| | |
| | | return
|
| | |
|
| | | def GetBuffCount(self): return len(self._buffList)
|
| | | def GetBuffByIndex(self, index): return self._buffList[index]
|
| | | def GetBuffByIndex(self, index): return self._buffList[index] if len(self._buffList) > index else None
|
| | |
|
| | | def AddBuff(self, skillID):
|
| | | buff = None
|
| | |
| | | self._hp = 0 # 当前生命值
|
| | | self._xp = 0 # 当前怒气值
|
| | | self._isAlive = True # 是否活着
|
| | | self._killer = None # 被谁击杀的
|
| | | self._initAttrDict = {} # 初始化时的属性,固定不变,初始化时已经算好的属性 {attrID:value, ...}
|
| | | self._batAttrDict = {} # 实际战斗属性,包含buff层级的实际属性 {attrID:+-value, ...} value可能是负值
|
| | | self._skillTempAttrDict = {} # 某次技能释放中临时的属性增减 {attrID:+-value, ...} value可能是负值
|
| | |
| | |
|
| | | # 战斗属性
|
| | | def IsAlive(self): return self._isAlive # 是否活着
|
| | | def SetDead(self):
|
| | | def SetDead(self, killer=None):
|
| | | self._killer = killer
|
| | | self._isAlive = False
|
| | | self._hp = 0
|
| | | def SetRevive(self, hp):
|
| | | self._killer = None
|
| | | self._isAlive = True
|
| | | self._hp = hp
|
| | | def GetKiller(self): return self._killer
|
| | | def GetMaxHP(self): return int(self._batAttrDict.get(ChConfig.AttrID_MaxHP, 0))
|
| | | def SetMaxHP(self, maxHP, isNotify=False):
|
| | | maxHP = int(maxHP)
|