| | |
| | | import IPY_GameWorld
|
| | | import GameWorld
|
| | | import ItemControler
|
| | | import SkillShell
|
| | | import PlayerControl
|
| | | import ChConfig
|
| | | import ChItem
|
| | | import ItemCommon
|
| | | import FBLogic
|
| | | import OperControlManager
|
| | | import Operate_EquipWash
|
| | | import Operate_EquipPlus
|
| | | import ShareDefine
|
| | | import ChPyNetSendPack
|
| | | import NetPackCommon
|
| | | import IpyGameDataPY
|
| | | import Operate_EquipStone
|
| | | import OpenServerCampaign
|
| | | import PassiveBuffEffMng
|
| | | import time
|
| | | import json
|
| | | import FormulaControl
|
| | | import PyGameData
|
| | | #---------------------------------------------------------------------
|
| | | import PlayerOnline
|
| | |
|
| | | def RefreshRoleEquipAttr(curPlayer):
|
| | | ## 刷新主公装备属性
|
| | | CalcRoleEquipAttr(curPlayer)
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr()
|
| | | return
|
| | |
|
| | | ##检查玩家是否可以换装
|
| | | # @param curPlayer 玩家实例
|
| | | # @return 返回值, 是否通过检查
|
| | | # @remarks 检查玩家是否可以换装
|
| | | def CheckPlayerCanEquipItem(curPlayer):
|
| | | if curPlayer.GetPlayerAction() not in ChConfig.Def_Player_DoEquip_State:
|
| | | #InsteadEquip 对不起,当前状态无法更换装备
|
| | | #InsteadEquip替换为GeRen_chenxin_436832
|
| | | PlayerControl.NotifyCode(curPlayer, "GeRen_chenxin_436832")
|
| | | return False
|
| | | def CalcRoleEquipAttr(curPlayer):
|
| | | ## 计算主公装备属性
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | mainEquipAttrDict = {}
|
| | |
|
| | | return True
|
| | | packType = IPY_GameWorld.rptEquip
|
| | | equipPack = curPlayer.GetItemManager().GetPack(packType)
|
| | |
|
| | | # 主装备
|
| | | for equipPlace in ChConfig.Def_MainEquipPlaces:
|
| | | equipIndex = equipPlace - 1
|
| | | if equipIndex < 0 or equipIndex >= equipPack.GetCount():
|
| | | continue
|
| | | curEquip = equipPack.GetAt(equipIndex)
|
| | | if not curEquip or curEquip.IsEmpty():
|
| | | continue
|
| | | #itemColor = curEquip.GetItemColor()
|
| | |
|
| | | ## 执行玩家换装逻辑
|
| | | # @param curPlayer 当前玩家
|
| | | # @param curItem 物品实例
|
| | | # @param equipPackIndex 装备背包索引
|
| | | # @param tick 当前时间
|
| | | # @return 布尔值
|
| | | # @remarks 执行玩家换装逻辑
|
| | | def DoPlayerEquipItem(curPlayer, curItem, equipPackIndex, tick): |
| | | if equipPackIndex < 0:
|
| | | return False
|
| | | playerItemControl = ItemControler.PlayerItemControler(curPlayer)
|
| | | baseAttrIDCnt = curEquip.GetUserAttrCount(ShareDefine.Def_IudetBaseAttrID)
|
| | | baseAttrValueCnt = curEquip.GetUserAttrCount(ShareDefine.Def_IudetBaseAttrValue)
|
| | | if baseAttrIDCnt == baseAttrValueCnt:
|
| | | for i in xrange(baseAttrIDCnt):
|
| | | attrID = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetBaseAttrID, i)
|
| | | attrValue = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetBaseAttrValue, i)
|
| | | mainEquipAttrDict[attrID] = mainEquipAttrDict.get(attrID, 0) + attrValue
|
| | |
|
| | | #---验证是否可以换这件装备---
|
| | | if not ItemCommon.CheckItemCanUse(curItem):
|
| | | return False
|
| | | legendAttrIDCnt = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrID)
|
| | | legendAttrValueCnt = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrValue)
|
| | | if legendAttrIDCnt == legendAttrValueCnt:
|
| | | for i in xrange(legendAttrIDCnt):
|
| | | attrID = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrID, i)
|
| | | attrValue = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrValue, i)
|
| | | mainEquipAttrDict[attrID] = mainEquipAttrDict.get(attrID, 0) + attrValue
|
| | |
|
| | | if not ItemCommon.CheckItemCanUseByExpireTime(curItem):
|
| | | # 过期
|
| | | GameWorld.DebugLog("装备已过期!")
|
| | | return False
|
| | | |
| | | changeItemEquipPlace = curItem.GetEquipPlace()
|
| | | if changeItemEquipPlace not in ShareDefine.RoleEquipType:
|
| | | return False
|
| | | |
| | | if ItemCommon.GetEquipPackIndex(curItem) != equipPackIndex:
|
| | | #检查装备位置和填表是否一致
|
| | | return False
|
| | | |
| | | #--设置穿上物品星级--
|
| | | #===========================================================================
|
| | | # if changeItemEquipPlace in ShareDefine.RoleEquipType:
|
| | | # equipPartStar = GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, changeItemEquipPlace)
|
| | | # if equipPartStar != curItem.GetItemStarLV():
|
| | | # curItem.SetItemStarLV(equipPartStar)
|
| | | #===========================================================================
|
| | | #GameWorld.DebugLog("穿上的装备设置星级: index=%s,star=%s" % (changeItemEquipPlace, equipPartStar))
|
| | | |
| | | #---开始换装逻辑---
|
| | | |
| | | #记录换装物品信息
|
| | | itemClassLV = ItemCommon.GetItemClassLV(curItem)
|
| | | changeItemID = curItem.GetItemTypeID()
|
| | | changeItemStarLV = 0 #curItem.GetItemStarLV()
|
| | | changeItemStoneCnt = 0 #curItem.GetUseStoneCount()
|
| | | changeItemHoleCnt = 0 #curItem.GetCanPlaceStoneCount()
|
| | | changeItemUseData = curItem.GetUserData()
|
| | | suiteID = curItem.GetSuiteID()
|
| | | endureReduceType = curItem.GetEndureReduceType()
|
| | | #changeItemIsHorse = (curItem.GetType() == ChConfig.Def_Item_Type_Horse)
|
| | | |
| | | #执行换装动作
|
| | | equipPlace = playerItemControl.EquipItem(curItem, equipPackIndex)
|
| | | |
| | | if equipPlace == -1:
|
| | | return False
|
| | | |
| | | equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
|
| | | curEquip = equipPack.GetAt(equipPackIndex)
|
| | |
|
| | | if curEquip.GetUserAttr(ShareDefine.Def_IudetCreateTime) == 0:
|
| | | curEquip.SetUserAttr(ShareDefine.Def_IudetCreateTime, int(time.time()))
|
| | | #---换装成功---
|
| | | if equipPackIndex in PlayerControl.GetFaceEquipIndexList(curPlayer) or equipPlace in ChConfig.Def_SyncEquipStateByIndex:
|
| | | #通知客户端交换物品
|
| | | curPlayer.ChangeEquip(changeItemID, equipPackIndex, changeItemStarLV, changeItemHoleCnt, changeItemStoneCnt, changeItemUseData)
|
| | | if itemClassLV == GetEquipFacadeClassLV(curPlayer):
|
| | | #穿当前外观阶的套装
|
| | | ChangeEquipfacadeByClassLV(curPlayer, itemClassLV)
|
| | | |
| | | #特殊装备, 不需要刷属性
|
| | | if changeItemEquipPlace in ChConfig.EquipItemNoRefreshState:
|
| | | return True
|
| | | |
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrActivatyNotify, ChConfig.Def_AttrActivatyNotify_Equip)
|
| | | |
| | | #先刷装备BUFF 再计算属性
|
| | | if changeItemEquipPlace in ChConfig.EquipPlace_LingQi:
|
| | | RefreshPlayerLingQiEquipAttr(curPlayer)
|
| | | elif itemClassLV:
|
| | | RefreshPlayerEquipAttribute(curPlayer, itemClassLV)
|
| | | |
| | | #刷新所有属性
|
| | | playControl = PlayerControl.PlayerControl(curPlayer)
|
| | | playControl.RefreshPlayerAttrState()
|
| | | |
| | | #装备的被动触发类技能
|
| | | PassiveBuffEffMng.GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
|
| | | return True
|
| | |
|
| | | GameWorld.DebugLog("主线装备属性: %s" % mainEquipAttrDict, playerID)
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_MainEquip, mainEquipAttrDict)
|
| | | return
|
| | |
|
| | | ## 刷新装备对人物属性的改变
|
| | | # @param self 类实例
|
| | | # @return 返回值无意义
|
| | | # @remarks 刷新装备对人物属性的改变
|
| | | def RefreshPlayerEquipAttribute(curPlayer, classLV=0):
|
| | | GameWorld.DebugLog("Start RefreshPlayerEquipAttribute classLV=%s!!!" % classLV, curPlayer.GetPlayerID())
|
| | | classlvList = xrange(1, IpyGameDataPY.GetFuncCfg('EquipMaxClasslv') + 1) if classLV == 0 else [classLV]
|
| | | for rclasslv in classlvList:
|
| | | __CalcEquips_Effect(curPlayer, rclasslv)
|
| | |
|
| | | #if isRefreshEquipBuff:
|
| | | # __RefreshPlayerAllEquipBuff(curPlayer)
|
| | | |
| | | if classLV:
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | if playerID not in PyGameData.g_equipChangeClassLVInfo:
|
| | | PyGameData.g_equipChangeClassLVInfo[playerID] = []
|
| | | classLVList = PyGameData.g_equipChangeClassLVInfo[playerID]
|
| | | if classLV not in classLVList:
|
| | | classLVList.append(classLV)
|
| | | #GameWorld.DebugLog("添加装备缓存变更阶: classLV=%s, %s" % (classLV, classLVList), playerID)
|
| | | return
|
| | |
|
| | | def OnPlayerEquipLoginLogic(curPlayer):
|
| | | ''' 玩家登录统一处理装备,只遍历一次装备背包,通知信息、更新一次数据,防止总等级统计异常
|
| | | 装备品质橙装及以上数量、装备总星数、强化总等级、进化总等级、洗练总等级、宝石总等级
|
| | | '''
|
| | | |
| | | #NotifyEquipPartPlusLV(curPlayer)
|
| | | #NotifyEquipPartStar(curPlayer)
|
| | | #Operate_EquipWash.OnEquipWashLogin(curPlayer)
|
| | | #装备位宝石镶嵌通知
|
| | | #Operate_EquipStone.OnLogin(curPlayer)
|
| | | # if not GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_VersionFix, ChConfig.Def_VerFix_LingGenShow):
|
| | | # GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_VersionFix, ChConfig.Def_VerFix_LingGenShow, 1)
|
| | | # ChangeEquipfacadeByLingGen(curPlayer)
|
| | | |
| | | ePartStarLVPack = ChPyNetSendPack.tagMCEquipPartStarInfo() # A3 B1 装备部位星数信息 #tagMCEquipPartStarInfo
|
| | | ePartPlusLVPack = ChPyNetSendPack.tagMCEquipPartPlusInfo() # A3 B3 装备部位强化信息 #tagMCEquipPartPlusInfo
|
| | | ePartXLPack = ChPyNetSendPack.tagMCEquipPartXLAttrInfo() # A3 BB 装备位洗练属性信息 #tagMCEquipPartXLAttrInfo
|
| | | ePartStonePack = ChPyNetSendPack.tagMCStoneInfo() # A3 BC 通知装备位孔位宝石ID #tagMCStoneInfo
|
| | | |
| | | orangeEquipCount = 0
|
| | | totalStar = 0
|
| | | totalPlusLV = 0
|
| | | totalEvolveLV = 0
|
| | | totalWashLV = 0
|
| | | totalStoneLV = 0
|
| | | holeIndexList = Operate_EquipStone.GetAllEquipPlaceHoleIndex()
|
| | | |
| | | gameData = GameWorld.GetGameData()
|
| | | packType = IPY_GameWorld.rptEquip
|
| | | equipPack = curPlayer.GetItemManager().GetPack(packType)
|
| | | for index in xrange(equipPack.GetCount()):
|
| | | ipyData = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'GridIndex':index}, isLogNone=False)
|
| | | if not ipyData:
|
| | | continue
|
| | | # 只计算有阶的境界装备
|
| | | if not ipyData.GetClassLV():
|
| | | continue
|
| | | |
| | | curEquip = equipPack.GetAt(index)
|
| | | if not curEquip.IsEmpty():
|
| | | if curEquip.GetItemColor() >= ShareDefine.Def_Item_Color_Orange:
|
| | | orangeEquipCount += 1
|
| | | |
| | | # 星级
|
| | | starLV = GetEquipPartStar(curPlayer, index)
|
| | | totalStar += starLV
|
| | | |
| | | # 强化等级
|
| | | plusProficiency = GetEquipPartProficiency(curPlayer, packType, index)
|
| | | plusLV = GetEquipPartPlusLV(curPlayer, packType, index)
|
| | | totalPlusLV += plusLV
|
| | | |
| | | # 进化等级
|
| | | evolveLV = GetEquipPartPlusEvolveLV(curPlayer, packType, index)
|
| | | totalEvolveLV += evolveLV
|
| | | |
| | | # 洗练等级
|
| | | washLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipWashLV % index)
|
| | | totalWashLV += washLV
|
| | | |
| | | # 宝石等级
|
| | | stoneIDList, stoneIsBindList = [], []
|
| | | for holeIndex in holeIndexList:
|
| | | stoneID, stoneIsBind = Operate_EquipStone.GetEquipIndexStoneIDAndIsBand(curPlayer, index, holeIndex)
|
| | | stoneIDList.append(stoneID)
|
| | | stoneIsBindList.append(stoneIsBind)
|
| | | if stoneID == 0:
|
| | | continue
|
| | | curStone = gameData.GetItemByTypeID(stoneID)
|
| | | stoneLV = 0 if not curStone else curStone.GetEffectByIndex(0).GetEffectValue(1)
|
| | | totalStoneLV += stoneLV
|
| | | |
| | | # 星级信息包
|
| | | if starLV:
|
| | | ePartStarLV = ChPyNetSendPack.tagMCEquipPartStar()
|
| | | ePartStarLV.Clear()
|
| | | ePartStarLV.EquipPackIndex = index
|
| | | ePartStarLV.Star = starLV
|
| | | ePartStarLVPack.InfoList.append(ePartStarLV)
|
| | | |
| | | # 强化、进化信息包
|
| | | if plusLV or plusProficiency or evolveLV:
|
| | | ePartPlusLV = ChPyNetSendPack.tagMCEquipPartPlusLV()
|
| | | ePartPlusLV.Clear()
|
| | | ePartPlusLV.PackType = packType
|
| | | ePartPlusLV.EquipIndex = index
|
| | | ePartPlusLV.EquipPartStarLV = plusLV
|
| | | ePartPlusLV.Proficiency = plusProficiency
|
| | | ePartPlusLV.EvolveLV = evolveLV
|
| | | ePartPlusLVPack.InfoList.append(ePartPlusLV)
|
| | | |
| | | # 洗练信息包
|
| | | hasXLValue = False
|
| | | xlAttrList = []
|
| | | for attrNum in xrange(1, Operate_EquipWash.Def_EquipWashMaxAttrCount + 1):
|
| | | washValue = ChPyNetSendPack.tagMCEquipPartXLAttrValue()
|
| | | washValue.XLAttrValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipWashValue % (index, attrNum))
|
| | | washValue.XLAttrChange = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipWashValueTemp % (index, attrNum))
|
| | | xlAttrList.append(washValue)
|
| | | if washValue.XLAttrValue or washValue.XLAttrChange:
|
| | | hasXLValue = True
|
| | | if hasXLValue or washLV:
|
| | | ePartXLAttr = ChPyNetSendPack.tagMCEquipPartXLAttr()
|
| | | ePartXLAttr.EquipPlace = index
|
| | | ePartXLAttr.XLAttrLV = washLV
|
| | | ePartXLAttr.XLAttrList = xlAttrList
|
| | | ePartXLAttr.XLAttrCnt = len(ePartXLAttr.XLAttrList)
|
| | | ePartXLPack.InfoList.append(ePartXLAttr)
|
| | | |
| | | # 宝石信息包
|
| | | stoneCount = len(stoneIDList)
|
| | | if stoneIDList.count(0) != stoneCount:
|
| | | stoneMsg = ChPyNetSendPack.tagMCStoneMsg()
|
| | | stoneMsg.EquipPlace = index
|
| | | stoneMsg.MaxStoneCount = stoneCount |
| | | stoneMsg.StoneInfo = stoneIDList
|
| | | stoneMsg.StoneBind = stoneIsBindList
|
| | | ePartStonePack.InfoList.append(stoneMsg)
|
| | | |
| | | # 通知封包,有值时才通知
|
| | | if ePartStarLVPack.InfoList:
|
| | | ePartStarLVPack.Count = len(ePartStarLVPack.InfoList)
|
| | | NetPackCommon.SendFakePack(curPlayer, ePartStarLVPack)
|
| | | |
| | | if ePartPlusLVPack.InfoList:
|
| | | ePartPlusLVPack.Count = len(ePartPlusLVPack.InfoList)
|
| | | NetPackCommon.SendFakePack(curPlayer, ePartPlusLVPack)
|
| | | |
| | | if ePartXLPack.InfoList:
|
| | | ePartXLPack.Count = len(ePartXLPack.InfoList)
|
| | | NetPackCommon.SendFakePack(curPlayer, ePartXLPack)
|
| | | |
| | | if ePartStonePack.InfoList:
|
| | | ePartStonePack.EquipCount = len(ePartStonePack.InfoList) |
| | | NetPackCommon.SendFakePack(curPlayer, ePartStonePack)
|
| | | |
| | | Operate_EquipPlus.SyncEquipMasterPlusLVInfo(curPlayer)
|
| | | |
| | | # 更新统计汇总值
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PlayerKey_EquipOrangeCount, orangeEquipCount)
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalEquipStar, totalStar)
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalPlusLV, totalPlusLV)
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalPlusEvolveLV, totalEvolveLV)
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalEquipWashLV, totalWashLV)
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalStoneLV, totalStoneLV)
|
| | | GameWorld.DebugLog("登录更新装备相关值汇总: orangeEquipCount=%s,totalStar=%s,totalPlusLV=%s,totalEvolveLV=%s,totalWashLV=%s,totalStoneLV=%s" |
| | | % (orangeEquipCount, totalStar, totalPlusLV, totalEvolveLV, totalWashLV, totalStoneLV))
|
| | | Sync_EquipPartSuiteActivateInfo(curPlayer)
|
| | | |
| | | for equipPlace in ChConfig.EquipPlace_LingQi:
|
| | | Sync_LingQiTrainData(curPlayer, equipPlace)
|
| | | |
| | | return
|
| | |
|
| | | #===============================================================================
|
| | | # #//07 03 人物装备物品#tagCEquipItem
|
| | | # //角色装备类型
|
| | | # int GetRoleEquipType();
|
| | | # //物品在物品背包的索引
|
| | | # int GetItemIndex();
|
| | | #===============================================================================
|
| | | ## 人物装备物品
|
| | | # @param index 背包索引
|
| | | # @param tick 当前时间
|
| | | # @return None
|
| | | # @remarks 客户端封包响应 //07 03 人物装备物品#tagCEquipItem
|
| | | def PlayerEquipItem(index, tick):
|
| | | GameWorld.GetPsycoFunc(__Func_PlayerEquipItem)(index, tick)
|
| | | return
|
| | |
|
| | |
|
| | | ## 人物装备物品
|
| | | # @param index 背包索引
|
| | | # @param tick 当前时间
|
| | | # @return None
|
| | | # @remarks 客户端封包响应 //07 03 人物装备物品#tagCEquipItem
|
| | | def __Func_PlayerEquipItem(index, tick):
|
| | | curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
|
| | | sendPack = IPY_GameWorld.IPY_CEquipItem()
|
| | | #物品在物品背包的索引
|
| | | packItemIndex = sendPack.GetItemIndex()
|
| | | #角色装备部位
|
| | | equipPackIndex = sendPack.GetRoleEquipType()
|
| | | |
| | | #检查玩家状态是否可以换装
|
| | | if not CheckPlayerCanEquipItem(curPlayer):
|
| | | return
|
| | | |
| | | #检查换装间隔
|
| | | #===========================================================================
|
| | | # if tick - curPlayer.GetLastChangeEquipTick() <= ChConfig.Def_MinChangeEquipTime:
|
| | | # #GameWorld.Log("更换装备时间过短! %d"%(tick - curPlayer.GetLastChangeEquipTick())) |
| | | # return
|
| | | # |
| | | # curPlayer.SetLastChangeEquipTick(tick)
|
| | | #===========================================================================
|
| | | |
| | | #---获取封包需要装备的物品---
|
| | | rolePack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
|
| | | curItem = rolePack.GetAt(packItemIndex)
|
| | | #---执行玩家换装逻辑---
|
| | | if DoPlayerEquipItem(curPlayer, curItem, equipPackIndex, tick):
|
| | | return
|
| | | |
| | | #换装失败通知客户端信息
|
| | | curPlayer.Notify_ItemPutFail(IPY_GameWorld.rptItem, packItemIndex, IPY_GameWorld.rptEquip, 0)
|
| | | return
|
| | |
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | | ## 一键换装(封包)
|
| | | # @param index 玩家索引
|
| | | # @param tick 当前时间
|
| | | # @return None
|
| | | # @remarks 函数详细说明.
|
| | | def OneKeyChangeEquip(index, tick):
|
| | | return
|
| | |
|
| | |
|
| | | ## 玩家卸下装备(封包参数)
|
| | | # @param index 玩家索引
|
| | | # @param tick 当前时间
|
| | | # @return None
|
| | | # @remarks 函数详细说明.
|
| | | def PlayerUnEquip(index, tick):
|
| | | GameWorld.GetPsycoFunc(__Func_PlayerUnEquip)(index, tick)
|
| | | return
|
| | |
|
| | |
|
| | | #--------------------------------------------------------------------- |
| | | ## 玩家卸下装备(封包参数)
|
| | | # @param index 玩家索引
|
| | | # @param tick 当前时间
|
| | | # @return None
|
| | | # @remarks 函数详细说明.
|
| | | def __Func_PlayerUnEquip(index, tick):
|
| | | sendPack = IPY_GameWorld.IPY_CUnEquipItem()
|
| | | curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
|
| | | |
| | | if not CheckPlayerCanEquipItem(curPlayer):
|
| | | return
|
| | | |
| | | equipPackIndex = sendPack.GetEquipIndex()
|
| | |
|
| | | #如果卸下的是马匹,需要判定如果马匹装备背包有物品,不让放下
|
| | | #===========================================================================
|
| | | # if equipIndex == IPY_GameWorld.rptHorse :
|
| | | # itemEquipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptHorseEquip)
|
| | | # |
| | | # if not ItemControler.GetPackIsEmpty(itemEquipPack):
|
| | | # PlayerControl.NotifyCode(curPlayer, "7E355D97-520A-4A8C-8BC993AAEAF6071F")
|
| | | # return
|
| | | #===========================================================================
|
| | | |
| | | playerItemControl = ItemControler.PlayerItemControler(curPlayer)
|
| | | result = playerItemControl.UnEquipItem(equipPackIndex, sendPack.GetPackIndex())
|
| | | |
| | | if not result:
|
| | | #卸下装备失败
|
| | | return
|
| | | |
| | | equipID = result[0]
|
| | | equipPlace = result[1]
|
| | | itemClassLV = result[2]
|
| | | |
| | | ##特殊装备 , 不需要冲刷属性
|
| | | if equipPlace in ChConfig.EquipItemNoRefreshState:
|
| | | return
|
| | | |
| | | #先刷装备BUFF 再计算属性
|
| | | if equipPlace in ChConfig.EquipPlace_LingQi:
|
| | | RefreshPlayerLingQiEquipAttr(curPlayer)
|
| | | elif itemClassLV:
|
| | | RefreshPlayerEquipAttribute(curPlayer, itemClassLV)
|
| | | |
| | | #刷新所有属性
|
| | | playControl = PlayerControl.PlayerControl(curPlayer)
|
| | | playControl.RefreshPlayerAttrState()
|
| | | |
| | | #装备的被动触发类技能
|
| | | PassiveBuffEffMng.GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
|
| | | return
|
| | |
|
| | | #// A3 18 灵器突破 #tagCMLingQiEquipBreak
|
| | |
| | | def RefreshPlayerLingQiEquipAttr(curPlayer):
|
| | | ''' 刷新玩家灵器装备属性
|
| | | '''
|
| | | |
| | | return
|
| | | classLV = 0 # 灵器阶默认为0
|
| | | allAttrList = [{} for _ in range(4)]
|
| | | lingQiAttrList = [{} for _ in range(4)]
|
| | |
| | | PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingQiAttr, lingQiAttrList)
|
| | | return
|
| | |
|
| | | def __CalcEquips_Effect(curPlayer, classLV):
|
| | | ''' 境界装备系统属性
|
| | | 1. 装备模块,每个境界阶独立,每个境界战力独立模块计算
|
| | | 1.1 装备本身属性: 不能有影响其他境界装备的属性
|
| | | 基础属性: 物品表中的配置
|
| | | 传奇属性: |
| | | |
| | | 2.装备位星级模块 |
| | | 2.1 装备位升星属性:不能有影响其他境界装备的属性
|
| | | 升星基础属性,属性属于装备基础
|
| | | 升星等级属性,会影响本阶装备基础
|
| | | 星级套装属性,详见套装属性
|
| | | |
| | | 2.2 装备位套装属性:不能有影响其他境界装备的属性
|
| | | 由装备位是否套装及星级数决定套装属性
|
| | | |
| | | 3.装备位强化模块:战力为所有境界装备位强化属性总和战力
|
| | | 强化等级属性 |
| | | 进化等级属性,影响本部位本境界装备基础
|
| | | |
| | | 4.装备位宝石属性:战力为所有境界装备位宝石属性总和战力
|
| | | 宝石等级属性
|
| | | 宝石觉醒属性,会影响本阶装备基础
|
| | | |
| | | 5.装备位洗练属性:战力为所有境界装备位洗练属性总和战力
|
| | | 洗练等级属性
|
| | | 洗练套装属性,会影响本阶装备基础
|
| | | '''
|
| | | |
| | | if classLV < 1:
|
| | | GameWorld.ErrLog("刷境界装备属性阶错误!当前不支持该阶模块: classLV=%s" % classLV)
|
| | | return
|
| | | #GameWorld.DebugLog("----- 刷境界装备战力: classLV=%s" % (classLV))
|
| | | |
| | | allEquipBaseAttrDict = {} # 所有装备基础属性 {attrID:value, ...}
|
| | | baseEquipBaseAttrDict = {} # 基础装备基础属性{attrID:value, ...}
|
| | | equipBaseAttrDict = {} # 装备基础属性 {装备位:{attrID:value, ...}, ...}
|
| | | |
| | | equipColorDict = {} # 装备品质信息 {装备位:itemColor, ...}
|
| | | allAttrListEquip = [{} for _ in range(4)] # 装备属性
|
| | | equip_addEquipBaseAttrPerList = [{}, {}, {}] # 装备功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
|
| | | baseAttrDictStar, totalStarLV = {}, 0
|
| | | allAttrListStar = [{} for _ in range(4)] # 升星属性
|
| | | star_addEquipBaseAttrPerList = [{}, {}, {}] # 升星功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
|
| | | baseAttrDictPlus, totalPlusLV = {}, 0
|
| | | allAttrListPlus = [{} for _ in range(4)] # 强化属性
|
| | | plus_addEquipBaseAttrPerList = [{}, {}, {}] # 强化功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
|
| | | baseAttrDictStone, totalStoneLV = {}, 0
|
| | | allAttrListStone = [{} for _ in range(4)] # 宝石属性
|
| | | #stone_addEquipBaseAttrPerList = [{}, {}, {}] # 宝石功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
|
| | | baseAttrDictWash, totalWashLV = {}, 0
|
| | | allAttrListWash = [{} for _ in range(4)] # 洗练属性
|
| | | #wash_addEquipBaseAttrPerList = [{}, {}, {}] # 洗练功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
|
| | | |
| | | packType = IPY_GameWorld.rptEquip
|
| | | playerEquip = curPlayer.GetItemManager().GetPack(packType)
|
| | | equipPartStarIndexList = ChConfig.Pack_EquipPart_CanPlusStar.get(packType, [])
|
| | | #maxSuiteType = IpyGameDataPY.GetFuncCfg('EquipSuitColorStar', 2) #最大套装类型
|
| | | #equipPlaceList = [] # 有穿戴装备的装备位列表
|
| | | suitCntDict = {} #套装数量字典
|
| | | #legendAttrDict = {} #所有传奇属性
|
| | | equipScoreTotal = 0 #为解决装备评分、战力不一致的情况,装备战力改为由评分作为参数计算战力
|
| | | |
| | | basePlusLVMin = None # 基础装备最小强化等级,计算大师强化属性用
|
| | | |
| | | # 1. 循环遍历本阶装备
|
| | | for equipPlace in equipPartStarIndexList:
|
| | | ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
|
| | | if not ipyData:
|
| | | continue
|
| | | equipIndex = ipyData.GetGridIndex()
|
| | | curEquip = playerEquip.GetAt(equipIndex)
|
| | | if not curEquip or curEquip.IsEmpty():
|
| | | continue
|
| | | |
| | | #if not ItemCommon.CheckItemCanUseByExpireTime(curEquip):
|
| | | # # 过期,暂不判断,以后境界装备有时效装备再开启
|
| | | # continue
|
| | | |
| | | #equipPlaceList.append(equipIndex)
|
| | | equipScoreTotal += ItemCommon.GetEquipGearScore(curEquip)
|
| | | |
| | | itemColor = curEquip.GetItemColor()
|
| | | equipColorDict[equipPlace] = itemColor
|
| | | |
| | | baseAttrDict = {} # 装备位基础属性: 物品表 + 星级基础
|
| | | isBaseEquip = equipPlace in ChConfig.EquipPlace_Base
|
| | | |
| | | #GameWorld.DebugLog("装备位 %s: itemID=%s,isBaseEquip=%s,equipScoreTotal=%s" % (equipPlace, curEquip.GetItemTypeID(), isBaseEquip, equipScoreTotal))
|
| | | |
| | | #基础属性效果
|
| | | for i in xrange(curEquip.GetEffectCount()):
|
| | | curEffect = curEquip.GetEffectByIndex(i)
|
| | | if not curEffect:
|
| | | break
|
| | | effectID = curEffect.GetEffectID()
|
| | | if effectID == 0:
|
| | | #最后一个
|
| | | break
|
| | | effectValue = curEffect.GetEffectValue(0)
|
| | | if not effectValue:
|
| | | continue
|
| | | PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListEquip)
|
| | | baseAttrDict[effectID] = baseAttrDict.get(effectID, 0) + effectValue
|
| | | allEquipBaseAttrDict[effectID] = allEquipBaseAttrDict.get(effectID, 0) + effectValue
|
| | | if isBaseEquip:
|
| | | baseEquipBaseAttrDict[effectID] = baseEquipBaseAttrDict.get(effectID, 0) + effectValue
|
| | | #GameWorld.DebugLog(" 物品表属性: ID=%s +%s" % (effectID, effectValue))
|
| | | |
| | | #星数属性
|
| | | equipPartStar = GetEquipPartStarByRank(curPlayer, equipIndex, curEquip) # 生效的星数
|
| | | if equipPartStar:
|
| | | totalStarLV += equipPartStar
|
| | | #GameWorld.DebugLog(" 星级属性: classLV=%s, equipPlace=%s, equipPartStar=%s" % (classLV, equipPlace, equipPartStar))
|
| | | ipyData = IpyGameDataPY.GetIpyGameData('EquipStarUp', classLV, equipPlace, equipPartStar)
|
| | | starBaseAttrDict = {} if not ipyData else ipyData.GetBaseAttrInfo() # 星级基础
|
| | | for starBaseAttrID, starBaseAttrValue in starBaseAttrDict.items():
|
| | | PlayerControl.CalcAttrDict_Type(starBaseAttrID, starBaseAttrValue, allAttrListStar)
|
| | | baseAttrDict[starBaseAttrID] = baseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
|
| | | baseAttrDictStar[starBaseAttrID] = baseAttrDictStar.get(starBaseAttrID, 0) + starBaseAttrValue
|
| | | allEquipBaseAttrDict[starBaseAttrID] = allEquipBaseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
|
| | | if isBaseEquip:
|
| | | baseEquipBaseAttrDict[starBaseAttrID] = baseEquipBaseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
|
| | | #GameWorld.DebugLog(" 星级基础属性: ID=%s +%s" % (starBaseAttrID, starBaseAttrValue))
|
| | | |
| | | starAttrDict = {} if not ipyData else ipyData.GetStarAttrInfo() # 星级附加
|
| | | for starAttrID, starAttrValue in starAttrDict.items():
|
| | | PlayerControl.CalcAttrDict_Type(starAttrID, starAttrValue, allAttrListStar)
|
| | | #GameWorld.DebugLog(" 星级附加属性: ID=%s +%s" % (starAttrID, starAttrValue))
|
| | | __CalcFuncAddEquipAttrPer(equipPlace, starAttrID, starAttrValue, star_addEquipBaseAttrPerList)
|
| | | |
| | | equipBaseAttrDict[equipPlace] = baseAttrDict
|
| | | |
| | | #套装计数
|
| | | suiteID = curEquip.GetSuiteID()
|
| | | if suiteID:
|
| | | if suiteID not in suitCntDict:
|
| | | suitCntDict[suiteID] = []
|
| | | suitCntDict[suiteID].append(equipPartStar)
|
| | | |
| | | #传奇属性
|
| | | legAttrIDList, legAttrValueList = ItemControler.GetEquipLegendAttrAll(curEquip)
|
| | | for i, legendAttrID in enumerate(legAttrIDList):
|
| | | legendAttrValue = legAttrValueList[i]
|
| | | PlayerControl.CalcAttrDict_Type(legendAttrID, legendAttrValue, allAttrListEquip)
|
| | | #GameWorld.DebugLog(" 传奇属性: ID=%s +%s" % (legendAttrID, legendAttrValue))
|
| | | __CalcFuncAddEquipAttrPer(equipPlace, legendAttrID, legendAttrValue, equip_addEquipBaseAttrPerList)
|
| | | |
| | | #物品强化属性
|
| | | plusLV = __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, baseAttrDictPlus, allAttrListPlus, plus_addEquipBaseAttrPerList)
|
| | | totalPlusLV += plusLV
|
| | | if isBaseEquip:
|
| | | basePlusLVMin = plusLV if basePlusLVMin == None else min(basePlusLVMin, plusLV)
|
| | | |
| | | #计算装备宝石加成
|
| | | gemLVList = CalcEquipStone_Effect(curPlayer, equipIndex, baseAttrDictStone, allAttrListStone)
|
| | | totalStoneLV += (sum(gemLVList) if gemLVList else 0)
|
| | | |
| | | #洗练属性
|
| | | washLV = Operate_EquipWash.CalcAttr_EquipWash(curPlayer, equipIndex, equipPlace, baseAttrDictWash, allAttrListWash)
|
| | | totalWashLV += washLV
|
| | | |
| | | # GameWorld.DebugLog(" 装备循环属性: %s" % (allAttrListEquip))
|
| | | # GameWorld.DebugLog(" 升星循环属性: %s" % (allAttrListStar))
|
| | | # GameWorld.DebugLog(" 强化循环属性: %s" % (allAttrListPlus))
|
| | | # GameWorld.DebugLog(" 宝石循环属性: %s" % (allAttrListStone))
|
| | | # GameWorld.DebugLog(" 洗练循环属性: %s" % (allAttrListWash))
|
| | | # GameWorld.DebugLog(" -----" )
|
| | | # 2. 计算遍历后的附加属性
|
| | | #套装属性,暂归为星级套装属性
|
| | | CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListStar)
|
| | | #大师
|
| | | __CalcMasterPlusLVAttr(curPlayer, classLV, basePlusLVMin, allAttrListPlus, plus_addEquipBaseAttrPerList)
|
| | | |
| | | # GameWorld.DebugLog(" 升星属性套装: %s" % (allAttrListEquip))
|
| | | |
| | | # 3. 计算对装备基础的附加加成
|
| | | # GameWorld.DebugLog(" -----" )
|
| | | # GameWorld.DebugLog(" 所有装备基础属性: %s" % (allEquipBaseAttrDict))
|
| | | # GameWorld.DebugLog(" 基础装备基础属性: %s" % (baseEquipBaseAttrDict))
|
| | | # GameWorld.DebugLog(" 单件装备基础属性: %s" % (equipBaseAttrDict))
|
| | | # GameWorld.DebugLog(" -----" )
|
| | | #计算功能点对装备基础的加成
|
| | | insideAttrDictEquip, insideAttrDictStar, insideAttrDictPlus, insideAttrDictStone, insideAttrDictWash = {}, {}, {}, {}, {}
|
| | | __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, equip_addEquipBaseAttrPerList, insideAttrDictEquip, "Equip")
|
| | | __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, star_addEquipBaseAttrPerList, insideAttrDictStar, "Star")
|
| | | __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, plus_addEquipBaseAttrPerList, insideAttrDictPlus, "Plus")
|
| | | #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, stone_addEquipBaseAttrPerList, insideAttrDictStone, "Stone")
|
| | | #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, wash_addEquipBaseAttrPerList, insideAttrDictWash, "Wash")
|
| | | |
| | | #计算装备基础属性附加战力 (目前组成: 评分战力 + ...)
|
| | | equipFightPowerEx = eval(IpyGameDataPY.GetFuncCompileCfg("FightpowerFormula", 2))
|
| | | |
| | | # 4. 累加所有阶装备位属性
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | if playerID not in PyGameData.g_playerEquipPartAttrDict:
|
| | | PyGameData.g_playerEquipPartAttrDict[playerID] = {}
|
| | | equipPartAttrDict = PyGameData.g_playerEquipPartAttrDict[playerID]
|
| | | equipPartAttrDict[classLV] = [equipFightPowerEx, |
| | | allAttrListEquip, insideAttrDictEquip, equipColorDict,
|
| | | baseAttrDictStar, allAttrListStar, insideAttrDictStar, totalStarLV,
|
| | | baseAttrDictPlus, allAttrListPlus, insideAttrDictPlus, totalPlusLV,
|
| | | baseAttrDictStone, allAttrListStone, insideAttrDictStone, totalStoneLV,
|
| | | baseAttrDictWash, allAttrListWash, insideAttrDictWash, totalWashLV,
|
| | | ]
|
| | | |
| | | # GameWorld.DebugLog(" ----- 累加所有阶装备位养成属性")
|
| | | # GameWorld.DebugLog(" 本阶装备战力: equipScoreTotal=%s,equipFightPowerEx=%s" % (equipScoreTotal, equipFightPowerEx))
|
| | | # GameWorld.DebugLog(" 本阶装备属性: %s, 内部加成=%s" % (allAttrListEquip, insideAttrDictEquip))
|
| | | # GameWorld.DebugLog(" 本阶升星属性: %s, 内部加成=%s" % (allAttrListStar, insideAttrDictStar))
|
| | | # GameWorld.DebugLog(" 本阶强化属性: %s, 内部加成=%s" % (allAttrListPlus, insideAttrDictPlus))
|
| | | # GameWorld.DebugLog(" 本阶宝石属性: %s, 内部加成=%s" % (allAttrListStone, insideAttrDictStone))
|
| | | # GameWorld.DebugLog(" 本阶洗练属性: %s, 内部加成=%s" % (allAttrListWash, insideAttrDictWash))
|
| | | |
| | | allClassEquipFightPowerEx = 0
|
| | | allClassAttrListEquip, allClassInsideAttrDictEquip, classEquipColorDict = [{} for _ in range(4)], {}, {}
|
| | | allClassAttrListStar, allClassInsideAttrDictStar, classBaseAttrDictStar, classStarLVDict = [{} for _ in range(4)], {}, {}, {}
|
| | | allClassAttrListPlus, allClassInsideAttrDictPlus, classBaseAttrDictPlus, classPlusLVDict = [{} for _ in range(4)], {}, {}, {}
|
| | | allClassAttrListStone, allClassInsideAttrDictStone, classBaseAttrDictStone, classStoneLVDict = [{} for _ in range(4)], {}, {}, {}
|
| | | allClassAttrListWash, allClassInsideAttrDictWash, classBaseAttrDictWash, classWashLVDict = [{} for _ in range(4)], {}, {}, {}
|
| | | for classLV, attrList in equipPartAttrDict.items():
|
| | | equipFightPowerEx, \
|
| | | allAttrListEquip, insideAttrDictEquip, equipColorDict, \
|
| | | baseAttrDictStar, allAttrListStar, insideAttrDictStar, totalStarLV, \
|
| | | baseAttrDictPlus, allAttrListPlus, insideAttrDictPlus, totalPlusLV, \
|
| | | baseAttrDictStone, allAttrListStone, insideAttrDictStone, totalStoneLV, \
|
| | | baseAttrDictWash, allAttrListWash, insideAttrDictWash, totalWashLV = attrList
|
| | | #GameWorld.DebugLog(" classLV=%s, %s" % (classLV, attrList))
|
| | | allClassEquipFightPowerEx += equipFightPowerEx
|
| | | for i in xrange(4):
|
| | | PlayerControl.AddAttrDictValue(allClassAttrListEquip[i], allAttrListEquip[i])
|
| | | PlayerControl.AddAttrDictValue(allClassAttrListStar[i], allAttrListStar[i])
|
| | | PlayerControl.AddAttrDictValue(allClassAttrListPlus[i], allAttrListPlus[i])
|
| | | PlayerControl.AddAttrDictValue(allClassAttrListStone[i], allAttrListStone[i])
|
| | | PlayerControl.AddAttrDictValue(allClassAttrListWash[i], allAttrListWash[i])
|
| | | PlayerControl.AddAttrDictValue(allClassInsideAttrDictEquip, insideAttrDictEquip)
|
| | | PlayerControl.AddAttrDictValue(allClassInsideAttrDictStar, insideAttrDictStar)
|
| | | PlayerControl.AddAttrDictValue(allClassInsideAttrDictPlus, insideAttrDictPlus)
|
| | | PlayerControl.AddAttrDictValue(allClassInsideAttrDictStone, insideAttrDictStone)
|
| | | PlayerControl.AddAttrDictValue(allClassInsideAttrDictWash, insideAttrDictWash)
|
| | | |
| | | classEquipColorDict[classLV] = equipColorDict
|
| | | classBaseAttrDictStar[classLV] = baseAttrDictStar
|
| | | classBaseAttrDictPlus[classLV] = baseAttrDictPlus
|
| | | classBaseAttrDictStone[classLV] = baseAttrDictStone
|
| | | classBaseAttrDictWash[classLV] = baseAttrDictWash
|
| | | classStarLVDict[classLV] = totalStarLV
|
| | | classPlusLVDict[classLV] = totalPlusLV
|
| | | classStoneLVDict[classLV] = totalStoneLV
|
| | | classWashLVDict[classLV] = totalWashLV
|
| | | |
| | | customAttrDictEquip = {"classEquipColorDict":classEquipColorDict}
|
| | | customAttrDictStar = {"classBaseAttrDictStar":classBaseAttrDictStar, "classStarLVDict":classStarLVDict}
|
| | | customAttrDictPlus = {"classBaseAttrDictPlus":classBaseAttrDictPlus, "classPlusLVDict":classPlusLVDict}
|
| | | customAttrDictStone = {"classBaseAttrDictStone":classBaseAttrDictStone, "classStoneLVDict":classStoneLVDict}
|
| | | customAttrDictWash = {"classBaseAttrDictWash":classBaseAttrDictWash, "classWashLVDict":classWashLVDict}
|
| | | |
| | | # GameWorld.DebugLog(" 所有阶装备战力: %s" % (allClassEquipFightPowerEx))
|
| | | # GameWorld.DebugLog(" 所有阶装备属性: %s, 内部加成=%s" % (allClassAttrListEquip, allClassInsideAttrDictEquip))
|
| | | # GameWorld.DebugLog(" 所有阶升星属性: %s, 内部加成=%s" % (allClassAttrListStar, allClassInsideAttrDictStar))
|
| | | # GameWorld.DebugLog(" 所有阶强化属性: %s, 内部加成=%s" % (allClassAttrListPlus, allClassInsideAttrDictPlus))
|
| | | # GameWorld.DebugLog(" 所有阶宝石属性: %s, 内部加成=%s" % (allClassAttrListStone, allClassInsideAttrDictStone))
|
| | | # GameWorld.DebugLog(" 所有阶洗练属性: %s, 内部加成=%s" % (allClassAttrListWash, allClassInsideAttrDictWash))
|
| | | PlayerControl.SetMFPExFightPower(curPlayer, ShareDefine.Def_MFPType_Equip, allClassEquipFightPowerEx)
|
| | | PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Equip, allClassAttrListEquip, allClassInsideAttrDictEquip, customAttrDict=customAttrDictEquip)
|
| | | PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Star, allClassAttrListStar, allClassInsideAttrDictStar, customAttrDict=customAttrDictStar)
|
| | | PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Plus, allClassAttrListPlus, allClassInsideAttrDictPlus, customAttrDict=customAttrDictPlus)
|
| | | PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allClassAttrListStone, allClassInsideAttrDictStone, customAttrDict=customAttrDictStone)
|
| | | PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allClassAttrListWash, allClassInsideAttrDictWash, customAttrDict=customAttrDictWash)
|
| | | return
|
| | |
|
| | | def __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, addPerInfoList):
|
| | | ## 计算其他功能属性对装备基础属性的加成
|
| | | |
| | | if attrID not in ChConfig.EquipBassAttrAddInfoSet:
|
| | | return
|
| | | effPlace, calcAttrList = ChConfig.EquipBassAttrAddInfoSet[attrID]
|
| | | #GameWorld.DebugLog(" 装备基础加成信息: ID=%s,effPlace=%s,calcAttrList=%s" % (attrID, effPlace, calcAttrList))
|
| | | # 所有部位
|
| | | if effPlace == -1:
|
| | | allPlaceAddPerDict = addPerInfoList[0]
|
| | | for calcAttrIndex in calcAttrList:
|
| | | allPlaceAddPerDict[calcAttrIndex] = allPlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
|
| | | #GameWorld.DebugLog(" 当前加成信息=%s" % (addPerInfoList))
|
| | | return
|
| | | |
| | | # 基础部位
|
| | | if effPlace == -2:
|
| | | basePlaceAddPerDict = addPerInfoList[1]
|
| | | for calcAttrIndex in calcAttrList:
|
| | | basePlaceAddPerDict[calcAttrIndex] = basePlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
|
| | | #GameWorld.DebugLog(" 当前加成信息=%s" % (addPerInfoList))
|
| | | return
|
| | | |
| | | # 指定部位
|
| | | elif effPlace > 0 and equipPlace == effPlace:
|
| | | assignPlaceAddPerDict = addPerInfoList[2]
|
| | | if equipPlace not in assignPlaceAddPerDict:
|
| | | assignPlaceAddPerDict[equipPlace] = {}
|
| | | curPlaceAddPerDict = assignPlaceAddPerDict[equipPlace]
|
| | | for calcAttrIndex in calcAttrList:
|
| | | curPlaceAddPerDict[calcAttrIndex] = curPlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
|
| | | #GameWorld.DebugLog(" 当前加成信息=%s" % (addPerInfoList))
|
| | | return
|
| | | |
| | | return
|
| | |
|
| | | def __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, addEquipBaseAttrPerList, allAttrDict, sign=""):
|
| | | ## 计算其他功能属性对装备基础属性加成的属性具体值
|
| | | allPlaceAddPerDict, basePlaceAddPerDict, assignPlaceAddPerDict = addEquipBaseAttrPerList
|
| | | #GameWorld.DebugLog(" 计算功能点对装备基础属性加成: %s" % sign)
|
| | | #GameWorld.DebugLog(" 全部装备属性: %s, 加成%s" % (allEquipBaseAttrDict, allPlaceAddPerDict))
|
| | | for attrID, addPer in allPlaceAddPerDict.items():
|
| | | if attrID not in allEquipBaseAttrDict:
|
| | | continue
|
| | | baseValue = allEquipBaseAttrDict[attrID]
|
| | | addValue = int(baseValue * addPer / 10000.0)
|
| | | PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict)
|
| | | #GameWorld.DebugLog(" 加成: ID=%s +%s %s" % (attrID, addValue, addPer))
|
| | | |
| | | #GameWorld.DebugLog(" 基础装备属性: %s, 加成%s" % (baseEquipBaseAttrDict, basePlaceAddPerDict))
|
| | | for attrID, addPer in basePlaceAddPerDict.items():
|
| | | if attrID not in baseEquipBaseAttrDict:
|
| | | continue
|
| | | baseValue = baseEquipBaseAttrDict[attrID]
|
| | | addValue = int(baseValue * addPer / 10000.0)
|
| | | PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict)
|
| | | #GameWorld.DebugLog(" 加成: ID=%s +%s %s" % (attrID, addValue, addPer))
|
| | | |
| | | #GameWorld.DebugLog(" 指定装备属性: %s, 加成%s" % (equipBaseAttrDict, assignPlaceAddPerDict))
|
| | | for equipPlace, addPerDict in assignPlaceAddPerDict.items():
|
| | | if equipPlace not in equipBaseAttrDict:
|
| | | continue
|
| | | baseAttrDict = equipBaseAttrDict[equipPlace]
|
| | | for attrID, addPer in addPerDict.items():
|
| | | if attrID not in baseAttrDict:
|
| | | continue
|
| | | baseValue = baseAttrDict[attrID]
|
| | | addValue = int(baseValue * addPer / 10000.0)
|
| | | PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict)
|
| | | #GameWorld.DebugLog(" 加成: ID=%s +%s %s" % (attrID, addValue, addPer))
|
| | | return
|
| | |
|
| | | def CalcAttr_LegendAttr(curPlayer, curEquip, allAttrListEquip, legendAttrDict={}):
|
| | | ## 计算传奇属性
|
| | | |
| | | legAttrIDList, legAttrValueList = ItemControler.GetEquipLegendAttrAll(curEquip)
|
| | | if not legAttrIDList:
|
| | | #GameWorld.DebugLog("没有传奇属性!")
|
| | | return
|
| | | #GameWorld.DebugLog("传奇属性: place=%s,IDList=%s, v=%s" % (curEquip.GetEquipPlace(), legAttrIDList, legAttrValueList))
|
| | | |
| | | for i, legendAttrID in enumerate(legAttrIDList):
|
| | | legendAttrValue = legAttrValueList[i]
|
| | | #GameWorld.DebugLog("加传奇属性: %s +%s" % (legendAttrID, legendAttrValue))
|
| | | PlayerControl.CalcAttrDict_Type(legendAttrID, legendAttrValue, allAttrListEquip)
|
| | | #legendAttrDict[attrID] = legendAttrDict.get(attrID, 0) + value
|
| | | |
| | | return
|
| | |
|
| | | def __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, baseAttrDictPlus, allAttrList, plus_addEquipBaseAttrPerList):
|
| | | ## 计算装备强化后的属性
|
| | | equipPartPlusLV = GetEquipPartPlusLV(curPlayer, packType, equipIndex)
|
| | | equipPartPlusEvolveLV = GetEquipPartPlusEvolveLV(curPlayer, packType, equipIndex)
|
| | | |
| | | if not equipPartPlusLV:
|
| | | return equipPartPlusLV
|
| | | plusType = GetEquipPlusType(curEquip)
|
| | | if plusType is None:
|
| | | return equipPartPlusLV
|
| | | |
| | | #GameWorld.DebugLog(" 强化属性: plusType=%s,equipPartPlusLV=%s,equipPartPlusEvolveLV=%s" % (plusType, equipPartPlusLV, equipPartPlusEvolveLV))
|
| | | ipyData = IpyGameDataPY.GetIpyGameData("ItemPlus", plusType, equipPartPlusLV)
|
| | | if not ipyData:
|
| | | return equipPartPlusLV
|
| | | attrTypeList, attrValueList = ipyData.GetAttrType(), ipyData.GetAttrValue()
|
| | | for i, attrID in enumerate(attrTypeList):
|
| | | #GameWorld.DebugLog(" 强化基础属性: ID=%s +%s" % (attrID, attrValueList[i]))
|
| | | PlayerControl.CalcAttrDict_Type(attrID, attrValueList[i], allAttrList)
|
| | | baseAttrDictPlus[attrID] = baseAttrDictPlus.get(attrID, 0) + attrValueList[i]
|
| | | |
| | | if not equipPartPlusEvolveLV:
|
| | | return equipPartPlusLV
|
| | | #进化属性
|
| | | equipPlace = curEquip.GetEquipPlace()
|
| | | ipyData = IpyGameDataPY.GetIpyGameData('EquipPlusEvolve', equipPlace, equipPartPlusEvolveLV)
|
| | | if not ipyData:
|
| | | return equipPartPlusLV
|
| | | for attrID, attrValue in ipyData.GetAttr().items():
|
| | | #GameWorld.DebugLog(" 强化进阶属性: ID=%s +%s" % (attrID, attrValue))
|
| | | PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
|
| | | __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, plus_addEquipBaseAttrPerList)
|
| | | |
| | | return equipPartPlusLV
|
| | |
|
| | | def __CalcMasterPlusLVAttr(curPlayer, classLV, basePlusLVMin, allAttrListPlus, plus_addEquipBaseAttrPerList):
|
| | | ## 计算装备大师强化属性
|
| | | |
| | | ipyDataList = IpyGameDataPY.GetIpyGameDataList("ItemPlusMaster", classLV)
|
| | | if not ipyDataList:
|
| | | return
|
| | | |
| | | actMasterPlusLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartMasterPlusLV % classLV) # 已激活的最大大师等级
|
| | | |
| | | for ipyData in ipyDataList:
|
| | | needMasterPlusLV = ipyData.GetMasterPlusLV()
|
| | | if basePlusLVMin < needMasterPlusLV:
|
| | | #GameWorld.DebugLog(" 未达到大师强化等级! classLV=%s,basePlusLVMin=%s < needMasterPlusLV=%s" % (classLV, basePlusLVMin, needMasterPlusLV))
|
| | | continue
|
| | | if actMasterPlusLV < needMasterPlusLV:
|
| | | #GameWorld.DebugLog(" 未激活大师强化等级! classLV=%s,actMasterPlusLV=%s < needMasterPlusLV=%s" % (classLV, actMasterPlusLV, needMasterPlusLV))
|
| | | continue
|
| | | |
| | | attrIDList = ipyData.GetMasterPlusAttrIDList()
|
| | | attrValueList = ipyData.GetMasterPlusAttrValueList()
|
| | | for i, attrID in enumerate(attrIDList):
|
| | | attrValue = attrValueList[i]
|
| | | PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListPlus)
|
| | | __CalcFuncAddEquipAttrPer(None, attrID, attrValue, plus_addEquipBaseAttrPerList)
|
| | | #GameWorld.DebugLog(" 强化大师属性! needMasterPlusLV=%s, attrID=%s + %s" % (needMasterPlusLV, attrID, attrValue))
|
| | | |
| | | return
|
| | |
|
| | | ## 装备套装属性计算
|
| | | # @param curPlayer 当前玩家
|
| | | # @return None
|
| | | def CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListSuit):
|
| | | if not suitCntDict:
|
| | | return
|
| | | #GameWorld.DebugLog(' suitCntDict=%s'%suitCntDict)
|
| | | learnSkillInfo = {}
|
| | | suiteSkillTypeIDList = []
|
| | | skillManager = curPlayer.GetSkillManager()
|
| | | for suiteID, starList in suitCntDict.items():
|
| | | ipyDataList = IpyGameDataPY.GetIpyGameDataList('EquipSuitAttr', suiteID)
|
| | | if not ipyDataList:
|
| | | continue
|
| | | for ipyData in ipyDataList:
|
| | | suiteCnt = ipyData.GetSuiteCnt()
|
| | | needStar = ipyData.GetStar()
|
| | | skillID = ipyData.GetSkillID()
|
| | | activateIndex = ipyData.GetActivateIndex()
|
| | | isActivate = GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_EquipPartSuiteActivate, activateIndex)
|
| | | skillData = None if not skillID else GameWorld.GetGameData().GetSkillBySkillID(skillID)
|
| | | skillTypeID = 0 if not skillData else skillData.GetSkillTypeID()
|
| | | skillLV = 0 if not skillData else skillData.GetSkillLV()
|
| | | #GameWorld.DebugLog("suiteID=%s,suiteCnt=%s,needStar=%s,isActivate=%s,skillID=%s,skillTypeID=%s,skillLV=%s" % (suiteID, suiteCnt, needStar, isActivate, skillID, skillTypeID, skillLV))
|
| | | if skillTypeID and skillTypeID not in suiteSkillTypeIDList:
|
| | | suiteSkillTypeIDList.append(skillTypeID)
|
| | | if isActivate and [1 if star >= needStar else 0 for star in starList].count(1) >= suiteCnt:
|
| | | #GameWorld.DebugLog(" 套装: suiteID=%s,suiteCnt=%s,needStar=%s" % (suiteID, suiteCnt, needStar))
|
| | | for attrID, attrValue in ipyData.GetAttrInfo().items():
|
| | | PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListSuit)
|
| | | #GameWorld.DebugLog(" 属性: ID=%s +%s" % (attrID, attrValue))
|
| | | #技能
|
| | | if skillTypeID and skillLV and skillLV > learnSkillInfo.get(skillTypeID, 0):
|
| | | learnSkillInfo[skillTypeID] = skillLV
|
| | | |
| | | #GameWorld.DebugLog("suiteSkillTypeIDList:%s" % suiteSkillTypeIDList)
|
| | | #GameWorld.DebugLog("learnSkillInfo:%s" % learnSkillInfo)
|
| | | skillChange = False
|
| | | playerCtl = PlayerControl.PlayerControl(curPlayer) |
| | | for skillTypeID in suiteSkillTypeIDList:
|
| | | if skillTypeID in learnSkillInfo:
|
| | | #需要学习的不处理
|
| | | continue
|
| | | curSkill = skillManager.FindSkillBySkillTypeID(skillTypeID)
|
| | | if not curSkill:
|
| | | continue
|
| | | skillChange = True
|
| | | skillID = curSkill.GetSkillID()
|
| | | GameWorld.DebugLog(" 删除套装技能: skillID=%s" % skillID)
|
| | | skillManager.DeleteSkillBySkillID(skillID)
|
| | | playerCtl.RefreshSkillFightPowerByDel(skillID)
|
| | | |
| | | for skillTypeID, skillLV in learnSkillInfo.items():
|
| | | skillData = GameWorld.GetGameData().FindSkillByType(skillTypeID, skillLV)
|
| | | if not skillData:
|
| | | continue
|
| | | skillID = skillData.GetSkillID()
|
| | | curSkill = skillManager.FindSkillBySkillTypeID(skillTypeID)
|
| | | if curSkill:
|
| | | if skillLV == curSkill.GetSkillLV():
|
| | | continue
|
| | | delSkillID = curSkill.GetSkillID()
|
| | | GameWorld.DebugLog(" 删除套装技能等级: skillTypeID=%s,skillLV=%s,skillID=%s,delSkillID=%s" % (skillTypeID, skillLV, skillID, delSkillID))
|
| | | skillManager.DeleteSkillBySkillID(delSkillID)
|
| | | playerCtl.RefreshSkillFightPowerByDel(delSkillID)
|
| | | |
| | | GameWorld.DebugLog(" 激活套装技能等级: skillTypeID=%s,skillLV=%s,skillID=%s" % (skillTypeID, skillLV, skillID))
|
| | | skillManager.LVUPSkillByID(skillID) |
| | | playerCtl.RefreshSkillFightPowerEx(skillID, 0)
|
| | | skillChange = True
|
| | | |
| | | if skillChange:
|
| | | # 重刷被动技能
|
| | | PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer) |
| | | return
|
| | |
|
| | | #// A5 C6 装备部位星级套装激活 #tagCMEquipPartSuiteActivate
|
| | |
| | | NetPackCommon.SendFakePack(curPlayer, activateInfo)
|
| | | return
|
| | |
|
| | |
|
| | | ## 1算装备触发的技能 (全身) |
| | | # @param curPlayer 当前玩家
|
| | | # @param curEquip 当前装备
|
| | | # @return None
|
| | | # @remarks 函数详细说明.
|
| | | def CalcCurEquip_SkillBuff(curPlayer, curEquip):
|
| | | SkillShell.RefreshSkillBuffByEquip(curPlayer, curEquip)
|
| | | return
|
| | |
|
| | |
|
| | | ## 计算装备镶嵌宝石附加效果->基本属性 (宝石) |
| | | # @param curPlayer 当前玩家
|
| | | # @param curEquip 当前装备
|
| | | # @param allAttrList 属性信息 |
| | | # @return 无返回值
|
| | | def CalcEquipStone_Effect(curPlayer, equipIndex, baseAttrDictStone, allAttrList):
|
| | | gameData = GameWorld.GetGameData()
|
| | |
|
| | | effIndexList = [1, 2, 3, 4] # 第一个效果值是类型等级效果值,非属性效果值
|
| | | gemLVList = []
|
| | | for holeIndex in Operate_EquipStone.GetAllEquipPlaceHoleIndex():
|
| | | |
| | | curGemID = Operate_EquipStone.GetEquipIndexStoneIDAndIsBand(curPlayer, equipIndex, holeIndex)[0]
|
| | | if curGemID == 0:
|
| | | continue
|
| | | curGem = gameData.GetItemByTypeID(curGemID)
|
| | | if not curGem:
|
| | | GameWorld.ErrLog('equip stone id:%s not in item table' % (curGemID))
|
| | | continue |
| | | for effIndex in effIndexList: |
| | | curGemEffect = curGem.GetEffectByIndex(effIndex)
|
| | | effectID, effectValue = curGemEffect.GetEffectID(), curGemEffect.GetEffectValue(0)
|
| | | if effectID and effectValue:
|
| | | PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrList)
|
| | | baseAttrDictStone[effectID] = baseAttrDictStone.get(effectID, 0) + effectValue
|
| | | gemEffect = curGem.GetEffectByIndex(0)
|
| | | gemLV = gemEffect.GetEffectValue(1)
|
| | | gemLVList.append(gemLV)
|
| | | return gemLVList
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | | ## 装备添加Buff |
| | | # @param curPlayer 当前玩家
|
| | | # @param addSkillID 技能ID
|
| | | # @return None
|
| | | # @remarks 函数详细说明.
|
| | | def EquipAddBuff(curPlayer, addSkillID, value=0):
|
| | | |
| | | value = min(value, ChConfig.Def_UpperLimit_DWord)
|
| | | curBuff = curPlayer.GetEquipBuff().AddBuff(addSkillID, 0, False)
|
| | | curBuff.SetOwnerID(curPlayer.GetID())
|
| | | curBuff.SetOwnerType(curPlayer.GetGameObjType())
|
| | | if value > 0:
|
| | | curBuff.SetValue(value)
|
| | | return
|
| | |
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | | #===============================================================================
|
| | | # #//03 2F 请求装备显隐#tagRequestEquipShowHide
|
| | | # //装备显示开关
|
| | | # int GetEquipShowSwitch(); 灵宠外观索引*10000000+坐骑外观索引*1000000+灵根特效表key * 1000+第几套*10+是否有套装
|
| | | #===============================================================================
|
| | | ##请求装备显隐. (设置显示哪套装备外观)
|
| | | # @param index 玩家索引
|
| | | # @param tick 时间戳
|
| | | # @return 返回值无意义
|
| | | # @remarks 客户端封包响应 //03 2F 请求装备显隐#tagRequestEquipShowHide
|
| | | def RequestEquipShowHide(index, tick):
|
| | | curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
|
| | | |
| | | #---检查刷新间隔--
|
| | | interval = ChConfig.TYPE_Player_Tick_Time[ChConfig.TYPE_Player_Tick_RequestEquipShowHide]
|
| | | |
| | | if tick - curPlayer.GetTickByType(ChConfig.TYPE_Player_Tick_RequestEquipShowHide) < interval:
|
| | | #没有到刷新间隔,54外挂,不给提示
|
| | | # GameWorld.ErrLog('请求装备显隐, 没有到刷新间隔')
|
| | | return
|
| | | curPlayer.SetTickByType(ChConfig.TYPE_Player_Tick_RequestEquipShowHide, tick)
|
| | | sendPack = IPY_GameWorld.IPY_CRequestEquipShowHide()
|
| | | classLV = sendPack.GetEquipShowSwitch()
|
| | | oldClassLV = GetEquipFacadeClassLV(curPlayer)
|
| | | if oldClassLV == classLV:
|
| | | return
|
| | | if not ChangeEquipfacadeByClassLV(curPlayer, classLV):
|
| | | return
|
| | | |
| | | #通知外观装备
|
| | | updFaceEquipIndex = 0
|
| | | equipIndexList = []
|
| | | |
| | | for equipPlace in [ShareDefine.retWeapon, ShareDefine.retWeapon2, ShareDefine.retClothes]:
|
| | | ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
|
| | | if not ipyData:
|
| | | continue
|
| | | gridIndex = ipyData.GetGridIndex()
|
| | | updFaceEquipIndex = updFaceEquipIndex * 1000 + gridIndex
|
| | | equipIndexList.append(gridIndex)
|
| | |
|
| | | PlayerControl.SetFaceEquipIndex(curPlayer, updFaceEquipIndex)
|
| | | equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
|
| | | for equipPackIndex in equipIndexList:
|
| | | curEquip = equipPack.GetAt(equipPackIndex)
|
| | | if not ItemCommon.CheckItemCanUse(curEquip):
|
| | | continue
|
| | | changeItemID = curEquip.GetItemTypeID()
|
| | | changeItemStarLV = 0 #curItem.GetItemStarLV()
|
| | | changeItemStoneCnt = 0 #curItem.GetUseStoneCount()
|
| | | changeItemHoleCnt = 0 #curItem.GetCanPlaceStoneCount()
|
| | | changeItemUseData = curEquip.GetUserData()
|
| | | curPlayer.ChangeEquip(changeItemID, equipPackIndex, changeItemStarLV, changeItemHoleCnt, changeItemStoneCnt, changeItemUseData)
|
| | | |
| | | return
|
| | |
|
| | | def ChangeEquipfacadeByClassLV(curPlayer, classLV):
|
| | | ##变更第X套装备外观 灵根特效表key * 1000+第几套*10+是否有套装
|
| | | oldEquipShowSwitch = curPlayer.GetEquipShowSwitch()
|
| | | realSuit=1
|
| | | equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
|
| | | for place in ChConfig.EquipPlace_Base:
|
| | | ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, place)
|
| | | if not ipyData:
|
| | | realSuit = 0
|
| | | break
|
| | | gridIndex = ipyData.GetGridIndex()
|
| | | curEquip = equipPack.GetAt(gridIndex)
|
| | | if not ItemCommon.CheckItemCanUse(curEquip):
|
| | | realSuit = 0
|
| | | break
|
| | | if not curEquip.GetSuiteID():
|
| | | realSuit = 0
|
| | | break
|
| | | updEquipShowSwitch = oldEquipShowSwitch /1000*1000+ classLV*10+realSuit
|
| | | if oldEquipShowSwitch == updEquipShowSwitch:
|
| | | return
|
| | | curPlayer.SetEquipShowSwitch(updEquipShowSwitch)
|
| | | ChangeEquipEffectByPlusMaster(curPlayer, classLV)
|
| | | return True
|
| | |
|
| | | #!!! 特效根据灵根品级变化改成根据强化大师变化
|
| | | def ChangeEquipfacadeByLingGen(curPlayer):
|
| | | # ## 灵根品级变化影响角色外观显示 灵根特效表key * 1000+第几套*10+是否有套装
|
| | | # pointValueInfo = [[ShareDefine.Def_Effect_Metal,PlayerControl.GetMetalQualityLV(curPlayer)],
|
| | | # [ShareDefine.Def_Effect_Wood,PlayerControl.GetWoodQualityLV(curPlayer)],
|
| | | # [ShareDefine.Def_Effect_Water,PlayerControl.GetWaterQualityLV(curPlayer)],
|
| | | # [ShareDefine.Def_Effect_Fire,PlayerControl.GetFireQualityLV(curPlayer)],
|
| | | # [ShareDefine.Def_Effect_Earth,PlayerControl.GetEarthQualityLV(curPlayer)],
|
| | | # ]
|
| | | # g_skillElementCntDict = {} #灵根对应使用专精技能数量
|
| | | # skillManager = curPlayer.GetSkillManager()
|
| | | # gameData = GameWorld.GetGameData()
|
| | | # for i in xrange(skillManager.GetSkillCount()):
|
| | | # curSkill = skillManager.GetSkillByIndex(i)
|
| | | # skillID = curSkill.GetSkillTypeID()
|
| | | # curSelectSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % skillID)
|
| | | # if not curSelectSkillID:
|
| | | # continue
|
| | | # elementSkillData = gameData.GetSkillBySkillID(curSelectSkillID)
|
| | | # if not elementSkillData:
|
| | | # continue
|
| | | # skillElementType = SkillShell.GetSkillElementType(elementSkillData)
|
| | | # g_skillElementCntDict[skillElementType] = g_skillElementCntDict.get(skillElementType, 0) + 1
|
| | | # |
| | | # showPointID, showQualityLV = 0, 0
|
| | | # for pointID, qualityLV in pointValueInfo:
|
| | | # if qualityLV > showQualityLV:
|
| | | # showQualityLV = qualityLV
|
| | | # showPointID = pointID
|
| | | # elif showQualityLV and qualityLV == showQualityLV:
|
| | | # #比谁的专精技能数量多
|
| | | # if g_skillElementCntDict.get(pointID, 0) > g_skillElementCntDict.get(showPointID, 0):
|
| | | # showQualityLV = qualityLV
|
| | | # showPointID = pointID
|
| | | # effectID = 0
|
| | | # if showPointID:
|
| | | # ipyData = IpyGameDataPY.GetIpyGameData('LingGenEffect', showPointID, showQualityLV)
|
| | | # if not ipyData:
|
| | | # return
|
| | | # effectID = ipyData.GetID()
|
| | | # oldEquipShowSwitch = curPlayer.GetEquipShowSwitch()
|
| | | # updEquipShowSwitch = oldEquipShowSwitch % 1000 + oldEquipShowSwitch / 1000000 * 1000000+ 1000 * effectID
|
| | | # GameWorld.DebugLog('灵根品级变化影响角色外观显示g_skillElementCntDict=%s,oldEquipShowSwitch=%s,updEquipShowSwitch=%s'%
|
| | | # (g_skillElementCntDict, oldEquipShowSwitch, updEquipShowSwitch))
|
| | | # if oldEquipShowSwitch != updEquipShowSwitch:
|
| | | # curPlayer.SetEquipShowSwitch(updEquipShowSwitch)
|
| | | return
|
| | | def ChangeEquipEffectByPlusMaster(curPlayer, classLV):
|
| | | # 强化大师特效
|
| | | if (classLV != GetEquipFacadeClassLV(curPlayer)):
|