ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -61,6 +61,10 @@
    
    objID = curBatObj.GetID()
    
    if hasattr(useSkill, "GetRemainTime") and useSkill.GetRemainTime() > 0:
        GameWorld.DebugLog("技能CD中! skillID=%s,RemainTime=%s" % (skillID, useSkill.GetRemainTime()))
        return
    buffStateGroups = useSkill.GetBuffStateLimit()
    if buffStateGroups:
        limitState = curBatObj.IsInBuffStateGroup(buffStateGroups)
@@ -189,7 +193,11 @@
def IsNeedSyncSkill(useSkill):
    ## 使用需要同步B427使用技能
    return 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_CleanBuff]:
        return True
    if useSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_TurnNormaSkill, ChConfig.Def_SkillFuncType_AngerSkill]:
        return True
    return False
def GetSkillTags(turnFight, curBatObj, useSkill):
    ## 获取技能目标
@@ -993,13 +1001,17 @@
            
    # 统计击杀
    killObjList = [] # 击杀其他阵营目标列表
    dieObjList = [] # 死亡的单位列表
    for tagObj in useSkill.GetTagObjList():
        tagID = tagObj.GetID()
        if tagObj.IsAlive() and tagObj.GetHP() <= 0 and tagObj.GetFaction() != curObj.GetFaction():
            killObjList.append(tagObj)
            TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
        if tagObj.IsAlive() and tagObj.GetHP() <= 0:
            dieObjList.append(tagObj)
            if tagObj.GetFaction() != curObj.GetFaction():
                killObjList.append(tagObj)
                TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
    useSkill.SetKillObjList(killObjList)
    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
@@ -1079,6 +1091,23 @@
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillOneObj, tagObj, connSkill=useSkill)
        TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillTagObj, tagObj, connSkill=useSkill)
        
    if dieObjList:
        for faction in [ChConfig.Def_FactionA, ChConfig.Def_FactionB]:
            batFaction = turnFight.getBatFaction(faction)
            for lineupNum in batFaction.lineupDict.keys():
                batLineup = batFaction.getBatlineup(lineupNum)
                for lineupObjID in batLineup.posObjIDDict.values():
                    lineupObj = batObjMgr.getBatObj(lineupObjID)
                    if not lineupObj.IsAlive():
                        continue
                    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)
                        # 己方单位死亡时
                        else:
                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill)
    triggerOne = False
    batType = useSkill.GetBatType()
    isAttackDirect = (isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk])
@@ -1099,7 +1128,10 @@
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
        else:
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
            # 受到持续伤害
            if tagID in beHurtObjIDList:
                TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill)
        # 使用技能后
        if isUseSkill:
            if not triggerOne:
@@ -1346,6 +1378,10 @@
        #GameWorld.DebugLog("###被动触发技能不触发自身,防止死循环! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID))
        return
    
    if hasattr(passiveSkill, "GetRemainTime") and passiveSkill.GetRemainTime() > 0:
        #GameWorld.DebugLog("被动触发技能CD中! skillID=%s,RemainTime=%s" % (passiveSkillID, passiveSkill.GetRemainTime()))
        return
    isOK = False
    # 继承主技能目标
    if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill: