| | |
| | | import PlayerBossReborn
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| | | import PlayerFairyCeremony
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| | | import PlayerNewFairyCeremony
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| | | import Operate_EquipStone
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| | | import PlayerWeekParty
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| | | import PlayerFairyDomain
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| | | import PlayerActLogin
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| | |
| | | curMission.SetProperty(key, SkillShell.GetElementSkillCnt(curPlayer))
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| | | return
|
| | |
|
| | | ##设置符合条件的已穿基础装备数量
|
| | | # @param curPlayer 玩家实例
|
| | | # @param curMission 任务实例
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| | | # @param curActionNode节点信息
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| | | # @return 返回值无意义
|
| | | # @remarks <Set_Baseequipcnt key="" classlv="" color="" suite="[suiteID,..]"/>
|
| | | def DoType_Set_Baseequipcnt(curPlayer, curMission, curActionNode):
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| | | classLV = GameWorld.ToIntDef(curActionNode.GetAttribute("classlv"), 0)
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| | | color = GameWorld.ToIntDef(curActionNode.GetAttribute("color"), 0)
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| | | suite = curActionNode.GetAttribute("suite")
|
| | | suiteIDList = eval(suite) if suite else []
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| | |
|
| | | haveCnt = __GetBaseequipcnt(curPlayer, classLV, color, suiteIDList)
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| | | |
| | | key = curActionNode.GetAttribute("key")
|
| | | questID = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0)
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| | | if questID != 0:
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| | | curMission = curPlayer.FindMission(questID)
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| | | curMission.SetProperty(key, haveCnt)
|
| | | return
|
| | | def __GetBaseequipcnt(curPlayer, classLV, color, suiteIDList):
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| | | haveCnt = 0
|
| | | equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
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| | | for place in ChConfig.EquipPlace_Base:
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| | | ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, place)
|
| | | if not ipyData:
|
| | | break
|
| | | gridIndex = ipyData.GetGridIndex()
|
| | | curEquip = equipPack.GetAt(gridIndex)
|
| | | if not ItemCommon.CheckItemCanUse(curEquip):
|
| | | continue
|
| | | if curEquip.GetItemColor() < color:
|
| | | continue
|
| | | if suiteIDList and curEquip.GetSuiteID() not in suiteIDList:
|
| | | continue
|
| | | haveCnt += 1
|
| | | return haveCnt
|
| | | |
| | | ##判断符合条件的已穿基础装备数量
|
| | | # @param None
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| | | # @return None <Baseequipcnt cnt="cnt" classlv="" color="" suite="[suiteID,..]"/>
|
| | | def ConditionType_Baseequipcnt(curPlayer, curMission, curActionNode):
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| | | totalcnt = GameWorld.ToIntDef(curActionNode.GetAttribute("cnt"), 0)
|
| | | classLV = GameWorld.ToIntDef(curActionNode.GetAttribute("classlv"), 0)
|
| | | color = GameWorld.ToIntDef(curActionNode.GetAttribute("color"), 0)
|
| | | suite = curActionNode.GetAttribute("suite")
|
| | | suiteIDList = eval(suite) if suite else []
|
| | | haveCnt = __GetBaseequipcnt(curPlayer, classLV, color, suiteIDList)
|
| | | return haveCnt >= totalcnt
|
| | |
|
| | | ##法宝激活个数
|
| | | # @param None
|
| | | # @return None <Mwcnt value="cnt"/>
|
| | |
| | | # @return None <Equiptotalstar value="cnt"/>
|
| | | def ConditionType_Equiptotalstar(curPlayer, curMission, curActionNode):
|
| | | totalcnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
|
| | | return #ChEquip.GetTotalEquipStars(curPlayer) >= totalcnt
|
| | | return ChEquip.GetTotalEquipStars(curPlayer) >= totalcnt
|
| | |
|
| | | ##装备宝石总等级
|
| | | # @param None
|
| | | # @return None <Equiptotalstone value="cnt"/>
|
| | | def ConditionType_Equiptotalstone(curPlayer, curMission, curActionNode):
|
| | | totalcnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
|
| | | return Operate_EquipStone.GetTotalStoneLV(curPlayer) >= totalcnt
|
| | |
|
| | | ##技能总等级
|
| | | # @param None
|
| | | # @return None <Totalskilllv value="" funcType=""/>
|
| | | def ConditionType_Totalskilllv(curPlayer, curMission, curActionNode):
|
| | | totalcnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
|
| | | funcType = GameWorld.ToIntDef(curActionNode.GetAttribute("funcType"), 0)
|
| | | return SkillShell.GetAllSkillLV(curPlayer, funcType) >= totalcnt
|
| | |
|
| | | ##激活法宝,确认与成就逻辑后使用
|
| | | # @param None
|