From 732aa4f4a768027405d2f1b4051f13babd29b8e4 Mon Sep 17 00:00:00 2001 From: hch <305670599@qq.com> Date: 星期二, 16 四月 2019 15:58:26 +0800 Subject: [PATCH] 6516 【后端】【2.0】战斗公式增加系数 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py | 78 ++++++++++++++++++--------------------- 1 files changed, 36 insertions(+), 42 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py index 7368ff9..5f467ea 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py @@ -68,7 +68,7 @@ Def_BuffValue_Count = 3 # buff记录的value个数 #游戏对象属性-------------------------------------------- -Def_Calc_AllAttrType_MAX = 129 +Def_Calc_AllAttrType_MAX = 132 #基本属性BUFF计算,顺序与 ObjProperty_AttrByIndex 对应,同时也为buff效果ID同步通知策划 TYPE_Calc_AttrList = ( TYPE_Calc_Metal, # 金 1 @@ -93,7 +93,7 @@ TYPE_Calc_SuperHitRate, # 暴击概率 18 TYPE_Calc_SuperHit, # 暴击伤害(固定值) 19 TYPE_Calc_SuperHitRateReduce, # 暴击概率抗性 20 -TYPE_Calc_SuperHitReducePer, # 暴击伤害减免 21 +TYPE_Calc_SuperHitReduce, # 暴击伤害减免固定值 21 TYPE_Calc_GreatHitRate, # 卓越一击几率 22 TYPE_Calc_GreatHit, # 卓越一击伤害倍率 23 @@ -101,9 +101,9 @@ TYPE_Calc_GreatHitReducePer, # 卓越一击伤害减免 25 TYPE_Calc_LuckyHitRate, # 会心一击几率 26 -TYPE_Calc_LuckyHit, # 会心一击伤害倍率 27 +TYPE_Calc_LuckyHit, # 会心一击伤害固定值 27 TYPE_Calc_LuckyHitRateReduce, # 会心一击概率抗性 28 -TYPE_Calc_LuckyHitReducePer, # 会心一击伤害减免 29 +TYPE_Calc_LuckyHitReduce, # 会心一击伤害减免固定值 29 TYPE_Calc_IgnoreDefRate, # 无视防御几率, 攻击时百分比无视目标的防御 30 TYPE_Calc_IgnoreDefRateReduce, # 无视防御概率抗性, 受击时减少对方的无视防御属性 31 @@ -156,15 +156,15 @@ TYPE_Calc_ReduceSkillCD, # 减技能CD TYPE_Calc_SkillAtkRate, # 技能攻击比例加成 TYPE_Calc_SkillAtkRateReduce, # 技能攻击比例减少 75 -TYPE_Calc_DamagePer, # 伤害输出计算百分比 -TYPE_Calc_AttrDamReduce, # 减少伤害 +TYPE_Calc_DamagePVP, # 伤害输出固定值 +TYPE_Calc_DamagePVPReduce, # 减少伤害固定值 TYPE_Calc_HurtPer, # 受伤计算百分比 TYPE_Calc_BleedDamage, # 流血伤害 TYPE_Calc_FinalHurt, # 最终固定伤害增加 80 TYPE_Calc_FinalHurtReduce, # 最终固定伤害减少 TYPE_Calc_DamagePerPVP, # 伤害输出计算百分比PVP TYPE_Calc_DamagePerPVPReduce, # 伤害输出计算百分比PVP减少 -TYPE_Calc_DamagePerPVE, # 伤害输出计算百分比PVE +TYPE_Calc_DamagePVE, # 伤害输出计算固定值PVE TYPE_Calc_NPCHurtAddPer, # 对怪物伤害加成 85 TYPE_Calc_JobAHurtAddPer, # 目标战士伤害加成 TYPE_Calc_JobBHurtAddPer, # 目标法师伤害加成 @@ -211,7 +211,9 @@ TYPE_Calc_NormalHurtPer, # 普通攻击加成 TYPE_Calc_FabaoHurt, # 法宝技能增伤 TYPE_Calc_FabaoHurtPer, # 法宝技能加成 - +TYPE_Calc_SuperHitPer, # 暴击伤害万分率加成 +TYPE_Calc_LuckyHitPer, # 会心一击伤害万分率加成 130 +TYPE_Calc_FinalHurtReducePer, # 最终伤害减少百分比 ) = range(1, Def_Calc_AllAttrType_MAX) @@ -221,10 +223,6 @@ # 衰减递增的属性列表, 衰减递增算法: 1-(1-a1)*(1-a2); 非衰减递增算法: a1+a2 TYPE_Calc_DeclineList = [] -#TYPE_Calc_DeclineList = [TYPE_Calc_SuperHitReducePer, TYPE_Calc_LuckyHitRateReduce, TYPE_Calc_SkillAtkRateReduce, -# TYPE_Calc_AttrDamReduce, TYPE_Calc_DamagePerPVPReduce, -# TYPE_Calc_IgnoreDefRate, TYPE_Calc_IgnoreDefRateReduce, TYPE_Calc_DamChanceDef, -# TYPE_Calc_FaintRate, TYPE_Calc_FaintDefRate, TYPE_Calc_ProDefAbsorb] #宠物属性列表 Def_Pet_Attr = [] @@ -1105,14 +1103,6 @@ Def_PlayerCanAttackBalk = 1 #玩家攻击距离扩大N格子 Def_PlayerAttackDistZoom = 2 -#致命一击的攻击力是普通攻击的2倍 -Def_SuperHitPercent = 20000 -#幸运一击的攻击力相对普攻倍值 -Def_LuckyHitVal = 11000 -#卓越一击的攻击力相对普攻倍值 -Def_GreatHitVal = 12500 -#富豪一击的攻击力相对普攻倍值 -Def_FuhaoHitVal = 11000 #服务器统一使用万分率(用于计算百分比 10000为100%) Def_MaxRateValue = ShareDefine.Def_MaxRateValue Def_AtkSpeedBase = 1000.0 # 玩家攻击速度基础标准 1000毫秒 @@ -3015,6 +3005,8 @@ #---SetDict 玩家字典KEY,不存于数据库--- # key的长度不能超过29个字节 +Def_PlayerKey_LuckyHitPer = "LuckyHitPer" # 会心一击伤害万分率 +Def_PlayerKey_SuperHitPer = "SuperHitPer" # 暴击伤害万分率 Def_PlayerKey_NormalHurt = "NormalHurt" # 属性普通攻击增伤:普通攻击附加的固定值伤害 Def_PlayerKey_NormalHurtPer = "NormalHurtPer" # 属性普通攻击加成:普通攻击附加的伤害百分比 Def_PlayerKey_FabaoHurt = "FabaoHurt" # 属性法宝技能增伤:法宝技能攻击附加的固定值伤害 @@ -3112,8 +3104,9 @@ Def_PlayerKey_AttrComboDamPer = "ComboDamPer" #连击伤害 Def_PlayerKey_SkillAtkRateReduce = "SkillAtkRateReduce" #技能攻击比例减少 Def_PlayerKey_AttrDropEquipPer = "DropEquipPer" #装备掉率 -Def_PlayerKey_AttrDamagePer = "DamagePer" #伤害输出计算百分比 -Def_PlayerKey_AttrDamagePerPVE = "DamagePerPVE" #伤害输出计算百分比PVE +Def_PlayerKey_AttrDamagePVP = "DamagePVP" #PVP固定伤害输出 +Def_PlayerKey_AttrDamagePVPReduce = "DamagePVPReduce" #PVP固定伤害减少 +Def_PlayerKey_AttrDamagePVE = "DamagePVE" #伤害输出计算固定值PVE Def_PlayerKey_AttrDamagePerPVP = "DamagePerPVP" #伤害输出计算百分比PVP Def_PlayerKey_AttrDamagePerPVPReduce = "DamagePerPVPReduce" #伤害输出计算百分比PVP减少 Def_PlayerKey_AttrHurtPer = "AttrHurtPer" #受伤计算百分比 @@ -3161,13 +3154,13 @@ Def_PlayerKey_JobAAtkReducePer = "JobAAtkReducePer" # 战士攻击伤害减免 Def_PlayerKey_JobBAtkReducePer = "JobBAtkReducePer" # 法师攻击伤害减免 Def_PlayerKey_JobCAtkReducePer = "JobCAtkReducePer" # 弓手攻击伤害减免 -Def_PlayerKey_LuckyHitReducePer = "LuckyHitReducePer" # 会心一击伤害减免 +Def_PlayerKey_LuckyHitReduce = "LuckyHitReduce" # 会心一击伤害减免固定值 Def_PlayerKey_GreatHitReducePer = "GreatHitReducePer" # 卓越一击伤害减免 -Def_PlayerKey_SuperHitReducePer = "SuperHitReducePer" # 致命一击伤害减免 +Def_PlayerKey_SuperHitReduce = "SuperHitReduce" # 暴击伤害减免固定值 Def_PlayerKey_IgnoreDefReducePer = "IgnoreDefReducePer" # 无视防御伤害减免 Def_PlayerKey_LuckyHitRateReduce = "LuckyHitRateReduce" # 抗会心一击概率 Def_PlayerKey_GreatHitRateReduce = "GreatHitRateReduce" # 抗卓越一击概率 -Def_PlayerKey_SuperHitRateReduce = "SuperHitRateReduce" # 抗致命一击概率 +Def_PlayerKey_SuperHitRateReduce = "SuperHitRateReduce" # 抗暴击概率 Def_PlayerKey_IgnoreDefRateReduce = "IgnoreDefRateReduce" # 抗无视防御概率 Def_PlayerKey_LastHurtValue = "LastHurtValue" # 最后一次伤害值 Def_PlayerKey_LastHurtNPCObjID = "LastHurtNPCObjID" # 最后攻击的NPCObjID @@ -3175,6 +3168,7 @@ Def_PlayerKey_ReduceSkillCDPer = "ReduceSkillCDPer" # 减技能CD万分率 Def_PlayerKey_CommMapExpRate = "CommMapExpRate" # 常规地图经验倍率加成 Def_PlayerKey_FinalHurtPer = "FinalHurtPer" # 最终伤害百分比 +Def_PlayerKey_FinalHurtReducePer = "FHReducePer" # 最终伤害减免百分比 Def_PlayerKey_FuhaoHitRate = "FuhaoHitRate" # 富豪一击概率 Def_PlayerKey_FinalHurt = "FinalHurt" # 最终固定伤害增加 Def_PlayerKey_BleedDamage = "BleedDamage" # 流血伤害 @@ -3948,8 +3942,8 @@ AttrName_PoisonDef = "PoisonDef" # 毒防 AttrName_ThunderDef = "ThunderDef" # 雷防 AttrName_WindDef = "WindDef" # 风攻 -AttrName_DamReducePer = "DamReduce" # 伤害吸收 -AttrName_DamagePer = "DamagePer" # 增加伤害 +AttrName_DamagePVPReduce = "DamagePVPReduce" # PVP固定减伤 +AttrName_DamagePVP = "DamagePVP" # pvp固定伤害 AttrName_Speed = "Speed" # 移动速度 AttrName_BothAtk = "BothAtk" # 双攻物魔 AttrName_Hit = "Hit" # 命中 @@ -3957,7 +3951,7 @@ AttrName_GreatHitRate = "GreatHitRate" # 卓越一击几率 AttrName_GreatHit = "GreatHit" # 卓越一击伤害倍率 AttrName_LuckyHitRate = "LuckyHitRate" # 会心一击几率 -AttrName_LuckyHit = "LuckyHit" # 会心一击伤害倍率 +AttrName_LuckyHit = "LuckyHit" # 会心一击伤害固定值 AttrName_IgnoreDefRate = "IgnoreDefRate" # 无视防御几率 AttrName_AtkSpeed = "AtkSpeed" # 攻击速度 AttrName_ReduceSkillCD = "ReduceSkillCD" # 减技能CD值 @@ -3974,8 +3968,8 @@ AttrName_GameExpRate = "GameExpRate" # 游戏事件经验倍率 AttrName_SkillAtkRate = "SkillAtkRate" # 技能伤害加成 (用作伤害加成) AttrName_AtkBackHPPer = "AtkBackHPPer" # 攻击回复血量比率 -AttrName_SuperHit = "SuperHit" # 致命一击伤害 -AttrName_SuperHitRate = "SuperHitRate" # 致命一击概率 +AttrName_SuperHit = "SuperHit" # 暴击伤害固定值 +AttrName_SuperHitRate = "SuperHitRate" # 暴击概率 AttrName_NPCHurtAddPer = "NPCHurtAddPer" # 对怪物伤害加成 AttrName_JobAHurtAddPer = "JobAHurtAddPer" # 目标战士伤害加成 AttrName_JobBHurtAddPer = "JobBHurtAddPer" # 目标法师伤害加成 @@ -3984,13 +3978,13 @@ AttrName_JobAAtkReducePer = "JobAAtkReducePer" # 战士攻击伤害减免 AttrName_JobBAtkReducePer = "JobBAtkReducePer" # 法师攻击伤害减免 AttrName_JobCAtkReducePer = "JobCAtkReducePer" # 弓手攻击伤害减免 -AttrName_LuckyHitReducePer = "LuckyHitReducePer" # 会心一击伤害减免 +AttrName_LuckyHitReduce = "LuckyHitReduce" # 会心一击伤害减免固定值 AttrName_GreatHitReducePer = "GreatHitReducePer" # 卓越一击伤害减免 -AttrName_SuperHitReducePer = "SuperHitReducePer" # 致命一击伤害减免 +AttrName_SuperHitReduce = "SuperHitReduce" # 暴击伤害减免固定值 AttrName_IgnoreDefReducePer = "IgnoreDefReducePer" # 无视防御伤害减免 AttrName_LuckyHitRateReduce = "LuckyHitRateReduce" # 抗会心一击概率 AttrName_GreatHitRateReduce = "GreatHitRateReduce" # 抗卓越一击概率 -AttrName_SuperHitRateReduce = "SuperHitRateReduce" # 抗致命一击概率 +AttrName_SuperHitRateReduce = "SuperHitRateReduce" # 抗暴击概率 AttrName_IgnoreDefRateReduce = "IgnoreDefRateReduce" # 抗无视防御概率 AttrName_FinalHurtPer = "FinalHurtPer" # 最终伤害百分比 AttrName_FuhaoHitRate = "FuhaoHitRate" # 富豪一击概率 @@ -4020,7 +4014,7 @@ ShareDefine.Def_Effect_Miss:[[TYPE_Calc_AttrMiss], False, TYPE_Linear], ShareDefine.Def_Effect_SuperHitRate:[[TYPE_Calc_SuperHitRate], False, TYPE_Linear], ShareDefine.Def_Effect_SuperHit:[[TYPE_Calc_SuperHit], False, TYPE_Linear], - ShareDefine.Def_Effect_SuperHitReduce:[[TYPE_Calc_SuperHitReducePer], False, TYPE_Linear], + ShareDefine.Def_Effect_SuperHitReduce:[[TYPE_Calc_SuperHitReduce], False, TYPE_Linear], ShareDefine.Def_Effect_Hit:[[TYPE_Calc_AttrHit], False, TYPE_Linear], ShareDefine.Def_Effect_MinAtk:[[TYPE_Calc_AttrATKMin], False, TYPE_Linear], ShareDefine.Def_Effect_MaxAtk:[[TYPE_Calc_AttrATKMax], False, TYPE_Linear], @@ -4075,7 +4069,7 @@ AttrName_GreatHit:[[TYPE_Calc_GreatHit], False, TYPE_Linear], AttrName_LuckyHitRate:[[TYPE_Calc_LuckyHitRate], False, TYPE_Linear], AttrName_LuckyHit:[[TYPE_Calc_LuckyHit], False, TYPE_Linear], - AttrName_LuckyHitReducePer:[[TYPE_Calc_LuckyHitReducePer], False, TYPE_Linear], + AttrName_LuckyHitReduce:[[TYPE_Calc_LuckyHitReduce], False, TYPE_Linear], AttrName_LuckyHitRateReduce:[[TYPE_Calc_LuckyHitRateReduce], False, TYPE_Linear], AttrName_IgnoreDefRate:[[TYPE_Calc_IgnoreDefRate], False, TYPE_Linear], AttrName_IgnoreDefRateReduce:[[TYPE_Calc_IgnoreDefRateReduce], False, TYPE_Linear], @@ -4097,8 +4091,8 @@ ShareDefine.Def_Effect_FaintDefRate:[[TYPE_Calc_FaintDefRate], False, TYPE_Linear], ShareDefine.Def_Effect_SkillAtkRate:[[TYPE_Calc_SkillAtkRate], False, TYPE_Linear], ShareDefine.Def_Effect_SkillAtkRateReduce:[[TYPE_Calc_SkillAtkRateReduce], False, TYPE_Linear], - ShareDefine.Def_Effect_DamagePer:[[TYPE_Calc_DamagePer], False, TYPE_Linear], - ShareDefine.Def_Effect_DamReducePer:[[TYPE_Calc_AttrDamReduce], False, TYPE_Linear], + ShareDefine.Def_Effect_DamagePVP:[[TYPE_Calc_DamagePVP], False, TYPE_Linear], + ShareDefine.Def_Effect_DamagePVPReduce:[[TYPE_Calc_DamagePVPReduce], False, TYPE_Linear], ShareDefine.Def_Effect_DamagePerPVP:[[TYPE_Calc_DamagePerPVP], False, TYPE_Linear], ShareDefine.Def_Effect_DamagePerPVPReduce:[[TYPE_Calc_DamagePerPVPReduce], False, TYPE_Linear], ShareDefine.Def_Effect_ComboRate:[[TYPE_Calc_ComboRate], False, TYPE_Linear], @@ -4125,12 +4119,12 @@ AttrName_JobBAtkReducePer:[[TYPE_Calc_JobBAtkReducePer], False, TYPE_Linear], AttrName_JobCAtkReducePer:[[TYPE_Calc_JobCAtkReducePer], False, TYPE_Linear], AttrName_GreatHitReducePer:[[TYPE_Calc_GreatHitReducePer], False, TYPE_Linear], - AttrName_SuperHitReducePer:[[TYPE_Calc_SuperHitReducePer], False, TYPE_Linear], + AttrName_SuperHitReduce:[[TYPE_Calc_SuperHitReduce], False, TYPE_Linear], AttrName_GreatHitRateReduce:[[TYPE_Calc_GreatHitRateReduce], False, TYPE_Linear], AttrName_SuperHitRateReduce:[[TYPE_Calc_SuperHitRateReduce], False, TYPE_Linear], ShareDefine.Def_Effect_SuperHitRateReduce:[[TYPE_Calc_SuperHitRateReduce], False, TYPE_Linear], - AttrName_DamReducePer:[[TYPE_Calc_AttrDamReduce], False, TYPE_Linear], - AttrName_DamagePer:[[TYPE_Calc_DamagePer], False, TYPE_Linear], + AttrName_DamagePVPReduce:[[TYPE_Calc_DamagePVPReduce], False, TYPE_Linear], + AttrName_DamagePVP:[[TYPE_Calc_DamagePVP], False, TYPE_Linear], AttrName_FinalHurtPer:[[TYPE_Calc_FinalHurtPer], False, TYPE_Linear], AttrName_FuhaoHitRate:[[TYPE_Calc_FuhaoHitRate], False, TYPE_Linear], ShareDefine.Def_Effect_FinalHurt:[[TYPE_Calc_FinalHurt], False, TYPE_Linear], @@ -4157,6 +4151,7 @@ ShareDefine.Def_Effect_ProDefAbsorb:[[TYPE_Calc_ProDefAbsorb], False, TYPE_Linear], ShareDefine.Def_Effect_OnlyFinalHurt:[[TYPE_Calc_OnlyFinalHurt], False, TYPE_Linear], ShareDefine.Def_Effect_PVPAtkBackHP:[[TYPE_Calc_PVPAtkBackHP], False, TYPE_Linear], + ShareDefine.Def_Effect_SuperHitPer:[[TYPE_Calc_SuperHitPer], False, TYPE_Linear], #战斗非线性 ShareDefine.Def_Effect_MaxHPPer:[[TYPE_Calc_AttrMaxHP], False, TYPE_NoLinear], @@ -4165,7 +4160,6 @@ ShareDefine.Def_Effect_MissRate:[[TYPE_Calc_AttrMiss], False, TYPE_NoLinear], #ShareDefine.Def_Effect_AddMAtkByPer:[[TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_NoLinear], ShareDefine.Def_Effect_AddAtkByPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear], - ShareDefine.Def_Effect_SuperHitPer:[[TYPE_Calc_SuperHit], False, TYPE_NoLinear], ShareDefine.Def_Effect_SpeedPer:[[TYPE_Calc_AttrSpeed], False, TYPE_NoLinear], ShareDefine.Def_Effect_LuckPer:[[TYPE_Calc_Luck], False, TYPE_NoLinear], ShareDefine.Def_Effect_IceAtkPer:[[TYPE_Calc_AttrIceAtk], False, TYPE_NoLinear], @@ -4388,7 +4382,7 @@ TriggerType_AttackOverPassive, # 攻击(对敌技能)后被动技能被触发在其他被动效果处理后调用,触发顺序原因 47 TriggerType_Buff_BeAttackSubLayer, # BUFF类:被攻击减buff层,0消失 48 TriggerType_OneDamage, # 伤害降低到1点 49 -TriggerType_LuckyHit, # 会心一击时增加会心伤害百分比 50 +TriggerType_LuckyHit, # 会心一击时增加会心伤害固定值 50 TriggerType_ChangeHurtToHP, # 把受到伤害的xx%转化为生命值 51 TriggerType_AddLayer, # BUFF层级增加时 52 TriggerType_ForbidenCure, # 禁止治疗 53 -- Gitblit v1.8.0