8298 【恺英】【后端】基础套装极/仙/神进阶
8297 【恺英】【后端】雷罚/灵玉装备进阶
4个文件已修改
1个文件已添加
413 ■■■■■ 已修改文件
ServerPython/CoreServerGroup/GameServer/Script/ChPyNetPack.py 98 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini 11 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py 98 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipEvolve.py 203 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/ChPyNetPack.py
@@ -6267,6 +6267,104 @@
#------------------------------------------------------
# A3 30 装备神装进阶 #tagCMEquipEvolve
class  tagCMEquipEvolve(Structure):
    Head = tagHead()
    EquipIndex = 0    #(BYTE EquipIndex)// 要进阶的装备在装备背包中索引
    NeedEquipIDIndex = 0    #(BYTE NeedEquipIDIndex)// 所需固定装备B在背包中索引
    NeedItemIDIndexCnt = 0    #(BYTE NeedItemIDIndexCnt)// 附加材料在背包中索引个数
    NeedItemIDIndex = list()    #(vector<BYTE> NeedItemIDIndex)// 附加材料在背包的索引列表
    NeedSuitIndexCnt = 0    #(BYTE NeedSuitIndexCnt)// 所需套装材料在背包中索引个数
    NeedSuitIndex = list()    #(vector<BYTE> NeedSuitIndex)// 所需套装材料在背包的索引列表
    data = None
    def __init__(self):
        self.Clear()
        self.Head.Cmd = 0xA3
        self.Head.SubCmd = 0x30
        return
    def ReadData(self, _lpData, _pos=0, _Len=0):
        self.Clear()
        _pos = self.Head.ReadData(_lpData, _pos)
        self.EquipIndex,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.NeedEquipIDIndex,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.NeedItemIDIndexCnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        for i in range(self.NeedItemIDIndexCnt):
            value,_pos=CommFunc.ReadBYTE(_lpData,_pos)
            self.NeedItemIDIndex.append(value)
        self.NeedSuitIndexCnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        for i in range(self.NeedSuitIndexCnt):
            value,_pos=CommFunc.ReadBYTE(_lpData,_pos)
            self.NeedSuitIndex.append(value)
        return _pos
    def Clear(self):
        self.Head = tagHead()
        self.Head.Clear()
        self.Head.Cmd = 0xA3
        self.Head.SubCmd = 0x30
        self.EquipIndex = 0
        self.NeedEquipIDIndex = 0
        self.NeedItemIDIndexCnt = 0
        self.NeedItemIDIndex = list()
        self.NeedSuitIndexCnt = 0
        self.NeedSuitIndex = list()
        return
    def GetLength(self):
        length = 0
        length += self.Head.GetLength()
        length += 1
        length += 1
        length += 1
        length += 1 * self.NeedItemIDIndexCnt
        length += 1
        length += 1 * self.NeedSuitIndexCnt
        return length
    def GetBuffer(self):
        data = ''
        data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
        data = CommFunc.WriteBYTE(data, self.EquipIndex)
        data = CommFunc.WriteBYTE(data, self.NeedEquipIDIndex)
        data = CommFunc.WriteBYTE(data, self.NeedItemIDIndexCnt)
        for i in range(self.NeedItemIDIndexCnt):
            data = CommFunc.WriteBYTE(data, self.NeedItemIDIndex[i])
        data = CommFunc.WriteBYTE(data, self.NeedSuitIndexCnt)
        for i in range(self.NeedSuitIndexCnt):
            data = CommFunc.WriteBYTE(data, self.NeedSuitIndex[i])
        return data
    def OutputString(self):
        DumpString = '''
                                Head:%s,
                                EquipIndex:%d,
                                NeedEquipIDIndex:%d,
                                NeedItemIDIndexCnt:%d,
                                NeedItemIDIndex:%s,
                                NeedSuitIndexCnt:%d,
                                NeedSuitIndex:%s
                                '''\
                                %(
                                self.Head.OutputString(),
                                self.EquipIndex,
                                self.NeedEquipIDIndex,
                                self.NeedItemIDIndexCnt,
                                "...",
                                self.NeedSuitIndexCnt,
                                "..."
                                )
        return DumpString
m_NAtagCMEquipEvolve=tagCMEquipEvolve()
ChNetPackDict[eval("0x%02x%02x"%(m_NAtagCMEquipEvolve.Head.Cmd,m_NAtagCMEquipEvolve.Head.SubCmd))] = m_NAtagCMEquipEvolve
#------------------------------------------------------
#A3 01 装备强化 #tagEquipPlus
class  tagEquipPlus(Structure):
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini
@@ -756,6 +756,17 @@
PacketSubCMD_2=0x26
PacketCallFunc_2=OnEquipWashAttrChangeOK
;装备进阶
[EquipEvolve]
ScriptName = Event\EventSrc\Operate_EquipEvolve.py
Writer = hxp
Releaser = hxp
RegType = 0
RegisterPackCount = 1
PacketCMD_1=0xA3
PacketSubCMD_1=0x30
PacketCallFunc_1=OnEquipWashEvolve
;NPC
[NPCCommon]
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -4892,7 +4892,7 @@
ItemDel_ChatBubbleBox, # 激活聊天气泡框
ItemDel_GatherSoul, # 聚魂分解
ItemDel_CoatDecompose, # 时装分解
ItemDel_2037,
ItemDel_EquipEvolve, # 装备进阶
ItemDel_EquipStarUp, # 装备升星
ItemDel_EquipPlusEvolve, # 装备强化进化
ItemDel_LingQiEquipBreak, # 灵器突破
@@ -4938,6 +4938,7 @@
                   ItemDel_ChatBubbleBox:"ChatBubbleBox",
                   ItemDel_GatherSoul:"GatherSoul",
                   ItemDel_CoatDecompose:"CoatDecompose",
                   ItemDel_EquipEvolve:"EquipEvolve",
                   ItemDel_EquipStarUp:"EquipStarUp",
                   ItemDel_EquipPlusEvolve:"EquipPlusEvolve",
                   ItemDel_LingQiEquipBreak:"LingQiEquipBreak",
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py
@@ -6267,6 +6267,104 @@
#------------------------------------------------------
# A3 30 装备神装进阶 #tagCMEquipEvolve
class  tagCMEquipEvolve(Structure):
    Head = tagHead()
    EquipIndex = 0    #(BYTE EquipIndex)// 要进阶的装备在装备背包中索引
    NeedEquipIDIndex = 0    #(BYTE NeedEquipIDIndex)// 所需固定装备B在背包中索引
    NeedItemIDIndexCnt = 0    #(BYTE NeedItemIDIndexCnt)// 附加材料在背包中索引个数
    NeedItemIDIndex = list()    #(vector<BYTE> NeedItemIDIndex)// 附加材料在背包的索引列表
    NeedSuitIndexCnt = 0    #(BYTE NeedSuitIndexCnt)// 所需套装材料在背包中索引个数
    NeedSuitIndex = list()    #(vector<BYTE> NeedSuitIndex)// 所需套装材料在背包的索引列表
    data = None
    def __init__(self):
        self.Clear()
        self.Head.Cmd = 0xA3
        self.Head.SubCmd = 0x30
        return
    def ReadData(self, _lpData, _pos=0, _Len=0):
        self.Clear()
        _pos = self.Head.ReadData(_lpData, _pos)
        self.EquipIndex,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.NeedEquipIDIndex,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.NeedItemIDIndexCnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        for i in range(self.NeedItemIDIndexCnt):
            value,_pos=CommFunc.ReadBYTE(_lpData,_pos)
            self.NeedItemIDIndex.append(value)
        self.NeedSuitIndexCnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        for i in range(self.NeedSuitIndexCnt):
            value,_pos=CommFunc.ReadBYTE(_lpData,_pos)
            self.NeedSuitIndex.append(value)
        return _pos
    def Clear(self):
        self.Head = tagHead()
        self.Head.Clear()
        self.Head.Cmd = 0xA3
        self.Head.SubCmd = 0x30
        self.EquipIndex = 0
        self.NeedEquipIDIndex = 0
        self.NeedItemIDIndexCnt = 0
        self.NeedItemIDIndex = list()
        self.NeedSuitIndexCnt = 0
        self.NeedSuitIndex = list()
        return
    def GetLength(self):
        length = 0
        length += self.Head.GetLength()
        length += 1
        length += 1
        length += 1
        length += 1 * self.NeedItemIDIndexCnt
        length += 1
        length += 1 * self.NeedSuitIndexCnt
        return length
    def GetBuffer(self):
        data = ''
        data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
        data = CommFunc.WriteBYTE(data, self.EquipIndex)
        data = CommFunc.WriteBYTE(data, self.NeedEquipIDIndex)
        data = CommFunc.WriteBYTE(data, self.NeedItemIDIndexCnt)
        for i in range(self.NeedItemIDIndexCnt):
            data = CommFunc.WriteBYTE(data, self.NeedItemIDIndex[i])
        data = CommFunc.WriteBYTE(data, self.NeedSuitIndexCnt)
        for i in range(self.NeedSuitIndexCnt):
            data = CommFunc.WriteBYTE(data, self.NeedSuitIndex[i])
        return data
    def OutputString(self):
        DumpString = '''
                                Head:%s,
                                EquipIndex:%d,
                                NeedEquipIDIndex:%d,
                                NeedItemIDIndexCnt:%d,
                                NeedItemIDIndex:%s,
                                NeedSuitIndexCnt:%d,
                                NeedSuitIndex:%s
                                '''\
                                %(
                                self.Head.OutputString(),
                                self.EquipIndex,
                                self.NeedEquipIDIndex,
                                self.NeedItemIDIndexCnt,
                                "...",
                                self.NeedSuitIndexCnt,
                                "..."
                                )
        return DumpString
m_NAtagCMEquipEvolve=tagCMEquipEvolve()
ChNetPackDict[eval("0x%02x%02x"%(m_NAtagCMEquipEvolve.Head.Cmd,m_NAtagCMEquipEvolve.Head.SubCmd))] = m_NAtagCMEquipEvolve
#------------------------------------------------------
#A3 01 装备强化 #tagEquipPlus
class  tagEquipPlus(Structure):
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipEvolve.py
New file
@@ -0,0 +1,203 @@
#!/usr/bin/python
# -*- coding: GBK -*-
#-------------------------------------------------------------------------------
#
##@package Event.EventSrc.Operate_EquipEvolve
#
# @todo:装备神装进阶
# @author hxp
# @date 2019-10-07
# @version 1.0
#
# 详细描述: 装备神装进阶
#
#-------------------------------------------------------------------------------
#"""Version = 2019-10-07 19:00"""
#-------------------------------------------------------------------------------
import GameWorld
import ItemCommon
import IPY_GameWorld
import PlayerControl
import IpyGameDataPY
import ItemControler
import ShareDefine
import ChConfig
import ChEquip
#// A3 30 装备神装进阶 #tagCMEquipEvolve
#
#struct    tagCMEquipEvolve
#{
#    tagHead        Head;
#    BYTE        EquipIndex;    // 要进阶的装备在装备背包中索引
#    BYTE        NeedEquipIDIndex;        // 所需固定装备B在背包中索引
#    BYTE        NeedItemIDIndexCnt;    // 附加材料在背包中索引个数
#    BYTE        NeedItemIDIndex[NeedItemIDIndexCnt];    // 附加材料在背包的索引列表
#    BYTE        NeedSuitIndexCnt;    // 所需套装材料在背包中索引个数
#    BYTE        NeedSuitIndex[NeedSuitIndexCnt];    // 所需套装材料在背包的索引列表
#};
def OnEquipWashEvolve(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    playerID = curPlayer.GetPlayerID()
    equipIndex = clientData.EquipIndex
    needEquipIDIndex = clientData.NeedEquipIDIndex
    needItemIDIndexList = clientData.NeedItemIDIndex
    needSuitIndexList = clientData.NeedSuitIndex
    equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
    curEquip = equipPack.GetAt(equipIndex)
    if not ItemCommon.CheckItemCanUse(curEquip):
        return
    equipItemID = curEquip.GetItemTypeID()
    equipClassLV = ItemCommon.GetItemClassLV(curEquip)
    ipyData = IpyGameDataPY.GetIpyGameData("EquipShenEvolve", equipItemID)
    if not ipyData:
        return
    evolveEquipID = ipyData.GetEvolveEquipID()
    needItemIDInfo = ipyData.GetEvolveNeedItemIDInfo()
    needSuitCount = ipyData.GetEvolveNeedSuitCount()
    needEquipID = ipyData.GetEvolveNeedEquipID()
    evolveEquipItemData = GameWorld.GetGameData().GetItemByTypeID(evolveEquipID)
    if not evolveEquipItemData:
        return
    # 验证所需材料
    itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
    needItemCount = 0
    if needItemIDInfo:
        needItemCount = __CheckNeedItem(curPlayer, needItemIDInfo, needItemIDIndexList, itemPack)
        if needItemCount == None:
            return
    if needSuitCount:
        if not __CheckNeedSuitEquip(curPlayer, needSuitCount, equipClassLV, needSuitIndexList, itemPack):
            return
    if needEquipID:
        if not __CheckNeedEquipID(curPlayer, needEquipID, needEquipIDIndex, itemPack):
            return
    drDict = {"equipItemID":equipItemID, "evolveEquipID":evolveEquipID}
    # 扣除材料
    if needItemCount:
        ItemCommon.ReduceItem(curPlayer, itemPack, needItemIDIndexList, needItemCount,
                              False, ChConfig.ItemDel_EquipEvolve, drDict)
    if needSuitCount:
        ItemCommon.ReduceItem(curPlayer, itemPack, needSuitIndexList, needSuitCount,
                              False, ChConfig.ItemDel_EquipEvolve, drDict)
    if needEquipID:
        ItemCommon.ReduceItem(curPlayer, itemPack, [needEquipIDIndex], 1,
                              False, ChConfig.ItemDel_EquipEvolve, drDict)
    # 原装备替换成进阶装备
    evolveEquip = ItemControler.GetOutPutItemObj(evolveEquipID, curPlayer=curPlayer)
    if not evolveEquip:
        return
    curEquip.AssignItem(evolveEquip)
    curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitEquipEvolve, ChConfig.Def_ComposeState_Sucess)
    GameWorld.DebugLog("进阶神装成功! equipItemID=%s,evolveEquipID=%s" % (equipItemID, evolveEquipID), playerID)
    #刷新属性
    ChEquip.RefreshPlayerEquipAttribute(curPlayer, equipClassLV)
    playControl = PlayerControl.PlayerControl(curPlayer)
    playControl.RefreshPlayerAttrState()
    return
def __CheckNeedItem(curPlayer, needItemIDInfo, needItemIDIndexList, itemPack):
    ## 检查所需额外材料物品
    playerID = curPlayer.GetPlayerID()
    needItemID, needItemCount = needItemIDInfo
    maxPackCount = itemPack.GetCount()
    totalCount = 0
    for index in needItemIDIndexList:
        if index >= maxPackCount:
            GameWorld.DebugLog("该物品材料格子索引不存在!无法进阶!index=%s,maxPackCount=%s"
                               % (index, maxPackCount), playerID)
            return
        curItem = itemPack.GetAt(index)
        if not ItemCommon.CheckItemCanUse(curItem):
            GameWorld.DebugLog("该物品材料不可使用!无法进阶! index=%s" % (index), playerID)
            return
        itemID = curItem.GetItemTypeID()
        if itemID != needItemID:
            GameWorld.DebugLog("该物品材料不可用于进阶!index=%s,itemID=%s != needItemID=%s"
                               % (index, itemID, needItemID), playerID)
            return
        totalCount += curItem.GetCount()
    if totalCount < needItemCount:
        GameWorld.DebugLog("所需额外材料个数不足,无法进阶! needItemIDIndexList=%s,totalCount=%s < needItemCount=%s"
                               % (needItemIDIndexList, totalCount, needItemCount), playerID)
        return
    return needItemCount
def __CheckNeedSuitEquip(curPlayer, needSuitCount, equipClassLV, needSuitIndexList, itemPack):
    ## 检查所需套装材料
    playerID = curPlayer.GetPlayerID()
    maxPackCount = itemPack.GetCount()
    totalCount = 0
    for index in needSuitIndexList:
        if index >= maxPackCount:
            GameWorld.DebugLog("该套装格子索引不存在!无法进阶!index=%s,maxPackCount=%s"
                               % (index, maxPackCount), playerID)
            return
        curItem = itemPack.GetAt(index)
        if not ItemCommon.CheckItemCanUse(curItem):
            GameWorld.DebugLog("该套装不可使用!无法进阶! index=%s" % (index), playerID)
            return
        classLV = ItemCommon.GetItemClassLV(curItem)
        if classLV != equipClassLV:
            GameWorld.DebugLog("该套装材料阶不相同,不可用于进阶!index=%s,classLV=%s != equipClassLV=%s"
                               % (index, classLV, equipClassLV), playerID)
            return
        color = curItem.GetItemColor()
        if color != ChConfig.Def_Quality_Orange:
            GameWorld.DebugLog("该套装材料非橙装,不可用于进阶!index=%s,color=%s" % (index, color), playerID)
            return
        suieID = curItem.GetSuiteID()
        if not suieID:
            GameWorld.DebugLog("该套装材料非套装装备,不可用于进阶!index=%s,suieID=%s" % (index, suieID), playerID)
            return
        if not ItemCommon.CheckJob(curPlayer, curItem):
            GameWorld.DebugLog("该套装材料非本职业,不可用于进阶!index=%s" % (index), playerID)
            return
        totalCount += 1
    if totalCount < needSuitCount:
        GameWorld.DebugLog("所需套装个数不足,无法进阶! needSuitIndexList=%s,totalCount=%s < needSuitCount=%s"
                               % (needSuitIndexList, totalCount, needSuitCount), playerID)
        return
    return True
def __CheckNeedEquipID(curPlayer, needEquipID, needEquipIDIndex, itemPack):
    ## 检查所需额外装备
    playerID = curPlayer.GetPlayerID()
    maxPackCount = itemPack.GetCount()
    if needEquipIDIndex >= maxPackCount:
        GameWorld.DebugLog("该额外装备索引不存在!无法进阶!needEquipIDIndex=%s,maxPackCount=%s"
                           % (needEquipIDIndex, maxPackCount), playerID)
        return
    curItem = itemPack.GetAt(needEquipIDIndex)
    if not ItemCommon.CheckItemCanUse(curItem):
        GameWorld.DebugLog("该额外装备不可使用!无法进阶! needEquipIDIndex=%s" % (needEquipIDIndex), playerID)
        return
    itemID = curItem.GetItemTypeID()
    if itemID != needEquipID:
        GameWorld.DebugLog("该额外装备ID错误,不可用于进阶!needEquipIDIndex=%s,itemID=%s != needEquipID=%s"
                           % (needEquipIDIndex, itemID, needEquipID), playerID)
        return
    return True