| | |
| | | # 剧情任务完成处理
|
| | | OnStoryMissionFinish(curPlayer, missionID)
|
| | |
|
| | | # 完成任务事件
|
| | | GameFuncComm.DoFuncOpenLogic(curPlayer, [missionID])
|
| | | EventReport.WriteEvent_mission_log(curPlayer, curQuestData, 1, isFinish, failReason)
|
| | |
|
| | | # 镖车完成特殊处理
|
| | | elif missionID == ChConfig.Def_ConvoyTruckMissionID and state == ChConfig.Def_Mission_State_NoAccept:
|
| | | GameFuncComm.DoFuncOpenLogic(curPlayer, [missionID])
|
| | | EventReport.WriteEvent_mission_log(curPlayer, curQuestData, 1, isFinish, failReason)
|
| | | # # 镖车完成特殊处理
|
| | | # elif missionID == ChConfig.Def_ConvoyTruckMissionID and state == ChConfig.Def_Mission_State_NoAccept:
|
| | | # GameFuncComm.DoFuncOpenLogic(curPlayer, [missionID])
|
| | | # EventReport.WriteEvent_mission_log(curPlayer, curQuestData, 1, isFinish, failReason)
|
| | |
|
| | | return
|
| | |
|
| | |
| | | import Operate_EquipStone
|
| | | import PlayerWeekParty
|
| | | import PlayerFairyDomain
|
| | | import GameFuncComm
|
| | | import PlayerActLogin
|
| | | import PlayerHorse
|
| | | import FBCommon
|
| | |
| | | QuestCommon.SetPlayerMissionState(curPlayer, curMission, -1)
|
| | | curMission.SetDescriptionIndex(len(curMissionData.QuestDescriptionList) - 1)
|
| | | EventShell.NotifyOneMission(curPlayer, curMission, isNotifyAll=False)
|
| | | |
| | | # 完成任务事件 (配合前端,在通知任务状态后再触发)
|
| | | GameFuncComm.DoFuncOpenLogic(curPlayer, [missionID])
|
| | | #删除这个任务
|
| | | #第一个任务决定是否要触发OnEnter事件, 所以不能删除
|
| | | if missionID != 1 and diff_event == 0:
|