| | |
| | | import OperControlManager
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| | | import GameObj
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| | | import CrossPlayerData
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| | | import AttackCommon
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| | | #---------------------------------------------------------------------
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| | |
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| | | #---------------------------------------------------------------------
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| | |
| | | and SkillCommon.GetSkillBattleType(curSkill) == ChConfig.Def_BattleRelationType_CommNoBoss:
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| | | # 释放后 对指定BOSS无效的技能
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| | | return True
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| | | |
| | | buffOwner = AttackCommon.ElfChangeAttacker(buffOwner) # Elf灵为替身攻击,要取玩家的属性
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| | |
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| | | result = AddBuffNoRefreshState(curObj, buffType, curSkill, tick, addBuffValueList, buffOwner, addForce)
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| | |
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| | |
| | | if not SkillCommon.IsBuff(curSkill):
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| | | GameWorld.ErrLog("%s 不能加这个buff, 因为它是攻击技能! %s-->TypeID = %d"%(curObj.GetName(), curSkill.GetSkillName(), curSkill.GetSkillType()))
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| | | return False
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| | | |
| | |
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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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| | |
| | | changeLayer = True
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| | |
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| | | # Def_Buff_Replace_New和Def_Buff_Recharge 均可走到此逻辑
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| | | __BuffCanRemain(buffState, curBuff, i, resultTime, plusValueList, buffOwner)
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| | | # 此处考虑下plusValue变强是否刷属性
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| | | #DoAddBuffOver(curObj, curSkill, addBuff, tick)
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| | | __BuffCanRemain(curObj, buffState, curBuff, i, resultTime, plusValueList, buffOwner)
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| | |
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| | | return changeLayer
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| | | else:
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| | | if buffReplaceType == ChConfig.Def_Buff_Recharge:
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| | | # 充能型
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| | | __BuffCanRemain(buffState, curBuff, i, resultTime, plusValueList, buffOwner)
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| | | __BuffCanRemain(curObj, buffState, curBuff, i, resultTime, plusValueList, buffOwner)
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| | | return
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| | |
|
| | | processInterval = curBuff.GetProcessInterval()
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| | |
| | | if triggerType == -1:
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| | | continue
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| | | passiveEff = PassiveBuffEffMng.GetPassiveEffManager().InitObjPassiveEff(curObj)
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| | | passiveEff.AddBuffInfoByEffect(curEffect, skillID)
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| | | passiveEff.AddBuffInfoByEffect(curEffect, skillID, onwerID, onwerType)
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| | |
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| | |
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| | | #添加BUFF后的特殊处理
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| | |
| | | #触发被动技能
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| | | if buffOwner:
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| | | PassiveBuffEffMng.OnPassiveSkillTrigger(buffOwner, curObj, curSkill, ChConfig.TriggerType_AddBuffOver, tick)
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| | | |
| | | # 此处不能传技能curSkill 屏蔽被动触发被动限制
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| | | # 暂且特殊处理控制类buff才触发
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| | | if SkillCommon.GetBuffType(curSkill) == IPY_GameWorld.bfActionBuff:
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| | | PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(curObj, buffOwner, curSkill, ChConfig.TriggerType_AddBuffOver, False)
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| | | |
| | | #是否是持续性技能
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| | | isLstSkill = curSkill.GetSkillType() in ChConfig.Def_LstBuff_List
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| | |
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| | |
| | | if not callFunc:
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| | | continue
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| | |
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| | | callFunc(curObj, addBuff, curEffect, tick)
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| | | callFunc(curObj, addBuff, curEffect, tick, buffOwner)
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| | |
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| | | return
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| | |
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| | |
| | | # @param tick 当前时间
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| | | # @return None
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| | | # @remarks 函数详细说明.
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| | | def __BuffCanRemain(buffState, curBuff, buffIndex, resultTime, plusValueList, buffOwner):
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| | | def __BuffCanRemain(curObj, buffState, curBuff, buffIndex, resultTime, plusValueList, buffOwner):
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| | | if resultTime != -1:
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| | | curBuff.SetRemainTime(resultTime)
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| | | #重置buff总值
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| | | __SetBuffValue(curBuff , plusValueList , buffOwner)
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| | |
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| | | buffState.Sync_RefreshBuff(buffIndex, curBuff.GetRemainTime())
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| | | |
| | | |
| | | DoAddBuffOver(curObj, curBuff.GetSkill(), curBuff, buffOwner, GameWorld.GetGameWorld().GetTick()) |
| | | return
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| | |
|
| | | #---------------------------------------------------------------------
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| | |
| | | return curBuff, i
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| | |
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| | | return None, 0
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| | |
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| | |
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| | | #---------------------------------------------------------------------
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| | | ## 刷新BUFF的时间
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| | | # @param curBuff 当前BUFF
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| | |
| | | SkillShell.ClearBuffEffectBySkillID(curObj, curSkill.GetSkillID(), ownerID, ownerType)
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| | |
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| | | addSkillID = curObj.GetDictByKey(ChConfig.Def_PlayerKey_SkillInDelBuff)
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| | | if addSkillID and addSkillID not in skillIDListInDelBuff:
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| | | skillIDListInDelBuff.append(addSkillID)
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| | | |
| | | if addSkillID:
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| | | skillInfo = [addSkillID, ownerID, ownerType]
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| | | if skillInfo not in skillIDListInDelBuff:
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| | | skillIDListInDelBuff.append(skillInfo)
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| | | curObj.SetDict(ChConfig.Def_PlayerKey_SkillInDelBuff, 0) |
| | | |
| | | OnSkillAfterBuffDisappear(curObj, skillIDListInDelBuff, tick)
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| | |
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| | | #执行DoBuffDisApper中,标记的玩家处理要求
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| | |
| | | # DoBuffDisApper不能做Buff添加和删除逻辑!!!!!不然指针会错乱, 故在外层处理
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| | | def OnSkillAfterBuffDisappear(curObj, skillIDListInDelBuff, tick):
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| | | posX, posY = curObj.GetPosX(), curObj.GetPosY()
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| | | for skillID in skillIDListInDelBuff:
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| | | skillData = GameWorld.GetGameData().GetSkillBySkillID(skillID)
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| | | for skillInfo in skillIDListInDelBuff:
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| | | attacker = GameWorld.GetObj(skillInfo[1], skillInfo[2])
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| | | if not attacker:
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| | | attacker = curObj
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| | | skillData = GameWorld.GetGameData().GetSkillBySkillID(skillInfo[0])
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| | | if not skillData:
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| | | continue
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| | |
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| | | SkillShell.Trigger_UseSkill(curObj, curObj, skillData, tick, posX, posY)
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| | | SkillShell.Trigger_UseSkill(attacker, curObj, skillData, tick, posX, posY)
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| | | return
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| | |
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| | | #---------------------------------------------------------------------
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| | |
| | |
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| | | def PYSync_RefreshBuff(gameObj, curBuff, buffType, notifyAll=True, owner = None):
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| | | sendPack = ChNetSendPack.tagObjAddBuff()
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| | |
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| | | if not curBuff:
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| | | return
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| | | if not curBuff.GetSkill():
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| | | return
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| | | sendPack.ObjType = gameObj.GetGameObjType()
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| | | sendPack.ObjID = gameObj.GetID();
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| | | sendPack.SkillID = curBuff.GetSkill().GetSkillID();
|