def __init__(self, owner, quality, starLevel): ''' Constructor ''' Component.__init__(self, owner) self._qualityLevel = quality #品质等级 self._starLevel = starLevel #物品星级
def __init__(self, owner): '''初始化 ''' Component.__init__(self, owner) #已设置的阵法相关的信息 self._matrixSetting = {} self.initMatrixInfo()
def __init__(self,owner): '''初始化爬塔信息 ''' Component.__init__(self, owner) self.currentZY = 1000#当前战役的ID self.currentZJ = 1000#当前章节的ID self.initData()
def __init__(self,owner,id =0,name='',contribution = 0): '''初始化 @param id: int 角色的行会id @param name: str 行会的名称 @param contribution: int 角色的贡献度 ''' Component.__init__(self, owner) self.id = id self.contribution = contribution self.post = 0 self.defaultDonate = 0 self.joinTime = datetime.date(2011,11,1) self.lastDonate = datetime.date(2011,11,1) self.leaveTime = None self.donatetimes = 0 self.successTimes = 0#国胜利次数 self.failTimes = 0#国战失败次数 self.coinBound = 0#国战金币奖励 self.prestigeBound = 0#国战的声望战奖励 self.guildBattleLastTime = datetime.date.today() self.wish_0_times = 0#使用四叶草许愿的次数 self.wish_1_times = 0#使用郁金香许愿的次数 self.wish_2_times = 0#使用蝴蝶兰许愿的次数 self.wish_3_times = 0#使用紫罗兰许愿的次数 self.wish_4_times = 0#使用曼陀罗许愿的次数 self.recordDate = datetime.date.today()#进行许愿的记录时间 self.initGuildInfo()
def __init__(self,owner,idInPack=0,stack=1): ''' Constructor ''' Component.__init__(self,owner) self._idInPack = idInPack #物品在包裹中的id self._stack = stack #可叠加数:'-1:不可叠加1~999:可叠加的数值
def __init__(self,owner): '''初始化 @param dailygoal: dict 角色每日目标 ''' Component.__init__(self, owner) self.dailygoal = {} self.initDaily()
def __init__(self, owner): '''初始化 @param dailygoal: dict 角色每日目标 ''' Component.__init__(self, owner) self.dailygoal = {} self.initDaily()
def __init__(self,owner): ''' Constructorj ''' Component.__init__(self,owner) self._skill_effect = [] #技能所产生的效果 self._item_effect = [] #使用技能携带的效果
def __init__(self,owner,quality,starLevel): ''' Constructor ''' Component.__init__(self,owner) self._qualityLevel = quality #品质等级 self._starLevel = starLevel #物品星级
def __init__(self, owner): '''初始化 ''' Component.__init__(self, owner) self.raidsfamId = 0 #角色所少 self.rounds = 0 #扫荡的次数 self.starttime = None #开始时间
def __init__(self,owner): '''初始化 @param schedule: dict 今日进度 ''' Component.__init__(self, owner) self.schedule = {} self.initSchedule()
def __init__(self, owner): '''初始化角色的状态''' Component.__init__(self, owner) self._pkStatus = 1 #角色的PK状态 1:和平 2:杀戮 self._lifeStatus = 1 #角色的生死状态 1:正常 0:死亡 默认为 1 self._behaviorStatus = 1 #状态: 1:正常 2:修炼中 3:训练中 6:卖艺中 self._isLevelUp = 0 #判断是否有升级消息要推送 0:无 1:有
def __init__(self,owner): '''初始化角色的状态''' Component.__init__(self, owner) self._pkStatus = 1 #角色的PK状态 1:和平 2:杀戮 self._lifeStatus = 1 #角色的生死状态 1:正常 0:死亡 默认为 1 self._behaviorStatus = 1 #状态: 1:正常 2:修炼中 3:训练中 6:卖艺中 self._isLevelUp = 0 #判断是否有升级消息要推送 0:无 1:有
def __init__(self, owner): """ Constructorj """ Component.__init__(self, owner) self._skill_effect = [] # 技能所产生的效果 self._item_effect = [] # 使用技能携带的效果
def __init__(self, owner): '''初始化 @param schedule: dict 今日进度 ''' Component.__init__(self, owner) self.schedule = {} self.initSchedule()
def __init__(self,owner): '''初始化 ''' Component.__init__(self, owner) self.raidsfamId = 0#角色所少 self.rounds = 0#扫荡的次数 self.starttime = None#开始时间
def __init__(self,owner): '''初始化 ''' Component.__init__(self, owner) #已设置的阵法相关的信息 self._matrixSetting = {} self.initMatrixInfo()
def __init__(self, owner, durability=-1, isBound=0, identification=1, strengthen=0, workout=0): '''初始化物品附加属性 @param selfExtraAttributeId: []int list 物品自身附加属性 @param dropExtraAttributeId: []int list 物品掉落时的附加属性 @param durability: int 物品的耐久度 @param identification: int 物品的辨识状态 0:未辨识 1:辨识 ''' Component.__init__(self, owner) self.durability = durability #当前耐久 self.isBound = isBound self._identification = identification self.strengthen = strengthen #强化等级 self.workout = workout #成长度 self.extPhysicalAttack = 0 #附加物理攻击力 self.extPhysicalDefense = 0 #附加物理防御力 self.extMagicAttack = 0 #附加魔法攻击力 self.extMagicDefense = 0 #附加魔法防御力 self.extSpeedAdditional = 0 #附加攻速 self.extHpAdditional = 0 #附加最大血量
def __init__(self, owner, dropConfigId = -1): '''角色物品掉落组件 Constructor ''' Component.__init__(self, owner) self._dropConfigId = dropConfigId #掉落配置 self._dropCoefficient = 100000 #玩家的掉落物品几率修正
def __init__(self,owner): ''' @param owner: obj 角色实例 ''' Component.__init__(self, owner) self.pack=BasePackage(30,packageType = 5) #殖民仓库,只存放殖民掉落的装备 self.clearances = set([])#角色已经通关的副本的ID self.GroupClearances = set([])#角色已经通关的副本组
def __init__(self,owner): '''初始化 @param activated: list[int] 已经激活的神格 ''' Component.__init__(self, owner) self.activated = [] self.godheadAttr = None self.initGodhead()
def __init__(self, owner): ''' Constructor ''' Component.__init__(self, owner) self._MainRecord = {} #主线任务的进度 self._npcList = [] # self._tasks = {} #角色正在进行的任务
def __init__(self, owner): ''' Constructor ''' Component.__init__(self, owner) self._npcList = [] #当前场景的npc列表 self._tasks = {} #角色正在进行的任务 self._finished = []#角色已完成的任务列表
def __init__(self, owner, level=1, exp=0): ''' @param owner: Character Object 组件拥有者 @param level: int 宠物的等级 @param exp: int 宠物的当前经验 ''' Component.__init__(self, owner) self._level = level self._exp = exp
def __init__(self, owner): ''' Constructor @param shopPackage: ShopPackage object 商店包裹类 @param REFRESHSHOPITEMSTIME: int 物品自动刷新的时间 ''' Component.__init__(self, owner) self.shopPackage = ShopPackage() self.REFRESHSHOPITEMSTIME = 3600
def __init__(self,owner,level = 1,exp = 0): ''' @param owner: Character Object 组件拥有者 @param level: int 宠物的等级 @param exp: int 宠物的当前经验 ''' Component.__init__(self, owner) self._level = level self._exp = exp
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, bid, basename): ''' 创建基本信息对象 @param id: owner的id @param name: 基本名称 ''' Component.__init__(self, owner) self.id = bid # owner的id self._baseName = basename # 基本名字
def __init__(self, owner, bid, basename): ''' 创建基本信息对象 @param id: owner的id @param name: 基本名称 ''' Component.__init__(self,owner) self.id = bid # owner的id self._baseName = basename # 基本名字
def __init__(self, owner): ''' Constructor ''' Component.__init__(self, owner) self._friendCount = 200 #玩家拥有好友数量上限 self._enermieCount = 20 #玩家拥有黑名单角色数量上限 self._friends = set([]) #好友 set[好友角色id,好友角色id,好友角色id] self._enermies = set([]) #黑名单 set[黑名单角色id,黑名单角色id,黑名单角色id] self.initFrined()
def __init__(self, owner): Component.__init__(self, owner) self.owner = owner self.pid = owner.baseInfo.id #角色id self.ctime = None #记录时间 self.counts = 0 #秒数间隔(剩余秒数) info = dbStrengthenicon.getByPid(self.pid) #剩余时间记录 if info: self.ctime = info['ctime'] self.counts = info['counts']
def __init__(self,owner): '''初始化爬塔信息 ''' Component.__init__(self, owner) self.climbtimes = 0#角色今天爬过的次数 self.nowLayers = 1#角色当前所在的层数 self.high = 0#角色爬过的最高层数 self.recordDate = datetime.date.today() self.inited = False#是否初始化过 self.lasttime = None#上次爬塔的时间
def __init__(self,owner): '''初始化 @param awardstep: int 角色的奖励步骤 @param dayawardtime: int 角色每日奖励领取次数 @param viplevellibao: int vip礼包等级 ''' Component.__init__(self, owner) self.awardstep = 0 self.viplevellibao = 0 self.dayawardtime = None
def __init__(self,owner): ''' Constructor ''' Component.__init__(self,owner) self._friendCount = 200#玩家拥有好友数量上限 self._enermieCount=20 #玩家拥有黑名单角色数量上限 self._friends = set([]) #好友 set[好友角色id,好友角色id,好友角色id] self._enermies = set([]) #黑名单 set[黑名单角色id,黑名单角色id,黑名单角色id] self.initFrined()
def __init__(self, owner): '''初始化爬塔信息 ''' Component.__init__(self, owner) self.climbtimes = 0 #角色今天爬过的次数 self.nowLayers = 1 #角色当前所在的层数 self.high = 0 #角色爬过的最高层数 self.recordDate = datetime.date.today() self.inited = False #是否初始化过 self.lasttime = None #上次爬塔的时间
def __init__(self,owner,coin=0,gold=0,coupon=0,contribution = 0,prestige=0,morale=0): ''' Constructor ''' Component.__init__(self,owner) self._coin = coin #角色的金币 self._gold = gold #角色的钻 self._coupon = coupon #角色的礼券 self._prestige=prestige #当前威望值 self._morale=morale #当前斗气值
def __init__(self,owner): Component.__init__(self, owner) self.owner=owner self.pid=owner.baseInfo.id#角色id self.ctime=None#记录时间 self.counts=0#秒数间隔(剩余秒数) info=dbStrengthenicon.getByPid(self.pid)#剩余时间记录 if info: self.ctime=info['ctime'] self.counts=info['counts']
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._figure = 0 #角色形象 self._fashion = 0 #角色的时装 self._mounts = 0 #角色的坐骑
def __init__(self,owner): '''init Object''' Component.__init__(self, owner) #角色的宠物列表 self._pets = {} #角色的宠物信息是否已经初始化 self._hasInit = 0 #获取宠物消息的队列 self._getPetMsg = [] #宠物的移动频率 self._moveTag = 0
def __init__(self, owner): '''init Object''' Component.__init__(self, owner) #角色的宠物列表 self._pets = {} #角色的宠物信息是否已经初始化 self._hasInit = 0 #获取宠物消息的队列 self._getPetMsg = [] #宠物的移动频率 self._moveTag = 0
def __init__(self, owner): """xx Constructor @param activeSkill: []skill object @param auxiliarySkills: []skill object @param passiveSkills: []skill object """ Component.__init__(self, owner) self._equipActiveSkill = [] # 装备的技能列表 self._allSkillGroup = [] # 角色的技能分组 self.learned_skillpool = [] # 已学技能
def __init__(self, owner): '''xx Constructor @param activeSkill: []skill object @param auxiliarySkills: []skill object @param passiveSkills: []skill object ''' Component.__init__(self, owner) self._skillPoint = 0 # self._autoUnloaded = False#是否已经自动卸载了抓宠技能 self._equipActiveSkill = {} #装备的技能列表 self.learned_skillpool = {} #已学技能//
def __init__(self,owner): '''初始化 @param slot_1: int 插槽1的宝石ID @param slot_2: int 插槽1的宝石ID @param slot_3: int 插槽1的宝石ID @param slot_4: int 插槽1的宝石ID ''' Component.__init__(self, owner) self.slot_1 = 0 self.slot_2 = 0 self.slot_3 = 0 self.slot_4 = 0
def __init__(self, owner): """初始化 @param slot_1: int 插槽1的宝石ID @param slot_2: int 插槽1的宝石ID @param slot_3: int 插槽1的宝石ID @param slot_4: int 插槽1的宝石ID """ Component.__init__(self, owner) self.slot_1 = 0 self.slot_2 = 0 self.slot_3 = 0 self.slot_4 = 0
def __init__(self, owner): '''初始化玩家包裹组件 @param _package: Package object 包裹栏 @param _tempPackage: TempPackage object 临时包裹栏 @param _warehousePackage: WarehousePackage object 仓库栏 @param _equipmentSlot: EquipmentSlot object 装备栏 ''' Component.__init__(self, owner) self._package = None self._tempPackage = None self._warehousePackage = None self._equipmentSlot = None
def __init__(self, owner): '''初始化 ''' Component.__init__(self, owner) self.fates = {} #角色所有的命格 self.outside = [] #未拾取的命格 self.fatepack = {} #命格包裹 self.equiped = {} #已经装备的命格 self.score = 0 #命格积分 self.fateLevel = 1 #当前可使用的高等级占星等级 self.freedate = datetime.date(2012, 6, 6) #上次使用免费的日期 self.freetimes = 0 #已经使用的免费次数 self.initData()
def __init__(self, owner): '''初始化 ''' Component.__init__(self, owner) self.score = 0 self.liansheng = 0 self.lastresult = 0 self.lasttime = None self.ranking = 0 self.surplustimes = 15 self.buytimes = 0 self.receive = 0 self.recorddate = None self.initArenaData()
def __init__(self, owner, cardNum=CARD_NUM): ''' @param cardNum: 场景中卡片的数量 ''' Component.__init__(self, owner) self._cards = {} self._IsShowed = 0 #卡片是否已经展现 self._AreAllTurned = 0 #卡牌是否已经全部翻过了 self._AllShowed = 0 #卡片是否已经全部显示了 self._showAllTimer = None self.playersTurned = [] #已经翻过牌子的角色的id list self.playersGet = [] #已经获取过牌子的角色的id list self._cardsNum = cardNum self.cardsTurned = []
def __init__(self, owner): '''init Object''' Component.__init__(self, owner) #角色的宠物列表 self._pets = {} #已经收集到的宠物 self._activepets = [] #角色的宠物信息是否已经初始化 self._hasInit = 0 #获取宠物消息的队列 self._getPetMsg = [] #宠物的移动频率 self._moveTag = 0 #最后丢弃的宠物的ID self.lastRemove = [] self.initCharacterPetInfo()