def addItem(self, itemId, characterId, coinnum, cointype, addtime, stack): '''添加寄卖物品 @param itemId: int 物品id (tb_item主键) @param characterId: int 寄卖人角色id @param coinnum: int 物品货币数量 @param cointype: int 物品货币类型 @param addtime: int 寄售多少小时 @param stack: int 物品层叠数 ''' player = PlayersManager().getPlayerByID(characterId) if not player: return {'result': False, 'message': Lg().g(199)} ks = stack * 10 #寄卖物品应缴纳的手续费(金币) if player.finance.getCoin() < ks: return {'result': False, 'message': Lg().g(512)} else: player.finance.updateCoin(player.finance.getCoin() - ks) #扣除寄卖人的手续费 packone = player.pack._package.getWholePagePack() #获取角色的全部物品包裹 position = packone.getPositionByItemId(itemId) #物品在包裹中的位置 if position == -1: return {'result': False, 'message': Lg().g(513)} result1 = player.pack.dropItem(position, 3, stack, tag=0) #删除物品 if not result1.get('result', False): #print'添加寄卖物品时没有删除物品' return {'result': False, 'message': result1.get('message', False)} result = dbconsignment.addItem(itemId, characterId, coinnum, cointype, addtime, stack) if not result: return {'result': False, 'message': Lg().g(514)} pushObjectNetInterface.pushUpdatePlayerInfo(player.dynamicId) return {'result': True, 'message': u'寄卖成功'}
def addItem(self,itemId,characterId,coinnum,cointype,addtime,stack): '''添加寄卖物品 @param itemId: int 物品id (tb_item主键) @param characterId: int 寄卖人角色id @param coinnum: int 物品货币数量 @param cointype: int 物品货币类型 @param addtime: int 寄售多少小时 @param stack: int 物品层叠数 ''' player=PlayersManager().getPlayerByID(characterId) if not player: return{'result':False,'message':Lg().g(199)} ks=stack*10 #寄卖物品应缴纳的手续费(金币) if player.finance.getCoin()<ks: return{'result':False,'message':Lg().g(512)} else: player.finance.updateCoin(player.finance.getCoin()-ks) #扣除寄卖人的手续费 packone=player.pack._package.getWholePagePack() #获取角色的全部物品包裹 position = packone.getPositionByItemId(itemId) #物品在包裹中的位置 if position==-1: return {'result':False ,'message':Lg().g(513)} result1 = player.pack.dropItem(position,3,stack,tag = 0) #删除物品 if not result1.get('result',False): #print'添加寄卖物品时没有删除物品' return {'result':False ,'message':result1.get('message',False)} result=dbconsignment.addItem(itemId, characterId, coinnum, cointype, addtime, stack) if not result: return {'result':False ,'message':Lg().g(514)} pushObjectNetInterface.pushUpdatePlayerInfo(player.dynamicId) return {'result':True ,'message':u'寄卖成功'}
def buyGold(self,characterid,id): '''购买寄卖货币 @param characterid: 购买人id @param id: 货币寄卖表主键id ''' item=dbconsignment.getOneGold(id) player=PlayersManager().getPlayerByID(characterid) if not player: return{'result':False,'message':Lg().g(199)} buymoney=item.get('buymoney',0)#换取的货币数量 buytype=item.get('buytype',1)#换取的货币种类 1钻 2金币 if buytype==1: if player.finance.getGold()<buymoney: return{'result':False,'message':u'您钻不足,无法购买。'} elif buytype==2: if player.finance.getCoin()<buymoney: return{'result':False,'message':u'您金币不足,无法购买。'} result=dbconsignment.buyGold(characterid, id,item) if result: pushObjectNetInterface.pushUpdatePlayerInfo(player.dynamicId) return{'result':True,'message':Lg().g(193)} else: return{'result':False,'message':Lg().g(470)}
def addGold(self, salemoney, saletype, buymoney, buytype, adtime, characterid): '''添加寄卖金币 @param salemoney: int 寄卖者出售货币数量 @param saletype: int 寄卖者出售货币类型 1钻 2金币 @param buymoney: int 购买货币数量 @param buytype: int 购买货币类型 1钻 2金币 @param adtime: int 寄售的小时数 @param characterid: int 寄卖者的id ''' player = PlayersManager().getPlayerByID(characterid) if not player: return {'result': False, 'message': Lg().g(199)} if saletype == 1: if salemoney > player.finance.getGold(): return {'result': False, 'message': u'钻不足'} player.finance.updateGold(player.finance.getGold() - salemoney) if saletype == 2: if salemoney > player.finance.getCoin(): return {'result': False, 'message': Lg().g(88)} player.finance.updateCoin(player.finance.getCoin() - salemoney) result = dbconsignment.addGold(salemoney, saletype, buymoney, buytype, adtime, characterid) if not result: return {'result': False, 'message': u'添加寄卖表失败'} pushObjectNetInterface.pushUpdatePlayerInfo(player.dynamicId) return {'result': False, 'message': u'添加寄卖成功'}
def buyItem(self, characterid, id): '''购买寄卖物品 @param characterid: int 购买者的角色id @param id: int 物品寄卖表的主键id ''' item = dbconsignment.getItemByoneid(id) #获取寄卖物品信息 if not item: return {'result': False, 'message': u'该物品已下架', 'data': None} tocharacterid = item.get('characterid', 0) #寄卖物品的角色id itemid = item.get('itemid', 0) #tb_item中的主键id buymoney = item.get('coinnum', 0) #购买物品需要的货币数量 if buymoney == 0: return {'result': False, 'message': u'价格不能为0', 'data': None} buytype = item.get('cointype', 0) #购买物品需要的货币类型 1钻 2金币 if buytype == 1: buytype == 2 elif buytype == 2: buytype == 1 counts = item.get('count', 0) #购买的数量 player = PlayersManager().getPlayerByID(characterid) if not player: return {'result': False, 'message': Lg().g(199)} if buytype == 1: if player.finance.getGold() < buymoney: return {'result': False, 'message': u'您钻不足,无法购买。'} elif buytype == 2: if player.finance.getCoin() < buymoney: return {'result': False, 'message': u'您金币不足,无法购买。'} result = player.shop.buyConsItem(tocharacterid, id, counts, itemid, buymoney, buytype) pushObjectNetInterface.pushUpdatePlayerInfo(player.dynamicId) return result
def buyGold(self, characterid, id): '''购买寄卖货币 @param characterid: 购买人id @param id: 货币寄卖表主键id ''' item = dbconsignment.getOneGold(id) player = PlayersManager().getPlayerByID(characterid) if not player: return {'result': False, 'message': Lg().g(199)} buymoney = item.get('buymoney', 0) #换取的货币数量 buytype = item.get('buytype', 1) #换取的货币种类 1钻 2金币 if buytype == 1: if player.finance.getGold() < buymoney: return {'result': False, 'message': u'您钻不足,无法购买。'} elif buytype == 2: if player.finance.getCoin() < buymoney: return {'result': False, 'message': u'您金币不足,无法购买。'} result = dbconsignment.buyGold(characterid, id, item) if result: pushObjectNetInterface.pushUpdatePlayerInfo(player.dynamicId) return {'result': True, 'message': Lg().g(193)} else: return {'result': False, 'message': Lg().g(470)}
def addGold(self,salemoney,saletype,buymoney,buytype,adtime,characterid): '''添加寄卖金币 @param salemoney: int 寄卖者出售货币数量 @param saletype: int 寄卖者出售货币类型 1钻 2金币 @param buymoney: int 购买货币数量 @param buytype: int 购买货币类型 1钻 2金币 @param adtime: int 寄售的小时数 @param characterid: int 寄卖者的id ''' player=PlayersManager().getPlayerByID(characterid) if not player: return{'result':False,'message':Lg().g(199)} if saletype==1: if salemoney>player.finance.getGold(): return{'result':False,'message':u'钻不足'} player.finance.updateGold(player.finance.getGold()-salemoney) if saletype==2: if salemoney>player.finance.getCoin(): return{'result':False,'message':Lg().g(88)} player.finance.updateCoin(player.finance.getCoin()-salemoney) result=dbconsignment.addGold(salemoney, saletype, buymoney, buytype, adtime, characterid) if not result: return{'result':False,'message':u'添加寄卖表失败'} pushObjectNetInterface.pushUpdatePlayerInfo(player.dynamicId) return{'result':False,'message':u'添加寄卖成功'}
def buyItem(self,characterid,id): '''购买寄卖物品 @param characterid: int 购买者的角色id @param id: int 物品寄卖表的主键id ''' item = dbconsignment.getItemByoneid(id) #获取寄卖物品信息 if not item: return{'result':False,'message':u'该物品已下架','data':None} tocharacterid=item.get('characterid',0) #寄卖物品的角色id itemid=item.get('itemid',0) #tb_item中的主键id buymoney=item.get('coinnum',0) #购买物品需要的货币数量 if buymoney==0: return{'result':False,'message':u'价格不能为0','data':None} buytype=item.get('cointype',0) #购买物品需要的货币类型 1钻 2金币 if buytype==1: buytype==2 elif buytype==2: buytype==1 counts=item.get('count',0) #购买的数量 player=PlayersManager().getPlayerByID(characterid) if not player: return{'result':False,'message':Lg().g(199)} if buytype==1: if player.finance.getGold()<buymoney: return{'result':False,'message':u'您钻不足,无法购买。'} elif buytype==2: if player.finance.getCoin()<buymoney: return{'result':False,'message':u'您金币不足,无法购买。'} result=player.shop.buyConsItem(tocharacterid,id,counts,itemid,buymoney,buytype) pushObjectNetInterface.pushUpdatePlayerInfo(player.dynamicId) return result
def buyServicepack(player, mall_item, toid): '''把物品放入包裹中并扣除角色钱 @param player: object 购买者的实例 @param mall_item: 商城中的物品信息 @param isGold: bool 是否是钻支付 ture 钻支付 false 绑定钻支付 @param toid: int 送给角色的id 0为没有赠送人 ''' zhekou = player.attribute.getMallrebate() #VIP折扣 gold = int(mall_item['gold'] * 1.0 * zhekou) if mall_item['cx'] > 0: gold = mall_item['cx'] newitem = mall_item['templateid'] count = mall_item['count'] itemTemplateId = newitem value = player.finance.getGold() - gold if value < 0: data = { 'recharge': True, 'priceType': 1, 'itemTemplateId': itemTemplateId, 'count': count } return {'result': False, 'message': Lg().g(190), 'data': data} if toid > 0: result = PlayerCharacter(toid).pack.putNewItemsInPackage( newitem, count) if not result: data = { 'recharge': False, 'priceType': 1, 'itemTemplateId': itemTemplateId, 'count': count } return {'result': False, 'message': Lg().g(191), 'data': data} else: result = player.pack.putNewItemsInPackage(newitem, count) if not result: data = { 'recharge': False, 'priceType': 1, 'itemTemplateId': itemTemplateId, 'count': count } return {'result': False, 'message': Lg().g(16), 'data': data} player.finance.updateGold(value) player.finance.consGold(gold, 2, itemId=newitem) player.schedule.noticeSchedule(12, goal=gold) data = { 'recharge': False, 'priceType': 1, 'itemTemplateId': itemTemplateId, 'count': count } pushObjectNetInterface.pushUpdatePlayerInfo(player.dynamicId) if toid > 0: return {'result': True, 'message': Lg().g(192), 'data': data} return {'result': True, 'message': Lg().g(193), 'data': data}
def HotelUseItem(characterid, typeid): '''使用酒店物品 @param characterid: int 角色id @param typeid: int #0魔法泡沫酒 1普通果汁酒 2神奇果汁酒 ''' import math player = PlayersManager().getPlayerByID(characterid) #角色 if typeid == 0: Hp = player.attribute.getMaxHp() - player.attribute._hp #最大血量-当前血量 Mp = player.attribute.getMaxMp() - player.attribute._mp #最大魔法-当前魔法 coin = int(math.ceil((Hp + Mp) / 5.0)) if coin > player.finance.getCoin(): return {'result': False, 'message': u'金币不足,无法恢复'} if player.attribute.getMaxHp( ) == player.attribute._hp and player.attribute.getMaxMp( ) == player.attribute._mp: return {'result': False, 'message': u'您很健康,不要来捣乱'} player.attribute.updateHp(player.attribute.getMaxHp()) #最大血量 player.attribute.updateMp(player.attribute.getMaxMp()) #最大魔法 if player.level.getLevel() >= 15: #15级之前免费 player.finance.updateCoin(player.finance.getCoin() - coin) #修改金币 elif typeid == 1: #1普通果汁酒 if player.attribute.getEnergy() >= 200: return {'result': False, 'message': u'您的活力充足,不需要补充,我很忙的,不要来捣乱!'} if 10 > player.finance.getGold(): return {'result': False, 'message': u'钻不足,无法恢复'} if player.attribute.getEnergy() <= 200 - 8: player.attribute.updateEnergy(player.attribute.getEnergy() + 8) else: player.attribute.updateEnergy(200) count = dbDrinkery.getByTypeAndCharacterid(characterid, typeid + 1) if count >= 3: return {'result': False, 'message': u'普通果汁酒今天已经使用了 3次'} if count == 0: add(characterid, 2, 1) elif count < 3: dbDrinkery.updateByCharacteridAndtype(characterid, typeid + 1, 1) player.finance.updateGold(player.finance.getGold() - 10) elif typeid == 2: if player.attribute.getEnergy() >= 200: return {'result': False, 'message': u'您您的活力充足,不需要补充,我很忙的,不要来捣乱'} if 35 > player.finance.getGold(): return {'result': False, 'message': u'钻不足,无法恢复'} if player.attribute.getEnergy() <= 200 - 30: player.attribute.updateEnergy(player.attribute.getEnergy() + 30) else: player.attribute.updateEnergy(200) player.finance.updateGold(player.finance.getGold() - 35) count = dbDrinkery.getByTypeAndCharacterid(characterid, typeid + 1) if count == 1: return {'result': False, 'message': u'普通果汁酒今天已经使用了 1次'} if count == 0: add(characterid, 3, 1) pushObjectNetInterface.pushUpdatePlayerInfo(player.dynamicId) return {'result': True, 'message': Lg().g(166)}
def pushTeamMemberInfo(self): '''推送队伍成员信息''' if self._teamId == -1: pushObjectNetInterface.pushUpdatePlayerInfo(self._owner.getDynamicId()) return team = TeamManager().getTeamByID(self._teamId) if team : team.pushTeamMemberInfo() else: self._owner.updatePlayerInfo()
def pushTeamMemberInfo(self): '''推送队伍成员信息''' if self._teamId == -1: pushObjectNetInterface.pushUpdatePlayerInfo( self._owner.getDynamicId()) return team = TeamManager().getTeamByID(self._teamId) if team: team.pushTeamMemberInfo() else: self._owner.updatePlayerInfo()
def updateMorale(self,val,state=1):#设置斗气值 if self._morale<val: msg = Lg().g(309)%abs(val-self._morale) else: msg = Lg().g(310)%abs(val-self._morale) self._morale=val # dbaccess.updateCharacter(self._owner.baseInfo.id, 'morale', val) pushObjectNetInterface.pushUpdatePlayerInfo(self._owner.getDynamicId()) if state: pushPromptedMessage( msg, [self._owner.getDynamicId()]) else: self._owner.msgbox.putFightMsg(msg)#将消息加入战后消息处理中
def updateMorale(self, val, state=1): #设置斗气值 if self._morale < val: msg = Lg().g(309) % abs(val - self._morale) else: msg = Lg().g(310) % abs(val - self._morale) self._morale = val # dbaccess.updateCharacter(self._owner.baseInfo.id, 'morale', val) pushObjectNetInterface.pushUpdatePlayerInfo(self._owner.getDynamicId()) if state: pushPromptedMessage(msg, [self._owner.getDynamicId()]) else: self._owner.msgbox.putFightMsg(msg) #将消息加入战后消息处理中
def updateAddMorale(self, val, state=False): #添加斗气值 '''添加斗气值 @param val: int 添加的斗气数量 @param state: bool true战后提示,False马上提示 ''' msg = Lg().g(309) % abs(val) self._morale += val pushObjectNetInterface.pushUpdatePlayerInfo(self._owner.getDynamicId()) if state: pushPromptedMessage(msg, [self._owner.getDynamicId()]) else: self._owner.msgbox.putFightMsg(msg) #将消息加入战后消息处理中
def updateAddMorale(self,val,state=False):#添加斗气值 '''添加斗气值 @param val: int 添加的斗气数量 @param state: bool true战后提示,False马上提示 ''' msg = Lg().g(309)%abs(val) self._morale+=val pushObjectNetInterface.pushUpdatePlayerInfo(self._owner.getDynamicId()) if state: pushPromptedMessage( msg, [self._owner.getDynamicId()]) else: self._owner.msgbox.putFightMsg(msg)#将消息加入战后消息处理中
def updateGold(self, gold, state=1): delta = self._gold - gold if not delta: return if delta < 0: msg = Lg().g(314) % abs(delta) else: msg = Lg().g(315) % abs(delta) if delta > 0: self._owner.quest.UseGold(delta) self._gold = gold dbaccess.updateCharacter(self._owner.baseInfo.id, 'gold', gold) pushObjectNetInterface.pushUpdatePlayerInfo(self._owner.getDynamicId()) if state: if msg: pushPromptedMessage(msg, [self._owner.getDynamicId()]) else: self._owner.msgbox.putFightMsg(msg) #将消息加入战后消息处理中
def updateCoin(self, coin, state=1): if coin == self._coin: return if coin - self._coin > 0: msg = Lg().g(311) % abs(coin - self._coin) else: msg = Lg().g(312) % abs(coin - self._coin) if coin >= self.MAXCOIN: msg = msg.join(["\n", Lg().g(313)]) self._coin = self.MAXCOIN else: self._coin = coin # dbaccess.updateCharacter(self._owner.baseInfo.id, 'coin', self._coin) pushObjectNetInterface.pushUpdatePlayerInfo(self._owner.getDynamicId()) if state: pushPromptedMessage(msg, [self._owner.getDynamicId()]) else: self._owner.msgbox.putFightMsg(msg) #将消息加入战后消息处理中
def RepurchaseItem(self, itemId): '''回购物品''' if not dbShop.checkSellItem(itemId, self._owner.baseInfo.id): return {'result': False, 'message': Lg().g(469)} item = Item(id=itemId) price = int(item.baseInfo.getItemPrice() / 0.7) * item.pack.getStack() SurplusCoin = self._owner.finance.getCoin() - price if SurplusCoin < 0: return {'result': False, 'message': Lg().g(88)} result = self._owner.pack.putNewItemInPackage(item) if result == 1: return {'result': False, 'message': Lg().g(377)} self._owner.finance.updateCoin(SurplusCoin) pushUpdatePlayerInfo(self._owner.getDynamicId()) dbShop.delSellItem(itemId) msg = Lg().g(195) pushPromptedMessage(msg, [self._owner.getDynamicId()]) return {'result': True, 'message': Lg().g(195)}
def RepurchaseItem(self,itemId): '''回购物品''' if not dbShop.checkSellItem(itemId, self._owner.baseInfo.id): return {'result':False,'message':Lg().g(469)} item = Item(id = itemId) price = int(item.baseInfo.getItemPrice()/0.7)*item.pack.getStack() SurplusCoin = self._owner.finance.getCoin() - price if SurplusCoin<0: return {'result':False,'message':Lg().g(88)} result = self._owner.pack.putNewItemInPackage(item) if result==1: return {'result':False,'message':Lg().g(377)} self._owner.finance.updateCoin(SurplusCoin) pushUpdatePlayerInfo(self._owner.getDynamicId()) dbShop.delSellItem(itemId) msg = Lg().g(195) pushPromptedMessage(msg, [self._owner.getDynamicId()]) return {'result':True,'message':Lg().g(195)}
def updateGold(self,gold,state=1): delta = self._gold - gold if not delta: return if delta<0: msg = Lg().g(314)%abs(delta) else: msg = Lg().g(315)%abs(delta) if delta>0: self._owner.quest.UseGold(delta) self._gold = gold dbaccess.updateCharacter(self._owner.baseInfo.id, 'gold', gold) pushObjectNetInterface.pushUpdatePlayerInfo(self._owner.getDynamicId()) if state: if msg: pushPromptedMessage(msg, [self._owner.getDynamicId()]) else: self._owner.msgbox.putFightMsg(msg)#将消息加入战后消息处理中
def updateCoin(self,coin,state=1): if coin ==self._coin: return if coin-self._coin>0: msg = Lg().g(311)%abs(coin-self._coin) else: msg = Lg().g(312)%abs(coin-self._coin) if coin>= self.MAXCOIN: msg = msg.join(["\n",Lg().g(313)]) self._coin = self.MAXCOIN else: self._coin = coin # dbaccess.updateCharacter(self._owner.baseInfo.id, 'coin', self._coin) pushObjectNetInterface.pushUpdatePlayerInfo(self._owner.getDynamicId()) if state: pushPromptedMessage( msg, [self._owner.getDynamicId()]) else: self._owner.msgbox.putFightMsg(msg)#将消息加入战后消息处理中
def buyServicepack(player, mall_item, toid): """把物品放入包裹中并扣除角色钱 @param player: object 购买者的实例 @param mall_item: 商城中的物品信息 @param isGold: bool 是否是钻支付 ture 钻支付 false 绑定钻支付 @param toid: int 送给角色的id 0为没有赠送人 """ zhekou = player.attribute.getMallrebate() # VIP折扣 gold = int(mall_item["gold"] * 1.0 * zhekou) if mall_item["cx"] > 0: gold = mall_item["cx"] newitem = mall_item["templateid"] count = mall_item["count"] itemTemplateId = newitem value = player.finance.getGold() - gold if value < 0: data = {"recharge": True, "priceType": 1, "itemTemplateId": itemTemplateId, "count": count} return {"result": False, "message": Lg().g(190), "data": data} if toid > 0: result = PlayerCharacter(toid).pack.putNewItemsInPackage(newitem, count) if not result: data = {"recharge": False, "priceType": 1, "itemTemplateId": itemTemplateId, "count": count} return {"result": False, "message": Lg().g(191), "data": data} else: result = player.pack.putNewItemsInPackage(newitem, count) if not result: data = {"recharge": False, "priceType": 1, "itemTemplateId": itemTemplateId, "count": count} return {"result": False, "message": Lg().g(16), "data": data} player.finance.updateGold(value) player.finance.consGold(gold, 2, itemId=newitem) player.schedule.noticeSchedule(12, goal=gold) data = {"recharge": False, "priceType": 1, "itemTemplateId": itemTemplateId, "count": count} pushObjectNetInterface.pushUpdatePlayerInfo(player.dynamicId) if toid > 0: return {"result": True, "message": Lg().g(192), "data": data} return {"result": True, "message": Lg().g(193), "data": data}
def pushInfoChanged(self,statu=1): if statu: pushObjectNetInterface.pushUpdatePlayerInfo(self.dynamicId)
def pushInfoChanged(self, statu=1): if statu: pushObjectNetInterface.pushUpdatePlayerInfo(self.dynamicId)
def HotelUseItem(characterid,typeid): '''使用酒店物品 @param characterid: int 角色id @param typeid: int #0魔法泡沫酒 1普通果汁酒 2神奇果汁酒 ''' import math player=PlayersManager().getPlayerByID(characterid) #角色 if typeid==0: Hp=player.attribute.getMaxHp()-player.attribute._hp #最大血量-当前血量 Mp=player.attribute.getMaxMp()-player.attribute._mp #最大魔法-当前魔法 coin=int(math.ceil((Hp+Mp)/5.0)) if coin>player.finance.getCoin(): return{'result':False,'message':u'金币不足,无法恢复'} if player.attribute.getMaxHp()==player.attribute._hp and player.attribute.getMaxMp()==player.attribute._mp: return {'result':False,'message':u'您很健康,不要来捣乱'} player.attribute.updateHp(player.attribute.getMaxHp()) #最大血量 player.attribute.updateMp(player.attribute.getMaxMp()) #最大魔法 if player.level.getLevel()>=15: #15级之前免费 player.finance.updateCoin(player.finance.getCoin()-coin) #修改金币 elif typeid==1:#1普通果汁酒 if player.attribute.getEnergy()>=200: return {'result':False,'message':u'您的活力充足,不需要补充,我很忙的,不要来捣乱!'} if 10>player.finance.getGold(): return{'result':False,'message':u'钻不足,无法恢复'} if player.attribute.getEnergy()<=200-8: player.attribute.updateEnergy(player.attribute.getEnergy()+8) else: player.attribute.updateEnergy(200) count=dbDrinkery.getByTypeAndCharacterid(characterid, typeid+1) if count>=3: return{'result':False,'message':u'普通果汁酒今天已经使用了 3次'} if count==0: add(characterid,2,1) elif count<3: dbDrinkery.updateByCharacteridAndtype(characterid, typeid+1, 1) player.finance.updateGold(player.finance.getGold()-10) elif typeid==2: if player.attribute.getEnergy()>=200: return {'result':False,'message':u'您您的活力充足,不需要补充,我很忙的,不要来捣乱'} if 35>player.finance.getGold(): return{'result':False,'message':u'钻不足,无法恢复'} if player.attribute.getEnergy()<=200-30: player.attribute.updateEnergy(player.attribute.getEnergy()+30) else: player.attribute.updateEnergy(200) player.finance.updateGold(player.finance.getGold()-35) count=dbDrinkery.getByTypeAndCharacterid(characterid, typeid+1) if count==1: return{'result':False,'message':u'普通果汁酒今天已经使用了 1次'} if count==0: add(characterid,3,1) pushObjectNetInterface.pushUpdatePlayerInfo(player.dynamicId) return{'result':True,'message':Lg().g(166)}