ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -2060,6 +2060,8 @@
## 获取技能升级属性需求 rutrun attrID, attrvalue
def GetSkillUpNeedAttr(stateSkillLV):return stateSkillLV /100000, stateSkillLV%100000
## 获取技能专精类型
def GetSkillElementType(curSkill): return curSkill.GetStateSkillLV() /100000
#// A5 16 选择技能五行专精 #tagCMSelectSkillElement
#
@@ -2092,10 +2094,11 @@
    if nextSkill:
        if CheckLearnSkillNeedAttr(curPlayer, nextSkill):
            updSelectSkillLV = activeSkillLV + 1
            skillElementType = GetSkillElementType(nextSkill)
    isChangeSkill = False #是否变更生效的技能
    if updSelectSkillLV != activeSkillLV:
        #可升级则激活升一级
        EventShell.EventRespons_ElementSkill(curPlayer, mainSkillID, updSelectSkillLV)
        EventShell.EventRespons_ElementSkill(curPlayer, mainSkillID, skillElementType, updSelectSkillLV)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementLV % selectSkillID, updSelectSkillLV)
        if curElementSkillID == selectSkillID:
            #正在使用的专精技能,则立即生效
@@ -2119,12 +2122,14 @@
        # 重刷被动技能
        PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)
        # 重刷技能战力
        PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
        curControl = PlayerControl.PlayerControl(curPlayer)
        curControl.RefreshAllSkill()
        curControl.RefreshPlayerAttrState()
       
    NotifyElementSkillInfo(curPlayer, mainSkillID, selectSkillID if updSelectSkillLV != activeSkillLV else 0)
    return
def RefreshElementSkill(curPlayer, skillTypeID):
def RefreshElementSkill(curPlayer, skillTypeID, isChangeLV=True):
    ##更新专精技能生效的等级
    __InitElementSkillInfo()
    if skillTypeID not in PyGameData.g_elemntSkillDict:
@@ -2153,6 +2158,8 @@
    curSkill = skillManager.FindSkillBySkillTypeID(skillTypeID)
    curSkillLV = curSkill.GetSkillLV() if curSkill else 0
    #GameWorld.DebugLog('更新专精技能生效的等级 skillTypeID=%s,curSkillLV=%s,activeSkillLV=%s,updSkillLV=%s'%(skillTypeID, curSkillLV, activeSkillLV, updSkillLV))
    if not isChangeLV:
        return
    if updSkillLV == curSkillLV:
        return
    elif updSkillLV < curSkillLV:
@@ -2172,7 +2179,7 @@
    #加点、丹药、境界、洗点 会影响灵根点
    __InitElementSkillInfo()
    
    needRefreshSkillIDList = []
    needRefreshSkillIDDict = {} #{skillid:是否变更技能等级}
    skillManager = curPlayer.GetSkillManager()
    for i in xrange(skillManager.GetSkillCount()):
        hasSkill = skillManager.GetSkillByIndex(i)
@@ -2180,6 +2187,7 @@
        ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, True, False)
        if not ipyDataList:
            continue
        curSelectSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % hasSkillID)
        for ipyData in ipyDataList:
            curElementSkillID = ipyData.GetElementSkillID()
            if curElementSkillID not in PyGameData.g_elemntSkillDict:
@@ -2187,22 +2195,27 @@
            attrID = GetSkillUpNeedAttr(PyGameData.g_elemntSkillDict[curElementSkillID][0])[0]
            if attrID not in attrIDList:
                continue
            needRefreshSkillIDList.append(curElementSkillID)
            needRefreshSkillIDDict[curElementSkillID] = curSelectSkillID == curElementSkillID
    #GameWorld.DebugLog('属性点变更 刷新专精attrIDList=%s,needRefreshSkillIDList=%s'%(attrIDList,needRefreshSkillIDList))
    isRefresh = False
    for skillID in needRefreshSkillIDList:
        if RefreshElementSkill(curPlayer, skillID):
    for skillID, isChangeLV in needRefreshSkillIDDict.items():
        if RefreshElementSkill(curPlayer, skillID, isChangeLV):
            isRefresh = True
    if isRefresh:
        # 重刷被动技能
        PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)    
        # 重刷技能战力
        PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
        curControl = PlayerControl.PlayerControl(curPlayer)
        curControl.RefreshAllSkill()
        curControl.RefreshPlayerAttrState()
    NotifyElementSkillInfo(curPlayer)
    return
def GetElementSkillCnt(curPlayer, mainSkillIDList, activeLV):
def GetElementSkillCnt(curPlayer, mainSkillIDList, activeLV, elementType=0):
    ##获取已选择的专精技能数量
    # @param elementType: 专精类型,对应灵根ID
    gameData = GameWorld.GetGameData()
    cnt = 0
    skillManager = curPlayer.GetSkillManager()
    for i in xrange(skillManager.GetSkillCount()):
@@ -2215,6 +2228,10 @@
            continue
        for ipyData in ipyDataList:
            elementSkillID = ipyData.GetElementSkillID()
            if elementType:
                elementSkillData = gameData.GetSkillBySkillID(elementSkillID)
                if GetSkillElementType(elementSkillData) != elementType:
                    continue
            curActiveLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementLV % elementSkillID)
            if curActiveLV >= activeLV:
                cnt += 1
@@ -3502,6 +3519,7 @@
#        return True
    
    if isEnhanceSkill:
        BaseAttack.OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick)
        return True
    
    #在这边调用避免群攻时多次扣除消耗
@@ -3634,7 +3652,7 @@
    return
#---------------------------------------------------------------------
# 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
# 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 GetConnectSkillID(curSkill):
    return curSkill.GetExAttr1()