| | |
| | | GameWorld.DebugAnswer(curPlayer, "武将升星: Hero s 背包位置 升x星")
|
| | | GameWorld.DebugAnswer(curPlayer, "武将突破: Hero b 背包位置 设置等级")
|
| | | GameWorld.DebugAnswer(curPlayer, "武将觉醒: Hero a 背包位置 设置等级")
|
| | | GameWorld.DebugAnswer(curPlayer, "武将图鉴: Hero t 武将ID 图鉴星级 图鉴突破等级")
|
| | | GameWorld.DebugAnswer(curPlayer, "重置图鉴: Hero t 0")
|
| | | #GameWorld.DebugAnswer(curPlayer, "武将图鉴: Hero t 武将ID 图鉴星级 图鉴突破等级")
|
| | | GameWorld.DebugAnswer(curPlayer, "重置图鉴: Hero t 0 [重置阵容推荐]")
|
| | | GameWorld.DebugAnswer(curPlayer, "重置重生: Hero r")
|
| | | GameWorld.DebugAnswer(curPlayer, "武将皮肤: Hero sk 武将ID 皮肤索引 是否解锁")
|
| | | GameWorld.DebugAnswer(curPlayer, "重置宿缘: Hero sy 0")
|
| | | GameWorld.DebugAnswer(curPlayer, "设置宿缘: Hero sy 宿缘ID 等级 [是否激活]")
|
| | | GameWorld.DebugAnswer(curPlayer, "清空武将: ClearPack 35")
|
| | | GameWorld.DebugAnswer(curPlayer, "新增武将: MakeItemCount 英雄ID [个数]")
|
| | | GameWorld.DebugAnswer(curPlayer, "阵容上阵: Hero f 阵容ID [武将ID ...]")
|
| | |
| | | ipyDataMgr = IpyGameDataPY.IPY_Data()
|
| | | for index in range(ipyDataMgr.GetHeroCount()):
|
| | | ipyData = ipyDataMgr.GetHeroByIndex(index)
|
| | | if not ipyData.GetPlayerCanUse():
|
| | | continue
|
| | | heroIDList.append(ipyData.GetHeroID())
|
| | | else:
|
| | | heroIDList = [value2]
|
| | |
|
| | | if value2 == 0:
|
| | | recommendReset = msgList[2] if len(msgList) > 2 else 0
|
| | | syncHeroIDList = []
|
| | | for heroID in heroIDList:
|
| | | if not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID):
|
| | |
| | | syncHeroIDList.append(heroID)
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, 0)
|
| | | GameWorld.DebugAnswer(curPlayer, "重置图鉴OK!")
|
| | | else:
|
| | | heroID = value2
|
| | | syncHeroIDList = [heroID]
|
| | | bookStarLV = msgList[2] if len(msgList) > 2 else 0
|
| | | bookBreakLV = msgList[3] if len(msgList) > 3 else 0
|
| | | if (bookStarLV or bookStarLV) and not PlayerHero.GetHeroBookInitState(curPlayer, heroID):
|
| | | PlayerHero.SetHeroBookInitState(curPlayer, heroID, 1)
|
| | | PlayerHero.SetHeroBookStarLV(curPlayer, heroID, bookStarLV)
|
| | | PlayerHero.SetHeroBookBreakLV(curPlayer, heroID, bookBreakLV)
|
| | | GameWorld.DebugAnswer(curPlayer, "设置武将(%s)图鉴星级(%s),突破(%s)" % (heroID, bookStarLV, bookBreakLV))
|
| | | |
| | | if recommendReset:
|
| | | syncIDList = []
|
| | | ipyDataMgr = IpyGameDataPY.IPY_Data()
|
| | | for index in range(ipyDataMgr.GetLineupRecommendCount()):
|
| | | ipyData = ipyDataMgr.GetLineupRecommendByIndex(index)
|
| | | recommendID = ipyData.GetRecommendID()
|
| | | if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroRecommend % recommendID):
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroRecommend % recommendID, 0)
|
| | | syncIDList.append(recommendID)
|
| | | PlayerHero.Sync_LineupRecommendInfo(curPlayer, syncIDList)
|
| | | GameWorld.DebugAnswer(curPlayer, "重置推荐OK!")
|
| | | |
| | | #else:
|
| | | # heroID = value2
|
| | | # syncHeroIDList = [heroID]
|
| | | # bookStarLV = msgList[2] if len(msgList) > 2 else 0
|
| | | # bookBreakLV = msgList[3] if len(msgList) > 3 else 0
|
| | | # if (bookStarLV or bookStarLV) and not PlayerHero.GetHeroBookInitState(curPlayer, heroID):
|
| | | # PlayerHero.SetHeroBookInitState(curPlayer, heroID, 1)
|
| | | # PlayerHero.SetHeroBookStarLV(curPlayer, heroID, bookStarLV)
|
| | | # PlayerHero.SetHeroBookBreakLV(curPlayer, heroID, bookBreakLV)
|
| | | # GameWorld.DebugAnswer(curPlayer, "设置武将(%s)图鉴星级(%s),突破(%s)" % (heroID, bookStarLV, bookBreakLV))
|
| | | |
| | | PlayerHero.Sync_HeroInfo(curPlayer, syncHeroIDList)
|
| | | return
|
| | |
|
| | |
| | | PlayerHero.ActiveHeroSkin(curPlayer, heroID, skinIndex, isActive)
|
| | | return
|
| | |
|
| | | # 宿缘
|
| | | if value == "sy":
|
| | | syncIDList = []
|
| | | if not value2:
|
| | | ipyDataMgr = IpyGameDataPY.IPY_Data()
|
| | | for index in range(ipyDataMgr.GetHeroFatesCount()):
|
| | | ipyData = ipyDataMgr.GetHeroFatesByIndex(index)
|
| | | fatesID = ipyData.GetFatesID()
|
| | | if not PlayerHero.GetHeroFatesState(curPlayer, fatesID):
|
| | | continue
|
| | | PlayerHero.SetHeroFatesState(curPlayer, fatesID, 0)
|
| | | PlayerHero.SetHeroFatesLV(curPlayer, fatesID, 0)
|
| | | syncIDList.append(fatesID)
|
| | | GameWorld.DebugAnswer(curPlayer, "重置宿缘")
|
| | | else:
|
| | | fatesID = value2
|
| | | fatesLV = msgList[2] if len(msgList) > 2 else 0
|
| | | fatesState = msgList[3] if len(msgList) > 3 else None
|
| | | ipyData = IpyGameDataPY.GetIpyGameData("HeroFates", fatesID)
|
| | | if not ipyData:
|
| | | GameWorld.DebugAnswer(curPlayer, "宿缘ID不存在: %s" % fatesID)
|
| | | return
|
| | | if fatesLV:
|
| | | fatesQuality = ipyData.GetFatesQuality()
|
| | | if not IpyGameDataPY.GetIpyGameData("HeroFatesQualityLV", fatesQuality, fatesLV):
|
| | | GameWorld.DebugAnswer(curPlayer, "宿缘品质(%s)等级(%s)不存在" % (fatesQuality, fatesLV))
|
| | | return
|
| | | syncIDList.append(fatesID)
|
| | | if fatesState != None:
|
| | | PlayerHero.SetHeroFatesState(curPlayer, fatesID, fatesState)
|
| | | else:
|
| | | fatesState = PlayerHero.GetHeroFatesState(curPlayer, fatesID)
|
| | | PlayerHero.SetHeroFatesLV(curPlayer, fatesID, fatesLV)
|
| | | GameWorld.DebugAnswer(curPlayer, "设置宿缘ID=%s,LV=%s,State=%s" % (fatesID, fatesLV, fatesState))
|
| | | PlayerHero.Sync_HeroFatesInfo(curPlayer, syncIDList)
|
| | | PlayerHero.RefreshLordAttr(curPlayer)
|
| | | return
|
| | | |
| | | itemIndex = value2
|
| | | heroItem = PlayerHero.GetHeroItem(curPlayer, itemIndex)
|
| | | if not heroItem:
|
| | | GameWorld.DebugAnswer(curPlayer, "不存在武将: itemIndex=%s" % itemIndex)
|
| | | return
|
| | |
|
| | | heroID = heroItem.GetItemTypeID()
|
| | | heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
|
| | | if not heroIpyData:
|
| | | return
|
| | | quality = heroIpyData.GetQuality()
|
| | | |
| | | if value == 0:
|
| | | PlayerHero.InitHeroItem(heroItem.GetItem())
|
| | | heroItem.Sync_Item()
|
| | | GameWorld.DebugAnswer(curPlayer, "重置武将: itemIndex=%s" % (itemIndex))
|
| | | return
|
| | | |
| | | |
| | | # 等级
|
| | | if value == "l":
|
| | | elif value == "l":
|
| | | heroLV = msgList[2] if len(msgList) > 2 else 1
|
| | | LVMax = PlayerHero.GetHeroLVMax(heroItem)
|
| | | heroLV = min(LVMax, heroLV)
|
| | | heroItem.SetUserAttr(ShareDefine.Def_IudetHeroLV, heroLV)
|
| | | GameWorld.DebugAnswer(curPlayer, "设置武将等级: %s,itemIndex=%s" % (heroLV, itemIndex))
|
| | | return
|
| | | |
| | | |
| | | # 星级
|
| | | if value == "s":
|
| | | elif value == "s":
|
| | | addStar = msgList[2] if len(msgList) > 2 else 1
|
| | | curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
|
| | | starMax = PlayerHero.GetHeroStarMax(heroItem)
|
| | |
| | | updStar = min(curStar + addStar, starMax)
|
| | | PlayerHero.DoHeroUpdStar(curPlayer, heroItem, updStar)
|
| | | GameWorld.DebugAnswer(curPlayer, "更新武将星级: %s,itemIndex=%s" % (updStar, itemIndex))
|
| | | return
|
| | | |
| | | |
| | | # 突破
|
| | | if value == "b":
|
| | | elif value == "b":
|
| | | breakLV = msgList[2] if len(msgList) > 2 else 0
|
| | | if not IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, breakLV):
|
| | | GameWorld.DebugAnswer(curPlayer, "突破等级不存在:%s 品质:%s" % (breakLV, quality))
|
| | | return
|
| | | PlayerHero.SetHeroBreakLV(curPlayer, heroItem, breakLV)
|
| | | GameWorld.DebugAnswer(curPlayer, "设置武将突破: %s,itemIndex=%s" % (breakLV, itemIndex))
|
| | | return
|
| | | |
| | | |
| | | # 觉醒
|
| | | if value == "a":
|
| | | elif value == "a":
|
| | | awakeLV = msgList[2] if len(msgList) > 2 else 0
|
| | | if not IpyGameDataPY.GetIpyGameData("HeroQualityAwake", quality, awakeLV):
|
| | | GameWorld.DebugAnswer(curPlayer, "觉醒等级不存在:%s 品质:%s" % (awakeLV, quality))
|
| | | return
|
| | | PlayerHero.SetHeroAwakeLV(heroItem, awakeLV)
|
| | | GameWorld.DebugAnswer(curPlayer, "设置武将觉醒: %s,itemIndex=%s" % (awakeLV, itemIndex))
|
| | | return
|
| | | |
| | | |
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # GM修改
|
| | | return
|
| | |
|
| | | def __oneKeyLineup(curPlayer, msgList):
|
| | |
| | | for syncItem in syncItemDict.values():
|
| | | syncItem.Sync_Item()
|
| | |
|
| | | lineup = PlayerOnline.GetOnlinePlayer(curPlayer).GetLineup(lineupID)
|
| | | lineup = PlayerOnline.GetOnlinePlayer(curPlayer).GetLineup(lineupID, False)
|
| | | lineup.UpdLineup(heroItemDict, shapeType)
|
| | | GameWorld.DebugAnswer(curPlayer, "阵容(%s)上阵OK: %s" % (lineupID, heroItemDict))
|
| | | return
|
| | |
| | | singleItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
|
| | |
|
| | | heroItem.Sync_Item()
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
|
| | | PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # GM修改阵容
|
| | |
|
| | | GameWorld.DebugAnswer(curPlayer, "设置阵容武将OK")
|
| | | return
|