From a075f7841fb2d0a3b32bf10c8bc2df5bf02d6acb Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期日, 14 十二月 2025 14:24:28 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(贾诩所有技能;5022效果支持配置buff额外属性计算方式;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/OpenFunc.py | 111 +++++++++++++++++++++++++++++++++++--------------------
1 files changed, 70 insertions(+), 41 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/OpenFunc.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/OpenFunc.py
index e0bec23..feef973 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/OpenFunc.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/OpenFunc.py
@@ -18,11 +18,11 @@
import GameWorld
import PlayerControl
import PlayerPrestigeSys
-import PlayerMagicWeapon
import IpyGameDataPY
import GameFuncComm
import ChConfig
import ShareDefine
+import PlayerOnline
## GM命令执行入口
# @param curPlayer 当前玩家
@@ -44,7 +44,8 @@
else:
openFuncID = cmdList[1] if len(cmdList) > 1 else 0
DoGMOpenFunc(curPlayer, openFuncID)
-
+ PlayerOnline.GetOnlinePlayer(curPlayer).ReCalcAllAttr()
+
PrintFuncOpenState(curPlayer)
return
@@ -88,46 +89,51 @@
openFuncIDList = [openFuncID]
if openFuncIDList:
- needLV, needMagicWeaponIDList, needRealmLV, needMissionIDList = __GetOpenFuncLimit(openFuncIDList)
- if needMagicWeaponIDList:
- openFuncIDList.append(ShareDefine.GameFuncID_MagicWeapon)
+ needLV, needRealmLV, needMissionIDList, needMainLevel = __GetOpenFuncLimit(curPlayer, openFuncIDList)
if needRealmLV:
openFuncIDList.append(ShareDefine.GameFuncID_Official)
- needLV, needMagicWeaponIDList, needRealmLV, needMissionIDList = __GetOpenFuncLimit(openFuncIDList)
+ needLV, needRealmLV, needMissionIDList, needMainLevel = __GetOpenFuncLimit(curPlayer, openFuncIDList)
GameWorld.DebugLog("GM处理等级开启功能: openFuncID=%s,openFuncIDList=%s,needLV=%s" % (openFuncID, openFuncIDList, needLV), curPlayer.GetPlayerID())
# 优先处理升级
- if needLV:
+ if needLV > 1:
preLV = needLV - 1
curPlayer.SetLV(preLV)
PlayerControl.SetPlayerTotalExp(curPlayer, PlayerControl.GetTotalExpByPlayerLv(preLV))
PlayerControl.PlayerControl(curPlayer).PlayerLvUp()
+
+ # 获取等级需要的境界
+ ipyDataMgr = IpyGameDataPY.IPY_Data()
+ for index in range(ipyDataMgr.GetRealmCount()):
+ realmIpyData = ipyDataMgr.GetRealmByIndex(index)
+ if realmIpyData.GetLv() > needRealmLV:
+ needRealmLV = realmIpyData.GetLv()
+ if realmIpyData.GetLVMax() >= needLV:
+ break
- GameWorld.DebugLog("GM处理法宝开启功能: needMagicWeaponIDList=%s" % needMagicWeaponIDList, curPlayer.GetPlayerID())
- for mwIDKey in needMagicWeaponIDList:
- mwID, mwLV = mwIDKey/100, mwIDKey%100
- for lv in xrange(mwLV+1):
- PlayerMagicWeapon.DoActiveMW(curPlayer, mwID, lv)
-
-
GameWorld.DebugLog("GM处理境界开启功能: needRealmLV=%s" % needRealmLV, curPlayer.GetPlayerID())
if needRealmLV:
- curPlayer.SetOfficialRank(max(1, needRealmLV - 1))
+ curPlayer.SetOfficialRank(max(ChConfig.Def_InitOfficialRank, needRealmLV - 1))
PlayerPrestigeSys.DoRealmLVUpLogic(curPlayer)
- GameWorld.DebugLog("GM处理任务开启功能: needMissionIDList=%s" % needMissionIDList, curPlayer.GetPlayerID())
+ for limitMissionID in needMissionIDList:
+ if not curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_MissionFinish % limitMissionID):
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_MissionFinish % limitMissionID, 1)
+
+ if needMainLevel:
+ PlayerControl.SetMainLevelPassValue(curPlayer, needMainLevel)
+ GameWorld.DebugLog("GM处理任务开启功能: needMissionIDList=%s,needMainLevel=%s" % (needMissionIDList, needMainLevel), curPlayer.GetPlayerID())
#最后强制触发一次
- #if needMissionIDList:
- GameFuncComm.DoFuncOpenLogic(curPlayer, needMissionIDList)
+ GameFuncComm.DoFuncOpenLogic(curPlayer, checkServerDay=False)
return
-def __GetOpenFuncLimit(openFuncIDList):
- maxLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV")
+def __GetOpenFuncLimit(curPlayer, openFuncIDList):
+ maxLV = PlayerControl.GetOpenMaxLV()
needLV = 0
needRealmLV = 0
needMissionIDList = []
- needMagicWeaponIDList = []
+ needMainLevel = 0
ipyDataMgr = IpyGameDataPY.IPY_Data()
funcOpenLVCount = ipyDataMgr.GetFuncOpenLVCount()
@@ -141,10 +147,6 @@
if limitLV and limitLV <= maxLV and needLV < limitLV:
needLV = limitLV
- limitMagicWeaponID = ipyData.GetLimitMagicWeapon()
- if limitMagicWeaponID and limitMagicWeaponID not in needMagicWeaponIDList:
- needMagicWeaponIDList.append(limitMagicWeaponID)
-
limitRealmLV = ipyData.GetLimiRealmLV()
if limitRealmLV and needRealmLV < limitRealmLV:
needRealmLV = limitRealmLV
@@ -152,26 +154,30 @@
limitMissionID = ipyData.GetLimitMissionID()
if limitMissionID and limitMissionID not in needMissionIDList:
needMissionIDList.append(limitMissionID)
- return needLV, needMagicWeaponIDList, needRealmLV, needMissionIDList
+
+ limitManLevel = ipyData.GetLimitManLevel()
+ if limitManLevel and needMainLevel < limitManLevel:
+ needMainLevel = limitManLevel
+
+ return needLV, needRealmLV, needMissionIDList, needMainLevel
def DoGMCloseFunc(curPlayer, closeFuncID):
## GM关闭功能
if not closeFuncID:
curPlayer.SetLV(1)
- curPlayer.SetOfficialRank(1)
- ipyDataMgr = IpyGameDataPY.IPY_Data()
- for i in xrange(ipyDataMgr.GetTreasureCount()):
- ipyData = ipyDataMgr.GetTreasureByIndex(i)
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponLV % ipyData.GetID(), 0)
-
+ curPlayer.SetOfficialRank(ChConfig.Def_InitOfficialRank)
+
for keyNum in xrange(8):
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_GameFuncFirstTouch % keyNum, 0)
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_GameFuncAwardState % keyNum, 0)
- needLV, needMagicWeaponIDList, needRealmLV, needMissionIDList = __GetOpenFuncLimit([])
+ needLV, needRealmLV, needMissionIDList, needMainLevel = __GetOpenFuncLimit(curPlayer, [])
for missionID in needMissionIDList:
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_MissionFinish % missionID, 0)
-
+
+ if needMainLevel:
+ PlayerControl.SetMainLevelPassInfo(curPlayer, 1, 1, 0)
+
GameFuncComm.Sync_FuncOpenState(curPlayer, isSyncUnOpen=True)
GameWorld.DebugAnswer(curPlayer, "关闭所有功能!")
return
@@ -191,18 +197,41 @@
limitRealmLV = ipyData.GetLimiRealmLV()
if limitRealmLV and curPlayer.GetOfficialRank() >= limitRealmLV:
- curPlayer.SetOfficialRank(max(1, limitRealmLV - 1))
-
- limitMagicWeaponID = ipyData.GetLimitMagicWeapon()
- if limitMagicWeaponID:
- mwID = limitMagicWeaponID / 100
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponLV % mwID, 0)
+ curPlayer.SetOfficialRank(max(ChConfig.Def_InitOfficialRank, limitRealmLV - 1))
limitMissionID = ipyData.GetLimitMissionID()
if limitMissionID:
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_MissionFinish % limitMissionID, 0)
-
+
+ limitManLevel = ipyData.GetLimitManLevel()
+ if limitManLevel and PlayerControl.GetMainLevelPassValue(curPlayer) >= limitManLevel:
+ __SetPassMainLevelWavePre(curPlayer)
+
GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_GameFuncFirstTouch, closeFuncID, 0)
GameFuncComm.Sync_FuncOpenState(curPlayer, isSyncUnOpen=True)
GameWorld.DebugAnswer(curPlayer, "关闭功能: %s" % closeFuncID)
return
+
+def __SetPassMainLevelWavePre(curPlayer):
+ ## 设置已过关主线进度到上一波
+ passChapterID, passLevelNum, passWave = PlayerControl.GetMainLevelPassInfo(curPlayer) # 当前过关进度包含波,所以需要取上一关的
+ if passWave > 0:
+ passWave -= 1
+ PlayerControl.SetMainLevelPassInfo(curPlayer, passChapterID, passLevelNum, passWave)
+ return
+
+ passWave = 0
+ if passLevelNum > 1:
+ passLevelNum -= 1
+ PlayerControl.SetMainLevelPassInfo(curPlayer, passChapterID, passLevelNum, passWave)
+ return
+
+ if passChapterID > 1: # 取上一章节
+ passChapterID -= 1
+ levelDataList = IpyGameDataPY.GetIpyGameDataByCondition("MainLevel", {"ChapterID":passChapterID}, True)
+ passLevelNum = len(levelDataList) if levelDataList else 0
+ PlayerControl.SetMainLevelPassInfo(curPlayer, passChapterID, passLevelNum, passWave)
+ return
+
+ PlayerControl.SetMainLevelPassInfo(curPlayer, 1, 1, 0)
+ return
--
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