| | |
| | | ## 添加BUFF后的逻辑
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| | | # @param None
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| | | # @return None
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| | | def DoAddBuffOver(curObj, addBuff, curEffect, tick):
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| | | def DoAddBuffOver(curObj, addBuff, curEffect, tick, buffOwner):
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| | | stateType = curEffect.GetEffectValue(0)
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| | | GameObj.SetPyPlayerState(curObj, stateType, 1)
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| | |
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| | |
| | |
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| | | buffOwner = SkillCommon.GetBuffOwner(addBuff)
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| | | if buffOwner:
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| | | PassiveBuffEffMng.OnPassiveSkillTrigger(buffOwner, curObj, None, ChConfig.TriggerType_BuffState, tick)
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| | | PassiveBuffEffMng.OnPassiveSkillTrigger(buffOwner, curObj, None, ChConfig.TriggerType_TagBuffState, tick)
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| | |
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| | | return
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| | |
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| | |
| | | def CanDelStateEffect(curObj, effectID, stateType):
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| | | cnt = 0
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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 == ():
|