ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -31,11 +31,14 @@
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
@@ -111,7 +114,7 @@
    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:
@@ -131,7 +134,7 @@
    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:
@@ -150,7 +153,7 @@
    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)
@@ -271,7 +274,7 @@
    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:
@@ -320,7 +323,7 @@
#  @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
@@ -477,40 +480,6 @@
        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
@@ -568,37 +537,6 @@
#  @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
@@ -660,7 +598,7 @@
        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()):
@@ -774,7 +712,7 @@
#            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")
@@ -792,13 +730,7 @@
        #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):
@@ -834,26 +766,27 @@
    
    # 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
@@ -870,9 +803,9 @@
        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()
@@ -882,14 +815,24 @@
            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
@@ -947,6 +890,8 @@
        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")
@@ -976,12 +921,24 @@
        #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)
#===============================================================================
@@ -995,7 +952,7 @@
#        
#        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)
#===============================================================================
@@ -1060,8 +1017,8 @@
            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:
@@ -1077,6 +1034,9 @@
            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, {}]):
@@ -1115,8 +1075,7 @@
        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()
@@ -1126,7 +1085,8 @@
        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
@@ -1292,45 +1252,6 @@
#            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
@@ -1364,7 +1285,6 @@
            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:
@@ -1373,7 +1293,6 @@
        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()
            
@@ -1413,7 +1332,7 @@
                    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
@@ -1546,7 +1465,7 @@
    #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
@@ -2141,15 +2060,11 @@
   
    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):
@@ -2194,7 +2109,7 @@
    #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:
@@ -2203,9 +2118,6 @@
    
    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)
@@ -2259,16 +2171,29 @@
    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
@@ -2390,7 +2315,7 @@
    '''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()
@@ -2503,9 +2428,6 @@
        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):
@@ -2562,7 +2484,7 @@
        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:
@@ -2599,3 +2521,4 @@
        for itemID, itemCnt, isAuctionItem in itemList:
            GivePlayerItem(curPlayer, itemID, itemCnt, isAuctionItem, [IPY_GameWorld.rptItem], event=event)
    return