| | |
| | | ## 计算装备对基本属性的改变
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| | | # @return None
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| | | def __CalcEquips_Effect(curPlayer):
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| | | baseEquipAttrDict = {}
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| | | baseEquipAttr_Weapon = [{} for _ in range(4)] # 武器基础, 物品表装备基础效果属性
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| | | baseEquipAttr_Armor = [{} for _ in range(4)] # 防具基础, 物品表装备基础效果属性
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| | | baseEquipAttr_Relics = [{} for _ in range(4)] # 圣器基础, 物品表装备基础效果属性
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| | |
| | | #其他非基础部位的
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| | | else:
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| | | PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListEquip)
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| | | |
| | | baseEquipAttrDict[effectID] = baseEquipAttrDict.get(effectID, 0) + effectValue
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| | | |
| | | groupType = GetEquipPartSuiteGroupType(curPlayer, equipIndex)
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| | | for suiteType in range(1, maxSuiteType+1):
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| | | suitelv = GetEquipPartSuiteLV(curPlayer, equipIndex, suiteType)
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| | |
| | | PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Suit, allAttrListSuit)
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| | | PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allAttrListWash)
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| | | PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
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| | | |
| | | #计算装备基础属性附加战力
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| | | LV = curPlayer.GetLV()
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| | | Atk = baseEquipAttrDict.get(ShareDefine.Def_Effect_Atk, 0)
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| | | MinAtk = baseEquipAttrDict.get(ShareDefine.Def_Effect_MinAtk, 0) + Atk
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| | | MaxAtk = baseEquipAttrDict.get(ShareDefine.Def_Effect_MaxAtk, 0) + Atk
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| | | MaxHP = baseEquipAttrDict.get(ShareDefine.Def_Effect_MaxHP, 0)
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| | | Def = baseEquipAttrDict.get(ShareDefine.Def_Effect_Def, 0)
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| | | fightPowerEx = eval(IpyGameDataPY.GetFuncCompileCfg("FightpowerFormula", 2))
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| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_Equip, fightPowerEx)
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| | | return
|
| | |
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| | |
|