| | |
| | | raise Exception('玩家获得升级属性点异常, curLV = %s PlayerID = %s' % (curLV, curPlayerID))
|
| | | return
|
| | |
|
| | | return int(addPoint)
|
| | | return int(addPoint) + GetFabaoAddPoint(curPlayer)
|
| | |
|
| | | def GetAllPointByLV(curPlayer):
|
| | | ##获取当前等级可得到属性点数
|
| | |
| | | return 0
|
| | | # 初始点+升级点+境界点
|
| | | setFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2)
|
| | | |
| | | fabaoAddPoint = GetFabaoAddPoint(curPlayer)
|
| | | addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
|
| | | for rangLVs, point in addPointDict.items():
|
| | | if curLV < rangLVs[0]:
|
| | | continue
|
| | | setFreePoint += point * (min(curLV, rangLVs[1]) - rangLVs[0] + 1)
|
| | | setFreePoint += (point + fabaoAddPoint) * (min(curLV, rangLVs[1]) - rangLVs[0] + 1)
|
| | |
|
| | | #境界提升点数
|
| | | setFreePoint += curPlayer.GetOfficialRank() * IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 3)
|
| | | return setFreePoint
|
| | |
|
| | | def GetFabaoAddPoint(curPlayer):
|
| | | #法宝额外增加玩家每级获得的灵根点
|
| | | mwID = IpyGameDataPY.GetFuncCfg('FabaoAddPoint', 1)
|
| | | if not PlayerMagicWeapon.GetIsActiveMagicWeapon(curPlayer, mwID, lv=1):
|
| | | return 0
|
| | | return IpyGameDataPY.GetFuncCfg('FabaoAddPoint', 2)
|
| | |
|
| | | def DoAddPointOpen(curPlayer):
|
| | | '''加点功能开启'''
|
| | |
| | | attrName = self.__AttrName % attrIndex
|
| | | setattr(self, attrName, getattr(self, attrName) + value)
|
| | |
|
| | | def GetModuleFightPower(self, fpParam):
|
| | | def GetModuleFightPower(self, fpParam, job):
|
| | | MaxHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrMaxHP) # 最大血量
|
| | | MinAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrATKMin) # 最小攻击
|
| | | MaxAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrATKMax) # 最大攻击
|
| | |
| | | LuckyHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitReduce) # 会心一击伤害固定减伤
|
| | | SkillAtkRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SkillAtkRate) * fpParam.GetCftSkillAtkRate() # 技能攻击比例加成
|
| | | SkillAtkRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SkillAtkRateReduce) * fpParam.GetCftSkillAtkRateReduce() # 技能攻击比例减少
|
| | | DamagePVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVP) * fpParam.GetCftDamagePer() # PVP固定伤害
|
| | | DamagePVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVPReduce) * fpParam.GetCftDamReduce() # PVP固定减伤
|
| | | DamagePVE = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVE) * fpParam.GetCftDamagePer() # PVE固定伤害
|
| | | DamagePVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVP) # PVP固定伤害
|
| | | DamagePVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVPReduce) # PVP固定减伤
|
| | | DamagePVE = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVE) # PVE固定伤害
|
| | | HPRestore = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_HPRestorePer) # 自动回复血量,固定值
|
| | | DamBackPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamBackPer) * fpParam.GetCftDamBackPer() # 反伤百分比
|
| | | SpeedValue = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrSpeed) # 移动速度值
|
| | |
| | | #其他需作为公式参数的系数
|
| | | AtkSpeedParameter = fpParam.GetCftAtkSpeed()
|
| | | LuckyHitParameter = fpParam.GetCftLuckyHit()
|
| | | |
| | | diffAttrDict = self.__GetAttrFightPowerParamDiff(job)
|
| | | for paramName, diffValue in diffAttrDict.items():
|
| | | exec("%s = max(0, %s - %s)" % (paramName, paramName, diffValue))
|
| | |
|
| | | #获取策划配置的表格
|
| | | FightpowerFormula = IpyGameDataPY.GetFuncCfg("FightpowerFormula")
|
| | |
| | | totalFightPower = ShareDefine.Def_UpperLimit_DWord
|
| | | return totalFightPower
|
| | |
|
| | | def __GetAttrFightPowerParamDiff(self, job):
|
| | | ## 战力计算属性参数与实际属性差值
|
| | | |
| | | #角色基础模块某些属性不计算战力
|
| | | if self.mfpType != ShareDefine.Def_MFPType_Role:
|
| | | return {}
|
| | | |
| | | roleBaseAttrDict = IpyGameDataPY.GetFuncEvalCfg("CreatRoleBaseAttr", 1)
|
| | | notFightPowerEffIDNameDict = IpyGameDataPY.GetFuncEvalCfg("CreatRoleBaseAttr", 2)
|
| | | if job not in roleBaseAttrDict:
|
| | | return {}
|
| | | |
| | | diffAttrDict = {}
|
| | | jobBaseAttrDict = roleBaseAttrDict[job]
|
| | | for attrID, paramName in notFightPowerEffIDNameDict.items():
|
| | | if attrID not in jobBaseAttrDict:
|
| | | continue
|
| | | diffAttrDict[paramName] = jobBaseAttrDict[attrID]
|
| | | return diffAttrDict
|
| | | |
| | | def GetMFPAttrStr(self):
|
| | | attrStr = ""
|
| | | for attrIndex in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
|
| | |
| | | #GameWorld.DebugLog("等级加属性: %s" % allAttrList)
|
| | |
|
| | | # 属性点属性
|
| | | pointValueInfo = {ShareDefine.Def_Effect_Metal:[lambda curObj:GetMetal(curObj), lambda curObj, value:SetMetalQualityLV(curObj, value)],
|
| | | ShareDefine.Def_Effect_Wood:[lambda curObj:GetWood(curObj), lambda curObj, value:SetWoodQualityLV(curObj, value)],
|
| | | ShareDefine.Def_Effect_Water:[lambda curObj:GetWater(curObj), lambda curObj, value:SetWaterQualityLV(curObj, value)],
|
| | | ShareDefine.Def_Effect_Fire:[lambda curObj:GetFire(curObj), lambda curObj, value:SetFireQualityLV(curObj, value)],
|
| | | ShareDefine.Def_Effect_Earth:[lambda curObj:GetEarth(curObj), lambda curObj, value:SetEarthQualityLV(curObj, value)],
|
| | | hadRefreshAttr = curPlayer.GetDictByKey(ChConfig.Def_Player_HadRefreshAttr) # 本地图是否刷新过属性
|
| | | pointFightPowerEx = 0
|
| | | pointValueInfo = {ShareDefine.Def_Effect_Metal:[lambda curObj:GetMetal(curObj), lambda curObj, value:SetMetalQualityLV(curObj, value), lambda curObj:GetMetalQualityLV(curObj)],
|
| | | ShareDefine.Def_Effect_Wood:[lambda curObj:GetWood(curObj), lambda curObj, value:SetWoodQualityLV(curObj, value), lambda curObj:GetWoodQualityLV(curObj)],
|
| | | ShareDefine.Def_Effect_Water:[lambda curObj:GetWater(curObj), lambda curObj, value:SetWaterQualityLV(curObj, value), lambda curObj:GetWaterQualityLV(curObj)],
|
| | | ShareDefine.Def_Effect_Fire:[lambda curObj:GetFire(curObj), lambda curObj, value:SetFireQualityLV(curObj, value), lambda curObj:GetFireQualityLV(curObj)],
|
| | | ShareDefine.Def_Effect_Earth:[lambda curObj:GetEarth(curObj), lambda curObj, value:SetEarthQualityLV(curObj, value), lambda curObj:GetEarthQualityLV(curObj)],
|
| | | }
|
| | | lingGenQualityAttrList = [{} for _ in range(4)]
|
| | | for pointAttrID, pointFuncInfo in pointValueInfo.items():
|
| | | pointValue = pointFuncInfo[0](curPlayer)
|
| | | befPQLV = pointFuncInfo[2](curPlayer)
|
| | | pointFuncInfo[1](curPlayer, 0)
|
| | | if not pointValue:
|
| | | continue
|
| | |
| | | if not ipyData:
|
| | | continue
|
| | | # 每点属性
|
| | | perPointAddAttrDict = ipyData.GetAddAttrInfoPerPoint()
|
| | | for perPointAttrID, perPointAttrValue in perPointAddAttrDict.items():
|
| | | pointAddValue = perPointAttrValue * pointValue
|
| | | CalcAttrDict_Type(perPointAttrID, pointAddValue, allAttrList)
|
| | | #GameWorld.DebugLog(" 属性点(%s)加属性: pointValue=%s,perPointAttrID=%s,pointAddValue=%s" % (pointAttrID, pointValue, perPointAttrID, pointAddValue))
|
| | | perPointAddAttrDict = ipyData.GetAddAttrInfoPerPoint() # {"职业":[[每X点,属性ID,值], ...], ..}
|
| | | addAttrList = perPointAddAttrDict.get(str(job), [])
|
| | | for needPoint, pointAddAttrID, pointAddAttrValue in addAttrList:
|
| | | pointAddValueTotal = pointAddAttrValue * (pointValue / needPoint)
|
| | | CalcAttrDict_Type(pointAddAttrID, pointAddValueTotal, allAttrList)
|
| | | #GameWorld.DebugLog(" 属性点(%s)加属性: pointValue=%s,pointAddAttrID=%s,pointAddValueTotal=%s" % (pointAttrID, pointValue, pointAddAttrID, pointAddValueTotal))
|
| | |
|
| | | pointFightPowerEx += (ipyData.GetFightPowerPerPoint() * pointValue)
|
| | | |
| | | # 点数品质属性
|
| | | curPQLV = 0
|
| | | pqIntervalList = ipyData.GetPointQualityIntervalList()
|
| | | for pqLV, pqValue in enumerate(pqIntervalList, 1):
|
| | | for pqLV, pqValue in enumerate(pqIntervalList, 1): # 灵根品级从1开始
|
| | | if pointValue >= pqValue:
|
| | | curPQLV = pqLV
|
| | | else:
|
| | |
| | | pqAttrValueList = pqAttrValueDict[str(curPlayer.GetJob())]
|
| | | pqAttrValue = 0 if curPQLV > len(pqAttrValueList) else pqAttrValueList[curPQLV - 1]
|
| | | CalcAttrDict_Type(pqAttrID, pqAttrValue, lingGenQualityAttrList)
|
| | | #GameWorld.DebugLog(" 属性点(%s)品阶等级属性: curPQLV=%s,pqAttrID=%s,pqAttrValue=%s" % (pointAttrID, curPQLV, pqAttrID, pqAttrValue))
|
| | | |
| | | #GameWorld.DebugLog(" 属性点(%s)品阶等级属性: befPQLV=%s,curPQLV=%s,pqAttrID=%s,pqAttrValue=%s" % (pointAttrID, befPQLV, curPQLV, pqAttrID, pqAttrValue))
|
| | | if hadRefreshAttr and befPQLV < curPQLV:
|
| | | EventShell.EventRespons_LingGenQualityUP(curPlayer, pointAttrID, curPQLV)
|
| | | |
| | | #GameWorld.DebugLog("等级属性点加属性: %s" % allAttrList)
|
| | | #GameWorld.DebugLog("灵根品阶等级属性: %s" % lingGenQualityAttrList) |
| | | #GameWorld.DebugLog("灵根品阶等级属性: %s" % lingGenQualityAttrList)
|
| | | #GameWorld.DebugLog("灵根点数附加战力: %s" % pointFightPowerEx)
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_Role, pointFightPowerEx) |
| | | SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase, allAttrList)
|
| | | SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty, lingGenQualityAttrList)
|
| | | return
|
| | |
| | | for attrIndex, value in mfpAttrExDict.items():
|
| | | mfpObj.AddCalcMFPAttr(attrIndex, value)
|
| | |
|
| | | mfpValue = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
|
| | | mfpValue = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam, curPlayer.GetJob())
|
| | | mfpSkill = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
|
| | | mfpEx = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
|
| | | mfpTotal = mfpValue + mfpSkill + mfpEx
|
| | |
| | | self.__SyncBaseAttr(curPlayer, baseAttrList)
|
| | | #五行灵根变更需要处理的逻辑
|
| | | afterPointList = [GetMetal(curPlayer), GetWood(curPlayer), GetWater(curPlayer), GetFire(curPlayer), GetEarth(curPlayer)]
|
| | | if beforePointList !=afterPointList:
|
| | | if beforePointList != afterPointList:
|
| | | diffPointAttrList = []
|
| | | for i, attrID in enumerate([ShareDefine.Def_Effect_Metal, ShareDefine.Def_Effect_Wood, ShareDefine.Def_Effect_Water,
|
| | | ShareDefine.Def_Effect_Fire, ShareDefine.Def_Effect_Earth]):
|
| | | if beforePointList[i] != afterPointList[i]:
|
| | | diffPointAttrList.append(attrID)
|
| | | SkillShell.RefreshElementSkillByAttr(curPlayer, diffPointAttrList)
|
| | | |
| | | |
| | | |
| | | # 同步前端战力,因为有 SetFightPower 所以累加战力放在这里所有刷新及计算处理完后才处理,才能正常触发set同步前端
|
| | | self.SendModuleFightPowerPack(curPlayer, mfpDict)
|
| | | billFuncCnt = len(PyGameData.g_refreshAttrBillboardFunc) # 只处理固定次数,防止死循环
|
| | |
| | | # 暂停刷新属性标志,必须被调用
|
| | | curPlayer.SetDict(ChConfig.Def_Player_RefreshAttr, 0)
|
| | | curPlayer.SetDict(ChConfig.Def_Player_RefreshAttrByBuff, 0)
|
| | | curPlayer.SetDict(ChConfig.Def_Player_HadRefreshAttr, 1)
|
| | | GameWorld.DebugLog("End RefreshPlayerAttrStateEx!!!")
|
| | | return True
|
| | |
|