| | |
| | |
|
| | | return
|
| | |
|
| | | def RefreshSkillFightPowerByDel(self, delSkillID, isRefreshState=True):
|
| | | curPlayer = self.__Player
|
| | | # 新技能战力-旧技能战力为增加的技能战力
|
| | | curSkill = GameWorld.GetGameData().GetSkillBySkillID(delSkillID)
|
| | | if not curSkill:
|
| | | return
|
| | | delFightPower = curSkill.GetFightPower()
|
| | | mfpType = ChConfig.Def_SkillFuncType_MFPType.get(curSkill.GetFuncType(), ShareDefine.Def_MFPType_Role)
|
| | | skillMFP = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpType)
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPSkill % mfpType, max(0, skillMFP - delFightPower))
|
| | | GameWorld.DebugLog("刷新技能附加战斗力: delSkillID=%s,mfpType=%s,skillMFP=%s,delFightPower=%s" |
| | | % (delSkillID, mfpType, skillMFP, delFightPower), curPlayer.GetPlayerID())
|
| | | |
| | | if isRefreshState:
|
| | | # 如果需要同步排行榜的话先强制刷属性
|
| | | self.RefreshPlayerAttrState()
|
| | | |
| | | return
|
| | | |
| | | ## 计算被动buff属性加成
|
| | | # @param self 类实例
|
| | | # @return
|