ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -3494,8 +3494,9 @@
        DamagePerPVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVPReduce) * fpParam.GetCftDamagePerPVPReduce() # 伤害输出计算百分比PVP减少
        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
        #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
@@ -4205,6 +4206,7 @@
        #beforeAtkInterval = curPlayer.GetAtkInterval()
        beforeMaxHP = curPlayer.GetMaxHP()
        beforeMoveSpeedValue = GetSpeedValue(curPlayer)
        beforeMaxProDef = GetMaxProDef(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):
@@ -4399,6 +4401,9 @@
        CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, skillNoFightPowerAttrList[ChConfig.CalcAttr_Battle])
        #self.PrintAttr(curPlayer, "固定层级")
        
        #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)
        
@@ -4426,6 +4431,26 @@
        GameWorld.DebugLog("End RefreshPlayerAttrStateEx!!!")
        return True
    
    # 生命转化为防护值
    def __RefreshMaxProDef(self, beforeMaxProDef):
        curPlayer = self.__Player
        if GetProDefHPPer(curPlayer) == 0:
            return
        SetMaxProDef(curPlayer, curPlayer.GetMaxHP()*GetProDefHPPer(curPlayer)/ChConfig.Def_MaxRateValue)
        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
@@ -5678,6 +5703,11 @@
        curPlayer.SetExAttr6(silverPoint)
    return
## 玩家今日已获得仙缘币
def GetTodayXianyuanCoin(curPlayer): return curPlayer.GetExAttr11()
def SetTodayXianyuanCoin(curPlayer, value): return curPlayer.SetExAttr11(value)
def AddTodayXianyuanCoin(curPlayer, addValue): return curPlayer.SetExAttr11(curPlayer.GetExAttr11() + addValue, False, True)
##VIP到期时间, 需要同步GameServer
def GetVIPExpireTime(curPlayer): return curPlayer.GetExAttr9()
def SetVIPExpireTime(curPlayer, expireTime): return curPlayer.SetExAttr9(expireTime, False, True)
@@ -5889,23 +5919,6 @@
#  @return: 威望值
def GetMergeWarRank(curPlayer):
    return 0
## 设置玩家官爵星级
#  @param curPlayer: 玩家实例
#  @param value: 星级
#  @return:
def SetOfficeStar(curPlayer, value):
    curPlayer.SetExAttr11(value)
    return
## 获取玩家玩家官爵星级
#  @param curPlayer: 玩家实例
#  @return: 星级
def GetOfficeStar(curPlayer):
    return curPlayer.GetExAttr11()
##获取可免费开启的格子数
# @param curPlayer 玩家对象
@@ -6496,17 +6509,17 @@
def GetMaxProDef(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrMaxProDef)
def SetMaxProDef(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrMaxProDef, value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_MaxProDef, value, True) # 周围玩家需要通知
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_MaxProDef, value, False) # 周围玩家需要通知
#---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)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ProDefHPPer, value, False)
    #curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ProDefHPPer, value, False)
#---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)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ProDefAbsorb, value, False)
    #curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ProDefAbsorb, value, False)
    
#---宠物攻击提升值----
def GetPetMinAtk(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrPetMinAtk)