ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
@@ -351,7 +351,10 @@
    maxLuck = max(luckyValueList) if luckyValueList else 0 # 满幸运值
    updLuck = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureLuck % (treasureType)) # 当前幸运值
    GameWorld.DebugLog("updLuck=%s,maxLuck=%s,setLuckyGridNum=%s,luckyItemRateDict=%s" % (updLuck, maxLuck, setLuckyGridNum, luckyItemRateDict), playerID)
    if treasureType in TreasureType_HeroCallList and not PlayerGoldInvest.GetInvestState(curPlayer, ChConfig.InvestType_Life):
        addLuck = 0
        GameWorld.DebugLog("终身卡未开通,武将招募不增加幸运", playerID)
    curTreasureCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCount % (treasureType)) # 当前已寻宝次数
    updTreasureCount = curTreasureCount
    
@@ -418,7 +421,6 @@
            
    # 单抽产出优先级: 幸运物品 > 必出 > 保底 > 普通
    # 连抽没有优先级限制,只要满足条件即可产出
    luckyOut = False # 幸运物品理论产出状态,不一定是真实产出,可能受终身卡限制
    getGridResult = []
    for tIndex in range(treasureCount):
        updLuck = min(updLuck + addLuck, maxLuck)
@@ -448,13 +450,9 @@
            
        # 满幸运必出
        if not curRateList and stageLuck and updLuck >= stageLuck and luckItemRateList:
            luckyOut = True
            if treasureType in TreasureType_HeroCallList and not PlayerGoldInvest.GetInvestState(curPlayer, ChConfig.InvestType_Life):
                GameWorld.DebugLog("    【满幸运必出饼图】: 终身卡未开通,武将招募幸运不产出", playerID)
            else:
                curRateList = GetRemoveLimitGridRateList(luckItemRateList, gridNumCountInfo, gridNumMaxLimitInfo)
                GameWorld.DebugLog("    【满幸运必出饼图】: %s" % curRateList, playerID)
            curRateList = GetRemoveLimitGridRateList(luckItemRateList, gridNumCountInfo, gridNumMaxLimitInfo)
            GameWorld.DebugLog("    【满幸运必出饼图】: %s" % curRateList, playerID)
        # 次数必出
        if not curRateList and updTreasureCount in beSureCountDict:
            besureGridRateList = beSureCountDict[updTreasureCount]
@@ -493,16 +491,12 @@
            
            getGridResult.append(gridNum)
            GameWorld.DebugLog("    本次产出: gridNum=%s, %s, doCount=%s" % (gridNum, getGridResult, doCount), playerID)
            if gridNum in luckyGridNumList or luckyOut:
                luckyOut = False
            if gridNum in luckyGridNumList and addLuck:
                if gridNum == setLuckyGridNum or updLuck >= maxLuck:
                    updLuck = 0
                else:
                    updLuck = stageLuck # 直接切换到下一阶段幸运
                if gridNum in luckyGridNumList:
                    GameWorld.DebugLog("    【产出幸运格子】: gridNum=%s,updLuck=%s" % (gridNum, updLuck), playerID)
                else:
                    GameWorld.DebugLog("    【理论产出幸运格子,实际没有产出】: gridNum=%s,updLuck=%s,luckyGridNumList=%s" % (gridNum, updLuck, luckyGridNumList), playerID)
                GameWorld.DebugLog("    【产出幸运格子】: gridNum=%s,updLuck=%s" % (gridNum, updLuck), playerID)
            if wishLibID:
                GameWorld.DebugLog("    【产出的是心愿库物品】: gridNum=%s,wishLibID=%s" % (gridNum, wishLibID), playerID)