| | |
| | | import ChConfig
|
| | | import GameWorld
|
| | | import ChPyNetSendPack
|
| | | import IpyGameDataPY
|
| | | import TurnBuffs
|
| | | import BattleObj
|
| | | import ObjPool
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| | |
|
| | | GameWorld.ImportAll("Script\\Skill\\", "TurnBuffs")
|
| | |
|
| | | def GetAddBuffValue(attacker, defender, curSkill):
|
| | | def GetAddBuffValue(turnFight, attacker, defender, curSkill):
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| | | callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (curSkill.GetAtkType(), "CalcBuffValue"))
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| | | if not callFunc:
|
| | | return []
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| | | return callFunc(attacker, defender, curSkill)
|
| | | return callFunc(turnFight, attacker, defender, curSkill)
|
| | |
|
| | | def OnAddBuff(turnFight, batObj, buffSkill, buffOwner=None):
|
| | | def DoAddBuffBySkillID(turnFight, batObj, skillID, buffOwner=None, bySkill=None, afterLogic=False):
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| | | ## 根据技能ID添加buff
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| | | if not skillID:
|
| | | return
|
| | | skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
|
| | | if not skillIpyData:
|
| | | return
|
| | | tagObjList = [batObj]
|
| | | poolMgr = ObjPool.GetPoolMgr()
|
| | | useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData)
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| | | useSkill.SetTagObjList(tagObjList)
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| | | |
| | | OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic)
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| | | |
| | | poolMgr.release(useSkill)
|
| | | return
|
| | |
|
| | | def OnAddBuff(turnFight, batObj, buffSkill, buffOwner=None, bySkill=None, afterLogic=False):
|
| | | skillID = buffSkill.GetSkillID()
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| | | bySkill = buffSkill.GetBySkill()
|
| | | bySkill = buffSkill.GetBySkill() if not bySkill else bySkill
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| | | relatedSkillID = bySkill.GetSkillID() if bySkill else 0
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| | | curID = batObj.GetID()
|
| | | if not buffOwner:
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| | | buffOwner = batObj
|
| | | ownerID = buffOwner.GetID()
|
| | | buffValueList = GetAddBuffValue(buffOwner, batObj, buffSkill)
|
| | | GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,buffValueList=%s" % (curID, skillID, ownerID, relatedSkillID, buffValueList))
|
| | | buffValueList = GetAddBuffValue(turnFight, buffOwner, batObj, buffSkill)
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| | | GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,atkType=%s,buffValueList=%s,ownerID=%s,relatedSkillID=%s" |
| | | % (curID, skillID, buffSkill.GetAtkType(), buffValueList, ownerID, relatedSkillID))
|
| | |
|
| | | skillTypeID = buffSkill.GetSkillTypeID()
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| | | # 先简单做下能加上即可
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| | | buffMgr = batObj.GetBuffManager()
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| | | buffIDList = buffMgr.FindBuffIDBySkillTypeID(skillTypeID)
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| | | if buffIDList:
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| | | GameWorld.DebugLog(" 已经存在该buff: skillTypeID=%s,buffIDList=%s" % (skillTypeID, buffIDList))
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| | | # buff堆叠逻辑
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| | | buffRepeat = buffSkill.GetBuffRepeat()
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| | | addLayerCnt = buffSkill.GetLayerCnt()
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| | | addLayerEff = buffSkill.GetEffectByID(ChConfig.PassiveEff_AddBuffLayerByWeight)
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| | | if addLayerEff:
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| | | addLayerCnt = GameWorld.GetResultByWeightList(addLayerEff.GetEffectValues(), addLayerCnt)
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| | |
|
| | | return True
|
| | | #buff重复获得时的叠加规则
|
| | | #以下规则默认针对的是相同施法者,即相同来源的处理
|
| | | #如果有针对不同施法者的规则会说明
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| | | #0 覆盖:重置剩余回合,效果覆盖
|
| | | #1 延长回合
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| | | #2 |
| | | #3 叠加层级
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| | | #4 独立:回合、效果独立计算
|
| | | #5 唯一,强制覆盖不同来源同状态buff,如嘲讽状态
|
| | |
|
| | | __AddNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner)
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| | | buffMgr = batObj.GetBuffManager()
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| | | |
| | | if buffRepeat == 4: # 4 独立:回合、效果独立计算
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| | | pass # 不处理,直接跳过添加新buff
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| | | elif buffRepeat == 5: # 5 唯一,强制覆盖不同来源同状态buff,如嘲讽状态
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| | | buffState = buffSkill.GetCurBuffState()
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| | | for index in range(buffMgr.GetBuffCount())[::-1]:
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| | | buff = buffMgr.GetBuffByIndex(index)
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| | | skillData = buff.GetSkillData()
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| | | if buffState and skillData.GetCurBuffState() != buffState:
|
| | | continue
|
| | | # 删除相同状态的buff
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| | | DoBuffDel(turnFight, batObj, buff, bySkill, afterLogic, buffOwner)
|
| | | else:
|
| | | buffList = buffMgr.FindBuffListBySkillTypeID(skillTypeID)
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| | | if buffList:
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| | | for buff in buffList:
|
| | | if not buff:
|
| | | continue
|
| | | if buff.GetOwnerID() != ownerID:
|
| | | continue
|
| | | buffID = buff.GetBuffID()
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| | | GameWorld.DebugLog(" 已经存在该buff: buffID=%s,skillTypeID=%s,ownerID=%s,buffRepeat=%s" % (buffID, skillTypeID, ownerID, buffRepeat))
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| | | |
| | | updLayerCnt = addLayerCnt
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| | | if buffRepeat == 3: # 叠加层级
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| | | nowLayerCnt = buff.GetLayer()
|
| | | maxLayerCnt = buffSkill.GetLayerMax()
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| | | updLayerCnt = nowLayerCnt + addLayerCnt
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| | | if maxLayerCnt and updLayerCnt > maxLayerCnt:
|
| | | updLayerCnt = maxLayerCnt
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| | | GameWorld.DebugLog(" 叠加层级: nowLayerCnt=%s,addLayerCnt=%s,updLayerCnt=%s" % (nowLayerCnt, addLayerCnt, updLayerCnt))
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| | | else:
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| | | GameWorld.DebugLog(" 默认覆盖")
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| | | |
| | | # 重置回合、CD、值等
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| | | buff.SetCalcTime(turnFight.getTimeline())
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| | | buff.SetRemainTime(buffSkill.GetLastTime())
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| | | buff.SetLayer(updLayerCnt)
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| | | buff.SetBuffValueList(buffValueList)
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| | | if afterLogic and bySkill:
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| | | bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
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| | | else:
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| | | SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
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| | | |
| | | break
|
| | | |
| | | return True
|
| | | |
| | | __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt)
|
| | | return True
|
| | |
|
| | | def __AddNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner):
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| | | skillID = buffSkill.GetSkillID()
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| | | bySkill = buffSkill.GetBySkill()
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| | | relatedSkillID = bySkill.GetSkillID() if bySkill else 0
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| | | def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False, setLayerCnt=0):
|
| | | curID = batObj.GetID()
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| | | ownerID = buffOwner.GetID()
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| | | skillID = buffSkill.GetSkillID()
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| | | buff = buffMgr.AddBuff(skillID)
|
| | | if not buff:
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| | | GameWorld.DebugLog(" 添加buff失败! skillID=%s" % skillID, curID)
|
| | | return False
|
| | | return
|
| | | relatedSkillID = bySkill.GetSkillID() if bySkill else 0
|
| | | ownerID = buffOwner.GetID()
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| | | buffID = buff.GetBuffID()
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| | | GameWorld.DebugLog(" AddBuffOK. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timeline=%s" |
| | | |
| | | GameWorld.DebugLog(" __addNewBuff. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timeline=%s" |
| | | % (buffID, skillID, ownerID, relatedSkillID, turnFight.getTimeline()), curID)
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| | | buff.SetOwnerID(ownerID)
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| | | buff.SetCalcTime(turnFight.getTimeline())
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| | | buff.SetRemainTime(buffSkill.GetLastTime())
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| | | buff.SetLayer(buffSkill.GetLayerCnt())
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| | | buff.SetLayer(setLayerCnt)
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| | | buff.SetBuffValueList(buffValueList)
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| | | buffStates = buffSkill.GetBuffStates()
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| | | for buffState in buffStates:
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| | | buffMgr.AddBuffState(buffState, buffID)
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| | | isNotify = True
|
| | | if isNotify:
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| | | SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID)
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| | | curBuffState = buffSkill.GetCurBuffState()
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| | | if curBuffState:
|
| | | buffMgr.AddBuffState(curBuffState, buffID)
|
| | | |
| | | if afterLogic and bySkill:
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| | | bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
|
| | | else:
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| | | SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
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| | |
|
| | | DoBuffAddOver(turnFight, batObj, buffSkill, buff, buffOwner)
|
| | | return
|
| | |
| | | continue
|
| | |
|
| | | if curEffect.GetTriggerWay():
|
| | | if curEffect.GetTriggerSrc() == 2:
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| | | if curEffect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]:
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| | | passiveEffMgr.AddBuffPassiveEffect(addBuff, buffSkill, curEffect)
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| | |
|
| | | elif effectID in ChConfig.AttrIDList:
|
| | |
| | |
|
| | | return
|
| | |
|
| | | def DoBuffDel(turnFight, batObj, curBuff):
|
| | | ## 删除buff
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| | | def DecBuffLayer(turnFight, batObj, curBuff, decLayer=1, relatedSkillID=0):
|
| | | ## 减少buff层级
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| | | curLayer = curBuff.GetLayer()
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| | | if not curLayer:
|
| | | return
|
| | | updLayer = max(0, curLayer - decLayer)
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| | | curBuff.SetLayer(updLayer)
|
| | | if updLayer > 0:
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| | | SyncBuffRefresh(turnFight, batObj, curBuff, relatedSkillID)
|
| | | return
|
| | | objID = batObj.GetID()
|
| | | buffID = curBuff.GetBuffID()
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| | | SyncBuffDel(turnFight, objID, buffID, relatedSkillID)
|
| | | return
|
| | |
|
| | | def DoBuffDel(turnFight, batObj, curBuff, relatedSkill=None, afterLogic=False, tagObj=None):
|
| | | '''删除buff
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| | | @param relatedSkill: 关联的技能
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| | | @param afterLogic: 是否需要在关联技能处理完毕后才处理删除后续逻辑,如通知,触发被动等
|
| | | @param tagObj: 由谁引起的buff删除
|
| | | '''
|
| | |
|
| | | release = True
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| | | isSync = True
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| | | relatedSkillID = relatedSkill.GetSkillID() if relatedSkill else 0
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| | | if afterLogic and relatedSkill:
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| | | release = False
|
| | | isSync = False
|
| | | |
| | | isRefreshAttr = False # 是否刷属性
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| | | haveBuffPassiveEff = False
|
| | |
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| | | buffObjID = batObj.GetID()
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| | | buffMgr = batObj.GetBuffManager()
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| | | buffID = curBuff.GetBuffID()
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| | | skillData = curBuff.GetSkillData()
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| | |
| | | continue
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| | |
|
| | | if curEffect.GetTriggerWay():
|
| | | if curEffect.GetTriggerSrc() == 2:
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| | | if curEffect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]:
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| | | haveBuffPassiveEff = True
|
| | |
|
| | | elif effectID in ChConfig.AttrIDList:
|
| | |
| | | if haveBuffPassiveEff:
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| | | batObj.GetPassiveEffManager().DelBuffPassiveEffect(buffID)
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| | |
|
| | | buffStates = skillData.GetBuffStates()
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| | | for buffState in buffStates:
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| | | buffMgr.DelBuffState(buffState, buffID)
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| | | curBuffState = skillData.GetCurBuffState()
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| | | if curBuffState:
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| | | buffMgr.DelBuffState(curBuffState, buffID)
|
| | |
|
| | | # 最后删除buff、通知
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| | | buffMgr.DelBuff(buffID)
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| | | SyncBuffDel(turnFight, batObj, buffID)
|
| | | |
| | | buffMgr.DelBuff(buffID, release)
|
| | | if isSync:
|
| | | SyncBuffDel(turnFight, buffObjID, buffID, relatedSkillID)
|
| | | if afterLogic and relatedSkill:
|
| | | tagObjID = tagObj.GetID() if tagObj else buffObjID
|
| | | relatedSkill.AddAfterLogic(ChConfig.AfterLogic_DelBuff, [buffObjID, curBuff, tagObjID])
|
| | | |
| | | if isRefreshAttr:
|
| | | RefreshBuffAttr(batObj)
|
| | | return
|
| | |
|
| | | def DoBuffDelAfterLogicOver(turnFight, buffObjID, curBuff, relatedSkill):
|
| | | ## buff删除后续处理逻辑处理完毕
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| | | relatedSkillID = relatedSkill.GetSkillID() if relatedSkill else 0
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| | | SyncBuffDel(turnFight, buffObjID, curBuff.GetBuffID(), relatedSkillID)
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| | | ObjPool.GetPoolMgr().release(curBuff)
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| | | return
|
| | |
|
| | | def DoBuffProcess(turnFight, batObj, curBuff):
|
| | |
| | | if attrValue <= 0:
|
| | | continue
|
| | | updValue = int(attrValue * (10000 + attrPerValue) / 10000.0)
|
| | | updValue = max(0, updValue) # 最多减到0,最大无上限
|
| | | #updValue = max(0, updValue) # 最多减到0,最大无上限
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| | | batObj.SetBatAttrValue(attrID, updValue)
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| | | GameWorld.DebugLog(" attrID=%s(PerID:%s),attrValue=%s(PerValue:%s),updValue=%s" % (attrID, attrPerID, attrValue, attrPerValue, updValue))
|
| | |
|
| | |
| | | if attrID in perIDList:
|
| | | continue
|
| | | attrValue = batObj.GetBatAttrValue(attrID, False)
|
| | | updValue = max(0, attrValue + addValue) # 最多减到0,最大无上限
|
| | | updValue = attrValue + addValue
|
| | | #updValue = max(0, attrValue + addValue) # 最多减到0,最大无上限
|
| | | batObj.SetBatAttrValue(attrID, updValue)
|
| | | GameWorld.DebugLog(" attrID=%s,attrValue=%s,addValue=%s,updValue=%s" % (attrID, attrValue, addValue, updValue))
|
| | |
|
| | |
| | | aftHP += (aftMaxHP - befMaxHP)
|
| | | batObj.SetHP(aftHP, True)
|
| | | GameWorld.DebugLog(" befHP=%s/%s, aftHP=%s/%s" % (befHP, befMaxHP, aftHP, aftMaxHP))
|
| | | GameWorld.DebugLog(" 最终属性 ID:%s,atk=%s,def=%s,hp=%s/%s" % (objID, batObj.GetAtk(), batObj.GetDef(), aftHP, aftMaxHP))
|
| | | GameWorld.DebugLog(" 最终属性 ID:%s,atk=%s,def=%s,hp=%s/%s,%s" % (objID, batObj.GetAtk(), batObj.GetDef(), aftHP, aftMaxHP, batObj.GetBatAttrDict()))
|
| | | return
|
| | |
|
| | | def SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID=0):
|
| | | def SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID=0, isNewAdd=False):
|
| | | clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCBuffRefresh)
|
| | | clientPack.ObjID = curBatObj.GetID()
|
| | | clientPack.BuffID = curBuff.GetBuffID()
|
| | |
| | | clientPack.LastTime = curBuff.GetRemainTime()
|
| | | clientPack.Layer = curBuff.GetLayer()
|
| | | clientPack.OwnerID = curBuff.GetOwnerID()
|
| | | clientPack.Value1 = curBuff.GetValue1()
|
| | | clientPack.Value2 = curBuff.GetValue2()
|
| | | clientPack.Value3 = curBuff.GetValue3()
|
| | | clientPack.IsAdd = 1 if isNewAdd else 0
|
| | | turnFight.addBatPack(clientPack)
|
| | | return
|
| | |
|
| | | def SyncBuffDel(turnFight, curBatObj, buffID, relatedSkillID=0):
|
| | | def SyncBuffDel(turnFight, objID, buffID, relatedSkillID=0):
|
| | | clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCBuffDel)
|
| | | clientPack.ObjID = curBatObj.GetID()
|
| | | clientPack.ObjID = objID
|
| | | clientPack.BuffID = buffID
|
| | | clientPack.RelatedSkillID = relatedSkillID
|
| | | turnFight.addBatPack(clientPack)
|