From 9040765fce1fa447db48cccad0b40df5de67b6b1 Mon Sep 17 00:00:00 2001 From: xdh <xiefantasy@qq.com> Date: 星期五, 14 六月 2019 14:33:04 +0800 Subject: [PATCH] 7273 【2.0】【后端】活跃令兑换支持青鸾之羽 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py | 118 ++++++++++++++++++++++++++++++----------------------------- 1 files changed, 60 insertions(+), 58 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 9492c61..d33b761 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py @@ -2663,22 +2663,6 @@ return playerlist #--------------------------------------------------------------------- -##转变付费货币类型 -# @param curPlayer 玩家实例 -# @param moneyType 货币类型 1表示金子,2表示金票,3表示银子,4表示银票, 5:金子/金票 6:银子/银票 -# @return 返回值, 货币类型 -# @remarks 转变付费货币类型 -def ChangeMoneyType(curPlayer, moneyType): -# if moneyType == 5: -# return curPlayer.GetUseGoldType() -# -# if moneyType == 6: -# return curPlayer.GetUseSilverType() - if moneyType not in ChConfig.Def_MoneyType_All: - GameWorld.ErrLog("金钱类型填写错误 %s" % moneyType) - - return moneyType -#--------------------------------------------------------------------- ##获取玩家货币数 # @param curPlayer 玩家实例 # @param TYPE_Price ,货币类型 @@ -2887,6 +2871,9 @@ GameWorld.Log('###---扣钱异常 = %s' % (price), curPlayer.GetPlayerID()) return False + if type_Price == IPY_GameWorld.TYPE_Price_Gold_Paper: + 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 2019/6/3 + #金子支付 if type_Price == IPY_GameWorld.TYPE_Price_Gold_Money: curPlayerGold = curPlayer.GetGold() @@ -3155,13 +3142,13 @@ GiveMoney(curPlayer, ShareDefine.TYPE_Price_BourseMoney, value) addDataDict["BourseMoney"] = GetMoney(curPlayer, ShareDefine.TYPE_Price_BourseMoney) - elif priceType == IPY_GameWorld.TYPE_Price_Gold_Paper: - if curPlayer.GetGoldPaper() + value > ChConfig.Def_PlayerTotalMoney_Gold: - #超过金钱上限 - NotifyCode(curPlayer, "MoneyIsFull", [priceType]) - return - - curPlayer.SetGoldPaper(curPlayer.GetGoldPaper() + value) +# elif priceType == IPY_GameWorld.TYPE_Price_Gold_Paper: +# if curPlayer.GetGoldPaper() + value > ChConfig.Def_PlayerTotalMoney_Gold: +# #超过金钱上限 +# NotifyCode(curPlayer, "MoneyIsFull", [priceType]) +# return +# +# curPlayer.SetGoldPaper(curPlayer.GetGoldPaper() + value) elif priceType == IPY_GameWorld.TYPE_Price_Silver_Money: # 金钱支持超过20亿, 暂不做上限控制 @@ -3191,7 +3178,8 @@ PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_GetRealmPoint, value) EventShell.EventRespons_GetRealmPoint(curPlayer) else: - GameWorld.Log("金钱类型错误, priceType = %s" % (priceType), curPlayer.GetPlayerID()) + GameWorld.ErrLog("金钱类型错误, priceType=%s,value=%s,giveType=%s" % (priceType, value, giveType), curPlayer.GetPlayerID()) + DataRecordPack.DR_GiveMoneyError(curPlayer, priceType, value, giveType, addDataDict) return if isSysHint and priceType != ShareDefine.TYPE_Price_BourseMoney: @@ -3570,7 +3558,7 @@ attrName = self.__AttrName % attrIndex setattr(self, attrName, getattr(self, attrName) + value) - def GetModuleFightPower(self, fpParam, job): + def GetModuleFightPower(self, fpParam, curPlayer): 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 @@ -3578,11 +3566,11 @@ Hit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrHit) * fpParam.GetCftHit() # 命中值 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 - SuperHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRateReduce) # 暴击概率抗性 + SuperHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRate) * fpParam.GetCftSuperHitRate() # 暴击率 + SuperHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRateReduce) * fpParam.GetCftSuperHitRateReduce() # 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 + SuperHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitReduce) # 暴击固定减伤 + LuckyHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRate) * fpParam.GetCftLuckyHitRate() # 会心一击 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 @@ -3594,7 +3582,7 @@ 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 - SpeedPer = getattr(self, self.__AttrNameNoline % ChConfig.TYPE_Calc_AttrSpeed) * fpParam.GetCftSpeedPer() # 移动速度百分比系数 + SpeedPer = 0#getattr(self, self.__AttrNameNoline % ChConfig.TYPE_Calc_AttrSpeed) * fpParam.GetCftSpeedPer() # 移动速度百分比系数 PetMinAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetMinAtk) # 宠物最小攻击 PetMaxAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetMaxAtk) # 宠物最大攻击 PetDamPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetDamPer) # 宠物伤害百分比提升 @@ -3603,14 +3591,14 @@ IgnoreDefRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_IgnoreDefRate) * fpParam.GetCftIgnoreDefRate() # 无视防御几率 IgnoreDefRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_IgnoreDefRateReduce) * fpParam.GetCftIgnoreDefRateReduce() # 无视防御概率抗性 DamChanceDef = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamChanceDef) * fpParam.GetCftDamChanceDef() # 20%的概率抵御伤害比率 - BleedDamage = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_BleedDamage) * fpParam.GetCftBleedDamage() # 流血伤害 + BleedDamage = 0#getattr(self, self.__AttrName % ChConfig.TYPE_Calc_BleedDamage) * fpParam.GetCftBleedDamage() # 流血伤害 AtkBackHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AtkBackHPPer) # 攻击回复血量 FaintRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FaintRate) * fpParam.GetCftFaintRate() # 触发击晕 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 + FinalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtPer) * fpParam.GetCftFinalHurtPer() # 最终伤害万分率 + FinalHurtReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReducePer) * fpParam.GetCftFinalHurtReducePer() # 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 @@ -3621,9 +3609,9 @@ 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) + NormalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurtPer) * fpParam.GetCftNormalHurtPer() # 普通附加伤害加成 FabaoHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurt) - FabaoHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurtPer) + FabaoHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurtPer) * fpParam.GetCftFabaoHurtPer() # 法宝附加伤害加成 Luck = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_Luck) ComboRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboRate) # 连击几率 @@ -3634,12 +3622,17 @@ OnlyFinalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_OnlyFinalHurt) # 额外输出伤害 PVPAtkBackHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PVPAtkBackHP) # PVP攻击回血 - NPCHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NPCHurtAddPer) # 对怪物伤害加成 + NPCHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NPCHurtAddPer) * fpParam.GetCftNPCHurtAddPer() # 对怪物伤害加成 #其他需作为公式参数的系数 AtkSpeedParameter = fpParam.GetCftAtkSpeed() - LuckyHitParameter = fpParam.GetCftLuckyHit() + LuckyHitParameter = 0#fpParam.GetCftLuckyHit() + #取总属性的 + SuperHitRateTotal = curPlayer.GetSuperHitRate() + LuckyHitRateTotal = curPlayer.GetLuckyHitRate() + + job = curPlayer.GetJob() diffAttrDict = self.__GetAttrFightPowerParamDiff(job) for paramName, diffValue in diffAttrDict.items(): exec("%s = max(0, %s - %s)" % (paramName, paramName, diffValue)) @@ -4035,6 +4028,7 @@ if aftLV > befLV: curPlayer.SetLV(aftLV, False) # 这里不再通知GameServer PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_HeroLV, aftLV) + PlayerActivity.DoAddActivity(curPlayer, (aftLV - befLV)*IpyGameDataPY.GetFuncCfg('ImmortalDomainActivePoint',3)) if aftFreePoint > befFreePoint: curPlayer.SetFreePoint(aftFreePoint) #NotifyCode(curPlayer, "ObtainAttributeDot", [aftFreePoint - befFreePoint]) @@ -4063,7 +4057,7 @@ PlayerGreatMaster.Sync_GreatMasterFreeSkillPoint(curPlayer) # 升级需要执行的游戏功能处理 GameFuncComm.DoFuncOpenLogic(curPlayer) - #ChEquip.CalcEquips_OutOfPrint(curPlayer) # 缓存绝版属性 + ChEquip.RefreshPlayerLingQiEquipAttr(curPlayer) # 灵器属性会随等级成长 if aftLV%10 == 0: # 控制下刷新次数 PlayerPet.CalcPetItemAddPlayerAttr(curPlayer) # 宠物有随等级变化的技能 @@ -4081,6 +4075,7 @@ OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_LV, curPlayer.GetLV()) #神秘限购 FunctionNPCCommon.MysticalLimitShopOpen(curPlayer, befLV, aftLV) + #不需要做升级任务, 设置玩家经验 SetPlayerTotalExp(curPlayer, curTotalExp) return @@ -4156,13 +4151,11 @@ 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)) + pqAttrInfoDict = ipyData.GetPointQualityAttrDict().get(str(curPlayer.GetJob()), {}) + for pqAttrID, pqAttrValueList in pqAttrInfoDict.items(): + pqAttrValue = 0 if curPQLV > len(pqAttrValueList) else pqAttrValueList[curPQLV - 1] + CalcAttrDict_Type(int(pqAttrID), pqAttrValue, lingGenQualityAttrList) + #GameWorld.DebugLog(" 属性点(%s)品阶等级属性: befPQLV=%s,curPQLV=%s,pqAttrInfoDict=%s" % (pointAttrID, befPQLV, curPQLV, pqAttrInfoDict)) if hadRefreshAttr and befPQLV < curPQLV: EventShell.EventRespons_LingGenQualityUP(curPlayer, pointAttrID, curPQLV) @@ -4254,7 +4247,6 @@ ChEquip.RefreshPlayerEquipAttribute(curPlayer) ChEquip.RefreshPlayerLingQiEquipAttr(curPlayer) #SkillShell.RefreshPlayerBuffOnAttrAddEffect(curPlayer) - #PlayerWing.CalcWingAttr(curPlayer) # 翅膀暂时算在灵器里面 PlayerHorse.CalcHorseAttrEx(curPlayer) PlayerPrestigeSys.CalcOfficialRankAttr(curPlayer) PlayerGodWeapon.CalcGodWeaponAttr(curPlayer) @@ -4453,6 +4445,8 @@ # 3.1 战斗属性层级交叉影响基值数值汇总 # 基础层级(角色基础属性) baseAttrList = AddAttrListValue([funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase], + funcAttrInfoList[ChConfig.Def_CalcAttrFunc_LingGen], + funcAttrInfoList[ChConfig.Def_CalcAttrFunc_LingGenQuailty], ]) #GameWorld.DebugLog("基础层级: %s" % baseAttrList) @@ -4469,7 +4463,6 @@ ChConfig.TYPE_Calc_StoneBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Stone], ChConfig.TYPE_Calc_RealmBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Prestige], ChConfig.TYPE_Calc_HorseAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Horse], - 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 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, ...}, ...} @@ -4505,7 +4498,7 @@ # 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 + # 技能模块不计入功能固定属性、不计战力 if funcIndex in ChConfig.CalcAttrFuncSkillList: continue AddAttrDictValue(allFixAttrDict, funcAttrList[ChConfig.CalcAttr_Battle]) @@ -4531,10 +4524,14 @@ curLV = curPlayer.GetLV() fpParam = IpyGameDataPY.GetIpyGameData("FightPowerParam", curLV) mfpDict = {} # 模块战斗力 + mfpObjDict = {} for mfpType, attrFuncIndexList in ChConfig.MFPTypeAttrFuncIndexDict.items(): mfpAttrList = [{} for _ in range(4)] mfpAttrExDict = {} for funcIndex in attrFuncIndexList: + if funcIndex in ChConfig.CalcAttrFuncSkillList: + # 技能模块不计入功能固定属性、不计战力 + continue 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 @@ -4545,7 +4542,7 @@ CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcCrossPerAttrDict) CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, fixPerAttrDict) # 不算战力的 - if funcIndex in ChConfig.CalcAttrFuncNoFightPowerList or funcIndex in ChConfig.CalcAttrFuncSkillList: + if funcIndex in ChConfig.CalcAttrFuncNoFightPowerList: continue mfpAttrList = AddAttrListValue([mfpAttrList, funcAttrList]) AddAttrDictValue(mfpAttrExDict, funcInsidePerAttrDict) @@ -4556,8 +4553,11 @@ mfpObj.SetCalcMFPBattleAttr(mfpAttrList) for attrIndex, value in mfpAttrExDict.items(): mfpObj.AddCalcMFPAttr(attrIndex, value) - - mfpValue = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam, curPlayer.GetJob()) + mfpObjDict[mfpType] = mfpObj + + # 因为计算战力需要取到总属性,所以等各功能点属性累加完后再计算 + for mfpType, mfpObj in mfpObjDict.items(): + mfpValue = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam, curPlayer) mfpSkill = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType) mfpEx = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType) mfpTotal = mfpValue + mfpSkill + mfpEx @@ -4671,12 +4671,12 @@ # 速度特殊处理 计算一次 self.__RefreshMoveSpeed(allAttrListBuffs) + # GM测试属性特殊逻辑 + self.__DoRefreshGMAttr() + # 刷新攻击速度 self.__SetAtkInterval() GameWorld.DebugLog("Buff层属性: %s" % allAttrListBuffs) - - # GM测试属性特殊逻辑 - self.__DoRefreshGMAttr() return def __DoRefreshGMAttr(self): @@ -4729,8 +4729,8 @@ setAttrDict[ChConfig.AttrName_Def] = int(lvIpyData.GetReDef() * attrPer) # 防御 setAttrDict[ChConfig.AttrName_Hit] = int(lvIpyData.GetReHit() * attrPer) # 命中 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_AtkSpeed] = int((lvIpyData.GetReAtkSpeed() + 10000) * attrPer) # 攻击速度, 策划等级表配置的是附加值,所以这里要加 + setAttrDict[ChConfig.AttrName_SkillAtkRate] = int(max(0, lvIpyData.GetReSkillAtkRate() - 10000) * attrPer) # 技能伤害比例, 策划等级表配置的是最终值,初始值是0,所以这里要减 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 @@ -4740,7 +4740,7 @@ setAttrDict[ChConfig.AttrName_IceAtk] = int(lvIpyData.GetReIceAtk() * attrPer) # 真实伤害 setAttrDict[ChConfig.AttrName_IceDef] = int(lvIpyData.GetReIceDef() * attrPer) # 真实抵御 setAttrDict[ChConfig.AttrName_PetAtk] = int(lvIpyData.GetRePetAtk() * attrPer) # 灵宠攻击 - setAttrDict[ChConfig.AttrName_PetSkillAtkRate] = int(lvIpyData.GetRePetSkillAtkRate() * attrPer) # 灵宠技能 + setAttrDict[ChConfig.AttrName_PetSkillAtkRate] = int(max(0, lvIpyData.GetRePetSkillAtkRate() - 10000) * attrPer) # 灵宠技能, 策划等级表配置的是最终值,初始值是0,所以这里要减 setAttrDict[ChConfig.AttrName_PetDamPer] = int(lvIpyData.GetRePetDamPer() * attrPer) # 灵宠伤害增加 setAttrDict[ChConfig.AttrName_FinalHurt] = int(lvIpyData.GetReFinalHurt() * attrPer) # 固定伤害增加 setAttrDict[ChConfig.AttrName_FinalHurtReduce] = int(lvIpyData.GetReFinalHurtReduce() * attrPer) # 固定伤害减少 @@ -6285,7 +6285,9 @@ # addAttrList[ChConfig.CalcAttr_BattleNoline] = {} # return addAttrList #=============================================================================== - +def GetTotalLingGenPoint(curPlayer): + # 总灵根点数(金木水火土+自由点数) + return GetMetal(curPlayer) + GetWood(curPlayer) + GetWater(curPlayer) + GetFire(curPlayer) + GetEarth(curPlayer) + curPlayer.GetFreePoint() # 灵根 - 金木水火土 def GetMetal(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Metal) -- Gitblit v1.8.0