From dbf479ac2d1d2a1587fd9a984ac84a16ad0bb3d6 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 07 一月 2026 12:04:02 +0800
Subject: [PATCH] 271 【内政】古宝系统-服务端(增加特殊效果类型3~6;新增特权效果支持,增加特权效果类型1、2;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevelBoss.py | 34 ++++++++--------------------------
1 files changed, 8 insertions(+), 26 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevelBoss.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevelBoss.py
index 52ba12f..277db19 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevelBoss.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevelBoss.py
@@ -16,6 +16,7 @@
#-------------------------------------------------------------------------------
import GameWorld
+import PlayerGubao
import IpyGameDataPY
import PlayerControl
import ItemControler
@@ -81,24 +82,19 @@
return npcLineupIDList, strongerLV, difficulty
-def OnTurnFightOver(curPlayer, turnFight, mapID, funcLineID, overMsg):
- ## 回合战斗结束
+def OnTurnFightAward(curPlayer, guid, mapID, funcLineID, winFaction, statMsg, dateStr, reqData, awardDict):
+ ## 回合战斗结算奖励
+
if not curPlayer:
return
playerID = curPlayer.GetPlayerID()
- #winFaction = turnFight.winFaction
- isWin = turnFight.isWin
+ isWin = winFaction == ChConfig.Def_FactionA
chapterID, levelNum, _ = PlayerControl.GetMainLevelPassInfo(curPlayer)
if not isWin:
nowValue = PlayerControl.GetMainLevelNowValue(curPlayer)
GameWorld.DebugLog("主线boss战斗失败!保持当前刷怪波进度不变! nowValue=%s" % nowValue, playerID)
- return
-
- if turnFight.haveNextLineup():
- GameWorld.DebugLog("主线boss小队战斗胜利,有下一小队! chapterID=%s,levelNum=%s,lineupIndex=%s,lineupIDList=%s"
- % (chapterID, levelNum, turnFight.lineupIndex, turnFight.lineupIDList), playerID)
return
isAllPass = False # 是否通关
@@ -122,23 +118,7 @@
levelIpyData = IpyGameDataPY.GetIpyGameData("MainLevel", chapterID, levelNum)
itemList = levelIpyData.GetAwardItemList() if levelIpyData else []
GameWorld.DebugLog("过关奖励: chapterID=%s,levelNum=%s,itemList=%s" % (chapterID, levelNum, itemList), playerID)
- overMsg.update({FBCommon.Over_itemInfo:FBCommon.GetJsonItemList(itemList)})
-
- turnFight.awardData = [nextChapterID, nextLevelNum, isAllPass, itemList]
- return
-
-def OnTurnFightAward(curPlayer, turnFight, mapID, funcLineID, awardData):
- ## 回合战斗结算奖励
- if not curPlayer:
- return
-
- if not awardData:
- return
-
- playerID = curPlayer.GetPlayerID()
-
- nextChapterID, nextLevelNum, isAllPass, itemList = awardData
- GameWorld.DebugLog("处理奖励数据: nextChapterID=%s,nextLevelNum=%s,isAllPass=%s,itemList=%s" % (nextChapterID, nextLevelNum, isAllPass, itemList))
+ awardDict.update({FBCommon.Over_itemInfo:FBCommon.GetJsonItemList(itemList)})
updPassValue = PlayerControl.SetMainLevelPassInfo(curPlayer, nextChapterID, nextLevelNum, 0)
if isAllPass:
@@ -150,4 +130,6 @@
GameWorld.DebugLog("未通关的刷怪进度设置为下一关的第1波: updNowValue=%s" % updNowValue, playerID)
GameWorld.DebugLog("updPassValue=%s,updNowValue=%s" % (updPassValue, updNowValue), playerID)
ItemControler.GivePlayerItemOrMail(curPlayer, itemList, event=["MainLevelBoss", False, {}], isNotifyAward=False)
+
+ PlayerGubao.AddGubaoSpecEffLayer(curPlayer, PlayerGubao.GubaoEffType_MainLevelBoss, 1)
return
--
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