xdh
2019-04-29 315209130003c975bdcda6ec4abfee913700c37f
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -27,15 +27,11 @@
import FBLogic
import ItemCommon
import OperControlManager
import GameLogic_ManorWar
import PetControl
import ReadChConfig
import DataRecordPack
import ChItem
import PlayerActivity
#import ChItem
import ShareDefine
import PlayerGodWeapon
import PlayerSuccess
import PlayerGreatMaster
import PlayerHorse
import GameObj
@@ -45,9 +41,13 @@
import GameMap
import collections
import PassiveBuffEffMng
import EffGetSet
import SkillShell
import FBCommon
import IpyGameDataPY
import PyGameData
import EventShell
#import EquipZhuXian
#---------------------------------------------------------------------
GameWorld.ImportAll("Script\\Skill\\" , "GameSkills")
GameWorld.ImportAll("Script\\Skill\\" , "GameBuffs")
@@ -168,6 +168,10 @@
    if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
        return False
    
    if not curSkill:
        # 玩家普通也是技能,正常是不会走到这边
        return False
    useSkillData = attacker.GetUseSkill()
    if useSkillData and curSkill.GetSkillTypeID() != useSkillData.GetSkillTypeID():
        # 默认群攻附加触发buff的对象与攻击对象一致
@@ -245,7 +249,8 @@
    #还在冷却时间内无法释放
    if SkillCommon.RefreshSkillRemainTime(playerSkill, tick) != 0:
        PlayerControl.NotifyCode(curPlayer, "UseSkillCDLimit")
        AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_CD)
        #AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_CD)
        playerSkill.Sync_Skill()
        return False
    #5:检查玩家的魔法值是否够用这个技能
@@ -345,6 +350,13 @@
# @return 返回值真, 检查通过
# @remarks 自定义函数, NPC使用有对象技能
def NPCUseSkillTag(curNPC, curTag, curSkill, tick):
    skillTag = GetSkillAffectTag(curSkill)
    if skillTag == ChConfig.Def_UseSkillTag_AppointNPC:
        # 指定释放的NPCID 和 Def_UseSkillTag_AppointNPC 搭配使用
        curTag = GetAppointNPCBySkillEffect(curSkill)
        if not curTag:
            return False
    if not NPCCanUseSkillTag(curNPC, curTag, curSkill, tick):
        return False
    
@@ -361,6 +373,29 @@
        curNPC.SetDict(ChConfig.Def_NPC_Dict_AtkMovePosY, 0)
        
    return result
# 指定释放的NPCID 和 Def_UseSkillTag_AppointNPC 搭配使用
def GetAppointNPCBySkillEffect(curSkill):
    npcID = 0
    effectID = ChConfig.Def_Skill_Effect_AppointNPC
    for i in xrange(0, curSkill.GetEffectCount()):
        curEffect = curSkill.GetEffect(i)
        curEffectID = curEffect.GetEffectID()
        if not curEffectID:
            #策划有可能中途删除,不用return
            continue
        #不是需要的效果
        if curEffectID != effectID:
            continue
        npcID = curEffect.GetEffectValue(0)
        break
    if not npcID:
        return None
    return GameWorld.FindNPCByNPCID(npcID)
# 计算NPC技能位移坐标,预警和非预警都可以用
@@ -509,6 +544,9 @@
# @return 返回值真, 检查通过
def NPCCanUseSkillTag(curNPC, curTag, curSkill, tick):
    skillTag = GetSkillAffectTag(curSkill)
    if skillTag == ChConfig.Def_UseSkillTag_AppointNPC:
        return True
    #---对象判定---
    if IsToPetOwnerSkill(curNPC, skillTag):
        return True
@@ -852,6 +890,7 @@
    Def_Attack_DelayTick = 5000
    # tick 误差过大则过滤
    if abs(clientTick - tick) > Def_Attack_DelayTick:
        curPlayer.Sync_ClientTick()
        GameWorld.DebugLog("tick 误差过大则过滤 > 5000")
        return False
    
@@ -929,10 +968,12 @@
        #GameWorld.ErrLog('UseSkill findSkillErr = %s'%(pack_SkillID), curPlayerID)
        return
    if not CheckClientAttackTick(curPlayer, clientTick, tick):
        AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_AtkInterval)
        curPlayer.Sync_ClientTick()
        return
    if pack_SkillID != ChConfig.Def_SkillID_Somersault:
        # 翻滚特殊处理,实时响应, 由CD 总控制
        if not CheckClientAttackTick(curPlayer, clientTick, tick):
            AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_AtkInterval)
            curPlayer.Sync_ClientTick()
            return
    #已经在攻击中
    if curPlayer.GetPlayerAction() == IPY_GameWorld.paAttack:
@@ -942,7 +983,7 @@
    #使用技能行为状态, 客户端限制    
    if not OperControlManager.IsObjCanDoAction(curPlayer, 
                                               ChConfig.Def_Obj_ActState_ClientSkill, 
                                               curSkill.GetSkillOfSeries()):
                                               curSkill.GetSkillOfSeries(), curSkill):
        AttackFailNotify(curPlayer, curSkill)
        return    
@@ -1028,6 +1069,7 @@
def AttackFailNotify(curPlayer, curSkill, reason=0):
    sendPack = ChPyNetSendPack.tagMCAttackFail()
    sendPack.SkillID = curSkill.GetSkillID()
    sendPack.Reason = reason
    NetPackCommon.SendFakePack(curPlayer, sendPack)
#--------------------------玩家使用技能
#===============================================================================
@@ -1797,17 +1839,19 @@
    
    #升级技能CD直接冷却
    curSkill.SetRemainTime(0)
    learnSkillNotifyDict = IpyGameDataPY.GetFuncEvalCfg("SPSkillType", 3, {})
    if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_HorseSkill:
        PlayerControl.WorldNotify(0, 'GetMountSkill', [curPlayer.GetName(), curSkillID])
    elif skillTypeID in learnSkillNotifyDict:
        PlayerControl.WorldNotify(0, learnSkillNotifyDict[skillTypeID], [curPlayer.GetName(), curSkillID])
    else:
        #通知技能已升级成功 GeRen_admin_31379
        PlayerControl.NotifyCode(curPlayer, "GeRen_admin_31379", [curSkillID, curSkill.GetSkillLV()])
    
    #获得技能等级
    curSkillLV = curSkill.GetSkillLV()
    DataRecordPack.DR_LearnORUPSkill(curPlayer, curSkillID, curSkillLV)
    EventShell.EventRespons_SkillUp(curPlayer, curSkill.GetFuncType())
    GameWorld.Log("升级技能名 = %s 成功, 当前等级 = %s"%(curSkill.GetSkillName(), curSkill.GetSkillLV()), curPlayer.GetPlayerID())
    return True
@@ -1840,6 +1884,11 @@
    if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
        if not PlayerGreatMaster.GetGreatMasterFreeSkillPoint(curPlayer):
            return False
    #诛仙技能学习判断
    #if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_ZhuXian:
    #    if not EquipZhuXian.CheckLearnZhuXianSkill(curPlayer, curSkillTypeID):
    #        return False
    #经验检测
    skillLvUpNeedExp = upSkill.GetLVUpCostExp()
    
@@ -1924,35 +1973,29 @@
        return False
    
    skillManager = curPlayer.GetSkillManager()
    #姿态需求
    #hasStateSkillReq = False
    #前置技能需求
    hasLearnSkillReq = False
    #分支点总和
    numLearnSkillPoint = 0
    #当前技能姿态需求,姿态等级需求
    #curSkillStateReq = curSkill.GetStateSkillReq()
    #lvCurSkillStateReq = curSkill.GetStateSkillLV()
    #当前技能前置技能需求,前置技能等级需求
    curSkillLearnReq = curSkill.GetLearnSkillReq()
    lvCurSkillLearnReq = curSkill.GetLearnSkillLV()
    #需要对应天赋系别点数
    learnSkillPointReq = curSkill.GetLearnSkillPointReq()
    learnSkillPointReq = curSkill.GetLearnSkillPointReq() #系别*10000+需要点数
    needSeries, needSeriesPoint= learnSkillPointReq/10000, learnSkillPointReq%10000
    ipyData = IpyGameDataPY.GetIpyGameDataNotLog('TalentSkill', curSkill.GetSkillTypeID())
    curSkillTypeID = curSkill.GetSkillTypeID()
    ipyData = IpyGameDataPY.GetIpyGameDataNotLog('TalentSkill', curSkillTypeID)
    curTalentType = ipyData.GetTalentType() if ipyData else 0
    #获取玩家目前所有技能
    for i in range(0, skillManager.GetSkillCount()):
    for i in xrange(skillManager.GetSkillCount()):
        skill = skillManager.GetSkillByIndex(i)
        if skill == None:
            continue
        
        skillTypeID = skill.GetSkillTypeID()
        lvSkill = skill.GetSkillLV()
        #满足姿态ID需求
#        if skillTypeID == curSkillStateReq and lvSkill >= lvCurSkillStateReq and not hasStateSkillReq:
#            hasStateSkillReq = True
        
        #满足前置技能需求
        if skillTypeID == curSkillLearnReq and lvSkill >= lvCurSkillLearnReq and not hasLearnSkillReq:
@@ -1966,19 +2009,210 @@
    if curSkillLearnReq != 0 and not hasLearnSkillReq:
        PlayerControl.NotifyCode(curPlayer, "GeRen_wjr_717982", [curSkillLearnReq, lvCurSkillLearnReq])
        return False
#    #有姿态ID需求
#    if curSkillStateReq != 0 and not hasStateSkillReq:
#        PlayerControl.NotifyCode(curPlayer, "UseMagicLost15", [ curSkillStateReq, lvCurSkillStateReq ])
#        return False
             
    #有分支点总和要求
    if learnSkillPointReq != 0 and numLearnSkillPoint < needSeriesPoint:
        PlayerControl.NotifyCode( curPlayer, "UseMagicLost13",[ needSeriesPoint ] ) 
        return False
    
    #玩家属性点要求
    stateSkillLV = curSkill.GetStateSkillLV() #需要基础属性ID*100000+需要属性点
    needBaseAttrID, needBaseAttrValue = GetSkillUpNeedAttr(stateSkillLV)
    if needBaseAttrID and needBaseAttrValue:
        baseAttrDict = {
                            ShareDefine.Def_Effect_Metal:PlayerControl.GetMetal(curPlayer),
                            ShareDefine.Def_Effect_Wood:PlayerControl.GetWood(curPlayer),
                            ShareDefine.Def_Effect_Water:PlayerControl.GetWater(curPlayer),
                            ShareDefine.Def_Effect_Fire:PlayerControl.GetFire(curPlayer),
                            ShareDefine.Def_Effect_Earth:PlayerControl.GetEarth(curPlayer),
                         }
        if needBaseAttrID not in baseAttrDict:
            GameWorld.ErrLog('    天赋技能升级属性点条件配置错误,curSkillTypeID=%s,needBaseAttrID=%s'%(curSkillTypeID, needBaseAttrID))
            return False
        curBaseAttrValue = baseAttrDict.get(needBaseAttrID, 0)
        if curBaseAttrValue < needBaseAttrValue:
            GameWorld.DebugLog('升级技能%s需要属性点 %s达到%s, 当前点数=%s!'%(curSkillTypeID, needBaseAttrID, needBaseAttrValue, curBaseAttrValue))
            return False
    return True
## 获取技能升级属性需求 rutrun attrID, attrvalue
def GetSkillUpNeedAttr(stateSkillLV):return stateSkillLV /100000, stateSkillLV%100000
#// A5 16 选择技能五行专精 #tagCMSelectSkillElement
#
#struct    tagCMSelectSkillElement
#{
#    tagHead        Head;
#    DWORD    SkillTypeID;    // 专精技能ID
#};
def OnSelectSkillElement(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    selectSkillID = clientData.SkillTypeID
    ipyData = IpyGameDataPY.GetIpyGameData('SkillElement', selectSkillID)
    if not ipyData:
        return
    mainSkillID = ipyData.GetMainSkillID()
    curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % mainSkillID)
    if selectSkillID == curElementSkillID:
        GameWorld.DebugLog('已经是该专精技能!')
        return
    skillManager = curPlayer.GetSkillManager()
    mainSkill = skillManager.FindSkillBySkillTypeID(mainSkillID)
    if not mainSkill:
        GameWorld.DebugLog('主技能未学习,无法选专精mainSkillID=%s'%mainSkillID)
        return
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementID % mainSkillID, selectSkillID)
    if curElementSkillID:
        #原技能删除
        skillManager.DeleteSkillBySkillTypeID(curElementSkillID)
    else:
        EventShell.EventRespons_ElementSkill(curPlayer)
    #更新新技能
    RefreshElementSkill(curPlayer, selectSkillID)
    # 重刷被动技能
    PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)
    # 重刷技能战力
    PlayerControl.PlayerControl(curPlayer).RefreshAllSkill()
    NotifyElementSkillInfo(curPlayer, mainSkillID)
    return
def RefreshElementSkill(curPlayer, skillTypeID):
    ##更新专精技能生效的等级
    __InitElementSkillInfo()
    if skillTypeID not in PyGameData.g_elemntSkillDict:
        return
    baseAttrDict = {
                            ShareDefine.Def_Effect_Metal:PlayerControl.GetMetal(curPlayer),
                            ShareDefine.Def_Effect_Wood:PlayerControl.GetWood(curPlayer),
                            ShareDefine.Def_Effect_Water:PlayerControl.GetWater(curPlayer),
                            ShareDefine.Def_Effect_Fire:PlayerControl.GetFire(curPlayer),
                            ShareDefine.Def_Effect_Earth:PlayerControl.GetEarth(curPlayer),
                         }
    limitInfoList = PyGameData.g_elemntSkillDict[skillTypeID]
    maxSkillLV = len(limitInfoList)
    updSkillLV = 0
    for i, limitInfo in enumerate(limitInfoList):
        needAttrID, needAttrValue = GetSkillUpNeedAttr(limitInfo)
        curAttrValue = baseAttrDict.get(needAttrID, 0)
        if curAttrValue >= needAttrValue:
            updSkillLV = maxSkillLV - i
            break
    skillManager = curPlayer.GetSkillManager()
    curSkill = skillManager.FindSkillBySkillTypeID(skillTypeID)
    curSkillLV = curSkill.GetSkillLV() if curSkill else 0
    if updSkillLV == curSkillLV:
        return
    elif updSkillLV < curSkillLV:
        skillManager.DeleteSkillBySkillTypeID(skillTypeID)
        for _ in xrange(updSkillLV):
            skillManager.LVUpSkillBySkillTypeID(skillTypeID)
    else:
        for _ in xrange(updSkillLV-curSkillLV):
            skillManager.LVUpSkillBySkillTypeID(skillTypeID)
    return True
def RefreshElementSkillByAttr(curPlayer, attrIDList):
    #加点、丹药、境界、洗点 会影响灵根点
    __InitElementSkillInfo()
    needRefreshSkillIDList = []
    skillManager = curPlayer.GetSkillManager()
    for i in xrange(skillManager.GetSkillCount()):
        hasSkill = skillManager.GetSkillByIndex(i)
        hasSkillID = hasSkill.GetSkillTypeID()
        ipyData = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, False, False)
        if not ipyData:
            continue
        curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % hasSkillID)
        if not curElementSkillID:
            continue
        if curElementSkillID not in PyGameData.g_elemntSkillDict:
            continue
        attrID = GetSkillUpNeedAttr(PyGameData.g_elemntSkillDict[curElementSkillID][0])[0]
        if attrID not in attrIDList:
            continue
        needRefreshSkillIDList.append(curElementSkillID)
    isRefresh = False
    for skillID in needRefreshSkillIDList:
        if RefreshElementSkill(curPlayer, skillID):
            isRefresh = True
    if isRefresh:
        # 重刷被动技能
        PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)
        # 重刷技能战力
        PlayerControl.PlayerControl(curPlayer).RefreshAllSkill()
    return
def GetElementSkillCnt(curPlayer):
    ##获取已选择的专精技能数量
    cnt = 0
    skillManager = curPlayer.GetSkillManager()
    for i in xrange(skillManager.GetSkillCount()):
        hasSkill = skillManager.GetSkillByIndex(i)
        hasSkillID = hasSkill.GetSkillTypeID()
        ipyData = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, False, False)
        if not ipyData:
            continue
        curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % hasSkillID)
        if not curElementSkillID:
            continue
        cnt +=1
    return cnt
def __InitElementSkillInfo():
    #缓存技能专精信息{skillID:[attrID*100000+needValue,..]}
    if not PyGameData.g_elemntSkillDict:
        ipyMgr = IpyGameDataPY.IPY_Data()
        for i in xrange(ipyMgr.GetSkillElementCount()):
            ipyData = ipyMgr.GetSkillElementByIndex(i)
            elementSkillID = ipyData.GetElementSkillID()
            skill = GameWorld.GetGameData().FindSkillByType(elementSkillID, 1)
            if not skill:
                continue
            skillMaxLV = skill.GetSkillMaxLV() # 最高技能等级
            for skillLV in xrange(skillMaxLV, 0, -1):
                curSkill = GameWorld.GetGameData().FindSkillByType(elementSkillID, skillLV)
                if not curSkill:
                    continue
                if elementSkillID not in PyGameData.g_elemntSkillDict:
                    PyGameData.g_elemntSkillDict[elementSkillID] = []
                PyGameData.g_elemntSkillDict[elementSkillID].append(curSkill.GetStateSkillLV())
    return
def NotifyElementSkillInfo(curPlayer, mainSkillID=0):
    ##通知五行专精信息
    if not mainSkillID:
        syncMainSkillList = []
        skillManager = curPlayer.GetSkillManager()
        for i in xrange(skillManager.GetSkillCount()):
            hasSkill = skillManager.GetSkillByIndex(i)
            hasSkillID = hasSkill.GetSkillTypeID()
            ipyData = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, False, False)
            if not ipyData:
                continue
            syncMainSkillList.append(hasSkillID)
    else:
        syncMainSkillList = [mainSkillID]
    sendPack = ChPyNetSendPack.tagMCSkillElementInfo()
    sendPack.InfoList = []
    for mSkillID in syncMainSkillList:
        curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % mSkillID)
        if not curElementSkillID:
            continue
        elementData = ChPyNetSendPack.tagMCSkillElementData()
        elementData.MainSkillID = mSkillID
        elementData.ElementSkillID = curElementSkillID
        sendPack.InfoList.append(elementData)
    sendPack.Cnt = len(sendPack.InfoList)
    NetPackCommon.SendFakePack(curPlayer, sendPack)
    return
#---------------------------------------------------------------------
##当前buff是否能够触发BuffProcess_%d 的脚本
# @param curObj 对象
@@ -2198,14 +2432,6 @@
            #GameWorld.Log("删除场景Buff %d"%skillID)
            processResult = True
            continue
        else:
            # 非领地战期间, 该区域有领地旗buff, 删除区域buff
            if skillID == ChConfig.Def_SkillID_ManorFlagArea and not GameLogic_ManorWar.CanManorWarAtk():
                mapBuffManager.DeleteBuffByIndex(index)
                ClearBuffEffectBySkillID(curPlayer, skillID, ownerID, ownerType)
                processResult = True
                #GameWorld.DebugLog("非领地战期间, 该区域有领地旗buff, 删除区域buff")
                continue
        
        index += 1
        
@@ -2231,10 +2457,7 @@
                continue
            if findBuff.GetSkill().GetSkillLV() > curSkill.GetSkillLV():
                continue
        if skillTypeID == ChConfig.Def_SkillID_ManorFlagArea and not GameLogic_ManorWar.CanManorWarAtk():
            #GameWorld.DebugLog("    i=%s,effectID=%s,skillID=%s, 该位置有buff, 非领地战期间, 不添加" % (i, effectID, skillTypeID))
            continue
        #添加场景buff
        isOK = BuffSkill.AddBuffNoRefreshState(curPlayer, IPY_GameWorld.bfMapBuff, curSkill, tick)
        processResult = processResult or isOK
@@ -2339,6 +2562,9 @@
        #骑马触发技能
        houseSkill = ChConfig.Def_Skill_TypeID_Speed
        curSkillType = curSkill.GetSkillTypeID()
        if not SkillCommon.IsBuff(curSkill):
            continue
        
        if curSkillType in houseSkill:
            #不使用,不添加buff
@@ -2578,7 +2804,7 @@
        buffState.DeleteEffectByIndex(i)
# 通过技能ID列表删除buff对应的效果ID
# 通过技能ID列表删除buff对应的效果ID, 死亡调用
def ClearBuffEffectBySkillIDList(curObj, buffState, skillIDList):
    
    effectIndexList = []
@@ -2588,11 +2814,17 @@
        if curEffectID == 0:
            continue
        
        # [技能ID, 来源对象ID,对象类型]
        if [buffState.GetEffectFromSkillID(i),
            buffState.GetEffectOwnerID(i),
            buffState.GetEffectOwnerType(i)] not in skillIDList:
        #=======================================================================
        # # [技能ID, 来源对象ID,对象类型]
        # if [buffState.GetEffectFromSkillID(i),
        #    buffState.GetEffectOwnerID(i),
        #    buffState.GetEffectOwnerType(i)] not in skillIDList:
        #    continue
        #=======================================================================
        # 改成只判断技能ID
        if buffState.GetEffectFromSkillID(i) not in skillIDList:
            continue
        effectIndexList.append(i)
        
    # 倒序删除
@@ -2639,6 +2871,7 @@
        OperControlManager.SetObjActState(curObj, buffSkill)
# 计算属性类技能的属性,同buff层不算战力
def CalcPassiveAttr_Effect(curPlayer, allAttrList):
    skillManager = curPlayer.GetSkillManager()
@@ -2653,7 +2886,8 @@
        if curPlayerSkill.GetFuncType() not in [ChConfig.Def_SkillFuncType_FbSkill,
                                            ChConfig.Def_SkillFuncType_FbSPSkill,
                                            ChConfig.Def_SkillFuncType_GiftSkill,
                                            ChConfig.Def_SkillFuncType_GWSkill]:
                                            ChConfig.Def_SkillFuncType_GWSkill,
                                            ChConfig.Def_SkillFuncType_ZhuXian]:
            # 根据技能情况调整
            continue
        
@@ -3126,7 +3360,6 @@
# 不受限制和影响的技能
def Trigger_UseSkill(attacker, defender, curSkill, tick, tagRoundPosX = 0, tagRoundPosY = 0, isEnhanceSkill = False):
    
    #这个技能是Buff
    if SkillCommon.IsBuff(curSkill):
@@ -3207,16 +3440,6 @@
    return True
#===============================================================================
# Def_Effect_GoddessAddHP = 1300    # 加血 (压总值血量百分比)
# Def_Effect_AddHPValue_All = 1027    # 持续加血(压总值攻击)
# Def_Effect_LostHPValue_All = 1033    # 持续减血(压总值攻击)
# Def_Effect_LostAndAddHPValue_All = 1050    # 持续吸血(压总值攻击)
# Def_Effect_LostHPValue_Single = 1201    # 持续单次减血计算 攻击
# Def_Effect_AddHPValue_Single = 1202    # 持续单次加血计算 攻击
# Def_Effect_LostHP_MaxHP = 1089    # 持续减血(压总值, 血量百分比)
#===============================================================================
#waring: 此值影响了BUFF的替换规则,值大替换小的
##添加BUFF前压入BUFF的值,这边只计算和攻击者相关,仅支持放在效果1的buff
# @param attacker 攻击方
@@ -3225,7 +3448,6 @@
def GetAddBuffValue(attacker, curSkill, defender):
    #验证该技能效果1的ID,提取公式
    curEffect = curSkill.GetEffect(0)
    effectID = curEffect.GetEffectID()
    
    moduleSuffix = GetBuffModuleSuffix(curEffect)
    
@@ -3342,7 +3564,7 @@
    return
#---------------------------------------------------------------------
# 获得关联技能
# 获得关联技能,0 全部 1是主动型技能(法宝,普攻)   其他技能ID
def GetConnectSkillID(curSkill):
    return curSkill.GetExAttr1()
@@ -3362,7 +3584,7 @@
    
    return curSkill.GetExAttr2()
# 只有在指定地图才能生效的buff效果
# 只有在指定地图才能生效的buff效果,或者指定地图可被动触发
def GetAttrMapID(curSkill):
    return curSkill.GetExAttr3()
@@ -3378,6 +3600,7 @@
# @return 技能升级消耗物品数量
def GetUpLVCostItemNum(curSkill):
    return curSkill.GetExAttr5()
##获得当前技能升级消耗的真气值
@@ -3426,9 +3649,11 @@
    if skillAim == ChConfig.Def_UseSkillAim_None:
        if curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List:
            if target and target.GetGameObjType() == IPY_GameWorld.gotNPC and target.GetType() == IPY_GameWorld.ntElf:
                # 有害技能特殊处理,不能对自己的召唤物释放
                target = None
            if target and target.GetGameObjType() == IPY_GameWorld.gotNPC and target.GetGameNPCObjType() == IPY_GameWorld.gnotSummon:
                owner = NPCCommon.GetNpcObjOwnerDetail(target)
                if owner and owner.GetID() == attacker.GetID():
                    # 有害技能特殊处理,不能对自己的召唤物释放
                    target = None
                
            result = DoLogic_UseSkill(attacker, target, curSkill, tick, attacker.GetPosX(), attacker.GetPosY(), isEnhanceSkill=isEnhanceSkill)
        else:
@@ -3481,19 +3706,15 @@
## 获取技能总等级
#  @param curPlayer
#  @return allSkillLV:总技能等级
def GetAllSkillLV(curPlayer):
    successSkillIDList = ReadChConfig.GetEvalChConfig("SuccessSkillIDList")
def GetAllSkillLV(curPlayer, funcType):
    allSkillLV = 0
    skillManager = curPlayer.GetSkillManager()
    for i in range(0 , skillManager.GetSkillCount()):
    for i in xrange(skillManager.GetSkillCount()):
        curPlayerSkill = skillManager.GetSkillByIndex(i)
        if curPlayerSkill == None:
            continue
        skillTypeID = curPlayerSkill.GetSkillTypeID()
        if skillTypeID not in successSkillIDList:
        if curPlayerSkill.GetFuncType() != funcType:
            continue
        skillLV = curPlayerSkill.GetSkillLV()
        allSkillLV += skillLV