Merge branch 'dev' of http://git.legu.cc/liwei_3d/go_dreamfactory into dev
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commit
83a24c9c8c
@ -664,12 +664,12 @@ const (
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//Rtype178 TaskType = 178
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//Rtype178 TaskType = 178
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Rtype179 TaskType = 179 //解锁X阶段装备新图纸X个
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Rtype179 TaskType = 179 //解锁X阶段装备新图纸X个
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Rtype180 TaskType = 180 //在X副本内使用好友助战X次
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Rtype180 TaskType = 180 //在X副本内使用好友助战X次
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Rtype181 TaskType = 181
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Rtype181 TaskType = 181 //X维京副本X难度自动战斗X次(接取任务后开始记录,在对应副本的指定难度内,使用自动战斗每有1次,进度便加一)
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Rtype182 TaskType = 182 //打赢武馆内踢馆X次(接取任务后开始记录,每赢得一次踢馆战斗的胜利,进度便加一)
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Rtype182 TaskType = 182 //打赢武馆内踢馆X次(接取任务后开始记录,每赢得一次踢馆战斗的胜利,进度便加一)
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Rtype183 TaskType = 183 //去好友武馆踢馆X次(接取任务后开始记录,每次在好友武馆开启一场踢馆,便进度加一)
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Rtype183 TaskType = 183 //去好友武馆踢馆X次(接取任务后开始记录,每次在好友武馆开启一场踢馆,便进度加一)
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Rtype184 TaskType = 184 //使用好友武馆木桩X次(接取任务后,每次使用好友的木桩训练英雄一次,进度便加一)
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Rtype184 TaskType = 184 //使用好友武馆木桩X次(接取任务后,每次使用好友的木桩训练英雄一次,进度便加一)
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Rtype185 TaskType = 185 //完成X次每日1健(接取任务后,每完成1次每日1健,便进度加一)
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Rtype185 TaskType = 185 //完成X次每日1健(接取任务后,每完成1次每日1健,便进度加一)
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Rtype186 TaskType = 186
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Rtype186 TaskType = 186 //武馆的派遣悬赏X次(接取任务后开始计算,当玩家的派遣完成1次,进度便加一,不领奖也算一次,只要倒计时结束即可)
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Rtype187 TaskType = 187
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Rtype187 TaskType = 187
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Rtype188 TaskType = 188 //玩家创建1个工会
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Rtype188 TaskType = 188 //玩家创建1个工会
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)
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)
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@ -148,6 +148,7 @@ func (this *apiComp) Equip(session comm.IUserSession, req *pb.EquipmentEquipReq)
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hero.SuiteId = confs[0].Suittype
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hero.SuiteId = confs[0].Suittype
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hero.Suite1Star = suite1Str
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hero.Suite1Star = suite1Str
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hero.Suite1Lv = suite1Lv
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hero.Suite1Lv = suite1Lv
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tasks = append(tasks, comm.GettaskParam(comm.Rtype93, 1, hero.SuiteId, suite1Lv))
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}
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}
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} else {
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} else {
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hero.SuiteId = 0
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hero.SuiteId = 0
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@ -159,6 +160,7 @@ func (this *apiComp) Equip(session comm.IUserSession, req *pb.EquipmentEquipReq)
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hero.SuiteExtId = confs[4].Suittype
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hero.SuiteExtId = confs[4].Suittype
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hero.Suite2Star = suite2Str
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hero.Suite2Star = suite2Str
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hero.Suite2Lv = suite2Lv
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hero.Suite2Lv = suite2Lv
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tasks = append(tasks, comm.GettaskParam(comm.Rtype93, 1, hero.SuiteExtId, suite2Lv))
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}
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}
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} else {
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} else {
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hero.SuiteExtId = 0
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hero.SuiteExtId = 0
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@ -250,7 +250,7 @@ func (this *apiComp) ForgeEquip(session comm.IUserSession, req *pb.SmithyForgeEq
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}
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}
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// 解锁了新的图纸
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// 解锁了新的图纸
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this.module.ModuleRtask.TriggerTask(session.GetUserId(), comm.GettaskParam(comm.Rtype177, 1))
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this.module.ModuleRtask.TriggerTask(session.GetUserId(), comm.GettaskParam(comm.Rtype177, 1))
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this.module.ModuleRtask.TriggerTask(session.GetUserId(), comm.GettaskParam(comm.Rtype179, nextProficiency.Value1, 1))
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this.module.ModuleRtask.TriggerTask(session.GetUserId(), comm.GettaskParam(comm.Rtype179, 1, nextProficiency.Value1))
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}
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}
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// 是否解锁新套装
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// 是否解锁新套装
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if nextProficiency.Type == comm.SmithyReelType4 {
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if nextProficiency.Type == comm.SmithyReelType4 {
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@ -187,7 +187,7 @@ func (this *apiComp) ChallengeOver(session comm.IUserSession, req *pb.VikingChal
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if req.Auto {
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if req.Auto {
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szTask = append(szTask, comm.GettaskParam(comm.Rtype75, req.BossId, req.Difficulty))
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szTask = append(szTask, comm.GettaskParam(comm.Rtype75, req.BossId, req.Difficulty))
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szTask = append(szTask, comm.GettaskParam(comm.Rtype172, 1))
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szTask = append(szTask, comm.GettaskParam(comm.Rtype172, 1))
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szTask = append(szTask, comm.GettaskParam(comm.Rtype181, req.BossId, req.Difficulty, 1))
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szTask = append(szTask, comm.GettaskParam(comm.Rtype181, 1, req.BossId, req.Difficulty))
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}
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}
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szTask = append(szTask, comm.GettaskParam(comm.Rtype76, 1, req.BossId))
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szTask = append(szTask, comm.GettaskParam(comm.Rtype76, 1, req.BossId))
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if bHelp {
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if bHelp {
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