ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventShell.py
@@ -98,7 +98,7 @@
import EventReport
import PlayerCoat
import PlayerGatherSoul
import PlayerArrestTask
#import PlayerArrestTask
import PlayerRune
import IpyGameDataPY
import FormulaControl
@@ -342,6 +342,7 @@
        return
    
    curPlayer.SetActionObj(curNPC)
    PlayerControl.ChangePlayerAction(curPlayer, IPY_GameWorld.paNull)
    
    if NPCCommon.OnCollectNPCBegin(curPlayer, curNPC, tick):
        return
@@ -1572,9 +1573,10 @@
        GameWorld.DebugLog("任务状态(%s)不可提交,不能完成任务!taskID=%s" % (missionState, taskID))
        return
    
    curQuestData = QuestManager.FindQuest(taskID)
    rewardPer = 100 if rewardPer <= 0 else rewardPer
    moneyType, moneyCnt = 0, 0
    curQuestData = QuestManager.FindQuest(taskID)
    # 环任务支持多倍奖励领取
    if curQuestData != None and curQuestData.Type in QuestCommon.Def_RunTask_Type_List:
        if rewardPer != 100:
@@ -1682,6 +1684,14 @@
    RunQuestEvent(curPlayer, "on_trialtowercnt", cnt, Def_RunQuestType_Normal)
    return
## 通关天星塔第X层
#  @param curPlayer 玩家实例
#  @param eventName
#  @return None
def EventRespons_SkyTowerCnt(curPlayer, cnt):
    RunQuestEvent(curPlayer, "skytowerpass", cnt, Def_RunQuestType_Normal)
    return
##护送X次美女 
# @param curPlayer 玩家实例
# @param eventName 事件名
@@ -1780,20 +1790,27 @@
    RunQuestEvent(curPlayer, "passiveset", "passiveset", Def_RunQuestType_Normal)
    return
def EventRespons_PlusGodWeapon(curPlayer):
def EventRespons_PlusGodWeapon(curPlayer, weaponType):
    #神兵锤炼
    RunQuestEvent(curPlayer, "plusgodweapon", "plusgodweapon", Def_RunQuestType_Normal)
    RunQuestEvent(curPlayer, "plusgodweapon", weaponType, Def_RunQuestType_Normal)
    return
def EventRespons_GodWeaponUp(curPlayer, weaponType, attrLV):
    # 神兵升级
    RunQuestEvent(curPlayer, "godweaponup", "%s_%s"%(weaponType, attrLV), Def_RunQuestType_Normal)
    return
def EventRespons_RefineItem(curPlayer, alchemyLV):
def EventRespons_RefineItem(curPlayer, alchemyLV, alchemyItemID):
    #八卦炉炼丹
    RunQuestEvent(curPlayer, "refineitem", alchemyLV, Def_RunQuestType_Normal)
    RunQuestEvent(curPlayer, "refineitem", "refineitem", Def_RunQuestType_Normal)
    #这两个接口策划暂时不用,先注释,使用新的连某个丹药接口
    #RunQuestEvent(curPlayer, "refineitem", alchemyLV, Def_RunQuestType_Normal)
    #RunQuestEvent(curPlayer, "refineitem", "refineitem", Def_RunQuestType_Normal)
    RunQuestEvent(curPlayer, "refineitem", alchemyItemID, Def_RunQuestType_Normal)
    return
def EventRespons_RefineStoveUp(curPlayer, alchemyLV):
    #八卦炉升至X级
    RunQuestEvent(curPlayer, "refinestoveup", alchemyLV, Def_RunQuestType_Normal)
    RunQuestEvent(curPlayer, "refinestoveup", alchemyLV, Def_RunQuestType_RunAll)
    return
def EventRespons_GetRealmPoint(curPlayer):
@@ -1878,9 +1895,9 @@
    RunQuestEvent(curPlayer, "equipplus", '%s_%s'%(classLV, partPlusLV), Def_RunQuestType_Normal)
    return
def EventRespons_EquipStar(curPlayer):
    #装备总星级变化
    RunQuestEvent(curPlayer, "equipstar", "equipstar", Def_RunQuestType_Normal)
def EventRespons_EquipPlusEvolve(curPlayer, nextEvolveLV):
    #强化进化
    RunQuestEvent(curPlayer, "equipplusevolve", "equipplusevolve", Def_RunQuestType_Normal)
    return
def EventRespons_Talk(curPlayer, eventName):
@@ -1888,9 +1905,10 @@
    RunQuestEvent(curPlayer, "talk", eventName, Def_RunQuestType_Normal)
    return
def EventRespons_FairyDomain(curPlayer):
def EventRespons_FairyDomain(curPlayer, eventType):
    #完成缥缈仙域事件
    RunQuestEvent(curPlayer, "fairydomain", 'fairydomain', Def_RunQuestType_Normal)
    RunQuestEvent(curPlayer, "fairydomain", eventType, Def_RunQuestType_Normal)
    return
def EventRespons_AroundMission(curPlayer, missionType):
@@ -1902,6 +1920,109 @@
    #完成祈愿
    RunQuestEvent(curPlayer, "pray", prayType, Def_RunQuestType_Normal)
    return
def EventRespons_ThinkMagicWeapon(curPlayer):
    #感应法宝
    RunQuestEvent(curPlayer, "thinkfabao", 'thinkfabao', Def_RunQuestType_Normal)
    return
def EventRespons_ElementSkill(curPlayer, mainSkillID, skillElementType, updSelectSkillLV):
    #激活五行专精 主技能ID_专精类型_激活等级.xml
    RunQuestEvent(curPlayer, "elementskill", '%s_%s_%s'%(mainSkillID, skillElementType, updSelectSkillLV), Def_RunQuestType_Normal)
    return
def EventRespons_EquipStarUp(curPlayer):
    #装备升星
    RunQuestEvent(curPlayer, "equipstarup", 'equipstarup', Def_RunQuestType_Normal)
    return
def EventRespons_InlayStone(curPlayer):
    #宝石镶嵌
    RunQuestEvent(curPlayer, "inlaystone", 'inlaystone', Def_RunQuestType_Normal)
    return
def EventRespons_StoneChange(curPlayer):
    # 宝石变更
    RunQuestEvent(curPlayer, "stonechange", 'stonechange', Def_RunQuestType_Normal)
    return
def EventRespons_EquipItem(curPlayer):
    #穿脱装备
    RunQuestEvent(curPlayer, "equipitem", 'equipitem', Def_RunQuestType_Normal)
    return
def EventRespons_SkillUp(curPlayer, FuncType, skillLV):
    #升级技能
    RunQuestEvent(curPlayer, "skillup", FuncType, Def_RunQuestType_Normal)
    RunQuestEvent(curPlayer, "skillup", '%s_%s' % (FuncType, skillLV), Def_RunQuestType_Normal)
    return
def EventRespons_LingGenQualityUP(curPlayer, attrID, qualityLV):
    #灵根升品
    RunQuestEvent(curPlayer, "linggenqualityup", '%s_%s' % (attrID, qualityLV), Def_RunQuestType_Normal)
    return
def EventRespons_AddPoint(curPlayer):
    #灵根加点
    RunQuestEvent(curPlayer, "addpoint", '0', Def_RunQuestType_Normal)
    return
def EventRespons_ActivityAward(curPlayer, awardIndex):
    #活跃领奖
    RunQuestEvent(curPlayer, "activityaward", awardIndex, Def_RunQuestType_Normal)
    return
def EventRespons_AddActivityValue(curPlayer):
    # 增加活跃度
    RunQuestEvent(curPlayer, "addactivity", "addactivity", Def_RunQuestType_Normal)
    return
def EventRespons_HorsePetBoss(curPlayer):
    #参加骑宠BOSS
    RunQuestEvent(curPlayer, "horsepetboss", 'horsepetboss', Def_RunQuestType_Normal)
    return
def EventRespons_LingGenReset(curPlayer):
    #灵根重置
    RunQuestEvent(curPlayer, "linggenreset", 'linggenreset', Def_RunQuestType_Normal)
    return
def EventRespons_UseMissionItem(curPlayer, missionID):
    # 使用物品触发任务
    RunQuestEvent(curPlayer, "usemissionitem", missionID, Def_RunQuestType_RunAll)
    return
def EventRespons_XBXZ(curPlayer, MWID):
    # 仙宝寻主领奖
    RunQuestEvent(curPlayer, "xbxz", MWID, Def_RunQuestType_Normal)
    return
def EventRespons_AddAuctionEquip(curPlayer, color):
    # 上架装备拍品
    RunQuestEvent(curPlayer, "addauctionequip", color, Def_RunQuestType_Normal)
    return
def EventRespons_BuyAuctionEquip(curPlayer, color):
    # 购买装备拍品
    RunQuestEvent(curPlayer, "buyauctionequip", color, Def_RunQuestType_Normal)
    return
def EventRespons_OnMoneyChange(curPlayer, moneyType):
    # 货币变更时
    # 暂开放灵石
    if moneyType not in [IPY_GameWorld.TYPE_Price_Gold_Paper]:
        return
    RunQuestEvent(curPlayer, "onmoneychange", moneyType, Def_RunQuestType_Normal)
    return
def EventRespons_ActivityPlace(curPlayer, event, runall=False):
    ''' 活跃放置事件
    @param event: 可启动 canstart、启动 start、可领奖 cangetreward、领奖 getreward
    '''
    RunQuestEvent(curPlayer, "activityplace", event, Def_RunQuestType_RunAll if runall else Def_RunQuestType_Normal)
    return
#---------------------------------------------------------------------
#================================================================================
@@ -3866,15 +3987,18 @@
        PlayerControl.NotifyCode(curPlayer, "Task_cannot_Delete02")
        return
    
    if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
        PlayerControl.NotifyCode(curPlayer, "GeRen_hgg_880525")
    #if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
    #    PlayerControl.NotifyCode(curPlayer, "GeRen_hgg_880525")
    #    return
    curQuestData = QuestManager.FindQuest(missionID)
    if not curQuestData:
        return
    
    #放弃悬赏任务
    if missionID == ChConfig.Def_ArrestMissionID:
        PlayerArrestTask.OnDeleteArrestTask(curPlayer)
    #if missionID == ChConfig.Def_ArrestMissionID:
    #    PlayerArrestTask.OnDeleteArrestTask(curPlayer)
    #先在任务表中找数据, 如果找到了, 就不遍历XML了
    if __DoLogic_DeleteMission(curPlayer, curMission):
        GameWorld.Log("在任务表中找数据, 删除任务 = %s, 状态 = %s"%(missionID, missionState), curPlayer.GetID())
@@ -4461,7 +4585,7 @@
    # 需要付钱
    costMoneyList = []
    if needMoney > 0:
        costMoneyList = PlayerControl.HaveMoneyEx(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, needMoney)
        costMoneyList = PlayerControl.HaveMoneyEx(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Paper, needMoney)
        if costMoneyList == []:
            #金钱不足
            return False, costMoneyList
@@ -4783,6 +4907,32 @@
    RunQuestEvent(curPlayer, "on_revlogintype_event", "on_revlogintype_event", Def_RunQuestType_Normal)
    return
#// A2 07 接受任务 #tagCMTakeTask
#
#struct    tagCMTakeTask
#{
#    tagHead        Head;
#    DWORD        TaskID;
#};
def OnTakeTask(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    missionID = clientData.TaskID
    curMission = curPlayer.FindMission(missionID)
    if not curMission:
        return
    missionState = curMission.GetState()
    if missionState != ChConfig.Def_Mission_State_NoAccept:
        return
    curQuestData = QuestManager.FindQuest(missionID)
    if not curQuestData:
        return
    QuestCommon.SetPlayerMissionState(curPlayer, curMission, 1)
    return
#// A2 18 完成任务 #tagCMFinishTask
#
#struct tagCMFinishTask