From 8683baa38581e664f92fcfd7d38edf6b01e8b157 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 07 八月 2025 16:19:09 +0800
Subject: [PATCH] 121 【武将】武将系统-服务端(重生扣除货币)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py | 46 ----------------------------------------------
1 files changed, 0 insertions(+), 46 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py
index b3743a7..cfbfba9 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py
@@ -31,7 +31,6 @@
import PlayerFamilyRedPacket
import PlayerGatherSoul
import IpyGameDataPY
-import EventShell
import PyGameData
import EventReport
@@ -44,7 +43,6 @@
import Operate_EquipWash
import PlayerFeastRedPacket
import PlayerDogz
-import QuestCommon
import DataRecordPack
@@ -85,7 +83,6 @@
SetSuccFinish(curPlayer, succID, 0)
Sync_SuccTypeIndexAwardRecord(curPlayer, [succID], True) #设置成未领取的在外层同步
- EventShell.EventRespons_SuccessFinish(curPlayer, succID)
return
@@ -398,49 +395,6 @@
if finishTime > 0 or GetSuccHasGot(curPlayer, succID):
continue
SetSuccFinishValue(curPlayer, succType, condition, 0)
- return
-
-def DoEquipSuccessLogic(curPlayer, classLV):
- #玩家当前可装备的装备类型
-
- ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'ClassLV':classLV}, True)
- if not ipyDataList:
- return
-
- placeCountDict, colorCountDict, suitCountDict = {}, {}, {}
- playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
- for ipyData in ipyDataList:
- equipIndex = ipyData.GetGridIndex()
- curEquip = playerEquip.GetAt(equipIndex)
- if curEquip.IsEmpty():
- continue
- itemPlace = curEquip.GetEquipPlace()
-
- # 套装、颜色 成就 统计基础部位
- if itemPlace in ChConfig.EquipPlace_Base:
- itemColor = curEquip.GetItemColor()
- colorConditionKey = (classLV, itemColor)
- colorCountDict[colorConditionKey] = colorCountDict.get(colorConditionKey, 0) + 1
-
- # 统计套装数
- if curEquip.GetSuiteID():
- suitConditionKey = (classLV, )
- suitCountDict[suitConditionKey] = suitCountDict.get(suitConditionKey, 0) + 1
-
- # 部位 成就 统计特殊部位
- elif itemPlace in ChConfig.EquipPlace_Special:
- placeConditionKey = (classLV, itemPlace)
- placeCountDict[placeConditionKey] = placeCountDict.get(placeConditionKey, 0) + 1
-
- # 更新成就
- #GameWorld.DebugLog("装备阶部位成就数据: classLV=%s,placeCountDict=%s" % (classLV, placeCountDict))
- UpdateSuccessProgressByConditions(curPlayer, ShareDefine.SuccType_EquipPlace, placeCountDict)
-
- #GameWorld.DebugLog("装备阶颜色成就数据: classLV=%s,colorCountDict=%s" % (classLV, colorCountDict))
- UpdateSuccessProgressByConditions(curPlayer, ShareDefine.SuccType_EquipColorItem, colorCountDict)
-
- #GameWorld.DebugLog("装备阶套装成就数据: classLV=%s,suitCountDict=%s" % (classLV, suitCountDict))
- UpdateSuccessProgressByConditions(curPlayer, ShareDefine.SuccType_EquipSuit, suitCountDict)
return
def UpdateSuccessProgressByConditions(curPlayer, successType, conditionCountDict):
--
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