From 9d83acea1ff47d5b04e3ce700cdd4148e58d386a Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 15 三月 2019 16:38:05 +0800
Subject: [PATCH] 6343 【后端】【2.0】多套装备刷属性优化
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStone.py | 49 +-
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py | 6
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipWash.py | 14
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py | 418 +++++++++++++-------
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py | 2
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py | 68 ++
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/PyGameData.py | 2
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipPartPlusLV.py | 90 ++--
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py | 9
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py | 62 +-
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTJG.py | 15
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/Buff_502.py | 2
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/EffGetSet.py | 6
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/PrintFightPower.py | 21
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py | 2
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py | 3
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py | 9
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py | 4
ServerPython/CoreServerGroup/GameServer/Script/ShareDefine.py | 68 ++
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipPartStar.py | 12
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py | 129 +----
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py | 170 ++++----
22 files changed, 616 insertions(+), 545 deletions(-)
diff --git a/ServerPython/CoreServerGroup/GameServer/Script/ShareDefine.py b/ServerPython/CoreServerGroup/GameServer/Script/ShareDefine.py
index 0eea719..96b19c9 100644
--- a/ServerPython/CoreServerGroup/GameServer/Script/ShareDefine.py
+++ b/ServerPython/CoreServerGroup/GameServer/Script/ShareDefine.py
@@ -420,8 +420,6 @@
Def_Effect_MissRate = 45 #20026
#杀怪经验百分比, 百分比增加基础杀怪经验(a值为万分率,直接加上)
Def_Effect_FightExpRate = 46
-#魂器基础属性百分比
-Def_Effect_HorcruxBasePer = 48
Def_Effect_SkillAtkRateReduce = 49 #20032
#增加HP(A值填万分率)
Def_Effect_MaxHPPer = 50 #20023
@@ -443,20 +441,45 @@
Def_Effect_StoneMaxHPPer = 58
#宝石攻击百分比
Def_Effect_StoneAtkPer = 59
-#装备基础百分比
+#装备基础百分比 - 含特殊装备位
Def_Effect_EquipBaseAddPer = 60
+#基础装备百分比
+Def_Effect_BaseEquipAddPer = 64
#冰攻百分比(A值为万分率)
Def_Effect_IceAtkPer = 61
#冰防百分比(A值为万分率)
Def_Effect_IceDefPer = 62
-#防具生命百分比
-Def_Effect_ArmorMaxHPAddPer = 63
-#圣器攻击百分比
-Def_Effect_RelicsAtkAddPer = 64
-#武器攻击百分比
-Def_Effect_WeaponAtkAddPer = 65
-#防具防御百分比
+#基础装备生命百分比
+Def_Effect_BaseEquipMaxHPAddPer = 63
+#基础装备攻击百分比
+Def_Effect_BaseEquipAtkAddPer = 65
+#防具防御百分比 - 废弃
Def_Effect_ArmorDefAddPer = 66
+#主手基础属性值 百分比
+Def_Effect_WeaponAddPer = 121
+#副手基础属性值 百分比
+Def_Effect_Weapon2AddPer = 122
+#腰带基础属性值 百分比
+Def_Effect_BeltAddPer = 123
+#手套基础属性值 百分比
+Def_Effect_GloveAddPer = 124
+#衣袍基础属性值 百分比
+Def_Effect_ClothesAddPer = 125
+#帽子基础属性值 百分比
+Def_Effect_HatAddPer = 126
+#下装基础属性值 百分比
+Def_Effect_TrousersAddPer = 127
+#鞋履基础属性值 百分比
+Def_Effect_ShoesAddPer = 128
+#仙器A基础属性值 百分比
+Def_Effect_FairyCanAddPer = 129
+#仙器B基础属性值 百分比
+Def_Effect_FairyCan2AddPer = 130
+#仙绳基础属性值 百分比
+Def_Effect_NeckAddPer = 131
+#莲台基础属性值 百分比
+Def_Effect_JadeAddPer = 132
+
Def_Effect_MinAtk = 67 # 最小攻击
Def_Effect_MaxAtk = 68 # 最大攻击
@@ -1358,13 +1381,13 @@
)=range(5)
# 战斗力模块类型
-Def_MFPType_Max = 29
+Def_MFPType_Max = 44
ModuleFightPowerTypeList = (
Def_MFPType_Role, # 角色 0
-Def_MFPType_Equip, # 装备(基本装备位) 1
+Def_MFPType_Equip, # 装备(基本装备位) 1 - 废弃
Def_MFPType_Plus, # 强化 2
Def_MFPType_Stone, # 宝石 3
-Def_MFPType_Suit, # 套装 4
+Def_MFPType_Suit, # 套装 4 - 废弃
Def_MFPType_Wing, # 翅膀 5
Def_MFPType_Wash, # 洗练 6
Def_MFPType_Pet, # 灵宠 7
@@ -1373,7 +1396,7 @@
Def_MFPType_GodWeapon, # 神兵 10
Def_MFPType_Dienstgrad, #称号 11
Def_MFPType_Rune, # 符印 12
-Def_MFPType_Horcrux, # 魂器 13
+Def_MFPType_13, #
Def_MFPType_MagicWeapon1, # 人族法宝 14
Def_MFPType_StoveYao, # 炼丹炉丹药 15
Def_MFPType_MagicWeapon2, # 魔族法宝 16
@@ -1385,7 +1408,22 @@
Def_MFPType_GatherSoul, # 聚魂 22
Def_MFPType_MagicWeapon4, # 王者法宝 23
Def_MFPType_Coat, # 时装 24
-Def_MFPType_ZhuXian, # 诛仙 25
+Def_MFPType_ZhuXian, # 诛仙 25 - 废弃
+Def_MFPType_Equip1, # 境界装备1阶 26
+Def_MFPType_Equip2, # 境界装备2阶 27
+Def_MFPType_Equip3, # 境界装备3阶 28
+Def_MFPType_Equip4, # 境界装备4阶 29
+Def_MFPType_Equip5, # 境界装备5阶 30
+Def_MFPType_Equip6, # 境界装备6阶 31
+Def_MFPType_Equip7, # 境界装备7阶 32
+Def_MFPType_Equip8, # 境界装备8阶 33
+Def_MFPType_Equip9, # 境界装备9阶 34
+Def_MFPType_Equip10, # 境界装备10阶 35
+Def_MFPType_Equip11, # 境界装备11阶 36
+Def_MFPType_Equip12, # 境界装备12阶 37
+Def_MFPType_Equip13, # 境界装备13阶 38
+Def_MFPType_Equip14, # 境界装备14阶 39
+Def_MFPType_Equip15, # 境界装备15阶 40
Def_MFPType_Other, # 其他
#以下暂时没用到,改时再处理
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
index 9383283..f35908b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -57,7 +57,7 @@
import ChPyNetSendPack
import NetPackCommon
import FamilyRobBoss
-import EquipZhuXian
+#import EquipZhuXian
import FBCommon
import ChNPC
@@ -1427,13 +1427,14 @@
if atkObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
return skillPer
- skillTypeID = curSkill.GetSkillTypeID()
+ #skillTypeID = curSkill.GetSkillTypeID()
- addPer = EquipZhuXian.GetZhuXianEquipSkillAddPer(atkObj.GetPlayerID(), skillTypeID)
+ addPer = 0
reducePer = 0
+ #addPer += EquipZhuXian.GetZhuXianEquipSkillAddPer(atkObj.GetPlayerID(), skillTypeID)
if defObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
- reducePer = EquipZhuXian.GetZhuXianEquipSkillReducePer(defObj.GetPlayerID(), skillTypeID)
+ #reducePer = EquipZhuXian.GetZhuXianEquipSkillReducePer(defObj.GetPlayerID(), skillTypeID)
#根据防守方职业 计算攻击方伤害加成
if defObj.GetJob() in [ShareDefine.PlayerJob_Warrior, ShareDefine.PlayerJob_Knight]:
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index 82b4586..f51c7c8 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -68,7 +68,7 @@
Def_BuffValue_Count = 3 # buff记录的value个数
#游戏对象属性--------------------------------------------
-Def_Calc_AllAttrType_MAX = 133
+Def_Calc_AllAttrType_MAX = 127
#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 = (
#基础属性
@@ -188,12 +188,6 @@
TYPE_Calc_BaseDefAddPer, # 基础防御百分比
TYPE_Calc_BaseHitAddPer, # 基础命中百分比
TYPE_Calc_BaseMissAddPer, # 基础闪避百分比
-TYPE_Calc_HorcruxBasePer, # 魂器基础百分比
-TYPE_Calc_EquipBaseAddPer, # 装备基础百分比 105
-TYPE_Calc_WeaponAtkAddPer, # 武器基础攻击百分比
-TYPE_Calc_RelicsAtkAddPer, # 圣器基础攻击百分比
-TYPE_Calc_ArmorMaxHPAddPer, # 防具基础生命百分比
-TYPE_Calc_ArmorDefAddPer, # 防具基础防御百分比
TYPE_Calc_GodWeaponMaxHPPer, # 神兵生命百分比 110
TYPE_Calc_GodWeaponAtkPer, # 神兵攻击百分比
TYPE_Calc_StoneMaxHPPer, # 宝石生命百分比
@@ -403,9 +397,11 @@
ShareDefine.retBelt:[Def_ItemType_retBelt],
ShareDefine.retTrousers:[Def_ItemType_retTrousers],
ShareDefine.retShoes:[Def_ItemType_retShoes],
+ ShareDefine.retGlove:[Def_ItemType_retGlove],
ShareDefine.retNeck:[Def_ItemType_retNeck],
ShareDefine.retFairyCan:[Def_ItemType_retFairyCan],
ShareDefine.retFairyCan2:[Def_ItemType_retFairyCan2],
+ ShareDefine.retJade:[Def_ItemType_retJade],
ShareDefine.retWing:[Def_ItemType_retWing],
ShareDefine.retGuard1:[Def_ItemType_retGuard1],
ShareDefine.retGuard2:[Def_ItemType_retGuard2],
@@ -794,9 +790,6 @@
Def_EquipItemType_TJGAutoEat = xrange(Def_ItemType_retWeapon, Def_ItemType_retShoes + 1)
#装备类型
Def_EquipItemType = range(Def_ItemType_retWeapon, Def_ItemType_DogzEquipScute + 1) + range(Def_ItemType_ZXCloak, Def_ItemType_ZXWeapon4 + 1)
-
-#武器类型
-Def_WeaponItemType = [Def_ItemType_retWeapon, Def_ItemType_retWeapon2]
#神兽装备类型
Def_DogzEquiipType = xrange(Def_ItemType_DogzEquipHorn, Def_ItemType_DogzEquipScute + 1)
@@ -2384,18 +2377,6 @@
#数据中的装备位置和程序中的装备位置对照表
#参考 ShareDefine.RoleEquipType
-#武器装备栏位置列表
-Def_WeaponRetList = [ShareDefine.retWeapon, ShareDefine.retWeapon2]
-
-#仙器, 装备栏位置列表
-Def_FairyCanList = [ShareDefine.retFairyCan, ShareDefine.retFairyCan2]
-
-
-#攻击类装备, 装备栏位置列表
-Def_AttackEquipRetList = [ShareDefine.retWeapon]
-#防御类装备, 装备栏位置列表
-Def_DefenceEquipRetList = [ShareDefine.retClothes]
-
# 可操作强化洗练等功能的公共装备部位索引
Pack_EquipPart_CanPlusStar = {
IPY_GameWorld.rptEquip:[
@@ -2412,19 +2393,18 @@
ShareDefine.retFairyCan2, #11 仙器2
ShareDefine.retJade, #12 玉佩
],
-
}
-## 基础装备位 - 武器
-BaseEquipPlace_Weapon = [ShareDefine.retWeapon, ShareDefine.retWeapon2]
-## 基础装备位 - 防具
-BaseEquipPlace_Armor = [ShareDefine.retHat, ShareDefine.retClothes, ShareDefine.retBelt, ShareDefine.retTrousers, ShareDefine.retShoes]
-## 基础装备位 - 圣器
-BaseEquipPlace_Relics = [ShareDefine.retNeck, ShareDefine.retFairyCan, ShareDefine.retFairyCan2]
-BaseEquipPlaceList = BaseEquipPlace_Weapon + BaseEquipPlace_Armor + BaseEquipPlace_Relics
-
-#玩家当前可装备的装备类型
-Type_Equip_CanTake = ShareDefine.RoleEquipType
+## 装备位 - 基础攻击类
+EquipPlace_BaseWeapon = [ShareDefine.retWeapon, ShareDefine.retWeapon2, ShareDefine.retBelt, ShareDefine.retGlove]
+## 装备位 - 基础防具类
+EquipPlace_BaseArmor = [ShareDefine.retHat, ShareDefine.retClothes, ShareDefine.retTrousers, ShareDefine.retShoes]
+## 装备位 - 仙器
+EquipPlace_Relics = [ShareDefine.retFairyCan, ShareDefine.retFairyCan2]
+## 装备位 - 特殊
+EquipPlace_Special = [ShareDefine.retNeck, ShareDefine.retFairyCan, ShareDefine.retFairyCan2, ShareDefine.retJade]
+## 装备位 - 所有基础
+EquipPlace_Base = EquipPlace_BaseWeapon + EquipPlace_BaseArmor
#装备物品位置,不需要重刷属性
EquipItemNoRefreshState = [
@@ -2440,17 +2420,7 @@
ShareDefine.retGuard1, #14 守护1
ShareDefine.retHorse, #19 坐骑
]
-#套装装备部位列表
-Def_SuitEquipPlaceList = [
- ShareDefine.retWeapon, #1 主手
- ShareDefine.retWeapon2, #2 副手
- ShareDefine.retHat, #3 帽子
- ShareDefine.retClothes, #4 衣服
- ShareDefine.retBelt, #5 腰带
- ShareDefine.retTrousers, #6 裤子
- ShareDefine.retShoes, #7 鞋子
- ShareDefine.retGlove, #8 手套
- ]
+
#---------------------------------------------------------------------
#特殊物品光环,永久存在
Def_SuperBuffList = [
@@ -3226,12 +3196,6 @@
Def_PlayerKey_BaseDefAddPer = "BaseDefAddPer" # 基础防御百分比
Def_PlayerKey_BaseHitAddPer = "BaseHitAddPer" # 基础命中百分比
Def_PlayerKey_BaseMissAddPer = "BaseMissAddPer" # 基础闪避百分比
-Def_PlayerKey_HorcruxBasePer = "HorcruxBasePer" # 魂器基础百分比
-Def_PlayerKey_EquipBaseAddPer = "EquipBaseAddPer" # 装备基础百分比
-Def_PlayerKey_WeaponAtkAddPer = "WeaponAtkAddPer" # 武器基础攻击百分比
-Def_PlayerKey_RelicsAtkAddPer = "RelicsAtkAddPer" # 圣器基础攻击百分比
-Def_PlayerKey_ArmorMaxHPAddPer = "ArmorMaxHPAddPer" # 防具基础生命百分比
-Def_PlayerKey_ArmorDefAddPer = "ArmorDefAddPer" # 防具基础防御百分比
Def_PlayerKey_GodWeaponMaxHPPer = "GodWeaponMaxHPPer" # 神兵生命百分比
Def_PlayerKey_GodWeaponAtkPer = "GodWeaponAtkPer" # 神兵攻击百分比
Def_PlayerKey_StoneMaxHPPer = "StoneMaxHPPer" # 宝石生命百分比
@@ -3256,9 +3220,6 @@
Def_PlayerKey_FruitAttr = "FruitAttr_%s_%s" # 属性果实增加的属性,参数为(功能索引, 物品效果id)
Def_PlayerKey_FruitFightPowerEx = "FruitFightPowerEx_%s" # 属性果实增加的附加战力,参数为(功能索引)
Def_PlayerKey_FamilyLVLeave = "FamilyLVLeave" # 离开的最后一个家族的等级
-
-Def_PlayerKey_CalcAddAttrType = "CalcAType_%s_%s_%s" # 刷属性类型, 参数[funcIndex, attrIndex, 缓存编号]
-Def_PlayerKey_CalcAddAttrValue = "CalcAValue_%s_%s_%s" # 刷属性值, 参数[funcIndex, attrIndex, 缓存编号]
Def_PDict_QueryTechLVUPState = "QueryTechLVUPState" # 查询科技等级提升状态
@@ -4315,13 +4276,6 @@
ShareDefine.Def_Effect_BaseDefAddPer:[[TYPE_Calc_BaseDefAddPer], False, TYPE_NoLinear],
ShareDefine.Def_Effect_BaseHitAddPer:[[TYPE_Calc_BaseHitAddPer], False, TYPE_NoLinear],
ShareDefine.Def_Effect_BaseMissAddPer:[[TYPE_Calc_BaseMissAddPer], False, TYPE_NoLinear],
- ShareDefine.Def_Effect_HorcruxBasePer:[[TYPE_Calc_HorcruxBasePer], False, TYPE_NoLinear],
- ShareDefine.Def_Effect_EquipBaseAddPer:[[TYPE_Calc_WeaponAtkAddPer, TYPE_Calc_RelicsAtkAddPer,
- TYPE_Calc_ArmorMaxHPAddPer, TYPE_Calc_ArmorDefAddPer], False, TYPE_NoLinear],
- ShareDefine.Def_Effect_WeaponAtkAddPer:[[TYPE_Calc_WeaponAtkAddPer], False, TYPE_NoLinear],
- ShareDefine.Def_Effect_RelicsAtkAddPer:[[TYPE_Calc_RelicsAtkAddPer], False, TYPE_NoLinear],
- ShareDefine.Def_Effect_ArmorMaxHPAddPer:[[TYPE_Calc_ArmorMaxHPAddPer], False, TYPE_NoLinear],
- ShareDefine.Def_Effect_ArmorDefAddPer:[[TYPE_Calc_ArmorDefAddPer], False, TYPE_NoLinear],
ShareDefine.Def_Effect_GodWeaponMaxHPPer:[[TYPE_Calc_GodWeaponMaxHPPer], False, TYPE_NoLinear],
ShareDefine.Def_Effect_GodWeaponAtkPer:[[TYPE_Calc_GodWeaponAtkPer], False, TYPE_NoLinear],
ShareDefine.Def_Effect_StoneMaxHPPer:[[TYPE_Calc_StoneMaxHPPer], False, TYPE_NoLinear],
@@ -4342,14 +4296,6 @@
TYPE_Calc_BaseDefAddPer:[TYPE_Calc_AttrDEF],
TYPE_Calc_BaseHitAddPer:[TYPE_Calc_AttrHit],
TYPE_Calc_BaseMissAddPer:[TYPE_Calc_AttrMiss],
- TYPE_Calc_HorcruxBasePer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax,
- TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
- TYPE_Calc_EquipBaseAddPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax,
- TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
- TYPE_Calc_WeaponAtkAddPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
- TYPE_Calc_RelicsAtkAddPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
- TYPE_Calc_ArmorMaxHPAddPer:[TYPE_Calc_AttrMaxHP],
- TYPE_Calc_ArmorDefAddPer:[TYPE_Calc_AttrDEF],
TYPE_Calc_GodWeaponMaxHPPer:[TYPE_Calc_AttrMaxHP],
TYPE_Calc_GodWeaponAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
TYPE_Calc_StoneMaxHPPer:[TYPE_Calc_AttrMaxHP],
@@ -4364,6 +4310,27 @@
TYPE_Calc_AttrMaxHP],
TYPE_Calc_PlusBaseAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
}
+
+# 对装备基础属性加成配置 {属性ID:[影响部位信息, [影响的计算属性列表]], ...}
+# 影响部位信息: 大于0-指定部位; -1-所有部位; -2-基础部位
+EquipBassAttrAddInfoSet = {
+ ShareDefine.Def_Effect_EquipBaseAddPer: [-1, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
+ ShareDefine.Def_Effect_BaseEquipAddPer: [-2, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
+ ShareDefine.Def_Effect_BaseEquipAtkAddPer: [-2, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk]],
+ ShareDefine.Def_Effect_BaseEquipMaxHPAddPer: [-2, [ShareDefine.Def_Effect_MaxHP]],
+ ShareDefine.Def_Effect_WeaponAddPer: [ShareDefine.retWeapon, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk]],
+ ShareDefine.Def_Effect_Weapon2AddPer: [ShareDefine.retWeapon2, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk]],
+ ShareDefine.Def_Effect_BeltAddPer: [ShareDefine.retBelt, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk]],
+ ShareDefine.Def_Effect_GloveAddPer: [ShareDefine.retGlove, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk]],
+ ShareDefine.Def_Effect_ClothesAddPer: [ShareDefine.retClothes, [ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
+ ShareDefine.Def_Effect_HatAddPer: [ShareDefine.retHat, [ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
+ ShareDefine.Def_Effect_TrousersAddPer: [ShareDefine.retTrousers, [ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
+ ShareDefine.Def_Effect_ShoesAddPer: [ShareDefine.retShoes, [ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
+ ShareDefine.Def_Effect_FairyCanAddPer: [ShareDefine.retFairyCan, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
+ ShareDefine.Def_Effect_FairyCan2AddPer: [ShareDefine.retFairyCan2, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
+ ShareDefine.Def_Effect_NeckAddPer: [ShareDefine.retNeck, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
+ ShareDefine.Def_Effect_JadeAddPer: [ShareDefine.retJade, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
+ }
#属性线性索引
CalcAttrIndexList = (
@@ -4384,14 +4351,14 @@
#刷属性功能分类索引
CalcAttrFuncList = (
Def_CalcAttrFunc_RoleBase, # 角色基础 0
-Def_CalcAttrFunc_EquipBaseWeapon, # 武器物品表基础属性 1
-Def_CalcAttrFunc_EquipBaseArmor, # 防具物品表基础属性 2
-Def_CalcAttrFunc_EquipBaseRelics, # 圣器物品表基础属性 3
-Def_CalcAttrFunc_Equip, # 装备其他(传奇属性 + ) 4
-Def_CalcAttrFunc_PlusBase, # 装备位强化基础 5
-Def_CalcAttrFunc_PlusEx, # 装备位强化累加 6
+Def_CalcAttrFunc_EquipBaseWeapon, # 武器物品表基础属性 1 - 废弃
+Def_CalcAttrFunc_EquipBaseArmor, # 防具物品表基础属性 2 - 废弃
+Def_CalcAttrFunc_EquipBaseRelics, # 圣器物品表基础属性 3 - 废弃
+Def_CalcAttrFunc_Equip, # 装备其他(传奇属性 + ) 4 - 废弃
+Def_CalcAttrFunc_Plus, # 装备位强化 5
+Def_CalcAttrFunc_PlusEx, # 装备位强化累加 6 - 废弃
Def_CalcAttrFunc_Stone, # 装备宝石 7
-Def_CalcAttrFunc_Suit, # 套装 8
+Def_CalcAttrFunc_Suit, # 套装 8 - 废弃
Def_CalcAttrFunc_Wing, # 翅膀 9
Def_CalcAttrFunc_Wash, # 洗练 10
Def_CalcAttrFunc_Pet, # 灵宠 11
@@ -4400,10 +4367,10 @@
Def_CalcAttrFunc_GodWeapon, # 神兵 14
Def_CalcAttrFunc_Dienstgrad, # 称号 15
Def_CalcAttrFunc_Rune, # 符印 16
-Def_CalcAttrFunc_Horcrux, # 魂器 17
+Def_CalcAttrFunc_17, #
Def_CalcAttrFunc_MagicWeapon1, # 人族法宝属性 18
Def_CalcAttrFunc_EquipOutOfPrint, # 绝版属性随等级变化 19
-Def_CalcAttrFunc_EquipAllStars, # 装备全身星级属性 20
+Def_CalcAttrFunc_EquipAllStars, # 装备全身星级属性 20 - 废弃
Def_CalcAttrFunc_Success, # 成就属性 21
Def_CalcAttrFunc_VIP, # VIP属性 22
Def_CalcAttrFunc_Stove, # 炼丹炉 23
@@ -4426,10 +4393,25 @@
Def_CalcAttrFunc_MagicWeapon4, # 王者法宝40
Def_CalcAttrFunc_Coat, # 时装41
Def_CalcAttrFunc_ZXEquip, # 诛仙装备42
-Def_CalcAttrFunc_ZXEquipSuit, # 诛仙装备套装43
-Def_CalcAttrFunc_ZXEquipStone, # 诛仙宝石属性44
-) = range(45)
-
+Def_CalcAttrFunc_ZXEquipSuit, # 诛仙装备套装43 - 废弃
+Def_CalcAttrFunc_ZXEquipStone, # 诛仙宝石属性44 - 废弃
+Def_CalcAttrFunc_45,
+Def_CalcAttrFunc_Equip1, # 境界装备1阶 46
+Def_CalcAttrFunc_Equip2, # 境界装备2阶 47
+Def_CalcAttrFunc_Equip3, # 境界装备3阶 48
+Def_CalcAttrFunc_Equip4, # 境界装备4阶 49
+Def_CalcAttrFunc_Equip5, # 境界装备5阶 50
+Def_CalcAttrFunc_Equip6, # 境界装备6阶 51
+Def_CalcAttrFunc_Equip7, # 境界装备7阶 52
+Def_CalcAttrFunc_Equip8, # 境界装备8阶 53
+Def_CalcAttrFunc_Equip9, # 境界装备9阶 54
+Def_CalcAttrFunc_Equip10, # 境界装备10阶 55
+Def_CalcAttrFunc_Equip11, # 境界装备11阶 56
+Def_CalcAttrFunc_Equip12, # 境界装备12阶 57
+Def_CalcAttrFunc_Equip13, # 境界装备13阶 58
+Def_CalcAttrFunc_Equip14, # 境界装备14阶 59
+Def_CalcAttrFunc_Equip15, # 境界装备15阶 60
+) = range(61)
# 在此列表中的功能属性,不享受百分比加成,--属性参与战力计算
CalcAttrExFuncList = [Def_CalcAttrFunc_MagicWeapon1, Def_CalcAttrFunc_MagicWeapon2, Def_CalcAttrFunc_MagicWeapon3, Def_CalcAttrFunc_MagicWeapon4,
@@ -4444,13 +4426,9 @@
#战斗力分组类型对应功能点属性分类索引列表,并不是一一对应的,有些战斗力类型可由多个功能点组成
MFPTypeAttrFuncIndexDict = {ShareDefine.Def_MFPType_Role:[Def_CalcAttrFunc_RoleBase],
# 因为装备评分和实际战力一直出现不匹配的情况,所以装备战力修改为直接由装备评分做为参数计算战力,所以装备评分计算的所有属性不列入战力计算,祥见评分计算函数 ItemCommom.CalcEquipGS
-# ShareDefine.Def_MFPType_Equip:[Def_CalcAttrFunc_EquipBaseWeapon, Def_CalcAttrFunc_EquipBaseRelics,
-# Def_CalcAttrFunc_EquipBaseArmor, Def_CalcAttrFunc_Equip,
-# Def_CalcAttrFunc_EquipOutOfPrint, Def_CalcAttrFunc_EquipAllStars],
- ShareDefine.Def_MFPType_Equip:[Def_CalcAttrFunc_EquipAllStars],
- ShareDefine.Def_MFPType_Plus:[Def_CalcAttrFunc_PlusBase, Def_CalcAttrFunc_PlusEx],
+# ShareDefine.Def_MFPType_Equip:[Def_CalcAttrFunc_EquipOutOfPrint],
+ ShareDefine.Def_MFPType_Plus:[Def_CalcAttrFunc_Plus],
ShareDefine.Def_MFPType_Stone:[Def_CalcAttrFunc_Stone],
- ShareDefine.Def_MFPType_Suit:[Def_CalcAttrFunc_Suit],
ShareDefine.Def_MFPType_Wing:[Def_CalcAttrFunc_Wing],
ShareDefine.Def_MFPType_Wash:[Def_CalcAttrFunc_Wash],
ShareDefine.Def_MFPType_Pet:[Def_CalcAttrFunc_Pet, Def_CalcAttrFunc_PetSign],
@@ -4461,7 +4439,6 @@
ShareDefine.Def_MFPType_GodWeapon:[Def_CalcAttrFunc_GodWeapon],
ShareDefine.Def_MFPType_Dienstgrad:[Def_CalcAttrFunc_Dienstgrad],
ShareDefine.Def_MFPType_Rune:[Def_CalcAttrFunc_Rune],
- ShareDefine.Def_MFPType_Horcrux:[Def_CalcAttrFunc_Horcrux],
ShareDefine.Def_MFPType_MagicWeapon1:[Def_CalcAttrFunc_MagicWeapon1],
ShareDefine.Def_MFPType_MagicWeapon2:[Def_CalcAttrFunc_MagicWeapon2],
ShareDefine.Def_MFPType_MagicWeapon3:[Def_CalcAttrFunc_MagicWeapon3, Def_CalcAttrFunc_Stove, Def_CalcAttrFunc_VIP],
@@ -4472,7 +4449,22 @@
ShareDefine.Def_MFPType_Coat:[Def_CalcAttrFunc_Coat],
# 诛仙装备战力、神兽战力同装备模块战力一致,受评分影响,装备评分相关的战力另外算
ShareDefine.Def_MFPType_Dogz:[Def_CalcAttrFunc_Dogz, Def_CalcAttrFunc_DogzEquipPlus],
- ShareDefine.Def_MFPType_ZhuXian:[Def_CalcAttrFunc_ZXEquipSuit, Def_CalcAttrFunc_ZXEquipStone],
+ #ShareDefine.Def_MFPType_ZhuXian:[Def_CalcAttrFunc_ZXEquipSuit, Def_CalcAttrFunc_ZXEquipStone],
+ ShareDefine.Def_MFPType_Equip1:[Def_CalcAttrFunc_Equip1],
+ ShareDefine.Def_MFPType_Equip2:[Def_CalcAttrFunc_Equip2],
+ ShareDefine.Def_MFPType_Equip3:[Def_CalcAttrFunc_Equip3],
+ ShareDefine.Def_MFPType_Equip4:[Def_CalcAttrFunc_Equip4],
+ ShareDefine.Def_MFPType_Equip5:[Def_CalcAttrFunc_Equip5],
+ ShareDefine.Def_MFPType_Equip6:[Def_CalcAttrFunc_Equip6],
+ ShareDefine.Def_MFPType_Equip7:[Def_CalcAttrFunc_Equip7],
+ ShareDefine.Def_MFPType_Equip8:[Def_CalcAttrFunc_Equip8],
+ ShareDefine.Def_MFPType_Equip9:[Def_CalcAttrFunc_Equip9],
+ ShareDefine.Def_MFPType_Equip10:[Def_CalcAttrFunc_Equip10],
+ ShareDefine.Def_MFPType_Equip11:[Def_CalcAttrFunc_Equip11],
+ ShareDefine.Def_MFPType_Equip12:[Def_CalcAttrFunc_Equip12],
+ ShareDefine.Def_MFPType_Equip13:[Def_CalcAttrFunc_Equip13],
+ ShareDefine.Def_MFPType_Equip14:[Def_CalcAttrFunc_Equip14],
+ ShareDefine.Def_MFPType_Equip15:[Def_CalcAttrFunc_Equip15],
ShareDefine.Def_MFPType_Other:[Def_CalcAttrFunc_Success, Def_CalcAttrFunc_FamilyTech, Def_CalcAttrFunc_EquipDecompose],
}
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStone.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStone.py
index 14c4633..9c2907d 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStone.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStone.py
@@ -30,7 +30,7 @@
import PlayerSuccess
import PlayerWeekParty
import ShareDefine
-import EquipZhuXian
+#import EquipZhuXian
g_stoneCanPlaceList = [] #可镶嵌的位置
@@ -162,6 +162,7 @@
ipyData = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'GridIndex':equipPackIndex})
if not ipyData:
return
+ classLV = ipyData.GetClassLV()
if ipyData.GetEquipPlace() not in stoneCanPlaceList:
GameWorld.Log("该宝石不可镶嵌在该装备位!stoneItemID=%s,stoneEffType=%s,stoneCanPlaceList=%s,equipPackIndex=%s"
% (stoneItemID, stoneEffType, stoneCanPlaceList, equipPackIndex), playerID)
@@ -184,7 +185,7 @@
# ItemControler.SetItemIsBind(curEquip, True)
# 刷新属性
- RefreshAttrByStoneAction(curPlayer, equipPackType, True)
+ RefreshAttrByStoneAction(curPlayer, equipPackType, True, classLV)
#同步客户端
Sycn_StoneHoleInfo(curPlayer, [equipPackIndex])
@@ -262,10 +263,15 @@
GameWorld.DebugLog("孔为空或不存在宝石!")
return
+ ipyData = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'GridIndex':equipPackIndex})
+ if not ipyData:
+ return
+ classLV = ipyData.GetClassLV()
+
__DoChangeEquipHoleStone(curPlayer, equipPackIndex, holeIndex, 0, 0, "StonePick", True)
# 刷新属性
- RefreshAttrByStoneAction(curPlayer, equipPackType, False)
+ RefreshAttrByStoneAction(curPlayer, equipPackType, False, classLV)
#同步客户端
Sycn_StoneHoleInfo(curPlayer, [equipPackIndex])
@@ -348,6 +354,10 @@
needCount = IpyGameDataPY.GetFuncCfg("GemUpCostFormula", 2) # 合成下一级所需宝石个数
if not needCount:
return
+ ipyData = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'GridIndex':equipPackIndex})
+ if not ipyData:
+ return
+ classLV = ipyData.GetClassLV()
if upWay == 0: #仙玉
stoneTypeItemIDDict = IpyGameDataPY.GetFuncEvalCfg("GemUpCostFormula", 1)
if stoneEffType not in stoneTypeItemIDDict:
@@ -384,7 +394,7 @@
__DoChangeEquipHoleStone(curPlayer, equipPackIndex, holeIndex, upgradeStoneID, stoneIsBind, "StoneUpgrade", False)
# 刷新属性
- RefreshAttrByStoneAction(curPlayer, equipPackType, False)
+ RefreshAttrByStoneAction(curPlayer, equipPackType, False, classLV)
#同步客户端
Sycn_StoneHoleInfo(curPlayer, [equipPackIndex])
@@ -462,20 +472,20 @@
return
-def RefreshAttrByStoneAction(curPlayer, packType, isNeedNotify):
+def RefreshAttrByStoneAction(curPlayer, packType, isNeedNotify, classLV):
## 宝石刷新属性
# 装备等级改变,判断是否为玩家身上的装备,如果是的话刷新玩家属性
if packType in [IPY_GameWorld.rptEquip]:
#先刷装备BUFF 再计算属性
if isNeedNotify:
curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrActivatyNotify, ChConfig.Def_AttrActivatyNotify_Stone)
- ChEquip.RefreshPlayerEquipAttribute(curPlayer)
+ ChEquip.RefreshPlayerEquipAttribute(curPlayer, classLV)
#刷新所有属性
playControl = PlayerControl.PlayerControl(curPlayer)
playControl.RefreshPlayerAttrState()
- elif packType == ShareDefine.rptZhuXianEquip:
- EquipZhuXian.RefreshZhuXianAttr(curPlayer)
+ #elif packType == ShareDefine.rptZhuXianEquip:
+ # EquipZhuXian.RefreshZhuXianAttr(curPlayer)
return
@@ -528,24 +538,6 @@
def OnVIPTimeOut(curPlayer):
## VIP到期处理
#过期一样有效,屏蔽该逻辑
- #===============================================================================================
- # #获得vip等级孔信息
- # gemOpenVipList = IpyGameDataPY.GetFuncEvalCfg("GemOpenVip", 1)
- # maxVipHoleCnt = len(gemOpenVipList)# 最大Vip开放孔数
- #
- # #获得所有可镶嵌宝石装备位
- # stoneCanPlaceList = GetAllStoneEquipIndexList()
- # #需要拆卸宝石的孔列表
- # pickoffHoleList = []
- # for equipIndex in stoneCanPlaceList:
- # for holeIndex in xrange(ChConfig.Def_Stone_VipHole, ChConfig.Def_Stone_VipHole + maxVipHoleCnt):
- # stoneInfo = GetEquipIndexStoneIDAndIsBand(curPlayer, equipIndex, holeIndex)
- # if not stoneInfo[0]:
- # continue
- # pickoffHoleList.append([equipIndex, holeIndex])
- #
- # __DoSysPickoffEquipStone(curPlayer, pickoffHoleList, "VIPChange", True)
- #===============================================================================================
return
def __DoSysPickoffEquipStone(curPlayer, equipPackType, stonePackType, pickoffHoleList, eventName, isRefreshAttr):
@@ -576,8 +568,9 @@
equipIndexList.append(equipIndex)
PlayerControl.SendMailByKey("GemToPlayer", [curPlayer.GetPlayerID()], mailItemInfoList)
- if isRefreshAttr:
- RefreshAttrByStoneAction(curPlayer, equipPackType, False)
+ #目前只有脱装备会触发,暂时屏蔽,由脱装备触发刷属性
+ #if isRefreshAttr:
+ # RefreshAttrByStoneAction(curPlayer, equipPackType, False)
if equipIndexList:
Sycn_StoneHoleInfo(curPlayer, equipIndexList)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py
index 2d1290c..7c1e8a9 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py
@@ -2509,7 +2509,7 @@
equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
for equipIndex in range(0, equipPack.GetCount()):
#备用装备栏不处理
- if equipIndex not in ChConfig.Type_Equip_CanTake :
+ if equipIndex not in ShareDefine.RoleEquipType:
continue
curEquip = equipPack.GetAt(equipIndex)
if curEquip.IsEmpty():
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/PrintFightPower.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/PrintFightPower.py
index 38316fd..ac4beac 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/PrintFightPower.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/PrintFightPower.py
@@ -30,10 +30,8 @@
def OnExec(curPlayer, msgList):
mfpTypeName = {ShareDefine.Def_MFPType_Role:"角色",
- ShareDefine.Def_MFPType_Equip:"装备",
ShareDefine.Def_MFPType_Plus:"强化",
ShareDefine.Def_MFPType_Stone:"宝石",
- ShareDefine.Def_MFPType_Suit:"套装",
ShareDefine.Def_MFPType_Wing:"翅膀",
ShareDefine.Def_MFPType_Wash:"洗练",
ShareDefine.Def_MFPType_Pet:"灵宠",
@@ -43,7 +41,6 @@
ShareDefine.Def_MFPType_Dienstgrad:"称号",
ShareDefine.Def_MFPType_Rune:"符印",
ShareDefine.Def_MFPType_GatherSoul:"聚魂",
- ShareDefine.Def_MFPType_Horcrux:"魂器",
ShareDefine.Def_MFPType_MagicWeapon1:"人族",
ShareDefine.Def_MFPType_StoveYao:"丹药",
ShareDefine.Def_MFPType_MagicWeapon2:"魔族",
@@ -54,22 +51,15 @@
ShareDefine.Def_MFPType_MagicWeaponSoul:"法宝之魂",
ShareDefine.Def_MFPType_Dogz:"神兽",
ShareDefine.Def_MFPType_Coat:"时装",
- ShareDefine.Def_MFPType_ZhuXian:"诛仙",
ShareDefine.Def_MFPType_Other:"其他",
}
funcIndexName = {
ChConfig.Def_CalcAttrFunc_RoleBase:"角色基础",
- ChConfig.Def_CalcAttrFunc_EquipBaseWeapon:"武器物品表基础属性",
- ChConfig.Def_CalcAttrFunc_EquipBaseArmor:"防具物品表基础属性",
- ChConfig.Def_CalcAttrFunc_EquipBaseRelics:"圣器物品表基础属性",
- ChConfig.Def_CalcAttrFunc_Equip:"装备其他",
- ChConfig.Def_CalcAttrFunc_PlusBase:"装备位强化基础",
- ChConfig.Def_CalcAttrFunc_PlusEx:"装备位强化累加",
- ChConfig.Def_CalcAttrFunc_Stone:"装备宝石",
- ChConfig.Def_CalcAttrFunc_Suit:"套装",
- ChConfig.Def_CalcAttrFunc_Wing:"翅膀",
+ ChConfig.Def_CalcAttrFunc_Plus:"强化",
+ ChConfig.Def_CalcAttrFunc_Stone:"宝石",
ChConfig.Def_CalcAttrFunc_Wash:"洗练",
+ ChConfig.Def_CalcAttrFunc_Wing:"翅膀",
ChConfig.Def_CalcAttrFunc_Pet:"灵宠",
ChConfig.Def_CalcAttrFunc_Horse:"坐骑",
ChConfig.Def_CalcAttrFunc_Prestige:"境界",
@@ -77,13 +67,11 @@
ChConfig.Def_CalcAttrFunc_Dienstgrad:"称号",
ChConfig.Def_CalcAttrFunc_Rune:"符印",
ChConfig.Def_CalcAttrFunc_GatherSoul:"聚魂",
- ChConfig.Def_CalcAttrFunc_Horcrux:"魂器",
ChConfig.Def_CalcAttrFunc_MagicWeapon1:"人族法宝属性",
ChConfig.Def_CalcAttrFunc_MagicWeapon2:"魔族法宝属性",
ChConfig.Def_CalcAttrFunc_MagicWeapon3:"仙族法宝属性",
ChConfig.Def_CalcAttrFunc_MagicWeapon4:"王者法宝属性",
ChConfig.Def_CalcAttrFunc_EquipOutOfPrint:"绝版属性随等级变化",
- ChConfig.Def_CalcAttrFunc_EquipAllStars:"装备全身星级属性",
ChConfig.Def_CalcAttrFunc_Success:"成就",
ChConfig.Def_CalcAttrFunc_VIP:"VIP",
ChConfig.Def_CalcAttrFunc_Stove:"炼丹炉",
@@ -98,9 +86,6 @@
ChConfig.Def_CalcAttrFunc_MagicWeaponSoul:"法宝之魂",
ChConfig.Def_CalcAttrFunc_Dogz:"神兽",
ChConfig.Def_CalcAttrFunc_Coat:"时装",
- ChConfig.Def_CalcAttrFunc_ZXEquip:"诛仙装备",
- ChConfig.Def_CalcAttrFunc_ZXEquipSuit:"诛仙装备套装",
- ChConfig.Def_CalcAttrFunc_ZXEquipStone:"诛仙装备宝石",
}
GameWorld.DebugAnswer(curPlayer, "PrintFightPower 模块类型(可选)")
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipPartPlusLV.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipPartPlusLV.py
index 4825741..dfcfe17 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipPartPlusLV.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipPartPlusLV.py
@@ -21,9 +21,7 @@
import ChConfig
import ChEquip
import GameWorld
-import ItemCommon
import IpyGameDataPY
-import PlayerControl
#---------------------------------------------------------------------
#逻辑实现
## GM命令执行入口
@@ -32,14 +30,14 @@
# @return None
# @remarks 函数详细说明.
def OnExec(curPlayer, cmdList):
- if not cmdList:
- __GMHelpAnswer(curPlayer)
- return
+
packType = IPY_GameWorld.rptEquip
curPack = curPlayer.GetItemManager().GetPack(packType)
+ refreshClassLV = 0
- if len(cmdList) == 1: #设置所有
- setStarLV = cmdList[0]
+ # 设置所有阶
+ if len(cmdList) == 2:
+ setStarLV, evolveLV = cmdList
equipMaxClasslv = IpyGameDataPY.GetFuncCfg('EquipMaxClasslv')
for equipPlace in ChConfig.Pack_EquipPart_CanPlusStar.get(packType, []):
for classlv in xrange(1, equipMaxClasslv+1):
@@ -50,16 +48,13 @@
curEquip = curPack.GetAt(gridIndex)
ChEquip.SetEquipPartPlusLV(curPlayer, packType, gridIndex, curEquip, setStarLV)
ChEquip.SetEquipPartProficiency(curPlayer, packType, gridIndex, 0)
- ChEquip.SetEquipPartPlusEvolveLV(curPlayer, packType, gridIndex, 0)
- #刷新所有属性
- ChEquip.RefreshPlayerEquipAttribute(curPlayer)
- playControl = PlayerControl.PlayerControl(curPlayer)
- playControl.RefreshPlayerAttrState()
- ChEquip.NotifyEquipPartPlusLV(curPlayer)
- GameWorld.DebugAnswer(curPlayer, "设置所有部位强化等级为: %s" % (setStarLV))
- elif len(cmdList) == 2:
- classLV = cmdList[0]
- setStarLV = cmdList[1]
+ ChEquip.SetEquipPartPlusEvolveLV(curPlayer, packType, gridIndex, evolveLV)
+
+ GameWorld.DebugAnswer(curPlayer, "设置所有部位强化等级(%s),进化等级(%s)" % (setStarLV, evolveLV))
+
+ # 设置指定阶
+ elif len(cmdList) == 3:
+ classLV, setStarLV, evolveLV = cmdList
for equipPlace in ChConfig.Pack_EquipPart_CanPlusStar.get(packType, []):
ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
if not ipyData:
@@ -68,45 +63,40 @@
curEquip = curPack.GetAt(gridIndex)
ChEquip.SetEquipPartPlusLV(curPlayer, packType, gridIndex, curEquip, setStarLV)
ChEquip.SetEquipPartProficiency(curPlayer, packType, gridIndex, 0)
- ChEquip.SetEquipPartPlusEvolveLV(curPlayer, packType, gridIndex, 0)
- Operate_EquipPlus.DoLogic_OnEquipPartStarLVChange(curPlayer, packType, classLV)
- ChEquip.NotifyEquipPartPlusLV(curPlayer)
- GameWorld.DebugAnswer(curPlayer, "设置%s阶所有部位强化等级为: %s" % (classLV, setStarLV))
- return
-
- if len(cmdList) != 3:
+ ChEquip.SetEquipPartPlusEvolveLV(curPlayer, packType, gridIndex, evolveLV)
+
+ GameWorld.DebugAnswer(curPlayer, "设置%s阶所有部位强化等级(%s),进化等级(%s)" % (classLV, setStarLV, evolveLV))
+ refreshClassLV = classLV
+
+ # 设置指定阶部位
+ elif len(cmdList) == 4:
+ classLV, equipPlace, starLV, evolveLV = cmdList
+
+ if equipPlace not in ChConfig.Pack_EquipPart_CanPlusStar[packType]:
+ __GMHelpAnswer(curPlayer, "部位不存在!")
+ return
+ ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
+ if not ipyData:
+ return
+ gridIndex = ipyData.GetGridIndex()
+ curEquip = curPack.GetAt(gridIndex)
+ ChEquip.SetEquipPartPlusLV(curPlayer, packType, gridIndex, curEquip, starLV)
+ ChEquip.SetEquipPartProficiency(curPlayer, packType, gridIndex, evolveLV)
+ GameWorld.DebugAnswer(curPlayer, "设置%s阶%s部位强化等级(%s),进化等级(%s)" % (classLV, equipPlace, starLV, evolveLV))
+ refreshClassLV = classLV
+
+ else:
__GMHelpAnswer(curPlayer, "参数错误!")
return
- classLV, equipPlace, starLV = cmdList
-
- if equipPlace not in ChConfig.Pack_EquipPart_CanPlusStar[packType]:
- __GMHelpAnswer(curPlayer, "部位不存在!")
- return
- ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
- if not ipyData:
- return
- gridIndex = ipyData.GetGridIndex()
- curEquip = curPack.GetAt(gridIndex)
-# if not ItemCommon.CheckItemCanUse(curEquip):
-# return
-# maxStarLV = ItemCommon.GetItemMaxPlusLV(curPlayer, gridIndex, curEquip)
-# starLV = min(starLV, maxStarLV)
- ChEquip.SetEquipPartPlusLV(curPlayer, packType, gridIndex, curEquip, starLV)
- ChEquip.SetEquipPartProficiency(curPlayer, packType, gridIndex, 0)
- Operate_EquipPlus.DoLogic_OnEquipPartStarLVChange(curPlayer, packType, classLV)
- ChEquip.NotifyEquipPartPlusLV(curPlayer, packType, gridIndex)
- GameWorld.DebugAnswer(curPlayer, "设置%s阶%s部位强化等级为: %s" % (classLV, equipPlace, starLV))
+ Operate_EquipPlus.DoLogic_OnEquipPartStarLVChange(curPlayer, packType, refreshClassLV)
+ ChEquip.NotifyEquipPartPlusLV(curPlayer, packType)
return
-
def __GMHelpAnswer(curPlayer, errorMsg=""):
if errorMsg:
GameWorld.DebugAnswer(curPlayer, "%s" % errorMsg)
- GameWorld.DebugAnswer(curPlayer, "SetEquipPartPlusLV 等级 设置所有")
- GameWorld.DebugAnswer(curPlayer, "SetEquipPartPlusLV 阶级 强化等级")
- GameWorld.DebugAnswer(curPlayer, "SetEquipPartPlusLV 阶级 部位 强化等级")
-
-
- #===========================================================================
+ GameWorld.DebugAnswer(curPlayer, "设置所有阶级: SetEquipPartPlusLV 强化等级 进阶等级")
+ GameWorld.DebugAnswer(curPlayer, "设置指定阶级: SetEquipPartPlusLV 阶级 强化等级 进阶等级")
+ GameWorld.DebugAnswer(curPlayer, "设置指定部位: SetEquipPartPlusLV 阶级 部位 强化等级 进阶等级")
return
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipPartStar.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipPartStar.py
index eb6af53..80f1486 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipPartStar.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipPartStar.py
@@ -65,15 +65,15 @@
if len(cmdList) != 3:
return
- classlv, equipPlace, starLV = cmdList
- ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classlv, equipPlace)
+ classLV, equipPlace, starLV = cmdList
+ ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
if not ipyData:
__GMHelpAnswer(curPlayer)
return
equipPackIndex = ipyData.GetGridIndex()
ChEquip.SetEquipPartStar(curPlayer, equipPackIndex, starLV)
ChEquip.NotifyEquipPartStar(curPlayer, equipPackIndex)
- ChEquip.RefreshPlayerEquipAttribute(curPlayer, classlv)
+ ChEquip.RefreshPlayerEquipAttribute(curPlayer, classLV)
playControl = PlayerControl.PlayerControl(curPlayer)
playControl.RefreshPlayerAttrState()
GameWorld.DebugAnswer(curPlayer, "设置%s阶%s部位星数为: %s" % (classLV, equipPlace, starLV))
@@ -83,8 +83,8 @@
def __GMHelpAnswer(curPlayer, errorMsg=""):
if errorMsg:
GameWorld.DebugAnswer(curPlayer, "%s" % errorMsg)
- GameWorld.DebugAnswer(curPlayer, "SetEquipPartStar 星数")
- GameWorld.DebugAnswer(curPlayer, "SetEquipPartStar 阶级 星数")
- GameWorld.DebugAnswer(curPlayer, "SetEquipPartStar 阶级 部位 星数")
+ GameWorld.DebugAnswer(curPlayer, "SetEquipPartStar 星数")
+ GameWorld.DebugAnswer(curPlayer, "SetEquipPartStar 阶级 星数")
+ GameWorld.DebugAnswer(curPlayer, "SetEquipPartStar 阶级 部位 星数")
return
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipWash.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipWash.py
index fb08fb9..4278582 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipWash.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipWash.py
@@ -29,11 +29,10 @@
# @remarks 函数详细说明.
def OnExec(curPlayer, cmdList):
if not cmdList:
- GameWorld.DebugAnswer(curPlayer, "重置所有部位洗练信息: SetEquipWash 0")
- GameWorld.DebugAnswer(curPlayer, "设置所有部位洗练信息: SetEquipWash 洗练等级 当前等级洗练属性百分比")
- GameWorld.DebugAnswer(curPlayer, "设置指定部位洗练信息: SetEquipWash 阶级 装备位 洗练等级 当前等级洗练属性百分比")
+ __GMHelpAnswer(curPlayer)
return
+ classLV = 0
allIndexList = Operate_EquipWash.GetAllEquipWashPlace()
syncPlace = -1
if len(cmdList) == 1 and cmdList[0] == 0:
@@ -74,9 +73,10 @@
__SetEquipPlaceWashLV(curPlayer, gridIndex, place, washLV, attrPer, maxWashLV)
else:
+ __GMHelpAnswer(curPlayer)
return
- Operate_EquipWash.RefreshEquipWashAttr(curPlayer)
+ Operate_EquipWash.RefreshEquipWashAttr(curPlayer, classLV)
Operate_EquipWash.Sycn_EquipWashInfo(curPlayer, syncPlace)
return
@@ -102,4 +102,10 @@
return
+def __GMHelpAnswer(curPlayer):
+ GameWorld.DebugAnswer(curPlayer, "重置所有部位洗练: SetEquipWash 0")
+ GameWorld.DebugAnswer(curPlayer, "设置所有部位洗练: SetEquipWash 等级 百分比")
+ GameWorld.DebugAnswer(curPlayer, "设置指定部位洗练: SetEquipWash 阶级 装备位 等级 百分比")
+ return
+
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
index 85ceb23..107588b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
@@ -40,6 +40,7 @@
import time
import json
import FormulaControl
+import PyGameData
#---------------------------------------------------------------------
@@ -92,7 +93,7 @@
#--设置穿上物品星级--
#===========================================================================
- # if changeItemEquipPlace in ChConfig.Type_Equip_CanTake:
+ # if changeItemEquipPlace in ShareDefine.RoleEquipType:
# equipPartStar = GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, changeItemEquipPlace)
# if equipPartStar != curItem.GetItemStarLV():
# curItem.SetItemStarLV(equipPartStar)
@@ -163,9 +164,9 @@
# @param self 类实例
# @return 返回值无意义
# @remarks 刷新装备对人物属性的改变
-def RefreshPlayerEquipAttribute(curPlayer, classlv=0):
- GameWorld.DebugLog("Start RefreshPlayerEquipAttribute classlv=%s!!!" % classlv)
- classlvList = range(1, IpyGameDataPY.GetFuncCfg('EquipMaxClasslv') + 1) if classlv == 0 else [classlv]
+def RefreshPlayerEquipAttribute(curPlayer, classLV=0):
+ GameWorld.DebugLog("Start RefreshPlayerEquipAttribute classLV=%s!!!" % classLV)
+ classlvList = xrange(1, IpyGameDataPY.GetFuncCfg('EquipMaxClasslv') + 1) if classLV == 0 else [classLV]
for rclasslv in classlvList:
__CalcEquips_Effect(curPlayer, rclasslv)
@@ -195,7 +196,7 @@
# for equipIndex in range(0, equipPack.GetCount()):
#
# #备用装备栏不处理
-# if packIndex == IPY_GameWorld.rptEquip and equipIndex not in ChConfig.Type_Equip_CanTake :
+# if packIndex == IPY_GameWorld.rptEquip and equipIndex not in ShareDefine.RoleEquipType:
# continue
#
# curEquip = equipPack.GetAt(equipIndex)
@@ -354,6 +355,7 @@
equipID = result[0]
equipPlace = result[1]
+ itemClassLV = result[2]
##特殊装备 , 不需要冲刷属性
if equipPlace in ChConfig.EquipItemNoRefreshState:
@@ -363,7 +365,7 @@
if equipPlace == ShareDefine.retWing:
PlayerWing.CalcWingAttr(curPlayer)
else:
- RefreshPlayerEquipAttribute(curPlayer)
+ RefreshPlayerEquipAttribute(curPlayer, itemClassLV)
#刷新所有属性
playControl = PlayerControl.PlayerControl(curPlayer)
@@ -415,23 +417,59 @@
return
-
-## 计算装备对基本属性的改变
-# @param classlv
-# @return None
-def __CalcEquips_Effect(curPlayer, classlv):
-# baseEquipAttrDict = {}
-# baseEquipAttr_Weapon = [{} for _ in range(4)] # 武器基础, 物品表装备基础效果属性
-# baseEquipAttr_Armor = [{} for _ in range(4)] # 防具基础, 物品表装备基础效果属性
-# baseEquipAttr_Relics = [{} for _ in range(4)] # 圣器基础, 物品表装备基础效果属性
+def __CalcEquips_Effect(curPlayer, classLV):
+ ''' 境界装备系统属性
+ 1. 装备模块(装备本身属性+装备位升星属性+装备位套装属性),每个境界阶独立,每个境界战力独立模块计算
+ 装备基础属性 = 装备物品表配置属性 + 星级基础属性加成
+ 1.1 装备本身属性: 不能有影响其他境界装备的属性
+ 基础属性: 物品表中的配置
+ 传奇属性:
+ 绝版属性:
+
+ 1.2 装备位升星属性:不能有影响其他境界装备的属性
+ 升星基础属性,属性属于装备基础
+ 升星等级属性,会影响本阶装备基础
+ 星级套装属性,详见套装属性
+
+ 1.3 装备位套装属性:不能有影响其他境界装备的属性
+ 由装备位是否套装及星级数决定套装属性
+
+ 2.装备位强化模块:战力为所有境界装备位强化属性总和战力
+ 强化等级属性
+ 进化等级属性,影响本部位本境界装备基础
+
+ 3.装备位宝石属性:战力为所有境界装备位宝石属性总和战力
+ 宝石等级属性
+ 宝石觉醒属性,会影响本阶装备基础
+
+ 4.装备位洗练属性:战力为所有境界装备位洗练属性总和战力
+ 洗练等级属性
+ 洗练套装属性,会影响本阶装备基础
+ '''
+ equipMFPTypeList = range(ShareDefine.Def_MFPType_Equip1, ShareDefine.Def_MFPType_Equip15 + 1)
+ if classLV < 1 or classLV > len(equipMFPTypeList):
+ GameWorld.ErrLog("刷境界装备属性阶错误!当前不支持该阶模块: classLV=%s" % classLV)
+ return
+ Def_MFPType_EquipClassLV = equipMFPTypeList[classLV - 1]
+ if Def_MFPType_EquipClassLV not in ChConfig.MFPTypeAttrFuncIndexDict:
+ GameWorld.ErrLog("刷境界装备属性阶错误!当前不支持该阶属性: classLV=%s" % classLV)
+ return
+ Def_CalcAttrFunc_EquipClassLV = ChConfig.MFPTypeAttrFuncIndexDict[Def_MFPType_EquipClassLV][0]
+ #GameWorld.DebugLog("----- 刷境界装备战力: classLV=%s" % (classLV))
- allAttrListStar = [{} for _ in range(4)] # 星数属性
- #allAttrListEquip = [{} for _ in range(4)] # 装备其他
- allAttrListPlusBase = [{} for _ in range(4)] # 基础强化属性
+ allEquipBaseAttrDict = {} # 所有装备基础属性 {attrID:value, ...}
+ baseEquipBaseAttrDict = {} # 基础装备基础属性{attrID:value, ...}
+ equipBaseAttrDict = {} # 装备基础属性 {装备位:{attrID:value, ...}, ...}
+
+ allAttrListEquip = [{} for _ in range(4)] # 装备属性
+ equip_addEquipBaseAttrPerList = [{}, {}, {}] # 装备功能点对装备基础的加成信息
+ allAttrListPlus = [{} for _ in range(4)] # 强化属性
+ plus_addEquipBaseAttrPerList = [{}, {}, {}] # 强化功能点对装备基础的加成信息
allAttrListStone = [{} for _ in range(4)] # 宝石属性
- allAttrListSuit = [{} for _ in range(4)] # 套装属性
+ #stone_addEquipBaseAttrPerList = [{}, {}, {}] # 宝石功能点对装备基础的加成信息
allAttrListWash = [{} for _ in range(4)] # 洗练属性
+ #wash_addEquipBaseAttrPerList = [{}, {}, {}] # 洗练功能点对装备基础的加成信息
#allAttrListOutOfPrintEquip = [{} for _ in range(4)] # 绝版装备属性 需在等级变化独立计算
packType = IPY_GameWorld.rptEquip
@@ -443,22 +481,27 @@
#legendAttrDict = {} #所有传奇属性
equipScoreTotal = 0 #为解决装备评分、战力不一致的情况,装备战力改为由评分作为参数计算战力
- #玩家当前可装备的装备类型
+ # 1. 循环遍历本阶装备
for equipPlace in equipPartStarIndexList:
- ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classlv, equipPlace)
+ ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
if not ipyData:
continue
equipIndex = ipyData.GetGridIndex()
curEquip = playerEquip.GetAt(equipIndex)
if not curEquip or curEquip.IsEmpty():
continue
-
- if not ItemCommon.CheckItemCanUseByExpireTime(curEquip):
- # 过期
- continue
+
+ #if not ItemCommon.CheckItemCanUseByExpireTime(curEquip):
+ # # 过期,暂不判断,以后境界装备有时效装备再开启
+ # continue
#equipPlaceList.append(equipIndex)
equipScoreTotal += ItemCommon.GetEquipGearScore(curEquip)
+
+ baseAttrDict = {} # 装备位基础属性: 物品表 + 星级基础
+ isBaseEquip = equipPlace in ChConfig.EquipPlace_Base
+
+ #GameWorld.DebugLog("装备位 %s: itemID=%s,isBaseEquip=%s,equipScoreTotal=%s" % (equipPlace, curEquip.GetItemTypeID(), isBaseEquip, equipScoreTotal))
#基础属性效果
for i in xrange(curEquip.GetEffectCount()):
@@ -472,64 +515,200 @@
effectValue = curEffect.GetEffectValue(0)
if not effectValue:
continue
-# if equipIndex in ChConfig.BaseEquipPlace_Weapon:
-# PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Weapon)
-# elif equipIndex in ChConfig.BaseEquipPlace_Armor:
-# PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Armor)
-# elif equipIndex in ChConfig.BaseEquipPlace_Relics:
-# PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Relics)
-# #其他非基础部位的
-# else:
-# PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListEquip)
-# baseEquipAttrDict[effectID] = baseEquipAttrDict.get(effectID, 0) + effectValue
-
-
+ PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListEquip)
+ baseAttrDict[effectID] = baseAttrDict.get(effectID, 0) + effectValue
+ allEquipBaseAttrDict[effectID] = allEquipBaseAttrDict.get(effectID, 0) + effectValue
+ if isBaseEquip:
+ baseEquipBaseAttrDict[effectID] = baseEquipBaseAttrDict.get(effectID, 0) + effectValue
+ #GameWorld.DebugLog(" 物品表属性: ID=%s +%s" % (effectID, effectValue))
+
#星数属性
- equipPartStar = GetEquipPartStarByRank(curPlayer, equipIndex, curEquip) #生效的星数
- CalcEquipStarAttr(curPlayer, classlv, equipPlace, equipPartStar, allAttrListStar)
- #计算装备宝石加成
- CalcEquipStone_Effect(curPlayer, equipIndex, allAttrListStone)
+ equipPartStar = GetEquipPartStarByRank(curPlayer, equipIndex, curEquip) # 生效的星数
+ if equipPartStar:
+ #GameWorld.DebugLog(" 星级属性: classLV=%s, equipPlace=%s, equipPartStar=%s" % (classLV, equipPlace, equipPartStar))
+ ipyData = IpyGameDataPY.GetIpyGameData('EquipStarUp', classLV, equipPlace, equipPartStar)
+ starBaseAttrDict = {} if not ipyData else ipyData.GetBaseAttrInfo() # 星级基础
+ for starBaseAttrID, starBaseAttrValue in starBaseAttrDict.items():
+ PlayerControl.CalcAttrDict_Type(starBaseAttrID, starBaseAttrValue, allAttrListEquip)
+ baseAttrDict[starBaseAttrID] = baseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
+ allEquipBaseAttrDict[starBaseAttrID] = allEquipBaseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
+ if isBaseEquip:
+ baseEquipBaseAttrDict[starBaseAttrID] = baseEquipBaseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
+ #GameWorld.DebugLog(" 星级基础属性: ID=%s +%s" % (starBaseAttrID, starBaseAttrValue))
+
+ starAttrDict = {} if not ipyData else ipyData.GetStarAttrInfo() # 星级附加
+ for starAttrID, starAttrValue in starAttrDict.items():
+ PlayerControl.CalcAttrDict_Type(starAttrID, starAttrValue, allAttrListEquip)
+ #GameWorld.DebugLog(" 星级附加属性: ID=%s +%s" % (starAttrID, starAttrValue))
+ __CalcFuncAddEquipAttrPer(equipPlace, starAttrID, starAttrValue, equip_addEquipBaseAttrPerList)
+
+ equipBaseAttrDict[equipPlace] = baseAttrDict
+
#套装计数
suiteID = curEquip.GetSuiteID()
if suiteID:
if suiteID not in suitCntDict:
suitCntDict[suiteID] = []
suitCntDict[suiteID].append(equipPartStar)
+
+ #传奇属性
+ legendAttrCount = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrID)
+ legendAttrValueCount = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrValue)
+ if legendAttrCount and legendAttrCount == legendAttrValueCount:
+ for legendIndex in xrange(legendAttrCount):
+ legendAttrID = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrID, legendIndex)
+ legendAttrValue = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrValue, legendIndex)
+ PlayerControl.CalcAttrDict_Type(legendAttrID, legendAttrValue, allAttrListEquip)
+ #GameWorld.DebugLog(" 传奇属性: ID=%s +%s" % (legendAttrID, legendAttrValue))
+ __CalcFuncAddEquipAttrPer(equipPlace, legendAttrID, legendAttrValue, equip_addEquipBaseAttrPerList)
+
+ #绝世属性 - 暂不考虑
+ #CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip)
#物品强化属性
- equipPartPlusLV = GetEquipPartPlusLVByRank(curPlayer, packType, equipIndex, curEquip)
- equipPartPlusEvolveLV = GetEquipPartPlusEvolveLVByEquip(curPlayer, packType, equipIndex, curEquip)
- CalcAttr_ItemPlus(curPlayer, curEquip, allAttrListPlusBase, equipPartPlusLV, equipPartPlusEvolveLV)
+ __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, allAttrListPlus, plus_addEquipBaseAttrPerList)
- #传奇属性
- #CalcAttr_LegendAttr(curPlayer, curEquip, allAttrListEquip, legendAttrDict)
- #绝世属性
- #CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip)
+ #计算装备宝石加成
+ CalcEquipStone_Effect(curPlayer, equipIndex, allAttrListStone)
+
#洗练属性
Operate_EquipWash.CalcAttr_EquipWash(curPlayer, equipIndex, equipPlace, allAttrListWash)
-
+# GameWorld.DebugLog(" 装备循环属性: %s" % (allAttrListEquip))
+# GameWorld.DebugLog(" 强化循环属性: %s" % (allAttrListPlus))
+# GameWorld.DebugLog(" 宝石循环属性: %s" % (allAttrListStone))
+# GameWorld.DebugLog(" 洗练循环属性: %s" % (allAttrListWash))
+# GameWorld.DebugLog(" -----" )
+ # 2. 计算遍历后的附加属性
#套装属性
- CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListSuit)
- #GameWorld.DebugLog("所有传奇属性: %s" % legendAttrDict)
- #保存计算值
- #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allAttrListStone)
- #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allAttrListStar)
-# PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseWeapon, baseEquipAttr_Weapon)
-# PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseArmor, baseEquipAttr_Armor)
-# PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseRelics, baseEquipAttr_Relics)
-# PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Equip, allAttrListEquip)
-# PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_PlusBase, allAttrListPlusBase)
-# PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Suit, allAttrListSuit)
-# PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allAttrListWash)
-# PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
+ CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListEquip)
+ #GameWorld.DebugLog(" 装备属性套装: %s" % (allAttrListEquip))
+
+ # 3. 计算对装备基础的附加加成
+# GameWorld.DebugLog(" -----" )
+# GameWorld.DebugLog(" 所有装备基础属性: %s" % (allEquipBaseAttrDict))
+# GameWorld.DebugLog(" 基础装备基础属性: %s" % (baseEquipBaseAttrDict))
+# GameWorld.DebugLog(" 单件装备基础属性: %s" % (equipBaseAttrDict))
+ #计算功能点对装备基础的加成
+ __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, equip_addEquipBaseAttrPerList, allAttrListEquip, "Equip")
+ __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, plus_addEquipBaseAttrPerList, allAttrListPlus, "Plus")
+ #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, stone_addEquipBaseAttrPerList, allAttrListStone, "Stone")
+ #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, wash_addEquipBaseAttrPerList, allAttrListWash, "Wash")
+
+ #GameWorld.DebugLog(" 本阶装备属性: %s" % (allAttrListEquip))
+
+ #保存计算值
+ PlayerControl.SetCalcAttrListValue(curPlayer, Def_CalcAttrFunc_EquipClassLV, allAttrListEquip)
+ #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
#计算装备基础属性附加战力 (目前组成: 评分战力 + ...)
equipFightPowerEx = eval(IpyGameDataPY.GetFuncCompileCfg("FightpowerFormula", 2))
- #GameWorld.DebugLog("装备评分战力: equipScoreTotal=%s,equipFightPowerEx=%s" % (equipScoreTotal, equipFightPowerEx))
- curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_Equip, equipFightPowerEx)
+ #GameWorld.DebugLog(" 装备评分战力: equipScoreTotal=%s,equipFightPowerEx=%s" % (equipScoreTotal, equipFightPowerEx))
+ curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % Def_MFPType_EquipClassLV, equipFightPowerEx)
+
+ # 4. 累加所有阶装备位属性
+ playerID = curPlayer.GetPlayerID()
+ if playerID not in PyGameData.g_playerEquipPartAttrDict:
+ PyGameData.g_playerEquipPartAttrDict[playerID] = {}
+ equipPartAttrDict = PyGameData.g_playerEquipPartAttrDict[playerID]
+ equipPartAttrDict[classLV] = [allAttrListPlus, allAttrListStone, allAttrListWash]
+
+ allPartAttrListPlus = [{} for _ in range(4)]
+ allPartAttrListStone = [{} for _ in range(4)]
+ allPartAttrListWash = [{} for _ in range(4)]
+
+# GameWorld.DebugLog(" ----- 累加所有阶装备位养成属性")
+# GameWorld.DebugLog(" 本阶强化属性: %s" % (allAttrListPlus))
+# GameWorld.DebugLog(" 本阶宝石属性: %s" % (allAttrListStone))
+# GameWorld.DebugLog(" 本阶洗练属性: %s" % (allAttrListWash))
+
+ for classLV, attrList in equipPartAttrDict.items():
+ allAttrListPlus, allAttrListStone, allAttrListWash = attrList
+ #GameWorld.DebugLog(" classLV=%s, %s" % (classLV, attrList))
+ for i in xrange(4):
+ PlayerControl.AddAttrDictValue(allPartAttrListPlus[i], allAttrListPlus[i])
+ PlayerControl.AddAttrDictValue(allPartAttrListStone[i], allAttrListStone[i])
+ PlayerControl.AddAttrDictValue(allPartAttrListWash[i], allAttrListWash[i])
+
+# GameWorld.DebugLog(" 所有阶强化属性: %s" % (allPartAttrListPlus))
+# GameWorld.DebugLog(" 所有阶宝石属性: %s" % (allPartAttrListStone))
+# GameWorld.DebugLog(" 所有阶洗练属性: %s" % (allPartAttrListWash))
+ PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Plus, allPartAttrListPlus)
+ PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allPartAttrListStone)
+ PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allPartAttrListWash)
return
+def __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, addPerInfoList):
+ ## 计算其他功能属性对装备基础属性的加成
+
+ if attrID not in ChConfig.EquipBassAttrAddInfoSet:
+ return
+ effPlace, calcAttrList = ChConfig.EquipBassAttrAddInfoSet[attrID]
+ #GameWorld.DebugLog(" 装备基础加成信息: ID=%s,effPlace=%s,calcAttrList=%s" % (attrID, effPlace, calcAttrList))
+ # 所有部位
+ if effPlace == -1:
+ allPlaceAddPerDict = addPerInfoList[0]
+ for calcAttrIndex in calcAttrList:
+ allPlaceAddPerDict[calcAttrIndex] = allPlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
+ #GameWorld.DebugLog(" 当前加成信息=%s" % (addPerInfoList))
+ return
+
+ # 基础部位
+ if effPlace == -2 and equipPlace in ChConfig.EquipPlace_Base:
+ basePlaceAddPerDict = addPerInfoList[1]
+ for calcAttrIndex in calcAttrList:
+ basePlaceAddPerDict[calcAttrIndex] = basePlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
+ #GameWorld.DebugLog(" 当前加成信息=%s" % (addPerInfoList))
+ return
+
+ # 指定部位
+ elif effPlace > 0 and equipPlace == effPlace:
+ assignPlaceAddPerDict = addPerInfoList[2]
+ if equipPlace not in assignPlaceAddPerDict:
+ assignPlaceAddPerDict[equipPlace] = {}
+ curPlaceAddPerDict = assignPlaceAddPerDict[equipPlace]
+ for calcAttrIndex in calcAttrList:
+ curPlaceAddPerDict[calcAttrIndex] = curPlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
+ #GameWorld.DebugLog(" 当前加成信息=%s" % (addPerInfoList))
+ return
+
+ return
+
+def __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, addEquipBaseAttrPerList, allAttrList, sign=""):
+ ## 计算其他功能属性对装备基础属性加成的属性具体值
+ allPlaceAddPerDict, basePlaceAddPerDict, assignPlaceAddPerDict = addEquipBaseAttrPerList
+ #GameWorld.DebugLog(" 计算功能点对装备基础属性加成: %s" % sign)
+ #GameWorld.DebugLog(" 全部装备属性: %s, 加成%s" % (allEquipBaseAttrDict, allPlaceAddPerDict))
+ for attrID, addPer in allPlaceAddPerDict.items():
+ if attrID not in allEquipBaseAttrDict:
+ continue
+ baseValue = allEquipBaseAttrDict[attrID]
+ addValue = int(baseValue * addPer / 10000.0)
+ PlayerControl.CalcAttrDict_Type(attrID, addValue, allAttrList)
+ #GameWorld.DebugLog(" 加成: ID=%s +%s %s" % (attrID, addValue, addPer))
+
+ #GameWorld.DebugLog(" 基础装备属性: %s, 加成%s" % (baseEquipBaseAttrDict, basePlaceAddPerDict))
+ for attrID, addPer in basePlaceAddPerDict.items():
+ if attrID not in baseEquipBaseAttrDict:
+ continue
+ baseValue = baseEquipBaseAttrDict[attrID]
+ addValue = int(baseValue * addPer / 10000.0)
+ PlayerControl.CalcAttrDict_Type(attrID, addValue, allAttrList)
+ #GameWorld.DebugLog(" 加成: ID=%s +%s %s" % (attrID, addValue, addPer))
+
+ #GameWorld.DebugLog(" 指定装备属性: %s, 加成%s" % (equipBaseAttrDict, assignPlaceAddPerDict))
+ for equipPlace, addPerDict in assignPlaceAddPerDict.items():
+ if equipPlace not in equipBaseAttrDict:
+ continue
+ baseAttrDict = equipBaseAttrDict[equipPlace]
+ for attrID, addPer in addPerDict.items():
+ if attrID not in baseAttrDict:
+ continue
+ baseValue = baseAttrDict[attrID]
+ addValue = int(baseValue * addPer / 10000.0)
+ PlayerControl.CalcAttrDict_Type(attrID, addValue, allAttrList)
+ #GameWorld.DebugLog(" 加成: ID=%s +%s %s" % (attrID, addValue, addPer))
+ return
def CalcAttr_LegendAttr(curPlayer, curEquip, allAttrListEquip, legendAttrDict={}):
## 计算传奇属性
@@ -584,6 +763,8 @@
## 计算装备对基本属性的改变
# @return None
def CalcEquips_OutOfPrint(curPlayer):
+ # 境界装备改版,先屏蔽,之后再处理
+ return
allAttrListOutOfPrintEquip = [{} for _ in range(4)] # 绝版装备属性 需在等级变化独立计算
packType = IPY_GameWorld.rptEquip
@@ -613,98 +794,39 @@
PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
return
-
-## 计算装备强化后的属性
-# @param curPlayer 当前玩家
-# @param curPlayer allAttrList 属性缓存
-# @return None
-def CalcAttr_ItemPlus(curPlayer, curEquip, allAttrList, equipPartStarLV, equipPartPlusEvolveLV):
- if not equipPartStarLV:
+def __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, allAttrList, plus_addEquipBaseAttrPerList):
+ ## 计算装备强化后的属性
+ equipPartPlusLV = GetEquipPartPlusLVByRank(curPlayer, packType, equipIndex, curEquip)
+ equipPartPlusEvolveLV = GetEquipPartPlusEvolveLVByEquip(curPlayer, packType, equipIndex, curEquip)
+
+ if not equipPartPlusLV:
return
plusType = GetEquipPlusType(curEquip)
if plusType is None:
return
- ipyData = IpyGameDataPY.GetIpyGameData("ItemPlus", plusType, equipPartStarLV)
+ #GameWorld.DebugLog(" 强化属性: plusType=%s,equipPartPlusLV=%s,equipPartPlusEvolveLV=%s" % (plusType, equipPartPlusLV, equipPartPlusEvolveLV))
+ ipyData = IpyGameDataPY.GetIpyGameData("ItemPlus", plusType, equipPartPlusLV)
if not ipyData:
return
attrTypeList, attrValueList = ipyData.GetAttrType(), ipyData.GetAttrValue()
for i, attrID in enumerate(attrTypeList):
+ #GameWorld.DebugLog(" 强化基础属性: ID=%s +%s" % (attrID, attrValueList[i]))
PlayerControl.CalcAttrDict_Type(attrID, attrValueList[i], allAttrList)
+ if not equipPartPlusEvolveLV:
+ return
#进化属性
equipPlace = curEquip.GetEquipPlace()
ipyData = IpyGameDataPY.GetIpyGameData('EquipPlusEvolve', equipPlace, equipPartPlusEvolveLV)
if not ipyData:
return
for attrID, attrValue in ipyData.GetAttr().items():
+ #GameWorld.DebugLog(" 强化进阶属性: ID=%s +%s" % (attrID, attrValue))
PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
- return
-
-
-## 添加全身装备品质对应BUFF
-# @param curPlayer 当前玩家
-# @return None
-def AddEquipsQualityBuff(curPlayer, qualityEquipCnt, suiteEquipCnt):
- suiteCntRecord = 0
- notifySuiteCnt = 0
- notifyType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrActivatyNotify)
- isAll, addAttrList = ReadChConfig.GetEvalChConfig('EquipQualityAddAttr')
- for confInfo in addAttrList:
- confQuality = confInfo[1] # 配置品质标识 1-卓越,2-套装
- cnt = 0
- if confQuality == 1:
- cnt = qualityEquipCnt
- elif confQuality == 2:
- cnt = suiteEquipCnt
+ __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, plus_addEquipBaseAttrPerList)
- confCnt = confInfo[0]
- if cnt >= confCnt: # 如果件数满足
- EquipAddBuff(curPlayer, confInfo[2])
-
- if confQuality == 2 and confCnt > notifySuiteCnt and notifyType == \
- ChConfig.Def_AttrActivatyNotify_Equip:
- notifySuiteCnt = confCnt
-
- if confQuality == 2 and confCnt > suiteCntRecord:
- suiteCntRecord = confCnt
-
- if not isAll:
- break
-
- lastSuiteCntRecord = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrActivatyRecordSuiteCnt)
- if notifySuiteCnt > 0 and notifySuiteCnt > lastSuiteCntRecord:
- PlayerControl.NotifyCode(curPlayer, "GeRen_hgg_917284", [curPlayer.GetPlayerName(),
- notifySuiteCnt])
- curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrActivatyRecordSuiteCnt, suiteCntRecord)
- #GameWorld.DebugLog("套装件数 上次记录=%s,更新记录=%s" % (lastSuiteCntRecord, suiteCntRecord))
return
-
-
-## 添加装备全身强化等级对应属性
-# @param curPlayer 当前玩家
-# @return None
-def CalcAllEquipAllPlusLVAttr(curPlayer):
- totalLV = GetTotalPlusLV(curPlayer, False)
- activeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipActiveStarLV)
- totalLV = min(totalLV, activeLV)
- ipyData = IpyGameDataPY.InterpolationSearch("ItemPlusSumAttr", "PlusCntNeed", totalLV)
- if not ipyData:
- return {}
-
- attrTypeList = ipyData.GetAttrType()
- attrValueList = ipyData.GetAttrValue()
- #allAttrList = [{} for i in range(4)]
- attrDict = {}
- for i, attrID in enumerate(attrTypeList):
- value = attrValueList[i]
- attrDict[attrID] = attrDict.get(attrID, 0) + value
- #PlayerControl.CalcAttrDict_Type(attrID, value, allAttrList)
-
- #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_PlusEx, allAttrList)
-
- return attrDict
-
## 装备套装属性计算
# @param curPlayer 当前玩家
@@ -726,8 +848,10 @@
needStar = ipyData.GetStar()
skillID = ipyData.GetSkillID()
if [1 if star >= needStar else 0 for star in starList].count(1) >= suiteCnt:
+ #GameWorld.DebugLog(" 套装: suiteID=%s,suiteCnt=%s,needStar=%s" % (suiteID, suiteCnt, needStar))
for attrID, attrValue in ipyData.GetAttrInfo().items():
PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListSuit)
+ #GameWorld.DebugLog(" 属性: ID=%s +%s" % (attrID, attrValue))
#技能
if skillID and not skillManager.FindSkillBySkillTypeID(skillID):
learnSkillList.append(skillID)
@@ -802,21 +926,6 @@
gemLV = gemEffect.GetEffectValue(1)
gemLVList.append(gemLV)
return gemLVList
-
-def CalcEquipStarAttr(curPlayer, classlv, equipPlace, equipPartStar, allAttrListStar):
- ## 计算装备星数属性
- if not equipPartStar:
- return
- ipyData = IpyGameDataPY.GetIpyGameData('EquipStarUp', classlv, equipPlace, equipPartStar)
- if not ipyData:
- return
- starAttrDict = ipyData.GetStarAttrInfo()
- for attrID, attrValue in starAttrDict.items():
- PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListStar)
- baseAttrDict = ipyData.GetBaseAttrInfo()
- for attrID, attrValue in baseAttrDict.items():
- PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListStar)
- return
#---------------------------------------------------------------------
## 装备添加Buff
@@ -896,7 +1005,7 @@
oldEquipShowSwitch = curPlayer.GetEquipShowSwitch()
realSuit=1
equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
- for place in ChConfig.Def_SuitEquipPlaceList:
+ for place in ChConfig.EquipPlace_Base:
ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, place)
if not ipyData:
realSuit = 0
@@ -1126,8 +1235,9 @@
SyncAllEquipAttrActiveInfo(curPlayer, activeType)
if activeType == 0:
PlayerMagicWeapon.CalcMagicWeaponSoulAttr(curPlayer)
- else:
- RefreshPlayerEquipAttribute(curPlayer)
+ #注意: 需要传装备阶触发刷属性,暂屏蔽,功能修改时再处理
+ #else:
+ # RefreshPlayerEquipAttribute(curPlayer)
#刷新所有属性
playControl = PlayerControl.PlayerControl(curPlayer)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
index ceacf74..1d350be 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -1006,7 +1006,7 @@
#
# destItemPlace.PutIn(curEquip)
#===============================================================================
- return equipID, equipPlace
+ return equipID, equipPlace, itemClassLV
#是否能放入物品(第几个物品栏, 物品序号, 放入的物品, 放入物品ID, 物品是否绑定)
#===============================================================================
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py
index 997069e..17240a3 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py
@@ -433,7 +433,7 @@
MaxAtk = attrDict.get(ShareDefine.Def_Effect_MaxAtk, 0) + Atk
MaxHP = attrDict.get(ShareDefine.Def_Effect_MaxHP, 0)
Def = attrDict.get(ShareDefine.Def_Effect_Def, 0)
- ArmorDefPer = attrDict.get(ShareDefine.Def_Effect_ArmorDefAddPer, 0)
+ ArmorDefPer = 0
IceAtk = attrDict.get(ShareDefine.Def_Effect_IceAtk, 0)
IceDef = attrDict.get(ShareDefine.Def_Effect_IceDef, 0)
@@ -1771,13 +1771,6 @@
def GetIsZhuXianEquip(curItem):
## 返回是否诛仙装备
return curItem.GetType() in ChConfig.Def_ZhuXianEquiipType
-
-## 返回是否武器
-# @param curItem 当前物品
-# @return None
-# @remarks 函数详细说明.
-def GetIsWeapon(curItem):
- return curItem.GetType() in ChConfig.Def_WeaponItemType
#---------------------------------------------------------------------
##遍历数据库查找合适的物品, 通过 效果ID + 效果A值确定物品
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 6beeb0e..5b81f48 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -90,7 +90,7 @@
import CrossRealmPlayer
import CrossPlayerData
import ChNetSendPack
-import EquipZhuXian
+#import EquipZhuXian
import PlayerCoat
import PlayerState
import QuestCommon
@@ -1227,6 +1227,8 @@
playerID = curPlayer.GetPlayerID()
PyGameData.g_zhuXianSkillAddPerDict.pop(playerID, None)
PyGameData.g_zhuXianSkillReducePerDict.pop(playerID, None)
+ PyGameData.g_playerFuncAttrDict.pop(playerID, None)
+ PyGameData.g_playerEquipPartAttrDict.pop(playerID, None)
return
##更新保存玩家在线时间
@@ -3989,7 +3991,7 @@
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.CalcEquips_OutOfPrint(curPlayer) # 缓存绝版属性
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
@@ -4161,7 +4163,7 @@
PlayerFamilyTech.CalcFamilyTechAttr(curPlayer)
PlayerEquipDecompose.RefreshEDAttr(curPlayer)
PlayerDogz.RefreshDogzAttr(curPlayer)
- EquipZhuXian.CalcZhuXianAttr(curPlayer)
+ #EquipZhuXian.CalcZhuXianAttr(curPlayer)
PlayerGatherSoul.RefreshGatherSoulAttr(curPlayer)
PlayerCoat.CalcClothesCoatSkinAttr(curPlayer)
self.RefreshAllState(isForce=True)
@@ -4298,6 +4300,7 @@
curPlayer.BeginRefreshState()
self.ResetFightPowerObj()
#self.PrintAttr(curPlayer, "重置后")
+ notAttrList = [{} for _ in range(4)]
# 1.初始化人物各项状态及属性
self.InitPlayerState()
@@ -4321,7 +4324,8 @@
funcAttrInfoList.append(roleBaseAttrInfo)
continue
attrInfo = GetCalcAttrListValue(curPlayer, funcIndex)
- GameWorld.DebugLog("功能点属性: %s, %s" % (funcIndex, attrInfo))
+ if attrInfo != notAttrList:
+ GameWorld.DebugLog("功能点属性: %s, %s" % (funcIndex, attrInfo))
funcAttrInfoList.append(attrInfo)
# 不同功能点间的数值累加,需使用支持衰减递增的计算方式
AddAttrDictValue(baseAttrDict, attrInfo[ChConfig.CalcAttr_Base])
@@ -4344,17 +4348,8 @@
# 3.计算战斗属性
# 3.1 战斗属性层级交叉影响基值数值汇总
- # 装备基础
- equipBaseAttrList = AddAttrListValue([funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseWeapon],
- funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
- funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseRelics],
- ])
- #GameWorld.DebugLog("装备基础: %s" % equipBaseAttrList)
-
- # 基础层级(角色基础属性、装备基础属性、强化基础属性)
+ # 基础层级(角色基础属性)
baseAttrList = AddAttrListValue([funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase],
- equipBaseAttrList,
- funcAttrInfoList[ChConfig.Def_CalcAttrFunc_PlusBase],
])
#GameWorld.DebugLog("基础层级: %s" % baseAttrList)
@@ -4364,11 +4359,6 @@
ChConfig.TYPE_Calc_BaseDefAddPer:baseAttrList,
ChConfig.TYPE_Calc_BaseHitAddPer:baseAttrList,
ChConfig.TYPE_Calc_BaseMissAddPer:baseAttrList,
- ChConfig.TYPE_Calc_EquipBaseAddPer:equipBaseAttrList,
- ChConfig.TYPE_Calc_WeaponAtkAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseWeapon],
- ChConfig.TYPE_Calc_RelicsAtkAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseRelics],
- ChConfig.TYPE_Calc_ArmorMaxHPAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
- ChConfig.TYPE_Calc_ArmorDefAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
ChConfig.TYPE_Calc_GodWeaponMaxHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_GodWeapon],
ChConfig.TYPE_Calc_GodWeaponAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_GodWeapon],
ChConfig.TYPE_Calc_StoneMaxHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Stone],
@@ -4376,10 +4366,7 @@
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_HorcruxBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Horcrux],
ChConfig.TYPE_Calc_WingHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Wing],
- ChConfig.TYPE_Calc_SuiteBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Suit],
- ChConfig.TYPE_Calc_PlusBaseAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_PlusBase],
}
# 3.2 统计各功能之间非线性属性交叉影响累加
funcAddAttrPerInfoDict = {} # 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, ...}, ...}
@@ -4473,9 +4460,10 @@
fpParam = IpyGameDataPY.GetIpyGameData("FightPowerParam", curLV)
mfpDict = {} # 模块战斗力
for mfpObj in mfpObjAttrDict.keys():
- mfpDict[mfpObj.mfpType] = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
- mfpDict[mfpObj.mfpType] = mfpDict[mfpObj.mfpType] + curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
- mfpDict[mfpObj.mfpType] = mfpDict[mfpObj.mfpType] + curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
+ mfp = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
+ mfp += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
+ mfp += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
+ mfpDict[mfpObj.mfpType] = mfp
# 最后在附加上特殊附加层级线性属性、永久技能层级固定值
CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, allAttrExList[ChConfig.CalcAttr_Battle])
@@ -6423,24 +6411,6 @@
# 基础闪避百分比
def GetBaseMissAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BaseMissAddPer)
def SetBaseMissAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BaseMissAddPer, value)
-# 魂器基础百分比
-def GetHorcruxBasePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_HorcruxBasePer)
-def SetHorcruxBasePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_HorcruxBasePer, value)
-# 装备基础百分比
-def GetEquipBaseAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_EquipBaseAddPer)
-def SetEquipBaseAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_EquipBaseAddPer, value)
-# 武器基础攻击百分比
-def GetWeaponAtkAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WeaponAtkAddPer)
-def SetWeaponAtkAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WeaponAtkAddPer, value)
-# 圣器基础攻击百分比
-def GetRelicsAtkAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_RelicsAtkAddPer)
-def SetRelicsAtkAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_RelicsAtkAddPer, value)
-# 防具基础生命百分比
-def GetArmorMaxHPAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ArmorMaxHPAddPer)
-def SetArmorMaxHPAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_ArmorMaxHPAddPer, value)
-# 防具基础防御百分比
-def GetArmorDefAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ArmorDefAddPer)
-def SetArmorDefAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_ArmorDefAddPer, value)
# 神兵生命百分比
def GetGodWeaponMaxHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GodWeaponMaxHPPer)
def SetGodWeaponMaxHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GodWeaponMaxHPPer, value)
@@ -6748,12 +6718,6 @@
return
#-------------------------------------------------------------------------------
-# 每个功能最多加几个属性
-# 即以这种方式优化刷属性效率,一个功能需要额外占用Def_MaxAddAttrTypeCnt*2个临时字典缓存(一个存类型,一个存值)
-Def_MaxAddAttrTypeCnt = 15
-
-# 通过SetCalcAttrListValue先缓存功能计算增加的属性值,仅在变更时重新计算设置
-# 通过AddCalcAttrListValue取出缓存中已经算好的属性值,在刷属性中进行累加,从而减少每次重新计算功能增加的属性
## 设置保存功能事先计算好的属性值
def SetCalcAttrListValue(curPlayer, funcIndex, allAttrList):
@@ -6772,21 +6736,12 @@
addMaxHP = curPlayer.GetLV() * battleAttrDict[ChConfig.TYPE_Calc_PerLVMaxHP]
battleAttrDict[ChConfig.TYPE_Calc_AttrMaxHP] = battleAttrDict.get(ChConfig.TYPE_Calc_AttrMaxHP, 0) + addMaxHP
- for attrIndex, addAttrDict in enumerate(allAttrList):
- findIndex = -1
- for attrType, attrValue in addAttrDict.items():
- if not isinstance(attrValue, int):
- GameWorld.ErrLog("SetCalcAttrListValue funcIndex=%s,attrType=%s,Value=%s is not int!"
- % (funcIndex, attrType, attrValue), curPlayer.GetPlayerID())
- continue
- for i in xrange(findIndex + 1, Def_MaxAddAttrTypeCnt):
- addAttrTypeKey = ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i)
- addAttrValueKey = ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i)
- if curPlayer.GetDictByKey(addAttrTypeKey) == 0:
- findIndex = i
- curPlayer.SetDict(addAttrTypeKey, attrType)
- curPlayer.SetDict(addAttrValueKey, attrValue)
- break
+ playerID = curPlayer.GetPlayerID()
+ if playerID not in PyGameData.g_playerFuncAttrDict:
+ PyGameData.g_playerFuncAttrDict[playerID] = {}
+ funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
+ funcAttrDict[funcIndex] = allAttrList
+ #GameWorld.DebugLog("保存功能点属性: funcIndex=%s, %s" % (funcIndex, allAttrList))
return
def GetCalcAttrListValue(curPlayer, funcIndex):
@@ -6799,42 +6754,26 @@
else:
return attrList
+ playerID = curPlayer.GetPlayerID()
+ if playerID not in PyGameData.g_playerFuncAttrDict:
+ return attrList
+ funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
for funcIndex in funcIndexList:
- for attrIndex, attrDict in enumerate(attrList):
- for i in xrange(Def_MaxAddAttrTypeCnt):
- attrType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i))
- if attrType == 0:
- break
- attrValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i))
- if attrType in attrDict:
- attrDict[attrType] = attrValue + attrDict[attrType]
- else:
- attrDict[attrType] = attrValue
+ if funcIndex not in funcAttrDict:
+ continue
+ funcAttrList = funcAttrDict[funcIndex]
+ for i, attrDict in enumerate(attrList):
+ curAttrDict = funcAttrList[i]
+ AddAttrDictValue(attrDict, curAttrDict)
return attrList
-
-## 刷属性时累加功能事先计算好的属性值
-def AddCalcAttrListValue(curPlayer, funcIndex, allAttrList):
- for attrIndex in ChConfig.CalcAttrIndexList:
- for i in xrange(Def_MaxAddAttrTypeCnt):
- curAddAttrType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i))
- if curAddAttrType == 0:
- break
- curAddAttrValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i))
- addAttrDict = allAttrList[attrIndex]
- AddAttrDictValue(addAttrDict, {curAddAttrType:curAddAttrValue})
-
- return allAttrList
## 重置缓存
def ClearCalcAttrListValue(curPlayer, funcIndex):
- for attrIndex in ChConfig.CalcAttrIndexList:
- for i in xrange(Def_MaxAddAttrTypeCnt):
- addAttrTypeKey = ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i)
- attrType = curPlayer.GetDictByKey(addAttrTypeKey)
- if not attrType:
- break
- curPlayer.SetDict(addAttrTypeKey, 0)
- curPlayer.SetDict(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i), 0)
+ playerID = curPlayer.GetPlayerID()
+ if playerID not in PyGameData.g_playerFuncAttrDict:
+ return
+ funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
+ funcAttrDict.pop(funcIndex, None)
return
def AddAttrListValue(attrList):
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py
index 010463d..375d629 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py
@@ -649,7 +649,8 @@
if privilege == ChConfig.MWPrivilege_EquipPlus:
#强化加成
- addAttr = ChEquip.CalcAllEquipAllPlusLVAttr(curPlayer)
+ #境界改版,废弃
+ pass
else:
multiple = 1 #倍数
if singleValue:
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
index 8b36283..00d8e46 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
@@ -1079,36 +1079,38 @@
# @return 布尔值
# @remarks 处理耐久计算方式为:现实时间刷新方式的物品
def ProcessTimeEquip(curPlayer, tick):
- itemManager = curPlayer.GetItemManager()
- hasItemClear = False
-
- curPack = itemManager.GetPack(IPY_GameWorld.rptEquip)
- for i in range(0, curPack.GetCount()):
- curItem = curPack.GetAt(i)
-
- #异常物品
- if not ItemCommon.CheckItemCanUse(curItem):
- continue
-
- if curItem.GetEndureReduceType() not in [ChConfig.Def_EquipReduceType_RTimeItem,
- ChConfig.Def_EquipReduceType_Time]:
- continue
-
- #处理现实时间物品逻辑
- if __DoLogic_ProcessTimeEquip(curPlayer, curItem, i):
- hasItemClear = True
-
-
- if hasItemClear:
- #装备重刷属性
- PlayerWing.CalcWingAttr(curPlayer)
- ChEquip.RefreshPlayerEquipAttribute(curPlayer)
-
-
- # 进行更新时效道具刷新时间
- curPlayer.SetDict(ChConfig.Def_PlayerKey_EquipTime, tick)
-
- return hasItemClear
+ return
+#境界装备修改,暂屏蔽,待优化
+# itemManager = curPlayer.GetItemManager()
+# hasItemClear = False
+#
+# curPack = itemManager.GetPack(IPY_GameWorld.rptEquip)
+# for i in range(0, curPack.GetCount()):
+# curItem = curPack.GetAt(i)
+#
+# #异常物品
+# if not ItemCommon.CheckItemCanUse(curItem):
+# continue
+#
+# if curItem.GetEndureReduceType() not in [ChConfig.Def_EquipReduceType_RTimeItem,
+# ChConfig.Def_EquipReduceType_Time]:
+# continue
+#
+# #处理现实时间物品逻辑
+# if __DoLogic_ProcessTimeEquip(curPlayer, curItem, i):
+# hasItemClear = True
+#
+#
+# if hasItemClear:
+# #装备重刷属性
+# PlayerWing.CalcWingAttr(curPlayer)
+# ChEquip.RefreshPlayerEquipAttribute(curPlayer)
+#
+#
+# # 进行更新时效道具刷新时间
+# curPlayer.SetDict(ChConfig.Def_PlayerKey_EquipTime, tick)
+#
+# return hasItemClear
#---------------------------------------------------------------------
## 装备有效时间到了需要脱下,有效时间物品改成不消失,但是无使用效果 可出售和续费
def __DoLogic_ProcessTimeEquip(curPlayer, curItem, equipIndex):
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py
index 05cf2f4..97c2873 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py
@@ -564,9 +564,9 @@
classLV = ItemCommon.GetItemClassLV(curEquip)
if equipIndex not in [ShareDefine.retWing,ShareDefine.retGuard1,ShareDefine.retGuard2,ShareDefine.retHorse]:
DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipColorItem, 1, [classLV, itemColor])
- if equipIndex in ChConfig.BaseEquipPlace_Weapon:
+ if equipIndex in ChConfig.EquipPlace_BaseWeapon:
DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipWeapon, 1, [itemColor, itemQuality, classLV])
- elif equipIndex in ChConfig.BaseEquipPlace_Armor:
+ elif equipIndex in ChConfig.EquipPlace_BaseArmor:
DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipArmor, 1, [itemColor, itemQuality, classLV])
elif equipIndex == ShareDefine.retWing:
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTJG.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTJG.py
index 76e3ac9..4514eb2 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTJG.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTJG.py
@@ -54,19 +54,6 @@
import random
import GameObj
-# 可吞噬的装备位
-Def_EatItem_EquipPlace = [
- ShareDefine.retWeapon, #1 主手
- ShareDefine.retWeapon2, #2 副手
- ShareDefine.retHat, #3 帽子
- ShareDefine.retClothes, #4 衣服
- ShareDefine.retBelt, #5 腰带
- ShareDefine.retTrousers, #6 裤子
- ShareDefine.retShoes, #7 鞋子
- ShareDefine.retNeck, #8 项链
-
-]
-
Def_EatSpace = 5 # 低于X格自动吞噬
@@ -537,7 +524,7 @@
equipScores = {}
equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
- for i in Def_EatItem_EquipPlace:
+ for i in ChConfig.EquipPlace_Base:
equipItem = equipPack.GetAt(i)
if not equipItem or equipItem.IsEmpty():
continue
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/PyGameData.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/PyGameData.py
index 5af65e0..d3fd664 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/PyGameData.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/PyGameData.py
@@ -22,6 +22,8 @@
DailyUseCountLimitItemIDList = [] # 每日有使用个数限制的物品ID列表
g_refreshAttrBillboardFunc = [] # 刷属性后需要触发的同步排行榜函数列表
+g_playerFuncAttrDict = {} # 玩家功能点属性 {playerID:{funcIndex:属性列表, ...}, ...}
+g_playerEquipPartAttrDict = {} # 玩家装备位养成属性 {playerID:{阶:[强化属性列表, 宝石属性列表, 洗练属性列表], ...}, ...}
g_filterEquipDict = {} # 按装备条件过滤的装备ID,不分职业 {"classLV_color_star":{(itemJob,itemPlace):itemID, ...}, ...}
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
index 0eea719..96b19c9 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
@@ -420,8 +420,6 @@
Def_Effect_MissRate = 45 #20026
#杀怪经验百分比, 百分比增加基础杀怪经验(a值为万分率,直接加上)
Def_Effect_FightExpRate = 46
-#魂器基础属性百分比
-Def_Effect_HorcruxBasePer = 48
Def_Effect_SkillAtkRateReduce = 49 #20032
#增加HP(A值填万分率)
Def_Effect_MaxHPPer = 50 #20023
@@ -443,20 +441,45 @@
Def_Effect_StoneMaxHPPer = 58
#宝石攻击百分比
Def_Effect_StoneAtkPer = 59
-#装备基础百分比
+#装备基础百分比 - 含特殊装备位
Def_Effect_EquipBaseAddPer = 60
+#基础装备百分比
+Def_Effect_BaseEquipAddPer = 64
#冰攻百分比(A值为万分率)
Def_Effect_IceAtkPer = 61
#冰防百分比(A值为万分率)
Def_Effect_IceDefPer = 62
-#防具生命百分比
-Def_Effect_ArmorMaxHPAddPer = 63
-#圣器攻击百分比
-Def_Effect_RelicsAtkAddPer = 64
-#武器攻击百分比
-Def_Effect_WeaponAtkAddPer = 65
-#防具防御百分比
+#基础装备生命百分比
+Def_Effect_BaseEquipMaxHPAddPer = 63
+#基础装备攻击百分比
+Def_Effect_BaseEquipAtkAddPer = 65
+#防具防御百分比 - 废弃
Def_Effect_ArmorDefAddPer = 66
+#主手基础属性值 百分比
+Def_Effect_WeaponAddPer = 121
+#副手基础属性值 百分比
+Def_Effect_Weapon2AddPer = 122
+#腰带基础属性值 百分比
+Def_Effect_BeltAddPer = 123
+#手套基础属性值 百分比
+Def_Effect_GloveAddPer = 124
+#衣袍基础属性值 百分比
+Def_Effect_ClothesAddPer = 125
+#帽子基础属性值 百分比
+Def_Effect_HatAddPer = 126
+#下装基础属性值 百分比
+Def_Effect_TrousersAddPer = 127
+#鞋履基础属性值 百分比
+Def_Effect_ShoesAddPer = 128
+#仙器A基础属性值 百分比
+Def_Effect_FairyCanAddPer = 129
+#仙器B基础属性值 百分比
+Def_Effect_FairyCan2AddPer = 130
+#仙绳基础属性值 百分比
+Def_Effect_NeckAddPer = 131
+#莲台基础属性值 百分比
+Def_Effect_JadeAddPer = 132
+
Def_Effect_MinAtk = 67 # 最小攻击
Def_Effect_MaxAtk = 68 # 最大攻击
@@ -1358,13 +1381,13 @@
)=range(5)
# 战斗力模块类型
-Def_MFPType_Max = 29
+Def_MFPType_Max = 44
ModuleFightPowerTypeList = (
Def_MFPType_Role, # 角色 0
-Def_MFPType_Equip, # 装备(基本装备位) 1
+Def_MFPType_Equip, # 装备(基本装备位) 1 - 废弃
Def_MFPType_Plus, # 强化 2
Def_MFPType_Stone, # 宝石 3
-Def_MFPType_Suit, # 套装 4
+Def_MFPType_Suit, # 套装 4 - 废弃
Def_MFPType_Wing, # 翅膀 5
Def_MFPType_Wash, # 洗练 6
Def_MFPType_Pet, # 灵宠 7
@@ -1373,7 +1396,7 @@
Def_MFPType_GodWeapon, # 神兵 10
Def_MFPType_Dienstgrad, #称号 11
Def_MFPType_Rune, # 符印 12
-Def_MFPType_Horcrux, # 魂器 13
+Def_MFPType_13, #
Def_MFPType_MagicWeapon1, # 人族法宝 14
Def_MFPType_StoveYao, # 炼丹炉丹药 15
Def_MFPType_MagicWeapon2, # 魔族法宝 16
@@ -1385,7 +1408,22 @@
Def_MFPType_GatherSoul, # 聚魂 22
Def_MFPType_MagicWeapon4, # 王者法宝 23
Def_MFPType_Coat, # 时装 24
-Def_MFPType_ZhuXian, # 诛仙 25
+Def_MFPType_ZhuXian, # 诛仙 25 - 废弃
+Def_MFPType_Equip1, # 境界装备1阶 26
+Def_MFPType_Equip2, # 境界装备2阶 27
+Def_MFPType_Equip3, # 境界装备3阶 28
+Def_MFPType_Equip4, # 境界装备4阶 29
+Def_MFPType_Equip5, # 境界装备5阶 30
+Def_MFPType_Equip6, # 境界装备6阶 31
+Def_MFPType_Equip7, # 境界装备7阶 32
+Def_MFPType_Equip8, # 境界装备8阶 33
+Def_MFPType_Equip9, # 境界装备9阶 34
+Def_MFPType_Equip10, # 境界装备10阶 35
+Def_MFPType_Equip11, # 境界装备11阶 36
+Def_MFPType_Equip12, # 境界装备12阶 37
+Def_MFPType_Equip13, # 境界装备13阶 38
+Def_MFPType_Equip14, # 境界装备14阶 39
+Def_MFPType_Equip15, # 境界装备15阶 40
Def_MFPType_Other, # 其他
#以下暂时没用到,改时再处理
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 5e21d47..18fc960 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/EffGetSet.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/EffGetSet.py
@@ -140,12 +140,6 @@
[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
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/Buff_502.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/Buff_502.py
index b8d90d9..e948c74 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/Buff_502.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/Buff_502.py
@@ -32,7 +32,7 @@
if curEquip.IsEmpty():
continue
- if i not in ChConfig.BaseEquipPlace_Armor:
+ if i not in ChConfig.EquipPlace_BaseArmor:
continue
if not curEquip.GetItemQuality():
continue
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
index 767157b..7581367 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -1883,9 +1883,9 @@
if not PlayerGreatMaster.GetGreatMasterFreeSkillPoint(curPlayer):
return False
#诛仙技能学习判断
- if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_ZhuXian:
- if not EquipZhuXian.CheckLearnZhuXianSkill(curPlayer, curSkillTypeID):
- return False
+ #if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_ZhuXian:
+ # if not EquipZhuXian.CheckLearnZhuXianSkill(curPlayer, curSkillTypeID):
+ # return False
#经验检测
skillLvUpNeedExp = upSkill.GetLVUpCostExp()
--
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