hxp
9 天以前 5a3bb2e53454800a55bca0d911050e8dd9a69c27
556 【付费功能】时装商店-服务端
5个文件已修改
84 ■■■■ 已修改文件
PySysDB/PySysDBPY.h 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py 18 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py 54 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py 7 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
PySysDB/PySysDBPY.h
@@ -212,6 +212,7 @@
struct    HeroSkinAttr
{
    DWORD        _SkinID;    //皮肤NPCID
    BYTE        SkinQuality;    //皮肤品质
    DWORD        NeedItemID;    //所需道具
    BYTE        StarMax;    //最高星级
    list        WearAttrIDList;    // 穿戴属性ID列表
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -218,6 +218,7 @@
                "HeroSkinAttr":(
                        ("DWORD", "SkinID", 1),
                        ("BYTE", "SkinQuality", 0),
                        ("DWORD", "NeedItemID", 0),
                        ("BYTE", "StarMax", 0),
                        ("list", "WearAttrIDList", 0),
@@ -2027,14 +2028,15 @@
        return
        
    def GetSkinID(self): return self.attrTuple[0] # 皮肤NPCID DWORD
    def GetNeedItemID(self): return self.attrTuple[1] # 所需道具 DWORD
    def GetStarMax(self): return self.attrTuple[2] # 最高星级 BYTE
    def GetWearAttrIDList(self): return self.attrTuple[3] #  穿戴属性ID列表 list
    def GetWearAttrValueList(self): return self.attrTuple[4] #  穿戴属性值列表 list
    def GetWearAttrPerStarAddList(self): return self.attrTuple[5] # 穿戴每星加成值列表 list
    def GetRoleAttrIDList(self): return self.attrTuple[6] #  主公属性ID列表 list
    def GetRoleAttrValueList(self): return self.attrTuple[7] #  主公属性初始值列表 list
    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
    def GetNeedItemID(self): return self.attrTuple[2] # 所需道具 DWORD
    def GetStarMax(self): return self.attrTuple[3] # 最高星级 BYTE
    def GetWearAttrIDList(self): return self.attrTuple[4] #  穿戴属性ID列表 list
    def GetWearAttrValueList(self): return self.attrTuple[5] #  穿戴属性值列表 list
    def GetWearAttrPerStarAddList(self): return self.attrTuple[6] # 穿戴每星加成值列表 list
    def GetRoleAttrIDList(self): return self.attrTuple[7] #  主公属性ID列表 list
    def GetRoleAttrValueList(self): return self.attrTuple[8] #  主公属性初始值列表 list
    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():
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -924,6 +924,10 @@
            tagItem.Clear()
            return True
        
        if PlayerHero.AutoChangeToSkinPoint(curPlayer, tagItem):
            tagItem.Clear()
            return True
        #增加副本次数
        if itemEff.GetEffectID() == ChConfig.Def_Effect_AddFBCnt:
            isAutoUse = itemEff.GetEffectValue(1)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -1126,7 +1126,7 @@
    if not heroIpyData:
        return
    skinIDList = heroIpyData.GetSkinIDList()
    if not skinIDList or len(skinIDList) >= skinIndex:
    if not skinIDList or skinIndex >= len(skinIDList):
        return
    skinID = skinIDList[skinIndex]
    __onHeroSkinActive(curPlayer, heroID, skinID, isActive)
@@ -1189,6 +1189,58 @@
    RefreshLordAttr(curPlayer) # 时装升星 - 全体属性
    return
def AutoChangeToSkinPoint(curPlayer, curItem, notifyAward=True):
    ## 获得皮肤时自动转化为皮肤碎片
    # @return: 是否成功转化
    itemID = curItem.GetItemTypeID()
    itemIDSkinIDDict = GetItemHeroSkinIDDict()
    if itemID not in itemIDSkinIDDict:
        #GameWorld.DebugLog("非武将皮肤物品不处理! itemID=%s not in %s" % (itemID, itemIDSkinIDDict))
        return
    skinID = itemIDSkinIDDict[itemID]
    if not GetHeroSkinState(curPlayer, skinID):
        #GameWorld.DebugLog("该武将皮肤未激活不处理转化: itemID=%s,skinID=%s" % (itemID, skinID))
        return
    curStar = GetHeroSkinStar(curPlayer, skinID)
    ipyData = IpyGameDataPY.GetIpyGameData("HeroSkinAttr", skinID)
    if not ipyData:
        return
    starMax = ipyData.GetStarMax()
    if starMax and curStar < starMax:
        #GameWorld.DebugLog("武将皮肤未满星暂不转化! itemID=%s,skinID=%s,curStar=%s < %s" % (itemID, skinID, curStar, starMax))
        return
    skinQuality = ipyData.GetSkinQuality()
    skinQualityPointDict = IpyGameDataPY.GetFuncEvalCfg("HeroSkin", 1, {})
    if str(skinQuality) not in skinQualityPointDict:
        return
    changePoint = skinQualityPointDict[str(skinQuality)]
    itemCount = ItemControler.GetItemCount(curItem)
    addDataDict = {"ItemID":itemID, "ItemCount":itemCount, "SkinID":skinID}
    moneyType = ShareDefine.TYPE_Price_SkinPoint
    moneyValue = changePoint * itemCount
    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))
    if not PlayerControl.GiveMoney(curPlayer, moneyType, moneyValue, "HeroSkinChange", addDataDict, notifyAward=False):
        return
    curItem.Clear()
    ItemControler.NotifyGiveAwardInfo(curPlayer, [], "HeroSkinChange", moneyInfo={moneyType:moneyValue}, dataEx=itemID)
    return True
def GetItemHeroSkinIDDict():
    ## 获取物品ID对应皮肤ID信息
    itemIDSkinIDDict = IpyGameDataPY.GetConfigEx("itemIDSkinIDDict")
    if not itemIDSkinIDDict:
        itemIDSkinIDDict = {}
        ipyDataMgr = IpyGameDataPY.IPY_Data()
        for index in range(ipyDataMgr.GetHeroSkinAttrCount()):
            ipyData = ipyDataMgr.GetHeroSkinAttrByIndex(index)
            skinID = ipyData.GetSkinID()
            skinItemID = ipyData.GetNeedItemID()
            itemIDSkinIDDict[skinItemID] = skinID
        IpyGameDataPY.SetConfigEx("itemIDSkinIDDict", itemIDSkinIDDict)
        GameWorld.DebugLog("加载物品ID对应武将皮肤ID: %s" % itemIDSkinIDDict)
    return itemIDSkinIDDict
#// B2 37 武将图鉴激活升级 #tagCSHeroBookUP
#
#struct    tagCSHeroBookUP
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
@@ -600,7 +600,8 @@
CDBPlayerRefresh_OSAPoint, # 开服庆典积分 288
CDBPlayerRefresh_QunyingTicket, # 群英榜挑战令 289
CDBPlayerRefresh_QunyingPoint, # 群英榜积分 290
) = range(146, 291)
CDBPlayerRefresh_SkinPoint, # 时装碎片 291
) = range(146, 292)
TYPE_Price_Gold_Paper_Money = 5    # 金钱类型,(先用礼券,再用金子)
TYPE_Price_FamilyExp = 6 # 战盟经验
@@ -646,13 +647,14 @@
TYPE_Price_OSAPoint = 55    # 开服庆典积分
TYPE_Price_QunyingTicket = 56    # 群英榜挑战令
TYPE_Price_QunyingPoint = 57    # 群英榜积分
TYPE_Price_SkinPoint = 58    # 时装碎片
TYPE_Price_PayCoinDay = 98    # 代币时效,每日过天重置
TYPE_Price_PayCoin = 99    # 代币
#key可用于遍历所有货币,value仅GM相关会用到
MoneyNameDict = {
                 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", 
                 55:"可用开服庆典积分", 56:"群英榜挑战令", 57:"群英榜积分",
                 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",
                 98:"代币时效", 99:"代币"
                 }
#MoneyNameDict = {
@@ -680,6 +682,7 @@
                           TYPE_Price_OSAPoint:CDBPlayerRefresh_OSAPoint,
                           TYPE_Price_QunyingTicket:CDBPlayerRefresh_QunyingTicket,
                           TYPE_Price_QunyingPoint:CDBPlayerRefresh_QunyingPoint,
                           TYPE_Price_SkinPoint:CDBPlayerRefresh_SkinPoint,
                           TYPE_Price_PayCoinDay:CDBPlayerRefresh_PayCoinDay,
                           #TYPE_Price_Rune:CDBPlayerRefresh_Rune,
                           #TYPE_Price_RuneSplinters:CDBPlayerRefresh_RuneSplinters,