| | |
| | | value = 1
|
| | | return QuestRunnerValue.GetEval(conditionType, value, conditionValue)
|
| | |
|
| | | ##判断是否穿戴某部位(非时效)
|
| | | # @param curPlayer 玩家实例
|
| | | # @param curMission 任务实例
|
| | | # @param curConditionNode 节点信息
|
| | | # @return 返回值, 是否判断成功
|
| | | # @remarks <have_equip value="装备位"/>
|
| | | def ConditionType_Have_Equip(curPlayer, curMission, curConditionNode):
|
| | | equipPlace = int(curConditionNode.GetAttribute("value"))
|
| | | roleEquipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
|
| | | curEquip = roleEquipPack.GetAt(equipPlace)
|
| | | if curEquip.IsEmpty():
|
| | | return False
|
| | | if curEquip.GetEndureReduceType():
|
| | | return False
|
| | | return True
|
| | | |
| | | #---------------------------------------------------------------------
|
| | | ##增加家族相关值
|
| | | # @param curPlayer 玩家实例
|