From 14661edf6156dbc38b2fe4bdf0a15cceacc52897 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 31 五月 2019 16:04:19 +0800
Subject: [PATCH] 6805 【后端】【2.0】副本前端化(去除木桩非自定义场景召唤限制,最大同时存在木桩数改为3个,设置玩家血量改为玩家掉血)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGreatMaster.py | 30 +++++++++++++++++++++++++++---
1 files changed, 27 insertions(+), 3 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGreatMaster.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGreatMaster.py
index cedbc3d..aee55dc 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGreatMaster.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGreatMaster.py
@@ -27,6 +27,7 @@
import GameFuncComm
import IpyGameDataPY
import ItemCommon
+import PassiveBuffEffMng
## 大师功能是否开启
# @param curPlayer
@@ -35,6 +36,22 @@
if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_Talent):
return False
return True
+
+def DoTalentOpen(curPlayer):
+ '''天赋功能开启处理天赋点 '''
+ curLV = curPlayer.GetLV()
+ openLV = GameFuncComm.GetFuncLimitLV(ShareDefine.GameFuncID_Talent)
+ setTalentPoint = 0
+ for lv in xrange(openLV, curLV+1):
+ lvIpyData = PlayerControl.GetPlayerLVIpyData(lv)
+ addTalentPoint = lvIpyData.GetTalentPoint() if lvIpyData else 0
+ setTalentPoint += addTalentPoint
+ curFreeSkillPoint = GetGreatMasterFreeSkillPoint(curPlayer)
+ if setTalentPoint != curFreeSkillPoint:
+ SetGreatMasterFreeSkillPoint(curPlayer, setTalentPoint)
+ Sync_GreatMasterFreeSkillPoint(curPlayer)
+ GameWorld.Log(' 天赋功能开启处理天赋点 beforeTalentPoint=%s,setTalentPoint=%s, curLV=%s'%(curFreeSkillPoint, setTalentPoint, curLV), curPlayer.GetID())
+ return
## 登录处理
# @param curPlayer
@@ -334,9 +351,16 @@
SetGreatMasterFreeSkillPoint(curPlayer, freeSkillPoint + resetPoint)
Sync_GreatMasterFreeSkillPoint(curPlayer)
+ # 重新刷新被动技能
+ passiveEff = PassiveBuffEffMng.GetPassiveEffManager().InitObjPassiveEff(curPlayer)
+ passiveEff.RefreshPassiveSkill()
+ DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_ResetTalent, {'resetPoint':resetPoint})
if isRefreshAttr:
- curControl = PlayerControl.PlayerControl(curPlayer)
- #curControl.CalcPassiveBuffAttr()
- curControl.RefreshPlayerAttrByBuff()
+ # 重刷被动技能
+ PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)
+ # 重刷技能战力
+ curControl = PlayerControl.PlayerControl(curPlayer)
+ curControl.RefreshAllSkill()
+ curControl.RefreshPlayerAttrState()
return True
--
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