ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py
@@ -27,7 +27,6 @@
import ItemControler
import IPY_GameWorld
import NetPackCommon
import PlayerBeauty
import PlayerArena
import PlayerLLMJ
import ItemCommon
@@ -128,12 +127,7 @@
            break
        if baseUpper <= 0:
            continue
        dropUpper = baseUpper
        addPer = 0
        addPer += PlayerBeauty.GetBeautyEffInfo(curPlayer, PlayerBeauty.EffType_BootyPer)[0] # 战利品上限提高百分比
        if addPer:
            dropUpper = int(baseUpper * (100 + addPer) / 100.0)
            GameWorld.DebugLog("红颜提高战利品掉落上限: itemID=%s,baseUpper=%s,addPer=%s,dropUpper=%s" % (itemID, baseUpper, addPer, dropUpper))
        dropUpper = PlayerControl.GetBootyUpper(curPlayer, itemID, baseUpper)
        todyDropCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_BootyDropToday % itemID)
        if todyDropCnt >= dropUpper:
            GameWorld.DebugLog("战利品已达今日掉落上限! itemID=%s,todyDropCnt=%s >= %s" % (itemID, todyDropCnt, dropUpper), playerID)
@@ -262,12 +256,15 @@
    dropAppointEquipDict = IpyGameDataPY.GetFuncEvalCfg("MainDropAppoint", 1, {})
    appointDropCntMax = max(dropAppointEquipDict) if dropAppointEquipDict else 0
    
    lastSureOutNeed = ipyData.GetLastSureOutNeed() # 最后一档保底必出
    for index in range(dropEquipCnt):
        bossType = bossTypeList[index % len(bossTypeList)]
        if bossType not in bossTypeDropRateDict:
            continue
        colorRateList = bossTypeDropRateDict.get(bossType, [])
        GameWorld.DebugLog("bossType=%s,colorRateList=%s,totalRate=%s" % (bossType, colorRateList, totalRate), playerID)
        lastColorEquipLucky = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_LastColorEquipLucky)
        GameWorld.DebugLog("lastColorEquipLucky=%s/%s,bossType=%s,colorRateList=%s,totalRate=%s" % (lastColorEquipLucky, lastSureOutNeed, bossType, colorRateList, totalRate), playerID)
        
        setAttrDict = None
        appointDropEquipCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AppointDropEquipCnt) + 1
@@ -283,7 +280,14 @@
                setAttrDict[ShareDefine.Def_CItemKey_AppointID] = appointID
            GameWorld.DebugLog("定制掉落第%s次: equipID=%s,setAttrDict=%s" % (appointDropEquipCnt, randEquipID, setAttrDict))
        else:
            itemColor = GameWorld.GetResultByRandomList(colorRateList)
            lastColor = colorRateList[-1][1]
            if lastSureOutNeed and lastColorEquipLucky >= lastSureOutNeed:
                itemColor = lastColor
                GameWorld.DebugLog("保底必出最后一档品质: %s,lastColorEquipLucky=%s/%s" % (itemColor, lastColorEquipLucky, lastSureOutNeed))
            else:
                itemColor = GameWorld.GetResultByRandomList(colorRateList)
            if itemColor == lastColor or not lastSureOutNeed:
                lastColorEquipLucky = 0
            if not itemColor:
                continue
            equipIDList = NPCCommon.__GetEquipIDList(0, color=itemColor, placeList=ChConfig.Def_MainEquipPlaces, findType="MainEquipDrop")
@@ -298,6 +302,8 @@
        #GameWorld.DebugLog("掉落装备: randEquipID=%s,%s" % (randEquipID, curItem.GetGUID()), playerID)
        if not ItemControler.DoLogic_PutItemInPack(curPlayer, curItem, packIndexList=[IPY_GameWorld.rptIdentify]):
            continue
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_LastColorEquipLucky, lastColorEquipLucky)
        
        unXiantaoCntEquip -= dropOneNeed
        PlayerControl.SetUnXiantaoCntEquip(curPlayer, unXiantaoCntEquip)
@@ -452,6 +458,21 @@
    if not moneyType or not moneyBase:
        return
    
    # 砍树类主线装备独立流向规则:暂时只记录分解,按祝福树对应品质列表记录
    treeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreeLV)
    ipyData = IpyGameDataPY.GetIpyGameData("TreeLV", treeLV)
    needRecordColorMin = 0
    if ipyData:
        lastColorCnt = IpyGameDataPY.GetFuncCfg("ItemRecordEquip", 1) # 有产出的最后几个品质需要记录
        equipColorRateList = ipyData.GetEquipColorRateList()
        lastColor = len(equipColorRateList)
        for colorRate in equipColorRateList[::-1]:
            if colorRate:
                break
            lastColor -= 1
        needRecordColorMin = lastColor - lastColorCnt + 1
        #GameWorld.DebugLogEx("treeLV=%s,rateLen=%s,lastColor=%s,needRecordColorMin=%s", treeLV, len(equipColorRateList), lastColor, needRecordColorMin, playerID)
    decomposeMoney = moneyBase
    mjExPer, exRemain = PlayerLLMJ.GetAddDecomposePer(curPlayer)
    mjEx = int(decomposeMoney * mjExPer / 100.0)
@@ -483,7 +504,8 @@
        GameWorld.DebugLog("    itemIndex=%s,decomposeMoney=%s,mjEx=%s,exRemain=%s,总:%s" 
                           % (itemIndex, decomposeMoney, mjEx, exRemain, moneyTotal), playerID)
        
        ItemCommon.DelItem(curPlayer, curEquip, curEquip.GetCount(), True, ChConfig.ItemDel_EquipDecompose)
        isForceDR = curEquip.GetItemColor() >= needRecordColorMin # 记录分解流向
        ItemCommon.DelItem(curPlayer, curEquip, curEquip.GetCount(), True, ChConfig.ItemDel_EquipDecompose, isForceDR=isForceDR)
        decomposeCnt += 1
        
    if not moneyTotal: