4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
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local AdvTask = {}
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dd1c4a13
zhouhaihai
冒险
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local AdvCommon = require "adv.AdvCommon"
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冒险任务,冒险扫荡, 冒险中继
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local advTaskChange = {}
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冒险任务,冒险扫荡, 冒险中继
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function AdvTask.bind(Adv)
Adv.TaskType = {
Arrive = 1, --到达N层
Kill = 2, --消灭指定怪物N个
Item = 3, --获得指定道具N个
Choose = 4, --完成指定抉择点N次
Shop = 5, --和指定商人交易N次
Build = 6, --和指定建筑交互N次
KillAll = 7, --消灭本层所有怪物
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新加任务
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KillElite = 8, --击杀精英怪
KillBoss = 9, --击杀Boss
RelayOpen = 10, -- 解锁中继营地
FinishStoryId = 11, -- 完成故事
Click = 12, -- 点击点击事件
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}
-- 检查任务状态 在新领取任务的时候回进行检查
local function checkTaskStatus(self, taskData, status, count, cond)
count = count or 0
if status == -1 or not taskData then
return
end
local function checkCondValue()
if taskData.value2 ~= "" then
local conds = taskData.value2:toArray(true, "=")
for _, one in pairs(conds) do
if one == cond then
return true
end
end
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return false
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end
return true
end
local checkTaskFunc = {}
checkTaskFunc[Adv.TaskType.Arrive] = function()
if self.level > status then
if self.level >= taskData.value1 then
return -1
else
return self.level
end
end
end
checkTaskFunc[Adv.TaskType.KillAll] = function()
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冒险任务 获取敌人数量错误
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if #self.battle.player:getTeam(2, nil, nil, true) == 0 then
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return -1
end
end
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checkTaskFunc[Adv.TaskType.RelayOpen] = function()
local limit = tonum(taskData.value2, 0)
if self.level > limit or (self.level == limit and self.isRelay) then
return -1
end
end
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if checkTaskFunc[taskData.condition] then
status = checkTaskFunc[taskData.condition]()
else
if count == 0 or not checkCondValue() then return end --没有变化
status = status + count
if status >= taskData.value1 then
status = -1
end
end
return status
end
function Adv:initLayerTask()
self.advTask = {}
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advTaskChange.t = true
advTaskChange.m = true
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if not next(self.advMTask) then
self.advMTask = {
id = 1,
status = 0,
lock = 1,
}
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end
self.advMTask.id = self.advMTask.id or 1
local mainTaskData = csvdb["adv_questCsv"][self.advMTask.id]
if mainTaskData and self.advMTask.lock then
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直通 advt gm
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if self.chapterId == mainTaskData.chapter and self.level >= mainTaskData.level then --到达指定关卡解锁当前任务
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self.advMTask.lock = nil
self.advMTask.status = 0
local ts = checkTaskStatus(self, mainTaskData, self.advMTask.status, 0)
if ts then
self.advMTask.status = ts
end
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end
end
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任务 自动领取
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self:addTask()
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新加任务
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self:checkTask(Adv.TaskType.RelayOpen) --每一层都检查一下
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end
function Adv:checkTask(taskType, count, cond)
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local chapter = self.chapterId
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for taskId, status in pairs(self.advTask) do
local taskData = csvdb["event_questCsv"][taskId]
if taskData and taskData.levelchapter == chapter and taskType == taskData.condition then
local ts = checkTaskStatus(self, taskData, status, count, cond)
if ts then
self.advTask[taskId] = ts
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advTaskChange.t = true
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end
end
end
local mainTaskData = csvdb["adv_questCsv"][self.advMTask.id]
if not self.advMTask.lock and mainTaskData and mainTaskData.chapter == chapter and taskType == mainTaskData.condition then
local ts = checkTaskStatus(self, mainTaskData, self.advMTask.status, count, cond)
if ts then
self.advMTask.status = ts
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advTaskChange.m = true
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end
end
end
-- 点击任务地块领取任务
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function Adv:addTask()
if self.isRelay or self.haveBoss then return end
local chapterId, level = self.chapterId, self.level
if self:isEndless() then
level = AdvCommon.getEndlessDataLv(chapterId, level)
end
local advEventOpenStatus = self.owner:advEventOpenStatus()
local pool = {}
for id, data in pairs(csvdb["event_questCsv"]) do
if data.levelchapter == chapterId and (data.unlockType == 0 or (advEventOpenStatus[etype] or {})[data.unlockType]) then
if AdvCommon.checkIsIn(level, data.leveltype, data.levellimit) then
pool[id] = {showup = data.showup}
end
end
end
if not next(pool) then return end
local taskId = math.randWeight(pool, "showup")
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local taskData = csvdb["event_questCsv"][taskId]
if taskData then
self.advTask[taskId] = 0
local ts = checkTaskStatus(self, taskData, self.advTask[taskId], 0)
if ts then
self.advTask[taskId] = ts
end
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advTaskChange.t = true
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丰富返回事件
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self:pushBackEvent(AdvBackEventType.Task, {id = taskId})
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return true
end
end
--完成层任务
function Adv:finishTask(taskId)
local ok, reward
if self.advTask[taskId] and self.advTask[taskId] == -1 then
local taskData = csvdb["event_questCsv"][taskId]
if not taskData then return end
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楼层数据
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local curFloorData = self:getCurFloorData()
if not curFloorData then return end
reward = {[ItemId.AdvPoint] = curFloorData.questAward}
local item = csvdb["event_dropCsv"][taskData.drop]["range"]:randWeight(true)
reward[item[1]] = (reward[item[1]] or 0) + item[2]
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日志
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reward = self:award(reward, {log = {desc = "finishTask", int1 = taskId}})
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楼层数据
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冒险
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self:scoreChange(AdvScoreType.Task, taskData.advScore) --增加加分
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冒险任务,冒险扫荡, 冒险中继
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self.advTask[taskId] = nil
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冒险任务,冒险扫荡, 冒险中继
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ok = true
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advTaskChange.t = true
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end
return ok, reward
end
-- 完成主线任务
function Adv:finishMTask()
local ok, reward
if self.advMTask.status == -1 then --已完成带领取
local mainTaskData = csvdb["adv_questCsv"][self.advMTask.id]
if not mainTaskData then return end
if mainTaskData.reward == 1 then
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3133cb76
zhouhaihai
日志
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reward = self.owner:award(mainTaskData.rewardValue, {log = {desc = "advMainTask", int1 = self.advMTask.id}})
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end
self.advMTask.id = self.advMTask.id + 1
self.advMTask.status = 0
local nextTaskData = csvdb["adv_questCsv"][self.advMTask.id]
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直通 advt gm
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if not nextTaskData or self.chapterId ~= nextTaskData.chapter or self.level < nextTaskData.level then
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self.advMTask.lock = true
else
local ts = checkTaskStatus(self, nextTaskData, self.advMTask.status, 0)
if ts then
self.advMTask.status = ts
end
end
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ok = true
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advTaskChange.m = true
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end
return ok, reward
end
function Adv:updateTask(notNotify)
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local properties = {}
if advTaskChange.t then
properties.advTask = self.advTask
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end
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if advTaskChange.m then
properties.advMTask = self.advMTask
end
if next(properties) then
self.owner:updateProperties(properties, notNotify)
end
advTaskChange = {}
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冒险任务,冒险扫荡, 冒险中继
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end
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冒险成就
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------ 冒险成就 ------------
Adv.AchievType = {
StartBattle = 1, --累计挑战N次
OverWin = 2, --通关N次M层
TaskLayer = 3, --完成每层任务N次
UseItem = 4, --使用道具N次
GetItem = 5, --获得道具N个
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冒险成就类型增加
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GetMWeapon = 6, --获得神器N个
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Build = 7, --完成建筑N个
Choose = 8, --完成事件N个
Shop = 9, --完成商店N次
LinkChoose = 10, --完成连锁事件N次
Trap = 11, --触发陷阱N次
Kill = 12, --消灭怪物N个
EnterILayer = 13, --进入夹层N次
KillByBuff = 14, --使用BUFF消灭敌人N个
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KillBoss = 15, --击杀首领N次
FinishStoryId = 16, -- 完成故事Id
MWeaponLv = 17, -- 指定神器等级达到
GetBuff = 18, -- 获得指定buff
KillHadBuff = 19, -- 击败拥有指定buff的敌人
ChooseBySelect = 20, -- 指定事件的指定选项N次
BuildBySelect = 21, -- 指定建筑的指定选项N次
KillWithBuff = 22, -- 携带指定层数的buff 击败怪物
KillBossWithBuff = 23, -- 携带指定层数的buff 击败boss
KillNoBuff = 24, -- 不携带指定的buff 击败boss
KillBossNoBuff = 25, -- 不携带指定的buff 击败boss
StorryDone = 26, -- 故事完成个数
KillWithMWeapon = 27, -- 携带指定神器击败怪物N次
KillBossWithMWeapon = 28, -- 携带指定神器击败BossN次
KillWithAMWeapon = 29, -- 激活神器套装 击败怪物N次
KillBossWithAMWeapon= 30, -- 激活神器套装 击败BossN次
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冒险成就
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}
local advAchievChange = {}
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冒险成就
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local function insertChange(self, chapterId, taskId, value, pts)
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冒险手册
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local achievField = AdvCommon.isEndless(chapterId) and "advEAchiev" or "advAchiev"
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local dbData = self.owner:getProperty(achievField)
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if pts then
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advAchievChange[achievField] = advAchievChange[achievField] or {}
advAchievChange[achievField][chapterId] = advAchievChange[achievField][chapterId] or {}
advAchievChange[achievField][chapterId]["pts"] = advAchievChange[achievField][chapterId]["pts"] or {}
advAchievChange[achievField][chapterId]["pts"][taskId] = value
dbData[chapterId] = dbData[chapterId] or {}
dbData[chapterId]["pts"] = dbData[chapterId]["pts"] or {}
dbData[chapterId]["pts"][taskId] = value
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else
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advAchievChange[achievField] = advAchievChange[achievField] or {}
advAchievChange[achievField][chapterId] = advAchievChange[achievField][chapterId] or {}
advAchievChange[achievField][chapterId][taskId] = value
dbData[chapterId] = dbData[chapterId] or {}
dbData[chapterId][taskId] = value
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end
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end
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function Adv:checkAchievement(taskType, count, cond, cond2)
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冒险手册
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local achievField = self:isEndless() and "advEAchiev" or "advAchiev"
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local dbData = self.owner:getProperty(achievField)
dbData[self.chapterId] = dbData[self.chapterId] or {}
local advAchiev = dbData[self.chapterId]
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for taskId , data in pairs(csvdb["adv_achievementCsv"][self.chapterId] or {}) do
local oldStatus = advAchiev[taskId] or 0
if oldStatus ~= -1 and data.type == taskType then
local status
local checkTaskFunc = {}
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checkTaskFunc[Adv.AchievType.KillHadBuff] = function()
if cond:hadBuffById(data.value2) then
return (oldStatus + count)
end
end
checkTaskFunc[Adv.AchievType.KillWithBuff] = function()
local buff = self.battle.player:hadBuffById(data.value2)
if buff and buff.layer == data.value3 then
return (oldStatus + count)
end
end
checkTaskFunc[Adv.AchievType.KillBossWithBuff] = checkTaskFunc[Adv.AchievType.KillWithBuff]
checkTaskFunc[Adv.AchievType.KillNoBuff] = function()
local buff = self.battle.player:hadBuffById(data.value2)
if not buff then
return (oldStatus + count)
end
end
checkTaskFunc[Adv.AchievType.KillBossNoBuff] = checkTaskFunc[Adv.AchievType.KillNoBuff]
checkTaskFunc[Adv.AchievType.KillWithMWeapon] = function()
if self:isWearAF(data.value2) then
return (oldStatus + count)
end
end
checkTaskFunc[Adv.AchievType.KillBossWithMWeapon] = checkTaskFunc[Adv.AchievType.KillWithMWeapon]
checkTaskFunc[Adv.AchievType.KillWithAMWeapon] = function()
if self:haveComboAF(data.value2) then
return (oldStatus + count)
end
end
checkTaskFunc[Adv.AchievType.KillBossWithAMWeapon] = checkTaskFunc[Adv.AchievType.KillWithAMWeapon]
checkTaskFunc[Adv.AchievType.StorryDone] = function()
if data.value2 == 0 or data.value2 == cond then
local advStoryB = self.owner:getProperty("advStoryB")
local newCount = 0
for storyId, _ in pairs(advStoryB) do
if data.value2 == 0 then
newCount = newCount + 1
else
local storyData = csvdb["event_linkchoose_storyCsv"][storyId]
if storyData[1].chapter == data.value2 then
newCount = newCount + 1
end
end
end
if newCount > oldStatus then
return newCount
end
end
end
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if checkTaskFunc[taskType] then
status = checkTaskFunc[taskType]()
else
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if count ~= 0 and (data.value2 == 0 or data.value2 == cond) and (data.value3 == 0 or data.value3 == cond2) then
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status = oldStatus + count
end
end
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冒险支援效果 保底事件
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if self:isEndless() then
if status and status ~= oldStatus then
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冒险成就
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insertChange(self, self.chapterId, taskId, status)
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367
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end
else
if (status or -1) >= data.value1 then
status = -1
|
3f00afcf
zhouhaihai
增加日志
|
368
|
self.owner:log("adv_action", {desc = "finishAchiev", short1 = 1, int1 = self.chapterId, int2 = taskId})
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
369
370
|
end
if status and status ~= oldStatus then
|
284482c6
zhouhaihai
冒险成就
|
371
|
insertChange(self, self.chapterId, taskId, status)
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
372
|
if status == -1 then
|
284482c6
zhouhaihai
冒险成就
|
373
|
local ptcount = advAchiev[-1] or 0
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
374
|
ptcount = ptcount + data.pt
|
284482c6
zhouhaihai
冒险成就
|
375
|
insertChange(self, self.chapterId, -1, ptcount)
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
376
|
end
|
b176d7d3
zhouhaihai
冒险成就
|
377
378
|
end
end
|
b176d7d3
zhouhaihai
冒险成就
|
379
380
381
382
|
end
end
end
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
383
384
385
386
387
388
389
390
391
392
|
-- 说不用领取 注释掉
-- 又说要领取 打开 修改
function Adv:finishAchievement(chapterId, taskId)
if not AdvCommon.isEndless(chapterId) then return end -- 暂时只有无尽可以领奖
local achievField = AdvCommon.isEndless(chapterId) and "advEAchiev" or "advAchiev"
local achievData = (csvdb["adv_achievementCsv"][chapterId] or {})[taskId]
local status = (self.owner:getProperty(achievField)[chapterId] or {})[taskId] or -1
local reward = {}
if status >= achievData.value1 then
|
284482c6
zhouhaihai
冒险成就
|
393
|
insertChange(self, chapterId, taskId, -1)
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
394
395
|
local count = (self.owner:getProperty(achievField)[chapterId] or {})[-1] or 0
count = count + achievData.pt
|
284482c6
zhouhaihai
冒险成就
|
396
|
insertChange(self, chapterId, -1, count)
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
397
398
|
-- 发放奖励
|
3133cb76
zhouhaihai
日志
|
399
|
reward = self.owner:award(achievData.reward, {log = {desc = "advAchiev", int1 = chapterId, int2 = taskId}})
|
9ced5432
zhouhaihai
冒险支援效果 保底事件
|
400
401
402
|
return true, reward
end
end
|
b176d7d3
zhouhaihai
冒险成就
|
403
404
|
function Adv:getAchievementReward(chapterId, taskId)
|
46fff3ff
zhouhaihai
冒险手册
|
405
406
|
local achievField = AdvCommon.isEndless(chapterId) and "advEAchiev" or "advAchiev"
local count = (self.owner:getProperty(achievField)[chapterId] or {})[-1] or 0
|
b176d7d3
zhouhaihai
冒险成就
|
407
|
local achievData = (csvdb["adv_achievement_rewardCsv"][chapterId] or {})[taskId]
|
46fff3ff
zhouhaihai
冒险手册
|
408
|
local status = ((self.owner:getProperty(achievField)[chapterId] or {})["pts"] or {})[taskId] or 0
|
b176d7d3
zhouhaihai
冒险成就
|
409
410
|
if status == -1 or count < achievData.pt then return end
|
3133cb76
zhouhaihai
日志
|
411
|
local reward = self.owner:award(achievData.reward, {log = {desc = "advAchievReward", int1 = chapterId, int2 = taskId}})
|
284482c6
zhouhaihai
冒险成就
|
412
|
insertChange(self, chapterId, taskId, -1, true)
|
b176d7d3
zhouhaihai
冒险成就
|
413
414
415
416
417
|
return true, reward
end
function Adv:updateAchievement(notNotify)
if not next(advAchievChange) then return end
|
284482c6
zhouhaihai
冒险成就
|
418
419
|
self.owner:changeMapUpdates(advAchievChange, notNotify)
advAchievChange = {}
|
b176d7d3
zhouhaihai
冒险成就
|
420
421
|
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
422
423
424
425
|
end
return AdvTask
|