| | |
| | | {
|
| | | int faBaoID = funcoPenConfig.LimitMagicWeapon / 100;
|
| | | MagicWeapon(faBaoID, funcID);
|
| | | return;
|
| | | }
|
| | | else if (funcoPenConfig.LimitMissionID != 0)//任务
|
| | | {
|
| | |
| | | {
|
| | | return;
|
| | | }
|
| | | if (PlayerDatas.Instance.baseData.LV - functionForecastConfig.RedPointLV >= funcoPenConfig.LimitLV)
|
| | | if (PlayerDatas.Instance.baseData.LV >= functionForecastConfig.RedPointLV)
|
| | | {
|
| | | RedPointChange = true;
|
| | | IsRedPoint = true;
|
| | |
| | | {
|
| | | return;
|
| | | }
|
| | | if (PlayerDatas.Instance.baseData.LV - functionForecastConfig.RedPointLV >= funcoPenConfig.LimitLV)
|
| | | if (PlayerDatas.Instance.baseData.LV>= functionForecastConfig.RedPointLV)
|
| | | {
|
| | | RedPointChange = true;
|
| | | IsRedPoint = true;
|
| | |
| | | }
|
| | | if (treasure.stage == funcStage - 1 || funcStage == 0)
|
| | | {
|
| | | float exp = (treasure.exp / treasure.treasureStages[funcStage].exp)*100;
|
| | | if (functionForecastConfig.RedPointPercentage > 0)
|
| | | float exp = ((float)treasure.exp / treasure.treasureStages[funcStage].exp)*100;
|
| | | if (functionForecastConfig.RedPointPercentage > -1)
|
| | | {
|
| | | if (exp >= functionForecastConfig.RedPointPercentage)
|
| | | {
|