| | |
| | | # !!!必要发送的数据要注意位置
|
| | | if GameWorld.IsCrossServer():
|
| | | curPlayer.SetForbiddenSyncClientState(False)
|
| | | PlayerControl.SetCrossRealmState(curPlayer, 1) # 因为主服上传数据之前该值为0,所以登录跨服后在跨服服务器要设置为1
|
| | | PlayerControl.SetCrossRealmState(curPlayer, curPlayer.GetMapID()) # 因为主服上传数据之前该值为0,所以登录跨服后在跨服服务器要设置为1
|
| | |
|
| | | return
|
| | |
|
| | |
| | | #根据玩家选择重生选项重生
|
| | | sendPack = IPY_GameWorld.IPY_CCliectReborn()
|
| | | #复活类型
|
| | | playerRebornType = sendPack.GetType()
|
| | | rebornType = sendPack.GetType()
|
| | | GameWorld.DebugLog("玩家点击复活: rebornType=%s" % rebornType, curPlayer.GetPlayerID())
|
| | |
|
| | | if curPlayer.GetHP() > 0:
|
| | | # 当血量大于0收到复活请求包时,一般是前后端复活状态不一致的情况下导致的
|
| | | # 由于前端需要根据复活状态判断复活界面相关逻辑,所以这里需要做一些特殊处理,防止某些情况下前后端复活状态不一致导致的一些异常问题
|
| | | |
| | | # 后端非死亡状态的情况,补同步一次复活包给前端
|
| | | if curPlayer.GetPlayerAction() != IPY_GameWorld.paDie:
|
| | | SyncPlayerReborn(curPlayer, playerRebornType)
|
| | | # 后端也是死亡状态的情况,直接重新触发一次复活
|
| | | else:
|
| | | PlayerRebornByType(curPlayer, playerRebornType, tick)
|
| | | #生命值不为0 , 不能重生
|
| | | # GameWorld.Log("玩家点击: 重生失败,生命值不为0 , 不能重生" , curPlayer.GetPlayerID())
|
| | | if GameWorld.IsCrossServer():
|
| | | GameWorld.DebugLog("跨服服务器不接受复活请求!")
|
| | | return
|
| | | |
| | | if PlayerControl.GetCrossRealmState(curPlayer):
|
| | | OnReqCrossServerReborn(curPlayer, rebornType)
|
| | | return
|
| | |
|
| | | #FB中禁止复活
|
| | | if FBLogic.DoFBForbidReborn(curPlayer, playerRebornType):
|
| | | if FBLogic.DoFBForbidReborn(curPlayer, rebornType):
|
| | | PlayerControl.NotifyCode(curPlayer, "Reborn_lhs_31379")
|
| | | return
|
| | |
|
| | | #玩家复活
|
| | | if PlayerRebornByType(curPlayer, playerRebornType, tick):
|
| | | if PlayerRebornByType(curPlayer, rebornType, tick):
|
| | | #玩家复活成功,判断是否在副本中复活
|
| | | PlayerReborn_InFB(curPlayer, playerRebornType, tick)
|
| | | PlayerReborn_InFB(curPlayer, rebornType, tick)
|
| | | |
| | | return
|
| | |
|
| | | def OnReqCrossServerReborn(curPlayer, rebornType):
|
| | | ## 请求跨服服务器复活玩家
|
| | | |
| | | crossMapID = curPlayer.NomalDictGetProperty(ChConfig.Def_PlayerKey_CrossMapID)
|
| | | if not crossMapID:
|
| | | GameWorld.DebugLog("当前无跨服地图!")
|
| | | return
|
| | | |
| | | if not __CheckCanReborn(curPlayer, rebornType):
|
| | | return
|
| | | |
| | | msgDict = {"PlayerID":curPlayer.GetPlayerID(), "RebornType":rebornType}
|
| | | GameWorld.SendMsgToCrossServer(ShareDefine.ClientServerMsg_Reborn, msgDict)
|
| | | GameWorld.DebugLog("跨服中请求复活, crossMapID=%s,msgDict=%s" % (crossMapID, msgDict), curPlayer.GetPlayerID())
|
| | | return
|
| | |
|
| | | def ClientServerMsg_Reborn(curPlayer, msgData, serverGroupID, tick):
|
| | | ## 收到子服请求复活信息
|
| | | |
| | | rebornType = msgData["RebornType"]
|
| | | gameMap = GameWorld.GetMap()
|
| | | if not __CheckCanReborn(curPlayer, rebornType, gameMap):
|
| | | return
|
| | | |
| | | isAddReviveTired = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_IsAddReviveTired)
|
| | | # 跨服服务器不执行消耗,复活后同步消息回主服扣除消耗
|
| | | __DoPlayerReborn(curPlayer, rebornType, tick)
|
| | | |
| | | # 发送回本服复活结果
|
| | | msgInfo = {"Result":1, "ReviveTired":isAddReviveTired}
|
| | | msgInfo.update(msgData)
|
| | | GameWorld.SendMsgToClientServer(ShareDefine.CrossServerMsg_RebornRet, msgInfo, [serverGroupID])
|
| | | return
|
| | |
|
| | | def CrossServerMsg_RebornRet(curPlayer, msgData, tick):
|
| | | ## 收到跨服服务器复活结果
|
| | | |
| | | result = msgData["Result"]
|
| | | if result != 1:
|
| | | return
|
| | | |
| | | rebornType = msgData["RebornType"]
|
| | | isAddReviveTired = msgData["ReviveTired"]
|
| | | __RebornCost(curPlayer, rebornType, True)
|
| | | |
| | | if isAddReviveTired:
|
| | | __AddReviveTired(curPlayer, tick)
|
| | |
|
| | | return
|
| | |
|
| | |
| | | #取消自动运镖状态
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_AutoTruck, 0)
|
| | |
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_RoomID, 0)
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PlayerKey_CrossRegisterMap, 0)
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PlayerKey_IsCrossPKMatching, 0)
|
| | |
|
| | | #下线召回宠物
|
| | | PetControl.ReCallFightPet(curPlayer)
|
| | |
| | | # curPlayer.GameServer_LineState()
|
| | | return
|
| | |
|
| | |
|
| | |
|
| | | ##获取死亡冷却时间
|
| | | #@param curPlayer 玩家实例
|
| | | #@param playerRebornType 复活类型
|
| | | #@return 死亡冷却时间
|
| | | def GetRebronTime(curPlayer, playerRebornType):
|
| | | mapType = GameWorld.GetMap().GetMapFBType()
|
| | | def GetRebronTime(curPlayer, rebornType):
|
| | | ''' 死亡状态才验证时间,本服跨服通用
|
| | | 跨服服务器死亡的复活也是先发到本服,正常情况下本服是活着的,无法验证
|
| | | 所以可否复活由跨服服务器死亡状态下的玩家实例判断,简单讲就是哪个服务器死亡的哪个服务器判断
|
| | | 所以该函数可以直接使用玩家所在的地图判断
|
| | | '''
|
| | |
|
| | | if playerRebornType in [ChConfig.rebornType_Health, ChConfig.rebornType_UseItem]:
|
| | | #原地复活、道具复活不用CD
|
| | | # 非死亡状态下,也就是哪个服务器角色死亡由哪个服务器判断
|
| | | if curPlayer.GetHP() > 0 and curPlayer.GetPlayerAction() != IPY_GameWorld.paDie:
|
| | | return 0
|
| | | |
| | | # 回城复活的才需要CD
|
| | | if rebornType not in [ChConfig.rebornType_City, ChConfig.rebornType_MainCity]:
|
| | | return 0
|
| | |
|
| | | # 副本地图CD
|
| | | mapType = GameWorld.GetMap().GetMapFBType()
|
| | | if mapType != IPY_GameWorld.fbtNull:
|
| | | fbRebornTimeDict = IpyGameDataPY.GetFuncEvalCfg('DuplicatesRebornTime', 1)
|
| | | curMapID = GameWorld.GetMap().GetMapID()
|
| | |
| | | if findBuff.GetSkill().GetSkillLV() == findBuff.GetSkill().GetSkillMaxLV():
|
| | | return IpyGameDataPY.GetFuncEvalCfg('RebornArguments', 1)[1]
|
| | | return 0
|
| | | |
| | | # playerRebornTimeDict = ReadChConfig.GetEvalChConfig('PlayerRebornTime')
|
| | | # |
| | | # curMapID = GameWorld.GetMap().GetMapID()
|
| | | # |
| | | # #不在配表的地图ID中取默认的
|
| | | # if curMapID not in playerRebornTimeDict.keys():
|
| | | # curMapID = 0
|
| | | # |
| | | # rebronTimeByTypeDict = playerRebornTimeDict.get(curMapID, {})
|
| | | # |
| | | # if not rebronTimeByTypeDict:
|
| | | # GameWorld.ErrLog("GetRebronTime rebronTimeByTypeDict=%s,,curMapID=%s" % |
| | | # (rebronTimeByTypeDict, curMapID))
|
| | | # return 0
|
| | | # |
| | | # #公式参数
|
| | | # playerLV = curPlayer.GetLV()
|
| | | # playerDeadCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_PlayerDeadCnt)
|
| | | # |
| | | # rebornTime = int(eval(rebronTimeByTypeDict.get(playerRebornType, "0")))
|
| | | # |
| | | # return rebornTime
|
| | |
|
| | |
|
| | | ## 死亡冷却时间是否完了
|
| | | #@param curPlayer 玩家实例
|
| | |
| | |
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | | ##自定义函数, 玩家复活
|
| | | #@param curPlayer 玩家实例
|
| | | #@param playerRebornType 复活类型
|
| | | #@param tick 时间戳
|
| | | #@param mapBornPlace 复活位置,默认0为原地
|
| | | #@return 返回值无意义
|
| | | #@remarks 自定义函数, 玩家复活
|
| | | def PlayerRebornByType(curPlayer, playerRebornType, tick, mapBornPlace=0, isAddSuperBuff=True):
|
| | | curPlayerID = curPlayer.GetID()
|
| | | curVipLv = curPlayer.GetVIPLv()
|
| | |
|
| | | def __CheckCanReborn(curPlayer, rebornType, gameMap=None):
|
| | | ''' 检查可否复活,为了逻辑统一,这里不适用玩家所在的地图,支持跨服状态下判断跨服地图
|
| | | 本函数不验证玩家死亡状态等,因为有可能前后端复活状态不一致,如果这里拦住可能导致前端躺尸复活不了
|
| | | '''
|
| | |
|
| | | gameMap = GameWorld.GetMap()
|
| | | if rebornType not in ChConfig.Def_RebornTypeList:
|
| | | return
|
| | |
|
| | | #需要支付的银子数量 |
| | | moneyPrice = 0
|
| | | #复活恢复血量、魔的万分比
|
| | | resetHpPercent = ChConfig.Def_MaxRateValue
|
| | | resetMpPercent = ChConfig.Def_MaxRateValue
|
| | | ## 由于本服及跨服地图数据不互通,所以这里根据是否有地图数据进行判断处理
|
| | | if gameMap:
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | if rebornType in [ChConfig.rebornType_Health, ChConfig.rebornType_UseItem] and not gameMap.GetLocalReborn():
|
| | | GameWorld.ErrLog("该地图不可原地复活! mapID=%s,rebornType=%s" % (gameMap.GetMapID(), rebornType), curPlayer.GetPlayerID())
|
| | | return
|
| | |
|
| | | #复活冷却时间(秒)
|
| | | rebornTime = GetRebronTime(curPlayer, playerRebornType) |
| | | #冷却时间到了
|
| | | if playerRebornType != ChConfig.rebornType_System and not CanRebornByTimeOver(curPlayer, rebornTime):
|
| | | PlayerControl.NotifyCode(curPlayer, 'RebornCD')
|
| | | return False
|
| | | # 验证复活CD
|
| | | rebornCD = GetRebronTime(curPlayer, rebornType)
|
| | | if rebornCD:
|
| | | curTime = int(time.time())
|
| | | deadTime = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_DeadTime)
|
| | | if curTime - deadTime < rebornCD:
|
| | | PlayerControl.NotifyCode(curPlayer, "RebornCD")
|
| | | GameWorld.Log("复活冷却时间中,无法复活! curTime(%s) - deadTime(%s) < rebornCD(%s)" % (curTime, deadTime, rebornCD), playerID)
|
| | | return
|
| | | |
| | | # 验证复活消耗,在本服验证,跨服服务器只验证状态
|
| | | if not GameWorld.IsCrossServer():
|
| | | if not __RebornCost(curPlayer, rebornType, False):
|
| | | return
|
| | | |
| | | return True
|
| | |
|
| | | def __RebornCost(curPlayer, rebornType, isDoCost):
|
| | | ## 扣除复活消耗
|
| | | # @param isDoCost: 是否执行消耗
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | if rebornType == ChConfig.rebornType_Health:
|
| | | rebornCfg = IpyGameDataPY.GetFuncEvalCfg('RebornArguments', 1)
|
| | | moneyPrice = rebornCfg[2]
|
| | | costMoneyList = PlayerControl.HaveMoneyEx(curPlayer, ShareDefine.TYPE_Price_Gold_Paper_Money, moneyPrice)
|
| | | if not costMoneyList:
|
| | | GameWorld.ErrLog("货币不足,无法原地复活! moneyPrice=%s" % (moneyPrice), playerID)
|
| | | return
|
| | | |
| | | if isDoCost:
|
| | | for moneyType, moneyCnt in costMoneyList:
|
| | | if not PlayerControl.PayMoney(curPlayer, moneyType, moneyCnt, ChConfig.Def_Cost_Revive):
|
| | | return
|
| | | |
| | | elif rebornType == ChConfig.rebornType_UseItem:
|
| | | rebornItem = ItemCommon.FindItemInPackByEffectEx(curPlayer, ChConfig.Def_Effect_Reborn)
|
| | | if not rebornItem:
|
| | | GameWorld.ErrLog("复活道具不足,无法原地复活! ", playerID) |
| | | return
|
| | | |
| | | if isDoCost:
|
| | | ItemCommon.DelItem(curPlayer, rebornItem, 1, True, "Reborn")
|
| | | |
| | | return True
|
| | |
|
| | | def __DoPlayerReborn(curPlayer, rebornType, tick, mapBornPlace=0, isAddSuperBuff=True):
|
| | | ## 执行玩家复活逻辑,该函数没有执行验证是否可复活等,不可直接调用
|
| | |
|
| | | if curPlayer.GetHP() > 0 and curPlayer.GetPlayerAction() != IPY_GameWorld.paDie:
|
| | | # 当血量大于0收到复活请求时,一般是前后端复活状态不一致的情况下导致的
|
| | | # 由于前端需要根据复活状态判断复活界面相关逻辑,所以这里需要做一些特殊处理,防止某些情况下前后端复活状态不一致导致的一些异常问题
|
| | | # 后端非死亡状态的情况,补同步一次复活包给前端
|
| | | SyncPlayerReborn(curPlayer, rebornType)
|
| | | return
|
| | | |
| | | resetHpPercent = ChConfig.Def_MaxRateValue
|
| | | isFBReborn = False
|
| | | #-----------------------------------------回城复活(切换地图)-----------------------------------
|
| | | if playerRebornType == ChConfig.rebornType_City:
|
| | | if rebornType == ChConfig.rebornType_City:
|
| | | if FBLogic.OnPlayerReborn():
|
| | | isFBReborn = True
|
| | | else:
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_IsReBorn, 1)
|
| | | |
| | | #===============================================================================
|
| | | # #不在特殊的地图中,玩家副本中复活相关
|
| | | # if not FBLogic.OnPlayerReborn():
|
| | | # #输出系统提示
|
| | | # __NotifyReBornToPlace( curPlayer )
|
| | | #===============================================================================
|
| | |
|
| | | |
| | | #----------------------------------------------其他复活(不切换地图)------------------------------------
|
| | | #技能复活
|
| | | elif playerRebornType == ChConfig.rebornType_Skill:
|
| | |
|
| | | if not gameMap.GetSkillReborn():
|
| | | return False
|
| | | |
| | | reBornSkill = GameWorld.GetGameData().GetSkillBySkillID(ChConfig.Def_SkillID_SkillReBorn)
|
| | | #恢复血量万分比
|
| | | resetHpPercent = reBornSkill.GetEffect(1).GetEffectValue(0)
|
| | | #恢复魔万分比
|
| | | resetMpPercent = reBornSkill.GetEffect(2).GetEffectValue(0)
|
| | | |
| | | BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_SkillID_SkillReBorn, tick)
|
| | | |
| | | #原地健康复活
|
| | | elif playerRebornType == ChConfig.rebornType_Health:
|
| | | #if not PlayerVip.GetVipCanOriginalReborn(curVipLv):
|
| | | # #vip等级限制
|
| | | # return
|
| | | if not gameMap.GetLocalReborn():
|
| | | GameWorld.DebugLog(' 地图配置不能原地复活')
|
| | | return False
|
| | | |
| | | if not __HealthRebornPayMoney(curPlayer):
|
| | | return False
|
| | | |
| | | #使用道具(还阳咒)复活
|
| | | elif playerRebornType == ChConfig.rebornType_UseItem:
|
| | |
|
| | | if not gameMap.GetLocalReborn():
|
| | | return False
|
| | | |
| | | if not __RebornDelItem(curPlayer):
|
| | | return False
|
| | | |
| | | # 副本复活
|
| | | elif playerRebornType in [ChConfig.rebornType_FBGold, ChConfig.rebornType_FBUseItem]:
|
| | | isFBReborn = True
|
| | | freeBorn = FBLogic.DecFreeRebornCount(curPlayer)
|
| | | if not freeBorn:
|
| | | if not gameMap.GetLocalReborn():
|
| | | return False
|
| | |
|
| | | if playerRebornType == ChConfig.rebornType_FBGold:
|
| | | #if not PlayerVip.GetVipCanOriginalReborn(curVipLv):
|
| | | # #vip等级限制
|
| | | # return False
|
| | | |
| | | if not __HealthRebornPayMoney(curPlayer):
|
| | | return False
|
| | | |
| | | elif playerRebornType == ChConfig.rebornType_FBUseItem:
|
| | | if not __RebornDelItem(curPlayer):
|
| | | return False
|
| | | elif playerRebornType == ChConfig.rebornType_MainCity:
|
| | | elif rebornType == ChConfig.rebornType_MainCity:
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_IsReBorn, 2)
|
| | |
|
| | | elif playerRebornType == ChConfig.rebornType_System:
|
| | | pass
|
| | | |
| | | else:
|
| | | #封包错误
|
| | | # GameWorld.Log("重生封包类型 = %s错误"%(playerRebornType), curPlayerID )
|
| | | return False
|
| | | |
| | | |
| | | #通知客户端玩家复活成功
|
| | | curPlayer.Reborn(playerRebornType)
|
| | | curPlayer.Reborn(rebornType)
|
| | |
|
| | | #执行玩家副本复活
|
| | | if isFBReborn:
|
| | |
| | | SkillCommon.AddBuffBySkillType_NoRefurbish(curPlayer , ChConfig.Def_SkillID_LimitSuperBuff, tick)
|
| | | #复活疲劳BUff
|
| | | if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_IsAddReviveTired):
|
| | | findBuff = SkillCommon.FindBuffByID(curPlayer, ChConfig.Def_SkillID_ReviveTired)[0]
|
| | | if findBuff:
|
| | | buffSkillLV = findBuff.GetSkill().GetSkillLV()
|
| | | if findBuff.GetSkill().GetSkillMaxLV() != buffSkillLV:
|
| | | buffSkillLV = buffSkillLV + 1
|
| | | else:
|
| | | buffSkillLV = 1
|
| | | SkillCommon.AddBuffBySkillType_NoRefurbish(curPlayer , ChConfig.Def_SkillID_ReviveTired, tick, buffSkillLV)
|
| | | GameWorld.DebugLog(' 复活疲劳BUff buffSkillLV=%s'%(buffSkillLV))
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_IsAddReviveTired,0)
|
| | | __AddReviveTired(curPlayer, tick)
|
| | | |
| | | #复活后清除角色身上的打BOSS和PK状态
|
| | | validTime = IpyGameDataPY.GetFuncCfg("PKConfig", 4) * 1000
|
| | | if PlayerState.IsInPKState(curPlayer):
|
| | |
| | | PlayerControl.SetProDef(curPlayer, PlayerControl.GetMaxProDef(curPlayer))
|
| | |
|
| | | #玩家复活后副本处理
|
| | | FBLogic.OnPlayerRebornOver(curPlayer, playerRebornType)
|
| | | |
| | | FBLogic.OnPlayerRebornOver(curPlayer, rebornType)
|
| | | |
| | | gameMap = GameWorld.GetMap()
|
| | | #障碍点中原地复活, 打回重生点
|
| | | if (playerRebornType == ChConfig.rebornType_City and not isFBReborn)\
|
| | | or not GameWorld.GetMap().CanMove(curPlayer.GetPosX(), curPlayer.GetPosY()) \
|
| | | or (playerRebornType == ChConfig.rebornType_MainCity and gameMap.GetRebornMapID() == curPlayer.GetMapID()):
|
| | | if (rebornType == ChConfig.rebornType_City and not isFBReborn) \
|
| | | or not GameWorld.GetMap().CanMove(curPlayer.GetPosX(), curPlayer.GetPosY()) \
|
| | | or (rebornType == ChConfig.rebornType_MainCity and gameMap.GetRebornMapID() == curPlayer.GetMapID()):
|
| | | #玩家切换到重生点
|
| | | playerControl.SetToBornPlace()
|
| | | elif playerRebornType == ChConfig.rebornType_MainCity:
|
| | | elif rebornType == ChConfig.rebornType_MainCity:
|
| | | #直接取db中配置的复活点
|
| | | PlayerControl.PlayerResetWorldPos(curPlayer, gameMap.GetRebornMapID(), gameMap.GetRebornMapX(), gameMap.GetRebornMapY(), False)
|
| | | #重新召唤宠物
|
| | |
| | |
|
| | | #复活成功,重置状态
|
| | | PlayerControl.ChangePlayerAction(curPlayer, IPY_GameWorld.paNull)
|
| | | return True
|
| | | return
|
| | |
|
| | | ##复活扣除元宝
|
| | | #@param curPlayer 玩家实例
|
| | | #@return 是否扣除成功
|
| | | def __HealthRebornPayMoney(curPlayer):
|
| | | rebornCfg = IpyGameDataPY.GetFuncEvalCfg('RebornArguments', 1)
|
| | | moneyPrice = rebornCfg[2]
|
| | | #异常
|
| | | if not moneyPrice:
|
| | | return True
|
| | | costMoneyList = PlayerControl.HaveMoneyEx(curPlayer, ShareDefine.TYPE_Price_Gold_Paper_Money, moneyPrice)
|
| | | if not costMoneyList:
|
| | | return False
|
| | | infoDict = {}
|
| | | for moneyType, moneyCnt in costMoneyList:
|
| | | if not PlayerControl.PayMoney(curPlayer, moneyType, moneyCnt, ChConfig.Def_Cost_Revive, infoDict):
|
| | | return False
|
| | | def __AddReviveTired(curPlayer, tick):
|
| | | ## 增加复活疲劳
|
| | | findBuff = SkillCommon.FindBuffByID(curPlayer, ChConfig.Def_SkillID_ReviveTired)[0]
|
| | | if findBuff:
|
| | | buffSkillLV = findBuff.GetSkill().GetSkillLV()
|
| | | if findBuff.GetSkill().GetSkillMaxLV() != buffSkillLV:
|
| | | buffSkillLV = buffSkillLV + 1
|
| | | else:
|
| | | buffSkillLV = 1
|
| | | SkillCommon.AddBuffBySkillType_NoRefurbish(curPlayer , ChConfig.Def_SkillID_ReviveTired, tick, buffSkillLV)
|
| | | GameWorld.DebugLog(' 复活疲劳BUff buffSkillLV=%s'%(buffSkillLV))
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_IsAddReviveTired,0) |
| | | return
|
| | |
|
| | | def PlayerRebornByType(curPlayer, rebornType, tick, mapBornPlace=0, isAddSuperBuff=True):
|
| | | ''' 玩家复活
|
| | | '''
|
| | | gameMap = GameWorld.GetMap()
|
| | | if not __CheckCanReborn(curPlayer, rebornType, gameMap):
|
| | | return
|
| | |
|
| | | GameWorld.Login_Interface_GoldRec(curPlayer , 0 , 0 , 'HealthReborn' , moneyType , moneyPrice)
|
| | | if not GameWorld.IsCrossServer():
|
| | | if not __RebornCost(curPlayer, rebornType, True):
|
| | | return
|
| | | |
| | | __DoPlayerReborn(curPlayer, rebornType, tick, mapBornPlace, isAddSuperBuff)
|
| | | return True
|
| | |
|
| | | ##复活扣除道具
|
| | | #@param curPlayer 玩家实例
|
| | | #@return 是否扣除成功
|
| | | def __RebornDelItem(curPlayer):
|
| | | rebornItem = ItemCommon.FindItemInPackByEffectEx(curPlayer, ChConfig.Def_Effect_Reborn)
|
| | | if not rebornItem:
|
| | | #GeRen_chenxin_143504 对不起,您没有XXX!
|
| | | #PlayerControl.NotifyCode(curPlayer, "GeRen_chenxin_143504", [ChConfig.Def_ItemID_Reborn])
|
| | | return False
|
| | | |
| | | #调用通用接口删除道具
|
| | | ItemCommon.DelItem(curPlayer, rebornItem, 1, True, "Reborn")
|
| | | return True
|
| | |
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | | #===============================================================================
|
| | | # def __NotifyReBornToPlace( curPlayer ):
|
| | | # #普通地图
|
| | | # if GameWorld.GetMap().GetMapFBType() == IPY_GameWorld.fbtNull:
|
| | | # #Revival_Home <n color="0,255,0">提示:您可以在各大主城的杂货店消除身上携带的虚弱状态!</n> 256 -
|
| | | # PlayerControl.NotifyCode( curPlayer, "Revival_Home" )
|
| | | # #副本中
|
| | | # elif not FBLogic.DoNotifyReBorn( curPlayer ):
|
| | | # #输出默认提示
|
| | | # PlayerControl.NotifyCode( curPlayer, "Revival_Home" )
|
| | | # |
| | | # return
|
| | | #===============================================================================
|
| | |
|
| | | ##副本接口:玩家复活
|
| | | #@param curPlayer 玩家实例
|
| | | #@param tick 时间戳
|