ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipPlus.py
@@ -85,11 +85,20 @@
        return
    
    curPartPlusLV = ChEquip.GetEquipPartPlusLV(curPlayer, packType, index)
    classLV = ItemCommon.GetItemClassLV(curEquip)
    plusMaxIpyData = IpyGameDataPY.GetIpyGameData("ItemPlusMax", findType, classLV)
    if not plusMaxIpyData:
        return
    plusLVMax = plusMaxIpyData.GetPlusLVMax()
    if curPartPlusLV >= plusLVMax:
        #GameWorld.DebugLog("强化达到本阶最大等级,无法强化! classLV=%s,plusLVMax=%s,curPartPlusLV=%s" % (classLV, plusLVMax, curPartPlusLV))
        return
    plusIpyData = IpyGameDataPY.GetIpyGameData("ItemPlus", findType, curPartPlusLV)
    if not plusIpyData:
        return
    costSilver = plusIpyData.GetCostCount()
    if not costSilver:
    costItemInfo = plusIpyData.GetCostItemInfo()
    if not costSilver and not costItemInfo:
        #GameWorld.DebugLog("已到强化最大等级! curPartPlusLV=%s" % curPartPlusLV, playerID)        
        return
    
@@ -104,19 +113,42 @@
                      % (curPartPlusLV, maxPlusLV, curEvolveLV), playerID)
        return
    
    if not PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Silver_Money, costSilver, isNotify=False):
    if costSilver and not PlayerControl.HaveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Silver_Money, costSilver):
        GameWorld.DebugLog("铜钱不足,无法强化! costSilver=%s" % costSilver)
        return
    
    totalExp = plusIpyData.GetTotalExp()
    curExp = ChEquip.GetEquipPartProficiency(curPlayer, packType, index) + plusIpyData.GetAddExp()
    costItemID, costItemCount = 0, 0
    if costItemInfo:
        costItemID, costItemCount = costItemInfo
        itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
        hasEnough, itemIndexList = ItemCommon.GetItem_FromPack_ByID(costItemID, itemPack, costItemCount)
        if not hasEnough:
            GameWorld.DebugLog("材料不足,无法强化! costItemID=%s, costItemCount=%s" % (costItemID, costItemCount))
            return
    if costSilver:
        PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Silver_Money, costSilver, isNotify=False)
    
    if curExp >= totalExp:
        #升级
    if costItemID:
        ItemCommon.ReduceItem(curPlayer, itemPack, itemIndexList, costItemCount, True, ChConfig.ItemDel_EquipPlus)
    isLVUp = False
    curExp = 0
    addExp = plusIpyData.GetAddExp()
    totalExp = plusIpyData.GetTotalExp()
    if addExp and totalExp:
        curExp = ChEquip.GetEquipPartProficiency(curPlayer, packType, index) + addExp
        if curExp >= totalExp:
            curExp = curExp - totalExp
            isLVUp = True
    else:
        isLVUp = True
    if isLVUp:
        curPartPlusLV += 1
        curExp = curExp - totalExp
        __EquipMayaPlusChange(curPlayer, packType, curEquip, index, curPartPlusLV)
        
    DataRecordPack.DR_UpStarLVSuccess(curPlayer, curExp, curPartPlusLV)
    #DataRecordPack.DR_UpStarLVSuccess(curPlayer, curExp, curPartPlusLV)
    ChEquip.SetEquipPartProficiency(curPlayer, packType, index, curExp)
    ChEquip.NotifyEquipPartPlusLV(curPlayer, packType, index)
    PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_EquipPlus)
@@ -137,16 +169,33 @@
        PlayerControl.WorldNotify(0, "StrengthenCongratulation", msgParamList)
        
    classLV = ItemCommon.GetItemClassLV(curEquip) 
    # 成就
    #PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipPlusLV, 1, [updPlusLV])
    
    DoLogic_OnEquipPartStarLVChange(curPlayer, packType, classLV)
    # 增加强化成就
    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipPlus, 1)
    # 强化成就
    __UpdateEquipPlusSuccess(curPlayer, classLV)
    EventShell.EventRespons_EquipPlus(curPlayer, classLV, updPlusLV)
    # 开服活动数据
    OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_PlusLV, ChEquip.GetTotalPlusLV(curPlayer))
    #OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_Plus, ChEquip.GetTotalPlusLV(curPlayer))
    return
def __UpdateEquipPlusSuccess(curPlayer, classLV):
    ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'ClassLV':classLV}, True)
    if not ipyDataList:
        return
    packType = IPY_GameWorld.rptEquip
    plusLVCountDict = {}
    for ipyData in ipyDataList:
        index = ipyData.GetGridIndex()
        plusLV = ChEquip.GetEquipPartPlusLV(curPlayer, packType, index)
        if not plusLV:
            continue
        conditionKey = (classLV, plusLV)
        plusLVCountDict[conditionKey] = plusLVCountDict.get(conditionKey, 0) + 1
    #GameWorld.DebugLog("强化成就数据: classLV=%s,plusLVCountDict=%s" % (classLV, plusLVCountDict))
    PlayerSuccess.UpdateSuccessProgressByConditions(curPlayer, ShareDefine.SuccType_EquipPlus, plusLVCountDict)
    return
def DoLogic_OnEquipPartStarLVChange(curPlayer, packType, classLV):
@@ -198,7 +247,7 @@
            return
        delItemDict[tuple(indexList)] = itemCnt
    for itemIndexList, delCnt in delItemDict.items():
        ItemCommon.ReduceItem(curPlayer, itemPack, itemIndexList, delCnt, True, ChConfig.ItemDel_EquipPlusEvolve)
        ItemCommon.ReduceItem(curPlayer, itemPack, itemIndexList, delCnt, True, ChConfig.ItemDel_EquipPlus)
        
    ChEquip.SetEquipPartPlusEvolveLV(curPlayer, packType, equipPackindex, nextEvolveLV)
    DoLogic_OnEquipPartStarLVChange(curPlayer, packType, ItemCommon.GetItemClassLV(curEquip))
@@ -250,7 +299,7 @@
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartMasterPlusLV % classLV, actMasterPlusLV)
        
    SyncEquipMasterPlusLVInfo(curPlayer, classLV)
    ChEquip.ChangeEquipEffectByPlusMaster(curPlayer, classLV)
    #刷新所有属性
    DoLogic_OnEquipPartStarLVChange(curPlayer, packType, classLV)
    return