| | |
| | | import ChEquip
|
| | | import PlayerVip
|
| | |
|
| | | import random
|
| | |
|
| | | g_succInfoDict = {}
|
| | | g_potentialsSkillDict = {}
|
| | | ##登录处理
|
| | |
| | | elif activeMWID:
|
| | | DoActiveMW(curPlayer, activeMWID)
|
| | |
|
| | | #激活魂
|
| | | activeSoulID = upIpyData.GetActiveSoulID()
|
| | | if activeSoulID:
|
| | | __DoActiveMWSoul(curPlayer, activeSoulID, False)
|
| | | |
| | | CalcMagicWeaponAttr(curPlayer)
|
| | | PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
|
| | |
|
| | |
| | | activeCnt += 1
|
| | | return activeCnt
|
| | |
|
| | | def GetPotentialsNextSkillID(skillID):
|
| | | #通过潜力技能ID获取对应的下一个技能ID
|
| | | def GetPotentialsSkillInfo(curPlayer):
|
| | | #通过潜力技能ID获取对应的下一个技能ID {skillUseType:{skillid:[skilllv,nextSkillid,addPower,]}}
|
| | | global g_potentialsSkillDict
|
| | |
|
| | | if not g_potentialsSkillDict:
|
| | | g_potentialsSkillDict = {}
|
| | | ipyDataMgr = IpyGameDataPY.IPY_Data()
|
| | |
| | | ipyData = ipyDataMgr.GetTreasureByIndex(i)
|
| | | mwID = ipyData.GetID()
|
| | | skillIDList = ipyData.GetPotentials()
|
| | | for i, curSkillID in enumerate(skillIDList):
|
| | | nextSkillID = skillIDList[i+1] if i+1 < len(skillIDList) else 0
|
| | | g_potentialsSkillDict[curSkillID] = nextSkillID
|
| | | return g_potentialsSkillDict.get(skillID, 0)
|
| | | addPowerList = ipyData.GetSkillPower()
|
| | | lastSkillUseType = 0
|
| | | for curSkillID in skillIDList:
|
| | | skillData = GameWorld.GetGameData().FindSkillByType(curSkillID, 1)
|
| | | if skillData == None:
|
| | | GameWorld.DebugLog("GetPotentialsSkillInfo() hasn't find skill(%s)" % curSkillID)
|
| | | continue
|
| | | if lastSkillUseType != skillData.GetUseType():
|
| | | index = 0
|
| | | else:
|
| | | index +=1
|
| | | lastSkillUseType = skillData.GetUseType()
|
| | | addPower = addPowerList[index]
|
| | |
|
| | | preSkillID = skillData.GetLearnSkillReq()
|
| | | if not preSkillID:
|
| | | continue
|
| | | skillUseType = skillData.GetUseType()
|
| | | preSkilllv = skillData.GetLearnSkillLV()
|
| | | if skillUseType not in g_potentialsSkillDict:
|
| | | g_potentialsSkillDict[skillUseType] = {}
|
| | | g_potentialsSkillDict[skillUseType][preSkillID] = [preSkilllv, curSkillID, addPower]
|
| | | curskillUseType = pow(2, curPlayer.GetJob())
|
| | | |
| | | return g_potentialsSkillDict.get(curskillUseType, {})
|
| | |
|
| | | ## 给技能
|
| | | # @param curPlayer
|
| | |
| | | #infoDict = {"SkillID":skillTypeID, "SkillLV":upSkillLv, ChConfig.Def_Cost_Reason_SonKey:upSkill.GetSkillName()}
|
| | | if not PlayerControl.PlayerLostZhenQi(curPlayer, needSP):
|
| | | return
|
| | | |
| | | if not GameWorld.CanHappen(initRate):
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | maxRateValue = ShareDefine.Def_MaxRateValue
|
| | | randValue = random.randint(0, maxRateValue-1)
|
| | | canHappen = randValue < initRate
|
| | | GameWorld.DebugLog("canHappen=%s,randValue=%s,initRate=%s,maxRateValue=%s" |
| | | % (canHappen, randValue, initRate, maxRateValue), playerID)
|
| | | # 不是百分百成功的记录合成流向
|
| | | if initRate != maxRateValue:
|
| | | drDict = {"PlayerID":playerID, "AccID":curPlayer.GetAccID(), "skillTypeID":skillTypeID, "IsSuccess":canHappen,
|
| | | "initRate":initRate, "randValue":randValue, "maxRateValue":maxRateValue}
|
| | |
|
| | | DataRecordPack.SendEventPack("MagicWeaponSkillUp", drDict, curPlayer)
|
| | |
|
| | | if not canHappen:
|
| | | GameWorld.DebugLog("法宝技能升级,curSkillID=%s, maxRate=%s 升级失败" % (curSkillID, initRate))
|
| | | curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitMagicWeaponSkillUp, 0)
|
| | | return
|
| | |
| | | PlayerControl.WorldNotify(0, 'SkillPotential2', [curPlayer.GetName(), skillTypeID, upSkillLv, newSkillID])
|
| | |
|
| | |
|
| | | if SkillCommon.isPassiveAttr(upSkill) or newSkillIsPassive:
|
| | | #通知技能已升级成功
|
| | | hasUnlockSkill = False
|
| | | nextSkillDict = GetPotentialsSkillInfo(curPlayer)
|
| | | if skillTypeID in nextSkillDict:
|
| | | needSkilllv,nextSkillID = nextSkillDict[skillTypeID][:2]
|
| | | if upSkillLv == needSkilllv:
|
| | | PlayerControl.WorldNotify(0, 'SkillPotential1', [curPlayer.GetName(), skillTypeID, upSkillLv, nextSkillID])
|
| | | CalcMagicWeaponAttr(curPlayer)
|
| | | hasUnlockSkill = True
|
| | | |
| | | maxLV = upSkill.GetSkillMaxLV()
|
| | | if upSkillLv == maxLV:
|
| | | PlayerControl.WorldNotify(0, 'SkillPotential3', [curPlayer.GetName(), skillTypeID, maxLV])
|
| | | |
| | | if SkillCommon.isPassiveAttr(upSkill) or newSkillIsPassive or hasUnlockSkill:
|
| | | curControl.RefreshPlayerAttrState()
|
| | |
|
| | | curControl.RefreshSkillFightPowerEx(upSkill.GetSkillID(), beforeFightPower)
|
| | | PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, upSkill.GetSkillID())
|
| | | |
| | | #通知技能已升级成功
|
| | | nextSkillID = GetPotentialsNextSkillID(skillTypeID)
|
| | | if nextSkillID:
|
| | | nextSkill = GameWorld.GetGameData().FindSkillByType(nextSkillID, 1)
|
| | | if nextSkill and nextSkill.GetLearnSkillReq() == skillTypeID and upSkillLv == nextSkill.GetLearnSkillLV():
|
| | | PlayerControl.WorldNotify(0, 'SkillPotential1', [curPlayer.GetName(), skillTypeID, upSkillLv, nextSkillID])
|
| | | |
| | | maxLV = upSkill.GetSkillMaxLV()
|
| | | if upSkillLv == maxLV:
|
| | | PlayerControl.WorldNotify(0, 'SkillPotential3', [curPlayer.GetName(), skillTypeID, maxLV])
|
| | |
|
| | | #获得技能等级
|
| | | #curSkillLV = curSkill.GetSkillLV()
|
| | |
| | |
|
| | | curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitMagicWeaponSkillUp, 1)
|
| | |
|
| | | SetMWPrivilegeData(curPlayer, ChConfig.MWPrivilege_MWSkillUp, 1, True)
|
| | | SetMWPrivilegeData(curPlayer, ChConfig.MWPrivilege_MWSkillUp, GetSPSkillTotalLV(curPlayer))
|
| | | PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_MWSkillUp, 1, [skillTypeID])
|
| | | EventShell.EventRespons_MWSkillUp(curPlayer)
|
| | | return
|
| | |
|
| | |
|
| | | def GetSPSkillTotalLV(curPlayer):
|
| | | #潜力技能总等级
|
| | | totalLV = 0
|
| | | skillManager = curPlayer.GetSkillManager()
|
| | | for i in xrange(skillManager.GetSkillCount()):
|
| | | curSkill = skillManager.GetSkillByIndex(i)
|
| | | if curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_FbSPSkill:
|
| | | continue
|
| | | totalLV += curSkill.GetSkillLV()
|
| | | return totalLV
|
| | |
|
| | | def NotifyMagicWeapon(curPlayer, isLogin=False):
|
| | | #通知法宝信息
|
| | |
| | | allAttrList1 = [{} for _ in range(4)] #人族法宝
|
| | | allAttrList2 = [{} for _ in range(4)] #魔族法宝
|
| | | allAttrList3 = [{} for _ in range(4)] #仙族法宝
|
| | | |
| | | allAttrList4 = [{} for _ in range(4)] #王者法宝
|
| | | mwTypeMfpTypeDict = {1:ShareDefine.Def_MFPType_MagicWeapon1,
|
| | | 2:ShareDefine.Def_MFPType_MagicWeapon2,
|
| | | 3:ShareDefine.Def_MFPType_MagicWeapon3,
|
| | | 4:ShareDefine.Def_MFPType_MagicWeapon4}
|
| | | addPowerDict = {} #额外战力
|
| | | signDayMWID = IpyGameDataPY.GetFuncCfg('MWSignDayAttr', 2)
|
| | | ipyDataMgr = IpyGameDataPY.IPY_Data()
|
| | | for i in xrange(ipyDataMgr.GetTreasureCount()):
|
| | | treasureIpyData = ipyDataMgr.GetTreasureByIndex(i)
|
| | | magicWeaponID = treasureIpyData.GetID()
|
| | | isActive = GetIsActiveMagicWeapon(curPlayer, magicWeaponID)
|
| | | if not isActive:
|
| | | continue
|
| | | # if not isActive:
|
| | | # continue
|
| | | allAttrDict = {}
|
| | | #=======================================================================
|
| | | # #铸炼属性
|
| | |
| | | # attrDict = refineipyData.GetTreasureAttr()
|
| | | # GameWorld.AddDictValue(allAttrDict, attrDict)
|
| | | #=======================================================================
|
| | | |
| | | #等级属性
|
| | | curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % magicWeaponID)
|
| | | for lv in xrange(curMWLV+1):
|
| | | upIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasureUp', magicWeaponID, lv)
|
| | | if upIpyData:
|
| | | attrDict = upIpyData.GetAddAttr()
|
| | | GameWorld.AddDictValue(allAttrDict, attrDict)
|
| | | if magicWeaponID == signDayMWID:
|
| | | #签到属性
|
| | | totalSignNum = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalSignNum) # 总签到天数
|
| | | addAttr = {}
|
| | | for attid, attnum in IpyGameDataPY.GetFuncEvalCfg('MWSignDayAttr', 1, {}).items():
|
| | | addAttr[int(attid)] = attnum * totalSignNum
|
| | | GameWorld.AddDictValue(allAttrDict, addAttr)
|
| | | |
| | | treasureType = treasureIpyData.GetTreasureType()
|
| | | if isActive:
|
| | | mfpType = mwTypeMfpTypeDict.get(treasureType, ShareDefine.Def_MFPType_Role)
|
| | | #等级属性
|
| | | curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % magicWeaponID)
|
| | | for lv in xrange(curMWLV+1):
|
| | | upIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasureUp', magicWeaponID, lv)
|
| | | if upIpyData:
|
| | | attrDict = upIpyData.GetAddAttr()
|
| | | GameWorld.AddDictValue(allAttrDict, attrDict)
|
| | | addPowerDict[mfpType] = addPowerDict.get(mfpType, 0) + upIpyData.GetPowerEx()
|
| | | |
| | | if magicWeaponID == signDayMWID:
|
| | | #签到属性
|
| | | totalSignNum = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalSignNum) # 总签到天数
|
| | | addAttr = {}
|
| | | for attid, attnum in IpyGameDataPY.GetFuncEvalCfg('MWSignDayAttr', 1, {}).items():
|
| | | addAttr[int(attid)] = attnum * totalSignNum
|
| | | GameWorld.AddDictValue(allAttrDict, addAttr)
|
| | | #王者法宝属性
|
| | | seasonID = IpyGameDataPY.GetFuncEvalCfg('MagicWeaponOfKing', 1, {}).get(magicWeaponID, 0)
|
| | | kingAwardLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CrossPK_SeasonAwardLV % seasonID)
|
| | | kingMWIpyData = IpyGameDataPY.GetIpyGameDataNotLog('MagicWeaponOfKing', magicWeaponID, kingAwardLV)
|
| | | if kingMWIpyData and GetIsWearMagicWeapon(curPlayer, magicWeaponID):
|
| | | attrDict = kingMWIpyData.GetAddAttr()
|
| | | GameWorld.AddDictValue(allAttrDict, attrDict)
|
| | | |
| | | fbpasslv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWFBPassLevel % magicWeaponID)
|
| | | #老号已激活的魔族法宝没有关卡属性,直接设置满关卡
|
| | | if isActive and not fbpasslv:
|
| | | ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('MagicWeaponFB', {'MWID':magicWeaponID}, True, False)
|
| | | if ipyDataList:
|
| | | maxLevel = ipyDataList[-1].GetLevel()
|
| | | fbpasslv = maxLevel
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWFBPassLevel % magicWeaponID, maxLevel)
|
| | | GameWorld.Log('老号已激活的魔族法宝没有关卡属性,直接设置满关卡 magicWeaponID=%s,maxLevel=%s'%(magicWeaponID, maxLevel), curPlayer.GetID())
|
| | | if fbpasslv: #副本关卡属性
|
| | | fbipyData = IpyGameDataPY.GetIpyGameData('MagicWeaponFB', magicWeaponID, fbpasslv)
|
| | | if fbipyData:
|
| | | attrDict = fbipyData.GetAttrDict()
|
| | | for effID, value in attrDict.items():
|
| | | effID = int(effID)
|
| | | allAttrDict[effID] = allAttrDict.get(effID, 0) + value
|
| | | |
| | | |
| | | for effID, value in allAttrDict.items():
|
| | | if treasureType == 1:
|
| | | PlayerControl.CalcAttrDict_Type(effID, value, allAttrList1)
|
| | |
| | | PlayerControl.CalcAttrDict_Type(effID, value, allAttrList2)
|
| | | elif treasureType == 3:
|
| | | PlayerControl.CalcAttrDict_Type(effID, value, allAttrList3)
|
| | | elif treasureType == 4:
|
| | | PlayerControl.CalcAttrDict_Type(effID, value, allAttrList4)
|
| | | else:
|
| | | GameWorld.ErrLog("未知法宝属性, magicWeaponID=%s,treasureType=%s,effID=%s,value=%s"
|
| | | % (magicWeaponID, treasureType, effID, value), curPlayer.GetPlayerID())
|
| | | |
| | | PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon1, allAttrList1)
|
| | | PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon2, allAttrList2)
|
| | | PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon3, allAttrList3)
|
| | | PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon4, allAttrList4)
|
| | | #技能解锁战力
|
| | | nextSkillDict = GetPotentialsSkillInfo(curPlayer)
|
| | | for skillID, info in nextSkillDict.items():
|
| | | needSkilllv, nextSkillID, addPower = info
|
| | | skillManager = curPlayer.GetSkillManager()
|
| | | curSkill = skillManager.FindSkillBySkillTypeID(skillID)
|
| | | if not curSkill:
|
| | | continue
|
| | | curSkillLV = curSkill.GetSkillLV()
|
| | | if curSkillLV < needSkilllv:
|
| | | continue
|
| | | mfpType = ChConfig.Def_SkillFuncType_MFPType.get(curSkill.GetFuncType(), ShareDefine.Def_MFPType_Role)
|
| | | addPowerDict[mfpType] = addPowerDict.get(mfpType, 0) + addPower
|
| | | |
| | | for mfpType, addPower in addPowerDict.items():
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % mfpType, addPower)
|
| | | return
|
| | |
|
| | | #// A5 77 玩家精炼法宝 #tagCMMWRefine
|
| | |
| | | succCnt = ipyDataMgr.GetXBXZCount()
|
| | | if not succCnt:
|
| | | return
|
| | | maxSuccid = ipyDataMgr.GetSuccessByIndex(succCnt-1).GetID()
|
| | | maxSuccid = ipyDataMgr.GetXBXZByIndex(succCnt-1).GetID()
|
| | | recordIndexList = range(maxSuccid / 31+1)
|
| | |
|
| | | succFARPack = ChPyNetSendPack.tagMCXBXZAwardRecordList()
|
| | |
| | | def Sycn_MagicWeaponLV(curPlayer, mwID= -1):
|
| | | #通知法宝等级信息
|
| | | if mwID == -1:
|
| | | isAll = True
|
| | | needCalList = []
|
| | | ipyDataMgr = IpyGameDataPY.IPY_Data()
|
| | | for i in xrange(ipyDataMgr.GetTreasureCount()):
|
| | | ipyData = ipyDataMgr.GetTreasureByIndex(i)
|
| | | needCalList.append(ipyData.GetID())
|
| | | else:
|
| | | isAll = False
|
| | | needCalList = [mwID]
|
| | | sendPack = ChPyNetSendPack.tagMCMagicWeaponLVInfo()
|
| | | sendPack.InfoList = []
|
| | |
| | | mwLv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID)
|
| | | curUpExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponUpExp % mwID)
|
| | | state = GetIsClickMagicWeapon(curPlayer, mwID)
|
| | | if not mwLv and not curUpExp and not state:
|
| | | FBPassLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWFBPassLevel % mwID)
|
| | | isWear = GetIsWearMagicWeapon(curPlayer, mwID)
|
| | | if isAll and not mwLv and not curUpExp and not state and not FBPassLV and not isWear:
|
| | | continue
|
| | | pack = ChPyNetSendPack.tagMCMagicWeaponInfo()
|
| | | pack.MWID = mwID
|
| | | pack.LV = mwLv
|
| | | pack.Exp = curUpExp
|
| | | pack.State = state
|
| | | pack.FBPassLV = FBPassLV
|
| | | pack.IsWear = isWear
|
| | | sendPack.InfoList.append(pack)
|
| | | sendPack.Count = len(sendPack.InfoList)
|
| | | if sendPack.Count:
|
| | |
| | | multiple = 1 #倍数
|
| | | if singleValue:
|
| | | gotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % privilege)
|
| | | maxValue = privilegeIpyData.GetMaxValue()
|
| | | if maxValue:
|
| | | gotValue = min(maxValue, gotValue)
|
| | | multiple = gotValue/singleValue
|
| | | for attid, attnum in attrInfo.items():
|
| | | addAttr[int(attid)] = attnum * multiple
|
| | |
| | | privilegeIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasurePrivilege', privilege)
|
| | | if not privilegeIpyData:
|
| | | return
|
| | | curGotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % privilege)
|
| | | singleValue = privilegeIpyData.GetSingleValue()
|
| | | if singleValue and curGotValue % singleValue:
|
| | | fixGotValue = curGotValue/singleValue*singleValue
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotValue % privilege, fixGotValue)
|
| | | GameWorld.Log('玩家法宝之魂已领的数据不是单次进度的倍数,修复! privilege=%s,curGotValue=%s, fixGotValue=%s'%(privilege, curGotValue, fixGotValue))
|
| | | |
| | | curValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulCurValue % privilege)
|
| | | newData = curValue + data if isAdd else data
|
| | | maxValue = privilegeIpyData.GetMaxValue()
|
| | |
| | | GameWorld.DebugLog('领取法宝之魂奖励,对应法宝之魂未激活,或未配置 privilege=%s'%privilege)
|
| | | return
|
| | | singleValue = ipyData.GetSingleValue()
|
| | | maxValue = ipyData.GetMaxValue()
|
| | | if singleValue:
|
| | | #达到进度则可领取属性
|
| | | curValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulCurValue % privilege)
|
| | | gotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % privilege)
|
| | | if gotValue >= curValue:
|
| | | return
|
| | | canGetCnt = (curValue - gotValue) / singleValue
|
| | | if canGetCnt <= 0 and maxValue and curValue >= maxValue:
|
| | | canGetCnt = 1 #已达到次数上限,最后一次不管是否满足都让领(一般是因为配置错误或者变更导致)
|
| | | if canGetCnt <= 0:
|
| | | return
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotValue % privilege, gotValue+canGetCnt*singleValue)
|
| | | updGotCnt = min(maxValue, gotValue+canGetCnt*singleValue) if maxValue else gotValue+canGetCnt*singleValue
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotValue % privilege, updGotCnt)
|
| | | CalcMagicWeaponSoulAttr(curPlayer)
|
| | | PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
|
| | |
|
| | |
| | | GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsClick, mwID % 100, state, True, [mwID / 100])
|
| | | return
|
| | |
|
| | | #// A5 1D 法宝佩戴 #tagCMWearMagicWeapon
|
| | | #
|
| | | #struct tagCMWearMagicWeapon
|
| | | #
|
| | | #{
|
| | | # tagHead Head;
|
| | | # DWORD MWID; //法宝ID
|
| | | # BYTE State; //0-卸下 1-佩戴
|
| | | #};
|
| | | def OnWearMagicWeapon(index, clientData, tick):
|
| | | curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
|
| | | mwID = clientData.MWID
|
| | | if not GetIsActiveMagicWeapon(curPlayer, mwID):
|
| | | return
|
| | | isWear = clientData.State
|
| | | if isWear:
|
| | | maxCnt = IpyGameDataPY.GetFuncCfg('MagicWeaponOfKing', 2)
|
| | | hasWearCnt = 0
|
| | | for mid in IpyGameDataPY.GetFuncEvalCfg('MagicWeaponOfKing', 1, {}):
|
| | | if hasWearCnt >= maxCnt:
|
| | | return
|
| | | if GetIsWearMagicWeapon(curPlayer, mid):
|
| | | hasWearCnt +=1
|
| | | |
| | | SetMagicWeaponWearState(curPlayer, mwID, isWear)
|
| | | CalcMagicWeaponAttr(curPlayer)
|
| | | PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
|
| | | Sycn_MagicWeaponLV(curPlayer, mwID)
|
| | | return
|
| | |
|
| | | def GetIsWearMagicWeapon(curPlayer, mwID):
|
| | | #获取法宝是否佩戴
|
| | | return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsWear, mwID % 100, True, [mwID / 100])
|
| | |
|
| | | def SetMagicWeaponWearState(curPlayer, mwID, state):
|
| | | #设置法宝是否佩戴
|
| | | GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsWear, mwID % 100, state, True, [mwID / 100])
|
| | | return
|
| | |
|
| | | #// A5 12 激活法宝之魂 #tagCMActiveMWSoul
|
| | | #
|
| | |
| | | GameWorld.DebugLog(' 激活法宝之魂 成就未完成 soulID=%s,succID=%s'%(soulID, succID))
|
| | | return
|
| | |
|
| | | __DoActiveMWSoul(curPlayer, soulID)
|
| | | return
|
| | |
|
| | | def __DoActiveMWSoul(curPlayer, soulID, isRefreshAttr=True):
|
| | | GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MWSoulActiveState, soulID, 1, True)
|
| | | #任务
|
| | | EventShell.EventRespons_MWSoulActive(curPlayer, soulID)
|
| | |
|
| | | CalcMagicWeaponSoulAttr(curPlayer)
|
| | | PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
|
| | | if isRefreshAttr:
|
| | | PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
|
| | |
|
| | | #֪ͨ
|
| | | Sycn_MWPrivilegeData(curPlayer, soulID)
|
| | | return
|
| | |
|
| | |
|
| | | def GetIsActiveMWSoul(curPlayer, soulID):
|
| | | #获取法宝之魂是否已激活
|
| | |
| | | for attrID, attrValue in allAttrDict.items():
|
| | | PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
|
| | | PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeaponSoul, allAttrList)
|
| | | return
|
| | |
|
| | | def UptateMWFBPasslv(curPlayer, mwID, passLV):
|
| | | GameWorld.Log('更新关卡 mwID=%s,level=%s'%(mwID, passLV), curPlayer.GetID())
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWFBPassLevel % mwID, passLV)
|
| | | CalcMagicWeaponAttr(curPlayer)
|
| | | PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
|
| | | Sycn_MagicWeaponLV(curPlayer, mwID)
|
| | | |
| | | EventShell.EventRespons_MagicWeaponFBPassLV(curPlayer, mwID, passLV)
|
| | | return |