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#!/usr/bin/python
# -*- coding: GBK -*-
#
# @todo: buffÖеÖÏûdebuff²¢ÇÒ·´Éädebuff£¬²ã¼¶¾ö¶¨´ÎÊý
#
# @author: Alee
# @date 2018-1-9 ÏÂÎç09:39:37
# @version 1.0
#
# @note: 
#
#---------------------------------------------------------------------
 
import ChConfig
import GameWorld
import SkillCommon
import BuffSkill
import IPY_GameWorld
 
def CheckCanHappen(attacker, defender, effect, tagSkill, **skillkwargs):
    debuffState = effect.GetEffectValue(1)
    if debuffState and debuffState != SkillCommon.GetBuffStateType(tagSkill):
        return False
    
    if effect.GetEffectValue(2):
        if SkillCommon.GetBuffType(tagSkill) != ChConfig.Def_SkillBuffList.get(effect.GetEffectValue(2)):
            return False
    if not effect.GetEffectValue(0):
        return True
    return GameWorld.CanHappen(effect.GetEffectValue(0))
    
def DoLogic(attacker, defender, effect, tagSkill, skillID):
    # ·´Éädebuff
    if not defender:
        return
 
    findSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
    if not findSkill:
        return
    
    buffType = SkillCommon.GetBuffType(findSkill)
    buffTuple = SkillCommon.GetBuffManagerByBuffType(attacker, buffType)
    if buffTuple == ():
        return
    
    buffManager = buffTuple[0]
    findBuff = buffManager.FindBuffEx(skillID)
    if not findBuff:
        return
    
    BuffSkill.SetBuffLayer(attacker, findBuff, findBuff.GetLayer()-1, skillTypeID=findSkill.GetSkillTypeID())
    if defender.GetGameObjType() != IPY_GameWorld.gotPlayer:
        # ²»·´µ¯NPC
        return
 
    # ¸ø¶Ô·½¼Óbuff
    BuffSkill.DoAddBuff(defender, SkillCommon.GetBuffType(tagSkill), tagSkill, 
                        GameWorld.GetGameWorld().GetTick(), [], attacker, addForce = True)
    return