ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -1227,17 +1227,17 @@
        GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "GlobalDropRate", msgInfo, len(msgInfo))
         
    # 4. 指定全服击杀次数必掉,算额外掉落
    globalKillDropDict = IpyGameDataPY.GetFuncEvalCfg("GlobalDropCD", 2) # {NPCID:{击杀次数:[是否本职业, [物品ID, ...], [随机物品ID, ...]]}, ...}
    globalKillDropDict = IpyGameDataPY.GetFuncEvalCfg("GlobalDropCD", 2) # {NPCID:{击杀次数:[是否本职业, {物品ID:个数, ...}, [[随机物品ID,个数], ...]]}, ...}
    if npcID in globalKillDropDict:
        killCountDropDict = globalKillDropDict[npcID]
        updNPCKilledCount = min(gw.GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_NPCKilledCount % npcID) + 1, ShareDefine.Def_UpperLimit_DWord)
        GameWorld.DebugLog("更新全服击杀次数: %s" % updNPCKilledCount)
        GameWorld.Log("更新全服击杀次数:npcID=%s, %s" % (npcID, updNPCKilledCount))
        # 通知GameServer记录
        msgInfo = str([npcID, updNPCKilledCount])
        GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "GlobalKillCount", msgInfo, len(msgInfo))
        if updNPCKilledCount in killCountDropDict:
            isJobLimit, itemIDList, randItemIDList = killCountDropDict[updNPCKilledCount]
            for itemID in itemIDList:
            isJobLimit, itemIDCountDict, randItemIDCountList = killCountDropDict[updNPCKilledCount]
            for itemID, itemCount in itemIDCountDict.items():
                if isJobLimit:
                    itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
                    if not itemData:
@@ -1247,12 +1247,12 @@
                        # 非本职业可用,不掉落
                        GameWorld.DebugLog("全服击杀次数必掉,非本职业可用,不掉落! itemID=%s" % itemID)
                        continue
                dropItemIDList.append(itemID)
                GameWorld.DebugLog("全服击杀次数必掉物品: itemID=%s" % itemID)
            if randItemIDList:
                dropItemIDList += [itemID] * itemCount
                GameWorld.Log("全服击杀次数必掉物品: itemID=%s,itemCount=%s" % (itemID, itemCount))
            if randItemIDCountList:
                if isJobLimit:
                    randJobItemList = []
                    for rItemID in randItemIDList:
                    for rItemID, rItemCount in randItemIDCountList:
                        itemData = GameWorld.GetGameData().GetItemByTypeID(rItemID)
                        if not itemData:
                            continue
@@ -1261,12 +1261,12 @@
                            # 非本职业可用,不掉落
                            GameWorld.DebugLog("全服击杀次数必掉随机,非本职业可用,不掉落! rItemID=%s" % rItemID)
                            continue
                        randJobItemList.append(rItemID)
                    randItemID = random.choice(randJobItemList)
                        randJobItemList.append([rItemID, rItemCount])
                    randItemID, randItemCount = random.choice(randJobItemList)
                else:
                    randItemID = random.choice(randItemIDList)
                dropItemIDList.append(randItemID)
                GameWorld.DebugLog("全服击杀次数必掉随机物品: randItemID=%s" % randItemID)
                    randItemID, randItemCount = random.choice(randItemIDCountList)
                dropItemIDList += [randItemID] * randItemCount
                GameWorld.Log("全服击杀次数必掉随机物品: randItemID=%s,randItemCount=%s" % (randItemID, randItemCount))
                
    return dropItemIDList
@@ -1986,9 +1986,8 @@
        # 设置npc死亡及自身处理
        SetDeadEx(summonNPC)
        
    if curNPC.GetGameObjType() == IPY_GameWorld.gotNPC and \
        curNPC.GetGameNPCObjType() == IPY_GameWorld.gnotSummon:
        FBLogic.DoFB_SummonNPCDead(curNPC)
    if curNPC.GetGameObjType() == IPY_GameWorld.gotNPC:
        FBLogic.DoFB_NPCDead(curNPC)
    
    summonPlayerID = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_SummonMapNPCPlayerID)
    if summonPlayerID > 0:
@@ -3654,7 +3653,7 @@
    #  @remarks 刷新NPC属性
    def RefreshNPCAttrState(self, canSyncClient=True, isReborn=False):
        curNPC = self.__Instance
        curNPCMaxHP_Before = GameObj.GetMaxHP(curNPC)
        #curNPCMaxHP_Before = GameObj.GetMaxHP(curNPC)
        #清空NPC战斗属性
        curNPC.ClearBattleEffect()
        #--------------------------------------------
@@ -3691,6 +3690,28 @@
            
        return
    
    def SetHelpBattleRobotRebornAttr(self, fightPower):
        '''助战机器人只设置血量属性
                        血量算法,(助战玩家=助战机器人):每个副本配置伤害*(助战玩家战力/副本规定战力)*系数值  系数值暂定为50
        '''
        curNPC = self.__Instance
        mapID = FBCommon.GetRecordMapID(GameWorld.GetMap().GetMapID())
        funcLineID = FBCommon.GetFBPropertyMark()
        ipyData = IpyGameDataPY.GetIpyGameData("FBHelpBattle", mapID, funcLineID)
        if not ipyData:
            return
        SetSuppressFightPower(curNPC, fightPower)
        fbFightPower = ipyData.GetFightPowerMin()
        baseHurt = ipyData.GetRobotBaseHurt()
        hpCoefficient = ipyData.GetRobotHPCoefficient()
        maxHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("HelpBattleRobot", 2)))
        GameWorld.DebugLog("设置助战机器人属性: objID=%s,fightPower=%s,maxHP=%s" % (curNPC.GetID(), fightPower, maxHP))
        GameObj.SetMaxHP(curNPC, maxHP)
        GameObj.SetHP(curNPC, maxHP)
        curNPC.Notify_HPEx()
        curNPC.Notify_MaxHPEx()
        return
    
    # NPC移动速度特殊处理,只处理百分比不能处理固定值 
    # 因为 ChConfig.TYPE_Calc_AttrSpeed 非服务端移动速度,偷懒处理法
@@ -3715,7 +3736,6 @@
    #  @remarks 刷新NPC行为属性
    def RefreshNPCActionState(self):
        curNPC = self.__Instance
        OperControlManager.ClearObjActionState(curNPC)
        
        #根据BUFF 加上状态
@@ -3919,7 +3939,7 @@
                return moneyID
        return moneyItemList[-1][1]
    
    def __NPCSpecialDropItem(self, ownerPlayerList, ipyDrop):
    def __NPCSpecialDropItem(self, dropPlayer, ownerPlayerList, ipyDrop):
        '''特殊掉落 (私有特殊掉落 + 击杀次数特殊掉落), 支持摸怪
        @return: None
        @return: [[ownerPlayer, itemID, isBind, isDropInItemPack], ...]
@@ -3927,6 +3947,12 @@
        curNPC = self.__Instance
        npcID = curNPC.GetNPCID()
        specDropItemList = []
        playerLV = dropPlayer.GetLV()
        maxDropLV = ipyDrop.GetMaxDropLV()
        if maxDropLV and playerLV > maxDropLV:
            GameWorld.DebugLog("超过最大可掉落等级,不掉落物品,特殊掉落!npcID=%s,playerLV(%s) > maxDropLV(%s)" % (npcID, playerLV, maxDropLV))
            return specDropItemList
        
        # 私有掉落
        fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3)
@@ -4027,7 +4053,7 @@
        mapID = FBCommon.GetRecordMapID(mapID)
        isGameBoss = ChConfig.IsGameBoss(curNPC)
        if isGameBoss:
            GameWorld.Log("NPC开始掉落: npcID=%s,dropPlayerID=%s" % (npcID, dropPlayer.GetPlayerID()))
            GameWorld.Log("NPC开始掉落: npcID=%s,dropPlayerID=%s" % (npcID, dropPlayer.GetPlayerID()), dropPlayer.GetPlayerID())
        if mapID == ChConfig.Def_FBMapID_MunekadoTrial:
            return
        ipyDrop = GetNPCDropIpyData(npcID)
@@ -4051,7 +4077,7 @@
            dropIDList += [moneyID] * dropMoneyCnt
            
        specItemSign = "SpecItem"
        playerSpecDropList = self.__NPCSpecialDropItem(ownerPlayerList, ipyDrop) # 特殊掉落 [[ownerPlayer, itemID, isBind, isDropInItemPack], ...]  私有特殊掉落 + 击杀次数特殊掉落
        playerSpecDropList = self.__NPCSpecialDropItem(dropPlayer, ownerPlayerList, ipyDrop) # 特殊掉落 [[ownerPlayer, itemID, isBind, isDropInItemPack], ...]  私有特殊掉落 + 击杀次数特殊掉落
        dropIDList += [specItemSign] * len(playerSpecDropList)
        
        if len(dropIDList) > 5:
@@ -4059,6 +4085,10 @@
            random.shuffle(playerSpecDropList)
            random.shuffle(dropIDList)
            
        if not dropIDList and isGameBoss:
            GameWorld.ErrLog("Boss没有掉落: dropPlayerLV=%s,ipyWorldLV=%s,maxDropLV=%s"
                             % (dropPlayer.GetLV(), ipyDrop.GetMaxWorldLV(), ipyDrop.GetMaxDropLV()), dropPlayer.GetPlayerID())
        gameMap = GameWorld.GetMap()
        dropPosX, dropPosY = curNPC.GetPosX(), curNPC.GetPosY() # 以NPC为中心点开始掉落
        index = 0