From d0f5f9922f17f5bff4288173f18a9ed827d95db8 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期六, 22 六月 2019 15:00:13 +0800 Subject: [PATCH] 1 装备评分增加装备掉率参数固定值 DropEquipPer --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py | 281 ++++++++++++++++++++++++++++++++++++++------------------ 1 files changed, 190 insertions(+), 91 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py index 5d406a6..3f0eebf 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py @@ -88,13 +88,13 @@ import CrossRealmPlayer import CrossPlayerData import ChNetSendPack -#import EquipZhuXian import PlayerCoat import PlayerState import QuestCommon import PlayerDogz import ChPlayer import GMShell +import GameObj import random import types @@ -1237,11 +1237,10 @@ CrossPlayerData.ClearCrossSyncDataCache(curPlayer) PyGameData.g_fbBuyBuffTimeDict.pop(playerID, None) #清除地图玩家缓存 - PyGameData.g_zhuXianSkillAddPerDict.pop(playerID, None) - PyGameData.g_zhuXianSkillReducePerDict.pop(playerID, None) PyGameData.g_playerFuncAttrDict.pop(playerID, None) PyGameData.g_playerEquipPartAttrDict.pop(playerID, None) PyGameData.g_equipChangeClassLVInfo.pop(playerID, None) + NPCCommon.ClearPriWoodPile(curPlayer) return ##更新保存玩家在线时间 @@ -2661,22 +2660,6 @@ return playerlist #--------------------------------------------------------------------- -##转变付费货币类型 -# @param curPlayer 玩家实例 -# @param moneyType 货币类型 1表示金子,2表示金票,3表示银子,4表示银票, 5:金子/金票 6:银子/银票 -# @return 返回值, 货币类型 -# @remarks 转变付费货币类型 -def ChangeMoneyType(curPlayer, moneyType): -# if moneyType == 5: -# return curPlayer.GetUseGoldType() -# -# if moneyType == 6: -# return curPlayer.GetUseSilverType() - if moneyType not in ChConfig.Def_MoneyType_All: - GameWorld.ErrLog("金钱类型填写错误 %s" % moneyType) - - return moneyType -#--------------------------------------------------------------------- ##获取玩家货币数 # @param curPlayer 玩家实例 # @param TYPE_Price ,货币类型 @@ -2885,6 +2868,9 @@ GameWorld.Log('###---扣钱异常 = %s' % (price), curPlayer.GetPlayerID()) return False + if type_Price == IPY_GameWorld.TYPE_Price_Gold_Paper: + type_Price = IPY_GameWorld.TYPE_Price_Gold_Money #新版无绑玉,原先绑玉再仙玉的扣法改成 扣仙玉 2019/6/3 + #金子支付 if type_Price == IPY_GameWorld.TYPE_Price_Gold_Money: curPlayerGold = curPlayer.GetGold() @@ -3153,13 +3139,13 @@ GiveMoney(curPlayer, ShareDefine.TYPE_Price_BourseMoney, value) addDataDict["BourseMoney"] = GetMoney(curPlayer, ShareDefine.TYPE_Price_BourseMoney) - elif priceType == IPY_GameWorld.TYPE_Price_Gold_Paper: - if curPlayer.GetGoldPaper() + value > ChConfig.Def_PlayerTotalMoney_Gold: - #超过金钱上限 - NotifyCode(curPlayer, "MoneyIsFull", [priceType]) - return - - curPlayer.SetGoldPaper(curPlayer.GetGoldPaper() + value) +# elif priceType == IPY_GameWorld.TYPE_Price_Gold_Paper: +# if curPlayer.GetGoldPaper() + value > ChConfig.Def_PlayerTotalMoney_Gold: +# #超过金钱上限 +# NotifyCode(curPlayer, "MoneyIsFull", [priceType]) +# return +# +# curPlayer.SetGoldPaper(curPlayer.GetGoldPaper() + value) elif priceType == IPY_GameWorld.TYPE_Price_Silver_Money: # 金钱支持超过20亿, 暂不做上限控制 @@ -3189,7 +3175,8 @@ PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_GetRealmPoint, value) EventShell.EventRespons_GetRealmPoint(curPlayer) else: - GameWorld.Log("金钱类型错误, priceType = %s" % (priceType), curPlayer.GetPlayerID()) + GameWorld.ErrLog("金钱类型错误, priceType=%s,value=%s,giveType=%s" % (priceType, value, giveType), curPlayer.GetPlayerID()) + DataRecordPack.DR_GiveMoneyError(curPlayer, priceType, value, giveType, addDataDict) return if isSysHint and priceType != ShareDefine.TYPE_Price_BourseMoney: @@ -3461,8 +3448,7 @@ if addPoint == None: raise Exception('玩家获得升级属性点异常, curLV = %s PlayerID = %s' % (curLV, curPlayerID)) return - - return int(addPoint) + return int(addPoint+ GetFabaoAddPoint(curPlayer) + GetTitleAddExtraPoint(curPlayer)) def GetAllPointByLV(curPlayer): ##获取当前等级可得到属性点数 @@ -3470,18 +3456,33 @@ curLV = curPlayer.GetLV() if curLV < openLV: return 0 - # 初始点+升级点+境界点 + # 初始点+(升级点+法宝效果)*称号效果倍数+境界点 setFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2) - + fabaoAddPoint = GetFabaoAddPoint(curPlayer) + titleAddPoint = GetTitleAddExtraPoint(curPlayer) addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {}) for rangLVs, point in addPointDict.items(): if curLV < rangLVs[0]: continue - setFreePoint += point * (min(curLV, rangLVs[1]) - rangLVs[0] + 1) + setFreePoint += (point + fabaoAddPoint + titleAddPoint) * (min(curLV, rangLVs[1]) - rangLVs[0] + 1) #境界提升点数 setFreePoint += curPlayer.GetOfficialRank() * IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 3) return setFreePoint + +def GetTitleAddExtraPoint(curPlayer): + # 称号额外增加玩家每级获得的灵根点 + titleID = IpyGameDataPY.GetFuncCfg("TitleAddPoint") + if titleID and curPlayer.GetDienstgradManager().GetDienstgrad(titleID): + return IpyGameDataPY.GetFuncCfg("TitleAddPoint", 2) + return 0 + +def GetFabaoAddPoint(curPlayer): + #法宝额外增加玩家每级获得的灵根点 + mwID = IpyGameDataPY.GetFuncCfg('FabaoAddPoint', 1) + if not PlayerMagicWeapon.GetIsActiveMagicWeapon(curPlayer, mwID, lv=1): + return 0 + return IpyGameDataPY.GetFuncCfg('FabaoAddPoint', 2) def DoAddPointOpen(curPlayer): '''加点功能开启''' @@ -3561,7 +3562,7 @@ attrName = self.__AttrName % attrIndex setattr(self, attrName, getattr(self, attrName) + value) - def GetModuleFightPower(self, fpParam): + def GetModuleFightPower(self, fpParam, curPlayer): MaxHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrMaxHP) # 最大血量 MinAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrATKMin) # 最小攻击 MaxAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrATKMax) # 最大攻击 @@ -3569,23 +3570,23 @@ Hit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrHit) * fpParam.GetCftHit() # 命中值 Miss = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrMiss) * fpParam.GetCftMiss() # 闪避值 AtkSpeed = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrAtkSpeed) # 攻击速度(数值非攻击间隔) - SuperHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRate) # 暴击率 - SuperHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRateReduce) # 暴击概率抗性 + SuperHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRate) * fpParam.GetCftSuperHitRate() # 暴击率 + SuperHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRateReduce) * fpParam.GetCftSuperHitRateReduce() # 暴击概率抗性 SuperHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHit) # 暴击伤害固定值 - SuperHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitReduce) * fpParam.GetCftSuperHitReduce() # 暴击固定减伤 - LuckyHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRate) # 会心一击 + SuperHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitReduce) # 暴击固定减伤 + LuckyHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRate) * fpParam.GetCftLuckyHitRate() # 会心一击 LuckyHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRateReduce) * fpParam.GetCftLuckyHitRateReduce() # 会心一击概率抗性 LuckyHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHit) # 会心一击伤害固定值 LuckyHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitReduce) # 会心一击伤害固定减伤 SkillAtkRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SkillAtkRate) * fpParam.GetCftSkillAtkRate() # 技能攻击比例加成 SkillAtkRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SkillAtkRateReduce) * fpParam.GetCftSkillAtkRateReduce() # 技能攻击比例减少 - DamagePVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVP) * fpParam.GetCftDamagePer() # PVP固定伤害 - DamagePVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVPReduce) * fpParam.GetCftDamReduce() # PVP固定减伤 - DamagePVE = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVE) * fpParam.GetCftDamagePer() # PVE固定伤害 + DamagePVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVP) # PVP固定伤害 + DamagePVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVPReduce) # PVP固定减伤 + DamagePVE = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVE) # PVE固定伤害 HPRestore = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_HPRestorePer) # 自动回复血量,固定值 DamBackPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamBackPer) * fpParam.GetCftDamBackPer() # 反伤百分比 SpeedValue = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrSpeed) # 移动速度值 - SpeedPer = getattr(self, self.__AttrNameNoline % ChConfig.TYPE_Calc_AttrSpeed) * fpParam.GetCftSpeedPer() # 移动速度百分比系数 + SpeedPer = 0#getattr(self, self.__AttrNameNoline % ChConfig.TYPE_Calc_AttrSpeed) * fpParam.GetCftSpeedPer() # 移动速度百分比系数 PetMinAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetMinAtk) # 宠物最小攻击 PetMaxAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetMaxAtk) # 宠物最大攻击 PetDamPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetDamPer) # 宠物伤害百分比提升 @@ -3594,14 +3595,14 @@ IgnoreDefRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_IgnoreDefRate) * fpParam.GetCftIgnoreDefRate() # 无视防御几率 IgnoreDefRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_IgnoreDefRateReduce) * fpParam.GetCftIgnoreDefRateReduce() # 无视防御概率抗性 DamChanceDef = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamChanceDef) * fpParam.GetCftDamChanceDef() # 20%的概率抵御伤害比率 - BleedDamage = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_BleedDamage) * fpParam.GetCftBleedDamage() # 流血伤害 + BleedDamage = 0#getattr(self, self.__AttrName % ChConfig.TYPE_Calc_BleedDamage) * fpParam.GetCftBleedDamage() # 流血伤害 AtkBackHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AtkBackHPPer) # 攻击回复血量 FaintRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FaintRate) * fpParam.GetCftFaintRate() # 触发击晕 FaintDefRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FaintDefRate) * fpParam.GetCftFaintDefRate() # 击晕抵抗 FinalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurt) # 最终固定伤害增加 FinalHurtReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReduce) # 最终固定伤害减少 - FinalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtPer) # 最终伤害万分率 - FinalHurtReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReducePer) # 最终伤害减少万分率 + FinalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtPer) * fpParam.GetCftFinalHurtPer() # 最终伤害万分率 + FinalHurtReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReducePer) * fpParam.GetCftFinalHurtReducePer() # 最终伤害减少万分率 DamagePerPVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVP) * fpParam.GetCftDamagePerPVP() # 伤害输出计算百分比PVP DamagePerPVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVPReduce) * fpParam.GetCftDamagePerPVPReduce() # 伤害输出计算百分比PVP减少 JobAHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobAHurtAddPer) * fpParam.GetCftJobAHurtAddPer() # 对目标战士伤害加成 @@ -3612,9 +3613,9 @@ JobCAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobCAtkReducePer) * fpParam.GetCftJobCAtkReducePer() # 弓箭攻击伤害减免 NormalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurt) - NormalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurtPer) + NormalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurtPer) * fpParam.GetCftNormalHurtPer() # 普通附加伤害加成 FabaoHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurt) - FabaoHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurtPer) + FabaoHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurtPer) * fpParam.GetCftFabaoHurtPer() # 法宝附加伤害加成 Luck = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_Luck) ComboRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboRate) # 连击几率 @@ -3625,11 +3626,20 @@ OnlyFinalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_OnlyFinalHurt) # 额外输出伤害 PVPAtkBackHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PVPAtkBackHP) # PVP攻击回血 - NPCHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NPCHurtAddPer) # 对怪物伤害加成 + NPCHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NPCHurtAddPer) * fpParam.GetCftNPCHurtAddPer() # 对怪物伤害加成 #其他需作为公式参数的系数 AtkSpeedParameter = fpParam.GetCftAtkSpeed() - LuckyHitParameter = fpParam.GetCftLuckyHit() + LuckyHitParameter = 0#fpParam.GetCftLuckyHit() + + #取总属性的 + SuperHitRateTotal = curPlayer.GetSuperHitRate() + LuckyHitRateTotal = curPlayer.GetLuckyHitRate() + + job = curPlayer.GetJob() + diffAttrDict = self.__GetAttrFightPowerParamDiff(job) + for paramName, diffValue in diffAttrDict.items(): + exec("%s = max(0, %s - %s)" % (paramName, paramName, diffValue)) #获取策划配置的表格 FightpowerFormula = IpyGameDataPY.GetFuncCfg("FightpowerFormula") @@ -3641,6 +3651,26 @@ totalFightPower = ShareDefine.Def_UpperLimit_DWord return totalFightPower + def __GetAttrFightPowerParamDiff(self, job): + ## 战力计算属性参数与实际属性差值 + + #角色基础模块某些属性不计算战力 + if self.mfpType != ShareDefine.Def_MFPType_Role: + return {} + + roleBaseAttrDict = IpyGameDataPY.GetFuncEvalCfg("CreatRoleBaseAttr", 1) + notFightPowerEffIDNameDict = IpyGameDataPY.GetFuncEvalCfg("CreatRoleBaseAttr", 2) + if job not in roleBaseAttrDict: + return {} + + diffAttrDict = {} + jobBaseAttrDict = roleBaseAttrDict[job] + for attrID, paramName in notFightPowerEffIDNameDict.items(): + if attrID not in jobBaseAttrDict: + continue + diffAttrDict[paramName] = jobBaseAttrDict[attrID] + return diffAttrDict + def GetMFPAttrStr(self): attrStr = "" for attrIndex in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX): @@ -3755,9 +3785,9 @@ # @param expViewType 经验获得的渠道 # @param isSysHint 是否系统提示(默认是) # @return 布尔值 - def AddExp(self, addExp, expViewType=ShareDefine.Def_ViewExpType_Mission, isSysHint=True): + def AddExp(self, addExp, expViewType=ShareDefine.Def_ViewExpType_Mission, isSysHint=True, addSkillID=0): curPlayer = self.__Player - finalAddExp, expNotifyType = self.__AddExp(curPlayer, addExp, expViewType, isSysHint) + finalAddExp, expNotifyType = self.__AddExp(curPlayer, addExp, expViewType, isSysHint, addSkillID) # 通知客户端经验来源 if finalAddExp: @@ -3773,7 +3803,8 @@ return finalAddExp - def __AddExp(self, curPlayer, addExp, expViewType, isSysHint): + # 参数 addSkillID 表示因什么技能杀死NPC获得经验 + def __AddExp(self, curPlayer, addExp, expViewType, isSysHint, addSkillID=0): if addExp == 0: # 不进入计算 return addExp, expViewType @@ -3802,9 +3833,17 @@ if expViewType == ShareDefine.Def_ViewExpType_KillNPC: exp_rate = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TotalExpRate) superRate = PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(curPlayer, None, None, ChConfig.TriggerType_AddExpRate) - exp_rate += superRate if superRate: + # 龙凤镯 经验 expViewType = ShareDefine.Def_ViewExpType_KillNPCSuper + if addSkillID == ChConfig.Def_SkillID_LXHY_AddExpRate: + addSkill = GameWorld.GetGameData().GetSkillBySkillID(addSkillID) + hasEffect = SkillCommon.GetSkillEffectByEffectID(addSkill, ChConfig.Def_Skill_Effect_AddExpRate) + if hasEffect: + #烈焰战神 经验 + superRate += hasEffect.GetEffectValue(0) + expViewType = ShareDefine.Def_ViewExpType_LYZS + exp_rate += superRate elif expViewType in [ShareDefine.Def_ViewExpType_GameEvent, ShareDefine.Def_ViewExpType_Sit]: exp_rate = curPlayer.GetGameEventExpRate() @@ -4002,6 +4041,8 @@ if aftLV > befLV: curPlayer.SetLV(aftLV, False) # 这里不再通知GameServer PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_HeroLV, aftLV) + PlayerActivity.DoAddActivityByLV(curPlayer, befLV, aftLV) + if aftFreePoint > befFreePoint: curPlayer.SetFreePoint(aftFreePoint) #NotifyCode(curPlayer, "ObtainAttributeDot", [aftFreePoint - befFreePoint]) @@ -4030,7 +4071,7 @@ PlayerGreatMaster.Sync_GreatMasterFreeSkillPoint(curPlayer) # 升级需要执行的游戏功能处理 GameFuncComm.DoFuncOpenLogic(curPlayer) - #ChEquip.CalcEquips_OutOfPrint(curPlayer) # 缓存绝版属性 + ChEquip.RefreshPlayerLingQiEquipAttr(curPlayer) # 灵器属性会随等级成长 if aftLV%10 == 0: # 控制下刷新次数 PlayerPet.CalcPetItemAddPlayerAttr(curPlayer) # 宠物有随等级变化的技能 @@ -4048,6 +4089,7 @@ OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_LV, curPlayer.GetLV()) #神秘限购 FunctionNPCCommon.MysticalLimitShopOpen(curPlayer, befLV, aftLV) + #不需要做升级任务, 设置玩家经验 SetPlayerTotalExp(curPlayer, curTotalExp) return @@ -4084,15 +4126,18 @@ #GameWorld.DebugLog("等级加属性: %s" % allAttrList) # 属性点属性 - pointValueInfo = {ShareDefine.Def_Effect_Metal:[lambda curObj:GetMetal(curObj), lambda curObj, value:SetMetalQualityLV(curObj, value)], - ShareDefine.Def_Effect_Wood:[lambda curObj:GetWood(curObj), lambda curObj, value:SetWoodQualityLV(curObj, value)], - ShareDefine.Def_Effect_Water:[lambda curObj:GetWater(curObj), lambda curObj, value:SetWaterQualityLV(curObj, value)], - ShareDefine.Def_Effect_Fire:[lambda curObj:GetFire(curObj), lambda curObj, value:SetFireQualityLV(curObj, value)], - ShareDefine.Def_Effect_Earth:[lambda curObj:GetEarth(curObj), lambda curObj, value:SetEarthQualityLV(curObj, value)], + hadRefreshAttr = curPlayer.GetDictByKey(ChConfig.Def_Player_HadRefreshAttr) # 本地图是否刷新过属性 + pointFightPowerEx = 0 + pointValueInfo = {ShareDefine.Def_Effect_Metal:[lambda curObj:GetMetal(curObj), lambda curObj, value:SetMetalQualityLV(curObj, value), lambda curObj:GetMetalQualityLV(curObj)], + ShareDefine.Def_Effect_Wood:[lambda curObj:GetWood(curObj), lambda curObj, value:SetWoodQualityLV(curObj, value), lambda curObj:GetWoodQualityLV(curObj)], + ShareDefine.Def_Effect_Water:[lambda curObj:GetWater(curObj), lambda curObj, value:SetWaterQualityLV(curObj, value), lambda curObj:GetWaterQualityLV(curObj)], + ShareDefine.Def_Effect_Fire:[lambda curObj:GetFire(curObj), lambda curObj, value:SetFireQualityLV(curObj, value), lambda curObj:GetFireQualityLV(curObj)], + ShareDefine.Def_Effect_Earth:[lambda curObj:GetEarth(curObj), lambda curObj, value:SetEarthQualityLV(curObj, value), lambda curObj:GetEarthQualityLV(curObj)], } lingGenQualityAttrList = [{} for _ in range(4)] for pointAttrID, pointFuncInfo in pointValueInfo.items(): pointValue = pointFuncInfo[0](curPlayer) + befPQLV = pointFuncInfo[2](curPlayer) pointFuncInfo[1](curPlayer, 0) if not pointValue: continue @@ -4100,16 +4145,19 @@ if not ipyData: continue # 每点属性 - perPointAddAttrDict = ipyData.GetAddAttrInfoPerPoint() - for perPointAttrID, perPointAttrValue in perPointAddAttrDict.items(): - pointAddValue = perPointAttrValue * pointValue - CalcAttrDict_Type(perPointAttrID, pointAddValue, allAttrList) - #GameWorld.DebugLog(" 属性点(%s)加属性: pointValue=%s,perPointAttrID=%s,pointAddValue=%s" % (pointAttrID, pointValue, perPointAttrID, pointAddValue)) + perPointAddAttrDict = ipyData.GetAddAttrInfoPerPoint() # {"职业":[[每X点,属性ID,值], ...], ..} + addAttrList = perPointAddAttrDict.get(str(job), []) + for needPoint, pointAddAttrID, pointAddAttrValue in addAttrList: + pointAddValueTotal = pointAddAttrValue * (pointValue / needPoint) + CalcAttrDict_Type(pointAddAttrID, pointAddValueTotal, allAttrList) + #GameWorld.DebugLog(" 属性点(%s)加属性: pointValue=%s,pointAddAttrID=%s,pointAddValueTotal=%s" % (pointAttrID, pointValue, pointAddAttrID, pointAddValueTotal)) + pointFightPowerEx += (ipyData.GetFightPowerPerPoint() * pointValue) + # 点数品质属性 curPQLV = 0 pqIntervalList = ipyData.GetPointQualityIntervalList() - for pqLV, pqValue in enumerate(pqIntervalList, 1): + for pqLV, pqValue in enumerate(pqIntervalList, 1): # 灵根品级从1开始 if pointValue >= pqValue: curPQLV = pqLV else: @@ -4117,16 +4165,18 @@ pointFuncInfo[1](curPlayer, curPQLV) if not curPQLV: continue - pqAttrIDDict = ipyData.GetPointQualityAttrIDDict() - pqAttrID = pqAttrIDDict[curPlayer.GetJob()] - pqAttrValueDict = ipyData.GetPointQualityAttrValueDict() - pqAttrValueList = pqAttrValueDict[str(curPlayer.GetJob())] - pqAttrValue = 0 if curPQLV > len(pqAttrValueList) else pqAttrValueList[curPQLV - 1] - CalcAttrDict_Type(pqAttrID, pqAttrValue, lingGenQualityAttrList) - #GameWorld.DebugLog(" 属性点(%s)品阶等级属性: curPQLV=%s,pqAttrID=%s,pqAttrValue=%s" % (pointAttrID, curPQLV, pqAttrID, pqAttrValue)) - + pqAttrInfoDict = ipyData.GetPointQualityAttrDict().get(str(curPlayer.GetJob()), {}) + for pqAttrID, pqAttrValueList in pqAttrInfoDict.items(): + pqAttrValue = 0 if curPQLV > len(pqAttrValueList) else pqAttrValueList[curPQLV - 1] + CalcAttrDict_Type(int(pqAttrID), pqAttrValue, lingGenQualityAttrList) + #GameWorld.DebugLog(" 属性点(%s)品阶等级属性: befPQLV=%s,curPQLV=%s,pqAttrInfoDict=%s" % (pointAttrID, befPQLV, curPQLV, pqAttrInfoDict)) + if hadRefreshAttr and befPQLV < curPQLV: + EventShell.EventRespons_LingGenQualityUP(curPlayer, pointAttrID, curPQLV) + #GameWorld.DebugLog("等级属性点加属性: %s" % allAttrList) - #GameWorld.DebugLog("灵根品阶等级属性: %s" % lingGenQualityAttrList) + #GameWorld.DebugLog("灵根品阶等级属性: %s" % lingGenQualityAttrList) + #GameWorld.DebugLog("灵根点数附加战力: %s" % pointFightPowerEx) + curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_Role, pointFightPowerEx) SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase, allAttrList) SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty, lingGenQualityAttrList) return @@ -4209,8 +4259,8 @@ #先压入BUFF的效果值及技能战斗力 self.RefreshAllSkill() ChEquip.RefreshPlayerEquipAttribute(curPlayer) + ChEquip.RefreshPlayerLingQiEquipAttr(curPlayer) #SkillShell.RefreshPlayerBuffOnAttrAddEffect(curPlayer) - PlayerWing.CalcWingAttr(curPlayer) PlayerHorse.CalcHorseAttrEx(curPlayer) PlayerPrestigeSys.CalcOfficialRankAttr(curPlayer) PlayerGodWeapon.CalcGodWeaponAttr(curPlayer) @@ -4224,7 +4274,6 @@ PlayerFamilyTech.CalcFamilyTechAttr(curPlayer) PlayerEquipDecompose.RefreshEDAttr(curPlayer) PlayerDogz.RefreshDogzAttr(curPlayer) - #EquipZhuXian.CalcZhuXianAttr(curPlayer) PlayerGatherSoul.RefreshGatherSoulAttr(curPlayer) PlayerCoat.CalcClothesCoatSkinAttr(curPlayer) self.RefreshAllState(isForce=True) @@ -4409,6 +4458,8 @@ # 3.1 战斗属性层级交叉影响基值数值汇总 # 基础层级(角色基础属性) baseAttrList = AddAttrListValue([funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase], + funcAttrInfoList[ChConfig.Def_CalcAttrFunc_LingGen], + funcAttrInfoList[ChConfig.Def_CalcAttrFunc_LingGenQuailty], ]) #GameWorld.DebugLog("基础层级: %s" % baseAttrList) @@ -4425,7 +4476,6 @@ ChConfig.TYPE_Calc_StoneBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Stone], ChConfig.TYPE_Calc_RealmBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Prestige], ChConfig.TYPE_Calc_HorseAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Horse], - ChConfig.TYPE_Calc_WingHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Wing], } # 3.2 统计各功能之间非线性属性交叉影响累加 funcCrossAttrPerInfoDict = {} # 百分比交叉影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...} @@ -4461,7 +4511,7 @@ # 3.3 统计所有功能固定属性影响累加 allFixAttrDict = {} # 固定属性层级总属性基值 for funcIndex, funcAttrList in enumerate(funcAttrInfoList): - # 技能模块不算计入功能固定属性、不计战力 + # 技能模块不计入功能固定属性、不计战力 if funcIndex in ChConfig.CalcAttrFuncSkillList: continue AddAttrDictValue(allFixAttrDict, funcAttrList[ChConfig.CalcAttr_Battle]) @@ -4487,10 +4537,14 @@ curLV = curPlayer.GetLV() fpParam = IpyGameDataPY.GetIpyGameData("FightPowerParam", curLV) mfpDict = {} # 模块战斗力 + mfpObjDict = {} for mfpType, attrFuncIndexList in ChConfig.MFPTypeAttrFuncIndexDict.items(): mfpAttrList = [{} for _ in range(4)] mfpAttrExDict = {} for funcIndex in attrFuncIndexList: + if funcIndex in ChConfig.CalcAttrFuncSkillList: + # 技能模块不计入功能固定属性、不计战力 + continue funcAttrList = funcAttrInfoList[funcIndex] funcInsidePerAttrDict = funcInsidePerAttrList[funcIndex] # 功能点内部百分比加成属性 funcCrossPerAttrDict = funcCrossAttrPerInfoDict.get(funcIndex, {}) # 功能点交叉百分比加成属性 @@ -4501,7 +4555,7 @@ 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) @@ -4512,8 +4566,11 @@ mfpObj.SetCalcMFPBattleAttr(mfpAttrList) for attrIndex, value in mfpAttrExDict.items(): mfpObj.AddCalcMFPAttr(attrIndex, value) - - mfpValue = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam) + mfpObjDict[mfpType] = mfpObj + + # 因为计算战力需要取到总属性,所以等各功能点属性累加完后再计算 + for mfpType, mfpObj in mfpObjDict.items(): + mfpValue = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam, curPlayer) mfpSkill = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType) mfpEx = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType) mfpTotal = mfpValue + mfpSkill + mfpEx @@ -4555,15 +4612,16 @@ self.__SyncBaseAttr(curPlayer, baseAttrList) #五行灵根变更需要处理的逻辑 afterPointList = [GetMetal(curPlayer), GetWood(curPlayer), GetWater(curPlayer), GetFire(curPlayer), GetEarth(curPlayer)] - if beforePointList !=afterPointList: + if beforePointList != afterPointList: diffPointAttrList = [] for i, attrID in enumerate([ShareDefine.Def_Effect_Metal, ShareDefine.Def_Effect_Wood, ShareDefine.Def_Effect_Water, ShareDefine.Def_Effect_Fire, ShareDefine.Def_Effect_Earth]): if beforePointList[i] != afterPointList[i]: diffPointAttrList.append(attrID) SkillShell.RefreshElementSkillByAttr(curPlayer, diffPointAttrList) - - + # 更新开服活动灵根数据 + OpenServerCampaign.UpdOpenServerCampaignLingGenData(curPlayer) + # 同步前端战力,因为有 SetFightPower 所以累加战力放在这里所有刷新及计算处理完后才处理,才能正常触发set同步前端 self.SendModuleFightPowerPack(curPlayer, mfpDict) billFuncCnt = len(PyGameData.g_refreshAttrBillboardFunc) # 只处理固定次数,防止死循环 @@ -4576,6 +4634,7 @@ # 暂停刷新属性标志,必须被调用 curPlayer.SetDict(ChConfig.Def_Player_RefreshAttr, 0) curPlayer.SetDict(ChConfig.Def_Player_RefreshAttrByBuff, 0) + curPlayer.SetDict(ChConfig.Def_Player_HadRefreshAttr, 1) GameWorld.DebugLog("End RefreshPlayerAttrStateEx!!!") return True @@ -4627,12 +4686,12 @@ # 速度特殊处理 计算一次 self.__RefreshMoveSpeed(allAttrListBuffs) + # GM测试属性特殊逻辑 + self.__DoRefreshGMAttr() + # 刷新攻击速度 self.__SetAtkInterval() GameWorld.DebugLog("Buff层属性: %s" % allAttrListBuffs) - - # GM测试属性特殊逻辑 - self.__DoRefreshGMAttr() return def __DoRefreshGMAttr(self): @@ -4685,8 +4744,8 @@ setAttrDict[ChConfig.AttrName_Def] = int(lvIpyData.GetReDef() * attrPer) # 防御 setAttrDict[ChConfig.AttrName_Hit] = int(lvIpyData.GetReHit() * attrPer) # 命中 setAttrDict[ChConfig.AttrName_DefRate] = int(lvIpyData.GetReMiss() * attrPer) # 闪避 - setAttrDict[ChConfig.AttrName_AtkSpeed] = int(lvIpyData.GetReAtkSpeed() * attrPer) # 攻击速度 - setAttrDict[ChConfig.AttrName_SkillAtkRate] = int(lvIpyData.GetReSkillAtkRate() * attrPer) # 技能伤害比例 + setAttrDict[ChConfig.AttrName_AtkSpeed] = int((lvIpyData.GetReAtkSpeed() + 10000) * attrPer) # 攻击速度, 策划等级表配置的是附加值,所以这里要加 + setAttrDict[ChConfig.AttrName_SkillAtkRate] = int(max(0, lvIpyData.GetReSkillAtkRate() - 10000) * attrPer) # 技能伤害比例, 策划等级表配置的是最终值,初始值是0,所以这里要减 setAttrDict[ChConfig.AttrName_DamagePVP] = int(lvIpyData.GetReDamagePer() * attrPer) # PVP固定伤害 setAttrDict[ChConfig.AttrName_DamagePVPReduce] = int(lvIpyData.GetReDamReduce() * attrPer) # PVP固定减伤 setAttrDict[ChConfig.AttrName_IgnoreDefRate] = int(lvIpyData.GetReIgnoreDefRate() * attrPer) # 无视防御比例 @@ -4696,7 +4755,7 @@ setAttrDict[ChConfig.AttrName_IceAtk] = int(lvIpyData.GetReIceAtk() * attrPer) # 真实伤害 setAttrDict[ChConfig.AttrName_IceDef] = int(lvIpyData.GetReIceDef() * attrPer) # 真实抵御 setAttrDict[ChConfig.AttrName_PetAtk] = int(lvIpyData.GetRePetAtk() * attrPer) # 灵宠攻击 - setAttrDict[ChConfig.AttrName_PetSkillAtkRate] = int(lvIpyData.GetRePetSkillAtkRate() * attrPer) # 灵宠技能 + setAttrDict[ChConfig.AttrName_PetSkillAtkRate] = int(max(0, lvIpyData.GetRePetSkillAtkRate() - 10000) * attrPer) # 灵宠技能, 策划等级表配置的是最终值,初始值是0,所以这里要减 setAttrDict[ChConfig.AttrName_PetDamPer] = int(lvIpyData.GetRePetDamPer() * attrPer) # 灵宠伤害增加 setAttrDict[ChConfig.AttrName_FinalHurt] = int(lvIpyData.GetReFinalHurt() * attrPer) # 固定伤害增加 setAttrDict[ChConfig.AttrName_FinalHurtReduce] = int(lvIpyData.GetReFinalHurtReduce() * attrPer) # 固定伤害减少 @@ -5162,6 +5221,7 @@ DoPlayerDead(curPlayer) PlayerTJG.PlayerTJGReborn(curPlayer, tick) + GameObj.ClearPyPlayerState(curPlayer) return @@ -5761,6 +5821,16 @@ CrossPlayerData.ClearCrossSyncDataCache(curPlayer) return +## 前端自定义场景 +def GetCustomMapID(curPlayer): return curPlayer.GetExAttr14() / 1000 +def GetCustomLineID(curPlayer): return curPlayer.GetExAttr14() % 1000 +## 自定义场景后端判断已结算后需直接重置为0,防止前端没有退出场景直接下线导致数据没有重置,可能引发可以重复进 +def SetCustomMap(curPlayer, mapID, lineID): + value = mapID * 1000 + lineID + if value != curPlayer.GetExAttr14(): + curPlayer.SetExAttr14(value, False, True) + return + ## 铜钱点, 支持铜钱超20亿 def GetSilver(curPlayer): return curPlayer.GetExAttr6() * ChConfig.Def_PerPointValue + curPlayer.GetSilver() def SetSilver(curPlayer, totalSilver): @@ -6230,7 +6300,9 @@ # addAttrList[ChConfig.CalcAttr_BattleNoline] = {} # return addAttrList #=============================================================================== - +def GetTotalLingGenPoint(curPlayer): + # 总灵根点数(金木水火土+自由点数) + return GetMetal(curPlayer) + GetWood(curPlayer) + GetWater(curPlayer) + GetFire(curPlayer) + GetEarth(curPlayer) + curPlayer.GetFreePoint() # 灵根 - 金木水火土 def GetMetal(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Metal) @@ -6692,7 +6764,20 @@ def SetYinjiCnt(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_YinjiCnt, value) curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_YinjiCnt, value, False) - + +# 减少指定技能组CD XX% +def GetTheFBSkillsCD(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TheFBSkillsCD) +def SetTheFBSkillsCD(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_TheFBSkillsCD, value) +# 灼烧固定伤害 +def GetBurnValue(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BurnValue) +def SetBurnValue(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BurnValue, value) +# 延长灼烧时间百分比 +def GetBurnTimePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BurnTimePer) +def SetBurnTimePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BurnTimePer, value) +# 减移动速度百分比 +def GetSubSpeedPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SubSpeedPer) +def SetSubSpeedPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SubSpeedPer, value) + ## 计算功能背包物品属性 # @param curPlayer 当前玩家 # @param packType 背包类型 @@ -6851,3 +6936,17 @@ NetPackCommon.SendFakePack(curPlayer, sendPack) return +#同步设置 玩家和宠物及已召唤的召唤兽 视野层 +def SetPlayerSightLevel(curPlayer, sightLevel): + curPlayer.SetSightLevel(sightLevel) + rolePet = curPlayer.GetPetMgr().GetFightPet() + #无出战宠物 + if rolePet: + rolePet.SetSightLevel(sightLevel) + + for i in range(curPlayer.GetSummonCount()): + curSummon = curPlayer.GetSummonNPCAt(i) + if not curSummon: + continue + curSummon.SetSightLevel(sightLevel) + return \ No newline at end of file -- Gitblit v1.8.0