10202 【越南】【砍树】寻宝仅广播配置的需要广播格子,去除幸运格子默认广播设定;
1个文件已修改
11 ■■■■■ 已修改文件
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py 11 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
@@ -187,19 +187,10 @@
    updTreasureCount = curTreasureCount + treasureCount
    GameWorld.DebugLog("已经寻宝次数=%s,当前幸运=%s,commItemRateList=%s" % (curTreasureCount, curLuck, commItemRateList), playerID)
    
    goodGridNumList = [] # 好物品格子编号 (幸运物品 + 必出 + 保底)
    goodGridNumList += luckyGridNumList
    beSureCountDict = ipyData.GetGridItemRateList3() # 第x次必出产出格子编号饼图
    #for gridRateList in beSureCountDict.values():
    #    for gridRateInfo in gridRateList:
    #        goodGridNumList.append(gridRateInfo[1])
    ensureCount = setIpyData.GetEnsureCount() # 每多少次触发保底产出库
    ensureRateList = ipyData.GetGridItemRateList2()
    #for gridRateInfo in ensureRateList:
    #    goodGridNumList.append(gridRateInfo[1])
    notifyGridNumList = setIpyData.GetNotifyGridNumList() # 额外需要广播的格子,幸运必出、次数必出可不配置
    goodGridNumList += notifyGridNumList
    GameWorld.DebugLog("goodGridNumList=%s" % goodGridNumList, playerID)
    
    # 单抽产出优先级: 幸运物品 > 必出 > 保底 > 普通
    # 连抽没有优先级限制,只要满足条件即可产出
@@ -405,7 +396,7 @@
        itemObj = ItemControler.GetOutPutItemObj(itemID, itemCount, False, curPlayer=curPlayer)
        mailItemDict = ItemCommon.GetMailItemDict(itemObj)
        
        if int(gridNum) in goodGridNumList:
        if int(gridNum) in notifyGridNumList:
            PlayerControl.WorldNotify(0, "HappyXB", [curPlayer.GetPlayerName(), itemID, itemObj.GetUserData(), itemCount])
            
        if mailItemList or not itemControl.PutInItem(packType, itemObj, event=[ChConfig.ItemGive_Treasure, False, {}]):