ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
@@ -294,7 +294,7 @@
             4004:ChConfig.TriggerType_AttackOver,  # 攻击(对敌技能)后被动技能被触发 4
             4005:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
             4006:ChConfig.TriggerType_SuperHit, # 暴击时 触发技能6,
             4007:ChConfig.TriggerType_SuperHitValue, # 暴击时 增加暴击值百分比7,
             4007:ChConfig.TriggerType_SuperHitPer, # 暴击时 增加暴击值百分比,
             4008:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
             4009:ChConfig.TriggerType_HurtObjAddBuff, # 击中玩家(群攻多次触发)8,
             4010:ChConfig.TriggerType_ReduceCD, # 减少CD9, #CD
@@ -725,7 +725,7 @@
                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):
        if connSkill and SkillCommon.isPassiveSkill(connSkill) and not PassPassiveLimit(connSkill):
            return skillList
        
        if connSkillID != 0 and connSkillID != ChConfig.Def_SkillID_Somersault:
@@ -918,7 +918,7 @@
        if not connSkill.GetFuncType():
            # 非功能类技能,避免死循环
            return 0, 0
        if SkillCommon.isPassiveSkill(connSkill):
        if SkillCommon.isPassiveSkill(connSkill) and not PassPassiveLimit(connSkill):
            stopPassiveSkill = True
        
    if SkillCommon.GetUsingPassiveSkill(attacker) and triggerType != ChConfig.TriggerType_BuffState:
@@ -1164,7 +1164,8 @@
    if connSkill and SkillCommon.isPassiveSkill(connSkill):
        #GameWorld.DebugLog("被动技能不能再次触发被动技能")
        #return 0
        stopPassiveSkill = True
        if not PassPassiveLimit(connSkill):
            stopPassiveSkill = True
        
    passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
    if not passiveEff:
@@ -1390,7 +1391,7 @@
        if not useSkill.GetFuncType():
            # 非功能类技能,避免死循环
            return
        if SkillCommon.isPassiveSkill(useSkill):
        if SkillCommon.isPassiveSkill(useSkill) and not PassPassiveLimit(useSkill):
            #GameWorld.DebugLog("被动技能不能再次触发被动技能")
            #return
            stopPassiveSkill = True
@@ -1476,7 +1477,8 @@
    if useSkill and SkillCommon.isPassiveSkill(useSkill):
        #GameWorld.DebugLog("被动技能不能再次触发被动技能")
        #return 0
        stopPassiveSkill = True
        if not PassPassiveLimit(useSkill):
            stopPassiveSkill = True
    passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
@@ -1623,3 +1625,13 @@
            skillsDict[skillID] = skillsDict.get(skillID, 0) + 1  
            
    return skillsDict
# 默认情况下 被动不应该再触发(或加强)被动技能,会造成额外触发或者死循环
# 但也有一些特殊情况 放在此处过滤
def PassPassiveLimit(useSkill):
    # 如灼烧是被动技能 但可以被不断的强化
    if useSkill.GetSkillType() != ChConfig.Def_SkillType_PassiveLstDepBuff:
        return False
    return True