From 315209130003c975bdcda6ec4abfee913700c37f Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期一, 29 四月 2019 11:15:59 +0800
Subject: [PATCH] 6607 【2.0】【后端】技能升级功能改版(报错修复)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py |  322 ++++++++++++++++++++++++++++++++++++++++++++---------
 1 files changed, 266 insertions(+), 56 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
index 1fbe500..c056640 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -27,12 +27,10 @@
 import FBLogic
 import ItemCommon
 import OperControlManager
-import GameLogic_ManorWar
 import PetControl
 import ReadChConfig
 import DataRecordPack
-import ChItem
-import PlayerActivity
+#import ChItem
 import ShareDefine
 import PlayerGreatMaster
 import PlayerHorse
@@ -43,9 +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")
@@ -247,7 +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
@@ -347,6 +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
     
@@ -363,6 +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
@@ -511,6 +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
@@ -854,6 +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
     
@@ -931,10 +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:
@@ -944,7 +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    
 
@@ -1030,6 +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
 #===============================================================================
@@ -1799,17 +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
 
@@ -1842,6 +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()
     
@@ -1969,14 +2016,15 @@
         return False
     
     #玩家属性点要求
-    stateSkillLV = curSkill.GetStateSkillLV() #需要基础属性ID*10000+需要属性点
-    needBaseAttrID, needBaseAttrValue = stateSkillLV /10000, stateSkillLV%10000
+    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_STR:curPlayer.GetSTR(),
-                            ShareDefine.Def_Effect_PHY:curPlayer.GetPHY(),
-                            ShareDefine.Def_Effect_CON:curPlayer.GetCON(),
-                            ShareDefine.Def_Effect_PNE:curPlayer.GetPNE(),
+                            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))
@@ -1987,7 +2035,184 @@
             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
@@ -2207,14 +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
         
@@ -2240,10 +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
@@ -2348,6 +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
@@ -2587,7 +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 = []
@@ -2597,11 +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
@@ -2648,6 +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()
@@ -2662,7 +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
         
@@ -3135,7 +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):
@@ -3216,16 +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
@@ -3234,7 +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)
     
@@ -3351,7 +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()
 
@@ -3371,7 +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()
 
@@ -3387,6 +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
@@ -3492,19 +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
         

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