From 0e72aeef8e7ad4fe51e3a908b540bc3c61fa5e9c Mon Sep 17 00:00:00 2001
From: cehua-TT <448191260@qq.com>
Date: 星期三, 29 八月 2018 15:46:25 +0800
Subject: [PATCH] Merge branch 'master' of http://192.168.0.87:10010/r/snxx_server
---
 CoreServerGroup/GameServer/PySysDB/tagActCostRebate.txt                                          |    2 +-
 ZoneServerGroup/map1_8G/MapServer/MapServerData/MapServerConfig/PlayerAttack/CalcAttackValue.txt |   16 ++++++++--------
 2 files changed, 9 insertions(+), 9 deletions(-)
diff --git a/CoreServerGroup/GameServer/PySysDB/tagActCostRebate.txt b/CoreServerGroup/GameServer/PySysDB/tagActCostRebate.txt
index 798b59b..7eb2bd0 100644
--- a/CoreServerGroup/GameServer/PySysDB/tagActCostRebate.txt
+++ b/CoreServerGroup/GameServer/PySysDB/tagActCostRebate.txt
@@ -1,5 +1,5 @@
 CfgID	ActMark	ServerIDList	StartDate	EndDate	NotifyInfoStart	NotifyInfoEnd	LimitLV	IsDayReset	TemplateIDList
-1	test1	[]	2018-8-30	2018-8-1	{0:["ConsumptionRebate1", []], 240:["ConsumptionRebate1", []], 480:["ConsumptionRebate1", []]}	{-240:["ConsumptionRebate1", []], -480:["ConsumptionRebate1", []], 0:["ExpActivity_Close", [2]]}	50	0	1
+1	test1	[]	2018-8-30	2018-8-31	{0:["ConsumptionRebate1", []], 240:["ConsumptionRebate1", []], 480:["ConsumptionRebate1", []]}	{-240:["ConsumptionRebate1", []], -480:["ConsumptionRebate1", []], 0:["ExpActivity_Close", [2]]}	50	0	1
 2	test2	[24,30]	2018-7-13	2018-7-15	{0:["ConsumptionRebate1", []], 240:["ConsumptionRebate1", []], 480:["ConsumptionRebate1", []]}	{-240:["ConsumptionRebate1", []], -480:["ConsumptionRebate1", []], 0:["ExpActivity_Close", [2]]}	50	1	3
 3	NationalDay	[24]	2018-10-1	2018-10-3	{0:["ConsumptionRebate1", []], 240:["ConsumptionRebate1", []], 480:["ConsumptionRebate1", []]}	{-240:["ConsumptionRebate1", []], -480:["ConsumptionRebate1", []], 0:["ExpActivity_Close", [2]]}	50	1	1|2|3
 4	NationalDay1	[24]	2018-10-9	2018-10-15	{0:["ConsumptionRebate1", []], 240:["ConsumptionRebate1", []], 480:["ConsumptionRebate1", []]}	{-240:["ConsumptionRebate1", []], -480:["ConsumptionRebate1", []], 0:["ExpActivity_Close", [2]]}	50	1	1
diff --git a/ZoneServerGroup/map1_8G/MapServer/MapServerData/MapServerConfig/PlayerAttack/CalcAttackValue.txt b/ZoneServerGroup/map1_8G/MapServer/MapServerData/MapServerConfig/PlayerAttack/CalcAttackValue.txt
index 0b47c47..3a2a9c5 100644
--- a/ZoneServerGroup/map1_8G/MapServer/MapServerData/MapServerConfig/PlayerAttack/CalcAttackValue.txt
+++ b/ZoneServerGroup/map1_8G/MapServer/MapServerData/MapServerConfig/PlayerAttack/CalcAttackValue.txt
@@ -76,7 +76,7 @@
 	"SuppressValueFP_1":"min(max(suppressFightPower*1.0/suppressNPCFightPower-0,0),0.05)*5+min(max(suppressFightPower*1.0/suppressNPCFightPower-0.05,0),0.15)*8+min(max(suppressFightPower*1.0/suppressNPCFightPower-0.2,0),1)*10",
 	"PVPSuppressValueRealm":"min(max(5000, 10000+max(suppressRealm,-6)*1000),15000)",
 	"PVESuppressValueRealm":"min(max(9000, 10000+max(suppressRealm,-6)*1000),11000)",
-	"EVPSuppressValueRealm":"min(max(9000, 10000+max(suppressRealm,-6)*1000),11000)",
+	"EVPSuppressValueRealm":"max(min(suppressRealmHurtPer,10000),-1000)+10000",
 	
 	#常规公式-通用
 	"PVP_1"	:"int(SuppressValueRealmRate/10000.0*max((((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))- dDef*(1-max(aIgnoreDefRate - dIgnoreDefRateReduce,0)/10000.0),0))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0))+ (aSuperHit*max(1-dSuperHitReduce/10000.0,0) if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0))*(atkSkillPer+max(aSkillAtkRate-dSkillAtkRateReduce,0)/10000.0)*(1+(aDamagePer+aDamagePerPVP)/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamagePerPVPReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
@@ -100,32 +100,32 @@
 
 	#渡劫
 	"PVE_1_31110"	:"int(SuppressValueRealmRate/10000.0*max((((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))-dDef*max(1-aIgnoreDefRate/10000.0,0),1))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0))+(aSuperHit if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1+aDamagePer/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
-	"EVP_1_31110"	:"int(SuppressValueRealmRate/10000.0*max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV)-dDef,0)+max(aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)*(1+suppressValueFP),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
+	"EVP_1_31110"	:"int(max(min(SuppressValueRealmRate/10000.0,1.1),0.9)*max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV)-dDef,0)+max(aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)*(1+suppressValueFP),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
 
 	#符印塔特殊公式等级压制
 	#_100 前2座塔,等级碾压
-	"EVP_1_100"	:"int((max(min(suppressRealmHurtPer,10000),-1000)/10000.0+1)*max(((max((aMinAtk+aMaxAtk)/2.0-dDef,0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt+min(suppressLV,1)*0.2*dMaxHP+suppressValueFP-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
+	"EVP_1_100"	:"int(SuppressValueRealmRate/10000.0*max(((max((aMinAtk+aMaxAtk)/2.0-dDef,0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt+min(suppressLV,1)*0.2*dMaxHP+suppressValueFP-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
 	#_101 后10座塔,等级压制
-	"EVP_1_101"	:"int((max(min(suppressRealmHurtPer,10000),-1000)/10000.0+1)*max(((max((aMinAtk+aMaxAtk)/2.0*(1+min(max((suppressLV-5)*0.025,0),2))-dDef,0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt+min(max((suppressLV-10)*0.01,0),0.25)*dMaxHP+suppressValueFP-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
+	"EVP_1_101"	:"int(SuppressValueRealmRate/10000.0*max(((max((aMinAtk+aMaxAtk)/2.0*(1+min(max((suppressLV-5)*0.025,0),2))-dDef,0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt+min(max((suppressLV-10)*0.01,0),0.25)*dMaxHP+suppressValueFP-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
 	#符印塔境界压制
 	"PVE_1_31130"	:"int(SuppressValueRealmRate/10000.0*max((((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))-dDef*max(1-aIgnoreDefRate/10000.0,0),1))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0))+(aSuperHit if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1+aDamagePer/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
 
 	#娲皇遗迹
 	"PVE_1_51010"	:"int(SuppressValueRealmRate/10000.0*max((((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))-dDef*max(1-aIgnoreDefRate/10000.0,0),1))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0))+(aSuperHit if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1+aDamagePer/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
-	"EVP_1_51010"	:"int((max(min(suppressRealmHurtPer,10000),-1000)/10000.0+1)*max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV)-dDef,0)+max(aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)*(1+suppressValueFP),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
+	"EVP_1_51010"	:"int(SuppressValueRealmRate/10000.0*max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV)-dDef,0)+max(aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)*(1+suppressValueFP),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
 
 
 	#BOSS境界压制公式
 	"PVE_1_3"	:"int(SuppressValueRealmRate/10000.0*max((((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))-dDef*max(1-aIgnoreDefRate/10000.0,0),1))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0))+(aSuperHit if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1+aDamagePer/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
-	"EVP_1_3"	:"int((max(min(suppressRealmHurtPer,10000),-1000)/10000.0+1)*max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV)-dDef,0)+max(aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)*(1+suppressValueFP),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
+	"EVP_1_3"	:"int(SuppressValueRealmRate/10000.0*max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV)-dDef,0)+max(aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)*(1+suppressValueFP),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
 
 	#宗门试炼
 	"PVE_1_60010"	:"int(SuppressValueRealmRate/10000.0*max((((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))-dDef*max(1-aIgnoreDefRate/10000.0,0),1))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0))+(aSuperHit if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1+aDamagePer/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
-	"EVP_1_60010"	:"int((max(min(suppressRealmHurtPer,10000),-1000)/10000.0+1)*max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV)-dDef,0)+max(aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)*(1+suppressValueFP),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
+	"EVP_1_60010"	:"int(SuppressValueRealmRate/10000.0*max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV)-dDef,0)+max(aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)*(1+suppressValueFP),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
 
 	#麒麟之府
 	"PVE_1_31190"	:"int(SuppressValueRealmRate/10000.0*max((((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))-dDef*max(1-aIgnoreDefRate/10000.0,0),1))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0))+(aSuperHit if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1+aDamagePer/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
-	"EVP_1_31190"	:"int((max(min(suppressRealmHurtPer,10000),-1000)/10000.0+1)*max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV)-dDef,0)+max(aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)*(1+suppressValueFP),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
+	"EVP_1_31190"	:"int(SuppressValueRealmRate/10000.0*max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV)-dDef,0)+max(aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)*(1+suppressValueFP),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
 
 }
 
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