hch
2019-05-20 80cec3121d7ea24123404d2b0dc95c603b780bcd
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)
    
@@ -1220,6 +1242,7 @@
    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
@@ -1592,6 +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
@@ -1626,15 +1661,11 @@
        if ret != ShareDefine.EntFBAskRet_OK:
            return
        
    tick = GameWorld.GetGameWorld().GetTick()
    for mapIDList in ChConfig.Def_FB_MapID.values():
        if mapID not in mapIDList:
            continue
        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 = {}
@@ -1644,13 +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, lineID=lineID)
    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
@@ -3430,7 +3463,7 @@
        raise Exception('玩家获得升级属性点异常, curLV = %s PlayerID = %s' % (curLV, curPlayerID))
        return
    
    return int(addPoint)
    return int(addPoint) + GetFabaoAddPoint(curPlayer)
def GetAllPointByLV(curPlayer):
    ##获取当前等级可得到属性点数
@@ -3440,16 +3473,23 @@
        return 0
    # 初始点+升级点+境界点
    setFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2)
    fabaoAddPoint = GetFabaoAddPoint(curPlayer)
    addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
    for rangLVs, point in addPointDict.items():
        if curLV < rangLVs[0]:
            continue
        setFreePoint += point * (min(curLV, rangLVs[1]) - rangLVs[0] + 1)
        setFreePoint += (point + fabaoAddPoint) * (min(curLV, rangLVs[1]) - rangLVs[0] + 1)
    
    #境界提升点数
    setFreePoint += curPlayer.GetOfficialRank() * IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 3)
    return setFreePoint
def GetFabaoAddPoint(curPlayer):
    #法宝额外增加玩家每级获得的灵根点
    mwID = IpyGameDataPY.GetFuncCfg('FabaoAddPoint', 1)
    if not PlayerMagicWeapon.GetIsActiveMagicWeapon(curPlayer, mwID, lv=1):
        return 0
    return IpyGameDataPY.GetFuncCfg('FabaoAddPoint', 2)
def DoAddPointOpen(curPlayer):
    '''加点功能开启'''
@@ -3529,7 +3569,7 @@
            attrName = self.__AttrName % attrIndex
            setattr(self, attrName, getattr(self, attrName) + value)
    
    def GetModuleFightPower(self, fpParam):
    def GetModuleFightPower(self, fpParam, job):
        MaxHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrMaxHP) # 最大血量
        MinAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrATKMin) # 最小攻击
        MaxAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrATKMax) # 最大攻击
@@ -3541,17 +3581,15 @@
        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
        SuperHitPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitPer) # 暴击伤害万分率加成
        LuckyHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRate) # 会心一击
        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
        LuckyHitPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitPer) # 会心一击伤害百分比
        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
        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
        DamagePVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVP)  # PVP固定伤害
        DamagePVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVPReduce)  # PVP固定减伤
        DamagePVE = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVE)  # 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
@@ -3581,6 +3619,12 @@
        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
        #MaxProDef = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_MaxProDef) # 最大防护值
@@ -3594,6 +3638,10 @@
        #其他需作为公式参数的系数
        AtkSpeedParameter = fpParam.GetCftAtkSpeed()
        LuckyHitParameter = fpParam.GetCftLuckyHit()
        diffAttrDict = self.__GetAttrFightPowerParamDiff(job)
        for paramName, diffValue in diffAttrDict.items():
            exec("%s = max(0, %s - %s)" % (paramName, paramName, diffValue))
            
        #获取策划配置的表格
        FightpowerFormula = IpyGameDataPY.GetFuncCfg("FightpowerFormula")
@@ -3605,6 +3653,26 @@
            totalFightPower = ShareDefine.Def_UpperLimit_DWord
        return totalFightPower
        
    def __GetAttrFightPowerParamDiff(self, job):
        ## 战力计算属性参数与实际属性差值
        #角色基础模块某些属性不计算战力
        if self.mfpType != ShareDefine.Def_MFPType_Role:
            return {}
        roleBaseAttrDict = IpyGameDataPY.GetFuncEvalCfg("CreatRoleBaseAttr", 1)
        notFightPowerEffIDNameDict = IpyGameDataPY.GetFuncEvalCfg("CreatRoleBaseAttr", 2)
        if job not in roleBaseAttrDict:
            return {}
        diffAttrDict = {}
        jobBaseAttrDict = roleBaseAttrDict[job]
        for attrID, paramName in notFightPowerEffIDNameDict.items():
            if attrID not in jobBaseAttrDict:
                continue
            diffAttrDict[paramName] = jobBaseAttrDict[attrID]
        return diffAttrDict
    def GetMFPAttrStr(self):
        attrStr = ""
        for attrIndex in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
@@ -3901,7 +3969,7 @@
        maxLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV", 1)
        
        curPlayer.BeginRefreshState()
        befXP = curPlayer.GetXP()
        #befXP = curPlayer.GetXP()
        befLV = curPlayer.GetLV()
        befFreePoint = curPlayer.GetFreePoint()
        befBaseSTR = curPlayer.GetBaseSTR()
@@ -4048,15 +4116,18 @@
        #GameWorld.DebugLog("等级加属性: %s" % allAttrList)
        
        # 属性点属性
        pointValueInfo = {ShareDefine.Def_Effect_Metal:[lambda curObj:GetMetal(curObj), lambda curObj, value:SetMetalQualityLV(curObj, value)],
                          ShareDefine.Def_Effect_Wood:[lambda curObj:GetWood(curObj), lambda curObj, value:SetWoodQualityLV(curObj, value)],
                          ShareDefine.Def_Effect_Water:[lambda curObj:GetWater(curObj), lambda curObj, value:SetWaterQualityLV(curObj, value)],
                          ShareDefine.Def_Effect_Fire:[lambda curObj:GetFire(curObj), lambda curObj, value:SetFireQualityLV(curObj, value)],
                          ShareDefine.Def_Effect_Earth:[lambda curObj:GetEarth(curObj), lambda curObj, value:SetEarthQualityLV(curObj, value)],
        hadRefreshAttr = curPlayer.GetDictByKey(ChConfig.Def_Player_HadRefreshAttr) # 本地图是否刷新过属性
        pointFightPowerEx = 0
        pointValueInfo = {ShareDefine.Def_Effect_Metal:[lambda curObj:GetMetal(curObj), lambda curObj, value:SetMetalQualityLV(curObj, value), lambda curObj:GetMetalQualityLV(curObj)],
                          ShareDefine.Def_Effect_Wood:[lambda curObj:GetWood(curObj), lambda curObj, value:SetWoodQualityLV(curObj, value), lambda curObj:GetWoodQualityLV(curObj)],
                          ShareDefine.Def_Effect_Water:[lambda curObj:GetWater(curObj), lambda curObj, value:SetWaterQualityLV(curObj, value), lambda curObj:GetWaterQualityLV(curObj)],
                          ShareDefine.Def_Effect_Fire:[lambda curObj:GetFire(curObj), lambda curObj, value:SetFireQualityLV(curObj, value), lambda curObj:GetFireQualityLV(curObj)],
                          ShareDefine.Def_Effect_Earth:[lambda curObj:GetEarth(curObj), lambda curObj, value:SetEarthQualityLV(curObj, value), lambda curObj:GetEarthQualityLV(curObj)],
                          }
        lingGenQualityAttrList = [{} for _ in range(4)]
        for pointAttrID, pointFuncInfo in pointValueInfo.items():
            pointValue = pointFuncInfo[0](curPlayer)
            befPQLV = pointFuncInfo[2](curPlayer)
            pointFuncInfo[1](curPlayer, 0)
            if not pointValue:
                continue
@@ -4064,16 +4135,19 @@
            if not ipyData:
                continue
            # 每点属性
            perPointAddAttrDict = ipyData.GetAddAttrInfoPerPoint()
            for perPointAttrID, perPointAttrValue in perPointAddAttrDict.items():
                pointAddValue = perPointAttrValue * pointValue
                CalcAttrDict_Type(perPointAttrID, pointAddValue, allAttrList)
                #GameWorld.DebugLog("    属性点(%s)加属性: pointValue=%s,perPointAttrID=%s,pointAddValue=%s" % (pointAttrID, pointValue, perPointAttrID, pointAddValue))
            perPointAddAttrDict = ipyData.GetAddAttrInfoPerPoint() # {"职业":[[每X点,属性ID,值], ...], ..}
            addAttrList = perPointAddAttrDict.get(str(job), [])
            for needPoint, pointAddAttrID, pointAddAttrValue in addAttrList:
                pointAddValueTotal = pointAddAttrValue * (pointValue / needPoint)
                CalcAttrDict_Type(pointAddAttrID, pointAddValueTotal, allAttrList)
                #GameWorld.DebugLog("    属性点(%s)加属性: pointValue=%s,pointAddAttrID=%s,pointAddValueTotal=%s" % (pointAttrID, pointValue, pointAddAttrID, pointAddValueTotal))
                
            pointFightPowerEx += (ipyData.GetFightPowerPerPoint() * pointValue)
            # 点数品质属性
            curPQLV = 0
            pqIntervalList = ipyData.GetPointQualityIntervalList()
            for pqLV, pqValue in enumerate(pqIntervalList, 1):
            for pqLV, pqValue in enumerate(pqIntervalList, 1): # 灵根品级从1开始
                if pointValue >= pqValue:
                    curPQLV = pqLV
                else:
@@ -4087,10 +4161,14 @@
            pqAttrValueList = pqAttrValueDict[str(curPlayer.GetJob())]
            pqAttrValue = 0 if curPQLV > len(pqAttrValueList) else pqAttrValueList[curPQLV - 1]
            CalcAttrDict_Type(pqAttrID, pqAttrValue, lingGenQualityAttrList)
            #GameWorld.DebugLog("        属性点(%s)品阶等级属性: curPQLV=%s,pqAttrID=%s,pqAttrValue=%s" % (pointAttrID, curPQLV, pqAttrID, pqAttrValue))
            #GameWorld.DebugLog("        属性点(%s)品阶等级属性: befPQLV=%s,curPQLV=%s,pqAttrID=%s,pqAttrValue=%s" % (pointAttrID, befPQLV, curPQLV, pqAttrID, pqAttrValue))
            if hadRefreshAttr and befPQLV < curPQLV:
                EventShell.EventRespons_LingGenQualityUP(curPlayer, pointAttrID, curPQLV)
        #GameWorld.DebugLog("等级属性点加属性: %s" % allAttrList)
        #GameWorld.DebugLog("灵根品阶等级属性: %s" % lingGenQualityAttrList)
        #GameWorld.DebugLog("灵根品阶等级属性: %s" % lingGenQualityAttrList)
        #GameWorld.DebugLog("灵根点数附加战力: %s" % pointFightPowerEx)
        curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_Role, pointFightPowerEx)
        SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase, allAttrList)
        SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty, lingGenQualityAttrList)
        return
@@ -4173,8 +4251,9 @@
        #先压入BUFF的效果值及技能战斗力
        self.RefreshAllSkill()
        ChEquip.RefreshPlayerEquipAttribute(curPlayer)
        ChEquip.RefreshPlayerLingQiEquipAttr(curPlayer)
        #SkillShell.RefreshPlayerBuffOnAttrAddEffect(curPlayer)
        PlayerWing.CalcWingAttr(curPlayer)
        #PlayerWing.CalcWingAttr(curPlayer) # 翅膀暂时算在灵器里面
        PlayerHorse.CalcHorseAttrEx(curPlayer)
        PlayerPrestigeSys.CalcOfficialRankAttr(curPlayer)
        PlayerGodWeapon.CalcGodWeaponAttr(curPlayer)
@@ -4309,6 +4388,8 @@
        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):
@@ -4475,7 +4556,7 @@
            for attrIndex, value in mfpAttrExDict.items():
                mfpObj.AddCalcMFPAttr(attrIndex, value)
                
            mfpValue = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
            mfpValue = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam, curPlayer.GetJob())
            mfpSkill = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
            mfpEx = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
            mfpTotal = mfpValue + mfpSkill + mfpEx
@@ -4515,7 +4596,16 @@
        
        #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
@@ -4528,6 +4618,7 @@
        # 暂停刷新属性标志,必须被调用
        curPlayer.SetDict(ChConfig.Def_Player_RefreshAttr, 0)
        curPlayer.SetDict(ChConfig.Def_Player_RefreshAttrByBuff, 0)
        curPlayer.SetDict(ChConfig.Def_Player_HadRefreshAttr, 1)
        GameWorld.DebugLog("End RefreshPlayerAttrStateEx!!!")
        return True
    
@@ -4975,7 +5066,7 @@
                        ChConfig.TYPE_Calc_AttrPetExpRate:GameWorld.GetGameWorld().GetExpRate(),
                        ChConfig.TYPE_Calc_HitSucessRate:ChConfig.Def_MaxRateValue,
                        ChConfig.TYPE_Calc_CurePer:ChConfig.Def_MaxRateValue,
                        ChConfig.TYPE_Calc_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):
@@ -5114,6 +5205,7 @@
        DoPlayerDead(curPlayer)
        
        PlayerTJG.PlayerTJGReborn(curPlayer, tick)
        GameObj.ClearPyPlayerState(curPlayer)
        return
    
    
@@ -6632,16 +6724,31 @@
#法宝技能加成:法宝技能攻击附加的伤害百分比
def GetFabaoHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FabaoHurtPer)
def SetFabaoHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FabaoHurtPer, value)
# 暴击万分率加成
def GetSuperHitPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SuperHitPer)
def SetSuperHitPer(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_SuperHitPer, value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_SuperHitPer, value, False)
# 会心一击万分率加成
def GetLuckyHitPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_LuckyHitPer)
def SetLuckyHitPer(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_LuckyHitPer, value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_LuckyHitPer, value, False)
# 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