| | |
| | | import ShareDefine
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| | | import ChConfig
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| | | import IPY_GameWorld
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| | | import IpyGameDataPY
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| | | import SkillCommon
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| | |
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| | | # 关于血量的函数这里只包装最简单的超DWORD处理
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| | |
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| | |
| | | if gameObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
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| | | gameObj.SetHP(value, isNotify)
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| | | else:
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| | | if gameObj.GetType() == ChConfig.ntMonsterTime and not isByTime and value not in [GetMaxHP(gameObj), 0]:
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| | | #GameWorld.DebugLog("不能设置按时间掉血的怪物血量! id=%s,npciD=%s,value=%s,isByTime=%s" % (gameObj.GetID(), gameObj.GetNPCID(), value, isByTime))
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| | | return
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| | | if gameObj.GetGameObjType() == IPY_GameWorld.gotNPC:
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| | | npcID = gameObj.GetNPCID()
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| | | if IpyGameDataPY.GetIpyGameDataNotLog("NPCTimeLostHP", npcID) and not isByTime and value not in [GetMaxHP(gameObj), 0]:
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| | | #GameWorld.DebugLog("不能设置按时间掉血的怪物血量! id=%s,npciD=%s,value=%s,isByTime=%s" % (gameObj.GetID(), gameObj.GetNPCID(), value, isByTime))
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| | | return
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| | | gameObj.SetHPEx(value/ShareDefine.Def_PerPointValue)
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| | | gameObj.SetHP(value%ShareDefine.Def_PerPointValue)
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| | |
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| | |
| | | # @param pyState ״̬
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| | | # @return 是否该状态
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| | | # @remarks 该状态为buff对应的自定义状态效果
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| | | # 目前当目标身上多个buff都有同一效果时(如定身),在一个buff消失时会解除该状态
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| | | # 故该状态标记仅为一个非精确的标记,应用中请注意!!!(当且仅当多个buff有同一个效果时会提前结束该状态)
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| | | def GetPyPlayerState(gameObj, pyState):
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| | |
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| | | #===============================================================================
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| | | # 此问题在4012 消失时处理
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| | | # # 目前当目标身上多个buff都有同一效果时(如定身),在一个buff消失时会解除该状态
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| | | # # 故该状态标记仅为一个非精确的标记,应用中请注意!!!(当且仅当多个buff有同一个效果时会提前结束该状态)
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| | | #===============================================================================
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| | | def GetPyPlayerState(gameObj, pyState, ownerID = 0, ownerType = 0):
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| | | curState = gameObj.GetDictByKey(ChConfig.Def_PlayerKey_CurState)
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| | |
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| | | state = curState & pow(2, pyState)
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| | | |
| | | if state and ownerID:
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| | | # 进一步判断是否释放者
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| | | return True if IsInStateEffectByOwner(gameObj, ChConfig.Def_Skill_Effect_BuffState, pyState, ownerID, ownerType) else False
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| | | return state
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| | |
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| | | # 大于等于2个状态 则不清理状态
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| | | def IsInStateEffectByOwner(curObj, effectID, stateType, ownerID, ownerType):
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| | | |
| | | for buffType in xrange(IPY_GameWorld.bfBuff, IPY_GameWorld.btBufMax):
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| | | if buffType in ChConfig.Def_BuffType_OnlyPlayer:
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| | | continue
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| | | |
| | | buffTuple = SkillCommon.GetBuffManagerByBuffType(curObj, buffType)
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| | | #通过类型获取目标的buff管理器为空,则跳出
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| | | if buffTuple == ():
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| | | continue
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| | | |
| | | buffManager = buffTuple[0]
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| | | |
| | | for i in range(buffManager.GetEffectCount()):
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| | | effect = buffManager.GetEffect(i)
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| | | if not effect:
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| | | continue
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| | | |
| | | if effect.GetEffectID() != effectID:
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| | | continue
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| | | |
| | | if effect.GetEffectValue(0) != stateType:
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| | | continue
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| | | |
| | | if buffManager.GetEffectOwnerID() != ownerID:
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| | | continue
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| | | |
| | | if buffManager.GetEffectOwnerType() != ownerType:
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| | | continue
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| | | |
| | | return True
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| | | return False
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| | |
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| | |
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| | | def ClearPyPlayerState(gameObj):
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| | | gameObj.SetDict(ChConfig.Def_PlayerKey_CurState, 0)
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| | | return
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| | |
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| | | def GetPetDamPer(gameObj): return gameObj.GetDictByKey(ChConfig.Def_PlayerKey_AttrPetDamPer)
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| | | def SetPetDamPer(gameObj, value):
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