From 485144792e0323a8467b83ab3e6da22e41f0b4b3 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期二, 06 十一月 2018 14:13:56 +0800
Subject: [PATCH] 4592 【1.2】【开发】潜力技能升级增加流向记录升级成功率
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py | 189 +++++++++++++++++++++++++++++++++++++++++++----
1 files changed, 172 insertions(+), 17 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 5962869..b17f56f 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
@@ -92,7 +92,7 @@
Def_Run_Around_Reward_Exp = "run_around_exp" #跑环任务的奖励
Def_Run_Around_Reward_ExpPoint = "run_around_exp_point" #跑环任务的奖励
Def_Run_Around_Reward_Money = "run_around_money" #跑环任务的给钱
-
+Def_Run_Around_Reward_FamilyHornor = "run_around_familyhornor" #跑环任务的仙盟贡献奖励
Def_Run_Around_Reward_Multiple = "run_around_multiple" #跑环任务的奖励翻倍数
Def_Task_Reward_Per = "reward_per" #领取任务奖励倍数百分比; 150代表1.5倍
@@ -1362,6 +1362,22 @@
value = 1
return QuestRunnerValue.GetEval(conditionType, value, conditionValue)
+##判断是否穿戴某部位(非时效)
+# @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 <have_equip value="装备位"/>
+def ConditionType_Have_Equip(curPlayer, curMission, curConditionNode):
+ equipPlace = int(curConditionNode.GetAttribute("value"))
+ roleEquipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
+ curEquip = roleEquipPack.GetAt(equipPlace)
+ if curEquip.IsEmpty():
+ return False
+ if curEquip.GetEndureReduceType():
+ return False
+ return True
+
#---------------------------------------------------------------------
##增加家族相关值
# @param curPlayer 玩家实例
@@ -1921,7 +1937,7 @@
# @param curMission 任务实例
# @param curConditionNode 节点信息
# @return 返回值, 是否判断成功
-# @remarks <Have_Money value="期望值" check="查找对话中的货币" moneytype="货币类型 1元宝2礼券3银两" type="__Eval+替换的名字"/>
+# @remarks <Have_Money value="期望值" check="查找对话中的货币" moneytype="货币类型 1元宝2礼券3银两" type="__Eval+替换的名字" maxItem="需要物品数量" itemID="20410"/>
def ConditionType_Have_Money(curPlayer, curMission, curConditionNode):
#格式<have_money value="" type="" moneytype=""/>
value = curConditionNode.GetAttribute("value")
@@ -1930,8 +1946,18 @@
conditionValue = int(value)
elif check != "":
conditionValue = int(QuestRunnerValue.GetNPCTalkReplaceValue(curPlayer, curMission, check))
+
+ maxItemCnt = GameWorld.ToIntDef(curConditionNode.GetAttribute("maxItem"), 0)
+ itemID = GameWorld.ToIntDef(curConditionNode.GetAttribute("itemID"), 0)
+ if maxItemCnt and itemID: #未收集的道具个数乘以单价
+ haveCnt = ItemControler.FindPlayerItemCountByItemID(curPlayer, IPY_GameWorld.rptItem, itemID)
+ conditionValue = max(0, maxItemCnt-haveCnt)*conditionValue
+
conditionType = curConditionNode.GetAttribute("type")
moneyType = int(curConditionNode.GetAttribute("moneytype"))
+
+ #GameWorld.Log(' conditionValue=%s,maxItemCnt=%s,itemID=%s'%(conditionValue,maxItemCnt,itemID))
+
goldValue = curPlayer.GetGold()
goldPaperValue = curPlayer.GetGoldPaper()
silverValue = PlayerControl.GetSilver(curPlayer)
@@ -1942,6 +1968,8 @@
return QuestRunnerValue.GetEval(conditionType, goldPaperValue, conditionValue)
elif moneyType == IPY_GameWorld.TYPE_Price_Silver_Money:
return QuestRunnerValue.GetEval(conditionType, silverValue, conditionValue)
+ elif moneyType == ShareDefine.TYPE_Price_Gold_Paper_Money:
+ return QuestRunnerValue.GetEval(conditionType, goldValue + goldPaperValue, conditionValue)
else:
GameWorld.Log("任务 = %s , moneytype = %s填错拉" % (curMission.GetMissionID() , moneyType) , curPlayer.GetPlayerID())
return
@@ -2836,9 +2864,9 @@
packList=[IPY_GameWorld.rptItem], isSuite=False,
addAttrLV=0, isLucky=False, skillBoostEff=[], holeCount=0,
equipIndex= -1, isGreat=0, baseAttrRate=ShareDefine.Def_MaxRateValue, greatAttrList=[]):
- if PlayerFamily.DoAddFamilyBossFoodEx(curPlayer, itemID, itemCount, ShareDefine.Def_AddFAVReason_DoFamilyMisson):
- #仙盟兽粮自动使用
- return
+# if PlayerFamily.DoAddFamilyBossFoodEx(curPlayer, itemID, itemCount, ShareDefine.Def_AddFAVReason_DoFamilyMisson):
+# #仙盟兽粮自动使用
+# return
#任务给予物品应该只能放入万能背包和背包
itemControl = ItemControler.PlayerItemControler(curPlayer)
@@ -3655,7 +3683,7 @@
# @param curMission 任务实例
# @param curActionNode节点信息
# @return 返回值无意义
-# @remarks <Del_Money form_value="是否取对话的值" value="form_value为空取" moneytype="1元宝2礼券3银两" />
+# @remarks <Del_Money form_value="是否取对话的值" value="form_value为空取" moneytype="1元宝2礼券3银两" maxItem="需要物品数量" itemID="20410"/>
def DoType_Del_Money(curPlayer, curMission, curActionNode):
#扣钱
#格式<del_money form_value = ""value="" moneytype=""/>
@@ -3666,23 +3694,34 @@
else:
value = int(curActionNode.GetAttribute("value"))
+ maxItemCnt = GameWorld.ToIntDef(curActionNode.GetAttribute("maxItem"), 0)
+ itemID = GameWorld.ToIntDef(curActionNode.GetAttribute("itemID"), 0)
+ if maxItemCnt and itemID: #未收集的道具个数乘以单价
+ haveCnt = ItemControler.FindPlayerItemCountByItemID(curPlayer, IPY_GameWorld.rptItem, itemID)
+ value = max(0, maxItemCnt-haveCnt)*value
+
moneytype = int(curActionNode.GetAttribute("moneytype"))
- if moneytype not in ChConfig.Def_MoneyType_All:
- GameWorld.Log("##异常moneytype = %s填错拉" % (moneytype))
- return
+# if moneytype not in ChConfig.Def_MoneyType_All:
+# GameWorld.Log("##异常moneytype = %s填错拉" % (moneytype))
+# return
curMissionID = 0
if curMission == None:
curMissionID = 0
else:
curMissionID = curMission.GetMissionID()
-
- #付钱
- if not PlayerControl.PayMoney(curPlayer, moneytype, value, ChConfig.Def_Cost_MissionDel, {"MissionID":curMissionID}):
+ costMoneyList = PlayerControl.HaveMoneyEx(curPlayer, moneytype, value)
+ if not costMoneyList:
GameWorld.Log("##付费异常,玩家金钱不足,任务missionID = %s" % (curMissionID) , curPlayer.GetPlayerID())
EventShell.DoExitEvent(curPlayer)
return
+ #付钱
+ for moneyType, moneyNum in costMoneyList:
+ if not PlayerControl.PayMoney(curPlayer, moneyType, moneyNum, ChConfig.Def_Cost_MissionDel, {"MissionID":curMissionID}):
+ GameWorld.Log("##付费异常,玩家金钱不足,任务missionID = %s" % (curMissionID) , curPlayer.GetPlayerID())
+ EventShell.DoExitEvent(curPlayer)
+ return
GameWorld.Login_Interface_GoldRec(curPlayer , 0 , 0 , 'MissionID_%s_Cost' % (curMissionID), moneytype, value)
return
@@ -5409,9 +5448,9 @@
rewardList = __GetRunAroundReward(curPlayer, curMission)
if rewardList:
- curExp, curMoney, itemID, itemCount = rewardList
+ curExp, curMoney, curFamilyHornor, itemID, itemCount = rewardList
else:
- curExp, curMoney, itemID, itemCount = 0, 0, 0, 0
+ curExp, curMoney, curFamilyHornor, itemID, itemCount = 0, 0, 0, 0
curMission.SetProperty(Def_Run_Around_Reward_Exp, curExp % ChConfig.Def_PerPointValue)
curMission.SetProperty(Def_Run_Around_Reward_ExpPoint, curExp / ChConfig.Def_PerPointValue)
@@ -5419,6 +5458,8 @@
curMission.SetProperty(Def_Day_Event_Reward_Item_Id, itemID)
curMission.SetProperty(Def_Day_Event_Reward_Item_Count, itemCount)
+ curMission.SetProperty(Def_Run_Around_Reward_FamilyHornor, curFamilyHornor)
+
return
@@ -5447,14 +5488,14 @@
curExp = eval(IpyGameDataPY.GetFuncCfg('RunTaskExp'))
curExp += curLVRunAroundReward.AddExp
curMoney = baseMoney
-
+ curFamilyHornor = curLVRunAroundReward.PlayerFamilyHornor
itemInfo = curLVRunAroundReward.Item
if itemInfo:
itemID, itemCount = eval(itemInfo)
else:
itemID, itemCount = 0, 0
- return (curExp, curMoney, itemID, itemCount)
+ return (curExp, curMoney, curFamilyHornor, itemID, itemCount)
#---------------------------------------------------------------------
##给予跑环奖励
@@ -5482,6 +5523,10 @@
addDataDict = {ChConfig.Def_Give_Reason_SonKey:"Run"}
PlayerControl.GiveMoney(curPlayer, runAroundReward.MoneyType, money, ChConfig.Def_GiveMoney_Mission, addDataDict, False)
+ familyHornor = curMission.GetProperty(Def_Run_Around_Reward_FamilyHornor)
+ if familyHornor:
+ PlayerFamily.AddPlayerFamilyActiveValue(curPlayer, familyHornor, True, ShareDefine.Def_AddFAVReason_DoFamilyMisson, True)
+
item_id = curMission.GetProperty(Def_Day_Event_Reward_Item_Id)
item_count = curMission.GetProperty(Def_Day_Event_Reward_Item_Count)
@@ -6010,6 +6055,48 @@
def DoType_Set_Mwcnt(curPlayer, curMission, curActionNode):
key = curActionNode.GetAttribute("key")
curMission.SetProperty(key, PlayerMagicWeapon.GetMWActiveCntTotal(curPlayer))
+ return
+
+##设置坐骑总等级
+# @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_Horsetotallv key="" />
+def DoType_Set_Horsetotallv(curPlayer, curMission, curActionNode):
+ key = curActionNode.GetAttribute("key")
+ questID = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0)
+ if questID != 0:
+ curMission = curPlayer.FindMission(questID)
+ curMission.SetProperty(key, PlayerHorse.GetHorseSumLV(curPlayer))
+ return
+
+##设置强化总等级
+# @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_Totalpluslv key="" />
+def DoType_Set_Totalpluslv(curPlayer, curMission, curActionNode):
+ key = curActionNode.GetAttribute("key")
+ questID = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0)
+ if questID != 0:
+ curMission = curPlayer.FindMission(questID)
+ curMission.SetProperty(key, ChEquip.GetTotalPlusLV(curPlayer, False))
+ return
+
+##设置装备总星级
+# @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_Equiptotalstar key="" />
+def DoType_Set_Equiptotalstar(curPlayer, curMission, curActionNode):
+ key = curActionNode.GetAttribute("key")
+ questID = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0)
+ if questID != 0:
+ curMission = curPlayer.FindMission(questID)
+ curMission.SetProperty(key, ChEquip.GetTotalEquipStars(curPlayer))
return
#---------------------------------------------------------------------
##DoType_调度器
@@ -7105,6 +7192,59 @@
soulID = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
return bool(PlayerMagicWeapon.GetIsActiveMWSoul(curPlayer, soulID))
+##X级通关X层娲皇遗迹
+# @param None
+# @return None <Passqueenrelecs value="lineID" grade="grade"/>
+def ConditionType_Passqueenrelecs(curPlayer, curMission, curActionNode):
+ lineID = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
+ grade = GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_PlayerFBStar_MapId, lineID, False, [ChConfig.Def_FBMapID_QueenRelics])
+ needGrade = GameWorld.ToIntDef(curActionNode.GetAttribute("grade"), 0)
+ return grade >=needGrade
+
+##坐骑总等级
+# @param None
+# @return None <Horsetotallv value="lv"/>
+def ConditionType_Horsetotallv(curPlayer, curMission, curActionNode):
+ totallv = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
+ return PlayerHorse.GetHorseSumLV(curPlayer) >= totallv
+
+##2阶强化防具套装件数
+# @param None
+# @return None <Suitplus value="cnt"/>
+def ConditionType_Suitplus(curPlayer, curMission, curActionNode):
+ needCnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
+
+ equipSuitTypeDict = IpyGameDataPY.GetFuncEvalCfg('EquipSuitType')
+ groupCnt = 0 #2阶强化防具套装件数
+ for groupType, equipIndexList in equipSuitTypeDict.items():
+ for i in equipIndexList:
+ suiteInfo = ChEquip.GetSuiteInfoByPlace(curPlayer, i)
+ for suiteType, lv in suiteInfo.items():
+ if lv >= 2 and int(groupType) == 1 and suiteType == 2:
+ groupCnt +=1
+ return groupCnt >= needCnt
+
+##法宝激活个数
+# @param None
+# @return None <Mwcnt value="cnt"/>
+def ConditionType_Mwcnt(curPlayer, curMission, curActionNode):
+ totalcnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
+ return PlayerMagicWeapon.GetMWActiveCntTotal(curPlayer) >= totalcnt
+
+##总强化等级
+# @param None
+# @return None <Totalpluslv value="cnt"/>
+def ConditionType_Totalpluslv(curPlayer, curMission, curActionNode):
+ totalcnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
+ return ChEquip.GetTotalPlusLV(curPlayer, False) >= totalcnt
+
+##装备总星级
+# @param None
+# @return None <Equiptotalstar value="cnt"/>
+def ConditionType_Equiptotalstar(curPlayer, curMission, curActionNode):
+ totalcnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
+ return ChEquip.GetTotalEquipStars(curPlayer) >= totalcnt
+
##激活法宝,确认与成就逻辑后使用
# @param None
# @return None <Active_Magicweapon id="法宝ID"/>
@@ -7124,4 +7264,19 @@
else:
curPlayer.SetVisible(False)
curPlayer.SetSight(0)
- return
\ No newline at end of file
+ return
+
+
+# 被动技能孔
+def DoType_Open_Skill_Slots(curPlayer, curMission, curActionNode):
+ # 开孔
+ slotIndex = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
+ mission_1 = QuestCommon.GetCommonMission(curPlayer)
+ if not mission_1:
+ return
+
+ mission_1.SetProperty("OpenSkillSlots", pow(2, slotIndex)|mission_1.GetProperty("OpenSkillSlots"))
+
+ return
+
+
--
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