ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -162,7 +162,11 @@
AttrID_QunFinalDamPerDef,                   # 对群减伤 64
AttrID_SkillPer,                            # 技能增伤 65
AttrID_SkillPerDef,                         # 技能减伤 66
) = range(1, 1 + 66)
AttrID_PursueDamPer,                        # 追击增伤 67
AttrID_PursueDamPerDef,                     # 追击减伤 68
AttrID_ComboDamPer,                         # 连击增伤 69
AttrID_ComboDamPerDef,                      # 连击减伤 70
) = range(1, 1 + 70)
# 需要计算的武将战斗属性ID列表
CalcBattleAttrIDList = [AttrID_Atk, AttrID_Def, AttrID_MaxHP, AttrID_StunRate, AttrID_StunRateDef, 
@@ -175,6 +179,8 @@
                        AttrID_ShieldPer, AttrID_ShieldPerDef, AttrID_DOTPer, AttrID_DOTPerDef,
                        AttrID_WeiFinalDamPer, AttrID_WeiFinalDamPerDef, AttrID_ShuFinalDamPer, AttrID_ShuFinalDamPerDef,
                        AttrID_WuFinalDamPer, AttrID_WuFinalDamPerDef, AttrID_QunFinalDamPer, AttrID_QunFinalDamPerDef,
                        AttrID_SkillPer, AttrID_SkillPerDef, AttrID_PursueDamPer, AttrID_PursueDamPerDef,
                        AttrID_ComboDamPer, AttrID_ComboDamPerDef,
                        ]
# 基础三维属性ID列表
@@ -207,12 +213,14 @@
Def_CalcAttr_LV, # 主公等级 0
Def_CalcAttr_MainEquip, # 主装备 1
Def_CalcAttr_HeroBook, # 武将图鉴 2
) = range(3)
Def_CalcAttr_Realm, # 官职 3
) = range(4)
CalcAttrName = {
                Def_CalcAttr_LV:"主公等级",
                Def_CalcAttr_MainEquip:"主装备",
                Def_CalcAttr_HeroBook:"武将图鉴",
                Def_CalcAttr_Realm:"官职",
                }
##-----------------------------------------------------------------------------------------------
@@ -925,7 +933,6 @@
Def_SkillID_Teleport = 1400     #瞬间移动 用于不影响攻击间隔
Def_SkillID_VipBuff = 11500     # VIPbuff
Def_SkillID_TeamVIPBuff = 22000     # VIP队伍buff, 攻守同盟
Def_SkillID_FBEncourageBuff = 20051     # 副本鼓舞buff
Def_SkillID_PoisonAtkBuff = 25180   # 毒攻buff
Def_SkillID_DropOwnerBuff = 20040   # 掉落归属buff
Def_SkillID_TianxuanBuff = 5100   # 天玄丹特殊掉落buff
@@ -960,13 +967,15 @@
HurtType_Normal,            # 伤害 1
HurtTYpe_Recovery,          # 回血 2
HurtType_3,
HurtType_4,
HurtType_Immune,            # 免疫 4
HurtType_Parry,             # 格挡 5
HurtType_IgnoreDef,         # 无视防御/真实伤害 6
HurtType_SuperHit,          # 暴击 7
HurtType_Stun,              # 击晕 8 仅算概率触发的击晕,技能额外击晕效果的不算
HurtType_Miss,              # 闪避 9
) = range(10)
HurtType_PoisonCureHurt,    # 伤害毒奶 10
HurtType_PoisonCureSuck,    # 吸血毒奶 11
) = range(12)
#伤害类型
(
@@ -1321,7 +1330,9 @@
Def_Calc_MaxHP, # 最大生命值 1
Def_Calc_LastHurt, # 最后一次伤害值 2
Def_Calc_TagMaxHP, # 目标最大生命值 3
) = range(4)
Def_Calc_ByBuffValue, # 触发buff的buff值 4
Def_Calc_TagLostHP, # 目标已损失生命 5
) = range(6)
#治疗类型(影响公式参数)
Def_CureTypeList = (
@@ -1384,7 +1395,10 @@
SkillTagAffect_HPHighest, # 血量最高 2
SkillTagAffect_Death, # 死亡单位 3
SkillTagAffect_UncontrolledPriority, # 未被控制优先 4
) = range(5)
SkillTagAffect_AtkHighest, # 攻击力最高 5
SkillTagAffect_Burn, # 灼烧/玄火目标优先 6
SkillTagAffect_PoisonCure, # 仅焚血(毒奶)目标 7
) = range(8)
#技能施法目标
Def_UseSkillAim_Type = 3
@@ -1898,155 +1912,41 @@
Def_FBMapID_MainBoss = 2 # 主线Boss
Def_FBMapID_ArenaBattle = 3 # 演武场
#创角新手村地图ID列表
Def_CreatRoleMapIDList = [10000]
#PK周赛
Def_FBMapID_WeedPK = 12040
#战盟副本-异界入侵、守卫人皇
Def_FBMapID_FamilyInvade = 31170
Def_FBMapID_Zhanchui = 30010 # 白骨盈野/战锤秘境
Def_FBMapID_Tianzi = 30020 # 天子考验
# 战盟boss副本
Def_FBMapID_FamilyBossMap = 31210
# 仙盟联赛
Def_FBMapID_FamilyWar = 31220
# 百战之地
Def_FBMapID_BZZD = 31080
#试炼之塔(符印塔)
Def_FBMapID_TrialTower = 31130
#除魔卫道
Def_FBMapID_ClearDevil = 31040
#新手副本
#Def_FBMapID_ClearDevil2 = 31090
#法宝副本
Def_FBMapID_MagicWeapon = 41110
#BOSS之家
Def_FBMapID_BossHome = 31270 #31020地图ID修改,不使用副本类型
#古神禁地
Def_FBMapID_GodArea = 31150
#冰晶矿脉
Def_FBMapID_IceLode = 31140
#渡劫副本
Def_FBMapID_DuJie = 31110
#麒麟之府
Def_FBMapID_KirinHome = 311900
#个人BOSS
Def_FBMapID_PersonalBoss = 31240
#仙盟宴会
Def_FBMapID_FamilyParty = 31230
#宗门试炼
Def_FBMapID_MunekadoTrial = 60010
#混乱妖域
Def_FBMapID_ChaosDemon = 31180
#讨伐妖魔
Def_FBMapID_KillDevil = 31280
#娲皇遗迹
Def_FBMapID_QueenRelics = 51010
#上古战场
Def_FBMapID_ElderBattlefield = 31160
#守护副本
Def_FBMapID_Guard = 31250
#封魔坛
Def_FBMapID_SealDemon = 52010
#单人封魔坛
Def_FBMapID_SealDemonEx = 52020
#诛仙BOSS/雷罚BOSS
Def_FBMapID_ZhuXianBoss = 31380
#天星塔/丹塔
Def_FBMapID_SkyTower = 31370
#境界塔
Def_FBMapID_RealmTower = 31310
#仙魔之争
Def_FBMapID_XMZZ = 31010
#神兽副本
Def_FBMapID_Dogz = 21110
#聚魂副本
Def_FBMapID_GatherSoul = 31340
#跨服竞技场
Def_FBMapID_CrossRealmPK = 32010
#跨服排位
Def_FBMapID_CrossChampionship = 32070
#跨服蓬莱仙境
Def_FBMapID_CrossPenglai = 32020
#跨服魔化之地
Def_FBMapID_CrossDemonLand = 32080
#跨服妖王
Def_FBMapID_CrossDemonKing = 32030
#本服妖王
Def_FBMapID_DemonKing = 22030
#多仙盟Boss
Def_FBMapID_AllFamilyBoss = 31260
#骑宠Boss
Def_FBMapID_HorsePetBoss = 31200
#缥缈宝藏
Def_FBMapID_FairyTreasure = 31190
#跨服灵草园
Def_FBMapID_CrossGrasslandLing = 32040
#跨服仙草园
Def_FBMapID_CrossGrasslandXian = 32050
#跨服战场
Def_FBMapID_CrossBattlefield = 32060
#跨服仙盟夺旗战/逐鹿万界
Def_FBMapID_CrossFamilyFlagwar = 32090
#情缘副本
Def_FBMapID_Love = 31300
#镜像切磋
Def_FBMapID_MirrorBattle = 100
#前端自定义场景地图
ClientCustomSceneList = []
#镜像PK的地图ID列表
MirrorBattleMapIDList = []
#线路未过关时免费的地图
UnPassFreeMapIDList = [Def_FBMapID_ArenaBattle]
#按星级记录过关的地图
PassByStarMapIDList = []
#注册上传跨服服务器数据后直接进入跨服服务器的地图
RegisterEnter_CrossServerMapIDList = [Def_FBMapID_CrossPenglai, Def_FBMapID_CrossDemonLand, Def_FBMapID_CrossDemonKing,
                                      Def_FBMapID_CrossGrasslandLing, Def_FBMapID_CrossGrasslandXian, Def_FBMapID_CrossBattlefield,
                                      Def_FBMapID_CrossChampionship, Def_FBMapID_CrossFamilyFlagwar,
                                      ]
RegisterEnter_CrossServerMapIDList = []
#跨服地图
Def_CrossMapIDList = RegisterEnter_CrossServerMapIDList + [Def_FBMapID_CrossRealmPK]
Def_CrossMapIDList = RegisterEnter_CrossServerMapIDList + []
#跨服分区类型配置, 没配置的默认 CrossZoneComm
Def_CrossZoneTypeName = {0:"CrossZoneComm", # 特殊0,默认常规分区
                         Def_FBMapID_CrossPenglai:"CrossZoneComm",
                         Def_FBMapID_CrossDemonLand:"CrossZoneComm",
                         Def_FBMapID_CrossRealmPK:"CrossZonePK",
                         Def_FBMapID_CrossDemonKing:"CrossZonePK",
                         Def_FBMapID_CrossGrasslandLing:"CrossZonePK",
                         Def_FBMapID_CrossGrasslandXian:"CrossZonePK",
                         Def_FBMapID_CrossBattlefield:"CrossZoneBattlefield",
                         Def_FBMapID_CrossChampionship:"CrossZonePK",
                         Def_FBMapID_CrossFamilyFlagwar:"CrossZoneComm",
#                         Def_FBMapID_CrossPenglai:"CrossZoneComm",
#                         Def_FBMapID_CrossDemonLand:"CrossZoneComm",
#                         Def_FBMapID_CrossDemonKing:"CrossZonePK",
#                         Def_FBMapID_CrossGrasslandLing:"CrossZonePK",
#                         Def_FBMapID_CrossGrasslandXian:"CrossZonePK",
#                         Def_FBMapID_CrossBattlefield:"CrossZoneBattlefield",
#                         Def_FBMapID_CrossChampionship:"CrossZonePK",
#                         Def_FBMapID_CrossFamilyFlagwar:"CrossZoneComm",
                         }
#跨服分区对应地图配置表名 - 仅适用于固定地图及虚拟分线的跨服玩法
Def_CrossZoneMapTableName = {Def_FBMapID_CrossPenglai:"CrossPenglaiZoneMap",
                             Def_FBMapID_CrossDemonLand:"CrossDemonLandZoneMap",
                             Def_FBMapID_CrossFamilyFlagwar:"CrossFamilyFlagwarZoneMap",
Def_CrossZoneMapTableName = {
                             #Def_FBMapID_CrossPenglai:"CrossPenglaiZoneMap",
                             #Def_FBMapID_CrossDemonLand:"CrossDemonLandZoneMap",
                             #Def_FBMapID_CrossFamilyFlagwar:"CrossFamilyFlagwarZoneMap",
                             }
#需要动态分配线路的跨服地图
Def_CrossDynamicLineMap = [Def_FBMapID_CrossDemonKing, Def_FBMapID_CrossGrasslandLing, Def_FBMapID_CrossGrasslandXian, Def_FBMapID_CrossBattlefield, Def_FBMapID_CrossChampionship]
Def_CrossDynamicLineMap = []
#副本关闭时未拾取的物品邮件发放给玩家
#这里只有需要的副本才配置,不做默认逻辑,防止某些副本实际不能给导致刷物品,如麒麟之府
Def_SendUnPickItemMailMapIDList = [Def_FBMapID_IceLode, Def_FBMapID_PersonalBoss, Def_FBMapID_MunekadoTrial,
                                   Def_FBMapID_SealDemon, Def_FBMapID_SealDemonEx, Def_FBMapID_ZhuXianBoss,
                                   Def_FBMapID_DemonKing, Def_FBMapID_CrossDemonKing, Def_FBMapID_KillDevil]
Def_SendUnPickItemMailMapIDList = []
#金钱不掉物品直接给玩家的地图
Def_GiveMoneyMapIDList = []
@@ -2054,38 +1954,18 @@
# 副本中玩家下线就被踢出
Def_DisconnectExit_FBID = []
#会有阵营的地图
Def_MapID_NeedCamp = [Def_FBMapID_FamilyWar, Def_FBMapID_GatherSoul, Def_FBMapID_CrossBattlefield] + MirrorBattleMapIDList
Def_MapID_NeedCamp = []
# 进入副本需要根据请求lineID动态分配虚拟分线属性的地图
Def_MapID_LineIDToPropertyID = [Def_FBMapID_ElderBattlefield]
# 进入副本需要发送到GameServer的地图
Def_MapID_SendToGameServer = [Def_FBMapID_HorsePetBoss, Def_FBMapID_FamilyInvade, Def_FBMapID_SealDemon, Def_FBMapID_DemonKing,
                              Def_FBMapID_FamilyWar, Def_FBMapID_ZhuXianBoss, Def_FBMapID_AllFamilyBoss] + \
                              Def_MapID_LineIDToPropertyID + [Def_FBMapID_CrossChampionship] + MirrorBattleMapIDList
# 刷新标识点在无玩家的情况下也需要刷新的地图
Def_NoPlayerNeedProcessRefreshPointMap = [Def_FBMapID_HorsePetBoss, Def_FBMapID_SealDemon, Def_FBMapID_GodArea, Def_FBMapID_BossHome, Def_FBMapID_GatherSoul, Def_FBMapID_ZhuXianBoss, Def_FBMapID_AllFamilyBoss]
# 可重复进的副本
Def_NoLimitEnterCntMap = [Def_FBMapID_AllFamilyBoss, Def_FBMapID_FamilyParty, Def_FBMapID_FamilyWar, Def_FBMapID_FamilyInvade, Def_FBMapID_ElderBattlefield, Def_FBMapID_SealDemon]
Def_MapID_LineIDToPropertyID = []
# 无玩家时不自动关闭的自伸缩副本
Def_NoPlayerNotCloseAutoSizeMap = [Def_FBMapID_FamilyInvade, Def_FBMapID_GatherSoul]
Def_NoPlayerNotCloseAutoSizeMap = []
# 无玩家时自动关闭的非自伸缩副本
Def_NoPlayerCloseNotAutoSizeMap = [Def_FBMapID_ZhuXianBoss]
# 不可切换PK模式的地图
Def_CanNotChangeAtkModelMap = []
Def_NoPlayerCloseNotAutoSizeMap = []
# 从副本退出时,可以返回进入前的副本ID
Def_CanBackFBMap = []
#答题触发地图
Def_Subject_Map = [
                   ]
#没通关过不可资源找回的地图
Def_UnRecoverNoPassMap = [Def_FBMapID_KirinHome, Def_FBMapID_MunekadoTrial, Def_FBMapID_QueenRelics]
#副本延时踢出玩家的时间
Def_FBKickPlayerTime = 5000 #5秒
@@ -2110,6 +1990,8 @@
                'MainLevel':[Def_FBMapID_Main],  # 主线关卡
                'MainLevelBoss':[Def_FBMapID_MainBoss],  # 主线关卡boss
                'Arena':[Def_FBMapID_ArenaBattle],
                'Zhanchui':[Def_FBMapID_Zhanchui],
                'Tianzi':[Def_FBMapID_Tianzi],
                }
#特殊副本ID, 由系统分配, 进入时候不验证IsMapCopyFull
@@ -3045,8 +2927,8 @@
TurnBattleType_Combo, # 连击 1
TurnBattleType_AtkBack, # 反击 2
TurnBattleType_Pursue, # 追击 3
TurnBattleType_Enhance, # 额外技能 4
TurnBattleType_Passive, # 被动技能 5
TurnBattleType_Enhance, # 额外技能(一般是主技能拆分为多个效果的技能) 4
TurnBattleType_Passive, # 被动触发的技能 5
) = range(6)
Def_PerTurnTick = 1000 # 每回合等同于常规tick时长
@@ -3063,9 +2945,6 @@
Def_Obj_Dict_SkinID = 'SkinID' # 该战斗NPC所绑定的武将皮肤ID,一般仅玩家阵容有
Def_Obj_Dict_TurnFightPosInfo = 'TurnFightPosInfo' # 回合制站位: 阵营编号*100+阵型站位,阵型站位为0时代表非主战单位
Def_Obj_Dict_TurnFightTimeline = 'TurnFightTimeline' # 回合制战斗时间线: 回合数*100+行动编号节点
Def_Obj_Dict_TurnComboNum = 'TurnComboNum' # 单次累计连击次数
Def_Obj_Dict_TurnAtkBackNum = 'TurnAtkBackNum' # 单次累计反击次数
Def_Obj_Dict_TurnParryNum = 'TurnParryNum' # 单次累计格挡次数
Def_Obj_Dict_TurnMissNum = 'TurnMissNum' # 单次累计闪避次数
Def_Obj_Dict_TurnBattleType = 'TurnBattleType' # 本次攻击战斗类型:TurnBattleType_xxx
@@ -3137,17 +3016,24 @@
    BatObjState_Poison, # 中毒 5
    BatObjState_Bleeding, # 流血 6
    BatObjState_EasyHurt, # 易伤 7
    BatObjState_Wudi, # 无敌 8
    BatObjState_Wudi, # 无敌( 受任意伤害、控制类、dot效果,全部飘“免疫”) 8
    BatObjState_Sneer, # 嘲讽 9
    BatObjState_LimitSkill, # 沉默 10
    BatObjState_LimitAddHP, # 禁疗 11
    BatObjState_Stone, # 石化 12
    BatObjState_Disarm, # 缴械 13
    BatObjState_ParryYJ, # 格挡印记 14
) = range(15)
# 被控制的状态列表,无法行动,处于某些控制类buff影响状态下,如晕眩,冰冻,石化
InControlledStateList = [BatObjState_Frozen, BatObjState_Stun, BatObjState_Stone]
    BatObjState_Weak, # 虚弱 15
    BatObjState_Charm, # 魅惑 16
    BatObjState_Chaos, # 混乱 17
    BatObjState_18, # Ȩı 18
    BatObjState_FocusFire, # 军令/集火 19
    BatObjState_20, # 贯龙枪 20
    BatObjState_DamShield, # 承伤盾 21
    BatObjState_DamBackShield, # 荆棘盾 22
    BatObjState_BurnPlus, # 玄火(灼烧2) 23
    BatObjState_PoisonCure, # 焚血(毒奶) 24
) = range(1 + 24)
#玩家状态定义,不能超过31个,如超过,需扩展多个key支持
Def_PlayerStateList = (
@@ -3202,9 +3088,6 @@
Def_PlayerKey_SomersaultTime = "Somersault"     # 翻滚一定时间内无敌,表现为MISS
Def_Player_RefreshAttrByBuff = "PlayerAttrByBuff"   # 玩家属性刷新功能属性缓存,便于buff刷新计算, 间隔刷新
Def_Player_HadRefreshAttr = "HadRefreshAttr"   # 玩家在本地图是否刷新过属性
Def_PlayerKey_ClientCustomScene = "ClientCustomScene"     # 客户端自定义场景状态
Def_PlayerKey_ClientCustomSceneStepTick = "ClientCustomSceneStepTick"     # 客户端自定义场景tick
Def_PlayerKey_ClientCustomSceneGrade = "ClientCustomSceneGrade"     # 客户端自定义场景评级
Def_PlayerKey_ChangeMapID = "ChangeMapID"     # 请求切换的地图ID
Def_PlayerKey_ChangeLineID = "ChangeLineID"     # 请求切换的线路ID
Def_PlayerKey_ResetFBLinePosX = "ResetFBLinePosX"     # 请求切换副本多合一地图功能线路ID
@@ -3396,21 +3279,12 @@
Def_Player_Dict_TeamFBPlayerCnt = "TeamFBPlayerCnt" # 请求进入的组队副本玩家个数, 临时用,进入副本设置完后删除
Def_Player_Dict_ReqFBMissionID = "ReqFBMissionID" # 请求进入副本的任务ID
Def_Player_Dict_ReqFBMissionType = "ReqFBMissionType" # 请求进入副本的任务类型
Def_Player_Dict_PlayerFBStar_MapId = "FBStar_%s_%s"  # 副本星级星级信息, 参数为[mapID, key编号], 按位存储每个lineID对应的星级
Def_Player_Dict_CustomMapStep = "CustomMapStep_%s_%s"  # 前端自定义场景阶段, 参数(mapID, lineID),对应 CustomMapStep_Fight ...
Def_Player_Dict_FBStar = "FBStar_%s_%s"  # 副本星级星级信息, 参数为[mapID, key编号], 按位存储每个lineID对应的星级
Def_Player_Dict_FBPassLineID = "FBPassLineID_%s"  # 副本已过关到的lineID, 参数为副本ID
Def_Player_Dict_EnterFbCntTotal = "EnterFbCntTotal_%s"  # 进入副本总累计次数, 参数为副本ID
Def_Player_Dict_EnterFbCntDay = "EnterFbCntDay_%s"  # 今日进入副本次数, 参数为副本ID
Def_Player_Dict_BuyFbCntDay = "BuyFbCntDay_%s" # 今日购买副本进入次数, 参数为副本ID
Def_Player_Dict_RecoverFbCnt = "RecoverFbCnt_%s"  # 今日找回的副本次数, 参数为副本ID
Def_Player_Dict_ItemAddFbCnt = "ItemAddFbCnt_%s"  # 使用物品增加的副本次数, 参数为副本ID
Def_Player_Dict_RegainFbCnt = "RegainFbCnt_%s"  # 时间恢复增加的副本次数, 参数为副本ID
Def_Player_Dict_EnterFbCntWeek = "EnterFbCntWeek_%s"  # 本周进入副本次数, 参数为副本ID
Def_Player_Dict_FbCntRegainStartTime = "FbCntRegainStartTime_%s" # 副本次数恢复开始时间, 参数为副本ID
Def_Player_Dict_FbCntRegainTotalTime = "FbCntRegainTotalTime_%s" # 副本次数恢复还需时间, 参数为副本ID
Def_Player_Dict_FBHistoryMaxLine = "FBHistoryMaxLine_%s"  # 副本历史最高通关, 参数为副本ID
Def_Player_Dict_IceLoadLineID = "IceLoadLineID_%s"  # 副本星级星级信息, 参数为[key编号], 按位存储每个lineID是否选中
Def_Player_Dict_RefurbishGoodBookPlayerLv = "RefurbishGoodBookPlayerLv_97"  # 刷新天书任务时的玩家等级
Def_Player_Dict_FbEnterCnt = "FbEnterCnt_%s"  # 今日进入副本次数(获得奖励次数), 参数为副本ID
Def_Player_Dict_FBBuyCnt = "FBBuyCnt_%s" # 今日购买副本进入次数, 参数为副本ID
Def_Player_Dict_FBItemCnt = "FBItemCnt_%s"  # 今日使用物品增加的副本次数, 参数为副本ID
Def_Player_Dict_FBADCnt = "FBADCnt_%s" # 今日已通过广告获得的次数, 参数为副本ID
Def_Player_Dict_GameFuncFirstTouch = "GameFuncFirstTouch_%s"  # 服务端功能首次触发开启状态; 参数, key编号
Def_Player_Dict_GameFuncAwardState = "GameFuncAwardState_%s"  # 服务端功能开启领奖状态; 参数, key编号
Def_Player_Dict_MissionFinish = "MissionFinish_%s"  # 任务是否完成; 参数, 任务ID, 只会记录部分需要记录的任务ID 
@@ -3482,6 +3356,7 @@
Def_PDict_GoodGameAwardState = "GoodGameAwardState"  # 游戏好评领奖记录
Def_PDict_LikeGameAwardState = "LikeGameAwardState"  # 游戏点赞领奖记录
Def_PDict_RechargeDayAward = "RechargeDayAward"  # 累充每日奖励
Def_PDict_ADCnt = "ADCnt_%s"  # 今日已领取广告奖励次数,参数(广告ID)
Def_PDict_EquipViewCacheState = "EquipViewCacheState"  # 本次上线是否同步过装备缓存
Def_PDict_PackDataSyncState = "PackDataSyncState"  # 本次上线打包数据同步状态,按位存储是否同步 0-本服,1-跨服
Def_PDict_PackDataSyncFightPower = "PackDataSyncFightPower"  # 本次上线打包数据同步时的战力,用于对比,只对比求余亿部分即可
@@ -3502,12 +3377,8 @@
Def_PDict_CTGSelectItemValue = "CTGSelectItemValue_%s"  # 充值自选选择记录,参数(CTG对应的商品记录ID) 每两位存储每个自选索引对应选择的物品索引+1,存储位值为0代表未选择,最多支持选择4种物品
Def_PDict_OnlineRechargeTHAward = "OnlineRechargeTHAward"  # 在线特惠充值额外奖励 - 是否已领取奖励
Def_PDict_DayFreeGoldGiftState = "DayFreeGoldGiftState"  # 每日免费直购礼包领取记录
Def_PDict_GoldGiftFirstRecord = "GoldGiftFirstRecord"  # 首充领取记录,按位记录首充第x天是否已领取
Def_PDict_FirstGoldServerDay = "FirstGoldServerDay"  # 首充时的开服天
Def_PDict_FirstGoldRemainTime = "FirstGoldRemainTime"  # 首充提示剩余时间
Def_PDict_FirstGoldTipStartTime = "FirstGoldTipStartTime"     # 首充提示开始时间
Def_PDict_FirstGoldTry = "FirstGoldTry"     # 首充试用状态 0-不可试用 1-可试用 2-已试用
Def_PDict_SuperGiftStartTime = "SuperGiftStartTime"  # 超值礼包开始时间
Def_PDict_FirstChargeRecord = "FirstChargeRecord_%s"  # 首充领取记录,按位记录首充第x天是否已领取,参数(首充ID)
Def_PDict_FirstChargeTime = "FirstChargeTime_%s"  # 首充充值时间戳,参数(首充ID)
Def_PDict_IsReBorn = "Def_PDict_IsReBorn"  # 是否回城复活
Def_PDict_FamilyWarDailyReward = "FamilyWarDailyReward"  # 王者仙盟每日俸禄领取状态
Def_PDict_Family_Contribution = "FamilyContribution"  #战盟贡献度
@@ -3540,17 +3411,6 @@
Def_PDict_NobleLV = "NobleLV" # 贵族等级, 0位为不同贵族模式版本切换标记位, 从1位开始表示每种等级贵族开通情况, 1-已开通过;9-永久
Def_PDict_NobleEndTime = "NobleEndTime_%s" # 贵族到期结束时间<单位s>, 参数为贵族等级, 从1开始
Def_PDict_NobleExperState = "NobleExperState" # 体验贵族状态; 0-无效;1-有效; 2-可体验
Def_PDict_RecoverFBCommonCnt = "RecoverFBCommonCnt_%s" # 资源找回副本普通次数  <%s-找回项索引>
Def_PDict_RecoverFBRegainCnt = "RecoverFBRegainCnt_%s" # 资源找回副本时间恢复次数  <%s-找回项索引>
Def_PDict_RecoverFBExtraCnt = "RecoverFBExtraCnt_%s" # 资源找回副本VIP额外次数  <%s-找回项索引>
Def_PDict_RecoverFBBuyCnt = "RecoverFBBuyCnt_%s" # 资源找回副本购买次数  <%s-找回项索引>
Def_PDict_RecoverFBItemAddCnt = "RecoverFBItemAddCnt_%s" # 资源找回副本物品增加次数  <%s-找回项索引>
Def_PDict_RecoverFBNoBuyCnt = "RecoverFBNoBuyCnt_%s" # 资源找回副本未购买次数  <%s-找回项索引>
Def_PDict_RecoverGainData = "RecoverGainData_%s" # 资源找回额外数据<%s-找回项索引>
Def_PDict_RecoverGainDataEx = "RecoverGainDataEx_%s" # 资源找回额外数据<%s-找回项索引>
Def_PDict_HaveRecover = "HaveRecover_%s" # 资源找回今日是否已找回<%s-找回项索引> 1:找回了普通  2:找回了vip  3:2个都有找回
Def_PDict_RecoverGainLastTime = "RecoverGainLastTime" # 上一次资源找回时的时间
Def_PDict_NPCKillCount = "NPCKillCount_%s"   # NPC已击杀次数, 参数(NPCID) CCBBAA, AA存储公共装备次数,BB存储公共ID次数,CC存储私有次数
Def_PDict_NPCAttackCount = "NPCAttackCount_%s"   # NPC已攻击次数, 参数(NPCID)
@@ -3613,13 +3473,6 @@
# 灵器培养
Def_PDict_LingQiTrainLV = "LingQiTrainLV_%s_%s" # 培养等阶,参数为(place, 培养类型)
Def_PDict_LingQiTrainItemCount = "LingQiTrainItemCount_%s_%s" # 培养当前阶已吃培养丹个数,参数为(place, 培养类型)
# 公共CD副本扫荡
Def_PDict_PubCDFBS_Time = "PCDFBS_%s_Time" # 开始扫荡时间, 参数(公共组编号)
Def_PDict_PubCDFBS_MapID = "PCDFBS_%s_MID" # 扫荡的地图, 参数(公共组编号)
Def_PDict_PubCDFBS_LineID = "PCDFBS_%s_LID" # 扫荡的线路, 参数(公共组编号)
Def_PDict_PubCDFBS_Cnt = "PCDFBS_%s_Cnt" # 扫荡次数, 参数(公共组编号)
Def_PDict_PubCDFBS_DataEx = "PCDFBS_%s_DEx" # 扫荡次数, 参数(公共组编号)
# 宠物
Def_PDict_FightPetIndex = "FightPetIndex" # 出战的宠物索引
@@ -4168,12 +4021,7 @@
FuncNoLinearAttrDict = {}
# 指定地图生效的非线性属性配置
MapAttrInfoDict_Noline = {
                          Def_FBMapID_FamilyWar:{
                                                 TYPE_Calc_FamilyWarAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
                                                 TYPE_Calc_FamilyWarHPPer:[TYPE_Calc_AttrMaxHP],
                                                 }
                          }
MapAttrInfoDict_Noline = {}
#属性线性索引
CalcAttrIndexList = (
@@ -4273,13 +4121,24 @@
TriggerWay_HeroActionStart, # 武将行动前    6
TriggerWay_HeroActionEnd, # 武将行动后    7
TriggerWay_CalcEffValue, # 统计计算效果值时  8
TriggerWay_9, # 9
TriggerWay_AttackOverDirect, # 直接攻击后 (非buff攻击)10
TriggerWay_UseSkillOver, # 使用技能后(每个目标触发一次)9
TriggerWay_AttackOverDirect, # 直接攻击后(除dot或buff外的攻击,每个目标触发一次)10
TriggerWay_BeAttackedDirect, # 受到直接攻击时 (非buff攻击)11
TriggerWay_ShieldBroken, # 承伤盾被击破时 12
TriggerWay_CurSkillEff, # 本技能/buff释放后,一般用于本技能/buff释放后触发,仅该技能释放后有效 13
TriggerWay_CurSkillEffLst, # 本持续buff结算后额外触发效果,仅该持续buff结算后有效 14
) = range(1, 1 + 14)
TriggerWay_KillOneObj, # 击杀目标后(单次击杀多目标只触发一次) 15
TriggerWay_KillTagObj, # 击杀每目标后(单次击杀多目标每个目标触发一次) 16
TriggerWay_BuffDel, # buff消失后  17
TriggerWay_BeCombo, # 被连击时 18
TriggerWay_BePursue, # 被追击时 19
TriggerWay_UseSkillOverOne, # 使用技能后(多目标仅触发一次)20
TriggerWay_AttackOverDirectOne, # 直接攻击后(除dot或buff外的攻击,多目标仅触发一次)21
TriggerWay_BeAnyEffect, # 受到任意效果时(除直接攻击外的任意效果,如buff、dot、治疗、额外怒技)22
) = range(1, 1 + 22)
# 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
TriggerWayNoLoadList = [TriggerWay_CurSkillEff, TriggerWay_CurSkillEffLst]
# 被动触发有效来源
TriggerSrc_Skill = 1    # 身上技能有效
@@ -4289,16 +4148,31 @@
# 被动效果ID,属性类的直接使用属性ID当做效果ID
PassiveEff_AddBuffLayerByWeight = 6001 # 根据权重随机添加buff层数 数值1-[[权重,层级], ...]
PassiveEff_ChangeHurtType = 6002 # 变更伤害类型: 值1-伤害类型;值2-可附加验证处于xx状态 [状态1, 状态2, ...]
PassiveEff_ChangeHurtMulti = 6003 # 变更伤害倍值(可增可减): 值1-变更倍值;值2-可附加验证处于xx状态 [状态1, 状态2, ...]
PassiveEff_AddSkillPer = 6004 # 增加本次技能万分比: 值1-增加的万分比;值2-可附加验证处于xx状态 [状态1, 状态2, ...]
PassiveEff_ChangeHurtType = 6002 # 变更本次伤害类型
PassiveEff_ChangeHurtMulti = 6003 # 变更伤害倍值(可增可减)
PassiveEff_AddSkillPer = 6004 # 增加本次技能万分比(验证目标状态)
PassiveEff_AddSkillPerByJob = 6006 # 增加本次技能万分比(验证目标职业)
# 6005 增加本次技能万分比(按buff状态层数算)
PassiveEff_AddSkillTagCnt = 6007 # 增加技能目标数
PassiveEff_ImmuneControlBuff = 6008 # 生命值低于x%时免疫控制效果
PassiveEff_MustSuperHit = 6009 # 生命值低于x%时必定暴击
PassiveEff_AddSkillPerByHP = 6010 # 增加本次技能万分比(验证当前生命)
PassiveEff_AddSkillPerByBuffLayer = 6011 # 增加本次技能万分比(根据buff层级)
PassiveEff_AddBuffLayerMax = 6012 # 添加buff层级上限:  数值1-增加层级上限
PassiveEff_AddFinalDamPer = 6013 # 增加最终增伤(根据属性转化)
PassiveEff_AddSkillRate = 6014 # 增加技能概率
# 被动效果ID有触发值时就返回的
PassiveEffHappenValueList = [PassiveEff_ChangeHurtType]
PassiveEffHappenValueList = [PassiveEff_ChangeHurtType, PassiveEff_ImmuneControlBuff, PassiveEff_MustSuperHit]
# 被动效果ID触发值取最大值的
PassiveEffValueMaxList = []
PassiveEffValueMaxList = [PassiveEff_ChangeHurtMulti]
# 被动效果ID触发值取最小值的
PassiveEffValueMinList = []
# 技能效果 - 不需要配置触发方式的
SkillEff_CureWayEx = 7001 # 额外治疗值计算(对CalcType、SkillPer治疗计算方式扩展): 值1-计算方式;值2-万分比
SkillEff_HurtShare = 7002 # 均摊伤害
SkillEff_ChangeTag = 7003 # 修改技能目标
(
TriggerType_BeSuperHit, # 被暴击触发技能 1
@@ -4391,7 +4265,7 @@
TriggerType_ThumpSkillValue, # 重击增加技能固定值伤害 88
TriggerType_HitValue, # 记录命中个数 89
TriggerType_ChangeSkillEff, # 改变技能特效广播 90
) = range(1, 91)
) = range(1001, 1091)
#不可以佩戴翅膀的地图
@@ -4456,10 +4330,10 @@
Def_Cost_BuyPack, # 购买背包格子
Def_Cost_UseSpeaker, # 喇叭发言
Def_Cost_Revive, # 复活
Def_Cost_FBEncourage, # 副本鼓舞 5
Def_Cost_5, # 副本鼓舞 5
Def_Cost_GoldInvest, # 理财投资
Def_Cost_Pray, # 祈祷
Def_Cost_RecoverGain, # 资源找回
Def_Cost_8, # 资源找回
Def_Cost_BuyVIPItem, # 购买VIP礼包
Def_Cost_GM, # GM 10
Def_Cost_BourseBuy, # 交易所购买
@@ -4497,7 +4371,7 @@
Def_Cost_MysteryShopRefresh, # 神秘商店刷新
Def_Cost_AuctionBid, # 拍卖行竞价
Def_Cost_BuyDailyActionCnt, # 购买活动次数 45
Def_Cost_FBBuyBuff, # 副本买buff
Def_Cost_46, # 副本买buff
Def_Cost_CreatFamily, # 创建仙盟
Def_Cost_BuyKillBossCnt, #购买boss次数
Def_Cost_EquipStar, #装备升星
@@ -4528,7 +4402,7 @@
                          Def_Cost_Unknown, "GMSetMoney", "Warehouse", Def_Cost_AuctionBid]
# 可在跨服中消费的类型列表
MergeServerCanCostType = [Def_Cost_UseSpeaker, Def_Cost_Revive, Def_Cost_FBEncourage]
MergeServerCanCostType = [Def_Cost_UseSpeaker, Def_Cost_Revive]
#内部仙玉不能用的消费类型列表
UnUseInner_CostType = [Def_Cost_BourseBuy, Def_Cost_FamilyRedPacket, Def_Cost_AuctionBid]
# 消费类型对应信息字典{消费类型:[eventName, 中文说明reason_name, 发送给9377的数据是否分消费子类], }
@@ -4546,14 +4420,12 @@
Def_Cost_Pray:"Pray",
Def_Cost_Treasure:"Treasure",
Def_Cost_OpenNoble:"OpenNoble",
Def_Cost_RecoverGain:"RecoverGain",
Def_Cost_EnterFB:"EnterFB",
# 无消费对象子类的
Def_Cost_BuyPack:"BuyPack",
Def_Cost_UseSpeaker:"UseSpeaker",
Def_Cost_Revive:"Revive",
Def_Cost_FBEncourage:"FBEncourage",
Def_Cost_RefreshArrestTask:"RefreshArrestTask",
Def_Cost_RefreshTimeShop:"RefreshTimeShop",
Def_Cost_ResetGreatMasterSkill:"ResetTalentSkill",
@@ -4596,7 +4468,6 @@
Def_Cost_MysteryShopRefresh:"MysteryShopRefresh",
Def_Cost_AuctionBid:"AuctionBid",
Def_Cost_BuyDailyActionCnt:"BuyDailyActionCnt",
Def_Cost_FBBuyBuff:"FBBuyBuff",
Def_Cost_CreatFamily:"CreatFamily",
Def_Cost_BuyKillBossCnt:"BuyKillBossCnt",
Def_Cost_EquipStar:"EquipStar",
@@ -4625,7 +4496,7 @@
Def_GiveMoney_Pickup, # ʰȡ
Def_GiveMoney_Bourse, # 交易所 10
Def_GiveMoney_GoldInvest, # 绑钻投资
Def_GiveMoney_Recover, # 资源找回
Def_GiveMoney_12, # 资源找回
Def_GiveMoney_RedPacket, # 红包
Def_GiveMoney_RefineGift, # 炼制奖励
Def_GiveMoney_Mail, # 邮件(补偿) 15
@@ -4663,7 +4534,6 @@
Def_GiveMoney_Pickup:"Pickup",
Def_GiveMoney_Bourse:"Bourse",
Def_GiveMoney_GoldInvest:"GoldInvest",
Def_GiveMoney_Recover:"Recover",
Def_GiveMoney_RedPacket:"RedPacket",
Def_GiveMoney_RefineGift:"RefineGift",
Def_GiveMoney_Mail:"Mail",
@@ -4840,10 +4710,6 @@
                   }
##==================================================================================================
# 前端自定义场景状态
CustomMapStep_Over = 0 # 没有或已结束
CustomMapStep_Fight = 1 # 战斗进行中
# 副本参与类型
FB_JoinType = (
@@ -5122,7 +4988,7 @@
Def_RewardType_LVAward,  # 玩家等级奖励5
Def_RewardType_XBXZ, # 仙宝寻主奖励6
Def_RewardType_DayRealmPoint, # 每日任务修行点奖励7
Def_RewardType_GoldGiftFirst, # 首充礼包奖励8
Def_RewardType_FirstCharge, # 首充礼包奖励8
Def_RewardType_MWSoulAward, # 法宝之魂奖励9 -废弃
Def_RewardType_FreeGoods, # 极品白拿10
Def_RewardType_CostRebate, # 消费返利11