| | |
| | | ## 添加BUFF后的逻辑
|
| | | # @param None
|
| | | # @return None
|
| | | def DoAddBuffOver(curObj, addBuff, curEffect, tick):
|
| | | def DoAddBuffOver(curObj, addBuff, curEffect, tick, buffOwner):
|
| | | stateType = curEffect.GetEffectValue(0)
|
| | | GameObj.SetPyPlayerState(curObj, stateType, 1)
|
| | |
|
| | |
| | | def CanDelStateEffect(curObj, effectID, stateType):
|
| | | cnt = 0
|
| | | for buffType in xrange(IPY_GameWorld.bfBuff, IPY_GameWorld.btBufMax):
|
| | | if buffType in [IPY_GameWorld.bfIncBuff, IPY_GameWorld.btPassiveBuf, IPY_GameWorld.bfEquipBuff, IPY_GameWorld.bfMapBuff]:
|
| | | if buffType in ChConfig.Def_BuffType_OnlyPlayer:
|
| | | continue
|
| | |
|
| | | buffTuple = SkillCommon.GetBuffManagerByBuffType(curObj, buffType)
|