| | |
| | | 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
|
| | |
|