| | |
| | | else:
|
| | | tfObj.PosNum = posNum
|
| | | tfObj.AngreXP = batObj.GetXP()
|
| | | tfObj.FightPower = batObj.GetFightPower() % ChConfig.Def_PerPointValue
|
| | | tfObj.FightPowerEx = batObj.GetFightPower() / ChConfig.Def_PerPointValue
|
| | | tfLineup.ObjList.append(tfObj)
|
| | | tfLineup.ObjCnt = len(tfLineup.ObjList)
|
| | | tfFaction.LineupList.append(tfLineup)
|
| | |
| | | if not curSkill:
|
| | | continue
|
| | | skillID = curSkill.GetSkillID()
|
| | | |
| | | # 每大回合重置能量
|
| | | if curSkill.GetEnergy():
|
| | | for eIndex in range(curSkill.GetEffectCount()):
|
| | | effect = curSkill.GetEffect(eIndex)
|
| | | if effect.GetEffectID() == ChConfig.PassiveEff_EnergySkill and effect.GetEffectValue(2) == 1:
|
| | | curSkill.SetEnergy(0)
|
| | | GameWorld.DebugLogEx(" 每大回合重置技能能量! curID=%s,skillID=%s", curID, skillID)
|
| | | break
|
| | | |
| | | preTurnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
|
| | | remainTime = curSkill.GetRemainTime()
|
| | | if remainTime <= 0:
|