121 【武将】武将系统-服务端(武将重置支持可单独勾选是否重置等级、突破、觉醒; B239发包修改;)
2个文件已修改
63 ■■■■ 已修改文件
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py 16 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py 47 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py
@@ -12100,6 +12100,9 @@
                  ("Cmd", c_ubyte),
                  ("SubCmd", c_ubyte),
                  ("ItemIndex", c_ushort),    #武将物品所在武将背包位置索引
                  ("LVReset", c_ubyte),    #重置等级
                  ("BreakReset", c_ubyte),    #重置突破
                  ("AwakeReset", c_ubyte),    #重置觉醒
                  ]
    def __init__(self):
@@ -12117,6 +12120,9 @@
        self.Cmd = 0xB2
        self.SubCmd = 0x39
        self.ItemIndex = 0
        self.LVReset = 0
        self.BreakReset = 0
        self.AwakeReset = 0
        return
    def GetLength(self):
@@ -12129,12 +12135,18 @@
        DumpString = '''// B2 39 武将重生 //tagCSHeroRebirth:
                                Cmd:%s,
                                SubCmd:%s,
                                ItemIndex:%d
                                ItemIndex:%d,
                                LVReset:%d,
                                BreakReset:%d,
                                AwakeReset:%d
                                '''\
                                %(
                                self.Cmd,
                                self.SubCmd,
                                self.ItemIndex
                                self.ItemIndex,
                                self.LVReset,
                                self.BreakReset,
                                self.AwakeReset
                                )
        return DumpString
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -1197,10 +1197,16 @@
#{
#    tagHead        Head;
#    WORD        ItemIndex;    //武将物品所在武将背包位置索引
#    BYTE        LVReset;        //重置等级
#    BYTE        BreakReset;    //重置突破
#    BYTE        AwakeReset;    //重置觉醒
#};
def OnHeroRebirth(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    itemIndex = clientData.ItemIndex
    lvReset =  clientData.LVReset
    breakReset = clientData.BreakReset or lvReset # 突破受等级限制,所以等级重置突破必重置
    awakeReset = clientData.AwakeReset
    heroItem = GetHeroItem(curPlayer, itemIndex)
    if not heroItem:
        return
@@ -1211,7 +1217,7 @@
        GameWorld.DebugLog("该武将未进行过等级突破觉醒培养,不需要重生! itemIndex=%s" % (itemIndex))
        return
    
    if awakeLV:
    if awakeReset and awakeLV:
        rebirthCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt)
        rebirthCntMax = IpyGameDataPY.GetFuncCfg("HeroRebirth", 2)
        if rebirthCntMax and rebirthCnt >= rebirthCntMax:
@@ -1223,38 +1229,51 @@
    if not heroIpyData:
        return
    quality = heroIpyData.GetQuality()
    qualityAwakeIpyData = IpyGameDataPY.GetIpyGameDataNotLog("HeroQualityAwake", quality, awakeLV)
    awakeCostMoney = qualityAwakeIpyData.GetRebirthCostMoney() if qualityAwakeIpyData else 0
    lvCostMoney = 0
    awakeCostMoney = 0
    moneyType = IpyGameDataPY.GetFuncCfg("HeroRebirth", 1)
    lvCostMoney = int(eval(IpyGameDataPY.GetFuncCompileCfg("HeroRebirth", 3)))
    if awakeReset and awakeLV:
        qualityAwakeIpyData = IpyGameDataPY.GetIpyGameDataNotLog("HeroQualityAwake", quality, awakeLV)
        awakeCostMoney = qualityAwakeIpyData.GetRebirthCostMoney() if qualityAwakeIpyData else 0
    if lvReset:
        lvCostMoney = int(eval(IpyGameDataPY.GetFuncCompileCfg("HeroRebirth", 3)))
    costMoneyTotal = lvCostMoney + awakeCostMoney
    GameWorld.DebugLog("武将重生: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,awakeLV=%s,costMoneyTotal=%s(%s+%s)"
                       % (itemIndex, heroID, quality, heroLV, breakLV, awakeLV, costMoneyTotal, lvCostMoney, awakeCostMoney))
    GameWorld.DebugLog("武将重生: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,awakeLV=%s,costMoneyTotal=%s(%s+%s),lvReset=%s,breakReset=%s,awakeReset=%s"
                       % (itemIndex, heroID, quality, heroLV, breakLV, awakeLV, costMoneyTotal, lvCostMoney, awakeCostMoney, lvReset, breakReset, awakeReset))
    if moneyType and costMoneyTotal and not PlayerControl.HaveMoney(curPlayer, moneyType, costMoneyTotal):
        return
    
    # 验证通过,可以重生
    ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 4)
    returnItemDict = {}
    __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio)
    __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio)
    __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio)
    if lvReset:
        __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio)
    if breakReset:
        __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio)
    if awakeReset:
        __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio)
    if moneyType and costMoneyTotal and not PlayerControl.PayMoney(curPlayer, moneyType, costMoneyTotal, "HeroRebirth"):
        return
    
    # 执行重生
    item = heroItem.GetItem()
    item.SetUserAttr(ShareDefine.Def_IudetHeroLV, 1)
    item.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, 0)
    item.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, 0)
    if lvReset:
        item.SetUserAttr(ShareDefine.Def_IudetHeroLV, 1)
    if breakReset:
        item.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, 0)
    if awakeReset:
        item.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, 0)
    heroItem.Sync_Item()
    
    if returnItemDict:
        returnItemList = [[k, v] for k, v in returnItemDict.items()]
        ItemControler.GivePlayerItemOrMail(curPlayer, returnItemList, event=["HeroRebirth", False, {}])
        
    if awakeLV:
    if awakeReset and awakeLV:
        rebirthCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroAwakeRebirthCnt, rebirthCnt + 1)
        Sync_PlayerHeroInfo(curPlayer)