From f460b6035d693dd40c361f7c289c5dac2a2a32a1 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 16 十月 2018 16:30:12 +0800
Subject: [PATCH] 4201 【主干】【后端】新增战斗力参数:移动速度百分比

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py |  178 ++++++++++++++++++++++++++++++++++++++++-------------------
 1 files changed, 121 insertions(+), 57 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 2606f18..89a8f5d 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -87,6 +87,7 @@
 import PlayerState
 import QuestCommon
 import PlayerDogz
+import ChPlayer
 import GMShell
 
 import random
@@ -308,34 +309,38 @@
     return
 
 #---------------------------------------------------------------------
-def SendMailBatch(mailTypeKey, batchPlayerIDList, batchAddItemList=[], batchParamList=[], batchGold=[], batchGoldPaper=[], batchSilver=[]):
+def SendMailBatch(mailTypeKey, batchPlayerIDList, batchAddItemList=[], batchParamList=[], batchGold=[], batchGoldPaper=[], batchSilver=[], batchDetail=[]):
     '''批量发送邮件, 用于瞬间需要发送多封(大量)邮件的,比如一些公共副本活动等结算时
     @param mailTypeKey: 邮件模板key
     @param batchPlayerIDList: [playerIDList, playerIDList, ...]
     @param batchAddItemList: [addItemList, addItemList, ...]
     @param batchParamList: [paramList, paramList, ...]
     @param batchGold: [batchGold, batchGold, ...]
-    @param batchGold: [batchGoldPaper, batchGoldPaper, ...]
-    @param batchGold: [batchSilver, batchSilver, ...]
+    @param batchGoldPaper: [batchGoldPaper, batchGoldPaper, ...]
+    @param batchSilver: [batchSilver, batchSilver, ...]
+    @param batchDetail: [记录邮件流向用, ...]
     '''
-    msgInfo = str([mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver])
+    msgInfo = str([mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver, batchDetail])
     GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMailBatch", msgInfo, len(msgInfo))
     GameWorld.Log("SendMailBatch %s, batchPlayerIDList=%s, batchAddItemList=%s, batchParamList=%s, batchGold=%s, batchGoldPaper=%s, batchSilver=%s" 
                   % (mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver))
     return
 
-def SendMailByKey(mailTypeKey, playerIDList, addItemList, paramList=[], gold=0, goldPaper=0, silver=0):
+def SendMailByKey(mailTypeKey, playerIDList, addItemList, paramList=[], gold=0, goldPaper=0, silver=0, detail=""):
+    '''
+    @param detail: 记录邮件流向用
+    '''
     if not mailTypeKey:
         mailTypeKey = ShareDefine.DefaultLackSpaceMailType
     
     content = "<MailTemplate>%s</MailTemplate>%s" % (mailTypeKey, json.dumps(paramList, ensure_ascii=False))
-    SendMail("", content, 30, playerIDList, addItemList, gold, goldPaper, silver)
+    SendMail("", content, 30, playerIDList, addItemList, gold, goldPaper, silver, detail)
     return
 
 ## 功能发放物品补偿/奖励邮件
 #  @param addItemList [(itemID, itemCnt, isBind), {或物品信息字典}, ...]
 #  @return
-def SendMail(title, content, getDays, playerIDList, addItemList, gold=0, goldPaper=0, silver=0):
+def SendMail(title, content, getDays, playerIDList, addItemList, gold=0, goldPaper=0, silver=0, detail=""):
     if not playerIDList:
         return
     
@@ -377,7 +382,7 @@
     for key, itemCnt in itemCountDict.items():
         itemID, isBind = key
         combineItemList.append((itemID, itemCnt, isBind))
-    cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver]
+    cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver, detail]
     GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMail", '%s' % (cmdList), len(str(cmdList)))
     return True
 
@@ -2022,8 +2027,12 @@
     #---同地图ID, 同分线, 仅切换坐标---
     #lingID = -1, 代表默认当前线, 如主城2传送剑宗, 到达剑宗2
     if gameWorld.GetMapID() == mapID and (shuntLineID == -1 or gameWorld.GetLineID() == shuntLineID):
-        #重置坐标
-        GameWorld.ResetPlayerPos(curPlayer, posX, posY)
+        if exData1:
+            #boss的用move,通知前端,由前端发起move
+            ChPlayer.NotifyPlayerMove(curPlayer, posX, posY, exData1)
+        else:
+            #重置坐标
+            GameWorld.ResetPlayerPos(curPlayer, posX, posY)
         #@bug: 在摆摊区快速传送至非摆摊区, 可以摆摊, 这里刷新一下场景Buff
         SkillShell.ProcessMapBuff(curPlayer, GameWorld.GetGameWorld().GetTick())
         return
@@ -2059,7 +2068,7 @@
     # 非常规地图之间的切换不处理
     if curMapID not in PyGameData.g_commMapLinePlayerCountDict or tagMapID not in PyGameData.g_commMapLinePlayerCountDict:
         return tagLineID
-    tagLinePlayerCountDict = PyGameData.g_commMapLinePlayerCountDict[tagMapID]
+    tagLinePlayerCountDict = PyGameData.g_commMapLinePlayerCountDict[tagMapID] # 此分线包含所有分线,含未开放的及活动分线
     
     playerID = curPlayer.GetPlayerID()
     playChangeLineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_PlayChangeLineID)
@@ -2076,7 +2085,7 @@
             GameWorld.DebugLog("功能指定切换目标线路,记录当前线路后续切线备用! curLineID=%s,tagLineID=%s" % (curLineID, tagLineID), playerID)
             
         if bossID and NPCCommon.IsMapNeedBossShunt(tagMapID):
-            bossShuntLineID = __GetBossShuntLineID(curPlayer, tagMapID, bossID, tagLinePlayerCountDict.keys())
+            bossShuntLineID = __GetBossShuntLineID(curPlayer, curMapID, curLineID, tagMapID, bossID, tagLinePlayerCountDict.keys())
             if bossShuntLineID != -1:
                 tick = GameWorld.GetGameWorld().GetTick()
                 GameWorld.DebugLog("分流boss, bossID=%s,bossShuntLineID=%s" % (bossID, bossShuntLineID), playerID)
@@ -2165,10 +2174,23 @@
     GameWorld.DebugLog("分流到人数较少的线路,tagMapID=%s,linePlayerList[count,lineID]=%s" % (tagMapID, linePlayerList), playerID)
     return shuntLineID
 
-def __GetBossShuntLineID(curPlayer, mapID, npcID, lineIDList):
+def __GetBossShuntLineID(curPlayer, curMapID, curLineID, tagMapID, npcID, lineIDList):
     '''获取目标地图boss分流线路
-    根据人数分流玩家,boss死亡状态,只能分流到已死亡线路
-    队伍无视任何规则,默认分配到队伍队员多的那条线
+                根据人数分流玩家,优先分配到活着的线路
+                队伍无视任何规则,默认分配到队伍队员多的那条线
+                
+                前端:
+        1.在中立地图的时候,显示当前线路BOSS的状态
+        2.在常规地图的时候,显示玩家击杀BOSS的CD时间
+        3.本地图不换线,60秒规则保持不变
+        4.进入BOSS区域里,刷新BOSS状态
+        
+                玩家在非中立地图:
+                本地图不换线,60秒规则保持不变()
+                
+                玩家在中立地图
+                没有60秒规则
+                直接发传送包,由后端决定(有队员在不同线路打同一只boss,则传送,否则move)
     '''
     playerID = curPlayer.GetPlayerID()
     playerTeamID = curPlayer.GetTeamID()
@@ -2176,65 +2198,75 @@
     hurtTeamLineID = -1
     hurtTeamMemCount = -1
     
-    emptyLineID = -1
-    bossLinePlayerCntList = []
+    bossLinePlayerDict = {1:[-1, []], 0:[-1, []]} # {是否被击杀:[该状态人数空的线路, [[玩家数, 线路], ...]], ...}
     
-    deadLineList = PyGameData.g_bossShuntDeadLine.get(npcID, [])
-    bossState = not deadLineList # boss公共状态, 只要有一条线路是死亡的就是死亡
+    bossLineStateDict = PyGameData.g_bossShuntLineState.get(npcID, {})
     
-    GameWorld.DebugLog("玩家boss分流: playerTeamID=%s,mapID=%s,npcID=%s,lineIDList=%s,bossState=%s,deadLineList=%s,g_bossShuntPlayerInfo=%s" 
-                       % (playerTeamID, mapID, npcID, lineIDList, bossState, deadLineList, PyGameData.g_bossShuntPlayerInfo), playerID)
+    haveAliveLine = False # 是否有活着的线路
+    activityMapLineDict = IpyGameDataPY.GetFuncEvalCfg("MapLine", 2, {})
     
+    GameWorld.DebugLog("玩家boss分流: playerTeamID=%s,tagMapID=%s,npcID=%s,lineIDList=%s,bossLineStateDict=%s,g_bossShuntPlayerInfo=%s" 
+                       % (playerTeamID, tagMapID, npcID, lineIDList, bossLineStateDict, PyGameData.g_bossShuntPlayerInfo), playerID)
+    if tagMapID in activityMapLineDict:
+        activityLineID = max(0, activityMapLineDict[tagMapID] - 1)
+        # 非1线的活动线路不参与分流
+        if activityLineID != 0 and activityLineID in lineIDList:
+            lineIDList.remove(activityLineID)
+            GameWorld.DebugLog("    非1线的活动线路不参与分流: activityLineID=%s,lineIDList=%s" % (activityLineID, lineIDList), playerID)
+            
     for lineID in lineIDList:
-        key = (mapID, lineID)
+        key = (tagMapID, lineID)
+        # boss分流玩家信息{(mapID, lineID):{playerID:[bossID, teamID, relatedTick], ...}, ...}
         shuntPlayerDict = PyGameData.g_bossShuntPlayerInfo.get(key, {})
         playerCount = 0
         teamPlayerCount = 0
-        for shuntInfo in shuntPlayerDict.values():
+        for shuntPlayerID, shuntInfo in shuntPlayerDict.items():
             bossID = shuntInfo[0]
             if npcID != bossID:
                 continue
             playerCount += 1
             shuntTeamID = shuntInfo[1]
-            if playerTeamID and playerTeamID == shuntTeamID:
+            if playerTeamID and playerTeamID == shuntTeamID and shuntPlayerID != playerID:
                 teamPlayerCount += 1
         
         if teamPlayerCount and teamPlayerCount > hurtTeamMemCount:
             hurtTeamMemCount = teamPlayerCount
             hurtTeamLineID = lineID
             
-        lineBossState = lineID not in deadLineList # 当前线路boss状态
-        if bossState != lineBossState:
-            GameWorld.DebugLog("    lineID=%s,lineBossState=%s != bossState=%s,teamPlayerCount=%s,hurtTeamMemCount=%s,hurtTeamLineID=%s" 
-                           % (lineID, lineBossState, bossState, teamPlayerCount, hurtTeamMemCount, hurtTeamLineID), playerID)
-            continue
+        lineIsAlive = bossLineStateDict.get(lineID, 0)
+        lineBossIsDead = 1 if not lineIsAlive else 0 # 当前线路boss是否死亡
+        emptyLineID, linePlayerCountList = bossLinePlayerDict[lineBossIsDead]
+        if not playerCount and emptyLineID == -1:
+            emptyLineID = lineID
+        linePlayerCountList.append([playerCount, lineID])
+        bossLinePlayerDict[lineBossIsDead] = [emptyLineID, linePlayerCountList]
         
-        GameWorld.DebugLog("    lineID=%s,lineBossState=%s,playerCount=%s,teamPlayerCount=%s,hurtTeamMemCount=%s,hurtTeamLineID=%s" 
-                           % (lineID, lineBossState, playerCount, teamPlayerCount, hurtTeamMemCount, hurtTeamLineID), playerID)
-        
-        if not playerCount:
-            if emptyLineID < 0:
-                emptyLineID = lineID
-        else:
-            bossLinePlayerCntList.append([playerCount, lineID])
+        if not lineBossIsDead:
+            haveAliveLine = True
             
+        GameWorld.DebugLog("    lineID=%s,lineBossIsDead=%s,playerCount=%s,teamPlayerCount=%s,hurtTeamMemCount=%s,hurtTeamLineID=%s" 
+                           % (lineID, lineBossIsDead, playerCount, teamPlayerCount, hurtTeamMemCount, hurtTeamLineID), playerID)
+        
     if hurtTeamLineID >= 0:
         GameWorld.DebugLog("    分流到队友人数多的线路 hurtTeamLineID=%s" % hurtTeamLineID, playerID)
         return hurtTeamLineID
     
-    if not bossLinePlayerCntList:
-        GameWorld.DebugLog("    没有人在该boss状态下的线路,默认空新线路!bossState=%s,emptyLineID=%s" % (bossState, emptyLineID), playerID)
-        return emptyLineID
+    if curMapID == tagMapID and curMapID in IpyGameDataPY.GetFuncEvalCfg("MapLine", 4):
+        GameWorld.DebugLog("    中立地图在本地图中默认当前线路 curLineID=%s" % curLineID, playerID)
+        return curLineID
     
-    bossLinePlayerCntList.sort() # 升序
-    playerCount, minPlayerCntLineID = bossLinePlayerCntList[0]
+    shuntBossIsDead = 0 if haveAliveLine else 1 # 优先分流到活着的线路
+    GameWorld.DebugLog("    boss状态对应线路人数: haveAliveLine=%s, 状态key0为活着: %s" % (haveAliveLine, bossLinePlayerDict))
+    emptyLineID, linePlayerCountList = bossLinePlayerDict[shuntBossIsDead]
+    linePlayerCountList.sort() # 升序
+    playerCount, minPlayerCntLineID = linePlayerCountList[0]
     bossShuntPlayerCountMax = IpyGameDataPY.GetFuncCfg("BossShunt", 2)
     if playerCount >= bossShuntPlayerCountMax and emptyLineID >= 0:
-        GameWorld.DebugLog("    分流到空新线路 bossState=%s,emptyLineID=%s" % (bossState, emptyLineID), playerID)
+        GameWorld.DebugLog("    分流到空新线路 shuntBossIsDead=%s,emptyLineID=%s" % (shuntBossIsDead, emptyLineID), playerID)
         return emptyLineID
     
-    GameWorld.DebugLog("    分流到人数最少的线路 bossState=%s,minPlayerCntLineID=%s,bossLinePlayerCntList=%s" 
-                       % (bossState, minPlayerCntLineID, bossLinePlayerCntList), playerID)
+    GameWorld.DebugLog("    分流到人数最少的线路 shuntBossIsDead=%s,minPlayerCntLineID=%s,linePlayerCountList=%s" 
+                       % (shuntBossIsDead, minPlayerCntLineID, linePlayerCountList), playerID)
     return minPlayerCntLineID
 
 #---------------------------------------------------------------------
@@ -2727,8 +2759,8 @@
         
         curBourseMoney = GetMoney(curPlayer, ShareDefine.TYPE_Price_BourseMoney)
         updBourseMoney = curBourseMoney
-        #当是交易所扣费时,则必定扣除交易额度
-        if costType == ChConfig.Def_Cost_BourseBuy:
+        #当是交易所扣费、钻石红包时,则必定扣除交易额度
+        if costType in ChConfig.UnUseInner_CostType:
             updBourseMoney = max(0, curBourseMoney - price)
         #其他如果当前金子比交易额度还少,则强制调整交易额度为当前金子数(这种情况一般是非交易所消费的,需要同步扣除交易所可购买额度)
         elif updPlayerGold < updBourseMoney:
@@ -3306,6 +3338,8 @@
 class ModuleFightPower():
     
     __AttrName = "%s" # 参数为ChConfig.Def_Calc_AllAttrType_MAX对应所有属性列表索引
+    __AttrNameNoline = "Noline_%s" # 参数为ChConfig.Def_Calc_AllAttrType_MAX对应所有属性列表索引
+    __NolineAttrList = [ChConfig.TYPE_Calc_AttrSpeed] # 需要记录的非线性战斗属性
     
     ## 初始化
     #  @param self 类实例
@@ -3325,6 +3359,8 @@
 #            if attrIndex == ChConfig.TYPE_Calc_SuperHit:
 #                value = ChConfig.Def_SuperHitPercent # 默认最低暴击倍值
             setattr(self, self.__AttrName % attrIndex, value)
+        for attrIndex in self.__NolineAttrList:
+            setattr(self, self.__AttrNameNoline % attrIndex, 0)            
         return
             
     ## 根据战斗属性列表设置计算战斗力属性
@@ -3335,6 +3371,12 @@
         # 设置本模块增加的线性战斗属性,非线性战斗属性增加的在刷属性时累加上去
         for attrIndex, value in battleAttrDict.items():
             self.AddCalcMFPAttr(attrIndex, value)
+            
+        # 非线性战斗属性仅设置时记录即可
+        battleNolineAttrDict = allAttrList[ChConfig.CalcAttr_BattleNoline]
+        for attrIndex, value in battleNolineAttrDict.items():
+            if attrIndex in self.__NolineAttrList:
+                setattr(self, self.__AttrNameNoline % attrIndex, value)
         return
     
     ## 设置计算战斗力属性值
@@ -3376,6 +3418,7 @@
         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
         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
@@ -3399,6 +3442,7 @@
         
         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
         
         #其他需作为公式参数的系数
         AtkSpeedParameter = fpParam.GetCftAtkSpeed()
@@ -3418,6 +3462,14 @@
         attrStr = ""
         for attrIndex in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
             attrName = self.__AttrName % attrIndex
+            attrValue = getattr(self, attrName)
+            if attrValue <= 0:
+                continue
+            
+            attrStr += "%s=%s," % (attrName, attrValue)
+            
+        for attrIndex in self.__NolineAttrList:
+            attrName = self.__AttrNameNoline % attrIndex
             attrValue = getattr(self, attrName)
             if attrValue <= 0:
                 continue
@@ -3707,7 +3759,7 @@
         #未达到升级经验
         if curTotalExp < lvUpNeedExp:
             return
-        
+        needSyncTalentPoint = False
         playerNeedDoLVUp = False
         curLV = curPlayer.GetLV()
         maxLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV", 1)
@@ -3748,7 +3800,10 @@
             lvIpyData = GetPlayerLVIpyData(curPlayer.GetLV())
             # 大师天赋点
             if lvIpyData:
-                PlayerGreatMaster.AddGreatMasterSkillPointByLV(curPlayer, lvIpyData.GetTalentPoint())
+                addTalentPoint = lvIpyData.GetTalentPoint()
+                if addTalentPoint:
+                    needSyncTalentPoint = True
+                    PlayerGreatMaster.AddGreatMasterSkillPointByLV(curPlayer, addTalentPoint)
             
             EventShell.EventResponse_LVUp(curPlayer)  # 升级触发事件
             
@@ -3797,7 +3852,9 @@
             #    NotifyCode(curPlayer, "GeRen_liubo_127574")
             
             #===================================================================
-            
+            # 天赋点通知
+            if needSyncTalentPoint:
+                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
@@ -4630,6 +4687,7 @@
                 speed = int(speed * (ShareDefine.Def_MaxRateValue + buffSpeedPer) / float(ShareDefine.Def_MaxRateValue) + buffSpeed)
                 GameWorld.DebugLog("    buff影响后速度值: speed=%s,buffSpeedPer=%s,buffSpeed=%s" % (speed, buffSpeedPer, buffSpeed))
                 
+            speed = max(speed, 0)   #防小于0错误
         if GetSpeedValue(curPlayer) != speed:
             SetSpeedValue(curPlayer, speed)
             moveSpeed = eval(FormulaControl.GetCompileFormula("MoveSpeed", moveSpeedFormat))
@@ -5398,10 +5456,11 @@
     fightExpRate += PlayerVip.GetPrivilegeValue(curPlayer, ChConfig.VIPPrivilege_FightExpRate) # VIP加成
     
     actExpRateInfo = PyGameData.g_operationActionDict.get(ShareDefine.OperationActionName_ExpRate, {})# 多倍经验活动加成
-    if not PlayerTJG.GetIsTJG(curPlayer) and actExpRateInfo.get(ShareDefine.ActKey_State) \
-        and curPlayer.GetLV() >= actExpRateInfo.get(ShareDefine.ActKey_LVLimit, 0):
-        fightExpRate += actExpRateInfo.get(ShareDefine.ActKey_AddExpRate, 0)
-    
+    if not PlayerTJG.GetIsTJG(curPlayer) and actExpRateInfo.get(ShareDefine.ActKey_State):
+        actExpIpyData = IpyGameDataPY.GetIpyGameData("ActExpRate", actExpRateInfo.get(ShareDefine.ActKey_CfgID))
+        if actExpIpyData and curPlayer.GetLV() >= actExpIpyData.GetLVLimit():
+            fightExpRate += actExpIpyData.GetAddExpRate()
+            
     if curPlayer.GetMapID() not in [ChConfig.Def_FBMapID_FamilyInvade]: #守卫人皇不加组队加成
         fightExpRate += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TeamExpRate) # 组队
     
@@ -5518,6 +5577,7 @@
 def SetGMForbidenTalk(curPlayer, value):
     curPlayer.SetGMForbidenTalk(value)
     curPlayer.SendGameServerRefreshState(ShareDefine.CDBPlayerRefresh_ForbidenTalk, value)
+    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ForbidenTalk, value, False)
     return
 
 
@@ -6059,7 +6119,10 @@
 
 ## 对怪物伤害加成
 def GetNPCHurtAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_NPCHurtAddPer)
-def SetNPCHurtAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_NPCHurtAddPer, value)
+def SetNPCHurtAddPer(curPlayer, value):
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_NPCHurtAddPer, value)
+    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_NPCHurtAddPer, value, False)
+    
 #---职业伤害加成---
 ## 目标战士伤害加成
 def GetJobAHurtAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_JobAHurtAddPer)
@@ -6132,8 +6195,9 @@
     
 ## 最终伤害百分比
 def GetFinalHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurtPer)
-def SetFinalHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FinalHurtPer, value)
-
+def SetFinalHurtPer(curPlayer, value):
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_FinalHurtPer, value)
+    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_FinalHurtPer, value, False)
 ## 最终固定伤害增加
 def GetFinalHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurt)
 def SetFinalHurt(curPlayer, value):

--
Gitblit v1.8.0