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/Skill/GameSkills/SkillCommon.py |  467 +++++++++++++++-------------------------------------------
 1 files changed, 122 insertions(+), 345 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
index 50c5d8a..93f395e 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
@@ -34,6 +34,7 @@
 import GameObj
 import PassiveBuffEffMng
 import IpyGameDataPY
+import TurnAttack
 #---------------------------------------------------------------------
 
 #---------------------------------------------------------------------
@@ -520,38 +521,6 @@
         
     return summonNPCList, maxBornIndex
 
-## 获得持续性技能的总量(技能类型 -> 12,13) 
-#  @param curPlayer 当前玩家
-#  @param curSkill 当前技能
-#  @param skillPlus ,技能增益
-#  @return value
-#  @remarks 函数详细说明.
-def GetLastSkillMaxValue(curPlayer , curSkill , skillPlus=None):
-    #根据约定,总量一定是第0个效果
-    curEffect = curSkill.GetEffect(0)
-    index = curEffect.GetEffectValue(0)
-    skillPer = curEffect.GetEffectValue(1)
-    effect = curEffect.GetEffectValue(2)
-    maxValue = EffGetSet.GetValueByEffIndex(curPlayer, index)
-    #GameWorld.Log("持续伤害总值设置curSkill = %s,maxValue = %s skillPer = %s,effect = %s"%(curSkill.GetSkillName(),maxValue,skillPer,effect))
-    if maxValue == None:
-        GameWorld.Log("计算附加技能总量错误,skillID = %s,index = %s" % (curSkill.GetSkillID(), index) , curPlayer.GetPlayerID())
-        return effect
-    
-    #总值
-    value = 0
-    if skillPlus == None :
-        value = (maxValue * skillPer / ChConfig.Def_MaxRateValue) + effect
-        #GameWorld.Log("持续伤害总值设置 value = %s"%value)
-    else:
-        plus = 1 + skillPlus / float(ChConfig.Def_MaxRateValue) 
-        value = (maxValue * (skillPer * plus) / ChConfig.Def_MaxRateValue) + effect
-        #GameWorld.Log("持续伤害总值设置 value = %s 技能附加 = %s"%(value,plus))
-    
-    return int(value)
-   
-   
-
 ## 玩家召唤NPC(当前玩家,召唤技能,召唤兽ID,召唤兽属性列表, 召唤兽离自己的距离, 当前时间)
 #  @param curPlayer 当前玩家
 #  @param curSkill 召唤技能
@@ -573,7 +542,7 @@
     lvSummonNPC = curPlayer.GetLV()
     summonNPC.SetLV(lvSummonNPC)
     summonNPC.SetCountry(curPlayer.GetCountry())
-    summonNPC.SetDict(ChConfig.Def_NpcDictKey_CampType, curPlayer.GetFaction())
+    GameObj.SetFaction(summonNPC, curPlayer.GetFaction())
     summonNPC.GetNPCAngry().Init(ChConfig.Def_SummonNPC_Angry_Count)
     #设置召唤兽属性
     SetSummonNPCProperty(curPlayer, summonNPC, curSkill)
@@ -647,21 +616,6 @@
     if curSkill:
         Calc_Summon_BaseEffectBySkillPer(curPlayer, summonNPC, curSkill)
         return
-    
-#    #同一个召唤兽有10个等级, 所以必须用GetFunctionType来决定召唤兽的类型
-#    summonID = summonNPC.GetFunctionType()
-#    
-#    summonList = None
-#    if ChConfig.Def_SummonProperty.has_key(summonID):
-#        summonList = ChConfig.Def_SummonProperty[summonID]
-#    
-#    #设置玩家被动技能对召唤兽属性的影响
-#    __PassiveSkill_AddSummonAttribute(curPlayer, summonNPC, summonID)
-#    
-#    if summonList != None:
-#        lvSummonNPC = summonNPC.GetLV()
-#        #设置召唤兽战斗信息
-#        __CalcSummonEffectValue(lvSummonNPC, summonNPC, summonList)    
     
     #计算基础总值
     Calc_Summon_BaseEffect(summonNPC)
@@ -909,67 +863,6 @@
     #返回值,技能释放成功
     return summonNPC
 
-
-## 召唤兽使用技能召唤
-#  @param curNPC 当前NPC
-#  @param curSkill 当前技能
-#  @param maxSummonCount 最大召唤数量
-#  @param maxAngryCount 最大怒值数量
-#  @param posX 重生坐标X
-#  @param posY 重生坐标Y
-#  @param tick 当前时间
-#  @return 召唤兽
-#  @remarks 函数详细说明.
-#def SummonNPC_UseSkill_SummonNPC(curNPC, curSkill , maxSummonCount , maxAngryCount , posX, posY, tick):
-#    #获得召唤兽ID
-#    summonNPCID = curSkill.GetEffect(0).GetEffectValue(0)
-#    
-#    if not summonNPCID:
-#        return
-#    
-#    #第一次召唤的时候,需要初始化最大召唤个数
-#    if not curNPC.GetSummonCount() :
-#        curNPC.SetSummonCount(maxSummonCount, summonNPCID, maxAngryCount)
-#    
-#    #召唤兽召唤补足
-#    elif curNPC.GetGameNPCObjType() == IPY_GameWorld.gnotSummon and maxSummonCount > curNPC.GetSummonCount():
-#        curNPC.AddSummonCount(maxSummonCount - curNPC.GetSummonCount(), summonNPCID, maxAngryCount)
-#    
-#    #寻找一个可以召唤的NPC
-#    summonIsFull = True
-#    summonNPC = None
-#    
-#    for i in range(0, curNPC.GetSummonCount()):
-#        summonNPC = curNPC.GetSummonNPCAt(i)
-#        if GameObj.GetHP(summonNPC) > 0:
-#            continue
-#        
-#        summonIsFull = False
-#        break
-#    
-#    #已经没有可召唤兽的召唤兽,满了
-#    if summonIsFull:
-#        return
-#    
-#    #设置这个NPC属性,并召唤出这个NPC
-#    NPCCommon.InitNPC(summonNPC)
-#
-#    summonNPC.Reborn(posX , posY)
-#    summonNPC.SetBornTime(tick)
-#    summonNPC.SetLastTime(curSkill.GetLastTime())
-#    
-#    #返回summonNPC,技能释放成功
-#    return summonNPC
-
-## 设置玩家被动技能对召唤兽属性的影响
-#  @param curPlayer 当前玩家
-#  @param summonNPC 当前召唤兽
-#  @param summonID 召唤兽ID
-#  @return None
-#  @remarks 函数详细说明.
-def __PassiveSkill_AddSummonAttribute(curPlayer, summonNPC, summonID):
-    return
-
 ## 根据效果获得值
 #  @param valueList 
 #  @param curSkill 当前技能
@@ -984,21 +877,6 @@
         returnList.append(value)
         
     return returnList 
-    
-## 计算NPC属性效果 
-#  @param lvSummonNPC 玩家
-#  @param summonNPC 效果
-#  @param summonList NPC
-#  @return True
-#  @remarks 函数详细说明.
-def __CalcSummonEffectValue(lvSummonNPC, summonNPC, summonList):
-    for value in summonList:
-        curValue = EffGetSet.GetValueByEffIndex(summonNPC, value[0])
-        #GameWorld.Log("当期属性 = %s index = %s"%(curValue,value[0]))
-        #GameWorld.Log("设置属性 = %s"%(curValue + value[1] * lvSummonNPC))
-        EffGetSet.SetValueByEffIndex(summonNPC, value[0], curValue + value[1] * lvSummonNPC)
-        
-    return True
 
 ## 设置这个召唤兽的基础属性
 #  @param summonNPC 召唤兽
@@ -1225,21 +1103,17 @@
 #  @param addValue 添加值
 #  @return None
 #  @remarks 函数详细说明.
-def SkillAddHP(curObj, skillTypeID, addValue, isNotify=True):
+def SkillAddHP(curObj, skillID, addValue, isNotify=True, srcObj=None):
+    if not srcObj:
+        srcObj = curObj
     curObjType = curObj.GetGameObjType()
     
-    #=======================================================================
-    # if curObj.GetMapID() in ChConfig.CanNotRecoverMapIDList and skillTypeID not in ChConfig.ForceRecoverSkillList:
-    #    GameWorld.DebugLog("该地图无法使用技能恢复血量!")
-    #    return
-    #=======================================================================
     if GameObj.GetPyPlayerState(curObj, ChConfig.Def_PlayerState_LimitAddHP):
         #GameWorld.DebugLog("当前禁疗状态下,无法恢复!")
         return
-
     
     if addValue <= 0:
-        GameWorld.Log('###技能回复血量异常,数值错误 = %s,技能类型ID = %s' % (addValue , skillTypeID))
+        GameWorld.Log('###技能回复血量异常,数值错误 = %s,技能ID = %s' % (addValue , skillID))
         return
     
     curHP = GameObj.GetHP(curObj)
@@ -1253,23 +1127,26 @@
         return
     
     # 治疗加成
-    curePer = PlayerControl.GetCurePer(curObj) if curObjType == IPY_GameWorld.gotPlayer else ChConfig.Def_MaxRateValue 
-    addValue = int(addValue*curePer*1.0/ChConfig.Def_MaxRateValue)
+    #curePer = PlayerControl.GetCurePer(curObj) if curObjType == IPY_GameWorld.gotPlayer else ChConfig.Def_MaxRateValue 
+    #addValue = int(addValue*curePer*1.0/ChConfig.Def_MaxRateValue)
     
     maxHP = GameObj.GetMaxHP(curObj)
     
     #血已最大值,不再恢复,跳出
-    if curHP == maxHP:
+    if curHP >= maxHP:
+        GameWorld.DebugLog("满血不用回血,只通知回血表现!")
         #广播加血类型
         if isNotify:
-            AttackCommon.ChangeHPView(curObj, curObj, skillTypeID, addValue, ChConfig.Def_HurtTYpe_Recovery)
-        return
+            AttackCommon.ChangeHPView(curObj, srcObj, skillID, addValue, ChConfig.Def_HurtTYpe_Recovery)
+        return addValue
     
     remainHP = min(curHP + addValue, maxHP)
+    cureHP = remainHP - curHP # 实际治疗量
+    TurnAttack.AddTurnObjCureHP(curObj, srcObj, addValue, cureHP, skillID)
     
     #---玩家处理---
     if curObjType == IPY_GameWorld.gotPlayer:
-        GameObj.SetHP(curObj, remainHP, not isNotify)
+        GameObj.SetHP(curObj, remainHP, False) # 先不通知
         FBLogic.OnFBAddHP(curObj, addValue)
     
     #---NPC处理---
@@ -1279,15 +1156,12 @@
             PetControl.SetPetHP(curObj, remainHP)
         #普通NPC回血
         else:
-            GameObj.SetHP(curObj, remainHP)
-            if not isNotify:
-                #已广播的不重复
-                curObj.Notify_HP()
-           
+            GameObj.SetHP(curObj, remainHP, False) # 先不通知
+            
     #广播加血类型
     if isNotify:
-        AttackCommon.ChangeHPView(curObj, curObj, skillTypeID, addValue, ChConfig.Def_HurtTYpe_Recovery)
-            
+        AttackCommon.ChangeHPView(curObj, srcObj, skillID, addValue, ChConfig.Def_HurtTYpe_Recovery)
+        
     return
 
 ## 直接扣血不走公式
@@ -1355,6 +1229,8 @@
     else:
         # 已广播的不重复
         GameObj.SetHP(curObj, remainHP, not view)
+        
+    lostHP = curObjHP_BeforeAttack - GameObj.GetHP(curObj) # 实际掉血量
     
     AttackCommon.WriteHurtLog(buffOwner, curObj, curSkill, lostValue, hurtType, "持续掉血")
     if view:
@@ -1407,11 +1283,13 @@
             AttackCommon.OnPVPDamage(attackerOwner, lostValue, curObj, "SkillLostHP")
         elif curObjType == IPY_GameWorld.gotNPC:
             AttackCommon.NPCAddObjInHurtList(attackerOwner, curObj, curObjHP_BeforeAttack, lostValue)
-            
+    
     #统一调用攻击结束动作
     if isDoAttackResult:
         BaseAttack.DoLogic_AttackResult(buffOwner, curObj, None, tick)
-    return
+        
+    #TurnAttack.OnTurnfightAttackResult(buffOwner, curObj, curSkill)
+    return lostHP
 
 ## 检查增加淬毒buff
 #  @param skillTypeID 使用的技能typeID
@@ -1968,7 +1846,19 @@
     if not curSkill:
         return ChConfig.Def_BattleRelationType_Comm
     #0通哟  1 PVP类型  2PVE类型  
-    return curSkill.GetHurtType()
+    return curSkill.GetHurtType() % 10
+
+def isDamageShieldSkill(skillData):
+    ## 是否承伤盾技能
+    return skillData.GetAtkType() == ChConfig.BuffAtkType_DamageShield
+
+def isAngerSkill(curSkill):
+    ## 是否怒气技能
+    return curSkill and curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_AngerSkill
+
+def isTurnNormalSkill(curSkill):
+    ## 是否回合普攻技能,区别与无技能的普通A一下,该普攻同样可以有各种技能效果,只是他属于普攻
+    return curSkill and curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_TurnNormaSkill
 
 ## 检查技能是否为被动技能, 用于控制不可释放技能
 def isPassiveSkill(curSkill):
@@ -2057,34 +1947,7 @@
 #  @param useSkill 使用的技能
 #  @return 基础治疗值
 #  @remarks 函数详细说明.
-def GetCureBaseValue(attacker, useSkill):
-    return GetAttackerHurtValueByAtkType(attacker, AttackCommon.GetBattleType(attacker, useSkill))
-
-## 获得基础伤害值(目前用于持续性技能的计算)
-#  @param attacker 攻击者
-#  @param useSkill 使用的技能
-#  @return 基础伤害值
-#  @remarks 获得基础伤害值
-def GetHurtBaseValue(attacker, useSkill):
-    return GetAttackerHurtValueByAtkType(attacker, AttackCommon.GetBattleType(attacker, useSkill))
-
-#---------------------------------------------------------------------
-## 通过攻击类型获得攻击方伤害值
-#  @param attacker 攻击者
-#  @param atkType 攻击类型(物理攻击、摩法攻击)
-#  @return 攻击方伤害值
-#  @remarks 通过攻击类型获得攻击方伤害值
-def GetAttackerHurtValueByAtkType(attacker, atkType):
-    
-    return (attacker.GetMinAtk() + random.random() * (attacker.GetMaxAtk() - attacker.GetMinAtk()))
-    #===========================================================================
-    # if atkType == IPY_GameWorld.ghtPhy:
-    #    #(最小攻击 + rand()*( 最大攻击伤害-最小攻击伤害 )
-    #    return (attacker.GetMinAtk() + random.random() * (attacker.GetMaxAtk() - attacker.GetMinAtk()))
-    # 
-    # #(最小剑气伤害 + rand()*( 最大剑气伤害-最小剑气伤害 )
-    # return (attacker.GetMAtkMin() + random.random() * (attacker.GetMAtkMax() - attacker.GetMAtkMin()))
-    #===========================================================================
+def GetCureBaseValue(attacker, useSkill): return attacker.GetMaxAtk()
 
 #---------------------------------------------------------------------
 ## 获得某技能管理器是否有特定技能
@@ -2202,19 +2065,6 @@
     curePercent = 1.0     #治疗加成值
     cureBaseValue = 0     #治疗基础值
     
-    #passiveSkill = GetSkillFromOtherSkillByEffectID(userObj, curSkill, ChConfig.Def_Skill_Effect_PassiveSkillID)
-    
-    #该被动技能已学, 则处理被动影响的效果
-    #===========================================================================
-    # if passiveSkill != None and isPassiveSkill(passiveSkill):
-    #    cureEffect = GetSkillEffectByEffectID(passiveSkill, ChConfig.Def_Skill_Effect_CureUpper)
-    # 
-    #    #计算治疗加成,按几率触发
-    #    if GameWorld.CanHappen(passiveSkill.GetHappenRate(), ChConfig.Def_MaxRateValue) \
-    #    and cureEffect != None:
-    #        curePercent += cureEffect.GetEffectValue(0) / float(ChConfig.Def_MaxRateValue)
-    #===========================================================================
-    
     #特殊技能的附加值
     addExValue = 0 
     
@@ -2223,37 +2073,56 @@
         cureBaseValue = GetCureBaseValue(userObj, curSkill)
     elif cureType == ChConfig.Def_Cure_MaxHP:
         cureBaseValue = GameObj.GetMaxHP(userObj)
-    elif cureType == ChConfig.Def_Cure_PNE:
-        cureBaseValue = userObj.GetPNE()
-        addPer = curSkill.GetEffect(0).GetEffectValue(2)/float(ChConfig.Def_MaxRateValue)
-        addExValue = GetCureBaseValue(userObj, curSkill)*addPer
-    elif cureType == ChConfig.Def_Cure_PHY:
-        cureBaseValue = GameObj.GetMaxHP(userObj)
+    #elif cureType == ChConfig.Def_Cure_PNE:
+    #    cureBaseValue = userObj.GetPNE()
+    #    addPer = curSkill.GetEffect(0).GetEffectValue(2)/float(ChConfig.Def_MaxRateValue)
+    #    addExValue = GetCureBaseValue(userObj, curSkill)*addPer
+    #elif cureType == ChConfig.Def_Cure_PHY:
+    #    cureBaseValue = GameObj.GetMaxHP(userObj)
     elif cureType == ChConfig.Def_Cure_HurtValue:
         cureBaseValue = GameObj.GetLastHurtValue(userObj)
     elif cureType == ChConfig.Def_Cure_TagMaxHP:
         cureBaseValue = 0 if not tagObj else GameObj.GetMaxHP(tagObj)
-        
-        
-    #这边写死了效果1,基本已经定型
-    #获得技能的计算参数值
-    if cureType == ChConfig.Def_Cure_PHY:
-        # 根据敏捷,力量差值及效果系数计算恢复比例
-        skillPer = max(0, userObj.GetPHY() - userObj.GetSTR()) / float(curSkill.GetEffect(0).GetEffectValue(0))
-        GameWorld.DebugLog("英勇复苏: 敏=%s,力=%s,skillPer=%s" % (userObj.GetPHY(), userObj.GetSTR(), skillPer))
-    else: 
-        skillPer = curSkill.GetEffect(0).GetEffectValue(0) / float(ChConfig.Def_MaxRateValue)
-    #技能附加
+    #elif cureType == ChConfig.Def_Cure_TagAtk:
+    #    cureBaseValue = 0 if not tagObj else GetCureBaseValue(tagObj, curSkill)
+    #elif cureType == ChConfig.Def_Cure_LostHP:
+    #    cureBaseValue = max(0, GameObj.GetMaxHP(userObj) - GameObj.GetHP(userObj))
+    #elif cureType == ChConfig.Def_Cure_BeHurtValue:
+    #    cureBaseValue = GameObj.GetLastBeHurtValue(userObj)
+    
+    skillPer = curSkill.GetEffect(0).GetEffectValue(0)
+    #技能附加固定值
     skillValue = curSkill.GetEffect(0).GetEffectValue(1)
     
-    skillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(userObj, None, curSkill, ChConfig.TriggerType_AddHP)/float(ChConfig.Def_MaxRateValue)
+    skillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(userObj, None, curSkill, ChConfig.TriggerType_AddHP)
+    skillPer /= float(ChConfig.Def_MaxRateValue)
+    
+    # 回合制
+    curePer = 0 # 治疗加成
+    cureDefPer = 0 # 敌方的弱化治疗
+    angerOverflow = 0 # 怒气溢出值
+    if userObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo):
+        if isAngerSkill(curSkill):
+            angerOverflow = max(GameObj.GetXP(userObj) - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
+        #enemyObj = TurnAttack.GetEnemyObj(userObj)
+        #curePer += GameObj.GetCurePer(userObj)
+        #if enemyObj:
+        #    cureDefPer += GameObj.GetCureDefPer(enemyObj)
+        
+    curePer /= float(ChConfig.Def_MaxRateValue)
+    cureDefPer /= float(ChConfig.Def_MaxRateValue)
+    
+    baseValue = max(0, cureBaseValue) # 防止基值被弱化为负值,在恢复比例也是负值的情况下负负得正导致可以恢复血量
+    
     #公式计算治疗值 
-    cureHP = int((cureBaseValue * skillPer + skillValue + addExValue) * curePercent)
+    cureHP = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
+    #cureHP = (cureHP + skillValue + addExValue) * curePercent # 策划没有要求,但是支持的,先屏蔽
     if not largeNum:
         cureHP = min(cureHP, ChConfig.Def_UpperLimit_DWord)
+    cureHP = max(1, int(cureHP)) # 保底1点
     
-    #GameWorld.DebugLog("获取治疗值(%s):cureType=%s,cureBaseValue=%s,skillPer=%s,skillValue=%s" 
-    #                   % (cureHP, cureType, cureBaseValue, skillPer, skillValue))
+    GameWorld.DebugLog("获取治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,curePer=%s,cureDefPer=%s,angerOverflow=%s" 
+                       % (cureHP, curSkill.GetSkillID(), cureType, baseValue, skillPer, curePer, cureDefPer, angerOverflow))
     return cureHP
 
 
@@ -2296,146 +2165,54 @@
 #  @return 
 def UpdateSkillCombo(attacker, skill, tick):
     return
-    #===========================================================================
-    # if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
-    #    return
-    # 
-    # SkillComboDict = ReadChConfig.GetEvalChConfig("SkillCombo")
-    # jobType = ChConfig.JOB_TYPE_DICT[attacker.GetJob()]
-    # 
-    # if jobType not in SkillComboDict:
-    #    return
-    # 
-    # jobSkillComboDict = SkillComboDict[jobType]
-    # 
-    # curSkillTypeID = skill.GetSkillTypeID()
-    # 
-    # isCombo = False
-    # lastComboTick = attacker.GetDictByKey(ChConfig.Def_PlayerKey_LastSkillComboTick)
-    # comboCnt = attacker.GetDictByKey(ChConfig.Def_PlayerKey_SkillComboCnt)
-    # buffProcessState = attacker.GetDictByKey(ChConfig.Def_PlayerKey_ComboBuffProcessState)
-    # # 持续性伤害buff已处理过不再处理
-    # if curSkillTypeID in ChConfig.Ded_ComboBuffProcessSkillIDList and buffProcessState:
-    #    #GameWorld.DebugLog("持续性伤害buff已处理过不再处理:%s" % curSkillTypeID)
-    #    return
-    # 
-    # for comboNum, comboInfo in jobSkillComboDict.items():
-    #    
-    #    skillList = comboInfo[0]
-    #    stateSkillReq = comboInfo[1]
-    #    comboInterval = comboInfo[2]
-    #    addHurtPerFormat = comboInfo[3]
-    #    modulusPlusHappenRate = comboInfo[4]    # 伤害系数加成概率万分率
-    #    modulusPlusFormat = comboInfo[5]    # 伤害系数公式
-    #    
-    #    if curSkillTypeID not in skillList:
-    #        continue
-    #    
-    #    # 如果有姿态要求
-    #    if stateSkillReq != 0:
-    #        buffState = attacker.GetBuffState()
-    #        if buffState.FindBuff(stateSkillReq) == None:
-    #            #GameWorld.DebugLog("非对应职业姿态(%s),无法连击!" % stateSkillReq)
-    #            continue
-    #    
-    #    curComboCnt = skillList.index(curSkillTypeID) + 1 # 当前技能所在连击数
-    #    
-    #    # 在规定时间内完成连击
-    #    #GameWorld.DebugLog("skillList=%s, curSkillTypeID=%s,comboCnt=%s,curComboCnt=%s,tick=%s,lastComboTick=%s,(%s),comboInterval=%s" 
-    #    #                   % (skillList, curSkillTypeID, comboCnt, curComboCnt, tick, lastComboTick, tick - lastComboTick, comboInterval))
-    #    if comboCnt > 0 and (comboCnt + 1) == curComboCnt and (tick - lastComboTick) <= comboInterval:
-    #        isCombo = True
-    #        #GameWorld.DebugLog("    连击成功!")
-    #    
-    #    # 第一击
-    #    elif curComboCnt == 1:
-    #        GameWorld.DebugLog("    技能第一击!")
-    #        comboCnt = 0
-    #        isCombo = True
-    #        
-    #    if isCombo:
-    #        STR = attacker.GetSTR()
-    #        PHY = attacker.GetPHY()
-    #        modulus = 1 # 伤害系数
-    #        if GameWorld.CanHappen(modulusPlusHappenRate):
-    #            modulus = eval(modulusPlusFormat)
-    #        addHurtPer = eval(addHurtPerFormat)
-    #        attacker.SetDict(ChConfig.Def_PlayerKey_LastSkillComboTick, tick)
-    #        attacker.SetDict(ChConfig.Def_PlayerKey_SkillComboCnt, curComboCnt)
-    #        attacker.SetDict(ChConfig.Def_PlayerKey_ComboSkillTypeID, curSkillTypeID)
-    #        attacker.SetDict(ChConfig.Def_PlayerKey_ComboAddHurtPer, addHurtPer)
-    #        if curSkillTypeID in ChConfig.Ded_ComboBuffProcessSkillIDList:
-    #            attacker.SetDict(ChConfig.Def_PlayerKey_ComboBuffProcessState, 1)
-    #            #GameWorld.DebugLog("    持续性伤害buff连击!%s" % curSkillTypeID)
-    #            
-    #        
-    #        # 通知客户端连击数
-    #        skillComboPack = ChPyNetSendPack.tagMCSkillCombo()
-    #        skillComboPack.Clear()
-    #        skillComboPack.ComboNum = comboNum
-    #        skillComboPack.ComboCnt = curComboCnt
-    #        NetPackCommon.SendFakePack(attacker, skillComboPack)
-    #        GameWorld.DebugLog("技能连击: num=%s,curCnt=%s,comboCnt=%s,力=%s,敏=%s,modulus=%s,addHurtPer=%s" 
-    #                           % (comboNum, curComboCnt, comboCnt, STR, PHY, modulus, addHurtPer))
-    #        break
-    # 
-    # # 没有连击成功, 重置连击信息
-    # if not isCombo and comboCnt != 0:
-    #    attacker.SetDict(ChConfig.Def_PlayerKey_LastSkillComboTick, 0)
-    #    attacker.SetDict(ChConfig.Def_PlayerKey_SkillComboCnt, 0)
-    #    attacker.SetDict(ChConfig.Def_PlayerKey_ComboSkillTypeID, 0)
-    #    attacker.SetDict(ChConfig.Def_PlayerKey_ComboAddHurtPer, 0)
-    #    attacker.SetDict(ChConfig.Def_PlayerKey_ComboBuffProcessState, 0)
-    #    GameWorld.DebugLog("连击失败!curSkillTypeID=%s" % curSkillTypeID)
-    #    
-    # return
-    #===========================================================================
-    
+
 def GetSkillAddPerByID(curPlayer, skillTypeID):
     ## 获取技能伤害百分比提升值
     # @param skillTypeID: 技能TypeID
-    SkillAddPerAttrIDDict = IpyGameDataPY.GetConfigEx("SkillAddPerAttrIDDict")
-    if not SkillAddPerAttrIDDict:
-        SkillAddPerAttrIDDict = {}
-        skillPlusAttrIDDict = IpyGameDataPY.GetFuncEvalCfg("SkillPlusAttrID", 2, {})
-        for attrIDStr, skillTypeIDList in skillPlusAttrIDDict.items():
-            attrID = int(attrIDStr)
-            if attrID not in ShareDefine.SkillAddPerAttrIDList:
-                continue
-            for cfgSkillTypeID in skillTypeIDList:
-                SkillAddPerAttrIDDict[cfgSkillTypeID] = attrID
-        IpyGameDataPY.SetConfigEx("SkillAddPerAttrIDDict", SkillAddPerAttrIDDict)
-        
-    if skillTypeID not in SkillAddPerAttrIDDict:
-        return 0
-    curAttrID = SkillAddPerAttrIDDict[skillTypeID]
-    attrInfo = ChConfig.ItemEffect_AttrDict.get(curAttrID, [])
-    if attrInfo == []:
-        return 0
-    effIndex = attrInfo[0][0]
-    return EffGetSet.GetValueByEffIndex(curPlayer, effIndex)
+    return 0
+#    SkillAddPerAttrIDDict = IpyGameDataPY.GetConfigEx("SkillAddPerAttrIDDict")
+#    if not SkillAddPerAttrIDDict:
+#        SkillAddPerAttrIDDict = {}
+#        skillPlusAttrIDDict = IpyGameDataPY.GetFuncEvalCfg("SkillPlusAttrID", 2, {})
+#        for attrIDStr, skillTypeIDList in skillPlusAttrIDDict.items():
+#            attrID = int(attrIDStr)
+#            if attrID not in ShareDefine.SkillAddPerAttrIDList:
+#                continue
+#            for cfgSkillTypeID in skillTypeIDList:
+#                SkillAddPerAttrIDDict[cfgSkillTypeID] = attrID
+#        IpyGameDataPY.SetConfigEx("SkillAddPerAttrIDDict", SkillAddPerAttrIDDict)
+#        
+#    if skillTypeID not in SkillAddPerAttrIDDict:
+#        return 0
+#    curAttrID = SkillAddPerAttrIDDict[skillTypeID]
+#    attrInfo = ChConfig.ItemEffect_AttrDict.get(curAttrID, [])
+#    if attrInfo == []:
+#        return 0
+#    effIndex = attrInfo[0][0]
+#    return EffGetSet.GetValueByEffIndex(curPlayer, effIndex)
 
 def GetSkillReducePerByID(curPlayer, skillTypeID):
     ## 获取技能伤害百分比减伤值
     # @param skillTypeID: 技能TypeID
-    SkillReducePerAttrIDDict = IpyGameDataPY.GetConfigEx("SkillReducePerAttrIDDict")
-    if not SkillReducePerAttrIDDict:
-        SkillReducePerAttrIDDict = {}
-        skillPlusAttrIDDict = IpyGameDataPY.GetFuncEvalCfg("SkillPlusAttrID", 2, {})
-        for attrIDStr, skillTypeIDList in skillPlusAttrIDDict.items():
-            attrID = int(attrIDStr)
-            if attrID not in ShareDefine.SkillReducePerAttrIDList:
-                continue
-            for cfgSkillTypeID in skillTypeIDList:
-                SkillReducePerAttrIDDict[cfgSkillTypeID] = attrID
-        IpyGameDataPY.SetConfigEx("SkillReducePerAttrIDDict", SkillReducePerAttrIDDict)
-        
-    if skillTypeID not in SkillReducePerAttrIDDict:
-        return 0
-    curAttrID = SkillReducePerAttrIDDict[skillTypeID]
-    attrInfo = ChConfig.ItemEffect_AttrDict.get(curAttrID, [])
-    if attrInfo == []:
-        return 0
-    effIndex = attrInfo[0][0]
-    return EffGetSet.GetValueByEffIndex(curPlayer, effIndex)
+    return 0
+#    SkillReducePerAttrIDDict = IpyGameDataPY.GetConfigEx("SkillReducePerAttrIDDict")
+#    if not SkillReducePerAttrIDDict:
+#        SkillReducePerAttrIDDict = {}
+#        skillPlusAttrIDDict = IpyGameDataPY.GetFuncEvalCfg("SkillPlusAttrID", 2, {})
+#        for attrIDStr, skillTypeIDList in skillPlusAttrIDDict.items():
+#            attrID = int(attrIDStr)
+#            if attrID not in ShareDefine.SkillReducePerAttrIDList:
+#                continue
+#            for cfgSkillTypeID in skillTypeIDList:
+#                SkillReducePerAttrIDDict[cfgSkillTypeID] = attrID
+#        IpyGameDataPY.SetConfigEx("SkillReducePerAttrIDDict", SkillReducePerAttrIDDict)
+#        
+#    if skillTypeID not in SkillReducePerAttrIDDict:
+#        return 0
+#    curAttrID = SkillReducePerAttrIDDict[skillTypeID]
+#    attrInfo = ChConfig.ItemEffect_AttrDict.get(curAttrID, [])
+#    if attrInfo == []:
+#        return 0
+#    effIndex = attrInfo[0][0]
+#    return EffGetSet.GetValueByEffIndex(curPlayer, effIndex)
 

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