8405 【后端】成就系统开发(优化按境界阶更新成就进度逻辑;增加多成就条件向下适配更新成就进度模式;坐骑成就修改;增加天星塔成就)
11个文件已修改
1个文件已添加
613 ■■■■■ 已修改文件
ServerPython/CoreServerGroup/GameServer/Script/ShareDefine.py 52 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipPlus.py 25 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStar.py 22 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStone.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipWash.py 30 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Success.py 140 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_SkyTower.py 3 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHorse.py 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py 274 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerWing.py 8 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py 52 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/ShareDefine.py
@@ -1523,7 +1523,7 @@
SuccType_KirinHomeEx, #通关麒麟之府X次成就7
SuccType_GodWeapon, # x神器达到X级成就8
SuccType_XXX9, # 废弃9
SuccType_HorseAllLV, # X坐骑等级达到XX级 10
SuccType_HorseAllLV, # 坐骑等级达到X级 10
SuccType_XXX11, # 废弃11
SuccType_KillBossHomeBoss, # BOSS之家BOSS击杀成就12
SuccType_XXX13, # 废弃13
@@ -1539,8 +1539,8 @@
SuccType_XXX23 , # 废弃23
SuccType_XXX24 , # 废弃24
SuccType_XXX25, # 废弃25
SuccType_EquipPlus, # 强化x次成就26
SuccType_EquipPlusLV, # x件装备强化等级达到x级27 (已废弃)
SuccType_EquipPlus, # x件x阶x强化等级 26
SuccType_XXX27, # 废弃27
SuccType_KillWorldBoss, # 击杀世界bossx次成就(有伤害就算)28
SuccType_XXX29, # 废弃29
SuccType_PassWagicWeapon, # 通关法宝副本30
@@ -1551,8 +1551,8 @@
SuccType_Pray, # 祈祷x次35
SuccType_KillSpecificNPC, # 击杀特定NPC36
SuccType_XXX37, # 废弃37
SuccType_XXX38, # 废弃38
SuccType_EquipColorItem, #穿戴某阶某品质的装备成就39
SuccType_EquipPlace, # x件x阶x部位 38
SuccType_EquipColorItem, # x件x阶x品质 39
SuccType_XXX40, #废弃40
SuccType_XXX41, #废弃41
SuccType_PassRuneTower, #通关符印塔成就42
@@ -1583,9 +1583,9 @@
SuccType_ChaosDemon, #混乱妖域X人以上队伍X评级通关67
SuccType_XXX68, #废弃68
SuccType_CompoundItemEx, #物品X的合成成功X次69
SuccType_EquipWashLV1, #武器洗练X级(主手+副手)70
SuccType_EquipWashLV2, #防具洗练X级(防具5件)71
SuccType_EquipWashLV3, #仙器洗练X级(仙器3件)72
SuccType_EquipWash, #x件x阶x洗练等级 70
SuccType_XXX71, #废弃71
SuccType_XXX72, #废弃72
SuccType_XXX73, #废弃73
SuccType_XXX74, #废弃74
SuccType_XXX75, #废弃75
@@ -1595,17 +1595,17 @@
SuccType_DujieFBHelpPass, #渡劫助战成功X次 79
SuccType_XXX80, #废弃 80
SuccType_FBEncourage, #x副本累计鼓舞X次 81
SuccType_EquipArmor, #穿戴X颜色X星级X阶防具一套(5件防具) 82
SuccType_EquipWeapon, #穿戴X颜色X星级X阶武器一套(主手+副手) 83
SuccType_EquipStar, #x件x阶x星 82
SuccType_XXX83, #废弃 83
SuccType_XXX84, #废弃 84
SuccType_XXX85, #废弃85
SuccType_XXX86, #废弃 86
SuccType_XXX87, #废弃 87
SuccType_XXX88, #废弃 88
SuccType_XXX89, #仙盟宴会答题X题 89
SuccType_EquipWing, #穿戴X阶X品质羽翼 90
SuccType_XXX89, #废弃 89
SuccType_XXX90, #废弃 90
SuccType_MWSkillUp, #X法宝潜力技能提升X级 91
SuccType_EquipSuit, #套装 X件X阶普通(强化)防具套装 92
SuccType_EquipSuit, # X件X阶套装 92
SuccType_TalkFamily, # 仙盟频道发言93
SuccType_UseItem, # 使用X物品X次94
SuccType_XXX95, # 废弃95
@@ -1656,7 +1656,8 @@
SuccType_FeastRedPack_Dice, # 节日红包 - 天机摇骰子x次  140
SuccType_FeastRedPack_CrossPK, # 节日红包 - 跨服PK x次  141
SuccType_FeastRedPack_FBSweep, # 节日红包 - 副本扫荡 x次  142
) = range(1, 143)
SuccType_PassSkyTower, #通关天星塔 143
) = range(1, 144)
# 节日红包成就类型
FeastRedPackSuccessTypeList = range(SuccType_FeastRedPack_TalkWorld, SuccType_FeastRedPack_FBSweep + 1)
@@ -1666,17 +1667,28 @@
# 不向下适配检查的成就类型(指相对较高成就条件不会增加较低成就条件的进度)
UnDownCheckSuccessTypeList = [
                              SuccType_EquipPlusLV, SuccType_GodWeapon,
                              SuccType_GodWeapon,
                              SuccType_MainTaskNode,SuccType_PassWagicWeapon,
                              SuccType_KillSpecificNPC, SuccType_UseStoveBylv,
                              SuccType_Pray,SuccType_PetClassLV,
                              SuccType_HorseAllLV, SuccType_QueenRelics,SuccType_XMZZConWin,
                              SuccType_EquipSuit,SuccType_Collect,SuccType_DogzBattle,
                              SuccType_QueenRelics,SuccType_XMZZConWin,
                              SuccType_Collect,SuccType_DogzBattle,
                              SuccType_UseItem,SuccType_FamilyTechLV,
                              SuccType_GetSpecialItem,SuccType_GetMagicWeapon,SuccType_FBEncourage,SuccType_XBXZ,
                              SuccType_FeastRedPack_KillSpecificNPC,SuccType_FeastRedPack_KillBoss,
                              SuccType_FeastRedPack_EnterMap, SuccType_FeastRedPack_FBSweep,
                              ]
# 部分参数不向下适配检查的成就类型,此配置的类型不能在 UnDownCheckSuccessTypeList 里 {类型:[不向下适配的参数索引, ...], ...}
PartUnDownCheckSuccessTypeInfo = {
                                  SuccType_EquipSuit:[0], # 阶不向下适配
                                  SuccType_EquipPlace:[0,1], # 阶、部位不向下适配
                                  SuccType_EquipColorItem:[0], # 阶不向下适配
                                  SuccType_EquipPlus:[0], # 阶不向下适配
                                  SuccType_EquipWash:[0], # 阶不向下适配
                                  SuccType_EquipStar:[0], # 阶不向下适配
                                  }
#传进来的条件满足配置的条件列表中的一个就行的成就类型
ContainSuccessTypeList = [SuccType_CompoundItemEx, SuccType_PickUpItem, SuccType_MWSkillUp]
@@ -1685,9 +1697,9 @@
#增加进度前需要重置的成就类型
NeedResetSuccessTypeList = [
                            SuccType_InlayStone1,SuccType_InlayStone2,SuccType_EquipSuit,SuccType_InlayRune,
                            SuccType_EquipColorItem,SuccType_EquipArmor,SuccType_EquipWeapon,SuccType_DogzEquipPlus,
                            SuccType_HorseAllLV, SuccType_EquipPlusLV,SuccType_PetClassLV,SuccType_InlayGatherSoul,
                            SuccType_InlayStone1,SuccType_InlayStone2,SuccType_InlayRune,
                            SuccType_DogzEquipPlus,
                            SuccType_PetClassLV,SuccType_InlayGatherSoul,
                            ]
# 聊天类型, 从100开始, 前100个给c++用
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipPlus.py
@@ -169,18 +169,35 @@
        PlayerControl.WorldNotify(0, "StrengthenCongratulation", msgParamList)
        
    classLV = ItemCommon.GetItemClassLV(curEquip) 
    # 成就
    #PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipPlusLV, 1, [updPlusLV])
    
    DoLogic_OnEquipPartStarLVChange(curPlayer, packType, classLV)
    # 增加强化成就
    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipPlus, 1)
    # 强化成就
    __UpdateEquipPlusSuccess(curPlayer, classLV)
    EventShell.EventRespons_EquipPlus(curPlayer, classLV, updPlusLV)
    
    # 开服活动数据
    #OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_Plus, ChEquip.GetTotalPlusLV(curPlayer))
    return
def __UpdateEquipPlusSuccess(curPlayer, classLV):
    ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'ClassLV':classLV}, True)
    if not ipyDataList:
        return
    packType = IPY_GameWorld.rptEquip
    plusLVCountDict = {}
    for ipyData in ipyDataList:
        index = ipyData.GetGridIndex()
        plusLV = ChEquip.GetEquipPartPlusLV(curPlayer, packType, index)
        if not plusLV:
            continue
        conditionKey = (classLV, plusLV)
        plusLVCountDict[conditionKey] = plusLVCountDict.get(conditionKey, 0) + 1
    #GameWorld.DebugLog("强化成就数据: classLV=%s,plusLVCountDict=%s" % (classLV, plusLVCountDict))
    PlayerSuccess.UpdateSuccessProgressByConditions(curPlayer, ShareDefine.SuccType_EquipPlus, plusLVCountDict)
    return
def DoLogic_OnEquipPartStarLVChange(curPlayer, packType, classLV):
    #先刷装备BUFF 再计算属性
    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrActivatyNotify, ChConfig.Def_AttrActivatyNotify_Plus)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStar.py
@@ -24,6 +24,7 @@
import DataRecordPack
import PlayerAuctionHouse
import IpyGameDataPY
import PlayerSuccess
import GameWorld
import EventShell
import ChConfig
@@ -180,6 +181,9 @@
    updPartStar = ChEquip.GetEquipPartStar(curPlayer, equipPackIndex)
    GameWorld.DebugLog("    装备升星 equipPackIndex=%s result=%s,curPartStar=%s,updPartStar=%s" % (equipPackIndex, result, curPartStar, updPartStar), playerID)
    
    # 成就
    EquipStarSuccess(curPlayer, classLV)
    # 星级变更时处理
    # 刷新属性
    ChEquip.RefreshPlayerEquipAttribute(curPlayer, classLV)
@@ -297,3 +301,21 @@
    return curRate, delEquipGUIDDict, delItemInfoDict, lackItemCostMoney
def EquipStarSuccess(curPlayer, classLV):
    ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'ClassLV':classLV}, True)
    if not ipyDataList:
        return
    starCountDict = {}
    for ipyData in ipyDataList:
        index = ipyData.GetGridIndex()
        equipStar = ChEquip.GetEquipPartStar(curPlayer, index)
        if not equipStar:
            continue
        conditionKey = (classLV, equipStar)
        starCountDict[conditionKey] = starCountDict.get(conditionKey, 0) + 1
    #GameWorld.DebugLog("升星成就数据: classLV=%s,starCountDict=%s" % (classLV, starCountDict))
    PlayerSuccess.UpdateSuccessProgressByConditions(curPlayer, ShareDefine.SuccType_EquipStar, starCountDict)
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStone.py
@@ -255,7 +255,7 @@
    # 记录开服活动宝石总等级
    OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_StoneLV, totalStoneLV)
    PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_StoneTotalLV, totalStoneLV)
    #PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_StoneTotalLV, totalStoneLV)
    PlayerWeekParty.AddWeekPartyActionCnt(curPlayer, ChConfig.Def_WPAct_Stone, totalStoneLV, False, True)
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipWash.py
@@ -344,7 +344,7 @@
        if CheckEquipWashLVUp(curPlayer, curEquip, equipPackindex, washLV, washData):
            RefreshEquipWashAttr(curPlayer, classLV)
            Sycn_EquipWashInfo(curPlayer, equipPackindex)
            EquipWashSuccess(curPlayer)
            EquipWashSuccess(curPlayer, classLV)
        else:
            GameWorld.DebugLog("升级失败,有属性未达到最大值,无法升级!", playerID)
        return
@@ -472,17 +472,21 @@
            PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
    return
def EquipWashSuccess(curPlayer):
#    succList = [ShareDefine.SuccType_EquipWashLV1,ShareDefine.SuccType_EquipWashLV2,ShareDefine.SuccType_EquipWashLV3]
#    for washType in range(1, Def_EquipWashMaxType + 1):
#        washTypeLV = 999
#        placeList = GetEquipWashPlaceList(washType)
#        for equipPlace in placeList:
#            washLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipWashLV % equipPlace)
#            washTypeLV = min(washTypeLV, washLV)
#
#        if not washTypeLV:
#            continue
#        PlayerSuccess.DoAddSuccessProgress(curPlayer, succList[washType-1], 1, [washTypeLV])
def EquipWashSuccess(curPlayer, classLV):
    ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'ClassLV':classLV}, True)
    if not ipyDataList:
        return
    washLVCountDict = {}
    for ipyData in ipyDataList:
        index = ipyData.GetGridIndex()
        washLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipWashLV % index)
        if not washLV:
            continue
        conditionKey = (classLV, washLV)
        washLVCountDict[conditionKey] = washLVCountDict.get(conditionKey, 0) + 1
    #GameWorld.DebugLog("洗练成就数据: classLV=%s,washLVCountDict=%s" % (classLV, washLVCountDict))
    PlayerSuccess.UpdateSuccessProgressByConditions(curPlayer, ShareDefine.SuccType_EquipWash, washLVCountDict)
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Success.py
New file
@@ -0,0 +1,140 @@
#!/usr/bin/python
# -*- coding: GBK -*-
#-------------------------------------------------------------------------------
#
##@package GM.Commands.Success
#
# @todo:成就
# @author hxp
# @date 2020-03-31
# @version 1.0
#
# 详细描述: 成就
#
#-------------------------------------------------------------------------------
#"""Version = 2020-03-31 18:00"""
#-------------------------------------------------------------------------------
import ChConfig
import ShareDefine
import PlayerSuccess
import GameWorld
#逻辑实现
## GM命令执行入口
#  @param curPlayer 当前玩家
#  @param msgList 参数列表 [npcID]
#  @return None
#  @remarks 函数详细说明.
def OnExec(curPlayer, msgList):
    if not msgList:
        GameWorld.DebugAnswer(curPlayer, "重置所有成就: Success 0")
        GameWorld.DebugAnswer(curPlayer, "重置指定成就: Success 0 类型")
        GameWorld.DebugAnswer(curPlayer, "重置成就领奖: Success w 类型")
        GameWorld.DebugAnswer(curPlayer, "输出成就数据: Success p 类型")
        #GameWorld.DebugAnswer(curPlayer, "增加成就进度: Success a 类型 进度 条件(选填)")
        #GameWorld.DebugAnswer(curPlayer, "更新成就进度: Success u 类型 进度 条件(选填)")
        return
    cmdType = msgList[0]
    # 重置数据
    if cmdType == 0:
        __DoResetSuccess(curPlayer, msgList)
    # 重置领奖
    elif cmdType == "w":
        __DoResetSuccessAward(curPlayer, msgList)
    # 输出数据
    elif cmdType == "p":
        __DoPrintSuccess(curPlayer, msgList)
    # 增加进度
    elif cmdType == "a":
        pass
    # 更新进度
    elif cmdType == "u":
        pass
    return
def __DoResetSuccess(curPlayer, msgList):
    ## 重置成就数据
    if len(msgList) > 1:
        typeList = [msgList[1]]
    else:
        typeList = ShareDefine.SuccessTypeList
    resetTypeList = []
    for succType in typeList:
        succDataList = PlayerSuccess.GetSuccDataMng().GetSuccDataByType(succType)
        if not succDataList:
            continue
        for succDataObj in succDataList:
            succID = succDataObj.succID
            if succType not in resetTypeList:
                resetTypeList.append(succType)
            PlayerSuccess.SetSuccHasGot(curPlayer, succID, False)
            PlayerSuccess.SetSuccFinish(curPlayer, succID, False)
            PlayerSuccess.SetPDictValue(curPlayer, ChConfig.Def_PDict_Success_LastDay % (succID), 0)
            PlayerSuccess.SetSuccFinishValue(curPlayer, succType, succDataObj.condition, 0)
    # 老玩家上线检查情况
    PlayerSuccess.SetPDictValue(curPlayer, ChConfig.Def_PDict_Success_CheckVersion, 0)
    # 同步成就信息
    PlayerSuccess.Sync_SuccessInfo(curPlayer, [], True)
    # 同步成就领奖记录
    PlayerSuccess.Sync_SuccTypeIndexAwardRecord(curPlayer, [], True)
    GameWorld.DebugAnswer(curPlayer, "重置成就类型:%s" % resetTypeList)
    return
def __DoResetSuccessAward(curPlayer, msgList):
    ## 重置成就领奖
    if len(msgList) > 1:
        typeList = [msgList[1]]
    else:
        typeList = ShareDefine.SuccessTypeList
    resetIDList = []
    for succType in typeList:
        succDataList = PlayerSuccess.GetSuccDataMng().GetSuccDataByType(succType)
        if not succDataList:
            continue
        for succDataObj in succDataList:
            succID = succDataObj.succID
            if not PlayerSuccess.GetSuccHasGot(curPlayer, succID):
                continue
            PlayerSuccess.SetSuccHasGot(curPlayer, succID, False)
            resetIDList.append(succID)
    # 同步成就领奖记录
    PlayerSuccess.Sync_SuccTypeIndexAwardRecord(curPlayer, resetIDList, True)
    GameWorld.DebugAnswer(curPlayer, "重置成就ID领奖:%s" % resetIDList)
    return
def __DoPrintSuccess(curPlayer, msgList):
    ## 输出成就数据
    if len(msgList) > 1:
        typeList = [msgList[1]]
    else:
        typeList = ShareDefine.SuccessTypeList
    GameWorld.DebugAnswer(curPlayer, "--- 输出有进度的成就数据 ---")
    for succType in typeList:
        succDataList = PlayerSuccess.GetSuccDataMng().GetSuccDataByType(succType)
        if not succDataList:
            continue
        printType = False
        for succDataObj in succDataList:
            succID = succDataObj.succID
            value = PlayerSuccess.GetSuccFinishValue(curPlayer, succType, succDataObj.condition)
            if not value:
                continue
            if not printType:
                printType = True
                GameWorld.DebugAnswer(curPlayer, "成就类型: %s" % succType)
            isFinish = PlayerSuccess.GetSuccIsFinish(curPlayer, succID)
            hasGot = PlayerSuccess.GetSuccHasGot(curPlayer, succID)
            GameWorld.DebugAnswer(curPlayer, "    id=%s 条件:%s 进度:%s/%s 完成:%s 领奖:%s"
                                  % (succID, succDataObj.condition, value, succDataObj.needCnt, isFinish, hasGot))
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_SkyTower.py
@@ -31,6 +31,7 @@
import ChPlayer
import PlayerActivity
import PlayerBillboard
import PlayerSuccess
g_runeTypeDict = {}
@@ -89,6 +90,8 @@
    #任务
    EventShell.EventRespons_SkyTowerCnt(curPlayer, floorID)
    #通关符印塔成就
    PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_PassSkyTower, floorID)
    GameWorld.DebugLog(' 更新天星塔已通关数 %s' % floorID)
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -796,6 +796,7 @@
        if not self.PlayerCanEquipItem(curItem, True):
            return -1
        
        classLV = ItemCommon.GetItemClassLV(curItem)
        equipPlace = curItem.GetEquipPlace()
        
        curPlayer = self.__Player
@@ -812,7 +813,7 @@
        result = self.SwitchEquip(curItem, equipPackIndex)
        if result:
            #穿戴某阶某品质的装备成就
            PlayerSuccess.DoEquipSuccessLogic(curPlayer)
            PlayerSuccess.DoEquipSuccessLogic(curPlayer, classLV)
            #换装宝石处理
            Operate_EquipStone.DoMoveEquipStone(curPlayer, equipPackIndex)
            EventShell.EventRespons_EquipItem(curPlayer)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHorse.py
@@ -35,6 +35,7 @@
import EventShell
import IpyGameDataPY
import CrossPlayerData
import PlayerSuccess
import PlayerPet
@@ -494,6 +495,7 @@
        DataRecordPack.DR_NewHorseByClassUp(curPlayer, updClassLV, 0)
        # 记录开服活动马匹阶级
        #OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_Horse, updClassLV)
        PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_HorseAllLV, updClassLV)
        
    Sync_HorseClassData(curPlayer)
    # 刷属性,更新排行榜
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py
@@ -240,42 +240,9 @@
def __CheckOldPlayerSuccess(curPlayer):
    ''' 成就版本更新老玩家检查  每次启动服务后 玩家第一次上线检查成就完成情况
    '''
    #Versions = 2 #版本号,往上增加
    initGameWorldTime = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_InitGameWorldTime)
    # 上线需要检查老玩家成就完成情况类型{成就类型:维护版本号, ...}
    # 上线需要检查老玩家成就完成情况类型
    NeedCheckSuccTypeList = [
                            ShareDefine.SuccType_GetMagicWeapon,
                            ShareDefine.SuccType_PassRuneTower,
                            ShareDefine.SuccType_GodWeapon,
                            ShareDefine.SuccType_HorseAllLV,
                            #ShareDefine.SuccType_EquipPlusLV,
                            ShareDefine.SuccType_EquipColorItem,
                            ShareDefine.SuccType_EquipArmor,
                            ShareDefine.SuccType_EquipWeapon,
                            ShareDefine.SuccType_InlayRune,
                            ShareDefine.SuccType_RuneLvUp,
                            ShareDefine.SuccType_RealmlvUp,
                            ShareDefine.SuccType_PetClassLV,
                            ShareDefine.SuccType_InlayStone1,
                            ShareDefine.SuccType_InlayStone2,
                            ShareDefine.SuccType_XJMJGetExp,
                            ShareDefine.SuccType_EquipWashLV1,
                            ShareDefine.SuccType_EquipWashLV2,
                            ShareDefine.SuccType_EquipWashLV3,
                            ShareDefine.SuccType_EquipWing,
                            ShareDefine.SuccType_MWSkillUp,
                            ShareDefine.SuccType_EquipSuit,
                            ShareDefine.SuccType_FamilyTechLV,
                            ShareDefine.SuccType_AlchemyLV,
                            ShareDefine.SuccType_VIPLV,
                            ShareDefine.SuccType_StoneTotalLV,
                            ShareDefine.SuccType_XBXZ,
                            ShareDefine.SuccType_DogzBattle,
                            ShareDefine.SuccType_DogzEquipPlus,
                            ShareDefine.SuccType_MainTaskNode,
                            ShareDefine.SuccType_InlayGatherSoul,
                            ShareDefine.SuccType_GatherSoulLvUp,
                            ShareDefine.SuccType_UseStoveBylv,
                             ]
    
    curCheckVersion = GetPDictValue(curPlayer, ChConfig.Def_PDict_Success_CheckVersion)
@@ -285,119 +252,7 @@
    GameWorld.DebugLog("更新老玩家上线检查成就curCheckVersion=%s" % (curCheckVersion))
    ipyDataMgr = IpyGameDataPY.IPY_Data()
    for succType in NeedCheckSuccTypeList:
        if succType == ShareDefine.SuccType_GetMagicWeapon:
            for i in xrange(ipyDataMgr.GetTreasureCount()):
                treasureIpyData = ipyDataMgr.GetTreasureByIndex(i)
                magicWeaponID = treasureIpyData.GetID()
                isActive = PlayerMagicWeapon.GetIsActiveMagicWeapon(curPlayer, magicWeaponID)
                if not isActive:
                    continue
                curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % magicWeaponID)
                for lv in xrange(curMWLV+1):
                    DoAddSuccessProgress(curPlayer, succType, 1, [magicWeaponID, lv])
        elif succType == ShareDefine.SuccType_PassRuneTower:
            passlv = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_TrialTower_PassLV)
            DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_PassRuneTower, 1, [passlv])
        elif succType == ShareDefine.SuccType_GodWeapon:
            ResetSuccessByType(curPlayer, succType)
            maxType = ipyDataMgr.GetGodWeaponByIndex(ipyDataMgr.GetGodWeaponCount()-1).GetType()
            for i in xrange(1, maxType + 1):
                weaponLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % i)
                UptateSuccessProgress(curPlayer, succType, weaponLV, [i])
        elif succType == ShareDefine.SuccType_EquipPlusLV:
            ResetSuccessByType(curPlayer, succType)
            for pType, indexList in ChConfig.Pack_EquipPart_CanPlusStar.items():
                for i in indexList:
                    equipPartStarLV = ChEquip.GetEquipPartPlusLV(curPlayer, pType, i)
                    for pluslv in xrange(1, equipPartStarLV+1):
                        DoAddSuccessProgress(curPlayer, succType, 1, [pluslv])
        elif succType in [ShareDefine.SuccType_EquipColorItem, ShareDefine.SuccType_EquipArmor, ShareDefine.SuccType_EquipWeapon, ShareDefine.SuccType_EquipWing]:
            DoEquipSuccessLogic(curPlayer)
        elif succType in [ShareDefine.SuccType_InlayRune, ShareDefine.SuccType_RuneLvUp]:
            PlayerRune.DoRuneSuccessLogic(curPlayer)
        elif succType in [ShareDefine.SuccType_InlayGatherSoul, ShareDefine.SuccType_GatherSoulLvUp]:
            PlayerGatherSoul.DoGatherSoulSuccessLogic(curPlayer)
        elif succType == ShareDefine.SuccType_RealmlvUp:
            ResetSuccessByType(curPlayer, succType)
            UptateSuccessProgress(curPlayer, succType, curPlayer.GetOfficialRank())
        elif succType == ShareDefine.SuccType_PetClassLV:
            ResetSuccessByType(curPlayer, succType)
            petDataPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptPet)
            for petDataIndex in range(petDataPack.GetCount()):
                petItem = petDataPack.GetAt(petDataIndex)
                if petItem.IsEmpty():
                    continue
                petNPCID = petItem.GetUserAttr(ShareDefine.Def_IudetPet_NPCID)
                classLV = petItem.GetUserAttr(ShareDefine.Def_IudetPet_ClassLV)
                for lv in xrange(classLV+1):
                    DoAddSuccessProgress(curPlayer, succType, 1, [petNPCID, lv+1])
        elif succType in [ShareDefine.SuccType_InlayStone1, ShareDefine.SuccType_InlayStone2, ShareDefine.SuccType_StoneTotalLV]:
            Operate_EquipStone.DoStoneSuccess(curPlayer)
        elif succType == ShareDefine.SuccType_XJMJGetExp:
            expPointRecord = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_BZZD_TotalFightExpPoint)
            DoAddSuccessProgress(curPlayer, succType, 1, [expPointRecord])
        elif succType in [ShareDefine.SuccType_EquipWashLV1,ShareDefine.SuccType_EquipWashLV2,ShareDefine.SuccType_EquipWashLV3]:
            Operate_EquipWash.EquipWashSuccess(curPlayer)
        elif succType == ShareDefine.SuccType_MWSkillUp:
            ResetSuccessByType(curPlayer, succType)
            skillManager = curPlayer.GetSkillManager()
            for i in range(0, skillManager.GetSkillCount()):
                curSkill = skillManager.GetSkillByIndex(i)
                if curSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbSkill,ChConfig.Def_SkillFuncType_FbSPSkill]:
                    curSkillLV = curSkill.GetSkillLV()
                    UptateSuccessProgress(curPlayer, succType, curSkillLV, [curSkill.GetSkillTypeID()])
#        elif succType == ShareDefine.SuccType_EquipSuit:
#            Operate_EquipSuitCompose.DoSuiteSuccess(curPlayer)
        elif succType == ShareDefine.SuccType_FamilyTechLV:
            ResetSuccessByType(curPlayer, succType)
            techNeedLVDict = IpyGameDataPY.GetFuncEvalCfg('FamilyTechNeedLV', 1, {})
            techIDList = techNeedLVDict.keys()
            for techID in techIDList:
                techLV = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FamilyTechLV % techID)
                UptateSuccessProgress(curPlayer, succType, techLV, [techID])
        elif succType == ShareDefine.SuccType_AlchemyLV:
            ResetSuccessByType(curPlayer, succType)
            alchemyLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AlchemyLV)
            UptateSuccessProgress(curPlayer, succType, alchemyLV)
        elif succType == ShareDefine.SuccType_VIPLV:
            DoAddSuccessProgress(curPlayer, succType, 1, [curPlayer.GetVIPLv()])
        elif succType == ShareDefine.SuccType_XBXZ:
            ResetSuccessByType(curPlayer, succType)
            for i in xrange(ipyDataMgr.GetXBXZCount()):
                ipyData = ipyDataMgr.GetXBXZByIndex(i)
                if GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_XBXZAwardRecord, ipyData.GetID()):
                    DoAddSuccessProgress(curPlayer, succType, 1, [ipyData.GetMWID()])
        elif succType == ShareDefine.SuccType_DogzBattle:
            for i in xrange(ipyDataMgr.GetDogzCount()):
                ipyData = ipyDataMgr.GetDogzByIndex(i)
                if GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_DogzFightState, i):
                    DoAddSuccessProgress(curPlayer, succType, 1, [ipyData.GetDogzID()])
        elif succType == ShareDefine.SuccType_DogzEquipPlus:
            ResetSuccessByType(curPlayer, succType)
            DoAddSuccessProgress(curPlayer, succType, PlayerDogz.GetFightDogzTotalPlusLv(curPlayer))
        elif succType == ShareDefine.SuccType_MainTaskNode: #只能处理主线任务
            succInfoList = GetSuccDataMng().GetSuccDataByType(succType)
            for succData in succInfoList:
                missionID = succData.condition[0]
                if QuestCommon.GetHadFinishMainMission(curPlayer, missionID):
                    DoAddSuccessProgress(curPlayer, succType, 1, [missionID])
        elif succType == ShareDefine.SuccType_UseStoveBylv:
            ResetSuccessByType(curPlayer, succType)
            for i in xrange(ipyDataMgr.GetAttrFruitCount()):
                ipyData = ipyDataMgr.GetAttrFruitByIndex(i)
                fruitItemID = ipyData.GetID()
                hasUseCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AttrFruitEatCnt % fruitItemID)
                if ipyData.GetFuncID() == ShareDefine.Def_AttrFruitFunc_Stove:
                    itemData = GameWorld.GetGameData().GetItemByTypeID(fruitItemID)
                    if not itemData:
                        continue
                    DoAddSuccessProgress(curPlayer, succType, hasUseCnt, [itemData.GetLV()])
        pass
                    
    DataRecordPack.DR_CheckOldPlayerSuccess(curPlayer)
    SetPDictValue(curPlayer, ChConfig.Def_PDict_Success_CheckVersion, initGameWorldTime)
@@ -529,37 +384,111 @@
        SetSuccFinishValue(curPlayer, succType, condition, 0)
    return
def DoEquipSuccessLogic(curPlayer):
def DoEquipSuccessLogic(curPlayer, classLV):
    #玩家当前可装备的装备类型
    ResetSuccessByType(curPlayer, ShareDefine.SuccType_EquipColorItem)
    ResetSuccessByType(curPlayer, ShareDefine.SuccType_EquipArmor)
    ResetSuccessByType(curPlayer, ShareDefine.SuccType_EquipWeapon)
    
    packType = IPY_GameWorld.rptEquip
    ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'ClassLV':classLV}, True)
    if not ipyDataList:
        return
    
    playerEquip = curPlayer.GetItemManager().GetPack(packType)
    for equipIndex in xrange(playerEquip.GetCount()):
        if equipIndex not in ShareDefine.RoleEquipType :
            continue
    placeCountDict, colorCountDict, suitCountDict = {}, {}, {}
    playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
    for ipyData in ipyDataList:
        equipIndex = ipyData.GetGridIndex()
        curEquip = playerEquip.GetAt(equipIndex)
        if curEquip.IsEmpty():
            continue
        itemColor = curEquip.GetUserAttr(ShareDefine.Def_IudetItemColor)
        if not itemColor:
        itemPlace = curEquip.GetEquipPlace()
        # 套装、颜色 成就 统计基础部位
        if itemPlace in ChConfig.EquipPlace_Base:
            itemColor = curEquip.GetItemColor()
            colorConditionKey = (classLV, itemColor)
            colorCountDict[colorConditionKey] = colorCountDict.get(colorConditionKey, 0) + 1
        
        itemQuality = curEquip.GetItemQuality()
        classLV = ItemCommon.GetItemClassLV(curEquip)
        if equipIndex not in [ShareDefine.retWing,ShareDefine.retGuard1,ShareDefine.retGuard2,ShareDefine.retHorse]:
            DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipColorItem, 1, [classLV, itemColor])
        if equipIndex in ChConfig.EquipPlace_BaseWeapon:
            DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipWeapon, 1, [itemColor, itemQuality, classLV])
        elif equipIndex in ChConfig.EquipPlace_BaseArmor:
            DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipArmor, 1, [itemColor, itemQuality, classLV])
            # 统计套装数
            if curEquip.GetSuiteID():
                suitConditionKey = (classLV, )
                suitCountDict[suitConditionKey] = suitCountDict.get(suitConditionKey, 0) + 1
        
        elif equipIndex == ShareDefine.retWing:
            DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipWing, 1, [classLV, itemColor])
        # 部位 成就 统计特殊部位
        elif itemPlace in ChConfig.EquipPlace_Special:
            placeConditionKey = (classLV, itemPlace)
            placeCountDict[placeConditionKey] = placeCountDict.get(placeConditionKey, 0) + 1
    # 更新成就
    #GameWorld.DebugLog("装备阶部位成就数据: classLV=%s,placeCountDict=%s" % (classLV, placeCountDict))
    UpdateSuccessProgressByConditions(curPlayer, ShareDefine.SuccType_EquipPlace, placeCountDict)
    #GameWorld.DebugLog("装备阶颜色成就数据: classLV=%s,colorCountDict=%s" % (classLV, colorCountDict))
    UpdateSuccessProgressByConditions(curPlayer, ShareDefine.SuccType_EquipColorItem, colorCountDict)
    #GameWorld.DebugLog("装备阶套装成就数据: classLV=%s,suitCountDict=%s" % (classLV, suitCountDict))
    UpdateSuccessProgressByConditions(curPlayer, ShareDefine.SuccType_EquipSuit, suitCountDict)
    return
def UpdateSuccessProgressByConditions(curPlayer, successType, conditionCountDict):
    if successType not in ShareDefine.SuccessTypeList:
        return
    succInfoList = GetSuccDataMng().GetSuccDataByType(successType)
    if not succInfoList:
        return
    updIDList = []
    updsuccDataList = []
    updConditionDict = {}
    for condition, newCount in conditionCountDict.items():
        addCondList = [] # 不同的成就ID条件可能相同,只是最大进度不同,故传入的条件计数针对相同成就条件只能累加一次
        for succDataObj in succInfoList:
            cond = succDataObj.condition
            tupleCond = tuple(cond) # 作为字典key用
            succID = succDataObj.succID
            needCnt = succDataObj.needCnt
            if tupleCond not in updConditionDict:
                updConditionDict[tupleCond] = [cond, 0, 0] # [条件, 更新值, 最大进度值]
            updInfo = updConditionDict[tupleCond]
            if updInfo[2] < needCnt:
                updInfo[2] = needCnt
            if not __CheckCanAddSuccess(curPlayer, succDataObj, list(condition)):
                continue
            if succID not in updIDList:
                updIDList.append(succID)
                updsuccDataList.append(succDataObj)
            if tupleCond not in addCondList:
                addCondList.append(tupleCond)
                updConditionDict[tupleCond][1] = updConditionDict[tupleCond][1] + newCount # 更新进度值
    # 没有找到更新目标不处理
    #GameWorld.DebugLog("    updConditionDict=%s" % updConditionDict)
    #GameWorld.DebugLog("    updIDList=%s" % updIDList)
    if not updIDList:
        return
    isUpd = False
    # 先更新成就记录值后再判断完成与否
    for cond, updCnt, maxCnt in updConditionDict.values():
        if not updCnt:
            continue
        updCnt = min(maxCnt, updCnt)
        if GetSuccFinishValue(curPlayer, successType, cond) == updCnt:
            continue
        isUpd = True
        SetSuccFinishValue(curPlayer, successType, cond, updCnt)
        #GameWorld.DebugLog("    successType=%s,cond=%s,updCnt=%s,maxCnt=%s"  % (successType, cond, updCnt, maxCnt))
    if not isUpd:
        return
    # 同步更新信息
    Sync_SuccessInfo(curPlayer, updIDList, False)
    # 更新值后检查成就完成情况
    __DoCheckSuccessFinish(curPlayer, successType, updsuccDataList)
    return
@@ -629,7 +558,14 @@
            # 可向下增加进度的, 仅配置值 <= 该值的可增加进度
            if not isUnDownCheck:
                isbreak = False
                undowncheckIndexList = [] # 不向下检查的条件索引
                if successType in ShareDefine.PartUnDownCheckSuccessTypeInfo:
                    undowncheckIndexList = ShareDefine.PartUnDownCheckSuccessTypeInfo[successType]
                for i, num in enumerate(cond):
                    if i in undowncheckIndexList:
                        if num != condition[i]:
                            isbreak = True
                            break
                    if num > condition[i]:
                        isbreak = True
                        break
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerWing.py
@@ -238,18 +238,18 @@
    # 更新翅膀精炼颜色
    wingColorDict = wingAttrIpyData.GetItemColorInfo()
    curColor = curWing.GetUserAttr(ShareDefine.Def_IudetItemColor)
    isColorChange = False
    #isColorChange = False
    for color in wingColorDict:
        if updWingProgress >= wingColorDict[color] and color > curColor:
            curColor = color
            curWing.SetUserAttr(ShareDefine.Def_IudetItemColor, curColor)
            GameWorld.DebugLog("    更新翅膀颜色: updWingProgress=%s,curColor=%s" % (updWingProgress, curColor))
            isColorChange = True
            #isColorChange = True
    maxRefineExp = wingAttrIpyData.GetMaxRefineExp()
    if curPlayer and wingProgress < maxRefineExp <= updWingProgress:
        PlayerControl.WorldNotify(0, "WingsRefinePerfect", [curPlayer.GetPlayerName(), curItemID, curWing.GetUserData()])
    if curPlayer and isColorChange:
        PlayerSuccess.DoEquipSuccessLogic(curPlayer)
    #if curPlayer and isColorChange:
    #    PlayerSuccess.DoEquipSuccessLogic(curPlayer)
    return
def GetWingRefineAttrData(itemID):
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
@@ -1523,7 +1523,7 @@
SuccType_KirinHomeEx, #通关麒麟之府X次成就7
SuccType_GodWeapon, # x神器达到X级成就8
SuccType_XXX9, # 废弃9
SuccType_HorseAllLV, # X坐骑等级达到XX级 10
SuccType_HorseAllLV, # 坐骑等级达到X级 10
SuccType_XXX11, # 废弃11
SuccType_KillBossHomeBoss, # BOSS之家BOSS击杀成就12
SuccType_XXX13, # 废弃13
@@ -1539,8 +1539,8 @@
SuccType_XXX23 , # 废弃23
SuccType_XXX24 , # 废弃24
SuccType_XXX25, # 废弃25
SuccType_EquipPlus, # 强化x次成就26
SuccType_EquipPlusLV, # x件装备强化等级达到x级27 (已废弃)
SuccType_EquipPlus, # x件x阶x强化等级 26
SuccType_XXX27, # 废弃27
SuccType_KillWorldBoss, # 击杀世界bossx次成就(有伤害就算)28
SuccType_XXX29, # 废弃29
SuccType_PassWagicWeapon, # 通关法宝副本30
@@ -1551,8 +1551,8 @@
SuccType_Pray, # 祈祷x次35
SuccType_KillSpecificNPC, # 击杀特定NPC36
SuccType_XXX37, # 废弃37
SuccType_XXX38, # 废弃38
SuccType_EquipColorItem, #穿戴某阶某品质的装备成就39
SuccType_EquipPlace, # x件x阶x部位 38
SuccType_EquipColorItem, # x件x阶x品质 39
SuccType_XXX40, #废弃40
SuccType_XXX41, #废弃41
SuccType_PassRuneTower, #通关符印塔成就42
@@ -1583,9 +1583,9 @@
SuccType_ChaosDemon, #混乱妖域X人以上队伍X评级通关67
SuccType_XXX68, #废弃68
SuccType_CompoundItemEx, #物品X的合成成功X次69
SuccType_EquipWashLV1, #武器洗练X级(主手+副手)70
SuccType_EquipWashLV2, #防具洗练X级(防具5件)71
SuccType_EquipWashLV3, #仙器洗练X级(仙器3件)72
SuccType_EquipWash, #x件x阶x洗练等级 70
SuccType_XXX71, #废弃71
SuccType_XXX72, #废弃72
SuccType_XXX73, #废弃73
SuccType_XXX74, #废弃74
SuccType_XXX75, #废弃75
@@ -1595,17 +1595,17 @@
SuccType_DujieFBHelpPass, #渡劫助战成功X次 79
SuccType_XXX80, #废弃 80
SuccType_FBEncourage, #x副本累计鼓舞X次 81
SuccType_EquipArmor, #穿戴X颜色X星级X阶防具一套(5件防具) 82
SuccType_EquipWeapon, #穿戴X颜色X星级X阶武器一套(主手+副手) 83
SuccType_EquipStar, #x件x阶x星 82
SuccType_XXX83, #废弃 83
SuccType_XXX84, #废弃 84
SuccType_XXX85, #废弃85
SuccType_XXX86, #废弃 86
SuccType_XXX87, #废弃 87
SuccType_XXX88, #废弃 88
SuccType_XXX89, #仙盟宴会答题X题 89
SuccType_EquipWing, #穿戴X阶X品质羽翼 90
SuccType_XXX89, #废弃 89
SuccType_XXX90, #废弃 90
SuccType_MWSkillUp, #X法宝潜力技能提升X级 91
SuccType_EquipSuit, #套装 X件X阶普通(强化)防具套装 92
SuccType_EquipSuit, # X件X阶套装 92
SuccType_TalkFamily, # 仙盟频道发言93
SuccType_UseItem, # 使用X物品X次94
SuccType_XXX95, # 废弃95
@@ -1656,7 +1656,8 @@
SuccType_FeastRedPack_Dice, # 节日红包 - 天机摇骰子x次  140
SuccType_FeastRedPack_CrossPK, # 节日红包 - 跨服PK x次  141
SuccType_FeastRedPack_FBSweep, # 节日红包 - 副本扫荡 x次  142
) = range(1, 143)
SuccType_PassSkyTower, #通关天星塔 143
) = range(1, 144)
# 节日红包成就类型
FeastRedPackSuccessTypeList = range(SuccType_FeastRedPack_TalkWorld, SuccType_FeastRedPack_FBSweep + 1)
@@ -1666,17 +1667,28 @@
# 不向下适配检查的成就类型(指相对较高成就条件不会增加较低成就条件的进度)
UnDownCheckSuccessTypeList = [
                              SuccType_EquipPlusLV, SuccType_GodWeapon,
                              SuccType_GodWeapon,
                              SuccType_MainTaskNode,SuccType_PassWagicWeapon,
                              SuccType_KillSpecificNPC, SuccType_UseStoveBylv,
                              SuccType_Pray,SuccType_PetClassLV,
                              SuccType_HorseAllLV, SuccType_QueenRelics,SuccType_XMZZConWin,
                              SuccType_EquipSuit,SuccType_Collect,SuccType_DogzBattle,
                              SuccType_QueenRelics,SuccType_XMZZConWin,
                              SuccType_Collect,SuccType_DogzBattle,
                              SuccType_UseItem,SuccType_FamilyTechLV,
                              SuccType_GetSpecialItem,SuccType_GetMagicWeapon,SuccType_FBEncourage,SuccType_XBXZ,
                              SuccType_FeastRedPack_KillSpecificNPC,SuccType_FeastRedPack_KillBoss,
                              SuccType_FeastRedPack_EnterMap, SuccType_FeastRedPack_FBSweep,
                              ]
# 部分参数不向下适配检查的成就类型,此配置的类型不能在 UnDownCheckSuccessTypeList 里 {类型:[不向下适配的参数索引, ...], ...}
PartUnDownCheckSuccessTypeInfo = {
                                  SuccType_EquipSuit:[0], # 阶不向下适配
                                  SuccType_EquipPlace:[0,1], # 阶、部位不向下适配
                                  SuccType_EquipColorItem:[0], # 阶不向下适配
                                  SuccType_EquipPlus:[0], # 阶不向下适配
                                  SuccType_EquipWash:[0], # 阶不向下适配
                                  SuccType_EquipStar:[0], # 阶不向下适配
                                  }
#传进来的条件满足配置的条件列表中的一个就行的成就类型
ContainSuccessTypeList = [SuccType_CompoundItemEx, SuccType_PickUpItem, SuccType_MWSkillUp]
@@ -1685,9 +1697,9 @@
#增加进度前需要重置的成就类型
NeedResetSuccessTypeList = [
                            SuccType_InlayStone1,SuccType_InlayStone2,SuccType_EquipSuit,SuccType_InlayRune,
                            SuccType_EquipColorItem,SuccType_EquipArmor,SuccType_EquipWeapon,SuccType_DogzEquipPlus,
                            SuccType_HorseAllLV, SuccType_EquipPlusLV,SuccType_PetClassLV,SuccType_InlayGatherSoul,
                            SuccType_InlayStone1,SuccType_InlayStone2,SuccType_InlayRune,
                            SuccType_DogzEquipPlus,
                            SuccType_PetClassLV,SuccType_InlayGatherSoul,
                            ]
# 聊天类型, 从100开始, 前100个给c++用