj = useSkill.AddHurtObj(defID)
     
     dHP = defObj.GetHP()
-    GameWorld.DebugLog("结算dot: defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s" 
-                       % (defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP))
+    GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s" 
+                       % (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP))
     hurtValue, realHurtHP = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue)
     
     # dot的反弹、吸血待定
@@ -1380,7 +1398,7 @@
     remainHP = max(0, dHP - realHurtHP) # 剩余血量
     lostHP = dHP - remainHP # 实际掉血量
     defObj.SetHP(remainHP)
-    
+    atkObj.SetLastHurtValue(hurtValue)
     GameWorld.DebugLog("    hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
     
     hurtObj.SetHurtTypes(hurtTypes)

--
Gitblit v1.8.0