121 【武将】武将系统-服务端(突破单独配置所需武将等级,不需要满级才能突破;突破消耗物品改为支持多种物品;)
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| | | DWORD _Quality; //品质
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| | | DWORD _BreakLV; //突破等级
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| | | WORD LVMax; // 等级上限
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| | | list UPCostItem; // 突破到下级消耗道具
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| | | WORD UPLVNeed; // 突破到下级需要等级
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| | | list UPCostItemList; // 突破到下级消耗道具
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| | | };
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| | |
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| | | //武将品质觉醒表
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| | |
| | | ("DWORD", "Quality", 1),
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| | | ("DWORD", "BreakLV", 1),
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| | | ("WORD", "LVMax", 0),
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| | | ("list", "UPCostItem", 0),
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| | | ("WORD", "UPLVNeed", 0),
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| | | ("list", "UPCostItemList", 0),
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| | | ),
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| | |
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| | | "HeroQualityAwake":(
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| | |
| | | def GetQuality(self): return self.attrTuple[0] # 品质 DWORD
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| | | def GetBreakLV(self): return self.attrTuple[1] # 突破等级 DWORD
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| | | def GetLVMax(self): return self.attrTuple[2] # 等级上限 WORD
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| | | def GetUPCostItem(self): return self.attrTuple[3] # 突破到下级消耗道具 list |
| | | def GetUPLVNeed(self): return self.attrTuple[3] # 突破到下级需要等级 WORD
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| | | def GetUPCostItemList(self): return self.attrTuple[4] # 突破到下级消耗道具 list |
| | | |
| | | # 武将品质觉醒表 |
| | | class IPY_HeroQualityAwake(): |
| | |
| | | ipyData = IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, breakLV)
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| | | if not ipyData:
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| | | return
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| | | LVMax = ipyData.GetLVMax()
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| | | if heroLV < LVMax:
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| | | GameWorld.DebugLog("未满级,无法突破: heroLV=%s < %s" % (heroLV, LVMax), playerID)
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| | | UPLVNeed = ipyData.GetUPLVNeed()
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| | | if heroLV < UPLVNeed:
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| | | GameWorld.DebugLog("武将等级不足,无法突破: heroLV=%s < %s" % (heroLV, UPLVNeed), playerID)
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| | | return
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| | | nextBreakLV = breakLV + 1
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| | | if not IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, nextBreakLV):
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| | | GameWorld.DebugLog("突破等级已满级: quality=%s,breakLV=%s" % (quality, breakLV), playerID)
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| | | return
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| | | costItemInfo = ipyData.GetUPCostItem()
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| | | if not costItemInfo:
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| | | return
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| | | costItemID, costItemCount = costItemInfo
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| | | if not costItemID or not costItemCount:
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| | | costItemList = ipyData.GetUPCostItemList()
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| | | if not costItemList:
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| | | return
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| | | itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
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| | | hasEnough, itemIndexList = ItemCommon.GetItem_FromPack_ByID(costItemID, itemPack, costItemCount)
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| | | if not hasEnough:
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| | | GameWorld.DebugLog("材料不足,武将无法突破! costItemID=%s, costItemCount=%s" % (costItemID, costItemCount))
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| | | lackItemDict, delInfoDict = ItemCommon.GetCostItemIndexList(costItemList, itemPack)
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| | | if lackItemDict:
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| | | GameWorld.DebugLog("材料不足,武将无法突破! quality=%s,breakLV=%s,lackItemDict=%s" % (quality, breakLV, lackItemDict), playerID)
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| | | return
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| | | ItemCommon.ReduceItem(curPlayer, itemPack, itemIndexList, costItemCount, True, "HeroBreak")
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| | | ItemCommon.DelCostItem(curPlayer, itemPack, delInfoDict, "HeroBreak")
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| | | |
| | | GameWorld.DebugLog("武将突破: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextBreakLV), playerID)
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| | | SetHeroBreakLV(curPlayer, heroItem, nextBreakLV)
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