| | |
| | | curMission.SetProperty(key, ChEquip.GetTotalPlusLV(curPlayer, False))
|
| | | return
|
| | |
|
| | | ##设置某阶达到X星级的件数
|
| | | # @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_Equiptstarcnt key="" id="" classLV="" star=""/>
|
| | | def DoType_Set_Equiptstarcnt(curPlayer, curMission, curActionNode):
|
| | | key = curActionNode.GetAttribute("key")
|
| | | questID = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0)
|
| | | if questID != 0:
|
| | | curMission = curPlayer.FindMission(questID)
|
| | | classLV = GameWorld.ToIntDef(curActionNode.GetAttribute("classLV"), 0)
|
| | | equipMaxClasslv = IpyGameDataPY.GetFuncCfg('EquipMaxClasslv')
|
| | | classlVList = [classLV] if classLV else range(1, equipMaxClasslv+1)
|
| | | |
| | | needStar = GameWorld.ToIntDef(curActionNode.GetAttribute("star"), 0)
|
| | | totalCnt = 0
|
| | | equipPlaceList = ChConfig.Pack_EquipPart_CanPlusStar[IPY_GameWorld.rptEquip]
|
| | | for equipPlace in equipPlaceList:
|
| | | for classLV in classlVList:
|
| | | ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
|
| | | if not ipyData:
|
| | | continue
|
| | | |
| | | equipStar = ChEquip.GetEquipPartStar(curPlayer, ipyData.GetGridIndex())
|
| | | if equipStar >= needStar:
|
| | | totalCnt += 1
|
| | | |
| | | curMission.SetProperty(key, totalCnt)
|
| | | return
|
| | |
|
| | | ##设置装备总星级
|
| | | # @param curPlayer 玩家实例
|
| | | # @param curMission 任务实例
|
| | |
| | | totalcnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
|
| | | return ChEquip.GetTotalEquipStars(curPlayer) >= totalcnt
|
| | |
|
| | | ##判断某阶星级达到X的件数是否达到
|
| | | # @param None
|
| | | # @return None <Classlvstar classLV="" star="" value="cnt"/>
|
| | | def ConditionType_Classlvstar(curPlayer, curMission, curActionNode):
|
| | | classLV = GameWorld.ToIntDef(curActionNode.GetAttribute("classLV"), 0)
|
| | | classLVList = [classLV] if classLV else xrange(1, IpyGameDataPY.GetFuncCfg('EquipMaxClasslv') + 1)
|
| | | needStar = GameWorld.ToIntDef(curActionNode.GetAttribute("star"), 0)
|
| | | totalCnt = 0
|
| | | equipPlaceList = ChConfig.Pack_EquipPart_CanPlusStar[IPY_GameWorld.rptEquip]
|
| | | for equipPlace in equipPlaceList:
|
| | | for classLV in classLVList:
|
| | | ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
|
| | | if not ipyData:
|
| | | continue
|
| | | equipStar = ChEquip.GetEquipPartStar(curPlayer, ipyData.GetGridIndex())
|
| | | if equipStar >= needStar:
|
| | | totalCnt += 1
|
| | | return totalCnt >= GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
|
| | |
|
| | | ##装备宝石总等级
|
| | | # @param None
|
| | | # @return None <Equiptotalstone value="cnt"/>
|