From 8fe55d480d35dfcb76e68b31034fb2ba25c18b14 Mon Sep 17 00:00:00 2001 From: hch <305670599@qq.com> Date: 星期四, 23 五月 2019 20:12:37 +0800 Subject: [PATCH] 860312 去掉GM反隐形 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py | 302 +++++++++++++++++++++++++++++++++---------------- 1 files changed, 201 insertions(+), 101 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py index b6fc629..5d19629 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py @@ -62,13 +62,19 @@ ( Def_Buff_Replace_Better, # 相同typeid取最高,如果新的是低级的则不处理 Def_Buff_Replace_New, # 相同typeid替换最新,即使是低级的 -Def_Buff_Coexist, # 不同的释放者可共存 +Def_Buff_Recharge, # 若同类型buff存在不管等级高低,只给原buff充能只改变值或时间 ) = range(3) + +# CanRepeatTime字段百位数,同一个释放者只能存在同一个技能buff,不同释放者根据情况而定 +( +Def_Buff_Coexist, # 不同的释放者可共存,默认可同时存在 +Def_Buff_NoCoexist, # 不同的释放者亦不可共存,假设战士给别人加攻击buff,A战士加1级攻击BUFF,B战士加2级攻击BUFF,那么只能存在一个高级的2级攻击BUFF +) = range(2) Def_BuffValue_Count = 3 # buff记录的value个数 #游戏对象属性-------------------------------------------- -Def_Calc_AllAttrType_MAX = 129 +Def_Calc_AllAttrType_MAX = 135 #基本属性BUFF计算,顺序与 ObjProperty_AttrByIndex 对应,同时也为buff效果ID同步通知策划 TYPE_Calc_AttrList = ( TYPE_Calc_Metal, # 金 1 @@ -93,7 +99,7 @@ TYPE_Calc_SuperHitRate, # 暴击概率 18 TYPE_Calc_SuperHit, # 暴击伤害(固定值) 19 TYPE_Calc_SuperHitRateReduce, # 暴击概率抗性 20 -TYPE_Calc_SuperHitReducePer, # 暴击伤害减免 21 +TYPE_Calc_SuperHitReduce, # 暴击伤害减免固定值 21 TYPE_Calc_GreatHitRate, # 卓越一击几率 22 TYPE_Calc_GreatHit, # 卓越一击伤害倍率 23 @@ -101,9 +107,9 @@ TYPE_Calc_GreatHitReducePer, # 卓越一击伤害减免 25 TYPE_Calc_LuckyHitRate, # 会心一击几率 26 -TYPE_Calc_LuckyHit, # 会心一击伤害倍率 27 +TYPE_Calc_LuckyHit, # 会心一击伤害固定值 27 TYPE_Calc_LuckyHitRateReduce, # 会心一击概率抗性 28 -TYPE_Calc_LuckyHitReducePer, # 会心一击伤害减免 29 +TYPE_Calc_LuckyHitReduce, # 会心一击伤害减免固定值 29 TYPE_Calc_IgnoreDefRate, # 无视防御几率, 攻击时百分比无视目标的防御 30 TYPE_Calc_IgnoreDefRateReduce, # 无视防御概率抗性, 受击时减少对方的无视防御属性 31 @@ -156,15 +162,15 @@ TYPE_Calc_ReduceSkillCD, # 减技能CD TYPE_Calc_SkillAtkRate, # 技能攻击比例加成 TYPE_Calc_SkillAtkRateReduce, # 技能攻击比例减少 75 -TYPE_Calc_DamagePer, # 伤害输出计算百分比 -TYPE_Calc_AttrDamReduce, # 减少伤害 +TYPE_Calc_DamagePVP, # 伤害输出固定值 +TYPE_Calc_DamagePVPReduce, # 减少伤害固定值 TYPE_Calc_HurtPer, # 受伤计算百分比 TYPE_Calc_BleedDamage, # 流血伤害 TYPE_Calc_FinalHurt, # 最终固定伤害增加 80 TYPE_Calc_FinalHurtReduce, # 最终固定伤害减少 TYPE_Calc_DamagePerPVP, # 伤害输出计算百分比PVP TYPE_Calc_DamagePerPVPReduce, # 伤害输出计算百分比PVP减少 -TYPE_Calc_DamagePerPVE, # 伤害输出计算百分比PVE +TYPE_Calc_DamagePVE, # 伤害输出计算固定值PVE TYPE_Calc_NPCHurtAddPer, # 对怪物伤害加成 85 TYPE_Calc_JobAHurtAddPer, # 目标战士伤害加成 TYPE_Calc_JobBHurtAddPer, # 目标法师伤害加成 @@ -211,7 +217,12 @@ TYPE_Calc_NormalHurtPer, # 普通攻击加成 TYPE_Calc_FabaoHurt, # 法宝技能增伤 TYPE_Calc_FabaoHurtPer, # 法宝技能加成 - +TYPE_Calc_FinalHurtReducePer, # 最终伤害减少百分比 +TYPE_Calc_YinjiTime, # 每X秒自动消失一个印记 130 +TYPE_Calc_TheFBSkillsCD, # 减少指定技能组CD XX% +TYPE_Calc_BurnValue, # 灼烧固定伤害 +TYPE_Calc_BurnTimePer, # 延长灼烧时间百分比 +TYPE_Calc_SubSpeedPer, # 减移动速度百分比 ) = range(1, Def_Calc_AllAttrType_MAX) @@ -221,10 +232,6 @@ # 衰减递增的属性列表, 衰减递增算法: 1-(1-a1)*(1-a2); 非衰减递增算法: a1+a2 TYPE_Calc_DeclineList = [] -#TYPE_Calc_DeclineList = [TYPE_Calc_SuperHitReducePer, TYPE_Calc_LuckyHitRateReduce, TYPE_Calc_SkillAtkRateReduce, -# TYPE_Calc_AttrDamReduce, TYPE_Calc_DamagePerPVPReduce, -# TYPE_Calc_IgnoreDefRate, TYPE_Calc_IgnoreDefRateReduce, TYPE_Calc_DamChanceDef, -# TYPE_Calc_FaintRate, TYPE_Calc_FaintDefRate, TYPE_Calc_ProDefAbsorb] #宠物属性列表 Def_Pet_Attr = [] @@ -442,6 +449,7 @@ Def_Effect_ItemGiveHonor = 242 #使用道具给予荣誉 Def_Effect_ItemGiveWeekPartyPoint = 245 #使用道具给予七日巡礼积分 Def_Effect_ItemGiveWeekPartyPoint1 = 246 #使用道具给予节日巡礼积分 +Def_Effect_AddRealmExpRate = 251 #增加聚灵效率 #----以下未使用或代码依然存在的--- Def_Effect_ItemGiveGongXun = 1920 #使用道具给予功勋 Def_Effect_ItemGiveRuneJH = 1925 #使用道具给予符印精华 @@ -567,6 +575,7 @@ Def_Skill_Effect_SummonAttr = 1013 # 召唤兽属性 Def_Skill_Effect_BoomSeedID = 1014 # 引爆BUFF种子 Def_Skill_Effect_ReCD = 1016 # 重置CD +Def_Skill_Effect_Burn = 1034 # 灼烧 Def_Skill_Effect_RandWarn = 1061 # 随机预警 Def_Skill_Effect_AttackReplaceByNPCSeries = 1062 # 对指定系的伤害 Def_Skill_Effect_AvgHurtFMCnt = 1064 # NPC技能按仙盟成员数均摊伤害 @@ -574,7 +583,8 @@ Def_Skill_Effect_PowerPart = 1206 # 充能能量分段,触发即算一次充能,拉进度条蓄力 Def_Skill_Effect_ProcessAttack = 1314 # 间隔性攻击,A值为攻击次数,B值为是否广播客户端 Def_Skill_Effect_BuffTick = 9999 #BUFF的时间处理间隔 -Def_Skill_Effect_ProBloodPer = 4505 #buff中中毒伤害百分比增加(给受害者的buff) +Def_Skill_Effect_BurnToAddHP = 1091 #buff中灼烧伤害转化吸血给 放灼烧者 + #写死的技能效果ID------------NPC专用 Def_Skill_Effect_AttackMove = 2100 # NPC位移战斗 @@ -620,7 +630,8 @@ #---------需要记录在buff管理器中的效果ID,主要用于查找用--------------------------- -Def_BuffManager_EffectsID = [Def_Skill_Effect_ProBloodPer, Def_Skill_Effect_AbsorbShieldXMZJ, Def_Skill_Effect_StoreBlood] +Def_BuffManager_EffectsID = [Def_Skill_Effect_AbsorbShield, Def_Skill_Effect_AbsorbShieldXMZJ, + Def_Skill_Effect_StoreBlood, Def_Skill_Effect_BurnToAddHP, Def_Skill_Effect_BuffState] #------------------------------------------------------------------------- #基础属性效果ID @@ -636,9 +647,6 @@ # 非线性增加 #1015:("NoLinePlus", [TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax]), # 提高攻击力百分比 - # 非线性减少 - #1098:("NoLineReduce", [TYPE_Calc_AttrATKMax, TYPE_Calc_AttrATKMin, - # TYPE_Calc_AttrMATKMax, TYPE_Calc_AttrMATKMin]), # 降低攻击百分比 # 根据等级段线性增加,效果B值为等级段配置 500:("LinePlusByLV", [TYPE_Calc_HPCureEnhance]), # 提高血瓶恢复效果 @@ -755,7 +763,10 @@ Def_HurtType_Zhuxian, # 诛仙一击 13 Def_HurtType_ZhognjiZhansha, # 终极斩杀 14 Def_HurtType_DeadlyHit, # 致命一击 15 -) = range(1, 16) +Def_HurtType_ThumpHit, # 重击 16 +Def_HurtType_Yinji, # 印记 17 +Def_HurtType_Burn, # 灼烧 18 +) = range(1, 19) #Def_HurtType_SuckBlood, # 吸血 ( @@ -776,12 +787,18 @@ Def_ZhuXianEquiipType = xrange(Def_ItemType_ZXCloak, Def_ItemType_ZXWeapon4 + 1) # 技能造成实质性伤害的类型 -Def_RealAttack_Type = [Def_HurtType_Normal, # 普通伤害 1 - Def_HurtType_Parry, # 格挡 5 - Def_HurtType_DoubleHit, # 连击 6 - Def_HurtType_SuperHit, # 暴击 7 - Def_HurtType_LuckyHit, # 会心一击伤害 8 - Def_HurtType_RealmSupress, # 境界压制 11 +Def_RealAttack_Type = [ + Def_HurtType_Normal, # 普通伤害 1 + Def_HurtType_Parry, # 格挡 5 + Def_HurtType_DoubleHit, # 连击 6 + Def_HurtType_SuperHit, # 暴击 7 + Def_HurtType_LuckyHit, # 会心一击伤害 8 + Def_HurtType_RealmSupress, # 境界压制 11 + Def_HurtType_Zhuxian, # 诛仙一击 13 + Def_HurtType_DeadlyHit, # 致命一击 15 + Def_HurtType_ThumpHit, # 重击 16 + Def_HurtType_Yinji, + Def_HurtType_Burn, ] #--------------------------------------------------------------------- @@ -1105,14 +1122,6 @@ Def_PlayerCanAttackBalk = 1 #玩家攻击距离扩大N格子 Def_PlayerAttackDistZoom = 2 -#致命一击的攻击力是普通攻击的2倍 -Def_SuperHitPercent = 20000 -#幸运一击的攻击力相对普攻倍值 -Def_LuckyHitVal = 11000 -#卓越一击的攻击力相对普攻倍值 -Def_GreatHitVal = 12500 -#富豪一击的攻击力相对普攻倍值 -Def_FuhaoHitVal = 11000 #服务器统一使用万分率(用于计算百分比 10000为100%) Def_MaxRateValue = ShareDefine.Def_MaxRateValue Def_AtkSpeedBase = 1000.0 # 玩家攻击速度基础标准 1000毫秒 @@ -1159,6 +1168,7 @@ Def_Skill_HappenState_HitOn = 0x0001 # 必命中 Def_Skill_HappenState_SuperHit = 0x0002 # 必暴击 Def_Skill_HappenState_LuckyHit = 0x0004 # 必会心一击 +Def_Skill_HappenState_ThumpHit = 0x0008 # 必重击 #技能施法目标 @@ -1258,7 +1268,7 @@ Def_SkillType_PassivePlsBuff, #被动触发增益类buff 16 Def_SkillType_PassiveDepBuff, #被动触发减益类buff 17 Def_SkillType_PassiveActionBuff, #被动触发的控制类buff 18 - Def_SkillType_PassiveBuff, # 被动BUFF 19 + Def_SkillType_PassiveBuff, # 被动BUFF 19 (废弃,无此定义分散为其他buff) Def_SkillType_AttrSkill, # 属性类技能 20 Def_SkillType_PassiveLstPlsBuff, #被动触发持续增益类buff 21 Def_SkillType_PassiveLstDepBuff, #被动触发持续减益类buff 22 @@ -1273,7 +1283,7 @@ Def_SkillType_LstDepBuff : IPY_GameWorld.bfProcessDeBuff , #持续减益BUFF 4 Def_SkillType_PlsBuff : IPY_GameWorld.bfBuff , #增益BUFF 5 Def_SkillType_DepBuff : IPY_GameWorld.bfDeBuff , #减益BUFF 6 - Def_SkillType_PassiveBuff : IPY_GameWorld.btPassiveBuf, # 被动技能 7 + Def_SkillType_PassiveBuff : IPY_GameWorld.btPassiveBuf, # 被动技能 7 (废弃,无此定义分散为其他buff) Def_SkillType_Revive : IPY_GameWorld.bfIncBuff, #复活 8 Def_SkillType_Increment : IPY_GameWorld.bfIncBuff, #增值技能(不可清除)9 Def_SkillType_Aura : IPY_GameWorld.bfAura , #光环技能 10 @@ -1318,6 +1328,9 @@ Def_SkillType_Aura , #光环技能 10 Def_SkillType_Summon , #召唤 13 ] + +# 玩家独有的,NPC没有这些接口 +Def_BuffType_OnlyPlayer = [IPY_GameWorld.bfIncBuff, IPY_GameWorld.btPassiveBuf, IPY_GameWorld.bfEquipBuff, IPY_GameWorld.bfMapBuff] # Buff层级增减定义 Def_BuffLayer_Add = 0 # 每次触发层级递增 @@ -1762,8 +1775,8 @@ Def_FBMapID_SealDemonEx = 52020 #诛仙BOSS Def_FBMapID_ZhuXianBoss = 31380 -#诛仙塔 -Def_FBMapID_ZhuXianTower = 31370 +#天星塔 +Def_FBMapID_SkyTower = 31370 #仙魔之争 Def_FBMapID_XMZZ = 31010 #神兽副本 @@ -1784,16 +1797,28 @@ Def_FBMapID_HorsePetBoss = 31200 #缥缈宝藏 Def_FBMapID_FairyTreasure = 31190 +#跨服灵草园 +Def_FBMapID_CrossGrasslandLing = 32040 +#跨服仙草园 +Def_FBMapID_CrossGrasslandXian = 32050 #注册上传跨服服务器数据后直接进入跨服服务器的地图 -RegisterEnter_CrossServerMapIDList = [Def_FBMapID_CrossPenglai, Def_FBMapID_CrossDemonKing] +RegisterEnter_CrossServerMapIDList = [Def_FBMapID_CrossPenglai, Def_FBMapID_CrossDemonKing, Def_FBMapID_CrossGrasslandLing, Def_FBMapID_CrossGrasslandXian] #跨服地图 -Def_CrossMapIDList = [Def_FBMapID_CrossRealmPK, Def_FBMapID_CrossPenglai, Def_FBMapID_CrossDemonKing] -#跨服分区对应地图配置表名 +Def_CrossMapIDList = [Def_FBMapID_CrossRealmPK, Def_FBMapID_CrossPenglai, Def_FBMapID_CrossDemonKing, Def_FBMapID_CrossGrasslandLing, Def_FBMapID_CrossGrasslandXian] +#跨服分区类型配置, 没配置的默认 CrossZoneComm +Def_CrossZoneTypeName = {0:"CrossZoneComm", # 特殊0,默认常规分区 + Def_FBMapID_CrossPenglai:"CrossZoneComm", + Def_FBMapID_CrossRealmPK:"CrossZonePK", + Def_FBMapID_CrossDemonKing:"CrossZonePK", + Def_FBMapID_CrossGrasslandLing:"CrossZonePK", + Def_FBMapID_CrossGrasslandXian:"CrossZonePK", + } +#跨服分区对应地图配置表名 - 仅适用于固定地图及虚拟分线的跨服玩法 Def_CrossZoneMapTableName = {Def_FBMapID_CrossPenglai:"CrossPenglaiZoneMap", } #需要动态分配线路的跨服地图 -Def_CrossDynamicLineMap = [Def_FBMapID_CrossDemonKing] +Def_CrossDynamicLineMap = [Def_FBMapID_CrossDemonKing, Def_FBMapID_CrossGrasslandLing, Def_FBMapID_CrossGrasslandXian] #副本关闭时未拾取的物品邮件发放给玩家 #这里只有需要的副本才配置,不做默认逻辑,防止某些副本实际不能给导致刷物品,如麒麟之府 @@ -1885,9 +1910,10 @@ 'XMZZ':[Def_FBMapID_XMZZ], #仙魔之争 'CrossRealmPK':[Def_FBMapID_CrossRealmPK], #跨服竞技场 'CrossDemonKing':[Def_FBMapID_DemonKing, Def_FBMapID_CrossDemonKing], #妖王 + 'CrossGrassland':[Def_FBMapID_CrossGrasslandLing, Def_FBMapID_CrossGrasslandXian], #草园 'GatherSoul':[Def_FBMapID_GatherSoul],#聚魂副本 'ZhuXianBoss':[Def_FBMapID_ZhuXianBoss],#诛仙BOSS - 'ZhuXianTower':[Def_FBMapID_ZhuXianTower],#诛仙塔 + 'SkyTower':[Def_FBMapID_SkyTower],#天星塔 'AllFamilyBoss':[Def_FBMapID_AllFamilyBoss],#多仙盟BOSS 'HorsePetBoss':[Def_FBMapID_HorsePetBoss],#骑宠BOSS 'FairyTreasure':[Def_FBMapID_FairyTreasure],#缥缈宝藏 @@ -2386,6 +2412,8 @@ EquipPlace_Special = [ShareDefine.retNeck, ShareDefine.retFairyCan, ShareDefine.retFairyCan2, ShareDefine.retJade] ## 装备位 - 所有基础 EquipPlace_Base = EquipPlace_BaseWeapon + EquipPlace_BaseArmor +## 装备位 - 灵器 +EquipPlace_LingQi = [ShareDefine.retWing, ShareDefine.retGuard1, ShareDefine.retPeerlessWeapon, ShareDefine.retPeerlessWeapon2] #装备物品位置,不需要重刷属性 EquipItemNoRefreshState = [ @@ -2397,15 +2425,14 @@ # 需要广播外观的装备部位(除了境界装备3部位) Def_SyncEquipStateByIndex = [ - ShareDefine.retWing, #11 翅膀 + ShareDefine.retWing, #13 翅膀 ShareDefine.retGuard1, #14 守护1 ShareDefine.retHorse, #19 坐骑 ] #--------------------------------------------------------------------- #特殊物品光环,永久存在 -Def_SuperBuffList = [ - ] +Def_SuperBuffList = [] #------------------------------------------------------------ @@ -2982,6 +3009,7 @@ Def_NPC_Dict_TimeLostHPTick = 'TimeLostHPTick' # 上次按时间掉血tick Def_NPC_Dict_TimeLostHPPlayerCountTick = 'TimeLostHPPlayerCountTick ' # 上次刷新按时间掉血人数tick Def_NPC_Dict_TimeLostHPPlayerCount = 'TimeLostHPPlayerCount' # 按时间掉血有效人数 +Def_NPC_Dict_TimeLostHPFightPower = 'TimeLostHPFightPower' # 按时间掉血战力 #玩家状态定义,不能超过31个,如超过,需扩展多个key支持 Def_PlayerStateList = ( @@ -2998,18 +3026,32 @@ Def_PlayerState_LimitSkill, # 禁魔状态 10 Def_PlayerState_LimitAddHP, # 禁疗状态 11 Def_PlayerState_Blind, # 致盲状态 12 - Def_PlayerState_LoseBlood1, # 职业1持续掉血状态 13 + Def_PlayerState_Burn, # 灼烧 13 Def_PlayerState_LoseBlood2, # 职业2持续掉血状态 14 Def_PlayerState_LoseBlood3, # 职业3持续掉血状态 15 Def_PlayerState_MissSneerAtk, # 对嘲讽攻击免疫表现为miss 16 Def_PlayerState_BeInAir, # 浮空(做法同眩晕类) 17 -) = range(18) + Def_PlayerState_zqdlj, # 紫气东来金灵根技能状态 18 + Def_PlayerState_Ice, # 寒冰状态(同减速) 19 +) = range(20) #---SetDict 含NPC字典KEY,不存于数据库--- Def_GameObjKey_InheritOwner = "InheritOwner" # 类暴风雪计算时用主人属性 #---SetDict 玩家字典KEY,不存于数据库--- # key的长度不能超过29个字节 +Def_PlayerKey_BurnOwnerID = "burnOwnerID" # 灼烧BUFF特殊处理,部分buff跟随灼烧消失 +Def_PlayerKey_SkillInDelBuff = "SkillInDelBuff" # buff中释放技能添加buff要特殊记录给后续处理,直接删除/添加会导致错乱 +Def_PlayerKey_TheFBSkillsCD = "TheFBSkillsCD" # 减少指定技能组CD XX% +Def_PlayerKey_BurnValue = "BurnValue" # 灼烧固定伤害 +Def_PlayerKey_BurnTimePer = "BurnTimePer" # 延长灼烧时间百分比 +Def_PlayerKey_SubSpeedPer = "SubSpeedPer" # 减移动速度百分比 +Def_PlayerKey_YinjiCnt = "YinjiCnt" # 当前印记数 +Def_PlayerKey_LostYinjiTime = "LostYinjiTime" # 每X秒自动消失一个印记 +Def_PlayerKey_1314HurtCount = "1314cnt" # 类剑刃风暴技能的1314效果,伤害次数处理 +Def_PlayerKey_FirstDefender = "FDID" # 第一个防守者,只用于比较 +Def_PlayerKey_SelectObjID = "selectID" # 锁定模式选中,不用SetActionObj +Def_PlayerKey_SelectObjType = "selectType" # 锁定模式选中 Def_PlayerKey_NormalHurt = "NormalHurt" # 属性普通攻击增伤:普通攻击附加的固定值伤害 Def_PlayerKey_NormalHurtPer = "NormalHurtPer" # 属性普通攻击加成:普通攻击附加的伤害百分比 Def_PlayerKey_FabaoHurt = "FabaoHurt" # 属性法宝技能增伤:法宝技能攻击附加的固定值伤害 @@ -3022,26 +3064,24 @@ Def_PlayerKey_LockHPSkillID = "LockHPSkillID" # 锁血功能的技能 Def_PlayerKey_GodWeaponBeforeProDef = "GWBPD" # 神兵护盾被攻击前的值 Def_PlayerKey_curHurtValue = "curHurtValue" # 计算中的临时伤害值,技能特殊用 -Def_PlayerKey_DefenderObjID = "DefenderObjID" # 后续触发技能需要用到的对象ID,暂用于玩家 Def_PlayerKey_SomersaultTime = "Somersault" # 翻滚一定时间内无敌,表现为MISS Def_PlayerKey_CopyFuncAttr = "CopyFuncAttr%s" # 玩家属性刷新中的计算属性缓存,便于buff刷新计算 Def_Player_RefreshAttrByBuff = "PlayerAttrByBuff" # 玩家属性刷新功能属性缓存,便于buff刷新计算, 间隔刷新 +Def_Player_HadRefreshAttr = "HadRefreshAttr" # 玩家在本地图是否刷新过属性 Def_PlayerKey_ClientCustomScene = "ClientCustomScene" # 客户端自定义场景状态 +Def_PlayerKey_ClientCustomSceneMapID = "ClientCustomSceneMapID" # 客户端自定义场景地图ID +Def_PlayerKey_ClientCustomSceneLineID = "ClientCustomSceneLineID" # 客户端自定义场景功能线路ID Def_PlayerKey_ChangeMapID = "ChangeMapID" # 请求切换的地图ID Def_PlayerKey_ResetFBLinePosX = "ResetFBLinePosX" # 请求切换副本多合一地图功能线路ID Def_PlayerKey_ResetFBLinePosY = "ResetFBLinePosY" # 请求切换副本多合一地图功能线路ID Def_PlayerKey_AttackFollowMaster = "FollowAtk" # 召唤兽跟随攻击 Def_PlayerKey_MoreHurtValue = "MoreHurtValue" # 额外的伤害值,一般用于不走公式 Def_PlayerKey_BloodShiledHurt = "BSHurt" # 伤害值用于血盾抵消 -Def_PlayerKey_AbsorbShieldValue = "AbsorbShieldValue" # 麒麟盾吸收减免伤害百分比 -Def_PlayerKey_AbsorbValue = "AbsorbValue" # 麒麟盾吸收的单次伤害 -Def_PlayerKey_StartEquipCnt = "StartEquipCnt" # 珍品数量 Def_PlayerKey_TJGPackFullAfterEat = "TJGFullEat" # 脱机挂吞噬后背包依然满的情况 Def_PlayerKey_TJGStartTime = "TJGStartTime" # 脱机挂结算时间起点 Def_PlayerKey_EquipTime = "EquipTime" # 时效装备 Def_PlayerKey_PowerPartTime = "PowerPartTime" # 蓄力每次消耗时间,因攻速改变 Def_PlayerKey_PowerPartCount = "PowerPartCount" # 蓄力技能能量次数 -Def_PlayerKey_ClientMaxHurtValue = "CMaxHValue" # 缓存单次技能攻击的最大伤害, 减少计算量 Def_Player_RefreshAttr = "Player_RefreshAttr" # 玩家刷新属性标志 Def_PlayerKey_LoadMapIsLogin = 'LoadMapIsLogin' # 本次进入地图是否是登录的 Def_PlayerKey_NotifyAllAttrState = 'NotifyAllAttrState' # 是否同步过所有属性,切图时第一次刷属性需要同步 @@ -3063,6 +3103,7 @@ Def_PlayerKey_TransMoneyType = 'TransMoneyType' # 扣除的金钱类型 Def_PlayerKey_TransTick = 'TransTick' # 传送tick Def_PlayerKey_SyncVIPKillNPCLVInfo = 'SyncVIPKillNPCLVInfo' # 击杀NPC增加VIP杀怪等级经验信息同步开关 +Def_PlayerKey_RequestEnterCrossServerTick = 'RequestEnterCrossServerTick' # 上次请求进入跨服tick Def_PlayerKey_FamilyArrestQueryState = 'ArrestQueryState' # 家族悬赏任务完成查询状态 Def_PlayerKey_Frist_Lock = "Frist_Lock" # 是否接受了任务1 @@ -3107,8 +3148,9 @@ Def_PlayerKey_AttrComboDamPer = "ComboDamPer" #连击伤害 Def_PlayerKey_SkillAtkRateReduce = "SkillAtkRateReduce" #技能攻击比例减少 Def_PlayerKey_AttrDropEquipPer = "DropEquipPer" #装备掉率 -Def_PlayerKey_AttrDamagePer = "DamagePer" #伤害输出计算百分比 -Def_PlayerKey_AttrDamagePerPVE = "DamagePerPVE" #伤害输出计算百分比PVE +Def_PlayerKey_AttrDamagePVP = "DamagePVP" #PVP固定伤害输出 +Def_PlayerKey_AttrDamagePVPReduce = "DamagePVPReduce" #PVP固定伤害减少 +Def_PlayerKey_AttrDamagePVE = "DamagePVE" #伤害输出计算固定值PVE Def_PlayerKey_AttrDamagePerPVP = "DamagePerPVP" #伤害输出计算百分比PVP Def_PlayerKey_AttrDamagePerPVPReduce = "DamagePerPVPReduce" #伤害输出计算百分比PVP减少 Def_PlayerKey_AttrHurtPer = "AttrHurtPer" #受伤计算百分比 @@ -3140,11 +3182,7 @@ Def_PlayerKey_ContendNPCObjID = "ContendNPCObjID" #竞争归属的NPC实例ID Def_PlayerKey_AreaRewardMultiple = "AreaRewardMultiple" #玩家所在区域福利倍值,默认1 Def_PlayerKey_AttrActivatyNotify = "AttrActivatyNotify" # 属性激活提示类型 -Def_PlayerKey_AttrActivatyRecordStarLV = "AttrActivatyRecordStarLV" # 属性激活记录 - 强化星级 -Def_PlayerKey_AttrActivatyRecordStoneLV = "AttrActivatyRecordStoneLV" # 属性激活记录 - 宝石星级 -Def_PlayerKey_AttrActivatyRecordQualityECnt = "AttrActivatyRecordQualityECnt" # 属性激活记录 - 卓越装备件数 -Def_PlayerKey_AttrActivatyRecordSuiteCnt = "AttrActivatyRecordSuiteCnt" # 属性激活记录 - 套装件数 -Def_PlayerKey_AttrActivatyRecordQualityCnt = "AttrActivatyRecordQualityCnt" # 属性激活记录 - 卓越条数 +Def_PlayerKey_EquipOrangeCount = "EquipOrangeCount" # 装备信息 - 橙装及以上件数 Def_PlayerKey_LastHurt = "PlayerLastHurt" # 最后补刀 Def_PlayerKey_AddBackHPPer = "AddBackHPPer" #增加生命恢复效果 Def_PlayerKey_ReduceBackHPPer = "ReduceBackHPPer" #降低生命恢复效果 @@ -3156,13 +3194,13 @@ Def_PlayerKey_JobAAtkReducePer = "JobAAtkReducePer" # 战士攻击伤害减免 Def_PlayerKey_JobBAtkReducePer = "JobBAtkReducePer" # 法师攻击伤害减免 Def_PlayerKey_JobCAtkReducePer = "JobCAtkReducePer" # 弓手攻击伤害减免 -Def_PlayerKey_LuckyHitReducePer = "LuckyHitReducePer" # 会心一击伤害减免 +Def_PlayerKey_LuckyHitReduce = "LuckyHitReduce" # 会心一击伤害减免固定值 Def_PlayerKey_GreatHitReducePer = "GreatHitReducePer" # 卓越一击伤害减免 -Def_PlayerKey_SuperHitReducePer = "SuperHitReducePer" # 致命一击伤害减免 +Def_PlayerKey_SuperHitReduce = "SuperHitReduce" # 暴击伤害减免固定值 Def_PlayerKey_IgnoreDefReducePer = "IgnoreDefReducePer" # 无视防御伤害减免 Def_PlayerKey_LuckyHitRateReduce = "LuckyHitRateReduce" # 抗会心一击概率 Def_PlayerKey_GreatHitRateReduce = "GreatHitRateReduce" # 抗卓越一击概率 -Def_PlayerKey_SuperHitRateReduce = "SuperHitRateReduce" # 抗致命一击概率 +Def_PlayerKey_SuperHitRateReduce = "SuperHitRateReduce" # 抗暴击概率 Def_PlayerKey_IgnoreDefRateReduce = "IgnoreDefRateReduce" # 抗无视防御概率 Def_PlayerKey_LastHurtValue = "LastHurtValue" # 最后一次伤害值 Def_PlayerKey_LastHurtNPCObjID = "LastHurtNPCObjID" # 最后攻击的NPCObjID @@ -3170,6 +3208,7 @@ Def_PlayerKey_ReduceSkillCDPer = "ReduceSkillCDPer" # 减技能CD万分率 Def_PlayerKey_CommMapExpRate = "CommMapExpRate" # 常规地图经验倍率加成 Def_PlayerKey_FinalHurtPer = "FinalHurtPer" # 最终伤害百分比 +Def_PlayerKey_FinalHurtReducePer = "FHReducePer" # 最终伤害减免百分比 Def_PlayerKey_FuhaoHitRate = "FuhaoHitRate" # 富豪一击概率 Def_PlayerKey_FinalHurt = "FinalHurt" # 最终固定伤害增加 Def_PlayerKey_BleedDamage = "BleedDamage" # 流血伤害 @@ -3330,12 +3369,15 @@ Def_Player_Dict_FBFirstEnterRecord = "FBFEntRec" # 记录副本是否参与过,按位0 1 存储表示 Def_FBStar_MaxKeyCnt = 5 # 暂时每个副本ID支持9*5个lineID记录 Def_Player_Dict_ReqFBFuncLine = "ReqFBFuncLine" # 请求进入的副本功能线路 +Def_Player_Dict_ReqCrossFBZoneID = "ReqCrossFBZoneID" # 请求进入跨服的跨服分区ID +Def_Player_Dict_ReqCrossFBFuncLine = "ReqCrossFBFuncLine" # 请求进入跨服的副本功能线路 Def_Player_Dict_TeamFBAverageLV = "TeamFBAverageLV" # 请求进入的组队副本平均等级, 临时用,进入副本设置完后删除 Def_Player_Dict_TeamFBMaxLV = "TeamFBMaxLV" # 请求进入的组队副本最大等级, 临时用,进入副本设置完后删除 Def_Player_Dict_TeamFBPlayerCnt = "TeamFBPlayerCnt" # 请求进入的组队副本玩家个数, 临时用,进入副本设置完后删除 Def_Player_Dict_ReqFBMissionID = "ReqFBMissionID" # 请求进入副本的任务ID Def_Player_Dict_ReqFBMissionType = "ReqFBMissionType" # 请求进入副本的任务类型 Def_Player_Dict_PlayerFBStar_MapId = "FBStar_%s_%s" # 副本星级星级信息, 参数为[mapID, key编号], 按位存储每个lineID对应的星级 +Def_Player_Dict_CustomSceneStartTime = "ClientFBStartTime_%s_%s" # 前端自定义场景开始time, 参数(mapID, lineID), 0-无,2-已结束,其他-time值 Def_Player_Dict_EnterFbCntDay = "EnterFbCntDay_%s" # 今日进入副本次数, 参数为副本ID Def_Player_Dict_BuyFbCntDay = "BuyFbCntDay_%s" # 今日购买副本进入次数, 参数为副本ID Def_Player_Dict_RecoverFbCnt = "RecoverFbCnt_%s" # 今日找回的副本次数, 参数为副本ID @@ -3423,7 +3465,7 @@ Def_PDict_OnlinePrizeNote = "OnlinePrizeNote%s" # 当日在线奖励领取信息,记录信息 参数天数 - +Def_PDict_EquipViewCacheState = "EquipViewCacheState" # 本次上线是否同步过装备缓存 Def_PDict_DayOnlineTime = "OnlineTime" # 当日在线时长 Def_PDict_OnlineStartTick = "OnlineStartTime" # 在线计算时间 Def_PDict_LVAwardGetRecord = "LVAwardGetRecord" # 等级奖励领取信息记录,按二进制位标示 @@ -3448,7 +3490,8 @@ Def_PDict_KillPlayerAddActive = "KillPlayerAddActiveByDay" # 杀人每日获得活跃度 Def_PDict_LoginDayCnt = "PLoginDayCnt" # 累计登陆天数 Def_PDict_LoginDayAward = "PLoginDayAward" # 累计登陆领取情况 -Def_PDict_CollNpcIDCollTime = "CollNpcIDCollTime_%s" # 采集NPCID对应每日对应采集次数,%sNPCID +Def_PDict_CollNpcIDCollTime = "NPCIDCollTime_%s" # 采集NPCID对应每日对应采集次数,%sNPCID +Def_PDict_CollNpcIDCollTimeTotal = "NPCIDCollTimeTotal_%s" # 采集NPCID对应对应采集总次数,%sNPCID Def_PDict_ShopItemDayBuyCnt = "ShopItemDayBuyCnt_%s" # 商店NPC商品已购买次数,itemIndex Def_PDict_ShopItemStartTime = "ShopItemStartTime_%s" # 神秘限购商品开卖时间,itemIndex Def_PDict_MysticalShopGoods = "MysticalShopGoods_%s" # 神秘商店商品ID,索引 @@ -3468,6 +3511,8 @@ Def_PDict_AddPointValue = "AddPointValue_%s" # 已加属性点数, 参数(属性ID) Def_PDict_AttrFruitEatCnt = "AttrFruitEatCnt_%s" # 已吃属性果实个数,参数为物品id Def_PDict_AttrFruitAddValue = "AttrFruitAddValue_%s" # 已吃属性果实增加的属性,参数为物品id +Def_PDict_AttrFruitAddItemCnt = "FruitAddItemCnt_%s" # 已吃增幅丹个数,参数为果实物品id + Def_PDict_NobleLV = "NobleLV" # 贵族等级, 0位为不同贵族模式版本切换标记位, 从1位开始表示每种等级贵族开通情况, 1-已开通过;9-永久 Def_PDict_NobleEndTime = "NobleEndTime_%s" # 贵族到期结束时间<单位s>, 参数为贵族等级, 从1开始 @@ -3484,6 +3529,7 @@ Def_PDict_RecoverGainLastTime = "RecoverGainLastTime" # 上一次资源找回时的时间 Def_PDict_NPCKillCount = "NPCKillCount_%s" # NPC已击杀次数, 参数(NPCID) CCBBAA, AA存储公共装备次数,BB存储公共ID次数,CC存储私有次数 +Def_PDict_NPCAttackCount = "NPCAttackCount_%s" # NPC已攻击次数, 参数(NPCID) Def_PDict_RedPacketInviteGet = "RedPacketInviteGet" # 红包邀请领取 Def_PDict_RedPacketGetState = "RedPacketGetState" # 红包领取状态 @@ -3522,14 +3568,18 @@ Def_PDict_RunTaskNextMissionID = "RunTaskNextMissionID_%s" # 跑环本轮结束下个任务ID 参数任务类型 #强化 +Def_PDict_TotalPlusLV = "TotalPlusLV" # 总强化等级 Def_PDict_EquipPartPlusLV = "EPPlusLV_%s_%s" # 装备部位对应公共强化星级,参数为(packType, index) Def_PDict_EquipActiveStarLV = "EquipActiveStarLV" #装备已激活总强化等级 Def_PDict_EquipPartProficiency = "EPProf_%s_%s" # 装备部位对应公共强化熟练度,参数为(packType, index) Def_PDict_EquipPartPlusEvolveLV = "EPPlusEvolveLV_%s_%s" # 装备部位对应公共强化进化等级,参数为(packType, index) +Def_PDict_TotalPlusEvolveLV = "TotalPlusEvolveLV" # 装备部位对应公共强化进化总等级 # 宝石 Def_PDict_EquipPartStoneID = "StoneID_%s_%s" # 装备位_孔位存储宝石ID*10+是(1)否(0)绑定 +Def_PDict_TotalStoneLV = "TotalStoneLV" # 装备位宝石总等级 # 装备洗练, 暂不区分背包类型,如果有不同背包,策划设定不同的装备位 +Def_PDict_TotalEquipWashLV = "TotalEquipWashLV" # 装备部位洗练总等级 Def_PDict_EquipWashLV = "EquipWashLV_%s" # 装备部位洗练等级,参数为(place) Def_PDict_EquipWashValue = "EquipWashV_%s_%s" # 装备部位洗练当前值,参数为(place, 属性编号) Def_PDict_EquipWashValueTemp = "EquipWashVT_%s_%s" # 装备部位洗练当前临时洗练值,参数为(place, 属性编号) @@ -3538,6 +3588,7 @@ Def_PDict_BZZD_TotalFightExp = "BZZD_TExp" # 最后一次进入副本挑战获得总经验, 领取多倍奖励时用 Def_PDict_BZZD_TotalFightExpPoint = "BZZD_TExpPoint" # 最后一次进入副本挑战获得总经验点, 领取多倍奖励时用 Def_PDict_BZZD_FirstEnterExpTime = "BZZD_FirstEnterExpTime" # 首次进入经验保底补差时长,可用于判断是否首次进入 +Def_PDict_BZZD_HistoryEnterCnt = "BZZD_HistoryEnterCnt" # 历史进入总次数 # 公共CD副本扫荡 Def_PDict_PubCDFBS_Time = "PCDFBS_%s_Time" # 开始扫荡时间, 参数(公共组编号) @@ -3562,6 +3613,8 @@ Def_Player_Dict_ZhuXianTowerPassLV = "ZhuXianTowerPassLV" # 诛仙塔已通关层数 Def_Player_Dict_ZhuXianTowerLastFloor = "ZhuXianTowerLastFloor" # 诛仙塔上次挑战层数 Def_Player_Dict_ZhuXianTowerCostTime = "ZhuXianTowerCostTime" # 诛仙塔通关时间 +#天星塔 +Def_Player_Dict_SkyTowerFloor = "SkyTowerFloor" # 天星塔已通关层数 #古神禁地 Def_Player_Dict_GodArea_Anger = "GodArea_Anger" # 古神禁地怒气值 @@ -3818,6 +3871,8 @@ Def_PDict_RealmExp = "RealmExp" #境界修为池总经验 Def_PDict_RealmExpPoint = "RealmExpPoint" #境界修为池总经验点 Def_PDict_RealmExpBeginTime = "RealmExpBeginTime" #境界修为池经验开始计时时间 +Def_PDict_RealmExpBuffRemainTime = "RealmExpBuffRemainTime" #境界修为池经验buff剩余时间 +Def_PDict_RealmExpBuffAddRate = "RealmExpBuffAddRate" #境界修为池经验增加百分比(万分率) #法宝 Def_PDict_MagicWeaponIsWear = "MagicWeaponIsWear_%s" #法宝佩戴状态 参数法宝ID @@ -3829,9 +3884,11 @@ #炼丹炉 Def_PDict_AlchemyLV = "AlchemyLV" #炼丹等级 Def_PDict_AlchemyExp = "AlchemyExp" #炼丹经验 -Def_PDict_AlchemyCount = "AlchemyCount_%s" #特殊炼丹次数产出设定已累计次数, 参数(配方ID) -Def_PDict_AlchemyCountSpec = "AlchemyCountSpec_%s" #特殊炼丹次数产出设定已累计次数, 参数(配方ID) -Def_PDict_AlchemyOutputCount = "AlchemyOutputCount_%s" #炼丹特殊产出物品已产出次数,参数(物品ID) +Def_PDict_AlchemyLearnState = "AlchemyLearnState%s" #丹方是否已学习 +Def_PDict_AlchemyItemID = "AlchemyItemID_%s" #炼丹中的丹药ID 参数丹药类型 +Def_PDict_AlchemyStartTime = "AlchemyStartTime_%s" #炼丹开始时间 参数丹药ID +Def_PDict_AlchemyCnt = "AlchemyCnt%s" #丹药炼丹次数 + Def_PDict_AlchemyPrayCnt = "AlchemyPrayCnt" #炼丹祈福次数 Def_PDict_GFPassiveIndex = "GFP_%s_%s" # 被动功法 页数-索引 @@ -3865,6 +3922,7 @@ Def_PDict_DogzBuyHelpbattleCount = "DogzBuyHelpbattleCount" # 额外购买的神兽助战位 #装备部位星数 +Def_PDict_TotalEquipStar = "TotalEquipStar" #装备部位星数总数 Def_PDict_EquipPartStar = "EQPartStar_%s" #装备部位星数 参数 装备背包格子索引 #缥缈仙域 @@ -3874,6 +3932,15 @@ Def_PDict_FairyDomainEnergy = "FairyDomainEnergy" #体力值 Def_PDict_FairyDomainVisitCnt = "FairyDomainVisitCnt" #寻访总次数 Def_PDict_FairyAdventuresData = "FairyAdventuresData_%s" #奇遇数值 唯一ID*100+档位 参数事件ID +Def_PDict_FairyDomainEventAppearCnt = "FDEventAppearCnt%s" #事件出现次数 参数事件ID AAABBB BBB:小时段出现次数 AAA:今日出现次数 + +#草园 +Def_PDict_GrasslandNPCCount = "GrasslandNPCCount_%s" #草园NPCID个数,参数NPCID +Def_PDict_GrasslandDropCount = "GrasslandDropCount_%s" #草园掉落统计,参数编号,记录格式 itemID*100+dropCount + +#五行专精 +Def_PDict_SkillElementID = "SkillElementID%s" #主技能选择的专精技能 参数主技能ID +Def_PDict_SkillElementLV = "SkillElementLV%s" #专精技能技能等级 参数技能ID #------------------------------------------------------------------------------- #可以从07 41封包购买的背包类型,和对应字典{背包类型:[字典key, 默认格子数]} @@ -3939,8 +4006,8 @@ AttrName_PoisonDef = "PoisonDef" # 毒防 AttrName_ThunderDef = "ThunderDef" # 雷防 AttrName_WindDef = "WindDef" # 风攻 -AttrName_DamReducePer = "DamReduce" # 伤害吸收 -AttrName_DamagePer = "DamagePer" # 增加伤害 +AttrName_DamagePVPReduce = "DamagePVPReduce" # PVP固定减伤 +AttrName_DamagePVP = "DamagePVP" # pvp固定伤害 AttrName_Speed = "Speed" # 移动速度 AttrName_BothAtk = "BothAtk" # 双攻物魔 AttrName_Hit = "Hit" # 命中 @@ -3948,7 +4015,7 @@ AttrName_GreatHitRate = "GreatHitRate" # 卓越一击几率 AttrName_GreatHit = "GreatHit" # 卓越一击伤害倍率 AttrName_LuckyHitRate = "LuckyHitRate" # 会心一击几率 -AttrName_LuckyHit = "LuckyHit" # 会心一击伤害倍率 +AttrName_LuckyHit = "LuckyHit" # 会心一击伤害固定值 AttrName_IgnoreDefRate = "IgnoreDefRate" # 无视防御几率 AttrName_AtkSpeed = "AtkSpeed" # 攻击速度 AttrName_ReduceSkillCD = "ReduceSkillCD" # 减技能CD值 @@ -3965,8 +4032,8 @@ AttrName_GameExpRate = "GameExpRate" # 游戏事件经验倍率 AttrName_SkillAtkRate = "SkillAtkRate" # 技能伤害加成 (用作伤害加成) AttrName_AtkBackHPPer = "AtkBackHPPer" # 攻击回复血量比率 -AttrName_SuperHit = "SuperHit" # 致命一击伤害 -AttrName_SuperHitRate = "SuperHitRate" # 致命一击概率 +AttrName_SuperHit = "SuperHit" # 暴击伤害固定值 +AttrName_SuperHitRate = "SuperHitRate" # 暴击概率 AttrName_NPCHurtAddPer = "NPCHurtAddPer" # 对怪物伤害加成 AttrName_JobAHurtAddPer = "JobAHurtAddPer" # 目标战士伤害加成 AttrName_JobBHurtAddPer = "JobBHurtAddPer" # 目标法师伤害加成 @@ -3975,13 +4042,13 @@ AttrName_JobAAtkReducePer = "JobAAtkReducePer" # 战士攻击伤害减免 AttrName_JobBAtkReducePer = "JobBAtkReducePer" # 法师攻击伤害减免 AttrName_JobCAtkReducePer = "JobCAtkReducePer" # 弓手攻击伤害减免 -AttrName_LuckyHitReducePer = "LuckyHitReducePer" # 会心一击伤害减免 +AttrName_LuckyHitReduce = "LuckyHitReduce" # 会心一击伤害减免固定值 AttrName_GreatHitReducePer = "GreatHitReducePer" # 卓越一击伤害减免 -AttrName_SuperHitReducePer = "SuperHitReducePer" # 致命一击伤害减免 +AttrName_SuperHitReduce = "SuperHitReduce" # 暴击伤害减免固定值 AttrName_IgnoreDefReducePer = "IgnoreDefReducePer" # 无视防御伤害减免 AttrName_LuckyHitRateReduce = "LuckyHitRateReduce" # 抗会心一击概率 AttrName_GreatHitRateReduce = "GreatHitRateReduce" # 抗卓越一击概率 -AttrName_SuperHitRateReduce = "SuperHitRateReduce" # 抗致命一击概率 +AttrName_SuperHitRateReduce = "SuperHitRateReduce" # 抗暴击概率 AttrName_IgnoreDefRateReduce = "IgnoreDefRateReduce" # 抗无视防御概率 AttrName_FinalHurtPer = "FinalHurtPer" # 最终伤害百分比 AttrName_FuhaoHitRate = "FuhaoHitRate" # 富豪一击概率 @@ -4011,7 +4078,7 @@ ShareDefine.Def_Effect_Miss:[[TYPE_Calc_AttrMiss], False, TYPE_Linear], ShareDefine.Def_Effect_SuperHitRate:[[TYPE_Calc_SuperHitRate], False, TYPE_Linear], ShareDefine.Def_Effect_SuperHit:[[TYPE_Calc_SuperHit], False, TYPE_Linear], - ShareDefine.Def_Effect_SuperHitReduce:[[TYPE_Calc_SuperHitReducePer], False, TYPE_Linear], + ShareDefine.Def_Effect_SuperHitReduce:[[TYPE_Calc_SuperHitReduce], False, TYPE_Linear], ShareDefine.Def_Effect_Hit:[[TYPE_Calc_AttrHit], False, TYPE_Linear], ShareDefine.Def_Effect_MinAtk:[[TYPE_Calc_AttrATKMin], False, TYPE_Linear], ShareDefine.Def_Effect_MaxAtk:[[TYPE_Calc_AttrATKMax], False, TYPE_Linear], @@ -4066,7 +4133,7 @@ AttrName_GreatHit:[[TYPE_Calc_GreatHit], False, TYPE_Linear], AttrName_LuckyHitRate:[[TYPE_Calc_LuckyHitRate], False, TYPE_Linear], AttrName_LuckyHit:[[TYPE_Calc_LuckyHit], False, TYPE_Linear], - AttrName_LuckyHitReducePer:[[TYPE_Calc_LuckyHitReducePer], False, TYPE_Linear], + AttrName_LuckyHitReduce:[[TYPE_Calc_LuckyHitReduce], False, TYPE_Linear], AttrName_LuckyHitRateReduce:[[TYPE_Calc_LuckyHitRateReduce], False, TYPE_Linear], AttrName_IgnoreDefRate:[[TYPE_Calc_IgnoreDefRate], False, TYPE_Linear], AttrName_IgnoreDefRateReduce:[[TYPE_Calc_IgnoreDefRateReduce], False, TYPE_Linear], @@ -4088,8 +4155,8 @@ ShareDefine.Def_Effect_FaintDefRate:[[TYPE_Calc_FaintDefRate], False, TYPE_Linear], ShareDefine.Def_Effect_SkillAtkRate:[[TYPE_Calc_SkillAtkRate], False, TYPE_Linear], ShareDefine.Def_Effect_SkillAtkRateReduce:[[TYPE_Calc_SkillAtkRateReduce], False, TYPE_Linear], - ShareDefine.Def_Effect_DamagePer:[[TYPE_Calc_DamagePer], False, TYPE_Linear], - ShareDefine.Def_Effect_DamReducePer:[[TYPE_Calc_AttrDamReduce], False, TYPE_Linear], + ShareDefine.Def_Effect_DamagePVP:[[TYPE_Calc_DamagePVP], False, TYPE_Linear], + ShareDefine.Def_Effect_DamagePVPReduce:[[TYPE_Calc_DamagePVPReduce], False, TYPE_Linear], ShareDefine.Def_Effect_DamagePerPVP:[[TYPE_Calc_DamagePerPVP], False, TYPE_Linear], ShareDefine.Def_Effect_DamagePerPVPReduce:[[TYPE_Calc_DamagePerPVPReduce], False, TYPE_Linear], ShareDefine.Def_Effect_ComboRate:[[TYPE_Calc_ComboRate], False, TYPE_Linear], @@ -4116,12 +4183,12 @@ AttrName_JobBAtkReducePer:[[TYPE_Calc_JobBAtkReducePer], False, TYPE_Linear], AttrName_JobCAtkReducePer:[[TYPE_Calc_JobCAtkReducePer], False, TYPE_Linear], AttrName_GreatHitReducePer:[[TYPE_Calc_GreatHitReducePer], False, TYPE_Linear], - AttrName_SuperHitReducePer:[[TYPE_Calc_SuperHitReducePer], False, TYPE_Linear], + AttrName_SuperHitReduce:[[TYPE_Calc_SuperHitReduce], False, TYPE_Linear], AttrName_GreatHitRateReduce:[[TYPE_Calc_GreatHitRateReduce], False, TYPE_Linear], AttrName_SuperHitRateReduce:[[TYPE_Calc_SuperHitRateReduce], False, TYPE_Linear], ShareDefine.Def_Effect_SuperHitRateReduce:[[TYPE_Calc_SuperHitRateReduce], False, TYPE_Linear], - AttrName_DamReducePer:[[TYPE_Calc_AttrDamReduce], False, TYPE_Linear], - AttrName_DamagePer:[[TYPE_Calc_DamagePer], False, TYPE_Linear], + AttrName_DamagePVPReduce:[[TYPE_Calc_DamagePVPReduce], False, TYPE_Linear], + AttrName_DamagePVP:[[TYPE_Calc_DamagePVP], False, TYPE_Linear], AttrName_FinalHurtPer:[[TYPE_Calc_FinalHurtPer], False, TYPE_Linear], AttrName_FuhaoHitRate:[[TYPE_Calc_FuhaoHitRate], False, TYPE_Linear], ShareDefine.Def_Effect_FinalHurt:[[TYPE_Calc_FinalHurt], False, TYPE_Linear], @@ -4148,15 +4215,30 @@ ShareDefine.Def_Effect_ProDefAbsorb:[[TYPE_Calc_ProDefAbsorb], False, TYPE_Linear], ShareDefine.Def_Effect_OnlyFinalHurt:[[TYPE_Calc_OnlyFinalHurt], False, TYPE_Linear], ShareDefine.Def_Effect_PVPAtkBackHP:[[TYPE_Calc_PVPAtkBackHP], False, TYPE_Linear], - + ShareDefine.Def_Effect_NormalHurt:[[TYPE_Calc_NormalHurt], False, TYPE_Linear], + ShareDefine.Def_Effect_NormalHurtPer:[[TYPE_Calc_NormalHurtPer], False, TYPE_Linear], + ShareDefine.Def_Effect_FabaoHurt:[[TYPE_Calc_FabaoHurt], False, TYPE_Linear], + ShareDefine.Def_Effect_FabaoHurtPer:[[TYPE_Calc_FabaoHurtPer], False, TYPE_Linear], + ShareDefine.Def_Effect_SuperHitRateReduce:[[TYPE_Calc_SuperHitRateReduce], False, TYPE_Linear], # 暴击概率抗性 + ShareDefine.Def_Effect_LuckyHitReduce:[[TYPE_Calc_LuckyHitReduce], False, TYPE_Linear],# 会心一击伤害固定减伤 + ShareDefine.Def_Effect_DamagePVE:[[TYPE_Calc_DamagePVE], False, TYPE_Linear], # PVE固定伤害 + ShareDefine.Def_Effect_FinalHurtPer:[[TYPE_Calc_FinalHurtPer], False, TYPE_Linear], # 最终伤害万分率 + ShareDefine.Def_Effect_FinalHurtReducePer:[[TYPE_Calc_FinalHurtReducePer], False, TYPE_Linear], # 最终伤害减少万分 + ShareDefine.Def_Effect_YinjiTime:[[TYPE_Calc_YinjiTime], False, TYPE_Linear], # 每X秒自动消失一个印记 + ShareDefine.Def_Effect_TheFBSkillsCD:[[TYPE_Calc_TheFBSkillsCD], False, TYPE_Linear], # 减少指定技能组CD XX% + ShareDefine.Def_Effect_BurnValue:[[TYPE_Calc_BurnValue], False, TYPE_Linear], # 灼烧固定伤害 + ShareDefine.Def_Effect_BurnTimePer:[[TYPE_Calc_BurnTimePer], False, TYPE_Linear], # 延长灼烧时间百分比 + ShareDefine.Def_Effect_SubSpeedPer:[[TYPE_Calc_SubSpeedPer], False, TYPE_Linear], # 减移动速度百分比 + #战斗非线性 + ShareDefine.Def_Effect_SuperHitPer:[[TYPE_Calc_SuperHit], False, TYPE_NoLinear], + ShareDefine.Def_Effect_LuckyHitPer:[[TYPE_Calc_LuckyHit], False, TYPE_NoLinear], # 会心一击伤害百分比 ShareDefine.Def_Effect_MaxHPPer:[[TYPE_Calc_AttrMaxHP], False, TYPE_NoLinear], ShareDefine.Def_Effect_DefPer:[[TYPE_Calc_AttrDEF], False, TYPE_NoLinear], ShareDefine.Def_Effect_HitRate:[[TYPE_Calc_AttrHit], False, TYPE_NoLinear], ShareDefine.Def_Effect_MissRate:[[TYPE_Calc_AttrMiss], False, TYPE_NoLinear], #ShareDefine.Def_Effect_AddMAtkByPer:[[TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_NoLinear], ShareDefine.Def_Effect_AddAtkByPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear], - ShareDefine.Def_Effect_SuperHitPer:[[TYPE_Calc_SuperHit], False, TYPE_NoLinear], ShareDefine.Def_Effect_SpeedPer:[[TYPE_Calc_AttrSpeed], False, TYPE_NoLinear], ShareDefine.Def_Effect_LuckPer:[[TYPE_Calc_Luck], False, TYPE_NoLinear], ShareDefine.Def_Effect_IceAtkPer:[[TYPE_Calc_AttrIceAtk], False, TYPE_NoLinear], @@ -4272,7 +4354,7 @@ Def_CalcAttrFunc_EquipOutOfPrint, # 绝版属性随等级变化 15 Def_CalcAttrFunc_Success, # 成就属性 16 Def_CalcAttrFunc_VIP, # VIP属性 17 -Def_CalcAttrFunc_Stove, # 炼丹炉 18 +Def_CalcAttrFunc_Stove, # 炼丹炉 18(废弃) Def_CalcAttrFunc_FamilyTech, # 仙盟心法 19 Def_CalcAttrFunc_EquipDecompose, # 装备分解属性 20 Def_CalcAttrFunc_PetSoul, # 宠物魂石 21 @@ -4291,7 +4373,8 @@ Def_CalcAttrFunc_MagicWeapon3, # 仙族法宝属性 34 Def_CalcAttrFunc_MagicWeapon4, # 王者法宝 35 Def_CalcAttrFunc_Coat, # 时装 36 -) = range(37) +Def_CalcAttrFunc_LingQi, # 灵器 37 +) = range(38) # 技能功能点列表 - 默认不算战力,不享受百分比加成,技能功能点暂时配置,之后优化技能属性逻辑后可去掉 CalcAttrFuncSkillList = [Def_CalcAttrFunc_HorseSkill, Def_CalcAttrFunc_PetSkill, Def_CalcAttrFunc_DogzBattleSkill] @@ -4306,7 +4389,7 @@ ShareDefine.Def_MFPType_Star:[Def_CalcAttrFunc_Star], ShareDefine.Def_MFPType_Plus:[Def_CalcAttrFunc_Plus], ShareDefine.Def_MFPType_Stone:[Def_CalcAttrFunc_Stone], - ShareDefine.Def_MFPType_Wing:[Def_CalcAttrFunc_Wing], + ShareDefine.Def_MFPType_Wing:[Def_CalcAttrFunc_Wing, Def_CalcAttrFunc_LingQi], ShareDefine.Def_MFPType_Wash:[Def_CalcAttrFunc_Wash], ShareDefine.Def_MFPType_Pet:[Def_CalcAttrFunc_Pet, Def_CalcAttrFunc_PetSign, Def_CalcAttrFunc_PetSkill], ShareDefine.Def_MFPType_PetSoul:[Def_CalcAttrFunc_PetSoul], @@ -4332,7 +4415,7 @@ ( TriggerType_BeSuperHit, # 被暴击触发技能 1 TriggerType_BuffState, # 进入4012的某个状态触发技能 -TriggerType_AddDamagePer, # 提高增加伤害属性值,计算时 +TriggerType_AddPVPDamagePer, # 提高PVP增加伤害属性值,计算时 TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5 TriggerType_SuperHit, # 暴击时 触发技能 @@ -4356,7 +4439,7 @@ TriggerType_AttackKill, # 斩杀 TriggerType_WillDead, # 进入濒死状态时触发技能 25 TriggerType_BuffBoom, # 中毒后爆炸 -TriggerType_Success_Buff_SkillPer, # 提高4501成功概率 +TriggerType_BeAttackAddSkillPer, # 被攻击提高技能伤害 TriggerType_HurtObjAddBuff, # 在算伤害时群攻1对1加buff,可用于一个伤害多次触发 TriggerType_BeBoomSeed, # 被动引爆视野内对象的buff种子 29 TriggerType_AttackCnt, # 增加技能攻击数量(效果ID1200) 30 @@ -4379,7 +4462,7 @@ TriggerType_AttackOverPassive, # 攻击(对敌技能)后被动技能被触发在其他被动效果处理后调用,触发顺序原因 47 TriggerType_Buff_BeAttackSubLayer, # BUFF类:被攻击减buff层,0消失 48 TriggerType_OneDamage, # 伤害降低到1点 49 -TriggerType_LuckyHit, # 会心一击时增加会心伤害百分比 50 +TriggerType_LuckyHit, # 会心一击时增加会心伤害固定值 50 TriggerType_ChangeHurtToHP, # 把受到伤害的xx%转化为生命值 51 TriggerType_AddLayer, # BUFF层级增加时 52 TriggerType_ForbidenCure, # 禁止治疗 53 @@ -4399,14 +4482,22 @@ TriggerType_SuperHitSubLayer, # 暴击减层 67 TriggerType_SuperHitSkipCD, # 暴击无冷却 68 TriggerType_BuffHurtCnt, # 当持续buff伤害第X次时触发技能 69 -TriggerType_4074PerValue, # 特殊效果的加成 70 +TriggerType_AttackAddSkillPerYinji, # 增加技能伤害 同TriggerType_AttackAddSkillPer 区别为飘字 70 TriggerType_dFinalHurtReducePer, # 防守方的最终伤害减少百分比 71 TriggerType_IsDealy, # 是否触发致命一击 72 暂且理解为和概率是独立,有新概念产生则重定义 -) = range(1, 73) +TriggerType_AddThumpHitRate, # 提高重击概率 73 +TriggerType_ThumpHit, # 重击时 触发技能74 +TriggerType_AddThumpHitPer, # 重击时 增加重击百分比 75 默认10000 +TriggerType_SkillSuccess, # 任何技能释放成功都可触发 76 +TriggerType_BounceHPPerByAttacker, # 反弹伤害百分比值, 由攻击方决定 77 +TriggerType_NoControl, # 使关联技能不受控制 78 +TriggerType_SuperHitSuckBloodPer, # 暴击百分比吸血, 79 +TriggerType_BurnPer, # 灼烧伤害百分比 80 +TriggerType_BurnDisappear, # 灼烧消失触发 81 +TriggerType_SkillValue, # 增加技能伤害固定值 82 +TriggerType_HitSuccess, # 命中成功率 83 +) = range(1, 84) - -# NPC功能类型定义 -Def_NPCFuncType_Goblin = 70 # 盗宝哥布林 #不可以佩戴翅膀的地图 CanNotWearWingMapIDList = [] @@ -4511,6 +4602,7 @@ Def_Cost_MysteryShopRefresh, # 神秘商店刷新 Def_Cost_AuctionBid, # 拍卖行竞价 Def_Cost_BuyDailyActionCnt, # 购买活动次数 +Def_Cost_FBBuyBuff, # 副本买buff #-----------以下为暂时没用的,先不删除,如有新增消费点则放在这些之前------------ Def_Cost_RefreshArrestTask, # 刷新悬赏任务 Def_Cost_OffLineExp, # 兑换离线经验 @@ -4523,7 +4615,7 @@ Def_Cost_Trade, # 交易 Def_Cost_Rename, # 改名 Def_Cost_SkillLvUp, # 技能升级 -) = range(2000, 2000 + 57) +) = range(2000, 2000 + 58) Def_Cost_Reason_SonKey = "reason_name_son" # 消费点原因子类说明key @@ -4602,6 +4694,7 @@ Def_Cost_MysteryShopRefresh:"MysteryShopRefresh", Def_Cost_AuctionBid:"AuctionBid", Def_Cost_BuyDailyActionCnt:"BuyDailyActionCnt", +Def_Cost_FBBuyBuff:"FBBuyBuff", } ## ----------------------------------------------------- @@ -4813,6 +4906,11 @@ ##================================================================================================== +# 前端自定义场景状态 +CustomSceneState_None = 0 # 无 +CustomSceneState_Fight = 1 # 战斗进行中 +CustomSceneState_Over = 2 # 已结束 + # 副本参与类型 FB_JoinType = ( FB_JoinType_None, # 默认无 @@ -4860,9 +4958,9 @@ CME_Known:"未知", CME_Class_Horse:"坐骑", CME_Class_Wing:"翅膀", -CME_Class_Official:"爵位", -CME_FB_RunDaily:"日常跑环", -CME_FB_RunFamily:"战盟跑环", +CME_Class_Official:"爵位", +CME_FB_RunDaily:"日常跑环", +CME_FB_RunFamily:"战盟跑环", } # 功能对应的事件记录类型 @@ -4947,9 +5045,11 @@ ntDestructible, #场景内可破坏的 19 ntHelpBattleRobot, #助战机器人 20 ntRobot, #机器人21 -ntMonsterTime, #按时间掉血的怪物 22 +ntMonsterTime, #按时间掉血的怪物 22 废弃,以是否有配置在时间掉血怪物表为准 +ntPriWoodPilePVE, #专属私有木桩 - PVE 23 +ntPriWoodPilePVP, #专属私有木桩 - PVP 24 ntMax -) = range(24) +) = range(26) (Def_SkillFuncType_Common, #0为通用技能 -- Gitblit v1.8.0