hxp
2020-03-04 532ee8a00dac025085c781f6d62f7d12072ea6b0
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -915,6 +915,8 @@
        GameWorld.ErrLog("获取NPC掉落配置错误!表不存在该NPCID=%s" % npcID, playerID)
        return
    
    curGrade = curGrade if curGrade else GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
    dropIDList = [] # 掉落的ID列表
    auctionIDList = []
    dropMoneyCnt, moneyValue = 0, 0
@@ -969,7 +971,7 @@
    indepRateDoCnt = ipyDrop.GetIndepRateDoCnt()
    if indepRateDoCnt:
        indepRateDoCnt = __GetNPCDropDoCountChange(indepRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
        dropEquipInfoList += __GetNPCIndepRateEquipDrop(ipyDrop, indepRateDoCnt, equipDropRatePlus, curGrade)
        dropEquipInfoList += __GetNPCIndepRateEquipDrop(mapID, ipyDrop, indepRateDoCnt, equipDropRatePlus, curGrade)
    #GameWorld.DebugLog("阶,颜色 key,dropEquipInfoList=%s" % (dropEquipInfoList))
    
    # 3. 第x次击杀, 归属者公共附加掉落,所有归属者都增加击杀次数; 
@@ -1022,7 +1024,6 @@
    fbGradeColorSuitRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 2) # 评级影响颜色套装概率 {npcID:{颜色:[D级影响概率, ..., S级影响概率], ...}, ...}
    if npcID in fbGradeColorSuitRateDict:
        gradeColorSuitRateDict = fbGradeColorSuitRateDict[npcID]
        curGrade = curGrade if curGrade else GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
        
    colorDropCntDict = {} # 装备颜色已经掉落数 {颜色:数量, ...}
    colorMaxDropCntDict = ipyDrop.GetEquipColorMaxDropCount() # {颜色:上限数量,...}
@@ -1107,7 +1108,6 @@
        fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3)
        if npcID in fbGradePriItemIDDropDict:
            gradePriItemIDDropDict = fbGradePriItemIDDropDict[npcID]
            curGrade = curGrade if curGrade else GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
            priDropInfoList = gradePriItemIDDropDict.get(curGrade, [])
            priDropIDList = []
            for priItemID, priItemCount in priDropInfoList:
@@ -1117,6 +1117,15 @@
        for priDropID in priDropIDList:
            dropIDList.append(priDropID)
            #GameWorld.DebugLog("私有物品掉落: priDropID=%s" % priDropID)
    # 6. 地图评级额外掉落
    fbGradeDropItemExDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate2", 2) # 地图评级额外物品掉落 {"mapID":{"评级":[[物品ID,个数], ...], ...}}
    if curGrade and str(mapID) in fbGradeDropItemExDict:
        gradeItemExDict = fbGradeDropItemExDict[str(mapID)]
        gradeItemExList = gradeItemExDict.get(str(curGrade), [])
        #GameWorld.DebugLog("评级额外掉落物品: curGrade=%s,gradeItemExList=%s" % (curGrade, gradeItemExList))
        for gItemExID, gItemExCount in gradeItemExList:
            dropIDList += [gItemExID] * gItemExCount
            
    # 检查掉落互斥ID组
    dropIDList = __RemoveMutexDropID(dropIDList, IpyGameDataPY.GetFuncCfg("MutexDrop", 1))
@@ -1505,7 +1514,7 @@
    #GameWorld.DebugLog("饼图装备掉落结果: doCnt=%s, %s" % (doCnt, dropEquipInfoList))
    return dropEquipInfoList
def __GetNPCIndepRateEquipDrop(ipyDrop, doCnt, equipDropPlus, curGrade=0):
def __GetNPCIndepRateEquipDrop(mapID, ipyDrop, doCnt, equipDropPlus, curGrade=0):
    ## 获取NPC独立掉率装备掉落信息
    npcID = ipyDrop.GetNPCID()
    indepRateDict = ipyDrop.GetIndepRateDrop() # 独立概率掉落信息 {(阶,颜色):概率,...}
@@ -1514,7 +1523,12 @@
    fbGradeColorRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 1) #{npcID:{颜色:[D级影响概率, ..., S级影响概率], ...}, ...}
    if npcID in fbGradeColorRateDict:
        gradeColorRateDict = fbGradeColorRateDict[npcID]
        curGrade = curGrade if curGrade else GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
    orangeEquipPer = 0
    fbGradeOrangeEquipPerDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate2", 1) # 地图评级影响橙装概率百分率 {"mapID":[D级影响概率, ..., S级影响概率], ..}
    if str(mapID) in fbGradeOrangeEquipPerDict and curGrade:
        orangeEquipPerList = fbGradeOrangeEquipPerDict[str(mapID)]
        orangeEquipPer = 0 if (curGrade <= 0 or curGrade > len(orangeEquipPerList)) else orangeEquipPerList[curGrade - 1]
        
    #colorDropCntDict = {} # 装备颜色已经掉落数 {颜色:数量, ...}
    dropEquipInfoList = []
@@ -1528,6 +1542,10 @@
                dropRate = int(dropRate * colorRate / 10000.0)
                #GameWorld.DebugLog("    评级影响颜色概率: curGrade=%s,colorRate=%s,dropRate=%s" % (curGrade, colorRate, dropRate))
                
            if color == ChConfig.Def_Quality_Orange and orangeEquipPer:
                dropRate = int(dropRate * orangeEquipPer / 100.0)
                #GameWorld.DebugLog("评级橙装掉率加成: orangeEquipPer=%s,dropRate=%s" % (orangeEquipPer, dropRate))
            dropRate = dropRate if not equipDropPlus else (dropRate + int(dropRate * equipDropPlus / 10000.0))
            mustDropCount = dropRate / Def_NPCMaxDropRate
            dropRate = dropRate % Def_NPCMaxDropRate # 基础概率