hch
2019-05-23 8fe55d480d35dfcb76e68b31034fb2ba25c18b14
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -62,13 +62,19 @@
(
Def_Buff_Replace_Better,    # 相同typeid取最高,如果新的是低级的则不处理
Def_Buff_Replace_New,       # 相同typeid替换最新,即使是低级的
Def_Buff_Coexist,           # 不同的释放者可共存
Def_Buff_Recharge,        # 若同类型buff存在不管等级高低,只给原buff充能只改变值或时间
) = range(3)
# CanRepeatTime字段百位数,同一个释放者只能存在同一个技能buff,不同释放者根据情况而定
(
Def_Buff_Coexist,  # 不同的释放者可共存,默认可同时存在
Def_Buff_NoCoexist,  # 不同的释放者亦不可共存,假设战士给别人加攻击buff,A战士加1级攻击BUFF,B战士加2级攻击BUFF,那么只能存在一个高级的2级攻击BUFF
) = range(2)
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 = 135
#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 +99,7 @@
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 +107,9 @@
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 +162,15 @@
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 +217,12 @@
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
TYPE_Calc_YinjiTime,                    # 每X秒自动消失一个印记 130
TYPE_Calc_TheFBSkillsCD,                # 减少指定技能组CD XX%
TYPE_Calc_BurnValue,                    # 灼烧固定伤害
TYPE_Calc_BurnTimePer,                     # 延长灼烧时间百分比
TYPE_Calc_SubSpeedPer,                  # 减移动速度百分比
) = range(1, Def_Calc_AllAttrType_MAX)
@@ -221,10 +232,6 @@
# 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 = []
@@ -442,6 +449,7 @@
Def_Effect_ItemGiveHonor = 242      #使用道具给予荣誉
Def_Effect_ItemGiveWeekPartyPoint = 245      #使用道具给予七日巡礼积分
Def_Effect_ItemGiveWeekPartyPoint1 = 246      #使用道具给予节日巡礼积分
Def_Effect_AddRealmExpRate = 251 #增加聚灵效率
#----以下未使用或代码依然存在的---
Def_Effect_ItemGiveGongXun = 1920        #使用道具给予功勋
Def_Effect_ItemGiveRuneJH = 1925       #使用道具给予符印精华
@@ -567,6 +575,7 @@
Def_Skill_Effect_SummonAttr = 1013 # 召唤兽属性
Def_Skill_Effect_BoomSeedID = 1014 # 引爆BUFF种子
Def_Skill_Effect_ReCD = 1016 # 重置CD
Def_Skill_Effect_Burn = 1034 # 灼烧
Def_Skill_Effect_RandWarn = 1061 # 随机预警
Def_Skill_Effect_AttackReplaceByNPCSeries = 1062 # 对指定系的伤害
Def_Skill_Effect_AvgHurtFMCnt = 1064 # NPC技能按仙盟成员数均摊伤害  
@@ -574,7 +583,8 @@
Def_Skill_Effect_PowerPart = 1206  # 充能能量分段,触发即算一次充能,拉进度条蓄力
Def_Skill_Effect_ProcessAttack = 1314  # 间隔性攻击,A值为攻击次数,B值为是否广播客户端
Def_Skill_Effect_BuffTick = 9999    #BUFF的时间处理间隔
Def_Skill_Effect_ProBloodPer = 4505    #buff中中毒伤害百分比增加(给受害者的buff)
Def_Skill_Effect_BurnToAddHP = 1091    #buff中灼烧伤害转化吸血给 放灼烧者
#写死的技能效果ID------------NPC专用
Def_Skill_Effect_AttackMove = 2100    # NPC位移战斗
@@ -620,7 +630,8 @@
#---------需要记录在buff管理器中的效果ID,主要用于查找用---------------------------
Def_BuffManager_EffectsID = [Def_Skill_Effect_ProBloodPer, Def_Skill_Effect_AbsorbShieldXMZJ, Def_Skill_Effect_StoreBlood]
Def_BuffManager_EffectsID = [Def_Skill_Effect_AbsorbShield, Def_Skill_Effect_AbsorbShieldXMZJ,
                             Def_Skill_Effect_StoreBlood, Def_Skill_Effect_BurnToAddHP, Def_Skill_Effect_BuffState]
#-------------------------------------------------------------------------
#基础属性效果ID
@@ -636,9 +647,6 @@
    # 非线性增加
    #1015:("NoLinePlus", [TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax]),  # 提高攻击力百分比                             
    
    # 非线性减少
    #1098:("NoLineReduce", [TYPE_Calc_AttrATKMax, TYPE_Calc_AttrATKMin,
    #                       TYPE_Calc_AttrMATKMax, TYPE_Calc_AttrMATKMin]),     # 降低攻击百分比
    # 根据等级段线性增加,效果B值为等级段配置
    500:("LinePlusByLV", [TYPE_Calc_HPCureEnhance]),   # 提高血瓶恢复效果
@@ -755,7 +763,10 @@
Def_HurtType_Zhuxian,     # 诛仙一击 13
Def_HurtType_ZhognjiZhansha,     # 终极斩杀 14
Def_HurtType_DeadlyHit,     # 致命一击 15
) = range(1, 16)
Def_HurtType_ThumpHit,     # 重击 16
Def_HurtType_Yinji,     # 印记 17
Def_HurtType_Burn,     # 灼烧 18
) = range(1, 19)
#Def_HurtType_SuckBlood,      # 吸血 
(
@@ -776,12 +787,18 @@
Def_ZhuXianEquiipType = xrange(Def_ItemType_ZXCloak, Def_ItemType_ZXWeapon4 + 1)
# 技能造成实质性伤害的类型
Def_RealAttack_Type = [Def_HurtType_Normal,         # 普通伤害 1
                       Def_HurtType_Parry,          # 格挡 5
                       Def_HurtType_DoubleHit,      # 连击 6
                       Def_HurtType_SuperHit,       # 暴击 7
                       Def_HurtType_LuckyHit,       # 会心一击伤害 8
                       Def_HurtType_RealmSupress,     # 境界压制 11
Def_RealAttack_Type = [
                        Def_HurtType_Normal,         # 普通伤害 1
                        Def_HurtType_Parry,          # 格挡 5
                        Def_HurtType_DoubleHit,      # 连击 6
                        Def_HurtType_SuperHit,       # 暴击 7
                        Def_HurtType_LuckyHit,       # 会心一击伤害 8
                        Def_HurtType_RealmSupress,     # 境界压制 11
                        Def_HurtType_Zhuxian,     # 诛仙一击 13
                        Def_HurtType_DeadlyHit,     # 致命一击 15
                        Def_HurtType_ThumpHit,     # 重击 16
                        Def_HurtType_Yinji,
                        Def_HurtType_Burn,
                       ]
#---------------------------------------------------------------------
@@ -1105,14 +1122,6 @@
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
@@ -1159,6 +1168,7 @@
Def_Skill_HappenState_HitOn = 0x0001  # 必命中
Def_Skill_HappenState_SuperHit = 0x0002  # 必暴击
Def_Skill_HappenState_LuckyHit = 0x0004  # 必会心一击
Def_Skill_HappenState_ThumpHit = 0x0008  # 必重击
#技能施法目标
@@ -1258,7 +1268,7 @@
   Def_SkillType_PassivePlsBuff,  #被动触发增益类buff 16
   Def_SkillType_PassiveDepBuff,  #被动触发减益类buff 17
   Def_SkillType_PassiveActionBuff,  #被动触发的控制类buff 18
   Def_SkillType_PassiveBuff,       # 被动BUFF 19
   Def_SkillType_PassiveBuff,       # 被动BUFF 19  (废弃,无此定义分散为其他buff)
   Def_SkillType_AttrSkill,         # 属性类技能 20
   Def_SkillType_PassiveLstPlsBuff,  #被动触发持续增益类buff 21
   Def_SkillType_PassiveLstDepBuff,  #被动触发持续减益类buff 22
@@ -1273,7 +1283,7 @@
                       Def_SkillType_LstDepBuff : IPY_GameWorld.bfProcessDeBuff ,  #持续减益BUFF  4
                       Def_SkillType_PlsBuff    : IPY_GameWorld.bfBuff   ,  #增益BUFF 5
                       Def_SkillType_DepBuff    : IPY_GameWorld.bfDeBuff ,  #减益BUFF 6
                       Def_SkillType_PassiveBuff    : IPY_GameWorld.btPassiveBuf,  # 被动技能 7
                       Def_SkillType_PassiveBuff    : IPY_GameWorld.btPassiveBuf,  # 被动技能 7 (废弃,无此定义分散为其他buff)
                       Def_SkillType_Revive     : IPY_GameWorld.bfIncBuff,  #复活     8
                       Def_SkillType_Increment  : IPY_GameWorld.bfIncBuff,  #增值技能(不可清除)9
                       Def_SkillType_Aura       : IPY_GameWorld.bfAura   ,  #光环技能  10
@@ -1318,6 +1328,9 @@
                           Def_SkillType_Aura         ,  #光环技能  10
                           Def_SkillType_Summon       ,  #召唤  13
                           ]
# 玩家独有的,NPC没有这些接口
Def_BuffType_OnlyPlayer = [IPY_GameWorld.bfIncBuff, IPY_GameWorld.btPassiveBuf, IPY_GameWorld.bfEquipBuff, IPY_GameWorld.bfMapBuff]
      
# Buff层级增减定义
Def_BuffLayer_Add = 0   # 每次触发层级递增
@@ -1762,8 +1775,8 @@
Def_FBMapID_SealDemonEx = 52020
#诛仙BOSS
Def_FBMapID_ZhuXianBoss = 31380
#诛仙塔
Def_FBMapID_ZhuXianTower = 31370
#天星塔
Def_FBMapID_SkyTower = 31370
#仙魔之争
Def_FBMapID_XMZZ = 31010
#神兽副本
@@ -1784,16 +1797,28 @@
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]
#跨服分区对应地图配置表名
Def_CrossMapIDList = [Def_FBMapID_CrossRealmPK, Def_FBMapID_CrossPenglai, Def_FBMapID_CrossDemonKing, Def_FBMapID_CrossGrasslandLing, Def_FBMapID_CrossGrasslandXian]
#跨服分区类型配置, 没配置的默认 CrossZoneComm
Def_CrossZoneTypeName = {0:"CrossZoneComm", # 特殊0,默认常规分区
                         Def_FBMapID_CrossPenglai:"CrossZoneComm",
                         Def_FBMapID_CrossRealmPK:"CrossZonePK",
                         Def_FBMapID_CrossDemonKing:"CrossZonePK",
                         Def_FBMapID_CrossGrasslandLing:"CrossZonePK",
                         Def_FBMapID_CrossGrasslandXian:"CrossZonePK",
                         }
#跨服分区对应地图配置表名 - 仅适用于固定地图及虚拟分线的跨服玩法
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
@@ -1885,9 +1910,10 @@
                '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
                'SkyTower':[Def_FBMapID_SkyTower],#天星塔
                'AllFamilyBoss':[Def_FBMapID_AllFamilyBoss],#多仙盟BOSS
                'HorsePetBoss':[Def_FBMapID_HorsePetBoss],#骑宠BOSS
                'FairyTreasure':[Def_FBMapID_FairyTreasure],#缥缈宝藏
@@ -2386,6 +2412,8 @@
EquipPlace_Special = [ShareDefine.retNeck, ShareDefine.retFairyCan, ShareDefine.retFairyCan2, ShareDefine.retJade]
## 装备位 - 所有基础
EquipPlace_Base = EquipPlace_BaseWeapon + EquipPlace_BaseArmor
## 装备位 - 灵器
EquipPlace_LingQi = [ShareDefine.retWing, ShareDefine.retGuard1, ShareDefine.retPeerlessWeapon, ShareDefine.retPeerlessWeapon2]
#装备物品位置,不需要重刷属性
EquipItemNoRefreshState = [
@@ -2397,15 +2425,14 @@
# 需要广播外观的装备部位(除了境界装备3部位)
Def_SyncEquipStateByIndex = [
    ShareDefine.retWing,        #11 翅膀
    ShareDefine.retWing,        #13 翅膀
    ShareDefine.retGuard1,    #14 守护1
    ShareDefine.retHorse,        #19 坐骑
                             ]
#---------------------------------------------------------------------
#特殊物品光环,永久存在
Def_SuperBuffList = [
                      ]
Def_SuperBuffList = []
#------------------------------------------------------------
@@ -2982,6 +3009,7 @@
Def_NPC_Dict_TimeLostHPTick = 'TimeLostHPTick' # 上次按时间掉血tick
Def_NPC_Dict_TimeLostHPPlayerCountTick = 'TimeLostHPPlayerCountTick ' # 上次刷新按时间掉血人数tick
Def_NPC_Dict_TimeLostHPPlayerCount = 'TimeLostHPPlayerCount' # 按时间掉血有效人数
Def_NPC_Dict_TimeLostHPFightPower = 'TimeLostHPFightPower' # 按时间掉血战力
#玩家状态定义,不能超过31个,如超过,需扩展多个key支持
Def_PlayerStateList = (
@@ -2998,18 +3026,32 @@
    Def_PlayerState_LimitSkill, # 禁魔状态 10
    Def_PlayerState_LimitAddHP, # 禁疗状态 11
    Def_PlayerState_Blind, # 致盲状态 12
    Def_PlayerState_LoseBlood1, # 职业1持续掉血状态 13
    Def_PlayerState_Burn, # 灼烧 13
    Def_PlayerState_LoseBlood2, # 职业2持续掉血状态 14
    Def_PlayerState_LoseBlood3, # 职业3持续掉血状态 15
    Def_PlayerState_MissSneerAtk, # 对嘲讽攻击免疫表现为miss 16
    Def_PlayerState_BeInAir, # 浮空(做法同眩晕类) 17
) = range(18)
    Def_PlayerState_zqdlj, # 紫气东来金灵根技能状态 18
    Def_PlayerState_Ice, # 寒冰状态(同减速) 19
) = range(20)
#---SetDict 含NPC字典KEY,不存于数据库---
Def_GameObjKey_InheritOwner = "InheritOwner"  # 类暴风雪计算时用主人属性
#---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_BurnOwnerID =  "burnOwnerID"  # 灼烧BUFF特殊处理,部分buff跟随灼烧消失
Def_PlayerKey_SkillInDelBuff = "SkillInDelBuff"   # buff中释放技能添加buff要特殊记录给后续处理,直接删除/添加会导致错乱
Def_PlayerKey_TheFBSkillsCD = "TheFBSkillsCD"    # 减少指定技能组CD XX%
Def_PlayerKey_BurnValue = "BurnValue"    # 灼烧固定伤害
Def_PlayerKey_BurnTimePer = "BurnTimePer"    # 延长灼烧时间百分比
Def_PlayerKey_SubSpeedPer = "SubSpeedPer"    # 减移动速度百分比
Def_PlayerKey_YinjiCnt = "YinjiCnt"   # 当前印记数
Def_PlayerKey_LostYinjiTime = "LostYinjiTime"   # 每X秒自动消失一个印记
Def_PlayerKey_1314HurtCount = "1314cnt"   # 类剑刃风暴技能的1314效果,伤害次数处理
Def_PlayerKey_FirstDefender = "FDID"   # 第一个防守者,只用于比较
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
@@ -3022,26 +3064,24 @@
Def_PlayerKey_LockHPSkillID = "LockHPSkillID"   # 锁血功能的技能
Def_PlayerKey_GodWeaponBeforeProDef = "GWBPD"   # 神兵护盾被攻击前的值
Def_PlayerKey_curHurtValue = "curHurtValue"     # 计算中的临时伤害值,技能特殊用
Def_PlayerKey_DefenderObjID = "DefenderObjID"     # 后续触发技能需要用到的对象ID,暂用于玩家
Def_PlayerKey_SomersaultTime = "Somersault"     # 翻滚一定时间内无敌,表现为MISS
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_Player_HadRefreshAttr = "HadRefreshAttr"   # 玩家在本地图是否刷新过属性
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
Def_PlayerKey_AttackFollowMaster = "FollowAtk"     # 召唤兽跟随攻击
Def_PlayerKey_MoreHurtValue = "MoreHurtValue"     # 额外的伤害值,一般用于不走公式
Def_PlayerKey_BloodShiledHurt = "BSHurt"     # 伤害值用于血盾抵消
Def_PlayerKey_AbsorbShieldValue = "AbsorbShieldValue"     # 麒麟盾吸收减免伤害百分比
Def_PlayerKey_AbsorbValue = "AbsorbValue"     # 麒麟盾吸收的单次伤害
Def_PlayerKey_StartEquipCnt = "StartEquipCnt"     # 珍品数量
Def_PlayerKey_TJGPackFullAfterEat = "TJGFullEat"     # 脱机挂吞噬后背包依然满的情况
Def_PlayerKey_TJGStartTime = "TJGStartTime"     # 脱机挂结算时间起点
Def_PlayerKey_EquipTime = "EquipTime"     # 时效装备
Def_PlayerKey_PowerPartTime = "PowerPartTime"     # 蓄力每次消耗时间,因攻速改变
Def_PlayerKey_PowerPartCount = "PowerPartCount"     # 蓄力技能能量次数
Def_PlayerKey_ClientMaxHurtValue = "CMaxHValue"     # 缓存单次技能攻击的最大伤害, 减少计算量
Def_Player_RefreshAttr = "Player_RefreshAttr"   # 玩家刷新属性标志
Def_PlayerKey_LoadMapIsLogin = 'LoadMapIsLogin'    # 本次进入地图是否是登录的
Def_PlayerKey_NotifyAllAttrState = 'NotifyAllAttrState'    # 是否同步过所有属性,切图时第一次刷属性需要同步
@@ -3063,6 +3103,7 @@
Def_PlayerKey_TransMoneyType = 'TransMoneyType'  # 扣除的金钱类型
Def_PlayerKey_TransTick = 'TransTick'  # 传送tick
Def_PlayerKey_SyncVIPKillNPCLVInfo = 'SyncVIPKillNPCLVInfo'  # 击杀NPC增加VIP杀怪等级经验信息同步开关
Def_PlayerKey_RequestEnterCrossServerTick = 'RequestEnterCrossServerTick'    # 上次请求进入跨服tick
Def_PlayerKey_FamilyArrestQueryState = 'ArrestQueryState'  # 家族悬赏任务完成查询状态
Def_PlayerKey_Frist_Lock = "Frist_Lock"  # 是否接受了任务1
@@ -3107,8 +3148,9 @@
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
@@ -3140,11 +3182,7 @@
Def_PlayerKey_ContendNPCObjID = "ContendNPCObjID"    #竞争归属的NPC实例ID
Def_PlayerKey_AreaRewardMultiple = "AreaRewardMultiple"    #玩家所在区域福利倍值,默认1
Def_PlayerKey_AttrActivatyNotify = "AttrActivatyNotify" # 属性激活提示类型
Def_PlayerKey_AttrActivatyRecordStarLV = "AttrActivatyRecordStarLV" # 属性激活记录 - 强化星级
Def_PlayerKey_AttrActivatyRecordStoneLV = "AttrActivatyRecordStoneLV" # 属性激活记录 - 宝石星级
Def_PlayerKey_AttrActivatyRecordQualityECnt = "AttrActivatyRecordQualityECnt" # 属性激活记录 - 卓越装备件数
Def_PlayerKey_AttrActivatyRecordSuiteCnt = "AttrActivatyRecordSuiteCnt" # 属性激活记录 - 套装件数
Def_PlayerKey_AttrActivatyRecordQualityCnt = "AttrActivatyRecordQualityCnt" # 属性激活记录 - 卓越条数
Def_PlayerKey_EquipOrangeCount = "EquipOrangeCount" # 装备信息 - 橙装及以上件数
Def_PlayerKey_LastHurt = "PlayerLastHurt" # 最后补刀
Def_PlayerKey_AddBackHPPer = "AddBackHPPer"    #增加生命恢复效果
Def_PlayerKey_ReduceBackHPPer = "ReduceBackHPPer"    #降低生命恢复效果
@@ -3156,13 +3194,13 @@
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 +3208,7 @@
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
@@ -3330,12 +3369,15 @@
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_ReqCrossFBZoneID = "ReqCrossFBZoneID" # 请求进入跨服的跨服分区ID
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
Def_Player_Dict_ReqFBMissionID = "ReqFBMissionID" # 请求进入副本的任务ID
Def_Player_Dict_ReqFBMissionType = "ReqFBMissionType" # 请求进入副本的任务类型
Def_Player_Dict_PlayerFBStar_MapId = "FBStar_%s_%s"  # 副本星级星级信息, 参数为[mapID, key编号], 按位存储每个lineID对应的星级
Def_Player_Dict_CustomSceneStartTime = "ClientFBStartTime_%s_%s"  # 前端自定义场景开始time, 参数(mapID, lineID), 0-无,2-已结束,其他-time值
Def_Player_Dict_EnterFbCntDay = "EnterFbCntDay_%s"  # 今日进入副本次数, 参数为副本ID
Def_Player_Dict_BuyFbCntDay = "BuyFbCntDay_%s" # 今日购买副本进入次数, 参数为副本ID
Def_Player_Dict_RecoverFbCnt = "RecoverFbCnt_%s"  # 今日找回的副本次数, 参数为副本ID
@@ -3423,7 +3465,7 @@
Def_PDict_OnlinePrizeNote = "OnlinePrizeNote%s"  # 当日在线奖励领取信息,记录信息 参数天数
Def_PDict_EquipViewCacheState = "EquipViewCacheState"  # 本次上线是否同步过装备缓存
Def_PDict_DayOnlineTime = "OnlineTime"  # 当日在线时长
Def_PDict_OnlineStartTick = "OnlineStartTime"        # 在线计算时间
Def_PDict_LVAwardGetRecord = "LVAwardGetRecord"  # 等级奖励领取信息记录,按二进制位标示
@@ -3448,7 +3490,8 @@
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
@@ -3468,6 +3511,8 @@
Def_PDict_AddPointValue = "AddPointValue_%s"  # 已加属性点数, 参数(属性ID)
Def_PDict_AttrFruitEatCnt = "AttrFruitEatCnt_%s"  # 已吃属性果实个数,参数为物品id
Def_PDict_AttrFruitAddValue = "AttrFruitAddValue_%s"  # 已吃属性果实增加的属性,参数为物品id
Def_PDict_AttrFruitAddItemCnt = "FruitAddItemCnt_%s"  # 已吃增幅丹个数,参数为果实物品id
Def_PDict_NobleLV = "NobleLV" # 贵族等级, 0位为不同贵族模式版本切换标记位, 从1位开始表示每种等级贵族开通情况, 1-已开通过;9-永久
Def_PDict_NobleEndTime = "NobleEndTime_%s" # 贵族到期结束时间<单位s>, 参数为贵族等级, 从1开始
@@ -3484,6 +3529,7 @@
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
@@ -3522,14 +3568,18 @@
Def_PDict_RunTaskNextMissionID = "RunTaskNextMissionID_%s" # 跑环本轮结束下个任务ID 参数任务类型
#强化
Def_PDict_TotalPlusLV = "TotalPlusLV" # 总强化等级
Def_PDict_EquipPartPlusLV = "EPPlusLV_%s_%s" # 装备部位对应公共强化星级,参数为(packType, index)
Def_PDict_EquipActiveStarLV = "EquipActiveStarLV" #装备已激活总强化等级
Def_PDict_EquipPartProficiency = "EPProf_%s_%s" # 装备部位对应公共强化熟练度,参数为(packType, index)
Def_PDict_EquipPartPlusEvolveLV = "EPPlusEvolveLV_%s_%s" # 装备部位对应公共强化进化等级,参数为(packType, index)
Def_PDict_TotalPlusEvolveLV = "TotalPlusEvolveLV" # 装备部位对应公共强化进化总等级
# 宝石
Def_PDict_EquipPartStoneID = "StoneID_%s_%s" # 装备位_孔位存储宝石ID*10+是(1)否(0)绑定
Def_PDict_TotalStoneLV = "TotalStoneLV" # 装备位宝石总等级
# 装备洗练, 暂不区分背包类型,如果有不同背包,策划设定不同的装备位
Def_PDict_TotalEquipWashLV = "TotalEquipWashLV" # 装备部位洗练总等级
Def_PDict_EquipWashLV = "EquipWashLV_%s" # 装备部位洗练等级,参数为(place)
Def_PDict_EquipWashValue = "EquipWashV_%s_%s" # 装备部位洗练当前值,参数为(place, 属性编号)
Def_PDict_EquipWashValueTemp = "EquipWashVT_%s_%s" # 装备部位洗练当前临时洗练值,参数为(place, 属性编号)
@@ -3538,6 +3588,7 @@
Def_PDict_BZZD_TotalFightExp = "BZZD_TExp" # 最后一次进入副本挑战获得总经验, 领取多倍奖励时用
Def_PDict_BZZD_TotalFightExpPoint = "BZZD_TExpPoint" # 最后一次进入副本挑战获得总经验点, 领取多倍奖励时用
Def_PDict_BZZD_FirstEnterExpTime = "BZZD_FirstEnterExpTime" # 首次进入经验保底补差时长,可用于判断是否首次进入
Def_PDict_BZZD_HistoryEnterCnt = "BZZD_HistoryEnterCnt" # 历史进入总次数
# 公共CD副本扫荡
Def_PDict_PubCDFBS_Time = "PCDFBS_%s_Time" # 开始扫荡时间, 参数(公共组编号)
@@ -3562,6 +3613,8 @@
Def_Player_Dict_ZhuXianTowerPassLV = "ZhuXianTowerPassLV"  # 诛仙塔已通关层数
Def_Player_Dict_ZhuXianTowerLastFloor = "ZhuXianTowerLastFloor"  # 诛仙塔上次挑战层数
Def_Player_Dict_ZhuXianTowerCostTime = "ZhuXianTowerCostTime"  # 诛仙塔通关时间
#天星塔
Def_Player_Dict_SkyTowerFloor = "SkyTowerFloor"  # 天星塔已通关层数
#古神禁地
Def_Player_Dict_GodArea_Anger = "GodArea_Anger"  # 古神禁地怒气值
@@ -3818,6 +3871,8 @@
Def_PDict_RealmExp = "RealmExp" #境界修为池总经验
Def_PDict_RealmExpPoint = "RealmExpPoint" #境界修为池总经验点
Def_PDict_RealmExpBeginTime = "RealmExpBeginTime" #境界修为池经验开始计时时间
Def_PDict_RealmExpBuffRemainTime = "RealmExpBuffRemainTime" #境界修为池经验buff剩余时间
Def_PDict_RealmExpBuffAddRate = "RealmExpBuffAddRate" #境界修为池经验增加百分比(万分率)
#法宝
Def_PDict_MagicWeaponIsWear = "MagicWeaponIsWear_%s" #法宝佩戴状态 参数法宝ID
@@ -3829,9 +3884,11 @@
#炼丹炉
Def_PDict_AlchemyLV = "AlchemyLV" #炼丹等级
Def_PDict_AlchemyExp = "AlchemyExp" #炼丹经验
Def_PDict_AlchemyCount = "AlchemyCount_%s" #特殊炼丹次数产出设定已累计次数, 参数(配方ID)
Def_PDict_AlchemyCountSpec = "AlchemyCountSpec_%s" #特殊炼丹次数产出设定已累计次数, 参数(配方ID)
Def_PDict_AlchemyOutputCount = "AlchemyOutputCount_%s" #炼丹特殊产出物品已产出次数,参数(物品ID)
Def_PDict_AlchemyLearnState = "AlchemyLearnState%s" #丹方是否已学习
Def_PDict_AlchemyItemID = "AlchemyItemID_%s" #炼丹中的丹药ID  参数丹药类型
Def_PDict_AlchemyStartTime = "AlchemyStartTime_%s" #炼丹开始时间    参数丹药ID
Def_PDict_AlchemyCnt = "AlchemyCnt%s" #丹药炼丹次数
Def_PDict_AlchemyPrayCnt = "AlchemyPrayCnt" #炼丹祈福次数
Def_PDict_GFPassiveIndex = "GFP_%s_%s"   # 被动功法 页数-索引
@@ -3865,6 +3922,7 @@
Def_PDict_DogzBuyHelpbattleCount = "DogzBuyHelpbattleCount" # 额外购买的神兽助战位
#装备部位星数
Def_PDict_TotalEquipStar = "TotalEquipStar" #装备部位星数总数
Def_PDict_EquipPartStar = "EQPartStar_%s" #装备部位星数 参数 装备背包格子索引
#缥缈仙域
@@ -3874,6 +3932,15 @@
Def_PDict_FairyDomainEnergy = "FairyDomainEnergy" #体力值
Def_PDict_FairyDomainVisitCnt = "FairyDomainVisitCnt" #寻访总次数
Def_PDict_FairyAdventuresData = "FairyAdventuresData_%s" #奇遇数值 唯一ID*100+档位 参数事件ID
Def_PDict_FairyDomainEventAppearCnt = "FDEventAppearCnt%s" #事件出现次数 参数事件ID  AAABBB BBB:小时段出现次数 AAA:今日出现次数
#草园
Def_PDict_GrasslandNPCCount = "GrasslandNPCCount_%s" #草园NPCID个数,参数NPCID
Def_PDict_GrasslandDropCount = "GrasslandDropCount_%s" #草园掉落统计,参数编号,记录格式 itemID*100+dropCount
#五行专精
Def_PDict_SkillElementID = "SkillElementID%s" #主技能选择的专精技能 参数主技能ID
Def_PDict_SkillElementLV = "SkillElementLV%s" #专精技能技能等级  参数技能ID
#-------------------------------------------------------------------------------
#可以从07 41封包购买的背包类型,和对应字典{背包类型:[字典key, 默认格子数]}
@@ -3939,8 +4006,8 @@
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
@@ -3948,7 +4015,7 @@
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
@@ -3965,8 +4032,8 @@
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
@@ -3975,13 +4042,13 @@
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
@@ -4011,7 +4078,7 @@
    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],
@@ -4066,7 +4133,7 @@
    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],
@@ -4088,8 +4155,8 @@
    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],
@@ -4116,12 +4183,12 @@
    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],
@@ -4148,15 +4215,30 @@
    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
    ShareDefine.Def_Effect_YinjiTime:[[TYPE_Calc_YinjiTime], False, TYPE_Linear],   # 每X秒自动消失一个印记
    ShareDefine.Def_Effect_TheFBSkillsCD:[[TYPE_Calc_TheFBSkillsCD], False, TYPE_Linear],   # 减少指定技能组CD XX%
    ShareDefine.Def_Effect_BurnValue:[[TYPE_Calc_BurnValue], False, TYPE_Linear],   # 灼烧固定伤害
    ShareDefine.Def_Effect_BurnTimePer:[[TYPE_Calc_BurnTimePer], False, TYPE_Linear],   # 延长灼烧时间百分比
    ShareDefine.Def_Effect_SubSpeedPer:[[TYPE_Calc_SubSpeedPer], False, TYPE_Linear],   # 减移动速度百分比
    #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],
@@ -4272,7 +4354,7 @@
Def_CalcAttrFunc_EquipOutOfPrint, # 绝版属性随等级变化 15
Def_CalcAttrFunc_Success, # 成就属性 16
Def_CalcAttrFunc_VIP, # VIP属性 17
Def_CalcAttrFunc_Stove, # 炼丹炉 18
Def_CalcAttrFunc_Stove, # 炼丹炉 18(废弃)
Def_CalcAttrFunc_FamilyTech, # 仙盟心法 19
Def_CalcAttrFunc_EquipDecompose, # 装备分解属性 20
Def_CalcAttrFunc_PetSoul, # 宠物魂石 21
@@ -4291,7 +4373,8 @@
Def_CalcAttrFunc_MagicWeapon3, # 仙族法宝属性 34
Def_CalcAttrFunc_MagicWeapon4, # 王者法宝 35
Def_CalcAttrFunc_Coat, # ʱװ 36
) = range(37)
Def_CalcAttrFunc_LingQi, # 灵器 37
) = range(38)
# 技能功能点列表  - 默认不算战力,不享受百分比加成,技能功能点暂时配置,之后优化技能属性逻辑后可去掉
CalcAttrFuncSkillList = [Def_CalcAttrFunc_HorseSkill, Def_CalcAttrFunc_PetSkill, Def_CalcAttrFunc_DogzBattleSkill]
@@ -4306,7 +4389,7 @@
                            ShareDefine.Def_MFPType_Star:[Def_CalcAttrFunc_Star],
                            ShareDefine.Def_MFPType_Plus:[Def_CalcAttrFunc_Plus],
                            ShareDefine.Def_MFPType_Stone:[Def_CalcAttrFunc_Stone],
                            ShareDefine.Def_MFPType_Wing:[Def_CalcAttrFunc_Wing],
                            ShareDefine.Def_MFPType_Wing:[Def_CalcAttrFunc_Wing, Def_CalcAttrFunc_LingQi],
                            ShareDefine.Def_MFPType_Wash:[Def_CalcAttrFunc_Wash],
                            ShareDefine.Def_MFPType_Pet:[Def_CalcAttrFunc_Pet, Def_CalcAttrFunc_PetSign, Def_CalcAttrFunc_PetSkill],
                            ShareDefine.Def_MFPType_PetSoul:[Def_CalcAttrFunc_PetSoul],
@@ -4332,7 +4415,7 @@
(
TriggerType_BeSuperHit, # 被暴击触发技能 1
TriggerType_BuffState,  # 进入4012的某个状态触发技能
TriggerType_AddDamagePer,   # 提高增加伤害属性值,计算时
TriggerType_AddPVPDamagePer,   # 提高PVP增加伤害属性值,计算时
TriggerType_AttackOver,  # 攻击(对敌技能)后被动技能被触发
TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
TriggerType_SuperHit, # 暴击时 触发技能
@@ -4356,7 +4439,7 @@
TriggerType_AttackKill, # նɱ
TriggerType_WillDead,   # 进入濒死状态时触发技能 25
TriggerType_BuffBoom,   # 中毒后爆炸
TriggerType_Success_Buff_SkillPer,   # 提高4501成功概率
TriggerType_BeAttackAddSkillPer,   # 被攻击提高技能伤害
TriggerType_HurtObjAddBuff,   # 在算伤害时群攻1对1加buff,可用于一个伤害多次触发
TriggerType_BeBoomSeed, # 被动引爆视野内对象的buff种子 29
TriggerType_AttackCnt,  # 增加技能攻击数量(效果ID1200) 30
@@ -4379,7 +4462,7 @@
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
@@ -4399,14 +4482,22 @@
TriggerType_SuperHitSubLayer, # 暴击减层 67
TriggerType_SuperHitSkipCD, # 暴击无冷却 68
TriggerType_BuffHurtCnt, # 当持续buff伤害第X次时触发技能 69
TriggerType_4074PerValue, # 特殊效果的加成 70
TriggerType_AttackAddSkillPerYinji, # 增加技能伤害 同TriggerType_AttackAddSkillPer 区别为飘字 70
TriggerType_dFinalHurtReducePer,    # 防守方的最终伤害减少百分比 71
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)
TriggerType_AddThumpHitRate, # 提高重击概率 73
TriggerType_ThumpHit, # 重击时 触发技能74
TriggerType_AddThumpHitPer, # 重击时 增加重击百分比 75 默认10000
TriggerType_SkillSuccess, # 任何技能释放成功都可触发 76
TriggerType_BounceHPPerByAttacker,   # 反弹伤害百分比值, 由攻击方决定 77
TriggerType_NoControl,   # 使关联技能不受控制 78
TriggerType_SuperHitSuckBloodPer,   # 暴击百分比吸血, 79
TriggerType_BurnPer,    # 灼烧伤害百分比 80
TriggerType_BurnDisappear,    # 灼烧消失触发 81
TriggerType_SkillValue,    # 增加技能伤害固定值 82
TriggerType_HitSuccess,        # 命中成功率 83
) = range(1, 84)
# 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 = []
@@ -4511,6 +4602,7 @@
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
@@ -4523,7 +4615,7 @@
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
@@ -4602,6 +4694,7 @@
Def_Cost_MysteryShopRefresh:"MysteryShopRefresh",
Def_Cost_AuctionBid:"AuctionBid",
Def_Cost_BuyDailyActionCnt:"BuyDailyActionCnt",
Def_Cost_FBBuyBuff:"FBBuyBuff",
}
## -----------------------------------------------------
@@ -4813,6 +4906,11 @@
##==================================================================================================
# 前端自定义场景状态
CustomSceneState_None = 0 # 无
CustomSceneState_Fight = 1 # 战斗进行中
CustomSceneState_Over = 2 # 已结束
# 副本参与类型
FB_JoinType = (
FB_JoinType_None, # 默认无
@@ -4860,9 +4958,9 @@
CME_Known:"δ֪",
CME_Class_Horse:"坐骑",
CME_Class_Wing:"翅膀",
CME_Class_Official:"爵位",
CME_FB_RunDaily:"日常跑环",
CME_FB_RunFamily:"战盟跑环",
CME_Class_Official:"爵位",
CME_FB_RunDaily:"日常跑环",
CME_FB_RunFamily:"战盟跑环",
}
# 功能对应的事件记录类型
@@ -4947,9 +5045,11 @@
ntDestructible, #场景内可破坏的 19
ntHelpBattleRobot, #助战机器人 20
ntRobot, #机器人21
ntMonsterTime, #按时间掉血的怪物 22
ntMonsterTime, #按时间掉血的怪物 22 废弃,以是否有配置在时间掉血怪物表为准
ntPriWoodPilePVE, #专属私有木桩 - PVE 23
ntPriWoodPilePVP, #专属私有木桩 - PVP 24
ntMax
) = range(24)
) = range(26)
(Def_SkillFuncType_Common, #0为通用技能