hxp
9 天以前 5a3bb2e53454800a55bca0d911050e8dd9a69c27
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -1126,7 +1126,7 @@
    if not heroIpyData:
        return
    skinIDList = heroIpyData.GetSkinIDList()
    if not skinIDList or len(skinIDList) >= skinIndex:
    if not skinIDList or skinIndex >= len(skinIDList):
        return
    skinID = skinIDList[skinIndex]
    __onHeroSkinActive(curPlayer, heroID, skinID, isActive)
@@ -1189,6 +1189,58 @@
    RefreshLordAttr(curPlayer) # 时装升星 - 全体属性
    return
def AutoChangeToSkinPoint(curPlayer, curItem, notifyAward=True):
    ## 获得皮肤时自动转化为皮肤碎片
    # @return: 是否成功转化
    itemID = curItem.GetItemTypeID()
    itemIDSkinIDDict = GetItemHeroSkinIDDict()
    if itemID not in itemIDSkinIDDict:
        #GameWorld.DebugLog("非武将皮肤物品不处理! itemID=%s not in %s" % (itemID, itemIDSkinIDDict))
        return
    skinID = itemIDSkinIDDict[itemID]
    if not GetHeroSkinState(curPlayer, skinID):
        #GameWorld.DebugLog("该武将皮肤未激活不处理转化: itemID=%s,skinID=%s" % (itemID, skinID))
        return
    curStar = GetHeroSkinStar(curPlayer, skinID)
    ipyData = IpyGameDataPY.GetIpyGameData("HeroSkinAttr", skinID)
    if not ipyData:
        return
    starMax = ipyData.GetStarMax()
    if starMax and curStar < starMax:
        #GameWorld.DebugLog("武将皮肤未满星暂不转化! itemID=%s,skinID=%s,curStar=%s < %s" % (itemID, skinID, curStar, starMax))
        return
    skinQuality = ipyData.GetSkinQuality()
    skinQualityPointDict = IpyGameDataPY.GetFuncEvalCfg("HeroSkin", 1, {})
    if str(skinQuality) not in skinQualityPointDict:
        return
    changePoint = skinQualityPointDict[str(skinQuality)]
    itemCount = ItemControler.GetItemCount(curItem)
    addDataDict = {"ItemID":itemID, "ItemCount":itemCount, "SkinID":skinID}
    moneyType = ShareDefine.TYPE_Price_SkinPoint
    moneyValue = changePoint * itemCount
    GameWorld.DebugLog("武将皮肤不需要再升星了自动转化为皮肤碎片! itemID=%s,skinID=%s,skinQuality=%s,moneyValue=%s,itemCount=%s"
                       % (itemID, skinID, skinQuality, moneyValue, itemCount))
    if not PlayerControl.GiveMoney(curPlayer, moneyType, moneyValue, "HeroSkinChange", addDataDict, notifyAward=False):
        return
    curItem.Clear()
    ItemControler.NotifyGiveAwardInfo(curPlayer, [], "HeroSkinChange", moneyInfo={moneyType:moneyValue}, dataEx=itemID)
    return True
def GetItemHeroSkinIDDict():
    ## 获取物品ID对应皮肤ID信息
    itemIDSkinIDDict = IpyGameDataPY.GetConfigEx("itemIDSkinIDDict")
    if not itemIDSkinIDDict:
        itemIDSkinIDDict = {}
        ipyDataMgr = IpyGameDataPY.IPY_Data()
        for index in range(ipyDataMgr.GetHeroSkinAttrCount()):
            ipyData = ipyDataMgr.GetHeroSkinAttrByIndex(index)
            skinID = ipyData.GetSkinID()
            skinItemID = ipyData.GetNeedItemID()
            itemIDSkinIDDict[skinItemID] = skinID
        IpyGameDataPY.SetConfigEx("itemIDSkinIDDict", itemIDSkinIDDict)
        GameWorld.DebugLog("加载物品ID对应武将皮肤ID: %s" % itemIDSkinIDDict)
    return itemIDSkinIDDict
#// B2 37 武将图鉴激活升级 #tagCSHeroBookUP
#
#struct    tagCSHeroBookUP