| | |
| | | import TurnBuffs
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| | | import BattleObj
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| | | import ObjPool
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| | | import TurnPassive
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| | |
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| | | GameWorld.ImportAll("Script\\Skill\\", "TurnBuffs")
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| | |
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| | |
| | | useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, ownerID)
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| | | useSkill.SetTagObjList(tagObjList)
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| | |
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| | | OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic)
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| | | isOK = OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic)
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| | |
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| | | poolMgr.release(useSkill)
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| | | return
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| | | return isOK
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| | |
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| | | def OnAddBuff(turnFight, batObj, buffSkill, buffOwner=None, bySkill=None, afterLogic=False):
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| | | skillID = buffSkill.GetSkillID()
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| | |
| | | if not buffOwner:
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| | | buffOwner = batObj
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| | | ownerID = buffOwner.GetID()
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| | | |
| | | #无敌免疫持续减益buff、控制类buff
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| | | if buffSkill.GetSkillType() in [ChConfig.Def_SkillType_LstDepBuff, ChConfig.Def_SkillType_Action] \
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| | | and batObj.CheckInState(ChConfig.BatObjState_Wudi):
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| | | GameWorld.DebugLog("无敌状态下免疫该buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s" |
| | | % (curID, skillID, ownerID, relatedSkillID))
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| | | return False
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| | | |
| | | #被动触发免疫控制buff
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| | | if buffSkill.GetSkillType() == ChConfig.Def_SkillType_Action:
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| | | if TurnPassive.GetTriggerEffectValue(turnFight, batObj, buffOwner, ChConfig.PassiveEff_ImmuneControlBuff, buffSkill):
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| | | GameWorld.DebugLog("血量低于百分x时免疫控制buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,hp:%s/%s" |
| | | % (curID, skillID, ownerID, relatedSkillID, batObj.GetHP(), batObj.GetMaxHP()))
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| | | return False
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| | | |
| | | 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"
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| | | % (curID, skillID, buffSkill.GetAtkType(), buffValueList, ownerID, relatedSkillID))
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| | |
| | | buffMgr = batObj.GetBuffManager()
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| | |
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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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| | | maxLayerCnt = buffSkill.GetLayerMax()
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| | | # 如果有限制最大层数,达到上限时如果有新的层数进来,就替换掉持续时间最短的,只算相同来源
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| | | if maxLayerCnt:
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| | | buffList = buffMgr.FindBuffListBySkillTypeID(skillTypeID)
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| | | if len(buffList) >= maxLayerCnt:
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| | | delBuff = None
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| | | for buff in buffList:
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| | | if not buff:
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| | | continue
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| | | if buff.GetOwnerID() != ownerID:
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| | | continue
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| | | if not delBuff or delBuff.GetRemainTime() < buff.GetRemainTime():
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| | | delBuff = buff
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| | | if delBuff:
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| | | GameWorld.DebugLog("删除独立层级多余buff: buffID=%s,ownerID=%s,remainTime=%s" % (delBuff.GetBuffID(), ownerID, delBuff.GetRemainTime()))
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| | | DoBuffDel(turnFight, batObj, delBuff, bySkill, afterLogic, buffOwner)
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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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| | |
| | | DoBuffDel(turnFight, batObj, buff, bySkill, afterLogic, buffOwner)
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| | | else:
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| | | buffList = buffMgr.FindBuffListBySkillTypeID(skillTypeID)
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| | | if buffList:
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| | | for buff in buffList:
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| | | if not buff:
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| | | continue
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| | | if buff.GetOwnerID() != ownerID:
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| | | continue
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| | | buffID = buff.GetBuffID()
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| | | nowLayerCnt = buff.GetLayer()
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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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| | | maxLayerCnt = buffSkill.GetLayerMax()
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| | | updLayerCnt = nowLayerCnt + addLayerCnt
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| | | if maxLayerCnt and updLayerCnt > maxLayerCnt:
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| | | 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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| | | |
| | | if nowLayerCnt != updLayerCnt:
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| | | RefreshBuffEffect(turnFight, batObj, buff, False)
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| | | break
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| | | for buff in buffList:
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| | | if not buff:
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| | | continue
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| | | if buff.GetOwnerID() != ownerID:
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| | | continue
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| | | buffID = buff.GetBuffID()
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| | | nowLayerCnt = buff.GetLayer()
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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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| | |
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| | | updLayerCnt = addLayerCnt
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| | | if buffRepeat == 3: # 叠加层级
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| | | maxLayerCnt = buffSkill.GetLayerMax()
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| | | updLayerCnt = nowLayerCnt + addLayerCnt
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| | | if maxLayerCnt and updLayerCnt > maxLayerCnt:
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| | | 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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| | | |
| | | if nowLayerCnt != updLayerCnt:
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| | | RefreshBuffEffect(turnFight, batObj, buff, False)
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| | | return True
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| | |
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| | | __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt)
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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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| | | |
| | | # 先删除buff再触发其他内容,防止当前要删除的buff影响后续触发的内容,如无敌buff等,理论上触发的后续内容无敌buff不应该再生效
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| | | curBuffState = skillData.GetCurBuffState()
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| | | if curBuffState:
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| | | buffMgr.DelBuffState(curBuffState, buffID)
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| | | |
| | | buffMgr.DelBuff(buffID, release)
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| | | if isSync:
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| | | SyncBuffDel(turnFight, buffObjID, buffID, relatedSkillID)
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| | | if afterLogic and relatedSkill:
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| | | tagObjID = tagObj.GetID() if tagObj else buffObjID
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| | | relatedSkill.AddAfterLogic(ChConfig.AfterLogic_DelBuff, [buffObjID, curBuff, tagObjID])
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| | | |
| | | #buff消失的触发
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| | | for effectIndex in range(0, skillData.GetEffectCount()):
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| | | curEffect = skillData.GetEffect(effectIndex)
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| | |
| | | if not effectID:
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| | | continue
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| | |
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| | | if curEffect.GetTriggerWay():
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| | | triggerWay = curEffect.GetTriggerWay()
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| | | if triggerWay:
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| | | if triggerWay == ChConfig.TriggerWay_BuffDel:
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| | | TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BuffDel, connBuff=curBuff)
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| | | |
| | | if curEffect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]:
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| | | haveBuffPassiveEff = True
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| | |
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| | | elif effectID in ChConfig.AttrIDList:
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| | | isRefreshAttr = True
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| | |
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| | | else:
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| | | callFunc = GameWorld.GetExecFunc(TurnBuffs, "Buff_%d.%s" % (effectID, "OnBuffDel"))
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| | | if callFunc:
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| | | callFunc(turnFight, batObj, curBuff, curEffect)
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| | | |
| | | if haveBuffPassiveEff:
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| | | batObj.GetPassiveEffManager().DelBuffPassiveEffect(buffID)
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| | | |
| | | curBuffState = skillData.GetCurBuffState()
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| | | if curBuffState:
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| | | buffMgr.DelBuffState(curBuffState, buffID)
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| | | |
| | | # 最后删除buff、通知
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| | | buffMgr.DelBuff(buffID, release)
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| | | if isSync:
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| | | SyncBuffDel(turnFight, buffObjID, buffID, relatedSkillID)
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| | | if afterLogic and relatedSkill:
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| | | tagObjID = tagObj.GetID() if tagObj else buffObjID
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| | | relatedSkill.AddAfterLogic(ChConfig.AfterLogic_DelBuff, [buffObjID, curBuff, tagObjID])
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| | |
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| | | if isRefreshAttr:
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| | | RefreshBuffAttr(batObj)
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