From c60cba7154e4f968ea23060de3c7c49b60d86e36 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期二, 11 六月 2019 17:23:44 +0800
Subject: [PATCH] 860312 属性刷新修复

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/EffGetSet.py      |    4 ++--
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py          |    2 --
 ServerPython/CoreServerGroup/GameServer/Script/ShareDefine.py                               |    2 --
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py |    5 ++++-
 4 files changed, 6 insertions(+), 7 deletions(-)

diff --git a/ServerPython/CoreServerGroup/GameServer/Script/ShareDefine.py b/ServerPython/CoreServerGroup/GameServer/Script/ShareDefine.py
index 92ffc4b..9f3628a 100644
--- a/ServerPython/CoreServerGroup/GameServer/Script/ShareDefine.py
+++ b/ServerPython/CoreServerGroup/GameServer/Script/ShareDefine.py
@@ -558,8 +558,6 @@
 Def_Effect_AddMAtk = 20020
 #增加内防
 Def_Effect_MagicDef = 20001
-#暴击率抗性(A值为万分率, 永恒为具体数值)
-Def_Effect_SuperHitRateReduce = 20030
 #减技能CD(A值固定值)
 Def_Effect_ReduceSkillCD = 20031
 # 卓越一击倍数(a值为万分率,直接加上)
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 4aae654..9ef6b9d 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -4531,6 +4531,9 @@
             mfpAttrList = [{} for _ in range(4)]
             mfpAttrExDict = {}
             for funcIndex in attrFuncIndexList:
+                if funcIndex in ChConfig.CalcAttrFuncSkillList:
+                    # 技能模块不算计入功能固定属性、不计战力
+                    continue
                 funcAttrList = funcAttrInfoList[funcIndex]
                 funcInsidePerAttrDict = funcInsidePerAttrList[funcIndex] # 功能点内部百分比加成属性
                 funcCrossPerAttrDict = funcCrossAttrPerInfoDict.get(funcIndex, {}) # 功能点交叉百分比加成属性
@@ -4541,7 +4544,7 @@
                 CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcCrossPerAttrDict)
                 CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, fixPerAttrDict)
                 # 不算战力的
-                if funcIndex in ChConfig.CalcAttrFuncNoFightPowerList or funcIndex in ChConfig.CalcAttrFuncSkillList:
+                if funcIndex in ChConfig.CalcAttrFuncNoFightPowerList:
                     continue
                 mfpAttrList = AddAttrListValue([mfpAttrList, funcAttrList])
                 AddAttrDictValue(mfpAttrExDict, funcInsidePerAttrDict)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
index 92ffc4b..9f3628a 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
@@ -558,8 +558,6 @@
 Def_Effect_AddMAtk = 20020
 #增加内防
 Def_Effect_MagicDef = 20001
-#暴击率抗性(A值为万分率, 永恒为具体数值)
-Def_Effect_SuperHitRateReduce = 20030
 #减技能CD(A值固定值)
 Def_Effect_ReduceSkillCD = 20031
 # 卓越一击倍数(a值为万分率,直接加上)
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 bd8af1a..1605b8f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/EffGetSet.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/EffGetSet.py
@@ -148,8 +148,8 @@
    [lambda curObj:PlayerControl.GetStoneMaxHPPer(curObj), lambda curObj, value:PlayerControl.SetStoneMaxHPPer(curObj, value), 0, 0, 0],          # 宝石生命百分比
    [lambda curObj:PlayerControl.GetStoneAtkPer(curObj), lambda curObj, value:PlayerControl.SetStoneAtkPer(curObj, value), 0, 0, 0],              # 宝石攻击百分比
    [lambda curObj:PlayerControl.GetHPCureEnhance(curObj), lambda curObj, value:PlayerControl.SetHPCureEnhance(curObj, value), 0, 0, 0],          # 血瓶恢复效果增强
-   [lambda curObj:PlayerControl.GetOnlyFinalHurt(curObj), lambda curObj, value:PlayerControl.SetOnlyFinalHurt(curObj, value), 0, 0, 0],          # 血瓶恢复效果增强
-   [lambda curObj:PlayerControl.GetPVPAtkBackHP(curObj), lambda curObj, value:PlayerControl.SetPVPAtkBackHP(curObj, value), 0, 0, 0],          # 血瓶恢复效果增强
+   [lambda curObj:PlayerControl.GetOnlyFinalHurt(curObj), lambda curObj, value:PlayerControl.SetOnlyFinalHurt(curObj, value), 0, 0, 0],          # 额外输出伤害
+   [lambda curObj:PlayerControl.GetPVPAtkBackHP(curObj), lambda curObj, value:PlayerControl.SetPVPAtkBackHP(curObj, value), 0, 0, 0],          # PVP攻击回血
    [lambda curObj:PlayerControl.GetHitSucessRate(curObj), lambda curObj, value:PlayerControl.SetHitSucessRate(curObj, value), 0, 0, 0],          # 命中成功率
    [lambda curObj:PlayerControl.GetMissSucessRate(curObj), lambda curObj, value:PlayerControl.SetMissSucessRate(curObj, value), 0, 0, 0],          # 命中成功率
    [lambda curObj:curObj.GetAtkInterval(), lambda curObj, value:curObj.SetAtkInterval(value), IPY_PlayerDefine.CDBPlayerRefresh_AtkInterval, 0, 0],          # NPC攻击频率

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