|  |  | 
 |  |  |     #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
 | 
 |  |  | 
 |  |  | # @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
 | 
 |  |  |     
 | 
 |  |  | 
 |  |  |         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
 | 
 |  |  | 
 |  |  | # @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
 | 
 |  |  | 
 |  |  |     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
 | 
 |  |  |     
 | 
 |  |  | 
 |  |  | 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
 | 
 |  |  | #===============================================================================
 | 
 |  |  | 
 |  |  |         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 = []
 | 
 |  |  | 
 |  |  |         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
 | 
 |  |  | 
 |  |  |         OperControlManager.SetObjActState(curObj, buffSkill)
 | 
 |  |  | 
 | 
 |  |  | 
 | 
 |  |  | # 非属性技能算属性 特殊处理
 | 
 |  |  | # 法宝SP技能 如1-4级为增加属性,第5级为伤害效果,第6-10级就要包含属性和伤害效果
 | 
 |  |  | def CalcFabaoSPSkillAttr(curPlayer, curPlayerSkill, allAttrList):
 | 
 |  |  |     if curPlayerSkill.GetFuncType() != ChConfig.Def_SkillFuncType_FbSPSkill:
 | 
 |  |  |         return
 | 
 |  |  |      | 
 |  |  |     value = GetMaxHPAttrValue(curPlayerSkill)
 | 
 |  |  |     if value == 0:
 | 
 |  |  |         return
 | 
 |  |  |      | 
 |  |  |     PlayerControl.CalcAttrDict_Type(ShareDefine.Def_Effect_MaxHP, value, allAttrList)
 | 
 |  |  |     return
 | 
 |  |  | 
 | 
 |  |  | 
 | 
 |  |  | # 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()
 | 
 |  |  | 
 |  |  |         if curPlayerSkill == None:
 | 
 |  |  |             continue
 | 
 |  |  |         
 | 
 |  |  |         CalcFabaoSPSkillAttr(curPlayer, curPlayerSkill, allAttrList)
 | 
 |  |  |         if not SkillCommon.isPassiveAttr(curPlayerSkill):
 | 
 |  |  |             continue
 | 
 |  |  |         
 | 
 |  |  | 
 |  |  | def GetUpLVCostItemNum(curSkill):
 | 
 |  |  |     return curSkill.GetExAttr5()
 | 
 |  |  | 
 | 
 |  |  | # 技能特殊增加属性配置,目前只支持生命,潜力技能专用
 | 
 |  |  | def GetMaxHPAttrValue(curSkill):
 | 
 |  |  |     return curSkill.GetMP()
 | 
 |  |  | 
 | 
 |  |  | ##获得当前技能升级消耗的真气值
 | 
 |  |  | # @param curSkill 当前技能技能
 |