From f198885f31c9c7eb19eb28adce562e39e64d581c Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期五, 18 七月 2025 16:23:11 +0800 Subject: [PATCH] 121 【武将】武将系统-服务端(属性计算、战斗力计算;新角色初始给默认装备、默认阵容武将;) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py | 696 +++++++++++++++++++-------------------------------------- 1 files changed, 234 insertions(+), 462 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py index f32577c..966c29e 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py @@ -11,6 +11,7 @@ #--------------------------------------------------------------------- import os import IPY_GameWorld +import IPY_PlayerDefine import ShareDefine @@ -93,6 +94,147 @@ Def_BuffValue_Count = 3 # buff记录的value个数 #游戏对象属性-------------------------------------------- +# 属性ID列表,所有对象类型通用,如Player、NPC +AttrIDList = ( +AttrID_1, +AttrID_2, +AttrID_3, +AttrID_4, +AttrID_5, +AttrID_Atk, # 攻击 6 +AttrID_Def, # 防御 7 +AttrID_MaxHP, # 最大生命 8 +AttrID_HP, # 当前生命 9 +AttrID_Speed, # 移速 10 +AttrID_AtkSpeed, # 攻速 11 +AttrID_XP, # 当前XP 12 +AttrID_AtkInheritPer, # 攻击继承 13 +AttrID_DefInheritPer, # 防御继承 14 +AttrID_HPInheritPer, # 生命继承 15 +AttrID_AtkPer, # 攻击加成 16 +AttrID_DefPer, # 防御加成 17 +AttrID_MaxHPPer, # 生命加成 18 +AttrID_19, +AttrID_20, +AttrID_StunRate, # 击晕 21 +AttrID_StunRateDef, # 抗击晕 22 +AttrID_SuperHitRate, # 暴击 23 +AttrID_SuperHitRateDef, # 抗暴击 24 +AttrID_ComboRate, # 连击 25 +AttrID_ComboRateDef, # 抗连击 26 +AttrID_MissRate, # 闪避 27 +AttrID_MissRateDef, # 抗闪避 28 +AttrID_ParryRate, # 格挡 29 +AttrID_ParryRateDef, # 抗格挡 30 +AttrID_SuckHPPer, # 吸血 31 +AttrID_SuckHPPerDef, # 抗吸血 32 +AttrID_33, +AttrID_34, +AttrID_FinalDamPer, # 最终增伤 35 +AttrID_FinalDamPerDef, # 最终减伤 36 +AttrID_PhyDamPer, # 物理增伤 37 +AttrID_PhyDamPerDef, # 物理减伤 38 +AttrID_MagDamPer, # 法术增伤 39 +AttrID_MagDamPerDef, # 法术减伤 40 +AttrID_NormalSkillPer, # 普技增伤 41 +AttrID_NormalSkillPerDef, # 普技减伤 42 +AttrID_AngerSkillPer, # 怒技增伤 43 +AttrID_AngerSkillPerDef, # 怒技减伤 44 +AttrID_SuperDamPer, # 强化暴伤 45 +AttrID_SuperDamPerDef, # 弱化暴伤 46 +AttrID_47, +AttrID_48, +AttrID_49, +AttrID_50, +AttrID_CurePer, # 强化治疗 51 +AttrID_CurePerDef, # 弱化治疗 52 +AttrID_ShieldPer, # 强化护盾 53 +AttrID_ShieldPerDef, # 弱化护盾 54 +AttrID_DOTPer, # 持续增伤 55 (中毒、燃烧、流血) +AttrID_DOTPerDef, # 持续减伤 56 +) = range(1, 1 + 56) + +# 需要计算的武将战斗属性ID列表 +CalcBattleAttrIDList = [AttrID_Atk, AttrID_Def, AttrID_MaxHP, AttrID_StunRate, AttrID_StunRateDef, + AttrID_SuperHitRate, AttrID_SuperHitRateDef, AttrID_ComboRate, AttrID_ComboRateDef, + AttrID_MissRate, AttrID_MissRateDef, AttrID_ParryRate, AttrID_ParryRateDef, + AttrID_SuckHPPer, AttrID_SuckHPPerDef, AttrID_FinalDamPer, AttrID_FinalDamPerDef, + AttrID_PhyDamPer, AttrID_PhyDamPerDef, AttrID_MagDamPer, AttrID_MagDamPerDef, + AttrID_NormalSkillPer, AttrID_NormalSkillPerDef, AttrID_AngerSkillPer, AttrID_AngerSkillPerDef, + AttrID_SuperDamPer, AttrID_SuperDamPerDef, AttrID_CurePer, AttrID_CurePerDef, + AttrID_ShieldPer, AttrID_ShieldPerDef, AttrID_DOTPer, AttrID_DOTPerDef, + ] + +# 基础三维属性ID列表 +BaseAttrIDList = [AttrID_Atk, AttrID_Def, AttrID_MaxHP] +BaseAttrPerIDList = [AttrID_AtkPer, AttrID_DefPer, AttrID_MaxHPPer] + +# 属性ID对应可对其百分比提升的属性ID {属性ID:百分比属性ID, ...} +AttrPerDict = { + AttrID_Atk:AttrID_AtkPer, + AttrID_Def:AttrID_DefPer, + AttrID_MaxHP:AttrID_MaxHPPer, + } + +# 属性ID对应的继承属性ID {属性ID:继承属性ID, ...} +AttrInheritPerDict = { + AttrID_Atk:AttrID_AtkInheritPer, + AttrID_Def:AttrID_DefInheritPer, + AttrID_MaxHP:AttrID_HPInheritPer, + } + +# 属性ID对应0418刷新类型 {属性ID:[刷新同步类型, 是否支持超20亿的大数值], ...} +# 卡牌项目玩家/主公属性仅为中间层属性,并非最终属性,最终属性体现在卡牌上,暂定全部前端自己算 +# 所以仅配置战斗场景需要同步的属性即可 +CDBRefresh_AttrIDDict = { +# AttrID_Atk:[IPY_PlayerDefine.CDBPlayerRefresh_MAXATK, 0], +# AttrID_Def:[IPY_PlayerDefine.CDBPlayerRefresh_DEF, 0], + AttrID_MaxHP:[IPY_PlayerDefine.CDBPlayerRefresh_MaxHP, 1], + AttrID_HP:[IPY_PlayerDefine.CDBPlayerRefresh_HP, 1], +# AttrID_Speed:[ShareDefine.CDBPlayerRefresh_SpeedValue, 0], +# AttrID_AtkSpeed:[IPY_PlayerDefine.CDBPlayerRefresh_BattleValEx1, 0], + AttrID_XP:[IPY_GameWorld.CDBPlayerRefresh_XP, 0], +# AttrID_StunRate:[ShareDefine.CDBPlayerRefresh_StunRate, 0], +# AttrID_StunRateDef:[ShareDefine.CDBPlayerRefresh_StunRateDef, 0], +# AttrID_SuperHitRate:[IPY_PlayerDefine.CDBPlayerRefresh_SuperHitRate, 0], +# AttrID_SuperHitRateDef:[ShareDefine.CDBPlayerRefresh_SuperHitRateDef, 0], +# AttrID_ComboRate:[ShareDefine.CDBPlayerRefresh_ComboRate, 0], +# AttrID_ComboRateDef:[ShareDefine.CDBPlayerRefresh_ComboRateDef, 0], +# AttrID_MissRate:[IPY_PlayerDefine.CDBPlayerRefresh_Miss, 0], +# AttrID_MissRateDef:[IPY_PlayerDefine.CDBPlayerRefresh_HIT, 0], +# AttrID_ParryRate:[ShareDefine.CDBPlayerRefresh_ParryRate, 0], +# AttrID_ParryRateDef:[ShareDefine.CDBPlayerRefresh_ParryRateDef, 0], +# AttrID_SuckHPPer:[ShareDefine.CDBPlayerRefresh_SuckHPPer, 0], +# AttrID_SuckHPPerDef:[ShareDefine.CDBPlayerRefresh_SuckHPPerDef, 0], +# AttrID_FinalDamPer:[ShareDefine.CDBPlayerRefresh_FinalDamPer, 0], +# AttrID_FinalDamPerDef:[ShareDefine.CDBPlayerRefresh_FinalDamPerDef, 0], +# AttrID_PhyDamPer:[ShareDefine.CDBPlayerRefresh_PhyDamPer, 0], +# AttrID_PhyDamPerDef:[ShareDefine.CDBPlayerRefresh_PhyDamPerDef, 0], +# AttrID_MagDamPer:[ShareDefine.CDBPlayerRefresh_MagDamPer, 0], +# AttrID_MagDamPerDef:[ShareDefine.CDBPlayerRefresh_MagDamPerDef, 0], +# AttrID_NormalSkillPer:[ShareDefine.CDBPlayerRefresh_NormalSkillPer, 0], +# AttrID_NormalSkillPerDef:[ShareDefine.CDBPlayerRefresh_NormalSkillPerDef, 0], +# AttrID_AngerSkillPer:[ShareDefine.CDBPlayerRefresh_AngerSkillPer, 0], +# AttrID_AngerSkillPerDef:[ShareDefine.CDBPlayerRefresh_AngerSkillPerDef, 0], +# AttrID_SuperDamPer:[ShareDefine.CDBPlayerRefresh_SuperDamPer, 0], +# AttrID_SuperDamPerDef:[ShareDefine.CDBPlayerRefresh_SuperDamPerDef, 0], +# AttrID_CurePer:[ShareDefine.CDBPlayerRefresh_CurePer, 0], +# AttrID_CurePerDef:[ShareDefine.CDBPlayerRefresh_CurePerDef, 0], +# AttrID_ShieldPer:[ShareDefine.CDBPlayerRefresh_ShieldPer, 0], +# AttrID_ShieldPerDef:[ShareDefine.CDBPlayerRefresh_ShieldPerDef, 0], +# AttrID_DOTPer:[ShareDefine.CDBPlayerRefresh_DOTPer, 0], +# AttrID_DOTPerDef:[ShareDefine.CDBPlayerRefresh_DOTPerDef, 0], + } + +#刷属性分类索引 +Def_CalcAttrList = ( +Def_CalcAttr_LV, # 角色等级 0 +Def_CalcAttr_MainEquip, # 主装备 1 +Def_CalcAttr_HeroBook, # 武将图鉴 2 +) = range(3) + +##----------------------------------------------------------------------------------------------- + Def_Calc_AllAttrType_MAX = 192 #基本属性BUFF计算,顺序与 ObjProperty_AttrByIndex 对应,同时也为buff效果ID同步通知策划 TYPE_Calc_AttrList = ( @@ -324,6 +466,7 @@ Def_PetBaseEffectList = range(5000, 5007 + 1) #--------------------------------------------------------------------------- +Def_ItemCount_Max = 2000000000 # 物品最大叠加上限 #写死的物品ID都放这边 Def_ItemID_PetSoul = -1 #宠物满魂 Def_ItemID_PetDoubleExp = -1 #宠物双倍 @@ -442,10 +585,10 @@ 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 @@ -470,8 +613,8 @@ #虚拟背包最大格子数 功能配置表对应的key Def_VPackCnt_Dict = { - ShareDefine.rptRune:'RunePackageNum', - ShareDefine.rptGatherSoul:'GatherSoulPackCount', + #ShareDefine.rptRune:'RunePackageNum', + #ShareDefine.rptGatherSoul:'GatherSoulPackCount', } def GetItemPackType(itemData, defaultPack=IPY_GameWorld.rptItem): @@ -498,14 +641,17 @@ ShareDefine.retTrousers:[Def_ItemType_retTrousers], ShareDefine.retShoes:[Def_ItemType_retShoes], ShareDefine.retGlove:[Def_ItemType_retGlove], + ShareDefine.retShawl:[Def_ItemType_retShawl], ShareDefine.retNeck:[Def_ItemType_retNeck], - ShareDefine.retFairyCan:[Def_ItemType_retFairyCan], - ShareDefine.retFairyCan2:[Def_ItemType_retFairyCan2], - ShareDefine.retJade:[Def_ItemType_retJade], - ShareDefine.retWing:[Def_ItemType_retWing], - ShareDefine.retGuard1:[Def_ItemType_retGuard1], - ShareDefine.retGuard2:[Def_ItemType_retGuard2], + ShareDefine.retRing:[Def_ItemType_retRing], + ShareDefine.retAmulet:[Def_ItemType_retAmulet], + #ShareDefine.retWing:[Def_ItemType_retWing], + #ShareDefine.retGuard1:[Def_ItemType_retGuard1], + #ShareDefine.retGuard2:[Def_ItemType_retGuard2], } +# 主线装备部位 +Def_MainEquipPlaces = range(ShareDefine.retWeapon, ShareDefine.retAmulet + 1) + #--------------------------------------------------------------------- #写死的物品效果ID都放这边------请按数值顺序存放 Def_Effect_GivePlayerMoneySilver = 201 #给人物金钱 铜钱道具效果ID @@ -882,6 +1028,9 @@ #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) @@ -920,12 +1069,6 @@ Def_PackCnt_Fashion = 1 #登陆初始武器时装格子数 Def_PackCnt_WeaponCoat = 8 -#初始化回收站 -Def_PackCnt_Recycle = 6 -#初始化临时交换背包格子数 -Def_PackCnt_TempSwap = 1 -#初始化临时存放背包格子数 -Def_PackCnt_TempItem = 10 #玩家脱离战斗状态时间(6秒) Def_PlayerLeaveBattleTick = 3000 #玩家PK多杀间隔 @@ -1140,11 +1283,12 @@ #玩家登陆需要初始化的背包索引 Def_PlayerLoginInitPackIndexList = [#主角背包 - IPY_GameWorld.rptRecycle, + #IPY_GameWorld.rptRecycle, IPY_GameWorld.rptEquip, IPY_GameWorld.rptItem, #IPY_GameWorld.rptFineSoulSlot, - IPY_GameWorld.rptAnyWhere, + #IPY_GameWorld.rptAnyWhere, + IPY_GameWorld.rptIdentify, #时装背包 #IPY_GameWorld.rptCabinetWeaponCoat, #IPY_GameWorld.rptCabinetHorse, @@ -1152,10 +1296,10 @@ #IPY_GameWorld.rptHorseEquip, ShareDefine.rptTempItem, ShareDefine.rptTreasure, - ShareDefine.rptPet, - ShareDefine.rptDogzItem, - ShareDefine.rptDogzEquip, - ShareDefine.rptGarbage, + #ShareDefine.rptPet, + #ShareDefine.rptDogzItem, + #ShareDefine.rptDogzEquip, + #ShareDefine.rptGarbage, ShareDefine.rptHero, ] @@ -1191,9 +1335,6 @@ Type_Relation_Enemy = 1 #朋友 Type_Relation_Friend = 2 - -Def_NpcDictKey_CampType = 'CampType' -#阵营 三种 中立 正义 邪恶 CampType_Neutral = ShareDefine.CampType_Neutral # 中立 CampType_Justice = ShareDefine.CampType_Justice # 正义 @@ -1238,7 +1379,7 @@ ) = range(Def_UseSkillAim_Type) #技能施法目标类型, 修改此处应在Def_Dict_UseSkillTag_ObjType 相应更改 -Def_UseSkillTag_Type = 16 +Def_UseSkillTag_Type = 17 ( Def_UseSkillTag_None , #无需选择对象 0 Def_UseSkillTag_Self , #自己 1 @@ -1256,6 +1397,7 @@ Def_UseSkillTag_CanAttackBaseNPC, #可攻击的野外小怪(含精英)怪物 13 Def_UseSkillTag_FriendNPC, #友好NPC 14 Def_UseSkillTag_AppointNPC, #指定NPC 15 必须和效果值配合 Def_Skill_Effect_AppointNPC + Def_UseSkillTag_FriendDeath, #友方死亡目标16 ) = range( 0, Def_UseSkillTag_Type ) @@ -1294,6 +1436,13 @@ Def_ST_CanNPCUseSkill = [ Def_UseSkillTag_None, Def_UseSkillTag_Self, + ] + +#NPC技能:可以对友好目标释放的技能 +Def_ST_CanNPCUseSkillFriend = [ + Def_UseSkillTag_Friend, + Def_UseSkillTag_SelfAndFriend, + Def_UseSkillTag_FriendNPC, ] #自动攻击技能类型 @@ -1343,7 +1492,7 @@ Def_SkillType_PlsBuff : IPY_GameWorld.bfBuff , #增益BUFF 5 Def_SkillType_DepBuff : IPY_GameWorld.bfDeBuff , #减益BUFF 6 Def_SkillType_PassiveBuff : IPY_GameWorld.btPassiveBuf, # 被动技能 7 (废弃,无此定义分散为其他buff) - Def_SkillType_Revive : IPY_GameWorld.bfIncBuff, #复活 8 + #Def_SkillType_Revive : IPY_GameWorld.bfIncBuff, #复活 8 Def_SkillType_Increment : IPY_GameWorld.bfIncBuff, #增值技能(不可清除)9 Def_SkillType_Aura : IPY_GameWorld.bfAura , #光环技能 10 Def_SkillType_Equip : IPY_GameWorld.bfEquipBuff,#装备技能 11 @@ -1507,8 +1656,6 @@ Def_RecycleReturnMoney = 1000 #玩家换装的最短时间 Def_MinChangeEquipTime = 300 -#玩家一键换装的最短时间 -Def_OneKeyChangeEquipTime = 3000 #背包重整的最短时间间隔 Def_ItemPackResetInterval = 3000 #自动恢复计算间隔 @@ -1641,9 +1788,6 @@ #GM操作字符 Def_GM_Oper_ForbidAcc = 'GMOperForbidAcc' #GM操作符:踢出玩家 #--------------------------------------------------------------------- -#GM活动ID(10倍) -Def_GY_GM_GameID_MapGiveExp_Ten = 3000005 -Def_GY_GM_GameID_MapGiveExp_Fifty = 3000006 #------------ # 非c++定义的账号状态,py用的账号锁定,禁言,按位判断 @@ -1733,6 +1877,11 @@ Def_NstNull, Def_NstMoving, Def_NstDead, Def_NstAttack = range(4) #-------------------------------#副本相关#------------------------ +# 主线小怪 +Def_FBMapID_Main = 1 +# 主线Boss +Def_FBMapID_MainBoss = 2 + #创角新手村地图ID列表 Def_CreatRoleMapIDList = [10000] #PK周赛 @@ -1851,9 +2000,6 @@ Def_TFMapID_MineArea, # 福地 1 ) = range(1, 1 + 1) -#回合战斗自定义地图需要发送GameServer的列表 -Def_TFMapID_SendToGameServer = [Def_TFMapID_MineArea] - #前端自定义场景地图 ClientCustomSceneList = [Def_FBMapID_PersonalBoss, Def_FBMapID_ArenaBattle, Def_FBMapID_MirrorBattle] @@ -1952,13 +2098,13 @@ #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 'TrialTower':[Def_FBMapID_TrialTower], # 试炼之塔 'ClearDevil':[Def_FBMapID_ClearDevil], # 除魔卫道 'MagicWeapon':[Def_FBMapID_MagicWeapon], # 法宝副本 - 'IceLode':[Def_FBMapID_IceLode], # 冰晶矿脉 'DuJie':[Def_FBMapID_DuJie], #渡劫 'KirinHome':[Def_FBMapID_KirinHome], #麒麟之府 'BZZD':[Def_FBMapID_BZZD], # 百战之地(仙界秘境) @@ -2442,25 +2588,21 @@ 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 = [ @@ -2498,45 +2640,6 @@ TYPE_Time_Format_YmdHMS = "%Y%m%d%H%M%S" #--------------------------------------------------------------------- -#无限封存时间(10年) -Def_GMPower_MaxTime = 60*24*365*10 -#GM权限表 - -# GM命令 超级GM(1级) A级GM(2级) B级GM(3级) C级GM(4级) D级GM(5级) -Def_GMPower_Disc = { - 'GY_GM_PlayerDetailByID' : { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #角色查询 - 'GY_GM_MoveToPlayerByID' : { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #传送到玩家身边 - 'GY_GM_PullPlayerByID' : { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #把玩家拉到身边 - 'GY_GM_ViewBroadcast' : { 1 : True , 2 : True , 3 : True , 4 : False, 5 : False} , #查询公告 - 'GY_GM_ForbidFight' : { 1 : True , 2 : True , 3 : True , 4 : True , 5 : False} , #禁止战斗 - 'GY_GM_KickPlayer' : { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #踢玩家下线 - 'GY_GM_CloseAccID' : { 1 : True , 2 : True , 3 : True , 4 : True , 5 : False} , #帐号封存 - 'GY_GM_SetNoSight' : { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #设置隐身 - 'GY_GM_CancelNoSight' : { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #取消隐身 - 'GY_GM_ForbidTalk' : { 1 : True , 2 : True , 3 : True , 4 : False, 5 : False} , #禁止说话 - 'GY_GM_ChangeGMLV' : { 1 : True , 2 : False, 3 : False, 4 : False, 5 : False} , #更改权限 - 'GY_GM_SetExpRate' : { 1 : True , 2 : True , 3 : True , 4 : False, 5 : False} , #经验倍率 - 'GY_GM_StartGame' : { 1 : True , 2 : True , 3 : True , 4 : False, 5 : False} , #开启活动 - 'GY_GM_ViewGame' : { 1 : True , 2 : True , 3 : True , 4 : False, 5 : False} , #查询活动 - 'GY_GM_FindPlayerByID' : { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #查询玩家 - 'GY_GM_FindPlayerByName' : { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #查询玩家 - 'GY_GM_GivePlayerExp' : { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #给经验 - 'GY_GM_Broadcast' : { 1 : True , 2 : True , 3 : True , 4 : False, 5 : False} , #发布公告 - 'GY_GM_ViewWordExpRate' : { 1 : True , 2 : True , 3 : True , 4 : False, 5 : False} , #查看服务器经验倍率 - 'GY_GM_MapGiveExp' : { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #设置指定地图经验倍率 - 'GY_GM_Offline_FindPlayer': { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #脱机工具-查找玩家 - 'GY_GM_Offline_ViewItem' : { 1 : True , 2 : True , 3 : True , 4 : False, 5 : False} , #脱机工具-查看物品 - 'GY_GM_Offline_ViewAttribute' : { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #脱机工具-查看玩家属性 - 'GY_GM_Offline_ViewSkill': { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #脱机工具-查看玩家技能 - 'GY_GM_Offline_ViewTitle': { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #脱机工具-查看玩家称号 - 'GY_GM_Offline_ViewMoney': { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #脱机工具-查看玩家货币 - 'GY_GM_Offline_ViewGMOper': { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #脱机工具-查看玩家GM操作 - 'GY_GM_CloseBroadcast' : { 1 : True , 2 : True , 3 : True , 4 : False, 5 : False} , #脱机工具-消除公告 - 'GY_GM_Offline_UnBind' : { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #脱机工具-解封玩家 - 'GY_GM_Offline_ViewUnBind' : { 1 : True , 2 : True , 3 : True , 4 : True , 5 : True } , #脱机工具-查询玩家 - } - -#--------------------------------------------------------------------- #请求类型(需要和GameServer中的一致) Def_QueryType_Count = 56 ( @@ -2966,7 +3069,7 @@ # 回合攻击战斗类型 ( -TurnBattleType_Normal, # 普通 +TurnBattleType_Normal, # 常规攻击 TurnBattleType_Combo, # 连击 TurnBattleType_AtkBack, # 反击 ) = range(3) @@ -2974,9 +3077,22 @@ Def_PerTurnTick = 1000 # 每回合等同于常规tick时长 # 回合战斗目标类型 -TurnBattle_TagType_NPC = 0 +TurnBattle_TagType_NPCLineup = 0 # NPC阵容 TurnBattle_TagType_Player = 1 TurnBattle_TagType_Team = 2 + +#---Obj字典------- +Def_Obj_Dict_Faction = 'Faction' # 所属阵营 +Def_Obj_Dict_LineupPlayerID = 'LineupPlayerID' # 阵容所属玩家ID,可用于判断是否玩家阵容,PVP或PVE +Def_Obj_Dict_HeroID = 'HeroID' # 该战斗NPC所绑定的武将ID,一般仅玩家阵容有 +Def_Obj_Dict_SkinID = 'SkinID' # 该战斗NPC所绑定的武将皮肤ID,一般仅玩家阵容有 +Def_Obj_Dict_TurnFightPosInfo = 'TurnFightPosInfo' # 回合制站位: 阵营编号*100+阵型站位,阵型站位为0时代表非主战单位 +Def_Obj_Dict_TurnFightTimeline = 'TurnFightTimeline' # 回合制战斗时间线: 回合数*100+行动编号节点 +Def_Obj_Dict_TurnComboNum = 'TurnComboNum' # 单次累计连击次数 +Def_Obj_Dict_TurnAtkBackNum = 'TurnAtkBackNum' # 单次累计反击次数 +Def_Obj_Dict_TurnParryNum = 'TurnParryNum' # 单次累计格挡次数 +Def_Obj_Dict_TurnMissNum = 'TurnMissNum' # 单次累计闪避次数 +Def_Obj_Dict_TurnBattleType = 'TurnBattleType' # 本次攻击战斗类型:TurnBattleType_xxx #---NPC字典------- #每道龙卷风最终坐标 @@ -3075,32 +3191,18 @@ # key的长度不能超过29个字节 Def_PlayerKey_BurnOwnerID = "burnOwnerID" # 灼烧BUFF特殊处理,部分buff跟随灼烧消失 Def_PlayerKey_SkillInDelBuff = "SkillInDelBuff" # buff中释放技能添加buff要特殊记录给后续处理,直接删除/添加会导致错乱 -Def_PlayerKey_TheFBSkillsCD = "TheFBSkillsCD" # 减少指定技能组CD XX% -Def_PlayerKey_BurnValue = "BurnValue" # 灼烧固定伤害 -Def_PlayerKey_BurnTimePer = "BurnTimePer" # 延长灼烧时间百分比 -Def_PlayerKey_SubSpeedPer = "SubSpeedPer" # 减移动速度百分比 -Def_PlayerKey_YinjiCnt = "YinjiCnt" # 当前印记数 -Def_PlayerKey_LostYinjiTime = "LostYinjiTime" # 每X秒自动消失一个印记 Def_PlayerKey_1314HurtCount = "1314cnt" # 类剑刃风暴技能的1314效果,伤害次数处理 Def_PlayerKey_FirstDefender = "FDID" # 第一个防守者,只用于比较 Def_PlayerKey_SelectObjID = "selectID" # 锁定模式选中,不用SetActionObj Def_PlayerKey_SelectObjType = "selectType" # 锁定模式选中 -Def_PlayerKey_NormalHurt = "NormalHurt" # 属性普通攻击增伤:普通攻击附加的固定值伤害 -Def_PlayerKey_NormalHurtPer = "NormalHurtPer" # 属性普通攻击加成:普通攻击附加的伤害百分比 -Def_PlayerKey_FabaoHurt = "FabaoHurt" # 属性法宝技能增伤:法宝技能攻击附加的固定值伤害 -Def_PlayerKey_FabaoHurtPer = "FabaoHurtPer" # 属性法宝技能加成:法宝技能攻击附加的伤害百分比 Def_PlayerKey_AddBuffLayer = "addBuffLayer" # buff当前层数 Def_PlayerKey_BuffHurtCnt = "BuffHurtCnt" # 持续buff掉血次数 Def_PlayerKey_Zhansha = "zhansha" # 斩杀标志 -Def_PlayerKey_ZhuxianRate = "ZXRate" # 诛仙一击的概率 -Def_PlayerKey_ZhuxianHurtPer = "ZXHurtPer" # 诛仙一击的伤害% Def_PlayerKey_LockHPSkillID = "LockHPSkillID" # 锁血功能的技能 Def_PlayerKey_GodWeaponBeforeProDef = "GWBPD" # 神兵护盾被攻击前的值 Def_PlayerKey_curHurtValue = "curHurtValue" # 计算中的临时伤害值,技能特殊用 Def_PlayerKey_curHurtValueEx = "curHurtValueEx" # 计算中的临时伤害值,技能特殊用 Def_PlayerKey_SomersaultTime = "Somersault" # 翻滚一定时间内无敌,表现为MISS -Def_PlayerKey_CopyFuncAttr = "CopyFuncAttr%s" # 玩家属性刷新中的计算属性缓存,便于buff刷新计算 -Def_PlayerKey_CopyFuncAttrEx = "CopyFuncAttrEx%s" # 玩家属性刷新中的计算属性缓存,便于buff刷新计算 Def_Player_RefreshAttrByBuff = "PlayerAttrByBuff" # 玩家属性刷新功能属性缓存,便于buff刷新计算, 间隔刷新 Def_Player_HadRefreshAttr = "HadRefreshAttr" # 玩家在本地图是否刷新过属性 Def_PlayerKey_ClientCustomScene = "ClientCustomScene" # 客户端自定义场景状态 @@ -3112,9 +3214,6 @@ Def_PlayerKey_ResetFBLinePosY = "ResetFBLinePosY" # 请求切换副本多合一地图功能线路ID Def_PlayerKey_AttackFollowMaster = "FollowAtk" # 召唤兽跟随攻击 Def_PlayerKey_MoreHurtValue = "MoreHurtValue" # 额外的伤害值,一般用于不走公式 -Def_PlayerKey_BloodShiledHurt = "BSHurt" # 伤害值用于血盾抵消 -Def_PlayerKey_BloodShiledHurtEx = "BSHurtEx" # 伤害值用于血盾抵消 -Def_PlayerKey_EquipTime = "EquipTime" # 时效装备 Def_PlayerKey_PowerPartTime = "PowerPartTime" # 蓄力每次消耗时间,因攻速改变 Def_PlayerKey_PowerPartCount = "PowerPartCount" # 蓄力技能能量次数 Def_Player_RefreshAttr = "Player_RefreshAttr" # 玩家刷新属性标志 @@ -3143,16 +3242,10 @@ Def_PlayerKey_MirrorBattleTime = 'MirrorBattleTime' # 最近一次请求镜像战斗时间戳 Def_PlayerKey_MirrorBattleID = 'MirrorBattleID' # 镜像战斗ID,有值时代表处于镜像战斗中 -Def_PlayerKey_FamilyArrestQueryState = 'ArrestQueryState' # 家族悬赏任务完成查询状态 Def_PlayerKey_Frist_Lock = "Frist_Lock" # 是否接受了任务1 Def_PlayerKey_TaskExpRewardMultiple = "TaskExpRewardMultiple" # 任务经验奖励倍值 Def_PlayerKey_BuyItemCnt = "BuyItemCnt" # 购买物品数量 -Def_PlayerKey_SpeedValueNotBuff = "SpeedValueNotBuff" # 玩家移动速度数值参数, 非实际移动速度,不含buff -Def_PlayerKey_SpeedValue = "SpeedValue" # 玩家移动速度数值参数, 非实际移动速度,含buff Def_PlayerKey_SpeedHorse = "SpeedHorse" # 骑乘时附加移动速度值 -Def_PlayerKey_AtkSpeedSet = "AtkSpeedSet" # 攻击速度固定值, 大于0表示攻击速度强制为该值 -Def_PlayerKey_AtkInterval = "NormalAtkInterval_%s" # 公共技能CD类型 -Def_PlayerKey_AtkTick = "NormalAtkTick_%s" # 公共技能CD类型 Def_PlayerKey_QueryOpenServerAwardState = "QueryOpenServerAwardState" # 查询开服奖励状态 Def_PlayerKey_QueryFamilyStoreTick = "QueryFamilyStoreTick" # 战盟仓库操作tick @@ -3160,10 +3253,6 @@ Def_PlayerKey_QueryNewGuyCardType = 'QueryNewGuyCardType' # 查询的新手卡类型 Def_PlayerKey_TradeTagNPC = "TradeTagNPC" # 当前商店的npcid -Def_PlayerKey_LastSkillComboTick = "LastSkillComboTick" #上次技能连击tick -Def_PlayerKey_SkillComboCnt = "SkillComboCnt" #技能连击数 -Def_PlayerKey_ComboSkillTypeID = "ComboSkillTypeID" #当前连击的技能TypeID -Def_PlayerKey_ComboAddHurtPer = "ComboAddHurtPer" #当前连击的伤害加成万分率 Def_PlayerKey_ComboBuffProcessState = "ComboBuffProcessState" #持续性buff连击处理状态 Def_PlayerKey_LvAwardQueryState = 'LvAwardQueryState' # 等级奖励领奖查询状态 Def_PlayerKey_StoreQueryState = 'StoreQueryState' # 商店全服购买次数查询状态 @@ -3179,39 +3268,8 @@ Def_PlayerKey_TeamMemCount = "TeamMemCount" #队伍在线玩家数 Def_PlayerKey_CurState = "PlayerCurState" # 当前状态信息, 标记详见 Def_PlayerStateList Def_PlayerKey_AttrFaintCD = "AttrFaintCD" #击晕CD控制 -Def_PlayerKey_AttrFaintRate = "FaintRate" #触发击晕 -Def_PlayerKey_AttrFaintDefRate = "FaintDefRate" #击晕抵抗 -Def_PlayerKey_AttrAtkerFreezed = "AttrAtkerFreezed_50" #玩家被攻击触发定身 -Def_PlayerKey_AttrAddAngry = "AttrAddAngry_51" #玩家攻击增加额外仇恨 -Def_PlayerKey_AttrComboRate = "ComboRate" #连击几率 -Def_PlayerKey_AttrComboDamPer = "ComboDamPer" #连击伤害 -Def_PlayerKey_SkillAtkRateReduce = "SkillAtkRateReduce" #技能攻击比例减少 -Def_PlayerKey_AttrDropEquipPer = "DropEquipPer" #装备掉率 -Def_PlayerKey_AttrDamagePVP = "DamagePVP" #PVP固定伤害输出 -Def_PlayerKey_AttrDamagePVPReduce = "DamagePVPReduce" #PVP固定伤害减少 -Def_PlayerKey_AttrDamagePVE = "DamagePVE" #伤害输出计算固定值PVE -Def_PlayerKey_AttrDamagePerPVP = "DamagePerPVP" #伤害输出计算百分比PVP -Def_PlayerKey_AttrDamagePerPVPReduce = "DamagePerPVPReduce" #伤害输出计算百分比PVP减少 -Def_PlayerKey_AttrHurtPer = "AttrHurtPer" #受伤计算百分比 -Def_PlayerKey_AttrDamChanceDef = "DamChanceDef" #20%的概率抵御伤害比率 -Def_PlayerKey_AttrProDefHPPer = "ProDefHPPer" #生命上限换算为防护值的百分比 -Def_PlayerKey_AttrProDefAbsorb = "ProDefAbsorb" #防护值吸收伤害比率 -Def_PlayerKey_AttrPetMinAtk = "AttrPetMinAtk" #宠物最小攻击力 -Def_PlayerKey_AttrPetMaxAtk = "AttrPetMaxAtk" #宠物最大攻击力 -Def_PlayerKey_AttrPetDamPer = "AttrPetDamPer" #宠物伤害百分比提升 -Def_PlayerKey_PetSkillAtkRate = "PetSkillAtkRate" #宠物技能攻击比例加成 -Def_PlayerKey_AttrPerLVAtk = "PerLVAtk" #每1级+%s攻击, 数值取万分率,支持小数算法 -Def_PlayerKey_AttrPerLVMaxHP = "PerLVMaxHP" #每1级+%s生命, 数值为固定值 -Def_PlayerKey_AttrShieldMPCostRate = "AttrShieldMPCostRate" #魔法盾伤害吸收蓝耗比率 -Def_PlayerKey_AttrXPRestorePer = "AttrXPRestorePer" #自动恢复XP值比率 Def_PlayerKey_MarkLoadMapTick = "LoadMapTickVIP" #记录切换地图后的tick,VIP Def_PlayerKey_MTFreeOnlineRefreshTick = "MTFreeOnlineRTick" # 寻宝在线计算时间 -Def_PlayerKey_MFPFightPower = "MFPFightPower_%s" #模块战斗力, 求余亿部分,参数(模块类型索引) -Def_PlayerKey_MFPFightPowerPoint = "MFPFightPowerPoint_%s" #模块战斗力, 整除亿部分,参数(模块类型索引) -Def_PlayerKey_MFPSkill = "MFPSkill_%s" #技能附加战斗力, 参数(模块类型索引) -Def_PlayerKey_MFPSkillEx = "MFPSkillEx_%s" #技能附加战斗力, 参数(模块类型索引) -Def_PlayerKey_MFPEx = "MFPEx_%s" #模块附加战斗力, 参数(模块类型索引) -Def_PlayerKey_MFPExPoint = "MFPExPoint_%s" #模块附加战斗力, 参数(模块类型索引) Def_PlayerKey_AtkWithoutBuff = "AtkWithoutBuff" #玩家无buff状态下的攻击值 Def_PlayerKey_DefWithoutBuff = "DefWithoutBuff" #玩家无buff状态下的防御值 Def_PlayerKey_HPWithoutBuff = "HPWithoutBuff" #玩家无buff状态下的生命值 @@ -3225,137 +3283,21 @@ Def_PlayerKey_AttrActivatyNotify = "AttrActivatyNotify" # 属性激活提示类型 Def_PlayerKey_EquipOrangeCount = "EquipOrangeCount" # 装备信息 - 橙装及以上件数 Def_PlayerKey_LastHurt = "PlayerLastHurt" # 最后补刀 -Def_PlayerKey_AddBackHPPer = "AddBackHPPer" #增加生命恢复效果 -Def_PlayerKey_ReduceBackHPPer = "ReduceBackHPPer" #降低生命恢复效果 -Def_PlayerKey_NPCHurtAddPer = "NPCHurtAddPer" # 对怪物伤害加成 -Def_PlayerKey_JobAHurtAddPer = "JobAHurtAddPer" # 目标战士伤害加成 -Def_PlayerKey_JobBHurtAddPer = "JobBHurtAddPer" # 目标法师伤害加成 -Def_PlayerKey_JobCHurtAddPer = "JobCHurtAddPer" # 目标弓手伤害加成 -Def_PlayerKey_NPCAtkReducePer = "NPCAtkReducePer" # NPC攻击伤害减免 -Def_PlayerKey_JobAAtkReducePer = "JobAAtkReducePer" # 战士攻击伤害减免 -Def_PlayerKey_JobBAtkReducePer = "JobBAtkReducePer" # 法师攻击伤害减免 -Def_PlayerKey_JobCAtkReducePer = "JobCAtkReducePer" # 弓手攻击伤害减免 -Def_PlayerKey_LuckyHitReduce = "LuckyHitReduce" # 会心一击伤害减免固定值 -Def_PlayerKey_GreatHitReducePer = "GreatHitReducePer" # 卓越一击伤害减免 -Def_PlayerKey_SuperHitReduce = "SuperHitReduce" # 暴击伤害减免固定值 -Def_PlayerKey_IgnoreDefReducePer = "IgnoreDefReducePer" # 无视防御伤害减免 -Def_PlayerKey_LuckyHitRateReduce = "LuckyHitRateReduce" # 抗会心一击概率 -Def_PlayerKey_GreatHitRateReduce = "GreatHitRateReduce" # 抗卓越一击概率 -Def_PlayerKey_SuperHitRateReduce = "SuperHitRateReduce" # 抗暴击概率 -Def_PlayerKey_IgnoreDefRateReduce = "IgnoreDefRateReduce" # 抗无视防御概率 Def_PlayerKey_LastHurtValue = "LastHurtValue" # 最后一次伤害值 Def_PlayerKey_LastHurtValueEx = "LastHurtValueEx" # 最后一次伤害值 Def_PlayerKey_LastHurtNPCObjID = "LastHurtNPCObjID" # 最后攻击的NPCObjID Def_PlayerKey_LastAttackerObjID = "LastAttackerObjID" # 被攻击者记录的最近攻击玩家ID -Def_PlayerKey_CommMapExpRate = "CommMapExpRate" # 常规地图经验倍率加成 -Def_PlayerKey_BossFinalHurtPer = "BossFinalHurtPer" # boss最终伤害百分比 -Def_PlayerKey_FinalHurtPer = "FinalHurtPer" # 最终伤害百分比 -Def_PlayerKey_FinalHurtReducePer = "FHReducePer" # 最终伤害减免百分比 -Def_PlayerKey_FuhaoHitRate = "FuhaoHitRate" # 富豪一击概率 -Def_PlayerKey_FinalHurt = "FinalHurt" # 最终固定伤害增加 -Def_PlayerKey_BleedDamage = "BleedDamage" # 流血伤害 -Def_PlayerKey_FinalHurtReduce = "FinalHurtReduce" # 最终固定伤害减少 -Def_PlayerKey_BossIDHurt = "BossIDHurt" # 对指定boss伤害加成固定值 -Def_PlayerKey_BossIDHurtAddPer = "BossIDHurtAddPer" # 对指定boss伤害加成倍率 -Def_PlayerKey_DropEquipDoCount = "DropEquipDoCount" # 装备掉落执行次数加成万分率 -Def_PlayerKey_BaseAtkMin = "BaseAtkMin" # 基础最小攻击 -Def_PlayerKey_BaseAtkMax = "BaseAtkMax" # 基础最大攻击 -Def_PlayerKey_BaseMaxHP = "BaseMaxHP" # 基础生命 -Def_PlayerKey_BaseDef = "BaseDef" # 基础防御 -Def_PlayerKey_BaseHit = "BaseHit" # 基础命中 -Def_PlayerKey_BaseMiss = "BaseMiss" # 基础闪避 -Def_PlayerKey_BaseAtkAddPer = "BaseAtkAddPer" # 基础攻击百分比 -Def_PlayerKey_BaseMaxHPAddPer = "BaseMaxHPAddPer" # 基础生命百分比 -Def_PlayerKey_BaseDefAddPer = "BaseDefAddPer" # 基础防御百分比 -Def_PlayerKey_BaseHitAddPer = "BaseHitAddPer" # 基础命中百分比 -Def_PlayerKey_BaseMissAddPer = "BaseMissAddPer" # 基础闪避百分比 -Def_PlayerKey_FaQiMaxHPPer = "FaQiMaxHPPer" # 法器生命百分比 -Def_PlayerKey_FaQiAtkPer = "FaQiAtkPer" # 法器攻击百分比 -Def_PlayerKey_FaQiDefPer = "FaQiDefPer" # 法器防御百分比 -Def_PlayerKey_GodWeaponMaxHPPer = "GodWeaponMaxHPPer" # 神兵生命百分比 -Def_PlayerKey_GodWeaponAtkPer = "GodWeaponAtkPer" # 神兵攻击百分比 -Def_PlayerKey_StoneMaxHPPer = "StoneMaxHPPer" # 宝石生命百分比 -Def_PlayerKey_StoneAtkPer = "StoneAtkPer" # 宝石攻击百分比 -Def_PlayerKey_HPCureEnhance = "HPCureEnhance" # 血瓶恢复效果 Def_PlayerKey_HadInitFruitAttr = "HadInitFruitAttr" # 是否已经刷新过果实属性 -Def_PlayerKey_OnlyFinalHurt = "OnlyFinalHurt" # 额外输出伤害 -Def_PlayerKey_PVPAtkBackHP = "PVPAtkBackHP" # PVP攻击回血 -Def_PlayerKey_HitSucessRate = "HitSucessRate" # 命中成功率 -Def_PlayerKey_MissSucessRate = "MissSucessRate" # 闪避成功率 -Def_PlayerKey_CurePer = "CurePer" # 治疗加成 默认百分百 -Def_PlayerKey_BeHurtPer = "BeHurtPer" # 加深受到伤害百分比 -Def_PlayerKey_TitleMaxHPPer = "TitleMaxHPPer" # 称号生命加成 -Def_PlayerKey_TitleAtkPer = "TitleAtkPer" # 称号攻击加成 -Def_PlayerKey_TitleDefPer = "TitleDefPer" # 称号防御加成 -Def_PlayerKey_FaceMaxHPPer = "FaceMaxHPPer" # 头像生命加成 -Def_PlayerKey_FaceAtkPer = "FaceAtkPer" # 头像攻击加成 -Def_PlayerKey_FaceDefPer = "FaceDefPer" # 头像防御加成 -Def_PlayerKey_FacePicMaxHPPer = "FacePicMaxHPPer" # 头像框生命加成 -Def_PlayerKey_FacePicAtkPer = "FacePicAtkPer" # 头像框攻击加成 -Def_PlayerKey_FacePicDefPer = "FacePicDefPer" # 头像框防御加成 -Def_PlayerKey_HorseSkinMaxHPPer = "HorseSkinMaxHPPer" # 坐骑幻化生命加成 -Def_PlayerKey_HorseSkinAtkPer = "HorseSkinAtkPer" # 坐骑幻化攻击加成 -Def_PlayerKey_HorseSkinDefPer = "HorseSkinDefPer" # 坐骑幻化防御加成 -Def_PlayerKey_HorseAtkPer = "HorseAtkPer" # 坐骑攻击百分比 -Def_PlayerKey_HorseMaxHPPer = "HorseMaxHPPer" # 坐骑生命加成 -Def_PlayerKey_PetAtkPer = "PetAtkPer" # 灵宠攻击加成 -Def_PlayerKey_HorseTrainAttrPer = "HorseTrainAttrPer" # 坐骑培养属性加成 -Def_PlayerKey_PetTrainAttrPer = "PetTrainAttrPer" # 灵宠培养属性加成 -Def_PlayerKey_GuardTrainAttrPer = "GuardTrainAttrPer" # 守护培养属性加成 -Def_PlayerKey_WingTrainAttrPer = "WingTrainAttrPer" # 翅膀培养属性加成 -Def_PlayerKey_PeerlessWeaponTrainAttrPer = "PeerlessWeaponTrainAttrPer" # 灭世培养属性加成 -Def_PlayerKey_PeerlessWeapon2TrainAttrPer = "PeerlessWeapon2TrainAttrPer" # 弑神培养属性加成 -Def_PlayerKey_LianTiAttrPer = "LianTiAttrPer" # 炼体属性属性加成 -Def_PlayerKey_AffairSpeedPer = "AffairSpeedPer" # 仙盟事务速度加成 -Def_PlayerKey_FamilyBossHurtPer = "FamilyBossHurtPer" # 仙盟BOSS伤害加成 -Def_PlayerKey_FamilyWarHPPer = "FamilyWarHPPer" # 仙盟联赛生命加成 -Def_PlayerKey_FamilyWarAtkPer = "FamilyWarAtkPer" # 仙盟联赛攻击加成 -Def_PlayerKey_FamilySitExpPer = "FamilySitExpPer" # 仙盟打坐经验加成 -Def_PlayerKey_StoneBasePer = "StoneBasePer" # 宝石基础属性百分比 -Def_PlayerKey_RealmBasePer = "RealmBasePer" # 境界基础属性百分比 -Def_PlayerKey_WingHPPer = "WingHPPer" # 翅膀生命百分比 -Def_PlayerKey_SuiteBasePer = "SuiteBasePer" # 套装基础属性百分比 -Def_PlayerKey_PlusBaseAtkPer = "PlusBaseAtkPer" # 强化基础攻击百分比 -Def_PlayerKey_Metal = "PointMetal" # 金 -Def_PlayerKey_Wood = "PointWood" # 木 -Def_PlayerKey_Water = "PointWater" # 水 -Def_PlayerKey_Fire = "PointFire" # 火 -Def_PlayerKey_Earth = "PointEarth" # 土 -Def_PlayerKey_MetalQualityLV = "MetalQualityLV" # 金灵根品级 -Def_PlayerKey_WoodQualityLV = "WoodQualityLV" # 木灵根品级 -Def_PlayerKey_WaterQualityLV = "WaterQualityLV" # 水灵根品级 -Def_PlayerKey_FireQualityLV = "FireQualityLV" # 火灵根品级 -Def_PlayerKey_EarthQualityLV = "EarthQualityLV" # 土灵根品级 -Def_PlayerKey_SkillAddPer1 = "SkillAddPer1" # 技能伤害增强1 -Def_PlayerKey_SkillAddPer2 = "SkillAddPer2" # 技能伤害增强2 -Def_PlayerKey_SkillAddPer3 = "SkillAddPer3" # 技能伤害增强3 -Def_PlayerKey_SkillAddPer4 = "SkillAddPer4" # 技能伤害增强4 -Def_PlayerKey_SkillAddPer5 = "SkillAddPer5" # 技能伤害增强5 -Def_PlayerKey_SkillAddPer6 = "SkillAddPer6" # 技能伤害增强6 -Def_PlayerKey_SkillAddPer7 = "SkillAddPer7" # 技能伤害增强7 -Def_PlayerKey_SkillReducePer1 = "SkillReducePer1" # 受到技能伤害减少1 -Def_PlayerKey_SkillReducePer2 = "SkillReducePer2" # 受到技能伤害减少2 -Def_PlayerKey_SkillReducePer3 = "SkillReducePer3" # 受到技能伤害减少3 -Def_PlayerKey_SkillReducePer4 = "SkillReducePer4" # 受到技能伤害减少4 -Def_PlayerKey_SkillReducePer5 = "SkillReducePer5" # 受到技能伤害减少5 -Def_PlayerKey_SkillReducePer6 = "SkillReducePer6" # 受到技能伤害减少6 -Def_PlayerKey_SkillReducePer7 = "SkillReducePer7" # 受到技能伤害减少7 #功能索引ShareDefine.Def_AttrFruitFuncList Def_PlayerKey_FruitAttr = "FruitAttr_%s_%s" # 属性果实增加的属性,参数为(功能索引, 物品效果id) Def_PlayerKey_FruitFightPowerEx = "FruitFightPowerEx_%s" # 属性果实增加的附加战力,参数为(功能索引) -Def_PlayerKey_FamilyLVLeave = "FamilyLVLeave" # 离开的最后一个家族的等级 Def_PDict_QueryTechLVUPState = "QueryTechLVUPState" # 查询科技等级提升状态 Def_PDict_PKStateTick = "PKStateTick" # PK状态tick,只要有一方发起攻击,双方均进入PK状态 Def_PDict_BossStateTick = "BossStateTick" # boss状态tick,攻击boss即进入boss状态 Def_PDict_MapAreaExpTick = "MapAreaExpTick" # 给场景经验tick -# 装备累计基础属性 -Def_PDict_EquipTotalBaseMinAtk = "EquipTotalBaseMinAtk" # 装备累计基础最小攻击 -Def_PDict_EquipTotalBaseMaxAtk = "EquipTotalBaseMaxAtk" # 装备累计基础最大攻击 -Def_PDict_EquipTotalBaseDef = "EquipTotalBaseDef" # 装备累计基础防御 -Def_PDict_EquipTotalBaseHP = "EquipTotalBaseHP" # 装备累计基础生命 #---玩家字典KEY,存于数据库--- #=========================================================================== @@ -3903,13 +3845,6 @@ Def_PDict_EmojiPackState = "EmojiPackState_%s" # 表情包状态,参数(key编号) Def_PDict_EmojiPackEndTime = "EmojiPackEndTime_%s" # 到期时间戳,0为永久,参数(表情包ID) -#冰晶矿脉 -Def_PDict_IceLodeStarAwardRecord = "IceLodeStarAwardRecord" #星级奖励领奖记录 -Def_PDict_IceLodeHasSweep = "IceLodeHasSweep" #今日是否已扫荡过 -Def_PDict_IceLodeLastCheckTime = "IceLodeLastCheckTime" #上次补发星级奖励时间 -Def_PDict_IceLodeDayLV = "IceLodeDayLV" #今日等级 -Def_PDict_IceLodeIsInFBOnDay = "IceLodeIsInFBOnDay" #在副本里过天 - #助战 Def_PDict_HelpBattleCheckInCount = "HelpBattleCheckInCount" #助战登记次数, 登记次数*10+今日是否登记过 Def_PDict_FBRealHelpCount = "FBRealHelpCount_%s" #副本真实助战次数,仅针对真实进去打的副本,参数mapID @@ -4422,6 +4357,12 @@ #武将 Def_PDict_HeroSkin = "HeroSkin_%s" # 武将皮肤解锁状态,按皮肤索引二进制存储,参数(武将ID) Def_PDict_HeroBook = "HeroBook_%s" # 武将图鉴激活等级,参数(武将ID) cccbbba a-初始激活状态1-英雄激活,2-初始图鉴激活; bbb-存星级图鉴激活等级;ccc-存突破图鉴激活等级 + +#主线 +Def_PDict_UnXiantaoCntExp = "UnXiantaoCntExp" # 累计未结算经验的战锤数 +Def_PDict_UnXiantaoCntEquip = "UnXiantaoCntEquip" # 累计未结算掉落的战锤数 +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]} @@ -4465,87 +4406,6 @@ } #------------------------------------------------------------------------------- -#------属性计算相关常量字符串定义 -AttrName_MinAtk = "MinAtk" # 最小攻击力 -AttrName_MaxAtk = "MaxAtk" # 最大攻击力 -AttrName_MinMAtk = "MinMAtk" # 最小魔法攻击力 -AttrName_MaxMAtk = "MaxMAtk" # 最大魔法攻击力 -AttrName_Atk = "Atk" # 物理攻击力 -AttrName_MAtk = "MAtk" # 魔法攻击 -AttrName_Def = "Def" # 防御 -AttrName_DefRate = "Miss" # 闪避 -AttrName_MagAtkPer = "MagAtkPer" # 魔法攻击百分比 -AttrName_AtkPer = "AtkPer" # 物理攻击百分比 -AttrName_MaxHP = "MaxHP" # 最大血量 -AttrName_MaxMP = "MaxMP" # 最大蓝量 -AttrName_MaxHPPer = "MaxHPPer" # 最大血量百分比 -AttrName_MaxMPPer = "MaxMPPer" # 最大蓝量百分比 -AttrName_IceAtk = "IceAtk" # 冰攻 -AttrName_FireAtk = "FireAtk" # 火攻 -AttrName_PoisonAtk = "PoisonAtk" # 毒攻 -AttrName_ThunderAtk = "ThunderAtk" # 雷攻 -AttrName_WindAtk = "WindAtk" # 风攻 -AttrName_IceDef = "IceDef" # 冰防 -AttrName_FireDef = "FireDef" # 火攻 -AttrName_PoisonDef = "PoisonDef" # 毒防 -AttrName_ThunderDef = "ThunderDef" # 雷防 -AttrName_WindDef = "WindDef" # 风攻 -AttrName_DamagePVPReduce = "DamagePVPReduce" # PVP固定减伤 -AttrName_DamagePVP = "DamagePVP" # pvp固定伤害 -AttrName_Speed = "Speed" # 移动速度 -AttrName_BothAtk = "BothAtk" # 双攻物魔 -AttrName_Hit = "Hit" # 命中 -AttrName_AutoRestoreHPPer = "AutoRestoreHPPer" # 生命自动回复 -AttrName_GreatHitRate = "GreatHitRate" # 卓越一击几率 -AttrName_GreatHit = "GreatHit" # 卓越一击伤害倍率 -AttrName_LuckyHitRate = "LuckyHitRate" # 会心一击几率 -AttrName_LuckyHit = "LuckyHit" # 会心一击伤害固定值 -AttrName_IgnoreDefRate = "IgnoreDefRate" # 无视防御几率 -AttrName_AtkSpeed = "AtkSpeed" # 攻击速度 -AttrName_ReduceSkillCDPer = "ReduceSkillCDPer" # 减技能CD比例 -AttrName_BleedDamage = "BleedDamage" # 流血伤害增加 -AttrName_KillBackHP = "KillBackHP" # 击杀回血 -AttrName_KillBackMP = "KillBackMP" # 击杀回蓝 -AttrName_DamBackPer = "DamBackPer" # 反伤百分比 -AttrName_DropMoneyPer = "DropMoneyPer" # 掉落金钱值增加 -AttrName_BothAtkPer = "BothAtkPer" # 双攻物魔百分比 -AttrName_DefRatePer = "MissPer" #闪避百分比 -AttrName_DefPer = "DefPer" # 防御比率 -AttrName_HitPer = "HitPer" # 命中比率 -AttrName_FightExpRate = "FightExpRate" # 杀怪经验倍率 -AttrName_GameExpRate = "GameExpRate" # 游戏事件经验倍率 -AttrName_SkillAtkRate = "SkillAtkRate" # 技能伤害加成 (用作伤害加成) -AttrName_AtkBackHPPer = "AtkBackHPPer" # 攻击回复血量比率 -AttrName_SuperHit = "SuperHit" # 暴击伤害固定值 -AttrName_SuperHitRate = "SuperHitRate" # 暴击概率 -AttrName_NPCHurtAddPer = "NPCHurtAddPer" # 对怪物伤害加成 -AttrName_JobAHurtAddPer = "JobAHurtAddPer" # 目标战士伤害加成 -AttrName_JobBHurtAddPer = "JobBHurtAddPer" # 目标法师伤害加成 -AttrName_JobCHurtAddPer = "JobCHurtAddPer" # 目标弓手伤害加成 -AttrName_NPCAtkReducePer = "NPCAtkReducePer" # 怪物攻击伤害减免 -AttrName_JobAAtkReducePer = "JobAAtkReducePer" # 战士攻击伤害减免 -AttrName_JobBAtkReducePer = "JobBAtkReducePer" # 法师攻击伤害减免 -AttrName_JobCAtkReducePer = "JobCAtkReducePer" # 弓手攻击伤害减免 -AttrName_LuckyHitReduce = "LuckyHitReduce" # 会心一击伤害减免固定值 -AttrName_GreatHitReducePer = "GreatHitReducePer" # 卓越一击伤害减免 -AttrName_SuperHitReduce = "SuperHitReduce" # 暴击伤害减免固定值 -AttrName_IgnoreDefReducePer = "IgnoreDefReducePer" # 无视防御伤害减免 -AttrName_LuckyHitRateReduce = "LuckyHitRateReduce" # 抗会心一击概率 -AttrName_GreatHitRateReduce = "GreatHitRateReduce" # 抗卓越一击概率 -AttrName_SuperHitRateReduce = "SuperHitRateReduce" # 抗暴击概率 -AttrName_IgnoreDefRateReduce = "IgnoreDefRateReduce" # 抗无视防御概率 -AttrName_BossFinalHurtPer = "BossFinalHurtPer" # Boss最终伤害百分比 -AttrName_FinalHurtPer = "FinalHurtPer" # 最终伤害百分比 -AttrName_FuhaoHitRate = "FuhaoHitRate" # 富豪一击概率 -AttrName_FinalHurt = "FinalHurt" # 最终固定伤害增加 -AttrName_FinalHurtReduce = "FinalHurtReduce" # 最终固定伤害减少 -AttrName_BossIDHurt = "BossIDHurt" # 对指定boss伤害加成固定值 -AttrName_BossIDHurtAddPer = "BossIDHurtAddPer" # 对指定boss伤害加成倍率 -AttrName_DropEquipDoCount = "DropEquipDoCount" # 装备掉落执行次数加成万分率 -AttrName_PetAtk = "PetAtk" # 灵宠攻击 -AttrName_PetSkillAtkRate = "PetSkillAtkRate" # 灵宠技能 -AttrName_PetDamPer = "PetDamPer" # 灵宠伤害增加 - #物品效果(ID或指定类型)对应的属性计算信息 {效果(ID/指定类型):[[属性索引, ...], 是否基础属性,(非)线性]} #对应 Def_Calc_AllAttrType_MAX ItemEffect_AttrDict = { @@ -4577,82 +4437,24 @@ ShareDefine.Def_Effect_ToxinDef:[[TYPE_Calc_AttrPoisonDef], False, TYPE_Linear], ShareDefine.Def_Effect_ThunderDef:[[TYPE_Calc_AttrThunderDef], False, TYPE_Linear], ShareDefine.Def_Effect_IgnoreDefRate:[[TYPE_Calc_IgnoreDefRate], False, TYPE_Linear], - ShareDefine.Def_Effect_IgnoreDefRateReduce:[[TYPE_Calc_IgnoreDefRateReduce], False, TYPE_Linear], ShareDefine.Def_Effect_DamBackPer:[[TYPE_Calc_DamBackPer], False, TYPE_Linear], ShareDefine.Def_Effect_GreatHit:[[TYPE_Calc_GreatHit], False, TYPE_Linear], ShareDefine.Def_Effect_LuckyHit:[[TYPE_Calc_LuckyHit], False, TYPE_Linear], ShareDefine.Def_Effect_LuckyHitRate:[[TYPE_Calc_LuckyHitRate], False, TYPE_Linear], - ShareDefine.Def_Effect_LuckyHitRateReduce:[[TYPE_Calc_LuckyHitRateReduce], False, TYPE_Linear], ShareDefine.Def_Effect_Luck:[[TYPE_Calc_Luck], False, TYPE_Linear], ShareDefine.Def_Effect_ReduceSkillCDPer:[[TYPE_Calc_ReduceSkillCDPer], False, TYPE_Linear], - AttrName_MinAtk:[[TYPE_Calc_AttrATKMin], False, TYPE_Linear], - AttrName_MaxAtk:[[TYPE_Calc_AttrATKMax], False, TYPE_Linear], - #AttrName_MinMAtk:[[TYPE_Calc_AttrMATKMin], False, TYPE_Linear], - #AttrName_MaxMAtk:[[TYPE_Calc_AttrMATKMax], False, TYPE_Linear], - AttrName_Def:[[TYPE_Calc_AttrDEF], False, TYPE_Linear], - AttrName_DefRate:[[TYPE_Calc_AttrMiss], False, TYPE_Linear], - AttrName_MaxHP:[[TYPE_Calc_AttrMaxHP], False, TYPE_Linear], - AttrName_MaxMP:[[TYPE_Calc_AttrMaxMP], False, TYPE_Linear], - AttrName_IceAtk:[[TYPE_Calc_AttrIceAtk], False, TYPE_Linear], ShareDefine.Def_Effect_IceAtk:[[TYPE_Calc_AttrIceAtk], False, TYPE_Linear], - AttrName_FireAtk:[[TYPE_Calc_AttrFireAtk], False, TYPE_Linear], - AttrName_PoisonAtk:[[TYPE_Calc_AttrPoisonAtk], False, TYPE_Linear], - AttrName_ThunderAtk:[[TYPE_Calc_AttrThunderAtk], False, TYPE_Linear], - AttrName_WindAtk:[[TYPE_Calc_AttrWindAtk], False, TYPE_Linear], - AttrName_IceDef:[[TYPE_Calc_AttrIceDef], False, TYPE_Linear], ShareDefine.Def_Effect_IceDef:[[TYPE_Calc_AttrIceDef], False, TYPE_Linear], - AttrName_FireDef:[[TYPE_Calc_AttrFireDef], False, TYPE_Linear], - AttrName_PoisonDef:[[TYPE_Calc_AttrPoisonDef], False, TYPE_Linear], - AttrName_ThunderDef:[[TYPE_Calc_AttrThunderDef], False, TYPE_Linear], - AttrName_WindDef:[[TYPE_Calc_AttrWindDef], False, TYPE_Linear], - AttrName_BothAtk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_Linear], - #AttrName_BothAtk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, - # TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_Linear], - AttrName_Hit:[[TYPE_Calc_AttrHit], False, TYPE_Linear], - AttrName_Atk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_Linear], - #AttrName_Atk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_Linear], - #AttrName_MAtk:[[TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_Linear], - AttrName_AutoRestoreHPPer:[[TYPE_Calc_HPRestorePer], False, TYPE_Linear], ShareDefine.Def_Effect_HPRestore:[[TYPE_Calc_HPRestorePer], False, TYPE_Linear], - AttrName_GreatHitRate:[[TYPE_Calc_GreatHitRate], False, TYPE_Linear], - AttrName_GreatHit:[[TYPE_Calc_GreatHit], False, TYPE_Linear], - AttrName_LuckyHitRate:[[TYPE_Calc_LuckyHitRate], False, TYPE_Linear], - AttrName_LuckyHit:[[TYPE_Calc_LuckyHit], False, TYPE_Linear], - AttrName_LuckyHitReduce:[[TYPE_Calc_LuckyHitReduce], False, TYPE_Linear], - AttrName_LuckyHitRateReduce:[[TYPE_Calc_LuckyHitRateReduce], False, TYPE_Linear], - AttrName_IgnoreDefRate:[[TYPE_Calc_IgnoreDefRate], False, TYPE_Linear], - AttrName_IgnoreDefRateReduce:[[TYPE_Calc_IgnoreDefRateReduce], False, TYPE_Linear], - AttrName_IgnoreDefReducePer:[[TYPE_Calc_IgnoreDefReducePer], False, TYPE_Linear], - AttrName_AtkSpeed:[[TYPE_Calc_AttrAtkSpeed], False, TYPE_Linear], - AttrName_ReduceSkillCDPer:[[TYPE_Calc_ReduceSkillCDPer], False, TYPE_Linear], - AttrName_KillBackHP:[[TYPE_Calc_KillBackHP], False, TYPE_Linear], - AttrName_KillBackMP:[[TYPE_Calc_KillBackMP], False, TYPE_Linear], - AttrName_DamBackPer:[[TYPE_Calc_DamBackPer], False, TYPE_Linear], - AttrName_DropMoneyPer:[[TYPE_Calc_DropMoneyPer], False, TYPE_Linear], - ShareDefine.Def_Effect_DropEquipPer:[[TYPE_Calc_DropEquipPer], False, TYPE_Linear], ShareDefine.Def_Effect_DropMoneyPer:[[TYPE_Calc_DropMoneyPer], False, TYPE_Linear], - AttrName_FightExpRate:[[TYPE_Calc_AttrFightExpRate], False, TYPE_Linear], ShareDefine.Def_Effect_FightExpRate:[[TYPE_Calc_AttrFightExpRate], False, TYPE_Linear], - AttrName_GameExpRate:[[TYPE_Calc_AttrGameExpRate], False, TYPE_Linear], - AttrName_SkillAtkRate:[[TYPE_Calc_SkillAtkRate], False, TYPE_Linear], - ShareDefine.Def_Effect_DamChanceDef:[[TYPE_Calc_DamChanceDef], False, TYPE_Linear], - ShareDefine.Def_Effect_FaintRate:[[TYPE_Calc_FaintRate], False, TYPE_Linear], - ShareDefine.Def_Effect_FaintDefRate:[[TYPE_Calc_FaintDefRate], False, TYPE_Linear], ShareDefine.Def_Effect_SkillAtkRate:[[TYPE_Calc_SkillAtkRate], False, TYPE_Linear], ShareDefine.Def_Effect_SkillAtkRateReduce:[[TYPE_Calc_SkillAtkRateReduce], False, TYPE_Linear], ShareDefine.Def_Effect_DamagePVP:[[TYPE_Calc_DamagePVP], False, TYPE_Linear], ShareDefine.Def_Effect_DamagePVPReduce:[[TYPE_Calc_DamagePVPReduce], False, TYPE_Linear], ShareDefine.Def_Effect_DamagePerPVP:[[TYPE_Calc_DamagePerPVP], False, TYPE_Linear], ShareDefine.Def_Effect_DamagePerPVPReduce:[[TYPE_Calc_DamagePerPVPReduce], False, TYPE_Linear], - ShareDefine.Def_Effect_ComboRate:[[TYPE_Calc_ComboRate], False, TYPE_Linear], - ShareDefine.Def_Effect_ComboDamPer:[[TYPE_Calc_ComboDamPer], False, TYPE_Linear], ShareDefine.Def_Effect_BleedDamage:[[TYPE_Calc_BleedDamage], False, TYPE_Linear], - AttrName_BleedDamage:[[TYPE_Calc_BleedDamage], False, TYPE_Linear], - AttrName_AtkBackHPPer:[[TYPE_Calc_AtkBackHPPer], False, TYPE_Linear], - ShareDefine.Def_Effect_AtkBackHP:[[TYPE_Calc_AtkBackHPPer], False, TYPE_Linear], - AttrName_SuperHitRate:[[TYPE_Calc_SuperHitRate], False, TYPE_Linear], - AttrName_SuperHit:[[TYPE_Calc_SuperHit], False, TYPE_Linear], - AttrName_NPCHurtAddPer:[[TYPE_Calc_NPCHurtAddPer], False, TYPE_Linear], ShareDefine.Def_Effect_NPCHurtAddPer:[[TYPE_Calc_NPCHurtAddPer], False, TYPE_Linear], ShareDefine.Def_Effect_JobAHurtAddPer:[[TYPE_Calc_JobAHurtAddPer], False, TYPE_Linear], ShareDefine.Def_Effect_JobBHurtAddPer:[[TYPE_Calc_JobBHurtAddPer], False, TYPE_Linear], @@ -4660,45 +4462,11 @@ ShareDefine.Def_Effect_JobAAtkReducePer:[[TYPE_Calc_JobAAtkReducePer], False, TYPE_Linear], ShareDefine.Def_Effect_JobBAtkReducePer:[[TYPE_Calc_JobBAtkReducePer], False, TYPE_Linear], ShareDefine.Def_Effect_JobCAtkReducePer:[[TYPE_Calc_JobCAtkReducePer], False, TYPE_Linear], - AttrName_JobAHurtAddPer:[[TYPE_Calc_JobAHurtAddPer], False, TYPE_Linear], - AttrName_JobBHurtAddPer:[[TYPE_Calc_JobBHurtAddPer], False, TYPE_Linear], - AttrName_JobCHurtAddPer:[[TYPE_Calc_JobCHurtAddPer], False, TYPE_Linear], - AttrName_NPCAtkReducePer:[[TYPE_Calc_NPCAtkReducePer], False, TYPE_Linear], - AttrName_JobAAtkReducePer:[[TYPE_Calc_JobAAtkReducePer], False, TYPE_Linear], - AttrName_JobBAtkReducePer:[[TYPE_Calc_JobBAtkReducePer], False, TYPE_Linear], - AttrName_JobCAtkReducePer:[[TYPE_Calc_JobCAtkReducePer], False, TYPE_Linear], - AttrName_GreatHitReducePer:[[TYPE_Calc_GreatHitReducePer], False, TYPE_Linear], - AttrName_SuperHitReduce:[[TYPE_Calc_SuperHitReduce], False, TYPE_Linear], - AttrName_GreatHitRateReduce:[[TYPE_Calc_GreatHitRateReduce], False, TYPE_Linear], - AttrName_SuperHitRateReduce:[[TYPE_Calc_SuperHitRateReduce], False, TYPE_Linear], ShareDefine.Def_Effect_SuperHitRateReduce:[[TYPE_Calc_SuperHitRateReduce], False, TYPE_Linear], - AttrName_DamagePVPReduce:[[TYPE_Calc_DamagePVPReduce], False, TYPE_Linear], - AttrName_DamagePVP:[[TYPE_Calc_DamagePVP], False, TYPE_Linear], - AttrName_BossFinalHurtPer:[[TYPE_Calc_BossFinalHurtPer], False, TYPE_Linear], - AttrName_FinalHurtPer:[[TYPE_Calc_FinalHurtPer], False, TYPE_Linear], - AttrName_FuhaoHitRate:[[TYPE_Calc_FuhaoHitRate], False, TYPE_Linear], ShareDefine.Def_Effect_FinalHurt:[[TYPE_Calc_FinalHurt], False, TYPE_Linear], ShareDefine.Def_Effect_FinalHurtReduce:[[TYPE_Calc_FinalHurtReduce], False, TYPE_Linear], - AttrName_FinalHurt:[[TYPE_Calc_FinalHurt], False, TYPE_Linear], - AttrName_FinalHurtReduce:[[TYPE_Calc_FinalHurtReduce], False, TYPE_Linear], - AttrName_BossIDHurt:[[TYPE_Calc_BossIDHurt], False, TYPE_Linear], - AttrName_BossIDHurtAddPer:[[TYPE_Calc_BossIDHurtAddPer], False, TYPE_Linear], - AttrName_DropEquipDoCount:[[TYPE_Calc_DropEquipDoCount], False, TYPE_Linear], - AttrName_Speed:[[TYPE_Calc_AttrSpeed], False, TYPE_Linear], ShareDefine.Def_Effect_Speed:[[TYPE_Calc_AttrSpeed], False, TYPE_Linear], - ShareDefine.Def_Effect_PetAtk:[[TYPE_Calc_PetMinAtk, TYPE_Calc_PetMaxAtk], False, TYPE_Linear], - AttrName_PetAtk:[[TYPE_Calc_PetMinAtk, TYPE_Calc_PetMaxAtk], False, TYPE_Linear], - ShareDefine.Def_Effect_PetMinAtk:[[TYPE_Calc_PetMinAtk], False, TYPE_Linear], - ShareDefine.Def_Effect_PetMaxAtk:[[TYPE_Calc_PetMaxAtk], False, TYPE_Linear], - ShareDefine.Def_Effect_PetDamPer:[[TYPE_Calc_PetDamPer], False, TYPE_Linear], - AttrName_PetDamPer:[[TYPE_Calc_PetDamPer], False, TYPE_Linear], ShareDefine.Def_Effect_PetSkillAtkRate:[[TYPE_Calc_PetSkillAtkRate], False, TYPE_Linear], - AttrName_PetSkillAtkRate:[[TYPE_Calc_PetSkillAtkRate], False, TYPE_Linear], - ShareDefine.Def_Effect_PerLVAtk:[[TYPE_Calc_PerLVAtk], False, TYPE_Linear], - ShareDefine.Def_Effect_PerLVMaxHP:[[TYPE_Calc_PerLVMaxHP], False, TYPE_Linear], - ShareDefine.Def_Effect_MaxProDef:[[TYPE_Calc_MaxProDef], False, TYPE_Linear], - ShareDefine.Def_Effect_ProDefHPPer:[[TYPE_Calc_ProDefHPPer], False, TYPE_Linear], - ShareDefine.Def_Effect_ProDefAbsorb:[[TYPE_Calc_ProDefAbsorb], False, TYPE_Linear], ShareDefine.Def_Effect_OnlyFinalHurt:[[TYPE_Calc_OnlyFinalHurt], False, TYPE_Linear], ShareDefine.Def_Effect_PVPAtkBackHP:[[TYPE_Calc_PVPAtkBackHP], False, TYPE_Linear], ShareDefine.Def_Effect_NormalHurt:[[TYPE_Calc_NormalHurt], False, TYPE_Linear], @@ -4706,7 +4474,6 @@ ShareDefine.Def_Effect_FabaoHurt:[[TYPE_Calc_FabaoHurt], False, TYPE_Linear], ShareDefine.Def_Effect_FabaoHurtPer:[[TYPE_Calc_FabaoHurtPer], False, TYPE_Linear], ShareDefine.Def_Effect_SuperHitRateReduce:[[TYPE_Calc_SuperHitRateReduce], False, TYPE_Linear], # 暴击概率抗性 - ShareDefine.Def_Effect_LuckyHitReduce:[[TYPE_Calc_LuckyHitReduce], False, TYPE_Linear],# 会心一击伤害固定减伤 ShareDefine.Def_Effect_DamagePVE:[[TYPE_Calc_DamagePVE], False, TYPE_Linear], # PVE固定伤害 ShareDefine.Def_Effect_BossFinalHurtPer:[[TYPE_Calc_BossFinalHurtPer], False, TYPE_Linear], # Boss最终伤害万分率 ShareDefine.Def_Effect_FinalHurtPer:[[TYPE_Calc_FinalHurtPer], False, TYPE_Linear], # 最终伤害万分率 @@ -4735,6 +4502,17 @@ ShareDefine.Def_Effect_FamilyWarHPPer:[[TYPE_Calc_FamilyWarHPPer], False, TYPE_Linear], ShareDefine.Def_Effect_FamilyWarAtkPer:[[TYPE_Calc_FamilyWarAtkPer], False, TYPE_Linear], ShareDefine.Def_Effect_FamilySitExpPer:[[TYPE_Calc_FamilySitExpPer], False, TYPE_Linear], + ShareDefine.Def_Effect_ComboDefRate:[[TYPE_Calc_ComboDefRate], False, TYPE_Linear], + ShareDefine.Def_Effect_AtkBackRate:[[TYPE_Calc_AtkBackRate], False, TYPE_Linear], + ShareDefine.Def_Effect_AtkBackDefRate:[[TYPE_Calc_AtkBackDefRate], False, TYPE_Linear], + ShareDefine.Def_Effect_SuckHPPer:[[TYPE_Calc_SuckHPPer], False, TYPE_Linear], + ShareDefine.Def_Effect_SuckHPDefPer:[[TYPE_Calc_SuckHPDefPer], False, TYPE_Linear], + ShareDefine.Def_Effect_CurePer:[[TYPE_Calc_CurePer], False, TYPE_Linear], + ShareDefine.Def_Effect_CureDefPer:[[TYPE_Calc_CureDefPer], False, TYPE_Linear], + ShareDefine.Def_Effect_PetStrengthenPer:[[TYPE_Calc_PetStrengthenPer], False, TYPE_Linear], + ShareDefine.Def_Effect_PetWeakenPer:[[TYPE_Calc_PetWeakenPer], False, TYPE_Linear], + ShareDefine.Def_Effect_SuperHitHurtPer:[[TYPE_Calc_SuperHitHurtPer], False, TYPE_Linear], + ShareDefine.Def_Effect_SuperHitHurtDefPer:[[TYPE_Calc_SuperHitHurtDefPer], False, TYPE_Linear], #战斗非线性 ShareDefine.Def_Effect_SuperHitPer:[[TYPE_Calc_SuperHit], False, TYPE_NoLinear], @@ -4745,23 +4523,10 @@ ShareDefine.Def_Effect_MissRate:[[TYPE_Calc_AttrMiss], False, TYPE_NoLinear], #ShareDefine.Def_Effect_AddMAtkByPer:[[TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_NoLinear], ShareDefine.Def_Effect_AddAtkByPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear], - ShareDefine.Def_Effect_PetAtkPer:[[TYPE_Calc_PetMinAtk, TYPE_Calc_PetMaxAtk], False, TYPE_NoLinear], ShareDefine.Def_Effect_SpeedPer:[[TYPE_Calc_AttrSpeed], False, TYPE_NoLinear], ShareDefine.Def_Effect_LuckPer:[[TYPE_Calc_Luck], False, TYPE_NoLinear], ShareDefine.Def_Effect_IceAtkPer:[[TYPE_Calc_AttrIceAtk], False, TYPE_NoLinear], ShareDefine.Def_Effect_IceDefPer:[[TYPE_Calc_AttrIceDef], False, TYPE_NoLinear], - #ShareDefine.Def_Effect_AddAtkByPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear], - #AttrName_MagAtkPer:[[TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_NoLinear], - AttrName_AtkPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear], - #AttrName_AtkPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear], - AttrName_BothAtkPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear], - #AttrName_BothAtkPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, - # TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_NoLinear], - AttrName_DefRatePer:[[TYPE_Calc_AttrMiss], False, TYPE_NoLinear], - AttrName_MaxHPPer:[[TYPE_Calc_AttrMaxHP], False, TYPE_NoLinear], - AttrName_MaxMPPer:[[TYPE_Calc_AttrMaxMP], False, TYPE_NoLinear], - AttrName_DefPer:[[TYPE_Calc_AttrDEF], False, TYPE_NoLinear], - AttrName_HitPer:[[TYPE_Calc_AttrHit], False, TYPE_NoLinear], #功能交叉影响的战斗非线性 ShareDefine.Def_Effect_BaseAtkAddPer:[[TYPE_Calc_BaseAtkAddPer], False, TYPE_NoLinear], @@ -4872,10 +4637,10 @@ 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 @@ -5773,7 +5538,8 @@ Def_SkillFuncType_ShentongSkill, #20 神通技能 Def_SkillFuncType_ElfSkill, #21 精怪技能 Def_SkillFuncType_GatherTheSoul, #22 聚魂技能 -) = range(23) +Def_SkillFuncType_TurnNormaSkill, #23 回合普攻技能 +) = range(24) # 受技能效果完全影响的怪, 对应 Def_BattleRelationType_CommNoBoss Def_SkillAttack_NPCIsBoss = [ Def_NPCType_Ogre_Normal , #平凡小怪 0 # c++ 定义为普通NPC视野刷新 @@ -5789,6 +5555,12 @@ Def_BattleRelationType_CommNoBoss, # 除了(指定)BOSS,可对其释放技能,但是无实际效果 ) = range(0, 4) +# 近战远程 +AtkDistTypeList = ( +AtkDistType_Short, # 近战 +AtkDistType_Long, # 远程 +) = range(1, 1 + 2) + # 经验倍率限制类型 ( ExpRateLimitType_Recover, # 资源找回 -- Gitblit v1.8.0