From ba67d86ccc7dde96a4fe2bb2ae3abfbd0aacc561 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 03 十一月 2025 12:00:10 +0800
Subject: [PATCH] 237 【福利内容】每日任务/每周任务/章节奖励-服务端(增加每日任务类型 6 ~ 10)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHorse.py | 362 ++++++++++++++++++++++++---------------------------
1 files changed, 169 insertions(+), 193 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHorse.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHorse.py
index 4d86f4f..7575923 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHorse.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHorse.py
@@ -21,7 +21,6 @@
import PlayerControl
import ChConfig
import OperControlManager
-import OpenServerCampaign
import ItemCommon
import ChEquip
import ShareDefine
@@ -29,15 +28,10 @@
import ItemControler
import NetPackCommon
import PlayerBillboard
-import PlayerAttrFruit
-import PlayerGameEvent
import GameFuncComm
-import EventShell
import IpyGameDataPY
import CrossPlayerData
-import PlayerSuccess
import PlayerActLunhuidian
-import PlayerActHorsePetTrain
import PlayerActTask
import PlayerPet
@@ -120,17 +114,10 @@
if not curPlayer.GetInitOK():
return
- customMapID = PlayerControl.GetCustomMapID(curPlayer)
- if customMapID:
- ipyMapData = IpyGameDataPY.GetIpyGameData("ChinMap", customMapID)
- if not ipyMapData or not ipyMapData.GetCanRide():
- PlayerControl.NotifyCode(curPlayer, "RideLimit_lhs_0")
- return
- else:
- #地图不允许骑马 RideLimit_lhs_0
- if not GameWorld.GetMap().GetMapCanRide():
- PlayerControl.NotifyCode(curPlayer, "RideLimit_lhs_0")
- return
+ #地图不允许骑马 RideLimit_lhs_0
+ if not GameWorld.GetMap().GetMapCanRide():
+ PlayerControl.NotifyCode(curPlayer, "RideLimit_lhs_0")
+ return
#检查玩家状态,只有在空闲状态才能上马
if curPlayer.GetPlayerVehicle() != IPY_GameWorld.pvNull :
@@ -144,10 +131,6 @@
if itemRideHorse.IsEmpty():
return
- if curPlayer.GetPlayerAction() == IPY_GameWorld.paGameEvent:
- tick = GameWorld.GetGameWorld().GetTick()
- PlayerGameEvent.StopGameEvent(curPlayer, tick)
-
#设置玩家为骑马状态
curPlayer.SetPlayerVehicle(IPY_GameWorld.pvHorse)
#设置马匹为普通移动状态
@@ -320,9 +303,9 @@
PlayerRideHorseDown(curPlayer, False)
#---执行玩家换装逻辑---
- if ChEquip.DoPlayerEquipItem(curPlayer, curHorse, ItemCommon.GetEquipPackIndex(curHorse), tick):
- if isRideHorse:
- PlayerRideHorseUp(curPlayer, False)
+ #if ChEquip.DoPlayerEquipItem(curPlayer, curHorse, ItemCommon.GetEquipPackIndex(curHorse), tick):
+ # if isRideHorse:
+ # PlayerRideHorseUp(curPlayer, False)
return True
@@ -383,8 +366,8 @@
if not curHorse:
return
#---执行玩家换装逻辑---
- tick = GameWorld.GetGameWorld().GetTick()
- ChEquip.DoPlayerEquipItem(curPlayer, curHorse, Def_HorseEquipIndex, tick)
+ #tick = GameWorld.GetGameWorld().GetTick()
+ #ChEquip.DoPlayerEquipItem(curPlayer, curHorse, Def_HorseEquipIndex, tick)
GameWorld.DebugLog("坐骑功能开启! horseLV=%s,horseID=%s" % (horseLV, horseID))
Sync_HorseClassData(curPlayer)
@@ -400,166 +383,167 @@
def CalcHorseAttrEx(curPlayer):
## 计算马匹属性
- if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_Horse):
- return
-
- allAttrList = [{} for _ in range(4)]
- allAttrListHorseSoul = [{} for _ in range(4)]
- allAttrListSkin = [{} for _ in range(4)]
- allAttrListTrain = [{} for _ in range(4)]
- allAttrListStar = [{} for _ in range(4)]
-
- customAttrDictHorse = {}
- customAttrDictSkin = {}
-
- horseSpeed = 0 # 坐骑功能增加的速度值,骑乘时才有效果
- horseLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorserLV)
- # 等阶培养属性
- #totalItemCount = 0
- horseBaseAttrInfo = {}
- ipyDataMgr = IpyGameDataPY.IPY_Data()
- for index in xrange(ipyDataMgr.GetHorseLVUpCount()):
- horseIpyData = ipyDataMgr.GetHorseLVUpByIndex(index)
- dataHorseLV = horseIpyData.GetHorseLV()
- if dataHorseLV > horseLV:
- break
- elif dataHorseLV == horseLV:
- upItemCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorserEatItemCount)
- else:
- upItemCount = horseIpyData.GetNeedEatCount()
-
- # 等阶额外属性
- lvAttrTypeList = horseIpyData.GetLVAttrType()
- lvAttrValueList = horseIpyData.GetLVAttrValue()
- for i, attrID in enumerate(lvAttrTypeList):
- attrValue = lvAttrValueList[i]
- if attrID == ShareDefine.Def_Effect_Speed:
- horseSpeed += attrValue
- continue
- PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
- horseBaseAttrInfo[attrID] = horseBaseAttrInfo.get(attrID, 0) + attrValue
-
- # 培养丹增加属性
- upItemPerCount = horseIpyData.GetUpEatItemPerCount()
- if upItemCount and upItemPerCount:
- upItemAttrTypeList = horseIpyData.GetUpItemAttrType()
- upItemAttrValueList = horseIpyData.GetUpItemAttrValue()
- attrMultiple = upItemCount / upItemPerCount
- for i, attrID in enumerate(upItemAttrTypeList):
- attrValue = upItemAttrValueList[i]
- PlayerControl.CalcAttrDict_Type(attrID, attrValue * attrMultiple, allAttrList)
- horseBaseAttrInfo[attrID] = horseBaseAttrInfo.get(attrID, 0) + attrValue * attrMultiple
-
- customAttrDictHorse["horseBaseAttrInfo"] = horseBaseAttrInfo
-
-# # 等阶培养丹累加个数属性
-# eatItemAttrInfo = IpyGameDataPY.GetFuncCfg("HorseUpItem", 3)
-# for attrID, attrValue in eatItemAttrInfo:
-# PlayerControl.CalcAttrDict_Type(attrID, attrValue * totalItemCount, allAttrList)
-
- # 幻化属性
- initFPAdd = 0 #初始战力
- horseSkinQualityAttrInfo = {}
- for index in xrange(ipyDataMgr.GetHorseSkinPlusCount()):
- skinPlusIpyData = ipyDataMgr.GetHorseSkinPlusByIndex(index)
- if not CheckHorseSkinState(curPlayer, skinPlusIpyData):
- continue
- initFPAdd += skinPlusIpyData.GetInitFightPower()
- attrTypeList = skinPlusIpyData.GetAttrType()
- attrValueList = skinPlusIpyData.GetAttrValue()
- for i, attrID in enumerate(attrTypeList):
- attrValue = attrValueList[i]
- if attrID == ShareDefine.Def_Effect_Speed:
- horseSpeed += attrValue
- continue
- PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListSkin)
-
- #觉醒战力
- skintype = 1
- horseID = skinPlusIpyData.GetHorseID()
- skinData = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorsePetSkinData % (skintype, horseID))
- skinIpyData = IpyGameDataPY.GetIpyGameDataNotLog('HorsePetSkin', skintype, horseID, skinData / 100)
- if skinIpyData:
- for attrID, attrValue in skinIpyData.GetAttrInfo().items():
- PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListSkin)
-
- hIpyData = IpyGameDataPY.GetIpyGameData("Horse", horseID)
- if hIpyData:
- quality = hIpyData.GetQuality()
- if quality not in horseSkinQualityAttrInfo:
- horseSkinQualityAttrInfo[quality] = {}
- qualityAttrDict = horseSkinQualityAttrInfo[quality]
- for i, attrID in enumerate(attrTypeList):
- attrValue = attrValueList[i]
- qualityAttrDict[attrID] = qualityAttrDict.get(attrID, 0) + attrValue
-
- #星级
- horseStar = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorserStar % horseID)
- starIpyData = IpyGameDataPY.GetIpyGameDataNotLog("HorseStarUp", horseID, horseStar)
- if starIpyData:
- starAttrType = starIpyData.GetStarAttrType()
- starAttrValue = starIpyData.GetStarAttrValue()
- for i, attrID in enumerate(starAttrType):
- attrValue = starAttrValue[i]
- if attrID == ShareDefine.Def_Effect_Speed:
- horseSpeed += attrValue
- continue
- PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListStar)
-
- customAttrDictSkin["horseSkinQualityAttrInfo"] = horseSkinQualityAttrInfo
-
- # 新培养属性
- for index in xrange(ipyDataMgr.GetHorseTrainCount()):
- trainIpyData = ipyDataMgr.GetHorseTrainByIndex(index)
- trainType = trainIpyData.GetTrainType()
- dataTrainLV = trainIpyData.GetTrainLV()
- trainLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorserTrainLV % trainType)
-
- if dataTrainLV > trainLV:
- continue
- elif dataTrainLV == trainLV:
- trainItemCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorserTrainItemCount % trainType)
- else:
- trainItemCount = trainIpyData.GetEatCntTotal()
-
- # 等阶额外属性
- lvAttrTypeList = trainIpyData.GetLVAttrTypeList()
- lvAttrValueList = trainIpyData.GetLVAttrValueList()
- for i, attrID in enumerate(lvAttrTypeList):
- attrValue = lvAttrValueList[i]
- if attrID == ShareDefine.Def_Effect_Speed:
- horseSpeed += attrValue
- continue
- PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListTrain)
-
- # 培养丹增加属性
- eatCntEverytime = trainIpyData.GetEatCntEverytime()
- if trainItemCount and eatCntEverytime:
- eatItemAttrTypeList = trainIpyData.GetEatItemAttrTypeList()
- eatItemAttrValueList = trainIpyData.GetEatItemAttrValueList()
- attrMultiple = trainItemCount / eatCntEverytime
- for i, attrID in enumerate(eatItemAttrTypeList):
- attrValue = eatItemAttrValueList[i]
- PlayerControl.CalcAttrDict_Type(attrID, attrValue * attrMultiple, allAttrListTrain)
-
- PlayerControl.SetMFPExFightPower(curPlayer, ShareDefine.Def_MFPType_Horse, initFPAdd)
-
- #GameWorld.DebugLog("坐骑功能属性: horseLV=%s,horseSpeed=%s,totalItemCount=%s,initFPAdd=%s" % (horseLV, horseSpeed, totalItemCount, initFPAdd))
-
- # 先缓存值,骑乘状态时进行附加
- curPlayer.SetDict(ChConfig.Def_PlayerKey_SpeedHorse, horseSpeed)
-
- # 果实对坐骑的加成, 魂石果实算附加属性层,单独计算
- fightPowerEx = PlayerAttrFruit.CalcAttrFruitAddAtrr(curPlayer, allAttrListHorseSoul, ShareDefine.Def_AttrFruitFunc_Horse)
- PlayerControl.SetMFPExFightPower(curPlayer, ShareDefine.Def_MFPType_HorseSoul, fightPowerEx)
-
- # 保存计算值
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Horse, allAttrList, customAttrDict=customAttrDictHorse)
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_HorseSoul, allAttrListHorseSoul)
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_HorseSkin, allAttrListSkin, customAttrDict=customAttrDictSkin)
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_HorseTarin, allAttrListTrain)
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_HorseStar, allAttrListStar)
return
+# if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_Horse):
+# return
+#
+# allAttrList = [{} for _ in range(4)]
+# allAttrListHorseSoul = [{} for _ in range(4)]
+# allAttrListSkin = [{} for _ in range(4)]
+# allAttrListTrain = [{} for _ in range(4)]
+# allAttrListStar = [{} for _ in range(4)]
+#
+# customAttrDictHorse = {}
+# customAttrDictSkin = {}
+#
+# horseSpeed = 0 # 坐骑功能增加的速度值,骑乘时才有效果
+# horseLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorserLV)
+# # 等阶培养属性
+# #totalItemCount = 0
+# horseBaseAttrInfo = {}
+# ipyDataMgr = IpyGameDataPY.IPY_Data()
+# for index in xrange(ipyDataMgr.GetHorseLVUpCount()):
+# horseIpyData = ipyDataMgr.GetHorseLVUpByIndex(index)
+# dataHorseLV = horseIpyData.GetHorseLV()
+# if dataHorseLV > horseLV:
+# break
+# elif dataHorseLV == horseLV:
+# upItemCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorserEatItemCount)
+# else:
+# upItemCount = horseIpyData.GetNeedEatCount()
+#
+# # 等阶额外属性
+# lvAttrTypeList = horseIpyData.GetLVAttrType()
+# lvAttrValueList = horseIpyData.GetLVAttrValue()
+# for i, attrID in enumerate(lvAttrTypeList):
+# attrValue = lvAttrValueList[i]
+# if attrID == ShareDefine.Def_Effect_Speed:
+# horseSpeed += attrValue
+# continue
+# PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
+# horseBaseAttrInfo[attrID] = horseBaseAttrInfo.get(attrID, 0) + attrValue
+#
+# # 培养丹增加属性
+# upItemPerCount = horseIpyData.GetUpEatItemPerCount()
+# if upItemCount and upItemPerCount:
+# upItemAttrTypeList = horseIpyData.GetUpItemAttrType()
+# upItemAttrValueList = horseIpyData.GetUpItemAttrValue()
+# attrMultiple = upItemCount / upItemPerCount
+# for i, attrID in enumerate(upItemAttrTypeList):
+# attrValue = upItemAttrValueList[i]
+# PlayerControl.CalcAttrDict_Type(attrID, attrValue * attrMultiple, allAttrList)
+# horseBaseAttrInfo[attrID] = horseBaseAttrInfo.get(attrID, 0) + attrValue * attrMultiple
+#
+# customAttrDictHorse["horseBaseAttrInfo"] = horseBaseAttrInfo
+#
+## # 等阶培养丹累加个数属性
+## eatItemAttrInfo = IpyGameDataPY.GetFuncCfg("HorseUpItem", 3)
+## for attrID, attrValue in eatItemAttrInfo:
+## PlayerControl.CalcAttrDict_Type(attrID, attrValue * totalItemCount, allAttrList)
+#
+# # 幻化属性
+# initFPAdd = 0 #初始战力
+# horseSkinQualityAttrInfo = {}
+# for index in xrange(ipyDataMgr.GetHorseSkinPlusCount()):
+# skinPlusIpyData = ipyDataMgr.GetHorseSkinPlusByIndex(index)
+# if not CheckHorseSkinState(curPlayer, skinPlusIpyData):
+# continue
+# initFPAdd += skinPlusIpyData.GetInitFightPower()
+# attrTypeList = skinPlusIpyData.GetAttrType()
+# attrValueList = skinPlusIpyData.GetAttrValue()
+# for i, attrID in enumerate(attrTypeList):
+# attrValue = attrValueList[i]
+# if attrID == ShareDefine.Def_Effect_Speed:
+# horseSpeed += attrValue
+# continue
+# PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListSkin)
+#
+# #觉醒战力
+# skintype = 1
+# horseID = skinPlusIpyData.GetHorseID()
+# skinData = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorsePetSkinData % (skintype, horseID))
+# skinIpyData = IpyGameDataPY.GetIpyGameDataNotLog('HorsePetSkin', skintype, horseID, skinData / 100)
+# if skinIpyData:
+# for attrID, attrValue in skinIpyData.GetAttrInfo().items():
+# PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListSkin)
+#
+# hIpyData = IpyGameDataPY.GetIpyGameData("Horse", horseID)
+# if hIpyData:
+# quality = hIpyData.GetQuality()
+# if quality not in horseSkinQualityAttrInfo:
+# horseSkinQualityAttrInfo[quality] = {}
+# qualityAttrDict = horseSkinQualityAttrInfo[quality]
+# for i, attrID in enumerate(attrTypeList):
+# attrValue = attrValueList[i]
+# qualityAttrDict[attrID] = qualityAttrDict.get(attrID, 0) + attrValue
+#
+# #星级
+# horseStar = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorserStar % horseID)
+# starIpyData = IpyGameDataPY.GetIpyGameDataNotLog("HorseStarUp", horseID, horseStar)
+# if starIpyData:
+# starAttrType = starIpyData.GetStarAttrType()
+# starAttrValue = starIpyData.GetStarAttrValue()
+# for i, attrID in enumerate(starAttrType):
+# attrValue = starAttrValue[i]
+# if attrID == ShareDefine.Def_Effect_Speed:
+# horseSpeed += attrValue
+# continue
+# PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListStar)
+#
+# customAttrDictSkin["horseSkinQualityAttrInfo"] = horseSkinQualityAttrInfo
+#
+# # 新培养属性
+# for index in xrange(ipyDataMgr.GetHorseTrainCount()):
+# trainIpyData = ipyDataMgr.GetHorseTrainByIndex(index)
+# trainType = trainIpyData.GetTrainType()
+# dataTrainLV = trainIpyData.GetTrainLV()
+# trainLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorserTrainLV % trainType)
+#
+# if dataTrainLV > trainLV:
+# continue
+# elif dataTrainLV == trainLV:
+# trainItemCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorserTrainItemCount % trainType)
+# else:
+# trainItemCount = trainIpyData.GetEatCntTotal()
+#
+# # 等阶额外属性
+# lvAttrTypeList = trainIpyData.GetLVAttrTypeList()
+# lvAttrValueList = trainIpyData.GetLVAttrValueList()
+# for i, attrID in enumerate(lvAttrTypeList):
+# attrValue = lvAttrValueList[i]
+# if attrID == ShareDefine.Def_Effect_Speed:
+# horseSpeed += attrValue
+# continue
+# PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListTrain)
+#
+# # 培养丹增加属性
+# eatCntEverytime = trainIpyData.GetEatCntEverytime()
+# if trainItemCount and eatCntEverytime:
+# eatItemAttrTypeList = trainIpyData.GetEatItemAttrTypeList()
+# eatItemAttrValueList = trainIpyData.GetEatItemAttrValueList()
+# attrMultiple = trainItemCount / eatCntEverytime
+# for i, attrID in enumerate(eatItemAttrTypeList):
+# attrValue = eatItemAttrValueList[i]
+# PlayerControl.CalcAttrDict_Type(attrID, attrValue * attrMultiple, allAttrListTrain)
+#
+# PlayerControl.SetMFPExFightPower(curPlayer, ShareDefine.Def_MFPType_Horse, initFPAdd)
+#
+# #GameWorld.DebugLog("坐骑功能属性: horseLV=%s,horseSpeed=%s,totalItemCount=%s,initFPAdd=%s" % (horseLV, horseSpeed, totalItemCount, initFPAdd))
+#
+# # 先缓存值,骑乘状态时进行附加
+# curPlayer.SetDict(ChConfig.Def_PlayerKey_SpeedHorse, horseSpeed)
+#
+# # 果实对坐骑的加成, 魂石果实算附加属性层,单独计算
+# fightPowerEx = PlayerAttrFruit.CalcAttrFruitAddAtrr(curPlayer, allAttrListHorseSoul, ShareDefine.Def_AttrFruitFunc_Horse)
+# PlayerControl.SetMFPExFightPower(curPlayer, ShareDefine.Def_MFPType_HorseSoul, fightPowerEx)
+#
+# # 保存计算值
+# PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Horse, allAttrList, customAttrDict=customAttrDictHorse)
+# PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_HorseSoul, allAttrListHorseSoul)
+# PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_HorseSkin, allAttrListSkin, customAttrDict=customAttrDictSkin)
+# PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_HorseTarin, allAttrListTrain)
+# PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_HorseStar, allAttrListStar)
+# return
def GetHorseSkinActCount(curPlayer):
horseSkinActCount = 0
@@ -645,21 +629,14 @@
# 升阶
upItemPerCount = horseIpyData.GetUpEatItemPerCount()
upCnt = costItemCount / upItemPerCount
- for _ in range(upCnt):
- EventShell.EventRespons_HorseUp(curPlayer) # 改为使用就算
if updClassLV > horseLV:
- EventShell.EventRespons_HorseLV(curPlayer, updClassLV)
# 玩家马匹进阶
DataRecordPack.DR_NewHorseByClassUp(curPlayer, updClassLV, 0)
- # 记录开服活动马匹阶级
- #OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_Horse, updClassLV)
- PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_HorseAllLV, updClassLV)
Sync_HorseClassData(curPlayer)
# 刷属性,更新排行榜
RefreshHorseAttr(curPlayer)
- PlayerActHorsePetTrain.OnHorsePetTrainCost(curPlayer, {costItemID:costItemCount})
PlayerActTask.AddActTaskValue(curPlayer, ChConfig.ActTaskType_HorseUpItem, costItemCount)
PlayerActLunhuidian.AddLunhuidianValue(curPlayer, PlayerActLunhuidian.AwardType_UseItem, costItemID, costItemCount)
return
@@ -742,7 +719,6 @@
# 刷属性,更新排行榜
RefreshHorseAttr(curPlayer)
- PlayerActHorsePetTrain.OnHorsePetTrainCost(curPlayer, {costItemID:costItemCount})
if trainType == 2:
PlayerActTask.AddActTaskValue(curPlayer, ChConfig.ActTaskType_HorseTrainItem2, costItemCount)
elif trainType == 3:
--
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