From 7cf1869b1e6ee737eebb37c6e6d8721100229daf Mon Sep 17 00:00:00 2001 From: xdh <xiefantasy@qq.com> Date: 星期二, 13 十一月 2018 17:16:15 +0800 Subject: [PATCH] 4710 【1.3】【后端】魔族法宝副本修改(新增多个小关卡) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py | 286 ++++++++++++++++++++++++++++++++++++++++++++++---------- 1 files changed, 234 insertions(+), 52 deletions(-) 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 cf603ef..90e1ef6 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py @@ -31,11 +31,12 @@ import PlayerSuccess import EventShell import PassiveBuffEffMng -import OpenServerCampaign import ItemControler import PlayerActivity import ChEquip import PlayerVip + +import random g_succInfoDict = {} g_potentialsSkillDict = {} @@ -122,7 +123,8 @@ if mwID in IpyGameDataPY.GetFuncEvalCfg('UnblockTreasure'): PlayerControl.NotifyCode(curPlayer, 'UnblockTreasure', [curPlayer.GetName(), mwID]) else: - PlayerControl.WorldNotify(0, 'UnblockTreasure', [curPlayer.GetName(), mwID]) + sysMark = IpyGameDataPY.GetFuncEvalCfg('UnblockTreasure', 2, {}).get(mwID, 'UnblockTreasure') + PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), mwID]) #任务 EventShell.EventRespons_OnActiveMagicWeapon(curPlayer, mwID) @@ -136,13 +138,31 @@ #解锁技能 upIpyData = IpyGameDataPY.GetIpyGameData('TreasureUp', mwID, mwLV) - if upIpyData: - skillIDList = upIpyData.GetUnLockSkill() - for skillID in skillIDList: - GiveSkill(curPlayer, skillID, GameWorld.GetGameWorld().GetTick()) - if upIpyData.GetPrivilegeID(): - PlayerControl.WorldNotify(0, 'TreasureSoulWakeUp', [curPlayer.GetName(), upIpyData.GetPrivilegeID()]) + if not upIpyData: + return + skillIDList = upIpyData.GetUnLockSkill() + for skillID in skillIDList: + GiveSkill(curPlayer, skillID, GameWorld.GetGameWorld().GetTick()) + #物品奖励 + itemAward = upIpyData.GetItemAward() + if itemAward: + itemID, itemCnt, isBind = itemAward + packSpace = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, 1) + if 1 > packSpace: + PlayerControl.SendMailByKey('TreasureWakeUp', [curPlayer.GetID()], [itemAward]) + else: + ItemControler.GivePlayerItem(curPlayer, itemID, itemCnt, isBind, + [IPY_GameWorld.rptItem], True, showSysInfo=True, event=["MWAward", False, {"mwID":mwID}]) + activeMWID = upIpyData.GetActiveMWID() + if activeMWID == mwID: + GameWorld.ErrLog(' TreasureUp.txt 配置异常 不可激活自身法宝 mwID=%s'%mwID) + elif activeMWID: + DoActiveMW(curPlayer, activeMWID) + #激活魂 + activeSoulID = upIpyData.GetActiveSoulID() + if activeSoulID: + __DoActiveMWSoul(curPlayer, activeSoulID, False) CalcMagicWeaponAttr(curPlayer) PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState() @@ -207,9 +227,10 @@ activeCnt += 1 return activeCnt -def GetMWIDByPotentialsSkillID(skillID): - #通过潜力技能ID获取对应的法宝ID +def GetPotentialsSkillInfo(curPlayer): + #通过潜力技能ID获取对应的下一个技能ID {skillUseType:{skillid:[skilllv,nextSkillid,addPower,]}} global g_potentialsSkillDict + if not g_potentialsSkillDict: g_potentialsSkillDict = {} ipyDataMgr = IpyGameDataPY.IPY_Data() @@ -217,9 +238,31 @@ ipyData = ipyDataMgr.GetTreasureByIndex(i) mwID = ipyData.GetID() skillIDList = ipyData.GetPotentials() + addPowerList = ipyData.GetSkillPower() + lastSkillUseType = 0 for curSkillID in skillIDList: - g_potentialsSkillDict[curSkillID] = mwID - return g_potentialsSkillDict.get(skillID, 0) + skillData = GameWorld.GetGameData().FindSkillByType(curSkillID, 1) + if skillData == None: + GameWorld.DebugLog("GetPotentialsSkillInfo() hasn't find skill(%s)" % curSkillID) + continue + if lastSkillUseType != skillData.GetUseType(): + index = 0 + else: + index +=1 + lastSkillUseType = skillData.GetUseType() + addPower = addPowerList[index] + + preSkillID = skillData.GetLearnSkillReq() + if not preSkillID: + continue + skillUseType = skillData.GetUseType() + preSkilllv = skillData.GetLearnSkillLV() + if skillUseType not in g_potentialsSkillDict: + g_potentialsSkillDict[skillUseType] = {} + g_potentialsSkillDict[skillUseType][preSkillID] = [preSkilllv, curSkillID, addPower] + curskillUseType = pow(2, curPlayer.GetJob()) + + return g_potentialsSkillDict.get(curskillUseType, {}) ## 给技能 # @param curPlayer @@ -346,8 +389,20 @@ #infoDict = {"SkillID":skillTypeID, "SkillLV":upSkillLv, ChConfig.Def_Cost_Reason_SonKey:upSkill.GetSkillName()} if not PlayerControl.PlayerLostZhenQi(curPlayer, needSP): return - - if not GameWorld.CanHappen(initRate): + playerID = curPlayer.GetPlayerID() + maxRateValue = ShareDefine.Def_MaxRateValue + randValue = random.randint(0, maxRateValue-1) + canHappen = randValue < initRate + GameWorld.DebugLog("canHappen=%s,randValue=%s,initRate=%s,maxRateValue=%s" + % (canHappen, randValue, initRate, maxRateValue), playerID) + # 不是百分百成功的记录合成流向 + if initRate != maxRateValue: + drDict = {"PlayerID":playerID, "AccID":curPlayer.GetAccID(), "skillTypeID":skillTypeID, "IsSuccess":canHappen, + "initRate":initRate, "randValue":randValue, "maxRateValue":maxRateValue} + + DataRecordPack.SendEventPack("MagicWeaponSkillUp", drDict, curPlayer) + + if not canHappen: GameWorld.DebugLog("法宝技能升级,curSkillID=%s, maxRate=%s 升级失败" % (curSkillID, initRate)) curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitMagicWeaponSkillUp, 0) return @@ -364,21 +419,32 @@ if newSkill: skillManager.LVUPSkillByID(newSkillID) GameWorld.DebugLog(' 法宝技能升级 skillTypeID=%s, upSkillLv=%s, 触发学习技能%s' % (skillTypeID, upSkillLv, newSkillID)) - curControl.RefreshSkillFightPowerEx(newSkillID, beforeFightPower) + curControl.RefreshSkillFightPowerEx(newSkillID, 0) PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, newSkillID) if SkillCommon.isPassiveAttr(newSkill): newSkillIsPassive = True + PlayerControl.WorldNotify(0, 'SkillPotential2', [curPlayer.GetName(), skillTypeID, upSkillLv, newSkillID]) - if SkillCommon.isPassiveAttr(upSkill) or newSkillIsPassive: + #通知技能已升级成功 + hasUnlockSkill = False + nextSkillDict = GetPotentialsSkillInfo(curPlayer) + if skillTypeID in nextSkillDict: + needSkilllv,nextSkillID = nextSkillDict[skillTypeID][:2] + if upSkillLv == needSkilllv: + PlayerControl.WorldNotify(0, 'SkillPotential1', [curPlayer.GetName(), skillTypeID, upSkillLv, nextSkillID]) + CalcMagicWeaponAttr(curPlayer) + hasUnlockSkill = True + + maxLV = upSkill.GetSkillMaxLV() + if upSkillLv == maxLV: + PlayerControl.WorldNotify(0, 'SkillPotential3', [curPlayer.GetName(), skillTypeID, maxLV]) + + if SkillCommon.isPassiveAttr(upSkill) or newSkillIsPassive or hasUnlockSkill: curControl.RefreshPlayerAttrState() curControl.RefreshSkillFightPowerEx(upSkill.GetSkillID(), beforeFightPower) PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, upSkill.GetSkillID()) - - #通知技能已升级成功 GeRen_admin_31379 - #<n color="255,255,0" BKCOLOR="0,0,0">恭喜您将</n><n color="0,190,255" BKCOLOR="0,0,0"><Info Type="Skill" Name="Name" ID="{%S1%}"/></n><n color="255,255,0" BKCOLOR="0,0,0">升至</n><n color="0,190,255" BKCOLOR="0,0,0">{%S2%}</n><n color="255,255,0" BKCOLOR="0,0,0">级!</n> - #PlayerControl.NotifyCode(curPlayer, "GeRen_admin_31379", [skillTypeID, upSkillLv]) #获得技能等级 #curSkillLV = curSkill.GetSkillLV() @@ -387,12 +453,21 @@ curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitMagicWeaponSkillUp, 1) - + SetMWPrivilegeData(curPlayer, ChConfig.MWPrivilege_MWSkillUp, GetSPSkillTotalLV(curPlayer)) PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_MWSkillUp, 1, [skillTypeID]) EventShell.EventRespons_MWSkillUp(curPlayer) return - +def GetSPSkillTotalLV(curPlayer): + #潜力技能总等级 + totalLV = 0 + skillManager = curPlayer.GetSkillManager() + for i in xrange(skillManager.GetSkillCount()): + curSkill = skillManager.GetSkillByIndex(i) + if curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_FbSPSkill: + continue + totalLV += curSkill.GetSkillLV() + return totalLV def NotifyMagicWeapon(curPlayer, isLogin=False): #通知法宝信息 @@ -422,10 +497,11 @@ def CalcMagicWeaponAttr(curPlayer): ## 计算法宝属性 - allAttrList1 = [{} for _ in range(4)] #人族法宝 allAttrList2 = [{} for _ in range(4)] #魔族法宝 allAttrList3 = [{} for _ in range(4)] #仙族法宝 + + signDayMWID = IpyGameDataPY.GetFuncCfg('MWSignDayAttr', 2) ipyDataMgr = IpyGameDataPY.IPY_Data() for i in xrange(ipyDataMgr.GetTreasureCount()): treasureIpyData = ipyDataMgr.GetTreasureByIndex(i) @@ -442,7 +518,7 @@ # attrDict = refineipyData.GetTreasureAttr() # GameWorld.AddDictValue(allAttrDict, attrDict) #======================================================================= - + treasureType = treasureIpyData.GetTreasureType() #等级属性 curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % magicWeaponID) for lv in xrange(curMWLV+1): @@ -450,14 +526,21 @@ if upIpyData: attrDict = upIpyData.GetAddAttr() GameWorld.AddDictValue(allAttrDict, attrDict) - - privilegeID = upIpyData.GetPrivilegeID() - if privilegeID: - # 法宝之魂 - attrDict = GetMagicWeaponPrivilegeAttr(curPlayer, privilegeID) - GameWorld.AddDictValue(allAttrDict, attrDict) - - treasureType = treasureIpyData.GetTreasureType() + + if magicWeaponID == signDayMWID: + #签到属性 + totalSignNum = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalSignNum) # 总签到天数 + addAttr = {} + for attid, attnum in IpyGameDataPY.GetFuncEvalCfg('MWSignDayAttr', 1, {}).items(): + addAttr[int(attid)] = attnum * totalSignNum + GameWorld.AddDictValue(allAttrDict, addAttr) + fbpasslv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWFBPassLevel % magicWeaponID) + if fbpasslv: #副本关卡属性 + fbipyData = IpyGameDataPY.GetIpyGameData('MagicWeaponFB', magicWeaponID, fbpasslv) + if fbipyData: + attrDict = fbipyData.AttrDict() + GameWorld.AddDictValue(allAttrDict, attrDict) + for effID, value in allAttrDict.items(): if treasureType == 1: PlayerControl.CalcAttrDict_Type(effID, value, allAttrList1) @@ -468,9 +551,27 @@ else: GameWorld.ErrLog("未知法宝属性, magicWeaponID=%s,treasureType=%s,effID=%s,value=%s" % (magicWeaponID, treasureType, effID, value), curPlayer.GetPlayerID()) + PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon1, allAttrList1) PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon2, allAttrList2) PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon3, allAttrList3) + #技能解锁战力 + nextSkillDict = GetPotentialsSkillInfo(curPlayer) + addPowerDict = {} + for skillID, info in nextSkillDict.items(): + needSkilllv, nextSkillID, addPower = info + skillManager = curPlayer.GetSkillManager() + curSkill = skillManager.FindSkillBySkillTypeID(skillID) + if not curSkill: + continue + curSkillLV = curSkill.GetSkillLV() + if curSkillLV < needSkilllv: + continue + mfpType = ChConfig.Def_SkillFuncType_MFPType.get(curSkill.GetFuncType(), ShareDefine.Def_MFPType_Role) + addPowerDict[mfpType] = addPowerDict.get(mfpType, 0) + addPower + + for mfpType, addPower in addPowerDict.items(): + curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % mfpType, addPower) return #// A5 77 玩家精炼法宝 #tagCMMWRefine @@ -644,6 +745,7 @@ elif curType == 2: #穿戴三阶橙色1星或四阶紫色1星以上头盔 playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip) + SamboSpecialUnlock = IpyGameDataPY.GetFuncEvalCfg('SamboSpecialUnlock') for equipIndex in xrange(playerEquip.GetCount()): curEquip = playerEquip.GetAt(equipIndex) if curEquip.IsEmpty(): @@ -651,7 +753,11 @@ curClassLV = ItemCommon.GetItemClassLV(curEquip) itemColor = curEquip.GetItemColor() itemQuality = curEquip.GetItemQuality() + itemID = curEquip.GetItemTypeID() for classlv, color, star, place in conditionList: + if equipIndex is place and itemID in SamboSpecialUnlock: + cnt = 1 + break if equipIndex is place and curClassLV >= classlv and itemColor >= color and itemQuality >= star: cnt = 1 break @@ -721,7 +827,7 @@ succCnt = ipyDataMgr.GetXBXZCount() if not succCnt: return - maxSuccid = ipyDataMgr.GetSuccessByIndex(succCnt-1).GetID() + maxSuccid = ipyDataMgr.GetXBXZByIndex(succCnt-1).GetID() recordIndexList = range(maxSuccid / 31+1) succFARPack = ChPyNetSendPack.tagMCXBXZAwardRecordList() @@ -767,8 +873,6 @@ DoActiveMW(curPlayer, mwID, nextMWLV) - # 每日活动 - PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_MagicWeapon) return def AddMagicWeaponUpExp(curPlayer, mwID, addExp): @@ -777,6 +881,11 @@ curUpExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponUpExp % mwID) PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponUpExp % mwID, curUpExp+addExp) Sycn_MagicWeaponLV(curPlayer, mwID) + # 每日活动 + ipyData = GetWMIpyData(mwID) + mwType = ipyData.GetTreasureType() if ipyData else 0 + if mwType == 1: + PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_MagicWeapon) return def Sycn_MagicWeaponLV(curPlayer, mwID= -1): @@ -795,13 +904,15 @@ mwLv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID) curUpExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponUpExp % mwID) state = GetIsClickMagicWeapon(curPlayer, mwID) - if not mwLv and not curUpExp and not state: + FBPassLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWFBPassLevel % mwID) + if not mwLv and not curUpExp and not state and not FBPassLV: continue pack = ChPyNetSendPack.tagMCMagicWeaponInfo() pack.MWID = mwID pack.LV = mwLv pack.Exp = curUpExp pack.State = state + pack.FBPassLV = FBPassLV sendPack.InfoList.append(pack) sendPack.Count = len(sendPack.InfoList) if sendPack.Count: @@ -810,14 +921,7 @@ def GetMagicWeaponPrivilege(curPlayer, privilege): #法宝等级权限 - ipyData = IpyGameDataPY.GetIpyGameDataByCondition('TreasureUp', {'PrivilegeID':privilege}, False, False) - if not ipyData: - return 0 - - mwID = ipyData.GetMWID() - mwLV = ipyData.GetLV() - curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID) - if curMWLV < mwLV: + if not GetIsActiveMWSoul(curPlayer, privilege): return 0 privilegeIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasurePrivilege', privilege) if not privilegeIpyData: @@ -835,17 +939,16 @@ attrInfo = {} singleValue = privilegeIpyData.GetSingleValue() - if privilege == ChConfig.MWPrivilege_SignDayAddAttr: - totalSignNum = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalSignNum) # 总签到天数 - for attid, attnum in attrInfo.items(): - addAttr[int(attid)] = attnum * totalSignNum - elif privilege == ChConfig.MWPrivilege_EquipPlus: + if privilege == ChConfig.MWPrivilege_EquipPlus: #强化加成 addAttr = ChEquip.CalcAllEquipAllPlusLVAttr(curPlayer) else: multiple = 1 #倍数 if singleValue: gotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % privilege) + maxValue = privilegeIpyData.GetMaxValue() + if maxValue: + gotValue = min(maxValue, gotValue) multiple = gotValue/singleValue for attid, attnum in attrInfo.items(): addAttr[int(attid)] = attnum * multiple @@ -877,15 +980,21 @@ GameWorld.DebugLog('领取法宝之魂奖励,对应法宝之魂未激活,或未配置 privilege=%s'%privilege) return singleValue = ipyData.GetSingleValue() + maxValue = ipyData.GetMaxValue() if singleValue: #达到进度则可领取属性 curValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulCurValue % privilege) gotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % privilege) + if gotValue >= curValue: + return canGetCnt = (curValue - gotValue) / singleValue + if canGetCnt <= 0 and maxValue and curValue >= maxValue: + canGetCnt = 1 #已达到次数上限,最后一次不管是否满足都让领(一般是因为配置错误或者变更导致) if canGetCnt <= 0: return - PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotValue % privilege, gotValue+canGetCnt*singleValue) - CalcMagicWeaponAttr(curPlayer) + updGotCnt = min(maxValue, gotValue+canGetCnt*singleValue) if maxValue else gotValue+canGetCnt*singleValue + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotValue % privilege, updGotCnt) + CalcMagicWeaponSoulAttr(curPlayer) PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState() @@ -922,7 +1031,8 @@ pack.CurValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulCurValue % priID) pack.GotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % priID) pack.ItemAwardState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotItemState % priID) - if not isForce and max([pack.CurValue, pack.GotValue, pack.ItemAwardState]) == 0: + pack.State = GetIsActiveMWSoul(curPlayer, priID) + if not isForce and max([pack.CurValue, pack.GotValue, pack.ItemAwardState, pack.State]) == 0: continue pack.PriID = priID sendPack.InfoList.append(pack) @@ -955,4 +1065,76 @@ def SetMagicWeaponClickState(curPlayer, mwID, state=1): #设置法宝是否点击认主状态 GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsClick, mwID % 100, state, True, [mwID / 100]) + return + + +#// A5 12 激活法宝之魂 #tagCMActiveMWSoul +# +#struct tagCMActiveMWSoul +# +#{ +# tagHead Head; +# BYTE ID; //编号 +#}; +def OnActiveMWSoul(index, clientData, tick): + curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index) + soulID = clientData.ID + ipyData = IpyGameDataPY.GetIpyGameData('TreasurePrivilege', soulID) + if not ipyData: + return + if GetIsActiveMWSoul(curPlayer, soulID): + GameWorld.Log(' 该法宝之魂已经激活!! soulID=%s'%soulID) + return + #检查成就 + succList = ipyData.GetSuccessList() + for succID in succList: + if not PlayerSuccess.GetSuccHasGot(curPlayer, succID): + GameWorld.DebugLog(' 激活法宝之魂 成就未完成 soulID=%s,succID=%s'%(soulID, succID)) + return + + __DoActiveMWSoul(curPlayer, soulID) + return + +def __DoActiveMWSoul(curPlayer, soulID, isRefreshAttr=True): + GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MWSoulActiveState, soulID, 1, True) + #任务 + EventShell.EventRespons_MWSoulActive(curPlayer, soulID) + + CalcMagicWeaponSoulAttr(curPlayer) + if isRefreshAttr: + PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState() + + #通知 + Sycn_MWPrivilegeData(curPlayer, soulID) + return + + +def GetIsActiveMWSoul(curPlayer, soulID): + #获取法宝之魂是否已激活 + return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MWSoulActiveState, soulID) + +def CalcMagicWeaponSoulAttr(curPlayer): + #法宝之魂属性刷新 + allAttrList = [{} for _ in range(4)] + allAttrDict = {} + ipyMgr = IpyGameDataPY.IPY_Data() + for i in xrange(ipyMgr.GetTreasurePrivilegeCount()): + ipyData = ipyMgr.GetTreasurePrivilegeByIndex(i) + soulID = ipyData.GetPrivilegeID() + if not GetIsActiveMWSoul(curPlayer, soulID): + continue + attrDict = GetMagicWeaponPrivilegeAttr(curPlayer, soulID) + GameWorld.AddDictValue(allAttrDict, attrDict) + + for attrID, attrValue in allAttrDict.items(): + PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList) + PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeaponSoul, allAttrList) + return + +def UptateMWFBPasslv(curPlayer, mwID, passLV): + GameWorld.Log('更新关卡 mwID=%s,level=%s'%(mwID, passLV)) + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWFBPassLevel % mwID, passLV) + CalcMagicWeaponAttr(curPlayer) + PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState() + Sycn_MagicWeaponLV(curPlayer, mwID) return \ No newline at end of file -- Gitblit v1.8.0