| | |
| | | #GameWorld.DebugLog(" 永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, skillID))
|
| | | continue
|
| | | calcTimeline = buff.GetCalcTime()
|
| | | passTurn = __calcPassturn(calcTimeline, nowTimeline, False)
|
| | | passTurn = __calcPassturn(calcTimeline, nowTimeline, True)
|
| | | if passTurn <= 0:
|
| | | #GameWorld.DebugLog(" passTurn <= 0 passTurn=%s,calcTimeline=%s,nowTimeline=%s,skillID=%s" % (passTurn, calcTimeline, nowTimeline, skillID))
|
| | | continue
|
| | |
| | |
|
| | | def __calcPassturn(calcTimeline, nowTimeline, equalOK):
|
| | | ## 计算已经过了的回合数
|
| | | # @param equalOK: 时间节点相同时是否算1回合,一般技能可以算,buff不算
|
| | | # @param equalOK: 时间节点相同时是否算1回合,一般技能可以算,buff可算可不算,具体看需求调整
|
| | | calcTurnNum = calcTimeline / TimelineSet
|
| | | calcTimeNode = calcTimeline % TimelineSet
|
| | | nowTurnNum = nowTimeline / TimelineSet
|