| | |
| | | import GameBuffs
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| | | import ChConfig
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| | | import FBLogic
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| | | import ReadChConfig
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| | | import SkillShell
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| | | import PassiveBuffEffMng
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| | | import ChNetSendPack
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| | | import PlayerTJG
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| | | import OperControlManager
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| | | import GameObj
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| | | import CrossPlayerData
|
| | | #---------------------------------------------------------------------
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| | |
|
| | | #---------------------------------------------------------------------
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| | |
| | | #用于BUFF满的时候处理刷新逻辑
|
| | | isDelRefresh = False
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| | |
|
| | | # 向跨服发送数据
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| | | CrossPlayerData.SendMergeData_Buff(curObj, curSkillID, plusValueList)
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| | | |
| | | # buff层级
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| | | layerMaxCnt = 0
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| | | layerCalc = 0
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| | |
| | |
|
| | | if buffReplaceType == ChConfig.Def_Buff_Replace_Better:
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| | | if buffSkillLV > curSkillLV:
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| | | # 只取最好的
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| | | continue
|
| | | # 只取最好的, 不可加直接退出
|
| | | return False
|
| | |
|
| | | resultTime = -1 #不改变时间的情况
|
| | | if buffRepeatTimeType == ChConfig.Def_BuffTime_Reset:
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| | |
| | | curBuff.SetLayer(curLayerCnt + 1)
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| | | #BUFF层级变化触发被动
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| | | if buffOwner:
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| | | curObj.SetDict("addBuffLayer", curBuff.GetLayer())
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| | | curObj.SetDict(ChConfig.Def_PlayerKey_AddBuffLayer, curBuff.GetLayer())
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| | | PassiveBuffEffMng.OnPassiveSkillTrigger(buffOwner, curObj, curSkill, ChConfig.TriggerType_AddLayer, tick)
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| | | PassiveBuffEffMng.OnPassiveBuffTrigger(buffOwner, curObj, curSkill, ChConfig.TriggerType_AddLayer, tick)
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| | | curObj.SetDict("addBuffLayer", 0)
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| | | curObj.SetDict(ChConfig.Def_PlayerKey_AddBuffLayer, 0)
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| | | else:
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| | | curBuff.SetLayer(layerMaxCnt)
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| | | changeLayer = True
|