ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
@@ -509,6 +509,9 @@
             4540:ChConfig.TriggerType_SuperHitPer, # 暴击伤害百分比
             4541:ChConfig.TriggerType_AttackAddSkillPer, # BUFF类:提高主动技能的技能伤害
             4542:ChConfig.TriggerType_BeHurtMax, # BUFF类:锁定受到伤害最大值 102
             4543:ChConfig.TriggerType_BeSuperHitHurtExPer, # BUFF类: 被暴击附加额外伤害百分比 103
             4545:ChConfig.TriggerType_SkillSuccessPet, # BUFF类: 灵宠技能释放成功都可触发
             4546:ChConfig.TriggerType_SkillSuccessPet, # BUFF类: 灵宠释放技能后触发删除本buff
             
             803:ChConfig.TriggerType_BloodShield,  # 血盾
             806:ChConfig.TriggerType_BloodShield,  # 血盾
@@ -1564,6 +1567,8 @@
        
        if not IsValidPassiveSkill(curSkill):
            continue
        triggerCount = 0
        for effectInfo in effectList:
            passiveEffect = effectInfo[0]
            # 被动触发的技能
@@ -1590,8 +1595,14 @@
            SkillCommon.SetUsingPassiveSkill(attacker, 1)
            if SkillShell.UsePassiveTriggerSkill(attacker, skillData, defender, tick):
                AfterUsePassiveSkill(pyName, attacker, defender, passiveEffect, tick)
                triggerCount += 1
            SkillCommon.SetUsingPassiveSkill(attacker, 0)
        if triggerCount:
            hasEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_BuffTriggerDelLayer)
            if hasEffect:
                BuffSkill.ReduceBuffLayer(attacker, None, curSkill.GetSkillTypeID(), triggerCount)
def AfterUsePassiveSkill(pyName, attacker, defender, passiveEffect, tick):
    # 附加触发后逻辑
    callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "AfterUsePassiveSkill"))
@@ -1641,6 +1652,7 @@
        if not IsValidPassiveSkill(curSkill):
            continue
        
        triggerCount = 0 # 成功触发次数
        for effectInfo in effectList:
            if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
                # 只有天赋才可以再次被触发
@@ -1674,6 +1686,13 @@
            else:
                curValue += value
                
            triggerCount += 1
        if triggerCount:
            hasEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_BuffTriggerDelLayer)
            if hasEffect:
                BuffSkill.ReduceBuffLayer(attacker, None, curSkill.GetSkillTypeID(), triggerCount)
    return curValue