From fd6fd0602d6dffa638bdd9bdcb46445a9430520e Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期二, 23 十月 2018 19:10:36 +0800
Subject: [PATCH] 4283 增加法宝经验物品删除处理
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py | 30 +++++++++++++++++++++++++++---
1 files changed, 27 insertions(+), 3 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 1437f70..89a8f5d 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -3338,6 +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
@@ -3357,6 +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
@@ -3367,6 +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
@@ -3408,6 +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
@@ -3451,6 +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
@@ -3740,7 +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)
@@ -3781,7 +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
@@ -3830,7 +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
--
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