hch
2019-05-27 b56df043e01be629f731c5d52ecb64cc7f7f2b60
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -3570,7 +3570,7 @@
            attrName = self.__AttrName % attrIndex
            setattr(self, attrName, getattr(self, attrName) + value)
    
    def GetModuleFightPower(self, fpParam, job):
    def GetModuleFightPower(self, fpParam, curPlayer):
        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
@@ -3578,11 +3578,11 @@
        Hit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrHit) * fpParam.GetCftHit() # 命中值
        Miss = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrMiss) * fpParam.GetCftMiss() # 闪避值
        AtkSpeed = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrAtkSpeed) # 攻击速度(数值非攻击间隔)
        SuperHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRate) # 暴击率
        SuperHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRate) * fpParam.GetCftSuperHitRate() # 暴击率
        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
        LuckyHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRate) # 会心一击
        LuckyHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRate) * fpParam.GetCftLuckyHitRate() # 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
@@ -3640,6 +3640,11 @@
        AtkSpeedParameter = fpParam.GetCftAtkSpeed()
        LuckyHitParameter = fpParam.GetCftLuckyHit()
        
        #取总属性的
        SuperHitRateTotal = curPlayer.GetSuperHitRate()
        LuckyHitRateTotal = curPlayer.GetLuckyHitRate()
        job = curPlayer.GetJob()
        diffAttrDict = self.__GetAttrFightPowerParamDiff(job)
        for paramName, diffValue in diffAttrDict.items():
            exec("%s = max(0, %s - %s)" % (paramName, paramName, diffValue))
@@ -4035,6 +4040,7 @@
            if aftLV > befLV:
                curPlayer.SetLV(aftLV, False) # 这里不再通知GameServer
                PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_HeroLV, aftLV)
                PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_LVUP, aftLV - befLV)
            if aftFreePoint > befFreePoint:
                curPlayer.SetFreePoint(aftFreePoint)
                #NotifyCode(curPlayer, "ObtainAttributeDot", [aftFreePoint - befFreePoint])
@@ -4081,6 +4087,7 @@
            OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_LV, curPlayer.GetLV())
            #神秘限购
            FunctionNPCCommon.MysticalLimitShopOpen(curPlayer, befLV, aftLV)
        #不需要做升级任务, 设置玩家经验
        SetPlayerTotalExp(curPlayer, curTotalExp) 
        return
@@ -4531,6 +4538,7 @@
        curLV = curPlayer.GetLV()
        fpParam = IpyGameDataPY.GetIpyGameData("FightPowerParam", curLV)
        mfpDict = {} # 模块战斗力
        mfpObjDict = {}
        for mfpType, attrFuncIndexList in ChConfig.MFPTypeAttrFuncIndexDict.items():
            mfpAttrList = [{} for _ in range(4)]
            mfpAttrExDict = {}
@@ -4556,8 +4564,11 @@
            mfpObj.SetCalcMFPBattleAttr(mfpAttrList)
            for attrIndex, value in mfpAttrExDict.items():
                mfpObj.AddCalcMFPAttr(attrIndex, value)
            mfpValue = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam, curPlayer.GetJob())
            mfpObjDict[mfpType] = mfpObj
        # 因为计算战力需要取到总属性,所以等各功能点属性累加完后再计算
        for mfpType, mfpObj in mfpObjDict.items():
            mfpValue = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam, curPlayer)
            mfpSkill = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
            mfpEx = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
            mfpTotal = mfpValue + mfpSkill + mfpEx
@@ -6285,7 +6296,9 @@
#    addAttrList[ChConfig.CalcAttr_BattleNoline] = {}
#    return addAttrList
#===============================================================================
def GetTotalLingGenPoint(curPlayer):
    # 总灵根点数(金木水火土+自由点数)
    return GetMetal(curPlayer) + GetWood(curPlayer) + GetWater(curPlayer) + GetFire(curPlayer) + GetEarth(curPlayer) + curPlayer.GetFreePoint()
# 灵根 - 金木水火土
def GetMetal(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Metal)