From 8fcbc76b6acb09d6a940e2ea374cceb270b4e4da Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期五, 19 四月 2019 14:13:05 +0800
Subject: [PATCH] 6374 开功能命令报错修复

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py |   21 +++++++++------------
 1 files changed, 9 insertions(+), 12 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py
index bb509e0..135532a 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py
@@ -42,7 +42,6 @@
 import PlayerRune
 import Operate_EquipStone
 import Operate_EquipWash
-import Operate_EquipSuitCompose
 import PlayerFeastRedPacket
 import PlayerDogz
 import QuestCommon
@@ -86,7 +85,6 @@
         SetSuccFinish(curPlayer, succID, 0)
         
         Sync_SuccTypeIndexAwardRecord(curPlayer, [succID], True) #设置成未领取的在外层同步
-        PlayerMagicWeapon.ActiveMagicWeapon(curPlayer, succID)
         EventShell.EventRespons_SuccessFinish(curPlayer, succID)
         
     return 
@@ -321,7 +319,7 @@
             ResetSuccessByType(curPlayer, succType)
             for pType, indexList in ChConfig.Pack_EquipPart_CanPlusStar.items():
                 for i in indexList:
-                    equipPartStarLV = ChEquip.GetEquipPartStarLV(curPlayer, pType, i)
+                    equipPartStarLV = ChEquip.GetEquipPartPlusLV(curPlayer, pType, i)
                     for pluslv in xrange(1, equipPartStarLV+1):
                         DoAddSuccessProgress(curPlayer, succType, 1, [pluslv])
                     
@@ -362,8 +360,8 @@
                     curSkillLV = curSkill.GetSkillLV()
                     UptateSuccessProgress(curPlayer, succType, curSkillLV, [curSkill.GetSkillTypeID()])
             
-        elif succType == ShareDefine.SuccType_EquipSuit:
-            Operate_EquipSuitCompose.DoSuiteSuccess(curPlayer)
+#        elif succType == ShareDefine.SuccType_EquipSuit:
+#            Operate_EquipSuitCompose.DoSuiteSuccess(curPlayer)
         elif succType == ShareDefine.SuccType_FamilyTechLV:
             ResetSuccessByType(curPlayer, succType)
             techNeedLVDict = IpyGameDataPY.GetFuncEvalCfg('FamilyTechNeedLV', 1, {})
@@ -452,8 +450,8 @@
             continue
         succType = succData.succType
         condition = succData.condition
-        if not GetSuccFinishValue(curPlayer, succType, condition):
-            continue
+        #if not GetSuccFinishValue(curPlayer, succType, condition):
+        #    continue
         SetSuccFinishValue(curPlayer, succType, condition, 0)
         SetSuccFinish(curPlayer, succID, False)
         SetSuccHasGot(curPlayer, succID, False)
@@ -563,11 +561,11 @@
         
         itemQuality = curEquip.GetItemQuality()
         classLV = ItemCommon.GetItemClassLV(curEquip)
-        if equipIndex not in [ShareDefine.retWing,ShareDefine.retGuard,ShareDefine.retHorse]:
+        if equipIndex not in [ShareDefine.retWing,ShareDefine.retGuard1,ShareDefine.retGuard2,ShareDefine.retHorse]:
             DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipColorItem, 1, [classLV, itemColor])
-        if equipIndex in ChConfig.BaseEquipPlace_Weapon:
+        if equipIndex in ChConfig.EquipPlace_BaseWeapon:
             DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipWeapon, 1, [itemColor, itemQuality, classLV])
-        elif equipIndex in ChConfig.BaseEquipPlace_Armor:
+        elif equipIndex in ChConfig.EquipPlace_BaseArmor:
             DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipArmor, 1, [itemColor, itemQuality, classLV])
         
         elif equipIndex == ShareDefine.retWing:
@@ -1012,8 +1010,7 @@
     # 给物品
     if isGiveItem:
         for itemID, itemCnt in itemDict.items():
-            isPutIn = ItemControler.GivePlayerItem(curPlayer, itemID, itemCnt, 1,
-                                                   [IPY_GameWorld.rptItem, IPY_GameWorld.rptAnyWhere], True)
+            isPutIn = ItemControler.GivePlayerItem(curPlayer, itemID, itemCnt, 0, [IPY_GameWorld.rptItem, IPY_GameWorld.rptAnyWhere])
        
     #给钱
     for moneyType, value in succData.moneyDict.items():

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