| | |
| | | if mwID in IpyGameDataPY.GetFuncEvalCfg('UnblockTreasure'):
|
| | | PlayerControl.NotifyCode(curPlayer, 'UnblockTreasure', [curPlayer.GetName(), mwID])
|
| | | else:
|
| | | PlayerControl.WorldNotify(0, 'UnblockTreasure', [curPlayer.GetName(), mwID])
|
| | | sysMark = IpyGameDataPY.GetFuncEvalCfg('UnblockTreasure', 2, {}).get(mwID, 'UnblockTreasure')
|
| | | PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), mwID])
|
| | |
|
| | | #任务
|
| | | EventShell.EventRespons_OnActiveMagicWeapon(curPlayer, mwID)
|
| | |
| | | elif curType == 2:
|
| | | #穿戴三阶橙色1星或四阶紫色1星以上头盔
|
| | | playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
|
| | | SamboSpecialUnlock = IpyGameDataPY.GetFuncEvalCfg('SamboSpecialUnlock')
|
| | | for equipIndex in xrange(playerEquip.GetCount()):
|
| | | curEquip = playerEquip.GetAt(equipIndex)
|
| | | if curEquip.IsEmpty():
|
| | |
| | | curClassLV = ItemCommon.GetItemClassLV(curEquip)
|
| | | itemColor = curEquip.GetItemColor()
|
| | | itemQuality = curEquip.GetItemQuality()
|
| | | itemID = curEquip.GetItemTypeID()
|
| | | for classlv, color, star, place in conditionList:
|
| | | if equipIndex is place and itemID in SamboSpecialUnlock:
|
| | | cnt = 1
|
| | | break
|
| | | if equipIndex is place and curClassLV >= classlv and itemColor >= color and itemQuality >= star:
|
| | | cnt = 1
|
| | | break
|
| | |
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponUpExp % mwID, curUpExp+addExp)
|
| | | Sycn_MagicWeaponLV(curPlayer, mwID)
|
| | | # 每日活动
|
| | | PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_MagicWeapon)
|
| | | ipyData = GetWMIpyData(mwID)
|
| | | mwType = ipyData.GetTreasureType() if ipyData else 0
|
| | | if mwType == 1:
|
| | | PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_MagicWeapon)
|
| | | return
|
| | |
|
| | | def Sycn_MagicWeaponLV(curPlayer, mwID= -1):
|
| | |
| | | return
|
| | |
|
| | | GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MWSoulActiveState, soulID, 1, True)
|
| | | #任务
|
| | | EventShell.EventRespons_MWSoulActive(curPlayer, soulID)
|
| | |
|
| | | CalcMagicWeaponSoulAttr(curPlayer)
|
| | | PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
|