From e81315f997d75f900727af1c456c32277575fb24 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 10 七月 2025 17:01:18 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(主线掉落战利品、装备;主线击杀怪物获得经验、升级;主线装备穿戴、分解;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py | 38
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py | 40
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py | 83 +
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py | 108 +
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChItem.py | 76 -
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/SummonNPC_Attack_NormalNPC.py | 2
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py | 116 +
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/MapServerConfig.ini | 6
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/SummonNPC_Attack_SummonNPC.py | 2
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemState.py | 2
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/NormalNPC_Attack_NormalNPC.py | 2
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/GMShell.py | 9
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py | 416 +++++++
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py | 186 ++-
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py | 42
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/OpenFunc.py | 10
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py | 5
PySysDB/PySysDBPY.h | 52
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py | 202 ---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/NormalNPC_Attack_SummonNPC.py | 2
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerFamilyStore.py | 5
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerWing.py | 2
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py | 161 --
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py | 38
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/MakeItemCount.py | 32
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py | 2
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py | 14
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/Item_Chests.py | 2
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/MainLevel.py | 23
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini | 12
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py | 179 +++
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerNewGuyCard.py | 10
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py | 1286 -----------------------
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py | 43
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py | 2
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py | 53
36 files changed, 1,257 insertions(+), 2,006 deletions(-)
diff --git a/PySysDB/PySysDBPY.h b/PySysDB/PySysDBPY.h
index 28a3114..47c8602 100644
--- a/PySysDB/PySysDBPY.h
+++ b/PySysDB/PySysDBPY.h
@@ -465,6 +465,44 @@
list AttrValue; //属性值
};
+//装备品质表
+
+struct EquipColor
+{
+ BYTE _ItemColor; //装备品质
+ DWORD MoneyBase; //分解货币
+ DWORD AtkStep; //攻击步长
+ DWORD DefStep; //防御步长
+ DWORD HPStep; //生命步长
+ list AttrLibCntList; //库属性条数列表
+ list AttrRange; //通用属性范围,下限|上限
+ dict AttrRangeDict; //指定属性范围字典,{指定属性ID:[范围下限, 上限], ...}
+};
+
+//装备部位表
+
+struct EquipPlace
+{
+ BYTE _EquipPlace; //装备部位
+ float BaseAttrProportion; //基础属性占比
+ list AttrLib1; //随机属性ID库1,[属性ID, ...]
+ list AttrLib2; //随机属性ID库2,[属性ID, ...]
+ list AttrLib3; //随机属性ID库3,[属性ID, ...]
+};
+
+//定制属性表
+
+struct AppointItem
+{
+ DWORD _ID; //定制ID
+ BYTE CancelUseLimit; //穿戴限制(除职业)
+ WORD ItemLV; //物品等级
+ list BaseAttrID; //基础属性ID
+ list BaseAttrValue; //基础属性值
+ list LegendAttrID; //传奇属性ID
+ list LegendAttrValue; //传奇属性值
+};
+
//装备传奇属性条数表
struct tagEquipLegendAttrCount
@@ -828,8 +866,7 @@
struct tagPlayerLV
{
WORD _LV; //玩家等级
- DWORD ExpPoint; //升级所需经验点,每个经验点代表的经验由项目决定
- DWORD Exp; //除经验点总经验外升级还需的经验
+ DWORD Exp; //升级所需经验
BYTE TalentPoint; //等级获得的天赋点
DWORD ReExp; //等级经验效率(second)
DWORD ReMaxHP; //生命
@@ -1372,16 +1409,6 @@
dict ItemID; //奖励物品信息
WORD Price; //礼包现价
WORD OldPrice; //礼包原价
-};
-
-//定制物品表
-
-struct tagAppointItem
-{
- DWORD _ID; //定制物品ID
- BYTE CancelUseLimit; //穿戴限制(除职业)
- list LegendAttrID; //传奇属性ID
- list LegendAttrValue; //传奇属性值
};
//拍卖物品表
@@ -3602,5 +3629,4 @@
DWORD LVUPNeedMoney; //升到下一级所需货币数
DWORD LVUPNeedTime; //升级下一级所需所需秒
list EquipColorRateList; //产出装备品质概率列表,[0品质万分率, 1品质万分率, ...]
- list ExAwardItemRateList; //每次砍树概率额外产出道具饼图,[[万分率,[物品ID,个数]], ...]
};
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/MapServerConfig.ini b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/MapServerConfig.ini
index 117a69d..79707d2 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/MapServerConfig.ini
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/MapServerConfig.ini
@@ -6,7 +6,7 @@
;已删除物品rptDeleted//已无用
PackCnt00=0
;装备rptEquip//一定要与枚举RoleEquipType的最大值匹配
-PackCnt01=203
+PackCnt01=12
;物品rptItem
PackCnt02=100
;垃圾桶(回收站)rptRecycle
@@ -20,7 +20,7 @@
;合成背包rptCompose
PackCnt07=0
;鉴定背包rptIdentify
-PackCnt08=0
+PackCnt08=20
;拆解准备背包rptBreakPrepare
PackCnt09=0
;合成结果背包rptResult
@@ -36,7 +36,7 @@
;坐骑装备背包rptHorseEquip
PackCnt15=0
;衣服外套背包rptCabinetDressCoat
-PackCnt16= 0
+PackCnt16=0
;武器外套背包rptCabinetWeaponCoat
PackCnt17=0
;时装坐骑背包rptCabinetHorse
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini
index 96f308c..47e278f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini
@@ -1812,6 +1812,18 @@
PacketSubCMD_1=0x26
PacketCallFunc_1=OnVisitFairyDomain
+;主线战斗
+[GameLogic_MainLevel]
+ScriptName = GameWorldLogic\FBProcess\GameLogic_MainLevel.py
+Writer = hxp
+Releaser = hxp
+RegType = 0
+RegisterPackCount = 1
+
+PacketCMD_1=0xB4
+PacketSubCMD_1=0x15
+PacketCallFunc_1=OnMainDropItemOP
+
;回合攻击
[TurnAttack]
ScriptName = Attack\TurnAttack.py
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
index 7c2c9c7..d4639ce 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -2817,7 +2817,7 @@
if GameObj.GetHP(curObjDetel) > 0:
return
- if TurnAttack.SetKilled(curObjDetel):
+ if TurnAttack.SetTurnObjKilled(curObjDetel, atkObj):
return
#---玩家处理---
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/NormalNPC_Attack_NormalNPC.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/NormalNPC_Attack_NormalNPC.py
index 2694d8d..08f7962 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/NormalNPC_Attack_NormalNPC.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/NormalNPC_Attack_NormalNPC.py
@@ -105,7 +105,7 @@
#普通NPC
if GameObj.GetHP(defender) <= 0:
- if TurnAttack.SetKilled(defender):
+ if TurnAttack.SetTurnObjKilled(defender, attacker):
return
if not ChNPC.OnCheckCanDie(attacker, defender, skill, tick):
return
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/NormalNPC_Attack_SummonNPC.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/NormalNPC_Attack_SummonNPC.py
index a2f9d9c..194814d 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/NormalNPC_Attack_SummonNPC.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/NormalNPC_Attack_SummonNPC.py
@@ -136,7 +136,7 @@
#召唤兽死亡
if GameObj.GetHP(curTagSummonNPC) <= 0:
- if TurnAttack.SetKilled(curTagSummonNPC):
+ if TurnAttack.SetTurnObjKilled(curTagSummonNPC, curNormalNPC):
return
curTagSummonNPCControl = NPCCommon.NPCControl(curTagSummonNPC)
#召唤兽死亡
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/SummonNPC_Attack_NormalNPC.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/SummonNPC_Attack_NormalNPC.py
index 8479669..e964c30 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/SummonNPC_Attack_NormalNPC.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/SummonNPC_Attack_NormalNPC.py
@@ -141,7 +141,7 @@
return
#---NPC被击杀---
- if TurnAttack.SetKilled(curTagNPC):
+ if TurnAttack.SetTurnObjKilled(curTagNPC, curSummonNPC):
return
#玩家击杀NPC副本触发器
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/SummonNPC_Attack_SummonNPC.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/SummonNPC_Attack_SummonNPC.py
index b657117..b298f0b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/SummonNPC_Attack_SummonNPC.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/SummonNPC_Attack_SummonNPC.py
@@ -156,7 +156,7 @@
#防守方召唤兽死亡
if GameObj.GetHP(curTagSummon) <= 0:
- if TurnAttack.SetKilled(curTagSummon):
+ if TurnAttack.SetTurnObjKilled(curTagSummon, curSummonNPC):
return
curTagSummonNPCControl = NPCCommon.NPCControl(curTagSummon)
#召唤兽死亡
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
index 6069518..cc94e04 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
@@ -339,6 +339,8 @@
return False
DoLogic_AttackResult(attacker, defender, useSkill, tick)
+
+ TurnAttack.OnTurnfightAttackResult(attacker, defender, useSkill)
return True
#---------------------------------------------------------------------
@@ -664,7 +666,7 @@
OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick)
DoLogic_AttackResult(attacker, defender, curSkill, tick)
-
+ TurnAttack.OnTurnfightAttackResult(attacker, defender, curSkill)
return True
@@ -875,8 +877,9 @@
continue
DoLogic_AttackResult(attacker, defObj, curSkill, tick)
-
-
+
+ TurnAttack.OnTurnfightAttackResult(attacker, defender, curSkill)
+ return
## 执行群攻攻击
# @param attacker 攻击者实例
@@ -1820,19 +1823,19 @@
#===========================================================================
#----------扣XP点
- if SkillCommon.isXPSkill(curSkill):
- GameObj.SetXP(curObj, 0)
-
+ #if SkillCommon.isXPSkill(curSkill):
+ # GameObj.SetXP(curObj, 0)
+
#----------扣HP点
- lostHPValue = curSkill.GetHP()
- curPlayerHP = GameObj.GetHP(curObj)
-
- if curPlayerHP < lostHPValue:
- GameWorld.ErrLog('释放技能 = %s异常, HP点 = %s不足 = %s' % (
- curSkill.GetSkillTypeID(), curPlayerHP, lostHPValue))
-
- if lostHPValue > 0:
- GameObj.SetHP(curObj, GameObj.GetHP(curObj) - lostHPValue)
+ #lostHPValue = curSkill.GetHP()
+ #curPlayerHP = GameObj.GetHP(curObj)
+ #
+ #if curPlayerHP < lostHPValue:
+ # GameWorld.ErrLog('释放技能 = %s异常, HP点 = %s不足 = %s' % (
+ # curSkill.GetSkillTypeID(), curPlayerHP, lostHPValue))
+ #
+ #if lostHPValue > 0:
+ # GameObj.SetHP(curObj, GameObj.GetHP(curObj) - lostHPValue)
return
@@ -1879,6 +1882,8 @@
#通知客户端攻击结果
__Sync_AttackResult(curNPC, target, curSkill)
+ TurnAttack.OnTurnfightAttackSuccess(curNPC, target, curSkill)
+
#技能使用成功
if curSkill:
skillTypeID = curSkill.GetSkillTypeID()
@@ -1922,9 +1927,7 @@
if curPlayer != None and GameObj.GetHP(curPlayer) > 0:
if curSkill == None or curSkill.GetSkillType() not in ChConfig.Def_NoBattleState_List:
AttackCommon.SetPlayerBattleState(curPlayer, tick)
-
- FBLogic.DoOverNPCAttackSuccess(curNPC, target, tick)
-
+
# 灵为玩家的替身需要走此逻辑
UseSkillOver(curNPC, target, curSkill, tick)
return True
@@ -2667,7 +2670,8 @@
continue
DoLogic_AttackResult(attacker, defObj, curSkill, tick)
-
+
+ TurnAttack.OnTurnfightAttackResult(attacker, None, curSkill)
return True
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
index 6520bac..0311541 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -36,6 +36,7 @@
import SkillCommon
import SkillShell
import AttackCommon
+import FBLogic
import random
import time
@@ -236,6 +237,9 @@
self.startTime = 0 # 开始时间戳,支持毫秒小数
self.costTime = 0 # 单场战斗总耗时,支持毫秒小数
+
+ #玩家武将行动后击杀目标
+ self.playerKillObjIDList = [] # [objID, ...]
return
def setTurn(self, mapID, funcLineID, turnMax, isNeedReport=False, msgDict={}):
@@ -998,8 +1002,7 @@
overLineupList = [] # 本回合已经结束行动的阵容列表 [(faction, num), ...], 所有阵容全部结束代表本回合结束
turnNum = turnFight.turnNum
- unXiantaoCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCnt)
- GameWorld.DebugLog("unXiantaoCnt=%s,turnNum=%s,doMax=%s,actionIndex=%s,%s" % (unXiantaoCnt, turnNum, doMax, turnFight.actionIndex, turnFight.actionSortList))
+ GameWorld.DebugLog("turnNum=%s,doMax=%s,actionIndex=%s,%s" % (turnNum, doMax, turnFight.actionIndex, turnFight.actionSortList))
while doCnt < doMax and len(overLineupList) < len(turnFight.actionSortList):
doCnt += 1
turnNum = turnFight.turnNum
@@ -1022,6 +1025,7 @@
if turnFight.actionIndex >= len(turnFight.actionSortList):
turnFight.actionIndex = 0
+ playerHeroAtk = False # 玩家阵容行动标记
faction, num = turnFight.actionSortList[turnFight.actionIndex]
batFaction = turnFight.getBatFaction(faction)
batLineup = batFaction.getBatlineup(num)
@@ -1068,8 +1072,8 @@
continue
if faction == Def_FactionA:
- if not PlayerControl.PayMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint, isNotify=False):
- return
+ playerHeroAtk = True
+
break
turnFight.actionIndex += 1
@@ -1082,10 +1086,9 @@
if turnFight.checkOverByKilled():
break
- nowUnXiantaoCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCnt)
- if unXiantaoCnt != nowUnXiantaoCnt:
- # 玩家有消耗战锤则停止,一段段执行
- GameWorld.DebugLog("玩家有消耗战锤则停止,nowUnXiantaoCnt=%s" % (nowUnXiantaoCnt))
+ if playerHeroAtk:
+ # 玩家武将有行动则停止,一段段执行
+ GameWorld.DebugLog("玩家武将有行动则停止!")
break
if turnFight.winFaction:
@@ -1340,23 +1343,10 @@
GameWorld.DebugLog(" 自残: curTD=%s,tagID=%s,skillID=%s,hurtType=%s,hurtValue=%s,lostHP=%s,curHP=%s"
% (curID, tagID, skillID, hurtType, hurtValue, lostHP, GameObj.GetHP(curObj)))
- if lostHP and curID != tagID:
- AddTurnFightXP(tagObj, __GetAddXP_Defender(tagObj, lostHP), "skillID:%s" % skillID)
+ if lostHP > 0 and curID != tagID:
+ addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 4)
+ AddTurnFightXP(tagObj, addXP, "skillID:%s" % skillID)
return
-
-def __GetAddXP_Attack(attack, curSkill):
- ## 攻击方增加的XP值根据主动普攻技能获得
- if not curSkill:
- return 0
- if not SkillCommon.isTurnNormalAtkSkill(curSkill):
- return 0
- return IpyGameDataPY.GetFuncCfg("AngerXP", 3)
-
-def __GetAddXP_Defender(defender, lostHP):
- ## 掉血方增加的XP值根据掉血百分比获得
- if lostHP <= 0:
- return 0
- return IpyGameDataPY.GetFuncCfg("AngerXP", 4)
def AddTurnFightXP(gameObj, addXP, reason=""):
## 回合战斗增加XP
@@ -1435,10 +1425,9 @@
for useInfo in useSkillList:
useSkill = useInfo[-1]
- skillID = useSkill.GetSkillID()
+ #skillID = useSkill.GetSkillID()
atkOK, tagObj = DoNPCUseSkill(curNPC, useSkill, tick)
if atkOK:
- AddTurnFightXP(curNPC, __GetAddXP_Attack(curNPC, useSkill), "skillID:%s" % skillID)
break
curNPC.SetDict(ChConfig.Def_Obj_Dict_TurnBattleType, 0) # 无论攻击成功与否都重置战斗类型
@@ -1674,23 +1663,82 @@
return tagNPC
return
-def SetKilled(gameObj, killer=None):
+def SetTurnObjKilled(gameObj, killer=None):
if not gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo):
#GameWorld.DebugLog("非回合战斗主体被击杀: curID=%s" % gameObj.GetID())
return
- GameWorld.DebugLog(" %s 回合战斗主体被击杀: curID=%s" % (GetObjName(gameObj), gameObj.GetID()))
- GameObj.SetHP(gameObj, 0) # 回合制死亡仅设置为0,实例暂时不回收
+ objID = gameObj.GetID()
+ GameWorld.DebugLog(" %s 回合战斗主体被击杀: curID=%s" % (GetObjName(gameObj), objID))
+ gameObj.SetCurAction(IPY_GameWorld.laNPCDie)
+ if GameObj.GetHP(gameObj) != 0:
+ GameObj.SetHP(gameObj, 0) # 回合制死亡仅设置为0,实例暂时不回收
gameObj.SetVisible(False)
- turnFight = GetTurnFightMgr().getNPCTurnFight(gameObj.GetID())
- if turnFight:
- clientPack = ChPyNetSendPack.tagMCTurnFightObjDead()
- clientPack.ObjID = gameObj.GetID()
- turnFight.addBatPack(clientPack)
+ turnFight = GetTurnFightMgr().getNPCTurnFight(objID)
+ if not turnFight:
+ return True
+ clientPack = ChPyNetSendPack.tagMCTurnFightObjDead()
+ clientPack.ObjID = objID
+ turnFight.addBatPack(clientPack)
+
+ # 记录主动发起的玩家阵营击杀
+ curPlayer = turnFight.curPlayer
+ if killer and curPlayer and killer.GetDictByKey(ChConfig.Def_Obj_Dict_LineupPlayerID) == curPlayer.GetPlayerID():
+ if objID not in turnFight.playerKillObjIDList:
+ turnFight.playerKillObjIDList.append(objID)
+ GameWorld.DebugLog("玩家单次击杀统计: %s" % turnFight.playerKillObjIDList)
return True
+def OnTurnfightAttackSuccess(curObj, tagObj, curSkill):
+ ## 回合战斗攻击成功额外处理,AttackResult之前,一般处理技能相关
+ if curObj.GetGameObjType() != IPY_GameWorld.gotNPC:
+ return
+ if not curObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo):
+ return
+
+ objID = curObj.GetID()
+ turnFight = GetTurnFightMgr().getNPCTurnFight(objID)
+ if not turnFight:
+ return
+
+ skillID = curSkill.GetSkillID() if curSkill else 0
+ isXP = SkillCommon.isXPSkill(curSkill)
+ if isXP:
+ GameObj.SetXP(curObj, 0)
+ elif curSkill:
+ if SkillCommon.isTurnNormalAtkSkill(curSkill):
+ addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 3)
+ AddTurnFightXP(curObj, addXP, "skillID:%s" % skillID)
+
+ curPlayer = turnFight.curPlayer
+ # 仅主动发起玩家阵容触发
+ if curPlayer and curObj.GetDictByKey(ChConfig.Def_Obj_Dict_LineupPlayerID) == curPlayer.GetPlayerID():
+ FBLogic.OnPlayerLineupAttackSuccess(curPlayer, curObj, tagObj, curSkill, turnFight.mapID, turnFight.funcLineID)
+
+ return
+
+def OnTurnfightAttackResult(curObj, tagObj, curSkill):
+ ## 回合战斗攻击结果额外处理,AttackResult 之后,一般处理击杀结算相关
+ if curObj.GetGameObjType() != IPY_GameWorld.gotNPC:
+ return
+ if not curObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo):
+ return
+
+ objID = curObj.GetID()
+ turnFight = GetTurnFightMgr().getNPCTurnFight(objID)
+ if not turnFight:
+ return
+
+ curPlayer = turnFight.curPlayer
+ # 仅主动发起玩家阵容触发
+ if curPlayer and curObj.GetDictByKey(ChConfig.Def_Obj_Dict_LineupPlayerID) == curPlayer.GetPlayerID():
+ FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, tagObj, curSkill, turnFight.mapID, turnFight.funcLineID)
+
+ turnFight.playerKillObjIDList = []
+ return
+
def OnTurnAllOver(guid):
## 所有回合已经全部执行完毕
GameWorld.DebugLog("所有回合结束")
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index 27b0449..df636c6 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -442,10 +442,10 @@
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
@@ -498,13 +498,13 @@
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],
}
#---------------------------------------------------------------------
#写死的物品效果ID都放这边------请按数值顺序存放
@@ -882,6 +882,9 @@
#装备类型
Def_EquipItemType = range(Def_ItemType_retWeapon, Def_ItemType_DogzEquipScute + 1)
+#主线装备类型
+Def_MainEquipType = range(Def_ItemType_retWeapon, Def_ItemType_retAmulet + 1)
+
#神兽装备类型
Def_DogzEquiipType = xrange(Def_ItemType_DogzEquipHorn, Def_ItemType_DogzEquipScute + 1)
@@ -1145,6 +1148,7 @@
IPY_GameWorld.rptItem,
#IPY_GameWorld.rptFineSoulSlot,
IPY_GameWorld.rptAnyWhere,
+ IPY_GameWorld.rptIdentify,
#时装背包
#IPY_GameWorld.rptCabinetWeaponCoat,
#IPY_GameWorld.rptCabinetHorse,
@@ -1956,6 +1960,7 @@
#副本ID转换
Def_FB_MapID = {
+ 'MainLevel':[Def_FBMapID_Main, Def_FBMapID_MainBoss], # 主线关卡
'FamilyWar':[Def_FBMapID_FamilyWar], # 仙盟联赛
'FamilyInvade':[Def_FBMapID_FamilyInvade], # 守卫人皇
'FamilyBoss':[Def_FBMapID_FamilyBossMap], # 战盟boss
@@ -2446,25 +2451,21 @@
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 = [
@@ -4403,7 +4404,9 @@
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
#主线
-Def_PDict_UnXiantaoCnt = "UnXiantaoCnt" # 累计未结算的战锤数
+Def_PDict_UnXiantaoCntExp = "UnXiantaoCntExp" # 累计未结算经验的战锤数
+Def_PDict_UnXiantaoCntEquip = "UnXiantaoCntEquip" # 累计未结算掉落的战锤数
+Def_PDict_BootyDropToday = "BootyDropToday_%s" # 今日已累计掉落战利品数量,参数(itemID)
#-------------------------------------------------------------------------------
#可以从07 41封包购买的背包类型,和对应字典{背包类型:[字典key, 默认格子数]}
@@ -4883,10 +4886,10 @@
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_ShawlAddPer: [ShareDefine.retShawl, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
+ ShareDefine.Def_Effect_RingAddPer: [ShareDefine.retRing, [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]],
+ ShareDefine.Def_Effect_AmuletAddPer: [ShareDefine.retAmulet, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
}
# 指定地图生效的非线性属性配置
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py
index 4983cd7..658d84e 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py
@@ -19178,6 +19178,87 @@
#------------------------------------------------------
+# B4 15 主线掉落物品操作 #tagCSMainDropItemOP
+
+class tagCSMainDropItemOP(Structure):
+ Head = tagHead()
+ Count = 0 #(BYTE Count)
+ IndexList = list() #(vector<WORD> IndexList)// 掉落背包中的物品格子索引列表
+ OPType = 0 #(BYTE OPType)// 0 - 拾取非装备物品;1 - 分解;2 - 穿戴/替换;
+ OPValue = 0 #(BYTE OPValue)// 操作额外指令值,由操作类型决定,如穿戴时可发送穿戴后是否自动分解
+ data = None
+
+ def __init__(self):
+ self.Clear()
+ self.Head.Cmd = 0xB4
+ self.Head.SubCmd = 0x15
+ return
+
+ def ReadData(self, _lpData, _pos=0, _Len=0):
+ self.Clear()
+ _pos = self.Head.ReadData(_lpData, _pos)
+ self.Count,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+ for i in range(self.Count):
+ value,_pos=CommFunc.ReadWORD(_lpData,_pos)
+ self.IndexList.append(value)
+ self.OPType,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+ self.OPValue,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+ return _pos
+
+ def Clear(self):
+ self.Head = tagHead()
+ self.Head.Clear()
+ self.Head.Cmd = 0xB4
+ self.Head.SubCmd = 0x15
+ self.Count = 0
+ self.IndexList = list()
+ self.OPType = 0
+ self.OPValue = 0
+ return
+
+ def GetLength(self):
+ length = 0
+ length += self.Head.GetLength()
+ length += 1
+ length += 2 * self.Count
+ length += 1
+ length += 1
+
+ return length
+
+ def GetBuffer(self):
+ data = ''
+ data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
+ data = CommFunc.WriteBYTE(data, self.Count)
+ for i in range(self.Count):
+ data = CommFunc.WriteWORD(data, self.IndexList[i])
+ data = CommFunc.WriteBYTE(data, self.OPType)
+ data = CommFunc.WriteBYTE(data, self.OPValue)
+ return data
+
+ def OutputString(self):
+ DumpString = '''
+ Head:%s,
+ Count:%d,
+ IndexList:%s,
+ OPType:%d,
+ OPValue:%d
+ '''\
+ %(
+ self.Head.OutputString(),
+ self.Count,
+ "...",
+ self.OPType,
+ self.OPValue
+ )
+ return DumpString
+
+
+m_NAtagCSMainDropItemOP=tagCSMainDropItemOP()
+ChNetPackDict[eval("0x%02x%02x"%(m_NAtagCSMainDropItemOP.Head.Cmd,m_NAtagCSMainDropItemOP.Head.SubCmd))] = m_NAtagCSMainDropItemOP
+
+
+#------------------------------------------------------
# B4 13 主线战斗请求 #tagCSMainFightReq
class tagCSMainFightReq(Structure):
@@ -19185,7 +19266,7 @@
_fields_ = [
("Cmd", c_ubyte),
("SubCmd", c_ubyte),
- ("ReqType", c_ubyte), # 0-停止战斗回城;1-设置消耗倍值;2-挑战小怪;3-挑战boss;4-下一段战报;5-下一队;
+ ("ReqType", c_ubyte), # 0-停止战斗回城;1-设置消耗倍值;2-挑战关卡小怪;3-挑战关卡boss;4-继续战斗;
("ReqValue", c_int), # 请求值,ReqType为1时发送消耗倍值
]
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
index ee8d2b0..1638a89 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
@@ -43549,6 +43549,114 @@
#------------------------------------------------------
+# B1 23 每日掉落战利品信息 #tagSCDropBootyInfo
+
+class tagSCDropBooty(Structure):
+ _pack_ = 1
+ _fields_ = [
+ ("ItemID", c_int), # 战利品ID
+ ("TodayDropCnt", c_int), # 今日已掉落数量
+ ]
+
+ def __init__(self):
+ self.Clear()
+ return
+
+ def ReadData(self, stringData, _pos=0, _len=0):
+ self.Clear()
+ memmove(addressof(self), stringData[_pos:], self.GetLength())
+ return _pos + self.GetLength()
+
+ def Clear(self):
+ self.ItemID = 0
+ self.TodayDropCnt = 0
+ return
+
+ def GetLength(self):
+ return sizeof(tagSCDropBooty)
+
+ def GetBuffer(self):
+ return string_at(addressof(self), self.GetLength())
+
+ def OutputString(self):
+ DumpString = '''// B1 23 每日掉落战利品信息 //tagSCDropBootyInfo:
+ ItemID:%d,
+ TodayDropCnt:%d
+ '''\
+ %(
+ self.ItemID,
+ self.TodayDropCnt
+ )
+ return DumpString
+
+
+class tagSCDropBootyInfo(Structure):
+ Head = tagHead()
+ Count = 0 #(WORD Count)
+ DropBootyList = list() #(vector<tagSCDropBooty> DropBootyList)//每日已掉落战利品信息列表
+ data = None
+
+ def __init__(self):
+ self.Clear()
+ self.Head.Cmd = 0xB1
+ self.Head.SubCmd = 0x23
+ return
+
+ def ReadData(self, _lpData, _pos=0, _Len=0):
+ self.Clear()
+ _pos = self.Head.ReadData(_lpData, _pos)
+ self.Count,_pos = CommFunc.ReadWORD(_lpData, _pos)
+ for i in range(self.Count):
+ temDropBootyList = tagSCDropBooty()
+ _pos = temDropBootyList.ReadData(_lpData, _pos)
+ self.DropBootyList.append(temDropBootyList)
+ return _pos
+
+ def Clear(self):
+ self.Head = tagHead()
+ self.Head.Clear()
+ self.Head.Cmd = 0xB1
+ self.Head.SubCmd = 0x23
+ self.Count = 0
+ self.DropBootyList = list()
+ return
+
+ def GetLength(self):
+ length = 0
+ length += self.Head.GetLength()
+ length += 2
+ for i in range(self.Count):
+ length += self.DropBootyList[i].GetLength()
+
+ return length
+
+ def GetBuffer(self):
+ data = ''
+ data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
+ data = CommFunc.WriteWORD(data, self.Count)
+ for i in range(self.Count):
+ data = CommFunc.WriteString(data, self.DropBootyList[i].GetLength(), self.DropBootyList[i].GetBuffer())
+ return data
+
+ def OutputString(self):
+ DumpString = '''
+ Head:%s,
+ Count:%d,
+ DropBootyList:%s
+ '''\
+ %(
+ self.Head.OutputString(),
+ self.Count,
+ "..."
+ )
+ return DumpString
+
+
+m_NAtagSCDropBootyInfo=tagSCDropBootyInfo()
+ChNetPackDict[eval("0x%02x%02x"%(m_NAtagSCDropBootyInfo.Head.Cmd,m_NAtagSCDropBootyInfo.Head.SubCmd))] = m_NAtagSCDropBootyInfo
+
+
+#------------------------------------------------------
# B1 17 头像信息 #tagMCFaceInfo
class tagMCFace(Structure):
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/MainLevel.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/MainLevel.py
index ec633fb..8a608cc 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/MainLevel.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/MainLevel.py
@@ -18,16 +18,39 @@
import GameWorld
import PlayerControl
import IpyGameDataPY
+import GameLogic_MainLevel
def OnExec(curPlayer, gmList):
if not gmList:
GameWorld.DebugAnswer(curPlayer, "重置主线: MainLevel 0")
GameWorld.DebugAnswer(curPlayer, "设置主线: MainLevel 章节 关卡 波")
+ GameWorld.DebugAnswer(curPlayer, "测试掉落: MainLevel d 击杀数")
+ GameWorld.DebugAnswer(curPlayer, "重置战利: MainLevel b 0")
+ GameWorld.DebugAnswer(curPlayer, "设置战利: MainLevel b 战利品ID 已掉落个数")
return
value = gmList[0]
+ if value == "d":
+ killCnt = gmList[1] if len(gmList) > 1 else 1
+ GameLogic_MainLevel.GMTestKillDrop(curPlayer, killCnt)
+ return
+
+ if value == "b":
+ itemID = gmList[1] if len(gmList) > 1 else 1
+ dropTotal = gmList[2] if len(gmList) > 2 else 1
+ if not itemID:
+ GameLogic_MainLevel.ResetBootyDropToday(curPlayer)
+ return
+ bootyItemIDList = GameLogic_MainLevel.GetBootyItemIDList()
+ if itemID not in bootyItemIDList:
+ GameWorld.DebugAnswer(curPlayer, "战利品ID(%s) not in %s" % (itemID, bootyItemIDList))
+ return
+ GameLogic_MainLevel.SetBootyDropToday(curPlayer, itemID, dropTotal)
+ GameWorld.DebugAnswer(curPlayer, "设置战利品(%s)今日掉落: %s" % (itemID, dropTotal))
+ return
+
if value <= 0:
nowValue = PlayerControl.SetMainLevelNowInfo(curPlayer, 1, 1, 1)
passValue = PlayerControl.SetMainLevelPassInfo(curPlayer, 0, 0, 0)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/MakeItemCount.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/MakeItemCount.py
index 3f7467e..59bab26 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/MakeItemCount.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/MakeItemCount.py
@@ -17,9 +17,9 @@
import IPY_GameWorld
import ItemControler
+import ShareDefine
import GameWorld
import ChConfig
-import ItemCommon
#---------------------------------------------------------------------
#全局变量
@@ -38,14 +38,14 @@
#输入命令格式错误
if len(msgList) < 1:
- GameWorld.DebugAnswer(curPlayer, "MakeItemCount ID (个数 拍品组数 全部传奇属性)")
+ GameWorld.DebugAnswer(curPlayer, "MakeItemCount ID [个数 定制ID]")
return
event = [ChConfig.ItemGive_GMMake, False, {"CMD":"MakeItemCount"}]
itemID = msgList[0]
itemCount = msgList[1] if len(msgList) > 1 else 1
- auctionGroup = msgList[2] if len(msgList) > 2 else 0
- isAllAttr = msgList[3] if len(msgList) > 3 else 0
+ appointID = msgList[2] if len(msgList) > 2 else 0
+ auctionGroup = 0
itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
if not itemData:
@@ -58,7 +58,7 @@
GameWorld.DebugAnswer(curPlayer, "放入物品失败!")
return
- playerItemControler = ItemControler.PlayerItemControler(curPlayer)
+ setAttrDict = {ShareDefine.Def_CItemKey_AppointID:appointID} if appointID else {}
# 拍品
if auctionGroup > 0:
@@ -66,24 +66,6 @@
if not ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, True, [IPY_GameWorld.rptItem], event=event):
GameWorld.DebugAnswer(curPlayer, "###放入物品失败!")
else:
- if ItemCommon.GetIsEquip(itemData) or itemData.GetPackCount() <= 1:
- for _ in xrange(itemCount):
- __DoGMGivePlayerItem(curPlayer, playerItemControler, itemID, 1, False, isAllAttr, event)
- else:
- if not ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, False, [IPY_GameWorld.rptItem], event=event):
- GameWorld.DebugAnswer(curPlayer, "###放入物品失败!")
+ if not ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, False, [IPY_GameWorld.rptItem], event=event, setAttrDict=setAttrDict):
+ GameWorld.DebugAnswer(curPlayer, "###放入物品失败!")
return
-
-def __DoGMGivePlayerItem(curPlayer, playerItemControler, itemID, count, isAuctionItem, isAllAttr, event):
- if ItemControler.GetAppointItemRealID(itemID):
- ItemControler.GivePlayerAppointItem(curPlayer, itemID, isAuctionItem, event=event)
- return
- curItem = ItemControler.GetOutPutItemObj(itemID, count, isAuctionItem, curPlayer=curPlayer, isAllAttr=isAllAttr)
- if not playerItemControler.PutInItem(IPY_GameWorld.rptItem, curItem, event=event):
- GameWorld.DebugAnswer(curPlayer, "放入物品失败!")
-
- return
-
-
-
-
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/OpenFunc.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/OpenFunc.py
index e0bec23..0a21a01 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/OpenFunc.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/OpenFunc.py
@@ -88,12 +88,12 @@
openFuncIDList = [openFuncID]
if openFuncIDList:
- needLV, needMagicWeaponIDList, needRealmLV, needMissionIDList = __GetOpenFuncLimit(openFuncIDList)
+ needLV, needMagicWeaponIDList, needRealmLV, needMissionIDList = __GetOpenFuncLimit(curPlayer, openFuncIDList)
if needMagicWeaponIDList:
openFuncIDList.append(ShareDefine.GameFuncID_MagicWeapon)
if needRealmLV:
openFuncIDList.append(ShareDefine.GameFuncID_Official)
- needLV, needMagicWeaponIDList, needRealmLV, needMissionIDList = __GetOpenFuncLimit(openFuncIDList)
+ needLV, needMagicWeaponIDList, needRealmLV, needMissionIDList = __GetOpenFuncLimit(curPlayer, openFuncIDList)
GameWorld.DebugLog("GM处理等级开启功能: openFuncID=%s,openFuncIDList=%s,needLV=%s" % (openFuncID, openFuncIDList, needLV), curPlayer.GetPlayerID())
@@ -122,8 +122,8 @@
GameFuncComm.DoFuncOpenLogic(curPlayer, needMissionIDList)
return
-def __GetOpenFuncLimit(openFuncIDList):
- maxLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV")
+def __GetOpenFuncLimit(curPlayer, openFuncIDList):
+ maxLV = PlayerControl.GetPlayerMaxLV(curPlayer)
needLV = 0
needRealmLV = 0
needMissionIDList = []
@@ -168,7 +168,7 @@
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_GameFuncFirstTouch % keyNum, 0)
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_GameFuncAwardState % keyNum, 0)
- needLV, needMagicWeaponIDList, needRealmLV, needMissionIDList = __GetOpenFuncLimit([])
+ needLV, needMagicWeaponIDList, needRealmLV, needMissionIDList = __GetOpenFuncLimit(curPlayer, [])
for missionID in needMissionIDList:
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_MissionFinish % missionID, 0)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/GMShell.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/GMShell.py
index 80eeaa9..fa2c200 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/GMShell.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/GMShell.py
@@ -94,6 +94,7 @@
#验证权限失败
elif not CheckGMLV(curPlayer , callFunName):
+ GameWorld.DebugAnswer(curPlayer, 'GM等级不足!')
return
callFunc = GameWorld.GetExecFunc(Commands, "%s.%s"%(callFunName, "OnExec"))
@@ -108,10 +109,8 @@
continue
inputList[i] = value
- isSendGameServer = callFunc(curPlayer, inputList)
+ callFunc(curPlayer, inputList)
DR_UseGMCMD(curPlayer, inputStr)
- if isSendGameServer:
- curPlayer.GameServer_GMCmd(inputStr)
return
# GameObj 的 Get、Set函数
@@ -186,7 +185,9 @@
DR_UseGMCMD(curPlayer, inputStr)
return
- curPlayer.GameServer_GMCmd(inputStr)
+ #没有此命令
+ GameWorld.Log("###使用GM命令 = %s, 没有该命令!" % callFunName, curPlayer.GetPlayerID())
+ GameWorld.DebugAnswer(curPlayer, 'no cmd !!!')
except BaseException:
GameWorld.DebugAnswer(curPlayer, "执行GM命令错误, 请查看所在地图日志!")
errorMsg = str(traceback.format_exc())
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py
index 32b158a..f1661c3 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py
@@ -1809,22 +1809,6 @@
return
-## NPC攻击成功后FB处理(说明:进入这个函数的时候,怪物已经死亡,掉落经验等都处理过了)
-# @param curNPC 攻击方
-# @param target 防守方
-# @param tick 当前时间
-# @return None
-# @remarks 函数详细说明.
-def DoOverNPCAttackSuccess(curNPC, target, tick):
- do_FBLogic_ID = __GetFBLogic_MapID(GameWorld.GetMap().GetMapID())
-
- callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "DoOverNPCAttackSuccess"))
-
- if callFunc:
- callFunc(curNPC, target, tick)
-
- return
-
## 玩家死亡
# @param curPlayer:死亡的玩家
# @return None
@@ -2425,6 +2409,28 @@
return callFunc(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
+def OnPlayerLineupAttackSuccess(curPlayer, atkObj, defObj, curSkill, mapID, funcLineID):
+ ## 回合战斗主动发起的玩家阵容释放技能成功
+ do_FBLogic_ID = __GetFBLogic_MapID(mapID)
+
+ callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnPlayerLineupAttackSuccess"))
+
+ if callFunc:
+ callFunc(curPlayer, atkObj, defObj, curSkill, mapID, funcLineID)
+
+ return
+
+def OnPlayerLineupAttackResult(curPlayer, atkObj, defObj, curSkill, mapID, funcLineID):
+ ## 回合战斗主动发起的玩家阵容攻击结果额外处理
+ do_FBLogic_ID = __GetFBLogic_MapID(mapID)
+
+ callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnPlayerLineupAttackResult"))
+
+ if callFunc:
+ callFunc(curPlayer, atkObj, defObj, curSkill, mapID, funcLineID)
+
+ return
+
def OnTurnFightOver(curPlayer, mapID, funcLineID, tagType, tagID, valueList, fightRet):
## 回合战斗结束
# @return: 是否需要同步GameServer, 奖励列表
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py
new file mode 100644
index 0000000..bae12fc
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py
@@ -0,0 +1,416 @@
+#!/usr/bin/python
+# -*- coding: GBK -*-
+#-------------------------------------------------------------------------------
+#
+##@package GameWorldLogic.FBProcess.GameLogic_MainLevel
+#
+# @todo:主线关卡
+# @author hxp
+# @date 2025-07-10
+# @version 1.0
+#
+# 详细描述: 主线关卡
+#
+#-------------------------------------------------------------------------------
+#"""Version = 2025-07-10 17:00"""
+#-------------------------------------------------------------------------------
+
+import ChConfig
+import GameWorld
+import ShareDefine
+import SkillCommon
+import IpyGameDataPY
+import PlayerControl
+import ChPyNetSendPack
+import ItemControler
+import IPY_GameWorld
+import NetPackCommon
+import TurnAttack
+import ItemCommon
+import NPCCommon
+import random
+
+def OnFBPlayerOnLogin(curPlayer):
+ SyncDropBootyInfo(curPlayer)
+ return
+
+def OnFBPlayerOnDay(curPlayer):
+ ResetBootyDropToday(curPlayer)
+ return
+
+def ResetBootyDropToday(curPlayer):
+ bootyItemIDList = GetBootyItemIDList()
+ for itemID in bootyItemIDList:
+ if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_BootyDropToday % itemID):
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_BootyDropToday % itemID, 0)
+ SyncDropBootyInfo(curPlayer)
+ return
+
+def SetBootyDropToday(curPlayer, itemID, updDropToday):
+ updDropToday = min(updDropToday, ChConfig.Def_UpperLimit_DWord)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_BootyDropToday % itemID, updDropToday)
+ GameWorld.DebugLog("更新今日掉落战利品数: itemID=%s,updDropToday=%s" % (itemID, updDropToday), curPlayer.GetPlayerID())
+ SyncDropBootyInfo(curPlayer, itemID)
+ return
+
+def GetBootyItemIDList():
+ ## 获取所有的战利品ID
+ ipyDataMgr = IpyGameDataPY.IPY_Data()
+ chapterCount = ipyDataMgr.GetMainChapterCount()
+ if not chapterCount:
+ return []
+ ipyData = ipyDataMgr.GetMainChapterByIndex(chapterCount - 1)
+ return [booty[0] for booty in ipyData.GetDailyBootyUpperList()]
+
+def OnPlayerLineupAttackSuccess(curPlayer, atkObj, defObj, curSkill, mapID, funcLineID):
+ ## 回合战斗主动发起的玩家阵容释放技能成功
+
+ if mapID == ChConfig.Def_FBMapID_Main:
+ __doCostZhanchui(curPlayer, atkObj, curSkill)
+
+ return
+
+def __doCostZhanchui(curPlayer, atkObj, curSkill):
+ ## 扣除战锤消耗
+ costZhanchui = 0
+ isXP = SkillCommon.isXPSkill(curSkill)
+ turnBattleType = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnBattleType)
+ if isXP:
+ costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 2)
+ elif turnBattleType == ChConfig.TurnBattleType_Combo:
+ costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 3)
+ elif turnBattleType == ChConfig.TurnBattleType_AtkBack:
+ costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 4)
+ elif SkillCommon.isTurnNormalAtkSkill(curSkill):
+ costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 1)
+
+ if costZhanchui <= 0:
+ return
+
+ fightPoint = max(curPlayer.GetFightPoint(), 1) # 主线战斗消耗倍值,默认1
+ costZhanchuiTotal = costZhanchui * fightPoint
+ if not PlayerControl.PayMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, costZhanchuiTotal, isNotify=False):
+ # 不足时,有多少扣多少
+ nowMoney = PlayerControl.GetMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao)
+ PlayerControl.PayMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, min(nowMoney, costZhanchuiTotal), isNotify=False)
+
+ return
+
+def OnPlayerLineupAttackResult(curPlayer, atkObj, defObj, curSkill, mapID, funcLineID):
+
+ if mapID == ChConfig.Def_FBMapID_Main:
+ __doKillAward(curPlayer, atkObj, mapID, funcLineID)
+
+ return
+
+def __doKillAward(curPlayer, atkObj, mapID, funcLineID):
+ ## 计算击杀奖励
+ turnFight = TurnAttack.GetTurnFightMgr().getNPCTurnFight(atkObj.GetID())
+ if not turnFight:
+ return
+
+ unXiantaoCntExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntExp)
+ if not turnFight.playerKillObjIDList:
+ unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip)
+ GameWorld.DebugLog("没有击杀不需要处理! unXiantaoCntExp=%s,unXiantaoCntEquip=%s" % (unXiantaoCntExp, unXiantaoCntEquip))
+ return
+ killCnt = len(turnFight.playerKillObjIDList)
+ # 直接重置,防止异常时重复结算
+ turnFight.playerKillObjIDList = []
+
+ # 结算经验
+ if unXiantaoCntExp:
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntExp, 0)
+ perExp = IpyGameDataPY.GetFuncCfg("Mainline", 1) # 每个战锤增加经验
+ totalExp = unXiantaoCntExp * perExp
+ GameWorld.DebugLog("增加经验: totalExp=%s,unXiantaoCntExp=%s" % (totalExp, unXiantaoCntExp))
+ PlayerControl.PlayerControl(curPlayer).AddExp(totalExp, ShareDefine.Def_ViewExpType_KillNPC)
+
+ __doMainDrop(curPlayer, killCnt)
+ return
+
+def __doMainDrop(curPlayer, killCnt):
+ # 装备掉落
+ __doDropEquip(curPlayer)
+
+ playerID = curPlayer.GetPlayerID()
+ DailyBootyUpperList, BootyWeightList = [], []
+ chapterID = PlayerControl.GetMainLevelNowInfo(curPlayer)[0]
+ chapterIpyData = IpyGameDataPY.GetIpyGameData("MainChapter", chapterID)
+ if chapterIpyData:
+ DailyBootyUpperList = chapterIpyData.GetDailyBootyUpperList()
+ BootyWeightList = chapterIpyData.GetBootyWeightList()
+
+ bootyDropUpperDict = {k:v for k, v in DailyBootyUpperList}
+ GameWorld.DebugLog("可掉落战利品上限: chapterID=%s,%s,killCnt=%s" % (chapterID, bootyDropUpperDict, killCnt), playerID)
+
+ # 其他战利品掉落
+ for _ in range(killCnt):
+ dropInfo = GameWorld.GetResultByWeightList(BootyWeightList)
+ if not dropInfo:
+ continue
+ itemID = dropInfo[0]
+ if not itemID:
+ GameWorld.DebugLog("本次不掉落战利品!", playerID)
+ continue
+ if itemID not in bootyDropUpperDict:
+ GameWorld.DebugLog("该战利品未解锁! itemID=%s" % itemID, playerID)
+ continue
+ todyDropCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_BootyDropToday % itemID)
+ dropUpper = bootyDropUpperDict.get(itemID, 0)
+ if todyDropCnt >= dropUpper:
+ GameWorld.DebugLog("战利品已达今日掉落上限! itemID=%s,todyDropCnt=%s >= %s" % (itemID, todyDropCnt, dropUpper), playerID)
+ continue
+
+ dropMin = dropInfo[1] if len(dropInfo) > 1 else 1
+ dropMax = dropInfo[2] if len(dropInfo) > 2 else 1
+
+ if dropMin == dropMax:
+ dropCnt = dropMin
+ else:
+ dropCnt = random.randint(dropMin, dropMax)
+ dropCnt = min(dropCnt, dropUpper - todyDropCnt)
+
+ GameWorld.DebugLog("掉落战利品! itemID=%s,dropCnt=%s" % (itemID, dropCnt), playerID)
+ curItem = ItemControler.GetOutPutItemObj(itemID, dropCnt, False, curPlayer=curPlayer)
+ if curItem == None:
+ continue
+ curItem.SetIsBind(1) # 为1时代表是掉落
+ if not ItemControler.DoLogic_PutItemInPack(curPlayer, curItem, packIndexList=[IPY_GameWorld.rptIdentify]):
+ continue
+ SetBootyDropToday(curPlayer, itemID, todyDropCnt + dropCnt)
+
+ return
+
+def __doDropEquip(curPlayer):
+ ## 主线掉落装备
+ unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip)
+ dropOneNeed = IpyGameDataPY.GetFuncCfg("MainEquipDrop", 1) # 每消耗X个战锤掉落一件装备
+ dropEquipCnt = unXiantaoCntEquip / dropOneNeed
+ if dropEquipCnt <= 0:
+ GameWorld.DebugLog("主线暂不能掉落! unXiantaoCntEquip=%s,dropOneNeed=%s,dropEquipCnt=%s" % (unXiantaoCntEquip, dropOneNeed, dropEquipCnt))
+ return
+ dropEquipCnt = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptIdentify, dropEquipCnt)
+ if not dropEquipCnt:
+ GameWorld.DebugLog("掉落鉴定背包没有空间!")
+ return
+
+ playerID = curPlayer.GetPlayerID()
+ treeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreeLV)
+ ipyData = IpyGameDataPY.GetIpyGameData("TreeLV", treeLV)
+ if not ipyData:
+ return
+ equipColorRateList = ipyData.GetEquipColorRateList()
+ GameWorld.DebugLog("主线掉落装备: unXiantaoCntEquip=%s,dropEquipCnt=%s,treeLV=%s,equipColorRateList=%s" % (unXiantaoCntEquip, dropEquipCnt, treeLV, equipColorRateList), playerID)
+
+ maxRate = 10000
+ totalRate = 0
+ colorRateList = []
+ for equipColor, colorRate in enumerate(equipColorRateList, 1):
+ if not colorRate:
+ continue
+ totalRate += colorRate
+ colorRateList.append([totalRate, equipColor])
+
+ if totalRate != maxRate:
+ GameWorld.SendGameError("GameWarning", "CutTreeTotalRateError:%s!=%s,treeLV=%s" % (totalRate, maxRate, treeLV))
+ if not colorRateList:
+ return
+ GameWorld.DebugLog(" colorRateList=%s,totalRate=%s" % (colorRateList, totalRate), playerID)
+
+ for _ in range(dropEquipCnt):
+ itemColor = GameWorld.GetResultByRandomList(colorRateList)
+ if not itemColor:
+ continue
+ equipIDList = NPCCommon.__GetEquipIDList(0, color=itemColor, findType="MainEquipDrop")
+ if not equipIDList:
+ continue
+ randEquipID = random.choice(equipIDList)
+
+ curItem = ItemControler.GetOutPutItemObj(randEquipID, 1, False, curPlayer=curPlayer)
+ if curItem == None:
+ continue
+ curItem.SetIsBind(1) # 为1时代表是掉落
+
+ #GameWorld.DebugLog("掉落装备: randEquipID=%s,%s" % (randEquipID, curItem.GetGUID()), playerID)
+ if not ItemControler.DoLogic_PutItemInPack(curPlayer, curItem, packIndexList=[IPY_GameWorld.rptIdentify]):
+ continue
+
+ unXiantaoCntEquip -= dropOneNeed
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip)
+
+ return
+
+def GMTestKillDrop(curPlayer, killCnt):
+ ## GM测试掉落
+ unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip) + killCnt
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip)
+ __doMainDrop(curPlayer, killCnt)
+
+ unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip)
+ GameWorld.DebugAnswer(curPlayer, "剩余未结算装备掉落战锤数:%s" % unXiantaoCntEquip)
+ return
+
+#// B4 15 主线掉落物品操作 #tagCSMainDropItemOP
+#
+#struct tagCSMainDropItemOP
+#{
+# tagHead Head;
+# BYTE Count;
+# WORD IndexList[Count]; // 掉落背包中的物品格子索引列表
+# BYTE OPType; // 0 - 拾取非装备物品;1 - 分解;2 - 穿戴/替换;
+# BYTE OPValue; // 操作额外指令值,由操作类型决定,如穿戴时可发送穿戴后是否自动分解
+#};
+def OnMainDropItemOP(index, clientData, tick):
+ curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+ itemIndexList = clientData.IndexList
+ opType = clientData.OPType
+ opValue = clientData.OPValue
+
+ if opType == 2:
+ __doEquipMainEquip(curPlayer, itemIndexList, opValue)
+ elif opType == 1:
+ __doDecomposeMainEquip(curPlayer, itemIndexList)
+ else:
+ __doPickupMainItem(curPlayer, itemIndexList)
+
+ return
+
+def __doEquipMainEquip(curPlayer, itemIndexList, isAutoDecompose):
+ playerID = curPlayer.GetPlayerID()
+ GameWorld.DebugLog("穿戴主线装备: itemIndexList=%s,isAutoDecompose=%s" % (itemIndexList, isAutoDecompose), playerID)
+ IdentifyPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptIdentify)
+
+ decomposeIndexList = []
+ for itemIndex in itemIndexList:
+ if itemIndex < 0 or itemIndex >= IdentifyPack.GetCount():
+ continue
+ curEquip = IdentifyPack.GetAt(itemIndex)
+ if not ItemCommon.CheckItemCanUse(curEquip):
+ GameWorld.DebugLog("物品为空或不可用: itemIndex=%s" % itemIndex, playerID)
+ continue
+
+ if not ItemCommon.GetIsMainEquip(curEquip):
+ GameWorld.DebugLog("非主线装备: itemIndex=%s" % itemIndex, playerID)
+ continue
+
+ itemID = curEquip.GetItemTypeID()
+ equipPlace = curEquip.GetEquipPlace()
+ equipPlaceIndex = equipPlace - 1 # 暂固定直接装备位-1
+
+ GameWorld.DebugLog(" itemIndex=%s,itemID=%s,equipPlace=%s,equipPlaceIndex=%s"
+ % (itemIndex, itemID, equipPlace, equipPlaceIndex), playerID)
+ equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
+ if equipPlaceIndex < 0 or equipPlaceIndex >= equipPack.GetCount():
+ GameWorld.ErrLog("主线装备对应装备位置索引异常: itemIndex=%s,equipPlace=%s,equipPlaceIndex=%s"
+ % (itemIndex, equipPlace, equipPlaceIndex), playerID)
+ continue
+ destEquip = equipPack.GetAt(equipPlaceIndex)
+ canDecomp = ItemCommon.CheckItemCanUse(destEquip)
+
+ curEquip.GetItem().SetIsBind(0) # 穿戴时重置,取源SingleItem修改不通知
+ if not ItemCommon.DoLogicSwitchItem(curPlayer, curEquip, destEquip, IPY_GameWorld.rptEquip):
+ continue
+
+ if isAutoDecompose and canDecomp:
+ decomposeIndexList.append(itemIndex)
+
+ if decomposeIndexList:
+ __doDecomposeMainEquip(curPlayer, decomposeIndexList)
+
+ # 刷属性
+
+ return
+
+def __doDecomposeMainEquip(curPlayer, itemIndexList):
+ playerID = curPlayer.GetPlayerID()
+ GameWorld.DebugLog("分解主线装备: itemIndexList=%s" % (itemIndexList), playerID)
+ IdentifyPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptIdentify)
+
+ moneyType = IpyGameDataPY.GetFuncCfg("MainEquipDrop", 2)
+ if not moneyType:
+ return
+
+ moneyTotal = 0
+
+ decomposeIndexList = []
+ for itemIndex in itemIndexList:
+ if itemIndex < 0 or itemIndex >= IdentifyPack.GetCount():
+ continue
+ curEquip = IdentifyPack.GetAt(itemIndex)
+ if not ItemCommon.CheckItemCanUse(curEquip):
+ GameWorld.DebugLog("物品为空或不可用: itemIndex=%s" % itemIndex, playerID)
+ continue
+
+ if not ItemCommon.GetIsMainEquip(curEquip):
+ GameWorld.DebugLog("非主线装备: itemIndex=%s" % itemIndex, playerID)
+ continue
+ itemColor = curEquip.GetItemColor()
+
+ colorIpyData = IpyGameDataPY.GetIpyGameData("EquipColor", itemColor)
+ if not colorIpyData:
+ return
+ moneyBase = colorIpyData.GetMoneyBase() # 分解货币基础
+ if not moneyBase:
+ return
+ # 可以处理一些加成
+
+ decomposeMoney = moneyBase
+
+ moneyTotal += decomposeMoney
+ GameWorld.DebugLog(" itemIndex=%s,itemColor=%s,moneyBase=%s,decomposeMoney=%s,%s"
+ % (itemIndex, itemColor, moneyBase, decomposeMoney, moneyTotal), playerID)
+
+ ItemCommon.DelItem(curPlayer, curEquip, curEquip.GetCount(), True, ChConfig.ItemDel_EquipDecompose)
+ decomposeIndexList.append(itemIndex)
+
+ if not moneyTotal:
+ return
+
+ PlayerControl.GiveMoney(curPlayer, moneyType, moneyTotal, "DecomposeMainEquip", isSysHint=False)
+ return
+
+def __doPickupMainItem(curPlayer, itemIndexList):
+ playerID = curPlayer.GetPlayerID()
+ GameWorld.DebugLog("拾取主线掉落战利品! itemIndexList=%s" % itemIndexList, playerID)
+ IdentifyPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptIdentify)
+
+ itemControl = ItemControler.PlayerItemControler(curPlayer)
+
+ for itemIndex in itemIndexList:
+ if itemIndex < 0 or itemIndex >= IdentifyPack.GetCount():
+ continue
+ curItem = IdentifyPack.GetAt(itemIndex)
+ if not ItemCommon.CheckItemCanUse(curItem):
+ GameWorld.DebugLog("物品为空或不可用: itemIndex=%s" % itemIndex, playerID)
+ continue
+
+ if ItemCommon.GetIsMainEquip(curItem):
+ GameWorld.DebugLog("主线装备不可拾取: itemIndex=%s" % itemIndex, playerID)
+ continue
+ itemID = curItem.GetItemTypeID()
+ item = curItem.GetItem()
+ itemCount = ItemControler.GetItemCount(curItem)
+ GameWorld.DebugLog("主线物品拾取: itemIndex=%s,itemID=%s,itemCount=%s" % (itemIndex, itemID, itemCount), playerID)
+ if not itemControl.PutInItem(IPY_GameWorld.rptItem, item):
+ return
+
+ curItem.Wipe()
+
+ return
+
+def SyncDropBootyInfo(curPlayer, itemID=0):
+ if not itemID:
+ syncItemIDList = GetBootyItemIDList()
+ else:
+ syncItemIDList = [itemID]
+ clientPack = ChPyNetSendPack.tagSCDropBootyInfo()
+ clientPack.DropBootyList = []
+ for itemID in syncItemIDList:
+ dropBooty = ChPyNetSendPack.tagSCDropBooty()
+ dropBooty.ItemID = itemID
+ dropBooty.TodayDropCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_BootyDropToday % itemID)
+ clientPack.DropBootyList.append(dropBooty)
+ clientPack.Count = len(clientPack.DropBootyList)
+ NetPackCommon.SendFakePack(curPlayer, clientPack)
+ return
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
index 926dbf3..7ccbec3 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -394,6 +394,35 @@
("list", "AttrValue", 0),
),
+ "EquipColor":(
+ ("BYTE", "ItemColor", 1),
+ ("DWORD", "MoneyBase", 0),
+ ("DWORD", "AtkStep", 0),
+ ("DWORD", "DefStep", 0),
+ ("DWORD", "HPStep", 0),
+ ("list", "AttrLibCntList", 0),
+ ("list", "AttrRange", 0),
+ ("dict", "AttrRangeDict", 0),
+ ),
+
+ "EquipPlace":(
+ ("BYTE", "EquipPlace", 1),
+ ("float", "BaseAttrProportion", 0),
+ ("list", "AttrLib1", 0),
+ ("list", "AttrLib2", 0),
+ ("list", "AttrLib3", 0),
+ ),
+
+ "AppointItem":(
+ ("DWORD", "ID", 1),
+ ("BYTE", "CancelUseLimit", 0),
+ ("WORD", "ItemLV", 0),
+ ("list", "BaseAttrID", 0),
+ ("list", "BaseAttrValue", 0),
+ ("list", "LegendAttrID", 0),
+ ("list", "LegendAttrValue", 0),
+ ),
+
"EquipLegendAttrCount":(
("BYTE", "ItemType", 1),
("BYTE", "ItemColor", 1),
@@ -662,7 +691,6 @@
"PlayerLV":(
("WORD", "LV", 1),
- ("DWORD", "ExpPoint", 0),
("DWORD", "Exp", 0),
("BYTE", "TalentPoint", 0),
("DWORD", "ReExp", 0),
@@ -1117,13 +1145,6 @@
("dict", "ItemID", 0),
("WORD", "Price", 0),
("WORD", "OldPrice", 0),
- ),
-
- "AppointItem":(
- ("DWORD", "ID", 1),
- ("BYTE", "CancelUseLimit", 0),
- ("list", "LegendAttrID", 0),
- ("list", "LegendAttrValue", 0),
),
"AuctionItem":(
@@ -2785,7 +2806,6 @@
("DWORD", "LVUPNeedMoney", 0),
("DWORD", "LVUPNeedTime", 0),
("list", "EquipColorRateList", 0),
- ("list", "ExAwardItemRateList", 0),
),
}
@@ -3349,6 +3369,50 @@
def GetAttrType(self): return self.attrTuple[1] # 属性类型 list
def GetAttrValue(self): return self.attrTuple[2] # 属性值 list
+# 装备品质表
+class IPY_EquipColor():
+
+ def __init__(self):
+ self.attrTuple = None
+ return
+
+ def GetItemColor(self): return self.attrTuple[0] # 装备品质 BYTE
+ def GetMoneyBase(self): return self.attrTuple[1] # 分解货币 DWORD
+ def GetAtkStep(self): return self.attrTuple[2] # 攻击步长 DWORD
+ def GetDefStep(self): return self.attrTuple[3] # 防御步长 DWORD
+ def GetHPStep(self): return self.attrTuple[4] # 生命步长 DWORD
+ def GetAttrLibCntList(self): return self.attrTuple[5] # 库属性条数列表 list
+ def GetAttrRange(self): return self.attrTuple[6] # 通用属性范围,下限|上限 list
+ def GetAttrRangeDict(self): return self.attrTuple[7] # 指定属性范围字典,{指定属性ID:[范围下限, 上限], ...} dict
+
+# 装备部位表
+class IPY_EquipPlace():
+
+ def __init__(self):
+ self.attrTuple = None
+ return
+
+ def GetEquipPlace(self): return self.attrTuple[0] # 装备部位 BYTE
+ def GetBaseAttrProportion(self): return self.attrTuple[1] # 基础属性占比 float
+ def GetAttrLib1(self): return self.attrTuple[2] # 随机属性ID库1,[属性ID, ...] list
+ def GetAttrLib2(self): return self.attrTuple[3] # 随机属性ID库2,[属性ID, ...] list
+ def GetAttrLib3(self): return self.attrTuple[4] # 随机属性ID库3,[属性ID, ...] list
+
+# 定制属性表
+class IPY_AppointItem():
+
+ def __init__(self):
+ self.attrTuple = None
+ return
+
+ def GetID(self): return self.attrTuple[0] # 定制ID DWORD
+ def GetCancelUseLimit(self): return self.attrTuple[1] # 穿戴限制(除职业) BYTE
+ def GetItemLV(self): return self.attrTuple[2] # 物品等级 WORD
+ def GetBaseAttrID(self): return self.attrTuple[3] # 基础属性ID list
+ def GetBaseAttrValue(self): return self.attrTuple[4] # 基础属性值 list
+ def GetLegendAttrID(self): return self.attrTuple[5] # 传奇属性ID list
+ def GetLegendAttrValue(self): return self.attrTuple[6] # 传奇属性值 list
+
# 装备传奇属性条数表
class IPY_EquipLegendAttrCount():
@@ -3768,35 +3832,34 @@
return
def GetLV(self): return self.attrTuple[0] # 玩家等级 WORD
- def GetExpPoint(self): return self.attrTuple[1] # 升级所需经验点,每个经验点代表的经验由项目决定 DWORD
- def GetExp(self): return self.attrTuple[2] # 除经验点总经验外升级还需的经验 DWORD
- def GetTalentPoint(self): return self.attrTuple[3] # 等级获得的天赋点 BYTE
- def GetReExp(self): return self.attrTuple[4] # 等级经验效率(second) DWORD
- def GetReMaxHP(self): return self.attrTuple[5] # 生命 DWORD
- def GetReAtk(self): return self.attrTuple[6] # 攻击 DWORD
- def GetReDef(self): return self.attrTuple[7] # 防御 DWORD
- def GetReHit(self): return self.attrTuple[8] # 命中 DWORD
- def GetReMiss(self): return self.attrTuple[9] # 闪避 DWORD
- def GetReAtkSpeed(self): return self.attrTuple[10] # 攻速 DWORD
- def GetReSkillAtkRate(self): return self.attrTuple[11] # 技能伤害比例 DWORD
- def GetReDamagePer(self): return self.attrTuple[12] # 增加伤害 DWORD
- def GetReDamReduce(self): return self.attrTuple[13] # 减少伤害 DWORD
- def GetReIgnoreDefRate(self): return self.attrTuple[14] # 无视防御比例 DWORD
- def GetReLuckyHitRate(self): return self.attrTuple[15] # 会心一击率 DWORD
- def GetReLuckyHit(self): return self.attrTuple[16] # 会心一击伤害 DWORD
- def GetReBleedDamage(self): return self.attrTuple[17] # 流血伤害增加 DWORD
- def GetReIceAtk(self): return self.attrTuple[18] # 真实伤害 DWORD
- def GetReIceDef(self): return self.attrTuple[19] # 真实抵御 DWORD
- def GetRePetAtk(self): return self.attrTuple[20] # 灵宠攻击 DWORD
- def GetRePetSkillAtkRate(self): return self.attrTuple[21] # 灵宠技能 DWORD
- def GetRePetDamPer(self): return self.attrTuple[22] # 灵宠伤害增加 DWORD
- def GetReFinalHurt(self): return self.attrTuple[23] # 固定伤害增加 DWORD
- def GetReFinalHurtReduce(self): return self.attrTuple[24] # 固定伤害减少 DWORD
- def GetRePotionReply(self): return self.attrTuple[25] # 血瓶恢复量 DWORD
- def GetRePotionCD(self): return self.attrTuple[26] # 血瓶CD DWORD
- def GetAttackEff(self): return self.attrTuple[27] # 挂机效率 DWORD
- def GetReFightPower(self): return self.attrTuple[28] # 战斗力 DWORD
- def GetIceLodeFightPower(self): return self.attrTuple[29] # 冰晶矿脉扫荡战斗力 DWORD
+ def GetExp(self): return self.attrTuple[1] # 升级所需经验 DWORD
+ def GetTalentPoint(self): return self.attrTuple[2] # 等级获得的天赋点 BYTE
+ def GetReExp(self): return self.attrTuple[3] # 等级经验效率(second) DWORD
+ def GetReMaxHP(self): return self.attrTuple[4] # 生命 DWORD
+ def GetReAtk(self): return self.attrTuple[5] # 攻击 DWORD
+ def GetReDef(self): return self.attrTuple[6] # 防御 DWORD
+ def GetReHit(self): return self.attrTuple[7] # 命中 DWORD
+ def GetReMiss(self): return self.attrTuple[8] # 闪避 DWORD
+ def GetReAtkSpeed(self): return self.attrTuple[9] # 攻速 DWORD
+ def GetReSkillAtkRate(self): return self.attrTuple[10] # 技能伤害比例 DWORD
+ def GetReDamagePer(self): return self.attrTuple[11] # 增加伤害 DWORD
+ def GetReDamReduce(self): return self.attrTuple[12] # 减少伤害 DWORD
+ def GetReIgnoreDefRate(self): return self.attrTuple[13] # 无视防御比例 DWORD
+ def GetReLuckyHitRate(self): return self.attrTuple[14] # 会心一击率 DWORD
+ def GetReLuckyHit(self): return self.attrTuple[15] # 会心一击伤害 DWORD
+ def GetReBleedDamage(self): return self.attrTuple[16] # 流血伤害增加 DWORD
+ def GetReIceAtk(self): return self.attrTuple[17] # 真实伤害 DWORD
+ def GetReIceDef(self): return self.attrTuple[18] # 真实抵御 DWORD
+ def GetRePetAtk(self): return self.attrTuple[19] # 灵宠攻击 DWORD
+ def GetRePetSkillAtkRate(self): return self.attrTuple[20] # 灵宠技能 DWORD
+ def GetRePetDamPer(self): return self.attrTuple[21] # 灵宠伤害增加 DWORD
+ def GetReFinalHurt(self): return self.attrTuple[22] # 固定伤害增加 DWORD
+ def GetReFinalHurtReduce(self): return self.attrTuple[23] # 固定伤害减少 DWORD
+ def GetRePotionReply(self): return self.attrTuple[24] # 血瓶恢复量 DWORD
+ def GetRePotionCD(self): return self.attrTuple[25] # 血瓶CD DWORD
+ def GetAttackEff(self): return self.attrTuple[26] # 挂机效率 DWORD
+ def GetReFightPower(self): return self.attrTuple[27] # 战斗力 DWORD
+ def GetIceLodeFightPower(self): return self.attrTuple[28] # 冰晶矿脉扫荡战斗力 DWORD
# 特殊地图玩家属性公式表
class IPY_SpecMapPlayerAttrFormat():
@@ -4368,18 +4431,6 @@
def GetItemID(self): return self.attrTuple[1] # 奖励物品信息 dict
def GetPrice(self): return self.attrTuple[2] # 礼包现价 WORD
def GetOldPrice(self): return self.attrTuple[3] # 礼包原价 WORD
-
-# 定制物品表
-class IPY_AppointItem():
-
- def __init__(self):
- self.attrTuple = None
- return
-
- def GetID(self): return self.attrTuple[0] # 定制物品ID DWORD
- def GetCancelUseLimit(self): return self.attrTuple[1] # 穿戴限制(除职业) BYTE
- def GetLegendAttrID(self): return self.attrTuple[2] # 传奇属性ID list
- def GetLegendAttrValue(self): return self.attrTuple[3] # 传奇属性值 list
# 拍卖物品表
class IPY_AuctionItem():
@@ -6970,8 +7021,7 @@
def GetTreeLV(self): return self.attrTuple[0] # 仙树等级 BYTE
def GetLVUPNeedMoney(self): return self.attrTuple[1] # 升到下一级所需货币数 DWORD
def GetLVUPNeedTime(self): return self.attrTuple[2] # 升级下一级所需所需秒 DWORD
- def GetEquipColorRateList(self): return self.attrTuple[3] # 产出装备品质概率列表,[0品质万分率, 1品质万分率, ...] list
- def GetExAwardItemRateList(self): return self.attrTuple[4] # 每次砍树概率额外产出道具饼图,[[万分率,[物品ID,个数]], ...] list
+ def GetEquipColorRateList(self): return self.attrTuple[3] # 产出装备品质概率列表,[0品质万分率, 1品质万分率, ...] list
def Log(msg, playerID=0, par=0):
@@ -7068,6 +7118,9 @@
self.__LoadFileData("ItemPlusMaster", onlyCheck)
self.__LoadFileData("ItemPlusMax", onlyCheck)
self.__LoadFileData("RoleEquipStars", onlyCheck)
+ self.__LoadFileData("EquipColor", onlyCheck)
+ self.__LoadFileData("EquipPlace", onlyCheck)
+ self.__LoadFileData("AppointItem", onlyCheck)
self.__LoadFileData("EquipLegendAttrCount", onlyCheck)
self.__LoadFileData("EquipLegendAttrType", onlyCheck)
self.__LoadFileData("EquipLegendAttrLib", onlyCheck)
@@ -7127,7 +7180,6 @@
self.__LoadFileData("ContineSignAward", onlyCheck)
self.__LoadFileData("SignAward", onlyCheck)
self.__LoadFileData("VIPAward", onlyCheck)
- self.__LoadFileData("AppointItem", onlyCheck)
self.__LoadFileData("AuctionItem", onlyCheck)
self.__LoadFileData("VipPrivilege", onlyCheck)
self.__LoadFileData("Store", onlyCheck)
@@ -7805,6 +7857,27 @@
self.CheckLoadData("RoleEquipStars")
return self.ipyRoleEquipStarsCache[index]
+ def GetEquipColorCount(self):
+ self.CheckLoadData("EquipColor")
+ return self.ipyEquipColorLen
+ def GetEquipColorByIndex(self, index):
+ self.CheckLoadData("EquipColor")
+ return self.ipyEquipColorCache[index]
+
+ def GetEquipPlaceCount(self):
+ self.CheckLoadData("EquipPlace")
+ return self.ipyEquipPlaceLen
+ def GetEquipPlaceByIndex(self, index):
+ self.CheckLoadData("EquipPlace")
+ return self.ipyEquipPlaceCache[index]
+
+ def GetAppointItemCount(self):
+ self.CheckLoadData("AppointItem")
+ return self.ipyAppointItemLen
+ def GetAppointItemByIndex(self, index):
+ self.CheckLoadData("AppointItem")
+ return self.ipyAppointItemCache[index]
+
def GetEquipLegendAttrCountCount(self):
self.CheckLoadData("EquipLegendAttrCount")
return self.ipyEquipLegendAttrCountLen
@@ -8217,13 +8290,6 @@
def GetVIPAwardByIndex(self, index):
self.CheckLoadData("VIPAward")
return self.ipyVIPAwardCache[index]
-
- def GetAppointItemCount(self):
- self.CheckLoadData("AppointItem")
- return self.ipyAppointItemLen
- def GetAppointItemByIndex(self, index):
- self.CheckLoadData("AppointItem")
- return self.ipyAppointItemCache[index]
def GetAuctionItemCount(self):
self.CheckLoadData("AuctionItem")
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChItem.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChItem.py
index 398dd1f..eb58ca8 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChItem.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChItem.py
@@ -110,7 +110,7 @@
#===============================================================================
def __Func_InitItem(tick):
#初始化物品掉落保护
- MapItemProtectTime = IpyGameDataPY.GetFuncCfg("MapItemProtectTime")
+ MapItemProtectTime = 120000 #IpyGameDataPY.GetFuncCfg("MapItemProtectTime")
GameWorld.GetMapItemManager().SetProtectTime(MapItemProtectTime)
#===============================================================================================
@@ -1743,80 +1743,6 @@
infoDict[ShareDefine.Def_MapItemInfo_IsSuite] = 1
return infoDict
-
-# 特别设定:卓越物品必带武器技能增强效果,使用者请特别注意
-## 装备动态属性,只用于未设置属性的singleItem,roleItem使用多次发背包刷新包
-# @param curItem 玩家实例
-# @param equipData
-# @return
-def EquipAddAdditionEx(curItem, equipData):
- # 绑定
- #if equipData.isBind:
- # ItemControler.SetItemIsBind(curItem, equipData.isBind)
-
- if not ItemCommon.CheckItemIsEquip(curItem):
- return
-
- #===========================================================================
- # # 强化等级
- # if equipData.starLV:
- # curItem.SetItemStarLV(equipData.starLV)
- # # 打孔
- # if 0 < equipData.holeCnt <= curItem.GetMaxHoleCount():
- # curItem.SetCanPlaceStoneCount(equipData.holeCnt)
- #
- # # 给镶嵌宝石
- # for i, stoneID in enumerate(equipData.stoneData):
- # if i > equipData.holeCnt - 1:
- # break
- #
- # if stoneID <= 0:
- # continue
- #
- # curItem.SetStone(i, stoneID)
- #===========================================================================
-
- # 套装
- #if equipData.isSuite:
- # curItem.SetIsSuite(equipData.isSuite)
- #if equipData.suiteLV:
- # curItem.SetUserAttr(ShareDefine.Def_IudetSuiteLV, equipData.suiteLV)
- # 物品来源
- if equipData.source:
- curItem.SetUserAttr(ShareDefine.Def_IudetSource, equipData.source)
-
- # 传奇属性
- if equipData.legendAttrIDList and equipData.legendAttrValueList:
- curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrID)
- curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrValue)
- for i in xrange(len(equipData.legendAttrIDList)):
- curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrID, equipData.legendAttrIDList[i])
- curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrValue, equipData.legendAttrValueList[i])
- # 传奇属性 - 神
- if equipData.legendAttrIDListShen and equipData.legendAttrValueListShen:
- curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrIDShen)
- curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrValueShen)
- for i in xrange(len(equipData.legendAttrIDListShen)):
- curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrIDShen, equipData.legendAttrIDListShen[i])
- curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrValueShen, equipData.legendAttrValueListShen[i])
- # 传奇属性 - 仙
- if equipData.legendAttrIDListXian and equipData.legendAttrValueListXian:
- curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrIDXian)
- curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrValueXian)
- for i in xrange(len(equipData.legendAttrIDListXian)):
- curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrIDXian, equipData.legendAttrIDListXian[i])
- curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrValueXian, equipData.legendAttrValueListXian[i])
- # 传奇属性 - 极
- if equipData.legendAttrIDListJi and equipData.legendAttrValueListJi:
- curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrIDJi)
- curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrValueJi)
- for i in xrange(len(equipData.legendAttrIDListJi)):
- curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrIDJi, equipData.legendAttrIDListJi[i])
- curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrValueJi, equipData.legendAttrValueListJi[i])
-
- ItemCommon.MakeEquipGS(curItem)
- return
-
## 判断装备是否是可加强装备
# @param curItem 物品实例
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
index 2ea5c7d..b519ecf 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -879,8 +879,6 @@
#itemColor = curItem.GetItemColor()
result = self.SwitchEquip(curItem, equipPackIndex)
if result:
- #穿戴某阶某品质的装备成就
- PlayerSuccess.DoEquipSuccessLogic(curPlayer, classLV)
#换装宝石处理
Operate_EquipStone.DoMoveEquipStone(curPlayer, equipPackIndex)
dataDict = {'dotype':'EquipItem', 'desItemID':desItemID, 'desUserData':desUserData,'srcItemID':srcItemID,'srcUserData':srcUserData}
@@ -2266,7 +2264,7 @@
return
-def GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, packIndexList=None, event=["", False, {}]):
+def GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, packIndexList=None, event=["", False, {}], setAttrDict=None):
'''给玩家物品
@param isAuctionItem: 是否拍品
'''
@@ -2301,19 +2299,11 @@
#不可放入
return False
- #定制物品
- if GetAppointItemRealID(itemID):
- isOK = False
- for _ in xrange(itemCount):
- if GivePlayerAppointItem(curPlayer, itemID, isAuctionItem, event):
- isOK = True # 只要有成功的就返回成功,防止异常情况失败可能导致被刷
- return isOK
-
#装备
if ItemCommon.GetIsEquip(curItemData):
isOK = False
for _ in xrange(itemCount):
- outPutEquip = GetOutPutItemObj(itemID, 1, isAuctionItem, curPlayer=curPlayer)
+ outPutEquip = GetOutPutItemObj(itemID, 1, isAuctionItem, curPlayer=curPlayer, setAttrDict=setAttrDict)
if not outPutEquip:
return isOK
if DoLogic_PutItemInPack(curPlayer, outPutEquip, event, packIndexList):
@@ -2325,7 +2315,7 @@
for _ in range(itemCount/65535 + 1):
if itemCount <= 0:
break
- giveItem = GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer)
+ giveItem = GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer, setAttrDict=setAttrDict)
if not giveItem:
return isOK
giveCount = GetItemCount(giveItem)
@@ -2358,110 +2348,6 @@
giveOKCount += curCount
return giveOKCount
-
-def GivePlayerAppointItem(curPlayer, appointID, isAuctionItem, event=["", False, {}]):
- '''给玩家定制物品表物品,定制物品默认个数1
- @param appointID 定制表ID
- @param isAuctionItem 是否拍品
- '''
- itemDictData = GetAppointItemDictData(appointID, isAuctionItem)
- if not itemDictData:
- return False
-
- return GivePlayerEquip(curPlayer, itemDictData, event=event)
-
-def GetAppointItemDictData(appointID, isAuctionItem):
- '''获取定制表物品数据,定制物品默认个数1
- @param appointID 定制表ID
- @param isAuctionItem 是否拍品
- '''
- itemID = GetAppointItemRealID(appointID)
- if not itemID:
- return {}
- ipyData = IpyGameDataPY.GetIpyGameData("AppointItem", appointID)
- if not ipyData:
- return {}
- itemDictData = {}
-
- itemDictData['legendAttrID'] = ipyData.GetLegendAttrID()
- itemDictData['legendAttrValue'] = ipyData.GetLegendAttrValue()
- itemDictData['ItemID'] = itemID
- itemDictData['CancelUseLimit'] = ipyData.GetCancelUseLimit()
-
- itemDictData['IsAuctionItem'] = isAuctionItem
-
- return itemDictData
-
-def GetAppointItemRealID(itemID):
- '''获取定制物品对应的真实物品ID'''
- curItem = GameWorld.GetGameData().GetItemByTypeID(itemID)
- if not curItem:
- return 0
- curEff = curItem.GetEffectByIndex(0)
- curEffID = curEff.GetEffectID()
- if curEffID != ChConfig.Def_Effect_AppointItem:
- return 0
- return curEff.GetEffectValue(0)
-
-## 根据物品data字典给玩家装备/翅膀
-# @param curPlayer:玩家实例
-# @param itemData:物品数据
-# @param packType:背包类型
-# @param defaultPile 默认先判断是否能进行物品堆叠
-# @return None
-def GivePlayerEquip(curPlayer, itemData, event=["", False, {}], packType=[IPY_GameWorld.rptItem, IPY_GameWorld.rptAnyWhere],
- defaultPile=True):
- equipItem = GetItemByData(itemData)
- #将物品放入背包
- return DoLogic_PutItemInPack(curPlayer, equipItem, event, packType, defaultPile)
-
-
-## 根据物品data字典创建物品
-# @param itemData:物品数据
-# @return ItemObj
-def GetItemByData(itemData):
- if not itemData:
- return
-
- itemID = int(itemData.get('ItemID', 0))
- isAuctionItem = int(itemData.get('IsAuctionItem', 0))
- equipItem = ItemCommon.CreateSingleItem(itemID, isAuctionItem=isAuctionItem)
- if not equipItem:
- return
-
- tmpEquipData = SingleEquipTmpData()
-
- #tmpEquipData.starLV = int(itemData.get('StarLV', '0'))
- #tmpEquipData.holeCnt = int(itemData.get('HoleCount', '0'))
- #tmpEquipData.stoneData = eval(itemData.get('StoneData', '[]'))
- tmpEquipData.isBind = isAuctionItem
- #tmpEquipData.isSuite = int(itemData.get('IsSuit', '0'))
- #tmpEquipData.suiteLV = int(itemData.get('SuiteLV', '0'))
- #if tmpEquipData.suiteLV:
- # tmpEquipData.isSuite = 1
- tmpEquipData.source = int(itemData.get('Source', str(ShareDefine.Item_Source_Unkown)))
-
- tmpEquipData.legendAttrIDList = itemData.get('legendAttrID', [])
- tmpEquipData.legendAttrValueList = itemData.get('legendAttrValue', [])
-
- # 装备附加属性
- ChItem.EquipAddAdditionEx(equipItem, tmpEquipData)
-
- if "UserData" in itemData:
- userData = itemData["UserData"]
- ItemCommon.SetItemUserData(equipItem, userData)
-
- if "EquipGS" in itemData:
- equipGS = int(itemData["EquipGS"])
- ItemCommon.SetEquipGearScore(equipItem, equipGS)
-
-
- # 取消等级限制
- if itemData.get('CancelUseLimit', 0):
- equipItem.SetUserAttr(ShareDefine.Def_IudetCancelUseLimit, 1)
-
- return equipItem
-
#---------------------------------------------------------------------
## 执行物品放入背包逻辑
@@ -2643,52 +2529,17 @@
#---无空位置,替换---
return placeList[0]
-def GetOutPutItemObj(itemID, itemCount=1, isAuctionItem=False, expireTime=0, curPlayer=None, isAllAttr=False):
+def GetOutPutItemObj(itemID, itemCount=1, isAuctionItem=False, expireTime=0, curPlayer=None, setAttrDict=None):
''' 获取功能产出的物品实例
@param isAuctionItem: 是否拍品,默认非拍品
@param expireTime: 有效时间,时间单位由时效类型决定
@param curPlayer: 产出该物品时的玩家,物品某些属性由玩家等级决定,如传奇属性
- @param isAllAttr: 是否生成该装备所有属性,GM创建物品时用,需验证相关权限
+ @param setAttrDict: 直接设置物品的属性 {key:value, ...} key支持 ShareDefine.Def_IudetXXX字符串 或 自定key
'''
- curItem = ItemCommon.CreateSingleItem(itemID, itemCount, isAuctionItem, expireTime)
+ curItem = ItemCommon.CreateSingleItem(itemID, itemCount, isAuctionItem, expireTime, curPlayer, setAttrDict)
if not curItem:
GameWorld.ErrLog("产出物品异常,无法创建物品 = %s" % (itemID))
return
-
- # 英雄
- if curItem.GetType() == ChConfig.Def_ItemType_Hero:
- return curItem
-
- # 非装备,无需设置属性
- if not ItemCommon.CheckItemIsEquip(curItem):
- return curItem
-
- # 定制物品
- if GetAppointItemRealID(itemID):
- curItem.Clear()
- #GameWorld.DebugLog("清除给定制物品之前已经创建的物品ID=%s" % itemID)
- return GetItemByData(GetAppointItemDictData(itemID, isAuctionItem))
-
-# # 拍品不处理其他属性
-# if isAuctionItem:
-# return curItem
-
- tmpEquipData = SingleEquipTmpData()
-
- # 传奇属性
- legendAttrInfo = GetAddEquipLegendAttr(curItem, curPlayer, isAllAttr)
- if legendAttrInfo:
- tmpEquipData.legendAttrIDList = legendAttrInfo[0]
- tmpEquipData.legendAttrValueList = legendAttrInfo[1]
- tmpEquipData.legendAttrIDListShen = legendAttrInfo[2]
- tmpEquipData.legendAttrValueListShen = legendAttrInfo[3]
- tmpEquipData.legendAttrIDListXian = legendAttrInfo[4]
- tmpEquipData.legendAttrValueListXian = legendAttrInfo[5]
- tmpEquipData.legendAttrIDListJi = legendAttrInfo[6]
- tmpEquipData.legendAttrValueListJi = legendAttrInfo[7]
-
- # 其他装备属性
- ChItem.EquipAddAdditionEx(curItem, tmpEquipData)
return curItem
def GetAddEquipLegendAttr(curItem, curPlayer, isAllAttr=False):
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemState.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemState.py
index 0b402be..9199fc9 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemState.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemState.py
@@ -60,7 +60,7 @@
mapItem = mapItemManager.GetMapItemByIndex(index)
mapItem_List.append(mapItem)
- disappearTime = IpyGameDataPY.GetFuncCfg("MapItemDisappearTime")
+ disappearTime = 60000 #IpyGameDataPY.GetFuncCfg("MapItemDisappearTime")
for curMapItem in mapItem_List:
#无此物品
if not curMapItem or curMapItem.IsEmpty():
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py
index 8e688c2..a9f3756 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py
@@ -309,7 +309,7 @@
GameWorld.DebugLog("物品过期时间" + timeStr)
return GameWorld.ChangeTimeStrToNum(timeStr)
-def CreateSingleItem(itemID, itemCount=1, isAuctionItem=False, expireTime=0):
+def CreateSingleItem(itemID, itemCount=1, isAuctionItem=False, expireTime=0, curPlayer=None, setAttrDict=None):
''' 创建物品
@param isAuctionItem: 是否拍品,默认非拍品
@param expireTime: 有效时间,时间单位由时效类型决定
@@ -364,9 +364,180 @@
# 英雄
if curSingleItem.GetType() == ChConfig.Def_ItemType_Hero:
PlayerHero.InitHeroItem(curSingleItem)
-
+ elif GetIsEquip(curSingleItem):
+ setAttrDict = GetCreateEquipAttr(curSingleItem, curPlayer, setAttrDict)
+ if setAttrDict == None:
+ curSingleItem.Clear()
+ return
+ AddCreateItemAttr(curSingleItem, setAttrDict)
+
#这里返回的是SingleItem , 如果创建了,未使用,会找出C++内存泄露!!!
return curSingleItem
+
+def AddCreateItemAttr(curItem, setAttrDict):
+ ## 设置生成装备所有属性
+ if not setAttrDict:
+ return
+ for key, value in setAttrDict.items():
+ key = GameWorld.ToIntDef(key, key)
+ # 需支持
+ # 1. UserData格式: {'19': ['1889', '2034', '893', '927'], '50': ['1702622046'], '17': ['39', '33', '34', '9']}
+ # 2. 自定义字典: {"key":value, ...} key支持自定义或与UserData的key,value支持数值或列表,列表元素支持字符串或数值,均默认转为数值
+ # 数值类型的默认为UserData属性
+ if isinstance(key, int):
+ if key % 2 == 0: # 偶数是单数值
+ v = 0
+ if isinstance(value, int):
+ v = value
+ elif (isinstance(value, list) or isinstance(value, tuple)) and value:
+ v = GameWorld.ToIntDef(value[0], 0)
+ curItem.SetUserAttr(key, v)
+ elif isinstance(value, list) or isinstance(value, tuple): # 单数一定是要列表
+ curItem.ClearUserAttr(key)
+ for v in value:
+ v = GameWorld.ToIntDef(v, 0)
+ curItem.AddUserAttr(key, v)
+ # 其他指定字符串类型属性
+ else:
+ GameWorld.Log("###AddCreateItemAttr unknown key:%s, value:%s, itemID=%s" % (key, value, curItem.GetItemTypeID()))
+
+ #MakeEquipGS(curItem)
+ return
+
+def GetCreateEquipAttr(curItem, curPlayer=None, setAttrDict=None):
+ '''获取生成装备所有属性
+ @param curPlayer: 可能为None
+ @param setAttrDict: 直接设置物品的属性 {key:value, ...} key支持 ShareDefine.Def_IudetXXX字符串 或 自定key
+ @return: None - 异常情况,物品实例需要clear
+ equipAttrDict - 生成后的最新属性k:v字典,可直接用于 SetCreateEquipAttr
+ '''
+ if setAttrDict == None:
+ setAttrDict = {}
+ equipAttrDict = {}
+ playerID = 0 if not curPlayer else curPlayer.GetPlayerID()
+ itemID = curItem.GetItemTypeID()
+
+ appointID = setAttrDict.get(ShareDefine.Def_CItemKey_AppointID)
+ # 定制属性ID
+ if appointID > 0:
+ ipyData = IpyGameDataPY.GetIpyGameData("AppointItem", appointID)
+ if not ipyData:
+ return
+ if ipyData.GetCancelUseLimit():
+ equipAttrDict[str(ShareDefine.Def_IudetCancelUseLimit)] = 1
+ equipAttrDict[str(ShareDefine.Def_IudetItemLV)] = ipyData.GetItemLV()
+ equipAttrDict[str(ShareDefine.Def_IudetBaseAttrID)] = ipyData.GetBaseAttrID()
+ equipAttrDict[str(ShareDefine.Def_IudetBaseAttrValue)] = ipyData.GetBaseAttrValue()
+ equipAttrDict[str(ShareDefine.Def_IudetLegendAttrID)] = ipyData.GetLegendAttrID()
+ equipAttrDict[str(ShareDefine.Def_IudetLegendAttrValue)] = ipyData.GetLegendAttrValue()
+ GameWorld.DebugLog(" 装备定制属性: itemID=%s,appointID=%s,equipAttrDict=%s,setAttrDict=%s" % (itemID, appointID, equipAttrDict, setAttrDict), playerID)
+ return equipAttrDict
+
+ # 主线装备
+ if GetIsMainEquip(curItem):
+ return GetCreateMainEquipAttr(curItem, curPlayer, setAttrDict)
+
+ return equipAttrDict
+
+def GetCreateMainEquipAttr(curItem, curPlayer, setAttrDict=None):
+ ## 生成主线装备属性
+
+ equipAttrDict = {}
+ itemID = curItem.GetItemTypeID()
+ itemColor = curItem.GetItemColor()
+ equipPlace = curItem.GetEquipPlace()
+
+ if not curPlayer:
+ return equipAttrDict
+
+ colorIpyData = IpyGameDataPY.GetIpyGameData("EquipColor", itemColor)
+ placeIpyData = IpyGameDataPY.GetIpyGameData("EquipPlace", equipPlace)
+ if not colorIpyData or not placeIpyData:
+ return equipAttrDict
+
+ playerLV = curPlayer.GetLV()
+ playerID = curPlayer.GetPlayerID()
+ randfloat = random.uniform # 随机一个ab区间的数 [a, b],ab支持小数
+
+ itemLV = setAttrDict.get(str(ShareDefine.Def_IudetItemLV), 0)
+ if not itemLV:
+ # 随机等级
+ lowLV, highLV = IpyGameDataPY.GetFuncEvalCfg("MainEquipDrop", 3)
+ randLVList = range(max(playerLV + lowLV, 1), playerLV + highLV)
+ itemLV = random.choice(randLVList)
+ equipAttrDict[str(ShareDefine.Def_IudetItemLV)] = itemLV
+
+ GameWorld.DebugLog("生成主线装备: itemID=%s,itemLV=%s,itemColor=%s,equipPlace=%s" % (itemID, itemLV, itemColor, equipPlace), playerID)
+
+ # 基础三维
+ baseAttrIDList = setAttrDict.get(str(ShareDefine.Def_IudetBaseAttrID))
+ baseAttrValueList = setAttrDict.get(str(ShareDefine.Def_IudetBaseAttrValue))
+ # 这里注意None为未指定,支持当空列表[]时为不给该属性
+ if baseAttrIDList != None and baseAttrValueList != None and len(baseAttrIDList) == len(baseAttrValueList):
+ equipAttrDict[str(ShareDefine.Def_IudetBaseAttrID)] = baseAttrIDList
+ equipAttrDict[str(ShareDefine.Def_IudetBaseAttrValue)] = baseAttrValueList
+ else:
+ attrProportion = placeIpyData.GetBaseAttrProportion()
+ attrInfoList = [
+ [ShareDefine.Def_Effect_Atk, colorIpyData.GetAtkStep()],
+ [ShareDefine.Def_Effect_Def, colorIpyData.GetDefStep()],
+ [ShareDefine.Def_Effect_MaxHP, colorIpyData.GetHPStep()],
+ ]
+ baseAttrIDList, baseAttrValueList = [], []
+ for attrID, attrStep in attrInfoList:
+ attrValue = eval(IpyGameDataPY.GetFuncCompileCfg("MainEquipDrop", 4))
+ # int(itemLV*attrStep*attrProportion*randfloat(0.9,1.1))
+ if not attrValue:
+ continue
+ baseAttrIDList.append(attrID)
+ baseAttrValueList.append(attrValue)
+
+ if baseAttrIDList:
+ equipAttrDict[str(ShareDefine.Def_IudetBaseAttrID)] = baseAttrIDList
+ equipAttrDict[str(ShareDefine.Def_IudetBaseAttrValue)] = baseAttrValueList
+ GameWorld.DebugLog(" baseAttrIDList=%s,baseAttrValueList=%s" % (baseAttrIDList, baseAttrValueList), playerID)
+
+ # 战斗属性
+ legendAttrIDList = setAttrDict.get(str(ShareDefine.Def_IudetLegendAttrID))
+ legendAttrValueList = setAttrDict.get(str(ShareDefine.Def_IudetLegendAttrValue))
+ if legendAttrIDList != None and legendAttrValueList != None and len(legendAttrIDList) == len(legendAttrValueList):
+ equipAttrDict[str(ShareDefine.Def_IudetLegendAttrID)] = legendAttrIDList
+ equipAttrDict[str(ShareDefine.Def_IudetLegendAttrValue)] = legendAttrValueList
+ else:
+ legendAttrIDList = []
+ legendAttrValueList = []
+
+ attrRangeDefault = colorIpyData.GetAttrRange()
+ attrRangeDict = colorIpyData.GetAttrRangeDict()
+ libCntList = colorIpyData.GetAttrLibCntList()
+ GameWorld.DebugLog(" libCntList=%s,attrRangeDict=%s, %s" % (libCntList, attrRangeDict, attrRangeDefault), playerID)
+ for num, attrCnt in enumerate(libCntList, 1):
+ if not hasattr(placeIpyData, "GetAttrLib%s" % num):
+ continue
+ libAttrList = getattr(placeIpyData, "GetAttrLib%s" % num)()
+ if not libAttrList:
+ continue
+ random.shuffle(libAttrList)
+ randAttrList = libAttrList[:attrCnt]
+ for attrID in randAttrList:
+ if attrID in legendAttrIDList:
+ continue
+ attrRange = attrRangeDict.get(attrID, attrRangeDefault)
+ if not attrRange or len(attrRange) != 2:
+ continue
+ attrMin, attrMax = attrRange
+ attrValue = random.randint(attrMin, attrMax)
+ legendAttrIDList.append(attrID)
+ legendAttrValueList.append(attrValue)
+ GameWorld.DebugLog(" libNum=%s,attrID=%s,attrValue=%s(%s~%s)" % (num, attrID, attrValue, attrMin, attrMax), playerID)
+
+ if legendAttrIDList:
+ equipAttrDict[str(ShareDefine.Def_IudetLegendAttrID)] = legendAttrIDList
+ equipAttrDict[str(ShareDefine.Def_IudetLegendAttrValue)] = legendAttrValueList
+ GameWorld.DebugLog(" legendAttrIDList=%s,legendAttrValueList=%s" % (legendAttrIDList, legendAttrValueList), playerID)
+
+ GameWorld.DebugLog(" 装备最终属性: equipAttrDict=%s,setAttrDict=%s" % (equipAttrDict, setAttrDict), playerID)
+ return equipAttrDict
def SetItemUserData(curItem, dataInfo):
if isinstance(dataInfo, dict):
@@ -1805,6 +1976,10 @@
def GetIsEquip(curItem):
return curItem.GetType() in ChConfig.Def_EquipItemType
+def GetIsMainEquip(curItem):
+ ## 是否主线装备
+ return curItem.GetType() in ChConfig.Def_MainEquipType
+
def GetIsDogzEquip(curItem):
## 返回是否神兽装备
return curItem.GetType() in ChConfig.Def_DogzEquiipType
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/Item_Chests.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/Item_Chests.py
index a1365d3..1899293 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/Item_Chests.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/Item_Chests.py
@@ -360,7 +360,7 @@
continue
placeKey = colorSuitPlaceKeyInfoDict[colorSuitKey]
jobList = itemJobList
- placeList = NPCCommon.GetEquipPlaceByPlaceKey(placeKey)
+ placeList = [] #NPCCommon.GetEquipPlaceByPlaceKey(placeKey)
if not placeList:
GameWorld.ErrLog("部位集合key不存在!chestsItemID=%s,placeKey=%s" % (chestsItemID, placeKey))
continue
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
index c630f84..017176d 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -459,975 +459,19 @@
@param curGrade: 评级
@param isVirtualDrop: 是否给物品虚拟掉落表现
'''
- if not exp_rate:
- exp_rate = PlayerControl.GetPlayerExpRate(curPlayer)
-
- npcID = 0
totalExp = 0
totalMoney = 0
- itemCountDict = {}
- auctionItemIDList = []
-
- if prizeMultiple > 1:
- hadDropItemKeyList, hadDropItemPlaceList = [], [] # 已经掉落过的物品集合key列表, 已经掉落过的装备部位列表
- mPrizeItemIDList = IpyGameDataPY.GetFuncEvalCfg("SealDemonDoubleDrop", 1) # 允许多倍奖励的物品ID列表
- mPrizePlaceList = IpyGameDataPY.GetFuncEvalCfg("SealDemonDoubleDrop", 2) # 允许多倍奖励的装备部位
- mPrizeItemKeyList = IpyGameDataPY.GetFuncEvalCfg("SealDemonDoubleDrop", 3) # 允许多倍奖励的物品ID集合
-
- itemKeyDict = IpyGameDataPY.GetFuncEvalCfg("JobItemDropSets") # {物品ID集合key:[职业顺序物品ID列表], ...}
- itemIDKeyDict = {}
- for itemKey, itemIDList in itemKeyDict.items():
- for itemID in itemIDList:
- itemIDKeyDict[itemID] = itemKey
-
- for npcID, count in npcCountDict.items():
- baseExp = GetNPCExp(curPlayer, npcID)
- addExp = int(baseExp * exp_rate / float(ChConfig.Def_MaxRateValue)) # 基础加成
- totalCount = count * prizeMultiple
- totalExp += (addExp * totalCount)
-
- # 掉落有概率因素,需多次执行
- for dCount in xrange(1, totalCount + 1):
- isKillCountDrop = dCount == 1 # 同一只NPC一次处理中多次击杀的情况,只算一次附加装备处理
- dropInfo = GetNPCDropInfo(curPlayer, mapID, npcID, isKillCountDrop=isKillCountDrop, curGrade=curGrade)
- if not dropInfo:
- continue
- dropIDList, auctionIDList, dropMoneyCnt, moneyValue = dropInfo
- totalMoney += (dropMoneyCnt * moneyValue)
-
- for itemID in dropIDList:
- if prizeMultiple > 1:
- itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
- if not itemData:
- continue
- itemPlace = itemData.GetEquipPlace()
- itemKey = itemIDKeyDict.get(itemID)
-
- # 超过指定最大只数时,代表多倍奖励,多倍奖励的物品只允许给指定规则内的物品,只对已经掉过的物品有限制
- if dCount > count:
- if ItemCommon.GetIsEquip(itemData):
- if itemPlace in hadDropItemPlaceList and itemPlace not in mPrizePlaceList:
- GameWorld.DebugLog(" 多倍奖励不能给的物品部位: itemID=%s,itemPlace=%s" % (itemID, itemPlace))
- continue
- elif itemKey != None:
- if itemKey in hadDropItemKeyList and itemKey not in mPrizeItemKeyList:
- GameWorld.DebugLog(" 多倍奖励不能给的物品ID集合: itemID=%s,itemKey=%s" % (itemID, itemKey))
- continue
- else:
- if itemID in itemCountDict and itemID not in mPrizeItemIDList:
- GameWorld.DebugLog(" 多倍奖励不能给的物品ID: itemID=%s" % (itemID))
- continue
-
- if itemPlace and itemPlace not in hadDropItemPlaceList:
- hadDropItemPlaceList.append(itemPlace)
- if itemKey != None and itemKey not in hadDropItemKeyList:
- hadDropItemKeyList.append(itemKey)
-
- itemCountDict[itemID] = itemCountDict.get(itemID, 0) + 1
- if itemID in auctionIDList and itemID not in auctionItemIDList:
- auctionItemIDList.append(itemID)
-
- # 固定附加物品
- for itemID, itemCount, isAuctionItem in extraItemList:
- itemCountDict[itemID] = itemCountDict.get(itemID, 0) + itemCount * prizeMultiple
- if isAuctionItem and itemID not in auctionItemIDList:
- auctionItemIDList.append(itemID)
-
- needSpace = 0
- prizeItemList = []
jsonItemList = []
- for itemID, itemCount in itemCountDict.items():
- itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
- if not itemData:
- continue
-
- isAuctionItem = itemID in auctionItemIDList
-
- if ItemCommon.GetIsEquip(itemData):
- for _ in xrange(itemCount):
- curItem = ItemControler.GetOutPutItemObj(itemID, 1, isAuctionItem, curPlayer=curPlayer)
- if curItem:
- needSpace += 1
- prizeItemList.append(curItem)
- jsonItemList.append(ItemCommon.GetJsonItem(curItem))
- else:
- needSpace += ItemControler.GetItemNeedPackCount(IPY_GameWorld.rptItem, itemData, itemCount, isAuctionItem)
- prizeItemList.append([itemID, itemCount, isAuctionItem])
- jsonItemList.append(ItemCommon.GetJsonItem([itemID, itemCount, isAuctionItem]))
- #成就
- if not dropItemMapInfo:
- PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_PickUpItem, itemCount, [itemID])
-
- ## 直接掉地板上
- if dropItemMapInfo:
- dropPosX, dropPosY = dropItemMapInfo[:2]
- isOnlySelfSee = dropItemMapInfo[2] if len(dropItemMapInfo) > 2 else False # 是否仅自己可见
- isDropDisperse = dropItemMapInfo[3] if len(dropItemMapInfo) > 3 else False # 堆叠的物品是否散开掉落
- ## 虚拟掉落表现
- if isVirtualDrop:
- DoGiveItemByVirtualDrop(curPlayer, prizeItemList, npcID, dropPosX, dropPosY, isDropDisperse, mailTypeKey)
- else:
- DoMapDropPrizeItem(curPlayer, prizeItemList, npcID, dropPosX, dropPosY, isDropDisperse, isOnlySelfSee)
-
- ## 发邮件 或 背包空间不足
- elif isMail or needSpace > ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, needSpace):
- mailItemList = []
- for prizeItem in prizeItemList:
- if isinstance(prizeItem, list):
- mailItemList.append(prizeItem)
- else:
- mailItemList.append(ItemCommon.GetMailItemDict(prizeItem))
- prizeItem.Clear() # 发邮件已经创建的物品实例要清空, 不然会导致内存泄露
- #if totalExp:
- # expItemID = 0
- # mailItemList.append([expItemID, totalExp, 1])
- PlayerControl.SendMailByKey(mailTypeKey, [curPlayer.GetPlayerID()], mailItemList, silver=totalMoney)
-
- ## 直接放入背包
- else:
- event = [ChConfig.ItemGive_NPCDrop, False, {"NPCID":npcID}]
- for prizeItem in prizeItemList:
- if isinstance(prizeItem, list):
- itemID, itemCount, isAuctionItem = prizeItem
- ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, [IPY_GameWorld.rptItem],
- event=event)
- else:
- ItemControler.DoLogic_PutItemInPack(curPlayer, prizeItem, event=event)
-
- if totalExp:
- PlayerControl.PlayerControl(curPlayer).AddExp(totalExp)
-
- if totalMoney:
- PlayerControl.GiveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Silver_Money, totalMoney)
-
- #GameWorld.DebugLog("给玩家击杀NPC掉落奖励: mapID=%s,npcCountDict=%s,exp_rate=%s,mailTypeKey=%s,isMail=%s,extraItemList=%s"
- # % (mapID, npcCountDict, exp_rate, mailTypeKey, isMail, extraItemList))
- #GameWorld.DebugLog(" totalExp=%s,totalMoney=%s,needSpace=%s,jsonItemList=%s" % (totalExp, totalMoney, needSpace, jsonItemList))
return jsonItemList, totalExp, totalMoney
-
-def DoMapDropPrizeItem(curPlayer, prizeItemList, npcID, dropPosX, dropPosY, isDropDisperse=True, isOnlySelfSee=True):
- ## 奖励物品真实掉落地图,先拆开分散再掉落
-
- if isDropDisperse:
- dropItemList = []
- for itemInfo in prizeItemList:
- if isinstance(itemInfo, list):
- itemID, itemCount, isAuctionItem = itemInfo
- for _ in xrange(itemCount):
- dropItemList.append([itemID, 1, isAuctionItem])
- else:
- dropItemList.append(itemInfo)
- else:
- dropItemList = prizeItemList
- index = 0
- playerID = curPlayer.GetPlayerID()
- gameMap = GameWorld.GetMap()
- sightLevel = PlayerControl.GetMapRealmDifficulty(curPlayer)
- for posX, posY in ChConfig.Def_DropItemAreaMatrix:
- resultX = dropPosX + posX
- resultY = dropPosY + posY
-
- if not gameMap.CanMove(resultX, resultY):
- #玩家不可移动这个点
- continue
-
- if index > len(dropItemList) - 1:
- break
-
- curItem = dropItemList[index]
- index += 1
- if isinstance(curItem, list):
- itemID, itemCount, isAuctionItem = curItem
- curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer)
-
- if not curItem:
- continue
-
- ChItem.AddMapDropItem(resultX, resultY, curItem, ownerInfo=[ChConfig.Def_NPCHurtTypePlayer, playerID],
- dropNPCID=npcID, isOnlySelfSee=isOnlySelfSee, sightLevel=sightLevel)
- return
def DoGiveItemByVirtualDrop(curPlayer, giveItemList, npcID, dropPosX=0, dropPosY=0, isDropDisperse=True, mailTypeKey="ItemNoPickUp", extraVirtualItemList=[]):
## 给物品并且做假掉落表现,直接先堆叠给物品,再拆开做虚假掉落表现
-
- if not giveItemList:
- return
-
- mapID = PlayerControl.GetCustomMapID(curPlayer)
- lineID = PlayerControl.GetCustomLineID(curPlayer)
- if not mapID:
- mapID = GameWorld.GetGameWorld().GetMapID()
-
- playerID = curPlayer.GetPlayerID()
- giveItemObjList = []
- virtualItemDropList = []
- itemControl = ItemControler.PlayerItemControler(curPlayer)
- for itemInfo in giveItemList:
- if isinstance(itemInfo, list) or isinstance(itemInfo, tuple):
- itemID, itemCount, isAuctionItem = itemInfo
- curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer)
- if not curItem:
- continue
- elif hasattr(itemInfo, "GetItemTypeID"):
- curItem = itemInfo
- itemID = curItem.GetItemTypeID()
- itemCount = curItem.GetCount()
- isAuctionItem = ItemControler.GetIsAuctionItem(curItem)
- else:
- continue
- dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
- giveItemObjList.append(curItem)
-
- # 散开掉落
- if isDropDisperse:
- for _ in xrange(itemCount):
- virtualItemDropList.append([itemID, dropItemDataStr])
- else:
- virtualItemDropList.append([itemID, dropItemDataStr])
-
- # 先通知掉落,再给物品,因为前端表现弹框需要这个顺序需求
- if extraVirtualItemList: #只显示假掉落
- for itemInfo in extraVirtualItemList:
- itemID, itemCount, isAuctionItem = itemInfo
- curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer)
- if not curItem:
- continue
- dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
- # 散开掉落
- if isDropDisperse:
- for _ in xrange(itemCount):
- virtualItemDropList.append([itemID, dropItemDataStr])
- else:
- virtualItemDropList.append([itemID, dropItemDataStr])
- curItem.Clear()
-
- gameMap = GameWorld.GetMap()
- index = 0
- for posX, posY in ChConfig.Def_DropItemAreaMatrix:
- if dropPosX or dropPosY:
- resultX = dropPosX + posX
- resultY = dropPosY + posY
- if not gameMap.CanMove(resultX, resultY):
- #玩家不可移动这个点
- continue
- else:
- resultX, resultY = 0, 0
- if index > len(virtualItemDropList) - 1:
- break
- itemID, dropItemDataStr = virtualItemDropList[index]
- index += 1
- SendVirtualItemDrop(curPlayer, itemID, resultX, resultY, dropItemDataStr)
-
- # 再给物品
- mailItemList = []
- for itemObj in giveItemObjList:
- itemID = itemObj.GetItemTypeID()
- mailItem = ItemCommon.GetMailItemDict(itemObj)
- equipInfo = [itemObj.GetEquipPlace(), ItemCommon.GetItemClassLV(itemObj), itemObj.GetItemColor(),
- itemObj.GetSuiteID(), itemObj.GetUserData()]
- packIndex = ChConfig.GetItemPackType(itemObj)
- if not itemControl.PutInItem(packIndex, itemObj, event=[ChConfig.ItemGive_Pickup, False, {"NPCID":npcID}]):
- mailItemList.append(mailItem)
-
- if npcID:
- SendGameServerGoodItemRecord(curPlayer, mapID, lineID, npcID, itemID, equipInfo)
-
- # 放不下的发邮件
- if mailItemList:
- PlayerControl.SendMailByKey(mailTypeKey, [playerID], mailItemList, [mapID])
return
################################### NPC掉落 ###################################
Def_NPCMaxDropRate = 1000000 # NPC掉落相关的最大概率, 数值设定
-def GetNPCDropIpyData(npcID):
- ipyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("NPCDropItem", npcID)
- if not ipyDataList:
- GameWorld.DebugLog("该NPC没配置掉落!npcID=%s" % npcID)
- return
- ipyDrop = None
- maxWorldLV = 0
- curWorldLV = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_WorldAverageLv)
- if len(ipyDataList) == 1:
- ipyDrop = ipyDataList[0]
- maxWorldLV = ipyDrop.GetMaxWorldLV()
- if maxWorldLV and curWorldLV > maxWorldLV:
- GameWorld.DebugLog("该NPC当前世界等级无法掉落物品!npcID=%s,curWorldLV(%s) > maxWorldLV(%s)" % (npcID, curWorldLV, maxWorldLV))
- return
- else:
- for ipyData in ipyDataList:
- maxWorldLV = ipyData.GetMaxWorldLV()
- if curWorldLV <= maxWorldLV:
- ipyDrop = ipyData
- break
- if not ipyDrop:
- GameWorld.DebugLog("该NPC当前世界等级无法掉落物品!npcID=%s,curWorldLV=%s,maxWorldLV=%s" % (npcID, curWorldLV, maxWorldLV))
- return
- return ipyDrop
-
-def GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList=[], ipyDrop=None, isSingle=True, isKillCountDrop=True, curGrade=0):
- '''获取NPC掉落信息, 击杀及扫荡通用,调用该函数获得掉落信息,然后再看掉落地板上还是直接放入背包
- @param dropPlayer: 用于判断调用相关用的玩家示例,该玩家并不一定是击杀者,只是按一定规则设定的掉落判断依据的玩家
- 如队伍,取等级最大的玩家,该玩家并不一定是击杀者
- @param mapID: 掉落物品所属地图,注意此地图并不一定是当前地图,如扫荡时需使用目标副本地图
- @param npcID: 掉落物品的NPCID
- @param ownerPlayerList: 有归属的玩家列表
- @param isSingle: 是否只处理单独玩家掉落逻辑,一般都默认True,目前只有场景杀怪掉落需要考虑摸怪的情况下才为False(外层特殊处理)
- @return: dropIDList, auctionIDList, dropMoneyCnt, moneyValue
- None-没有掉落
- ---------------
- dropIDList - 掉落的物品ID列表, 同个itemID可能在列表中有多个 [itemID, itemID, ...]
- auctionIDList - 掉落的拍品物品ID列表, [itemID, itemID, ...]
- dropMoneyCnt - 掉落金币位置数
- moneyValue - 每个位置的金币数量
- '''
- if not ipyDrop:
- ipyDrop = GetNPCDropIpyData(npcID)
- if not ipyDrop:
- return
-
- if not ownerPlayerList:
- ownerPlayerList = [dropPlayer]
-
- playerID = dropPlayer.GetPlayerID()
- playerLV = dropPlayer.GetLV()
- maxDropLV = ipyDrop.GetMaxDropLV()
-
- realmNPCIpyData = None
- realmMapIDList = IpyGameDataPY.GetFuncEvalCfg("RealmDifficulty", 1)
- realmDifficulty = PlayerControl.GetRealmDifficulty(dropPlayer)
- if mapID in realmMapIDList and realmDifficulty:
- realmLV = PlayerControl.GetDifficultyRealmLV(realmDifficulty)
- realmNPCIpyData = IpyGameDataPY.GetIpyGameDataNotLog("NPCRealmStrengthen", npcID, realmLV)
- if realmNPCIpyData:
- maxDropLV = realmNPCIpyData.GetMaxDrapLV()
-
- if maxDropLV and playerLV > maxDropLV:
- GameWorld.DebugLog("超过最大可掉落等级,不掉落物品!npcID=%s,playerLV(%s) > maxDropLV(%s)" % (npcID, playerLV, maxDropLV))
- return
-
- npcData = GameWorld.GetGameData().FindNPCDataByID(npcID)
- if not npcData:
- GameWorld.ErrLog("获取NPC掉落配置错误!表不存在该NPCID=%s" % npcID, playerID)
- return
-
- tianxuanState = False # 是否有天玄额外掉落状态
- tianxuanBuff = SkillCommon.FindBuffByID(dropPlayer, ChConfig.Def_SkillID_TianxuanBuff)[0]
- curGrade = curGrade if curGrade else GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
-
- dropIDList = [] # 掉落的ID列表
- auctionIDList = []
- dropMoneyCnt, moneyValue = 0, 0
- itemJobList = [dropPlayer.GetJob()] if ipyDrop.GetIsDropJobSelf() else IpyGameDataPY.GetFuncEvalCfg("OpenJob", 1) # 掉落装备职业列表
-
- # 通用掉率相关
- gameFB = GameWorld.GetGameFB()
- doCountAdd = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_DropDoCountAdd)
- doCountRate = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_DropDoCountRate) # 直接覆盖基值, 无值时取默认值
- if not doCountRate:
- doCountRate = ChConfig.Def_MaxRateValue
-
- # 归属者相关信息
- tagJob = 0
- dropEquipKillCountPub = 0 # 装备附加掉落综合击杀次数,取次数最大的那个,至少第一次
- dropItemIDKillCountPub = 0 # 物品ID附加掉落综合击杀次数,取次数最大的那个,至少第一次
- equipDropRatePlus = 0 # 装备掉落概率提升
- equipDropDoCountPlus = 0 # 装备掉落执行次数提升
- for ownerPlayer in ownerPlayerList:
- killCountValue = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
- equipPubKillCount = killCountValue % 100 + 1
- itemIDPubKillCount = killCountValue % 10000 / 100 + 1
-
- if dropEquipKillCountPub < equipPubKillCount:
- dropEquipKillCountPub = equipPubKillCount
- tagJob = ownerPlayer.GetJob()
-
- if dropItemIDKillCountPub < itemIDPubKillCount:
- dropItemIDKillCountPub = itemIDPubKillCount
-
- equipDropRatePlus = max(equipDropRatePlus, PlayerControl.GetDropEquipPer(ownerPlayer))
- equipDropDoCountPlus = max(equipDropDoCountPlus, PlayerControl.GetDropEquipDoCount(ownerPlayer))
-
- dropRatePlusValue = ipyDrop.GetCanDropRatePlus()
- if not dropRatePlusValue & pow(2, 0):
- equipDropRatePlus = 0
-
- if not dropRatePlusValue & pow(2, 1):
- equipDropDoCountPlus = 0
-
- #GameWorld.DebugLog("NPC掉落: npcID=%s,itemJobList=%s,dropRatePlusValue=%s,equipDropRatePlus=%s,equipDropDoCountPlus=%s,doCountRate=%s,doCountAdd=%s"
- # % (npcID, itemJobList, dropRatePlusValue, equipDropRatePlus, equipDropDoCountPlus, doCountRate, doCountAdd), playerID)
-
- dropEquipInfoList = [] # [(阶,颜色), ...]
- # 1. 装备库 - 饼图概率
- pieRateDoCnt = ipyDrop.GetPieRateDoCnt()
- if pieRateDoCnt:
- pieRateDoCnt = __GetNPCDropDoCountChange(pieRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
- dropEquipInfoList += __GetNPCPieRateEquipDrop(ipyDrop, pieRateDoCnt, equipDropRatePlus)
-
- # 2. 装备库 - 独立概率
- indepRateDoCnt = ipyDrop.GetIndepRateDoCnt()
- if indepRateDoCnt:
- indepRateDoCnt = __GetNPCDropDoCountChange(indepRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
- dropEquipInfoList += __GetNPCIndepRateEquipDrop(mapID, ipyDrop, indepRateDoCnt, equipDropRatePlus, curGrade)
- #GameWorld.DebugLog("阶,颜色 key,dropEquipInfoList=%s" % (dropEquipInfoList))
-
- # 天玄丹
- tianxuanEquipRateList = ipyDrop.GetTianxuanEquipRateList()
- if tianxuanBuff and tianxuanEquipRateList:
- tianxuanState = True
- dropInfo = GameWorld.GetResultByRandomList(tianxuanEquipRateList)
- if dropInfo:
- dropEquipInfoList.append(dropInfo)
-
- # 3. 第x次击杀, 归属者公共附加掉落,所有归属者都增加击杀次数;
- tagClassLV, tagColor, tagIsSuit, tagPlaceKey = 0, 0, 0, 0
- killCountDropEquipPub = ipyDrop.GetKillCountDropEquipPub() # 第x次击杀附加必掉装备 {次数:[阶,颜色,是否套装,部位集合key], ...}
- killCountDropItemPub = ipyDrop.GetKillCountDropPub() # 击杀次数必掉(公共){击杀次数:[[物品ID, ...], [随机物品ID, ...]], ...}
- maxRecordDropEquipKillCountPub = 0 if not killCountDropEquipPub else max(killCountDropEquipPub) # 需要记录的最大击杀次数, 超过此击杀次数后暂时不累加记录
- maxRecordDropItemIDKillCountPub = 0 if not killCountDropItemPub else max(killCountDropItemPub)
- #GameWorld.DebugLog("maxRecordDropEquipKillCountPub=%s,maxRecordDropItemIDKillCountPub=%s" % (maxRecordDropEquipKillCountPub, maxRecordDropItemIDKillCountPub))
- #GameWorld.DebugLog("dropEquipKillCountPub=%s,dropItemIDKillCountPub=%s" % (dropEquipKillCountPub, dropItemIDKillCountPub))
- if isKillCountDrop and killCountDropEquipPub and dropEquipKillCountPub in killCountDropEquipPub:
- tagClassLV, tagColor, tagIsSuit, tagPlaceKey = killCountDropEquipPub[dropEquipKillCountPub]
- if (tagClassLV, tagColor) not in dropEquipInfoList:
- dropEquipInfoList.insert(0, (tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob))
- else:
- tagIndex = dropEquipInfoList.index((tagClassLV, tagColor))
- dropEquipInfoList[tagIndex] = (tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob)
- GameWorld.DebugLog("第%s次击杀掉落指定目标装备信息: npcID=%s,tagClassLV=%s,tagColor=%s,tagIsSuit=%s,tagPlaceKey=%s,tagJob=%s,dropEquipInfoList=%s"
- % (dropEquipKillCountPub, npcID, tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob, dropEquipInfoList), playerID)
- elif isKillCountDrop and killCountDropItemPub and dropItemIDKillCountPub in killCountDropItemPub:
- killCountItemIDList, killCountRandItemIDList = killCountDropItemPub[dropItemIDKillCountPub]
- if killCountItemIDList:
- dropIDList += killCountItemIDList
- if killCountRandItemIDList:
- klllCountRandItemID = random.choice(killCountRandItemIDList)
- dropIDList.append(klllCountRandItemID)
- GameWorld.DebugLog("第%s次击杀掉落指定目标物品信息: npcID=%s,killCountItemIDList=%s,killCountRandItemIDList=%s,dropIDList=%s"
- % (dropItemIDKillCountPub, npcID, killCountItemIDList, killCountRandItemIDList, dropIDList), playerID)
-
- for ownerPlayer in ownerPlayerList:
- # 增加击杀次数
- killCountValue = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
- equipPubKillCount = killCountValue % 100
- itemIDPubKillCount = killCountValue % 10000 / 100
- isUpd = False
- if equipPubKillCount < maxRecordDropEquipKillCountPub:
- equipPubKillCount += 1
- isUpd = True
- if itemIDPubKillCount < maxRecordDropItemIDKillCountPub:
- itemIDPubKillCount += 1
- isUpd = True
-
- if isUpd:
- itemIDPriKillCount = killCountValue / 10000
- updKillCountValue = itemIDPriKillCount * 10000 + itemIDPubKillCount * 100 + equipPubKillCount
- PlayerControl.NomalDictSetProperty(ownerPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, updKillCountValue)
- GameWorld.DebugLog("更新玩家击杀次数值: npcID=%s,killCountValue=%s,updKillCountValue=%s" % (npcID, killCountValue, updKillCountValue), ownerPlayer.GetPlayerID())
-
- gradeColorSuitRateDict = {}
- fbGradeColorSuitRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 2) # 评级影响颜色套装概率 {npcID:{颜色:[D级影响概率, ..., S级影响概率], ...}, ...}
- if npcID in fbGradeColorSuitRateDict:
- gradeColorSuitRateDict = fbGradeColorSuitRateDict[npcID]
-
- equipColorDropLimitDay = IpyGameDataPY.GetFuncEvalCfg("ItemDropCountLimit", 1, {}) # 每日个人掉落装备个数限制 {品质:每日掉落个数, ...}
- colorDropCntDict = {} # 装备颜色已经掉落数 {颜色:数量, ...}
- colorMaxDropCntDict = ipyDrop.GetEquipColorMaxDropCount() # {颜色:上限数量,...}
- colorSuitRateDict = ipyDrop.GetEquipColorSuitInfo() # 装备颜色对应套装概率 {颜色:套装概率, ...}
- colorSuitPlaceKeyInfoDict = ipyDrop.GetEquipPartKeyRateInfo() # 装备部位集合信息 {(颜色,是否套装):部位集合key, ...}
- colorSuitPartOptimization = ipyDrop.GetColorSuitPartOptimization() # 部位颜色套评分优选掉落,十位代表颜色,个位代表套装
- optColor, optIsSuit = colorSuitPartOptimization / 10, colorSuitPartOptimization % 10
- optPlace = None # 优选部位
-
- for dropEquipInfo in dropEquipInfoList:
- classLV, color = dropEquipInfo[:2]
- if realmNPCIpyData:
- classLV = realmNPCIpyData.GetEquipClassLV()
- GameWorld.DebugLog("掉落对应难度境界装备: classLV=%s" % classLV, playerID)
-
- colorCountToday = 0
- if color in equipColorDropLimitDay:
- colorCountMax = equipColorDropLimitDay[color]
- colorCountToday = dropPlayer.NomalDictGetProperty(ChConfig.Def_PDict_DropColorToday % color)
- if colorCountToday >= colorCountMax:
- GameWorld.DebugLog("已超过该颜色装备今日最大掉落数,不掉!color=%s,colorCountMax=%s" % (color, colorCountMax), playerID)
- continue
-
- if color in colorMaxDropCntDict:
- maxCount = colorMaxDropCntDict[color]
- dropCount = colorDropCntDict.get(color, 0)
- if dropCount >= maxCount:
- GameWorld.DebugLog("已超过该颜色装备最大掉落数,不掉!color=%s,maxCount=%s" % (color, maxCount), playerID)
- continue
-
- if len(dropEquipInfo) == 5:
- isSuit, placeKey, tagJob = dropEquipInfo[2:]
- jobList = [tagJob]
- else:
- isSuit = 0
- if color in colorSuitRateDict:
- suitRate = colorSuitRateDict[color]
- # 评级对套装率的影响
- if color in gradeColorSuitRateDict:
- suitRateEffList = gradeColorSuitRateDict[color]
- suitRateEff = 10000 if (curGrade <= 0 or curGrade > len(suitRateEffList)) else suitRateEffList[curGrade - 1]
- suitRate = int(suitRate * suitRateEff / 10000.0)
- isSuit = GameWorld.CanHappen(suitRate, maxRate=Def_NPCMaxDropRate)
- colorSuitKey = (color, isSuit)
- if colorSuitKey not in colorSuitPlaceKeyInfoDict:
- GameWorld.ErrLog("未配置颜色是否套装对应部位集合key! npcID=%s,color=%s,isSuit=%s" % (npcID, color, isSuit))
- continue
- placeKey = colorSuitPlaceKeyInfoDict[colorSuitKey]
- # 掉落优选部位处理
- if color == optColor and isSuit == optIsSuit and optPlace == None:
- allEquipPlaceList = GetAllEquipPlaceByPlaceKey(placeKey)
- #GameWorld.DebugLog(" 所有可优选部位: %s" % allEquipPlaceList)
- if allEquipPlaceList:
- optPlace = __GetOptimizationEquipPlace(dropPlayer, classLV, optColor, optIsSuit, allEquipPlaceList)
- jobList = itemJobList
- if optPlace > 0:
- GameWorld.DebugLog(" 最终优选部位: %s" % optPlace)
- placeList = [optPlace]
- jobList = [dropPlayer.GetJob()]
- optPlace = 0 # 只有一次性的,置为0
- else:
- placeList = GetEquipPlaceByPlaceKey(placeKey)
- if not placeList:
- GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey))
- continue
- randEquipIDList = __GetEquipIDList(npcID, classLV, color, isSuit, placeList, jobList)
- if not randEquipIDList:
- continue
- if color in equipColorDropLimitDay:
- colorCountToday += 1
- PlayerControl.NomalDictSetProperty(dropPlayer, ChConfig.Def_PDict_DropColorToday % color, colorCountToday)
- if color in colorMaxDropCntDict:
- colorDropCntDict[color] = dropCount + 1
- if isSuit and len(jobList) > 1:
- randItemID = __GetRandDropSuitEquipID(dropPlayer, randEquipIDList)
- else:
- randItemID = random.choice(randEquipIDList)
- dropIDList.append(randItemID)
- GameWorld.DebugLog("掉落装备: npcID=%s,itemID=%s,classLV=%s,color=%s,isSuit=%s,placeKey=%s,jobList=%s,randEquipIDList=%s"
- % (npcID, randItemID, classLV, color, isSuit, placeKey, jobList, randEquipIDList), playerID)
- if colorCountToday:
- GameWorld.DebugLog(" 更新掉落特殊品质装备今日次数: color=%s,colorCountToday=%s" % (color, colorCountToday), playerID)
-
- # 4. 指定物品ID库
- dropIDList += __GetAppointDropItemIDList(dropPlayer, npcID, ipyDrop, doCountRate, doCountAdd, tianxuanBuff)
- if tianxuanBuff and (ipyDrop.GetTianxuanItemKeyRate() or ipyDrop.GetTianxuanItemIDRate()):
- tianxuanState = True
-
- # 5. 私有掉落
- if isSingle:
- # 击杀次数掉落
- killCountDropInfo = ipyDrop.GetKillCountDropPri()
- if killCountDropInfo:
- needKillCount, killDropItemList = killCountDropInfo[:2]
- killCountDropIDList = GetKillCountDropItemList(dropPlayer, npcID, needKillCount, killDropItemList)
- for kDropItemID in killCountDropIDList:
- dropIDList.append(kDropItemID) # 单独玩家掉落处理的,直接加到掉落列表里,不考虑是否放入背包或掉落的情况,由使用的功能自行处理
- #GameWorld.DebugLog("击杀次数掉落: kDropItemID=%s,needKillCount=%s" % (kDropItemID, needKillCount))
-
- # 固定产出,所有掉落归属者每人一份,默认绑定,不区分职业
- fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3)
- if npcID in fbGradePriItemIDDropDict:
- gradePriItemIDDropDict = fbGradePriItemIDDropDict[npcID]
- priDropInfoList = gradePriItemIDDropDict.get(curGrade, [])
- priDropIDList = []
- for priItemID, priItemCount in priDropInfoList:
- priDropIDList += [priItemID] * priItemCount
- else:
- priDropIDList = ipyDrop.GetPriItemIDDrop()
- for priDropID in priDropIDList:
- dropIDList.append(priDropID)
- #GameWorld.DebugLog("私有物品掉落: priDropID=%s" % priDropID)
-
- # 6. 地图评级额外掉落
- fbGradeDropItemExDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate2", 2) # 地图评级额外物品掉落 {"mapID":{"评级":[[物品ID,个数], ...], ...}}
- if curGrade and str(mapID) in fbGradeDropItemExDict:
- gradeItemExDict = fbGradeDropItemExDict[str(mapID)]
- gradeItemExList = gradeItemExDict.get(str(curGrade), [])
- #GameWorld.DebugLog("评级额外掉落物品: curGrade=%s,gradeItemExList=%s" % (curGrade, gradeItemExList))
- for gItemExID, gItemExCount in gradeItemExList:
- dropIDList += [gItemExID] * gItemExCount
-
- # 7.相关活动掉落
- feastWishDropIDList = PlayerFeastWish.GetFeastWishDropItemIDList(dropPlayer, npcData)
- if feastWishDropIDList:
- dropIDList.extend(feastWishDropIDList)
-
- #boss凭证
- killBossCntLimitDict = IpyGameDataPY.GetFuncCfg('KillBossCntLimit', 1)
- if mapID == ChConfig.Def_FBMapID_PersonalBoss:
- limitIndex = ChConfig.Def_FBMapID_PersonalBoss
- else:
- limitIndex = GameWorld.GetDictValueByKey(killBossCntLimitDict, npcID)
- if limitIndex != None:
- bossTrialDrop = PlayerActBossTrial.GetBossTrialDropItemIDList(dropPlayer, limitIndex)
- if bossTrialDrop:
- bossTrialItemID, bossTrialItemCount = bossTrialDrop
- GameWorld.DebugLog("掉落boss凭证: bossTrialItemID=%s, bossTrialItemCount=%s" % (bossTrialItemID, bossTrialItemCount))
- dropIDList += [bossTrialItemID] * bossTrialItemCount
-
- # 检查掉落互斥ID组
- dropIDList = __RemoveMutexDropID(dropIDList, IpyGameDataPY.GetFuncCfg("MutexDrop", 1))
-
- # 掉落金币
- dropMoneyDoCnt = ipyDrop.GetDropMoneyDoCnt()
- dropMoneyRate = ipyDrop.GetDropMoneyRate()
- if dropMoneyRate == ChConfig.Def_NPCMapDropRate:
- dropMoneyCnt = dropMoneyDoCnt
- else:
- dropMoneyCnt = 0
- for _ in xrange(dropMoneyDoCnt):
- if GameWorld.CanHappen(dropMoneyRate, ChConfig.Def_NPCMapDropRate):
- dropMoneyCnt += 1
-
- #GameWorld.DebugLog("NPCID=%s,金币掉率: %s, 执行次数=%s, 掉落金币数=%s" % (npcID, dropMoneyRate, dropMoneyDoCnt, dropMoneyCnt))
- if dropMoneyCnt:
- moneyValue = __GetDropMoneyValue(dropPlayer, ipyDrop, realmNPCIpyData)
- #GameWorld.DebugLog(" 掉落金币value=%s" % (moneyValue))
-
- if dropIDList:
- if ipyDrop.GetAucionItemCanSell():
- for dropID in dropIDList:
- if IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropID):
- auctionIDList.append(dropID)
- GameWorld.DebugLog("最终掉落物品: npcID=%s,dropIDList=%s" % (npcID, dropIDList), playerID)
- GameWorld.DebugLog(" auctionIDList=%s" % (auctionIDList), playerID)
- elif ChConfig.IsGameBoss(npcData):
- GameWorld.ErrLog("Boss没有掉落物品,NPCID=%s" % (npcID), dropPlayer.GetPlayerID())
-
- if tianxuanBuff and tianxuanState:
- GameWorld.DebugLog(" 去除天玄丹buff: Layer=%s" % tianxuanBuff.GetLayer(), playerID)
- BuffSkill.SetBuffLayer(dropPlayer, tianxuanBuff, max(tianxuanBuff.GetLayer() - 1, 0), True, ChConfig.Def_SkillID_TianxuanBuff, isSync=True)
-
- return dropIDList, auctionIDList, dropMoneyCnt, moneyValue
-
-def __GetRandDropSuitEquipID(curPlayer, randEquipIDList):
- ## 获取随机掉落的套装ID,为了玩家掉落体验, 当非本职业套装时可至多重新随机X次
- randItemID = 0
- suitRandCountEx = IpyGameDataPY.GetFuncCfg("EquipSuitDrop", 1) + 1
- for _ in xrange(suitRandCountEx):
- randItemID = random.choice(randEquipIDList)
- itemData = GameWorld.GetGameData().GetItemByTypeID(randItemID)
- if not itemData:
- continue
- if ItemCommon.CheckJob(curPlayer, itemData):
- break
- return randItemID
-
-def GetAllEquipPlaceByPlaceKey(placeKey):
- placeKeyRateListDict = IpyGameDataPY.GetFuncEvalCfg("EquipDropPartSets", 2, {}) # {集合数字key1:[[概率1,部位1],...],...}
- if placeKey in placeKeyRateListDict:
- return [rateInfo[1] for rateInfo in placeKeyRateListDict[placeKey]]
- placeKeyListDict = IpyGameDataPY.GetFuncEvalCfg("EquipDropPartSets", 1, {}) # {集合数字key1:[部位1,部位2,...],...}
- if placeKey in placeKeyListDict:
- return placeKeyListDict[placeKey]
- return []
-
-def GetEquipPlaceByPlaceKey(placeKey):
- ## 获取装备位集合对应的部位信息,集合ID重复时,优先饼图
- placeList = []
- placeKeyRateListDict = IpyGameDataPY.GetFuncEvalCfg("EquipDropPartSets", 2, {}) # {集合数字key1:[[概率1,部位1],...],...}
- if placeKey in placeKeyRateListDict:
- placeRateList = placeKeyRateListDict[placeKey]
- place = GameWorld.GetResultByRandomList(placeRateList)
- if place:
- placeList = [place]
- #GameWorld.DebugLog(" 掉落部位概率集合: placeKey=%s,placeRateList=%s,place=%s,placeList=%s" % (placeKey, placeRateList, place, placeList))
-
- if not placeList:
- placeKeyListDict = IpyGameDataPY.GetFuncEvalCfg("EquipDropPartSets", 1, {}) # {集合数字key1:[部位1,部位2,...],...}
- if placeKey in placeKeyListDict:
- placeList = placeKeyListDict[placeKey]
- #GameWorld.DebugLog(" 掉落部位均衡集合: placeKey=%s,placeList=%s" % (placeKey, placeList))
-
- return placeList
-
-def __GetOptimizationEquipPlace(dropPlayer, classLV, optColor, optIsSuit, optPlaceList):
- ''' 获取掉落优选部位
- 几个默认规则
- 1. 颜色大于指定优选颜色的,无论是否套装都不计算在内
- 2. 颜色小于指定优选颜色的,无论是否套装都计算在内
- '''
- #GameWorld.DebugLog("处理优选部位掉落: classLV=%s,optColor=%s,optIsSuit=%s,optPlaceList=%s" % (classLV, optColor, optIsSuit, optPlaceList))
- minGSPlace = None
- minGS = None
- equipPack = dropPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
- for optPlace in optPlaceList:
- ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, optPlace)
- if not ipyData:
- continue
- equipIndex = ipyData.GetGridIndex()
- curEquip = equipPack.GetAt(equipIndex)
- if not curEquip or curEquip.IsEmpty():
- #GameWorld.DebugLog(" 没穿装备,直接默认返回该部位: optPlace=%s" % optPlace)
- return optPlace
- curColor = curEquip.GetItemColor()
- curIsSuit = 1 if curEquip.GetSuiteID() else 0
- if curColor > optColor:
- # 超过优选指定颜色的不算,无论是否有套装
- #GameWorld.DebugLog(" 颜色超过优选颜色,不算该部位: optPlace=%s,curColor=%s,curIsSuit=%s" % (optPlace, curColor, curIsSuit))
- continue
- if curColor == optColor and curIsSuit >= optIsSuit:
- # 与优选指定颜色相同,且满足是否套装的不算
- #GameWorld.DebugLog(" 颜色套装满足优选,不算该部位: optPlace=%s,curColor=%s,curIsSuit=%s" % (optPlace, curColor, curIsSuit))
- continue
- curGS = ItemCommon.GetEquipGearScore(curEquip)
- if minGS == None or curGS < minGS:
- minGS = curGS
- minGSPlace = optPlace
-
- return minGSPlace
-
-def __GetNPCDropDoCountChange(doCount, doCountRate, doCountAdd):
- ## 获取掉落执行次数变更结果,可能增加 或 减少
- if doCountRate != ChConfig.Def_MaxRateValue:
- doCount = max(1, int(doCount * doCountRate / 10000.0))
- if doCountAdd:
- doCount = max(1, doCount + doCountAdd) # 支持正负,保底1,负值待扩展
- return doCount
-
-def __RemoveMutexDropID(dropIDList, mutexDropInfo):
- ## 移除互斥的掉落物品,每组互斥的ID最多只能掉落一个,列表顺序为掉落优先级 [[互斥组1ID, ID, ...], [互斥组2ID, ID, ...], ...]
- for mutexDropList in mutexDropInfo:
- isMutex = False
- for mutexID in mutexDropList:
- if mutexID not in dropIDList:
- continue
- if not isMutex:
- isMutex = True
- curDropIDCnt = dropIDList.count(mutexID)
- # 如果超过1个,则移除多余的,只保留一个
- if curDropIDCnt > 1:
- for _ in xrange(curDropIDCnt - 1):
- dropIDList.remove(mutexID)
- continue
-
- # 已经是互斥的了,该ID不可掉落,全部移除
- while mutexID in dropIDList:
- dropIDList.remove(mutexID)
-
- return dropIDList
-
-def __GetAppointDropItemIDList(curPlayer, npcID, ipyDrop, doCountRate, doCountAdd, tianxuanBuff):
- ## 指定物品ID掉落
-
- dropItemIDList = []
-
- itemDropLimitDayInfo = IpyGameDataPY.GetFuncEvalCfg("ItemDropCountLimit", 2, {}) # 每日个人掉落物品个数限制 {物品ID:每日掉落上限, ...}
- # 1. 职业物品ID集合
- job = curPlayer.GetJob()
- JobItemDropSets = IpyGameDataPY.GetFuncCfg("JobItemDropSets", 1) # {物品ID集合key:[职业顺序物品ID列表], ...}
- itemDropSets = IpyGameDataPY.GetFuncCfg("JobItemDropSets", 2) # {物品ID集合key:[随机物品ID列表], ...}
- itemDropRateSets = IpyGameDataPY.GetFuncCfg("JobItemDropSets", 3) # {物品ID集合key:[随机物品ID饼图列表], ...}
- ItemKeyMaxDropCountDict = ipyDrop.GetItemKeyMaxDropCount() # {物品ID集合key:随机次数,...}
-
- # 1.1 只掉本职业的
- ItemKeyDropRateJobDict = ipyDrop.GetItemKeyDropRateJob() # {物品ID集合key:概率, ...}, 只掉本职业的,优先级高
- if ItemKeyDropRateJobDict:
- for jobItemKey, dropRate in ItemKeyDropRateJobDict.items():
- if jobItemKey not in JobItemDropSets:
- continue
- jobItemList = JobItemDropSets[jobItemKey]
- if len(jobItemList) < job:
- GameWorld.ErrLog("职业物品集合key没有配置对应职业ID: npcID=%s,jobItemKey=%s,job=%s" % (npcID, jobItemKey, job))
- continue
- mustDropCount = dropRate / Def_NPCMaxDropRate
- dropRate = dropRate % Def_NPCMaxDropRate # 基础概率
- canDropCount = mustDropCount
- doCnt = ItemKeyMaxDropCountDict.get(jobItemKey, 1) # 默认1个
- doCnt = __GetNPCDropDoCountChange(doCnt, doCountRate, doCountAdd)
- for _ in xrange(doCnt):
- if not GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate):
- continue
- canDropCount += 1
-
- jobItemID = jobItemList[job - 1]
- for _ in xrange(canDropCount):
- dropItemIDList.append(jobItemID)
- #GameWorld.DebugLog("掉落自身职业指定物品ID: jobItemKey=%s,jobItemID=%s" % (jobItemKey, jobItemID))
-
- # 1.2 随机掉落一个
- ItemKeyDropRateDict = ipyDrop.GetItemKeyDropRate() # {物品ID集合key:概率, ...}, 随机掉一个,优先级低
- tianxuanItemKeyRateDict = ipyDrop.GetTianxuanItemKeyRate() # 天玄丹指定ID集合Key概率{物品ID集合key:概率, ...}
- if tianxuanBuff and tianxuanItemKeyRateDict:
- ItemKeyDropRateDict = copy.deepcopy(ItemKeyDropRateDict)
- ItemKeyDropRateDict.update(tianxuanItemKeyRateDict)
-
- if ItemKeyDropRateDict:
- GameWorld.DebugLog("ItemKeyDropRateDict:%s" % ItemKeyDropRateDict)
- for itemKey, dropRate in ItemKeyDropRateDict.items():
- # 在只掉本职业里的不处理
- if itemKey in ItemKeyDropRateJobDict:
- continue
- mustDropCount = dropRate / Def_NPCMaxDropRate
- dropRate = dropRate % Def_NPCMaxDropRate # 基础概率
- canDropCount = mustDropCount
- doCnt = ItemKeyMaxDropCountDict.get(itemKey, 1) # 默认1个
- doCnt = __GetNPCDropDoCountChange(doCnt, doCountRate, doCountAdd)
- for _ in xrange(doCnt):
- if not GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate):
- continue
- canDropCount += 1
-
- for _ in xrange(canDropCount):
- if itemKey in itemDropRateSets:
- randItemRateList = itemDropRateSets[itemKey]
- randItemID = GameWorld.GetResultByRandomList(randItemRateList)
- #GameWorld.DebugLog("掉落饼图物品ID: itemKey=%s,randItemRateList=%s,randItemID=%s" % (itemKey, randItemRateList, randItemID))
- elif itemKey in itemDropSets:
- randItemList = itemDropSets[itemKey]
- randItemID = random.choice(randItemList)
- #GameWorld.DebugLog("掉落随机物品ID: itemKey=%s,randItemList=%s,randItemID=%s" % (itemKey, randItemList, randItemID))
- else:
- continue
- if not randItemID:
- continue
- if __dropIDCountLimitToday(curPlayer, randItemID, itemDropLimitDayInfo):
- continue
- dropItemIDList.append(randItemID)
- #GameWorld.DebugLog("掉落随机指定物品ID: itemKey=%s,randItemID=%s" % (itemKey, randItemID))
-
- # 2. 指定掉落ID处理, 受全局设定影响
- itemIDDropRateDict = ipyDrop.GetItemIDDropRate() # {物品ID:概率, ...}
- itemIDDropMaxCntDict = ipyDrop.GetItemIDMaxDropCount() # {物品ID:最大掉落个数,...}
- tianxuanItemIDRate = ipyDrop.GetTianxuanItemIDRate() # 天玄丹指定ID概率 {物品ID:概率, ...}
- if tianxuanBuff and tianxuanItemIDRate:
- itemIDDropRateDict = copy.deepcopy(itemIDDropRateDict)
- itemIDDropRateDict.update(tianxuanItemIDRate)
-
- # 全局材料掉落控制
- globalDropCDDict = IpyGameDataPY.GetFuncCfg("GlobalDropCD", 1) # {物品ID:分钟, ...}
- globalDropRateDict = IpyGameDataPY.GetFuncCfg("NPCGlobalDropRate", 1) # {物品ID:[[npcID列表], "概率公式"], ...}
- gw = GameWorld.GetGameWorld()
-
- if itemIDDropRateDict:
- GameWorld.DebugLog("itemIDDropRateDict=%s" % itemIDDropRateDict)
-
- for itemID, dropRate in itemIDDropRateDict.items():
-
- if not dropRate:
- continue
-
- # 根据击杀次数来的另外计算,不在此判断
- if itemID in globalDropRateDict:
- continue
-
- doCnt = itemIDDropMaxCntDict.get(itemID, 1) # 默认1个
-
- # 判断是否全局掉落CD中
- if itemID in globalDropCDDict:
- curTime = int(time.time())
- lastDropTime = gw.GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_LastDropTime % itemID)
- cdTime = globalDropCDDict[itemID] * 60
- remainTime = cdTime - (curTime - lastDropTime)
- if remainTime > 0:
- GameWorld.DebugLog("该物品全局掉落CD中,不掉落!itemID=%s,cdTime=%s,curTime=%s,lastDrop=%s,remainTime=%s"
- % (itemID, cdTime, curTime, lastDropTime, remainTime))
- continue
- else:
- doCnt = __GetNPCDropDoCountChange(doCnt, doCountRate, doCountAdd)
-
- #GameWorld.DebugLog(" 指定判断: itemID=%s, dropRate=%s, doCnt=%s" % (itemID, dropRate, doCnt))
- for _ in xrange(doCnt):
- if not GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate):
- continue
-
- if __dropIDCountLimitToday(curPlayer, itemID, itemDropLimitDayInfo):
- continue
-
- dropItemIDList.append(itemID)
- if itemID in globalDropCDDict:
- # 通知GameServer记录
- msgInfo = str([itemID, curTime])
- GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "GlobalDropCD", msgInfo, len(msgInfo))
- DataRecordPack.DR_GlobalDropCD(curPlayer, npcID, itemID)
- break
-
- # 3. 指定击杀次数全局掉率
- for itemID, dropInfo in globalDropRateDict.items():
- npcIDList, rateFormat = dropInfo
- if npcID not in npcIDList:
- continue
-
- killedCnt = gw.GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_DropNPCKilledCnt % itemID)
- dropRate = eval(FormulaControl.GetCompileFormula("KilledCntDropRate_%s" % itemID, rateFormat))
- isDrop = GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate)
- if isDrop:
- dropItemIDList.append(itemID)
- DataRecordPack.DR_GlobalDropRate(curPlayer, npcID, itemID, killedCnt, dropRate)
-
- # 通知GameServer记录
- updKilledCnt = 0 if isDrop else (killedCnt + 1)
- msgInfo = str([itemID, updKilledCnt])
- GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "GlobalDropRate", msgInfo, len(msgInfo))
-
- # 4. 指定全服击杀次数必掉,算额外掉落
- globalKillDropDict = IpyGameDataPY.GetFuncEvalCfg("GlobalDropCD", 2) # {NPCID:{击杀次数:[是否本职业, {物品ID:个数, ...}, [[随机物品ID,个数], ...]]}, ...}
- if npcID in globalKillDropDict:
- killCountDropDict = globalKillDropDict[npcID]
- updNPCKilledCount = min(gw.GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_NPCKilledCount % npcID) + 1, ShareDefine.Def_UpperLimit_DWord)
- GameWorld.Log("更新全服击杀次数:npcID=%s, %s" % (npcID, updNPCKilledCount))
- # 通知GameServer记录
- msgInfo = str([npcID, updNPCKilledCount])
- GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "GlobalKillCount", msgInfo, len(msgInfo))
- if updNPCKilledCount in killCountDropDict:
- isJobLimit, itemIDCountDict, randItemIDCountList = killCountDropDict[updNPCKilledCount]
- for itemID, itemCount in itemIDCountDict.items():
- if isJobLimit:
- itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
- if not itemData:
- continue
- itemJob = itemData.GetJobLimit()
- if itemJob and itemJob != curPlayer.GetJob():
- # 非本职业可用,不掉落
- GameWorld.DebugLog("全服击杀次数必掉,非本职业可用,不掉落! itemID=%s" % itemID)
- continue
- dropItemIDList += [itemID] * itemCount
- GameWorld.Log("全服击杀次数必掉物品: itemID=%s,itemCount=%s" % (itemID, itemCount))
- if randItemIDCountList:
- if isJobLimit:
- randJobItemList = []
- for rItemID, rItemCount in randItemIDCountList:
- itemData = GameWorld.GetGameData().GetItemByTypeID(rItemID)
- if not itemData:
- continue
- itemJob = itemData.GetJobLimit()
- if itemJob and itemJob != curPlayer.GetJob():
- # 非本职业可用,不掉落
- GameWorld.DebugLog("全服击杀次数必掉随机,非本职业可用,不掉落! rItemID=%s" % rItemID)
- continue
- randJobItemList.append([rItemID, rItemCount])
- randItemID, randItemCount = random.choice(randJobItemList)
- else:
- randItemID, randItemCount = random.choice(randItemIDCountList)
- dropItemIDList += [randItemID] * randItemCount
- GameWorld.Log("全服击杀次数必掉随机物品: randItemID=%s,randItemCount=%s" % (randItemID, randItemCount))
-
- return dropItemIDList
-
-def __dropIDCountLimitToday(curPlayer, itemID, itemDropLimitDayInfo):
- ## 处理今日掉落物品ID个数限制
- # @return: 是否限制
- if itemID not in itemDropLimitDayInfo:
- return False
- dropCountTodayMax = itemDropLimitDayInfo[itemID]
- if not dropCountTodayMax:
- return False
- dropCountToday = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_DropCountToday % itemID)
- if dropCountToday >= dropCountTodayMax:
- GameWorld.DebugLog(" 物品ID今日掉落次数已达上限: itemID=%s,dropCountToday=%s" % (itemID, dropCountToday), curPlayer.GetPlayerID())
- return True
- dropCountToday += 1
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_DropCountToday % itemID, dropCountToday)
- GameWorld.DebugLog(" 更新物品ID今日掉落次数: itemID=%s,dropCountToday=%s" % (itemID, dropCountToday), curPlayer.GetPlayerID())
- return False
-
-def __GetEquipIDList(findID, classLV, color, isSuit, placeList, itemJobList, findType="NPC"):
+def __GetEquipIDList(findID, classLV=None, color=None, isSuit=None, placeList=None, itemJobList=None, findType="NPC"):
#存一个满足要求的所有的物品的列表 然后从当中随机选一个
#注: 阶、颜色、套装ID、职业、部位,这5个条件可确认唯一一件装备
@@ -1452,9 +496,9 @@
if not itemData.GetCanNPCDrop():
continue
- if ItemCommon.GetItemClassLV(itemData) != classLV:
+ if classLV != None and ItemCommon.GetItemClassLV(itemData) != classLV:
continue
- if itemData.GetItemColor() != color:
+ if color != None and itemData.GetItemColor() != color:
continue
suiteID = itemData.GetSuiteID()
itemJob = itemData.GetJobLimit()
@@ -1476,7 +520,7 @@
if itemJob and itemJobList and itemJob not in itemJobList:
continue
curIsSuit = suiteID > 0
- if curIsSuit != isSuit:
+ if isSuit != None and curIsSuit != isSuit:
continue
itemIDList.append(itemID)
@@ -1485,128 +529,6 @@
% (findType, findID, classLV, color, isSuit, placeList, itemJobList))
return itemIDList
-def __GetNPCPieRateEquipDrop(ipyDrop, doCnt, equipDropPlus):
- ## 获取NPC饼图掉率装备掉落信息
- dropEquipInfoList = []
- pieRateDropList = ipyDrop.GetPieRateDrop() # 饼图概率掉落信息 [(概率,0),(概率,(阶,颜色)),...]
- dropRateList = pieRateDropList if not equipDropPlus else GameWorld.GetPlusPieList(pieRateDropList, equipDropPlus)
- #GameWorld.DebugLog("掉落饼图概率: %s, equipDropPlus=%s" % (pieRateDropList, equipDropPlus))
- #GameWorld.DebugLog("实际饼图概率: %s" % (dropRateList))
- for _ in xrange(doCnt):
- dropInfo = GameWorld.GetResultByRandomList(dropRateList)
- if dropInfo:
- dropEquipInfoList.append(dropInfo)
- #GameWorld.DebugLog("饼图装备掉落结果: doCnt=%s, %s" % (doCnt, dropEquipInfoList))
- return dropEquipInfoList
-
-def __GetNPCIndepRateEquipDrop(mapID, ipyDrop, doCnt, equipDropPlus, curGrade=0):
- ## 获取NPC独立掉率装备掉落信息
- npcID = ipyDrop.GetNPCID()
- indepRateDict = ipyDrop.GetIndepRateDrop() # 独立概率掉落信息 {(阶,颜色):概率,...}
- #GameWorld.DebugLog("独立概率装备掉落处理: indepRateDict=%s,equipDropPlus=%s" % (indepRateDict, equipDropPlus))
- gradeColorRateDict = {}
- fbGradeColorRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 1) #{npcID:{颜色:[D级影响概率, ..., S级影响概率], ...}, ...}
- if npcID in fbGradeColorRateDict:
- gradeColorRateDict = fbGradeColorRateDict[npcID]
-
- orangeEquipPer = 0
- fbGradeOrangeEquipPerDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate2", 1) # 地图评级影响橙装概率百分率 {"mapID":[D级影响概率, ..., S级影响概率], ..}
- if str(mapID) in fbGradeOrangeEquipPerDict and curGrade:
- orangeEquipPerList = fbGradeOrangeEquipPerDict[str(mapID)]
- orangeEquipPer = 0 if (curGrade <= 0 or curGrade > len(orangeEquipPerList)) else orangeEquipPerList[curGrade - 1]
-
- #colorDropCntDict = {} # 装备颜色已经掉落数 {颜色:数量, ...}
- dropEquipInfoList = []
- for _ in xrange(doCnt):
- for dropInfo, rate in indepRateDict.iteritems():
- dropRate = rate
- color = dropInfo[1]
- if color in gradeColorRateDict:
- colorRateList = gradeColorRateDict[color]
- colorRate = 10000 if (curGrade <= 0 or curGrade > len(colorRateList)) else colorRateList[curGrade - 1]
- dropRate = int(dropRate * colorRate / 10000.0)
- #GameWorld.DebugLog(" 评级影响颜色概率: curGrade=%s,colorRate=%s,dropRate=%s" % (curGrade, colorRate, dropRate))
-
- if color == ChConfig.Def_Quality_Orange and orangeEquipPer:
- dropRate = int(dropRate * orangeEquipPer / 100.0)
- #GameWorld.DebugLog("评级橙装掉率加成: orangeEquipPer=%s,dropRate=%s" % (orangeEquipPer, dropRate))
-
- dropRate = dropRate if not equipDropPlus else (dropRate + int(dropRate * equipDropPlus / 10000.0))
- mustDropCount = dropRate / Def_NPCMaxDropRate
- dropRate = dropRate % Def_NPCMaxDropRate # 基础概率
- #GameWorld.DebugLog(" dropInfo=%s,rate=%s,mustDropCount=%s,dropRate=%s" % (dropInfo, rate, mustDropCount, dropRate))
- curDropCount = mustDropCount
- if GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate):
- curDropCount += 1
- if not curDropCount:
- continue
-
- for _ in xrange(curDropCount):
- dropEquipInfoList.append(dropInfo)
- #GameWorld.DebugLog("独立概率装备掉落结果: doCnt=%s, %s" % (doCnt, dropEquipInfoList))
- return dropEquipInfoList
-
-def __GetDropMoneyValue(curPlayer, ipyDrop, realmNPCIpyData):
- baseMoney = FBLogic.OnGetNPCDropMoney(curPlayer)
- if baseMoney <= 0:
- # 获得掉落数量
- if realmNPCIpyData:
- baseMoney = random.randint(realmNPCIpyData.GetDropMoneyMin(), realmNPCIpyData.GetDropMoneyMax())
- else:
- baseMoney = random.randint(ipyDrop.GetDropMoneyMin(), ipyDrop.GetDropMoneyMax())
-
- if baseMoney <= 0:
- return 0
-
- moneyValue = baseMoney
- # 玩家金钱掉落加成
- if curPlayer != None:
-
- addRateEx = 0
-
- addRate = float(curPlayer.GetGoldFoundRate() + addRateEx) / ShareDefine.Def_MaxRateValue
- moneyValue = int(moneyValue + moneyValue * addRate)
- #特殊地图杀怪金币外层加成
- outerMoneyRate = FBLogic.OnGetOuterMoneyRate(curPlayer)
- if outerMoneyRate > 0:
- moneyValue = int(moneyValue * outerMoneyRate / float(ShareDefine.Def_MaxRateValue))
-
- if moneyValue >= 65535:
- moneyValue = random.randint(65000, 65530)
- return moneyValue
-
-def GetKillCountDropItemList(curPlayer, npcID, needKillCount, killDropItemList):
- ## 获取击杀次数额外掉落
- killCountValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
- killCountPri = killCountValue / 10000
- if killCountPri >= needKillCount:
- #GameWorld.DebugLog("杀掉次数已经掉落过! npcID=%s,killCountValue=%s,dropRecord=%s" % (npcID, killCountValue, dropRecord), curPlayer.GetPlayerID())
- return []
-
- killCountPri += 1
- updRecordValue = killCountPri * 10000 + killCountValue % 10000
-
- jobDropInfo = []
- if killCountPri >= needKillCount:
- isJobLimit = 1
- #[itemID,...]
- for dropItemID in killDropItemList:
- itemData = GameWorld.GetGameData().GetItemByTypeID(dropItemID)
- if not itemData:
- GameWorld.ErrLog("掉落物品ID不存在, dropItemID=%s" % dropItemID)
- continue
- itemJob = itemData.GetJobLimit()
- if isJobLimit and itemJob and itemJob != curPlayer.GetJob():
- # 非本职业可用,不掉落
- #GameWorld.DebugLog("非本职业可用,不掉落! dropItemID=%s" % dropItemID)
- continue
- jobDropInfo.append(dropItemID)
- GameWorld.DebugLog("击杀次数必掉落! npcID=%s,needKillCount=%s,jobDropInfo=%s,killDropItemList=%s,updRecordValue=%s"
- % (npcID, needKillCount, jobDropInfo, killDropItemList, updRecordValue), curPlayer.GetPlayerID())
-
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, updRecordValue)
- GameWorld.DebugLog("更新击杀次数比掉落值: killCountValue=%s,killCountPri=%s,updRecordValue=%s" % (killCountValue, killCountPri, updRecordValue), curPlayer.GetPlayerID())
- return jobDropInfo
######################################################################
#---------------------------------------------------------------------
#移动相关
@@ -4094,68 +3016,6 @@
self.__MissionOnKillNPC(eventPlayer, True)
return
-
- #---------------------------------------------------------------------
- def __GetDropMoneyModelID(self, moneyValue):
- ## 获取掉落金币模型ID
- if not moneyValue:
- return 0
- moneyItemList = IpyGameDataPY.GetFuncEvalCfg("GoldModel", 1) # 金币掉落数量对应模型-[(最大金币数,物品模型ID), ...]
- if not moneyItemList:
- return 0
- for count, moneyID in moneyItemList:
- if moneyValue <= count:
- return moneyID
- return moneyItemList[-1][1]
-
- def __NPCSpecialDropItem(self, dropPlayer, ownerPlayerList, ipyDrop):
- '''特殊掉落 (私有特殊掉落 + 击杀次数特殊掉落), 支持摸怪
- @return: None
- @return: [[ownerPlayer, itemID, isAuctionItem, isDropInItemPack], ...]
- '''
- curNPC = self.__Instance
- npcID = curNPC.GetNPCID()
- specDropItemList = []
-
- #playerLV = dropPlayer.GetLV()
- #maxDropLV = ipyDrop.GetMaxDropLV()
- #if maxDropLV and playerLV > maxDropLV:
- # GameWorld.DebugLog("超过最大可掉落等级,不掉落物品,特殊掉落!npcID=%s,playerLV(%s) > maxDropLV(%s)" % (npcID, playerLV, maxDropLV))
- # return specDropItemList
-
- auctionItemCanSell = ipyDrop.GetAucionItemCanSell()
- # 击杀次数掉落算摸怪
- killCountDropInfo = ipyDrop.GetKillCountDropPri()
- if killCountDropInfo:
- for feelPlayer in self.__FeelPlayerList:
- needKillCount, killDropItemList, isDropInItemPack = killCountDropInfo
- killCountDropItemList = GetKillCountDropItemList(feelPlayer, npcID, needKillCount, killDropItemList)
- for dropItemID in killCountDropItemList:
- isAuctionItem = 1 if auctionItemCanSell and IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropItemID) else 0
- specDropItemList.append([feelPlayer, dropItemID, isAuctionItem, isDropInItemPack])
- GameWorld.DebugLog("击杀次数必掉(可摸怪): npcID=%s,dropItemID=%s,needKillCount=%s,isDropInItemPack=%s,isAuctionItem=%s"
- % (npcID, dropItemID, needKillCount, isDropInItemPack, isAuctionItem), feelPlayer.GetPlayerID())
-
- # 私有掉落
- isDropInItemPack = False
- fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3)
- if npcID in fbGradePriItemIDDropDict:
- gradePriItemIDDropDict = fbGradePriItemIDDropDict[npcID]
- curGrade = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
- priDropInfoList = gradePriItemIDDropDict.get(curGrade, [])
- priDropIDList = []
- for priItemID, priItemCount in priDropInfoList:
- priDropIDList += [priItemID] * priItemCount
- else:
- priDropIDList = ipyDrop.GetPriItemIDDrop()
- for dropItemID in priDropIDList:
- isAuctionItem = 1 if auctionItemCanSell and IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropItemID) else 0
- for ownerPlayer in ownerPlayerList:
- specDropItemList.append([ownerPlayer, dropItemID, isAuctionItem, isDropInItemPack]) # 默认绑定
- #GameWorld.DebugLog("私有物品掉落: dropItemID=%s" % dropItemID, ownerPlayer.GetPlayerID())
-
- return specDropItemList
-
## 物品掉落
# @param self 类实例
# @param dropPlayer 掉落判断相关玩家
@@ -4163,106 +3023,6 @@
# @param HurtID 伤血ID
# @return 返回值无意义
def __NPCDropItem(self, dropPlayer, hurtType, hurtID, ownerPlayerList=[], isOnlySelfSee=False):
- if not dropPlayer:
- return
- curNPC = self.__Instance
- PlayerActCollectWords.OnKillNPCDrop(dropPlayer, curNPC)
- if curNPC.GetType() in [ChConfig.ntPriWoodPilePVE, ChConfig.ntPriWoodPilePVP]:
- GameWorld.DebugLog("木桩怪,不掉落物品!")
- return
- npcID = curNPC.GetNPCID()
- mapID = GameWorld.GetMap().GetMapID()
- mapID = FBCommon.GetRecordMapID(mapID)
- isGameBoss = ChConfig.IsGameBoss(curNPC)
- if mapID in [ChConfig.Def_FBMapID_MunekadoTrial, ChConfig.Def_FBMapID_DemonKing, ChConfig.Def_FBMapID_SealDemon, ChConfig.Def_FBMapID_ZhuXianBoss,
- ChConfig.Def_FBMapID_KillDevil]:
- GameWorld.DebugLog("该地图不走直接掉落物品逻辑!mapID=%s" % mapID)
- return
- if isGameBoss:
- GameWorld.Log("NPC开始掉落: npcID=%s,dropPlayerID=%s" % (npcID, dropPlayer.GetPlayerID()), dropPlayer.GetPlayerID())
- ipyDrop = GetNPCDropIpyData(npcID)
- if not ipyDrop:
- if isGameBoss:
- curWorldLV = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_WorldAverageLv)
- GameWorld.ErrLog("取不到NPC掉落信息!npcID=%s,curWorldLV=%s" % (npcID, curWorldLV))
- return
-
- dropIDList, auctionIDList, dropMoneyCnt, moneyValue = [], [], 0, 0
- dropInfo = GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList, ipyDrop, False)
- if dropInfo:
- dropIDList, auctionIDList, dropMoneyCnt, moneyValue = dropInfo
-
- moneyID = self.__GetDropMoneyModelID(moneyValue)
- if moneyID and dropMoneyCnt:
- dropIDList += [moneyID] * dropMoneyCnt
-
- specItemSign = "SpecItem"
- playerSpecDropList = []
- if dropInfo:
- playerSpecDropList = self.__NPCSpecialDropItem(dropPlayer, ownerPlayerList, ipyDrop) # 特殊掉落 [[ownerPlayer, itemID, isAuctionItem, isDropInItemPack], ...] 私有特殊掉落 + 击杀次数特殊掉落
- dropIDList += [specItemSign] * len(playerSpecDropList)
-
- if len(dropIDList) > 5:
- #打乱物品顺序
- random.shuffle(playerSpecDropList)
- random.shuffle(dropIDList)
-
- if not dropIDList and isGameBoss:
- GameWorld.ErrLog("Boss没有掉落: dropPlayerLV=%s,ipyWorldLV=%s,maxDropLV=%s"
- % (dropPlayer.GetLV(), ipyDrop.GetMaxWorldLV(), ipyDrop.GetMaxDropLV()), dropPlayer.GetPlayerID())
-
- sightLevel = PlayerControl.GetMapRealmDifficulty(dropPlayer)
- gameMap = GameWorld.GetMap()
- dropPosX, dropPosY = curNPC.GetPosX(), curNPC.GetPosY() # 以NPC为中心点开始掉落
- index = 0
- for posX, posY in ChConfig.Def_DropItemAreaMatrix:
- resultX = dropPosX + posX
- resultY = dropPosY + posY
-
- if not gameMap.CanMove(resultX, resultY):
- #玩家不可移动这个点
- continue
-
- if index > len(dropIDList) - 1:
- break
-
- isDropInItemPack = False
- itemID = dropIDList[index]
- index += 1
- if itemID == specItemSign:
- if not playerSpecDropList:
- continue
- itemCnt = 1
- ownerPlayer, itemID, isAuctionItem, isDropInItemPack = playerSpecDropList[0]
- ownerType, ownerID = ChConfig.Def_NPCHurtTypePlayer, ownerPlayer.GetPlayerID()
- playerSpecDropList = playerSpecDropList[1:]
- else:
- ownerPlayer = dropPlayer
- ownerType, ownerID = hurtType, hurtID
- itemCnt = moneyValue if itemID == moneyID else 1
- isAuctionItem = itemID in auctionIDList
-
- curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, isAuctionItem, dropPlayer)
- if not curItem:
- continue
-
- if mapID == ChConfig.Def_FBMapID_GatherSoul:#聚魂副本特殊处理
- GameLogic_GatherSoul.KillGatherSoulNPCDropAward(itemID, itemCnt, isAuctionItem)
- dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
- SendVirtualItemDrop(ownerPlayer, itemID, resultX, resultY, dropItemDataStr)
- curItem.Clear()
- continue
-
- if isDropInItemPack:
- curItem.SetUserAttr(ShareDefine.Def_IudetSource, ShareDefine.Item_Source_VirtualItemDrop)
- dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
- #可以放入背包
- if ItemControler.DoLogic_PutItemInPack(ownerPlayer, curItem, event=["NPCDrop", False, {"npcID":npcID}]):
- #通知客户端
- SendVirtualItemDrop(ownerPlayer, itemID, resultX, resultY, dropItemDataStr)
-
- else:
- self.__MapCreateItem(curItem, resultX, resultY, ownerType, ownerID, isOnlySelfSee=isOnlySelfSee, sightLevel=sightLevel)
return
#---------------------------------------------------------------------
## NPC被杀死逻辑处理
@@ -5825,7 +4585,7 @@
def PlayerOnDay(curPlayer):
#采集次数重置
CollNPCTimeOnDay(curPlayer)
- itemDropLimitDayInfo = IpyGameDataPY.GetFuncEvalCfg("ItemDropCountLimit", 2, {})
+ itemDropLimitDayInfo = {} #IpyGameDataPY.GetFuncEvalCfg("ItemDropCountLimit", 2, {})
for itemID in itemDropLimitDayInfo.keys():
if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_DropCountToday % itemID):
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_DropCountToday % itemID, 0)
@@ -6009,42 +4769,6 @@
return
def SendGameServerGoodItemRecord(curPlayer, mapID, lineID, npcID, itemID, equipInfo=[]):
- # @param equipInfo: [equipPlace, itemClassLV, itemColor, itemQuality, itemUserData]
-# GameWorld.DebugLog("检查物品是否发送GameServer: mapID=%s, npcID=%s, playerName=%s, itemID=%s"
-# % (mapID, npcID, playerName, itemID))
- recBossIDList = IpyGameDataPY.GetFuncEvalCfg('DropRecordBossID', 1)
- if npcID not in recBossIDList:
- return
- recDropEquipInfoDict = IpyGameDataPY.GetFuncEvalCfg('DropRecordEquipment', 1, {})
- recSpecialItemIDList = IpyGameDataPY.GetFuncEvalCfg('DropRecordValue', 1)
- recItemIDList = IpyGameDataPY.GetFuncEvalCfg('DropRecordNormal', 1)
- # weightValue 珍惜度 数值越大越珍贵(用于排序)
- needRecord = False
- itemUserData = ""
- if itemID in recItemIDList:
- needRecord = True
- weightValue = recItemIDList.index(itemID)
- elif itemID in recSpecialItemIDList:
- needRecord = True
- weightValue = recSpecialItemIDList.index(itemID) + 10000
- else:
- equipPlace, itemClassLV, itemColor, suiteID, itemUserData = equipInfo
- isSuit = 1 if suiteID else 0
- weightValue = itemColor*1000+isSuit*100+itemClassLV
-
- recordCondition = GameWorld.GetDictValueByKey(recDropEquipInfoDict, equipPlace)
- if recordCondition:
- needClassLV, needItemColor, needItemSuite = recordCondition
- if itemClassLV >= needClassLV and itemColor >= needItemColor and isSuit >= needItemSuite:
- needRecord = True
- if not needRecord:
- return
- playerID = curPlayer.GetID()
- playerName = curPlayer.GetName()
- serverGroupID = PlayerControl.GetPlayerServerGroupID(curPlayer)
- dropEquipMsg = str([playerID, playerName, mapID, lineID, npcID, itemID, itemUserData, weightValue, serverGroupID, curPlayer.GetLV()])
- GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'BossDropGoodItem', dropEquipMsg, len(dropEquipMsg))
- GameWorld.DebugLog("发送GameServer记录拾取掉落好物品: %s" % dropEquipMsg, playerID)
return
#// A5 52 购买功能NPC采集次数 #tagCMBuyCollectionCnt
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py
index 149ba48..1b2a70b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py
@@ -1492,6 +1492,11 @@
#初始化寻宝背包
PlayerControl.Init_TreasurePack(curPlayer)
+ #初始化鉴定背包
+ curPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptIdentify)
+ curPack.SetCount(ItemCommon.GetPackInitCount(IPY_GameWorld.rptIdentify))
+ curPack.Sync_PackCanUseCount()
+
#初始化英雄背包
PlayerControl.Init_HeroPack(curPlayer)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
index b1839ac..020ef1f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -2884,8 +2884,10 @@
#轮回殿
PlayerActLunhuidian.AddLunhuidianValue(curPlayer, PlayerActLunhuidian.AwardType_PayMoney, type_Price, price)
if type_Price == ShareDefine.TYPE_Price_Xiantao:
- unXiantaoCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCnt)
- NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCnt, unXiantaoCnt + price)
+ unXiantaoCntExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntExp)
+ NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntExp, unXiantaoCntExp + price)
+ unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip)
+ NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip + price)
PlayerPrestigeSys.AddRealmTaskValue(curPlayer, PlayerPrestigeSys.RealmTaskType_UseXiantao, price)
unitPrice = price if quantity == 1 else int(math.ceil(price * 1.0 / quantity)) # 单价
#reason_name = "Unknown" if not costType else costType
@@ -3731,31 +3733,25 @@
NetPackCommon.SendFakePack(curPlayer, sendPack)
#副本获得经验, 无论获得多少经验均需通知, 有些副本逻辑需要通过获得经验时机处理
- if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
- FBLogic.OnGetExp(curPlayer, finalAddExp, expViewType)
-
+ #if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
+ # FBLogic.OnGetExp(curPlayer, finalAddExp, expViewType)
+
return finalAddExp
# 参数 addSkillID 表示因什么技能杀死NPC获得经验
def __AddExp(self, curPlayer, addExp, expViewType, isSysHint, addSkillID=0, expRateEx=0):
- if addExp == 0:
+ if addExp <= 0:
# 不进入计算
return addExp, expViewType
#取得人物当前经验
- #curTotalExp = GetPlayerTotalExp(curPlayer)
- curTotalExp = curPlayer.GetExpPoint() * ChConfig.Def_PerPointValue + curPlayer.GetTotalExp()
-
- maxLV = GetPlayerMaxLV(curPlayer)
- maxLVExpStore = IpyGameDataPY.GetFuncCfg("MaxLVExpStore", 1)
+ curTotalExp = GetPlayerTotalExp(curPlayer)
- curLV = curPlayer.GetLV()
-# # 检查转生等级
-# if curLV >= nextReinLV and curTotalExp >= maxLVExpStore:
-# self.__NotifyExpFull(curPlayer, "GeRen_liubo_260986")
-# GameWorld.DebugLog("经验已满!需先转生!curLV=%s,reinLV=%s" % (curLV, nextReinLV), curPlayer.GetPlayerID())
-# return 0
-
+ maxLV = GetPlayerMaxLV(curPlayer)
+ maxLVExpStore = IpyGameDataPY.GetFuncCfg("PlayerMaxLV", 2)
+
+ curLV = curPlayer.GetLV()
+
# 检查最大等级,maxLVExpStore -1时不限累计经验上限
if curLV >= maxLV and curTotalExp >= maxLVExpStore and maxLVExpStore != -1:
self.__NotifyExpFull(curPlayer, "GeRen_admin_825676")
@@ -3765,90 +3761,26 @@
# 杀怪
if expViewType == ShareDefine.Def_ViewExpType_KillNPC:
exp_rate = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TotalExpRate)
- superRate = PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(curPlayer, None, None, ChConfig.TriggerType_AddExpRate)
- if superRate:
- # 龙凤镯 经验
- expViewType = ShareDefine.Def_ViewExpType_KillNPCSuper
- if addSkillID == ChConfig.Def_SkillID_LXHY_AddExpRate:
- addSkill = GameWorld.GetGameData().GetSkillBySkillID(addSkillID)
- hasEffect = SkillCommon.GetSkillEffectByEffectID(addSkill, ChConfig.Def_Skill_Effect_AddExpRate)
- if hasEffect:
- #烈焰战神 经验
- superRate += hasEffect.GetEffectValue(0)
- expViewType = ShareDefine.Def_ViewExpType_LYZS
- exp_rate += superRate
-
elif expViewType in [ShareDefine.Def_ViewExpType_GameEvent, ShareDefine.Def_ViewExpType_Sit]:
exp_rate = curPlayer.GetGameEventExpRate()
exp_rate += GetFamilySitExpPer(curPlayer)
else:
exp_rate = max(GameWorld.GetGameWorld().GetExpRate(), ChConfig.Def_MaxRateValue)
-
+
exp_rate += expRateEx
#输入的经验有可能为long型
addExp = int(addExp * exp_rate / float(ChConfig.Def_MaxRateValue))
- #防沉迷计算
- addExp = PlayerGameWallow.ChangeExpByWallow(curPlayer, addExp)
-
- #===========================================================================================
- # #特殊地图杀怪经验外层加成
- # if expViewType == ShareDefine.Def_ViewExpType_KillNPC:
- # #mapID = GameWorld.GetMap().GetMapID()
- # #if mapID in ChConfig.Def_FBMapID_BZZDAll:
- # # nobleVIPOuterRate = ...
- # # #nobleVIPAddExp += 0 if not nobleVIPOuterRate else int(addExp * nobleVIPOuterRate / float(ChConfig.Def_MaxRateValue))
- # # nobleVIPAddExp += nobleVIPOuterRate
- #
- # outerExpRate = FBLogic.OnGetOuterExpRate(curPlayer)
- # if outerExpRate > 0:
- # addExp = int(addExp * outerExpRate / float(ChConfig.Def_MaxRateValue))
- #===========================================================================================
-
# 不可再升级时,增加后的经验不可超过最大可存储经验
- #if curLV >= nextReinLV or curLV >= maxLV:
if curLV >= maxLV and maxLVExpStore > 0:
addExp = min(addExp, max(0, maxLVExpStore - curTotalExp))
-
+
if addExp <= 0:
#无法获得经验
GameWorld.DebugLog("无法获得经验")
return 0, expViewType
- #addExp = min(addExp, ChConfig.Def_UpperLimit_DWord) # 单次加经验不超过20亿
-
- #缓存获取的经验值, 用于兑换家族荣誉
- #if curPlayer.GetFamilyID() != 0:
- # curPlayer.SetPerExp(min(curPlayer.GetPerExp() + addExp, ChConfig.Def_UpperLimit_DWord))
-
- #人物头顶提示
- #=======================================================================
- # viewExpCnt = min(2, addExp / ChConfig.Def_UpperLimit_DWord) # 最多飘两次20亿的
- # viewExp = addExp % ChConfig.Def_UpperLimit_DWord
- # for _ in range(viewExpCnt):
- # curPlayer.Notify_GetExpView(ChConfig.Def_UpperLimit_DWord, expViewType)
- # if viewExp:
- # curPlayer.Notify_GetExpView(viewExp, expViewType)
- #
- # if isSysHint:
- # # 杀怪附加加成显示
- # if expViewType == ShareDefine.Def_ViewExpType_KillNPC:
- # nobleVIPAddExp = int(nobleVIPAddExp / 100.0)
- # #NotifyCode(curPlayer, "GeRen_liubo_74717", [addExp, nobleVIPAddExp])
- # elif expViewType in [ShareDefine.Def_ViewExpType_GameEvent,
- # ShareDefine.Def_ViewExpType_Sit]:
- # #小游戏事件特殊提示,打坐获取经验
- # NotifyCode(curPlayer, "ObtainExperience", [addExp])
- # elif expViewType == ShareDefine.Def_ViewExpType_MousePos:
- # #鼠标位置提示获得经验
- # NotifyCode(curPlayer, "GeRen_admin_887936", [addExp])
- # else:
- # #正常信息提示
- # NotifyCode(curPlayer, "GeRen_lhs_0", [addExp])
- #=======================================================================
-
#给人物经验 先设经验后升级
- #SetPlayerTotalExp(curPlayer, curTotalExp + addExp)
totalExp = curTotalExp + addExp
curExp = totalExp % ChConfig.Def_PerPointValue
expPoint = totalExp / ChConfig.Def_PerPointValue
@@ -3857,13 +3789,10 @@
curPlayer.SetExpPoint(expPoint)
if curPlayer.GetTotalExp() != curExp:
curPlayer.SetTotalExp(curExp)
-
- #GameWorld.Log("玩家 = %s 得到经验 = %s ,当前经验倍率 = %s"%(curPlayer.GetName(), addExp,expRate ))
- #小于转生等级才可升级
- #if curLV < nextReinLV and curLV < maxLV:
+
if curLV < maxLV:
self.PlayerLvUp()
-
+
#添加经验成功
return addExp, expViewType
@@ -3887,25 +3816,18 @@
#玩家死亡不可升级
return
- #lvIpyData = GetPlayerLVIpyData(curPlayer.GetLV())
- lvIpyData = IpyGameDataPY.GetIpyGameData("PlayerLV", curPlayer.GetLV())
+ lvIpyData = GetPlayerLVIpyData(curPlayer.GetLV())
if not lvIpyData:
- GameWorld.ErrLog("经验表异常 lv= %s" % curPlayer.GetLV())
return
-
- #lvUpNeedExp = GetLVUPTotalExpNeed(lvIpyData)
- lvUpNeedExp = lvIpyData.GetExpPoint() * ChConfig.Def_PerPointValue + lvIpyData.GetExp()
-
+ lvUpNeedExp = GetLVUPTotalExpNeed(lvIpyData)
if lvUpNeedExp <= 0:
return
#增加经验
- #curTotalExp = GetPlayerTotalExp(curPlayer)
- curTotalExp = curPlayer.GetExpPoint() * ChConfig.Def_PerPointValue + curPlayer.GetTotalExp()
+ curTotalExp = GetPlayerTotalExp(curPlayer)
#未达到升级经验
if curTotalExp < lvUpNeedExp:
return
- needSyncTalentPoint = False
playerNeedDoLVUp = False
curLV = curPlayer.GetLV()
maxLV = GetPlayerMaxLV(curPlayer)
@@ -3913,14 +3835,7 @@
curPlayer.BeginRefreshState()
#befXP = curPlayer.GetXP()
befLV = curPlayer.GetLV()
- befFreePoint = curPlayer.GetFreePoint()
- befBaseSTR = curPlayer.GetBaseSTR()
- befBasePNE = curPlayer.GetBasePNE()
- befBasePHY = curPlayer.GetBasePHY()
- befBaseCON = curPlayer.GetBaseCON()
-
- #升级前的世界等级经验
- #beforeExpRate = PlayerWorldAverageLv.GetWorldAverageLvExpRate(curPlayer)
+ #befFreePoint = curPlayer.GetFreePoint()
while curTotalExp >= lvUpNeedExp and curLV < maxLV:
@@ -3935,24 +3850,17 @@
isNotifyServer = False
curPlayer.SetLV(curLV, isNotifyServer)
- EventReport.WriteEvent_level_up(curPlayer)
+ #EventReport.WriteEvent_level_up(curPlayer)
# 记录玩家升级
DataRecordPack.DR_PlayerUpgrade(curPlayer, curPlayer.GetLV(), GetPlayerTotalExp(curPlayer), lvUpNeedExp)
DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_LVUP, {'lv':curLV})
self.__GiveLVMailAward(curLV)
- self.__DoLVUPAddPoint() # 升级加点
+ #self.__DoLVUPAddPoint() # 升级加点
#self.__DoLvUpAddSkill() # 升级加技能
lvIpyData = GetPlayerLVIpyData(curPlayer.GetLV())
- # 大师天赋点
- if lvIpyData:
- addTalentPoint = lvIpyData.GetTalentPoint()
- if addTalentPoint:
- needSyncTalentPoint = True
- PlayerGreatMaster.AddGreatMasterSkillPointByLV(curPlayer, addTalentPoint)
- PlayerTongTianLing.AddTongTianTaskValue(curPlayer, ChConfig.TTLTaskType_LVUp, 1)
#---是否继续循环---
curTotalExp = curTotalExp - lvUpNeedExp
@@ -3967,50 +3875,24 @@
#有升级, 转生时刚好是转生等级会默认+1级
if playerNeedDoLVUp:
aftLV = curPlayer.GetLV()
- aftFreePoint = curPlayer.GetFreePoint()
- aftBaseSTR = curPlayer.GetBaseSTR()
- aftBasePNE = curPlayer.GetBasePNE()
- aftBasePHY = curPlayer.GetBasePHY()
- aftBaseCON = curPlayer.GetBaseCON()
+ #aftFreePoint = curPlayer.GetFreePoint()
if aftLV > befLV:
curPlayer.SetLV(aftLV, False) # 这里不再通知GameServer
- PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_LV, aftLV)
+ PlayerTongTianLing.AddTongTianTaskValue(curPlayer, ChConfig.TTLTaskType_LVUp, aftLV - befLV)
+ PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_LV)
PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_HeroLV, aftLV)
PlayerActivity.DoAddActivityByLV(curPlayer, befLV, aftLV)
- if aftFreePoint > befFreePoint:
- curPlayer.SetFreePoint(aftFreePoint)
- #NotifyCode(curPlayer, "ObtainAttributeDot", [aftFreePoint - befFreePoint])
- if aftBaseSTR > befBaseSTR:
- curPlayer.SetBaseSTR(aftBaseSTR)
- if aftBasePNE > befBasePNE:
- curPlayer.SetBasePNE(aftBasePNE)
- if aftBasePHY > befBasePHY:
- curPlayer.SetBasePHY(aftBasePHY)
- if aftBaseCON > befBaseCON:
- curPlayer.SetBaseCON(aftBaseCON)
+ #if aftFreePoint > befFreePoint:
+ # curPlayer.SetFreePoint(aftFreePoint)
PlayerGubao.DoGubaoAddFreePoint(curPlayer)
- #===================================================================
- # if curPlayer.GetXP() != befXP:
- # curPlayer.SetXP(curPlayer.GetXP())
- #===================================================================
-
- #享受世界等级
- #===================================================================
- #curExpRate = PlayerWorldAverageLv.GetWorldAverageLvExpRate(curPlayer)
- #if beforeExpRate <= 0 and curExpRate > 0:
- # NotifyCode(curPlayer, "GeRen_liubo_127574")
- #===================================================================
- # 天赋点通知
- if needSyncTalentPoint:
- PlayerGreatMaster.Sync_GreatMasterFreeSkillPoint(curPlayer)
# 升级需要执行的游戏功能处理
GameFuncComm.DoFuncOpenLogic(curPlayer)
ChEquip.RefreshPlayerLingQiEquipAttr(curPlayer) # 灵器属性会随等级成长
- if aftLV%10 == 0:
- # 控制下刷新次数
- PlayerPet.CalcPetItemAddPlayerAttr(curPlayer) # 宠物有随等级变化的技能
+ #if aftLV%10 == 0:
+ # # 控制下刷新次数
+ # PlayerPet.CalcPetItemAddPlayerAttr(curPlayer) # 宠物有随等级变化的技能
self.RefreshPlayerAttrState(billboardFunc=PlayerBillboard.UpdatePlayerLVBillboard)
#放在功能开启后面
@@ -6388,29 +6270,11 @@
count += 1
return count
-
-
-## 获取节假日经验加成
-# @param curPlayer: 玩家实例
-# @return: 节假日经验加成
-def GetHolidayExpRate(curPlayer):
- return 0
-
-
-## 获取世界boss经验加成
-# @param curPlayer: 玩家实例
-# @return: 世界boss经验加成
-def GetWorldBossExpRate(curPlayer):
- return 0
-
## 获取玩家当前等级升级所需总经验
# @param playerLv 玩家等级
# @return 返回值, 升级需要的总经验
def GetLVUPTotalNeedExp(curPlayer):
curLV = curPlayer.GetLV()
- #if curLV >= IpyGameDataPY.GetFuncCfg("PlayerMaxLV") and PlayerGreatMaster.IsGreatMasterOpen(curPlayer):
- # return PlayerGreatMaster.GetTotalExpByGreatMasterLV(curPlayer.GetLV2())
-
return GetTotalExpByPlayerLv(curLV)
## 根据等级获得升级需要的总经验
@@ -6432,7 +6296,7 @@
def GetLVUPTotalExpNeed(lvIpyData):
if not lvIpyData:
return 0
- return lvIpyData.GetExpPoint() * ChConfig.Def_PerPointValue + lvIpyData.GetExp()
+ return lvIpyData.GetExp()
def GetPlayerMaxLV(curPlayer):
## 获取玩家实际可升的最大等级
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerFamilyStore.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerFamilyStore.py
index 552bb7e..325ade2 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerFamilyStore.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerFamilyStore.py
@@ -248,8 +248,9 @@
# 给物品
if itemDict:
- itemDict['IsBind'] = isBind
- ItemControler.GivePlayerEquip(curPlayer, itemDict, event=[ChConfig.ItemGive_FamilyStore, False, {}])
+ pass
+ #itemDict['IsBind'] = isBind
+ #ItemControler.GivePlayerEquip(curPlayer, itemDict, event=[ChConfig.ItemGive_FamilyStore, False, {}])
else:
ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, 0, [IPY_GameWorld.rptItem],
event=[ChConfig.ItemGive_FamilyStore, False, {}])
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerNewGuyCard.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerNewGuyCard.py
index 643e9e5..86d1b97 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerNewGuyCard.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerNewGuyCard.py
@@ -47,6 +47,7 @@
import EventReport
import ItemCommon
import DataRecordPack
+import ShareDefine
import PlayerCoin
import md5
@@ -539,12 +540,9 @@
succGiveItemList = []
for itemInfo in awardItemList:
itemID, itemCount, itemBind = itemInfo[:3]
- isAppoint = itemInfo[3] if len(itemInfo) > 3 else 0
-
- if isAppoint:
- isOK = ItemControler.GivePlayerAppointItem(curPlayer, itemID, False)
- else:
- isOK = ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, 0, [IPY_GameWorld.rptItem])
+ appointID = itemInfo[3] if len(itemInfo) > 3 else 0
+ setAttrDict = {ShareDefine.Def_CItemKey_AppointID:appointID}
+ isOK = ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, 0, [IPY_GameWorld.rptItem], setAttrDict=setAttrDict)
if isOK:
succGiveItemList.append(itemInfo)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
index 15599aa..582a8cf 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
@@ -1136,13 +1136,13 @@
elif equipPlace == ShareDefine.retWing:
PlayerControl.NotifyCode(curPlayer, 'WingTiyan_Timeout')
- tryItemDict = IpyGameDataPY.GetFuncEvalCfg('FirstGoldTryItem', 1, {})
- tryItemID = tryItemDict.get(curPlayer.GetJob(), 0)
- if tryItemID and ItemControler.GetAppointItemRealID(tryItemID) == equipID:
- #首充试用武器过期并且还没首充的提示()
- if not curPlayer.GetChangeCoinPointTotal():
- PlayerControl.NotifyCode(curPlayer, 'FirstGoldWPOver')
- PlayerGoldGift.FirstGoldTryItemOutTime(curPlayer)
+ #tryItemDict = IpyGameDataPY.GetFuncEvalCfg('FirstGoldTryItem', 1, {})
+ #tryItemID = tryItemDict.get(curPlayer.GetJob(), 0)
+ #if tryItemID and ItemControler.GetAppointItemRealID(tryItemID) == equipID:
+ # #首充试用武器过期并且还没首充的提示()
+ # if not curPlayer.GetChangeCoinPointTotal():
+ # PlayerControl.NotifyCode(curPlayer, 'FirstGoldWPOver')
+ # PlayerGoldGift.FirstGoldTryItemOutTime(curPlayer)
return True
#---------------------------------------------------------------------
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py
index a898298..cfbfba9 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py
@@ -397,49 +397,6 @@
SetSuccFinishValue(curPlayer, succType, condition, 0)
return
-def DoEquipSuccessLogic(curPlayer, classLV):
- #玩家当前可装备的装备类型
-
- ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'ClassLV':classLV}, True)
- if not ipyDataList:
- return
-
- placeCountDict, colorCountDict, suitCountDict = {}, {}, {}
- playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
- for ipyData in ipyDataList:
- equipIndex = ipyData.GetGridIndex()
- curEquip = playerEquip.GetAt(equipIndex)
- if curEquip.IsEmpty():
- continue
- itemPlace = curEquip.GetEquipPlace()
-
- # 套装、颜色 成就 统计基础部位
- if itemPlace in ChConfig.EquipPlace_Base:
- itemColor = curEquip.GetItemColor()
- colorConditionKey = (classLV, itemColor)
- colorCountDict[colorConditionKey] = colorCountDict.get(colorConditionKey, 0) + 1
-
- # 统计套装数
- if curEquip.GetSuiteID():
- suitConditionKey = (classLV, )
- suitCountDict[suitConditionKey] = suitCountDict.get(suitConditionKey, 0) + 1
-
- # 部位 成就 统计特殊部位
- elif itemPlace in ChConfig.EquipPlace_Special:
- placeConditionKey = (classLV, itemPlace)
- placeCountDict[placeConditionKey] = placeCountDict.get(placeConditionKey, 0) + 1
-
- # 更新成就
- #GameWorld.DebugLog("装备阶部位成就数据: classLV=%s,placeCountDict=%s" % (classLV, placeCountDict))
- UpdateSuccessProgressByConditions(curPlayer, ShareDefine.SuccType_EquipPlace, placeCountDict)
-
- #GameWorld.DebugLog("装备阶颜色成就数据: classLV=%s,colorCountDict=%s" % (classLV, colorCountDict))
- UpdateSuccessProgressByConditions(curPlayer, ShareDefine.SuccType_EquipColorItem, colorCountDict)
-
- #GameWorld.DebugLog("装备阶套装成就数据: classLV=%s,suitCountDict=%s" % (classLV, suitCountDict))
- UpdateSuccessProgressByConditions(curPlayer, ShareDefine.SuccType_EquipSuit, suitCountDict)
- return
-
def UpdateSuccessProgressByConditions(curPlayer, successType, conditionCountDict):
if successType not in ShareDefine.SuccessTypeList:
return
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerWing.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerWing.py
index e28e859..29e0823 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerWing.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerWing.py
@@ -248,8 +248,6 @@
maxRefineExp = wingAttrIpyData.GetMaxRefineExp()
if curPlayer and wingProgress < maxRefineExp <= updWingProgress:
PlayerControl.WorldNotify(0, "WingsRefinePerfect", [curPlayer.GetPlayerName(), curItemID, curWing.GetUserData()])
- #if curPlayer and isColorChange:
- # PlayerSuccess.DoEquipSuccessLogic(curPlayer)
return
def GetWingRefineAttrData(itemID):
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
index 4287272..96f5f8b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
@@ -624,13 +624,13 @@
#鞋履基础属性值 百分比
Def_Effect_ShoesAddPer = 128
#仙器A基础属性值 百分比
-Def_Effect_FairyCanAddPer = 129
+Def_Effect_ShawlAddPer = 129
#仙器B基础属性值 百分比
-Def_Effect_FairyCan2AddPer = 130
+Def_Effect_RingAddPer = 130
#仙绳基础属性值 百分比
Def_Effect_NeckAddPer = 131
#莲台基础属性值 百分比
-Def_Effect_JadeAddPer = 132
+Def_Effect_AmuletAddPer = 132
Def_Effect_MinAtk = 67 # 最小攻击
Def_Effect_MaxAtk = 68 # 最大攻击
@@ -785,6 +785,8 @@
Def_Effect_PetWeakenPer = 218 # 弱化灵兽
Def_Effect_SuperHitHurtPer = 219 # 强化暴伤
Def_Effect_SuperHitHurtDefPer = 220 # 弱化暴伤
+Def_Effect_DamBlockRate = 221 # 格挡概率
+Def_Effect_DamBlockDefRate = 222 # 抗格挡概率
#增加%d物理伤害值,其中a值为伤害值
Def_Effect_AddAtk = 1005
@@ -1755,6 +1757,8 @@
Def_IudetMapLoaction = 15 # 物品记录地图坐标[mapid, posx, posy]
Def_IudetLegendAttrID = 17 # 物品传奇属性ID列表
Def_IudetLegendAttrValue = 19 # 物品传奇属性值列表
+Def_IudetBaseAttrID = 21 # 物品基础属性ID列表,适用于随机范围基础属性(非物品表配置的固定属性)
+Def_IudetBaseAttrValue = 23 # 物品基础属性值列表
Def_IudetPartSuiteLV = 25 # 部位套装等级 [套装类型1等级, 套装类型2等级, ...]
Def_IudetWingMaterialItemID = 27 # 翅膀精炼材料ID列表
Def_IudetWingMaterialItemCount = 29 # 翅膀精炼材料个数列表
@@ -1778,6 +1782,7 @@
Def_IudetItemColor = 16 # 物品颜色,如果该值没有就取物品
Def_IudetItemCount = 18 # 物品个数,支持20亿,目前仅特殊转化物品会用到
Def_IudetCancelUseLimit = 20 # 物品取消使用限制
+Def_IudetItemLV = 22 # 物品等级,适用于动态物品等级(非物品表配置的固定等级)
Def_IudetSource = 24 # 物品来源
Def_IudetSuiteLV = 30 # 套装等级
Def_IudetHasOpenCnt = 32 # 物品累积开启次数
@@ -1806,6 +1811,9 @@
Def_IudetPet_Skill = 201 # 技能列表
Def_IudetHorsePetSkinIndex = 210 # 骑宠觉醒外观索引
+
+# 以下为自定义的设置物品属性key
+Def_CItemKey_AppointID = "AppointID"
# ----------------------------------------------------
LineupObjMax = 6 # 阵容最大上阵武将数
@@ -2260,18 +2268,18 @@
# 手游不使用C++定义 enum RoleEquipType
# 装备位定义
RoleEquipType = (
- retWeapon, #1 主手
- retWeapon2, #2 副手
- retHat, #3 帽子
- retClothes, #4 衣服
- retBelt, #5 腰带
- retTrousers, #6 裤子
- retShoes, #7 鞋子
- retGlove, #8 手套
- retNeck, #9 项链
- retFairyCan, #10 仙器1
- retFairyCan2, #11 仙器2
- retJade, #12 玉佩
+ retWeapon, #1 主手/武器
+ retWeapon2, #2 副手/护手
+ retHat, #3 帽子/头盔
+ retClothes, #4 衣服/衣服
+ retBelt, #5 腰带/腰带
+ retTrousers, #6 裤子/长裤
+ retShoes, #7 鞋子/鞋子
+ retGlove, #8 手套/护腕
+ retShawl, #9 仙器1/披肩
+ retNeck, #10 项链/项链
+ retRing, #11 仙器2/戒指
+ retAmulet, #12 玉佩/护符 Amulet
retWing, #13 翅膀
retGuard1, #14 守护1
retGuard2, #15 守护2
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
index ab93e74..080a469 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
@@ -1412,6 +1412,8 @@
#统一调用攻击结束动作
if isDoAttackResult:
BaseAttack.DoLogic_AttackResult(buffOwner, curObj, None, tick)
+
+ TurnAttack.OnTurnfightAttackResult(buffOwner, curObj, curSkill)
return lostHP
## 检查增加淬毒buff
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
index 47ec39f..caa2f54 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -46,6 +46,7 @@
import FBCommon
import IpyGameDataPY
import PyGameData
+import TurnAttack
#---------------------------------------------------------------------
GameWorld.ImportAll("Script\\Skill\\" , "GameSkills")
GameWorld.ImportAll("Script\\Skill\\" , "GameBuffs")
@@ -634,42 +635,6 @@
return False
return True
-
-
-##弓和弩普攻技能
-# @param curPlayer 玩家实例
-# @param skillID 技能ID
-# @return 特别的普攻ID
-#===============================================================================
-# def GetBowNormalAttackID(curPlayer, skillID):
-# #刷新人物攻击距离
-# playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
-# #获得当前人物使用的武器
-# curUseWeapon = playerEquip.GetAt(ShareDefine.retWeapon)
-# curUseWeapon2 = playerEquip.GetAt(ShareDefine.retWeapon2)
-# #空手
-# if curUseWeapon.IsEmpty() and curUseWeapon2.IsEmpty():
-# return skillID
-#
-# if curUseWeapon.GetType() in [ChConfig.Def_ItemType_Crossbow, ChConfig.Def_ItemType_Bow]:
-# curEffect = ItemCommon.GetItemEffectByEffectID(curUseWeapon, ChConfig.Def_Effect_WeaponAttack)
-# if curEffect == None:
-# GameWorld.DebugAnswer(curPlayer, '没有物品效果ID %s'%ChConfig.Def_Effect_WeaponAttack)
-# return skillID
-#
-# return curEffect.GetEffectValue(0)
-#
-# if curUseWeapon2.GetType() in [ChConfig.Def_ItemType_Crossbow, ChConfig.Def_ItemType_Bow]:
-# curEffect = ItemCommon.GetItemEffectByEffectID(curUseWeapon2, ChConfig.Def_Effect_WeaponAttack)
-# if curEffect == None:
-# GameWorld.DebugAnswer(curPlayer, '没有物品效果ID %s'%ChConfig.Def_Effect_WeaponAttack)
-# return skillID
-#
-# return curEffect.GetEffectValue(0)
-#
-# return skillID
-#===============================================================================
-
#===============================================================================
# //B4 02 对象击退 #tagCMNPCBeatBack
@@ -3653,7 +3618,8 @@
#调用攻击惩罚逻辑
BaseAttack.DoLogic_AttackResult(attacker, defender, None, tick)
-
+ TurnAttack.OnTurnfightAttackResult(attacker, defender, curSkill)
+
return
#---------------------------------------------------------------------
##释放普通技能
--
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