389 流向记录(增加主线装备掉落流向支持:根据当前祝福等级取倒数x个品质记录;)
2个文件已修改
12 ■■■■■ 已修改文件
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py 10 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py
@@ -257,6 +257,7 @@
    appointDropCntMax = max(dropAppointEquipDict) if dropAppointEquipDict else 0
    
    lastSureOutNeed = ipyData.GetLastSureOutNeed() # 最后一档保底必出
    lastColorCnt = IpyGameDataPY.GetFuncCfg("ItemRecordEquip", 1) # 有产出的最后几个品质需要记录
    
    for index in range(dropEquipCnt):
        bossType = bossTypeList[index % len(bossTypeList)]
@@ -264,7 +265,10 @@
            continue
        colorRateList = bossTypeDropRateDict.get(bossType, [])
        lastColorEquipLucky = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_LastColorEquipLucky)
        GameWorld.DebugLog("lastColorEquipLucky=%s/%s,bossType=%s,colorRateList=%s,totalRate=%s" % (lastColorEquipLucky, lastSureOutNeed, bossType, colorRateList, totalRate), playerID)
        lastColor = colorRateList[-1][1]
        needRecordColorMin = lastColor - lastColorCnt + 1
        GameWorld.DebugLog("lastColorEquipLucky=%s/%s,bossType=%s,lastColor=%s,colorRateList=%s,totalRate=%s"
                           % (lastColorEquipLucky, lastSureOutNeed, bossType, lastColor, colorRateList, totalRate), playerID)
        
        setAttrDict = None
        appointDropEquipCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AppointDropEquipCnt) + 1
@@ -280,7 +284,6 @@
                setAttrDict[ShareDefine.Def_CItemKey_AppointID] = appointID
            GameWorld.DebugLog("定制掉落第%s次: equipID=%s,setAttrDict=%s" % (appointDropEquipCnt, randEquipID, setAttrDict))
        else:
            lastColor = colorRateList[-1][1]
            if lastSureOutNeed and lastColorEquipLucky >= lastSureOutNeed:
                itemColor = lastColor
                GameWorld.DebugLog("保底必出最后一档品质: %s,lastColorEquipLucky=%s/%s" % (itemColor, lastColorEquipLucky, lastSureOutNeed))
@@ -300,7 +303,8 @@
            continue
        curItem.SetIsBind(1) # 为1时代表是掉落
        #GameWorld.DebugLog("掉落装备: randEquipID=%s,%s" % (randEquipID, curItem.GetGUID()), playerID)
        if not ItemControler.DoLogic_PutItemInPack(curPlayer, curItem, packIndexList=[IPY_GameWorld.rptIdentify]):
        isForceDR = curItem.GetItemColor() >= needRecordColorMin # 记录流向
        if not ItemControler.DoLogic_PutItemInPack(curPlayer, curItem, event=["MainDrop", isForceDR, {}], packIndexList=[IPY_GameWorld.rptIdentify]):
            continue
        
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_LastColorEquipLucky, lastColorEquipLucky)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -978,7 +978,7 @@
        #itemFactory = GameWorld.GetItemFactory()
        #isBind = tagItem.GetIsBind()
        # 目前暂只记录放入背包的
        if not isNeedRecord and packIndex in [IPY_GameWorld.rptItem, ShareDefine.rptTreasure, ShareDefine.rptRune, ShareDefine.rptGatherSoul, ShareDefine.rptDogzItem]:
        if not isNeedRecord and packIndex in [IPY_GameWorld.rptItem, ShareDefine.rptTreasure, IPY_GameWorld.rptIdentify]:
            isNeedRecord = ItemNeedRecord(tagItem) or isForceEvent
        putResult = False