hxp
2018-08-21 676d0d627868fc1c2e04bcdf7e43396d283d88b5
Merge remote-tracking branch 'remotes/origin/master'
5个文件已修改
96 ■■■■ 已修改文件
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventShell.py 24 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipSuitCompose.py 7 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py 61 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_QueenRelics.py 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHorse.py 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventShell.py
@@ -1617,14 +1617,6 @@
    RunQuestEvent(curPlayer, "on_buy_mission_sum", buyNum, Def_RunQuestType_RunAll)
    return
## 坐骑升阶
#  @param curPlayer 玩家实例
#  @param  eventName
#  @return None
def EventRespons_OnHorseUp(curPlayer, updClassLV, updStarLV):
    #星级*100+阶级
    RunQuestEvent(curPlayer, "on_horseup", updStarLV*100+updClassLV, Def_RunQuestType_Normal)
    return
## 穿装备触发判断所穿橙装数量
#  @param curPlayer 玩家实例
@@ -1816,6 +1808,22 @@
    #法宝之魂激活
    RunQuestEvent(curPlayer, "mwsoulactive", soulid, Def_RunQuestType_RunAll)
    return
def EventRespons_PassQueenRelecs(curPlayer, lineID):
    #S级通关X层娲皇遗迹
    RunQuestEvent(curPlayer, "passqueenrelecs", lineID, Def_RunQuestType_Normal)
    return
def EventRespons_HorseUp(curPlayer, alllv):
    #坐骑升级
    RunQuestEvent(curPlayer, "horseup", alllv, Def_RunQuestType_Normal)
    return
def EventRespons_SuitPlus(curPlayer, cnt):
    #2阶强化防具套装X件
    RunQuestEvent(curPlayer, "suitplus", cnt, Def_RunQuestType_Normal)
    return
#---------------------------------------------------------------------
#================================================================================
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipSuitCompose.py
@@ -26,6 +26,7 @@
import PlayerSuccess
import ItemControler
import IpyGameDataPY
import EventShell
#//A3 17 套装合成#tagCMSuitCompose
@@ -207,6 +208,8 @@
    #先刷装备BUFF 再计算属性
    ChEquip.RefreshPlayerEquipAttribute(curPlayer)
    PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
    __DoSuiteSuccess(curPlayer)
    return
def CheckEquipSuitReduce(curPlayer, equipIndex):
@@ -235,10 +238,14 @@
def __DoSuiteSuccess(curPlayer):
    PlayerSuccess.ResetSuccessByType(curPlayer, ShareDefine.SuccType_EquipSuit)
    equipSuitTypeDict = IpyGameDataPY.GetFuncEvalCfg('EquipSuitType')
    groupCnt = 0 #2阶强化防具套装件数
    for groupType, equipIndexList in equipSuitTypeDict.items():
        for i in equipIndexList:
            suiteInfo = ChEquip.GetSuiteInfoByPlace(curPlayer, i)
            for suiteType, lv in suiteInfo.items():
                if lv >= 2 and groupType == 1 and suiteType == 2:
                    groupCnt +=1
                for j in xrange(1,lv+1):
                    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipSuit, 1, [j, suiteType, int(groupType)])
    EventShell.EventRespons_SuitPlus(curPlayer, groupCnt)
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py
@@ -1921,7 +1921,7 @@
# @param curMission 任务实例
# @param curConditionNode 节点信息
# @return 返回值, 是否判断成功
# @remarks  <Have_Money value="期望值" check="查找对话中的货币" moneytype="货币类型 1元宝2礼券3银两" type="__Eval+替换的名字"/>
# @remarks  <Have_Money value="期望值" check="查找对话中的货币" moneytype="货币类型 1元宝2礼券3银两" type="__Eval+替换的名字" maxItem="需要物品数量" itemID="20410"/>
def ConditionType_Have_Money(curPlayer, curMission, curConditionNode):
    #格式<have_money value="" type="" moneytype=""/>
    value = curConditionNode.GetAttribute("value")
@@ -1930,6 +1930,13 @@
        conditionValue = int(value)
    elif check != "":
        conditionValue = int(QuestRunnerValue.GetNPCTalkReplaceValue(curPlayer, curMission, check))
    maxItemCnt = GameWorld.ToIntDef(curConditionNode.GetAttribute("maxItem"), 0)
    itemID = GameWorld.ToIntDef(curConditionNode.GetAttribute("itemID"), 0)
    if maxItemCnt and itemID: #未收集的道具个数乘以单价
        haveCnt = ItemControler.FindPlayerItemCountByItemID(curPlayer, IPY_GameWorld.rptItem, itemID)
        conditionValue = max(0, maxItemCnt-haveCnt)*value
    conditionType = curConditionNode.GetAttribute("type")
    moneyType = int(curConditionNode.GetAttribute("moneytype"))
    goldValue = curPlayer.GetGold()
@@ -3655,7 +3662,7 @@
# @param curMission 任务实例
# @param curActionNode节点信息
# @return 返回值无意义
# @remarks  <Del_Money form_value="是否取对话的值" value="form_value为空取" moneytype="1元宝2礼券3银两" />
# @remarks  <Del_Money form_value="是否取对话的值" value="form_value为空取" moneytype="1元宝2礼券3银两" maxItem="需要物品数量" itemID="20410"/>
def DoType_Del_Money(curPlayer, curMission, curActionNode):
    #扣钱
    #格式<del_money form_value = ""value="" moneytype=""/>
@@ -3665,6 +3672,12 @@
        value = int(QuestRunnerValue.GetNPCTalkReplaceValue(curPlayer, curMission, form_value))
    else:
        value = int(curActionNode.GetAttribute("value"))    
    maxItemCnt = GameWorld.ToIntDef(curActionNode.GetAttribute("maxItem"), 0)
    itemID = GameWorld.ToIntDef(curActionNode.GetAttribute("itemID"), 0)
    if maxItemCnt and itemID: #未收集的道具个数乘以单价
        haveCnt = ItemControler.FindPlayerItemCountByItemID(curPlayer, IPY_GameWorld.rptItem, itemID)
        value = max(0, maxItemCnt-haveCnt)*value
    
    moneytype = int(curActionNode.GetAttribute("moneytype"))
    
@@ -6011,6 +6024,17 @@
    key = curActionNode.GetAttribute("key")
    curMission.SetProperty(key, PlayerMagicWeapon.GetMWActiveCntTotal(curPlayer))
    return
##设置坐骑总等级
# @param curPlayer 玩家实例
# @param curMission 任务实例
# @param curActionNode节点信息
# @return 返回值无意义
# @remarks <Set_Horsetotallv key="" />
def DoType_Set_Horsetotallv(curPlayer, curMission, curActionNode):
    key = curActionNode.GetAttribute("key")
    curMission.SetProperty(key, PlayerHorse.GetHorseSumLV(curPlayer))
    return
#---------------------------------------------------------------------
##DoType_调度器
# @param curPlayer 玩家实例
@@ -7105,6 +7129,39 @@
    soulID = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
    return bool(PlayerMagicWeapon.GetIsActiveMWSoul(curPlayer, soulID))
##S级通关X层娲皇遗迹
# @param None
# @return None <Passqueenrelecs value="lineID"/>
def ConditionType_Passqueenrelecs(curPlayer, curMission, curActionNode):
    lineID = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
    grade = GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_PlayerFBStar_MapId, lineID, False, [ChConfig.Def_FBMapID_QueenRelics])
    maxGrade = len(FBCommon.GetFBLineGrade(ChConfig.Def_FBMapID_QueenRelics, lineID))
    return grade >=maxGrade
##坐骑总等级
# @param None
# @return None <Horsetotallv value="lv"/>
def ConditionType_Horsetotallv(curPlayer, curMission, curActionNode):
    totallv = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
    return PlayerHorse.GetHorseSumLV(curPlayer) >= totallv
##2阶强化防具套装件数
# @param None
# @return None <Mwsoul value="id"/>
def ConditionType_SuitPlus(curPlayer, curMission, curActionNode):
    needCnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
    equipSuitTypeDict = IpyGameDataPY.GetFuncEvalCfg('EquipSuitType')
    groupCnt = 0 #2阶强化防具套装件数
    for groupType, equipIndexList in equipSuitTypeDict.items():
        for i in equipIndexList:
            suiteInfo = ChEquip.GetSuiteInfoByPlace(curPlayer, i)
            for suiteType, lv in suiteInfo.items():
                if lv >= 2 and groupType == 1 and suiteType == 2:
                    groupCnt +=1
    return groupCnt >= needCnt
##激活法宝,确认与成就逻辑后使用
# @param None
# @return None <Active_Magicweapon id="法宝ID"/>
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_QueenRelics.py
@@ -501,6 +501,7 @@
            #成就
            if grade >= maxGrade:
                PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_QueenRelics, 1, [lineID+1])
                EventShell.EventRespons_PassQueenRelecs(curPlayer, lineID)
            #任务
            EventShell.EventRespons_FBEvent(curPlayer, "queenrelics_pass")
        FBCommon.NotifyFBOver(curPlayer, dataMapID, lineID, isPass, overDict)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHorse.py
@@ -642,7 +642,7 @@
        PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_HorseAllLV, 1, [horseID, updClassLV])
        
        EventShell.EventRespons_HorseLV(curPlayer, updClassLV)
        EventShell.EventRespons_HorseUp(curPlayer)
        
    addLV = updClassLV - horseLV
    if addLV:
@@ -683,6 +683,7 @@
    #EventReport.WriteEvent_custom_mission_log(curPlayer, ChConfig.CME_Class_Horse, ChConfig.CME_Log_End, 1, cmeInfoEx=str(updateClassLV))
    sumLV = GetHorseSumLV(curPlayer)
    PlayerMagicWeapon.SetMWPrivilegeData(curPlayer, ChConfig.MWPrivilege_Horse, sumLV)
    # 刷属性,更新排行榜
    RefreshHorseAttr(curPlayer)
    # 玩家马匹进阶