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 | 303 +++++++++++++++----------------------------------
1 files changed, 95 insertions(+), 208 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 ba63cc3..e043a34 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -55,9 +55,7 @@
import PlayerWing
import PlayerExpandPackCfgMgr
import PlayerWorldAverageLv
-import GameLogic_ManorWar
import PlayerActivity
-import HighLadderTube
import FBCommon
import PlayerViewCacheTube
import PassiveBuffEffMng
@@ -1180,10 +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:
@@ -1197,8 +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)
@@ -1450,11 +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)
@@ -2776,7 +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):
@@ -2987,10 +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
#===========================================================================
@@ -3424,7 +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}
@@ -3673,15 +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
@@ -3712,7 +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)
@@ -3758,7 +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
#
@@ -3997,51 +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
#---------------------------------------------------------------------
@@ -4285,7 +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:
@@ -4294,8 +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:
@@ -4315,8 +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")
@@ -4867,33 +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
@@ -4934,10 +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(),
@@ -4965,6 +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
#---------------------------------------------------------------------
@@ -5379,35 +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
@@ -5653,43 +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
@@ -6204,6 +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
@@ -6597,53 +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
--
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