| | |
| | | # @return 返回值, 是否判断成功
|
| | | # @remarks <QualityEquipCnt quality="装备品质" value="期望数量"/>
|
| | | def ConditionType_Qualityequipcnt(curPlayer, curMission, curConditionNode):
|
| | | conditionValue = GameWorld.ToIntDef(curConditionNode.GetAttribute("value"), 0)
|
| | | quality = GameWorld.ToIntDef(curConditionNode.GetAttribute("quality"), 0)
|
| | | conditionType = curConditionNode.GetAttribute("type")
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| | | curQualityEquipCnt = 0 #达到该品质的装备数量,品质高的兼容品质低的
|
| | | equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
|
| | | for equipIndex in range(0, equipPack.GetCount()):
|
| | | #备用装备栏不处理
|
| | | if equipIndex not in ShareDefine.RoleEquipType:
|
| | | continue
|
| | | curEquip = equipPack.GetAt(equipIndex)
|
| | | if curEquip.IsEmpty():
|
| | | continue
|
| | | if curEquip.GetItemQuality() < quality:
|
| | | continue
|
| | | curQualityEquipCnt += 1
|
| | | |
| | | return QuestRunnerValue.GetEval(conditionType, curQualityEquipCnt, conditionValue)
|
| | | return ChEquip.GetEquipOrangeCount(curPlayer)
|
| | |
|
| | | ##强化 X件装备强化到X级
|
| | | # @param curPlayer 玩家实例
|