| | |
| | | SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
|
| | |
|
| | | RefreshBuffEffect(turnFight, batObj, buff, buffSkill, buffOwner, refreshType=1)
|
| | | |
| | | #受控时
|
| | | if curBuffState and IsControlledHardState(curBuffState):
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BeControlledHard, tagObj=buffOwner, connSkill=buffSkill, connBuff=buff)
|
| | | |
| | | return buff
|
| | |
|
| | | def IsControlledHardState(state):
|
| | | stateGroup = "1"
|
| | | buffStateGroupDict = IpyGameDataPY.GetFuncEvalCfg("BuffStateGroup", 1, {})
|
| | | if stateGroup not in buffStateGroupDict:
|
| | | return
|
| | | return state in buffStateGroupDict[stateGroup]
|
| | | |
| | |
|
| | | def RefreshBuffEffect(turnFight, batObj, curBuff, buffSkill=None, buffOwner=None, refreshType=0):
|
| | | ## 刷新buff效果
|
| | | # @param buffSkill: 添加该buff时对应的buff技能ID,可能为None,如非添加时的刷新
|