领取奖励规则修改
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baefda26ad
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@ -1,7 +1,7 @@
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Id序号(格式:Id+0+序号,序号1-8),剧情Id,关卡条件,奖励类型(1-heart|2-gift|3-date),好感度奖励(npcId:好感度数值),礼物奖励(物品Id:数量;物品Id:数量;物品Id:数量),S级约会奖励(物品Id:数量;物品Id:数量;物品Id:数量),A级约会奖励(物品Id:数量;物品Id:数量;物品Id:数量),B级约会奖励(物品Id:数量;物品Id:数量;物品Id:数量)
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Id序号(格式:剧情Id+0+序号,序号1-8),剧情Id,关卡条件,奖励类型(1-heart|2-gift|3-date),好感度奖励(npcId:好感度数值),礼物奖励(物品Id:数量;物品Id:数量;物品Id:数量),S级约会奖励(物品Id:数量;物品Id:数量;物品Id:数量),A级约会奖励(物品Id:数量;物品Id:数量;物品Id:数量),B级约会奖励(物品Id:数量;物品Id:数量;物品Id:数量)
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Id,StoryId,MapLevel,RewardType,HeartReward,GiftReward,DateRewardS,DateRewardA,DateRewardB
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int,int,int,int,string,list,list,list,list
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301,3,10001,1,2003:2,,,,
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302,3,10001,2,,841:1;11:100000;19:20000,,,
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303,3,10001,2,,841:1;11:100000;19:20000,,,
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304,3,10001,3,,,841:1;11:100000;19:20000,841:1;11:100000;19:20000,841:1;11:100000;19:20000
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3001,30,10001,1,203:2,,,,
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3002,30,10001,2,,841:1;11:100000;19:20000,,,
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3003,30,10001,2,,841:1;11:100000;19:20000,,,
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3004,30,10001,3,,,841:1;11:100000;19:20000,841:1;11:100000;19:20000,841:1;11:100000;19:20000
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@ -2083,10 +2083,6 @@ func (this *Role) SetRoleStory(story *serverproto.KeyValueType) {
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util.InfoF("SetRoleStory: storyStoreType is not correct, storyId=%d storyRewardId=%d ", storyId, storyRewardId)
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return
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}
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if int32(story.Value/100) != storyId && int32(story.Value/100) != int32(storyId/100) {
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util.InfoF("SetRoleStory: storyId is not correct, storyId=%d storyRewardId=%d ", storyId, storyRewardId)
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return
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}
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preStoryVal := this.GetRoleBase().GetStoryVal(storyId)
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newStoryVal := preStoryVal | (1 << uint32(storyStoreType))
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if newStoryVal == preStoryVal {
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@ -2104,7 +2100,7 @@ func (this *Role) SetRoleStory(story *serverproto.KeyValueType) {
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storyRewardCfgMap := serverproto.StoryRewardCfgLoader
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storyRewardCfg, storyExist := storyRewardCfgMap[storyRewardId]
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mapLevel := this.roleBattle.mapId*10000 + this.roleBattle.mapLevel
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if storyExist && (storyRewardCfg.StoryId == storyId || storyRewardCfg.StoryId == int32(storyId/100)) &&
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if storyExist && int32(storyRewardCfg.StoryId/10) == int32(storyId/10) &&
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int32(mapLevel) >= storyRewardCfg.MapLevel {
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if storyRewardCfg.RewardType == Story_Reward_Gift {
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rewardCfg := storyRewardCfg.GiftReward
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@ -2140,10 +2136,6 @@ func (this *Role) SetRoleStoryNpc(storyNpc *serverproto.KeyValueType) {
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util.InfoF("[SetRoleStoryNpc]: storyStoreType is not correct, storyId=%d storyRewardId=%d ", storyId, storyRewardId)
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return
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}
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if int32(storyRewardId) != storyId && int32(storyRewardId/100) != int32(storyId/100) {
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util.InfoF("[SetRoleStoryNpc]: storyId is not correct, storyId=%d storyRewardId=%d ", storyId, storyRewardId)
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return
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}
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preStoryVal := this.GetRoleBase().GetStoryVal(storyId)
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newStoryVal := preStoryVal | (1 << uint32(storyStoreType))
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if newStoryVal == preStoryVal {
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@ -2154,7 +2146,8 @@ func (this *Role) SetRoleStoryNpc(storyNpc *serverproto.KeyValueType) {
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storyRewardCfgMap := serverproto.StoryRewardCfgLoader
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storyRewardCfg, storyExist := storyRewardCfgMap[storyRewardId]
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mapLevel := this.roleBattle.mapId*10000 + this.roleBattle.mapLevel
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if storyExist && (storyRewardCfg.StoryId == storyId || storyRewardCfg.StoryId == int32(storyId/100)) &&
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util.InfoF("SetRoleStory: Add Heart storyId=%d, storyRewardId=%d, mapLevel=%d", storyId, storyRewardId, mapLevel)
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if storyExist && int32(storyRewardCfg.StoryId/10) == int32(storyId/10) &&
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storyRewardCfg.RewardType == Story_Reward_Heart && int32(mapLevel) >= storyRewardCfg.MapLevel {
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heartRewardStr := storyRewardCfg.HeartReward
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storyNpcId, addHeartVal := model.Str2Res(heartRewardStr)
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