ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py
@@ -56,6 +56,7 @@
import PlayerFairyCeremony
import PlayerNewFairyCeremony
import Operate_EquipStone
import OpenServerCampaign
import PlayerWeekParty
import PlayerFairyDomain
import GameFuncComm
@@ -4333,7 +4334,8 @@
    value = int(curActionNode.GetAttribute("value"))
    curPlayerFreePoint = curPlayer.GetFreePoint()
    curPlayer.SetFreePoint(curPlayerFreePoint + value)
    # 更新开服活动灵根数据
    OpenServerCampaign.UpdOpenServerCampaignLingGenData(curPlayer)
    DataRecordPack.DR_Freepoint(curPlayer, "Event", value, {"MissionID":curMission.GetMissionID()})
    return
@@ -5965,18 +5967,20 @@
    if questID != 0:
        curMission = curPlayer.FindMission(questID)
    classLV = GameWorld.ToIntDef(curActionNode.GetAttribute("classLV"), 0)
    if not classLV:
        return
    equipMaxClasslv = IpyGameDataPY.GetFuncCfg('EquipMaxClasslv')
    classlVList = [classLV] if classLV else range(1, equipMaxClasslv+1)
    needPlusLV = GameWorld.ToIntDef(curActionNode.GetAttribute("plusLV"), 0)
    totalCnt = 0
    equipPlaceList = ChConfig.Pack_EquipPart_CanPlusStar[IPY_GameWorld.rptEquip]
    for equipPlace in equipPlaceList:
        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
        if not ipyData:
            continue
        partStarLV = ChEquip.GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, ipyData.GetGridIndex())
        if partStarLV >= needPlusLV:
            totalCnt += 1
        for classLV in classlVList:
            ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
            if not ipyData:
                continue
            partStarLV = ChEquip.GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, ipyData.GetGridIndex())
            if partStarLV >= needPlusLV:
                totalCnt += 1
        
    curMission.SetProperty(key, totalCnt)
    return
@@ -7078,6 +7082,45 @@
        curQualityLV = funcDict[attrID](curPlayer)
    return curQualityLV >= qualityLV
##X条灵根品级达到X级
# @param None
# @return None <Linggenqualitylvcnt qualitylv="品级" value="条数"/>
def ConditionType_Linggenqualitylvcnt(curPlayer, curMission, curActionNode):
    qualityLV = GameWorld.ToIntDef(curActionNode.GetAttribute("qualitylv"), 0)
    cnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
    return GetLinggenQualitylvCnt(curPlayer, qualityLV) >= cnt
##设置达到X品灵根数量
# @param curPlayer 玩家实例
# @param curMission 任务实例
# @param curActionNode节点信息
# @return 返回值无意义
# @remarks <Set_Linggenqualitylvcnt key="" qualitylv="品级"/>
def DoType_Set_Linggenqualitylvcnt(curPlayer, curMission, curActionNode):
    key = curActionNode.GetAttribute("key")
    questID = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0)
    qualityLV = GameWorld.ToIntDef(curActionNode.GetAttribute("qualitylv"), 0)
    if questID != 0:
        curMission = curPlayer.FindMission(questID)
    curMission.SetProperty(key, GetLinggenQualitylvCnt(curPlayer, qualityLV))
    return
def GetLinggenQualitylvCnt(curPlayer, qualityLV):
    # 获取达到X品的灵根数量
    funcDict = {ShareDefine.Def_Effect_Metal: lambda curObj: PlayerControl.GetMetalQualityLV(curObj),
                ShareDefine.Def_Effect_Wood: lambda curObj: PlayerControl.GetWoodQualityLV(curObj),
                ShareDefine.Def_Effect_Water: lambda curObj: PlayerControl.GetWaterQualityLV(curObj),
                ShareDefine.Def_Effect_Fire: lambda curObj: PlayerControl.GetFireQualityLV(curObj),
                ShareDefine.Def_Effect_Earth: lambda curObj: PlayerControl.GetEarthQualityLV(curObj),
                }
    curCnt = 0
    for attrID, func in funcDict.items():
        if func(curPlayer) >= qualityLV:
            curCnt += 1
    return curCnt
##X级通关X层娲皇遗迹
# @param None
# @return None <Passqueenrelecs value="lineID" grade="grade"/>
@@ -7372,4 +7415,36 @@
# @return None <Check_Historyactivity value="活跃度"/>
def ConditionType_Check_Historyactivity(curPlayer, curMission, curActionNode):
    value = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ActivityHistoryPoint, 0) >= value
    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ActivityHistoryPoint, 0) >= value
##设置仙宝寻主领奖进度
# @param curPlayer 玩家实例
# @param curMission 任务实例
# @param curActionNode节点信息
# @return 返回值无意义
# @remarks <Set_Xbxz key="" mwid="法宝ID"/>
def DoType_Set_Xbxz(curPlayer, curMission, curActionNode):
    key = curActionNode.GetAttribute("key")
    questID = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0)
    mwID = GameWorld.ToIntDef(curActionNode.GetAttribute("mwid"), 0)
    if questID != 0:
        curMission = curPlayer.FindMission(questID)
    curMission.SetProperty(key, PlayerMagicWeapon.GetXBXZAwardProgress(curPlayer, mwID))
    return
##仙宝寻主进度判断
# @param None
# @return None <Check_Xbxz value="数量" mwid="法宝ID"/>
def ConditionType_Check_Xbxz(curPlayer, curMission, curActionNode):
    value = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
    mwID = GameWorld.ToIntDef(curActionNode.GetAttribute("mwid"), 0)
    return PlayerMagicWeapon.GetXBXZAwardProgress(curPlayer, mwID) >= value
##商城表商品购买记录判断(只适用购买次数不重置的)
# @param None
# @return None <Check_Buyshopitem value="数量" index="商城表唯一ID"/>
def ConditionType_Check_Buyshopitem(curPlayer, curMission, curActionNode):
    value = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
    itemIndex = GameWorld.ToIntDef(curActionNode.GetAttribute("index"), 0)
    curDayBuyCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ShopItemDayBuyCnt % itemIndex)
    return curDayBuyCnt >= value