| | |
| | | def GetEffectByID(self, effID, triggerWay=0): return self._effDict.get((effID, triggerWay), None)
|
| | | def GetConnSkill(self): return self._ipyData.GetConnSkill()
|
| | | def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
|
| | | def GetIgnoreStates(self): return self._ipyData.GetIgnoreStates() # 无视限制列表
|
| | | def GetBuffStateLimit(self): return self._ipyData.GetBuffStateLimit()
|
| | | def GetCurBuffState(self): return self._ipyData.GetCurBuffState()
|
| | | def GetLastTime(self): return self._ipyData.GetLastTime() # 持续时间
|
| | | def GetLayerCnt(self): return self._ipyData.GetLayerCnt()
|
| | |
| | | def GetEffectByID(self, effID, triggerWay=0): return self._skillData.GetEffectByID(effID, triggerWay)
|
| | | def GetConnSkill(self): return self._skillData.GetConnSkill()
|
| | | def GetCoolDownTime(self): return self._skillData.GetCoolDownTime()
|
| | | def GetIgnoreStates(self): return self._skillData.GetIgnoreStates() # 无视限制列表
|
| | | def GetBuffStateLimit(self): return self._skillData.GetBuffStateLimit()
|
| | | def GetCurBuffState(self): return self._skillData.GetCurBuffState()
|
| | | def GetLastTime(self): return self._skillData.GetLastTime() # 持续时间
|
| | | def GetLayerCnt(self): return self._skillData.GetLayerCnt()
|
| | |
| | | self.atkDistType = 0
|
| | | self.specialty = 0 # 特长
|
| | | self.sex = 0
|
| | | self.job = 0
|
| | | self.lv = 1
|
| | | self.fightPower = 0
|
| | | self.faction = 0 # 所属阵营,一般只有双方阵营, 1 或 2,发起方默认1
|
| | |
| | | def SetSpecialty(self, specialty): self.specialty = specialty
|
| | | def GetSex(self): return self.sex
|
| | | def SetSex(self, sex): self.sex = sex
|
| | | def GetJob(self): return self.job
|
| | | def SetJob(self, job): self.job = job
|
| | | def GetNPCID(self): return self.npcID # 如果是NPC战斗单位,则该值非0
|
| | | def SetNPCID(self, npcID): self.npcID = npcID # 设置所属的NPCID
|
| | | def GetHeroID(self): return self.heroID
|
| | |
| | | return True
|
| | | return False
|
| | |
|
| | | def IsInControlled(self):
|
| | | ## 是否被控制中
|
| | | for state in ChConfig.InControlledStateList:
|
| | | def IsInControlled(self): return self.IsInBuffStateGroup(1) or self.IsInBuffStateGroup(2) # 是否被控制中
|
| | | def IsInControlledHard(self): return self.IsInBuffStateGroup(1) # 是否被硬控中
|
| | | def IsInBuffStateGroup(self, buffStateGroup):
|
| | | '''是否在某个状态组中
|
| | | 已定义的组: 1 - 硬控组;2 - 软控组;3 - 限制普攻组;4 - 限制怒技组;5 - 限制被动动态组
|
| | | '''
|
| | | buffStateGroupDict = IpyGameDataPY.GetFuncEvalCfg("BuffStateGroup", 1, {})
|
| | | if buffStateGroup not in buffStateGroupDict:
|
| | | return
|
| | | for state in buffStateGroupDict[buffStateGroup]:
|
| | | if self._buffMgr.IsInBuffState(state):
|
| | | return True
|
| | | return False
|
| | | return state
|
| | | return
|
| | |
|
| | | def CanAction(self):
|
| | | ## 是否可以行动
|
| | | if not self.IsAlive():
|
| | | return False
|
| | | if self.IsInControlled():
|
| | | if self.IsInControlledHard():
|
| | | return False
|
| | | return True
|
| | |
|