领取奖励规则修改

This commit is contained in:
fatiao 2025-11-20 16:57:47 +08:00
parent baefda26ad
commit 9ceaa8b5d1
2 changed files with 8 additions and 15 deletions

View File

@ -1,7 +1,7 @@
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)
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)
Id,StoryId,MapLevel,RewardType,HeartReward,GiftReward,DateRewardS,DateRewardA,DateRewardB
int,int,int,int,string,list,list,list,list
301,3,10001,1,2003:2,,,,
302,3,10001,2,,841:1;11:100000;19:20000,,,
303,3,10001,2,,841:1;11:100000;19:20000,,,
304,3,10001,3,,,841:1;11:100000;19:20000,841:1;11:100000;19:20000,841:1;11:100000;19:20000
3001,30,10001,1,203:2,,,,
3002,30,10001,2,,841:1;11:100000;19:20000,,,
3003,30,10001,2,,841:1;11:100000;19:20000,,,
3004,30,10001,3,,,841:1;11:100000;19:20000,841:1;11:100000;19:20000,841:1;11:100000;19:20000

1 Id序号(格式:Id+0+序号,序号1-8) 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)
2 Id Id StoryId MapLevel RewardType HeartReward GiftReward DateRewardS DateRewardA DateRewardB
3 int int int int int string list list list list
4 301 3001 3 30 10001 1 2003:2 203:2
5 302 3002 3 30 10001 2 841:1;11:100000;19:20000
6 303 3003 3 30 10001 2 841:1;11:100000;19:20000
7 304 3004 3 30 10001 3 841:1;11:100000;19:20000 841:1;11:100000;19:20000 841:1;11:100000;19:20000

View File

@ -2083,10 +2083,6 @@ func (this *Role) SetRoleStory(story *serverproto.KeyValueType) {
util.InfoF("SetRoleStory: storyStoreType is not correct, storyId=%d storyRewardId=%d ", storyId, storyRewardId)
return
}
if int32(story.Value/100) != storyId && int32(story.Value/100) != int32(storyId/100) {
util.InfoF("SetRoleStory: storyId is not correct, storyId=%d storyRewardId=%d ", storyId, storyRewardId)
return
}
preStoryVal := this.GetRoleBase().GetStoryVal(storyId)
newStoryVal := preStoryVal | (1 << uint32(storyStoreType))
if newStoryVal == preStoryVal {
@ -2104,7 +2100,7 @@ func (this *Role) SetRoleStory(story *serverproto.KeyValueType) {
storyRewardCfgMap := serverproto.StoryRewardCfgLoader
storyRewardCfg, storyExist := storyRewardCfgMap[storyRewardId]
mapLevel := this.roleBattle.mapId*10000 + this.roleBattle.mapLevel
if storyExist && (storyRewardCfg.StoryId == storyId || storyRewardCfg.StoryId == int32(storyId/100)) &&
if storyExist && int32(storyRewardCfg.StoryId/10) == int32(storyId/10) &&
int32(mapLevel) >= storyRewardCfg.MapLevel {
if storyRewardCfg.RewardType == Story_Reward_Gift {
rewardCfg := storyRewardCfg.GiftReward
@ -2140,10 +2136,6 @@ func (this *Role) SetRoleStoryNpc(storyNpc *serverproto.KeyValueType) {
util.InfoF("[SetRoleStoryNpc]: storyStoreType is not correct, storyId=%d storyRewardId=%d ", storyId, storyRewardId)
return
}
if int32(storyRewardId) != storyId && int32(storyRewardId/100) != int32(storyId/100) {
util.InfoF("[SetRoleStoryNpc]: storyId is not correct, storyId=%d storyRewardId=%d ", storyId, storyRewardId)
return
}
preStoryVal := this.GetRoleBase().GetStoryVal(storyId)
newStoryVal := preStoryVal | (1 << uint32(storyStoreType))
if newStoryVal == preStoryVal {
@ -2154,7 +2146,8 @@ func (this *Role) SetRoleStoryNpc(storyNpc *serverproto.KeyValueType) {
storyRewardCfgMap := serverproto.StoryRewardCfgLoader
storyRewardCfg, storyExist := storyRewardCfgMap[storyRewardId]
mapLevel := this.roleBattle.mapId*10000 + this.roleBattle.mapLevel
if storyExist && (storyRewardCfg.StoryId == storyId || storyRewardCfg.StoryId == int32(storyId/100)) &&
util.InfoF("SetRoleStory: Add Heart storyId=%d, storyRewardId=%d, mapLevel=%d", storyId, storyRewardId, mapLevel)
if storyExist && int32(storyRewardCfg.StoryId/10) == int32(storyId/10) &&
storyRewardCfg.RewardType == Story_Reward_Heart && int32(mapLevel) >= storyRewardCfg.MapLevel {
heartRewardStr := storyRewardCfg.HeartReward
storyNpcId, addHeartVal := model.Str2Res(heartRewardStr)