129 【战斗】战斗系统-服务端(主线装备掉落增加当前树等级最后一档品质必掉保底支持;)
6个文件已修改
34 ■■■■ 已修改文件
PySysDB/PySysDBPY.h 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/MainLevel.py 8 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py 17 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py 4 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py 3 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
PySysDB/PySysDBPY.h
@@ -2832,6 +2832,7 @@
    list        EquipColorRateList;    //小怪产出装备品质概率列表,[0品质万分率, 1品质万分率, ...]
    list        EquipColorRateList1;    //精英产出装备品质概率列表,[0品质万分率, 1品质万分率, ...]
    list        EquipColorRateList2;    //boss产出装备品质概率列表,[0品质万分率, 1品质万分率, ...]
    DWORD        LastSureOutNeed;    //最后一档保底必出
};
//历练秘笈
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -3825,6 +3825,7 @@
#主线
Def_PDict_UnXiantaoCntExp = "UnXiantaoCntExp" # 累计未结算经验的战锤数
Def_PDict_UnXiantaoCntEquip = "UnXiantaoCntEquip" # 累计未结算装备掉落的战锤数
Def_PDict_LastColorEquipLucky = "LastColorEquipLucky" # 最后一档品质必出幸运值
Def_PDict_UnXiantaoCntBooty = "UnXiantaoCntBooty_%s" # 累计未结算战利品掉落的战锤数,参数(itemID)
Def_PDict_BootyDropToday = "BootyDropToday_%s" # 今日已累计掉落战利品数量,参数(itemID)
Def_PDict_AppointDropEquipCnt = "AppointDropEquipCnt" # 定制掉落装备掉落第x次,只记录到配置的最高次数
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/MainLevel.py
@@ -30,6 +30,7 @@
        GameWorld.DebugAnswer(curPlayer, "设置主线: MainLevel 章节 关卡 波 [是否同波]")
        GameWorld.DebugAnswer(curPlayer, "测试击杀: MainLevel k 消耗战锤数")
        GameWorld.DebugAnswer(curPlayer, "重置掉落: MainLevel d 0 [是否清掉落背包]")
        GameWorld.DebugAnswer(curPlayer, "设置保底: MainLevel d 当前保底幸运值")
        GameWorld.DebugAnswer(curPlayer, "重置战利: MainLevel b 0")
        GameWorld.DebugAnswer(curPlayer, "设置战利: MainLevel b 战利品ID 已掉落个数")
        return
@@ -43,16 +44,21 @@
    
    if value == "d":
        unXiantao = gmList[1] if len(gmList) > 1 else 1
        if unXiantao == 0:
        if unXiantao <= 0:
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntExp, 0)
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, 0)
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_AppointDropEquipCnt, 0)
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_LastColorEquipLucky, 0)
            GameLogic_MainLevel.ResetBootyDropToday(curPlayer)
            clearDropPack = gmList[2] if len(gmList) > 2 else 0
            if clearDropPack:
                ClearPack.__DoLogic_Clear_Pack(curPlayer, IPY_GameWorld.rptIdentify)
            GameWorld.DebugAnswer(curPlayer, "重置未结算战锤掉落OK!")
            return
        luckyValue = unXiantao
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_LastColorEquipLucky, luckyValue)
        GameWorld.DebugAnswer(curPlayer, "掉落保底幸运值: %s" % luckyValue)
        return
    
    if value == "b":
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py
@@ -27,7 +27,6 @@
import ItemControler
import IPY_GameWorld
import NetPackCommon
import PlayerBeauty
import PlayerArena
import PlayerLLMJ
import ItemCommon
@@ -257,12 +256,15 @@
    dropAppointEquipDict = IpyGameDataPY.GetFuncEvalCfg("MainDropAppoint", 1, {})
    appointDropCntMax = max(dropAppointEquipDict) if dropAppointEquipDict else 0
    
    lastSureOutNeed = ipyData.GetLastSureOutNeed() # 最后一档保底必出
    for index in range(dropEquipCnt):
        bossType = bossTypeList[index % len(bossTypeList)]
        if bossType not in bossTypeDropRateDict:
            continue
        colorRateList = bossTypeDropRateDict.get(bossType, [])
        GameWorld.DebugLog("bossType=%s,colorRateList=%s,totalRate=%s" % (bossType, colorRateList, totalRate), playerID)
        lastColorEquipLucky = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_LastColorEquipLucky)
        GameWorld.DebugLog("lastColorEquipLucky=%s/%s,bossType=%s,colorRateList=%s,totalRate=%s" % (lastColorEquipLucky, lastSureOutNeed, bossType, colorRateList, totalRate), playerID)
        
        setAttrDict = None
        appointDropEquipCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AppointDropEquipCnt) + 1
@@ -278,7 +280,14 @@
                setAttrDict[ShareDefine.Def_CItemKey_AppointID] = appointID
            GameWorld.DebugLog("定制掉落第%s次: equipID=%s,setAttrDict=%s" % (appointDropEquipCnt, randEquipID, setAttrDict))
        else:
            itemColor = GameWorld.GetResultByRandomList(colorRateList)
            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))
            else:
                itemColor = GameWorld.GetResultByRandomList(colorRateList)
            if itemColor == lastColor:
                lastColorEquipLucky = 0
            if not itemColor:
                continue
            equipIDList = NPCCommon.__GetEquipIDList(0, color=itemColor, placeList=ChConfig.Def_MainEquipPlaces, findType="MainEquipDrop")
@@ -294,6 +303,8 @@
        if not ItemControler.DoLogic_PutItemInPack(curPlayer, curItem, packIndexList=[IPY_GameWorld.rptIdentify]):
            continue
        
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_LastColorEquipLucky, lastColorEquipLucky)
        unXiantaoCntEquip -= dropOneNeed
        PlayerControl.SetUnXiantaoCntEquip(curPlayer, unXiantaoCntEquip)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -2221,6 +2221,7 @@
                        ("list", "EquipColorRateList", 0),
                        ("list", "EquipColorRateList1", 0),
                        ("list", "EquipColorRateList2", 0),
                        ("DWORD", "LastSureOutNeed", 0),
                        ),
                "LLMJ":(
@@ -5563,7 +5564,8 @@
    def GetLVUPNeedTime(self): return self.attrTuple[2] # 升级下一级所需所需秒 DWORD
    def GetEquipColorRateList(self): return self.attrTuple[3] # 小怪产出装备品质概率列表,[0品质万分率, 1品质万分率, ...] list
    def GetEquipColorRateList1(self): return self.attrTuple[4] # 精英产出装备品质概率列表,[0品质万分率, 1品质万分率, ...] list
    def GetEquipColorRateList2(self): return self.attrTuple[5] # boss产出装备品质概率列表,[0品质万分率, 1品质万分率, ...] list
    def GetEquipColorRateList2(self): return self.attrTuple[5] # boss产出装备品质概率列表,[0品质万分率, 1品质万分率, ...] list
    def GetLastSureOutNeed(self): return self.attrTuple[6] # 最后一档保底必出 DWORD
# 历练秘笈
class IPY_LLMJ():
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -2803,6 +2803,9 @@
        # 累加未结算战锤 - 经验
        unXiantaoCntExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntExp)
        NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntExp, unXiantaoCntExp + price)
        # 累加最后一档品质装备保底
        lastColorEquipLucky = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_LastColorEquipLucky)
        NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_LastColorEquipLucky, lastColorEquipLucky + price)
        # 累加未结算战锤 - 装备
        AddUnXiantaoCntEquip(curPlayer, price)
        # 累加未结算战锤 - 战利品