From 80cec3121d7ea24123404d2b0dc95c603b780bcd Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期一, 20 五月 2019 21:40:52 +0800
Subject: [PATCH] 6603 【后端】【2.0】增加新版的sp和被动技能
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py | 888 ++++++++++++++++++++++++++++++++--------------------------
1 files changed, 485 insertions(+), 403 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 049fbbf..36a2e8f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -55,15 +55,12 @@
import PlayerWing
import PlayerExpandPackCfgMgr
import PlayerWorldAverageLv
-import GameLogic_ManorWar
import PlayerActivity
-import HighLadderTube
import FBCommon
import PlayerViewCacheTube
import PassiveBuffEffMng
import PlayerGameEvent
import EventReport
-import PlayerTeHui
import PlayerGatherSoul
import PlayerSuccess
import PlayerPet
@@ -77,6 +74,7 @@
import PlayerMagicWeapon
import GameLogic_SealDemon
import GameLogic_ZhuXianBoss
+import GameLogic_CrossDemonKing
import PlayerTJG
import PlayerVip
import PlayerRefineStove
@@ -97,6 +95,7 @@
import PlayerDogz
import ChPlayer
import GMShell
+import GameObj
import random
import types
@@ -354,6 +353,18 @@
SendMail("", content, 30, playerIDList, addItemList, gold, goldPaper, silver, detail, moneySource)
return
+def SendCrossMail(serverGroupID, mailTypeKey, playerIDList, addItemList, paramList=[]):
+ ## 发送跨服邮件
+ if not serverGroupID:
+ return
+ dataMsg = {"MailTypeKey":mailTypeKey, "Player":playerIDList}
+ if addItemList:
+ dataMsg["Item"] = CombineMailItem(addItemList)
+ if paramList:
+ dataMsg["Param"] = paramList
+ GameWorld.SendMsgToClientServer(ShareDefine.CrossServerMsg_SendMail, dataMsg, [serverGroupID])
+ return
+
## 功能发放物品补偿/奖励邮件
# @param addItemList [(itemID, itemCnt, 是否拍品), {或物品信息字典}, ...]
# @return
@@ -372,6 +383,13 @@
if GameWorld.IsCrossServer():
return
+ combineItemList = CombineMailItem(addItemList)
+ cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver, detail, moneySource]
+ GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMail", '%s' % (cmdList), len(str(cmdList)))
+ return True
+
+def CombineMailItem(addItemList):
+ ## 合并邮件物品
itemCountDict = {}
combineItemList = [] # 合并后的物品列表
for mailItem in addItemList:
@@ -401,9 +419,7 @@
for key, itemCnt in itemCountDict.items():
itemID, isAuctionItem = key
combineItemList.append((itemID, itemCnt, isAuctionItem))
- cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver, detail, moneySource]
- GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMail", '%s' % (cmdList), len(str(cmdList)))
- return True
+ return combineItemList
## 构建系统提示参数列表
# @param msgParamList 信息参数列表
@@ -780,8 +796,8 @@
return
#副本中不打断
- if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
- return
+ #if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
+ # return
tagObj = curPlayer.GetActionObj()
@@ -801,10 +817,14 @@
#GameWorld.Log("BreakPlayerCollect ->没有这个NPC", curPlayer.GetPlayerID())
return
- if curNPC.GetNPCID() not in ReadChConfig.GetEvalChConfig('BreakPlayerCollectNPCIDList'):
+ npcID = curNPC.GetNPCID()
+ collectNPCIpyData = IpyGameDataPY.GetIpyGameDataNotLog("CollectNPC", npcID)
+ if not collectNPCIpyData:
return
- GameWorld.DebugLog(' 采集被打断 采集物NPCID=%s' % curNPC.GetNPCID())
+ if not collectNPCIpyData.GetCanBreakCollect():
+ return
+
#取消采集状态
ChangePlayerAction(curPlayer, IPY_GameWorld.paNull)
@@ -1181,10 +1201,6 @@
NPCCommon.ClearCollectNPC(curPlayer)
#结束事件
EventShell.DoExitEvent(curPlayer)
-
- # 结束摆摊/查看摆摊
- EventShell.ExitShopItem(curPlayer)
- EventShell.ExitWatchShopItem(curPlayer)
#设置玩家的地图位置, 如果是副本, 离开副本
# 副本规则:
@@ -1198,8 +1214,6 @@
PyGameData.g_lastExitFBType[fbIndex] = [exitFBType, tick]
#GameWorld.DebugLog("玩家离开副本:fbIndex=%s,exitFBType=%s, %s" % (fbIndex, exitFBType, PyGameData.g_lastExitFBType), curPlayer.GetPlayerID())
FBLogic.DoExitFBLogic(curPlayer, tick)
-
- GameLogic_ManorWar.DoExitFB(curPlayer, tick)
#清空所有不属于自己的光环
#__ClearNoMeAuraBuff(curPlayer)
@@ -1219,16 +1233,16 @@
PyGameData.g_needRefreshMapServerState = True # 有玩家离开地图设置需要刷新
PlayerSuccess.FinishDelayAddSuccessProgress(curPlayer, tick)
-
+ playerID = curPlayer.GetPlayerID()
if not isDisconnect:
CrossPlayerData.ClearCrossSyncDataCache(curPlayer)
-
+ PyGameData.g_fbBuyBuffTimeDict.pop(playerID, None)
#清除地图玩家缓存
- playerID = curPlayer.GetPlayerID()
PyGameData.g_zhuXianSkillAddPerDict.pop(playerID, None)
PyGameData.g_zhuXianSkillReducePerDict.pop(playerID, None)
PyGameData.g_playerFuncAttrDict.pop(playerID, None)
PyGameData.g_playerEquipPartAttrDict.pop(playerID, None)
+ PyGameData.g_equipChangeClassLVInfo.pop(playerID, None)
return
##更新保存玩家在线时间
@@ -1452,11 +1466,6 @@
curPlayer.SetChangeMapTakeTruck(takeTruck)
- # 如果在摆摊中,提示摆摊关闭
- playerShop = curPlayer.GetPlayerShop()
- if playerShop.GetIsStartShop():
- NotifyCode(curPlayer, "GeRen_admin_70569")
-
#离开地图服务器
__PlayerLeaveServerLogic(curPlayer, tick, False)
@@ -1600,9 +1609,24 @@
#---------------------------------------------------------------------
-def PlayerEnterCrossServer(curPlayer, mapID):
+def PlayerEnterCrossServer(curPlayer, mapID, lineID):
playerID = curPlayer.GetPlayerID()
- GameWorld.Log("玩家请求进入跨服地图: mapID=%s" % (mapID), playerID)
+ GameWorld.Log("玩家请求进入跨服地图: mapID=%s,lineID=%s" % (mapID, lineID), playerID)
+ if mapID not in ChConfig.Def_CrossMapIDList:
+ return
+
+ tick = GameWorld.GetGameWorld().GetTick()
+ lastRequestTick = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_RequestEnterCrossServerTick)
+ if lastRequestTick and tick - lastRequestTick < 5000:
+ GameWorld.DebugLog(" 请求进入跨服CD中!", playerID)
+ NotifyCode(curPlayer, "RequestEnterCrossServerCD")
+ return
+
+ crossRegisterMap = curPlayer.NomalDictGetProperty(ChConfig.Def_PlayerKey_CrossRegisterMap)
+ if crossRegisterMap:
+ GameWorld.ErrLog("跨服已经在上传数据,不重复提交!crossRegisterMap=%s,mapID=%s" % (crossRegisterMap, mapID), playerID)
+ return
+
if GameWorld.IsCrossServer():
GameWorld.DebugLog("跨服服务器不允许该操作!")
return
@@ -1627,7 +1651,39 @@
NotifyCode(curPlayer, "SingleEnterPK", [mapID])
return
- GY_Query_CrossRealmReg.RegisterEnterCrossServer(curPlayer, mapID)
+ fbIpyData = FBCommon.GetFBIpyData(mapID)
+ if fbIpyData:
+ fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, lineID, False)
+ if not fbLineIpyData:
+ GameWorld.DebugLog("副本表找不到副本对应功能线路!mapID=%s,lineID=%s" % (mapID, lineID))
+ return
+ ret = FBCommon.CheckCanEnterFBComm(curPlayer, mapID, lineID, fbIpyData, fbLineIpyData)
+ if ret != ShareDefine.EntFBAskRet_OK:
+ return
+
+ if not FBLogic.OnEnterFBEvent(curPlayer, mapID, lineID, tick):
+ GameWorld.DebugLog(" OnEnterFBEvent False!", curPlayer.GetPlayerID())
+ NotifyCode(curPlayer, "SingleEnterDefaul")
+ return
+
+ # 需要动态分布线路的地图,发送到跨服服务器进行分配
+ if mapID in ChConfig.Def_CrossDynamicLineMap:
+ extendInfo = {}
+ if mapID == ChConfig.Def_FBMapID_CrossDemonKing:
+ bossID = GameLogic_CrossDemonKing.GetCurFBLineBOSSID(mapID, lineID)
+ if not bossID:
+ return
+ extendInfo["BossID"] = bossID
+
+ msgDict = {"PlayerID":curPlayer.GetPlayerID(), "MapID":mapID, "FuncLineID":lineID}
+ if extendInfo:
+ msgDict.update(extendInfo)
+ GameWorld.SendMsgToCrossServer(ShareDefine.ClientServerMsg_EnterFB, msgDict)
+ else:
+ isSend = GY_Query_CrossRealmReg.RegisterEnterCrossServer(curPlayer, mapID, lineID=lineID)
+ if not isSend:
+ return
+ curPlayer.SetDict(ChConfig.Def_PlayerKey_RequestEnterCrossServerTick, tick)
return
##玩家进入副本
@@ -1723,6 +1779,9 @@
if enterCnt >= FBCommon.GetEnterFBMaxCnt(curPlayer, ChConfig.Def_FBMapID_ZhuXianBoss):
if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ZhuXianBossHelpCnt):
extendParamList = [bossID, curPlayer.GetFamilyID()]
+ elif mapID == ChConfig.Def_FBMapID_DemonKing:
+ bossID = GameLogic_CrossDemonKing.GetCurFBLineBOSSID(mapID, lineID)
+ extendParamList = [bossID]
SendToGameServerEnterFB(curPlayer, mapID, lineID, tick, extendParamList)
return
@@ -2777,7 +2836,9 @@
def HaveMoneyEx(curPlayer, TYPE_Price, Price, needNotify=True):
if Price < 0:
return []
-
+ if TYPE_Price == ShareDefine.TYPE_Price_Gold_Paper_Money:
+ TYPE_Price = IPY_GameWorld.TYPE_Price_Gold_Money #新版无绑玉,原先绑玉再仙玉的扣法改成 扣仙玉 2019/3/26
+
if TYPE_Price in [IPY_GameWorld.TYPE_Price_Gold_Money, IPY_GameWorld.TYPE_Price_Gold_Paper,
IPY_GameWorld.TYPE_Price_Silver_Money, IPY_GameWorld.TYPE_Price_Silver_Paper]:
if HaveMoney(curPlayer, TYPE_Price, Price, needNotify):
@@ -2988,10 +3049,6 @@
# 绝版降临
PlayerFairyCeremony.AddFCCostGold(curPlayer, costType, price)
PlayerNewFairyCeremony.AddFCCostGold(curPlayer, costType, price)
- # 消费VIP
-# if costVIPGold < 0:
-# costVIPGold = price
- #PlayerCostVIP.AddCostVIPExp(curPlayer, costType, costVIPGold)
# 事件汇报
#===========================================================================
@@ -3406,7 +3463,7 @@
raise Exception('玩家获得升级属性点异常, curLV = %s PlayerID = %s' % (curLV, curPlayerID))
return
- return int(addPoint)
+ return int(addPoint) + GetFabaoAddPoint(curPlayer)
def GetAllPointByLV(curPlayer):
##获取当前等级可得到属性点数
@@ -3414,18 +3471,30 @@
curLV = curPlayer.GetLV()
if curLV < openLV:
return 0
+ # 初始点+升级点+境界点
+ setFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2)
+ fabaoAddPoint = GetFabaoAddPoint(curPlayer)
addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
- initFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2)
- setFreePoint = initFreePoint
- for lv in xrange(openLV, curLV+1):
- setFreePoint += GameWorld.GetDictValueByRangeKey(addPointDict, lv, 0)
+ for rangLVs, point in addPointDict.items():
+ if curLV < rangLVs[0]:
+ continue
+ setFreePoint += (point + fabaoAddPoint) * (min(curLV, rangLVs[1]) - rangLVs[0] + 1)
+
+ #境界提升点数
+ setFreePoint += curPlayer.GetOfficialRank() * IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 3)
return setFreePoint
-def DoAddPointOpen(curPlayer):
- '''加点功能开启 处理给自由属性点及老号处理
- 清除老服玩家未加点的点数(清零),以前加的加点属性不清除,属性不变,战力不减, 根据最新的加点开启等级和老服玩家的当前等级,相差的差值给予玩家对应的加点点数'''
- beforeFreePoint = curPlayer.GetFreePoint()
+def GetFabaoAddPoint(curPlayer):
+ #法宝额外增加玩家每级获得的灵根点
+ mwID = IpyGameDataPY.GetFuncCfg('FabaoAddPoint', 1)
+ if not PlayerMagicWeapon.GetIsActiveMagicWeapon(curPlayer, mwID, lv=1):
+ return 0
+ return IpyGameDataPY.GetFuncCfg('FabaoAddPoint', 2)
+def DoAddPointOpen(curPlayer):
+ '''加点功能开启'''
+ beforeFreePoint = curPlayer.GetFreePoint()
+
setFreePoint = GetAllPointByLV(curPlayer)
curLV = curPlayer.GetLV()
addDataDict = {'beforeFreePoint':beforeFreePoint}
@@ -3434,30 +3503,6 @@
GameWorld.DebugLog(' 加点功能开启处理 beforeFreePoint=%s,curLV=%s, setFreePoint=%s'%(beforeFreePoint, curLV, setFreePoint), curPlayer.GetID())
return
-def FixOldAddPoint(curPlayer):
- ##老号加点处理 重置已加点数,
- if GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_VersionFix, ChConfig.Def_VerFix_AddPoint):
- return
- GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_VersionFix, ChConfig.Def_VerFix_AddPoint, 1)
- baseSTR, basePNE, basePHY, baseCON = GetPlayerBasePoint(curPlayer.GetJob())
- addPoint = curPlayer.GetFreePoint()
- attrInfoDict = {'BaseSTR':baseSTR,'BasePNE':basePNE,'BasePHY':basePHY,'BaseCON':baseCON}
- for attrKey, basePoint in attrInfoDict.items():
- addPoint += (getattr(curPlayer, 'Get%s'%attrKey)() - basePoint)
- fixFreePoint = GetAllPointByLV(curPlayer)
- if addPoint != fixFreePoint:
- for attrKey, basePoint in attrInfoDict.items():
- getattr(curPlayer, 'Set%s'%attrKey)(basePoint)
- curPlayer.SetFreePoint(fixFreePoint)
- #重置天赋
- PlayerGreatMaster.DoResetMasterSkillPoint(curPlayer)
- #邮件补偿
- SendMailByKey('PointCompensation', [curPlayer.GetID()], [], goldPaper=200)
-
- addDataDict = {'beforeTotalPoint':addPoint}
- DataRecordPack.DR_Freepoint(curPlayer, "FixOldAddPoint", fixFreePoint, addDataDict)
- GameWorld.Log('老号加点处理 重置已加点数 addPoint=%s, fixFreePoint=%s' % (addPoint, fixFreePoint))
- return
#---------------------------------------------------------------------
@@ -3485,8 +3530,6 @@
def ClearAttr(self):
for attrIndex in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
value = 0
-# if attrIndex == ChConfig.TYPE_Calc_SuperHit:
-# value = ChConfig.Def_SuperHitPercent # 默认最低暴击倍值
setattr(self, self.__AttrName % attrIndex, value)
for attrIndex in self.__NolineAttrList:
setattr(self, self.__AttrNameNoline % attrIndex, 0)
@@ -3526,7 +3569,7 @@
attrName = self.__AttrName % attrIndex
setattr(self, attrName, getattr(self, attrName) + value)
- def GetModuleFightPower(self, fpParam):
+ def GetModuleFightPower(self, fpParam, job):
MaxHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrMaxHP) # 最大血量
MinAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrATKMin) # 最小攻击
MaxAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrATKMax) # 最大攻击
@@ -3535,15 +3578,18 @@
Miss = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrMiss) * fpParam.GetCftMiss() # 闪避值
AtkSpeed = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrAtkSpeed) # 攻击速度(数值非攻击间隔)
SuperHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRate) # 暴击率
- SuperHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHit) # 暴击伤害倍率
- SuperHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitReducePer) * fpParam.GetCftSuperHitReduce() # 暴击伤害减免
+ SuperHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRateReduce) # 暴击概率抗性
+ SuperHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHit) # 暴击伤害固定值
+ SuperHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitReduce) * fpParam.GetCftSuperHitReduce() # 暴击固定减伤
LuckyHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRate) # 会心一击
- LuckyHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHit) # 会心一击伤害倍率
LuckyHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRateReduce) * fpParam.GetCftLuckyHitRateReduce() # 会心一击概率抗性
+ LuckyHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHit) # 会心一击伤害固定值
+ 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
- DamagePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePer) * fpParam.GetCftDamagePer() # 伤害输出计算百分比
- DamReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrDamReduce) * fpParam.GetCftDamReduce() # 伤害输出计算百分比减少, 伤害吸收
+ 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
@@ -3562,6 +3608,8 @@
FaintDefRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FaintDefRate) * fpParam.GetCftFaintDefRate() # 击晕抵抗
FinalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurt) # 最终固定伤害增加
FinalHurtReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReduce) # 最终固定伤害减少
+ FinalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtPer) # 最终伤害万分率
+ FinalHurtReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReducePer) # 最终伤害减少万分率
DamagePerPVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVP) * fpParam.GetCftDamagePerPVP() # 伤害输出计算百分比PVP
DamagePerPVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVPReduce) * fpParam.GetCftDamagePerPVPReduce() # 伤害输出计算百分比PVP减少
JobAHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobAHurtAddPer) * fpParam.GetCftJobAHurtAddPer() # 对目标战士伤害加成
@@ -3570,6 +3618,12 @@
JobAAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobAAtkReducePer) * fpParam.GetCftJobAAtkReducePer() # 战士攻击伤害减免
JobBAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobBAtkReducePer) * fpParam.GetCftJobBAtkReducePer() # 法师攻击伤害减免
JobCAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobCAtkReducePer) * fpParam.GetCftJobCAtkReducePer() # 弓箭攻击伤害减免
+
+ NormalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurt)
+ NormalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurtPer)
+ FabaoHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurt)
+ FabaoHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurtPer)
+ Luck = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_Luck)
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
@@ -3584,6 +3638,10 @@
#其他需作为公式参数的系数
AtkSpeedParameter = fpParam.GetCftAtkSpeed()
LuckyHitParameter = fpParam.GetCftLuckyHit()
+
+ diffAttrDict = self.__GetAttrFightPowerParamDiff(job)
+ for paramName, diffValue in diffAttrDict.items():
+ exec("%s = max(0, %s - %s)" % (paramName, paramName, diffValue))
#获取策划配置的表格
FightpowerFormula = IpyGameDataPY.GetFuncCfg("FightpowerFormula")
@@ -3595,6 +3653,26 @@
totalFightPower = ShareDefine.Def_UpperLimit_DWord
return totalFightPower
+ def __GetAttrFightPowerParamDiff(self, job):
+ ## 战力计算属性参数与实际属性差值
+
+ #角色基础模块某些属性不计算战力
+ if self.mfpType != ShareDefine.Def_MFPType_Role:
+ return {}
+
+ roleBaseAttrDict = IpyGameDataPY.GetFuncEvalCfg("CreatRoleBaseAttr", 1)
+ notFightPowerEffIDNameDict = IpyGameDataPY.GetFuncEvalCfg("CreatRoleBaseAttr", 2)
+ if job not in roleBaseAttrDict:
+ return {}
+
+ diffAttrDict = {}
+ jobBaseAttrDict = roleBaseAttrDict[job]
+ for attrID, paramName in notFightPowerEffIDNameDict.items():
+ if attrID not in jobBaseAttrDict:
+ continue
+ diffAttrDict[paramName] = jobBaseAttrDict[attrID]
+ return diffAttrDict
+
def GetMFPAttrStr(self):
attrStr = ""
for attrIndex in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
@@ -3657,6 +3735,9 @@
# @remarks 玩家升级 加点 2010-05-26 adaws修改 原来有加技能点 现将升级加技能提出
def __DoLVUPAddPoint(self):
curPlayer = self.__Player
+ if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_AddPoint):
+ # 未开启前不可加点,因为DoAddPointOpen会一次性补齐,避免意外情况多加了点数
+ return
curFreePoint = curPlayer.GetFreePoint()
addPoint = GetLvUp_AddPoint(curPlayer)
@@ -3698,15 +3779,6 @@
return True
#---------------------------------------------------------------------
- ## 获取下一次转生所需等级
- def GetNextReincarnationLV(self, curPlayer):
- Reincarnation_ConditionDict = ReadChConfig.GetEvalChConfig("Reincarnation_Condition")
- curReinCnt = curPlayer.GetReincarnationLv() # 当前转生次数
- nextReinCnt = curReinCnt + 1
- nextReinLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV")
- if nextReinCnt in Reincarnation_ConditionDict:
- nextReinLV = Reincarnation_ConditionDict[nextReinCnt][0]
- return nextReinLV
## 加经验值
# @param self 类实例
@@ -3737,7 +3809,6 @@
if addExp == 0:
# 不进入计算
return addExp, expViewType
- #nextReinLV = self.GetNextReincarnationLV(curPlayer)
#取得人物当前经验
#curTotalExp = GetPlayerTotalExp(curPlayer)
@@ -3783,7 +3854,7 @@
# if expViewType == ShareDefine.Def_ViewExpType_KillNPC:
# #mapID = GameWorld.GetMap().GetMapID()
# #if mapID in ChConfig.Def_FBMapID_BZZDAll:
- # # nobleVIPOuterRate = PlayerCostVIP.GetBZZDExpAddRate(curPlayer)
+ # # nobleVIPOuterRate = ...
# # #nobleVIPAddExp += 0 if not nobleVIPOuterRate else int(addExp * nobleVIPOuterRate / float(ChConfig.Def_MaxRateValue))
# # nobleVIPAddExp += nobleVIPOuterRate
#
@@ -3898,7 +3969,7 @@
maxLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV", 1)
curPlayer.BeginRefreshState()
- befXP = curPlayer.GetXP()
+ #befXP = curPlayer.GetXP()
befLV = curPlayer.GetLV()
befFreePoint = curPlayer.GetFreePoint()
befBaseSTR = curPlayer.GetBaseSTR()
@@ -4022,51 +4093,84 @@
job = curPlayer.GetJob()
lvAttrDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAttr%s" % job, 1)
- pointAttrDict = IpyGameDataPY.GetFuncEvalCfg("PointAttr%s" % job, 1)
if not lvAttrDict:
GameWorld.ErrLog('无此职业等级刷属性配置!job=%s' % (job), curPlayerID)
return
-
- if not pointAttrDict:
- GameWorld.ErrLog('无此职业属性点刷属性配置!job=%s' % (job), curPlayerID)
- return
-
- #参与计算的玩家基础属性
- LV = curPlayer.GetLV()
- STR = curPlayer.GetSTR()
- PNE = curPlayer.GetPNE()
- PHY = curPlayer.GetPHY()
- CON = curPlayer.GetCON()
- baseSTR = curPlayer.GetBaseSTR()
- basePNE = curPlayer.GetBasePNE()
- basePHY = curPlayer.GetBasePHY()
- baseCON = curPlayer.GetBaseCON()
- GameWorld.DebugLog("CalcRoleBaseAttr LV=%s,STR=(%s~%s),PNE=(%s~%s),PHY=(%s~%s),CON=(%s~%s)"
- % (LV, baseSTR, STR, basePNE, PNE, basePHY, PHY, baseCON, CON))
allAttrList = [{} for _ in range(4)]
# 职业初始属性
roleBaseAttrDict = IpyGameDataPY.GetFuncEvalCfg("CreatRoleBaseAttr", 1)
if job in roleBaseAttrDict:
- for attrEffID, value in roleBaseAttrDict[job].items():
- CalcAttrDict_Type(attrEffID, value, allAttrList)
+ for roleBaseAttrID, value in roleBaseAttrDict[job].items():
+ CalcAttrDict_Type(roleBaseAttrID, value, allAttrList)
#GameWorld.DebugLog("初始加属性: %s" % allAttrList)
-
- for attrEffID, formula in lvAttrDict.items():
- calcValue = eval(FormulaControl.GetCompileFormula("LVUPAttr%s_%s" % (job, attrEffID), formula))
- CalcAttrDict_Type(attrEffID, calcValue, allAttrList)
- #GameWorld.DebugLog(" attrEffID=%s,value=%s" % (attrEffID, calcValue))
+
+ # 等级成长属性
+ LV = curPlayer.GetLV()
+ for lvAttrID, formula in lvAttrDict.items():
+ calcValue = eval(FormulaControl.GetCompileFormula("LVUPAttr%s_%s" % (job, lvAttrID), formula))
+ CalcAttrDict_Type(lvAttrID, calcValue, allAttrList)
+ #GameWorld.DebugLog(" lvAttrID=%s,calcValue=%s" % (lvAttrID, calcValue))
#GameWorld.DebugLog("等级加属性: %s" % allAttrList)
- for attrEffID, formula in pointAttrDict.items():
- calcValue = eval(FormulaControl.GetCompileFormula("PointAttr%s_%s" % (job, attrEffID), formula))
- CalcAttrDict_Type(attrEffID, calcValue, allAttrList)
- #GameWorld.DebugLog(" attrEffID=%s,value=%s" % (attrEffID, calcValue))
+ # 属性点属性
+ 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
+ ipyData = IpyGameDataPY.GetIpyGameData("RolePoint", pointAttrID)
+ if not ipyData:
+ continue
+ # 每点属性
+ 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): # 灵根品级从1开始
+ if pointValue >= pqValue:
+ curPQLV = pqLV
+ else:
+ break
+ pointFuncInfo[1](curPlayer, curPQLV)
+ if not curPQLV:
+ continue
+ pqAttrIDDict = ipyData.GetPointQualityAttrIDDict()
+ pqAttrID = pqAttrIDDict[curPlayer.GetJob()]
+ pqAttrValueDict = ipyData.GetPointQualityAttrValueDict()
+ 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: 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)
-
- SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase, allAttrList)
+ #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
#---------------------------------------------------------------------
@@ -4147,8 +4251,9 @@
#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)
@@ -4243,40 +4348,34 @@
def RefreshPlayerAttrStateEx(self):
''' 本项目刷属性规则
- 功能属性层级一(线性层级、非线性层级)
- 功能属性层级二(线性层级、非线性层级)
- ...
- 固定属性层级
- buff层级
-
- 1. 初始化
+ 属性:
+ 1.固定属性:如攻击+100
+ 2.百分比属性: 如攻击+5%,百分比加成基值仅为固定属性,百分比加成属性值不被除buff百分比外的任何百分比属性二次加成
- 功能属性层级一、
- 2.基础属性计算
- 3.战斗属性计算
- 线性层级属性: 基础层级属性 + 功能层级属性
- 基础层级属性:角色基础属性(等级提升 + 属性点提升) + 装备物品表基础属性 + 部位强化基础属性
- 功能层级属性:神兵 + 坐骑 + 全身部位强化星级累加 + 珍品 + 时装 + 套装 + 宝石 + 战盟科技 + 符文 + 守护 等
+ 层级:
+ 1.属性层级:所有功能同一层级
+ 2.buff层级:百分比可对功能百分比加成的属性进行二次加成
+
+ 功能模块:定义一个功能,比如灵根模块,一个模块可能包含多个功能点
+ 功能点:某个模块下的各个属性功能点,如灵根模块可能包含 灵根基础、灵根品质 两个功能点属性
+
+ 百分比加成值:百分比加成属性值不被除buff百分比外的任何百分比属性2次加成
+ 1.功能内部属性百分比加成:功能百分比属性对自己功能固定值加成
+ 2.功能交叉属性百分比加成:功能百分比属性对其他功能固定值加成
+ 3.功能固定属性百分比加成:功能百分比属性对所有功能固定值加成
+ 4.buff层级百分比:对所有属性进行二次加成
+
+ 技能属性:固定值不享受固定百分比加成
- 注意:该层中还包含针对基础属性或功能属性的数值百分比提升,此提升值也是累加到线性层级属性
- 如: 【基础攻击百分比】即对 基础属性 中攻击属性百分比提升
- 【神兵生命属性百分比】即对 神兵功能属性 中生命属性百分比提升
- 类似此类属性并不是真正意义上的非线性属性,仅是对某个功能或功能组的对应属性进行百分比提升,最终的提升值还是算如线性属性层
-
- 非线性层级属性: 即整体层级百分比增加属性
- 直接以当前属性为基值进行属性百分比提升
- 功能属性层级二、
- ...
-
- 4.固定属性:
- 附加的固定值属性,该属性在非线性计算之后,直接累加,不算入非线性属性的基值
+ buff层级:
+ 1.不算战力
+ 2.先算百分比加成再加固定值
- 5.计算以上所有属性的战斗力
-
- 6.buff层级:
- 固定值buff, 直接累加数值
- 百分比buff: 真正的最最最外层,直接按百分比提升对应的属性值
- 注:该层提升的属性不算战斗力
+ 属性算法:
+ 模块固定属性 = 功能点A固定值 + 功能点B固定值 + ...
+ 固定总属性 = 模块A固定值 + 模块B固定值 + ...
+ 无buff总属性 = 固定总属性 + 内部百分比加成值 + 交叉百分比加成 + 固定总属性百分比加成 + 技能百分比对固定属性加成 + 技能固定值
+ 含buff总属性 = 无buff总属性 * buff百分比加成 + buff固定值
'''
curPlayer = self.__Player
@@ -4289,6 +4388,8 @@
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):
@@ -4302,7 +4403,7 @@
notAttrList = [{} for _ in range(4)]
# 1.初始化人物各项状态及属性
- self.InitPlayerState()
+ self.InitPlayerState()
#self.PrintAttr(curPlayer, "初始化")
# 功能属性层级一...
@@ -4310,22 +4411,19 @@
# 2.1 获取所有功能计算点计算的属性值, 统计基础属性累加
baseAttrDict = {}
baseAttrNolineDict = {}
- roleBaseAttrInfo = [{} for _ in range(4)]
- funcAttrInfoList = []
+ funcAttrLen = len(ChConfig.CalcAttrFuncList)
+ funcAttrInfoList = [[{} for _ in range(4)]] * funcAttrLen
+ funcInsidePerAttrList = [{}] * funcAttrLen # 功能内部百分比附加属性
for funcIndex in ChConfig.CalcAttrFuncList:
- if funcIndex in ChConfig.CalcAttrExFuncListNoFightPower:
- # 此类功能不算战斗力
- funcAttrInfoList.append([{} for _ in range(4)]) # 只为防止后面访问列表元素时不越界, 功能点分类可无视编号顺序
- continue
-
# 基础属性等功能汇总完后统一刷新,因为各功能可能会加属性点数
- if funcIndex == ChConfig.Def_CalcAttrFunc_RoleBase:
- funcAttrInfoList.append(roleBaseAttrInfo)
+ if funcIndex in [ChConfig.Def_CalcAttrFunc_RoleBase, ChConfig.Def_CalcAttrFunc_LingGenQuailty]:
continue
- attrInfo = GetCalcAttrListValue(curPlayer, funcIndex)
- if attrInfo != notAttrList:
- GameWorld.DebugLog("功能点属性: %s, %s" % (funcIndex, attrInfo))
- funcAttrInfoList.append(attrInfo)
+ attrInfo, insidePerAttrDict = GetCalcAttrListValue(curPlayer, funcIndex)
+ if attrInfo == notAttrList and not insidePerAttrDict:
+ continue
+ GameWorld.DebugLog("功能点属性: %s, %s, 内层百分比附加: %s" % (funcIndex, attrInfo, insidePerAttrDict))
+ funcAttrInfoList[funcIndex] = attrInfo
+ funcInsidePerAttrList[funcIndex] = insidePerAttrDict
# 不同功能点间的数值累加,需使用支持衰减递增的计算方式
AddAttrDictValue(baseAttrDict, attrInfo[ChConfig.CalcAttr_Base])
AddAttrDictValue(baseAttrNolineDict, attrInfo[ChConfig.CalcAttr_BaseNoline])
@@ -4339,9 +4437,14 @@
# 功能有加基础属性值,这里再重新刷新一下基础属性, 基础属性会影响战斗属性, 每次都刷新角色基础属性
self.CalcRoleBaseAttr(curPlayer)
- roleBaseAttrInfo = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase)
+ roleBaseAttrInfo, roleInsidePerAttrDict = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase)
+ lingGenQualityAttrList, lingGenQualityInsidePerAttrDict = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty)
funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase] = roleBaseAttrInfo
- GameWorld.DebugLog("功能点属性: %s, %s" % (ChConfig.Def_CalcAttrFunc_RoleBase, roleBaseAttrInfo))
+ funcInsidePerAttrList[ChConfig.Def_CalcAttrFunc_RoleBase] = roleInsidePerAttrDict
+ funcAttrInfoList[ChConfig.Def_CalcAttrFunc_LingGenQuailty] = lingGenQualityAttrList
+ funcInsidePerAttrList[ChConfig.Def_CalcAttrFunc_LingGenQuailty] = lingGenQualityInsidePerAttrDict
+ GameWorld.DebugLog("功能点属性: %s, %s, 内层百分比附加: %s" % (ChConfig.Def_CalcAttrFunc_RoleBase, roleBaseAttrInfo, roleInsidePerAttrDict))
+ GameWorld.DebugLog("功能点属性: %s, %s, 内层百分比附加: %s" % (ChConfig.Def_CalcAttrFunc_LingGenQuailty, lingGenQualityAttrList, lingGenQualityInsidePerAttrDict))
#self.PrintAttr(curPlayer, "基础后")
@@ -4368,7 +4471,7 @@
ChConfig.TYPE_Calc_WingHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Wing],
}
# 3.2 统计各功能之间非线性属性交叉影响累加
- funcAddAttrPerInfoDict = {} # 百分比交叉影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...}
+ funcCrossAttrPerInfoDict = {} # 百分比交叉影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...}
for i, funcAttrList in enumerate(funcAttrInfoList):
battleNoLineAttrDict = funcAttrList[ChConfig.CalcAttr_BattleNoline] # 暂写死只取战斗非线性的
if not battleNoLineAttrDict:
@@ -4394,80 +4497,90 @@
if addAttrDict:
# 增加的数值统计到百分比属性所属功能点
# 如符文有个武器攻击百分比增加属性,增加的数值属于符文功能,不属于武器功能点的,只是基值使用了武器攻击
- funcAddAttrPerInfoDict[i] = addAttrDict # 先都统计完后再累加到对应功能属性里,不然可能会导致功能基值变更
+ funcCrossAttrPerInfoDict[i] = addAttrDict # 先都统计完后再累加到对应功能属性里,不然可能会导致功能基值变更
- GameWorld.DebugLog("交叉影响属性: %s" % funcAddAttrPerInfoDict)
- # 交叉提升的属性值累加到对应功能上
- for i, addAttrDict in funcAddAttrPerInfoDict.items():
- # 这里累加的是到相同的功能点,直接累加,不做衰减处理
- GameWorld.AddDictValue(funcAttrInfoList[i][ChConfig.CalcAttr_Battle], addAttrDict)
+ GameWorld.DebugLog("交叉影响属性: %s" % funcCrossAttrPerInfoDict)
+
+ # 3.3 统计所有功能固定属性影响累加
+ allFixAttrDict = {} # 固定属性层级总属性基值
+ for funcIndex, funcAttrList in enumerate(funcAttrInfoList):
+ # 技能模块不算计入功能固定属性、不计战力
+ if funcIndex in ChConfig.CalcAttrFuncSkillList:
+ continue
+ AddAttrDictValue(allFixAttrDict, funcAttrList[ChConfig.CalcAttr_Battle])
- # 3.3 累加以上已统计的所有属性(视为整体层级,即非线性属性所需要的基值)
- allFuncAttrIndexList = []
- allFuncAttrInfoList, attrInfoExList = [], [] # 整理功能层级属性信息列表, 额外附加固定值属性信息列表
- for funcIndex, attrInfo in enumerate(funcAttrInfoList):
- if funcIndex not in ChConfig.CalcAttrExFuncList:
- allFuncAttrIndexList.append(funcIndex)
- allFuncAttrInfoList.append(attrInfo)
- else:
- attrInfoExList.append(attrInfo)
- allAttrList = AddAttrListValue(allFuncAttrInfoList) # 不同功能点间的数值累加,需使用支持衰减递增的计算方式
- GameWorld.DebugLog("整体层级功能点: %s" % allFuncAttrIndexList)
- GameWorld.DebugLog("整体层级线性属性: %s" % allAttrList)
-
- # 第二层级属性
- allAttrExList = AddAttrListValue(attrInfoExList)
- GameWorld.DebugLog("附加层级功能点: %s" % ChConfig.CalcAttrExFuncList)
- GameWorld.DebugLog("附加层级线性属性: %s" % allAttrExList)
-
- # 初始化各功能点战斗力计算模块
- mfpObjAttrDict = {}
- for mfpType, attrFuncIndexList in ChConfig.MFPTypeAttrFuncIndexDict.items():
- if len(attrFuncIndexList) == 1:
- mfpAttrList = funcAttrInfoList[attrFuncIndexList[0]]
- else:
- mfpAttrList = AddAttrListValue([funcAttrInfoList[i] for i in attrFuncIndexList])
+ fixAttrPerAddExDict = {} # 固定总属性百分比影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...}
+ for funcIndex, funcAttrList in enumerate(funcAttrInfoList):
+ fixAddPerDict = funcAttrList[ChConfig.CalcAttr_BattleNoline]
+ if not fixAddPerDict:
+ continue
+ addValueExDict = {}
+ for fixAttrType, addPer in fixAddPerDict.items():
+ if fixAttrType not in allFixAttrDict:
+ continue
+ curFixValue = allFixAttrDict[fixAttrType]
+ addValueEx = int(curFixValue * addPer / 10000.0)
+ addValueExDict[fixAttrType] = addValueEx
+ fixAttrPerAddExDict[funcIndex] = addValueExDict
- #GameWorld.DebugLog("模块线性属性: mfpType=%s,%s" % (mfpType, mfpAttrList))
- mfpObj = self.GetModuleFightPowerObj(mfpType)
- mfpObj.SetCalcMFPBattleAttr(mfpAttrList)
- mfpObjAttrDict[mfpObj] = mfpAttrList[ChConfig.CalcAttr_BattleNoline]
-
- # 不加战力,但是有算属性的功能属性,如一些被动技能(战力在技能表里配置)
- skillNoFightPowerAttrList = [{} for _ in range(4)]
- SkillShell.CalcPassiveAttr_Effect(curPlayer, skillNoFightPowerAttrList) # 属性类技能与buff同层
- for funcIndex in ChConfig.CalcAttrExFuncListNoFightPower:
- skillNoFightPowerAttrList = AddAttrListValue([skillNoFightPowerAttrList, GetCalcAttrListValue(curPlayer, funcIndex)])
- GameWorld.DebugLog("无战力被动属性: %s" % skillNoFightPowerAttrList)
+ GameWorld.DebugLog("固定属性总和: %s" % allFixAttrDict)
+ GameWorld.DebugLog("固定百分比附加属性: %s" % fixAttrPerAddExDict)
- # 总属性 = 整体功能层级固定值*(1+功能层级百分比+特殊固定层级百分比+永久技能层级百分比)+特殊固定层级固定值+永久技能层级固定值
- allNoLineAttrDict = {}
- AddAttrDictValue(allNoLineAttrDict, allAttrList[ChConfig.CalcAttr_BattleNoline])
- AddAttrDictValue(allNoLineAttrDict, allAttrExList[ChConfig.CalcAttr_BattleNoline])
- AddAttrDictValue(allNoLineAttrDict, skillNoFightPowerAttrList[ChConfig.CalcAttr_BattleNoline])
- GameWorld.DebugLog("最终非线性属性: %s" % allNoLineAttrDict)
-
- # 整体层级属性增加到玩家身上
- CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, allAttrList[ChConfig.CalcAttr_Battle])
- #self.PrintAttr(curPlayer, "整体线")
- CalcNoLineEffect.ChangePlayerAttrInNoLineEffectList(curPlayer, allNoLineAttrDict, mfpObjAttrDict)
- #self.PrintAttr(curPlayer, "整非线")
-
-
- # 4.计算战力, 需在计算buff层之前计算
+ # 4. 计算属性及战力, 需在计算buff层之前计算
curLV = curPlayer.GetLV()
fpParam = IpyGameDataPY.GetIpyGameData("FightPowerParam", curLV)
mfpDict = {} # 模块战斗力
- for mfpObj in mfpObjAttrDict.keys():
- mfp = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
- mfp += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
- mfp += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
- mfpDict[mfpObj.mfpType] = mfp
+ for mfpType, attrFuncIndexList in ChConfig.MFPTypeAttrFuncIndexDict.items():
+ mfpAttrList = [{} for _ in range(4)]
+ mfpAttrExDict = {}
+ for funcIndex in attrFuncIndexList:
+ funcAttrList = funcAttrInfoList[funcIndex]
+ funcInsidePerAttrDict = funcInsidePerAttrList[funcIndex] # 功能点内部百分比加成属性
+ funcCrossPerAttrDict = funcCrossAttrPerInfoDict.get(funcIndex, {}) # 功能点交叉百分比加成属性
+ fixPerAttrDict = fixAttrPerAddExDict.get(funcIndex, {}) # 功能总固定属性百分比加成属性
+
+ CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcAttrList[ChConfig.CalcAttr_Battle])
+ CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcInsidePerAttrDict)
+ CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcCrossPerAttrDict)
+ CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, fixPerAttrDict)
+ # 不算战力的
+ if funcIndex in ChConfig.CalcAttrFuncNoFightPowerList or funcIndex in ChConfig.CalcAttrFuncSkillList:
+ continue
+ mfpAttrList = AddAttrListValue([mfpAttrList, funcAttrList])
+ AddAttrDictValue(mfpAttrExDict, funcInsidePerAttrDict)
+ AddAttrDictValue(mfpAttrExDict, funcCrossPerAttrDict)
+ AddAttrDictValue(mfpAttrExDict, fixPerAttrDict)
+
+ mfpObj = self.GetModuleFightPowerObj(mfpType)
+ mfpObj.SetCalcMFPBattleAttr(mfpAttrList)
+ for attrIndex, value in mfpAttrExDict.items():
+ mfpObj.AddCalcMFPAttr(attrIndex, value)
+
+ mfpValue = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam, curPlayer.GetJob())
+ mfpSkill = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
+ mfpEx = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
+ mfpTotal = mfpValue + mfpSkill + mfpEx
+ mfpDict[mfpObj.mfpType] = mfpTotal
- # 最后在附加上特殊附加层级线性属性、永久技能层级固定值
- CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, allAttrExList[ChConfig.CalcAttr_Battle])
- CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, skillNoFightPowerAttrList[ChConfig.CalcAttr_Battle])
- #self.PrintAttr(curPlayer, "固定层级")
+ #GameWorld.DebugLog("整体层级线性属性: %s" % allAttrList)
+
+ # 5.被动技能附加属性,不算战力
+ passiveSkillAttrList = [{} for _ in range(4)]
+ SkillShell.CalcPassiveAttr_Effect(curPlayer, passiveSkillAttrList) # 属性类技能与buff同层
+ for funcIndex in ChConfig.CalcAttrFuncSkillList:
+ passiveSkillAttrList = AddAttrListValue([passiveSkillAttrList, funcAttrInfoList[funcIndex]])
+ GameWorld.DebugLog("无战力被动属性: %s" % passiveSkillAttrList)
+
+ skillFixAttrExDict = {}
+ skillFixAddPerDict = passiveSkillAttrList[ChConfig.CalcAttr_BattleNoline]
+ for fixAttrType, addPer in skillFixAddPerDict.items():
+ if fixAttrType not in allFixAttrDict:
+ continue
+ curFixValue = allFixAttrDict[fixAttrType]
+ addValueEx = int(curFixValue * addPer / 10000.0)
+ skillFixAttrExDict[fixAttrType] = addValueEx
+ CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, passiveSkillAttrList[ChConfig.CalcAttr_Battle])
+ CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, skillFixAttrExDict)
#护盾值刷新
self.__RefreshMaxProDef(beforeMaxProDef)
@@ -4483,7 +4596,16 @@
#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
@@ -4496,6 +4618,7 @@
# 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
@@ -4607,8 +4730,8 @@
setAttrDict[ChConfig.AttrName_DefRate] = int(lvIpyData.GetReMiss() * attrPer) # 闪避
setAttrDict[ChConfig.AttrName_AtkSpeed] = int(lvIpyData.GetReAtkSpeed() * attrPer) # 攻击速度
setAttrDict[ChConfig.AttrName_SkillAtkRate] = int(lvIpyData.GetReSkillAtkRate() * attrPer) # 技能伤害比例
- setAttrDict[ChConfig.AttrName_DamagePer] = int(lvIpyData.GetReDamagePer() * attrPer) # 增加伤害
- setAttrDict[ChConfig.AttrName_DamReducePer] = int(lvIpyData.GetReDamReduce() * attrPer) # 减少伤害
+ setAttrDict[ChConfig.AttrName_DamagePVP] = int(lvIpyData.GetReDamagePer() * attrPer) # PVP固定伤害
+ setAttrDict[ChConfig.AttrName_DamagePVPReduce] = int(lvIpyData.GetReDamReduce() * attrPer) # PVP固定减伤
setAttrDict[ChConfig.AttrName_IgnoreDefRate] = int(lvIpyData.GetReIgnoreDefRate() * attrPer) # 无视防御比例
setAttrDict[ChConfig.AttrName_LuckyHitRate] = int(lvIpyData.GetReLuckyHitRate() * attrPer) # 会心一击率
setAttrDict[ChConfig.AttrName_LuckyHit] = int(lvIpyData.GetReLuckyHit() * attrPer) # 会心一击伤害
@@ -4892,33 +5015,6 @@
#再根据BUFF 加上状态
SkillShell.CalcBuffer_ActionState(curPlayer)
- #---------------------------------------------------------------------
-
- #---------------------------------------------------------------------
- ## 存入数据库玩家基本属性
- # @param self 类实例
- # @return 返回值无意义
- # @remarks 存入数据库玩家基本属性
- def __SetPlayerStateInDB(self):
- curPlayer = self.__Player
- #力量
- curPlayerSTR = curPlayer.GetSTR()
- if curPlayer.GetTotalSTR() != curPlayerSTR:
- curPlayer.SetTotalSTR(curPlayerSTR)
- #真元
- curPlayerPNE = curPlayer.GetPNE()
- if curPlayer.GetTotalPNE() != curPlayerPNE:
- curPlayer.SetTotalPNE(curPlayerPNE)
- #筋骨
- curPlayerPHY = curPlayer.GetPHY()
- if curPlayer.GetTotalPHY() != curPlayerPHY:
- curPlayer.SetTotalPHY(curPlayerPHY)
- #体魄
- curPlayerCON = curPlayer.GetCON()
- if curPlayer.GetTotalCON() != curPlayerCON:
- curPlayer.SetTotalCON(curPlayerCON)
-
- return
#---------------------------------------------------------------------
## 刷新血量和魔
@@ -4959,10 +5055,10 @@
curPlayer.ClearBattleEffect()
initAttrDict = {
- ChConfig.TYPE_Calc_AttrCurSTR:curPlayer.GetBaseSTR(),
- ChConfig.TYPE_Calc_AttrCurPNE:curPlayer.GetBasePNE(),
- ChConfig.TYPE_Calc_AttrCurPHY:curPlayer.GetBasePHY(),
- ChConfig.TYPE_Calc_AttrCurCON:curPlayer.GetBaseCON(),
+ #ChConfig.TYPE_Calc_AttrCurSTR:curPlayer.GetBaseSTR(),
+ #ChConfig.TYPE_Calc_AttrCurPNE:curPlayer.GetBasePNE(),
+ #ChConfig.TYPE_Calc_AttrCurPHY:curPlayer.GetBasePHY(),
+ #ChConfig.TYPE_Calc_AttrCurCON:curPlayer.GetBaseCON(),
#ChConfig.TYPE_Calc_AttrSpeed:curPlayer.GetBaseSpeed(),
ChConfig.TYPE_Calc_AttrAtkSpeed:ChConfig.Def_BaseAtkSpeed,
ChConfig.TYPE_Calc_AttrFightExpRate:GameWorld.GetGameWorld().GetExpRate(),
@@ -4970,10 +5066,7 @@
ChConfig.TYPE_Calc_AttrPetExpRate:GameWorld.GetGameWorld().GetExpRate(),
ChConfig.TYPE_Calc_HitSucessRate:ChConfig.Def_MaxRateValue,
ChConfig.TYPE_Calc_CurePer:ChConfig.Def_MaxRateValue,
-
- #ChConfig.TYPE_Calc_SuperHit:ChConfig.Def_SuperHitPercent,
- #ChConfig.TYPE_Calc_GreatHit:ChConfig.Def_GreatHitVal,
- #ChConfig.TYPE_Calc_LuckyHit:ChConfig.Def_LuckyHitVal,
+ ChConfig.TYPE_Calc_YinjiTime:IpyGameDataPY.GetFuncCfg('Yinji', 1), # 每X秒自动消失一个印记
}
for i in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
@@ -4990,6 +5083,12 @@
if not curPlayer.GetCanAttack():
curPlayer.SetCanAttack(True)
+ #初始化灵根
+ SetMetal(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Metal))
+ SetWood(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Wood))
+ SetWater(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Water))
+ SetFire(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Fire))
+ SetEarth(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Earth))
return True
#---------------------------------------------------------------------
@@ -5106,6 +5205,7 @@
DoPlayerDead(curPlayer)
PlayerTJG.PlayerTJGReborn(curPlayer, tick)
+ GameObj.ClearPyPlayerState(curPlayer)
return
@@ -5404,35 +5504,6 @@
if BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_SkillID_LimitSuperBuff, tick):
PlayerControl(curPlayer).RefreshPlayerAttrByBuff()
-
-#---------------------------------------------------------------------
-##清除生产采集BUF
-# @param curPlayer 玩家实例
-# @param tick 时间戳
-# @param isLeaveServer 玩家是否离开服务器
-# @return 返回值无意义
-# @remarks 清除生产采集BUF
-def DelProduceBuff(curPlayer, tick, isLeaveServer=False):
-
- if not isLeaveServer:
- if curPlayer.GetPlayerAction() != IPY_GameWorld.paProduce:
- #玩家当前状态不在生产采集,不处理
- return
-
- #清除生产buff(ID20021)
- BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_ProduceBuffID, tick)
-
- #清除活动无敌Buff
- BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_SkillID_ActionWuDi, tick)
-
- if not isLeaveServer:
- #设置玩家空闲状态
- ChangePlayerAction(curPlayer, IPY_GameWorld.paNull)
- #通知客户端
- curPlayer.Notify_ProductionState(ChConfig.Def_EndProduction)
-
- #PlayerControl(curPlayer).RefreshAllState()
- return
#---------------------------------------------------------------------
##特殊状态处理
@@ -5678,43 +5749,6 @@
totalExpRate -= effExpRate
return totalExpRate
-
-#---------------------------------------------------------------------
-
-## 获取玩家基础属性点
-# @param job 职业类型
-# @return baseSTR, basePNE, basePHY, baseCON
-def GetPlayerBasePoint(job):
- baseSTR, basePNE, basePHY, baseCON = (0, 0, 0, 0)
-
- jobDict = IpyGameDataPY.GetFuncEvalCfg("CreatRolePoint%s" % job, 1)
-
- if not jobDict:
- GameWorld.ErrLog('CreatRolePoint, job = %s' % (job))
- return baseSTR, basePNE, basePHY, baseCON
-
- for key, value in jobDict.items():
-
- if type(key) == str:
- key = key.upper()
-
- if key in ['STR', ShareDefine.Def_Effect_STR]:
- baseSTR = value
-
- elif key in ['PNE', ShareDefine.Def_Effect_PNE]:
- basePNE = value
-
- elif key in ['PHY', ShareDefine.Def_Effect_PHY]:
- basePHY = value
-
- elif key in ['CON', ShareDefine.Def_Effect_CON]:
- baseCON = value
-
- else:
- GameWorld.ErrLog('CreatRolePoint, key = %s' % (key))
-
- return baseSTR, basePNE, basePHY, baseCON
-
##记录玩家失去金钱的流向记录,消息中会记录玩家拥有的金钱信息
# @param curPlayer 玩家实例
@@ -6197,6 +6231,19 @@
GameWorld.AddDictValue(attrDict, {i:value})
return
+def CalcAttrDict_TypeEx(attrType, value, allAttrDict):
+ ## 统计玩家属性,累加
+ if value == 0:
+ return
+
+ #[属性索引, 是否基础属性,(非)线性]
+ attrInfo = ChConfig.ItemEffect_AttrDict.get(attrType, [])
+ if attrInfo == []:
+ return
+ for i in attrInfo[0]:
+ GameWorld.AddDictValue(allAttrDict, {i:value})
+ return
+
#===============================================================================
# CalcAttr_Base,
# CalcAttr_BaseNoline,
@@ -6228,6 +6275,29 @@
# return addAttrList
#===============================================================================
+
+# 灵根 - 金木水火土
+def GetMetal(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Metal)
+def SetMetal(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Metal, value)
+def GetWood(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Wood)
+def SetWood(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Wood, value)
+def GetWater(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Water)
+def SetWater(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Water, value)
+def GetFire(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Fire)
+def SetFire(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Fire, value)
+def GetEarth(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Earth)
+def SetEarth(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Earth, value)
+# 灵根品级 - 金木水火土
+def GetMetalQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MetalQualityLV)
+def SetMetalQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_MetalQualityLV, value)
+def GetWoodQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WoodQualityLV)
+def SetWoodQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WoodQualityLV, value)
+def GetWaterQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WaterQualityLV)
+def SetWaterQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WaterQualityLV, value)
+def GetFireQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FireQualityLV)
+def SetFireQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FireQualityLV, value)
+def GetEarthQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_EarthQualityLV)
+def SetEarthQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_EarthQualityLV, value)
#---玩家扩展接口, 战斗属性,不存数据库,只通知本人---
@@ -6319,16 +6389,19 @@
def SetJobCAtkReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_JobCAtkReducePer, value)
#---特殊伤害减免---
-## 会心一击伤害减免
-def GetLuckyHitReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_LuckyHitReducePer)
-def SetLuckyHitReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_LuckyHitReducePer, value)
+## 会心一击伤害减免固定值
+def GetLuckyHitReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_LuckyHitReduce)
+def SetLuckyHitReduce(curPlayer, value):
+ curPlayer.SetDict(ChConfig.Def_PlayerKey_LuckyHitReduce, value)
+ curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_LuckyHitReduce, value, False)
+
## 卓越一击伤害减免
def GetGreatHitReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GreatHitReducePer)
def SetGreatHitReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GreatHitReducePer, value)
-## 致命一击伤害减免
-def GetSuperHitReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SuperHitReducePer)
-def SetSuperHitReducePer(curPlayer, value):
- curPlayer.SetDict(ChConfig.Def_PlayerKey_SuperHitReducePer, value)
+## 暴击伤害减免
+def GetSuperHitReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SuperHitReduce)
+def SetSuperHitReduce(curPlayer, value):
+ curPlayer.SetDict(ChConfig.Def_PlayerKey_SuperHitReduce, value)
curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_SuperHitReduce, value, False)
## 无视防御伤害减免
def GetIgnoreDefReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_IgnoreDefReducePer)
@@ -6343,9 +6416,11 @@
## 抗卓越一击概率
def GetGreatHitRateReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GreatHitRateReduce)
def SetGreatHitRateReduce(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GreatHitRateReduce, value)
-## 抗致命一击概率
+## 抗暴击概率
def GetSuperHitRateReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SuperHitRateReduce)
-def SetSuperHitRateReduce(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SuperHitRateReduce, value)
+def SetSuperHitRateReduce(curPlayer, value):
+ curPlayer.SetDict(ChConfig.Def_PlayerKey_SuperHitRateReduce, value)
+ curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_SuperHitRateReduce, value, False)
## 抗无视防御概率
def GetIgnoreDefRateReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_IgnoreDefRateReduce)
def SetIgnoreDefRateReduce(curPlayer, value):
@@ -6368,6 +6443,13 @@
def SetFinalHurtPer(curPlayer, value):
curPlayer.SetDict(ChConfig.Def_PlayerKey_FinalHurtPer, value)
curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_FinalHurtPer, value, False)
+
+## 最终伤害减免百分比
+def GetFinalHurtReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurtReducePer)
+def SetFinalHurtReducePer(curPlayer, value):
+ curPlayer.SetDict(ChConfig.Def_PlayerKey_FinalHurtReducePer, value)
+ curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_FinalHurtReducePer, value, False)
+
## 最终固定伤害增加
def GetFinalHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurt)
def SetFinalHurt(curPlayer, value):
@@ -6530,15 +6612,22 @@
def SetSkillAtkRateReduce(curPlayer, value):
curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillAtkRateReduce, value)
curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_SkillAtkRateReduce, value, False)
-#---伤害输出计算百分比----
-def GetDamagePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePer)
-def SetDamagePer(curPlayer, value):
- curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePer, value)
- curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_DamagePer, value, False)
-#---伤害输出计算百分比对NPC附加----
-def GetDamagePerPVE(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePerPVE)
-def SetDamagePerPVE(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePerPVE, value)
-
+#---PVP固定伤害----
+def GetDamagePVP(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePVP)
+def SetDamagePVP(curPlayer, value):
+ curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePVP, value)
+ curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_DamagePVP, value, False)
+#---PVP固定伤害减少----
+def GetDamagePVPReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePVPReduce)
+def SetDamagePVPReduce(curPlayer, value):
+ curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePVPReduce, value)
+ curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_DamagePVPReduce, value, False)
+#---伤害输出固定值计算对NPC附加----
+def GetDamagePVE(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePVE)
+def SetDamagePVE(curPlayer, value):
+ curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePVE, value)
+ curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_DamagePVE, value, False)
+
#---伤害输出计算百分比对玩家附加----
def GetDamagePerPVP(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePerPVP)
def SetDamagePerPVP(curPlayer, value):
@@ -6623,52 +6712,43 @@
def GetFuncDef(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CopyFuncAttr % (ChConfig.TYPE_Calc_AttrDEF - 1))
def SetFuncDef(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_CopyFuncAttr % (ChConfig.TYPE_Calc_AttrDEF - 1), value)
-#---诛仙一击概率---
-def GetZhuXianRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ZhuxianRate)
-def SetZhuXianRate(curPlayer, value):
- curPlayer.SetDict(ChConfig.Def_PlayerKey_ZhuxianRate, value)
- curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ZhuxianRate, value, False)
+#普通攻击增伤:普通攻击附加的固定值伤害
+def GetNormalHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_NormalHurt)
+def SetNormalHurt(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_NormalHurt, value)
+#普通攻击加成:普通攻击附加的伤害百分比
+def GetNormalHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_NormalHurtPer)
+def SetNormalHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_NormalHurtPer, value)
+#法宝技能增伤:法宝技能攻击附加的固定值伤害
+def GetFabaoHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FabaoHurt)
+def SetFabaoHurt(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FabaoHurt, value)
+#法宝技能加成:法宝技能攻击附加的伤害百分比
+def GetFabaoHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FabaoHurtPer)
+def SetFabaoHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FabaoHurtPer, value)
-#---诛仙一击伤害百分比---
-def GetZhuXianHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ZhuxianHurtPer)
-def SetZhuXianHurtPer(curPlayer, value):
- curPlayer.SetDict(ChConfig.Def_PlayerKey_ZhuxianHurtPer, value)
- curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ZhuxianHurtPer, value, False)
+# 每X秒自动消失一个印记, 毫秒记录
+def GetLostYinjiTime(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_LostYinjiTime)
+def SetLostYinjiTime(curPlayer, value):
+ curPlayer.SetDict(ChConfig.Def_PlayerKey_LostYinjiTime, value)
+ curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_YinjiTime, value, False)
+# 当前印记数
+def GetYinjiCnt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_YinjiCnt)
+def SetYinjiCnt(curPlayer, value):
+ curPlayer.SetDict(ChConfig.Def_PlayerKey_YinjiCnt, value)
+ curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_YinjiCnt, value, False)
-## 增加天梯竞技场积分
-# @param curPlayer 玩家实例
-# @return
-def AddHighLadderCurrency(curPlayer, addCount, isSysMsg=True, isRefresh=True):
- curCurrency = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HighLadder_Currency)
- curCurrency += addCount
- NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HighLadder_Currency, curCurrency)
-
- if isSysMsg:
- #通知客户端得到金钱
- NotifyCode(curPlayer, "GetMoney", [ShareDefine.TYPE_Price_HighLadder_Currency, addCount])
- if isRefresh:
- tick = GameWorld.GetGameWorld().GetTick()
- HighLadderTube.SendHighLadderState(curPlayer, tick)
- return
-
-
-## 用天梯竞技场积分付费
-# @param curPlayer 玩家实例
-# @return
-def PayHighLadderCurrency(curPlayer, payCount, isSysMsg=True, isRefresh=True):
- curCurrency = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HighLadder_Currency)
- if (curCurrency < payCount) or (payCount < 0):
- return False, curCurrency, curCurrency
- updCurrency = max(0, curCurrency - payCount)
- NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HighLadder_Currency, updCurrency)
- if isSysMsg:
- #通知客户端失去点数
- NotifyCode(curPlayer, "LostMoney", [ShareDefine.TYPE_Price_HighLadder_Currency, payCount])
- if isRefresh:
- tick = GameWorld.GetGameWorld().GetTick()
- HighLadderTube.SendHighLadderState(curPlayer, tick)
- return True, curCurrency, updCurrency
+# 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
@@ -6712,7 +6792,7 @@
#-------------------------------------------------------------------------------
## 设置保存功能事先计算好的属性值
-def SetCalcAttrListValue(curPlayer, funcIndex, allAttrList):
+def SetCalcAttrListValue(curPlayer, funcIndex, allAttrList, insidePerAttrDict={}):
# 设置值之前先清空重置
ClearCalcAttrListValue(curPlayer, funcIndex)
@@ -6732,32 +6812,34 @@
if playerID not in PyGameData.g_playerFuncAttrDict:
PyGameData.g_playerFuncAttrDict[playerID] = {}
funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
- funcAttrDict[funcIndex] = allAttrList
- #GameWorld.DebugLog("保存功能点属性: funcIndex=%s, %s" % (funcIndex, allAttrList))
+ funcAttrDict[funcIndex] = [allAttrList, insidePerAttrDict]
+ #GameWorld.DebugLog("保存功能点属性: funcIndex=%s, %s, %s" % (funcIndex, allAttrList, insidePerAttrDict))
return
def GetCalcAttrListValue(curPlayer, funcIndex):
## 获取功能点预先计算的所加属性值
attrList = [{} for _ in range(4)]
+ insidePerAttrDict = {}
if isinstance(funcIndex, int):
funcIndexList = [funcIndex]
elif isinstance(funcIndex, list):
funcIndexList = funcIndex
else:
- return attrList
+ return attrList, insidePerAttrDict
playerID = curPlayer.GetPlayerID()
if playerID not in PyGameData.g_playerFuncAttrDict:
- return attrList
+ return attrList, insidePerAttrDict
funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
for funcIndex in funcIndexList:
if funcIndex not in funcAttrDict:
continue
- funcAttrList = funcAttrDict[funcIndex]
+ funcAttrList, funcInsidePerAttrDict = funcAttrDict[funcIndex]
for i, attrDict in enumerate(attrList):
curAttrDict = funcAttrList[i]
AddAttrDictValue(attrDict, curAttrDict)
- return attrList
+ AddAttrDictValue(insidePerAttrDict, funcInsidePerAttrDict)
+ return attrList, insidePerAttrDict
## 重置缓存
def ClearCalcAttrListValue(curPlayer, funcIndex):
--
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