PySysDB/PySysDBPY.h
@@ -407,6 +407,9 @@ WORD NeedEatCount; //升级所需个数(非累计) list LVAttrType; //每级额外属性类型(非累积) list LVAttrValue; //每级额外属性值(非累积) list UpItemAttrType; //每x个培养丹增加属性类型,x=UpEatItemPerCount list UpItemAttrValue; //每x个培养丹增加属性值,x=UpEatItemPerCount DWORD UpEatItemPerCount; //每次培养消耗x个 }; //坐骑培养表 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -338,6 +338,9 @@ ("WORD", "NeedEatCount", 0), ("list", "LVAttrType", 0), ("list", "LVAttrValue", 0), ("list", "UpItemAttrType", 0), ("list", "UpItemAttrValue", 0), ("DWORD", "UpEatItemPerCount", 0), ), "HorseTrain":( @@ -2777,14 +2780,20 @@ self.HorseSkinID = 0 self.NeedEatCount = 0 self.LVAttrType = [] self.LVAttrValue = [] self.LVAttrValue = [] self.UpItemAttrType = [] self.UpItemAttrValue = [] self.UpEatItemPerCount = 0 return def GetHorseLV(self): return self.HorseLV # 坐骑等级 def GetHorseSkinID(self): return self.HorseSkinID # 外观物品ID def GetNeedEatCount(self): return self.NeedEatCount # 升级所需个数(非累计) def GetLVAttrType(self): return self.LVAttrType # 每级额外属性类型(非累积) def GetLVAttrValue(self): return self.LVAttrValue # 每级额外属性值(非累积) def GetLVAttrValue(self): return self.LVAttrValue # 每级额外属性值(非累积) def GetUpItemAttrType(self): return self.UpItemAttrType # 每x个培养丹增加属性类型,x=UpEatItemPerCount def GetUpItemAttrValue(self): return self.UpItemAttrValue # 每x个培养丹增加属性值,x=UpEatItemPerCount def GetUpEatItemPerCount(self): return self.UpEatItemPerCount # 每次培养消耗x个 # 坐骑培养表 class IPY_HorseTrain(): ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHorse.py
@@ -409,7 +409,7 @@ horseSpeed = 0 # 坐骑功能增加的速度值,骑乘时才有效果 horseLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorserLV) # 等阶培养属性 totalItemCount = 0 #totalItemCount = 0 ipyDataMgr = IpyGameDataPY.IPY_Data() for index in xrange(ipyDataMgr.GetHorseLVUpCount()): horseIpyData = ipyDataMgr.GetHorseLVUpByIndex(index) @@ -417,9 +417,9 @@ if dataHorseLV > horseLV: break elif dataHorseLV == horseLV: totalItemCount += curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorserEatItemCount) upItemCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorserEatItemCount) else: totalItemCount += horseIpyData.GetNeedEatCount() upItemCount = horseIpyData.GetNeedEatCount() # 等阶额外属性 lvAttrTypeList = horseIpyData.GetLVAttrType() @@ -431,10 +431,20 @@ continue PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList) # 等阶培养丹累加个数属性 eatItemAttrInfo = IpyGameDataPY.GetFuncCfg("HorseUpItem", 3) for attrID, attrValue in eatItemAttrInfo: PlayerControl.CalcAttrDict_Type(attrID, attrValue * totalItemCount, allAttrList) # 培养丹增加属性 upItemPerCount = horseIpyData.GetUpEatItemPerCount() if upItemCount and upItemPerCount: upItemAttrTypeList = horseIpyData.GetUpItemAttrType() upItemAttrValueList = horseIpyData.GetUpItemAttrValue() attrMultiple = upItemCount / upItemPerCount for i, attrID in enumerate(upItemAttrTypeList): attrValue = upItemAttrValueList[i] PlayerControl.CalcAttrDict_Type(attrID, attrValue * attrMultiple, allAttrList) # # 等阶培养丹累加个数属性 # eatItemAttrInfo = IpyGameDataPY.GetFuncCfg("HorseUpItem", 3) # for attrID, attrValue in eatItemAttrInfo: # PlayerControl.CalcAttrDict_Type(attrID, attrValue * totalItemCount, allAttrList) # 幻化属性 initFPAdd = 0 #初始战力