From f0f101d1d778e26a2e3ecd368c90c8f52a7ea011 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 13 六月 2019 11:11:44 +0800
Subject: [PATCH] 7220 【后端】【2.0】灵器开发1.0版(删除绝版属性,原绝版属性转移到灵器属性)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py |  180 +++++++++++++++++++++++++++++++++++++++++------------------
 1 files changed, 125 insertions(+), 55 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
index b38ce07..813cca8 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
@@ -43,7 +43,12 @@
 
 GameWorld.ImportAll("Script\\Skill\\", "PassiveBuff")
 
-
+# 被动关联的技能模块
+# 获得关联技能,0 全部 1是主动型技能(法宝,普攻) 2 为人族法宝技能 3为普攻  其他技能ID
+Def_ConnSkill_Template = {
+             ChConfig.Def_SkillFuncType_FbSkill:[1,2],
+             ChConfig.Def_SkillFuncType_NormalAttack:[1,3],
+             }
 
 # --------被动功法设置--------------------------------------------------------------------
 
@@ -121,7 +126,7 @@
     # 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 +162,7 @@
     NetPackCommon.SendFakePack(curPlayer, sendPack)
     
     # 刷被动效果和属性
-    GetPassiveEffManager().RegistPassiveEffSet(curPlayer)
+    GetPassiveEffManager().RegistPassiveEffSet(curPlayer, True)
     PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
     return
 
@@ -284,12 +289,12 @@
              
              4000:ChConfig.TriggerType_BuffState,   # 进入4012的某个状态触发技能 2
              4001:ChConfig.TriggerType_TagBuffState,   # 目标进入4012的某个状态触发技能 2
-             4002:ChConfig.TriggerType_AddDamagePer,   # 提高增加伤害属性值,计算时 3
-             4003:ChConfig.TriggerType_AddDamagePer,   # 提高增加伤害属性值,计算时 3
+             4002:ChConfig.TriggerType_SkillValue,  # 增加技能伤害固定值 82
+             4003:ChConfig.TriggerType_AttackOver,  # 攻击(对敌技能)后被动技能被触发 4
              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
@@ -297,7 +302,7 @@
              4013:ChConfig.TriggerType_AttackAddFinalValue,   #攻击增加输出伤害11
              4014:ChConfig.TriggerType_HappenState,   #必定触发
              4015:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
-             4016:ChConfig.TriggerType_AbsorbShield,  # 提高麒麟佑身的减少伤害效果提升20% 13
+             #4016:ChConfig.TriggerType_AbsorbShield,  # 提高麒麟佑身的减少伤害效果提升20% 13
              4017:ChConfig.TriggerType_BounceHP,   # 反弹伤害固定值14,
              4018:ChConfig.TriggerType_BuffDisappear,   # buff消失后触发技能15,
              4019:ChConfig.TriggerType_BuffTime,   # 延长BUFF时间16,
@@ -305,13 +310,12 @@
              4021:ChConfig.TriggerType_AddSingleSkillPer,   # 持续性攻击的单次攻击逐次增加技能伤害18,
              4022:ChConfig.TriggerType_SkillOverNoAttack,   # 技能释放后 与TriggerType_AttackOver相反19,
              4023:ChConfig.TriggerType_BeAttackOver,   # 被攻击后触发 20
-             4024:ChConfig.TriggerType_AddIceAtkPer,    # 攻击附加真实伤害百分比 21
+             #4024:ChConfig.TriggerType_AddIceAtkPer,    # 攻击附加真实伤害百分比 21
              4025:ChConfig.TriggerType_AddIceAtk,    # 攻击附加真实伤害固定值 22
              4026:ChConfig.TriggerType_DebuffOff,    # 抵消一次debuff 23
              4027:ChConfig.TriggerType_AttackKill,   # 斩杀 24
              4028:ChConfig.TriggerType_WillDead,   # 进入濒死状态时触发技能 25
              4029:ChConfig.TriggerType_BuffBoom,   # 中毒后爆炸 26
-             4030:ChConfig.TriggerType_Success_Buff_SkillPer, # 提高4501成功概率 27
              4031:ChConfig.TriggerType_HurtObjAddBuff,   # 在算伤害时群攻1对1加buff,可用于一个伤害多次触发 28
              4032:ChConfig.TriggerType_BeBoomSeed,   # 被动引爆视野内对象的buff种子 29
              4033:ChConfig.TriggerType_AttackOver,  # 攻击(对敌技能)后被动技能被触发 4
@@ -332,7 +336,7 @@
              4048:ChConfig.TriggerType_MissSkill,   # 闪避后触发释放技能
              4049:ChConfig.TriggerType_MissSuccessPer, # 闪避成功率提升
              4050:ChConfig.TriggerType_OneDamage,   # 伤害降低到1点
-             4051:ChConfig.TriggerType_LuckyHit, # 会心一击时增加会心伤害百分比 50
+             4051:ChConfig.TriggerType_LuckyHit, # 会心一击时增加会心伤害固定值 50
              4052:ChConfig.TriggerType_Buff_SuckBloodPer,   # 攻击 百分比吸血
              4053:ChConfig.TriggerType_AddLayer, # BUFF层级增加时 52
              4054:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
@@ -347,7 +351,7 @@
              4063:ChConfig.TriggerType_SummonDie,   #自身召唤兽死亡触发技能 60
              4064:ChConfig.TriggerType_GiftReduceCD, # 天赋减少CD9, #CD
              4065:ChConfig.TriggerType_DamageReducePVP,   # PVP减少伤害
-             4066:ChConfig.TriggerType_AddDamagePer,   # 提高增加伤害属性值,计算时 3
+             4066:ChConfig.TriggerType_AddPVPDamagePer,   # 提高PVP增加伤害属性值,计算时 3
              4067:ChConfig.TriggerType_ProDefValue, # 神兵护盾值下降时 62
              4068:ChConfig.TriggerType_LockHP, # 锁血触发技能 63
              4069:ChConfig.TriggerType_ZhongjiZhansha, # 终极斩杀 64
@@ -355,13 +359,40 @@
              4071:ChConfig.TriggerType_Buff_SuckBloodPer,   # 攻击 百分比吸血
              4072:ChConfig.TriggerType_SuperHitSkipCD, # 暴击无冷却 68
              4073:ChConfig.TriggerType_BuffHurtCnt, # 当持续buff伤害第X次时触发技能 69
-             4074:ChConfig.TriggerType_BounceHP,   # 反弹伤害固定值14, 记录值
-             4075:ChConfig.TriggerType_4074PerValue,   # 增加4074的反弹比例
+             4074:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
+             4075:ChConfig.TriggerType_AddThumpHitPer, # 增加重击伤害百分比
              4076:ChConfig.TriggerType_dFinalHurtReducePer, # 防守方的最终伤害减少百分比 71 
              4077:ChConfig.TriggerType_AttackAddFinalPer, # 增加最终伤害百分比 59
              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_SkillSuccess,  # 任何技能释放成功都可触发 76    加印记
+             4086:ChConfig.TriggerType_AttackAddSkillPerYinji,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 为了飘字使用
+             4087:ChConfig.TriggerType_AttackAddSkillPerYinji,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 为了飘字使用
+             4088:ChConfig.TriggerType_AttackAddSkillPerYinji,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 为了飘字使用
+             4089:ChConfig.TriggerType_AttackAddSkillPerYinji,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 为了飘字使用
+             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,
+             4092:ChConfig.TriggerType_SkillSuccessExpend,  # 任何技能释放成功都可触发 76  减印记
+             4093:ChConfig.TriggerType_NoControl,   # 使关联技能不受控制 78
+             4094:ChConfig.TriggerType_Buff_AddSuperHitRate, # BUFF类:增加暴击率
+             4095:ChConfig.TriggerType_SuperHitSuckBloodPer, # BUFF类: 暴击百分比吸血, 79
+             4096:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
+             4097:ChConfig.TriggerType_BurnPer, # 灼烧伤害百分比 80
+             4098:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
+             4099:ChConfig.TriggerType_WillDead,   # 进入濒死状态时触发技能 25
+             4100:ChConfig.TriggerType_AttackOver,  # 攻击(对敌技能)后被动技能被触发 4
+             4101:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
+             4102:ChConfig.TriggerType_SkillValue,  # 增加技能伤害固定值 82
+             4103:ChConfig.TriggerType_ThumpHitSuckBloodPer,   # 攻击 百分比吸血
+             4104:ChConfig.TriggerType_HitSuccess,  # 命中成功率 83
+             4106:ChConfig.TriggerType_AddHP,   # 技能回血 84
+             4107:ChConfig.TriggerType_SkillValue,   # 增加技能伤害固定值 82
+             4108:ChConfig.TriggerType_SkillSuccess,  # 使用技能成功后不触发技能 处理消耗等问题用 87
              }
     return tdict.get(effectID, -1) 
     #===========================================================================
@@ -378,11 +409,13 @@
 # 获得【BUFF】被动触发的方式 与GetTriggerTypeByEffectID互补
 def GetBuffTriggerTypeByEffectID(effectID):
     tdict = {
+             1011:ChConfig.TriggerType_Buff_AttackSubLayer,  # BUFF类:攻击减buff层,0消失
              4500:ChConfig.TriggerType_AttackOver, # BUFF类:攻击触发新技能
              4501:ChConfig.TriggerType_AttackAddSkillPer, # BUFF类:提高主动技能的技能伤害
              4502:ChConfig.TriggerType_BeAttackOver, # BUFF类:被攻击触发技能
-             4503:ChConfig.TriggerType_AddDamagePer,  # BUFF类: 攻击时提高增加伤害
+             4503:ChConfig.TriggerType_AttackOver, # BUFF类:攻击触发新技能
              4504:ChConfig.TriggerType_BounceHP,  # BUFF类: 反弹伤害固定值
+             4505:ChConfig.TriggerType_AttackAddSkillPer, # BUFF类:提高主动技能的技能伤害
              4506:ChConfig.TriggerType_BeAttackOver, # BUFF类:被攻击触发技能  只刷新属性 不触发技能
              4507:ChConfig.TriggerType_Buff_AddSuperHitRate, # BUFF类:增加暴击率
              4508:ChConfig.TriggerType_Buff_AttackSubLayer,  # BUFF类:攻击减buff层,0消失
@@ -392,7 +425,7 @@
              4512:ChConfig.TriggerType_ReduceHurtHPPer, # 百分比减少攻击计算后伤害 
              4513:ChConfig.TriggerType_AttackAddFinalValue,   #攻击增加输出伤害11
              4514:ChConfig.TriggerType_Buff_BeAttackSubLayer,  # BUFF类:被攻击减buff层,0消失
-             4515:ChConfig.TriggerType_AddIceAtkPer,    # BUFF类:攻击附加真实伤害百分比
+             #4515:ChConfig.TriggerType_AddIceAtkPer,    # BUFF类:攻击附加真实伤害百分比
              4516:ChConfig.TriggerType_ChangeHurtToHP,    # BUFF类:buff中把受到伤害的xx%转化为生命值
              4517:ChConfig.TriggerType_DebuffOff,   # BUFF类: 抵消debuff
              4518:ChConfig.TriggerType_ForbidenCure, # BUFF类: 禁止治疗 53
@@ -403,6 +436,21 @@
              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
+             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
+             4530:ChConfig.TriggerType_Buff_AttackSubLayer,  # BUFF类:攻击减buff层,0消失
+             4531:ChConfig.TriggerType_BounceHPPerByAttacker,  # 反弹伤害百分比值, 由攻击方决定 77
+             4532:ChConfig.TriggerType_SuperHit,    # buff中对第一目标暴击触发技能
+             4533:ChConfig.TriggerType_BurnDisappear, # 灼烧消失触发 81
+             4534:ChConfig.TriggerType_DebuffOff,   # BUFF类: 抵消debuff
+             4535:ChConfig.TriggerType_BeAttackAddSkillPer, # buff中, 被攻击提高技能伤害
+             4536:ChConfig.TriggerType_AddBuffOver, 
+             4537:ChConfig.TriggerType_BurnPer, # 灼烧伤害百分比 80
+             4538:ChConfig.TriggerType_SkillValue,  # 增加技能伤害固定值 82
+             4539:ChConfig.TriggerType_SkillValue,  # 增加技能伤害固定值 82
+             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
              
              803:ChConfig.TriggerType_BloodShield,  # 血盾
              806:ChConfig.TriggerType_BloodShield,  # 血盾
@@ -428,7 +476,7 @@
         self.AffectSuperEquipEffectCntDict = {}  # 特殊装备技能效果对应的已计算后的数值,直接调用
     
     #记录会影响其他技能或者被动触发释放技能的BUFF
-    def AddBuffInfoByEffect(self, effect, skillID):
+    def AddBuffInfoByEffect(self, effect, skillID, onwerID, onwerType):
         effectID = effect.GetEffectID()
         
         #{(触发方式/点, 关联技能):{BUFFID:【效果】}}
@@ -443,7 +491,7 @@
             
         if skillID not in self.AffectBuffDict[keyTuple]:
             self.AffectBuffDict[keyTuple][skillID] = []
-        self.AffectBuffDict[keyTuple][skillID].append(effect)  # 存储受影响的信息
+        self.AffectBuffDict[keyTuple][skillID].append([effect, onwerID, onwerType])  # 存储受影响的信息
         return
         
 
@@ -551,15 +599,21 @@
     
     
     # 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 +704,8 @@
         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 +713,20 @@
         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
+        # 获得关联技能,0 全部 1是主动型技能(法宝,普攻) 2 为人族法宝技能 3为普攻  其他技能ID
+        if connSkill and connSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbSkill, ChConfig.Def_SkillFuncType_NormalAttack]:
+            funcTypeList = Def_ConnSkill_Template.get(connSkill.GetFuncType(), [])
+            for funcType in funcTypeList:
+                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) and not PassPassiveLimit(connSkill):
+            return skillList
         
         if connSkillID != 0 and connSkillID != ChConfig.Def_SkillID_Somersault:
             skillList.extend(self.AffectSkillDict.get((triggerType, 0), []))
@@ -713,16 +782,16 @@
         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
         
         
@@ -777,6 +846,8 @@
                 buffSkill = curBuff.GetSkill()
                 if not buffSkill:
                     continue
+                
+                onwerID, onwerType = curBuff.GetOwnerID(), curBuff.GetOwnerType()
                 for effectIndex in range(0, buffSkill.GetEffectCount()):
                     curEffect = buffSkill.GetEffect(effectIndex)
                     effectID = curEffect.GetEffectID()
@@ -787,7 +858,7 @@
                     if triggerType == -1:
                         continue
                     passiveEff = self.InitObjPassiveEff(gameObj)
-                    passiveEff.AddBuffInfoByEffect(curEffect, buffSkill.GetSkillID())
+                    passiveEff.AddBuffInfoByEffect(curEffect, buffSkill.GetSkillID(), onwerID, onwerType)
         
         return
     
@@ -847,7 +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:
@@ -859,7 +930,7 @@
         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 +1064,17 @@
     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 +1093,6 @@
 
         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:
@@ -1108,13 +1164,14 @@
     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:
         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 +1236,7 @@
     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 +1285,7 @@
     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
     
@@ -1302,7 +1359,8 @@
         
         if not IsValidPassiveSkill(curSkill):
             continue
-        for passiveEffect in effectList:
+        for effectInfo in effectList:
+            passiveEffect = effectInfo[0]
             # 被动触发的技能
             pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
             
@@ -1310,7 +1368,7 @@
             if not callFunc:
                 continue
             
-            if not callFunc(attacker, defender, passiveEffect, tagSkill):
+            if not callFunc(attacker, defender, passiveEffect, tagSkill, ownerID=effectInfo[1], ownerType=effectInfo[2]):
                 continue
             
             callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "DoLogic"))
@@ -1333,7 +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
@@ -1371,14 +1429,15 @@
         
         if not IsValidPassiveSkill(curSkill):
             continue
-        for passiveEffect in effectList:
+        for effectInfo in effectList:
+            passiveEffect = effectInfo[0]
             # 被动触发的技能
             pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
             callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen"))
             if not callFunc:
                 continue
             
-            if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill):
+            if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill, ownerID=effectInfo[1], ownerType=effectInfo[2]):
                 continue
             
             callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetSkillData"))
@@ -1418,7 +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)
@@ -1448,11 +1508,11 @@
         if not IsValidPassiveSkill(curSkill):
             continue
         
-        for passiveEffect in effectList:
+        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
                 continue 
-            
+            passiveEffect = effectInfo[0]
             # 被动触发的技能
             pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
             
@@ -1461,7 +1521,7 @@
                 continue
             
             # 条件不满足
-            if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill):
+            if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill, ownerID=effectInfo[1], ownerType=effectInfo[2]):
                 continue
             
             callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetValue"))
@@ -1469,7 +1529,7 @@
                 continue
             
             # 如被动技能:千幻冥炎真实伤害从2变4倍
-            curValue += GetPassiveSkillValueByTriggerType(attacker, defender, curSkill, ChConfig.TriggerType_PassiveBuffValue)
+            #curValue += GetPassiveSkillValueByTriggerType(attacker, defender, curSkill, ChConfig.TriggerType_PassiveBuffValue)
             curValue += callFunc(attacker, defender, passiveEffect)
             
     return curValue
@@ -1565,3 +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
+
+

--
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