def equipmentUpgradeCost(self,nowLevel,tolevel,game_level): totalCost = 0 if game_level < 1: game_level = 1 if game_level > 1000: game_level = 1000 levelConstInfo = levelTable.getItem(game_level) levelAddCost = levelConstInfo.eqmUpgradeAddCost for nexLevel in range(nowLevel + 1,tolevel +1): equipmentLevelUpInfo = equipmentUpgradeTable.getEuipmentLevelUpInfo(nexLevel) baseCost = equipmentLevelUpInfo.baseCost nextLevelCost = baseCost * levelAddCost totalCost += nextLevelCost return totalCost
def upGradeToLevel(self,quality,level,buffs): tolevel30 = (quality - 1) * 10 + level nowLevel30 = (self.equipment_quality -1) * 10 + self.equipment_level distanceLevel = tolevel30 - nowLevel30 if distanceLevel < 0: return True elif distanceLevel == 0: self.equipment_quality = quality self.equipment_level = level return True equipmentUpgradeConstInfo = equipmentUpgradeTable.getEuipmentLevelUpInfo(tolevel30) buffAdd = equipmentUpgradeConstInfo.buffAdd times = (1 + buffAdd) times += 0.5# rong cuo for buff in buffs: buffType = buff.get('bufType') buffToValue = buff.get('bufValue') nowValue = self.getBuffBaseValue(buffType) if nowValue == 0: return False if buffToValue > nowValue * times: return False for equipmentBuf in self.bufList: buffType = equipmentBuf.bufType newValue = equipmentBuf.bufValue for buff in buffs: if buff.get('bufType') == buffType: newValue = buff.get('bufValue') equipmentBuf.bufValue = newValue self.equipment_quality = quality self.equipment_level = level return True