From c80c8718c507a7e52f065eee9e35bb4f27573f48 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 05 十二月 2025 11:07:07 +0800
Subject: [PATCH] 374 【活动内容】开服庆典-服务端

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |  487 +++++++++++++++++++++++++++++++++++++++--------------
 1 files changed, 359 insertions(+), 128 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 70c820a..aaf4f3c 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -45,7 +45,7 @@
     ## 是否无视防御
     return useSkill.GetHurtType() / 10 == 1 # 2为真伤,待扩展
 
-def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None, comboLimit=False, atkBackTag=None):
+def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None, comboLimit=False, atkBackTag=None, **kwargs):
     '''使用技能通用入口
     @param useSkill: 使用的技能,注意并不一定是身上的技能,可能只是 SkillData 表数据
     @param bySkill: 由哪个技能额外触发的,比如附加触发的技能或被动技能均可能由某个技能触发
@@ -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:
@@ -85,24 +89,51 @@
         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:
+                otherSkillID = otherEff.GetEffectValue(0)
+                GameWorld.DebugLog("没有可复活的目标,释放其他技能! otherSkillID=%s" % otherSkillID)
+                otherSkill = curBatObj.GetSkillManager().FindSkillByID(otherSkillID)
+                if not otherSkill:
+                    otherSkill = IpyGameDataPY.GetIpyGameData("Skill", otherSkillID)
+                if otherSkill:
+                    OnUseSkill(turnFight, curBatObj, otherSkill, None, batType, bySkill, byBuff, comboLimit, atkBackTag, **kwargs)
         return
     
     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)
     
+    # 子技能怒气溢出值也有效,所以子技能不处理
+    curXP = curBatObj.GetXP()
+    if batType == ChConfig.TurnBattleType_Enhance:
+        pass
+    elif SkillCommon.isAngerSkill(useSkill):
+        maxXP = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
+        angerOverflow = max(curXP - maxXP, 0)
+        curBatObj.SetAngerOverflow(angerOverflow)
+    else:
+        curBatObj.SetAngerOverflow(0)        
+    angerOverflow = curBatObj.GetAngerOverflow()
+    
     bySkillID = bySkill.GetSkillID() if bySkill else 0
-    GameWorld.DebugLog("◆使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,oneActionUseCnt=%s" 
-                       % (objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), oneActionUseCnt))
+    GameWorld.DebugLog("◆使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,angerOverflow=%s,curXP=%s,oneActionUseCnt=%s" 
+                       % (objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), angerOverflow, curXP, oneActionUseCnt))
     # 以下为技能可以使用的处理,之后的逻辑默认技能使用成功
     
     poolMgr = ObjPool.GetPoolMgr()
@@ -141,7 +172,7 @@
         
     #这个技能是Buff
     if SkillCommon.IsBuff(useSkill):
-        __doAddBuff(turnFight, curBatObj, useSkill)
+        __doAddBuff(turnFight, curBatObj, useSkill, **kwargs)
     else:
         __doUseSkill(turnFight, curBatObj, useSkill)
         
@@ -189,7 +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
@@ -389,18 +420,12 @@
     # 灼烧/玄火目标优先
     elif tagAffect == ChConfig.SkillTagAffect_Burn:
         atkBackTagFrist = False
-        relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
-        sortObjList = [] # 优先灼烧目标,再对位
-        for aimObj in aimObjList:
-            sortValue = 0
-            buffMgr = aimObj.GetBuffManager()
-            if buffMgr.FindBuffListByState(ChConfig.BatObjState_Burn) or buffMgr.FindBuffListByState(ChConfig.BatObjState_BurnPlus):
-                sortValue = 2
-            elif relativeObj and relativeObj.GetID() == aimObj.GetID():
-                sortValue = 1
-            sortObjList.append([sortValue, aimObj])
-        sortObjList.sort(reverse=True)
-        aimObjList = [s[1] for s in sortObjList]
+        aimObjList = __getBuffStateFirst(batObjMgr, curBatObj, posNum, batLineup, aimObjList, [ChConfig.BatObjState_Burn, ChConfig.BatObjState_BurnPlus])
+        
+    # 承伤盾目标优先
+    elif tagAffect == ChConfig.SkillTagAffect_DamShield:
+        atkBackTagFrist = False
+        aimObjList = __getBuffStateFirst(batObjMgr, curBatObj, posNum, batLineup, aimObjList, [ChConfig.BatObjState_DamShield])
         
     # 仅焚血(毒奶)目标
     elif tagAffect == ChConfig.SkillTagAffect_PoisonCure:
@@ -435,6 +460,20 @@
         aimObjList = aimObjList[:tagCount]
         
     return aimObjList
+
+def __getBuffStateFirst(batObjMgr, curBatObj, posNum, batLineup, aimObjList, checkStateList):
+    ## 获取处于xxbuff状态优先,然后再对位目标
+    relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
+    sortObjList = [] # 优先灼烧目标,再对位
+    for aimObj in aimObjList:
+        sortValue = 0
+        if aimObj.CheckInState(checkStateList):
+            sortValue = 2
+        elif relativeObj and relativeObj.GetID() == aimObj.GetID():
+            sortValue = 1
+        sortObjList.append([sortValue, aimObj])
+    sortObjList.sort(reverse=True)
+    return [s[1] for s in sortObjList]
 
 def CheckChangeTagEff(turnFight, curBatObj, useSkill):
     ## 技能自身设定强制修改目标,目前暂定优先级最高,无视软控
@@ -588,7 +627,7 @@
     #    return False
     return True
 
-def __doAddBuff(turnFight, curBatObj, useSkill):
+def __doAddBuff(turnFight, curBatObj, useSkill, **kwargs):
     #执行添加buff
     
     #光环技能,需先添加施法者
@@ -596,14 +635,14 @@
         curID = curBatObj.GetID()
         skillID = useSkill.GetSkillID()
         GameWorld.DebugLog("光环技能先给施法者添加光源buff! skillID=%s,ownerID=%s" % (skillID, curID))
-        if TurnBuff.OnAddBuff(turnFight, curBatObj, useSkill, buffOwner=curBatObj):
+        if TurnBuff.OnAddBuff(turnFight, curBatObj, useSkill, buffOwner=curBatObj, **kwargs):
             for tagBatObj in useSkill.GetTagObjList():
                 if tagBatObj.GetID() == curBatObj.GetID():
                     continue
-                TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
+                TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj, **kwargs)
     else:
         for tagBatObj in useSkill.GetTagObjList():
-            TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
+            TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj, **kwargs)
         
     return
 
@@ -612,6 +651,7 @@
     atkType = useSkill.GetAtkType()
     GameWorld.DebugLog("__doUseSkill: curID=%s,skillID=%s,atkType=%s" % (curBatObj.GetID(), useSkill.GetSkillID(), atkType))
     
+    __doStealBuff(turnFight, curBatObj, useSkill)
     __doHarmSelf(turnFight, curBatObj, useSkill)
     
     # 通用攻击
@@ -622,7 +662,7 @@
         SkillModule_2(turnFight, curBatObj, useSkill)
     # 复活
     elif atkType == 3:
-        pass
+        SkillModule_3(turnFight, curBatObj, useSkill)
     # 多次攻击(锁目标多次伤害,非前端的多段飘血)
     elif atkType == 4:
         pass
@@ -642,6 +682,38 @@
     elif atkType == 9:
         SkillModule_9(turnFight, curBatObj, useSkill)
         
+    return
+
+def __doStealBuff(turnFight, curBatObj, useSkill):
+    ## 施法前偷取buff
+    stealEff = useSkill.GetEffectByID(ChConfig.SkillEff_UseSkillStealBuff)
+    if not stealEff:
+        return
+    buffState = stealEff.GetEffectValue(0) # buff状态
+    stealCnt = stealEff.GetEffectValue(1) # 偷取个数 0-全部;>0-个数
+    isAll = True if stealCnt == 0 else False
+    
+    for tagObj in useSkill.GetTagObjList():
+        if not isAll and stealCnt <= 0:
+            break
+        tagBuffList = tagObj.GetBuffManager().FindBuffListByState(buffState)
+        if not tagBuffList:
+            continue
+        
+        if not isAll and len(tagBuffList) > stealCnt:
+            random.shuffle(tagBuffList) # 随机
+            
+        for tagBuff in tagBuffList:
+            skillID = tagBuff.GetSkillID()
+            buffOwner = curBatObj
+            GameWorld.DebugLog("使用技能前偷取buff: tagID=%s,tagBuffID=%s,buffSkillID=%s" % (tagObj.GetID(), tagBuff.GetBuffID(), skillID))
+            addBuff = TurnBuff.DoAddBuffBySkillID(turnFight, curBatObj, skillID, buffOwner, useSkill, isSync=False)
+            if not addBuff:
+                continue
+            stealCnt -= 1
+            TurnBuff.CopyBuff(turnFight, curBatObj, addBuff, tagBuff, useSkill, True, refreshTimeLayer=False)
+            TurnBuff.DoBuffDel(turnFight, tagObj, tagBuff, relatedSkill=useSkill)
+            
     return
 
 def __doHarmSelf(turnFight, curBatObj, useSkill):
@@ -669,7 +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)
@@ -796,6 +868,41 @@
         
     return
 
+def SkillModule_3(turnFight, curBatObj, useSkill):
+    ## 复活
+    
+    initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1)
+    xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2) 
+    for tagBatObj in useSkill.GetTagObjList():
+        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 * reviveHPPer / 10000.0)
+        xp = initXP + int(xpMax * reviveXPPer / 10000.0)
+        
+        tagBatObj.SetRevive(cureHP)
+        tagBatObj.SetXP(xp, False)
+        
+        hurtObj = useSkill.AddHurtObj(dID)
+        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,reviveHPPer=%s,%s/%s,xp=%s,reviveXPPer=%s" 
+                           % (dID, cureHP, skillPer, reviveHPPer, tagBatObj.GetHP(), dMapHP, xp, reviveXPPer))
+        
+    return
+
 def DoSkillCureHP(turnFight, atkObj, curSkill, calcCureResults, lostType="", caorenProtectObj=None, isManyTimes=False):
     '''结算技能治疗
     @param calcCureResults: 技能公式计算后的伤害结果 [[tagBatObj, cureHP, poisonCureOwner], ...]
@@ -808,8 +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])
@@ -825,7 +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())
@@ -868,7 +976,7 @@
     defID = defObj.GetID()
     
     # 结算需要同步标签
-    useTag = "Skill_%s_%s_Cot" % (atkID, skillID)
+    useTag = "Skill_%s_%s_Cot_%s" % (atkID, skillID, atkObj.GetIncrementValue())
     Sync_TurnFightTag(turnFight, useTag, 0)
     
     dHP = defObj.GetHP()
@@ -893,8 +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")
@@ -904,7 +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())
@@ -914,7 +1023,7 @@
         
     Sync_UseSkill(turnFight, atkObj, useSkill)
     
-    DoBeAttackResult(turnFight, atkObj, useSkill)
+    DoBeAttackResult(turnFight, atkObj, useSkill, curBuff)
     
     # 通知结束标签
     Sync_TurnFightTag(turnFight, useTag, 1)
@@ -1005,14 +1114,15 @@
     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, True)
+    DoBeAttackResult(turnFight, curBatObj, useSkill)
     return
 
 def DoCombo(turnFight, atkObj, useSkill):
@@ -1111,7 +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
         
@@ -1137,13 +1247,13 @@
             return useSkill
     return
 
-def DoBeAttackResult(turnFight, curObj, useSkill, isUseSkill=False):
+def DoBeAttackResult(turnFight, curObj, useSkill, curBuff=None):
     '''被攻击结果
     @param curObj: 施法方或buff归属方
-    @param isUseSkill: 是否是直接使用技能的攻击结果,否则视为持续性的
     '''
     
     #curID = curObj.GetID()
+    isUseSkill = False if curBuff else True # buff的视为持续性的,否则为直接使用技能的攻击结果
     isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
     isAngerSkill = SkillCommon.isAngerSkill(useSkill)
     
@@ -1195,42 +1305,52 @@
         
     # 统计伤血,可能单个技能对同一目标造成多次伤害
     totalHurtValue = 0
-    isSuperHit, isStun, isSuckHP = False, False, False
+    isSuckHP = False
     missObjIDList, immuneObjIDList = [], [] # 闪避、免疫对象ID列表
+    stunObjIDList, superHitObjIDList, parryObjIDList = [], [], []
     beHurtObjIDList = [] # 受伤的对象ID列表
+    reviveObjList = [] # 复活的对象列表
     for hurtObj in useSkill.GetHurtObjListAll():
         hurtObjID = hurtObj.GetObjID()
         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_Immune):
+        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Revive):
+            if tagObj not in reviveObjList:
+                reviveObjList.append(tagObj)
+                
+        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 hurtObj.HaveHurtType(ChConfig.HurtType_SuperHit):
-            isSuperHit = True
-            
-        if hurtObj.HaveHurtType(ChConfig.HurtType_Stun):
-            isStun = True
-            
+            if hurtObjID not in parryObjIDList:
+                parryObjIDList.append(hurtObjID)
+                
+        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_SuperHit):
+            if hurtObjID not in superHitObjIDList:
+                superHitObjIDList.append(hurtObjID)
+                
+        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Stun):
+            if hurtObjID not in stunObjIDList:
+                stunObjIDList.append(hurtObjID)
+                
         if hurtObj.GetSuckHP() > 0:
             isSuckHP = True
             
@@ -1239,9 +1359,9 @@
         curObj.SetLastHurtValue(totalHurtValue)
         
     # 群攻只触发一次特长
-    if isSuperHit:
+    if superHitObjIDList:
         DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
-    if isStun:
+    if stunObjIDList:
         DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_Stun, relatedSkillID)
     if isSuckHP:
         DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuckHP, relatedSkillID)
@@ -1287,12 +1407,26 @@
                         # 己方单位死亡时
                         else:
                             TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill)
-                            
+                 
+    # 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)
+        
     triggerOne = False
     batType = useSkill.GetBatType()
     isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
     for tagObj in tagObjListAll:
         tagID = tagObj.GetID()
+        
+        # 闪避
+        if tagID in missObjIDList:
+            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeMiss, tagObj, connSkill=useSkill)
+            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Miss, curObj, connSkill=useSkill)
+            
         if tagID in effIgnoreObjIDList:
             continue
         
@@ -1302,31 +1436,59 @@
         if tagID in beHurtObjIDList:
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
             
+        #  受到任意效果时(除直接攻击外的任意效果,如buff、dot、治疗、额外怒技)
+        if not isAttackDirect:
+            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
+            
+        # 额外目标不再触发以下内容
+        if isExObj:
+            continue
+        
         # 直接攻击
-        if isAttackDirect and not isExObj:
+        if isAttackDirect:
             if not triggerOne:
                 TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirectOne, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
         # 持续伤害
         elif not isAttackDirect:
-            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
             # 受到持续伤害
-            if tagID in beHurtObjIDList and not isExObj:
+            if tagID in beHurtObjIDList:
                 TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill)
                 
         # 使用技能后
-        if isUseSkill and not isExObj:
+        if isUseSkill:
             if not triggerOne:
                 TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOverOne, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOver, tagObj, connSkill=useSkill)
             
+        # 击晕
+        if tagID in stunObjIDList:
+            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Stun, tagObj, connSkill=useSkill)
+            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeStun, curObj, connSkill=useSkill)
+            
+        # 暴击
+        if tagID in superHitObjIDList:
+            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_SuperHit, tagObj, connSkill=useSkill)
+            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeSuperHit, curObj, connSkill=useSkill)
+            
+        # 格挡
+        if tagID in parryObjIDList:
+            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeParry, tagObj, connSkill=useSkill)
+            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Parry, curObj, connSkill=useSkill)
+            
         # 连击
-        if batType == ChConfig.TurnBattleType_Combo and not isExObj:
+        if batType == ChConfig.TurnBattleType_Combo:
+            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Combo, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeCombo, curObj, connSkill=useSkill)
         # 追击
-        elif batType == ChConfig.TurnBattleType_Pursue and not isExObj:
+        elif batType == ChConfig.TurnBattleType_Pursue:
+            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Pursue, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
+        # 反击
+        elif batType == ChConfig.TurnBattleType_AtkBack:
+            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AtkBack, tagObj, connSkill=useSkill)
+            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAtkBack, curObj, connSkill=useSkill)
             
         triggerOne = True # 设置已经触发过一次
         
@@ -1379,7 +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):
@@ -1389,10 +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()))
@@ -1474,7 +1636,8 @@
     enhanceSkillID = curEffect.GetEffectValue(0)
     checkInStateList = curEffect.GetEffectValue(1)
     checkHeroJob = curEffect.GetEffectValue(2)
-    GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s,checkHeroJob=%s" % (enhanceSkillID, checkInStateList, checkHeroJob))
+    checkHeroSex = curEffect.GetEffectValue(3)
+    GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s,checkHeroJob=%s,checkHeroSex=%s" % (enhanceSkillID, checkInStateList, checkHeroJob, checkHeroSex))
     tagObjList = useSkill.GetTagObjList()
     
     enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
@@ -1494,7 +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())
+        if enhanceRate:
+            enhanceRate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, connSkillTypeID=enhanceSkillData.GetSkillTypeID(), connSkillID=enhanceSkillID)
         enchanceTagObjList = []
         for tagObj in tagObjList:
             tagID = tagObj.GetID()
@@ -1511,7 +1675,10 @@
             if checkHeroJob and checkHeroJob != tagObj.GetJob():
                 GameWorld.DebugLog("    非目标职业不触发: tagID=%s,job=%s != %s" % (tagID, tagObj.GetJob(), checkHeroJob))
                 continue
-            if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue):
+            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 not curBatObj.IsSkillCanHappen(enhanceSkillID, enhanceRate):
                 GameWorld.DebugLog("    概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
                 continue
             
@@ -1524,8 +1691,8 @@
     
     # 只执行一次,防止群攻时额外触发多次
     GameWorld.DebugLog("重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
-    if checkInStateList or checkHeroJob:
-        inState, haveJob = False, False
+    if checkInStateList or checkHeroJob or checkHeroSex:
+        inState, haveJob, haveSex = False, False, False
         for tagObj in tagObjList:
             tagID = tagObj.GetID()
             if tagID in effIgnoreObjIDList:
@@ -1534,18 +1701,23 @@
                 inState = True
             if not haveJob and checkHeroJob and checkHeroJob == tagObj.GetJob():
                 haveJob = True
+            if not haveSex and checkHeroSex and checkHeroSex == tagObj.GetSex():
+                haveSex = True
         if checkInStateList and not inState:
             GameWorld.DebugLog("    没有命中目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList))
             return
         if checkHeroJob and not haveJob:
             GameWorld.DebugLog("    没有命中目标为目标职业不触发: checkHeroJob=%s" % checkHeroJob)
             return
+        if checkHeroSex and not haveSex:
+            GameWorld.DebugLog("    没有命中目标为目标性别不触发: checkHeroSex=%s" % checkHeroSex)
+            return
     OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
     return
 
-def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None):
+def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None, **kwargs):
     '''被动触发使用技能
-    @param passiveSkill: 释放的被动技能
+    @param passiveSkill: 释放的被动技能 或 技能ID
     @param connSkill: 由什么技能引起的
     @param effSkillID: 被动效果所属的技能ID
     @param effectID: 被动效果ID
@@ -1553,6 +1725,14 @@
     '''
     if not passiveSkill:
         return
+    if isinstance(passiveSkill, int):
+        passiveSkillID = passiveSkill
+        passiveSkill = batObj.GetSkillManager().FindSkillByID(passiveSkillID)
+        if not passiveSkill:
+            passiveSkill = IpyGameDataPY.GetIpyGameData("Skill", passiveSkillID)
+        if not passiveSkill:
+            return
+        
     bySkillID = 0
     if connSkill:
         bySkillID = connSkill.GetSkillID()
@@ -1570,23 +1750,24 @@
     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():
+        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]
-        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff)
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
     else:
         GameWorld.DebugLog("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s" % (effSkillID, effectID, passiveSkillID, bySkillID))
-        isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff)
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
         
     return isOK
 
@@ -1594,7 +1775,7 @@
     '''按公式计算伤害,默认按攻击计算
     '''
     
-    mapID = turnFight.mapID
+    #mapID = turnFight.mapID
     skillID = curSkill.GetSkillID()
     pmType = GetPMType(atkObj, curSkill)
     ignoreDef = IsIgnoreDef(curSkill)
@@ -1612,15 +1793,14 @@
     isTurnNormalSkill = SkillCommon.isTurnNormalSkill(curSkill)
     isAngerSkill = SkillCommon.isAngerSkill(curSkill)
     isDot = ("damageoftime" in kwargs)
-    angerOverflow = 0 # 怒气溢出值
     
     mustHit = False # 是否必命中
     if not isTurnNormalSkill: # 仅普攻判断是否闪避
         mustHit = True
         
+    angerOverflow = atkObj.GetAngerOverflow() # 怒气溢出值
     if isAngerSkill:
         curXP = atkObj.GetXP()
-        angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
         GameWorld.DebugLog("怒技攻击! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
         
     #命中公式 攻击方类型不同,公式不同
@@ -1632,9 +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
@@ -1648,21 +1828,23 @@
         isStun = CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕
         
     if isSuperHit:
-        hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
-        aSuperDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
+        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)
         
-        dSuperDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
+        dSuperDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
+        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
@@ -1691,8 +1873,16 @@
         
         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)
+    aDOTPer, dDOTPerDef = 0, 0
+    if isDot:
+        aDOTPer = atkObj.GetBatAttrValue(ChConfig.AttrID_DOTPer)
+        dDOTPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_DOTPerDef)
+        GameWorld.DebugLog("aDOTPer=%s,dDOTPerDef=%s" % (aDOTPer, dDOTPerDef))
+        
+    #aAddSkillPer = 0 # 技能增伤
+    aBatDamPer, dBatDamPerDef = 0, 0 # 战斗增减伤
+    aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_BatDamPer, curSkill)
+    aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddBatDamPerByTagLostHP, curSkill)
     
     # 物法增减伤
     if pmType == IPY_GameWorld.ghtMag: # 法伤
@@ -1702,18 +1892,32 @@
         aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPer) 
         dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPerDef)
         
-    aComboDamPer = 0 # 连击增伤
+    # 阵营增减伤
+    aCountry = atkObj.GetCountry()
+    dCountry = defObj.GetCountry()
+    countryAttrIDDict = {1:[ChConfig.AttrID_WeiFinalDamPer, ChConfig.AttrID_WeiFinalDamPerDef], 
+                         2:[ChConfig.AttrID_ShuFinalDamPer, ChConfig.AttrID_ShuFinalDamPerDef],
+                         3:[ChConfig.AttrID_WuFinalDamPer, ChConfig.AttrID_WuFinalDamPerDef],
+                         4:[ChConfig.AttrID_QunFinalDamPer, ChConfig.AttrID_QunFinalDamPerDef],
+                         }
+    aCountryDamPer = atkObj.GetBatAttrValue(countryAttrIDDict.get(dCountry, [0, 0])[0])
+    dCountryDamPerDef = defObj.GetBatAttrValue(countryAttrIDDict.get(aCountry, [0, 0])[1])
+    
+    aComboDamPer, dComboDamPerDef = 0, 0 # 连击增伤
     if batType == ChConfig.TurnBattleType_Combo:
         aComboDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboDamPer)
+        dComboDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_ComboDamPerDef)
         
-    aPursueDamPer = 0 # 追击增伤
+    aPursueDamPer, dPursueDamPerDef = 0, 0 # 追击增伤
     if batType == ChConfig.TurnBattleType_Pursue:
         aPursueDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPer)
+        dPursueDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPerDef)
         
-    aArenaDamPer, dArenaDamPerDef = 0, 0 # 竞技增伤、竞技减伤
-    if mapID == ChConfig.Def_FBMapID_ArenaBattle:
-        aArenaDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_ArenaDamPer)
-        dArenaDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_ArenaDamPerDef)
+    aPVPDamPer, dPVPDamPerDef = 0, 0 # PVP
+    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))
         
     # 所有万分率参数统一除10000.0
     atkSkillPer /= 10000.0
@@ -1721,22 +1925,30 @@
     dNormalSkillPerDef /= 10000.0
     aAngerSkillPer /= 10000.0
     dAngerSkillPerDef /= 10000.0
-    aAddSkillPer /= 10000.0
+    aDOTPer /= 10000.0
+    dDOTPerDef /= 10000.0
+    aBatDamPer /= 10000.0
+    dBatDamPerDef /= 10000.0
     aPMDamPer /= 10000.0
     dPMDamPerDef /= 10000.0
     aSuperDamPer /= 10000.0
     dSuperDamPerDef /= 10000.0
     aFinalDamPer /= 10000.0
     dFinalDamPerDef /= 10000.0
+    aCountryDamPer /= 10000.0
+    dCountryDamPerDef /= 10000.0
     aComboDamPer /= 10000.0
+    dComboDamPerDef /= 10000.0
     aPursueDamPer /= 10000.0
-    aArenaDamPer /= 10000.0
-    dArenaDamPerDef /= 10000.0
+    dPursueDamPerDef /= 10000.0
+    aPVPDamPer /= 10000.0
+    dPVPDamPerDef /= 10000.0
     
     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,aFinalDamPer=%s" 
-                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer, aFinalDamPer))
+    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,aBatDamPer=%s,aFinalDamPer=%s" 
+                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aBatDamPer, aFinalDamPer))
+    GameWorld.DebugLog("aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s" % (aCountry, dCountry, aCountryDamPer, dCountryDamPerDef))
     
     if isTurnNormalSkill:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
@@ -1754,7 +1966,7 @@
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 1))
         GameWorld.DebugLog("    非按攻击力伤害=%s,calcType=%s,aAtk=%s" % (hurtValue, calcType, aAtk))
     else:
-        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 4))
+        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 3))
         GameWorld.DebugLog("    其他伤害=%s" % (hurtValue))
         
     if isParry:
@@ -1792,6 +2004,7 @@
     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)
+    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffState, curSkill)
     return atkSkillPer
 
 def CanSuperHit(turnFight, atkObj, defObj, curSkill):
@@ -1858,7 +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
@@ -1987,7 +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))
@@ -1999,11 +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
@@ -2290,8 +2503,21 @@
     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)
+    
     dSuckHPPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPerDef)
+    dCureDefPer = defObj.GetBatAttrValue(ChConfig.AttrID_CurePerDef)
+    
+    aSuckHPPer /= float(ChConfig.Def_MaxRateValue)
+    aCurePer /= float(ChConfig.Def_MaxRateValue)
+    dSuckHPPerDef /= float(ChConfig.Def_MaxRateValue)
+    dCureDefPer /= float(ChConfig.Def_MaxRateValue)
+    
     suckHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("SuckHPCfg", 1)))
     if suckHP <= 0:
         return
@@ -2305,7 +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
     
@@ -2316,7 +2542,8 @@
     
     hurtObj.SetSuckHP(suckHP)
     atkObj.SetHP(remainHP)
-    GameWorld.DebugLog("    吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s" % (suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef))
+    GameWorld.DebugLog("    吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s,aCurePer=%s,dCureDefPer=%s" 
+                       % (suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef, aCurePer, dCureDefPer))
     
     # 吸血暂定算治疗
     TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP)
@@ -2337,21 +2564,20 @@
     
     skillPer += GetAddSkillPer(turnFight, userObj, tagObj, curSkill)
     
-    curePer = userObj.GetBatAttrValue(ChConfig.AttrID_CurePer) # 治疗加成
-    cureDefPer = relativeObj.GetBatAttrValue(ChConfig.AttrID_CurePerDef) # 对位的弱化治疗
-    angerOverflow = 0 # 怒气溢出值
-    if SkillCommon.isAngerSkill(curSkill):
-        angerOverflow = max(userObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
-        
+    aCurePer = userObj.GetBatAttrValue(ChConfig.AttrID_CurePer) # 治疗加成
+    dCureDefPer = relativeObj.GetBatAttrValue(ChConfig.AttrID_CurePerDef) # 对位的弱化治疗
+    
+    angerOverflow = userObj.GetAngerOverflow() # 怒气溢出值
+    
     skillPer /= float(ChConfig.Def_MaxRateValue)
-    curePer /= float(ChConfig.Def_MaxRateValue)
-    cureDefPer /= float(ChConfig.Def_MaxRateValue)
+    aCurePer /= float(ChConfig.Def_MaxRateValue)
+    dCureDefPer /= float(ChConfig.Def_MaxRateValue)
     
     baseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
     
     cureHP = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
-    GameWorld.DebugLog("计算治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,curePer=%s,cureDefPer=%s,angerOverflow=%s" 
-                       % (cureHP, skillID, cureType, baseValue, skillPer, curePer, cureDefPer, angerOverflow))
+    GameWorld.DebugLog("计算治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,aCurePer=%s,dCureDefPer=%s,angerOverflow=%s" 
+                       % (cureHP, skillID, cureType, baseValue, skillPer, aCurePer, dCureDefPer, angerOverflow))
     
     # 额外治疗值
     cureWayExEff = curSkill.GetEffectByID(ChConfig.SkillEff_CureWayEx)
@@ -2373,7 +2599,7 @@
     if cureHP < 1:
         cureHP = 1
         GameWorld.DebugLog("    保底治疗值: cureHP=%s" % (cureHP))
-    return cureHP
+    return int(cureHP)
 
 def GetCalcBaseValue(calcType, curObj, tagObj, curSkill):
     ##获得基础计算值
@@ -2428,17 +2654,22 @@
     defID = defObj.GetID()
     
     # 结算需要同步标签
-    useTag = "Skill_%s_%s_Dot" % (atkID, skillID)
+    useTag = "Skill_%s_%s_Dot_%s" % (atkID, skillID, atkObj.GetIncrementValue())
     Sync_TurnFightTag(turnFight, useTag, 0)
     
     dHP = defObj.GetHP()
     dMaxHP = defObj.GetMaxHP()
     GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s/%s" 
                        % (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP, dMaxHP))
+    costLayer = kwargs.get("costLayer")
     layer = curBuff.GetLayer()
-    if layer > 0:
-        hurtValue *= layer
-        GameWorld.DebugLog("    多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
+    if costLayer > 0:
+        hurtValue *= min(costLayer, max(1, layer))
+        GameWorld.DebugLog("    消耗buff层伤害: hurtValue=%s,costLayer=%s,layer=%s" % (hurtValue, costLayer, layer))
+    else:
+        if layer > 0:
+            hurtValue *= layer
+            GameWorld.DebugLog("    多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
     if "FinalDamPer" in kwargs:
         FinalDamPer = kwargs["FinalDamPer"]
         hurtValue *= (10000 + FinalDamPer) / 10000.0
@@ -2455,7 +2686,7 @@
     
     Sync_UseSkill(turnFight, atkObj, useSkill)
     
-    DoBeAttackResult(turnFight, atkObj, useSkill)
+    DoBeAttackResult(turnFight, atkObj, useSkill, curBuff)
     
     # 通知结束标签
     Sync_TurnFightTag(turnFight, useTag, 1)

--
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