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 | 111 ++++++++++++++++++++++++++++++++++++++++++-------------
1 files changed, 84 insertions(+), 27 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 5d406a6..36a2e8f 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
@@ -3462,7 +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
@@ -3472,16 +3473,23 @@
return 0
# 初始点+升级点+境界点
setFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2)
-
+ fabaoAddPoint = GetFabaoAddPoint(curPlayer)
addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
for rangLVs, point in addPointDict.items():
if curLV < rangLVs[0]:
continue
- setFreePoint += point * (min(curLV, rangLVs[1]) - rangLVs[0] + 1)
+ 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 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'''
@@ -3561,7 +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
@@ -3579,9 +3587,9 @@
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
@@ -3630,6 +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")
@@ -3641,6 +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):
@@ -4084,15 +4116,18 @@
#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 +4135,19 @@
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 +4161,14 @@
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 +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)
@@ -4513,7 +4556,7 @@
for attrIndex, value in mfpAttrExDict.items():
mfpObj.AddCalcMFPAttr(attrIndex, value)
- mfpValue = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
+ 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
@@ -4555,15 +4598,14 @@
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:
+ 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
@@ -4576,6 +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
@@ -5162,6 +5205,7 @@
DoPlayerDead(curPlayer)
PlayerTJG.PlayerTJGReborn(curPlayer, tick)
+ GameObj.ClearPyPlayerState(curPlayer)
return
@@ -6692,7 +6736,20 @@
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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