ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -1850,9 +1850,8 @@
    
    #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
@@ -2053,7 +2052,10 @@
    if not ipyData:
        return
    mainSkillID = ipyData.GetMainSkillID()
    if curPlayer.GetLV() < ipyData.GetNeedLV():
        GameWorld.DebugLog('选择技能五行专精等级不足!')
        return
    curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % mainSkillID)
    if selectSkillID == curElementSkillID:
        GameWorld.DebugLog('已经是该专精技能!')
@@ -2072,9 +2074,9 @@
    #更新新技能
    RefreshElementSkill(curPlayer, selectSkillID)
    # 重刷被动技能
    PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)
    PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)
    # 重刷技能战力
    PlayerControl.PlayerControl(curPlayer).RefreshAllSkill()
    PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
    
    NotifyElementSkillInfo(curPlayer, mainSkillID)
    return
@@ -2119,8 +2121,8 @@
def RefreshElementSkillByAttr(curPlayer, attrIDList):
    #加点、丹药、境界、洗点 会影响灵根点
    __InitElementSkillInfo()
    isRefresh = False
    needRefreshSkillIDList = []
    skillManager = curPlayer.GetSkillManager()
    for i in xrange(skillManager.GetSkillCount()):
        hasSkill = skillManager.GetSkillByIndex(i)
@@ -2136,13 +2138,17 @@
        attrID = GetSkillUpNeedAttr(PyGameData.g_elemntSkillDict[curElementSkillID][0])[0]
        if attrID not in attrIDList:
            continue
        if RefreshElementSkill(curPlayer, curElementSkillID):
        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()
        PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
    return
def GetElementSkillCnt(curPlayer):
@@ -2673,6 +2679,11 @@
        callFunc = GameWorld.GetExecFunc(GameBuffs, "Buff_%s.%s"%(moduleSuffix, "OnCalcBuffEx"))
        if callFunc:
            callFunc(objDetel, curEffect, allAttrList[index], curBuff)
    # 持续性属性变化的buff,目前只有持续减益
    callFunc = GameWorld.GetExecFunc(GameBuffs, "BuffProcess_%s.%s"%(moduleSuffix, "OnCalcBuffEx"))
    if callFunc:
        callFunc(objDetel, curEffect, allAttrList[index], curBuff)
    return
## 获得buff效果的计算模块文件后缀
@@ -2920,15 +2931,15 @@
def CalcBuffers_Effect(curPlayer, allAttrList, calcEffectIDList=[]):
    
    for buffType in range(IPY_GameWorld.bfBuff, IPY_GameWorld.btBufMax):
        #这些类型不影响玩家计算属性
        if buffType in [IPY_GameWorld.bfProcessBuff, #IPY_GameWorld.bfProcessDeBuff,
                        IPY_GameWorld.bfMapBuff,
                        IPY_GameWorld.bfEquipBuff]:
            continue
        buffTuple = SkillCommon.GetBuffManagerByBuffType(curPlayer, buffType)
        #通过类型获取目标的buff管理器为空,则跳出
        if buffTuple == ():
            continue
        #这些类型不影响玩家计算属性
        if buffType in [IPY_GameWorld.bfProcessBuff,
                        IPY_GameWorld.bfProcessDeBuff, IPY_GameWorld.bfMapBuff,
                        IPY_GameWorld.bfEquipBuff]:
            continue
        
        buffManager = buffTuple[0]
@@ -3437,16 +3448,6 @@
    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
@@ -3713,19 +3714,15 @@
## 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