From ace5dadbba4a16357d0aca93ee5734ab8adf7a94 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 28 十月 2025 17:57:08 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(韩遂技能;增加效果6016-对护盾造成伤害加成)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py | 2412 +++++++++++++++-------------------------------------------
1 files changed, 634 insertions(+), 1,778 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index eaf0090..1c277ee 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 +94,141 @@
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
+AttrID_SkillPer, # 技能增伤 65
+AttrID_SkillPerDef, # 技能减伤 66
+AttrID_PursueDamPer, # 追击增伤 67
+AttrID_PursueDamPerDef, # 追击减伤 68
+AttrID_ComboDamPer, # 连击增伤 69
+AttrID_ComboDamPerDef, # 连击减伤 70
+) = range(1, 1 + 70)
+
+# 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,
+ AttrID_SkillPer, AttrID_SkillPerDef, AttrID_PursueDamPer, AttrID_PursueDamPerDef,
+ AttrID_ComboDamPer, AttrID_ComboDamPerDef,
+ ]
+
+# 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
+Def_CalcAttr_Realm, # 官职 3
+Def_CalcAttr_Gubao, # 古宝 4
+Def_CalcAttr_HJG, # 幻境阁 5
+) = range(6)
+
+CalcAttrName = {
+ Def_CalcAttr_LV:"主公等级",
+ Def_CalcAttr_MainEquip:"主装备",
+ Def_CalcAttr_HeroBook:"武将图鉴",
+ Def_CalcAttr_Realm:"官职",
+ Def_CalcAttr_Gubao:"古宝",
+ Def_CalcAttr_HJG:"幻境阁",
+ }
+
+##-----------------------------------------------------------------------------------------------
+
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 = (
@@ -211,8 +347,8 @@
TYPE_Calc_BaseDefAddPer, # 基础防御百分比
TYPE_Calc_BaseHitAddPer, # 基础命中百分比
TYPE_Calc_BaseMissAddPer, # 基础闪避百分比
-TYPE_Calc_GodWeaponMaxHPPer, # 神兵生命百分比
-TYPE_Calc_GodWeaponAtkPer, # 神兵攻击百分比 105
+TYPE_Calc_104, # 神兵生命百分比
+TYPE_Calc_105, # 神兵攻击百分比 105
TYPE_Calc_StoneMaxHPPer, # 宝石生命百分比
TYPE_Calc_StoneAtkPer, # 宝石攻击百分比
TYPE_Calc_HPCureEnhance, # 血瓶恢复效果增加
@@ -301,29 +437,12 @@
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
@@ -339,7 +458,6 @@
Def_ItemID_GoldMoney = 20 # 直接给仙玉
Def_ItemID_SilverMoney = 22 # 直接给铜钱
Def_ItemID_FamilyContribution = 26 # 直接给战盟贡献点
-Def_ItemID_FamilyActive = 28 # 直接给战盟活跃点
Def_ItemID_SP = 29 # 直接给sp
Def_ItemID_GoldPaper = 30 # 直接给绑玉/灵石
Def_ItemID_RealmPoint = 24 # 直接给修行点
@@ -356,12 +474,11 @@
Def_ItemID_GongdePoint = 530 # 直接给功德点
Def_ItemID_FamilyFlagWarPoint = 540 # 直接给万界积分
Def_ItemID_TongTianPoint = 720 # 直接给通天令经验点
-Def_ItemID_SuccessScore = 590 # 直接给成就积分
-Def_TransformItemIDList = [Def_ItemID_FamilyContribution, Def_ItemID_FamilyActive, Def_ItemID_SP, Def_ItemID_GoldPaper,
+Def_TransformItemIDList = [Def_ItemID_FamilyContribution, Def_ItemID_SP, Def_ItemID_GoldPaper,
Def_ItemID_RealmPoint, Def_ItemID_SilverMoney, Def_ItemID_BossReborn, Def_ItemID_Ysog,
Def_ItemID_SoulDust, Def_ItemID_SoulSplinters, Def_ItemID_SoulCore, Def_ItemID_Honor, Def_ItemID_GoldMoney,
Def_ItemID_FuncSysPrivilege, Def_ItemID_FCPartyPoint, Def_ItemID_BTGMPoint, Def_ItemID_GuShenMoney,
- Def_ItemID_GongdePoint, Def_ItemID_TongTianPoint, Def_ItemID_SuccessScore,
+ Def_ItemID_GongdePoint, Def_ItemID_TongTianPoint,
Def_ItemID_FamilyFlagWarPoint]
# 货币类型对应直接给货币物品ID
MoneyItemIDDict = {IPY_GameWorld.TYPE_Price_Gold_Money:Def_ItemID_GoldMoney,
@@ -391,7 +508,6 @@
Def_ItemType_MissionItem = 17 #任务物品
Def_ItemType_TransMissionItem = 18 #转职任务物品
Def_ItemType_RealmStuff = 19 #头衔(境界)升级道具
-Def_ItemType_GodWeaponStuff = 20 #头衔(境界)升级道具
Def_ItemType_HorseStuff = 21 #坐骑丹
Def_ItemType_HorseSoul = 22 #坐骑兽魂
Def_ItemType_HorseBook = 23 #坐骑技能书
@@ -442,10 +558,10 @@
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
@@ -463,18 +579,20 @@
Def_ItemType_CanUseByCDTime = 145 # 创建后根据CDTime到后可开启
+Def_ItemType_Hero = 150 # 武将英雄
+
#以下定义物品类型下次删除
Def_Item_Type_Horse = 1000036 #坐骑
#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
@@ -496,14 +614,17 @@
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
@@ -511,9 +632,7 @@
Def_Effect_GivePlayerMoneyGold = 203 #给人物金钱 仙玉道具效果ID
Def_Effect_AddDienstgrad = 204 #使用物品获得称号
Def_Effect_UseItemGiveZhenQi = 205 #使用道具给予真气
-Def_Effect_ItemGiveFamilyActivity = 208 #使用道具给予仙盟活跃令
Def_Effect_ItemGiveFamilyContribution = 209 #使用道具给予仙盟贡献
-Def_Effect_TJGAddTime = 210 #增加脱机挂时间
Def_Effect_ItemAddExp = 213 #给经验道具
Def_Effect_ItemAddLV = 214 #直接升级道具
Def_Effect_ItemAddExpByLV = 215 #给经验道具 XX级前,所加经验随等级增加而增加,XX级后按XX级算
@@ -548,7 +667,6 @@
Def_Effect_ItemGiveMoney = 264 #通用给货币道具,A值数量,B值货币类型
Def_Effect_GuajiAward = 266 #直接给挂机收益,A值分钟
Def_Effect_ItemCount = 267 #自动转化为对应物品ID的个数,不存背包
-Def_Effect_GubaoPiece = 270 #古宝碎片效果ID, A值-古宝ID
Def_Effect_TrainRealmLV = 272 #境界培养卡,值A-功能(1-坐骑;2-灵宠;3-灵器), 值B-境界
Def_Effect_TiandaoQiyun = 273 #增加天道树气运;A值-增加值 效果值B: 领取是否默认直接使用
Def_Effect_Face = 274 #头像物品;A值-头像ID
@@ -556,6 +674,8 @@
Def_Effect_EmojiPack = 276 #表情包物品;A值-表情包ID
Def_Effect_RecycleItemMoney = 277 #回收物品转化为货币; A值-直接给货币物品ID;B值-货币数量
Def_Effect_FamilyEmblem = 278 #激活仙盟徽章; A值-徽章ID;
+Def_Effect_HeroSkin = 279 #激活武将皮肤; A值-武将ID;B值-皮肤索引
+Def_Effect_FamilyTaofaCnt = 280 #增加公会讨伐次数; A值-讨伐次数
#----以下未使用或代码依然存在的---
Def_Effect_ItemGiveGongXun = 1920 #使用道具给予功勋
Def_Effect_ItemGiveRuneJH = 1925 #使用道具给予符印精华
@@ -569,8 +689,6 @@
#Def_Effect_PetSoul = 5504 #宠物满魂
#Def_Effect_PetItemAddExp = 2006 #给宠物经验道具
#Def_Effect_EnergyItem = 2600 #精力药剂
-#Def_Effect_BuyBackpack = 1144 #开启背包(n行)的物品效果ID
-#Def_Effect_BuyWarehouse = 1145 #开启仓库(n行)的物品效果ID
#Def_Effect_PetRewashSkill = 5506 #重洗技能
#Def_Effect_AddStarItemNormal = 1157 #普通升星物品效果ID
#Def_Effect_AddStarItemHighLevel = 1158 #高级升星物品效果ID
@@ -643,8 +761,6 @@
Def_Effect_Add_FreePoint_2 = 1169
#添加玩家属性分配点
Def_Effect_Add_FreePoint_3 = 1185
-#任务传送令
-Def_Item_Effect_MissionMove = 2001
#鱼竿
Def_Item_Effect_FishTool = 2000
#坐骑进阶
@@ -655,13 +771,10 @@
Def_Item_Eff_UseClassLV = 2821
#祝福值波动范围 随机用
Def_Item_Eff_BlessRange = 2818
-#神兵经验值
-Def_Item_Eff_GodWeaponExp = 206
#---------------------------------------------------------------------
#写死的任务ID
#新手任务
Def_MissionID_FirstLogin = 1
-Def_ConvoyTruckMissionID = 2401 # 护送镖车任务ID
Def_ArrestMissionID = 8000 # 悬赏任务ID
#---------------------------------------------------------------------
#写死的XMLID
@@ -803,15 +916,12 @@
Def_SkillID_ReviveTired = 20030 # 复活疲劳 SkillID
Def_SkillID_SkillReBorn = -1 # 技能复活ID
Def_SkillID_LimitSuperBuff = 10000 # 有限无敌BUFF SkillID
-Def_SkillID_TJGSuperBuff = 20039 # 脱机挂死亡复活保护
Def_SkillID_Somersault = 190 # 翻滚快速闪避
Def_SkillID_DoubleExp = -1 # 双倍经验系统中的双倍经验ID
Def_SkillID_Justice = 11504 # 正义阵营
Def_SkillID_Evil = 11505 # 黑道阵营
-Def_SkillID_JoinExam = -1 # 答题Buff
Def_SkillID_ActionWuDi = -1 # 活动无敌Buff
Def_SkillID_ZhenQiRestore = -1 # 真气恢复加成BUFF
-Def_SkillID_TruckAiMode = 20100 # 镖车AI模式BUFF
Def_SkillTypeID_EfficientBattle = -1 #高效战斗类型ID,高效战斗buffID:49001~49008
Def_SkillTypeID_EfficientSit = -1 #高效练功类型ID
Def_SkillID_XuanTianZhenYan = -1 # 玄天真言
@@ -821,7 +931,6 @@
Def_SkillID_Teleport = 1400 #瞬间移动 用于不影响攻击间隔
Def_SkillID_VipBuff = 11500 # VIPbuff
Def_SkillID_TeamVIPBuff = 22000 # VIP队伍buff, 攻守同盟
-Def_SkillID_FBEncourageBuff = 20051 # 副本鼓舞buff
Def_SkillID_PoisonAtkBuff = 25180 # 毒攻buff
Def_SkillID_DropOwnerBuff = 20040 # 掉落归属buff
Def_SkillID_TianxuanBuff = 5100 # 天玄丹特殊掉落buff
@@ -830,20 +939,10 @@
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]
-# 脱机挂状态下不刷新buff时间的
-TJGStateNotRefreshTimeBuff = [Def_SkillID_Red]
+ClearBuffOnMapChangeList = [Def_SkillID_DropOwnerBuff]
#技能ID对应的区域类型
Def_AreaType_SkillID_Safe = 20011 # 安全区
@@ -854,8 +953,27 @@
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_Immune, # 免疫 4
+HurtType_Parry, # 格挡 5
+HurtType_IgnoreDef, # 无视防御/真实伤害 6
+HurtType_SuperHit, # 暴击 7
+HurtType_Stun, # 击晕 8 仅算概率触发的击晕,技能额外击晕效果的不算
+HurtType_Miss, # 闪避 9
+HurtType_PoisonCureHurt, # 伤害毒奶 10
+HurtType_PoisonCureSuck, # 吸血毒奶 11
+) = range(12)
#伤害类型
(
@@ -877,7 +995,7 @@
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
(
@@ -887,9 +1005,11 @@
Def_HurtType_FuhaoHit, # 富豪一击
) = range(21, 25)
-Def_EquipItemType_TJGAutoEat = xrange(Def_ItemType_retWeapon, Def_ItemType_retGlove + 1)
#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)
@@ -925,18 +1045,6 @@
#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
-#主角交易栏最大格数
-Def_PlayerTradeMaxItemCount = 20
-#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
@@ -960,6 +1068,9 @@
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
@@ -1151,11 +1262,12 @@
#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,
@@ -1163,10 +1275,11 @@
#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,
]
#装备可强化背包列表
@@ -1202,22 +1315,30 @@
#朋友
Type_Relation_Friend = 2
-Def_NpcDictKey_CampType = 'CampType'
-#阵营 三种 中立 正义 邪恶
-
CampType_Neutral = ShareDefine.CampType_Neutral # 中立
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_LastHurt, # 最后一次伤害值 2
+Def_Calc_TagMaxHP, # 目标最大生命值 3
+Def_Calc_ByBuffValue, # 触发buff的buff值 4
+Def_Calc_TagLostHP, # 目标已损失生命 5
+) = range(6)
#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 = (
@@ -1238,6 +1359,44 @@
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
+SkillTagAffect_AtkHighest, # 攻击力最高 5
+SkillTagAffect_Burn, # 灼烧/玄火目标优先 6
+SkillTagAffect_PoisonCure, # 仅焚血(毒奶)目标 7
+) = range(8)
#技能施法目标
Def_UseSkillAim_Type = 3
@@ -1248,7 +1407,7 @@
) = range(Def_UseSkillAim_Type)
#技能施法目标类型, 修改此处应在Def_Dict_UseSkillTag_ObjType 相应更改
-Def_UseSkillTag_Type = 16
+Def_UseSkillTag_Type = 17
(
Def_UseSkillTag_None , #无需选择对象 0
Def_UseSkillTag_Self , #自己 1
@@ -1266,6 +1425,7 @@
Def_UseSkillTag_CanAttackBaseNPC, #可攻击的野外小怪(含精英)怪物 13
Def_UseSkillTag_FriendNPC, #友好NPC 14
Def_UseSkillTag_AppointNPC, #指定NPC 15 必须和效果值配合 Def_Skill_Effect_AppointNPC
+ Def_UseSkillTag_FriendDeath, #友方死亡目标16
) = range( 0, Def_UseSkillTag_Type )
@@ -1306,6 +1466,13 @@
Def_UseSkillTag_Self,
]
+#NPC技能:可以对友好目标释放的技能
+Def_ST_CanNPCUseSkillFriend = [
+ Def_UseSkillTag_Friend,
+ Def_UseSkillTag_SelfAndFriend,
+ Def_UseSkillTag_FriendNPC,
+ ]
+
#自动攻击技能类型
Def_AutoAtkSkillType = 3
(
@@ -1315,7 +1482,6 @@
) = range( 0, Def_AutoAtkSkillType )
#技能类型
-Def_SkillType_Count = 25
(
Def_SkillType_Special , #特殊技能 0
Def_SkillType_Atk , #攻击类 1
@@ -1332,6 +1498,11 @@
Def_SkillType_Area , #场景技能(buff) 12
Def_SkillType_Summon , #召唤 13
Def_SkillType_Action , #影响行为BUFF 14
+ Def_SkillType_CleanBuff , #清除buff类(如净化等) 15
+) = range(0, 1 + 15)
+
+# 以下废弃
+(
Def_SkillType_LstPlsBuffAtk, #持续攻击类BUFF 15
Def_SkillType_PassivePlsBuff, #被动触发增益类buff 16
Def_SkillType_PassiveDepBuff, #被动触发减益类buff 17
@@ -1343,7 +1514,7 @@
Def_SkillType_AttrSkillNoLearn, # 可叠加的同类型ID属性类技能 不可学习 算属性直接取表 目前用于神兽技能 23
Def_SkillType_PassiveLstPlsBuffAtk, #被动持续攻击类BUFF 24
-) = range( 0, Def_SkillType_Count )
+) = range(115, 125)
#数据库中的Buff类型对应返回C++中的Buff类型对象
Def_SkillBuffList = {
@@ -1353,7 +1524,7 @@
Def_SkillType_PlsBuff : IPY_GameWorld.bfBuff , #增益BUFF 5
Def_SkillType_DepBuff : IPY_GameWorld.bfDeBuff , #减益BUFF 6
Def_SkillType_PassiveBuff : IPY_GameWorld.btPassiveBuf, # 被动技能 7 (废弃,无此定义分散为其他buff)
- Def_SkillType_Revive : IPY_GameWorld.bfIncBuff, #复活 8
+ #Def_SkillType_Revive : IPY_GameWorld.bfIncBuff, #复活 8
Def_SkillType_Increment : IPY_GameWorld.bfIncBuff, #增值技能(不可清除)9
Def_SkillType_Aura : IPY_GameWorld.bfAura , #光环技能 10
Def_SkillType_Equip : IPY_GameWorld.bfEquipBuff,#装备技能 11
@@ -1517,14 +1688,12 @@
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
Def_HPRestoreInterval = 5000
#允许重置的背包索引
-Def_CanItemResetPack = [IPY_GameWorld.rptItem, IPY_GameWorld.rptWarehouse, ShareDefine.rptTreasure, ShareDefine.rptGarbage]
+Def_CanItemResetPack = [IPY_GameWorld.rptItem, IPY_GameWorld.rptWarehouse, ShareDefine.rptTreasure, ShareDefine.rptGarbage, ShareDefine.rptHero]
#仓库分页个数
Def_ItemReset_WarehousePageCnt = 56
#玩家捡起物品的距离 8
@@ -1572,14 +1741,6 @@
ShareDefine.Def_Transport_Mission : Def_Transport_Type_Mission, # 任务传送
}
-Def_MoveToTruck_Cost = 1000 #传送至镖车的花费
-#---------------------购买仓库空间费用------------------------
-Def_BuyWarehouse_Type = 1 # 购买仓库费用类型(金子)
-Def_BuyWarehouse_Cost = 99 # 购买仓库每等级的费用
-#---------------------购买背包空间费用------------------------
-Def_BuyItemPack_Type = 1 # 购买背包费用类型(金子)
-Def_BuyItemPack_Cost = 149 # 购买背包每等级的费用
-#---------------------------------------------------------------------
#---------------------进度条------------------------
#挖宝进度条时间为5秒
Def_DigMaxTime = 5000
@@ -1659,9 +1820,6 @@
#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
@@ -1750,194 +1908,49 @@
#0:发呆状态, 1:移动, 2:死亡, 3:攻击
Def_NstNull, Def_NstMoving, Def_NstDead, Def_NstAttack = range(4)
-#任务系统杀怪掉落任务道具公式
-Def_Event_Drop_Formula = "max(rate,(maxItem-curItemCount)/(maxMonsterCount+1-curMonsterCount),(baseDropCount-curItemCount)/max(1,(dropMonsterCount+1-curMonsterCount)))"
-#每日任务的奖励公式
-Def_Day_Event_Exp_Reward_Formula = "baseExp"
-#墓地医生扣费公式
-Def_Helth_Money_Formula = "(2 - curHP/float(maxHP) - curMP/float(maxMP))*3*pow(lv, 1.2)"
-#任务镖车系统
-#骠车受到攻击的时候, 通知玩家的间隔
-Def_TruckNotifyToOwnerTick = 5000
-#镖车毁坏金钱奖励百分数
-Def_Day_Event_Truck_Destroy_Money = 0.2
-#镖车毁坏经验奖励百分数
-Def_Day_Event_Truck_Destroy_Exp = 0.8
-#镖车损坏,返回百分比押金
-Def_Day_Event_Truck_Destroy_Deposit = 0.2
-#镖车和人物的距离,移动
-Def_PlayerTurckBeginMoveDist = 1
-#判定镖车在事件范围内的距离
-Def_PlayerTruckEventDist = 10
-#镖车跟随
-Def_PlayerTruckMoveDist = Def_Screen_Area
-#人镖合一的距离
-Def_PlayerTruckCarryerDist = Def_Screen_Area
-
-#---------------------------家族定义----------------------------
-
-Def_Player_RequestAddFamilyMaxCnt = 200 #玩家申请加入家族的最大数量 (目前无限制 配个大的数值)
-
#-------------------------------#副本相关#------------------------
-#创角新手村地图ID列表
-Def_CreatRoleMapIDList = [10000]
-#PK周赛
-Def_FBMapID_WeedPK = 12040
-#战盟副本-异界入侵、守卫人皇
-Def_FBMapID_FamilyInvade = 31170
-# 战盟boss副本
-Def_FBMapID_FamilyBossMap = 31210
-# 仙盟联赛
-Def_FBMapID_FamilyWar = 31220
+Def_FBMapID_Main = 1 # 主线小怪
+Def_FBMapID_MainBoss = 2 # 主线Boss
+Def_FBMapID_ArenaBattle = 3 # 演武场
-# 百战之地
-Def_FBMapID_BZZD = 31080
+Def_FBMapID_Zhanchui = 30010 # 白骨盈野/战锤秘境
+Def_FBMapID_Tianzi = 30020 # 天子考验
-#试炼之塔(符印塔)
-Def_FBMapID_TrialTower = 31130
-
-#除魔卫道
-Def_FBMapID_ClearDevil = 31040
-#新手副本
-#Def_FBMapID_ClearDevil2 = 31090
-#法宝副本
-Def_FBMapID_MagicWeapon = 41110
-
-#BOSS之家
-Def_FBMapID_BossHome = 31270 #31020地图ID修改,不使用副本类型
-
-#古神禁地
-Def_FBMapID_GodArea = 31150
-
-#冰晶矿脉
-Def_FBMapID_IceLode = 31140
-
-#渡劫副本
-Def_FBMapID_DuJie = 31110
-
-#麒麟之府
-Def_FBMapID_KirinHome = 311900
-
-#个人BOSS
-Def_FBMapID_PersonalBoss = 31240
-
-#仙盟宴会
-Def_FBMapID_FamilyParty = 31230
-
-#宗门试炼
-Def_FBMapID_MunekadoTrial = 60010
-
-#混乱妖域
-Def_FBMapID_ChaosDemon = 31180
-
-#讨伐妖魔
-Def_FBMapID_KillDevil = 31280
-
-#娲皇遗迹
-Def_FBMapID_QueenRelics = 51010
-
-#上古战场
-Def_FBMapID_ElderBattlefield = 31160
-
-#守护副本
-Def_FBMapID_Guard = 31250
-
-#封魔坛
-Def_FBMapID_SealDemon = 52010
-#单人封魔坛
-Def_FBMapID_SealDemonEx = 52020
-#诛仙BOSS/雷罚BOSS
-Def_FBMapID_ZhuXianBoss = 31380
-#天星塔/丹塔
-Def_FBMapID_SkyTower = 31370
-#境界塔
-Def_FBMapID_RealmTower = 31310
-#仙魔之争
-Def_FBMapID_XMZZ = 31010
-#神兽副本
-Def_FBMapID_Dogz = 21110
-#聚魂副本
-Def_FBMapID_GatherSoul = 31340
-#跨服竞技场
-Def_FBMapID_CrossRealmPK = 32010
-#跨服排位
-Def_FBMapID_CrossChampionship = 32070
-#跨服蓬莱仙境
-Def_FBMapID_CrossPenglai = 32020
-#跨服魔化之地
-Def_FBMapID_CrossDemonLand = 32080
-#跨服妖王
-Def_FBMapID_CrossDemonKing = 32030
-#本服妖王
-Def_FBMapID_DemonKing = 22030
-#多仙盟Boss
-Def_FBMapID_AllFamilyBoss = 31260
-#骑宠Boss
-Def_FBMapID_HorsePetBoss = 31200
-#缥缈宝藏
-Def_FBMapID_FairyTreasure = 31190
-#跨服灵草园
-Def_FBMapID_CrossGrasslandLing = 32040
-#跨服仙草园
-Def_FBMapID_CrossGrasslandXian = 32050
-#跨服战场
-Def_FBMapID_CrossBattlefield = 32060
-#跨服仙盟夺旗战/逐鹿万界
-Def_FBMapID_CrossFamilyFlagwar = 32090
-#竞技场战斗
-Def_FBMapID_ArenaBattle = 31290
-#情缘副本
-Def_FBMapID_Love = 31300
-#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)
-
-#回合战斗自定义地图需要发送GameServer的列表
-Def_TFMapID_SendToGameServer = [Def_TFMapID_MineArea]
-
-#前端自定义场景地图
-ClientCustomSceneList = [Def_FBMapID_PersonalBoss, Def_FBMapID_ArenaBattle, Def_FBMapID_MirrorBattle]
-
-#镜像PK的地图ID列表
-MirrorBattleMapIDList = [Def_FBMapID_MirrorBattle, Def_FBMapID_ArenaBattle, Def_FBMapID_CrossRealmPK, Def_FBMapID_CrossChampionship]
+#线路未过关时免费的地图
+UnPassFreeMapIDList = [Def_FBMapID_Zhanchui]
+#按星级记录过关的地图
+PassByStarMapIDList = []
+#扫荡不需要检查是否已过关的地图
+SweepUnCheckPassMapIDList = [Def_FBMapID_Tianzi]
#注册上传跨服服务器数据后直接进入跨服服务器的地图
-RegisterEnter_CrossServerMapIDList = [Def_FBMapID_CrossPenglai, Def_FBMapID_CrossDemonLand, Def_FBMapID_CrossDemonKing,
- Def_FBMapID_CrossGrasslandLing, Def_FBMapID_CrossGrasslandXian, Def_FBMapID_CrossBattlefield,
- Def_FBMapID_CrossChampionship, Def_FBMapID_CrossFamilyFlagwar,
- ]
+RegisterEnter_CrossServerMapIDList = []
#跨服地图
-Def_CrossMapIDList = RegisterEnter_CrossServerMapIDList + [Def_FBMapID_CrossRealmPK]
+Def_CrossMapIDList = RegisterEnter_CrossServerMapIDList + []
#跨服分区类型配置, 没配置的默认 CrossZoneComm
Def_CrossZoneTypeName = {0:"CrossZoneComm", # 特殊0,默认常规分区
- Def_FBMapID_CrossPenglai:"CrossZoneComm",
- Def_FBMapID_CrossDemonLand:"CrossZoneComm",
- Def_FBMapID_CrossRealmPK:"CrossZonePK",
- Def_FBMapID_CrossDemonKing:"CrossZonePK",
- Def_FBMapID_CrossGrasslandLing:"CrossZonePK",
- Def_FBMapID_CrossGrasslandXian:"CrossZonePK",
- Def_FBMapID_CrossBattlefield:"CrossZoneBattlefield",
- Def_FBMapID_CrossChampionship:"CrossZonePK",
- Def_FBMapID_CrossFamilyFlagwar:"CrossZoneComm",
+# Def_FBMapID_CrossPenglai:"CrossZoneComm",
+# Def_FBMapID_CrossDemonLand:"CrossZoneComm",
+# Def_FBMapID_CrossDemonKing:"CrossZonePK",
+# Def_FBMapID_CrossGrasslandLing:"CrossZonePK",
+# Def_FBMapID_CrossGrasslandXian:"CrossZonePK",
+# Def_FBMapID_CrossBattlefield:"CrossZoneBattlefield",
+# Def_FBMapID_CrossChampionship:"CrossZonePK",
+# Def_FBMapID_CrossFamilyFlagwar:"CrossZoneComm",
}
#跨服分区对应地图配置表名 - 仅适用于固定地图及虚拟分线的跨服玩法
-Def_CrossZoneMapTableName = {Def_FBMapID_CrossPenglai:"CrossPenglaiZoneMap",
- Def_FBMapID_CrossDemonLand:"CrossDemonLandZoneMap",
- Def_FBMapID_CrossFamilyFlagwar:"CrossFamilyFlagwarZoneMap",
+Def_CrossZoneMapTableName = {
+ #Def_FBMapID_CrossPenglai:"CrossPenglaiZoneMap",
+ #Def_FBMapID_CrossDemonLand:"CrossDemonLandZoneMap",
+ #Def_FBMapID_CrossFamilyFlagwar:"CrossFamilyFlagwarZoneMap",
}
#需要动态分配线路的跨服地图
-Def_CrossDynamicLineMap = [Def_FBMapID_CrossDemonKing, Def_FBMapID_CrossGrasslandLing, Def_FBMapID_CrossGrasslandXian, Def_FBMapID_CrossBattlefield, Def_FBMapID_CrossChampionship]
+Def_CrossDynamicLineMap = []
#副本关闭时未拾取的物品邮件发放给玩家
#这里只有需要的副本才配置,不做默认逻辑,防止某些副本实际不能给导致刷物品,如麒麟之府
-Def_SendUnPickItemMailMapIDList = [Def_FBMapID_IceLode, Def_FBMapID_PersonalBoss, Def_FBMapID_MunekadoTrial,
- Def_FBMapID_SealDemon, Def_FBMapID_SealDemonEx, Def_FBMapID_ZhuXianBoss,
- Def_FBMapID_DemonKing, Def_FBMapID_CrossDemonKing, Def_FBMapID_KillDevil]
+Def_SendUnPickItemMailMapIDList = []
#金钱不掉物品直接给玩家的地图
Def_GiveMoneyMapIDList = []
@@ -1945,38 +1958,18 @@
# 副本中玩家下线就被踢出
Def_DisconnectExit_FBID = []
#会有阵营的地图
-Def_MapID_NeedCamp = [Def_FBMapID_FamilyWar, Def_FBMapID_GatherSoul, Def_FBMapID_CrossBattlefield] + MirrorBattleMapIDList
+Def_MapID_NeedCamp = []
# 进入副本需要根据请求lineID动态分配虚拟分线属性的地图
-Def_MapID_LineIDToPropertyID = [Def_FBMapID_ElderBattlefield]
-
-# 进入副本需要发送到GameServer的地图
-Def_MapID_SendToGameServer = [Def_FBMapID_HorsePetBoss, Def_FBMapID_FamilyInvade, Def_FBMapID_SealDemon, Def_FBMapID_DemonKing,
- Def_FBMapID_FamilyWar, Def_FBMapID_ZhuXianBoss, Def_FBMapID_AllFamilyBoss] + \
- Def_MapID_LineIDToPropertyID + [Def_FBMapID_CrossChampionship] + MirrorBattleMapIDList
-
-# 刷新标识点在无玩家的情况下也需要刷新的地图
-Def_NoPlayerNeedProcessRefreshPointMap = [Def_FBMapID_HorsePetBoss, Def_FBMapID_SealDemon, Def_FBMapID_GodArea, Def_FBMapID_BossHome, Def_FBMapID_GatherSoul, Def_FBMapID_ZhuXianBoss, Def_FBMapID_AllFamilyBoss]
-
-# 可重复进的副本
-Def_NoLimitEnterCntMap = [Def_FBMapID_AllFamilyBoss, Def_FBMapID_FamilyParty, Def_FBMapID_FamilyWar, Def_FBMapID_FamilyInvade, Def_FBMapID_ElderBattlefield, Def_FBMapID_SealDemon]
+Def_MapID_LineIDToPropertyID = []
# 无玩家时不自动关闭的自伸缩副本
-Def_NoPlayerNotCloseAutoSizeMap = [Def_FBMapID_FamilyInvade, Def_FBMapID_GatherSoul]
+Def_NoPlayerNotCloseAutoSizeMap = []
# 无玩家时自动关闭的非自伸缩副本
-Def_NoPlayerCloseNotAutoSizeMap = [Def_FBMapID_ZhuXianBoss]
-
-# 不可切换PK模式的地图
-Def_CanNotChangeAtkModelMap = []
+Def_NoPlayerCloseNotAutoSizeMap = []
# 从副本退出时,可以返回进入前的副本ID
Def_CanBackFBMap = []
-
-#答题触发地图
-Def_Subject_Map = [
- ]
-#没通关过不可资源找回的地图
-Def_UnRecoverNoPassMap = [Def_FBMapID_KirinHome, Def_FBMapID_MunekadoTrial, Def_FBMapID_QueenRelics]
#副本延时踢出玩家的时间
Def_FBKickPlayerTime = 5000 #5秒
@@ -1998,44 +1991,11 @@
#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
+ 'Arena':[Def_FBMapID_ArenaBattle],
+ 'Zhanchui':[Def_FBMapID_Zhanchui],
+ 'Tianzi':[Def_FBMapID_Tianzi],
}
#特殊副本ID, 由系统分配, 进入时候不验证IsMapCopyFull
@@ -2055,16 +2015,10 @@
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
(
@@ -2170,34 +2124,9 @@
Def_NPCErrorMaxDist = 99999
#玩家聊天-------------------------------------------
-#聊天通用间隔时间
-Def_PlayerTalkTick = 1000
-#玩家聊天频道最大个数
-Def_PlayerTalkChannelMaxCount = 10
-#玩家聊天,单句最大字节数
-Def_PlayerTalkMaxCount = 8000 #原来为100
-#轻频频道
-#轻频频道相同内容允许时间(10秒2次)
-Def_PlayerTalkQingTime = 5000
-#区域频道
-#区域聊天频道时间间隔(1秒)
-Def_PlayerTalkAreaTime = 1000 #原来为180000 目前测试
-#区域聊天频道等级限制
-Def_PlayerTalkAreaLV = 1
-#国家频道
-#国家聊天频道时间间隔(10秒)
-Def_PlayerTalkCountryTime = 10000 #文档中为18000
-#国家聊天频道等级限制
-Def_PlayerTalkCountryLV = 41
-#国家频道聊天花费
-Def_PlayerTalkCoutryMoney = 10
-#世界频道
-#世界频道聊天花费(银子或银票)
-Def_PlayerTalkWorldMoney = 1000
-#世界聊天时间间隔(1秒)
-Def_PlayerTalkWorldTime = 1000
-#不可以轻频聊天的地图
-CanNotQingTalkMapIDList = []
+Def_PlayerTalkTick = 1000 #聊天通用间隔时间
+Def_PlayerTalkMaxCount = 8000 #玩家聊天,单句最大字节数
+Def_ChannelTalkTick = "ChannelTalkTick_%s" # 聊天频道玩家最近一次聊天tick
###################################################
#类型定义, 以下内容不要修改
@@ -2254,6 +2183,10 @@
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
#线性计算: 直接增加数值
@@ -2278,9 +2211,6 @@
180000, #获得地图经验3分钟一次
10000 , #家族战排期查询时间间隔 1分一次
- 2000 , #镖车查询和传送同CD10秒一次
- 2000 , #传送至镖车CD10秒一次
- 2000 , #设置镖车模式2秒一次
500 , #查看商城信息0.5秒一次
30000 , #自动查询玩家点券数目CD30秒
5000 , #副本帮助界面 5秒
@@ -2346,7 +2276,6 @@
1000 * 10, # 跨服妖魔boss
1000 * 10, # 仙盟阵法
1000 * 20, # 仙盟充值互助
- 1000 * 20, # 仙盟珍宝阁
1000 * 20, # 仙盟攻城战
]
TYPE_Player_Tick_Count = len(TYPE_Player_Tick_Time)
@@ -2362,9 +2291,6 @@
TYPE_Player_Tick_GiveMapExp, #获得活动地图经验
TYPE_Player_Tick_QueryFamilyWar, #家族战排期查询
-TYPE_Player_Tick_QueryTruckPos, #镖车查询CD时间
-TYPE_Player_Tick_MoveToTruckPos, #传送至镖车时间
-TYPE_Player_Tick_SetTruckMode, #设置镖车模式
TYPE_Player_Tick_WatchStoreInfo, #查看商城的时间间隔
TYPE_Player_Tick_QueryCoinCount, #查询玩家点券数目
TYPE_Player_Tick_FBHelp, #副本帮助界面
@@ -2430,7 +2356,6 @@
TYPE_Player_Tick_CrossYaomoBoss, #跨服妖魔boss
TYPE_Player_Tick_FamilyZhenfa, #仙盟阵法
TYPE_Player_Tick_FamilyCTGAssist, #仙盟充值互助
-TYPE_Player_Tick_FamilyZhenbaoge, #仙盟珍宝阁
TYPE_Player_Tick_FamilyGCZ, #仙盟攻城战
) = range(0, TYPE_Player_Tick_Count)
@@ -2471,8 +2396,6 @@
TYPE_Map_Tick_Count = len( TYPE_Map_Tick_Time )
#---------------------------------------------------------------------
-#玩家Buff字典
-Def_Player_ProBuff_TruckSpeedUp = 'TruckSpeedUp' #镖车速度加速
#对象(玩家,NPC)的行为字典
Def_Obj_ActState_ClientAct = "Oper_ClientActState" # 客户端动作限制
@@ -2480,8 +2403,6 @@
Def_Obj_ActState_ClientSkill = "Oper_ClientSkillActState" # 客户端技能限制
Def_Obj_ActState_ServerSkill = "Oper_ServerSkillActState" # 服务端技能限制
-#玩家使用回城,包裹索引字典
-Def_Use_Item_303_Index = "use_item_303_index"
#---------------------------------------------------------------------
#玩家视野(09/05/06 修改为静态)
Def_PlayerSight_Default = 18 #玩家视野默认
@@ -2509,21 +2430,6 @@
TYPE_NPC_Tick_Count = len(TYPE_NPC_Tick_Time)
-#---------------------------------------------------------------------
-#特殊任务状态定义:
-#0 : 未接
-#-1: 已完成
-#-2: 骠车丢失
-#-3: 骠车被打烂
-#-4: 任务未达到可接状态
-#-5: 任务可提交
-#任务状态定义
-Def_Mission_State_NoAccept = 0 #未接
-Def_Mission_State_Over = -1
-Def_Mission_State_LoseTruck = -2
-Def_Mission_State_BreakTruck = -3
-Def_Mission_State_UnMission = -4
-Def_Mission_State_CanComplete = -5
#------------------------------------------------------------
#物品栏定义
#数据中的装备位置和程序中的装备位置对照表
@@ -2540,25 +2446,21 @@
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 = [
@@ -2593,63 +2495,9 @@
#玩家时间的记录格式
TYPE_Time_Format = "%Y-%m-%d %H:%M:%S"
TYPE_Time_Format_Day = "%Y-%m-%d"
+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
- }
-
-#脱机GM工具索引表
-GMTool_Offline_IndexCount = 11
-(
-GMTool_Offline_None , #无意义
-GMTool_Offline_Compose , #合成
-GMTool_Offline_StarLV , #升星
-GMTool_Offline_AutoBuyStarLV , #自动购买精致升星石
-GMTool_Offline_HealthReborn , #原地健康复活 (目前有用)
-GMTool_Offline_IdentifyAgain , #鉴定再来一次
-GMTool_Offline_Mission , #任务消耗 (目前有用)
-GMTool_Offline_FarRepair , #远程修理 (目前有用)
-GMTool_Offline_ForgeFaBao , #法宝提炼
-GMTool_Offline_WorldTransfer, #世界传送 (目前有用,包括任务、小地图)
-GMTool_Offline_AutoBuyGoldSpeaker, #自动购买金喇叭 (目前有用)
-) = range( 0 , GMTool_Offline_IndexCount )
-
-#---------------------------------------------------------------------
#请求类型(需要和GameServer中的一致)
Def_QueryType_Count = 56
(
@@ -2712,19 +2560,6 @@
) = range(0, Def_QueryType_Count)
#------------------------------------------------------------------------------
-#家族某行为类型保存的条数
-ActionTypeSaveCnt = {
- ShareDefine.Def_ActionType_FamilyPray:10 , #家族祈福
- ShareDefine.Def_ActionType_FamilyArrest:7, #家族悬赏
- ShareDefine.Def_ActionType_FamilyMember:1, #记录家族成员信息
- ShareDefine.Def_ActionType_LeaderImpeachTime:1, # 族长下线了多久
- ShareDefine.Def_ActionType_FamilyBossFB:1, # 记录家族boss副本信息
- ShareDefine.Def_ActionType_FamilyStore:30, #仓库操作记录
- ShareDefine.Def_ActionType_OfficerModelEquip:10, # 记录家族有职位的成员模型装备信息(盟主+副盟主*2+战斗队长*5)
- ShareDefine.Def_ActionType_FamilyEvent:50, # 记录家族事件
- }
-
-#---------------------------------------------------------------------
#数值上限 2^31 - 1
Def_UpperLimit_DWordEx = ShareDefine.Def_UpperLimit_DWordEx
#数值上限(20亿)
@@ -3050,10 +2885,6 @@
Def_PetRoleGapLVMax = 5 # 宠物可出战的等级最多大于玩家等级数
Def_Pet_ProcessHP_Tick = 3000 # 宠物回血间隔
-#---自动防外挂验证---
-#玩家字典用于连续自动检测不回复次数
-Def_Player_AutoCheck_Count = 'playerCheckCount0704'
-
#角色记录是否使用外挂
(
Def_AutoCheck_State_Safe,
@@ -3062,36 +2893,6 @@
Def_KillValue_Notoriety = 1 # 杀人恶名值增1
Def_BeKilledValue_Notoriety = 2 # 被杀恶名值减2
-
-#---获取威望类型记录---
-(
- Def_AddPrestige_DayMission, #每日任务
- Def_AddPrestige_Mission, #任务接口
- Def_AddPrestige_FamilyBattle, #家族争霸战
- Def_AddPrestige_Family, #家族战
- Def_AddPrestige_Kill, #中立杀人
- Def_AddPrestige_GM, #GM
- Def_AddPrestige_Sacrifice, #帮会上香
- Def_AddPrestige_Cards, #卡牌
- Def_AddPrestige_JXD, #将星殿排行
- Def_AddPrestige_Item, #物品
- Def_AddPrestige_Arrest, #家族悬赏
- Def_AddPrestige_Truck, #镖车
- Def_AddPrestige_GloryWar, #荣耀之战
- Def_AddPrestige_JLD, #九龙殿
- Def_AddPrestige_Familys, #战盟战
- Def_AddPrestige_MYDHZ, #命运夺魂战/地精夺宝
- Def_AddPrestige_GiveFlower, #赠送鲜花
- Def_AddPrestige_NPC, #NPC给予
-) = range(1, 18+1)
-
-#---减少威望类型记录---
-(
- Def_SubPrestige_BeKilled, #被杀
- Def_SubPrestige_DayUse, #每日消耗
- Def_SubPrestige_GM, #GM
-
-) = range(1, 3+1)
#---双倍经验记录---
(
@@ -3114,25 +2915,32 @@
Def_GameWallow_LV_Max,
)= range(0, 10)
-#---物品卖给商店商店类型记录---
-(
- Def_ShopType_NpcShop, #NPC商店
- Def_ShopType_LongSale, #远程贩售
-) = range(1, 2+1)
-
# 回合攻击战斗类型
(
-TurnBattleType_Normal, # 普通
-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(一般是主技能拆分为多个效果的技能) 4
+TurnBattleType_Passive, # 被动触发的技能 5
+) = range(6)
Def_PerTurnTick = 1000 # 每回合等同于常规tick时长
# 回合战斗目标类型
-TurnBattle_TagType_NPC = 0
+TurnBattle_TagType_NPCLineup = 0 # NPC阵容
TurnBattle_TagType_Player = 1
TurnBattle_TagType_Team = 2
+
+#---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_TurnMissNum = 'TurnMissNum' # 单次累计闪避次数
+Def_Obj_Dict_TurnBattleType = 'TurnBattleType' # 本次攻击战斗类型:TurnBattleType_xxx
#---NPC字典-------
#每道龙卷风最终坐标
@@ -3193,6 +3001,35 @@
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( 受任意伤害、控制类、dot效果,全部飘“免疫”) 8
+ BatObjState_Sneer, # 嘲讽 9
+ BatObjState_LimitSkill, # 沉默 10
+ BatObjState_LimitAddHP, # 禁疗 11
+ BatObjState_Stone, # 石化 12
+ BatObjState_Disarm, # 缴械 13
+ BatObjState_ParryYJ, # 格挡印记 14
+ BatObjState_Weak, # 虚弱 15
+ BatObjState_Charm, # 魅惑 16
+ BatObjState_Chaos, # 混乱 17
+ BatObjState_18, # 权谋 18
+ BatObjState_FocusFire, # 军令/集火 19
+ BatObjState_20, # 贯龙枪 20
+ BatObjState_DamShield, # 承伤盾 21
+ BatObjState_DamBackShield, # 荆棘盾 22
+ BatObjState_BurnPlus, # 玄火(灼烧2) 23
+ BatObjState_PoisonCure, # 焚血(毒奶) 24
+) = range(1 + 24)
+
+#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
@@ -3231,48 +3068,25 @@
# 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
-Def_PlayerKey_ClientCustomSceneStepTick = "ClientCustomSceneStepTick" # 客户端自定义场景tick
-Def_PlayerKey_ClientCustomSceneGrade = "ClientCustomSceneGrade" # 客户端自定义场景评级
Def_PlayerKey_ChangeMapID = "ChangeMapID" # 请求切换的地图ID
Def_PlayerKey_ChangeLineID = "ChangeLineID" # 请求切换的线路ID
Def_PlayerKey_ResetFBLinePosX = "ResetFBLinePosX" # 请求切换副本多合一地图功能线路ID
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_TJGPackFullAfterEat = "TJGFullEat" # 脱机挂吞噬后背包依然满的情况
-Def_PlayerKey_TJGStartTime = "TJGStartTime" # 脱机挂结算时间起点
-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
@@ -3301,31 +3115,19 @@
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
Def_PlayerKey_QueryMarkIdCardIndex = 'QueryMarkIdCardIndex' # 指定账号生成卡类型
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
-Def_PlayerKey_MysticalShopLastTime = 'MysticalShopLastTime' # 神秘商店刷新时间
#===============================================================================
# # 持续性buff伤害处理连击技能ID列表
# # 因为释放一次技能后一段时间内是持续性的, 故连接判断效果仅处理一次, 持续时间内均受此效果影响, 不重复处理连击
@@ -3337,39 +3139,8 @@
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_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
@@ -3383,137 +3154,17 @@
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---
#===========================================================================
@@ -3531,7 +3182,7 @@
Def_PDictType_FlashSale, #限时抢购
Def_PDictType_TJGNotify, # 脱机挂结果通知
Def_PDictType_LVAward, # 等级奖励领取信息记录
-Def_PDictType_OpenServerCampaign, # 开服活动
+Def_PDictType_4, # 开服活动
Def_PDictType_WeekParty, #周狂欢
Def_PDictType_FeastWeekParty, # 节日巡礼
Def_PDictType_LoginAward, # 登录奖励运营活动
@@ -3553,7 +3204,6 @@
Def_QuDao_DoubleBillCount = "qddbCount" # 渠道返利的仙玉领取次数 日期+次数组合数字
Def_PDict_GeTuiSet = "GetuiSet" # 推送提醒的设置
Def_PDict_NoGeTuiTime = "NoGetuiTime" # 推送提醒免打扰时间,将字符串组合数字
-Def_PlayerKey_TJGNPC = "TJGNPC" # 脱机挂机NPC点
Def_PDict_OnHour = "OnHour"
Def_PDict_OnDay = "OnDay" # 0点过天
Def_PDict_OnWeek = "OnWeek" # 0点过周
@@ -3565,24 +3215,8 @@
Def_Player_Dict_PlayerFromPID = "PlayerFromPID" # pid
Def_Player_Dict_Account_Type = "account_type" # account_type
Def_Player_Dict_FirstLogin = "FirstLogin" # 首登标记 0-未首登; 1-首登过
-Def_Player_Dict_RealLoginOK = "RealLoginOK" # 真正登录成功标记
Def_GuideStateKeyCount = 8 # 引导状态key最大个数
Def_Player_Dict_GuideState = "GuideState_%s" # 引导状态记录,参数为key个数编号
-Def_Player_Dict_VersionFix = "VersionFix_%s" # 版本修正标记,参数为key个数编号, 支持n个版本修正标记,每个key支持31个
-Def_Player_Dict_PrestigeAwardMark = "PrestigeAwardMark_7" # 领取威望物品奖励情况
-Def_Player_Dict_AutoCheckHack_Wait = "AutoCheckHackWait_10" #自动检测外挂验证中标识
-Def_Player_Dict_AutoCheckHack_Source = "AutoCheckHackSource_11" #自动检测外挂随机源
-Def_Player_Dict_AutoCheckHack_Type = "AutoCheckHackType_12" #自动检测外挂类型
-Def_Player_Dict_AutoCheckHack_State = "AutoCheckHackState_13" #自动检测外挂账号状态识别
-Def_Player_Dict_Captcha_WaitTick = "CaptchaWaitTick_14" #图形验证回复等待时间
-Def_Player_Dict_Captcha_WaitSign = "CaptchaWaitSign_15" #图形验证回复等待标识
-Def_Player_Dict_Captcha_ErrCount = 'CaptchaErrCount_16' #玩家回答错误次数
-Def_Player_Dict_Captcha_Answer = 'CaptchaAnswer_17' #图形验证码答案
-Def_Player_Dict_AutoCheckHack_ErrCnt = "AutoCheckHackErrCnt_19" #自动检测外挂随机源
-Max_StoryMissionNum = 99
-Def_Player_Dict_StoryMissionState = "StoryMissionState_%s" # 剧情任务编号完成状态, 参数(key编号), 按编号位记录
-Def_Player_Dict_TaskLastKillNPCID = "TaskLastKillNPCID" #任务上次随机击杀NPCID
-Def_Player_Dict_TaskLastVisitNPCID = "TaskLastVisitNPCID" #任务上次随机访问NPCID
LittleHelperSetNumCount = 20 # 小助手设置编号个数
LittleHelperValueCount = 6 # 小助手设置值个数
Def_Player_Dict_LittleHelperValue = "LittleHelperValue%s_%s" # 小助手设置值存储, 参数(设置编号, value编号)
@@ -3597,17 +3231,11 @@
Def_PlayerKey_CrossRegisterMap = "CrossRegisterMap" #跨服注册活动地图, dataMapID
-Def_Player_Dict_FamilyTechLV = "FamilyTechLV_%s" #家族科技等级, 参数(科技ID)
Def_Player_Dict_RouteServerInitOK = "RouteServerInitOK_33" #RouteServer初始化成功(仅登陆一次)
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_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
@@ -3626,27 +3254,16 @@
Def_Player_Dict_TeamFBPlayerCnt = "TeamFBPlayerCnt" # 请求进入的组队副本玩家个数, 临时用,进入副本设置完后删除
Def_Player_Dict_ReqFBMissionID = "ReqFBMissionID" # 请求进入副本的任务ID
Def_Player_Dict_ReqFBMissionType = "ReqFBMissionType" # 请求进入副本的任务类型
-Def_Player_Dict_PlayerFBStar_MapId = "FBStar_%s_%s" # 副本星级星级信息, 参数为[mapID, key编号], 按位存储每个lineID对应的星级
-Def_Player_Dict_CustomMapStep = "CustomMapStep_%s_%s" # 前端自定义场景阶段, 参数(mapID, lineID),对应 CustomMapStep_Fight ...
+Def_Player_Dict_FBStar = "FBStar_%s_%s" # 副本星级星级信息, 参数为[mapID, key编号], 按位存储每个lineID对应的星级
Def_Player_Dict_FBPassLineID = "FBPassLineID_%s" # 副本已过关到的lineID, 参数为副本ID
-Def_Player_Dict_EnterFbCntTotal = "EnterFbCntTotal_%s" # 进入副本总累计次数, 参数为副本ID
-Def_Player_Dict_EnterFbCntDay = "EnterFbCntDay_%s" # 今日进入副本次数, 参数为副本ID
-Def_Player_Dict_BuyFbCntDay = "BuyFbCntDay_%s" # 今日购买副本进入次数, 参数为副本ID
-Def_Player_Dict_RecoverFbCnt = "RecoverFbCnt_%s" # 今日找回的副本次数, 参数为副本ID
-Def_Player_Dict_ItemAddFbCnt = "ItemAddFbCnt_%s" # 使用物品增加的副本次数, 参数为副本ID
-Def_Player_Dict_RegainFbCnt = "RegainFbCnt_%s" # 时间恢复增加的副本次数, 参数为副本ID
-Def_Player_Dict_EnterFbCntWeek = "EnterFbCntWeek_%s" # 本周进入副本次数, 参数为副本ID
-Def_Player_Dict_FbCntRegainStartTime = "FbCntRegainStartTime_%s" # 副本次数恢复开始时间, 参数为副本ID
-Def_Player_Dict_FbCntRegainTotalTime = "FbCntRegainTotalTime_%s" # 副本次数恢复还需时间, 参数为副本ID
-Def_Player_Dict_FBHistoryMaxLine = "FBHistoryMaxLine_%s" # 副本历史最高通关, 参数为副本ID
-Def_Player_Dict_IceLoadLineID = "IceLoadLineID_%s" # 副本星级星级信息, 参数为[key编号], 按位存储每个lineID是否选中
-Def_Player_Dict_RefurbishGoodBookPlayerLv = "RefurbishGoodBookPlayerLv_97" # 刷新天书任务时的玩家等级
+Def_Player_Dict_FbEnterCnt = "FbEnterCnt_%s" # 今日进入副本次数(获得奖励次数), 参数为副本ID
+Def_Player_Dict_FBBuyCnt = "FBBuyCnt_%s" # 今日购买副本进入次数, 参数为副本ID
+Def_Player_Dict_FBItemCnt = "FBItemCnt_%s" # 今日使用物品增加的副本次数, 参数为副本ID
+Def_Player_Dict_FBADCnt = "FBADCnt_%s" # 今日已通过广告获得的次数, 参数为副本ID
Def_Player_Dict_GameFuncFirstTouch = "GameFuncFirstTouch_%s" # 服务端功能首次触发开启状态; 参数, key编号
Def_Player_Dict_GameFuncAwardState = "GameFuncAwardState_%s" # 服务端功能开启领奖状态; 参数, key编号
Def_Player_Dict_MissionFinish = "MissionFinish_%s" # 任务是否完成; 参数, 任务ID, 只会记录部分需要记录的任务ID
Def_Player_Dict_FamilyArrestAwardState = "ArrestAwardState_103" # 家族悬赏奖励领取情况
-Def_Player_Dict_OtherDayLogin = "OtherDayLogin_105" # 非同一天二次登陆
-Def_Player_Dict_LoginValid = "LoginValid_106" # 新增有效登陆标记
Def_Player_Dict_RequestAddFamilyCnt = "RequestAddFamilyCnt_107" # 已申请加入家族的个数
Def_Player_Dict_RequestAddFamilyID = "AddFamilyID%s_108" # 申请加入的家族ID, %s为第几个
Def_Player_Dict_LastFamilyID = "LastFamilyID" # 记录玩家上一个家族ID
@@ -3655,18 +3272,11 @@
Def_Player_Dict_ActivityValueDay = "ActivityValueDay_117" #每日活跃值
Def_Player_Dict_GiveActivityAward = "GiveActivityAward_118" #每日活跃值奖励领取
Def_Player_CrazyBilling_VIP_Coin = "CrazyBillingVIPCoin_119" # 扶持账号真实充值
-Def_Player_Dict_LoginType = "LoginType_122" # 玩家登入方式
-Def_Player_Dict_TruckRefreshTotalCnt = "TruckRTCnt" # 玩家总刷新镖车等级次数
-Def_Player_Dict_FreeRefurbishTruckCnt = "FreeRefurbishTruckCnt" # 当日已免费刷新镖车等级次数
-Def_Player_Dict_TruckLV = "TruckLV_137" # 可召唤镖车等级
-Def_Player_Dict_DestroyTruckCnt = "DestroyTruckCnt_138" # 劫镖次数
-Def_Player_Dict_AutoTruck = "AutoTruck_139" # 是否自动运镖中
Def_Player_Dict_CommonNewGuyCardState = "CommonNGCard_%s" # 通用新手卡使用记录, 参数为key编号, 二进制位存储
Def_Player_Dict_IDNewGuyCardState = "IDNGCard_%s" # 绑定账号新手卡使用记录, 参数为key编号, 二进制位存储
Def_Player_Dict_UseNewGuyCardState = "NGCardState_%s" # 是否使用过某类型的新手卡,参数为key编号, 二进制位存储
Def_Player_Dict_UseMediaCardState = "MediaCardState_%s" # 按位存储是否使用过某类型的媒体卡,参数为key编号, 二进制位存储
Def_Player_Dict_UseNewGuyCardNum = "NGCardNum_%s" # 使用过某类型的新手卡的次数, 卡类型, 十进制位存储
-Def_Player_Dict_PawnTruckLV = "PawnTruckLV_144" # 当前押镖的镖车等级
Def_Player_Dict_KillPlayerAddPrestige = "KillPlayerAddPrestige_147" # 杀人每日获得威望
Def_Player_Dict_RandCoinAward = "RandCoinAward_148" # 每日任意充值奖励给予
Def_Player_Dict_DeadTime = "PlayerDeadTime_149" #玩家死亡时间
@@ -3678,21 +3288,10 @@
Def_Player_Dict_HasVIPClubNote = 'HasVIPClubNote_186' # 是否提示过vip升级可加入贵宾俱乐部信息
Def_Player_Dict_PyPlayerAction = 'PyPlayerAction_187' # py自定义玩家状态
Def_Player_Dict_FamilyLV = 'FamilyLV_189' # 玩家帮会等级
-Def_Player_UpdatePlayerNameCnt = "UpdatePlayerNameCnt_196" # 角色改名次数
-Def_Player_Dict_UpdatePlayerNameItemIndex = "UpdatePlayerNameItemIndex_198" # 改名物品在背包的位置
-Def_Player_Dict_UpdatePlayerName = "UpdatePlayerName_199" # 改名锁
-Def_Player_Dict_UpdateFamilyNameItemIndex = "UpdateFamilyNameItemIndex" # 改名物品在背包的位置
-Def_Player_Dict_UpdateFamilyName = "UpdateFamilyName" # 改名锁
-Def_Player_Dict_FamilyDayAward = "FamilyDayAward" # 仙盟每日奖励领奖记录
-Def_Player_Dict_FamilyDonateRecord = "FamilyDonateRecord" # 仙盟今日捐献记录,按位存储每种类型今日已捐献次数
-Def_Player_Dict_FamilyEmblemID = "FamilyEmblemID" # 仙盟徽章ID
+Def_Player_Rename = "Rename" # 是否已改名过
Def_Player_Dict_FamilyZhenbaogeCut = "FamilyZhenbaogeCut" #珍宝阁今日是否已砍过价
Def_Player_Dict_FamilyZhenbaogeBuy = "FamilyZhenbaogeBuy" #珍宝阁今日是否已购买过
-
-# 仙盟事务
-Def_Player_Dict_FamilyAffairRefreshFree = "FamilyAffairRefreshFree" # 今日已免费刷新事务次数
-Def_Player_Dict_FamilyAffairInfo = "FamilyAffairStar_%s" # 事务信息,星级*10+状态(0-无;1-进行中;2-已完成);参数(事务编号ID)
-Def_Player_Dict_FamilyAffairStartTime = "FamilyAffairStartTime_%s" # 事务开始时间戳,参数(事务编号ID)
+Def_Player_Dict_FamilyDonateCnt = "FamilyDonateCnt_%s" # 仙盟今日捐献次数,参数(捐献类型)
Def_Player_Dict_DelPackIndex = "DelPackIndex215" # 装备回购不重排,只记录最旧的一个物品
@@ -3705,24 +3304,13 @@
Def_PDict_TreasureFreeCount = "TreasureFreeCount_%s" # 寻宝今日已使用免费次数, 参数(寻宝类型)
Def_PDict_TreasureCount = "TreasureCount_%s" # 寻宝次数, 参数(寻宝类型)
+Def_PDict_TreasureCountEx = "TreasureCountEx_%s" # 第x次x抽必出,按第x次单抽、10连抽记录, 参数(寻宝类型)
Def_PDict_TreasureCountToday = "TreasureCountToday_%s" # 今日寻宝次数, 参数(寻宝类型)
Def_PDict_TreasureLuck = "TreasureLuck_%s" # 寻宝当前幸运值, 参数(寻宝类型)
Def_PDict_TreasureCntAward = "TreasureCntAward_%s" # 累计寻宝次数对应物品奖励领奖状态, 参数(寻宝类型)
Def_PDict_TreasureGridCnt = "TreasureGridCnt_%s_%s" # 格子对应累计产出次数, 参数(寻宝类型, 格子编号)
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
Def_PDict_CreateRoleAwardState = "CreateRoleAwardState" # 创角奖励领取记录
@@ -3731,6 +3319,7 @@
Def_PDict_GoodGameAwardState = "GoodGameAwardState" # 游戏好评领奖记录
Def_PDict_LikeGameAwardState = "LikeGameAwardState" # 游戏点赞领奖记录
Def_PDict_RechargeDayAward = "RechargeDayAward" # 累充每日奖励
+Def_PDict_ADCnt = "ADCnt_%s" # 今日已领取广告奖励次数,参数(广告ID)
Def_PDict_EquipViewCacheState = "EquipViewCacheState" # 本次上线是否同步过装备缓存
Def_PDict_PackDataSyncState = "PackDataSyncState" # 本次上线打包数据同步状态,按位存储是否同步 0-本服,1-跨服
Def_PDict_PackDataSyncFightPower = "PackDataSyncFightPower" # 本次上线打包数据同步时的战力,用于对比,只对比求余亿部分即可
@@ -3751,31 +3340,16 @@
Def_PDict_CTGSelectItemValue = "CTGSelectItemValue_%s" # 充值自选选择记录,参数(CTG对应的商品记录ID) 每两位存储每个自选索引对应选择的物品索引+1,存储位值为0代表未选择,最多支持选择4种物品
Def_PDict_OnlineRechargeTHAward = "OnlineRechargeTHAward" # 在线特惠充值额外奖励 - 是否已领取奖励
Def_PDict_DayFreeGoldGiftState = "DayFreeGoldGiftState" # 每日免费直购礼包领取记录
-Def_PDict_GoldGiftFirstRecord = "GoldGiftFirstRecord" # 首充领取记录,按位记录首充第x天是否已领取
-Def_PDict_FirstGoldServerDay = "FirstGoldServerDay" # 首充时的开服天
-Def_PDict_FirstGoldRemainTime = "FirstGoldRemainTime" # 首充提示剩余时间
-Def_PDict_FirstGoldTipStartTime = "FirstGoldTipStartTime" # 首充提示开始时间
-Def_PDict_FirstGoldTry = "FirstGoldTry" # 首充试用状态 0-不可试用 1-可试用 2-已试用
-Def_PDict_SuperGiftStartTime = "SuperGiftStartTime" # 超值礼包开始时间
+Def_PDict_FirstChargeRecord = "FirstChargeRecord_%s" # 首充领取记录,按位记录首充第x天是否已领取,参数(首充ID)
+Def_PDict_FirstChargeTime = "FirstChargeTime_%s" # 首充充值时间戳,参数(首充ID)
Def_PDict_IsReBorn = "Def_PDict_IsReBorn" # 是否回城复活
-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
Def_PDict_CollNpcIDCollTime = "NPCIDCollTime_%s" # 采集NPCID对应每日对应采集次数,%sNPCID
Def_PDict_CollNpcIDCollTimeTotal = "NPCIDCollTimeTotal_%s" # 采集NPCID对应对应采集总次数,%sNPCID
-Def_PDict_ShopItemDayBuyCnt = "ShopItemDayBuyCnt_%s" # 商店NPC商品已购买次数,itemIndex
-Def_PDict_ShopItemStartTime = "ShopItemStartTime_%s" # 神秘限购商品开卖时间,itemIndex
-Def_PDict_MysticalShopGoods = "MysticalShopGoods_%s" # 神秘商店商品ID,索引
-Def_PDict_MysticalShopRefreshCnt = "MysticalShopRefreshCnt" # 神秘商店已手动刷新次数
-Def_PDict_MysticalShopLVRefreshCnt = "MysticalShopLVRefreshCnt" # 神秘商店等级段刷新次数
Def_PDict_MoneyMinus = "MoneyMinus_%s" # 货币对应负值, 参数[货币类型]
Def_PDict_Currency = "PlayerCurrency_%s" # 自定义货币类型, 参数[自定义货币类型]
Def_PDict_UseMoneyTotal = "UseMoneyTotal_%s" # 累计消耗货币, 参数[货币类型]
-Def_PDict_TJGSet = "TJGSet" # 脱机挂系统设定
Def_PDict_TJGDeadTime = "TJGDeadTime" # 脱机被杀时间
Def_PDict_TJGDeadPayTime = "TJGDeadPayTime" # 脱机被杀后可补偿的时间
Def_PDict_TJGDeadExp = "TJGDeadExp" # 脱机被杀经验
@@ -3787,44 +3361,15 @@
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
Def_PDict_NobleExperState = "NobleExperState" # 体验贵族状态; 0-无效;1-有效; 2-可体验
-Def_PDict_RecoverFBCommonCnt = "RecoverFBCommonCnt_%s" # 资源找回副本普通次数 <%s-找回项索引>
-Def_PDict_RecoverFBRegainCnt = "RecoverFBRegainCnt_%s" # 资源找回副本时间恢复次数 <%s-找回项索引>
-Def_PDict_RecoverFBExtraCnt = "RecoverFBExtraCnt_%s" # 资源找回副本VIP额外次数 <%s-找回项索引>
-Def_PDict_RecoverFBBuyCnt = "RecoverFBBuyCnt_%s" # 资源找回副本购买次数 <%s-找回项索引>
-Def_PDict_RecoverFBItemAddCnt = "RecoverFBItemAddCnt_%s" # 资源找回副本物品增加次数 <%s-找回项索引>
-Def_PDict_RecoverFBNoBuyCnt = "RecoverFBNoBuyCnt_%s" # 资源找回副本未购买次数 <%s-找回项索引>
-Def_PDict_RecoverGainData = "RecoverGainData_%s" # 资源找回额外数据<%s-找回项索引>
-Def_PDict_RecoverGainDataEx = "RecoverGainDataEx_%s" # 资源找回额外数据<%s-找回项索引>
-Def_PDict_HaveRecover = "HaveRecover_%s" # 资源找回今日是否已找回<%s-找回项索引> 1:找回了普通 2:找回了vip 3:2个都有找回
-Def_PDict_RecoverGainLastTime = "RecoverGainLastTime" # 上一次资源找回时的时间
-
Def_PDict_NPCKillCount = "NPCKillCount_%s" # NPC已击杀次数, 参数(NPCID) CCBBAA, AA存储公共装备次数,BB存储公共ID次数,CC存储私有次数
Def_PDict_NPCAttackCount = "NPCAttackCount_%s" # NPC已攻击次数, 参数(NPCID)
-Def_PDict_RedPacketInviteGet = "RedPacketInviteGet" # 红包邀请领取
-Def_PDict_RedPacketGetState = "RedPacketGetState" # 红包领取状态
-Def_PDict_RedPacketGrabCnt = "RedPacketGrabCnt" # 抢红包次数
-
Def_PDict_ItemUseCntToday = "ItemUseCntToday_%s" # 物品今日使用次数, 参数为物品ID
-
-Def_PDict_DayLoginSignIsMulti = "SignIsMulti" # 是否第二月以后
-Def_PDict_DayLoginSignNum = "DayLoginSignNum" # 本轮已签到次数
-Def_PDict_TotalSignNum = "TotalSignNum" # 累计已签到次数
-Def_PDict_DayLoginSignState = "DayLoginSignState" # 当天登陆签到状态
-Def_PDict_DayLoginSignStartTime = "SignStartTime" # 本轮签到开始时间
-
-Def_PDict_GodWeaponLV = "GodWeaponLV_%s" # 神器等级, 参数神器索引
-Def_PDict_GodWeaponExp = "GodWeaponExp_%s" # 神器等级对应祝福值经验, 参数神器索引
-Def_PDict_GodWeaponState = "GodWeaponState" # 神器是否已经激活, 按索引位存储神器是否激活
Def_PDict_ClothesSkinLV = "ClothesSkinLV_%s" # 时装皮肤等级,参数时装索引
Def_PDict_ClothesChestLV = "ClothesChestLV" # 时装柜等级
@@ -3834,16 +3379,19 @@
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
-
Def_PDict_ChestsOpenCount = "ChestsOpenCount_%s" # 宝箱已开启次数, 参数(宝箱ID), 只有有开启次数额外奖励的才会记录
Def_PDict_DropCountToday = "DropCountToday_%s" # 今日物品已掉落次数,参数(物品ID)
Def_PDict_DropColorToday = "DropColorToday_%s" # 今日装备品质已掉落次数,参数(装备品质)
+
+#商城
+Def_PDict_ShopBuyCnt = "ShopBuyCnt_%s" # 商店商品已购买次数,参数(商品ID)
+Def_PDict_ShopRandUnlock = "ShopRandUnlock_%s" # 商店随机刷新解锁的商品ID解锁状态,参数(key编号)
+Def_PDict_ShopRefreshCnt = "ShopRefreshCnt_%s" # 今日已刷新次数,参数(商店类型)
+
+# 签到
+Def_PDict_SignInState = "SignInState_%s" # 按位记录每日签到状态,参数(key编号),状态:0-不可签到;1-已签到;2-可补签;3-已领取
+Def_PDict_SignInLastDay = "SignInLastDay" # 最后一次签到是第x天
# 跑环
Def_PDict_RunTaskAwardState = "RunTaskAwardState_%s" # 是否已领取跑环本轮结束奖励 参数任务类型
@@ -3872,78 +3420,34 @@
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)
-Def_PDict_PubCDFBS_LineID = "PCDFBS_%s_LID" # 扫荡的线路, 参数(公共组编号)
-Def_PDict_PubCDFBS_Cnt = "PCDFBS_%s_Cnt" # 扫荡次数, 参数(公共组编号)
-Def_PDict_PubCDFBS_DataEx = "PCDFBS_%s_DEx" # 扫荡次数, 参数(公共组编号)
-
# 宠物
Def_PDict_FightPetIndex = "FightPetIndex" # 出战的宠物索引
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
-Def_Player_Dict_FamilySitTotalExp = "FamilySitTotalExp" # 获得的总经验
-Def_Player_Dict_FamilySitTotalExpPoint = "FamilySitTotalExpPoint" # 获得的总经验点
+#公会讨伐
+Def_Player_Dict_FamilyTaofaCnt = "FamilyTaofaCnt" # 已讨伐次数
+Def_Player_Dict_FamilyTaofaItemAddCnt = "FamilyTaofaItemAddCnt" # 道具增加讨伐次数
+Def_Player_Dict_FamilyTaofaBuZhenState = "FamilyTaofaBuZhenState" # 是否已布阵
+Def_Player_Dict_FamilyTaofaAnger = "FamilyTaofaAnger" # 当前怒气
+Def_Player_Dict_FamilyTaofaBoxTotalGetCnt = "FamilyTaofaBoxTotalGetCnt" # 累计已领取宝箱奖励数
+Def_Player_Dict_FamilyTaofaBoxUnGetCnt = "FamilyTaofaBoxUnGetCnt" # 当前未领取的宝箱奖励数
+Def_Player_Dict_FamilyTaofaBoxLastTime = "FamilyTaofaBoxLastTime" # 上一次统计未领取宝箱时间戳,超过该时间戳的宝箱才可以再增加未领取
+Def_Player_Dict_FamilyTaofaBoxContribCnt = "FamilyTaofaBoxContribCnt" # 累计贡献的宝箱奖励数
+Def_Player_Dict_FamilyTaofaBoxHurt = "FamilyTaofaBoxHurt" # 宝箱奖励计算累计伤害,求余亿部分
+Def_Player_Dict_FamilyTaofaBoxHurtEx = "FamilyTaofaBoxHurtEx" # 宝箱奖励计算累计伤害,整除亿部分
+Def_Player_Dict_FamilyTaofaBoxHurtHis = "FamilyTaofaBoxHurtHis" # 历史最高累计伤害,求余亿部分
+Def_Player_Dict_FamilyTaofaBoxHurtHisEx = "FamilyTaofaBoxHurtHisEx" # 历史最高累计伤害,整除亿部分
#虚拟背包物品数据
Def_PDict_VPackItem = "VPackItem_%s_%s" # 虚拟背包物品数据, 参数(背包类型, 位置索引)
#物品个数
Def_PDict_ItemCount = "ItemCount_%s" # 存储不放在背包的物品个数, 参数(物品ID)
-
-#一次性最大充值
-Def_Player_RechargeOnce_Coin = "RechargeOnce_Coin"
-
-#悬赏任务
-Def_Player_Dict_ArrestTaskStar = "ArrestTaskStar" # 悬赏任务星级
-Def_Player_Dict_ArrestTaskData = "ArrestTaskData_%s" # 悬赏任务数据,参数索引
-Def_Player_Dict_ArrestTaskAwardRecord = "ArrestTaskAwardRecord" # 悬赏任务积分奖励领取记录
-Def_Player_Dict_ArrestTaskFinishCnt = "ArrestTaskFinishCnt" # 悬赏任务今日完成个数
-
-#封魔坛
-Def_Player_Dict_FMTDouble = "FMTDouble" # 封魔坛是否双倍
-Def_Player_Dict_FMTOldDouble = "FMTOldDouble" # 封魔坛是否曾经可以双倍
#极品白拿
Def_PDict_FreeGoodsOpenTime = "FreeGoodsOpenTime" #极品白拿开启时间
@@ -4023,30 +3527,6 @@
#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
-
-#绑玉转盘
-Def_PDict_BindJadeWheelCurCnt = "BindJadeWheelCurCnt" # 今日已转次数
-Def_PDict_BindJadeWheelHistoryCnt = "BindJadeWheelHistoryCnt" # 历史已转次数
-
#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)
@@ -4061,6 +3541,16 @@
Def_PDict_WishingWellItem = "WishingWellItem_%s_%s" # 物品ID,是否极品、是否绑定信息 参数(类型,物品数据)
Def_PDict_WishingWellItemCnt = "WishingWellItemCnt_%s_%s" # 物品数量记录 参数(类型,物品数据)
+# 称号
+Def_PDict_TitleState = "TitleState_%s" # 称号状态,参数(key编号)
+Def_PDict_TitleEndTime = "TitleEndTime_%s" # 称号到期时间戳,0为永久,参数(称号ID)
+Def_PDict_TitleStar = "TitleStar_%s" # 称号星级,参数(称号ID)
+
+# 形象
+Def_PDict_ModelState = "ModelState_%s" # 形象状态,参数(key编号)
+Def_PDict_ModelEndTime = "ModelEndTime_%s" # 形象到期时间戳,0为永久,参数(形象ID)
+Def_PDict_ModelStar = "ModelStar_%s" # 形象星级,参数(形象ID)
+
#头像
Def_PDict_FaceState = "FaceState_%s" # 头像状态,参数(key编号)
Def_PDict_FaceEndTime = "FaceEndTime_%s" # 头像到期时间戳,0为永久,参数(头像ID)
@@ -4070,22 +3560,11 @@
Def_PDict_FacePicStar = "FacePicStar_%s" # 头像框星级,参数(头像框ID)
#聊天气泡
-Def_PDict_ChatBubbleBoxState = "ChatBubbleBoxState_%s" # 聊天气泡状态, 参数(key编号)
+Def_PDict_ChatBoxState = "ChatBoxState_%s" # 聊天气泡状态, 参数(key编号)
Def_PDict_ChatBoxEndTime = "ChatBoxEndTime_%s" # 到期时间戳,0为永久,参数(气泡ID)
Def_PDict_ChatBoxStar = "ChatBoxStar_%s" # 星级,参数(气泡ID)
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
@@ -4108,17 +3587,6 @@
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
@@ -4167,34 +3635,6 @@
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
@@ -4270,14 +3710,6 @@
Def_PDict_FamilyGCZSQGridItemCnt = "FamilyGCZSQItemCnt_%s" # 圣泉当前层格子抽中物品个数,参数(格子编号)
#-------------------------------------------------------------------------------
-#开服活动,Def_PDictType_OpenServerCampaign
-#奖励记录 - 从低位到高位,每位表示:0-不可领;1-可领取;2-已领
-Def_PDict_OSC_BillAwardRecord = "OSCBillAwardRecord" # 开服活动排行奖励记录, 按活动类型位存储是否领取/处理过
-Def_PDict_OSC_TagAwardRecord = "OSCTagAwardRecord_%s" # 开服活动目标奖励记录, 参数(活动类型), 按奖励位存储是否领取
-Def_PDict_OSC_RecordData = "OSCRecordData_%s" # 开服活动记录数值, 求余亿部分,参数(活动类型)
-Def_PDict_OSC_RecordDataEx = "OSCRecordDataEx_%s" # 开服活动记录数值, 整除亿部分,参数(活动类型)
-Def_PDict_OSC_EndMailState = "EndMailState" # 开服活动结束发放邮件处理状态, 记录该状态的目的是防止开服活动版本变更导致旧号重复补发奖励;
-
# 法器
Def_PDict_FaQiLV = "FaQiLV" # 法器等级
Def_PDict_FaQiEatItemCount = "FaQiEatItemCount" # 当前阶已吃丹个数
@@ -4299,30 +3731,13 @@
Def_PDict_HorsePetSkinData = "HorsePetSkinData%d_%s" #觉醒等级*100+外观索引 参数(类型,关联ID) 1-坐骑 2-灵宠
Def_PDict_HorsePetSkinExp = "HorsePetSkinExp%d_%s" #经验 参数(类型,关联ID) 1-坐骑 2-灵宠
-# 称号
-Def_PDict_TitleStar = "TitleStar_%s" # 称号星级,参数(称号ID)
-
# 符印
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
@@ -4332,39 +3747,6 @@
Def_PDict_FightPower_List = [Def_PDict_FightPower_Total, Def_PDict_FightPower_TotalEx]
-# 每日活跃度
-Def_PDict_Activity_FinishCnt = "Activity_FinishCnt_%s" # 活跃度类型对应完成次数
-Def_PDict_Activity_AddTotal = "Activity_AddTotal_%s" # 活跃度类型对应获得活跃度总
-Def_PDict_Activity_TotalPoint = "Activity_TotalPoint" # 当前总活跃值(不可消耗)
-Def_PDict_ActivityAwardRecord = "ActivityAwardRecord" # 活跃度奖励领取记录,按二进制位标识
-Def_PDict_Activity_AwardStage = "Activity_AwardStage" # 当前活跃奖励阶段,对应不同境界段
-Def_PDict_Activity_ExtraRealmPoint = "Activity_ExtraRealmPoint" # 多倍活动额外获得的修行点
-
-# 活跃放置
-Def_PDict_ActivityCountTotal = "ActivityCountTotal" # 累计活跃放置修炼次数
-Def_PDict_ActivityCanCostTotalPoint = "ActivityCanCostTotalPoint" # 当前总活跃值(可消耗)
-Def_PDict_ActivityPlaceStartTime = "ActivityPlaceStartTime" # 活跃放置开始time值
-Def_PDict_ActivityPlaceRemainCount = "ActivityPlaceRemainCount" # 活跃放置剩余进行次数
-Def_PDict_ActivityPlaceRewardCount = "ActivityPlaceRewardCount" # 活跃放置本次启动已累计奖励次数
-Def_PDict_ActivityPlaceRewardTotalCount = "ActivityPlaceRewardTotalCount" # 活跃放置历史总共累计奖励次数
-Def_PDict_ActivityPlaceRewardItem = "ActivityPlaceItem" # 奖励物品个数
-Def_PDict_ActivityPlaceRewardItemID = "ActivityPlaceItemID_%s" # 奖励物品ID,参数(index)
-Def_PDict_ActivityPlaceRewardItemCount = "ActivityPlaceItemCount_%s" # 奖励物品个数,参数(index)
-Def_PDict_ActivityPlaceExpCount = "ActivityPlaceExpCount" # 活跃放置获得exp次数
-Def_PDict_ActivityPlaceTodayExp = "ActivityPlaceTodayExp" # 活跃放置今日获得exp
-Def_PDict_ActivityPlaceTodayExpPoint = "ActivityPlaceTodayExpPoint" # 活跃放置昨日获得exp 扩展值
-Def_PDict_ActivityPlaceYestorDayExp = "ActivityPlaceYestorDayExp" # 活跃放置昨日获得exp
-Def_PDict_ActivityPlaceYestorDayExpPoint = "ActivityPlaceYestorDayExpP" # 活跃放置昨日获得exp 扩展值
-
-# 每日活动
-Def_PDict_DailyActionDayTimes = "DailyActionDayTimes_%s" # 每日活动今日完成次数 参数每日活动ID
-Def_PDict_DailyActionDayBuyTimes = "DADayBuyTimes_%s" # 每日活动今日购买次数 参数每日活动ID
-Def_PDict_DailyActionDayItemTimes = "DADayItemTimes_%s" # 每日活动今日物品增加次数 参数每日活动ID
-Def_PDict_DailyActionWeekTimes = "DailyActionWeekTimes_%s" # 每日活动本周完成次数 参数每日活动ID
-#仙盟活跃
-Def_PDict_FamilyActivityFinishCnt = "FamilyActivityFinishCnt%s" # 已完成次数
-Def_PDict_FamilyActivityAwardRecord = "FamilyActivityAwardRecord" # 活跃度奖励领取记录,按二进制位标识
-
# 投资理财
Def_PDict_InvestTime = "InvestTime_%s" # 投资时的时间,参数为投资类型
Def_PDict_InvestProgress = "InvestProgress_%s_%s" # 投资可领奖进度值,参数为(投资类型, key编号)
@@ -4373,13 +3755,8 @@
Def_PDict_InvestKeyCount = 3 # key编号数
# 成就 Def_PDictType_Success
-Def_PDict_Success_AwardRecord = "Succ_AwardRecord_%s" # 成就领奖记录,参数(key编号),按索引位存储0-未领,1-已领
-Def_PDict_Success_LastDay = "Succ_LastDay_%s" # 连续类型上一次更新进度时的开服天数,参数(成就编号)
-Def_PDict_Success_CntValue = "Su_%s_%s" # 当前次数值,参数(成就类型、条件)
-Def_PDict_Success_FinishTime = "Succ_FinishTime_%s" # 成就是否已完成,参数(索引)
-Def_PDict_Success_CheckVersion = "Succ_CheckVersion" #老玩家某些功能成就检查版本
-Def_PDict_Success_PassportAward = "Succ_PassportAward_%s" #成就通行证领奖状态,参数(key编号),按索引位存储0-未领,1-已领
-Def_PDict_Success_ScoreAward = "Succ_ScoreAward" # 成就积分奖励记录,按索引位存储0-未领,1-已领
+Def_PDict_SuccessValue = "Succ_%s_%s" # 当前次数值,参数(成就类型、条件)
+Def_PDict_SuccessAward = "Succ_Award_%s" # 成就领奖记录,按成就ID位存储0-未领,1-已领,参数(key编号)
# 通天令
Def_PDict_TTL_StartTime = "TTL_StartTime" # 本轮通天令开始时间戳
@@ -4390,11 +3767,6 @@
Def_PDict_TTL_TaskValue = "TTL_TaskValue_%s_%s" # 通天任务当前进度值,参数(任务类型,是否每日重置)
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
@@ -4426,13 +3798,6 @@
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"
@@ -4443,84 +3808,12 @@
Def_PDict_Boss_KillCntItemAddCnt = "Boss_KillCntItemAddCnt_%s" # 物品增加的当日可杀世界boss次数<%s-索引>
Def_PDict_Boss_KillCntBuyCnt = "Boss_KillCntBuyCnt_%s" # 当日可杀世界boss次数的购买次数<%s-索引>
-#仙盟红包
-Def_PDict_FamilyRedPacketGoldLimit = "FmlRedPacketGoldLimit" # 仙盟钻石红包已发额度
-Def_PDict_FamilyRedPacketCache = "FamilyRedPacketCache%s" # 仙盟红包待发放记录参数索引
-Def_PDict_OSRedPacketGrabMoney = "OSRedPacketGrabMoney" # 开服红包已抢数量
-Def_PDict_OSRedPacketCanGrabCnt = "OSRedPacketCanGrabCnt" # 开服红包可抢次数
-Def_PDict_OSRedPacketStartTime = "OSRedPacketStartTime" #开服红包开始倒计时时间
-Def_PDict_ServerRedPacketGrabCnt = "ServerRedPacketGrabCnt" # 今日已抢全服红包次数
-
-#节日红包
-Def_PDict_FeastRedPacketActID = "FeastRedPacketActID" # 玩家身上的节日红包活动ID,唯一标识,取活动开始日期time值
-Def_PDict_FeastRedPacketGrabMoney = "FeastRedPacketGrabMoney" # 节日红包已抢数量
-Def_PDict_FeastRedPacketCanGrabCnt = "FeastRedPacketCanGrabCnt" # 节日红包可抢次数
-
#境界
-Def_PDict_RealmVersionState = "RealmVersionState" #境界版本调整记录状态值
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)
-Def_PDict_RealmXXZLAward = "RealmXXZLAward" #境界修仙之路领奖状态;按二进制位存储每个任务ID是否已领取
-Def_PDict_RealmFBAttrAdd = "RealmFBAttrAdd_%s" #渡劫副本属性加成 参数属性ID
-Def_PDict_RealmExp = "RealmExp" #境界修为池总经验
-Def_PDict_RealmExpPoint = "RealmExpPoint" #境界修为池总经验点
-Def_PDict_RealmExpBeginTime = "RealmExpBeginTime" #境界修为池经验开始计时时间
-Def_PDict_RealmExpBuffRemainTime = "RealmExpBuffRemainTime" #境界修为池经验buff剩余时间
-Def_PDict_RealmExpBuffAddRate = "RealmExpBuffAddRate" #境界修为池经验增加百分比(万分率)
-
-#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
-
-# 我要太极
-Def_PDict_Dice_Result = "DiceResult" # 我要太极结果
-Def_PDict_Dice_FreeChangeCnt = "DiceFreeChangeCnt" # 我要太极免费改投次数
-
-# 脱机挂类型通知结果
-Def_PDictType_TJGNotify_Exp1 = "TJGNExp1" #经验
-Def_PDictType_TJGNotify_Exp2 = "TJGNExp2" #超过E部分
-Def_PDictType_TJGNotify_Time = "TJGNTime" #使用时间
-Def_PDictType_TJGNotify_EatPurple = "TJGNEatP" #吞噬的紫装数量
-Def_PDictType_TJGNotify_GiveCnt = "TJGNGiveCnt" #吞噬获得的炼丹材料数量
-Def_PDictType_TJGNotify_Purple = "TJGNPurple" #获得紫装数量
-Def_PDictType_TJGNotify_Orange = "TJGNOrg" #获得橙装数量
-Def_PDictType_TJGNotify_LV = "TJGLV" #脱机前的等级
-Def_PDictType_TJGNotify_ItemID = "TJGItemID_%s" #脱机挂指定物品掉落显示
-
-Def_PDictType_TJGOnDayEx = "TJGOnDayEx" #是否脱机挂中过天(5点)真实登录后重置
-
-# 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
@@ -4534,36 +3827,12 @@
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
Def_PDict_ArenaScore = "ArenaScore" # 当前积分
-Def_PDict_ArenaHighestScore = "ArenaHighestScore" # 历史最高积分
-Def_PDict_ArenaBattleCountDay = "ArenaBattleCountDay" # 今日已战斗次数
-Def_PDict_ArenaMatchRefreshCount = "ArenaMatchRefreshCount" # 匹配刷新列表次数
-Def_PDict_ArenaItemAddCount = "ArenaItemAddCount" # 今日已使用物品增加次数
-Def_PDict_ArenaBattleTagID = "ArenaBattleTagID" # 当前对战的对手ID
#功能系统特权
Def_PDict_FuncSysPrivilegeActTime = "FuncSysPrivilegeActTime_%s" # 系统功能特权激活时间戳,参数(系统功能ID)
@@ -4578,9 +3847,7 @@
Def_PDict_CharmLV = "CharmLV" # 魅力等级
#古宝
-Def_PDict_GubaoLVInfo = "GubaoLVInfo_%s" # 古宝等级信息,参数(古宝ID),等级*100+星级
-Def_PDict_GubaoItemEffValue = "GubaoItemEffValue_%s_%s" # 古宝效果物品进度,参数(古宝ID, 效果类型)
-Def_PDict_GubaoPiece = "GubaoPiece_%s" # 古宝碎片数,参数(古宝ID)
+Def_PDict_GubaoInfo = "Gubao_%s" # 古宝信息,参数(古宝ID),特殊效果层*100000 + 等级*100 + 星级
#神通
Def_PDict_ShentongLVInfo = "ShentongLVInfo_%s" # 神通等级信息,参数(神通ID),阶级*100+等级
@@ -4590,480 +3857,77 @@
Def_PDict_CustomAwardCanGet = "CustomAwardCanGet_%s" # 是否可领取,参数(key编号)
Def_PDict_CustomAwardGetState = "CustomAwardGetState_%s" # 是否已领取,参数(key编号)
-#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)
+#仙树
+Def_PDict_TreeLV = "TreeLV" # 仙树等级,从1开始,代表1级
+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
+
+#历练秘笈
+Def_PDict_LLMJLVInfo = "LLMJLVInfo" # 秘笈等级,消耗战锤*100 + 秘笈等级
+Def_PDict_LLMJExp = "LLMJExp" # 秘笈今日已额外获得经验
+Def_PDict_LLMJDecompose = "LLMJDecompose" # 秘笈今日已额外获得分解货币
+
+#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)
+Def_PDict_TaskID = "TaskID_%s" # 当前进行中的任务ID,参数(任务组)
+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)
+
+#每日任务,按任务类型累加进度
+Def_PDict_DailyTaskValue = "DTaskV_%s_%s" # 任务类型进度,参数(任务类型, 条件信息)
+Def_PDict_DailyTaskState = "DTaskState" # 每日任务是否已领取奖励,按任务ID二进制位存储是否已领取
+Def_PDict_ActivityTotal = "ActivityTotal" # 今日累计获得活跃度
+Def_PDict_ActivityAward = "ActivityAward" # 活跃度奖励领取记录,按二进制位标识
+Def_PDict_ActivityWeek = "ActivityWeek" # 每周活跃奖励第x轮,默认0第1轮
+
+#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
Def_PDict_TiandaoQiyun = "TiandaoQiyun" # 天道树当前气运
Def_PDict_TiandaoAward = "TiandaoAward_%s" # 天道树领奖记录,按奖励索引记录是否已领取,参数(key编号)
+#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_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)
+Def_PDict_AppointDropEquipCnt = "AppointDropEquipCnt" # 定制掉落装备掉落第x次,只记录到配置的最高次数
+
+#天子考验
+Def_PDict_TianziHisHurt = "TianziHisHurt_%s" # 历史最高伤害,求余亿部分,参数(bossID)
+Def_PDict_TianziHisHurtEx = "TianziHisHurtEx_%s" # 历史最高伤害,整除亿部分,参数(bossID)
+Def_PDict_TianziTodayHurt = "TianziTodayHurt" # 今日最高伤害,求余亿部分
+Def_PDict_TianziTodayHurtEx = "TianziTodayHurtEx" # 今日最高伤害,整除亿部分
#-------------------------------------------------------------------------------
-#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],
-
- #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_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
#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],
-
- #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 = {
- Def_FBMapID_FamilyWar:{
- TYPE_Calc_FamilyWarAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
- TYPE_Calc_FamilyWarHPPer:[TYPE_Calc_AttrMaxHP],
- }
- }
+MapAttrInfoDict_Noline = {}
#属性线性索引
CalcAttrIndexList = (
@@ -5095,7 +3959,7 @@
Def_CalcAttrFunc_Pet, # 灵宠 9
Def_CalcAttrFunc_Horse, # 坐骑 10
Def_CalcAttrFunc_Prestige, # 境界 11
-Def_CalcAttrFunc_GodWeapon, # 神兵 12
+Def_CalcAttrFunc_12, # 神兵 12
Def_CalcAttrFunc_Dienstgrad, # 称号 13
Def_CalcAttrFunc_Rune, # 符印 14
Def_CalcAttrFunc_15,
@@ -5151,84 +4015,73 @@
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_CalcEffValue, # 统计计算效果值时 8
+TriggerWay_UseSkillOver, # 使用技能后(每个目标触发一次)9
+TriggerWay_AttackOverDirect, # 直接攻击后(除dot或buff外的攻击,每个目标触发一次)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
+TriggerWay_CurSkillEffLst, # 本持续buff结算后额外触发效果,仅该持续buff结算后有效 14
+TriggerWay_KillOneObj, # 击杀目标后(单次击杀多目标只触发一次) 15
+TriggerWay_KillTagObj, # 击杀每目标后(单次击杀多目标每个目标触发一次) 16
+TriggerWay_BuffDel, # buff消失后 17
+TriggerWay_BeCombo, # 被连击时 18
+TriggerWay_BePursue, # 被追击时 19
+TriggerWay_UseSkillOverOne, # 使用技能后(多目标仅触发一次)20
+TriggerWay_AttackOverDirectOne, # 直接攻击后(除dot或buff外的攻击,多目标仅触发一次)21
+TriggerWay_BeAnyEffect, # 受到任意效果时(除直接攻击外的任意效果,如buff、dot、治疗、额外怒技)22
+) = range(1, 1 + 22)
+
+# 不加载的被动触发方式,一般用于本技能固定触发逻辑用的
+TriggerWayNoLoadList = [TriggerWay_CurSkillEff, TriggerWay_CurSkillEffLst]
+
+# 被动触发有效来源
+TriggerSrc_Skill = 1 # 身上技能有效
+TriggerSrc_Buff = 2 # 身上buff有效
+TriggerSrc_SkillSelf = 3 # 本技能有效
+TriggerSrc_BuffSelf = 4 # 本buff有效
+
+# 被动效果ID,属性类的直接使用属性ID当做效果ID
+PassiveEff_AddBuffLayerByWeight = 6001 # 根据权重随机添加buff层数 数值1-[[权重,层级], ...]
+PassiveEff_ChangeHurtType = 6002 # 变更本次伤害类型
+PassiveEff_ChangeHurtMulti = 6003 # 变更伤害倍值(可增可减)
+PassiveEff_AddSkillPer = 6004 # 增加本次技能万分比(验证目标状态)
+PassiveEff_AddSkillPerByJob = 6006 # 增加本次技能万分比(验证目标职业)
+# 6005 增加本次技能万分比(按buff状态层数算)
+PassiveEff_AddSkillTagCnt = 6007 # 增加技能目标数
+PassiveEff_ImmuneControlBuff = 6008 # 生命值低于x%时免疫控制效果
+PassiveEff_MustSuperHit = 6009 # 生命值低于x%时必定暴击
+PassiveEff_AddSkillPerByHP = 6010 # 增加本次技能万分比(验证当前生命)
+PassiveEff_AddSkillPerByBuffLayer = 6011 # 增加本次技能万分比(根据buff层级)
+PassiveEff_AddBuffLayerMax = 6012 # 添加buff层级上限: 数值1-增加层级上限
+PassiveEff_AddFinalDamPer = 6013 # 增加最终增伤(根据属性转化)
+PassiveEff_AddSkillRate = 6014 # 增加技能概率
+PassiveEff_AddRicochetCnt = 6015 # 增加弹射次数
+PassiveEff_AddShieldHurtPer = 6016 # 对护盾造成伤害加成
+
+# 被动效果ID有触发值时就返回的
+PassiveEffHappenValueList = [PassiveEff_ChangeHurtType, PassiveEff_ImmuneControlBuff, PassiveEff_MustSuperHit]
+# 被动效果ID触发值取最大值的
+PassiveEffValueMaxList = [PassiveEff_ChangeHurtMulti]
+# 被动效果ID触发值取最小值的
+PassiveEffValueMinList = []
+
+# 技能效果 - 不需要配置触发方式的
+SkillEff_CureWayEx = 7001 # 额外治疗值计算(对CalcType、SkillPer治疗计算方式扩展): 值1-计算方式;值2-万分比
+SkillEff_HurtShare = 7002 # 均摊伤害
+SkillEff_ChangeTag = 7003 # 修改技能目标
+SkillEff_RandRicochetCnt = 7004 # 随机弹射次数(A~B随机,包含AB)
(
TriggerType_BeSuperHit, # 被暴击触发技能 1
@@ -5321,7 +4174,7 @@
TriggerType_ThumpSkillValue, # 重击增加技能固定值伤害 88
TriggerType_HitValue, # 记录命中个数 89
TriggerType_ChangeSkillEff, # 改变技能特效广播 90
-) = range(1, 91)
+) = range(1001, 1091)
#不可以佩戴翅膀的地图
@@ -5373,11 +4226,6 @@
ShareDefine.PlayerJob_Max : TYPE_CHAPLAIN, #魔剑对应魔剑系
}
-#版本修正标记, 使用key格式 Def_Player_Dict_VersionFix
-(
-Def_VerFix_LingGenShow, #灵根特效外观
-) = range(1)
-
##==================================================================================================
#游戏消费点类型定义
Def_CostType_List = (
@@ -5386,10 +4234,10 @@
Def_Cost_BuyPack, # 购买背包格子
Def_Cost_UseSpeaker, # 喇叭发言
Def_Cost_Revive, # 复活
-Def_Cost_FBEncourage, # 副本鼓舞 5
+Def_Cost_5, # 副本鼓舞 5
Def_Cost_GoldInvest, # 理财投资
Def_Cost_Pray, # 祈祷
-Def_Cost_RecoverGain, # 资源找回
+Def_Cost_8, # 资源找回
Def_Cost_BuyVIPItem, # 购买VIP礼包
Def_Cost_GM, # GM 10
Def_Cost_BourseBuy, # 交易所购买
@@ -5409,7 +4257,7 @@
Def_Cost_Transport, # 传送 25
Def_Cost_Treasure, # 寻宝
Def_Cost_FamilyBroadcast, # 家族公告
-Def_Cost_FamilyRedPacket, # 发家族钻石红包
+Def_Cost_28, # 发家族钻石红包
Def_Cost_EnterFB, # 进入副本
Def_Cost_GameServer, # GameServer 30
Def_Cost_FreeGoods, # 极品白拿
@@ -5419,15 +4267,15 @@
Def_Cost_ResetGreatMasterSkill, # 重置天赋技能 35
Def_Cost_BindJadeWheel, # 绑玉转盘
Def_Cost_WishingWell, # 许愿池刷新
-Def_Cost_GodWeapon, # 神兵
+Def_Cost_38, # 神兵
Def_Cost_FBHelpBattle, # 副本助战
Def_Cost_FBGatherSoulBoss, # 聚魂副本BOSS召唤 40
Def_Cost_CrossRealmPK, # 跨服PK
Def_Cost_LuckyTreasure, #幸运鉴宝
-Def_Cost_MysteryShopRefresh, # 神秘商店刷新
+Def_Cost_43, # 神秘商店刷新
Def_Cost_AuctionBid, # 拍卖行竞价
-Def_Cost_BuyDailyActionCnt, # 购买活动次数 45
-Def_Cost_FBBuyBuff, # 副本买buff
+Def_Cost_45, # 购买活动次数 45
+Def_Cost_46, # 副本买buff
Def_Cost_CreatFamily, # 创建仙盟
Def_Cost_BuyKillBossCnt, #购买boss次数
Def_Cost_EquipStar, #装备升星
@@ -5442,8 +4290,6 @@
#-----------以下为暂时没用的,先不删除,如有新增消费点则放在这些之前------------
Def_Cost_RefreshArrestTask, # 刷新悬赏任务
Def_Cost_OffLineExp, # 兑换离线经验
-Def_Cost_RefreshTruck, # 刷新镖车
-Def_Cost_FinishTruck, # 完成镖车
Def_Cost_RefreshTimeShop, # 刷新神秘商店
Def_Cost_OpenNoble, # 开通贵族
Def_Cost_Warehouse, # 仓库
@@ -5451,18 +4297,18 @@
Def_Cost_Trade, # 交易
Def_Cost_Rename, # 改名
Def_Cost_SkillLvUp, # 技能升级
-) = range(2000, 2000 + 69)
+) = range(2000, 2000 + 67)
Def_Cost_Reason_SonKey = "reason_name_son" # 消费点原因子类说明key
# 消费返利不处理的消费类型列表
-CostRebate_DisableType = [Def_Cost_BourseBuy, Def_Cost_BourseCharge, Def_Cost_FreeGoods, Def_Cost_FamilyRedPacket,
+CostRebate_DisableType = [Def_Cost_BourseBuy, Def_Cost_BourseCharge, Def_Cost_FreeGoods,
Def_Cost_Unknown, "GMSetMoney", "Warehouse", Def_Cost_AuctionBid]
# 可在跨服中消费的类型列表
-MergeServerCanCostType = [Def_Cost_UseSpeaker, Def_Cost_Revive, Def_Cost_FBEncourage]
+MergeServerCanCostType = [Def_Cost_UseSpeaker, Def_Cost_Revive]
#内部仙玉不能用的消费类型列表
-UnUseInner_CostType = [Def_Cost_BourseBuy, Def_Cost_FamilyRedPacket, Def_Cost_AuctionBid]
+UnUseInner_CostType = [Def_Cost_BourseBuy, Def_Cost_AuctionBid]
# 消费类型对应信息字典{消费类型:[eventName, 中文说明reason_name, 发送给9377的数据是否分消费子类], }
# 由于9377那边数据建议所有消费点总和最好不超过500个,故这里对部分发送给对方的数据进行归组为不分子类,或直接归属于商城分组
# .使用原价购买的物品统一归属为商城组,消费对应为AutoBuy的也归属于商城分组
@@ -5478,16 +4324,12 @@
Def_Cost_Pray:"Pray",
Def_Cost_Treasure:"Treasure",
Def_Cost_OpenNoble:"OpenNoble",
-Def_Cost_RecoverGain:"RecoverGain",
Def_Cost_EnterFB:"EnterFB",
# 无消费对象子类的
Def_Cost_BuyPack:"BuyPack",
Def_Cost_UseSpeaker:"UseSpeaker",
Def_Cost_Revive:"Revive",
-Def_Cost_FBEncourage:"FBEncourage",
-Def_Cost_RefreshTruck:"RefreshTruck",
-Def_Cost_FinishTruck:"FinishTruck",
Def_Cost_RefreshArrestTask:"RefreshArrestTask",
Def_Cost_RefreshTimeShop:"RefreshTimeShop",
Def_Cost_ResetGreatMasterSkill:"ResetTalentSkill",
@@ -5515,22 +4357,17 @@
Def_Cost_Rename:"Rename",
Def_Cost_SkillLvUp:"SkillLvUp",
Def_Cost_FamilyBroadcast:"FamilyBroadcast",
-Def_Cost_FamilyRedPacket:"FamilyRedPacket",
Def_Cost_FreeGoods:"FreeGoods",
Def_Cost_DogzEquipPlus:"DogzEquipPlus",
Def_Cost_RuneHole:"RuneHole",
Def_Cost_AlchemyPray:"AlchemyPray",
Def_Cost_BindJadeWheel:"BindJadeWheel",
Def_Cost_WishingWell:"WishingWell",
-Def_Cost_GodWeapon:"GodWeapon",
Def_Cost_FBHelpBattle:"FBHelpBattle",
Def_Cost_FBGatherSoulBoss:"FBGatherSoulBoss",
Def_Cost_CrossRealmPK:"CrossRealmPK",
Def_Cost_LuckyTreasure:"LuckyTreasure",
-Def_Cost_MysteryShopRefresh:"MysteryShopRefresh",
Def_Cost_AuctionBid:"AuctionBid",
-Def_Cost_BuyDailyActionCnt:"BuyDailyActionCnt",
-Def_Cost_FBBuyBuff:"FBBuyBuff",
Def_Cost_CreatFamily:"CreatFamily",
Def_Cost_BuyKillBossCnt:"BuyKillBossCnt",
Def_Cost_EquipStar:"EquipStar",
@@ -5559,8 +4396,8 @@
Def_GiveMoney_Pickup, # 拾取
Def_GiveMoney_Bourse, # 交易所 10
Def_GiveMoney_GoldInvest, # 绑钻投资
-Def_GiveMoney_Recover, # 资源找回
-Def_GiveMoney_RedPacket, # 红包
+Def_GiveMoney_12, # 资源找回
+Def_GiveMoney_13, # 红包
Def_GiveMoney_RefineGift, # 炼制奖励
Def_GiveMoney_Mail, # 邮件(补偿) 15
Def_GiveMoney_RuneDecompose, # 符印
@@ -5570,7 +4407,7 @@
Def_GiveMoney_BossFirstKill, # Boss首杀
Def_GiveMoney_21,
Def_GiveMoney_Trade, # 交易
-Def_GiveMoney_Truck, # 运镖
+Def_GiveMoney_23,
Def_GiveMoney_FreeGoods, # 极品白拿
Def_GiveMoney_BindJadeWheel, # 绑玉转盘 25
Def_GiveMoney_GatherSoulDecompose, #聚魂分解 26
@@ -5597,8 +4434,6 @@
Def_GiveMoney_Pickup:"Pickup",
Def_GiveMoney_Bourse:"Bourse",
Def_GiveMoney_GoldInvest:"GoldInvest",
-Def_GiveMoney_Recover:"Recover",
-Def_GiveMoney_RedPacket:"RedPacket",
Def_GiveMoney_RefineGift:"RefineGift",
Def_GiveMoney_Mail:"Mail",
Def_GiveMoney_RuneDecompose:"RuneDecompose",
@@ -5607,7 +4442,6 @@
Def_GiveMoney_CollectNPC:"CollectNPC",
Def_GiveMoney_BossFirstKill:"BossFirstKill",
Def_GiveMoney_Trade:"Trade",
-Def_GiveMoney_Truck:"Truck",
Def_GiveMoney_FreeGoods:"FreeGoods",
Def_GiveMoney_BindJadeWheel:"BindJadeWheel",
Def_GiveMoney_GatherSoulDecompose:"GatherSoulDecompose",
@@ -5635,10 +4469,10 @@
ItemGive_StonePickoff, # 摘除宝石 10
ItemGive_EquipSuit, # 套装
ItemGive_NPCDrop, # NPC掉落
-ItemGive_OpenServerCampaign, # 开服活动
+ItemGive_13, # 开服活动
ItemGive_CTG, # CTG
ItemGive_DiceEx, # 我要天机 15
-ItemGive_FamilyStore, # 仙盟宝库
+ItemGive_16, # 仙盟宝库
ItemGive_Refine, # 炼丹
ItemGive_Chests, # 宝箱
ItemGive_TrialExchange, # 宗门兑换
@@ -5661,10 +4495,8 @@
ItemGive_StonePickoff:"StonePickoff",
ItemGive_EquipSuit:"EquipSuit",
ItemGive_NPCDrop:"NPCDrop",
- ItemGive_OpenServerCampaign:"OpenServerCampaign",
ItemGive_CTG:"CTG",
ItemGive_DiceEx:"DiceEx",
- ItemGive_FamilyStore:"FamilyStore",
ItemGive_Refine:"Refine",
ItemGive_Chests:"Chests",
ItemGive_TrialExchange:"TrialExchange",
@@ -5676,7 +4508,7 @@
ItemDelTypeList = (
ItemDel_Unknown, #未知 0
ItemDel_SellPackItem, # 出售物品
-ItemDel_GodWeapon, # 神兵
+ItemDel_2, # 神兵
ItemDel_EquipEnchase, # 宝石镶嵌
ItemDel_Add_LimitingBuff, # 增加buff时间
ItemDel_AddDienstgrad, # 增加称号 5
@@ -5694,7 +4526,7 @@
ItemDel_AttrFruit, # 属性道具
ItemDel_AddBourseItem, # 上架交易所
ItemDel_EquipDecompose, # 装备分解
-ItemDel_FamilyStore, # 捐献装备 20
+ItemDel_20, # 捐献装备 20
ItemDel_Treasure, # 寻宝
ItemDel_WingExp, # 翅膀精炼经验
ItemDel_StoneUpgrade, # 宝石升级
@@ -5727,7 +4559,6 @@
ItemDelTypeDict = {
ItemDel_Unknown:"Unknown",
ItemDel_SellPackItem:"SellPackItem",
- ItemDel_GodWeapon:"GodWeapon",
ItemDel_EquipEnchase:"EquipEnchase",
ItemDel_Add_LimitingBuff:"Add_LimitingBuff",
ItemDel_AddDienstgrad:"AddDienstgrad",
@@ -5745,7 +4576,6 @@
ItemDel_AttrFruit:"AttrFruit",
ItemDel_AddBourseItem:"AddBourseItem",
ItemDel_EquipDecompose:"EquipDecompose",
- ItemDel_FamilyStore:"FamilyStore",
ItemDel_Treasure:"Treasure",
ItemDel_WingExp:"WingExp",
ItemDel_StoneUpgrade:"StoneUpgrade",
@@ -5775,10 +4605,6 @@
}
##==================================================================================================
-
-# 前端自定义场景状态
-CustomMapStep_Over = 0 # 没有或已结束
-CustomMapStep_Fight = 1 # 战斗进行中
# 副本参与类型
FB_JoinType = (
@@ -5832,12 +4658,6 @@
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]
@@ -5875,7 +4695,7 @@
VIPPrivilege_20, #20 暮光神庙购买次数
VIPPrivilege_21, #21 仙界秘境 - 副本总表统一处理
VIPPrivilege_22, #22 宗门试炼购买次数
-VIPPrivilege_FamilyGoldPack, #23 仙盟钻石红包
+VIPPrivilege_23, #23 仙盟钻石红包
VIPPrivilege_BoursePwd, #24 集市上架使用密码
VIPPrivilege_25, #25 封魔坛购买次数 - 副本总表统一处理
VIPPrivilege_26, #26 VIP被动技能孔——VIP4专属被动技能孔
@@ -5929,10 +4749,20 @@
ntMonsterTime, #按时间掉血的怪物 22 废弃,以是否有配置在时间掉血怪物表为准
ntPriWoodPilePVE, #专属私有木桩 - PVE 23
ntPriWoodPilePVP, #专属私有木桩 - PVP 24
+ntHero, #武将英雄 25
ntMax
-) = range(26)
+) = 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
+) = range(4)
+
+# 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
@@ -5956,7 +4786,7 @@
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
@@ -5972,29 +4802,27 @@
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)
+
+# 武将特长
+HeroSpecialtyList = (
+HeroSpecialty_Stun, # 击晕 1
+HeroSpecialty_SuperHit, # 暴击 2
+HeroSpecialty_Combo, # 连击 3
+HeroSpecialty_Miss, # 闪避 4
+HeroSpecialty_Parry, # 格挡 5
+HeroSpecialty_SuckHP, # 吸血 6
+) = range(1, 1 + 6)
+
# 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 = (
@@ -6005,11 +4833,6 @@
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 = (
@@ -6053,21 +4876,21 @@
# 游戏功能奖励定义
(
Def_RewardType_Activity, # 活跃度奖励 0
-Def_RewardType_FamilyActivity, # 仙盟活跃度奖励 1
-Def_RewardType_ChampionFamilyDailyReward, # 仙盟联赛冠军仙盟每日俸禄奖励 2
-Def_RewardType_XMZZWinCnt, # 仙魔之争胜利场数奖励 3
+Def_RewardType_DailyTask, # 每日任务奖励 1
+Def_RewardType_LLMJLVUp, # 历练秘笈升级 2
+Def_RewardType_FamilyTaofaBox, # 公会讨伐领取宝箱奖励 3
Def_RewardType_FamilyDayAward, # 仙盟每日福利奖励 4
Def_RewardType_LVAward, # 玩家等级奖励5
Def_RewardType_XBXZ, # 仙宝寻主奖励6
Def_RewardType_DayRealmPoint, # 每日任务修行点奖励7
-Def_RewardType_GoldGiftFirst, # 首充礼包奖励8
+Def_RewardType_FirstCharge, # 首充礼包奖励8
Def_RewardType_MWSoulAward, # 法宝之魂奖励9 -废弃
Def_RewardType_FreeGoods, # 极品白拿10
Def_RewardType_CostRebate, # 消费返利11
Def_RewardType_BossReborn, # BOSS复活12
Def_RewardType_FCRecharge, # 仙界盛典充值大礼13
Def_RewardType_FCParty, # 仙界盛典全民来嗨14
-Def_RewardType_DownLoad, # 分包下载奖励15
+Def_RewardType_15, # 分包下载奖励15
Def_RewardType_WishingWell, # 许愿池奖励16
Def_RewardType_OpenFunc, # 功能开启奖励17
Def_RewardType_TotalRecharge, # 累计充值奖励18
@@ -6102,7 +4925,7 @@
Def_RewardType_CritGodBoxCTG, #暴击神兵奖励 47
Def_RewardType_GameNotice, #玩法前瞻奖励 48
Def_RewardType_EnterGroup, #加群奖励49
-Def_RewardType_ShediaoRedpacket, #射雕红包奖励 50
+Def_RewardType_50, #射雕红包奖励 50
Def_RewardType_ShediaoEquip, #射雕装备奖励 51
Def_RewardType_CAAllRecharge, #跨服全民充值奖励 52
Def_RewardType_CrossYaomoBossHurt, #跨服妖魔boss伤害奖励 53
@@ -6111,7 +4934,7 @@
Def_RewardType_SponsorDaily, #赞助星级每日奖励 56
Def_RewardType_SponsorStar, #赞助星级礼包奖励 57
Def_RewardType_GubaoItemEff, #古宝特殊效果物品奖励 58
-Def_RewardType_SuccessScore, #成就积分奖励 59
+Def_RewardType_Success, #成就奖励 59
Def_RewardType_BuyOne, #买一送多活动免费奖励 60
Def_RewardType_CustomAward, #自定义奖励 61
Def_RewardType_RealmXXZL, #境界修仙之路奖励 62
@@ -6133,7 +4956,9 @@
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 = (
@@ -6227,7 +5052,7 @@
Def_WPAct_Pet, #激活某只灵宠 22
Def_WPAct_Dogz, #出战某只神兽 23
Def_WPAct_Stone, #宝石总等级 24
-Def_WPAct_GodWeapon, #神兵总等级 25
+Def_WPAct_25, #神兵总等级 25
Def_WPAct_Rune, #穿戴某品质符印 26
Def_WPAct_Pray, #祈愿 27
Def_WPAct_FamilyBoss, #仙盟Boss 28
@@ -6284,8 +5109,8 @@
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
@@ -6358,9 +5183,6 @@
PowerDownType_GatherSoul:'GatherSoul',
}
-# CTG ID 定义
-Def_CTGID_SuccessPassport = 117 # 成就通行证
-
# 通天令任务类型定义
TTLTaskTypeList = (
TTLTaskType_Activity, # 获取日常活跃度x 1
@@ -6383,6 +5205,40 @@
TTLTaskType_CrossBoss, # 跨服boss击杀x次 18
) = range(1, 1 + 18)
+# 每日任务类型
+DailyTaskList = (
+DailyTask_KillNPC, # 击败X只怪物 1
+DailyTask_EquipDecompose, # 分解装备x次 2
+DailyTask_HeroCall, # 武将招募 3
+DailyTask_Arena, # 演武场 4
+DailyTask_GoldRush, # 淘金 5
+) = range(1, 1 + 5)
+
+# 任务类型定义
+TaskTypeList = (
+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
+TaskType_LV, # 等级提升至x级 5
+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
+TaskType_EquipColor, # 穿戴x件x品质及以上装备 9
+) = range(1, 1 + 9)
+
+# 任务分组
+TaskGroupList = (
+TaskGroup_Main, # 主线 0
+) = range(1)
+
+# 任务状态
+TaskStateList = (
+TaskState_None, # 无 0
+TaskState_Doing, # 进行中 1
+TaskState_CanGet, # 可领取 2
+) = range(3)
+
# 充值点券处理类型
(
CoinType_Gold, # 直接充仙玉 0
--
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