From 3d0d0fa39bc4e24094de982640720a49f4cf080b Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期六, 22 六月 2019 16:28:34 +0800
Subject: [PATCH] 6603 【后端】【2.0】增加新版的sp和被动技能 - 修复盾值
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py | 334 +++++++++++++++++++++++++++++++++++++++++++------------
1 files changed, 261 insertions(+), 73 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py
index af77405..5847a24 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py
@@ -56,8 +56,10 @@
import PlayerFairyCeremony
import PlayerNewFairyCeremony
import Operate_EquipStone
+import OpenServerCampaign
import PlayerWeekParty
import PlayerFairyDomain
+import GameFuncComm
import PlayerActLogin
import PlayerHorse
import FBCommon
@@ -2501,23 +2503,7 @@
# @return 返回值, 是否判断成功
# @remarks <QualityEquipCnt quality="装备品质" value="期望数量"/>
def ConditionType_Qualityequipcnt(curPlayer, curMission, curConditionNode):
- conditionValue = GameWorld.ToIntDef(curConditionNode.GetAttribute("value"), 0)
- quality = GameWorld.ToIntDef(curConditionNode.GetAttribute("quality"), 0)
- conditionType = curConditionNode.GetAttribute("type")
- curQualityEquipCnt = 0 #达到该品质的装备数量,品质高的兼容品质低的
- equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
- for equipIndex in range(0, equipPack.GetCount()):
- #备用装备栏不处理
- if equipIndex not in ShareDefine.RoleEquipType:
- continue
- curEquip = equipPack.GetAt(equipIndex)
- if curEquip.IsEmpty():
- continue
- if curEquip.GetItemQuality() < quality:
- continue
- curQualityEquipCnt += 1
-
- return QuestRunnerValue.GetEval(conditionType, curQualityEquipCnt, conditionValue)
+ return ChEquip.GetEquipOrangeCount(curPlayer)
##强化 X件装备强化到X级
# @param curPlayer 玩家实例
@@ -2572,16 +2558,16 @@
maxPassLV = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_TrialTower_PassLV) # 历史最大过关数
return QuestRunnerValue.GetEval(conditionType, maxPassLV, conditionValue)
-##通关诛仙塔第X层
+##通关天星塔第X层
# @param curPlayer 玩家实例
# @param curMission 任务实例
# @param curConditionNode 节点信息
# @return 返回值, 是否判断成功
-# @remarks <Check_Zhuxiantower type="类型" value="值"/>
-def ConditionType_Check_Zhuxiantower(curPlayer, curMission, curConditionNode):
+# @remarks <Check_Skytower type="类型" value="值"/>
+def ConditionType_Check_Skytower(curPlayer, curMission, curConditionNode):
conditionValue = GameWorld.ToIntDef(curConditionNode.GetAttribute("value"), 0)
conditionType = curConditionNode.GetAttribute("type")
- maxPassLV = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_ZhuXianTowerPassLV) # 历史最大过关数
+ maxPassLV = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_SkyTowerFloor) # 历史最大过关数
return QuestRunnerValue.GetEval(conditionType, maxPassLV, conditionValue)
def ConditionType_Get_Player_Coin(curPlayer, curMission, curConditionNode):
@@ -4348,7 +4334,8 @@
value = int(curActionNode.GetAttribute("value"))
curPlayerFreePoint = curPlayer.GetFreePoint()
curPlayer.SetFreePoint(curPlayerFreePoint + value)
-
+ # 更新开服活动灵根数据
+ OpenServerCampaign.UpdOpenServerCampaignLingGenData(curPlayer)
DataRecordPack.DR_Freepoint(curPlayer, "Event", value, {"MissionID":curMission.GetMissionID()})
return
@@ -5027,7 +5014,8 @@
QuestCommon.SetPlayerMissionState(curPlayer, curMission, -1)
curMission.SetDescriptionIndex(len(curMissionData.QuestDescriptionList) - 1)
EventShell.NotifyOneMission(curPlayer, curMission, isNotifyAll=False)
-
+ # 完成任务事件 (配合前端,在通知任务状态后再触发)
+ GameFuncComm.DoFuncOpenLogic(curPlayer, [missionID])
#删除这个任务
#第一个任务决定是否要触发OnEnter事件, 所以不能删除
if missionID != 1 and diff_event == 0:
@@ -5173,12 +5161,12 @@
PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_DailyRunMission, addCnt)
PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_FeastRedPack_TaskCRun, addCnt)
PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_TaskCRun, addCnt)
- PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_RunTask, addCnt)
PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_RunTask, addCnt)
PlayerNewFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_RunTask, addCnt)
PlayerWeekParty.AddWeekPartyActionCnt(curPlayer, ChConfig.Def_WPAct_RunTask, addCnt)
PlayerActLogin.AddLoginAwardActionCnt(curPlayer, ChConfig.Def_LoginAct_RunTask, 1)
elif missionType == QuestCommon.Def_Mission_Type_RunFamily:
+ PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_RunTask, addCnt)
PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_FamilyRunMission, addCnt)
PlayerFamily.AddFamilyActivity(curPlayer, ShareDefine.FamilyActive_Task, addCnt)
else:
@@ -5400,18 +5388,18 @@
expPoint = curMission.GetProperty(Def_Run_Around_Reward_ExpPoint)
exp = expPoint * ChConfig.Def_PerPointValue + exp
money = curMission.GetProperty(Def_Run_Around_Reward_Money)
-
+ moneyDict = {}
if exp != 0:
playerControl.AddExp(exp)
#PlayerControl.NotifyCode(curPlayer, 'GeRen_lhs_0', [exp])
-
- addDataDict = {ChConfig.Def_Give_Reason_SonKey:"Run"}
- PlayerControl.GiveMoney(curPlayer, runAroundReward.MoneyType, money, ChConfig.Def_GiveMoney_Mission, addDataDict, False)
-
+ if money:
+ addDataDict = {ChConfig.Def_Give_Reason_SonKey:"Run"}
+ PlayerControl.GiveMoney(curPlayer, runAroundReward.MoneyType, money, ChConfig.Def_GiveMoney_Mission, addDataDict, False)
+ moneyDict[runAroundReward.MoneyType] = money
familyHornor = curMission.GetProperty(Def_Run_Around_Reward_FamilyHornor)
if familyHornor:
PlayerFamily.AddPlayerFamilyActiveValue(curPlayer, familyHornor, True, ShareDefine.Def_AddFAVReason_DoFamilyMisson, True)
-
+ moneyDict[ShareDefine.TYPE_Price_Family_Contribution] = familyHornor
item_id = curMission.GetProperty(Def_Day_Event_Reward_Item_Id)
item_count = curMission.GetProperty(Def_Day_Event_Reward_Item_Count)
@@ -5429,7 +5417,7 @@
GameWorld.DebugLog("任务:%d 获得经验:%d,钱=%s,物品ID=%s,物品数量=%s"
% (curMission.GetMissionID(), exp, money, item_id, item_count))
- FBLogic.DoFB_OnFinishRunAroundTask(curPlayer, curMissionID, exp, {runAroundReward.MoneyType:money}, itemInfo)
+ FBLogic.DoFB_OnFinishRunAroundTask(curPlayer, curMissionID, exp, moneyDict, itemInfo)
#触发OSS记录
if GameWorld.IsMissonDR(curPlayer):
@@ -5979,18 +5967,20 @@
if questID != 0:
curMission = curPlayer.FindMission(questID)
classLV = GameWorld.ToIntDef(curActionNode.GetAttribute("classLV"), 0)
- if not classLV:
- return
+ equipMaxClasslv = IpyGameDataPY.GetFuncCfg('EquipMaxClasslv')
+ classlVList = [classLV] if classLV else range(1, equipMaxClasslv+1)
+
needPlusLV = GameWorld.ToIntDef(curActionNode.GetAttribute("plusLV"), 0)
totalCnt = 0
equipPlaceList = ChConfig.Pack_EquipPart_CanPlusStar[IPY_GameWorld.rptEquip]
for equipPlace in equipPlaceList:
- ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
- if not ipyData:
- continue
- partStarLV = ChEquip.GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, ipyData.GetGridIndex())
- if partStarLV >= needPlusLV:
- totalCnt += 1
+ for classLV in classlVList:
+ ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
+ if not ipyData:
+ continue
+ partStarLV = ChEquip.GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, ipyData.GetGridIndex())
+ if partStarLV >= needPlusLV:
+ totalCnt += 1
curMission.SetProperty(key, totalCnt)
return
@@ -7075,6 +7065,61 @@
realmlv = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
return curPlayer.GetOfficialRank() >= realmlv
+##灵根品级是否达到X级
+# @param None
+# @return None <Linggenqualitylv attrid="灵根ID" value="期望等级"/>
+def ConditionType_Linggenqualitylv(curPlayer, curMission, curActionNode):
+ attrID = GameWorld.ToIntDef(curActionNode.GetAttribute("attrid"), 0)
+ qualityLV = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
+ funcDict = {ShareDefine.Def_Effect_Metal:lambda curObj:PlayerControl.GetMetalQualityLV(curObj),
+ ShareDefine.Def_Effect_Wood:lambda curObj:PlayerControl.GetWoodQualityLV(curObj),
+ ShareDefine.Def_Effect_Water:lambda curObj:PlayerControl.GetWaterQualityLV(curObj),
+ ShareDefine.Def_Effect_Fire:lambda curObj:PlayerControl.GetFireQualityLV(curObj),
+ ShareDefine.Def_Effect_Earth:lambda curObj:PlayerControl.GetEarthQualityLV(curObj),
+ }
+ curQualityLV = 0
+ if attrID in funcDict:
+ curQualityLV = funcDict[attrID](curPlayer)
+ return curQualityLV >= qualityLV
+
+
+##X条灵根品级达到X级
+# @param None
+# @return None <Linggenqualitylvcnt qualitylv="品级" value="条数"/>
+def ConditionType_Linggenqualitylvcnt(curPlayer, curMission, curActionNode):
+ qualityLV = GameWorld.ToIntDef(curActionNode.GetAttribute("qualitylv"), 0)
+ cnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
+ return GetLinggenQualitylvCnt(curPlayer, qualityLV) >= cnt
+
+##设置达到X品灵根数量
+# @param curPlayer 玩家实例
+# @param curMission 任务实例
+# @param curActionNode节点信息
+# @return 返回值无意义
+# @remarks <Set_Linggenqualitylvcnt key="" qualitylv="品级"/>
+def DoType_Set_Linggenqualitylvcnt(curPlayer, curMission, curActionNode):
+ key = curActionNode.GetAttribute("key")
+ questID = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0)
+ qualityLV = GameWorld.ToIntDef(curActionNode.GetAttribute("qualitylv"), 0)
+ if questID != 0:
+ curMission = curPlayer.FindMission(questID)
+ curMission.SetProperty(key, GetLinggenQualitylvCnt(curPlayer, qualityLV))
+ return
+
+def GetLinggenQualitylvCnt(curPlayer, qualityLV):
+ # 获取达到X品的灵根数量
+ funcDict = {ShareDefine.Def_Effect_Metal: lambda curObj: PlayerControl.GetMetalQualityLV(curObj),
+ ShareDefine.Def_Effect_Wood: lambda curObj: PlayerControl.GetWoodQualityLV(curObj),
+ ShareDefine.Def_Effect_Water: lambda curObj: PlayerControl.GetWaterQualityLV(curObj),
+ ShareDefine.Def_Effect_Fire: lambda curObj: PlayerControl.GetFireQualityLV(curObj),
+ ShareDefine.Def_Effect_Earth: lambda curObj: PlayerControl.GetEarthQualityLV(curObj),
+ }
+ curCnt = 0
+ for attrID, func in funcDict.items():
+ if func(curPlayer) >= qualityLV:
+ curCnt += 1
+ return curCnt
+
##X级通关X层娲皇遗迹
# @param None
@@ -7092,25 +7137,33 @@
totallv = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
return PlayerHorse.GetHorseSumLV(curPlayer) >= totallv
-##已选择的专精技能数量是否达到
+##某主技能对应专精技能达到激活X等级的数量是否达到
# @param None
-# @return None <Elementskillcnt value="cnt"/>
+# @return None <Elementskillcnt value="cnt" mainskill="[]" activelv="" elementtype="专精类型"/>
def ConditionType_Elementskillcnt(curPlayer, curMission, curActionNode):
cnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
- return SkillShell.GetElementSkillCnt(curPlayer) >= cnt
+ mainskill = curActionNode.GetAttribute("mainskill")
+ mainSkillIDList = eval(mainskill) if mainskill else []
+ activeLV = GameWorld.ToIntDef(curActionNode.GetAttribute("activelv"), 1)
+ elementType = GameWorld.ToIntDef(curActionNode.GetAttribute("elementtype"), 0)
+ return SkillShell.GetElementSkillCnt(curPlayer, mainSkillIDList, activeLV, elementType) >= cnt
##设置已选择的专精技能数量
# @param curPlayer 玩家实例
# @param curMission 任务实例
# @param curActionNode节点信息
# @return 返回值无意义
-# @remarks <Set_Elementskillcnt key="" />
+# @remarks <Set_Elementskillcnt key="" mainskill="[]" activelv="" elementtype="专精类型"/>
def DoType_Set_Elementskillcnt(curPlayer, curMission, curActionNode):
key = curActionNode.GetAttribute("key")
questID = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0)
+ mainskill = curActionNode.GetAttribute("mainskill")
+ mainSkillIDList = eval(mainskill) if mainskill else []
+ activeLV = GameWorld.ToIntDef(curActionNode.GetAttribute("activelv"), 1)
if questID != 0:
curMission = curPlayer.FindMission(questID)
- curMission.SetProperty(key, SkillShell.GetElementSkillCnt(curPlayer))
+ elementType = GameWorld.ToIntDef(curActionNode.GetAttribute("elementtype"), 0)
+ curMission.SetProperty(key, SkillShell.GetElementSkillCnt(curPlayer, mainSkillIDList, activeLV, elementType))
return
##设置符合条件的已穿基础装备数量
@@ -7133,22 +7186,29 @@
curMission = curPlayer.FindMission(questID)
curMission.SetProperty(key, haveCnt)
return
-def __GetBaseequipcnt(curPlayer, classLV, color, suiteIDList):
+def __GetBaseequipcnt(curPlayer, classLV, color, suiteIDList, needCnt=0):
+ #classLV 为0代表任意阶
haveCnt = 0
+ equipMaxClasslv = IpyGameDataPY.GetFuncCfg('EquipMaxClasslv')
+ classlVList = [classLV] if classLV else range(1, equipMaxClasslv+1)
+
equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
for place in ChConfig.EquipPlace_Base:
- ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, place)
- if not ipyData:
- break
- gridIndex = ipyData.GetGridIndex()
- curEquip = equipPack.GetAt(gridIndex)
- if not ItemCommon.CheckItemCanUse(curEquip):
- continue
- if curEquip.GetItemColor() < color:
- continue
- if suiteIDList and curEquip.GetSuiteID() not in suiteIDList:
- continue
- haveCnt += 1
+ for classlv in classlVList:
+ ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classlv, place)
+ if not ipyData:
+ continue
+ gridIndex = ipyData.GetGridIndex()
+ curEquip = equipPack.GetAt(gridIndex)
+ if not ItemCommon.CheckItemCanUse(curEquip):
+ continue
+ if curEquip.GetItemColor() < color:
+ continue
+ if suiteIDList and curEquip.GetSuiteID() not in suiteIDList:
+ continue
+ haveCnt += 1
+ if needCnt and haveCnt >= needCnt:
+ break
return haveCnt
##判断符合条件的已穿基础装备数量
@@ -7160,7 +7220,7 @@
color = GameWorld.ToIntDef(curActionNode.GetAttribute("color"), 0)
suite = curActionNode.GetAttribute("suite")
suiteIDList = eval(suite) if suite else []
- haveCnt = __GetBaseequipcnt(curPlayer, classLV, color, suiteIDList)
+ haveCnt = __GetBaseequipcnt(curPlayer, classLV, color, suiteIDList, totalcnt)
return haveCnt >= totalcnt
##法宝激活个数
@@ -7170,6 +7230,12 @@
totalcnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
return PlayerMagicWeapon.GetMWActiveCntTotal(curPlayer) >= totalcnt
+##总强化进化等级
+# @param None
+# @return None <Totalplusevolvelv value="cnt"/>
+def ConditionType_Totalplusevolvelv(curPlayer, curMission, curActionNode):
+ totalcnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
+ return ChEquip.GetTotalPlusEvolveLV(curPlayer) >= totalcnt
##总强化等级
# @param None
# @return None <Totalpluslv value="cnt"/>
@@ -7182,18 +7248,18 @@
# @return None <Classlvpluslv classLV="" plusLV="" value="cnt"/>
def ConditionType_Classlvpluslv(curPlayer, curMission, curActionNode):
classLV = GameWorld.ToIntDef(curActionNode.GetAttribute("classLV"), 0)
- if not classLV:
- return
+ classLVList = [classLV] if classLV else xrange(1, IpyGameDataPY.GetFuncCfg('EquipMaxClasslv') + 1)
needPlusLV = GameWorld.ToIntDef(curActionNode.GetAttribute("plusLV"), 0)
totalCnt = 0
equipPlaceList = ChConfig.Pack_EquipPart_CanPlusStar[IPY_GameWorld.rptEquip]
for equipPlace in equipPlaceList:
- ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
- if not ipyData:
- continue
- partStarLV = ChEquip.GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, ipyData.GetGridIndex())
- if partStarLV >= needPlusLV:
- totalCnt += 1
+ for classLV in classLVList:
+ ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
+ if not ipyData:
+ continue
+ partStarLV = ChEquip.GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, ipyData.GetGridIndex())
+ if partStarLV >= needPlusLV:
+ totalCnt += 1
return totalCnt >= GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
##装备总星级
@@ -7210,13 +7276,53 @@
totalcnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
return Operate_EquipStone.GetTotalStoneLV(curPlayer) >= totalcnt
+##已镶嵌X等级宝石数量
+# @param None
+# @return None <Equipstonecnt value="cnt" stoneLV=""/>
+def ConditionType_Equipstonecnt(curPlayer, curMission, curActionNode):
+ totalCnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
+ stoneLV = GameWorld.ToIntDef(curActionNode.GetAttribute("stoneLV"), 0)
+ return Operate_EquipStone.GetStoneCntByLV(curPlayer, stoneLV) >= totalCnt
+
+##设置已镶嵌X等级宝石数量
+# @param curPlayer 玩家实例
+# @param curMission 任务实例
+# @param curActionNode节点信息
+# @return 返回值无意义
+# @remarks <Set_Equipstonecnt key="" stoneLV="宝石等级"/>
+def DoType_Set_Equipstonecnt(curPlayer, curMission, curActionNode):
+ key = curActionNode.GetAttribute("key")
+ questID = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0)
+ stoneLV = GameWorld.ToIntDef(curActionNode.GetAttribute("stoneLV"), 1)
+ if questID != 0:
+ curMission = curPlayer.FindMission(questID)
+ curMission.SetProperty(key, Operate_EquipStone.GetStoneCntByLV(curPlayer, stoneLV))
+ return
+
##技能总等级
# @param None
-# @return None <Totalskilllv value="" funcType=""/>
+# @return None <Totalskilllv value="" funcType="" skilllv=""/>
def ConditionType_Totalskilllv(curPlayer, curMission, curActionNode):
totalcnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
funcType = GameWorld.ToIntDef(curActionNode.GetAttribute("funcType"), 0)
- return SkillShell.GetAllSkillLV(curPlayer, funcType) >= totalcnt
+ skilllv = GameWorld.ToIntDef(curActionNode.GetAttribute("skilllv"), 0)
+ return SkillShell.GetSkillCntByFunc(curPlayer, funcType, skilllv) >= totalcnt
+
+##设置已达到X等级的技能数量
+# @param curPlayer 玩家实例
+# @param curMission 任务实例
+# @param curActionNode节点信息
+# @return 返回值无意义
+# @remarks <Set_Skillcnt key="" funcType="" skilllv=""/>
+def DoType_Set_Skillcnt(curPlayer, curMission, curActionNode):
+ key = curActionNode.GetAttribute("key")
+ funcType = GameWorld.ToIntDef(curActionNode.GetAttribute("funcType"), 0)
+ skilllv = GameWorld.ToIntDef(curActionNode.GetAttribute("skilllv"), 0)
+ questID = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0)
+ if questID != 0:
+ curMission = curPlayer.FindMission(questID)
+ curMission.SetProperty(key, SkillShell.GetSkillCntByFunc(curPlayer, funcType, skilllv))
+ return
##激活法宝,确认与成就逻辑后使用
# @param None
@@ -7230,11 +7336,9 @@
def DoType_Visible(curPlayer, curMission, curActionNode):
visible = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0)
if visible:
- curPlayer.SetVisible(True)
- curPlayer.SetSight(ChConfig.Def_PlayerSight_Default)
+ PlayerControl.SetPlayerSightLevel(curPlayer, 0)
else:
- curPlayer.SetVisible(False)
- curPlayer.SetSight(0)
+ PlayerControl.SetPlayerSightLevel(curPlayer, curPlayer.GetID())
return
@@ -7252,6 +7356,7 @@
def DoType_Setfairydomain(curPlayer, curMission, curActionNode):
+ GameWorld.DebugLog("DoType_Setfairydomain", curPlayer.GetID())
## 任务开启缥缈仙域 (做标记可寻访) <Setfairydomain/>
if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_FairyDomainState):
#若已在寻访中则先结束寻访
@@ -7259,4 +7364,87 @@
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FairyDomainState, 2)
PlayerFairyDomain.NotifyVisitFairyDomainInfo(curPlayer)
- return
\ No newline at end of file
+ return
+
+##神兵等级判断
+# @param None
+# @return None <Godweaponlv value="lv" weapontype=""/>
+def ConditionType_Godweaponlv(curPlayer, curMission, curActionNode):
+ lv = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
+ weapontype = GameWorld.ToIntDef(curActionNode.GetAttribute("weapontype"), 0)
+ return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % weapontype) >= lv
+
+##设置今日活跃度
+# @param curPlayer 玩家实例
+# @param curMission 任务实例
+# @param curActionNode节点信息
+# @return 返回值无意义
+# @remarks <Set_Dayactivity key=""/>
+def DoType_Set_Dayactivity(curPlayer, curMission, curActionNode):
+ key = curActionNode.GetAttribute("key")
+ questID = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0)
+ if questID != 0:
+ curMission = curPlayer.FindMission(questID)
+ curMission.SetProperty(key, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_Activity_TotalPoint, 0))
+ return
+
+##今日活跃度判断
+# @param None
+# @return None <Check_Dayactivity value="活跃度"/>
+def ConditionType_Check_Dayactivity(curPlayer, curMission, curActionNode):
+ value = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
+ return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_Activity_TotalPoint, 0) >= value
+
+
+##设置历史活跃度
+# @param curPlayer 玩家实例
+# @param curMission 任务实例
+# @param curActionNode节点信息
+# @return 返回值无意义
+# @remarks <Set_Historyactivity key=""/>
+def DoType_Set_Historyactivity(curPlayer, curMission, curActionNode):
+ key = curActionNode.GetAttribute("key")
+ questID = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0)
+ if questID != 0:
+ curMission = curPlayer.FindMission(questID)
+ curMission.SetProperty(key, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ActivityHistoryPoint, 0))
+ return
+
+##历史活跃度判断
+# @param None
+# @return None <Check_Historyactivity value="活跃度"/>
+def ConditionType_Check_Historyactivity(curPlayer, curMission, curActionNode):
+ value = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
+ return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ActivityHistoryPoint, 0) >= value
+
+##设置仙宝寻主领奖进度
+# @param curPlayer 玩家实例
+# @param curMission 任务实例
+# @param curActionNode节点信息
+# @return 返回值无意义
+# @remarks <Set_Xbxz key="" mwid="法宝ID"/>
+def DoType_Set_Xbxz(curPlayer, curMission, curActionNode):
+ key = curActionNode.GetAttribute("key")
+ questID = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0)
+ mwID = GameWorld.ToIntDef(curActionNode.GetAttribute("mwid"), 0)
+ if questID != 0:
+ curMission = curPlayer.FindMission(questID)
+ curMission.SetProperty(key, PlayerMagicWeapon.GetXBXZAwardProgress(curPlayer, mwID))
+ return
+
+##仙宝寻主进度判断
+# @param None
+# @return None <Check_Xbxz value="数量" mwid="法宝ID"/>
+def ConditionType_Check_Xbxz(curPlayer, curMission, curActionNode):
+ value = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
+ mwID = GameWorld.ToIntDef(curActionNode.GetAttribute("mwid"), 0)
+ return PlayerMagicWeapon.GetXBXZAwardProgress(curPlayer, mwID) >= value
+
+##商城表商品购买记录判断(只适用购买次数不重置的)
+# @param None
+# @return None <Check_Buyshopitem value="数量" index="商城表唯一ID"/>
+def ConditionType_Check_Buyshopitem(curPlayer, curMission, curActionNode):
+ value = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
+ itemIndex = GameWorld.ToIntDef(curActionNode.GetAttribute("index"), 0)
+ curDayBuyCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ShopItemDayBuyCnt % itemIndex)
+ return curDayBuyCnt >= value
\ No newline at end of file
--
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