| | |
| | | import PlayerDogz
|
| | | import ChPlayer
|
| | | import GMShell
|
| | | import GameObj
|
| | |
|
| | | import random
|
| | | import types
|
| | |
| | | SendMail("", content, 30, playerIDList, addItemList, gold, goldPaper, silver, detail, moneySource)
|
| | | return
|
| | |
|
| | | def SendCrossMail(serverGroupID, mailTypeKey, playerIDList, addItemList, paramList=[]):
|
| | | ## 发送跨服邮件
|
| | | if not serverGroupID:
|
| | | return
|
| | | dataMsg = {"MailTypeKey":mailTypeKey, "Player":playerIDList}
|
| | | if addItemList:
|
| | | dataMsg["Item"] = CombineMailItem(addItemList)
|
| | | if paramList:
|
| | | dataMsg["Param"] = paramList
|
| | | GameWorld.SendMsgToClientServer(ShareDefine.CrossServerMsg_SendMail, dataMsg, [serverGroupID])
|
| | | return
|
| | |
|
| | | ## 功能发放物品补偿/奖励邮件
|
| | | # @param addItemList [(itemID, itemCnt, 是否拍品), {或物品信息字典}, ...]
|
| | | # @return
|
| | |
| | | if GameWorld.IsCrossServer():
|
| | | return
|
| | |
|
| | | combineItemList = CombineMailItem(addItemList)
|
| | | cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver, detail, moneySource]
|
| | | GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMail", '%s' % (cmdList), len(str(cmdList)))
|
| | | return True
|
| | |
|
| | | def CombineMailItem(addItemList):
|
| | | ## 合并邮件物品
|
| | | itemCountDict = {}
|
| | | combineItemList = [] # 合并后的物品列表
|
| | | for mailItem in addItemList:
|
| | |
| | | for key, itemCnt in itemCountDict.items():
|
| | | itemID, isAuctionItem = key
|
| | | combineItemList.append((itemID, itemCnt, isAuctionItem))
|
| | | cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver, detail, moneySource]
|
| | | GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMail", '%s' % (cmdList), len(str(cmdList)))
|
| | | return True
|
| | | return combineItemList
|
| | |
|
| | | ## 构建系统提示参数列表
|
| | | # @param msgParamList 信息参数列表
|
| | |
| | | return
|
| | |
|
| | | #副本中不打断
|
| | | if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
|
| | | return
|
| | | #if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
|
| | | # return
|
| | |
|
| | | tagObj = curPlayer.GetActionObj()
|
| | |
|
| | |
| | | #GameWorld.Log("BreakPlayerCollect ->没有这个NPC", curPlayer.GetPlayerID())
|
| | | return
|
| | |
|
| | | if curNPC.GetNPCID() not in ReadChConfig.GetEvalChConfig('BreakPlayerCollectNPCIDList'):
|
| | | npcID = curNPC.GetNPCID()
|
| | | collectNPCIpyData = IpyGameDataPY.GetIpyGameDataNotLog("CollectNPC", npcID)
|
| | | if not collectNPCIpyData:
|
| | | return
|
| | |
|
| | | GameWorld.DebugLog(' 采集被打断 采集物NPCID=%s' % curNPC.GetNPCID())
|
| | | if not collectNPCIpyData.GetCanBreakCollect():
|
| | | return
|
| | | |
| | | #取消采集状态
|
| | | ChangePlayerAction(curPlayer, IPY_GameWorld.paNull)
|
| | |
|
| | |
| | | PyGameData.g_zhuXianSkillReducePerDict.pop(playerID, None)
|
| | | PyGameData.g_playerFuncAttrDict.pop(playerID, None)
|
| | | PyGameData.g_playerEquipPartAttrDict.pop(playerID, None)
|
| | | PyGameData.g_equipChangeClassLVInfo.pop(playerID, None)
|
| | | return
|
| | |
|
| | | ##更新保存玩家在线时间
|
| | |
| | | if mapID not in ChConfig.Def_CrossMapIDList:
|
| | | return
|
| | |
|
| | | tick = GameWorld.GetGameWorld().GetTick()
|
| | | lastRequestTick = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_RequestEnterCrossServerTick)
|
| | | if lastRequestTick and tick - lastRequestTick < 5000:
|
| | | GameWorld.DebugLog(" 请求进入跨服CD中!", playerID)
|
| | | NotifyCode(curPlayer, "RequestEnterCrossServerCD")
|
| | | return
|
| | | |
| | | crossRegisterMap = curPlayer.NomalDictGetProperty(ChConfig.Def_PlayerKey_CrossRegisterMap)
|
| | | if crossRegisterMap:
|
| | | GameWorld.ErrLog("跨服已经在上传数据,不重复提交!crossRegisterMap=%s,mapID=%s" % (crossRegisterMap, mapID), playerID)
|
| | | return
|
| | | |
| | | if GameWorld.IsCrossServer():
|
| | | GameWorld.DebugLog("跨服服务器不允许该操作!")
|
| | | return
|
| | |
| | | if ret != ShareDefine.EntFBAskRet_OK:
|
| | | return
|
| | |
|
| | | tick = GameWorld.GetGameWorld().GetTick()
|
| | | for mapIDList in ChConfig.Def_FB_MapID.values():
|
| | | if mapID not in mapIDList:
|
| | | continue
|
| | | if not FBLogic.OnEnterFBEvent(curPlayer, mapID, lineID, tick):
|
| | | GameWorld.DebugLog(" OnEnterFBEvent False!", curPlayer.GetPlayerID())
|
| | | NotifyCode(curPlayer, "SingleEnterDefaul")
|
| | | return
|
| | | break
|
| | | |
| | | |
| | | # 需要动态分布线路的地图,发送到跨服服务器进行分配
|
| | | if mapID in ChConfig.Def_CrossDynamicLineMap:
|
| | | extendInfo = {}
|
| | |
| | | return
|
| | | extendInfo["BossID"] = bossID
|
| | |
|
| | | msgDict = {"PlayerID":curPlayer.GetPlayerID(), "DataMapID":mapID, "FuncLineID":lineID}
|
| | | msgDict = {"PlayerID":curPlayer.GetPlayerID(), "MapID":mapID, "FuncLineID":lineID}
|
| | | if extendInfo:
|
| | | msgDict.update(extendInfo)
|
| | | GameWorld.SendMsgToCrossServer(ShareDefine.ClientServerMsg_EnterFB, msgDict)
|
| | | return
|
| | | |
| | | GY_Query_CrossRealmReg.RegisterEnterCrossServer(curPlayer, mapID, lineID=lineID)
|
| | | else:
|
| | | isSend = GY_Query_CrossRealmReg.RegisterEnterCrossServer(curPlayer, mapID, lineID=lineID)
|
| | | if not isSend:
|
| | | return
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_RequestEnterCrossServerTick, tick)
|
| | | return
|
| | |
|
| | | ##玩家进入副本
|
| | |
| | | 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
|
| | |
| | | SuperHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRateReduce) # 暴击概率抗性
|
| | | SuperHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHit) # 暴击伤害固定值
|
| | | SuperHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitReduce) * fpParam.GetCftSuperHitReduce() # 暴击固定减伤
|
| | | SuperHitPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitPer) # 暴击伤害万分率加成
|
| | | LuckyHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRate) # 会心一击
|
| | | LuckyHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRateReduce) * fpParam.GetCftLuckyHitRateReduce() # 会心一击概率抗性
|
| | | LuckyHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHit) # 会心一击伤害固定值
|
| | | LuckyHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitReduce) # 会心一击伤害固定减伤
|
| | | LuckyHitPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitPer) # 会心一击伤害百分比
|
| | | 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
|
| | |
| | | JobBAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobBAtkReducePer) * fpParam.GetCftJobBAtkReducePer() # 法师攻击伤害减免
|
| | | JobCAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobCAtkReducePer) * fpParam.GetCftJobCAtkReducePer() # 弓箭攻击伤害减免
|
| | |
|
| | | NormalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurt) |
| | | NormalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurtPer) |
| | | FabaoHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurt)
|
| | | FabaoHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurtPer)
|
| | | Luck = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_Luck)
|
| | | |
| | | ComboRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboRate) # 连击几率
|
| | | ComboDamPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboDamPer) # 连击伤害
|
| | | #MaxProDef = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_MaxProDef) # 最大防护值
|
| | |
| | | #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):
|
| | |
| | | maxLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV", 1)
|
| | |
|
| | | curPlayer.BeginRefreshState()
|
| | | befXP = curPlayer.GetXP()
|
| | | #befXP = curPlayer.GetXP()
|
| | | befLV = curPlayer.GetLV()
|
| | | befFreePoint = curPlayer.GetFreePoint()
|
| | | befBaseSTR = curPlayer.GetBaseSTR()
|
| | |
| | | #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
|
| | |
| | | #先压入BUFF的效果值及技能战斗力
|
| | | self.RefreshAllSkill()
|
| | | ChEquip.RefreshPlayerEquipAttribute(curPlayer)
|
| | | ChEquip.RefreshPlayerLingQiEquipAttr(curPlayer)
|
| | | #SkillShell.RefreshPlayerBuffOnAttrAddEffect(curPlayer)
|
| | | PlayerWing.CalcWingAttr(curPlayer)
|
| | | #PlayerWing.CalcWingAttr(curPlayer) # 翅膀暂时算在灵器里面
|
| | | PlayerHorse.CalcHorseAttrEx(curPlayer)
|
| | | PlayerPrestigeSys.CalcOfficialRankAttr(curPlayer)
|
| | | PlayerGodWeapon.CalcGodWeaponAttr(curPlayer)
|
| | |
| | | beforeMaxHP = curPlayer.GetMaxHP()
|
| | | beforeMoveSpeedValue = GetSpeedValue(curPlayer)
|
| | | beforeMaxProDef = GetMaxProDef(curPlayer)
|
| | | #[金木水火土]
|
| | | beforePointList = [GetMetal(curPlayer), GetWood(curPlayer), GetWater(curPlayer), GetFire(curPlayer), GetEarth(curPlayer)]
|
| | | #构建玩家刷新通知客户端字典, 缓存[索引, 数值]
|
| | | playerStateDict = {}
|
| | | for index in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
|
| | |
| | | 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
|
| | |
| | |
|
| | | #通知基础属性
|
| | | 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:
|
| | | 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
|
| | |
|
| | |
| | | ChConfig.TYPE_Calc_AttrPetExpRate:GameWorld.GetGameWorld().GetExpRate(),
|
| | | ChConfig.TYPE_Calc_HitSucessRate:ChConfig.Def_MaxRateValue,
|
| | | ChConfig.TYPE_Calc_CurePer:ChConfig.Def_MaxRateValue,
|
| | | |
| | | ChConfig.TYPE_Calc_YinjiTime:IpyGameDataPY.GetFuncCfg('Yinji', 1), # 每X秒自动消失一个印记
|
| | | }
|
| | |
|
| | | for i in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
|
| | |
| | | DoPlayerDead(curPlayer)
|
| | |
|
| | | PlayerTJG.PlayerTJGReborn(curPlayer, tick)
|
| | | GameObj.ClearPyPlayerState(curPlayer)
|
| | | return
|
| | |
|
| | |
|
| | |
| | | #法宝技能加成:法宝技能攻击附加的伤害百分比
|
| | | def GetFabaoHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FabaoHurtPer)
|
| | | def SetFabaoHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FabaoHurtPer, value)
|
| | | # 暴击万分率加成
|
| | | def GetSuperHitPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SuperHitPer)
|
| | | def SetSuperHitPer(curPlayer, value): |
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_SuperHitPer, value)
|
| | | curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_SuperHitPer, value, False)
|
| | | # 会心一击万分率加成
|
| | | def GetLuckyHitPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_LuckyHitPer)
|
| | | def SetLuckyHitPer(curPlayer, value): |
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_LuckyHitPer, value)
|
| | | curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_LuckyHitPer, value, False)
|
| | |
|
| | | # 每X秒自动消失一个印记, 毫秒记录
|
| | | def GetLostYinjiTime(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_LostYinjiTime)
|
| | | def SetLostYinjiTime(curPlayer, value): |
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_LostYinjiTime, value)
|
| | | curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_YinjiTime, value, False)
|
| | |
|
| | | # 当前印记数
|
| | | def GetYinjiCnt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_YinjiCnt)
|
| | | def SetYinjiCnt(curPlayer, value): |
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_YinjiCnt, value)
|
| | | curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_YinjiCnt, value, False)
|
| | |
|
| | | # 减少指定技能组CD XX%
|
| | | def GetTheFBSkillsCD(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TheFBSkillsCD)
|
| | | def SetTheFBSkillsCD(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_TheFBSkillsCD, value)
|
| | | # 灼烧固定伤害
|
| | | def GetBurnValue(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BurnValue)
|
| | | def SetBurnValue(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BurnValue, value)
|
| | | # 延长灼烧时间百分比
|
| | | def GetBurnTimePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BurnTimePer)
|
| | | def SetBurnTimePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BurnTimePer, value)
|
| | | # 减移动速度百分比
|
| | | def GetSubSpeedPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SubSpeedPer)
|
| | | def SetSubSpeedPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SubSpeedPer, value)
|
| | |
|
| | | ## 计算功能背包物品属性
|
| | | # @param curPlayer 当前玩家
|