From c38249a63a1406262475f2af6cbb01139e891936 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 30 十月 2025 09:48:08 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(祝融技能;增加效果6005 6017 6018 7006 7007;优化技能CD、buff回合计算逻辑;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6017.py         |   20 ++
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6018.py         |   20 ++
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py                            |  362 ++++++++++++++++++------------------
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py                              |   56 +++--
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Hero.py                             |   12 +
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py                               |   11 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6005.py         |   22 ++
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py                             |   39 ++-
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py |    2 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py                                |    4 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py                            |    8 
 PySysDB/PySysDBPY.h                                                                                                 |    1 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py                                     |   17 +
 13 files changed, 337 insertions(+), 237 deletions(-)

diff --git a/PySysDB/PySysDBPY.h b/PySysDB/PySysDBPY.h
index e8522c9..f419b6e 100644
--- a/PySysDB/PySysDBPY.h
+++ b/PySysDB/PySysDBPY.h
@@ -119,7 +119,6 @@
 	DWORD		BuffRepeat;	//Buff叠加规则
 	BYTE		DispersedLimit;	//驱散限制
 	DWORD		FightPower;	//技能战斗力
-	char		SkillMotionName; //技能动作名
 };
 
 //武将表
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 328ef9a..ad21950 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -346,16 +346,16 @@
     def GetBuffRepeat(self): return self._ipyData.GetBuffRepeat() # Buff叠加规则
     def GetDispersedLimit(self): return self._ipyData.GetDispersedLimit() # 驱散限制
     def GetFightPower(self): return self._ipyData.GetFightPower()
-    def GetSkillMotionName(self): return self._ipyData.GetSkillMotionName()
     
 class PyBuff():
     
     def __init__(self, ipyData):
         self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
+        self._addTiming = 0 # 添加该buff时间点,0-自身回合前;1-自身回合后
+        self._refreshState = 0 # 添加buff后是否刷新过剩余回合,未刷新过的需要先设置为已刷新,防止添加后马上被扣除1回合的时长
         self._buffID = 0
         self._ownerID = 0
         self._layer = 0
-        self._calcTime = 0
         self._remainTime = 0
         self._value1 = 0 # 值需要通知前端,开发时注意20亿问题
         self._value2 = 0
@@ -369,14 +369,18 @@
     
     def GetSkillData(self): return self._skillData
     def GetSkillID(self): return self._skillData.GetSkillID()
+    def GetAddTiming(self): return self._addTiming
+    def SetAddTiming(self, addTiming):
+        self._addTiming = addTiming
+        self._refreshState = 0 # 更新添加时机时需标记为未刷新
+    def GetRefreshState(self): return self._refreshState
+    def SetRefreshState(self, refreshState): self._refreshState = refreshState
     def GetBuffID(self): return self._buffID
     def SetBuffID(self, buffID): self._buffID = buffID
     def GetOwnerID(self): return self._ownerID
     def SetOwnerID(self, ownerID): self._ownerID = ownerID
     def GetLayer(self): return self._layer
     def SetLayer(self, layer): self._layer = layer
-    def GetCalcTime(self): return self._calcTime
-    def SetCalcTime(self, calcTime): self._calcTime = calcTime
     def GetRemainTime(self): return self._remainTime
     def SetRemainTime(self, remainTime): self._remainTime = remainTime
     def SetBuffValueList(self, valueList):
@@ -541,7 +545,6 @@
     def __init__(self, ipyData, objID):
         self._objID = objID # 该技能谁的
         self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
-        self._calcTime = 0
         self._remainTime = 0
         self._batType = 0 # 战斗类型,普通、连击、反击、追击等
         self._tagObjList = [] # 本次技能目标列表 [BatObj, ...]
@@ -611,11 +614,8 @@
     def GetBuffRepeat(self): return self._skillData.GetBuffRepeat() # Buff叠加规则
     def GetDispersedLimit(self): return self._skillData.GetDispersedLimit() # 驱散限制
     def GetFightPower(self): return self._skillData.GetFightPower()
-    def GetSkillMotionName(self): return self._skillData.GetSkillMotionName()
     
     ## ---------------------------------- 非技能表内容 ----------------------------------
-    def GetCalcTime(self): return self._calcTime
-    def SetCalcTime(self, calcTime): self._calcTime = calcTime
     def GetRemainTime(self): return self._remainTime
     def SetRemainTime(self, remainTime): self._remainTime = remainTime
     def GetBatType(self): return self._batType
@@ -710,7 +710,7 @@
     
     def GetSkillCount(self): return len(self._skillList)
     def GetSkillByIndex(self, index): return self._skillList[index]
-    def GetSkillIDList(self): return self._skillDict.keys()
+    def GetSkillIDList(self): return sorted(self._skillDict.keys())
     def FindSkillByID(self, skillID): return self._skillDict.get(skillID, None)
     def FindSkillByTypeID(self, skillTypeID):
         skill = None
@@ -782,6 +782,7 @@
         self._passiveEffMgr = ObjPool.GetPoolMgr().acquire(PassiveEffManager, self)
         self._lastHurtValue = 0
         self._mainTagIDList = [] # 主技能目标ID列表,一般用于技能拆分成多个技能效果时,子技能可能会用到主技能的对象做逻辑
+        self._timing = 0 # 当前武将时间节点: 0-回合前;1-回合后
         
         # 统计
         self.hurtStat = 0 # 输出统计
@@ -809,10 +810,6 @@
         TurnPassive.RefreshPassive(self)
         return
     
-    def TurnReset(self):
-        ## 回合重置
-        self._skillTurnUseCntDict = {}
-        
     def UpdInitBatAttr(self, initAttrDict, skillIDList=None):
         ## 更新战斗属性,一般只有主阵容需要更新,战斗中养成、装备变化等引起的主阵容属性变更时需要实时更新
         self._initAttrDict = initAttrDict
@@ -849,6 +846,10 @@
     def GetTFGUID(self): return self.tfGUID # 所属的某场战斗
     def SetTFGUID(self, tfGUID): self.tfGUID = tfGUID
     def GetTurnFight(self): return TurnAttack.GetTurnFightMgr().getTurnFight(self.tfGUID)
+    def GetBatLineup(self):
+        turnFight = self.GetTurnFight()
+        batFaction = turnFight.getBatFaction(self.faction)
+        return batFaction.getBatlineup(self.lineupNum)
     def GetOwnerID(self): return self.ownerID # 如果是玩家战斗单位,则该值非0,为所属玩家ID
     def SetOwnerID(self, ownerID): self.ownerID = ownerID
     def GetID(self): return self.objID
@@ -1002,8 +1003,13 @@
         self._skillTempAttrDict[attrID] = self._skillTempAttrDict.get(attrID, 0) + value
     def ClearSkillTempAttr(self): self._skillTempAttrDict = {}
     
-    def GetSkillUseCnt(self, skillID): return self._skillUseCntDict.get(skillID, 0)
-    def GetSkillTurnUseCnt(self, skillID): return self._skillTurnUseCntDict.get(skillID, 0)
+    def GetSkillUseCnt(self, skillID): return self._skillUseCntDict.get(skillID, 0) # 单场战斗累计使用次数
+    def GetSkillTurnUseCnt(self, skillID): return self._skillTurnUseCntDict.get(skillID, 0) # 单回合累计使用次数
+    def ResetSkillTurnUseCnt(self):
+        self._skillTurnUseCntDict = {}
+    def ResetSkillUseCnt(self):
+        self._skillUseCntDict = {}
+        self._skillTurnUseCntDict = {}
     def AddSkillUseCnt(self, skillID):
         self._skillUseCntDict[skillID] = self._skillUseCntDict.get(skillID, 0) + 1
         self._skillTurnUseCntDict[skillID] = self._skillTurnUseCntDict.get(skillID, 0) + 1
@@ -1014,6 +1020,9 @@
     def GetMainTagIDList(self): return self._mainTagIDList
     def SetMainTagIDList(self, mainTagIDList): self._mainTagIDList = mainTagIDList
     
+    def GetTiming(self): return self._timing # 时间节点 0-回合前;1-回合后
+    def SetTiming(self, timing): self._timing = timing
+    
     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 786b64f..487394d 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -46,7 +46,6 @@
 import time
 import json
 
-TimelineSet = 10000 # 单回合最大时间轴
 PosNumMax = 7 # 最大站位编号
 ActionNumStart = -1 # 起始行动位置编号,一般是从1开始,如果有加主公、红颜等则扣除相应位置值,如从0或-1开始
 
@@ -108,6 +107,19 @@
         self.totalHurt = 0
         return
     
+    def getDeadObjCnt(self):
+        ## 获取本阵容目前死亡队员数
+        deadCnt = 0
+        batObjMgr = BattleObj.GetBatObjMgr()
+        for objID in self.posObjIDDict.values():
+            batObj = batObjMgr.getBatObj(objID)
+            if not batObj:
+                continue
+            if batObj.IsAlive():
+                continue
+            deadCnt += 1
+        return deadCnt
+    
 class BatFaction():
     ## 战斗阵营
     
@@ -156,6 +168,7 @@
         self.state = -1 # -1 代表未战斗
         self.turnNum = 1 # 当前第x回合,默认第1回合开始
         self.turnMax = 15 # 最大回合数
+        self.turnNumStart = 0 # 已处理第x回合开始
         self.enterLogic = False # 是否已执行进场逻辑
         self.winFaction = 0 # 本场战斗结束标记,获胜阵营,为0时代表未结束,所有小队打完或失败才有结果,0-未结束,>0-获胜的阵营
         self.isWin = False
@@ -166,8 +179,7 @@
         
         self.factionDict = {} # 战斗阵营 {faction:BatFaction, ...},一般是只有两个阵营,faction为1或2,每个阵营支持多个阵容
         self.actionSortList = [] # 阵容行动顺序 [[faction, num], ...]
-        self.actionIndex = 0 # 行动顺序索引        
-        self.timeline = 0 # 时间轴节点  turnNum*1000+actionIndex*100++actionNum
+        self.actionIndex = 0 # 行动顺序索引
         self.startTime = 0 # 开始时间戳,支持毫秒小数
         self.costTime = 0 # 单场战斗总耗时,支持毫秒小数
         self._oneActionUseSkillCntDict = {} # 某对象行动开始后所有对象累计使用技能次数,用于单对象单次行动中限制每个对象的最高触发技能次数 {objID:useCnt, ...}
@@ -221,11 +233,11 @@
     def nextTurnFight(self, msgDict={}):
         ## 一般用于玩家发起的战斗,在需要保留玩家阵容属性及状态的情况下,重置回合进入下一场战斗
         self.turnNum = 1
+        self.turnNumStart = 0
         self.enterLogic = False
         self.winFaction = 0
         self.isWin = False
         self.msgDict.update(msgDict)
-        self.timeline = 0
         self.startTime = time.time()
         self.costTime = 0
         ResetByNextTeam(self)
@@ -273,21 +285,6 @@
         GameWorld.DebugLog("阵容战力排序[isPlayer, fp, sortV, f, n]: %s" % sortList)
         GameWorld.DebugLog("阵容行动顺序[f, n]: %s" % self.actionSortList)
         return
-    
-    def getTurnNumStartTimelin(self, turnNum): return turnNum * TimelineSet + 0 # 每回合的时间节点起点
-    def getTimeline(self): return self.timeline
-    def setTimeline(self, timeline, isEmpty=False):
-        '''回合战斗的时间轴节点 ,即第几回合开始,每个回合支持9999个行动节点
-        @param turnNum: 第x回合
-        '''
-        self.timeline = 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
-        
-        OnTimelineChange(self)
-        return timeline
     
     def getBatFaction(self, faction=ChConfig.Def_FactionA):
         ## 默认阵营1
@@ -342,7 +339,7 @@
         ## 准备就绪,开始战斗
         self.state = FightState_Start
         self.turnNum = 1
-        self.timeline = self.getTurnNumStartTimelin(self.turnNum)
+        self.turnNumStart = 0
         self.syncInit()
         return
     
@@ -849,15 +846,15 @@
         if not batObj.IsAlive():
             GameWorld.DebugLog("    已被击杀不处理! %s" % (objName))
             continue
-        GameWorld.DebugLog("    重置武将: %s, HP:%s/%s, XP:%s" % (objName, batObj.GetHP(), batObj.GetMaxHP(), batObj.GetXP()))
-        
-        batObj.TurnReset()
+        GameWorld.DebugLog("重置武将: %s, HP:%s/%s, XP:%s" % (objName, batObj.GetHP(), batObj.GetMaxHP(), batObj.GetXP()))
         
         # 清除buff
         buffMgr = batObj.GetBuffManager()
         buffMgr.ClearBuff()
         
-        # 重置CD
+        # 重置技能
+        batObj.ResetSkillUseCnt()
+        ResetObjSkillCD(batObj)
         
         # 重刷属性、被动
         TurnBuff.RefreshBuffAttr(batObj)
@@ -1230,30 +1227,20 @@
     batObjMgr = BattleObj.GetBatObjMgr()
     turnNum = turnFight.turnNum
     turnMax = turnFight.turnMax
+    turnNumStart = turnFight.turnNumStart
     for turnNum in range(turnNum, turnMax + 1):
         if turnFight.winFaction:
             break
-        turnTimeline = turnFight.getTurnNumStartTimelin(turnNum) # 本回合起始时间节点
-        curTimeline = turnFight.getTimeline()
         
         # 回合开始
-        turnTimeline += 1 # 每回合开始算一个时间节点
-        if curTimeline < turnTimeline:
-            curTimeline = turnFight.setTimeline(turnTimeline)
-            GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】 curTimeline=%s" % (turnNum, curTimeline))
+        if turnNumStart < turnNum:
+            GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】 " % (turnNum))
             turnFight.turnNum = turnNum
+            turnFight.turnNumStart = turnNum
             if curPlayer:
                 turnFight.syncState(FightState_Fighting)
-                
-            for faction, num in turnFight.actionSortList:
-                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
-                for objID in batLineup.posObjIDDict.values():
-                    batObj = batObjMgr.getBatObj(objID)
-                    TurnFightPerTurnBigStart(turnFight, batObj, turnNum)
-                    
+            TurnFightPerTurnBigStart(turnFight, turnNum)
+            
         # 红颜
         # 灵兽
         
@@ -1269,12 +1256,10 @@
             batFaction = turnFight.getBatFaction(faction)
             batLineup = batFaction.getBatlineup(num)
             for posNum in range(batLineup.actionNum, PosNumMax + 1):
-                # 每个武将位算一个时间节点
-                #GameWorld.DebugLog("武将节点: faction=%s,posNum=%s,curTimeline=%s" % (faction, posNum, curTimeline))
+                #GameWorld.DebugLog("武将位置: faction=%s,posNum=%s" % (faction, posNum))
                 if posNum not in batLineup.posObjIDDict:
                     batLineup.actionNum = posNum + 1
-                    curTimeline = turnFight.setTimeline(curTimeline + 1, True)
-                    #GameWorld.DebugLog("空位节点: faction=%s,posNum=%s,curTimeline=%s" % (faction, posNum, curTimeline))
+                    #GameWorld.DebugLog("没有武将: faction=%s,posNum=%s" % (faction, posNum))
                     continue
                 
                 objID = batLineup.posObjIDDict[posNum]
@@ -1283,13 +1268,16 @@
                 # 玩家自己阵营,预判可否行动
                 if checkBreakpoint and faction == ChConfig.Def_FactionA and batObj:
                     if batObj.CanAction():
-                        GameWorld.DebugLog("玩家阵容下一个可行动的武将,断点: curTimeline=%s,nextPosNum=%s" % (curTimeline, posNum))
+                        GameWorld.DebugLog("玩家阵容下一个可行动的武将,断点: nextPosNum=%s" % (posNum))
                         return
                     
                 batLineup.actionNum = posNum + 1
-                curTimeline = turnFight.setTimeline(curTimeline + 1)
+                
                 TurnFightHeroTurnStart(turnFight, batObj, turnNum)
-                if not OnObjAction(turnFight, batObj):
+                isAction = OnObjAction(turnFight, batObj)
+                TurnFightHeroTurnEnd(turnFight, batObj, turnNum)
+                
+                if not isAction:
                     continue
                 
                 if not checkBreakpoint and faction == ChConfig.Def_FactionA:
@@ -1306,15 +1294,8 @@
             break
         
         # 回合结束
-        curTimeline = turnFight.setTimeline(curTimeline + 1) # 每回合结束算一个时间节点
-        for faction, num in turnFight.actionSortList:
-            GameWorld.DebugLog("回合结束逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
-            batFaction = turnFight.getBatFaction(faction)
-            batLineup = batFaction.getBatlineup(num)
-            for objID in batLineup.posObjIDDict.values():
-                batObj = batObjMgr.getBatObj(objID)
-                TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
-                
+        TurnFightPerTurnBigEnd(turnFight, turnNum)
+        
     if not turnFight.winFaction:
         OnTurnAllOver(turnFight.guid)
         
@@ -1332,22 +1313,12 @@
             break
         turnFight.turnNum = turnNum
         GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】" % turnNum)
-        curTimeline = turnFight.getTurnNumStartTimelin(turnNum) # 本回合起始时间节点
-        curTimeline = turnFight.setTimeline(curTimeline + 1)
         if curPlayer:
             turnFight.syncState(FightState_Fighting)
             
         # 回合开始
-        for faction, num in turnFight.actionSortList:
-            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
-            for objID in batLineup.posObjIDDict.values():
-                batObj = batObjMgr.getBatObj(objID)
-                TurnFightPerTurnBigStart(turnFight, batObj, turnNum)
-                
-                    
+        TurnFightPerTurnBigStart(turnFight, turnNum)
+                 
         # 红颜
         # 灵兽
             
@@ -1365,15 +1336,14 @@
             for posNum in range(batLineup.actionNum, PosNumMax + 1):
                 batLineup.actionNum = posNum + 1
                 if posNum not in batLineup.posObjIDDict:
-                    curTimeline = turnFight.setTimeline(curTimeline + 1, True)
                     continue
-                curTimeline = turnFight.setTimeline(curTimeline + 1) # 每个武将位算一个时间节点
                 objID = batLineup.posObjIDDict[posNum]
                 batObj = batObjMgr.getBatObj(objID)
                 TurnFightHeroTurnStart(turnFight, batObj, turnNum)
-                if not OnObjAction(turnFight, batObj):
+                isAction = OnObjAction(turnFight, batObj)
+                TurnFightHeroTurnEnd(turnFight, batObj, turnNum)
+                if not isAction:
                     continue
-                
                 break
             
             if turnFight.actionIndex >= len(turnFight.actionSortList) - 1:
@@ -1385,15 +1355,8 @@
             break
         
         # 回合结束
-        curTimeline = turnFight.setTimeline(curTimeline + 1) # 每回合结束算一个时间节点
-        for faction, num in turnFight.actionSortList:
-            GameWorld.DebugLog("回合结束逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
-            batFaction = turnFight.getBatFaction(faction)
-            batLineup = batFaction.getBatlineup(num)
-            for objID in batLineup.posObjIDDict.values():
-                batObj = batObjMgr.getBatObj(objID)
-                TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
-                
+        TurnFightPerTurnBigEnd(turnFight, turnNum)
+        
     if not turnFight.winFaction:
         OnTurnAllOver(turnFight.guid)
     return
@@ -1430,110 +1393,49 @@
     turnFight.enterLogic = True
     return True
 
-def OnTimelineChange(turnFight):
-    ## 每个时间节点变化时处理
+def TurnFightPerTurnBigStart(turnFight, turnNum):
+    ## 大回合开始时
     
-    nowTimeline = turnFight.getTimeline()
     
     batObjMgr = BattleObj.GetBatObjMgr()
-    for batFaction in turnFight.factionDict.values():
-        for batLineup in batFaction.lineupDict.values():
-            for objID in batLineup.posObjIDDict.values():
-                batObj = batObjMgr.getBatObj(objID)
-                #GameWorld.DebugLog("OnTimelineChange! objID=%s" % (objID))
-                if not batObj or not batObj.IsAlive():
-                    continue
-                
-                curID = batObj.GetID()
-                skillManager = batObj.GetSkillManager()
-                for index in range(0, skillManager.GetSkillCount()):
-                    curSkill = skillManager.GetSkillByIndex(index)
-                    if not curSkill:
-                        continue
-                    remainTime = curSkill.GetRemainTime()
-                    if not remainTime:
-                        continue
-                    calcTimeline = curSkill.GetCalcTime()
-                    passTurn = __calcPassturn(calcTimeline, nowTimeline, True)
-                    if passTurn <= 0:
-                        continue
-                    skillID = curSkill.GetSkillID()
-                    updRemainTime = max(0, remainTime - passTurn)
-                    curSkill.SetRemainTime(updRemainTime)
-                    curSkill.SetCalcTime(nowTimeline)
-                    GameWorld.DebugLog("更新技能剩余回合数: curID=%s,skillID=%s,updRemainTime=%s,calcTimeline=%s,passTurn=%s" 
-                                       % (curID, skillID, updRemainTime, calcTimeline, passTurn))
-                    
-                buffMgr = batObj.GetBuffManager()
-                for index in range(buffMgr.GetBuffCount())[::-1]:
-                    buff = buffMgr.GetBuffByIndex(index)
-                    buffID = buff.GetBuffID()
-                    skillID = buff.GetSkillID()
-                    skillData = buff.GetSkillData()
-                    if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
-                        #GameWorld.DebugLog("    持续类buff由触发时机决定剩余时间! curID=%s,index=%s,skillID=%s,buffID=%s" % (curID, index, skillID, buffID))
-                        continue
-                    remainTime = buff.GetRemainTime()
-                    if not remainTime:
-                        # 永久buff不处理
-                        #GameWorld.DebugLog("    永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, skillID))
-                        continue
-                    calcTimeline = buff.GetCalcTime()
-                    passTurn = __calcPassturn(calcTimeline, nowTimeline, True)
-                    if passTurn <= 0:
-                        #GameWorld.DebugLog("    passTurn <= 0 passTurn=%s,calcTimeline=%s,nowTimeline=%s,skillID=%s" % (passTurn, calcTimeline, nowTimeline, skillID))
-                        continue
-                    
-                    updRemainTime = max(0, remainTime - passTurn)
-                    GameWorld.DebugLog("更新buff剩余回合数: curID=%s,buffID=%s,skillID=%s,updRemainTime=%s,calcTimeline=%s,passTurn=%s" 
-                                       % (curID, buffID, skillID, updRemainTime, calcTimeline, passTurn))
-                    if updRemainTime > 0:
-                        buff.SetRemainTime(updRemainTime)
-                        buff.SetCalcTime(nowTimeline)
-                        TurnBuff.SyncBuffRefresh(turnFight, batObj, buff)
-                    else:
-                        TurnBuff.DoBuffDel(turnFight, batObj, buff)
-                        
+    for faction, num in turnFight.actionSortList:
+        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
+        for objID in batLineup.posObjIDDict.values():
+            batObj = batObjMgr.getBatObj(objID)
+            if not batObj:
+                continue
+            if not batObj.IsAlive():
+                continue
+            
+            turnFight.ResetOneActionUseSkillCnt()
+            batObj.SetTiming(ChConfig.TurnTiming_Before) # 重置时机到回合前
+            RefreshObjSkillByTurn(batObj) # 优先刷技能CD
+            
+            TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
+            
     return
 
-def __calcPassturn(calcTimeline, nowTimeline, equalOK):
-    ## 计算已经过了的回合数
-    # @param equalOK: 时间节点相同时是否算1回合,一般技能可以算,buff可算可不算,具体看需求调整
-    calcTurnNum = calcTimeline / TimelineSet
-    calcTimeNode = calcTimeline % TimelineSet
-    nowTurnNum = nowTimeline / TimelineSet
-    nowTimeNode = nowTimeline % TimelineSet
-    if equalOK:
-        if nowTimeNode >= calcTimeNode:
-            return max(0, nowTurnNum - calcTurnNum)
-        return max(0, nowTurnNum - calcTurnNum - 1)
-    else:
-        if nowTimeNode > calcTimeNode:
-            return max(0, nowTurnNum - calcTurnNum)
-        return max(0, nowTurnNum - calcTurnNum - 1)
-    return 0
-
-def TurnFightPerTurnBigStart(turnFight, batObj, turnNum):
-    ## 大回合开始时
-    if not batObj:
-        return
-    
-    if batObj.GetHP() <= 0:
-        return
-    
-    turnFight.ResetOneActionUseSkillCnt()
-    TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
-    return
-
-def TurnFightPerTurnBigEnd(turnFight, batObj, turnNum):
+def TurnFightPerTurnBigEnd(turnFight, turnNum):
     ## 大回合结束时
-    if not batObj:
-        return
     
-    if batObj.GetHP() <= 0:
-        return
-    
-    TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnEnd)
+    batObjMgr = BattleObj.GetBatObjMgr()
+    for faction, num in turnFight.actionSortList:
+        GameWorld.DebugLog("回合结束逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
+        batFaction = turnFight.getBatFaction(faction)
+        batLineup = batFaction.getBatlineup(num)
+        for objID in batLineup.posObjIDDict.values():
+            batObj = batObjMgr.getBatObj(objID)
+            if not batObj:
+                continue
+            if not batObj.IsAlive():
+                continue
+            
+            turnFight.ResetOneActionUseSkillCnt()
+            TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnEnd)
+            
     return
 
 def TurnFightHeroTurnStart(turnFight, batObj, turnNum):
@@ -1541,14 +1443,105 @@
     if not batObj:
         return
     
-    if batObj.GetHP() <= 0:
+    if not batObj.IsAlive():
         return
     
-    GameWorld.DebugLog("---[武将回合开始时] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
+    GameWorld.DebugLog("---[武将回合开始] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
     turnFight.ResetOneActionUseSkillCnt()
+    RefreshObjBuffTime(turnFight, batObj)
     TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_HeroTurnStart)
+    
+    # 最后设置时机为回合后,说明:回合开启前的逻辑处理完后,其他的均默认为回合后
+    batObj.SetTiming(ChConfig.TurnTiming_After)
     return
 
+def TurnFightHeroTurnEnd(turnFight, batObj, turnNum):
+    ## 武将回合结束时,不能行动也要触发
+    if not batObj:
+        return
+    
+    if not batObj.IsAlive():
+        return
+    
+    GameWorld.DebugLog("---[武将回合结束] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
+    turnFight.ResetOneActionUseSkillCnt()
+    RefreshObjBuffTime(turnFight, batObj)
+    return
+
+def ResetObjSkillCD(batObj):
+    ## 重置所有技能CD
+    skillManager = batObj.GetSkillManager()
+    for index in range(0, skillManager.GetSkillCount()):
+        curSkill = skillManager.GetSkillByIndex(index)
+        if not curSkill:
+            continue
+        remainTime = curSkill.GetRemainTime()
+        if remainTime <= 0:
+            continue
+        curSkill.SetRemainTime(0)
+    return
+
+def RefreshObjSkillByTurn(batObj):
+    '''按回合刷新技能:默认以大回合统一减1回合,使用技能后设置剩余CD统一默认加1回合,即配置1回合,设置的CD是2
+    '''
+    curID = batObj.GetID()
+    skillManager = batObj.GetSkillManager()
+    for index in range(0, skillManager.GetSkillCount()):
+        curSkill = skillManager.GetSkillByIndex(index)
+        if not curSkill:
+            continue
+        skillID = curSkill.GetSkillID()
+        preTurnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
+        batObj.ResetSkillTurnUseCnt() # 重置回合使用次数
+        remainTime = curSkill.GetRemainTime()
+        if remainTime <= 0:
+            continue
+        if preTurnUseCnt > 0:
+            GameWorld.DebugLog("    上回合有使用技能本回合不刷新CD: curID=%s,skillID=%s,remainTime=%s,preTurnUseCnt=%s" % (curID, skillID, remainTime, preTurnUseCnt))
+            continue
+        remainTime -= 1
+        curSkill.SetRemainTime(remainTime)
+        GameWorld.DebugLog("    更新技能CD: curID=%s,skillID=%s,remainTime=%s" % (curID, skillID, remainTime))
+        
+    return
+
+def RefreshObjBuffTime(turnFight, batObj):
+    '''刷新buff持续时间:以武将自身回合前、回合后处理buff持续时间
+    回合前添加的buff在回合开始减1,回合后添加的buff在回合结束减1
+    '''
+    curID = batObj.GetID()
+    curTiming = batObj.GetTiming() # 时间节点 0-回合前;1-回合后
+    buffMgr = batObj.GetBuffManager()
+    for index in range(buffMgr.GetBuffCount())[::-1]:
+        buff = buffMgr.GetBuffByIndex(index)
+        buffID = buff.GetBuffID()
+        skillID = buff.GetSkillID()
+        skillData = buff.GetSkillData()
+        if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
+            #GameWorld.DebugLog("    持续类buff由触发时机决定剩余时间! curID=%s,index=%s,skillID=%s,buffID=%s" % (curID, index, skillID, buffID))
+            continue
+        remainTime = buff.GetRemainTime()
+        if remainTime <= 0:
+            # 永久buff不处理
+            #GameWorld.DebugLog("    永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, skillID))
+            continue
+        addTiming = buff.GetAddTiming()
+        if not buff.GetRefreshState():
+            GameWorld.DebugLog("    未刷新过的buff更新为刷新过! curID=%s,index=%s,skillID=%s,buffID=%s,addTiming=%s" % (curID, index, skillID, buffID, addTiming))
+            buff.SetRefreshState(1)
+            continue
+        if addTiming != curTiming:
+            GameWorld.DebugLog("    buff添加时机不同不处理! curID=%s,index=%s,skillID=%s,buffID=%s,addTiming=%s" % (curID, index, skillID, buffID, addTiming))
+            continue
+        remainTime -= 1
+        GameWorld.DebugLog("    更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s,addTiming=%s" % (curID, buffID, skillID, remainTime, addTiming))
+        if remainTime > 0:
+            buff.SetRemainTime(remainTime)
+            TurnBuff.SyncBuffRefresh(turnFight, batObj, buff)
+        else:
+            TurnBuff.DoBuffDel(turnFight, batObj, buff)
+    return
+                        
 def AddTurnObjCureHP(curObj, srcObj, addValue, cureHP, skillID=0):
     ## 回合对象添加治疗值
     # @param curObj: 获得治疗的对象
@@ -1590,6 +1583,7 @@
 
 def OnObjAction(turnFight, curBatObj, isExtra=False):
     ## 战斗单位行动
+    # @param isExtra: 是否额外行动的
     if not curBatObj:
         return
     
@@ -1610,6 +1604,7 @@
     atk = curBatObj.GetAtk()
     curXP = curBatObj.GetXP()
     GameWorld.DebugLog("★回合%s %s %s行动 : atk=%s,curHP=%s/%s,curXP=%s" % (turnNum, objName, "额外" if isExtra else "", atk, curHP, curBatObj.GetMaxHP(), curXP))
+    turnFight.ResetOneActionUseSkillCnt()
     turnFight.syncObjAction(turnNum, objID)
     
     TurnPassive.OnTriggerPassiveEffect(turnFight, curBatObj, ChConfig.TriggerWay_HeroActionStart)
@@ -1634,13 +1629,16 @@
         skillID = useSkill.GetSkillID()
         # 常规攻击优先xp
         if SkillCommon.isAngerSkill(useSkill):
-            if curXP < xpMax:
+            if curXP < xpMax and not useSkill.GetEffectByID(ChConfig.SkillEff_AngerSkillNoXP):
                 continue
             if curBatObj.CheckInState(ChConfig.BatObjState_Sneer):
-                GameWorld.DebugLog("嘲讽状态下,无法主动释放怒技!") # 可被动释放怒技,如怒技追击
+                GameWorld.DebugLog("嘲讽状态下,无法主动释放怒技! skillID=%s" % skillID) # 可被动释放怒技,如怒技追击
                 continue
             useCnt = -1 # xp技能优先释放
         else:
+            if useSkill.GetEffectByID(ChConfig.SkillEff_ActionUseInvalid): # 配置该效果时如果被嘲讽,相当于无法行动
+                GameWorld.DebugLog("行动时无法释放该技能! skillID=%s" % skillID)
+                continue
             useCnt = curBatObj.GetSkillUseCnt(skillID)
         useSkillList.append([useCnt, skillID, useSkill])
         
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index 8ec9128..ac77507 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -1485,7 +1485,7 @@
 (
    Def_SkillType_Special      ,  #特殊技能   0        
    Def_SkillType_Atk          ,  #攻击类   1
-   Def_SkillType_Rstr         ,  #恢复类   2
+   Def_SkillType_Cure         ,  #恢复类   2
    Def_SkillType_LstPlsBuff   ,  #持续增益BUFF  3
    Def_SkillType_LstDepBuff   ,  #持续减益BUFF  4
    Def_SkillType_PlsBuff      ,  #增益BUFF 5
@@ -1560,7 +1560,7 @@
 
 #不进入战斗状态的技能
 Def_NoBattleState_List = [
-                           Def_SkillType_Rstr         ,  #恢复类   2
+                           Def_SkillType_Cure         ,  #恢复类   2
                            Def_SkillType_LstPlsBuff   ,  #持续增益BUFF  3
                            Def_SkillType_PlsBuff      ,  #增益BUFF 5
                            Def_SkillType_Passive      ,  #被动技   7
@@ -2915,6 +2915,10 @@
     Def_GameWallow_LV_Max,
 )= range(0, 10)
 
+# 回合时机,以武将自身为参考
+TurnTiming_Before = 0 # 武将回合前
+TurnTiming_After = 1 # 武将回合后
+
 # 回合攻击战斗类型
 (
 TurnBattleType_Normal, # 常规攻击 0
@@ -2938,7 +2942,6 @@
 Def_Obj_Dict_HeroID = 'HeroID' # 该战斗NPC所绑定的武将ID,一般仅玩家阵容有
 Def_Obj_Dict_SkinID = 'SkinID' # 该战斗NPC所绑定的武将皮肤ID,一般仅玩家阵容有
 Def_Obj_Dict_TurnFightPosInfo = 'TurnFightPosInfo' # 回合制站位: 阵营编号*100+阵型站位,阵型站位为0时代表非主战单位
-Def_Obj_Dict_TurnFightTimeline = 'TurnFightTimeline' # 回合制战斗时间线: 回合数*100+行动编号节点
 Def_Obj_Dict_TurnMissNum = 'TurnMissNum' # 单次累计闪避次数
 Def_Obj_Dict_TurnBattleType = 'TurnBattleType' # 本次攻击战斗类型:TurnBattleType_xxx
 
@@ -4057,8 +4060,8 @@
 PassiveEff_ChangeHurtType = 6002 # 变更本次伤害类型
 PassiveEff_ChangeHurtMulti = 6003 # 变更伤害倍值(可增可减)
 PassiveEff_AddSkillPer = 6004 # 增加本次技能万分比(验证目标状态)
+PassiveEff_AddSkillPerByDeadTeammate = 6005 # 增加本次技能万分比(按队友死亡数)
 PassiveEff_AddSkillPerByJob = 6006 # 增加本次技能万分比(验证目标职业)
-# 6005 增加本次技能万分比(按buff状态层数算)
 PassiveEff_AddSkillTagCnt = 6007 # 增加技能目标数
 PassiveEff_ImmuneControlBuff = 6008 # 生命值低于x%时免疫控制效果
 PassiveEff_MustSuperHit = 6009 # 生命值低于x%时必定暴击
@@ -4069,9 +4072,11 @@
 PassiveEff_AddSkillRate = 6014 # 增加技能概率
 PassiveEff_AddRicochetCnt = 6015 # 增加弹射次数
 PassiveEff_AddShieldHurtPer = 6016 # 对护盾造成伤害加成
+PassiveEff_SkillInvalid = 6017 # 使技能无效
+PassiveEff_AddAngerSkillPerByXP = 6018 # 增加怒气技能伤害(按消耗怒气值)
 
 # 被动效果ID有触发值时就返回的
-PassiveEffHappenValueList = [PassiveEff_ChangeHurtType, PassiveEff_ImmuneControlBuff, PassiveEff_MustSuperHit]
+PassiveEffHappenValueList = [PassiveEff_ChangeHurtType, PassiveEff_ImmuneControlBuff, PassiveEff_MustSuperHit, PassiveEff_SkillInvalid]
 # 被动效果ID触发值取最大值的
 PassiveEffValueMaxList = [PassiveEff_ChangeHurtMulti]
 # 被动效果ID触发值取最小值的
@@ -4083,6 +4088,8 @@
 SkillEff_ChangeTag = 7003 # 修改技能目标
 SkillEff_RandRicochetCnt = 7004 # 随机弹射次数(A~B随机,包含AB)
 SkillEff_MustHit = 7005 # 技能必命中
+SkillEff_ActionUseInvalid = 7006 # 行动时不可释放技能(可连击、反击、追击)
+SkillEff_AngerSkillNoXP = 7007 # 无论多少怒气均可释放该怒气技能
 
 (
 TriggerType_BeSuperHit, # 被暴击触发技能 1
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Hero.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Hero.py
index ba6df6a..8c7a3ef 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Hero.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Hero.py
@@ -119,6 +119,12 @@
         GameWorld.DebugAnswer(curPlayer, "不存在武将: itemIndex=%s" % itemIndex)
         return
     
+    heroID = heroItem.GetItemTypeID()
+    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+    if not heroIpyData:
+        return
+    quality = heroIpyData.GetQuality()
+    
     if value == 0:
         PlayerHero.InitHeroItem(heroItem.GetItem())
         heroItem.Sync_Item()
@@ -150,6 +156,9 @@
     # 突破
     if value == "b":
         breakLV = msgList[2] if len(msgList) > 2 else 0
+        if not IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, breakLV):
+            GameWorld.DebugAnswer(curPlayer, "突破等级不存在:%s 品质:%s" % (breakLV, quality))
+            return
         PlayerHero.SetHeroBreakLV(curPlayer, heroItem, breakLV)
         GameWorld.DebugAnswer(curPlayer, "设置武将突破: %s,itemIndex=%s" % (breakLV, itemIndex))
         return
@@ -157,6 +166,9 @@
     # 觉醒
     if value == "a":
         awakeLV = msgList[2] if len(msgList) > 2 else 0
+        if not IpyGameDataPY.GetIpyGameData("HeroQualityAwake", quality, awakeLV):
+            GameWorld.DebugAnswer(curPlayer, "觉醒等级不存在:%s 品质:%s" % (awakeLV, quality))
+            return
         PlayerHero.SetHeroAwakeLV(heroItem, awakeLV)
         GameWorld.DebugAnswer(curPlayer, "设置武将觉醒: %s,itemIndex=%s" % (awakeLV, itemIndex))
         return
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py
index c09cd7f..c96e621 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py
@@ -81,7 +81,7 @@
 def __doKillAward(curPlayer, atkObj, killObjList):
     ## 计算击杀奖励
     if not killObjList:
-        GameWorld.DebugLog("没有击杀不需要处理!")
+        #GameWorld.DebugLog("没有击杀不需要处理主线奖励!")
         return
     # 结算经验
     unXiantaoCntExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntExp)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
index ee4a1ed..57227ca 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -141,7 +141,6 @@
                         ("DWORD", "BuffRepeat", 0),
                         ("BYTE", "DispersedLimit", 0),
                         ("DWORD", "FightPower", 0),
-                        ("char", "SkillMotionName", 0),
                         ),
 
                 "Hero":(
@@ -2551,8 +2550,7 @@
     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 GetDispersedLimit(self): return self.attrTuple[37] # 驱散限制 BYTE
-    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
+    def GetFightPower(self): return self.attrTuple[38] # 技能战斗力 DWORD
 
 # 武将表
 class IPY_Hero():
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6005.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6005.py
new file mode 100644
index 0000000..37f79ee
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6005.py
@@ -0,0 +1,22 @@
+#!/usr/bin/python
+# -*- coding: GBK -*-
+#-------------------------------------------------------------------------------
+#
+##@package Skill.PassiveTrigger.PassiveEff_6005
+#
+# @todo:增加本次技能万分比(按队友死亡数)
+# @author hxp
+# @date 2025-10-30
+# @version 1.0
+#
+# 详细描述: 增加本次技能万分比(按队友死亡数)
+#
+#-------------------------------------------------------------------------------
+#"""Version = 2025-10-30 10:00"""
+#-------------------------------------------------------------------------------
+
+def GetHappenValue(attacker, defender, curEffect, effSkill, effBuff, **skillkwargs):
+    addPer = curEffect.GetEffectValue(0) # 每层增加的万分比
+    batLineup = attacker.GetBatLineup()
+    deadCnt = batLineup.getDeadObjCnt()
+    return deadCnt * addPer
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6017.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6017.py
new file mode 100644
index 0000000..067cb09
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6017.py
@@ -0,0 +1,20 @@
+#!/usr/bin/python
+# -*- coding: GBK -*-
+#-------------------------------------------------------------------------------
+#
+##@package Skill.PassiveTrigger.PassiveEff_6017
+#
+# @todo:使技能无效
+# @author hxp
+# @date 2025-10-30
+# @version 1.0
+#
+# 详细描述: 使技能无效
+#
+#-------------------------------------------------------------------------------
+#"""Version = 2025-10-30 10:00"""
+#-------------------------------------------------------------------------------
+
+def GetHappenValue(attacker, defender, curEffect, effSkill, effBuff, **skillkwargs):
+    invalidSkillID = curEffect.GetEffectValue(0) #无效的技能ID
+    return invalidSkillID
\ No newline at end of file
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6018.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6018.py
new file mode 100644
index 0000000..07d61c3
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6018.py
@@ -0,0 +1,20 @@
+#!/usr/bin/python
+# -*- coding: GBK -*-
+#-------------------------------------------------------------------------------
+#
+##@package Skill.PassiveTrigger.PassiveEff_6018
+#
+# @todo:增加怒气技能伤害(按消耗怒气值)
+# @author hxp
+# @date 2025-10-30
+# @version 1.0
+#
+# 详细描述: 增加怒气技能伤害(按消耗怒气值)
+#
+#-------------------------------------------------------------------------------
+#"""Version = 2025-10-30 10:00"""
+#-------------------------------------------------------------------------------
+
+def GetHappenValue(attacker, defender, curEffect, effSkill, effBuff, **skillkwargs):
+    oneXPAddPer = curEffect.GetEffectValue(0) #每1点xp增加万分比
+    return attacker.GetXP() * oneXPAddPer
\ No newline at end of file
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
index f15d3a5..aa8ad4f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -42,7 +42,7 @@
     @param refreshTimeLayer: 刷新剩余时间、层级
     '''
     skillData = curBuff.GetSkillData()
-    curBuff.SetCalcTime(turnFight.getTimeline())
+    curBuff.SetAddTiming(curBatObj.GetTiming())
     if refreshTimeLayer:
         curBuff.SetRemainTime(max(tagBuff.GetRemainTime(), skillData.GetLastTime()))
         curBuff.SetLayer(max(tagBuff.GetLayer(), skillData.GetLayerMax()))
@@ -180,7 +180,7 @@
                 GameWorld.DebugLog("        默认覆盖")
                 
             # 重置回合、CD、值等
-            buff.SetCalcTime(turnFight.getTimeline())
+            buff.SetAddTiming(batObj.GetTiming())
             buff.SetRemainTime(buffSkill.GetLastTime())
             buff.SetLayer(updLayerCnt)
             buff.SetBuffValueList(buffValueList)
@@ -205,11 +205,12 @@
     relatedSkillID = bySkill.GetSkillID() if bySkill else 0
     ownerID = buffOwner.GetID()
     buffID = buff.GetBuffID()
+    timing = batObj.GetTiming()
     
-    GameWorld.DebugLog("    __addNewBuff. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timeline=%s" 
-                       % (buffID, skillID, ownerID, relatedSkillID, turnFight.getTimeline()), curID)
+    GameWorld.DebugLog("    __addNewBuff. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timing=%s" 
+                       % (buffID, skillID, ownerID, relatedSkillID, timing), curID)
+    buff.SetAddTiming(timing) # 武将当前在什么时机就设置为什么时机
     buff.SetOwnerID(ownerID)
-    buff.SetCalcTime(turnFight.getTimeline())
     buff.SetRemainTime(buffSkill.GetLastTime())
     buff.SetLayer(setLayerCnt)
     buff.SetBuffValueList(buffValueList)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
index 243507f..91f9b07 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
@@ -108,15 +108,17 @@
     callFunc(turnFight, batObj, tagObj, effBuff, curEffect, connSkill, connBuff, **kwargs)
     return
 
-def GetTriggerEffectValue(turnFight, atkObj, defObj, calcEffID, connSkill=None, connSkillTypeID=0, **kwargs):
+def GetTriggerEffectValue(turnFight, atkObj, defObj, calcEffID, connSkill=None, connSkillTypeID=0, triggerWay=ChConfig.TriggerWay_CalcEffValue, **kwargs):
     ''' 获取触发被动的值,一般用于某种条件下才会产生的值,如xx情况下属性变化 或 xx情况下是否发生什么
     @param calcEffID: 需要统计的效果ID,可以是属性ID或者其他自定义效果ID
     @return: 触发的值,0-没有触发或本身触发的值为0;非0-触发的具体值
     '''
     
-    triggerWay = ChConfig.TriggerWay_CalcEffValue
     passiveEffMgr = atkObj.GetPassiveEffManager()
-    effInfoList = passiveEffMgr.GetPassiveEffByTrigger("%s_%s" % (triggerWay, calcEffID), connSkill, connSkillTypeID)
+    if triggerWay == ChConfig.TriggerWay_CalcEffValue:
+        effInfoList = passiveEffMgr.GetPassiveEffByTrigger("%s_%s" % (triggerWay, calcEffID), connSkill, connSkillTypeID)
+    else:
+        effInfoList = passiveEffMgr.GetPassiveEffByTrigger(triggerWay, connSkill, connSkillTypeID)
     if not effInfoList:
         return 0
     
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 cde32e1..a1ba7d3 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -60,9 +60,6 @@
         return
     
     objID = curBatObj.GetID()
-    if not curBatObj.CanAction():
-        GameWorld.DebugLog("当前状态无法使用技能! objID=%s,skillID=%s" % (objID, skillID))
-        return
     
     buffStateGroups = useSkill.GetBuffStateLimit()
     if buffStateGroups:
@@ -126,19 +123,19 @@
         curBatObj.SetMainTagIDList(tagIDList)
         
     useTag = ""
+    if IsNeedSyncSkill(useSkill):
+        # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
+        useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
+        clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
+        clientPack.Tag = useTag
+        clientPack.Len = len(clientPack.Tag)
+        clientPack.Sign = 0
+        turnFight.addBatPack(clientPack)
+        
     #这个技能是Buff
     if SkillCommon.IsBuff(useSkill):
         __doAddBuff(turnFight, curBatObj, useSkill)
     else:
-        # 主技能额外触发的技能可不下发,前端视为仅释放一个主技能
-        if batType != ChConfig.TurnBattleType_Enhance:
-            # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
-            useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
-            clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
-            clientPack.Tag = useTag
-            clientPack.Len = len(clientPack.Tag)
-            clientPack.Sign = 0
-            turnFight.addBatPack(clientPack)
         __doUseSkill(turnFight, curBatObj, useSkill)
         
     DoAttackResult(turnFight, curBatObj, useSkill)
@@ -160,6 +157,10 @@
     if usePoolSkill:
         poolMgr.release(useSkill)
     return True
+
+def IsNeedSyncSkill(useSkill):
+    ## 使用需要同步B427使用技能
+    return useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_CleanBuff]
 
 def GetSkillTags(turnFight, curBatObj, useSkill):
     ## 获取技能目标
@@ -778,11 +779,10 @@
     skillID = useSkill.GetSkillID()
     curBatObj.AddSkillUseCnt(skillID)
     if useSkill.GetCoolDownTime():
-        useSkill.SetCalcTime(turnFight.getTimeline())
         useSkill.SetRemainTime(useSkill.GetCoolDownTime())
         
     # 需先技能使用 - 前端按顺序优先表现技能释放内容,前端需要动作或有伤血则通知
-    if useSkill.GetSkillMotionName() or len(useSkill.GetHurtObjList()) or useSkill.GetSkillType() in [ChConfig.Def_SkillType_CleanBuff]:
+    if IsNeedSyncSkill(useSkill):
         Sync_UseSkill(turnFight, curBatObj, useSkill)
         
     __doCostZhanchui(turnFight, curBatObj, useSkill)
@@ -1181,6 +1181,14 @@
     if not enhanceSkillData:
         return
     
+    killObjList = useSkill.GetKillObjList()
+    if killObjList:
+        invalidSkillID = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_SkillInvalid, useSkill, 
+                                                           triggerWay=ChConfig.TriggerWay_KillOneObj)
+        if invalidSkillID and invalidSkillID == enhanceSkillID:
+            GameWorld.DebugLog("有击杀目标时该技能无效! enhanceSkillID=%s" % enhanceSkillID)
+            return
+        
     # 继承主技能目标
     if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
         GameWorld.DebugLog("继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
@@ -1419,9 +1427,11 @@
         
     aAngerSkillPer, dAngerSkillPerDef = 0, 0
     if isAngerSkill:
-        aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤
-        dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤
-            
+        aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 怒技增伤
+        aAngerSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddAngerSkillPerByXP, curSkill)
+        
+        dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 怒技减伤
+        
     aAddSkillPer = 0 # 技能增伤
     aAddSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SkillPer, curSkill)
     
@@ -1459,16 +1469,16 @@
     
     if calcType != ChConfig.Def_Calc_Attack:
         aAtk = GetCalcBaseValue(calcType, atkObj, defObj, curSkill)
-    GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aAddSkillPer=%s" 
-                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer))
+    GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aAddSkillPer=%s,aFinalDamPer=%s" 
+                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer, aFinalDamPer))
     
     # 持续性伤害
     if isTurnNormalSkill:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
-        GameWorld.DebugLog("    普攻技能伤害=%s" % (hurtValue))
+        GameWorld.DebugLog("    普攻技能伤害=%s,aNormalSkillPer=%s,dNormalSkillPerDef=%s" % (hurtValue, aNormalSkillPer, dNormalSkillPerDef))
     elif isAngerSkill:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
-        GameWorld.DebugLog("    怒气技能伤害=%s" % (hurtValue))
+        GameWorld.DebugLog("    怒气技能伤害=%s,aAngerSkillPer=%s,dAngerSkillPerDef=%s" % (hurtValue, aAngerSkillPer, dAngerSkillPerDef))
     elif isDot:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
         GameWorld.DebugLog("    持续技能伤害=%s" % (hurtValue))
@@ -1516,6 +1526,7 @@
     atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByHP, curSkill)
     atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill)
     atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffLayer, curSkill)
+    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByDeadTeammate, curSkill)
     return atkSkillPer
 
 def CanSuperHit(turnFight, atkObj, defObj, curSkill):
@@ -1618,11 +1629,12 @@
             if shieldHurtValue <= 0:
                 break
             buffID = buff.GetBuffID()
+            buffSkillID = buff.GetSkillID()
             if shieldHurtValue < buffValue:
                 decShieldValue = shieldHurtValue
             else:
                 decShieldValue = buffValue
-            GameWorld.DebugLog("    承伤盾抵扣: buffID=%s,buffValue=%s,剩余盾伤=%s,扣除盾值=%s" % (buffID, buffValue, shieldHurtValue, decShieldValue))
+            GameWorld.DebugLog("    承伤盾抵扣: buffID=%s,skillID=%s,buffValue=%s,剩余盾伤=%s,扣除盾值=%s" % (buffID, buffSkillID, buffValue, shieldHurtValue, decShieldValue))
             shieldHurtValue -= decShieldValue # 承伤值
             if decShieldValue >= buffValue:
                 GameWorld.DebugLog("        删除盾: buffID=%s,剩余盾伤=%s" % (buffID, shieldHurtValue))

--
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