| | |
| | | if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
|
| | | return False
|
| | |
|
| | | if not curSkill:
|
| | | # 玩家普通也是技能,正常是不会走到这边
|
| | | return False
|
| | | |
| | | useSkillData = attacker.GetUseSkill()
|
| | | if useSkillData and curSkill.GetSkillTypeID() != useSkillData.GetSkillTypeID():
|
| | | # 默认群攻附加触发buff的对象与攻击对象一致
|
| | |
| | | buffState.DeleteEffectByIndex(i)
|
| | |
|
| | |
|
| | | # 通过技能ID列表删除buff对应的效果ID
|
| | | # 通过技能ID列表删除buff对应的效果ID, 死亡调用
|
| | | def ClearBuffEffectBySkillIDList(curObj, buffState, skillIDList):
|
| | |
|
| | | effectIndexList = []
|
| | |
| | | if curEffectID == 0:
|
| | | continue
|
| | |
|
| | | # [技能ID, 来源对象ID,对象类型]
|
| | | if [buffState.GetEffectFromSkillID(i), |
| | | buffState.GetEffectOwnerID(i), |
| | | buffState.GetEffectOwnerType(i)] not in skillIDList:
|
| | | #=======================================================================
|
| | | # # [技能ID, 来源对象ID,对象类型]
|
| | | # if [buffState.GetEffectFromSkillID(i), |
| | | # buffState.GetEffectOwnerID(i), |
| | | # buffState.GetEffectOwnerType(i)] not in skillIDList:
|
| | | # continue
|
| | | #=======================================================================
|
| | | # 改成只判断技能ID
|
| | | if buffState.GetEffectFromSkillID(i) not in skillIDList:
|
| | | continue
|
| | | |
| | | effectIndexList.append(i)
|
| | |
|
| | | # 倒序删除
|