PHP Code:
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--文件名 : battle_bouns.lua
--创建者 : zhouchenfei
--创建时间 : 2007-10-23
--功能描述 : 战场中的分值处理
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-- 重置积分
function Battle:ResetBonus(pPlayer, nNowTime)
pPlayer.Msg("Tích lũy bị trừ hết!");
pPlayer.SetTask(self.TSKGID, self.TSK_BTPLAYER_TOTALBOUNS, 0);
pPlayer.SetTask(self.TSKGID, self.TSK_BTPLAYER_LASTBOUNSTIME, nNowTime);
end
-- 重置使用积分上限
function Battle:OnWeekEvent_ResetUseBouns()
local nUseBouns = me.GetTask(self.TSKGID, self.TSK_BTPLAYER_USEBOUNS);
Battle:DbgWrite(Dbg.LOG_INFO, "OnWeekEvent_ResetUseBouns", self.TSKGID, self.TSK_BTPLAYER_USEBOUNS, 0);
me.SetTask(self.TSKGID, self.TSK_BTPLAYER_USEBOUNS, 0);
end
-- 检查是否是新的一周
function Battle:CheckNewWeek(pPlayer, nNowTime)
local nLastTime = pPlayer.GetTask(self.TSKGID, self.TSK_BTPLAYER_LASTBOUNSTIME);
local nLastDay = math.ceil(nLastTime / (3600 * 24));
local nNowDay = math.ceil(nNowTime / (3600 * 24));
if (nNowDay <= nLastDay) then
return;
end
-- 从星期天开始算,为一个星期的第一天
nLastDay = nLastDay - 4;
nNowDay = nNowDay - 4;
local nLastWeek = math.floor(nLastDay / 7);
local nNowWeek = math.floor(nNowDay / 7);
if (nNowWeek > nLastWeek) then
return 1;
end
return 0;
end
-- 处理连斩积分奖励
function Battle:ProcessSeriesBouns(tbKillerBattleInfo, tbDeathBattleInfo)
local nMeRank = tbDeathBattleInfo.nRank;
local nPLRank = tbKillerBattleInfo.nRank;
-- 符合连斩条件 计算有效连斩
if (5 >= (nPLRank - nMeRank)) then
local nSeriesKill = tbKillerBattleInfo.nSeriesKill + 1;
tbKillerBattleInfo.nSeriesKill = nSeriesKill;
if (math.fmod(nSeriesKill, 3) == 0) then
tbKillerBattleInfo.nTriSeriesNum = tbKillerBattleInfo.nTriSeriesNum + 1;
self:AddShareBouns(tbKillerBattleInfo, self.SERIESKILLBOUNS)
tbKillerBattleInfo.pPlayer.Msg(string.format("Quân %s - %s %s liên tiếp tiêu diệt %d quân địch, nhận thưởng Liên Trảm %d điểm tích lũy.", Battle.NAME_CAMP[tbKillerBattleInfo.tbCamp.nCampId], Battle.NAME_RANK[tbKillerBattleInfo.nRank], tbKillerBattleInfo.pPlayer.szName, tbKillerBattleInfo.nSeriesKill, self.SERIESKILLBOUNS));
end
if (tbKillerBattleInfo.nMaxSeriesKill < nSeriesKill) then
tbKillerBattleInfo.nMaxSeriesKill = nSeriesKill;
end
end
-- 计算连斩
local nSeriesKillNum = tbKillerBattleInfo.nSeriesKillNum + 1;
tbKillerBattleInfo.nSeriesKillNum = nSeriesKillNum;
if (tbKillerBattleInfo.nMaxSeriesKillNum < nSeriesKillNum) then
tbKillerBattleInfo.nMaxSeriesKillNum = nSeriesKillNum;
end
end
-- 获得杀死玩家积分奖励
function Battle:GiveKillerBouns(tbKillerBattleInfo, tbDeathBattleInfo)
tbKillerBattleInfo.nKillPlayerNum = tbKillerBattleInfo.nKillPlayerNum + 1;
-- 要不要做安全性检测呢?
local nMeRank = tbDeathBattleInfo.nRank;
local nPLRank = tbKillerBattleInfo.nRank;
local nRadioRank = 1;
nRadioRank = (10 - (nPLRank - nMeRank)) / 10;
local nPoints = math.floor(Battle.tbBonusBase.KILLPLAYER * nRadioRank);
local nBounsDif = self:AddShareBouns(tbKillerBattleInfo, nPoints)
if (nBounsDif > 0) then
tbKillerBattleInfo.nKillPlayerBouns = tbKillerBattleInfo.nKillPlayerBouns + nPoints;
end
end
-- 获得战旗积分奖励
function Battle:GetTheFlagBouns(tbBattleInfo)
local nCamp = tbBattleInfo.tbCamp.nCampId;
local nBounsDif = self:AddShareBouns(tbBattleInfo, Battle.tbBonusBase.SNAPFLAG)
if (nBounsDif > 0) then
tbBattleInfo.nFlagsBouns = tbBattleInfo.nFlagsBouns + Battle.tbBonusBase.SNAPFLAG;
end
tbBattleInfo.nFlagNum = tbBattleInfo.nFlagNum + 1;
end
-- 获得珍宝积分奖励
function Battle:GetTheTreasure(tbBattleInfo)
local nCamp = tbBattleInfo.tbCamp.nCampId;
local nBounsDif = self:AddShareBouns(tbBattleInfo, Battle.tbBonusBase.GETITEM)
if (nBounsDif > 0) then
tbBattleInfo.nTreasureBouns = tbBattleInfo.nTreasureBouns + Battle.tbBonusBase.GETITEM;
end
tbBattleInfo.nTreasure = tbBattleInfo.nTreasure + 1;
end
-- 积分换经验
function Battle:BounsChangeExp(nLevel, nBouns)
local nExp = 0;
if (nLevel < 40) then
return 0;
end
if (nLevel > 120) then
nLevel = 120;
end
nExp = math.floor(( 700 + math.floor(( nLevel - 40 ) / 5 ) * 100 ) * 60 * 7 /3000 ) * nBouns -- 1个积分点的基础经验值
local nKinId = me.dwKinId;
local cKin = KKin.GetKin(nKinId);
if (cKin) then
local nWeeklyTask = cKin.GetWeeklyTask();
if (Kin.TASK_BATTLE == nWeeklyTask) then
nExp = math.floor(nExp * 1.5);
end
end
return nExp;
end
-- 战局结束时的声望按排名奖励
function Battle:AwardFinalShengWang(tbPlayerList)
local nNowShengWang = 0;
local nMaxRank = 0;
local nIndex = 0;
for i = 1, #tbPlayerList do
local tbBattleInfo = tbPlayerList[i];
local nNowShengWang = 0;
local nRankSheng = 0;
local nBounsSheng = 0;
if (1 == i) then
nRankSheng = Battle.tbRANKSHENGWANG[1];
elseif (2 <= i and 4 >= i) then
nRankSheng = Battle.tbRANKSHENGWANG[2];
elseif (5 <= i and 10 >= i) then
nRankSheng = Battle.tbRANKSHENGWANG[3];
elseif (11 <= i and 20 >= i) then
nRankSheng = Battle.tbRANKSHENGWANG[4];
end
for key, tbRankBouns in ipairs(Battle.tbBOUNSSHENGWANG) do
if (tbBattleInfo.nBouns >= tbRankBouns[1]) then
nBounsSheng = tbRankBouns[2];
break;
end
end
nNowShengWang = nRankSheng;
if (nBounsSheng > nNowShengWang) then
nNowShengWang = nBounsSheng;
end
local nCamp = tbBattleInfo.tbCamp.nCampId;
tbBattleInfo.nShengWang = tbBattleInfo.nShengWang + nNowShengWang;
tbBattleInfo.pPlayer.Msg(string.format("Xếp hạng: <color=green>%d<color>, bạn nhận được <color=white>%d<color> điểm danh vọng chiến trường.", i, tbBattleInfo.nShengWang));
end
end
-- 战局结束时的声望按排名奖励
function Battle:AwardFinalHonor(tbPlayerList)
local nNowHonor = 0;
local nMaxRank = 0;
local nIndex = 0;
for i = 1, #tbPlayerList do
local tbBattleInfo = tbPlayerList[i];
local nNowHonor = 0;
local nRankHonor = 0;
local nBounsHonor = 0;
if (1 == i) then
nRankHonor = Battle.tbRANKHONOR[1];
elseif (2 <= i and 5 >= i) then
nRankHonor = Battle.tbRANKHONOR[2];
elseif (6 <= i and 10 >= i) then
nRankHonor = Battle.tbRANKHONOR[3];
elseif (11 <= i and 20 >= i) then
nRankHonor = Battle.tbRANKHONOR[4];
end
for key, tbRankBouns in ipairs(Battle.tbBOUNSHONOR) do
if (tbBattleInfo.nBouns >= tbRankBouns[1]) then
nBounsHonor = tbRankBouns[2];
break;
end
end
nNowHonor = nRankHonor;
if (nBounsHonor > nNowHonor) then
nNowHonor = nBounsHonor;
end
local nCamp = tbBattleInfo.tbCamp.nCampId;
tbBattleInfo.nHonor = tbBattleInfo.nHonor + nNowHonor;
tbBattleInfo.pPlayer.Msg(string.format("Xếp hạng: <color=green>%d<color>, bạn nhận được <color=white>%d<color> điểm vinh dự chiến trường.", i, tbBattleInfo.nHonor));
end
end
-- 战局结束时的功勋按排名奖励
function Battle:AwardFinalGongXun(tbPlayerList)
-- local nNowGongXun = 0;
-- local nMaxRank = 0;
-- local nIndex = 0;
-- for i = 1, #tbPlayerList do
-- if (i > nMaxRank) then
-- nIndex = nIndex + 1;
-- if (not self.tbGONGXUNRANK[nIndex]) then
-- -- print("self.tbSHENGWANGRANK[nIndex] error (Battle:AwardFinalGongXun(tbPlayerList, tbBattleAwardSheng))");
-- end
-- nMaxRank = self.tbGONGXUNRANK[nIndex][1];
-- nNowGongXun = self.tbGONGXUNRANK[nIndex][2];
-- end
-- local tbBattleInfo = tbPlayerList[i];
-- local nGongXun = tbBattleInfo.nGongXun + nNowGongXun;
-- local nCamp = tbBattleInfo.tbCamp.nCampId;
-- tbBattleInfo.pPlayer.Msg(string.format("排名为:<color=green>%d<color>,你获得了<color=white>%d<color>点战场功勋值奖励。", i, nGongXun));
-- tbBattleInfo.nGongXun = nGongXun;
-- end
end
function Battle:AwardFinalWeiWang(tbPlayerList, nBattleLevel)
if (not tbPlayerList) then
return;
end
local nFlag = 0;
local nOpenTime = KGblTask.SCGetDbTaskInt(DBTASD_SERVER_SETMAXLEVEL99);
if (nOpenTime <= 0) then
nFlag = 1;
else
if (nBattleLevel >= 2) then
nFlag = 1;
end
end
for i, v in ipairs(tbPlayerList) do
if (self.tbWeiWangRank[1] == i) then
self:AwardWeiWang(v, 10, 50); -- 冠军有6点威望
elseif (self.tbWeiWangRank[1] < i and self.tbWeiWangRank[2] >= i) then
self:AwardWeiWang(v, 8, 40);
elseif (i > self.tbWeiWangRank[2] and self.tbWeiWangRank[3] >= i) then
self:AwardWeiWang(v, 6, 30);
else
if (nFlag == 1) then
local nBouns = v.nBouns;
if (4500 <= nBouns) then
self:AwardWeiWang(v, 5, 20, 1);
elseif (3000 <= nBouns) then
self:AwardWeiWang(v, 4, 20, 1);
elseif (1800 <= nBouns) then
self:AwardWeiWang(v, 3, 15, 1);
elseif (1500 <= nBouns) then
self:AwardWeiWang(v, 2, 15, 1);
elseif (1200 <= nBouns) then
self:AwardWeiWang(v, 2, 10, 1);
elseif (800 <= nBouns) then
self:AwardWeiWang(v, 1, 10, 1);
elseif (500 <= nBouns) then
self:AwardWeiWang(v, 0, 10, 1);
end
end
end
end
end
function Battle:AwardFinalOffer(tbPlayerList, nBattleLevel)
if (not tbPlayerList) then
return;
end
local nStockBaseCount = 0;
for i, v in ipairs(tbPlayerList) do
if (i >= 1 and i <= 3) then
self:AwardOffer(v, 150); -- 前3名有150的贡献度
nStockBaseCount = 100;
elseif (4 <= i and 10 >= i) then
self:AwardOffer(v, 120); -- 前10名有120的贡献度
nStockBaseCount = 80;
elseif (i >= 10 and 20 >= i) then
self:AwardOffer(v, 100); -- 前20名有100的贡献度
nStockBaseCount = 60;
else
local nBouns = v.nBouns;
if (5000 <= nBouns) then
self:AwardOffer(v, 80); -- 5000积分以上的有80的贡献度
nStockBaseCount = 50;
elseif (5000 > nBouns and 4000 <= nBouns) then
self:AwardOffer(v, 60); -- 4000积分以上的有60的贡献度
nStockBaseCount = 30;
elseif (4000 > nBouns and 3000 <= nBouns) then
self:AwardOffer(v, 40); -- 3000积分以上的有40的贡献度
nStockBaseCount = 20;
elseif (3000 > nBouns and 1500 <= nBouns) then
self:AwardOffer(v, 30); -- 1500积分以上的有30的贡献度
nStockBaseCount = 10;
end
end
if v and v.pPlayer then
-- 增加建设资金和族长、个人的股份
Tong:AddStockBaseCount_GS1(v.pPlayer.nId, nStockBaseCount, 0.75, 0.2, 0.05, 0, 0, WeeklyTask.GETOFFER_TYPE_BATTLE);
end
if (i > 0 and i <= 20 and nBattleLevel == 3) then
-- 成就:高级战场前20名
Achievement:FinishAchievement(v.pPlayer.nId, Achievement.BATTLE_GAOJI_20);
end
end
end
function Battle:AwardOffer(tbBattleInfo, nOffer)
local pPlayer = tbBattleInfo.pPlayer;
if (not pPlayer) then
return 0;
end
pPlayer.AddOfferEntry(nOffer, WeeklyTask.GETOFFER_TYPE_BATTLE);
end
function Battle:AwardWeiWang(tbBattleInfo, nWeiWang, nGongXian, nFlag)
local pPlayer = tbBattleInfo.pPlayer;
if (not pPlayer) then
return 0;
end
-- 加入帮会,并且帮会通过考验期 by zhangjinpin@kingsoft
if nFlag == 1 then
if not pPlayer.dwTongId or pPlayer.dwTongId == 0 then
return 0;
end
local pTong = KTong.GetTong(pPlayer.dwTongId);
if not pTong or pTong.GetTestState() ~= 0 then
return 0;
end
end
-- end
if tbBattleInfo.tbMission and tbBattleInfo.tbMission.nBattleLevel then
if tbBattleInfo.tbMission.nBattleLevel == 1 and TimeFrame:GetStateGS("OpenOneFengXiangBattle") == 1 then
nWeiWang = math.floor(nWeiWang / 2);
end
pPlayer.AddKinReputeEntry(nWeiWang, "battle");
end
end
function Battle:AwardFinalXinDe(tbPlayerList)
if (not tbPlayerList) then
return;
end
for i = 1, #tbPlayerList do
if (1 == i) then
self:AwardXinDe(tbPlayerList[i].pPlayer, 300000); -- 冠军由6点威望
elseif (2 <= i and 10 >= i) then
self:AwardXinDe(tbPlayerList[i].pPlayer, 200000);
else
local nBouns = tbPlayerList[i].nBouns;
if (3000 < nBouns) then
self:AwardXinDe(tbPlayerList[i].pPlayer, 150000);
elseif (3000 >= nBouns and 500 <= nBouns) then
self:AwardXinDe(tbPlayerList[i].pPlayer, 100000);
end
end
end
end
function Battle:AwardXinDe(pPlayer, nXinDe)
if (nXinDe <= 0) then
return;
end
Setting:SetGlobalObj(pPlayer);
Task:AddInsight(nXinDe);
Setting:RestoreGlobalObj();
end
-- 奖励积分大于3000的玩家可以获得物质奖励
function Battle:AwardFinalGoods(tbPlayerList, nBattleLevel)
if (not tbPlayerList) then
return;
end
local nItemId = self.tbPaiItemId[nBattleLevel];
for i = 1, #tbPlayerList do
local nBouns = tbPlayerList[i].nBouns;
local pPlayer = tbPlayerList[i].pPlayer;
if (self.tbAWARDBOUNS[1] <= nBouns) then
pPlayer.SetTask(self.TSKGID, self.TSK_BTPLAYER_ZHANCHANGLINGPAI, nItemId);
pPlayer.SetTask(self.TSKGID, self.TSK_BTPLAYER_FUDAI ,2);
Dialog:SendInfoBoardMsg(pPlayer, "Gặp Hiệu Úy Mộ Binh ở Báo danh chiến trường nhận thưởng.");
elseif (self.tbAWARDBOUNS[2] <= nBouns) then
pPlayer.SetTask(self.TSKGID, self.TSK_BTPLAYER_FUDAI ,1);
Dialog:SendInfoBoardMsg(pPlayer, "Gặp Hiệu Úy Mộ Binh ở Báo danh chiến trường nhận thưởng.");
end
if (nBouns > 0) then
pPlayer.SetTask(self.TSKGID, self.TSK_BTPLAYER_BOUNSFORWARD, 1);
end
end
end
-- 师徒成就:战场
function Battle:GetAchievement(tbPlayerList, nBattleLevel)
if (not tbPlayerList) then
return;
end
-- nBattleLevel = 1(初级 扬州),2(中级 凤翔),3(高级 襄阳)
for i = 1, #tbPlayerList do
local pPlayer = tbPlayerList[i].pPlayer;
-- 目前成就系统里面只需要添加扬州战场成就,如果以后要添加其他的,可以在这里补充
if (pPlayer and nBattleLevel == 1) then
Achievement:FinishAchievement(pPlayer.nId, Achievement.BATTLE_YANGZHOU);
end
end
end
-- 获得一个战场令牌
function Battle:AwardGood(pPlayer, nItemId, nPaiCount, nFuCount, nBouns, nBattleLevel)
local nFreeCount, tbExecute = SpecialEvent.ExtendAward:DoCheck("Battle", pPlayer, nBouns, nBattleLevel);
if (pPlayer.CountFreeBagCell() < (nPaiCount + nFuCount + nFreeCount) * Battle.nTimes ) then
return 0;
end
for i = 1, Battle.nTimes do
if (nPaiCount > 0) then
pPlayer.AddItem(18,1,112,nItemId);
pPlayer.AddItem(18,1,114,10);
pPlayer.AddItem(18,1,114,9);
pPlayer.AddBindMoney(500000);
pPlayer.AddBindCoin(100000);
self:WriteLog("AwardGood", string.format("Give player %s a zhanchanglingpai", pPlayer.szName));
pPlayer.SetTask(self.TSKGID, self.TSK_BTPLAYER_ZHANCHANGLINGPAI, 0);
end
if (nFuCount > 0) then
for i=1, nFuCount do
local pItem = pPlayer.AddItem(18,1,80,1);
assert(pItem);
self:WriteLog("AwardGood", string.format("Give player %s a fudai", pPlayer.szName));
--local szDate = os.date("%Y/%m/%d/%H/%M/%S", GetTime() + 3600 * 48);
--pPlayer.SetItemTimeout(pItem, szDate);
--pItem.Sync();
end
pPlayer.SetTask(self.TSKGID, self.TSK_BTPLAYER_FUDAI, 0);
end
if (nBouns > 0) then
local nMyUserBouns = self:GetMyUseBouns();
local nFinalBouns = nBouns;
if (nMyUserBouns + nBouns > self.BATTLES_POINT2EXP_MAXEXP) then
nFinalBouns = self.BATTLES_POINT2EXP_MAXEXP - nMyUserBouns;
end
local nExp = self:BounsChangeExp(pPlayer.nLevel, nFinalBouns) * self.BOUNS2EXPMUL;
if (nExp > 0) then
pPlayer.AddExp(nExp);
end
self:AddUseBouns(pPlayer, nFinalBouns, nMyUserBouns);
pPlayer.SetTask(Battle.TSKGID, Battle.TSK_BTPLAYER_TOTALBOUNS, 0);
end
SpecialEvent.ExtendAward:DoExecute(tbExecute);
end
return 1;
end
-- 更新每天玩家最大功勋值
function Battle:UpdatePlayerHonorAndShengWang(tbPlayerList)
for _, tbBattleInfo in pairs(tbPlayerList) do
tbBattleInfo:SetPlayerHonor();
tbBattleInfo:SetPlayerShengWang();
end
end
-- 如果玩家的身份是未出师弟子,那么他的师徒任务当中的宋金战场次数加1
function Battle:UpdateShiTuBattleCount(tbPlayerList)
if (not tbPlayerList) then
return;
end
local tbItem = Item:GetClass("teacher2student");
for i, v in ipairs(tbPlayerList) do
local pPlayer = v.pPlayer;
if (pPlayer) then
if (pPlayer.GetTrainingTeacher()) then
local tbBattleInfo = Battle:GetPlayerData(pPlayer);
local nEnterBattleTime = tbBattleInfo.nEnterBattleTime;
local nCurTime = GetTime();
local nInBattleTime = nCurTime - nEnterBattleTime;
if (tbItem.BATTLE_VALID_TIME <= nInBattleTime) then
local nNeed_Battle = pPlayer.GetTask(Relation.TASK_GROUP, Relation.TASK_ID_SHITU_BATTLE) + 1;
pPlayer.SetTask(Relation.TASK_GROUP, Relation.TASK_ID_SHITU_BATTLE, nNeed_Battle);
end
end
end
end
end
-- 计算离上次更新时间过了多少天
function Battle:CalculateDay(nLastTime, nNowTime)
local nLastDay = math.ceil(nLastTime / (3600 * 24));
local nNowDay = math.ceil(nNowTime / (3600 * 24));
local nDays = nNowDay - nLastDay;
if (nDays < 0) then
nDays = 0;
end
return nDays;
end
-- 清零
function Battle:ClearBouns(pPlayer)
self:SetTotalBouns(pPlayer, 0);
end
-- 个人玩家奖励
function Battle:AwardPlayerList(tbPlayerReaultList, nBattleLevel)
self:AwardFinalHonor(tbPlayerReaultList);
self:AwardFinalShengWang(tbPlayerReaultList);
self:UpdatePlayerHonorAndShengWang(tbPlayerReaultList);
self:UpdateShiTuBattleCount(tbPlayerReaultList);
self:AwardFinalWeiWang(tbPlayerReaultList, nBattleLevel);
self:AwardFinalOffer(tbPlayerReaultList, nBattleLevel);
self:AwardFinalXinDe(tbPlayerReaultList);
self:AwardFinalGoods(tbPlayerReaultList, nBattleLevel);
self:GetAchievement(tbPlayerReaultList, nBattleLevel);
end
function Battle:_BTPrint(tbPlayerReaultList)
print("szName, nBouns, nGongXun, nShengWang");
for _, tbBattleInfo in ipairs(tbPlayerReaultList) do
print(tbBattleInfo.pPlayer.szName, tbBattleInfo.nBouns, tbBattleInfo.nGongXun, tbBattleInfo.nShengWang);
end
end
-- 累加积分--TODO
function Battle:AddUseBouns(pPlayer, nChangeBouns, nMyUserBouns)
if (0 == nChangeBouns) then
return;
end
pPlayer.SetTask(Battle.TSKGID, Battle.TSK_BTPLAYER_USEBOUNS, nChangeBouns + nMyUserBouns);
end
-- 获得已用积分记录--TODO
function Battle:GetMyUseBouns()
local nMyBouns = me.GetTask(Battle.TSKGID, Battle.TSK_BTPLAYER_USEBOUNS);
return nMyBouns;
end
function Battle:AddShareBouns(tbBattleInfo, nBouns)
local tbShareTeamMember = tbBattleInfo.pPlayer.GetTeamMemberList(1);
if (not tbShareTeamMember) then
return tbBattleInfo:AddBounsWithCamp(nBouns);
end
local nResult = 0;
local nCount = #tbShareTeamMember;
if (0 < nCount) then
local nTimes = self.tbPOINT_TIMES_SHARETEAM[nCount];
local nPoints = nBouns * nTimes;
nResult = tbBattleInfo:AddBounsWithCamp(nPoints);
end
-- 组队共享暂时不用
-- for _, pPlayer in pairs(tbShareTeamMember) do
-- if (pPlayer.nId ~= tbBattleInfo.pPlayer.nId) then
-- local nFaction, nRoutId = self:GetFactionNumber(pPlayer);
-- if (0 ~= nFaction) then
-- local nTimes = self.tbPOINT_TIMES_SHAREFACTION[nFaction][nRoutId];
-- local nPoints = nBouns * nTimes;
-- self:GetPlayerData(pPlayer):AddBounsWithCamp(nPoints);
-- end
-- end
-- end
return nResult;
end
function Battle:GetFactionNumber(pPlayer)
local nFaction = pPlayer.nFaction;
if (0 == nFaction) then
Battle:DbgOut("GetFactionNumber", pPlayer.szName, "Chưa gia nhập môn phái!");
return 0;
end
local nRouteId = pPlayer.nRouteId;
if (0 == nRouteId) then
Battle:DbgOut("GetFactionNumber", pPlayer.szName, "Chưa chọn nhánh, không thể nhận Mật tịch môn phái!");
return 0;
end
return nFaction, nRouteId;
end
function Battle:OnWeekEvent_ResetBattleHonor()
-- TODO 排名
local pPlayer = me;
for i = self.TSK_BTPLAYER_HONOR1, self.TSK_BTPLAYER_HONOR4, 1 do
pPlayer.SetTask(self.TSKGID, i, 0);
end
end
function Battle:GetRemainJunXu()
local nRemainJunXu = me.GetTask(self.TSKGID, self.TSK_BTPLAYER_JUNXU);
return nRemainJunXu;
end
PlayerSchemeEvent:RegisterGlobalWeekEvent({Battle.OnWeekEvent_ResetUseBouns, Battle});
PlayerSchemeEvent:RegisterGlobalWeekEvent({Battle.OnWeekEvent_ResetBattleHonor, Battle});