From fff7319fd0fb06d03364c5be64edc5bc22e1fe3f Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 28 八月 2025 18:04:18 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(NPC支持成长属性;NPC支持关联武将;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py | 6
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py | 16 +
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py | 6
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py | 194 +++++++++++-------
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py | 113 -----------
PySysDB/PySysDBPY.h | 65 ++++--
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py | 198 +++++++++++++++----
7 files changed, 331 insertions(+), 267 deletions(-)
diff --git a/PySysDB/PySysDBPY.h b/PySysDB/PySysDBPY.h
index 0c11aa8..e81be86 100644
--- a/PySysDB/PySysDBPY.h
+++ b/PySysDB/PySysDBPY.h
@@ -32,6 +32,7 @@
{
DWORD _NPCID; //NPCID
char NPCName; //名称
+ DWORD RelatedHeroID; //关联武将ID
BYTE Country; //国家
BYTE AtkDistType; //远近类型;1-近战;2-远程
BYTE Sex; //性别;1-男,2-女
@@ -55,6 +56,28 @@
DWORD SuckHPPer; //吸血比率
DWORD SuckHPPerDef; //抗吸血比率
dict SpecAttrInfo; //特殊属性信息 {"属性ID":值, ...}
+};
+
+//NPC成长表
+
+struct NPCStronger
+{
+ DWORD _NPCID; //NPCID
+ float AtkRatio; //攻击系数
+ float DefRatio; //防御系数
+ float MaxHPRatio; //生命系数
+ float StunRateRatio;
+ float SuperHitRateRatio;
+ float ComboRateRatio;
+ float MissRateRatio;
+ float ParryRateRatio;
+ float SuckHPPerRatio;
+ float StunRateDefRatio;
+ float SuperHitRateDefRatio;
+ float ComboRateDefRatio;
+ float MissRateDefRatio;
+ float ParryRateDefRatio;
+ float SuckHPPerDefRatio;
};
//技能表
@@ -298,6 +321,8 @@
list WaveLineupIDList6; // 波6阵容ID列表,小队1阵容ID|小队2阵容ID|...
list BossLineupIDList; // Boss波阵容ID列表,小队1阵容ID|小队2阵容ID|...
list AwardItemList; // 过关奖励列表,[[物品ID,个数], ...]
+ WORD NPCLV; //NPC等级
+ float Difficulty; //难度系数
};
//NPC阵容表
@@ -1006,6 +1031,23 @@
DWORD MaxHP; //生命
DWORD Atk; //攻击
DWORD Def; //防御
+ BYTE ReHeroBreakLV; //参考突破等级
+ BYTE ReHeroAwakeLV; //参考觉醒等级
+ DWORD ReAtk; //参考攻击
+ DWORD ReDef; //防御
+ DWORD ReMaxHP; //生命
+ DWORD ReStunRate;
+ DWORD ReSuperHitRate;
+ DWORD ReComboRate;
+ DWORD ReMissRate;
+ DWORD ReParryRate;
+ DWORD ReSuckHPPer;
+ DWORD ReStunRateDef;
+ DWORD ReSuperHitRateDef;
+ DWORD ReComboRateDef;
+ DWORD ReMissRateDef;
+ DWORD ReParryRateDef;
+ DWORD ReSuckHPPerDef;
};
//特殊地图玩家属性公式表
@@ -1050,29 +1092,6 @@
DWORD MDef; // 标准击杀时间/毫秒
DWORD FireDef; // 脱机挂经验计算战力
DWORD SP; // SP
-};
-
-//成长型怪物参数公式表
-
-struct tagNPCStrengthen
-{
- DWORD _NPCID; //NPCID
- BYTE IsStrengthenByPlayerCount;//是否根据人数成长
- BYTE LVStrengthenMark;//等级成长属性公式标记
- BYTE LVStrengthenType;//等级成长类型, 0-不按等级成长;1-按玩家平均等级;2-按玩家最大等级;3-按世界等级;
- BYTE CmpNPCBaseLV;//是否比较NPC表等级, 是的话取NPC表配置等级与成长等级中较大等级
- DWORD HitTime;//受击次数
- DWORD DefCoefficient;//人物防御系数
- DWORD AtkCoefficient;//人物攻击系数
- DWORD AdjustCoefficient;//调整系数比例
- DWORD AtkInterval;//怪物攻击间隔
- DWORD HitRate;//对人物的命中率
- DWORD MissRate;//对人物的闪避率
- DWORD MonterNum;//怪物数
- DWORD IceAtkCoefficient;//元素攻击比例
- DWORD IceDefCoefficient;//元素抗性比例
- DWORD MaxEnduranceTime;//玩家最大承受伤害时间
- DWORD FightPowerCoefficient;//压制战斗力系数
};
//NPC时间掉血表
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
index b54abb1..150d32d 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -589,13 +589,15 @@
def __init__(self):
self.tfGUID = "" # 所属的某场回合战斗的guid
+ self.ownerID = 0 # 所属玩家ID,可能为0,0代表非玩家的战斗实体
self.objID = 0
self.objName = ""
self.npcID = 0
- self.ownerID = 0 # 所属玩家ID,可能为0,0代表非玩家的战斗实体
self.heroID = 0
self.skinID = 0
+ self.country = 0
self.atkDistType = 0
+ self.sex = 0
self.lv = 1
self.fightPower = 0
self.faction = 0 # 所属阵营,一般只有双方阵营, 1 或 2,发起方默认1
@@ -655,18 +657,22 @@
def GetTFGUID(self): return self.tfGUID # 所属的某场战斗
def SetTFGUID(self, tfGUID): self.tfGUID = tfGUID
def GetTurnFight(self): return TurnAttack.GetTurnFightMgr().getTurnFight(self.tfGUID)
+ def GetOwnerID(self): return self.ownerID # 如果是玩家战斗单位,则该值非0,为所属玩家ID
+ def SetOwnerID(self, ownerID): self.ownerID = ownerID
def GetID(self): return self.objID
def GetName(self): return self.objName
def SetName(self, name): self.objName = name
+ def GetCountry(self): return self.country
+ def SetCountry(self, country): self.country = country
def GetAtkDistType(self): return self.atkDistType
def SetAtkDistType(self, atkDistType): self.atkDistType = atkDistType
+ def GetSex(self): return self.sex
+ def SetSex(self, sex): self.sex = sex
def GetNPCID(self): return self.npcID # 如果是NPC战斗单位,则该值非0
def SetNPCID(self, npcID): self.npcID = npcID # 设置所属的NPCID
- def GetOwnerID(self): return self.ownerID # 如果是玩家战斗单位,则该值非0,为所属玩家ID
- def GetHeroID(self): return self.heroID # 仅玩家有值,某个武将ID
+ def GetHeroID(self): return self.heroID
def GetSkinID(self): return self.skinID # 仅玩家有值,武将皮肤
- def SetOwnerHero(self, ownerID, heroID, skinID): # 设置所属的玩家及武将
- self.ownerID = ownerID
+ def SetHero(self, heroID, skinID=0): # 设置所属武将
self.heroID = heroID
self.skinID = skinID
def SetLineupPos(self, posNum, lineupNum=1):
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 f595ce4..dab5601 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -434,6 +434,8 @@
self.teamMax = 1 # 当前波最大小队,某场战斗可能包含多个小队,所有小队混流击杀完才算过了本波
self.nextTeam = False # 下次前端请求战斗是否是下一小队,否则都是重新刷新当前进度怪
self.waveLineupList = [] # 小队列表
+ self.strongerLV = 0
+ self.difficulty = 0
self.turnFight = GetTurnFightMgr().addTurnFight(ChConfig.Def_FBMapID_Main, 0, playerID)
return
@@ -499,9 +501,11 @@
return lineupInfo
-def GetNPCLineupInfo(lineupID):
+def GetNPCLineupInfo(lineupID, strongerLV=0, difficulty=0):
## 获取NPC阵容信息
# @param lineupID: 阵容ID
+ # @param npcLV: 成长NPC等级
+ # @param difficulty: 成长NPC难度系数
# @return: 阵容全部信息json字典,前端通用格式
ipyData = IpyGameDataPY.GetIpyGameData("NPCLineup", lineupID)
if not ipyData:
@@ -514,9 +518,46 @@
npcID = getattr(ipyData, "GetPosNPCID%s" % posNum)()
if not npcID:
continue
- npcData = NPCCommon.GetNPCDataPy(npcID)
- if not npcData:
+ battleDict = GetNPCBattleDict(npcID, strongerLV, difficulty)
+ if not battleDict:
continue
+ heroDict[str(posNum)] = battleDict
+
+ lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict}
+ return lineupInfo
+
+def GetNPCBattleDict(npcID, strongerLV=0, difficulty=0):
+ ## 获取NPC战斗相关字典,支持成长NPC
+ # @param strongerLV: 成长等级
+ # @param difficulty: 难度系数
+ npcData = NPCCommon.GetNPCDataPy(npcID)
+ if not npcData:
+ return
+ heroID = npcData.GetRelatedHeroID()
+ npcLV = npcData.GetLV()
+
+ lvIpyData = None
+ heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if heroID else None
+ npcStronger = IpyGameDataPY.GetIpyGameDataNotLog("NPCStronger", npcID)
+ if npcStronger and strongerLV:
+ lvIpyData = IpyGameDataPY.GetIpyGameData("PlayerLV", strongerLV)
+ if lvIpyData:
+ npcLV = strongerLV
+ if not lvIpyData:
+ lvIpyData = IpyGameDataPY.GetIpyGameData("PlayerLV", npcLV)
+
+ if heroIpyData and lvIpyData:
+ skinIDList = heroIpyData.GetSkinIDList()
+ skinID = skinIDList[0] if skinIDList else 0
+ skillIDList = GetNPCHeroSkillIDList(heroID, heroIpyData, lvIpyData.GetReHeroBreakLV(), lvIpyData.GetReHeroAwakeLV())
+ else:
+ heroID = 0
+ skinID = 0
+ skillIDList = [] + npcData.GetSkillIDList()
+
+ # 成长怪属性
+ batAttrDict = GetNPCStrongerAttrDict(npcID, lvIpyData, npcStronger, difficulty)
+ if not batAttrDict:
batAttrDict = {ChConfig.AttrID_Atk:npcData.GetAtk(), ChConfig.AttrID_Def:npcData.GetDef(), ChConfig.AttrID_MaxHP:npcData.GetMaxHP(),
ChConfig.AttrID_FinalDamPer:npcData.GetFinalDamPer(), ChConfig.AttrID_FinalDamPerDef:npcData.GetFinalDamPerDef(),
ChConfig.AttrID_MissRate:npcData.GetMissRate(), ChConfig.AttrID_MissRateDef:npcData.GetMissRateDef(),
@@ -527,14 +568,68 @@
ChConfig.AttrID_SuckHPPer:npcData.GetSuckHPPer(), ChConfig.AttrID_SuckHPPerDef:npcData.GetSuckHPPerDef(),
}
batAttrDict.update(npcData.GetSpecAttrInfo())
- skillIDList = [] + npcData.GetSkillIDList()
- heroDict[str(posNum)] = {"NPCID":npcID,
- "AttrDict":{str(k):v for k, v in batAttrDict.items() if v > 0},
- "SkillIDList":skillIDList
- }
- lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict}
- return lineupInfo
+ battleDict = {"NPCID":npcID,
+ "HeroID":heroID,
+ "SkinID":skinID,
+ "LV":npcLV,
+ "AttrDict":{str(k):v for k, v in batAttrDict.items() if v > 0},
+ "SkillIDList":skillIDList,
+ }
+
+ GameWorld.DebugLog("GetNPCBattleDict npcID=%s,strongerLV=%s,difficulty=%s,%s" % (npcID, strongerLV, difficulty, battleDict))
+ return battleDict
+
+def GetNPCHeroSkillIDList(heroID, heroIpyData, breakLV, awakeLV):
+ ## 获取NPC对应武将的技能ID列表
+ normalSkillID = heroIpyData.GetNormalSkillID()
+ angerSkillID = heroIpyData.GetAngerSkillID()
+ skillIDList = [normalSkillID, angerSkillID]
+
+ breakIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroBreak", heroID)
+ if breakIpyDataList:
+ for breakIpyData in breakIpyDataList:
+ if breakIpyData.GetBreakLV() > breakLV:
+ break
+ skillID = breakIpyData.GetSkillID()
+ if skillID:
+ skillIDList.append(skillID)
+
+ awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID)
+ if awakeIpyDataList:
+ for awakeIpyData in awakeIpyDataList:
+ if awakeIpyData.GetAwakeLV() > awakeLV:
+ break
+ skillID = awakeIpyData.GetSkillID()
+ if skillID:
+ skillIDList.append(skillID)
+
+ return skillIDList
+
+def GetNPCStrongerAttrDict(npcID, lvIpyData, npcStronger, difficulty):
+ ## 获取NPC成长属性
+ # @param strongerLV: 成长等级
+ # @param difficulty: 难度系数
+
+ batAttrDict = {}
+ if not lvIpyData or not npcStronger or not difficulty:
+ return batAttrDict
+ lv = lvIpyData.GetLV()
+ for attrID in ChConfig.CalcBattleAttrIDList:
+ attrIpyData = IpyGameDataPY.GetIpyGameData("PlayerAttr", attrID)
+ if not attrIpyData:
+ continue
+ attrName = attrIpyData.GetParameter()
+ if not hasattr(lvIpyData, "GetRe%s" % attrName):
+ continue
+ reValue = getattr(lvIpyData, "GetRe%s" % attrName)() # 基础参考值
+ ratio = getattr(npcStronger, "Get%sRatio" % attrName)() if hasattr(npcStronger, "Get%sRatio" % attrName) else 1 # 属性系数
+ attrValue = int(reValue * ratio * difficulty)
+ batAttrDict[attrID] = attrValue
+ #GameWorld.DebugLog(" attrID=%s,attrValue=%s,reValue=%s,ratio=%s,difficulty=%s" % (attrID, attrValue, reValue, ratio, difficulty))
+
+ GameWorld.DebugLog("NPC成长属性: npcID=%s,lv=%s,difficulty=%s,%s" % (npcID, lv, difficulty, batAttrDict))
+ return batAttrDict
def SummonLineupObjs(batLineup, faction, num, lineupInfo, playerID=0):
'''召唤阵容战斗实例
@@ -559,37 +654,46 @@
for posNumKey, heroInfo in heroDict.items():
posNum = int(posNumKey)
- npcID, heroID, skinID = 0, 0, 0
atkBackSkillID = 0 # 反击技能ID
fightPower = 0
skillIDList = [] # 战斗对象可能改变属性或技能,重新创建,防止误修改来源值
attrDict = {}
skillIDList += heroInfo.get("SkillIDList", [])
attrDict.update(heroInfo.get("AttrDict", {}))
- objName = ""
- if lineupPlayerID:
- heroID = heroInfo.get("HeroID", 0)
- skinID = heroInfo.get("SkinID", 0)
- lv = heroInfo.get("LV", 1)
- fightPower = heroInfo.get("FightPower", 0)
- heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
- if not heroIpyData:
- continue
+ npcID = heroInfo.get("NPCID", 0)
+ heroID = heroInfo.get("HeroID", 0)
+ skinID = heroInfo.get("SkinID", 0)
+ lv = heroInfo.get("LV", 1)
+ heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if heroID else None
+ if heroIpyData:
atkDistType = heroIpyData.GetAtkDistType()
objName = heroIpyData.GetName()
+ country = heroIpyData.GetCountry()
+ sex = heroIpyData.GetSex()
+
+ if lineupPlayerID:
+ fightPower = heroInfo.get("FightPower", 0)
+ if not heroIpyData:
+ continue
+
else:
- npcID = heroInfo.get("NPCID", 0)
npcDataEx = NPCCommon.GetNPCDataPy(npcID)
if not npcDataEx:
continue
- objName = npcDataEx.GetNPCName()
- atkDistType = npcDataEx.GetAtkDistType()
- lv = npcDataEx.GetLV()
-
+ if not heroIpyData:
+ atkDistType = npcDataEx.GetAtkDistType()
+ objName = npcDataEx.GetNPCName()
+ country = npcDataEx.GetCountry()
+ sex = npcDataEx.GetSex()
+
batObj = batObjMgr.addBatObj()
if not batObj:
break
objID = batObj.GetID()
+ if npcID:
+ batObj.SetNPCID(npcID)
+ elif lineupPlayerID:
+ batObj.SetOwnerID(lineupPlayerID)
batObj.SetTFGUID(tfGUID)
batObj.SetName(objName)
batObj.SetFaction(faction)
@@ -597,11 +701,10 @@
batObj.SetFightPower(fightPower)
batObj.SetLV(lv)
batObj.SetAtkDistType(atkDistType)
- if npcID:
- batObj.SetNPCID(npcID)
- elif lineupPlayerID:
- batObj.SetOwnerHero(lineupPlayerID, heroID, skinID)
-
+ batObj.SetCountry(country)
+ batObj.SetSex(sex)
+ batObj.SetHero(heroID, skinID)
+
if atkDistType == ChConfig.AtkDistType_Short:
atkBackSkillID = atkBackSkillIDList[0] if len(atkBackSkillIDList) > 0 else 0
elif atkDistType == ChConfig.AtkDistType_Long:
@@ -614,7 +717,7 @@
skillManager.LearnSkillByID(skillID)
batLineup.posObjIDDict[posNum] = objID
- GameWorld.DebugLog("AddBatObj ID:%s,%s,skill=%s" % (objID, GetObjName(batObj), skillIDList))
+ GameWorld.DebugLog("AddBatObj %s,skill=%s" % (GetObjName(batObj), skillIDList))
batObj.InitBatAttr({int(k):v for k, v in attrDict.items()}, initXP)
return
@@ -729,6 +832,8 @@
GameWorld.DebugLog("没有设置主阵容!", playerID)
return
+ strongerLV = levelIpyData.GetNPCLV()
+ difficulty = levelIpyData.GetDifficulty()
mainFightMgr = GetMainFightMgr(curPlayer)
mainFightMgr.nextTeam = False
mainFightMgr.chapterID = chapterID
@@ -738,15 +843,17 @@
mainFightMgr.waveLineupList = waveLineupList
mainFightMgr.teamNum = teamNum
mainFightMgr.teamMax = teamMax
+ mainFightMgr.strongerLV = strongerLV
+ mainFightMgr.difficulty = difficulty
turnMax = IpyGameDataPY.GetFuncCfg("Mainline", 2)
mapID, funcLineID = ChConfig.Def_FBMapID_Main, PlayerControl.ComMainLevelValue(chapterID, levelNum, wave)
- GameWorld.DebugLog("设置起始关卡波: 关卡%s-%s,波=%s/%s,teamMax=%s,mapID=%s,funcLineID=%s,lineupID=%s"
- % (chapterID, levelNum, wave, waveMax, teamMax, mapID, funcLineID, lineupID), playerID)
+ GameWorld.DebugLog("设置起始关卡波: 关卡%s-%s,波=%s/%s,teamMax=%s,mapID=%s,funcLineID=%s,lineupID=%s,strongerLV=%s,difficulty=%s"
+ % (chapterID, levelNum, wave, waveMax, teamMax, mapID, funcLineID, lineupID, strongerLV, difficulty), playerID)
turnFight = mainFightMgr.turnFight
turnFight.setTurn(mapID, funcLineID, turnMax, False, {"teamNum":teamNum, "teamMax":teamMax})
turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
- turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID)})
+ turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
turnFight.sortActionQueue()
turnFight.startFight()
return
@@ -802,7 +909,9 @@
if not lineupMainInfo:
GameWorld.DebugLog("没有设置主阵容!", playerID)
return
-
+
+ strongerLV = levelIpyData.GetNPCLV()
+ difficulty = levelIpyData.GetDifficulty()
mainFightMgr = GetMainFightMgr(curPlayer)
mainFightMgr.nextTeam = False
mainFightMgr.chapterID = chapterID
@@ -812,15 +921,17 @@
mainFightMgr.waveLineupList = waveLineupList
mainFightMgr.teamNum = teamNum
mainFightMgr.teamMax = teamMax
+ mainFightMgr.strongerLV = strongerLV
+ mainFightMgr.difficulty = difficulty
turnMax = IpyGameDataPY.GetFuncCfg("Mainline", 3)
mapID, funcLineID = ChConfig.Def_FBMapID_MainBoss, PlayerControl.ComMainLevelValue(chapterID, levelNum, wave)
- GameWorld.DebugLog("设置关卡boss: 关卡%s-%s,波=%s/%s,teamMax=%s,mapID=%s,funcLineID=%s,lineupID=%s"
- % (chapterID, levelNum, wave, waveMax, teamMax, mapID, funcLineID, lineupID), playerID)
+ GameWorld.DebugLog("设置关卡boss: 关卡%s-%s,波=%s/%s,teamMax=%s,mapID=%s,funcLineID=%s,lineupID=%s,strongerLV=%s,difficulty=%s"
+ % (chapterID, levelNum, wave, waveMax, teamMax, mapID, funcLineID, lineupID, strongerLV, difficulty), playerID)
turnFight = mainFightMgr.turnFight
turnFight.setTurn(mapID, funcLineID, turnMax, False, {"teamNum":teamNum, "teamMax":teamMax})
turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
- turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID)})
+ turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
turnFight.sortActionQueue()
turnFight.startFight()
@@ -858,7 +969,7 @@
mainFightMgr.nextTeam = False
turnFight.resetTurn({"teamNum":teamNum})
# 切换小队时,玩家阵容不需要处理,保留状态
- turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID)})
+ turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, mainFightMgr.strongerLV, mainFightMgr.difficulty)})
turnFight.sortActionQueue()
turnFight.startFight()
@@ -1088,10 +1199,13 @@
num = batObj.lineupNum
posNum = batObj.posNum
heroID = batObj.heroID
- if not heroID:
- heroID = batObj.npcID
+ npcID = batObj.npcID
objName = GameWorld.CodeToGbk(batObj.GetName())
- return "%s%s-%s [%s-%s] %s" % ("A" if faction == ChConfig.Def_FactionA else "B", num, posNum, batObj.GetID(), heroID, objName)
+ if heroID:
+ objName += " Hero:%s" % heroID
+ if npcID:
+ objName += " NPC:%s" % npcID
+ return "%s%s-P%s ID:%s %s" % ("A" if faction == ChConfig.Def_FactionA else "B", num, posNum, batObj.GetID(), objName)
def EntryLogic(turnFight):
## 执行进场逻辑
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
index ec7bda2..c350bd4 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
@@ -48364,13 +48364,13 @@
_fields_ = [
("ObjID", c_int), # 战斗单位唯一ID
("NPCID", c_int), # 战斗NPCID,不同的实例ID对应的NPCID可能一样
- ("HeroID", c_int), # 玩家武将ID,仅玩家阵容有
- ("SkinID", c_int), # 玩家武将皮肤ID,仅玩家阵容有
+ ("HeroID", c_int), # 武将ID,玩家或NPC均可能有,如果有值则外观相关以该武将为准,否则以NPCID为准
+ ("SkinID", c_int), # 武将皮肤ID,玩家或NPC均可能有,如果有值则皮肤以该值为准,否则取NPCID对应的皮肤ID
("HP", c_int), # 当前血量,求余20亿部分
("HPEx", c_int), # 当前血量,整除20亿部分
("MaxHP", c_int), # 最大血量,求余20亿部分
("MaxHPEx", c_int), # 最大血量,整除20亿部分
- ("LV", c_ushort), # 等级
+ ("LV", c_ushort), # 等级,玩家的武将等级或NPC成长等级,等级显示以该值为准
("PosNum", c_ubyte), # 在本阵容中的站位,从1开始,非主战斗武将为0,如红颜
("AngreXP", c_ushort), # 当前怒气值
]
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
index f3e2518..97e9c79 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -59,6 +59,7 @@
"NPC":(
("DWORD", "NPCID", 1),
("char", "NPCName", 0),
+ ("DWORD", "RelatedHeroID", 0),
("BYTE", "Country", 0),
("BYTE", "AtkDistType", 0),
("BYTE", "Sex", 0),
@@ -82,6 +83,25 @@
("DWORD", "SuckHPPer", 0),
("DWORD", "SuckHPPerDef", 0),
("dict", "SpecAttrInfo", 0),
+ ),
+
+ "NPCStronger":(
+ ("DWORD", "NPCID", 1),
+ ("float", "AtkRatio", 0),
+ ("float", "DefRatio", 0),
+ ("float", "MaxHPRatio", 0),
+ ("float", "StunRateRatio", 0),
+ ("float", "SuperHitRateRatio", 0),
+ ("float", "ComboRateRatio", 0),
+ ("float", "MissRateRatio", 0),
+ ("float", "ParryRateRatio", 0),
+ ("float", "SuckHPPerRatio", 0),
+ ("float", "StunRateDefRatio", 0),
+ ("float", "SuperHitRateDefRatio", 0),
+ ("float", "ComboRateDefRatio", 0),
+ ("float", "MissRateDefRatio", 0),
+ ("float", "ParryRateDefRatio", 0),
+ ("float", "SuckHPPerDefRatio", 0),
),
"Skill":(
@@ -293,6 +313,8 @@
("list", "WaveLineupIDList6", 0),
("list", "BossLineupIDList", 0),
("list", "AwardItemList", 0),
+ ("WORD", "NPCLV", 0),
+ ("float", "Difficulty", 0),
),
"NPCLineup":(
@@ -821,6 +843,23 @@
("DWORD", "MaxHP", 0),
("DWORD", "Atk", 0),
("DWORD", "Def", 0),
+ ("BYTE", "ReHeroBreakLV", 0),
+ ("BYTE", "ReHeroAwakeLV", 0),
+ ("DWORD", "ReAtk", 0),
+ ("DWORD", "ReDef", 0),
+ ("DWORD", "ReMaxHP", 0),
+ ("DWORD", "ReStunRate", 0),
+ ("DWORD", "ReSuperHitRate", 0),
+ ("DWORD", "ReComboRate", 0),
+ ("DWORD", "ReMissRate", 0),
+ ("DWORD", "ReParryRate", 0),
+ ("DWORD", "ReSuckHPPer", 0),
+ ("DWORD", "ReStunRateDef", 0),
+ ("DWORD", "ReSuperHitRateDef", 0),
+ ("DWORD", "ReComboRateDef", 0),
+ ("DWORD", "ReMissRateDef", 0),
+ ("DWORD", "ReParryRateDef", 0),
+ ("DWORD", "ReSuckHPPerDef", 0),
),
"SpecMapPlayerAttrFormat":(
@@ -856,26 +895,6 @@
("DWORD", "MDef", 0),
("DWORD", "FireDef", 0),
("DWORD", "SP", 0),
- ),
-
- "NPCStrengthen":(
- ("DWORD", "NPCID", 1),
- ("BYTE", "IsStrengthenByPlayerCount", 0),
- ("BYTE", "LVStrengthenMark", 0),
- ("BYTE", "LVStrengthenType", 0),
- ("BYTE", "CmpNPCBaseLV", 0),
- ("DWORD", "HitTime", 0),
- ("DWORD", "DefCoefficient", 0),
- ("DWORD", "AtkCoefficient", 0),
- ("DWORD", "AdjustCoefficient", 0),
- ("DWORD", "AtkInterval", 0),
- ("DWORD", "HitRate", 0),
- ("DWORD", "MissRate", 0),
- ("DWORD", "MonterNum", 0),
- ("DWORD", "IceAtkCoefficient", 0),
- ("DWORD", "IceDefCoefficient", 0),
- ("DWORD", "MaxEnduranceTime", 0),
- ("DWORD", "FightPowerCoefficient", 0),
),
"NPCTimeLostHP":(
@@ -2697,29 +2716,54 @@
def GetNPCID(self): return self.attrTuple[0] # NPCID DWORD
def GetNPCName(self): return self.attrTuple[1] # 名称 char
- def GetCountry(self): return self.attrTuple[2] # 国家 BYTE
- def GetAtkDistType(self): return self.attrTuple[3] # 远近类型;1-近战;2-远程 BYTE
- def GetSex(self): return self.attrTuple[4] # 性别;1-男,2-女 BYTE
- def GetLV(self): return self.attrTuple[5] # 等级 WORD
- def GetAtk(self): return self.attrTuple[6] # 攻击力 DWORD
- def GetDef(self): return self.attrTuple[7] # 防御值 DWORD
- def GetMaxHP(self): return self.attrTuple[8] # 最大生命值,可超过20E DWORD
- def GetSkillIDList(self): return self.attrTuple[9] # 技能ID列表 list
- def GetFinalDamPer(self): return self.attrTuple[10] # 最终增伤 DWORD
- def GetFinalDamPerDef(self): return self.attrTuple[11] # 最终减伤 DWORD
- def GetMissRate(self): return self.attrTuple[12] # 闪避概率 DWORD
- def GetMissRateDef(self): return self.attrTuple[13] # 抗闪避概率 DWORD
- def GetSuperHitRate(self): return self.attrTuple[14] # 暴击概率 DWORD
- def GetSuperHitRateDef(self): return self.attrTuple[15] # 抗暴击概率 DWORD
- def GetStunRate(self): return self.attrTuple[16] # 击晕概率 DWORD
- def GetStunRateDef(self): return self.attrTuple[17] # 抗击晕概率 DWORD
- def GetComboRate(self): return self.attrTuple[18] # 连击概率 DWORD
- def GetComboRateDef(self): return self.attrTuple[19] # 抗连击概率 DWORD
- def GetParryRate(self): return self.attrTuple[20] # 格挡概率 DWORD
- def GetParryRateDef(self): return self.attrTuple[21] # 抗格挡概率 DWORD
- def GetSuckHPPer(self): return self.attrTuple[22] # 吸血比率 DWORD
- def GetSuckHPPerDef(self): return self.attrTuple[23] # 抗吸血比率 DWORD
- def GetSpecAttrInfo(self): return self.attrTuple[24] # 特殊属性信息 {"属性ID":值, ...} dict
+ def GetRelatedHeroID(self): return self.attrTuple[2] # 关联武将ID DWORD
+ def GetCountry(self): return self.attrTuple[3] # 国家 BYTE
+ def GetAtkDistType(self): return self.attrTuple[4] # 远近类型;1-近战;2-远程 BYTE
+ def GetSex(self): return self.attrTuple[5] # 性别;1-男,2-女 BYTE
+ def GetLV(self): return self.attrTuple[6] # 等级 WORD
+ def GetAtk(self): return self.attrTuple[7] # 攻击力 DWORD
+ def GetDef(self): return self.attrTuple[8] # 防御值 DWORD
+ def GetMaxHP(self): return self.attrTuple[9] # 最大生命值,可超过20E DWORD
+ def GetSkillIDList(self): return self.attrTuple[10] # 技能ID列表 list
+ def GetFinalDamPer(self): return self.attrTuple[11] # 最终增伤 DWORD
+ def GetFinalDamPerDef(self): return self.attrTuple[12] # 最终减伤 DWORD
+ def GetMissRate(self): return self.attrTuple[13] # 闪避概率 DWORD
+ def GetMissRateDef(self): return self.attrTuple[14] # 抗闪避概率 DWORD
+ def GetSuperHitRate(self): return self.attrTuple[15] # 暴击概率 DWORD
+ def GetSuperHitRateDef(self): return self.attrTuple[16] # 抗暴击概率 DWORD
+ def GetStunRate(self): return self.attrTuple[17] # 击晕概率 DWORD
+ def GetStunRateDef(self): return self.attrTuple[18] # 抗击晕概率 DWORD
+ def GetComboRate(self): return self.attrTuple[19] # 连击概率 DWORD
+ def GetComboRateDef(self): return self.attrTuple[20] # 抗连击概率 DWORD
+ def GetParryRate(self): return self.attrTuple[21] # 格挡概率 DWORD
+ def GetParryRateDef(self): return self.attrTuple[22] # 抗格挡概率 DWORD
+ def GetSuckHPPer(self): return self.attrTuple[23] # 吸血比率 DWORD
+ def GetSuckHPPerDef(self): return self.attrTuple[24] # 抗吸血比率 DWORD
+ def GetSpecAttrInfo(self): return self.attrTuple[25] # 特殊属性信息 {"属性ID":值, ...} dict
+
+# NPC成长表
+class IPY_NPCStronger():
+
+ def __init__(self):
+ self.attrTuple = None
+ return
+
+ def GetNPCID(self): return self.attrTuple[0] # NPCID DWORD
+ def GetAtkRatio(self): return self.attrTuple[1] # 攻击系数 float
+ def GetDefRatio(self): return self.attrTuple[2] # 防御系数 float
+ def GetMaxHPRatio(self): return self.attrTuple[3] # 生命系数 float
+ def GetStunRateRatio(self): return self.attrTuple[4] # float
+ def GetSuperHitRateRatio(self): return self.attrTuple[5] # float
+ def GetComboRateRatio(self): return self.attrTuple[6] # float
+ def GetMissRateRatio(self): return self.attrTuple[7] # float
+ def GetParryRateRatio(self): return self.attrTuple[8] # float
+ def GetSuckHPPerRatio(self): return self.attrTuple[9] # float
+ def GetStunRateDefRatio(self): return self.attrTuple[10] # float
+ def GetSuperHitRateDefRatio(self): return self.attrTuple[11] # float
+ def GetComboRateDefRatio(self): return self.attrTuple[12] # float
+ def GetMissRateDefRatio(self): return self.attrTuple[13] # float
+ def GetParryRateDefRatio(self): return self.attrTuple[14] # float
+ def GetSuckHPPerDefRatio(self): return self.attrTuple[15] # float
# 技能表
class IPY_Skill():
@@ -3010,7 +3054,9 @@
def GetWaveLineupIDList5(self): return self.attrTuple[6] # 波5阵容ID列表,小队1阵容ID|小队2阵容ID|... list
def GetWaveLineupIDList6(self): return self.attrTuple[7] # 波6阵容ID列表,小队1阵容ID|小队2阵容ID|... list
def GetBossLineupIDList(self): return self.attrTuple[8] # Boss波阵容ID列表,小队1阵容ID|小队2阵容ID|... list
- def GetAwardItemList(self): return self.attrTuple[9] # 过关奖励列表,[[物品ID,个数], ...] list
+ def GetAwardItemList(self): return self.attrTuple[9] # 过关奖励列表,[[物品ID,个数], ...] list
+ def GetNPCLV(self): return self.attrTuple[10] # NPC等级 WORD
+ def GetDifficulty(self): return self.attrTuple[11] # 难度系数 float
# NPC阵容表
class IPY_NPCLineup():
@@ -3828,7 +3874,24 @@
def GetExp(self): return self.attrTuple[1] # 升级所需经验 DWORD
def GetMaxHP(self): return self.attrTuple[2] # 生命 DWORD
def GetAtk(self): return self.attrTuple[3] # 攻击 DWORD
- def GetDef(self): return self.attrTuple[4] # 防御 DWORD
+ def GetDef(self): return self.attrTuple[4] # 防御 DWORD
+ def GetReHeroBreakLV(self): return self.attrTuple[5] # 参考突破等级 BYTE
+ def GetReHeroAwakeLV(self): return self.attrTuple[6] # 参考觉醒等级 BYTE
+ def GetReAtk(self): return self.attrTuple[7] # 参考攻击 DWORD
+ def GetReDef(self): return self.attrTuple[8] # 防御 DWORD
+ def GetReMaxHP(self): return self.attrTuple[9] # 生命 DWORD
+ def GetReStunRate(self): return self.attrTuple[10] # DWORD
+ def GetReSuperHitRate(self): return self.attrTuple[11] # DWORD
+ def GetReComboRate(self): return self.attrTuple[12] # DWORD
+ def GetReMissRate(self): return self.attrTuple[13] # DWORD
+ def GetReParryRate(self): return self.attrTuple[14] # DWORD
+ def GetReSuckHPPer(self): return self.attrTuple[15] # DWORD
+ def GetReStunRateDef(self): return self.attrTuple[16] # DWORD
+ def GetReSuperHitRateDef(self): return self.attrTuple[17] # DWORD
+ def GetReComboRateDef(self): return self.attrTuple[18] # DWORD
+ def GetReMissRateDef(self): return self.attrTuple[19] # DWORD
+ def GetReParryRateDef(self): return self.attrTuple[20] # DWORD
+ def GetReSuckHPPerDef(self): return self.attrTuple[21] # DWORD
# 特殊地图玩家属性公式表
class IPY_SpecMapPlayerAttrFormat():
@@ -3879,31 +3942,6 @@
def GetMDef(self): return self.attrTuple[12] # 标准击杀时间/毫秒 DWORD
def GetFireDef(self): return self.attrTuple[13] # 脱机挂经验计算战力 DWORD
def GetSP(self): return self.attrTuple[14] # SP DWORD
-
-# 成长型怪物参数公式表
-class IPY_NPCStrengthen():
-
- def __init__(self):
- self.attrTuple = None
- return
-
- def GetNPCID(self): return self.attrTuple[0] # NPCID DWORD
- def GetIsStrengthenByPlayerCount(self): return self.attrTuple[1] # 是否根据人数成长 BYTE
- def GetLVStrengthenMark(self): return self.attrTuple[2] # 等级成长属性公式标记 BYTE
- def GetLVStrengthenType(self): return self.attrTuple[3] # 等级成长类型, 0-不按等级成长;1-按玩家平均等级;2-按玩家最大等级;3-按世界等级; BYTE
- def GetCmpNPCBaseLV(self): return self.attrTuple[4] # 是否比较NPC表等级, 是的话取NPC表配置等级与成长等级中较大等级 BYTE
- def GetHitTime(self): return self.attrTuple[5] # 受击次数 DWORD
- def GetDefCoefficient(self): return self.attrTuple[6] # 人物防御系数 DWORD
- def GetAtkCoefficient(self): return self.attrTuple[7] # 人物攻击系数 DWORD
- def GetAdjustCoefficient(self): return self.attrTuple[8] # 调整系数比例 DWORD
- def GetAtkInterval(self): return self.attrTuple[9] # 怪物攻击间隔 DWORD
- def GetHitRate(self): return self.attrTuple[10] # 对人物的命中率 DWORD
- def GetMissRate(self): return self.attrTuple[11] # 对人物的闪避率 DWORD
- def GetMonterNum(self): return self.attrTuple[12] # 怪物数 DWORD
- def GetIceAtkCoefficient(self): return self.attrTuple[13] # 元素攻击比例 DWORD
- def GetIceDefCoefficient(self): return self.attrTuple[14] # 元素抗性比例 DWORD
- def GetMaxEnduranceTime(self): return self.attrTuple[15] # 玩家最大承受伤害时间 DWORD
- def GetFightPowerCoefficient(self): return self.attrTuple[16] # 压制战斗力系数 DWORD
# NPC时间掉血表
class IPY_NPCTimeLostHP():
@@ -6661,6 +6699,7 @@
self.__LoadFileData("DirtyName", onlyCheck)
self.__LoadFileData("FuncTeamSet", onlyCheck)
self.__LoadFileData("NPC", onlyCheck)
+ self.__LoadFileData("NPCStronger", onlyCheck)
self.__LoadFileData("Skill", onlyCheck)
self.__LoadFileData("Hero", onlyCheck)
self.__LoadFileData("HeroTalent", onlyCheck)
@@ -6738,7 +6777,6 @@
self.__LoadFileData("SpecMapPlayerAttrFormat", onlyCheck)
self.__LoadFileData("GMAttr", onlyCheck)
self.__LoadFileData("NPCRealmStrengthen", onlyCheck)
- self.__LoadFileData("NPCStrengthen", onlyCheck)
self.__LoadFileData("NPCTimeLostHP", onlyCheck)
self.__LoadFileData("EquipSuitAttr", onlyCheck)
self.__LoadFileData("WingRefineAttr", onlyCheck)
@@ -7162,6 +7200,13 @@
def GetNPCByIndex(self, index):
self.CheckLoadData("NPC")
return self.ipyNPCCache[index]
+
+ def GetNPCStrongerCount(self):
+ self.CheckLoadData("NPCStronger")
+ return self.ipyNPCStrongerLen
+ def GetNPCStrongerByIndex(self, index):
+ self.CheckLoadData("NPCStronger")
+ return self.ipyNPCStrongerCache[index]
def GetSkillCount(self):
self.CheckLoadData("Skill")
@@ -7701,13 +7746,6 @@
def GetNPCRealmStrengthenByIndex(self, index):
self.CheckLoadData("NPCRealmStrengthen")
return self.ipyNPCRealmStrengthenCache[index]
-
- def GetNPCStrengthenCount(self):
- self.CheckLoadData("NPCStrengthen")
- return self.ipyNPCStrengthenLen
- def GetNPCStrengthenByIndex(self, index):
- self.CheckLoadData("NPCStrengthen")
- return self.ipyNPCStrengthenCache[index]
def GetNPCTimeLostHPCount(self):
self.CheckLoadData("NPCTimeLostHP")
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 11a06b4..747a68f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -145,119 +145,6 @@
def GetNPCSeries(curNPC): return curNPC.GetPoisionDef() # 毒防字段代表NPC系,按二进制位区分
def DoNPCAttrStrengthen(curNPC, isReborn, isDyn=False):
- '''NPC属性增强, NPC属性成长由两个因素决定
- 1.NPC成长等级,成长等级决定成长属性,与成长表结合使用
- 可设置地图NPC等级动态成长,但是已经刷新出来的NPC等级不变,动态等级变更后刷新的NPC等级才会使用最新等级
-
- 2.玩家人数因素,决定NPC属性的额外成长系数,可单独使用,或者和1一起使用
- 可设置马上刷新NPC属性
- 除血量外,其他属性会根据动态因素直接变更
- 血量会根据血量百分比动态变更至相应的百分比
- '''
- npcID = curNPC.GetNPCID()
- strengthenIpyData = IpyGameDataPY.GetIpyGameDataNotLog("NPCStrengthen", npcID)
- if not strengthenIpyData:
- #GameWorld.DebugLog("该NPC属性不成长!npcID=%s" % npcID)
- return
-
- strengthenLV = 0
- strengthenPlayerCnt = 0
-
- gameFB = GameWorld.GetGameFB()
-
- if strengthenIpyData.GetIsStrengthenByPlayerCount():
- strengthenPlayerCnt = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenPlayerCnt)
- if not strengthenPlayerCnt:
- GameWorld.ErrLog("NPC配置了按玩家人数成长类型,但是无法获取到对应的玩家人数!npcID=%s" % (npcID))
- return
-
- lvStrengthenType = strengthenIpyData.GetLVStrengthenType()
- # 根据世界等级
- if lvStrengthenType == 3:
- strengthenLV = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_WorldAverageLv)
- # 根据最大等级
- elif lvStrengthenType == 2:
- strengthenLV = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenMaxLV)
- # 根据平均等级
- elif lvStrengthenType == 1:
- strengthenLV = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenAverageLV)
- # 根据按成长等级的上下限随机
- elif lvStrengthenType == 4:
- randMinLV = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenMinLV)
- randMaxLV = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenMaxLV)
- strengthenLV = random.randint(randMinLV, randMaxLV)
- # 根据境界难度
- elif lvStrengthenType == 5:
- realmLV = PlayerControl.GetDifficultyRealmLV(curNPC.GetSightLevel())
- realmNPCIpyData = IpyGameDataPY.GetIpyGameDataNotLog("NPCRealmStrengthen", npcID, realmLV)
- if realmNPCIpyData:
- strengthenLV = realmNPCIpyData.GetLV()
- else:
- lvStrengthenType = 0
-
- # 木桩怪最大、平均成长等级处理,直接取归属玩家等级
- if lvStrengthenType in [1, 2] and curNPC.GetType() in [ChConfig.ntPriWoodPilePVE, ChConfig.ntPriWoodPilePVP]:
- owner = None
- summonPlayerID = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_PriWoodPilePlayerID)
- if summonPlayerID:
- owner = GameWorld.GetObj(summonPlayerID, IPY_GameWorld.gotPlayer)
- if owner:
- strengthenLV = owner.GetLV()
-
- if strengthenIpyData.GetCmpNPCBaseLV():
- strengthenLV = max(strengthenLV, curNPC.GetLV())
-
- if lvStrengthenType in [1, 2] and not strengthenLV:
- GameWorld.ErrLog("NPC配置了成长等级类型,但是无法获取到对应的成长等级值!npcID=%s,lvStrengthenType=%s" % (npcID, lvStrengthenType))
- return
-
- # 副本特殊指定
- npcFBAttrDict = FBLogic.GetFBNPCStrengthenAttr(curNPC, isReborn)
- if "LV" in npcFBAttrDict:
- strengthenLV = npcFBAttrDict["LV"]
-
- attrDict = {} #GetNPCStrengthenAttrDict(npcID, strengthenLV, strengthenPlayerCnt, strengthenIpyData)
- attrDict.update(npcFBAttrDict) # 如果副本有指定属性,则以副本为主
- if not attrDict:
- return
-
- # 成长等级只在重生的时候设置一次
- if isReborn and curNPC.GetCurLV() != strengthenLV:
- curNPC.SetCurLV(strengthenLV, False) # 重生的不通知等级变更,属性成长刷新后由NPC出现包通知
-
- befMaxHP = GameObj.GetMaxHP(curNPC)
- befHP = GameObj.GetHP(curNPC)
- #GameWorld.DebugLog("NPC属性成长刷新,isReborn=%s,npcID=%s,LV=%s,curLV=%s,befMaxHP=%s,befHP=%s,attrDict=%s"
- # % (isReborn, npcID, curNPC.GetLV(), curNPC.GetCurLV(), befMaxHP, befHP, attrDict))
- for attrKey, strengthenValue in attrDict.items():
- if not hasattr(curNPC, "Set%s" % attrKey):
- if attrKey == "FightPower":
- SetSuppressFightPower(curNPC, strengthenValue)
- continue
-
- if attrKey == "MaxHP":
- GameObj.SetMaxHP(curNPC, strengthenValue)
- else:
- strengthenValue = min(strengthenValue, ChConfig.Def_UpperLimit_DWord)
- getattr(curNPC, "Set%s" % attrKey)(strengthenValue)
- #GameWorld.DebugLog(" %s=%s" % (attrKey, strengthenValue))
-
- aftMaxHP = GameObj.GetMaxHP(curNPC)
- if befMaxHP != aftMaxHP:
- if isReborn:
- GameObj.SetHP(curNPC, aftMaxHP)
- elif isDyn:
- # 动态刷新属性的,血量按百分比继承
- aftHP = int(aftMaxHP * befHP / befMaxHP)
- GameObj.SetHP(curNPC, aftHP)
- curNPC.Notify_HP()
- curNPC.Notify_MaxHP()
- #GameWorld.DebugLog(" aftHP=%s,aftMaxHP=%s" % (aftHP, aftMaxHP))
-
- # 机器人复活初始化给技能
- if isReborn and curNPC.GetType() == ChConfig.ntRobot:
- __OnFBRobotReborn(curNPC, strengthenLV)
-
return
def __OnFBRobotReborn(curNPC, npcLV):
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
index 179464b..3b72be5 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
@@ -514,9 +514,9 @@
# 突破潜能
breakAttrDict = {}
- awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroBreak", heroID)
- if awakeIpyDataList:
- for breakIpyData in awakeIpyDataList:
+ breakIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroBreak", heroID)
+ if breakIpyDataList:
+ for breakIpyData in breakIpyDataList:
if breakIpyData.GetBreakLV() > breakLV:
break
attrIDList = breakIpyData.GetAttrIDList()
--
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