From d42896d1fe05ba65cf3bf537075c3d00467dfbb8 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期四, 11 七月 2019 11:38:48 +0800
Subject: [PATCH] 860312 混服或合服情况下需要指定修改的平台和服务器,Serverid不填写代表不改变只替换spid
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py | 216 +++++++++++++++++++++++++++++++++++-------------------
1 files changed, 140 insertions(+), 76 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 36a2e8f..95e2b3b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -88,7 +88,6 @@
import CrossRealmPlayer
import CrossPlayerData
import ChNetSendPack
-#import EquipZhuXian
import PlayerCoat
import PlayerState
import QuestCommon
@@ -1238,11 +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
@@ -1782,7 +1780,9 @@
elif mapID == ChConfig.Def_FBMapID_DemonKing:
bossID = GameLogic_CrossDemonKing.GetCurFBLineBOSSID(mapID, lineID)
extendParamList = [bossID]
-
+ elif mapID in ChConfig.Def_MapID_LineIDToPropertyID:
+ enterCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_EnterFbCntDay % mapID)
+ extendParamList = [enterCnt]
SendToGameServerEnterFB(curPlayer, mapID, lineID, tick, extendParamList)
return
@@ -2662,22 +2662,6 @@
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
@@ -2886,6 +2870,9 @@
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()
@@ -3154,13 +3141,13 @@
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
@@ -3190,7 +3177,8 @@
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:
@@ -3462,8 +3450,7 @@
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) + GetFabaoAddPoint(curPlayer)
+ return int(addPoint+ GetFabaoAddPoint(curPlayer) + GetTitleAddExtraPoint(curPlayer))
def GetAllPointByLV(curPlayer):
##获取当前等级可得到属性点数
@@ -3471,18 +3458,26 @@
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 + fabaoAddPoint) * (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
@@ -3569,7 +3564,7 @@
attrName = self.__AttrName % attrIndex
setattr(self, attrName, getattr(self, attrName) + value)
- def GetModuleFightPower(self, fpParam, job):
+ def GetModuleFightPower(self, fpParam, curPlayer):
MaxHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrMaxHP) # 最大血量
MinAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrATKMin) # 最小攻击
MaxAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrATKMax) # 最大攻击
@@ -3577,11 +3572,11 @@
Hit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrHit) * fpParam.GetCftHit() # 命中值
Miss = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrMiss) * fpParam.GetCftMiss() # 闪避值
AtkSpeed = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrAtkSpeed) # 攻击速度(数值非攻击间隔)
- SuperHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRate) # 暴击率
- SuperHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRateReduce) # 暴击概率抗性
+ SuperHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRate) * fpParam.GetCftSuperHitRate() # 暴击率
+ SuperHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRateReduce) * fpParam.GetCftSuperHitRateReduce() # 暴击概率抗性
SuperHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHit) # 暴击伤害固定值
- SuperHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitReduce) * fpParam.GetCftSuperHitReduce() # 暴击固定减伤
- LuckyHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRate) # 会心一击
+ SuperHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitReduce) # 暴击固定减伤
+ LuckyHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRate) * fpParam.GetCftLuckyHitRate() # 会心一击
LuckyHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRateReduce) * fpParam.GetCftLuckyHitRateReduce() # 会心一击概率抗性
LuckyHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHit) # 会心一击伤害固定值
LuckyHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitReduce) # 会心一击伤害固定减伤
@@ -3593,7 +3588,7 @@
HPRestore = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_HPRestorePer) # 自动回复血量,固定值
DamBackPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamBackPer) * fpParam.GetCftDamBackPer() # 反伤百分比
SpeedValue = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrSpeed) # 移动速度值
- SpeedPer = getattr(self, self.__AttrNameNoline % ChConfig.TYPE_Calc_AttrSpeed) * fpParam.GetCftSpeedPer() # 移动速度百分比系数
+ SpeedPer = 0#getattr(self, self.__AttrNameNoline % ChConfig.TYPE_Calc_AttrSpeed) * fpParam.GetCftSpeedPer() # 移动速度百分比系数
PetMinAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetMinAtk) # 宠物最小攻击
PetMaxAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetMaxAtk) # 宠物最大攻击
PetDamPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetDamPer) # 宠物伤害百分比提升
@@ -3602,14 +3597,14 @@
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
@@ -3620,9 +3615,9 @@
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
@@ -3633,12 +3628,17 @@
OnlyFinalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_OnlyFinalHurt) # 额外输出伤害
PVPAtkBackHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PVPAtkBackHP) # PVP攻击回血
- NPCHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NPCHurtAddPer) # 对怪物伤害加成
+ NPCHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NPCHurtAddPer) * fpParam.GetCftNPCHurtAddPer() # 对怪物伤害加成
#其他需作为公式参数的系数
AtkSpeedParameter = fpParam.GetCftAtkSpeed()
- LuckyHitParameter = fpParam.GetCftLuckyHit()
+ LuckyHitParameter = 0#fpParam.GetCftLuckyHit()
+ #取总属性的
+ SuperHitRateTotal = curPlayer.GetSuperHitRate()
+ LuckyHitRateTotal = curPlayer.GetLuckyHitRate()
+
+ job = curPlayer.GetJob()
diffAttrDict = self.__GetAttrFightPowerParamDiff(job)
for paramName, diffValue in diffAttrDict.items():
exec("%s = max(0, %s - %s)" % (paramName, paramName, diffValue))
@@ -3787,9 +3787,9 @@
# @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:
@@ -3805,7 +3805,8 @@
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
@@ -3834,9 +3835,17 @@
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()
@@ -3998,7 +4007,7 @@
# 记录玩家升级
DataRecordPack.DR_PlayerUpgrade(curPlayer, curPlayer.GetLV(), GetPlayerTotalExp(curPlayer), lvUpNeedExp)
DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_LVUP, {'lv':curLV})
-
+ self.__GiveLVMailAward(curLV)
self.__DoLVUPAddPoint() # 升级加点
#self.__DoLvUpAddSkill() # 升级加技能
@@ -4034,6 +4043,8 @@
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])
@@ -4062,7 +4073,7 @@
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
@@ -4077,11 +4088,22 @@
FBLogic.OnPlayerLVUp(curPlayer)
# 记录开服活动冲级数据
- OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_LV, curPlayer.GetLV())
+ #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
+
+ def __GiveLVMailAward(self, curLV):
+ # 给等级邮件奖励
+ mailLVAwardDict = IpyGameDataPY.GetFuncEvalCfg("MailLVAward", 1, {})
+ if curLV not in mailLVAwardDict:
+ return
+ mailTypeKey, mailItemList = mailLVAwardDict[curLV]
+ curPlayer = self.__Player
+ SendMailByKey(mailTypeKey, [curPlayer.GetPlayerID()], mailItemList, [curLV])
return
#---------------------------------------------------------------------
@@ -4124,12 +4146,15 @@
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)],
}
+ hasChange_Qualitylv = False #灵根品级是否有变更
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:
+ if 0 != befPQLV:
+ hasChange_Qualitylv = True
continue
ipyData = IpyGameDataPY.GetIpyGameData("RolePoint", pointAttrID)
if not ipyData:
@@ -4153,17 +4178,18 @@
else:
break
pointFuncInfo[1](curPlayer, curPQLV)
+ if curPQLV != befPQLV:
+ hasChange_Qualitylv = True
if not curPQLV:
continue
- pqAttrIDDict = ipyData.GetPointQualityAttrIDDict()
- pqAttrID = pqAttrIDDict[curPlayer.GetJob()]
- pqAttrValueDict = ipyData.GetPointQualityAttrValueDict()
- pqAttrValueList = pqAttrValueDict[str(curPlayer.GetJob())]
- pqAttrValue = 0 if curPQLV > len(pqAttrValueList) else pqAttrValueList[curPQLV - 1]
- CalcAttrDict_Type(pqAttrID, pqAttrValue, lingGenQualityAttrList)
- #GameWorld.DebugLog(" 属性点(%s)品阶等级属性: befPQLV=%s,curPQLV=%s,pqAttrID=%s,pqAttrValue=%s" % (pointAttrID, befPQLV, curPQLV, pqAttrID, pqAttrValue))
+ pqAttrInfoDict = ipyData.GetPointQualityAttrDict().get(str(curPlayer.GetJob()), {})
+ for pqAttrID, pqAttrValueList in pqAttrInfoDict.items():
+ pqAttrValue = 0 if curPQLV > len(pqAttrValueList) else pqAttrValueList[curPQLV - 1]
+ CalcAttrDict_Type(int(pqAttrID), pqAttrValue, lingGenQualityAttrList)
+ #GameWorld.DebugLog(" 属性点(%s)品阶等级属性: befPQLV=%s,curPQLV=%s,pqAttrInfoDict=%s" % (pointAttrID, befPQLV, curPQLV, pqAttrInfoDict))
if hadRefreshAttr and befPQLV < curPQLV:
- EventShell.EventRespons_LingGenQualityUP(curPlayer, pointAttrID, curPQLV)
+ for pqlv in xrange(befPQLV+1, curPQLV+1):
+ EventShell.EventRespons_LingGenQualityUP(curPlayer, pointAttrID, pqlv)
#GameWorld.DebugLog("等级属性点加属性: %s" % allAttrList)
#GameWorld.DebugLog("灵根品阶等级属性: %s" % lingGenQualityAttrList)
@@ -4171,7 +4197,7 @@
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
+ return hasChange_Qualitylv
#---------------------------------------------------------------------
def NotifyAllState(self, playerStateDict):
@@ -4253,7 +4279,6 @@
ChEquip.RefreshPlayerEquipAttribute(curPlayer)
ChEquip.RefreshPlayerLingQiEquipAttr(curPlayer)
#SkillShell.RefreshPlayerBuffOnAttrAddEffect(curPlayer)
- #PlayerWing.CalcWingAttr(curPlayer) # 翅膀暂时算在灵器里面
PlayerHorse.CalcHorseAttrEx(curPlayer)
PlayerPrestigeSys.CalcOfficialRankAttr(curPlayer)
PlayerGodWeapon.CalcGodWeaponAttr(curPlayer)
@@ -4267,7 +4292,6 @@
PlayerFamilyTech.CalcFamilyTechAttr(curPlayer)
PlayerEquipDecompose.RefreshEDAttr(curPlayer)
PlayerDogz.RefreshDogzAttr(curPlayer)
- #EquipZhuXian.CalcZhuXianAttr(curPlayer)
PlayerGatherSoul.RefreshGatherSoulAttr(curPlayer)
PlayerCoat.CalcClothesCoatSkinAttr(curPlayer)
self.RefreshAllState(isForce=True)
@@ -4436,7 +4460,7 @@
CalcNoLineEffect.ChangePlayerAttrInNoLineEffectList(curPlayer, baseAttrNolineDict)
# 功能有加基础属性值,这里再重新刷新一下基础属性, 基础属性会影响战斗属性, 每次都刷新角色基础属性
- self.CalcRoleBaseAttr(curPlayer)
+ hasChange_Qualitylv = self.CalcRoleBaseAttr(curPlayer)
roleBaseAttrInfo, roleInsidePerAttrDict = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase)
lingGenQualityAttrList, lingGenQualityInsidePerAttrDict = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty)
funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase] = roleBaseAttrInfo
@@ -4452,6 +4476,8 @@
# 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)
@@ -4468,7 +4494,6 @@
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, ...}, ...}
@@ -4504,7 +4529,7 @@
# 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])
@@ -4530,10 +4555,14 @@
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
@@ -4544,7 +4573,7 @@
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)
@@ -4555,8 +4584,11 @@
mfpObj.SetCalcMFPBattleAttr(mfpAttrList)
for attrIndex, value in mfpAttrExDict.items():
mfpObj.AddCalcMFPAttr(attrIndex, value)
-
- mfpValue = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam, curPlayer.GetJob())
+ mfpObjDict[mfpType] = mfpObj
+
+ # 因为计算战力需要取到总属性,所以等各功能点属性累加完后再计算
+ for mfpType, mfpObj in mfpObjDict.items():
+ mfpValue = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam, curPlayer)
mfpSkill = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
mfpEx = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
mfpTotal = mfpValue + mfpSkill + mfpEx
@@ -4605,7 +4637,13 @@
if beforePointList[i] != afterPointList[i]:
diffPointAttrList.append(attrID)
SkillShell.RefreshElementSkillByAttr(curPlayer, diffPointAttrList)
+ if hasChange_Qualitylv:
+ #灵根品级变化处理
+ ChEquip.ChangeEquipfacadeByLingGen(curPlayer)
+ # 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
@@ -4670,12 +4708,12 @@
# 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):
@@ -4728,8 +4766,8 @@
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
@@ -4739,7 +4777,7 @@
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
@@ -5805,6 +5843,16 @@
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):
@@ -6274,7 +6322,9 @@
# 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)
@@ -6908,3 +6958,17 @@
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
--
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