From 875d928db2370eaaa6a43bf01d0761d7939dab5f Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期六, 13 十月 2018 17:14:42 +0800
Subject: [PATCH] 4064 【后端】【主干】直接给玩家的货币类物品优化处理; 2094 邮件发放神兽装备,神兽背包空间不足逻辑错误;

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventShell.py |  113 +++++++++++++++++++++++++++++++++++++++++++-------------
 1 files changed, 87 insertions(+), 26 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventShell.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventShell.py
index 4581294..a90e2d1 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventShell.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventShell.py
@@ -599,25 +599,29 @@
     Event_OnKillByID(curPlayer, npcTypeID)
     
     #触发按等级杀怪
-    #EventRespons_OnKillByLv(curPlayer, curNPC)
+    EventRespons_OnKillByLv(curPlayer, curNPC)
     return
 #---------------------------------------------------------------------
-###任务触发器_OnKillByLv 击杀指定等级的怪物
-##@param curPlayer 玩家实例
-##@param curNPC NPC实例
-##@return 返回值无意义
-##@remarks 任务触发器_OnKillByLv 击杀指定等级的怪物
-#def EventRespons_OnKillByLv(curPlayer, curNPC):
-#    #得到NPC的TypeID
-#    npcLV = curNPC.GetLV()     
-#    #运行on_kill_by_lv目录下的[NPCTypeID].xml文件
-#    QuestRunner.SetKillNPC(curNPC)
-#    
-#    RunQuestEvent(curPlayer, "on_kill_by_lv", npcLV, Def_RunQuestType_Normal)
-#    
-#    #触发每日任务杀怪
-#    RunDayEvent(curPlayer, "on_kill_by_lv", npcLV, QuestCommon.Def_Kill_Npc_LV)
-#    return
+##任务触发器_OnKillByLv 击杀指定等级的怪物
+#@param curPlayer 玩家实例
+#@param curNPC NPC实例
+#@return 返回值无意义
+#@remarks 任务触发器_OnKillByLv 击杀指定等级的怪物
+def EventRespons_OnKillByLv(curPlayer, curNPC):
+    if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
+        return
+    
+    #得到NPC的TypeID
+    npcLV = curNPC.GetLV()     
+    
+    #运行on_kill_by_lv目录下的[NPCTypeID].xml文件
+    #QuestRunner.SetKillNPC(curNPC)
+    
+    RunQuestEvent(curPlayer, "on_kill_by_lv", npcLV, Def_RunQuestType_Normal)
+    
+    #触发每日任务杀怪
+    RunDayEvent(curPlayer, "on_kill_by_lv", npcLV, QuestCommon.Def_Kill_Npc_LV)
+    return
 
 #---------------------------------------------------------------------
 ##任务触发器_完成某手机任务
@@ -1521,7 +1525,7 @@
     
     #触发每日任务杀怪
     RunDayEvent(curPlayer, "on_kill_by_feel", npcTypeID, QuestCommon.Def_Kill_Npc_ID)
-    
+    EventRespons_OnKillByLv(curPlayer, curNPC)
     return
 
 ## 完成任务
@@ -1617,14 +1621,6 @@
     RunQuestEvent(curPlayer, "on_buy_mission_sum", buyNum, Def_RunQuestType_RunAll)
     return
 
-## 坐骑升阶
-#  @param curPlayer 玩家实例
-#  @param  eventName
-#  @return None
-def EventRespons_OnHorseUp(curPlayer, updClassLV, updStarLV):
-    #星级*100+阶级
-    RunQuestEvent(curPlayer, "on_horseup", updStarLV*100+updClassLV, Def_RunQuestType_Normal)
-    return
 
 ## 穿装备触发判断所穿橙装数量
 #  @param curPlayer 玩家实例
@@ -1806,6 +1802,71 @@
     #当天已完成跑环数
     RunQuestEvent(curPlayer, "runtaskallcnt", '%s_%s'%(tastType, allcnt), Def_RunQuestType_Normal)
     return
+
+def EventRespons_RealmUp(curPlayer, realmlv):
+    #境界升级
+    RunQuestEvent(curPlayer, "realmup", realmlv, Def_RunQuestType_RunAll)
+    return
+
+def EventRespons_MWSoulActive(curPlayer, soulid):
+    #法宝之魂激活
+    RunQuestEvent(curPlayer, "mwsoulactive", soulid, Def_RunQuestType_RunAll)
+    return
+
+def EventRespons_PassQueenRelecs(curPlayer, lineID, grade):
+    #X级通关X层娲皇遗迹
+    RunQuestEvent(curPlayer, "passqueenrelecs", '%s_%s'%(lineID, grade), Def_RunQuestType_Normal)
+    return
+
+def EventRespons_HorseUp(curPlayer):
+    #坐骑升级
+    RunQuestEvent(curPlayer, "horseup", "horseup", Def_RunQuestType_Normal)
+    return
+
+def EventRespons_SuitPlus(curPlayer, cnt):
+    #2阶强化防具套装X件
+    RunQuestEvent(curPlayer, "suitplus", cnt, Def_RunQuestType_Normal)
+    return
+
+def EventRespons_TrialExchange(curPlayer, costItemID):
+    #宗门试炼兑换装备
+    RunQuestEvent(curPlayer, "trialexange", costItemID, Def_RunQuestType_Normal)
+    return
+
+def EventRespons_EquipByPlace(curPlayer, equipplace):
+    #穿戴某部位装备(非时效)
+    RunQuestEvent(curPlayer, "equipbyplace", equipplace, Def_RunQuestType_Normal)
+    return
+
+def EventRespons_CompoundEquip(curPlayer, itemColor, itemQuality):
+    #装备合成某品质某星级
+    RunQuestEvent(curPlayer, "compoundequip", '%s_%s'%(itemColor, itemQuality), Def_RunQuestType_Normal)
+    return
+
+def EventRespons_EquipWash(curPlayer, washType, washLV):
+    #装备洗练至X级
+    RunQuestEvent(curPlayer, "equipwash", '%s_%s'%(washType, washLV), Def_RunQuestType_Normal)
+    return
+
+def EventRespons_AddBourseItem(curPlayer):
+    #上架集市物品
+    RunQuestEvent(curPlayer, "addbourseitem", "addbourseitem", Def_RunQuestType_Normal)
+    return
+
+def EventRespons_StoreDonate(curPlayer):
+    #捐献仙盟装备
+    RunQuestEvent(curPlayer, "storedonate", "storedonate", Def_RunQuestType_Normal)
+    return
+
+def EventRespons_EquipPlus(curPlayer):
+    #强化等级变化
+    RunQuestEvent(curPlayer, "equipplus", "equipplus", Def_RunQuestType_Normal)
+    return
+
+def EventRespons_EquipStar(curPlayer):
+    #装备总星级变化
+    RunQuestEvent(curPlayer, "equipstar", "equipstar", Def_RunQuestType_Normal)
+    return
 #---------------------------------------------------------------------
 
 #================================================================================

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