From 7a9b3e80b46932c9610b1143da43aff39753eabc Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 31 十二月 2025 13:54:21 +0800
Subject: [PATCH] 358 【内政】红颜系统-服务端(修复红颜增加战利品掉落上限无效bug;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py |   18 +++++++++++-------
 1 files changed, 11 insertions(+), 7 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py
index 9330e8d..69775c1 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py
@@ -128,12 +128,7 @@
             break
         if baseUpper <= 0:
             continue
-        dropUpper = baseUpper
-        addPer = 0
-        addPer += PlayerBeauty.GetBeautyEffInfo(curPlayer, PlayerBeauty.EffType_BootyPer)[0] # 战利品上限提高百分比
-        if addPer:
-            dropUpper = int(baseUpper * (100 + addPer) / 100.0)
-            GameWorld.DebugLog("红颜提高战利品掉落上限: itemID=%s,baseUpper=%s,addPer=%s,dropUpper=%s" % (itemID, baseUpper, addPer, dropUpper))
+        dropUpper = PlayerControl.GetBootyUpper(curPlayer, itemID, baseUpper)
         todyDropCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_BootyDropToday % itemID)
         if todyDropCnt >= dropUpper:
             GameWorld.DebugLog("战利品已达今日掉落上限! itemID=%s,todyDropCnt=%s >= %s" % (itemID, todyDropCnt, dropUpper), playerID)
@@ -228,6 +223,13 @@
         bossType = npcData.GetBossType()
         bossTypeList.append(bossType)
         
+    # 支持未击杀结算掉落,防止一次性掉太多导致玩家一直堆积未结算的掉落,前端在掉落背包满处理完后会补发一次请求处理未结算掉落
+    if not bossTypeList:
+        bossType = 0 # 默认小怪
+        bossTypeList = [bossType]
+        GameWorld.DebugLogEx("未击杀结算掉落默认按小怪掉落! bossTypeList=%s" % bossTypeList)
+        
+    for bossType in bossTypeList:
         if bossType in bossTypeDropRateDict:
             continue
         
@@ -368,7 +370,7 @@
 #    tagHead        Head;
 #    BYTE        Count;
 #    WORD        IndexList[Count];    // 掉落背包中的物品格子索引列表
-#    BYTE        OPType;        // 0 - 拾取非装备物品;1 - 分解;2 - 穿戴/替换;
+#    BYTE        OPType;        // 0 - 拾取非装备物品;1 - 分解;2 - 穿戴/替换;3-结算未掉落物品;
 #    BYTE        OPValue;        // 操作额外指令值,由操作类型决定,如穿戴时可发送穿戴后是否自动分解
 #};
 def OnMainDropItemOP(index, clientData, tick):
@@ -381,6 +383,8 @@
         __doEquipMainEquip(curPlayer, itemIndexList, opValue)
     elif opType == 1:
         __doDecomposeMainEquip(curPlayer, itemIndexList)
+    elif opType == 3: # 结算未掉落物品
+        __doMainDrop(curPlayer, [])
     else:
         __doPickupMainItem(curPlayer, itemIndexList)
         

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