任务类型钻石消耗
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@ -461,7 +461,8 @@ const (
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Rtype101 TaskType = 101 //获得X星职业武器N件(历史)(从创号开始记录,每获得1件X星职业武器则进度+1)
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Rtype102 TaskType = 102 //阵营饰品强化成功N次(历史)(从创号开始记录,强化成功进度+1)
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Rtype103 TaskType = 103 //获得X星阵营饰品N件(历史)(从创号开始记录,每获得1件X星阵营饰品则进度+1)
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Rtype104 TaskType = 104 //消费N个钻石(历史)(从创号开始记录,每次消耗钻石增加消耗额的进度)
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//消费N个钻石(历史)(从创号开始记录,每次消耗钻石增加消耗额的进度)
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Rtype104 TaskType = 104
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Rtype105 TaskType = 105 //商店刷新N次(从接到任务开始,每次刷新商店进度+1)
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Rtype106 TaskType = 106 //跨服聊天发言N次(从接到任务开始,每次跨服发言成功进度+1)
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Rtype107 TaskType = 107 //赠送N个人好感度(从接到任务开始,每赠送1个好友好感度则进度+1)
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@ -302,6 +302,9 @@ func (this *ModuleBase) ConsumeRes(session comm.IUserSession, res []*cfg.Gameatn
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return
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}
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this.Debugf("消耗玩家资源: %v", attrs)
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if count,ok:= attrs[comm.ResDiamond];ok{
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this.ModuleRtask.SendToRtask(session, comm.Rtype104, count)
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}
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}
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if len(items) > 0 {
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code = this.ModuleItems.AddItems(session, items, bPush)
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@ -26,6 +26,7 @@ func (this *ModelRtaskRecord) greatEqualFirstParam(cfg *cfg.GameRdtaskCondiData,
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}
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// 传递参数小于等于配置参数
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// 适合只比较首个参数(一个参数)
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func (this *ModelRtaskRecord) lessEqualFirstParam(cfg *cfg.GameRdtaskCondiData, vals ...int32) (condiId int32, err error) {
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if ok, err1 := soLessEqual(vals[0], cfg.Data1); !ok {
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err = errors.WithMessagef(err1, "id: %v type:%v vals:%v", cfg.Id, cfg.Type, vals)
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@ -174,7 +174,7 @@ func (this *ModuleRtask) initRtaskVerifyHandle() {
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comm.Rtype26, comm.Rtype27, comm.Rtype28, comm.Rtype38,
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comm.Rtype39, comm.Rtype50, comm.Rtype51, comm.Rtype53,
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comm.Rtype54, comm.Rtype57, comm.Rtype58, comm.Rtype60,
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comm.Rtype62, comm.Rtype64, comm.Rtype69, comm.Rtype72:
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comm.Rtype62, comm.Rtype64, comm.Rtype69, comm.Rtype72,comm.Rtype104:
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this.registerVerifyHandle(v.Id, &rtaskCondi{
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cfg: typeCfg,
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find: this.modelRtaskRecord.lessEqualFirstParam,
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