xdh
2018-10-23 fd6fd0602d6dffa638bdd9bdcb46445a9430520e
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGreatMaster.py
@@ -27,12 +27,13 @@
import GameFuncComm
import IpyGameDataPY
import ItemCommon
import PassiveBuffEffMng
## 大师功能是否开启
#  @param curPlayer
#  @return
def IsGreatMasterOpen(curPlayer):
    if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_GreatMaster):
    if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_Talent):
        return False
    return True
@@ -54,7 +55,7 @@
    if not addPoint:
        return
    curFreeSkillPoint = GetGreatMasterFreeSkillPoint(curPlayer)
    #GameWorld.DebugLog("大师天赋点!curFreeSkillPoint = %s"%curFreeSkillPoint)
    GameWorld.DebugLog("大师天赋点!curFreeSkillPoint = %s"%curFreeSkillPoint)
    SetGreatMasterFreeSkillPoint(curPlayer, curFreeSkillPoint + addPoint)
    Sync_GreatMasterFreeSkillPoint(curPlayer)
    return
@@ -309,8 +310,10 @@
    skillManager = curPlayer.GetSkillManager()
    
    isRefreshAttr = False
    delCnt = 0
    for i in range(0, skillManager.GetSkillCount()):
        skill = skillManager.GetSkillByIndex(i)
        dataIndex = i-delCnt
        skill = skillManager.GetSkillByIndex(dataIndex)
        if skill == None:
            continue
        skillTypeID = skill.GetSkillTypeID()
@@ -322,8 +325,8 @@
            isRefreshAttr = True
        
        resetPoint += curSkillLV
        skillManager.DeleteSkillBySkillTypeID(skillTypeID)
        delCnt +=1
            
    if resetPoint <= 0:
        GameWorld.DebugLog("不需要重置技能天赋!")
@@ -332,9 +335,12 @@
    SetGreatMasterFreeSkillPoint(curPlayer, freeSkillPoint + resetPoint)
    Sync_GreatMasterFreeSkillPoint(curPlayer)
    
    # 重新刷新被动技能
    passiveEff = PassiveBuffEffMng.GetPassiveEffManager().InitObjPassiveEff(curPlayer)
    passiveEff.RefreshPassiveSkill()
    if isRefreshAttr:
        curControl = PlayerControl.PlayerControl(curPlayer)
        #curControl.CalcPassiveBuffAttr()
        curControl.RefreshPlayerAttrByBuff()
        curControl.RefreshPlayerAttrState()
    return True