ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -37,12 +37,39 @@
        self._AffectBuffDict = {} # 被动buff {(触发方式, 有效来源):{buffID:[effID, ...], ...}, ...}
        return
    
    def GetPassiveEffByTrigger(self, triggerWay, connSkillTypeID=0):
    def GetPassiveEffByTrigger(self, triggerWay, connSkill=None, connSkillTypeID=0):
        '''获取可触发的效果列表,技能跟buff根据触发优先级按顺序触发,优先级越高越先执行,相同时技能优先
                        优先级之后有需要再扩展
        @return: [["skill/buff", skillID/buffID, effIDList], ...]
        '''
        effList = []
        if not connSkillTypeID and connSkill:
            connSkillTypeID = connSkill.GetSkillTypeID()
        if connSkill:
            skillID = connSkill.GetSkillID()
            skillManager = self._batObj.GetSkillManager()
            # 非对象身上的技能,读取本技能被动触发的效果,一般是主技能拆分的子技能
            if not skillManager.FindSkillByID(skillID):
                effIDList = []
                for index in xrange(connSkill.GetEffectCount()):
                    effect = connSkill.GetEffect(index)
                    effectID = effect.GetEffectID()
                    if effectID == 0:
                        continue
                    triggerWay = effect.GetTriggerWay()
                    triggerSrc = effect.GetTriggerSrc()
                    if not triggerWay:
                        continue
                    if triggerWay == ChConfig.TriggerWay_CurSkillEff:
                        continue
                    if triggerSrc != ChConfig.TriggerSrc_SkillSelf:
                        # 仅添加本技能的
                        continue
                    effIDList.append(effectID)
                if effIDList:
                    effList.append(["skill", skillID, effIDList])
        
        # 优先取关联技能的
        if connSkillTypeID and connSkillTypeID not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_Buff, ChConfig.TriggerSrc_SkillSelf, ChConfig.TriggerSrc_BuffSelf]:
@@ -641,6 +668,7 @@
        self._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager, self)
        self._passiveEffMgr = ObjPool.GetPoolMgr().acquire(PassiveEffManager, self)
        self._lastHurtValue = 0
        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
        
        # 统计
        self.hurtStat = 0 # 输出统计
@@ -832,6 +860,9 @@
    def GetLastHurtValue(self): return self._lastHurtValue
    def SetLastHurtValue(self, lastHurtValue): self._lastHurtValue = lastHurtValue
    
    def GetMainTagIDList(self): return self._mainTagIDList
    def SetMainTagIDList(self, mainTagIDList): self._mainTagIDList = mainTagIDList
    def StatHurtValue(self, hurtValue):
        ## 统计输出
        self.hurtStat += hurtValue