hch
2019-04-18 2f95eaf5e679b2b798d3fa1988636a3795656cce
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -68,7 +68,7 @@
Def_BuffValue_Count = 3     # buff记录的value个数
#游戏对象属性--------------------------------------------
Def_Calc_AllAttrType_MAX = 129
Def_Calc_AllAttrType_MAX = 130
#基本属性BUFF计算,顺序与 ObjProperty_AttrByIndex 对应,同时也为buff效果ID同步通知策划
TYPE_Calc_AttrList = (
TYPE_Calc_Metal,                        # 金 1
@@ -93,7 +93,7 @@
TYPE_Calc_SuperHitRate,                 # 暴击概率 18 
TYPE_Calc_SuperHit,                     # 暴击伤害(固定值) 19 
TYPE_Calc_SuperHitRateReduce,           # 暴击概率抗性 20
TYPE_Calc_SuperHitReducePer,            # 暴击伤害减免 21
TYPE_Calc_SuperHitReduce,            # 暴击伤害减免固定值 21
TYPE_Calc_GreatHitRate,                 # 卓越一击几率 22
TYPE_Calc_GreatHit,                     # 卓越一击伤害倍率 23
@@ -101,9 +101,9 @@
TYPE_Calc_GreatHitReducePer,            # 卓越一击伤害减免 25
TYPE_Calc_LuckyHitRate,                 # 会心一击几率 26
TYPE_Calc_LuckyHit,                     # 会心一击伤害倍率 27
TYPE_Calc_LuckyHit,                     # 会心一击伤害固定值 27
TYPE_Calc_LuckyHitRateReduce,           # 会心一击概率抗性 28
TYPE_Calc_LuckyHitReducePer,            # 会心一击伤害减免 29
TYPE_Calc_LuckyHitReduce,            # 会心一击伤害减免固定值 29
TYPE_Calc_IgnoreDefRate,                # 无视防御几率, 攻击时百分比无视目标的防御 30
TYPE_Calc_IgnoreDefRateReduce,          # 无视防御概率抗性, 受击时减少对方的无视防御属性 31
@@ -156,15 +156,15 @@
TYPE_Calc_ReduceSkillCD,                # 减技能CD
TYPE_Calc_SkillAtkRate,                 # 技能攻击比例加成
TYPE_Calc_SkillAtkRateReduce,           # 技能攻击比例减少 75
TYPE_Calc_DamagePer,                    # 伤害输出计算百分比
TYPE_Calc_AttrDamReduce,                # 减少伤害
TYPE_Calc_DamagePVP,                    # 伤害输出固定值
TYPE_Calc_DamagePVPReduce,                # 减少伤害固定值
TYPE_Calc_HurtPer,                      # 受伤计算百分比
TYPE_Calc_BleedDamage,                  # 流血伤害
TYPE_Calc_FinalHurt,                    # 最终固定伤害增加 80
TYPE_Calc_FinalHurtReduce,              # 最终固定伤害减少
TYPE_Calc_DamagePerPVP,                 # 伤害输出计算百分比PVP
TYPE_Calc_DamagePerPVPReduce,           # 伤害输出计算百分比PVP减少
TYPE_Calc_DamagePerPVE,                 # 伤害输出计算百分比PVE
TYPE_Calc_DamagePVE,                 # 伤害输出计算固定值PVE
TYPE_Calc_NPCHurtAddPer,                # 对怪物伤害加成 85
TYPE_Calc_JobAHurtAddPer,               # 目标战士伤害加成
TYPE_Calc_JobBHurtAddPer,               # 目标法师伤害加成
@@ -211,7 +211,7 @@
TYPE_Calc_NormalHurtPer,                # 普通攻击加成 
TYPE_Calc_FabaoHurt,                    # 法宝技能增伤 
TYPE_Calc_FabaoHurtPer,                 # 法宝技能加成 
TYPE_Calc_FinalHurtReducePer,           # 最终伤害减少百分比
) = range(1, Def_Calc_AllAttrType_MAX)
@@ -221,10 +221,6 @@
# 衰减递增的属性列表, 衰减递增算法: 1-(1-a1)*(1-a2);   非衰减递增算法:  a1+a2
TYPE_Calc_DeclineList = []
#TYPE_Calc_DeclineList = [TYPE_Calc_SuperHitReducePer, TYPE_Calc_LuckyHitRateReduce, TYPE_Calc_SkillAtkRateReduce,
#                         TYPE_Calc_AttrDamReduce, TYPE_Calc_DamagePerPVPReduce,
#                         TYPE_Calc_IgnoreDefRate, TYPE_Calc_IgnoreDefRateReduce, TYPE_Calc_DamChanceDef,
#                         TYPE_Calc_FaintRate, TYPE_Calc_FaintDefRate, TYPE_Calc_ProDefAbsorb]
#宠物属性列表
Def_Pet_Attr = []
@@ -1105,14 +1101,6 @@
Def_PlayerCanAttackBalk = 1
#玩家攻击距离扩大N格子
Def_PlayerAttackDistZoom = 2
#致命一击的攻击力是普通攻击的2倍
Def_SuperHitPercent = 20000
#幸运一击的攻击力相对普攻倍值
Def_LuckyHitVal = 11000
#卓越一击的攻击力相对普攻倍值
Def_GreatHitVal = 12500
#富豪一击的攻击力相对普攻倍值
Def_FuhaoHitVal = 11000
#服务器统一使用万分率(用于计算百分比 10000为100%)
Def_MaxRateValue = ShareDefine.Def_MaxRateValue
Def_AtkSpeedBase = 1000.0   # 玩家攻击速度基础标准 1000毫秒
@@ -1784,16 +1772,20 @@
Def_FBMapID_HorsePetBoss = 31200
#缥缈宝藏
Def_FBMapID_FairyTreasure = 31190
#跨服灵草园
Def_FBMapID_CrossGrasslandLing = 32040
#跨服仙草园
Def_FBMapID_CrossGrasslandXian = 32050
#注册上传跨服服务器数据后直接进入跨服服务器的地图
RegisterEnter_CrossServerMapIDList = [Def_FBMapID_CrossPenglai, Def_FBMapID_CrossDemonKing]
RegisterEnter_CrossServerMapIDList = [Def_FBMapID_CrossPenglai, Def_FBMapID_CrossDemonKing, Def_FBMapID_CrossGrasslandLing, Def_FBMapID_CrossGrasslandXian]
#跨服地图
Def_CrossMapIDList = [Def_FBMapID_CrossRealmPK, Def_FBMapID_CrossPenglai, Def_FBMapID_CrossDemonKing]
Def_CrossMapIDList = [Def_FBMapID_CrossRealmPK, Def_FBMapID_CrossPenglai, Def_FBMapID_CrossDemonKing, Def_FBMapID_CrossGrasslandLing, Def_FBMapID_CrossGrasslandXian]
#跨服分区对应地图配置表名
Def_CrossZoneMapTableName = {Def_FBMapID_CrossPenglai:"CrossPenglaiZoneMap",
                             }
#需要动态分配线路的跨服地图
Def_CrossDynamicLineMap = [Def_FBMapID_CrossDemonKing]
Def_CrossDynamicLineMap = [Def_FBMapID_CrossDemonKing, Def_FBMapID_CrossGrasslandLing, Def_FBMapID_CrossGrasslandXian]
#副本关闭时未拾取的物品邮件发放给玩家
#这里只有需要的副本才配置,不做默认逻辑,防止某些副本实际不能给导致刷物品,如麒麟之府
@@ -1885,6 +1877,7 @@
                'XMZZ':[Def_FBMapID_XMZZ], #仙魔之争
                'CrossRealmPK':[Def_FBMapID_CrossRealmPK], #跨服竞技场
                'CrossDemonKing':[Def_FBMapID_DemonKing, Def_FBMapID_CrossDemonKing], #妖王
                'CrossGrassland':[Def_FBMapID_CrossGrasslandLing, Def_FBMapID_CrossGrasslandXian], #草园
                'GatherSoul':[Def_FBMapID_GatherSoul],#聚魂副本
                'ZhuXianBoss':[Def_FBMapID_ZhuXianBoss],#诛仙BOSS
                'ZhuXianTower':[Def_FBMapID_ZhuXianTower],#诛仙塔
@@ -3010,6 +3003,8 @@
#---SetDict 玩家字典KEY,不存于数据库---
# key的长度不能超过29个字节
Def_PlayerKey_SelectObjID = "selectID"   # 锁定模式选中,不用SetActionObj
Def_PlayerKey_SelectObjType = "selectType"   # 锁定模式选中
Def_PlayerKey_NormalHurt = "NormalHurt"   # 属性普通攻击增伤:普通攻击附加的固定值伤害
Def_PlayerKey_NormalHurtPer = "NormalHurtPer"    # 属性普通攻击加成:普通攻击附加的伤害百分比
Def_PlayerKey_FabaoHurt = "FabaoHurt"    # 属性法宝技能增伤:法宝技能攻击附加的固定值伤害
@@ -3027,6 +3022,8 @@
Def_PlayerKey_CopyFuncAttr = "CopyFuncAttr%s"     # 玩家属性刷新中的计算属性缓存,便于buff刷新计算
Def_Player_RefreshAttrByBuff = "PlayerAttrByBuff"   # 玩家属性刷新功能属性缓存,便于buff刷新计算, 间隔刷新
Def_PlayerKey_ClientCustomScene = "ClientCustomScene"     # 客户端自定义场景状态
Def_PlayerKey_ClientCustomSceneMapID = "ClientCustomSceneMapID"     # 客户端自定义场景地图ID
Def_PlayerKey_ClientCustomSceneLineID = "ClientCustomSceneLineID"     # 客户端自定义场景功能线路ID
Def_PlayerKey_ChangeMapID = "ChangeMapID"     # 请求切换的地图ID
Def_PlayerKey_ResetFBLinePosX = "ResetFBLinePosX"     # 请求切换副本多合一地图功能线路ID
Def_PlayerKey_ResetFBLinePosY = "ResetFBLinePosY"     # 请求切换副本多合一地图功能线路ID
@@ -3107,8 +3104,9 @@
Def_PlayerKey_AttrComboDamPer = "ComboDamPer"        #连击伤害
Def_PlayerKey_SkillAtkRateReduce = "SkillAtkRateReduce"    #技能攻击比例减少
Def_PlayerKey_AttrDropEquipPer = "DropEquipPer"    #装备掉率
Def_PlayerKey_AttrDamagePer = "DamagePer"    #伤害输出计算百分比
Def_PlayerKey_AttrDamagePerPVE = "DamagePerPVE"    #伤害输出计算百分比PVE
Def_PlayerKey_AttrDamagePVP = "DamagePVP"    #PVP固定伤害输出
Def_PlayerKey_AttrDamagePVPReduce = "DamagePVPReduce"    #PVP固定伤害减少
Def_PlayerKey_AttrDamagePVE = "DamagePVE"    #伤害输出计算固定值PVE
Def_PlayerKey_AttrDamagePerPVP = "DamagePerPVP"    #伤害输出计算百分比PVP
Def_PlayerKey_AttrDamagePerPVPReduce = "DamagePerPVPReduce"    #伤害输出计算百分比PVP减少
Def_PlayerKey_AttrHurtPer = "AttrHurtPer"    #受伤计算百分比
@@ -3156,13 +3154,13 @@
Def_PlayerKey_JobAAtkReducePer = "JobAAtkReducePer"  # 战士攻击伤害减免
Def_PlayerKey_JobBAtkReducePer = "JobBAtkReducePer"  # 法师攻击伤害减免
Def_PlayerKey_JobCAtkReducePer = "JobCAtkReducePer"  # 弓手攻击伤害减免
Def_PlayerKey_LuckyHitReducePer = "LuckyHitReducePer"  # 会心一击伤害减免
Def_PlayerKey_LuckyHitReduce = "LuckyHitReduce"  # 会心一击伤害减免固定值
Def_PlayerKey_GreatHitReducePer = "GreatHitReducePer"  # 卓越一击伤害减免
Def_PlayerKey_SuperHitReducePer = "SuperHitReducePer"  # 致命一击伤害减免
Def_PlayerKey_SuperHitReduce = "SuperHitReduce"  # 暴击伤害减免固定值
Def_PlayerKey_IgnoreDefReducePer = "IgnoreDefReducePer"  # 无视防御伤害减免
Def_PlayerKey_LuckyHitRateReduce = "LuckyHitRateReduce"  # 抗会心一击概率
Def_PlayerKey_GreatHitRateReduce = "GreatHitRateReduce"  # 抗卓越一击概率
Def_PlayerKey_SuperHitRateReduce = "SuperHitRateReduce"  # 抗致命一击概率
Def_PlayerKey_SuperHitRateReduce = "SuperHitRateReduce"  # 抗暴击概率
Def_PlayerKey_IgnoreDefRateReduce = "IgnoreDefRateReduce"  # 抗无视防御概率
Def_PlayerKey_LastHurtValue = "LastHurtValue" # 最后一次伤害值
Def_PlayerKey_LastHurtNPCObjID = "LastHurtNPCObjID" # 最后攻击的NPCObjID
@@ -3170,6 +3168,7 @@
Def_PlayerKey_ReduceSkillCDPer = "ReduceSkillCDPer" # 减技能CD万分率
Def_PlayerKey_CommMapExpRate = "CommMapExpRate" # 常规地图经验倍率加成
Def_PlayerKey_FinalHurtPer = "FinalHurtPer" # 最终伤害百分比
Def_PlayerKey_FinalHurtReducePer = "FHReducePer" # 最终伤害减免百分比
Def_PlayerKey_FuhaoHitRate = "FuhaoHitRate" # 富豪一击概率
Def_PlayerKey_FinalHurt = "FinalHurt" # 最终固定伤害增加
Def_PlayerKey_BleedDamage = "BleedDamage" # 流血伤害
@@ -3330,6 +3329,7 @@
Def_Player_Dict_FBFirstEnterRecord = "FBFEntRec"  # 记录副本是否参与过,按位0 1 存储表示
Def_FBStar_MaxKeyCnt = 5 # 暂时每个副本ID支持9*5个lineID记录
Def_Player_Dict_ReqFBFuncLine = "ReqFBFuncLine" # 请求进入的副本功能线路
Def_Player_Dict_ReqCrossFBFuncLine = "ReqCrossFBFuncLine" # 请求进入跨服的副本功能线路
Def_Player_Dict_TeamFBAverageLV = "TeamFBAverageLV" # 请求进入的组队副本平均等级, 临时用,进入副本设置完后删除
Def_Player_Dict_TeamFBMaxLV = "TeamFBMaxLV" # 请求进入的组队副本最大等级, 临时用,进入副本设置完后删除
Def_Player_Dict_TeamFBPlayerCnt = "TeamFBPlayerCnt" # 请求进入的组队副本玩家个数, 临时用,进入副本设置完后删除
@@ -3448,7 +3448,8 @@
Def_PDict_KillPlayerAddActive = "KillPlayerAddActiveByDay"  # 杀人每日获得活跃度
Def_PDict_LoginDayCnt = "PLoginDayCnt"  # 累计登陆天数
Def_PDict_LoginDayAward = "PLoginDayAward"  # 累计登陆领取情况
Def_PDict_CollNpcIDCollTime = "CollNpcIDCollTime_%s"   # 采集NPCID对应每日对应采集次数,%sNPCID
Def_PDict_CollNpcIDCollTime = "NPCIDCollTime_%s"   # 采集NPCID对应每日对应采集次数,%sNPCID
Def_PDict_CollNpcIDCollTimeTotal = "NPCIDCollTimeTotal_%s"   # 采集NPCID对应对应采集总次数,%sNPCID
Def_PDict_ShopItemDayBuyCnt = "ShopItemDayBuyCnt_%s"   # 商店NPC商品已购买次数,itemIndex
Def_PDict_ShopItemStartTime = "ShopItemStartTime_%s"   # 神秘限购商品开卖时间,itemIndex
Def_PDict_MysticalShopGoods = "MysticalShopGoods_%s"   # 神秘商店商品ID,索引
@@ -3486,6 +3487,7 @@
Def_PDict_RecoverGainLastTime = "RecoverGainLastTime" # 上一次资源找回时的时间
Def_PDict_NPCKillCount = "NPCKillCount_%s"   # NPC已击杀次数, 参数(NPCID) CCBBAA, AA存储公共装备次数,BB存储公共ID次数,CC存储私有次数
Def_PDict_NPCAttackCount = "NPCAttackCount_%s"   # NPC已攻击次数, 参数(NPCID)
Def_PDict_RedPacketInviteGet = "RedPacketInviteGet"  # 红包邀请领取
Def_PDict_RedPacketGetState = "RedPacketGetState"  # 红包领取状态
@@ -3943,8 +3945,8 @@
AttrName_PoisonDef = "PoisonDef"    # 毒防
AttrName_ThunderDef = "ThunderDef"  # 雷防
AttrName_WindDef = "WindDef"  # 风攻
AttrName_DamReducePer = "DamReduce"  # 伤害吸收
AttrName_DamagePer = "DamagePer"  # 增加伤害
AttrName_DamagePVPReduce = "DamagePVPReduce"  # PVP固定减伤
AttrName_DamagePVP = "DamagePVP"  # pvp固定伤害
AttrName_Speed = "Speed"    # 移动速度
AttrName_BothAtk = "BothAtk"    # 双攻物魔
AttrName_Hit = "Hit"    # 命中
@@ -3952,7 +3954,7 @@
AttrName_GreatHitRate = "GreatHitRate"    # 卓越一击几率
AttrName_GreatHit = "GreatHit"    # 卓越一击伤害倍率
AttrName_LuckyHitRate = "LuckyHitRate"    # 会心一击几率
AttrName_LuckyHit = "LuckyHit"    # 会心一击伤害倍率
AttrName_LuckyHit = "LuckyHit"    # 会心一击伤害固定值
AttrName_IgnoreDefRate = "IgnoreDefRate"    # 无视防御几率
AttrName_AtkSpeed = "AtkSpeed"    # 攻击速度
AttrName_ReduceSkillCD = "ReduceSkillCD"    # 减技能CD值
@@ -3969,8 +3971,8 @@
AttrName_GameExpRate = "GameExpRate"  # 游戏事件经验倍率
AttrName_SkillAtkRate = "SkillAtkRate"  # 技能伤害加成 (用作伤害加成)
AttrName_AtkBackHPPer = "AtkBackHPPer"    # 攻击回复血量比率
AttrName_SuperHit = "SuperHit"  # 致命一击伤害
AttrName_SuperHitRate = "SuperHitRate"  # 致命一击概率
AttrName_SuperHit = "SuperHit"  # 暴击伤害固定值
AttrName_SuperHitRate = "SuperHitRate"  # 暴击概率
AttrName_NPCHurtAddPer = "NPCHurtAddPer"  # 对怪物伤害加成
AttrName_JobAHurtAddPer = "JobAHurtAddPer"  # 目标战士伤害加成
AttrName_JobBHurtAddPer = "JobBHurtAddPer"  # 目标法师伤害加成
@@ -3979,13 +3981,13 @@
AttrName_JobAAtkReducePer = "JobAAtkReducePer"  # 战士攻击伤害减免
AttrName_JobBAtkReducePer = "JobBAtkReducePer"  # 法师攻击伤害减免
AttrName_JobCAtkReducePer = "JobCAtkReducePer"  # 弓手攻击伤害减免
AttrName_LuckyHitReducePer = "LuckyHitReducePer"  # 会心一击伤害减免
AttrName_LuckyHitReduce = "LuckyHitReduce"  # 会心一击伤害减免固定值
AttrName_GreatHitReducePer = "GreatHitReducePer"  # 卓越一击伤害减免
AttrName_SuperHitReducePer = "SuperHitReducePer"  # 致命一击伤害减免
AttrName_SuperHitReduce = "SuperHitReduce"  # 暴击伤害减免固定值
AttrName_IgnoreDefReducePer = "IgnoreDefReducePer"  # 无视防御伤害减免
AttrName_LuckyHitRateReduce = "LuckyHitRateReduce"  # 抗会心一击概率
AttrName_GreatHitRateReduce = "GreatHitRateReduce"  # 抗卓越一击概率
AttrName_SuperHitRateReduce = "SuperHitRateReduce"  # 抗致命一击概率
AttrName_SuperHitRateReduce = "SuperHitRateReduce"  # 抗暴击概率
AttrName_IgnoreDefRateReduce = "IgnoreDefRateReduce"  # 抗无视防御概率
AttrName_FinalHurtPer = "FinalHurtPer"  # 最终伤害百分比
AttrName_FuhaoHitRate = "FuhaoHitRate"  # 富豪一击概率
@@ -4015,7 +4017,7 @@
    ShareDefine.Def_Effect_Miss:[[TYPE_Calc_AttrMiss], False, TYPE_Linear],
    ShareDefine.Def_Effect_SuperHitRate:[[TYPE_Calc_SuperHitRate], False, TYPE_Linear],
    ShareDefine.Def_Effect_SuperHit:[[TYPE_Calc_SuperHit], False, TYPE_Linear],
    ShareDefine.Def_Effect_SuperHitReduce:[[TYPE_Calc_SuperHitReducePer], False, TYPE_Linear],
    ShareDefine.Def_Effect_SuperHitReduce:[[TYPE_Calc_SuperHitReduce], False, TYPE_Linear],
    ShareDefine.Def_Effect_Hit:[[TYPE_Calc_AttrHit], False, TYPE_Linear],
    ShareDefine.Def_Effect_MinAtk:[[TYPE_Calc_AttrATKMin], False, TYPE_Linear],
    ShareDefine.Def_Effect_MaxAtk:[[TYPE_Calc_AttrATKMax], False, TYPE_Linear],
@@ -4070,7 +4072,7 @@
    AttrName_GreatHit:[[TYPE_Calc_GreatHit], False, TYPE_Linear],
    AttrName_LuckyHitRate:[[TYPE_Calc_LuckyHitRate], False, TYPE_Linear],
    AttrName_LuckyHit:[[TYPE_Calc_LuckyHit], False, TYPE_Linear],
    AttrName_LuckyHitReducePer:[[TYPE_Calc_LuckyHitReducePer], False, TYPE_Linear],
    AttrName_LuckyHitReduce:[[TYPE_Calc_LuckyHitReduce], False, TYPE_Linear],
    AttrName_LuckyHitRateReduce:[[TYPE_Calc_LuckyHitRateReduce], False, TYPE_Linear],
    AttrName_IgnoreDefRate:[[TYPE_Calc_IgnoreDefRate], False, TYPE_Linear],
    AttrName_IgnoreDefRateReduce:[[TYPE_Calc_IgnoreDefRateReduce], False, TYPE_Linear],
@@ -4092,8 +4094,8 @@
    ShareDefine.Def_Effect_FaintDefRate:[[TYPE_Calc_FaintDefRate], False, TYPE_Linear],
    ShareDefine.Def_Effect_SkillAtkRate:[[TYPE_Calc_SkillAtkRate], False, TYPE_Linear],
    ShareDefine.Def_Effect_SkillAtkRateReduce:[[TYPE_Calc_SkillAtkRateReduce], False, TYPE_Linear],
    ShareDefine.Def_Effect_DamagePer:[[TYPE_Calc_DamagePer], False, TYPE_Linear],
    ShareDefine.Def_Effect_DamReducePer:[[TYPE_Calc_AttrDamReduce], False, TYPE_Linear],
    ShareDefine.Def_Effect_DamagePVP:[[TYPE_Calc_DamagePVP], False, TYPE_Linear],
    ShareDefine.Def_Effect_DamagePVPReduce:[[TYPE_Calc_DamagePVPReduce], False, TYPE_Linear],
    ShareDefine.Def_Effect_DamagePerPVP:[[TYPE_Calc_DamagePerPVP], False, TYPE_Linear],
    ShareDefine.Def_Effect_DamagePerPVPReduce:[[TYPE_Calc_DamagePerPVPReduce], False, TYPE_Linear],
    ShareDefine.Def_Effect_ComboRate:[[TYPE_Calc_ComboRate], False, TYPE_Linear],
@@ -4120,12 +4122,12 @@
    AttrName_JobBAtkReducePer:[[TYPE_Calc_JobBAtkReducePer], False, TYPE_Linear],
    AttrName_JobCAtkReducePer:[[TYPE_Calc_JobCAtkReducePer], False, TYPE_Linear],
    AttrName_GreatHitReducePer:[[TYPE_Calc_GreatHitReducePer], False, TYPE_Linear],
    AttrName_SuperHitReducePer:[[TYPE_Calc_SuperHitReducePer], False, TYPE_Linear],
    AttrName_SuperHitReduce:[[TYPE_Calc_SuperHitReduce], False, TYPE_Linear],
    AttrName_GreatHitRateReduce:[[TYPE_Calc_GreatHitRateReduce], False, TYPE_Linear],
    AttrName_SuperHitRateReduce:[[TYPE_Calc_SuperHitRateReduce], False, TYPE_Linear],
    ShareDefine.Def_Effect_SuperHitRateReduce:[[TYPE_Calc_SuperHitRateReduce], False, TYPE_Linear],
    AttrName_DamReducePer:[[TYPE_Calc_AttrDamReduce], False, TYPE_Linear],
    AttrName_DamagePer:[[TYPE_Calc_DamagePer], False, TYPE_Linear],
    AttrName_DamagePVPReduce:[[TYPE_Calc_DamagePVPReduce], False, TYPE_Linear],
    AttrName_DamagePVP:[[TYPE_Calc_DamagePVP], False, TYPE_Linear],
    AttrName_FinalHurtPer:[[TYPE_Calc_FinalHurtPer], False, TYPE_Linear],
    AttrName_FuhaoHitRate:[[TYPE_Calc_FuhaoHitRate], False, TYPE_Linear],
    ShareDefine.Def_Effect_FinalHurt:[[TYPE_Calc_FinalHurt], False, TYPE_Linear],
@@ -4152,15 +4154,25 @@
    ShareDefine.Def_Effect_ProDefAbsorb:[[TYPE_Calc_ProDefAbsorb], False, TYPE_Linear],
    ShareDefine.Def_Effect_OnlyFinalHurt:[[TYPE_Calc_OnlyFinalHurt], False, TYPE_Linear],
    ShareDefine.Def_Effect_PVPAtkBackHP:[[TYPE_Calc_PVPAtkBackHP], False, TYPE_Linear],
    ShareDefine.Def_Effect_NormalHurt:[[TYPE_Calc_NormalHurt], False, TYPE_Linear],
    ShareDefine.Def_Effect_NormalHurtPer:[[TYPE_Calc_NormalHurtPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_FabaoHurt:[[TYPE_Calc_FabaoHurt], False, TYPE_Linear],
    ShareDefine.Def_Effect_FabaoHurtPer:[[TYPE_Calc_FabaoHurtPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_SuperHitRateReduce:[[TYPE_Calc_SuperHitRateReduce], False, TYPE_Linear], # 暴击概率抗性
    ShareDefine.Def_Effect_LuckyHitReduce:[[TYPE_Calc_LuckyHitReduce], False, TYPE_Linear],# 会心一击伤害固定减伤
    ShareDefine.Def_Effect_DamagePVE:[[TYPE_Calc_DamagePVE], False, TYPE_Linear],  # PVE固定伤害
    ShareDefine.Def_Effect_FinalHurtPer:[[TYPE_Calc_FinalHurtPer], False, TYPE_Linear],   # 最终伤害万分率
    ShareDefine.Def_Effect_FinalHurtReducePer:[[TYPE_Calc_FinalHurtReducePer], False, TYPE_Linear],   # 最终伤害减少万分
    #战斗非线性
    ShareDefine.Def_Effect_SuperHitPer:[[TYPE_Calc_SuperHit], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_LuckyHitPer:[[TYPE_Calc_LuckyHit], False, TYPE_NoLinear], # 会心一击伤害百分比
    ShareDefine.Def_Effect_MaxHPPer:[[TYPE_Calc_AttrMaxHP], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_DefPer:[[TYPE_Calc_AttrDEF], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_HitRate:[[TYPE_Calc_AttrHit], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_MissRate:[[TYPE_Calc_AttrMiss], False, TYPE_NoLinear],
    #ShareDefine.Def_Effect_AddMAtkByPer:[[TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_AddAtkByPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_SuperHitPer:[[TYPE_Calc_SuperHit], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_SpeedPer:[[TYPE_Calc_AttrSpeed], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_LuckPer:[[TYPE_Calc_Luck], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_IceAtkPer:[[TYPE_Calc_AttrIceAtk], False, TYPE_NoLinear],
@@ -4383,7 +4395,7 @@
TriggerType_AttackOverPassive, # 攻击(对敌技能)后被动技能被触发在其他被动效果处理后调用,触发顺序原因 47
TriggerType_Buff_BeAttackSubLayer,  # BUFF类:被攻击减buff层,0消失 48
TriggerType_OneDamage,   # 伤害降低到1点 49
TriggerType_LuckyHit, # 会心一击时增加会心伤害百分比 50
TriggerType_LuckyHit, # 会心一击时增加会心伤害固定值 50
TriggerType_ChangeHurtToHP, # 把受到伤害的xx%转化为生命值 51
TriggerType_AddLayer, # BUFF层级增加时 52
TriggerType_ForbidenCure, # 禁止治疗 53
@@ -4408,9 +4420,6 @@
TriggerType_IsDealy,    # 是否触发致命一击 72 暂且理解为和概率是独立,有新概念产生则重定义  
) = range(1, 73)
# NPC功能类型定义
Def_NPCFuncType_Goblin = 70 # 盗宝哥布林
#不可以佩戴翅膀的地图
CanNotWearWingMapIDList = []
@@ -4515,6 +4524,7 @@
Def_Cost_MysteryShopRefresh, # 神秘商店刷新
Def_Cost_AuctionBid, # 拍卖行竞价
Def_Cost_BuyDailyActionCnt, # 购买活动次数
Def_Cost_FBBuyBuff, # 副本买buff
#-----------以下为暂时没用的,先不删除,如有新增消费点则放在这些之前------------
Def_Cost_RefreshArrestTask, # 刷新悬赏任务
Def_Cost_OffLineExp, # 兑换离线经验
@@ -4527,7 +4537,7 @@
Def_Cost_Trade, # 交易
Def_Cost_Rename, # 改名
Def_Cost_SkillLvUp, # 技能升级
) = range(2000, 2000 + 57)
) = range(2000, 2000 + 58)
Def_Cost_Reason_SonKey = "reason_name_son" # 消费点原因子类说明key
@@ -4606,6 +4616,7 @@
Def_Cost_MysteryShopRefresh:"MysteryShopRefresh",
Def_Cost_AuctionBid:"AuctionBid",
Def_Cost_BuyDailyActionCnt:"BuyDailyActionCnt",
Def_Cost_FBBuyBuff:"FBBuyBuff",
}
## -----------------------------------------------------