From ecec2bde4584f578e822e614548e3ceec830cfef Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 23 十二月 2025 16:04:59 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(修复吕玲绮队友死亡触发怒技回合受限无效bug;7009效果支持纯被动效果技能;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |  184 +++++++++++++++++++++++++++++++++++----------
 1 files changed, 143 insertions(+), 41 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 912d3cb..dadceb8 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -59,10 +59,11 @@
     if not skillID:
         return
     
+    skillType = useSkill.GetSkillType()
     byTriggerWay = kwargs["byTriggerWay"] if "byTriggerWay" in kwargs else 0 # 不使用参数名 triggerWay, 防止传递过程中参数混乱
     if not curBatObj.IsAlive():
-        if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive and useSkill.GetTagAim() == ChConfig.SkillTagAim_Self:
-            GameWorld.DebugLogEx("死亡时使用复活自己的技能! skillID=%s", skillID)
+        if skillType == ChConfig.Def_SkillType_Revive:
+            GameWorld.DebugLogEx("死亡时使用复活技能! skillID=%s", skillID)
         else:
             if byTriggerWay in ChConfig.DeadCanTriggerWayList:
                 GameWorld.DebugLogEx("死亡可触发的方式触发技能可释放! skillID=%s,byTriggerWay=%s", skillID, byTriggerWay)
@@ -103,10 +104,16 @@
             if not tagObjList and isRemove:
                 return
             
+    if tagObjList and skillType == ChConfig.Def_SkillType_Revive:
+        for tagObj in tagObjList[::-1]:
+            if tagObj.CheckInState(ChConfig.BatObjState_RebornLimit):
+                GameWorld.DebugLogEx("    目标被禁止复活不处理! tagID=%s", tagObj.GetID())
+                tagObjList.remove(tagObj)
+                
     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.DebugLogEx("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:
+        if skillType == ChConfig.Def_SkillType_Revive and not isinstance(useSkill, IpyGameDataPY.IPY_Skill):
             otherEff = useSkill.GetEffectByID(ChConfig.SkillEff_ReviveNoUse)
             if otherEff:
                 otherSkillID = otherEff.GetEffectValue(0)
@@ -126,12 +133,13 @@
     
     # 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):
+    if SkillCommon.isAngerSkill(useSkill):
         maxXP = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
         angerOverflow = max(curXP - maxXP, 0)
         curBatObj.SetAngerOverflow(angerOverflow)
+        GameWorld.DebugLogEx("怒气溢出值: curXP=%s/%s,angerOverflow=%s", curXP, maxXP, angerOverflow)
+    elif batType == ChConfig.TurnBattleType_Enhance:
+        pass
     else:
         curBatObj.SetAngerOverflow(0)        
     angerOverflow = curBatObj.GetAngerOverflow()
@@ -195,7 +203,7 @@
 
 def CheckSkillUseCntLimit(batObj, useSkill):
     ## 检查技能使用次数是否受限
-    # @return: 是否受限
+    # @return: 是否受限,None-没有受限效果,False-不受限,True-受限了
     if not hasattr(useSkill, "GetEffectByID"):
         return
     effect = useSkill.GetEffectByID(ChConfig.SkillEff_SkillUseCntLimit)
@@ -217,7 +225,7 @@
             GameWorld.DebugLogEx("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s", skillID, turnUseCnt, turnUseCntLimit)
             return True
         
-    return
+    return False
 
 def IsNeedSyncSkill(useSkill):
     ## 使用需要同步B427使用技能
@@ -403,6 +411,13 @@
                     tagBatObj = batObjMgr.getBatObj(tagObjID)
                     if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
                         continue
+                    
+                    if tagAim == ChConfig.SkillTagAim_Male:
+                        if tagBatObj.GetSex() != ChConfig.BatObjSex_Male:
+                            continue
+                    elif tagAim == ChConfig.SkillTagAim_Female:
+                        if tagBatObj.GetSex() != ChConfig.BatObjSex_Female:
+                            continue
                     aimObjList.append(tagBatObj)
                     
     # 目标细分
@@ -443,6 +458,14 @@
         for aimObj in aimObjList[::-1]:
             if not aimObj.CheckInState(ChConfig.BatObjState_PoisonCure):
                 aimObjList.remove(aimObj)
+        
+    # 仅流血目标
+    elif tagAffect == ChConfig.SkillTagAffect_Bleeding:
+        atkBackTagFrist = False
+        for aimObj in aimObjList[::-1]:
+            if not aimObj.CheckInState(ChConfig.BatObjState_Bleeding):
+                aimObjList.remove(aimObj)
+                
     else:
         # 范围目标超过个数,则随机取
         if tagCount and len(aimObjList) > tagCount:
@@ -733,9 +756,13 @@
         return
     harmPer = harmEff.GetEffectValue(0) # 自残百分比
     noEnoughDo = harmEff.GetEffectValue(1) # 不足时扣除方式 0-不扣;1-自杀;2-扣剩1点
+    calcType = harmEff.GetEffectValue(2) # 计算方式:0-按最大血量;1-按当前血量
     curHP = curBatObj.GetHP()
     maxHP = curBatObj.GetMaxHP()
-    harmHP = int(maxHP * harmPer / 100.0)
+    if calcType == 1:
+        harmHP = int(curHP * harmPer / 100.0)
+    else:
+        harmHP = int(maxHP * harmPer / 100.0)
     lostHP = harmHP
     if curHP <= harmHP:
         if noEnoughDo == 0:
@@ -745,8 +772,8 @@
             
     updHP = max(curHP - lostHP, 0)
     curBatObj.SetHP(updHP, False)
-    GameWorld.DebugLogEx("使用技能时自残: curHP=%s/%s,harmPer=%s,harmHP=%s,lostHP=%s,updHP=%s,noEnoughDo=%s", 
-                         curHP, maxHP, harmPer, harmHP, lostHP, updHP, noEnoughDo)
+    GameWorld.DebugLogEx("使用技能时自残: curHP=%s/%s,harmPer=%s,harmHP=%s,lostHP=%s,updHP=%s,noEnoughDo=%s,calcType=%s", 
+                         curHP, maxHP, harmPer, harmHP, lostHP, updHP, noEnoughDo, calcType)
     
     curBatObj.SetHarmSelfHP(harmHP) # 无视实际扣血量,直接更新
     
@@ -773,22 +800,24 @@
             addPer = addPerMax
         GameWorld.DebugLogEx("司马懿特殊潜能技能额外增加比例: frozenCnt=%s,addPer=%s" % (frozenCnt, addPer))
         
+    addBatDamPer = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddBatDamPerByLayer, useSkill)
+    
     # 计算伤害
     calcHurtResults = []
     for tagBatObj in useSkill.GetTagObjList():
-        hurtValue, hurtTypes, immuneHurt = __calcSkillHurt(turnFight, curBatObj, tagBatObj, useSkill, addPer)
+        hurtValue, hurtTypes, immuneHurt = __calcSkillHurt(turnFight, curBatObj, tagBatObj, useSkill, addPer, addBatDamPer)
         calcHurtResults.append([tagBatObj, hurtValue, hurtTypes, immuneHurt])
         
     DoSkillHurtHP(turnFight, curBatObj, useSkill, calcHurtResults)        
     return
 
-def __calcSkillHurt(turnFight, atkObj, defObj, curSkill, addPer=0):
+def __calcSkillHurt(turnFight, atkObj, defObj, curSkill, addPer=0, addBatDamPer=0):
     ## 计算技能伤害,只计算值,不做实际处理
     # @param addPer: 外部指定增加的比例
     # @return: hurtValue, hurtTypes, immuneHurt
     atkSkillPer = curSkill.GetSkillPer() + addPer
     atkSkillValue = curSkill.GetSkillValue()
-    hurtValue, hurtTypes = CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
+    hurtValue, hurtTypes = CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, addBatDamPer)
     hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes)
     return hurtValue, hurtTypes, immuneHurt
 
@@ -1107,7 +1136,7 @@
         else:
             diffType = 1
             tagXP = tagBatObj.GetXP()
-            diffValue = GetEnhanceXP(tagBatObj, calcValue)
+            diffValue = GetEnhanceXP(tagBatObj, calcValue, useSkill)
             updValue = tagXP + diffValue
             tagBatObj.SetXP(updValue, False)
             GameWorld.DebugLogEx("    加怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s", tagID, diffValue, tagXP, updValue)
@@ -1155,7 +1184,7 @@
     if IsNeedSyncSkill(useSkill):
         Sync_UseSkill(turnFight, curBatObj, useSkill)
         
-    __doSkillUserAnger(turnFight, curBatObj, useSkill)
+    __doSkillUserAnger(turnFight, curBatObj, useSkill, **kwargs)
     
     DoBeAttackResult(turnFight, curBatObj, useSkill)
     return
@@ -1282,13 +1311,14 @@
             return useSkill
     return
 
-def DoBeAttackResult(turnFight, curObj, useSkill, curBuff=None):
+def DoBeAttackResult(turnFight, curObj, useSkill, timeBuff=None):
     '''被攻击结果
     @param curObj: 施法方或buff归属方
+    @param timeBuff: 持续结算的buff,如持续攻击、持续治疗等
     '''
     
-    #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
+    curID = curObj.GetID()
+    isUseSkill = False if timeBuff 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)
     
@@ -1329,11 +1359,7 @@
                 killObjList.append(tagObj)
             TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
     useSkill.SetKillObjList(killObjList)
-    # 判断自己,因为反弹、平摊伤害的原因,有可能自己干死自己
-    if curObj.IsAlive() and curObj.GetHP() <= 0:
-        dieObjList.append(curObj)
-        TurnAttack.SetObjKilled(turnFight, curObj)
-        
+    
     # 统计伤血,可能单个技能对同一目标造成多次伤害
     totalHurtValue = 0
     isSuckHP = False
@@ -1341,11 +1367,18 @@
     stunObjIDList, superHitObjIDList, parryObjIDList = [], [], []
     beHurtObjIDList = [] # 受伤的对象ID列表
     reviveObjList = [] # 复活的对象列表
+    bounceObjList = [] # 有反弹的对象列表
     for hurtObj in useSkill.GetHurtObjListAll():
         hurtObjID = hurtObj.GetObjID()
         tagObj = batObjMgr.getBatObj(hurtObjID)
         if not tagObj:
             continue
+        
+        bounceHP = hurtObj.GetBounceHP()
+        if bounceHP:
+            if tagObj not in bounceObjList:
+                bounceObjList.append(tagObj)
+                
         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)
@@ -1385,6 +1418,12 @@
         if hurtObj.GetSuckHP() > 0:
             isSuckHP = True
             
+    # 判断自己死亡,因为反弹、平摊伤害的原因,有可能自己干死自己
+    if curObj.IsAlive() and curObj.GetHP() <= 0:
+        dieObjList.append(curObj)
+        killer = bounceObjList[0] if bounceObjList else None
+        TurnAttack.SetObjKilled(turnFight, curObj, killer)
+        
     # 记录最后一次总伤害,有伤害目标才记录
     if totalHurtValue:
         curObj.SetLastHurtValue(totalHurtValue)
@@ -1440,10 +1479,10 @@
                     for dieObj in dieObjList:
                         # 敌方单位死亡时
                         if lineupObj.GetFaction() != dieObj.GetFaction():
-                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyDie, dieObj, connSkill=useSkill)
+                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyDie, dieObj, connSkill=useSkill, byKiller=curObj)
                         # 己方单位死亡时
                         else:
-                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill)
+                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill, byFriendObj=dieObj)
                  
     # 复活时
     for tagObj in reviveObjList:
@@ -1456,6 +1495,7 @@
     triggerOne = False
     batType = useSkill.GetBatType()
     isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
+    curBatLineup = None
     for tagObj in tagObjListAll:
         tagID = tagObj.GetID()
         
@@ -1482,6 +1522,7 @@
         if isExObj:
             continue
         
+        isDotHurt = False
         # 直接攻击
         if isAttackDirect:
             if not triggerOne:
@@ -1492,7 +1533,9 @@
         elif not isAttackDirect:
             # 受到持续伤害
             if tagID in beHurtObjIDList:
-                TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill)
+                isDotHurt = True
+                TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_DOTHurt, tagObj, connSkill=useSkill, connBuff=timeBuff)
+                TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill, connBuff=timeBuff)
                 
         # 使用技能后
         if isUseSkill:
@@ -1528,6 +1571,35 @@
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AtkBack, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAtkBack, curObj, connSkill=useSkill)
             
+            
+        # 敌友方
+        if isAttackDirect or batType in [ChConfig.TurnBattleType_Combo, ChConfig.TurnBattleType_Pursue] or isDotHurt:
+            if not curBatLineup:
+                curBatLineup = curObj.GetBatLineup()
+            for lineupObjID in curBatLineup.posObjIDDict.values():
+                lineupObj = batObjMgr.getBatObj(lineupObjID)
+                if not lineupObj.IsAlive():
+                    continue
+                
+                # 直接攻击
+                if isAttackDirect:
+                    if not triggerOne:
+                        TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendAttackOverDirectOne, tagObj, connSkill=useSkill, byFriendObj=curObj)
+                        if curID != lineupObj.GetID():
+                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendAttackOverDirectOneNoSelf, tagObj, connSkill=useSkill, byFriendObj=curObj)
+                # 持续伤害
+                elif isDotHurt:
+                    if not triggerOne:
+                        TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDotHurt, tagObj, connSkill=useSkill, byFriendObj=curObj)
+                        
+                # 连击
+                if batType == ChConfig.TurnBattleType_Combo:
+                    TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendCombo, tagObj, connSkill=useSkill, byFriendObj=curObj)
+                    
+                # 追击
+                elif batType == ChConfig.TurnBattleType_Pursue:
+                    TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendPursue, tagObj, connSkill=useSkill, byFriendObj=curObj)
+                    
         triggerOne = True # 设置已经触发过一次
         
     # 验证是否结算,最后处理
@@ -1600,10 +1672,14 @@
         
     return
 
-def __doSkillUserAnger(turnFight, curBatObj, useSkill):
+def __doSkillUserAnger(turnFight, curBatObj, useSkill, **kwargs):
     ## 技能释放者怒气相关
     if SkillCommon.isAngerSkill(useSkill):
-        curBatObj.SetXP(0)
+        if "noUseXP" in kwargs:
+            kwargs.pop("noUseXP")
+            GameWorld.DebugLogEx("本次不消耗怒气")
+        else:
+            curBatObj.SetXP(0)
     elif SkillCommon.isTurnNormalSkill(useSkill) and useSkill.GetBatType() == ChConfig.TurnBattleType_Normal:
         addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 3)
         AddFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID())
@@ -1653,11 +1729,14 @@
     Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID)
     return
 
-def GetEnhanceXP(gameObj, addXP):
+def GetEnhanceXP(gameObj, addXP, useSkill=None):
     ## 获取提升后的xp值
     addPer = gameObj.GetBatAttrValue(ChConfig.AttrID_XPRecoverPer)
     # 其他强化、弱化
     if addPer == 0:
+        return addXP
+    if useSkill and useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_PotentialSkill and useSkill.GetSkillValue() == 50:
+        GameWorld.DebugLogEx("潜能初始50点暂时写死不受限: objID=%s,addXP=%s,skillID=%s", gameObj.GetID(), addXP, useSkill.GetSkillID())
         return addXP
     objID = gameObj.GetID()
     updAddXP = int(addXP * max(10000 + addPer, 0) / 10000.0)
@@ -1728,8 +1807,11 @@
         for tagObj in tagObjList:
             tagID = tagObj.GetID()
             if not tagObj.IsAlive():
-                GameWorld.DebugLogEx("    已被击杀不触发: tagID=%s", tagID)
-                continue
+                if enhanceSkillData.GetCurBuffState() == ChConfig.BatObjState_RebornLimit:
+                    GameWorld.DebugLogEx("    禁止复活buff允许对死亡对象释放: tagID=%s", tagID)
+                else:
+                    GameWorld.DebugLogEx("    已被击杀不触发: tagID=%s", tagID)
+                    continue
             if tagID in effIgnoreObjIDList:
                 GameWorld.DebugLogEx("    闪避或免疫的不触发: tagID=%s", tagID)
                 continue
@@ -1836,13 +1918,21 @@
             return
         passiveTagObjList = connSkill.GetTagObjList()
         isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
+    elif tagAim == ChConfig.SkillTagAim_MainSkillFriend:
+        if "byFriendObj" not in kwargs:
+            return
+        byFriendObj = kwargs.pop("byFriendObj") # 触发即移除,防止一直传递引发其他问题,如触发的技能再触发其他技能会被视为也是有byFriendObj
+        passiveTagObjList = [byFriendObj]
+        GameWorld.DebugLogEx("被动触发技能,针对来源友军! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s,byFriendID=%s", 
+                             effSkillID, effectID, passiveSkillID, bySkillID, byFriendObj.GetID())
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
     else:
         GameWorld.DebugLogEx("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, **kwargs)
         
     return isOK
 
-def CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
+def CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, addBatDamPer=0, **kwargs):
     '''按公式计算伤害,默认按攻击计算
     '''
     
@@ -1952,11 +2042,17 @@
         aDOTPer = atkObj.GetBatAttrValue(ChConfig.AttrID_DOTPer)
         dDOTPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_DOTPerDef)
         GameWorld.DebugLogEx("aDOTPer=%s,dDOTPerDef=%s", aDOTPer, dDOTPerDef)
-        
+        if curSkill.GetCurBuffState() in ChConfig.BurnStateList:
+            aDOTPer += atkObj.GetBatAttrValue(ChConfig.AttrID_DOTBurnPer)
+            dDOTPerDef += defObj.GetBatAttrValue(ChConfig.AttrID_DOTBurnPerDef)
+            GameWorld.DebugLogEx("是灼烧: aDOTPer=%s,dDOTPerDef=%s", aDOTPer, dDOTPerDef)
+            
     #aAddSkillPer = 0 # 技能增伤
-    aBatDamPer, dBatDamPerDef = 0, 0 # 战斗增减伤
+    dBatDamPerDef = 0 # 战斗增减伤
+    aBatDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_BatDamPer)
     aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_BatDamPer, curSkill)
     aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddBatDamPerByTagLostHP, curSkill)
+    aBatDamPer += addBatDamPer
     
     # 物法增减伤
     if pmType == IPY_GameWorld.ghtMag: # 法伤
@@ -2175,7 +2271,7 @@
         defObj, hurtValue, hurtTypes, immuneHurt = hurtInfo[:4]
         isEx = hurtInfo[4] if len(hurtInfo) > 4 else 0 # 是否是额外目标
         
-        lostHP, ignoreShield = DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, lostType, hpCanNegative=True, immuneHurt=immuneHurt)
+        lostHP, ignoreShield, hurtValue = DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, lostType, hpCanNegative=True, immuneHurt=immuneHurt)
         if ignoreShield:
             hurtTypes |= pow(2, ChConfig.HurtAtkType_IgnoreShield)
             
@@ -2465,7 +2561,7 @@
     @param hpCanNegative: 扣除后的生命是否允许负值
     @param immuneHurt: 免疫的伤害值
     @param isSkillSelfTag: 是否技能自身的直接目标,如平摊伤害目标、溅射伤害目标这种就不算直接目标
-    @return: lostHP, ignoreShield
+    @return: lostHP, ignoreShield, hurtValue
     '''
     
     ignoreShield = None
@@ -2483,8 +2579,14 @@
                                  defObj.GetID(), buff.GetBuffID(), buffSkillID, buffValue, immuneHurt, updBuffValue, lostType)
             
     if hurtValue <= 0:
-        return 0, ignoreShield
+        return 0, ignoreShield, hurtValue
     
+    # 伤血上限保护
+    lostHPProtect = TurnPassive.GetTriggerEffectValue(turnFight, defObj, atkObj, ChConfig.PassiveEff_LostHPProtect, curSkill)
+    if lostHPProtect > 0 and hurtValue > lostHPProtect:
+        GameWorld.DebugLogEx("    扣血时最大伤血保护: defID=%s,hurtValue=%s,lostHPProtect=%s", defObj.GetID(), hurtValue, lostHPProtect)
+        hurtValue = lostHPProtect
+        
     atkID = atkObj.GetID()
     defID = defObj.GetID()
     skillID = curSkill.GetSkillID()
@@ -2550,7 +2652,7 @@
     GameWorld.DebugLogEx("    扣血: atkID=%s,defID=%s,hurtValue=%s,lostType=%s,lostHP=%s,dHP=%s,updHP=%s/%s", 
                          atkID, defID, hurtValue, lostType, lostHP, dHP, defObj.GetHP(), defObj.GetMaxHP())
     TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID, lostType)
-    return lostHP, ignoreShield
+    return lostHP, ignoreShield, hurtValue
 
 def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
     '''计算反弹反弹伤害
@@ -2572,12 +2674,12 @@
         return
     
     GameWorld.DebugLogEx("    反弹伤害=%s,%s/%s, damBackPer=%s", bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer)
-    bounceHP, _, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, bounceHP)
+    bounceHP, _, immuneHurt = CalcHurtWithBuff(turnFight, defObj, atkObj, bounceHP)
     if bounceHP <= 0:
         GameWorld.DebugLogEx("        bounceHP=%s", bounceHP)
         return
     hurtObj.SetBounceHP(bounceHP)
-    DoLostHP(turnFight, atkObj, defObj, bounceHP, curSkill, "Bounce", hpCanNegative=True, immuneHurt=immuneHurt) # 反弹后生命允许负值
+    DoLostHP(turnFight, defObj, atkObj, bounceHP, curSkill, "Bounce", hpCanNegative=True, immuneHurt=immuneHurt) # 反弹后生命允许负值
     return
 
 def CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill):

--
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