| | |
| | | # 已广播的不重复
|
| | | GameObj.SetHP(curObj, remainHP, not view)
|
| | |
|
| | | AttackCommon.WriteHurtLog(buffOwner, curObj, curSkill, lostValue, hurtType, "持续掉血")
|
| | | |
| | | if view:
|
| | | #广播伤血类型
|
| | | AttackCommon.ChangeHPView(curObj, buffOwner, skillTypeID, notifyLostValue, hurtType)
|
| | |
| | | AttackCommon.DoLogic_ObjDead(None, curObj, curSkill, tick)
|
| | | return
|
| | |
|
| | |
|
| | | #NPC需要手动添加伤血和仇恨, 因为无调用DoAttack
|
| | | if curObjType == IPY_GameWorld.gotNPC:
|
| | |
|
| | |
| | | return True
|
| | |
|
| | | buffSkill = curObjBuff.GetSkill()
|
| | | buffSkillLV = buffSkill.GetSkillLV()
|
| | |
|
| | | #已存在更强大的效果
|
| | | if buffSkillLV > curSkillLV:
|
| | | return
|
| | | #buff根据情况可以叠加低级,或者低级覆盖高级
|
| | | # buffSkillLV = buffSkill.GetSkillLV()
|
| | | # |
| | | # #已存在更强大的效果
|
| | | # if buffSkillLV > curSkillLV:
|
| | | # return
|
| | |
|
| | | if not buffSkill.GetLastTime():
|
| | | #GameWorld.DebugLog("无时间限制buff,只要存在buff,则无需重复添加")
|