From 63f6f44ec2a38eaec9f39bbe26edb07daed49b49 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期二, 16 九月 2025 17:36:50 +0800 Subject: [PATCH] 129 【战斗】战斗系统-服务端(王元姬技能,弹射待处理;支持被动变更伤害倍值;) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py | 191 +++++++++++++++++++++++++++++++---------------- 1 files changed, 126 insertions(+), 65 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py index 6c361d2..eaaabdb 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py @@ -233,6 +233,19 @@ GameWorld.DebugLog("设置武将图鉴星级等级:%s,bookState=%s,updBookState=%s" % (starLV, bookState, updBookState), curPlayer.GetPlayerID()) return +def GetHeroBookStarLVH(curPlayer, heroID): + ## 武将图鉴星级历史最高等级 + bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID) + return GameWorld.GetValue(bookStateH, 4, 3) +def SetHeroBookStarLVH(curPlayer, heroID, starLVH): + ## 设置武将图鉴星级历史最高等级,支持三位数 0~999 级 + bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID) + updBookStateH = GameWorld.SetValue(bookStateH, 4, 3, starLVH) + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBookH % heroID, updBookStateH) + GameWorld.DebugLog("设置武将图鉴星级历史最高等级:%s,bookStateH=%s,updBookStateH=%s" % (starLVH, bookStateH, updBookStateH), curPlayer.GetPlayerID()) + Sync_HeroInfo(curPlayer, [heroID]) + return + def GetHeroBookBreakLV(curPlayer, heroID): ## 武将图鉴突破等级 bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) @@ -243,6 +256,19 @@ updBookState = GameWorld.SetValue(bookState, 7, 3, breakLV) PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState) GameWorld.DebugLog("设置武将图鉴突破等级:%s,bookState=%s,updBookState=%s" % (breakLV, bookState, updBookState), curPlayer.GetPlayerID()) + return + +def GetHeroBookBreakLVH(curPlayer, heroID): + ## 武将图鉴突破历史最高等级 + bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID) + return GameWorld.GetValue(bookStateH, 7, 3) +def SetHeroBookBreakLVH(curPlayer, heroID, breakLVH): + ## 设置武将图鉴突破历史最高等级,支持三位数 0~999 级 + bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID) + updBookStateH = GameWorld.SetValue(bookStateH, 7, 3, breakLVH) + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBookH % heroID, updBookStateH) + GameWorld.DebugLog("设置武将图鉴突破历史最高等级:%s,bookStateH=%s,updBookStateH=%s" % (breakLVH, bookStateH, updBookStateH), curPlayer.GetPlayerID()) + Sync_HeroInfo(curPlayer, [heroID]) return def GetHeroItem(curPlayer, itemIndex): @@ -374,10 +400,14 @@ if awakeRandCnt: GameWorld.ErrLog("武将觉醒解锁天赋未选择,无法升星! itemIndex=%s,heroID=%s" % (itemIndex, heroID), playerID) return - useBreakLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV) useAwakeLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV) - if useBreakLV or useAwakeLV: - GameWorld.DebugLog("材料卡突破或觉醒等级不为0暂时无法升星!useBreakLV=%s,useAwakeLV=%s" % (useBreakLV, useAwakeLV), playerID) + if useAwakeLV: + GameWorld.DebugLog("材料卡觉醒等级不为0暂时无法升星!useAwakeLV=%s" % (useAwakeLV), playerID) + return + useHeroLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroLV) + useBreakLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV) + if useHeroLV > 1 or useBreakLV: + GameWorld.DebugLog("材料卡已升级或突破暂时无法升星!useHeroLV=%s,useBreakLV=%s" % (useHeroLV, useBreakLV), playerID) return heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) @@ -412,10 +442,13 @@ return 0 InitStarUpper = qualityIpyData.GetInitStarUpper() + awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV) + if not awakeLV: + return InitStarUpper + addStarUpper = 0 - heroAwakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID) + heroAwakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID) if heroAwakeIpyDataList: - awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV) for ipyData in heroAwakeIpyDataList: if ipyData.GetAwakeLV() > awakeLV: break @@ -427,6 +460,7 @@ def DoHeroUpdStar(curPlayer, heroItem, updStar, isSync=True): ## 执行武将星级更新 + heroID = heroItem.GetItemTypeID() curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar) addStar = updStar - curStar item = heroItem.GetItem() @@ -438,17 +472,34 @@ itemIndex = heroItem.GetItemPlaceIndex() PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex]) + + starLVH = GetHeroBookStarLVH(curPlayer, heroID) + if updStar > starLVH: + SetHeroBookStarLVH(curPlayer, heroID, updStar) return def __DoHeroStarTalentUp(singleItem, addLV): ## 执行武将星级天赋等级提升 + heroID = singleItem.GetItemTypeID() commTalentSlot = IpyGameDataPY.GetFuncCfg("HeroStarTalent", 1) # 常规天赋槽个数 talentMaxLV = IpyGameDataPY.GetFuncCfg("HeroStarTalent", 2) # 每个天赋最大等级 + + maxUnlockSlot = commTalentSlot # 最大有效的已解锁槽位 + awakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID) + if awakeIpyDataList: + awakeLV = singleItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV) + for ipyData in awakeIpyDataList[:awakeLV][::-1]: # 倒序遍历,第一个命中的就是最大的 + unlockTalentSlot = ipyData.GetUnlockTalentSlot() + if unlockTalentSlot and unlockTalentSlot : + maxUnlockSlot = unlockTalentSlot + break + idCount = singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID) lvCount = singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentIDLV) idList, lvList = [], [] # 记录在物品上的值,有顺序 unfullLVIDList = [] # 未满级的天赋ID + unfullLVIDListUnlock = [] # 未满级的天赋ID,仅已解锁槽位,重生可能导致觉醒已解锁槽位暂时被锁住 haveUp = False for index in range(min(idCount, lvCount)): talentID = singleItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroTalentID, index) @@ -457,14 +508,16 @@ lvList.append(talentLV) if talentLV < talentMaxLV: unfullLVIDList.append(talentID) - + if index < maxUnlockSlot: + unfullLVIDListUnlock.append(talentID) + if len(idList) < commTalentSlot: idList += [0] * (commTalentSlot - len(idList)) lvList += [0] * (commTalentSlot - len(lvList)) GameWorld.DebugLog("执行武将星级天赋等级提升: addLV=%s" % addLV) - GameWorld.DebugLog("当前星级天赋: idList=%s,lvList=%s" % (idList, lvList)) - GameWorld.DebugLog("未满级星级天赋ID: %s" % unfullLVIDList) + GameWorld.DebugLog("当前星级天赋: idList=%s,lvList=%s,maxUnlockSlot=%s" % (idList, lvList, maxUnlockSlot)) + GameWorld.DebugLog("未满级星级天赋ID: %s,unfullLVIDListUnlock=%s" % (unfullLVIDList, unfullLVIDListUnlock)) # 有空余槽位,优先给空余槽位天赋,额外解锁的槽位是需要先选择的,所以一定不为空,故这里只判断常规槽位即可 if 0 in idList: @@ -496,6 +549,7 @@ idList[zeroIndex] = randTalentID lvList[zeroIndex] = 1 unfullLVIDList.append(randTalentID) + unfullLVIDListUnlock.append(randTalentID) GameWorld.DebugLog("新增星级天赋ID: %s" % (randTalentID)) addLV -= 1 haveUp = True @@ -505,9 +559,9 @@ for _ in range(addLV): if not unfullLVIDList: break - randID = random.choice(unfullLVIDList) + # 优先随机已解锁的 + randID = random.choice(unfullLVIDListUnlock) if unfullLVIDListUnlock else random.choice(unfullLVIDList) if randID not in idList: - unfullLVIDList.remove(randID) continue randIndex = idList.index(randID) idLV = lvList[randIndex] @@ -518,8 +572,11 @@ GameWorld.DebugLog("升级星级天赋ID: %s,idLV=%s,index=%s" % (randID, idLV, randIndex)) if idLV >= talentMaxLV: - unfullLVIDList.remove(randID) - GameWorld.DebugLog(" 移除未满级ID: %s,unfullLVIDList=%s" % (randID, unfullLVIDList)) + if randID in unfullLVIDList: + unfullLVIDList.remove(randID) + if randID in unfullLVIDListUnlock: + unfullLVIDListUnlock.remove(randID) + GameWorld.DebugLog(" 移除满级ID: %s,unfullLVIDList=%s,unfullLVIDListUnlock=%s" % (randID, unfullLVIDList, unfullLVIDListUnlock)) haveUp = True @@ -582,17 +639,22 @@ return ItemCommon.ReduceItem(curPlayer, itemPack, itemIndexList, costItemCount, True, "HeroBreak") GameWorld.DebugLog("武将突破: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextBreakLV), playerID) - SetHeroBreakLV(heroItem, nextBreakLV) + SetHeroBreakLV(curPlayer, heroItem, nextBreakLV) PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex]) return -def SetHeroBreakLV(heroItem, breakLV, isSync=True): +def SetHeroBreakLV(curPlayer, heroItem, breakLV, isSync=True): ## 设置武将突破等级 + heroID = heroItem.GetItemTypeID() item = heroItem.GetItem() item.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, breakLV) if isSync: heroItem.Sync_Item() + + breakLVH = GetHeroBookBreakLVH(curPlayer, heroID) + if breakLV > breakLVH: + SetHeroBookBreakLVH(curPlayer, heroID, breakLV) return #// B2 33 武将觉醒 #tagCSHeroAwake @@ -661,7 +723,7 @@ ## 觉醒解锁天赋槽 heroID = singleItem.GetItemTypeID() awakeLV = singleItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV) - awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID) + awakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID) if not awakeIpyDataList: return maxUnlockSlot = 0 @@ -900,8 +962,12 @@ heroID = heroItem.GetItemTypeID() singleItem = heroItem.GetItem() - washIDList = [] idCount = singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentWashID) + if not idCount: + GameWorld.ErrLog("武将没有洗炼不需要替换! itemIndex=%s,heroID=%s" % (itemIndex, heroID)) + return + + washIDList = [] singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentID) for index in range(idCount): talentID = singleItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroTalentWashID, index) @@ -977,13 +1043,12 @@ def OnHeroBookUP(index, clientData, tick): curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index) heroID = clientData.HeroID - itemIndex = clientData.ItemIndex bookType = clientData.BookType if bookType == 1: - __doHeroBookStarLVUP(curPlayer, heroID, itemIndex) + __doHeroBookStarLVUP(curPlayer, heroID) elif bookType == 2: - __doHeroBookBreakLVUP(curPlayer, heroID, itemIndex) + __doHeroBookBreakLVUP(curPlayer, heroID) else: __doHeroBookAct(curPlayer, heroID) return @@ -1011,55 +1076,43 @@ if awardMoneyInfo and len(awardMoneyInfo) == 2: moneyType, moneyValue = awardMoneyInfo if moneyType and moneyValue: - PlayerControl.GiveMoney(curPlayer, moneyType, moneyValue, "HeroBookAct") + PlayerControl.GiveMoney(curPlayer, moneyType, moneyValue, "HeroBookAct", notifyAward=True) Sync_HeroInfo(curPlayer, [heroID]) RefreshLordAttr(curPlayer) return -def __doHeroBookStarLVUP(curPlayer, heroID, itemIndex): +def __doHeroBookStarLVUP(curPlayer, heroID): ## 图鉴星级升级 playerID = curPlayer.GetPlayerID() if not GetHeroBookInitState(curPlayer, heroID): GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID) return - heroItem = GetHeroItem(curPlayer, itemIndex) - if not heroItem: - return - if heroItem.GetItemTypeID() != heroID: - GameWorld.DebugLog("非该武将图鉴关联物品! heroID=%s,itemID=%s" % (heroID, heroItem.GetItemTypeID()), playerID) - return - heroStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar) bookStar = GetHeroBookStarLV(curPlayer, heroID) - if bookStar >= heroStar: - GameWorld.DebugLog("该武将图鉴星级已达当前英雄星级! heroID=%s,bookStar=%s,heroStar=%s" % (heroID, bookStar, heroStar), playerID) + bookStarH = GetHeroBookStarLVH(curPlayer, heroID) + if bookStar >= bookStarH: + GameWorld.DebugLog("该武将图鉴星级已达当前英雄最高星级! heroID=%s,bookStar=%s >= %s" % (heroID, bookStar, bookStarH), playerID) return - GameWorld.DebugLog("武将图鉴星级升级! heroID=%s,bookStar=%s,heroStar=%s" % (heroID, bookStar, heroStar), playerID) + GameWorld.DebugLog("武将图鉴星级升级! heroID=%s,bookStar=%s,bookStarH=%s" % (heroID, bookStar, bookStarH), playerID) SetHeroBookStarLV(curPlayer, heroID, bookStar + 1) Sync_HeroInfo(curPlayer, [heroID]) RefreshLordAttr(curPlayer) return -def __doHeroBookBreakLVUP(curPlayer, heroID, itemIndex): +def __doHeroBookBreakLVUP(curPlayer, heroID): ## 图鉴突破升级 playerID = curPlayer.GetPlayerID() if not GetHeroBookInitState(curPlayer, heroID): GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID) return - heroItem = GetHeroItem(curPlayer, itemIndex) - if not heroItem: - return - if heroItem.GetItemTypeID() != heroID: - GameWorld.DebugLog("非该武将图鉴关联物品! heroID=%s,itemID=%s" % (heroID, heroItem.GetItemTypeID()), playerID) - return - heroBreakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV) bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID) - if bookBreakLV >= heroBreakLV: - GameWorld.DebugLog("该武将图鉴突破等级已达当前英雄突破等级! heroID=%s,bookBreakLV=%s,heroBreakLV=%s" % (heroID, bookBreakLV, heroBreakLV), playerID) + bookBreakLVH = GetHeroBookBreakLVH(curPlayer, heroID) + if bookBreakLV >= bookBreakLVH: + GameWorld.DebugLog("该武将图鉴突破等级已达当前英雄最高突破等级! heroID=%s,bookBreakLV=%s >= %s" % (heroID, bookBreakLV, bookBreakLVH), playerID) return - GameWorld.DebugLog("武将图鉴突破升级! heroID=%s,bookBreakLV=%s,heroBreakLV=%s" % (heroID, bookBreakLV, heroBreakLV), playerID) + GameWorld.DebugLog("武将图鉴突破升级! heroID=%s,bookBreakLV=%s,bookBreakLVH=%s" % (heroID, bookBreakLV, bookBreakLVH), playerID) SetHeroBookBreakLV(curPlayer, heroID, bookBreakLV + 1) Sync_HeroInfo(curPlayer, [heroID]) @@ -1116,24 +1169,24 @@ if not heroIpyData: return quality = heroIpyData.GetQuality() - ipyData = IpyGameDataPY.GetIpyGameData("HeroQualityAwake", quality, awakeLV) - if not ipyData: - return - costMoney = ipyData.GetRebirthCostMoney() + qualityAwakeIpyData = IpyGameDataPY.GetIpyGameDataNotLog("HeroQualityAwake", quality, awakeLV) + awakeCostMoney = qualityAwakeIpyData.GetRebirthCostMoney() if qualityAwakeIpyData else 0 moneyType = IpyGameDataPY.GetFuncCfg("HeroRebirth", 1) - if moneyType and costMoney and not PlayerControl.HaveMoney(curPlayer, moneyType, costMoney): + lvCostMoney = int(eval(IpyGameDataPY.GetFuncCompileCfg("HeroRebirth", 3))) + costMoneyTotal = lvCostMoney + awakeCostMoney + GameWorld.DebugLog("武将重生: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,awakeLV=%s,costMoneyTotal=%s(%s+%s)" + % (itemIndex, heroID, quality, heroLV, breakLV, awakeLV, costMoneyTotal, lvCostMoney, awakeCostMoney)) + if moneyType and costMoneyTotal and not PlayerControl.HaveMoney(curPlayer, moneyType, costMoneyTotal): return # 验证通过,可以重生 - GameWorld.DebugLog("武将重生: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,awakeLV=%s" - % (itemIndex, heroID, quality, heroLV, breakLV, awakeLV)) - + ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 4) returnItemDict = {} - __calcHeroLVReturnitem(quality, heroLV, returnItemDict) - __calcHeroBreakReturnitem(quality, breakLV, returnItemDict) - __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict) + __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio) + __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio) + __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio) - if moneyType and costMoney and not PlayerControl.PayMoney(curPlayer, moneyType, costMoney, "HeroRebirth"): + if moneyType and costMoneyTotal and not PlayerControl.PayMoney(curPlayer, moneyType, costMoneyTotal, "HeroRebirth"): return # 执行重生 @@ -1152,9 +1205,10 @@ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroAwakeRebirthCnt, rebirthCnt + 1) Sync_PlayerHeroInfo(curPlayer) + PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex]) return -def __calcHeroLVReturnitem(quality, heroLV, returnItemDict): +def __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio): ## 计算武将等级返还 returnDict = {} for retLV in range(1, heroLV): @@ -1165,12 +1219,13 @@ if not costItemInfo: continue costItemID, costItemCount = costItemInfo + costItemCount = max(1, int(costItemCount * ratio / 100.0)) returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount - GameWorld.DebugLog(" 等级返还: quality=%s,heroLV=%s,%s,总%s" % (quality, heroLV, returnDict, returnItemDict)) + GameWorld.DebugLog(" 等级返还: quality=%s,heroLV=%s,ratio=%s,%s,总%s" % (quality, heroLV, ratio, returnDict, returnItemDict)) return -def __calcHeroBreakReturnitem(quality, breakLV, returnItemDict): +def __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio): # 计算武将突破返还 returnDict = {} for retBreakLV in range(0, breakLV): @@ -1181,12 +1236,13 @@ if not costItemInfo: continue costItemID, costItemCount = costItemInfo + costItemCount = max(1, int(costItemCount * ratio / 100.0)) returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount - GameWorld.DebugLog(" 突破返还: quality=%s,breakLV=%s,%s,总%s" % (quality, breakLV, returnDict, returnItemDict)) + GameWorld.DebugLog(" 突破返还: quality=%s,breakLV=%s,ratio=%s,%s,总%s" % (quality, breakLV, ratio, returnDict, returnItemDict)) return -def __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict): +def __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio): # 计算武将觉醒返还 returnDict = {} for retAwakeLV in range(0, awakeLV): @@ -1197,9 +1253,10 @@ if not costItemInfo: continue costItemID, costItemCount = costItemInfo + costItemCount = max(1, int(costItemCount * ratio / 100.0)) returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount - GameWorld.DebugLog(" 觉醒返还: quality=%s,awakeLV=%s,%s,总%s" % (quality, awakeLV, returnDict, returnItemDict)) + GameWorld.DebugLog(" 觉醒返还: quality=%s,awakeLV=%s,ratio=%s,%s,总%s" % (quality, awakeLV, ratio, returnDict, returnItemDict)) return #// B2 40 武将遣散 #tagCSHeroDismiss @@ -1215,6 +1272,7 @@ itemIndexList = clientData.ItemIndexList GameWorld.DebugLog("武将遣散: itemIndexList=%s" % itemIndexList) + ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 5) dismissItemList = [] returnItemDict = {} curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero) @@ -1250,11 +1308,11 @@ GameWorld.DebugLog("遣散: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,heroStar=%s" % (itemIndex, heroID, quality, heroLV, breakLV, heroStar)) dismissReturnItems = qualityIpyData.GetDismissReturnItems() for itemID, itemCount in dismissReturnItems: - starRetCnt = (heroStar + 1) * itemCount + starRetCnt = max(1, int((heroStar + 1) * itemCount * ratio / 100.0)) returnItemDict[itemID] = returnItemDict.get(itemID, 0) + starRetCnt - GameWorld.DebugLog(" 星级返还: quality=%s,heroStar=%s,%s,总%s" % (quality, heroStar, dismissReturnItems, returnItemDict)) - __calcHeroLVReturnitem(quality, heroLV, returnItemDict) - __calcHeroBreakReturnitem(quality, breakLV, returnItemDict) + GameWorld.DebugLog(" 星级返还: quality=%s,heroStar=%s,ratio=%s,%s,总%s" % (quality, heroStar, ratio, dismissReturnItems, returnItemDict)) + __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio) + __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio) dismissItemList.append([itemIndex, heroItem]) if not dismissItemList: @@ -1428,7 +1486,8 @@ heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if not heroIpyData: continue - if heroIDList == None and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID): + if heroIDList == None and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) \ + and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID): continue hero = ChPyNetSendPack.tagSCHero() @@ -1437,6 +1496,8 @@ hero.BookInitState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) % 10 hero.BookStarLV = GetHeroBookStarLV(curPlayer, heroID) hero.BookBreakLV = GetHeroBookBreakLV(curPlayer, heroID) + hero.BookStarLVH = GetHeroBookStarLVH(curPlayer, heroID) + hero.BookBreakLVH = GetHeroBookBreakLVH(curPlayer, heroID) syncInfoList.append(hero) if not syncInfoList: -- Gitblit v1.8.0