| | |
| | | import PlayerCoin
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| | | import PlayerControl
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| | | import PlayerFamily
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| | | import PlayerFamilyZhenfa
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| | | import PlayerLoginDayAward
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| | | import NPCCommon
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| | | import FunctionNPCCommon
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| | | import PlayerGoldGift
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| | | import PlayerActivity
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| | | import FBCommon
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| | | import PlayerSuccess
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| | | import PlayerFreeGoods
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| | | import ChItem
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| | | import GameLogic_Tianzi
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| | | import PlayerGoldInvest
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| | | import PlayerCrossRealmPK
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| | | import PlayerCrossChampionship
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| | | import PlayerPet
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| | | import PlayerFamilyRedPacket
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| | | import OpenServerCampaign
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| | | import PlayerCostRebate
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| | | import CrossActCTGBillboard
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| | | import CrossActAllRecharge
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| | |
| | | import PlayerFlashGiftbag
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| | | import PlayerDailyGiftbag
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| | | import PlayerOfflineSupport
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| | | import PlayerFeastRedPacket
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| | | import PlayerLuckyCloudBuy
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| | | import PlayerLuckyTreasure
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| | | import PlayerTongTianLing
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| | |
| | | import PlayerMail
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| | | import PlayerHero
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| | | import PlayerTree
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| | | import PlayerLLMJ
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| | |
|
| | | import datetime
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| | | import time
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| | |
| | | # 常规过天
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| | | if onEventType == ShareDefine.Def_OnEventType:
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| | |
|
| | | #开服活动
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| | | OpenServerCampaign.OnOpenServerCampaignDay(curPlayer)
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| | | |
| | | #清空每日事件奖励
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| | | curPlayer.SetDayProcessGameEventCount(0)
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| | | |
| | | #重置宠物每天的训练次数
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| | | #PlayerPet.DoLogic_PetInfo_OnDay(curPlayer)
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| | |
|
| | | #OnDay时清除每日签到的信息
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| | | PlayerSignDay.SignDayOnDay(curPlayer)
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| | |
| | |
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| | | PlayerCoin.OnDay(curPlayer)
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| | | PlayerTree.PlayerOnDay(curPlayer)
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| | | #成就
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| | | PlayerSuccess.SuccOnDay(curPlayer)
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| | | #投资
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| | | PlayerGoldInvest.OnDay(curPlayer)
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| | | #战令
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| | |
| | | PlayerControl.PayCoinOnDay(curPlayer)
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| | | ChPlayer.PlayerOnDay(curPlayer)
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| | | PlayerActivity.OnDay(curPlayer)
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| | | PlayerLLMJ.PlayerOnDay(curPlayer)
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| | | FunctionNPCCommon.ShopItemOnDay(curPlayer)
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| | |
|
| | | # 特殊时间点X点过天
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| | | elif onEventType == ShareDefine.Def_OnEventTypeEx:
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| | |
| | |
|
| | | # 以下为支持两种重置模式切换配置的
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| | | FBCommon.FBOnDay(curPlayer, onEventType)
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| | | |
| | | # 商店物品购买兑换OnDay
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| | | FunctionNPCCommon.ShopItemOnDay(curPlayer, onEventType)
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| | | |
| | | # 仙盟红包OnDay
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| | | PlayerFamilyRedPacket.RedPacketOnDay(curPlayer, onEventType)
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| | | #许愿池
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| | | PlayerWishingWell.OnDay(curPlayer)
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| | | #通天令
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| | |
| | |
|
| | | #计算这一周的家族的活跃度
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| | | CalcFamilyActiveValue(curPlayer)
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| | | #成就Onweek
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| | | PlayerSuccess.OnWeek(curPlayer)
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| | |
|
| | | # 每周提示玩家提示vip等级加入贵宾俱乐部
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_HasVIPClubNote, 0)
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| | | FunctionNPCCommon.ShopItemOnWeek(curPlayer)
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| | |
|
| | | elif onEventType == ShareDefine.Def_OnEventTypeEx:
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| | | #竞技场
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| | |
| | |
|
| | | # 以下为支持两种重置模式切换配置的
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| | | FBCommon.FBOnWeek(curPlayer, onEventType)
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| | | |
| | | # 商店物品购买兑换OnDay
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| | | FunctionNPCCommon.ShopItemOnWeek(curPlayer, onEventType)
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| | | return
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| | |
|
| | | #---------------------------------------------------------------------
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| | |
| | | pass
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| | | #OnMonthEx
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| | |
|
| | | # 商店物品购买兑换OnMonth
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| | | FunctionNPCCommon.ShopItemOnMonth(curPlayer, onEventType)
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| | | return
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| | |
|
| | | #---------------------------------------------------------------------
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| | |
| | | PyGameData.FBOpenTimeRecord = eval(msgValue)
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| | | return
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| | |
|
| | | if key == ShareDefine.Def_Notify_WorldKey_VSFamilyInfo:
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| | | PyGameData.VSFamilyInfo = eval(msgValue)
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| | | return
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| | | |
| | | if key == ShareDefine.Def_Notify_WorldKey_FamilyZhenfaInfo:
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| | | PlayerFamilyZhenfa.GameServer_FamilyZhenfa(eval(msgValue))
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| | | return
|
| | | |
| | | if key == ShareDefine.Def_Notify_WorldKey_CoupleInfo:
|
| | | syncCoupleInfo = eval(msgValue)
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| | | for playerID, coupleInfo in syncCoupleInfo.items():
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| | |
| | |
|
| | | elif actionName == ShareDefine.OperationActionName_FeastWeekParty:
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| | | PlayerFeastWeekParty.RefreshOperationAction_FeastWeekParty()
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| | | |
| | | elif actionName == ShareDefine.OperationActionName_FeastRedPacket:
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| | | PlayerFeastRedPacket.RefreshOperationAction_FeastRedPacket()
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| | |
|
| | | elif actionName == ShareDefine.OperationActionName_LuckyTreasure:
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| | | PlayerLuckyTreasure.RefreshLuckyTreasureAction()
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