From 81de9d0ad10ff2e5c73cc311e8cca6b4e7e42bcf Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 19 四月 2019 19:21:06 +0800
Subject: [PATCH] 6459 【后端】【2.0】缥缈仙域开发单(跨服副本动态线路分流人数配置)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py | 391 +++++++++++++++++--------------------------------------
1 files changed, 124 insertions(+), 267 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 c5412ac..3113398 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
@@ -37,7 +37,6 @@
import QuestCommon
import SkillShell
import GameLogInfo
-import PlayerReincarnation
import PlayerMissionCollect
import PlayerFamily
import ShareDefine
@@ -49,19 +48,18 @@
import ChEquip
import PlayerActivity
import PlayerSuccess
-import EventReport
-#import PlayerCostVIP
-import GameFuncComm
import IpyGameDataPY
-import ShopItemManage
import PlayerPet
import PlayerArrestTask
import PlayerMagicWeapon
import PlayerBossReborn
import PlayerFairyCeremony
+import PlayerNewFairyCeremony
+import PlayerWeekParty
+import PlayerFairyDomain
+import PlayerActLogin
import PlayerHorse
import FBCommon
-import PyGameData
import math
import time
@@ -1276,7 +1274,7 @@
#特殊清空处理, 如果没有任务, state为0
curValue = 0
elif tagMission == None:
- GameWorld.Log("没有目标任务 %s" % conditionID , curPlayer.GetPlayerID())
+ GameWorld.DebugLog("没有目标任务 %s" % conditionID , curPlayer.GetPlayerID())
return
else:
curValue = QuestRunnerValue.GetValue(curPlayer, tagMission, conditionName)
@@ -2506,7 +2504,7 @@
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 ChConfig.Type_Equip_CanTake :
+ if equipIndex not in ShareDefine.RoleEquipType:
continue
curEquip = equipPack.GetAt(equipIndex)
if curEquip.IsEmpty():
@@ -2531,7 +2529,7 @@
totalPlusLV = 0
for packType, equipPartIndexList in ChConfig.Pack_EquipPart_CanPlusStar.items():
for i in equipPartIndexList:
- partStarLV = ChEquip.GetEquipPartStarLV(curPlayer, packType, i)
+ partStarLV = ChEquip.GetEquipPartPlusLV(curPlayer, packType, i)
totalPlusLV += partStarLV
@@ -2542,7 +2540,7 @@
# equipPartIndexList = ChConfig.Pack_EquipPart_CanPlusStar.get(IPY_GameWorld.rptEquip, [])
# for i in equipPartIndexList:
# #统计全身强化等级
-# partStarLV = ChEquip.GetEquipPartStarLV(curPlayer, IPY_GameWorld.rptEquip, i)
+# partStarLV = ChEquip.GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, i)
# if partStarLV >= star:
# partCnt +=1
#GameWorld.Log('star=%s,conditionValue=%s,partCnt=%s,%s'%(star,conditionValue,partCnt,QuestRunnerValue.GetEval(conditionType, partCnt, conditionValue)))
@@ -2589,42 +2587,6 @@
return False
return petPack.GetCount() > 0
return PlayerPet.GetPetDataItemByNPCID(curPlayer, checkPetID) != None
-
-def ConditionType_Is_Buy_Tehuiitem(curPlayer, curMission, curConditionNode):
- # 判断是否购买过特惠商店物品
- # <Is_Buy_Tehuiitem shopID="1007" itemShopIndex="0,1,2"/> shopID暂定需指定商店ID, itemShopIndex可指定多个索引, 中间英文逗号隔开
- shopID = GameWorld.ToIntDef(curConditionNode.GetAttribute("shopID"), 0)
- if not shopID:
- return False
- indexList = []
- indexInfo = curConditionNode.GetAttribute("itemShopIndex")
- if indexInfo != '':
- indexList = eval('[' + indexInfo + ']')
- if not indexList:
- shopItemList = ShopItemManage.GetShopItemList(shopID)
- indexList = range(len(shopItemList))
- if not indexList:
- GameWorld.DebugLog("需指定判断的特惠商店物品索引编号!indexInfo=%s" % indexInfo)
- return False
- for i in indexList:
- buyCnt = ShopItemManage.__GetPlayerShopItemBuyCnt(curPlayer, shopID, i)
- if buyCnt > 0:
- return True
- return False
-
-##竞技场是否达到多少名
-# @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_Jjcorder type="类型" value="值"/>
-def ConditionType_Check_Jjcorder(curPlayer, curMission, curConditionNode):
- conditionValue = GameWorld.ToIntDef(curConditionNode.GetAttribute("value"), 0)
- conditionType = curConditionNode.GetAttribute("type")
- maxOrder = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HighLadder_HistoryMaxOrder, 0,
- ChConfig.Def_PDictType_Default)
-
- return QuestRunnerValue.GetEval(conditionType, maxOrder, conditionValue)
#---------------------------------------------------------------------
##执行 扣除玩家镖车押金
@@ -2836,10 +2798,10 @@
# @param bind 绑定
# @param packList 背包索引
# @return 背包索引,-1表示没有可放的背包
-def GetCanPutInPackIndex(curPlayer, itemID, itemCount, bind, packList):
+def GetCanPutInPackIndex(curPlayer, itemID, itemCount, bind, packList, isAuctionItem=False):
itemControl = ItemControler.PlayerItemControler(curPlayer)
for index in packList:
- if not itemControl.CanPutInItem(index, itemID, itemCount, bind):
+ if not itemControl.CanPutInItem(index, itemID, itemCount, isAuctionItem):
continue
return index
@@ -2863,7 +2825,7 @@
itemStarLV=0, bind=False, property=None,
packList=[IPY_GameWorld.rptItem], isSuite=False,
addAttrLV=0, isLucky=False, skillBoostEff=[], holeCount=0,
- equipIndex= -1, isGreat=0, baseAttrRate=ShareDefine.Def_MaxRateValue, greatAttrList=[]):
+ equipIndex= -1, isGreat=0, baseAttrRate=ShareDefine.Def_MaxRateValue, greatAttrList=[], isAuctionItem=False):
# if PlayerFamily.DoAddFamilyBossFoodEx(curPlayer, itemID, itemCount, ShareDefine.Def_AddFAVReason_DoFamilyMisson):
# #仙盟兽粮自动使用
# return
@@ -2872,13 +2834,13 @@
itemControl = ItemControler.PlayerItemControler(curPlayer)
#获得可放入的背包索引
- packIndex = GetCanPutInPackIndex(curPlayer, itemID, itemCount, bind, packList)
+ packIndex = GetCanPutInPackIndex(curPlayer, itemID, itemCount, bind, packList, isAuctionItem)
if packIndex == -1:
return
#设置物品属性
- curSingleItem = CreatMissionItem(itemID, itemStarLV, addAttrLV, isSuite, bind,
- isLucky, skillBoostEff, itemCount, holeCount, isGreat, baseAttrRate, greatAttrList)
+ curSingleItem = CreatMissionItem(curPlayer, itemID, itemStarLV, addAttrLV, isSuite, bind,
+ isLucky, skillBoostEff, itemCount, holeCount, isGreat, baseAttrRate, greatAttrList, isAuctionItem=isAuctionItem)
if not curSingleItem:
return
@@ -2897,15 +2859,15 @@
if equipIndex == 0:
GameWorld.ErrLog("任务赠送装备位置错误 equipIndex=-1")
return
-
- if ItemCommon.CheckHasEquip(curPlayer, IPY_GameWorld.rptEquip, equipIndex):
+ equipPackIndex = ItemCommon.GetEquipPackIndex(curSingleItem)
+ if ItemCommon.CheckHasEquip(curPlayer, IPY_GameWorld.rptEquip, equipPackIndex):
#物品已存在直接给背包
if not itemControl.PutInItem(IPY_GameWorld.rptItem, curSingleItem, event=["AddEventItem", False, {'MissionID':missionID}]):
GameWorld.Log('###任务 = %s给予物品异常, %s, %s' % (missionID, itemID, itemCount), curPlayer.GetPlayerID())
curSingleItem.Clear()
return
else:
- ChEquip.DoPlayerEquipItem(curPlayer, curSingleItem, equipIndex, 0)
+ ChEquip.DoPlayerEquipItem(curPlayer, curSingleItem,equipPackIndex, 0)
#ObtainRes01 <n>获得</n><Info Type="Item" Name="Name" ID="{%S1%}"/><n>×</n><n>{%S2%}!</n>
elif not itemControl.PutInItem(packIndex, curSingleItem, event=["AddEventItem", False, {'MissionID':missionID}]):
@@ -2927,26 +2889,23 @@
# @param itemCount: 物品数量
# @param baseAttrRate: 任务创建的物品默认的基础属性随机值为10000
# @return None
-def CreatMissionItem(itemID, starLV=0, addAttrLV=0, isSuite=False, bind=False,
+def CreatMissionItem(curPlayer, itemID, starLV=0, addAttrLV=0, isSuite=False, bind=False,
isLucky=0, skillBoostEff=[], itemCount=1, holeCount=0,
- isGreat=0, baseAttrRate=ShareDefine.Def_MaxRateValue, greatAttrList=[]):
+ isGreat=0, baseAttrRate=ShareDefine.Def_MaxRateValue, greatAttrList=[], isAuctionItem=False):
- curSingleItem = ItemControler.GetOutPutItemObj(itemID)
+ curSingleItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer)
if not curSingleItem:
GameWorld.Log('###创造任务物品失败, itemID = %s' % (itemID))
return
- tmpEquipData = ItemControler.SingleEquipTmpData()
- tmpEquipData.starLV = starLV
- tmpEquipData.holeCnt = holeCount
- tmpEquipData.isSuite = isSuite
- tmpEquipData.isBind = bind
+ #tmpEquipData = ItemControler.SingleEquipTmpData()
+ #tmpEquipData.starLV = starLV
+ #tmpEquipData.holeCnt = holeCount
+ #tmpEquipData.isSuite = isSuite
+ #tmpEquipData.isBind = bind
- ChItem.EquipAddAdditionEx(curSingleItem, tmpEquipData)
-
- #设置数量
- ItemControler.SetItemCount(curSingleItem, itemCount)
+ #ChItem.EquipAddAdditionEx(curSingleItem, tmpEquipData)
return curSingleItem
@@ -3731,7 +3690,7 @@
# @param curMission 任务实例
# @param curActionNode节点信息
# @return 返回值无意义
-# @remarks <Add_Item id="物品ID" count="物品数量" starLV="星级" bind="是否绑定"
+# @remarks <Add_Item id="物品ID" count="物品数量" starLV="星级" bind="是否绑定" isAuctionItem="是否拍品"
# packtype="1,2背包索引" equipIndex="装备位置" suite="是否套装化" addAttrLV="追加等级",isLucky="是否有幸运"
# skillBoostEff="[技能效果增强索引, 值]", holeCount="孔数" isGreat="1" baseAttrRate="可强化的装备基础属性随机加强比例默认10000"
# greatAttr="[卓越属性列表]" />
@@ -3752,10 +3711,13 @@
itemStarLV = GameWorld.ToIntDef(curActionNode.GetAttribute("starLV"), 0)
#物品是否绑定
- bind = True if curActionNode.GetAttribute("bind") else False
-
+ bind = True if GameWorld.ToIntDef(curActionNode.GetAttribute("bind")) else False
+
#物品是否套装化
isSuite = True if curActionNode.GetAttribute("suite") else False
+
+ #是否拍品
+ isAuctionItem = GameWorld.ToIntDef(curActionNode.GetAttribute("isAuctionItem"), 0)
#追加
addAttrLV = GameWorld.ToIntDef(curActionNode.GetAttribute("addAttrLV"), 0)
@@ -3783,7 +3745,7 @@
baseAttrRate = GameWorld.ToIntDef(curActionNode.GetAttribute("baseAttrRate"), ShareDefine.Def_MaxRateValue)
AddEventItem(curPlayer, curMission, curItemID, curItemCount, None, itemStarLV,
bind, False, packTypeList, isSuite, addAttrLV, isLucky,
- skillBoostEff, holeCount, equipIndex, isGreat, baseAttrRate, greatAttrList)
+ skillBoostEff, holeCount, equipIndex, isGreat, baseAttrRate, greatAttrList, isAuctionItem=isAuctionItem)
#---------------------------------------------------------------------
@@ -3822,7 +3784,7 @@
# @param curMission 任务实例
# @param curActionNode节点信息
# @return 返回值无意义
-# @remarks <Drop_Item id="物品ID" count="物品数量" starLV="星级" bind="是否绑定"
+# @remarks <Drop_Item id="物品ID" count="物品数量" starLV="星级" bind="是否绑定" isAuctionItem="是否拍品"
# suite="是否套装化" addAttrLV="追加等级",isLucky="是否有幸运"
# skillBoostEff="[技能效果增强索引, 值]", holeCount="孔数", isGreat="1", effIndex="1" , dropDist="掉落范围默认3"
# aroundPlayer="1" baseAttrRate="可强化的装备基础属性随机加强比例默认10000" greatAttr="[卓越属性列表]" />
@@ -3842,6 +3804,8 @@
isSuite = GameWorld.ToIntDef((curActionNode.GetAttribute("suite")), 0)
bind = GameWorld.ToIntDef((curActionNode.GetAttribute("bind")), 1)
+
+ isAuctionItem = GameWorld.ToIntDef((curActionNode.GetAttribute("isAuctionItem")), 0)
#追加
addAttrLV = GameWorld.ToIntDef(curActionNode.GetAttribute("addAttrLV"), 0)
@@ -3867,14 +3831,14 @@
baseAttrRate = GameWorld.ToIntDef(curActionNode.GetAttribute("baseAttrRate"), ShareDefine.Def_MaxRateValue)
#设置物品属性
- curItem = CreatMissionItem(curItemID, starLV, addAttrLV, isSuite, bind,
- isLucky, skillBoostEff, count, holeCount, isGreat, baseAttrRate, greatAttrList)
+ curItem = CreatMissionItem(curPlayer, curItemID, starLV, addAttrLV, isSuite, bind,
+ isLucky, skillBoostEff, count, holeCount, isGreat, baseAttrRate, greatAttrList, isAuctionItem=isAuctionItem)
if not curItem:
GameWorld.Log('###创建地上物品异常,无此ID物品 = %s' % (curItemID))
return
- if curActionNode.GetAttribute("aroundPlayer") == "1":
+ if curActionNode.GetAttribute("aroundPlayer") == "1" or not curNPC:
posX, posY = curPlayer.GetPosX(), curPlayer.GetPosY()
else:
posX, posY = curNPC.GetPosX(), curNPC.GetPosY()
@@ -4363,61 +4327,8 @@
curPlayer.SetFreePoint(curPlayerFreePoint + value)
DataRecordPack.DR_Freepoint(curPlayer, "Event", value, {"MissionID":curMission.GetMissionID()})
-
+ return
-#---------------------------------------------------------------------
-#===============================================================================
-# PlayerJob_Warrior, # 剑士,
-# PlayerJob_Wizard, # 魔法师,
-# PlayerJob_Assassin, # 弓箭手,
-# PlayerJob_Chaplain, # 魔剑士,
-# PlayerJob_Knight, # 骑士
-# PlayerJob_ForceUser,# 魔导师
-# PlayerJob_BowMaster,# 圣射手
-#===============================================================================
-##玩家转职业
-# @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 <Change_Job checkLV="150" changeJob="4">
-def DoType_Change_Job(curPlayer, curMission, curActionNode):
- playerID = curPlayer.GetID()
-
- checkLV = GameWorld.ToIntDef(curActionNode.GetAttribute("checkLV"), 0)
- if not checkLV:
- GameWorld.Log("change job error! checkLV=%s" % checkLV, playerID)
- return
-
- curLV = curPlayer.GetLV()
- if curLV < checkLV:
- GameWorld.Log("change job error! checkLV=%s curlv=%s" % (checkLV, curLV), playerID)
- return
-
- changeJob = GameWorld.ToIntDef(curActionNode.GetAttribute("changeJob"), 0)
- #验证职业
- if not changeJob:
- GameWorld.Log("change job error! changeJob=%s" % changeJob, playerID)
- return
-
- #curJob = curPlayer.GetJob()
-
- #计算点数, 恢复等级差的点数
- #addPointDict = ReadChConfig.GetEvalChConfig('lvUp_Point')
-
- #addPoint = (curLV - checkLV)*(addPointDict.get(changeJob) - addPointDict.get(curJob))
-
- #设置玩家可加属性点
- #curPlayer.SetFreePoint(curPlayer.GetFreePoint() + addPoint)
- #DataRecordPack.DR_Freepoint(curPlayer, "ChangeJob", addPoint, {"job":changeJob})
-
- #设置职业
- curPlayer.SetJob(changeJob)
-
- playerControl = PlayerControl.PlayerControl(curPlayer)
- playerControl.RefreshAllState()
-
- PlayerReincarnation.DoPlayerReincarnation(curPlayer)
- return True
#---------------------------------------------------------------------
##删除物品
@@ -4890,7 +4801,7 @@
# @return 无
# @remarks 跑环任务结束处理,删除或者随机下一个
def __RunAroundMission(curPlayer, missionID, curMissionData, curActionNode):
- GameWorld.Log("__RunAroundMission----%s"%missionID)
+ GameWorld.Log("__RunAroundMission----%s"%missionID, curPlayer.GetID())
#任务完成,触发随机跑环
run_event = GameWorld.ToIntDef(curActionNode.GetAttribute("run_around"), 0)
firstMissionID = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0)
@@ -5234,14 +5145,21 @@
def OnAroundMissionFinish(curPlayer, missionType, addCnt=1):
#跑环任务id列表
# 活跃度
+ GameWorld.Log(' 跑环完成触发活跃度 missionType=%s'%missionType, curPlayer.GetPlayerID())
if missionType == QuestCommon.Def_Mission_Type_RunDaily:
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:
PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_FamilyRunMission, addCnt)
PlayerFamily.AddFamilyActivity(curPlayer, ShareDefine.FamilyActive_Task, addCnt)
+ else:
+ GameWorld.Log(' 跑环完成触发活跃度异常 missionType=%s'%missionType, curPlayer.GetPlayerID())
return
@@ -5284,66 +5202,6 @@
for lvInfo in runAroundReward.Rewards:
if curRewardLV >= lvInfo[0] and curRewardLV <= lvInfo[1]:
return runAroundReward.Rewards[lvInfo]
-
- return
-
-
-##转生后跑环奖励处理
-# @param curPlayer 玩家实例
-# @param curMission 任务实例
-# @return 返回值无意义
-# @remarks 转生后跑环奖励处理
-def __ReinAddRunAroundReward(curPlayer, curMission):
- runAroundReward = FindQuestFunc(curMission.GetMissionID()).RunAroundReward
-
- lvReward = GetRunAroundReward(curPlayer, runAroundReward, rewardLV=0, isMaxLV=True)
- if not lvReward:
- GameWorld.Log("转生跑环奖励错误 id = %d" % curMission.GetMissionID() , curPlayer.GetPlayerID())
- return
-
- #金钱奖励最大等级
- if lvReward.Money != 0:
- curMission.SetProperty(Def_Run_Around_Reward_Money, lvReward.Money)
-
-#---------------------------------------------------------------------
-##转生后每日任务新增奖励
-# @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 <Reincarnation_Add_Reward />
-def DoType_Reincarnation_Add_Reward(curPlayer, curMission, curActionNode):
- #没转生不处理
- curReinLV = curPlayer.GetReincarnationLv()
- if curReinLV < 1:
- return
-
- dayEventReward = FindQuestFunc(curMission.GetMissionID()).DayEventReward
-
- if dayEventReward == None:
- GameWorld.Log("转生奖励错误 id = %d" % curMission.GetMissionID() , curPlayer.GetPlayerID())
- return
-
- curRewardLV = dayEventReward.MaxLV
- familyLV = curPlayer.GetFamilyLV()
-
- #当前等级任务奖励结构体
- curLVDayEventReward = dayEventReward.Rewards[curRewardLV]
-
- #金钱奖励最大等级
- if curLVDayEventReward.Money != 0:
- curMission.SetProperty(Def_Day_Event_Reward_Money, curLVDayEventReward.Money)
-
- #家族活跃最大等级
- if curLVDayEventReward.PlayerFamilyActiveValue != 0:
- curMission.SetProperty(Def_Day_Event_Reward_Player_Family_ActiveValue, (curLVDayEventReward.PlayerFamilyActiveValue) * familyLV)
-
- #镖车压金最大等级
- if curLVDayEventReward.TruckMoney != 0:
- curMission.SetProperty(Def_Day_Event_Reward_Truck_Money, curLVDayEventReward.TruckMoney)
-
- #转生后跑环奖励处理
- __ReinAddRunAroundReward(curPlayer, curMission)
return
@@ -5401,7 +5259,6 @@
randStarList = eval(ReadChConfig.GetChConfig('RunAround_Star'))
aroundStar = GameWorld.GetResultByRandomList(randStarList, 1)
- #vipStar = PlayerCostVIP.GetRoundStar(curPlayer)
vipStar = 0
if vipStar > 0:
aroundStar = vipStar
@@ -5436,7 +5293,7 @@
# @remarks 设置跑环任务奖励 <set_run_around_reward multiple="指定倍数" id_name="任务ID存储key" />
def DoType_Set_Run_Around_Reward(curPlayer, curMission, curActionNode):
curMissionID = curMission.GetMissionID()
- GameWorld.Log("DoType_Set_Run_Around_Reward---%s"%curMissionID)
+ GameWorld.Log("DoType_Set_Run_Around_Reward---%s"%curMissionID, curPlayer.GetID())
idNameStr = curActionNode.GetAttribute("id_name")
if curMission and idNameStr != "":
questID = GameWorld.ToIntDef(curMission.GetProperty(idNameStr), 0)
@@ -6085,6 +5942,34 @@
curMission.SetProperty(key, PlayerHorse.GetHorseSumLV(curPlayer))
return
+##设置某阶达到强化等级的件数
+# @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_Pluslvpartcnt key="" id="" classLV="" plusLV=""/>
+def DoType_Set_Pluslvpartcnt(curPlayer, curMission, curActionNode):
+ key = curActionNode.GetAttribute("key")
+ questID = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0)
+ if questID != 0:
+ curMission = curPlayer.FindMission(questID)
+ classLV = GameWorld.ToIntDef(curActionNode.GetAttribute("classLV"), 0)
+ if not classLV:
+ return
+ 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
+
+ curMission.SetProperty(key, totalCnt)
+ return
+
##设置强化总等级
# @param curPlayer 玩家实例
# @param curMission 任务实例
@@ -6106,11 +5991,11 @@
# @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))
+# 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
@@ -6485,6 +6370,18 @@
conditionValue = GameWorld.ToIntDef(curConditionNode.GetAttribute("value"), 0)
return PlayerMagicWeapon.GetIsActiveMagicWeapon(curPlayer, mwid, conditionValue)
+##判断魔族法宝通关关卡
+# @param curPlayer 玩家实例
+# @param curMission 任务实例
+# @param curConditionNode节点信息
+# @return 返回值, 是否通过检查
+# @remarks <Check_Magicweapon_Passfblv" mwid="法宝ID" value="期望值" />
+def ConditionType_Check_Magicweapon_Passfblv(curPlayer, curMission, curConditionNode):
+ mwid = GameWorld.ToIntDef(curConditionNode.GetAttribute("mwid"), 0)
+ conditionValue = GameWorld.ToIntDef(curConditionNode.GetAttribute("value"), 0)
+ fbpasslv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWFBPassLevel % mwid)
+ return fbpasslv >= conditionValue
+
#---------------------------------------------------------------------
##是否拥有足够的竞技点
# @param curPlayer 玩家实例
@@ -6617,52 +6514,6 @@
__NPCAllowResetWorldPos(curPlayer, mapID, bornX, bornY, False)
return
-
-
-
-#---------------------------------------------------------------------
-##执行玩家转生
-# @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 <Player_Reincarnation />
-def DoType_Player_Reincarnation(curPlayer, curMission, curActionNode):
- PlayerReincarnation.DoPlayerReincarnation(curPlayer)
- return
-
-#---------------------------------------------------------------------
-##判断玩家是否转生
-# @param curPlayer 玩家实例
-# @param curMission 任务实例
-# @param curConditionNode节点信息
-# @return 返回值, 是否通过检查
-# @remarks <Player_Is_Reincarnation result="期望的结果" />
-def ConditionType_Player_Is_Reincarnation(curPlayer, curMission, curConditionNode):
- #<Player_Is_Reincarnation result=""> 0:没转,1:有转
- result = GameWorld.ToIntDef(curConditionNode.GetAttribute("result"), 0)
- #转生等级
- curReinLV = curPlayer.GetReincarnationLv()
- if curReinLV > 0:
- return True == result
- else:
- return False == result
-
- return
-
-##判断玩家转生数
-# @param curPlayer 玩家实例
-# @param curMission 任务实例
-# @param curConditionNode节点信息
-# @return 返回值, 是否通过检查
-# @remarks <Player_Reincarnation result="期望的结果" />
-def ConditionType_Player_Reincarnation(curPlayer, curMission, curConditionNode):
- #<Player_Reincarnation result="1"> # 玩家是否1转
- result = GameWorld.ToIntDef(curConditionNode.GetAttribute("result"), 0)
- #转生等级
- curReinLV = curPlayer.GetReincarnationLv()
- return curReinLV == result
-
#---------------------------------------------------------------------
##给予玩家技能
@@ -7199,12 +7050,6 @@
realmlv = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
return curPlayer.GetOfficialRank() >= realmlv
-##法宝之魂是否激活
-# @param None
-# @return None <Mwsoul value="id"/>
-def ConditionType_Mwsoul(curPlayer, curMission, curActionNode):
- 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
@@ -7222,21 +7067,7 @@
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
@@ -7252,12 +7083,31 @@
totalcnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
return ChEquip.GetTotalPlusLV(curPlayer, False) >= totalcnt
+##判断某阶强化等级达到X的件数是否达到
+# @param None
+# @return None <Classlvpluslv classLV="" plusLV="" value="cnt"/>
+def ConditionType_Classlvpluslv(curPlayer, curMission, curActionNode):
+ classLV = GameWorld.ToIntDef(curActionNode.GetAttribute("classLV"), 0)
+ if not classLV:
+ return
+ 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
+ return totalCnt >= GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
+
##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
+ return #ChEquip.GetTotalEquipStars(curPlayer) >= totalcnt
##激活法宝,确认与成就逻辑后使用
# @param None
@@ -7265,8 +7115,6 @@
def DoType_Active_Magicweapon(curPlayer, curMission, curActionNode):
mwID = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0)
PlayerMagicWeapon.DoActiveMW(curPlayer, mwID)
- PlayerMagicWeapon.NotifyMagicWeapon(curPlayer)
-
return
## 人物隐身 <Visible id="0隐身1现身"/>
@@ -7294,3 +7142,12 @@
return
+def DoType_Setfairydomain(curPlayer, curMission, curActionNode):
+ ## 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
+ PlayerFairyDomain.EndFairyDomain(curPlayer)
+
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FairyDomainState, 2)
+ PlayerFairyDomain.NotifyVisitFairyDomainInfo(curPlayer)
+ return
\ No newline at end of file
--
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