xdh
2019-05-10 361a2492595f1e10b0aa1b164023e6784a6b9678
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -95,6 +95,7 @@
import PlayerDogz
import ChPlayer
import GMShell
import GameObj
import random
import types
@@ -352,6 +353,18 @@
    SendMail("", content, 30, playerIDList, addItemList, gold, goldPaper, silver, detail, moneySource)
    return
def SendCrossMail(serverGroupID, mailTypeKey, playerIDList, addItemList, paramList=[]):
    ## 发送跨服邮件
    if not serverGroupID:
        return
    dataMsg = {"MailTypeKey":mailTypeKey, "Player":playerIDList}
    if addItemList:
        dataMsg["Item"] = CombineMailItem(addItemList)
    if paramList:
        dataMsg["Param"] = paramList
    GameWorld.SendMsgToClientServer(ShareDefine.CrossServerMsg_SendMail, dataMsg, [serverGroupID])
    return
## 功能发放物品补偿/奖励邮件
#  @param addItemList [(itemID, itemCnt, 是否拍品), {或物品信息字典}, ...]
#  @return
@@ -370,6 +383,13 @@
    if GameWorld.IsCrossServer():
        return
    
    combineItemList = CombineMailItem(addItemList)
    cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver, detail, moneySource]
    GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMail", '%s' % (cmdList), len(str(cmdList)))
    return True
def CombineMailItem(addItemList):
    ## 合并邮件物品
    itemCountDict = {}
    combineItemList = [] # 合并后的物品列表
    for mailItem in addItemList:
@@ -399,9 +419,7 @@
    for key, itemCnt in itemCountDict.items():
        itemID, isAuctionItem = key
        combineItemList.append((itemID, itemCnt, isAuctionItem))
    cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver, detail, moneySource]
    GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMail", '%s' % (cmdList), len(str(cmdList)))
    return True
    return combineItemList
## 构建系统提示参数列表
#  @param msgParamList 信息参数列表
@@ -778,8 +796,8 @@
        return
    
    #副本中不打断
    if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
        return
    #if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
    #    return
    
    tagObj = curPlayer.GetActionObj()
    
@@ -799,10 +817,14 @@
        #GameWorld.Log("BreakPlayerCollect ->没有这个NPC", curPlayer.GetPlayerID())
        return
    
    if curNPC.GetNPCID() not in ReadChConfig.GetEvalChConfig('BreakPlayerCollectNPCIDList'):
    npcID = curNPC.GetNPCID()
    collectNPCIpyData = IpyGameDataPY.GetIpyGameDataNotLog("CollectNPC", npcID)
    if not collectNPCIpyData:
        return
    
    GameWorld.DebugLog('    采集被打断 采集物NPCID=%s' % curNPC.GetNPCID())
    if not collectNPCIpyData.GetCanBreakCollect():
        return
    #取消采集状态
    ChangePlayerAction(curPlayer, IPY_GameWorld.paNull)
    
@@ -1211,16 +1233,16 @@
    PyGameData.g_needRefreshMapServerState = True # 有玩家离开地图设置需要刷新
    
    PlayerSuccess.FinishDelayAddSuccessProgress(curPlayer, tick)
    playerID = curPlayer.GetPlayerID()
    if not isDisconnect:
        CrossPlayerData.ClearCrossSyncDataCache(curPlayer)
        PyGameData.g_fbBuyBuffTimeDict.pop(playerID, None)
    #清除地图玩家缓存
    playerID = curPlayer.GetPlayerID()
    PyGameData.g_zhuXianSkillAddPerDict.pop(playerID, None)
    PyGameData.g_zhuXianSkillReducePerDict.pop(playerID, None)
    PyGameData.g_playerFuncAttrDict.pop(playerID, None)
    PyGameData.g_playerEquipPartAttrDict.pop(playerID, None)
    PyGameData.g_equipChangeClassLVInfo.pop(playerID, None)
    return
##更新保存玩家在线时间
@@ -1593,6 +1615,18 @@
    if mapID not in ChConfig.Def_CrossMapIDList:
        return
    
    tick = GameWorld.GetGameWorld().GetTick()
    lastRequestTick = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_RequestEnterCrossServerTick)
    if lastRequestTick and tick - lastRequestTick < 5000:
        GameWorld.DebugLog("    请求进入跨服CD中!", playerID)
        NotifyCode(curPlayer, "RequestEnterCrossServerCD")
        return
    crossRegisterMap = curPlayer.NomalDictGetProperty(ChConfig.Def_PlayerKey_CrossRegisterMap)
    if crossRegisterMap:
        GameWorld.ErrLog("跨服已经在上传数据,不重复提交!crossRegisterMap=%s,mapID=%s" % (crossRegisterMap, mapID), playerID)
        return
    if GameWorld.IsCrossServer():
        GameWorld.DebugLog("跨服服务器不允许该操作!")
        return
@@ -1617,15 +1651,21 @@
        NotifyCode(curPlayer, "SingleEnterPK", [mapID])
        return
    
    tick = GameWorld.GetGameWorld().GetTick()
    for mapIDList in ChConfig.Def_FB_MapID.values():
        if mapID not in mapIDList:
            continue
    fbIpyData = FBCommon.GetFBIpyData(mapID)
    if fbIpyData:
        fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, lineID, False)
        if not fbLineIpyData:
            GameWorld.DebugLog("副本表找不到副本对应功能线路!mapID=%s,lineID=%s" % (mapID, lineID))
            return
        ret = FBCommon.CheckCanEnterFBComm(curPlayer, mapID, lineID, fbIpyData, fbLineIpyData)
        if ret != ShareDefine.EntFBAskRet_OK:
            return
        if not FBLogic.OnEnterFBEvent(curPlayer, mapID, lineID, tick):
            GameWorld.DebugLog("    OnEnterFBEvent False!", curPlayer.GetPlayerID())
            NotifyCode(curPlayer, "SingleEnterDefaul")
            return
        break
    # 需要动态分布线路的地图,发送到跨服服务器进行分配
    if mapID in ChConfig.Def_CrossDynamicLineMap:
        extendInfo = {}
@@ -1635,13 +1675,15 @@
                return
            extendInfo["BossID"] = bossID
            
        msgDict = {"PlayerID":curPlayer.GetPlayerID(), "DataMapID":mapID, "FuncLineID":lineID}
        msgDict = {"PlayerID":curPlayer.GetPlayerID(), "MapID":mapID, "FuncLineID":lineID}
        if extendInfo:
            msgDict.update(extendInfo)
        GameWorld.SendMsgToCrossServer(ShareDefine.ClientServerMsg_EnterFB, msgDict)
        return
    GY_Query_CrossRealmReg.RegisterEnterCrossServer(curPlayer, mapID)
    else:
        isSend = GY_Query_CrossRealmReg.RegisterEnterCrossServer(curPlayer, mapID, lineID=lineID)
        if not isSend:
            return
    curPlayer.SetDict(ChConfig.Def_PlayerKey_RequestEnterCrossServerTick, tick)
    return
##玩家进入副本
@@ -3481,8 +3523,6 @@
    def ClearAttr(self):
        for attrIndex in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
            value = 0
#            if attrIndex == ChConfig.TYPE_Calc_SuperHit:
#                value = ChConfig.Def_SuperHitPercent # 默认最低暴击倍值
            setattr(self, self.__AttrName % attrIndex, value)
        for attrIndex in self.__NolineAttrList:
            setattr(self, self.__AttrNameNoline % attrIndex, 0)            
@@ -3531,15 +3571,18 @@
        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) # 暴击率
        SuperHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHit) # 暴击伤害倍率
        SuperHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitReducePer) * fpParam.GetCftSuperHitReduce() # 暴击伤害减免
        SuperHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRateReduce) # 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) * fpParam.GetCftSuperHitReduce() # 暴击固定减伤
        LuckyHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRate) # 会心一击
        LuckyHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHit) # 会心一击伤害倍率
        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
        DamagePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePer) * fpParam.GetCftDamagePer() # 伤害输出计算百分比
        DamReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrDamReduce) * fpParam.GetCftDamReduce() # 伤害输出计算百分比减少, 伤害吸收
        DamagePVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVP) * fpParam.GetCftDamagePer() # PVP固定伤害
        DamagePVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVPReduce) * fpParam.GetCftDamReduce() # PVP固定减伤
        DamagePVE = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVE) * fpParam.GetCftDamagePer() # 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
@@ -3558,6 +3601,8 @@
        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
        FinalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtPer) # 最终伤害万分率
        FinalHurtReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReducePer) # 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
@@ -3566,6 +3611,12 @@
        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
        NormalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurt)
        NormalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurtPer)
        FabaoHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurt)
        FabaoHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurtPer)
        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
@@ -3887,7 +3938,7 @@
        maxLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV", 1)
        
        curPlayer.BeginRefreshState()
        befXP = curPlayer.GetXP()
        #befXP = curPlayer.GetXP()
        befLV = curPlayer.GetLV()
        befFreePoint = curPlayer.GetFreePoint()
        befBaseSTR = curPlayer.GetBaseSTR()
@@ -4295,6 +4346,8 @@
        beforeMaxHP = curPlayer.GetMaxHP()
        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):
@@ -4501,7 +4554,17 @@
        
        #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)
        # 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
@@ -4625,8 +4688,8 @@
                setAttrDict[ChConfig.AttrName_DefRate] = int(lvIpyData.GetReMiss() * attrPer) # 闪避
                setAttrDict[ChConfig.AttrName_AtkSpeed] = int(lvIpyData.GetReAtkSpeed() * attrPer) # 攻击速度
                setAttrDict[ChConfig.AttrName_SkillAtkRate] = int(lvIpyData.GetReSkillAtkRate() * attrPer) # 技能伤害比例
                setAttrDict[ChConfig.AttrName_DamagePer] = int(lvIpyData.GetReDamagePer() * attrPer) # 增加伤害
                setAttrDict[ChConfig.AttrName_DamReducePer] = int(lvIpyData.GetReDamReduce() * attrPer) # 减少伤害
                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
@@ -4961,10 +5024,7 @@
                        ChConfig.TYPE_Calc_AttrPetExpRate:GameWorld.GetGameWorld().GetExpRate(),
                        ChConfig.TYPE_Calc_HitSucessRate:ChConfig.Def_MaxRateValue,
                        ChConfig.TYPE_Calc_CurePer:ChConfig.Def_MaxRateValue,
                        #ChConfig.TYPE_Calc_SuperHit:ChConfig.Def_SuperHitPercent,
                        #ChConfig.TYPE_Calc_GreatHit:ChConfig.Def_GreatHitVal,
                        #ChConfig.TYPE_Calc_LuckyHit:ChConfig.Def_LuckyHitVal,
                        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):
@@ -5103,6 +5163,7 @@
        DoPlayerDead(curPlayer)
        
        PlayerTJG.PlayerTJGReborn(curPlayer, tick)
        GameObj.ClearPyPlayerState(curPlayer)
        return
    
    
@@ -6286,16 +6347,19 @@
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
def GetLuckyHitReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_LuckyHitReducePer)
def SetLuckyHitReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_LuckyHitReducePer, value)
## 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)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_LuckyHitReduce, value, False)
## 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)
## 致命一击伤害减免
def GetSuperHitReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SuperHitReducePer)
def SetSuperHitReducePer(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_SuperHitReducePer, value)
## 暴击伤害减免
def GetSuperHitReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SuperHitReduce)
def SetSuperHitReduce(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_SuperHitReduce, value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_SuperHitReduce, value, False)
## 无视防御伤害减免
def GetIgnoreDefReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_IgnoreDefReducePer)
@@ -6310,9 +6374,11 @@
## 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)
## 抗致命一击概率
## 抗暴击概率
def GetSuperHitRateReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SuperHitRateReduce)
def SetSuperHitRateReduce(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SuperHitRateReduce, value)
def SetSuperHitRateReduce(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_SuperHitRateReduce, value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_SuperHitRateReduce, value, False)
## 抗无视防御概率
def GetIgnoreDefRateReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_IgnoreDefRateReduce)
def SetIgnoreDefRateReduce(curPlayer, value):
@@ -6335,6 +6401,13 @@
def SetFinalHurtPer(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_FinalHurtPer, value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_FinalHurtPer, value, False)
## 最终伤害减免百分比
def GetFinalHurtReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurtReducePer)
def SetFinalHurtReducePer(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_FinalHurtReducePer, value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_FinalHurtReducePer, value, False)
## 最终固定伤害增加
def GetFinalHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurt)
def SetFinalHurt(curPlayer, value):
@@ -6497,15 +6570,22 @@
def SetSkillAtkRateReduce(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillAtkRateReduce, value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_SkillAtkRateReduce, value, False)
#---伤害输出计算百分比----
def GetDamagePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePer)
def SetDamagePer(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePer, value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_DamagePer, value, False)
#---伤害输出计算百分比对NPC附加----
def GetDamagePerPVE(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePerPVE)
def SetDamagePerPVE(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePerPVE, 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)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_DamagePVP, value, False)
#---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)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_DamagePVPReduce, value, False)
#---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)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_DamagePVE, value, False)
#---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):
@@ -6603,6 +6683,31 @@
def GetFabaoHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FabaoHurtPer)
def SetFabaoHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FabaoHurtPer, value)
# 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)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_YinjiTime, value, False)
# 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)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_YinjiCnt, value, False)
# 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)
# 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)
# 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)
# 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)
## 计算功能背包物品属性 
#  @param curPlayer 当前玩家
#  @param packType 背包类型