From f611ba2ca93e527c98b2d05ffefdcc21a6ed0bd1 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 30 十月 2025 15:42:49 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(何太后技能;优化孙坚技能buff额外属性逻辑;增加技能计算伤害类型6-按自残血量值;增加效果7008 5021 5022;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py | 265 ++++++++++++++++++++++++++++++++++++----------------
1 files changed, 182 insertions(+), 83 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
index 90f92e9..d101084 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -22,33 +22,63 @@
import TurnBuffs
import BattleObj
import ObjPool
+import TurnPassive
GameWorld.ImportAll("Script\\Skill\\", "TurnBuffs")
def GetAddBuffValue(turnFight, attacker, defender, curSkill):
+ if not curSkill.GetAtkType():
+ return []
callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (curSkill.GetAtkType(), "CalcBuffValue"))
if not callFunc:
return []
- return callFunc(turnFight, attacker, defender, curSkill)
+ ret = callFunc(turnFight, attacker, defender, curSkill)
+ if ret == None:
+ return []
+ return ret
-def DoAddBuffBySkillID(turnFight, batObj, skillID, buffOwner=None, bySkill=None, afterLogic=False):
+def CopyBuff(turnFight, curBatObj, curBuff, tagBuff, bySkill=None, isNewAdd=False, refreshTimeLayer=True):
+ '''拷贝buff数据,不含目标buffID、归属,并刷新时间
+ @param refreshTimeLayer: 刷新剩余时间、层级
+ '''
+ skillData = curBuff.GetSkillData()
+ curBuff.SetAddTiming(curBatObj.GetTiming())
+ if refreshTimeLayer:
+ curBuff.SetRemainTime(max(tagBuff.GetRemainTime(), skillData.GetLastTime()))
+ curBuff.SetLayer(max(tagBuff.GetLayer(), skillData.GetLayerMax()))
+ else:
+ curBuff.SetRemainTime(tagBuff.GetRemainTime())
+ curBuff.SetLayer(tagBuff.GetLayer())
+ curBuff.SetValue1(tagBuff.GetValue1())
+ curBuff.SetValue2(tagBuff.GetValue2())
+ curBuff.SetValue3(tagBuff.GetValue3())
+ curBuff.SetIsCopy(1)
+ GameWorld.DebugLog(" 拷贝buff: curBuffID=%s,tagBuffID=%s,Remain=%s,Layer=%s,Value=%s"
+ % (curBuff.GetBuffID(), tagBuff.GetBuffID(), curBuff.GetRemainTime(), curBuff.GetLayer(),
+ [curBuff.GetValue1(), curBuff.GetValue2(), curBuff.GetValue3()]))
+ relatedSkillID = bySkill.GetSkillID() if bySkill else 0
+ SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID, isNewAdd)
+ return
+
+def DoAddBuffBySkillID(turnFight, batObj, skillID, buffOwner=None, bySkill=None, afterLogic=False, isSync=True, setLayerCnt=0):
## 根据技能ID添加buff
if not skillID:
return
skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
if not skillIpyData:
return
+ ownerID = buffOwner.GetID() if buffOwner else 0
tagObjList = [batObj]
poolMgr = ObjPool.GetPoolMgr()
- useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData)
+ useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, ownerID)
useSkill.SetTagObjList(tagObjList)
- OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic)
+ addBuff = OnAddBuff(turnFight, batObj, useSkill, buffOwner, bySkill, afterLogic, isSync=isSync, setLayerCnt=setLayerCnt)
poolMgr.release(useSkill)
- return
+ return addBuff
-def OnAddBuff(turnFight, batObj, buffSkill, buffOwner=None, bySkill=None, afterLogic=False):
+def OnAddBuff(turnFight, batObj, buffSkill, buffOwner=None, bySkill=None, afterLogic=False, isSync=True, setLayerCnt=0):
skillID = buffSkill.GetSkillID()
bySkill = buffSkill.GetBySkill() if not bySkill else bySkill
relatedSkillID = bySkill.GetSkillID() if bySkill else 0
@@ -56,12 +86,41 @@
if not buffOwner:
buffOwner = batObj
ownerID = buffOwner.GetID()
+
+ #无敌免疫持续减益buff、控制类buff
+ if buffSkill.GetSkillType() in [ChConfig.Def_SkillType_LstDepBuff, ChConfig.Def_SkillType_Action] \
+ and batObj.CheckInState(ChConfig.BatObjState_Wudi):
+ GameWorld.DebugLog("无敌状态下免疫该buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s"
+ % (curID, skillID, ownerID, relatedSkillID))
+ return
+
+ #被动触发免疫控制buff
+ if buffSkill.GetSkillType() == ChConfig.Def_SkillType_Action:
+ if TurnPassive.GetTriggerEffectValue(turnFight, batObj, buffOwner, ChConfig.PassiveEff_ImmuneControlBuff, buffSkill):
+ GameWorld.DebugLog("血量低于百分x时免疫控制buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,hp:%s/%s"
+ % (curID, skillID, ownerID, relatedSkillID, batObj.GetHP(), batObj.GetMaxHP()))
+ return
+
buffValueList = GetAddBuffValue(turnFight, buffOwner, batObj, buffSkill)
- GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,atkType=%s,buffValueList=%s,ownerID=%s,relatedSkillID=%s"
- % (curID, skillID, buffSkill.GetAtkType(), buffValueList, ownerID, relatedSkillID))
skillTypeID = buffSkill.GetSkillTypeID()
buffRepeat = buffSkill.GetBuffRepeat()
+ if setLayerCnt > 0:
+ addLayerCnt = setLayerCnt
+ GameWorld.DebugLog("外部直接指定添加的buff层级: setLayerCnt=%s" % setLayerCnt)
+ else:
+ addLayerCnt = buffSkill.GetLayerCnt()
+ addLayerEff = buffSkill.GetEffectByID(ChConfig.PassiveEff_AddBuffLayerByWeight)
+ if addLayerEff:
+ # 可指定来源技能技能才生效,不指定的话默认生效
+ if not addLayerEff.GetTriggerSrc() or addLayerEff.GetTriggerSrc() == relatedSkillID:
+ addLayerCnt = GameWorld.GetResultByWeightList(addLayerEff.GetEffectValues(), addLayerCnt)
+ maxLayerCnt = buffSkill.GetLayerMax()
+ if maxLayerCnt:
+ maxLayerCnt += TurnPassive.GetTriggerEffectValue(turnFight, buffOwner, batObj, ChConfig.PassiveEff_AddBuffLayerMax, buffSkill)
+
+ GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,atkType=%s,buffValueList=%s,addLayerCnt=%s/%s,ownerID=%s,relatedSkillID=%s"
+ % (curID, skillID, buffSkill.GetAtkType(), buffValueList, addLayerCnt, maxLayerCnt, ownerID, relatedSkillID))
#buff重复获得时的叠加规则
#以下规则默认针对的是相同施法者,即相同来源的处理
#如果有针对不同施法者的规则会说明
@@ -75,40 +134,68 @@
buffMgr = batObj.GetBuffManager()
if buffRepeat == 4: # 4 独立:回合、效果独立计算
- pass # 不处理,直接跳过添加新buff
+ # 如果有限制最大层数,达到上限时如果有新的层数进来,就替换掉持续时间最短的,只算相同来源
+ if maxLayerCnt:
+ buffList = buffMgr.FindBuffListBySkillTypeID(skillTypeID)
+ if len(buffList) >= maxLayerCnt:
+ delBuff = None
+ for buff in buffList:
+ if not buff:
+ continue
+ if buff.GetOwnerID() != ownerID:
+ continue
+ if not delBuff or delBuff.GetRemainTime() < buff.GetRemainTime():
+ delBuff = buff
+ if delBuff:
+ GameWorld.DebugLog("删除独立层级多余buff: buffID=%s,ownerID=%s,remainTime=%s" % (delBuff.GetBuffID(), ownerID, delBuff.GetRemainTime()))
+ DoBuffDel(turnFight, batObj, delBuff, bySkill, afterLogic, buffOwner)
+
elif buffRepeat == 5: # 5 唯一,强制覆盖不同来源同状态buff,如嘲讽状态
buffState = buffSkill.GetCurBuffState()
for index in range(buffMgr.GetBuffCount())[::-1]:
buff = buffMgr.GetBuffByIndex(index)
- if buffState and buff.GetCurBuffState() != buffState:
+ skillData = buff.GetSkillData()
+ if buffState and skillData.GetCurBuffState() != buffState:
continue
# 删除相同状态的buff
DoBuffDel(turnFight, batObj, buff, bySkill, afterLogic, buffOwner)
else:
- buffList = buffMgr.FindBuffBySkillTypeID(skillTypeID)
- if buffList:
- for buff in buffList:
- if not buff:
- continue
- if buff.GetOwnerID() != ownerID:
- continue
- GameWorld.DebugLog(" 已经存在该buff,默认覆盖: buffID=%s,skillTypeID=%s,ownerID=%s" % (buff.GetBuffID(), skillTypeID, ownerID))
- # 重置回合、CD、值等
- buff.SetCalcTime(turnFight.getTimeline())
- buff.SetRemainTime(buffSkill.GetLastTime())
- buff.SetLayer(buffSkill.GetLayerCnt())
- buff.SetBuffValueList(buffValueList)
- if afterLogic and bySkill:
- bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
- else:
- SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
-
- return True
+ buffList = buffMgr.FindBuffListBySkillTypeID(skillTypeID)
+ for buff in buffList:
+ if not buff:
+ continue
+ if buff.GetOwnerID() != ownerID:
+ continue
+ buffID = buff.GetBuffID()
+ nowLayerCnt = buff.GetLayer()
+ GameWorld.DebugLog(" 已经存在该buff: buffID=%s,skillTypeID=%s,ownerID=%s,buffRepeat=%s" % (buffID, skillTypeID, ownerID, buffRepeat))
+
+ updLayerCnt = addLayerCnt
+ if buffRepeat == 3: # 叠加层级
+ updLayerCnt = nowLayerCnt + addLayerCnt
+ if maxLayerCnt and updLayerCnt > maxLayerCnt:
+ updLayerCnt = maxLayerCnt
+ GameWorld.DebugLog(" 叠加层级: nowLayerCnt=%s,addLayerCnt=%s,updLayerCnt=%s,maxLayerCnt=%s" % (nowLayerCnt, addLayerCnt, updLayerCnt, maxLayerCnt))
+ else:
+ GameWorld.DebugLog(" 默认覆盖")
+
+ # 重置回合、CD、值等
+ buff.SetAddTiming(batObj.GetTiming())
+ buff.SetRemainTime(buffSkill.GetLastTime())
+ buff.SetLayer(updLayerCnt)
+ buff.SetBuffValueList(buffValueList)
+ buff.ResetEffectValueEx()
+ if afterLogic and bySkill:
+ bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
+ elif isSync:
+ SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
+
+ RefreshBuffEffect(turnFight, batObj, buff, buffSkill, buffOwner, refreshType=2)
+ return buff
- __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic)
- return True
+ return __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill, afterLogic, setLayerCnt=addLayerCnt, isSync=isSync)
-def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False):
+def __addNewBuff(turnFight, batObj, buffMgr, buffSkill, buffValueList, buffOwner, bySkill=None, afterLogic=False, setLayerCnt=0, isSync=True):
curID = batObj.GetID()
skillID = buffSkill.GetSkillID()
buff = buffMgr.AddBuff(skillID)
@@ -118,13 +205,14 @@
relatedSkillID = bySkill.GetSkillID() if bySkill else 0
ownerID = buffOwner.GetID()
buffID = buff.GetBuffID()
+ timing = batObj.GetTiming()
- GameWorld.DebugLog(" __addNewBuff. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timeline=%s"
- % (buffID, skillID, ownerID, relatedSkillID, turnFight.getTimeline()), curID)
+ GameWorld.DebugLog(" __addNewBuff. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timing=%s"
+ % (buffID, skillID, ownerID, relatedSkillID, timing), curID)
+ buff.SetAddTiming(timing) # 武将当前在什么时机就设置为什么时机
buff.SetOwnerID(ownerID)
- buff.SetCalcTime(turnFight.getTimeline())
buff.SetRemainTime(buffSkill.GetLastTime())
- buff.SetLayer(buffSkill.GetLayerCnt())
+ buff.SetLayer(setLayerCnt)
buff.SetBuffValueList(buffValueList)
curBuffState = buffSkill.GetCurBuffState()
if curBuffState:
@@ -132,46 +220,52 @@
if afterLogic and bySkill:
bySkill.AddAfterLogic(ChConfig.AfterLogic_AddBuff, [batObj, buff, buffOwner])
- else:
+ elif isSync:
SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
- DoBuffAddOver(turnFight, batObj, buffSkill, buff, buffOwner)
- return
+ RefreshBuffEffect(turnFight, batObj, buff, buffSkill, buffOwner, refreshType=1)
+ return buff
-def DoBuffAddOver(turnFight, batObj, buffSkill, addBuff, buffOwner):
- ## buff添加成功后处理
+def RefreshBuffEffect(turnFight, batObj, curBuff, buffSkill=None, buffOwner=None, refreshType=0):
+ ## 刷新buff效果
+ # @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
+ # @param refreshType: 0-普通刷新;1-新添加刷新;2-覆盖刷新
isRefreshAttr = False # 是否刷属性
- #atkType = buffSkill.GetAtkType()
- #if atkType:
- # callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (atkType, "OnBuffAddOver"))
- # if callFunc:
- # callFunc(turnFight, batObj, buffSkill, addBuff, buffOwner)
-
+ skillData = curBuff.GetSkillData()
passiveEffMgr = batObj.GetPassiveEffManager()
# buff效果加入
- for effectIndex in range(0, buffSkill.GetEffectCount()):
- curEffect = buffSkill.GetEffect(effectIndex)
+ for effectIndex in range(0, skillData.GetEffectCount()):
+ curEffect = skillData.GetEffect(effectIndex)
effectID = curEffect.GetEffectID()
if effectID == 0:
continue
if curEffect.GetTriggerWay():
- if curEffect.GetTriggerSrc() != ChConfig.TriggerSrc_Skill:
- passiveEffMgr.AddBuffPassiveEffect(addBuff, buffSkill, curEffect)
+ if curEffect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf] and refreshType == 1:
+ passiveEffMgr.AddBuffPassiveEffect(curBuff, skillData, curEffect)
elif effectID in ChConfig.AttrIDList:
isRefreshAttr = True
- else:
- callFunc = GameWorld.GetExecFunc(TurnBuffs, "Buff_%d.%s" % (effectID, "OnBuffAddOver"))
- if callFunc:
- callFunc(turnFight, batObj, buffSkill, addBuff, curEffect, buffOwner)
-
+ if refreshType and buffSkill and buffOwner:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, buffOwner, ChConfig.TriggerWay_BuffAddByOwner, connSkill=buffSkill, connBuff=curBuff)
+
if isRefreshAttr:
RefreshBuffAttr(batObj)
+ return
+
+def DoBuffLayerChange(turnFight, batObj, curBuff, updLayer, relatedSkill=None):
+ ## buff层级变更
+ if updLayer > 0:
+ curBuff.SetLayer(updLayer)
+ relatedSkillID = relatedSkill.GetSkillID() if relatedSkill else 0
+ SyncBuffRefresh(turnFight, batObj, curBuff, relatedSkillID)
+ RefreshBuffEffect(turnFight, batObj, curBuff)
+ return
+ DoBuffDel(turnFight, batObj, curBuff, relatedSkill)
return
def DoBuffDel(turnFight, batObj, curBuff, relatedSkill=None, afterLogic=False, tagObj=None):
@@ -195,6 +289,19 @@
buffMgr = batObj.GetBuffManager()
buffID = curBuff.GetBuffID()
skillData = curBuff.GetSkillData()
+
+ # 先删除buff再触发其他内容,防止当前要删除的buff影响后续触发的内容,如无敌buff等,理论上触发的后续内容无敌buff不应该再生效
+ curBuffState = skillData.GetCurBuffState()
+ if curBuffState:
+ buffMgr.DelBuffState(curBuffState, buffID)
+
+ buffMgr.DelBuff(buffID, release)
+ if isSync:
+ SyncBuffDel(turnFight, buffObjID, buffID, relatedSkillID)
+ if afterLogic and relatedSkill:
+ tagObjID = tagObj.GetID() if tagObj else buffObjID
+ relatedSkill.AddAfterLogic(ChConfig.AfterLogic_DelBuff, [buffObjID, curBuff, tagObjID])
+
#buff消失的触发
for effectIndex in range(0, skillData.GetEffectCount()):
curEffect = skillData.GetEffect(effectIndex)
@@ -203,32 +310,19 @@
if not effectID:
continue
- if curEffect.GetTriggerWay():
- if curEffect.GetTriggerSrc() != ChConfig.TriggerSrc_Skill:
+ triggerWay = curEffect.GetTriggerWay()
+ if triggerWay:
+ if triggerWay == ChConfig.TriggerWay_BuffDel:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BuffDel, connBuff=curBuff)
+
+ if curEffect.GetTriggerSrc() not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_SkillSelf]:
haveBuffPassiveEff = True
elif effectID in ChConfig.AttrIDList:
isRefreshAttr = True
- else:
- callFunc = GameWorld.GetExecFunc(TurnBuffs, "Buff_%d.%s" % (effectID, "OnBuffDel"))
- if callFunc:
- callFunc(turnFight, batObj, curBuff, curEffect)
-
if haveBuffPassiveEff:
batObj.GetPassiveEffManager().DelBuffPassiveEffect(buffID)
-
- curBuffState = skillData.GetCurBuffState()
- if curBuffState:
- buffMgr.DelBuffState(curBuffState, buffID)
-
- # 最后删除buff、通知
- buffMgr.DelBuff(buffID, release)
- if isSync:
- SyncBuffDel(turnFight, buffObjID, buffID, relatedSkillID)
- if afterLogic and relatedSkill:
- tagObjID = tagObj.GetID() if tagObj else buffObjID
- relatedSkill.AddAfterLogic(ChConfig.AfterLogic_DelBuff, [buffObjID, curBuff, tagObjID])
if isRefreshAttr:
RefreshBuffAttr(batObj)
@@ -241,11 +335,13 @@
ObjPool.GetPoolMgr().release(curBuff)
return
-def DoBuffProcess(turnFight, batObj, curBuff):
+def DoBuffProcess(turnFight, batObj, curBuff, **kwargs):
skillData = curBuff.GetSkillData()
+ if not skillData.GetAtkType():
+ return
callFunc = GameWorld.GetExecFunc(TurnBuffs, "BuffAtkType_%d.%s" % (skillData.GetAtkType(), "DoBuffProcess"))
if callFunc:
- callFunc(turnFight, batObj, curBuff)
+ callFunc(turnFight, batObj, curBuff, **kwargs)
return
def RefreshBuffAttr(batObj):
@@ -266,20 +362,22 @@
buffMgr = batObj.GetBuffManager()
for index in range(buffMgr.GetBuffCount()):
buff = buffMgr.GetBuffByIndex(index)
+ layer = max(1, buff.GetLayer())
skillData = buff.GetSkillData()
+
for eIndex in range(skillData.GetEffectCount()):
effect = skillData.GetEffect(eIndex)
effID = effect.GetEffectID()
if effID not in ChConfig.AttrIDList:
continue
attrID = effID
- attrValue = effect.GetEffectValue(0)
+ attrValue = (effect.GetEffectValue(0) + buff.GetEffectValueEx(attrID)) * layer
calcType = effect.GetEffectValue(1)
if calcType == 2: # 减少,其他默认增加
attrValue = -attrValue
buffAttrDict[attrID] = buffAttrDict.get(attrID, 0) + attrValue
- GameWorld.DebugLog(" __addBuffAttr buffAttrDict=%s" % buffAttrDict)
+ GameWorld.DebugLog(" buffAttrDict=%s" % buffAttrDict)
objID = batObj.GetID()
# 先计算百分比加成或降低的
@@ -291,8 +389,8 @@
attrValue = batObj.GetBatAttrValue(attrID, False)
if attrValue <= 0:
continue
- updValue = int(attrValue * (10000 + attrPerValue) / 10000.0)
- updValue = max(0, updValue) # 最多减到0,最大无上限
+ updValue = attrValue * (10000 + attrPerValue) / 10000.0
+ #updValue = max(0, updValue) # 最多减到0,最大无上限
batObj.SetBatAttrValue(attrID, updValue)
GameWorld.DebugLog(" attrID=%s(PerID:%s),attrValue=%s(PerValue:%s),updValue=%s" % (attrID, attrPerID, attrValue, attrPerValue, updValue))
@@ -301,7 +399,8 @@
if attrID in perIDList:
continue
attrValue = batObj.GetBatAttrValue(attrID, False)
- updValue = max(0, attrValue + addValue) # 最多减到0,最大无上限
+ updValue = attrValue + addValue
+ #updValue = max(0, attrValue + addValue) # 最多减到0,最大无上限
batObj.SetBatAttrValue(attrID, updValue)
GameWorld.DebugLog(" attrID=%s,attrValue=%s,addValue=%s,updValue=%s" % (attrID, attrValue, addValue, updValue))
@@ -313,7 +412,7 @@
aftHP += (aftMaxHP - befMaxHP)
batObj.SetHP(aftHP, True)
GameWorld.DebugLog(" befHP=%s/%s, aftHP=%s/%s" % (befHP, befMaxHP, aftHP, aftMaxHP))
- GameWorld.DebugLog(" 最终属性 ID:%s,atk=%s,def=%s,hp=%s/%s" % (objID, batObj.GetAtk(), batObj.GetDef(), aftHP, aftMaxHP))
+ GameWorld.DebugLog(" 最终属性 ID:%s,atk=%s,def=%s,hp=%s/%s,%s" % (objID, batObj.GetAtk(), batObj.GetDef(), aftHP, aftMaxHP, batObj.GetBatAttrDict()))
return
def SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID=0, isNewAdd=False):
--
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