129 【战斗】战斗系统-服务端(主线掉落战利品、装备;主线击杀怪物获得经验、升级;主线装备穿戴、分解;)
35个文件已修改
1个文件已添加
3221 ■■■■■ 已修改文件
PySysDB/PySysDBPY.h 52 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/MapServerConfig.ini 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini 12 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/NormalNPC_Attack_NormalNPC.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/NormalNPC_Attack_SummonNPC.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/SummonNPC_Attack_NormalNPC.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/SummonNPC_Attack_SummonNPC.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py 34 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py 110 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py 53 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py 83 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py 108 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/MainLevel.py 23 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/MakeItemCount.py 30 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/OpenFunc.py 10 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/GMShell.py 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py 38 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py 416 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py 184 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChItem.py 76 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py 161 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemState.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py 177 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/Item_Chests.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py 1286 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py 5 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py 184 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerFamilyStore.py 5 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerNewGuyCard.py 10 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py 14 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py 43 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerWing.py 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py 38 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py 38 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
PySysDB/PySysDBPY.h
@@ -465,6 +465,44 @@
    list        AttrValue;    //属性值
};
//装备品质表
struct EquipColor
{
    BYTE        _ItemColor;    //装备品质
    DWORD        MoneyBase;    //分解货币
    DWORD        AtkStep;    //攻击步长
    DWORD        DefStep;    //防御步长
    DWORD        HPStep;    //生命步长
    list        AttrLibCntList;    //库属性条数列表
    list        AttrRange;    //通用属性范围,下限|上限
    dict        AttrRangeDict;    //指定属性范围字典,{指定属性ID:[范围下限, 上限], ...}
};
//装备部位表
struct EquipPlace
{
    BYTE        _EquipPlace;    //装备部位
    float        BaseAttrProportion;    //基础属性占比
    list        AttrLib1;    //随机属性ID库1,[属性ID, ...]
    list        AttrLib2;    //随机属性ID库2,[属性ID, ...]
    list        AttrLib3;    //随机属性ID库3,[属性ID, ...]
};
//定制属性表
struct AppointItem
{
    DWORD        _ID;    //定制ID
    BYTE        CancelUseLimit;    //穿戴限制(除职业)
    WORD        ItemLV;    //物品等级
    list        BaseAttrID;    //基础属性ID
    list        BaseAttrValue;    //基础属性值
    list        LegendAttrID;    //传奇属性ID
    list        LegendAttrValue;    //传奇属性值
};
//装备传奇属性条数表
struct tagEquipLegendAttrCount
@@ -828,8 +866,7 @@
struct tagPlayerLV
{
    WORD        _LV;    //玩家等级
    DWORD        ExpPoint;    //升级所需经验点,每个经验点代表的经验由项目决定
    DWORD        Exp;    //除经验点总经验外升级还需的经验
    DWORD        Exp;    //升级所需经验
    BYTE        TalentPoint;    //等级获得的天赋点
    DWORD        ReExp;    //等级经验效率(second)
    DWORD        ReMaxHP;    //生命
@@ -1372,16 +1409,6 @@
    dict        ItemID;    //奖励物品信息
    WORD        Price;    //礼包现价 
    WORD        OldPrice;    //礼包原价
};
//定制物品表
struct tagAppointItem
{
    DWORD        _ID;    //定制物品ID
    BYTE        CancelUseLimit;    //穿戴限制(除职业)
    list        LegendAttrID;    //传奇属性ID
    list        LegendAttrValue;    //传奇属性值
};
//拍卖物品表
@@ -3602,5 +3629,4 @@
    DWORD        LVUPNeedMoney;    //升到下一级所需货币数
    DWORD        LVUPNeedTime;    //升级下一级所需所需秒
    list        EquipColorRateList;    //产出装备品质概率列表,[0品质万分率, 1品质万分率, ...]
    list        ExAwardItemRateList;    //每次砍树概率额外产出道具饼图,[[万分率,[物品ID,个数]], ...]
};
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/MapServerConfig.ini
@@ -6,7 +6,7 @@
;已删除物品rptDeleted//已无用
PackCnt00=0
;装备rptEquip//一定要与枚举RoleEquipType的最大值匹配
PackCnt01=203
PackCnt01=12
;物品rptItem
PackCnt02=100
;垃圾桶(回收站)rptRecycle
@@ -20,7 +20,7 @@
;合成背包rptCompose
PackCnt07=0
;鉴定背包rptIdentify
PackCnt08=0
PackCnt08=20
;拆解准备背包rptBreakPrepare
PackCnt09=0
;合成结果背包rptResult
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini
@@ -1812,6 +1812,18 @@
PacketSubCMD_1=0x26
PacketCallFunc_1=OnVisitFairyDomain
;主线战斗
[GameLogic_MainLevel]
ScriptName = GameWorldLogic\FBProcess\GameLogic_MainLevel.py
Writer = hxp
Releaser = hxp
RegType = 0
RegisterPackCount = 1
PacketCMD_1=0xB4
PacketSubCMD_1=0x15
PacketCallFunc_1=OnMainDropItemOP
;回合攻击
[TurnAttack]
ScriptName = Attack\TurnAttack.py
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -2817,7 +2817,7 @@
    if GameObj.GetHP(curObjDetel) > 0:
        return
    
    if TurnAttack.SetKilled(curObjDetel):
    if TurnAttack.SetTurnObjKilled(curObjDetel, atkObj):
        return
        
    #---玩家处理---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/NormalNPC_Attack_NormalNPC.py
@@ -105,7 +105,7 @@
    
    #普通NPC
    if GameObj.GetHP(defender) <= 0:
        if TurnAttack.SetKilled(defender):
        if TurnAttack.SetTurnObjKilled(defender, attacker):
            return
        if not ChNPC.OnCheckCanDie(attacker, defender, skill, tick):
            return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/NormalNPC_Attack_SummonNPC.py
@@ -136,7 +136,7 @@
    
    #召唤兽死亡
    if GameObj.GetHP(curTagSummonNPC) <= 0:
        if TurnAttack.SetKilled(curTagSummonNPC):
        if TurnAttack.SetTurnObjKilled(curTagSummonNPC, curNormalNPC):
            return
        curTagSummonNPCControl = NPCCommon.NPCControl(curTagSummonNPC)
        #召唤兽死亡
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/SummonNPC_Attack_NormalNPC.py
@@ -141,7 +141,7 @@
        return
    #---NPC被击杀---
    if TurnAttack.SetKilled(curTagNPC):
    if TurnAttack.SetTurnObjKilled(curTagNPC, curSummonNPC):
        return
    
    #玩家击杀NPC副本触发器
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/SummonNPC_Attack_SummonNPC.py
@@ -156,7 +156,7 @@
    
    #防守方召唤兽死亡
    if GameObj.GetHP(curTagSummon) <= 0:
        if TurnAttack.SetKilled(curTagSummon):
        if TurnAttack.SetTurnObjKilled(curTagSummon, curSummonNPC):
            return
        curTagSummonNPCControl = NPCCommon.NPCControl(curTagSummon)
        #召唤兽死亡
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
@@ -339,6 +339,8 @@
        return False
        
    DoLogic_AttackResult(attacker, defender, useSkill, tick)
    TurnAttack.OnTurnfightAttackResult(attacker, defender, useSkill)
    return True
#---------------------------------------------------------------------
@@ -664,7 +666,7 @@
    
    OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick)
    DoLogic_AttackResult(attacker, defender, curSkill, tick)
    TurnAttack.OnTurnfightAttackResult(attacker, defender, curSkill)
    return True
@@ -876,7 +878,8 @@
        DoLogic_AttackResult(attacker, defObj, curSkill, tick)
    TurnAttack.OnTurnfightAttackResult(attacker, defender, curSkill)
    return
## 执行群攻攻击
#  @param attacker 攻击者实例
@@ -1820,19 +1823,19 @@
    #===========================================================================
    
    #----------扣XP点
    if SkillCommon.isXPSkill(curSkill):
        GameObj.SetXP(curObj, 0)
    #if SkillCommon.isXPSkill(curSkill):
    #    GameObj.SetXP(curObj, 0)
    #----------扣HP点
    lostHPValue = curSkill.GetHP()
    curPlayerHP = GameObj.GetHP(curObj)
    if curPlayerHP < lostHPValue:
        GameWorld.ErrLog('释放技能 = %s异常, HP点 = %s不足 = %s' % (
                            curSkill.GetSkillTypeID(), curPlayerHP, lostHPValue))
    if lostHPValue > 0:
        GameObj.SetHP(curObj, GameObj.GetHP(curObj) - lostHPValue)
    #lostHPValue = curSkill.GetHP()
    #curPlayerHP = GameObj.GetHP(curObj)
    #
    #if curPlayerHP < lostHPValue:
    #    GameWorld.ErrLog('释放技能 = %s异常, HP点 = %s不足 = %s' % (
    #                        curSkill.GetSkillTypeID(), curPlayerHP, lostHPValue))
    #
    #if lostHPValue > 0:
    #    GameObj.SetHP(curObj, GameObj.GetHP(curObj) - lostHPValue)
        
    return
@@ -1879,6 +1882,8 @@
    #通知客户端攻击结果
    __Sync_AttackResult(curNPC, target, curSkill)
    
    TurnAttack.OnTurnfightAttackSuccess(curNPC, target, curSkill)
    #技能使用成功
    if curSkill:
        skillTypeID = curSkill.GetSkillTypeID()
@@ -1922,8 +1927,6 @@
        if curPlayer != None and GameObj.GetHP(curPlayer) > 0:
            if curSkill == None or curSkill.GetSkillType() not in ChConfig.Def_NoBattleState_List: 
                AttackCommon.SetPlayerBattleState(curPlayer, tick)
    FBLogic.DoOverNPCAttackSuccess(curNPC, target, tick)
    
    # 灵为玩家的替身需要走此逻辑
    UseSkillOver(curNPC, target, curSkill, tick)
@@ -2668,6 +2671,7 @@
        DoLogic_AttackResult(attacker, defObj, curSkill, tick)
    TurnAttack.OnTurnfightAttackResult(attacker, None, curSkill)
    return True
    
    
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -36,6 +36,7 @@
import SkillCommon
import SkillShell
import AttackCommon
import FBLogic
import random
import time
@@ -236,6 +237,9 @@
        
        self.startTime = 0 # 开始时间戳,支持毫秒小数
        self.costTime = 0 # 单场战斗总耗时,支持毫秒小数
        #玩家武将行动后击杀目标
        self.playerKillObjIDList = [] # [objID, ...]
        return
    
    def setTurn(self, mapID, funcLineID, turnMax, isNeedReport=False, msgDict={}):
@@ -998,8 +1002,7 @@
    overLineupList = [] # 本回合已经结束行动的阵容列表 [(faction, num), ...], 所有阵容全部结束代表本回合结束
    
    turnNum = turnFight.turnNum
    unXiantaoCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCnt)
    GameWorld.DebugLog("unXiantaoCnt=%s,turnNum=%s,doMax=%s,actionIndex=%s,%s" % (unXiantaoCnt, turnNum, doMax, turnFight.actionIndex, turnFight.actionSortList))
    GameWorld.DebugLog("turnNum=%s,doMax=%s,actionIndex=%s,%s" % (turnNum, doMax, turnFight.actionIndex, turnFight.actionSortList))
    while doCnt < doMax and len(overLineupList) < len(turnFight.actionSortList):
        doCnt += 1
        turnNum = turnFight.turnNum
@@ -1022,6 +1025,7 @@
        if turnFight.actionIndex >= len(turnFight.actionSortList):
            turnFight.actionIndex = 0
            
        playerHeroAtk = False # 玩家阵容行动标记
        faction, num = turnFight.actionSortList[turnFight.actionIndex]
        batFaction = turnFight.getBatFaction(faction)
        batLineup = batFaction.getBatlineup(num)
@@ -1068,8 +1072,8 @@
                    continue
                
                if faction == Def_FactionA:
                    if not PlayerControl.PayMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint, isNotify=False):
                        return
                    playerHeroAtk = True
                break
            
        turnFight.actionIndex += 1
@@ -1082,10 +1086,9 @@
        if turnFight.checkOverByKilled():
            break
        
        nowUnXiantaoCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCnt)
        if unXiantaoCnt != nowUnXiantaoCnt:
            # 玩家有消耗战锤则停止,一段段执行
            GameWorld.DebugLog("玩家有消耗战锤则停止,nowUnXiantaoCnt=%s" % (nowUnXiantaoCnt))
        if playerHeroAtk:
            # 玩家武将有行动则停止,一段段执行
            GameWorld.DebugLog("玩家武将有行动则停止!")
            break
        
    if turnFight.winFaction:
@@ -1340,23 +1343,10 @@
        GameWorld.DebugLog("        自残: curTD=%s,tagID=%s,skillID=%s,hurtType=%s,hurtValue=%s,lostHP=%s,curHP=%s" 
                           % (curID, tagID, skillID, hurtType, hurtValue, lostHP, GameObj.GetHP(curObj)))
        
    if lostHP and curID != tagID:
        AddTurnFightXP(tagObj, __GetAddXP_Defender(tagObj, lostHP), "skillID:%s" % skillID)
    if lostHP > 0 and curID != tagID:
        addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 4)
        AddTurnFightXP(tagObj, addXP, "skillID:%s" % skillID)
    return
def __GetAddXP_Attack(attack, curSkill):
    ## 攻击方增加的XP值根据主动普攻技能获得
    if not curSkill:
        return 0
    if not SkillCommon.isTurnNormalAtkSkill(curSkill):
        return 0
    return IpyGameDataPY.GetFuncCfg("AngerXP", 3)
def __GetAddXP_Defender(defender, lostHP):
    ## 掉血方增加的XP值根据掉血百分比获得
    if lostHP <= 0:
        return 0
    return IpyGameDataPY.GetFuncCfg("AngerXP", 4)
def AddTurnFightXP(gameObj, addXP, reason=""):
    ## 回合战斗增加XP
@@ -1435,10 +1425,9 @@
        
        for useInfo in useSkillList:
            useSkill = useInfo[-1]
            skillID = useSkill.GetSkillID()
            #skillID = useSkill.GetSkillID()
            atkOK, tagObj = DoNPCUseSkill(curNPC, useSkill, tick)
            if atkOK:
                AddTurnFightXP(curNPC, __GetAddXP_Attack(curNPC, useSkill), "skillID:%s" % skillID)
                break
            
    curNPC.SetDict(ChConfig.Def_Obj_Dict_TurnBattleType, 0) # 无论攻击成功与否都重置战斗类型
@@ -1674,23 +1663,82 @@
            return tagNPC
    return
def SetKilled(gameObj, killer=None):
def SetTurnObjKilled(gameObj, killer=None):
    if not gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo):
        #GameWorld.DebugLog("非回合战斗主体被击杀: curID=%s" % gameObj.GetID())
        return
    
    GameWorld.DebugLog("        %s 回合战斗主体被击杀: curID=%s" % (GetObjName(gameObj), gameObj.GetID()))
    objID = gameObj.GetID()
    GameWorld.DebugLog("        %s 回合战斗主体被击杀: curID=%s" % (GetObjName(gameObj), objID))
    gameObj.SetCurAction(IPY_GameWorld.laNPCDie)
    if GameObj.GetHP(gameObj) != 0:
    GameObj.SetHP(gameObj, 0) # 回合制死亡仅设置为0,实例暂时不回收
    gameObj.SetVisible(False)
    
    turnFight = GetTurnFightMgr().getNPCTurnFight(gameObj.GetID())
    if turnFight:
    turnFight = GetTurnFightMgr().getNPCTurnFight(objID)
    if not turnFight:
        return True
        clientPack = ChPyNetSendPack.tagMCTurnFightObjDead()
        clientPack.ObjID = gameObj.GetID()
    clientPack.ObjID = objID
        turnFight.addBatPack(clientPack)
        
    # 记录主动发起的玩家阵营击杀
    curPlayer = turnFight.curPlayer
    if killer and curPlayer and killer.GetDictByKey(ChConfig.Def_Obj_Dict_LineupPlayerID) == curPlayer.GetPlayerID():
        if objID not in turnFight.playerKillObjIDList:
            turnFight.playerKillObjIDList.append(objID)
        GameWorld.DebugLog("玩家单次击杀统计: %s" % turnFight.playerKillObjIDList)
    return True
def OnTurnfightAttackSuccess(curObj, tagObj, curSkill):
    ## 回合战斗攻击成功额外处理,AttackResult之前,一般处理技能相关
    if curObj.GetGameObjType() != IPY_GameWorld.gotNPC:
        return
    if not curObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo):
        return
    objID = curObj.GetID()
    turnFight = GetTurnFightMgr().getNPCTurnFight(objID)
    if not turnFight:
        return
    skillID = curSkill.GetSkillID() if curSkill else 0
    isXP = SkillCommon.isXPSkill(curSkill)
    if isXP:
        GameObj.SetXP(curObj, 0)
    elif curSkill:
        if SkillCommon.isTurnNormalAtkSkill(curSkill):
            addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 3)
            AddTurnFightXP(curObj, addXP, "skillID:%s" % skillID)
    curPlayer = turnFight.curPlayer
    # 仅主动发起玩家阵容触发
    if curPlayer and curObj.GetDictByKey(ChConfig.Def_Obj_Dict_LineupPlayerID) == curPlayer.GetPlayerID():
        FBLogic.OnPlayerLineupAttackSuccess(curPlayer, curObj, tagObj, curSkill, turnFight.mapID, turnFight.funcLineID)
    return
def OnTurnfightAttackResult(curObj, tagObj, curSkill):
    ## 回合战斗攻击结果额外处理,AttackResult 之后,一般处理击杀结算相关
    if curObj.GetGameObjType() != IPY_GameWorld.gotNPC:
        return
    if not curObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo):
        return
    objID = curObj.GetID()
    turnFight = GetTurnFightMgr().getNPCTurnFight(objID)
    if not turnFight:
        return
    curPlayer = turnFight.curPlayer
    # 仅主动发起玩家阵容触发
    if curPlayer and curObj.GetDictByKey(ChConfig.Def_Obj_Dict_LineupPlayerID) == curPlayer.GetPlayerID():
        FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, tagObj, curSkill, turnFight.mapID, turnFight.funcLineID)
    turnFight.playerKillObjIDList = []
    return
def OnTurnAllOver(guid):
    ## 所有回合已经全部执行完毕
    GameWorld.DebugLog("所有回合结束")
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -442,10 +442,10 @@
Def_ItemType_retTrousers = 106    #6 裤子
Def_ItemType_retShoes = 107       #7 鞋子
Def_ItemType_retGlove = 108       #8 手套
Def_ItemType_retNeck = 109        #9 项链
Def_ItemType_retFairyCan = 110       #10 仙器1
Def_ItemType_retFairyCan2 = 111       #11 仙器2
Def_ItemType_retJade = 112       #12 玉佩
Def_ItemType_retShawl = 109       #9 披肩
Def_ItemType_retNeck = 110        #10 项链
Def_ItemType_retRing = 111        #11 戒指
Def_ItemType_retAmulet = 112      #12 玉佩
Def_ItemType_retWing = 113        #13 翅膀
Def_ItemType_retGuard1 = 114   #14 守护1
Def_ItemType_retGuard2 = 115    #15 守护2
@@ -498,13 +498,13 @@
                      ShareDefine.retTrousers:[Def_ItemType_retTrousers],
                      ShareDefine.retShoes:[Def_ItemType_retShoes],
                      ShareDefine.retGlove:[Def_ItemType_retGlove],
                      ShareDefine.retShawl:[Def_ItemType_retShawl],
                      ShareDefine.retNeck:[Def_ItemType_retNeck],
                      ShareDefine.retFairyCan:[Def_ItemType_retFairyCan],
                      ShareDefine.retFairyCan2:[Def_ItemType_retFairyCan2],
                      ShareDefine.retJade:[Def_ItemType_retJade],
                      ShareDefine.retWing:[Def_ItemType_retWing],
                      ShareDefine.retGuard1:[Def_ItemType_retGuard1],
                      ShareDefine.retGuard2:[Def_ItemType_retGuard2],
                      ShareDefine.retRing:[Def_ItemType_retRing],
                      ShareDefine.retAmulet:[Def_ItemType_retAmulet],
                      #ShareDefine.retWing:[Def_ItemType_retWing],
                      #ShareDefine.retGuard1:[Def_ItemType_retGuard1],
                      #ShareDefine.retGuard2:[Def_ItemType_retGuard2],
                      }
#---------------------------------------------------------------------
#写死的物品效果ID都放这边------请按数值顺序存放
@@ -882,6 +882,9 @@
#装备类型
Def_EquipItemType = range(Def_ItemType_retWeapon, Def_ItemType_DogzEquipScute + 1)
#主线装备类型
Def_MainEquipType = range(Def_ItemType_retWeapon, Def_ItemType_retAmulet + 1)
#神兽装备类型
Def_DogzEquiipType = xrange(Def_ItemType_DogzEquipHorn, Def_ItemType_DogzEquipScute + 1)
@@ -1145,6 +1148,7 @@
                                    IPY_GameWorld.rptItem, 
                                    #IPY_GameWorld.rptFineSoulSlot,
                                    IPY_GameWorld.rptAnyWhere, 
                                    IPY_GameWorld.rptIdentify,
                                    #时装背包
                                    #IPY_GameWorld.rptCabinetWeaponCoat, 
                                    #IPY_GameWorld.rptCabinetHorse, 
@@ -1956,6 +1960,7 @@
#副本ID转换
Def_FB_MapID = {
                'MainLevel':[Def_FBMapID_Main, Def_FBMapID_MainBoss],  # 主线关卡
                'FamilyWar':[Def_FBMapID_FamilyWar],  # 仙盟联赛
                'FamilyInvade':[Def_FBMapID_FamilyInvade], # 守卫人皇
                'FamilyBoss':[Def_FBMapID_FamilyBossMap], # 战盟boss
@@ -2446,25 +2451,21 @@
                                            ShareDefine.retTrousers,    #6 裤子
                                            ShareDefine.retShoes,       #7 鞋子
                                            ShareDefine.retGlove,       #8 手套
                                            ShareDefine.retNeck,        #9 项链
                                            ShareDefine.retFairyCan,    #10 仙器1
                                            ShareDefine.retFairyCan2,   #11 仙器2
                                            ShareDefine.retJade,        #12 玉佩
                                            ShareDefine.retShawl,       #9 披肩
                                            ShareDefine.retNeck,        #10 项链
                                            ShareDefine.retRing,        #11 戒指
                                            ShareDefine.retAmulet,      #12 玉佩
                                                      ],
                              }
## 装备位 - 基础攻击类
EquipPlace_BaseWeapon = [ShareDefine.retWeapon, ShareDefine.retWeapon2, ShareDefine.retBelt, ShareDefine.retGlove]
EquipPlace_BaseWeapon = []
## 装备位 - 基础防具类
EquipPlace_BaseArmor = [ShareDefine.retHat, ShareDefine.retClothes, ShareDefine.retTrousers, ShareDefine.retShoes]
## 装备位 - 仙器
EquipPlace_Relics = [ShareDefine.retFairyCan, ShareDefine.retFairyCan2]
## 装备位 - 特殊
EquipPlace_Special = [ShareDefine.retNeck, ShareDefine.retFairyCan, ShareDefine.retFairyCan2, ShareDefine.retJade]
EquipPlace_BaseArmor = []
## 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]
EquipPlace_LingQi = []
#装备物品位置,不需要重刷属性
EquipItemNoRefreshState = [
@@ -4403,7 +4404,9 @@
Def_PDict_HeroBook = "HeroBook_%s" # 武将图鉴激活等级,参数(武将ID) cccbbba a-初始激活状态1-英雄激活,2-初始图鉴激活; bbb-存星级图鉴激活等级;ccc-存突破图鉴激活等级
#主线
Def_PDict_UnXiantaoCnt = "UnXiantaoCnt" # 累计未结算的战锤数
Def_PDict_UnXiantaoCntExp = "UnXiantaoCntExp" # 累计未结算经验的战锤数
Def_PDict_UnXiantaoCntEquip = "UnXiantaoCntEquip" # 累计未结算掉落的战锤数
Def_PDict_BootyDropToday = "BootyDropToday_%s" # 今日已累计掉落战利品数量,参数(itemID)
#-------------------------------------------------------------------------------
#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]}
@@ -4883,10 +4886,10 @@
   ShareDefine.Def_Effect_HatAddPer:            [ShareDefine.retHat, [ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
   ShareDefine.Def_Effect_TrousersAddPer:       [ShareDefine.retTrousers, [ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
   ShareDefine.Def_Effect_ShoesAddPer:          [ShareDefine.retShoes, [ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
   ShareDefine.Def_Effect_FairyCanAddPer:       [ShareDefine.retFairyCan, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
   ShareDefine.Def_Effect_FairyCan2AddPer:      [ShareDefine.retFairyCan2, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
   ShareDefine.Def_Effect_ShawlAddPer:          [ShareDefine.retShawl, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
   ShareDefine.Def_Effect_RingAddPer:           [ShareDefine.retRing, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
   ShareDefine.Def_Effect_NeckAddPer:           [ShareDefine.retNeck, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
   ShareDefine.Def_Effect_JadeAddPer:           [ShareDefine.retJade, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
   ShareDefine.Def_Effect_AmuletAddPer:         [ShareDefine.retAmulet, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
                           }
# 指定地图生效的非线性属性配置
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py
@@ -19178,6 +19178,87 @@
#------------------------------------------------------
# B4 15 主线掉落物品操作 #tagCSMainDropItemOP
class  tagCSMainDropItemOP(Structure):
    Head = tagHead()
    Count = 0    #(BYTE Count)
    IndexList = list()    #(vector<WORD> IndexList)// 掉落背包中的物品格子索引列表
    OPType = 0    #(BYTE OPType)// 0 - 拾取非装备物品;1 - 分解;2 - 穿戴/替换;
    OPValue = 0    #(BYTE OPValue)// 操作额外指令值,由操作类型决定,如穿戴时可发送穿戴后是否自动分解
    data = None
    def __init__(self):
        self.Clear()
        self.Head.Cmd = 0xB4
        self.Head.SubCmd = 0x15
        return
    def ReadData(self, _lpData, _pos=0, _Len=0):
        self.Clear()
        _pos = self.Head.ReadData(_lpData, _pos)
        self.Count,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        for i in range(self.Count):
            value,_pos=CommFunc.ReadWORD(_lpData,_pos)
            self.IndexList.append(value)
        self.OPType,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.OPValue,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        return _pos
    def Clear(self):
        self.Head = tagHead()
        self.Head.Clear()
        self.Head.Cmd = 0xB4
        self.Head.SubCmd = 0x15
        self.Count = 0
        self.IndexList = list()
        self.OPType = 0
        self.OPValue = 0
        return
    def GetLength(self):
        length = 0
        length += self.Head.GetLength()
        length += 1
        length += 2 * self.Count
        length += 1
        length += 1
        return length
    def GetBuffer(self):
        data = ''
        data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
        data = CommFunc.WriteBYTE(data, self.Count)
        for i in range(self.Count):
            data = CommFunc.WriteWORD(data, self.IndexList[i])
        data = CommFunc.WriteBYTE(data, self.OPType)
        data = CommFunc.WriteBYTE(data, self.OPValue)
        return data
    def OutputString(self):
        DumpString = '''
                                Head:%s,
                                Count:%d,
                                IndexList:%s,
                                OPType:%d,
                                OPValue:%d
                                '''\
                                %(
                                self.Head.OutputString(),
                                self.Count,
                                "...",
                                self.OPType,
                                self.OPValue
                                )
        return DumpString
m_NAtagCSMainDropItemOP=tagCSMainDropItemOP()
ChNetPackDict[eval("0x%02x%02x"%(m_NAtagCSMainDropItemOP.Head.Cmd,m_NAtagCSMainDropItemOP.Head.SubCmd))] = m_NAtagCSMainDropItemOP
#------------------------------------------------------
# B4 13 主线战斗请求 #tagCSMainFightReq
class  tagCSMainFightReq(Structure):
@@ -19185,7 +19266,7 @@
    _fields_ = [
                  ("Cmd", c_ubyte),
                  ("SubCmd", c_ubyte),
                  ("ReqType", c_ubyte),    # 0-停止战斗回城;1-设置消耗倍值;2-挑战小怪;3-挑战boss;4-下一段战报;5-下一队;
                  ("ReqType", c_ubyte),    # 0-停止战斗回城;1-设置消耗倍值;2-挑战关卡小怪;3-挑战关卡boss;4-继续战斗;
                  ("ReqValue", c_int),    # 请求值,ReqType为1时发送消耗倍值
                  ]
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
@@ -43549,6 +43549,114 @@
#------------------------------------------------------
# B1 23 每日掉落战利品信息 #tagSCDropBootyInfo
class  tagSCDropBooty(Structure):
    _pack_ = 1
    _fields_ = [
                  ("ItemID", c_int),    # 战利品ID
                  ("TodayDropCnt", c_int),    # 今日已掉落数量
                  ]
    def __init__(self):
        self.Clear()
        return
    def ReadData(self, stringData, _pos=0, _len=0):
        self.Clear()
        memmove(addressof(self), stringData[_pos:], self.GetLength())
        return _pos + self.GetLength()
    def Clear(self):
        self.ItemID = 0
        self.TodayDropCnt = 0
        return
    def GetLength(self):
        return sizeof(tagSCDropBooty)
    def GetBuffer(self):
        return string_at(addressof(self), self.GetLength())
    def OutputString(self):
        DumpString = '''// B1 23 每日掉落战利品信息 //tagSCDropBootyInfo:
                                ItemID:%d,
                                TodayDropCnt:%d
                                '''\
                                %(
                                self.ItemID,
                                self.TodayDropCnt
                                )
        return DumpString
class  tagSCDropBootyInfo(Structure):
    Head = tagHead()
    Count = 0    #(WORD Count)
    DropBootyList = list()    #(vector<tagSCDropBooty> DropBootyList)//每日已掉落战利品信息列表
    data = None
    def __init__(self):
        self.Clear()
        self.Head.Cmd = 0xB1
        self.Head.SubCmd = 0x23
        return
    def ReadData(self, _lpData, _pos=0, _Len=0):
        self.Clear()
        _pos = self.Head.ReadData(_lpData, _pos)
        self.Count,_pos = CommFunc.ReadWORD(_lpData, _pos)
        for i in range(self.Count):
            temDropBootyList = tagSCDropBooty()
            _pos = temDropBootyList.ReadData(_lpData, _pos)
            self.DropBootyList.append(temDropBootyList)
        return _pos
    def Clear(self):
        self.Head = tagHead()
        self.Head.Clear()
        self.Head.Cmd = 0xB1
        self.Head.SubCmd = 0x23
        self.Count = 0
        self.DropBootyList = list()
        return
    def GetLength(self):
        length = 0
        length += self.Head.GetLength()
        length += 2
        for i in range(self.Count):
            length += self.DropBootyList[i].GetLength()
        return length
    def GetBuffer(self):
        data = ''
        data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
        data = CommFunc.WriteWORD(data, self.Count)
        for i in range(self.Count):
            data = CommFunc.WriteString(data, self.DropBootyList[i].GetLength(), self.DropBootyList[i].GetBuffer())
        return data
    def OutputString(self):
        DumpString = '''
                                Head:%s,
                                Count:%d,
                                DropBootyList:%s
                                '''\
                                %(
                                self.Head.OutputString(),
                                self.Count,
                                "..."
                                )
        return DumpString
m_NAtagSCDropBootyInfo=tagSCDropBootyInfo()
ChNetPackDict[eval("0x%02x%02x"%(m_NAtagSCDropBootyInfo.Head.Cmd,m_NAtagSCDropBootyInfo.Head.SubCmd))] = m_NAtagSCDropBootyInfo
#------------------------------------------------------
# B1 17 头像信息 #tagMCFaceInfo
class  tagMCFace(Structure):
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/MainLevel.py
@@ -18,16 +18,39 @@
import GameWorld
import PlayerControl
import IpyGameDataPY
import GameLogic_MainLevel
def OnExec(curPlayer, gmList):
    
    if not gmList:
        GameWorld.DebugAnswer(curPlayer, "重置主线: MainLevel 0")
        GameWorld.DebugAnswer(curPlayer, "设置主线: MainLevel 章节 关卡 波")
        GameWorld.DebugAnswer(curPlayer, "测试掉落: MainLevel d 击杀数")
        GameWorld.DebugAnswer(curPlayer, "重置战利: MainLevel b 0")
        GameWorld.DebugAnswer(curPlayer, "设置战利: MainLevel b 战利品ID 已掉落个数")
        return
    
    value = gmList[0]
    
    if value == "d":
        killCnt = gmList[1] if len(gmList) > 1 else 1
        GameLogic_MainLevel.GMTestKillDrop(curPlayer, killCnt)
        return
    if value == "b":
        itemID = gmList[1] if len(gmList) > 1 else 1
        dropTotal = gmList[2] if len(gmList) > 2 else 1
        if not itemID:
            GameLogic_MainLevel.ResetBootyDropToday(curPlayer)
            return
        bootyItemIDList = GameLogic_MainLevel.GetBootyItemIDList()
        if itemID not in bootyItemIDList:
            GameWorld.DebugAnswer(curPlayer, "战利品ID(%s) not in %s" % (itemID, bootyItemIDList))
            return
        GameLogic_MainLevel.SetBootyDropToday(curPlayer, itemID, dropTotal)
        GameWorld.DebugAnswer(curPlayer, "设置战利品(%s)今日掉落: %s" % (itemID, dropTotal))
        return
    if value <= 0:
        nowValue = PlayerControl.SetMainLevelNowInfo(curPlayer, 1, 1, 1)
        passValue = PlayerControl.SetMainLevelPassInfo(curPlayer, 0, 0, 0)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/MakeItemCount.py
@@ -17,9 +17,9 @@
import IPY_GameWorld
import ItemControler
import ShareDefine
import GameWorld
import ChConfig
import ItemCommon
#---------------------------------------------------------------------
#全局变量
@@ -38,14 +38,14 @@
    
    #输入命令格式错误
    if len(msgList) < 1:
        GameWorld.DebugAnswer(curPlayer, "MakeItemCount ID (个数  拍品组数 全部传奇属性)")
        GameWorld.DebugAnswer(curPlayer, "MakeItemCount ID [个数 定制ID]")
        return
    
    event = [ChConfig.ItemGive_GMMake, False, {"CMD":"MakeItemCount"}]
    itemID = msgList[0]
    itemCount = msgList[1] if len(msgList) > 1 else 1
    auctionGroup = msgList[2] if len(msgList) > 2 else 0
    isAllAttr = msgList[3] if len(msgList) > 3 else 0
    appointID = msgList[2] if len(msgList) > 2 else 0
    auctionGroup = 0
    
    itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
    if not itemData:
@@ -58,7 +58,7 @@
            GameWorld.DebugAnswer(curPlayer, "放入物品失败!")
        return
    
    playerItemControler = ItemControler.PlayerItemControler(curPlayer)
    setAttrDict = {ShareDefine.Def_CItemKey_AppointID:appointID} if appointID else {}
    
    # 拍品
    if auctionGroup > 0:
@@ -66,24 +66,6 @@
            if not ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, True, [IPY_GameWorld.rptItem], event=event):
                GameWorld.DebugAnswer(curPlayer, "###放入物品失败!")
    else:
        if ItemCommon.GetIsEquip(itemData) or itemData.GetPackCount() <= 1:
            for _ in xrange(itemCount):
                __DoGMGivePlayerItem(curPlayer, playerItemControler, itemID, 1, False, isAllAttr, event)
        else:
            if not ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, False, [IPY_GameWorld.rptItem], event=event):
        if not ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, False, [IPY_GameWorld.rptItem], event=event, setAttrDict=setAttrDict):
                GameWorld.DebugAnswer(curPlayer, "###放入物品失败!")
    return
def __DoGMGivePlayerItem(curPlayer, playerItemControler, itemID, count, isAuctionItem, isAllAttr, event):
    if ItemControler.GetAppointItemRealID(itemID):
        ItemControler.GivePlayerAppointItem(curPlayer, itemID, isAuctionItem, event=event)
        return
    curItem = ItemControler.GetOutPutItemObj(itemID, count, isAuctionItem, curPlayer=curPlayer, isAllAttr=isAllAttr)
    if not playerItemControler.PutInItem(IPY_GameWorld.rptItem, curItem, event=event):
        GameWorld.DebugAnswer(curPlayer, "放入物品失败!")
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/OpenFunc.py
@@ -88,12 +88,12 @@
        openFuncIDList = [openFuncID]
        
    if openFuncIDList:
        needLV, needMagicWeaponIDList, needRealmLV, needMissionIDList = __GetOpenFuncLimit(openFuncIDList)
        needLV, needMagicWeaponIDList, needRealmLV, needMissionIDList = __GetOpenFuncLimit(curPlayer, openFuncIDList)
        if needMagicWeaponIDList:
            openFuncIDList.append(ShareDefine.GameFuncID_MagicWeapon)
        if needRealmLV:
            openFuncIDList.append(ShareDefine.GameFuncID_Official)
    needLV, needMagicWeaponIDList, needRealmLV, needMissionIDList = __GetOpenFuncLimit(openFuncIDList)
    needLV, needMagicWeaponIDList, needRealmLV, needMissionIDList = __GetOpenFuncLimit(curPlayer, openFuncIDList)
    
    GameWorld.DebugLog("GM处理等级开启功能: openFuncID=%s,openFuncIDList=%s,needLV=%s" % (openFuncID, openFuncIDList, needLV), curPlayer.GetPlayerID())
    
@@ -122,8 +122,8 @@
    GameFuncComm.DoFuncOpenLogic(curPlayer, needMissionIDList)
    return
def __GetOpenFuncLimit(openFuncIDList):
    maxLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV")
def __GetOpenFuncLimit(curPlayer, openFuncIDList):
    maxLV = PlayerControl.GetPlayerMaxLV(curPlayer)
    needLV = 0
    needRealmLV = 0
    needMissionIDList = []
@@ -168,7 +168,7 @@
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_GameFuncFirstTouch % keyNum, 0)
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_GameFuncAwardState % keyNum, 0)
            
        needLV, needMagicWeaponIDList, needRealmLV, needMissionIDList = __GetOpenFuncLimit([])
        needLV, needMagicWeaponIDList, needRealmLV, needMissionIDList = __GetOpenFuncLimit(curPlayer, [])
        for missionID in needMissionIDList:
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_MissionFinish % missionID, 0)
        
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/GMShell.py
@@ -94,6 +94,7 @@
            
        #验证权限失败
        elif not CheckGMLV(curPlayer , callFunName):
            GameWorld.DebugAnswer(curPlayer, 'GM等级不足!')
            return
            
        callFunc = GameWorld.GetExecFunc(Commands, "%s.%s"%(callFunName, "OnExec"))
@@ -108,10 +109,8 @@
                    continue
                inputList[i] = value
                
            isSendGameServer = callFunc(curPlayer, inputList)
            callFunc(curPlayer, inputList)
            DR_UseGMCMD(curPlayer, inputStr)
            if isSendGameServer:
                curPlayer.GameServer_GMCmd(inputStr)
            return
        
        # GameObj 的 Get、Set函数
@@ -186,7 +185,9 @@
            DR_UseGMCMD(curPlayer, inputStr)
            return
        
        curPlayer.GameServer_GMCmd(inputStr)
        #没有此命令
        GameWorld.Log("###使用GM命令 = %s, 没有该命令!" % callFunName, curPlayer.GetPlayerID())
        GameWorld.DebugAnswer(curPlayer, 'no cmd !!!')
    except BaseException:
        GameWorld.DebugAnswer(curPlayer, "执行GM命令错误, 请查看所在地图日志!")
        errorMsg = str(traceback.format_exc())
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py
@@ -1809,22 +1809,6 @@
    
    return
## NPC攻击成功后FB处理(说明:进入这个函数的时候,怪物已经死亡,掉落经验等都处理过了)
#  @param curNPC 攻击方
#  @param target 防守方
#  @param tick 当前时间
#  @return None
#  @remarks 函数详细说明.
def DoOverNPCAttackSuccess(curNPC, target, tick):
    do_FBLogic_ID = __GetFBLogic_MapID(GameWorld.GetMap().GetMapID())
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "DoOverNPCAttackSuccess"))
    if callFunc:
        callFunc(curNPC, target, tick)
    return
## 玩家死亡
#  @param curPlayer:死亡的玩家 
#  @return None
@@ -2425,6 +2409,28 @@
    
    return callFunc(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
def OnPlayerLineupAttackSuccess(curPlayer, atkObj, defObj, curSkill, mapID, funcLineID):
    ## 回合战斗主动发起的玩家阵容释放技能成功
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnPlayerLineupAttackSuccess"))
    if callFunc:
        callFunc(curPlayer, atkObj, defObj, curSkill, mapID, funcLineID)
    return
def OnPlayerLineupAttackResult(curPlayer, atkObj, defObj, curSkill, mapID, funcLineID):
    ## 回合战斗主动发起的玩家阵容攻击结果额外处理
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnPlayerLineupAttackResult"))
    if callFunc:
        callFunc(curPlayer, atkObj, defObj, curSkill, mapID, funcLineID)
    return
def OnTurnFightOver(curPlayer, mapID, funcLineID, tagType, tagID, valueList, fightRet):
    ## 回合战斗结束
    # @return: 是否需要同步GameServer, 奖励列表
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py
New file
@@ -0,0 +1,416 @@
#!/usr/bin/python
# -*- coding: GBK -*-
#-------------------------------------------------------------------------------
#
##@package GameWorldLogic.FBProcess.GameLogic_MainLevel
#
# @todo:主线关卡
# @author hxp
# @date 2025-07-10
# @version 1.0
#
# 详细描述: 主线关卡
#
#-------------------------------------------------------------------------------
#"""Version = 2025-07-10 17:00"""
#-------------------------------------------------------------------------------
import ChConfig
import GameWorld
import ShareDefine
import SkillCommon
import IpyGameDataPY
import PlayerControl
import ChPyNetSendPack
import ItemControler
import IPY_GameWorld
import NetPackCommon
import TurnAttack
import ItemCommon
import NPCCommon
import random
def OnFBPlayerOnLogin(curPlayer):
    SyncDropBootyInfo(curPlayer)
    return
def OnFBPlayerOnDay(curPlayer):
    ResetBootyDropToday(curPlayer)
    return
def ResetBootyDropToday(curPlayer):
    bootyItemIDList = GetBootyItemIDList()
    for itemID in bootyItemIDList:
        if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_BootyDropToday % itemID):
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_BootyDropToday % itemID, 0)
    SyncDropBootyInfo(curPlayer)
    return
def SetBootyDropToday(curPlayer, itemID, updDropToday):
    updDropToday = min(updDropToday, ChConfig.Def_UpperLimit_DWord)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_BootyDropToday % itemID, updDropToday)
    GameWorld.DebugLog("更新今日掉落战利品数: itemID=%s,updDropToday=%s" % (itemID, updDropToday), curPlayer.GetPlayerID())
    SyncDropBootyInfo(curPlayer, itemID)
    return
def GetBootyItemIDList():
    ## 获取所有的战利品ID
    ipyDataMgr = IpyGameDataPY.IPY_Data()
    chapterCount = ipyDataMgr.GetMainChapterCount()
    if not chapterCount:
        return []
    ipyData = ipyDataMgr.GetMainChapterByIndex(chapterCount - 1)
    return [booty[0] for booty in ipyData.GetDailyBootyUpperList()]
def OnPlayerLineupAttackSuccess(curPlayer, atkObj, defObj, curSkill, mapID, funcLineID):
    ## 回合战斗主动发起的玩家阵容释放技能成功
    if mapID == ChConfig.Def_FBMapID_Main:
        __doCostZhanchui(curPlayer, atkObj, curSkill)
    return
def __doCostZhanchui(curPlayer, atkObj, curSkill):
    ## 扣除战锤消耗
    costZhanchui = 0
    isXP = SkillCommon.isXPSkill(curSkill)
    turnBattleType = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnBattleType)
    if isXP:
        costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 2)
    elif turnBattleType == ChConfig.TurnBattleType_Combo:
        costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 3)
    elif turnBattleType == ChConfig.TurnBattleType_AtkBack:
        costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 4)
    elif SkillCommon.isTurnNormalAtkSkill(curSkill):
        costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 1)
    if costZhanchui <= 0:
        return
    fightPoint = max(curPlayer.GetFightPoint(), 1) # 主线战斗消耗倍值,默认1
    costZhanchuiTotal = costZhanchui * fightPoint
    if not PlayerControl.PayMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, costZhanchuiTotal, isNotify=False):
        # 不足时,有多少扣多少
        nowMoney = PlayerControl.GetMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao)
        PlayerControl.PayMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, min(nowMoney, costZhanchuiTotal), isNotify=False)
    return
def OnPlayerLineupAttackResult(curPlayer, atkObj, defObj, curSkill, mapID, funcLineID):
    if mapID == ChConfig.Def_FBMapID_Main:
        __doKillAward(curPlayer, atkObj, mapID, funcLineID)
    return
def __doKillAward(curPlayer, atkObj, mapID, funcLineID):
    ## 计算击杀奖励
    turnFight = TurnAttack.GetTurnFightMgr().getNPCTurnFight(atkObj.GetID())
    if not turnFight:
        return
    unXiantaoCntExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntExp)
    if not turnFight.playerKillObjIDList:
        unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip)
        GameWorld.DebugLog("没有击杀不需要处理! unXiantaoCntExp=%s,unXiantaoCntEquip=%s" % (unXiantaoCntExp, unXiantaoCntEquip))
        return
    killCnt = len(turnFight.playerKillObjIDList)
    # 直接重置,防止异常时重复结算
    turnFight.playerKillObjIDList = []
    # 结算经验
    if unXiantaoCntExp:
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntExp, 0)
        perExp = IpyGameDataPY.GetFuncCfg("Mainline", 1) # 每个战锤增加经验
        totalExp = unXiantaoCntExp * perExp
        GameWorld.DebugLog("增加经验: totalExp=%s,unXiantaoCntExp=%s" % (totalExp, unXiantaoCntExp))
        PlayerControl.PlayerControl(curPlayer).AddExp(totalExp, ShareDefine.Def_ViewExpType_KillNPC)
    __doMainDrop(curPlayer, killCnt)
    return
def __doMainDrop(curPlayer, killCnt):
    # 装备掉落
    __doDropEquip(curPlayer)
    playerID = curPlayer.GetPlayerID()
    DailyBootyUpperList, BootyWeightList = [], []
    chapterID = PlayerControl.GetMainLevelNowInfo(curPlayer)[0]
    chapterIpyData = IpyGameDataPY.GetIpyGameData("MainChapter", chapterID)
    if chapterIpyData:
        DailyBootyUpperList = chapterIpyData.GetDailyBootyUpperList()
        BootyWeightList = chapterIpyData.GetBootyWeightList()
    bootyDropUpperDict = {k:v for k, v in DailyBootyUpperList}
    GameWorld.DebugLog("可掉落战利品上限: chapterID=%s,%s,killCnt=%s" % (chapterID, bootyDropUpperDict, killCnt), playerID)
    # 其他战利品掉落
    for _ in range(killCnt):
        dropInfo = GameWorld.GetResultByWeightList(BootyWeightList)
        if not dropInfo:
            continue
        itemID = dropInfo[0]
        if not itemID:
            GameWorld.DebugLog("本次不掉落战利品!", playerID)
            continue
        if itemID not in bootyDropUpperDict:
            GameWorld.DebugLog("该战利品未解锁! itemID=%s" % itemID, playerID)
            continue
        todyDropCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_BootyDropToday % itemID)
        dropUpper = bootyDropUpperDict.get(itemID, 0)
        if todyDropCnt >= dropUpper:
            GameWorld.DebugLog("战利品已达今日掉落上限! itemID=%s,todyDropCnt=%s >= %s" % (itemID, todyDropCnt, dropUpper), playerID)
            continue
        dropMin = dropInfo[1] if len(dropInfo) > 1 else 1
        dropMax = dropInfo[2] if len(dropInfo) > 2 else 1
        if dropMin == dropMax:
            dropCnt = dropMin
        else:
            dropCnt = random.randint(dropMin, dropMax)
        dropCnt = min(dropCnt, dropUpper - todyDropCnt)
        GameWorld.DebugLog("掉落战利品! itemID=%s,dropCnt=%s" % (itemID, dropCnt), playerID)
        curItem = ItemControler.GetOutPutItemObj(itemID, dropCnt, False, curPlayer=curPlayer)
        if curItem == None:
            continue
        curItem.SetIsBind(1) # 为1时代表是掉落
        if not ItemControler.DoLogic_PutItemInPack(curPlayer, curItem, packIndexList=[IPY_GameWorld.rptIdentify]):
            continue
        SetBootyDropToday(curPlayer, itemID, todyDropCnt + dropCnt)
    return
def __doDropEquip(curPlayer):
    ## 主线掉落装备
    unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip)
    dropOneNeed = IpyGameDataPY.GetFuncCfg("MainEquipDrop", 1) # 每消耗X个战锤掉落一件装备
    dropEquipCnt = unXiantaoCntEquip / dropOneNeed
    if dropEquipCnt <= 0:
        GameWorld.DebugLog("主线暂不能掉落! unXiantaoCntEquip=%s,dropOneNeed=%s,dropEquipCnt=%s" % (unXiantaoCntEquip, dropOneNeed, dropEquipCnt))
        return
    dropEquipCnt = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptIdentify, dropEquipCnt)
    if not dropEquipCnt:
        GameWorld.DebugLog("掉落鉴定背包没有空间!")
        return
    playerID = curPlayer.GetPlayerID()
    treeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreeLV)
    ipyData = IpyGameDataPY.GetIpyGameData("TreeLV", treeLV)
    if not ipyData:
        return
    equipColorRateList = ipyData.GetEquipColorRateList()
    GameWorld.DebugLog("主线掉落装备: unXiantaoCntEquip=%s,dropEquipCnt=%s,treeLV=%s,equipColorRateList=%s" % (unXiantaoCntEquip, dropEquipCnt, treeLV, equipColorRateList), playerID)
    maxRate = 10000
    totalRate = 0
    colorRateList = []
    for equipColor, colorRate in enumerate(equipColorRateList, 1):
        if not colorRate:
            continue
        totalRate += colorRate
        colorRateList.append([totalRate, equipColor])
    if totalRate != maxRate:
        GameWorld.SendGameError("GameWarning", "CutTreeTotalRateError:%s!=%s,treeLV=%s" % (totalRate, maxRate, treeLV))
    if not colorRateList:
        return
    GameWorld.DebugLog("    colorRateList=%s,totalRate=%s" % (colorRateList, totalRate), playerID)
    for _ in range(dropEquipCnt):
        itemColor = GameWorld.GetResultByRandomList(colorRateList)
        if not itemColor:
            continue
        equipIDList = NPCCommon.__GetEquipIDList(0, color=itemColor, findType="MainEquipDrop")
        if not equipIDList:
            continue
        randEquipID = random.choice(equipIDList)
        curItem = ItemControler.GetOutPutItemObj(randEquipID, 1, False, curPlayer=curPlayer)
        if curItem == None:
            continue
        curItem.SetIsBind(1) # 为1时代表是掉落
        #GameWorld.DebugLog("掉落装备: randEquipID=%s,%s" % (randEquipID, curItem.GetGUID()), playerID)
        if not ItemControler.DoLogic_PutItemInPack(curPlayer, curItem, packIndexList=[IPY_GameWorld.rptIdentify]):
            continue
        unXiantaoCntEquip -= dropOneNeed
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip)
    return
def GMTestKillDrop(curPlayer, killCnt):
    ## GM测试掉落
    unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip) + killCnt
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip)
    __doMainDrop(curPlayer, killCnt)
    unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip)
    GameWorld.DebugAnswer(curPlayer, "剩余未结算装备掉落战锤数:%s" % unXiantaoCntEquip)
    return
#// B4 15 主线掉落物品操作 #tagCSMainDropItemOP
#
#struct    tagCSMainDropItemOP
#{
#    tagHead        Head;
#    BYTE        Count;
#    WORD        IndexList[Count];    // 掉落背包中的物品格子索引列表
#    BYTE        OPType;        // 0 - 拾取非装备物品;1 - 分解;2 - 穿戴/替换;
#    BYTE        OPValue;        // 操作额外指令值,由操作类型决定,如穿戴时可发送穿戴后是否自动分解
#};
def OnMainDropItemOP(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    itemIndexList = clientData.IndexList
    opType = clientData.OPType
    opValue = clientData.OPValue
    if opType == 2:
        __doEquipMainEquip(curPlayer, itemIndexList, opValue)
    elif opType == 1:
        __doDecomposeMainEquip(curPlayer, itemIndexList)
    else:
        __doPickupMainItem(curPlayer, itemIndexList)
    return
def __doEquipMainEquip(curPlayer, itemIndexList, isAutoDecompose):
    playerID = curPlayer.GetPlayerID()
    GameWorld.DebugLog("穿戴主线装备: itemIndexList=%s,isAutoDecompose=%s" % (itemIndexList, isAutoDecompose), playerID)
    IdentifyPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptIdentify)
    decomposeIndexList = []
    for itemIndex in itemIndexList:
        if itemIndex < 0 or itemIndex >= IdentifyPack.GetCount():
            continue
        curEquip = IdentifyPack.GetAt(itemIndex)
        if not ItemCommon.CheckItemCanUse(curEquip):
            GameWorld.DebugLog("物品为空或不可用: itemIndex=%s" % itemIndex, playerID)
            continue
        if not ItemCommon.GetIsMainEquip(curEquip):
            GameWorld.DebugLog("非主线装备: itemIndex=%s" % itemIndex, playerID)
            continue
        itemID = curEquip.GetItemTypeID()
        equipPlace = curEquip.GetEquipPlace()
        equipPlaceIndex = equipPlace - 1 # 暂固定直接装备位-1
        GameWorld.DebugLog("    itemIndex=%s,itemID=%s,equipPlace=%s,equipPlaceIndex=%s"
                           % (itemIndex, itemID, equipPlace, equipPlaceIndex), playerID)
        equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
        if equipPlaceIndex < 0 or equipPlaceIndex >= equipPack.GetCount():
            GameWorld.ErrLog("主线装备对应装备位置索引异常: itemIndex=%s,equipPlace=%s,equipPlaceIndex=%s"
                             % (itemIndex, equipPlace, equipPlaceIndex), playerID)
            continue
        destEquip = equipPack.GetAt(equipPlaceIndex)
        canDecomp = ItemCommon.CheckItemCanUse(destEquip)
        curEquip.GetItem().SetIsBind(0) # 穿戴时重置,取源SingleItem修改不通知
        if not ItemCommon.DoLogicSwitchItem(curPlayer, curEquip, destEquip, IPY_GameWorld.rptEquip):
            continue
        if isAutoDecompose and canDecomp:
            decomposeIndexList.append(itemIndex)
    if decomposeIndexList:
        __doDecomposeMainEquip(curPlayer, decomposeIndexList)
    # 刷属性
    return
def __doDecomposeMainEquip(curPlayer, itemIndexList):
    playerID = curPlayer.GetPlayerID()
    GameWorld.DebugLog("分解主线装备: itemIndexList=%s" % (itemIndexList), playerID)
    IdentifyPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptIdentify)
    moneyType = IpyGameDataPY.GetFuncCfg("MainEquipDrop", 2)
    if not moneyType:
        return
    moneyTotal = 0
    decomposeIndexList = []
    for itemIndex in itemIndexList:
        if itemIndex < 0 or itemIndex >= IdentifyPack.GetCount():
            continue
        curEquip = IdentifyPack.GetAt(itemIndex)
        if not ItemCommon.CheckItemCanUse(curEquip):
            GameWorld.DebugLog("物品为空或不可用: itemIndex=%s" % itemIndex, playerID)
            continue
        if not ItemCommon.GetIsMainEquip(curEquip):
            GameWorld.DebugLog("非主线装备: itemIndex=%s" % itemIndex, playerID)
            continue
        itemColor = curEquip.GetItemColor()
        colorIpyData = IpyGameDataPY.GetIpyGameData("EquipColor", itemColor)
        if not colorIpyData:
            return
        moneyBase = colorIpyData.GetMoneyBase() # 分解货币基础
        if not moneyBase:
            return
        # 可以处理一些加成
        decomposeMoney = moneyBase
        moneyTotal += decomposeMoney
        GameWorld.DebugLog("    itemIndex=%s,itemColor=%s,moneyBase=%s,decomposeMoney=%s,%s"
                           % (itemIndex, itemColor, moneyBase, decomposeMoney, moneyTotal), playerID)
        ItemCommon.DelItem(curPlayer, curEquip, curEquip.GetCount(), True, ChConfig.ItemDel_EquipDecompose)
        decomposeIndexList.append(itemIndex)
    if not moneyTotal:
        return
    PlayerControl.GiveMoney(curPlayer, moneyType, moneyTotal, "DecomposeMainEquip", isSysHint=False)
    return
def __doPickupMainItem(curPlayer, itemIndexList):
    playerID = curPlayer.GetPlayerID()
    GameWorld.DebugLog("拾取主线掉落战利品! itemIndexList=%s" % itemIndexList, playerID)
    IdentifyPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptIdentify)
    itemControl = ItemControler.PlayerItemControler(curPlayer)
    for itemIndex in itemIndexList:
        if itemIndex < 0 or itemIndex >= IdentifyPack.GetCount():
            continue
        curItem = IdentifyPack.GetAt(itemIndex)
        if not ItemCommon.CheckItemCanUse(curItem):
            GameWorld.DebugLog("物品为空或不可用: itemIndex=%s" % itemIndex, playerID)
            continue
        if ItemCommon.GetIsMainEquip(curItem):
            GameWorld.DebugLog("主线装备不可拾取: itemIndex=%s" % itemIndex, playerID)
            continue
        itemID = curItem.GetItemTypeID()
        item = curItem.GetItem()
        itemCount = ItemControler.GetItemCount(curItem)
        GameWorld.DebugLog("主线物品拾取: itemIndex=%s,itemID=%s,itemCount=%s" % (itemIndex, itemID, itemCount), playerID)
        if not itemControl.PutInItem(IPY_GameWorld.rptItem, item):
            return
        curItem.Wipe()
    return
def SyncDropBootyInfo(curPlayer, itemID=0):
    if not itemID:
        syncItemIDList = GetBootyItemIDList()
    else:
        syncItemIDList = [itemID]
    clientPack = ChPyNetSendPack.tagSCDropBootyInfo()
    clientPack.DropBootyList = []
    for itemID in syncItemIDList:
        dropBooty = ChPyNetSendPack.tagSCDropBooty()
        dropBooty.ItemID = itemID
        dropBooty.TodayDropCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_BootyDropToday % itemID)
        clientPack.DropBootyList.append(dropBooty)
    clientPack.Count = len(clientPack.DropBootyList)
    NetPackCommon.SendFakePack(curPlayer, clientPack)
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -394,6 +394,35 @@
                        ("list", "AttrValue", 0),
                        ),
                "EquipColor":(
                        ("BYTE", "ItemColor", 1),
                        ("DWORD", "MoneyBase", 0),
                        ("DWORD", "AtkStep", 0),
                        ("DWORD", "DefStep", 0),
                        ("DWORD", "HPStep", 0),
                        ("list", "AttrLibCntList", 0),
                        ("list", "AttrRange", 0),
                        ("dict", "AttrRangeDict", 0),
                        ),
                "EquipPlace":(
                        ("BYTE", "EquipPlace", 1),
                        ("float", "BaseAttrProportion", 0),
                        ("list", "AttrLib1", 0),
                        ("list", "AttrLib2", 0),
                        ("list", "AttrLib3", 0),
                        ),
                "AppointItem":(
                        ("DWORD", "ID", 1),
                        ("BYTE", "CancelUseLimit", 0),
                        ("WORD", "ItemLV", 0),
                        ("list", "BaseAttrID", 0),
                        ("list", "BaseAttrValue", 0),
                        ("list", "LegendAttrID", 0),
                        ("list", "LegendAttrValue", 0),
                        ),
                "EquipLegendAttrCount":(
                        ("BYTE", "ItemType", 1),
                        ("BYTE", "ItemColor", 1),
@@ -662,7 +691,6 @@
                "PlayerLV":(
                        ("WORD", "LV", 1),
                        ("DWORD", "ExpPoint", 0),
                        ("DWORD", "Exp", 0),
                        ("BYTE", "TalentPoint", 0),
                        ("DWORD", "ReExp", 0),
@@ -1117,13 +1145,6 @@
                        ("dict", "ItemID", 0),
                        ("WORD", "Price", 0),
                        ("WORD", "OldPrice", 0),
                        ),
                "AppointItem":(
                        ("DWORD", "ID", 1),
                        ("BYTE", "CancelUseLimit", 0),
                        ("list", "LegendAttrID", 0),
                        ("list", "LegendAttrValue", 0),
                        ),
                "AuctionItem":(
@@ -2785,7 +2806,6 @@
                        ("DWORD", "LVUPNeedMoney", 0),
                        ("DWORD", "LVUPNeedTime", 0),
                        ("list", "EquipColorRateList", 0),
                        ("list", "ExAwardItemRateList", 0),
                        ),
                }
@@ -3349,6 +3369,50 @@
    def GetAttrType(self): return self.attrTuple[1] # 属性类型 list
    def GetAttrValue(self): return self.attrTuple[2] # 属性值 list
# 装备品质表
class IPY_EquipColor():
    def __init__(self):
        self.attrTuple = None
        return
    def GetItemColor(self): return self.attrTuple[0] # 装备品质 BYTE
    def GetMoneyBase(self): return self.attrTuple[1] # 分解货币 DWORD
    def GetAtkStep(self): return self.attrTuple[2] # 攻击步长 DWORD
    def GetDefStep(self): return self.attrTuple[3] # 防御步长 DWORD
    def GetHPStep(self): return self.attrTuple[4] # 生命步长 DWORD
    def GetAttrLibCntList(self): return self.attrTuple[5] # 库属性条数列表 list
    def GetAttrRange(self): return self.attrTuple[6] # 通用属性范围,下限|上限 list
    def GetAttrRangeDict(self): return self.attrTuple[7] # 指定属性范围字典,{指定属性ID:[范围下限, 上限], ...} dict
# 装备部位表
class IPY_EquipPlace():
    def __init__(self):
        self.attrTuple = None
        return
    def GetEquipPlace(self): return self.attrTuple[0] # 装备部位 BYTE
    def GetBaseAttrProportion(self): return self.attrTuple[1] # 基础属性占比 float
    def GetAttrLib1(self): return self.attrTuple[2] # 随机属性ID库1,[属性ID, ...] list
    def GetAttrLib2(self): return self.attrTuple[3] # 随机属性ID库2,[属性ID, ...] list
    def GetAttrLib3(self): return self.attrTuple[4] # 随机属性ID库3,[属性ID, ...] list
# 定制属性表
class IPY_AppointItem():
    def __init__(self):
        self.attrTuple = None
        return
    def GetID(self): return self.attrTuple[0] # 定制ID DWORD
    def GetCancelUseLimit(self): return self.attrTuple[1] # 穿戴限制(除职业) BYTE
    def GetItemLV(self): return self.attrTuple[2] # 物品等级 WORD
    def GetBaseAttrID(self): return self.attrTuple[3] # 基础属性ID list
    def GetBaseAttrValue(self): return self.attrTuple[4] # 基础属性值 list
    def GetLegendAttrID(self): return self.attrTuple[5] # 传奇属性ID list
    def GetLegendAttrValue(self): return self.attrTuple[6] # 传奇属性值 list
# 装备传奇属性条数表
class IPY_EquipLegendAttrCount():
    
@@ -3768,35 +3832,34 @@
        return
        
    def GetLV(self): return self.attrTuple[0] # 玩家等级 WORD
    def GetExpPoint(self): return self.attrTuple[1] # 升级所需经验点,每个经验点代表的经验由项目决定 DWORD
    def GetExp(self): return self.attrTuple[2] # 除经验点总经验外升级还需的经验 DWORD
    def GetTalentPoint(self): return self.attrTuple[3] # 等级获得的天赋点 BYTE
    def GetReExp(self): return self.attrTuple[4] # 等级经验效率(second) DWORD
    def GetReMaxHP(self): return self.attrTuple[5] # 生命 DWORD
    def GetReAtk(self): return self.attrTuple[6] # 攻击 DWORD
    def GetReDef(self): return self.attrTuple[7] # 防御 DWORD
    def GetReHit(self): return self.attrTuple[8] # 命中 DWORD
    def GetReMiss(self): return self.attrTuple[9] # 闪避 DWORD
    def GetReAtkSpeed(self): return self.attrTuple[10] # 攻速 DWORD
    def GetReSkillAtkRate(self): return self.attrTuple[11] # 技能伤害比例 DWORD
    def GetReDamagePer(self): return self.attrTuple[12] # 增加伤害 DWORD
    def GetReDamReduce(self): return self.attrTuple[13] # 减少伤害 DWORD
    def GetReIgnoreDefRate(self): return self.attrTuple[14] # 无视防御比例 DWORD
    def GetReLuckyHitRate(self): return self.attrTuple[15] # 会心一击率 DWORD
    def GetReLuckyHit(self): return self.attrTuple[16] # 会心一击伤害 DWORD
    def GetReBleedDamage(self): return self.attrTuple[17] # 流血伤害增加 DWORD
    def GetReIceAtk(self): return self.attrTuple[18] # 真实伤害 DWORD
    def GetReIceDef(self): return self.attrTuple[19] # 真实抵御 DWORD
    def GetRePetAtk(self): return self.attrTuple[20] # 灵宠攻击 DWORD
    def GetRePetSkillAtkRate(self): return self.attrTuple[21] # 灵宠技能 DWORD
    def GetRePetDamPer(self): return self.attrTuple[22] # 灵宠伤害增加 DWORD
    def GetReFinalHurt(self): return self.attrTuple[23] # 固定伤害增加 DWORD
    def GetReFinalHurtReduce(self): return self.attrTuple[24] # 固定伤害减少 DWORD
    def GetRePotionReply(self): return self.attrTuple[25] # 血瓶恢复量 DWORD
    def GetRePotionCD(self): return self.attrTuple[26] # ѪƿCD DWORD
    def GetAttackEff(self): return self.attrTuple[27] # 挂机效率 DWORD
    def GetReFightPower(self): return self.attrTuple[28] # 战斗力 DWORD
    def GetIceLodeFightPower(self): return self.attrTuple[29] # 冰晶矿脉扫荡战斗力 DWORD
    def GetExp(self): return self.attrTuple[1] # 升级所需经验 DWORD
    def GetTalentPoint(self): return self.attrTuple[2] # 等级获得的天赋点 BYTE
    def GetReExp(self): return self.attrTuple[3] # 等级经验效率(second) DWORD
    def GetReMaxHP(self): return self.attrTuple[4] # 生命 DWORD
    def GetReAtk(self): return self.attrTuple[5] # 攻击 DWORD
    def GetReDef(self): return self.attrTuple[6] # 防御 DWORD
    def GetReHit(self): return self.attrTuple[7] # 命中 DWORD
    def GetReMiss(self): return self.attrTuple[8] # 闪避 DWORD
    def GetReAtkSpeed(self): return self.attrTuple[9] # 攻速 DWORD
    def GetReSkillAtkRate(self): return self.attrTuple[10] # 技能伤害比例 DWORD
    def GetReDamagePer(self): return self.attrTuple[11] # 增加伤害 DWORD
    def GetReDamReduce(self): return self.attrTuple[12] # 减少伤害 DWORD
    def GetReIgnoreDefRate(self): return self.attrTuple[13] # 无视防御比例 DWORD
    def GetReLuckyHitRate(self): return self.attrTuple[14] # 会心一击率 DWORD
    def GetReLuckyHit(self): return self.attrTuple[15] # 会心一击伤害 DWORD
    def GetReBleedDamage(self): return self.attrTuple[16] # 流血伤害增加 DWORD
    def GetReIceAtk(self): return self.attrTuple[17] # 真实伤害 DWORD
    def GetReIceDef(self): return self.attrTuple[18] # 真实抵御 DWORD
    def GetRePetAtk(self): return self.attrTuple[19] # 灵宠攻击 DWORD
    def GetRePetSkillAtkRate(self): return self.attrTuple[20] # 灵宠技能 DWORD
    def GetRePetDamPer(self): return self.attrTuple[21] # 灵宠伤害增加 DWORD
    def GetReFinalHurt(self): return self.attrTuple[22] # 固定伤害增加 DWORD
    def GetReFinalHurtReduce(self): return self.attrTuple[23] # 固定伤害减少 DWORD
    def GetRePotionReply(self): return self.attrTuple[24] # 血瓶恢复量 DWORD
    def GetRePotionCD(self): return self.attrTuple[25] # ѪƿCD DWORD
    def GetAttackEff(self): return self.attrTuple[26] # 挂机效率 DWORD
    def GetReFightPower(self): return self.attrTuple[27] # 战斗力 DWORD
    def GetIceLodeFightPower(self): return self.attrTuple[28] # 冰晶矿脉扫荡战斗力 DWORD
# 特殊地图玩家属性公式表
class IPY_SpecMapPlayerAttrFormat():
@@ -4368,18 +4431,6 @@
    def GetItemID(self): return self.attrTuple[1] # 奖励物品信息 dict
    def GetPrice(self): return self.attrTuple[2] # 礼包现价 WORD
    def GetOldPrice(self): return self.attrTuple[3] # 礼包原价 WORD
# 定制物品表
class IPY_AppointItem():
    def __init__(self):
        self.attrTuple = None
        return
    def GetID(self): return self.attrTuple[0] # 定制物品ID DWORD
    def GetCancelUseLimit(self): return self.attrTuple[1] # 穿戴限制(除职业) BYTE
    def GetLegendAttrID(self): return self.attrTuple[2] # 传奇属性ID list
    def GetLegendAttrValue(self): return self.attrTuple[3] # 传奇属性值 list
# 拍卖物品表
class IPY_AuctionItem():
@@ -6971,7 +7022,6 @@
    def GetLVUPNeedMoney(self): return self.attrTuple[1] # 升到下一级所需货币数 DWORD
    def GetLVUPNeedTime(self): return self.attrTuple[2] # 升级下一级所需所需秒 DWORD
    def GetEquipColorRateList(self): return self.attrTuple[3] # 产出装备品质概率列表,[0品质万分率, 1品质万分率, ...] list
    def GetExAwardItemRateList(self): return self.attrTuple[4] # 每次砍树概率额外产出道具饼图,[[万分率,[物品ID,个数]], ...] list
def Log(msg, playerID=0, par=0):
@@ -7068,6 +7118,9 @@
        self.__LoadFileData("ItemPlusMaster", onlyCheck)
        self.__LoadFileData("ItemPlusMax", onlyCheck)
        self.__LoadFileData("RoleEquipStars", onlyCheck)
        self.__LoadFileData("EquipColor", onlyCheck)
        self.__LoadFileData("EquipPlace", onlyCheck)
        self.__LoadFileData("AppointItem", onlyCheck)
        self.__LoadFileData("EquipLegendAttrCount", onlyCheck)
        self.__LoadFileData("EquipLegendAttrType", onlyCheck)
        self.__LoadFileData("EquipLegendAttrLib", onlyCheck)
@@ -7127,7 +7180,6 @@
        self.__LoadFileData("ContineSignAward", onlyCheck)
        self.__LoadFileData("SignAward", onlyCheck)
        self.__LoadFileData("VIPAward", onlyCheck)
        self.__LoadFileData("AppointItem", onlyCheck)
        self.__LoadFileData("AuctionItem", onlyCheck)
        self.__LoadFileData("VipPrivilege", onlyCheck)
        self.__LoadFileData("Store", onlyCheck)
@@ -7805,6 +7857,27 @@
        self.CheckLoadData("RoleEquipStars")
        return self.ipyRoleEquipStarsCache[index]
    def GetEquipColorCount(self):
        self.CheckLoadData("EquipColor")
        return self.ipyEquipColorLen
    def GetEquipColorByIndex(self, index):
        self.CheckLoadData("EquipColor")
        return self.ipyEquipColorCache[index]
    def GetEquipPlaceCount(self):
        self.CheckLoadData("EquipPlace")
        return self.ipyEquipPlaceLen
    def GetEquipPlaceByIndex(self, index):
        self.CheckLoadData("EquipPlace")
        return self.ipyEquipPlaceCache[index]
    def GetAppointItemCount(self):
        self.CheckLoadData("AppointItem")
        return self.ipyAppointItemLen
    def GetAppointItemByIndex(self, index):
        self.CheckLoadData("AppointItem")
        return self.ipyAppointItemCache[index]
    def GetEquipLegendAttrCountCount(self):
        self.CheckLoadData("EquipLegendAttrCount")
        return self.ipyEquipLegendAttrCountLen
@@ -8217,13 +8290,6 @@
    def GetVIPAwardByIndex(self, index):
        self.CheckLoadData("VIPAward")
        return self.ipyVIPAwardCache[index]
    def GetAppointItemCount(self):
        self.CheckLoadData("AppointItem")
        return self.ipyAppointItemLen
    def GetAppointItemByIndex(self, index):
        self.CheckLoadData("AppointItem")
        return self.ipyAppointItemCache[index]
    def GetAuctionItemCount(self):
        self.CheckLoadData("AuctionItem")
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChItem.py
@@ -110,7 +110,7 @@
#===============================================================================
def __Func_InitItem(tick):
    #初始化物品掉落保护
    MapItemProtectTime = IpyGameDataPY.GetFuncCfg("MapItemProtectTime")
    MapItemProtectTime = 120000 #IpyGameDataPY.GetFuncCfg("MapItemProtectTime")
    GameWorld.GetMapItemManager().SetProtectTime(MapItemProtectTime)
    
    #===============================================================================================
@@ -1743,80 +1743,6 @@
        infoDict[ShareDefine.Def_MapItemInfo_IsSuite] = 1
           
    return infoDict
# 特别设定:卓越物品必带武器技能增强效果,使用者请特别注意
## 装备动态属性,只用于未设置属性的singleItem,roleItem使用多次发背包刷新包
#  @param curItem 玩家实例
#  @param equipData
#  @return
def EquipAddAdditionEx(curItem, equipData):
    # 绑定
    #if equipData.isBind:
    #    ItemControler.SetItemIsBind(curItem, equipData.isBind)
    if not ItemCommon.CheckItemIsEquip(curItem):
        return
    #===========================================================================
    # # 强化等级
    # if equipData.starLV:
    #    curItem.SetItemStarLV(equipData.starLV)
    # # 打孔
    # if 0 < equipData.holeCnt <= curItem.GetMaxHoleCount():
    #    curItem.SetCanPlaceStoneCount(equipData.holeCnt)
    #
    # # 给镶嵌宝石
    # for i, stoneID in enumerate(equipData.stoneData):
    #    if i > equipData.holeCnt - 1:
    #        break
    #
    #    if stoneID <= 0:
    #        continue
    #
    #    curItem.SetStone(i, stoneID)
    #===========================================================================
    # 套装
    #if equipData.isSuite:
    #    curItem.SetIsSuite(equipData.isSuite)
    #if equipData.suiteLV:
    #    curItem.SetUserAttr(ShareDefine.Def_IudetSuiteLV, equipData.suiteLV)
    # 物品来源
    if equipData.source:
        curItem.SetUserAttr(ShareDefine.Def_IudetSource, equipData.source)
    # 传奇属性
    if equipData.legendAttrIDList and equipData.legendAttrValueList:
        curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrID)
        curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrValue)
        for i in xrange(len(equipData.legendAttrIDList)):
            curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrID, equipData.legendAttrIDList[i])
            curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrValue, equipData.legendAttrValueList[i])
    # 传奇属性 - 神
    if equipData.legendAttrIDListShen and equipData.legendAttrValueListShen:
        curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrIDShen)
        curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrValueShen)
        for i in xrange(len(equipData.legendAttrIDListShen)):
            curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrIDShen, equipData.legendAttrIDListShen[i])
            curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrValueShen, equipData.legendAttrValueListShen[i])
    # 传奇属性 - 仙
    if equipData.legendAttrIDListXian and equipData.legendAttrValueListXian:
        curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrIDXian)
        curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrValueXian)
        for i in xrange(len(equipData.legendAttrIDListXian)):
            curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrIDXian, equipData.legendAttrIDListXian[i])
            curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrValueXian, equipData.legendAttrValueListXian[i])
    # 传奇属性 - 极
    if equipData.legendAttrIDListJi and equipData.legendAttrValueListJi:
        curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrIDJi)
        curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrValueJi)
        for i in xrange(len(equipData.legendAttrIDListJi)):
            curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrIDJi, equipData.legendAttrIDListJi[i])
            curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrValueJi, equipData.legendAttrValueListJi[i])
    ItemCommon.MakeEquipGS(curItem)
    return
## 判断装备是否是可加强装备
#  @param curItem 物品实例
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -879,8 +879,6 @@
        #itemColor = curItem.GetItemColor()
        result = self.SwitchEquip(curItem, equipPackIndex)
        if result:
            #穿戴某阶某品质的装备成就
            PlayerSuccess.DoEquipSuccessLogic(curPlayer, classLV)
            #换装宝石处理
            Operate_EquipStone.DoMoveEquipStone(curPlayer, equipPackIndex)
            dataDict = {'dotype':'EquipItem', 'desItemID':desItemID, 'desUserData':desUserData,'srcItemID':srcItemID,'srcUserData':srcUserData}
@@ -2266,7 +2264,7 @@
        
    return
def GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, packIndexList=None, event=["", False, {}]):
def GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, packIndexList=None, event=["", False, {}], setAttrDict=None):
    '''给玩家物品
    @param isAuctionItem: 是否拍品
    '''
@@ -2301,19 +2299,11 @@
        #不可放入
        return False
    
    #定制物品
    if GetAppointItemRealID(itemID):
        isOK = False
        for _ in xrange(itemCount):
            if GivePlayerAppointItem(curPlayer, itemID, isAuctionItem, event):
                isOK = True # 只要有成功的就返回成功,防止异常情况失败可能导致被刷
        return isOK
    #装备
    if ItemCommon.GetIsEquip(curItemData):
        isOK = False
        for _ in xrange(itemCount):
            outPutEquip = GetOutPutItemObj(itemID, 1, isAuctionItem, curPlayer=curPlayer)
            outPutEquip = GetOutPutItemObj(itemID, 1, isAuctionItem, curPlayer=curPlayer, setAttrDict=setAttrDict)
            if not outPutEquip:
                return isOK
            if DoLogic_PutItemInPack(curPlayer, outPutEquip, event, packIndexList):
@@ -2325,7 +2315,7 @@
    for _ in range(itemCount/65535 + 1):
        if itemCount <= 0:
            break
        giveItem = GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer)
        giveItem = GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer, setAttrDict=setAttrDict)
        if not giveItem:
            return isOK
        giveCount = GetItemCount(giveItem)
@@ -2358,110 +2348,6 @@
            giveOKCount += curCount
            
    return giveOKCount
def GivePlayerAppointItem(curPlayer, appointID, isAuctionItem, event=["", False, {}]):
    '''给玩家定制物品表物品,定制物品默认个数1
    @param appointID 定制表ID
    @param isAuctionItem 是否拍品
    '''
    itemDictData = GetAppointItemDictData(appointID, isAuctionItem)
    if not itemDictData:
        return False
    return GivePlayerEquip(curPlayer, itemDictData, event=event)
def GetAppointItemDictData(appointID, isAuctionItem):
    '''获取定制表物品数据,定制物品默认个数1
    @param appointID 定制表ID
    @param isAuctionItem 是否拍品
    '''
    itemID = GetAppointItemRealID(appointID)
    if not itemID:
        return {}
    ipyData = IpyGameDataPY.GetIpyGameData("AppointItem", appointID)
    if not ipyData:
        return {}
    itemDictData = {}
    itemDictData['legendAttrID'] = ipyData.GetLegendAttrID()
    itemDictData['legendAttrValue'] = ipyData.GetLegendAttrValue()
    itemDictData['ItemID'] = itemID
    itemDictData['CancelUseLimit'] = ipyData.GetCancelUseLimit()
    itemDictData['IsAuctionItem'] = isAuctionItem
    return itemDictData
def GetAppointItemRealID(itemID):
    '''获取定制物品对应的真实物品ID'''
    curItem = GameWorld.GetGameData().GetItemByTypeID(itemID)
    if not curItem:
        return 0
    curEff = curItem.GetEffectByIndex(0)
    curEffID = curEff.GetEffectID()
    if curEffID != ChConfig.Def_Effect_AppointItem:
        return 0
    return curEff.GetEffectValue(0)
## 根据物品data字典给玩家装备/翅膀
#  @param curPlayer:玩家实例
#  @param itemData:物品数据
#  @param packType:背包类型
#  @param defaultPile 默认先判断是否能进行物品堆叠
#  @return None
def GivePlayerEquip(curPlayer, itemData, event=["", False, {}], packType=[IPY_GameWorld.rptItem, IPY_GameWorld.rptAnyWhere],
                    defaultPile=True):
    equipItem = GetItemByData(itemData)
    #将物品放入背包
    return DoLogic_PutItemInPack(curPlayer, equipItem, event, packType, defaultPile)
## 根据物品data字典创建物品
#  @param itemData:物品数据
#  @return ItemObj
def GetItemByData(itemData):
    if not itemData:
        return
    itemID = int(itemData.get('ItemID', 0))
    isAuctionItem = int(itemData.get('IsAuctionItem', 0))
    equipItem = ItemCommon.CreateSingleItem(itemID, isAuctionItem=isAuctionItem)
    if not equipItem:
        return
    tmpEquipData = SingleEquipTmpData()
    #tmpEquipData.starLV = int(itemData.get('StarLV', '0'))
    #tmpEquipData.holeCnt = int(itemData.get('HoleCount', '0'))
    #tmpEquipData.stoneData = eval(itemData.get('StoneData', '[]'))
    tmpEquipData.isBind = isAuctionItem
    #tmpEquipData.isSuite = int(itemData.get('IsSuit', '0'))
    #tmpEquipData.suiteLV = int(itemData.get('SuiteLV', '0'))
    #if tmpEquipData.suiteLV:
    #    tmpEquipData.isSuite = 1
    tmpEquipData.source = int(itemData.get('Source', str(ShareDefine.Item_Source_Unkown)))
    tmpEquipData.legendAttrIDList = itemData.get('legendAttrID', [])
    tmpEquipData.legendAttrValueList = itemData.get('legendAttrValue', [])
    # 装备附加属性
    ChItem.EquipAddAdditionEx(equipItem, tmpEquipData)
    if "UserData" in itemData:
        userData = itemData["UserData"]
        ItemCommon.SetItemUserData(equipItem, userData)
    if "EquipGS" in itemData:
        equipGS = int(itemData["EquipGS"])
        ItemCommon.SetEquipGearScore(equipItem, equipGS)
    # 取消等级限制
    if itemData.get('CancelUseLimit', 0):
        equipItem.SetUserAttr(ShareDefine.Def_IudetCancelUseLimit, 1)
    return equipItem
#---------------------------------------------------------------------
## 执行物品放入背包逻辑
@@ -2643,52 +2529,17 @@
    #---无空位置,替换---
    return placeList[0]
def GetOutPutItemObj(itemID, itemCount=1, isAuctionItem=False, expireTime=0, curPlayer=None, isAllAttr=False):
def GetOutPutItemObj(itemID, itemCount=1, isAuctionItem=False, expireTime=0, curPlayer=None, setAttrDict=None):
    ''' 获取功能产出的物品实例
    @param isAuctionItem: 是否拍品,默认非拍品
    @param expireTime: 有效时间,时间单位由时效类型决定
    @param curPlayer: 产出该物品时的玩家,物品某些属性由玩家等级决定,如传奇属性
    @param isAllAttr: 是否生成该装备所有属性,GM创建物品时用,需验证相关权限
    @param setAttrDict: 直接设置物品的属性 {key:value, ...} key支持  ShareDefine.Def_IudetXXX字符串 或 自定key
    '''
    curItem = ItemCommon.CreateSingleItem(itemID, itemCount, isAuctionItem, expireTime)
    curItem = ItemCommon.CreateSingleItem(itemID, itemCount, isAuctionItem, expireTime, curPlayer, setAttrDict)
    if not curItem:
        GameWorld.ErrLog("产出物品异常,无法创建物品 = %s" % (itemID))
        return
    # 英雄
    if curItem.GetType() == ChConfig.Def_ItemType_Hero:
        return curItem
    # 非装备,无需设置属性
    if not ItemCommon.CheckItemIsEquip(curItem):
        return curItem
    # 定制物品
    if GetAppointItemRealID(itemID):
        curItem.Clear()
        #GameWorld.DebugLog("清除给定制物品之前已经创建的物品ID=%s" % itemID)
        return GetItemByData(GetAppointItemDictData(itemID, isAuctionItem))
#    # 拍品不处理其他属性
#    if isAuctionItem:
#        return curItem
    tmpEquipData = SingleEquipTmpData()
    # 传奇属性
    legendAttrInfo = GetAddEquipLegendAttr(curItem, curPlayer, isAllAttr)
    if legendAttrInfo:
        tmpEquipData.legendAttrIDList = legendAttrInfo[0]
        tmpEquipData.legendAttrValueList = legendAttrInfo[1]
        tmpEquipData.legendAttrIDListShen = legendAttrInfo[2]
        tmpEquipData.legendAttrValueListShen = legendAttrInfo[3]
        tmpEquipData.legendAttrIDListXian = legendAttrInfo[4]
        tmpEquipData.legendAttrValueListXian = legendAttrInfo[5]
        tmpEquipData.legendAttrIDListJi = legendAttrInfo[6]
        tmpEquipData.legendAttrValueListJi = legendAttrInfo[7]
    # 其他装备属性
    ChItem.EquipAddAdditionEx(curItem, tmpEquipData)
    return curItem
def GetAddEquipLegendAttr(curItem, curPlayer, isAllAttr=False):
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemState.py
@@ -60,7 +60,7 @@
        mapItem = mapItemManager.GetMapItemByIndex(index)
        mapItem_List.append(mapItem)
    
    disappearTime = IpyGameDataPY.GetFuncCfg("MapItemDisappearTime")
    disappearTime = 60000 #IpyGameDataPY.GetFuncCfg("MapItemDisappearTime")
    for curMapItem in mapItem_List:
        #无此物品
        if not curMapItem or curMapItem.IsEmpty():
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py
@@ -309,7 +309,7 @@
    GameWorld.DebugLog("物品过期时间" + timeStr)
    return GameWorld.ChangeTimeStrToNum(timeStr)
def CreateSingleItem(itemID, itemCount=1, isAuctionItem=False, expireTime=0):
def CreateSingleItem(itemID, itemCount=1, isAuctionItem=False, expireTime=0, curPlayer=None, setAttrDict=None):
    ''' 创建物品
    @param isAuctionItem: 是否拍品,默认非拍品
    @param expireTime: 有效时间,时间单位由时效类型决定
@@ -364,9 +364,180 @@
    # 英雄
    if curSingleItem.GetType() == ChConfig.Def_ItemType_Hero:
        PlayerHero.InitHeroItem(curSingleItem)
    elif GetIsEquip(curSingleItem):
        setAttrDict = GetCreateEquipAttr(curSingleItem, curPlayer, setAttrDict)
        if setAttrDict == None:
            curSingleItem.Clear()
            return
    AddCreateItemAttr(curSingleItem, setAttrDict)
        
    #这里返回的是SingleItem , 如果创建了,未使用,会找出C++内存泄露!!!
    return curSingleItem
def AddCreateItemAttr(curItem, setAttrDict):
    ## 设置生成装备所有属性
    if not setAttrDict:
        return
    for key, value in setAttrDict.items():
        key = GameWorld.ToIntDef(key, key)
        # 需支持
        # 1. UserData格式: {'19': ['1889', '2034', '893', '927'], '50': ['1702622046'], '17': ['39', '33', '34', '9']}
        # 2. 自定义字典: {"key":value, ...} key支持自定义或与UserData的key,value支持数值或列表,列表元素支持字符串或数值,均默认转为数值
        # 数值类型的默认为UserData属性
        if isinstance(key, int):
            if key % 2 == 0: # 偶数是单数值
                v = 0
                if isinstance(value, int):
                    v = value
                elif (isinstance(value, list) or isinstance(value, tuple)) and value:
                    v = GameWorld.ToIntDef(value[0], 0)
                curItem.SetUserAttr(key, v)
            elif isinstance(value, list) or isinstance(value, tuple): # 单数一定是要列表
                curItem.ClearUserAttr(key)
                for v in value:
                    v = GameWorld.ToIntDef(v, 0)
                    curItem.AddUserAttr(key, v)
        # 其他指定字符串类型属性
        else:
            GameWorld.Log("###AddCreateItemAttr unknown key:%s, value:%s, itemID=%s" % (key, value, curItem.GetItemTypeID()))
    #MakeEquipGS(curItem)
    return
def GetCreateEquipAttr(curItem, curPlayer=None, setAttrDict=None):
    '''获取生成装备所有属性
    @param curPlayer: 可能为None
    @param setAttrDict: 直接设置物品的属性 {key:value, ...} key支持  ShareDefine.Def_IudetXXX字符串 或 自定key
    @return: None - 异常情况,物品实例需要clear
            equipAttrDict - 生成后的最新属性k:v字典,可直接用于 SetCreateEquipAttr
    '''
    if setAttrDict == None:
        setAttrDict = {}
    equipAttrDict = {}
    playerID = 0 if not curPlayer else curPlayer.GetPlayerID()
    itemID = curItem.GetItemTypeID()
    appointID = setAttrDict.get(ShareDefine.Def_CItemKey_AppointID)
    # 定制属性ID
    if appointID > 0:
        ipyData = IpyGameDataPY.GetIpyGameData("AppointItem", appointID)
        if not ipyData:
            return
        if ipyData.GetCancelUseLimit():
            equipAttrDict[str(ShareDefine.Def_IudetCancelUseLimit)] = 1
        equipAttrDict[str(ShareDefine.Def_IudetItemLV)] = ipyData.GetItemLV()
        equipAttrDict[str(ShareDefine.Def_IudetBaseAttrID)] = ipyData.GetBaseAttrID()
        equipAttrDict[str(ShareDefine.Def_IudetBaseAttrValue)] = ipyData.GetBaseAttrValue()
        equipAttrDict[str(ShareDefine.Def_IudetLegendAttrID)] = ipyData.GetLegendAttrID()
        equipAttrDict[str(ShareDefine.Def_IudetLegendAttrValue)] = ipyData.GetLegendAttrValue()
        GameWorld.DebugLog("    装备定制属性: itemID=%s,appointID=%s,equipAttrDict=%s,setAttrDict=%s" % (itemID, appointID, equipAttrDict, setAttrDict), playerID)
        return equipAttrDict
    # 主线装备
    if GetIsMainEquip(curItem):
        return GetCreateMainEquipAttr(curItem, curPlayer, setAttrDict)
    return equipAttrDict
def GetCreateMainEquipAttr(curItem, curPlayer, setAttrDict=None):
    ## 生成主线装备属性
    equipAttrDict = {}
    itemID = curItem.GetItemTypeID()
    itemColor = curItem.GetItemColor()
    equipPlace = curItem.GetEquipPlace()
    if not curPlayer:
        return equipAttrDict
    colorIpyData = IpyGameDataPY.GetIpyGameData("EquipColor", itemColor)
    placeIpyData = IpyGameDataPY.GetIpyGameData("EquipPlace", equipPlace)
    if not colorIpyData or not placeIpyData:
        return equipAttrDict
    playerLV = curPlayer.GetLV()
    playerID = curPlayer.GetPlayerID()
    randfloat = random.uniform # 随机一个ab区间的数 [a, b],ab支持小数
    itemLV = setAttrDict.get(str(ShareDefine.Def_IudetItemLV), 0)
    if not itemLV:
        # 随机等级
        lowLV, highLV = IpyGameDataPY.GetFuncEvalCfg("MainEquipDrop", 3)
        randLVList = range(max(playerLV + lowLV, 1), playerLV + highLV)
        itemLV = random.choice(randLVList)
    equipAttrDict[str(ShareDefine.Def_IudetItemLV)] = itemLV
    GameWorld.DebugLog("生成主线装备: itemID=%s,itemLV=%s,itemColor=%s,equipPlace=%s" % (itemID, itemLV, itemColor, equipPlace), playerID)
    # 基础三维
    baseAttrIDList = setAttrDict.get(str(ShareDefine.Def_IudetBaseAttrID))
    baseAttrValueList = setAttrDict.get(str(ShareDefine.Def_IudetBaseAttrValue))
    # 这里注意None为未指定,支持当空列表[]时为不给该属性
    if baseAttrIDList != None and baseAttrValueList != None and len(baseAttrIDList) == len(baseAttrValueList):
        equipAttrDict[str(ShareDefine.Def_IudetBaseAttrID)] = baseAttrIDList
        equipAttrDict[str(ShareDefine.Def_IudetBaseAttrValue)] = baseAttrValueList
    else:
        attrProportion = placeIpyData.GetBaseAttrProportion()
        attrInfoList = [
                        [ShareDefine.Def_Effect_Atk, colorIpyData.GetAtkStep()],
                        [ShareDefine.Def_Effect_Def, colorIpyData.GetDefStep()],
                        [ShareDefine.Def_Effect_MaxHP, colorIpyData.GetHPStep()],
                        ]
        baseAttrIDList, baseAttrValueList = [], []
        for attrID, attrStep in attrInfoList:
            attrValue = eval(IpyGameDataPY.GetFuncCompileCfg("MainEquipDrop", 4))
            # int(itemLV*attrStep*attrProportion*randfloat(0.9,1.1))
            if not attrValue:
                continue
            baseAttrIDList.append(attrID)
            baseAttrValueList.append(attrValue)
        if baseAttrIDList:
            equipAttrDict[str(ShareDefine.Def_IudetBaseAttrID)] = baseAttrIDList
            equipAttrDict[str(ShareDefine.Def_IudetBaseAttrValue)] = baseAttrValueList
        GameWorld.DebugLog("    baseAttrIDList=%s,baseAttrValueList=%s" % (baseAttrIDList, baseAttrValueList), playerID)
    # 战斗属性
    legendAttrIDList = setAttrDict.get(str(ShareDefine.Def_IudetLegendAttrID))
    legendAttrValueList = setAttrDict.get(str(ShareDefine.Def_IudetLegendAttrValue))
    if legendAttrIDList != None and legendAttrValueList != None and len(legendAttrIDList) == len(legendAttrValueList):
        equipAttrDict[str(ShareDefine.Def_IudetLegendAttrID)] = legendAttrIDList
        equipAttrDict[str(ShareDefine.Def_IudetLegendAttrValue)] = legendAttrValueList
    else:
        legendAttrIDList = []
        legendAttrValueList = []
        attrRangeDefault = colorIpyData.GetAttrRange()
        attrRangeDict = colorIpyData.GetAttrRangeDict()
        libCntList = colorIpyData.GetAttrLibCntList()
        GameWorld.DebugLog("    libCntList=%s,attrRangeDict=%s, %s" % (libCntList, attrRangeDict, attrRangeDefault), playerID)
        for num, attrCnt in enumerate(libCntList, 1):
            if not hasattr(placeIpyData, "GetAttrLib%s" % num):
                continue
            libAttrList = getattr(placeIpyData, "GetAttrLib%s" % num)()
            if not libAttrList:
                continue
            random.shuffle(libAttrList)
            randAttrList = libAttrList[:attrCnt]
            for attrID in randAttrList:
                if attrID in legendAttrIDList:
                    continue
                attrRange = attrRangeDict.get(attrID, attrRangeDefault)
                if not attrRange or len(attrRange) != 2:
                    continue
                attrMin, attrMax = attrRange
                attrValue = random.randint(attrMin, attrMax)
                legendAttrIDList.append(attrID)
                legendAttrValueList.append(attrValue)
                GameWorld.DebugLog("        libNum=%s,attrID=%s,attrValue=%s(%s~%s)" % (num, attrID, attrValue, attrMin, attrMax), playerID)
        if legendAttrIDList:
            equipAttrDict[str(ShareDefine.Def_IudetLegendAttrID)] = legendAttrIDList
            equipAttrDict[str(ShareDefine.Def_IudetLegendAttrValue)] = legendAttrValueList
        GameWorld.DebugLog("    legendAttrIDList=%s,legendAttrValueList=%s" % (legendAttrIDList, legendAttrValueList), playerID)
    GameWorld.DebugLog("    装备最终属性: equipAttrDict=%s,setAttrDict=%s" % (equipAttrDict, setAttrDict), playerID)
    return equipAttrDict
def SetItemUserData(curItem, dataInfo):
    if isinstance(dataInfo, dict):
@@ -1805,6 +1976,10 @@
def GetIsEquip(curItem):
    return curItem.GetType() in ChConfig.Def_EquipItemType
def GetIsMainEquip(curItem):
    ## 是否主线装备
    return curItem.GetType() in ChConfig.Def_MainEquipType
def GetIsDogzEquip(curItem):
    ## 返回是否神兽装备
    return curItem.GetType() in ChConfig.Def_DogzEquiipType
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/Item_Chests.py
@@ -360,7 +360,7 @@
            continue
        placeKey = colorSuitPlaceKeyInfoDict[colorSuitKey]
        jobList = itemJobList
        placeList = NPCCommon.GetEquipPlaceByPlaceKey(placeKey)
        placeList = [] #NPCCommon.GetEquipPlaceByPlaceKey(placeKey)
        if not placeList:
            GameWorld.ErrLog("部位集合key不存在!chestsItemID=%s,placeKey=%s" % (chestsItemID, placeKey))
            continue
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -459,975 +459,19 @@
    @param curGrade: 评级
    @param isVirtualDrop: 是否给物品虚拟掉落表现
    '''
    if not exp_rate:
        exp_rate = PlayerControl.GetPlayerExpRate(curPlayer)
    npcID = 0
    totalExp = 0
    totalMoney = 0
    itemCountDict = {}
    auctionItemIDList = []
    if prizeMultiple > 1:
        hadDropItemKeyList, hadDropItemPlaceList = [], [] # 已经掉落过的物品集合key列表, 已经掉落过的装备部位列表
        mPrizeItemIDList = IpyGameDataPY.GetFuncEvalCfg("SealDemonDoubleDrop", 1) # 允许多倍奖励的物品ID列表
        mPrizePlaceList = IpyGameDataPY.GetFuncEvalCfg("SealDemonDoubleDrop", 2) # 允许多倍奖励的装备部位
        mPrizeItemKeyList = IpyGameDataPY.GetFuncEvalCfg("SealDemonDoubleDrop", 3) # 允许多倍奖励的物品ID集合
        itemKeyDict = IpyGameDataPY.GetFuncEvalCfg("JobItemDropSets") # {物品ID集合key:[职业顺序物品ID列表], ...}
        itemIDKeyDict = {}
        for itemKey, itemIDList in itemKeyDict.items():
            for itemID in itemIDList:
                itemIDKeyDict[itemID] = itemKey
    for npcID, count in npcCountDict.items():
        baseExp = GetNPCExp(curPlayer, npcID)
        addExp = int(baseExp * exp_rate / float(ChConfig.Def_MaxRateValue)) # 基础加成
        totalCount = count * prizeMultiple
        totalExp += (addExp * totalCount)
        # 掉落有概率因素,需多次执行
        for dCount in xrange(1, totalCount + 1):
            isKillCountDrop = dCount == 1 # 同一只NPC一次处理中多次击杀的情况,只算一次附加装备处理
            dropInfo = GetNPCDropInfo(curPlayer, mapID, npcID, isKillCountDrop=isKillCountDrop, curGrade=curGrade)
            if not dropInfo:
                continue
            dropIDList, auctionIDList, dropMoneyCnt, moneyValue = dropInfo
            totalMoney += (dropMoneyCnt * moneyValue)
            for itemID in dropIDList:
                if prizeMultiple > 1:
                    itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
                    if not itemData:
                        continue
                    itemPlace = itemData.GetEquipPlace()
                    itemKey = itemIDKeyDict.get(itemID)
                    # 超过指定最大只数时,代表多倍奖励,多倍奖励的物品只允许给指定规则内的物品,只对已经掉过的物品有限制
                    if dCount > count:
                        if ItemCommon.GetIsEquip(itemData):
                            if itemPlace in hadDropItemPlaceList and itemPlace not in mPrizePlaceList:
                                GameWorld.DebugLog("    多倍奖励不能给的物品部位: itemID=%s,itemPlace=%s" % (itemID, itemPlace))
                                continue
                        elif itemKey != None:
                            if itemKey in hadDropItemKeyList and itemKey not in mPrizeItemKeyList:
                                GameWorld.DebugLog("    多倍奖励不能给的物品ID集合: itemID=%s,itemKey=%s" % (itemID, itemKey))
                                continue
                        else:
                            if itemID in itemCountDict and itemID not in mPrizeItemIDList:
                                GameWorld.DebugLog("    多倍奖励不能给的物品ID: itemID=%s" % (itemID))
                                continue
                    if itemPlace and itemPlace not in hadDropItemPlaceList:
                        hadDropItemPlaceList.append(itemPlace)
                    if itemKey != None and itemKey not in hadDropItemKeyList:
                        hadDropItemKeyList.append(itemKey)
                itemCountDict[itemID] = itemCountDict.get(itemID, 0) + 1
                if itemID in auctionIDList and itemID not in auctionItemIDList:
                    auctionItemIDList.append(itemID)
    # 固定附加物品
    for itemID, itemCount, isAuctionItem in extraItemList:
        itemCountDict[itemID] = itemCountDict.get(itemID, 0) + itemCount * prizeMultiple
        if isAuctionItem and itemID not in auctionItemIDList:
            auctionItemIDList.append(itemID)
    needSpace = 0
    prizeItemList = []
    jsonItemList = []
    for itemID, itemCount in itemCountDict.items():
        itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
        if not itemData:
            continue
        isAuctionItem = itemID in auctionItemIDList
        if ItemCommon.GetIsEquip(itemData):
            for _ in xrange(itemCount):
                curItem = ItemControler.GetOutPutItemObj(itemID, 1, isAuctionItem, curPlayer=curPlayer)
                if curItem:
                    needSpace += 1
                    prizeItemList.append(curItem)
                    jsonItemList.append(ItemCommon.GetJsonItem(curItem))
        else:
            needSpace += ItemControler.GetItemNeedPackCount(IPY_GameWorld.rptItem, itemData, itemCount, isAuctionItem)
            prizeItemList.append([itemID, itemCount, isAuctionItem])
            jsonItemList.append(ItemCommon.GetJsonItem([itemID, itemCount, isAuctionItem]))
        #成就
        if not dropItemMapInfo:
            PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_PickUpItem, itemCount, [itemID])
    ## 直接掉地板上
    if dropItemMapInfo:
        dropPosX, dropPosY = dropItemMapInfo[:2]
        isOnlySelfSee = dropItemMapInfo[2] if len(dropItemMapInfo) > 2 else False # 是否仅自己可见
        isDropDisperse = dropItemMapInfo[3] if len(dropItemMapInfo) > 3 else False # 堆叠的物品是否散开掉落
        ## 虚拟掉落表现
        if isVirtualDrop:
            DoGiveItemByVirtualDrop(curPlayer, prizeItemList, npcID, dropPosX, dropPosY, isDropDisperse, mailTypeKey)
        else:
            DoMapDropPrizeItem(curPlayer, prizeItemList, npcID, dropPosX, dropPosY, isDropDisperse, isOnlySelfSee)
    ## 发邮件 或 背包空间不足
    elif isMail or needSpace > ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, needSpace):
        mailItemList = []
        for prizeItem in prizeItemList:
            if isinstance(prizeItem, list):
                mailItemList.append(prizeItem)
            else:
                mailItemList.append(ItemCommon.GetMailItemDict(prizeItem))
                prizeItem.Clear() # 发邮件已经创建的物品实例要清空, 不然会导致内存泄露
        #if totalExp:
        #    expItemID = 0
        #    mailItemList.append([expItemID, totalExp, 1])
        PlayerControl.SendMailByKey(mailTypeKey, [curPlayer.GetPlayerID()], mailItemList, silver=totalMoney)
    ## 直接放入背包
    else:
        event = [ChConfig.ItemGive_NPCDrop, False, {"NPCID":npcID}]
        for prizeItem in prizeItemList:
            if isinstance(prizeItem, list):
                itemID, itemCount, isAuctionItem = prizeItem
                ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, [IPY_GameWorld.rptItem],
                                             event=event)
            else:
                ItemControler.DoLogic_PutItemInPack(curPlayer, prizeItem, event=event)
        if totalExp:
            PlayerControl.PlayerControl(curPlayer).AddExp(totalExp)
        if totalMoney:
            PlayerControl.GiveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Silver_Money, totalMoney)
    #GameWorld.DebugLog("给玩家击杀NPC掉落奖励:  mapID=%s,npcCountDict=%s,exp_rate=%s,mailTypeKey=%s,isMail=%s,extraItemList=%s"
    #                   % (mapID, npcCountDict, exp_rate, mailTypeKey, isMail, extraItemList))
    #GameWorld.DebugLog("    totalExp=%s,totalMoney=%s,needSpace=%s,jsonItemList=%s" % (totalExp, totalMoney, needSpace, jsonItemList))
    return jsonItemList, totalExp, totalMoney
def DoMapDropPrizeItem(curPlayer, prizeItemList, npcID, dropPosX, dropPosY, isDropDisperse=True, isOnlySelfSee=True):
    ## 奖励物品真实掉落地图,先拆开分散再掉落
    if isDropDisperse:
        dropItemList = []
        for itemInfo in prizeItemList:
            if isinstance(itemInfo, list):
                itemID, itemCount, isAuctionItem = itemInfo
                for _ in xrange(itemCount):
                    dropItemList.append([itemID, 1, isAuctionItem])
            else:
                dropItemList.append(itemInfo)
    else:
        dropItemList = prizeItemList
    index = 0
    playerID = curPlayer.GetPlayerID()
    gameMap = GameWorld.GetMap()
    sightLevel = PlayerControl.GetMapRealmDifficulty(curPlayer)
    for posX, posY in ChConfig.Def_DropItemAreaMatrix:
        resultX = dropPosX + posX
        resultY = dropPosY + posY
        if not gameMap.CanMove(resultX, resultY):
            #玩家不可移动这个点
            continue
        if index > len(dropItemList) - 1:
            break
        curItem = dropItemList[index]
        index += 1
        if isinstance(curItem, list):
            itemID, itemCount, isAuctionItem = curItem
            curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer)
        if not curItem:
            continue
        ChItem.AddMapDropItem(resultX, resultY, curItem, ownerInfo=[ChConfig.Def_NPCHurtTypePlayer, playerID],
                              dropNPCID=npcID, isOnlySelfSee=isOnlySelfSee, sightLevel=sightLevel)
    return
def DoGiveItemByVirtualDrop(curPlayer, giveItemList, npcID, dropPosX=0, dropPosY=0, isDropDisperse=True, mailTypeKey="ItemNoPickUp", extraVirtualItemList=[]):
    ## 给物品并且做假掉落表现,直接先堆叠给物品,再拆开做虚假掉落表现
    if not giveItemList:
        return
    mapID = PlayerControl.GetCustomMapID(curPlayer)
    lineID = PlayerControl.GetCustomLineID(curPlayer)
    if not mapID:
        mapID = GameWorld.GetGameWorld().GetMapID()
    playerID = curPlayer.GetPlayerID()
    giveItemObjList = []
    virtualItemDropList = []
    itemControl = ItemControler.PlayerItemControler(curPlayer)
    for itemInfo in giveItemList:
        if isinstance(itemInfo, list) or isinstance(itemInfo, tuple):
            itemID, itemCount, isAuctionItem = itemInfo
            curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer)
            if not curItem:
                continue
        elif hasattr(itemInfo, "GetItemTypeID"):
            curItem = itemInfo
            itemID = curItem.GetItemTypeID()
            itemCount = curItem.GetCount()
            isAuctionItem = ItemControler.GetIsAuctionItem(curItem)
        else:
            continue
        dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
        giveItemObjList.append(curItem)
        # 散开掉落
        if isDropDisperse:
            for _ in xrange(itemCount):
                virtualItemDropList.append([itemID, dropItemDataStr])
        else:
            virtualItemDropList.append([itemID, dropItemDataStr])
    # 先通知掉落,再给物品,因为前端表现弹框需要这个顺序需求
    if extraVirtualItemList: #只显示假掉落
        for itemInfo in extraVirtualItemList:
            itemID, itemCount, isAuctionItem = itemInfo
            curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer)
            if not curItem:
                continue
            dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
            # 散开掉落
            if isDropDisperse:
                for _ in xrange(itemCount):
                    virtualItemDropList.append([itemID, dropItemDataStr])
            else:
                virtualItemDropList.append([itemID, dropItemDataStr])
            curItem.Clear()
    gameMap = GameWorld.GetMap()
    index = 0
    for posX, posY in ChConfig.Def_DropItemAreaMatrix:
        if dropPosX or dropPosY:
            resultX = dropPosX + posX
            resultY = dropPosY + posY
            if not gameMap.CanMove(resultX, resultY):
                #玩家不可移动这个点
                continue
        else:
            resultX, resultY = 0, 0
        if index > len(virtualItemDropList) - 1:
            break
        itemID, dropItemDataStr = virtualItemDropList[index]
        index += 1
        SendVirtualItemDrop(curPlayer, itemID, resultX, resultY, dropItemDataStr)
    # 再给物品
    mailItemList = []
    for itemObj in giveItemObjList:
        itemID = itemObj.GetItemTypeID()
        mailItem = ItemCommon.GetMailItemDict(itemObj)
        equipInfo = [itemObj.GetEquipPlace(), ItemCommon.GetItemClassLV(itemObj), itemObj.GetItemColor(),
                     itemObj.GetSuiteID(), itemObj.GetUserData()]
        packIndex = ChConfig.GetItemPackType(itemObj)
        if not itemControl.PutInItem(packIndex, itemObj, event=[ChConfig.ItemGive_Pickup, False, {"NPCID":npcID}]):
            mailItemList.append(mailItem)
        if npcID:
            SendGameServerGoodItemRecord(curPlayer, mapID, lineID, npcID, itemID, equipInfo)
    # 放不下的发邮件
    if mailItemList:
        PlayerControl.SendMailByKey(mailTypeKey, [playerID], mailItemList, [mapID])
    return
################################### NPC掉落 ###################################
Def_NPCMaxDropRate = 1000000 # NPC掉落相关的最大概率, 数值设定
def GetNPCDropIpyData(npcID):
    ipyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("NPCDropItem", npcID)
    if not ipyDataList:
        GameWorld.DebugLog("该NPC没配置掉落!npcID=%s" % npcID)
        return
    ipyDrop = None
    maxWorldLV = 0
    curWorldLV = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_WorldAverageLv)
    if len(ipyDataList) == 1:
        ipyDrop = ipyDataList[0]
        maxWorldLV = ipyDrop.GetMaxWorldLV()
        if maxWorldLV and curWorldLV > maxWorldLV:
            GameWorld.DebugLog("该NPC当前世界等级无法掉落物品!npcID=%s,curWorldLV(%s) > maxWorldLV(%s)" % (npcID, curWorldLV, maxWorldLV))
            return
    else:
        for ipyData in ipyDataList:
            maxWorldLV = ipyData.GetMaxWorldLV()
            if curWorldLV <= maxWorldLV:
                ipyDrop = ipyData
                break
        if not ipyDrop:
            GameWorld.DebugLog("该NPC当前世界等级无法掉落物品!npcID=%s,curWorldLV=%s,maxWorldLV=%s" % (npcID, curWorldLV, maxWorldLV))
            return
    return ipyDrop
def GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList=[], ipyDrop=None, isSingle=True, isKillCountDrop=True, curGrade=0):
    '''获取NPC掉落信息, 击杀及扫荡通用,调用该函数获得掉落信息,然后再看掉落地板上还是直接放入背包
        @param dropPlayer: 用于判断调用相关用的玩家示例,该玩家并不一定是击杀者,只是按一定规则设定的掉落判断依据的玩家
                            如队伍,取等级最大的玩家,该玩家并不一定是击杀者
        @param mapID: 掉落物品所属地图,注意此地图并不一定是当前地图,如扫荡时需使用目标副本地图
        @param npcID: 掉落物品的NPCID
        @param ownerPlayerList: 有归属的玩家列表
        @param isSingle: 是否只处理单独玩家掉落逻辑,一般都默认True,目前只有场景杀怪掉落需要考虑摸怪的情况下才为False(外层特殊处理)
        @return: dropIDList, auctionIDList, dropMoneyCnt, moneyValue
                None-没有掉落
                ---------------
                dropIDList        -    掉落的物品ID列表, 同个itemID可能在列表中有多个 [itemID, itemID, ...]
                auctionIDList    -    掉落的拍品物品ID列表, [itemID, itemID, ...]
                dropMoneyCnt      -    掉落金币位置数
                moneyValue        -    每个位置的金币数量
    '''
    if not ipyDrop:
        ipyDrop = GetNPCDropIpyData(npcID)
        if not ipyDrop:
            return
    if not ownerPlayerList:
        ownerPlayerList = [dropPlayer]
    playerID = dropPlayer.GetPlayerID()
    playerLV = dropPlayer.GetLV()
    maxDropLV = ipyDrop.GetMaxDropLV()
    realmNPCIpyData = None
    realmMapIDList = IpyGameDataPY.GetFuncEvalCfg("RealmDifficulty", 1)
    realmDifficulty = PlayerControl.GetRealmDifficulty(dropPlayer)
    if mapID in realmMapIDList and realmDifficulty:
        realmLV = PlayerControl.GetDifficultyRealmLV(realmDifficulty)
        realmNPCIpyData = IpyGameDataPY.GetIpyGameDataNotLog("NPCRealmStrengthen", npcID, realmLV)
        if realmNPCIpyData:
            maxDropLV = realmNPCIpyData.GetMaxDrapLV()
    if maxDropLV and playerLV > maxDropLV:
        GameWorld.DebugLog("超过最大可掉落等级,不掉落物品!npcID=%s,playerLV(%s) > maxDropLV(%s)" % (npcID, playerLV, maxDropLV))
        return
    npcData = GameWorld.GetGameData().FindNPCDataByID(npcID)
    if not npcData:
        GameWorld.ErrLog("获取NPC掉落配置错误!表不存在该NPCID=%s" % npcID, playerID)
        return
    tianxuanState = False # 是否有天玄额外掉落状态
    tianxuanBuff = SkillCommon.FindBuffByID(dropPlayer, ChConfig.Def_SkillID_TianxuanBuff)[0]
    curGrade = curGrade if curGrade else GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
    dropIDList = [] # 掉落的ID列表
    auctionIDList = []
    dropMoneyCnt, moneyValue = 0, 0
    itemJobList = [dropPlayer.GetJob()] if ipyDrop.GetIsDropJobSelf() else IpyGameDataPY.GetFuncEvalCfg("OpenJob", 1) # 掉落装备职业列表
    # 通用掉率相关
    gameFB = GameWorld.GetGameFB()
    doCountAdd = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_DropDoCountAdd)
    doCountRate = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_DropDoCountRate) # 直接覆盖基值, 无值时取默认值
    if not doCountRate:
        doCountRate = ChConfig.Def_MaxRateValue
    # 归属者相关信息
    tagJob = 0
    dropEquipKillCountPub = 0 # 装备附加掉落综合击杀次数,取次数最大的那个,至少第一次
    dropItemIDKillCountPub = 0 # 物品ID附加掉落综合击杀次数,取次数最大的那个,至少第一次
    equipDropRatePlus = 0 # 装备掉落概率提升
    equipDropDoCountPlus = 0 # 装备掉落执行次数提升
    for ownerPlayer in ownerPlayerList:
        killCountValue = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
        equipPubKillCount = killCountValue % 100 + 1
        itemIDPubKillCount = killCountValue % 10000 / 100 + 1
        if dropEquipKillCountPub < equipPubKillCount:
            dropEquipKillCountPub = equipPubKillCount
            tagJob = ownerPlayer.GetJob()
        if dropItemIDKillCountPub < itemIDPubKillCount:
            dropItemIDKillCountPub = itemIDPubKillCount
        equipDropRatePlus = max(equipDropRatePlus, PlayerControl.GetDropEquipPer(ownerPlayer))
        equipDropDoCountPlus = max(equipDropDoCountPlus, PlayerControl.GetDropEquipDoCount(ownerPlayer))
    dropRatePlusValue = ipyDrop.GetCanDropRatePlus()
    if not dropRatePlusValue & pow(2, 0):
        equipDropRatePlus = 0
    if not dropRatePlusValue & pow(2, 1):
        equipDropDoCountPlus = 0
    #GameWorld.DebugLog("NPC掉落: npcID=%s,itemJobList=%s,dropRatePlusValue=%s,equipDropRatePlus=%s,equipDropDoCountPlus=%s,doCountRate=%s,doCountAdd=%s"
    #                   % (npcID, itemJobList, dropRatePlusValue, equipDropRatePlus, equipDropDoCountPlus, doCountRate, doCountAdd), playerID)
    dropEquipInfoList = [] # [(阶,颜色), ...]
    # 1. 装备库 - 饼图概率
    pieRateDoCnt = ipyDrop.GetPieRateDoCnt()
    if pieRateDoCnt:
        pieRateDoCnt = __GetNPCDropDoCountChange(pieRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
        dropEquipInfoList += __GetNPCPieRateEquipDrop(ipyDrop, pieRateDoCnt, equipDropRatePlus)
    # 2. 装备库 -  独立概率
    indepRateDoCnt = ipyDrop.GetIndepRateDoCnt()
    if indepRateDoCnt:
        indepRateDoCnt = __GetNPCDropDoCountChange(indepRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
        dropEquipInfoList += __GetNPCIndepRateEquipDrop(mapID, ipyDrop, indepRateDoCnt, equipDropRatePlus, curGrade)
    #GameWorld.DebugLog("阶,颜色 key,dropEquipInfoList=%s" % (dropEquipInfoList))
    # 天玄丹
    tianxuanEquipRateList = ipyDrop.GetTianxuanEquipRateList()
    if tianxuanBuff and tianxuanEquipRateList:
        tianxuanState = True
        dropInfo = GameWorld.GetResultByRandomList(tianxuanEquipRateList)
        if dropInfo:
            dropEquipInfoList.append(dropInfo)
    # 3. 第x次击杀, 归属者公共附加掉落,所有归属者都增加击杀次数;
    tagClassLV, tagColor, tagIsSuit, tagPlaceKey = 0, 0, 0, 0
    killCountDropEquipPub = ipyDrop.GetKillCountDropEquipPub() # 第x次击杀附加必掉装备 {次数:[阶,颜色,是否套装,部位集合key], ...}
    killCountDropItemPub = ipyDrop.GetKillCountDropPub() # 击杀次数必掉(公共){击杀次数:[[物品ID, ...], [随机物品ID, ...]], ...}
    maxRecordDropEquipKillCountPub = 0 if not killCountDropEquipPub else max(killCountDropEquipPub) # 需要记录的最大击杀次数, 超过此击杀次数后暂时不累加记录
    maxRecordDropItemIDKillCountPub = 0 if not killCountDropItemPub else max(killCountDropItemPub)
    #GameWorld.DebugLog("maxRecordDropEquipKillCountPub=%s,maxRecordDropItemIDKillCountPub=%s" % (maxRecordDropEquipKillCountPub, maxRecordDropItemIDKillCountPub))
    #GameWorld.DebugLog("dropEquipKillCountPub=%s,dropItemIDKillCountPub=%s" % (dropEquipKillCountPub, dropItemIDKillCountPub))
    if isKillCountDrop and killCountDropEquipPub and dropEquipKillCountPub in killCountDropEquipPub:
        tagClassLV, tagColor, tagIsSuit, tagPlaceKey = killCountDropEquipPub[dropEquipKillCountPub]
        if (tagClassLV, tagColor) not in dropEquipInfoList:
            dropEquipInfoList.insert(0, (tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob))
        else:
            tagIndex = dropEquipInfoList.index((tagClassLV, tagColor))
            dropEquipInfoList[tagIndex] = (tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob)
        GameWorld.DebugLog("第%s次击杀掉落指定目标装备信息: npcID=%s,tagClassLV=%s,tagColor=%s,tagIsSuit=%s,tagPlaceKey=%s,tagJob=%s,dropEquipInfoList=%s"
                           % (dropEquipKillCountPub, npcID, tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob, dropEquipInfoList), playerID)
    elif isKillCountDrop and killCountDropItemPub and dropItemIDKillCountPub in killCountDropItemPub:
        killCountItemIDList, killCountRandItemIDList = killCountDropItemPub[dropItemIDKillCountPub]
        if killCountItemIDList:
            dropIDList += killCountItemIDList
        if killCountRandItemIDList:
            klllCountRandItemID = random.choice(killCountRandItemIDList)
            dropIDList.append(klllCountRandItemID)
        GameWorld.DebugLog("第%s次击杀掉落指定目标物品信息: npcID=%s,killCountItemIDList=%s,killCountRandItemIDList=%s,dropIDList=%s"
                           % (dropItemIDKillCountPub, npcID, killCountItemIDList, killCountRandItemIDList, dropIDList), playerID)
    for ownerPlayer in ownerPlayerList:
        # 增加击杀次数
        killCountValue = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
        equipPubKillCount = killCountValue % 100
        itemIDPubKillCount = killCountValue % 10000 / 100
        isUpd = False
        if equipPubKillCount < maxRecordDropEquipKillCountPub:
            equipPubKillCount += 1
            isUpd = True
        if itemIDPubKillCount < maxRecordDropItemIDKillCountPub:
            itemIDPubKillCount += 1
            isUpd = True
        if isUpd:
            itemIDPriKillCount = killCountValue / 10000
            updKillCountValue = itemIDPriKillCount * 10000 + itemIDPubKillCount * 100 + equipPubKillCount
            PlayerControl.NomalDictSetProperty(ownerPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, updKillCountValue)
            GameWorld.DebugLog("更新玩家击杀次数值: npcID=%s,killCountValue=%s,updKillCountValue=%s" % (npcID, killCountValue, updKillCountValue), ownerPlayer.GetPlayerID())
    gradeColorSuitRateDict = {}
    fbGradeColorSuitRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 2) # 评级影响颜色套装概率 {npcID:{颜色:[D级影响概率, ..., S级影响概率], ...}, ...}
    if npcID in fbGradeColorSuitRateDict:
        gradeColorSuitRateDict = fbGradeColorSuitRateDict[npcID]
    equipColorDropLimitDay = IpyGameDataPY.GetFuncEvalCfg("ItemDropCountLimit", 1, {}) # 每日个人掉落装备个数限制 {品质:每日掉落个数, ...}
    colorDropCntDict = {} # 装备颜色已经掉落数 {颜色:数量, ...}
    colorMaxDropCntDict = ipyDrop.GetEquipColorMaxDropCount() # {颜色:上限数量,...}
    colorSuitRateDict = ipyDrop.GetEquipColorSuitInfo() # 装备颜色对应套装概率 {颜色:套装概率, ...}
    colorSuitPlaceKeyInfoDict = ipyDrop.GetEquipPartKeyRateInfo() # 装备部位集合信息 {(颜色,是否套装):部位集合key, ...}
    colorSuitPartOptimization = ipyDrop.GetColorSuitPartOptimization() # 部位颜色套评分优选掉落,十位代表颜色,个位代表套装
    optColor, optIsSuit = colorSuitPartOptimization / 10, colorSuitPartOptimization % 10
    optPlace = None # 优选部位
    for dropEquipInfo in dropEquipInfoList:
        classLV, color = dropEquipInfo[:2]
        if realmNPCIpyData:
            classLV = realmNPCIpyData.GetEquipClassLV()
            GameWorld.DebugLog("掉落对应难度境界装备: classLV=%s" % classLV, playerID)
        colorCountToday = 0
        if color in equipColorDropLimitDay:
            colorCountMax = equipColorDropLimitDay[color]
            colorCountToday = dropPlayer.NomalDictGetProperty(ChConfig.Def_PDict_DropColorToday % color)
            if colorCountToday >= colorCountMax:
                GameWorld.DebugLog("已超过该颜色装备今日最大掉落数,不掉!color=%s,colorCountMax=%s" % (color, colorCountMax), playerID)
                continue
        if color in colorMaxDropCntDict:
            maxCount = colorMaxDropCntDict[color]
            dropCount = colorDropCntDict.get(color, 0)
            if dropCount >= maxCount:
                GameWorld.DebugLog("已超过该颜色装备最大掉落数,不掉!color=%s,maxCount=%s" % (color, maxCount), playerID)
                continue
        if len(dropEquipInfo) == 5:
            isSuit, placeKey, tagJob = dropEquipInfo[2:]
            jobList = [tagJob]
        else:
            isSuit = 0
            if color in colorSuitRateDict:
                suitRate = colorSuitRateDict[color]
                # 评级对套装率的影响
                if color in gradeColorSuitRateDict:
                    suitRateEffList = gradeColorSuitRateDict[color]
                    suitRateEff = 10000 if (curGrade <= 0 or curGrade > len(suitRateEffList)) else suitRateEffList[curGrade - 1]
                    suitRate = int(suitRate * suitRateEff / 10000.0)
                isSuit = GameWorld.CanHappen(suitRate, maxRate=Def_NPCMaxDropRate)
            colorSuitKey = (color, isSuit)
            if colorSuitKey not in colorSuitPlaceKeyInfoDict:
                GameWorld.ErrLog("未配置颜色是否套装对应部位集合key! npcID=%s,color=%s,isSuit=%s" % (npcID, color, isSuit))
                continue
            placeKey = colorSuitPlaceKeyInfoDict[colorSuitKey]
            # 掉落优选部位处理
            if color == optColor and isSuit == optIsSuit and optPlace == None:
                allEquipPlaceList = GetAllEquipPlaceByPlaceKey(placeKey)
                #GameWorld.DebugLog("    所有可优选部位: %s" % allEquipPlaceList)
                if allEquipPlaceList:
                    optPlace = __GetOptimizationEquipPlace(dropPlayer, classLV, optColor, optIsSuit, allEquipPlaceList)
            jobList = itemJobList
        if optPlace > 0:
            GameWorld.DebugLog("    最终优选部位: %s" % optPlace)
            placeList = [optPlace]
            jobList = [dropPlayer.GetJob()]
            optPlace = 0 # 只有一次性的,置为0
        else:
            placeList = GetEquipPlaceByPlaceKey(placeKey)
            if not placeList:
                GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey))
                continue
        randEquipIDList = __GetEquipIDList(npcID, classLV, color, isSuit, placeList, jobList)
        if not randEquipIDList:
            continue
        if color in equipColorDropLimitDay:
            colorCountToday += 1
            PlayerControl.NomalDictSetProperty(dropPlayer, ChConfig.Def_PDict_DropColorToday % color, colorCountToday)
        if color in colorMaxDropCntDict:
            colorDropCntDict[color] = dropCount + 1
        if isSuit and len(jobList) > 1:
            randItemID = __GetRandDropSuitEquipID(dropPlayer, randEquipIDList)
        else:
            randItemID = random.choice(randEquipIDList)
        dropIDList.append(randItemID)
        GameWorld.DebugLog("掉落装备: npcID=%s,itemID=%s,classLV=%s,color=%s,isSuit=%s,placeKey=%s,jobList=%s,randEquipIDList=%s"
                           % (npcID, randItemID, classLV, color, isSuit, placeKey, jobList, randEquipIDList), playerID)
        if colorCountToday:
            GameWorld.DebugLog("    更新掉落特殊品质装备今日次数: color=%s,colorCountToday=%s" % (color, colorCountToday), playerID)
    # 4. 指定物品ID库
    dropIDList += __GetAppointDropItemIDList(dropPlayer, npcID, ipyDrop, doCountRate, doCountAdd, tianxuanBuff)
    if tianxuanBuff and (ipyDrop.GetTianxuanItemKeyRate() or ipyDrop.GetTianxuanItemIDRate()):
        tianxuanState = True
    # 5. 私有掉落
    if isSingle:
        # 击杀次数掉落
        killCountDropInfo = ipyDrop.GetKillCountDropPri()
        if killCountDropInfo:
            needKillCount, killDropItemList = killCountDropInfo[:2]
            killCountDropIDList = GetKillCountDropItemList(dropPlayer, npcID, needKillCount, killDropItemList)
            for kDropItemID in killCountDropIDList:
                dropIDList.append(kDropItemID) # 单独玩家掉落处理的,直接加到掉落列表里,不考虑是否放入背包或掉落的情况,由使用的功能自行处理
                #GameWorld.DebugLog("击杀次数掉落: kDropItemID=%s,needKillCount=%s" % (kDropItemID, needKillCount))
        # 固定产出,所有掉落归属者每人一份,默认绑定,不区分职业
        fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3)
        if npcID in fbGradePriItemIDDropDict:
            gradePriItemIDDropDict = fbGradePriItemIDDropDict[npcID]
            priDropInfoList = gradePriItemIDDropDict.get(curGrade, [])
            priDropIDList = []
            for priItemID, priItemCount in priDropInfoList:
                priDropIDList += [priItemID] * priItemCount
        else:
            priDropIDList = ipyDrop.GetPriItemIDDrop()
        for priDropID in priDropIDList:
            dropIDList.append(priDropID)
            #GameWorld.DebugLog("私有物品掉落: priDropID=%s" % priDropID)
    # 6. 地图评级额外掉落
    fbGradeDropItemExDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate2", 2) # 地图评级额外物品掉落 {"mapID":{"评级":[[物品ID,个数], ...], ...}}
    if curGrade and str(mapID) in fbGradeDropItemExDict:
        gradeItemExDict = fbGradeDropItemExDict[str(mapID)]
        gradeItemExList = gradeItemExDict.get(str(curGrade), [])
        #GameWorld.DebugLog("评级额外掉落物品: curGrade=%s,gradeItemExList=%s" % (curGrade, gradeItemExList))
        for gItemExID, gItemExCount in gradeItemExList:
            dropIDList += [gItemExID] * gItemExCount
    # 7.相关活动掉落
    feastWishDropIDList = PlayerFeastWish.GetFeastWishDropItemIDList(dropPlayer, npcData)
    if feastWishDropIDList:
        dropIDList.extend(feastWishDropIDList)
    #bossƾ֤
    killBossCntLimitDict = IpyGameDataPY.GetFuncCfg('KillBossCntLimit', 1)
    if mapID == ChConfig.Def_FBMapID_PersonalBoss:
        limitIndex = ChConfig.Def_FBMapID_PersonalBoss
    else:
        limitIndex = GameWorld.GetDictValueByKey(killBossCntLimitDict, npcID)
    if limitIndex != None:
        bossTrialDrop = PlayerActBossTrial.GetBossTrialDropItemIDList(dropPlayer, limitIndex)
        if bossTrialDrop:
            bossTrialItemID, bossTrialItemCount = bossTrialDrop
            GameWorld.DebugLog("掉落boss凭证: bossTrialItemID=%s, bossTrialItemCount=%s" % (bossTrialItemID, bossTrialItemCount))
            dropIDList += [bossTrialItemID] * bossTrialItemCount
    # 检查掉落互斥ID组
    dropIDList = __RemoveMutexDropID(dropIDList, IpyGameDataPY.GetFuncCfg("MutexDrop", 1))
    # 掉落金币
    dropMoneyDoCnt = ipyDrop.GetDropMoneyDoCnt()
    dropMoneyRate = ipyDrop.GetDropMoneyRate()
    if dropMoneyRate == ChConfig.Def_NPCMapDropRate:
        dropMoneyCnt = dropMoneyDoCnt
    else:
        dropMoneyCnt = 0
        for _ in xrange(dropMoneyDoCnt):
            if GameWorld.CanHappen(dropMoneyRate, ChConfig.Def_NPCMapDropRate):
                dropMoneyCnt += 1
    #GameWorld.DebugLog("NPCID=%s,金币掉率: %s, 执行次数=%s, 掉落金币数=%s" % (npcID, dropMoneyRate, dropMoneyDoCnt, dropMoneyCnt))
    if dropMoneyCnt:
        moneyValue = __GetDropMoneyValue(dropPlayer, ipyDrop, realmNPCIpyData)
        #GameWorld.DebugLog("    掉落金币value=%s" % (moneyValue))
    if dropIDList:
        if ipyDrop.GetAucionItemCanSell():
            for dropID in dropIDList:
                if IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropID):
                    auctionIDList.append(dropID)
        GameWorld.DebugLog("最终掉落物品: npcID=%s,dropIDList=%s" % (npcID, dropIDList), playerID)
        GameWorld.DebugLog("    auctionIDList=%s" % (auctionIDList), playerID)
    elif ChConfig.IsGameBoss(npcData):
        GameWorld.ErrLog("Boss没有掉落物品,NPCID=%s" % (npcID), dropPlayer.GetPlayerID())
    if tianxuanBuff and tianxuanState:
        GameWorld.DebugLog("    去除天玄丹buff: Layer=%s" % tianxuanBuff.GetLayer(), playerID)
        BuffSkill.SetBuffLayer(dropPlayer, tianxuanBuff, max(tianxuanBuff.GetLayer() - 1, 0), True, ChConfig.Def_SkillID_TianxuanBuff, isSync=True)
    return dropIDList, auctionIDList, dropMoneyCnt, moneyValue
def __GetRandDropSuitEquipID(curPlayer, randEquipIDList):
    ## 获取随机掉落的套装ID,为了玩家掉落体验, 当非本职业套装时可至多重新随机X次
    randItemID = 0
    suitRandCountEx = IpyGameDataPY.GetFuncCfg("EquipSuitDrop", 1) + 1
    for _ in xrange(suitRandCountEx):
        randItemID = random.choice(randEquipIDList)
        itemData = GameWorld.GetGameData().GetItemByTypeID(randItemID)
        if not itemData:
            continue
        if ItemCommon.CheckJob(curPlayer, itemData):
            break
    return randItemID
def GetAllEquipPlaceByPlaceKey(placeKey):
    placeKeyRateListDict = IpyGameDataPY.GetFuncEvalCfg("EquipDropPartSets", 2, {}) # {集合数字key1:[[概率1,部位1],...],...}
    if placeKey in placeKeyRateListDict:
        return [rateInfo[1] for rateInfo in placeKeyRateListDict[placeKey]]
    placeKeyListDict = IpyGameDataPY.GetFuncEvalCfg("EquipDropPartSets", 1, {}) # {集合数字key1:[部位1,部位2,...],...}
    if placeKey in placeKeyListDict:
        return placeKeyListDict[placeKey]
    return []
def GetEquipPlaceByPlaceKey(placeKey):
    ## 获取装备位集合对应的部位信息,集合ID重复时,优先饼图
    placeList = []
    placeKeyRateListDict = IpyGameDataPY.GetFuncEvalCfg("EquipDropPartSets", 2, {}) # {集合数字key1:[[概率1,部位1],...],...}
    if placeKey in placeKeyRateListDict:
        placeRateList = placeKeyRateListDict[placeKey]
        place = GameWorld.GetResultByRandomList(placeRateList)
        if place:
            placeList = [place]
            #GameWorld.DebugLog("    掉落部位概率集合: placeKey=%s,placeRateList=%s,place=%s,placeList=%s" % (placeKey, placeRateList, place, placeList))
    if not placeList:
        placeKeyListDict = IpyGameDataPY.GetFuncEvalCfg("EquipDropPartSets", 1, {}) # {集合数字key1:[部位1,部位2,...],...}
        if placeKey in placeKeyListDict:
            placeList = placeKeyListDict[placeKey]
            #GameWorld.DebugLog("    掉落部位均衡集合: placeKey=%s,placeList=%s" % (placeKey, placeList))
    return placeList
def __GetOptimizationEquipPlace(dropPlayer, classLV, optColor, optIsSuit, optPlaceList):
    ''' 获取掉落优选部位
        几个默认规则
    1. 颜色大于指定优选颜色的,无论是否套装都不计算在内
    2. 颜色小于指定优选颜色的,无论是否套装都计算在内
    '''
    #GameWorld.DebugLog("处理优选部位掉落: classLV=%s,optColor=%s,optIsSuit=%s,optPlaceList=%s" % (classLV, optColor, optIsSuit, optPlaceList))
    minGSPlace = None
    minGS = None
    equipPack = dropPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
    for optPlace in optPlaceList:
        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, optPlace)
        if not ipyData:
            continue
        equipIndex = ipyData.GetGridIndex()
        curEquip = equipPack.GetAt(equipIndex)
        if not curEquip or curEquip.IsEmpty():
            #GameWorld.DebugLog("    没穿装备,直接默认返回该部位: optPlace=%s" % optPlace)
            return optPlace
        curColor = curEquip.GetItemColor()
        curIsSuit = 1 if curEquip.GetSuiteID() else 0
        if curColor > optColor:
            # 超过优选指定颜色的不算,无论是否有套装
            #GameWorld.DebugLog("    颜色超过优选颜色,不算该部位: optPlace=%s,curColor=%s,curIsSuit=%s" % (optPlace, curColor, curIsSuit))
            continue
        if curColor == optColor and curIsSuit >= optIsSuit:
            # 与优选指定颜色相同,且满足是否套装的不算
            #GameWorld.DebugLog("    颜色套装满足优选,不算该部位: optPlace=%s,curColor=%s,curIsSuit=%s" % (optPlace, curColor, curIsSuit))
            continue
        curGS = ItemCommon.GetEquipGearScore(curEquip)
        if minGS == None or curGS < minGS:
            minGS = curGS
            minGSPlace = optPlace
    return minGSPlace
def __GetNPCDropDoCountChange(doCount, doCountRate, doCountAdd):
    ## 获取掉落执行次数变更结果,可能增加 或 减少
    if doCountRate != ChConfig.Def_MaxRateValue:
        doCount = max(1, int(doCount * doCountRate / 10000.0))
    if doCountAdd:
        doCount = max(1, doCount + doCountAdd) # 支持正负,保底1,负值待扩展
    return doCount
def __RemoveMutexDropID(dropIDList, mutexDropInfo):
    ## 移除互斥的掉落物品,每组互斥的ID最多只能掉落一个,列表顺序为掉落优先级 [[互斥组1ID, ID, ...], [互斥组2ID, ID, ...], ...]
    for mutexDropList in mutexDropInfo:
        isMutex = False
        for mutexID in mutexDropList:
            if mutexID not in dropIDList:
                continue
            if not isMutex:
                isMutex = True
                curDropIDCnt = dropIDList.count(mutexID)
                # 如果超过1个,则移除多余的,只保留一个
                if curDropIDCnt > 1:
                    for _ in xrange(curDropIDCnt - 1):
                        dropIDList.remove(mutexID)
                continue
            # 已经是互斥的了,该ID不可掉落,全部移除
            while mutexID in dropIDList:
                dropIDList.remove(mutexID)
    return dropIDList
def __GetAppointDropItemIDList(curPlayer, npcID, ipyDrop, doCountRate, doCountAdd, tianxuanBuff):
    ## 指定物品ID掉落
    dropItemIDList = []
    itemDropLimitDayInfo = IpyGameDataPY.GetFuncEvalCfg("ItemDropCountLimit", 2, {}) # 每日个人掉落物品个数限制 {物品ID:每日掉落上限, ...}
    # 1. 职业物品ID集合
    job = curPlayer.GetJob()
    JobItemDropSets = IpyGameDataPY.GetFuncCfg("JobItemDropSets", 1) # {物品ID集合key:[职业顺序物品ID列表], ...}
    itemDropSets = IpyGameDataPY.GetFuncCfg("JobItemDropSets", 2) # {物品ID集合key:[随机物品ID列表], ...}
    itemDropRateSets = IpyGameDataPY.GetFuncCfg("JobItemDropSets", 3) # {物品ID集合key:[随机物品ID饼图列表], ...}
    ItemKeyMaxDropCountDict = ipyDrop.GetItemKeyMaxDropCount() # {物品ID集合key:随机次数,...}
    #     1.1 只掉本职业的
    ItemKeyDropRateJobDict = ipyDrop.GetItemKeyDropRateJob() # {物品ID集合key:概率, ...}, 只掉本职业的,优先级高
    if ItemKeyDropRateJobDict:
        for jobItemKey, dropRate in ItemKeyDropRateJobDict.items():
            if jobItemKey not in JobItemDropSets:
                continue
            jobItemList = JobItemDropSets[jobItemKey]
            if len(jobItemList) < job:
                GameWorld.ErrLog("职业物品集合key没有配置对应职业ID: npcID=%s,jobItemKey=%s,job=%s" % (npcID, jobItemKey, job))
                continue
            mustDropCount = dropRate / Def_NPCMaxDropRate
            dropRate = dropRate % Def_NPCMaxDropRate # 基础概率
            canDropCount = mustDropCount
            doCnt = ItemKeyMaxDropCountDict.get(jobItemKey, 1) # 默认1个
            doCnt = __GetNPCDropDoCountChange(doCnt, doCountRate, doCountAdd)
            for _ in xrange(doCnt):
                if not GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate):
                    continue
                canDropCount += 1
            jobItemID = jobItemList[job - 1]
            for _ in xrange(canDropCount):
                dropItemIDList.append(jobItemID)
                #GameWorld.DebugLog("掉落自身职业指定物品ID: jobItemKey=%s,jobItemID=%s" % (jobItemKey, jobItemID))
    #     1.2 随机掉落一个
    ItemKeyDropRateDict = ipyDrop.GetItemKeyDropRate() # {物品ID集合key:概率, ...}, 随机掉一个,优先级低
    tianxuanItemKeyRateDict = ipyDrop.GetTianxuanItemKeyRate() # 天玄丹指定ID集合Key概率{物品ID集合key:概率, ...}
    if tianxuanBuff and tianxuanItemKeyRateDict:
        ItemKeyDropRateDict = copy.deepcopy(ItemKeyDropRateDict)
        ItemKeyDropRateDict.update(tianxuanItemKeyRateDict)
    if ItemKeyDropRateDict:
        GameWorld.DebugLog("ItemKeyDropRateDict:%s" % ItemKeyDropRateDict)
        for itemKey, dropRate in ItemKeyDropRateDict.items():
            # 在只掉本职业里的不处理
            if itemKey in ItemKeyDropRateJobDict:
                continue
            mustDropCount = dropRate / Def_NPCMaxDropRate
            dropRate = dropRate % Def_NPCMaxDropRate # 基础概率
            canDropCount = mustDropCount
            doCnt = ItemKeyMaxDropCountDict.get(itemKey, 1) # 默认1个
            doCnt = __GetNPCDropDoCountChange(doCnt, doCountRate, doCountAdd)
            for _ in xrange(doCnt):
                if not GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate):
                    continue
                canDropCount += 1
            for _ in xrange(canDropCount):
                if itemKey in itemDropRateSets:
                    randItemRateList = itemDropRateSets[itemKey]
                    randItemID = GameWorld.GetResultByRandomList(randItemRateList)
                    #GameWorld.DebugLog("掉落饼图物品ID: itemKey=%s,randItemRateList=%s,randItemID=%s" % (itemKey, randItemRateList, randItemID))
                elif itemKey in itemDropSets:
                    randItemList = itemDropSets[itemKey]
                    randItemID = random.choice(randItemList)
                    #GameWorld.DebugLog("掉落随机物品ID: itemKey=%s,randItemList=%s,randItemID=%s" % (itemKey, randItemList, randItemID))
                else:
                    continue
                if not randItemID:
                    continue
                if __dropIDCountLimitToday(curPlayer, randItemID, itemDropLimitDayInfo):
                    continue
                dropItemIDList.append(randItemID)
                #GameWorld.DebugLog("掉落随机指定物品ID: itemKey=%s,randItemID=%s" % (itemKey, randItemID))
    # 2. 指定掉落ID处理, 受全局设定影响
    itemIDDropRateDict = ipyDrop.GetItemIDDropRate() # {物品ID:概率, ...}
    itemIDDropMaxCntDict = ipyDrop.GetItemIDMaxDropCount() # {物品ID:最大掉落个数,...}
    tianxuanItemIDRate = ipyDrop.GetTianxuanItemIDRate() # 天玄丹指定ID概率 {物品ID:概率, ...}
    if tianxuanBuff and tianxuanItemIDRate:
        itemIDDropRateDict = copy.deepcopy(itemIDDropRateDict)
        itemIDDropRateDict.update(tianxuanItemIDRate)
    # 全局材料掉落控制
    globalDropCDDict = IpyGameDataPY.GetFuncCfg("GlobalDropCD", 1) # {物品ID:分钟, ...}
    globalDropRateDict = IpyGameDataPY.GetFuncCfg("NPCGlobalDropRate", 1) # {物品ID:[[npcID列表], "概率公式"], ...}
    gw = GameWorld.GetGameWorld()
    if itemIDDropRateDict:
        GameWorld.DebugLog("itemIDDropRateDict=%s" % itemIDDropRateDict)
    for itemID, dropRate in itemIDDropRateDict.items():
        if not dropRate:
            continue
        # 根据击杀次数来的另外计算,不在此判断
        if itemID in globalDropRateDict:
            continue
        doCnt = itemIDDropMaxCntDict.get(itemID, 1) # 默认1个
        # 判断是否全局掉落CD中
        if itemID in globalDropCDDict:
            curTime = int(time.time())
            lastDropTime = gw.GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_LastDropTime % itemID)
            cdTime = globalDropCDDict[itemID] * 60
            remainTime = cdTime - (curTime - lastDropTime)
            if remainTime > 0:
                GameWorld.DebugLog("该物品全局掉落CD中,不掉落!itemID=%s,cdTime=%s,curTime=%s,lastDrop=%s,remainTime=%s"
                                   % (itemID, cdTime, curTime, lastDropTime, remainTime))
                continue
        else:
            doCnt = __GetNPCDropDoCountChange(doCnt, doCountRate, doCountAdd)
        #GameWorld.DebugLog("    指定判断: itemID=%s, dropRate=%s, doCnt=%s" % (itemID, dropRate, doCnt))
        for _ in xrange(doCnt):
            if not GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate):
                continue
            if __dropIDCountLimitToday(curPlayer, itemID, itemDropLimitDayInfo):
                continue
            dropItemIDList.append(itemID)
            if itemID in globalDropCDDict:
                # 通知GameServer记录
                msgInfo = str([itemID, curTime])
                GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "GlobalDropCD", msgInfo, len(msgInfo))
                DataRecordPack.DR_GlobalDropCD(curPlayer, npcID, itemID)
                break
    # 3. 指定击杀次数全局掉率
    for itemID, dropInfo in globalDropRateDict.items():
        npcIDList, rateFormat = dropInfo
        if npcID not in npcIDList:
            continue
        killedCnt = gw.GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_DropNPCKilledCnt % itemID)
        dropRate = eval(FormulaControl.GetCompileFormula("KilledCntDropRate_%s" % itemID, rateFormat))
        isDrop = GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate)
        if isDrop:
            dropItemIDList.append(itemID)
            DataRecordPack.DR_GlobalDropRate(curPlayer, npcID, itemID, killedCnt, dropRate)
        # 通知GameServer记录
        updKilledCnt = 0 if isDrop else (killedCnt + 1)
        msgInfo = str([itemID, updKilledCnt])
        GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "GlobalDropRate", msgInfo, len(msgInfo))
    # 4. 指定全服击杀次数必掉,算额外掉落
    globalKillDropDict = IpyGameDataPY.GetFuncEvalCfg("GlobalDropCD", 2) # {NPCID:{击杀次数:[是否本职业, {物品ID:个数, ...}, [[随机物品ID,个数], ...]]}, ...}
    if npcID in globalKillDropDict:
        killCountDropDict = globalKillDropDict[npcID]
        updNPCKilledCount = min(gw.GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_NPCKilledCount % npcID) + 1, ShareDefine.Def_UpperLimit_DWord)
        GameWorld.Log("更新全服击杀次数:npcID=%s, %s" % (npcID, updNPCKilledCount))
        # 通知GameServer记录
        msgInfo = str([npcID, updNPCKilledCount])
        GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "GlobalKillCount", msgInfo, len(msgInfo))
        if updNPCKilledCount in killCountDropDict:
            isJobLimit, itemIDCountDict, randItemIDCountList = killCountDropDict[updNPCKilledCount]
            for itemID, itemCount in itemIDCountDict.items():
                if isJobLimit:
                    itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
                    if not itemData:
                        continue
                    itemJob = itemData.GetJobLimit()
                    if itemJob and itemJob != curPlayer.GetJob():
                        # 非本职业可用,不掉落
                        GameWorld.DebugLog("全服击杀次数必掉,非本职业可用,不掉落! itemID=%s" % itemID)
                        continue
                dropItemIDList += [itemID] * itemCount
                GameWorld.Log("全服击杀次数必掉物品: itemID=%s,itemCount=%s" % (itemID, itemCount))
            if randItemIDCountList:
                if isJobLimit:
                    randJobItemList = []
                    for rItemID, rItemCount in randItemIDCountList:
                        itemData = GameWorld.GetGameData().GetItemByTypeID(rItemID)
                        if not itemData:
                            continue
                        itemJob = itemData.GetJobLimit()
                        if itemJob and itemJob != curPlayer.GetJob():
                            # 非本职业可用,不掉落
                            GameWorld.DebugLog("全服击杀次数必掉随机,非本职业可用,不掉落! rItemID=%s" % rItemID)
                            continue
                        randJobItemList.append([rItemID, rItemCount])
                    randItemID, randItemCount = random.choice(randJobItemList)
                else:
                    randItemID, randItemCount = random.choice(randItemIDCountList)
                dropItemIDList += [randItemID] * randItemCount
                GameWorld.Log("全服击杀次数必掉随机物品: randItemID=%s,randItemCount=%s" % (randItemID, randItemCount))
    return dropItemIDList
def __dropIDCountLimitToday(curPlayer, itemID, itemDropLimitDayInfo):
    ## 处理今日掉落物品ID个数限制
    # @return: 是否限制
    if itemID not in itemDropLimitDayInfo:
        return False
    dropCountTodayMax = itemDropLimitDayInfo[itemID]
    if not dropCountTodayMax:
        return False
    dropCountToday = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_DropCountToday % itemID)
    if dropCountToday >= dropCountTodayMax:
        GameWorld.DebugLog("    物品ID今日掉落次数已达上限: itemID=%s,dropCountToday=%s" % (itemID, dropCountToday), curPlayer.GetPlayerID())
        return True
    dropCountToday += 1
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_DropCountToday % itemID, dropCountToday)
    GameWorld.DebugLog("    更新物品ID今日掉落次数: itemID=%s,dropCountToday=%s" % (itemID, dropCountToday), curPlayer.GetPlayerID())
    return False
def __GetEquipIDList(findID, classLV, color, isSuit, placeList, itemJobList, findType="NPC"):
def __GetEquipIDList(findID, classLV=None, color=None, isSuit=None, placeList=None, itemJobList=None, findType="NPC"):
    #存一个满足要求的所有的物品的列表 然后从当中随机选一个
    #注: 阶、颜色、套装ID、职业、部位,这5个条件可确认唯一一件装备
    
@@ -1452,9 +496,9 @@
                    if not itemData.GetCanNPCDrop():
                        continue
                    
                    if ItemCommon.GetItemClassLV(itemData) != classLV:
                    if classLV != None and ItemCommon.GetItemClassLV(itemData) != classLV:
                        continue
                    if itemData.GetItemColor() != color:
                    if color != None and itemData.GetItemColor() != color:
                        continue
                    suiteID = itemData.GetSuiteID()
                    itemJob = itemData.GetJobLimit()
@@ -1476,7 +520,7 @@
            if itemJob and itemJobList and itemJob not in itemJobList:
                continue
            curIsSuit = suiteID > 0
            if curIsSuit != isSuit:
            if isSuit != None and curIsSuit != isSuit:
                continue
            itemIDList.append(itemID)
            
@@ -1485,128 +529,6 @@
                         % (findType, findID, classLV, color, isSuit, placeList, itemJobList))
    return itemIDList
def __GetNPCPieRateEquipDrop(ipyDrop, doCnt, equipDropPlus):
    ## 获取NPC饼图掉率装备掉落信息
    dropEquipInfoList = []
    pieRateDropList = ipyDrop.GetPieRateDrop()  # 饼图概率掉落信息 [(概率,0),(概率,(阶,颜色)),...]
    dropRateList = pieRateDropList if not equipDropPlus else GameWorld.GetPlusPieList(pieRateDropList, equipDropPlus)
    #GameWorld.DebugLog("掉落饼图概率: %s, equipDropPlus=%s" % (pieRateDropList, equipDropPlus))
    #GameWorld.DebugLog("实际饼图概率: %s" % (dropRateList))
    for _ in xrange(doCnt):
        dropInfo = GameWorld.GetResultByRandomList(dropRateList)
        if dropInfo:
            dropEquipInfoList.append(dropInfo)
    #GameWorld.DebugLog("饼图装备掉落结果: doCnt=%s, %s" % (doCnt, dropEquipInfoList))
    return dropEquipInfoList
def __GetNPCIndepRateEquipDrop(mapID, ipyDrop, doCnt, equipDropPlus, curGrade=0):
    ## 获取NPC独立掉率装备掉落信息
    npcID = ipyDrop.GetNPCID()
    indepRateDict = ipyDrop.GetIndepRateDrop() # 独立概率掉落信息 {(阶,颜色):概率,...}
    #GameWorld.DebugLog("独立概率装备掉落处理: indepRateDict=%s,equipDropPlus=%s" % (indepRateDict, equipDropPlus))
    gradeColorRateDict = {}
    fbGradeColorRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 1) #{npcID:{颜色:[D级影响概率, ..., S级影响概率], ...}, ...}
    if npcID in fbGradeColorRateDict:
        gradeColorRateDict = fbGradeColorRateDict[npcID]
    orangeEquipPer = 0
    fbGradeOrangeEquipPerDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate2", 1) # 地图评级影响橙装概率百分率 {"mapID":[D级影响概率, ..., S级影响概率], ..}
    if str(mapID) in fbGradeOrangeEquipPerDict and curGrade:
        orangeEquipPerList = fbGradeOrangeEquipPerDict[str(mapID)]
        orangeEquipPer = 0 if (curGrade <= 0 or curGrade > len(orangeEquipPerList)) else orangeEquipPerList[curGrade - 1]
    #colorDropCntDict = {} # 装备颜色已经掉落数 {颜色:数量, ...}
    dropEquipInfoList = []
    for _ in xrange(doCnt):
        for dropInfo, rate in indepRateDict.iteritems():
            dropRate = rate
            color = dropInfo[1]
            if color in gradeColorRateDict:
                colorRateList = gradeColorRateDict[color]
                colorRate = 10000 if (curGrade <= 0 or curGrade > len(colorRateList)) else colorRateList[curGrade - 1]
                dropRate = int(dropRate * colorRate / 10000.0)
                #GameWorld.DebugLog("    评级影响颜色概率: curGrade=%s,colorRate=%s,dropRate=%s" % (curGrade, colorRate, dropRate))
            if color == ChConfig.Def_Quality_Orange and orangeEquipPer:
                dropRate = int(dropRate * orangeEquipPer / 100.0)
                #GameWorld.DebugLog("评级橙装掉率加成: orangeEquipPer=%s,dropRate=%s" % (orangeEquipPer, dropRate))
            dropRate = dropRate if not equipDropPlus else (dropRate + int(dropRate * equipDropPlus / 10000.0))
            mustDropCount = dropRate / Def_NPCMaxDropRate
            dropRate = dropRate % Def_NPCMaxDropRate # 基础概率
            #GameWorld.DebugLog("    dropInfo=%s,rate=%s,mustDropCount=%s,dropRate=%s" % (dropInfo, rate, mustDropCount, dropRate))
            curDropCount = mustDropCount
            if GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate):
                curDropCount += 1
            if not curDropCount:
                continue
            for _ in xrange(curDropCount):
                dropEquipInfoList.append(dropInfo)
    #GameWorld.DebugLog("独立概率装备掉落结果: doCnt=%s, %s" % (doCnt, dropEquipInfoList))
    return dropEquipInfoList
def __GetDropMoneyValue(curPlayer, ipyDrop, realmNPCIpyData):
    baseMoney = FBLogic.OnGetNPCDropMoney(curPlayer)
    if baseMoney <= 0:
        # 获得掉落数量
        if realmNPCIpyData:
            baseMoney = random.randint(realmNPCIpyData.GetDropMoneyMin(), realmNPCIpyData.GetDropMoneyMax())
        else:
            baseMoney = random.randint(ipyDrop.GetDropMoneyMin(), ipyDrop.GetDropMoneyMax())
    if baseMoney <= 0:
        return 0
    moneyValue = baseMoney
    # 玩家金钱掉落加成
    if curPlayer != None:
        addRateEx = 0
        addRate = float(curPlayer.GetGoldFoundRate() + addRateEx) / ShareDefine.Def_MaxRateValue
        moneyValue = int(moneyValue + moneyValue * addRate)
        #特殊地图杀怪金币外层加成
        outerMoneyRate = FBLogic.OnGetOuterMoneyRate(curPlayer)
        if outerMoneyRate > 0:
            moneyValue = int(moneyValue * outerMoneyRate / float(ShareDefine.Def_MaxRateValue))
    if moneyValue >= 65535:
        moneyValue = random.randint(65000, 65530)
    return moneyValue
def GetKillCountDropItemList(curPlayer, npcID, needKillCount, killDropItemList):
    ## 获取击杀次数额外掉落
    killCountValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
    killCountPri = killCountValue / 10000
    if killCountPri >= needKillCount:
        #GameWorld.DebugLog("杀掉次数已经掉落过! npcID=%s,killCountValue=%s,dropRecord=%s" % (npcID, killCountValue, dropRecord), curPlayer.GetPlayerID())
        return []
    killCountPri += 1
    updRecordValue = killCountPri * 10000 + killCountValue % 10000
    jobDropInfo = []
    if killCountPri >= needKillCount:
        isJobLimit = 1
        #[itemID,...]
        for dropItemID in killDropItemList:
            itemData = GameWorld.GetGameData().GetItemByTypeID(dropItemID)
            if not itemData:
                GameWorld.ErrLog("掉落物品ID不存在, dropItemID=%s" % dropItemID)
                continue
            itemJob = itemData.GetJobLimit()
            if isJobLimit and itemJob and itemJob != curPlayer.GetJob():
                # 非本职业可用,不掉落
                #GameWorld.DebugLog("非本职业可用,不掉落! dropItemID=%s" % dropItemID)
                continue
            jobDropInfo.append(dropItemID)
        GameWorld.DebugLog("击杀次数必掉落! npcID=%s,needKillCount=%s,jobDropInfo=%s,killDropItemList=%s,updRecordValue=%s"
                           % (npcID, needKillCount, jobDropInfo, killDropItemList, updRecordValue), curPlayer.GetPlayerID())
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, updRecordValue)
    GameWorld.DebugLog("更新击杀次数比掉落值: killCountValue=%s,killCountPri=%s,updRecordValue=%s" % (killCountValue, killCountPri, updRecordValue), curPlayer.GetPlayerID())
    return jobDropInfo
######################################################################
#---------------------------------------------------------------------
#移动相关
@@ -4094,68 +3016,6 @@
            self.__MissionOnKillNPC(eventPlayer, True)
        return
    
    #---------------------------------------------------------------------
    def __GetDropMoneyModelID(self, moneyValue):
        ## 获取掉落金币模型ID
        if not moneyValue:
            return 0
        moneyItemList = IpyGameDataPY.GetFuncEvalCfg("GoldModel", 1) # 金币掉落数量对应模型-[(最大金币数,物品模型ID), ...]
        if not moneyItemList:
            return 0
        for count, moneyID in moneyItemList:
            if moneyValue <= count:
                return moneyID
        return moneyItemList[-1][1]
    def __NPCSpecialDropItem(self, dropPlayer, ownerPlayerList, ipyDrop):
        '''特殊掉落 (私有特殊掉落 + 击杀次数特殊掉落), 支持摸怪
        @return: None
        @return: [[ownerPlayer, itemID, isAuctionItem, isDropInItemPack], ...]
        '''
        curNPC = self.__Instance
        npcID = curNPC.GetNPCID()
        specDropItemList = []
        #playerLV = dropPlayer.GetLV()
        #maxDropLV = ipyDrop.GetMaxDropLV()
        #if maxDropLV and playerLV > maxDropLV:
        #    GameWorld.DebugLog("超过最大可掉落等级,不掉落物品,特殊掉落!npcID=%s,playerLV(%s) > maxDropLV(%s)" % (npcID, playerLV, maxDropLV))
        #    return specDropItemList
        auctionItemCanSell = ipyDrop.GetAucionItemCanSell()
        # 击杀次数掉落算摸怪
        killCountDropInfo = ipyDrop.GetKillCountDropPri()
        if killCountDropInfo:
            for feelPlayer in self.__FeelPlayerList:
                needKillCount, killDropItemList, isDropInItemPack = killCountDropInfo
                killCountDropItemList = GetKillCountDropItemList(feelPlayer, npcID, needKillCount, killDropItemList)
                for dropItemID in killCountDropItemList:
                    isAuctionItem = 1 if auctionItemCanSell and IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropItemID) else 0
                    specDropItemList.append([feelPlayer, dropItemID, isAuctionItem, isDropInItemPack])
                    GameWorld.DebugLog("击杀次数必掉(可摸怪): npcID=%s,dropItemID=%s,needKillCount=%s,isDropInItemPack=%s,isAuctionItem=%s"
                                       % (npcID, dropItemID, needKillCount, isDropInItemPack, isAuctionItem), feelPlayer.GetPlayerID())
        # 私有掉落
        isDropInItemPack = False
        fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3)
        if npcID in fbGradePriItemIDDropDict:
            gradePriItemIDDropDict = fbGradePriItemIDDropDict[npcID]
            curGrade = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
            priDropInfoList = gradePriItemIDDropDict.get(curGrade, [])
            priDropIDList = []
            for priItemID, priItemCount in priDropInfoList:
                priDropIDList += [priItemID] * priItemCount
        else:
            priDropIDList = ipyDrop.GetPriItemIDDrop()
        for dropItemID in priDropIDList:
            isAuctionItem = 1 if auctionItemCanSell and IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropItemID) else 0
            for ownerPlayer in ownerPlayerList:
                specDropItemList.append([ownerPlayer, dropItemID, isAuctionItem, isDropInItemPack]) # 默认绑定
                #GameWorld.DebugLog("私有物品掉落: dropItemID=%s" % dropItemID, ownerPlayer.GetPlayerID())
        return specDropItemList
    ## 物品掉落
    #  @param self 类实例
    #  @param dropPlayer 掉落判断相关玩家
@@ -4163,106 +3023,6 @@
    #  @param HurtID 伤血ID
    #  @return 返回值无意义
    def __NPCDropItem(self, dropPlayer, hurtType, hurtID, ownerPlayerList=[], isOnlySelfSee=False):
        if not dropPlayer:
            return
        curNPC = self.__Instance
        PlayerActCollectWords.OnKillNPCDrop(dropPlayer, curNPC)
        if curNPC.GetType() in [ChConfig.ntPriWoodPilePVE, ChConfig.ntPriWoodPilePVP]:
            GameWorld.DebugLog("木桩怪,不掉落物品!")
            return
        npcID = curNPC.GetNPCID()
        mapID = GameWorld.GetMap().GetMapID()
        mapID = FBCommon.GetRecordMapID(mapID)
        isGameBoss = ChConfig.IsGameBoss(curNPC)
        if mapID in [ChConfig.Def_FBMapID_MunekadoTrial, ChConfig.Def_FBMapID_DemonKing, ChConfig.Def_FBMapID_SealDemon, ChConfig.Def_FBMapID_ZhuXianBoss,
                     ChConfig.Def_FBMapID_KillDevil]:
            GameWorld.DebugLog("该地图不走直接掉落物品逻辑!mapID=%s" % mapID)
            return
        if isGameBoss:
            GameWorld.Log("NPC开始掉落: npcID=%s,dropPlayerID=%s" % (npcID, dropPlayer.GetPlayerID()), dropPlayer.GetPlayerID())
        ipyDrop = GetNPCDropIpyData(npcID)
        if not ipyDrop:
            if isGameBoss:
                curWorldLV = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_WorldAverageLv)
                GameWorld.ErrLog("取不到NPC掉落信息!npcID=%s,curWorldLV=%s" % (npcID, curWorldLV))
            return
        dropIDList, auctionIDList, dropMoneyCnt, moneyValue = [], [], 0, 0
        dropInfo = GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList, ipyDrop, False)
        if dropInfo:
            dropIDList, auctionIDList, dropMoneyCnt, moneyValue = dropInfo
        moneyID = self.__GetDropMoneyModelID(moneyValue)
        if moneyID and dropMoneyCnt:
            dropIDList += [moneyID] * dropMoneyCnt
        specItemSign = "SpecItem"
        playerSpecDropList = []
        if dropInfo:
            playerSpecDropList = self.__NPCSpecialDropItem(dropPlayer, ownerPlayerList, ipyDrop) # 特殊掉落 [[ownerPlayer, itemID, isAuctionItem, isDropInItemPack], ...]  私有特殊掉落 + 击杀次数特殊掉落
            dropIDList += [specItemSign] * len(playerSpecDropList)
        if len(dropIDList) > 5:
            #打乱物品顺序
            random.shuffle(playerSpecDropList)
            random.shuffle(dropIDList)
        if not dropIDList and isGameBoss:
            GameWorld.ErrLog("Boss没有掉落: dropPlayerLV=%s,ipyWorldLV=%s,maxDropLV=%s"
                             % (dropPlayer.GetLV(), ipyDrop.GetMaxWorldLV(), ipyDrop.GetMaxDropLV()), dropPlayer.GetPlayerID())
        sightLevel = PlayerControl.GetMapRealmDifficulty(dropPlayer)
        gameMap = GameWorld.GetMap()
        dropPosX, dropPosY = curNPC.GetPosX(), curNPC.GetPosY() # 以NPC为中心点开始掉落
        index = 0
        for posX, posY in ChConfig.Def_DropItemAreaMatrix:
            resultX = dropPosX + posX
            resultY = dropPosY + posY
            if not gameMap.CanMove(resultX, resultY):
                #玩家不可移动这个点
                continue
            if index > len(dropIDList) - 1:
                break
            isDropInItemPack = False
            itemID = dropIDList[index]
            index += 1
            if itemID == specItemSign:
                if not playerSpecDropList:
                    continue
                itemCnt = 1
                ownerPlayer, itemID, isAuctionItem, isDropInItemPack = playerSpecDropList[0]
                ownerType, ownerID = ChConfig.Def_NPCHurtTypePlayer, ownerPlayer.GetPlayerID()
                playerSpecDropList = playerSpecDropList[1:]
            else:
                ownerPlayer = dropPlayer
                ownerType, ownerID = hurtType, hurtID
                itemCnt = moneyValue if itemID == moneyID else 1
                isAuctionItem = itemID in auctionIDList
            curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, isAuctionItem, dropPlayer)
            if not curItem:
                continue
            if mapID == ChConfig.Def_FBMapID_GatherSoul:#聚魂副本特殊处理
                GameLogic_GatherSoul.KillGatherSoulNPCDropAward(itemID, itemCnt, isAuctionItem)
                dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
                SendVirtualItemDrop(ownerPlayer, itemID, resultX, resultY, dropItemDataStr)
                curItem.Clear()
                continue
            if isDropInItemPack:
                curItem.SetUserAttr(ShareDefine.Def_IudetSource, ShareDefine.Item_Source_VirtualItemDrop)
                dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
                #可以放入背包
                if ItemControler.DoLogic_PutItemInPack(ownerPlayer, curItem, event=["NPCDrop", False, {"npcID":npcID}]):
                    #通知客户端
                    SendVirtualItemDrop(ownerPlayer, itemID, resultX, resultY, dropItemDataStr)
            else:
                self.__MapCreateItem(curItem, resultX, resultY, ownerType, ownerID, isOnlySelfSee=isOnlySelfSee, sightLevel=sightLevel)
        return
    #---------------------------------------------------------------------
    ## NPC被杀死逻辑处理
@@ -5825,7 +4585,7 @@
def PlayerOnDay(curPlayer):
    #采集次数重置
    CollNPCTimeOnDay(curPlayer)
    itemDropLimitDayInfo = IpyGameDataPY.GetFuncEvalCfg("ItemDropCountLimit", 2, {})
    itemDropLimitDayInfo = {} #IpyGameDataPY.GetFuncEvalCfg("ItemDropCountLimit", 2, {})
    for itemID in itemDropLimitDayInfo.keys():
        if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_DropCountToday % itemID):
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_DropCountToday % itemID, 0)
@@ -6009,42 +4769,6 @@
    return
def SendGameServerGoodItemRecord(curPlayer, mapID, lineID, npcID, itemID, equipInfo=[]):
    # @param equipInfo: [equipPlace, itemClassLV, itemColor, itemQuality, itemUserData]
#    GameWorld.DebugLog("检查物品是否发送GameServer: mapID=%s, npcID=%s, playerName=%s, itemID=%s"
#                       % (mapID, npcID, playerName, itemID))
    recBossIDList = IpyGameDataPY.GetFuncEvalCfg('DropRecordBossID', 1)
    if npcID not in recBossIDList:
        return
    recDropEquipInfoDict = IpyGameDataPY.GetFuncEvalCfg('DropRecordEquipment', 1, {})
    recSpecialItemIDList = IpyGameDataPY.GetFuncEvalCfg('DropRecordValue', 1)
    recItemIDList = IpyGameDataPY.GetFuncEvalCfg('DropRecordNormal', 1)
    # weightValue  珍惜度 数值越大越珍贵(用于排序)
    needRecord = False
    itemUserData = ""
    if itemID in recItemIDList:
        needRecord = True
        weightValue = recItemIDList.index(itemID)
    elif itemID in recSpecialItemIDList:
        needRecord = True
        weightValue = recSpecialItemIDList.index(itemID) + 10000
    else:
        equipPlace, itemClassLV, itemColor, suiteID, itemUserData = equipInfo
        isSuit = 1 if suiteID else 0
        weightValue = itemColor*1000+isSuit*100+itemClassLV
        recordCondition = GameWorld.GetDictValueByKey(recDropEquipInfoDict, equipPlace)
        if recordCondition:
            needClassLV, needItemColor, needItemSuite = recordCondition
            if itemClassLV >= needClassLV and itemColor >= needItemColor and isSuit >= needItemSuite:
                needRecord = True
    if not needRecord:
        return
    playerID = curPlayer.GetID()
    playerName = curPlayer.GetName()
    serverGroupID = PlayerControl.GetPlayerServerGroupID(curPlayer)
    dropEquipMsg = str([playerID, playerName, mapID, lineID, npcID, itemID, itemUserData, weightValue, serverGroupID, curPlayer.GetLV()])
    GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'BossDropGoodItem', dropEquipMsg, len(dropEquipMsg))
    GameWorld.DebugLog("发送GameServer记录拾取掉落好物品: %s" % dropEquipMsg, playerID)
    return
#// A5 52 购买功能NPC采集次数 #tagCMBuyCollectionCnt
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py
@@ -1492,6 +1492,11 @@
    #初始化寻宝背包
    PlayerControl.Init_TreasurePack(curPlayer)
    
    #初始化鉴定背包
    curPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptIdentify)
    curPack.SetCount(ItemCommon.GetPackInitCount(IPY_GameWorld.rptIdentify))
    curPack.Sync_PackCanUseCount()
    #初始化英雄背包
    PlayerControl.Init_HeroPack(curPlayer)
    
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -2884,8 +2884,10 @@
    #轮回殿
    PlayerActLunhuidian.AddLunhuidianValue(curPlayer, PlayerActLunhuidian.AwardType_PayMoney, type_Price, price)
    if type_Price == ShareDefine.TYPE_Price_Xiantao:
        unXiantaoCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCnt)
        NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCnt, unXiantaoCnt + price)
        unXiantaoCntExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntExp)
        NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntExp, unXiantaoCntExp + price)
        unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip)
        NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip + price)
        PlayerPrestigeSys.AddRealmTaskValue(curPlayer, PlayerPrestigeSys.RealmTaskType_UseXiantao, price)
    unitPrice = price if quantity == 1 else int(math.ceil(price * 1.0 / quantity)) # 单价
    #reason_name = "Unknown" if not costType else costType
@@ -3731,30 +3733,24 @@
            NetPackCommon.SendFakePack(curPlayer, sendPack)
            
        #副本获得经验, 无论获得多少经验均需通知, 有些副本逻辑需要通过获得经验时机处理
        if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
            FBLogic.OnGetExp(curPlayer, finalAddExp, expViewType)
        #if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
        #    FBLogic.OnGetExp(curPlayer, finalAddExp, expViewType)
            
        return finalAddExp
    
    # 参数 addSkillID 表示因什么技能杀死NPC获得经验
    def __AddExp(self, curPlayer, addExp, expViewType, isSysHint, addSkillID=0, expRateEx=0):
        if addExp == 0:
        if addExp <= 0:
            # 不进入计算
            return addExp, expViewType
        
        #取得人物当前经验
        #curTotalExp = GetPlayerTotalExp(curPlayer)
        curTotalExp = curPlayer.GetExpPoint() * ChConfig.Def_PerPointValue + curPlayer.GetTotalExp()
        curTotalExp = GetPlayerTotalExp(curPlayer)
        maxLV = GetPlayerMaxLV(curPlayer)
        maxLVExpStore = IpyGameDataPY.GetFuncCfg("MaxLVExpStore", 1)
        maxLVExpStore = IpyGameDataPY.GetFuncCfg("PlayerMaxLV", 2)
        
        curLV = curPlayer.GetLV()            
#        # 检查转生等级
#        if curLV >= nextReinLV and curTotalExp >= maxLVExpStore:
#            self.__NotifyExpFull(curPlayer, "GeRen_liubo_260986")
#            GameWorld.DebugLog("经验已满!需先转生!curLV=%s,reinLV=%s" % (curLV, nextReinLV), curPlayer.GetPlayerID())
#            return 0
        # 检查最大等级,maxLVExpStore -1时不限累计经验上限
        if curLV >= maxLV and curTotalExp >= maxLVExpStore and maxLVExpStore != -1:
@@ -3765,19 +3761,6 @@
        # 杀怪
        if expViewType == ShareDefine.Def_ViewExpType_KillNPC:
            exp_rate = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TotalExpRate)
            superRate = PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(curPlayer, None, None, ChConfig.TriggerType_AddExpRate)
            if superRate:
                # 龙凤镯 经验
                expViewType = ShareDefine.Def_ViewExpType_KillNPCSuper
            if addSkillID == ChConfig.Def_SkillID_LXHY_AddExpRate:
                addSkill = GameWorld.GetGameData().GetSkillBySkillID(addSkillID)
                hasEffect = SkillCommon.GetSkillEffectByEffectID(addSkill, ChConfig.Def_Skill_Effect_AddExpRate)
                if hasEffect:
                    #烈焰战神 经验
                    superRate += hasEffect.GetEffectValue(0)
                    expViewType = ShareDefine.Def_ViewExpType_LYZS
            exp_rate += superRate
        elif expViewType in [ShareDefine.Def_ViewExpType_GameEvent, ShareDefine.Def_ViewExpType_Sit]:
            exp_rate = curPlayer.GetGameEventExpRate()
            exp_rate += GetFamilySitExpPer(curPlayer)
@@ -3788,25 +3771,7 @@
        #输入的经验有可能为long型
        addExp = int(addExp * exp_rate / float(ChConfig.Def_MaxRateValue))
        
        #防沉迷计算
        addExp = PlayerGameWallow.ChangeExpByWallow(curPlayer, addExp)
        #===========================================================================================
        # #特殊地图杀怪经验外层加成
        # if expViewType == ShareDefine.Def_ViewExpType_KillNPC:
        #    #mapID = GameWorld.GetMap().GetMapID()
        #    #if mapID in ChConfig.Def_FBMapID_BZZDAll:
        #    #    nobleVIPOuterRate = ...
        #    #    #nobleVIPAddExp += 0 if not nobleVIPOuterRate else int(addExp * nobleVIPOuterRate / float(ChConfig.Def_MaxRateValue))
        #    #    nobleVIPAddExp += nobleVIPOuterRate
        #
        #    outerExpRate = FBLogic.OnGetOuterExpRate(curPlayer)
        #    if outerExpRate > 0:
        #        addExp = int(addExp * outerExpRate / float(ChConfig.Def_MaxRateValue))
        #===========================================================================================
        # 不可再升级时,增加后的经验不可超过最大可存储经验
        #if curLV >= nextReinLV or curLV >= maxLV:
        if curLV >= maxLV and maxLVExpStore > 0:
            addExp = min(addExp, max(0, maxLVExpStore - curTotalExp))
@@ -3815,40 +3780,7 @@
            GameWorld.DebugLog("无法获得经验")
            return 0, expViewType
        
        #addExp = min(addExp, ChConfig.Def_UpperLimit_DWord) # 单次加经验不超过20亿
        #缓存获取的经验值, 用于兑换家族荣誉
        #if curPlayer.GetFamilyID() != 0:
        #    curPlayer.SetPerExp(min(curPlayer.GetPerExp() + addExp, ChConfig.Def_UpperLimit_DWord))
        #人物头顶提示
        #=======================================================================
        # viewExpCnt = min(2, addExp / ChConfig.Def_UpperLimit_DWord) # 最多飘两次20亿的
        # viewExp = addExp % ChConfig.Def_UpperLimit_DWord
        # for _ in range(viewExpCnt):
        #    curPlayer.Notify_GetExpView(ChConfig.Def_UpperLimit_DWord, expViewType)
        # if viewExp:
        #    curPlayer.Notify_GetExpView(viewExp, expViewType)
        #
        # if isSysHint:
        #    # 杀怪附加加成显示
        #    if expViewType == ShareDefine.Def_ViewExpType_KillNPC:
        #        nobleVIPAddExp = int(nobleVIPAddExp / 100.0)
        #        #NotifyCode(curPlayer, "GeRen_liubo_74717", [addExp, nobleVIPAddExp])
        #    elif expViewType in [ShareDefine.Def_ViewExpType_GameEvent,
        #                         ShareDefine.Def_ViewExpType_Sit]:
        #        #小游戏事件特殊提示,打坐获取经验
        #        NotifyCode(curPlayer, "ObtainExperience", [addExp])
        #    elif expViewType == ShareDefine.Def_ViewExpType_MousePos:
        #        #鼠标位置提示获得经验
        #        NotifyCode(curPlayer, "GeRen_admin_887936", [addExp])
        #    else:
        #        #正常信息提示
        #        NotifyCode(curPlayer, "GeRen_lhs_0", [addExp])
        #=======================================================================
        #给人物经验 先设经验后升级
        #SetPlayerTotalExp(curPlayer, curTotalExp + addExp)
        totalExp = curTotalExp + addExp
        curExp = totalExp % ChConfig.Def_PerPointValue
        expPoint = totalExp / ChConfig.Def_PerPointValue
@@ -3858,9 +3790,6 @@
        if curPlayer.GetTotalExp() != curExp:
            curPlayer.SetTotalExp(curExp)
        
        #GameWorld.Log("玩家 = %s 得到经验 = %s ,当前经验倍率 = %s"%(curPlayer.GetName(), addExp,expRate ))
        #小于转生等级才可升级
        #if curLV < nextReinLV and curLV < maxLV:
        if curLV < maxLV:
            self.PlayerLvUp()
        
@@ -3887,25 +3816,18 @@
            #玩家死亡不可升级
            return
        
        #lvIpyData = GetPlayerLVIpyData(curPlayer.GetLV())
        lvIpyData = IpyGameDataPY.GetIpyGameData("PlayerLV", curPlayer.GetLV())
        lvIpyData = GetPlayerLVIpyData(curPlayer.GetLV())
        if not lvIpyData:
            GameWorld.ErrLog("经验表异常  lv= %s" % curPlayer.GetLV())
            return
        #lvUpNeedExp = GetLVUPTotalExpNeed(lvIpyData)
        lvUpNeedExp = lvIpyData.GetExpPoint() * ChConfig.Def_PerPointValue + lvIpyData.GetExp()
        lvUpNeedExp = GetLVUPTotalExpNeed(lvIpyData)
        if lvUpNeedExp <= 0:
            return
        
        #增加经验
        #curTotalExp = GetPlayerTotalExp(curPlayer)
        curTotalExp = curPlayer.GetExpPoint() * ChConfig.Def_PerPointValue + curPlayer.GetTotalExp()
        curTotalExp = GetPlayerTotalExp(curPlayer)
        #未达到升级经验
        if curTotalExp < lvUpNeedExp:
            return
        needSyncTalentPoint = False
        playerNeedDoLVUp = False
        curLV = curPlayer.GetLV()
        maxLV = GetPlayerMaxLV(curPlayer)
@@ -3913,14 +3835,7 @@
        curPlayer.BeginRefreshState()
        #befXP = curPlayer.GetXP()
        befLV = curPlayer.GetLV()
        befFreePoint = curPlayer.GetFreePoint()
        befBaseSTR = curPlayer.GetBaseSTR()
        befBasePNE = curPlayer.GetBasePNE()
        befBasePHY = curPlayer.GetBasePHY()
        befBaseCON = curPlayer.GetBaseCON()
        #升级前的世界等级经验
        #beforeExpRate = PlayerWorldAverageLv.GetWorldAverageLvExpRate(curPlayer)
        #befFreePoint = curPlayer.GetFreePoint()
        
        while curTotalExp >= lvUpNeedExp and curLV < maxLV:
            
@@ -3935,24 +3850,17 @@
                isNotifyServer = False
            
            curPlayer.SetLV(curLV, isNotifyServer)
            EventReport.WriteEvent_level_up(curPlayer)
            #EventReport.WriteEvent_level_up(curPlayer)
                       
            # 记录玩家升级
            DataRecordPack.DR_PlayerUpgrade(curPlayer, curPlayer.GetLV(), GetPlayerTotalExp(curPlayer), lvUpNeedExp)
            DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_LVUP, {'lv':curLV})
            self.__GiveLVMailAward(curLV)
            self.__DoLVUPAddPoint()  # 升级加点
            #self.__DoLVUPAddPoint()  # 升级加点
            #self.__DoLvUpAddSkill()  # 升级加技能
            
            lvIpyData = GetPlayerLVIpyData(curPlayer.GetLV())
            # 大师天赋点
            if lvIpyData:
                addTalentPoint = lvIpyData.GetTalentPoint()
                if addTalentPoint:
                    needSyncTalentPoint = True
                    PlayerGreatMaster.AddGreatMasterSkillPointByLV(curPlayer, addTalentPoint)
            
            PlayerTongTianLing.AddTongTianTaskValue(curPlayer, ChConfig.TTLTaskType_LVUp, 1)
            #---是否继续循环---
            curTotalExp = curTotalExp - lvUpNeedExp
            
@@ -3967,50 +3875,24 @@
        #有升级, 转生时刚好是转生等级会默认+1级
        if playerNeedDoLVUp:
            aftLV = curPlayer.GetLV()
            aftFreePoint = curPlayer.GetFreePoint()
            aftBaseSTR = curPlayer.GetBaseSTR()
            aftBasePNE = curPlayer.GetBasePNE()
            aftBasePHY = curPlayer.GetBasePHY()
            aftBaseCON = curPlayer.GetBaseCON()
            #aftFreePoint = curPlayer.GetFreePoint()
            if aftLV > befLV:
                curPlayer.SetLV(aftLV, False) # 这里不再通知GameServer
                PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_LV, aftLV)
                PlayerTongTianLing.AddTongTianTaskValue(curPlayer, ChConfig.TTLTaskType_LVUp, aftLV - befLV)
                PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_LV)
                PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_HeroLV, aftLV)
                PlayerActivity.DoAddActivityByLV(curPlayer, befLV, aftLV)
                
            if aftFreePoint > befFreePoint:
                curPlayer.SetFreePoint(aftFreePoint)
                #NotifyCode(curPlayer, "ObtainAttributeDot", [aftFreePoint - befFreePoint])
            if aftBaseSTR > befBaseSTR:
                curPlayer.SetBaseSTR(aftBaseSTR)
            if aftBasePNE > befBasePNE:
                curPlayer.SetBasePNE(aftBasePNE)
            if aftBasePHY > befBasePHY:
                curPlayer.SetBasePHY(aftBasePHY)
            if aftBaseCON > befBaseCON:
                curPlayer.SetBaseCON(aftBaseCON)
            #if aftFreePoint > befFreePoint:
            #    curPlayer.SetFreePoint(aftFreePoint)
            PlayerGubao.DoGubaoAddFreePoint(curPlayer)
            #===================================================================
            # if curPlayer.GetXP() != befXP:
            #    curPlayer.SetXP(curPlayer.GetXP())
            #===================================================================
                
            #享受世界等级
            #===================================================================
            #curExpRate = PlayerWorldAverageLv.GetWorldAverageLvExpRate(curPlayer)
            #if beforeExpRate <= 0 and curExpRate > 0:
            #    NotifyCode(curPlayer, "GeRen_liubo_127574")
            #===================================================================
            # 天赋点通知
            if needSyncTalentPoint:
                PlayerGreatMaster.Sync_GreatMasterFreeSkillPoint(curPlayer)
            # 升级需要执行的游戏功能处理
            GameFuncComm.DoFuncOpenLogic(curPlayer)
            ChEquip.RefreshPlayerLingQiEquipAttr(curPlayer) # 灵器属性会随等级成长
            if aftLV%10 == 0:
                # 控制下刷新次数
                PlayerPet.CalcPetItemAddPlayerAttr(curPlayer)   # 宠物有随等级变化的技能
            #if aftLV%10 == 0:
            #    # 控制下刷新次数
            #    PlayerPet.CalcPetItemAddPlayerAttr(curPlayer)   # 宠物有随等级变化的技能
            
            self.RefreshPlayerAttrState(billboardFunc=PlayerBillboard.UpdatePlayerLVBillboard)
            #放在功能开启后面
@@ -6388,29 +6270,11 @@
        count += 1
    return count
## 获取节假日经验加成
#  @param curPlayer: 玩家实例
#  @return: 节假日经验加成
def GetHolidayExpRate(curPlayer):
    return 0
## 获取世界boss经验加成
#  @param curPlayer: 玩家实例
#  @return: 世界boss经验加成
def GetWorldBossExpRate(curPlayer):
    return 0
## 获取玩家当前等级升级所需总经验
#  @param playerLv 玩家等级
#  @return 返回值, 升级需要的总经验
def GetLVUPTotalNeedExp(curPlayer):
    curLV = curPlayer.GetLV()
    #if curLV >= IpyGameDataPY.GetFuncCfg("PlayerMaxLV") and PlayerGreatMaster.IsGreatMasterOpen(curPlayer):
    #    return PlayerGreatMaster.GetTotalExpByGreatMasterLV(curPlayer.GetLV2())
    return GetTotalExpByPlayerLv(curLV)
## 根据等级获得升级需要的总经验
@@ -6432,7 +6296,7 @@
def GetLVUPTotalExpNeed(lvIpyData):
    if not lvIpyData:
        return 0
    return lvIpyData.GetExpPoint() * ChConfig.Def_PerPointValue + lvIpyData.GetExp()
    return lvIpyData.GetExp()
def GetPlayerMaxLV(curPlayer):
    ## 获取玩家实际可升的最大等级
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerFamilyStore.py
@@ -248,8 +248,9 @@
    
    # 给物品
    if itemDict:
        itemDict['IsBind'] = isBind
        ItemControler.GivePlayerEquip(curPlayer, itemDict, event=[ChConfig.ItemGive_FamilyStore, False, {}])
        pass
        #itemDict['IsBind'] = isBind
        #ItemControler.GivePlayerEquip(curPlayer, itemDict, event=[ChConfig.ItemGive_FamilyStore, False, {}])
    else:
        ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, 0, [IPY_GameWorld.rptItem], 
                                     event=[ChConfig.ItemGive_FamilyStore, False, {}])
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerNewGuyCard.py
@@ -47,6 +47,7 @@
import EventReport
import ItemCommon
import DataRecordPack
import ShareDefine
import PlayerCoin
import md5
@@ -539,12 +540,9 @@
    succGiveItemList = []
    for itemInfo in awardItemList:
        itemID, itemCount, itemBind = itemInfo[:3]
        isAppoint = itemInfo[3] if len(itemInfo) > 3 else 0
        if isAppoint:
            isOK = ItemControler.GivePlayerAppointItem(curPlayer, itemID, False)
        else:
            isOK = ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, 0, [IPY_GameWorld.rptItem])
        appointID = itemInfo[3] if len(itemInfo) > 3 else 0
        setAttrDict = {ShareDefine.Def_CItemKey_AppointID:appointID}
        isOK = ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, 0, [IPY_GameWorld.rptItem], setAttrDict=setAttrDict)
        if isOK:
            succGiveItemList.append(itemInfo)
            
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
@@ -1136,13 +1136,13 @@
    elif equipPlace == ShareDefine.retWing:
        PlayerControl.NotifyCode(curPlayer, 'WingTiyan_Timeout')
        
    tryItemDict = IpyGameDataPY.GetFuncEvalCfg('FirstGoldTryItem', 1, {})
    tryItemID = tryItemDict.get(curPlayer.GetJob(), 0)
    if tryItemID and ItemControler.GetAppointItemRealID(tryItemID) == equipID:
        #首充试用武器过期并且还没首充的提示()
        if not curPlayer.GetChangeCoinPointTotal():
            PlayerControl.NotifyCode(curPlayer, 'FirstGoldWPOver')
            PlayerGoldGift.FirstGoldTryItemOutTime(curPlayer)
    #tryItemDict = IpyGameDataPY.GetFuncEvalCfg('FirstGoldTryItem', 1, {})
    #tryItemID = tryItemDict.get(curPlayer.GetJob(), 0)
    #if tryItemID and ItemControler.GetAppointItemRealID(tryItemID) == equipID:
    #    #首充试用武器过期并且还没首充的提示()
    #    if not curPlayer.GetChangeCoinPointTotal():
    #        PlayerControl.NotifyCode(curPlayer, 'FirstGoldWPOver')
    #        PlayerGoldGift.FirstGoldTryItemOutTime(curPlayer)
            
    return True
#---------------------------------------------------------------------
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py
@@ -397,49 +397,6 @@
        SetSuccFinishValue(curPlayer, succType, condition, 0)
    return
def DoEquipSuccessLogic(curPlayer, classLV):
    #玩家当前可装备的装备类型
    ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'ClassLV':classLV}, True)
    if not ipyDataList:
        return
    placeCountDict, colorCountDict, suitCountDict = {}, {}, {}
    playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
    for ipyData in ipyDataList:
        equipIndex = ipyData.GetGridIndex()
        curEquip = playerEquip.GetAt(equipIndex)
        if curEquip.IsEmpty():
            continue
        itemPlace = curEquip.GetEquipPlace()
        # 套装、颜色 成就 统计基础部位
        if itemPlace in ChConfig.EquipPlace_Base:
            itemColor = curEquip.GetItemColor()
            colorConditionKey = (classLV, itemColor)
            colorCountDict[colorConditionKey] = colorCountDict.get(colorConditionKey, 0) + 1
            # 统计套装数
            if curEquip.GetSuiteID():
                suitConditionKey = (classLV, )
                suitCountDict[suitConditionKey] = suitCountDict.get(suitConditionKey, 0) + 1
        # 部位 成就 统计特殊部位
        elif itemPlace in ChConfig.EquipPlace_Special:
            placeConditionKey = (classLV, itemPlace)
            placeCountDict[placeConditionKey] = placeCountDict.get(placeConditionKey, 0) + 1
    # 更新成就
    #GameWorld.DebugLog("装备阶部位成就数据: classLV=%s,placeCountDict=%s" % (classLV, placeCountDict))
    UpdateSuccessProgressByConditions(curPlayer, ShareDefine.SuccType_EquipPlace, placeCountDict)
    #GameWorld.DebugLog("装备阶颜色成就数据: classLV=%s,colorCountDict=%s" % (classLV, colorCountDict))
    UpdateSuccessProgressByConditions(curPlayer, ShareDefine.SuccType_EquipColorItem, colorCountDict)
    #GameWorld.DebugLog("装备阶套装成就数据: classLV=%s,suitCountDict=%s" % (classLV, suitCountDict))
    UpdateSuccessProgressByConditions(curPlayer, ShareDefine.SuccType_EquipSuit, suitCountDict)
    return
def UpdateSuccessProgressByConditions(curPlayer, successType, conditionCountDict):
    if successType not in ShareDefine.SuccessTypeList:
        return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerWing.py
@@ -248,8 +248,6 @@
    maxRefineExp = wingAttrIpyData.GetMaxRefineExp()
    if curPlayer and wingProgress < maxRefineExp <= updWingProgress:
        PlayerControl.WorldNotify(0, "WingsRefinePerfect", [curPlayer.GetPlayerName(), curItemID, curWing.GetUserData()])
    #if curPlayer and isColorChange:
    #    PlayerSuccess.DoEquipSuccessLogic(curPlayer)
    return
def GetWingRefineAttrData(itemID):
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
@@ -624,13 +624,13 @@
#鞋履基础属性值 百分比
Def_Effect_ShoesAddPer = 128
#仙器A基础属性值 百分比
Def_Effect_FairyCanAddPer = 129
Def_Effect_ShawlAddPer = 129
#仙器B基础属性值 百分比
Def_Effect_FairyCan2AddPer = 130
Def_Effect_RingAddPer = 130
#仙绳基础属性值 百分比
Def_Effect_NeckAddPer = 131
#莲台基础属性值 百分比
Def_Effect_JadeAddPer = 132
Def_Effect_AmuletAddPer = 132
Def_Effect_MinAtk = 67 # 最小攻击
Def_Effect_MaxAtk = 68 # 最大攻击
@@ -785,6 +785,8 @@
Def_Effect_PetWeakenPer = 218 # 弱化灵兽
Def_Effect_SuperHitHurtPer = 219 # 强化暴伤
Def_Effect_SuperHitHurtDefPer = 220 # 弱化暴伤
Def_Effect_DamBlockRate = 221 # 格挡概率
Def_Effect_DamBlockDefRate = 222 # 抗格挡概率
#增加%d物理伤害值,其中a值为伤害值
Def_Effect_AddAtk = 1005
@@ -1755,6 +1757,8 @@
Def_IudetMapLoaction = 15  # 物品记录地图坐标[mapid, posx, posy]
Def_IudetLegendAttrID = 17  # 物品传奇属性ID列表
Def_IudetLegendAttrValue = 19  # 物品传奇属性值列表
Def_IudetBaseAttrID = 21  # 物品基础属性ID列表,适用于随机范围基础属性(非物品表配置的固定属性)
Def_IudetBaseAttrValue = 23  # 物品基础属性值列表
Def_IudetPartSuiteLV = 25  # 部位套装等级 [套装类型1等级, 套装类型2等级, ...]
Def_IudetWingMaterialItemID = 27  # 翅膀精炼材料ID列表
Def_IudetWingMaterialItemCount = 29  # 翅膀精炼材料个数列表
@@ -1778,6 +1782,7 @@
Def_IudetItemColor = 16  # 物品颜色,如果该值没有就取物品
Def_IudetItemCount = 18  # 物品个数,支持20亿,目前仅特殊转化物品会用到
Def_IudetCancelUseLimit = 20  # 物品取消使用限制
Def_IudetItemLV = 22  # 物品等级,适用于动态物品等级(非物品表配置的固定等级)
Def_IudetSource = 24  # 物品来源
Def_IudetSuiteLV = 30  # 套装等级
Def_IudetHasOpenCnt = 32  # 物品累积开启次数
@@ -1806,6 +1811,9 @@
Def_IudetPet_Skill = 201  # 技能列表
Def_IudetHorsePetSkinIndex = 210  # 骑宠觉醒外观索引
# 以下为自定义的设置物品属性key
Def_CItemKey_AppointID = "AppointID"
# ----------------------------------------------------
LineupObjMax = 6 # 阵容最大上阵武将数
@@ -2260,18 +2268,18 @@
# 手游不使用C++定义 enum            RoleEquipType
# 装备位定义
RoleEquipType = (
    retWeapon,          #1 主手
    retWeapon2,         #2 副手
    retHat,             #3 帽子
    retClothes,         #4 衣服
    retBelt,            #5 腰带
    retTrousers,        #6 裤子
    retShoes,           #7 鞋子
    retGlove,           #8 手套
    retNeck,            #9 项链
    retFairyCan,        #10 仙器1
    retFairyCan2,       #11 仙器2
    retJade,            #12 玉佩
    retWeapon,          #1 主手/武器
    retWeapon2,         #2 副手/护手
    retHat,             #3 帽子/头盔
    retClothes,         #4 衣服/衣服
    retBelt,            #5 腰带/腰带
    retTrousers,        #6 裤子/长裤
    retShoes,           #7 鞋子/鞋子
    retGlove,           #8 手套/护腕
    retShawl,           #9 仙器1/披肩
    retNeck,            #10 项链/项链
    retRing,            #11 仙器2/戒指
    retAmulet,          #12 玉佩/护符 Amulet
    retWing,            #13 翅膀
    retGuard1,          #14 守护1
    retGuard2,          #15 守护2
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
@@ -1412,6 +1412,8 @@
    #统一调用攻击结束动作
    if isDoAttackResult:
        BaseAttack.DoLogic_AttackResult(buffOwner, curObj, None, tick)
    TurnAttack.OnTurnfightAttackResult(buffOwner, curObj, curSkill)
    return lostHP
## 检查增加淬毒buff
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -46,6 +46,7 @@
import FBCommon
import IpyGameDataPY
import PyGameData
import TurnAttack
#---------------------------------------------------------------------
GameWorld.ImportAll("Script\\Skill\\" , "GameSkills")
GameWorld.ImportAll("Script\\Skill\\" , "GameBuffs")
@@ -634,42 +635,6 @@
        return False
        
    return True
##弓和弩普攻技能
# @param curPlayer 玩家实例
# @param skillID 技能ID
# @return 特别的普攻ID
#===============================================================================
# def GetBowNormalAttackID(curPlayer, skillID):
#    #刷新人物攻击距离
#    playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
#    #获得当前人物使用的武器
#    curUseWeapon = playerEquip.GetAt(ShareDefine.retWeapon)
#    curUseWeapon2 = playerEquip.GetAt(ShareDefine.retWeapon2)
#    #空手
#    if curUseWeapon.IsEmpty() and curUseWeapon2.IsEmpty():
#        return skillID
#
#    if curUseWeapon.GetType() in [ChConfig.Def_ItemType_Crossbow, ChConfig.Def_ItemType_Bow]:
#        curEffect = ItemCommon.GetItemEffectByEffectID(curUseWeapon, ChConfig.Def_Effect_WeaponAttack)
#        if curEffect == None:
#            GameWorld.DebugAnswer(curPlayer, '没有物品效果ID %s'%ChConfig.Def_Effect_WeaponAttack)
#            return skillID
#
#        return curEffect.GetEffectValue(0)
#
#    if curUseWeapon2.GetType() in [ChConfig.Def_ItemType_Crossbow, ChConfig.Def_ItemType_Bow]:
#        curEffect = ItemCommon.GetItemEffectByEffectID(curUseWeapon2, ChConfig.Def_Effect_WeaponAttack)
#        if curEffect == None:
#            GameWorld.DebugAnswer(curPlayer, '没有物品效果ID %s'%ChConfig.Def_Effect_WeaponAttack)
#            return skillID
#
#        return curEffect.GetEffectValue(0)
#
#    return skillID
#===============================================================================
#===============================================================================
# //B4 02 对象击退 #tagCMNPCBeatBack
@@ -3653,6 +3618,7 @@
        #调用攻击惩罚逻辑
        BaseAttack.DoLogic_AttackResult(attacker, defender, None, tick)
        TurnAttack.OnTurnfightAttackResult(attacker, defender, curSkill)
    
    return
#---------------------------------------------------------------------