ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -1211,12 +1211,11 @@
    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)
@@ -1617,6 +1616,16 @@
        NotifyCode(curPlayer, "SingleEnterPK", [mapID])
        return
    
    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
    tick = GameWorld.GetGameWorld().GetTick()
    for mapIDList in ChConfig.Def_FB_MapID.values():
        if mapID not in mapIDList:
@@ -1635,13 +1644,13 @@
                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)
    GY_Query_CrossRealmReg.RegisterEnterCrossServer(curPlayer, mapID, lineID=lineID)
    return
##玩家进入副本
@@ -3481,8 +3490,6 @@
    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 +3538,18 @@
        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 +3568,8 @@
        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 +3578,12 @@
        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
@@ -4625,8 +4643,8 @@
                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
@@ -4962,9 +4980,6 @@
                        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,
                        }
        
        for i in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
@@ -6286,16 +6301,19 @@
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 +6328,11 @@
## 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 +6355,13 @@
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 +6524,22 @@
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):