From 33c902a503e4da79612405176498e10dcb2cdb1f Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 31 三月 2020 17:29:12 +0800
Subject: [PATCH] 8405 【后端】成就系统开发(优化按境界阶更新成就进度逻辑;增加多成就条件向下适配更新成就进度模式;坐骑成就修改;增加天星塔成就)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipWash.py            |   30 +-
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStar.py            |   22 ++
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStone.py           |    2 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_SkyTower.py |    3 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py                          |    3 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py                                 |   52 ++-
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py                        |  278 +++++++++---------------
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipPlus.py            |   25 +
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHorse.py                          |    2 
 ServerPython/CoreServerGroup/GameServer/Script/ShareDefine.py                                                      |   52 ++-
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Success.py                         |  140 ++++++++++++
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerWing.py                           |    8 
 12 files changed, 383 insertions(+), 234 deletions(-)

diff --git a/ServerPython/CoreServerGroup/GameServer/Script/ShareDefine.py b/ServerPython/CoreServerGroup/GameServer/Script/ShareDefine.py
index 633607c..9ca39b5 100644
--- a/ServerPython/CoreServerGroup/GameServer/Script/ShareDefine.py
+++ b/ServerPython/CoreServerGroup/GameServer/Script/ShareDefine.py
@@ -1523,7 +1523,7 @@
 SuccType_KirinHomeEx, #通关麒麟之府X次成就7
 SuccType_GodWeapon, # x神器达到X级成就8
 SuccType_XXX9, # 废弃9
-SuccType_HorseAllLV, # X坐骑等级达到XX级 10
+SuccType_HorseAllLV, # 坐骑等级达到X级 10
 SuccType_XXX11, # 废弃11
 SuccType_KillBossHomeBoss, # BOSS之家BOSS击杀成就12
 SuccType_XXX13, # 废弃13
@@ -1539,8 +1539,8 @@
 SuccType_XXX23 , # 废弃23
 SuccType_XXX24 , # 废弃24
 SuccType_XXX25, # 废弃25
-SuccType_EquipPlus, # 强化x次成就26
-SuccType_EquipPlusLV, # x件装备强化等级达到x级27 (已废弃)
+SuccType_EquipPlus, # x件x阶x强化等级 26
+SuccType_XXX27, # 废弃27
 SuccType_KillWorldBoss, # 击杀世界bossx次成就(有伤害就算)28
 SuccType_XXX29, # 废弃29
 SuccType_PassWagicWeapon, # 通关法宝副本30
@@ -1551,8 +1551,8 @@
 SuccType_Pray, # 祈祷x次35
 SuccType_KillSpecificNPC, # 击杀特定NPC36
 SuccType_XXX37, # 废弃37
-SuccType_XXX38, # 废弃38
-SuccType_EquipColorItem, #穿戴某阶某品质的装备成就39
+SuccType_EquipPlace, # x件x阶x部位 38
+SuccType_EquipColorItem, # x件x阶x品质 39
 SuccType_XXX40, #废弃40
 SuccType_XXX41, #废弃41
 SuccType_PassRuneTower, #通关符印塔成就42
@@ -1583,9 +1583,9 @@
 SuccType_ChaosDemon, #混乱妖域X人以上队伍X评级通关67
 SuccType_XXX68, #废弃68
 SuccType_CompoundItemEx, #物品X的合成成功X次69
-SuccType_EquipWashLV1, #武器洗练X级(主手+副手)70
-SuccType_EquipWashLV2, #防具洗练X级(防具5件)71
-SuccType_EquipWashLV3, #仙器洗练X级(仙器3件)72
+SuccType_EquipWash, #x件x阶x洗练等级 70
+SuccType_XXX71, #废弃71
+SuccType_XXX72, #废弃72
 SuccType_XXX73, #废弃73
 SuccType_XXX74, #废弃74
 SuccType_XXX75, #废弃75
@@ -1595,17 +1595,17 @@
 SuccType_DujieFBHelpPass, #渡劫助战成功X次 79
 SuccType_XXX80, #废弃 80
 SuccType_FBEncourage, #x副本累计鼓舞X次 81
-SuccType_EquipArmor, #穿戴X颜色X星级X阶防具一套(5件防具) 82
-SuccType_EquipWeapon, #穿戴X颜色X星级X阶武器一套(主手+副手) 83
+SuccType_EquipStar, #x件x阶x星 82
+SuccType_XXX83, #废弃 83
 SuccType_XXX84, #废弃 84
 SuccType_XXX85, #废弃85
 SuccType_XXX86, #废弃 86
 SuccType_XXX87, #废弃 87
 SuccType_XXX88, #废弃 88
-SuccType_XXX89, #仙盟宴会答题X题 89
-SuccType_EquipWing, #穿戴X阶X品质羽翼 90
+SuccType_XXX89, #废弃 89
+SuccType_XXX90, #废弃 90
 SuccType_MWSkillUp, #X法宝潜力技能提升X级 91
-SuccType_EquipSuit, #套装 X件X阶普通(强化)防具套装 92
+SuccType_EquipSuit, # X件X阶套装 92
 SuccType_TalkFamily, # 仙盟频道发言93
 SuccType_UseItem, # 使用X物品X次94
 SuccType_XXX95, # 废弃95
@@ -1656,7 +1656,8 @@
 SuccType_FeastRedPack_Dice, # 节日红包 - 天机摇骰子x次  140
 SuccType_FeastRedPack_CrossPK, # 节日红包 - 跨服PK x次  141
 SuccType_FeastRedPack_FBSweep, # 节日红包 - 副本扫荡 x次  142
-) = range(1, 143)
+SuccType_PassSkyTower, #通关天星塔 143
+) = range(1, 144)
 
 # 节日红包成就类型
 FeastRedPackSuccessTypeList = range(SuccType_FeastRedPack_TalkWorld, SuccType_FeastRedPack_FBSweep + 1)
@@ -1666,17 +1667,28 @@
 
 # 不向下适配检查的成就类型(指相对较高成就条件不会增加较低成就条件的进度)
 UnDownCheckSuccessTypeList = [
-                              SuccType_EquipPlusLV, SuccType_GodWeapon,
+                              SuccType_GodWeapon,
                               SuccType_MainTaskNode,SuccType_PassWagicWeapon,
                               SuccType_KillSpecificNPC, SuccType_UseStoveBylv,
                               SuccType_Pray,SuccType_PetClassLV,
-                              SuccType_HorseAllLV, SuccType_QueenRelics,SuccType_XMZZConWin,
-                              SuccType_EquipSuit,SuccType_Collect,SuccType_DogzBattle,
+                              SuccType_QueenRelics,SuccType_XMZZConWin,
+                              SuccType_Collect,SuccType_DogzBattle,
                               SuccType_UseItem,SuccType_FamilyTechLV,
                               SuccType_GetSpecialItem,SuccType_GetMagicWeapon,SuccType_FBEncourage,SuccType_XBXZ,
                               SuccType_FeastRedPack_KillSpecificNPC,SuccType_FeastRedPack_KillBoss,
                               SuccType_FeastRedPack_EnterMap, SuccType_FeastRedPack_FBSweep,
                               ]
+
+# 部分参数不向下适配检查的成就类型,此配置的类型不能在 UnDownCheckSuccessTypeList 里 {类型:[不向下适配的参数索引, ...], ...}
+PartUnDownCheckSuccessTypeInfo = {
+                                  SuccType_EquipSuit:[0], # 阶不向下适配
+                                  SuccType_EquipPlace:[0,1], # 阶、部位不向下适配
+                                  SuccType_EquipColorItem:[0], # 阶不向下适配
+                                  SuccType_EquipPlus:[0], # 阶不向下适配
+                                  SuccType_EquipWash:[0], # 阶不向下适配
+                                  SuccType_EquipStar:[0], # 阶不向下适配
+                                  }
+
 #传进来的条件满足配置的条件列表中的一个就行的成就类型
 ContainSuccessTypeList = [SuccType_CompoundItemEx, SuccType_PickUpItem, SuccType_MWSkillUp]
 
@@ -1685,9 +1697,9 @@
 
 #增加进度前需要重置的成就类型
 NeedResetSuccessTypeList = [
-                            SuccType_InlayStone1,SuccType_InlayStone2,SuccType_EquipSuit,SuccType_InlayRune,
-                            SuccType_EquipColorItem,SuccType_EquipArmor,SuccType_EquipWeapon,SuccType_DogzEquipPlus,
-                            SuccType_HorseAllLV, SuccType_EquipPlusLV,SuccType_PetClassLV,SuccType_InlayGatherSoul,
+                            SuccType_InlayStone1,SuccType_InlayStone2,SuccType_InlayRune,
+                            SuccType_DogzEquipPlus,
+                            SuccType_PetClassLV,SuccType_InlayGatherSoul,
                             ]
 
 # 聊天类型, 从100开始, 前100个给c++用
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipPlus.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipPlus.py
index ba3dab5..662e287 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipPlus.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipPlus.py
@@ -169,18 +169,35 @@
         PlayerControl.WorldNotify(0, "StrengthenCongratulation", msgParamList)
         
     classLV = ItemCommon.GetItemClassLV(curEquip) 
-    # 成就
-    #PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipPlusLV, 1, [updPlusLV])
     
     DoLogic_OnEquipPartStarLVChange(curPlayer, packType, classLV)
-    # 增加强化成就
-    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipPlus, 1)
+    # 强化成就
+    __UpdateEquipPlusSuccess(curPlayer, classLV)
     EventShell.EventRespons_EquipPlus(curPlayer, classLV, updPlusLV)
     
     # 开服活动数据
     #OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_Plus, ChEquip.GetTotalPlusLV(curPlayer))
     return
 
+def __UpdateEquipPlusSuccess(curPlayer, classLV):
+    ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'ClassLV':classLV}, True)
+    if not ipyDataList:
+        return
+    
+    packType = IPY_GameWorld.rptEquip
+    plusLVCountDict = {}
+    for ipyData in ipyDataList:
+        index = ipyData.GetGridIndex()
+        plusLV = ChEquip.GetEquipPartPlusLV(curPlayer, packType, index)
+        if not plusLV:
+            continue
+        conditionKey = (classLV, plusLV)
+        plusLVCountDict[conditionKey] = plusLVCountDict.get(conditionKey, 0) + 1
+        
+    #GameWorld.DebugLog("强化成就数据: classLV=%s,plusLVCountDict=%s" % (classLV, plusLVCountDict))
+    PlayerSuccess.UpdateSuccessProgressByConditions(curPlayer, ShareDefine.SuccType_EquipPlus, plusLVCountDict)
+    return
+
 def DoLogic_OnEquipPartStarLVChange(curPlayer, packType, classLV):
     #先刷装备BUFF 再计算属性
     curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrActivatyNotify, ChConfig.Def_AttrActivatyNotify_Plus)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStar.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStar.py
index 20f2fd9..d664808 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStar.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStar.py
@@ -24,6 +24,7 @@
 import DataRecordPack
 import PlayerAuctionHouse
 import IpyGameDataPY
+import PlayerSuccess
 import GameWorld
 import EventShell
 import ChConfig
@@ -180,6 +181,9 @@
     updPartStar = ChEquip.GetEquipPartStar(curPlayer, equipPackIndex)
     GameWorld.DebugLog("    装备升星 equipPackIndex=%s result=%s,curPartStar=%s,updPartStar=%s" % (equipPackIndex, result, curPartStar, updPartStar), playerID)
     
+    # 成就
+    EquipStarSuccess(curPlayer, classLV)
+    
     # 星级变更时处理
     # 刷新属性
     ChEquip.RefreshPlayerEquipAttribute(curPlayer, classLV)
@@ -297,3 +301,21 @@
     return curRate, delEquipGUIDDict, delItemInfoDict, lackItemCostMoney
 
 
+def EquipStarSuccess(curPlayer, classLV):
+    ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'ClassLV':classLV}, True)
+    if not ipyDataList:
+        return
+    
+    starCountDict = {}
+    for ipyData in ipyDataList:
+        index = ipyData.GetGridIndex()
+        equipStar = ChEquip.GetEquipPartStar(curPlayer, index)
+        if not equipStar:
+            continue
+        conditionKey = (classLV, equipStar)
+        starCountDict[conditionKey] = starCountDict.get(conditionKey, 0) + 1
+        
+    #GameWorld.DebugLog("升星成就数据: classLV=%s,starCountDict=%s" % (classLV, starCountDict))
+    PlayerSuccess.UpdateSuccessProgressByConditions(curPlayer, ShareDefine.SuccType_EquipStar, starCountDict)
+    return
+
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStone.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStone.py
index 3a6faf5..b74c219 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStone.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStone.py
@@ -255,7 +255,7 @@
 
     # 记录开服活动宝石总等级
     OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_StoneLV, totalStoneLV)
-    PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_StoneTotalLV, totalStoneLV)
+    #PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_StoneTotalLV, totalStoneLV)
     PlayerWeekParty.AddWeekPartyActionCnt(curPlayer, ChConfig.Def_WPAct_Stone, totalStoneLV, False, True)
     return
 
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipWash.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipWash.py
index 9ebc49c..3d369a6 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipWash.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipWash.py
@@ -344,7 +344,7 @@
         if CheckEquipWashLVUp(curPlayer, curEquip, equipPackindex, washLV, washData):
             RefreshEquipWashAttr(curPlayer, classLV)
             Sycn_EquipWashInfo(curPlayer, equipPackindex)
-            EquipWashSuccess(curPlayer)
+            EquipWashSuccess(curPlayer, classLV)
         else:
             GameWorld.DebugLog("升级失败,有属性未达到最大值,无法升级!", playerID)
         return
@@ -472,17 +472,21 @@
             PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
     return
 
-def EquipWashSuccess(curPlayer):
-#    succList = [ShareDefine.SuccType_EquipWashLV1,ShareDefine.SuccType_EquipWashLV2,ShareDefine.SuccType_EquipWashLV3]
-#    for washType in range(1, Def_EquipWashMaxType + 1):
-#        washTypeLV = 999
-#        placeList = GetEquipWashPlaceList(washType)
-#        for equipPlace in placeList:
-#            washLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipWashLV % equipPlace)
-#            washTypeLV = min(washTypeLV, washLV)
-#        
-#        if not washTypeLV:
-#            continue
-#        PlayerSuccess.DoAddSuccessProgress(curPlayer, succList[washType-1], 1, [washTypeLV])
+def EquipWashSuccess(curPlayer, classLV):
+    ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'ClassLV':classLV}, True)
+    if not ipyDataList:
+        return
+    
+    washLVCountDict = {}
+    for ipyData in ipyDataList:
+        index = ipyData.GetGridIndex()
+        washLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipWashLV % index)
+        if not washLV:
+            continue
+        conditionKey = (classLV, washLV)
+        washLVCountDict[conditionKey] = washLVCountDict.get(conditionKey, 0) + 1
+        
+    #GameWorld.DebugLog("洗练成就数据: classLV=%s,washLVCountDict=%s" % (classLV, washLVCountDict))
+    PlayerSuccess.UpdateSuccessProgressByConditions(curPlayer, ShareDefine.SuccType_EquipWash, washLVCountDict)
     return
 
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Success.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Success.py
new file mode 100644
index 0000000..f187085
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Success.py
@@ -0,0 +1,140 @@
+#!/usr/bin/python
+# -*- coding: GBK -*-
+#-------------------------------------------------------------------------------
+#
+##@package GM.Commands.Success
+#
+# @todo:成就
+# @author hxp
+# @date 2020-03-31
+# @version 1.0
+#
+# 详细描述: 成就
+#
+#-------------------------------------------------------------------------------
+#"""Version = 2020-03-31 18:00"""
+#-------------------------------------------------------------------------------
+
+import ChConfig
+import ShareDefine
+import PlayerSuccess
+import GameWorld
+
+#逻辑实现
+## GM命令执行入口
+#  @param curPlayer 当前玩家
+#  @param msgList 参数列表 [npcID]
+#  @return None
+#  @remarks 函数详细说明.
+def OnExec(curPlayer, msgList):
+    if not msgList:
+        GameWorld.DebugAnswer(curPlayer, "重置所有成就: Success 0")
+        GameWorld.DebugAnswer(curPlayer, "重置指定成就: Success 0 类型")
+        GameWorld.DebugAnswer(curPlayer, "重置成就领奖: Success w 类型")
+        GameWorld.DebugAnswer(curPlayer, "输出成就数据: Success p 类型")
+        #GameWorld.DebugAnswer(curPlayer, "增加成就进度: Success a 类型 进度 条件(选填)")
+        #GameWorld.DebugAnswer(curPlayer, "更新成就进度: Success u 类型 进度 条件(选填)")
+        return
+    
+    cmdType = msgList[0]
+    # 重置数据
+    if cmdType == 0:
+        __DoResetSuccess(curPlayer, msgList)
+    # 重置领奖
+    elif cmdType == "w":
+        __DoResetSuccessAward(curPlayer, msgList)
+    # 输出数据
+    elif cmdType == "p":
+        __DoPrintSuccess(curPlayer, msgList)
+    # 增加进度
+    elif cmdType == "a":
+        pass
+    # 更新进度
+    elif cmdType == "u":
+        pass
+    
+    return
+
+def __DoResetSuccess(curPlayer, msgList):
+    ## 重置成就数据
+    if len(msgList) > 1:
+        typeList = [msgList[1]]
+    else:
+        typeList = ShareDefine.SuccessTypeList
+    resetTypeList = []
+    for succType in typeList:
+        succDataList = PlayerSuccess.GetSuccDataMng().GetSuccDataByType(succType)
+        if not succDataList:
+            continue
+        
+        for succDataObj in succDataList:
+            succID = succDataObj.succID
+            if succType not in resetTypeList:
+                resetTypeList.append(succType)
+            PlayerSuccess.SetSuccHasGot(curPlayer, succID, False)
+            PlayerSuccess.SetSuccFinish(curPlayer, succID, False)
+            PlayerSuccess.SetPDictValue(curPlayer, ChConfig.Def_PDict_Success_LastDay % (succID), 0)
+            PlayerSuccess.SetSuccFinishValue(curPlayer, succType, succDataObj.condition, 0)
+            
+    # 老玩家上线检查情况
+    PlayerSuccess.SetPDictValue(curPlayer, ChConfig.Def_PDict_Success_CheckVersion, 0)
+    # 同步成就信息
+    PlayerSuccess.Sync_SuccessInfo(curPlayer, [], True)
+    # 同步成就领奖记录
+    PlayerSuccess.Sync_SuccTypeIndexAwardRecord(curPlayer, [], True)
+    GameWorld.DebugAnswer(curPlayer, "重置成就类型:%s" % resetTypeList)
+    return
+
+def __DoResetSuccessAward(curPlayer, msgList):
+    ## 重置成就领奖
+    if len(msgList) > 1:
+        typeList = [msgList[1]]
+    else:
+        typeList = ShareDefine.SuccessTypeList
+        
+    resetIDList = []
+    for succType in typeList:
+        succDataList = PlayerSuccess.GetSuccDataMng().GetSuccDataByType(succType)
+        if not succDataList:
+            continue
+        
+        for succDataObj in succDataList:
+            succID = succDataObj.succID
+            if not PlayerSuccess.GetSuccHasGot(curPlayer, succID):
+                continue
+            PlayerSuccess.SetSuccHasGot(curPlayer, succID, False)
+            resetIDList.append(succID)
+            
+    # 同步成就领奖记录
+    PlayerSuccess.Sync_SuccTypeIndexAwardRecord(curPlayer, resetIDList, True)
+    GameWorld.DebugAnswer(curPlayer, "重置成就ID领奖:%s" % resetIDList)
+    return
+
+def __DoPrintSuccess(curPlayer, msgList):
+    ## 输出成就数据
+    if len(msgList) > 1:
+        typeList = [msgList[1]]
+    else:
+        typeList = ShareDefine.SuccessTypeList
+    GameWorld.DebugAnswer(curPlayer, "--- 输出有进度的成就数据 ---")
+    for succType in typeList:
+        succDataList = PlayerSuccess.GetSuccDataMng().GetSuccDataByType(succType)
+        if not succDataList:
+            continue
+        printType = False
+        for succDataObj in succDataList:
+            succID = succDataObj.succID
+            value = PlayerSuccess.GetSuccFinishValue(curPlayer, succType, succDataObj.condition)
+            if not value:
+                continue
+            if not printType:
+                printType = True
+                GameWorld.DebugAnswer(curPlayer, "成就类型: %s" % succType)
+            isFinish = PlayerSuccess.GetSuccIsFinish(curPlayer, succID)
+            hasGot = PlayerSuccess.GetSuccHasGot(curPlayer, succID)
+            GameWorld.DebugAnswer(curPlayer, "    id=%s 条件:%s 进度:%s/%s 完成:%s 领奖:%s" 
+                                  % (succID, succDataObj.condition, value, succDataObj.needCnt, isFinish, hasGot))
+            
+    return
+
+
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_SkyTower.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_SkyTower.py
index 0cdbd58..f335794 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_SkyTower.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_SkyTower.py
@@ -31,6 +31,7 @@
 import ChPlayer
 import PlayerActivity
 import PlayerBillboard
+import PlayerSuccess
 
 
 g_runeTypeDict = {}
@@ -89,6 +90,8 @@
 
     #任务
     EventShell.EventRespons_SkyTowerCnt(curPlayer, floorID)
+    #通关符印塔成就
+    PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_PassSkyTower, floorID)
     GameWorld.DebugLog(' 更新天星塔已通关数 %s' % floorID)
     return
 
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 ce582b0..1c341a0 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -796,6 +796,7 @@
         if not self.PlayerCanEquipItem(curItem, True):
             return -1
         
+        classLV = ItemCommon.GetItemClassLV(curItem)
         equipPlace = curItem.GetEquipPlace()
         
         curPlayer = self.__Player
@@ -812,7 +813,7 @@
         result = self.SwitchEquip(curItem, equipPackIndex)
         if result:
             #穿戴某阶某品质的装备成就
-            PlayerSuccess.DoEquipSuccessLogic(curPlayer)
+            PlayerSuccess.DoEquipSuccessLogic(curPlayer, classLV)
             #换装宝石处理
             Operate_EquipStone.DoMoveEquipStone(curPlayer, equipPackIndex)
             EventShell.EventRespons_EquipItem(curPlayer)
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 cf72660..33034be 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHorse.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHorse.py
@@ -35,6 +35,7 @@
 import EventShell
 import IpyGameDataPY
 import CrossPlayerData
+import PlayerSuccess
 import PlayerPet
 
 
@@ -494,6 +495,7 @@
         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
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 aceaebe..1d4901f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py
@@ -240,42 +240,9 @@
 def __CheckOldPlayerSuccess(curPlayer):
     ''' 成就版本更新老玩家检查  每次启动服务后 玩家第一次上线检查成就完成情况
     '''
-    #Versions = 2 #版本号,往上增加
     initGameWorldTime = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_InitGameWorldTime)
-    # 上线需要检查老玩家成就完成情况类型{成就类型:维护版本号, ...}
+    # 上线需要检查老玩家成就完成情况类型
     NeedCheckSuccTypeList = [
-                            ShareDefine.SuccType_GetMagicWeapon,
-                            ShareDefine.SuccType_PassRuneTower,
-                            ShareDefine.SuccType_GodWeapon,
-                            ShareDefine.SuccType_HorseAllLV,
-                            #ShareDefine.SuccType_EquipPlusLV,
-                            ShareDefine.SuccType_EquipColorItem,
-                            ShareDefine.SuccType_EquipArmor,
-                            ShareDefine.SuccType_EquipWeapon,
-                            ShareDefine.SuccType_InlayRune,
-                            ShareDefine.SuccType_RuneLvUp,
-                            ShareDefine.SuccType_RealmlvUp,
-                            ShareDefine.SuccType_PetClassLV,
-                            ShareDefine.SuccType_InlayStone1,
-                            ShareDefine.SuccType_InlayStone2,
-                            ShareDefine.SuccType_XJMJGetExp,
-                            ShareDefine.SuccType_EquipWashLV1,
-                            ShareDefine.SuccType_EquipWashLV2,
-                            ShareDefine.SuccType_EquipWashLV3,
-                            ShareDefine.SuccType_EquipWing,
-                            ShareDefine.SuccType_MWSkillUp,
-                            ShareDefine.SuccType_EquipSuit,
-                            ShareDefine.SuccType_FamilyTechLV,
-                            ShareDefine.SuccType_AlchemyLV,
-                            ShareDefine.SuccType_VIPLV,
-                            ShareDefine.SuccType_StoneTotalLV,
-                            ShareDefine.SuccType_XBXZ,
-                            ShareDefine.SuccType_DogzBattle,
-                            ShareDefine.SuccType_DogzEquipPlus,
-                            ShareDefine.SuccType_MainTaskNode,
-                            ShareDefine.SuccType_InlayGatherSoul,
-                            ShareDefine.SuccType_GatherSoulLvUp,
-                            ShareDefine.SuccType_UseStoveBylv,
                              ]
     
     curCheckVersion = GetPDictValue(curPlayer, ChConfig.Def_PDict_Success_CheckVersion)
@@ -285,120 +252,8 @@
     GameWorld.DebugLog("更新老玩家上线检查成就curCheckVersion=%s" % (curCheckVersion))
     ipyDataMgr = IpyGameDataPY.IPY_Data()
     for succType in NeedCheckSuccTypeList:
-        if succType == ShareDefine.SuccType_GetMagicWeapon:
-            
-            for i in xrange(ipyDataMgr.GetTreasureCount()):
-                treasureIpyData = ipyDataMgr.GetTreasureByIndex(i)
-                magicWeaponID = treasureIpyData.GetID()
-                isActive = PlayerMagicWeapon.GetIsActiveMagicWeapon(curPlayer, magicWeaponID)
-                if not isActive:
-                    continue
-                curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % magicWeaponID)
-                for lv in xrange(curMWLV+1):
-                    DoAddSuccessProgress(curPlayer, succType, 1, [magicWeaponID, lv])
-        elif succType == ShareDefine.SuccType_PassRuneTower:
-            passlv = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_TrialTower_PassLV)
-            DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_PassRuneTower, 1, [passlv])
-        elif succType == ShareDefine.SuccType_GodWeapon:
-            ResetSuccessByType(curPlayer, succType)
-            maxType = ipyDataMgr.GetGodWeaponByIndex(ipyDataMgr.GetGodWeaponCount()-1).GetType()
-            for i in xrange(1, maxType + 1):
-                weaponLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % i)
-                UptateSuccessProgress(curPlayer, succType, weaponLV, [i])
-        elif succType == ShareDefine.SuccType_EquipPlusLV:
-            ResetSuccessByType(curPlayer, succType)
-            for pType, indexList in ChConfig.Pack_EquipPart_CanPlusStar.items():
-                for i in indexList:
-                    equipPartStarLV = ChEquip.GetEquipPartPlusLV(curPlayer, pType, i)
-                    for pluslv in xrange(1, equipPartStarLV+1):
-                        DoAddSuccessProgress(curPlayer, succType, 1, [pluslv])
-                    
-        elif succType in [ShareDefine.SuccType_EquipColorItem, ShareDefine.SuccType_EquipArmor, ShareDefine.SuccType_EquipWeapon, ShareDefine.SuccType_EquipWing]:
-            DoEquipSuccessLogic(curPlayer)
-        elif succType in [ShareDefine.SuccType_InlayRune, ShareDefine.SuccType_RuneLvUp]:
-            PlayerRune.DoRuneSuccessLogic(curPlayer)
-        elif succType in [ShareDefine.SuccType_InlayGatherSoul, ShareDefine.SuccType_GatherSoulLvUp]:
-            PlayerGatherSoul.DoGatherSoulSuccessLogic(curPlayer)
-        elif succType == ShareDefine.SuccType_RealmlvUp:
-            ResetSuccessByType(curPlayer, succType)
-            UptateSuccessProgress(curPlayer, succType, curPlayer.GetOfficialRank())
-        elif succType == ShareDefine.SuccType_PetClassLV:
-            ResetSuccessByType(curPlayer, succType)
-            petDataPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptPet)
-            for petDataIndex in range(petDataPack.GetCount()):
-                petItem = petDataPack.GetAt(petDataIndex)
-                if petItem.IsEmpty():
-                    continue
-                petNPCID = petItem.GetUserAttr(ShareDefine.Def_IudetPet_NPCID)
-                classLV = petItem.GetUserAttr(ShareDefine.Def_IudetPet_ClassLV)
-                for lv in xrange(classLV+1):
-                    DoAddSuccessProgress(curPlayer, succType, 1, [petNPCID, lv+1])
-                    
-        elif succType in [ShareDefine.SuccType_InlayStone1, ShareDefine.SuccType_InlayStone2, ShareDefine.SuccType_StoneTotalLV]:
-            Operate_EquipStone.DoStoneSuccess(curPlayer)
-        elif succType == ShareDefine.SuccType_XJMJGetExp:
-            expPointRecord = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_BZZD_TotalFightExpPoint)
-            DoAddSuccessProgress(curPlayer, succType, 1, [expPointRecord])
-        elif succType in [ShareDefine.SuccType_EquipWashLV1,ShareDefine.SuccType_EquipWashLV2,ShareDefine.SuccType_EquipWashLV3]:
-            Operate_EquipWash.EquipWashSuccess(curPlayer)
-        elif succType == ShareDefine.SuccType_MWSkillUp:
-            ResetSuccessByType(curPlayer, succType)
-            skillManager = curPlayer.GetSkillManager()
-            for i in range(0, skillManager.GetSkillCount()):
-                curSkill = skillManager.GetSkillByIndex(i)
-                if curSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbSkill,ChConfig.Def_SkillFuncType_FbSPSkill]:
-                    curSkillLV = curSkill.GetSkillLV()
-                    UptateSuccessProgress(curPlayer, succType, curSkillLV, [curSkill.GetSkillTypeID()])
-            
-#        elif succType == ShareDefine.SuccType_EquipSuit:
-#            Operate_EquipSuitCompose.DoSuiteSuccess(curPlayer)
-        elif succType == ShareDefine.SuccType_FamilyTechLV:
-            ResetSuccessByType(curPlayer, succType)
-            techNeedLVDict = IpyGameDataPY.GetFuncEvalCfg('FamilyTechNeedLV', 1, {})
-            techIDList = techNeedLVDict.keys()
-            for techID in techIDList:
-                techLV = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FamilyTechLV % techID)
-                UptateSuccessProgress(curPlayer, succType, techLV, [techID])
-        elif succType == ShareDefine.SuccType_AlchemyLV:
-            ResetSuccessByType(curPlayer, succType)
-            alchemyLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AlchemyLV)
-            UptateSuccessProgress(curPlayer, succType, alchemyLV)
-        elif succType == ShareDefine.SuccType_VIPLV:
-            DoAddSuccessProgress(curPlayer, succType, 1, [curPlayer.GetVIPLv()])
-        elif succType == ShareDefine.SuccType_XBXZ:
-            ResetSuccessByType(curPlayer, succType)
-            for i in xrange(ipyDataMgr.GetXBXZCount()):
-                ipyData = ipyDataMgr.GetXBXZByIndex(i)
-                if GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_XBXZAwardRecord, ipyData.GetID()):
-                    DoAddSuccessProgress(curPlayer, succType, 1, [ipyData.GetMWID()])
-
-        elif succType == ShareDefine.SuccType_DogzBattle:
-            for i in xrange(ipyDataMgr.GetDogzCount()):
-                ipyData = ipyDataMgr.GetDogzByIndex(i)
-                if GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_DogzFightState, i):
-                    DoAddSuccessProgress(curPlayer, succType, 1, [ipyData.GetDogzID()])
-                    
-        elif succType == ShareDefine.SuccType_DogzEquipPlus:
-            ResetSuccessByType(curPlayer, succType)
-            DoAddSuccessProgress(curPlayer, succType, PlayerDogz.GetFightDogzTotalPlusLv(curPlayer))
-        elif succType == ShareDefine.SuccType_MainTaskNode: #只能处理主线任务
-            succInfoList = GetSuccDataMng().GetSuccDataByType(succType)
-            for succData in succInfoList:
-                missionID = succData.condition[0]
-                if QuestCommon.GetHadFinishMainMission(curPlayer, missionID):
-                    DoAddSuccessProgress(curPlayer, succType, 1, [missionID])
-        elif succType == ShareDefine.SuccType_UseStoveBylv:
-            ResetSuccessByType(curPlayer, succType)
-            for i in xrange(ipyDataMgr.GetAttrFruitCount()):
-                ipyData = ipyDataMgr.GetAttrFruitByIndex(i)
-                fruitItemID = ipyData.GetID()
-                hasUseCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AttrFruitEatCnt % fruitItemID)
-                if ipyData.GetFuncID() == ShareDefine.Def_AttrFruitFunc_Stove:
-                    itemData = GameWorld.GetGameData().GetItemByTypeID(fruitItemID)
-                    if not itemData:
-                        continue
-                    DoAddSuccessProgress(curPlayer, succType, hasUseCnt, [itemData.GetLV()])
-                    
+        pass
+       
     DataRecordPack.DR_CheckOldPlayerSuccess(curPlayer)
     SetPDictValue(curPlayer, ChConfig.Def_PDict_Success_CheckVersion, initGameWorldTime)
     GameWorld.DebugLog("更新老玩家上线检查成就updCheckVersions=%s" % (initGameWorldTime), curPlayer.GetID())
@@ -529,37 +384,111 @@
         SetSuccFinishValue(curPlayer, succType, condition, 0)
     return
 
-def DoEquipSuccessLogic(curPlayer):
+def DoEquipSuccessLogic(curPlayer, classLV):
     #玩家当前可装备的装备类型
-    ResetSuccessByType(curPlayer, ShareDefine.SuccType_EquipColorItem)
-    ResetSuccessByType(curPlayer, ShareDefine.SuccType_EquipArmor)
-    ResetSuccessByType(curPlayer, ShareDefine.SuccType_EquipWeapon)
     
-    packType = IPY_GameWorld.rptEquip
+    ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'ClassLV':classLV}, True)
+    if not ipyDataList:
+        return
     
-    playerEquip = curPlayer.GetItemManager().GetPack(packType)
-    for equipIndex in xrange(playerEquip.GetCount()):
-        if equipIndex not in ShareDefine.RoleEquipType :
-            continue
-       
+    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
-        itemColor = curEquip.GetUserAttr(ShareDefine.Def_IudetItemColor)
-        if not itemColor:
+        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):
+    if successType not in ShareDefine.SuccessTypeList:
+        return
+    succInfoList = GetSuccDataMng().GetSuccDataByType(successType)
+    if not succInfoList:
+        return
+    updIDList = []
+    updsuccDataList = []
+    updConditionDict = {}
+    
+    for condition, newCount in conditionCountDict.items():
+        addCondList = [] # 不同的成就ID条件可能相同,只是最大进度不同,故传入的条件计数针对相同成就条件只能累加一次
+        for succDataObj in succInfoList:
+            cond = succDataObj.condition
+            
+            tupleCond = tuple(cond) # 作为字典key用
+            succID = succDataObj.succID
+            needCnt = succDataObj.needCnt
+            
+            if tupleCond not in updConditionDict:
+                updConditionDict[tupleCond] = [cond, 0, 0] # [条件, 更新值, 最大进度值]
+            updInfo = updConditionDict[tupleCond]
+            if updInfo[2] < needCnt:
+                updInfo[2] = needCnt
+                
+            if not __CheckCanAddSuccess(curPlayer, succDataObj, list(condition)):
+                continue
+            
+            if succID not in updIDList:
+                updIDList.append(succID)
+                updsuccDataList.append(succDataObj)
+                
+            if tupleCond not in addCondList:
+                addCondList.append(tupleCond)
+                updConditionDict[tupleCond][1] = updConditionDict[tupleCond][1] + newCount # 更新进度值
+                
+    # 没有找到更新目标不处理
+    #GameWorld.DebugLog("    updConditionDict=%s" % updConditionDict)
+    #GameWorld.DebugLog("    updIDList=%s" % updIDList)
+    if not updIDList:
+        return
+    
+    isUpd = False
+    # 先更新成就记录值后再判断完成与否
+    for cond, updCnt, maxCnt in updConditionDict.values():
+        if not updCnt:
+            continue
+        updCnt = min(maxCnt, updCnt)
+        if GetSuccFinishValue(curPlayer, successType, cond) == updCnt:
+            continue
+        isUpd = True
+        SetSuccFinishValue(curPlayer, successType, cond, updCnt)
+        #GameWorld.DebugLog("    successType=%s,cond=%s,updCnt=%s,maxCnt=%s"  % (successType, cond, updCnt, maxCnt))
         
-        itemQuality = curEquip.GetItemQuality()
-        classLV = ItemCommon.GetItemClassLV(curEquip)
-        if equipIndex not in [ShareDefine.retWing,ShareDefine.retGuard1,ShareDefine.retGuard2,ShareDefine.retHorse]:
-            DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipColorItem, 1, [classLV, itemColor])
-        if equipIndex in ChConfig.EquipPlace_BaseWeapon:
-            DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipWeapon, 1, [itemColor, itemQuality, classLV])
-        elif equipIndex in ChConfig.EquipPlace_BaseArmor:
-            DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipArmor, 1, [itemColor, itemQuality, classLV])
-        
-        elif equipIndex == ShareDefine.retWing:
-            DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipWing, 1, [classLV, itemColor])
+    if not isUpd:
+        return
+    
+    # 同步更新信息
+    Sync_SuccessInfo(curPlayer, updIDList, False)
+    
+    # 更新值后检查成就完成情况
+    __DoCheckSuccessFinish(curPlayer, successType, updsuccDataList)
     return
 
 
@@ -629,7 +558,14 @@
             # 可向下增加进度的, 仅配置值 <= 该值的可增加进度
             if not isUnDownCheck:
                 isbreak = False
+                undowncheckIndexList = [] # 不向下检查的条件索引
+                if successType in ShareDefine.PartUnDownCheckSuccessTypeInfo:
+                    undowncheckIndexList = ShareDefine.PartUnDownCheckSuccessTypeInfo[successType]
                 for i, num in enumerate(cond):
+                    if i in undowncheckIndexList:
+                        if num != condition[i]:
+                            isbreak = True
+                            break
                     if num > condition[i]:
                         isbreak = True
                         break
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerWing.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerWing.py
index eec57fe..e28e859 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerWing.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerWing.py
@@ -238,18 +238,18 @@
     # 更新翅膀精炼颜色
     wingColorDict = wingAttrIpyData.GetItemColorInfo()
     curColor = curWing.GetUserAttr(ShareDefine.Def_IudetItemColor)
-    isColorChange = False
+    #isColorChange = False
     for color in wingColorDict:
         if updWingProgress >= wingColorDict[color] and color > curColor:
             curColor = color
             curWing.SetUserAttr(ShareDefine.Def_IudetItemColor, curColor)
             GameWorld.DebugLog("    更新翅膀颜色: updWingProgress=%s,curColor=%s" % (updWingProgress, curColor))
-            isColorChange = True
+            #isColorChange = True
     maxRefineExp = wingAttrIpyData.GetMaxRefineExp()
     if curPlayer and wingProgress < maxRefineExp <= updWingProgress:
         PlayerControl.WorldNotify(0, "WingsRefinePerfect", [curPlayer.GetPlayerName(), curItemID, curWing.GetUserData()])
-    if curPlayer and isColorChange:
-        PlayerSuccess.DoEquipSuccessLogic(curPlayer)
+    #if curPlayer and isColorChange:
+    #    PlayerSuccess.DoEquipSuccessLogic(curPlayer)
     return
 
 def GetWingRefineAttrData(itemID):
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
index 633607c..9ca39b5 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
@@ -1523,7 +1523,7 @@
 SuccType_KirinHomeEx, #通关麒麟之府X次成就7
 SuccType_GodWeapon, # x神器达到X级成就8
 SuccType_XXX9, # 废弃9
-SuccType_HorseAllLV, # X坐骑等级达到XX级 10
+SuccType_HorseAllLV, # 坐骑等级达到X级 10
 SuccType_XXX11, # 废弃11
 SuccType_KillBossHomeBoss, # BOSS之家BOSS击杀成就12
 SuccType_XXX13, # 废弃13
@@ -1539,8 +1539,8 @@
 SuccType_XXX23 , # 废弃23
 SuccType_XXX24 , # 废弃24
 SuccType_XXX25, # 废弃25
-SuccType_EquipPlus, # 强化x次成就26
-SuccType_EquipPlusLV, # x件装备强化等级达到x级27 (已废弃)
+SuccType_EquipPlus, # x件x阶x强化等级 26
+SuccType_XXX27, # 废弃27
 SuccType_KillWorldBoss, # 击杀世界bossx次成就(有伤害就算)28
 SuccType_XXX29, # 废弃29
 SuccType_PassWagicWeapon, # 通关法宝副本30
@@ -1551,8 +1551,8 @@
 SuccType_Pray, # 祈祷x次35
 SuccType_KillSpecificNPC, # 击杀特定NPC36
 SuccType_XXX37, # 废弃37
-SuccType_XXX38, # 废弃38
-SuccType_EquipColorItem, #穿戴某阶某品质的装备成就39
+SuccType_EquipPlace, # x件x阶x部位 38
+SuccType_EquipColorItem, # x件x阶x品质 39
 SuccType_XXX40, #废弃40
 SuccType_XXX41, #废弃41
 SuccType_PassRuneTower, #通关符印塔成就42
@@ -1583,9 +1583,9 @@
 SuccType_ChaosDemon, #混乱妖域X人以上队伍X评级通关67
 SuccType_XXX68, #废弃68
 SuccType_CompoundItemEx, #物品X的合成成功X次69
-SuccType_EquipWashLV1, #武器洗练X级(主手+副手)70
-SuccType_EquipWashLV2, #防具洗练X级(防具5件)71
-SuccType_EquipWashLV3, #仙器洗练X级(仙器3件)72
+SuccType_EquipWash, #x件x阶x洗练等级 70
+SuccType_XXX71, #废弃71
+SuccType_XXX72, #废弃72
 SuccType_XXX73, #废弃73
 SuccType_XXX74, #废弃74
 SuccType_XXX75, #废弃75
@@ -1595,17 +1595,17 @@
 SuccType_DujieFBHelpPass, #渡劫助战成功X次 79
 SuccType_XXX80, #废弃 80
 SuccType_FBEncourage, #x副本累计鼓舞X次 81
-SuccType_EquipArmor, #穿戴X颜色X星级X阶防具一套(5件防具) 82
-SuccType_EquipWeapon, #穿戴X颜色X星级X阶武器一套(主手+副手) 83
+SuccType_EquipStar, #x件x阶x星 82
+SuccType_XXX83, #废弃 83
 SuccType_XXX84, #废弃 84
 SuccType_XXX85, #废弃85
 SuccType_XXX86, #废弃 86
 SuccType_XXX87, #废弃 87
 SuccType_XXX88, #废弃 88
-SuccType_XXX89, #仙盟宴会答题X题 89
-SuccType_EquipWing, #穿戴X阶X品质羽翼 90
+SuccType_XXX89, #废弃 89
+SuccType_XXX90, #废弃 90
 SuccType_MWSkillUp, #X法宝潜力技能提升X级 91
-SuccType_EquipSuit, #套装 X件X阶普通(强化)防具套装 92
+SuccType_EquipSuit, # X件X阶套装 92
 SuccType_TalkFamily, # 仙盟频道发言93
 SuccType_UseItem, # 使用X物品X次94
 SuccType_XXX95, # 废弃95
@@ -1656,7 +1656,8 @@
 SuccType_FeastRedPack_Dice, # 节日红包 - 天机摇骰子x次  140
 SuccType_FeastRedPack_CrossPK, # 节日红包 - 跨服PK x次  141
 SuccType_FeastRedPack_FBSweep, # 节日红包 - 副本扫荡 x次  142
-) = range(1, 143)
+SuccType_PassSkyTower, #通关天星塔 143
+) = range(1, 144)
 
 # 节日红包成就类型
 FeastRedPackSuccessTypeList = range(SuccType_FeastRedPack_TalkWorld, SuccType_FeastRedPack_FBSweep + 1)
@@ -1666,17 +1667,28 @@
 
 # 不向下适配检查的成就类型(指相对较高成就条件不会增加较低成就条件的进度)
 UnDownCheckSuccessTypeList = [
-                              SuccType_EquipPlusLV, SuccType_GodWeapon,
+                              SuccType_GodWeapon,
                               SuccType_MainTaskNode,SuccType_PassWagicWeapon,
                               SuccType_KillSpecificNPC, SuccType_UseStoveBylv,
                               SuccType_Pray,SuccType_PetClassLV,
-                              SuccType_HorseAllLV, SuccType_QueenRelics,SuccType_XMZZConWin,
-                              SuccType_EquipSuit,SuccType_Collect,SuccType_DogzBattle,
+                              SuccType_QueenRelics,SuccType_XMZZConWin,
+                              SuccType_Collect,SuccType_DogzBattle,
                               SuccType_UseItem,SuccType_FamilyTechLV,
                               SuccType_GetSpecialItem,SuccType_GetMagicWeapon,SuccType_FBEncourage,SuccType_XBXZ,
                               SuccType_FeastRedPack_KillSpecificNPC,SuccType_FeastRedPack_KillBoss,
                               SuccType_FeastRedPack_EnterMap, SuccType_FeastRedPack_FBSweep,
                               ]
+
+# 部分参数不向下适配检查的成就类型,此配置的类型不能在 UnDownCheckSuccessTypeList 里 {类型:[不向下适配的参数索引, ...], ...}
+PartUnDownCheckSuccessTypeInfo = {
+                                  SuccType_EquipSuit:[0], # 阶不向下适配
+                                  SuccType_EquipPlace:[0,1], # 阶、部位不向下适配
+                                  SuccType_EquipColorItem:[0], # 阶不向下适配
+                                  SuccType_EquipPlus:[0], # 阶不向下适配
+                                  SuccType_EquipWash:[0], # 阶不向下适配
+                                  SuccType_EquipStar:[0], # 阶不向下适配
+                                  }
+
 #传进来的条件满足配置的条件列表中的一个就行的成就类型
 ContainSuccessTypeList = [SuccType_CompoundItemEx, SuccType_PickUpItem, SuccType_MWSkillUp]
 
@@ -1685,9 +1697,9 @@
 
 #增加进度前需要重置的成就类型
 NeedResetSuccessTypeList = [
-                            SuccType_InlayStone1,SuccType_InlayStone2,SuccType_EquipSuit,SuccType_InlayRune,
-                            SuccType_EquipColorItem,SuccType_EquipArmor,SuccType_EquipWeapon,SuccType_DogzEquipPlus,
-                            SuccType_HorseAllLV, SuccType_EquipPlusLV,SuccType_PetClassLV,SuccType_InlayGatherSoul,
+                            SuccType_InlayStone1,SuccType_InlayStone2,SuccType_InlayRune,
+                            SuccType_DogzEquipPlus,
+                            SuccType_PetClassLV,SuccType_InlayGatherSoul,
                             ]
 
 # 聊天类型, 从100开始, 前100个给c++用

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