| | |
| | | RunQuestEvent(curPlayer, "passiveset", "passiveset", Def_RunQuestType_Normal)
|
| | | return
|
| | |
|
| | | def EventRespons_PlusGodWeapon(curPlayer):
|
| | | def EventRespons_PlusGodWeapon(curPlayer, weaponType):
|
| | | #神兵锤炼
|
| | | RunQuestEvent(curPlayer, "plusgodweapon", "plusgodweapon", Def_RunQuestType_Normal)
|
| | | RunQuestEvent(curPlayer, "plusgodweapon", weaponType, Def_RunQuestType_Normal)
|
| | | return
|
| | | def EventRespons_GodWeaponUp(curPlayer, weaponType, attrLV):
|
| | | # 神兵升级
|
| | | RunQuestEvent(curPlayer, "godweaponup", "%s_%s"%(weaponType, attrLV), Def_RunQuestType_Normal)
|
| | | return
|
| | |
|
| | | def EventRespons_RefineItem(curPlayer, alchemyLV, alchemyItemID):
|
| | |
| | |
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FairyDomainState, 2)
|
| | | PlayerFairyDomain.NotifyVisitFairyDomainInfo(curPlayer)
|
| | | return |
| | | return
|
| | |
|
| | | ##神兵等级判断
|
| | | # @param None
|
| | | # @return None <Godweaponlv value="lv" weapontype=""/>
|
| | | def ConditionType_Godweaponlv(curPlayer, curMission, curActionNode):
|
| | | lv = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
|
| | | weapontype = GameWorld.ToIntDef(curActionNode.GetAttribute("weapontype"), 0)
|
| | | return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % weapontype) >= lv |
| | |
| | | def AddFbEncourageBuff(curPlayer, key, tick, ownerID=0):
|
| | | curPlayerID = curPlayer.GetID()
|
| | | GameWorld.Log("AddFbEncourageBuff() curPlayerID=%s" % curPlayerID)
|
| | | |
| | | ownerID = ownerID or curPlayer.GetID()
|
| | | gameFB = GameWorld.GetGameFB()
|
| | | encourageLV = gameFB.GetPlayerGameFBDictByKey(ownerID, key)
|
| | | if not encourageLV:
|
| | |
| | | RefreshGodWeaponAttr(curPlayer)
|
| | | #x神器达到X级成就
|
| | | PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_GodWeapon, attrLV, [weaponType])
|
| | | EventShell.EventRespons_GodWeaponUp(curPlayer, weaponType, attrLV)
|
| | | if beforeAttrLV == 0:
|
| | | # 解封通知
|
| | | sysMark = IpyGameDataPY.GetFuncEvalCfg('GodWeaponSys', 1, {}).get(weaponType, 'GetGodWeapon')
|
| | |
| | |
|
| | | Sync_GodWeaponLVInfo(curPlayer, weaponType)
|
| | | #任务
|
| | | EventShell.EventRespons_PlusGodWeapon(curPlayer)
|
| | | EventShell.EventRespons_PlusGodWeapon(curPlayer, weaponType)
|
| | | return
|
| | |
|
| | | #神兵升级触发其他功能:技能
|