|  |  | 
 |  |  |             PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_SoulSplinters, itemCount)
 | 
 |  |  |         elif itemID == ChConfig.Def_ItemID_SoulCore:
 | 
 |  |  |             PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_SoulCore, itemCount)
 | 
 |  |  |         elif itemID == ChConfig.Def_ItemID_Honor:
 | 
 |  |  |             PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_Honor, itemCount)
 | 
 |  |  |         return True
 | 
 |  |  |     
 | 
 |  |  |     ## 放入物品 
 | 
 |  |  | 
 |  |  |             return False
 | 
 |  |  |         
 | 
 |  |  |         itemID = tagItem.GetItemTypeID()
 | 
 |  |  |         #激活成就的道具
 | 
 |  |  |         if tagItem.GetType() == ChConfig.Def_ItemType_SuccessItem:
 | 
 |  |  |             PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_GetSpecialItem, 1, [tagItem.GetEffectByIndex(0).GetEffectValue(0)])
 | 
 |  |  |             return True
 | 
 |  |  |         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:
 | 
 |  |  | 
 |  |  |     curItemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
 | 
 |  |  |     if not curItemData:
 | 
 |  |  |         return False
 | 
 |  |  |      | 
 |  |  |     #激活成就的道具
 | 
 |  |  |     if curItemData.GetType() == ChConfig.Def_ItemType_SuccessItem:
 | 
 |  |  |         PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_GetSpecialItem, 1, [itemID])
 | 
 |  |  |         return True
 | 
 |  |  |     
 | 
 |  |  |     defaultPack = IPY_GameWorld.rptItem if not packIndexList else packIndexList[0]
 | 
 |  |  |     packIndex = ChConfig.GetItemPackType(curItemData.GetType(), defaultPack)
 |