| | |
| | | singleItem.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, 0)
|
| | | if singleItem.GetUserAttr(ShareDefine.Def_IudetHeroSkin):
|
| | | singleItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, 0)
|
| | | if singleItem.GetUserAttr(ShareDefine.Def_IudetHeroSkinAttr):
|
| | | singleItem.SetUserAttr(ShareDefine.Def_IudetHeroSkinAttr, 0)
|
| | |
|
| | | if singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID):
|
| | | singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentID)
|
| | |
| | | quality = heroIpyData.GetQuality()
|
| | | star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
|
| | | awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
|
| | | starMax = GetHeroStarMax(heroItem)
|
| | | starMax = GetHeroStarMax(heroID, heroItem)
|
| | | GameWorld.DebugLog("heroID=%s,star=%s,quality=%s,awakeLV=%s,starMax=%s" % (heroID, star, quality, awakeLV, starMax), playerID)
|
| | | if star >= starMax:
|
| | | GameWorld.DebugLog("该武将已满星!starMax=%s" % (starMax), playerID)
|
| | |
| | | DoHeroUpdStar(curPlayer, heroItem, updStar)
|
| | |
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 升星
|
| | | |
| | | # 固定返还一个遣散本体材料
|
| | | qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
|
| | | if qualityIpyData:
|
| | | ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 5)
|
| | | returnItemList = []
|
| | | dismissReturnItems = qualityIpyData.GetDismissReturnItems()
|
| | | for itemID, itemCount in dismissReturnItems:
|
| | | returnCnt = max(1, int(itemCount * ratio / 100.0))
|
| | | returnItemList.append([itemID, returnCnt])
|
| | | ItemControler.GivePlayerItemOrMail(curPlayer, returnItemList, event=["HeroStarUPReturn", False, {}])
|
| | | |
| | | return
|
| | |
|
| | | def GetHeroStarMax(heroItem):
|
| | | ## 获取武将当前最大星级
|
| | | heroID = heroItem.GetItemTypeID()
|
| | | def GetHeroStarMax(heroID, heroItem=None):
|
| | | ## 获取武将卡物品当前最大星级
|
| | | # @param heroItem: 传入武将物品时,则取本物品当前觉醒对应的最大星级
|
| | | |
| | | heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
|
| | | if not heroIpyData:
|
| | | return 0
|
| | |
| | | return 0
|
| | | InitStarUpper = qualityIpyData.GetInitStarUpper()
|
| | |
|
| | | awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
|
| | | if not awakeLV:
|
| | | awakeLV = 99999
|
| | | if heroItem:
|
| | | awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
|
| | | if awakeLV <= 0:
|
| | | return InitStarUpper
|
| | |
|
| | | addStarUpper = 0
|
| | |
| | |
|
| | | def DoHeroUpdStar(curPlayer, heroItem, updStar, isSync=True):
|
| | | ## 执行武将星级更新
|
| | | #heroID = heroItem.GetItemTypeID()
|
| | | heroID = heroItem.GetItemTypeID()
|
| | | versionStarMax = GetHeroStarMax(heroID) # 版本理论最大星级
|
| | | if updStar > versionStarMax:
|
| | | updStar = versionStarMax
|
| | | GameWorld.DebugLog("不超过版本最大武将星级: heroID=%s,versionStarMax=%s" % (heroID, versionStarMax))
|
| | | curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
|
| | | addStar = updStar - curStar
|
| | | item = heroItem.GetItem()
|
| | |
| | | singleItem.AddUserAttr(ShareDefine.Def_IudetHeroTalentIDLV, lvList[index])
|
| | | return
|
| | |
|
| | | def GetHeroItemStarMax(curPlayer, heroID):
|
| | | ## 获取某个武将ID当前最大星级
|
| | | def GetHeroIDStar(curPlayer, heroID):
|
| | | ## 获取某个武将ID当前星级,同时存在多张卡时取最大的星级
|
| | | starMax = 0
|
| | | curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
|
| | | for index in range(curPack.GetCount()):
|
| | |
| | | idList.append(talentID)
|
| | | lvList.append(talentLV)
|
| | |
|
| | | commTalentSlot = IpyGameDataPY.GetFuncCfg("HeroStarTalent", 1) # 常规天赋槽个数
|
| | | if idCount < commTalentSlot:
|
| | | idList += [0] * (commTalentSlot - idCount)
|
| | | lvList += [0] * (commTalentSlot - idCount)
|
| | | |
| | | if selectTalentID in idList:
|
| | | GameWorld.ErrLog("选择天赋ID不能重复! heroID=%s,selectIndex=%s,selectTalentID=%s in %s"
|
| | | % (heroID, selectIndex, selectTalentID, idList), playerID)
|
| | | return
|
| | | commTalentSlot = IpyGameDataPY.GetFuncCfg("HeroStarTalent", 1) # 常规天赋槽个数
|
| | | talentMaxLV = IpyGameDataPY.GetFuncCfg("HeroStarTalent", 2) # 每个天赋最大等级
|
| | | idCount = len(idList)
|
| | | GameWorld.DebugLog("选择天赋: heroID=%s,selectTalentID=%s,idList=%s,lvList=%s" % (heroID, selectTalentID, idList, lvList))
|
| | |
|
| | | if idCount < commTalentSlot:
|
| | | idList += [0] * (commTalentSlot - idCount)
|
| | | lvList += [0] * (commTalentSlot - idCount)
|
| | | |
| | | selectTalentLV = 1
|
| | | GameWorld.DebugLog("常规槽位未全部解锁,觉醒槽位默认1级天赋")
|
| | | |
| | | else:
|
| | | heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
|
| | | if not heroIpyData:
|
| | | return
|
| | | quality = heroIpyData.GetQuality()
|
| | | qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
|
| | | if not qualityIpyData:
|
| | | return
|
| | | InitStarUpper = qualityIpyData.GetInitStarUpper()
|
| | | heroAwakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
|
| | | if not heroAwakeIpyDataList:
|
| | | return
|
| | | preSlotStarMax = 0 # 上一档槽位最大星级
|
| | | preSlotStarMax += InitStarUpper
|
| | | for ipyData in heroAwakeIpyDataList:
|
| | | if idCount < ipyData.GetUnlockTalentSlot():
|
| | | break
|
| | | preSlotStarMax += ipyData.GetAddStarUpper()
|
| | | |
| | | curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
|
| | | GameWorld.DebugLog("常规槽位已全部解锁, idCount=%s,preSlotStarMax=%s,curStar=%s" % (idCount, preSlotStarMax, curStar))
|
| | | overflowStar = curStar - preSlotStarMax # 溢出星级 = 当前星级 - 上一档槽位最大星级
|
| | | selectTalentLV = max(1, min(overflowStar + 1, talentMaxLV)) # 保底1级 + 溢出星级
|
| | | |
| | | idList.append(selectTalentID)
|
| | | lvList.append(1)
|
| | | lvList.append(selectTalentLV)
|
| | | singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentIDAwakeRand)
|
| | |
|
| | | GameWorld.DebugLog("更新选择天赋: selectTalentID=%s,idList=%s,lvList=%s" % (selectTalentID, idList, lvList))
|
| | | GameWorld.DebugLog("selectTalentID=%s,selectTalentLV=%s,idList=%s,lvList=%s" % (selectTalentID, selectTalentLV, idList, lvList))
|
| | | singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentID)
|
| | | singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentIDLV)
|
| | | for index, talentID in enumerate(idList):
|
| | |
| | | # tagHead Head;
|
| | | # DWORD HeroID; //武将ID
|
| | | # DWORD SkinID; //ʱװID
|
| | | # BYTE OPType; //操作 1-激活;2-佩戴;3-升星
|
| | | # BYTE OPType; //操作 1-激活;2-选择形象;3-升星;4-选择属性
|
| | | # WORD ItemIndex; //武将物品所在武将背包位置索引,仅佩戴时有效
|
| | | #};
|
| | | def OnHeroSkinOP(index, clientData, tick):
|
| | |
| | | if opType == 1:
|
| | | ActiveHeroSkin(curPlayer, heroID, skinID)
|
| | | elif opType == 2:
|
| | | DoHeroWearSkin(curPlayer, itemIndex, skinIndex)
|
| | | DoHeroWearSkin(curPlayer, itemIndex, skinIndex, False)
|
| | | elif opType == 3:
|
| | | DoHeroSkinStarUP(curPlayer, heroID, skinID)
|
| | | elif opType == 4:
|
| | | DoHeroWearSkin(curPlayer, itemIndex, skinIndex, True)
|
| | | return
|
| | |
|
| | | def DoHeroWearSkin(curPlayer, itemIndex, skinIndex):
|
| | | def DoHeroWearSkin(curPlayer, itemIndex, skinIndex, isSkinAttr):
|
| | | # @param isSkinAttr: 是否是选择属性的,反之则为选择皮肤形象
|
| | | heroItem = GetHeroItem(curPlayer, itemIndex)
|
| | | if not heroItem:
|
| | | return
|
| | |
| | | if not GetHeroSkinState(curPlayer, skinID):
|
| | | GameWorld.DebugLog("该武将皮肤未解锁! heroID=%s,skinIndex=%s" % (heroID, skinIndex))
|
| | | return
|
| | | heroItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
|
| | | |
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 切换皮肤
|
| | | |
| | | GameWorld.DebugLog("切换武将皮肤! heroID=%s,skinIndex=%s,isSkinAttr=%s" % (heroID, skinIndex, isSkinAttr))
|
| | | if not isSkinAttr:
|
| | | heroItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
|
| | | else:
|
| | | heroItem.SetUserAttr(ShareDefine.Def_IudetHeroSkinAttr, skinIndex) |
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 切换皮肤属性
|
| | | return True
|
| | |
|
| | | def GMSetHeroSkin(curPlayer, heroID, skinIndex, isActive=1):
|