hch
2019-04-16 732aa4f4a768027405d2f1b4051f13babd29b8e4
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -68,7 +68,7 @@
Def_BuffValue_Count = 3     # buff记录的value个数
#游戏对象属性--------------------------------------------
Def_Calc_AllAttrType_MAX = 129
Def_Calc_AllAttrType_MAX = 132
#基本属性BUFF计算,顺序与 ObjProperty_AttrByIndex 对应,同时也为buff效果ID同步通知策划
TYPE_Calc_AttrList = (
TYPE_Calc_Metal,                        # 金 1
@@ -93,7 +93,7 @@
TYPE_Calc_SuperHitRate,                 # 暴击概率 18 
TYPE_Calc_SuperHit,                     # 暴击伤害(固定值) 19 
TYPE_Calc_SuperHitRateReduce,           # 暴击概率抗性 20
TYPE_Calc_SuperHitReducePer,            # 暴击伤害减免 21
TYPE_Calc_SuperHitReduce,            # 暴击伤害减免固定值 21
TYPE_Calc_GreatHitRate,                 # 卓越一击几率 22
TYPE_Calc_GreatHit,                     # 卓越一击伤害倍率 23
@@ -101,9 +101,9 @@
TYPE_Calc_GreatHitReducePer,            # 卓越一击伤害减免 25
TYPE_Calc_LuckyHitRate,                 # 会心一击几率 26
TYPE_Calc_LuckyHit,                     # 会心一击伤害倍率 27
TYPE_Calc_LuckyHit,                     # 会心一击伤害固定值 27
TYPE_Calc_LuckyHitRateReduce,           # 会心一击概率抗性 28
TYPE_Calc_LuckyHitReducePer,            # 会心一击伤害减免 29
TYPE_Calc_LuckyHitReduce,            # 会心一击伤害减免固定值 29
TYPE_Calc_IgnoreDefRate,                # 无视防御几率, 攻击时百分比无视目标的防御 30
TYPE_Calc_IgnoreDefRateReduce,          # 无视防御概率抗性, 受击时减少对方的无视防御属性 31
@@ -156,15 +156,15 @@
TYPE_Calc_ReduceSkillCD,                # 减技能CD
TYPE_Calc_SkillAtkRate,                 # 技能攻击比例加成
TYPE_Calc_SkillAtkRateReduce,           # 技能攻击比例减少 75
TYPE_Calc_DamagePer,                    # 伤害输出计算百分比
TYPE_Calc_AttrDamReduce,                # 减少伤害
TYPE_Calc_DamagePVP,                    # 伤害输出固定值
TYPE_Calc_DamagePVPReduce,                # 减少伤害固定值
TYPE_Calc_HurtPer,                      # 受伤计算百分比
TYPE_Calc_BleedDamage,                  # 流血伤害
TYPE_Calc_FinalHurt,                    # 最终固定伤害增加 80
TYPE_Calc_FinalHurtReduce,              # 最终固定伤害减少
TYPE_Calc_DamagePerPVP,                 # 伤害输出计算百分比PVP
TYPE_Calc_DamagePerPVPReduce,           # 伤害输出计算百分比PVP减少
TYPE_Calc_DamagePerPVE,                 # 伤害输出计算百分比PVE
TYPE_Calc_DamagePVE,                 # 伤害输出计算固定值PVE
TYPE_Calc_NPCHurtAddPer,                # 对怪物伤害加成 85
TYPE_Calc_JobAHurtAddPer,               # 目标战士伤害加成
TYPE_Calc_JobBHurtAddPer,               # 目标法师伤害加成
@@ -211,7 +211,9 @@
TYPE_Calc_NormalHurtPer,                # 普通攻击加成 
TYPE_Calc_FabaoHurt,                    # 法宝技能增伤 
TYPE_Calc_FabaoHurtPer,                 # 法宝技能加成 
TYPE_Calc_SuperHitPer,                  # 暴击伤害万分率加成
TYPE_Calc_LuckyHitPer,                  # 会心一击伤害万分率加成 130
TYPE_Calc_FinalHurtReducePer,           # 最终伤害减少百分比
) = range(1, Def_Calc_AllAttrType_MAX)
@@ -221,10 +223,6 @@
# 衰减递增的属性列表, 衰减递增算法: 1-(1-a1)*(1-a2);   非衰减递增算法:  a1+a2
TYPE_Calc_DeclineList = []
#TYPE_Calc_DeclineList = [TYPE_Calc_SuperHitReducePer, TYPE_Calc_LuckyHitRateReduce, TYPE_Calc_SkillAtkRateReduce,
#                         TYPE_Calc_AttrDamReduce, TYPE_Calc_DamagePerPVPReduce,
#                         TYPE_Calc_IgnoreDefRate, TYPE_Calc_IgnoreDefRateReduce, TYPE_Calc_DamChanceDef,
#                         TYPE_Calc_FaintRate, TYPE_Calc_FaintDefRate, TYPE_Calc_ProDefAbsorb]
#宠物属性列表
Def_Pet_Attr = []
@@ -1105,14 +1103,6 @@
Def_PlayerCanAttackBalk = 1
#玩家攻击距离扩大N格子
Def_PlayerAttackDistZoom = 2
#致命一击的攻击力是普通攻击的2倍
Def_SuperHitPercent = 20000
#幸运一击的攻击力相对普攻倍值
Def_LuckyHitVal = 11000
#卓越一击的攻击力相对普攻倍值
Def_GreatHitVal = 12500
#富豪一击的攻击力相对普攻倍值
Def_FuhaoHitVal = 11000
#服务器统一使用万分率(用于计算百分比 10000为100%)
Def_MaxRateValue = ShareDefine.Def_MaxRateValue
Def_AtkSpeedBase = 1000.0   # 玩家攻击速度基础标准 1000毫秒
@@ -3015,6 +3005,8 @@
#---SetDict 玩家字典KEY,不存于数据库---
# key的长度不能超过29个字节
Def_PlayerKey_LuckyHitPer = "LuckyHitPer"   # 会心一击伤害万分率
Def_PlayerKey_SuperHitPer = "SuperHitPer" # 暴击伤害万分率
Def_PlayerKey_NormalHurt = "NormalHurt"   # 属性普通攻击增伤:普通攻击附加的固定值伤害
Def_PlayerKey_NormalHurtPer = "NormalHurtPer"    # 属性普通攻击加成:普通攻击附加的伤害百分比
Def_PlayerKey_FabaoHurt = "FabaoHurt"    # 属性法宝技能增伤:法宝技能攻击附加的固定值伤害
@@ -3112,8 +3104,9 @@
Def_PlayerKey_AttrComboDamPer = "ComboDamPer"        #连击伤害
Def_PlayerKey_SkillAtkRateReduce = "SkillAtkRateReduce"    #技能攻击比例减少
Def_PlayerKey_AttrDropEquipPer = "DropEquipPer"    #装备掉率
Def_PlayerKey_AttrDamagePer = "DamagePer"    #伤害输出计算百分比
Def_PlayerKey_AttrDamagePerPVE = "DamagePerPVE"    #伤害输出计算百分比PVE
Def_PlayerKey_AttrDamagePVP = "DamagePVP"    #PVP固定伤害输出
Def_PlayerKey_AttrDamagePVPReduce = "DamagePVPReduce"    #PVP固定伤害减少
Def_PlayerKey_AttrDamagePVE = "DamagePVE"    #伤害输出计算固定值PVE
Def_PlayerKey_AttrDamagePerPVP = "DamagePerPVP"    #伤害输出计算百分比PVP
Def_PlayerKey_AttrDamagePerPVPReduce = "DamagePerPVPReduce"    #伤害输出计算百分比PVP减少
Def_PlayerKey_AttrHurtPer = "AttrHurtPer"    #受伤计算百分比
@@ -3161,13 +3154,13 @@
Def_PlayerKey_JobAAtkReducePer = "JobAAtkReducePer"  # 战士攻击伤害减免
Def_PlayerKey_JobBAtkReducePer = "JobBAtkReducePer"  # 法师攻击伤害减免
Def_PlayerKey_JobCAtkReducePer = "JobCAtkReducePer"  # 弓手攻击伤害减免
Def_PlayerKey_LuckyHitReducePer = "LuckyHitReducePer"  # 会心一击伤害减免
Def_PlayerKey_LuckyHitReduce = "LuckyHitReduce"  # 会心一击伤害减免固定值
Def_PlayerKey_GreatHitReducePer = "GreatHitReducePer"  # 卓越一击伤害减免
Def_PlayerKey_SuperHitReducePer = "SuperHitReducePer"  # 致命一击伤害减免
Def_PlayerKey_SuperHitReduce = "SuperHitReduce"  # 暴击伤害减免固定值
Def_PlayerKey_IgnoreDefReducePer = "IgnoreDefReducePer"  # 无视防御伤害减免
Def_PlayerKey_LuckyHitRateReduce = "LuckyHitRateReduce"  # 抗会心一击概率
Def_PlayerKey_GreatHitRateReduce = "GreatHitRateReduce"  # 抗卓越一击概率
Def_PlayerKey_SuperHitRateReduce = "SuperHitRateReduce"  # 抗致命一击概率
Def_PlayerKey_SuperHitRateReduce = "SuperHitRateReduce"  # 抗暴击概率
Def_PlayerKey_IgnoreDefRateReduce = "IgnoreDefRateReduce"  # 抗无视防御概率
Def_PlayerKey_LastHurtValue = "LastHurtValue" # 最后一次伤害值
Def_PlayerKey_LastHurtNPCObjID = "LastHurtNPCObjID" # 最后攻击的NPCObjID
@@ -3175,6 +3168,7 @@
Def_PlayerKey_ReduceSkillCDPer = "ReduceSkillCDPer" # 减技能CD万分率
Def_PlayerKey_CommMapExpRate = "CommMapExpRate" # 常规地图经验倍率加成
Def_PlayerKey_FinalHurtPer = "FinalHurtPer" # 最终伤害百分比
Def_PlayerKey_FinalHurtReducePer = "FHReducePer" # 最终伤害减免百分比
Def_PlayerKey_FuhaoHitRate = "FuhaoHitRate" # 富豪一击概率
Def_PlayerKey_FinalHurt = "FinalHurt" # 最终固定伤害增加
Def_PlayerKey_BleedDamage = "BleedDamage" # 流血伤害
@@ -3948,8 +3942,8 @@
AttrName_PoisonDef = "PoisonDef"    # 毒防
AttrName_ThunderDef = "ThunderDef"  # 雷防
AttrName_WindDef = "WindDef"  # 风攻
AttrName_DamReducePer = "DamReduce"  # 伤害吸收
AttrName_DamagePer = "DamagePer"  # 增加伤害
AttrName_DamagePVPReduce = "DamagePVPReduce"  # PVP固定减伤
AttrName_DamagePVP = "DamagePVP"  # pvp固定伤害
AttrName_Speed = "Speed"    # 移动速度
AttrName_BothAtk = "BothAtk"    # 双攻物魔
AttrName_Hit = "Hit"    # 命中
@@ -3957,7 +3951,7 @@
AttrName_GreatHitRate = "GreatHitRate"    # 卓越一击几率
AttrName_GreatHit = "GreatHit"    # 卓越一击伤害倍率
AttrName_LuckyHitRate = "LuckyHitRate"    # 会心一击几率
AttrName_LuckyHit = "LuckyHit"    # 会心一击伤害倍率
AttrName_LuckyHit = "LuckyHit"    # 会心一击伤害固定值
AttrName_IgnoreDefRate = "IgnoreDefRate"    # 无视防御几率
AttrName_AtkSpeed = "AtkSpeed"    # 攻击速度
AttrName_ReduceSkillCD = "ReduceSkillCD"    # 减技能CD值
@@ -3974,8 +3968,8 @@
AttrName_GameExpRate = "GameExpRate"  # 游戏事件经验倍率
AttrName_SkillAtkRate = "SkillAtkRate"  # 技能伤害加成 (用作伤害加成)
AttrName_AtkBackHPPer = "AtkBackHPPer"    # 攻击回复血量比率
AttrName_SuperHit = "SuperHit"  # 致命一击伤害
AttrName_SuperHitRate = "SuperHitRate"  # 致命一击概率
AttrName_SuperHit = "SuperHit"  # 暴击伤害固定值
AttrName_SuperHitRate = "SuperHitRate"  # 暴击概率
AttrName_NPCHurtAddPer = "NPCHurtAddPer"  # 对怪物伤害加成
AttrName_JobAHurtAddPer = "JobAHurtAddPer"  # 目标战士伤害加成
AttrName_JobBHurtAddPer = "JobBHurtAddPer"  # 目标法师伤害加成
@@ -3984,13 +3978,13 @@
AttrName_JobAAtkReducePer = "JobAAtkReducePer"  # 战士攻击伤害减免
AttrName_JobBAtkReducePer = "JobBAtkReducePer"  # 法师攻击伤害减免
AttrName_JobCAtkReducePer = "JobCAtkReducePer"  # 弓手攻击伤害减免
AttrName_LuckyHitReducePer = "LuckyHitReducePer"  # 会心一击伤害减免
AttrName_LuckyHitReduce = "LuckyHitReduce"  # 会心一击伤害减免固定值
AttrName_GreatHitReducePer = "GreatHitReducePer"  # 卓越一击伤害减免
AttrName_SuperHitReducePer = "SuperHitReducePer"  # 致命一击伤害减免
AttrName_SuperHitReduce = "SuperHitReduce"  # 暴击伤害减免固定值
AttrName_IgnoreDefReducePer = "IgnoreDefReducePer"  # 无视防御伤害减免
AttrName_LuckyHitRateReduce = "LuckyHitRateReduce"  # 抗会心一击概率
AttrName_GreatHitRateReduce = "GreatHitRateReduce"  # 抗卓越一击概率
AttrName_SuperHitRateReduce = "SuperHitRateReduce"  # 抗致命一击概率
AttrName_SuperHitRateReduce = "SuperHitRateReduce"  # 抗暴击概率
AttrName_IgnoreDefRateReduce = "IgnoreDefRateReduce"  # 抗无视防御概率
AttrName_FinalHurtPer = "FinalHurtPer"  # 最终伤害百分比
AttrName_FuhaoHitRate = "FuhaoHitRate"  # 富豪一击概率
@@ -4020,7 +4014,7 @@
    ShareDefine.Def_Effect_Miss:[[TYPE_Calc_AttrMiss], False, TYPE_Linear],
    ShareDefine.Def_Effect_SuperHitRate:[[TYPE_Calc_SuperHitRate], False, TYPE_Linear],
    ShareDefine.Def_Effect_SuperHit:[[TYPE_Calc_SuperHit], False, TYPE_Linear],
    ShareDefine.Def_Effect_SuperHitReduce:[[TYPE_Calc_SuperHitReducePer], False, TYPE_Linear],
    ShareDefine.Def_Effect_SuperHitReduce:[[TYPE_Calc_SuperHitReduce], False, TYPE_Linear],
    ShareDefine.Def_Effect_Hit:[[TYPE_Calc_AttrHit], False, TYPE_Linear],
    ShareDefine.Def_Effect_MinAtk:[[TYPE_Calc_AttrATKMin], False, TYPE_Linear],
    ShareDefine.Def_Effect_MaxAtk:[[TYPE_Calc_AttrATKMax], False, TYPE_Linear],
@@ -4075,7 +4069,7 @@
    AttrName_GreatHit:[[TYPE_Calc_GreatHit], False, TYPE_Linear],
    AttrName_LuckyHitRate:[[TYPE_Calc_LuckyHitRate], False, TYPE_Linear],
    AttrName_LuckyHit:[[TYPE_Calc_LuckyHit], False, TYPE_Linear],
    AttrName_LuckyHitReducePer:[[TYPE_Calc_LuckyHitReducePer], False, TYPE_Linear],
    AttrName_LuckyHitReduce:[[TYPE_Calc_LuckyHitReduce], False, TYPE_Linear],
    AttrName_LuckyHitRateReduce:[[TYPE_Calc_LuckyHitRateReduce], False, TYPE_Linear],
    AttrName_IgnoreDefRate:[[TYPE_Calc_IgnoreDefRate], False, TYPE_Linear],
    AttrName_IgnoreDefRateReduce:[[TYPE_Calc_IgnoreDefRateReduce], False, TYPE_Linear],
@@ -4097,8 +4091,8 @@
    ShareDefine.Def_Effect_FaintDefRate:[[TYPE_Calc_FaintDefRate], False, TYPE_Linear],
    ShareDefine.Def_Effect_SkillAtkRate:[[TYPE_Calc_SkillAtkRate], False, TYPE_Linear],
    ShareDefine.Def_Effect_SkillAtkRateReduce:[[TYPE_Calc_SkillAtkRateReduce], False, TYPE_Linear],
    ShareDefine.Def_Effect_DamagePer:[[TYPE_Calc_DamagePer], False, TYPE_Linear],
    ShareDefine.Def_Effect_DamReducePer:[[TYPE_Calc_AttrDamReduce], False, TYPE_Linear],
    ShareDefine.Def_Effect_DamagePVP:[[TYPE_Calc_DamagePVP], False, TYPE_Linear],
    ShareDefine.Def_Effect_DamagePVPReduce:[[TYPE_Calc_DamagePVPReduce], False, TYPE_Linear],
    ShareDefine.Def_Effect_DamagePerPVP:[[TYPE_Calc_DamagePerPVP], False, TYPE_Linear],
    ShareDefine.Def_Effect_DamagePerPVPReduce:[[TYPE_Calc_DamagePerPVPReduce], False, TYPE_Linear],
    ShareDefine.Def_Effect_ComboRate:[[TYPE_Calc_ComboRate], False, TYPE_Linear],
@@ -4125,12 +4119,12 @@
    AttrName_JobBAtkReducePer:[[TYPE_Calc_JobBAtkReducePer], False, TYPE_Linear],
    AttrName_JobCAtkReducePer:[[TYPE_Calc_JobCAtkReducePer], False, TYPE_Linear],
    AttrName_GreatHitReducePer:[[TYPE_Calc_GreatHitReducePer], False, TYPE_Linear],
    AttrName_SuperHitReducePer:[[TYPE_Calc_SuperHitReducePer], False, TYPE_Linear],
    AttrName_SuperHitReduce:[[TYPE_Calc_SuperHitReduce], False, TYPE_Linear],
    AttrName_GreatHitRateReduce:[[TYPE_Calc_GreatHitRateReduce], False, TYPE_Linear],
    AttrName_SuperHitRateReduce:[[TYPE_Calc_SuperHitRateReduce], False, TYPE_Linear],
    ShareDefine.Def_Effect_SuperHitRateReduce:[[TYPE_Calc_SuperHitRateReduce], False, TYPE_Linear],
    AttrName_DamReducePer:[[TYPE_Calc_AttrDamReduce], False, TYPE_Linear],
    AttrName_DamagePer:[[TYPE_Calc_DamagePer], False, TYPE_Linear],
    AttrName_DamagePVPReduce:[[TYPE_Calc_DamagePVPReduce], False, TYPE_Linear],
    AttrName_DamagePVP:[[TYPE_Calc_DamagePVP], False, TYPE_Linear],
    AttrName_FinalHurtPer:[[TYPE_Calc_FinalHurtPer], False, TYPE_Linear],
    AttrName_FuhaoHitRate:[[TYPE_Calc_FuhaoHitRate], False, TYPE_Linear],
    ShareDefine.Def_Effect_FinalHurt:[[TYPE_Calc_FinalHurt], False, TYPE_Linear],
@@ -4157,6 +4151,7 @@
    ShareDefine.Def_Effect_ProDefAbsorb:[[TYPE_Calc_ProDefAbsorb], False, TYPE_Linear],
    ShareDefine.Def_Effect_OnlyFinalHurt:[[TYPE_Calc_OnlyFinalHurt], False, TYPE_Linear],
    ShareDefine.Def_Effect_PVPAtkBackHP:[[TYPE_Calc_PVPAtkBackHP], False, TYPE_Linear],
    ShareDefine.Def_Effect_SuperHitPer:[[TYPE_Calc_SuperHitPer], False, TYPE_Linear],
    
    #战斗非线性
    ShareDefine.Def_Effect_MaxHPPer:[[TYPE_Calc_AttrMaxHP], False, TYPE_NoLinear],
@@ -4165,7 +4160,6 @@
    ShareDefine.Def_Effect_MissRate:[[TYPE_Calc_AttrMiss], False, TYPE_NoLinear],
    #ShareDefine.Def_Effect_AddMAtkByPer:[[TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_AddAtkByPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_SuperHitPer:[[TYPE_Calc_SuperHit], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_SpeedPer:[[TYPE_Calc_AttrSpeed], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_LuckPer:[[TYPE_Calc_Luck], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_IceAtkPer:[[TYPE_Calc_AttrIceAtk], False, TYPE_NoLinear],
@@ -4388,7 +4382,7 @@
TriggerType_AttackOverPassive, # 攻击(对敌技能)后被动技能被触发在其他被动效果处理后调用,触发顺序原因 47
TriggerType_Buff_BeAttackSubLayer,  # BUFF类:被攻击减buff层,0消失 48
TriggerType_OneDamage,   # 伤害降低到1点 49
TriggerType_LuckyHit, # 会心一击时增加会心伤害百分比 50
TriggerType_LuckyHit, # 会心一击时增加会心伤害固定值 50
TriggerType_ChangeHurtToHP, # 把受到伤害的xx%转化为生命值 51
TriggerType_AddLayer, # BUFF层级增加时 52
TriggerType_ForbidenCure, # 禁止治疗 53