From 84f8b05044e64036c5abb6b840bf0fd96f8c3bc2 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期五, 21 十二月 2018 18:09:32 +0800 Subject: [PATCH] 5424 【后端】【1.4】跨服竞技场开发(流程调通版,可匹配、PK、结算,其他功能没有) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py | 205 +++++++++++++++++++++++++++++++++++++++------------ 1 files changed, 157 insertions(+), 48 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py index 09556f1..8971a63 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py @@ -47,7 +47,7 @@ import BossHurtMng import PlayerSuperMarket import GameLogic_FamilyInvade -#import GameLogic_MunekadoTrial +import GameLogic_GatherSoul import FormulaControl import PlayerMagicWeapon import PlayerBossReborn @@ -159,6 +159,11 @@ # 根据平均等级 elif lvStrengthenType == 1: strengthenLV = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenAverageLV) + # 根据按成长等级的上下限随机 + elif lvStrengthenType == 4: + randMinLV = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenMinLV) + randMaxLV = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenMaxLV) + strengthenLV = random.randint(randMinLV, randMaxLV) if strengthenIpyData.GetCmpNPCBaseLV(): strengthenLV = max(strengthenLV, curNPC.GetLV()) @@ -209,6 +214,62 @@ curNPC.Notify_HPEx() curNPC.Notify_MaxHPEx() #GameWorld.DebugLog(" aftHP=%s,aftMaxHP=%s" % (aftHP, aftMaxHP)) + + # 机器人复活初始化给技能 + if isReborn and curNPC.GetType() == ChConfig.ntRobot: + __OnFBRobotReborn(curNPC, strengthenLV) + + return + +def __OnFBRobotReborn(curNPC, npcLV): + tick = GameWorld.GetGameWorld().GetTick() + lineID = GameWorld.GetGameWorld().GetLineID() + objID = curNPC.GetID() + jobSkillDict = IpyGameDataPY.GetFuncEvalCfg("FBRobotCfg", 1) + robotJob = random.choice(jobSkillDict.keys()) + lineRobotJobDict = PyGameData.g_fbRobotJobDict.get(lineID, {}) + lineRobotJobDict[objID] = robotJob + PyGameData.g_fbRobotJobDict[lineID] = lineRobotJobDict + skillInfoDict = jobSkillDict[robotJob] + skillIDList = [] + for skillInfo, needLV in skillInfoDict.items(): + if npcLV < needLV: + continue + if isinstance(skillInfo, int): + skillIDList.append(skillInfo) + else: + skillIDList += list(skillInfo) + GameWorld.DebugLog("给机器人NPC技能: objID=%s,robotJob=%s,npcLV=%s, %s" % (objID, robotJob, npcLV, skillIDList)) + skillManager = curNPC.GetSkillManager() + for skillID in skillIDList: + skillManager.LearnSkillByID(skillID) + playerManager = GameWorld.GetMapCopyPlayerManager() + for index in xrange(playerManager.GetPlayerCount()): + curPlayer = playerManager.GetPlayerByIndex(index) + if not curPlayer: + continue + FBLogic.DoFBHelp(curPlayer, tick) + return + + +def __DoGiveVSPlayerNPCSkill(curNPC, job, npcLV): + skillManager = curNPC.GetSkillManager() + jobSkillDict = IpyGameDataPY.GetFuncEvalCfg("XMZZRobotSkill", 1) + if job not in jobSkillDict: + return + skillInfoDict = jobSkillDict[job] + #{1:{(100, 101, 102, 103):1, 50000:100, 50100:200, 50400:300}, 2:{(200, 201, 202, 203):1, 55000:100, 55100:200, 55200:300}} + skillIDList = [] + for skillInfo, needLV in skillInfoDict.items(): + if npcLV < needLV: + continue + if isinstance(skillInfo, int): + skillIDList.append(skillInfo) + else: + skillIDList += list(skillInfo) + GameWorld.DebugLog("给NPC技能: job=%s,npcLV=%s, %s" % (job, npcLV, skillIDList)) + for skillID in skillIDList: + skillManager.LearnSkillByID(skillID) return def GetNPCStrengthenAttrDict(npcID, strengthenLV=0, strengthenPlayerCnt=0, strengthenIpyData=None): @@ -335,7 +396,7 @@ return attrDict def GiveKillNPCDropPrize(curPlayer, mapID, npcCountDict, exp_rate=None, mailTypeKey=None, isMail=False, - extraItemList=[], prizeMultiple=1, dropItemMapInfo=[]): + extraItemList=[], prizeMultiple=1, dropItemMapInfo=[], curGrade=0): '''给玩家击杀NPC掉落奖励 @param mapID: 击杀的NPC所在地图ID,注意次地图并不一定是玩家当前地图 @param npcCountDict: 执行单次时所击杀的npc数量字典 {npcID:count, ...} @@ -375,7 +436,7 @@ # 掉落有概率因素,需多次执行 for dCount in xrange(1, totalCount + 1): isKillCountDropEquipEx = dCount == 1 # 同一只NPC一次处理中多次击杀的情况,只算一次附加装备处理 - dropInfo = GetNPCDropInfo(curPlayer, mapID, npcID, isKillCountDropEquipEx=isKillCountDropEquipEx) + dropInfo = GetNPCDropInfo(curPlayer, mapID, npcID, isKillCountDropEquipEx=isKillCountDropEquipEx, curGrade=curGrade) if not dropInfo: continue dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue = dropInfo @@ -690,7 +751,7 @@ % (npcID, killCount, dropIDCountDict, dropIDBindDict, dropMoney), playerID) return dropIDCountDict, dropIDBindDict, dropMoney -def GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList=[], ipyDrop=None, isSingle=True, isKillCountDropEquipEx=True): +def GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList=[], ipyDrop=None, isSingle=True, isKillCountDropEquipEx=True, curGrade=0): '''获取NPC掉落信息, 击杀及扫荡通用,调用该函数获得掉落信息,然后再看掉落地板上还是直接放入背包 @param dropPlayer: 用于判断调用相关用的玩家示例,该玩家并不一定是击杀者,只是按一定规则设定的掉落判断依据的玩家 如队伍,取等级最大的玩家,该玩家并不一定是击杀者 @@ -782,7 +843,7 @@ indepRateDoCnt = ipyDrop.GetIndepRateDoCnt() if indepRateDoCnt: indepRateDoCnt = __GetNPCDropDoCountChange(indepRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd) - dropEquipInfoList += __GetNPCIndepRateEquipDrop(ipyDrop, indepRateDoCnt, equipDropRatePlus) + dropEquipInfoList += __GetNPCIndepRateEquipDrop(ipyDrop, indepRateDoCnt, equipDropRatePlus, curGrade) #GameWorld.DebugLog("阶,颜色,部位集合key,dropEquipInfoList=%s" % (dropEquipInfoList)) placeDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1) @@ -878,7 +939,7 @@ fbGradeColorStarRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 2) # 评级影响品质星级概率 {npcID:{(颜色,星级):[D级影响概率, ..., S级影响概率], ...}, ...} if npcID in fbGradeColorStarRateDict: gradeColorStarRateDict = fbGradeColorStarRateDict[npcID] - curGrade = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade) + curGrade = curGrade if curGrade else GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade) colorDropCntDict = {} # 装备颜色已经掉落数 {颜色:数量, ...} colorMaxDropCntDict = ipyDrop.GetIndepRateMaxDropCount() # {颜色:上限数量,...} @@ -953,7 +1014,7 @@ fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3) if npcID in fbGradePriItemIDDropDict: gradePriItemIDDropDict = fbGradePriItemIDDropDict[npcID] - curGrade = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade) + curGrade = curGrade if curGrade else GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade) priDropInfoList = gradePriItemIDDropDict.get(curGrade, []) priDropIDList = [] for priItemID, priItemCount in priDropInfoList: @@ -1227,17 +1288,17 @@ GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "GlobalDropRate", msgInfo, len(msgInfo)) # 4. 指定全服击杀次数必掉,算额外掉落 - globalKillDropDict = IpyGameDataPY.GetFuncEvalCfg("GlobalDropCD", 2) # {NPCID:{击杀次数:[是否本职业, [物品ID, ...], [随机物品ID, ...]]}, ...} + globalKillDropDict = IpyGameDataPY.GetFuncEvalCfg("GlobalDropCD", 2) # {NPCID:{击杀次数:[是否本职业, {物品ID:个数, ...}, [[随机物品ID,个数], ...]]}, ...} if npcID in globalKillDropDict: killCountDropDict = globalKillDropDict[npcID] updNPCKilledCount = min(gw.GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_NPCKilledCount % npcID) + 1, ShareDefine.Def_UpperLimit_DWord) - GameWorld.DebugLog("更新全服击杀次数: %s" % updNPCKilledCount) + GameWorld.Log("更新全服击杀次数:npcID=%s, %s" % (npcID, updNPCKilledCount)) # 通知GameServer记录 msgInfo = str([npcID, updNPCKilledCount]) GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "GlobalKillCount", msgInfo, len(msgInfo)) if updNPCKilledCount in killCountDropDict: - isJobLimit, itemIDList, randItemIDList = killCountDropDict[updNPCKilledCount] - for itemID in itemIDList: + isJobLimit, itemIDCountDict, randItemIDCountList = killCountDropDict[updNPCKilledCount] + for itemID, itemCount in itemIDCountDict.items(): if isJobLimit: itemData = GameWorld.GetGameData().GetItemByTypeID(itemID) if not itemData: @@ -1247,12 +1308,12 @@ # 非本职业可用,不掉落 GameWorld.DebugLog("全服击杀次数必掉,非本职业可用,不掉落! itemID=%s" % itemID) continue - dropItemIDList.append(itemID) - GameWorld.DebugLog("全服击杀次数必掉物品: itemID=%s" % itemID) - if randItemIDList: + dropItemIDList += [itemID] * itemCount + GameWorld.Log("全服击杀次数必掉物品: itemID=%s,itemCount=%s" % (itemID, itemCount)) + if randItemIDCountList: if isJobLimit: randJobItemList = [] - for rItemID in randItemIDList: + for rItemID, rItemCount in randItemIDCountList: itemData = GameWorld.GetGameData().GetItemByTypeID(rItemID) if not itemData: continue @@ -1261,12 +1322,12 @@ # 非本职业可用,不掉落 GameWorld.DebugLog("全服击杀次数必掉随机,非本职业可用,不掉落! rItemID=%s" % rItemID) continue - randJobItemList.append(rItemID) - randItemID = random.choice(randJobItemList) + randJobItemList.append([rItemID, rItemCount]) + randItemID, randItemCount = random.choice(randJobItemList) else: - randItemID = random.choice(randItemIDList) - dropItemIDList.append(randItemID) - GameWorld.DebugLog("全服击杀次数必掉随机物品: randItemID=%s" % randItemID) + randItemID, randItemCount = random.choice(randItemIDCountList) + dropItemIDList += [randItemID] * randItemCount + GameWorld.Log("全服击杀次数必掉随机物品: randItemID=%s,randItemCount=%s" % (randItemID, randItemCount)) return dropItemIDList @@ -1335,7 +1396,7 @@ #GameWorld.DebugLog("饼图装备掉落结果: doCnt=%s, %s" % (doCnt, dropEquipInfoList)) return dropEquipInfoList -def __GetNPCIndepRateEquipDrop(ipyDrop, doCnt, equipDropPlus): +def __GetNPCIndepRateEquipDrop(ipyDrop, doCnt, equipDropPlus, curGrade=0): ## 获取NPC独立掉率装备掉落信息 npcID = ipyDrop.GetNPCID() indepRateDict = ipyDrop.GetIndepRateDrop() # {(阶,颜色,部位集合key):概率,...} @@ -1346,7 +1407,7 @@ fbGradeColorRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 1) #{npcID:{颜色:[D级影响概率, ..., S级影响概率], ...}, ...} if npcID in fbGradeColorRateDict: gradeColorRateDict = fbGradeColorRateDict[npcID] - curGrade = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade) + curGrade = curGrade if curGrade else GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade) #colorDropCntDict = {} # 装备颜色已经掉落数 {颜色:数量, ...} dropEquipInfoList = [] @@ -1986,9 +2047,8 @@ # 设置npc死亡及自身处理 SetDeadEx(summonNPC) - if curNPC.GetGameObjType() == IPY_GameWorld.gotNPC and \ - curNPC.GetGameNPCObjType() == IPY_GameWorld.gnotSummon: - FBLogic.DoFB_SummonNPCDead(curNPC) + if curNPC.GetGameObjType() == IPY_GameWorld.gotNPC: + FBLogic.DoFB_NPCDead(curNPC) summonPlayerID = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_SummonMapNPCPlayerID) if summonPlayerID > 0: @@ -2019,7 +2079,12 @@ AttackCommon.ClearTeamPlayerHurtValue(curNPC) # 清除自定义伤血列表 #BossHurtMng.ClearHurtValueList(curNPC) - + if curNPC.GetType() == ChConfig.ntRobot: + lineID = GameWorld.GetGameWorld().GetLineID() + lineRobotJobDict = PyGameData.g_fbRobotJobDict.get(lineID, {}) + lineRobotJobDict.pop(curNPC.GetID(), 0) + PyGameData.g_fbRobotJobDict[lineID] = lineRobotJobDict + # C++设置npc死亡 curNPC.SetDead(curNPC.GetDictByKey(ChConfig.Def_NPCDead_Reason), curNPC.GetDictByKey(ChConfig.Def_NPCDead_KillerType), @@ -2382,7 +2447,7 @@ def GetIsBossView(self): # 主动视野情况,GetIsBoss 0 1 4 为普通NPC视野(有视野范围配置,但去除视野刷新),其他为BOSS类视野有刷新 curNPC = self.__Instance - if not ChConfig.IsGameBoss(curNPC) and not GetFaction(curNPC): + if not ChConfig.IsGameBoss(curNPC) and not GetFaction(curNPC) and curNPC.GetType() != ChConfig.ntRobot: return False return True @@ -3654,7 +3719,7 @@ # @remarks 刷新NPC属性 def RefreshNPCAttrState(self, canSyncClient=True, isReborn=False): curNPC = self.__Instance - curNPCMaxHP_Before = GameObj.GetMaxHP(curNPC) + #curNPCMaxHP_Before = GameObj.GetMaxHP(curNPC) #清空NPC战斗属性 curNPC.ClearBattleEffect() #-------------------------------------------- @@ -3691,6 +3756,28 @@ return + def SetHelpBattleRobotRebornAttr(self, fightPower): + '''助战机器人只设置血量属性 + 血量算法,(助战玩家=助战机器人):每个副本配置伤害*(助战玩家战力/副本规定战力)*系数值 系数值暂定为50 + ''' + curNPC = self.__Instance + mapID = FBCommon.GetRecordMapID(GameWorld.GetMap().GetMapID()) + funcLineID = FBCommon.GetFBPropertyMark() + ipyData = IpyGameDataPY.GetIpyGameData("FBHelpBattle", mapID, funcLineID) + if not ipyData: + return + + SetSuppressFightPower(curNPC, fightPower) + fbFightPower = ipyData.GetFightPowerMin() + baseHurt = ipyData.GetRobotBaseHurt() + hpCoefficient = ipyData.GetRobotHPCoefficient() + maxHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("HelpBattleRobot", 2))) + GameWorld.DebugLog("设置助战机器人属性: objID=%s,fightPower=%s,maxHP=%s" % (curNPC.GetID(), fightPower, maxHP)) + GameObj.SetMaxHP(curNPC, maxHP) + GameObj.SetHP(curNPC, maxHP) + curNPC.Notify_HPEx() + curNPC.Notify_MaxHPEx() + return # NPC移动速度特殊处理,只处理百分比不能处理固定值 # 因为 ChConfig.TYPE_Calc_AttrSpeed 非服务端移动速度,偷懒处理法 @@ -3715,7 +3802,6 @@ # @remarks 刷新NPC行为属性 def RefreshNPCActionState(self): curNPC = self.__Instance - OperControlManager.ClearObjActionState(curNPC) #根据BUFF 加上状态 @@ -3919,7 +4005,7 @@ return moneyID return moneyItemList[-1][1] - def __NPCSpecialDropItem(self, ownerPlayerList, ipyDrop): + def __NPCSpecialDropItem(self, dropPlayer, ownerPlayerList, ipyDrop): '''特殊掉落 (私有特殊掉落 + 击杀次数特殊掉落), 支持摸怪 @return: None @return: [[ownerPlayer, itemID, isBind, isDropInItemPack], ...] @@ -3927,6 +4013,12 @@ curNPC = self.__Instance npcID = curNPC.GetNPCID() specDropItemList = [] + + playerLV = dropPlayer.GetLV() + maxDropLV = ipyDrop.GetMaxDropLV() + if maxDropLV and playerLV > maxDropLV: + GameWorld.DebugLog("超过最大可掉落等级,不掉落物品,特殊掉落!npcID=%s,playerLV(%s) > maxDropLV(%s)" % (npcID, playerLV, maxDropLV)) + return specDropItemList # 私有掉落 fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3) @@ -4027,7 +4119,7 @@ mapID = FBCommon.GetRecordMapID(mapID) isGameBoss = ChConfig.IsGameBoss(curNPC) if isGameBoss: - GameWorld.Log("NPC开始掉落: npcID=%s,dropPlayerID=%s" % (npcID, dropPlayer.GetPlayerID())) + GameWorld.Log("NPC开始掉落: npcID=%s,dropPlayerID=%s" % (npcID, dropPlayer.GetPlayerID()), dropPlayer.GetPlayerID()) if mapID == ChConfig.Def_FBMapID_MunekadoTrial: return ipyDrop = GetNPCDropIpyData(npcID) @@ -4051,13 +4143,17 @@ dropIDList += [moneyID] * dropMoneyCnt specItemSign = "SpecItem" - playerSpecDropList = self.__NPCSpecialDropItem(ownerPlayerList, ipyDrop) # 特殊掉落 [[ownerPlayer, itemID, isBind, isDropInItemPack], ...] 私有特殊掉落 + 击杀次数特殊掉落 + playerSpecDropList = self.__NPCSpecialDropItem(dropPlayer, ownerPlayerList, ipyDrop) # 特殊掉落 [[ownerPlayer, itemID, isBind, isDropInItemPack], ...] 私有特殊掉落 + 击杀次数特殊掉落 dropIDList += [specItemSign] * len(playerSpecDropList) if len(dropIDList) > 5: #打乱物品顺序 random.shuffle(playerSpecDropList) random.shuffle(dropIDList) + + if not dropIDList and isGameBoss: + GameWorld.ErrLog("Boss没有掉落: dropPlayerLV=%s,ipyWorldLV=%s,maxDropLV=%s" + % (dropPlayer.GetLV(), ipyDrop.GetMaxWorldLV(), ipyDrop.GetMaxDropLV()), dropPlayer.GetPlayerID()) gameMap = GameWorld.GetMap() dropPosX, dropPosY = curNPC.GetPosX(), curNPC.GetPosY() # 以NPC为中心点开始掉落 @@ -4088,9 +4184,16 @@ ownerType, ownerID = hurtType, hurtID itemCnt = moneyValue if itemID == moneyID else 1 isBind = dropIDBindDict.get(itemID, 1) - + curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, isBind) if not curItem: + continue + + if mapID == ChConfig.Def_FBMapID_GatherSoul:#聚魂副本特殊处理 + GameLogic_GatherSoul.KillGatherSoulNPCDropAward(itemID, itemCnt, isBind) + dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem) + self.SendVirtualItemDrop(ownerPlayer, itemID, resultX, resultY, dropItemDataStr) + curItem.Clear() continue if isDropInItemPack: @@ -4100,17 +4203,22 @@ if ItemControler.DoLogic_PutItemInPack(ownerPlayer, curItem, True, True, event=["NPCDrop", False, {"npcID":npcID}]): #通知客户端 - vItemDrop = ChPyNetSendPack.tagMCVirtualItemDrop() - vItemDrop.ItemTypeID = itemID - vItemDrop.PosX = resultX - vItemDrop.PosY = resultY - vItemDrop.UserData = dropItemDataStr - vItemDrop.UserDataLen = len(vItemDrop.UserData) - NetPackCommon.SendFakePack(ownerPlayer, vItemDrop) + self.SendVirtualItemDrop(ownerPlayer, itemID, resultX, resultY, dropItemDataStr) + else: self.__MapCreateItem(curItem, resultX, resultY, ownerType, ownerID) return + def SendVirtualItemDrop(self, player, itemID, posX, posY, userDataStr): + #通知客户端 + vItemDrop = ChPyNetSendPack.tagMCVirtualItemDrop() + vItemDrop.ItemTypeID = itemID + vItemDrop.PosX = posX + vItemDrop.PosY = posY + vItemDrop.UserData = userDataStr + vItemDrop.UserDataLen = len(vItemDrop.UserData) + NetPackCommon.SendFakePack(player, vItemDrop) + return #--------------------------------------------------------------------- ## NPC被杀死逻辑处理 # @param self 类实例 @@ -4812,7 +4920,7 @@ npcID = curNPC.GetNPCID() defObjType = curNPC.GetGameObjType() mapFBType = GameWorld.GetMap().GetMapFBType() - mapID = GameWorld.GetMap().GetMapID() + mapID = FBCommon.GetRecordMapID(GameWorld.GetMap().GetMapID()) playerID = curPlayer.GetPlayerID() # 如果是NPC @@ -4844,13 +4952,14 @@ PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_WorldBOSS) PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_WorldBOSS, 1) PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_WorldBoss, 1) - elif limitIndex == 1: #BOSS之家 - # BOSS之家BOSS击杀成就 - PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillBossHomeBoss, 1) - # 每日活动 - PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_BOSSHome) - PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_BOSSHome, 1) - PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_BossHome, 1) + if ChConfig.IsGameBoss(curNPC) and mapID == ChConfig.Def_FBMapID_BossHome: + #BOSS之家 + # BOSS之家BOSS击杀成就 + PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillBossHomeBoss, 1) + # 每日活动 + PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_BOSSHome) + PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_BOSSHome, 1) + PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_BossHome, 1) return -- Gitblit v1.8.0