From 2af64e0aa0a6d8c4aea5fed79986adfa364a1ace Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 25 十二月 2018 19:38:10 +0800
Subject: [PATCH] 5424 【后端】【1.4】跨服竞技场开发(Add: C1 03 跨服PK玩家历史赛季信息 #tagMCCrossRealmPKPlayerHisSeasonInfo)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py | 239 +++++++++++++++++++++++++++++++++++++++++++++--------------
1 files changed, 182 insertions(+), 57 deletions(-)
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 8cee0ed..16775d0 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -64,7 +64,7 @@
import PlayerGameEvent
import EventReport
import PlayerTeHui
-import GameLogic_XMZZ
+import PlayerGatherSoul
import PlayerSuccess
import PlayerPet
import PlayerGreatMaster
@@ -83,6 +83,8 @@
import PlayerFamilyTech
import PlayerCostRebate
import PlayerFairyCeremony
+import FunctionNPCCommon
+import CrossRealmPlayer
import ChNetSendPack
import PlayerState
import QuestCommon
@@ -161,7 +163,7 @@
# notifyCnt 代表广播周围玩家的数量,0为全部广播 -1为指定列表随机, 其他数字为指定指
def PyNotifyAll(curPlayer, sendPack, notifySelf=True, notifyCnt=0):
if notifyCnt == -1:
- notifyCnt = random.choice((10, 10, 15, 15, 20, 25, 30, 50))
+ notifyCnt = 8
#GameWorld.DebugLog("PyNotifyAll %s"%notifyCnt)
curPlayer.NotifyAll(sendPack.GetBuffer(), sendPack.GetLength(), notifySelf, notifyCnt)
@@ -1425,7 +1427,8 @@
FBLogic.DoPlayerChangeMapLogic(curPlayer, tick)
#summonList = list()
-
+ #召回宠物
+ PetControl.ReCallFightPet(curPlayer)
#1. 删除自己不需要的召唤兽(火焰之灵等)
#必须用while, 因为在循环中要删除
# 召唤兽切地图不带过去
@@ -1453,6 +1456,24 @@
# summonIndex += 1
+ # 更新最后一次离开的非中立常规地图, 从中立地图退出时需要回到该地方,必须在 DoResetWorldPosAndClear 之前更新
+ if GameWorld.GetMap().GetMapFBType() == IPY_GameWorld.fbtNull and curPlayer.GetMapID() not in IpyGameDataPY.GetFuncEvalCfg("MapLine", 4):
+ mapID = curPlayer.GetMapID()
+ posX = curPlayer.GetPosX()
+ posY = curPlayer.GetPosY()
+ lineID = curPlayer.GetClientLineID()
+ NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FromMapID, mapID)
+ NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FromPosX, posX)
+ NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FromPosY, posY)
+ NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FromLineID, lineID)
+ GameWorld.DebugLog("最后一次离开的非中立常规地图更新!mapID=%s,lineID=%s,Pos(%s,%s)" % (mapID, lineID, posX, posY))
+ else:
+ mapID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromMapID)
+ posX = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromPosX)
+ posY = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromPosY)
+ lineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromLineID)
+ GameWorld.DebugLog("最后一次离开的非中立常规地图不变!mapID=%s,lineID=%s,Pos(%s,%s)" % (mapID, lineID, posX, posY))
+
#2. 调用切换地图接口
curPlayer.DoResetWorldPosAndClear()
@@ -1480,11 +1501,37 @@
GameServerRefresh.Set_PlayerRouteServerInitOK_OnLeaveFB(curPlayer, 1)
return
+ GameWorld.Log("PlayerLeaveFB...", curPlayer.GetPlayerID())
+ if GameWorld.IsCrossServer():
+ CrossRealmPlayer.PlayerExitCrossServer(curPlayer)
+ return
+
+ #中立地图回到上一次非中立常规地图
+ if curPlayer.GetMapID() in IpyGameDataPY.GetFuncEvalCfg("MapLine", 4):
+ mapID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromMapID)
+ posX = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromPosX)
+ posY = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromPosY)
+ lineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromLineID)
+ # 老号支持,本来就在中立地图的,返回新手村
+ if not mapID:
+ # {职业:[dataMapID,posX,posY], ...}
+ createRoleMapDict = IpyGameDataPY.GetFuncEvalCfg("CreateRoleMap", 1, {})
+ if not createRoleMapDict:
+ return
+ job = curPlayer.GetJob()
+ lineID = 0
+ if job in createRoleMapDict:
+ mapID, posX, posY = createRoleMapDict[job]
+ else:
+ mapInfoList = createRoleMapDict.values()
+ mapID, posX, posY = mapInfoList[0]
#离开副本
- mapID = curPlayer.GetFromMapID()
- posX = curPlayer.GetFromPosX()
- posY = curPlayer.GetFromPosY()
-
+ else:
+ mapID = curPlayer.GetFromMapID()
+ posX = curPlayer.GetFromPosX()
+ posY = curPlayer.GetFromPosY()
+ lineID = curPlayer.GetFromLineID()
+
if mapID == curPlayer.GetMapID():
# 如果在同一张地图, 取DB重生点, 普通地图下线重上时FromMapID会被设置为本地图
gameMap = GameWorld.GetMap()
@@ -1494,7 +1541,7 @@
#copyMapID = curPlayer.GetCopyMapID()
GameWorld.Log("PlayerLeaveFB MapID = %d, PosX = %d, PosY = %d" % (mapID, posX, posY), curPlayer.GetPlayerID())
- if GameWorld.GetMap().GetAutoSize() and GameWorld.GetGameWorld().GetMapCopyPlayerManager().GetPlayerCount() == 1:
+ if GameWorldProcess.IsNoPlayerNeedCloseFB() and GameWorld.GetGameWorld().GetMapCopyPlayerManager().GetPlayerCount() == 1:
#如果副本中只有这一个人, 那么把这个副本设置为玩家安全下线, 关闭副本
gameFB = GameWorld.GetGameFB()
gameFB.SetIsSafeClose(1)
@@ -1507,7 +1554,7 @@
# ChangePlayerAction(curPlayer, IPY_GameWorld.paNull)
#===============================================================================================
- PlayerResetWorldPosFB(curPlayer, mapID, posX, posY, False, curPlayer.GetFromLineID())
+ PlayerResetWorldPosFB(curPlayer, mapID, posX, posY, False, lineID)
#在空闲或者移动状态下,才能锁死玩家
if curPlayer.GetPlayerAction() in [IPY_GameWorld.paNull] or curPlayer.IsMoving():
@@ -3320,18 +3367,33 @@
# @remarks 获得玩家升级, 获得的属性点
def GetLvUp_AddPoint(curPlayer):
curPlayerID = curPlayer.GetID()
- curReinCnt = curPlayer.GetReincarnationLv() # 当前转生次数
+ curLV = curPlayer.GetLV() # 当前等级
- addPointList = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1)
-
- addPoint = addPointList[-1] if curReinCnt >= len(addPointList) else addPointList[curReinCnt]
+ addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
+ addPoint = GameWorld.GetDictValueByRangeKey(addPointDict, curLV, 0)
if addPoint == None:
- raise Exception('玩家获得升级属性点异常, reincarnationLv = %s PlayerID = %s' % (curReinCnt, curPlayerID))
+ raise Exception('玩家获得升级属性点异常, curLV = %s PlayerID = %s' % (curLV, curPlayerID))
return
return int(addPoint)
+def DoAddPointOpen(curPlayer):
+ '''加点功能开启 处理给自由属性点及老号处理
+ 清除老服玩家未加点的点数(清零),以前加的加点属性不清除,属性不变,战力不减, 根据最新的加点开启等级和老服玩家的当前等级,相差的差值给予玩家对应的加点点数'''
+ beforeFreePoint = curPlayer.GetFreePoint()
+ addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
+ initFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2)
+ openLV = GameFuncComm.GetFuncLimitLV(ShareDefine.GameFuncID_AddPoint)
+ setFreePoint = initFreePoint
+ curLV = curPlayer.GetLV()
+ for lv in xrange(openLV, curLV+1):
+ setFreePoint += GameWorld.GetDictValueByRangeKey(addPointDict, lv, 0)
+ addDataDict = {'beforeFreePoint':beforeFreePoint}
+ DataRecordPack.DR_Freepoint(curPlayer, "AddPointOpen", setFreePoint, addDataDict)
+ curPlayer.SetFreePoint(setFreePoint)
+ GameWorld.DebugLog(' 加点功能开启处理 beforeFreePoint=%s,curLV=%s, setFreePoint=%s'%(beforeFreePoint, curLV, setFreePoint), curPlayer.GetID())
+ return
#---------------------------------------------------------------------
## 功能模块战斗力类
@@ -3439,8 +3501,9 @@
DamagePerPVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVPReduce) * fpParam.GetCftDamagePerPVPReduce() # 伤害输出计算百分比PVP减少
ComboRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboRate) # 连击几率
ComboDamPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboDamPer) # 连击伤害
- MaxProDef = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_MaxProDef) # 最大防护值
- ProDefAbsorb = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ProDefAbsorb) # 防护值吸收伤害比率
+ #MaxProDef = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_MaxProDef) # 最大防护值
+ #ProDefAbsorb = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ProDefAbsorb) # 防护值吸收伤害比率
+ ProDefPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ProDefHPPer) # 防护转化百分比
OnlyFinalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_OnlyFinalHurt) # 额外输出伤害
PVPAtkBackHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PVPAtkBackHP) # PVP攻击回血
@@ -3449,7 +3512,7 @@
#其他需作为公式参数的系数
AtkSpeedParameter = fpParam.GetCftAtkSpeed()
LuckyHitParameter = fpParam.GetCftLuckyHit()
-
+
#获取策划配置的表格
FightpowerFormula = IpyGameDataPY.GetFuncCfg("FightpowerFormula")
totalFightPower = eval(FormulaControl.GetCompileFormula("FightpowerFormula", FightpowerFormula))
@@ -3795,6 +3858,7 @@
# 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.__DoLVUPAddPoint() # 升级加点
#self.__DoLvUpAddSkill() # 升级加技能
@@ -3860,6 +3924,10 @@
# 升级需要执行的游戏功能处理
GameFuncComm.DoFuncOpenLogic(curPlayer)
ChEquip.CalcEquips_OutOfPrint(curPlayer) # 缓存绝版属性
+ 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
PlayerWorldAverageLv.UpdatePlayerWorldAverageLv(curPlayer)
@@ -3867,10 +3935,12 @@
curPlayer.SetHP(curPlayer.GetMaxHP())
if curPlayer.GetMaxMP() > 0:
curPlayer.SetMP(curPlayer.GetMaxMP())
-
+
+ FBLogic.OnPlayerLVUp(curPlayer)
# 记录开服活动冲级数据
OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_LV, curPlayer.GetLV())
-
+ #神秘限购
+ FunctionNPCCommon.MysticalShopOpen(curPlayer, befLV, aftLV)
#不需要做升级任务, 设置玩家经验
SetPlayerTotalExp(curPlayer, curTotalExp)
return
@@ -4025,6 +4095,7 @@
PlayerFamilyTech.CalcFamilyTechAttr(curPlayer)
PlayerEquipDecompose.RefreshEDAttr(curPlayer)
PlayerDogz.RefreshDogzAttr(curPlayer)
+ PlayerGatherSoul.RefreshGatherSoulAttr(curPlayer)
self.RefreshAllState(isForce=True)
GameWorld.DebugLog("End ReCalcAllState!!!")
return
@@ -4148,6 +4219,7 @@
#beforeAtkInterval = curPlayer.GetAtkInterval()
beforeMaxHP = curPlayer.GetMaxHP()
beforeMoveSpeedValue = GetSpeedValue(curPlayer)
+ beforeMaxProDef = GetMaxProDef(curPlayer)
#构建玩家刷新通知客户端字典, 缓存[索引, 数值]
playerStateDict = {}
for index in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
@@ -4342,6 +4414,9 @@
CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, skillNoFightPowerAttrList[ChConfig.CalcAttr_Battle])
#self.PrintAttr(curPlayer, "固定层级")
+ #护盾值刷新
+ self.__RefreshMaxProDef(beforeMaxProDef)
+
# 【到此所有功能属性都已刷新处理完毕,复制一份 功能属性的刷新结果,用于BUFF属性单独刷新】
EffGetSet.CopyPlayerFuncAttr(curPlayer)
@@ -4369,6 +4444,33 @@
GameWorld.DebugLog("End RefreshPlayerAttrStateEx!!!")
return True
+
+ # 生命转化为防护值
+ def __RefreshMaxProDef(self, beforeMaxProDef):
+ curPlayer = self.__Player
+ if GetProDefHPPer(curPlayer) == 0:
+ return
+ maxHP = curPlayer.GetMaxHP()
+ proDefPer = GetProDefHPPer(curPlayer)
+
+ #获取策划配置的表格
+ GodWeapon4 = IpyGameDataPY.GetFuncCfg("GodWeapon4", 2)
+ maxProDef = eval(FormulaControl.GetCompileFormula("GodWeapon4", GodWeapon4))
+
+ SetMaxProDef(curPlayer, int(maxProDef))
+
+ afterMaxProDef = GetMaxProDef(curPlayer)
+ addValue = max(0, afterMaxProDef - beforeMaxProDef)
+ curProDef = GetProDef(curPlayer)
+
+ if beforeMaxProDef > 0 and addValue > 0 and curPlayer.GetPlayerAction() != IPY_GameWorld.paDie:
+ # 同步增加 (死亡状态下不刷)
+ SetProDef(curPlayer, min(curProDef + addValue, afterMaxProDef))
+ elif curProDef > afterMaxProDef:
+ # 做一次防范纠正
+ SetProDef(curPlayer, min(curProDef, afterMaxProDef))
+
+ return
def __RefreshBuffAttr(self):
## 刷新buff层属性,该层属性只会改变玩家最终属性,不会影响战力等
@@ -4646,14 +4748,16 @@
mfpInfo.MFPCnt = len(mfpDataList)
mfpInfo.MFPList = mfpDataList
NetPackCommon.SendFakePack(curPlayer, mfpInfo)
-
+ beforeFightPower = curPlayer.GetFightPower()
curPlayer.SetFightPower(totalFightPower, False)
+ if totalFightPower < beforeFightPower:
+ DataRecordPack.DR_FightPowerChangeInfo(curPlayer, beforeFightPower)
highestFightPower = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_FightPower_Highest, 0,
ChConfig.Def_PDictType_FightPower)
if totalFightPower > highestFightPower:
NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FightPower_Highest, totalFightPower,
ChConfig.Def_PDictType_FightPower)
- GameWorld.DebugLog("总战力: %s, 历史最高战力: %s" % (totalFightPower, highestFightPower))
+ GameWorld.DebugLog("总战力: %s, 历史最高战力: %s, beforeFightPower=%s" % (totalFightPower, highestFightPower, beforeFightPower))
PlayerBillboard.UpdatePlayerFPTotalBillboard(curPlayer)
# 记录开服活动数据
OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_FightPower, totalFightPower)
@@ -4816,7 +4920,7 @@
}
for i in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
- if i in [ChConfig.TYPE_Calc_AttrHP, ChConfig.TYPE_Calc_AttrMP]:
+ if i in [ChConfig.TYPE_Calc_AttrHP, ChConfig.TYPE_Calc_AttrMP, ChConfig.TYPE_Calc_ProDef]:
continue
value = 0 if i not in initAttrDict else initAttrDict[i]
EffGetSet.SetValueByEffIndex(curPlayer, i, value)
@@ -5043,6 +5147,7 @@
index = 0
buffSkillIDList = []
+ passiveEff = PassiveBuffEffMng.GetPassiveEffManager().GetPassiveEff(curPlayer)
while index < buffState.GetBuffCount():
curBuff = buffState.GetBuff(index)
#异常
@@ -5057,10 +5162,16 @@
continue
#BuffSkill.DoBuffDisApper(curPlayer, curBuff, tick)
- buffSkillIDList.append([curBuff.GetSkill().GetSkillID(), curBuff.GetOwnerID(), curBuff.GetOwnerType()])
+ #buffSkillIDList.append([curBuff.GetSkill().GetSkillID(), curBuff.GetOwnerID(), curBuff.GetOwnerType()])
+ buffSkillIDList.append(curBuff.GetSkill().GetSkillID())
+ #GameWorld.DebugLog("死亡清理-----%s"%curBuff.GetSkill().GetSkillID())
+ if passiveEff:
+ passiveEff.DelBuffInfo(curBuff.GetSkill())
+
#删除这个buff
buffState.DeleteBuffByIndex(index)
-
+
+
SkillShell.ClearBuffEffectBySkillIDList(curPlayer, buffState, buffSkillIDList)
return
@@ -5567,6 +5678,9 @@
# SetExAttr1 ~ SetExAttr14(DWORD uiExAttr10, bool bNotifyAll = false, bool bNotifyGameServer = false)
# @param bNotifyAll: 是否广播所周围玩家,默认false,只会发给自己
# @param bNotifyGameServer: 是否同步GameServer,默认false
+# SetExAttr15 ~ SetExAttr20(DWORD uiExAttr15)
+# 15~20扩展属性同步封包:0309 选角登录简短信息、0434 周围玩家出现、0102 登录地图玩家信息;
+# 同步前端及GameServer需要自己写通知,设置函数自身不带通知参数
#
# 发送0418包
# SendPropertyRefresh(int inputType, int inputValue, bool boardCast, bool includeSelf = true)
@@ -5574,6 +5688,8 @@
#
# 通知GsmeServer;
# SendGameServerRefreshState(int inputType, int inputValue)
+
+# SetExAttr15 ~ 18 对应神兵类型等级,场景特效用
# 禁言 通知gameServer
def SetGMForbidenTalk(curPlayer, value):
@@ -5598,6 +5714,10 @@
def SetFBFuncLineID(curPlayer, funcLineID): return curPlayer.SetExAttr3(funcLineID, False, False)
def GetFBFuncLineID(curPlayer): return curPlayer.GetExAttr3()
+## 跨服状态: 0-非跨服状态,1-跨服状态
+def GetCrossRealmState(curPlayer): return curPlayer.GetExAttr5()
+def SetCrossRealmState(curPlayer, value): curPlayer.SetExAttr5(value, False, True)
+
## 铜钱点, 支持铜钱超20亿
def GetSilver(curPlayer): return curPlayer.GetExAttr6() * ChConfig.Def_PerPointValue + curPlayer.GetSilver()
def SetSilver(curPlayer, totalSilver):
@@ -5609,9 +5729,18 @@
curPlayer.SetExAttr6(silverPoint)
return
+## 玩家今日已获得仙缘币
+def GetTodayXianyuanCoin(curPlayer): return curPlayer.GetExAttr11()
+def SetTodayXianyuanCoin(curPlayer, value): return curPlayer.SetExAttr11(value, False, True)
+def AddTodayXianyuanCoin(curPlayer, addValue): return curPlayer.SetExAttr11(curPlayer.GetExAttr11() + addValue, False, True)
+
##VIP到期时间, 需要同步GameServer
def GetVIPExpireTime(curPlayer): return curPlayer.GetExAttr9()
def SetVIPExpireTime(curPlayer, expireTime): return curPlayer.SetExAttr9(expireTime, False, True)
+
+##聊天气泡框
+def GetChatBubbleBox(curPlayer): return curPlayer.GetExAttr10()
+def SetChatBubbleBox(curPlayer, value): return curPlayer.SetExAttr10(value, False, True)
##获得玩家威望值
def GetPrestige(curPlayer): return 0
@@ -5808,7 +5937,6 @@
# @param value: 威望值
# @return:
def SetMergeWarRank(curPlayer, value):
- curPlayer.SetExAttr10(value, True, True)
return
@@ -5816,24 +5944,7 @@
# @param curPlayer: 玩家实例
# @return: 威望值
def GetMergeWarRank(curPlayer):
- return curPlayer.GetExAttr10()
-
-
-## 设置玩家官爵星级
-# @param curPlayer: 玩家实例
-# @param value: 星级
-# @return:
-def SetOfficeStar(curPlayer, value):
- curPlayer.SetExAttr11(value)
- return
-
-
-## 获取玩家玩家官爵星级
-# @param curPlayer: 玩家实例
-# @return: 星级
-def GetOfficeStar(curPlayer):
- return curPlayer.GetExAttr11()
-
+ return 0
##获取可免费开启的格子数
# @param curPlayer 玩家对象
@@ -6424,17 +6535,17 @@
def GetMaxProDef(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrMaxProDef)
def SetMaxProDef(curPlayer, value):
curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrMaxProDef, value)
- curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_MaxProDef, value, True) # 周围玩家需要通知
+ curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_MaxProDef, value, False) # 周围玩家需要通知
#---生命上限换算为防护值的百分比----
def GetProDefHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrProDefHPPer)
def SetProDefHPPer(curPlayer, value):
curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrProDefHPPer, value)
- curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ProDefHPPer, value, False)
+ #curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ProDefHPPer, value, False)
#---防护值吸收伤害比率----
def GetProDefAbsorb(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrProDefAbsorb)
def SetProDefAbsorb(curPlayer, value):
curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrProDefAbsorb, value)
- curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ProDefAbsorb, value, False)
+ #curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ProDefAbsorb, value, False)
#---宠物攻击提升值----
def GetPetMinAtk(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrPetMinAtk)
@@ -6442,11 +6553,13 @@
def GetPetMaxAtk(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrPetMaxAtk)
def SetPetMaxAtk(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrPetMaxAtk, value)
-#---宠物伤害百分比提升----
-def GetPetDamPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrPetDamPer)
-def SetPetDamPer(curPlayer, value):
- curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrPetDamPer, value)
- curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_PetDamPer, value, False)
+#---宠物伤害百分比提升----移到GameObj下
+#===============================================================================
+# def GetPetDamPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrPetDamPer)
+# def SetPetDamPer(curPlayer, value):
+# curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrPetDamPer, value)
+# curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_PetDamPer, value, False)
+#===============================================================================
#---宠物技能伤害百分比提升----
def GetPetSkillAtkRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_PetSkillAtkRate)
def SetPetSkillAtkRate(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_PetSkillAtkRate, value)
@@ -6585,12 +6698,24 @@
def GetCalcAttrListValue(curPlayer, funcIndex):
## 获取功能点预先计算的所加属性值
attrList = [{} for _ in range(4)]
- for attrIndex, attrDict in enumerate(attrList):
- for i in xrange(Def_MaxAddAttrTypeCnt):
- attrType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i))
- if attrType == 0:
- break
- attrDict[attrType] = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i))
+ if isinstance(funcIndex, int):
+ funcIndexList = [funcIndex]
+ elif isinstance(funcIndex, list):
+ funcIndexList = funcIndex
+ else:
+ return attrList
+
+ for funcIndex in funcIndexList:
+ for attrIndex, attrDict in enumerate(attrList):
+ for i in xrange(Def_MaxAddAttrTypeCnt):
+ attrType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i))
+ if attrType == 0:
+ break
+ attrValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i))
+ if attrType in attrDict:
+ attrDict[attrType] = attrValue + attrDict[attrType]
+ else:
+ attrDict[attrType] = attrValue
return attrList
## 刷属性时累加功能事先计算好的属性值
--
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