129 【战斗】战斗系统-服务端(孟获全部技能;增加触发方式47-受控后)
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| | | TriggerWay_EnemyAction, # 敌方行动后 44
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| | | TriggerWay_FriendAction, # 友方行动后(包含自己) 45
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| | | TriggerWay_HurtTag, # 对目标造成伤害时 46
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| | | ) = range(1, 1 + 46)
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| | | TriggerWay_BeControlledHard, # 受控时(硬控) 47
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| | | ) = range(1, 1 + 47)
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| | | # 不加载的被动触发方式,一般用于本技能固定触发逻辑用的
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| | | TriggerWayNoLoadList = [TriggerWay_CurSkillEff, TriggerWay_CurSkillEffLst]
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| | | SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
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| | | RefreshBuffEffect(turnFight, batObj, buff, buffSkill, buffOwner, refreshType=1)
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| | | |
| | | #受控时
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| | | if curBuffState and IsControlledHardState(curBuffState):
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| | | TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BeControlledHard, tagObj=buffOwner, connSkill=buffSkill, connBuff=buff)
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| | | |
| | | return buff
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| | | def IsControlledHardState(state):
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| | | stateGroup = "1"
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| | | buffStateGroupDict = IpyGameDataPY.GetFuncEvalCfg("BuffStateGroup", 1, {})
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| | | if stateGroup not in buffStateGroupDict:
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| | | return
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| | | return state in buffStateGroupDict[stateGroup]
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| | | def RefreshBuffEffect(turnFight, batObj, curBuff, buffSkill=None, buffOwner=None, refreshType=0):
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| | | ## 刷新buff效果
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| | | # @param buffSkill: 添加该buff时对应的buff技能ID,可能为None,如非添加时的刷新
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