| | |
| | | #触发家族升级事件, 在SetFamilyLV之后,任务可以取等级判定
|
| | | if isLVUP:
|
| | | pass
|
| | | #EventShell.EventResponse_OnFamilyLVUp(curPlayer)
|
| | |
|
| | | if lastFamilyID != 0 and curPlayer.GetFamilyID() == 0:
|
| | | #玩家离开家族
|
| | |
| | | #刚进家族并为族长,触发建家族事件
|
| | | if curPlayer.GetFamilyMemberLV() == IPY_GameWorld.fmlLeader:
|
| | | pass
|
| | | #EventShell.EventResponse_OnCreateFamily(curPlayer)
|
| | |
|
| | | #进入家族触发事件
|
| | | __OnEnterFamily(curPlayer, tick)
|
| | |
| | | familyMgr = DBDataMgr.GetFamilyMgr()
|
| | | familyMgr.DelPlayerReqJoinFamilyIDAll(curPlayer.GetPlayerID())
|
| | | Sync_RequestAddFamilyInfo(curPlayer)
|
| | | #EventShell.EventResponse_OnFamily(curPlayer)
|
| | | __FamilyAffair_CheckReset(curPlayer)
|
| | | PlayerFamilyTech.Sync_PlayerFamilyTechLV(curPlayer)
|
| | | #GameLogic_FamilyWar.DoCheckChampionFamilyTitle(curPlayer)
|
| | |
| | | curPlayer.SetFamilyLV(0)
|
| | | PlayerControl.SetLeaveFamilyTimeEx(curPlayer, int(time.time()))
|
| | |
|
| | | #触发玩家离开家族的任务
|
| | | #EventShell.EventResponse_OnLeaveFamily(curPlayer)
|
| | | FBLogic.OnLeaveFamily(curPlayer, tick)
|
| | | return
|
| | |
|