From e926fc46837c5fb26c537ecb15945a78e2f3423f Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 17 十一月 2025 19:53:58 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(完善战斗相关公式参数;竞技增减伤属性、战力系数改为PVP增减伤;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py                 |    4 +
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py                    |    8 +-
 PySysDB/PySysDBPY.h                                                                                     |    4 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py                |    2 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py                  |  105 +++++++++++++++++++++++++---------
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py                         |    6 +-
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/BuffAtkType_1003.py |   20 ++++++
 7 files changed, 110 insertions(+), 39 deletions(-)

diff --git a/PySysDB/PySysDBPY.h b/PySysDB/PySysDBPY.h
index 8dcab7c..441f8df 100644
--- a/PySysDB/PySysDBPY.h
+++ b/PySysDB/PySysDBPY.h
@@ -310,8 +310,8 @@
 	float		WuFinalDamPerDefRatio;
 	float		QunFinalDamPerRatio;
 	float		QunFinalDamPerDefRatio;
-	float		ArenaDamPerRatio;
-	float		ArenaDamPerDefRatio;
+	float		PVPDamPerRatio;
+	float		PVPDamPerDefRatio;
 };
 
 //主线章节表
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 ae5284a..1128578 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -842,6 +842,7 @@
         self._harmSelfHP = 0 # 自残值
         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
+        self._angerOverflow = 0 # 怒气技能怒气溢出值,子技能也生效,因为主技能释放后怒气会被扣除,所以这里做个记录
         
         # 统计
         self.hurtStat = 0 # 输出统计
@@ -1085,6 +1086,9 @@
     def GetHarmSelfHP(self): return self._harmSelfHP
     def SetHarmSelfHP(self, harmSelfHP): self._harmSelfHP = harmSelfHP
     
+    def GetAngerOverflow(self): return self._angerOverflow
+    def SetAngerOverflow(self, angerOverflow): self._angerOverflow = angerOverflow
+    
     def GetMainTagIDList(self): return self._mainTagIDList
     def SetMainTagIDList(self, mainTagIDList): self._mainTagIDList = mainTagIDList
     
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 1108741..814a105 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -234,6 +234,8 @@
         self.tagViewCache = tagViewCache
         return
     
+    def getPVPPlayerID(self): return self.tagPlayerID # 获取PVP目标玩家ID,也可用于判断是否PVP
+    
     def isFBMap(self):
         ## 是否副本地图中,非主线的均视为副本
         return self.mapID not in [ChConfig.Def_FBMapID_Main, ChConfig.Def_FBMapID_MainBoss]
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index cf12465..89da7d2 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -166,8 +166,8 @@
 AttrID_PursueDamPerDef,                     # 追击减伤 68
 AttrID_ComboDamPer,                         # 连击增伤 69
 AttrID_ComboDamPerDef,                      # 连击减伤 70
-AttrID_ArenaDamPer,                         # 竞技增伤 71
-AttrID_ArenaDamPerDef,                      # 竞技减伤 72
+AttrID_PVPDamPer,                           # PVP增伤 71
+AttrID_PVPDamPerDef,                        # PVP减伤 72
 ) = range(1, 1 + 72)
 
 # 需要计算的武将战斗属性ID列表
@@ -182,7 +182,7 @@
                         AttrID_WeiFinalDamPer, AttrID_WeiFinalDamPerDef, AttrID_ShuFinalDamPer, AttrID_ShuFinalDamPerDef,
                         AttrID_WuFinalDamPer, AttrID_WuFinalDamPerDef, AttrID_QunFinalDamPer, AttrID_QunFinalDamPerDef,
                         AttrID_SkillPer, AttrID_SkillPerDef, AttrID_PursueDamPer, AttrID_PursueDamPerDef,
-                        AttrID_ComboDamPer, AttrID_ComboDamPerDef, AttrID_XPRecoverPer, AttrID_ArenaDamPer, AttrID_ArenaDamPerDef
+                        AttrID_ComboDamPer, AttrID_ComboDamPerDef, AttrID_XPRecoverPer, AttrID_PVPDamPer, AttrID_PVPDamPerDef
                         ]
 
 # 基础三维属性ID列表
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
index 208c9fe..20e83ad 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -304,8 +304,8 @@
                         ("float", "WuFinalDamPerDefRatio", 0),
                         ("float", "QunFinalDamPerRatio", 0),
                         ("float", "QunFinalDamPerDefRatio", 0),
-                        ("float", "ArenaDamPerRatio", 0),
-                        ("float", "ArenaDamPerDefRatio", 0),
+                        ("float", "PVPDamPerRatio", 0),
+                        ("float", "PVPDamPerDefRatio", 0),
                         ),
 
                 "MainChapter":(
@@ -2598,8 +2598,8 @@
     def GetWuFinalDamPerDefRatio(self): return self.attrTuple[39] # float
     def GetQunFinalDamPerRatio(self): return self.attrTuple[40] # float
     def GetQunFinalDamPerDefRatio(self): return self.attrTuple[41] # float
-    def GetArenaDamPerRatio(self): return self.attrTuple[42] # float
-    def GetArenaDamPerDefRatio(self): return self.attrTuple[43] # float
+    def GetPVPDamPerRatio(self): return self.attrTuple[42] # float
+    def GetPVPDamPerDefRatio(self): return self.attrTuple[43] # float
 
 # 主线章节表
 class IPY_MainChapter():
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/BuffAtkType_1003.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/BuffAtkType_1003.py
index 27225bb..ae49a9b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/BuffAtkType_1003.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/BuffAtkType_1003.py
@@ -16,13 +16,29 @@
 #-------------------------------------------------------------------------------
 
 import TurnSkill
+import IpyGameDataPY
+import GameWorld
 import ChConfig
 
 def CalcBuffValue(turnFight, attacker, defender, curSkill):
+    skillID = curSkill.GetSkillID()
     calcType = curSkill.GetCalcType()
     skillPer = curSkill.GetSkillPer()
     skillPer += TurnSkill.GetAddSkillPer(turnFight, attacker, defender, curSkill)
-    skillValue = curSkill.GetSkillValue()
+    #skillValue = curSkill.GetSkillValue()
     baseValue = TurnSkill.GetCalcBaseValue(calcType, attacker, defender, curSkill)
-    shieldValue = int(baseValue * skillPer / 10000.0) + skillValue
+    
+    relativeObj = TurnSkill.GetRelativeObj(turnFight, attacker)
+    aShieldPer = attacker.GetBatAttrValue(ChConfig.AttrID_ShieldPer) # 强化护盾
+    dShieldPerDef = relativeObj.GetBatAttrValue(ChConfig.AttrID_ShieldPerDef) # 弱化护盾
+    
+    angerOverflow = attacker.GetAngerOverflow()
+    
+    skillPer /= float(ChConfig.Def_MaxRateValue)
+    aShieldPer /= float(ChConfig.Def_MaxRateValue)
+    dShieldPerDef /= float(ChConfig.Def_MaxRateValue)
+    
+    shieldValue = eval(IpyGameDataPY.GetFuncCompileCfg("ShieldFormula", 1))
+    GameWorld.DebugLog("计算护盾值(%s):skillID=%s,calcType=%s,baseValue=%s,skillPer=%s,aShieldPer=%s,dShieldPerDef=%s,angerOverflow=%s" 
+                       % (shieldValue, skillID, calcType, baseValue, skillPer, aShieldPer, dShieldPerDef, angerOverflow))
     return [shieldValue % ChConfig.Def_PerPointValue, shieldValue / ChConfig.Def_PerPointValue]
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..63485a9 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -100,9 +100,21 @@
         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()
@@ -1594,7 +1606,7 @@
     '''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 +1624,14 @@
     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
@@ -1649,10 +1660,12 @@
         
     if isSuperHit:
         hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
-        aSuperDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
+        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)
@@ -1691,6 +1704,12 @@
         
         dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 怒技减伤
         
+    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
     aAddSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SkillPer, curSkill)
     
@@ -1702,18 +1721,32 @@
         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.getPVPPlayerID() > 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
@@ -1721,6 +1754,8 @@
     dNormalSkillPerDef /= 10000.0
     aAngerSkillPer /= 10000.0
     dAngerSkillPerDef /= 10000.0
+    aDOTPer /= 10000.0
+    dDOTPerDef /= 10000.0
     aAddSkillPer /= 10000.0
     aPMDamPer /= 10000.0
     dPMDamPerDef /= 10000.0
@@ -1728,15 +1763,20 @@
     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("aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s" % (aCountry, dCountry, aCountryDamPer, dCountryDamPerDef))
     
     if isTurnNormalSkill:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
@@ -1754,7 +1794,7 @@
         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:
@@ -2291,7 +2331,16 @@
         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
@@ -2316,7 +2365,8 @@
     
     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 +2387,20 @@
     
     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 +2422,7 @@
     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

--
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