def __init__(self,owner,levelRequire=0,qualityLevel=0):
     '''
     Constructor
     '''
     Component.__init__(self,owner)
     self._levelRequire = levelRequire #等级需求
     self._qualityLevel = qualityLevel #品质等级
 def __init__(self,owner):
     '''
     Constructor
     '''
     Component.__init__(self,owner)
     
     
 def __init__(self,owner,type=0,isBound=0):
     '''
     Constructor
     '''
     Component.__init__(self,owner)
     self._type = type #物品的绑定属性:0=非绑定物品1=拾取即绑定(物品出现在[角色]的[包裹栏],[临时包裹栏],或者[储存屋]即绑定)2=装备即绑定(物品被角色装备后即绑定)
     self._isBound = isBound #物品的当前的绑定状态
 def __init__(self, owner, dropConfigId = -1):
     '''
     Constructor
     '''
     Component.__init__(self, owner)
     self._dropConfigId = dropConfigId #掉落配置
     self._dropCoefficient = 10000 #玩家的掉落物品几率修正
Example #5
0
 def __init__(self, owner):
     '''
     Constructor
     '''
     Component.__init__(self, owner)
     self._tradeRecords = []  #玩家交易记录
     self._currentTradeRecord = None  #当前交易记录
     self._tradePackage = None  #交易栏对象
 def __init__(self, owner):
     '''
     Constructor
     '''
     Component.__init__(self, owner)
     self.fighter_owner = None
     self.fighter_enemy = None
     self.skillDelta = None
 def __init__(self,owner):
     '''
     Constructor
     '''
     Component.__init__(self,owner)
     self._tradeRecords = [] #玩家交易记录
     self._currentTradeRecord = None #当前交易记录
     self._tradePackage = None #交易栏对象
 def __init__(self, owner, activeSkill = 0, auxiliarySkills = [], passiveSkills = []):
     '''
     Constructor
     '''
     Component.__init__(self, owner)
     self._activeSkill = activeSkill #主动技能
     self._auxiliarySkills = auxiliarySkills #辅助技能组
     self._passiveSkills = passiveSkills #被动技能组
Example #9
0
 def __init__(self,owner,coin=0,gold=0,coupon=0):
     '''
     Constructor
     '''
     Component.__init__(self,owner)
     self._coin = coin #铜币
     self._gold = gold #黄金
     self._coupon = coupon #礼券
Example #10
0
 def __init__(self, owner, friends=[], enermies=[]):
     '''
     Constructor
     '''
     Component.__init__(self, owner)
     self._friendCount = 20  #玩家拥有好友数量上限(仇敌数量)<=100
     self._friends = friends  #好友
     self._enermies = enermies  #黑名单
 def __init__(self,owner,stack=10,sizeX=1,sizeY=1):
     '''
     Constructor
     '''
     Component.__init__(self,owner)
     self._stack = stack #可叠加数:'-1:不可叠加1~999:可叠加的数值
     self._width = sizeX #宽度
     self._height = sizeY #高度
 def __init__(self,owner,friends=[],enermies=[]):
     '''
     Constructor
     '''
     Component.__init__(self,owner)
     self._friendCount = 20#玩家拥有好友数量上限(仇敌数量)<=100
     self._friends = friends #好友
     self._enermies = enermies #黑名单
 def __init__(self, owner):
     '''
     Constructor
     '''
     Component.__init__(self, owner)
     self._shopQualityId = 0  #品质id
     self._shopExtraAttributeId = 0  #商店物品附加属性配置id
     self._minLevel = 0  #出现商品等级下限
     self._maxLevel = 0  #出现物品等级上限
Example #14
0
 def __init__(self, owner, level=10, exp=0):
     '''
     Constructor
     '''
     Component.__init__(self, owner)
     self._level = level  #玩家等级
     self._exp = exp  #玩家经验
     self._twiceExp = 0  #双倍经验值几率
     self.MAXLEVEL = 40  #满级ֵ
 def __init__(self, owner, level = 10, exp = 0):
     '''
     Constructor
     '''
     Component.__init__(self, owner)
     self._level = level #玩家等级
     self._exp = exp #玩家经验
     self._twiceExp = 0#双倍经验值几率
     self.MAXLEVEL = 40#满级ֵ
 def __init__(self, owner, id, basename):
     '''
     创建基本信息对象
     @param id: owner的id
     @param name: 基本名称(可能会根据某些规则才能获得具体名称)
     '''
     Component.__init__(self, owner)
     self.id = id  # owner的id
     self._baseName = basename  # 基本名字
 def __init__(self,owner):
     '''
     Constructor
     '''
     Component.__init__(self,owner)
     self._shopQualityId = 0 #品质id
     self._shopExtraAttributeId = 0 #商店物品附加属性配置id
     self._minLevel = 0 #出现商品等级下限
     self._maxLevel = 0 #出现物品等级上限
 def __init__(self, owner, id, basename):
     '''
     创建基本信息对象
     @param id: owner的id
     @param name: 基本名称(可能会根据某些规则才能获得具体名称)
     '''
     Component.__init__(self,owner)
     self.id = id                   # owner的id
     self._baseName = basename       # 基本名字
Example #19
0
 def __init__(self, owner):
     '''
     Constructor
     '''
     Component.__init__(self, owner)
     #以下的效果列表存放effectf_instance记录,并且有效果的icon
     self._skillEffects = [] #玩家所学技能产生的显示效果列表
     self._currentEffects = [] #玩家当前身上作用的物品效果
     self._invisibleEffects = []#隐式的效果列表
Example #20
0
 def __init__(self, owner):
     '''
     Constructor
     '''
     Component.__init__(self, owner)
     self._monsterId = 0  #修炼的怪物的id
     self._countHit = 0  #修炼的攻击次数
     self._startTime = u""  #修炼的开始时间
     self._endTime = u""  #修炼的结束时间
 def __init__(self, owner):
     '''
     Constructor
     '''
     Component.__init__(self, owner)
     self._monsterId = 0 #修炼的怪物的id
     self._countHit = 0 #修炼的攻击次数
     self._startTime = u"" #修炼的开始时间
     self._endTime = u"" #修炼的结束时间
 def __init__(self, owner):
     '''
     Constructor
     '''
     Component.__init__(self, owner)
     self._profession = 1 #职业
     self._professionStage = 0 #职业阶段
     self._professionPosition = 0 #职位
     self.info = loader.getById('profession', self._profession, '*') # 从数据表中读出的该职业的配置信息
Example #23
0
 def __init__(self, owner):
     """初始化宠物酒店
     """
     Component.__init__(self, owner)
     self.owner = owner
     self.ctime = 0  # 记录时间
     self.shop = []  # 宠物商店 (存储3个宠物模板)#[宠物模板id,宠物模板id]
     self.cs = 1  # 每天剩余免费次数
     self.indb = 0  # 是否已经写入数据库
     self.initPetWineshop()
Example #24
0
 def __init__(self, owner):
     '''初始化宠物酒店
     '''
     Component.__init__(self, owner)
     self.owner = owner
     self.ctime = 0  #记录时间
     self.shop = []  #宠物商店 (存储3个宠物模板)#[宠物模板id,宠物模板id]
     self.cs = 1  #每天剩余免费次数
     self.indb = 0  #是否已经写入数据库
     self.initPetWineshop()
 def __init__(self, owner):
     '''
     Constructor
     '''
     Component.__init__(self, owner)
     self._wareHousePackage = Package(6, 6)
     self._warehouses = 1
     self._deposit = 0
     self._warehouseItem = []
     self._warehousePageItem = []
 def __init__(self,owner):
     '''
     Constructor
     '''
     Component.__init__(self,owner)
     self._wareHousePackage = Package(6,6)
     self._warehouses = 1    
     self._deposit = 0
     self._warehouseItem = []
     self._warehousePageItem = []
 def __init__(self,owner,selfExtrAttributes=-1,dropExtraAttributes='',durability=0,damage=0,defense=0):
     '''
     Constructor
     '''
     Component.__init__(self,owner)
     self._selfExtrAttributes = selfExtrAttributes #自身附加属性列表
     self._dropExtraAttributes = dropExtraAttributes
     self._durability = durability #当前耐久
     self._damage = damage #伤害(攻击)
     self._defense = defense #防御
Example #28
0
 def __init__(self, owner):
     '''
     Constructor
     '''
     Component.__init__(self, owner)
     self._profession = 1  #职业
     self._professionStage = 0  #职业阶段
     self._professionPosition = 0  #职位
     self.info = loader.getById('profession', self._profession,
                                '*')  # 从数据表中读出的该职业的配置信息
Example #29
0
 def __init__(self, owner):
     '''
     Constructor
     '''
     Component.__init__(self, owner)
     self.shopPackage = Package(6, 8)
     self.weaponPagedItems = [[]]  #武器店分页后数组
     self.armorPagedItems = [[]]  #防具店...
     self.materialPagedItems = [[]]  #材料店...
     self.groceriesPagedItems = [[]]  #杂货店...
     self.REFRESHSHOPITEMSTIME = 3600
 def __init__(self,
              owner,
              activeSkill=0,
              auxiliarySkills=[],
              passiveSkills=[]):
     '''
     Constructor
     '''
     Component.__init__(self, owner)
     self._activeSkill = activeSkill  #主动技能
     self._auxiliarySkills = auxiliarySkills  #辅助技能组
     self._passiveSkills = passiveSkills  #被动技能组
 def __init__(self, owner):
     '''
     Constructor
     '''
     Component.__init__(self, owner)
     self.MAXENTERCOUNT = 2
     self._enterInstanceCount = 0
     self._instanceId = -1 #副本记录副本id
     self._instanceName = u"" #副本记录副本名称
     self._instancePlaceId = -1 #副本记录副本地点id
     self._instancePlaceName = u"" #副本记录副本地点名称
     self._isInstanceLocked = False #副本记录是否锁定
     self._instanceLayers = []#存放当前副本所有层
     self.init()
Example #32
0
 def __init__(self, owner):
     '''
     Constructor
     '''
     Component.__init__(self, owner)
     self.MAXREWARDQUESTCOUNT = 20
     self.AUTOFINISHTIME = 1800
     self.AUTOREFRESHTIME = 7200
     self.TEMPACTIVEQUESTCOUNT = 4
     self._progressingRecordList = [] #进行中任务记录 
     self._finishedRecordList = [] #完成任务记录
     self._callBol = True
     self._allQuestCallLater = None
     self._oneQuestCallLater = None
Example #33
0
 def __init__(self, owner):
     '''
     Constructor
     '''
     Component.__init__(self, owner)
     self.MAXENTERCOUNT = 2
     self._enterInstanceCount = 0
     self._instanceId = -1  #副本记录副本id
     self._instanceName = u""  #副本记录副本名称
     self._instancePlaceId = -1  #副本记录副本地点id
     self._instancePlaceName = u""  #副本记录副本地点名称
     self._isInstanceLocked = False  #副本记录是否锁定
     self._instanceLayers = []  #存放当前副本所有层
     self.init()
 def __init__(self,
              owner,
              selfExtrAttributes=-1,
              dropExtraAttributes='',
              durability=0,
              damage=0,
              defense=0):
     '''
     Constructor
     '''
     Component.__init__(self, owner)
     self._selfExtrAttributes = selfExtrAttributes  #自身附加属性列表
     self._dropExtraAttributes = dropExtraAttributes
     self._durability = durability  #当前耐久
     self._damage = damage  #伤害(攻击)
     self._defense = defense  #防御
 def __init__(self,owner,face=u"",intro=u"",startBattleSentence=u"",criSentence=u"",breSentence=u"",criAndBreSentence=u"",\
              missSentence=u"",beMissedSentence=u"",beCrackedSentence=u"",usingSkillSentence=u"",winSentence=u"",failSentence=u""):
     '''
     Constructor
     '''
     Component.__init__(self, owner)
     self._id = -1
     self._startBattleSentence = startBattleSentence  #战斗开始登场宣言
     self._criSentence = criSentence  #暴击宣言
     self._breSentence = breSentence  #破防宣言
     self._criAndBreSentence = criAndBreSentence  #暴击加破防宣言
     self._missSentence = missSentence  #闪避宣言
     self._beMissedSentence = beMissedSentence  #被闪避宣言
     self._beCrackedSentence = beCrackedSentence  #被重击宣言
     self._usingSkillSentence = usingSkillSentence  #使用技能宣言
     self._winSentence = winSentence  #胜利宣言
     self._failSentence = failSentence  #失败宣言
 def __init__(self,owner,face=u"",intro=u"",startBattleSentence=u"",criSentence=u"",breSentence=u"",criAndBreSentence=u"",\
              missSentence=u"",beMissedSentence=u"",beCrackedSentence=u"",usingSkillSentence=u"",winSentence=u"",failSentence=u""):
     '''
     Constructor
     '''
     Component.__init__(self,owner)
     self._id = -1
     self._startBattleSentence = startBattleSentence #战斗开始登场宣言
     self._criSentence = criSentence #暴击宣言
     self._breSentence = breSentence #破防宣言
     self._criAndBreSentence = criAndBreSentence #暴击加破防宣言
     self._missSentence = missSentence #闪避宣言
     self._beMissedSentence = beMissedSentence #被闪避宣言
     self._beCrackedSentence = beCrackedSentence #被重击宣言
     self._usingSkillSentence = usingSkillSentence #使用技能宣言
     self._winSentence = winSentence #胜利宣言
     self._failSentence = failSentence #失败宣言
 def __init__(self, owner):
     '''
     Constructor
     '''
     Component.__init__(self, owner)
     self._package = None #包裹栏
     self.setPackage()
     self._tempPackage = None #临时包裹栏
     self.setTempPackage()
     self._equipmentSlot = [] #装备栏
     self.setEquipment()
     self._warehousePackage = None
     self._warehouseItems = [] #仓库栏
     self._warehousePage = 0 #第几个仓库
     self.setWarehousePackage()
     self.setWarehousePackageItems(0)
     self._forgingPakcage = None #锻造包
    def __init__(self, owner, baseStr = 19, baseVit = 19, baseDex = 19, manualStr = 0, manualVit = 0, manualDex = 0, \
                 sparePoint = 0, hp = 0, mp = 0, energy = 200):
        '''
        Constructor
        '''
        Component.__init__(self, owner)
        self._baseStr = baseStr  #系统根据玩家职业赋予玩家的基础力量点数
        self._baseVit = baseVit #系统根据玩家职业赋予玩家的基础体质点数
        self._baseDex = baseDex #系统根据玩家职业赋予玩家的基础灵巧点数
        self._manualStr = manualStr #自定义加在力量上的点数
        self._manualVit = manualVit #自定义加在体质上的点数
        self._manualDex = manualDex #自定义加在灵巧上的点数
        self._extraStr = 0  #被动技能力量点数
        self._extraDev = 0  #被动技能灵巧点数
        self._extraVit = 0  #被动技能体质点数
        self._sparePoint = sparePoint #剩余属性点数

        self._hp = hp #当前生命:
        self._mp = mp #目前的法力ֵ
        self._energy = energy #当前活力

        self._speed_rate = 1
    def __init__(self, owner, baseStr = 19, baseVit = 19, baseDex = 19, manualStr = 0, manualVit = 0, manualDex = 0, \
                 sparePoint = 0, hp = 0, mp = 0, energy = 200):
        '''
        Constructor
        '''
        Component.__init__(self, owner)
        self._baseStr = baseStr  #系统根据玩家职业赋予玩家的基础力量点数
        self._baseVit = baseVit  #系统根据玩家职业赋予玩家的基础体质点数
        self._baseDex = baseDex  #系统根据玩家职业赋予玩家的基础灵巧点数
        self._manualStr = manualStr  #自定义加在力量上的点数
        self._manualVit = manualVit  #自定义加在体质上的点数
        self._manualDex = manualDex  #自定义加在灵巧上的点数
        self._extraStr = 0  #被动技能力量点数
        self._extraDev = 0  #被动技能灵巧点数
        self._extraVit = 0  #被动技能体质点数
        self._sparePoint = sparePoint  #剩余属性点数

        self._hp = hp  #当前生命:
        self._mp = mp  #目前的法力ֵ
        self._energy = energy  #当前活力

        self._speed_rate = 1
Example #40
0
 def fromXMLElement(cls, xmlElement, actorFactory):
   # Initialize empty actor object
   actor = actorFactory.makeEmpty()
   
   # Extract common Actor attributes such as id, description, parent
   actor.id = xmlElement.get('id', None)
   actor.description = xmlElement.get('description', None)
   actor.parent = xmlElement.get('parent', None)
   
   # Load actor's components
   components = xmlElement.find('components')
   for component in components:
     componentObj = Component.fromXMLElement(component, actor)
     if componentObj is not None:
       actor.components[componentObj.__class__.__name__] = componentObj
   
   # Recursively load child actors
   for child in xmlElement.find('children'):
     if child.tag == 'Actor':
       actor.children.append(cls.fromXMLElement(child, actorFactory))
   
   return actor
Example #41
0
    def fromXMLElement(cls, xmlElement, actorFactory):
        # Initialize empty actor object
        actor = actorFactory.makeEmpty()

        # Extract common Actor attributes such as id, description, parent
        actor.id = xmlElement.get('id', None)
        actor.description = xmlElement.get('description', None)
        actor.parent = xmlElement.get('parent', None)

        # Load actor's components
        components = xmlElement.find('components')
        for component in components:
            componentObj = Component.fromXMLElement(component, actor)
            if componentObj is not None:
                actor.components[
                    componentObj.__class__.__name__] = componentObj

        # Recursively load child actors
        for child in xmlElement.find('children'):
            if child.tag == 'Actor':
                actor.children.append(cls.fromXMLElement(child, actorFactory))

        return actor
Example #42
0
 def __init__(self, owner):
     '''
     Constructor
     '''
     Component.__init__(self, owner)
     self._camp = 0 #玩家所属阵营
 def __init__(self,owner):
     '''
     Constructor for SceneTeamComponent
     '''
     Component.__init__(self,owner)
     self._canEnter = False
Example #44
0
 def __init__(self, owner, mailList=[]):
     '''
     Constructor
     '''
     Component.__init__(self, owner)
     self._mailList = mailList  #玩家的邮件列表
Example #45
0
 def __init__(self, owner, tradType=1):
     '''
     Constructor
     '''
     Component.__init__(self, owner)
     self._tradeType = tradType  #可否被交易交易类型:1=可以被交易2=不可交易给[玩家]、[拍卖行]4=不可出售给[商店]
Example #46
0
 def __init__(self,owner,levelRequire=0):
     '''
     Constructor
     '''
     Component.__init__(self,owner)
     self._levelRequire = levelRequire #场景玩家等级限制
Example #47
0
 def __init__(self, owner):
     '''初始化爬塔信息
     '''
     Component.__init__(self, owner)
     self.record = {}  #角色战役记录
     self.initData()
Example #48
0
 def __init__(self, owner):
     Component.__init__(self, owner)
     self._npc_mem_ids = []
 def __init__(self, owner):
     '''
     Constructor for character team component
     '''
     Component.__init__(self, owner)
     self._team = TeamsManager().getMyTeamByID(0)
 def __init__(self,owner):
     '''初始化爬塔信息
     '''
     Component.__init__(self, owner)
     self.record = {}#角色战役记录
     self.initData()
 def __init__(self,owner,professionRequire=0):
     '''
     Constructor
     '''
     Component.__init__(self,owner)
     self._professionRequire = professionRequire #物品职业需求
 def __init__(self, owner):
     '''
     Constructor
     '''
     Component.__init__(self, owner)
 def __init__(self,owner):
     '''
     Constructor
     '''
     Component.__init__(self,owner)
     self._isBelongToInstance = False
 def __init__(self, owner):
     '''
     Constructor for SceneTeamComponent
     '''
     Component.__init__(self, owner)
     self._canEnter = False
Example #55
0
 def __init__(self, owner):
     '''
     Constructor
     '''
     Component.__init__(self, owner)
     self._isBelongToInstance = False