From 1cdfcfa90dc14a0a1c07fe5ef010d0effb716d38 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期三, 26 十二月 2018 16:18:58 +0800
Subject: [PATCH] 5505 【后端】【1.4】法宝标签页新增一个系列(王者法宝),王者法宝的功能开发

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py |   26 +++++++++++++++++++-------
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py       |    9 ++++-----
 2 files changed, 23 insertions(+), 12 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
index 23cecfd..bc231f1 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -1118,6 +1118,10 @@
             return False
         
         itemID = tagItem.GetItemTypeID()
+        #激活成就的道具
+        if tagItem.GetType() == ChConfig.Def_ItemType_SuccessItem:
+            PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_GetSpecialItem, 1, [itemID])
+            return True
         if itemID in ChConfig.Def_TransformItemIDList:
             # 直接转化为对应货币的物品仅在放入背包时直接转化,否则还是以真实物品的形式存在,但堆叠上限需要做特殊处理
             if packIndex == IPY_GameWorld.rptItem:
@@ -2016,11 +2020,6 @@
     curItemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
     if not curItemData:
         return False
-    
-    #激活成就的道具
-    if curItemData.GetType() == ChConfig.Def_ItemType_SuccessItem:
-        PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_GetSpecialItem, 1, [itemID])
-        return True
     
     defaultPack = IPY_GameWorld.rptItem if not packIndexList else packIndexList[0]
     packIndex = ChConfig.GetItemPackType(curItemData.GetType(), defaultPack)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py
index 78b0270..1caf2ff 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py
@@ -543,8 +543,9 @@
                     addAttr[int(attid)] = attnum * totalSignNum
                 GameWorld.AddDictValue(allAttrDict, addAttr)
             #王者法宝属性
-            kingAwardMark = 1
-            kingMWIpyData = IpyGameDataPY.GetIpyGameDataNotLog('MagicWeaponOfKing', magicWeaponID, kingAwardMark)
+            seasonID = IpyGameDataPY.GetFuncEvalCfg('MagicWeaponOfKing', 1, {}).get(magicWeaponID, 0)
+            kingAwardLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CrossPK_SeasonAwardLV % seasonID)
+            kingMWIpyData = IpyGameDataPY.GetIpyGameDataNotLog('MagicWeaponOfKing', magicWeaponID, kingAwardLV)
             if kingMWIpyData and GetIsWearMagicWeapon(curPlayer, magicWeaponID):
                 attrDict = kingMWIpyData.GetAddAttr()
                 GameWorld.AddDictValue(allAttrDict, attrDict)
@@ -933,7 +934,8 @@
         curUpExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponUpExp % mwID)
         state = GetIsClickMagicWeapon(curPlayer, mwID)
         FBPassLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWFBPassLevel % mwID)
-        if not mwLv and not curUpExp and not state and not FBPassLV:
+        isWear = GetIsWearMagicWeapon(curPlayer, mwID)
+        if not mwLv and not curUpExp and not state and not FBPassLV and not isWear:
             continue
         pack = ChPyNetSendPack.tagMCMagicWeaponInfo()
         pack.MWID = mwID
@@ -941,6 +943,7 @@
         pack.Exp = curUpExp
         pack.State = state
         pack.FBPassLV = FBPassLV
+        pack.IsWear = isWear
         sendPack.InfoList.append(pack)
     sendPack.Count = len(sendPack.InfoList)
     if sendPack.Count:
@@ -1116,18 +1119,27 @@
     mwID = clientData.MWID
     if not GetIsActiveMagicWeapon(curPlayer, mwID):
         return
-    
-    SetMagicWeaponWearState(curPlayer, mwID, clientData.State)
+    isWear = clientData.State
+    if isWear:
+        maxCnt = IpyGameDataPY.GetFuncCfg('MagicWeaponOfKing', 2)
+        hasWearCnt = 0
+        for mid in IpyGameDataPY.GetFuncEvalCfg('MagicWeaponOfKing', 1, {}):
+            if hasWearCnt >= maxCnt:
+                return
+            if GetIsWearMagicWeapon(curPlayer, mid):
+                hasWearCnt +=1
+                
+    SetMagicWeaponWearState(curPlayer, mwID, isWear)
     Sycn_MagicWeaponLV(curPlayer, mwID)
     return
 
 def GetIsWearMagicWeapon(curPlayer, mwID):
     #获取法宝是否佩戴
-    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsClick, mwID % 100, True, [mwID / 100])
+    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsWear, mwID % 100, True, [mwID / 100])
 
 def SetMagicWeaponWearState(curPlayer, mwID, state):
     #设置法宝是否佩戴
-    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsClick, mwID % 100, state, True, [mwID / 100])
+    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsWear, mwID % 100, state, True, [mwID / 100])
     return
 
 #// A5 12 激活法宝之魂 #tagCMActiveMWSoul

--
Gitblit v1.8.0