xdh
2018-08-28 e455fe295670ac74b5cc670ce5cfb5f8069b7e36
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -86,6 +86,7 @@
import ChNetSendPack
import PlayerState
import QuestCommon
import PlayerDogz
import GMShell
import random
@@ -2008,7 +2009,7 @@
# @param canLock 是否可以锁定玩家(传送点不可锁定, 因为要跨地图寻路)
# @return 返回值无意义
# @remarks 玩家切换地图
def PlayerResetWorldPos(curPlayer, mapID, posX, posY, takeTruck, lineID= -1, msg='', canLock=True, exData1=0):
def PlayerResetWorldPos(curPlayer, mapID, posX, posY, takeTruck, lineID=-1, msg='', canLock=True, exData1=0):
    #更改: 死亡允许切换地图, 在副本中被怪打死, 副本时间到, 回收副本
#    if curPlayer.GetHP() <= 0 :
#        GameWorld.Log("死亡无法切换地图")
@@ -2081,6 +2082,10 @@
                GameWorld.DebugLog("分流boss, bossID=%s,bossShuntLineID=%s" % (bossID, bossShuntLineID), playerID)
                NPCCommon.AddBossShuntRelatedPlayer(curPlayer, tagMapID, bossShuntLineID, bossID, tick)
                return bossShuntLineID
        return tagLineID
    if curMapID == tagMapID:
        GameWorld.DebugLog("同地图切换坐标不处理分流!", playerID)
        return tagLineID
    
    # 可以用来常规分流的线路人数字典信息, 并不是所有线路都可以用来做人数分流的,比如中立地图有多条线用来分流boss,但是只有1条线可用来做常规的人数分流
@@ -3954,11 +3959,13 @@
        PlayerPet.CalcPetItemAddPlayerAttr(curPlayer)
        PlayerRune.RefreshRuneAttr(curPlayer)
        PlayerMagicWeapon.CalcMagicWeaponAttr(curPlayer)
        PlayerMagicWeapon.CalcMagicWeaponSoulAttr(curPlayer)
        PlayerSuccess.CalcSuccessAttr(curPlayer)
        PlayerVip.CalcVIPAttr(curPlayer)
        PlayerRefineStove.CalcStoveAttr(curPlayer)
        PlayerFamilyTech.CalcFamilyTechAttr(curPlayer)
        PlayerEquipDecompose.RefreshEDAttr(curPlayer)
        PlayerDogz.RefreshDogzAttr(curPlayer)
        self.RefreshAllState(isForce=True)
        GameWorld.DebugLog("End ReCalcAllState!!!")
        return
@@ -6113,9 +6120,6 @@
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_IgnoreDefRateReduce, value, False)
    
#---特殊伤害概率---
## 富甲一击概率
def GetFujiaHitRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FujiaHitRate)
def SetFujiaHitRate(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FujiaHitRate, value)
## 富豪一击概率
def GetFuhaoHitRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FuhaoHitRate)
def SetFuhaoHitRate(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FuhaoHitRate, value)
@@ -6126,6 +6130,10 @@
    curPlayer.SetDict(ChConfig.Def_PlayerKey_BleedDamage, value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_BleedDamage, value, False)
    
## 最终伤害百分比
def GetFinalHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurtPer)
def SetFinalHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FinalHurtPer, value)
## 最终固定伤害增加
def GetFinalHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurt)
def SetFinalHurt(curPlayer, value):