| | |
| | | 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)
|
| | |
| | | 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
|