ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_ItemCompound.py
@@ -25,6 +25,7 @@
import IpyGameDataPY
import ChConfig
import PlayerSuccess
import DataRecordPack
import PlayerWing
import PlayerDogz
@@ -90,7 +91,6 @@
    successRate = ipyData.GetSuccessRate()
    successRateMax = ipyData.GetSuccessRateMax()
    addonsCountMax = ipyData.GetAddonsCountMax() # 可叠加的算叠加数量
    msgMark = ipyData.GetSysMark()
    # 可使用非固定道具 或 附加道具的 单次合成数默认为1
    if unfixedItemIDList or addonsCountMax > 0:
        compoundCnt = 1
@@ -126,11 +126,12 @@
        fixedItemIndexDict, fixedItemNeedCntDict, compoundBindCnt = fixedItemInfo
    
    # 检查附加道具增加成功率消耗
    addSuccRate = 0
    addSuccRate, addSuccRateItemInfo = 0, []
    if addonsCountMax > 0:
        addSuccRate = __CheckAddonsItem(playerID, compoundID, itemPack, addonsItemIndexList, addonsItemCountList, addonsCountMax)
        if addSuccRate == None:
        addSuccRateInfo = __CheckAddonsItem(playerID, compoundID, itemPack, addonsItemIndexList, addonsItemCountList, addonsCountMax)
        if addSuccRateInfo == None:
            return
        addSuccRate, addSuccRateItemInfo = addSuccRateInfo
    
    # 扣铜钱
    PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Silver_Money, totalNeedMoney, ChConfig.Def_Cost_ItemProduce, 
@@ -181,9 +182,33 @@
            GameWorld.DebugLog("首次合成一代翅膀,必定成功!totalSuccRate=%s" % totalSuccRate, playerID)
            
    # 合成成功
    if GameWorld.CanHappen(totalSuccRate, ShareDefine.Def_MaxRateValue):
    maxRateValue = ShareDefine.Def_MaxRateValue
    randValue = random.randint(1, maxRateValue)
    canHappen = randValue <= totalSuccRate
    GameWorld.DebugLog("canHappen=%s,randValue=%s,totalSuccRate=%s,maxRateValue=%s"
                       % (canHappen, randValue, totalSuccRate, maxRateValue), playerID)
    # 不是百分百成功的记录合成流向
    if successRate != maxRateValue:
        drDict = {"PlayerID":curPlayer.GetPlayerID(), "AccID":curPlayer.GetAccID(), "ID":compoundID, "MakeItemID":makeItemID, "IsSuccess":canHappen,
                  "RateInfo":{"totalSuccRate":"%s(%s+%s)" % (totalSuccRate, successRate, addSuccRate), "randValue":randValue, "maxRateValue":maxRateValue},
                  "AddSuccRateItemInfo":addSuccRateItemInfo
                  }
        DataRecordPack.SendEventPack("ItemCompound", drDict, curPlayer)
    if canHappen:
        GameWorld.DebugLog("合成成功: makeItemID=%s,compoundCnt=%s,compoundBindCnt=%s" % (makeItemID, compoundCnt, compoundBindCnt), playerID)
        GiveNewCompoundItem(curPlayer, makeItemID, compoundCnt, compoundBindCnt, wingItemExpInfo, dogzEquipPlusExp, msgMark)
        userData = GiveNewCompoundItem(curPlayer, makeItemID, compoundCnt, compoundBindCnt, wingItemExpInfo, dogzEquipPlusExp)
        msgMark = ipyData.GetSysMark()
        paramType = ipyData.GetSysMarkParamType()
        if msgMark not in ['0', '', '-']:
            if paramType == 2 and fixedItemIDList and fixedItemCountList:
                PlayerControl.WorldNotify(0, msgMark, [curPlayer.GetName(), fixedItemCountList[0], fixedItemIDList[0], makeItemID, userData])
            else:
                PlayerControl.WorldNotify(0, msgMark, [curPlayer.GetName(), makeItemID, userData])
        # 通知合成成功
        ItemCommon.SyncMakeItemAnswer(curPlayer, ShareDefine.Def_mitItemCompound, ChConfig.Def_ComposeState_Sucess, makeItemID)
        #成功合成1个物品成就
        PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_CompoundItemEx, compoundCnt, [makeItemID])
        #合成X阶X颜色X星级以上装备
@@ -367,6 +392,7 @@
#    ComposeAddonsQuality    4|2    0    0    0    0        阶数和颜色
#    ComposeAddonsFormula    level*10    0    0    0    0        计算合成时附加材料增加的几率公式
    addSuccRateItemInfo = []
    composeAddonsTypeList = IpyGameDataPY.GetFuncEvalCfg("ComposeAddonsType")
    classLV, color = IpyGameDataPY.GetFuncEvalCfg("ComposeAddonsQuality", 1)
    ComposeAddonsFormula = IpyGameDataPY.GetFuncCfg("ComposeAddonsFormula")
@@ -418,8 +444,9 @@
        
        addSuccRate = eval(FormulaControl.GetCompileFormula("ComposeAddonsFormula", ComposeAddonsFormula))
        addTotalSuccRate += (addSuccRate*costCount)
        addSuccRateItemInfo.append({"ItemID":itemID, "ItemColor":itemColor, "ItemClassLV":itemClassLV, "addSuccRate":addSuccRate, "costCount":costCount})
        
    return int(addTotalSuccRate)
    return int(addTotalSuccRate), addSuccRateItemInfo
def __CheckItemCanUseCompound(playerID, index, curItem):
@@ -446,7 +473,7 @@
#  @param newItem: 新物品
#  @param itemCount: 合成数量
#  @return None
def GiveNewCompoundItem(curPlayer, newItemID, itemCount, compoundBindCnt, wingItemExpInfo, dogzEquipPlusExp, msgMark):
def GiveNewCompoundItem(curPlayer, newItemID, itemCount, compoundBindCnt, wingItemExpInfo, dogzEquipPlusExp):
    compoundUnBindCnt = itemCount - compoundBindCnt
    
    if compoundBindCnt > 0:
@@ -454,20 +481,9 @@
    if compoundUnBindCnt > 0:
        userData = __GivePlayerCompoundItem(curPlayer, newItemID, compoundUnBindCnt, False, wingItemExpInfo, dogzEquipPlusExp)
        
    if userData == None:
        return
    if msgMark not in ['0', '', '-']:
        PlayerControl.WorldNotify(0, msgMark, [curPlayer.GetName(), newItemID, userData])
    # 您获得了物品XX XX个
    #PlayerControl.NotifyCode(curPlayer, "ObtainRes01", [newItemID, itemCount])
    # 通知放入特效
    #curPlayer.Sync_GetItemView(newItemID, itemCount)
    # 通知合成成功
    ItemCommon.SyncMakeItemAnswer(curPlayer, ShareDefine.Def_mitItemCompound, ChConfig.Def_ComposeState_Sucess, newItemID)
    #curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitItemCompound, ChConfig.Def_ComposeState_Sucess)
    return True
    if not userData:
        return ""
    return userData
def __GivePlayerCompoundItem(curPlayer, newItemID, itemCount, isBind, wingItemExpInfo, dogzEquipPlusExp):
    playerID = curPlayer.GetPlayerID()