| | |
| | | def GetLayerMax(self): return self._ipyData.GetLayerMax()
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| | | def GetBuffRepeat(self): return self._ipyData.GetBuffRepeat() # Buff叠加规则
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| | | def GetDispersedLimit(self): return self._ipyData.GetDispersedLimit() or self._ipyData.GetSkillType() == ChConfig.Def_SkillType_Halo # 驱散限制
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| | | def GetBuffRetain(self): return self._ipyData.GetBuffRetain()
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| | | def GetFightPower(self): return self._ipyData.GetFightPower()
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| | |
|
| | | class PyBuff():
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| | |
| | | def GetSkillData(self): return self._skillData
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| | | def GetSkillID(self): return self._skillData.GetSkillID()
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| | | def GetCurBuffState(self): return self._skillData.GetCurBuffState()
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| | | def GetDispersedLimit(self): return self._skillData.GetDispersedLimit()
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| | | def GetBuffRetain(self): return self._skillData.GetBuffRetain()
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| | | def GetAddTiming(self): return self._addTiming
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| | | def SetAddTiming(self, addTiming):
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| | | self._addTiming = addTiming
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| | |
| | | def GetLayerMax(self): return self._skillData.GetLayerMax()
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| | | def GetBuffRepeat(self): return self._skillData.GetBuffRepeat() # Buff叠加规则
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| | | def GetDispersedLimit(self): return self._skillData.GetDispersedLimit() # 驱散限制
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| | | def GetBuffRetain(self): return self._ipyData.GetBuffRetain()
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| | | def GetFightPower(self): return self._skillData.GetFightPower()
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| | |
|
| | | ## ---------------------------------- 非技能表内容 ----------------------------------
|
| | |
| | | self._kvDict = {} # 自定义kv字典
|
| | | self._bigTurnAtkbackCnt = 0 # 大回合累计反击次数
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| | | self._incrementValue = 0 # 自增值,每场战斗重置,用于确保唯一的场景,如 Skill tag 标签
|
| | | self._skillHappenFailCntDict = {} # 技能累计概率触发次数,使用成功后重置 {skillID:failCnt, ...}
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| | | self._skillUseCntDict = {} # 技能累计使用次数 {skillID:useCnt, ...}
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| | | self._skillTurnUseCntDict = {} # 技能单回合累计使用次数 {skillID:useCnt, ...}
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| | | self._skillMgr = ObjPool.GetPoolMgr().acquire(SkillManager, self)
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| | |
| | | return
|
| | |
|
| | | def ResetBattleEffect(self):
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| | | ## 重置战斗属性,一般刷属性前调用
|
| | | self._batAttrDict = {}
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| | | self._batAttrDict.update(self._initAttrDict)
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| | | self.__onUpdBatAttr()
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| | |
| | | self._skillTempAttrDict[attrID] = self._skillTempAttrDict.get(attrID, 0) + value
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| | | def ClearSkillTempAttr(self): self._skillTempAttrDict = {}
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| | |
|
| | | def GetSkillHappenFailCnt(self, skillID): return self._skillHappenFailCntDict.get(skillID, 0) # 技能概率触发失败累计次数
|
| | | def IsSkillCanHappen(self, skillID, happenRate):
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| | | if happenRate and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
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| | | self._skillHappenFailCntDict[skillID] = self._skillHappenFailCntDict.get(skillID, 0) + 1
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| | | return False
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| | | self._skillHappenFailCntDict.pop(skillID, 0)
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| | | return True
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| | | |
| | | def GetSkillUseCnt(self, skillID): return self._skillUseCntDict.get(skillID, 0) # 单场战斗累计使用次数
|
| | | def GetSkillTurnUseCnt(self, skillID): return self._skillTurnUseCntDict.get(skillID, 0) # 单回合累计使用次数
|
| | | def ResetSkillUseCnt(self):
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| | | ## 每场战斗开始时重置
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| | | self._skillHappenFailCntDict = {}
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| | | self._skillUseCntDict = {}
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| | | self._skillTurnUseCntDict = {}
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| | | self._incrementValue = 0
|