From 8f9ba65c87a5f8cc0d59398638245ac1c788071e Mon Sep 17 00:00:00 2001 From: hch <305670599@qq.com> Date: 星期五, 29 三月 2019 15:44:34 +0800 Subject: [PATCH] Merge branch 'master' of http://192.168.0.87:10010/r/SnxxServerCode --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py | 329 +++++++++++++++--------------------------------------- 1 files changed, 95 insertions(+), 234 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 f615f5f..e043a34 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 @@ -1181,10 +1178,6 @@ 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 +1191,6 @@ 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) @@ -1451,11 +1442,6 @@ PlayerTruck.PlayerTruckDown(curPlayer, curTruck) 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) @@ -2777,7 +2763,9 @@ 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 +2976,6 @@ # 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 #=========================================================================== @@ -3425,7 +3409,7 @@ '''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() - + setFreePoint = GetAllPointByLV(curPlayer) curLV = curPlayer.GetLV() addDataDict = {'beforeFreePoint':beforeFreePoint} @@ -3434,30 +3418,6 @@ 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 #--------------------------------------------------------------------- @@ -3698,15 +3658,6 @@ 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 +3688,6 @@ 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 +3733,7 @@ # 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 # @@ -4022,51 +3972,72 @@ 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 + 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)], + } + lingGenQualityAttrList = [{} for _ in range(4)] + for pointAttrID, pointFuncInfo in pointValueInfo.items(): + pointValue = pointFuncInfo[0](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() + 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)) + + # 点数品质属性 + curPQLV = 0 + pqIntervalList = ipyData.GetPointQualityIntervalList() + for pqLV, pqValue in enumerate(pqIntervalList, 1): + if pointValue >= pqValue: + curPQLV = pqLV + else: + break + pointFuncInfo[1](curPlayer, curPQLV) + if not curPQLV: + continue + pqAttrID = ipyData.GetPointQualityAttrID() + pqAttrValueList = ipyData.GetPointQualityAttrValueList() + 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("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) + SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase, allAttrList) + SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty, lingGenQualityAttrList) return #--------------------------------------------------------------------- @@ -4156,7 +4127,6 @@ PlayerPet.CalcPetItemAddPlayerAttr(curPlayer) PlayerRune.RefreshRuneAttr(curPlayer) PlayerMagicWeapon.CalcMagicWeaponAttr(curPlayer) - PlayerMagicWeapon.CalcMagicWeaponSoulAttr(curPlayer) PlayerSuccess.CalcSuccessAttr(curPlayer) PlayerVip.CalcVIPAttr(curPlayer) PlayerRefineStove.CalcStoveAttr(curPlayer) @@ -4311,7 +4281,6 @@ # 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 = [] for funcIndex in ChConfig.CalcAttrFuncList: if funcIndex in ChConfig.CalcAttrExFuncListNoFightPower: @@ -4320,8 +4289,8 @@ 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]: + funcAttrInfoList.append([{} for _ in range(4)]) continue attrInfo = GetCalcAttrListValue(curPlayer, funcIndex) if attrInfo != notAttrList: @@ -4341,8 +4310,11 @@ # 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) + lingGenQualityAttrList = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty) funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase] = roleBaseAttrInfo + funcAttrInfoList[ChConfig.Def_CalcAttrFunc_LingGenQuailty] = lingGenQualityAttrList GameWorld.DebugLog("功能点属性: %s, %s" % (ChConfig.Def_CalcAttrFunc_RoleBase, roleBaseAttrInfo)) + GameWorld.DebugLog("功能点属性: %s, %s" % (ChConfig.Def_CalcAttrFunc_LingGenQuailty, lingGenQualityAttrList)) #self.PrintAttr(curPlayer, "基础后") @@ -4893,33 +4865,6 @@ #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 @@ -4960,10 +4905,10 @@ 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(), @@ -4991,6 +4936,12 @@ 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 #--------------------------------------------------------------------- @@ -5405,35 +5356,6 @@ 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 @@ -5679,43 +5601,6 @@ 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 @@ -6230,6 +6115,29 @@ #=============================================================================== +# 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--- ##玩家移动速度值, 不含buff对速度的影响; 功能等对速度的影响直接改变此值 @@ -6623,53 +6531,6 @@ #---功能层防御值---- 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) - -#---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) - - -## 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 ## 计算功能背包物品属性 # @param curPlayer 当前玩家 -- Gitblit v1.8.0