| | |
| | | skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
|
| | | if not skillIpyData:
|
| | | return
|
| | | ownerID = buffOwner.GetID() if buffOwner else 0
|
| | | tagObjList = [batObj]
|
| | | poolMgr = ObjPool.GetPoolMgr()
|
| | | useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData)
|
| | | useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, ownerID)
|
| | | useSkill.SetTagObjList(tagObjList)
|
| | |
|
| | | OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic)
|
| | |
| | | if buff.GetOwnerID() != ownerID:
|
| | | continue
|
| | | buffID = buff.GetBuffID()
|
| | | nowLayerCnt = buff.GetLayer()
|
| | | GameWorld.DebugLog(" 已经存在该buff: buffID=%s,skillTypeID=%s,ownerID=%s,buffRepeat=%s" % (buffID, skillTypeID, ownerID, buffRepeat))
|
| | |
|
| | | updLayerCnt = addLayerCnt
|
| | | if buffRepeat == 3: # 叠加层级
|
| | | nowLayerCnt = buff.GetLayer()
|
| | | maxLayerCnt = buffSkill.GetLayerMax()
|
| | | updLayerCnt = nowLayerCnt + addLayerCnt
|
| | | if maxLayerCnt and updLayerCnt > maxLayerCnt:
|
| | |
| | | else:
|
| | | SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
|
| | |
|
| | | if nowLayerCnt != updLayerCnt:
|
| | | RefreshBuffEffect(turnFight, batObj, buff, False)
|
| | | break
|
| | |
|
| | | return True
|
| | |
| | | else:
|
| | | SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
|
| | |
|
| | | DoBuffAddOver(turnFight, batObj, buffSkill, buff, buffOwner)
|
| | | RefreshBuffEffect(turnFight, batObj, buff, True)
|
| | | return
|
| | |
|
| | | def DoBuffAddOver(turnFight, batObj, buffSkill, addBuff, buffOwner):
|
| | | ## buff添加成功后处理
|
| | | def RefreshBuffEffect(turnFight, batObj, curBuff, isNewBuff=False):
|
| | | ## 刷新buff效果
|
| | |
|
| | | isRefreshAttr = False # 是否刷属性
|
| | |
|
| | | #atkType = buffSkill.GetAtkType()
|
| | | #if atkType:
|
| | | # callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (atkType, "OnBuffAddOver"))
|
| | | # if callFunc:
|
| | | # callFunc(turnFight, batObj, buffSkill, addBuff, buffOwner)
|
| | | |
| | | skillData = curBuff.GetSkillData()
|
| | | passiveEffMgr = batObj.GetPassiveEffManager()
|
| | | # buff效果加入
|
| | | for effectIndex in range(0, buffSkill.GetEffectCount()):
|
| | | curEffect = buffSkill.GetEffect(effectIndex)
|
| | | for effectIndex in range(0, skillData.GetEffectCount()):
|
| | | curEffect = skillData.GetEffect(effectIndex)
|
| | | effectID = curEffect.GetEffectID()
|
| | | if effectID == 0:
|
| | | continue
|
| | |
|
| | | if curEffect.GetTriggerWay():
|
| | | if curEffect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]:
|
| | | passiveEffMgr.AddBuffPassiveEffect(addBuff, buffSkill, curEffect)
|
| | | if curEffect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf] and isNewBuff:
|
| | | passiveEffMgr.AddBuffPassiveEffect(curBuff, skillData, curEffect)
|
| | |
|
| | | elif effectID in ChConfig.AttrIDList:
|
| | | isRefreshAttr = True
|
| | |
|
| | | else:
|
| | | callFunc = GameWorld.GetExecFunc(TurnBuffs, "Buff_%d.%s" % (effectID, "OnBuffAddOver"))
|
| | | if callFunc:
|
| | | callFunc(turnFight, batObj, buffSkill, addBuff, curEffect, buffOwner)
|
| | | |
| | | if isRefreshAttr:
|
| | | RefreshBuffAttr(batObj)
|
| | |
|
| | | return
|
| | |
|
| | | def DecBuffLayer(turnFight, batObj, curBuff, decLayer=1, relatedSkillID=0):
|
| | | ## 减少buff层级
|
| | | curLayer = curBuff.GetLayer()
|
| | | if not curLayer:
|
| | | return
|
| | | updLayer = max(0, curLayer - decLayer)
|
| | | curBuff.SetLayer(updLayer)
|
| | | def DoBuffLayerChange(turnFight, batObj, curBuff, updLayer, relatedSkill=None):
|
| | | ## buff层级变更
|
| | | if updLayer > 0:
|
| | | curBuff.SetLayer(updLayer)
|
| | | relatedSkillID = relatedSkill.GetSkillID() if relatedSkill else 0
|
| | | SyncBuffRefresh(turnFight, batObj, curBuff, relatedSkillID)
|
| | | RefreshBuffEffect(turnFight, batObj, curBuff, False)
|
| | | return
|
| | | objID = batObj.GetID()
|
| | | buffID = curBuff.GetBuffID()
|
| | | SyncBuffDel(turnFight, objID, buffID, relatedSkillID)
|
| | | DoBuffDel(turnFight, batObj, curBuff, relatedSkill)
|
| | | return
|
| | |
|
| | | def DoBuffDel(turnFight, batObj, curBuff, relatedSkill=None, afterLogic=False, tagObj=None):
|
| | |
| | | buffMgr = batObj.GetBuffManager()
|
| | | for index in range(buffMgr.GetBuffCount()):
|
| | | buff = buffMgr.GetBuffByIndex(index)
|
| | | layer = max(1, buff.GetLayer())
|
| | | skillData = buff.GetSkillData()
|
| | | for eIndex in range(skillData.GetEffectCount()):
|
| | | effect = skillData.GetEffect(eIndex)
|
| | |
| | | if effID not in ChConfig.AttrIDList:
|
| | | continue
|
| | | attrID = effID
|
| | | attrValue = effect.GetEffectValue(0)
|
| | | attrValue = effect.GetEffectValue(0) * layer
|
| | | calcType = effect.GetEffectValue(1)
|
| | | if calcType == 2: # 减少,其他默认增加
|
| | | attrValue = -attrValue
|
| | | buffAttrDict[attrID] = buffAttrDict.get(attrID, 0) + attrValue
|
| | |
|
| | | GameWorld.DebugLog(" __addBuffAttr buffAttrDict=%s" % buffAttrDict)
|
| | | GameWorld.DebugLog(" buffAttrDict=%s" % buffAttrDict)
|
| | |
|
| | | objID = batObj.GetID()
|
| | | # 先计算百分比加成或降低的
|
| | |
| | | attrValue = batObj.GetBatAttrValue(attrID, False)
|
| | | if attrValue <= 0:
|
| | | continue
|
| | | updValue = int(attrValue * (10000 + attrPerValue) / 10000.0)
|
| | | updValue = attrValue * (10000 + attrPerValue) / 10000.0
|
| | | #updValue = max(0, updValue) # 最多减到0,最大无上限
|
| | | batObj.SetBatAttrValue(attrID, updValue)
|
| | | GameWorld.DebugLog(" attrID=%s(PerID:%s),attrValue=%s(PerValue:%s),updValue=%s" % (attrID, attrPerID, attrValue, attrPerValue, updValue))
|