ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py
@@ -42,7 +42,6 @@
import PlayerRune
import Operate_EquipStone
import Operate_EquipWash
import Operate_EquipSuitCompose
import PlayerFeastRedPacket
import PlayerDogz
import QuestCommon
@@ -86,7 +85,6 @@
        SetSuccFinish(curPlayer, succID, 0)
        
        Sync_SuccTypeIndexAwardRecord(curPlayer, [succID], True) #设置成未领取的在外层同步
        PlayerMagicWeapon.ActiveMagicWeapon(curPlayer, succID)
        EventShell.EventRespons_SuccessFinish(curPlayer, succID)
        
    return 
@@ -321,7 +319,7 @@
            ResetSuccessByType(curPlayer, succType)
            for pType, indexList in ChConfig.Pack_EquipPart_CanPlusStar.items():
                for i in indexList:
                    equipPartStarLV = ChEquip.GetEquipPartStarLV(curPlayer, pType, i)
                    equipPartStarLV = ChEquip.GetEquipPartPlusLV(curPlayer, pType, i)
                    for pluslv in xrange(1, equipPartStarLV+1):
                        DoAddSuccessProgress(curPlayer, succType, 1, [pluslv])
                    
@@ -362,8 +360,8 @@
                    curSkillLV = curSkill.GetSkillLV()
                    UptateSuccessProgress(curPlayer, succType, curSkillLV, [curSkill.GetSkillTypeID()])
            
        elif succType == ShareDefine.SuccType_EquipSuit:
            Operate_EquipSuitCompose.DoSuiteSuccess(curPlayer)
#        elif succType == ShareDefine.SuccType_EquipSuit:
#            Operate_EquipSuitCompose.DoSuiteSuccess(curPlayer)
        elif succType == ShareDefine.SuccType_FamilyTechLV:
            ResetSuccessByType(curPlayer, succType)
            techNeedLVDict = IpyGameDataPY.GetFuncEvalCfg('FamilyTechNeedLV', 1, {})
@@ -452,8 +450,8 @@
            continue
        succType = succData.succType
        condition = succData.condition
        if not GetSuccFinishValue(curPlayer, succType, condition):
            continue
        #if not GetSuccFinishValue(curPlayer, succType, condition):
        #    continue
        SetSuccFinishValue(curPlayer, succType, condition, 0)
        SetSuccFinish(curPlayer, succID, False)
        SetSuccHasGot(curPlayer, succID, False)
@@ -563,11 +561,11 @@
        
        itemQuality = curEquip.GetItemQuality()
        classLV = ItemCommon.GetItemClassLV(curEquip)
        if equipIndex not in [ShareDefine.retWing,ShareDefine.retGuard,ShareDefine.retHorse]:
        if equipIndex not in [ShareDefine.retWing,ShareDefine.retGuard1,ShareDefine.retGuard2,ShareDefine.retHorse]:
            DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipColorItem, 1, [classLV, itemColor])
        if equipIndex in ChConfig.BaseEquipPlace_Weapon:
        if equipIndex in ChConfig.EquipPlace_BaseWeapon:
            DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipWeapon, 1, [itemColor, itemQuality, classLV])
        elif equipIndex in ChConfig.BaseEquipPlace_Armor:
        elif equipIndex in ChConfig.EquipPlace_BaseArmor:
            DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipArmor, 1, [itemColor, itemQuality, classLV])
        
        elif equipIndex == ShareDefine.retWing:
@@ -1012,8 +1010,7 @@
    # 给物品
    if isGiveItem:
        for itemID, itemCnt in itemDict.items():
            isPutIn = ItemControler.GivePlayerItem(curPlayer, itemID, itemCnt, 1,
                                                   [IPY_GameWorld.rptItem, IPY_GameWorld.rptAnyWhere], True)
            isPutIn = ItemControler.GivePlayerItem(curPlayer, itemID, itemCnt, 0, [IPY_GameWorld.rptItem, IPY_GameWorld.rptAnyWhere])
       
    #给钱
    for moneyType, value in succData.moneyDict.items():