129 【战斗】战斗系统-服务端(优化主线掉落装备:改为按Boss类型掉落,祝福树区分不同的Boss类型掉落概率;分解装备按消耗的战锤进行均分计算分解所得;)
9个文件已修改
365 ■■■■■ 已修改文件
PySysDB/PySysDBPY.h 8 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/MainLevel.py 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py 244 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py 62 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py 24 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py 10 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
PySysDB/PySysDBPY.h
@@ -37,6 +37,7 @@
    BYTE        AtkDistType;    //远近类型;1-近战;2-远程
    BYTE        Sex;    //性别;1-男,2-女
    WORD        LV;    //等级
    BYTE        BossType;    //Boss类型
    DWORD        Atk;    //攻击力
    DWORD        Def;    //防御值
    DWORD        MaxHP;    //最大生命值,可超过20E
@@ -632,7 +633,6 @@
struct EquipColor
{
    BYTE        _ItemColor;    //装备品质
    DWORD        MoneyBase;    //分解货币
    DWORD        AtkStep;    //攻击步长
    DWORD        DefStep;    //防御步长
    DWORD        HPStep;    //生命步长
@@ -3249,14 +3249,16 @@
    list        AwardItemList;    //奖励物品列表
};
//仙树等级表
//祝福树
struct tagTreeLV
{
    BYTE        _TreeLV;    //仙树等级
    DWORD        LVUPNeedMoney;    //升到下一级所需货币数
    DWORD        LVUPNeedTime;    //升级下一级所需所需秒
    list        EquipColorRateList;    //产出装备品质概率列表,[0品质万分率, 1品质万分率, ...]
    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, ...]
};
//淘金营地表
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -4160,7 +4160,7 @@
#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_UnXiantaoCntEquip = "UnXiantaoCntEquip" # 累计未结算装备掉落的战锤数,有3位小数,即 1234 实际为 1.234
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)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/MainLevel.py
@@ -28,13 +28,18 @@
    if not gmList:
        GameWorld.DebugAnswer(curPlayer, "重置主线: MainLevel 0")
        GameWorld.DebugAnswer(curPlayer, "设置主线: MainLevel 章节 关卡 波")
        GameWorld.DebugAnswer(curPlayer, "测试掉落: MainLevel d 战锤数")
        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, "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
    
    value = gmList[0]
    if value == "k":
        useXiantao = gmList[1] if len(gmList) > 1 else 1
        GameLogic_MainLevel.GMTestKill(curPlayer, useXiantao)
        return
    
    if value == "d":
        unXiantao = gmList[1] if len(gmList) > 1 else 1
@@ -47,8 +52,6 @@
                ClearPack.__DoLogic_Clear_Pack(curPlayer, IPY_GameWorld.rptIdentify)
            GameWorld.DebugAnswer(curPlayer, "重置未结算战锤掉落OK!")
            return
        GameLogic_MainLevel.GMTestKillDrop(curPlayer, unXiantao)
        return
    
    if value == "b":
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py
@@ -2400,14 +2400,14 @@
    
    return callFunc(curPlayer, mapID, funcLineID)
def OnPlayerLineupAttackResult(curPlayer, atkObj, killObjIDList, useSkill, mapID, funcLineID):
def OnPlayerLineupAttackResult(curPlayer, atkObj, killObjList, useSkill, mapID, funcLineID):
    ## 回合战斗主动发起的玩家阵容攻击结果额外处理 ,一般处理副本相关的掉落、奖励等
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnPlayerLineupAttackResult"))
    
    if callFunc:
        callFunc(curPlayer, atkObj, killObjIDList, useSkill, mapID, funcLineID)
        callFunc(curPlayer, atkObj, killObjList, useSkill, mapID, funcLineID)
        
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py
@@ -28,6 +28,7 @@
import ItemCommon
import PlayerTask
import NPCCommon
import BattleObj
import ChEquip
import ObjPool
@@ -66,17 +67,17 @@
    ipyData = ipyDataMgr.GetMainChapterByIndex(chapterCount - 1)
    return [booty[0] for booty in ipyData.GetDailyBootyUpperList()]
def OnPlayerLineupAttackResult(curPlayer, atkObj, killObjIDList, useSkill, mapID, funcLineID):
def OnPlayerLineupAttackResult(curPlayer, atkObj, killObjList, useSkill, mapID, funcLineID):
    ## 回合战斗主动发起的玩家阵容攻击结果额外处理 ,一般处理副本相关的掉落、奖励等
    
    if mapID == ChConfig.Def_FBMapID_Main:
        __doKillAward(curPlayer, atkObj, killObjIDList)
        __doKillAward(curPlayer, atkObj, killObjList)
        
    return
def __doKillAward(curPlayer, atkObj, killObjIDList):
def __doKillAward(curPlayer, atkObj, killObjList):
    ## 计算击杀奖励
    if not killObjIDList:
    if not killObjList:
        GameWorld.DebugLog("没有击杀不需要处理!")
        return
    # 结算经验
@@ -88,12 +89,12 @@
        GameWorld.DebugLog("增加经验: totalExp=%s,unXiantaoCntExp=%s" % (totalExp, unXiantaoCntExp))
        PlayerControl.PlayerControl(curPlayer).AddExp(totalExp, ShareDefine.Def_ViewExpType_KillNPC)
        
    __doMainDrop(curPlayer)
    __doMainDrop(curPlayer, killObjList)
    return
def __doMainDrop(curPlayer):
def __doMainDrop(curPlayer, killObjList):
    # 装备掉落
    if __doDropEquip(curPlayer) == -1:
    if __doDropEquip(curPlayer, killObjList) == -1:
        return
    
    playerID = curPlayer.GetPlayerID()
@@ -161,15 +162,36 @@
        
    return
def __doDropEquip(curPlayer):
def __doDropEquip(curPlayer, killObjList):
    ## 主线掉落装备
    playerID = curPlayer.GetPlayerID()
    unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip)
    dropOneNeed = IpyGameDataPY.GetFuncCfg("MainEquipDrop", 1) # 每消耗X个战锤掉落一件装备
    dropEquipCnt = unXiantaoCntEquip / dropOneNeed
    unXiantaoCntEquip = PlayerControl.GetUnXiantaoCntEquip(curPlayer)
    bossTypeDropInfo = IpyGameDataPY.GetFuncCfg("MainEquipDrop", 1) # 每消耗X个战锤掉落一件装备
    fightPoint = max(curPlayer.GetFightPoint(), 1) # 消耗倍率也是掉落倍率
    dropEquipCnt = 0
    objDropCntDict = {}
    for tagObj in killObjList:
        tagID = tagObj.GetID()
        npcID = tagObj.GetNPCID()
        if not npcID:
            continue
        npcData = NPCCommon.GetNPCDataPy(npcID)
        if not npcData:
            continue
        bossType = npcData.GetBossType()
        if bossType not in bossTypeDropInfo:
            continue
        dropCnt = GameWorld.GetResultByRandomList(bossTypeDropInfo[bossType])
        if not dropCnt:
            continue
        dropCnt *= fightPoint # 多倍掉落
        objDropCntDict[tagID] = [tagObj, dropCnt, bossType]
        dropEquipCnt += dropCnt
    if dropEquipCnt <= 0:
        GameWorld.DebugLog("主线暂不能掉落! unXiantaoCntEquip=%s,dropOneNeed=%s,dropEquipCnt=%s" % (unXiantaoCntEquip, dropOneNeed, dropEquipCnt), playerID)
        GameWorld.DebugLog("主线暂不能掉落! unXiantaoCntEquip=%s,dropEquipCnt=%s" % (unXiantaoCntEquip, dropEquipCnt), playerID)
        return
    # 根据掉落背包空间修正最终可掉落装备数
    dropEquipCnt = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptIdentify, dropEquipCnt)
    if not dropEquipCnt:
        GameWorld.DebugLog("掉落背包已满!", playerID)
@@ -179,52 +201,101 @@
    ipyData = IpyGameDataPY.GetIpyGameData("TreeLV", treeLV)
    if not ipyData:
        return
    equipColorRateList = ipyData.GetEquipColorRateList()
    GameWorld.DebugLog("主线掉落装备: unXiantaoCntEquip=%s,dropEquipCnt=%s,treeLV=%s,equipColorRateList=%s" % (unXiantaoCntEquip, dropEquipCnt, treeLV, equipColorRateList), playerID)
    GameWorld.DebugLog("主线掉落装备: unXiantaoCntEquip=%s,dropEquipCnt=%s,treeLV=%s,objDropCntDict=%s"
                       % (unXiantaoCntEquip, dropEquipCnt, treeLV, objDropCntDict), playerID)
    
    maxRate = 10000
    totalRate = 0
    colorRateList = []
    for equipColor, colorRate in enumerate(equipColorRateList, 1):
        if not colorRate:
            continue
        totalRate += colorRate
        colorRateList.append([totalRate, equipColor])
    if totalRate != maxRate:
        GameWorld.SendGameError("GameWarning", "CutTreeTotalRateError:%s!=%s,treeLV=%s" % (totalRate, maxRate, treeLV))
    if not colorRateList:
        return
    GameWorld.DebugLog("    colorRateList=%s,totalRate=%s" % (colorRateList, totalRate), playerID)
    for _ in range(dropEquipCnt):
        itemColor = GameWorld.GetResultByRandomList(colorRateList)
        if not itemColor:
            continue
        equipIDList = NPCCommon.__GetEquipIDList(0, color=itemColor, placeList=ChConfig.Def_MainEquipPlaces, findType="MainEquipDrop")
        if not equipIDList:
            continue
        randEquipID = random.choice(equipIDList)
        curItem = ItemControler.GetOutPutItemObj(randEquipID, 1, False, curPlayer=curPlayer)
        if curItem == None:
            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]):
    for tagID, dropInfo in objDropCntDict.items():
        tagObj, dropCnt, bossType = dropInfo
        if hasattr(ipyData, "GetEquipColorRateList%s" % bossType):
            equipColorRateList = getattr(ipyData, "GetEquipColorRateList%s" % bossType)()
        else:
            equipColorRateList = ipyData.GetEquipColorRateList()
        GameWorld.DebugLog("tagID=%s,bossType=%s,dropCnt=%s,treeLV=%s,equipColorRateList=%s"
                           % (tagID, bossType, dropCnt, treeLV, equipColorRateList), playerID)
        if not equipColorRateList:
            continue
        
        unXiantaoCntEquip -= dropOneNeed
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip)
        totalRate = 0
        colorRateList = []
        for equipColor, colorRate in enumerate(equipColorRateList, 1):
            if not colorRate:
                continue
            totalRate += colorRate
            colorRateList.append([totalRate, equipColor])
        #maxRate = 10000
        #if totalRate != maxRate:
        #    GameWorld.SendGameError("GameWarning", "CutTreeTotalRateError:%s!=%s,treeLV=%s" % (totalRate, maxRate, treeLV))
        if not colorRateList:
            return
        GameWorld.DebugLog("    colorRateList=%s,totalRate=%s" % (colorRateList, totalRate), playerID)
        
        for _ in range(dropCnt):
            if dropEquipCnt <= 0:
                break
            itemColor = GameWorld.GetResultByRandomList(colorRateList)
            if not itemColor:
                continue
            equipIDList = NPCCommon.__GetEquipIDList(0, color=itemColor, placeList=ChConfig.Def_MainEquipPlaces, findType="MainEquipDrop")
            if not equipIDList:
                continue
            randEquipID = random.choice(equipIDList)
            curItem = ItemControler.GetOutPutItemObj(randEquipID, 1, False, curPlayer=curPlayer)
            if curItem == None:
                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]):
                continue
            dropEquipCnt -= 1
    return
def GMTestKillDrop(curPlayer, unXiantao):
    ## GM测试掉落
    unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip) + unXiantao
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip)
    GameWorld.DebugAnswer(curPlayer, "未结算装备战锤数: %s" % unXiantaoCntEquip)
def GMTestKill(curPlayer, useXiantao):
    ## GM测试击杀
    mainFightMgr = TurnAttack.GetMainFightMgr(curPlayer)
    turnFight = mainFightMgr.turnFight
    if not turnFight.isInFight():
        GameWorld.DebugAnswer(curPlayer, "非主线战斗中!")
        return
    useSkill = None
    batObjMgr = BattleObj.GetBatObjMgr()
    # 随便取一个武将击杀对方所有怪物即可
    atkObj = None
    batFactionA = turnFight.getBatFaction(ChConfig.Def_FactionA)
    batLineup = batFactionA.getBatlineup(1)
    for objID in batLineup.posObjIDDict.values():
        atkObj = batObjMgr.getBatObj(objID)
        if atkObj.IsAlive():
            break
    if not atkObj:
        GameWorld.DebugAnswer(curPlayer, "主阵容没有存活武将!")
        return
    clientPack = ChPyNetSendPack.tagSCTurnFightReportSign()
    clientPack.Sign = 0
    NetPackCommon.SendFakePack(curPlayer, clientPack) # 标记开始
    killObjList = []
    batFactionB = turnFight.getBatFaction(ChConfig.Def_FactionB)
    batLineup = batFactionB.getBatlineup(1)
    for objID in batLineup.posObjIDDict.values():
        tagObj = batObjMgr.getBatObj(objID)
        if tagObj.IsAlive():
            killObjList.append(tagObj)
            TurnAttack.SetObjKilled(turnFight, tagObj, atkObj, useSkill)
    unXiantaoCntExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntExp) + useXiantao
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntExp, unXiantaoCntExp)
    GameWorld.DebugAnswer(curPlayer, "未结算经验战锤数: %s" % unXiantaoCntExp)
    GameWorld.DebugAnswer(curPlayer, "未结算装备战锤数: %s" % PlayerControl.AddUnXiantaoCntEquip(curPlayer, useXiantao))
    chapterID = PlayerControl.GetMainLevelNowInfo(curPlayer)[0]
    chapterIpyData = IpyGameDataPY.GetIpyGameData("MainChapter", chapterID)
    if chapterIpyData:
@@ -232,11 +303,16 @@
        for itemID, upperCnt in DailyBootyUpperList:
            if upperCnt <= 0:
                continue
            unXiantaoCntBooty = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntBooty % itemID) + unXiantao
            unXiantaoCntBooty = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntBooty % itemID) + useXiantao
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntBooty % itemID, unXiantaoCntBooty)
            GameWorld.DebugAnswer(curPlayer, "未结算战利品(%s)战锤数: %s" % (itemID, unXiantaoCntBooty))
            
    __doMainDrop(curPlayer)
    OnPlayerLineupAttackResult(curPlayer, atkObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID)
    turnFight.checkOverByKilled()
    # 标记结束
    clientPack.Sign = 1
    NetPackCommon.SendFakePack(curPlayer, clientPack)
    return
#// B4 15 主线掉落物品操作 #tagCSMainDropItemOP
@@ -316,50 +392,58 @@
def __doDecomposeMainEquip(curPlayer, itemIndexList):
    playerID = curPlayer.GetPlayerID()
    GameWorld.DebugLog("分解主线装备: itemIndexList=%s" % (itemIndexList), playerID)
    IdentifyPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptIdentify)
    moneyType = IpyGameDataPY.GetFuncCfg("MainEquipDrop", 2)
    if not moneyType:
    moneyType, moneyBase = IpyGameDataPY.GetFuncEvalCfg("MainEquipDrop", 2)
    if not moneyType or not moneyBase:
        return
    equipDict = {}
    IdentifyPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptIdentify)
    for index in range(IdentifyPack.GetCount()):
        curEquip = IdentifyPack.GetAt(index)
        if not ItemCommon.CheckItemCanUse(curEquip):
            #GameWorld.DebugLog("物品为空或不可用: index=%s" % index, playerID)
            continue
        if not ItemCommon.GetIsMainEquip(curEquip):
            #GameWorld.DebugLog("非主线装备: index=%s" % index, playerID)
            continue
        equipDict[index] = curEquip
    if not equipDict:
        return
    equipCnt = len(equipDict)
    unXiantaoCntEquip = PlayerControl.GetUnXiantaoCntEquip(curPlayer)
    perEquipXiantao = unXiantaoCntEquip / float(equipCnt) if equipCnt > 1 else unXiantaoCntEquip
    decomposeMoney = max(1, moneyBase * perEquipXiantao) # 至少1个
    GameWorld.DebugLog("unXiantaoCntEquip=%s,equipCnt=%s,perEquipXiantao=%s,equipIndexList=%s"
                       % (unXiantaoCntEquip, equipCnt, perEquipXiantao, equipDict.keys()), playerID)
    GameWorld.DebugLog("moneyBase=%s,decomposeMoney=%s" % (moneyBase, decomposeMoney), playerID)
    
    moneyTotal = 0
    
    decomposeCnt = 0
    decomposeIndexList = []
    for itemIndex in itemIndexList:
        if itemIndex < 0 or itemIndex >= IdentifyPack.GetCount():
        if itemIndex not in equipDict:
            continue
        curEquip = IdentifyPack.GetAt(itemIndex)
        if not ItemCommon.CheckItemCanUse(curEquip):
            GameWorld.DebugLog("物品为空或不可用: itemIndex=%s" % itemIndex, playerID)
            continue
        if not ItemCommon.GetIsMainEquip(curEquip):
            GameWorld.DebugLog("非主线装备: itemIndex=%s" % itemIndex, playerID)
            continue
        itemColor = curEquip.GetItemColor()
        colorIpyData = IpyGameDataPY.GetIpyGameData("EquipColor", itemColor)
        if not colorIpyData:
            return
        moneyBase = colorIpyData.GetMoneyBase() # 分解货币基础
        if not moneyBase:
            return
        # 可以处理一些加成
        decomposeMoney = moneyBase
        curEquip = equipDict[itemIndex]
        
        moneyTotal += decomposeMoney
        GameWorld.DebugLog("    itemIndex=%s,itemColor=%s,moneyBase=%s,decomposeMoney=%s,%s"
                           % (itemIndex, itemColor, moneyBase, decomposeMoney, moneyTotal), playerID)
        GameWorld.DebugLog("    itemIndex=%s,moneyBase=%s,perEquipXiantao=%s,decomposeMoney=%s,总:%s"
                           % (itemIndex, moneyBase, perEquipXiantao, decomposeMoney, moneyTotal), playerID)
        
        ItemCommon.DelItem(curPlayer, curEquip, curEquip.GetCount(), True, ChConfig.ItemDel_EquipDecompose)
        decomposeIndexList.append(itemIndex)
        decomposeCnt += 1
        unXiantaoCntEquip -= perEquipXiantao
        
    if not moneyTotal:
        return
    
    moneyTotal = int(round(moneyTotal)) # 四舍五入取整
    unXiantaoCntEquip = PlayerControl.SetUnXiantaoCntEquip(curPlayer, unXiantaoCntEquip)
    GameWorld.DebugLog("moneyTotal=%s,unXiantaoCntEquip=%s" % (moneyTotal, unXiantaoCntEquip), playerID)
    PlayerControl.GiveMoney(curPlayer, moneyType, moneyTotal, "DecomposeMainEquip", isSysHint=False)
    PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_EquipDecompose, decomposeCnt)
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -64,6 +64,7 @@
                        ("BYTE", "AtkDistType", 0),
                        ("BYTE", "Sex", 0),
                        ("WORD", "LV", 0),
                        ("BYTE", "BossType", 0),
                        ("DWORD", "Atk", 0),
                        ("DWORD", "Def", 0),
                        ("DWORD", "MaxHP", 0),
@@ -545,7 +546,6 @@
                "EquipColor":(
                        ("BYTE", "ItemColor", 1),
                        ("DWORD", "MoneyBase", 0),
                        ("DWORD", "AtkStep", 0),
                        ("DWORD", "DefStep", 0),
                        ("DWORD", "HPStep", 0),
@@ -2540,6 +2540,8 @@
                        ("DWORD", "LVUPNeedMoney", 0),
                        ("DWORD", "LVUPNeedTime", 0),
                        ("list", "EquipColorRateList", 0),
                        ("list", "EquipColorRateList1", 0),
                        ("list", "EquipColorRateList2", 0),
                        ),
                "GoldRushCamp":(
@@ -2616,25 +2618,26 @@
    def GetAtkDistType(self): return self.attrTuple[4] # 远近类型;1-近战;2-远程 BYTE
    def GetSex(self): return self.attrTuple[5] # 性别;1-男,2-女 BYTE
    def GetLV(self): return self.attrTuple[6] # 等级 WORD
    def GetAtk(self): return self.attrTuple[7] # 攻击力 DWORD
    def GetDef(self): return self.attrTuple[8] # 防御值 DWORD
    def GetMaxHP(self): return self.attrTuple[9] # 最大生命值,可超过20E DWORD
    def GetSkillIDList(self): return self.attrTuple[10] # 技能ID列表 list
    def GetFinalDamPer(self): return self.attrTuple[11] # 最终增伤 DWORD
    def GetFinalDamPerDef(self): return self.attrTuple[12] # 最终减伤 DWORD
    def GetMissRate(self): return self.attrTuple[13] # 闪避概率 DWORD
    def GetMissRateDef(self): return self.attrTuple[14] # 抗闪避概率 DWORD
    def GetSuperHitRate(self): return self.attrTuple[15] # 暴击概率 DWORD
    def GetSuperHitRateDef(self): return self.attrTuple[16] # 抗暴击概率 DWORD
    def GetStunRate(self): return self.attrTuple[17] # 击晕概率 DWORD
    def GetStunRateDef(self): return self.attrTuple[18] # 抗击晕概率 DWORD
    def GetComboRate(self): return self.attrTuple[19] # 连击概率 DWORD
    def GetComboRateDef(self): return self.attrTuple[20] # 抗连击概率 DWORD
    def GetParryRate(self): return self.attrTuple[21] # 格挡概率 DWORD
    def GetParryRateDef(self): return self.attrTuple[22] # 抗格挡概率 DWORD
    def GetSuckHPPer(self): return self.attrTuple[23] # 吸血比率 DWORD
    def GetSuckHPPerDef(self): return self.attrTuple[24] # 抗吸血比率 DWORD
    def GetSpecAttrInfo(self): return self.attrTuple[25] # 特殊属性信息 {"属性ID":值, ...} dict
    def GetBossType(self): return self.attrTuple[7] # Boss类型 BYTE
    def GetAtk(self): return self.attrTuple[8] # 攻击力 DWORD
    def GetDef(self): return self.attrTuple[9] # 防御值 DWORD
    def GetMaxHP(self): return self.attrTuple[10] # 最大生命值,可超过20E DWORD
    def GetSkillIDList(self): return self.attrTuple[11] # 技能ID列表 list
    def GetFinalDamPer(self): return self.attrTuple[12] # 最终增伤 DWORD
    def GetFinalDamPerDef(self): return self.attrTuple[13] # 最终减伤 DWORD
    def GetMissRate(self): return self.attrTuple[14] # 闪避概率 DWORD
    def GetMissRateDef(self): return self.attrTuple[15] # 抗闪避概率 DWORD
    def GetSuperHitRate(self): return self.attrTuple[16] # 暴击概率 DWORD
    def GetSuperHitRateDef(self): return self.attrTuple[17] # 抗暴击概率 DWORD
    def GetStunRate(self): return self.attrTuple[18] # 击晕概率 DWORD
    def GetStunRateDef(self): return self.attrTuple[19] # 抗击晕概率 DWORD
    def GetComboRate(self): return self.attrTuple[20] # 连击概率 DWORD
    def GetComboRateDef(self): return self.attrTuple[21] # 抗连击概率 DWORD
    def GetParryRate(self): return self.attrTuple[22] # 格挡概率 DWORD
    def GetParryRateDef(self): return self.attrTuple[23] # 抗格挡概率 DWORD
    def GetSuckHPPer(self): return self.attrTuple[24] # 吸血比率 DWORD
    def GetSuckHPPerDef(self): return self.attrTuple[25] # 抗吸血比率 DWORD
    def GetSpecAttrInfo(self): return self.attrTuple[26] # 特殊属性信息 {"属性ID":值, ...} dict
# NPC成长表
class IPY_NPCStronger():
@@ -3312,13 +3315,12 @@
        return
        
    def GetItemColor(self): return self.attrTuple[0] # 装备品质 BYTE
    def GetMoneyBase(self): return self.attrTuple[1] # 分解货币 DWORD
    def GetAtkStep(self): return self.attrTuple[2] # 攻击步长 DWORD
    def GetDefStep(self): return self.attrTuple[3] # 防御步长 DWORD
    def GetHPStep(self): return self.attrTuple[4] # 生命步长 DWORD
    def GetAttrLibCntList(self): return self.attrTuple[5] # 库属性条数列表 list
    def GetAttrRange(self): return self.attrTuple[6] # 通用属性范围,下限|上限 list
    def GetAttrRangeDict(self): return self.attrTuple[7] # 指定属性范围字典,{指定属性ID:[范围下限, 上限], ...} dict
    def GetAtkStep(self): return self.attrTuple[1] # 攻击步长 DWORD
    def GetDefStep(self): return self.attrTuple[2] # 防御步长 DWORD
    def GetHPStep(self): return self.attrTuple[3] # 生命步长 DWORD
    def GetAttrLibCntList(self): return self.attrTuple[4] # 库属性条数列表 list
    def GetAttrRange(self): return self.attrTuple[5] # 通用属性范围,下限|上限 list
    def GetAttrRangeDict(self): return self.attrTuple[6] # 指定属性范围字典,{指定属性ID:[范围下限, 上限], ...} dict
# 装备部位表
class IPY_EquipPlace():
@@ -6336,7 +6338,7 @@
    def GetNeedQiyun(self): return self.attrTuple[1] # 所需气运值 DWORD
    def GetAwardItemList(self): return self.attrTuple[2] # 奖励物品列表 list
# 仙树等级表
# 祝福树
class IPY_TreeLV():
    
    def __init__(self):
@@ -6346,7 +6348,9 @@
    def GetTreeLV(self): return self.attrTuple[0] # 仙树等级 BYTE
    def GetLVUPNeedMoney(self): return self.attrTuple[1] # 升到下一级所需货币数 DWORD
    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] # 产出装备品质概率列表,[0品质万分率, 1品质万分率, ...] list
    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
# 淘金营地表
class IPY_GoldRushCamp():
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py
@@ -806,6 +806,8 @@
    # 那么在DoPlayerLogin 中设置的数据将不会被保存, 如会导致第一个任务重复触发问题,记录多次发送
    EventReport.WriteEvent_Entry(curPlayer, 4)
    #EventReport.EventReport(ShareDefine.Def_UserAction_FirstLogin, "", curPlayer)
    curPlayer.SetFightPoint(1) # 初始化为1倍消耗
    
    #---补满血满魔---
    GameObj.SetHP(curPlayer, GameObj.GetMaxHP(curPlayer))
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -2499,6 +2499,20 @@
    NetPackCommon.SendFakePack(curPlayer, clientPack)
    return
def GetUnXiantaoCntEquip(curPlayer):
    '''因为战锤对应装备是1个战锤可能对应多个装备掉落,所以分解装备的时候1个战锤需要支持可拆分
    所以需要支持小数存储,暂定以支持3位小数存储
    '''
    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip) / 1000.0
def AddUnXiantaoCntEquip(curPlayer, addCnt):
    unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip) + addCnt * 1000
    return NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip)
def SetUnXiantaoCntEquip(curPlayer, unXiantaoCntEquip):
    ## 保存装备未结算战锤数,保留3位小数
    # @param unXiantaoCntEquip: 实际的未结算数量,支持小数
    unXiantaoCntEquip = int(round(unXiantaoCntEquip, 3) * 1000) # 保留3为小数
    return NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip)
##玩家是否有钱款
# @param curPlayer 玩家实例
# @param TYPE_Price ,货币类型
@@ -2789,8 +2803,7 @@
        unXiantaoCntExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntExp)
        NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntExp, unXiantaoCntExp + price)
        # 累加未结算战锤 - 装备
        unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip)
        NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip + price)
        AddUnXiantaoCntEquip(curPlayer, price)
        # 累加未结算战锤 - 战利品
        chapterID = GetMainLevelNowInfo(curPlayer)[0]
        chapterIpyData = IpyGameDataPY.GetIpyGameData("MainChapter", chapterID)
@@ -4950,10 +4963,11 @@
        
    if value == 0:
        curPlayer.NomalDictDelProperty(key, dType)
        return
        return 0
    # 2^31 - 1
    curPlayer.NomalDictAddProperty(key, min(value, ChConfig.Def_UpperLimit_DWordEx), dType)
    return
    value = max(0, min(value, ChConfig.Def_UpperLimit_DWordEx))
    curPlayer.NomalDictAddProperty(key, value, dType)
    return value
## 通知祝福值
def Sync_BlessValue(curPlayer, blessType, value, multiple=0):
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -692,13 +692,13 @@
            TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID)
            
    # 统计击杀
    killObjIDList = [] # 击杀的目标ID列表
    killObjList = [] # 击杀其他阵营目标列表
    for tagObj in useSkill.GetTagObjList():
        tagID = tagObj.GetID()
        if tagObj.IsAlive() and tagObj.GetHP() <= 0:
            killObjIDList.append(tagID)
        if tagObj.IsAlive() and tagObj.GetHP() <= 0 and tagObj.GetFaction() != curObj.GetFaction():
            killObjList.append(tagObj)
            TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
    if curObj and curObj.IsAlive() and curObj.GetHP() <= 0:
    if curObj.IsAlive() and curObj.GetHP() <= 0:
        TurnAttack.SetObjKilled(turnFight, curObj)
        
    # 统计伤血,可能单个技能对同一目标造成多次伤害
@@ -716,7 +716,7 @@
    # 结算副本相关的攻击结果,仅主动发起玩家阵容武将触发
    curPlayer = turnFight.curPlayer
    if curPlayer and curObj and curObj.GetOwnerID() == curPlayer.GetPlayerID():
        FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID)
        FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID)
        
    # 优先触发本技能额外效果,注:仅该技能释放后该技能的额外效果视为主技能的效果,优先级最高
    if isUseSkill: