From f198885f31c9c7eb19eb28adce562e39e64d581c Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 18 七月 2025 16:23:11 +0800
Subject: [PATCH] 121 【武将】武将系统-服务端(属性计算、战斗力计算;新角色初始给默认装备、默认阵容武将;)

---
 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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