Esempio n. 1
0
def qq(player,itemid,wqtype,baseQuality,jinbi,item):
    '''
    @param player: obj 角色实例
    @param itemid: int 物品id
    @param wqtype: int #装备类型id  1武器  2防具 3饰品  4强化石  0不是装备
    @param baseQuality: int 物品品质
    @param jinbi: int 需要花费多少金币
    @param item: obj 物品实例
    '''
#    item=player.pack._package._PropsPagePack.getItemInfoByItemid(itemid)#物品id
    qlevel=item.attribute.getStrengthen() #物品当前的强化等级
#    baseprobability=int(qhslevel/(qlevel/2.0+baseQuality*qhslevel)*5.0)#成功率百分比 x%    #(强化石Lv/(装备强化Lv/2+装备品质*强化石Lv))*5
    if qlevel>=player.level.getLevel():
        pushObjectNetInterface.pushOtherMessageByCharacterId(Lg().g(198), [player.baseInfo.id])
        return {'result':False,'message':Lg().g(198),'data':None}
    if not player:
        return {'result':False,'message':Lg().g(199),'data':None}
#    flg=False#金币是否足够
#    playercoin=player.finance.getCoin()#角色的金币数量
#    if playercoin>=jinbi:
#        flg=True
    zyid=item.baseInfo.getItemProfession()#职业类型限制 1战士 2 法师 3 游侠 4 牧师
    arraylist=configure.getAttributeByZyAndWqTypeid(zyid, wqtype,qlevel+1,baseQuality)#根据角色职业类型和装备类型获取增加的属性
    arraylist=arraylist[0]
    itemTemplateId=item.baseInfo.getItemTemplateId()
    data={'syname':arraylist[0],'syvalue':arraylist[1],'coin':jinbi,'itemTemplateId':itemTemplateId,'qlevel':qlevel+1}
    return{'result':True,'message':Lg().g(166),'data':data}
Esempio n. 2
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    def updateFJ(self):
        '''更新物品附加信息(适用于强化物品)'''
        qh = self.attribute.getStrengthen()

        pz = self.baseInfo.getItemTemplateInfo().get("baseQuality", 0)  #获取品质
        #        qh=StrengthenManager().getGainInfo(self.attribute.strengthen,pz) #获取强化信息
        itemProfession = self.baseInfo.getItemProfession(
        )  #职业类型限制 1战士 2 法师 3 游侠 4 牧师  0无属性
        #        if not qh:
        #            return False
        #        if self.attribute.strengthen>=0:
        #            pass
        #            #print " "
        iteminfo = self.baseInfo.getItemTemplateInfo()  #物品模板id信息
        typeid = iteminfo.get('bodyType', 0)
        arraylist = configure.getAttributeByZyAndWqTypeid(
            itemProfession, typeid, qh, pz)
        for array in arraylist:
            if array[0] == Lg().g(36):
                self.attribute.extMagicAttack = array[1]  #附加魔法攻击
            elif array[0] == Lg().g(34):
                self.attribute.extPhysicalAttack = array[1]  #附加物理攻击
            elif array[0] == Lg().g(35):
                self.attribute.extPhysicalDefense = array[1]  #附加物理防御
            elif array[0] == Lg().g(37):
                self.attribute.extMagicDefense = array[1]  #附加魔法防御
            elif array[0] == Lg().g(55):
                self.attribute.extSpeedAdditional = array[1]  #附加攻速
            elif array[0] == Lg().g(32):
                self.attribute.extHpAdditional = array[1]  #附加最大血量
Esempio n. 3
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    def updateFJ(self):
        '''更新物品附加信息(适用于强化物品)'''
        qh=self.attribute.getStrengthen()

        pz=self.baseInfo.getItemTemplateInfo().get("baseQuality",0)#获取品质
#        qh=StrengthenManager().getGainInfo(self.attribute.strengthen,pz) #获取强化信息
        itemProfession=self.baseInfo.getItemProfession()#职业类型限制 1战士 2 法师 3 游侠 4 牧师  0无属性
#        if not qh:
#            return False
#        if self.attribute.strengthen>=0:
#            pass
#            #print " "
        iteminfo=self.baseInfo.getItemTemplateInfo() #物品模板id信息
        typeid=iteminfo.get('bodyType',0)
        arraylist=configure.getAttributeByZyAndWqTypeid(itemProfession, typeid,qh,pz)
        for array in arraylist:
            if array[0]==Lg().g(36):
                self.attribute.extMagicAttack=array[1]#附加魔法攻击
            elif array[0]==Lg().g(34):
                self.attribute.extPhysicalAttack= array[1]#附加物理攻击
            elif array[0]==Lg().g(35):
                self.attribute.extPhysicalDefense=array[1] #附加物理防御
            elif array[0]==Lg().g(37):
                self.attribute.extMagicDefense= array[1]#附加魔法防御
            elif array[0]==Lg().g(55):
                self.attribute.extSpeedAdditional=array[1]#附加攻速
            elif array[0]==Lg().g(32):
                self.attribute.extHpAdditional=array[1]#附加最大血量
Esempio n. 4
0
def qq(player, itemid, wqtype, baseQuality, jinbi, item):
    '''
    @param player: obj 角色实例
    @param itemid: int 物品id
    @param wqtype: int #装备类型id  1武器  2防具 3饰品  4强化石  0不是装备
    @param baseQuality: int 物品品质
    @param jinbi: int 需要花费多少金币
    @param item: obj 物品实例
    '''
    #    item=player.pack._package._PropsPagePack.getItemInfoByItemid(itemid)#物品id
    qlevel = item.attribute.getStrengthen()  #物品当前的强化等级
    #    baseprobability=int(qhslevel/(qlevel/2.0+baseQuality*qhslevel)*5.0)#成功率百分比 x%    #(强化石Lv/(装备强化Lv/2+装备品质*强化石Lv))*5
    if qlevel >= player.level.getLevel():
        pushObjectNetInterface.pushOtherMessageByCharacterId(
            Lg().g(198), [player.baseInfo.id])
        return {'result': False, 'message': Lg().g(198), 'data': None}
    if not player:
        return {'result': False, 'message': Lg().g(199), 'data': None}


#    flg=False#金币是否足够
#    playercoin=player.finance.getCoin()#角色的金币数量
#    if playercoin>=jinbi:
#        flg=True
    zyid = item.baseInfo.getItemProfession()  #职业类型限制 1战士 2 法师 3 游侠 4 牧师
    arraylist = configure.getAttributeByZyAndWqTypeid(
        zyid, wqtype, qlevel + 1, baseQuality)  #根据角色职业类型和装备类型获取增加的属性
    arraylist = arraylist[0]
    itemTemplateId = item.baseInfo.getItemTemplateId()
    data = {
        'syname': arraylist[0],
        'syvalue': arraylist[1],
        'coin': jinbi,
        'itemTemplateId': itemTemplateId,
        'qlevel': qlevel + 1
    }
    return {'result': True, 'message': Lg().g(166), 'data': data}