|  |  | 
 |  |  |         curExp = curExp - totalExp
 | 
 |  |  |         attrLV += 1
 | 
 |  |  |         isLVUP = True
 | 
 |  |  |         GodWeaponLVUP(curPlayer, godWeaponData)
 | 
 |  |  |         GodWeaponLVUP(curPlayer, godWeaponData, attrLV)
 | 
 |  |  |         
 | 
 |  |  |         totalExp = godWeaponData.GetExp()
 | 
 |  |  |         if totalExp == 0:
 | 
 |  |  | 
 |  |  |         PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_GodWeapon, attrLV, [weaponType])
 | 
 |  |  |         if beforeAttrLV == 0:
 | 
 |  |  |             # 解封通知
 | 
 |  |  |             PlayerControl.WorldNotify(0, 'GetGodWeapon', [curPlayer.GetName(), weaponType])
 | 
 |  |  |             sysMark = IpyGameDataPY.GetFuncEvalCfg('GodWeaponSys', 1, {}).get(weaponType, 'GetGodWeapon')
 | 
 |  |  |             PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), weaponType])
 | 
 |  |  |             
 | 
 |  |  |         #{1:[100,200,300,400],2:[100,200,300,400],3:[100,200,300,400]}
 | 
 |  |  |         notifyDict = IpyGameDataPY.GetFuncEvalCfg('GodLv', 1, {})
 | 
 |  |  | 
 |  |  |     return
 | 
 |  |  | 
 | 
 |  |  | #神兵升级触发其他功能:技能
 | 
 |  |  | def GodWeaponLVUP(curPlayer, godWeaponData):
 | 
 |  |  | def GodWeaponLVUP(curPlayer, godWeaponData, attrLV):
 | 
 |  |  |     skillID = godWeaponData.GetSkillID()
 | 
 |  |  |      | 
 |  |  |     if skillID:
 | 
 |  |  |         __GiveGodWeaponSkill(curPlayer, skillID)
 | 
 |  |  |         if __GiveGodWeaponSkill(curPlayer, skillID):
 | 
 |  |  |             sysMark = godWeaponData.GetSysMark()
 | 
 |  |  |             if sysMark:
 | 
 |  |  |                 PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), attrLV, skillID])
 | 
 |  |  | 
 | 
 |  |  | 
 | 
 |  |  | 
 | 
 |  |  | 
 |  |  |     #    BuffSkill.DoAddBuff(curPlayer, buffType, skillData, GameWorld.GetGameWorld().GetTick(), [], curPlayer)
 | 
 |  |  |     PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, skillResId)
 | 
 |  |  |     PlayerControl.PlayerControl(curPlayer).RefreshSkillFightPowerEx(skillResId, 0)
 | 
 |  |  |     return
 | 
 |  |  |     return True
 | 
 |  |  | 
 |