ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -50,7 +50,6 @@
import OpenServerCampaign
import PlayerGodWeapon
import PlayerExpandPackCfgMgr
import PlayerWorldAverageLv
import PlayerActivity
import FBCommon
import PassiveBuffEffMng
@@ -59,7 +58,6 @@
import PlayerGatherTheSoul
import PlayerSuccess
import PlayerPet
import PlayerGreatMaster
import ItemControler
import GameFuncComm
import IpyGameDataPY
@@ -96,11 +94,11 @@
import PlayerLove
import PlayerGubao
import PlayerShentong
import PlayerOnline
import PlayerCharm
import PlayerTask
import PlayerFace
import PlayerMail
import PlayerHero
import ChPlayer
import GameObj
@@ -1061,7 +1059,6 @@
    #清除地图玩家缓存
    PyGameData.g_playerFuncAttrDict.pop(playerID, None)
    PyGameData.g_playerEquipPartAttrDict.pop(playerID, None)
    PyGameData.g_equipChangeClassLVInfo.pop(playerID, None)
    PyGameData.g_playerReqEnterFBEx.pop(playerID, None)
    NPCCommon.ClearPriWoodPile(curPlayer)
    #移除地图缓存的境界难度玩家ID信息
@@ -3288,16 +3285,11 @@
# @return 返回值, 参考经验
# @remarks 获得当前玩家的参考经验
def GetPlayerReExp(curPlayer):
    lvIpyData = GetPlayerLVIpyData(curPlayer.GetLV())
    if not lvIpyData:
        return 0
    return lvIpyData.GetReExp()
## 获得当前玩家的参考金钱
#  @param curPlayer 玩家实例
#  @return
def GetPlayerReMoney(curPlayer):
    return 0
    #lvIpyData = GetPlayerLVIpyData(curPlayer.GetLV())
    #if not lvIpyData:
    #    return 0
    #return lvIpyData.GetReExp()
#---------------------------------------------------------------------
##增加玩家的PK值
@@ -3463,204 +3455,6 @@
    
#---------------------------------------------------------------------
## 功能模块战斗力类
#
#  分模块计算战斗力
class ModuleFightPower():
    __AttrName = "%s" # 参数为ChConfig.Def_Calc_AllAttrType_MAX对应所有属性列表索引
    __AttrNameNoline = "Noline_%s" # 参数为ChConfig.Def_Calc_AllAttrType_MAX对应所有属性列表索引
    __NolineAttrList = [ChConfig.TYPE_Calc_AttrSpeed] # 需要记录的非线性战斗属性
    ## 初始化
    #  @param self 类实例
    #  @return 返回值无意义
    #  @remarks 初始化
    def __init__(self, mfpType):
        self.mfpType = mfpType
        self.ClearAttr()
        return
    ## 重置所有属性
    #  @param self 类实例
    #  @return 返回值无意义
    def ClearAttr(self):
        for attrIndex in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
            value = 0
            setattr(self, self.__AttrName % attrIndex, value)
        for attrIndex in self.__NolineAttrList:
            setattr(self, self.__AttrNameNoline % attrIndex, 0)
        return
    ## 根据战斗属性列表设置计算战斗力属性
    #  @param self 类实例
    #  @return 返回值无意义
    def SetCalcMFPBattleAttr(self, allAttrList):
        battleAttrDict = allAttrList[ChConfig.CalcAttr_Battle]
        # 设置本模块增加的线性战斗属性,非线性战斗属性增加的在刷属性时累加上去
        for attrIndex, value in battleAttrDict.items():
            self.AddCalcMFPAttr(attrIndex, value)
        # 非线性战斗属性仅设置时记录即可
        battleNolineAttrDict = allAttrList[ChConfig.CalcAttr_BattleNoline]
        for attrIndex, value in battleNolineAttrDict.items():
            if attrIndex in self.__NolineAttrList:
                setattr(self, self.__AttrNameNoline % attrIndex, value)
        return
    ## 设置计算战斗力属性值
    def SetCalcMFPAttr(self, attrIndex, value):
        if 1 <= attrIndex < ChConfig.Def_Calc_AllAttrType_MAX:
            attrName = self.__AttrName % attrIndex
            setattr(self, attrName, value)
        return
    ## 增加计算战斗力属性
    #  @param self 类实例
    #  @param key 计算属性类型
    #  @param value 计算属性数值
    #  @return 返回值无意义
    def AddCalcMFPAttr(self, attrIndex, value):
        # 如果有存在计算战斗力所需的参数key值,则增加上去
        if 1 <= attrIndex < ChConfig.Def_Calc_AllAttrType_MAX:
            attrName = self.__AttrName % attrIndex
            setattr(self, attrName, getattr(self, attrName) + value)
    def GetModuleFightPower(self, fpParam, curPlayer):
        MaxHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrMaxHP) # 最大血量
        MinAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrATKMin) # 最小攻击
        MaxAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrATKMax) # 最大攻击
        Def = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrDEF) # 物防
        Hit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrHit) * fpParam.GetCftHit() # 命中值
        Miss = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrMiss) * fpParam.GetCftMiss() # 闪避值
        AtkSpeed = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrAtkSpeed) # 攻击速度(数值非攻击间隔)
        SuperHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRate) * fpParam.GetCftSuperHitRate() # 暴击率
        SuperHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRateReduce) * fpParam.GetCftSuperHitRateReduce() # 暴击概率抗性
        SuperHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHit) # 暴击伤害固定值
        SuperHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitReduce) # 暴击固定减伤
        LuckyHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRate) * fpParam.GetCftLuckyHitRate() # 会心一击
        LuckyHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRateReduce) * fpParam.GetCftLuckyHitRateReduce() # 会心一击概率抗性
        LuckyHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHit) # 会心一击伤害固定值
        LuckyHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitReduce) # 会心一击伤害固定减伤
        SkillAtkRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SkillAtkRate) * fpParam.GetCftSkillAtkRate() # 技能攻击比例加成
        SkillAtkRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SkillAtkRateReduce) * fpParam.GetCftSkillAtkRateReduce() # 技能攻击比例减少
        DamagePVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVP)  # PVP固定伤害
        DamagePVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVPReduce)  # PVP固定减伤
        DamagePVE = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVE)  # PVE固定伤害
        HPRestore = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_HPRestorePer) # 自动回复血量,固定值
        DamBackPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamBackPer) * fpParam.GetCftDamBackPer() # 反伤百分比
        SpeedValue = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrSpeed) # 移动速度值
        SpeedPer = 0#getattr(self, self.__AttrNameNoline % ChConfig.TYPE_Calc_AttrSpeed) * fpParam.GetCftSpeedPer() # 移动速度百分比系数
        PetMinAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetMinAtk) # 宠物最小攻击
        PetMaxAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetMaxAtk) # 宠物最大攻击
        PetDamPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetDamPer) # 宠物伤害百分比提升
        IceAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrIceAtk) # 冰攻, 元素攻击
        IceDef = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrIceDef) # 冰防, 元素防御
        IgnoreDefRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_IgnoreDefRate) * fpParam.GetCftIgnoreDefRate() # 无视防御几率
        IgnoreDefRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_IgnoreDefRateReduce) * fpParam.GetCftIgnoreDefRateReduce() # 无视防御概率抗性
        DamChanceDef = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamChanceDef) * fpParam.GetCftDamChanceDef() # 20%的概率抵御伤害比率
        BleedDamage = 0#getattr(self, self.__AttrName % ChConfig.TYPE_Calc_BleedDamage) * fpParam.GetCftBleedDamage() # 流血伤害
        AtkBackHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AtkBackHPPer) # 攻击回复血量
        FaintRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FaintRate) * fpParam.GetCftFaintRate() # 触发击晕
        FaintDefRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FaintDefRate) * fpParam.GetCftFaintDefRate() # 击晕抵抗
        FinalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurt) # 最终固定伤害增加
        FinalHurtReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReduce) # 最终固定伤害减少
        BossFinalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_BossFinalHurtPer) * fpParam.GetCftBossFinalHurtPer() # Boss最终伤害万分率
        FinalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtPer) * fpParam.GetCftFinalHurtPer() # 最终伤害万分率
        FinalHurtReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReducePer) * fpParam.GetCftFinalHurtReducePer() # 最终伤害减少万分率
        DamagePerPVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVP) * fpParam.GetCftDamagePerPVP() # 伤害输出计算百分比PVP
        DamagePerPVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVPReduce) * fpParam.GetCftDamagePerPVPReduce() # 伤害输出计算百分比PVP减少
        JobAHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobAHurtAddPer) * fpParam.GetCftJobAHurtAddPer() # 对目标战士伤害加成
        JobBHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobBHurtAddPer) * fpParam.GetCftJobBHurtAddPer() # 对目标法师伤害加成
        JobCHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobCHurtAddPer) * fpParam.GetCftJobCHurtAddPer() # 对目标弓箭伤害加成
        JobAAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobAAtkReducePer) * fpParam.GetCftJobAAtkReducePer() # 战士攻击伤害减免
        JobBAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobBAtkReducePer) * fpParam.GetCftJobBAtkReducePer() # 法师攻击伤害减免
        JobCAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobCAtkReducePer) * fpParam.GetCftJobCAtkReducePer() # 弓箭攻击伤害减免
        AffairSpeedPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AffairSpeedPer) * fpParam.GetCftAffairSpeedPer() # 仙盟事务速度加成
        FamilyBossHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FamilyBossHurtPer) * fpParam.GetCftFamilyBossHurtPer() # 仙盟BOSS伤害加成
        FamilyWarHPPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FamilyWarHPPer) * fpParam.GetCftFamilyWarHPPer() # 仙盟联赛生命加成
        FamilyWarAtkPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FamilyWarAtkPer) * fpParam.GetCftFamilyWarAtkPer() # 仙盟联赛攻击加成
        FamilySitExpPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FamilySitExpPer) * fpParam.GetCftFamilySitExpPer() # 仙盟打坐经验加成
        NormalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurt)
        NormalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurtPer) * fpParam.GetCftNormalHurtPer() # 普通附加伤害加成
        FabaoHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurt)
        FabaoHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurtPer) * fpParam.GetCftFabaoHurtPer() # 法宝附加伤害加成
        Luck = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_Luck)
        ComboRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboRate) # 连击几率
        ComboDamPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboDamPer) # 连击伤害
        #MaxProDef = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_MaxProDef) # 最大防护值
        #ProDefAbsorb = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ProDefAbsorb) # 防护值吸收伤害比率
        ProDefPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ProDefHPPer) # 防护转化百分比
        OnlyFinalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_OnlyFinalHurt) # 额外输出伤害
        PVPAtkBackHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PVPAtkBackHP) # PVP攻击回血
        NPCHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NPCHurtAddPer) * fpParam.GetCftNPCHurtAddPer() # 对怪物伤害加成
        #其他需作为公式参数的系数
        AtkSpeedParameter = fpParam.GetCftAtkSpeed()
        LuckyHitParameter = 0#fpParam.GetCftLuckyHit()
        #取总属性的
        SuperHitRateTotal = curPlayer.GetSuperHitRate()
        LuckyHitRateTotal = curPlayer.GetLuckyHitRate()
        job = curPlayer.GetJob()
        diffAttrDict = self.__GetAttrFightPowerParamDiff(job)
        for paramName, diffValue in diffAttrDict.items():
            exec("%s = max(0, %s - %s)" % (paramName, paramName, diffValue))
        #获取策划配置的表格
        FightpowerFormula = IpyGameDataPY.GetFuncCfg("FightpowerFormula")
        totalFightPower = eval(FormulaControl.GetCompileFormula("FightpowerFormula", FightpowerFormula))
        #GameWorld.DebugLog("MfpType=%s,FightPower=%s, %s" % (self.mfpType, totalFightPower, self.GetMFPAttrStr()))
        if totalFightPower > ShareDefine.Def_UpperLimit_DWord:
            GameWorld.ErrLog("模块战力超过数值上限, MfpType=%s,fightPower=%s, %s" % (self.mfpType, totalFightPower, self.GetMFPAttrStr()))
            #totalFightPower = ShareDefine.Def_UpperLimit_DWord 模块战力支持超20亿,日志暂保留用于输出提醒
        return totalFightPower
    def __GetAttrFightPowerParamDiff(self, job):
        ## 战力计算属性参数与实际属性差值
        #角色基础模块某些属性不计算战力
        if self.mfpType != ShareDefine.Def_MFPType_Role:
            return {}
        roleBaseAttrDict = IpyGameDataPY.GetFuncEvalCfg("CreatRoleBaseAttr", 1)
        notFightPowerEffIDNameDict = IpyGameDataPY.GetFuncEvalCfg("CreatRoleBaseAttr", 2)
        if job not in roleBaseAttrDict:
            return {}
        diffAttrDict = {}
        jobBaseAttrDict = roleBaseAttrDict[job]
        for attrID, paramName in notFightPowerEffIDNameDict.items():
            if attrID not in jobBaseAttrDict:
                continue
            diffAttrDict[paramName] = jobBaseAttrDict[attrID]
        return diffAttrDict
    def GetMFPAttrStr(self):
        attrStr = ""
        for attrIndex in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
            attrName = self.__AttrName % attrIndex
            attrValue = getattr(self, attrName)
            if attrValue <= 0:
                continue
            attrStr += "%s=%s," % (attrName, attrValue)
        for attrIndex in self.__NolineAttrList:
            attrName = self.__AttrNameNoline % attrIndex
            attrValue = getattr(self, attrName)
            if attrValue <= 0:
                continue
            attrStr += "%s=%s," % (attrName, attrValue)
        return attrStr
###############################################################
#人物控制类
@@ -3669,7 +3463,7 @@
#  人物死亡等逻辑处理
class PlayerControl:
    __Player = None
    __fpTypeObjDict = {}
    #---------------------------------------------------------------------
    ## 初始化
    #  @param self 类实例
@@ -3678,46 +3472,6 @@
    #  @remarks 初始化
    def __init__(self, iPlayer):
        self.__Player = iPlayer
    ## 获取模块战斗力对象
    #  @param self 类实例
    #  @param fpType 战斗力类型
    #  @return 返回战斗力对象
    def GetModuleFightPowerObj(self, fpType):
        fpObj = self.__fpTypeObjDict.get(fpType)
        if not fpObj:
            fpObj = ModuleFightPower(fpType)
            self.__fpTypeObjDict[fpType] = fpObj
        return fpObj
    ## 获取模块战斗力对象
    #  @param self 类实例
    #  @return 返回战斗力对象
    def ResetFightPowerObj(self):
        for obj in self.__fpTypeObjDict.values():
            obj.ClearAttr()
    #---------------------------------------------------------------------
    ## 玩家升级加点加技能 前20级自动加点 20级后 以前是加技能点现改成直接升级后读表加技能
    #  @param self 类实例
    #  @return None
    #  @remarks 玩家升级 加点 2010-05-26 adaws修改 原来有加技能点 现将升级加技能提出
    def __DoLVUPAddPoint(self):
        curPlayer = self.__Player
        if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_AddPoint):
            # 未开启前不可加点,因为DoAddPointOpen会一次性补齐,避免意外情况多加了点数
            return
        curFreePoint = curPlayer.GetFreePoint()
        addPoint = GetLvUp_AddPoint(curPlayer)
        if addPoint != 0:
            setFreePoint = curFreePoint + addPoint
            #NotifyCode(curPlayer, "ObtainAttributeDot", [addPoint])
            DataRecordPack.DR_Freepoint(curPlayer, "LvUP", addPoint)
            curPlayer.SetFreePoint(setFreePoint)
        return
    
    ## 加经验值 
    #  @param self 类实例
@@ -3769,7 +3523,7 @@
            exp_rate = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TotalExpRate)
        elif expViewType in [ShareDefine.Def_ViewExpType_GameEvent, ShareDefine.Def_ViewExpType_Sit]:
            exp_rate = curPlayer.GetGameEventExpRate()
            exp_rate += GetFamilySitExpPer(curPlayer)
            #exp_rate += GetFamilySitExpPer(curPlayer)
        else:
            exp_rate = max(GameWorld.GetGameWorld().GetExpRate(), ChConfig.Def_MaxRateValue)
            
@@ -3818,9 +3572,9 @@
    def PlayerLvUp(self, handLvUp=False):
        curPlayer = self.__Player
        
        if GameObj.GetHP(curPlayer) <= 0:
            #玩家死亡不可升级
            return
        #if GameObj.GetHP(curPlayer) <= 0:
        #    #玩家死亡不可升级
        #    return
        
        lvIpyData = GetPlayerLVIpyData(curPlayer.GetLV())
        if not lvIpyData:
@@ -3895,18 +3649,18 @@
            
            # 升级需要执行的游戏功能处理
            GameFuncComm.DoFuncOpenLogic(curPlayer)
            ChEquip.RefreshPlayerLingQiEquipAttr(curPlayer) # 灵器属性会随等级成长
            #ChEquip.RefreshPlayerLingQiEquipAttr(curPlayer) # 灵器属性会随等级成长
            #if aftLV%10 == 0:
            #    # 控制下刷新次数
            #    PlayerPet.CalcPetItemAddPlayerAttr(curPlayer)   # 宠物有随等级变化的技能
            
            self.RefreshPlayerAttrState(billboardFunc=PlayerBillboard.UpdatePlayerLVBillboard)
            #放在功能开启后面
            PlayerWorldAverageLv.UpdatePlayerWorldAverageLv(curPlayer)
            PlayerOnline.CalcRoleBase(curPlayer)
            PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr()
            #将血设置为最大
            GameObj.SetHPFull(curPlayer)
            if curPlayer.GetMaxMP() > 0:
                curPlayer.SetMP(curPlayer.GetMaxMP())
            #GameObj.SetHPFull(curPlayer)
            #if curPlayer.GetMaxMP() > 0:
            #    curPlayer.SetMP(curPlayer.GetMaxMP())
            
            FBLogic.OnPlayerLVUp(curPlayer)
            # 记录开服活动冲级数据
@@ -3929,149 +3683,6 @@
        return
    
    #---------------------------------------------------------------------
    def CalcRoleBaseAttr(self, curPlayer):
        # 计算玩家角色基础属性值
        curPlayerID = curPlayer.GetID()
        job = curPlayer.GetJob()
        lvAttrDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAttr%s" % job, 1)
        if not lvAttrDict:
            GameWorld.ErrLog('无此职业等级刷属性配置!job=%s' % (job), curPlayerID)
            return
        allAttrList = [{} for _ in range(4)]
        # 职业初始属性
        roleBaseAttrDict = IpyGameDataPY.GetFuncEvalCfg("CreatRoleBaseAttr", 1)
        if job in roleBaseAttrDict:
            for roleBaseAttrID, value in roleBaseAttrDict[job].items():
                CalcAttrDict_Type(roleBaseAttrID, value, allAttrList)
        #GameWorld.DebugLog("初始加属性: %s" % allAttrList)
        # 等级成长属性
        LV = curPlayer.GetLV()
        for lvAttrID, formula in lvAttrDict.items():
            calcValue = eval(FormulaControl.GetCompileFormula("LVUPAttr%s_%s" % (job, lvAttrID), formula))
            CalcAttrDict_Type(lvAttrID, calcValue, allAttrList)
            #GameWorld.DebugLog("    lvAttrID=%s,calcValue=%s" % (lvAttrID, calcValue))
        #GameWorld.DebugLog("等级加属性: %s" % allAttrList)
        # 属性点属性
        hadRefreshAttr = curPlayer.GetDictByKey(ChConfig.Def_Player_HadRefreshAttr) # 本地图是否刷新过属性
        pointFightPowerEx = 0
        pointValueInfo = {ShareDefine.Def_Effect_Metal:[lambda curObj:GetMetal(curObj), lambda curObj, value:SetMetalQualityLV(curObj, value), lambda curObj:GetMetalQualityLV(curObj)],
                          ShareDefine.Def_Effect_Wood:[lambda curObj:GetWood(curObj), lambda curObj, value:SetWoodQualityLV(curObj, value), lambda curObj:GetWoodQualityLV(curObj)],
                          ShareDefine.Def_Effect_Water:[lambda curObj:GetWater(curObj), lambda curObj, value:SetWaterQualityLV(curObj, value), lambda curObj:GetWaterQualityLV(curObj)],
                          ShareDefine.Def_Effect_Fire:[lambda curObj:GetFire(curObj), lambda curObj, value:SetFireQualityLV(curObj, value), lambda curObj:GetFireQualityLV(curObj)],
                          ShareDefine.Def_Effect_Earth:[lambda curObj:GetEarth(curObj), lambda curObj, value:SetEarthQualityLV(curObj, value), lambda curObj:GetEarthQualityLV(curObj)],
                          }
        hasChange_Qualitylv = False #灵根品级是否有变更
        lingGenQualityAttrList = [{} for _ in range(4)]
        for pointAttrID, pointFuncInfo in pointValueInfo.items():
            pointValue = pointFuncInfo[0](curPlayer)
            befPQLV = pointFuncInfo[2](curPlayer)
            pointFuncInfo[1](curPlayer, 0)
            if not pointValue:
                if 0 != befPQLV:
                    hasChange_Qualitylv = True
                continue
            ipyData = IpyGameDataPY.GetIpyGameData("RolePoint", pointAttrID)
            if not ipyData:
                continue
            # 每点属性
            perPointAddAttrDict = ipyData.GetAddAttrInfoPerPoint() # {"职业":[[每X点,属性ID,值], ...], ..}
            addAttrList = perPointAddAttrDict.get(str(job), [])
            for needPoint, pointAddAttrID, pointAddAttrValue in addAttrList:
                pointAddValueTotal = pointAddAttrValue * (pointValue / needPoint)
                CalcAttrDict_Type(pointAddAttrID, pointAddValueTotal, allAttrList)
                #GameWorld.DebugLog("    属性点(%s)加属性: pointValue=%s,pointAddAttrID=%s,pointAddValueTotal=%s" % (pointAttrID, pointValue, pointAddAttrID, pointAddValueTotal))
            pointFightPowerEx += (ipyData.GetFightPowerPerPoint() * pointValue)
            # 点数品质属性
            curPQLV = 0
            pqIntervalList = ipyData.GetPointQualityIntervalList()
            for pqLV, pqValue in enumerate(pqIntervalList, 1): # 灵根品级从1开始
                if pointValue >= pqValue:
                    curPQLV = pqLV
                else:
                    break
            pointFuncInfo[1](curPlayer, curPQLV)
            if curPQLV != befPQLV:
                hasChange_Qualitylv = True
            if not curPQLV:
                continue
            pqAttrInfoDict = ipyData.GetPointQualityAttrDict().get(str(curPlayer.GetJob()), {})
            for pqAttrID, pqAttrValueList in pqAttrInfoDict.items():
                pqAttrValue = 0 if curPQLV > len(pqAttrValueList) else pqAttrValueList[curPQLV - 1]
                CalcAttrDict_Type(int(pqAttrID), pqAttrValue, lingGenQualityAttrList)
            #GameWorld.DebugLog("        属性点(%s)品阶等级属性: befPQLV=%s,curPQLV=%s,pqAttrInfoDict=%s" % (pointAttrID, befPQLV, curPQLV, pqAttrInfoDict))
        #GameWorld.DebugLog("等级属性点加属性: %s" % allAttrList)
        #GameWorld.DebugLog("灵根品阶等级属性: %s" % lingGenQualityAttrList)
        #GameWorld.DebugLog("灵根点数附加战力: %s" % pointFightPowerEx)
        SetMFPExFightPower(curPlayer, ShareDefine.Def_MFPType_Role, pointFightPowerEx)
        SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase, allAttrList)
        SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty, lingGenQualityAttrList)
        return hasChange_Qualitylv
    #---------------------------------------------------------------------
    def NotifyAllState(self, playerStateDict):
        curPlayer = self.__Player
        notifySelfList = []
        notifyAllList = []
        notifyAllAttrState = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_NotifyAllAttrState)
        #在此处把所有属性的不同通知给客户端
        for index, value in playerStateDict.items():
            curPlayerState, attrType, notifySelf, notifyAll = EffGetSet.GetValueByEffIndexEx(curPlayer, index)
            if not attrType:
                continue
            if notifyAllAttrState and curPlayerState == value:
                #GameWorld.Log("第%d个,原值%d等于现值%d,不发给客户端"%( index, value, curPlayerState ) )
                continue
            notifyStruct = ChPyNetSendPack.tagRefreshType()
            notifyStruct.RefreshType = attrType
            if attrType in [IPY_PlayerDefine.CDBPlayerRefresh_HP, IPY_PlayerDefine.CDBPlayerRefresh_MaxHP]:
                notifyStruct.Value = curPlayerState % ShareDefine.Def_PerPointValue
                notifyStruct.ValueEx = curPlayerState / ShareDefine.Def_PerPointValue
            else:
                notifyStruct.Value = curPlayerState
            if notifySelf:
                notifySelfList.append(notifyStruct)
            if notifyAll:
                notifyAllList.append(notifyStruct)
        #属性组合包
        #通知自己
        if notifySelfList:
            sendPack = ChPyNetSendPack.tagObjInfoListRefresh()
            sendPack.Clear()
            sendPack.ObjID = curPlayer.GetID()
            sendPack.ObjType = curPlayer.GetGameObjType()
            sendPack.Count = len(notifySelfList)
            sendPack.RefreshType = notifySelfList
            NetPackCommon.SendFakePack(curPlayer, sendPack)
        if len(notifyAllList) != 0:
            #广播周围玩家
            sendPack = ChPyNetSendPack.tagObjInfoListRefresh()
            sendPack.Clear()
            sendPack.ObjID = curPlayer.GetID()
            sendPack.ObjType = curPlayer.GetGameObjType()
            sendPack.Count = len(notifyAllList)
            sendPack.RefreshType = notifyAllList
            PyNotifyAll(curPlayer, sendPack, False, -1)
        if not notifyAllAttrState:
            curPlayer.SetDict(ChConfig.Def_PlayerKey_NotifyAllAttrState, 1)
        return
    
    ## 刷新玩家所有状态
    #  @param self 类实例
@@ -4079,59 +3690,13 @@
    #  @return 返回值无意义
    #  @remarks 刷新玩家所有状态
    def RefreshAllState(self, isSyncBuff=False, billboardFunc=None, isForce=False):
        curPlayer = self.__Player
        playerID = curPlayer.GetPlayerID()
        GameWorld.DebugLog("Start RefreshAllState!!!", playerID)
        self.RefreshPlayerActionState()
        self.RefreshPlayerAttrState(billboardFunc, isForce)
        return
    
    ## 重计算并刷新玩家所有状态, 目前只用与切换地图
    #  @param self 类实例
    #  @return 返回值无意义
    #  @remarks 刷新玩家所有状态
    def ReCalcAllState(self):
        curPlayer = self.__Player
        playerID = curPlayer.GetPlayerID()
        GameWorld.DebugLog("Start ReCalcAllState!!!", playerID)
        for funcIndex in ChConfig.CalcAttrFuncList:
            ClearCalcAttrListValue(curPlayer, funcIndex)
        #先压入BUFF的效果值及技能战斗力
        self.RefreshAllSkill()
        ChEquip.RefreshPlayerEquipAttribute(curPlayer)
        ChEquip.RefreshPlayerLingQiEquipAttr(curPlayer)
        #SkillShell.RefreshPlayerBuffOnAttrAddEffect(curPlayer)
        PlayerHorse.CalcHorseAttrEx(curPlayer)
        PlayerPrestigeSys.CalcOfficialRankAttr(curPlayer)
        PlayerGodWeapon.CalcGodWeaponAttr(curPlayer)
        PlayerDienstgrad.CalcAllDienstgradAttr(curPlayer)
        PlayerPet.CalcPetItemAddPlayerAttr(curPlayer)
        PlayerRune.RefreshRuneAttr(curPlayer)
        PlayerMagicWeapon.CalcMagicWeaponAttr(curPlayer)
        PlayerSuccess.CalcSuccessAttr(curPlayer)
        PlayerVip.CalcVIPAttr(curPlayer)
        PlayerRefineStove.CalcStoveAttr(curPlayer)
        PlayerFamilyTech.CalcFamilyTechAttr(curPlayer)
        PlayerEquipDecompose.RefreshEDAttr(curPlayer)
        PlayerDogz.RefreshDogzAttr(curPlayer)
        PlayerGatherSoul.RefreshGatherSoulAttr(curPlayer)
        PlayerGatherTheSoul.CalcSoulAttr(curPlayer)
        PlayerCoat.CalcClothesCoatSkinAttr(curPlayer)
        PlayerFaQi.CalcFaQiAttr(curPlayer)
        PlayerLove.CalcLoveAttr(curPlayer)
        PlayerCharm.CalcCharmAttr(curPlayer)
        PlayerLianTi.CalcLianTiAttr(curPlayer)
        PlayerShentong.CalcShentongAttr(curPlayer)
        PlayerFamilyZhenfa.CalcZhenfaAttr(curPlayer)
        PlayerFace.CalcFaceAttr(curPlayer)
        PlayerFace.CalcFacePicAttr(curPlayer)
        PlayerHero.CalcHeroItemAddAttr(curPlayer)
        self.RefreshAllState(isForce=True)
        GameWorld.DebugLog("End ReCalcAllState!!!", playerID)
        return
    
    
@@ -4146,36 +3711,7 @@
    
    # BUFF层单独刷新属性
    def RefreshPlayerAttrByBuffEx(self):
        curPlayer = self.__Player
        if curPlayer.GetDictByKey(ChConfig.Def_Player_RefreshAttrByBuff) != 1:
            return
        playerID = curPlayer.GetPlayerID()
        GameWorld.DebugLog("Start RefreshPlayerAttrByBuffEx!!!", playerID)
        beforeMaxHP = GameObj.GetMaxHP(curPlayer)
        beforeMoveSpeedValue = GetSpeedValue(curPlayer)
        #构建玩家刷新通知客户端字典, 缓存[索引, 数值]
        playerStateDict = {}
        for index in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
            playerStateDict.update({index:EffGetSet.GetValueByEffIndex(curPlayer, index)})
        #GameWorld.DebugLog("刷属性前=%s" % playerStateDict, playerID)
        #self.PrintAttr(curPlayer, "ˢ֮ǰ")
        #---------------------------开始计算-------------------------------------
        curPlayer.BeginRefreshState()
        # 恢复功能数值  不能调用函数self.InitPlayerState()
        EffGetSet.RestorePlayerFuncAttr(curPlayer)
        # 6.计算buff属性, buff层级的不算如战斗力
        self.__RefreshBuffAttr()
        # 7.刷完属性后需要处理的逻辑
        self.__DoRefreshAttrAfterLogic(beforeMaxHP, beforeMoveSpeedValue, playerStateDict)
        curPlayer.SetDict(ChConfig.Def_Player_RefreshAttrByBuff, 0)
        GameWorld.DebugLog("End RefreshPlayerAttrByBuffEx!!!", playerID)
        return
    
    #===========================================================================
    # #装备和BUFF 效果的计算移到外层
@@ -4196,15 +3732,6 @@
        if isForce:
            self.RefreshPlayerAttrStateEx()
            
        return
    def PrintAttr(self, curPlayer, mark):
        attrInfo = ""
        for index in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
            value = EffGetSet.GetValueByEffIndex(curPlayer, index)
            if value:
                attrInfo = "%s,%s=%s" % (attrInfo, index, value)
        GameWorld.DebugLog("%s AttrInfo=%s" % (mark, attrInfo))
        return
    
    def RefreshPlayerAttrStateEx(self):
@@ -4238,808 +3765,33 @@
                        无buff总属性  = 固定总属性 + 内部百分比加成值 + 交叉百分比加成  + 固定总属性百分比加成   + 技能百分比对固定属性加成  + 技能固定值
                        含buff总属性  = 无buff总属性 * buff百分比加成  +  buff固定值
        '''
        curPlayer = self.__Player
        if curPlayer.GetDictByKey(ChConfig.Def_Player_RefreshAttr) != 1:
            return False
        PlayerGubao.CalcGubaoAttr(curPlayer) # 古宝定位为对贯通所有游戏功能系统的属性玩法,所以每次都重新刷新
        playerID = curPlayer.GetPlayerID()
        GameWorld.DebugLog("Start RefreshPlayerAttrStateEx!!!", playerID)
        #beforeAtkInterval = curPlayer.GetAtkInterval()
        beforeMaxHP = GameObj.GetMaxHP(curPlayer)
        beforeMoveSpeedValue = GetSpeedValue(curPlayer)
        beforeMaxProDef = GetMaxProDef(curPlayer)
        #[金木水火土]
        beforePointList = [GetMetal(curPlayer), GetWood(curPlayer), GetWater(curPlayer), GetFire(curPlayer), GetEarth(curPlayer)]
        #构建玩家刷新通知客户端字典, 缓存[索引, 数值]
        playerStateDict = {}
        for index in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
            playerStateDict.update({index:EffGetSet.GetValueByEffIndex(curPlayer, index)})
        #GameWorld.DebugLog("刷属性前=%s" % playerStateDict, playerID)
        #self.PrintAttr(curPlayer, "ˢ֮ǰ")
        #---------------------------开始计算-------------------------------------
        curPlayer.BeginRefreshState()
        self.ResetFightPowerObj()
        #self.PrintAttr(curPlayer, "重置后")
        notAttrList = [{} for _ in range(4)]
        # 1.初始化人物各项状态及属性
        self.InitPlayerState()
        #self.PrintAttr(curPlayer, "初始化")
        # 功能属性层级一...
        # 2.计算基础属性
        #    2.1 获取所有功能计算点计算的属性值, 统计基础属性累加
        baseAttrDict = {}
        baseAttrNolineDict = {}
        funcAttrLen = len(ChConfig.CalcAttrFuncList)
        funcAttrInfoList = [[{} for _ in range(4)]] * funcAttrLen
        funcInsidePerAttrList = [{}] * funcAttrLen # 功能内部百分比附加属性
        for funcIndex in ChConfig.CalcAttrFuncList:
            # 基础属性等功能汇总完后统一刷新,因为各功能可能会加属性点数
            if funcIndex in [ChConfig.Def_CalcAttrFunc_RoleBase, ChConfig.Def_CalcAttrFunc_LingGenQuailty]:
                continue
            attrInfo, insidePerAttrDict = GetCalcAttrListValue(curPlayer, funcIndex)[:2]
            if attrInfo == notAttrList and not insidePerAttrDict:
                continue
            GameWorld.DebugLog("功能点属性: %s(%s), %s, 内层百分比附加: %s" % (funcIndex, ChConfig.FuncIndexName.get(funcIndex, ""), attrInfo, insidePerAttrDict), playerID)
            funcAttrInfoList[funcIndex] = attrInfo
            funcInsidePerAttrList[funcIndex] = insidePerAttrDict
            # 不同功能点间的数值累加,需使用支持衰减递增的计算方式
            AddAttrDictValue(baseAttrDict, attrInfo[ChConfig.CalcAttr_Base])
            AddAttrDictValue(baseAttrNolineDict, attrInfo[ChConfig.CalcAttr_BaseNoline])
        #    2.2 将基础属性累加到玩家身上
        if baseAttrDict or baseAttrNolineDict:
            # 因为基础属性会影响战斗属性计算,所以先统计增加基础属性
            GameWorld.DebugLog("功能附加点: baseAttrDict=%s,baseAttrNolineDict=%s" % (baseAttrDict, baseAttrNolineDict), playerID)
            CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, baseAttrDict)
            CalcNoLineEffect.ChangePlayerAttrInNoLineEffectList(curPlayer, baseAttrNolineDict)
        # 功能有加基础属性值,这里再重新刷新一下基础属性, 基础属性会影响战斗属性, 每次都刷新角色基础属性
        hasChange_Qualitylv = self.CalcRoleBaseAttr(curPlayer)
        roleBaseAttrInfo, roleInsidePerAttrDict = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase)[:2]
        lingGenQualityAttrList, lingGenQualityInsidePerAttrDict = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty)[:2]
        funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase] = roleBaseAttrInfo
        funcInsidePerAttrList[ChConfig.Def_CalcAttrFunc_RoleBase] = roleInsidePerAttrDict
        funcAttrInfoList[ChConfig.Def_CalcAttrFunc_LingGenQuailty] =  lingGenQualityAttrList
        funcInsidePerAttrList[ChConfig.Def_CalcAttrFunc_LingGenQuailty] =  lingGenQualityInsidePerAttrDict
        GameWorld.DebugLog("功能点属性: %s(%s), %s, 内层百分比附加: %s"
                           % (ChConfig.Def_CalcAttrFunc_RoleBase, ChConfig.FuncIndexName.get(ChConfig.Def_CalcAttrFunc_RoleBase, ""), roleBaseAttrInfo, roleInsidePerAttrDict), playerID)
        GameWorld.DebugLog("功能点属性: %s(%s), %s, 内层百分比附加: %s"
                           % (ChConfig.Def_CalcAttrFunc_LingGenQuailty, ChConfig.FuncIndexName.get(ChConfig.Def_CalcAttrFunc_LingGenQuailty, ""), lingGenQualityAttrList, lingGenQualityInsidePerAttrDict), playerID)
        #self.PrintAttr(curPlayer, "基础后", playerID)
        # 3.计算战斗属性
        #    3.1 战斗属性层级交叉影响基值数值汇总
        #        基础层级(角色基础属性)
        baseAttrList = AddAttrListValue([funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase],
                                         funcAttrInfoList[ChConfig.Def_CalcAttrFunc_LingGen],
                                         funcAttrInfoList[ChConfig.Def_CalcAttrFunc_LingGenQuailty],
                                         ])
        #GameWorld.DebugLog("基础层级: %s" % baseAttrList, playerID)
        #        功能点交叉影响非线性层对应属性基值列表
        funcAttrPerInfo = {ChConfig.TYPE_Calc_BaseAtkAddPer:[baseAttrList],
                           ChConfig.TYPE_Calc_BaseMaxHPAddPer:[baseAttrList],
                           ChConfig.TYPE_Calc_BaseDefAddPer:[baseAttrList],
                           ChConfig.TYPE_Calc_BaseHitAddPer:[baseAttrList],
                           ChConfig.TYPE_Calc_BaseMissAddPer:[baseAttrList],
                           ChConfig.TYPE_Calc_FaQiMaxHPPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_FaQi]],
                           ChConfig.TYPE_Calc_FaQiAtkPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_FaQi]],
                           ChConfig.TYPE_Calc_FaQiDefPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_FaQi]],
                           ChConfig.TYPE_Calc_GodWeaponMaxHPPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_GodWeapon]],
                           ChConfig.TYPE_Calc_GodWeaponAtkPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_GodWeapon]],
                           ChConfig.TYPE_Calc_StoneMaxHPPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Stone]],
                           ChConfig.TYPE_Calc_StoneAtkPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Stone]],
                           ChConfig.TYPE_Calc_StoneBasePer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Stone]],
                           ChConfig.TYPE_Calc_RealmBasePer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Prestige]],
                           ChConfig.TYPE_Calc_HorseAtkPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Horse]],
                           ChConfig.TYPE_Calc_HorseMaxHPPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Horse]],
                           ChConfig.TYPE_Calc_HorseTrainAttrPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_HorseTarin]],
                           ChConfig.TYPE_Calc_PetTrainAttrPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_PetTarin]],
                           ChConfig.TYPE_Calc_GuardTrainAttrPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_GuardTarin]],
                           ChConfig.TYPE_Calc_WingTrainAttrPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_WingTarin]],
                           ChConfig.TYPE_Calc_PeerlessWeaponTrainAttrPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_PeerlessWeaponTrain]],
                           ChConfig.TYPE_Calc_PeerlessWeapon2TrainAttrPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_PeerlessWeapon2Train]],
                           ChConfig.TYPE_Calc_LianTiAttrPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_LianTi]],
                           ChConfig.TYPE_Calc_HorseSkinMaxHPPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_HorseSkin], funcAttrInfoList[ChConfig.Def_CalcAttrFunc_HorseStar]],
                           ChConfig.TYPE_Calc_HorseSkinAtkPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_HorseSkin], funcAttrInfoList[ChConfig.Def_CalcAttrFunc_HorseStar]],
                           ChConfig.TYPE_Calc_HorseSkinDefPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_HorseSkin], funcAttrInfoList[ChConfig.Def_CalcAttrFunc_HorseStar]],
                           ChConfig.TYPE_Calc_TitleMaxHPPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Dienstgrad], funcAttrInfoList[ChConfig.Def_CalcAttrFunc_TitleStar]],
                           ChConfig.TYPE_Calc_TitleAtkPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Dienstgrad], funcAttrInfoList[ChConfig.Def_CalcAttrFunc_TitleStar]],
                           ChConfig.TYPE_Calc_TitleDefPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Dienstgrad], funcAttrInfoList[ChConfig.Def_CalcAttrFunc_TitleStar]],
                           ChConfig.TYPE_Calc_FaceMaxHPPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Face]],
                           ChConfig.TYPE_Calc_FaceAtkPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Face]],
                           ChConfig.TYPE_Calc_FaceDefPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Face]],
                           ChConfig.TYPE_Calc_FacePicMaxHPPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_FacePic]],
                           ChConfig.TYPE_Calc_FacePicAtkPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_FacePic]],
                           ChConfig.TYPE_Calc_FacePicDefPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_FacePic]],
                           }
        #    3.2 统计各功能之间非线性属性交叉影响累加
        funcCrossAttrPerInfoDict = {} # 百分比交叉影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...}
        for i, funcAttrList in enumerate(funcAttrInfoList):
            battleNoLineAttrDict = funcAttrList[ChConfig.CalcAttr_BattleNoline] # 暂写死只取战斗非线性的
            if not battleNoLineAttrDict:
                continue
            addAttrDict = {}
            #GameWorld.DebugLog("交叉功能点: i=%s,%s" % (i,battleNoLineAttrDict), playerID)
            for noLineAttrType, addAttrPer in battleNoLineAttrDict.items():
                if noLineAttrType not in funcAttrPerInfo or noLineAttrType not in ChConfig.FuncNoLinearAttrDict:
                    continue
                # 使用的基值目标功能索引
                attrRate = addAttrPer / float(ChConfig.Def_MaxRateValue)
                addAttrTypeList = ChConfig.FuncNoLinearAttrDict[noLineAttrType]
                useFuncAttrList = funcAttrPerInfo[noLineAttrType]
                for attrType in addAttrTypeList:
                    addValue = 0
                    for useAttrList in useFuncAttrList:
                        useAttrDict = useAttrList[ChConfig.CalcAttr_Battle] # 默认增加的是战斗线性
                        # 默认提升的属性在线性战斗属性里
                        if attrType not in useAttrDict:
                            continue
                        baseValue = useAttrDict[attrType] # 只是用到目标功能的基值
                        addValue += int(baseValue * attrRate)
                        #GameWorld.DebugLog("    i=%s,calcID=%s,per=%s,rate=%s,baseValue=%s,attrType=%s,addValue=%s" % (i, noLineAttrType, addAttrPer, attrRate, baseValue, attrType, addValue), playerID)
                    if addValue <= 0:
                        continue
                    addAttrDict[attrType] = addAttrDict.get(attrType, 0) + addValue
            if addAttrDict:
                # 增加的数值统计到百分比属性所属功能点
                # 如符文有个武器攻击百分比增加属性,增加的数值属于符文功能,不属于武器功能点的,只是基值使用了武器攻击
                funcCrossAttrPerInfoDict[i] = addAttrDict # 先都统计完后再累加到对应功能属性里,不然可能会导致功能基值变更
        GameWorld.DebugLog("交叉影响属性: %s" % funcCrossAttrPerInfoDict, playerID)
        #    3.3 统计所有功能固定属性影响累加
        allFixAttrDict = {} # 固定属性层级总属性基值
        for funcIndex, funcAttrList in enumerate(funcAttrInfoList):
            # 技能模块不计入功能固定属性、不计战力
            if funcIndex in ChConfig.CalcAttrFuncSkillList:
                continue
            AddAttrDictValue(allFixAttrDict, funcAttrList[ChConfig.CalcAttr_Battle])
        fixAttrPerAddExDict = {} # 固定总属性百分比影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...}
        for funcIndex, funcAttrList in enumerate(funcAttrInfoList):
            fixAddPerDict = funcAttrList[ChConfig.CalcAttr_BattleNoline]
            if not fixAddPerDict:
                continue
            addValueExDict = {}
            for fixAttrType, addPer in fixAddPerDict.items():
                if fixAttrType not in allFixAttrDict:
                    continue
                curFixValue = allFixAttrDict[fixAttrType]
                addValueEx = int(curFixValue * addPer / 10000.0)
                addValueExDict[fixAttrType] = addValueEx
            fixAttrPerAddExDict[funcIndex] = addValueExDict
        GameWorld.DebugLog("固定属性总和: %s" % allFixAttrDict, playerID)
        GameWorld.DebugLog("固定百分比附加属性: %s" % fixAttrPerAddExDict, playerID)
        # 4. 计算属性及战力, 需在计算buff层之前计算
        curLV = curPlayer.GetLV()
        fpParam = IpyGameDataPY.GetIpyGameData("FightPowerParam", curLV)
        mfpDict = {} # 模块战斗力
        mfpObjDict = {}
        for mfpType, attrFuncIndexList in ChConfig.MFPTypeAttrFuncIndexDict.items():
            mfpAttrList = [{} for _ in range(4)]
            mfpAttrExDict = {}
            for funcIndex in attrFuncIndexList:
                if funcIndex in ChConfig.CalcAttrFuncSkillList:
                    # 技能模块不计入功能固定属性、不计战力
                    continue
                funcAttrList = funcAttrInfoList[funcIndex]
                funcInsidePerAttrDict = funcInsidePerAttrList[funcIndex] # 功能点内部百分比加成属性
                funcCrossPerAttrDict = funcCrossAttrPerInfoDict.get(funcIndex, {}) # 功能点交叉百分比加成属性
                fixPerAttrDict = fixAttrPerAddExDict.get(funcIndex, {}) # 功能总固定属性百分比加成属性
                CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcAttrList[ChConfig.CalcAttr_Battle])
                CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcInsidePerAttrDict)
                CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcCrossPerAttrDict)
                CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, fixPerAttrDict)
                # 不算战力的
                if funcIndex in ChConfig.CalcAttrFuncNoFightPowerList:
                    continue
                mfpAttrList = AddAttrListValue([mfpAttrList, funcAttrList])
                AddAttrDictValue(mfpAttrExDict, funcInsidePerAttrDict)
                AddAttrDictValue(mfpAttrExDict, funcCrossPerAttrDict)
                AddAttrDictValue(mfpAttrExDict, fixPerAttrDict)
            mfpObj = self.GetModuleFightPowerObj(mfpType)
            mfpObj.SetCalcMFPBattleAttr(mfpAttrList)
            for attrIndex, value in mfpAttrExDict.items():
                mfpObj.AddCalcMFPAttr(attrIndex, value)
            mfpObjDict[mfpType] = mfpObj
        # 因为计算战力需要取到总属性,所以等各功能点属性累加完后再计算
        for mfpType, mfpObj in mfpObjDict.items():
            mfpValue = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam, curPlayer)
            mfpSkill = GetMFPSkillFightPower(curPlayer, mfpObj.mfpType)
            mfpEx = GetMFPExFightPower(curPlayer, mfpType)
            mfpTotal = mfpValue + mfpSkill + mfpEx
            mfpDict[mfpObj.mfpType] = mfpTotal
            if mfpType == ShareDefine.Def_MFPType_Plus:
                OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_Plus, mfpTotal)
            elif mfpType == ShareDefine.Def_MFPType_Horse:
                OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_Horse, mfpTotal)
            elif mfpType == ShareDefine.Def_MFPType_Wash:
                OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_Wash, mfpTotal)
        #GameWorld.DebugLog("整体层级线性属性: %s" % allAttrList, playerID)
        # 5.被动技能附加属性,不算战力
        passiveSkillAttrList = [{} for _ in range(4)]
        SkillShell.CalcPassiveAttr_Effect(curPlayer, passiveSkillAttrList)  # 属性类技能与buff同层
        for funcIndex in ChConfig.CalcAttrFuncSkillList:
            passiveSkillAttrList = AddAttrListValue([passiveSkillAttrList, funcAttrInfoList[funcIndex]])
        GameWorld.DebugLog("无战力被动属性: %s" % passiveSkillAttrList, playerID)
        skillFixAttrExDict = {}
        skillFixAddPerDict = passiveSkillAttrList[ChConfig.CalcAttr_BattleNoline]
        for fixAttrType, addPer in skillFixAddPerDict.items():
            if fixAttrType not in allFixAttrDict:
                continue
            curFixValue = allFixAttrDict[fixAttrType]
            addValueEx = int(curFixValue * addPer / 10000.0)
            skillFixAttrExDict[fixAttrType] = addValueEx
        CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, passiveSkillAttrList[ChConfig.CalcAttr_Battle])
        CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, skillFixAttrExDict)
        #特殊指定属性公式
        GameMap.SpecialMapSetAttrValueByFormat(curPlayer)
        #护盾值刷新
        self.__RefreshMaxProDef(beforeMaxProDef)
        # 【到此所有功能属性都已刷新处理完毕,复制一份 功能属性的刷新结果,用于BUFF属性单独刷新】
        EffGetSet.CopyPlayerFuncAttr(curPlayer)
        # 6.计算buff属性, buff层级的不算如战斗力
        self.__RefreshBuffAttr()
        # 7.刷完属性后需要处理的逻辑
        self.__DoRefreshAttrAfterLogic(beforeMaxHP, beforeMoveSpeedValue, playerStateDict)
        #通知基础属性
        self.__SyncBaseAttr(curPlayer, baseAttrList)
        #五行灵根变更需要处理的逻辑
        afterPointList = [GetMetal(curPlayer), GetWood(curPlayer), GetWater(curPlayer), GetFire(curPlayer), GetEarth(curPlayer)]
        if beforePointList != afterPointList:
            diffPointAttrList = []
            for i, attrID in enumerate([ShareDefine.Def_Effect_Metal, ShareDefine.Def_Effect_Wood, ShareDefine.Def_Effect_Water,
                           ShareDefine.Def_Effect_Fire, ShareDefine.Def_Effect_Earth]):
                if beforePointList[i] != afterPointList[i]:
                    diffPointAttrList.append(attrID)
            SkillShell.RefreshElementSkillByAttr(curPlayer, diffPointAttrList)
#        if hasChange_Qualitylv:
#            #灵根品级变化处理
#            ChEquip.ChangeEquipfacadeByLingGen(curPlayer)
        # 更新开服活动灵根数据
        OpenServerCampaign.UpdOpenServerCampaignLingGenData(curPlayer)
        # 同步前端战力,因为有 SetFightPower 所以累加战力放在这里所有刷新及计算处理完后才处理,才能正常触发set同步前端
        self.SendModuleFightPowerPack(curPlayer, mfpDict)
        billFuncCnt = len(PyGameData.g_refreshAttrBillboardFunc) # 只处理固定次数,防止死循环
        while billFuncCnt > 0 and PyGameData.g_refreshAttrBillboardFunc:
            billFuncCnt -= 1
            billboardFunc = PyGameData.g_refreshAttrBillboardFunc.pop(0)
            GameWorld.DebugLog("回调排行榜: %s" % billboardFunc, playerID)
            billboardFunc(curPlayer, isForceUpdate=True)
        # 暂停刷新属性标志,必须被调用
        curPlayer.SetDict(ChConfig.Def_Player_RefreshAttr, 0)
        curPlayer.SetDict(ChConfig.Def_Player_RefreshAttrByBuff, 0)
        curPlayer.SetDict(ChConfig.Def_Player_HadRefreshAttr, 1)
        GameWorld.DebugLog("End RefreshPlayerAttrStateEx!!!", playerID)
        return True
    # 生命转化为防护值
    def __RefreshMaxProDef(self, beforeMaxProDef):
        curPlayer = self.__Player
        if GetProDefHPPer(curPlayer) == 0:
            return
        maxHP = GameObj.GetMaxHP(curPlayer)
        proDefPer = GetProDefHPPer(curPlayer)
        #获取策划配置的表格
        GodWeapon4 = IpyGameDataPY.GetFuncCfg("GodWeapon4", 2)
        maxProDef = eval(FormulaControl.GetCompileFormula("GodWeapon4", GodWeapon4))
        SetMaxProDef(curPlayer, int(maxProDef))
        afterMaxProDef = GetMaxProDef(curPlayer)
        addValue = max(0, afterMaxProDef - beforeMaxProDef)
        curProDef = GetProDef(curPlayer)
        if beforeMaxProDef > 0 and addValue > 0 and curPlayer.GetPlayerAction() != IPY_GameWorld.paDie:
            # 同步增加 (死亡状态下不刷)
            SetProDef(curPlayer, min(curProDef + addValue, afterMaxProDef))
        elif curProDef > afterMaxProDef:
            # 做一次防范纠正
            SetProDef(curPlayer, min(curProDef, afterMaxProDef))
        return
    def __RefreshBuffAttr(self):
        ## 刷新buff层属性,该层属性只会改变玩家最终属性,不会影响战力等
        curPlayer = self.__Player
        playerID = curPlayer.GetPlayerID()
        allAttrListBuffs = [{} for _ in range(4)]
        # 6.计算buff属性, buff层级的不算如战斗力
        #        算战斗力总值时该层影响的数值不统计,但刷属性时需计算
        SkillShell.CalcBuffers_Effect(curPlayer, allAttrListBuffs)
        #        层非线性战斗属性累加
        battleNolineAttrBuff = allAttrListBuffs[ChConfig.CalcAttr_BattleNoline]
        CalcNoLineEffect.AddPlayerMapAttrNolineEffect(curPlayer, battleNolineAttrBuff)
        CalcNoLineEffect.ChangePlayerAttrInNoLineEffectList(curPlayer, battleNolineAttrBuff, isBuffAttr=True)
        battleAttrBuff = allAttrListBuffs[ChConfig.CalcAttr_Battle]
        CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, battleAttrBuff, isBuffAttr=True)
        #        速度特殊处理 计算一次
        self.__RefreshMoveSpeed(allAttrListBuffs)
        # GM测试属性特殊逻辑
        self.__DoRefreshGMAttr()
        #        刷新攻击速度
        self.__SetAtkInterval()
        GameWorld.DebugLog("Buff层属性: %s" % allAttrListBuffs, playerID)
        return
    def __DoRefreshGMAttr(self):
        ## 刷新GM测试属性
        curPlayer = self.__Player
        if curPlayer.GetGMLevel() != ChConfig.Def_GM_LV_God:
            return
        platform = GameWorld.GetPlatform()
        if not GameWorld.IsTestPlatform(platform):
            return
        ipyDataMgr = IpyGameDataPY.IPY_Data()
        if not ipyDataMgr.GetGMAttrCount():
            return
        playerAccID = GameWorld.GetPlatformAccID(curPlayer.GetAccID())
        gmIpyData = None
        commIpyData = None
        for i in xrange(ipyDataMgr.GetGMAttrCount()):
            ipyData = ipyDataMgr.GetGMAttrByIndex(i)
            if not ipyData.GetIsValid():
                continue
            gmMaxLV = ipyData.GetGMMaxLV()
            if curPlayer.GetLV() > gmMaxLV:
                continue
            gmAccID = ipyData.GetGMAccID()
            if gmAccID == playerAccID:
                gmIpyData = ipyData
                break
            if not gmAccID and not commIpyData:
                commIpyData = ipyData
        if not gmIpyData:
            if not commIpyData:
                return
            gmIpyData = commIpyData
        setAttrDict = {}
        specAttrDict = gmIpyData.GetAttrSpecDict()
        attrLV = gmIpyData.GetAttrLV()
        attrPer = gmIpyData.GetAttrPer()
        if attrLV:
            if attrLV == 1:
                attrLV = curPlayer.GetLV()
            lvIpyData = GetPlayerLVIpyData(attrLV)
            if lvIpyData:
                setAttrDict[ChConfig.AttrName_MaxHP] = int(lvIpyData.GetReMaxHP() * attrPer) # 最大生命值
                setAttrDict[ChConfig.AttrName_Atk] = int(lvIpyData.GetReAtk() * attrPer) # 攻击(最小、最大攻击)
                setAttrDict[ChConfig.AttrName_Def] = int(lvIpyData.GetReDef() * attrPer) # 防御
                setAttrDict[ChConfig.AttrName_Hit] = int(lvIpyData.GetReHit() * attrPer) # 命中
                setAttrDict[ChConfig.AttrName_DefRate] = int(lvIpyData.GetReMiss() * attrPer) # 闪避
                setAttrDict[ChConfig.AttrName_AtkSpeed] = int((lvIpyData.GetReAtkSpeed() + 10000) * attrPer) # 攻击速度, 策划等级表配置的是附加值,所以这里要加
                setAttrDict[ChConfig.AttrName_SkillAtkRate] = int(max(0, lvIpyData.GetReSkillAtkRate() - 10000) * attrPer) # 技能伤害比例, 策划等级表配置的是最终值,初始值是0,所以这里要减
                setAttrDict[ChConfig.AttrName_DamagePVP] = int(lvIpyData.GetReDamagePer() * attrPer) # PVP固定伤害
                setAttrDict[ChConfig.AttrName_DamagePVPReduce] = int(lvIpyData.GetReDamReduce() * attrPer) # PVP固定减伤
                setAttrDict[ChConfig.AttrName_IgnoreDefRate] = int(lvIpyData.GetReIgnoreDefRate() * attrPer) # 无视防御比例
                setAttrDict[ChConfig.AttrName_LuckyHitRate] = int(lvIpyData.GetReLuckyHitRate() * attrPer) # 会心一击率
                setAttrDict[ChConfig.AttrName_LuckyHit] = int(lvIpyData.GetReLuckyHit() * attrPer) # 会心一击伤害
                setAttrDict[ChConfig.AttrName_BleedDamage] = int(lvIpyData.GetReBleedDamage() * attrPer) # 流血伤害增加
                setAttrDict[ChConfig.AttrName_IceAtk] = int(lvIpyData.GetReIceAtk() * attrPer) # 真实伤害
                setAttrDict[ChConfig.AttrName_IceDef] = int(lvIpyData.GetReIceDef() * attrPer) # 真实抵御
                setAttrDict[ChConfig.AttrName_PetAtk] = int(lvIpyData.GetRePetAtk() * attrPer) # 灵宠攻击
                setAttrDict[ChConfig.AttrName_PetSkillAtkRate] = int(max(0, lvIpyData.GetRePetSkillAtkRate() - 10000) * attrPer) # 灵宠技能, 策划等级表配置的是最终值,初始值是0,所以这里要减
                setAttrDict[ChConfig.AttrName_PetDamPer] = int(lvIpyData.GetRePetDamPer() * attrPer) # 灵宠伤害增加
                setAttrDict[ChConfig.AttrName_FinalHurt] = int(lvIpyData.GetReFinalHurt() * attrPer) # 固定伤害增加
                setAttrDict[ChConfig.AttrName_FinalHurtReduce] = int(lvIpyData.GetReFinalHurtReduce() * attrPer) # 固定伤害减少
        # 特殊属性的直接优先级最高,直接覆盖
        for attrType, attrValue in specAttrDict.items():
            setAttrDict[attrType] = attrValue
        gmAttrSetInfo = [{} for _ in range(4)]
        for attrType, attrValue in setAttrDict.items():
            if not attrValue:
                setAttrDict.pop(attrType)
                continue
            CalcAttrDict_Type(attrType, attrValue, gmAttrSetInfo)
        # 直接设置的属性
        if gmAttrSetInfo:
            for key, value in gmAttrSetInfo[ChConfig.CalcAttr_Battle].items():
                EffGetSet.SetValueByEffIndex(curPlayer, key, value)
        # 附加属性
        attrExDict = gmIpyData.GetAttrExDict()
        gmAttrExInfo = [{} for _ in range(4)]
        for attrType, attrValue in attrExDict.items():
            CalcAttrDict_Type(attrType, attrValue, gmAttrExInfo)
        CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, gmAttrExInfo[ChConfig.CalcAttr_Battle])
        GameWorld.DebugLog("GM测试设置属性: GMAttrID=%s,playerAccID=%s" % (gmIpyData.GetGMAttrID(), playerAccID))
        GameWorld.DebugLog("    GM等级属性: GMAttrLV=%s,attrPer=%s,setAttrDict=%s,specAttrDict=%s,%s"
                           % (attrLV, attrPer, setAttrDict, specAttrDict, gmAttrSetInfo))
        GameWorld.DebugLog("    GM附加属性: attrExDict=%s,%s" % (attrExDict, gmAttrExInfo))
        return
    def __DoRefreshAttrAfterLogic(self, beforeMaxHP, beforeMoveSpeedValue, playerStateDict):
        '''刷完总属性(功能属性 + buff属性) 后需要处理的逻辑
            包含一些数值纠正、属性变更通知等
            @attention: 此函数为刷 功能属性 及 buff属性 通用逻辑,所以不是受buff影响的相关处理请不要放这里,比如战斗力等
        '''
        curPlayer = self.__Player
        #------------------------------计算完毕--------------------------------
        afterMaxHP = GameObj.GetMaxHP(curPlayer)
        addMaxHP = max(0, afterMaxHP - beforeMaxHP)
        if beforeMaxHP > 0 and addMaxHP > 0 and curPlayer.GetPlayerAction() != IPY_GameWorld.paDie:
            # 最大血量增加时,同步增加等量的当前血量 (死亡状态下不刷当前血量)
            GameObj.SetHP(curPlayer, min(GameObj.GetHP(curPlayer) + addMaxHP, afterMaxHP))
        #self.PrintAttr(curPlayer, "最终的")
        curPlayer.EndRefreshState() # 统一在刷属性结束逻辑中调用
        #---------------------------------------------------------------------
        #把属性合并通知
        self.NotifyAllState(playerStateDict)
        #移动速度不同则通知给客户端, 功能层处理的是 SpeedNotBuff , 通知客户端的需要是最终的 SpeedValue
        if beforeMoveSpeedValue != GetSpeedValue(curPlayer):
            SetSpeedValue(curPlayer, GetSpeedValue(curPlayer))
        #纠正当前血魔量不超过最大值
        self.__RestoreHPMP()
        #通知客户端玩家当前经验倍率
        Sync_ExpRateChange(curPlayer)
        return
    def __SyncBaseAttr(self, curPlayer, baseAttrList):
        baseBattleAttrDict = baseAttrList[ChConfig.CalcAttr_Battle]
        attrTypeKeyDict = {ChConfig.TYPE_Calc_AttrATKMin:[ChConfig.Def_PlayerKey_BaseAtkMin, ShareDefine.CDBPlayerRefresh_BaseAtkMin],
                           ChConfig.TYPE_Calc_AttrATKMax:[ChConfig.Def_PlayerKey_BaseAtkMax, ShareDefine.CDBPlayerRefresh_BaseAtkMax],
                           ChConfig.TYPE_Calc_AttrMaxHP:[ChConfig.Def_PlayerKey_BaseMaxHP, ShareDefine.CDBPlayerRefresh_BaseMaxHP],
                           ChConfig.TYPE_Calc_AttrDEF:[ChConfig.Def_PlayerKey_BaseDef, ShareDefine.CDBPlayerRefresh_BaseDef],
                           ChConfig.TYPE_Calc_AttrHit:[ChConfig.Def_PlayerKey_BaseHit, ShareDefine.CDBPlayerRefresh_BaseHit],
                           ChConfig.TYPE_Calc_AttrMiss:[ChConfig.Def_PlayerKey_BaseMiss, ShareDefine.CDBPlayerRefresh_BaseMiss],
                           }
        notifySList = []
        for attrType, attrInfo in attrTypeKeyDict.items():
            attrKey, refreshType = attrInfo
            baseValue = baseBattleAttrDict.get(attrType, 0)
            curBaseValue = curPlayer.GetDictByKey(attrKey)
            if baseValue != curBaseValue:
                curPlayer.SetDict(attrKey, baseValue)
                notifyStruct = ChPyNetSendPack.tagRefreshType()
                notifyStruct.RefreshType = refreshType
                notifyStruct.Value = baseValue
                notifySList.append(notifyStruct)
        # 通知基础属性
        if notifySList:
            sendPack = ChPyNetSendPack.tagObjInfoListRefresh()
            sendPack.Clear()
            sendPack.ObjID = curPlayer.GetID()
            sendPack.ObjType = curPlayer.GetGameObjType()
            sendPack.Count = len(notifySList)
            sendPack.RefreshType = notifySList
            NetPackCommon.SendFakePack(curPlayer, sendPack)
        return
    #---------------------------------------------------------------------
    
    ## 刷新玩家技能战斗力
    #  @param self 类实例
    #  @return 返回值无意义
    #  @remarks 刷新玩家被动技能Buff
    def RefreshAllSkill(self):
        curPlayer = self.__Player
        skillManager = curPlayer.GetSkillManager()
        # 重置模块技能战斗力
        for mfpType in ShareDefine.ModuleFightPowerTypeList:
            SetMFPSkillFightPower(curPlayer, mfpType, 0)
        for i in range(0, skillManager.GetSkillCount()):
            curSkill = skillManager.GetSkillByIndex(i)
            mfpType = ChConfig.Def_SkillFuncType_MFPType.get(curSkill.GetFuncType(), ShareDefine.Def_MFPType_Role)
            skillMFP = GetMFPSkillFightPower(curPlayer, mfpType)
            SetMFPSkillFightPower(curPlayer, mfpType, skillMFP + curSkill.GetFightPower())
        return
    
    ## 技能升级刷属性战斗力处理
    def RefreshSkillFightPowerEx(self, skillID, beforeFightPower, isRefreshState=True):
        curPlayer = self.__Player
        # 新技能战力-旧技能战力为增加的技能战力
        curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
        if not curSkill:
            return
        mfpType = ChConfig.Def_SkillFuncType_MFPType.get(curSkill.GetFuncType(), ShareDefine.Def_MFPType_Role)
        addFightPower = curSkill.GetFightPower() - beforeFightPower
        skillMFP = GetMFPSkillFightPower(curPlayer, mfpType)
        SetMFPSkillFightPower(curPlayer, mfpType, max(0, skillMFP + addFightPower))
        GameWorld.DebugLog("刷新技能附加战斗力: skillID=%s,beforeFightPower=%s,mfpType=%s,skillMFP=%s,updMFP=%s"
                           % (skillID, beforeFightPower, mfpType, skillMFP, skillMFP + addFightPower), curPlayer.GetPlayerID())
        if isRefreshState:
            # 如果需要同步排行榜的话先强制刷属性
            self.RefreshPlayerAttrState()
        return
    
    def RefreshSkillFightPowerByDel(self, delSkillID, isRefreshState=True):
        curPlayer = self.__Player
        # 新技能战力-旧技能战力为增加的技能战力
        curSkill = GameWorld.GetGameData().GetSkillBySkillID(delSkillID)
        if not curSkill:
            return
        delFightPower = curSkill.GetFightPower()
        mfpType = ChConfig.Def_SkillFuncType_MFPType.get(curSkill.GetFuncType(), ShareDefine.Def_MFPType_Role)
        skillMFP = GetMFPSkillFightPower(curPlayer, mfpType)
        SetMFPSkillFightPower(curPlayer, mfpType, max(0, skillMFP - delFightPower))
        GameWorld.DebugLog("刷新技能附加战斗力: delSkillID=%s,mfpType=%s,skillMFP=%s,delFightPower=%s"
                           % (delSkillID, mfpType, skillMFP, delFightPower), curPlayer.GetPlayerID())
        if isRefreshState:
            # 如果需要同步排行榜的话先强制刷属性
            self.RefreshPlayerAttrState()
        return
    
    ## 计算被动buff属性加成
    #  @param self 类实例
    #  @return 
    def CalcPassiveBuffAttr(self):
        #=======================================================================
        # curPlayer = self.__Player
        # allAttrListPassive = [{} for i in range(4)]
        # SkillShell.CalcCurBuffer_Effect(curPlayer.GetPassiveBuf(), curPlayer, allAttrListPassive)
        # SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_PassiveBuf, allAttrListPassive)
        #=======================================================================
        return
    ## //A3 A1 各功能模块战斗力信息 #tagMCModuleFightPowerInfo
    #  @param curPlayer 玩家
    #  @return None
    def SendModuleFightPowerPack(self, curPlayer, mfpDict):
        mfpDataList = []
        totalFightPower = 0
        playerID = curPlayer.GetPlayerID()
        GameWorld.DebugLog("战力功能点: %s" % ChConfig.MFPTypeAttrFuncIndexDict, playerID)
        GameWorld.DebugLog("模块战力: %s" % mfpDict, playerID)
        for mfpType, fightPower in mfpDict.items():
            SetMFPFightPower(curPlayer, mfpType, fightPower)
            mfpData = ChPyNetSendPack.tagMCModuleFightPower()
            mfpData.Clear()
            mfpData.MfpType = mfpType
            mfpData.FightPower = fightPower % ChConfig.Def_PerPointValue # 当前模块战斗力数值
            mfpData.FightPowerEx = fightPower / ChConfig.Def_PerPointValue # 当前模块战斗力数值
            mfpDataList.append(mfpData)
            totalFightPower += fightPower # 累加总战斗力
        # //A3 A1 各功能模块战斗力信息 #tagMCModuleFightPowerInfo
        mfpInfo = ChPyNetSendPack.tagMCModuleFightPowerInfo()
        mfpInfo.Clear()
        mfpInfo.TotalFightPower = totalFightPower % ChConfig.Def_PerPointValue
        mfpInfo.TotalFightPoweEx = totalFightPower / ChConfig.Def_PerPointValue
        mfpInfo.MFPCnt = len(mfpDataList)
        mfpInfo.MFPList = mfpDataList
        NetPackCommon.SendFakePack(curPlayer, mfpInfo)
        beforeFightPower = GetFightPower(curPlayer)
        SetFightPower(curPlayer, totalFightPower)
        if totalFightPower < beforeFightPower:
            DataRecordPack.DR_FightPowerChangeInfo(curPlayer, beforeFightPower)
        highestFightPower = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_FightPower_Highest, 0,
                                                           ChConfig.Def_PDictType_FightPower)
        highestFightPower += curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_FightPower_HighestEx, 0,
                                                            ChConfig.Def_PDictType_FightPower) * ChConfig.Def_PerPointValue
        if totalFightPower > highestFightPower:
            highestFightPower = totalFightPower
            NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FightPower_Highest, highestFightPower % ChConfig.Def_PerPointValue,
                                 ChConfig.Def_PDictType_FightPower)
            NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FightPower_HighestEx, highestFightPower / ChConfig.Def_PerPointValue,
                                 ChConfig.Def_PDictType_FightPower)
        GameWorld.DebugLog("总战力: %s, 历史最高战力: %s, beforeFightPower=%s" % (totalFightPower, highestFightPower, beforeFightPower), playerID)
        PlayerBillboard.UpdatePlayerFPTotalBillboard(curPlayer)
        # 记录开服活动数据
        OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_FightPower, totalFightPower)
        if beforeFightPower != totalFightPower:
            CrossPlayerData.OnPlayerFightPowerChange(curPlayer)
        return
    def __RefreshMoveSpeed(self, allAttrListBuffs):
        ## 刷新移动速度
        curPlayer = self.__Player
        playerID = curPlayer.GetPlayerID()
        moveSpeedFormat = IpyGameDataPY.GetFuncCfg("MoveSpeed")
        speed = GetSpeedNotBuff(curPlayer)
        GameWorld.DebugLog("功能移动速度值: speed=%s" % speed, playerID)
        # 骑乘状态加上骑乘附加速度
        if curPlayer.GetPlayerVehicle() == IPY_GameWorld.pvHorse:
            speedHorse = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SpeedHorse)
            speed += speedHorse
            GameWorld.DebugLog("    骑乘状态附加值: %s, speed=%s" % (speedHorse, speed), playerID)
        buffBattleAttr = allAttrListBuffs[ChConfig.CalcAttr_Battle]
        buffBattleNolineAttr = allAttrListBuffs[ChConfig.CalcAttr_BattleNoline]
        #buff速度加成
        buffSpeed = buffBattleAttr.get(ChConfig.TYPE_Calc_AttrSpeed, 0)
        buffSpeedPer = buffBattleNolineAttr.get(ChConfig.TYPE_Calc_AttrSpeed, 0)
        if buffSpeed or buffSpeedPer:
            speed = int(speed * (ShareDefine.Def_MaxRateValue + buffSpeedPer) / float(ShareDefine.Def_MaxRateValue) + buffSpeed)
            GameWorld.DebugLog("    buff影响后速度值: speed=%s,buffSpeedPer=%s,buffSpeed=%s" % (speed, buffSpeedPer, buffSpeed), playerID)
        speed = max(speed, 0)   #防小于0错误
        if GetSpeedValue(curPlayer) != speed:
            SetSpeedValue(curPlayer, speed)
            moveSpeed = eval(FormulaControl.GetCompileFormula("MoveSpeed", moveSpeedFormat))
            curPlayer.SetSpeed(moveSpeed)
            GameWorld.DebugLog("公式计算后移动频率: moveSpeed=%s 毫秒/格" % moveSpeed, playerID)
            fightPet = curPlayer.GetPetMgr().GetFightPet()
            #无出战宠物
            if fightPet:
                fightPet.SetSpeed(moveSpeed)
        return
    ##刷新攻击间隔
    # @param self 类实例
    # @return None
    def __SetAtkInterval(self):
        curPlayer = self.__Player
        atkSpeed = GameObj.GetAtkSpeed(curPlayer)
        formula = IpyGameDataPY.GetFuncCfg("AtkInterval")
        atkInterval = 0 if not formula else eval(FormulaControl.GetCompileFormula("AtkInterval", formula))
        curPlayer.SetAtkInterval(atkInterval)
        return
    
    ## 刷新玩家所有行为BUFF状态
    #  @param self 类实例
    #  @return 返回值无意义
    #  @remarks 刷新玩家所有行为BUFF状态
    def RefreshPlayerActionState(self):
        curPlayer = self.__Player
        playerID = curPlayer.GetPlayerID()
        GameWorld.DebugLog("Start RefreshPlayerActionState!!!", playerID)
        #curTime = time.clock()
        #先清除所有状态
        OperControlManager.ClearObjActionState(curPlayer)
        #再根据BUFF 加上状态
        SkillShell.CalcBuffer_ActionState(curPlayer)
    #---------------------------------------------------------------------
    ## 刷新血量和魔
    #  @param self 类实例
    #  @return 返回值无意义
    #  @remarks 刷新血量和魔
    def __RestoreHPMP(self):
        curPlayer = self.__Player
        if not curPlayer.GetInitOK():
            #玩家未初始化成功, 不修正血量和魔法值, 因此时有可能因为某些影响主角的物品未初始化完毕(如宠物装备)
            return
        curPlayerHP = GameObj.GetHP(curPlayer)
        curPlayerMaxHP = GameObj.GetMaxHP(curPlayer)
        #=======================================================================
        # curPlayerMP = curPlayer.GetMP()
        # curPlayerMaxMP = curPlayer.GetMaxMP()
        #=======================================================================
        if curPlayerHP > curPlayerMaxHP:
            GameObj.SetHPFull(curPlayer)
        #=======================================================================
        # if curPlayerMP > curPlayerMaxMP:
        #    curPlayer.SetMP(curPlayerMaxMP)
        #=======================================================================
        return
    #---------------------------------------------------------------------
    ## 初始化玩家基本状态 这里不对( 计算现有战斗属性中的元素进行处理 )
    #  @param self 类实例
    #  @return 返回值无意义
    #  @remarks 初始化玩家基本状态 这里不对( 计算现有战斗属性中的元素进行处理 )
    def InitPlayerState(self):
        curPlayer = self.__Player
        #清空战斗属性 //战斗属性设置数值为0的, 由C++处理 如元素属性,命中等
        curPlayer.ClearBattleEffect()
        initAttrDict = {
                        #ChConfig.TYPE_Calc_AttrCurSTR:curPlayer.GetBaseSTR(),
                        #ChConfig.TYPE_Calc_AttrCurPNE:curPlayer.GetBasePNE(),
                        #ChConfig.TYPE_Calc_AttrCurPHY:curPlayer.GetBasePHY(),
                        #ChConfig.TYPE_Calc_AttrCurCON:curPlayer.GetBaseCON(),
                        #ChConfig.TYPE_Calc_AttrSpeed:curPlayer.GetBaseSpeed(),
                        ChConfig.TYPE_Calc_AttrAtkSpeed:ChConfig.Def_BaseAtkSpeed,
                        ChConfig.TYPE_Calc_AttrFightExpRate:GameWorld.GetGameWorld().GetExpRate(),
                        ChConfig.TYPE_Calc_AttrGameExpRate:GameWorld.GetGameWorld().GetExpRate(),
                        ChConfig.TYPE_Calc_AttrPetExpRate:GameWorld.GetGameWorld().GetExpRate(),
                        ChConfig.TYPE_Calc_HitSucessRate:ChConfig.Def_MaxRateValue,
                        ChConfig.TYPE_Calc_CurePer:ChConfig.Def_MaxRateValue,
                        ChConfig.TYPE_Calc_YinjiTime:IpyGameDataPY.GetFuncCfg('Yinji', 1),  # 每X秒自动消失一个印记
                        }
        for i in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
            if i in [ChConfig.TYPE_Calc_AttrHP, ChConfig.TYPE_Calc_AttrMP, ChConfig.TYPE_Calc_ProDef]:
                continue
            value = 0 if i not in initAttrDict else initAttrDict[i]
            EffGetSet.SetValueByEffIndex(curPlayer, i, value)
        #初始化拾取距离
        if curPlayer.GetPickupDist() != ChConfig.Def_RolePickupItemDist:
            curPlayer.SetPickupDist(ChConfig.Def_RolePickupItemDist)
        #玩家初始化可攻击
        if not curPlayer.GetCanAttack():
            curPlayer.SetCanAttack(True)
        #初始化灵根
        SetMetal(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Metal))
        SetWood(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Wood))
        SetWater(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Water))
        SetFire(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Fire))
        SetEarth(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Earth))
        return True
    #---------------------------------------------------------------------
    ## 初始化场景buff
    #  @param self 类实例
    #  @return 返回值无意义
    #  @remarks 初始化场景buff
    def InitMapBuffState(self):
        curPlayer = self.__Player
        #初始化区域, 默认为普通区域
        if GameMap.GetAreaTypeByMapPos(curPlayer.GetPosX(), curPlayer.GetPosY()) != IPY_GameWorld.gatNormal:
            curPlayer.SetAreaType(IPY_GameWorld.gatNormal)
        return
    
    #---------------------------------------------------------------------
@@ -5660,7 +4412,6 @@
def Sync_ExpRateChange(curPlayer):
    totalExpRate = GetPlayerExpRate(curPlayer)
    fightExpRate = curPlayer.GetFightExpRate() # 系统及功能累加
    fightExpRate += PlayerWorldAverageLv.GetWorldAverageLvExpRate(curPlayer) # 世界等级
    fightExpRate += PlayerVip.GetPrivilegeValue(curPlayer, ChConfig.VIPPrivilege_FightExpRate) # VIP加成
    fightExpRate += PlayerGoldInvest.GetAddFightExpRate(curPlayer)
    
@@ -5717,17 +4468,6 @@
                totalExpRate -= effExpRate
                
    return totalExpRate
##记录玩家失去金钱的流向记录,消息中会记录玩家拥有的金钱信息
# @param curPlayer 玩家实例
# @param moneyType 金钱类型
# @param logIndex 流向记录索引
# @param tagID 在此用于记录特别标识(物品ID)
# @param par 在此用于记录金额
# @param msg 记录特别的信息
# @return None
def DataServerMoneyLog(curPlayer, moneyType, logIndex, tagID=0, par=0, msg=""):
    return
#===============================================================================
#---玩家扩展字段---
@@ -5917,8 +4657,8 @@
def SetVIPExpireTime(curPlayer, expireTime): return
##最近一次提升VIP等级时间
def GetVIPLVUpTime(curPlayer): return curPlayer.GetExAttr9()
def SetVIPLVUpTime(curPlayer, lvUpTime): return curPlayer.SetExAttr9(lvUpTime, False, True)
def GetVIPLVUpTime(curPlayer): return 0
def SetVIPLVUpTime(curPlayer, lvUpTime): return
##聊天气泡框
def GetChatBubbleBox(curPlayer): return curPlayer.GetExAttr10()
@@ -5979,69 +4719,16 @@
        GameWorld.DebugLog("更新玩家所属服务器组ID: serverGroupID=%s" % serverGroupID)
    return
##影响外观的3部位索引记录 123456789  123:武器格子索引 456:副手  789:衣服
def GetFaceEquipIndexList(curPlayer):
    attr15 = curPlayer.GetExAttr15()
    return [attr15%1000, attr15/1000%1000, attr15/1000000]
def SetFaceEquipIndex(curPlayer, value): return curPlayer.SetExAttr15(value)
def SetLingGenMaxIndex(curPlayer):
    return
# 境界难度等级
def GetRealmDifficulty(curPlayer): return curPlayer.GetExAttr18()
def GetRealmDifficulty(curPlayer): return 0
def SetRealmDifficulty(curPlayer, realmDifficulty):
    ''' 设置境界难度等级,任何地图均可选择
    '''
    playerID = curPlayer.GetPlayerID()
    if realmDifficulty:
        needRealmLV = GetDifficultyRealmLV(realmDifficulty)
        curRealmLV = curPlayer.GetOfficialRank()
        if curRealmLV < needRealmLV:
            GameWorld.DebugLog("当前境界低于境界难度,无法选择! curRealmLV(%s) < %s" % (curRealmLV, needRealmLV), playerID)
            return
        difficultyRealmList = IpyGameDataPY.GetFuncEvalCfg("RealmDifficulty", 2)
        if needRealmLV not in difficultyRealmList:
            GameWorld.ErrLog("realmDifficulty(%s) needRealmLV(%s) not in difficultyRealmList(%s)"
                             % (realmDifficulty, needRealmLV, difficultyRealmList), playerID)
            return
    GameWorld.DebugLog("SetRealmDifficulty: realmDifficulty=%s" % realmDifficulty, playerID)
    realmMapIDList = IpyGameDataPY.GetFuncEvalCfg("RealmDifficulty", 1)
    mapID = curPlayer.GetMapID()
    if mapID in realmMapIDList:
        # 先移除之前选的难度
        for playerIDList in PyGameData.g_realmDiffPlayerDict.values():
            if playerID in playerIDList:
                playerIDList.remove(playerID)
        # 加入新难度,0难度不处理
        if realmDifficulty:
            if realmDifficulty not in PyGameData.g_realmDiffPlayerDict:
                PyGameData.g_realmDiffPlayerDict[realmDifficulty] = []
            playerIDList = PyGameData.g_realmDiffPlayerDict[realmDifficulty]
            if playerID not in playerIDList:
                playerIDList.append(playerID)
        SetPlayerSightLevel(curPlayer, realmDifficulty)
    if curPlayer.GetExAttr18() != realmDifficulty:
        curPlayer.SetExAttr18(realmDifficulty)
        SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_ExAttr18, realmDifficulty)
    return
def GetDifficultyRealmLV(realmDifficulty): return realmDifficulty % 1000
def GetDifficultyRealmLV(realmDifficulty): return 0
def GetMapRealmDifficulty(curPlayer):
    ## 获取玩家在本地图中的境界难度层级,必须在境界地图且有选择境界难度才算,否则为默认0;该难度值同时也是视野层级
    realmDifficulty = GetRealmDifficulty(curPlayer)
    if not realmDifficulty:
        return 0
    mapID = curPlayer.GetMapID()
    realmMapIDList = IpyGameDataPY.GetFuncEvalCfg("RealmDifficulty", 1)
    if mapID not in realmMapIDList:
        return 0
    return realmDifficulty
    return 0
##玩家离开仙盟时间(主动或被踢都算)
def GetLeaveFamilyTimeEx(curPlayer):return curPlayer.GetExAttr19()
@@ -6051,48 +4738,42 @@
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ExAttr19, value, 0, False)
    return
##获得玩家威望值
def GetPrestige(curPlayer): return 0
def SetPrestige(curPlayer, value): return
##总战斗力,支持超过20E = 各模块战力总和
def GetFightPower(curPlayer): return curPlayer.GetFightPowerEx() * ChConfig.Def_PerPointValue + curPlayer.GetFightPower()
def SetFightPower(curPlayer, value):
    beforeFightPower = GetFightPower(curPlayer)
    curPlayer.SetFightPower(value % ChConfig.Def_PerPointValue, value / ChConfig.Def_PerPointValue, False) # 不通知GameServer bNotifyGameServer False
    if value < beforeFightPower:
        DataRecordPack.DR_FightPowerChangeInfo(curPlayer, beforeFightPower)
    highestFightPower = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_FightPower_Highest)
    highestFightPower += curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_FightPower_HighestEx) * ChConfig.Def_PerPointValue
    if value > highestFightPower:
        highestFightPower = value
        NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FightPower_Highest, highestFightPower % ChConfig.Def_PerPointValue)
        NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FightPower_HighestEx, highestFightPower / ChConfig.Def_PerPointValue)
    GameWorld.DebugLog("总战力: %s, 历史最高战力: %s, beforeFightPower=%s" % (value, highestFightPower, beforeFightPower), curPlayer.GetPlayerID())
    PlayerBillboard.UpdatePlayerFPTotalBillboard(curPlayer)
    # 记录开服活动数据
    #OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_FightPower, totalFightPower)
    #if beforeFightPower != totalFightPower:
    #    CrossPlayerData.OnPlayerFightPowerChange(curPlayer)
    return
## 设置模块战斗力,支持超过20E = 模块公式战力 + 技能附加战力 + 其他附加战力
def SetMFPFightPower(curPlayer, mfpType, fightPower):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPFightPower % mfpType, fightPower % ChConfig.Def_PerPointValue)
    curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPFightPowerPoint % mfpType, fightPower / ChConfig.Def_PerPointValue)
    return
def SetMFPFightPower(curPlayer, mfpType, fightPower): return
## 获取模块战斗力
def GetMFPFightPower(curPlayer, mfpType):
    return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPFightPowerPoint % mfpType) * ChConfig.Def_PerPointValue + \
        curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPFightPower % mfpType)
def GetMFPFightPower(curPlayer, mfpType): return 0
## 设置模块附加战斗力,支持超过20E
def SetMFPExFightPower(curPlayer, mfpType, fightPower):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % mfpType, fightPower % ChConfig.Def_PerPointValue)
    curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPExPoint % mfpType, fightPower / ChConfig.Def_PerPointValue)
    return
def SetMFPExFightPower(curPlayer, mfpType, fightPower): return
## 获取模块附加战斗力
def GetMFPExFightPower(curPlayer, mfpType):
    return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPExPoint % mfpType) * ChConfig.Def_PerPointValue + \
        curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpType)
def GetMFPExFightPower(curPlayer, mfpType): return 0
        
## 设置模块技能附加战斗力,支持超过20E
def SetMFPSkillFightPower(curPlayer, mfpType, fightPower):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPSkill % mfpType, fightPower % ChConfig.Def_PerPointValue)
    curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPSkillEx % mfpType, fightPower / ChConfig.Def_PerPointValue)
    return
def SetMFPSkillFightPower(curPlayer, mfpType, fightPower): return
## 获取模块技能附加战斗力
def GetMFPSkillFightPower(curPlayer, mfpType):
    return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkillEx % mfpType) * ChConfig.Def_PerPointValue + \
        curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpType)
def GetMFPSkillFightPower(curPlayer, mfpType): return 0
        
#===============================================================================
##获取玩家分线信息
@@ -6131,19 +4812,6 @@
        atkInterval *= 100
    
    return atkInterval
def AddZhenQiByKillNPC(curPlayer, npcSP, killCount=1):
    ## 杀怪加真气
    if not npcSP:
        return
    addSPValue = npcSP * killCount
    npcSPRate = PlayerVip.GetPrivilegeValue(curPlayer, ChConfig.VIPPrivilege_NPCSPRate)
    if npcSPRate:
        npcHPRate = ChConfig.Def_MaxRateValue + npcSPRate
        addSPValue = int(addSPValue * npcHPRate / float(ChConfig.Def_MaxRateValue))
    PlayerAddZhenQi(curPlayer, addSPValue)
    return
##玩家增加真气
# @param curPlayer 玩家
@@ -6198,16 +4866,8 @@
    return True
## SP真气值 - 暂废弃 ExAttr7、ExAttr8 改为专精选择通知,用于前端表现其他玩家的不同专精特效
def GetZhenQi(curPlayer): return 0 #curPlayer.GetExAttr8() * ChConfig.Def_PerPointValue + curPlayer.GetExAttr7()
def SetZhenQi(curPlayer, totalZhenQi):
#    zhenQi = totalZhenQi % ChConfig.Def_PerPointValue
#    zhenQiPoint = min(totalZhenQi / ChConfig.Def_PerPointValue, ChConfig.Def_UpperLimit_DWord)
#    # 玩家单独通知,不广播; c++接口默认广播,故这里设置False
#    if zhenQi != curPlayer.GetExAttr7():
#        curPlayer.SetExAttr7(zhenQi)
#    if zhenQiPoint != curPlayer.GetExAttr8():
#        curPlayer.SetExAttr8(zhenQiPoint)
    return
def GetZhenQi(curPlayer): return 0
def SetZhenQi(curPlayer, totalZhenQi): return
#===============================================================================
# #@warning: ExAttr6~ExAttr10, 新增2个布尔默认参数, 是否通知客户端, 是否通知GameServer, 默认值为False
@@ -6413,36 +5073,6 @@
        GameWorld.AddDictValue(allAttrDict, {i:value})
    return
#===============================================================================
# CalcAttr_Base,
# CalcAttr_BaseNoline,
# CalcAttr_Battle,
# CalcAttr_BattleNoline,
#===============================================================================
# 从srcAttrList计算出addAttrList带来的固定属性,用于后续计算使用
#===============================================================================
# def CalcAddFuncAttrByAttrList(srcAttrList, addAttrList):
#    for addKey, addValue in addAttrList[ChConfig.CalcAttr_BaseNoline].items():
#        value = srcAttrList[ChConfig.CalcAttr_Base].get(addKey, 0)
#        if value == 0:
#            continue
#
#        addAttrList[ChConfig.CalcAttr_Base][addKey]  = addAttrList[ChConfig.CalcAttr_Base].get(addKey, 0)\
#                                                         + value*addValue / ChConfig.Def_MaxRateValue
#
#    addAttrList[ChConfig.CalcAttr_BaseNoline] = {}
#    for addKey, addValue in addAttrList[ChConfig.CalcAttr_BattleNoline].items():
#        value = srcAttrList[ChConfig.CalcAttr_Battle].get(addKey, 0)
#        if value == 0:
#            continue
#
#        addAttrList[ChConfig.CalcAttr_Battle][addKey]  = addAttrList[ChConfig.CalcAttr_Battle].get(addKey, 0)\
#                                                         + value*addValue / ChConfig.Def_MaxRateValue
#
#    addAttrList[ChConfig.CalcAttr_BattleNoline] = {}
#    return addAttrList
#===============================================================================
## 培养境界等级
def GetTrainRealmLVReal(curPlayer, funcType):
    trainRealmLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TrainRealmLV % funcType)
@@ -6482,324 +5112,23 @@
def GetTotalLingGenPoint(curPlayer):
    # 总灵根点数(金木水火土+自由点数)
    attrIDList = [ShareDefine.Def_Effect_Metal, ShareDefine.Def_Effect_Wood, ShareDefine.Def_Effect_Water, ShareDefine.Def_Effect_Fire, ShareDefine.Def_Effect_Earth]
    curTotalPoint = 0
    for attrID in attrIDList:
        curTotalPoint += curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % attrID)
    curTotalPoint += curPlayer.GetFreePoint()
    return curTotalPoint
    return 0
# 灵根 - 金木水火土
def GetMetal(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Metal)
def SetMetal(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Metal, value)
def GetWood(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Wood)
def SetWood(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Wood, value)
def GetWater(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Water)
def SetWater(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Water, value)
def GetFire(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Fire)
def SetFire(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Fire, value)
def GetEarth(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Earth)
def SetEarth(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Earth, value)
# 灵根品级 - 金木水火土
def GetMetalQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MetalQualityLV)
def SetMetalQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_MetalQualityLV, value)
def GetWoodQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WoodQualityLV)
def SetWoodQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WoodQualityLV, value)
def GetWaterQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WaterQualityLV)
def SetWaterQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WaterQualityLV, value)
def GetFireQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FireQualityLV)
def SetFireQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FireQualityLV, value)
def GetEarthQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_EarthQualityLV)
def SetEarthQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_EarthQualityLV, value)
def GetMetal(curPlayer): return 0
def GetWood(curPlayer): return 0
def GetWater(curPlayer): return 0
def GetFire(curPlayer): return 0
def GetEarth(curPlayer): return 0
#---玩家扩展接口, 战斗属性,不存数据库,只通知本人---
##玩家移动速度值, 不含buff对速度的影响; 功能等对速度的影响直接改变此值
def GetSpeedNotBuff(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SpeedValueNotBuff)
def SetSpeedNotBuff(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SpeedValueNotBuff, value)
##玩家移动速度值, 含buff对速度的影响; 此数值不是真正的移动速度,只是用于计算移动速度的参数值
def GetSpeedValue(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SpeedValue)
def SetSpeedValue(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_SpeedValue, value)
    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_SpeedValue, value, True) # 移动速度值暂定广播周围玩家
#---攻击回复血量比率----
## 获取玩家攻击回复血量比率
#  @param curPlayer 玩家实例
#  @return
def GetAtkBackHPPer(curPlayer):
    return curPlayer.GetBattleValEx2()
## 设置玩家攻击回复血量比率
#  @param curPlayer 玩家实例
#  @return None
def SetAtkBackHPPer(curPlayer, value):
    curPlayer.SetBattleValEx2(value)
## 获取玩家攻击回复蓝量比率
def GetAtkBackMPPer(curPlayer): return 0
def SetAtkBackMPPer(curPlayer, value): return
## 玩家减技能CD比例
def GetReduceSkillCDPer(curPlayer): return curPlayer.GetBattleValEx3()
def SetReduceSkillCDPer(curPlayer, reducePer): return curPlayer.SetBattleValEx3(reducePer)
def GetReduceSkillCDPer(curPlayer): return 0
def SetReduceSkillCDPer(curPlayer, reducePer): return
## 常规地图经验倍率加成
def GetCommMapExpRate(curPlayer):
    if GameWorld.GetMap().GetMapFBType() == IPY_GameWorld.fbtNull:
        return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CommMapExpRate)
    return 0
def SetCommMapExpRate(curPlayer, expRate): return curPlayer.SetDict(ChConfig.Def_PlayerKey_CommMapExpRate, expRate)
## 对怪物伤害加成
def GetNPCHurtAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_NPCHurtAddPer)
def SetNPCHurtAddPer(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_NPCHurtAddPer, value)
    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_NPCHurtAddPer, value)
#---职业伤害加成---
## 目标战士伤害加成
def GetJobAHurtAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_JobAHurtAddPer)
def SetJobAHurtAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_JobAHurtAddPer, value)
## 目标法师伤害加成
def GetJobBHurtAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_JobBHurtAddPer)
def SetJobBHurtAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_JobBHurtAddPer, value)
## 目标弓手伤害加成
def GetJobCHurtAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_JobCHurtAddPer)
def SetJobCHurtAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_JobCHurtAddPer, value)
#---伤害减免---
## NPC攻击伤害减免
def GetNPCAtkReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_NPCAtkReducePer)
def SetNPCAtkReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_NPCAtkReducePer, value)
## 战士攻击伤害减免
def GetJobAAtkReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_JobAAtkReducePer)
def SetJobAAtkReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_JobAAtkReducePer, value)
## 法师攻击伤害减免
def GetJobBAtkReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_JobBAtkReducePer)
def SetJobBAtkReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_JobBAtkReducePer, value)
## 弓手攻击伤害减免
def GetJobCAtkReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_JobCAtkReducePer)
def SetJobCAtkReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_JobCAtkReducePer, value)
#---特殊伤害减免---
## 会心一击伤害减免固定值
def GetLuckyHitReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_LuckyHitReduce)
def SetLuckyHitReduce(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_LuckyHitReduce, value)
    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_LuckyHitReduce, value)
## 卓越一击伤害减免
def GetGreatHitReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GreatHitReducePer)
def SetGreatHitReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GreatHitReducePer, value)
## 无视防御伤害减免
def GetIgnoreDefReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_IgnoreDefReducePer)
def SetIgnoreDefReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_IgnoreDefReducePer, value)
#---抗特殊伤害概率---
## 抗会心一击概率
def GetLuckyHitRateReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_LuckyHitRateReduce)
def SetLuckyHitRateReduce(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_LuckyHitRateReduce, value)
    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_LuckyHitRateReduce, value)
## 抗卓越一击概率
def GetGreatHitRateReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GreatHitRateReduce)
def SetGreatHitRateReduce(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GreatHitRateReduce, value)
## 抗无视防御概率
def GetIgnoreDefRateReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_IgnoreDefRateReduce)
def SetIgnoreDefRateReduce(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_IgnoreDefRateReduce, value)
    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_IgnoreDefRateReduce, value)
#---特殊伤害概率---
## 富豪一击概率
def GetFuhaoHitRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FuhaoHitRate)
def SetFuhaoHitRate(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FuhaoHitRate, value)
## 流血伤害
def GetBleedDamage(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BleedDamage)
def SetBleedDamage(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_BleedDamage, value)
    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_BleedDamage, value)
## Boss最终伤害百分比
def GetBossFinalHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BossFinalHurtPer)
def SetBossFinalHurtPer(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_BossFinalHurtPer, value)
    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_BossFinalHurtPer, value)
## 最终固定伤害增加
def GetFinalHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurt)
def SetFinalHurt(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_FinalHurt, value)
    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_FinalHurt, value)
## 最终固定伤害减少
def GetFinalHurtReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurtReduce)
def SetFinalHurtReduce(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_FinalHurtReduce, value)
    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_FinalHurtReduce, value)
## 对指定boss伤害加成固定值
def GetBossIDHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BossIDHurt)
def SetBossIDHurt(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BossIDHurt, value)
## 对指定boss伤害加成倍率
def GetBossIDHurtAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BossIDHurtAddPer)
def SetBossIDHurtAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BossIDHurtAddPer, value)
## 装备掉落执行次数加成万分率
def GetDropEquipDoCount(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_DropEquipDoCount)
def SetDropEquipDoCount(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_DropEquipDoCount, value)
# 基础攻击百分比
def GetBaseAtkAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BaseAtkAddPer)
def SetBaseAtkAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BaseAtkAddPer, value)
# 基础生命百分比
def GetBaseMaxHPAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BaseMaxHPAddPer)
def SetBaseMaxHPAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BaseMaxHPAddPer, value)
# 基础防御百分比
def GetBaseDefAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BaseDefAddPer)
def SetBaseDefAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BaseDefAddPer, value)
# 基础命中百分比
def GetBaseHitAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BaseHitAddPer)
def SetBaseHitAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BaseHitAddPer, value)
# 基础闪避百分比
def GetBaseMissAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BaseMissAddPer)
def SetBaseMissAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BaseMissAddPer, value)
# 法器生命百分比
def GetFaQiMaxHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FaQiMaxHPPer)
def SetFaQiMaxHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FaQiMaxHPPer, value)
# 法器攻击百分比
def GetFaQiAtkPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FaQiAtkPer)
def SetFaQiAtkPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FaQiAtkPer, value)
# 法器防御百分比
def GetFaQiDefPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FaQiDefPer)
def SetFaQiDefPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FaQiDefPer, value)
# 神兵生命百分比
def GetGodWeaponMaxHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GodWeaponMaxHPPer)
def SetGodWeaponMaxHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GodWeaponMaxHPPer, value)
# 神兵攻击百分比
def GetGodWeaponAtkPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GodWeaponAtkPer)
def SetGodWeaponAtkPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GodWeaponAtkPer, value)
# 宝石生命百分比
def GetStoneMaxHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_StoneMaxHPPer)
def SetStoneMaxHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_StoneMaxHPPer, value)
# 宝石攻击百分比
def GetStoneAtkPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_StoneAtkPer)
def SetStoneAtkPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_StoneAtkPer, value)
# 血瓶恢复效果
def GetHPCureEnhance(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_HPCureEnhance)
def SetHPCureEnhance(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_HPCureEnhance, value)
# 额外输出伤害
def GetOnlyFinalHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_OnlyFinalHurt)
def SetOnlyFinalHurt(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_OnlyFinalHurt, value)
    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_OnlyFinalHurt, value)
    return
# PVP攻击回血
def GetPVPAtkBackHP(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_PVPAtkBackHP)
def SetPVPAtkBackHP(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_PVPAtkBackHP, value)
# 命中成功率
def GetHitSucessRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_HitSucessRate)
def SetHitSucessRate(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_HitSucessRate, value)
# 闪避成功率
def GetMissSucessRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MissSucessRate)
def SetMissSucessRate(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_MissSucessRate, value)
# 治疗加成 默认百分百
def GetCurePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CurePer)
def SetCurePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_CurePer, value)
# 加深受到伤害百分比
def GetBeHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BeHurtPer)
def SetBeHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BeHurtPer, value)
# 称号生命加成
def GetTitleMaxHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TitleMaxHPPer)
def SetTitleMaxHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_TitleMaxHPPer, value)
# 称号攻击加成
def GetTitleAtkPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TitleAtkPer)
def SetTitleAtkPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_TitleAtkPer, value)
# 称号防御加成
def GetTitleDefPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TitleDefPer)
def SetTitleDefPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_TitleDefPer, value)
# 头像生命加成
def GetFaceMaxHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FaceMaxHPPer)
def SetFaceMaxHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FaceMaxHPPer, value)
# 头像攻击加成
def GetFaceAtkPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FaceAtkPer)
def SetFaceAtkPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FaceAtkPer, value)
# 头像防御加成
def GetFaceDefPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FaceDefPer)
def SetFaceDefPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FaceDefPer, value)
# 头像框生命加成
def GetFacePicMaxHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FacePicMaxHPPer)
def SetFacePicMaxHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FacePicMaxHPPer, value)
# 头像框攻击加成
def GetFacePicAtkPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FacePicAtkPer)
def SetFacePicAtkPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FacePicAtkPer, value)
# 头像框防御加成
def GetFacePicDefPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FacePicDefPer)
def SetFacePicDefPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FacePicDefPer, value)
# 坐骑幻化生命加成
def GetHorseSkinMaxHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_HorseSkinMaxHPPer)
def SetHorseSkinMaxHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_HorseSkinMaxHPPer, value)
# 坐骑幻化攻击加成
def GetHorseSkinAtkPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_HorseSkinAtkPer)
def SetHorseSkinAtkPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_HorseSkinAtkPer, value)
# 坐骑幻化防御加成
def GetHorseSkinDefPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_HorseSkinDefPer)
def SetHorseSkinDefPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_HorseSkinDefPer, value)
# 坐骑攻击百分比
def GetHorseAtkPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_HorseAtkPer)
def SetHorseAtkPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_HorseAtkPer, value)
# 坐骑生命加成
def GetHorseMaxHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_HorseMaxHPPer)
def SetHorseMaxHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_HorseMaxHPPer, value)
# 灵宠攻击加成
def GetPetAtkPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_PetAtkPer)
def SetPetAtkPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_PetAtkPer, value)
# 坐骑培养属性加成
def GetHorseTrainAttrPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_HorseTrainAttrPer)
def SetHorseTrainAttrPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_HorseTrainAttrPer, value)
# 灵宠培养属性加成
def GetPetTrainAttrPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_PetTrainAttrPer)
def SetPetTrainAttrPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_PetTrainAttrPer, value)
# 守护培养属性加成
def GetGuardTrainAttrPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GuardTrainAttrPer)
def SetGuardTrainAttrPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GuardTrainAttrPer, value)
# 翅膀培养属性加成
def GetWingTrainAttrPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WingTrainAttrPer)
def SetWingTrainAttrPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WingTrainAttrPer, value)
# 灭世培养属性加成
def GetPeerlessWeaponTrainAttrPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_PeerlessWeaponTrainAttrPer)
def SetPeerlessWeaponTrainAttrPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_PeerlessWeaponTrainAttrPer, value)
# 弑神培养属性加成
def GetPeerlessWeapon2TrainAttrPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_PeerlessWeapon2TrainAttrPer)
def SetPeerlessWeapon2TrainAttrPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_PeerlessWeapon2TrainAttrPer, value)
# 炼体属性属性加成
def GetLianTiAttrPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_LianTiAttrPer)
def SetLianTiAttrPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_LianTiAttrPer, value)
def GetAttr160(curPlayer): return 0
def SetAttr160(curPlayer, value): pass
def GetHPCureEnhance(curPlayer): return 0
# 仙盟徽章ID
def GetFamilyEmblemID(curPlayer): return curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FamilyEmblemID)
@@ -6813,302 +5142,34 @@
    curPlayer.SetFamilyMemberLV(fmLV) # 也同步设置该值,防止有些地方直接调用 curPlayer.GetFamilyMemberLV()
    return
# 仙盟事务速度加成
def GetAffairSpeedPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AffairSpeedPer)
def SetAffairSpeedPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AffairSpeedPer, value)
# 仙盟BOSS伤害加成
def GetFamilyBossHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FamilyBossHurtPer)
def SetFamilyBossHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FamilyBossHurtPer, value)
# 仙盟联赛生命加成
def GetFamilyWarHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FamilyWarHPPer)
def SetFamilyWarHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FamilyWarHPPer, value)
# 仙盟联赛攻击加成
def GetFamilyWarAtkPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FamilyWarAtkPer)
def SetFamilyWarAtkPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FamilyWarAtkPer, value)
# 仙盟打坐经验加成
def GetFamilySitExpPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FamilySitExpPer)
def SetFamilySitExpPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FamilySitExpPer, value)
# 宝石基础属性百分比
def GetStoneBasePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_StoneBasePer)
def SetStoneBasePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_StoneBasePer, value)
# 境界基础属性百分比
def GetRealmBasePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_RealmBasePer)
def SetRealmBasePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_RealmBasePer, value)
# 翅膀生命百分比
def GetWingHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WingHPPer)
def SetWingHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WingHPPer, value)
# 套装基础属性百分比
def GetSuiteBasePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SuiteBasePer)
def SetSuiteBasePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SuiteBasePer, value)
# 强化基础攻击百分比
def GetPlusBaseAtkPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_PlusBaseAtkPer)
def SetPlusBaseAtkPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_PlusBaseAtkPer, value)
## 暂无用
#  @param curPlayer 玩家实例
#  @return
def GetAddBackHPPer(curPlayer):
    return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AddBackHPPer)
## 暂无用
#  @param curPlayer 玩家实例
#  @return None
def SetAddBackHPPer(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_AddBackHPPer, value)
#---降低生命恢复效果----
## 获取降低生命恢复效果万分率
#  @param curPlayer 玩家实例
#  @return
def GetReduceBackHPPer(curPlayer):
    return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ReduceBackHPPer)
## 设置降低生命恢复效果万分率
#  @param curPlayer 玩家实例
#  @return None
def SetReduceBackHPPer(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_ReduceBackHPPer, value)
#---触发定身----
def GetAtkerFreezed(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrAtkerFreezed)
def SetAtkerFreezed(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrAtkerFreezed, value)
#---增加仇恨----
def GetAddAngry(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrAddAngry)
def SetAddAngry(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrAddAngry, value)
#---技能攻击比例减少----
def GetSkillAtkRateReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SkillAtkRateReduce)
def SetSkillAtkRateReduce(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillAtkRateReduce, value)
    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_SkillAtkRateReduce, value)
#---PVP固定伤害----
def GetDamagePVP(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePVP)
def SetDamagePVP(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePVP, value)
    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_DamagePVP, value)
#---PVP固定伤害减少----
def GetDamagePVPReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePVPReduce)
def SetDamagePVPReduce(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePVPReduce, value)
    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_DamagePVPReduce, value)
#---伤害输出固定值计算对NPC附加----
def GetDamagePVE(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePVE)
def SetDamagePVE(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePVE, value)
    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_DamagePVE, value)
#---伤害输出计算百分比对玩家附加----
def GetDamagePerPVP(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePerPVP)
def SetDamagePerPVP(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePerPVP, value)
    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_DamagePerPVP, value)
def GetDamagePerPVPReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePerPVPReduce)
def SetDamagePerPVPReduce(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePerPVPReduce, value)
    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_DamagePerPVPReduce, value)
#---受伤计算百分比----
def GetHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrHurtPer)
def SetHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrHurtPer, value)
#---自动恢复XP值比率----
def GetXPRestorePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrXPRestorePer)
def SetXPRestorePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrXPRestorePer, value)
#---魔法盾伤害吸收蓝耗比率----
def GetShieldMPCostRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrShieldMPCostRate)
def SetShieldMPCostRate(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrShieldMPCostRate, value)
#---20%的概率抵御伤害比率----
def GetDamChanceDef(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamChanceDef)
def SetDamChanceDef(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamChanceDef, value)
    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_DamChanceDef, value)
#---当前防护值,需存DB----
def GetProDef(curPlayer): return curPlayer.GetExAttr4()
def SetProDef(curPlayer, value):
    curPlayer.SetExAttr4(value, True)
    return
def GetProDef(curPlayer): return 0
def SetProDef(curPlayer, value): return
#---最大防护值----
def GetMaxProDef(curPlayer): return curPlayer.GetExAttr16()
def SetMaxProDef(curPlayer, value):
    value = min(value, ChConfig.Def_UpperLimit_DWord)
    curPlayer.SetExAttr16(value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_MaxProDef, value, 0, True) # 周围玩家需要通知
    return
#---生命上限换算为防护值的百分比----
def GetProDefHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrProDefHPPer)
def SetProDefHPPer(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrProDefHPPer, value)
    #SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_ProDefHPPer, value)
#---防护值吸收伤害比率----
def GetProDefAbsorb(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrProDefAbsorb)
def SetProDefAbsorb(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrProDefAbsorb, value)
    #SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_ProDefAbsorb, value)
#---宠物攻击提升值----
def GetPetMinAtk(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrPetMinAtk)
def SetPetMinAtk(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrPetMinAtk, value)
def GetPetMaxAtk(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrPetMaxAtk)
def SetPetMaxAtk(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrPetMaxAtk, value)
#---宠物伤害百分比提升----移到GameObj下
#===============================================================================
# def GetPetDamPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrPetDamPer)
# def SetPetDamPer(curPlayer, value):
#    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrPetDamPer, value)
#    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_PetDamPer, value)
#===============================================================================
#---宠物技能伤害百分比提升----
def GetPetSkillAtkRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_PetSkillAtkRate)
def SetPetSkillAtkRate(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_PetSkillAtkRate, value)
#---每1级+%s攻击, 数值取万分率,支持小数算法----
def GetPerLVAtk(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrPerLVAtk)
def SetPerLVAtk(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrPerLVAtk, value)
#---每1级+%s生命, 数值为固定值----
def GetPerLVMaxHP(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrPerLVMaxHP)
def SetPerLVMaxHP(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrPerLVMaxHP, value)
#---装备掉率----
def GetDropEquipPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDropEquipPer)
def SetDropEquipPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDropEquipPer, value)
#---功能层防御值----
def GetFuncDef(curPlayer): return EffGetSet.GetCopyFuncAttrValue(curPlayer, ChConfig.TYPE_Calc_AttrDEF)
def SetFuncDef(curPlayer, value): EffGetSet.SetCopyFuncAttrValue(curPlayer, ChConfig.TYPE_Calc_AttrDEF, value)
#普通攻击增伤:普通攻击附加的固定值伤害
def GetNormalHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_NormalHurt)
def SetNormalHurt(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_NormalHurt, value)
#普通攻击加成:普通攻击附加的伤害百分比
def GetNormalHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_NormalHurtPer)
def SetNormalHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_NormalHurtPer, value)
#法宝技能增伤:法宝技能攻击附加的固定值伤害
def GetFabaoHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FabaoHurt)
def SetFabaoHurt(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FabaoHurt, value)
#法宝技能加成:法宝技能攻击附加的伤害百分比
def GetFabaoHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FabaoHurtPer)
def SetFabaoHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FabaoHurtPer, value)
def GetMaxProDef(curPlayer): return 0
def SetMaxProDef(curPlayer, value): return
# 每X秒自动消失一个印记, 毫秒记录
def GetLostYinjiTime(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_LostYinjiTime)
def SetLostYinjiTime(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_LostYinjiTime, value)
    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_YinjiTime, value)
def GetLostYinjiTime(curPlayer): return 0
def SetLostYinjiTime(curPlayer, value): return
# 当前印记数
def GetYinjiCnt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_YinjiCnt)
def SetYinjiCnt(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_YinjiCnt, value)
    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_YinjiCnt, value)
def GetYinjiCnt(curPlayer): return 0
def SetYinjiCnt(curPlayer, value): return
# 减少指定技能组CD XX%
def GetTheFBSkillsCD(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TheFBSkillsCD)
def SetTheFBSkillsCD(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_TheFBSkillsCD, value)
def GetTheFBSkillsCD(curPlayer): return 0
def SetTheFBSkillsCD(curPlayer, value): return
# 灼烧固定伤害
def GetBurnValue(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BurnValue)
def SetBurnValue(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BurnValue, value)
def GetBurnValue(curPlayer): return 0
def SetBurnValue(curPlayer, value): return
# 延长灼烧时间百分比
def GetBurnTimePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BurnTimePer)
def SetBurnTimePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BurnTimePer, value)
def GetBurnTimePer(curPlayer): return 0
def SetBurnTimePer(curPlayer, value): return
# 减移动速度百分比
def GetSubSpeedPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SubSpeedPer)
def SetSubSpeedPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SubSpeedPer, value)
# 技能伤害增强
def GetSkillAddPer1(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SkillAddPer1)
def SetSkillAddPer1(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillAddPer1, value)
def GetSkillAddPer2(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SkillAddPer2)
def SetSkillAddPer2(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillAddPer2, value)
def GetSkillAddPer3(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SkillAddPer3)
def SetSkillAddPer3(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillAddPer3, value)
def GetSkillAddPer4(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SkillAddPer4)
def SetSkillAddPer4(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillAddPer4, value)
def GetSkillAddPer5(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SkillAddPer5)
def SetSkillAddPer5(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillAddPer5, value)
def GetSkillAddPer6(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SkillAddPer6)
def SetSkillAddPer6(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillAddPer6, value)
def GetSkillAddPer7(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SkillAddPer7)
def SetSkillAddPer7(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillAddPer7, value)
# 受到技能伤害减少
def GetSkillReducePer1(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SkillReducePer1)
def SetSkillReducePer1(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillReducePer1, value)
def GetSkillReducePer2(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SkillReducePer2)
def SetSkillReducePer2(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillReducePer2, value)
def GetSkillReducePer3(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SkillReducePer3)
def SetSkillReducePer3(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillReducePer3, value)
def GetSkillReducePer4(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SkillReducePer4)
def SetSkillReducePer4(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillReducePer4, value)
def GetSkillReducePer5(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SkillReducePer5)
def SetSkillReducePer5(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillReducePer5, value)
def GetSkillReducePer6(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SkillReducePer6)
def SetSkillReducePer6(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillReducePer6, value)
def GetSkillReducePer7(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SkillReducePer7)
def SetSkillReducePer7(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillReducePer7, value)
#---诛仙一击概率---
def GetZhuXianRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ZhuxianRate)
def SetZhuXianRate(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_ZhuxianRate, value)
#---诛仙护体减伤---
def GetZhuXianReducePer(curPlayer): return 0#curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ZhuXianReducePer)
def SetZhuXianReducePer(curPlayer, value): return #curPlayer.SetDict(ChConfig.Def_PlayerKey_ZhuXianReducePer, value)
## 计算功能背包物品属性
#  @param curPlayer 当前玩家
#  @param packType 背包类型
#  @param allAttrListEquip 属性列表
#  @return None
def CalcFuncPackItem(curPlayer, packType, allAttrListEquip):
    #===========================================================================
    # funcPack = curPlayer.GetItemManager().GetPack(packType)
    # equipPartIndexList = ChConfig.Pack_EquipPart_CanPlusStar.get(packType, [])
    #
    # #玩家当前可装备的装备类型
    # for equipIndex in range(0, funcPack.GetCount()):
    #
    #    curEquip = funcPack.GetAt(equipIndex)
    #    if curEquip.IsEmpty():
    #        continue
    #
    #    #计算效果
    #    for i in range(0, curEquip.GetEffectCount()):
    #        curEffect = curEquip.GetEffectByIndex(i)
    #        if not curEffect:
    #            break
    #
    #        effectID = curEffect.GetEffectID()
    #        if effectID == 0:
    #            #最后一个
    #            break
    #
    #        effectValue = curEffect.GetEffectValue(0)
    #        if not effectValue:
    #            continue
    #
    #        #添加物品效果的属性值
    #        CalcAttrDict_Type(effectID, effectValue, allAttrListEquip)
    #
    #
    #===========================================================================
    return
def GetSubSpeedPer(curPlayer): return 0
def SetSubSpeedPer(curPlayer, value): return
#-------------------------------------------------------------------------------