| | |
| | | #---------------------------------------------------------------------
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| | |
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| | | import GameWorld
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| | | import EventShell
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| | | import ChConfig
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| | | import PlayerControl
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| | | import ItemCommon
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| | | import IPY_GameWorld
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| | | import ChPyNetSendPack
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| | | import NetPackCommon
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| | | import PlayerSuccess
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| | | import ShareDefine
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| | | import SkillShell
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| | | import DataRecordPack
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| | |
| | | #import EventReport
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| | | import IpyGameDataPY
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| | | import PassiveBuffEffMng
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| | | import OpenServerCampaign
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| | |
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| | | import random
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| | |
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| | |
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % weaponType, lv)
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| | |
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| | | totalLV = GetGodWeaponTotalLV(curPlayer)
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| | | # 开服活动数据
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| | | OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_GodWeaponLV, totalLV)
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| | | PlayerWeekParty.AddWeekPartyActionCnt(curPlayer, ChConfig.Def_WPAct_GodWeapon, totalLV, False, True)
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| | | return
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| | |
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| | |
| | | # 默认激活1级的类型
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| | | for i in IpyGameDataPY.GetFuncEvalCfg('GodWeaponActive'):
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| | | SetGodWeaponLV(curPlayer, i, 1)
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| | | PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_GodWeapon, 1, [i])
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| | | Sync_GodWeaponLVInfo(curPlayer)
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| | | return True
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| | |
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| | |
| | | SetGodWeaponLV(curPlayer, weaponType, attrLV)
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| | | GameWorld.DebugLog("神兵升级结果: attrLV=%s,curExp=%s" % (attrLV, curExp))
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| | | RefreshGodWeaponAttr(curPlayer)
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| | | #x神器达到X级成就
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| | | PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_GodWeapon, attrLV, [weaponType])
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| | | EventShell.EventRespons_GodWeaponUp(curPlayer, weaponType, attrLV)
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| | | if beforeAttrLV == 0:
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| | | # 解封通知
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| | | sysMark = IpyGameDataPY.GetFuncEvalCfg('GodWeaponSys', 1, {}).get(weaponType, 'GetGodWeapon')
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| | |
| | |
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| | |
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| | | Sync_GodWeaponLVInfo(curPlayer, weaponType)
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| | | #任务
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| | | EventShell.EventRespons_PlusGodWeapon(curPlayer, weaponType)
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| | | return
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| | |
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| | | #神兵升级触发其他功能:技能
|