| | |
| | | struct HeroSkinAttr
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| | | {
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| | | DWORD _SkinID; //皮肤NPCID
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| | | BYTE SkinQuality; //皮肤品质
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| | | DWORD NeedItemID; //所需道具
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| | | BYTE StarMax; //最高星级
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| | | list WearAttrIDList; // 穿戴属性ID列表
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| | |
| | |
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| | | "HeroSkinAttr":(
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| | | ("DWORD", "SkinID", 1),
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| | | ("BYTE", "SkinQuality", 0),
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| | | ("DWORD", "NeedItemID", 0),
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| | | ("BYTE", "StarMax", 0),
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| | | ("list", "WearAttrIDList", 0),
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| | |
| | | return |
| | | |
| | | def GetSkinID(self): return self.attrTuple[0] # 皮肤NPCID DWORD
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| | | def GetNeedItemID(self): return self.attrTuple[1] # 所需道具 DWORD
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| | | def GetStarMax(self): return self.attrTuple[2] # 最高星级 BYTE
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| | | def GetWearAttrIDList(self): return self.attrTuple[3] # 穿戴属性ID列表 list
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| | | def GetWearAttrValueList(self): return self.attrTuple[4] # 穿戴属性值列表 list
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| | | def GetWearAttrPerStarAddList(self): return self.attrTuple[5] # 穿戴每星加成值列表 list
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| | | def GetRoleAttrIDList(self): return self.attrTuple[6] # 主公属性ID列表 list
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| | | def GetRoleAttrValueList(self): return self.attrTuple[7] # 主公属性初始值列表 list
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| | | def GetRoleAttrPerStarAddList(self): return self.attrTuple[8] # 主公每星加成值列表 list |
| | | def GetSkinQuality(self): return self.attrTuple[1] # 皮肤品质 BYTE
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| | | def GetNeedItemID(self): return self.attrTuple[2] # 所需道具 DWORD
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| | | def GetStarMax(self): return self.attrTuple[3] # 最高星级 BYTE
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| | | def GetWearAttrIDList(self): return self.attrTuple[4] # 穿戴属性ID列表 list
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| | | def GetWearAttrValueList(self): return self.attrTuple[5] # 穿戴属性值列表 list
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| | | def GetWearAttrPerStarAddList(self): return self.attrTuple[6] # 穿戴每星加成值列表 list
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| | | def GetRoleAttrIDList(self): return self.attrTuple[7] # 主公属性ID列表 list
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| | | def GetRoleAttrValueList(self): return self.attrTuple[8] # 主公属性初始值列表 list
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| | | def GetRoleAttrPerStarAddList(self): return self.attrTuple[9] # 主公每星加成值列表 list |
| | | |
| | | # 武将品质表 |
| | | class IPY_HeroQuality(): |
| | |
| | | tagItem.Clear()
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| | | return True
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| | |
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| | | if PlayerHero.AutoChangeToSkinPoint(curPlayer, tagItem):
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| | | tagItem.Clear()
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| | | return True
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| | | |
| | | #增加副本次数
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| | | if itemEff.GetEffectID() == ChConfig.Def_Effect_AddFBCnt:
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| | | isAutoUse = itemEff.GetEffectValue(1)
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| | |
| | | if not heroIpyData:
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| | | return
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| | | skinIDList = heroIpyData.GetSkinIDList()
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| | | if not skinIDList or len(skinIDList) >= skinIndex:
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| | | if not skinIDList or skinIndex >= len(skinIDList):
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| | | return
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| | | skinID = skinIDList[skinIndex]
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| | | __onHeroSkinActive(curPlayer, heroID, skinID, isActive)
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| | |
| | | RefreshLordAttr(curPlayer) # 时装升星 - 全体属性
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| | | return
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| | |
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| | | def AutoChangeToSkinPoint(curPlayer, curItem, notifyAward=True):
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| | | ## 获得皮肤时自动转化为皮肤碎片
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| | | # @return: 是否成功转化
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| | | itemID = curItem.GetItemTypeID()
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| | | itemIDSkinIDDict = GetItemHeroSkinIDDict()
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| | | if itemID not in itemIDSkinIDDict:
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| | | #GameWorld.DebugLog("非武将皮肤物品不处理! itemID=%s not in %s" % (itemID, itemIDSkinIDDict))
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| | | return
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| | | skinID = itemIDSkinIDDict[itemID]
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| | | if not GetHeroSkinState(curPlayer, skinID):
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| | | #GameWorld.DebugLog("该武将皮肤未激活不处理转化: itemID=%s,skinID=%s" % (itemID, skinID))
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| | | return
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| | | curStar = GetHeroSkinStar(curPlayer, skinID)
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| | | ipyData = IpyGameDataPY.GetIpyGameData("HeroSkinAttr", skinID)
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| | | if not ipyData:
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| | | return
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| | | starMax = ipyData.GetStarMax()
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| | | if starMax and curStar < starMax:
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| | | #GameWorld.DebugLog("武将皮肤未满星暂不转化! itemID=%s,skinID=%s,curStar=%s < %s" % (itemID, skinID, curStar, starMax))
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| | | return
|
| | | skinQuality = ipyData.GetSkinQuality()
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| | | skinQualityPointDict = IpyGameDataPY.GetFuncEvalCfg("HeroSkin", 1, {})
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| | | if str(skinQuality) not in skinQualityPointDict:
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| | | return
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| | | changePoint = skinQualityPointDict[str(skinQuality)]
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| | | itemCount = ItemControler.GetItemCount(curItem)
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| | | addDataDict = {"ItemID":itemID, "ItemCount":itemCount, "SkinID":skinID}
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| | | moneyType = ShareDefine.TYPE_Price_SkinPoint
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| | | moneyValue = changePoint * itemCount
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| | | GameWorld.DebugLog("武将皮肤不需要再升星了自动转化为皮肤碎片! itemID=%s,skinID=%s,skinQuality=%s,moneyValue=%s,itemCount=%s" |
| | | % (itemID, skinID, skinQuality, moneyValue, itemCount))
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| | | if not PlayerControl.GiveMoney(curPlayer, moneyType, moneyValue, "HeroSkinChange", addDataDict, notifyAward=False):
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| | | return
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| | | curItem.Clear()
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| | | ItemControler.NotifyGiveAwardInfo(curPlayer, [], "HeroSkinChange", moneyInfo={moneyType:moneyValue}, dataEx=itemID)
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| | | return True
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| | |
|
| | | def GetItemHeroSkinIDDict():
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| | | ## 获取物品ID对应皮肤ID信息
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| | | itemIDSkinIDDict = IpyGameDataPY.GetConfigEx("itemIDSkinIDDict")
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| | | if not itemIDSkinIDDict:
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| | | itemIDSkinIDDict = {}
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| | | ipyDataMgr = IpyGameDataPY.IPY_Data()
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| | | for index in range(ipyDataMgr.GetHeroSkinAttrCount()):
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| | | ipyData = ipyDataMgr.GetHeroSkinAttrByIndex(index)
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| | | skinID = ipyData.GetSkinID()
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| | | skinItemID = ipyData.GetNeedItemID()
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| | | itemIDSkinIDDict[skinItemID] = skinID
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| | | IpyGameDataPY.SetConfigEx("itemIDSkinIDDict", itemIDSkinIDDict)
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| | | GameWorld.DebugLog("加载物品ID对应武将皮肤ID: %s" % itemIDSkinIDDict)
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| | | return itemIDSkinIDDict
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| | |
|
| | | #// B2 37 武将图鉴激活升级 #tagCSHeroBookUP
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| | | #
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| | | #struct tagCSHeroBookUP
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| | |
| | | CDBPlayerRefresh_OSAPoint, # 开服庆典积分 288
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| | | CDBPlayerRefresh_QunyingTicket, # 群英榜挑战令 289
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| | | CDBPlayerRefresh_QunyingPoint, # 群英榜积分 290
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| | | ) = range(146, 291)
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| | | CDBPlayerRefresh_SkinPoint, # 时装碎片 291
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| | | ) = range(146, 292)
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| | |
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| | | TYPE_Price_Gold_Paper_Money = 5 # 金钱类型,(先用礼券,再用金子)
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| | | TYPE_Price_FamilyExp = 6 # 战盟经验
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| | |
| | | TYPE_Price_OSAPoint = 55 # 开服庆典积分
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| | | TYPE_Price_QunyingTicket = 56 # 群英榜挑战令
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| | | TYPE_Price_QunyingPoint = 57 # 群英榜积分
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| | | TYPE_Price_SkinPoint = 58 # 时装碎片
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| | | TYPE_Price_PayCoinDay = 98 # 代币时效,每日过天重置
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| | | TYPE_Price_PayCoin = 99 # 代币
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| | |
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| | | #key可用于遍历所有货币,value仅GM相关会用到
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| | | MoneyNameDict = {
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| | | 1:"金币", 15:"公会贡献币", 41:"战锤", 42:"将星玉髓", 43:"将魂", 51:"招募积分", 52:"淘金令", 53:"挑战券", 54:"特惠印绶",
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| | | 55:"可用开服庆典积分", 56:"群英榜挑战令", 57:"群英榜积分",
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| | | 55:"可用开服庆典积分", 56:"群英榜挑战令", 57:"群英榜积分", 58:"时装碎片",
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| | | 98:"代币时效", 99:"代币"
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| | | }
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| | | #MoneyNameDict = {
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| | |
| | | TYPE_Price_OSAPoint:CDBPlayerRefresh_OSAPoint,
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| | | TYPE_Price_QunyingTicket:CDBPlayerRefresh_QunyingTicket,
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| | | TYPE_Price_QunyingPoint:CDBPlayerRefresh_QunyingPoint,
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| | | TYPE_Price_SkinPoint:CDBPlayerRefresh_SkinPoint,
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| | | TYPE_Price_PayCoinDay:CDBPlayerRefresh_PayCoinDay,
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| | | #TYPE_Price_Rune:CDBPlayerRefresh_Rune,
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| | | #TYPE_Price_RuneSplinters:CDBPlayerRefresh_RuneSplinters,
|