| | |
| | | def GetLayerCnt(self): return self._ipyData.GetLayerCnt()
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| | | 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 GetDispersedLimit(self): return self._ipyData.GetDispersedLimit() or self._ipyData.GetSkillType() in ChConfig.Def_HaloSkill_List # 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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| | |
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| | |
| | | self._mainTagIDList = [] # 主技能目标ID列表,一般用于技能拆分成多个技能效果时,子技能可能会用到主技能的对象做逻辑
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| | | self._timing = 0 # 当前武将时间节点: 0-回合前;1-回合后
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| | | self._angerOverflow = 0 # 怒气技能怒气溢出值,子技能也生效,因为主技能释放后怒气会被扣除,所以这里做个记录
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| | | self._beFrozenCnt = 0 # 本场战斗累计被冰冻次数
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| | |
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| | | # 统计
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| | | self.hurtStat = 0 # 输出统计
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| | |
| | | def GetTiming(self): return self._timing # 时间节点 0-回合前;1-回合后
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| | | def SetTiming(self, timing): self._timing = timing
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| | |
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| | | def GetBeFrozenCnt(self): return self._beFrozenCnt
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| | | def SetBeFrozenCnt(self, beFrozenCnt): self._beFrozenCnt = beFrozenCnt
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| | | |
| | | def StatHurtValue(self, hurtValue):
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| | | ## 统计输出
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| | | self.hurtStat += hurtValue
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