xdh
2019-04-28 efb45afae0f9f1f8471ef89505fd6a68d03d1ed9
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -4345,6 +4345,8 @@
        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):
@@ -4551,7 +4553,17 @@
        
        #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