| | |
| | | import ChPyNetSendPack
|
| | | import NetPackCommon
|
| | | import Operate_EquipStone
|
| | | import PlayerMagicWeapon
|
| | | import IpyGameDataPY
|
| | | import DataRecordPack
|
| | | import EventShell
|
| | | import ChEquip
|
| | |
|
| | | import math
|
| | | import time
|
| | | #---------------------------------------------------------------------
|
| | |
|
| | | ## 获得背包的一个空格子
|
| | |
| | | for i in range(0, curPack.GetCount()):
|
| | | item = curPack.GetAt(i)
|
| | |
|
| | | if not ItemCommon.CheckItemCanUse(item):
|
| | | if not ItemCommon.CheckItemCanUse(item) or GetIsAuctionItem(item):
|
| | | continue
|
| | |
|
| | | if item.GetItemTypeID() == id:
|
| | |
| | | for i in range(0, curPack.GetCount()):
|
| | | item = curPack.GetAt(i)
|
| | |
|
| | | if not ItemCommon.CheckItemCanUse(item):
|
| | | if not ItemCommon.CheckItemCanUse(item) or GetIsAuctionItem(item):
|
| | | continue
|
| | |
|
| | | if item.GetItemTypeID() == id:
|
| | |
| | | for i in range(0, curPack.GetCount()):
|
| | | item = curPack.GetAt(i)
|
| | |
|
| | | if not ItemCommon.CheckItemCanUse(item):
|
| | | if not ItemCommon.CheckItemCanUse(item) or GetIsAuctionItem(item):
|
| | | continue
|
| | |
|
| | | effect = item.GetEffectByIndex(0)
|
| | |
| | | for i in range(0, curPack.GetCount()):
|
| | |
|
| | | item = curPack.GetAt(i)
|
| | | if not ItemCommon.CheckItemCanUse(item):
|
| | | if not ItemCommon.CheckItemCanUse(item) or GetIsAuctionItem(item):
|
| | | continue
|
| | |
|
| | | if item.GetItemTypeID() != id:
|
| | |
| | | # @remarks 函数详细说明.
|
| | | def CanPackItemByItemType(srcItemID, srcItemIsBind, destItemID, destItemIsBind):
|
| | | ## 拍品项目,只有非拍品可堆叠,即绑定物品
|
| | | if srcItemID == destItemID and srcItemIsBind == destItemIsBind and srcItemIsBind:
|
| | | if srcItemID == destItemID and srcItemIsBind == destItemIsBind and not srcItemIsBind:
|
| | | return True
|
| | | return False
|
| | |
|
| | |
| | | return True
|
| | | return False
|
| | |
|
| | | #物品属性判断------------------------------------------------------------------
|
| | | ## 使用物品检查是否满足属性
|
| | | # @param curPlayer 当前玩家
|
| | | # @param curItem 当前物品
|
| | | # @return False or True
|
| | | def CheckItemAttrLimit(curPlayer, curItem):
|
| | | # 取消限制的物品
|
| | | if curItem.GetUserAttr(ShareDefine.Def_IudetCancelUseLimit) == 1:
|
| | | return True
|
| | | #智力为基础限制
|
| | | if curItem.GetLimitPNE() > curPlayer.GetPNE():
|
| | | return False
|
| | | |
| | | #由于可变属性强化表加载问题, 暂时不处理强化表的属性点限制,以物品表为主,如有需要再开启此判断 20151210 by hxp
|
| | | # 从强化表中获得数据,装备强化限制力量 敏捷
|
| | | # if curItem.GetType() in ReadChConfig.GetEvalChConfig("EquipPlus_EquipType"):
|
| | | # plusInfo = ...
|
| | | # |
| | | # if plusInfo is None:
|
| | | # GameWorld.ErrLog("tagItemPlus.txt can't find equip:%s" % curItem.GetItemTypeID())
|
| | | # return False
|
| | | # |
| | | # limitSTR, limitPHY = plusInfo.GetLimitSTR(), plusInfo.GetLimitPHY()
|
| | | # |
| | | # # 物品表中获得信息
|
| | | # else:
|
| | | limitSTR, limitPHY = curItem.GetLimitSTR(), curItem.GetLimitPHY()
|
| | | |
| | | if limitSTR > curPlayer.GetSTR() or limitPHY > curPlayer.GetPHY():
|
| | | return False
|
| | | |
| | | return True
|
| | |
|
| | |
|
| | | #物品使用等级判断----------------------------------------------------------------
|
| | | ## 物品使用等级判断
|
| | | # @param curPlayer 玩家
|
| | |
| | | # @param itemMark 当前物品
|
| | | # @return 是否是贵重品
|
| | | def IsValuableItem(curItem):
|
| | | |
| | | #装备是否卓越物品
|
| | | #===========================================================================
|
| | | # ValuableItemQualityList = ReadChConfig.GetEvalChConfig("ValuableItemQuality")
|
| | | # if curItem.GetItemQuality() in ValuableItemQualityList:
|
| | | # return True
|
| | | # |
| | | # # 贵重物品配置[[贵重物品id], [贵重物品类型], 贵重物品加强等级, 贵重物品追加等级]
|
| | | # valuablesInfo = ReadChConfig.GetEvalChConfig("ValuablesConfigInfo")
|
| | | # valuablesIDList, valuablesTypeList, valuableMinStar, valuableAddAttrLV = valuablesInfo
|
| | | # |
| | | # #物品ID满足
|
| | | # if curItem.GetItemTypeID() in valuablesIDList:
|
| | | # return True
|
| | | # |
| | | # #物品类型满足 |
| | | # if curItem.GetType() in valuablesTypeList:
|
| | | # return True
|
| | | # |
| | | # #普通装备判定
|
| | | # if ItemCommon.CheckItemIsEquip(curItem):
|
| | | # |
| | | # #套装物品
|
| | | # if curItem.GetIsSuite():
|
| | | # return True
|
| | | # |
| | | # #装备强化星级
|
| | | # if curItem.GetItemStarLV() >= valuableMinStar:
|
| | | # return True
|
| | | #===========================================================================
|
| | |
|
| | | return False
|
| | |
|
| | |
|
| | |
| | | SetItemCount(srcItem, srcItem.GetCount() - realPutCount)
|
| | | SetItemCount(destItem, destItem.GetCount() + realPutCount)
|
| | |
|
| | | SetItemIsBind(destItem, True)
|
| | | #SetItemIsBind(destItem, True)
|
| | | return True
|
| | | #2. 目标位置有东西, 并且可以堆叠
|
| | | if (CanPackItem(srcItem, destItem) and maxPackCount > destItem.GetCount()):
|
| | |
| | | # return False
|
| | |
|
| | | #职业检查
|
| | | if not ItemCommon.JobUseable(curPlayer, curItem):
|
| | | if not ItemCommon.CheckJob(curPlayer, curItem):
|
| | | if needNotify:
|
| | | PlayerControl.NotifyCode(curPlayer, "GeRen_lhs_31379")
|
| | |
|
| | |
| | | #等级检查
|
| | | if not CheckItemUseLV(curPlayer, curItem, needNotify):
|
| | | return False
|
| | |
|
| | | #使用物品检查是否满足属性
|
| | | if not CheckItemAttrLimit(curPlayer, curItem):
|
| | | if needNotify:
|
| | | PlayerControl.NotifyCode(curPlayer, "itemuse_andyshao_671654")
|
| | | return False
|
| | | |
| | | |
| | | #=======================================================================
|
| | | # #马匹检查
|
| | | # if curItem.GetType() == ChConfig.Def_Item_Type_Horse and not CheckCanEquipHorse(curPlayer):
|
| | |
| | |
|
| | | # 计算装备的珍品数量
|
| | | def RefreshStartEquipCount(self):
|
| | | curPlayer = self.__Player
|
| | | count = 0
|
| | | equipPack = self.__PlayerEquip
|
| | | for i in xrange(equipPack.GetCount()):
|
| | | curEquip = equipPack.GetAt(i)
|
| | | |
| | | if curEquip.IsEmpty():
|
| | | continue
|
| | | |
| | | if not curEquip.GetItemQuality():
|
| | | continue
|
| | | |
| | | count += 1
|
| | | |
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_StartEquipCnt, count)
|
| | | # curPlayer = self.__Player
|
| | | # count = 0
|
| | | # equipPack = self.__PlayerEquip
|
| | | # for i in xrange(equipPack.GetCount()):
|
| | | # curEquip = equipPack.GetAt(i)
|
| | | # |
| | | # if curEquip.IsEmpty():
|
| | | # continue
|
| | | # |
| | | # if not curEquip.GetItemQuality():
|
| | | # continue
|
| | | # |
| | | # count += 1
|
| | | # |
| | | # curPlayer.SetDict(ChConfig.Def_PlayerKey_StartEquipCnt, count)
|
| | | return
|
| | |
|
| | | def GetStartEquipCount(self):
|
| | | curPlayer = self.__Player
|
| | | return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_StartEquipCnt)
|
| | | return 0
|
| | | #curPlayer = self.__Player
|
| | | #return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_StartEquipCnt)
|
| | |
|
| | | ## 装备当前物品
|
| | | # @param curItem 当前物品
|
| | |
| | | equipItem = equipPack.GetAt(equipPackIndex)
|
| | | desItemID, desUserData = [0, ''] if equipItem.IsEmpty() else [equipItem.GetItemTypeID(), equipItem.GetUserData()]
|
| | | srcItemID, srcUserData = curItem.GetItemTypeID(), curItem.GetUserData()
|
| | | # 装备绑定处理 在 DoLogic_ItemBindType函数有处理,此处注释掉
|
| | | # if not curItem.GetIsBind():
|
| | | # SetItemIsBind(curItem, True)
|
| | | |
| | | befIsOrangeEquip = 1 if (not equipItem.IsEmpty() and equipItem.GetItemColor() >= ChConfig.Def_Quality_Orange) else 0
|
| | | aftIsOrangeEquip = 1 if curItem.GetItemColor() >= ChConfig.Def_Quality_Orange else 0
|
| | |
|
| | | #--其他装备物品---
|
| | | #itemColor = curItem.GetItemColor()
|
| | |
| | | PlayerSuccess.DoEquipSuccessLogic(curPlayer)
|
| | | #换装宝石处理
|
| | | Operate_EquipStone.DoMoveEquipStone(curPlayer, equipPackIndex)
|
| | | EventShell.EventRespons_EquipStar(curPlayer)
|
| | | EventShell.EventRespons_EquipItem(curPlayer)
|
| | | dataDict = {'dotype':'EquipItem', 'desItemID':desItemID, 'desUserData':desUserData,'srcItemID':srcItemID,'srcUserData':srcUserData}
|
| | | DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_EquipChange, dataDict)
|
| | | self.__UpdEquipOrangeCount(befIsOrangeEquip, aftIsOrangeEquip)
|
| | |
|
| | | self.RefreshStartEquipCount()
|
| | | return equipPlace if result else -1
|
| | |
|
| | |
|
| | | def __UpdEquipOrangeCount(self, befIsOrangeEquip, aftIsOrangeEquip):
|
| | | #更新橙装数量
|
| | | curPlayer = self.__Player
|
| | | befEquipOrangeCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PlayerKey_EquipOrangeCount)
|
| | | aftEquipOrangeCount = max(0, befEquipOrangeCount + aftIsOrangeEquip - befIsOrangeEquip)
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PlayerKey_EquipOrangeCount, aftEquipOrangeCount)
|
| | | GameWorld.DebugLog("更新橙装及以上件数: befIsOrangeEquip=%s,aftIsOrangeEquip=%s,befEquipOrangeCount=%s,aftEquipOrangeCount=%s" |
| | | % (befIsOrangeEquip, aftIsOrangeEquip, befEquipOrangeCount, aftEquipOrangeCount))
|
| | | return
|
| | | |
| | | ## 替换可以叠加物品逻辑
|
| | | # @param curEquip 当前装备
|
| | | # @param curItem 当前物品
|
| | |
| | | equipID = curEquip.GetItemTypeID()
|
| | | userData = curEquip.GetUserData()
|
| | | equipPlace = curEquip.GetEquipPlace()
|
| | | suiteID = curEquip.GetSuiteID()
|
| | | itemClassLV = ItemCommon.GetItemClassLV(curEquip)
|
| | | #该物品锁定不执行==============================================
|
| | | if curEquip.GetIsLocked():
|
| | | PlayerControl.NotifyCode(curPlayer, "RescannotEquip")
|
| | |
| | | #curEquip.SetIsSoulActive(False)
|
| | | # if curEquip.GetItemStarLV() != 0:
|
| | | # curEquip.SetItemStarLV(0) # 脱下的物品星级设置为0
|
| | | |
| | | |
| | | befIsOrangeEquip = 1 if curEquip.GetItemColor() >= ChConfig.Def_Quality_Orange else 0
|
| | | aftIsOrangeEquip = 0
|
| | | |
| | | #背包物品放入仓库
|
| | | if not DragItem(curPlayer, IPY_GameWorld.rptEquip, equipIndex, IPY_GameWorld.rptItem, packIndex, curEquipCount):
|
| | | return
|
| | | self.RefreshStartEquipCount()
|
| | | EventShell.EventRespons_EquipStar(curPlayer)
|
| | | self.__UpdEquipOrangeCount(befIsOrangeEquip, aftIsOrangeEquip)
|
| | | |
| | | # 广播卸装
|
| | | if equipIndex in PlayerControl.GetFaceEquipIndexList(curPlayer) or equipPlace in ChConfig.Def_SyncEquipStateByIndex:
|
| | | curPlayer.Sync_UnEquipItem(equipID, equipIndex)
|
| | | if suiteID and itemClassLV == ChEquip.GetEquipFacadeClassLV(curPlayer):
|
| | | #脱当前外观阶的套装
|
| | | ChEquip.ChangeEquipfacadeByClassLV(curPlayer, itemClassLV)
|
| | | |
| | | EventShell.EventRespons_EquipItem(curPlayer)
|
| | | dataDict = {'dotype':'UnEquipItem', 'equipID':equipID, 'userData':userData}
|
| | | DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_EquipChange, dataDict)
|
| | | #===============================================================================
|
| | |
| | | #
|
| | | # destItemPlace.PutIn(curEquip)
|
| | | #===============================================================================
|
| | | return equipID, equipPlace
|
| | | return equipID, equipPlace, itemClassLV
|
| | |
|
| | | #是否能放入物品(第几个物品栏, 物品序号, 放入的物品, 放入物品ID, 物品是否绑定)
|
| | | #===============================================================================
|
| | |
| | | PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_FamilyActivity, itemCount)
|
| | | elif itemID == ChConfig.Def_ItemID_SP:
|
| | | PlayerControl.PlayerAddZhenQi(curPlayer, itemCount)
|
| | | elif itemID == ChConfig.Def_ItemID_GoldPaper:
|
| | | PlayerControl.GiveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Paper, itemCount)
|
| | | #elif itemID == ChConfig.Def_ItemID_GoldPaper:
|
| | | # PlayerControl.GiveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Paper, itemCount, eventName, addDict)
|
| | | elif itemID == ChConfig.Def_ItemID_RealmPoint:
|
| | | PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_RealmPoint, itemCount)
|
| | | elif itemID == ChConfig.Def_ItemID_BossReborn:
|
| | |
| | | PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_SoulCore, itemCount)
|
| | | elif itemID == ChConfig.Def_ItemID_Honor:
|
| | | PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_Honor, itemCount)
|
| | | elif itemID == ChConfig.Def_ItemID_GoldMoney:
|
| | | PlayerControl.GiveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, itemCount)
|
| | |
|
| | | return True
|
| | |
|
| | | def __CrossServerPutInItem(self, packIndex, tagItem, event=["", False, {}]):
|
| | |
| | | packIndex = ChConfig.GetItemPackType(curItemData.GetType(), packIndex)
|
| | |
|
| | | tagItemCount = GetItemCount(tagItem)
|
| | | isBind = tagItem.GetIsBind()
|
| | | isAuctionItem = not isBind
|
| | | isAuctionItem = GetIsAuctionItem(tagItem)
|
| | | if not self.CanPutInItem(packIndex, tagItem.GetItemTypeID(), tagItemCount, isAuctionItem, defaultPile):
|
| | | GameWorld.DebugLog("背包满,不能放入物品 count = %d"%GetItemCount(tagItem))
|
| | | tagItem.Clear()
|
| | |
| | | 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)])
|
| | | PlayerMagicWeapon.DoActiveMW(curPlayer, tagItem.GetEffectByIndex(0).GetEffectValue(0))
|
| | | tagItem.Clear()
|
| | | 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
|
| | |
| | | # return
|
| | | # playerID = curPlayer.GetPlayerID()
|
| | | # GameWorld.Log("玩家上线处理装备属性! curVersion=%s,checkVersion=%s" % (curVersion, checkVersion), playerID)
|
| | | # |
| | | # outOfPrintAttrItemDict = {} # 有绝版属性的定制物品属性信息 {itemID:[绝版属性ID列表, 绝版属性数值列表], ...}
|
| | | # ipyDataMgr = IpyGameDataPY.IPY_Data()
|
| | | # for i in xrange(ipyDataMgr.GetAppointItemCount()):
|
| | | # ipyData = ipyDataMgr.GetAppointItemByIndex(i)
|
| | | # outOfPrintAttrList = ipyData.GetOutOfPrintAttr()
|
| | | # outOfPrintAttrValueList = ipyData.GetOutOfPrintAttrValue()
|
| | | # if not outOfPrintAttrList or len(outOfPrintAttrList) != len(outOfPrintAttrValueList):
|
| | | # continue
|
| | | # itemID = GetAppointItemRealID(ipyData.GetID())
|
| | | # if not itemID:
|
| | | # continue
|
| | | # outOfPrintAttrItemDict[itemID] = [outOfPrintAttrList, outOfPrintAttrValueList]
|
| | | # |
| | | # 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
|
| | | # itemID = curItem.GetItemTypeID()
|
| | | # self.CheckEquipAttr(packType, curItem)
|
| | | # |
| | | # # 重刷绝版属性
|
| | | # if itemID in outOfPrintAttrItemDict:
|
| | | # outOfPrintAttrList, outOfPrintAttrValueList = outOfPrintAttrItemDict[itemID]
|
| | | # curItem.ClearUserAttr(ShareDefine.Def_IudetOutOfPrintAttrID)
|
| | | # curItem.ClearUserAttr(ShareDefine.Def_IudetOutOfPrintAttrValue)
|
| | | # for outOfPrintAttrIndex in xrange(len(outOfPrintAttrList)):
|
| | | # curItem.AddUserAttr(ShareDefine.Def_IudetOutOfPrintAttrID, outOfPrintAttrList[outOfPrintAttrIndex])
|
| | | # curItem.AddUserAttr(ShareDefine.Def_IudetOutOfPrintAttrValue, outOfPrintAttrValueList[outOfPrintAttrIndex])
|
| | | # GameWorld.Log(" 玩家登录重刷装备绝版属性: packType=%s,i=%s,itemID=%s,outOfPrintAttrList=%s,outOfPrintAttrValueList=%s" |
| | | # % (packType, i, itemID, outOfPrintAttrList, outOfPrintAttrValueList), playerID)
|
| | | # |
| | | # PlayerControl.NomalDictSetProperty(curPlayer, key, checkVersion)
|
| | | return
|
| | |
|
| | |
| | | GameWorld.Log("找不到ItemID = %d" % curItemID)
|
| | | return False, 0
|
| | |
|
| | | isBind = True
|
| | | if curItemID in ChConfig.Def_TransformItemIDList:
|
| | | # 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:
|
| | |
| | | elif isAuctionItem:
|
| | | maxPackCount = curItemCount
|
| | | defaultPile = False # 新放入的拍品只能放空位置,所以不判断堆叠
|
| | | isBind = False
|
| | | else:
|
| | | maxPackCount = curItemData.GetPackCount()
|
| | |
|
| | |
| | | if item.GetIsLocked():
|
| | | continue
|
| | |
|
| | | if (CanPackItemByItemType(item.GetItemTypeID(), item.GetIsBind(), curItemID, isBind) and
|
| | | if (CanPackItemByItemType(item.GetItemTypeID(), item.GetIsBind(), curItemID, isAuctionItem) and
|
| | | maxPackCount > GetItemCount(item)):
|
| | | #该物品锁定不执行==============================================
|
| | | #可堆叠
|
| | |
| | | #curItemGUID = curItem.GetGUID()
|
| | | curItemCount = curItem.GetCount()
|
| | | #curItemIsBind = curItem.GetIsBind()
|
| | | isAuctionItem = 0 if curItem.GetIsBind() else 1
|
| | | isAuctionItem = GetIsAuctionItem(curItem)
|
| | | #toPackIndex = ChConfig.GetItemPackType(curItem.GetType(), toPackIndex)
|
| | |
|
| | | # 常规物品转移到虚拟符印背包
|
| | |
| | |
|
| | | itemDictData['legendAttrID'] = ipyData.GetLegendAttrID()
|
| | | itemDictData['legendAttrValue'] = ipyData.GetLegendAttrValue()
|
| | | #itemDictData['SuiteLV'] = ipyData.GetSuiteLV()
|
| | | itemDictData['ItemID'] = itemID
|
| | | itemDictData['CancelUseLimit'] = ipyData.GetCancelUseLimit()
|
| | |
|
| | | itemDictData['IsAuctionItem'] = isAuctionItem
|
| | |
|
| | | #装备绝版属性,随等级变化
|
| | | itemDictData['OutOfPrintAttrID'] = ipyData.GetOutOfPrintAttr()
|
| | | itemDictData['OutOfPrintAttrValue'] = ipyData.GetOutOfPrintAttrValue()
|
| | | return itemDictData
|
| | |
|
| | | def GetAppointItemRealID(itemID):
|
| | |
| | | #tmpEquipData.starLV = int(itemData.get('StarLV', '0'))
|
| | | #tmpEquipData.holeCnt = int(itemData.get('HoleCount', '0'))
|
| | | #tmpEquipData.stoneData = eval(itemData.get('StoneData', '[]'))
|
| | | tmpEquipData.isBind = 1 if not isAuctionItem else 0
|
| | | tmpEquipData.isBind = isAuctionItem
|
| | | #tmpEquipData.isSuite = int(itemData.get('IsSuit', '0'))
|
| | | #tmpEquipData.suiteLV = int(itemData.get('SuiteLV', '0'))
|
| | | #if tmpEquipData.suiteLV:
|
| | |
| | |
|
| | | tmpEquipData.legendAttrIDList = itemData.get('legendAttrID', [])
|
| | | tmpEquipData.legendAttrValueList = itemData.get('legendAttrValue', [])
|
| | | |
| | | tmpEquipData.OutOfPrintAttrIDList = itemData.get('OutOfPrintAttrID', []) # 绝版属性ID
|
| | | tmpEquipData.OutOfPrintAttrValueList = itemData.get('OutOfPrintAttrValue', []) # 绝版属性最大值
|
| | |
|
| | | # 装备附加属性
|
| | | ChItem.EquipAddAdditionEx(equipItem, tmpEquipData)
|
| | |
| | | GameWorld.ErrLog('DoLogic_PutItemInPack Error 物品无法放入背包')
|
| | | return False
|
| | |
|
| | | ## 设置物品是否绑定
|
| | | # @param curGiveItem 物品实例
|
| | | # @param isBind 是否绑定
|
| | | # @return None
|
| | | # @remarks |
| | | def SetItemIsBind(curGiveItem, isBind):
|
| | | #isBind = False
|
| | | curGiveItem.SetIsBind(isBind)
|
| | | ## 是否拍品
|
| | | def GetIsAuctionItem(curItem): return curItem.GetIsBind()
|
| | | def SetIsAuctionItem(curItem, isAuctionItem, curPlayer=None):
|
| | | curItem.SetIsBind(isAuctionItem)
|
| | | |
| | | if isAuctionItem:
|
| | | curItem.SetUserAttr(ShareDefine.Def_IudetAuctionItemCreateTime, int(time.time()))
|
| | | return
|
| | | |
| | | if not curPlayer:
|
| | | return
|
| | | |
| | | if ItemCommon.GetIsEquip(curItem):
|
| | | # 生成传奇属性
|
| | | legendAttrInfo = GetAddEquipLegendAttr(curItem, curPlayer)
|
| | | if not legendAttrInfo:
|
| | | return
|
| | | attrIDList, attrValueList = legendAttrInfo
|
| | | updateDict = {ShareDefine.Def_IudetLegendAttrID:attrIDList, ShareDefine.Def_IudetLegendAttrValue:attrValueList}
|
| | | delKeyList = [ShareDefine.Def_IudetAuctionItemCreateTime]
|
| | | ItemCommon.UpdateItemUserData(curItem, updateDict, delKeyList, isUpdateGS=True)
|
| | | |
| | | return
|
| | |
|
| | |
|
| | | ## 设置物品数量
|
| | | # @param item 物品实例
|
| | |
| | | '''获取生成到装备上的传奇属性
|
| | | @return: None 或者 [[传奇属性效果ID列表], [属性值列表]]
|
| | | '''
|
| | | if not curItem.GetIsBind():
|
| | | if GetIsAuctionItem(curItem):
|
| | | #GameWorld.DebugLog("拍品无法生成传奇属性!")
|
| | | return
|
| | | itemID = curItem.GetItemTypeID()
|
| | |
| | | self.source = ShareDefine.Item_Source_Unkown #物品来源
|
| | | self.legendAttrIDList = [] # 传奇属性ID
|
| | | self.legendAttrValueList = [] # 传奇属性值
|
| | | |
| | | self.OutOfPrintAttrIDList = [] # 绝版属性ID
|
| | | self.OutOfPrintAttrValueList = [] # 绝版属性最大值
|
| | | return
|
| | |
|
| | | def ClearPack(curPlayer, packType):
|
| | |
| | | mailItemList = []
|
| | | for tempItem in tempItemList:
|
| | | mailItemList.append(ItemCommon.GetMailItemDict(tempItem))
|
| | | mailItemList +=extraItemList
|
| | | mailItemList += extraItemList
|
| | | mailTypeKey = ShareDefine.DefaultLackSpaceMailType if not mailTypeKey else mailTypeKey
|
| | | PlayerControl.SendMailByKey(mailTypeKey, [curPlayer.GetPlayerID()], mailItemList)
|
| | | else:
|
| | |
| | | for itemID, itemCnt, isAuctionItem in itemList:
|
| | | GivePlayerItem(curPlayer, itemID, itemCnt, isAuctionItem, [IPY_GameWorld.rptItem], event=event)
|
| | | return
|
| | |
|