| | |
| | |
|
| | | if not tagObjList:
|
| | | # 可扩展其他目标选择,如复活技能没有死亡单位时则使用另外的效果
|
| | | GameWorld.ErrLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
|
| | | return
|
| | |
|
| | | objID = curBatObj.GetID()
|
| | |
| | | 纵排: 优先前面的单位
|
| | | '''
|
| | |
|
| | | if turnFight.winFaction:
|
| | | return
|
| | | |
| | | if not useSkill.ComboEnable():
|
| | | return
|
| | | |
| | | if not atkObj.IsAlive():
|
| | | return
|
| | |
|
| | | tagFriendly = useSkill.GetTagFriendly()
|
| | |
| | |
|
| | | triggerOne = True # 设置已经触发过一次
|
| | |
|
| | | # 有击杀时验证是否结算,最后处理
|
| | | if killObjList:
|
| | | turnFight.checkOverByKilled()
|
| | | |
| | | return
|
| | |
|
| | | def __doCostZhanchui(turnFight, curBatObj, useSkill):
|