ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -331,12 +331,8 @@
    quality = heroIpyData.GetQuality()
    breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
    heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
    LVMax = GetHeroLVMax(heroItem)
    GameWorld.DebugLog("请求武将升级: itemIndex=%s,heroID=%s,heroLV=%s,quality=%s,breakLV=%s,LVMax=%s"
                       % (itemIndex, heroID, heroLV, quality, breakLV, LVMax), playerID)
    if heroLV >= LVMax:
        GameWorld.DebugLog("该武将已满级!LVMax=%s" % (LVMax), playerID)
        return
    GameWorld.DebugLog("请求武将升级: itemIndex=%s,heroID=%s,heroLV=%s,quality=%s,breakLV=%s"
                       % (itemIndex, heroID, heroLV, quality, breakLV), playerID)
    qualityLVIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityLV", quality, heroLV)
    if not qualityLVIpyData:
        return
@@ -375,12 +371,10 @@
    if not heroIpyData:
        return 0
    quality = heroIpyData.GetQuality()
    breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
    qualityBreakIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, breakLV)
    if not qualityBreakIpyData:
    lvIpyDataList = IpyGameDataPY.GetIpyGameDataByCondition("HeroQualityLV", {"Quality":quality}, True)
    if not lvIpyDataList:
        return 0
    LVMax = qualityBreakIpyData.GetLVMax()
    return LVMax
    return len(lvIpyDataList)
#// B2 31 武将升星 #tagCSHeroStarUP
#
@@ -638,26 +632,24 @@
    ipyData = IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, breakLV)
    if not ipyData:
        return
    LVMax = ipyData.GetLVMax()
    if heroLV < LVMax:
        GameWorld.DebugLog("未满级,无法突破: heroLV=%s < %s" % (heroLV, LVMax), playerID)
    UPLVNeed = ipyData.GetUPLVNeed()
    if heroLV < UPLVNeed:
        GameWorld.DebugLog("武将等级不足,无法突破: heroLV=%s < %s" % (heroLV, UPLVNeed), playerID)
        return
    nextBreakLV = breakLV + 1
    if not IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, nextBreakLV):
        GameWorld.DebugLog("突破等级已满级: quality=%s,breakLV=%s" % (quality, breakLV), playerID)
        return
    costItemInfo = ipyData.GetUPCostItem()
    if not costItemInfo:
        return
    costItemID, costItemCount = costItemInfo
    if not costItemID or not costItemCount:
    costItemList = ipyData.GetUPCostItemList()
    if not costItemList:
        return
    itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
    hasEnough, itemIndexList = ItemCommon.GetItem_FromPack_ByID(costItemID, itemPack, costItemCount)
    if not hasEnough:
        GameWorld.DebugLog("材料不足,武将无法突破! costItemID=%s, costItemCount=%s" % (costItemID, costItemCount))
    lackItemDict, delInfoDict = ItemCommon.GetCostItemIndexList(costItemList, itemPack)
    if lackItemDict:
        GameWorld.DebugLog("材料不足,武将无法突破! quality=%s,breakLV=%s,lackItemDict=%s" % (quality, breakLV, lackItemDict), playerID)
        return
    ItemCommon.ReduceItem(curPlayer, itemPack, itemIndexList, costItemCount, True, "HeroBreak")
    ItemCommon.DelCostItem(curPlayer, itemPack, delInfoDict, "HeroBreak")
    GameWorld.DebugLog("武将突破: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextBreakLV), playerID)
    SetHeroBreakLV(curPlayer, heroItem, nextBreakLV)