| | |
| | | elif activeMWID:
|
| | | DoActiveMW(curPlayer, activeMWID)
|
| | |
|
| | | #激活魂
|
| | | activeSoulID = upIpyData.GetActiveSoulID()
|
| | | if activeSoulID:
|
| | | __DoActiveMWSoul(curPlayer, activeSoulID, False)
|
| | | |
| | | CalcMagicWeaponAttr(curPlayer)
|
| | | PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
|
| | |
|
| | |
| | | activeCnt += 1
|
| | | return activeCnt
|
| | |
|
| | | def GetPotentialsNextSkillID(skillID):
|
| | | #通过潜力技能ID获取对应的下一个技能ID
|
| | | def GetPotentialsSkillInfo(curPlayer):
|
| | | #通过潜力技能ID获取对应的下一个技能ID {skillUseType:{skillid:[skilllv,nextSkillid,addPower,]}}
|
| | | global g_potentialsSkillDict
|
| | |
|
| | | if not g_potentialsSkillDict:
|
| | | g_potentialsSkillDict = {}
|
| | | ipyDataMgr = IpyGameDataPY.IPY_Data()
|
| | |
| | | ipyData = ipyDataMgr.GetTreasureByIndex(i)
|
| | | mwID = ipyData.GetID()
|
| | | skillIDList = ipyData.GetPotentials()
|
| | | for i, curSkillID in enumerate(skillIDList):
|
| | | nextSkillID = skillIDList[i+1] if i+1 < len(skillIDList) else 0
|
| | | g_potentialsSkillDict[curSkillID] = nextSkillID
|
| | | return g_potentialsSkillDict.get(skillID, 0)
|
| | | addPowerList = ipyData.GetSkillPower()
|
| | | lastSkillUseType = 0
|
| | | for curSkillID in skillIDList:
|
| | | skillData = GameWorld.GetGameData().FindSkillByType(curSkillID, 1)
|
| | | if skillData == None:
|
| | | GameWorld.DebugLog("GetPotentialsSkillInfo() hasn't find skill(%s)" % curSkillID)
|
| | | continue
|
| | | if lastSkillUseType != skillData.GetUseType():
|
| | | index = 0
|
| | | else:
|
| | | index +=1
|
| | | lastSkillUseType = skillData.GetUseType()
|
| | | addPower = addPowerList[index]
|
| | |
|
| | | preSkillID = skillData.GetLearnSkillReq()
|
| | | if not preSkillID:
|
| | | continue
|
| | | skillUseType = skillData.GetUseType()
|
| | | preSkilllv = skillData.GetLearnSkillLV()
|
| | | if skillUseType not in g_potentialsSkillDict:
|
| | | g_potentialsSkillDict[skillUseType] = {}
|
| | | g_potentialsSkillDict[skillUseType][preSkillID] = [preSkilllv, curSkillID, addPower]
|
| | | curskillUseType = pow(2, curPlayer.GetJob())
|
| | | |
| | | return g_potentialsSkillDict.get(curskillUseType, {})
|
| | |
|
| | | ## 给技能
|
| | | # @param curPlayer
|
| | |
| | | PlayerControl.WorldNotify(0, 'SkillPotential2', [curPlayer.GetName(), skillTypeID, upSkillLv, newSkillID])
|
| | |
|
| | |
|
| | | if SkillCommon.isPassiveAttr(upSkill) or newSkillIsPassive:
|
| | | #通知技能已升级成功
|
| | | hasUnlockSkill = False
|
| | | nextSkillDict = GetPotentialsSkillInfo(curPlayer)
|
| | | if skillTypeID in nextSkillDict:
|
| | | needSkilllv,nextSkillID = nextSkillDict[skillTypeID][:2]
|
| | | if upSkillLv == needSkilllv:
|
| | | PlayerControl.WorldNotify(0, 'SkillPotential1', [curPlayer.GetName(), skillTypeID, upSkillLv, nextSkillID])
|
| | | CalcMagicWeaponAttr(curPlayer)
|
| | | hasUnlockSkill = True
|
| | | |
| | | maxLV = upSkill.GetSkillMaxLV()
|
| | | if upSkillLv == maxLV:
|
| | | PlayerControl.WorldNotify(0, 'SkillPotential3', [curPlayer.GetName(), skillTypeID, maxLV])
|
| | | |
| | | if SkillCommon.isPassiveAttr(upSkill) or newSkillIsPassive or hasUnlockSkill:
|
| | | curControl.RefreshPlayerAttrState()
|
| | |
|
| | | curControl.RefreshSkillFightPowerEx(upSkill.GetSkillID(), beforeFightPower)
|
| | | PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, upSkill.GetSkillID())
|
| | | |
| | | #通知技能已升级成功
|
| | | nextSkillID = GetPotentialsNextSkillID(skillTypeID)
|
| | | if nextSkillID:
|
| | | nextSkill = GameWorld.GetGameData().FindSkillByType(nextSkillID, 1)
|
| | | if nextSkill and nextSkill.GetLearnSkillReq() == skillTypeID and upSkillLv == nextSkill.GetLearnSkillLV():
|
| | | PlayerControl.WorldNotify(0, 'SkillPotential1', [curPlayer.GetName(), skillTypeID, upSkillLv, nextSkillID])
|
| | | |
| | | maxLV = upSkill.GetSkillMaxLV()
|
| | | if upSkillLv == maxLV:
|
| | | PlayerControl.WorldNotify(0, 'SkillPotential3', [curPlayer.GetName(), skillTypeID, maxLV])
|
| | |
|
| | | #获得技能等级
|
| | | #curSkillLV = curSkill.GetSkillLV()
|
| | |
| | | allAttrList1 = [{} for _ in range(4)] #人族法宝
|
| | | allAttrList2 = [{} for _ in range(4)] #魔族法宝
|
| | | allAttrList3 = [{} for _ in range(4)] #仙族法宝
|
| | | |
| | |
|
| | | signDayMWID = IpyGameDataPY.GetFuncCfg('MWSignDayAttr', 2)
|
| | | ipyDataMgr = IpyGameDataPY.IPY_Data()
|
| | | for i in xrange(ipyDataMgr.GetTreasureCount()):
|
| | |
| | | # attrDict = refineipyData.GetTreasureAttr()
|
| | | # GameWorld.AddDictValue(allAttrDict, attrDict)
|
| | | #=======================================================================
|
| | | |
| | | treasureType = treasureIpyData.GetTreasureType()
|
| | | #等级属性
|
| | | curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % magicWeaponID)
|
| | | for lv in xrange(curMWLV+1):
|
| | |
| | | if upIpyData:
|
| | | attrDict = upIpyData.GetAddAttr()
|
| | | GameWorld.AddDictValue(allAttrDict, attrDict)
|
| | | |
| | | if magicWeaponID == signDayMWID:
|
| | | #签到属性
|
| | | totalSignNum = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalSignNum) # 总签到天数
|
| | |
| | | addAttr[int(attid)] = attnum * totalSignNum
|
| | | GameWorld.AddDictValue(allAttrDict, addAttr)
|
| | |
|
| | | treasureType = treasureIpyData.GetTreasureType()
|
| | | |
| | | for effID, value in allAttrDict.items():
|
| | | if treasureType == 1:
|
| | | PlayerControl.CalcAttrDict_Type(effID, value, allAttrList1)
|
| | |
| | | else:
|
| | | GameWorld.ErrLog("未知法宝属性, magicWeaponID=%s,treasureType=%s,effID=%s,value=%s"
|
| | | % (magicWeaponID, treasureType, effID, value), curPlayer.GetPlayerID())
|
| | | |
| | | PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon1, allAttrList1)
|
| | | PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon2, allAttrList2)
|
| | | PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon3, allAttrList3)
|
| | | #技能解锁战力
|
| | | nextSkillDict = GetPotentialsSkillInfo(curPlayer)
|
| | | addPowerDict = {}
|
| | | for skillID, info in nextSkillDict.items():
|
| | | needSkilllv, nextSkillID, addPower = info
|
| | | skillManager = curPlayer.GetSkillManager()
|
| | | curSkill = skillManager.FindSkillBySkillTypeID(skillID)
|
| | | if not curSkill:
|
| | | continue
|
| | | curSkillLV = curSkill.GetSkillLV()
|
| | | if curSkillLV < needSkilllv:
|
| | | continue
|
| | | mfpType = ChConfig.Def_SkillFuncType_MFPType.get(curSkill.GetFuncType(), ShareDefine.Def_MFPType_Role)
|
| | | addPowerDict[mfpType] = addPowerDict.get(mfpType, 0) + addPower
|
| | | |
| | | for mfpType, addPower in addPowerDict.items():
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % mfpType, addPower)
|
| | | return
|
| | |
|
| | | #// A5 77 玩家精炼法宝 #tagCMMWRefine
|
| | |
| | | GameWorld.DebugLog(' 激活法宝之魂 成就未完成 soulID=%s,succID=%s'%(soulID, succID))
|
| | | return
|
| | |
|
| | | __DoActiveMWSoul(curPlayer, soulID)
|
| | | return
|
| | |
|
| | | def __DoActiveMWSoul(curPlayer, soulID, isRefreshAttr=True):
|
| | | GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MWSoulActiveState, soulID, 1, True)
|
| | | #任务
|
| | | EventShell.EventRespons_MWSoulActive(curPlayer, soulID)
|
| | |
|
| | | CalcMagicWeaponSoulAttr(curPlayer)
|
| | | PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
|
| | | if isRefreshAttr:
|
| | | PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
|
| | |
|
| | | #֪ͨ
|
| | | Sycn_MWPrivilegeData(curPlayer, soulID)
|
| | | return
|
| | |
|
| | |
|
| | | def GetIsActiveMWSoul(curPlayer, soulID):
|
| | | #获取法宝之魂是否已激活
|
| | | return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MWSoulActiveState, soulID)
|