From b3d16628055d113d37021c1c55661f2cee035bdc Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 26 八月 2025 20:06:07 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(简化触发方式;优化额外触发技能;)

---
 /dev/null                                                                                                   |   69 --------
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5001.py |   33 +---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5011.py |    8 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py                     |   30 ++-
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py                        |   44 ++---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py                    |   52 ++++--
 PySysDB/PySysDBPY.h                                                                                         |    4 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py                    |   12 +
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py                      |  167 ++++++++++++--------
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py                             |    3 
 10 files changed, 196 insertions(+), 226 deletions(-)

diff --git a/PySysDB/PySysDBPY.h b/PySysDB/PySysDBPY.h
index b3fa445..0c11aa8 100644
--- a/PySysDB/PySysDBPY.h
+++ b/PySysDB/PySysDBPY.h
@@ -81,17 +81,14 @@
 	list		EffectValues1;	//效果值列表1
 	BYTE		TriggerWay1;	//触发方式
 	BYTE		TriggerSrc1;	//有效来源
-	list		TriggerParams1;	//触发参数
 	DWORD		EffectID2;	//效果ID2
 	list		EffectValues2;	//效果值列表2
 	BYTE		TriggerWay2;	//触发方式
 	BYTE		TriggerSrc2;	//有效来源
-	list		TriggerParams2;	//触发参数
 	DWORD		EffectID3;	//效果ID3
 	list		EffectValues3;	//效果值列表3
 	BYTE		TriggerWay3;	//触发方式
 	BYTE		TriggerSrc3;	//有效来源
-	list		TriggerParams3;	//触发参数
 	WORD		CoolDownTime;	//技能冷却时间
 	list		IgnoreStates;	//无视限制列表
 	BYTE		CurBuffState;	//Buff状态值
@@ -100,7 +97,6 @@
 	BYTE		LayerMax;	//最大层数
 	DWORD		BuffRepeat;	//Buff叠加规则
 	DWORD		DieContinue;	//Buff死亡存在
-	list		EnhanceSkillList;	//触发技能ID列表
 	DWORD		FightPower;	//技能战斗力
 	char		SkillMotionName; //技能动作名
 };
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 89f6bc2..88d3808 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -97,6 +97,8 @@
         triggerSrc = effect.GetTriggerSrc()
         if not triggerWay:
             return
+        if triggerWay == ChConfig.TriggerWay_CurSkillEff:
+            return
         if triggerSrc == ChConfig.TriggerSrc_Buff:
             # buff有效的不加进来
             return
@@ -138,6 +140,8 @@
         triggerWay = effect.GetTriggerWay()
         triggerSrc = effect.GetTriggerSrc()
         if not triggerWay:
+            return
+        if triggerWay == ChConfig.TriggerWay_CurSkillEff:
             return
         if triggerSrc == ChConfig.TriggerSrc_Skill:
             # 技能有效的不加进来
@@ -209,12 +213,12 @@
     
 class SkillEffect():
     
-    def __init__(self, effID, values, triggerWay=0, triggerSrc=0, triggerParams=None):
+    def __init__(self, effID, values, triggerWay=0, triggerSrc=0):
         self._effID = effID
         self._values = values
         self._triggerWay = triggerWay
         self._triggerSrc = triggerSrc
-        self._triggerParams = triggerParams if triggerParams else []
+        #self._triggerParams = triggerParams if triggerParams else []
         return
     
     def GetEffectID(self): return self._effID
@@ -222,7 +226,7 @@
     def GetEffectValueCount(self): return len(self._values)
     def GetTriggerWay(self): return self._triggerWay
     def GetTriggerSrc(self): return self._triggerSrc
-    def GetTriggerParams(self, index): return self._triggerParams[index] if len(self._triggerParams) > index else 0
+    #def GetTriggerParams(self, index): return self._triggerParams[index] if len(self._triggerParams) > index else 0
     
 EmptyEffect = SkillEffect(0, [])
 
@@ -231,16 +235,16 @@
     def __init__(self, ipyData):
         self._ipyData = ipyData
         self._effList = [] # [Effect, ...]
-        self._effDict = {} # {effID:Effect, ...}
+        self._effDict = {} # {(effID, triggerWay):Effect, ...} ,确保唯一,同个技能可能配置相同的效果ID
         for num in range(1, 1 + 3):
             effID = getattr(ipyData, "GetEffectID%s" % num)()
             values = getattr(ipyData, "GetEffectValues%s" % num)()
             triggerWay = getattr(ipyData, "GetTriggerWay%s" % num)()
             triggerSrc = getattr(ipyData, "GetTriggerSrc%s" % num)()
-            triggerParams = getattr(ipyData, "GetTriggerParams%s" % num)()
-            effect = ObjPool.GetPoolMgr().acquire(SkillEffect, effID, values, triggerWay, triggerSrc, triggerParams)
+            #triggerParams = getattr(ipyData, "GetTriggerParams%s" % num)()
+            effect = ObjPool.GetPoolMgr().acquire(SkillEffect, effID, values, triggerWay, triggerSrc)
             self._effList.append(effect)
-            self._effDict[effID] = effect
+            self._effDict[(effID, triggerWay)] = effect
         return
     
     def GetIpyData(self): return self._ipyData
@@ -264,7 +268,7 @@
     def GetHappenRate(self): return self._ipyData.GetHappenRate() # 触发概率
     def GetEffect(self, index): return self._effList[index] if len(self._effList) > index else 0
     def GetEffectCount(self): return len(self._effList)
-    def GetEffectByID(self, effID): return self._effDict.get(effID, EmptyEffect)
+    def GetEffectByID(self, effID, triggerWay=0): return self._effDict.get((effID, triggerWay), EmptyEffect)
     def GetConnSkill(self): return self._ipyData.GetConnSkill()
     def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
     def GetIgnoreStates(self): return self._ipyData.GetIgnoreStates() # 无视限制列表
@@ -274,7 +278,6 @@
     def GetLayerMax(self): return self._ipyData.GetLayerMax()
     def GetBuffRepeat(self): return self._ipyData.GetBuffRepeat() # Buff叠加规则
     def GetDieContinue(self): return self._ipyData.GetDieContinue() # Buff死亡存在
-    def GetEnhanceSkillList(self): return self._ipyData.GetEnhanceSkillList() # 额外触发的技能ID列表
     def GetFightPower(self): return self._ipyData.GetFightPower()
     def GetSkillMotionName(self): return self._ipyData.GetSkillMotionName()
     
@@ -376,6 +379,12 @@
         buff = self._buffIDDict.pop(buffID)
         if buff in self._buffList:
             self._buffList.remove(buff)
+        else:
+            # 防范下找不到的情况
+            for lBuff in self._buffList[::-1]:
+                if lBuff.GetBuffID() == buffID:
+                    self._buffList.remove(lBuff)
+                    GameWorld.ErrLog("删除buff异常不在列表里! buffID=%s,lBuff=%s,buff=%s" % (buffID, lBuff, buff))
         #GameWorld.DebugLog("    ObjBuff:%s, buffID=%s, dict:%s, len:%s, dictKeys:%s, list:%s" % (self._batObj.GetID(), buffID, len(self._buffIDDict), len(self._buffList), self._buffIDDict.keys(), self._buffList))
         for skillTypeID, buffIDList in self._skillTypeIDBuffIDs.items():
             if buffID not in buffIDList:
@@ -472,7 +481,7 @@
     def GetHappenRate(self): return self._skillData.GetHappenRate() # 触发概率
     def GetEffect(self, index): return self._skillData.GetEffect(index)
     def GetEffectCount(self): return self._skillData.GetEffectCount()
-    def GetEffectByID(self, effID): return self._skillData.GetEffectByID(effID)
+    def GetEffectByID(self, effID, triggerWay=0): return self._skillData.GetEffectByID(effID, triggerWay)
     def GetConnSkill(self): return self._skillData.GetConnSkill()
     def GetCoolDownTime(self): return self._skillData.GetCoolDownTime()
     def GetIgnoreStates(self): return self._skillData.GetIgnoreStates() # 无视限制列表
@@ -482,7 +491,6 @@
     def GetLayerMax(self): return self._skillData.GetLayerMax()
     def GetBuffRepeat(self): return self._skillData.GetBuffRepeat() # Buff叠加规则
     def GetDieContinue(self): return self._skillData.GetDieContinue() # Buff死亡存在
-    def GetEnhanceSkillList(self): return self._skillData.GetEnhanceSkillList() # 额外触发的技能ID列表
     def GetFightPower(self): return self._skillData.GetFightPower()
     def GetSkillMotionName(self): return self._skillData.GetSkillMotionName()
     
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
index 80b81d4..d99d20f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -1151,20 +1151,24 @@
                 buffMgr = batObj.GetBuffManager()
                 for index in range(buffMgr.GetBuffCount())[::-1]:
                     buff = buffMgr.GetBuffByIndex(index)
+                    buffID = buff.GetBuffID()
+                    skillID = buff.GetSkillID()
+                    skillData = buff.GetSkillData()
+                    if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
+                        #GameWorld.DebugLog("    持续类buff由触发时机决定剩余时间! curID=%s,index=%s,skillID=%s,buffID=%s" % (curID, index, skillID, buffID))
+                        continue
                     remainTime = buff.GetRemainTime()
                     if not remainTime:
                         # 永久buff不处理
-                        #GameWorld.DebugLog("    永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, buff.GetSkillID()))
+                        #GameWorld.DebugLog("    永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, skillID))
                         continue
                     calcTimeline = buff.GetCalcTime()
                     passTurn = __calcPassturn(calcTimeline, nowTimeline, False)
                     if passTurn <= 0:
-                        #GameWorld.DebugLog("    passTurn <= 0 passTurn=%s,calcTimeline=%s,nowTimeline=%s,skillID=%s" % (passTurn, calcTimeline, nowTimeline, buff.GetSkillID()))
+                        #GameWorld.DebugLog("    passTurn <= 0 passTurn=%s,calcTimeline=%s,nowTimeline=%s,skillID=%s" % (passTurn, calcTimeline, nowTimeline, skillID))
                         continue
                     
                     updRemainTime = max(0, remainTime - passTurn)
-                    buffID = buff.GetBuffID()
-                    skillID = buff.GetSkillID()
                     GameWorld.DebugLog("更新buff剩余回合数: curID=%s,buffID=%s,skillID=%s,updRemainTime=%s,calcTimeline=%s,passTurn=%s" 
                                        % (curID, buffID, skillID, updRemainTime, calcTimeline, passTurn))
                     if updRemainTime > 0:
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index fdcffe8..f24c3c9 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -4336,7 +4336,8 @@
 TriggerWay_AttackOverDirect, # 直接攻击后 (非buff攻击)10
 TriggerWay_BeAttackedDirect, # 受到直接攻击时 (非buff攻击)11
 TriggerWay_ShieldBroken, # 承伤盾被击破时 12
-) = range(1, 1 + 12)
+TriggerWay_CurSkillEff, # 本技能/buff释放后,一般用于本技能/buff释放后触发,仅该技能释放后有效 13
+) = range(1, 1 + 13)
 
 # 被动触发有效来源
 TriggerSrc_Skill = 1
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
index 8af8e79..f3e2518 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -106,17 +106,14 @@
                         ("list", "EffectValues1", 0),
                         ("BYTE", "TriggerWay1", 0),
                         ("BYTE", "TriggerSrc1", 0),
-                        ("list", "TriggerParams1", 0),
                         ("DWORD", "EffectID2", 0),
                         ("list", "EffectValues2", 0),
                         ("BYTE", "TriggerWay2", 0),
                         ("BYTE", "TriggerSrc2", 0),
-                        ("list", "TriggerParams2", 0),
                         ("DWORD", "EffectID3", 0),
                         ("list", "EffectValues3", 0),
                         ("BYTE", "TriggerWay3", 0),
                         ("BYTE", "TriggerSrc3", 0),
-                        ("list", "TriggerParams3", 0),
                         ("WORD", "CoolDownTime", 0),
                         ("list", "IgnoreStates", 0),
                         ("BYTE", "CurBuffState", 0),
@@ -125,7 +122,6 @@
                         ("BYTE", "LayerMax", 0),
                         ("DWORD", "BuffRepeat", 0),
                         ("DWORD", "DieContinue", 0),
-                        ("list", "EnhanceSkillList", 0),
                         ("DWORD", "FightPower", 0),
                         ("char", "SkillMotionName", 0),
                         ),
@@ -2753,28 +2749,24 @@
     def GetEffectValues1(self): return self.attrTuple[18] # 效果值列表1 list
     def GetTriggerWay1(self): return self.attrTuple[19] # 触发方式 BYTE
     def GetTriggerSrc1(self): return self.attrTuple[20] # 有效来源 BYTE
-    def GetTriggerParams1(self): return self.attrTuple[21] # 触发参数 list
-    def GetEffectID2(self): return self.attrTuple[22] # 效果ID2 DWORD
-    def GetEffectValues2(self): return self.attrTuple[23] # 效果值列表2 list
-    def GetTriggerWay2(self): return self.attrTuple[24] # 触发方式 BYTE
-    def GetTriggerSrc2(self): return self.attrTuple[25] # 有效来源 BYTE
-    def GetTriggerParams2(self): return self.attrTuple[26] # 触发参数 list
-    def GetEffectID3(self): return self.attrTuple[27] # 效果ID3 DWORD
-    def GetEffectValues3(self): return self.attrTuple[28] # 效果值列表3 list
-    def GetTriggerWay3(self): return self.attrTuple[29] # 触发方式 BYTE
-    def GetTriggerSrc3(self): return self.attrTuple[30] # 有效来源 BYTE
-    def GetTriggerParams3(self): return self.attrTuple[31] # 触发参数 list
-    def GetCoolDownTime(self): return self.attrTuple[32] # 技能冷却时间 WORD
-    def GetIgnoreStates(self): return self.attrTuple[33] # 无视限制列表 list
-    def GetCurBuffState(self): return self.attrTuple[34] # Buff状态值 BYTE
-    def GetLastTime(self): return self.attrTuple[35] # 持续时间 WORD
-    def GetLayerCnt(self): return self.attrTuple[36] # Buff层数 BYTE
-    def GetLayerMax(self): return self.attrTuple[37] # 最大层数 BYTE
-    def GetBuffRepeat(self): return self.attrTuple[38] # Buff叠加规则 DWORD
-    def GetDieContinue(self): return self.attrTuple[39] # Buff死亡存在 DWORD
-    def GetEnhanceSkillList(self): return self.attrTuple[40] # 触发技能ID列表 list
-    def GetFightPower(self): return self.attrTuple[41] # 技能战斗力 DWORD
-    def GetSkillMotionName(self): return self.attrTuple[42] # 技能动作名 char
+    def GetEffectID2(self): return self.attrTuple[21] # 效果ID2 DWORD
+    def GetEffectValues2(self): return self.attrTuple[22] # 效果值列表2 list
+    def GetTriggerWay2(self): return self.attrTuple[23] # 触发方式 BYTE
+    def GetTriggerSrc2(self): return self.attrTuple[24] # 有效来源 BYTE
+    def GetEffectID3(self): return self.attrTuple[25] # 效果ID3 DWORD
+    def GetEffectValues3(self): return self.attrTuple[26] # 效果值列表3 list
+    def GetTriggerWay3(self): return self.attrTuple[27] # 触发方式 BYTE
+    def GetTriggerSrc3(self): return self.attrTuple[28] # 有效来源 BYTE
+    def GetCoolDownTime(self): return self.attrTuple[29] # 技能冷却时间 WORD
+    def GetIgnoreStates(self): return self.attrTuple[30] # 无视限制列表 list
+    def GetCurBuffState(self): return self.attrTuple[31] # Buff状态值 BYTE
+    def GetLastTime(self): return self.attrTuple[32] # 持续时间 WORD
+    def GetLayerCnt(self): return self.attrTuple[33] # Buff层数 BYTE
+    def GetLayerMax(self): return self.attrTuple[34] # 最大层数 BYTE
+    def GetBuffRepeat(self): return self.attrTuple[35] # Buff叠加规则 DWORD
+    def GetDieContinue(self): return self.attrTuple[36] # Buff死亡存在 DWORD
+    def GetFightPower(self): return self.attrTuple[37] # 技能战斗力 DWORD
+    def GetSkillMotionName(self): return self.attrTuple[38] # 技能动作名 char
 
 # 武将表
 class IPY_Hero():
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 391f7aa..d729cc2 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
@@ -4,12 +4,12 @@
 #
 ##@package Skill.PassiveTrigger.PassiveEff_5001
 #
-# @todo:buff层数结算持续buff
+# @todo:结算某持续buff回合效果(可以是攻击或治疗)
 # @author hxp
 # @date 2025-08-19
 # @version 1.0
 #
-# 详细描述: buff层数结算持续buff
+# 详细描述: 结算某持续buff回合效果(可以是攻击或治疗)
 #
 #-------------------------------------------------------------------------------
 #"""Version = 2025-08-19 16:00"""
@@ -18,30 +18,15 @@
 import TurnBuff
 
 def DoBuffEffectLogic(turnFight, batObj, tagObj, curBuff, curEffect, connSkill):
-    singleLayerCnt = max(1, curEffect.GetEffectValue(0)) # 单次消耗层数/次数
-    noDel = curEffect.GetEffectValue(1) # 是否不扣除层数,默认0-扣除 1-不扣除
-    isAll = curEffect.GetEffectValue(2) # 是否结算剩余全部层数/次数,默认0结算单次
+    #结算一次扣除1回合
+    remainTime = max(0, curBuff.GetRemainTime() - 1)
+    curBuff.SetRemainTime(remainTime)
     
-    skillData = curBuff.GetSkillData()
-    nowLayerCnt = curBuff.GetLayer()
+    TurnBuff.DoBuffProcess(turnFight, batObj, curBuff)
     
-    # 全部层级
-    if isAll:
-        logicCnt = nowLayerCnt / singleLayerCnt
-        updLayerCnt = 0
+    if remainTime <= 0:
+        TurnBuff.DoBuffDel(turnFight, batObj, curBuff)
     else:
-        logicCnt = 1 # 执行逻辑次数
-        updLayerCnt = nowLayerCnt - singleLayerCnt
+        TurnBuff.SyncBuffRefresh(turnFight, batObj, curBuff)
         
-    for _ in range(logicCnt):
-        TurnBuff.DoBuffProcess(turnFight, batObj, curBuff)
-        
-    # 消耗层级,有限制层级的才进行消耗
-    if not noDel and skillData.GetLayerCnt():
-        curBuff.SetLayer(max(updLayerCnt, 0))
-        if updLayerCnt <= 0:
-            TurnBuff.DoBuffDel(turnFight, batObj, curBuff)
-        else:
-            TurnBuff.SyncBuffRefresh(turnFight, batObj, curBuff)
-            
     return
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5010.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5010.py
deleted file mode 100644
index c1a41be..0000000
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5010.py
+++ /dev/null
@@ -1,69 +0,0 @@
-#!/usr/bin/python
-# -*- coding: GBK -*-
-#-------------------------------------------------------------------------------
-#
-##@package Skill.PassiveTrigger.PassiveEff_5010
-#
-# @todo:攻击方触发释放技能(可继承主技能目标或重新设置目标)
-# @author hxp
-# @date 2025-08-25
-# @version 1.0
-#
-# 详细描述: 攻击方触发释放技能(可继承主技能目标或重新设置目标)
-#
-#-------------------------------------------------------------------------------
-#"""Version = 2025-08-25 12:00"""
-#-------------------------------------------------------------------------------
-
-import TurnSkill
-import IpyGameDataPY
-import GameWorld
-import ChConfig
-
-def DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill):
-    effectID = curEffect.GetEffectID()
-    skillID = curEffect.GetEffectValue(0)
-    if not skillID:
-        passiveSkill = effSkill
-    else:
-        passiveSkill = IpyGameDataPY.GetIpyGameData("Skill", skillID)
-    if not passiveSkill:
-        return
-    passiveSkillID = passiveSkill.GetSkillID()
-    tagObjList = connSkill.GetTagObjList() if connSkill else []
-    # 继承主技能目标
-    if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill and tagObjList:
-        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))
-        passiveTagObjList = []
-        for tagObj in tagObjList:
-            tagID = tagObj.GetID()
-            if tagObj.GetHP() <= 0:
-                GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
-                continue
-            inHurt = False
-            for hurtObj in connSkill.GetHurtObjList():
-                if hurtObj.GetObjID() != tagID:
-                    continue
-                if not hurtObj.GetHurtHP() or hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
-                    continue
-                inHurt = True
-                break
-            if not inHurt:
-                GameWorld.DebugLog("    没有伤血不触发: 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
-
-def DoBuffEffectLogic(turnFight, batObj, tagObj, curBuff, curEffect, connSkill):
-    return DoSkillEffectLogic(turnFight, batObj, tagObj, None, curEffect, connSkill)
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 bf90eff..f6a554e 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
@@ -4,12 +4,12 @@
 #
 ##@package Skill.PassiveTrigger.PassiveEff_5011
 #
-# @todo:被击方触发释放技能(对攻击方或重新设置目标)
+# @todo:触发释放技能(可继承触发技能目标或重新设置目标)
 # @author hxp
 # @date 2025-08-25
 # @version 1.0
 #
-# 详细描述: 被击方触发释放技能(对攻击方或重新设置目标)
+# 详细描述: 触发释放技能(可继承触发技能目标或重新设置目标)
 #
 #-------------------------------------------------------------------------------
 #"""Version = 2025-08-25 12:00"""
@@ -22,7 +22,7 @@
 
 def DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill):
     effectID = curEffect.GetEffectID()
-    skillID = curEffect.GetEffectValue(0)
+    skillID = curEffect.GetEffectValue(0) # 技能ID,为0时释放本技能
     if not skillID:
         passiveSkill = effSkill
     else:
@@ -38,7 +38,7 @@
         passiveTagObjList = []
         for tagObj in tagObjList:
             tagID = tagObj.GetID()
-            if tagObj.GetHP() <= 0:
+            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):
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 5dfbcf4..6dd05ed 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
@@ -31,49 +31,56 @@
     buffEffInfo and GameWorld.DebugLog("    被动Buff效果: %s" % buffEffInfo)
     return
 
-def OnTriggerPassiveEffect(turnFight, batObj, triggerType, tagObj=None, connSkill=None, connSkillTypeID=0):
+def OnTriggerPassiveEffect(turnFight, batObj, triggerWay, tagObj=None, connSkill=None, connSkillTypeID=0):
     ''' 触发被动效果,可能触发技能、buff,需根据优先级触发
     '''
     passiveEffMgr = batObj.GetPassiveEffManager()
     if not connSkillTypeID and connSkill:
         connSkillTypeID = connSkill.GetSkillTypeID()
-    effInfoList = passiveEffMgr.GetPassiveEffByTrigger(triggerType, connSkillTypeID)
+    effInfoList = passiveEffMgr.GetPassiveEffByTrigger(triggerWay, connSkillTypeID)
     if not effInfoList:
         return
     # [["skill/buff", skillID/buffID, effIDList], ...]
     tagID = tagObj.GetID() if tagObj else 0
-    GameWorld.DebugLog("触发被动: triggerType=%s,objID=%s,tagID=%s,%s" % (triggerType, batObj.GetID(), tagID, effInfoList))
+    GameWorld.DebugLog("触发被动: triggerWay=%s,objID=%s,tagID=%s,%s" % (triggerWay, batObj.GetID(), tagID, effInfoList))
     for effInfo in effInfoList:
         sign = effInfo[0]
         if sign == "skill":
             skillID, effIDList = effInfo[1:]
-            __doTriggerPassiveEffectBySkill(turnFight, batObj, tagObj, skillID, effIDList, connSkill)
+            __doTriggerPassiveEffectBySkill(turnFight, batObj, tagObj, triggerWay, skillID, effIDList, connSkill)
             
         elif sign == "buff":
             buffID, effIDList = effInfo[1:]
-            __doTriggerPassiveEffectByBuff(turnFight, batObj, tagObj, buffID, effIDList, connSkill)
+            __doTriggerPassiveEffectByBuff(turnFight, batObj, tagObj, triggerWay, buffID, effIDList, connSkill)
             
     return
 
-def __doTriggerPassiveEffectBySkill(turnFight, batObj, tagObj, skillID, effIDList, connSkill=None):
+def __doTriggerPassiveEffectBySkill(turnFight, batObj, tagObj, triggerWay, skillID, effIDList, connSkill=None):
     skillMgr = batObj.GetSkillManager()
     effSkill = skillMgr.FindSkillByID(skillID)
     if not effSkill:
         return
     
     for effID in effIDList:
-        curEffect = effSkill.GetEffectByID(effID)
+        curEffect = effSkill.GetEffectByID(effID, triggerWay)
         if not curEffect:
             continue
-        pyName = "PassiveEff_%s" % effID
-        callFunc = GameWorld.GetExecFunc(PassiveTrigger, "%s.%s" % (pyName, "DoSkillEffectLogic"))
-        if not callFunc:
-            continue
-        callFunc(turnFight, batObj, tagObj, effSkill, curEffect, connSkill)
+        DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill)
         
     return
 
-def __doTriggerPassiveEffectByBuff(turnFight, batObj, tagObj, buffID, effIDList, connSkill=None):
+def DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill):
+    effID = curEffect.GetEffectID()
+    if not effID:
+        return
+    pyName = "PassiveEff_%s" % effID
+    callFunc = GameWorld.GetExecFunc(PassiveTrigger, "%s.%s" % (pyName, "DoSkillEffectLogic"))
+    if not callFunc:
+        return
+    callFunc(turnFight, batObj, tagObj, effSkill, curEffect, connSkill)
+    return
+
+def __doTriggerPassiveEffectByBuff(turnFight, batObj, tagObj, triggerWay, buffID, effIDList, connSkill=None):
     buffMgr = batObj.GetBuffManager()
     curBuff = buffMgr.GetBuff(buffID)
     if not curBuff:
@@ -81,17 +88,24 @@
     skillData = curBuff.GetSkillData()
     
     for effID in effIDList:
-        curEffect = skillData.GetEffectByID(effID)
+        curEffect = skillData.GetEffectByID(effID, triggerWay)
         if not curEffect:
             continue
-        pyName = "PassiveEff_%s" % effID
-        callFunc = GameWorld.GetExecFunc(PassiveTrigger, "%s.%s" % (pyName, "DoBuffEffectLogic"))
-        if not callFunc:
-            continue
-        callFunc(turnFight, batObj, tagObj, curBuff, curEffect, connSkill)
+        DoBuffEffectLogic(turnFight, batObj, tagObj, curBuff, curEffect, connSkill)
         
     return
 
+def DoBuffEffectLogic(turnFight, batObj, tagObj, curBuff, curEffect, connSkill):
+    effID = curEffect.GetEffectID()
+    if not effID:
+        return
+    pyName = "PassiveEff_%s" % effID
+    callFunc = GameWorld.GetExecFunc(PassiveTrigger, "%s.%s" % (pyName, "DoBuffEffectLogic"))
+    if not callFunc:
+        return
+    callFunc(turnFight, batObj, tagObj, curBuff, curEffect, connSkill)
+    return
+
 def GetTriggerPassiveValue(batObj, triggerType, tagObj=None, useSkill=None):
     ''' 获取触发被动的值,一般用于某种条件下才会产生的值,如xx情况下属性变化 或 xx情况下是否发生什么
     @return: 触发的值,0-没有触发或本身触发的值为0;大于0-触发的具体值
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 5701a0c..5322745 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -49,7 +49,7 @@
     '''使用技能通用入口
     @param useSkill: 使用的技能,注意并不一定是身上的技能,可能只是 SkillData 表数据
     @param bySkill: 由哪个技能额外触发的,比如附加触发的技能或被动技能均可能由某个技能触发
-    @param isEnhanceSkill: 是否附加触发的技能,即主技能的EnhanceSkillList字段中的技能
+    @param isEnhanceSkill: 是否附加触发的技能,即主技能拆分成多个技能,额外释放的
     @return: 是否成功
     '''
     if not useSkill:
@@ -104,14 +104,16 @@
     if SkillCommon.IsBuff(useSkill):
         __doAddBuff(turnFight, curBatObj, useSkill)
     else:
-        # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
-        useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
-        clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
-        clientPack.Tag = useTag
-        clientPack.Len = len(clientPack.Tag)
-        clientPack.Sign = 0
-        turnFight.addBatPack(clientPack)
-        
+        # 主技能额外触发的技能可不下发,前端视为仅释放一个主技能
+        if batType != ChConfig.TurnBattleType_Enhance:
+            # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
+            useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
+            clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
+            clientPack.Tag = useTag
+            clientPack.Len = len(clientPack.Tag)
+            clientPack.Sign = 0
+            turnFight.addBatPack(clientPack)
+            
         __doUseSkill(turnFight, curBatObj, useSkill)
         
     DoAttackResult(turnFight, curBatObj, useSkill)
@@ -686,7 +688,7 @@
             buffObj, buff, _, _ = logicData
             TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID)
             
-    # 统计结果
+    # 统计击杀
     killObjIDList = [] # 击杀的目标ID列表
     for tagObj in useSkill.GetTagObjList():
         tagID = tagObj.GetID()
@@ -696,7 +698,7 @@
     if curObj and curObj.IsAlive() and curObj.GetHP() <= 0:
         TurnAttack.SetObjKilled(turnFight, curObj)
         
-    # 可能单个技能对同一目标造成多次伤害
+    # 统计伤血,可能单个技能对同一目标造成多次伤害
     missObjIDList = []
     for hurtObj in useSkill.GetHurtObjList():
         hurtObjID = hurtObj.GetObjID()
@@ -712,9 +714,9 @@
     curPlayer = turnFight.curPlayer
     if curPlayer and curObj and curObj.GetOwnerID() == curPlayer.GetPlayerID():
         FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID)
-            
-    # 额外触发技能
-    __doUseEnhanceSkill(turnFight, curObj, useSkill)
+        
+    # 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)
     
     # ========== 以下触发被动 ==========
     
@@ -730,9 +732,8 @@
             # 自己或对方闪避了不再触发被动
             continue
         
-        TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverTagInState, tagObj, connSkill=useSkill)
         # 直接攻击
-        if not SkillCommon.IsBuff(useSkill):
+        if 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)
             
@@ -809,57 +810,95 @@
     GameWorld.DebugLog("        更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s" % (gameObj.GetID(), curXP, addXP, updXP, reason))
     return
 
-def __doUseEnhanceSkill(turnFight, curBatObj, useSkill):
-    if not curBatObj:
-        return
-    if useSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
-        #GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
-        return
-    enhanceSkillIDList = useSkill.GetEnhanceSkillList()
-    if not enhanceSkillIDList:
-        return
-    GameWorld.DebugLog("额外触发的技能! skillID=%s,enhanceSkillIDList=%s" % (useSkill.GetSkillID(), enhanceSkillIDList))
+def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList):
+    ## 执行本技能/buff释放后额外效果
+    for index in xrange(useSkill.GetEffectCount()):
+        curEffect = useSkill.GetEffect(index)
+        if curEffect.GetTriggerWay() != ChConfig.TriggerWay_CurSkillEff:
+            continue
+        
+        effID = curEffect.GetEffectID()
+        if effID == 5010:
+            # 额外技能效果
+            __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, missObjIDList)
+            continue
+        
+        for tagObj in useSkill.GetTagObjList():
+            tagID = tagObj.GetID()
+            if tagID in missObjIDList:
+                # 闪避了不触发
+                continue
+            
+            TurnPassive.DoSkillEffectLogic(turnFight, curObj, tagObj, useSkill, curEffect, useSkill)
+            
+    return
+
+def __doUseEnhanceSkill(turnFight, curBatObj, useSkill, curEffect, missObjIDList):
+    ## 执行主技能的额外技能效果
+    #if useSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
+    #    #GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
+    #    return
+    enhanceSkillID = curEffect.GetEffectValue(0)
+    checkInStateList = curEffect.GetEffectValue(1)
+    if checkInStateList:
+        if isinstance(checkInStateList, int):
+            checkInStateList = [checkInStateList]
+    GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s" % (enhanceSkillID, checkInStateList))
     tagObjList = useSkill.GetTagObjList()
-    for enhanceSkillID in enhanceSkillIDList:
-        enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
-        if not enhanceSkillData:
-            continue
-        # 继承主技能目标
-        if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
-            GameWorld.DebugLog("额外触发技能,继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
-            # 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理
-            enhanceRate = enhanceSkillData.GetHappenRate()
-            enchanceTagObjList = []
-            for tagObj in tagObjList:
-                tagID = tagObj.GetID()
-                if tagObj.GetHP() <= 0:
-                    GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
+    
+    enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
+    if not enhanceSkillData:
+        return
+    
+    # 继承主技能目标
+    if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
+        GameWorld.DebugLog("继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
+        # 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理
+        enhanceRate = enhanceSkillData.GetHappenRate()
+        enchanceTagObjList = []
+        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 tagID in missObjIDList:
+                GameWorld.DebugLog("    闪避的不触发: tagID=%s" % (tagID))
+                continue
+            if checkInStateList:
+                inState = False
+                for state in checkInStateList:
+                    if tagObj.IsInState(state):
+                        inState = True
+                        break
+                if not inState:
+                    GameWorld.DebugLog("    不在状态下不触发: tagID=%s not in state:%s" % (tagID, checkInStateList))
                     continue
-                inHurt = False
-                for hurtObj in useSkill.GetHurtObjList():
-                    if hurtObj.GetObjID() != tagID:
-                        continue
-                    if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
-                        continue
-                    inHurt = True
+            if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue):
+                GameWorld.DebugLog("    概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
+                continue
+            
+            enchanceTagObjList.append(tagObj)
+            
+        if enchanceTagObjList:
+            OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
+            
+        return
+    
+    # 只执行一次,防止群攻时额外触发多次
+    GameWorld.DebugLog("重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
+    if checkInStateList:
+        inState = False
+        for tagObj in tagObjList:
+            for state in checkInStateList:
+                if not state or tagObj.IsInState(state):
+                    inState = True
                     break
-                if not inHurt:
-                    GameWorld.DebugLog("    没有伤血不触发: tagID=%s" % (tagID))
-                    continue
-                if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue):
-                    GameWorld.DebugLog("    概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
-                    continue
-                
-                enchanceTagObjList.append(tagObj)
-                
-            if enchanceTagObjList:
-                OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
-                
-            continue
-        
-        GameWorld.DebugLog("额外触发技能,重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
-        OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
-        
+            if inState:
+                break
+        if not inState:
+            GameWorld.DebugLog("    没有目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList))
+            return
+    OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
     return
 
 def __doSkillHurtHP(turnFight, attacker, defObj, curSkill):

--
Gitblit v1.8.0