| | |
| | | BYTE _EquipPlace; //装备位
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| | | BYTE _Star; //星数
|
| | | list CostEquipPlace; //可用装备部位
|
| | | BYTE IsJobLimit; //是否只用本职业装备材料
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| | | list CostEquipColor; //可用装备品质
|
| | | BYTE CostEquipCnt; //装备数量
|
| | | BYTE SuitTotalRate; //全套装加成概率(非套50%)
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| | |
| | | return result
|
| | | costEquipPlaceList = ipyData.GetCostEquipPlace()
|
| | | costEquipColorList = ipyData.GetCostEquipColor()
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| | | isJobLimit = ipyData.GetIsJobLimit()
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| | | suitTotalRate = ipyData.GetSuitTotalRate()
|
| | | itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
|
| | | delEquipIndexList = []
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| | |
| | | return result
|
| | | if costEquip.GetEquipPlace() not in costEquipPlaceList:
|
| | | return result
|
| | | if isJobLimit and not ItemCommon.CheckJob(curPlayer, costEquip):
|
| | | return result
|
| | | delEquipIndexList.append(index)
|
| | | isSuite = costEquip.GetSuiteID()
|
| | | addRate = singleSuitRate if isSuite else singleSuitRate / 2
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| | |
| | | ("BYTE", "EquipPlace", 1),
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| | | ("BYTE", "Star", 1),
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| | | ("list", "CostEquipPlace", 0),
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| | | ("BYTE", "IsJobLimit", 0),
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| | | ("list", "CostEquipColor", 0),
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| | | ("BYTE", "CostEquipCnt", 0),
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| | | ("BYTE", "SuitTotalRate", 0),
|
| | |
| | | self.EquipPlace = 0
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| | | self.Star = 0
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| | | self.CostEquipPlace = []
|
| | | self.IsJobLimit = 0
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| | | self.CostEquipColor = []
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| | | self.CostEquipCnt = 0
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| | | self.SuitTotalRate = 0
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| | |
| | | def GetEquipPlace(self): return self.EquipPlace # 装备位
|
| | | def GetStar(self): return self.Star # 星数
|
| | | def GetCostEquipPlace(self): return self.CostEquipPlace # 可用装备部位
|
| | | def GetIsJobLimit(self): return self.IsJobLimit # 是否只用本职业装备材料
|
| | | def GetCostEquipColor(self): return self.CostEquipColor # 可用装备品质
|
| | | def GetCostEquipCnt(self): return self.CostEquipCnt # 装备数量
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| | | def GetSuitTotalRate(self): return self.SuitTotalRate # 全套装加成概率(非套50%)
|