|  |  | 
 |  |  | import Operate_EquipStone
 | 
 |  |  | import Operate_EquipSuitCompose
 | 
 |  |  | import IpyGameDataPY
 | 
 |  |  | import EventShell
 | 
 |  |  | 
 | 
 |  |  | import math
 | 
 |  |  | #---------------------------------------------------------------------
 | 
 |  |  | ## 放不下主角背包放入万能背包的逻辑, curGiveItem 要先 SetCount
 | 
 |  |  | #  @param curPlayer 当前玩家
 | 
 |  |  | 
 |  |  |             Operate_EquipStone.DoMoveEquipStone(curPlayer, packEquipIndex)
 | 
 |  |  |             #套装降级处理
 | 
 |  |  |             Operate_EquipSuitCompose.CheckEquipSuitReduce(curPlayer, packEquipIndex)
 | 
 |  |  |              | 
 |  |  |             EventShell.EventRespons_EquipStar(curPlayer)
 | 
 |  |  |         self.RefreshStartEquipCount()
 | 
 |  |  |         return packEquipIndex if result else -1
 | 
 |  |  |     
 | 
 |  |  | 
 |  |  |         self.RefreshStartEquipCount()
 | 
 |  |  |         #套装降级处理
 | 
 |  |  |         Operate_EquipSuitCompose.CheckEquipSuitReduce(curPlayer, equipIndex)
 | 
 |  |  |         EventShell.EventRespons_EquipStar(curPlayer)
 | 
 |  |  | #===============================================================================
 | 
 |  |  | #        #destItemPlace = 卸下物品的位置        
 | 
 |  |  | #        destItemPlace = curPack.GetAt(packIndex)
 | 
 |  |  | 
 |  |  |     def PutInItem(self, packIndex, tagItem, defaultPile=True, event=["", False, {}]):
 | 
 |  |  |         curPlayer = self.__Player
 | 
 |  |  |         
 | 
 |  |  |         if packIndex != ShareDefine.rptTreasure and self.DoTransformItem(curPlayer, tagItem):
 | 
 |  |  |             tagItem.Clear() # 需清除,不然会导致内存泄露   寻宝仓库可暂存直接转化数值的物品
 | 
 |  |  |             return True
 | 
 |  |  |          | 
 |  |  |         isEquip = ItemCommon.CheckItemIsEquip(tagItem)
 | 
 |  |  |         if isEquip:
 | 
 |  |  |             defaultPile = False # 装备默认不判断堆叠
 | 
 |  |  | 
 |  |  |         
 | 
 |  |  |         packIndex = ChConfig.GetItemPackType(curItemData.GetType(), packIndex)
 | 
 |  |  |         
 | 
 |  |  |         if not self.CanPutInItem(packIndex, tagItem.GetItemTypeID(), tagItem.GetCount(), tagItem.GetIsBind(), defaultPile):
 | 
 |  |  |             GameWorld.DebugLog("背包满,不能放入物品 count = %d"%tagItem.GetCount())
 | 
 |  |  |         if not self.CanPutInItem(packIndex, tagItem.GetItemTypeID(), GetItemCount(tagItem), tagItem.GetIsBind(), defaultPile):
 | 
 |  |  |             GameWorld.DebugLog("背包满,不能放入物品 count = %d"%GetItemCount(tagItem))
 | 
 |  |  |             tagItem.Clear()
 | 
 |  |  |             return False
 | 
 |  |  |         
 | 
 |  |  |         itemID = tagItem.GetItemTypeID()
 | 
 |  |  |         if itemID in ChConfig.Def_TransformItemIDList:
 | 
 |  |  |             # 直接转化为对应货币的物品仅在放入背包时直接转化,否则还是以真实物品的形式存在,但堆叠上限需要做特殊处理
 | 
 |  |  |             if packIndex == IPY_GameWorld.rptItem:
 | 
 |  |  |                 self.DoTransformItem(curPlayer, tagItem)
 | 
 |  |  |                 tagItem.Clear() # 需清除,不然会导致内存泄露
 | 
 |  |  |                 return True
 | 
 |  |  |             defaultPile = True
 | 
 |  |  |             maxPackCount = ChConfig.Def_UpperLimit_DWord # 转化物品叠加上限不取物品表的, 暂定堆叠上限20亿
 | 
 |  |  |         else:
 | 
 |  |  |             maxPackCount = curItemData.GetPackCount()
 | 
 |  |  |              | 
 |  |  |         # 虚拟背包, 默认不做叠加
 | 
 |  |  |         if packIndex in ShareDefine.Def_VPack_TypeList:
 | 
 |  |  |             return self.PutItemInVPack(packIndex, tagItem, event)
 | 
 |  |  | 
 |  |  |                 if item.GetIsLocked() == True:
 | 
 |  |  |                     continue
 | 
 |  |  |                 
 | 
 |  |  |                 packItemCount = item.GetCount()
 | 
 |  |  |                 curItemCount = tagItem.GetCount()
 | 
 |  |  |                 canPutinCount = tagItem.GetPackCount() - packItemCount
 | 
 |  |  |                 packItemCount = GetItemCount(item)
 | 
 |  |  |                 curItemCount = GetItemCount(tagItem)
 | 
 |  |  |                 canPutinCount = maxPackCount - packItemCount
 | 
 |  |  |                 if canPutinCount <= 0:
 | 
 |  |  |                     continue    
 | 
 |  |  |                 #可以摆放
 | 
 |  |  | 
 |  |  |             if item.IsEmpty() != True:
 | 
 |  |  |                 continue
 | 
 |  |  |             
 | 
 |  |  |             packItemCount = item.GetCount() # Ϊ0
 | 
 |  |  |             curItemCount = tagItem.GetCount()
 | 
 |  |  |             canPutinCount = tagItem.GetPackCount() - packItemCount
 | 
 |  |  |             packItemCount = GetItemCount(item) # Ϊ0
 | 
 |  |  |             curItemCount = GetItemCount(tagItem)
 | 
 |  |  |             canPutinCount = maxPackCount - packItemCount
 | 
 |  |  |             if canPutinCount <= 0:
 | 
 |  |  |                 continue
 | 
 |  |  |             #可以摆放
 | 
 |  |  |             if curItemCount > canPutinCount:
 | 
 |  |  |                 #需要创建新物品放入
 | 
 |  |  |                 curCreateItem = ItemCommon.CreateSingleItem(tagItem.GetItemTypeID())
 | 
 |  |  |                 curCreateItem = GetOutPutItemObj(tagItem.GetItemTypeID(), canPutinCount, isBind)
 | 
 |  |  |                 #注意: 不能在这里AssignItem, 否则会有2个物品指针指向同一个物品实例 . 巨大的错误在这一句 : curCreateItem.Assign(tagItem)
 | 
 |  |  |                 SetItemCount(curCreateItem, canPutinCount)
 | 
 |  |  |                 SetItemIsBind(curCreateItem, isBind)
 | 
 |  |  |                 #此处不做装备拆解,如有需求外传for处理
 | 
 |  |  |                 #如果是装备,那么 maxPackCount 为1 这里会循环自动创建新物品,所以直接 GetOutPutItemObj 即可, 暂不支持定制装备拆解
 | 
 |  |  |                 
 | 
 |  |  |                 item.AssignItem(curCreateItem)
 | 
 |  |  |                 SetItemCount(tagItem, curItemCount - canPutinCount)
 | 
 |  |  | 
 |  |  |                     ItemCommon.DR_GetItem(curPlayer, packIndex, eventName, itemNoteDict, addDict)
 | 
 |  |  |             else:
 | 
 |  |  |                 #可以放下
 | 
 |  |  |                 if isEquip:
 | 
 |  |  |                     self.CheckEquipAttr(packIndex, tagItem)
 | 
 |  |  |                      | 
 |  |  |                 if tagItem.GetGameWorldItemType() == IPY_GameWorld.gwitRoleItem:
 | 
 |  |  |                     item.PutIn(tagItem)
 | 
 |  |  |                 elif tagItem.GetGameWorldItemType() == IPY_GameWorld.gwitSingleItem:
 | 
 |  |  | 
 |  |  |                 putResult = True
 | 
 |  |  |                 
 | 
 |  |  |                 if isNeedRecord:
 | 
 |  |  |                     itemNoteDict = ItemCommon.GetItemNoteDict(item, curItemCount, packItemCount, item.GetCount())
 | 
 |  |  |                     itemNoteDict = ItemCommon.GetItemNoteDict(item, curItemCount, packItemCount, GetItemCount(item))
 | 
 |  |  |                     ItemCommon.DR_GetItem(curPlayer, packIndex, eventName, itemNoteDict, addDict)
 | 
 |  |  |                 break
 | 
 |  |  |                                                 
 | 
 |  |  |         #放入东西
 | 
 |  |  |         return putResult
 | 
 |  |  |     
 | 
 |  |  |     def CheckEquipAttr(self, packType, curItem):
 | 
 |  |  |         legendAttrIDCount = curItem.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrID)
 | 
 |  |  |         legendAttrValueCount = curItem.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrValue)
 | 
 |  |  |          | 
 |  |  |         if legendAttrIDCount and legendAttrValueCount and legendAttrIDCount == legendAttrValueCount:
 | 
 |  |  |             return
 | 
 |  |  |          | 
 |  |  |         legendAttrInfo = GetAddEquipLegendAttr(curItem)
 | 
 |  |  |         if not legendAttrInfo:
 | 
 |  |  |             return
 | 
 |  |  |          | 
 |  |  |         curPlayer = self.__Player
 | 
 |  |  |         srcScore = ItemCommon.GetEquipGearScore(curItem)
 | 
 |  |  |         legendAttrIDList, legendAttrValueList = legendAttrInfo
 | 
 |  |  |         curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrID)
 | 
 |  |  |         curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrValue)
 | 
 |  |  |         for i in xrange(len(legendAttrIDList)):
 | 
 |  |  |             curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrID, legendAttrIDList[i])
 | 
 |  |  |             curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrValue, legendAttrValueList[i])
 | 
 |  |  |         ItemCommon.MakeEquipGS(curItem)
 | 
 |  |  |         updScore = ItemCommon.GetEquipGearScore(curItem)
 | 
 |  |  |         GameWorld.ErrLog("传奇属性异常,重新刷新一次属性: packType=%s,itemID=%s,legendAttrIDList=%s,legendAttrValueList=%s,srcScore=%s,updScore=%s"  | 
 |  |  |                          % (packType, curItem.GetItemTypeID(), legendAttrIDList, legendAttrValueList, srcScore, updScore), curPlayer.GetPlayerID())
 | 
 |  |  |         return
 | 
 |  |  |      | 
 |  |  |     def CheckRolePackEquipAttr(self):
 | 
 |  |  |         curPlayer = self.__Player
 | 
 |  |  |         key = "LoginCheckEquipAttr"
 | 
 |  |  |         if curPlayer.NomalDictGetProperty(key):
 | 
 |  |  |             return
 | 
 |  |  |         checkPackList = [IPY_GameWorld.rptEquip, IPY_GameWorld.rptItem, IPY_GameWorld.rptWarehouse]
 | 
 |  |  |         for packType in checkPackList:
 | 
 |  |  |             curPack = curPlayer.GetItemManager().GetPack(packType)
 | 
 |  |  |             for i in xrange(curPack.GetCount()):
 | 
 |  |  |                 curItem = curPack.GetAt(i)
 | 
 |  |  |                 #GameWorld.DebugLog("packType=%s,i=%s" % (packType, i))
 | 
 |  |  |                 if curItem.IsEmpty():
 | 
 |  |  |                     continue
 | 
 |  |  |                 isEquip = ItemCommon.CheckItemIsEquip(curItem)
 | 
 |  |  |                 if not isEquip:
 | 
 |  |  |                     continue
 | 
 |  |  |                 self.CheckEquipAttr(packType, curItem)
 | 
 |  |  |         PlayerControl.NomalDictSetProperty(curPlayer, key, 1)
 | 
 |  |  |         return
 | 
 |  |  | 
 | 
 |  |  |     ## 是否能放入物品 
 | 
 |  |  |     #  @param packIndex 背包索引
 | 
 |  |  |     #  @param curItemID 当前物品ID
 | 
 |  |  | 
 |  |  |             return False, 0 
 | 
 |  |  |         
 | 
 |  |  |         if curItemID in ChConfig.Def_TransformItemIDList:
 | 
 |  |  |             #特殊物品无需判断数量
 | 
 |  |  |             return True, 0
 | 
 |  |  |          | 
 |  |  |         maxPackCount = curItemData.GetPackCount()
 | 
 |  |  |          | 
 |  |  |             # 货币直接转换的物品如果是放入背包的则直接转化,无需暂用格子
 | 
 |  |  |             if packIndex == IPY_GameWorld.rptItem:
 | 
 |  |  |                 return True, 0
 | 
 |  |  |             maxPackCount = ChConfig.Def_UpperLimit_DWord # 转化物品叠加上限不取物品表的, 暂定堆叠上限20亿
 | 
 |  |  |         else:
 | 
 |  |  |             maxPackCount = curItemData.GetPackCount()
 | 
 |  |  |              | 
 |  |  |         if maxPackCount == 0:
 | 
 |  |  |             GameWorld.Log("策划填表错误 %s -> maxPackCount = %s" % (curItemID , maxPackCount))
 | 
 |  |  |             return False, 0
 | 
 |  |  |          | 
 |  |  |         # 特殊处理不同的物品放入不同的背包,如神兽背包
 | 
 |  |  |         packIndex = ChConfig.GetItemPackType(curItemData.GetType(), packIndex)
 | 
 |  |  |         
 | 
 |  |  |         maxCanPutItem = 0
 | 
 |  |  |         curPlayer = self.__Player
 | 
 |  |  | 
 |  |  |         
 | 
 |  |  |         itemIndex = -1
 | 
 |  |  |         curPack = self.__PlayerItemManager.GetPack(packIndex)
 | 
 |  |  |         for i in range(0, curPack.GetCount()):
 | 
 |  |  |         for i in xrange(curPack.GetCount()):
 | 
 |  |  |             item = curPack.GetAt(i)
 | 
 |  |  | 
 | 
 |  |  |             if item.IsEmpty():
 | 
 |  |  | 
 |  |  |                         continue
 | 
 |  |  |     
 | 
 |  |  |                     if (CanPackItemByItemType(item.GetItemTypeID(), item.GetIsBind(), curItemID, isBind) and
 | 
 |  |  |                         maxPackCount > item.GetCount()):
 | 
 |  |  |                         maxPackCount > GetItemCount(item)):
 | 
 |  |  |                         #该物品锁定不执行==============================================
 | 
 |  |  |                         #可堆叠
 | 
 |  |  |                         maxCanPutItem += maxPackCount - item.GetCount()
 | 
 |  |  |                         maxCanPutItem += maxPackCount - GetItemCount(item)
 | 
 |  |  |                         if itemIndex == -1:
 | 
 |  |  |                             itemIndex = i
 | 
 |  |  |             
 | 
 |  |  | 
 |  |  | 
 | 
 |  |  | def __CmpRolePack(item1, item2):
 | 
 |  |  |     # 装备评分高  评分0  评分低,外层分列表
 | 
 |  |  |     # 颜色-星数 - 装备类型 - ID,内层比较 暂时不做时间判断
 | 
 |  |  |      | 
 |  |  |     if item1.GetItemColor() == item2.GetItemColor():
 | 
 |  |  |         if item1.GetItemQuality() == item2.GetItemQuality():
 | 
 |  |  |             itemType1 = item1.GetType()
 | 
 |  |  |             itemType2 = item2.GetType()
 | 
 |  |  |             if itemType1 == itemType2:
 | 
 |  |  |     #===========================================================================
 | 
 |  |  |     # # 颜色-星数 - 装备类型 - ID,内层比较 暂时不做时间判断
 | 
 |  |  |     #  | 
 |  |  |     # if item1.GetItemColor() == item2.GetItemColor():
 | 
 |  |  |     #    if item1.GetItemQuality() == item2.GetItemQuality():
 | 
 |  |  |     #        itemType1 = item1.GetType()
 | 
 |  |  |     #        itemType2 = item2.GetType()
 | 
 |  |  |     #        if itemType1 == itemType2:
 | 
 |  |  |     #            return cmp(item1.GetItemTypeID(), item2.GetItemTypeID())
 | 
 |  |  |     #        else:
 | 
 |  |  |     #            #类型有定义配置顺序
 | 
 |  |  |     #            typeList = IpyGameDataPY.GetFuncEvalCfg("PackageSortPriority", 1)
 | 
 |  |  |     #            if itemType1 in typeList and itemType2 in typeList:
 | 
 |  |  |     #                return cmp(typeList.index(item1.GetType()), typeList.index(item2.GetType()))
 | 
 |  |  |     #            elif itemType1 in typeList:
 | 
 |  |  |     #                #排在前面
 | 
 |  |  |     #                return -1
 | 
 |  |  |     #            elif itemType2 in typeList:
 | 
 |  |  |     #                return 1
 | 
 |  |  |     #            else:
 | 
 |  |  |     #                return cmp(itemType1, itemType2)
 | 
 |  |  |     #    else:
 | 
 |  |  |     #        return cmp(0-item1.GetItemQuality(), 0-item2.GetItemQuality())
 | 
 |  |  |     # else:
 | 
 |  |  |     #    return cmp(0-item1.GetItemColor(), 0-item2.GetItemColor())
 | 
 |  |  |     #===========================================================================
 | 
 |  |  | 
 | 
 |  |  |     # 装备类型-颜色-星数 - ID,内层比较 暂时不做时间判断
 | 
 |  |  |     itemType1 = item1.GetType()
 | 
 |  |  |     itemType2 = item2.GetType()
 | 
 |  |  |     if itemType1 == itemType2:
 | 
 |  |  |         if item1.GetItemColor() == item2.GetItemColor():
 | 
 |  |  |             if item1.GetItemQuality() == item2.GetItemQuality():
 | 
 |  |  |                 return cmp(item1.GetItemTypeID(), item2.GetItemTypeID())
 | 
 |  |  |             else:
 | 
 |  |  |                 #类型有定义配置顺序
 | 
 |  |  |                 typeList = IpyGameDataPY.GetFuncEvalCfg("PackageSortPriority", 1)
 | 
 |  |  |                 if itemType1 in typeList and itemType2 in typeList:
 | 
 |  |  |                     return cmp(typeList.index(item1.GetType()), typeList.index(item2.GetType()))
 | 
 |  |  |                 elif itemType1 in typeList:
 | 
 |  |  |                     #排在前面
 | 
 |  |  |                     return -1
 | 
 |  |  |                 elif itemType2 in typeList:
 | 
 |  |  |                     return 1
 | 
 |  |  |                 else:
 | 
 |  |  |                     return cmp(itemType1, itemType2)
 | 
 |  |  |                 return cmp(0-item1.GetItemQuality(), 0-item2.GetItemQuality())
 | 
 |  |  |         else:
 | 
 |  |  |             return cmp(0-item1.GetItemQuality(), 0-item2.GetItemQuality())
 | 
 |  |  |             return cmp(0-item1.GetItemColor(), 0-item2.GetItemColor())
 | 
 |  |  |     else:
 | 
 |  |  |         return cmp(0-item1.GetItemColor(), 0-item2.GetItemColor())
 | 
 |  |  | 
 | 
 |  |  |         #类型有定义配置顺序
 | 
 |  |  |         typeList = IpyGameDataPY.GetFuncEvalCfg("PackageSortPriority", 1)
 | 
 |  |  |         if itemType1 in typeList and itemType2 in typeList:
 | 
 |  |  |             return cmp(typeList.index(item1.GetType()), typeList.index(item2.GetType()))
 | 
 |  |  |         elif itemType1 in typeList:
 | 
 |  |  |             #排在前面
 | 
 |  |  |             return -1
 | 
 |  |  |         elif itemType2 in typeList:
 | 
 |  |  |             return 1
 | 
 |  |  |         else:
 | 
 |  |  |             return cmp(itemType1, itemType2)
 | 
 |  |  |          | 
 |  |  |          | 
 |  |  | 
 | 
 |  |  | def __ResetItem_AddItemInList(curList, addItem):
 | 
 |  |  |     #把物品放到列表中, 要判断叠加
 | 
 |  |  | 
 |  |  |             errorInfo = "%s %s %s -- ItemControler->SetItemCount::" % (playerID, accID, playerName)
 | 
 |  |  |             GameWorld.ErrLog(errorInfo + str(traceback.extract_stack()) + "\n" + traceback.format_exc())
 | 
 |  |  |             raise
 | 
 |  |  |          | 
 |  |  | def GetItemCount(item):
 | 
 |  |  |     if item.GetItemTypeID() in ChConfig.Def_TransformItemIDList:
 | 
 |  |  |         return item.GetUserAttr(ShareDefine.Def_IudetItemCount)
 | 
 |  |  |     return item.GetCount()
 | 
 |  |  | 
 | 
 |  |  | def GetItemNeedPackCount(packType, itemData, itemCount):
 | 
 |  |  |     if itemData.GetItemTypeID() in ChConfig.Def_TransformItemIDList:
 | 
 |  |  |         # 货币直接转换的物品如果是放入背包的则不需要暂用格子,放入其他的背包的则按物品叠加上限算
 | 
 |  |  |         if packType == IPY_GameWorld.rptItem:
 | 
 |  |  |             return 0
 | 
 |  |  |         packCount = ChConfig.Def_UpperLimit_DWord # 转化物品叠加上限不取物品表的
 | 
 |  |  |     else:
 | 
 |  |  |         packCount = itemData.GetPackCount()
 | 
 |  |  |     return int(math.ceil(itemCount / float(packCount)))
 | 
 |  |  | 
 | 
 |  |  | ## 双手武器,需要两只手才拿得动
 | 
 |  |  | #  @param curEquip
 | 
 |  |  | 
 |  |  |     # {属性ID:{颜色:数值, ...}, ...}
 | 
 |  |  |     if isDogzEquip:
 | 
 |  |  |         # 神兽装备数值不一样 
 | 
 |  |  |         legAttrValueColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor2")
 | 
 |  |  |         legAttrValueColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor2", 1, {})
 | 
 |  |  |         legAttrValueClassLVColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor2", 2, {})
 | 
 |  |  |     else:
 | 
 |  |  |         legAttrValueColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor")
 | 
 |  |  |         legAttrValueColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor", 1, {})
 | 
 |  |  |         legAttrValueClassLVColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor", 2, {})
 | 
 |  |  |     legAttrValueClassLVDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByClassLV")
 | 
 |  |  |     for attrID in randAttrIDList:
 | 
 |  |  |         if attrID in legAttrValueColorDict:
 | 
 |  |  | 
 |  |  |                 GameWorld.ErrLog("没有配置传奇属性ID装备颜色对应的数值, attrID=%s,itemColor=%s" % (attrID, itemColor))
 | 
 |  |  |                 continue
 | 
 |  |  |             attrValue = colorValueDict[itemColor]
 | 
 |  |  |         # {属性ID:{阶:{颜色:数值, ...}, ...}, ...}
 | 
 |  |  |         elif attrID in legAttrValueClassLVColorDict:
 | 
 |  |  |             classLVColorValueDict = legAttrValueClassLVColorDict[attrID]
 | 
 |  |  |             if itemClassLV in classLVColorValueDict:
 | 
 |  |  |                 colorValueDict = classLVColorValueDict[itemClassLV]
 | 
 |  |  |             else:
 | 
 |  |  |                 minClassLV, maxClassLV = min(classLVColorValueDict), max(classLVColorValueDict)
 | 
 |  |  |                 if itemClassLV <= minClassLV:
 | 
 |  |  |                     colorValueDict = classLVColorValueDict[minClassLV]
 | 
 |  |  |                 elif itemClassLV >= maxClassLV:
 | 
 |  |  |                     colorValueDict = classLVColorValueDict[maxClassLV]
 | 
 |  |  |                 else:
 | 
 |  |  |                     GameWorld.ErrLog("没有配置传奇属性ID装备阶级颜色对应的数值, attrID=%s,itemClassLV=%s" % (attrID, itemClassLV))
 | 
 |  |  |                     continue
 | 
 |  |  |             if itemColor not in colorValueDict:
 | 
 |  |  |                 GameWorld.ErrLog("没有配置传奇属性ID装备阶级颜色对应的数值, attrID=%s,itemClassLV=%s,itemColor=%s" % (attrID, itemClassLV, itemColor))
 | 
 |  |  |                 continue
 | 
 |  |  |             attrValue = colorValueDict[itemColor]
 | 
 |  |  |         elif attrID in legAttrValueClassLVDict:
 | 
 |  |  |             classLVValueDict = legAttrValueClassLVDict[attrID]
 | 
 |  |  |             if itemClassLV in classLVValueDict:
 |