ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py
@@ -91,7 +91,8 @@
def __doMainDrop(curPlayer):
    # 装备掉落
    __doDropEquip(curPlayer)
    if __doDropEquip(curPlayer) == -1:
        return
    
    playerID = curPlayer.GetPlayerID()
    DailyBootyUpperList = []
@@ -102,10 +103,16 @@
           
    GameWorld.DebugLog("可掉落战利品上限: chapterID=%s, %s" % (chapterID, DailyBootyUpperList), playerID)
    
    # 战利品掉落默认不堆叠,故最多只能掉落剩余空格子个数的物品
    spaceCount = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptIdentify)
    # 其他战利品掉落
    bootyDropNeedDict = IpyGameDataPY.GetFuncEvalCfg("MainBootyDrop", 1, {})
    bootyDropCntDict = IpyGameDataPY.GetFuncEvalCfg("MainBootyDrop", 2, {})
    for itemID, dropUpper in DailyBootyUpperList:
        if spaceCount <= 0:
            GameWorld.DebugLog("掉落背包已满!", playerID)
            break
        if dropUpper <= 0:
            continue
        todyDropCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_BootyDropToday % itemID)
@@ -137,7 +144,8 @@
        if dropCntTotal <= 0:
            continue
        
        GameWorld.DebugLog("掉落战利品! itemID=%s,unXiantaoCntBooty=%s,次数=%s,dropCntTotal=%s" % (itemID, unXiantaoCntBooty, dropBootyCnt, dropCntTotal), playerID)
        GameWorld.DebugLog("掉落战利品! itemID=%s,unXiantaoCntBooty=%s,次数=%s,dropCntTotal=%s,spaceCount=%s"
                           % (itemID, unXiantaoCntBooty, dropBootyCnt, dropCntTotal, spaceCount), playerID)
        curItem = ItemControler.GetOutPutItemObj(itemID, dropCntTotal, False, curPlayer=curPlayer)
        if curItem == None:
            continue
@@ -147,23 +155,24 @@
        unXiantaoCntBooty = unXiantaoCntBooty % dropOneNeed
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntBooty % itemID, unXiantaoCntBooty)
        SetBootyDropToday(curPlayer, itemID, todyDropCnt + dropCntTotal)
        spaceCount -= 1
        
    return
def __doDropEquip(curPlayer):
    ## 主线掉落装备
    playerID = curPlayer.GetPlayerID()
    unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip)
    dropOneNeed = IpyGameDataPY.GetFuncCfg("MainEquipDrop", 1) # 每消耗X个战锤掉落一件装备
    dropEquipCnt = unXiantaoCntEquip / dropOneNeed
    if dropEquipCnt <= 0:
        GameWorld.DebugLog("主线暂不能掉落! unXiantaoCntEquip=%s,dropOneNeed=%s,dropEquipCnt=%s" % (unXiantaoCntEquip, dropOneNeed, dropEquipCnt))
        GameWorld.DebugLog("主线暂不能掉落! unXiantaoCntEquip=%s,dropOneNeed=%s,dropEquipCnt=%s" % (unXiantaoCntEquip, dropOneNeed, dropEquipCnt), playerID)
        return
    dropEquipCnt = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptIdentify, dropEquipCnt)
    if not dropEquipCnt:
        GameWorld.DebugLog("掉落鉴定背包没有空间!")
        return
        GameWorld.DebugLog("掉落背包已满!", playerID)
        return -1
    
    playerID = curPlayer.GetPlayerID()
    treeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreeLV)
    ipyData = IpyGameDataPY.GetIpyGameData("TreeLV", treeLV)
    if not ipyData: