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
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
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
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
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
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
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
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): '''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
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()
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
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 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
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
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
def __init__(self, owner, mailList=[]): ''' Constructor ''' Component.__init__(self, owner) self._mailList = mailList #玩家的邮件列表
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]
def __init__(self,owner,levelRequire=0): ''' Constructor ''' Component.__init__(self,owner) self._levelRequire = levelRequire #场景玩家等级限制
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): 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
def __init__(self, owner): ''' Constructor ''' Component.__init__(self, owner) self._isBelongToInstance = False