From f0302a8aa76c1475917cbb09ec9a3ca599d65d3a Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期四, 30 五月 2019 10:12:33 +0800
Subject: [PATCH] 7003 【后端】【2.0】丹塔活跃值
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/BuffSkill.py | 16 ++++++++--------
1 files changed, 8 insertions(+), 8 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/BuffSkill.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/BuffSkill.py
index fc6e7e8..162dabd 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/BuffSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/BuffSkill.py
@@ -126,7 +126,7 @@
if not SkillCommon.IsBuff(curSkill):
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()))
return False
- 1/0
+
buffTuple = SkillCommon.GetBuffManagerByBuffType( curObj, buffType )
#通过类型获取目标的buff管理器为空,则跳出
if buffTuple == ():
@@ -232,14 +232,13 @@
changeLayer = True
# Def_Buff_Replace_New和Def_Buff_Recharge 均可走到此逻辑
- __BuffCanRemain(buffState, curBuff, i, resultTime, plusValueList, buffOwner)
- # 此处考虑下plusValue变强是否刷属性
- #DoAddBuffOver(curObj, curSkill, addBuff, tick)
+ __BuffCanRemain(curObj, buffState, curBuff, i, resultTime, plusValueList, buffOwner)
+
return changeLayer
else:
if buffReplaceType == ChConfig.Def_Buff_Recharge:
# 充能型
- __BuffCanRemain(buffState, curBuff, i, resultTime, plusValueList, buffOwner)
+ __BuffCanRemain(curObj, buffState, curBuff, i, resultTime, plusValueList, buffOwner)
return
processInterval = curBuff.GetProcessInterval()
@@ -437,7 +436,7 @@
if not callFunc:
continue
- callFunc(curObj, addBuff, curEffect, tick)
+ callFunc(curObj, addBuff, curEffect, tick, buffOwner)
return
@@ -545,14 +544,15 @@
# @param tick 当前时间
# @return None
# @remarks 函数详细说明.
-def __BuffCanRemain(buffState, curBuff, buffIndex, resultTime, plusValueList, buffOwner):
+def __BuffCanRemain(curObj, buffState, curBuff, buffIndex, resultTime, plusValueList, buffOwner):
if resultTime != -1:
curBuff.SetRemainTime(resultTime)
#重置buff总值
__SetBuffValue(curBuff , plusValueList , buffOwner)
buffState.Sync_RefreshBuff(buffIndex, curBuff.GetRemainTime())
-
+
+ DoAddBuffOver(curObj, curBuff.GetSkill(), curBuff, buffOwner, GameWorld.GetGameWorld().GetTick())
return
#---------------------------------------------------------------------
--
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