From 485144792e0323a8467b83ab3e6da22e41f0b4b3 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期二, 06 十一月 2018 14:13:56 +0800
Subject: [PATCH] 4592 【1.2】【开发】潜力技能升级增加流向记录升级成功率

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py |   20 +++++++++++++++++---
 1 files changed, 17 insertions(+), 3 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
index 41f0d14..7553fae 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
@@ -93,6 +93,7 @@
     changeItemHoleCnt = 0#curItem.GetCanPlaceStoneCount()
     changeItemUseData = curItem.GetUserData()
     itemQuality = curItem.GetItemQuality()
+    endureReduceType = curItem.GetEndureReduceType()
     #changeItemIsHorse = (curItem.GetType() == ChConfig.Def_Item_Type_Horse)
     
     #执行换装动作
@@ -111,7 +112,8 @@
         #通知客户端交换物品
         curPlayer.ChangeEquip(changeItemID, equipPlace, changeItemStarLV, changeItemHoleCnt, changeItemStoneCnt, changeItemUseData)
         
-    
+    if not endureReduceType:
+        EventShell.EventRespons_EquipByPlace(curPlayer, equipPlace)
     #记录橙装、红装
     #===========================================================================
     # if itemQuality in [ChConfig.Def_Quality_Orange, ChConfig.Def_Quality_Red]:
@@ -431,6 +433,7 @@
 ## 计算装备对基本属性的改变 
 #  @return None
 def __CalcEquips_Effect(curPlayer):
+    baseEquipAttrDict = {}
     baseEquipAttr_Weapon = [{} for _ in range(4)] # 武器基础, 物品表装备基础效果属性
     baseEquipAttr_Armor = [{} for _ in range(4)] # 防具基础, 物品表装备基础效果属性
     baseEquipAttr_Relics = [{} for _ in range(4)] # 圣器基础, 物品表装备基础效果属性
@@ -496,7 +499,8 @@
             #其他非基础部位的
             else:
                 PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListEquip)
-                
+            baseEquipAttrDict[effectID] = baseEquipAttrDict.get(effectID, 0) + effectValue
+            
         groupType = GetEquipPartSuiteGroupType(curPlayer, equipIndex)
         for suiteType in range(1, maxSuiteType+1):
             suitelv = GetEquipPartSuiteLV(curPlayer, equipIndex, suiteType)
@@ -537,6 +541,16 @@
     PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Suit, allAttrListSuit)
     PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allAttrListWash)
     PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
+    
+    #计算装备基础属性附加战力
+    LV = curPlayer.GetLV()
+    Atk = baseEquipAttrDict.get(ShareDefine.Def_Effect_Atk, 0)
+    MinAtk = baseEquipAttrDict.get(ShareDefine.Def_Effect_MinAtk, 0) + Atk
+    MaxAtk = baseEquipAttrDict.get(ShareDefine.Def_Effect_MaxAtk, 0) + Atk
+    MaxHP = baseEquipAttrDict.get(ShareDefine.Def_Effect_MaxHP, 0)
+    Def = baseEquipAttrDict.get(ShareDefine.Def_Effect_Def, 0)
+    fightPowerEx = eval(IpyGameDataPY.GetFuncCompileCfg("FightpowerFormula", 2))
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_Equip, fightPowerEx)
     return
 
 
@@ -1072,7 +1086,7 @@
     
     SyncAllEquipAttrActiveInfo(curPlayer, activeType)
     if activeType == 0:
-        PlayerMagicWeapon.CalcMagicWeaponAttr(curPlayer)
+        PlayerMagicWeapon.CalcMagicWeaponSoulAttr(curPlayer)
     else:
         RefreshPlayerEquipAttribute(curPlayer)
     

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