From 93367a2607db214ec6dda86bd796c1291bc06a49 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 27 三月 2019 15:29:05 +0800
Subject: [PATCH] 3167 【BUG】【2.0】拍卖,消耗了仙玉没获得拍品

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/EffGetSet.py |   39 ++++++++++++++++++---------------------
 1 files changed, 18 insertions(+), 21 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/EffGetSet.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/EffGetSet.py
index 740cc53..d7ddcb4 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/EffGetSet.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/EffGetSet.py
@@ -25,22 +25,24 @@
 #生物属性接口,顺序对应ChConfig.TYPE_Calc_AttrList
 #同个属性Get, Set 写在一起,方便维护 [Get, Set, 属性类型, 是否通知自身, 是否通知周围玩家]
 ObjProperty_AttrByIndex = [
-   [lambda curObj:curObj.GetSTR(), lambda curObj, value:curObj.SetSTR(value), IPY_PlayerDefine.CDBPlayerRefresh_STR, 1, 0], # 力量
-   [lambda curObj:curObj.GetPNE(), lambda curObj, value:curObj.SetPNE(value), IPY_PlayerDefine.CDBPlayerRefresh_PNE, 1, 0], # 智力
-   [lambda curObj:curObj.GetPHY(), lambda curObj, value:curObj.SetPHY(value), IPY_PlayerDefine.CDBPlayerRefresh_PHY, 1, 0], # 敏捷
-   [lambda curObj:curObj.GetCON(), lambda curObj, value:curObj.SetCON(value), IPY_PlayerDefine.CDBPlayerRefresh_CON, 1, 0], # 体质
+   [lambda curObj:PlayerControl.GetMetal(curObj), lambda curObj, value:PlayerControl.SetMetal(curObj, value), ShareDefine.CDBPlayerRefresh_Mater, 1, 0], # 金
+   [lambda curObj:PlayerControl.GetWood(curObj), lambda curObj, value:PlayerControl.SetWood(curObj, value), ShareDefine.CDBPlayerRefresh_Wood, 1, 0], # 木
+   [lambda curObj:PlayerControl.GetWater(curObj), lambda curObj, value:PlayerControl.SetWater(curObj, value), ShareDefine.CDBPlayerRefresh_Water, 1, 0], # 水
+   [lambda curObj:PlayerControl.GetFire(curObj), lambda curObj, value:PlayerControl.SetFire(curObj, value), ShareDefine.CDBPlayerRefresh_Fire, 1, 0], # 火
+   [lambda curObj:PlayerControl.GetEarth(curObj), lambda curObj, value:PlayerControl.SetEarth(curObj, value), ShareDefine.CDBPlayerRefresh_Earth, 1, 0], # 土
    
-   [lambda curObj:GameObj.GetHP(curObj), lambda curObj, value:GameObj.SetHP(curObj, value), IPY_PlayerDefine.CDBPlayerRefresh_HP, 1, 1],  # 当前血量
-   [lambda curObj:curObj.GetMP(), lambda curObj, value:curObj.SetMP(value), IPY_PlayerDefine.CDBPlayerRefresh_MP, 0, 0],            # 当前魔量
    [lambda curObj:GameObj.GetMaxHP(curObj), lambda curObj, value:GameObj.SetMaxHP(curObj, value), IPY_PlayerDefine.CDBPlayerRefresh_MaxHP, 1, 1],      # 最大血量
    [lambda curObj:curObj.GetMaxMP(), lambda curObj, value:curObj.SetMaxMP(value), IPY_PlayerDefine.CDBPlayerRefresh_MaxMP, 0, 0],      # 最大魔量
-   [lambda curObj:curObj.GetMinAtk(), lambda curObj, value:curObj.SetMinAtk(value), IPY_PlayerDefine.CDBPlayerRefresh_MINATK, 1, 0],    # 最小攻击力
-   [lambda curObj:curObj.GetMaxAtk(), lambda curObj, value:curObj.SetMaxAtk(value), IPY_PlayerDefine.CDBPlayerRefresh_MAXATK, 1, 0],    # 最大攻击力
-   [lambda curObj:curObj.GetMAtkMin(), lambda curObj, value:curObj.SetMAtkMin(value), IPY_PlayerDefine.CDBPlayerRefresh_MAtkMin, 0, 0],  # 最小魔攻
-   [lambda curObj:curObj.GetMAtkMax(), lambda curObj, value:curObj.SetMAtkMax(value), IPY_PlayerDefine.CDBPlayerRefresh_MAtkMax, 0, 0],  # 最大魔攻
    [lambda curObj:curObj.GetDef(), lambda curObj, value:curObj.SetDef(value), IPY_PlayerDefine.CDBPlayerRefresh_DEF, 1, 0],          # 防御力
    [lambda curObj:curObj.GetHit(), lambda curObj, value:curObj.SetHit(value), IPY_PlayerDefine.CDBPlayerRefresh_HIT, 1, 0],          # 命中
    [lambda curObj:curObj.GetMiss(), lambda curObj, value:curObj.SetMiss(value), IPY_PlayerDefine.CDBPlayerRefresh_Miss, 1, 0],        # 闪避
+   [lambda curObj:curObj.GetMinAtk(), lambda curObj, value:curObj.SetMinAtk(value), IPY_PlayerDefine.CDBPlayerRefresh_MINATK, 1, 0],    # 最小攻击力
+   [lambda curObj:curObj.GetMaxAtk(), lambda curObj, value:curObj.SetMaxAtk(value), IPY_PlayerDefine.CDBPlayerRefresh_MAXATK, 1, 0],    # 最大攻击力
+   [lambda curObj:GameObj.GetHP(curObj), lambda curObj, value:GameObj.SetHP(curObj, value), IPY_PlayerDefine.CDBPlayerRefresh_HP, 1, 1],  # 当前血量
+   [lambda curObj:curObj.GetMP(), lambda curObj, value:curObj.SetMP(value), IPY_PlayerDefine.CDBPlayerRefresh_MP, 0, 0],            # 当前魔量
+   #[lambda curObj:curObj.GetMAtkMin(), lambda curObj, value:curObj.SetMAtkMin(value), IPY_PlayerDefine.CDBPlayerRefresh_MAtkMin, 0, 0],  # 最小魔攻
+   #[lambda curObj:curObj.GetMAtkMax(), lambda curObj, value:curObj.SetMAtkMax(value), IPY_PlayerDefine.CDBPlayerRefresh_MAtkMax, 0, 0],  # 最大魔攻
+   [lambda curObj:curObj.GetLuckValue(), lambda curObj, value:curObj.SetLuckValue(value), IPY_PlayerDefine.CDBPlayerRefresh_LuckValue, 1, 0], # 气运
    [lambda curObj:PlayerControl.GetSpeedNotBuff(curObj), lambda curObj, value:PlayerControl.SetSpeedNotBuff(curObj, value), 0, 0, 0],  # 移动速度
    [lambda curObj:PlayerControl.GetAtkSpeed(curObj), lambda curObj, value:PlayerControl.SetAtkSpeed(curObj, value), IPY_PlayerDefine.CDBPlayerRefresh_BattleValEx1, 1, 1],  # 攻击速度
    
@@ -81,7 +83,7 @@
    [lambda curObj:curObj.GetGoldFoundRate(), lambda curObj, value:curObj.SetGoldFoundRate(value), IPY_PlayerDefine.CDBPlayerRefresh_GoldFoundRate, 1, 0],                          # 掉落金钱值增加
    [lambda curObj:PlayerControl.GetPetMinAtk(curObj), lambda curObj, value:PlayerControl.SetPetMinAtk(curObj, value), 0, 0, 0],      # 宠物最小攻击
    [lambda curObj:PlayerControl.GetPetMaxAtk(curObj), lambda curObj, value:PlayerControl.SetPetMaxAtk(curObj, value), 0, 0, 0],      # 宠物最大攻击
-   [lambda curObj:PlayerControl.GetPetDamPer(curObj), lambda curObj, value:PlayerControl.SetPetDamPer(curObj, value), 0, 0, 0],      # 宠物伤害百分比提升
+   [lambda curObj:GameObj.GetPetDamPer(curObj), lambda curObj, value:GameObj.SetPetDamPer(curObj, value), ShareDefine.CDBPlayerRefresh_PetDamPer, 1, 0],      # 宠物伤害百分比提升
    [lambda curObj:PlayerControl.GetPerLVAtk(curObj), lambda curObj, value:PlayerControl.SetPerLVAtk(curObj, value), 0, 0, 0],        # 每1级+%s攻击, 数值取万分率,支持小数算法
    [lambda curObj:PlayerControl.GetPerLVMaxHP(curObj), lambda curObj, value:PlayerControl.SetPerLVMaxHP(curObj, value), 0, 0, 0],    # 每1级+%s生命, 数值为固定值
    
@@ -119,7 +121,7 @@
    [lambda curObj:PlayerControl.GetDamagePerPVP(curObj), lambda curObj, value:PlayerControl.SetDamagePerPVP(curObj, value), ShareDefine.CDBPlayerRefresh_DamagePerPVP, 1, 0],            # 伤害输出计算百分比PVP
    [lambda curObj:PlayerControl.GetDamagePerPVPReduce(curObj), lambda curObj, value:PlayerControl.SetDamagePerPVPReduce(curObj, value), ShareDefine.CDBPlayerRefresh_DamagePerPVPReduce, 1, 0],# 伤害输出计算百分比PVP减少
    [lambda curObj:PlayerControl.GetDamagePerPVE(curObj), lambda curObj, value:PlayerControl.SetDamagePerPVE(curObj, value), 0, 0, 0],            # 伤害输出计算百分比PVE
-   [lambda curObj:PlayerControl.GetNPCHurtAddPer(curObj), lambda curObj, value:PlayerControl.SetNPCHurtAddPer(curObj, value), 0, 0, 0],          # 对怪物伤害加成
+   [lambda curObj:PlayerControl.GetNPCHurtAddPer(curObj), lambda curObj, value:PlayerControl.SetNPCHurtAddPer(curObj, value), ShareDefine.CDBPlayerRefresh_NPCHurtAddPer, 1, 0],          # 对怪物伤害加成
    [lambda curObj:PlayerControl.GetJobAHurtAddPer(curObj), lambda curObj, value:PlayerControl.SetJobAHurtAddPer(curObj, value), 0, 0, 0],        # 目标战士伤害加成
    [lambda curObj:PlayerControl.GetJobBHurtAddPer(curObj), lambda curObj, value:PlayerControl.SetJobBHurtAddPer(curObj, value), 0, 0, 0],        # 目标法师伤害加成
    [lambda curObj:PlayerControl.GetJobCHurtAddPer(curObj), lambda curObj, value:PlayerControl.SetJobCHurtAddPer(curObj, value), 0, 0, 0],        # 目标弓手伤害加成
@@ -129,7 +131,7 @@
    [lambda curObj:PlayerControl.GetJobCAtkReducePer(curObj), lambda curObj, value:PlayerControl.SetJobCAtkReducePer(curObj, value), 0, 0, 0],    # 弓手攻击伤害减免
    
    [lambda curObj:PlayerControl.GetCommMapExpRate(curObj), lambda curObj, value:PlayerControl.SetCommMapExpRate(curObj, value), 0, 0, 0],    # 常规地图经验倍率加成
-   [lambda curObj:PlayerControl.GetFujiaHitRate(curObj), lambda curObj, value:PlayerControl.SetFujiaHitRate(curObj, value), 0, 0, 0],        # 富甲一击概率
+   [lambda curObj:PlayerControl.GetFinalHurtPer(curObj), lambda curObj, value:PlayerControl.SetFinalHurtPer(curObj, value), 0, 0, 0],        # 最终伤害百分比
    [lambda curObj:PlayerControl.GetFuhaoHitRate(curObj), lambda curObj, value:PlayerControl.SetFuhaoHitRate(curObj, value), 0, 0, 0],        # 富豪一击概率
    [lambda curObj:PlayerControl.GetBossIDHurt(curObj), lambda curObj, value:PlayerControl.SetBossIDHurt(curObj, value), 0, 0, 0],            # 对指定boss伤害加成固定值
    [lambda curObj:PlayerControl.GetBossIDHurtAddPer(curObj), lambda curObj, value:PlayerControl.SetBossIDHurtAddPer(curObj, value), 0, 0, 0],# 对指定boss伤害加成倍率
@@ -140,12 +142,6 @@
    [lambda curObj:PlayerControl.GetBaseDefAddPer(curObj), lambda curObj, value:PlayerControl.SetBaseDefAddPer(curObj, value), 0, 0, 0],          # 基础防御百分比
    [lambda curObj:PlayerControl.GetBaseHitAddPer(curObj), lambda curObj, value:PlayerControl.SetBaseHitAddPer(curObj, value), 0, 0, 0],          # 基础命中百分比
    [lambda curObj:PlayerControl.GetBaseMissAddPer(curObj), lambda curObj, value:PlayerControl.SetBaseMissAddPer(curObj, value), 0, 0, 0],        # 基础闪避百分比
-   [lambda curObj:PlayerControl.GetHorcruxBasePer(curObj), lambda curObj, value:PlayerControl.SetHorcruxBasePer(curObj, value), 0, 0, 0],        # 魂器基础百分比
-   [lambda curObj:PlayerControl.GetEquipBaseAddPer(curObj), lambda curObj, value:PlayerControl.SetEquipBaseAddPer(curObj, value), 0, 0, 0],      # 装备基础百分比
-   [lambda curObj:PlayerControl.GetWeaponAtkAddPer(curObj), lambda curObj, value:PlayerControl.SetWeaponAtkAddPer(curObj, value), 0, 0, 0],      # 武器基础攻击百分比
-   [lambda curObj:PlayerControl.GetRelicsAtkAddPer(curObj), lambda curObj, value:PlayerControl.SetRelicsAtkAddPer(curObj, value), 0, 0, 0],      # 圣器基础攻击百分比
-   [lambda curObj:PlayerControl.GetArmorMaxHPAddPer(curObj), lambda curObj, value:PlayerControl.SetArmorMaxHPAddPer(curObj, value), 0, 0, 0],    # 防具基础生命百分比
-   [lambda curObj:PlayerControl.GetArmorDefAddPer(curObj), lambda curObj, value:PlayerControl.SetArmorDefAddPer(curObj, value), 0, 0, 0],        # 防具基础防御百分比
    [lambda curObj:PlayerControl.GetGodWeaponMaxHPPer(curObj), lambda curObj, value:PlayerControl.SetGodWeaponMaxHPPer(curObj, value), 0, 0, 0],  # 神兵生命百分比
    [lambda curObj:PlayerControl.GetGodWeaponAtkPer(curObj), lambda curObj, value:PlayerControl.SetGodWeaponAtkPer(curObj, value), 0, 0, 0],      # 神兵攻击百分比
    [lambda curObj:PlayerControl.GetStoneMaxHPPer(curObj), lambda curObj, value:PlayerControl.SetStoneMaxHPPer(curObj, value), 0, 0, 0],          # 宝石生命百分比
@@ -166,6 +162,7 @@
    [lambda curObj:PlayerControl.GetWingHPPer(curObj), lambda curObj, value:PlayerControl.SetWingHPPer(curObj, value), 0, 0, 0],      # 翅膀生命百分比
    [lambda curObj:PlayerControl.GetSuiteBasePer(curObj), lambda curObj, value:PlayerControl.SetSuiteBasePer(curObj, value), 0, 0, 0],      # 套装基础属性百分比
    [lambda curObj:PlayerControl.GetPlusBaseAtkPer(curObj), lambda curObj, value:PlayerControl.SetPlusBaseAtkPer(curObj, value), 0, 0, 0],      # 强化基础攻击百分比
+   [lambda curObj:PlayerControl.GetProDef(curObj), lambda curObj, value:PlayerControl.SetProDef(curObj, value), IPY_PlayerDefine.CDBPlayerRefresh_ExAttr4, 1, 0],  # 当前防护值
 ]
 
 ## 通过索引获得属性值
@@ -215,7 +212,7 @@
 def CopyPlayerFuncAttr(curPlayer):
     for i in xrange(len(ObjProperty_AttrByIndex)):
         # Get
-        if i+1 in [ChConfig.TYPE_Calc_AttrHP, ChConfig.TYPE_Calc_AttrMP]:
+        if i+1 in [ChConfig.TYPE_Calc_AttrHP, ChConfig.TYPE_Calc_AttrMP, ChConfig.TYPE_Calc_ProDef]:
             continue
         value = ObjProperty_AttrByIndex[i][0](curPlayer)
         if value == 0 and curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CopyFuncAttr%i) == 0:
@@ -226,7 +223,7 @@
 # 恢复缓存功能属性的刷新结果,用于BUFF属性单独刷新
 def RestorePlayerFuncAttr(curPlayer):
     for i in xrange(len(ObjProperty_AttrByIndex)):
-        if i+1 in [ChConfig.TYPE_Calc_AttrHP, ChConfig.TYPE_Calc_AttrMP]:
+        if i+1 in [ChConfig.TYPE_Calc_AttrHP, ChConfig.TYPE_Calc_AttrMP, ChConfig.TYPE_Calc_ProDef]:
             continue
         ObjProperty_AttrByIndex[i][1](curPlayer, 
                                       curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CopyFuncAttr%i))

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