ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
@@ -121,7 +121,7 @@
    # 刷被动效果和属性
    page = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GFPassivePage, 0, ChConfig.Def_PDictType_GFPassive)
    if clientData.Page == page:
        GetPassiveEffManager().RegistPassiveEffSet(curPlayer)
        GetPassiveEffManager().RegistPassiveEffSet(curPlayer, True)
        PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
        
    EventShell.EventRespons_PassiveSet(curPlayer)
@@ -157,7 +157,7 @@
    NetPackCommon.SendFakePack(curPlayer, sendPack)
    
    # 刷被动效果和属性
    GetPassiveEffManager().RegistPassiveEffSet(curPlayer)
    GetPassiveEffManager().RegistPassiveEffSet(curPlayer, True)
    PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
    return
@@ -362,6 +362,17 @@
             4078:ChConfig.TriggerType_AttackOver,  # 攻击(对敌技能)后被动技能被触发 4
             4079:ChConfig.TriggerType_IsDealy,  # 是否触发致命一击 72
             4080:ChConfig.TriggerType_BounceHPPer, # 反弹伤害百分比值17,
             4081:ChConfig.TriggerType_AddThumpHitRate, # 提高重击概率 73
             4082:ChConfig.TriggerType_ThumpHit, # 对第一目标重击触发技能
             4083:ChConfig.TriggerType_AddThumpHitPer, # 增加重击伤害百分比
             4084:ChConfig.TriggerType_ThumpHit, # 对第一目标重击触发技能
             4085:ChConfig.TriggerType_AttackOver,
             4086:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
             4087:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
             4088:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
             4089:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
             4090:ChConfig.TriggerType_AttackOver,  # 攻击(对敌技能)后被动技能被触发 4
             4091:ChConfig.TriggerType_SkillOverNoAttack,   # 技能释放后 与TriggerType_AttackOver相反19,
             }
    return tdict.get(effectID, -1) 
    #===========================================================================
@@ -403,6 +414,10 @@
             4523:ChConfig.TriggerType_SuperHitSkillPer, # 暴击时,增加技能伤害 10
             4524:ChConfig.TriggerType_SuperHitSubLayer, # 暴击减层 67
             4525:ChConfig.TriggerType_SuperHitSkipCD, # 暴击无冷却 68
             4526:ChConfig.TriggerType_AddThumpHitRate, # 增加重击概率
             4527:ChConfig.TriggerType_AddThumpHitRate, # 增加重击概率
             4528:ChConfig.TriggerType_AddThumpHitPer, # 重击时 增加重击百分比 75
             4529:ChConfig.TriggerType_Buff_SuckBloodPer,   # BUFF类: 百分比吸血, 此处非属性类
             
             803:ChConfig.TriggerType_BloodShield,  # 血盾
             806:ChConfig.TriggerType_BloodShield,  # 血盾
@@ -551,15 +566,21 @@
    
    
    # 重刷可装备的被动技能
    def RefreshPassiveSkillSet(self):
    def RefreshPassiveSkillSet(self, isCD=False):
        self.AffectPassiveSkillSetDict = {}
        skillManager = self.gameObj.GetSkillManager()
        skills = FindUsePassiveSkills(self.gameObj)
        tick = GameWorld.GetGameWorld().GetTick()
        
        for skillID in skills:
            curSkill = skillManager.FindSkillBySkillID(skillID)
            if not curSkill:
                continue
            if isCD:
                # 重切需进入CD
                SkillCommon.SetSkillRemainTime(curSkill, PlayerControl.GetReduceSkillCDPer(self.gameObj), tick, self.gameObj)
            
            skillTypeID = curSkill.GetSkillTypeID()
            connSkillID = SkillShell.GetConnectSkillID(curSkill)    # 关联技能ID, 0代表不限技能
@@ -650,7 +671,8 @@
        return self.AffectSkillDict
    
    def GetPassiveSkillsByTriggerType(self, triggerType, connSkillID=0):
    def GetPassiveSkillsByTriggerType(self, triggerType, connSkill=None):
        connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
        skillList = []
        ## bug:2018-03-15
        ## skillList=self.AffectSkillDict.get((triggerType, connSkillID), [])再用extend会导致AffectSkillDict无限增长
@@ -658,6 +680,18 @@
        skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, connSkillID), []))
        skillList.extend(self.AffectDogzSkillDict.get((triggerType, connSkillID), []))
        skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, connSkillID), []))
        # 指定特殊类型可触发
        if connSkill and connSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbSkill, ChConfig.Def_SkillFuncType_NormalAttack]:
            funcType = connSkill.GetFuncType()
            skillList.extend(self.AffectSkillDict.get((triggerType, funcType), []))
            skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, funcType), []))
            skillList.extend(self.AffectDogzSkillDict.get((triggerType, funcType), []))
            skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, funcType), []))
        # 被动再触发被动限制为指定
        if connSkill and SkillCommon.isPassiveSkill(connSkill):
            return skillList
        
        if connSkillID != 0 and connSkillID != ChConfig.Def_SkillID_Somersault:
            skillList.extend(self.AffectSkillDict.get((triggerType, 0), []))
@@ -713,16 +747,16 @@
        return
    
    # 人物需同步注册被动技能
    def RegistPassiveEffSet(self, gameObj):
    def RegistPassiveEffSet(self, gameObj, isCD=False):
        passiveEff = self.GetPassiveEff(gameObj)
        if not passiveEff:
            # 强制刷新所有被动技能
            passiveEff = PassiveEff(gameObj)
            if not passiveEff.RefreshPassiveSkillSet():
            if not passiveEff.RefreshPassiveSkillSet(isCD):
                return
            self.AddPassiveEff(gameObj, passiveEff)
        else:
            passiveEff.RefreshPassiveSkillSet()
            passiveEff.RefreshPassiveSkillSet(isCD)
        return
        
        
@@ -859,7 +893,7 @@
        return 0, 0
        
    connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
    if not skills:
        return 0, 0
        
@@ -993,28 +1027,17 @@
    if not attacker:
        return False
    stopPassiveSkill = False   # 被动技能不能再触发被动技能,但可以触发天赋技能
    if connSkill:
        if not connSkill.GetFuncType():
            # 非功能类技能,避免死循环
            return False
        if SkillCommon.isPassiveSkill(connSkill):
            #GameWorld.DebugLog("被动技能不能再次触发被动技能")
            #return False
            stopPassiveSkill = True
        
    if SkillCommon.GetUsingPassiveSkill(attacker) and triggerType != ChConfig.TriggerType_BuffState:
        # 防范被动技能触发的 非被动技能
        #GameWorld.DebugLog("被动技能释放中不能再次触发被动技能---%s"%triggerType)
        #return
        stopPassiveSkill = True
    passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
    if not passiveEff:
        return False
        
    connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
    if not skills:
        return False
        
@@ -1033,10 +1056,6 @@
        if not IsValidPassiveSkill(curSkill):
            continue
        if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
            # 只有天赋才可以再次被触发
            continue
        
        effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
        if not effect:
@@ -1114,7 +1133,7 @@
    if not passiveEff:
        return 0
    connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
    if not skills:
        return 0
    
@@ -1179,7 +1198,7 @@
    if not passiveEff:
        return []
    connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
    if not skills:
        return []
    
@@ -1228,7 +1247,7 @@
    if not passiveEff:
        return
    connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
    if not skills:
        return