From 4e79ff96f35b7986046824e7f81bcff63d1b1c4d Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期四, 16 五月 2019 00:30:34 +0800
Subject: [PATCH] 860312 修复缥缈宝藏
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py | 78 +++++++++++++++++++++++++++++----------
1 files changed, 58 insertions(+), 20 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 b92939b..8d5d0dc 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -95,6 +95,7 @@
import PlayerDogz
import ChPlayer
import GMShell
+import GameObj
import random
import types
@@ -3579,9 +3580,9 @@
LuckyHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitReduce) # 会心一击伤害固定减伤
SkillAtkRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SkillAtkRate) * fpParam.GetCftSkillAtkRate() # 技能攻击比例加成
SkillAtkRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SkillAtkRateReduce) * fpParam.GetCftSkillAtkRateReduce() # 技能攻击比例减少
- DamagePVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVP) * fpParam.GetCftDamagePer() # PVP固定伤害
- DamagePVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVPReduce) * fpParam.GetCftDamReduce() # PVP固定减伤
- DamagePVE = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVE) * fpParam.GetCftDamagePer() # PVE固定伤害
+ DamagePVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVP) # PVP固定伤害
+ DamagePVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVPReduce) # PVP固定减伤
+ DamagePVE = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVE) # PVE固定伤害
HPRestore = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_HPRestorePer) # 自动回复血量,固定值
DamBackPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamBackPer) * fpParam.GetCftDamBackPer() # 反伤百分比
SpeedValue = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrSpeed) # 移动速度值
@@ -4084,15 +4085,18 @@
#GameWorld.DebugLog("等级加属性: %s" % allAttrList)
# 属性点属性
- pointValueInfo = {ShareDefine.Def_Effect_Metal:[lambda curObj:GetMetal(curObj), lambda curObj, value:SetMetalQualityLV(curObj, value)],
- ShareDefine.Def_Effect_Wood:[lambda curObj:GetWood(curObj), lambda curObj, value:SetWoodQualityLV(curObj, value)],
- ShareDefine.Def_Effect_Water:[lambda curObj:GetWater(curObj), lambda curObj, value:SetWaterQualityLV(curObj, value)],
- ShareDefine.Def_Effect_Fire:[lambda curObj:GetFire(curObj), lambda curObj, value:SetFireQualityLV(curObj, value)],
- ShareDefine.Def_Effect_Earth:[lambda curObj:GetEarth(curObj), lambda curObj, value:SetEarthQualityLV(curObj, value)],
+ hadRefreshAttr = curPlayer.GetDictByKey(ChConfig.Def_Player_HadRefreshAttr) # 本地图是否刷新过属性
+ pointFightPowerEx = 0
+ pointValueInfo = {ShareDefine.Def_Effect_Metal:[lambda curObj:GetMetal(curObj), lambda curObj, value:SetMetalQualityLV(curObj, value), lambda curObj:GetMetalQualityLV(curObj)],
+ ShareDefine.Def_Effect_Wood:[lambda curObj:GetWood(curObj), lambda curObj, value:SetWoodQualityLV(curObj, value), lambda curObj:GetWoodQualityLV(curObj)],
+ ShareDefine.Def_Effect_Water:[lambda curObj:GetWater(curObj), lambda curObj, value:SetWaterQualityLV(curObj, value), lambda curObj:GetWaterQualityLV(curObj)],
+ ShareDefine.Def_Effect_Fire:[lambda curObj:GetFire(curObj), lambda curObj, value:SetFireQualityLV(curObj, value), lambda curObj:GetFireQualityLV(curObj)],
+ ShareDefine.Def_Effect_Earth:[lambda curObj:GetEarth(curObj), lambda curObj, value:SetEarthQualityLV(curObj, value), lambda curObj:GetEarthQualityLV(curObj)],
}
lingGenQualityAttrList = [{} for _ in range(4)]
for pointAttrID, pointFuncInfo in pointValueInfo.items():
pointValue = pointFuncInfo[0](curPlayer)
+ befPQLV = pointFuncInfo[2](curPlayer)
pointFuncInfo[1](curPlayer, 0)
if not pointValue:
continue
@@ -4100,16 +4104,19 @@
if not ipyData:
continue
# 每点属性
- perPointAddAttrDict = ipyData.GetAddAttrInfoPerPoint()
- for perPointAttrID, perPointAttrValue in perPointAddAttrDict.items():
- pointAddValue = perPointAttrValue * pointValue
- CalcAttrDict_Type(perPointAttrID, pointAddValue, allAttrList)
- #GameWorld.DebugLog(" 属性点(%s)加属性: pointValue=%s,perPointAttrID=%s,pointAddValue=%s" % (pointAttrID, pointValue, perPointAttrID, pointAddValue))
+ perPointAddAttrDict = ipyData.GetAddAttrInfoPerPoint() # {"职业":[[每X点,属性ID,值], ...], ..}
+ addAttrList = perPointAddAttrDict.get(str(job), [])
+ for needPoint, pointAddAttrID, pointAddAttrValue in addAttrList:
+ pointAddValueTotal = pointAddAttrValue * (pointValue / needPoint)
+ CalcAttrDict_Type(pointAddAttrID, pointAddValueTotal, allAttrList)
+ #GameWorld.DebugLog(" 属性点(%s)加属性: pointValue=%s,pointAddAttrID=%s,pointAddValueTotal=%s" % (pointAttrID, pointValue, pointAddAttrID, pointAddValueTotal))
+ pointFightPowerEx += (ipyData.GetFightPowerPerPoint() * pointValue)
+
# 点数品质属性
curPQLV = 0
pqIntervalList = ipyData.GetPointQualityIntervalList()
- for pqLV, pqValue in enumerate(pqIntervalList, 1):
+ for pqLV, pqValue in enumerate(pqIntervalList, 1): # 灵根品级从1开始
if pointValue >= pqValue:
curPQLV = pqLV
else:
@@ -4123,10 +4130,14 @@
pqAttrValueList = pqAttrValueDict[str(curPlayer.GetJob())]
pqAttrValue = 0 if curPQLV > len(pqAttrValueList) else pqAttrValueList[curPQLV - 1]
CalcAttrDict_Type(pqAttrID, pqAttrValue, lingGenQualityAttrList)
- #GameWorld.DebugLog(" 属性点(%s)品阶等级属性: curPQLV=%s,pqAttrID=%s,pqAttrValue=%s" % (pointAttrID, curPQLV, pqAttrID, pqAttrValue))
-
+ #GameWorld.DebugLog(" 属性点(%s)品阶等级属性: befPQLV=%s,curPQLV=%s,pqAttrID=%s,pqAttrValue=%s" % (pointAttrID, befPQLV, curPQLV, pqAttrID, pqAttrValue))
+ if hadRefreshAttr and befPQLV < curPQLV:
+ EventShell.EventRespons_LingGenQualityUP(curPlayer, pointAttrID, curPQLV)
+
#GameWorld.DebugLog("等级属性点加属性: %s" % allAttrList)
- #GameWorld.DebugLog("灵根品阶等级属性: %s" % lingGenQualityAttrList)
+ #GameWorld.DebugLog("灵根品阶等级属性: %s" % lingGenQualityAttrList)
+ #GameWorld.DebugLog("灵根点数附加战力: %s" % pointFightPowerEx)
+ curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_Role, pointFightPowerEx)
SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase, allAttrList)
SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty, lingGenQualityAttrList)
return
@@ -4209,8 +4220,9 @@
#先压入BUFF的效果值及技能战斗力
self.RefreshAllSkill()
ChEquip.RefreshPlayerEquipAttribute(curPlayer)
+ ChEquip.RefreshPlayerLingQiEquipAttr(curPlayer)
#SkillShell.RefreshPlayerBuffOnAttrAddEffect(curPlayer)
- PlayerWing.CalcWingAttr(curPlayer)
+ #PlayerWing.CalcWingAttr(curPlayer) # 翅膀暂时算在灵器里面
PlayerHorse.CalcHorseAttrEx(curPlayer)
PlayerPrestigeSys.CalcOfficialRankAttr(curPlayer)
PlayerGodWeapon.CalcGodWeaponAttr(curPlayer)
@@ -4345,6 +4357,8 @@
beforeMaxHP = curPlayer.GetMaxHP()
beforeMoveSpeedValue = GetSpeedValue(curPlayer)
beforeMaxProDef = GetMaxProDef(curPlayer)
+ #[金木水火土]
+ beforePointList = [GetMetal(curPlayer), GetWood(curPlayer), GetWater(curPlayer), GetFire(curPlayer), GetEarth(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):
@@ -4551,7 +4565,16 @@
#通知基础属性
self.__SyncBaseAttr(curPlayer, baseAttrList)
-
+ #五行灵根变更需要处理的逻辑
+ afterPointList = [GetMetal(curPlayer), GetWood(curPlayer), GetWater(curPlayer), GetFire(curPlayer), GetEarth(curPlayer)]
+ if beforePointList != afterPointList:
+ diffPointAttrList = []
+ for i, attrID in enumerate([ShareDefine.Def_Effect_Metal, ShareDefine.Def_Effect_Wood, ShareDefine.Def_Effect_Water,
+ ShareDefine.Def_Effect_Fire, ShareDefine.Def_Effect_Earth]):
+ if beforePointList[i] != afterPointList[i]:
+ diffPointAttrList.append(attrID)
+ SkillShell.RefreshElementSkillByAttr(curPlayer, diffPointAttrList)
+
# 同步前端战力,因为有 SetFightPower 所以累加战力放在这里所有刷新及计算处理完后才处理,才能正常触发set同步前端
self.SendModuleFightPowerPack(curPlayer, mfpDict)
billFuncCnt = len(PyGameData.g_refreshAttrBillboardFunc) # 只处理固定次数,防止死循环
@@ -4564,6 +4587,7 @@
# 暂停刷新属性标志,必须被调用
curPlayer.SetDict(ChConfig.Def_Player_RefreshAttr, 0)
curPlayer.SetDict(ChConfig.Def_Player_RefreshAttrByBuff, 0)
+ curPlayer.SetDict(ChConfig.Def_Player_HadRefreshAttr, 1)
GameWorld.DebugLog("End RefreshPlayerAttrStateEx!!!")
return True
@@ -5150,6 +5174,7 @@
DoPlayerDead(curPlayer)
PlayerTJG.PlayerTJGReborn(curPlayer, tick)
+ GameObj.ClearPyPlayerState(curPlayer)
return
@@ -6680,7 +6705,20 @@
def SetYinjiCnt(curPlayer, value):
curPlayer.SetDict(ChConfig.Def_PlayerKey_YinjiCnt, value)
curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_YinjiCnt, value, False)
-
+
+# 减少指定技能组CD XX%
+def GetTheFBSkillsCD(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TheFBSkillsCD)
+def SetTheFBSkillsCD(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_TheFBSkillsCD, value)
+# 灼烧固定伤害
+def GetBurnValue(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BurnValue)
+def SetBurnValue(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BurnValue, value)
+# 延长灼烧时间百分比
+def GetBurnTimePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BurnTimePer)
+def SetBurnTimePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BurnTimePer, value)
+# 减移动速度百分比
+def GetSubSpeedPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SubSpeedPer)
+def SetSubSpeedPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SubSpeedPer, value)
+
## 计算功能背包物品属性
# @param curPlayer 当前玩家
# @param packType 背包类型
--
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