From 41ad793ca9cf294333dd215fee303397ca44aac2 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期五, 14 十二月 2018 14:50:04 +0800
Subject: [PATCH] 5461 【后端】【1.3】【1.3.100】坐骑和灵宠老号处理
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py | 94 +++++++++++++++++++++++++++++++----------------
1 files changed, 62 insertions(+), 32 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 ef41edc..94d7f83 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -162,7 +162,7 @@
# 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 = random.choice((6, 6, 10, 10, 20))
#GameWorld.DebugLog("PyNotifyAll %s"%notifyCnt)
curPlayer.NotifyAll(sendPack.GetBuffer(), sendPack.GetLength(), notifySelf, notifyCnt)
@@ -1426,7 +1426,8 @@
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
@@ -3494,8 +3495,9 @@
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
@@ -3850,6 +3852,7 @@
# 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
@@ -3915,6 +3918,10 @@
# 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)
@@ -4205,6 +4212,7 @@
#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):
@@ -4399,6 +4407,9 @@
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)
@@ -4426,6 +4437,33 @@
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
@@ -4703,14 +4741,16 @@
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)
@@ -4873,7 +4913,7 @@
}
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)
@@ -5678,6 +5718,11 @@
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)
@@ -5889,23 +5934,6 @@
# @return: 威望值
def GetMergeWarRank(curPlayer):
return 0
-
-
-## 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()
-
##获取可免费开启的格子数
# @param curPlayer 玩家对象
@@ -6496,17 +6524,17 @@
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)
@@ -6514,11 +6542,13 @@
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)
--
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