| | |
| | | if not curBatObj.CanAction():
|
| | | return
|
| | |
|
| | | buffStateLimit = useSkill.GetBuffStateLimit()
|
| | | if buffStateLimit:
|
| | | limitState = curBatObj.IsInBuffStateGroup(buffStateLimit)
|
| | | buffStateGroups = useSkill.GetBuffStateLimit()
|
| | | if buffStateGroups:
|
| | | limitState = curBatObj.IsInBuffStateGroup(buffStateGroups)
|
| | | if limitState:
|
| | | GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateLimit=%s,limitState=%s" % (skillID, buffStateLimit, limitState))
|
| | | GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateGroups=%s,limitState=%s" % (skillID, buffStateGroups, limitState))
|
| | | return
|
| | |
|
| | | #没有指定目标,则按技能自身的目标逻辑
|
| | |
| | | FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID)
|
| | |
|
| | | effIgnoreObjIDList = missObjIDList + immuneObjIDList
|
| | | useSkill.SetEffIgnoreObjIDList(effIgnoreObjIDList)
|
| | | # 优先触发本技能额外效果,注:仅该技能释放后该技能的额外效果视为主技能的效果,优先级最高
|
| | | __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill)
|
| | |
|