From 4c55d01385dec553dceeb3f5481ea70be727cb39 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期二, 09 九月 2025 11:47:38 +0800 Subject: [PATCH] 129 【战斗】战斗系统-服务端(修复切换小队未清除buff可能引起的报错; 优化切换小队重置:暂时仅保留当前血量、怒气、死亡状态,其他重置;) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py | 1492 +++++++++++++---------------------------------------------- 1 files changed, 333 insertions(+), 1,159 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py index df217a5..7174656 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py @@ -11,6 +11,7 @@ #--------------------------------------------------------------------- import os import IPY_GameWorld +import IPY_PlayerDefine import ShareDefine @@ -93,6 +94,127 @@ Def_BuffValue_Count = 3 # buff记录的value个数 #游戏对象属性-------------------------------------------- +# 属性ID列表,所有对象类型通用,如Player、NPC +AttrIDList = ( +AttrID_1, +AttrID_2, +AttrID_3, +AttrID_4, +AttrID_5, +AttrID_Atk, # 攻击 6 +AttrID_Def, # 防御 7 +AttrID_MaxHP, # 最大生命 8 +AttrID_HP, # 当前生命 9 +AttrID_Speed, # 移速 10 +AttrID_AtkSpeed, # 攻速 11 +AttrID_XP, # 当前XP 12 +AttrID_AtkInheritPer, # 攻击继承 13 +AttrID_DefInheritPer, # 防御继承 14 +AttrID_HPInheritPer, # 生命继承 15 +AttrID_AtkPer, # 攻击加成 16 +AttrID_DefPer, # 防御加成 17 +AttrID_MaxHPPer, # 生命加成 18 +AttrID_19, +AttrID_20, +AttrID_StunRate, # 击晕 21 +AttrID_StunRateDef, # 抗击晕 22 +AttrID_SuperHitRate, # 暴击 23 +AttrID_SuperHitRateDef, # 抗暴击 24 +AttrID_ComboRate, # 连击 25 +AttrID_ComboRateDef, # 抗连击 26 +AttrID_MissRate, # 闪避 27 +AttrID_MissRateDef, # 抗闪避 28 +AttrID_ParryRate, # 格挡 29 +AttrID_ParryRateDef, # 抗格挡 30 +AttrID_SuckHPPer, # 吸血 31 +AttrID_SuckHPPerDef, # 抗吸血 32 +AttrID_33, +AttrID_34, +AttrID_FinalDamPer, # 最终增伤 35 +AttrID_FinalDamPerDef, # 最终减伤 36 +AttrID_PhyDamPer, # 物理增伤 37 +AttrID_PhyDamPerDef, # 物理减伤 38 +AttrID_MagDamPer, # 法术增伤 39 +AttrID_MagDamPerDef, # 法术减伤 40 +AttrID_NormalSkillPer, # 普技增伤 41 +AttrID_NormalSkillPerDef, # 普技减伤 42 +AttrID_AngerSkillPer, # 怒技增伤 43 +AttrID_AngerSkillPerDef, # 怒技减伤 44 +AttrID_SuperDamPer, # 强化暴伤 45 +AttrID_SuperDamPerDef, # 弱化暴伤 46 +AttrID_47, +AttrID_48, +AttrID_49, +AttrID_50, +AttrID_CurePer, # 强化治疗 51 +AttrID_CurePerDef, # 弱化治疗 52 +AttrID_ShieldPer, # 强化护盾 53 +AttrID_ShieldPerDef, # 弱化护盾 54 +AttrID_DOTPer, # 持续增伤 55 (中毒、燃烧、流血) +AttrID_DOTPerDef, # 持续减伤 56 +AttrID_WeiFinalDamPer, # 对魏增伤 57 +AttrID_WeiFinalDamPerDef, # 对魏减伤 58 +AttrID_ShuFinalDamPer, # 对蜀增伤 59 +AttrID_ShuFinalDamPerDef, # 对蜀减伤 60 +AttrID_WuFinalDamPer, # 对吴增伤 61 +AttrID_WuFinalDamPerDef, # 对吴减伤 62 +AttrID_QunFinalDamPer, # 对群增伤 63 +AttrID_QunFinalDamPerDef, # 对群减伤 64 +) = range(1, 1 + 64) + +# 需要计算的武将战斗属性ID列表 +CalcBattleAttrIDList = [AttrID_Atk, AttrID_Def, AttrID_MaxHP, AttrID_StunRate, AttrID_StunRateDef, + AttrID_SuperHitRate, AttrID_SuperHitRateDef, AttrID_ComboRate, AttrID_ComboRateDef, + AttrID_MissRate, AttrID_MissRateDef, AttrID_ParryRate, AttrID_ParryRateDef, + AttrID_SuckHPPer, AttrID_SuckHPPerDef, AttrID_FinalDamPer, AttrID_FinalDamPerDef, + AttrID_PhyDamPer, AttrID_PhyDamPerDef, AttrID_MagDamPer, AttrID_MagDamPerDef, + AttrID_NormalSkillPer, AttrID_NormalSkillPerDef, AttrID_AngerSkillPer, AttrID_AngerSkillPerDef, + AttrID_SuperDamPer, AttrID_SuperDamPerDef, AttrID_CurePer, AttrID_CurePerDef, + AttrID_ShieldPer, AttrID_ShieldPerDef, AttrID_DOTPer, AttrID_DOTPerDef, + AttrID_WeiFinalDamPer, AttrID_WeiFinalDamPerDef, AttrID_ShuFinalDamPer, AttrID_ShuFinalDamPerDef, + AttrID_WuFinalDamPer, AttrID_WuFinalDamPerDef, AttrID_QunFinalDamPer, AttrID_QunFinalDamPerDef, + ] + +# 基础三维属性ID列表 +BaseAttrIDList = [AttrID_Atk, AttrID_Def, AttrID_MaxHP] +BaseAttrPerIDList = [AttrID_AtkPer, AttrID_DefPer, AttrID_MaxHPPer] + +# 属性ID对应可对其百分比提升的属性ID {属性ID:百分比属性ID, ...} +AttrPerDict = { + AttrID_Atk:AttrID_AtkPer, + AttrID_Def:AttrID_DefPer, + AttrID_MaxHP:AttrID_MaxHPPer, + } + +# 属性ID对应的继承属性ID {属性ID:继承属性ID, ...} +AttrInheritPerDict = { + AttrID_Atk:AttrID_AtkInheritPer, + AttrID_Def:AttrID_DefInheritPer, + AttrID_MaxHP:AttrID_HPInheritPer, + } + +# 属性ID对应0418刷新类型 {属性ID:[刷新同步类型, 是否支持超20亿的大数值], ...} +CDBRefresh_AttrIDDict = { + AttrID_MaxHP:[IPY_PlayerDefine.CDBPlayerRefresh_MaxHP, 1], + AttrID_HP:[IPY_PlayerDefine.CDBPlayerRefresh_HP, 1], + AttrID_XP:[IPY_GameWorld.CDBPlayerRefresh_XP, 0], + } + +#刷属性分类索引 +Def_CalcAttrList = ( +Def_CalcAttr_LV, # 主公等级 0 +Def_CalcAttr_MainEquip, # 主装备 1 +Def_CalcAttr_HeroBook, # 武将图鉴 2 +) = range(3) + +CalcAttrName = { + Def_CalcAttr_LV:"主公等级", + Def_CalcAttr_MainEquip:"主装备", + Def_CalcAttr_HeroBook:"武将图鉴", + } + +##----------------------------------------------------------------------------------------------- + Def_Calc_AllAttrType_MAX = 192 #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 = ( @@ -301,29 +423,12 @@ TYPE_Calc_FacePicDefPer, # 头像框防御加成 ) = range(1, Def_Calc_AllAttrType_MAX) -## 支持大数值属性,超过20E -TYPE_BIGVALUE_ATTR = [TYPE_Calc_AttrHP, TYPE_Calc_AttrMaxHP] ## NPC 专属属性 TYPE_NPCAttr_Calc = [TYPE_Calc_AtkInterval] - -# 衰减递增的属性列表, 衰减递增算法: 1-(1-a1)*(1-a2); 非衰减递增算法: a1+a2 -TYPE_Calc_DeclineList = [] - -#宠物属性列表 -Def_Pet_Attr = [] -#[ TYPE_Calc_PetSTR, TYPE_Calc_PetPNE, TYPE_Calc_PetPHY, TYPE_Calc_PetCON ] -#=============================================================================== -# 1006 增加%d力量 -# 1007 增加%d筋骨 -# 1008 增加%d体魄 -# 1009 增加%d真元 -#=============================================================================== -#宠物基础属性效果ID -Def_PetBaseEffectList = range(5000, 5007 + 1) - #--------------------------------------------------------------------------- +Def_ItemCount_Max = 2000000000 # 物品最大叠加上限 #写死的物品ID都放这边 Def_ItemID_PetSoul = -1 #宠物满魂 Def_ItemID_PetDoubleExp = -1 #宠物双倍 @@ -442,10 +547,10 @@ Def_ItemType_retTrousers = 106 #6 裤子 Def_ItemType_retShoes = 107 #7 鞋子 Def_ItemType_retGlove = 108 #8 手套 -Def_ItemType_retNeck = 109 #9 项链 -Def_ItemType_retFairyCan = 110 #10 仙器1 -Def_ItemType_retFairyCan2 = 111 #11 仙器2 -Def_ItemType_retJade = 112 #12 玉佩 +Def_ItemType_retShawl = 109 #9 披肩 +Def_ItemType_retNeck = 110 #10 项链 +Def_ItemType_retRing = 111 #11 戒指 +Def_ItemType_retAmulet = 112 #12 玉佩 Def_ItemType_retWing = 113 #13 翅膀 Def_ItemType_retGuard1 = 114 #14 守护1 Def_ItemType_retGuard2 = 115 #15 守护2 @@ -470,13 +575,13 @@ #虚拟背包最大格子数 功能配置表对应的key Def_VPackCnt_Dict = { - ShareDefine.rptRune:'RunePackageNum', - ShareDefine.rptGatherSoul:'GatherSoulPackCount', + #ShareDefine.rptRune:'RunePackageNum', + #ShareDefine.rptGatherSoul:'GatherSoulPackCount', } def GetItemPackType(itemData, defaultPack=IPY_GameWorld.rptItem): ## 获取物品对应存放的默认背包类型 - if defaultPack in [ShareDefine.rptTreasure, ShareDefine.rptTempItem]: + if defaultPack in [ShareDefine.rptTreasure, ShareDefine.rptTempItem, IPY_GameWorld.rptIdentify]: #寻宝背包、临时背包不做处理 return defaultPack import IpyGameDataPY @@ -498,14 +603,17 @@ ShareDefine.retTrousers:[Def_ItemType_retTrousers], ShareDefine.retShoes:[Def_ItemType_retShoes], ShareDefine.retGlove:[Def_ItemType_retGlove], + ShareDefine.retShawl:[Def_ItemType_retShawl], 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], + ShareDefine.retRing:[Def_ItemType_retRing], + ShareDefine.retAmulet:[Def_ItemType_retAmulet], + #ShareDefine.retWing:[Def_ItemType_retWing], + #ShareDefine.retGuard1:[Def_ItemType_retGuard1], + #ShareDefine.retGuard2:[Def_ItemType_retGuard2], } +# 主线装备部位 +Def_MainEquipPlaces = range(ShareDefine.retWeapon, ShareDefine.retAmulet + 1) + #--------------------------------------------------------------------- #写死的物品效果ID都放这边------请按数值顺序存放 Def_Effect_GivePlayerMoneySilver = 201 #给人物金钱 铜钱道具效果ID @@ -824,18 +932,10 @@ Def_SkillID_HorsePetRobBossKillCntBuff = 21020 # 骑宠的怨念buff Def_SkillID_RealmBuff = 6100 # 境界经验buff -Def_SkillID_FamilyWar_CWinBuff = 22101 # 仙盟联赛 - 连胜buff, 由连胜次数决定等级 -Def_SkillID_FamilyWar_JoinBuff = 22131 # 仙盟联赛 - 参与buff, 由人数决定等级 -Def_SkillID_FamilyWar_ResPointAdd = 22201 # 仙盟联赛 - 随机buff固定加资源点 -Def_SkillID_FamilyWar_ResPointAddPer = 22202 # 仙盟联赛 - 随机buff资源点成长加成 -Def_SkillID_FamilyWar_RandBuffAttr = 22203 # 仙盟联赛 - 随机buff属性加成,根据采集次数,成长buff等级 -Def_SkillID_FamilyWar_OwnerlessBuff = 22213 # 仙盟联赛 - 无主buff,随机N个敌方水晶变为无主 - Def_SkillID_LXHY_AddExpRate = 47113 # 流星火雨杀死的怪增加经验 # 切地图需清除的buff -ClearBuffOnMapChangeList = [Def_SkillID_DropOwnerBuff, Def_SkillID_FamilyWar_CWinBuff, - Def_SkillID_FamilyWar_JoinBuff, Def_SkillID_FamilyWar_RandBuffAttr] +ClearBuffOnMapChangeList = [Def_SkillID_DropOwnerBuff] #技能ID对应的区域类型 Def_AreaType_SkillID_Safe = 20011 # 安全区 @@ -846,8 +946,25 @@ Def_SkillID_Peace = 23048 # 玩家间和平buff #---------------------------------------------------------------------- -#战斗类型 -Def_ChanceDefRate = 2000 # 抵御伤害概率, 目前固定20%概率 + +#技能释放后需要额外处理逻辑 +AfterLogic_DelBuff = "DelBuff" +AfterLogic_AddBuff = "AddBuff" +AfterLogic_SyncBuff = "SyncBuff" + +#伤害类型 +( +HurtType_Fail, # 失败 - 如概率没有触发 0 +HurtType_Normal, # 伤害 1 +HurtTYpe_Recovery, # 回血 2 +HurtType_3, +HurtType_4, +HurtType_Parry, # 格挡 5 +HurtType_IgnoreDef, # 无视防御 6 +HurtType_SuperHit, # 暴击 7 +HurtType_8, +HurtType_Miss, # 闪避 9 +) = range(10) #伤害类型 ( @@ -869,7 +986,7 @@ Def_HurtType_ThumpHit, # 重击 16 Def_HurtType_Yinji, # 印记 17 Def_HurtType_Burn, # 灼烧 18 -) = range(1, 19) +) = range(1001, 1001 + 18) #Def_HurtType_SuckBlood, # 吸血 ( @@ -881,6 +998,9 @@ #装备类型 Def_EquipItemType = range(Def_ItemType_retWeapon, Def_ItemType_DogzEquipScute + 1) + +#主线装备类型 +Def_MainEquipType = range(Def_ItemType_retWeapon, Def_ItemType_retAmulet + 1) #神兽装备类型 Def_DogzEquiipType = xrange(Def_ItemType_DogzEquipHorn, Def_ItemType_DogzEquipScute + 1) @@ -916,16 +1036,6 @@ #流向记录变更最小金币值(小于该值的暂不记录, 仅限金币) Def_DRRecord_Min_Silver = 500000 Def_LargeTrade_Silver = 1000 * 1000 -#登陆初始储物柜格子数 -Def_PackCnt_Fashion = 1 -#登陆初始武器时装格子数 -Def_PackCnt_WeaponCoat = 8 -#初始化回收站 -Def_PackCnt_Recycle = 6 -#初始化临时交换背包格子数 -Def_PackCnt_TempSwap = 1 -#初始化临时存放背包格子数 -Def_PackCnt_TempItem = 10 #玩家脱离战斗状态时间(6秒) Def_PlayerLeaveBattleTick = 3000 #玩家PK多杀间隔 @@ -949,6 +1059,9 @@ Def_Player_InitMapSignPointCount = 1 # 玩家初始化地图标记点数量 Def_Player_MapSignPointMaxCount = 10 # 地图标记点最大数量 + +#初始境界 +Def_InitOfficialRank = 0 #玩家性别 Def_PlayerSex_Type = 3 @@ -1140,11 +1253,12 @@ #玩家登陆需要初始化的背包索引 Def_PlayerLoginInitPackIndexList = [#主角背包 - IPY_GameWorld.rptRecycle, + #IPY_GameWorld.rptRecycle, IPY_GameWorld.rptEquip, IPY_GameWorld.rptItem, #IPY_GameWorld.rptFineSoulSlot, - IPY_GameWorld.rptAnyWhere, + #IPY_GameWorld.rptAnyWhere, + IPY_GameWorld.rptIdentify, #时装背包 #IPY_GameWorld.rptCabinetWeaponCoat, #IPY_GameWorld.rptCabinetHorse, @@ -1152,10 +1266,10 @@ #IPY_GameWorld.rptHorseEquip, ShareDefine.rptTempItem, ShareDefine.rptTreasure, - ShareDefine.rptPet, - ShareDefine.rptDogzItem, - ShareDefine.rptDogzEquip, - ShareDefine.rptGarbage, + #ShareDefine.rptPet, + #ShareDefine.rptDogzItem, + #ShareDefine.rptDogzEquip, + #ShareDefine.rptGarbage, ShareDefine.rptHero, ] @@ -1196,15 +1310,24 @@ CampType_Justice = ShareDefine.CampType_Justice # 正义 CampType_Evil = ShareDefine.CampType_Evil # 邪恶 +#buff释放类型 +BuffAtkType_DamageShield = 1003 # 承伤盾 + +#计算类型 +Def_CalcTypeList = ( +Def_Calc_Attack, # 攻击 0 +Def_Calc_MaxHP, # 最大生命值 1 +Def_Calc_HurtValue, # 伤害值 2 +Def_Calc_TagMaxHP, # 目标最大生命值 3 +) = range(4) + #治疗类型(影响公式参数) Def_CureTypeList = ( Def_Cure_Attack, # 攻击 0 Def_Cure_MaxHP, # 最大生命值 1 -Def_Cure_PNE, # 智力 2 -Def_Cure_PHY, # 敏捷 3 -Def_Cure_HurtValue, # 伤害值 4 -Def_Cure_TagMaxHP, # 目标最大生命值 5 -) = range(6) +Def_Cure_HurtValue, # 伤害值 2 +Def_Cure_TagMaxHP, # 目标最大生命值 3 +) = range(4) #回魔类型(影响公式参数) Def_RestoreTypeList = ( @@ -1225,6 +1348,41 @@ Def_Skill_HappenState_LuckyHit = 0x0004 # 必会心一击 Def_Skill_HappenState_ThumpHit = 0x0008 # 必重击 +# 回合战斗行列数 +TurnFightRows = 2 +TurnFightCols = 3 + +def GetInColNum(posNum): + ## 获取站位编号所在列编号 + # @param posNum: 在阵容中的站位 1 ~ n + # @return: 1 ~ 总列数 + return (posNum - 1) % TurnFightCols + 1 + +def GetInRowNum(posNum): + ## 获取站位编号所在行编号 + # @param posNum: 在阵容中的站位 1 ~ n + # @return: 1 ~ 总行数 + return (posNum - 1) / TurnFightCols + 1 + +# 技能目标 - 瞄准范围 +( +SkillTagAim_All, # 全部 0 +SkillTagAim_Relative, # 对位位置 1 +SkillTagAim_FrontRow, # 前排 2 +SkillTagAim_BackRow, # 后排 3 +SkillTagAim_Vertical, # 竖排/纵排 4 +SkillTagAim_Self, # 自己 5 +SkillTagAim_MainSkill, # 继承主技能目标 6 +) = range(7) + +# 技能目标 - 细分 +( +SkillTagAffect_None, # 无 0 +SkillTagAffect_HPLowest, # 血量最低 1 +SkillTagAffect_HPHighest, # 血量最高 2 +SkillTagAffect_Death, # 死亡单位 3 +SkillTagAffect_UncontrolledPriority, # 未被控制优先 4 +) = range(5) #技能施法目标 Def_UseSkillAim_Type = 3 @@ -1512,8 +1670,6 @@ Def_RecycleReturnMoney = 1000 #玩家换装的最短时间 Def_MinChangeEquipTime = 300 -#玩家一键换装的最短时间 -Def_OneKeyChangeEquipTime = 3000 #背包重整的最短时间间隔 Def_ItemPackResetInterval = 3000 #自动恢复计算间隔 @@ -1646,9 +1802,6 @@ #GM操作字符 Def_GM_Oper_ForbidAcc = 'GMOperForbidAcc' #GM操作符:踢出玩家 #--------------------------------------------------------------------- -#GM活动ID(10倍) -Def_GY_GM_GameID_MapGiveExp_Ten = 3000005 -Def_GY_GM_GameID_MapGiveExp_Fifty = 3000006 #------------ # 非c++定义的账号状态,py用的账号锁定,禁言,按位判断 @@ -1738,10 +1891,9 @@ Def_NstNull, Def_NstMoving, Def_NstDead, Def_NstAttack = range(4) #-------------------------------#副本相关#------------------------ -# 主线小怪 -Def_FBMapID_Main = 1 -# 主线Boss -Def_FBMapID_MainBoss = 2 + +Def_FBMapID_Main = 1 # 主线小怪 +Def_FBMapID_MainBoss = 2 # 主线Boss #创角新手村地图ID列表 Def_CreatRoleMapIDList = [10000] @@ -1856,11 +2008,6 @@ #镜像切磋 Def_FBMapID_MirrorBattle = 100 -#回合战斗自定义地图ID -TurnFightMapIDList = ( -Def_TFMapID_MineArea, # 福地 1 -) = range(1, 1 + 1) - #前端自定义场景地图 ClientCustomSceneList = [Def_FBMapID_PersonalBoss, Def_FBMapID_ArenaBattle, Def_FBMapID_MirrorBattle] @@ -1959,44 +2106,8 @@ #副本ID转换 Def_FB_MapID = { - 'FamilyWar':[Def_FBMapID_FamilyWar], # 仙盟联赛 - 'FamilyInvade':[Def_FBMapID_FamilyInvade], # 守卫人皇 - 'FamilyBoss':[Def_FBMapID_FamilyBossMap], # 战盟boss - 'TrialTower':[Def_FBMapID_TrialTower], # 试炼之塔 - 'ClearDevil':[Def_FBMapID_ClearDevil], # 除魔卫道 - 'MagicWeapon':[Def_FBMapID_MagicWeapon], # 法宝副本 - 'IceLode':[Def_FBMapID_IceLode], # 冰晶矿脉 - 'DuJie':[Def_FBMapID_DuJie], #渡劫 - 'KirinHome':[Def_FBMapID_KirinHome], #麒麟之府 - 'BZZD':[Def_FBMapID_BZZD], # 百战之地(仙界秘境) - 'GodArea':[Def_FBMapID_GodArea],#古神禁地 - 'PersonalBoss':[Def_FBMapID_PersonalBoss],#个人BOSS - 'FamilyParty':[Def_FBMapID_FamilyParty],#仙盟宴会 - 'MunekadoTrial':[Def_FBMapID_MunekadoTrial],#宗门试炼 - 'ChaosDemon':[Def_FBMapID_ChaosDemon], #混乱妖域 - 'KillDevil':[Def_FBMapID_KillDevil], #讨伐妖魔 - 'QueenRelics':[Def_FBMapID_QueenRelics], #娲皇遗迹 - 'ElderBattlefield':[Def_FBMapID_ElderBattlefield], #上古战场 - 'Guard':[Def_FBMapID_Guard], #守护副本 - 'SealDemon':[Def_FBMapID_SealDemon, Def_FBMapID_SealDemonEx], #封魔坛 - 'XMZZ':[Def_FBMapID_XMZZ], #仙魔之争 - #'ArenaBattle':[Def_FBMapID_ArenaBattle],#竞技场战斗 - #'CrossRealmPK':[Def_FBMapID_CrossRealmPK], #跨服竞技场 - #'CrossChampionship':[Def_FBMapID_CrossChampionship], #跨服排位 - 'CrossDemonKing':[Def_FBMapID_DemonKing, Def_FBMapID_CrossDemonKing], #妖王 - 'CrossGrassland':[Def_FBMapID_CrossGrasslandLing, Def_FBMapID_CrossGrasslandXian], #草园 - 'GatherSoul':[Def_FBMapID_GatherSoul],#聚魂副本 - 'ZhuXianBoss':[Def_FBMapID_ZhuXianBoss],#诛仙BOSS - 'SkyTower':[Def_FBMapID_SkyTower],#天星塔 - 'RealmTower':[Def_FBMapID_RealmTower],#境界塔 - 'AllFamilyBoss':[Def_FBMapID_AllFamilyBoss],#多仙盟BOSS - 'HorsePetBoss':[Def_FBMapID_HorsePetBoss],#骑宠BOSS - 'FairyTreasure':[Def_FBMapID_FairyTreasure],#缥缈宝藏 - 'Love':[Def_FBMapID_Love],#情缘副本 - 'CrossBattlefield':[Def_FBMapID_CrossBattlefield], #跨服战场 - 'CrossFamilyFlagwar':[Def_FBMapID_CrossFamilyFlagwar], #跨服仙盟夺旗战/逐鹿万界 - 'MineArea':[Def_TFMapID_MineArea], #福地 - 'MirrorBattle':MirrorBattleMapIDList, #镜像切磋 + 'MainLevel':[Def_FBMapID_Main], # 主线关卡 + 'MainLevelBoss':[Def_FBMapID_MainBoss], # 主线关卡boss } #特殊副本ID, 由系统分配, 进入时候不验证IsMapCopyFull @@ -2016,16 +2127,10 @@ Def_FB_DropDoCountRate = 'DropDoCountRate' # 怪物掉落执行次数万分率 Def_FB_DropDoCountAdd = 'DropDoCountAdd' # 怪物掉落执行次数加成固定值 Def_FB_SingleFBPlayerID = 'SingleFBPlayerID' # 个人副本玩家ID -Def_FB_HelpBattleFBObjID = 'HelpBattleFBObjID_%s' # 助战副本助战NPC机器人/玩家ID对应实例ID, 参数为玩家ID -Def_FB_HelpBattleGoldCall = 'HelpBattleGoldCall_%s' # 助战机器人是否花费召唤, 参数为玩家ID FBPlayerDict_EncourageLV = 'FBPlayerDict_EncourageLV' # 鼓舞等级 FBPlayerDict_IsDelTicket = 'FBPlayerDict_IsDelTicket' # 是否已扣除入场券/进入次数 FBPlayerDict_IsHelpFight = 'FBPlayerDict_IsHelpFight' # 是否助战 - -FBPD_HelpBattleRefreshCount = 'FBPD_HelpBattleRefreshCount' # 助战已刷新次数 -FBPD_HelpBattleFBFightPower = 'FBPD_HelpBattleFBFightPower' # 副本战力 -FBPD_HelpBattleFBBaseHurt = 'FBPD_HelpBattleFBBaseHurt' # 副本伤害 #领取奖励标识 ( @@ -2189,6 +2294,10 @@ DropOwnerType_Contend, # 争夺 8 第一个攻击的获得归属,击杀当前归属者的玩家成为新归属者 DropOwnerType_RankHurtPlayer, # 个人伤血排行奖励归属 9 根据玩家个人伤血排行给奖励,伤血不重置 ) = range(10) + +#阵营 +Def_FactionA = 1 +Def_FactionB = 2 #------------------------------------------------ #技能类型 @@ -2449,25 +2558,21 @@ ShareDefine.retTrousers, #6 裤子 ShareDefine.retShoes, #7 鞋子 ShareDefine.retGlove, #8 手套 - ShareDefine.retNeck, #9 项链 - ShareDefine.retFairyCan, #10 仙器1 - ShareDefine.retFairyCan2, #11 仙器2 - ShareDefine.retJade, #12 玉佩 + ShareDefine.retShawl, #9 披肩 + ShareDefine.retNeck, #10 项链 + ShareDefine.retRing, #11 戒指 + ShareDefine.retAmulet, #12 玉佩 ], } ## 装备位 - 基础攻击类 -EquipPlace_BaseWeapon = [ShareDefine.retWeapon, ShareDefine.retWeapon2, ShareDefine.retBelt, ShareDefine.retGlove] +EquipPlace_BaseWeapon = [] ## 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] +EquipPlace_BaseArmor = [] ## 装备位 - 所有基础 EquipPlace_Base = EquipPlace_BaseWeapon + EquipPlace_BaseArmor ## 装备位 - 灵器 -EquipPlace_LingQi = [ShareDefine.retWing, ShareDefine.retGuard1, ShareDefine.retPeerlessWeapon, ShareDefine.retPeerlessWeapon2] +EquipPlace_LingQi = [] #装备物品位置,不需要重刷属性 EquipItemNoRefreshState = [ @@ -2505,45 +2610,6 @@ TYPE_Time_Format_YmdHMS = "%Y%m%d%H%M%S" #--------------------------------------------------------------------- -#无限封存时间(10年) -Def_GMPower_MaxTime = 60*24*365*10 -#GM权限表 - -# GM命令 超级GM(1级) A级GM(2级) B级GM(3级) C级GM(4级) D级GM(5级) -Def_GMPower_Disc = { - 'GY_GM_PlayerDetailByID' : { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #角色查询 - 'GY_GM_MoveToPlayerByID' : { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #传送到玩家身边 - 'GY_GM_PullPlayerByID' : { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #把玩家拉到身边 - 'GY_GM_ViewBroadcast' : { 1 : True , 2 : True , 3 : True , 4 : False, 5 : False} , #查询公告 - 'GY_GM_ForbidFight' : { 1 : True , 2 : True , 3 : True , 4 : True , 5 : False} , #禁止战斗 - 'GY_GM_KickPlayer' : { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #踢玩家下线 - 'GY_GM_CloseAccID' : { 1 : True , 2 : True , 3 : True , 4 : True , 5 : False} , #帐号封存 - 'GY_GM_SetNoSight' : { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #设置隐身 - 'GY_GM_CancelNoSight' : { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #取消隐身 - 'GY_GM_ForbidTalk' : { 1 : True , 2 : True , 3 : True , 4 : False, 5 : False} , #禁止说话 - 'GY_GM_ChangeGMLV' : { 1 : True , 2 : False, 3 : False, 4 : False, 5 : False} , #更改权限 - 'GY_GM_SetExpRate' : { 1 : True , 2 : True , 3 : True , 4 : False, 5 : False} , #经验倍率 - 'GY_GM_StartGame' : { 1 : True , 2 : True , 3 : True , 4 : False, 5 : False} , #开启活动 - 'GY_GM_ViewGame' : { 1 : True , 2 : True , 3 : True , 4 : False, 5 : False} , #查询活动 - 'GY_GM_FindPlayerByID' : { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #查询玩家 - 'GY_GM_FindPlayerByName' : { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #查询玩家 - 'GY_GM_GivePlayerExp' : { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #给经验 - 'GY_GM_Broadcast' : { 1 : True , 2 : True , 3 : True , 4 : False, 5 : False} , #发布公告 - 'GY_GM_ViewWordExpRate' : { 1 : True , 2 : True , 3 : True , 4 : False, 5 : False} , #查看服务器经验倍率 - 'GY_GM_MapGiveExp' : { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #设置指定地图经验倍率 - 'GY_GM_Offline_FindPlayer': { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #脱机工具-查找玩家 - 'GY_GM_Offline_ViewItem' : { 1 : True , 2 : True , 3 : True , 4 : False, 5 : False} , #脱机工具-查看物品 - 'GY_GM_Offline_ViewAttribute' : { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #脱机工具-查看玩家属性 - 'GY_GM_Offline_ViewSkill': { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #脱机工具-查看玩家技能 - 'GY_GM_Offline_ViewTitle': { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #脱机工具-查看玩家称号 - 'GY_GM_Offline_ViewMoney': { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #脱机工具-查看玩家货币 - 'GY_GM_Offline_ViewGMOper': { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #脱机工具-查看玩家GM操作 - 'GY_GM_CloseBroadcast' : { 1 : True , 2 : True , 3 : True , 4 : False, 5 : False} , #脱机工具-消除公告 - 'GY_GM_Offline_UnBind' : { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #脱机工具-解封玩家 - 'GY_GM_Offline_ViewUnBind' : { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #脱机工具-查询玩家 - } - -#--------------------------------------------------------------------- #请求类型(需要和GameServer中的一致) Def_QueryType_Count = 56 ( @@ -2973,10 +3039,13 @@ # 回合攻击战斗类型 ( -TurnBattleType_Normal, # 常规攻击 -TurnBattleType_Combo, # 连击 -TurnBattleType_AtkBack, # 反击 -) = range(3) +TurnBattleType_Normal, # 常规攻击 0 +TurnBattleType_Combo, # 连击 1 +TurnBattleType_AtkBack, # 反击 2 +TurnBattleType_Pursue, # 追击 3 +TurnBattleType_Enhance, # 额外技能 4 +TurnBattleType_Passive, # 被动技能 5 +) = range(6) Def_PerTurnTick = 1000 # 每回合等同于常规tick时长 @@ -2988,6 +3057,8 @@ #---Obj字典------- Def_Obj_Dict_Faction = 'Faction' # 所属阵营 Def_Obj_Dict_LineupPlayerID = 'LineupPlayerID' # 阵容所属玩家ID,可用于判断是否玩家阵容,PVP或PVE +Def_Obj_Dict_HeroID = 'HeroID' # 该战斗NPC所绑定的武将ID,一般仅玩家阵容有 +Def_Obj_Dict_SkinID = 'SkinID' # 该战斗NPC所绑定的武将皮肤ID,一般仅玩家阵容有 Def_Obj_Dict_TurnFightPosInfo = 'TurnFightPosInfo' # 回合制站位: 阵营编号*100+阵型站位,阵型站位为0时代表非主战单位 Def_Obj_Dict_TurnFightTimeline = 'TurnFightTimeline' # 回合制战斗时间线: 回合数*100+行动编号节点 Def_Obj_Dict_TurnComboNum = 'TurnComboNum' # 单次累计连击次数 @@ -3055,6 +3126,26 @@ Def_NPC_Dict_TimeLostHPFightPowerEx = 'TimeLostHPFightPowerEx' # 按时间掉血战力 #玩家状态定义,不能超过31个,如超过,需扩展多个key支持 +BatObjStateList = ( + BatObjState_Normal, # 无 0 + BatObjState_Frozen, # 冰冻 1 + BatObjState_Cold, # 减速/寒冷 2 + BatObjState_Stun, # 眩晕 3 + BatObjState_Burn, # 灼烧 4 + BatObjState_Poison, # 中毒 5 + BatObjState_Bleeding, # 流血 6 + BatObjState_EasyHurt, # 易伤 7 + BatObjState_Wudi, # 无敌 8 + BatObjState_Sneer, # 嘲讽 9 + BatObjState_LimitSkill, # 沉默 10 + BatObjState_LimitAddHP, # 禁疗 11 + BatObjState_Stone, # 石化 12 +) = range(13) + +# 被控制的状态列表,无法行动,处于某些控制类buff影响状态下,如晕眩,冰冻,石化 +InControlledStateList = [BatObjState_Frozen, BatObjState_Stun, BatObjState_Stone] + +#玩家状态定义,不能超过31个,如超过,需扩展多个key支持 Def_PlayerStateList = ( Def_PlayerState_Normal, # 无 0 Def_PlayerState_Freezed, # 定身状态 1 @@ -3093,32 +3184,18 @@ # key的长度不能超过29个字节 Def_PlayerKey_BurnOwnerID = "burnOwnerID" # 灼烧BUFF特殊处理,部分buff跟随灼烧消失 Def_PlayerKey_SkillInDelBuff = "SkillInDelBuff" # buff中释放技能添加buff要特殊记录给后续处理,直接删除/添加会导致错乱 -Def_PlayerKey_TheFBSkillsCD = "TheFBSkillsCD" # 减少指定技能组CD XX% -Def_PlayerKey_BurnValue = "BurnValue" # 灼烧固定伤害 -Def_PlayerKey_BurnTimePer = "BurnTimePer" # 延长灼烧时间百分比 -Def_PlayerKey_SubSpeedPer = "SubSpeedPer" # 减移动速度百分比 -Def_PlayerKey_YinjiCnt = "YinjiCnt" # 当前印记数 -Def_PlayerKey_LostYinjiTime = "LostYinjiTime" # 每X秒自动消失一个印记 Def_PlayerKey_1314HurtCount = "1314cnt" # 类剑刃风暴技能的1314效果,伤害次数处理 Def_PlayerKey_FirstDefender = "FDID" # 第一个防守者,只用于比较 Def_PlayerKey_SelectObjID = "selectID" # 锁定模式选中,不用SetActionObj Def_PlayerKey_SelectObjType = "selectType" # 锁定模式选中 -Def_PlayerKey_NormalHurt = "NormalHurt" # 属性普通攻击增伤:普通攻击附加的固定值伤害 -Def_PlayerKey_NormalHurtPer = "NormalHurtPer" # 属性普通攻击加成:普通攻击附加的伤害百分比 -Def_PlayerKey_FabaoHurt = "FabaoHurt" # 属性法宝技能增伤:法宝技能攻击附加的固定值伤害 -Def_PlayerKey_FabaoHurtPer = "FabaoHurtPer" # 属性法宝技能加成:法宝技能攻击附加的伤害百分比 Def_PlayerKey_AddBuffLayer = "addBuffLayer" # buff当前层数 Def_PlayerKey_BuffHurtCnt = "BuffHurtCnt" # 持续buff掉血次数 Def_PlayerKey_Zhansha = "zhansha" # 斩杀标志 -Def_PlayerKey_ZhuxianRate = "ZXRate" # 诛仙一击的概率 -Def_PlayerKey_ZhuxianHurtPer = "ZXHurtPer" # 诛仙一击的伤害% Def_PlayerKey_LockHPSkillID = "LockHPSkillID" # 锁血功能的技能 Def_PlayerKey_GodWeaponBeforeProDef = "GWBPD" # 神兵护盾被攻击前的值 Def_PlayerKey_curHurtValue = "curHurtValue" # 计算中的临时伤害值,技能特殊用 Def_PlayerKey_curHurtValueEx = "curHurtValueEx" # 计算中的临时伤害值,技能特殊用 Def_PlayerKey_SomersaultTime = "Somersault" # 翻滚一定时间内无敌,表现为MISS -Def_PlayerKey_CopyFuncAttr = "CopyFuncAttr%s" # 玩家属性刷新中的计算属性缓存,便于buff刷新计算 -Def_PlayerKey_CopyFuncAttrEx = "CopyFuncAttrEx%s" # 玩家属性刷新中的计算属性缓存,便于buff刷新计算 Def_Player_RefreshAttrByBuff = "PlayerAttrByBuff" # 玩家属性刷新功能属性缓存,便于buff刷新计算, 间隔刷新 Def_Player_HadRefreshAttr = "HadRefreshAttr" # 玩家在本地图是否刷新过属性 Def_PlayerKey_ClientCustomScene = "ClientCustomScene" # 客户端自定义场景状态 @@ -3130,9 +3207,6 @@ Def_PlayerKey_ResetFBLinePosY = "ResetFBLinePosY" # 请求切换副本多合一地图功能线路ID Def_PlayerKey_AttackFollowMaster = "FollowAtk" # 召唤兽跟随攻击 Def_PlayerKey_MoreHurtValue = "MoreHurtValue" # 额外的伤害值,一般用于不走公式 -Def_PlayerKey_BloodShiledHurt = "BSHurt" # 伤害值用于血盾抵消 -Def_PlayerKey_BloodShiledHurtEx = "BSHurtEx" # 伤害值用于血盾抵消 -Def_PlayerKey_EquipTime = "EquipTime" # 时效装备 Def_PlayerKey_PowerPartTime = "PowerPartTime" # 蓄力每次消耗时间,因攻速改变 Def_PlayerKey_PowerPartCount = "PowerPartCount" # 蓄力技能能量次数 Def_Player_RefreshAttr = "Player_RefreshAttr" # 玩家刷新属性标志 @@ -3161,16 +3235,10 @@ Def_PlayerKey_MirrorBattleTime = 'MirrorBattleTime' # 最近一次请求镜像战斗时间戳 Def_PlayerKey_MirrorBattleID = 'MirrorBattleID' # 镜像战斗ID,有值时代表处于镜像战斗中 -Def_PlayerKey_FamilyArrestQueryState = 'ArrestQueryState' # 家族悬赏任务完成查询状态 Def_PlayerKey_Frist_Lock = "Frist_Lock" # 是否接受了任务1 Def_PlayerKey_TaskExpRewardMultiple = "TaskExpRewardMultiple" # 任务经验奖励倍值 Def_PlayerKey_BuyItemCnt = "BuyItemCnt" # 购买物品数量 -Def_PlayerKey_SpeedValueNotBuff = "SpeedValueNotBuff" # 玩家移动速度数值参数, 非实际移动速度,不含buff -Def_PlayerKey_SpeedValue = "SpeedValue" # 玩家移动速度数值参数, 非实际移动速度,含buff Def_PlayerKey_SpeedHorse = "SpeedHorse" # 骑乘时附加移动速度值 -Def_PlayerKey_AtkSpeedSet = "AtkSpeedSet" # 攻击速度固定值, 大于0表示攻击速度强制为该值 -Def_PlayerKey_AtkInterval = "NormalAtkInterval_%s" # 公共技能CD类型 -Def_PlayerKey_AtkTick = "NormalAtkTick_%s" # 公共技能CD类型 Def_PlayerKey_QueryOpenServerAwardState = "QueryOpenServerAwardState" # 查询开服奖励状态 Def_PlayerKey_QueryFamilyStoreTick = "QueryFamilyStoreTick" # 战盟仓库操作tick @@ -3178,10 +3246,6 @@ Def_PlayerKey_QueryNewGuyCardType = 'QueryNewGuyCardType' # 查询的新手卡类型 Def_PlayerKey_TradeTagNPC = "TradeTagNPC" # 当前商店的npcid -Def_PlayerKey_LastSkillComboTick = "LastSkillComboTick" #上次技能连击tick -Def_PlayerKey_SkillComboCnt = "SkillComboCnt" #技能连击数 -Def_PlayerKey_ComboSkillTypeID = "ComboSkillTypeID" #当前连击的技能TypeID -Def_PlayerKey_ComboAddHurtPer = "ComboAddHurtPer" #当前连击的伤害加成万分率 Def_PlayerKey_ComboBuffProcessState = "ComboBuffProcessState" #持续性buff连击处理状态 Def_PlayerKey_LvAwardQueryState = 'LvAwardQueryState' # 等级奖励领奖查询状态 Def_PlayerKey_StoreQueryState = 'StoreQueryState' # 商店全服购买次数查询状态 @@ -3197,40 +3261,8 @@ Def_PlayerKey_TeamMemCount = "TeamMemCount" #队伍在线玩家数 Def_PlayerKey_CurState = "PlayerCurState" # 当前状态信息, 标记详见 Def_PlayerStateList Def_PlayerKey_AttrFaintCD = "AttrFaintCD" #击晕CD控制 -Def_PlayerKey_AttrFaintRate = "FaintRate" #触发击晕 -Def_PlayerKey_AttrFaintDefRate = "FaintDefRate" #击晕抵抗 -Def_PlayerKey_AttrAtkerFreezed = "AttrAtkerFreezed_50" #玩家被攻击触发定身 -Def_PlayerKey_AttrAddAngry = "AttrAddAngry_51" #玩家攻击增加额外仇恨 -Def_PlayerKey_AttrComboRate = "ComboRate" #连击几率 -Def_PlayerKey_AttrComboDamPer = "ComboDamPer" #连击伤害 -Def_PlayerKey_SkillAtkRateReduce = "SkillAtkRateReduce" #技能攻击比例减少 -Def_PlayerKey_AttrDropEquipPer = "DropEquipPer" #装备掉率 -Def_PlayerKey_AttrDamagePVP = "DamagePVP" #PVP固定伤害输出 -Def_PlayerKey_AttrDamagePVPReduce = "DamagePVPReduce" #PVP固定伤害减少 -Def_PlayerKey_AttrDamagePVE = "DamagePVE" #伤害输出计算固定值PVE -Def_PlayerKey_AttrDamagePerPVP = "DamagePerPVP" #伤害输出计算百分比PVP -Def_PlayerKey_AttrDamagePerPVPReduce = "DamagePerPVPReduce" #伤害输出计算百分比PVP减少 -Def_PlayerKey_AttrHurtPer = "AttrHurtPer" #受伤计算百分比 -Def_PlayerKey_AttrDamChanceDef = "DamChanceDef" #20%的概率抵御伤害比率 -Def_PlayerKey_AttrProDefHPPer = "ProDefHPPer" #生命上限换算为防护值的百分比 -Def_PlayerKey_AttrProDefAbsorb = "ProDefAbsorb" #防护值吸收伤害比率 -Def_PlayerKey_AttrPetMinAtk = "AttrPetMinAtk" #宠物最小攻击力 -Def_PlayerKey_AttrPetMaxAtk = "AttrPetMaxAtk" #宠物最大攻击力 -Def_PlayerKey_AttrPetDamPer = "AttrPetDamPer" #宠物伤害百分比提升 -Def_PlayerKey_PetSkillAtkRate = "PetSkillAtkRate" #宠物技能攻击比例加成 -Def_PlayerKey_AttrPerLVAtk = "PerLVAtk" #每1级+%s攻击, 数值取万分率,支持小数算法 -Def_PlayerKey_AttrPerLVMaxHP = "PerLVMaxHP" #每1级+%s生命, 数值为固定值 -Def_PlayerKey_AttrShieldMPCostRate = "AttrShieldMPCostRate" #魔法盾伤害吸收蓝耗比率 -Def_PlayerKey_AttrXP = "AttrXP" #当前XP -Def_PlayerKey_AttrXPRestorePer = "AttrXPRestorePer" #自动恢复XP值比率 Def_PlayerKey_MarkLoadMapTick = "LoadMapTickVIP" #记录切换地图后的tick,VIP Def_PlayerKey_MTFreeOnlineRefreshTick = "MTFreeOnlineRTick" # 寻宝在线计算时间 -Def_PlayerKey_MFPFightPower = "MFPFightPower_%s" #模块战斗力, 求余亿部分,参数(模块类型索引) -Def_PlayerKey_MFPFightPowerPoint = "MFPFightPowerPoint_%s" #模块战斗力, 整除亿部分,参数(模块类型索引) -Def_PlayerKey_MFPSkill = "MFPSkill_%s" #技能附加战斗力, 参数(模块类型索引) -Def_PlayerKey_MFPSkillEx = "MFPSkillEx_%s" #技能附加战斗力, 参数(模块类型索引) -Def_PlayerKey_MFPEx = "MFPEx_%s" #模块附加战斗力, 参数(模块类型索引) -Def_PlayerKey_MFPExPoint = "MFPExPoint_%s" #模块附加战斗力, 参数(模块类型索引) Def_PlayerKey_AtkWithoutBuff = "AtkWithoutBuff" #玩家无buff状态下的攻击值 Def_PlayerKey_DefWithoutBuff = "DefWithoutBuff" #玩家无buff状态下的防御值 Def_PlayerKey_HPWithoutBuff = "HPWithoutBuff" #玩家无buff状态下的生命值 @@ -3244,137 +3276,17 @@ Def_PlayerKey_AttrActivatyNotify = "AttrActivatyNotify" # 属性激活提示类型 Def_PlayerKey_EquipOrangeCount = "EquipOrangeCount" # 装备信息 - 橙装及以上件数 Def_PlayerKey_LastHurt = "PlayerLastHurt" # 最后补刀 -Def_PlayerKey_AddBackHPPer = "AddBackHPPer" #增加生命恢复效果 -Def_PlayerKey_ReduceBackHPPer = "ReduceBackHPPer" #降低生命恢复效果 -Def_PlayerKey_NPCHurtAddPer = "NPCHurtAddPer" # 对怪物伤害加成 -Def_PlayerKey_JobAHurtAddPer = "JobAHurtAddPer" # 目标战士伤害加成 -Def_PlayerKey_JobBHurtAddPer = "JobBHurtAddPer" # 目标法师伤害加成 -Def_PlayerKey_JobCHurtAddPer = "JobCHurtAddPer" # 目标弓手伤害加成 -Def_PlayerKey_NPCAtkReducePer = "NPCAtkReducePer" # NPC攻击伤害减免 -Def_PlayerKey_JobAAtkReducePer = "JobAAtkReducePer" # 战士攻击伤害减免 -Def_PlayerKey_JobBAtkReducePer = "JobBAtkReducePer" # 法师攻击伤害减免 -Def_PlayerKey_JobCAtkReducePer = "JobCAtkReducePer" # 弓手攻击伤害减免 -Def_PlayerKey_LuckyHitReduce = "LuckyHitReduce" # 会心一击伤害减免固定值 -Def_PlayerKey_GreatHitReducePer = "GreatHitReducePer" # 卓越一击伤害减免 -Def_PlayerKey_SuperHitReduce = "SuperHitReduce" # 暴击伤害减免固定值 -Def_PlayerKey_IgnoreDefReducePer = "IgnoreDefReducePer" # 无视防御伤害减免 -Def_PlayerKey_LuckyHitRateReduce = "LuckyHitRateReduce" # 抗会心一击概率 -Def_PlayerKey_GreatHitRateReduce = "GreatHitRateReduce" # 抗卓越一击概率 -Def_PlayerKey_SuperHitRateReduce = "SuperHitRateReduce" # 抗暴击概率 -Def_PlayerKey_IgnoreDefRateReduce = "IgnoreDefRateReduce" # 抗无视防御概率 Def_PlayerKey_LastHurtValue = "LastHurtValue" # 最后一次伤害值 Def_PlayerKey_LastHurtValueEx = "LastHurtValueEx" # 最后一次伤害值 Def_PlayerKey_LastHurtNPCObjID = "LastHurtNPCObjID" # 最后攻击的NPCObjID Def_PlayerKey_LastAttackerObjID = "LastAttackerObjID" # 被攻击者记录的最近攻击玩家ID -Def_PlayerKey_CommMapExpRate = "CommMapExpRate" # 常规地图经验倍率加成 -Def_PlayerKey_BossFinalHurtPer = "BossFinalHurtPer" # boss最终伤害百分比 -Def_PlayerKey_FinalHurtPer = "FinalHurtPer" # 最终伤害百分比 -Def_PlayerKey_FinalHurtReducePer = "FHReducePer" # 最终伤害减免百分比 -Def_PlayerKey_FuhaoHitRate = "FuhaoHitRate" # 富豪一击概率 -Def_PlayerKey_FinalHurt = "FinalHurt" # 最终固定伤害增加 -Def_PlayerKey_BleedDamage = "BleedDamage" # 流血伤害 -Def_PlayerKey_FinalHurtReduce = "FinalHurtReduce" # 最终固定伤害减少 -Def_PlayerKey_BossIDHurt = "BossIDHurt" # 对指定boss伤害加成固定值 -Def_PlayerKey_BossIDHurtAddPer = "BossIDHurtAddPer" # 对指定boss伤害加成倍率 -Def_PlayerKey_DropEquipDoCount = "DropEquipDoCount" # 装备掉落执行次数加成万分率 -Def_PlayerKey_BaseAtkMin = "BaseAtkMin" # 基础最小攻击 -Def_PlayerKey_BaseAtkMax = "BaseAtkMax" # 基础最大攻击 -Def_PlayerKey_BaseMaxHP = "BaseMaxHP" # 基础生命 -Def_PlayerKey_BaseDef = "BaseDef" # 基础防御 -Def_PlayerKey_BaseHit = "BaseHit" # 基础命中 -Def_PlayerKey_BaseMiss = "BaseMiss" # 基础闪避 -Def_PlayerKey_BaseAtkAddPer = "BaseAtkAddPer" # 基础攻击百分比 -Def_PlayerKey_BaseMaxHPAddPer = "BaseMaxHPAddPer" # 基础生命百分比 -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_FaQiMaxHPPer = "FaQiMaxHPPer" # 法器生命百分比 -Def_PlayerKey_FaQiAtkPer = "FaQiAtkPer" # 法器攻击百分比 -Def_PlayerKey_FaQiDefPer = "FaQiDefPer" # 法器防御百分比 -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_StoneAtkPer = "StoneAtkPer" # 宝石攻击百分比 -Def_PlayerKey_HPCureEnhance = "HPCureEnhance" # 血瓶恢复效果 Def_PlayerKey_HadInitFruitAttr = "HadInitFruitAttr" # 是否已经刷新过果实属性 -Def_PlayerKey_OnlyFinalHurt = "OnlyFinalHurt" # 额外输出伤害 -Def_PlayerKey_PVPAtkBackHP = "PVPAtkBackHP" # PVP攻击回血 -Def_PlayerKey_HitSucessRate = "HitSucessRate" # 命中成功率 -Def_PlayerKey_MissSucessRate = "MissSucessRate" # 闪避成功率 -Def_PlayerKey_CurePer = "CurePer" # 治疗加成 默认百分百 -Def_PlayerKey_BeHurtPer = "BeHurtPer" # 加深受到伤害百分比 -Def_PlayerKey_TitleMaxHPPer = "TitleMaxHPPer" # 称号生命加成 -Def_PlayerKey_TitleAtkPer = "TitleAtkPer" # 称号攻击加成 -Def_PlayerKey_TitleDefPer = "TitleDefPer" # 称号防御加成 -Def_PlayerKey_FaceMaxHPPer = "FaceMaxHPPer" # 头像生命加成 -Def_PlayerKey_FaceAtkPer = "FaceAtkPer" # 头像攻击加成 -Def_PlayerKey_FaceDefPer = "FaceDefPer" # 头像防御加成 -Def_PlayerKey_FacePicMaxHPPer = "FacePicMaxHPPer" # 头像框生命加成 -Def_PlayerKey_FacePicAtkPer = "FacePicAtkPer" # 头像框攻击加成 -Def_PlayerKey_FacePicDefPer = "FacePicDefPer" # 头像框防御加成 -Def_PlayerKey_HorseSkinMaxHPPer = "HorseSkinMaxHPPer" # 坐骑幻化生命加成 -Def_PlayerKey_HorseSkinAtkPer = "HorseSkinAtkPer" # 坐骑幻化攻击加成 -Def_PlayerKey_HorseSkinDefPer = "HorseSkinDefPer" # 坐骑幻化防御加成 -Def_PlayerKey_HorseAtkPer = "HorseAtkPer" # 坐骑攻击百分比 -Def_PlayerKey_HorseMaxHPPer = "HorseMaxHPPer" # 坐骑生命加成 -Def_PlayerKey_PetAtkPer = "PetAtkPer" # 灵宠攻击加成 -Def_PlayerKey_HorseTrainAttrPer = "HorseTrainAttrPer" # 坐骑培养属性加成 -Def_PlayerKey_PetTrainAttrPer = "PetTrainAttrPer" # 灵宠培养属性加成 -Def_PlayerKey_GuardTrainAttrPer = "GuardTrainAttrPer" # 守护培养属性加成 -Def_PlayerKey_WingTrainAttrPer = "WingTrainAttrPer" # 翅膀培养属性加成 -Def_PlayerKey_PeerlessWeaponTrainAttrPer = "PeerlessWeaponTrainAttrPer" # 灭世培养属性加成 -Def_PlayerKey_PeerlessWeapon2TrainAttrPer = "PeerlessWeapon2TrainAttrPer" # 弑神培养属性加成 -Def_PlayerKey_LianTiAttrPer = "LianTiAttrPer" # 炼体属性属性加成 -Def_PlayerKey_AffairSpeedPer = "AffairSpeedPer" # 仙盟事务速度加成 -Def_PlayerKey_FamilyBossHurtPer = "FamilyBossHurtPer" # 仙盟BOSS伤害加成 -Def_PlayerKey_FamilyWarHPPer = "FamilyWarHPPer" # 仙盟联赛生命加成 -Def_PlayerKey_FamilyWarAtkPer = "FamilyWarAtkPer" # 仙盟联赛攻击加成 -Def_PlayerKey_FamilySitExpPer = "FamilySitExpPer" # 仙盟打坐经验加成 -Def_PlayerKey_StoneBasePer = "StoneBasePer" # 宝石基础属性百分比 -Def_PlayerKey_RealmBasePer = "RealmBasePer" # 境界基础属性百分比 -Def_PlayerKey_WingHPPer = "WingHPPer" # 翅膀生命百分比 -Def_PlayerKey_SuiteBasePer = "SuiteBasePer" # 套装基础属性百分比 -Def_PlayerKey_PlusBaseAtkPer = "PlusBaseAtkPer" # 强化基础攻击百分比 -Def_PlayerKey_Metal = "PointMetal" # 金 -Def_PlayerKey_Wood = "PointWood" # 木 -Def_PlayerKey_Water = "PointWater" # 水 -Def_PlayerKey_Fire = "PointFire" # 火 -Def_PlayerKey_Earth = "PointEarth" # 土 -Def_PlayerKey_MetalQualityLV = "MetalQualityLV" # 金灵根品级 -Def_PlayerKey_WoodQualityLV = "WoodQualityLV" # 木灵根品级 -Def_PlayerKey_WaterQualityLV = "WaterQualityLV" # 水灵根品级 -Def_PlayerKey_FireQualityLV = "FireQualityLV" # 火灵根品级 -Def_PlayerKey_EarthQualityLV = "EarthQualityLV" # 土灵根品级 -Def_PlayerKey_SkillAddPer1 = "SkillAddPer1" # 技能伤害增强1 -Def_PlayerKey_SkillAddPer2 = "SkillAddPer2" # 技能伤害增强2 -Def_PlayerKey_SkillAddPer3 = "SkillAddPer3" # 技能伤害增强3 -Def_PlayerKey_SkillAddPer4 = "SkillAddPer4" # 技能伤害增强4 -Def_PlayerKey_SkillAddPer5 = "SkillAddPer5" # 技能伤害增强5 -Def_PlayerKey_SkillAddPer6 = "SkillAddPer6" # 技能伤害增强6 -Def_PlayerKey_SkillAddPer7 = "SkillAddPer7" # 技能伤害增强7 -Def_PlayerKey_SkillReducePer1 = "SkillReducePer1" # 受到技能伤害减少1 -Def_PlayerKey_SkillReducePer2 = "SkillReducePer2" # 受到技能伤害减少2 -Def_PlayerKey_SkillReducePer3 = "SkillReducePer3" # 受到技能伤害减少3 -Def_PlayerKey_SkillReducePer4 = "SkillReducePer4" # 受到技能伤害减少4 -Def_PlayerKey_SkillReducePer5 = "SkillReducePer5" # 受到技能伤害减少5 -Def_PlayerKey_SkillReducePer6 = "SkillReducePer6" # 受到技能伤害减少6 -Def_PlayerKey_SkillReducePer7 = "SkillReducePer7" # 受到技能伤害减少7 - -#功能索引ShareDefine.Def_AttrFruitFuncList -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_PDict_QueryTechLVUPState = "QueryTechLVUPState" # 查询科技等级提升状态 Def_PDict_PKStateTick = "PKStateTick" # PK状态tick,只要有一方发起攻击,双方均进入PK状态 Def_PDict_BossStateTick = "BossStateTick" # boss状态tick,攻击boss即进入boss状态 Def_PDict_MapAreaExpTick = "MapAreaExpTick" # 给场景经验tick -# 装备累计基础属性 -Def_PDict_EquipTotalBaseMinAtk = "EquipTotalBaseMinAtk" # 装备累计基础最小攻击 -Def_PDict_EquipTotalBaseMaxAtk = "EquipTotalBaseMaxAtk" # 装备累计基础最大攻击 -Def_PDict_EquipTotalBaseDef = "EquipTotalBaseDef" # 装备累计基础防御 -Def_PDict_EquipTotalBaseHP = "EquipTotalBaseHP" # 装备累计基础生命 #---玩家字典KEY,存于数据库--- #=========================================================================== @@ -3461,13 +3373,7 @@ Def_Player_Dict_Wallow_LV = "GameWallowLV_34" #防沉迷等级 Def_Player_Dict_Wallow_OfflineTime = "GameWallowOfflineTime_35" #防沉迷离线累积时间 Def_Player_Dict_Wallow_OnlineTime = "GameWallowOnlineTime_36" #防沉迷在线累积时间 -Def_Player_Dict_CabinetCount_Pet = "CabinetCount_Pet_39" #宠物收纳柜 -Def_Player_Dict_CabinetCount_WeaponCoat = "CabinetCount_WeaponCoat_40" #武器收纳柜 -Def_Player_Dict_CabinetCount_DressCoat = "CabinetCount_DressCoat_41" #时装收纳柜 -Def_Player_Dict_CabinetCount_Horse = "CabinetCount_Horse_42" #马匹收纳柜 -Def_Player_Dict_PackCount_Item = "PackCount_Item_72" #玩家物品背包格子数 -Def_Player_Dict_PackCount_Warehouse = "PackCount_Warehouse_73" #仓库背包格子数 -Def_Player_Dict_PackCount_Hero = "PackCount_Hero" #武将背包格子数 +Def_Player_Dict_PackBuyCnt = "PackBuyCnt_%s" #背包已购买格子次数, 参数(背包类型) Def_Player_Dict_PlayerMapSignCnt = "PlayerMapSignCnt_75" # 大地图标记数量 Def_Player_Dict_PlayerBuyZhenQiCnt = "PlayerBuyZhenQiCnt_76" # 购买真气次数 Def_Player_Dict_PlayChangeLineID = "PlayChangeLineID" # 玩家主动切换线路记录 @@ -3563,16 +3469,6 @@ Def_Player_Dict_LastAutoOpenPackTick = "LastAutoOpenPackTick219_%s" #上一次自动购买的tick<背包类型> -Def_Player_Dict_VipExperienceStartTime = "VipExperienceStartTime" #VIP体验生效开始时间 -Def_Player_Dict_VipExp = "VipExp" #VIP经验 -Def_Player_Dict_VipAwardRecord = "VipAwardRecord" #VIP礼包购买记录 2 进制纪录模式 0 表示未购买,1 表示已经购买 -Def_Player_Dict_VipBuyRecord = "VipBuyRecord" #首次VIP卡类型记录 2 进制纪录模式 0 表示未购买,1 表示已经购买过 -Def_Player_Dict_VIPLastTime = "VIPLastTime" #最后一次获得VIP经验的零点时间 -Def_Player_Dict_VipTimeOutRecord = "VipTimeOutRecord" #VIP过期提醒记录 -Def_Player_Dict_VIPKillLV = "VIPKillLV" #VIP杀怪等级 -Def_Player_Dict_VIPKillLVExp = "VIPKillLVExp" #VIP杀怪等级 - 经验 -Def_Player_Dict_VIPKillLVExpPoint = "VIPKillLVExpPoint" #VIP杀怪等级 - 经验点 - Def_PDict_OnlinePrizeNote = "OnlinePrizeNote" # 当日在线奖励领取信息 Def_PDict_OpenSererDailyAward = "OpenSererDailyAward" # 开服每日奖励记录 @@ -3612,7 +3508,6 @@ Def_PDict_FamilyWarDailyReward = "FamilyWarDailyReward" # 王者仙盟每日俸禄领取状态 Def_PDict_Family_Contribution = "FamilyContribution" #战盟贡献度 Def_PDict_HasChange_FamilyActiveToContribution = "HasChangeContribution" #战盟活跃度已转化过贡献度 -Def_PDict_PackCount_FineSoul = "PackCount_FineSoul" # 已购买精魄/符文背包格子数 Def_PDict_KillPlayerAddActive = "KillPlayerAddActiveByDay" # 杀人每日获得活跃度 Def_PDict_LoginDayCnt = "PLoginDayCnt" # 累计登陆天数 Def_PDict_LoginDayAward = "PLoginDayAward" # 累计登陆领取情况 @@ -3637,10 +3532,6 @@ Def_PDict_MixLoginDay = "MixLoginDay" # 合服首登处理标记天 Def_PDict_AddPointValue = "AddPointValue_%s" # 已加属性点数, 参数(属性ID) -Def_PDict_AttrFruitEatCnt = "AttrFruitEatCnt_%s" # 已吃属性果实个数,参数为物品id -Def_PDict_AttrFruitAddValue = "AttrFruitAddValue_%s" # 已吃属性果实增加的属性,参数为物品id -Def_PDict_AttrFruitAddItemCnt = "FruitAddItemCnt_%s" # 增幅丹增加上限数,参数为果实物品id -Def_PDict_AttrFruitItemBreakCnt = "FruitItemBreakCnt_%s" # 增幅丹突破次数,参数为果实物品id Def_PDict_NobleLV = "NobleLV" # 贵族等级, 0位为不同贵族模式版本切换标记位, 从1位开始表示每种等级贵族开通情况, 1-已开通过;9-永久 Def_PDict_NobleEndTime = "NobleEndTime_%s" # 贵族到期结束时间<单位s>, 参数为贵族等级, 从1开始 @@ -3684,9 +3575,6 @@ Def_PDict_IsAddReviveTired = "IsAddReviveTired" # 死亡是否增加复活疲劳 -Def_PDict_ComposeMustSuccess = "ComposeMustSuccess_%s" # 前X次合成必定成功,参数(合成归组) -Def_PDict_FirstSuccMakeJobItem = "FirstSuccMakeJobItem_%s" # 首次合成成功给本职业物品记录,参数为(合成ID) - Def_PDict_DownloadAwardState = "DownloadAwardState" # 分包包下载奖励状态 0-未领 >0-已领奖励编号 Def_PDict_DownloadPatchAward = "DownloadPatchAward" # 更新包下载奖励状态 0-未领 >0-已领奖励编号 @@ -3722,12 +3610,6 @@ Def_PDict_LingQiTrainLV = "LingQiTrainLV_%s_%s" # 培养等阶,参数为(place, 培养类型) Def_PDict_LingQiTrainItemCount = "LingQiTrainItemCount_%s_%s" # 培养当前阶已吃培养丹个数,参数为(place, 培养类型) -# 百战之地 -Def_PDict_BZZD_TotalFightExp = "BZZD_TExp" # 最后一次进入副本挑战获得总经验, 领取多倍奖励时用 -Def_PDict_BZZD_TotalFightExpPoint = "BZZD_TExpPoint" # 最后一次进入副本挑战获得总经验点, 领取多倍奖励时用 -Def_PDict_BZZD_HistoryEnterCnt = "BZZD_HistoryEnterCnt" # 历史进入总次数 -Def_PDict_BZZD_NeedReduceExpBuff = "BZZD_NeedReduceExpBuff" # 是否需要扣除层级经验加成buff - # 公共CD副本扫荡 Def_PDict_PubCDFBS_Time = "PCDFBS_%s_Time" # 开始扫荡时间, 参数(公共组编号) Def_PDict_PubCDFBS_MapID = "PCDFBS_%s_MID" # 扫荡的地图, 参数(公共组编号) @@ -3740,36 +3622,9 @@ Def_PDict_PetTrainLV = "PetTrainLV_%s" # 灵宠培养等阶,参数(培养类型) Def_PDict_PetTrainItemCount = "PetTrainItemCount_%s" # 灵宠培养当前阶已吃培养丹个数,参数(培养类型) -#装备分解 -Def_PDict_EquipDecomposeLV = "EquipDecomposeLV" #等级 -Def_PDict_EquipDecomposeExp = "EquipDecomposeExp" #经验 -Def_PDict_EquipDecomposeSeting = "EquipDecomposeSeting" #设置数据 -Def_PDict_EquipDecomposeCnt = "EquipDecomposeCnt" #已分解件数 - #试炼之塔 Def_Player_Dict_TrialTower_PassLV = "TrialTower_PassLV" # 试炼之塔通关层数 Def_Player_Dict_TrialTower_LastDayPassLV = "Tower_LastDayPassLV" # 试炼之塔昨日通关层数 -#天星塔 -Def_Player_Dict_SkyTowerFloor = "SkyTowerFloor" # 天星塔已通关层数 -Def_Player_Dict_SkyTowerServerRecord = "SkyTowerServerRecord_%s" # 天星塔全服挑战层领奖记录,参数(层) - -#境界塔 -Def_Player_Dict_RealmTowerFloor = "RealmTowerFloor" # 已通关层数 - -#古神禁地 -Def_Player_Dict_GodArea_Anger = "GodArea_Anger" # 古神禁地怒气值 -Def_Player_Dict_GodArea_LastAddAngerTime = "GodArea_LastAddAngerTime" # 古神禁地上一次增加怒气值的时间 - -#上古战场 -Def_Player_Dict_ElderBattlefieldStage = "ElderBattlefieldStage" # 本次达到阶段 - -#仙盟宴会 -Def_Player_Dict_FamilyPartyJoinSign = "FamilyPartyJoinSign" # 今日参与宴会标记 -Def_Player_Dict_FamilyPartyAnswerCnt = "FamilyPartyAnswerCnt" # 答题数量 -Def_Player_Dict_FamilyPartyCollectState = "FamilyPartyCollectState" # 是否已采集 -Def_Player_Dict_FamilyPartyTotalExp = "FamilyPartyTotalExp" # 获得的总经验 -Def_Player_Dict_FamilyPartyTotalExpPoint = "FamilyPartyTotalExpPoint" # 获得的总经验点 -Def_Player_Dict_FamilyPartyTotalPoint = "FamilyPartyTotalPoint" # 获得的总仙盟贡献值 #仙盟打坐 Def_Player_Dict_FamilySitExpRound = "FamilySitExpRound" # 已给经验轮次 @@ -3873,26 +3728,6 @@ #Boss首杀 Def_PDict_BossFirstKillState = "BossFirstKillState_%s" # boss首杀相关状态记录 -#仙界盛典 -Def_PDict_FairyCeremonyID = "FairyCeremonyID" # 玩家身上的仙界盛典活动ID,唯一标识,取活动开始日期time值 -Def_PDict_FCActionWorldLV = "FCActionWorldLV" #玩家身上的仙界盛典时的世界等级 -Def_PDict_FCRechargeState = "FCRechargeState" # 充值大礼状态 0-不可领 1-可领 2-已领取 -Def_PDict_FCPartyCurCnt = "FCPartyCurCnt_%s" #全民来嗨活动当前完成次数 参数活动ID -Def_PDict_FCPartyCurPoint = "FCPartyCurPoint" #全民来嗨活动当前总点数 -Def_PDict_FCPartyAwardRecord = "FCPartyAwardRecord" #全民来嗨活动领奖记录 -Def_PDict_FCCTGRMBTotal = "FCCTGRMBTotal" # 绝版降临总累计充值元 -Def_PDict_FCFireworksBuyCount = "FCFireworksBuyCount" # 高级烟花已购买次数 -Def_PDict_FCFireworksScore = "FCFireworksScore" # 总烟花积分,含普通烟花 - -#新仙界盛典 -Def_PDict_NewFairyCeremonyID = "NewFairyCeremonyID" # 玩家身上的仙界盛典活动ID,唯一标识,取活动开始日期time值 -Def_PDict_NewFCActionWorldLV = "NewFCActionWorldLV" #玩家身上的仙界盛典时的世界等级 -Def_PDict_NewFCRechargeState = "NewFCRechargeState" # 充值大礼状态 0-不可领 1-可领 2-已领取 -Def_PDict_NewFCPartyCurCnt = "NewFCPartyCurCnt_%s" #全民来嗨活动当前完成次数 参数活动ID -Def_PDict_NewFCPartyCurPoint = "NewFCPartyCurPoint" #全民来嗨活动当前总点数 -Def_PDict_NewFCPartyAwardRecord = "NewFCPartyAwardRecord" #全民来嗨活动领奖记录 -Def_PDict_NewFCCostGold = "NewFCCostGold" # 绝版降临总累计消费仙玉 - #限时抢购活动 Def_PDict_FlashSaleID = "FlashSaleID_%s" # 玩家身上的限时抢购活动ID,唯一标识,取活动开始日期time,参数(活动编号) Def_PDict_FlashSaleState = "FlashSaleState_%s" # 玩家身上的限时抢购活动state,参数(活动编号) @@ -3922,17 +3757,6 @@ Def_PDict_EmojiPackState = "EmojiPackState_%s" # 表情包状态,参数(key编号) Def_PDict_EmojiPackEndTime = "EmojiPackEndTime_%s" # 到期时间戳,0为永久,参数(表情包ID) -#冰晶矿脉 -Def_PDict_IceLodeStarAwardRecord = "IceLodeStarAwardRecord" #星级奖励领奖记录 -Def_PDict_IceLodeHasSweep = "IceLodeHasSweep" #今日是否已扫荡过 -Def_PDict_IceLodeLastCheckTime = "IceLodeLastCheckTime" #上次补发星级奖励时间 -Def_PDict_IceLodeDayLV = "IceLodeDayLV" #今日等级 -Def_PDict_IceLodeIsInFBOnDay = "IceLodeIsInFBOnDay" #在副本里过天 - -#助战 -Def_PDict_HelpBattleCheckInCount = "HelpBattleCheckInCount" #助战登记次数, 登记次数*10+今日是否登记过 -Def_PDict_FBRealHelpCount = "FBRealHelpCount_%s" #副本真实助战次数,仅针对真实进去打的副本,参数mapID - #周狂欢 Def_PDict_WeekPartyActID = "WeekPartyActID" # 玩家身上的活动ID,唯一标识,取活动开始日期time值 Def_PDict_WeekPartyID = "WeekPartyID" # 玩家身上的活动ID,配置ID,用于补发上次活动用 @@ -3954,17 +3778,6 @@ Def_PDict_LoginAwardCurTimes = "LoginAwardCurTimes_%s_%s" #当前完成次数 参数(第X天,模板ID) Def_PDict_LoginAwardGotTimes = "LoginAwardGotTimes_%s_%s" #当前已领次数 参数(第X天,模板ID) Def_PDict_LoginAwardWorldLV = "LoginAwardWorldLV%s" #活动开启时世界等级参数(第X天) - -#诛仙BOSS -Def_PDict_ZhuXianBossHelpCnt = "ZhuXianBossHelpCnt" # 协助次数 - -#boss历练 -Def_PDict_BossTrialRecycleState = "BossTrialRecycleState" # 活动物品回收状态,该活动所有的本服、跨服活动结束才回收 1-标记等待回收;2-已回收过 -Def_PDict_CA_BossTrialID = "CA_BossTrialID" # 玩家身上的活动ID,唯一标识,取活动开始日期time值 -Def_PDict_BossTrialID = "BossTrialID_%s" # 玩家身上的活动ID,唯一标识,取活动开始日期time,参数(活动编号) -Def_PDict_BossTrialSubmitCount = "BossTrialSubmitCount_%s" # 提交凭证物品个数,参数(活动编号) -Def_PDict_BossTrialSubmitAwardCount = "BossTrialAwardCount_%s" # 关联提交凭证奖励提交物品个数,参数(活动编号) -Def_PDict_BossTrialSubmitAward = "BossTrialSubmitAward_%s" # 提交凭证奖励状态,参数(活动编号) #幸运鉴宝 Def_PDict_LuckyTreasureID = "LuckyTreasureID" # 玩家身上的活动ID,唯一标识,取活动开始日期time值 @@ -4013,34 +3826,6 @@ Def_PDict_TurntableItemID = "TurntableItemID_%s_%s" # 转盘物品ID*10+物品库类型,参数:(活动编号, 物品编号) Def_PDict_TurntableItemCount = "TurntableCount_%s_%s" # 转盘物品个数,参数:(活动编号, 物品编号) Def_PDict_TurntableItemState = "TurntableItemState_%s" # 转盘物品是否已抽中,按物品编号二进制位代表是否已抽中,参数:(活动编号) - -#垃圾分类活动 -Def_PDict_GarbageSortingID = "ActGSID_%s" # 玩家身上的活动ID,唯一标识,取活动开始日期time值,参数:(活动编号) -Def_PDict_GarbageSortingWorldLV = "ActGSWorldLV_%s" #玩家身上的活动世界等级,参数:(活动编号) -Def_PDict_GarbageTaskValue = "ActGSTaskValue_%s_%s" # 任务总进度值,参数(活动编号, 任务ID) -Def_PDict_GarbageTaskFinishCount = "ActGSTaskFinishCount_%s_%s" # 任务已完成次数,参数(活动编号, 任务ID) -Def_PDict_GarbageEnvironmentValue = "ActGSEnvValue_%s" # 活动累计获得环保值,参数(活动编号) -Def_PDict_GarbageGJSeconds = "ActGSGJSeconds_%s" # 挂机未处理收益的秒数,参数(活动编号) - -#仙匣秘境活动 -Def_PDict_CA_XianXiaMJID = "CA_XianXiaMJID" # 玩家身上的活动ID,唯一标识,取活动开始日期time值 -Def_PDict_XianXiaMJID = "ActXXMJID_%s" # 玩家身上的活动ID,唯一标识,取活动开始日期time值,参数:(活动编号) -Def_PDict_XianXiaMJWorldLV = "ActXXMJWorldLV_%s" #玩家身上的活动世界等级,参数:(活动编号) -Def_PDict_XianXiaMJLayerNum = "ActXianXiaMJLayerNum_%s" # 当前层数,参数:(活动编号) -Def_PDict_XianXiaMJPlayCount = "ActXianXiaMJPlayCount_%s" # 当前层累计抽奖次数,参数:(活动编号) -Def_PDict_XianXiaMJAwardItemInfo = "ActXXMJItemInfo_%s_%s_%s" # 奖池物品ID*100+抽中位置编号,参数:(活动编号, 库类型, 物品编号) -Def_PDict_XianXiaMJAwardItemTimes = "ActXXMJItemTimes_%s_%s_%s" # 奖池物品累计产出次数,有限制次数的才记录,参数:(活动编号, 库类型, 物品ID) -Def_PDict_XianXiaMJScore = "XianXiaMJScore_%s" # 抽奖积分,参数:(活动编号) - -#古宝养成活动 -Def_PDict_CA_GubaoID = "CA_GubaoID" # 玩家身上的活动ID,唯一标识,取活动开始日期time值 -Def_PDict_ActGubaoID = "ActGubaoID_%s" # 玩家身上的活动ID,唯一标识,取活动开始日期time值,参数:(活动编号) -Def_PDict_ActGubaoScore = "ActGubaoScore_%s" # 养成积分,参数:(活动编号) - -#骑宠养成活动 -Def_PDict_CA_HorsePetTrainID = "CA_HorsePetTrainID" # 玩家身上的活动ID,唯一标识,取活动开始日期time值 -Def_PDict_ActHorsePetTrainID = "ActHorsePetTrainID_%s" # 玩家身上的活动ID,唯一标识,取活动开始日期time值,参数:(活动编号) -Def_PDict_ActHorsePetTrainScore = "ActHorsePetTrainScore_%s" # 累计获得活动养成积分,参数:(活动编号) #炼器活动 Def_PDict_CA_LianqiID = "CA_LianqiID" # 玩家身上的活动ID,唯一标识,取活动开始日期time值 @@ -4152,23 +3937,9 @@ Def_PDict_Rune_HoleOpenState = "Rune_HoleOpenState" # 符印解锁状态 Def_PDict_Rune_Data = "Rune_Data_%s" # 符印镶嵌数据, 参数(第几孔) -# 聚魂 -Def_PDict_GatherSoulHoleData = "GatherSoulHoleData_%s" # 聚魂镶嵌数据, 参数(第几孔) - -# 新聚魂 -Def_PDict_GatherTheSoulHoleID = "GatherTheSoulHoleID_%s" # 聚魂镶嵌ID, 参数(孔编号) -Def_PDict_GatherTheSoulLV = "GatherTheSoulLV_%s" # 聚魂等级, 参数(聚魂ID) - # 副本 Def_PDictType_FB Def_PDict_LastEnterFBPropertyID = "LastEnterFBPropertyID_%s" # 上次进入副本的propertyID%s副本id Def_PDict_LastEnterFBTick = "LastEnterFBTick_%s" # 上次进入副本的时间%s副本id - -# 仙盟boss -Def_PDict_FamilyBossHurtValue = "FamilyBossHurtValue" # 仙盟boss个人总伤血,求余亿部分 -Def_PDict_FamilyBossHurtValuePoint = "FamilyBossHurtValuePoint" # 仙盟boss个人总伤血,整除亿部分 -Def_PDict_FamilyBossFightSeconds = "FamilyBossFightSeconds" # 仙盟boss个人已战斗时长,秒 -Def_PDict_FamilyBossHurtAward = "FamilyBossHurtAward" # 仙盟boss个人总伤血领奖记录 -Def_PDict_FamilyBossHurtAwardFamily = "FamilyBossHurtAwardFamily" # 仙盟boss仙盟总伤血领奖记录 # 战斗力 Def_PDictType_FightPower Def_PDict_FightPower_Highest = "FightPower_Highest" # 历史最高总战斗力 @@ -4237,11 +4008,6 @@ Def_PDict_TTL_TaskAwardRecord = "TTL_TaskAwardRecord_%s" # 通天任务领奖记录,参数(key编号),按索引位存储0-未领,1-已领 Def_PDict_TTL_DailyTaskPointToday = "TTL_DailyTaskPointToday" # 每日通天任务每日可获得积分点上限 -# 大师 Def_PDictType_GreatMaster -Def_PDict_Master_Exp = "Master_Exp" # 当前大师经验 -Def_PDict_Master_ExpPoint = "Master_ExpPoint" # 当前大师经验点 -Def_PDict_Master_FreeSkillPoint = "Master_FreeSkillPoint" # 当前剩余大师技能点 - # 跨服竞技场 Def_PDict_CrossPK_TotalScore = "CrossPK_TotalScore" # 当前总积分 Def_PDict_CrossPK_DanLV = "CrossPK_DanLV" # 当前段位 @@ -4272,13 +4038,6 @@ Def_PDict_LuckyCloudBuy_RoundID = "LuckyCloudBuy_RoundID" # 本轮标识ID Def_PDict_LuckyCloudBuy_BuyCount = "LuckyCloudBuy_BuyCount" # 本轮已购买份数 -# 跨服战场 -Def_PDict_Battlefield_EnterCountWeek = "CBF_EnterCountWeek" # 进入总次数 - 周 -Def_PDict_Battlefield_BuyOpenCountToday = "CBF_BuyOpenCountToday" # 已购买召集总次数 - 日 -Def_PDict_Battlefield_BuyOpenCountWeek = "CBF_BuyOpenCountWeek" # 已购买召集总次数 - 周 -Def_PDict_Battlefield_HighScoreToday = "CBF_HighScoreToday" # 今日最高积分 -Def_PDict_Battlefield_HighScoreTotalWeek = "CBF_HighScoreTotalWeek" # 每日最高分累加总分 - 周 - #自动战斗设置记录 Def_PDict_AutoFightSetting = "AFSetting_%s_%s" @@ -4306,42 +4065,8 @@ Def_PDict_RealmTaskAwardState = "RealmTaskAwardState" #境界渡劫条件领奖状态,按二进制位存储是否已领取 Def_PDict_RealmTaskValue = "RealmTaskValue_%s" #境界渡劫任务需要记录值,参数(任务ID) -#法宝 -Def_PDict_MagicWeaponIsWear = "MagicWeaponIsWear_%s" #法宝佩戴状态 参数法宝ID -Def_PDict_XBXZAwardRecord = "XBXZAwardRecord_%s" #仙宝寻主领奖记录 参数ID -Def_PDict_MagicWeaponLV = "MagicWeaponLV_%s" #法宝等级 参数法宝ID -Def_PDict_MagicWeaponUpExp = "MagicWeaponUpExp_%s" #法宝升级经验 参数法宝ID -Def_PDict_MWFBPassLevel = "MWFBPassLevel_%s" #法宝副本通关关卡 参数(法宝ID) - -#炼丹炉 -Def_PDict_AlchemyLV = "AlchemyLV" #炼丹等级 -Def_PDict_AlchemyExp = "AlchemyExp" #炼丹经验 -Def_PDict_AlchemyLearnState = "AlchemyLearnState%s" #丹方是否已学习 -Def_PDict_AlchemyItemID = "AlchemyItemID_%s" #炼丹中的丹药ID 参数丹药类型 -Def_PDict_AlchemyStartTime = "AlchemyStartTime_%s" #炼丹开始时间 参数丹药ID -Def_PDict_AlchemyTimes = "AlchemyTimes_%s" #本次炼丹几次 参数丹药ID -Def_PDict_AlchemyCnt = "AlchemyCnt%s" #丹药炼丹次数 - -Def_PDict_AlchemyPrayCnt = "AlchemyPrayCnt" #炼丹祈福次数 - Def_PDict_GFPassiveIndex = "GFP_%s_%s" # 被动功法 页数-索引 Def_PDict_GFPassivePage = "GFPPage" # 被动功法选中页数 - -# 挂机收益 -Def_PDict_GuajiCalcTime = "GuajiCalcTime" # 上次统计收益时间戳 -Def_PDict_GuajiAwardSeconds = "GuajiAwardSeconds" # 已累计收益时长,秒 -Def_PDict_GuajiQuickCount = "GuajiQuickCount" # 今日已快速收益次数 -Def_PDict_GuajiExp = "GuajiExp" # 经验 -Def_PDict_GuajiExpPoint = "GuajiExpPoint" # 经验超过E部分 -Def_PDict_GuajiMoneyType = "GuajiMoneyType_%s" # 获得货币类型,参数(索引) -Def_PDict_GuajiMoneyValue = "GuajiMoneyValue_%s" # 获得货币值,参数(索引) -Def_PDict_GuajiMoneyUnSeconds = "GuajiMoneyUnSeconds_%s" # 计算获得货币值时未处理收益的累计时长,秒,参数(货币类型) -Def_PDict_GuajiItemUnSeconds = "GuajiItemUnSeconds" # 计算获得物品次数时未处理收益的累计时长,秒 -Def_PDict_GuajiItemID = "GuajiItemID_%s" # 获得物品ID,参数(索引) -Def_PDict_GuajiItemCount = "GuajiItemCount_%s" # 获得物品个数,参数(索引) - -#仙魔之争 -Def_PDict_XMZZLastStartTime = "XMZZLastStartTime" #上次开始战斗时间 #套装 Def_PDict_EquipPartSuiteLV = "EQPartSuiteLV_%s_%s" #部位套装等级 参数 部位、套装类型 @@ -4355,27 +4080,9 @@ Def_PDict_TotalEquipStar = "TotalEquipStar" #装备部位星数总数 Def_PDict_EquipPartStar = "EQPartStar_%s" #装备部位星数 参数 装备背包格子索引 -#缥缈仙域 -Def_PDict_FairyDomainState = "FairyDomainState" #是否寻访中 0未寻访 1寻访中 2任务标记可寻访 -Def_PDict_FairyDomainEventState = "FairyDomainEventState%s" #单个事件状态1-未拜访 2-拜访中 3-已拜访 参数事件ID -Def_PDict_FairyDomainEventID = "FairyDomainEventID%s" #事件ID 参数第n个事件 -Def_PDict_FairyDomainEnergy = "FairyDomainEnergy" #体力值 -Def_PDict_FairyDomainVisitCnt = "FairyDomainVisitCnt" #寻访总次数 -Def_PDict_FairyAdventuresData = "FairyAdventuresData_%s" #奇遇数值 唯一ID*100+档位 参数事件ID -Def_PDict_FairyDomainEventAppearCnt = "FDEventAppearCnt%s" #事件出现次数 参数事件ID AAABBB BBB:小时段出现次数 AAA:今日出现次数 - -#草园 -Def_PDict_GrasslandNPCCount = "GrasslandNPCCount_%s" #草园NPCID个数,参数NPCID -Def_PDict_GrasslandDropCount = "GrasslandDropCount_%s" #草园掉落统计,参数编号,记录格式 itemID*100+dropCount - #五行专精 Def_PDict_SkillElementID = "SkillElementID%s" #主技能选择的专精技能 参数主技能ID Def_PDict_SkillElementLV = "SkillElementLV%s" #专精技能技能等级 参数技能ID - -#协助 -Def_PDict_GetThanksGiftCount = "GetThanksGiftCount_%s" # 协助方今日接收该感谢礼盒次数,参数(礼盒物品ID) -Def_PDict_TodayAssistMoney = "TodayAssistMoney" # 今日已获得协助货币奖励 -Def_PDict_TodayAssistMoneySocial = "TodayAssistMoneySocial" # 今日已获得协助货币 社交关系额外加成 #竞技场 Def_PDict_ArenaOSSeasonState = "ArenaOSSeasonState" # 开服前定制X天赛季状态 0-未比赛过,1-进行中,>1结算时的开服天 @@ -4416,6 +4123,8 @@ Def_PDict_TreeLVUPState = "TreeLVUPState" # 仙树升级状态;0-未升级;1-升级中 Def_PDict_TreeLVUPRemainTime = "TreeLVUPRemainTime" # 仙树升级剩余时间,秒 Def_PDict_TreeLVUPRefreshTime = "TreeLVUPRefreshTime" # 仙树升级上次刷新时间戳 +Def_PDict_TreeFreeTimeCnt = "TreeFreeTimeCnt" # 今日已领取免费减时次数,过天重置 +Def_PDict_TreeFreeTimeLast = "TreeFreeTimeLast" # 今日上次领取免费减时时间戳,过天重置 #任务,每个任务组有且仅有一个进行中的任务 Def_PDict_TaskIDLast = "TaskIDLast_%s" # 上一次完成的任务ID,参数(任务组) @@ -4423,15 +4132,15 @@ Def_PDict_TaskValue = "TaskValue_%s" # 当前进行中的任务进度,参数(任务组) Def_PDict_TaskState = "TaskState_%s" # 当前进行中的任务状态 0-无;1-进行中;2-已完成,参数(任务组) -#福地 -Def_PDict_MineWorkerCount = "MineWorkerCount" # 已雇佣工人数 -Def_PDict_MineWorkerEnergyUsed = "MineWorkerEnergyUsed" # 今日已消耗体力 -Def_PDict_MineHousekeeperEndTime = "MineHousekeeperEndTime" # 自动管家到期时间戳 -Def_PDict_MineHelpAwardCount = "MineHelpAwardCount" # 今日已帮助别人奖励次数 -Def_PDict_MineRefreshCount = "MineRefreshCount_%s" # 今日已刷新次数,参数(刷新类型) -Def_PDict_MineTreasureState = "MineTreasureState" # 聚宝盆激活状态,按类型位运算记录是否已激活 -Def_PDict_MineTreasureAward = "MineTreasureAward" # 聚宝盆奖励状态,按类型位运算记录是否已领取 -Def_PDict_MineTreasureProgess = "MineTreasureProgess_%s" # 聚宝盆进度值,参数(聚宝盆类型) +#淘金 +Def_PDict_GoldRushCampState = "GoldRushCampState" # 已解锁营地状态,按营地ID二进制位运算判断是否已解锁 +Def_PDict_GoldRushWorkerState = "GoldRushWorkerState" # 已雇佣工人数状态,按监工ID二进制位运算判断是否已解锁 +Def_PDict_GoldRushCnt = "GoldRushCnt" # 已淘金次数 +Def_PDict_GoldRushCampInfo = "GoldRushCampInfo_%s" # 营地当前淘金信息: 已刷新次数*1000+淘金ID*10+派遣工人数,0时代表当前营地为空,参数(营地ID) +Def_PDict_GoldRushCampEndTime = "GoldRushCampEndTime_%s" # 营地淘金结束时间戳,为0时代表未开始淘金,参数(营地ID) +Def_PDict_GoldRushWarehouse = "GoldRushWarehouse_%s" # 仓库完成淘金ID,参数(仓库位置索引) +Def_PDict_GoldRushRecoverTime = "GoldRushRecoverTime" # 上次恢复淘金令时间戳 +Def_PDict_GoldRushAutoEndTime = "GoldRushAutoEndTime" # 自动淘金到期时间戳 #仙宫 Def_PDict_XiangongLikeState = "XiangongLikeState_%s" # 指定仙宫今日是否已点赞,参数(仙宫ID),仙宫ID为0时代表每日的仙宫功能点赞 @@ -4441,493 +4150,24 @@ #武将 Def_PDict_HeroSkin = "HeroSkin_%s" # 武将皮肤解锁状态,按皮肤索引二进制存储,参数(武将ID) Def_PDict_HeroBook = "HeroBook_%s" # 武将图鉴激活等级,参数(武将ID) cccbbba a-初始激活状态1-英雄激活,2-初始图鉴激活; bbb-存星级图鉴激活等级;ccc-存突破图鉴激活等级 +Def_PDict_HeroBookH = "HeroBookH_%s" # 武将图鉴历史最高等级,参数(武将ID) cccbbba: bbb-存星级图鉴最高等级;ccc-存突破图鉴最高等级 +Def_PDict_HeroAwakeRebirthCnt = "HeroAwakeRebirthCnt" # 已觉醒过的武将今日已重生次数,共享次数 #主线 -Def_PDict_UnXiantaoCnt = "UnXiantaoCnt" # 累计未结算的战锤数 +Def_PDict_UnXiantaoCntExp = "UnXiantaoCntExp" # 累计未结算经验的战锤数 +Def_PDict_UnXiantaoCntEquip = "UnXiantaoCntEquip" # 累计未结算装备掉落的战锤数,有3位小数,即 1234 实际为 1.234 +Def_PDict_UnXiantaoCntBooty = "UnXiantaoCntBooty_%s" # 累计未结算战利品掉落的战锤数,参数(itemID) +Def_PDict_BootyDropToday = "BootyDropToday_%s" # 今日已累计掉落战利品数量,参数(itemID) #------------------------------------------------------------------------------- -#可以从07 41封包购买的背包类型,和对应字典{背包类型:[字典key, 默认格子数]} - -#字典值列表枚举,废弃默认格子数枚举,改为读配置 -[ -Def_PlayerPackDict_Index_Key, # 字典可以 -] = range(0, 1) - -Def_Type_CanBuyPack_PlayerDict = { - #IPY_GameWorld.rptPetCabinetPet:[ - # Def_Player_Dict_CabinetCount_Pet, - # Def_PackCnt_Fashion], - - #IPY_GameWorld.rptCabinetWeaponCoat:[ - # Def_Player_Dict_CabinetCount_WeaponCoat, - # Def_PackCnt_WeaponCoat], - - #IPY_GameWorld.rptCabinetDressCoat:[ - # Def_Player_Dict_CabinetCount_DressCoat, - # Def_PackCnt_Fashion], - - #IPY_GameWorld.rptCabinetHorse:[ - # Def_Player_Dict_CabinetCount_Horse, - # Def_PackCnt_Fashion], - - IPY_GameWorld.rptItem:[ - Def_Player_Dict_PackCount_Item, - 0], - - IPY_GameWorld.rptWarehouse:[ - Def_Player_Dict_PackCount_Warehouse, - 0], - - ShareDefine.rptHero:[ - Def_Player_Dict_PackCount_Hero, - 0], - - #IPY_GameWorld.rptFineSoulSlot:[ - # Def_PDict_PackCount_FineSoul, - # Def_PlayerFirstLoginOpenFineSoulSlot], - } -#------------------------------------------------------------------------------- - -#------属性计算相关常量字符串定义 -AttrName_MinAtk = "MinAtk" # 最小攻击力 -AttrName_MaxAtk = "MaxAtk" # 最大攻击力 -AttrName_MinMAtk = "MinMAtk" # 最小魔法攻击力 -AttrName_MaxMAtk = "MaxMAtk" # 最大魔法攻击力 -AttrName_Atk = "Atk" # 物理攻击力 -AttrName_MAtk = "MAtk" # 魔法攻击 -AttrName_Def = "Def" # 防御 -AttrName_DefRate = "Miss" # 闪避 -AttrName_MagAtkPer = "MagAtkPer" # 魔法攻击百分比 -AttrName_AtkPer = "AtkPer" # 物理攻击百分比 -AttrName_MaxHP = "MaxHP" # 最大血量 -AttrName_MaxMP = "MaxMP" # 最大蓝量 -AttrName_MaxHPPer = "MaxHPPer" # 最大血量百分比 -AttrName_MaxMPPer = "MaxMPPer" # 最大蓝量百分比 -AttrName_IceAtk = "IceAtk" # 冰攻 -AttrName_FireAtk = "FireAtk" # 火攻 -AttrName_PoisonAtk = "PoisonAtk" # 毒攻 -AttrName_ThunderAtk = "ThunderAtk" # 雷攻 -AttrName_WindAtk = "WindAtk" # 风攻 -AttrName_IceDef = "IceDef" # 冰防 -AttrName_FireDef = "FireDef" # 火攻 -AttrName_PoisonDef = "PoisonDef" # 毒防 -AttrName_ThunderDef = "ThunderDef" # 雷防 -AttrName_WindDef = "WindDef" # 风攻 -AttrName_DamagePVPReduce = "DamagePVPReduce" # PVP固定减伤 -AttrName_DamagePVP = "DamagePVP" # pvp固定伤害 -AttrName_Speed = "Speed" # 移动速度 -AttrName_BothAtk = "BothAtk" # 双攻物魔 -AttrName_Hit = "Hit" # 命中 -AttrName_AutoRestoreHPPer = "AutoRestoreHPPer" # 生命自动回复 -AttrName_GreatHitRate = "GreatHitRate" # 卓越一击几率 -AttrName_GreatHit = "GreatHit" # 卓越一击伤害倍率 -AttrName_LuckyHitRate = "LuckyHitRate" # 会心一击几率 -AttrName_LuckyHit = "LuckyHit" # 会心一击伤害固定值 -AttrName_IgnoreDefRate = "IgnoreDefRate" # 无视防御几率 -AttrName_AtkSpeed = "AtkSpeed" # 攻击速度 -AttrName_ReduceSkillCDPer = "ReduceSkillCDPer" # 减技能CD比例 -AttrName_BleedDamage = "BleedDamage" # 流血伤害增加 -AttrName_KillBackHP = "KillBackHP" # 击杀回血 -AttrName_KillBackMP = "KillBackMP" # 击杀回蓝 -AttrName_DamBackPer = "DamBackPer" # 反伤百分比 -AttrName_DropMoneyPer = "DropMoneyPer" # 掉落金钱值增加 -AttrName_BothAtkPer = "BothAtkPer" # 双攻物魔百分比 -AttrName_DefRatePer = "MissPer" #闪避百分比 -AttrName_DefPer = "DefPer" # 防御比率 -AttrName_HitPer = "HitPer" # 命中比率 -AttrName_FightExpRate = "FightExpRate" # 杀怪经验倍率 -AttrName_GameExpRate = "GameExpRate" # 游戏事件经验倍率 -AttrName_SkillAtkRate = "SkillAtkRate" # 技能伤害加成 (用作伤害加成) -AttrName_AtkBackHP = "AtkBackHP" # 攻击回复血量固定值 -AttrName_AtkBackHPPer = "AtkBackHPPer" # 攻击回复血量比率 -AttrName_SuperHit = "SuperHit" # 暴击伤害固定值 -AttrName_SuperHitRate = "SuperHitRate" # 暴击概率 -AttrName_NPCHurtAddPer = "NPCHurtAddPer" # 对怪物伤害加成 -AttrName_JobAHurtAddPer = "JobAHurtAddPer" # 目标战士伤害加成 -AttrName_JobBHurtAddPer = "JobBHurtAddPer" # 目标法师伤害加成 -AttrName_JobCHurtAddPer = "JobCHurtAddPer" # 目标弓手伤害加成 -AttrName_NPCAtkReducePer = "NPCAtkReducePer" # 怪物攻击伤害减免 -AttrName_JobAAtkReducePer = "JobAAtkReducePer" # 战士攻击伤害减免 -AttrName_JobBAtkReducePer = "JobBAtkReducePer" # 法师攻击伤害减免 -AttrName_JobCAtkReducePer = "JobCAtkReducePer" # 弓手攻击伤害减免 -AttrName_LuckyHitReduce = "LuckyHitReduce" # 会心一击伤害减免固定值 -AttrName_GreatHitReducePer = "GreatHitReducePer" # 卓越一击伤害减免 -AttrName_SuperHitReduce = "SuperHitReduce" # 暴击伤害减免固定值 -AttrName_IgnoreDefReducePer = "IgnoreDefReducePer" # 无视防御伤害减免 -AttrName_LuckyHitRateReduce = "LuckyHitRateReduce" # 抗会心一击概率 -AttrName_GreatHitRateReduce = "GreatHitRateReduce" # 抗卓越一击概率 -AttrName_SuperHitRateReduce = "SuperHitRateReduce" # 抗暴击概率 -AttrName_IgnoreDefRateReduce = "IgnoreDefRateReduce" # 抗无视防御概率 -AttrName_BossFinalHurtPer = "BossFinalHurtPer" # Boss最终伤害百分比 -AttrName_FinalHurtPer = "FinalHurtPer" # 最终伤害百分比 -AttrName_FuhaoHitRate = "FuhaoHitRate" # 富豪一击概率 -AttrName_FinalHurt = "FinalHurt" # 最终固定伤害增加 -AttrName_FinalHurtReduce = "FinalHurtReduce" # 最终固定伤害减少 -AttrName_BossIDHurt = "BossIDHurt" # 对指定boss伤害加成固定值 -AttrName_BossIDHurtAddPer = "BossIDHurtAddPer" # 对指定boss伤害加成倍率 -AttrName_DropEquipDoCount = "DropEquipDoCount" # 装备掉落执行次数加成万分率 -AttrName_PetAtk = "PetAtk" # 灵宠攻击 -AttrName_PetSkillAtkRate = "PetSkillAtkRate" # 灵宠技能 -AttrName_PetDamPer = "PetDamPer" # 灵宠伤害增加 -AttrName_ComboDefRate = "ComboDefRate" # 抗连击概率 -AttrName_AtkBackRate = "AtkBackRate" # 反击概率 -AttrName_AtkBackDefRate = "AtkBackDefRate" # 抗反击概率 -AttrName_SuckHPPer = "SuckHPPer" # 吸血比率 -AttrName_SuckHPDefPer = "SuckHPDefPer" # 抗吸血比率 -AttrName_CurePer = "CurePer" # 强化治疗 -AttrName_CureDefPer = "CureDefPer" # 弱化治疗 -AttrName_PetStrengthenPer = "PetStrengthenPer" # 强化灵兽 -AttrName_PetWeakenPer = "PetWeakenPer" # 弱化灵兽 -AttrName_SuperHitHurtPer = "SuperHitHurtPer" # 强化暴伤 -AttrName_SuperHitHurtDefPer = "SuperHitHurtDefPer" # 弱化暴伤 #物品效果(ID或指定类型)对应的属性计算信息 {效果(ID/指定类型):[[属性索引, ...], 是否基础属性,(非)线性]} #对应 Def_Calc_AllAttrType_MAX -ItemEffect_AttrDict = { - #基础属性 - ShareDefine.Def_Effect_Metal:[[TYPE_Calc_Metal], True, TYPE_Linear], - ShareDefine.Def_Effect_Wood:[[TYPE_Calc_Wood], True, TYPE_Linear], - ShareDefine.Def_Effect_Water:[[TYPE_Calc_Water], True, TYPE_Linear], - ShareDefine.Def_Effect_Fire:[[TYPE_Calc_Fire], True, TYPE_Linear], - ShareDefine.Def_Effect_Earth:[[TYPE_Calc_Earth], True, TYPE_Linear], - - #战斗线性 - ShareDefine.Def_Effect_MaxHP:[[TYPE_Calc_AttrMaxHP], False, TYPE_Linear], # 最大血量 - ShareDefine.Def_Effect_MaxMP:[[TYPE_Calc_AttrMaxMP], False, TYPE_Linear], - ShareDefine.Def_Effect_Def:[[TYPE_Calc_AttrDEF], False, TYPE_Linear], - ShareDefine.Def_Effect_Miss:[[TYPE_Calc_AttrMiss], False, TYPE_Linear], - ShareDefine.Def_Effect_SuperHitRate:[[TYPE_Calc_SuperHitRate], False, TYPE_Linear], - ShareDefine.Def_Effect_SuperHit:[[TYPE_Calc_SuperHit], False, TYPE_Linear], - ShareDefine.Def_Effect_SuperHitReduce:[[TYPE_Calc_SuperHitReduce], False, TYPE_Linear], - ShareDefine.Def_Effect_Hit:[[TYPE_Calc_AttrHit], False, TYPE_Linear], - ShareDefine.Def_Effect_MinAtk:[[TYPE_Calc_AttrATKMin], False, TYPE_Linear], - ShareDefine.Def_Effect_MaxAtk:[[TYPE_Calc_AttrATKMax], False, TYPE_Linear], - ShareDefine.Def_Effect_Atk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_Linear], - #ShareDefine.Def_Effect_Atk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, - # TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_Linear], - ShareDefine.Def_Effect_AddAtk:[[TYPE_Calc_AttrATKMax], False, TYPE_Linear], - #ShareDefine.Def_Effect_AddAtk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_Linear], - #ShareDefine.Def_Effect_AddMAtk:[[TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_Linear], - ShareDefine.Def_Effect_AtkSpeed:[[TYPE_Calc_AttrAtkSpeed], False, TYPE_Linear], - ShareDefine.Def_Effect_ToxinDef:[[TYPE_Calc_AttrPoisonDef], False, TYPE_Linear], - ShareDefine.Def_Effect_ThunderDef:[[TYPE_Calc_AttrThunderDef], False, TYPE_Linear], - ShareDefine.Def_Effect_IgnoreDefRate:[[TYPE_Calc_IgnoreDefRate], False, TYPE_Linear], - ShareDefine.Def_Effect_IgnoreDefRateReduce:[[TYPE_Calc_IgnoreDefRateReduce], False, TYPE_Linear], - ShareDefine.Def_Effect_DamBackPer:[[TYPE_Calc_DamBackPer], False, TYPE_Linear], - ShareDefine.Def_Effect_GreatHit:[[TYPE_Calc_GreatHit], False, TYPE_Linear], - ShareDefine.Def_Effect_LuckyHit:[[TYPE_Calc_LuckyHit], False, TYPE_Linear], - ShareDefine.Def_Effect_LuckyHitRate:[[TYPE_Calc_LuckyHitRate], False, TYPE_Linear], - ShareDefine.Def_Effect_LuckyHitRateReduce:[[TYPE_Calc_LuckyHitRateReduce], False, TYPE_Linear], - ShareDefine.Def_Effect_Luck:[[TYPE_Calc_Luck], False, TYPE_Linear], - ShareDefine.Def_Effect_ReduceSkillCDPer:[[TYPE_Calc_ReduceSkillCDPer], False, TYPE_Linear], - AttrName_MinAtk:[[TYPE_Calc_AttrATKMin], False, TYPE_Linear], - AttrName_MaxAtk:[[TYPE_Calc_AttrATKMax], False, TYPE_Linear], - #AttrName_MinMAtk:[[TYPE_Calc_AttrMATKMin], False, TYPE_Linear], - #AttrName_MaxMAtk:[[TYPE_Calc_AttrMATKMax], False, TYPE_Linear], - AttrName_Def:[[TYPE_Calc_AttrDEF], False, TYPE_Linear], - AttrName_DefRate:[[TYPE_Calc_AttrMiss], False, TYPE_Linear], - AttrName_MaxHP:[[TYPE_Calc_AttrMaxHP], False, TYPE_Linear], - AttrName_MaxMP:[[TYPE_Calc_AttrMaxMP], False, TYPE_Linear], - AttrName_IceAtk:[[TYPE_Calc_AttrIceAtk], False, TYPE_Linear], - ShareDefine.Def_Effect_IceAtk:[[TYPE_Calc_AttrIceAtk], False, TYPE_Linear], - AttrName_FireAtk:[[TYPE_Calc_AttrFireAtk], False, TYPE_Linear], - AttrName_PoisonAtk:[[TYPE_Calc_AttrPoisonAtk], False, TYPE_Linear], - AttrName_ThunderAtk:[[TYPE_Calc_AttrThunderAtk], False, TYPE_Linear], - AttrName_WindAtk:[[TYPE_Calc_AttrWindAtk], False, TYPE_Linear], - AttrName_IceDef:[[TYPE_Calc_AttrIceDef], False, TYPE_Linear], - ShareDefine.Def_Effect_IceDef:[[TYPE_Calc_AttrIceDef], False, TYPE_Linear], - AttrName_FireDef:[[TYPE_Calc_AttrFireDef], False, TYPE_Linear], - AttrName_PoisonDef:[[TYPE_Calc_AttrPoisonDef], False, TYPE_Linear], - AttrName_ThunderDef:[[TYPE_Calc_AttrThunderDef], False, TYPE_Linear], - AttrName_WindDef:[[TYPE_Calc_AttrWindDef], False, TYPE_Linear], - AttrName_BothAtk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_Linear], - #AttrName_BothAtk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, - # TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_Linear], - AttrName_Hit:[[TYPE_Calc_AttrHit], False, TYPE_Linear], - AttrName_Atk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_Linear], - #AttrName_Atk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_Linear], - #AttrName_MAtk:[[TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_Linear], - AttrName_AutoRestoreHPPer:[[TYPE_Calc_HPRestorePer], False, TYPE_Linear], - ShareDefine.Def_Effect_HPRestore:[[TYPE_Calc_HPRestorePer], False, TYPE_Linear], - AttrName_GreatHitRate:[[TYPE_Calc_GreatHitRate], False, TYPE_Linear], - AttrName_GreatHit:[[TYPE_Calc_GreatHit], False, TYPE_Linear], - AttrName_LuckyHitRate:[[TYPE_Calc_LuckyHitRate], False, TYPE_Linear], - AttrName_LuckyHit:[[TYPE_Calc_LuckyHit], False, TYPE_Linear], - AttrName_LuckyHitReduce:[[TYPE_Calc_LuckyHitReduce], False, TYPE_Linear], - AttrName_LuckyHitRateReduce:[[TYPE_Calc_LuckyHitRateReduce], False, TYPE_Linear], - AttrName_IgnoreDefRate:[[TYPE_Calc_IgnoreDefRate], False, TYPE_Linear], - AttrName_IgnoreDefRateReduce:[[TYPE_Calc_IgnoreDefRateReduce], False, TYPE_Linear], - AttrName_IgnoreDefReducePer:[[TYPE_Calc_IgnoreDefReducePer], False, TYPE_Linear], - AttrName_AtkSpeed:[[TYPE_Calc_AttrAtkSpeed], False, TYPE_Linear], - AttrName_ReduceSkillCDPer:[[TYPE_Calc_ReduceSkillCDPer], False, TYPE_Linear], - AttrName_KillBackHP:[[TYPE_Calc_KillBackHP], False, TYPE_Linear], - AttrName_KillBackMP:[[TYPE_Calc_KillBackMP], False, TYPE_Linear], - AttrName_DamBackPer:[[TYPE_Calc_DamBackPer], False, TYPE_Linear], - AttrName_DropMoneyPer:[[TYPE_Calc_DropMoneyPer], False, TYPE_Linear], - ShareDefine.Def_Effect_DropEquipPer:[[TYPE_Calc_DropEquipPer], False, TYPE_Linear], - ShareDefine.Def_Effect_DropMoneyPer:[[TYPE_Calc_DropMoneyPer], False, TYPE_Linear], - AttrName_FightExpRate:[[TYPE_Calc_AttrFightExpRate], False, TYPE_Linear], - ShareDefine.Def_Effect_FightExpRate:[[TYPE_Calc_AttrFightExpRate], False, TYPE_Linear], - AttrName_GameExpRate:[[TYPE_Calc_AttrGameExpRate], False, TYPE_Linear], - AttrName_SkillAtkRate:[[TYPE_Calc_SkillAtkRate], False, TYPE_Linear], - ShareDefine.Def_Effect_DamChanceDef:[[TYPE_Calc_DamChanceDef], False, TYPE_Linear], - ShareDefine.Def_Effect_FaintRate:[[TYPE_Calc_FaintRate], False, TYPE_Linear], - ShareDefine.Def_Effect_FaintDefRate:[[TYPE_Calc_FaintDefRate], False, TYPE_Linear], - ShareDefine.Def_Effect_SkillAtkRate:[[TYPE_Calc_SkillAtkRate], False, TYPE_Linear], - ShareDefine.Def_Effect_SkillAtkRateReduce:[[TYPE_Calc_SkillAtkRateReduce], False, TYPE_Linear], - ShareDefine.Def_Effect_DamagePVP:[[TYPE_Calc_DamagePVP], False, TYPE_Linear], - ShareDefine.Def_Effect_DamagePVPReduce:[[TYPE_Calc_DamagePVPReduce], False, TYPE_Linear], - ShareDefine.Def_Effect_DamagePerPVP:[[TYPE_Calc_DamagePerPVP], False, TYPE_Linear], - ShareDefine.Def_Effect_DamagePerPVPReduce:[[TYPE_Calc_DamagePerPVPReduce], False, TYPE_Linear], - ShareDefine.Def_Effect_ComboRate:[[TYPE_Calc_ComboRate], False, TYPE_Linear], - ShareDefine.Def_Effect_ComboDamPer:[[TYPE_Calc_ComboDamPer], False, TYPE_Linear], - ShareDefine.Def_Effect_BleedDamage:[[TYPE_Calc_BleedDamage], False, TYPE_Linear], - AttrName_BleedDamage:[[TYPE_Calc_BleedDamage], False, TYPE_Linear], - AttrName_AtkBackHPPer:[[TYPE_Calc_AtkBackHPPer], False, TYPE_Linear], - ShareDefine.Def_Effect_AtkBackHP:[[TYPE_Calc_AtkBackHPPer], False, TYPE_Linear], - AttrName_SuperHitRate:[[TYPE_Calc_SuperHitRate], False, TYPE_Linear], - AttrName_SuperHit:[[TYPE_Calc_SuperHit], False, TYPE_Linear], - AttrName_NPCHurtAddPer:[[TYPE_Calc_NPCHurtAddPer], False, TYPE_Linear], - ShareDefine.Def_Effect_NPCHurtAddPer:[[TYPE_Calc_NPCHurtAddPer], False, TYPE_Linear], - ShareDefine.Def_Effect_JobAHurtAddPer:[[TYPE_Calc_JobAHurtAddPer], False, TYPE_Linear], - ShareDefine.Def_Effect_JobBHurtAddPer:[[TYPE_Calc_JobBHurtAddPer], False, TYPE_Linear], - ShareDefine.Def_Effect_JobCHurtAddPer:[[TYPE_Calc_JobCHurtAddPer], False, TYPE_Linear], - ShareDefine.Def_Effect_JobAAtkReducePer:[[TYPE_Calc_JobAAtkReducePer], False, TYPE_Linear], - ShareDefine.Def_Effect_JobBAtkReducePer:[[TYPE_Calc_JobBAtkReducePer], False, TYPE_Linear], - ShareDefine.Def_Effect_JobCAtkReducePer:[[TYPE_Calc_JobCAtkReducePer], False, TYPE_Linear], - AttrName_JobAHurtAddPer:[[TYPE_Calc_JobAHurtAddPer], False, TYPE_Linear], - AttrName_JobBHurtAddPer:[[TYPE_Calc_JobBHurtAddPer], False, TYPE_Linear], - AttrName_JobCHurtAddPer:[[TYPE_Calc_JobCHurtAddPer], False, TYPE_Linear], - AttrName_NPCAtkReducePer:[[TYPE_Calc_NPCAtkReducePer], False, TYPE_Linear], - AttrName_JobAAtkReducePer:[[TYPE_Calc_JobAAtkReducePer], False, TYPE_Linear], - AttrName_JobBAtkReducePer:[[TYPE_Calc_JobBAtkReducePer], False, TYPE_Linear], - AttrName_JobCAtkReducePer:[[TYPE_Calc_JobCAtkReducePer], False, TYPE_Linear], - AttrName_GreatHitReducePer:[[TYPE_Calc_GreatHitReducePer], False, TYPE_Linear], - AttrName_SuperHitReduce:[[TYPE_Calc_SuperHitReduce], False, TYPE_Linear], - AttrName_GreatHitRateReduce:[[TYPE_Calc_GreatHitRateReduce], False, TYPE_Linear], - AttrName_SuperHitRateReduce:[[TYPE_Calc_SuperHitRateReduce], False, TYPE_Linear], - ShareDefine.Def_Effect_SuperHitRateReduce:[[TYPE_Calc_SuperHitRateReduce], False, TYPE_Linear], - AttrName_DamagePVPReduce:[[TYPE_Calc_DamagePVPReduce], False, TYPE_Linear], - AttrName_DamagePVP:[[TYPE_Calc_DamagePVP], False, TYPE_Linear], - AttrName_BossFinalHurtPer:[[TYPE_Calc_BossFinalHurtPer], False, TYPE_Linear], - AttrName_FinalHurtPer:[[TYPE_Calc_FinalHurtPer], False, TYPE_Linear], - AttrName_FuhaoHitRate:[[TYPE_Calc_FuhaoHitRate], False, TYPE_Linear], - ShareDefine.Def_Effect_FinalHurt:[[TYPE_Calc_FinalHurt], False, TYPE_Linear], - ShareDefine.Def_Effect_FinalHurtReduce:[[TYPE_Calc_FinalHurtReduce], False, TYPE_Linear], - AttrName_FinalHurt:[[TYPE_Calc_FinalHurt], False, TYPE_Linear], - AttrName_FinalHurtReduce:[[TYPE_Calc_FinalHurtReduce], False, TYPE_Linear], - AttrName_BossIDHurt:[[TYPE_Calc_BossIDHurt], False, TYPE_Linear], - AttrName_BossIDHurtAddPer:[[TYPE_Calc_BossIDHurtAddPer], False, TYPE_Linear], - AttrName_DropEquipDoCount:[[TYPE_Calc_DropEquipDoCount], False, TYPE_Linear], - AttrName_Speed:[[TYPE_Calc_AttrSpeed], False, TYPE_Linear], - ShareDefine.Def_Effect_Speed:[[TYPE_Calc_AttrSpeed], False, TYPE_Linear], - ShareDefine.Def_Effect_PetAtk:[[TYPE_Calc_PetMinAtk, TYPE_Calc_PetMaxAtk], False, TYPE_Linear], - AttrName_PetAtk:[[TYPE_Calc_PetMinAtk, TYPE_Calc_PetMaxAtk], False, TYPE_Linear], - ShareDefine.Def_Effect_PetMinAtk:[[TYPE_Calc_PetMinAtk], False, TYPE_Linear], - ShareDefine.Def_Effect_PetMaxAtk:[[TYPE_Calc_PetMaxAtk], False, TYPE_Linear], - ShareDefine.Def_Effect_PetDamPer:[[TYPE_Calc_PetDamPer], False, TYPE_Linear], - AttrName_PetDamPer:[[TYPE_Calc_PetDamPer], False, TYPE_Linear], - ShareDefine.Def_Effect_PetSkillAtkRate:[[TYPE_Calc_PetSkillAtkRate], False, TYPE_Linear], - AttrName_PetSkillAtkRate:[[TYPE_Calc_PetSkillAtkRate], False, TYPE_Linear], - ShareDefine.Def_Effect_PerLVAtk:[[TYPE_Calc_PerLVAtk], False, TYPE_Linear], - ShareDefine.Def_Effect_PerLVMaxHP:[[TYPE_Calc_PerLVMaxHP], False, TYPE_Linear], - ShareDefine.Def_Effect_MaxProDef:[[TYPE_Calc_MaxProDef], False, TYPE_Linear], - ShareDefine.Def_Effect_ProDefHPPer:[[TYPE_Calc_ProDefHPPer], False, TYPE_Linear], - ShareDefine.Def_Effect_ProDefAbsorb:[[TYPE_Calc_ProDefAbsorb], False, TYPE_Linear], - ShareDefine.Def_Effect_OnlyFinalHurt:[[TYPE_Calc_OnlyFinalHurt], False, TYPE_Linear], - ShareDefine.Def_Effect_PVPAtkBackHP:[[TYPE_Calc_PVPAtkBackHP], False, TYPE_Linear], - ShareDefine.Def_Effect_NormalHurt:[[TYPE_Calc_NormalHurt], False, TYPE_Linear], - ShareDefine.Def_Effect_NormalHurtPer:[[TYPE_Calc_NormalHurtPer], False, TYPE_Linear], - ShareDefine.Def_Effect_FabaoHurt:[[TYPE_Calc_FabaoHurt], False, TYPE_Linear], - ShareDefine.Def_Effect_FabaoHurtPer:[[TYPE_Calc_FabaoHurtPer], False, TYPE_Linear], - ShareDefine.Def_Effect_SuperHitRateReduce:[[TYPE_Calc_SuperHitRateReduce], False, TYPE_Linear], # 暴击概率抗性 - ShareDefine.Def_Effect_LuckyHitReduce:[[TYPE_Calc_LuckyHitReduce], False, TYPE_Linear],# 会心一击伤害固定减伤 - ShareDefine.Def_Effect_DamagePVE:[[TYPE_Calc_DamagePVE], False, TYPE_Linear], # PVE固定伤害 - ShareDefine.Def_Effect_BossFinalHurtPer:[[TYPE_Calc_BossFinalHurtPer], False, TYPE_Linear], # Boss最终伤害万分率 - ShareDefine.Def_Effect_FinalHurtPer:[[TYPE_Calc_FinalHurtPer], False, TYPE_Linear], # 最终伤害万分率 - ShareDefine.Def_Effect_FinalHurtReducePer:[[TYPE_Calc_FinalHurtReducePer], False, TYPE_Linear], # 最终伤害减少万分 - ShareDefine.Def_Effect_YinjiTime:[[TYPE_Calc_YinjiTime], False, TYPE_Linear], # 每X秒自动消失一个印记 - ShareDefine.Def_Effect_TheFBSkillsCD:[[TYPE_Calc_TheFBSkillsCD], False, TYPE_Linear], # 减少指定技能组CD XX% - ShareDefine.Def_Effect_BurnValue:[[TYPE_Calc_BurnValue], False, TYPE_Linear], # 灼烧固定伤害 - ShareDefine.Def_Effect_BurnTimePer:[[TYPE_Calc_BurnTimePer], False, TYPE_Linear], # 延长灼烧时间百分比 - ShareDefine.Def_Effect_SubSpeedPer:[[TYPE_Calc_SubSpeedPer], False, TYPE_Linear], # 减移动速度百分比 - ShareDefine.Def_Effect_SkillAddPer1:[[TYPE_Calc_SkillAddPer1], False, TYPE_Linear], # 技能伤害增强1 - ShareDefine.Def_Effect_SkillAddPer2:[[TYPE_Calc_SkillAddPer2], False, TYPE_Linear], # 技能伤害增强2 - ShareDefine.Def_Effect_SkillAddPer3:[[TYPE_Calc_SkillAddPer3], False, TYPE_Linear], # 技能伤害增强3 - ShareDefine.Def_Effect_SkillAddPer4:[[TYPE_Calc_SkillAddPer4], False, TYPE_Linear], # 技能伤害增强4 - ShareDefine.Def_Effect_SkillAddPer5:[[TYPE_Calc_SkillAddPer5], False, TYPE_Linear], # 技能伤害增强5 - ShareDefine.Def_Effect_SkillAddPer6:[[TYPE_Calc_SkillAddPer6], False, TYPE_Linear], # 技能伤害增强6 - ShareDefine.Def_Effect_SkillAddPer7:[[TYPE_Calc_SkillAddPer7], False, TYPE_Linear], # 技能伤害增强7 - ShareDefine.Def_Effect_SkillReducePer1:[[TYPE_Calc_SkillReducePer1], False, TYPE_Linear], # 受到技能伤害减少1 - ShareDefine.Def_Effect_SkillReducePer2:[[TYPE_Calc_SkillReducePer2], False, TYPE_Linear], # 受到技能伤害减少2 - ShareDefine.Def_Effect_SkillReducePer3:[[TYPE_Calc_SkillReducePer3], False, TYPE_Linear], # 受到技能伤害减少3 - ShareDefine.Def_Effect_SkillReducePer4:[[TYPE_Calc_SkillReducePer4], False, TYPE_Linear], # 受到技能伤害减少4 - ShareDefine.Def_Effect_SkillReducePer5:[[TYPE_Calc_SkillReducePer5], False, TYPE_Linear], # 受到技能伤害减少5 - ShareDefine.Def_Effect_SkillReducePer6:[[TYPE_Calc_SkillReducePer6], False, TYPE_Linear], # 受到技能伤害减少6 - ShareDefine.Def_Effect_SkillReducePer7:[[TYPE_Calc_SkillReducePer7], False, TYPE_Linear], # 受到技能伤害减少7 - ShareDefine.Def_Effect_AffairSpeedPer:[[TYPE_Calc_AffairSpeedPer], False, TYPE_Linear], - ShareDefine.Def_Effect_FamilyBossHurtPer:[[TYPE_Calc_FamilyBossHurtPer], False, TYPE_Linear], - ShareDefine.Def_Effect_FamilyWarHPPer:[[TYPE_Calc_FamilyWarHPPer], False, TYPE_Linear], - ShareDefine.Def_Effect_FamilyWarAtkPer:[[TYPE_Calc_FamilyWarAtkPer], False, TYPE_Linear], - ShareDefine.Def_Effect_FamilySitExpPer:[[TYPE_Calc_FamilySitExpPer], False, TYPE_Linear], - ShareDefine.Def_Effect_ComboDefRate:[[TYPE_Calc_ComboDefRate], False, TYPE_Linear], - AttrName_ComboDefRate:[[TYPE_Calc_ComboDefRate], False, TYPE_Linear], - ShareDefine.Def_Effect_AtkBackRate:[[TYPE_Calc_AtkBackRate], False, TYPE_Linear], - AttrName_AtkBackRate:[[TYPE_Calc_AtkBackRate], False, TYPE_Linear], - ShareDefine.Def_Effect_AtkBackDefRate:[[TYPE_Calc_AtkBackDefRate], False, TYPE_Linear], - AttrName_AtkBackDefRate:[[TYPE_Calc_AtkBackDefRate], False, TYPE_Linear], - ShareDefine.Def_Effect_SuckHPPer:[[TYPE_Calc_SuckHPPer], False, TYPE_Linear], - AttrName_SuckHPPer:[[TYPE_Calc_SuckHPPer], False, TYPE_Linear], - ShareDefine.Def_Effect_SuckHPDefPer:[[TYPE_Calc_SuckHPDefPer], False, TYPE_Linear], - AttrName_SuckHPDefPer:[[TYPE_Calc_SuckHPDefPer], False, TYPE_Linear], - ShareDefine.Def_Effect_CurePer:[[TYPE_Calc_CurePer], False, TYPE_Linear], - ShareDefine.Def_Effect_CureDefPer:[[TYPE_Calc_CureDefPer], False, TYPE_Linear], - ShareDefine.Def_Effect_PetStrengthenPer:[[TYPE_Calc_PetStrengthenPer], False, TYPE_Linear], - ShareDefine.Def_Effect_PetWeakenPer:[[TYPE_Calc_PetWeakenPer], False, TYPE_Linear], - ShareDefine.Def_Effect_SuperHitHurtPer:[[TYPE_Calc_SuperHitHurtPer], False, TYPE_Linear], - ShareDefine.Def_Effect_SuperHitHurtDefPer:[[TYPE_Calc_SuperHitHurtDefPer], False, TYPE_Linear], - - #战斗非线性 - ShareDefine.Def_Effect_SuperHitPer:[[TYPE_Calc_SuperHit], False, TYPE_NoLinear], - ShareDefine.Def_Effect_LuckyHitPer:[[TYPE_Calc_LuckyHit], False, TYPE_NoLinear], # 会心一击伤害百分比 - ShareDefine.Def_Effect_MaxHPPer:[[TYPE_Calc_AttrMaxHP], False, TYPE_NoLinear], - ShareDefine.Def_Effect_DefPer:[[TYPE_Calc_AttrDEF], False, TYPE_NoLinear], - ShareDefine.Def_Effect_HitRate:[[TYPE_Calc_AttrHit], False, TYPE_NoLinear], - ShareDefine.Def_Effect_MissRate:[[TYPE_Calc_AttrMiss], False, TYPE_NoLinear], - #ShareDefine.Def_Effect_AddMAtkByPer:[[TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_NoLinear], - ShareDefine.Def_Effect_AddAtkByPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear], - ShareDefine.Def_Effect_PetAtkPer:[[TYPE_Calc_PetMinAtk, TYPE_Calc_PetMaxAtk], False, TYPE_NoLinear], - ShareDefine.Def_Effect_SpeedPer:[[TYPE_Calc_AttrSpeed], False, TYPE_NoLinear], - ShareDefine.Def_Effect_LuckPer:[[TYPE_Calc_Luck], False, TYPE_NoLinear], - ShareDefine.Def_Effect_IceAtkPer:[[TYPE_Calc_AttrIceAtk], False, TYPE_NoLinear], - ShareDefine.Def_Effect_IceDefPer:[[TYPE_Calc_AttrIceDef], False, TYPE_NoLinear], - #ShareDefine.Def_Effect_AddAtkByPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear], - #AttrName_MagAtkPer:[[TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_NoLinear], - AttrName_AtkPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear], - #AttrName_AtkPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear], - AttrName_BothAtkPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear], - #AttrName_BothAtkPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, - # TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_NoLinear], - AttrName_DefRatePer:[[TYPE_Calc_AttrMiss], False, TYPE_NoLinear], - AttrName_MaxHPPer:[[TYPE_Calc_AttrMaxHP], False, TYPE_NoLinear], - AttrName_MaxMPPer:[[TYPE_Calc_AttrMaxMP], False, TYPE_NoLinear], - AttrName_DefPer:[[TYPE_Calc_AttrDEF], False, TYPE_NoLinear], - AttrName_HitPer:[[TYPE_Calc_AttrHit], False, TYPE_NoLinear], - - #功能交叉影响的战斗非线性 - ShareDefine.Def_Effect_BaseAtkAddPer:[[TYPE_Calc_BaseAtkAddPer], False, TYPE_NoLinear], - ShareDefine.Def_Effect_BaseMaxHPAddPer:[[TYPE_Calc_BaseMaxHPAddPer], False, TYPE_NoLinear], - 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_FaQiMaxHPPer:[[TYPE_Calc_FaQiMaxHPPer], False, TYPE_NoLinear], - ShareDefine.Def_Effect_FaQiAtkPer:[[TYPE_Calc_FaQiAtkPer], False, TYPE_NoLinear], - ShareDefine.Def_Effect_FaQiDefPer:[[TYPE_Calc_FaQiDefPer], 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], - ShareDefine.Def_Effect_StoneAtkPer:[[TYPE_Calc_StoneAtkPer], False, TYPE_NoLinear], - ShareDefine.Def_Effect_StoneBasePer:[[TYPE_Calc_StoneBasePer], False, TYPE_NoLinear], - ShareDefine.Def_Effect_RealmBasePer:[[TYPE_Calc_RealmBasePer], False, TYPE_NoLinear], - ShareDefine.Def_Effect_HorseAtkPer:[[TYPE_Calc_HorseAtkPer], False, TYPE_NoLinear], - ShareDefine.Def_Effect_HorseMaxHPPer:[[TYPE_Calc_HorseMaxHPPer], False, TYPE_NoLinear], - ShareDefine.Def_Effect_HorseTrainAttrPer:[[TYPE_Calc_HorseTrainAttrPer], False, TYPE_NoLinear], - ShareDefine.Def_Effect_HorseSkinMaxHPPer:[[TYPE_Calc_HorseSkinMaxHPPer], False, TYPE_NoLinear], - ShareDefine.Def_Effect_HorseSkinAtkPer:[[TYPE_Calc_HorseSkinAtkPer], False, TYPE_NoLinear], - ShareDefine.Def_Effect_HorseSkinDefPer:[[TYPE_Calc_HorseSkinDefPer], False, TYPE_NoLinear], - ShareDefine.Def_Effect_PetTrainAttrPer:[[TYPE_Calc_PetTrainAttrPer], False, TYPE_NoLinear], - ShareDefine.Def_Effect_GuardTrainAttrPer:[[TYPE_Calc_GuardTrainAttrPer], False, TYPE_NoLinear], - ShareDefine.Def_Effect_WingTrainAttrPer:[[TYPE_Calc_WingTrainAttrPer], False, TYPE_NoLinear], - ShareDefine.Def_Effect_PeerlessWeaponTrainAttrPer:[[TYPE_Calc_PeerlessWeaponTrainAttrPer], False, TYPE_NoLinear], - ShareDefine.Def_Effect_PeerlessWeapon2TrainAttrPer:[[TYPE_Calc_PeerlessWeapon2TrainAttrPer], False, TYPE_NoLinear], - ShareDefine.Def_Effect_LianTiAttrPer:[[TYPE_Calc_LianTiAttrPer], False, TYPE_NoLinear], - ShareDefine.Def_Effect_WingHPPer:[[TYPE_Calc_WingHPPer], False, TYPE_NoLinear], - ShareDefine.Def_Effect_SuiteBasePer:[[TYPE_Calc_SuiteBasePer], False, TYPE_NoLinear], - ShareDefine.Def_Effect_PlusBaseAtkPer:[[TYPE_Calc_PlusBaseAtkPer], False, TYPE_NoLinear], - ShareDefine.Def_Effect_TitleMaxHPPer:[[TYPE_Calc_TitleMaxHPPer], False, TYPE_NoLinear], - ShareDefine.Def_Effect_TitleAtkPer:[[TYPE_Calc_TitleAtkPer], False, TYPE_NoLinear], - ShareDefine.Def_Effect_TitleDefPer:[[TYPE_Calc_TitleDefPer], False, TYPE_NoLinear], - ShareDefine.Def_Effect_FaceMaxHPPer:[[TYPE_Calc_FaceMaxHPPer], False, TYPE_NoLinear], - ShareDefine.Def_Effect_FaceAtkPer:[[TYPE_Calc_FaceAtkPer], False, TYPE_NoLinear], - ShareDefine.Def_Effect_FaceDefPer:[[TYPE_Calc_FaceDefPer], False, TYPE_NoLinear], - ShareDefine.Def_Effect_FacePicMaxHPPer:[[TYPE_Calc_FacePicMaxHPPer], False, TYPE_NoLinear], - ShareDefine.Def_Effect_FacePicAtkPer:[[TYPE_Calc_FacePicAtkPer], False, TYPE_NoLinear], - ShareDefine.Def_Effect_FacePicDefPer:[[TYPE_Calc_FacePicDefPer], False, TYPE_NoLinear], - } +ItemEffect_AttrDict = {} # 各功能点交叉非线性属性影响提升 # 注:该非线性层使用的基值是功能点战斗属性;而上面的非线性层使用的基值是当前角色的实际战斗属性 -FuncNoLinearAttrDict = { - TYPE_Calc_BaseAtkAddPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], - TYPE_Calc_BaseMaxHPAddPer:[TYPE_Calc_AttrMaxHP], - TYPE_Calc_BaseDefAddPer:[TYPE_Calc_AttrDEF], - TYPE_Calc_BaseHitAddPer:[TYPE_Calc_AttrHit], - TYPE_Calc_BaseMissAddPer:[TYPE_Calc_AttrMiss], - TYPE_Calc_FaQiMaxHPPer:[TYPE_Calc_AttrMaxHP], - TYPE_Calc_FaQiAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], - TYPE_Calc_FaQiDefPer:[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_StoneAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], - TYPE_Calc_StoneBasePer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, - TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF], - TYPE_Calc_RealmBasePer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, - TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF], - TYPE_Calc_HorseAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], - TYPE_Calc_HorseMaxHPPer:[TYPE_Calc_AttrMaxHP], - TYPE_Calc_HorseTrainAttrPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, - TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF], - TYPE_Calc_PetTrainAttrPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, - TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF], - TYPE_Calc_HorseSkinMaxHPPer:[TYPE_Calc_AttrMaxHP], - TYPE_Calc_HorseSkinAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], - TYPE_Calc_HorseSkinDefPer:[TYPE_Calc_AttrDEF], - TYPE_Calc_TitleMaxHPPer:[TYPE_Calc_AttrMaxHP], - TYPE_Calc_TitleAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], - TYPE_Calc_TitleDefPer:[TYPE_Calc_AttrDEF], - TYPE_Calc_FaceMaxHPPer:[TYPE_Calc_AttrMaxHP], - TYPE_Calc_FaceAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], - TYPE_Calc_FaceDefPer:[TYPE_Calc_AttrDEF], - TYPE_Calc_FacePicMaxHPPer:[TYPE_Calc_AttrMaxHP], - TYPE_Calc_FacePicAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], - TYPE_Calc_FacePicDefPer:[TYPE_Calc_AttrDEF], - TYPE_Calc_WingTrainAttrPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, - TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF], - TYPE_Calc_GuardTrainAttrPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, - TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF], - TYPE_Calc_PeerlessWeaponTrainAttrPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, - TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF], - TYPE_Calc_PeerlessWeapon2TrainAttrPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, - TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF], - TYPE_Calc_LianTiAttrPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, - TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF], - TYPE_Calc_WingHPPer:[TYPE_Calc_AttrMaxHP], - TYPE_Calc_SuiteBasePer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, - 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]], - } +FuncNoLinearAttrDict = {} # 指定地图生效的非线性属性配置 MapAttrInfoDict_Noline = { @@ -5023,84 +4263,28 @@ Def_CalcAttrFunc_ChatBox, # 气泡框 65 ) = range(66) -# 技能功能点列表 - 默认不算战力,不享受百分比加成,技能功能点暂时配置,之后优化技能属性逻辑后可去掉 -CalcAttrFuncSkillList = [Def_CalcAttrFunc_HorseSkill, Def_CalcAttrFunc_PetSkill, Def_CalcAttrFunc_DogzBattleSkill] -# 不计算战力的功能点列表 - 由其他方式计算的战力的功能点,如装备用评分计算 -CalcAttrFuncNoFightPowerList = [Def_CalcAttrFunc_Equip, Def_CalcAttrFunc_DogzEquip, Def_CalcAttrFunc_LingQiAttr] - -#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 -#***注意***: 以下功能点需包含上面定义的所有功能点,不然会导致有些属性无法加上 -MFPTypeAttrFuncIndexDict = {ShareDefine.Def_MFPType_Role:[Def_CalcAttrFunc_RoleBase], - ShareDefine.Def_MFPType_Equip:[Def_CalcAttrFunc_Equip], - ShareDefine.Def_MFPType_LingGen:[Def_CalcAttrFunc_LingGenQuailty, Def_CalcAttrFunc_LingGen], - ShareDefine.Def_MFPType_Star:[Def_CalcAttrFunc_Star], - ShareDefine.Def_MFPType_Plus:[Def_CalcAttrFunc_Plus], - ShareDefine.Def_MFPType_Stone:[Def_CalcAttrFunc_Stone], - ShareDefine.Def_MFPType_Enchant:[Def_CalcAttrFunc_Enchant], - ShareDefine.Def_MFPType_Gubao:[Def_CalcAttrFunc_Gubao, Def_CalcAttrFunc_GubaoResonance], - ShareDefine.Def_MFPType_Shentong:[Def_CalcAttrFunc_Shentong], - ShareDefine.Def_MFPType_LingQi:[Def_CalcAttrFunc_LingQi, Def_CalcAttrFunc_LingQiAttr, Def_CalcAttrFunc_LingQiJingLianAttr, Def_CalcAttrFunc_GuardTarin, - Def_CalcAttrFunc_WingTarin, Def_CalcAttrFunc_PeerlessWeaponTrain, Def_CalcAttrFunc_PeerlessWeapon2Train], - ShareDefine.Def_MFPType_Wash:[Def_CalcAttrFunc_Wash], - ShareDefine.Def_MFPType_Pet:[Def_CalcAttrFunc_Pet, Def_CalcAttrFunc_PetSign, Def_CalcAttrFunc_PetSkill, Def_CalcAttrFunc_PetSkin, Def_CalcAttrFunc_PetTarin, Def_CalcAttrFunc_PetStar], - ShareDefine.Def_MFPType_PetSoul:[Def_CalcAttrFunc_PetSoul], - ShareDefine.Def_MFPType_Horse:[Def_CalcAttrFunc_Horse, Def_CalcAttrFunc_HorseSkill, Def_CalcAttrFunc_HorseSkin, Def_CalcAttrFunc_HorseTarin, Def_CalcAttrFunc_HorseStar], - ShareDefine.Def_MFPType_HorseSoul:[Def_CalcAttrFunc_HorseSoul], - ShareDefine.Def_MFPType_FaQi:[Def_CalcAttrFunc_FaQi], - ShareDefine.Def_MFPType_Love:[Def_CalcAttrFunc_LoveRing, Def_CalcAttrFunc_LoveRingCouple], - ShareDefine.Def_MFPType_Charm:[Def_CalcAttrFunc_Charm], - ShareDefine.Def_MFPType_LianTi:[Def_CalcAttrFunc_LianTi], - ShareDefine.Def_MFPType_Prestige:[Def_CalcAttrFunc_Prestige], - ShareDefine.Def_MFPType_GodWeapon:[Def_CalcAttrFunc_GodWeapon], - ShareDefine.Def_MFPType_Dienstgrad:[Def_CalcAttrFunc_Dienstgrad, Def_CalcAttrFunc_TitleStar], - ShareDefine.Def_MFPType_Rune:[Def_CalcAttrFunc_Rune], - 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_MagicWeapon4:[Def_CalcAttrFunc_MagicWeapon4], - ShareDefine.Def_MFPType_StoveYao:[Def_CalcAttrFunc_StoveYao], - ShareDefine.Def_MFPType_GatherSoul:[Def_CalcAttrFunc_GatherSoul], - ShareDefine.Def_MFPType_GatherTheSoul:[Def_CalcAttrFunc_GatherTheSoul], - ShareDefine.Def_MFPType_Coat:[Def_CalcAttrFunc_Coat], - ShareDefine.Def_MFPType_Dogz:[Def_CalcAttrFunc_Dogz, Def_CalcAttrFunc_DogzEquip, Def_CalcAttrFunc_DogzEquipPlus, Def_CalcAttrFunc_DogzBattleSkill], - ShareDefine.Def_MFPType_FamilyZhenfa:[Def_CalcAttrFunc_FamilyZhenfa], - ShareDefine.Def_MFPType_Face:[Def_CalcAttrFunc_Face], - ShareDefine.Def_MFPType_FacePic:[Def_CalcAttrFunc_FacePic], - ShareDefine.Def_MFPType_ChatBox:[Def_CalcAttrFunc_ChatBox], - ShareDefine.Def_MFPType_Other:[Def_CalcAttrFunc_Success, Def_CalcAttrFunc_FamilyTech, Def_CalcAttrFunc_EquipDecompose], - } - -MFPTypeName = {ShareDefine.Def_MFPType_Role:"角色", ShareDefine.Def_MFPType_LingGen:"灵根", ShareDefine.Def_MFPType_Equip:"装备", ShareDefine.Def_MFPType_Star:"升星", - ShareDefine.Def_MFPType_Plus:"强化", ShareDefine.Def_MFPType_Stone:"宝石", ShareDefine.Def_MFPType_Wash:"洗练", ShareDefine.Def_MFPType_LingQi:"灵器", - ShareDefine.Def_MFPType_Pet:"灵宠", ShareDefine.Def_MFPType_Horse:"坐骑", ShareDefine.Def_MFPType_Prestige:"境界", ShareDefine.Def_MFPType_GodWeapon:"神兵", - ShareDefine.Def_MFPType_Dienstgrad:"称号", ShareDefine.Def_MFPType_Rune:"符印", ShareDefine.Def_MFPType_GatherSoul:"聚魂", ShareDefine.Def_MFPType_StoveYao:"丹药", - ShareDefine.Def_MFPType_MagicWeapon1:"人族", ShareDefine.Def_MFPType_MagicWeapon2:"魔族", ShareDefine.Def_MFPType_MagicWeapon3:"仙族", ShareDefine.Def_MFPType_MagicWeapon4:"王者", - ShareDefine.Def_MFPType_PetSoul:"宠魂", ShareDefine.Def_MFPType_HorseSoul:"骑魂", ShareDefine.Def_MFPType_FaQi:"法器", ShareDefine.Def_MFPType_Dogz:"神兽", - ShareDefine.Def_MFPType_Coat:"时装", ShareDefine.Def_MFPType_Love:"情缘", ShareDefine.Def_MFPType_Charm:"魅力", ShareDefine.Def_MFPType_LianTi:"炼体", - ShareDefine.Def_MFPType_Enchant:"附魔", ShareDefine.Def_MFPType_Gubao:"古宝", ShareDefine.Def_MFPType_Shentong:"神通", ShareDefine.Def_MFPType_FamilyZhenfa:"阵法", - ShareDefine.Def_MFPType_GatherTheSoul:"聚魂新", ShareDefine.Def_MFPType_Face:"头像", ShareDefine.Def_MFPType_FacePic:"头像框", ShareDefine.Def_MFPType_ChatBox:"气泡框", - ShareDefine.Def_MFPType_Other:"其他", - } - -FuncIndexName = { - Def_CalcAttrFunc_RoleBase:"角色基础", Def_CalcAttrFunc_LingGen:"灵根", Def_CalcAttrFunc_LingGenQuailty:"灵根品质", Def_CalcAttrFunc_Equip:"装备", - Def_CalcAttrFunc_Star:"升星", Def_CalcAttrFunc_Plus:"强化", Def_CalcAttrFunc_Stone:"宝石", Def_CalcAttrFunc_Wash:"洗练", - Def_CalcAttrFunc_LingQi:"灵器", Def_CalcAttrFunc_LingQiAttr:"灵器属性", Def_CalcAttrFunc_LingQiJingLianAttr:"灵器精炼", Def_CalcAttrFunc_Pet:"灵宠", - Def_CalcAttrFunc_Horse:"坐骑", Def_CalcAttrFunc_Prestige:"境界", Def_CalcAttrFunc_GodWeapon:"神兵", Def_CalcAttrFunc_Dienstgrad:"称号", - Def_CalcAttrFunc_Rune:"符印", Def_CalcAttrFunc_GatherSoul:"聚魂", Def_CalcAttrFunc_Success:"成就", Def_CalcAttrFunc_VIP:"VIP", - Def_CalcAttrFunc_Stove:"炼丹炉", Def_CalcAttrFunc_FamilyTech:"心法", Def_CalcAttrFunc_EquipDecompose:"装备分解", Def_CalcAttrFunc_PetSoul:"宠物魂石", - Def_CalcAttrFunc_HorseSoul:"坐骑魂石", Def_CalcAttrFunc_HorseSkill:"坐骑技能属性", Def_CalcAttrFunc_PetSkill:"宠物技能属性", Def_CalcAttrFunc_StoveYao:"炼丹炉丹药", - Def_CalcAttrFunc_PetSign:"宠物签到", Def_CalcAttrFunc_Dogz:"神兽", Def_CalcAttrFunc_DogzBattleSkill:"神兽技能", Def_CalcAttrFunc_DogzEquip:"神兽装备", - Def_CalcAttrFunc_DogzEquipPlus:"神兽强化", Def_CalcAttrFunc_Coat:"时装", Def_CalcAttrFunc_MagicWeapon1:"人族法宝属性", - Def_CalcAttrFunc_MagicWeapon2:"魔族法宝属性", Def_CalcAttrFunc_MagicWeapon3:"仙族法宝属性", Def_CalcAttrFunc_MagicWeapon4:"王者法宝属性", Def_CalcAttrFunc_HorseSkin:"坐骑觉醒", - Def_CalcAttrFunc_PetSkin:"灵宠觉醒", Def_CalcAttrFunc_HorseTarin:"坐骑培养", Def_CalcAttrFunc_PetTarin:"灵宠培养", Def_CalcAttrFunc_GuardTarin:"守护培养", - Def_CalcAttrFunc_WingTarin:"翅膀培养", Def_CalcAttrFunc_PeerlessWeaponTrain:"灭世培养", Def_CalcAttrFunc_PeerlessWeapon2Train:"噬魂培养", Def_CalcAttrFunc_FaQi:"法器", - Def_CalcAttrFunc_LoveRing:"情戒基础", Def_CalcAttrFunc_LoveRingCouple:"情戒仙侣", Def_CalcAttrFunc_Charm:"魅力", Def_CalcAttrFunc_LianTi:"炼体", - Def_CalcAttrFunc_Enchant:"附魔", Def_CalcAttrFunc_LingQiEnchant:"灵器附魔", Def_CalcAttrFunc_Gubao:"古宝", Def_CalcAttrFunc_Shentong:"神通", - Def_CalcAttrFunc_HorseStar:"坐骑星级", Def_CalcAttrFunc_PetStar:"宠物星级", Def_CalcAttrFunc_TitleStar:"称号星级", Def_CalcAttrFunc_FamilyZhenfa:"阵法", - Def_CalcAttrFunc_GatherTheSoul:"聚魂新", Def_CalcAttrFunc_GubaoResonance:"古宝共鸣", Def_CalcAttrFunc_Face:"头像", Def_CalcAttrFunc_FacePic:"头像框", Def_CalcAttrFunc_ChatBox:"气泡框", - } #------------------------------------------------------------------------------- + +# 被动触发方式 +( +TriggerWay_FightStart, # 战斗开始时 1 +TriggerWay_BigTurnStart, # 大回合开始时 2 +TriggerWay_BigTurnEnd, # 大回合结束时 3 +TriggerWay_HeroTurnStart, # 武将回合开始时 4 +TriggerWay_HeroTurnEnd, # 武将回合开始时 5 +TriggerWay_HeroActionStart, # 武将行动前 6 +TriggerWay_HeroActionEnd, # 武将行动后 7 +TriggerWay_CalcTagInState, # 攻击计算时对方处于xx状态时(参数:状态1|2|...)一般用于攻击时属性计算 8 +TriggerWay_AttackOverTagInState, # 攻击计算后对方处于xx状态时(参数:状态1|2|...)一般用于攻击后触发效果 9 +TriggerWay_AttackOverDirect, # 直接攻击后 (非buff攻击)10 +TriggerWay_BeAttackedDirect, # 受到直接攻击时 (非buff攻击)11 +TriggerWay_ShieldBroken, # 承伤盾被击破时 12 +TriggerWay_CurSkillEff, # 本技能/buff释放后,一般用于本技能/buff释放后触发,仅该技能释放后有效 13 +) = range(1, 1 + 13) + +# 被动触发有效来源 +TriggerSrc_Skill = 1 +TriggerSrc_Buff = 2 ( TriggerType_BeSuperHit, # 被暴击触发技能 1 @@ -5699,12 +4883,6 @@ CME_FB_RunFamily:"战盟跑环", } -# 功能对应的事件记录类型 -FuncCMEDict = { - ShareDefine.GameFuncID_RunDaily:CME_FB_RunDaily, - ShareDefine.GameFuncID_RunFamily:CME_FB_RunFamily, - } - # 需要发送到任务事件扩展记录的类型 ShareDefine.Def_UserAction_ExMissionLog CME_Ex_Log_List = [CME_Class_Horse, CME_Class_Wing, CME_Class_Official] @@ -5801,6 +4979,16 @@ ) = range(27) +# 回合卡牌 +( +Def_SkillFuncType_Common, #0为通用技能 +Def_SkillFuncType_TurnNormaSkill, #1 普攻技能 +Def_SkillFuncType_AngerSkill, #2 怒气技能 +Def_SkillFuncType_PotentialSkill, #3 潜能技能 +Def_SkillFuncType_AtkbackSkill, #4 反击技能 +) = range(5) + +# MMO项目 - 先保留,重新定义从1000开始,后续可陆续删除 (Def_SkillFuncType_Common, #0为通用技能 Def_SkillFuncType_FbSkill, #1为法宝功能获得的主动技能 Def_SkillFuncType_FbPassiveSkill, #2为法宝功能获得的被动技能 @@ -5824,7 +5012,7 @@ Def_SkillFuncType_ShentongSkill, #20 神通技能 Def_SkillFuncType_ElfSkill, #21 精怪技能 Def_SkillFuncType_GatherTheSoul, #22 聚魂技能 -) = range(23) +) = range(1000, 1000 + 23) # 受技能效果完全影响的怪, 对应 Def_BattleRelationType_CommNoBoss Def_SkillAttack_NPCIsBoss = [ Def_NPCType_Ogre_Normal , #平凡小怪 0 # c++ 定义为普通NPC视野刷新 @@ -5840,29 +5028,17 @@ Def_BattleRelationType_CommNoBoss, # 除了(指定)BOSS,可对其释放技能,但是无实际效果 ) = range(0, 4) +# 近战远程 +AtkDistTypeList = ( +AtkDistType_Short, # 近战 +AtkDistType_Long, # 远程 +) = range(1, 1 + 2) + # 经验倍率限制类型 ( ExpRateLimitType_Recover, # 资源找回 ExpRateLimitType_Sweep, # 扫荡 ) = range(2) - -# 技能功能类对应战斗力模块 -Def_SkillFuncType_MFPType={ - Def_SkillFuncType_FbSkill:ShareDefine.Def_MFPType_MagicWeapon1, - Def_SkillFuncType_FbPassiveSkill:ShareDefine.Def_MFPType_MagicWeapon2, - Def_SkillFuncType_FbSPSkill:ShareDefine.Def_MFPType_MagicWeapon1, - Def_SkillFuncType_GiftSkill:ShareDefine.Def_MFPType_Role, - - Def_SkillFuncType_HorseSkill:ShareDefine.Def_MFPType_Horse, - Def_SkillFuncType_PetSkill:ShareDefine.Def_MFPType_Pet, - Def_SkillFuncType_PetOwnerSkill:ShareDefine.Def_MFPType_Pet, - Def_SkillFuncType_GWSkill:ShareDefine.Def_MFPType_Prestige, - Def_SkillFuncType_SuiteSkill:ShareDefine.Def_MFPType_Equip, - Def_SkillFuncType_TitleSkill:ShareDefine.Def_MFPType_Dienstgrad, - Def_SkillFuncType_LianTiSkill:ShareDefine.Def_MFPType_LianTi, - Def_SkillFuncType_ShentongSkill:ShareDefine.Def_MFPType_Shentong, - } - # 投资理财类型,和前端对应,从7开始 InvestTypeList = ( @@ -5873,11 +5049,6 @@ InvestType_Boss, # Boss 11 InvestType_Life, # 终身卡 12 ) = range(7, 7 + 6) - - -#前端特殊新手引导存储标记 -GuideState_BZZDShow = 202 - # 法宝特权 MWPrivilegeList = ( @@ -6001,7 +5172,9 @@ Def_RewardType_LunhuidianAward, # 轮回殿奖励 78 Def_RewardType_RechargeDayAward, # 累充每日奖励 79 Def_RewardType_FamilyGCZ, # 仙盟攻城战 80 -)= range(81) +Def_RewardType_ADAward, # 广告奖励 81 +Def_RewardType_TreeFreeTime, # 仙树免费减时 82 +)= range(83) #boss复活相关活动定义 BossRebornActIDList = ( @@ -6152,8 +5325,8 @@ ActTaskType_Activity, # 累计获得活跃度 3 ActTaskType_CrossPenglaiBoss, # 击杀蓬莱boss 4 ActTaskType_CrossDemonLandBoss, # 击杀魔化之地boss 5 -ActTaskType_XianXiaMJLottery, # 仙匣秘境寻宝x次 6 -ActTaskType_XianXiaMJLayer, # 仙匣秘境达到x层 7 +ActTaskType_6, # 仙匣秘境寻宝x次 6 +ActTaskType_7, # 仙匣秘境达到x层 7 ActTaskType_TreasureGubao, # 古宝寻宝x次 8 ActTaskType_HorseUpItem, # 消耗X个坐骑经验丹 9 ActTaskType_PetUpItem, # 消耗X个灵宠经验丹 10 @@ -6253,7 +5426,7 @@ # 任务类型定义 TaskTypeList = ( -TaskType_FBPass, # 副本过关到xxx 1 +TaskType_MainLevel, # 主线过关到xxx 1 TaskType_TreeLV, # 仙树达到X级 2 TaskType_EquipDecompose, # 分解装备x次 3 TaskType_CutTree, # 消耗X个战锤 4 @@ -6261,7 +5434,8 @@ TaskType_RealmLV, # 境界达到X级 6 TaskType_KillNPC, # 击败X只怪物 7 TaskType_GetMoney, # 累计获得xx货币 8 -) = range(1, 1 + 8) +TaskType_EquipColor, # 穿戴x件x品质及以上装备 9 +) = range(1, 1 + 9) # 任务分组 TaskGroupList = ( -- Gitblit v1.8.0