| | |
| | | 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
|
| | |
| | | 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
|
| | | #
|
| | |
| | | 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)
|
| | |
|