| | |
| | | Def_Effect_MissRate = 45 #20026
|
| | | #杀怪经验百分比, 百分比增加基础杀怪经验(a值为万分率,直接加上)
|
| | | Def_Effect_FightExpRate = 46
|
| | | #魂器基础属性百分比
|
| | | Def_Effect_HorcruxBasePer = 48
|
| | | Def_Effect_SkillAtkRateReduce = 49 #20032
|
| | | #增加HP(A值填万分率)
|
| | | Def_Effect_MaxHPPer = 50 #20023
|
| | |
| | | Def_Effect_StoneMaxHPPer = 58
|
| | | #宝石攻击百分比
|
| | | Def_Effect_StoneAtkPer = 59
|
| | | #装备基础百分比
|
| | | #装备基础百分比 - 含特殊装备位
|
| | | Def_Effect_EquipBaseAddPer = 60
|
| | | #基础装备百分比
|
| | | Def_Effect_BaseEquipAddPer = 64
|
| | | #冰攻百分比(A值为万分率)
|
| | | Def_Effect_IceAtkPer = 61
|
| | | #冰防百分比(A值为万分率)
|
| | | Def_Effect_IceDefPer = 62
|
| | | #防具生命百分比
|
| | | Def_Effect_ArmorMaxHPAddPer = 63
|
| | | #圣器攻击百分比
|
| | | Def_Effect_RelicsAtkAddPer = 64
|
| | | #武器攻击百分比
|
| | | Def_Effect_WeaponAtkAddPer = 65
|
| | | #防具防御百分比
|
| | | #基础装备生命百分比
|
| | | Def_Effect_BaseEquipMaxHPAddPer = 63
|
| | | #基础装备攻击百分比
|
| | | Def_Effect_BaseEquipAtkAddPer = 65
|
| | | #防具防御百分比 - 废弃
|
| | | Def_Effect_ArmorDefAddPer = 66
|
| | | #主手基础属性值 百分比
|
| | | Def_Effect_WeaponAddPer = 121
|
| | | #副手基础属性值 百分比
|
| | | Def_Effect_Weapon2AddPer = 122
|
| | | #腰带基础属性值 百分比
|
| | | Def_Effect_BeltAddPer = 123
|
| | | #手套基础属性值 百分比
|
| | | Def_Effect_GloveAddPer = 124
|
| | | #衣袍基础属性值 百分比
|
| | | Def_Effect_ClothesAddPer = 125
|
| | | #帽子基础属性值 百分比
|
| | | Def_Effect_HatAddPer = 126
|
| | | #下装基础属性值 百分比
|
| | | Def_Effect_TrousersAddPer = 127
|
| | | #鞋履基础属性值 百分比
|
| | | Def_Effect_ShoesAddPer = 128
|
| | | #仙器A基础属性值 百分比
|
| | | Def_Effect_FairyCanAddPer = 129
|
| | | #仙器B基础属性值 百分比
|
| | | Def_Effect_FairyCan2AddPer = 130
|
| | | #仙绳基础属性值 百分比
|
| | | Def_Effect_NeckAddPer = 131
|
| | | #莲台基础属性值 百分比
|
| | | Def_Effect_JadeAddPer = 132
|
| | |
|
| | | Def_Effect_MinAtk = 67 # 最小攻击
|
| | | Def_Effect_MaxAtk = 68 # 最大攻击
|
| | |
|
| | |
| | | )=range(5)
|
| | |
|
| | | # 战斗力模块类型
|
| | | Def_MFPType_Max = 29
|
| | | Def_MFPType_Max = 44
|
| | | ModuleFightPowerTypeList = (
|
| | | Def_MFPType_Role, # 角色 0
|
| | | Def_MFPType_Equip, # 装备(基本装备位) 1
|
| | | Def_MFPType_Equip, # 装备(基本装备位) 1 - 废弃
|
| | | Def_MFPType_Plus, # 强化 2
|
| | | Def_MFPType_Stone, # 宝石 3
|
| | | Def_MFPType_Suit, # 套装 4
|
| | | Def_MFPType_Suit, # 套装 4 - 废弃
|
| | | Def_MFPType_Wing, # 翅膀 5
|
| | | Def_MFPType_Wash, # 洗练 6
|
| | | Def_MFPType_Pet, # 灵宠 7
|
| | |
| | | Def_MFPType_GodWeapon, # 神兵 10
|
| | | Def_MFPType_Dienstgrad, #称号 11
|
| | | Def_MFPType_Rune, # 符印 12
|
| | | Def_MFPType_Horcrux, # 魂器 13
|
| | | Def_MFPType_13, #
|
| | | Def_MFPType_MagicWeapon1, # 人族法宝 14
|
| | | Def_MFPType_StoveYao, # 炼丹炉丹药 15
|
| | | Def_MFPType_MagicWeapon2, # 魔族法宝 16
|
| | |
| | | Def_MFPType_GatherSoul, # 聚魂 22
|
| | | Def_MFPType_MagicWeapon4, # 王者法宝 23
|
| | | Def_MFPType_Coat, # ʱװ 24
|
| | | Def_MFPType_ZhuXian, # 诛仙 25
|
| | | Def_MFPType_ZhuXian, # 诛仙 25 - 废弃
|
| | | Def_MFPType_Equip1, # 境界装备1阶 26
|
| | | Def_MFPType_Equip2, # 境界装备2阶 27
|
| | | Def_MFPType_Equip3, # 境界装备3阶 28
|
| | | Def_MFPType_Equip4, # 境界装备4阶 29
|
| | | Def_MFPType_Equip5, # 境界装备5阶 30
|
| | | Def_MFPType_Equip6, # 境界装备6阶 31
|
| | | Def_MFPType_Equip7, # 境界装备7阶 32
|
| | | Def_MFPType_Equip8, # 境界装备8阶 33
|
| | | Def_MFPType_Equip9, # 境界装备9阶 34
|
| | | Def_MFPType_Equip10, # 境界装备10阶 35
|
| | | Def_MFPType_Equip11, # 境界装备11阶 36
|
| | | Def_MFPType_Equip12, # 境界装备12阶 37
|
| | | Def_MFPType_Equip13, # 境界装备13阶 38
|
| | | Def_MFPType_Equip14, # 境界装备14阶 39
|
| | | Def_MFPType_Equip15, # 境界装备15阶 40
|
| | | Def_MFPType_Other, # 其他
|
| | |
|
| | | #以下暂时没用到,改时再处理
|
| | |
| | | import ChPyNetSendPack
|
| | | import NetPackCommon
|
| | | import FamilyRobBoss
|
| | | import EquipZhuXian
|
| | | #import EquipZhuXian
|
| | | import FBCommon
|
| | | import ChNPC
|
| | |
|
| | |
| | | if atkObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
|
| | | return skillPer
|
| | |
|
| | | skillTypeID = curSkill.GetSkillTypeID()
|
| | | #skillTypeID = curSkill.GetSkillTypeID()
|
| | |
|
| | | addPer = EquipZhuXian.GetZhuXianEquipSkillAddPer(atkObj.GetPlayerID(), skillTypeID)
|
| | | addPer = 0
|
| | | reducePer = 0
|
| | | #addPer += EquipZhuXian.GetZhuXianEquipSkillAddPer(atkObj.GetPlayerID(), skillTypeID)
|
| | |
|
| | | if defObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
|
| | | reducePer = EquipZhuXian.GetZhuXianEquipSkillReducePer(defObj.GetPlayerID(), skillTypeID)
|
| | | #reducePer = EquipZhuXian.GetZhuXianEquipSkillReducePer(defObj.GetPlayerID(), skillTypeID)
|
| | |
|
| | | #根据防守方职业 计算攻击方伤害加成
|
| | | if defObj.GetJob() in [ShareDefine.PlayerJob_Warrior, ShareDefine.PlayerJob_Knight]:
|
| | |
| | | Def_BuffValue_Count = 3 # buff记录的value个数
|
| | |
|
| | | #游戏对象属性--------------------------------------------
|
| | | Def_Calc_AllAttrType_MAX = 133
|
| | | Def_Calc_AllAttrType_MAX = 127
|
| | | #基本属性BUFF计算,顺序与 ObjProperty_AttrByIndex 对应,同时也为buff效果ID同步通知策划
|
| | | TYPE_Calc_AttrList = (
|
| | | #基础属性
|
| | |
| | | TYPE_Calc_BaseDefAddPer, # 基础防御百分比
|
| | | TYPE_Calc_BaseHitAddPer, # 基础命中百分比
|
| | | TYPE_Calc_BaseMissAddPer, # 基础闪避百分比
|
| | | TYPE_Calc_HorcruxBasePer, # 魂器基础百分比
|
| | | TYPE_Calc_EquipBaseAddPer, # 装备基础百分比 105
|
| | | TYPE_Calc_WeaponAtkAddPer, # 武器基础攻击百分比
|
| | | TYPE_Calc_RelicsAtkAddPer, # 圣器基础攻击百分比
|
| | | TYPE_Calc_ArmorMaxHPAddPer, # 防具基础生命百分比
|
| | | TYPE_Calc_ArmorDefAddPer, # 防具基础防御百分比
|
| | | TYPE_Calc_GodWeaponMaxHPPer, # 神兵生命百分比 110
|
| | | TYPE_Calc_GodWeaponAtkPer, # 神兵攻击百分比
|
| | | TYPE_Calc_StoneMaxHPPer, # 宝石生命百分比
|
| | |
| | | ShareDefine.retBelt:[Def_ItemType_retBelt],
|
| | | ShareDefine.retTrousers:[Def_ItemType_retTrousers],
|
| | | ShareDefine.retShoes:[Def_ItemType_retShoes],
|
| | | ShareDefine.retGlove:[Def_ItemType_retGlove],
|
| | | ShareDefine.retNeck:[Def_ItemType_retNeck],
|
| | | ShareDefine.retFairyCan:[Def_ItemType_retFairyCan],
|
| | | ShareDefine.retFairyCan2:[Def_ItemType_retFairyCan2],
|
| | | ShareDefine.retJade:[Def_ItemType_retJade],
|
| | | ShareDefine.retWing:[Def_ItemType_retWing],
|
| | | ShareDefine.retGuard1:[Def_ItemType_retGuard1],
|
| | | ShareDefine.retGuard2:[Def_ItemType_retGuard2],
|
| | |
| | | Def_EquipItemType_TJGAutoEat = xrange(Def_ItemType_retWeapon, Def_ItemType_retShoes + 1)
|
| | | #装备类型
|
| | | Def_EquipItemType = range(Def_ItemType_retWeapon, Def_ItemType_DogzEquipScute + 1) + range(Def_ItemType_ZXCloak, Def_ItemType_ZXWeapon4 + 1)
|
| | |
|
| | | #武器类型
|
| | | Def_WeaponItemType = [Def_ItemType_retWeapon, Def_ItemType_retWeapon2]
|
| | |
|
| | | #神兽装备类型
|
| | | Def_DogzEquiipType = xrange(Def_ItemType_DogzEquipHorn, Def_ItemType_DogzEquipScute + 1)
|
| | |
| | | #数据中的装备位置和程序中的装备位置对照表
|
| | | #参考 ShareDefine.RoleEquipType
|
| | |
|
| | | #武器装备栏位置列表
|
| | | Def_WeaponRetList = [ShareDefine.retWeapon, ShareDefine.retWeapon2]
|
| | |
|
| | | #仙器, 装备栏位置列表
|
| | | Def_FairyCanList = [ShareDefine.retFairyCan, ShareDefine.retFairyCan2]
|
| | |
|
| | |
|
| | | #攻击类装备, 装备栏位置列表
|
| | | Def_AttackEquipRetList = [ShareDefine.retWeapon] |
| | | #防御类装备, 装备栏位置列表
|
| | | Def_DefenceEquipRetList = [ShareDefine.retClothes]
|
| | |
|
| | | # 可操作强化洗练等功能的公共装备部位索引
|
| | | Pack_EquipPart_CanPlusStar = {
|
| | | IPY_GameWorld.rptEquip:[
|
| | |
| | | ShareDefine.retFairyCan2, #11 仙器2
|
| | | ShareDefine.retJade, #12 玉佩
|
| | | ],
|
| | |
|
| | | }
|
| | |
|
| | | ## 基础装备位 - 武器
|
| | | BaseEquipPlace_Weapon = [ShareDefine.retWeapon, ShareDefine.retWeapon2]
|
| | | ## 基础装备位 - 防具
|
| | | BaseEquipPlace_Armor = [ShareDefine.retHat, ShareDefine.retClothes, ShareDefine.retBelt, ShareDefine.retTrousers, ShareDefine.retShoes]
|
| | | ## 基础装备位 - 圣器
|
| | | BaseEquipPlace_Relics = [ShareDefine.retNeck, ShareDefine.retFairyCan, ShareDefine.retFairyCan2]
|
| | | BaseEquipPlaceList = BaseEquipPlace_Weapon + BaseEquipPlace_Armor + BaseEquipPlace_Relics
|
| | |
|
| | | #玩家当前可装备的装备类型
|
| | | Type_Equip_CanTake = ShareDefine.RoleEquipType
|
| | | ## 装备位 - 基础攻击类
|
| | | EquipPlace_BaseWeapon = [ShareDefine.retWeapon, ShareDefine.retWeapon2, ShareDefine.retBelt, ShareDefine.retGlove]
|
| | | ## 装备位 - 基础防具类
|
| | | EquipPlace_BaseArmor = [ShareDefine.retHat, ShareDefine.retClothes, ShareDefine.retTrousers, ShareDefine.retShoes]
|
| | | ## 装备位 - 仙器
|
| | | EquipPlace_Relics = [ShareDefine.retFairyCan, ShareDefine.retFairyCan2]
|
| | | ## 装备位 - 特殊
|
| | | EquipPlace_Special = [ShareDefine.retNeck, ShareDefine.retFairyCan, ShareDefine.retFairyCan2, ShareDefine.retJade]
|
| | | ## 装备位 - 所有基础
|
| | | EquipPlace_Base = EquipPlace_BaseWeapon + EquipPlace_BaseArmor
|
| | |
|
| | | #装备物品位置,不需要重刷属性
|
| | | EquipItemNoRefreshState = [
|
| | |
| | | ShareDefine.retGuard1, #14 守护1
|
| | | ShareDefine.retHorse, #19 坐骑
|
| | | ]
|
| | | #套装装备部位列表
|
| | | Def_SuitEquipPlaceList = [
|
| | | ShareDefine.retWeapon, #1 主手
|
| | | ShareDefine.retWeapon2, #2 副手
|
| | | ShareDefine.retHat, #3 帽子
|
| | | ShareDefine.retClothes, #4 衣服
|
| | | ShareDefine.retBelt, #5 腰带
|
| | | ShareDefine.retTrousers, #6 裤子
|
| | | ShareDefine.retShoes, #7 鞋子
|
| | | ShareDefine.retGlove, #8 手套
|
| | | ]
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | | #特殊物品光环,永久存在
|
| | | Def_SuperBuffList = [
|
| | |
| | | Def_PlayerKey_BaseDefAddPer = "BaseDefAddPer" # 基础防御百分比
|
| | | Def_PlayerKey_BaseHitAddPer = "BaseHitAddPer" # 基础命中百分比
|
| | | Def_PlayerKey_BaseMissAddPer = "BaseMissAddPer" # 基础闪避百分比
|
| | | Def_PlayerKey_HorcruxBasePer = "HorcruxBasePer" # 魂器基础百分比
|
| | | Def_PlayerKey_EquipBaseAddPer = "EquipBaseAddPer" # 装备基础百分比
|
| | | Def_PlayerKey_WeaponAtkAddPer = "WeaponAtkAddPer" # 武器基础攻击百分比
|
| | | Def_PlayerKey_RelicsAtkAddPer = "RelicsAtkAddPer" # 圣器基础攻击百分比
|
| | | Def_PlayerKey_ArmorMaxHPAddPer = "ArmorMaxHPAddPer" # 防具基础生命百分比
|
| | | Def_PlayerKey_ArmorDefAddPer = "ArmorDefAddPer" # 防具基础防御百分比
|
| | | Def_PlayerKey_GodWeaponMaxHPPer = "GodWeaponMaxHPPer" # 神兵生命百分比
|
| | | Def_PlayerKey_GodWeaponAtkPer = "GodWeaponAtkPer" # 神兵攻击百分比
|
| | | Def_PlayerKey_StoneMaxHPPer = "StoneMaxHPPer" # 宝石生命百分比
|
| | |
| | | Def_PlayerKey_FruitAttr = "FruitAttr_%s_%s" # 属性果实增加的属性,参数为(功能索引, 物品效果id)
|
| | | Def_PlayerKey_FruitFightPowerEx = "FruitFightPowerEx_%s" # 属性果实增加的附加战力,参数为(功能索引)
|
| | | Def_PlayerKey_FamilyLVLeave = "FamilyLVLeave" # 离开的最后一个家族的等级
|
| | |
|
| | | Def_PlayerKey_CalcAddAttrType = "CalcAType_%s_%s_%s" # 刷属性类型, 参数[funcIndex, attrIndex, 缓存编号]
|
| | | Def_PlayerKey_CalcAddAttrValue = "CalcAValue_%s_%s_%s" # 刷属性值, 参数[funcIndex, attrIndex, 缓存编号]
|
| | |
|
| | | Def_PDict_QueryTechLVUPState = "QueryTechLVUPState" # 查询科技等级提升状态
|
| | |
|
| | |
| | | ShareDefine.Def_Effect_BaseDefAddPer:[[TYPE_Calc_BaseDefAddPer], False, TYPE_NoLinear],
|
| | | ShareDefine.Def_Effect_BaseHitAddPer:[[TYPE_Calc_BaseHitAddPer], False, TYPE_NoLinear],
|
| | | ShareDefine.Def_Effect_BaseMissAddPer:[[TYPE_Calc_BaseMissAddPer], False, TYPE_NoLinear],
|
| | | ShareDefine.Def_Effect_HorcruxBasePer:[[TYPE_Calc_HorcruxBasePer], False, TYPE_NoLinear],
|
| | | ShareDefine.Def_Effect_EquipBaseAddPer:[[TYPE_Calc_WeaponAtkAddPer, TYPE_Calc_RelicsAtkAddPer, |
| | | TYPE_Calc_ArmorMaxHPAddPer, TYPE_Calc_ArmorDefAddPer], False, TYPE_NoLinear],
|
| | | ShareDefine.Def_Effect_WeaponAtkAddPer:[[TYPE_Calc_WeaponAtkAddPer], False, TYPE_NoLinear],
|
| | | ShareDefine.Def_Effect_RelicsAtkAddPer:[[TYPE_Calc_RelicsAtkAddPer], False, TYPE_NoLinear],
|
| | | ShareDefine.Def_Effect_ArmorMaxHPAddPer:[[TYPE_Calc_ArmorMaxHPAddPer], False, TYPE_NoLinear],
|
| | | ShareDefine.Def_Effect_ArmorDefAddPer:[[TYPE_Calc_ArmorDefAddPer], False, TYPE_NoLinear],
|
| | | ShareDefine.Def_Effect_GodWeaponMaxHPPer:[[TYPE_Calc_GodWeaponMaxHPPer], False, TYPE_NoLinear],
|
| | | ShareDefine.Def_Effect_GodWeaponAtkPer:[[TYPE_Calc_GodWeaponAtkPer], False, TYPE_NoLinear],
|
| | | ShareDefine.Def_Effect_StoneMaxHPPer:[[TYPE_Calc_StoneMaxHPPer], False, TYPE_NoLinear],
|
| | |
| | | TYPE_Calc_BaseDefAddPer:[TYPE_Calc_AttrDEF],
|
| | | TYPE_Calc_BaseHitAddPer:[TYPE_Calc_AttrHit],
|
| | | TYPE_Calc_BaseMissAddPer:[TYPE_Calc_AttrMiss],
|
| | | TYPE_Calc_HorcruxBasePer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, |
| | | TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
|
| | | TYPE_Calc_EquipBaseAddPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, |
| | | TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
|
| | | TYPE_Calc_WeaponAtkAddPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
|
| | | TYPE_Calc_RelicsAtkAddPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
|
| | | TYPE_Calc_ArmorMaxHPAddPer:[TYPE_Calc_AttrMaxHP],
|
| | | TYPE_Calc_ArmorDefAddPer:[TYPE_Calc_AttrDEF],
|
| | | TYPE_Calc_GodWeaponMaxHPPer:[TYPE_Calc_AttrMaxHP],
|
| | | TYPE_Calc_GodWeaponAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
|
| | | TYPE_Calc_StoneMaxHPPer:[TYPE_Calc_AttrMaxHP],
|
| | |
| | | TYPE_Calc_AttrMaxHP],
|
| | | TYPE_Calc_PlusBaseAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
|
| | | }
|
| | |
|
| | | # 对装备基础属性加成配置 {属性ID:[影响部位信息, [影响的计算属性列表]], ...}
|
| | | # 影响部位信息: 大于0-指定部位; -1-所有部位; -2-基础部位
|
| | | EquipBassAttrAddInfoSet = {
|
| | | ShareDefine.Def_Effect_EquipBaseAddPer: [-1, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
|
| | | ShareDefine.Def_Effect_BaseEquipAddPer: [-2, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
|
| | | ShareDefine.Def_Effect_BaseEquipAtkAddPer: [-2, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk]],
|
| | | ShareDefine.Def_Effect_BaseEquipMaxHPAddPer: [-2, [ShareDefine.Def_Effect_MaxHP]],
|
| | | ShareDefine.Def_Effect_WeaponAddPer: [ShareDefine.retWeapon, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk]],
|
| | | ShareDefine.Def_Effect_Weapon2AddPer: [ShareDefine.retWeapon2, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk]],
|
| | | ShareDefine.Def_Effect_BeltAddPer: [ShareDefine.retBelt, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk]],
|
| | | ShareDefine.Def_Effect_GloveAddPer: [ShareDefine.retGlove, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk]],
|
| | | ShareDefine.Def_Effect_ClothesAddPer: [ShareDefine.retClothes, [ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
|
| | | ShareDefine.Def_Effect_HatAddPer: [ShareDefine.retHat, [ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
|
| | | ShareDefine.Def_Effect_TrousersAddPer: [ShareDefine.retTrousers, [ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
|
| | | ShareDefine.Def_Effect_ShoesAddPer: [ShareDefine.retShoes, [ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
|
| | | ShareDefine.Def_Effect_FairyCanAddPer: [ShareDefine.retFairyCan, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
|
| | | ShareDefine.Def_Effect_FairyCan2AddPer: [ShareDefine.retFairyCan2, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
|
| | | ShareDefine.Def_Effect_NeckAddPer: [ShareDefine.retNeck, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
|
| | | ShareDefine.Def_Effect_JadeAddPer: [ShareDefine.retJade, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
|
| | | }
|
| | |
|
| | | #属性线性索引
|
| | | CalcAttrIndexList = (
|
| | |
| | | #刷属性功能分类索引
|
| | | CalcAttrFuncList = (
|
| | | Def_CalcAttrFunc_RoleBase, # 角色基础 0
|
| | | Def_CalcAttrFunc_EquipBaseWeapon, # 武器物品表基础属性 1
|
| | | Def_CalcAttrFunc_EquipBaseArmor, # 防具物品表基础属性 2
|
| | | Def_CalcAttrFunc_EquipBaseRelics, # 圣器物品表基础属性 3
|
| | | Def_CalcAttrFunc_Equip, # 装备其他(传奇属性 + ) 4 |
| | | Def_CalcAttrFunc_PlusBase, # 装备位强化基础 5
|
| | | Def_CalcAttrFunc_PlusEx, # 装备位强化累加 6
|
| | | Def_CalcAttrFunc_EquipBaseWeapon, # 武器物品表基础属性 1 - 废弃
|
| | | Def_CalcAttrFunc_EquipBaseArmor, # 防具物品表基础属性 2 - 废弃
|
| | | Def_CalcAttrFunc_EquipBaseRelics, # 圣器物品表基础属性 3 - 废弃
|
| | | Def_CalcAttrFunc_Equip, # 装备其他(传奇属性 + ) 4 - 废弃 |
| | | Def_CalcAttrFunc_Plus, # 装备位强化 5
|
| | | Def_CalcAttrFunc_PlusEx, # 装备位强化累加 6 - 废弃
|
| | | Def_CalcAttrFunc_Stone, # 装备宝石 7
|
| | | Def_CalcAttrFunc_Suit, # 套装 8
|
| | | Def_CalcAttrFunc_Suit, # 套装 8 - 废弃
|
| | | Def_CalcAttrFunc_Wing, # 翅膀 9
|
| | | Def_CalcAttrFunc_Wash, # 洗练 10
|
| | | Def_CalcAttrFunc_Pet, # 灵宠 11
|
| | |
| | | Def_CalcAttrFunc_GodWeapon, # 神兵 14
|
| | | Def_CalcAttrFunc_Dienstgrad, # 称号 15
|
| | | Def_CalcAttrFunc_Rune, # 符印 16
|
| | | Def_CalcAttrFunc_Horcrux, # 魂器 17
|
| | | Def_CalcAttrFunc_17, #
|
| | | Def_CalcAttrFunc_MagicWeapon1, # 人族法宝属性 18
|
| | | Def_CalcAttrFunc_EquipOutOfPrint, # 绝版属性随等级变化 19
|
| | | Def_CalcAttrFunc_EquipAllStars, # 装备全身星级属性 20
|
| | | Def_CalcAttrFunc_EquipAllStars, # 装备全身星级属性 20 - 废弃
|
| | | Def_CalcAttrFunc_Success, # 成就属性 21
|
| | | Def_CalcAttrFunc_VIP, # VIP属性 22
|
| | | Def_CalcAttrFunc_Stove, # 炼丹炉 23
|
| | |
| | | Def_CalcAttrFunc_MagicWeapon4, # 王者法宝40
|
| | | Def_CalcAttrFunc_Coat, # ʱװ41
|
| | | Def_CalcAttrFunc_ZXEquip, # 诛仙装备42
|
| | | Def_CalcAttrFunc_ZXEquipSuit, # 诛仙装备套装43
|
| | | Def_CalcAttrFunc_ZXEquipStone, # 诛仙宝石属性44
|
| | | ) = range(45)
|
| | |
|
| | | Def_CalcAttrFunc_ZXEquipSuit, # 诛仙装备套装43 - 废弃
|
| | | Def_CalcAttrFunc_ZXEquipStone, # 诛仙宝石属性44 - 废弃
|
| | | Def_CalcAttrFunc_45,
|
| | | Def_CalcAttrFunc_Equip1, # 境界装备1阶 46
|
| | | Def_CalcAttrFunc_Equip2, # 境界装备2阶 47
|
| | | Def_CalcAttrFunc_Equip3, # 境界装备3阶 48
|
| | | Def_CalcAttrFunc_Equip4, # 境界装备4阶 49
|
| | | Def_CalcAttrFunc_Equip5, # 境界装备5阶 50
|
| | | Def_CalcAttrFunc_Equip6, # 境界装备6阶 51
|
| | | Def_CalcAttrFunc_Equip7, # 境界装备7阶 52
|
| | | Def_CalcAttrFunc_Equip8, # 境界装备8阶 53
|
| | | Def_CalcAttrFunc_Equip9, # 境界装备9阶 54
|
| | | Def_CalcAttrFunc_Equip10, # 境界装备10阶 55
|
| | | Def_CalcAttrFunc_Equip11, # 境界装备11阶 56
|
| | | Def_CalcAttrFunc_Equip12, # 境界装备12阶 57
|
| | | Def_CalcAttrFunc_Equip13, # 境界装备13阶 58
|
| | | Def_CalcAttrFunc_Equip14, # 境界装备14阶 59
|
| | | Def_CalcAttrFunc_Equip15, # 境界装备15阶 60
|
| | | ) = range(61)
|
| | |
|
| | | # 在此列表中的功能属性,不享受百分比加成,--属性参与战力计算
|
| | | CalcAttrExFuncList = [Def_CalcAttrFunc_MagicWeapon1, Def_CalcAttrFunc_MagicWeapon2, Def_CalcAttrFunc_MagicWeapon3, Def_CalcAttrFunc_MagicWeapon4,
|
| | |
| | | #战斗力分组类型对应功能点属性分类索引列表,并不是一一对应的,有些战斗力类型可由多个功能点组成
|
| | | MFPTypeAttrFuncIndexDict = {ShareDefine.Def_MFPType_Role:[Def_CalcAttrFunc_RoleBase],
|
| | | # 因为装备评分和实际战力一直出现不匹配的情况,所以装备战力修改为直接由装备评分做为参数计算战力,所以装备评分计算的所有属性不列入战力计算,祥见评分计算函数 ItemCommom.CalcEquipGS
|
| | | # ShareDefine.Def_MFPType_Equip:[Def_CalcAttrFunc_EquipBaseWeapon, Def_CalcAttrFunc_EquipBaseRelics, |
| | | # Def_CalcAttrFunc_EquipBaseArmor, Def_CalcAttrFunc_Equip,
|
| | | # Def_CalcAttrFunc_EquipOutOfPrint, Def_CalcAttrFunc_EquipAllStars],
|
| | | ShareDefine.Def_MFPType_Equip:[Def_CalcAttrFunc_EquipAllStars],
|
| | | ShareDefine.Def_MFPType_Plus:[Def_CalcAttrFunc_PlusBase, Def_CalcAttrFunc_PlusEx],
|
| | | # ShareDefine.Def_MFPType_Equip:[Def_CalcAttrFunc_EquipOutOfPrint],
|
| | | ShareDefine.Def_MFPType_Plus:[Def_CalcAttrFunc_Plus],
|
| | | ShareDefine.Def_MFPType_Stone:[Def_CalcAttrFunc_Stone],
|
| | | ShareDefine.Def_MFPType_Suit:[Def_CalcAttrFunc_Suit],
|
| | | ShareDefine.Def_MFPType_Wing:[Def_CalcAttrFunc_Wing],
|
| | | ShareDefine.Def_MFPType_Wash:[Def_CalcAttrFunc_Wash],
|
| | | ShareDefine.Def_MFPType_Pet:[Def_CalcAttrFunc_Pet, Def_CalcAttrFunc_PetSign],
|
| | |
| | | ShareDefine.Def_MFPType_GodWeapon:[Def_CalcAttrFunc_GodWeapon],
|
| | | ShareDefine.Def_MFPType_Dienstgrad:[Def_CalcAttrFunc_Dienstgrad],
|
| | | ShareDefine.Def_MFPType_Rune:[Def_CalcAttrFunc_Rune],
|
| | | ShareDefine.Def_MFPType_Horcrux:[Def_CalcAttrFunc_Horcrux],
|
| | | ShareDefine.Def_MFPType_MagicWeapon1:[Def_CalcAttrFunc_MagicWeapon1],
|
| | | ShareDefine.Def_MFPType_MagicWeapon2:[Def_CalcAttrFunc_MagicWeapon2],
|
| | | ShareDefine.Def_MFPType_MagicWeapon3:[Def_CalcAttrFunc_MagicWeapon3, Def_CalcAttrFunc_Stove, Def_CalcAttrFunc_VIP],
|
| | |
| | | ShareDefine.Def_MFPType_Coat:[Def_CalcAttrFunc_Coat],
|
| | | # 诛仙装备战力、神兽战力同装备模块战力一致,受评分影响,装备评分相关的战力另外算
|
| | | ShareDefine.Def_MFPType_Dogz:[Def_CalcAttrFunc_Dogz, Def_CalcAttrFunc_DogzEquipPlus],
|
| | | ShareDefine.Def_MFPType_ZhuXian:[Def_CalcAttrFunc_ZXEquipSuit, Def_CalcAttrFunc_ZXEquipStone],
|
| | | #ShareDefine.Def_MFPType_ZhuXian:[Def_CalcAttrFunc_ZXEquipSuit, Def_CalcAttrFunc_ZXEquipStone],
|
| | | ShareDefine.Def_MFPType_Equip1:[Def_CalcAttrFunc_Equip1],
|
| | | ShareDefine.Def_MFPType_Equip2:[Def_CalcAttrFunc_Equip2],
|
| | | ShareDefine.Def_MFPType_Equip3:[Def_CalcAttrFunc_Equip3],
|
| | | ShareDefine.Def_MFPType_Equip4:[Def_CalcAttrFunc_Equip4],
|
| | | ShareDefine.Def_MFPType_Equip5:[Def_CalcAttrFunc_Equip5],
|
| | | ShareDefine.Def_MFPType_Equip6:[Def_CalcAttrFunc_Equip6],
|
| | | ShareDefine.Def_MFPType_Equip7:[Def_CalcAttrFunc_Equip7],
|
| | | ShareDefine.Def_MFPType_Equip8:[Def_CalcAttrFunc_Equip8],
|
| | | ShareDefine.Def_MFPType_Equip9:[Def_CalcAttrFunc_Equip9],
|
| | | ShareDefine.Def_MFPType_Equip10:[Def_CalcAttrFunc_Equip10],
|
| | | ShareDefine.Def_MFPType_Equip11:[Def_CalcAttrFunc_Equip11],
|
| | | ShareDefine.Def_MFPType_Equip12:[Def_CalcAttrFunc_Equip12],
|
| | | ShareDefine.Def_MFPType_Equip13:[Def_CalcAttrFunc_Equip13],
|
| | | ShareDefine.Def_MFPType_Equip14:[Def_CalcAttrFunc_Equip14],
|
| | | ShareDefine.Def_MFPType_Equip15:[Def_CalcAttrFunc_Equip15],
|
| | | ShareDefine.Def_MFPType_Other:[Def_CalcAttrFunc_Success, Def_CalcAttrFunc_FamilyTech, Def_CalcAttrFunc_EquipDecompose],
|
| | | }
|
| | |
|
| | |
| | | import PlayerSuccess
|
| | | import PlayerWeekParty
|
| | | import ShareDefine
|
| | | import EquipZhuXian
|
| | | #import EquipZhuXian
|
| | |
|
| | | g_stoneCanPlaceList = [] #可镶嵌的位置
|
| | |
|
| | |
| | | ipyData = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'GridIndex':equipPackIndex})
|
| | | if not ipyData:
|
| | | return
|
| | | classLV = ipyData.GetClassLV()
|
| | | if ipyData.GetEquipPlace() not in stoneCanPlaceList:
|
| | | GameWorld.Log("该宝石不可镶嵌在该装备位!stoneItemID=%s,stoneEffType=%s,stoneCanPlaceList=%s,equipPackIndex=%s"
|
| | | % (stoneItemID, stoneEffType, stoneCanPlaceList, equipPackIndex), playerID)
|
| | |
| | | # ItemControler.SetItemIsBind(curEquip, True)
|
| | |
|
| | | # 刷新属性
|
| | | RefreshAttrByStoneAction(curPlayer, equipPackType, True)
|
| | | RefreshAttrByStoneAction(curPlayer, equipPackType, True, classLV)
|
| | |
|
| | | #同步客户端
|
| | | Sycn_StoneHoleInfo(curPlayer, [equipPackIndex])
|
| | |
| | | GameWorld.DebugLog("孔为空或不存在宝石!")
|
| | | return
|
| | |
|
| | | ipyData = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'GridIndex':equipPackIndex})
|
| | | if not ipyData:
|
| | | return
|
| | | classLV = ipyData.GetClassLV()
|
| | | |
| | | __DoChangeEquipHoleStone(curPlayer, equipPackIndex, holeIndex, 0, 0, "StonePick", True)
|
| | |
|
| | | # 刷新属性
|
| | | RefreshAttrByStoneAction(curPlayer, equipPackType, False)
|
| | | RefreshAttrByStoneAction(curPlayer, equipPackType, False, classLV)
|
| | |
|
| | | #同步客户端
|
| | | Sycn_StoneHoleInfo(curPlayer, [equipPackIndex])
|
| | |
| | | needCount = IpyGameDataPY.GetFuncCfg("GemUpCostFormula", 2) # 合成下一级所需宝石个数
|
| | | if not needCount:
|
| | | return
|
| | | ipyData = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'GridIndex':equipPackIndex})
|
| | | if not ipyData:
|
| | | return
|
| | | classLV = ipyData.GetClassLV()
|
| | | if upWay == 0: #仙玉
|
| | | stoneTypeItemIDDict = IpyGameDataPY.GetFuncEvalCfg("GemUpCostFormula", 1)
|
| | | if stoneEffType not in stoneTypeItemIDDict:
|
| | |
| | | __DoChangeEquipHoleStone(curPlayer, equipPackIndex, holeIndex, upgradeStoneID, stoneIsBind, "StoneUpgrade", False)
|
| | |
|
| | | # 刷新属性
|
| | | RefreshAttrByStoneAction(curPlayer, equipPackType, False)
|
| | | RefreshAttrByStoneAction(curPlayer, equipPackType, False, classLV)
|
| | |
|
| | | #同步客户端
|
| | | Sycn_StoneHoleInfo(curPlayer, [equipPackIndex])
|
| | |
| | | return
|
| | |
|
| | |
|
| | | def RefreshAttrByStoneAction(curPlayer, packType, isNeedNotify):
|
| | | def RefreshAttrByStoneAction(curPlayer, packType, isNeedNotify, classLV):
|
| | | ## 宝石刷新属性
|
| | | # 装备等级改变,判断是否为玩家身上的装备,如果是的话刷新玩家属性
|
| | | if packType in [IPY_GameWorld.rptEquip]:
|
| | | #先刷装备BUFF 再计算属性
|
| | | if isNeedNotify:
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrActivatyNotify, ChConfig.Def_AttrActivatyNotify_Stone)
|
| | | ChEquip.RefreshPlayerEquipAttribute(curPlayer)
|
| | | ChEquip.RefreshPlayerEquipAttribute(curPlayer, classLV)
|
| | |
|
| | | #刷新所有属性
|
| | | playControl = PlayerControl.PlayerControl(curPlayer)
|
| | | playControl.RefreshPlayerAttrState()
|
| | | elif packType == ShareDefine.rptZhuXianEquip:
|
| | | EquipZhuXian.RefreshZhuXianAttr(curPlayer)
|
| | | #elif packType == ShareDefine.rptZhuXianEquip:
|
| | | # EquipZhuXian.RefreshZhuXianAttr(curPlayer)
|
| | | return
|
| | |
|
| | |
|
| | |
| | | def OnVIPTimeOut(curPlayer):
|
| | | ## VIP到期处理
|
| | | #过期一样有效,屏蔽该逻辑
|
| | | #===============================================================================================
|
| | | # #获得vip等级孔信息
|
| | | # gemOpenVipList = IpyGameDataPY.GetFuncEvalCfg("GemOpenVip", 1)
|
| | | # maxVipHoleCnt = len(gemOpenVipList)# 最大Vip开放孔数
|
| | | # |
| | | # #获得所有可镶嵌宝石装备位
|
| | | # stoneCanPlaceList = GetAllStoneEquipIndexList()
|
| | | # #需要拆卸宝石的孔列表
|
| | | # pickoffHoleList = []
|
| | | # for equipIndex in stoneCanPlaceList:
|
| | | # for holeIndex in xrange(ChConfig.Def_Stone_VipHole, ChConfig.Def_Stone_VipHole + maxVipHoleCnt):
|
| | | # stoneInfo = GetEquipIndexStoneIDAndIsBand(curPlayer, equipIndex, holeIndex)
|
| | | # if not stoneInfo[0]:
|
| | | # continue
|
| | | # pickoffHoleList.append([equipIndex, holeIndex])
|
| | | # |
| | | # __DoSysPickoffEquipStone(curPlayer, pickoffHoleList, "VIPChange", True)
|
| | | #===============================================================================================
|
| | | return
|
| | |
|
| | | def __DoSysPickoffEquipStone(curPlayer, equipPackType, stonePackType, pickoffHoleList, eventName, isRefreshAttr):
|
| | |
| | | equipIndexList.append(equipIndex)
|
| | | PlayerControl.SendMailByKey("GemToPlayer", [curPlayer.GetPlayerID()], mailItemInfoList)
|
| | |
|
| | | if isRefreshAttr:
|
| | | RefreshAttrByStoneAction(curPlayer, equipPackType, False)
|
| | | #目前只有脱装备会触发,暂时屏蔽,由脱装备触发刷属性
|
| | | #if isRefreshAttr:
|
| | | # RefreshAttrByStoneAction(curPlayer, equipPackType, False)
|
| | |
|
| | | if equipIndexList:
|
| | | Sycn_StoneHoleInfo(curPlayer, equipIndexList)
|
| | |
| | | equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
|
| | | for equipIndex in range(0, equipPack.GetCount()):
|
| | | #备用装备栏不处理
|
| | | if equipIndex not in ChConfig.Type_Equip_CanTake :
|
| | | if equipIndex not in ShareDefine.RoleEquipType:
|
| | | continue
|
| | | curEquip = equipPack.GetAt(equipIndex)
|
| | | if curEquip.IsEmpty():
|
| | |
| | | def OnExec(curPlayer, msgList):
|
| | |
|
| | | mfpTypeName = {ShareDefine.Def_MFPType_Role:"角色",
|
| | | ShareDefine.Def_MFPType_Equip:"装备",
|
| | | ShareDefine.Def_MFPType_Plus:"强化",
|
| | | ShareDefine.Def_MFPType_Stone:"宝石",
|
| | | ShareDefine.Def_MFPType_Suit:"套装",
|
| | | ShareDefine.Def_MFPType_Wing:"翅膀",
|
| | | ShareDefine.Def_MFPType_Wash:"洗练",
|
| | | ShareDefine.Def_MFPType_Pet:"灵宠",
|
| | |
| | | ShareDefine.Def_MFPType_Dienstgrad:"称号",
|
| | | ShareDefine.Def_MFPType_Rune:"符印",
|
| | | ShareDefine.Def_MFPType_GatherSoul:"聚魂",
|
| | | ShareDefine.Def_MFPType_Horcrux:"魂器",
|
| | | ShareDefine.Def_MFPType_MagicWeapon1:"人族",
|
| | | ShareDefine.Def_MFPType_StoveYao:"丹药",
|
| | | ShareDefine.Def_MFPType_MagicWeapon2:"魔族",
|
| | |
| | | ShareDefine.Def_MFPType_MagicWeaponSoul:"法宝之魂",
|
| | | ShareDefine.Def_MFPType_Dogz:"神兽",
|
| | | ShareDefine.Def_MFPType_Coat:"ʱװ",
|
| | | ShareDefine.Def_MFPType_ZhuXian:"诛仙",
|
| | | ShareDefine.Def_MFPType_Other:"其他",
|
| | | }
|
| | |
|
| | | funcIndexName = {
|
| | | ChConfig.Def_CalcAttrFunc_RoleBase:"角色基础",
|
| | | ChConfig.Def_CalcAttrFunc_EquipBaseWeapon:"武器物品表基础属性",
|
| | | ChConfig.Def_CalcAttrFunc_EquipBaseArmor:"防具物品表基础属性",
|
| | | ChConfig.Def_CalcAttrFunc_EquipBaseRelics:"圣器物品表基础属性",
|
| | | ChConfig.Def_CalcAttrFunc_Equip:"装备其他",
|
| | | ChConfig.Def_CalcAttrFunc_PlusBase:"装备位强化基础",
|
| | | ChConfig.Def_CalcAttrFunc_PlusEx:"装备位强化累加",
|
| | | ChConfig.Def_CalcAttrFunc_Stone:"装备宝石",
|
| | | ChConfig.Def_CalcAttrFunc_Suit:"套装",
|
| | | ChConfig.Def_CalcAttrFunc_Wing:"翅膀",
|
| | | ChConfig.Def_CalcAttrFunc_Plus:"强化",
|
| | | ChConfig.Def_CalcAttrFunc_Stone:"宝石",
|
| | | ChConfig.Def_CalcAttrFunc_Wash:"洗练",
|
| | | ChConfig.Def_CalcAttrFunc_Wing:"翅膀",
|
| | | ChConfig.Def_CalcAttrFunc_Pet:"灵宠",
|
| | | ChConfig.Def_CalcAttrFunc_Horse:"坐骑",
|
| | | ChConfig.Def_CalcAttrFunc_Prestige:"境界",
|
| | |
| | | ChConfig.Def_CalcAttrFunc_Dienstgrad:"称号",
|
| | | ChConfig.Def_CalcAttrFunc_Rune:"符印",
|
| | | ChConfig.Def_CalcAttrFunc_GatherSoul:"聚魂",
|
| | | ChConfig.Def_CalcAttrFunc_Horcrux:"魂器",
|
| | | ChConfig.Def_CalcAttrFunc_MagicWeapon1:"人族法宝属性",
|
| | | ChConfig.Def_CalcAttrFunc_MagicWeapon2:"魔族法宝属性",
|
| | | ChConfig.Def_CalcAttrFunc_MagicWeapon3:"仙族法宝属性",
|
| | | ChConfig.Def_CalcAttrFunc_MagicWeapon4:"王者法宝属性",
|
| | | ChConfig.Def_CalcAttrFunc_EquipOutOfPrint:"绝版属性随等级变化",
|
| | | ChConfig.Def_CalcAttrFunc_EquipAllStars:"装备全身星级属性",
|
| | | ChConfig.Def_CalcAttrFunc_Success:"成就",
|
| | | ChConfig.Def_CalcAttrFunc_VIP:"VIP",
|
| | | ChConfig.Def_CalcAttrFunc_Stove:"炼丹炉",
|
| | |
| | | ChConfig.Def_CalcAttrFunc_MagicWeaponSoul:"法宝之魂",
|
| | | ChConfig.Def_CalcAttrFunc_Dogz:"神兽",
|
| | | ChConfig.Def_CalcAttrFunc_Coat:"ʱװ",
|
| | | ChConfig.Def_CalcAttrFunc_ZXEquip:"诛仙装备",
|
| | | ChConfig.Def_CalcAttrFunc_ZXEquipSuit:"诛仙装备套装",
|
| | | ChConfig.Def_CalcAttrFunc_ZXEquipStone:"诛仙装备宝石",
|
| | | }
|
| | |
|
| | | GameWorld.DebugAnswer(curPlayer, "PrintFightPower 模块类型(可选)")
|
| | |
| | | import ChConfig
|
| | | import ChEquip
|
| | | import GameWorld
|
| | | import ItemCommon
|
| | | import IpyGameDataPY
|
| | | import PlayerControl
|
| | | #---------------------------------------------------------------------
|
| | | #逻辑实现
|
| | | ## GM命令执行入口
|
| | |
| | | # @return None
|
| | | # @remarks 函数详细说明.
|
| | | def OnExec(curPlayer, cmdList):
|
| | | if not cmdList:
|
| | | __GMHelpAnswer(curPlayer)
|
| | | return
|
| | | |
| | | packType = IPY_GameWorld.rptEquip
|
| | | curPack = curPlayer.GetItemManager().GetPack(packType)
|
| | | refreshClassLV = 0
|
| | |
|
| | | if len(cmdList) == 1: #设置所有
|
| | | setStarLV = cmdList[0]
|
| | | # 设置所有阶
|
| | | if len(cmdList) == 2:
|
| | | setStarLV, evolveLV = cmdList
|
| | | equipMaxClasslv = IpyGameDataPY.GetFuncCfg('EquipMaxClasslv')
|
| | | for equipPlace in ChConfig.Pack_EquipPart_CanPlusStar.get(packType, []):
|
| | | for classlv in xrange(1, equipMaxClasslv+1):
|
| | |
| | | curEquip = curPack.GetAt(gridIndex)
|
| | | ChEquip.SetEquipPartPlusLV(curPlayer, packType, gridIndex, curEquip, setStarLV)
|
| | | ChEquip.SetEquipPartProficiency(curPlayer, packType, gridIndex, 0)
|
| | | ChEquip.SetEquipPartPlusEvolveLV(curPlayer, packType, gridIndex, 0)
|
| | | #刷新所有属性
|
| | | ChEquip.RefreshPlayerEquipAttribute(curPlayer)
|
| | | playControl = PlayerControl.PlayerControl(curPlayer)
|
| | | playControl.RefreshPlayerAttrState()
|
| | | ChEquip.NotifyEquipPartPlusLV(curPlayer)
|
| | | GameWorld.DebugAnswer(curPlayer, "设置所有部位强化等级为: %s" % (setStarLV))
|
| | | elif len(cmdList) == 2:
|
| | | classLV = cmdList[0]
|
| | | setStarLV = cmdList[1]
|
| | | ChEquip.SetEquipPartPlusEvolveLV(curPlayer, packType, gridIndex, evolveLV)
|
| | | |
| | | GameWorld.DebugAnswer(curPlayer, "设置所有部位强化等级(%s),进化等级(%s)" % (setStarLV, evolveLV))
|
| | | |
| | | # 设置指定阶
|
| | | elif len(cmdList) == 3:
|
| | | classLV, setStarLV, evolveLV = cmdList
|
| | | for equipPlace in ChConfig.Pack_EquipPart_CanPlusStar.get(packType, []):
|
| | | ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
|
| | | if not ipyData:
|
| | |
| | | curEquip = curPack.GetAt(gridIndex)
|
| | | ChEquip.SetEquipPartPlusLV(curPlayer, packType, gridIndex, curEquip, setStarLV)
|
| | | ChEquip.SetEquipPartProficiency(curPlayer, packType, gridIndex, 0)
|
| | | ChEquip.SetEquipPartPlusEvolveLV(curPlayer, packType, gridIndex, 0)
|
| | | Operate_EquipPlus.DoLogic_OnEquipPartStarLVChange(curPlayer, packType, classLV)
|
| | | ChEquip.NotifyEquipPartPlusLV(curPlayer)
|
| | | GameWorld.DebugAnswer(curPlayer, "设置%s阶所有部位强化等级为: %s" % (classLV, setStarLV))
|
| | | return
|
| | | |
| | | if len(cmdList) != 3:
|
| | | ChEquip.SetEquipPartPlusEvolveLV(curPlayer, packType, gridIndex, evolveLV)
|
| | | |
| | | GameWorld.DebugAnswer(curPlayer, "设置%s阶所有部位强化等级(%s),进化等级(%s)" % (classLV, setStarLV, evolveLV))
|
| | | refreshClassLV = classLV
|
| | | |
| | | # 设置指定阶部位
|
| | | elif len(cmdList) == 4:
|
| | | classLV, equipPlace, starLV, evolveLV = cmdList
|
| | | |
| | | if equipPlace not in ChConfig.Pack_EquipPart_CanPlusStar[packType]:
|
| | | __GMHelpAnswer(curPlayer, "部位不存在!")
|
| | | return
|
| | | ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
|
| | | if not ipyData:
|
| | | return
|
| | | gridIndex = ipyData.GetGridIndex()
|
| | | curEquip = curPack.GetAt(gridIndex)
|
| | | ChEquip.SetEquipPartPlusLV(curPlayer, packType, gridIndex, curEquip, starLV)
|
| | | ChEquip.SetEquipPartProficiency(curPlayer, packType, gridIndex, evolveLV)
|
| | | GameWorld.DebugAnswer(curPlayer, "设置%s阶%s部位强化等级(%s),进化等级(%s)" % (classLV, equipPlace, starLV, evolveLV))
|
| | | refreshClassLV = classLV
|
| | | |
| | | else:
|
| | | __GMHelpAnswer(curPlayer, "参数错误!")
|
| | | return
|
| | |
|
| | | classLV, equipPlace, starLV = cmdList
|
| | | |
| | | if equipPlace not in ChConfig.Pack_EquipPart_CanPlusStar[packType]:
|
| | | __GMHelpAnswer(curPlayer, "部位不存在!")
|
| | | return
|
| | | ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
|
| | | if not ipyData:
|
| | | return
|
| | | gridIndex = ipyData.GetGridIndex()
|
| | | curEquip = curPack.GetAt(gridIndex)
|
| | | # if not ItemCommon.CheckItemCanUse(curEquip):
|
| | | # return
|
| | | # maxStarLV = ItemCommon.GetItemMaxPlusLV(curPlayer, gridIndex, curEquip)
|
| | | # starLV = min(starLV, maxStarLV)
|
| | | ChEquip.SetEquipPartPlusLV(curPlayer, packType, gridIndex, curEquip, starLV)
|
| | | ChEquip.SetEquipPartProficiency(curPlayer, packType, gridIndex, 0)
|
| | | Operate_EquipPlus.DoLogic_OnEquipPartStarLVChange(curPlayer, packType, classLV)
|
| | | ChEquip.NotifyEquipPartPlusLV(curPlayer, packType, gridIndex)
|
| | | GameWorld.DebugAnswer(curPlayer, "设置%s阶%s部位强化等级为: %s" % (classLV, equipPlace, starLV))
|
| | | Operate_EquipPlus.DoLogic_OnEquipPartStarLVChange(curPlayer, packType, refreshClassLV)
|
| | | ChEquip.NotifyEquipPartPlusLV(curPlayer, packType)
|
| | | return
|
| | |
|
| | |
|
| | | def __GMHelpAnswer(curPlayer, errorMsg=""):
|
| | | if errorMsg:
|
| | | GameWorld.DebugAnswer(curPlayer, "%s" % errorMsg)
|
| | | GameWorld.DebugAnswer(curPlayer, "SetEquipPartPlusLV 等级 设置所有")
|
| | | GameWorld.DebugAnswer(curPlayer, "SetEquipPartPlusLV 阶级 强化等级")
|
| | | GameWorld.DebugAnswer(curPlayer, "SetEquipPartPlusLV 阶级 部位 强化等级")
|
| | | |
| | |
|
| | | #===========================================================================
|
| | | GameWorld.DebugAnswer(curPlayer, "设置所有阶级: SetEquipPartPlusLV 强化等级 进阶等级")
|
| | | GameWorld.DebugAnswer(curPlayer, "设置指定阶级: SetEquipPartPlusLV 阶级 强化等级 进阶等级")
|
| | | GameWorld.DebugAnswer(curPlayer, "设置指定部位: SetEquipPartPlusLV 阶级 部位 强化等级 进阶等级")
|
| | | return
|
| | |
| | |
|
| | | if len(cmdList) != 3:
|
| | | return
|
| | | classlv, equipPlace, starLV = cmdList
|
| | | ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classlv, equipPlace)
|
| | | classLV, equipPlace, starLV = cmdList
|
| | | ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
|
| | | if not ipyData:
|
| | | __GMHelpAnswer(curPlayer)
|
| | | return
|
| | | equipPackIndex = ipyData.GetGridIndex()
|
| | | ChEquip.SetEquipPartStar(curPlayer, equipPackIndex, starLV)
|
| | | ChEquip.NotifyEquipPartStar(curPlayer, equipPackIndex)
|
| | | ChEquip.RefreshPlayerEquipAttribute(curPlayer, classlv)
|
| | | ChEquip.RefreshPlayerEquipAttribute(curPlayer, classLV)
|
| | | playControl = PlayerControl.PlayerControl(curPlayer)
|
| | | playControl.RefreshPlayerAttrState()
|
| | | GameWorld.DebugAnswer(curPlayer, "设置%s阶%s部位星数为: %s" % (classLV, equipPlace, starLV))
|
| | |
| | | def __GMHelpAnswer(curPlayer, errorMsg=""):
|
| | | if errorMsg:
|
| | | GameWorld.DebugAnswer(curPlayer, "%s" % errorMsg)
|
| | | GameWorld.DebugAnswer(curPlayer, "SetEquipPartStar 星数")
|
| | | GameWorld.DebugAnswer(curPlayer, "SetEquipPartStar 阶级 星数")
|
| | | GameWorld.DebugAnswer(curPlayer, "SetEquipPartStar 阶级 部位 星数")
|
| | | GameWorld.DebugAnswer(curPlayer, "SetEquipPartStar 星数")
|
| | | GameWorld.DebugAnswer(curPlayer, "SetEquipPartStar 阶级 星数")
|
| | | GameWorld.DebugAnswer(curPlayer, "SetEquipPartStar 阶级 部位 星数")
|
| | |
|
| | | return
|
| | |
| | | # @remarks 函数详细说明.
|
| | | def OnExec(curPlayer, cmdList):
|
| | | if not cmdList:
|
| | | GameWorld.DebugAnswer(curPlayer, "重置所有部位洗练信息: SetEquipWash 0")
|
| | | GameWorld.DebugAnswer(curPlayer, "设置所有部位洗练信息: SetEquipWash 洗练等级 当前等级洗练属性百分比")
|
| | | GameWorld.DebugAnswer(curPlayer, "设置指定部位洗练信息: SetEquipWash 阶级 装备位 洗练等级 当前等级洗练属性百分比")
|
| | | __GMHelpAnswer(curPlayer)
|
| | | return
|
| | |
|
| | | classLV = 0
|
| | | allIndexList = Operate_EquipWash.GetAllEquipWashPlace()
|
| | | syncPlace = -1
|
| | | if len(cmdList) == 1 and cmdList[0] == 0:
|
| | |
| | | __SetEquipPlaceWashLV(curPlayer, gridIndex, place, washLV, attrPer, maxWashLV)
|
| | |
|
| | | else:
|
| | | __GMHelpAnswer(curPlayer)
|
| | | return
|
| | |
|
| | | Operate_EquipWash.RefreshEquipWashAttr(curPlayer)
|
| | | Operate_EquipWash.RefreshEquipWashAttr(curPlayer, classLV)
|
| | | Operate_EquipWash.Sycn_EquipWashInfo(curPlayer, syncPlace)
|
| | | return
|
| | |
|
| | |
| | |
|
| | | return
|
| | |
|
| | | def __GMHelpAnswer(curPlayer):
|
| | | GameWorld.DebugAnswer(curPlayer, "重置所有部位洗练: SetEquipWash 0")
|
| | | GameWorld.DebugAnswer(curPlayer, "设置所有部位洗练: SetEquipWash 等级 百分比")
|
| | | GameWorld.DebugAnswer(curPlayer, "设置指定部位洗练: SetEquipWash 阶级 装备位 等级 百分比")
|
| | | return
|
| | |
|
| | |
|
| | |
| | | import time
|
| | | import json
|
| | | import FormulaControl
|
| | | import PyGameData
|
| | | #---------------------------------------------------------------------
|
| | |
|
| | |
|
| | |
| | |
|
| | | #--设置穿上物品星级--
|
| | | #===========================================================================
|
| | | # if changeItemEquipPlace in ChConfig.Type_Equip_CanTake:
|
| | | # if changeItemEquipPlace in ShareDefine.RoleEquipType:
|
| | | # equipPartStar = GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, changeItemEquipPlace)
|
| | | # if equipPartStar != curItem.GetItemStarLV():
|
| | | # curItem.SetItemStarLV(equipPartStar)
|
| | |
| | | # @param self 类实例
|
| | | # @return 返回值无意义
|
| | | # @remarks 刷新装备对人物属性的改变
|
| | | def RefreshPlayerEquipAttribute(curPlayer, classlv=0):
|
| | | GameWorld.DebugLog("Start RefreshPlayerEquipAttribute classlv=%s!!!" % classlv)
|
| | | classlvList = range(1, IpyGameDataPY.GetFuncCfg('EquipMaxClasslv') + 1) if classlv == 0 else [classlv]
|
| | | def RefreshPlayerEquipAttribute(curPlayer, classLV=0):
|
| | | GameWorld.DebugLog("Start RefreshPlayerEquipAttribute classLV=%s!!!" % classLV)
|
| | | classlvList = xrange(1, IpyGameDataPY.GetFuncCfg('EquipMaxClasslv') + 1) if classLV == 0 else [classLV]
|
| | | for rclasslv in classlvList:
|
| | | __CalcEquips_Effect(curPlayer, rclasslv)
|
| | |
|
| | |
| | | # for equipIndex in range(0, equipPack.GetCount()):
|
| | | #
|
| | | # #备用装备栏不处理
|
| | | # if packIndex == IPY_GameWorld.rptEquip and equipIndex not in ChConfig.Type_Equip_CanTake :
|
| | | # if packIndex == IPY_GameWorld.rptEquip and equipIndex not in ShareDefine.RoleEquipType:
|
| | | # continue
|
| | | #
|
| | | # curEquip = equipPack.GetAt(equipIndex)
|
| | |
| | |
|
| | | equipID = result[0]
|
| | | equipPlace = result[1]
|
| | | itemClassLV = result[2]
|
| | |
|
| | | ##特殊装备 , 不需要冲刷属性
|
| | | if equipPlace in ChConfig.EquipItemNoRefreshState:
|
| | |
| | | if equipPlace == ShareDefine.retWing:
|
| | | PlayerWing.CalcWingAttr(curPlayer)
|
| | | else:
|
| | | RefreshPlayerEquipAttribute(curPlayer)
|
| | | RefreshPlayerEquipAttribute(curPlayer, itemClassLV)
|
| | |
|
| | | #刷新所有属性
|
| | | playControl = PlayerControl.PlayerControl(curPlayer)
|
| | |
| | |
|
| | | return
|
| | |
|
| | |
|
| | | ## 计算装备对基本属性的改变 |
| | | # @param classlv
|
| | | # @return None
|
| | | def __CalcEquips_Effect(curPlayer, classlv):
|
| | | # baseEquipAttrDict = {}
|
| | | # baseEquipAttr_Weapon = [{} for _ in range(4)] # 武器基础, 物品表装备基础效果属性
|
| | | # baseEquipAttr_Armor = [{} for _ in range(4)] # 防具基础, 物品表装备基础效果属性
|
| | | # baseEquipAttr_Relics = [{} for _ in range(4)] # 圣器基础, 物品表装备基础效果属性
|
| | | def __CalcEquips_Effect(curPlayer, classLV):
|
| | | ''' 境界装备系统属性
|
| | | 1. 装备模块(装备本身属性+装备位升星属性+装备位套装属性),每个境界阶独立,每个境界战力独立模块计算
|
| | | 装备基础属性 = 装备物品表配置属性 + 星级基础属性加成
|
| | | 1.1 装备本身属性: 不能有影响其他境界装备的属性
|
| | | 基础属性: 物品表中的配置
|
| | | 传奇属性: |
| | | 绝版属性: |
| | | |
| | | 1.2 装备位升星属性:不能有影响其他境界装备的属性
|
| | | 升星基础属性,属性属于装备基础
|
| | | 升星等级属性,会影响本阶装备基础
|
| | | 星级套装属性,详见套装属性
|
| | | |
| | | 1.3 装备位套装属性:不能有影响其他境界装备的属性
|
| | | 由装备位是否套装及星级数决定套装属性
|
| | | |
| | | 2.装备位强化模块:战力为所有境界装备位强化属性总和战力
|
| | | 强化等级属性 |
| | | 进化等级属性,影响本部位本境界装备基础
|
| | | |
| | | 3.装备位宝石属性:战力为所有境界装备位宝石属性总和战力
|
| | | 宝石等级属性
|
| | | 宝石觉醒属性,会影响本阶装备基础
|
| | | |
| | | 4.装备位洗练属性:战力为所有境界装备位洗练属性总和战力
|
| | | 洗练等级属性
|
| | | 洗练套装属性,会影响本阶装备基础
|
| | | '''
|
| | |
|
| | | equipMFPTypeList = range(ShareDefine.Def_MFPType_Equip1, ShareDefine.Def_MFPType_Equip15 + 1)
|
| | | if classLV < 1 or classLV > len(equipMFPTypeList):
|
| | | GameWorld.ErrLog("刷境界装备属性阶错误!当前不支持该阶模块: classLV=%s" % classLV)
|
| | | return
|
| | | Def_MFPType_EquipClassLV = equipMFPTypeList[classLV - 1]
|
| | | if Def_MFPType_EquipClassLV not in ChConfig.MFPTypeAttrFuncIndexDict:
|
| | | GameWorld.ErrLog("刷境界装备属性阶错误!当前不支持该阶属性: classLV=%s" % classLV)
|
| | | return
|
| | | Def_CalcAttrFunc_EquipClassLV = ChConfig.MFPTypeAttrFuncIndexDict[Def_MFPType_EquipClassLV][0]
|
| | | #GameWorld.DebugLog("----- 刷境界装备战力: classLV=%s" % (classLV))
|
| | |
|
| | | allAttrListStar = [{} for _ in range(4)] # 星数属性
|
| | | #allAttrListEquip = [{} for _ in range(4)] # 装备其他
|
| | | allAttrListPlusBase = [{} for _ in range(4)] # 基础强化属性
|
| | | allEquipBaseAttrDict = {} # 所有装备基础属性 {attrID:value, ...}
|
| | | baseEquipBaseAttrDict = {} # 基础装备基础属性{attrID:value, ...}
|
| | | equipBaseAttrDict = {} # 装备基础属性 {装备位:{attrID:value, ...}, ...}
|
| | | |
| | | allAttrListEquip = [{} for _ in range(4)] # 装备属性
|
| | | equip_addEquipBaseAttrPerList = [{}, {}, {}] # 装备功能点对装备基础的加成信息
|
| | | allAttrListPlus = [{} for _ in range(4)] # 强化属性
|
| | | plus_addEquipBaseAttrPerList = [{}, {}, {}] # 强化功能点对装备基础的加成信息
|
| | | allAttrListStone = [{} for _ in range(4)] # 宝石属性
|
| | | allAttrListSuit = [{} for _ in range(4)] # 套装属性
|
| | | #stone_addEquipBaseAttrPerList = [{}, {}, {}] # 宝石功能点对装备基础的加成信息
|
| | | allAttrListWash = [{} for _ in range(4)] # 洗练属性
|
| | | #wash_addEquipBaseAttrPerList = [{}, {}, {}] # 洗练功能点对装备基础的加成信息
|
| | | #allAttrListOutOfPrintEquip = [{} for _ in range(4)] # 绝版装备属性 需在等级变化独立计算
|
| | |
|
| | | packType = IPY_GameWorld.rptEquip
|
| | |
| | | #legendAttrDict = {} #所有传奇属性
|
| | | equipScoreTotal = 0 #为解决装备评分、战力不一致的情况,装备战力改为由评分作为参数计算战力
|
| | |
|
| | | #玩家当前可装备的装备类型
|
| | | # 1. 循环遍历本阶装备
|
| | | for equipPlace in equipPartStarIndexList:
|
| | | ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classlv, equipPlace)
|
| | | ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
|
| | | if not ipyData:
|
| | | continue
|
| | | equipIndex = ipyData.GetGridIndex()
|
| | | curEquip = playerEquip.GetAt(equipIndex)
|
| | | if not curEquip or curEquip.IsEmpty():
|
| | | continue
|
| | | |
| | | if not ItemCommon.CheckItemCanUseByExpireTime(curEquip):
|
| | | # 过期
|
| | | continue
|
| | | |
| | | #if not ItemCommon.CheckItemCanUseByExpireTime(curEquip):
|
| | | # # 过期,暂不判断,以后境界装备有时效装备再开启
|
| | | # continue
|
| | |
|
| | | #equipPlaceList.append(equipIndex)
|
| | | equipScoreTotal += ItemCommon.GetEquipGearScore(curEquip)
|
| | | |
| | | baseAttrDict = {} # 装备位基础属性: 物品表 + 星级基础
|
| | | isBaseEquip = equipPlace in ChConfig.EquipPlace_Base
|
| | | |
| | | #GameWorld.DebugLog("装备位 %s: itemID=%s,isBaseEquip=%s,equipScoreTotal=%s" % (equipPlace, curEquip.GetItemTypeID(), isBaseEquip, equipScoreTotal))
|
| | |
|
| | | #基础属性效果
|
| | | for i in xrange(curEquip.GetEffectCount()):
|
| | |
| | | effectValue = curEffect.GetEffectValue(0)
|
| | | if not effectValue:
|
| | | continue
|
| | | # if equipIndex in ChConfig.BaseEquipPlace_Weapon:
|
| | | # PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Weapon)
|
| | | # elif equipIndex in ChConfig.BaseEquipPlace_Armor:
|
| | | # PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Armor)
|
| | | # elif equipIndex in ChConfig.BaseEquipPlace_Relics:
|
| | | # PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Relics)
|
| | | # #其他非基础部位的
|
| | | # else:
|
| | | # PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListEquip)
|
| | | # baseEquipAttrDict[effectID] = baseEquipAttrDict.get(effectID, 0) + effectValue
|
| | | |
| | | |
| | | PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListEquip)
|
| | | baseAttrDict[effectID] = baseAttrDict.get(effectID, 0) + effectValue
|
| | | allEquipBaseAttrDict[effectID] = allEquipBaseAttrDict.get(effectID, 0) + effectValue
|
| | | if isBaseEquip:
|
| | | baseEquipBaseAttrDict[effectID] = baseEquipBaseAttrDict.get(effectID, 0) + effectValue
|
| | | #GameWorld.DebugLog(" 物品表属性: ID=%s +%s" % (effectID, effectValue))
|
| | | |
| | | #星数属性
|
| | | equipPartStar = GetEquipPartStarByRank(curPlayer, equipIndex, curEquip) #生效的星数
|
| | | CalcEquipStarAttr(curPlayer, classlv, equipPlace, equipPartStar, allAttrListStar)
|
| | | #计算装备宝石加成
|
| | | CalcEquipStone_Effect(curPlayer, equipIndex, allAttrListStone)
|
| | | equipPartStar = GetEquipPartStarByRank(curPlayer, equipIndex, curEquip) # 生效的星数
|
| | | if equipPartStar:
|
| | | #GameWorld.DebugLog(" 星级属性: classLV=%s, equipPlace=%s, equipPartStar=%s" % (classLV, equipPlace, equipPartStar))
|
| | | ipyData = IpyGameDataPY.GetIpyGameData('EquipStarUp', classLV, equipPlace, equipPartStar)
|
| | | starBaseAttrDict = {} if not ipyData else ipyData.GetBaseAttrInfo() # 星级基础
|
| | | for starBaseAttrID, starBaseAttrValue in starBaseAttrDict.items():
|
| | | PlayerControl.CalcAttrDict_Type(starBaseAttrID, starBaseAttrValue, allAttrListEquip)
|
| | | baseAttrDict[starBaseAttrID] = baseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
|
| | | allEquipBaseAttrDict[starBaseAttrID] = allEquipBaseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
|
| | | if isBaseEquip:
|
| | | baseEquipBaseAttrDict[starBaseAttrID] = baseEquipBaseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
|
| | | #GameWorld.DebugLog(" 星级基础属性: ID=%s +%s" % (starBaseAttrID, starBaseAttrValue))
|
| | | |
| | | starAttrDict = {} if not ipyData else ipyData.GetStarAttrInfo() # 星级附加
|
| | | for starAttrID, starAttrValue in starAttrDict.items():
|
| | | PlayerControl.CalcAttrDict_Type(starAttrID, starAttrValue, allAttrListEquip)
|
| | | #GameWorld.DebugLog(" 星级附加属性: ID=%s +%s" % (starAttrID, starAttrValue))
|
| | | __CalcFuncAddEquipAttrPer(equipPlace, starAttrID, starAttrValue, equip_addEquipBaseAttrPerList)
|
| | | |
| | | equipBaseAttrDict[equipPlace] = baseAttrDict
|
| | | |
| | | #套装计数
|
| | | suiteID = curEquip.GetSuiteID()
|
| | | if suiteID:
|
| | | if suiteID not in suitCntDict:
|
| | | suitCntDict[suiteID] = []
|
| | | suitCntDict[suiteID].append(equipPartStar)
|
| | | |
| | | #传奇属性
|
| | | legendAttrCount = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrID)
|
| | | legendAttrValueCount = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrValue)
|
| | | if legendAttrCount and legendAttrCount == legendAttrValueCount:
|
| | | for legendIndex in xrange(legendAttrCount):
|
| | | legendAttrID = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrID, legendIndex)
|
| | | legendAttrValue = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrValue, legendIndex)
|
| | | PlayerControl.CalcAttrDict_Type(legendAttrID, legendAttrValue, allAttrListEquip)
|
| | | #GameWorld.DebugLog(" 传奇属性: ID=%s +%s" % (legendAttrID, legendAttrValue))
|
| | | __CalcFuncAddEquipAttrPer(equipPlace, legendAttrID, legendAttrValue, equip_addEquipBaseAttrPerList)
|
| | | |
| | | #绝世属性 - 暂不考虑
|
| | | #CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip)
|
| | |
|
| | | #物品强化属性
|
| | | equipPartPlusLV = GetEquipPartPlusLVByRank(curPlayer, packType, equipIndex, curEquip)
|
| | | equipPartPlusEvolveLV = GetEquipPartPlusEvolveLVByEquip(curPlayer, packType, equipIndex, curEquip)
|
| | | CalcAttr_ItemPlus(curPlayer, curEquip, allAttrListPlusBase, equipPartPlusLV, equipPartPlusEvolveLV)
|
| | | __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, allAttrListPlus, plus_addEquipBaseAttrPerList)
|
| | |
|
| | | #传奇属性
|
| | | #CalcAttr_LegendAttr(curPlayer, curEquip, allAttrListEquip, legendAttrDict)
|
| | | #绝世属性
|
| | | #CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip)
|
| | | #计算装备宝石加成
|
| | | CalcEquipStone_Effect(curPlayer, equipIndex, allAttrListStone)
|
| | | |
| | | #洗练属性
|
| | | Operate_EquipWash.CalcAttr_EquipWash(curPlayer, equipIndex, equipPlace, allAttrListWash)
|
| | |
|
| | |
|
| | | # GameWorld.DebugLog(" 装备循环属性: %s" % (allAttrListEquip))
|
| | | # GameWorld.DebugLog(" 强化循环属性: %s" % (allAttrListPlus))
|
| | | # GameWorld.DebugLog(" 宝石循环属性: %s" % (allAttrListStone))
|
| | | # GameWorld.DebugLog(" 洗练循环属性: %s" % (allAttrListWash))
|
| | | # GameWorld.DebugLog(" -----" )
|
| | | # 2. 计算遍历后的附加属性
|
| | | #套装属性
|
| | | CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListSuit)
|
| | | #GameWorld.DebugLog("所有传奇属性: %s" % legendAttrDict)
|
| | | #保存计算值
|
| | | #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allAttrListStone)
|
| | | #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allAttrListStar)
|
| | | # PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseWeapon, baseEquipAttr_Weapon)
|
| | | # PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseArmor, baseEquipAttr_Armor)
|
| | | # PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseRelics, baseEquipAttr_Relics)
|
| | | # PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Equip, allAttrListEquip)
|
| | | # PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_PlusBase, allAttrListPlusBase)
|
| | | # PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Suit, allAttrListSuit)
|
| | | # PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allAttrListWash)
|
| | | # PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
|
| | | CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListEquip)
|
| | |
|
| | | #GameWorld.DebugLog(" 装备属性套装: %s" % (allAttrListEquip))
|
| | | |
| | | # 3. 计算对装备基础的附加加成
|
| | | # GameWorld.DebugLog(" -----" )
|
| | | # GameWorld.DebugLog(" 所有装备基础属性: %s" % (allEquipBaseAttrDict))
|
| | | # GameWorld.DebugLog(" 基础装备基础属性: %s" % (baseEquipBaseAttrDict))
|
| | | # GameWorld.DebugLog(" 单件装备基础属性: %s" % (equipBaseAttrDict))
|
| | | #计算功能点对装备基础的加成
|
| | | __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, equip_addEquipBaseAttrPerList, allAttrListEquip, "Equip")
|
| | | __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, plus_addEquipBaseAttrPerList, allAttrListPlus, "Plus")
|
| | | #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, stone_addEquipBaseAttrPerList, allAttrListStone, "Stone")
|
| | | #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, wash_addEquipBaseAttrPerList, allAttrListWash, "Wash")
|
| | | |
| | | #GameWorld.DebugLog(" 本阶装备属性: %s" % (allAttrListEquip))
|
| | | |
| | | #保存计算值
|
| | | PlayerControl.SetCalcAttrListValue(curPlayer, Def_CalcAttrFunc_EquipClassLV, allAttrListEquip)
|
| | | #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
|
| | | #计算装备基础属性附加战力 (目前组成: 评分战力 + ...)
|
| | | equipFightPowerEx = eval(IpyGameDataPY.GetFuncCompileCfg("FightpowerFormula", 2))
|
| | | #GameWorld.DebugLog("装备评分战力: equipScoreTotal=%s,equipFightPowerEx=%s" % (equipScoreTotal, equipFightPowerEx))
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_Equip, equipFightPowerEx)
|
| | | #GameWorld.DebugLog(" 装备评分战力: equipScoreTotal=%s,equipFightPowerEx=%s" % (equipScoreTotal, equipFightPowerEx))
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % Def_MFPType_EquipClassLV, equipFightPowerEx)
|
| | | |
| | | # 4. 累加所有阶装备位属性
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | if playerID not in PyGameData.g_playerEquipPartAttrDict:
|
| | | PyGameData.g_playerEquipPartAttrDict[playerID] = {}
|
| | | equipPartAttrDict = PyGameData.g_playerEquipPartAttrDict[playerID]
|
| | | equipPartAttrDict[classLV] = [allAttrListPlus, allAttrListStone, allAttrListWash]
|
| | | |
| | | allPartAttrListPlus = [{} for _ in range(4)]
|
| | | allPartAttrListStone = [{} for _ in range(4)]
|
| | | allPartAttrListWash = [{} for _ in range(4)]
|
| | | |
| | | # GameWorld.DebugLog(" ----- 累加所有阶装备位养成属性")
|
| | | # GameWorld.DebugLog(" 本阶强化属性: %s" % (allAttrListPlus))
|
| | | # GameWorld.DebugLog(" 本阶宝石属性: %s" % (allAttrListStone))
|
| | | # GameWorld.DebugLog(" 本阶洗练属性: %s" % (allAttrListWash))
|
| | | |
| | | for classLV, attrList in equipPartAttrDict.items():
|
| | | allAttrListPlus, allAttrListStone, allAttrListWash = attrList
|
| | | #GameWorld.DebugLog(" classLV=%s, %s" % (classLV, attrList))
|
| | | for i in xrange(4):
|
| | | PlayerControl.AddAttrDictValue(allPartAttrListPlus[i], allAttrListPlus[i])
|
| | | PlayerControl.AddAttrDictValue(allPartAttrListStone[i], allAttrListStone[i])
|
| | | PlayerControl.AddAttrDictValue(allPartAttrListWash[i], allAttrListWash[i])
|
| | | |
| | | # GameWorld.DebugLog(" 所有阶强化属性: %s" % (allPartAttrListPlus))
|
| | | # GameWorld.DebugLog(" 所有阶宝石属性: %s" % (allPartAttrListStone))
|
| | | # GameWorld.DebugLog(" 所有阶洗练属性: %s" % (allPartAttrListWash))
|
| | | PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Plus, allPartAttrListPlus)
|
| | | PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allPartAttrListStone)
|
| | | PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allPartAttrListWash)
|
| | | return
|
| | |
|
| | | def __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, addPerInfoList):
|
| | | ## 计算其他功能属性对装备基础属性的加成
|
| | | |
| | | if attrID not in ChConfig.EquipBassAttrAddInfoSet:
|
| | | return
|
| | | effPlace, calcAttrList = ChConfig.EquipBassAttrAddInfoSet[attrID]
|
| | | #GameWorld.DebugLog(" 装备基础加成信息: ID=%s,effPlace=%s,calcAttrList=%s" % (attrID, effPlace, calcAttrList))
|
| | | # 所有部位
|
| | | if effPlace == -1:
|
| | | allPlaceAddPerDict = addPerInfoList[0]
|
| | | for calcAttrIndex in calcAttrList:
|
| | | allPlaceAddPerDict[calcAttrIndex] = allPlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
|
| | | #GameWorld.DebugLog(" 当前加成信息=%s" % (addPerInfoList))
|
| | | return
|
| | | |
| | | # 基础部位
|
| | | if effPlace == -2 and equipPlace in ChConfig.EquipPlace_Base:
|
| | | basePlaceAddPerDict = addPerInfoList[1]
|
| | | for calcAttrIndex in calcAttrList:
|
| | | basePlaceAddPerDict[calcAttrIndex] = basePlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
|
| | | #GameWorld.DebugLog(" 当前加成信息=%s" % (addPerInfoList))
|
| | | return
|
| | | |
| | | # 指定部位
|
| | | elif effPlace > 0 and equipPlace == effPlace:
|
| | | assignPlaceAddPerDict = addPerInfoList[2]
|
| | | if equipPlace not in assignPlaceAddPerDict:
|
| | | assignPlaceAddPerDict[equipPlace] = {}
|
| | | curPlaceAddPerDict = assignPlaceAddPerDict[equipPlace]
|
| | | for calcAttrIndex in calcAttrList:
|
| | | curPlaceAddPerDict[calcAttrIndex] = curPlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
|
| | | #GameWorld.DebugLog(" 当前加成信息=%s" % (addPerInfoList))
|
| | | return
|
| | | |
| | | return
|
| | |
|
| | | def __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, addEquipBaseAttrPerList, allAttrList, sign=""):
|
| | | ## 计算其他功能属性对装备基础属性加成的属性具体值
|
| | | allPlaceAddPerDict, basePlaceAddPerDict, assignPlaceAddPerDict = addEquipBaseAttrPerList
|
| | | #GameWorld.DebugLog(" 计算功能点对装备基础属性加成: %s" % sign)
|
| | | #GameWorld.DebugLog(" 全部装备属性: %s, 加成%s" % (allEquipBaseAttrDict, allPlaceAddPerDict))
|
| | | for attrID, addPer in allPlaceAddPerDict.items():
|
| | | if attrID not in allEquipBaseAttrDict:
|
| | | continue
|
| | | baseValue = allEquipBaseAttrDict[attrID]
|
| | | addValue = int(baseValue * addPer / 10000.0)
|
| | | PlayerControl.CalcAttrDict_Type(attrID, addValue, allAttrList)
|
| | | #GameWorld.DebugLog(" 加成: ID=%s +%s %s" % (attrID, addValue, addPer))
|
| | | |
| | | #GameWorld.DebugLog(" 基础装备属性: %s, 加成%s" % (baseEquipBaseAttrDict, basePlaceAddPerDict))
|
| | | for attrID, addPer in basePlaceAddPerDict.items():
|
| | | if attrID not in baseEquipBaseAttrDict:
|
| | | continue
|
| | | baseValue = baseEquipBaseAttrDict[attrID]
|
| | | addValue = int(baseValue * addPer / 10000.0)
|
| | | PlayerControl.CalcAttrDict_Type(attrID, addValue, allAttrList)
|
| | | #GameWorld.DebugLog(" 加成: ID=%s +%s %s" % (attrID, addValue, addPer))
|
| | | |
| | | #GameWorld.DebugLog(" 指定装备属性: %s, 加成%s" % (equipBaseAttrDict, assignPlaceAddPerDict))
|
| | | for equipPlace, addPerDict in assignPlaceAddPerDict.items():
|
| | | if equipPlace not in equipBaseAttrDict:
|
| | | continue
|
| | | baseAttrDict = equipBaseAttrDict[equipPlace]
|
| | | for attrID, addPer in addPerDict.items():
|
| | | if attrID not in baseAttrDict:
|
| | | continue
|
| | | baseValue = baseAttrDict[attrID]
|
| | | addValue = int(baseValue * addPer / 10000.0)
|
| | | PlayerControl.CalcAttrDict_Type(attrID, addValue, allAttrList)
|
| | | #GameWorld.DebugLog(" 加成: ID=%s +%s %s" % (attrID, addValue, addPer))
|
| | | return
|
| | |
|
| | | def CalcAttr_LegendAttr(curPlayer, curEquip, allAttrListEquip, legendAttrDict={}):
|
| | | ## 计算传奇属性
|
| | |
| | | ## 计算装备对基本属性的改变
|
| | | # @return None
|
| | | def CalcEquips_OutOfPrint(curPlayer):
|
| | | # 境界装备改版,先屏蔽,之后再处理
|
| | | return
|
| | | allAttrListOutOfPrintEquip = [{} for _ in range(4)] # 绝版装备属性 需在等级变化独立计算
|
| | |
|
| | | packType = IPY_GameWorld.rptEquip
|
| | |
| | | PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
|
| | | return
|
| | |
|
| | |
|
| | | ## 计算装备强化后的属性
|
| | | # @param curPlayer 当前玩家
|
| | | # @param curPlayer allAttrList 属性缓存
|
| | | # @return None
|
| | | def CalcAttr_ItemPlus(curPlayer, curEquip, allAttrList, equipPartStarLV, equipPartPlusEvolveLV):
|
| | | if not equipPartStarLV:
|
| | | def __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, allAttrList, plus_addEquipBaseAttrPerList):
|
| | | ## 计算装备强化后的属性
|
| | | equipPartPlusLV = GetEquipPartPlusLVByRank(curPlayer, packType, equipIndex, curEquip)
|
| | | equipPartPlusEvolveLV = GetEquipPartPlusEvolveLVByEquip(curPlayer, packType, equipIndex, curEquip)
|
| | | |
| | | if not equipPartPlusLV:
|
| | | return
|
| | | plusType = GetEquipPlusType(curEquip)
|
| | | if plusType is None:
|
| | | return
|
| | |
|
| | | ipyData = IpyGameDataPY.GetIpyGameData("ItemPlus", plusType, equipPartStarLV)
|
| | | #GameWorld.DebugLog(" 强化属性: plusType=%s,equipPartPlusLV=%s,equipPartPlusEvolveLV=%s" % (plusType, equipPartPlusLV, equipPartPlusEvolveLV))
|
| | | ipyData = IpyGameDataPY.GetIpyGameData("ItemPlus", plusType, equipPartPlusLV)
|
| | | if not ipyData:
|
| | | return
|
| | | attrTypeList, attrValueList = ipyData.GetAttrType(), ipyData.GetAttrValue()
|
| | | for i, attrID in enumerate(attrTypeList):
|
| | | #GameWorld.DebugLog(" 强化基础属性: ID=%s +%s" % (attrID, attrValueList[i]))
|
| | | PlayerControl.CalcAttrDict_Type(attrID, attrValueList[i], allAttrList)
|
| | |
|
| | | if not equipPartPlusEvolveLV:
|
| | | return
|
| | | #进化属性
|
| | | equipPlace = curEquip.GetEquipPlace()
|
| | | ipyData = IpyGameDataPY.GetIpyGameData('EquipPlusEvolve', equipPlace, equipPartPlusEvolveLV)
|
| | | if not ipyData:
|
| | | return
|
| | | for attrID, attrValue in ipyData.GetAttr().items():
|
| | | #GameWorld.DebugLog(" 强化进阶属性: ID=%s +%s" % (attrID, attrValue))
|
| | | PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
|
| | | return
|
| | |
|
| | |
|
| | | ## 添加全身装备品质对应BUFF
|
| | | # @param curPlayer 当前玩家
|
| | | # @return None
|
| | | def AddEquipsQualityBuff(curPlayer, qualityEquipCnt, suiteEquipCnt):
|
| | | suiteCntRecord = 0
|
| | | notifySuiteCnt = 0
|
| | | notifyType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrActivatyNotify)
|
| | | isAll, addAttrList = ReadChConfig.GetEvalChConfig('EquipQualityAddAttr')
|
| | | for confInfo in addAttrList:
|
| | | confQuality = confInfo[1] # 配置品质标识 1-卓越,2-套装
|
| | | cnt = 0 |
| | | if confQuality == 1:
|
| | | cnt = qualityEquipCnt
|
| | | elif confQuality == 2:
|
| | | cnt = suiteEquipCnt
|
| | | __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, plus_addEquipBaseAttrPerList)
|
| | |
|
| | | confCnt = confInfo[0]
|
| | | if cnt >= confCnt: # 如果件数满足
|
| | | EquipAddBuff(curPlayer, confInfo[2])
|
| | | |
| | | if confQuality == 2 and confCnt > notifySuiteCnt and notifyType == \
|
| | | ChConfig.Def_AttrActivatyNotify_Equip:
|
| | | notifySuiteCnt = confCnt
|
| | | |
| | | if confQuality == 2 and confCnt > suiteCntRecord:
|
| | | suiteCntRecord = confCnt
|
| | | |
| | | if not isAll:
|
| | | break
|
| | | |
| | | lastSuiteCntRecord = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrActivatyRecordSuiteCnt) |
| | | if notifySuiteCnt > 0 and notifySuiteCnt > lastSuiteCntRecord:
|
| | | PlayerControl.NotifyCode(curPlayer, "GeRen_hgg_917284", [curPlayer.GetPlayerName(),
|
| | | notifySuiteCnt])
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrActivatyRecordSuiteCnt, suiteCntRecord)
|
| | | #GameWorld.DebugLog("套装件数 上次记录=%s,更新记录=%s" % (lastSuiteCntRecord, suiteCntRecord))
|
| | | return
|
| | |
|
| | |
|
| | | ## 添加装备全身强化等级对应属性
|
| | | # @param curPlayer 当前玩家
|
| | | # @return None
|
| | | def CalcAllEquipAllPlusLVAttr(curPlayer):
|
| | | totalLV = GetTotalPlusLV(curPlayer, False)
|
| | | activeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipActiveStarLV)
|
| | | totalLV = min(totalLV, activeLV)
|
| | | ipyData = IpyGameDataPY.InterpolationSearch("ItemPlusSumAttr", "PlusCntNeed", totalLV)
|
| | | if not ipyData:
|
| | | return {}
|
| | | |
| | | attrTypeList = ipyData.GetAttrType()
|
| | | attrValueList = ipyData.GetAttrValue()
|
| | | #allAttrList = [{} for i in range(4)]
|
| | | attrDict = {}
|
| | | for i, attrID in enumerate(attrTypeList):
|
| | | value = attrValueList[i]
|
| | | attrDict[attrID] = attrDict.get(attrID, 0) + value
|
| | | #PlayerControl.CalcAttrDict_Type(attrID, value, allAttrList)
|
| | | |
| | | #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_PlusEx, allAttrList)
|
| | | |
| | | return attrDict
|
| | |
|
| | |
|
| | | ## 装备套装属性计算
|
| | | # @param curPlayer 当前玩家
|
| | |
| | | needStar = ipyData.GetStar()
|
| | | skillID = ipyData.GetSkillID()
|
| | | if [1 if star >= needStar else 0 for star in starList].count(1) >= suiteCnt:
|
| | | #GameWorld.DebugLog(" 套装: suiteID=%s,suiteCnt=%s,needStar=%s" % (suiteID, suiteCnt, needStar))
|
| | | for attrID, attrValue in ipyData.GetAttrInfo().items():
|
| | | PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListSuit)
|
| | | #GameWorld.DebugLog(" 属性: ID=%s +%s" % (attrID, attrValue))
|
| | | #技能
|
| | | if skillID and not skillManager.FindSkillBySkillTypeID(skillID):
|
| | | learnSkillList.append(skillID)
|
| | |
| | | gemLV = gemEffect.GetEffectValue(1)
|
| | | gemLVList.append(gemLV)
|
| | | return gemLVList
|
| | |
|
| | | def CalcEquipStarAttr(curPlayer, classlv, equipPlace, equipPartStar, allAttrListStar):
|
| | | ## 计算装备星数属性
|
| | | if not equipPartStar:
|
| | | return
|
| | | ipyData = IpyGameDataPY.GetIpyGameData('EquipStarUp', classlv, equipPlace, equipPartStar)
|
| | | if not ipyData:
|
| | | return
|
| | | starAttrDict = ipyData.GetStarAttrInfo()
|
| | | for attrID, attrValue in starAttrDict.items():
|
| | | PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListStar)
|
| | | baseAttrDict = ipyData.GetBaseAttrInfo()
|
| | | for attrID, attrValue in baseAttrDict.items():
|
| | | PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListStar)
|
| | | return
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | | ## 装备添加Buff
|
| | |
| | | oldEquipShowSwitch = curPlayer.GetEquipShowSwitch()
|
| | | realSuit=1
|
| | | equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
|
| | | for place in ChConfig.Def_SuitEquipPlaceList:
|
| | | for place in ChConfig.EquipPlace_Base:
|
| | | ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, place)
|
| | | if not ipyData:
|
| | | realSuit = 0
|
| | |
| | | SyncAllEquipAttrActiveInfo(curPlayer, activeType)
|
| | | if activeType == 0:
|
| | | PlayerMagicWeapon.CalcMagicWeaponSoulAttr(curPlayer)
|
| | | else:
|
| | | RefreshPlayerEquipAttribute(curPlayer)
|
| | | #注意: 需要传装备阶触发刷属性,暂屏蔽,功能修改时再处理
|
| | | #else:
|
| | | # RefreshPlayerEquipAttribute(curPlayer)
|
| | |
|
| | | #刷新所有属性
|
| | | playControl = PlayerControl.PlayerControl(curPlayer)
|
| | |
| | | #
|
| | | # destItemPlace.PutIn(curEquip)
|
| | | #===============================================================================
|
| | | return equipID, equipPlace
|
| | | return equipID, equipPlace, itemClassLV
|
| | |
|
| | | #是否能放入物品(第几个物品栏, 物品序号, 放入的物品, 放入物品ID, 物品是否绑定)
|
| | | #===============================================================================
|
| | |
| | | MaxAtk = attrDict.get(ShareDefine.Def_Effect_MaxAtk, 0) + Atk
|
| | | MaxHP = attrDict.get(ShareDefine.Def_Effect_MaxHP, 0)
|
| | | Def = attrDict.get(ShareDefine.Def_Effect_Def, 0)
|
| | | ArmorDefPer = attrDict.get(ShareDefine.Def_Effect_ArmorDefAddPer, 0)
|
| | | ArmorDefPer = 0
|
| | | IceAtk = attrDict.get(ShareDefine.Def_Effect_IceAtk, 0)
|
| | | IceDef = attrDict.get(ShareDefine.Def_Effect_IceDef, 0)
|
| | |
|
| | |
| | | def GetIsZhuXianEquip(curItem):
|
| | | ## 返回是否诛仙装备
|
| | | return curItem.GetType() in ChConfig.Def_ZhuXianEquiipType
|
| | |
|
| | | ## 返回是否武器
|
| | | # @param curItem 当前物品
|
| | | # @return None
|
| | | # @remarks 函数详细说明.
|
| | | def GetIsWeapon(curItem):
|
| | | return curItem.GetType() in ChConfig.Def_WeaponItemType
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | | ##遍历数据库查找合适的物品, 通过 效果ID + 效果A值确定物品
|
| | |
| | | import CrossRealmPlayer
|
| | | import CrossPlayerData
|
| | | import ChNetSendPack
|
| | | import EquipZhuXian
|
| | | #import EquipZhuXian
|
| | | import PlayerCoat
|
| | | import PlayerState
|
| | | import QuestCommon
|
| | |
| | | playerID = curPlayer.GetPlayerID()
|
| | | PyGameData.g_zhuXianSkillAddPerDict.pop(playerID, None)
|
| | | PyGameData.g_zhuXianSkillReducePerDict.pop(playerID, None)
|
| | | PyGameData.g_playerFuncAttrDict.pop(playerID, None)
|
| | | PyGameData.g_playerEquipPartAttrDict.pop(playerID, None)
|
| | | return
|
| | |
|
| | | ##更新保存玩家在线时间
|
| | |
| | | PlayerGreatMaster.Sync_GreatMasterFreeSkillPoint(curPlayer)
|
| | | # 升级需要执行的游戏功能处理
|
| | | GameFuncComm.DoFuncOpenLogic(curPlayer)
|
| | | ChEquip.CalcEquips_OutOfPrint(curPlayer) # 缓存绝版属性
|
| | | #ChEquip.CalcEquips_OutOfPrint(curPlayer) # 缓存绝版属性
|
| | | if aftLV%10 == 0:
|
| | | # 控制下刷新次数
|
| | | PlayerPet.CalcPetItemAddPlayerAttr(curPlayer) # 宠物有随等级变化的技能
|
| | |
| | | PlayerFamilyTech.CalcFamilyTechAttr(curPlayer)
|
| | | PlayerEquipDecompose.RefreshEDAttr(curPlayer)
|
| | | PlayerDogz.RefreshDogzAttr(curPlayer)
|
| | | EquipZhuXian.CalcZhuXianAttr(curPlayer)
|
| | | #EquipZhuXian.CalcZhuXianAttr(curPlayer)
|
| | | PlayerGatherSoul.RefreshGatherSoulAttr(curPlayer)
|
| | | PlayerCoat.CalcClothesCoatSkinAttr(curPlayer)
|
| | | self.RefreshAllState(isForce=True)
|
| | |
| | | curPlayer.BeginRefreshState()
|
| | | self.ResetFightPowerObj()
|
| | | #self.PrintAttr(curPlayer, "重置后")
|
| | | notAttrList = [{} for _ in range(4)]
|
| | |
|
| | | # 1.初始化人物各项状态及属性
|
| | | self.InitPlayerState()
|
| | |
| | | funcAttrInfoList.append(roleBaseAttrInfo)
|
| | | continue
|
| | | attrInfo = GetCalcAttrListValue(curPlayer, funcIndex)
|
| | | GameWorld.DebugLog("功能点属性: %s, %s" % (funcIndex, attrInfo))
|
| | | if attrInfo != notAttrList:
|
| | | GameWorld.DebugLog("功能点属性: %s, %s" % (funcIndex, attrInfo))
|
| | | funcAttrInfoList.append(attrInfo)
|
| | | # 不同功能点间的数值累加,需使用支持衰减递增的计算方式
|
| | | AddAttrDictValue(baseAttrDict, attrInfo[ChConfig.CalcAttr_Base])
|
| | |
| | |
|
| | | # 3.计算战斗属性
|
| | | # 3.1 战斗属性层级交叉影响基值数值汇总
|
| | | # 装备基础
|
| | | equipBaseAttrList = AddAttrListValue([funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseWeapon],
|
| | | funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
|
| | | funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseRelics],
|
| | | ])
|
| | | #GameWorld.DebugLog("装备基础: %s" % equipBaseAttrList)
|
| | | |
| | | # 基础层级(角色基础属性、装备基础属性、强化基础属性)
|
| | | # 基础层级(角色基础属性)
|
| | | baseAttrList = AddAttrListValue([funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase],
|
| | | equipBaseAttrList,
|
| | | funcAttrInfoList[ChConfig.Def_CalcAttrFunc_PlusBase],
|
| | | ])
|
| | | #GameWorld.DebugLog("基础层级: %s" % baseAttrList)
|
| | |
|
| | |
| | | ChConfig.TYPE_Calc_BaseDefAddPer:baseAttrList,
|
| | | ChConfig.TYPE_Calc_BaseHitAddPer:baseAttrList,
|
| | | ChConfig.TYPE_Calc_BaseMissAddPer:baseAttrList,
|
| | | ChConfig.TYPE_Calc_EquipBaseAddPer:equipBaseAttrList,
|
| | | ChConfig.TYPE_Calc_WeaponAtkAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseWeapon],
|
| | | ChConfig.TYPE_Calc_RelicsAtkAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseRelics],
|
| | | ChConfig.TYPE_Calc_ArmorMaxHPAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
|
| | | ChConfig.TYPE_Calc_ArmorDefAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
|
| | | ChConfig.TYPE_Calc_GodWeaponMaxHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_GodWeapon],
|
| | | ChConfig.TYPE_Calc_GodWeaponAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_GodWeapon],
|
| | | ChConfig.TYPE_Calc_StoneMaxHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Stone],
|
| | |
| | | ChConfig.TYPE_Calc_StoneBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Stone],
|
| | | ChConfig.TYPE_Calc_RealmBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Prestige],
|
| | | ChConfig.TYPE_Calc_HorseAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Horse],
|
| | | ChConfig.TYPE_Calc_HorcruxBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Horcrux],
|
| | | ChConfig.TYPE_Calc_WingHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Wing],
|
| | | ChConfig.TYPE_Calc_SuiteBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Suit],
|
| | | ChConfig.TYPE_Calc_PlusBaseAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_PlusBase],
|
| | | }
|
| | | # 3.2 统计各功能之间非线性属性交叉影响累加
|
| | | funcAddAttrPerInfoDict = {} # 百分比交叉影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...}
|
| | |
| | | fpParam = IpyGameDataPY.GetIpyGameData("FightPowerParam", curLV)
|
| | | mfpDict = {} # 模块战斗力
|
| | | for mfpObj in mfpObjAttrDict.keys():
|
| | | mfpDict[mfpObj.mfpType] = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
|
| | | mfpDict[mfpObj.mfpType] = mfpDict[mfpObj.mfpType] + curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
|
| | | mfpDict[mfpObj.mfpType] = mfpDict[mfpObj.mfpType] + curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
|
| | | mfp = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
|
| | | mfp += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
|
| | | mfp += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
|
| | | mfpDict[mfpObj.mfpType] = mfp
|
| | |
|
| | | # 最后在附加上特殊附加层级线性属性、永久技能层级固定值
|
| | | CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, allAttrExList[ChConfig.CalcAttr_Battle])
|
| | |
| | | # 基础闪避百分比
|
| | | def GetBaseMissAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BaseMissAddPer)
|
| | | def SetBaseMissAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BaseMissAddPer, value)
|
| | | # 魂器基础百分比
|
| | | def GetHorcruxBasePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_HorcruxBasePer)
|
| | | def SetHorcruxBasePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_HorcruxBasePer, value)
|
| | | # 装备基础百分比
|
| | | def GetEquipBaseAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_EquipBaseAddPer)
|
| | | def SetEquipBaseAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_EquipBaseAddPer, value)
|
| | | # 武器基础攻击百分比
|
| | | def GetWeaponAtkAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WeaponAtkAddPer)
|
| | | def SetWeaponAtkAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WeaponAtkAddPer, value)
|
| | | # 圣器基础攻击百分比
|
| | | def GetRelicsAtkAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_RelicsAtkAddPer)
|
| | | def SetRelicsAtkAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_RelicsAtkAddPer, value)
|
| | | # 防具基础生命百分比
|
| | | def GetArmorMaxHPAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ArmorMaxHPAddPer)
|
| | | def SetArmorMaxHPAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_ArmorMaxHPAddPer, value)
|
| | | # 防具基础防御百分比
|
| | | def GetArmorDefAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ArmorDefAddPer)
|
| | | def SetArmorDefAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_ArmorDefAddPer, value)
|
| | | # 神兵生命百分比
|
| | | def GetGodWeaponMaxHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GodWeaponMaxHPPer)
|
| | | def SetGodWeaponMaxHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GodWeaponMaxHPPer, value)
|
| | |
| | | return
|
| | |
|
| | | #-------------------------------------------------------------------------------
|
| | | # 每个功能最多加几个属性
|
| | | # 即以这种方式优化刷属性效率,一个功能需要额外占用Def_MaxAddAttrTypeCnt*2个临时字典缓存(一个存类型,一个存值)
|
| | | Def_MaxAddAttrTypeCnt = 15
|
| | |
|
| | | # 通过SetCalcAttrListValue先缓存功能计算增加的属性值,仅在变更时重新计算设置
|
| | | # 通过AddCalcAttrListValue取出缓存中已经算好的属性值,在刷属性中进行累加,从而减少每次重新计算功能增加的属性
|
| | |
|
| | | ## 设置保存功能事先计算好的属性值
|
| | | def SetCalcAttrListValue(curPlayer, funcIndex, allAttrList):
|
| | |
| | | addMaxHP = curPlayer.GetLV() * battleAttrDict[ChConfig.TYPE_Calc_PerLVMaxHP]
|
| | | battleAttrDict[ChConfig.TYPE_Calc_AttrMaxHP] = battleAttrDict.get(ChConfig.TYPE_Calc_AttrMaxHP, 0) + addMaxHP
|
| | |
|
| | | for attrIndex, addAttrDict in enumerate(allAttrList):
|
| | | findIndex = -1
|
| | | for attrType, attrValue in addAttrDict.items():
|
| | | if not isinstance(attrValue, int):
|
| | | GameWorld.ErrLog("SetCalcAttrListValue funcIndex=%s,attrType=%s,Value=%s is not int!" |
| | | % (funcIndex, attrType, attrValue), curPlayer.GetPlayerID())
|
| | | continue
|
| | | for i in xrange(findIndex + 1, Def_MaxAddAttrTypeCnt):
|
| | | addAttrTypeKey = ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i)
|
| | | addAttrValueKey = ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i)
|
| | | if curPlayer.GetDictByKey(addAttrTypeKey) == 0:
|
| | | findIndex = i
|
| | | curPlayer.SetDict(addAttrTypeKey, attrType)
|
| | | curPlayer.SetDict(addAttrValueKey, attrValue)
|
| | | break
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | if playerID not in PyGameData.g_playerFuncAttrDict:
|
| | | PyGameData.g_playerFuncAttrDict[playerID] = {}
|
| | | funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
|
| | | funcAttrDict[funcIndex] = allAttrList
|
| | | #GameWorld.DebugLog("保存功能点属性: funcIndex=%s, %s" % (funcIndex, allAttrList))
|
| | | return
|
| | |
|
| | | def GetCalcAttrListValue(curPlayer, funcIndex):
|
| | |
| | | else:
|
| | | return attrList
|
| | |
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | if playerID not in PyGameData.g_playerFuncAttrDict:
|
| | | return attrList
|
| | | funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
|
| | | for funcIndex in funcIndexList:
|
| | | for attrIndex, attrDict in enumerate(attrList):
|
| | | for i in xrange(Def_MaxAddAttrTypeCnt):
|
| | | attrType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i))
|
| | | if attrType == 0:
|
| | | break
|
| | | attrValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i))
|
| | | if attrType in attrDict:
|
| | | attrDict[attrType] = attrValue + attrDict[attrType]
|
| | | else:
|
| | | attrDict[attrType] = attrValue |
| | | if funcIndex not in funcAttrDict:
|
| | | continue
|
| | | funcAttrList = funcAttrDict[funcIndex]
|
| | | for i, attrDict in enumerate(attrList):
|
| | | curAttrDict = funcAttrList[i]
|
| | | AddAttrDictValue(attrDict, curAttrDict)
|
| | | return attrList
|
| | |
|
| | | ## 刷属性时累加功能事先计算好的属性值
|
| | | def AddCalcAttrListValue(curPlayer, funcIndex, allAttrList):
|
| | | for attrIndex in ChConfig.CalcAttrIndexList:
|
| | | for i in xrange(Def_MaxAddAttrTypeCnt):
|
| | | curAddAttrType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i))
|
| | | if curAddAttrType == 0:
|
| | | break
|
| | | curAddAttrValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i))
|
| | | addAttrDict = allAttrList[attrIndex]
|
| | | AddAttrDictValue(addAttrDict, {curAddAttrType:curAddAttrValue})
|
| | | |
| | | return allAttrList
|
| | |
|
| | | ## 重置缓存
|
| | | def ClearCalcAttrListValue(curPlayer, funcIndex):
|
| | | for attrIndex in ChConfig.CalcAttrIndexList:
|
| | | for i in xrange(Def_MaxAddAttrTypeCnt):
|
| | | addAttrTypeKey = ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i)
|
| | | attrType = curPlayer.GetDictByKey(addAttrTypeKey)
|
| | | if not attrType:
|
| | | break
|
| | | curPlayer.SetDict(addAttrTypeKey, 0)
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i), 0)
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | if playerID not in PyGameData.g_playerFuncAttrDict:
|
| | | return
|
| | | funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
|
| | | funcAttrDict.pop(funcIndex, None)
|
| | | return
|
| | |
|
| | | def AddAttrListValue(attrList):
|
| | |
| | |
|
| | | if privilege == ChConfig.MWPrivilege_EquipPlus:
|
| | | #强化加成
|
| | | addAttr = ChEquip.CalcAllEquipAllPlusLVAttr(curPlayer)
|
| | | #境界改版,废弃
|
| | | pass
|
| | | else:
|
| | | multiple = 1 #倍数
|
| | | if singleValue:
|
| | |
| | | # @return 布尔值
|
| | | # @remarks 处理耐久计算方式为:现实时间刷新方式的物品
|
| | | def ProcessTimeEquip(curPlayer, tick):
|
| | | itemManager = curPlayer.GetItemManager()
|
| | | hasItemClear = False
|
| | |
|
| | | curPack = itemManager.GetPack(IPY_GameWorld.rptEquip)
|
| | | for i in range(0, curPack.GetCount()):
|
| | | curItem = curPack.GetAt(i)
|
| | | |
| | | #异常物品
|
| | | if not ItemCommon.CheckItemCanUse(curItem):
|
| | | continue
|
| | |
|
| | | if curItem.GetEndureReduceType() not in [ChConfig.Def_EquipReduceType_RTimeItem,
|
| | | ChConfig.Def_EquipReduceType_Time]:
|
| | | continue
|
| | |
|
| | | #处理现实时间物品逻辑
|
| | | if __DoLogic_ProcessTimeEquip(curPlayer, curItem, i):
|
| | | hasItemClear = True
|
| | | |
| | | |
| | | if hasItemClear:
|
| | | #装备重刷属性
|
| | | PlayerWing.CalcWingAttr(curPlayer)
|
| | | ChEquip.RefreshPlayerEquipAttribute(curPlayer)
|
| | | |
| | | |
| | | # 进行更新时效道具刷新时间
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_EquipTime, tick)
|
| | | |
| | | return hasItemClear
|
| | | return
|
| | | #境界装备修改,暂屏蔽,待优化
|
| | | # itemManager = curPlayer.GetItemManager()
|
| | | # hasItemClear = False
|
| | | #
|
| | | # curPack = itemManager.GetPack(IPY_GameWorld.rptEquip)
|
| | | # for i in range(0, curPack.GetCount()):
|
| | | # curItem = curPack.GetAt(i)
|
| | | # |
| | | # #异常物品
|
| | | # if not ItemCommon.CheckItemCanUse(curItem):
|
| | | # continue
|
| | | #
|
| | | # if curItem.GetEndureReduceType() not in [ChConfig.Def_EquipReduceType_RTimeItem,
|
| | | # ChConfig.Def_EquipReduceType_Time]:
|
| | | # continue
|
| | | #
|
| | | # #处理现实时间物品逻辑
|
| | | # if __DoLogic_ProcessTimeEquip(curPlayer, curItem, i):
|
| | | # hasItemClear = True
|
| | | # |
| | | # |
| | | # if hasItemClear:
|
| | | # #装备重刷属性
|
| | | # PlayerWing.CalcWingAttr(curPlayer)
|
| | | # ChEquip.RefreshPlayerEquipAttribute(curPlayer)
|
| | | # |
| | | # |
| | | # # 进行更新时效道具刷新时间
|
| | | # curPlayer.SetDict(ChConfig.Def_PlayerKey_EquipTime, tick)
|
| | | # |
| | | # return hasItemClear
|
| | | #---------------------------------------------------------------------
|
| | | ## 装备有效时间到了需要脱下,有效时间物品改成不消失,但是无使用效果 可出售和续费
|
| | | def __DoLogic_ProcessTimeEquip(curPlayer, curItem, equipIndex):
|
| | |
| | | classLV = ItemCommon.GetItemClassLV(curEquip)
|
| | | if equipIndex not in [ShareDefine.retWing,ShareDefine.retGuard1,ShareDefine.retGuard2,ShareDefine.retHorse]:
|
| | | DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipColorItem, 1, [classLV, itemColor])
|
| | | if equipIndex in ChConfig.BaseEquipPlace_Weapon:
|
| | | if equipIndex in ChConfig.EquipPlace_BaseWeapon:
|
| | | DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipWeapon, 1, [itemColor, itemQuality, classLV])
|
| | | elif equipIndex in ChConfig.BaseEquipPlace_Armor:
|
| | | elif equipIndex in ChConfig.EquipPlace_BaseArmor:
|
| | | DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipArmor, 1, [itemColor, itemQuality, classLV])
|
| | |
|
| | | elif equipIndex == ShareDefine.retWing:
|
| | |
| | | import random
|
| | | import GameObj
|
| | |
|
| | | # 可吞噬的装备位
|
| | | Def_EatItem_EquipPlace = [
|
| | | ShareDefine.retWeapon, #1 主手
|
| | | ShareDefine.retWeapon2, #2 副手
|
| | | ShareDefine.retHat, #3 帽子
|
| | | ShareDefine.retClothes, #4 衣服
|
| | | ShareDefine.retBelt, #5 腰带
|
| | | ShareDefine.retTrousers, #6 裤子
|
| | | ShareDefine.retShoes, #7 鞋子
|
| | | ShareDefine.retNeck, #8 项链
|
| | |
|
| | | ]
|
| | |
|
| | | Def_EatSpace = 5 # 低于X格自动吞噬
|
| | |
|
| | |
|
| | |
| | |
|
| | | equipScores = {}
|
| | | equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
|
| | | for i in Def_EatItem_EquipPlace:
|
| | | for i in ChConfig.EquipPlace_Base:
|
| | | equipItem = equipPack.GetAt(i)
|
| | | if not equipItem or equipItem.IsEmpty():
|
| | | continue
|
| | |
| | | DailyUseCountLimitItemIDList = [] # 每日有使用个数限制的物品ID列表
|
| | |
|
| | | g_refreshAttrBillboardFunc = [] # 刷属性后需要触发的同步排行榜函数列表
|
| | | g_playerFuncAttrDict = {} # 玩家功能点属性 {playerID:{funcIndex:属性列表, ...}, ...}
|
| | | g_playerEquipPartAttrDict = {} # 玩家装备位养成属性 {playerID:{阶:[强化属性列表, 宝石属性列表, 洗练属性列表], ...}, ...}
|
| | |
|
| | | g_filterEquipDict = {} # 按装备条件过滤的装备ID,不分职业 {"classLV_color_star":{(itemJob,itemPlace):itemID, ...}, ...}
|
| | |
|
| | |
| | | Def_Effect_MissRate = 45 #20026
|
| | | #杀怪经验百分比, 百分比增加基础杀怪经验(a值为万分率,直接加上)
|
| | | Def_Effect_FightExpRate = 46
|
| | | #魂器基础属性百分比
|
| | | Def_Effect_HorcruxBasePer = 48
|
| | | Def_Effect_SkillAtkRateReduce = 49 #20032
|
| | | #增加HP(A值填万分率)
|
| | | Def_Effect_MaxHPPer = 50 #20023
|
| | |
| | | Def_Effect_StoneMaxHPPer = 58
|
| | | #宝石攻击百分比
|
| | | Def_Effect_StoneAtkPer = 59
|
| | | #装备基础百分比
|
| | | #装备基础百分比 - 含特殊装备位
|
| | | Def_Effect_EquipBaseAddPer = 60
|
| | | #基础装备百分比
|
| | | Def_Effect_BaseEquipAddPer = 64
|
| | | #冰攻百分比(A值为万分率)
|
| | | Def_Effect_IceAtkPer = 61
|
| | | #冰防百分比(A值为万分率)
|
| | | Def_Effect_IceDefPer = 62
|
| | | #防具生命百分比
|
| | | Def_Effect_ArmorMaxHPAddPer = 63
|
| | | #圣器攻击百分比
|
| | | Def_Effect_RelicsAtkAddPer = 64
|
| | | #武器攻击百分比
|
| | | Def_Effect_WeaponAtkAddPer = 65
|
| | | #防具防御百分比
|
| | | #基础装备生命百分比
|
| | | Def_Effect_BaseEquipMaxHPAddPer = 63
|
| | | #基础装备攻击百分比
|
| | | Def_Effect_BaseEquipAtkAddPer = 65
|
| | | #防具防御百分比 - 废弃
|
| | | Def_Effect_ArmorDefAddPer = 66
|
| | | #主手基础属性值 百分比
|
| | | Def_Effect_WeaponAddPer = 121
|
| | | #副手基础属性值 百分比
|
| | | Def_Effect_Weapon2AddPer = 122
|
| | | #腰带基础属性值 百分比
|
| | | Def_Effect_BeltAddPer = 123
|
| | | #手套基础属性值 百分比
|
| | | Def_Effect_GloveAddPer = 124
|
| | | #衣袍基础属性值 百分比
|
| | | Def_Effect_ClothesAddPer = 125
|
| | | #帽子基础属性值 百分比
|
| | | Def_Effect_HatAddPer = 126
|
| | | #下装基础属性值 百分比
|
| | | Def_Effect_TrousersAddPer = 127
|
| | | #鞋履基础属性值 百分比
|
| | | Def_Effect_ShoesAddPer = 128
|
| | | #仙器A基础属性值 百分比
|
| | | Def_Effect_FairyCanAddPer = 129
|
| | | #仙器B基础属性值 百分比
|
| | | Def_Effect_FairyCan2AddPer = 130
|
| | | #仙绳基础属性值 百分比
|
| | | Def_Effect_NeckAddPer = 131
|
| | | #莲台基础属性值 百分比
|
| | | Def_Effect_JadeAddPer = 132
|
| | |
|
| | | Def_Effect_MinAtk = 67 # 最小攻击
|
| | | Def_Effect_MaxAtk = 68 # 最大攻击
|
| | |
|
| | |
| | | )=range(5)
|
| | |
|
| | | # 战斗力模块类型
|
| | | Def_MFPType_Max = 29
|
| | | Def_MFPType_Max = 44
|
| | | ModuleFightPowerTypeList = (
|
| | | Def_MFPType_Role, # 角色 0
|
| | | Def_MFPType_Equip, # 装备(基本装备位) 1
|
| | | Def_MFPType_Equip, # 装备(基本装备位) 1 - 废弃
|
| | | Def_MFPType_Plus, # 强化 2
|
| | | Def_MFPType_Stone, # 宝石 3
|
| | | Def_MFPType_Suit, # 套装 4
|
| | | Def_MFPType_Suit, # 套装 4 - 废弃
|
| | | Def_MFPType_Wing, # 翅膀 5
|
| | | Def_MFPType_Wash, # 洗练 6
|
| | | Def_MFPType_Pet, # 灵宠 7
|
| | |
| | | Def_MFPType_GodWeapon, # 神兵 10
|
| | | Def_MFPType_Dienstgrad, #称号 11
|
| | | Def_MFPType_Rune, # 符印 12
|
| | | Def_MFPType_Horcrux, # 魂器 13
|
| | | Def_MFPType_13, #
|
| | | Def_MFPType_MagicWeapon1, # 人族法宝 14
|
| | | Def_MFPType_StoveYao, # 炼丹炉丹药 15
|
| | | Def_MFPType_MagicWeapon2, # 魔族法宝 16
|
| | |
| | | Def_MFPType_GatherSoul, # 聚魂 22
|
| | | Def_MFPType_MagicWeapon4, # 王者法宝 23
|
| | | Def_MFPType_Coat, # ʱװ 24
|
| | | Def_MFPType_ZhuXian, # 诛仙 25
|
| | | Def_MFPType_ZhuXian, # 诛仙 25 - 废弃
|
| | | Def_MFPType_Equip1, # 境界装备1阶 26
|
| | | Def_MFPType_Equip2, # 境界装备2阶 27
|
| | | Def_MFPType_Equip3, # 境界装备3阶 28
|
| | | Def_MFPType_Equip4, # 境界装备4阶 29
|
| | | Def_MFPType_Equip5, # 境界装备5阶 30
|
| | | Def_MFPType_Equip6, # 境界装备6阶 31
|
| | | Def_MFPType_Equip7, # 境界装备7阶 32
|
| | | Def_MFPType_Equip8, # 境界装备8阶 33
|
| | | Def_MFPType_Equip9, # 境界装备9阶 34
|
| | | Def_MFPType_Equip10, # 境界装备10阶 35
|
| | | Def_MFPType_Equip11, # 境界装备11阶 36
|
| | | Def_MFPType_Equip12, # 境界装备12阶 37
|
| | | Def_MFPType_Equip13, # 境界装备13阶 38
|
| | | Def_MFPType_Equip14, # 境界装备14阶 39
|
| | | Def_MFPType_Equip15, # 境界装备15阶 40
|
| | | Def_MFPType_Other, # 其他
|
| | |
|
| | | #以下暂时没用到,改时再处理
|
| | |
| | | [lambda curObj:PlayerControl.GetBaseDefAddPer(curObj), lambda curObj, value:PlayerControl.SetBaseDefAddPer(curObj, value), 0, 0, 0], # 基础防御百分比
|
| | | [lambda curObj:PlayerControl.GetBaseHitAddPer(curObj), lambda curObj, value:PlayerControl.SetBaseHitAddPer(curObj, value), 0, 0, 0], # 基础命中百分比
|
| | | [lambda curObj:PlayerControl.GetBaseMissAddPer(curObj), lambda curObj, value:PlayerControl.SetBaseMissAddPer(curObj, value), 0, 0, 0], # 基础闪避百分比
|
| | | [lambda curObj:PlayerControl.GetHorcruxBasePer(curObj), lambda curObj, value:PlayerControl.SetHorcruxBasePer(curObj, value), 0, 0, 0], # 魂器基础百分比
|
| | | [lambda curObj:PlayerControl.GetEquipBaseAddPer(curObj), lambda curObj, value:PlayerControl.SetEquipBaseAddPer(curObj, value), 0, 0, 0], # 装备基础百分比
|
| | | [lambda curObj:PlayerControl.GetWeaponAtkAddPer(curObj), lambda curObj, value:PlayerControl.SetWeaponAtkAddPer(curObj, value), 0, 0, 0], # 武器基础攻击百分比
|
| | | [lambda curObj:PlayerControl.GetRelicsAtkAddPer(curObj), lambda curObj, value:PlayerControl.SetRelicsAtkAddPer(curObj, value), 0, 0, 0], # 圣器基础攻击百分比
|
| | | [lambda curObj:PlayerControl.GetArmorMaxHPAddPer(curObj), lambda curObj, value:PlayerControl.SetArmorMaxHPAddPer(curObj, value), 0, 0, 0], # 防具基础生命百分比
|
| | | [lambda curObj:PlayerControl.GetArmorDefAddPer(curObj), lambda curObj, value:PlayerControl.SetArmorDefAddPer(curObj, value), 0, 0, 0], # 防具基础防御百分比
|
| | | [lambda curObj:PlayerControl.GetGodWeaponMaxHPPer(curObj), lambda curObj, value:PlayerControl.SetGodWeaponMaxHPPer(curObj, value), 0, 0, 0], # 神兵生命百分比
|
| | | [lambda curObj:PlayerControl.GetGodWeaponAtkPer(curObj), lambda curObj, value:PlayerControl.SetGodWeaponAtkPer(curObj, value), 0, 0, 0], # 神兵攻击百分比
|
| | | [lambda curObj:PlayerControl.GetStoneMaxHPPer(curObj), lambda curObj, value:PlayerControl.SetStoneMaxHPPer(curObj, value), 0, 0, 0], # 宝石生命百分比
|
| | |
| | |
|
| | | if curEquip.IsEmpty():
|
| | | continue
|
| | | if i not in ChConfig.BaseEquipPlace_Armor:
|
| | | if i not in ChConfig.EquipPlace_BaseArmor:
|
| | | continue
|
| | | if not curEquip.GetItemQuality():
|
| | | continue
|
| | |
| | | if not PlayerGreatMaster.GetGreatMasterFreeSkillPoint(curPlayer):
|
| | | return False
|
| | | #诛仙技能学习判断
|
| | | if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_ZhuXian:
|
| | | if not EquipZhuXian.CheckLearnZhuXianSkill(curPlayer, curSkillTypeID):
|
| | | return False
|
| | | #if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_ZhuXian:
|
| | | # if not EquipZhuXian.CheckLearnZhuXianSkill(curPlayer, curSkillTypeID):
|
| | | # return False
|
| | |
|
| | | #经验检测
|
| | | skillLvUpNeedExp = upSkill.GetLVUpCostExp()
|