ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -140,8 +140,9 @@
#    mapType = GameWorld.GetMap().GetMapFBType()
    # 野外小怪或者其他指定的怪为了更及时的打击感,由客户端计算
    for hurobj in hurtList:
        if hurobj.HurtHP == 0:
            g_ClientHurtDict[(hurobj.ObjID, hurobj.ObjType)] = [hurobj.HurtHP, hurobj.AttackType]
        hurtHP = hurobj.HurtHP + hurobj.HurtHPEx * ShareDefine.Def_PerPointValue
        if hurtHP == 0:
            g_ClientHurtDict[(hurobj.ObjID, hurobj.ObjType)] = [hurtHP, hurobj.AttackType]
            continue
        if hurobj.ObjType != IPY_GameWorld.gotNPC:
            # 非NPC
@@ -163,7 +164,7 @@
            # 重复对象
            return False
        
        g_ClientHurtDict[(hurobj.ObjID, hurobj.ObjType)] = [hurobj.HurtHP, hurobj.AttackType]
        g_ClientHurtDict[(hurobj.ObjID, hurobj.ObjType)] = [hurtHP, hurobj.AttackType]
    
    g_UseSkillPlayerID = curPlayer.GetID()
    return True
@@ -206,7 +207,7 @@
        PlayerControl.NotifyCode(curPlayer , "Play_Attack_Null")
        return
    
    if curPlayer.GetHP() <= 0:
    if GameObj.GetHP(curPlayer) <= 0:
        #玩家已经死亡
        PlayerControl.NotifyCode(curPlayer, "PK_chenxin_612029")
        return False
@@ -258,7 +259,7 @@
    #还在冷却时间内无法释放
    if SkillCommon.RefreshSkillRemainTime(playerSkill, tick) != 0:
        PlayerControl.NotifyCode(curPlayer, "UseSkillCDLimit")
        #PlayerControl.NotifyCode(curPlayer, "UseSkillCDLimit")
        #AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_CD)
        playerSkill.Sync_Skill()
        return False
@@ -290,7 +291,7 @@
#    #7:检查玩家的HP是否足够
#    curSkillNeedHP = curSkill.GetHP()
#    
#    if curSkillNeedHP > 0 and curPlayer.GetHP() < curSkillNeedHP:
#    if curSkillNeedHP > 0 and GameObj.GetHP(curPlayer) < curSkillNeedHP:
#        curPlayer.Notify_AttackFail(0, 0, 0, 0, IPY_GameWorld.afrHP)
#        PlayerControl.NotifyCode(curPlayer, "PK_jin_0")
#        GameWorld.DebugLog("检查玩家的HP是否足够")
@@ -579,6 +580,18 @@
    
    return True
def IsNPCSkillResist(curNPC):
    ## NPC是否技能抵抗,对应技能表中伤害类型HurtType为3的技能,即对boss无效的技能
    if curNPC.GetCurAction() == IPY_GameWorld.laNPCSkillWarning:
        #GameWorld.DebugLog("预警状态下默认抵抗")
        return True
    bossIpyData = IpyGameDataPY.GetIpyGameDataNotLog("BOSSInfo", curNPC.GetNPCID())
    if bossIpyData and bossIpyData.GetSkillResist():
        return True
    return False
##是否召唤兽对主人使用技能
# @param curNPC NPC实例
@@ -775,7 +788,7 @@
    # NPC仇恨吸引,由客户端决定,适用于小怪
    # '''
    # curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    # if curPlayer.GetHP() <= 0:
    # if GameObj.GetHP(curPlayer) <= 0:
    #    return
    # 
    # if not curPlayer.GetVisible():
@@ -794,7 +807,7 @@
    #    npcAngry = npcObj.GetNPCAngry()
    #    angryValue = npcAngry.FindNPCAngry(playerID, IPY_GameWorld.gotPlayer)
    #    
    #    if angryValue != None and angryValue.GetAngryValue() != 0 :
    #    if angryValue != None and GameObj.GetAngryValue(angryValue) != 0 :
    #        #该对象已经在仇恨列表中,不重复添加
    #        continue
    #    
@@ -958,6 +971,7 @@
#    DWORD        ObjID;
#    BYTE        AttackType;        //爆击, miss
#    DWORD        HurtHP;
#    DWORD        HurtHPEx;
# };
# struct    tagCMSuperAtk
@@ -1368,7 +1382,7 @@
# @return 返回值真, 检查通过
# @remarks 检查客户端发送技能封包, 这里只简单检查一下
def __CheckPlayerUseSkill_ClientPack(curPlayer, posX, posY, curSkill):
    if curPlayer.GetHP() <= 0:
    if GameObj.GetHP(curPlayer) <= 0:
        return
    
    if curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene):
@@ -1905,10 +1919,10 @@
    if not CheckLearnSkillCondition(curPlayer, upSkill):
        return False
    
    #坐骑技能学习判断
    if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_HorseSkill:
        if not PlayerHorse.CheckLearnHorseSkill(curPlayer, curSkillTypeID):
            return False
#    #坐骑技能学习判断
#    if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_HorseSkill:
#        if not PlayerHorse.CheckLearnHorseSkill(curPlayer, curSkillTypeID):
#            return False
    #天赋技学习点数判断
    if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
        if not PlayerGreatMaster.GetGreatMasterFreeSkillPoint(curPlayer):
@@ -2133,7 +2147,7 @@
            GameWorld.DebugLog('更换专精 不成功 selectSkillID=%s'%selectSkillID)
            return
        
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementID % mainSkillID, selectSkillID)
        UpdateElementSkillSelect(curPlayer, mainSkillID, selectSkillID)
        #ChEquip.ChangeEquipfacadeByLingGen(curPlayer)
        if curElementSkillID and curElementSkillID != selectSkillID:
            #原技能删除
@@ -2148,6 +2162,40 @@
        curControl.RefreshPlayerAttrState()
       
    NotifyElementSkillInfo(curPlayer, mainSkillID, selectSkillID if updSelectSkillLV != activeSkillLV else 0)
    return
def UpdateElementSkillSelect(curPlayer, mainSkillID, selectSkillID):
    ## 更新专精技能选择, selectSkillID 可能被重置为0
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementID % mainSkillID, selectSkillID)
    #GameWorld.DebugLog("更新专精技能选择  mainSkillID=%s, selectSkillID=%s" % (mainSkillID, selectSkillID))
    # 以下额外更新选择的专精技能对应编号,用于表现其他玩家不同专精技能特效用
    mainSkillList = IpyGameDataPY.GetFuncEvalCfg("SkillActTypeIdSort", curPlayer.GetJob())
    if mainSkillID not in mainSkillList:
        return
    mainSkillIndex = mainSkillList.index(mainSkillID)
    if mainSkillIndex < ShareDefine.Def_PDictDigitCnt:
        exAttrValue = curPlayer.GetExAttr7()
        exAttrIndex = mainSkillIndex
    else:
        exAttrValue = curPlayer.GetExAttr8()
        exAttrIndex = mainSkillIndex - ShareDefine.Def_PDictDigitCnt
    elementSkillNum = 0
    if selectSkillID:
        ipyData = IpyGameDataPY.GetIpyGameData('SkillElement', selectSkillID)
        if ipyData:
            elementSkillNum = ipyData.GetElementSkillNum()
    updExAttrValue = GameWorld.ChangeDataByDigitPlace(exAttrValue, exAttrIndex, elementSkillNum)
    #GameWorld.DebugLog("    exAttrValue=%s,exAttrIndex=%s,elementSkillNum=%s,updExAttrValue=%s"
    #                   % (exAttrValue, exAttrIndex, elementSkillNum, updExAttrValue))
    # 需要广播周围玩家
    if mainSkillIndex < ShareDefine.Def_PDictDigitCnt:
        curPlayer.SetExAttr7(updExAttrValue, True)
    else:
        curPlayer.SetExAttr8(updExAttrValue, True)
    return
def RefreshElementSkill(curPlayer, skillTypeID, isChangeLV=True):
@@ -2192,7 +2240,7 @@
        if updSkillLV == 0:#重置为未选状态
            ipyData = IpyGameDataPY.GetIpyGameData('SkillElement', skillTypeID)
            mainSkillID = ipyData.GetMainSkillID()
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementID % mainSkillID, 0)
            UpdateElementSkillSelect(curPlayer, mainSkillID, 0)
            #ChEquip.ChangeEquipfacadeByLingGen(curPlayer)
            isNotify = True
    else:
@@ -3795,7 +3843,7 @@
                return False
            
            target = petOwner
            if target.GetHP() <= 0:
            if GameObj.GetHP(target) <= 0:
                return False
        
        if affectTag not in [ChConfig.Def_UseSkillTag_None, ChConfig.Def_UseSkillTag_Self]: