ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -1279,16 +1279,14 @@
    
    # 优先处理afterLogic,可再预先汇总一些会触发被动的信息
    relatedSkillID = useSkill.GetSkillID()
    shieldBrokenList = [] # 记录盾破
    delBuffAfterEffList = [] # buff消失后要触发的被动,一般用于后置处理的逻辑
    afterLogicList = useSkill.GetAfterLogicList()
    for logicType, logicData in afterLogicList:
        if logicType == ChConfig.AfterLogic_DelBuff:
            buffObjID, buff, tagObjID = logicData
            buffSkillData = buff.GetSkillData()
            buffSkillTypeID = buffSkillData.GetSkillTypeID()
            buffObjID, buff, tagObjID, afterTriggerData = logicData
            TurnBuff.DoBuffDelAfterLogicOver(turnFight, buffObjID, buff, useSkill)
            if SkillCommon.isDamageShieldSkill(buffSkillData):
                shieldBrokenList.append([buffObjID, tagObjID, buffSkillTypeID])
            if afterTriggerData:
                delBuffAfterEffList.append([buffObjID, buff, tagObjID, afterTriggerData])
                
        elif logicType == ChConfig.AfterLogic_AddBuff:
            batObj = logicData[0]
@@ -1397,11 +1395,13 @@
    
    # ========== 以下触发被动 ==========
    
    # 破盾时
    for buffObjID, tagObjID, buffSkillTypeID in shieldBrokenList:
    # buff消失后置处理的被动,优先处理,如破盾,区别于被动方式  ChConfig.TriggerWay_BuffDel(立即触发)
    for buffObjID, buff, tagObjID, afterTriggerData in delBuffAfterEffList:
        triggerWay, effInfoList = afterTriggerData
        buffObj = batObjMgr.getBatObj(buffObjID)
        tagObj = batObjMgr.getBatObj(tagObjID)
        TurnPassive.OnTriggerPassiveEffect(turnFight, buffObj, ChConfig.TriggerWay_ShieldBroken, tagObj, connSkillTypeID=buffSkillTypeID)
        tagObj = batObjMgr.getBatObj(tagObjID) # 导致该buff消失的目标
        GameWorld.DebugLogEx("buff消失后置处理的被动: buffObjID=%s,tagObjID=%s,triggerWay=%s,%s", buffObjID, tagObjID, triggerWay, effInfoList)
        TurnPassive.OnTriggerPassiveEffList(turnFight, buffObj, triggerWay, tagObj, effInfoList, connSkill=useSkill, connBuff=buff)
        
    # 有击杀时
    for index, tagObj in enumerate(killObjList):
@@ -2471,7 +2471,9 @@
            shieldHurtValue -= decShieldValue # 承伤值
            if decShieldValue >= buffValue:
                GameWorld.DebugLogEx("        删除盾: buffID=%s,剩余盾伤=%s", buffID, shieldHurtValue)
                TurnBuff.DoBuffDel(turnFight, defObj, buff, relatedSkill=curSkill, afterLogic=True, tagObj=atkObj)
                #盾破时buff会被删除,导致绑定在该buff上的被动效果同步被清除,后续就无法触发盾破后被动,固先取出来
                effInfoList = defObj.GetPassiveEffManager().GetPassiveEffByTrigger(ChConfig.TriggerWay_ShieldBroken, connSkillTypeID=buffSkillID)
                TurnBuff.DoBuffDel(turnFight, defObj, buff, relatedSkill=curSkill, afterLogic=True, tagObj=atkObj, afterTriggerData=[ChConfig.TriggerWay_ShieldBroken, effInfoList])
            else:
                updShieldValue = buffValue - decShieldValue
                GameWorld.DebugLogEx("        更新盾: updShieldValue=%s,剩余盾伤=%s", updShieldValue, shieldHurtValue)