| | |
| | |
|
| | | skillTypeID = buffSkill.GetSkillTypeID()
|
| | | buffRepeat = buffSkill.GetBuffRepeat()
|
| | | addLayerCnt = buffSkill.GetLayerCnt()
|
| | | addLayerEff = buffSkill.GetEffectByID(6001)
|
| | | if addLayerEff:
|
| | | addLayerCnt = GameWorld.GetResultByWeightList(addLayerEff.GetEffectValues(), addLayerCnt)
|
| | | |
| | | #buff重复获得时的叠加规则
|
| | | #以下规则默认针对的是相同施法者,即相同来源的处理
|
| | | #如果有针对不同施法者的规则会说明
|
| | |
| | | # 删除相同状态的buff
|
| | | DoBuffDel(turnFight, batObj, buff, bySkill, afterLogic, buffOwner)
|
| | | else:
|
| | | buffList = buffMgr.FindBuffBySkillTypeID(skillTypeID)
|
| | | buffList = buffMgr.FindBuffListBySkillTypeID(skillTypeID)
|
| | | if buffList:
|
| | | for buff in buffList:
|
| | | if not buff:
|
| | | continue
|
| | | if buff.GetOwnerID() != ownerID:
|
| | | continue
|
| | | GameWorld.DebugLog(" 已经存在该buff,默认覆盖: buffID=%s,skillTypeID=%s,ownerID=%s" % (buff.GetBuffID(), skillTypeID, ownerID))
|
| | | buffID = buff.GetBuffID()
|
| | | 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:
|
| | | updLayerCnt = maxLayerCnt
|
| | | GameWorld.DebugLog(" 叠加层级: nowLayerCnt=%s,addLayerCnt=%s,updLayerCnt=%s" % (nowLayerCnt, addLayerCnt, updLayerCnt))
|
| | | else:
|
| | | GameWorld.DebugLog(" 默认覆盖")
|
| | | |
| | | # 重置回合、CD、值等
|
| | | buff.SetCalcTime(turnFight.getTimeline())
|
| | | buff.SetRemainTime(buffSkill.GetLastTime())
|
| | | buff.SetLayer(buffSkill.GetLayerCnt())
|
| | | buff.SetLayer(updLayerCnt)
|
| | | buff.SetBuffValueList(buffValueList)
|
| | | if afterLogic and bySkill:
|
| | | bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
|
| | | else:
|
| | | SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
|
| | |
|
| | | break
|
| | | |
| | | return True
|
| | |
|
| | | __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic)
|
| | | __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt)
|
| | | return True
|
| | |
|
| | | def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False):
|
| | | def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False, setLayerCnt=0):
|
| | | curID = batObj.GetID()
|
| | | skillID = buffSkill.GetSkillID()
|
| | | buff = buffMgr.AddBuff(skillID)
|
| | |
| | | buff.SetOwnerID(ownerID)
|
| | | buff.SetCalcTime(turnFight.getTimeline())
|
| | | buff.SetRemainTime(buffSkill.GetLastTime())
|
| | | buff.SetLayer(buffSkill.GetLayerCnt())
|
| | | buff.SetLayer(setLayerCnt)
|
| | | buff.SetBuffValueList(buffValueList)
|
| | | curBuffState = buffSkill.GetCurBuffState()
|
| | | if curBuffState:
|
| | |
| | |
|
| | | 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)
|
| | | if updLayer > 0:
|
| | | SyncBuffRefresh(turnFight, batObj, curBuff, relatedSkillID)
|
| | | return
|
| | | objID = batObj.GetID()
|
| | | buffID = curBuff.GetBuffID()
|
| | | SyncBuffDel(turnFight, objID, buffID, relatedSkillID)
|
| | | return
|
| | |
|
| | | def DoBuffDel(turnFight, batObj, curBuff, relatedSkill=None, afterLogic=False, tagObj=None):
|
| | | '''删除buff
|
| | | @param relatedSkill: 关联的技能
|