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| | | import time
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| | |
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| | | class LineupHero():
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| | | ## 阵容战斗武将,注意:同一个武将在不同阵容中可能属性不一样
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| | | ## 阵容武将,注意:同一个武将在不同阵容中可能属性不一样
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| | |
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| | | def __init__(self):
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| | | self.Clear()
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| | |
| | | def Clear(self):
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| | | self.itemIndex = 0
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| | | self.heroID = 0
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| | | self.skinID = 0
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| | | self.posNum = 0
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| | | self.heroBatAttrDict = {} # 武将的最终战斗属性字典, {attrID:value, ...}
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| | | self.heroSkillIDList = [] # 武将拥有的技能ID列表 [skillID, ...]
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| | |
| | | return
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| | |
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| | | def OnClear(self):
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| | | self.mainFight.clear()
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| | | self.mainFight.turnFight.clearFight()
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| | | return
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| | |
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| | | def SetPlayer(self, curPlayer):
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| | |
| | | star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
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| | | breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
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| | | awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
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| | | skinIndex = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroSkin)
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| | |
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| | | skinID = 0
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| | | skinIDList = heroIpyData.GetSkinIDList()
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| | | if skinIndex < 0 or skinIndex >= len(skinIDList):
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| | | skinID = skinIDList[skinIndex]
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| | | elif skinIDList:
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| | | skinID = skinIDList[0]
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| | | |
| | | InitAddPer += qualityIpyData.GetInitAddPer()
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| | | LVAddPer += qualityIpyData.GetLVAddPer() * heroLV
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| | | BreakLVAddPer += qualityIpyData.GetBreakLVAddPer() * breakLV
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| | |
| | | lineupHero.itemIndex = itemIndex
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| | | lineupHero.posNum = posNum
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| | | lineupHero.heroID = heroID
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| | | lineupHero.skinID = skinID
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| | | lineupHero.heroBatAttrDict = {}
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| | | lineupHero.heroSkillIDList = []
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| | | lineupHero.fightPower = 0
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| | |
| | | GameWorld.DebugLog(" fightPower=%s,heroSkillIDList=%s" % (fightPower, lineupHero.heroSkillIDList))
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| | | skillTypeIDDict = {}
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| | | for skillID in lineupHero.heroSkillIDList:
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| | | skillData = GameWorld.GetGameData().GetSkillBySkillID(skillID)
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| | | skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
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| | | if not skillData:
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| | | continue
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| | | skillTypeID = skillData.GetSkillTypeID()
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