From c63ffd10aecb12b2e09dae603cf9a0f824f6482c Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 10 十二月 2025 15:46:15 +0800
Subject: [PATCH] 16 卡牌服务端(合成目标物品与材料物品不在同一背包时支持合成;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |  135 ++++++++++++++++++++++++++++----------------
 1 files changed, 85 insertions(+), 50 deletions(-)

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 824d3d5..aaf4f3c 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -61,8 +61,12 @@
         return
     
     if not curBatObj.IsAlive():
-        return
-    
+        if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive and useSkill.GetTagAim() == ChConfig.SkillTagAim_Self:
+            GameWorld.DebugLog("死亡时使用复活自己的技能! skillID=%s" % skillID)
+        else:
+            # 其他技能死亡状态下无法释放
+            return
+        
     objID = curBatObj.GetID()
     
     if hasattr(useSkill, "GetRemainTime") and useSkill.GetRemainTime() > 0:
@@ -85,13 +89,18 @@
         rate = useSkill.GetHappenRate()
         if rate:
             rate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, useSkill)
+            isRemove = False
             for tagObj in tagObjList[::-1]:
-                if not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
+                if not curBatObj.IsSkillCanHappen(skillID, rate):
                     tagObjList.remove(tagObj)
-                    
+                    isRemove = True
+                    GameWorld.DebugLog("    概率不触发,移除目标! rate=%s,skillID=%s,tagID=%s" % (rate, skillID, tagObj.GetID()))
+            if not tagObjList and isRemove:
+                return
+            
     if not tagObjList:
         # 可扩展其他目标选择,如复活技能没有死亡单位时则使用另外的效果
-        GameWorld.DebugLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
+        GameWorld.DebugLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.getReqPlayerID())
         if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive:
             otherEff = useSkill.GetEffectByID(ChConfig.SkillEff_ReviveNoUse)
             if otherEff:
@@ -106,7 +115,7 @@
     
     oneActionUseCnt = turnFight.GetOneActionUseSkillCnt(objID)
     if oneActionUseCnt >= 20:
-        GameWorld.ErrLog("单次行动累计使用技能达到上限! objID=%s,oneActionUseCnt=%s" % (objID, oneActionUseCnt), turnFight.playerID)
+        GameWorld.ErrLog("单次行动累计使用技能达到上限! objID=%s,oneActionUseCnt=%s" % (objID, oneActionUseCnt), turnFight.getReqPlayerID())
         return
     oneActionUseCnt = turnFight.SetOneActionUseSkillCnt(objID, oneActionUseCnt + 1)
     
@@ -211,7 +220,7 @@
 
 def IsNeedSyncSkill(useSkill):
     ## 使用需要同步B427使用技能
-    if useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_CleanBuff]:
+    if useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_Revive, ChConfig.Def_SkillType_CleanBuff]:
         return True
     if useSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_TurnNormaSkill, ChConfig.Def_SkillFuncType_AngerSkill]:
         return True
@@ -732,7 +741,7 @@
     curBatObj.SetHarmSelfHP(harmHP) # 无视实际扣血量,直接更新
     
     # 单独通知前端表现
-    hurtTypes = pow(2, ChConfig.HurtType_HarmSelf)
+    hurtTypes = pow(2, ChConfig.HurtAtkType_HarmSelf)
     diffType, diffValue = 0, lostHP
     skillID = relatedSkillID = useSkill.GetSkillID()
     Sync_PropertyRefreshView(turnFight, curBatObj, ChConfig.AttrID_HP, updHP, diffValue, diffType, skillID, relatedSkillID, hurtTypes)
@@ -862,21 +871,35 @@
 def SkillModule_3(turnFight, curBatObj, useSkill):
     ## 复活
     
-    skillPer = useSkill.GetSkillPer()
+    initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1)
+    xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2) 
     for tagBatObj in useSkill.GetTagObjList():
-        skillPer += GetAddSkillPer(turnFight, curBatObj, tagBatObj, useSkill) # 复活后的血量百分比
+        skillPer = useSkill.GetSkillPer()
+        skillPer += GetAddSkillPer(turnFight, curBatObj, tagBatObj, useSkill)
+        
+        reviveHPPer = tagBatObj.GetBatAttrValue(ChConfig.AttrID_ReviveHPPer)
+        reviveHPPer += skillPer
+        reviveHPPer += TurnPassive.GetTriggerEffectValue(turnFight, tagBatObj, curBatObj, ChConfig.AttrID_ReviveHPPer, useSkill)
+        
+        reviveXPPer = tagBatObj.GetBatAttrValue(ChConfig.AttrID_ReviveXPPer)
+        reviveXPPer += TurnPassive.GetTriggerEffectValue(turnFight, tagBatObj, curBatObj, ChConfig.AttrID_ReviveXPPer, useSkill)
         
         dID = tagBatObj.GetID()
         dMapHP = tagBatObj.GetMaxHP()
-        cureHP = int(dMapHP * skillPer / 10000.0)
+        
+        cureHP = int(dMapHP * reviveHPPer / 10000.0)
+        xp = initXP + int(xpMax * reviveXPPer / 10000.0)
+        
         tagBatObj.SetRevive(cureHP)
+        tagBatObj.SetXP(xp, False)
         
         hurtObj = useSkill.AddHurtObj(dID)
-        hurtObj.AddHurtType(ChConfig.HurtType_Revive)
+        hurtObj.AddHurtType(ChConfig.HurtAtkType_Revive)
         hurtObj.SetHurtHP(cureHP)
         hurtObj.SetLostHP(cureHP)
         hurtObj.SetCurHP(tagBatObj.GetHP())
-        GameWorld.DebugLog("    复活: dID=%s,cureHP=%s,skillPer=%s,%s/%s" % (dID, cureHP, skillPer, tagBatObj.GetHP(), dMapHP))
+        GameWorld.DebugLog("    复活: dID=%s,cureHP=%s,skillPer=%s,reviveHPPer=%s,%s/%s,xp=%s,reviveXPPer=%s" 
+                           % (dID, cureHP, skillPer, reviveHPPer, tagBatObj.GetHP(), dMapHP, xp, reviveXPPer))
         
     return
 
@@ -892,8 +915,9 @@
     for tagBatObj, cureHP, poisonCureOwner in calcCureResults:
         # 汇总毒奶
         if poisonCureOwner:
-            hurtTypes = pow(2, ChConfig.HurtTYpe_Cure)
-            hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureHurt)
+            hurtTypes = pow(2, ChConfig.HurtAtkType_Cure)
+            hurtTypes |= pow(2, ChConfig.HurtAtkType_Hurt)
+            hurtTypes |= pow(2, ChConfig.HurtAtkType_PoisonCureHurt)
             hurtValue = cureHP
             hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, tagBatObj, hurtValue, hurtTypes)
             calcHurtResults.append([tagBatObj, hurtValue, hurtTypes, immuneHurt])
@@ -909,7 +933,7 @@
         tagBatObj.SetHP(remainHP)
         
         hurtObj = curSkill.AddHurtObj(dID)
-        hurtObj.AddHurtType(ChConfig.HurtTYpe_Cure)
+        hurtObj.AddHurtType(ChConfig.HurtAtkType_Cure)
         hurtObj.SetHurtHP(cureHP)
         hurtObj.SetLostHP(realCureHP)
         hurtObj.SetCurHP(tagBatObj.GetHP())
@@ -977,8 +1001,9 @@
     if poisonCureOwner:
         GameWorld.DebugLog("本次治疗为毒奶: cureHP=%s" % cureHP)
         hurtValue = cureHP
-        hurtTypes = pow(2, ChConfig.HurtTYpe_Cure)
-        hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureHurt)
+        hurtTypes = pow(2, ChConfig.HurtAtkType_Cure)
+        hurtTypes |= pow(2, ChConfig.HurtAtkType_Hurt)
+        hurtTypes |= pow(2, ChConfig.HurtAtkType_PoisonCureHurt)
         hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, poisonCureOwner, defObj, hurtValue, hurtTypes)
         calcHurtResults = [[defObj, hurtValue, hurtTypes, immuneHurt]]
         DoSkillHurtHP(turnFight, poisonCureOwner, useSkill, calcHurtResults, "PoisonCOT")
@@ -988,7 +1013,7 @@
         defObj.SetHP(remainHP)
         
         hurtObj = useSkill.AddHurtObj(defID)
-        hurtObj.AddHurtType(ChConfig.HurtTYpe_Cure)
+        hurtObj.AddHurtType(ChConfig.HurtAtkType_Cure)
         hurtObj.SetHurtHP(cureHP)
         hurtObj.SetLostHP(realCureHP)
         hurtObj.SetCurHP(defObj.GetHP())
@@ -1089,11 +1114,12 @@
     if useSkill.GetCoolDownTime():
         useSkill.SetRemainTime(useSkill.GetCoolDownTime())
         
+    __doCostZhanchui(turnFight, curBatObj, useSkill) # 先扣除再同步技能
+    
     # 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 IsNeedSyncSkill(useSkill):
         Sync_UseSkill(turnFight, curBatObj, useSkill)
         
-    __doCostZhanchui(turnFight, curBatObj, useSkill)
     __doSkillUserAnger(turnFight, curBatObj, useSkill)
     
     DoBeAttackResult(turnFight, curBatObj, useSkill)
@@ -1195,7 +1221,7 @@
     for hurtObj in useSkill.GetHurtObjListAll():
         if hurtObj.GetObjID() != tagID:
             continue
-        if hurtObj.HaveHurtType(ChConfig.HurtType_Parry): # 格挡时可反击
+        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Parry): # 格挡时可反击
             canAtkBack = True
             break
         
@@ -1289,39 +1315,39 @@
         tagObj = batObjMgr.getBatObj(hurtObjID)
         if not tagObj:
             continue
-        if not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Cure) and not hurtObj.HaveHurtType(ChConfig.HurtType_Immune) \
+        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Hurt) and not hurtObj.HaveHurtType(ChConfig.HurtAtkType_Immune) \
             and (isTurnNormalSkill or isAngerSkill) and tagObj.IsAlive():
             __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
             
-        if hurtObj.HaveHurtType(ChConfig.HurtType_Normal):
+        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Hurt):
             totalHurtValue += hurtObj.GetHurtHP()
             if hurtObj.GetLostHP() > 0: # 有掉血的
                 if hurtObjID not in beHurtObjIDList:
                     beHurtObjIDList.append(hurtObjID)
                     
-        if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
+        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Miss):
             if hurtObjID not in missObjIDList:
                 missObjIDList.append(hurtObjID)
             DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Miss, relatedSkillID)
             
-        if hurtObj.HaveHurtType(ChConfig.HurtType_Revive):
+        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Revive):
             if tagObj not in reviveObjList:
                 reviveObjList.append(tagObj)
                 
-        if hurtObj.HaveHurtType(ChConfig.HurtType_Immune):
+        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Immune):
             if hurtObjID not in immuneObjIDList:
                 immuneObjIDList.append(hurtObjID)
                 
-        if hurtObj.HaveHurtType(ChConfig.HurtType_Parry):
+        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Parry):
             DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Parry, relatedSkillID)
             if hurtObjID not in parryObjIDList:
                 parryObjIDList.append(hurtObjID)
                 
-        if hurtObj.HaveHurtType(ChConfig.HurtType_SuperHit):
+        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_SuperHit):
             if hurtObjID not in superHitObjIDList:
                 superHitObjIDList.append(hurtObjID)
                 
-        if hurtObj.HaveHurtType(ChConfig.HurtType_Stun):
+        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Stun):
             if hurtObjID not in stunObjIDList:
                 stunObjIDList.append(hurtObjID)
                 
@@ -1384,6 +1410,9 @@
                  
     # 复活时
     for tagObj in reviveObjList:
+        # 同步最新的怒气及buff,血量已经在技能中通知了
+        tagObj.SetXP(tagObj.GetXP())
+        TurnBuff.DoBuffByRevive(turnFight, tagObj)
         TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Revive, curObj, connSkill=useSkill)
         TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_InBattlefield, curObj, connSkill=useSkill)
         
@@ -1512,7 +1541,7 @@
         curBatObj.SetXP(0)
     elif SkillCommon.isTurnNormalSkill(useSkill) and useSkill.GetBatType() == ChConfig.TurnBattleType_Normal:
         addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 3)
-        AddTurnFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID())
+        AddFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID())
     return
 
 def __doSkillHurtAnger(batObj, lostHP, useSkill):
@@ -1522,10 +1551,10 @@
     addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 4)
     if addXP <= 0:
         return
-    AddTurnFightXP(batObj, addXP, "skillID:%s" % useSkill.GetSkillID())
+    AddFightXP(batObj, addXP, "skillID:%s" % useSkill.GetSkillID())
     return
 
-def AddTurnFightXP(gameObj, addXP, reason=""):
+def AddFightXP(gameObj, addXP, reason=""):
     ## 回合战斗增加XP
     if addXP <= 0 or not addXP:
         #GameWorld.DebugLog("        没有增加XP! curID=%s" % (gameObj.GetID()))
@@ -1628,7 +1657,8 @@
         GameWorld.DebugLog("继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
         # 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理
         enhanceRate = enhanceSkillData.GetHappenRate()
-        enhanceRate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, connSkillTypeID=enhanceSkillData.GetSkillTypeID(), connSkillID=enhanceSkillID)
+        if enhanceRate:
+            enhanceRate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, connSkillTypeID=enhanceSkillData.GetSkillTypeID(), connSkillID=enhanceSkillID)
         enchanceTagObjList = []
         for tagObj in tagObjList:
             tagID = tagObj.GetID()
@@ -1648,7 +1678,7 @@
             if checkHeroSex and checkHeroSex != tagObj.GetSex():
                 GameWorld.DebugLog("    非目标性别不触发: tagID=%s,sex=%s != %s" % (tagID, tagObj.GetSex(), checkHeroSex))
                 continue
-            if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue):
+            if not curBatObj.IsSkillCanHappen(enhanceSkillID, enhanceRate):
                 GameWorld.DebugLog("    概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
                 continue
             
@@ -1720,16 +1750,17 @@
     isOK = False
     # 继承主技能目标
     if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
-        happenRate = passiveSkill.GetHappenRate()
-        happenRate += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillRate, passiveSkill)
-        GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s,bySkillID=%s" % (effSkillID, effectID, passiveSkillID, happenRate, bySkillID))
         if not tagObj:
             return
+        happenRate = passiveSkill.GetHappenRate()
+        if happenRate:
+            happenRate += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillRate, passiveSkill)
+        GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s,bySkillID=%s" % (effSkillID, effectID, passiveSkillID, happenRate, bySkillID))
         tagID = tagObj.GetID()
         if not tagObj.IsAlive() and passiveSkill.GetSkillType() != ChConfig.Def_SkillType_Revive:
             GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
             return
-        if happenRate and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
+        if not batObj.IsSkillCanHappen(passiveSkillID, happenRate):
             GameWorld.DebugLog("    概率不触发: tagID=%s,happenRate=%s" % (tagID, happenRate))
             return
         passiveTagObjList = [tagObj]
@@ -1781,9 +1812,9 @@
         if GameWorld.CanHappen(missRate):
             GameWorld.DebugLog("闪避了! missRate=%s,dMissRate=%s,aMissRateDef=%s,missNum=%s" % (missRate, dMissRate, aMissRateDef, missNum))
             curSkill.SetTagMissNum(defID, missRate + 1)
-            return 0, pow(2, ChConfig.HurtType_Miss)
+            return 0, pow(2, ChConfig.HurtAtkType_Miss)
         
-    hurtTypes = pow(2, ChConfig.HurtType_Normal)
+    hurtTypes = pow(2, ChConfig.HurtAtkType_Hurt)
     
     isSuperHit, isParry, isStun = False, False, False
     aSuperDamPer, dSuperDamPerDef = 0, 0
@@ -1797,7 +1828,7 @@
         isStun = CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕
         
     if isSuperHit:
-        hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
+        hurtTypes |= pow(2, ChConfig.HurtAtkType_SuperHit)
         aSuperDamPer = IpyGameDataPY.GetFuncCfg("SuperHitCfg", 2) * 10000
         aSuperDamPer += atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
         aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
@@ -1806,14 +1837,14 @@
         GameWorld.DebugLog("aSuperDamPer=%s,dSuperDamPerDef=%s" % (aSuperDamPer, dSuperDamPerDef))
         
     if isParry:
-        hurtTypes |= pow(2, ChConfig.HurtType_Parry)
+        hurtTypes |= pow(2, ChConfig.HurtAtkType_Parry)
         
     if ignoreDef:
         GameWorld.DebugLog("无视防御/真实伤害!")
-        hurtTypes |= pow(2, ChConfig.HurtType_IgnoreDef)
+        hurtTypes |= pow(2, ChConfig.HurtAtkType_IgnoreDef)
         
     if isStun:
-        hurtTypes |= pow(2, ChConfig.HurtType_Stun)
+        hurtTypes |= pow(2, ChConfig.HurtAtkType_Stun)
         
     #参与运算的数值
     #rand = random.random()                #种子数 0~1
@@ -1883,7 +1914,7 @@
         dPursueDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPerDef)
         
     aPVPDamPer, dPVPDamPerDef = 0, 0 # PVP
-    if turnFight.getPVPPlayerID() > 0:
+    if turnFight.isPVP() > 0:
         aPVPDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPer)
         dPVPDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPerDef)
         GameWorld.DebugLog("PVP aPVPDamPer=%s,dPVPDamPerDef=%s" % (aPVPDamPer, dPVPDamPerDef))
@@ -2040,7 +2071,7 @@
     
     hurtValue = int(hurtValue)
     if defObj.CheckInState(ChConfig.BatObjState_Wudi):
-        hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫
+        hurtTypes |= pow(2, ChConfig.HurtAtkType_Immune) # 添加免疫
         immuneHurt = hurtValue
         hurtValue = 0
         return hurtValue, hurtTypes, immuneHurt
@@ -2169,7 +2200,7 @@
         immuneHurt = max(int(immuneHurtDict.pop(tagID, 0)), 0) # 因为有标记-1值,所以加max
         # 主要目标的免疫标记外层已经处理,仅额外处理标记曹仁防护
         if caorenProtectID == tagID:
-            hurtTypes |= pow(2, ChConfig.HurtType_CaorenProtect) # 标记受到曹仁防护,前端表现需要
+            hurtTypes |= pow(2, ChConfig.HurtAtkType_CaorenProtect) # 标记受到曹仁防护,前端表现需要
         finalHurtResults.append([tagObj, finalHurt, hurtTypes, immuneHurt])
         finalHurtTotal = finalHurtTotal + finalHurt + immuneHurt
         GameWorld.DebugLog("得出主要目标分摊后的最终伤害: tagID=%s,finalHurt=%s,hurtTypes=%s,immuneHurt=%s,finalHurtTotal=%s" % (tagID, finalHurt, hurtTypes, immuneHurt, finalHurtTotal))
@@ -2181,11 +2212,11 @@
         tagObj = batObjMgr.getBatObj(tagID)
         if not tagObj:
             continue
-        hurtTypes = pow(2, ChConfig.HurtType_Normal)
+        hurtTypes = pow(2, ChConfig.HurtAtkType_Hurt)
         finalHurt = int(hurtValueDict.pop(tagID, 0))
         immuneHurt = max(int(immuneHurtDict.pop(tagID, 0)), 0)
         if immuneHurt > 0:
-            hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫
+            hurtTypes |= pow(2, ChConfig.HurtAtkType_Immune) # 添加免疫
         finalHurtTotal = finalHurtTotal + finalHurt + immuneHurt
         GameWorld.DebugLog("得出额外目标分摊后的最终伤害: tagID=%s,finalHurt=%s,hurtTypes=%s,immuneHurt=%s,finalHurtTotal=%s" % (tagID, finalHurt, hurtTypes, immuneHurt, finalHurtTotal))
         if finalHurt > 0 or immuneHurt > 0: # 额外目标有受伤或免疫才算
@@ -2472,6 +2503,10 @@
     if hurtHP <= 1:
         return
     
+    if not atkObj.IsAlive():
+        # dot施法者已死亡不再吸血
+        return
+    
     aSuckHPPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPer)
     aCurePer = atkObj.GetBatAttrValue(ChConfig.AttrID_CurePer)
     
@@ -2496,7 +2531,7 @@
         GameWorld.DebugLog("    本次吸血为毒奶: suckHP=%s,hurtValue=%s" % (suckHP, hurtValue))
         DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, "PoisonSuckBlood", hpCanNegative=True, immuneHurt=immuneHurt) # 吸血毒奶生命允许负值
         
-        hurtObj.AddHurtType(ChConfig.HurtType_PoisonCureSuck)
+        hurtObj.AddHurtType(ChConfig.HurtAtkType_PoisonCureSuck)
         hurtObj.SetSuckHP(hurtValue) # 如果前端有需要表现免疫吸血毒奶,可以判断吸血毒奶下该值为0代表免疫
         return
     

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