From 39b53de0a35949fe203ebee2aec40dbcc2395887 Mon Sep 17 00:00:00 2001 From: xdh <xiefantasy@qq.com> Date: 星期三, 29 八月 2018 14:47:15 +0800 Subject: [PATCH] fix:3028 【后端】免费寻宝增加多少次必出的保底库配置,和消耗仙玉的独立分开 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py | 33 +++++++++++++++++++++++++-------- 1 files changed, 25 insertions(+), 8 deletions(-) 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 2f075dd..7224177 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py @@ -104,6 +104,7 @@ return curNPC.GetLV() def GetRealmLV(curNPC): return curNPC.GetMAtkMin() # NPC表中此字段含义改成境界等级 +def SetRealmLV(curNPC, realmLV): return curNPC.SetMAtkMin(realmLV) # NPC表中此字段含义改成境界等级 def GetIsLVSuppress(curNPC): return curNPC.GetWindDef() # 风防代表是否等级压制 def GetSuppressFightPower(curNPC): return curNPC.GetThunderDef() # 雷防代表压制战力 def SetSuppressFightPower(curNPC, value): return curNPC.SetThunderDef(value) @@ -112,6 +113,7 @@ def GetFaction(curNPC): return curNPC.GetCountry() def GetSkillAtkRate(curNPC): return curNPC.GetPoisionAtk() # 毒攻代表NPC技能伤害加成万分率 def GetFinalHurt(curNPC): return curNPC.GetFireAtk() # 火攻代表NPC最终固定伤害加成, 普攻也有效果 +def SetFinalHurt(curNPC, hurt): return curNPC.SetFireAtk(hurt) # 火攻代表NPC最终固定伤害加成, 普攻也有效果 def GetSkillEnhance(curNPC): return curNPC.GetWindAtk() # 风攻代表NPC 《普攻》 的技能附加伤害固定值 def GetNPCSeries(curNPC): return curNPC.GetPoisionDef() # 毒防字段代表NPC系,按二进制位区分 @@ -822,13 +824,28 @@ tagPlaceSortList.sort() # 升序排序 tagPlaceSortList2.sort() # 升序排序 if isKillCountDropEquipEx: - GameWorld.DebugLog("都不满足目标装备的优先级信息: npcID=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, tagPlaceSortList), playerID) - GameWorld.DebugLog("部分满足目标装备的优先级信息: npcID=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, tagPlaceSortList2), playerID) - tagPlaceSortList += tagPlaceSortList2 - if tagPlaceSortList: - tagPlace = tagPlaceSortList[0][-2] - tagJob = tagPlaceSortList[0][-1] - + GameWorld.DebugLog("都不满足目标装备的优先级信息: npcID=%s, 数量=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, len(tagPlaceSortList), tagPlaceSortList), playerID) + GameWorld.DebugLog("部分满足目标装备的优先级信息: npcID=%s, 数量=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, len(tagPlaceSortList2), tagPlaceSortList2), playerID) + if tagPlaceSortList or tagPlaceSortList2: + isOptimalPlace = IpyGameDataPY.GetFuncCfg("DropEquipPlaceMode", 1) # 是否取最优解部位 + if isOptimalPlace: + tagPlaceSortList += tagPlaceSortList2 + if tagPlaceSortList: + tagPlace = tagPlaceSortList[0][-2] + tagJob = tagPlaceSortList[0][-1] + GameWorld.DebugLog("掉落目标部位取最优解: tagPlace=%s,tagJob=%s" % (tagPlace, tagJob), playerID) + else: + randPlaceCountLimit = IpyGameDataPY.GetFuncCfg("DropEquipPlaceMode", 2) # 全不满足目标条件部位有几个时才优先随机 + if len(tagPlaceSortList) < randPlaceCountLimit: + tagPlaceSortList += tagPlaceSortList2 + else: + GameWorld.DebugLog("优先随机都不满足目标装备的,randPlaceCountLimit=%s" % randPlaceCountLimit, playerID) + randPlaceIndex = random.randint(0, len(tagPlaceSortList) - 1) + GameWorld.DebugLog("掉落目标部位随机, randPlaceIndex=%s, 颜色,阶,星,评分,部位,职业=%s" % (randPlaceIndex, tagPlaceSortList), playerID) + tagPlace = tagPlaceSortList[randPlaceIndex][-2] + tagJob = tagPlaceSortList[randPlaceIndex][-1] + GameWorld.DebugLog("掉落目标部位随机不满足条件的: tagPlace=%s,tagJob=%s" % (tagPlace, tagJob), playerID) + if isKillCountDropEquipEx: GameWorld.DebugLog("附加掉落指定目标装备信息: npcID=%s,玩家最少的击杀次数=%s,目标击杀数=%s,tagClassLV=%s,tagColor=%s,tagStar=%s,tagStarMin=%s,tagPlace=%s,tagJob=%s" % (npcID, dropEquipExKillCount, tagKillCount, tagClassLV, tagColor, tagStar, tagStarMin, tagPlace, tagJob), playerID) @@ -2497,7 +2514,7 @@ self.__AddAngryValue(npcAngry, curObjID, curObjType, plusAngryValue, canPile) #激活呆滞的NPC - if curNPC.GetHP() > 0 and not curNPC.GetIsNeedProcess() : + if GameObj.GetHP(curNPC) > 0 and not curNPC.GetIsNeedProcess() : curNPC.SetIsNeedProcess(True) -- Gitblit v1.8.0