ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -11,6 +11,7 @@
#---------------------------------------------------------------------
import os
import IPY_GameWorld
import IPY_PlayerDefine
import ShareDefine
@@ -93,6 +94,127 @@
Def_BuffValue_Count = 3     # buff记录的value个数
#游戏对象属性--------------------------------------------
# 属性ID列表,所有对象类型通用,如Player、NPC
AttrIDList = (
AttrID_1,
AttrID_2,
AttrID_3,
AttrID_4,
AttrID_5,
AttrID_Atk,                                 # 攻击 6
AttrID_Def,                                 # 防御 7
AttrID_MaxHP,                               # 最大生命 8
AttrID_HP,                                  # 当前生命 9
AttrID_Speed,                               # 移速 10
AttrID_AtkSpeed,                            # 攻速 11
AttrID_XP,                                  # 当前XP 12
AttrID_AtkInheritPer,                       # 攻击继承 13
AttrID_DefInheritPer,                       # 防御继承 14
AttrID_HPInheritPer,                        # 生命继承 15
AttrID_AtkPer,                              # 攻击加成 16
AttrID_DefPer,                              # 防御加成 17
AttrID_MaxHPPer,                            # 生命加成 18
AttrID_19,
AttrID_20,
AttrID_StunRate,                            # 击晕 21
AttrID_StunRateDef,                         # 抗击晕 22
AttrID_SuperHitRate,                        # 暴击 23
AttrID_SuperHitRateDef,                     # 抗暴击 24
AttrID_ComboRate,                           # 连击 25
AttrID_ComboRateDef,                        # 抗连击 26
AttrID_MissRate,                            # 闪避 27
AttrID_MissRateDef,                         # 抗闪避 28
AttrID_ParryRate,                           # 格挡 29
AttrID_ParryRateDef,                        # 抗格挡 30
AttrID_SuckHPPer,                           # 吸血 31
AttrID_SuckHPPerDef,                        # 抗吸血 32
AttrID_33,
AttrID_34,
AttrID_FinalDamPer,                         # 最终增伤 35
AttrID_FinalDamPerDef,                      # 最终减伤 36
AttrID_PhyDamPer,                           # 物理增伤 37
AttrID_PhyDamPerDef,                        # 物理减伤 38
AttrID_MagDamPer,                           # 法术增伤 39
AttrID_MagDamPerDef,                        # 法术减伤 40
AttrID_NormalSkillPer,                      # 普技增伤 41
AttrID_NormalSkillPerDef,                   # 普技减伤 42
AttrID_AngerSkillPer,                       # 怒技增伤 43
AttrID_AngerSkillPerDef,                    # 怒技减伤 44
AttrID_SuperDamPer,                         # 强化暴伤 45
AttrID_SuperDamPerDef,                      # 弱化暴伤 46
AttrID_47,
AttrID_48,
AttrID_49,
AttrID_50,
AttrID_CurePer,                             # 强化治疗 51
AttrID_CurePerDef,                          # 弱化治疗 52
AttrID_ShieldPer,                           # 强化护盾 53
AttrID_ShieldPerDef,                        # 弱化护盾 54
AttrID_DOTPer,                              # 持续增伤 55 (中毒、燃烧、流血)
AttrID_DOTPerDef,                           # 持续减伤 56
AttrID_WeiFinalDamPer,                      # 对魏增伤 57
AttrID_WeiFinalDamPerDef,                   # 对魏减伤 58
AttrID_ShuFinalDamPer,                      # 对蜀增伤 59
AttrID_ShuFinalDamPerDef,                   # 对蜀减伤 60
AttrID_WuFinalDamPer,                       # 对吴增伤 61
AttrID_WuFinalDamPerDef,                    # 对吴减伤 62
AttrID_QunFinalDamPer,                      # 对群增伤 63
AttrID_QunFinalDamPerDef,                   # 对群减伤 64
) = range(1, 1 + 64)
# 需要计算的武将战斗属性ID列表
CalcBattleAttrIDList = [AttrID_Atk, AttrID_Def, AttrID_MaxHP, AttrID_StunRate, AttrID_StunRateDef,
                        AttrID_SuperHitRate, AttrID_SuperHitRateDef, AttrID_ComboRate, AttrID_ComboRateDef,
                        AttrID_MissRate, AttrID_MissRateDef, AttrID_ParryRate, AttrID_ParryRateDef,
                        AttrID_SuckHPPer, AttrID_SuckHPPerDef, AttrID_FinalDamPer, AttrID_FinalDamPerDef,
                        AttrID_PhyDamPer, AttrID_PhyDamPerDef, AttrID_MagDamPer, AttrID_MagDamPerDef,
                        AttrID_NormalSkillPer, AttrID_NormalSkillPerDef, AttrID_AngerSkillPer, AttrID_AngerSkillPerDef,
                        AttrID_SuperDamPer, AttrID_SuperDamPerDef, AttrID_CurePer, AttrID_CurePerDef,
                        AttrID_ShieldPer, AttrID_ShieldPerDef, AttrID_DOTPer, AttrID_DOTPerDef,
                        AttrID_WeiFinalDamPer, AttrID_WeiFinalDamPerDef, AttrID_ShuFinalDamPer, AttrID_ShuFinalDamPerDef,
                        AttrID_WuFinalDamPer, AttrID_WuFinalDamPerDef, AttrID_QunFinalDamPer, AttrID_QunFinalDamPerDef,
                        ]
# 基础三维属性ID列表
BaseAttrIDList = [AttrID_Atk, AttrID_Def, AttrID_MaxHP]
BaseAttrPerIDList = [AttrID_AtkPer, AttrID_DefPer, AttrID_MaxHPPer]
# 属性ID对应可对其百分比提升的属性ID {属性ID:百分比属性ID, ...}
AttrPerDict = {
               AttrID_Atk:AttrID_AtkPer,
               AttrID_Def:AttrID_DefPer,
               AttrID_MaxHP:AttrID_MaxHPPer,
               }
# 属性ID对应的继承属性ID {属性ID:继承属性ID, ...}
AttrInheritPerDict = {
               AttrID_Atk:AttrID_AtkInheritPer,
               AttrID_Def:AttrID_DefInheritPer,
               AttrID_MaxHP:AttrID_HPInheritPer,
               }
# 属性ID对应0418刷新类型 {属性ID:[刷新同步类型, 是否支持超20亿的大数值], ...}
CDBRefresh_AttrIDDict = {
                         AttrID_MaxHP:[IPY_PlayerDefine.CDBPlayerRefresh_MaxHP, 1],
                         AttrID_HP:[IPY_PlayerDefine.CDBPlayerRefresh_HP, 1],
                         AttrID_XP:[IPY_GameWorld.CDBPlayerRefresh_XP, 0],
                         }
#刷属性分类索引
Def_CalcAttrList = (
Def_CalcAttr_LV, # 主公等级 0
Def_CalcAttr_MainEquip, # 主装备 1
Def_CalcAttr_HeroBook, # 武将图鉴 2
) = range(3)
CalcAttrName = {
                Def_CalcAttr_LV:"主公等级",
                Def_CalcAttr_MainEquip:"主装备",
                Def_CalcAttr_HeroBook:"武将图鉴",
                }
##-----------------------------------------------------------------------------------------------
Def_Calc_AllAttrType_MAX = 192
#基本属性BUFF计算,顺序与 ObjProperty_AttrByIndex 对应,同时也为buff效果ID同步通知策划
TYPE_Calc_AttrList = (
@@ -301,29 +423,12 @@
TYPE_Calc_FacePicDefPer,                 # 头像框防御加成
) = range(1, Def_Calc_AllAttrType_MAX)
## 支持大数值属性,超过20E
TYPE_BIGVALUE_ATTR = [TYPE_Calc_AttrHP, TYPE_Calc_AttrMaxHP]
## NPC 专属属性
TYPE_NPCAttr_Calc = [TYPE_Calc_AtkInterval]
# 衰减递增的属性列表, 衰减递增算法: 1-(1-a1)*(1-a2);   非衰减递增算法:  a1+a2
TYPE_Calc_DeclineList = []
#宠物属性列表
Def_Pet_Attr = []
#[ TYPE_Calc_PetSTR, TYPE_Calc_PetPNE, TYPE_Calc_PetPHY, TYPE_Calc_PetCON ]
#===============================================================================
# 1006 增加%d力量
# 1007 增加%d筋骨
# 1008 增加%d体魄
# 1009 增加%d真元
#===============================================================================
#宠物基础属性效果ID
Def_PetBaseEffectList = range(5000, 5007 + 1)
#---------------------------------------------------------------------------
Def_ItemCount_Max = 2000000000 # 物品最大叠加上限
#写死的物品ID都放这边
Def_ItemID_PetSoul = -1                  #宠物满魂
Def_ItemID_PetDoubleExp = -1             #宠物双倍 
@@ -442,10 +547,10 @@
Def_ItemType_retTrousers = 106    #6 裤子
Def_ItemType_retShoes = 107       #7 鞋子
Def_ItemType_retGlove = 108       #8 手套
Def_ItemType_retNeck = 109        #9 项链
Def_ItemType_retFairyCan = 110       #10 仙器1
Def_ItemType_retFairyCan2 = 111       #11 仙器2
Def_ItemType_retJade = 112       #12 玉佩
Def_ItemType_retShawl = 109       #9 披肩
Def_ItemType_retNeck = 110        #10 项链
Def_ItemType_retRing = 111        #11 戒指
Def_ItemType_retAmulet = 112      #12 玉佩
Def_ItemType_retWing = 113        #13 翅膀
Def_ItemType_retGuard1 = 114   #14 守护1
Def_ItemType_retGuard2 = 115    #15 守护2
@@ -470,13 +575,13 @@
#虚拟背包最大格子数 功能配置表对应的key
Def_VPackCnt_Dict = {
                     ShareDefine.rptRune:'RunePackageNum',
                     ShareDefine.rptGatherSoul:'GatherSoulPackCount',
                     #ShareDefine.rptRune:'RunePackageNum',
                     #ShareDefine.rptGatherSoul:'GatherSoulPackCount',
                     }
def GetItemPackType(itemData, defaultPack=IPY_GameWorld.rptItem):
    ## 获取物品对应存放的默认背包类型
    if defaultPack in [ShareDefine.rptTreasure, ShareDefine.rptTempItem]:
    if defaultPack in [ShareDefine.rptTreasure, ShareDefine.rptTempItem, IPY_GameWorld.rptIdentify]:
        #寻宝背包、临时背包不做处理
        return defaultPack
    import IpyGameDataPY
@@ -498,14 +603,17 @@
                      ShareDefine.retTrousers:[Def_ItemType_retTrousers],
                      ShareDefine.retShoes:[Def_ItemType_retShoes],
                      ShareDefine.retGlove:[Def_ItemType_retGlove],
                      ShareDefine.retShawl:[Def_ItemType_retShawl],
                      ShareDefine.retNeck:[Def_ItemType_retNeck],
                      ShareDefine.retFairyCan:[Def_ItemType_retFairyCan],
                      ShareDefine.retFairyCan2:[Def_ItemType_retFairyCan2],
                      ShareDefine.retJade:[Def_ItemType_retJade],
                      ShareDefine.retWing:[Def_ItemType_retWing],
                      ShareDefine.retGuard1:[Def_ItemType_retGuard1],
                      ShareDefine.retGuard2:[Def_ItemType_retGuard2],
                      ShareDefine.retRing:[Def_ItemType_retRing],
                      ShareDefine.retAmulet:[Def_ItemType_retAmulet],
                      #ShareDefine.retWing:[Def_ItemType_retWing],
                      #ShareDefine.retGuard1:[Def_ItemType_retGuard1],
                      #ShareDefine.retGuard2:[Def_ItemType_retGuard2],
                      }
# 主线装备部位
Def_MainEquipPlaces = range(ShareDefine.retWeapon, ShareDefine.retAmulet + 1)
#---------------------------------------------------------------------
#写死的物品效果ID都放这边------请按数值顺序存放
Def_Effect_GivePlayerMoneySilver = 201  #给人物金钱 铜钱道具效果ID
@@ -851,6 +959,20 @@
#伤害类型
(
HurtType_Fail,              # 失败 - 如概率没有触发 0
HurtType_Normal,            # 伤害 1
HurtTYpe_Recovery,          # 回血 2
HurtType_3,
HurtType_4,
HurtType_Parry,             # 格挡 5
HurtType_IgnoreDef,         # 无视防御 6
HurtType_SuperHit,          # 暴击 7
HurtType_8,
HurtType_Miss,              # 闪避 9
) = range(10)
#伤害类型
(
Def_HurtType_Normal,         # 普通伤害 1
Def_HurtTYpe_Recovery,       # 回复 2
Def_HurtType_BounceHurt,     # 反弹伤害 3
@@ -869,7 +991,7 @@
Def_HurtType_ThumpHit,     # 重击 16
Def_HurtType_Yinji,     # 印记 17
Def_HurtType_Burn,     # 灼烧 18
) = range(1, 19)
) = range(1001, 1001 + 18)
#Def_HurtType_SuckBlood,      # 吸血 
(
@@ -881,6 +1003,9 @@
#装备类型
Def_EquipItemType = range(Def_ItemType_retWeapon, Def_ItemType_DogzEquipScute + 1)
#主线装备类型
Def_MainEquipType = range(Def_ItemType_retWeapon, Def_ItemType_retAmulet + 1)
#神兽装备类型
Def_DogzEquiipType = xrange(Def_ItemType_DogzEquipHorn, Def_ItemType_DogzEquipScute + 1)
@@ -916,16 +1041,6 @@
#流向记录变更最小金币值(小于该值的暂不记录, 仅限金币)
Def_DRRecord_Min_Silver = 500000
Def_LargeTrade_Silver = 1000 * 1000
#登陆初始储物柜格子数
Def_PackCnt_Fashion = 1
#登陆初始武器时装格子数
Def_PackCnt_WeaponCoat = 8
#初始化回收站
Def_PackCnt_Recycle = 6
#初始化临时交换背包格子数
Def_PackCnt_TempSwap = 1
#初始化临时存放背包格子数
Def_PackCnt_TempItem = 10
#玩家脱离战斗状态时间(6秒)
Def_PlayerLeaveBattleTick = 3000
#玩家PK多杀间隔
@@ -1140,11 +1255,12 @@
#玩家登陆需要初始化的背包索引                
Def_PlayerLoginInitPackIndexList = [#主角背包
                                    IPY_GameWorld.rptRecycle,
                                    #IPY_GameWorld.rptRecycle,
                                    IPY_GameWorld.rptEquip, 
                                    IPY_GameWorld.rptItem, 
                                    #IPY_GameWorld.rptFineSoulSlot,
                                    IPY_GameWorld.rptAnyWhere,
                                    #IPY_GameWorld.rptAnyWhere,
                                    IPY_GameWorld.rptIdentify,
                                    #时装背包
                                    #IPY_GameWorld.rptCabinetWeaponCoat, 
                                    #IPY_GameWorld.rptCabinetHorse, 
@@ -1152,10 +1268,10 @@
                                    #IPY_GameWorld.rptHorseEquip,
                                    ShareDefine.rptTempItem,
                                    ShareDefine.rptTreasure,
                                    ShareDefine.rptPet,
                                    ShareDefine.rptDogzItem,
                                    ShareDefine.rptDogzEquip,
                                    ShareDefine.rptGarbage,
                                    #ShareDefine.rptPet,
                                    #ShareDefine.rptDogzItem,
                                    #ShareDefine.rptDogzEquip,
                                    #ShareDefine.rptGarbage,
                                    ShareDefine.rptHero,
                                    ]
@@ -1200,11 +1316,9 @@
Def_CureTypeList = (
Def_Cure_Attack, # 攻击 0
Def_Cure_MaxHP, # 最大生命值 1
Def_Cure_PNE, # 智力 2
Def_Cure_PHY, # 敏捷 3
Def_Cure_HurtValue, # 伤害值 4
Def_Cure_TagMaxHP, # 目标最大生命值 5
) = range(6)
Def_Cure_HurtValue, # 伤害值 2
Def_Cure_TagMaxHP, # 目标最大生命值 3
) = range(4)
#回魔类型(影响公式参数)
Def_RestoreTypeList = (
@@ -1225,6 +1339,24 @@
Def_Skill_HappenState_LuckyHit = 0x0004  # 必会心一击
Def_Skill_HappenState_ThumpHit = 0x0008  # 必重击
# 技能目标 - 瞄准范围
(
SkillTagAim_All, # 全部 0
SkillTagAim_Relative, # 对位位置 1
SkillTagAim_FrontRow, # 前排  2
SkillTagAim_BackRow, # 后排  3
SkillTagAim_Vertical, # 竖排/纵排 4
SkillTagAim_Self, # 自己 5
SkillTagAim_MainSkill, # 继承主技能目标 6
) = range(7)
# 技能目标 - 细分
(
SkillTagAffect_None, # 无  0
SkillTagAffect_HPLowest, # 血量最低 1
SkillTagAffect_HPHighest, # 血量最高 2
SkillTagAffect_Death, # 死亡单位 3
) = range(4)
#技能施法目标
Def_UseSkillAim_Type = 3
@@ -1512,8 +1644,6 @@
Def_RecycleReturnMoney = 1000
#玩家换装的最短时间
Def_MinChangeEquipTime = 300
#玩家一键换装的最短时间
Def_OneKeyChangeEquipTime = 3000
#背包重整的最短时间间隔
Def_ItemPackResetInterval = 3000
#自动恢复计算间隔
@@ -1735,10 +1865,9 @@
Def_NstNull, Def_NstMoving, Def_NstDead, Def_NstAttack = range(4)
#-------------------------------#副本相关#------------------------
# 主线小怪
Def_FBMapID_Main = 1
# 主线Boss
Def_FBMapID_MainBoss = 2
Def_FBMapID_Main = 1 # 主线小怪
Def_FBMapID_MainBoss = 2 # 主线Boss
#创角新手村地图ID列表
Def_CreatRoleMapIDList = [10000]
@@ -1956,13 +2085,13 @@
#副本ID转换
Def_FB_MapID = {
                'MainLevel':[Def_FBMapID_Main, Def_FBMapID_MainBoss],  # 主线关卡
                'FamilyWar':[Def_FBMapID_FamilyWar],  # 仙盟联赛
                'FamilyInvade':[Def_FBMapID_FamilyInvade], # 守卫人皇
                'FamilyBoss':[Def_FBMapID_FamilyBossMap], # 战盟boss
                'TrialTower':[Def_FBMapID_TrialTower], # 试炼之塔
                'ClearDevil':[Def_FBMapID_ClearDevil], # 除魔卫道
                'MagicWeapon':[Def_FBMapID_MagicWeapon], # 法宝副本
                'IceLode':[Def_FBMapID_IceLode], # 冰晶矿脉
                'DuJie':[Def_FBMapID_DuJie], #渡劫
                'KirinHome':[Def_FBMapID_KirinHome], #麒麟之府
                'BZZD':[Def_FBMapID_BZZD], # 百战之地(仙界秘境)
@@ -2186,6 +2315,10 @@
DropOwnerType_Contend, # 争夺 8 第一个攻击的获得归属,击杀当前归属者的玩家成为新归属者
DropOwnerType_RankHurtPlayer, # 个人伤血排行奖励归属 9 根据玩家个人伤血排行给奖励,伤血不重置
) = range(10)
#阵营
Def_FactionA = 1
Def_FactionB = 2
#------------------------------------------------
#技能类型
@@ -2446,25 +2579,21 @@
                                            ShareDefine.retTrousers,    #6 裤子
                                            ShareDefine.retShoes,       #7 鞋子
                                            ShareDefine.retGlove,       #8 手套
                                            ShareDefine.retNeck,        #9 项链
                                            ShareDefine.retFairyCan,    #10 仙器1
                                            ShareDefine.retFairyCan2,   #11 仙器2
                                            ShareDefine.retJade,        #12 玉佩
                                            ShareDefine.retShawl,       #9 披肩
                                            ShareDefine.retNeck,        #10 项链
                                            ShareDefine.retRing,        #11 戒指
                                            ShareDefine.retAmulet,      #12 玉佩
                                                      ],
                              }
## 装备位 - 基础攻击类
EquipPlace_BaseWeapon = [ShareDefine.retWeapon, ShareDefine.retWeapon2, ShareDefine.retBelt, ShareDefine.retGlove]
EquipPlace_BaseWeapon = []
## 装备位 - 基础防具类
EquipPlace_BaseArmor = [ShareDefine.retHat, ShareDefine.retClothes, ShareDefine.retTrousers, ShareDefine.retShoes]
## 装备位 - 仙器
EquipPlace_Relics = [ShareDefine.retFairyCan, ShareDefine.retFairyCan2]
## 装备位 - 特殊
EquipPlace_Special = [ShareDefine.retNeck, ShareDefine.retFairyCan, ShareDefine.retFairyCan2, ShareDefine.retJade]
EquipPlace_BaseArmor = []
## 装备位 - 所有基础
EquipPlace_Base = EquipPlace_BaseWeapon + EquipPlace_BaseArmor
## 装备位 - 灵器
EquipPlace_LingQi = [ShareDefine.retWing, ShareDefine.retGuard1, ShareDefine.retPeerlessWeapon, ShareDefine.retPeerlessWeapon2]
EquipPlace_LingQi = []
#装备物品位置,不需要重刷属性
EquipItemNoRefreshState = [
@@ -2934,7 +3063,8 @@
TurnBattleType_Normal, # 常规攻击
TurnBattleType_Combo, # 连击
TurnBattleType_AtkBack, # 反击
) = range(3)
TurnBattleType_Pursue , # 追击
) = range(4)
Def_PerTurnTick = 1000 # 每回合等同于常规tick时长
@@ -2946,6 +3076,8 @@
#---Obj字典-------
Def_Obj_Dict_Faction = 'Faction' # 所属阵营
Def_Obj_Dict_LineupPlayerID = 'LineupPlayerID' # 阵容所属玩家ID,可用于判断是否玩家阵容,PVP或PVE
Def_Obj_Dict_HeroID = 'HeroID' # 该战斗NPC所绑定的武将ID,一般仅玩家阵容有
Def_Obj_Dict_SkinID = 'SkinID' # 该战斗NPC所绑定的武将皮肤ID,一般仅玩家阵容有
Def_Obj_Dict_TurnFightPosInfo = 'TurnFightPosInfo' # 回合制站位: 阵营编号*100+阵型站位,阵型站位为0时代表非主战单位
Def_Obj_Dict_TurnFightTimeline = 'TurnFightTimeline' # 回合制战斗时间线: 回合数*100+行动编号节点
Def_Obj_Dict_TurnComboNum = 'TurnComboNum' # 单次累计连击次数
@@ -3013,6 +3145,22 @@
Def_NPC_Dict_TimeLostHPFightPowerEx = 'TimeLostHPFightPowerEx' # 按时间掉血战力
#玩家状态定义,不能超过31个,如超过,需扩展多个key支持
BatObjStateList = (
    BatObjState_Normal, # 无 0
    BatObjState_Frozen, # 冰冻 1
    BatObjState_Cold, # 减速/寒冷 2
    BatObjState_Stun, # 眩晕 3
    BatObjState_Burn, # 灼烧 4
    BatObjState_Poison, # 中毒 5
    BatObjState_Bleeding, # 流血 6
    BatObjState_EasyHurt, # 易伤 7
    BatObjState_Wudi, # 无敌 8
    BatObjState_Sneer, # 嘲讽 9
    BatObjState_LimitSkill, # 沉默 10
    BatObjState_LimitAddHP, # 禁疗 11
) = range(12)
#玩家状态定义,不能超过31个,如超过,需扩展多个key支持
Def_PlayerStateList = (
    Def_PlayerState_Normal, # 无 0
    Def_PlayerState_Freezed, # 定身状态 1
@@ -3051,32 +3199,18 @@
# key的长度不能超过29个字节
Def_PlayerKey_BurnOwnerID =  "burnOwnerID"  # 灼烧BUFF特殊处理,部分buff跟随灼烧消失
Def_PlayerKey_SkillInDelBuff = "SkillInDelBuff"   # buff中释放技能添加buff要特殊记录给后续处理,直接删除/添加会导致错乱
Def_PlayerKey_TheFBSkillsCD = "TheFBSkillsCD"    # 减少指定技能组CD XX%
Def_PlayerKey_BurnValue = "BurnValue"    # 灼烧固定伤害
Def_PlayerKey_BurnTimePer = "BurnTimePer"    # 延长灼烧时间百分比
Def_PlayerKey_SubSpeedPer = "SubSpeedPer"    # 减移动速度百分比
Def_PlayerKey_YinjiCnt = "YinjiCnt"   # 当前印记数
Def_PlayerKey_LostYinjiTime = "LostYinjiTime"   # 每X秒自动消失一个印记
Def_PlayerKey_1314HurtCount = "1314cnt"   # 类剑刃风暴技能的1314效果,伤害次数处理
Def_PlayerKey_FirstDefender = "FDID"   # 第一个防守者,只用于比较
Def_PlayerKey_SelectObjID = "selectID"   # 锁定模式选中,不用SetActionObj
Def_PlayerKey_SelectObjType = "selectType"   # 锁定模式选中
Def_PlayerKey_NormalHurt = "NormalHurt"   # 属性普通攻击增伤:普通攻击附加的固定值伤害
Def_PlayerKey_NormalHurtPer = "NormalHurtPer"    # 属性普通攻击加成:普通攻击附加的伤害百分比
Def_PlayerKey_FabaoHurt = "FabaoHurt"    # 属性法宝技能增伤:法宝技能攻击附加的固定值伤害
Def_PlayerKey_FabaoHurtPer = "FabaoHurtPer"    # 属性法宝技能加成:法宝技能攻击附加的伤害百分比
Def_PlayerKey_AddBuffLayer = "addBuffLayer" # buff当前层数
Def_PlayerKey_BuffHurtCnt = "BuffHurtCnt" # 持续buff掉血次数
Def_PlayerKey_Zhansha = "zhansha"   # 斩杀标志
Def_PlayerKey_ZhuxianRate = "ZXRate"   # 诛仙一击的概率
Def_PlayerKey_ZhuxianHurtPer = "ZXHurtPer"   # 诛仙一击的伤害%
Def_PlayerKey_LockHPSkillID = "LockHPSkillID"   # 锁血功能的技能
Def_PlayerKey_GodWeaponBeforeProDef = "GWBPD"   # 神兵护盾被攻击前的值
Def_PlayerKey_curHurtValue = "curHurtValue"     # 计算中的临时伤害值,技能特殊用
Def_PlayerKey_curHurtValueEx = "curHurtValueEx"     # 计算中的临时伤害值,技能特殊用
Def_PlayerKey_SomersaultTime = "Somersault"     # 翻滚一定时间内无敌,表现为MISS
Def_PlayerKey_CopyFuncAttr = "CopyFuncAttr%s"     # 玩家属性刷新中的计算属性缓存,便于buff刷新计算
Def_PlayerKey_CopyFuncAttrEx = "CopyFuncAttrEx%s"     # 玩家属性刷新中的计算属性缓存,便于buff刷新计算
Def_Player_RefreshAttrByBuff = "PlayerAttrByBuff"   # 玩家属性刷新功能属性缓存,便于buff刷新计算, 间隔刷新
Def_Player_HadRefreshAttr = "HadRefreshAttr"   # 玩家在本地图是否刷新过属性
Def_PlayerKey_ClientCustomScene = "ClientCustomScene"     # 客户端自定义场景状态
@@ -3088,9 +3222,6 @@
Def_PlayerKey_ResetFBLinePosY = "ResetFBLinePosY"     # 请求切换副本多合一地图功能线路ID
Def_PlayerKey_AttackFollowMaster = "FollowAtk"     # 召唤兽跟随攻击
Def_PlayerKey_MoreHurtValue = "MoreHurtValue"     # 额外的伤害值,一般用于不走公式
Def_PlayerKey_BloodShiledHurt = "BSHurt"     # 伤害值用于血盾抵消
Def_PlayerKey_BloodShiledHurtEx = "BSHurtEx"     # 伤害值用于血盾抵消
Def_PlayerKey_EquipTime = "EquipTime"     # 时效装备
Def_PlayerKey_PowerPartTime = "PowerPartTime"     # 蓄力每次消耗时间,因攻速改变
Def_PlayerKey_PowerPartCount = "PowerPartCount"     # 蓄力技能能量次数
Def_Player_RefreshAttr = "Player_RefreshAttr"   # 玩家刷新属性标志
@@ -3119,16 +3250,10 @@
Def_PlayerKey_MirrorBattleTime = 'MirrorBattleTime'    # 最近一次请求镜像战斗时间戳
Def_PlayerKey_MirrorBattleID = 'MirrorBattleID'    # 镜像战斗ID,有值时代表处于镜像战斗中
Def_PlayerKey_FamilyArrestQueryState = 'ArrestQueryState'  # 家族悬赏任务完成查询状态
Def_PlayerKey_Frist_Lock = "Frist_Lock"  # 是否接受了任务1
Def_PlayerKey_TaskExpRewardMultiple = "TaskExpRewardMultiple"  # 任务经验奖励倍值
Def_PlayerKey_BuyItemCnt = "BuyItemCnt"  # 购买物品数量
Def_PlayerKey_SpeedValueNotBuff = "SpeedValueNotBuff"  # 玩家移动速度数值参数, 非实际移动速度,不含buff
Def_PlayerKey_SpeedValue = "SpeedValue"  # 玩家移动速度数值参数, 非实际移动速度,含buff
Def_PlayerKey_SpeedHorse = "SpeedHorse"  # 骑乘时附加移动速度值
Def_PlayerKey_AtkSpeedSet = "AtkSpeedSet"  # 攻击速度固定值, 大于0表示攻击速度强制为该值
Def_PlayerKey_AtkInterval = "NormalAtkInterval_%s"  # 公共技能CD类型
Def_PlayerKey_AtkTick = "NormalAtkTick_%s"  # 公共技能CD类型
Def_PlayerKey_QueryOpenServerAwardState = "QueryOpenServerAwardState"  # 查询开服奖励状态
Def_PlayerKey_QueryFamilyStoreTick = "QueryFamilyStoreTick"  # 战盟仓库操作tick
@@ -3136,10 +3261,6 @@
Def_PlayerKey_QueryNewGuyCardType = 'QueryNewGuyCardType'  # 查询的新手卡类型
Def_PlayerKey_TradeTagNPC = "TradeTagNPC"    # 当前商店的npcid
Def_PlayerKey_LastSkillComboTick = "LastSkillComboTick"    #上次技能连击tick
Def_PlayerKey_SkillComboCnt = "SkillComboCnt"    #技能连击数
Def_PlayerKey_ComboSkillTypeID = "ComboSkillTypeID"    #当前连击的技能TypeID
Def_PlayerKey_ComboAddHurtPer = "ComboAddHurtPer"    #当前连击的伤害加成万分率
Def_PlayerKey_ComboBuffProcessState = "ComboBuffProcessState"    #持续性buff连击处理状态
Def_PlayerKey_LvAwardQueryState = 'LvAwardQueryState'  # 等级奖励领奖查询状态
Def_PlayerKey_StoreQueryState = 'StoreQueryState'  # 商店全服购买次数查询状态
@@ -3155,40 +3276,8 @@
Def_PlayerKey_TeamMemCount = "TeamMemCount"      #队伍在线玩家数
Def_PlayerKey_CurState = "PlayerCurState" # 当前状态信息, 标记详见 Def_PlayerStateList
Def_PlayerKey_AttrFaintCD = "AttrFaintCD"        #击晕CD控制
Def_PlayerKey_AttrFaintRate = "FaintRate"        #触发击晕
Def_PlayerKey_AttrFaintDefRate = "FaintDefRate"        #击晕抵抗
Def_PlayerKey_AttrAtkerFreezed = "AttrAtkerFreezed_50"        #玩家被攻击触发定身
Def_PlayerKey_AttrAddAngry = "AttrAddAngry_51"        #玩家攻击增加额外仇恨
Def_PlayerKey_AttrComboRate = "ComboRate"        #连击几率
Def_PlayerKey_AttrComboDamPer = "ComboDamPer"        #连击伤害
Def_PlayerKey_SkillAtkRateReduce = "SkillAtkRateReduce"    #技能攻击比例减少
Def_PlayerKey_AttrDropEquipPer = "DropEquipPer"    #装备掉率
Def_PlayerKey_AttrDamagePVP = "DamagePVP"    #PVP固定伤害输出
Def_PlayerKey_AttrDamagePVPReduce = "DamagePVPReduce"    #PVP固定伤害减少
Def_PlayerKey_AttrDamagePVE = "DamagePVE"    #伤害输出计算固定值PVE
Def_PlayerKey_AttrDamagePerPVP = "DamagePerPVP"    #伤害输出计算百分比PVP
Def_PlayerKey_AttrDamagePerPVPReduce = "DamagePerPVPReduce"    #伤害输出计算百分比PVP减少
Def_PlayerKey_AttrHurtPer = "AttrHurtPer"    #受伤计算百分比
Def_PlayerKey_AttrDamChanceDef = "DamChanceDef"    #20%的概率抵御伤害比率
Def_PlayerKey_AttrProDefHPPer = "ProDefHPPer"    #生命上限换算为防护值的百分比
Def_PlayerKey_AttrProDefAbsorb = "ProDefAbsorb"    #防护值吸收伤害比率
Def_PlayerKey_AttrPetMinAtk = "AttrPetMinAtk"    #宠物最小攻击力
Def_PlayerKey_AttrPetMaxAtk = "AttrPetMaxAtk"    #宠物最大攻击力
Def_PlayerKey_AttrPetDamPer = "AttrPetDamPer"    #宠物伤害百分比提升
Def_PlayerKey_PetSkillAtkRate = "PetSkillAtkRate"    #宠物技能攻击比例加成
Def_PlayerKey_AttrPerLVAtk = "PerLVAtk"    #每1级+%s攻击, 数值取万分率,支持小数算法
Def_PlayerKey_AttrPerLVMaxHP = "PerLVMaxHP"    #每1级+%s生命, 数值为固定值
Def_PlayerKey_AttrShieldMPCostRate = "AttrShieldMPCostRate"    #魔法盾伤害吸收蓝耗比率
Def_PlayerKey_AttrXP = "AttrXP"    #当前XP
Def_PlayerKey_AttrXPRestorePer = "AttrXPRestorePer"    #自动恢复XP值比率
Def_PlayerKey_MarkLoadMapTick = "LoadMapTickVIP"        #记录切换地图后的tick,VIP
Def_PlayerKey_MTFreeOnlineRefreshTick = "MTFreeOnlineRTick"        # 寻宝在线计算时间
Def_PlayerKey_MFPFightPower = "MFPFightPower_%s"        #模块战斗力, 求余亿部分,参数(模块类型索引)
Def_PlayerKey_MFPFightPowerPoint = "MFPFightPowerPoint_%s"        #模块战斗力, 整除亿部分,参数(模块类型索引)
Def_PlayerKey_MFPSkill = "MFPSkill_%s"        #技能附加战斗力, 参数(模块类型索引)
Def_PlayerKey_MFPSkillEx = "MFPSkillEx_%s"        #技能附加战斗力, 参数(模块类型索引)
Def_PlayerKey_MFPEx = "MFPEx_%s"        #模块附加战斗力, 参数(模块类型索引)
Def_PlayerKey_MFPExPoint = "MFPExPoint_%s"        #模块附加战斗力, 参数(模块类型索引)
Def_PlayerKey_AtkWithoutBuff = "AtkWithoutBuff"        #玩家无buff状态下的攻击值
Def_PlayerKey_DefWithoutBuff = "DefWithoutBuff"        #玩家无buff状态下的防御值
Def_PlayerKey_HPWithoutBuff = "HPWithoutBuff"        #玩家无buff状态下的生命值
@@ -3202,137 +3291,17 @@
Def_PlayerKey_AttrActivatyNotify = "AttrActivatyNotify" # 属性激活提示类型
Def_PlayerKey_EquipOrangeCount = "EquipOrangeCount" # 装备信息 - 橙装及以上件数
Def_PlayerKey_LastHurt = "PlayerLastHurt" # 最后补刀
Def_PlayerKey_AddBackHPPer = "AddBackHPPer"    #增加生命恢复效果
Def_PlayerKey_ReduceBackHPPer = "ReduceBackHPPer"    #降低生命恢复效果
Def_PlayerKey_NPCHurtAddPer = "NPCHurtAddPer"  # 对怪物伤害加成
Def_PlayerKey_JobAHurtAddPer = "JobAHurtAddPer"  # 目标战士伤害加成
Def_PlayerKey_JobBHurtAddPer = "JobBHurtAddPer"  # 目标法师伤害加成
Def_PlayerKey_JobCHurtAddPer = "JobCHurtAddPer"  # 目标弓手伤害加成
Def_PlayerKey_NPCAtkReducePer = "NPCAtkReducePer"  # NPC攻击伤害减免
Def_PlayerKey_JobAAtkReducePer = "JobAAtkReducePer"  # 战士攻击伤害减免
Def_PlayerKey_JobBAtkReducePer = "JobBAtkReducePer"  # 法师攻击伤害减免
Def_PlayerKey_JobCAtkReducePer = "JobCAtkReducePer"  # 弓手攻击伤害减免
Def_PlayerKey_LuckyHitReduce = "LuckyHitReduce"  # 会心一击伤害减免固定值
Def_PlayerKey_GreatHitReducePer = "GreatHitReducePer"  # 卓越一击伤害减免
Def_PlayerKey_SuperHitReduce = "SuperHitReduce"  # 暴击伤害减免固定值
Def_PlayerKey_IgnoreDefReducePer = "IgnoreDefReducePer"  # 无视防御伤害减免
Def_PlayerKey_LuckyHitRateReduce = "LuckyHitRateReduce"  # 抗会心一击概率
Def_PlayerKey_GreatHitRateReduce = "GreatHitRateReduce"  # 抗卓越一击概率
Def_PlayerKey_SuperHitRateReduce = "SuperHitRateReduce"  # 抗暴击概率
Def_PlayerKey_IgnoreDefRateReduce = "IgnoreDefRateReduce"  # 抗无视防御概率
Def_PlayerKey_LastHurtValue = "LastHurtValue" # 最后一次伤害值
Def_PlayerKey_LastHurtValueEx = "LastHurtValueEx" # 最后一次伤害值
Def_PlayerKey_LastHurtNPCObjID = "LastHurtNPCObjID" # 最后攻击的NPCObjID
Def_PlayerKey_LastAttackerObjID = "LastAttackerObjID" # 被攻击者记录的最近攻击玩家ID
Def_PlayerKey_CommMapExpRate = "CommMapExpRate" # 常规地图经验倍率加成
Def_PlayerKey_BossFinalHurtPer = "BossFinalHurtPer" # boss最终伤害百分比
Def_PlayerKey_FinalHurtPer = "FinalHurtPer" # 最终伤害百分比
Def_PlayerKey_FinalHurtReducePer = "FHReducePer" # 最终伤害减免百分比
Def_PlayerKey_FuhaoHitRate = "FuhaoHitRate" # 富豪一击概率
Def_PlayerKey_FinalHurt = "FinalHurt" # 最终固定伤害增加
Def_PlayerKey_BleedDamage = "BleedDamage" # 流血伤害
Def_PlayerKey_FinalHurtReduce = "FinalHurtReduce" # 最终固定伤害减少
Def_PlayerKey_BossIDHurt = "BossIDHurt" # 对指定boss伤害加成固定值
Def_PlayerKey_BossIDHurtAddPer = "BossIDHurtAddPer" # 对指定boss伤害加成倍率
Def_PlayerKey_DropEquipDoCount = "DropEquipDoCount" # 装备掉落执行次数加成万分率
Def_PlayerKey_BaseAtkMin = "BaseAtkMin" # 基础最小攻击
Def_PlayerKey_BaseAtkMax = "BaseAtkMax" # 基础最大攻击
Def_PlayerKey_BaseMaxHP = "BaseMaxHP" # 基础生命
Def_PlayerKey_BaseDef = "BaseDef" # 基础防御
Def_PlayerKey_BaseHit = "BaseHit" # 基础命中
Def_PlayerKey_BaseMiss = "BaseMiss" # 基础闪避
Def_PlayerKey_BaseAtkAddPer = "BaseAtkAddPer" # 基础攻击百分比
Def_PlayerKey_BaseMaxHPAddPer = "BaseMaxHPAddPer" # 基础生命百分比
Def_PlayerKey_BaseDefAddPer = "BaseDefAddPer" # 基础防御百分比
Def_PlayerKey_BaseHitAddPer = "BaseHitAddPer" # 基础命中百分比
Def_PlayerKey_BaseMissAddPer = "BaseMissAddPer" # 基础闪避百分比
Def_PlayerKey_FaQiMaxHPPer = "FaQiMaxHPPer" # 法器生命百分比
Def_PlayerKey_FaQiAtkPer = "FaQiAtkPer" # 法器攻击百分比
Def_PlayerKey_FaQiDefPer = "FaQiDefPer" # 法器防御百分比
Def_PlayerKey_GodWeaponMaxHPPer = "GodWeaponMaxHPPer" # 神兵生命百分比
Def_PlayerKey_GodWeaponAtkPer = "GodWeaponAtkPer" # 神兵攻击百分比
Def_PlayerKey_StoneMaxHPPer = "StoneMaxHPPer" # 宝石生命百分比
Def_PlayerKey_StoneAtkPer = "StoneAtkPer" # 宝石攻击百分比
Def_PlayerKey_HPCureEnhance = "HPCureEnhance" # 血瓶恢复效果
Def_PlayerKey_HadInitFruitAttr = "HadInitFruitAttr" # 是否已经刷新过果实属性
Def_PlayerKey_OnlyFinalHurt = "OnlyFinalHurt"   # 额外输出伤害
Def_PlayerKey_PVPAtkBackHP = "PVPAtkBackHP"   # PVP攻击回血
Def_PlayerKey_HitSucessRate = "HitSucessRate"   # 命中成功率
Def_PlayerKey_MissSucessRate = "MissSucessRate"   # 闪避成功率
Def_PlayerKey_CurePer = "CurePer"   # 治疗加成 默认百分百
Def_PlayerKey_BeHurtPer = "BeHurtPer"   # 加深受到伤害百分比
Def_PlayerKey_TitleMaxHPPer = "TitleMaxHPPer"   # 称号生命加成
Def_PlayerKey_TitleAtkPer = "TitleAtkPer"   # 称号攻击加成
Def_PlayerKey_TitleDefPer = "TitleDefPer"   # 称号防御加成
Def_PlayerKey_FaceMaxHPPer = "FaceMaxHPPer"   # 头像生命加成
Def_PlayerKey_FaceAtkPer = "FaceAtkPer"   # 头像攻击加成
Def_PlayerKey_FaceDefPer = "FaceDefPer"   # 头像防御加成
Def_PlayerKey_FacePicMaxHPPer = "FacePicMaxHPPer"   # 头像框生命加成
Def_PlayerKey_FacePicAtkPer = "FacePicAtkPer"   # 头像框攻击加成
Def_PlayerKey_FacePicDefPer = "FacePicDefPer"   # 头像框防御加成
Def_PlayerKey_HorseSkinMaxHPPer = "HorseSkinMaxHPPer"   # 坐骑幻化生命加成
Def_PlayerKey_HorseSkinAtkPer = "HorseSkinAtkPer"   # 坐骑幻化攻击加成
Def_PlayerKey_HorseSkinDefPer = "HorseSkinDefPer"   # 坐骑幻化防御加成
Def_PlayerKey_HorseAtkPer = "HorseAtkPer"   # 坐骑攻击百分比
Def_PlayerKey_HorseMaxHPPer = "HorseMaxHPPer"   # 坐骑生命加成
Def_PlayerKey_PetAtkPer = "PetAtkPer"   # 灵宠攻击加成
Def_PlayerKey_HorseTrainAttrPer = "HorseTrainAttrPer"   # 坐骑培养属性加成
Def_PlayerKey_PetTrainAttrPer = "PetTrainAttrPer"   # 灵宠培养属性加成
Def_PlayerKey_GuardTrainAttrPer = "GuardTrainAttrPer"   # 守护培养属性加成
Def_PlayerKey_WingTrainAttrPer = "WingTrainAttrPer"   # 翅膀培养属性加成
Def_PlayerKey_PeerlessWeaponTrainAttrPer = "PeerlessWeaponTrainAttrPer"   # 灭世培养属性加成
Def_PlayerKey_PeerlessWeapon2TrainAttrPer = "PeerlessWeapon2TrainAttrPer"   # 弑神培养属性加成
Def_PlayerKey_LianTiAttrPer = "LianTiAttrPer"   # 炼体属性属性加成
Def_PlayerKey_AffairSpeedPer = "AffairSpeedPer"   # 仙盟事务速度加成
Def_PlayerKey_FamilyBossHurtPer = "FamilyBossHurtPer"   # 仙盟BOSS伤害加成
Def_PlayerKey_FamilyWarHPPer = "FamilyWarHPPer"   # 仙盟联赛生命加成
Def_PlayerKey_FamilyWarAtkPer = "FamilyWarAtkPer"   # 仙盟联赛攻击加成
Def_PlayerKey_FamilySitExpPer = "FamilySitExpPer"   # 仙盟打坐经验加成
Def_PlayerKey_StoneBasePer = "StoneBasePer"   # 宝石基础属性百分比
Def_PlayerKey_RealmBasePer = "RealmBasePer"   # 境界基础属性百分比
Def_PlayerKey_WingHPPer = "WingHPPer"   # 翅膀生命百分比
Def_PlayerKey_SuiteBasePer = "SuiteBasePer"   # 套装基础属性百分比
Def_PlayerKey_PlusBaseAtkPer = "PlusBaseAtkPer"   # 强化基础攻击百分比
Def_PlayerKey_Metal = "PointMetal"   # 金
Def_PlayerKey_Wood = "PointWood"   # ľ
Def_PlayerKey_Water = "PointWater"   # ˮ
Def_PlayerKey_Fire = "PointFire"   # 火
Def_PlayerKey_Earth = "PointEarth"   # 土
Def_PlayerKey_MetalQualityLV = "MetalQualityLV"   # 金灵根品级
Def_PlayerKey_WoodQualityLV = "WoodQualityLV"   # 木灵根品级
Def_PlayerKey_WaterQualityLV = "WaterQualityLV"   # 水灵根品级
Def_PlayerKey_FireQualityLV = "FireQualityLV"   # 火灵根品级
Def_PlayerKey_EarthQualityLV = "EarthQualityLV"   # 土灵根品级
Def_PlayerKey_SkillAddPer1 = "SkillAddPer1"   # 技能伤害增强1
Def_PlayerKey_SkillAddPer2 = "SkillAddPer2"   # 技能伤害增强2
Def_PlayerKey_SkillAddPer3 = "SkillAddPer3"   # 技能伤害增强3
Def_PlayerKey_SkillAddPer4 = "SkillAddPer4"   # 技能伤害增强4
Def_PlayerKey_SkillAddPer5 = "SkillAddPer5"   # 技能伤害增强5
Def_PlayerKey_SkillAddPer6 = "SkillAddPer6"   # 技能伤害增强6
Def_PlayerKey_SkillAddPer7 = "SkillAddPer7"   # 技能伤害增强7
Def_PlayerKey_SkillReducePer1 = "SkillReducePer1"   # 受到技能伤害减少1
Def_PlayerKey_SkillReducePer2 = "SkillReducePer2"   # 受到技能伤害减少2
Def_PlayerKey_SkillReducePer3 = "SkillReducePer3"   # 受到技能伤害减少3
Def_PlayerKey_SkillReducePer4 = "SkillReducePer4"   # 受到技能伤害减少4
Def_PlayerKey_SkillReducePer5 = "SkillReducePer5"   # 受到技能伤害减少5
Def_PlayerKey_SkillReducePer6 = "SkillReducePer6"   # 受到技能伤害减少6
Def_PlayerKey_SkillReducePer7 = "SkillReducePer7"   # 受到技能伤害减少7
#功能索引ShareDefine.Def_AttrFruitFuncList
Def_PlayerKey_FruitAttr = "FruitAttr_%s_%s" # 属性果实增加的属性,参数为(功能索引, 物品效果id)
Def_PlayerKey_FruitFightPowerEx = "FruitFightPowerEx_%s" # 属性果实增加的附加战力,参数为(功能索引)
Def_PlayerKey_FamilyLVLeave = "FamilyLVLeave" # 离开的最后一个家族的等级
Def_PDict_QueryTechLVUPState = "QueryTechLVUPState"  # 查询科技等级提升状态
Def_PDict_PKStateTick = "PKStateTick"  # PK状态tick,只要有一方发起攻击,双方均进入PK状态
Def_PDict_BossStateTick = "BossStateTick"  # boss状态tick,攻击boss即进入boss状态
Def_PDict_MapAreaExpTick = "MapAreaExpTick"  # 给场景经验tick
# 装备累计基础属性
Def_PDict_EquipTotalBaseMinAtk = "EquipTotalBaseMinAtk"  # 装备累计基础最小攻击
Def_PDict_EquipTotalBaseMaxAtk = "EquipTotalBaseMaxAtk"  # 装备累计基础最大攻击
Def_PDict_EquipTotalBaseDef = "EquipTotalBaseDef"  # 装备累计基础防御
Def_PDict_EquipTotalBaseHP = "EquipTotalBaseHP"  # 装备累计基础生命
#---玩家字典KEY,存于数据库---
#===========================================================================
@@ -3419,13 +3388,7 @@
Def_Player_Dict_Wallow_LV = "GameWallowLV_34"    #防沉迷等级
Def_Player_Dict_Wallow_OfflineTime = "GameWallowOfflineTime_35"    #防沉迷离线累积时间
Def_Player_Dict_Wallow_OnlineTime = "GameWallowOnlineTime_36"    #防沉迷在线累积时间
Def_Player_Dict_CabinetCount_Pet = "CabinetCount_Pet_39"    #宠物收纳柜
Def_Player_Dict_CabinetCount_WeaponCoat = "CabinetCount_WeaponCoat_40"    #武器收纳柜
Def_Player_Dict_CabinetCount_DressCoat = "CabinetCount_DressCoat_41"     #时装收纳柜
Def_Player_Dict_CabinetCount_Horse = "CabinetCount_Horse_42"    #马匹收纳柜
Def_Player_Dict_PackCount_Item = "PackCount_Item_72"    #玩家物品背包格子数
Def_Player_Dict_PackCount_Warehouse = "PackCount_Warehouse_73"    #仓库背包格子数
Def_Player_Dict_PackCount_Hero = "PackCount_Hero"    #武将背包格子数
Def_Player_Dict_PackBuyCnt = "PackBuyCnt_%s"    #背包已购买格子次数, 参数(背包类型)
Def_Player_Dict_PlayerMapSignCnt = "PlayerMapSignCnt_75"    # 大地图标记数量
Def_Player_Dict_PlayerBuyZhenQiCnt = "PlayerBuyZhenQiCnt_76"  # 购买真气次数
Def_Player_Dict_PlayChangeLineID = "PlayChangeLineID"     # 玩家主动切换线路记录
@@ -3570,7 +3533,6 @@
Def_PDict_FamilyWarDailyReward = "FamilyWarDailyReward"  # 王者仙盟每日俸禄领取状态
Def_PDict_Family_Contribution = "FamilyContribution"  #战盟贡献度
Def_PDict_HasChange_FamilyActiveToContribution = "HasChangeContribution"  #战盟活跃度已转化过贡献度
Def_PDict_PackCount_FineSoul = "PackCount_FineSoul"    # 已购买精魄/符文背包格子数
Def_PDict_KillPlayerAddActive = "KillPlayerAddActiveByDay"  # 杀人每日获得活跃度
Def_PDict_LoginDayCnt = "PLoginDayCnt"  # 累计登陆天数
Def_PDict_LoginDayAward = "PLoginDayAward"  # 累计登陆领取情况
@@ -3595,10 +3557,6 @@
Def_PDict_MixLoginDay = "MixLoginDay"  # 合服首登处理标记天
Def_PDict_AddPointValue = "AddPointValue_%s"  # 已加属性点数, 参数(属性ID)
Def_PDict_AttrFruitEatCnt = "AttrFruitEatCnt_%s"  # 已吃属性果实个数,参数为物品id
Def_PDict_AttrFruitAddValue = "AttrFruitAddValue_%s"  # 已吃属性果实增加的属性,参数为物品id
Def_PDict_AttrFruitAddItemCnt = "FruitAddItemCnt_%s"  # 增幅丹增加上限数,参数为果实物品id
Def_PDict_AttrFruitItemBreakCnt = "FruitItemBreakCnt_%s"  # 增幅丹突破次数,参数为果实物品id
Def_PDict_NobleLV = "NobleLV" # 贵族等级, 0位为不同贵族模式版本切换标记位, 从1位开始表示每种等级贵族开通情况, 1-已开通过;9-永久
Def_PDict_NobleEndTime = "NobleEndTime_%s" # 贵族到期结束时间<单位s>, 参数为贵族等级, 从1开始
@@ -3641,9 +3599,6 @@
Def_PDict_SplitExpLVCnt = "SplitExpLVCnt_%s"  # 单位等级经验已拆分过的等级数, 参数为实际等级
Def_PDict_IsAddReviveTired = "IsAddReviveTired"  # 死亡是否增加复活疲劳
Def_PDict_ComposeMustSuccess = "ComposeMustSuccess_%s"  # 前X次合成必定成功,参数(合成归组)
Def_PDict_FirstSuccMakeJobItem = "FirstSuccMakeJobItem_%s"  # 首次合成成功给本职业物品记录,参数为(合成ID)
Def_PDict_DownloadAwardState = "DownloadAwardState"  # 分包包下载奖励状态 0-未领 >0-已领奖励编号
Def_PDict_DownloadPatchAward = "DownloadPatchAward"  # 更新包下载奖励状态 0-未领 >0-已领奖励编号
@@ -3879,13 +3834,6 @@
Def_PDict_ChatBoxStar = "ChatBoxStar_%s"  # 星级,参数(气泡ID)
Def_PDict_EmojiPackState = "EmojiPackState_%s"  # 表情包状态,参数(key编号)
Def_PDict_EmojiPackEndTime = "EmojiPackEndTime_%s"  # 到期时间戳,0为永久,参数(表情包ID)
#冰晶矿脉
Def_PDict_IceLodeStarAwardRecord = "IceLodeStarAwardRecord" #星级奖励领奖记录
Def_PDict_IceLodeHasSweep = "IceLodeHasSweep" #今日是否已扫荡过
Def_PDict_IceLodeLastCheckTime = "IceLodeLastCheckTime" #上次补发星级奖励时间
Def_PDict_IceLodeDayLV = "IceLodeDayLV" #今日等级
Def_PDict_IceLodeIsInFBOnDay = "IceLodeIsInFBOnDay" #在副本里过天
#助战
Def_PDict_HelpBattleCheckInCount = "HelpBattleCheckInCount" #助战登记次数, 登记次数*10+今日是否登记过
@@ -4195,11 +4143,6 @@
Def_PDict_TTL_TaskAwardRecord = "TTL_TaskAwardRecord_%s" # 通天任务领奖记录,参数(key编号),按索引位存储0-未领,1-已领
Def_PDict_TTL_DailyTaskPointToday = "TTL_DailyTaskPointToday" # 每日通天任务每日可获得积分点上限
# 大师 Def_PDictType_GreatMaster
Def_PDict_Master_Exp = "Master_Exp" # 当前大师经验
Def_PDict_Master_ExpPoint = "Master_ExpPoint" # 当前大师经验点
Def_PDict_Master_FreeSkillPoint = "Master_FreeSkillPoint" # 当前剩余大师技能点
# 跨服竞技场
Def_PDict_CrossPK_TotalScore = "CrossPK_TotalScore" # 当前总积分
Def_PDict_CrossPK_DanLV = "CrossPK_DanLV" # 当前段位
@@ -4399,493 +4342,23 @@
#武将
Def_PDict_HeroSkin = "HeroSkin_%s" # 武将皮肤解锁状态,按皮肤索引二进制存储,参数(武将ID)
Def_PDict_HeroBook = "HeroBook_%s" # 武将图鉴激活等级,参数(武将ID) cccbbba a-初始激活状态1-英雄激活,2-初始图鉴激活; bbb-存星级图鉴激活等级;ccc-存突破图鉴激活等级
Def_PDict_HeroAwakeRebirthCnt = "HeroAwakeRebirthCnt" # 已觉醒过的武将今日已重生次数,共享次数
#主线
Def_PDict_UnXiantaoCnt = "UnXiantaoCnt" # 累计未结算的战锤数
Def_PDict_UnXiantaoCntExp = "UnXiantaoCntExp" # 累计未结算经验的战锤数
Def_PDict_UnXiantaoCntEquip = "UnXiantaoCntEquip" # 累计未结算装备掉落的战锤数
Def_PDict_UnXiantaoCntBooty = "UnXiantaoCntBooty_%s" # 累计未结算战利品掉落的战锤数,参数(itemID)
Def_PDict_BootyDropToday = "BootyDropToday_%s" # 今日已累计掉落战利品数量,参数(itemID)
#-------------------------------------------------------------------------------
#可以从07 41封包购买的背包类型,和对应字典{背包类型:[字典key, 默认格子数]}
#字典值列表枚举,废弃默认格子数枚举,改为读配置
[
Def_PlayerPackDict_Index_Key,      # 字典可以
] = range(0, 1)
Def_Type_CanBuyPack_PlayerDict = {
                                  #IPY_GameWorld.rptPetCabinetPet:[
                                  #     Def_Player_Dict_CabinetCount_Pet,
                                  #     Def_PackCnt_Fashion],
                                  #IPY_GameWorld.rptCabinetWeaponCoat:[
                                  #     Def_Player_Dict_CabinetCount_WeaponCoat,
                                  #     Def_PackCnt_WeaponCoat],
                                  #IPY_GameWorld.rptCabinetDressCoat:[
                                  #     Def_Player_Dict_CabinetCount_DressCoat,
                                  #     Def_PackCnt_Fashion],
                                  #IPY_GameWorld.rptCabinetHorse:[
                                  #     Def_Player_Dict_CabinetCount_Horse,
                                  #     Def_PackCnt_Fashion],
                                  IPY_GameWorld.rptItem:[
                                       Def_Player_Dict_PackCount_Item,
                                       0],
                                  IPY_GameWorld.rptWarehouse:[
                                       Def_Player_Dict_PackCount_Warehouse,
                                       0],
                                  ShareDefine.rptHero:[
                                       Def_Player_Dict_PackCount_Hero,
                                       0],
                                  #IPY_GameWorld.rptFineSoulSlot:[
                                  #     Def_PDict_PackCount_FineSoul,
                                  #     Def_PlayerFirstLoginOpenFineSoulSlot],
                                }
#-------------------------------------------------------------------------------
#------属性计算相关常量字符串定义
AttrName_MinAtk = "MinAtk"  # 最小攻击力
AttrName_MaxAtk = "MaxAtk"  # 最大攻击力
AttrName_MinMAtk = "MinMAtk"  # 最小魔法攻击力
AttrName_MaxMAtk = "MaxMAtk"  # 最大魔法攻击力
AttrName_Atk = "Atk"  # 物理攻击力
AttrName_MAtk = "MAtk"  # 魔法攻击
AttrName_Def = "Def"    # 防御
AttrName_DefRate = "Miss"   # 闪避
AttrName_MagAtkPer = "MagAtkPer"    # 魔法攻击百分比
AttrName_AtkPer = "AtkPer"  # 物理攻击百分比
AttrName_MaxHP = "MaxHP"    # 最大血量
AttrName_MaxMP = "MaxMP"    # 最大蓝量
AttrName_MaxHPPer = "MaxHPPer"    # 最大血量百分比
AttrName_MaxMPPer = "MaxMPPer"    # 最大蓝量百分比
AttrName_IceAtk = "IceAtk"  # 冰攻
AttrName_FireAtk = "FireAtk"    # 火攻
AttrName_PoisonAtk = "PoisonAtk"    # 毒攻
AttrName_ThunderAtk = "ThunderAtk"  # 雷攻
AttrName_WindAtk = "WindAtk"  # 风攻
AttrName_IceDef = "IceDef"  # 冰防
AttrName_FireDef = "FireDef"    # 火攻
AttrName_PoisonDef = "PoisonDef"    # 毒防
AttrName_ThunderDef = "ThunderDef"  # 雷防
AttrName_WindDef = "WindDef"  # 风攻
AttrName_DamagePVPReduce = "DamagePVPReduce"  # PVP固定减伤
AttrName_DamagePVP = "DamagePVP"  # pvp固定伤害
AttrName_Speed = "Speed"    # 移动速度
AttrName_BothAtk = "BothAtk"    # 双攻物魔
AttrName_Hit = "Hit"    # 命中
AttrName_AutoRestoreHPPer = "AutoRestoreHPPer"    # 生命自动回复
AttrName_GreatHitRate = "GreatHitRate"    # 卓越一击几率
AttrName_GreatHit = "GreatHit"    # 卓越一击伤害倍率
AttrName_LuckyHitRate = "LuckyHitRate"    # 会心一击几率
AttrName_LuckyHit = "LuckyHit"    # 会心一击伤害固定值
AttrName_IgnoreDefRate = "IgnoreDefRate"    # 无视防御几率
AttrName_AtkSpeed = "AtkSpeed"    # 攻击速度
AttrName_ReduceSkillCDPer = "ReduceSkillCDPer"    # 减技能CD比例
AttrName_BleedDamage = "BleedDamage"    # 流血伤害增加
AttrName_KillBackHP = "KillBackHP"    # 击杀回血
AttrName_KillBackMP = "KillBackMP"    # 击杀回蓝
AttrName_DamBackPer = "DamBackPer"  # 反伤百分比
AttrName_DropMoneyPer = "DropMoneyPer"  # 掉落金钱值增加
AttrName_BothAtkPer = "BothAtkPer"    # 双攻物魔百分比
AttrName_DefRatePer = "MissPer"     #闪避百分比
AttrName_DefPer = "DefPer"    # 防御比率
AttrName_HitPer = "HitPer"    # 命中比率
AttrName_FightExpRate = "FightExpRate"  # 杀怪经验倍率
AttrName_GameExpRate = "GameExpRate"  # 游戏事件经验倍率
AttrName_SkillAtkRate = "SkillAtkRate"  # 技能伤害加成 (用作伤害加成)
AttrName_AtkBackHP = "AtkBackHP"    # 攻击回复血量固定值
AttrName_AtkBackHPPer = "AtkBackHPPer"    # 攻击回复血量比率
AttrName_SuperHit = "SuperHit"  # 暴击伤害固定值
AttrName_SuperHitRate = "SuperHitRate"  # 暴击概率
AttrName_NPCHurtAddPer = "NPCHurtAddPer"  # 对怪物伤害加成
AttrName_JobAHurtAddPer = "JobAHurtAddPer"  # 目标战士伤害加成
AttrName_JobBHurtAddPer = "JobBHurtAddPer"  # 目标法师伤害加成
AttrName_JobCHurtAddPer = "JobCHurtAddPer"  # 目标弓手伤害加成
AttrName_NPCAtkReducePer = "NPCAtkReducePer"  # 怪物攻击伤害减免
AttrName_JobAAtkReducePer = "JobAAtkReducePer"  # 战士攻击伤害减免
AttrName_JobBAtkReducePer = "JobBAtkReducePer"  # 法师攻击伤害减免
AttrName_JobCAtkReducePer = "JobCAtkReducePer"  # 弓手攻击伤害减免
AttrName_LuckyHitReduce = "LuckyHitReduce"  # 会心一击伤害减免固定值
AttrName_GreatHitReducePer = "GreatHitReducePer"  # 卓越一击伤害减免
AttrName_SuperHitReduce = "SuperHitReduce"  # 暴击伤害减免固定值
AttrName_IgnoreDefReducePer = "IgnoreDefReducePer"  # 无视防御伤害减免
AttrName_LuckyHitRateReduce = "LuckyHitRateReduce"  # 抗会心一击概率
AttrName_GreatHitRateReduce = "GreatHitRateReduce"  # 抗卓越一击概率
AttrName_SuperHitRateReduce = "SuperHitRateReduce"  # 抗暴击概率
AttrName_IgnoreDefRateReduce = "IgnoreDefRateReduce"  # 抗无视防御概率
AttrName_BossFinalHurtPer = "BossFinalHurtPer"  # Boss最终伤害百分比
AttrName_FinalHurtPer = "FinalHurtPer"  # 最终伤害百分比
AttrName_FuhaoHitRate = "FuhaoHitRate"  # 富豪一击概率
AttrName_FinalHurt = "FinalHurt"  # 最终固定伤害增加
AttrName_FinalHurtReduce = "FinalHurtReduce"  # 最终固定伤害减少
AttrName_BossIDHurt = "BossIDHurt"  # 对指定boss伤害加成固定值
AttrName_BossIDHurtAddPer = "BossIDHurtAddPer"  # 对指定boss伤害加成倍率
AttrName_DropEquipDoCount = "DropEquipDoCount"  # 装备掉落执行次数加成万分率
AttrName_PetAtk = "PetAtk"  # 灵宠攻击
AttrName_PetSkillAtkRate = "PetSkillAtkRate"  # 灵宠技能
AttrName_PetDamPer = "PetDamPer"  # 灵宠伤害增加
AttrName_ComboDefRate = "ComboDefRate"  # 抗连击概率
AttrName_AtkBackRate = "AtkBackRate"  # 反击概率
AttrName_AtkBackDefRate = "AtkBackDefRate"  # 抗反击概率
AttrName_SuckHPPer = "SuckHPPer"  # 吸血比率
AttrName_SuckHPDefPer = "SuckHPDefPer"  # 抗吸血比率
AttrName_CurePer = "CurePer"  # 强化治疗
AttrName_CureDefPer = "CureDefPer"  # 弱化治疗
AttrName_PetStrengthenPer = "PetStrengthenPer"  # 强化灵兽
AttrName_PetWeakenPer = "PetWeakenPer"  # 弱化灵兽
AttrName_SuperHitHurtPer = "SuperHitHurtPer"  # 强化暴伤
AttrName_SuperHitHurtDefPer = "SuperHitHurtDefPer"  # 弱化暴伤
#物品效果(ID或指定类型)对应的属性计算信息 {效果(ID/指定类型):[[属性索引, ...], 是否基础属性,(非)线性]}
#对应 Def_Calc_AllAttrType_MAX
ItemEffect_AttrDict = {
    #基础属性
    ShareDefine.Def_Effect_Metal:[[TYPE_Calc_Metal], True, TYPE_Linear],
    ShareDefine.Def_Effect_Wood:[[TYPE_Calc_Wood], True, TYPE_Linear],
    ShareDefine.Def_Effect_Water:[[TYPE_Calc_Water], True, TYPE_Linear],
    ShareDefine.Def_Effect_Fire:[[TYPE_Calc_Fire], True, TYPE_Linear],
    ShareDefine.Def_Effect_Earth:[[TYPE_Calc_Earth], True, TYPE_Linear],
    #战斗线性
    ShareDefine.Def_Effect_MaxHP:[[TYPE_Calc_AttrMaxHP], False, TYPE_Linear],      # 最大血量
    ShareDefine.Def_Effect_MaxMP:[[TYPE_Calc_AttrMaxMP], False, TYPE_Linear],
    ShareDefine.Def_Effect_Def:[[TYPE_Calc_AttrDEF], False, TYPE_Linear],
    ShareDefine.Def_Effect_Miss:[[TYPE_Calc_AttrMiss], False, TYPE_Linear],
    ShareDefine.Def_Effect_SuperHitRate:[[TYPE_Calc_SuperHitRate], False, TYPE_Linear],
    ShareDefine.Def_Effect_SuperHit:[[TYPE_Calc_SuperHit], False, TYPE_Linear],
    ShareDefine.Def_Effect_SuperHitReduce:[[TYPE_Calc_SuperHitReduce], False, TYPE_Linear],
    ShareDefine.Def_Effect_Hit:[[TYPE_Calc_AttrHit], False, TYPE_Linear],
    ShareDefine.Def_Effect_MinAtk:[[TYPE_Calc_AttrATKMin], False, TYPE_Linear],
    ShareDefine.Def_Effect_MaxAtk:[[TYPE_Calc_AttrATKMax], False, TYPE_Linear],
    ShareDefine.Def_Effect_Atk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_Linear],
    #ShareDefine.Def_Effect_Atk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax,
    #                             TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_Linear],
    ShareDefine.Def_Effect_AddAtk:[[TYPE_Calc_AttrATKMax], False, TYPE_Linear],
    #ShareDefine.Def_Effect_AddAtk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_Linear],
    #ShareDefine.Def_Effect_AddMAtk:[[TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_Linear],
    ShareDefine.Def_Effect_AtkSpeed:[[TYPE_Calc_AttrAtkSpeed], False, TYPE_Linear],
    ShareDefine.Def_Effect_ToxinDef:[[TYPE_Calc_AttrPoisonDef], False, TYPE_Linear],
    ShareDefine.Def_Effect_ThunderDef:[[TYPE_Calc_AttrThunderDef], False, TYPE_Linear],
    ShareDefine.Def_Effect_IgnoreDefRate:[[TYPE_Calc_IgnoreDefRate], False, TYPE_Linear],
    ShareDefine.Def_Effect_IgnoreDefRateReduce:[[TYPE_Calc_IgnoreDefRateReduce], False, TYPE_Linear],
    ShareDefine.Def_Effect_DamBackPer:[[TYPE_Calc_DamBackPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_GreatHit:[[TYPE_Calc_GreatHit], False, TYPE_Linear],
    ShareDefine.Def_Effect_LuckyHit:[[TYPE_Calc_LuckyHit], False, TYPE_Linear],
    ShareDefine.Def_Effect_LuckyHitRate:[[TYPE_Calc_LuckyHitRate], False, TYPE_Linear],
    ShareDefine.Def_Effect_LuckyHitRateReduce:[[TYPE_Calc_LuckyHitRateReduce], False, TYPE_Linear],
    ShareDefine.Def_Effect_Luck:[[TYPE_Calc_Luck], False, TYPE_Linear],
    ShareDefine.Def_Effect_ReduceSkillCDPer:[[TYPE_Calc_ReduceSkillCDPer], False, TYPE_Linear],
    AttrName_MinAtk:[[TYPE_Calc_AttrATKMin], False, TYPE_Linear],
    AttrName_MaxAtk:[[TYPE_Calc_AttrATKMax], False, TYPE_Linear],
    #AttrName_MinMAtk:[[TYPE_Calc_AttrMATKMin], False, TYPE_Linear],
    #AttrName_MaxMAtk:[[TYPE_Calc_AttrMATKMax], False, TYPE_Linear],
    AttrName_Def:[[TYPE_Calc_AttrDEF], False, TYPE_Linear],
    AttrName_DefRate:[[TYPE_Calc_AttrMiss], False, TYPE_Linear],
    AttrName_MaxHP:[[TYPE_Calc_AttrMaxHP], False, TYPE_Linear],
    AttrName_MaxMP:[[TYPE_Calc_AttrMaxMP], False, TYPE_Linear],
    AttrName_IceAtk:[[TYPE_Calc_AttrIceAtk], False, TYPE_Linear],
    ShareDefine.Def_Effect_IceAtk:[[TYPE_Calc_AttrIceAtk], False, TYPE_Linear],
    AttrName_FireAtk:[[TYPE_Calc_AttrFireAtk], False, TYPE_Linear],
    AttrName_PoisonAtk:[[TYPE_Calc_AttrPoisonAtk], False, TYPE_Linear],
    AttrName_ThunderAtk:[[TYPE_Calc_AttrThunderAtk], False, TYPE_Linear],
    AttrName_WindAtk:[[TYPE_Calc_AttrWindAtk], False, TYPE_Linear],
    AttrName_IceDef:[[TYPE_Calc_AttrIceDef], False, TYPE_Linear],
    ShareDefine.Def_Effect_IceDef:[[TYPE_Calc_AttrIceDef], False, TYPE_Linear],
    AttrName_FireDef:[[TYPE_Calc_AttrFireDef], False, TYPE_Linear],
    AttrName_PoisonDef:[[TYPE_Calc_AttrPoisonDef], False, TYPE_Linear],
    AttrName_ThunderDef:[[TYPE_Calc_AttrThunderDef], False, TYPE_Linear],
    AttrName_WindDef:[[TYPE_Calc_AttrWindDef], False, TYPE_Linear],
    AttrName_BothAtk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_Linear],
    #AttrName_BothAtk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax,
    #                   TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_Linear],
    AttrName_Hit:[[TYPE_Calc_AttrHit], False, TYPE_Linear],
    AttrName_Atk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_Linear],
    #AttrName_Atk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_Linear],
    #AttrName_MAtk:[[TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_Linear],
    AttrName_AutoRestoreHPPer:[[TYPE_Calc_HPRestorePer], False, TYPE_Linear],
    ShareDefine.Def_Effect_HPRestore:[[TYPE_Calc_HPRestorePer], False, TYPE_Linear],
    AttrName_GreatHitRate:[[TYPE_Calc_GreatHitRate], False, TYPE_Linear],
    AttrName_GreatHit:[[TYPE_Calc_GreatHit], False, TYPE_Linear],
    AttrName_LuckyHitRate:[[TYPE_Calc_LuckyHitRate], False, TYPE_Linear],
    AttrName_LuckyHit:[[TYPE_Calc_LuckyHit], False, TYPE_Linear],
    AttrName_LuckyHitReduce:[[TYPE_Calc_LuckyHitReduce], False, TYPE_Linear],
    AttrName_LuckyHitRateReduce:[[TYPE_Calc_LuckyHitRateReduce], False, TYPE_Linear],
    AttrName_IgnoreDefRate:[[TYPE_Calc_IgnoreDefRate], False, TYPE_Linear],
    AttrName_IgnoreDefRateReduce:[[TYPE_Calc_IgnoreDefRateReduce], False, TYPE_Linear],
    AttrName_IgnoreDefReducePer:[[TYPE_Calc_IgnoreDefReducePer], False, TYPE_Linear],
    AttrName_AtkSpeed:[[TYPE_Calc_AttrAtkSpeed], False, TYPE_Linear],
    AttrName_ReduceSkillCDPer:[[TYPE_Calc_ReduceSkillCDPer], False, TYPE_Linear],
    AttrName_KillBackHP:[[TYPE_Calc_KillBackHP], False, TYPE_Linear],
    AttrName_KillBackMP:[[TYPE_Calc_KillBackMP], False, TYPE_Linear],
    AttrName_DamBackPer:[[TYPE_Calc_DamBackPer], False, TYPE_Linear],
    AttrName_DropMoneyPer:[[TYPE_Calc_DropMoneyPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_DropEquipPer:[[TYPE_Calc_DropEquipPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_DropMoneyPer:[[TYPE_Calc_DropMoneyPer], False, TYPE_Linear],
    AttrName_FightExpRate:[[TYPE_Calc_AttrFightExpRate], False, TYPE_Linear],
    ShareDefine.Def_Effect_FightExpRate:[[TYPE_Calc_AttrFightExpRate], False, TYPE_Linear],
    AttrName_GameExpRate:[[TYPE_Calc_AttrGameExpRate], False, TYPE_Linear],
    AttrName_SkillAtkRate:[[TYPE_Calc_SkillAtkRate], False, TYPE_Linear],
    ShareDefine.Def_Effect_DamChanceDef:[[TYPE_Calc_DamChanceDef], False, TYPE_Linear],
    ShareDefine.Def_Effect_FaintRate:[[TYPE_Calc_FaintRate], False, TYPE_Linear],
    ShareDefine.Def_Effect_FaintDefRate:[[TYPE_Calc_FaintDefRate], False, TYPE_Linear],
    ShareDefine.Def_Effect_SkillAtkRate:[[TYPE_Calc_SkillAtkRate], False, TYPE_Linear],
    ShareDefine.Def_Effect_SkillAtkRateReduce:[[TYPE_Calc_SkillAtkRateReduce], False, TYPE_Linear],
    ShareDefine.Def_Effect_DamagePVP:[[TYPE_Calc_DamagePVP], False, TYPE_Linear],
    ShareDefine.Def_Effect_DamagePVPReduce:[[TYPE_Calc_DamagePVPReduce], False, TYPE_Linear],
    ShareDefine.Def_Effect_DamagePerPVP:[[TYPE_Calc_DamagePerPVP], False, TYPE_Linear],
    ShareDefine.Def_Effect_DamagePerPVPReduce:[[TYPE_Calc_DamagePerPVPReduce], False, TYPE_Linear],
    ShareDefine.Def_Effect_ComboRate:[[TYPE_Calc_ComboRate], False, TYPE_Linear],
    ShareDefine.Def_Effect_ComboDamPer:[[TYPE_Calc_ComboDamPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_BleedDamage:[[TYPE_Calc_BleedDamage], False, TYPE_Linear],
    AttrName_BleedDamage:[[TYPE_Calc_BleedDamage], False, TYPE_Linear],
    AttrName_AtkBackHPPer:[[TYPE_Calc_AtkBackHPPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_AtkBackHP:[[TYPE_Calc_AtkBackHPPer], False, TYPE_Linear],
    AttrName_SuperHitRate:[[TYPE_Calc_SuperHitRate], False, TYPE_Linear],
    AttrName_SuperHit:[[TYPE_Calc_SuperHit], False, TYPE_Linear],
    AttrName_NPCHurtAddPer:[[TYPE_Calc_NPCHurtAddPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_NPCHurtAddPer:[[TYPE_Calc_NPCHurtAddPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_JobAHurtAddPer:[[TYPE_Calc_JobAHurtAddPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_JobBHurtAddPer:[[TYPE_Calc_JobBHurtAddPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_JobCHurtAddPer:[[TYPE_Calc_JobCHurtAddPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_JobAAtkReducePer:[[TYPE_Calc_JobAAtkReducePer], False, TYPE_Linear],
    ShareDefine.Def_Effect_JobBAtkReducePer:[[TYPE_Calc_JobBAtkReducePer], False, TYPE_Linear],
    ShareDefine.Def_Effect_JobCAtkReducePer:[[TYPE_Calc_JobCAtkReducePer], False, TYPE_Linear],
    AttrName_JobAHurtAddPer:[[TYPE_Calc_JobAHurtAddPer], False, TYPE_Linear],
    AttrName_JobBHurtAddPer:[[TYPE_Calc_JobBHurtAddPer], False, TYPE_Linear],
    AttrName_JobCHurtAddPer:[[TYPE_Calc_JobCHurtAddPer], False, TYPE_Linear],
    AttrName_NPCAtkReducePer:[[TYPE_Calc_NPCAtkReducePer], False, TYPE_Linear],
    AttrName_JobAAtkReducePer:[[TYPE_Calc_JobAAtkReducePer], False, TYPE_Linear],
    AttrName_JobBAtkReducePer:[[TYPE_Calc_JobBAtkReducePer], False, TYPE_Linear],
    AttrName_JobCAtkReducePer:[[TYPE_Calc_JobCAtkReducePer], False, TYPE_Linear],
    AttrName_GreatHitReducePer:[[TYPE_Calc_GreatHitReducePer], False, TYPE_Linear],
    AttrName_SuperHitReduce:[[TYPE_Calc_SuperHitReduce], False, TYPE_Linear],
    AttrName_GreatHitRateReduce:[[TYPE_Calc_GreatHitRateReduce], False, TYPE_Linear],
    AttrName_SuperHitRateReduce:[[TYPE_Calc_SuperHitRateReduce], False, TYPE_Linear],
    ShareDefine.Def_Effect_SuperHitRateReduce:[[TYPE_Calc_SuperHitRateReduce], False, TYPE_Linear],
    AttrName_DamagePVPReduce:[[TYPE_Calc_DamagePVPReduce], False, TYPE_Linear],
    AttrName_DamagePVP:[[TYPE_Calc_DamagePVP], False, TYPE_Linear],
    AttrName_BossFinalHurtPer:[[TYPE_Calc_BossFinalHurtPer], False, TYPE_Linear],
    AttrName_FinalHurtPer:[[TYPE_Calc_FinalHurtPer], False, TYPE_Linear],
    AttrName_FuhaoHitRate:[[TYPE_Calc_FuhaoHitRate], False, TYPE_Linear],
    ShareDefine.Def_Effect_FinalHurt:[[TYPE_Calc_FinalHurt], False, TYPE_Linear],
    ShareDefine.Def_Effect_FinalHurtReduce:[[TYPE_Calc_FinalHurtReduce], False, TYPE_Linear],
    AttrName_FinalHurt:[[TYPE_Calc_FinalHurt], False, TYPE_Linear],
    AttrName_FinalHurtReduce:[[TYPE_Calc_FinalHurtReduce], False, TYPE_Linear],
    AttrName_BossIDHurt:[[TYPE_Calc_BossIDHurt], False, TYPE_Linear],
    AttrName_BossIDHurtAddPer:[[TYPE_Calc_BossIDHurtAddPer], False, TYPE_Linear],
    AttrName_DropEquipDoCount:[[TYPE_Calc_DropEquipDoCount], False, TYPE_Linear],
    AttrName_Speed:[[TYPE_Calc_AttrSpeed], False, TYPE_Linear],
    ShareDefine.Def_Effect_Speed:[[TYPE_Calc_AttrSpeed], False, TYPE_Linear],
    ShareDefine.Def_Effect_PetAtk:[[TYPE_Calc_PetMinAtk, TYPE_Calc_PetMaxAtk], False, TYPE_Linear],
    AttrName_PetAtk:[[TYPE_Calc_PetMinAtk, TYPE_Calc_PetMaxAtk], False, TYPE_Linear],
    ShareDefine.Def_Effect_PetMinAtk:[[TYPE_Calc_PetMinAtk], False, TYPE_Linear],
    ShareDefine.Def_Effect_PetMaxAtk:[[TYPE_Calc_PetMaxAtk], False, TYPE_Linear],
    ShareDefine.Def_Effect_PetDamPer:[[TYPE_Calc_PetDamPer], False, TYPE_Linear],
    AttrName_PetDamPer:[[TYPE_Calc_PetDamPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_PetSkillAtkRate:[[TYPE_Calc_PetSkillAtkRate], False, TYPE_Linear],
    AttrName_PetSkillAtkRate:[[TYPE_Calc_PetSkillAtkRate], False, TYPE_Linear],
    ShareDefine.Def_Effect_PerLVAtk:[[TYPE_Calc_PerLVAtk], False, TYPE_Linear],
    ShareDefine.Def_Effect_PerLVMaxHP:[[TYPE_Calc_PerLVMaxHP], False, TYPE_Linear],
    ShareDefine.Def_Effect_MaxProDef:[[TYPE_Calc_MaxProDef], False, TYPE_Linear],
    ShareDefine.Def_Effect_ProDefHPPer:[[TYPE_Calc_ProDefHPPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_ProDefAbsorb:[[TYPE_Calc_ProDefAbsorb], False, TYPE_Linear],
    ShareDefine.Def_Effect_OnlyFinalHurt:[[TYPE_Calc_OnlyFinalHurt], False, TYPE_Linear],
    ShareDefine.Def_Effect_PVPAtkBackHP:[[TYPE_Calc_PVPAtkBackHP], False, TYPE_Linear],
    ShareDefine.Def_Effect_NormalHurt:[[TYPE_Calc_NormalHurt], False, TYPE_Linear],
    ShareDefine.Def_Effect_NormalHurtPer:[[TYPE_Calc_NormalHurtPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_FabaoHurt:[[TYPE_Calc_FabaoHurt], False, TYPE_Linear],
    ShareDefine.Def_Effect_FabaoHurtPer:[[TYPE_Calc_FabaoHurtPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_SuperHitRateReduce:[[TYPE_Calc_SuperHitRateReduce], False, TYPE_Linear], # 暴击概率抗性
    ShareDefine.Def_Effect_LuckyHitReduce:[[TYPE_Calc_LuckyHitReduce], False, TYPE_Linear],# 会心一击伤害固定减伤
    ShareDefine.Def_Effect_DamagePVE:[[TYPE_Calc_DamagePVE], False, TYPE_Linear],  # PVE固定伤害
    ShareDefine.Def_Effect_BossFinalHurtPer:[[TYPE_Calc_BossFinalHurtPer], False, TYPE_Linear],   # Boss最终伤害万分率
    ShareDefine.Def_Effect_FinalHurtPer:[[TYPE_Calc_FinalHurtPer], False, TYPE_Linear],   # 最终伤害万分率
    ShareDefine.Def_Effect_FinalHurtReducePer:[[TYPE_Calc_FinalHurtReducePer], False, TYPE_Linear],   # 最终伤害减少万分
    ShareDefine.Def_Effect_YinjiTime:[[TYPE_Calc_YinjiTime], False, TYPE_Linear],   # 每X秒自动消失一个印记
    ShareDefine.Def_Effect_TheFBSkillsCD:[[TYPE_Calc_TheFBSkillsCD], False, TYPE_Linear],   # 减少指定技能组CD XX%
    ShareDefine.Def_Effect_BurnValue:[[TYPE_Calc_BurnValue], False, TYPE_Linear],   # 灼烧固定伤害
    ShareDefine.Def_Effect_BurnTimePer:[[TYPE_Calc_BurnTimePer], False, TYPE_Linear],   # 延长灼烧时间百分比
    ShareDefine.Def_Effect_SubSpeedPer:[[TYPE_Calc_SubSpeedPer], False, TYPE_Linear],   # 减移动速度百分比
    ShareDefine.Def_Effect_SkillAddPer1:[[TYPE_Calc_SkillAddPer1], False, TYPE_Linear],   # 技能伤害增强1
    ShareDefine.Def_Effect_SkillAddPer2:[[TYPE_Calc_SkillAddPer2], False, TYPE_Linear],   # 技能伤害增强2
    ShareDefine.Def_Effect_SkillAddPer3:[[TYPE_Calc_SkillAddPer3], False, TYPE_Linear],   # 技能伤害增强3
    ShareDefine.Def_Effect_SkillAddPer4:[[TYPE_Calc_SkillAddPer4], False, TYPE_Linear],   # 技能伤害增强4
    ShareDefine.Def_Effect_SkillAddPer5:[[TYPE_Calc_SkillAddPer5], False, TYPE_Linear],   # 技能伤害增强5
    ShareDefine.Def_Effect_SkillAddPer6:[[TYPE_Calc_SkillAddPer6], False, TYPE_Linear],   # 技能伤害增强6
    ShareDefine.Def_Effect_SkillAddPer7:[[TYPE_Calc_SkillAddPer7], False, TYPE_Linear],   # 技能伤害增强7
    ShareDefine.Def_Effect_SkillReducePer1:[[TYPE_Calc_SkillReducePer1], False, TYPE_Linear],   # 受到技能伤害减少1
    ShareDefine.Def_Effect_SkillReducePer2:[[TYPE_Calc_SkillReducePer2], False, TYPE_Linear],   # 受到技能伤害减少2
    ShareDefine.Def_Effect_SkillReducePer3:[[TYPE_Calc_SkillReducePer3], False, TYPE_Linear],   # 受到技能伤害减少3
    ShareDefine.Def_Effect_SkillReducePer4:[[TYPE_Calc_SkillReducePer4], False, TYPE_Linear],   # 受到技能伤害减少4
    ShareDefine.Def_Effect_SkillReducePer5:[[TYPE_Calc_SkillReducePer5], False, TYPE_Linear],   # 受到技能伤害减少5
    ShareDefine.Def_Effect_SkillReducePer6:[[TYPE_Calc_SkillReducePer6], False, TYPE_Linear],   # 受到技能伤害减少6
    ShareDefine.Def_Effect_SkillReducePer7:[[TYPE_Calc_SkillReducePer7], False, TYPE_Linear],   # 受到技能伤害减少7
    ShareDefine.Def_Effect_AffairSpeedPer:[[TYPE_Calc_AffairSpeedPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_FamilyBossHurtPer:[[TYPE_Calc_FamilyBossHurtPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_FamilyWarHPPer:[[TYPE_Calc_FamilyWarHPPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_FamilyWarAtkPer:[[TYPE_Calc_FamilyWarAtkPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_FamilySitExpPer:[[TYPE_Calc_FamilySitExpPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_ComboDefRate:[[TYPE_Calc_ComboDefRate], False, TYPE_Linear],
    AttrName_ComboDefRate:[[TYPE_Calc_ComboDefRate], False, TYPE_Linear],
    ShareDefine.Def_Effect_AtkBackRate:[[TYPE_Calc_AtkBackRate], False, TYPE_Linear],
    AttrName_AtkBackRate:[[TYPE_Calc_AtkBackRate], False, TYPE_Linear],
    ShareDefine.Def_Effect_AtkBackDefRate:[[TYPE_Calc_AtkBackDefRate], False, TYPE_Linear],
    AttrName_AtkBackDefRate:[[TYPE_Calc_AtkBackDefRate], False, TYPE_Linear],
    ShareDefine.Def_Effect_SuckHPPer:[[TYPE_Calc_SuckHPPer], False, TYPE_Linear],
    AttrName_SuckHPPer:[[TYPE_Calc_SuckHPPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_SuckHPDefPer:[[TYPE_Calc_SuckHPDefPer], False, TYPE_Linear],
    AttrName_SuckHPDefPer:[[TYPE_Calc_SuckHPDefPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_CurePer:[[TYPE_Calc_CurePer], False, TYPE_Linear],
    ShareDefine.Def_Effect_CureDefPer:[[TYPE_Calc_CureDefPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_PetStrengthenPer:[[TYPE_Calc_PetStrengthenPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_PetWeakenPer:[[TYPE_Calc_PetWeakenPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_SuperHitHurtPer:[[TYPE_Calc_SuperHitHurtPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_SuperHitHurtDefPer:[[TYPE_Calc_SuperHitHurtDefPer], False, TYPE_Linear],
    #战斗非线性
    ShareDefine.Def_Effect_SuperHitPer:[[TYPE_Calc_SuperHit], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_LuckyHitPer:[[TYPE_Calc_LuckyHit], False, TYPE_NoLinear], # 会心一击伤害百分比
    ShareDefine.Def_Effect_MaxHPPer:[[TYPE_Calc_AttrMaxHP], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_DefPer:[[TYPE_Calc_AttrDEF], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_HitRate:[[TYPE_Calc_AttrHit], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_MissRate:[[TYPE_Calc_AttrMiss], False, TYPE_NoLinear],
    #ShareDefine.Def_Effect_AddMAtkByPer:[[TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_AddAtkByPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_PetAtkPer:[[TYPE_Calc_PetMinAtk, TYPE_Calc_PetMaxAtk], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_SpeedPer:[[TYPE_Calc_AttrSpeed], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_LuckPer:[[TYPE_Calc_Luck], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_IceAtkPer:[[TYPE_Calc_AttrIceAtk], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_IceDefPer:[[TYPE_Calc_AttrIceDef], False, TYPE_NoLinear],
    #ShareDefine.Def_Effect_AddAtkByPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear],
    #AttrName_MagAtkPer:[[TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_NoLinear],
    AttrName_AtkPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear],
    #AttrName_AtkPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear],
    AttrName_BothAtkPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear],
    #AttrName_BothAtkPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax,
    #                   TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_NoLinear],
    AttrName_DefRatePer:[[TYPE_Calc_AttrMiss], False, TYPE_NoLinear],
    AttrName_MaxHPPer:[[TYPE_Calc_AttrMaxHP], False, TYPE_NoLinear],
    AttrName_MaxMPPer:[[TYPE_Calc_AttrMaxMP], False, TYPE_NoLinear],
    AttrName_DefPer:[[TYPE_Calc_AttrDEF], False, TYPE_NoLinear],
    AttrName_HitPer:[[TYPE_Calc_AttrHit], False, TYPE_NoLinear],
    #功能交叉影响的战斗非线性
    ShareDefine.Def_Effect_BaseAtkAddPer:[[TYPE_Calc_BaseAtkAddPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_BaseMaxHPAddPer:[[TYPE_Calc_BaseMaxHPAddPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_BaseDefAddPer:[[TYPE_Calc_BaseDefAddPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_BaseHitAddPer:[[TYPE_Calc_BaseHitAddPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_BaseMissAddPer:[[TYPE_Calc_BaseMissAddPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_FaQiMaxHPPer:[[TYPE_Calc_FaQiMaxHPPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_FaQiAtkPer:[[TYPE_Calc_FaQiAtkPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_FaQiDefPer:[[TYPE_Calc_FaQiDefPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_GodWeaponMaxHPPer:[[TYPE_Calc_GodWeaponMaxHPPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_GodWeaponAtkPer:[[TYPE_Calc_GodWeaponAtkPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_StoneMaxHPPer:[[TYPE_Calc_StoneMaxHPPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_StoneAtkPer:[[TYPE_Calc_StoneAtkPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_StoneBasePer:[[TYPE_Calc_StoneBasePer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_RealmBasePer:[[TYPE_Calc_RealmBasePer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_HorseAtkPer:[[TYPE_Calc_HorseAtkPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_HorseMaxHPPer:[[TYPE_Calc_HorseMaxHPPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_HorseTrainAttrPer:[[TYPE_Calc_HorseTrainAttrPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_HorseSkinMaxHPPer:[[TYPE_Calc_HorseSkinMaxHPPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_HorseSkinAtkPer:[[TYPE_Calc_HorseSkinAtkPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_HorseSkinDefPer:[[TYPE_Calc_HorseSkinDefPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_PetTrainAttrPer:[[TYPE_Calc_PetTrainAttrPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_GuardTrainAttrPer:[[TYPE_Calc_GuardTrainAttrPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_WingTrainAttrPer:[[TYPE_Calc_WingTrainAttrPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_PeerlessWeaponTrainAttrPer:[[TYPE_Calc_PeerlessWeaponTrainAttrPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_PeerlessWeapon2TrainAttrPer:[[TYPE_Calc_PeerlessWeapon2TrainAttrPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_LianTiAttrPer:[[TYPE_Calc_LianTiAttrPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_WingHPPer:[[TYPE_Calc_WingHPPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_SuiteBasePer:[[TYPE_Calc_SuiteBasePer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_PlusBaseAtkPer:[[TYPE_Calc_PlusBaseAtkPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_TitleMaxHPPer:[[TYPE_Calc_TitleMaxHPPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_TitleAtkPer:[[TYPE_Calc_TitleAtkPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_TitleDefPer:[[TYPE_Calc_TitleDefPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_FaceMaxHPPer:[[TYPE_Calc_FaceMaxHPPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_FaceAtkPer:[[TYPE_Calc_FaceAtkPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_FaceDefPer:[[TYPE_Calc_FaceDefPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_FacePicMaxHPPer:[[TYPE_Calc_FacePicMaxHPPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_FacePicAtkPer:[[TYPE_Calc_FacePicAtkPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_FacePicDefPer:[[TYPE_Calc_FacePicDefPer], False, TYPE_NoLinear],
    }
ItemEffect_AttrDict = {}
# 各功能点交叉非线性属性影响提升
# 注:该非线性层使用的基值是功能点战斗属性;而上面的非线性层使用的基值是当前角色的实际战斗属性
FuncNoLinearAttrDict = {
                        TYPE_Calc_BaseAtkAddPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
                        TYPE_Calc_BaseMaxHPAddPer:[TYPE_Calc_AttrMaxHP],
                        TYPE_Calc_BaseDefAddPer:[TYPE_Calc_AttrDEF],
                        TYPE_Calc_BaseHitAddPer:[TYPE_Calc_AttrHit],
                        TYPE_Calc_BaseMissAddPer:[TYPE_Calc_AttrMiss],
                        TYPE_Calc_FaQiMaxHPPer:[TYPE_Calc_AttrMaxHP],
                        TYPE_Calc_FaQiAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
                        TYPE_Calc_FaQiDefPer:[TYPE_Calc_AttrDEF],
                        TYPE_Calc_GodWeaponMaxHPPer:[TYPE_Calc_AttrMaxHP],
                        TYPE_Calc_GodWeaponAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
                        TYPE_Calc_StoneMaxHPPer:[TYPE_Calc_AttrMaxHP],
                        TYPE_Calc_StoneAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
                        TYPE_Calc_StoneBasePer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax,
                                                TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
                        TYPE_Calc_RealmBasePer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax,
                                                TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
                        TYPE_Calc_HorseAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
                        TYPE_Calc_HorseMaxHPPer:[TYPE_Calc_AttrMaxHP],
                        TYPE_Calc_HorseTrainAttrPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax,
                                                TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
                        TYPE_Calc_PetTrainAttrPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax,
                                                TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
                        TYPE_Calc_HorseSkinMaxHPPer:[TYPE_Calc_AttrMaxHP],
                        TYPE_Calc_HorseSkinAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
                        TYPE_Calc_HorseSkinDefPer:[TYPE_Calc_AttrDEF],
                        TYPE_Calc_TitleMaxHPPer:[TYPE_Calc_AttrMaxHP],
                        TYPE_Calc_TitleAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
                        TYPE_Calc_TitleDefPer:[TYPE_Calc_AttrDEF],
                        TYPE_Calc_FaceMaxHPPer:[TYPE_Calc_AttrMaxHP],
                        TYPE_Calc_FaceAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
                        TYPE_Calc_FaceDefPer:[TYPE_Calc_AttrDEF],
                        TYPE_Calc_FacePicMaxHPPer:[TYPE_Calc_AttrMaxHP],
                        TYPE_Calc_FacePicAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
                        TYPE_Calc_FacePicDefPer:[TYPE_Calc_AttrDEF],
                        TYPE_Calc_WingTrainAttrPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax,
                                                TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
                        TYPE_Calc_GuardTrainAttrPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax,
                                                TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
                        TYPE_Calc_PeerlessWeaponTrainAttrPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax,
                                                TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
                        TYPE_Calc_PeerlessWeapon2TrainAttrPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax,
                                                TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
                        TYPE_Calc_LianTiAttrPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax,
                                                 TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
                        TYPE_Calc_WingHPPer:[TYPE_Calc_AttrMaxHP],
                        TYPE_Calc_SuiteBasePer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax,
                                                TYPE_Calc_AttrMaxHP],
                        TYPE_Calc_PlusBaseAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
                        }
# 对装备基础属性加成配置 {属性ID:[影响部位信息, [影响的计算属性列表]], ...}
# 影响部位信息: 大于0-指定部位; -1-所有部位; -2-基础部位
EquipBassAttrAddInfoSet = {
   ShareDefine.Def_Effect_EquipBaseAddPer:      [-1, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
   ShareDefine.Def_Effect_BaseEquipAddPer:      [-2, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
   ShareDefine.Def_Effect_BaseEquipAtkAddPer:           [-2, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk]],
   ShareDefine.Def_Effect_BaseEquipMaxHPAddPer:         [-2, [ShareDefine.Def_Effect_MaxHP]],
   ShareDefine.Def_Effect_WeaponAddPer:         [ShareDefine.retWeapon, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk]],
   ShareDefine.Def_Effect_Weapon2AddPer:        [ShareDefine.retWeapon2, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk]],
   ShareDefine.Def_Effect_BeltAddPer:           [ShareDefine.retBelt, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk]],
   ShareDefine.Def_Effect_GloveAddPer:          [ShareDefine.retGlove, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk]],
   ShareDefine.Def_Effect_ClothesAddPer:        [ShareDefine.retClothes, [ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
   ShareDefine.Def_Effect_HatAddPer:            [ShareDefine.retHat, [ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
   ShareDefine.Def_Effect_TrousersAddPer:       [ShareDefine.retTrousers, [ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
   ShareDefine.Def_Effect_ShoesAddPer:          [ShareDefine.retShoes, [ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
   ShareDefine.Def_Effect_FairyCanAddPer:       [ShareDefine.retFairyCan, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
   ShareDefine.Def_Effect_FairyCan2AddPer:      [ShareDefine.retFairyCan2, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
   ShareDefine.Def_Effect_NeckAddPer:           [ShareDefine.retNeck, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
   ShareDefine.Def_Effect_JadeAddPer:           [ShareDefine.retJade, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
                           }
FuncNoLinearAttrDict = {}
# 指定地图生效的非线性属性配置
MapAttrInfoDict_Noline = {
@@ -4981,84 +4454,18 @@
Def_CalcAttrFunc_ChatBox, # 气泡框 65
) = range(66)
# 技能功能点列表  - 默认不算战力,不享受百分比加成,技能功能点暂时配置,之后优化技能属性逻辑后可去掉
CalcAttrFuncSkillList = [Def_CalcAttrFunc_HorseSkill, Def_CalcAttrFunc_PetSkill, Def_CalcAttrFunc_DogzBattleSkill]
# 不计算战力的功能点列表 - 由其他方式计算的战力的功能点,如装备用评分计算
CalcAttrFuncNoFightPowerList = [Def_CalcAttrFunc_Equip, Def_CalcAttrFunc_DogzEquip, Def_CalcAttrFunc_LingQiAttr]
#战斗力分组类型对应功能点属性分类索引列表,并不是一一对应的,有些战斗力类型可由多个功能点组成
#***注意***: 以下功能点需包含上面定义的所有功能点,不然会导致有些属性无法加上
MFPTypeAttrFuncIndexDict = {ShareDefine.Def_MFPType_Role:[Def_CalcAttrFunc_RoleBase],
                            ShareDefine.Def_MFPType_Equip:[Def_CalcAttrFunc_Equip],
                            ShareDefine.Def_MFPType_LingGen:[Def_CalcAttrFunc_LingGenQuailty, Def_CalcAttrFunc_LingGen],
                            ShareDefine.Def_MFPType_Star:[Def_CalcAttrFunc_Star],
                            ShareDefine.Def_MFPType_Plus:[Def_CalcAttrFunc_Plus],
                            ShareDefine.Def_MFPType_Stone:[Def_CalcAttrFunc_Stone],
                            ShareDefine.Def_MFPType_Enchant:[Def_CalcAttrFunc_Enchant],
                            ShareDefine.Def_MFPType_Gubao:[Def_CalcAttrFunc_Gubao, Def_CalcAttrFunc_GubaoResonance],
                            ShareDefine.Def_MFPType_Shentong:[Def_CalcAttrFunc_Shentong],
                            ShareDefine.Def_MFPType_LingQi:[Def_CalcAttrFunc_LingQi, Def_CalcAttrFunc_LingQiAttr, Def_CalcAttrFunc_LingQiJingLianAttr, Def_CalcAttrFunc_GuardTarin,
                                                            Def_CalcAttrFunc_WingTarin, Def_CalcAttrFunc_PeerlessWeaponTrain, Def_CalcAttrFunc_PeerlessWeapon2Train],
                            ShareDefine.Def_MFPType_Wash:[Def_CalcAttrFunc_Wash],
                            ShareDefine.Def_MFPType_Pet:[Def_CalcAttrFunc_Pet, Def_CalcAttrFunc_PetSign, Def_CalcAttrFunc_PetSkill, Def_CalcAttrFunc_PetSkin, Def_CalcAttrFunc_PetTarin, Def_CalcAttrFunc_PetStar],
                            ShareDefine.Def_MFPType_PetSoul:[Def_CalcAttrFunc_PetSoul],
                            ShareDefine.Def_MFPType_Horse:[Def_CalcAttrFunc_Horse, Def_CalcAttrFunc_HorseSkill, Def_CalcAttrFunc_HorseSkin, Def_CalcAttrFunc_HorseTarin, Def_CalcAttrFunc_HorseStar],
                            ShareDefine.Def_MFPType_HorseSoul:[Def_CalcAttrFunc_HorseSoul],
                            ShareDefine.Def_MFPType_FaQi:[Def_CalcAttrFunc_FaQi],
                            ShareDefine.Def_MFPType_Love:[Def_CalcAttrFunc_LoveRing, Def_CalcAttrFunc_LoveRingCouple],
                            ShareDefine.Def_MFPType_Charm:[Def_CalcAttrFunc_Charm],
                            ShareDefine.Def_MFPType_LianTi:[Def_CalcAttrFunc_LianTi],
                            ShareDefine.Def_MFPType_Prestige:[Def_CalcAttrFunc_Prestige],
                            ShareDefine.Def_MFPType_GodWeapon:[Def_CalcAttrFunc_GodWeapon],
                            ShareDefine.Def_MFPType_Dienstgrad:[Def_CalcAttrFunc_Dienstgrad, Def_CalcAttrFunc_TitleStar],
                            ShareDefine.Def_MFPType_Rune:[Def_CalcAttrFunc_Rune],
                            ShareDefine.Def_MFPType_MagicWeapon1:[Def_CalcAttrFunc_MagicWeapon1],
                            ShareDefine.Def_MFPType_MagicWeapon2:[Def_CalcAttrFunc_MagicWeapon2],
                            ShareDefine.Def_MFPType_MagicWeapon3:[Def_CalcAttrFunc_MagicWeapon3, Def_CalcAttrFunc_Stove, Def_CalcAttrFunc_VIP],
                            ShareDefine.Def_MFPType_MagicWeapon4:[Def_CalcAttrFunc_MagicWeapon4],
                            ShareDefine.Def_MFPType_StoveYao:[Def_CalcAttrFunc_StoveYao],
                            ShareDefine.Def_MFPType_GatherSoul:[Def_CalcAttrFunc_GatherSoul],
                            ShareDefine.Def_MFPType_GatherTheSoul:[Def_CalcAttrFunc_GatherTheSoul],
                            ShareDefine.Def_MFPType_Coat:[Def_CalcAttrFunc_Coat],
                            ShareDefine.Def_MFPType_Dogz:[Def_CalcAttrFunc_Dogz, Def_CalcAttrFunc_DogzEquip, Def_CalcAttrFunc_DogzEquipPlus, Def_CalcAttrFunc_DogzBattleSkill],
                            ShareDefine.Def_MFPType_FamilyZhenfa:[Def_CalcAttrFunc_FamilyZhenfa],
                            ShareDefine.Def_MFPType_Face:[Def_CalcAttrFunc_Face],
                            ShareDefine.Def_MFPType_FacePic:[Def_CalcAttrFunc_FacePic],
                            ShareDefine.Def_MFPType_ChatBox:[Def_CalcAttrFunc_ChatBox],
                            ShareDefine.Def_MFPType_Other:[Def_CalcAttrFunc_Success, Def_CalcAttrFunc_FamilyTech, Def_CalcAttrFunc_EquipDecompose],
                            }
MFPTypeName = {ShareDefine.Def_MFPType_Role:"角色", ShareDefine.Def_MFPType_LingGen:"灵根", ShareDefine.Def_MFPType_Equip:"装备", ShareDefine.Def_MFPType_Star:"升星",
               ShareDefine.Def_MFPType_Plus:"强化", ShareDefine.Def_MFPType_Stone:"宝石", ShareDefine.Def_MFPType_Wash:"洗练", ShareDefine.Def_MFPType_LingQi:"灵器",
               ShareDefine.Def_MFPType_Pet:"灵宠", ShareDefine.Def_MFPType_Horse:"坐骑", ShareDefine.Def_MFPType_Prestige:"境界", ShareDefine.Def_MFPType_GodWeapon:"神兵",
               ShareDefine.Def_MFPType_Dienstgrad:"称号", ShareDefine.Def_MFPType_Rune:"符印", ShareDefine.Def_MFPType_GatherSoul:"聚魂", ShareDefine.Def_MFPType_StoveYao:"丹药",
               ShareDefine.Def_MFPType_MagicWeapon1:"人族", ShareDefine.Def_MFPType_MagicWeapon2:"魔族", ShareDefine.Def_MFPType_MagicWeapon3:"仙族", ShareDefine.Def_MFPType_MagicWeapon4:"王者",
               ShareDefine.Def_MFPType_PetSoul:"宠魂", ShareDefine.Def_MFPType_HorseSoul:"骑魂", ShareDefine.Def_MFPType_FaQi:"法器", ShareDefine.Def_MFPType_Dogz:"神兽",
               ShareDefine.Def_MFPType_Coat:"时装", ShareDefine.Def_MFPType_Love:"情缘", ShareDefine.Def_MFPType_Charm:"魅力", ShareDefine.Def_MFPType_LianTi:"炼体",
               ShareDefine.Def_MFPType_Enchant:"附魔", ShareDefine.Def_MFPType_Gubao:"古宝", ShareDefine.Def_MFPType_Shentong:"神通", ShareDefine.Def_MFPType_FamilyZhenfa:"阵法",
               ShareDefine.Def_MFPType_GatherTheSoul:"聚魂新", ShareDefine.Def_MFPType_Face:"头像", ShareDefine.Def_MFPType_FacePic:"头像框", ShareDefine.Def_MFPType_ChatBox:"气泡框",
               ShareDefine.Def_MFPType_Other:"其他",
               }
FuncIndexName = {
                 Def_CalcAttrFunc_RoleBase:"角色基础", Def_CalcAttrFunc_LingGen:"灵根", Def_CalcAttrFunc_LingGenQuailty:"灵根品质", Def_CalcAttrFunc_Equip:"装备",
                 Def_CalcAttrFunc_Star:"升星", Def_CalcAttrFunc_Plus:"强化", Def_CalcAttrFunc_Stone:"宝石", Def_CalcAttrFunc_Wash:"洗练",
                 Def_CalcAttrFunc_LingQi:"灵器", Def_CalcAttrFunc_LingQiAttr:"灵器属性", Def_CalcAttrFunc_LingQiJingLianAttr:"灵器精炼", Def_CalcAttrFunc_Pet:"灵宠",
                 Def_CalcAttrFunc_Horse:"坐骑", Def_CalcAttrFunc_Prestige:"境界", Def_CalcAttrFunc_GodWeapon:"神兵", Def_CalcAttrFunc_Dienstgrad:"称号",
                 Def_CalcAttrFunc_Rune:"符印", Def_CalcAttrFunc_GatherSoul:"聚魂", Def_CalcAttrFunc_Success:"成就", Def_CalcAttrFunc_VIP:"VIP",
                 Def_CalcAttrFunc_Stove:"炼丹炉", Def_CalcAttrFunc_FamilyTech:"心法", Def_CalcAttrFunc_EquipDecompose:"装备分解", Def_CalcAttrFunc_PetSoul:"宠物魂石",
                 Def_CalcAttrFunc_HorseSoul:"坐骑魂石", Def_CalcAttrFunc_HorseSkill:"坐骑技能属性", Def_CalcAttrFunc_PetSkill:"宠物技能属性", Def_CalcAttrFunc_StoveYao:"炼丹炉丹药",
                 Def_CalcAttrFunc_PetSign:"宠物签到", Def_CalcAttrFunc_Dogz:"神兽", Def_CalcAttrFunc_DogzBattleSkill:"神兽技能", Def_CalcAttrFunc_DogzEquip:"神兽装备",
                 Def_CalcAttrFunc_DogzEquipPlus:"神兽强化", Def_CalcAttrFunc_Coat:"时装", Def_CalcAttrFunc_MagicWeapon1:"人族法宝属性",
                 Def_CalcAttrFunc_MagicWeapon2:"魔族法宝属性", Def_CalcAttrFunc_MagicWeapon3:"仙族法宝属性", Def_CalcAttrFunc_MagicWeapon4:"王者法宝属性", Def_CalcAttrFunc_HorseSkin:"坐骑觉醒",
                 Def_CalcAttrFunc_PetSkin:"灵宠觉醒", Def_CalcAttrFunc_HorseTarin:"坐骑培养", Def_CalcAttrFunc_PetTarin:"灵宠培养", Def_CalcAttrFunc_GuardTarin:"守护培养",
                 Def_CalcAttrFunc_WingTarin:"翅膀培养", Def_CalcAttrFunc_PeerlessWeaponTrain:"灭世培养", Def_CalcAttrFunc_PeerlessWeapon2Train:"噬魂培养", Def_CalcAttrFunc_FaQi:"法器",
                 Def_CalcAttrFunc_LoveRing:"情戒基础", Def_CalcAttrFunc_LoveRingCouple:"情戒仙侣", Def_CalcAttrFunc_Charm:"魅力", Def_CalcAttrFunc_LianTi:"炼体",
                 Def_CalcAttrFunc_Enchant:"附魔", Def_CalcAttrFunc_LingQiEnchant:"灵器附魔", Def_CalcAttrFunc_Gubao:"古宝", Def_CalcAttrFunc_Shentong:"神通",
                 Def_CalcAttrFunc_HorseStar:"坐骑星级", Def_CalcAttrFunc_PetStar:"宠物星级", Def_CalcAttrFunc_TitleStar:"称号星级", Def_CalcAttrFunc_FamilyZhenfa:"阵法",
                 Def_CalcAttrFunc_GatherTheSoul:"聚魂新", Def_CalcAttrFunc_GubaoResonance:"古宝共鸣", Def_CalcAttrFunc_Face:"头像", Def_CalcAttrFunc_FacePic:"头像框", Def_CalcAttrFunc_ChatBox:"气泡框",
                 }
#-------------------------------------------------------------------------------
# 被动触发方式
(
TriggerWay_FightStart, # 战斗开始时    1
TriggerWay_BigTurnStart, # 大回合开始时    2
TriggerWay_BigTurnEnd, # 大回合结束时    3
TriggerWay_HeroTurnStart, # 武将回合开始时    4
TriggerWay_HeroTurnEnd, # 武将回合开始时    5
TriggerWay_HeroActionStart, # 武将行动前    6
TriggerWay_HeroActionEnd, # 武将行动后    7
) = range(1, 1 + 7)
(
TriggerType_BeSuperHit, # 被暴击触发技能 1
@@ -5759,6 +5166,16 @@
) = range(27)
# 回合卡牌
(
Def_SkillFuncType_Common, #0为通用技能
Def_SkillFuncType_TurnNormaSkill,  #1 普攻技能
Def_SkillFuncType_AngerSkill,  #2 怒气技能
Def_SkillFuncType_PotentialSkill,  #3 潜能技能
Def_SkillFuncType_AtkbackSkill,  #4 反击技能
) = range(5)
# MMO项目 - 先保留,重新定义从1000开始,后续可陆续删除
(Def_SkillFuncType_Common, #0为通用技能
Def_SkillFuncType_FbSkill, #1为法宝功能获得的主动技能
Def_SkillFuncType_FbPassiveSkill, #2为法宝功能获得的被动技能
@@ -5782,7 +5199,7 @@
Def_SkillFuncType_ShentongSkill,     #20 神通技能
Def_SkillFuncType_ElfSkill,     #21 精怪技能
Def_SkillFuncType_GatherTheSoul,     #22 聚魂技能
) = range(23)
) = range(1000, 1000 + 23)
# 受技能效果完全影响的怪, 对应 Def_BattleRelationType_CommNoBoss
Def_SkillAttack_NPCIsBoss = [ Def_NPCType_Ogre_Normal     ,  #平凡小怪 0    # c++ 定义为普通NPC视野刷新
@@ -5798,29 +5215,17 @@
Def_BattleRelationType_CommNoBoss,   # 除了(指定)BOSS,可对其释放技能,但是无实际效果
) = range(0, 4)
# 近战远程
AtkDistTypeList = (
AtkDistType_Short, # 近战
AtkDistType_Long, # 远程
) = range(1, 1 + 2)
# 经验倍率限制类型
(
ExpRateLimitType_Recover, # 资源找回
ExpRateLimitType_Sweep, # 扫荡
) = range(2)
# 技能功能类对应战斗力模块
Def_SkillFuncType_MFPType={
                           Def_SkillFuncType_FbSkill:ShareDefine.Def_MFPType_MagicWeapon1,
                           Def_SkillFuncType_FbPassiveSkill:ShareDefine.Def_MFPType_MagicWeapon2,
                           Def_SkillFuncType_FbSPSkill:ShareDefine.Def_MFPType_MagicWeapon1,
                           Def_SkillFuncType_GiftSkill:ShareDefine.Def_MFPType_Role,
                           Def_SkillFuncType_HorseSkill:ShareDefine.Def_MFPType_Horse,
                           Def_SkillFuncType_PetSkill:ShareDefine.Def_MFPType_Pet,
                           Def_SkillFuncType_PetOwnerSkill:ShareDefine.Def_MFPType_Pet,
                           Def_SkillFuncType_GWSkill:ShareDefine.Def_MFPType_Prestige,
                           Def_SkillFuncType_SuiteSkill:ShareDefine.Def_MFPType_Equip,
                           Def_SkillFuncType_TitleSkill:ShareDefine.Def_MFPType_Dienstgrad,
                           Def_SkillFuncType_LianTiSkill:ShareDefine.Def_MFPType_LianTi,
                           Def_SkillFuncType_ShentongSkill:ShareDefine.Def_MFPType_Shentong,
                           }
# 投资理财类型,和前端对应,从7开始
InvestTypeList = (