| | |
| | | # @remarks 获得玩家升级, 获得的属性点
|
| | | def GetLvUp_AddPoint(curPlayer):
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| | | curPlayerID = curPlayer.GetID()
|
| | | curReinCnt = curPlayer.GetReincarnationLv() # 当前转生次数
|
| | | curLV = curPlayer.GetLV() # 当前等级
|
| | |
|
| | | addPointList = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1)
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| | | |
| | | addPoint = addPointList[-1] if curReinCnt >= len(addPointList) else addPointList[curReinCnt]
|
| | | addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
|
| | | addPoint = GameWorld.GetDictValueByRangeKey(addPointDict, curLV, 0)
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| | |
|
| | | if addPoint == None:
|
| | | raise Exception('玩家获得升级属性点异常, reincarnationLv = %s PlayerID = %s' % (curReinCnt, curPlayerID))
|
| | | raise Exception('玩家获得升级属性点异常, curLV = %s PlayerID = %s' % (curLV, curPlayerID))
|
| | | return
|
| | |
|
| | | return int(addPoint)
|
| | |
|
| | | def DoAddPointOpen(curPlayer):
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| | | '''加点功能开启 处理给自由属性点及老号处理 |
| | | 清除老服玩家未加点的点数(清零),以前加的加点属性不清除,属性不变,战力不减, 根据最新的加点开启等级和老服玩家的当前等级,相差的差值给予玩家对应的加点点数'''
|
| | | beforeFreePoint = curPlayer.GetFreePoint()
|
| | | addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
|
| | | initFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2)
|
| | | openLV = GameFuncComm.GetFuncLimitLV(ShareDefine.GameFuncID_AddPoint)
|
| | | setFreePoint = initFreePoint
|
| | | curLV = curPlayer.GetLV()
|
| | | for lv in xrange(openLV, curLV+1):
|
| | | setFreePoint += GameWorld.GetDictValueByRangeKey(addPointDict, lv, 0)
|
| | | addDataDict = {'beforeFreePoint':beforeFreePoint}
|
| | | DataRecordPack.DR_Freepoint(curPlayer, "AddPointOpen", setFreePoint, addDataDict)
|
| | | curPlayer.SetFreePoint(setFreePoint)
|
| | | GameWorld.DebugLog(' 加点功能开启处理 beforeFreePoint=%s,curLV=%s, setFreePoint=%s'%(beforeFreePoint, curLV, setFreePoint), curPlayer.GetID())
|
| | | return
|
| | | #---------------------------------------------------------------------
|
| | |
|
| | | ## 功能模块战斗力类
|
| | |
| | |
|
| | | __AttrName = "%s" # 参数为ChConfig.Def_Calc_AllAttrType_MAX对应所有属性列表索引
|
| | | __AttrNameNoline = "Noline_%s" # 参数为ChConfig.Def_Calc_AllAttrType_MAX对应所有属性列表索引
|
| | | __NolineAttrList = [ChConfig.TYPE_Calc_AttrSpeed] # 需要记录的非线性战斗属性
|
| | | __NolineAttrList = [ChConfig.TYPE_Calc_AttrSpeed, ChConfig.TYPE_Calc_AttrATKMin, ChConfig.TYPE_Calc_AttrATKMax, |
| | | ChConfig.TYPE_Calc_AttrMaxHP] # 需要记录的非线性战斗属性
|
| | |
|
| | | ## 初始化
|
| | | # @param self 类实例
|
| | |
| | | AtkSpeedParameter = fpParam.GetCftAtkSpeed()
|
| | | LuckyHitParameter = fpParam.GetCftLuckyHit()
|
| | |
|
| | | fpEx = 0
|
| | | #装备模块特殊处理
|
| | | if self.mfpType == ShareDefine.Def_MFPType_Equip:
|
| | | AtkPer = getattr(self, self.__AttrNameNoline % ChConfig.TYPE_Calc_AttrATKMax) * fpParam.GetCftAtkPer() # 攻击百分比系数
|
| | | MaxHPPer = getattr(self, self.__AttrNameNoline % ChConfig.TYPE_Calc_AttrMaxHP) * fpParam.GetCftMaxHPPer() # 生命百分比系数
|
| | | fpEx = eval(IpyGameDataPY.GetFuncCompileCfg("FightpowerFormula", 3))
|
| | | GameWorld.DebugLog("装备模块攻击生命百分比传奇属性战力: fpEx=%s" % fpEx)
|
| | | else:
|
| | | AtkPer = 0
|
| | | MaxHPPer = 0
|
| | | |
| | | #获取策划配置的表格
|
| | | FightpowerFormula = IpyGameDataPY.GetFuncCfg("FightpowerFormula")
|
| | | totalFightPower = eval(FormulaControl.GetCompileFormula("FightpowerFormula", FightpowerFormula))
|
| | | totalFightPower = eval(FormulaControl.GetCompileFormula("FightpowerFormula", FightpowerFormula)) + fpEx
|
| | |
|
| | | #GameWorld.DebugLog("MfpType=%s,FightPower=%s, %s" % (self.mfpType, totalFightPower, self.GetMFPAttrStr()))
|
| | | if totalFightPower > ShareDefine.Def_UpperLimit_DWord:
|