From 67d6a2a2fadc1f98f8316cf7e3a0717bfc971a43 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 28 八月 2025 10:23:45 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(技能变更主线阵容战斗中更新技能;B428增加通知是否是添加buff的;buff叠加规则0 4 5;增加效果5002结算目标某种状态持续buff所有回合效果)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5001.py |   14 +-
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py                       |   78 ++++++++++----
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py                  |    2 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5011.py |   32 -----
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5002.py |   63 ++++++++++++
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py                     |   12 ++
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py                      |    8 +
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py                    |   12 +-
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py                      |   55 +++++++++-
 9 files changed, 198 insertions(+), 78 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
index 88d3808..b54abb1 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -156,7 +156,9 @@
         effDict = self._AffectBuffDict[key]
         if buffID not in effDict:
             effDict[buffID] = []
-        effDict[buffID].append(effectID)
+        effIDList = effDict[buffID]
+        if effectID not in effIDList:
+            effIDList.append(effectID)
         return
     
     def DelBuffPassiveEffect(self, buffID):
@@ -633,10 +635,16 @@
         TurnPassive.RefreshPassive(self)
         return
     
-    def UpdInitBatAttr(self, initAttrDict):
+    def UpdInitBatAttr(self, initAttrDict, skillIDList):
         ## 更新战斗属性,一般只有主阵容需要更新,战斗中养成、装备变化等引起的主阵容属性变更时需要实时更新
         self._initAttrDict = initAttrDict
+        learnNewSkill = False
+        for skillID in skillIDList:
+            if self._skillMgr.LearnSkillByID(skillID):
+                learnNewSkill = True
         TurnBuff.RefreshBuffAttr(self)
+        if learnNewSkill: # 有学新技能时重刷技能被动
+            self._passiveEffMgr.RefreshSkillPassiveEffect()
         return
     
     def ResetBattleEffect(self):
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
index 19a7250..ec7bda2 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
@@ -47164,6 +47164,7 @@
                   ("Value1", c_int),    
                   ("Value2", c_int),    
                   ("Value3", c_int),    
+                  ("IsAdd", c_ubyte),    # 是否是添加/覆盖的,1-是;0-否一般为buff的数据刷新
                   ]
 
     def __init__(self):
@@ -47190,6 +47191,7 @@
         self.Value1 = 0
         self.Value2 = 0
         self.Value3 = 0
+        self.IsAdd = 0
         return
 
     def GetLength(self):
@@ -47211,7 +47213,8 @@
                                 OwnerID:%d,
                                 Value1:%d,
                                 Value2:%d,
-                                Value3:%d
+                                Value3:%d,
+                                IsAdd:%d
                                 '''\
                                 %(
                                 self.Cmd,
@@ -47225,7 +47228,8 @@
                                 self.OwnerID,
                                 self.Value1,
                                 self.Value2,
-                                self.Value3
+                                self.Value3,
+                                self.IsAdd
                                 )
         return DumpString
 
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
index d9506f8..179464b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
@@ -788,7 +788,7 @@
                     continue
                 lineupHero = lineup.GetLineupHero(posNum)
                 if lineupHero.heroBatAttrDict:
-                    batObj.UpdInitBatAttr(lineupHero.heroBatAttrDict)
+                    batObj.UpdInitBatAttr(lineupHero.heroBatAttrDict, lineupHero.heroSkillIDList)
     else:
         GameWorld.DebugLog("主阵容没有在战斗中,不需要处理", playerID)
         
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5001.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5001.py
index d729cc2..3e18e05 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5001.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5001.py
@@ -17,16 +17,16 @@
 
 import TurnBuff
 
-def DoBuffEffectLogic(turnFight, batObj, tagObj, curBuff, curEffect, connSkill):
+def DoBuffEffectLogic(turnFight, batObj, tagObj, effBuff, curEffect, connSkill):
     #结算一次扣除1回合
-    remainTime = max(0, curBuff.GetRemainTime() - 1)
-    curBuff.SetRemainTime(remainTime)
+    remainTime = max(0, effBuff.GetRemainTime() - 1)
+    effBuff.SetRemainTime(remainTime)
     
-    TurnBuff.DoBuffProcess(turnFight, batObj, curBuff)
+    TurnBuff.DoBuffProcess(turnFight, batObj, effBuff)
     
     if remainTime <= 0:
-        TurnBuff.DoBuffDel(turnFight, batObj, curBuff)
+        TurnBuff.DoBuffDel(turnFight, batObj, effBuff)
     else:
-        TurnBuff.SyncBuffRefresh(turnFight, batObj, curBuff)
+        TurnBuff.SyncBuffRefresh(turnFight, batObj, effBuff)
         
-    return
+    return True
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5002.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5002.py
new file mode 100644
index 0000000..c68d5a4
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5002.py
@@ -0,0 +1,63 @@
+#!/usr/bin/python
+# -*- coding: GBK -*-
+#-------------------------------------------------------------------------------
+#
+##@package Skill.PassiveTrigger.PassiveEff_5002
+#
+# @todo:结算目标某种状态持续buff所有回合效果
+# @author hxp
+# @date 2025-08-28
+# @version 1.0
+#
+# 详细描述: 结算目标某种状态持续buff所有回合效果
+#
+#-------------------------------------------------------------------------------
+#"""Version = 2025-08-28 10:30"""
+#-------------------------------------------------------------------------------
+
+import TurnBuff
+import GameWorld
+import IpyGameDataPY
+import TurnSkill
+
+def DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill):
+    effectID = curEffect.GetEffectID()
+    buffState = curEffect.GetEffectValue(0)
+    needLayers = curEffect.GetEffectValue(1) # 累计达到多少层时才结算
+    noDel = curEffect.GetEffectValue(2) # 是否不扣除剩余回合,默认0-扣除 1-不扣除
+    exSkillID = curEffect.GetEffectValue(3) # 额外释放技能ID,0不释放(可对buff携带者或重设目标)
+    #GameWorld.DebugLog("DoBuffEffectLogic: effectID=%s, buffState=%s, needLayers=%s, noDel=%s, exSkillID=%s" % (effectID, buffState, needLayers, noDel, exSkillID))
+    if not buffState or not needLayers:
+        return
+    
+    layerTotal = 0
+    buffList = []
+    buffMgr = tagObj.GetBuffManager()
+    for index in range(buffMgr.GetBuffCount()):
+        buff = buffMgr.GetBuffByIndex(index)
+        skillData = buff.GetSkillData()
+        if skillData.GetCurBuffState() != buffState:
+            continue
+        layerTotal += buff.GetLayer()
+        buffList.append(buff)
+        
+    if layerTotal < needLayers:
+        GameWorld.DebugLog("buff状态总层数不足不触发! buffState=%s,layerTotal=%s < %s" % (buffState, layerTotal, needLayers))
+        return
+    
+    GameWorld.DebugLog("结算目标某种状态持续buff所有回合效果: layerTotal=%s,buffCnt=%s,noDel=%s" % (layerTotal, len(buffList), noDel))
+    for buff in buffList:
+        GameWorld.DebugLog("buffID=%s,RemainTime=%s" % (buff.GetBuffID(), buff.GetRemainTime()))
+        for _ in range(buff.GetRemainTime()):
+            TurnBuff.DoBuffProcess(turnFight, tagObj, buff)
+        if noDel:
+            continue
+        TurnBuff.DoBuffDel(turnFight, tagObj, buff)
+        
+    if exSkillID:
+        effSkillID = effSkill.GetSkillID()
+        passiveSkill = IpyGameDataPY.GetIpyGameData("Skill", exSkillID)
+        if passiveSkill:
+            TurnSkill.OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill, effSkillID, effectID)
+            
+    return True
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5011.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5011.py
index f6a554e..31934e2 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5011.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5011.py
@@ -17,11 +17,8 @@
 
 import TurnSkill
 import IpyGameDataPY
-import GameWorld
-import ChConfig
 
 def DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill):
-    effectID = curEffect.GetEffectID()
     skillID = curEffect.GetEffectValue(0) # 技能ID,为0时释放本技能
     if not skillID:
         passiveSkill = effSkill
@@ -29,30 +26,9 @@
         passiveSkill = IpyGameDataPY.GetIpyGameData("Skill", skillID)
     if not passiveSkill:
         return
-    passiveSkillID = passiveSkill.GetSkillID()
-    # 继承主技能目标
-    if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
-        happenRate = passiveSkill.GetHappenRate()
-        GameWorld.DebugLog("被动触发技能,继承主技能目标! effectID=%s,passiveSkillID=%s,happenRate=%s" % (effectID, passiveSkillID, happenRate))
-        tagObjList = [tagObj]
-        passiveTagObjList = []
-        for tagObj in tagObjList:
-            tagID = tagObj.GetID()
-            if not tagObj.IsAlive():
-                GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
-                continue
-            if happenRate and happenRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
-                GameWorld.DebugLog("    概率不触发: tagID=%s,happenRate=%s" % (tagID, happenRate))
-                continue
-            passiveTagObjList.append(tagObj)
-            
-        if passiveTagObjList:
-            TurnSkill.OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill)
-    else:
-        GameWorld.DebugLog("被动触发技能,重新锁定目标! effectID=%s,passiveSkillID=%s" % (effectID, passiveSkillID))
-        TurnSkill.OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill)
-        
-    return
+    effectID = curEffect.GetEffectID()
+    effSkillID = effSkill.GetSkillID()
+    return TurnSkill.OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill, effSkillID, effectID)
 
-def DoBuffEffectLogic(turnFight, batObj, tagObj, curBuff, curEffect, connSkill):
+def DoBuffEffectLogic(turnFight, batObj, tagObj, effBuff, curEffect, connSkill):
     return DoSkillEffectLogic(turnFight, batObj, tagObj, None, curEffect, connSkill)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
index 68799eb..90f92e9 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -61,36 +61,65 @@
                        % (curID, skillID, buffSkill.GetAtkType(), buffValueList, ownerID, relatedSkillID))
     
     skillTypeID = buffSkill.GetSkillTypeID()
-    # 先简单做下能加上即可
-    buffMgr = batObj.GetBuffManager()
-    buffList = buffMgr.FindBuffBySkillTypeID(skillTypeID)
-    if buffList:
-        # buff堆叠逻辑,待处理,先直接通知
-        for buff in buffList:
-            if not buff:
-                continue
-            GameWorld.DebugLog("    已经存在该buff: buffID=%s,skillTypeID=%s" % (buff.GetBuffID(), skillTypeID))
-            if afterLogic and bySkill:
-                bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
-            else:
-                SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID)
-                
-        return True
+    buffRepeat = buffSkill.GetBuffRepeat()
+    #buff重复获得时的叠加规则
+    #以下规则默认针对的是相同施法者,即相同来源的处理
+    #如果有针对不同施法者的规则会说明
+    #0 覆盖:重置剩余回合,效果覆盖
+    #1 延长回合
+    #2 
+    #3 叠加层级
+    #4 独立:回合、效果独立计算
+    #5 唯一,强制覆盖不同来源同状态buff,如嘲讽状态
     
-    __AddNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic)
+    buffMgr = batObj.GetBuffManager()
+    
+    if buffRepeat == 4: # 4 独立:回合、效果独立计算
+        pass # 不处理,直接跳过添加新buff
+    elif buffRepeat == 5: # 5 唯一,强制覆盖不同来源同状态buff,如嘲讽状态
+        buffState = buffSkill.GetCurBuffState()
+        for index in range(buffMgr.GetBuffCount())[::-1]:
+            buff = buffMgr.GetBuffByIndex(index)
+            if buffState and buff.GetCurBuffState() != buffState:
+                continue
+            # 删除相同状态的buff
+            DoBuffDel(turnFight, batObj, buff, bySkill, afterLogic, buffOwner)
+    else:
+        buffList = buffMgr.FindBuffBySkillTypeID(skillTypeID)
+        if buffList:
+            for buff in buffList:
+                if not buff:
+                    continue
+                if buff.GetOwnerID() != ownerID:
+                    continue
+                GameWorld.DebugLog("    已经存在该buff,默认覆盖: buffID=%s,skillTypeID=%s,ownerID=%s" % (buff.GetBuffID(), skillTypeID, ownerID))
+                # 重置回合、CD、值等
+                buff.SetCalcTime(turnFight.getTimeline())
+                buff.SetRemainTime(buffSkill.GetLastTime())
+                buff.SetLayer(buffSkill.GetLayerCnt())
+                buff.SetBuffValueList(buffValueList)
+                if afterLogic and bySkill:
+                    bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
+                else:
+                    SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
+                    
+            return True
+        
+    __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic)
     return True
 
-def __AddNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False):
-    skillID = buffSkill.GetSkillID()
-    relatedSkillID = bySkill.GetSkillID() if bySkill else 0
+def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False):
     curID = batObj.GetID()
-    ownerID = buffOwner.GetID()
+    skillID = buffSkill.GetSkillID()
     buff = buffMgr.AddBuff(skillID)
     if not buff:
         GameWorld.DebugLog("    添加buff失败! skillID=%s" % skillID, curID)
-        return False
+        return
+    relatedSkillID = bySkill.GetSkillID() if bySkill else 0
+    ownerID = buffOwner.GetID()
     buffID = buff.GetBuffID()
-    GameWorld.DebugLog("    AddBuffOK. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timeline=%s" 
+    
+    GameWorld.DebugLog("    __addNewBuff. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timeline=%s" 
                        % (buffID, skillID, ownerID, relatedSkillID, turnFight.getTimeline()), curID)
     buff.SetOwnerID(ownerID)
     buff.SetCalcTime(turnFight.getTimeline())
@@ -104,7 +133,7 @@
     if afterLogic and bySkill:
         bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
     else:
-        SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID)
+        SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
         
     DoBuffAddOver(turnFight, batObj, buffSkill, buff, buffOwner)
     return
@@ -287,7 +316,7 @@
     GameWorld.DebugLog("    最终属性 ID:%s,atk=%s,def=%s,hp=%s/%s" % (objID, batObj.GetAtk(), batObj.GetDef(), aftHP, aftMaxHP))
     return
 
-def SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID=0):
+def SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID=0, isNewAdd=False):
     clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCBuffRefresh)
     clientPack.ObjID = curBatObj.GetID()
     clientPack.BuffID = curBuff.GetBuffID()
@@ -299,6 +328,7 @@
     clientPack.Value1 = curBuff.GetValue1()
     clientPack.Value2 = curBuff.GetValue2()
     clientPack.Value3 = curBuff.GetValue3()
+    clientPack.IsAdd = 1 if isNewAdd else 0
     turnFight.addBatPack(clientPack)
     return
 
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
index 6dd05ed..03f9397 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
@@ -82,20 +82,20 @@
 
 def __doTriggerPassiveEffectByBuff(turnFight, batObj, tagObj, triggerWay, buffID, effIDList, connSkill=None):
     buffMgr = batObj.GetBuffManager()
-    curBuff = buffMgr.GetBuff(buffID)
-    if not curBuff:
+    effBuff = buffMgr.GetBuff(buffID)
+    if not effBuff:
         return
-    skillData = curBuff.GetSkillData()
+    skillData = effBuff.GetSkillData()
     
     for effID in effIDList:
         curEffect = skillData.GetEffectByID(effID, triggerWay)
         if not curEffect:
             continue
-        DoBuffEffectLogic(turnFight, batObj, tagObj, curBuff, curEffect, connSkill)
+        DoBuffEffectLogic(turnFight, batObj, tagObj, effBuff, curEffect, connSkill)
         
     return
 
-def DoBuffEffectLogic(turnFight, batObj, tagObj, curBuff, curEffect, connSkill):
+def DoBuffEffectLogic(turnFight, batObj, tagObj, effBuff, curEffect, connSkill):
     effID = curEffect.GetEffectID()
     if not effID:
         return
@@ -103,7 +103,7 @@
     callFunc = GameWorld.GetExecFunc(PassiveTrigger, "%s.%s" % (pyName, "DoBuffEffectLogic"))
     if not callFunc:
         return
-    callFunc(turnFight, batObj, tagObj, curBuff, curEffect, connSkill)
+    callFunc(turnFight, batObj, tagObj, effBuff, curEffect, connSkill)
     return
 
 def GetTriggerPassiveValue(batObj, triggerType, tagObj=None, useSkill=None):
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
index 5322745..a5e2276 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -559,7 +559,7 @@
     __doCostZhanchui(turnFight, curBatObj, useSkill)
     __doSkillUserAnger(turnFight, curBatObj, useSkill)
     
-    DoBeAttackResult(turnFight, curBatObj, useSkill)
+    DoBeAttackResult(turnFight, curBatObj, useSkill, True)
     return
 
 def DoCombo(turnFight, curBatObj, useSkill):
@@ -656,9 +656,10 @@
                        % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum))
     return False
 
-def DoBeAttackResult(turnFight, curObj, useSkill):
+def DoBeAttackResult(turnFight, curObj, useSkill, isUseSkill=False):
     '''被攻击结果
     @param curObj: 施法方或buff归属方
+    @param isUseSkill: 是否是直接使用技能的攻击结果
     '''
     
     curID = curObj.GetID()
@@ -681,11 +682,13 @@
                 shieldBrokenList.append([buffObjID, tagObjID, buffSkillTypeID])
                 
         elif logicType == ChConfig.AfterLogic_AddBuff:
-            batObj, buff, _ = logicData
-            TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID)
+            batObj = logicData[0]
+            buff = logicData[1]
+            TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
             
         elif logicType == ChConfig.AfterLogic_SyncBuff:
-            buffObj, buff, _, _ = logicData
+            buffObj = logicData[0]
+            buff = logicData[1]
             TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID)
             
     # 统计击杀
@@ -716,8 +719,9 @@
         FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID)
         
     # 优先触发本技能额外效果,注:仅该技能释放后该技能的额外效果视为主技能的效果,优先级最高
-    __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList)
-    
+    if isUseSkill:
+        __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList)
+        
     # ========== 以下触发被动 ==========
     
     # 破盾时
@@ -733,7 +737,7 @@
             continue
         
         # 直接攻击
-        if not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]:
+        if isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]:
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
             
@@ -818,6 +822,7 @@
             continue
         
         effID = curEffect.GetEffectID()
+        GameWorld.DebugLog("执行额外技能效果: %s, missObjIDList=%s" % (effID, missObjIDList))
         if effID == 5010:
             # 额外技能效果
             __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, missObjIDList)
@@ -825,6 +830,7 @@
         
         for tagObj in useSkill.GetTagObjList():
             tagID = tagObj.GetID()
+            GameWorld.DebugLog("    tagID=%s" % (tagID))
             if tagID in missObjIDList:
                 # 闪避了不触发
                 continue
@@ -901,6 +907,39 @@
     OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
     return
 
+def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0):
+    '''被动触发使用技能
+    @param passiveSkill: 释放的被动技能
+    @param connSkill: 由什么技能引起的
+    @param effSkillID: 被动效果所属的技能ID
+    @param effectID: 被动效果ID
+    注:可能由A引起触发B技能的效果释放技能C
+    '''
+    if not passiveSkill:
+        return
+    isOK = False
+    passiveSkillID = passiveSkill.GetSkillID()
+    # 继承主技能目标
+    if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
+        happenRate = passiveSkill.GetHappenRate()
+        GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s" % (effSkillID, effectID, passiveSkillID, happenRate))
+        if not tagObj:
+            return
+        tagID = tagObj.GetID()
+        if not tagObj.IsAlive():
+            GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
+            return
+        if happenRate and happenRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
+            GameWorld.DebugLog("    概率不触发: tagID=%s,happenRate=%s" % (tagID, happenRate))
+            return
+        passiveTagObjList = [tagObj]
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill)
+    else:
+        GameWorld.DebugLog("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID))
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill)
+        
+    return isOK
+
 def __doSkillHurtHP(turnFight, attacker, defObj, curSkill):
     ## 执行技能伤血,只计算伤血,其他逻辑等技能同步后再处理
     # @return: None - 没有执行成功,即忽略该目标

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