hxp
2019-03-15 9d83acea1ff47d5b04e3ce700cdd4148e58d386a
6343 【后端】【2.0】多套装备刷属性优化
22个文件已修改
1161 ■■■■ 已修改文件
ServerPython/CoreServerGroup/GameServer/Script/ShareDefine.py 68 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py 170 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStone.py 49 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/PrintFightPower.py 21 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipPartPlusLV.py 90 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipPartStar.py 12 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipWash.py 14 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py 418 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py 9 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py 129 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py 62 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTJG.py 15 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/PyGameData.py 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py 68 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/EffGetSet.py 6 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/Buff_502.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py 6 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/ShareDefine.py
@@ -420,8 +420,6 @@
Def_Effect_MissRate = 45 #20026
#杀怪经验百分比, 百分比增加基础杀怪经验(a值为万分率,直接加上)
Def_Effect_FightExpRate = 46
#魂器基础属性百分比
Def_Effect_HorcruxBasePer = 48
Def_Effect_SkillAtkRateReduce = 49 #20032
#增加HP(A值填万分率)
Def_Effect_MaxHPPer = 50 #20023
@@ -443,20 +441,45 @@
Def_Effect_StoneMaxHPPer = 58
#宝石攻击百分比
Def_Effect_StoneAtkPer = 59
#装备基础百分比
#装备基础百分比 - 含特殊装备位
Def_Effect_EquipBaseAddPer = 60
#基础装备百分比
Def_Effect_BaseEquipAddPer = 64
#冰攻百分比(A值为万分率)
Def_Effect_IceAtkPer = 61
#冰防百分比(A值为万分率)
Def_Effect_IceDefPer = 62
#防具生命百分比
Def_Effect_ArmorMaxHPAddPer = 63
#圣器攻击百分比
Def_Effect_RelicsAtkAddPer = 64
#武器攻击百分比
Def_Effect_WeaponAtkAddPer = 65
#防具防御百分比
#基础装备生命百分比
Def_Effect_BaseEquipMaxHPAddPer = 63
#基础装备攻击百分比
Def_Effect_BaseEquipAtkAddPer = 65
#防具防御百分比 - 废弃
Def_Effect_ArmorDefAddPer = 66
#主手基础属性值 百分比
Def_Effect_WeaponAddPer = 121
#副手基础属性值 百分比
Def_Effect_Weapon2AddPer = 122
#腰带基础属性值 百分比
Def_Effect_BeltAddPer = 123
#手套基础属性值 百分比
Def_Effect_GloveAddPer = 124
#衣袍基础属性值 百分比
Def_Effect_ClothesAddPer = 125
#帽子基础属性值 百分比
Def_Effect_HatAddPer = 126
#下装基础属性值 百分比
Def_Effect_TrousersAddPer = 127
#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
#仙器B基础属性值 百分比
Def_Effect_FairyCan2AddPer = 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_MinAtk = 67 # 最小攻击
Def_Effect_MaxAtk = 68 # 最大攻击
@@ -1358,13 +1381,13 @@
)=range(5)
# 战斗力模块类型
Def_MFPType_Max = 29
Def_MFPType_Max = 44
ModuleFightPowerTypeList = (
Def_MFPType_Role, # 角色 0
Def_MFPType_Equip, # 装备(基本装备位) 1
Def_MFPType_Equip, # 装备(基本装备位) 1  - 废弃
Def_MFPType_Plus, # 强化 2
Def_MFPType_Stone, # 宝石 3
Def_MFPType_Suit, # 套装 4
Def_MFPType_Suit, # 套装 4 - 废弃
Def_MFPType_Wing, # 翅膀 5
Def_MFPType_Wash, # 洗练 6
Def_MFPType_Pet, # 灵宠 7
@@ -1373,7 +1396,7 @@
Def_MFPType_GodWeapon, # 神兵 10
Def_MFPType_Dienstgrad, #称号 11
Def_MFPType_Rune, # 符印 12
Def_MFPType_Horcrux, # 魂器 13
Def_MFPType_13, #
Def_MFPType_MagicWeapon1, # 人族法宝 14
Def_MFPType_StoveYao, # 炼丹炉丹药 15
Def_MFPType_MagicWeapon2, # 魔族法宝 16
@@ -1385,7 +1408,22 @@
Def_MFPType_GatherSoul, # 聚魂 22
Def_MFPType_MagicWeapon4, # 王者法宝 23
Def_MFPType_Coat, # ʱװ 24
Def_MFPType_ZhuXian, # 诛仙 25
Def_MFPType_ZhuXian, # 诛仙 25  - 废弃
Def_MFPType_Equip1, # 境界装备1阶 26
Def_MFPType_Equip2, # 境界装备2阶 27
Def_MFPType_Equip3, # 境界装备3阶 28
Def_MFPType_Equip4, # 境界装备4阶 29
Def_MFPType_Equip5, # 境界装备5阶 30
Def_MFPType_Equip6, # 境界装备6阶 31
Def_MFPType_Equip7, # 境界装备7阶 32
Def_MFPType_Equip8, # 境界装备8阶 33
Def_MFPType_Equip9, # 境界装备9阶 34
Def_MFPType_Equip10, # 境界装备10阶 35
Def_MFPType_Equip11, # 境界装备11阶 36
Def_MFPType_Equip12, # 境界装备12阶 37
Def_MFPType_Equip13, # 境界装备13阶 38
Def_MFPType_Equip14, # 境界装备14阶 39
Def_MFPType_Equip15, # 境界装备15阶 40
Def_MFPType_Other, # 其他
#以下暂时没用到,改时再处理
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -57,7 +57,7 @@
import ChPyNetSendPack
import NetPackCommon
import FamilyRobBoss
import EquipZhuXian
#import EquipZhuXian
import FBCommon
import ChNPC
@@ -1427,13 +1427,14 @@
    if atkObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
        return skillPer
    
    skillTypeID = curSkill.GetSkillTypeID()
    #skillTypeID = curSkill.GetSkillTypeID()
    
    addPer = EquipZhuXian.GetZhuXianEquipSkillAddPer(atkObj.GetPlayerID(), skillTypeID)
    addPer = 0
    reducePer = 0
    #addPer += EquipZhuXian.GetZhuXianEquipSkillAddPer(atkObj.GetPlayerID(), skillTypeID)
    
    if defObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
        reducePer = EquipZhuXian.GetZhuXianEquipSkillReducePer(defObj.GetPlayerID(), skillTypeID)
        #reducePer = EquipZhuXian.GetZhuXianEquipSkillReducePer(defObj.GetPlayerID(), skillTypeID)
        
        #根据防守方职业 计算攻击方伤害加成
        if defObj.GetJob() in [ShareDefine.PlayerJob_Warrior, ShareDefine.PlayerJob_Knight]:
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -68,7 +68,7 @@
Def_BuffValue_Count = 3     # buff记录的value个数
#游戏对象属性--------------------------------------------
Def_Calc_AllAttrType_MAX = 133
Def_Calc_AllAttrType_MAX = 127
#基本属性BUFF计算,顺序与 ObjProperty_AttrByIndex 对应,同时也为buff效果ID同步通知策划
TYPE_Calc_AttrList = (
#基础属性
@@ -188,12 +188,6 @@
TYPE_Calc_BaseDefAddPer,                # 基础防御百分比
TYPE_Calc_BaseHitAddPer,                # 基础命中百分比
TYPE_Calc_BaseMissAddPer,               # 基础闪避百分比
TYPE_Calc_HorcruxBasePer,               # 魂器基础百分比
TYPE_Calc_EquipBaseAddPer,              # 装备基础百分比 105
TYPE_Calc_WeaponAtkAddPer,              # 武器基础攻击百分比
TYPE_Calc_RelicsAtkAddPer,              # 圣器基础攻击百分比
TYPE_Calc_ArmorMaxHPAddPer,             # 防具基础生命百分比
TYPE_Calc_ArmorDefAddPer,               # 防具基础防御百分比
TYPE_Calc_GodWeaponMaxHPPer,            # 神兵生命百分比 110
TYPE_Calc_GodWeaponAtkPer,              # 神兵攻击百分比
TYPE_Calc_StoneMaxHPPer,                # 宝石生命百分比
@@ -403,9 +397,11 @@
                      ShareDefine.retBelt:[Def_ItemType_retBelt],
                      ShareDefine.retTrousers:[Def_ItemType_retTrousers],
                      ShareDefine.retShoes:[Def_ItemType_retShoes],
                      ShareDefine.retGlove:[Def_ItemType_retGlove],
                      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],
@@ -794,9 +790,6 @@
Def_EquipItemType_TJGAutoEat = xrange(Def_ItemType_retWeapon, Def_ItemType_retShoes + 1)
#装备类型
Def_EquipItemType = range(Def_ItemType_retWeapon, Def_ItemType_DogzEquipScute + 1) + range(Def_ItemType_ZXCloak, Def_ItemType_ZXWeapon4 + 1)
#武器类型
Def_WeaponItemType = [Def_ItemType_retWeapon, Def_ItemType_retWeapon2]
#神兽装备类型
Def_DogzEquiipType = xrange(Def_ItemType_DogzEquipHorn, Def_ItemType_DogzEquipScute + 1)
@@ -2384,18 +2377,6 @@
#数据中的装备位置和程序中的装备位置对照表
#参考 ShareDefine.RoleEquipType
#武器装备栏位置列表
Def_WeaponRetList = [ShareDefine.retWeapon, ShareDefine.retWeapon2]
#仙器, 装备栏位置列表
Def_FairyCanList = [ShareDefine.retFairyCan, ShareDefine.retFairyCan2]
#攻击类装备, 装备栏位置列表
Def_AttackEquipRetList = [ShareDefine.retWeapon]
#防御类装备, 装备栏位置列表
Def_DefenceEquipRetList = [ShareDefine.retClothes]
# 可操作强化洗练等功能的公共装备部位索引
Pack_EquipPart_CanPlusStar = {
                              IPY_GameWorld.rptEquip:[
@@ -2412,19 +2393,18 @@
                                            ShareDefine.retFairyCan2,   #11 仙器2
                                            ShareDefine.retJade,        #12 玉佩
                                                      ],
                              }
## 基础装备位 - 武器
BaseEquipPlace_Weapon = [ShareDefine.retWeapon, ShareDefine.retWeapon2]
## 基础装备位 - 防具
BaseEquipPlace_Armor = [ShareDefine.retHat, ShareDefine.retClothes, ShareDefine.retBelt, ShareDefine.retTrousers, ShareDefine.retShoes]
## 基础装备位 - 圣器
BaseEquipPlace_Relics = [ShareDefine.retNeck, ShareDefine.retFairyCan, ShareDefine.retFairyCan2]
BaseEquipPlaceList = BaseEquipPlace_Weapon + BaseEquipPlace_Armor + BaseEquipPlace_Relics
#玩家当前可装备的装备类型
Type_Equip_CanTake = ShareDefine.RoleEquipType
## 装备位 - 基础攻击类
EquipPlace_BaseWeapon = [ShareDefine.retWeapon, ShareDefine.retWeapon2, ShareDefine.retBelt, ShareDefine.retGlove]
## 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]
## 装备位 - 所有基础
EquipPlace_Base = EquipPlace_BaseWeapon + EquipPlace_BaseArmor
#装备物品位置,不需要重刷属性
EquipItemNoRefreshState = [
@@ -2440,17 +2420,7 @@
    ShareDefine.retGuard1,    #14 守护1
    ShareDefine.retHorse,        #19 坐骑
                             ]
#套装装备部位列表
Def_SuitEquipPlaceList = [
    ShareDefine.retWeapon,      #1 主手
    ShareDefine.retWeapon2,     #2 副手
    ShareDefine.retHat,         #3 帽子
    ShareDefine.retClothes,     #4 衣服
    ShareDefine.retBelt,        #5 腰带
    ShareDefine.retTrousers,    #6 裤子
    ShareDefine.retShoes,       #7 鞋子
    ShareDefine.retGlove,       #8 手套
    ]
#---------------------------------------------------------------------
#特殊物品光环,永久存在
Def_SuperBuffList = [
@@ -3226,12 +3196,6 @@
Def_PlayerKey_BaseDefAddPer = "BaseDefAddPer" # 基础防御百分比
Def_PlayerKey_BaseHitAddPer = "BaseHitAddPer" # 基础命中百分比
Def_PlayerKey_BaseMissAddPer = "BaseMissAddPer" # 基础闪避百分比
Def_PlayerKey_HorcruxBasePer = "HorcruxBasePer" # 魂器基础百分比
Def_PlayerKey_EquipBaseAddPer = "EquipBaseAddPer" # 装备基础百分比
Def_PlayerKey_WeaponAtkAddPer = "WeaponAtkAddPer" # 武器基础攻击百分比
Def_PlayerKey_RelicsAtkAddPer = "RelicsAtkAddPer" # 圣器基础攻击百分比
Def_PlayerKey_ArmorMaxHPAddPer = "ArmorMaxHPAddPer" # 防具基础生命百分比
Def_PlayerKey_ArmorDefAddPer = "ArmorDefAddPer" # 防具基础防御百分比
Def_PlayerKey_GodWeaponMaxHPPer = "GodWeaponMaxHPPer" # 神兵生命百分比
Def_PlayerKey_GodWeaponAtkPer = "GodWeaponAtkPer" # 神兵攻击百分比
Def_PlayerKey_StoneMaxHPPer = "StoneMaxHPPer" # 宝石生命百分比
@@ -3256,9 +3220,6 @@
Def_PlayerKey_FruitAttr = "FruitAttr_%s_%s" # 属性果实增加的属性,参数为(功能索引, 物品效果id)
Def_PlayerKey_FruitFightPowerEx = "FruitFightPowerEx_%s" # 属性果实增加的附加战力,参数为(功能索引)
Def_PlayerKey_FamilyLVLeave = "FamilyLVLeave" # 离开的最后一个家族的等级
Def_PlayerKey_CalcAddAttrType = "CalcAType_%s_%s_%s"   # 刷属性类型, 参数[funcIndex, attrIndex, 缓存编号]
Def_PlayerKey_CalcAddAttrValue = "CalcAValue_%s_%s_%s"   # 刷属性值, 参数[funcIndex, attrIndex, 缓存编号]
Def_PDict_QueryTechLVUPState = "QueryTechLVUPState"  # 查询科技等级提升状态
@@ -4315,13 +4276,6 @@
    ShareDefine.Def_Effect_BaseDefAddPer:[[TYPE_Calc_BaseDefAddPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_BaseHitAddPer:[[TYPE_Calc_BaseHitAddPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_BaseMissAddPer:[[TYPE_Calc_BaseMissAddPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_HorcruxBasePer:[[TYPE_Calc_HorcruxBasePer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_EquipBaseAddPer:[[TYPE_Calc_WeaponAtkAddPer, TYPE_Calc_RelicsAtkAddPer,
                                             TYPE_Calc_ArmorMaxHPAddPer, TYPE_Calc_ArmorDefAddPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_WeaponAtkAddPer:[[TYPE_Calc_WeaponAtkAddPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_RelicsAtkAddPer:[[TYPE_Calc_RelicsAtkAddPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_ArmorMaxHPAddPer:[[TYPE_Calc_ArmorMaxHPAddPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_ArmorDefAddPer:[[TYPE_Calc_ArmorDefAddPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_GodWeaponMaxHPPer:[[TYPE_Calc_GodWeaponMaxHPPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_GodWeaponAtkPer:[[TYPE_Calc_GodWeaponAtkPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_StoneMaxHPPer:[[TYPE_Calc_StoneMaxHPPer], False, TYPE_NoLinear],
@@ -4342,14 +4296,6 @@
                        TYPE_Calc_BaseDefAddPer:[TYPE_Calc_AttrDEF],
                        TYPE_Calc_BaseHitAddPer:[TYPE_Calc_AttrHit],
                        TYPE_Calc_BaseMissAddPer:[TYPE_Calc_AttrMiss],
                        TYPE_Calc_HorcruxBasePer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax,
                                                   TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
                        TYPE_Calc_EquipBaseAddPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax,
                                                   TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
                        TYPE_Calc_WeaponAtkAddPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
                        TYPE_Calc_RelicsAtkAddPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
                        TYPE_Calc_ArmorMaxHPAddPer:[TYPE_Calc_AttrMaxHP],
                        TYPE_Calc_ArmorDefAddPer:[TYPE_Calc_AttrDEF],
                        TYPE_Calc_GodWeaponMaxHPPer:[TYPE_Calc_AttrMaxHP],
                        TYPE_Calc_GodWeaponAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
                        TYPE_Calc_StoneMaxHPPer:[TYPE_Calc_AttrMaxHP],
@@ -4364,6 +4310,27 @@
                                                TYPE_Calc_AttrMaxHP],
                        TYPE_Calc_PlusBaseAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
                        }
# 对装备基础属性加成配置 {属性ID:[影响部位信息, [影响的计算属性列表]], ...}
# 影响部位信息: 大于0-指定部位; -1-所有部位; -2-基础部位
EquipBassAttrAddInfoSet = {
   ShareDefine.Def_Effect_EquipBaseAddPer:      [-1, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
   ShareDefine.Def_Effect_BaseEquipAddPer:      [-2, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
   ShareDefine.Def_Effect_BaseEquipAtkAddPer:   [-2, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk]],
   ShareDefine.Def_Effect_BaseEquipMaxHPAddPer: [-2, [ShareDefine.Def_Effect_MaxHP]],
   ShareDefine.Def_Effect_WeaponAddPer:         [ShareDefine.retWeapon, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk]],
   ShareDefine.Def_Effect_Weapon2AddPer:        [ShareDefine.retWeapon2, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk]],
   ShareDefine.Def_Effect_BeltAddPer:           [ShareDefine.retBelt, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk]],
   ShareDefine.Def_Effect_GloveAddPer:          [ShareDefine.retGlove, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk]],
   ShareDefine.Def_Effect_ClothesAddPer:        [ShareDefine.retClothes, [ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
   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_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]],
                           }
#属性线性索引
CalcAttrIndexList = (
@@ -4384,14 +4351,14 @@
#刷属性功能分类索引
CalcAttrFuncList = (
Def_CalcAttrFunc_RoleBase, # 角色基础 0
Def_CalcAttrFunc_EquipBaseWeapon, # 武器物品表基础属性 1
Def_CalcAttrFunc_EquipBaseArmor, # 防具物品表基础属性 2
Def_CalcAttrFunc_EquipBaseRelics, # 圣器物品表基础属性 3
Def_CalcAttrFunc_Equip, # 装备其他(传奇属性 + ) 4
Def_CalcAttrFunc_PlusBase, # 装备位强化基础 5
Def_CalcAttrFunc_PlusEx, # 装备位强化累加 6
Def_CalcAttrFunc_EquipBaseWeapon, # 武器物品表基础属性 1    -    废弃
Def_CalcAttrFunc_EquipBaseArmor, # 防具物品表基础属性 2    -    废弃
Def_CalcAttrFunc_EquipBaseRelics, # 圣器物品表基础属性 3    -    废弃
Def_CalcAttrFunc_Equip, # 装备其他(传奇属性 + ) 4    -    废弃
Def_CalcAttrFunc_Plus, # 装备位强化 5
Def_CalcAttrFunc_PlusEx, # 装备位强化累加 6        -    废弃
Def_CalcAttrFunc_Stone, # 装备宝石 7
Def_CalcAttrFunc_Suit, # 套装 8
Def_CalcAttrFunc_Suit, # 套装 8    -    废弃
Def_CalcAttrFunc_Wing, # 翅膀 9
Def_CalcAttrFunc_Wash, # 洗练 10
Def_CalcAttrFunc_Pet, # 灵宠 11
@@ -4400,10 +4367,10 @@
Def_CalcAttrFunc_GodWeapon, # 神兵 14
Def_CalcAttrFunc_Dienstgrad, # 称号 15
Def_CalcAttrFunc_Rune, # 符印 16
Def_CalcAttrFunc_Horcrux, # 魂器 17
Def_CalcAttrFunc_17, #
Def_CalcAttrFunc_MagicWeapon1, # 人族法宝属性 18
Def_CalcAttrFunc_EquipOutOfPrint, # 绝版属性随等级变化 19
Def_CalcAttrFunc_EquipAllStars, # 装备全身星级属性 20
Def_CalcAttrFunc_EquipAllStars, # 装备全身星级属性 20    -     废弃
Def_CalcAttrFunc_Success, # 成就属性 21
Def_CalcAttrFunc_VIP, # VIP属性 22
Def_CalcAttrFunc_Stove, # 炼丹炉 23
@@ -4426,10 +4393,25 @@
Def_CalcAttrFunc_MagicWeapon4, # 王者法宝40
Def_CalcAttrFunc_Coat, # ʱװ41
Def_CalcAttrFunc_ZXEquip, # 诛仙装备42
Def_CalcAttrFunc_ZXEquipSuit, # 诛仙装备套装43
Def_CalcAttrFunc_ZXEquipStone, # 诛仙宝石属性44
) = range(45)
Def_CalcAttrFunc_ZXEquipSuit, # 诛仙装备套装43    -     废弃
Def_CalcAttrFunc_ZXEquipStone, # 诛仙宝石属性44    -     废弃
Def_CalcAttrFunc_45,
Def_CalcAttrFunc_Equip1, # 境界装备1阶 46
Def_CalcAttrFunc_Equip2, # 境界装备2阶 47
Def_CalcAttrFunc_Equip3, # 境界装备3阶 48
Def_CalcAttrFunc_Equip4, # 境界装备4阶 49
Def_CalcAttrFunc_Equip5, # 境界装备5阶 50
Def_CalcAttrFunc_Equip6, # 境界装备6阶 51
Def_CalcAttrFunc_Equip7, # 境界装备7阶 52
Def_CalcAttrFunc_Equip8, # 境界装备8阶 53
Def_CalcAttrFunc_Equip9, # 境界装备9阶 54
Def_CalcAttrFunc_Equip10, # 境界装备10阶 55
Def_CalcAttrFunc_Equip11, # 境界装备11阶 56
Def_CalcAttrFunc_Equip12, # 境界装备12阶 57
Def_CalcAttrFunc_Equip13, # 境界装备13阶 58
Def_CalcAttrFunc_Equip14, # 境界装备14阶 59
Def_CalcAttrFunc_Equip15, # 境界装备15阶 60
) = range(61)
# 在此列表中的功能属性,不享受百分比加成,--属性参与战力计算
CalcAttrExFuncList = [Def_CalcAttrFunc_MagicWeapon1, Def_CalcAttrFunc_MagicWeapon2, Def_CalcAttrFunc_MagicWeapon3, Def_CalcAttrFunc_MagicWeapon4,
@@ -4444,13 +4426,9 @@
#战斗力分组类型对应功能点属性分类索引列表,并不是一一对应的,有些战斗力类型可由多个功能点组成
MFPTypeAttrFuncIndexDict = {ShareDefine.Def_MFPType_Role:[Def_CalcAttrFunc_RoleBase],
# 因为装备评分和实际战力一直出现不匹配的情况,所以装备战力修改为直接由装备评分做为参数计算战力,所以装备评分计算的所有属性不列入战力计算,祥见评分计算函数 ItemCommom.CalcEquipGS
#                            ShareDefine.Def_MFPType_Equip:[Def_CalcAttrFunc_EquipBaseWeapon, Def_CalcAttrFunc_EquipBaseRelics,
#                                                           Def_CalcAttrFunc_EquipBaseArmor, Def_CalcAttrFunc_Equip,
#                                                           Def_CalcAttrFunc_EquipOutOfPrint, Def_CalcAttrFunc_EquipAllStars],
                            ShareDefine.Def_MFPType_Equip:[Def_CalcAttrFunc_EquipAllStars],
                            ShareDefine.Def_MFPType_Plus:[Def_CalcAttrFunc_PlusBase, Def_CalcAttrFunc_PlusEx],
#                            ShareDefine.Def_MFPType_Equip:[Def_CalcAttrFunc_EquipOutOfPrint],
                            ShareDefine.Def_MFPType_Plus:[Def_CalcAttrFunc_Plus],
                            ShareDefine.Def_MFPType_Stone:[Def_CalcAttrFunc_Stone],
                            ShareDefine.Def_MFPType_Suit:[Def_CalcAttrFunc_Suit],
                            ShareDefine.Def_MFPType_Wing:[Def_CalcAttrFunc_Wing],
                            ShareDefine.Def_MFPType_Wash:[Def_CalcAttrFunc_Wash],
                            ShareDefine.Def_MFPType_Pet:[Def_CalcAttrFunc_Pet, Def_CalcAttrFunc_PetSign],
@@ -4461,7 +4439,6 @@
                            ShareDefine.Def_MFPType_GodWeapon:[Def_CalcAttrFunc_GodWeapon],
                            ShareDefine.Def_MFPType_Dienstgrad:[Def_CalcAttrFunc_Dienstgrad],
                            ShareDefine.Def_MFPType_Rune:[Def_CalcAttrFunc_Rune],
                            ShareDefine.Def_MFPType_Horcrux:[Def_CalcAttrFunc_Horcrux],
                            ShareDefine.Def_MFPType_MagicWeapon1:[Def_CalcAttrFunc_MagicWeapon1],
                            ShareDefine.Def_MFPType_MagicWeapon2:[Def_CalcAttrFunc_MagicWeapon2],
                            ShareDefine.Def_MFPType_MagicWeapon3:[Def_CalcAttrFunc_MagicWeapon3, Def_CalcAttrFunc_Stove, Def_CalcAttrFunc_VIP],
@@ -4472,7 +4449,22 @@
                            ShareDefine.Def_MFPType_Coat:[Def_CalcAttrFunc_Coat],
                            # 诛仙装备战力、神兽战力同装备模块战力一致,受评分影响,装备评分相关的战力另外算
                            ShareDefine.Def_MFPType_Dogz:[Def_CalcAttrFunc_Dogz, Def_CalcAttrFunc_DogzEquipPlus],
                            ShareDefine.Def_MFPType_ZhuXian:[Def_CalcAttrFunc_ZXEquipSuit, Def_CalcAttrFunc_ZXEquipStone],
                            #ShareDefine.Def_MFPType_ZhuXian:[Def_CalcAttrFunc_ZXEquipSuit, Def_CalcAttrFunc_ZXEquipStone],
                            ShareDefine.Def_MFPType_Equip1:[Def_CalcAttrFunc_Equip1],
                            ShareDefine.Def_MFPType_Equip2:[Def_CalcAttrFunc_Equip2],
                            ShareDefine.Def_MFPType_Equip3:[Def_CalcAttrFunc_Equip3],
                            ShareDefine.Def_MFPType_Equip4:[Def_CalcAttrFunc_Equip4],
                            ShareDefine.Def_MFPType_Equip5:[Def_CalcAttrFunc_Equip5],
                            ShareDefine.Def_MFPType_Equip6:[Def_CalcAttrFunc_Equip6],
                            ShareDefine.Def_MFPType_Equip7:[Def_CalcAttrFunc_Equip7],
                            ShareDefine.Def_MFPType_Equip8:[Def_CalcAttrFunc_Equip8],
                            ShareDefine.Def_MFPType_Equip9:[Def_CalcAttrFunc_Equip9],
                            ShareDefine.Def_MFPType_Equip10:[Def_CalcAttrFunc_Equip10],
                            ShareDefine.Def_MFPType_Equip11:[Def_CalcAttrFunc_Equip11],
                            ShareDefine.Def_MFPType_Equip12:[Def_CalcAttrFunc_Equip12],
                            ShareDefine.Def_MFPType_Equip13:[Def_CalcAttrFunc_Equip13],
                            ShareDefine.Def_MFPType_Equip14:[Def_CalcAttrFunc_Equip14],
                            ShareDefine.Def_MFPType_Equip15:[Def_CalcAttrFunc_Equip15],
                            ShareDefine.Def_MFPType_Other:[Def_CalcAttrFunc_Success, Def_CalcAttrFunc_FamilyTech, Def_CalcAttrFunc_EquipDecompose],
                            }
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStone.py
@@ -30,7 +30,7 @@
import PlayerSuccess
import PlayerWeekParty
import ShareDefine
import EquipZhuXian
#import EquipZhuXian
g_stoneCanPlaceList = [] #可镶嵌的位置
@@ -162,6 +162,7 @@
    ipyData = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'GridIndex':equipPackIndex})
    if not ipyData:
        return
    classLV = ipyData.GetClassLV()
    if ipyData.GetEquipPlace() not in stoneCanPlaceList:
        GameWorld.Log("该宝石不可镶嵌在该装备位!stoneItemID=%s,stoneEffType=%s,stoneCanPlaceList=%s,equipPackIndex=%s" 
                      % (stoneItemID, stoneEffType, stoneCanPlaceList, equipPackIndex), playerID)
@@ -184,7 +185,7 @@
#        ItemControler.SetItemIsBind(curEquip, True)
    
    # 刷新属性
    RefreshAttrByStoneAction(curPlayer, equipPackType, True)
    RefreshAttrByStoneAction(curPlayer, equipPackType, True, classLV)
    
    #同步客户端
    Sycn_StoneHoleInfo(curPlayer, [equipPackIndex])
@@ -262,10 +263,15 @@
        GameWorld.DebugLog("孔为空或不存在宝石!")
        return
    
    ipyData = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'GridIndex':equipPackIndex})
    if not ipyData:
        return
    classLV = ipyData.GetClassLV()
    __DoChangeEquipHoleStone(curPlayer, equipPackIndex, holeIndex, 0, 0, "StonePick", True)
    
    # 刷新属性
    RefreshAttrByStoneAction(curPlayer, equipPackType, False)
    RefreshAttrByStoneAction(curPlayer, equipPackType, False, classLV)
    
    #同步客户端
    Sycn_StoneHoleInfo(curPlayer, [equipPackIndex])
@@ -348,6 +354,10 @@
    needCount = IpyGameDataPY.GetFuncCfg("GemUpCostFormula", 2) # 合成下一级所需宝石个数
    if not needCount:
        return
    ipyData = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'GridIndex':equipPackIndex})
    if not ipyData:
        return
    classLV = ipyData.GetClassLV()
    if upWay == 0: #仙玉
        stoneTypeItemIDDict = IpyGameDataPY.GetFuncEvalCfg("GemUpCostFormula", 1)
        if stoneEffType not in stoneTypeItemIDDict:
@@ -384,7 +394,7 @@
    __DoChangeEquipHoleStone(curPlayer, equipPackIndex, holeIndex, upgradeStoneID, stoneIsBind, "StoneUpgrade", False)
    
    # 刷新属性
    RefreshAttrByStoneAction(curPlayer, equipPackType, False)
    RefreshAttrByStoneAction(curPlayer, equipPackType, False, classLV)
    
    #同步客户端
    Sycn_StoneHoleInfo(curPlayer, [equipPackIndex])
@@ -462,20 +472,20 @@
    return
def RefreshAttrByStoneAction(curPlayer, packType, isNeedNotify):
def RefreshAttrByStoneAction(curPlayer, packType, isNeedNotify, classLV):
    ## 宝石刷新属性
    # 装备等级改变,判断是否为玩家身上的装备,如果是的话刷新玩家属性
    if packType in [IPY_GameWorld.rptEquip]:
        #先刷装备BUFF 再计算属性
        if isNeedNotify:
            curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrActivatyNotify, ChConfig.Def_AttrActivatyNotify_Stone)
        ChEquip.RefreshPlayerEquipAttribute(curPlayer)
        ChEquip.RefreshPlayerEquipAttribute(curPlayer, classLV)
        
        #刷新所有属性
        playControl = PlayerControl.PlayerControl(curPlayer)
        playControl.RefreshPlayerAttrState()
    elif packType == ShareDefine.rptZhuXianEquip:
        EquipZhuXian.RefreshZhuXianAttr(curPlayer)
    #elif packType == ShareDefine.rptZhuXianEquip:
    #    EquipZhuXian.RefreshZhuXianAttr(curPlayer)
    return
@@ -528,24 +538,6 @@
def OnVIPTimeOut(curPlayer):
    ## VIP到期处理
    #过期一样有效,屏蔽该逻辑
    #===============================================================================================
    # #获得vip等级孔信息
    # gemOpenVipList = IpyGameDataPY.GetFuncEvalCfg("GemOpenVip", 1)
    # maxVipHoleCnt = len(gemOpenVipList)# 最大Vip开放孔数
    #
    # #获得所有可镶嵌宝石装备位
    # stoneCanPlaceList = GetAllStoneEquipIndexList()
    # #需要拆卸宝石的孔列表
    # pickoffHoleList = []
    # for equipIndex in stoneCanPlaceList:
    #    for holeIndex in xrange(ChConfig.Def_Stone_VipHole, ChConfig.Def_Stone_VipHole + maxVipHoleCnt):
    #        stoneInfo = GetEquipIndexStoneIDAndIsBand(curPlayer, equipIndex, holeIndex)
    #        if not stoneInfo[0]:
    #            continue
    #        pickoffHoleList.append([equipIndex, holeIndex])
    #
    # __DoSysPickoffEquipStone(curPlayer, pickoffHoleList, "VIPChange", True)
    #===============================================================================================
    return  
def __DoSysPickoffEquipStone(curPlayer, equipPackType, stonePackType, pickoffHoleList, eventName, isRefreshAttr):
@@ -576,8 +568,9 @@
                equipIndexList.append(equipIndex)
        PlayerControl.SendMailByKey("GemToPlayer", [curPlayer.GetPlayerID()], mailItemInfoList)
        
    if isRefreshAttr:
        RefreshAttrByStoneAction(curPlayer, equipPackType, False)
    #目前只有脱装备会触发,暂时屏蔽,由脱装备触发刷属性
    #if isRefreshAttr:
    #    RefreshAttrByStoneAction(curPlayer, equipPackType, False)
    
    if equipIndexList:
        Sycn_StoneHoleInfo(curPlayer, equipIndexList)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py
@@ -2509,7 +2509,7 @@
    equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
    for equipIndex in range(0, equipPack.GetCount()):
        #备用装备栏不处理
        if equipIndex not in ChConfig.Type_Equip_CanTake :
        if equipIndex not in ShareDefine.RoleEquipType:
            continue
        curEquip = equipPack.GetAt(equipIndex)
        if curEquip.IsEmpty():
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/PrintFightPower.py
@@ -30,10 +30,8 @@
def OnExec(curPlayer, msgList):
    
    mfpTypeName = {ShareDefine.Def_MFPType_Role:"角色",
                   ShareDefine.Def_MFPType_Equip:"装备",
                   ShareDefine.Def_MFPType_Plus:"强化",
                   ShareDefine.Def_MFPType_Stone:"宝石",
                   ShareDefine.Def_MFPType_Suit:"套装",
                   ShareDefine.Def_MFPType_Wing:"翅膀",
                   ShareDefine.Def_MFPType_Wash:"洗练",
                   ShareDefine.Def_MFPType_Pet:"灵宠",
@@ -43,7 +41,6 @@
                   ShareDefine.Def_MFPType_Dienstgrad:"称号",
                   ShareDefine.Def_MFPType_Rune:"符印",
                   ShareDefine.Def_MFPType_GatherSoul:"聚魂",
                   ShareDefine.Def_MFPType_Horcrux:"魂器",
                   ShareDefine.Def_MFPType_MagicWeapon1:"人族",
                   ShareDefine.Def_MFPType_StoveYao:"丹药",
                   ShareDefine.Def_MFPType_MagicWeapon2:"魔族",
@@ -54,22 +51,15 @@
                   ShareDefine.Def_MFPType_MagicWeaponSoul:"法宝之魂",
                   ShareDefine.Def_MFPType_Dogz:"神兽",
                   ShareDefine.Def_MFPType_Coat:"ʱװ",
                   ShareDefine.Def_MFPType_ZhuXian:"诛仙",
                   ShareDefine.Def_MFPType_Other:"其他",
                   }
    
    funcIndexName = {
                     ChConfig.Def_CalcAttrFunc_RoleBase:"角色基础",
                     ChConfig.Def_CalcAttrFunc_EquipBaseWeapon:"武器物品表基础属性",
                     ChConfig.Def_CalcAttrFunc_EquipBaseArmor:"防具物品表基础属性",
                     ChConfig.Def_CalcAttrFunc_EquipBaseRelics:"圣器物品表基础属性",
                     ChConfig.Def_CalcAttrFunc_Equip:"装备其他",
                     ChConfig.Def_CalcAttrFunc_PlusBase:"装备位强化基础",
                     ChConfig.Def_CalcAttrFunc_PlusEx:"装备位强化累加",
                     ChConfig.Def_CalcAttrFunc_Stone:"装备宝石",
                     ChConfig.Def_CalcAttrFunc_Suit:"套装",
                     ChConfig.Def_CalcAttrFunc_Wing:"翅膀",
                     ChConfig.Def_CalcAttrFunc_Plus:"强化",
                     ChConfig.Def_CalcAttrFunc_Stone:"宝石",
                     ChConfig.Def_CalcAttrFunc_Wash:"洗练",
                     ChConfig.Def_CalcAttrFunc_Wing:"翅膀",
                     ChConfig.Def_CalcAttrFunc_Pet:"灵宠",
                     ChConfig.Def_CalcAttrFunc_Horse:"坐骑",
                     ChConfig.Def_CalcAttrFunc_Prestige:"境界",
@@ -77,13 +67,11 @@
                     ChConfig.Def_CalcAttrFunc_Dienstgrad:"称号",
                     ChConfig.Def_CalcAttrFunc_Rune:"符印",
                     ChConfig.Def_CalcAttrFunc_GatherSoul:"聚魂",
                     ChConfig.Def_CalcAttrFunc_Horcrux:"魂器",
                     ChConfig.Def_CalcAttrFunc_MagicWeapon1:"人族法宝属性",
                     ChConfig.Def_CalcAttrFunc_MagicWeapon2:"魔族法宝属性", 
                     ChConfig.Def_CalcAttrFunc_MagicWeapon3:"仙族法宝属性", 
                     ChConfig.Def_CalcAttrFunc_MagicWeapon4:"王者法宝属性", 
                     ChConfig.Def_CalcAttrFunc_EquipOutOfPrint:"绝版属性随等级变化",
                     ChConfig.Def_CalcAttrFunc_EquipAllStars:"装备全身星级属性",
                     ChConfig.Def_CalcAttrFunc_Success:"成就",
                     ChConfig.Def_CalcAttrFunc_VIP:"VIP",
                     ChConfig.Def_CalcAttrFunc_Stove:"炼丹炉",
@@ -98,9 +86,6 @@
                     ChConfig.Def_CalcAttrFunc_MagicWeaponSoul:"法宝之魂",
                     ChConfig.Def_CalcAttrFunc_Dogz:"神兽",
                     ChConfig.Def_CalcAttrFunc_Coat:"ʱװ",
                     ChConfig.Def_CalcAttrFunc_ZXEquip:"诛仙装备",
                     ChConfig.Def_CalcAttrFunc_ZXEquipSuit:"诛仙装备套装",
                     ChConfig.Def_CalcAttrFunc_ZXEquipStone:"诛仙装备宝石",
                     }
    
    GameWorld.DebugAnswer(curPlayer, "PrintFightPower 模块类型(可选)")
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipPartPlusLV.py
@@ -21,9 +21,7 @@
import ChConfig
import ChEquip
import GameWorld
import ItemCommon
import IpyGameDataPY
import PlayerControl
#---------------------------------------------------------------------
#逻辑实现
## GM命令执行入口
@@ -32,14 +30,14 @@
#  @return None
#  @remarks 函数详细说明.
def OnExec(curPlayer, cmdList):
    if not cmdList:
        __GMHelpAnswer(curPlayer)
        return
    packType = IPY_GameWorld.rptEquip
    curPack = curPlayer.GetItemManager().GetPack(packType)
    refreshClassLV = 0
    
    if len(cmdList) == 1: #设置所有
        setStarLV = cmdList[0]
    # 设置所有阶
    if len(cmdList) == 2:
        setStarLV, evolveLV = cmdList
        equipMaxClasslv = IpyGameDataPY.GetFuncCfg('EquipMaxClasslv')
        for equipPlace in ChConfig.Pack_EquipPart_CanPlusStar.get(packType, []):
            for classlv in xrange(1, equipMaxClasslv+1):
@@ -50,16 +48,13 @@
                curEquip = curPack.GetAt(gridIndex)
                ChEquip.SetEquipPartPlusLV(curPlayer, packType, gridIndex, curEquip, setStarLV)
                ChEquip.SetEquipPartProficiency(curPlayer, packType, gridIndex, 0)
                ChEquip.SetEquipPartPlusEvolveLV(curPlayer, packType, gridIndex, 0)
        #刷新所有属性
        ChEquip.RefreshPlayerEquipAttribute(curPlayer)
        playControl = PlayerControl.PlayerControl(curPlayer)
        playControl.RefreshPlayerAttrState()
        ChEquip.NotifyEquipPartPlusLV(curPlayer)
        GameWorld.DebugAnswer(curPlayer, "设置所有部位强化等级为: %s" % (setStarLV))
    elif len(cmdList) == 2:
        classLV = cmdList[0]
        setStarLV = cmdList[1]
                ChEquip.SetEquipPartPlusEvolveLV(curPlayer, packType, gridIndex, evolveLV)
        GameWorld.DebugAnswer(curPlayer, "设置所有部位强化等级(%s),进化等级(%s)" % (setStarLV, evolveLV))
    # 设置指定阶
    elif len(cmdList) == 3:
        classLV, setStarLV, evolveLV = cmdList
        for equipPlace in ChConfig.Pack_EquipPart_CanPlusStar.get(packType, []):
            ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
            if not ipyData:
@@ -68,45 +63,40 @@
            curEquip = curPack.GetAt(gridIndex)
            ChEquip.SetEquipPartPlusLV(curPlayer, packType, gridIndex, curEquip, setStarLV)
            ChEquip.SetEquipPartProficiency(curPlayer, packType, gridIndex, 0)
            ChEquip.SetEquipPartPlusEvolveLV(curPlayer, packType, gridIndex, 0)
        Operate_EquipPlus.DoLogic_OnEquipPartStarLVChange(curPlayer, packType, classLV)
        ChEquip.NotifyEquipPartPlusLV(curPlayer)
        GameWorld.DebugAnswer(curPlayer, "设置%s阶所有部位强化等级为: %s" % (classLV, setStarLV))
        return
    if len(cmdList) != 3:
            ChEquip.SetEquipPartPlusEvolveLV(curPlayer, packType, gridIndex, evolveLV)
        GameWorld.DebugAnswer(curPlayer, "设置%s阶所有部位强化等级(%s),进化等级(%s)" % (classLV, setStarLV, evolveLV))
        refreshClassLV = classLV
    # 设置指定阶部位
    elif len(cmdList) == 4:
        classLV, equipPlace, starLV, evolveLV = cmdList
        if equipPlace not in ChConfig.Pack_EquipPart_CanPlusStar[packType]:
            __GMHelpAnswer(curPlayer, "部位不存在!")
            return
        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
        if not ipyData:
            return
        gridIndex = ipyData.GetGridIndex()
        curEquip = curPack.GetAt(gridIndex)
        ChEquip.SetEquipPartPlusLV(curPlayer, packType, gridIndex, curEquip, starLV)
        ChEquip.SetEquipPartProficiency(curPlayer, packType, gridIndex, evolveLV)
        GameWorld.DebugAnswer(curPlayer, "设置%s阶%s部位强化等级(%s),进化等级(%s)" % (classLV, equipPlace, starLV, evolveLV))
        refreshClassLV = classLV
    else:
        __GMHelpAnswer(curPlayer, "参数错误!")
        return
    
    classLV, equipPlace, starLV = cmdList
    if equipPlace not in ChConfig.Pack_EquipPart_CanPlusStar[packType]:
        __GMHelpAnswer(curPlayer, "部位不存在!")
        return
    ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
    if not ipyData:
        return
    gridIndex = ipyData.GetGridIndex()
    curEquip = curPack.GetAt(gridIndex)
#    if not ItemCommon.CheckItemCanUse(curEquip):
#        return
#    maxStarLV = ItemCommon.GetItemMaxPlusLV(curPlayer, gridIndex, curEquip)
#    starLV = min(starLV, maxStarLV)
    ChEquip.SetEquipPartPlusLV(curPlayer, packType, gridIndex, curEquip, starLV)
    ChEquip.SetEquipPartProficiency(curPlayer, packType, gridIndex, 0)
    Operate_EquipPlus.DoLogic_OnEquipPartStarLVChange(curPlayer, packType, classLV)
    ChEquip.NotifyEquipPartPlusLV(curPlayer, packType, gridIndex)
    GameWorld.DebugAnswer(curPlayer, "设置%s阶%s部位强化等级为: %s" % (classLV, equipPlace, starLV))
    Operate_EquipPlus.DoLogic_OnEquipPartStarLVChange(curPlayer, packType, refreshClassLV)
    ChEquip.NotifyEquipPartPlusLV(curPlayer, packType)
    return
def __GMHelpAnswer(curPlayer, errorMsg=""):
    if errorMsg:
        GameWorld.DebugAnswer(curPlayer, "%s" % errorMsg)
        GameWorld.DebugAnswer(curPlayer, "SetEquipPartPlusLV 等级  设置所有")
        GameWorld.DebugAnswer(curPlayer, "SetEquipPartPlusLV 阶级 强化等级")
        GameWorld.DebugAnswer(curPlayer, "SetEquipPartPlusLV 阶级 部位 强化等级")
    #===========================================================================
    GameWorld.DebugAnswer(curPlayer, "设置所有阶级: SetEquipPartPlusLV 强化等级 进阶等级")
    GameWorld.DebugAnswer(curPlayer, "设置指定阶级: SetEquipPartPlusLV 阶级  强化等级 进阶等级")
    GameWorld.DebugAnswer(curPlayer, "设置指定部位: SetEquipPartPlusLV 阶级 部位 强化等级 进阶等级")
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipPartStar.py
@@ -65,15 +65,15 @@
        
    if len(cmdList) != 3:
        return
    classlv, equipPlace, starLV = cmdList
    ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classlv, equipPlace)
    classLV, equipPlace, starLV = cmdList
    ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
    if not ipyData:
        __GMHelpAnswer(curPlayer)
        return
    equipPackIndex = ipyData.GetGridIndex()
    ChEquip.SetEquipPartStar(curPlayer, equipPackIndex, starLV)
    ChEquip.NotifyEquipPartStar(curPlayer, equipPackIndex)
    ChEquip.RefreshPlayerEquipAttribute(curPlayer, classlv)
    ChEquip.RefreshPlayerEquipAttribute(curPlayer, classLV)
    playControl = PlayerControl.PlayerControl(curPlayer)
    playControl.RefreshPlayerAttrState()
    GameWorld.DebugAnswer(curPlayer, "设置%s阶%s部位星数为: %s" % (classLV, equipPlace, starLV))
@@ -83,8 +83,8 @@
def __GMHelpAnswer(curPlayer, errorMsg=""):
    if errorMsg:
        GameWorld.DebugAnswer(curPlayer, "%s" % errorMsg)
        GameWorld.DebugAnswer(curPlayer, "SetEquipPartStar 星数")
        GameWorld.DebugAnswer(curPlayer, "SetEquipPartStar 阶级 星数")
        GameWorld.DebugAnswer(curPlayer, "SetEquipPartStar 阶级 部位 星数")
    GameWorld.DebugAnswer(curPlayer, "SetEquipPartStar 星数")
    GameWorld.DebugAnswer(curPlayer, "SetEquipPartStar 阶级 星数")
    GameWorld.DebugAnswer(curPlayer, "SetEquipPartStar 阶级 部位 星数")
    
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipWash.py
@@ -29,11 +29,10 @@
#  @remarks 函数详细说明.
def OnExec(curPlayer, cmdList):
    if not cmdList:
        GameWorld.DebugAnswer(curPlayer, "重置所有部位洗练信息: SetEquipWash 0")
        GameWorld.DebugAnswer(curPlayer, "设置所有部位洗练信息: SetEquipWash 洗练等级 当前等级洗练属性百分比")
        GameWorld.DebugAnswer(curPlayer, "设置指定部位洗练信息: SetEquipWash 阶级 装备位 洗练等级 当前等级洗练属性百分比")
        __GMHelpAnswer(curPlayer)
        return
    
    classLV = 0
    allIndexList = Operate_EquipWash.GetAllEquipWashPlace()
    syncPlace = -1
    if len(cmdList) == 1 and cmdList[0] == 0:
@@ -74,9 +73,10 @@
        __SetEquipPlaceWashLV(curPlayer, gridIndex, place, washLV, attrPer, maxWashLV)
        
    else:
        __GMHelpAnswer(curPlayer)
        return
    
    Operate_EquipWash.RefreshEquipWashAttr(curPlayer)
    Operate_EquipWash.RefreshEquipWashAttr(curPlayer, classLV)
    Operate_EquipWash.Sycn_EquipWashInfo(curPlayer, syncPlace)
    return
@@ -102,4 +102,10 @@
        
    return
def __GMHelpAnswer(curPlayer):
    GameWorld.DebugAnswer(curPlayer, "重置所有部位洗练: SetEquipWash 0")
    GameWorld.DebugAnswer(curPlayer, "设置所有部位洗练: SetEquipWash 等级 百分比")
    GameWorld.DebugAnswer(curPlayer, "设置指定部位洗练: SetEquipWash 阶级 装备位 等级 百分比")
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
@@ -40,6 +40,7 @@
import time
import json
import FormulaControl
import PyGameData
#---------------------------------------------------------------------
@@ -92,7 +93,7 @@
    
    #--设置穿上物品星级--
    #===========================================================================
    # if changeItemEquipPlace in ChConfig.Type_Equip_CanTake:
    # if changeItemEquipPlace in ShareDefine.RoleEquipType:
    #    equipPartStar = GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, changeItemEquipPlace)
    #    if equipPartStar != curItem.GetItemStarLV():
    #        curItem.SetItemStarLV(equipPartStar)
@@ -163,9 +164,9 @@
#  @param self 类实例
#  @return 返回值无意义
#  @remarks 刷新装备对人物属性的改变
def RefreshPlayerEquipAttribute(curPlayer, classlv=0):
    GameWorld.DebugLog("Start RefreshPlayerEquipAttribute classlv=%s!!!" % classlv)
    classlvList = range(1, IpyGameDataPY.GetFuncCfg('EquipMaxClasslv') + 1) if classlv == 0 else [classlv]
def RefreshPlayerEquipAttribute(curPlayer, classLV=0):
    GameWorld.DebugLog("Start RefreshPlayerEquipAttribute classLV=%s!!!" % classLV)
    classlvList = xrange(1, IpyGameDataPY.GetFuncCfg('EquipMaxClasslv') + 1) if classLV == 0 else [classLV]
    for rclasslv in classlvList:
        __CalcEquips_Effect(curPlayer, rclasslv)
@@ -195,7 +196,7 @@
#        for equipIndex in range(0, equipPack.GetCount()):
#            
#            #备用装备栏不处理
#            if packIndex == IPY_GameWorld.rptEquip and equipIndex not in ChConfig.Type_Equip_CanTake :
#            if packIndex == IPY_GameWorld.rptEquip and equipIndex not in ShareDefine.RoleEquipType:
#                continue
#            
#            curEquip = equipPack.GetAt(equipIndex)
@@ -354,6 +355,7 @@
    
    equipID = result[0]
    equipPlace = result[1]
    itemClassLV = result[2]
    
    ##特殊装备 , 不需要冲刷属性
    if equipPlace in ChConfig.EquipItemNoRefreshState:
@@ -363,7 +365,7 @@
    if equipPlace == ShareDefine.retWing:
        PlayerWing.CalcWingAttr(curPlayer)
    else:
        RefreshPlayerEquipAttribute(curPlayer)
        RefreshPlayerEquipAttribute(curPlayer, itemClassLV)
    
    #刷新所有属性
    playControl = PlayerControl.PlayerControl(curPlayer)
@@ -415,23 +417,59 @@
    
    return
## 计算装备对基本属性的改变
#  @param classlv
#  @return None
def __CalcEquips_Effect(curPlayer, classlv):
#    baseEquipAttrDict = {}
#    baseEquipAttr_Weapon = [{} for _ in range(4)]  # 武器基础, 物品表装备基础效果属性
#    baseEquipAttr_Armor = [{} for _ in range(4)]  # 防具基础, 物品表装备基础效果属性
#    baseEquipAttr_Relics = [{} for _ in range(4)]  # 圣器基础, 物品表装备基础效果属性
def __CalcEquips_Effect(curPlayer, classLV):
    ''' 境界装备系统属性
    1. 装备模块(装备本身属性+装备位升星属性+装备位套装属性),每个境界阶独立,每个境界战力独立模块计算
                    装备基础属性 = 装备物品表配置属性 + 星级基础属性加成
        1.1 装备本身属性: 不能有影响其他境界装备的属性
                                基础属性: 物品表中的配置
                                传奇属性:
                                绝版属性:
        1.2 装备位升星属性:不能有影响其他境界装备的属性
                                升星基础属性,属性属于装备基础
                                升星等级属性,会影响本阶装备基础
                                星级套装属性,详见套装属性
        1.3 装备位套装属性:不能有影响其他境界装备的属性
                                由装备位是否套装及星级数决定套装属性
    2.装备位强化模块:战力为所有境界装备位强化属性总和战力
                    强化等级属性
                    进化等级属性,影响本部位本境界装备基础
    3.装备位宝石属性:战力为所有境界装备位宝石属性总和战力
                    宝石等级属性
                    宝石觉醒属性,会影响本阶装备基础
    4.装备位洗练属性:战力为所有境界装备位洗练属性总和战力
                    洗练等级属性
                    洗练套装属性,会影响本阶装备基础
    '''
    
    equipMFPTypeList = range(ShareDefine.Def_MFPType_Equip1, ShareDefine.Def_MFPType_Equip15 + 1)
    if classLV < 1 or classLV > len(equipMFPTypeList):
        GameWorld.ErrLog("刷境界装备属性阶错误!当前不支持该阶模块: classLV=%s" % classLV)
        return
    Def_MFPType_EquipClassLV = equipMFPTypeList[classLV - 1]
    if Def_MFPType_EquipClassLV not in ChConfig.MFPTypeAttrFuncIndexDict:
        GameWorld.ErrLog("刷境界装备属性阶错误!当前不支持该阶属性: classLV=%s" % classLV)
        return
    Def_CalcAttrFunc_EquipClassLV = ChConfig.MFPTypeAttrFuncIndexDict[Def_MFPType_EquipClassLV][0]
    #GameWorld.DebugLog("----- 刷境界装备战力: classLV=%s" % (classLV))
    
    allAttrListStar = [{} for _ in range(4)]  # 星数属性
    #allAttrListEquip = [{} for _ in range(4)]  # 装备其他
    allAttrListPlusBase = [{} for _ in range(4)]  # 基础强化属性
    allEquipBaseAttrDict = {} # 所有装备基础属性 {attrID:value, ...}
    baseEquipBaseAttrDict = {} # 基础装备基础属性{attrID:value, ...}
    equipBaseAttrDict = {} # 装备基础属性 {装备位:{attrID:value, ...}, ...}
    allAttrListEquip = [{} for _ in range(4)]  # 装备属性
    equip_addEquipBaseAttrPerList = [{}, {}, {}] # 装备功能点对装备基础的加成信息
    allAttrListPlus = [{} for _ in range(4)]  # 强化属性
    plus_addEquipBaseAttrPerList = [{}, {}, {}] # 强化功能点对装备基础的加成信息
    allAttrListStone = [{} for _ in range(4)]  # 宝石属性
    allAttrListSuit = [{} for _ in range(4)]  # 套装属性
    #stone_addEquipBaseAttrPerList = [{}, {}, {}] # 宝石功能点对装备基础的加成信息
    allAttrListWash = [{} for _ in range(4)]  # 洗练属性
    #wash_addEquipBaseAttrPerList = [{}, {}, {}] # 洗练功能点对装备基础的加成信息
    #allAttrListOutOfPrintEquip = [{} for _ in range(4)]  # 绝版装备属性 需在等级变化独立计算
    
    packType = IPY_GameWorld.rptEquip
@@ -443,22 +481,27 @@
    #legendAttrDict = {}  #所有传奇属性
    equipScoreTotal = 0  #为解决装备评分、战力不一致的情况,装备战力改为由评分作为参数计算战力
    
    #玩家当前可装备的装备类型
    # 1. 循环遍历本阶装备
    for equipPlace in equipPartStarIndexList:
        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classlv, equipPlace)
        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
        if not ipyData:
            continue
        equipIndex = ipyData.GetGridIndex()
        curEquip = playerEquip.GetAt(equipIndex)
        if not curEquip or curEquip.IsEmpty():
            continue
        if not ItemCommon.CheckItemCanUseByExpireTime(curEquip):
            # 过期
            continue
        #if not ItemCommon.CheckItemCanUseByExpireTime(curEquip):
        #    # 过期,暂不判断,以后境界装备有时效装备再开启
        #    continue
        
        #equipPlaceList.append(equipIndex)
        equipScoreTotal += ItemCommon.GetEquipGearScore(curEquip)
        baseAttrDict = {} # 装备位基础属性: 物品表 + 星级基础
        isBaseEquip = equipPlace in ChConfig.EquipPlace_Base
        #GameWorld.DebugLog("装备位 %s: itemID=%s,isBaseEquip=%s,equipScoreTotal=%s" % (equipPlace, curEquip.GetItemTypeID(), isBaseEquip, equipScoreTotal))
        
        #基础属性效果
        for i in xrange(curEquip.GetEffectCount()):
@@ -472,64 +515,200 @@
            effectValue = curEffect.GetEffectValue(0)
            if not effectValue:
                continue
#            if equipIndex in ChConfig.BaseEquipPlace_Weapon:
#                PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Weapon)
#            elif equipIndex in ChConfig.BaseEquipPlace_Armor:
#                PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Armor)
#            elif equipIndex in ChConfig.BaseEquipPlace_Relics:
#                PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Relics)
#            #其他非基础部位的
#            else:
#                PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListEquip)
#            baseEquipAttrDict[effectID] = baseEquipAttrDict.get(effectID, 0) + effectValue
            PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListEquip)
            baseAttrDict[effectID] = baseAttrDict.get(effectID, 0) + effectValue
            allEquipBaseAttrDict[effectID] = allEquipBaseAttrDict.get(effectID, 0) + effectValue
            if isBaseEquip:
                baseEquipBaseAttrDict[effectID] = baseEquipBaseAttrDict.get(effectID, 0) + effectValue
            #GameWorld.DebugLog("    物品表属性: ID=%s +%s" % (effectID, effectValue))
        #星数属性
        equipPartStar = GetEquipPartStarByRank(curPlayer, equipIndex, curEquip) #生效的星数
        CalcEquipStarAttr(curPlayer, classlv, equipPlace, equipPartStar, allAttrListStar)
        #计算装备宝石加成
        CalcEquipStone_Effect(curPlayer, equipIndex, allAttrListStone)
        equipPartStar = GetEquipPartStarByRank(curPlayer, equipIndex, curEquip) # 生效的星数
        if equipPartStar:
            #GameWorld.DebugLog("    星级属性: classLV=%s, equipPlace=%s, equipPartStar=%s" % (classLV, equipPlace, equipPartStar))
            ipyData = IpyGameDataPY.GetIpyGameData('EquipStarUp', classLV, equipPlace, equipPartStar)
            starBaseAttrDict = {} if not ipyData else ipyData.GetBaseAttrInfo() # 星级基础
            for starBaseAttrID, starBaseAttrValue in starBaseAttrDict.items():
                PlayerControl.CalcAttrDict_Type(starBaseAttrID, starBaseAttrValue, allAttrListEquip)
                baseAttrDict[starBaseAttrID] = baseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
                allEquipBaseAttrDict[starBaseAttrID] = allEquipBaseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
                if isBaseEquip:
                    baseEquipBaseAttrDict[starBaseAttrID] = baseEquipBaseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
                #GameWorld.DebugLog("    星级基础属性: ID=%s +%s" % (starBaseAttrID, starBaseAttrValue))
            starAttrDict = {} if not ipyData else ipyData.GetStarAttrInfo() # 星级附加
            for starAttrID, starAttrValue in starAttrDict.items():
                PlayerControl.CalcAttrDict_Type(starAttrID, starAttrValue, allAttrListEquip)
                #GameWorld.DebugLog("    星级附加属性: ID=%s +%s" % (starAttrID, starAttrValue))
                __CalcFuncAddEquipAttrPer(equipPlace, starAttrID, starAttrValue, equip_addEquipBaseAttrPerList)
        equipBaseAttrDict[equipPlace] = baseAttrDict
        #套装计数
        suiteID = curEquip.GetSuiteID()
        if suiteID:
            if suiteID not in suitCntDict:
                suitCntDict[suiteID] = []
            suitCntDict[suiteID].append(equipPartStar)
        #传奇属性
        legendAttrCount = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrID)
        legendAttrValueCount = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrValue)
        if legendAttrCount and legendAttrCount == legendAttrValueCount:
            for legendIndex in xrange(legendAttrCount):
                legendAttrID = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrID, legendIndex)
                legendAttrValue = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrValue, legendIndex)
                PlayerControl.CalcAttrDict_Type(legendAttrID, legendAttrValue, allAttrListEquip)
                #GameWorld.DebugLog("    传奇属性: ID=%s +%s" % (legendAttrID, legendAttrValue))
                __CalcFuncAddEquipAttrPer(equipPlace, legendAttrID, legendAttrValue, equip_addEquipBaseAttrPerList)
        #绝世属性 - 暂不考虑
        #CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip)
        
        #物品强化属性
        equipPartPlusLV = GetEquipPartPlusLVByRank(curPlayer, packType, equipIndex, curEquip)
        equipPartPlusEvolveLV = GetEquipPartPlusEvolveLVByEquip(curPlayer, packType, equipIndex, curEquip)
        CalcAttr_ItemPlus(curPlayer, curEquip, allAttrListPlusBase, equipPartPlusLV, equipPartPlusEvolveLV)
        __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, allAttrListPlus, plus_addEquipBaseAttrPerList)
        
        #传奇属性
        #CalcAttr_LegendAttr(curPlayer, curEquip, allAttrListEquip, legendAttrDict)
        #绝世属性
        #CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip)
        #计算装备宝石加成
        CalcEquipStone_Effect(curPlayer, equipIndex, allAttrListStone)
        #洗练属性
        Operate_EquipWash.CalcAttr_EquipWash(curPlayer, equipIndex, equipPlace, allAttrListWash)
    
#    GameWorld.DebugLog("    装备循环属性: %s" % (allAttrListEquip))
#    GameWorld.DebugLog("    强化循环属性: %s" % (allAttrListPlus))
#    GameWorld.DebugLog("    宝石循环属性: %s" % (allAttrListStone))
#    GameWorld.DebugLog("    洗练循环属性: %s" % (allAttrListWash))
#    GameWorld.DebugLog("    -----" )
    # 2. 计算遍历后的附加属性
    #套装属性
    CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListSuit)
    #GameWorld.DebugLog("所有传奇属性: %s" % legendAttrDict)
    #保存计算值
    #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allAttrListStone)
    #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allAttrListStar)
#    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseWeapon, baseEquipAttr_Weapon)
#    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseArmor, baseEquipAttr_Armor)
#    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseRelics, baseEquipAttr_Relics)
#    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Equip, allAttrListEquip)
#    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_PlusBase, allAttrListPlusBase)
#    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Suit, allAttrListSuit)
#    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allAttrListWash)
#    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
    CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListEquip)
    
    #GameWorld.DebugLog("    装备属性套装: %s" % (allAttrListEquip))
    # 3. 计算对装备基础的附加加成
#    GameWorld.DebugLog("    -----" )
#    GameWorld.DebugLog("    所有装备基础属性: %s" % (allEquipBaseAttrDict))
#    GameWorld.DebugLog("    基础装备基础属性: %s" % (baseEquipBaseAttrDict))
#    GameWorld.DebugLog("    单件装备基础属性: %s" % (equipBaseAttrDict))
    #计算功能点对装备基础的加成
    __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, equip_addEquipBaseAttrPerList, allAttrListEquip, "Equip")
    __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, plus_addEquipBaseAttrPerList, allAttrListPlus, "Plus")
    #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, stone_addEquipBaseAttrPerList, allAttrListStone, "Stone")
    #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, wash_addEquipBaseAttrPerList, allAttrListWash, "Wash")
    #GameWorld.DebugLog("    本阶装备属性: %s" % (allAttrListEquip))
    #保存计算值
    PlayerControl.SetCalcAttrListValue(curPlayer, Def_CalcAttrFunc_EquipClassLV, allAttrListEquip)
    #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
    #计算装备基础属性附加战力 (目前组成: 评分战力 + ...)
    equipFightPowerEx = eval(IpyGameDataPY.GetFuncCompileCfg("FightpowerFormula", 2))
    #GameWorld.DebugLog("装备评分战力: equipScoreTotal=%s,equipFightPowerEx=%s" % (equipScoreTotal, equipFightPowerEx))
    curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_Equip, equipFightPowerEx)
    #GameWorld.DebugLog("    装备评分战力: equipScoreTotal=%s,equipFightPowerEx=%s" % (equipScoreTotal, equipFightPowerEx))
    curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % Def_MFPType_EquipClassLV, equipFightPowerEx)
    # 4. 累加所有阶装备位属性
    playerID = curPlayer.GetPlayerID()
    if playerID not in PyGameData.g_playerEquipPartAttrDict:
        PyGameData.g_playerEquipPartAttrDict[playerID] = {}
    equipPartAttrDict = PyGameData.g_playerEquipPartAttrDict[playerID]
    equipPartAttrDict[classLV] = [allAttrListPlus, allAttrListStone, allAttrListWash]
    allPartAttrListPlus = [{} for _ in range(4)]
    allPartAttrListStone = [{} for _ in range(4)]
    allPartAttrListWash = [{} for _ in range(4)]
#    GameWorld.DebugLog("    ----- 累加所有阶装备位养成属性")
#    GameWorld.DebugLog("    本阶强化属性: %s" % (allAttrListPlus))
#    GameWorld.DebugLog("    本阶宝石属性: %s" % (allAttrListStone))
#    GameWorld.DebugLog("    本阶洗练属性: %s" % (allAttrListWash))
    for classLV, attrList in equipPartAttrDict.items():
        allAttrListPlus, allAttrListStone, allAttrListWash = attrList
        #GameWorld.DebugLog("    classLV=%s, %s" % (classLV, attrList))
        for i in xrange(4):
            PlayerControl.AddAttrDictValue(allPartAttrListPlus[i], allAttrListPlus[i])
            PlayerControl.AddAttrDictValue(allPartAttrListStone[i], allAttrListStone[i])
            PlayerControl.AddAttrDictValue(allPartAttrListWash[i], allAttrListWash[i])
#    GameWorld.DebugLog("    所有阶强化属性: %s" % (allPartAttrListPlus))
#    GameWorld.DebugLog("    所有阶宝石属性: %s" % (allPartAttrListStone))
#    GameWorld.DebugLog("    所有阶洗练属性: %s" % (allPartAttrListWash))
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Plus, allPartAttrListPlus)
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allPartAttrListStone)
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allPartAttrListWash)
    return
def __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, addPerInfoList):
    ## 计算其他功能属性对装备基础属性的加成
    if attrID not in ChConfig.EquipBassAttrAddInfoSet:
        return
    effPlace, calcAttrList = ChConfig.EquipBassAttrAddInfoSet[attrID]
    #GameWorld.DebugLog("        装备基础加成信息: ID=%s,effPlace=%s,calcAttrList=%s" % (attrID, effPlace, calcAttrList))
    # 所有部位
    if effPlace == -1:
        allPlaceAddPerDict = addPerInfoList[0]
        for calcAttrIndex in calcAttrList:
            allPlaceAddPerDict[calcAttrIndex] = allPlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
        #GameWorld.DebugLog("            当前加成信息=%s" % (addPerInfoList))
        return
    # 基础部位
    if effPlace == -2 and equipPlace in ChConfig.EquipPlace_Base:
        basePlaceAddPerDict = addPerInfoList[1]
        for calcAttrIndex in calcAttrList:
            basePlaceAddPerDict[calcAttrIndex] = basePlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
        #GameWorld.DebugLog("            当前加成信息=%s" % (addPerInfoList))
        return
    # 指定部位
    elif effPlace > 0 and equipPlace == effPlace:
        assignPlaceAddPerDict = addPerInfoList[2]
        if equipPlace not in assignPlaceAddPerDict:
            assignPlaceAddPerDict[equipPlace] = {}
        curPlaceAddPerDict = assignPlaceAddPerDict[equipPlace]
        for calcAttrIndex in calcAttrList:
            curPlaceAddPerDict[calcAttrIndex] = curPlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
        #GameWorld.DebugLog("            当前加成信息=%s" % (addPerInfoList))
        return
    return
def __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, addEquipBaseAttrPerList, allAttrList, sign=""):
    ## 计算其他功能属性对装备基础属性加成的属性具体值
    allPlaceAddPerDict, basePlaceAddPerDict, assignPlaceAddPerDict = addEquipBaseAttrPerList
    #GameWorld.DebugLog("    计算功能点对装备基础属性加成: %s" % sign)
    #GameWorld.DebugLog("        全部装备属性: %s, 加成%s" % (allEquipBaseAttrDict, allPlaceAddPerDict))
    for attrID, addPer in allPlaceAddPerDict.items():
        if attrID not in allEquipBaseAttrDict:
            continue
        baseValue = allEquipBaseAttrDict[attrID]
        addValue = int(baseValue * addPer / 10000.0)
        PlayerControl.CalcAttrDict_Type(attrID, addValue, allAttrList)
        #GameWorld.DebugLog("            加成: ID=%s +%s %s" % (attrID, addValue, addPer))
    #GameWorld.DebugLog("        基础装备属性: %s, 加成%s" % (baseEquipBaseAttrDict, basePlaceAddPerDict))
    for attrID, addPer in basePlaceAddPerDict.items():
        if attrID not in baseEquipBaseAttrDict:
            continue
        baseValue = baseEquipBaseAttrDict[attrID]
        addValue = int(baseValue * addPer / 10000.0)
        PlayerControl.CalcAttrDict_Type(attrID, addValue, allAttrList)
        #GameWorld.DebugLog("            加成: ID=%s +%s %s" % (attrID, addValue, addPer))
    #GameWorld.DebugLog("        指定装备属性: %s, 加成%s" % (equipBaseAttrDict, assignPlaceAddPerDict))
    for equipPlace, addPerDict in assignPlaceAddPerDict.items():
        if equipPlace not in equipBaseAttrDict:
            continue
        baseAttrDict = equipBaseAttrDict[equipPlace]
        for attrID, addPer in addPerDict.items():
            if attrID not in baseAttrDict:
                continue
            baseValue = baseAttrDict[attrID]
            addValue = int(baseValue * addPer / 10000.0)
            PlayerControl.CalcAttrDict_Type(attrID, addValue, allAttrList)
            #GameWorld.DebugLog("            加成: ID=%s +%s %s" % (attrID, addValue, addPer))
    return
def CalcAttr_LegendAttr(curPlayer, curEquip, allAttrListEquip, legendAttrDict={}):
    ## 计算传奇属性
@@ -584,6 +763,8 @@
## 计算装备对基本属性的改变 
#  @return None
def CalcEquips_OutOfPrint(curPlayer):
    # 境界装备改版,先屏蔽,之后再处理
    return
    allAttrListOutOfPrintEquip = [{} for _ in range(4)]  # 绝版装备属性 需在等级变化独立计算
    
    packType = IPY_GameWorld.rptEquip
@@ -613,98 +794,39 @@
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
    return
## 计算装备强化后的属性
#  @param curPlayer 当前玩家
#  @param curPlayer allAttrList 属性缓存
#  @return None
def CalcAttr_ItemPlus(curPlayer, curEquip, allAttrList, equipPartStarLV, equipPartPlusEvolveLV):
    if not equipPartStarLV:
def __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, allAttrList, plus_addEquipBaseAttrPerList):
    ## 计算装备强化后的属性
    equipPartPlusLV = GetEquipPartPlusLVByRank(curPlayer, packType, equipIndex, curEquip)
    equipPartPlusEvolveLV = GetEquipPartPlusEvolveLVByEquip(curPlayer, packType, equipIndex, curEquip)
    if not equipPartPlusLV:
        return
    plusType = GetEquipPlusType(curEquip)
    if plusType is None:
        return
    
    ipyData = IpyGameDataPY.GetIpyGameData("ItemPlus", plusType, equipPartStarLV)
    #GameWorld.DebugLog("    强化属性: plusType=%s,equipPartPlusLV=%s,equipPartPlusEvolveLV=%s" % (plusType, equipPartPlusLV, equipPartPlusEvolveLV))
    ipyData = IpyGameDataPY.GetIpyGameData("ItemPlus", plusType, equipPartPlusLV)
    if not ipyData:
        return
    attrTypeList, attrValueList = ipyData.GetAttrType(), ipyData.GetAttrValue()
    for i, attrID in enumerate(attrTypeList):
        #GameWorld.DebugLog("    强化基础属性: ID=%s +%s" % (attrID, attrValueList[i]))
        PlayerControl.CalcAttrDict_Type(attrID, attrValueList[i], allAttrList)
    
    if not equipPartPlusEvolveLV:
        return
    #进化属性
    equipPlace = curEquip.GetEquipPlace()
    ipyData = IpyGameDataPY.GetIpyGameData('EquipPlusEvolve', equipPlace, equipPartPlusEvolveLV)
    if not ipyData:
        return
    for attrID, attrValue in ipyData.GetAttr().items():
        #GameWorld.DebugLog("    强化进阶属性: ID=%s +%s" % (attrID, attrValue))
        PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
    return
## 添加全身装备品质对应BUFF
#  @param curPlayer 当前玩家
#  @return None
def AddEquipsQualityBuff(curPlayer, qualityEquipCnt, suiteEquipCnt):
    suiteCntRecord = 0
    notifySuiteCnt = 0
    notifyType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrActivatyNotify)
    isAll, addAttrList = ReadChConfig.GetEvalChConfig('EquipQualityAddAttr')
    for confInfo in addAttrList:
        confQuality = confInfo[1]  # 配置品质标识 1-卓越,2-套装
        cnt = 0
        if confQuality == 1:
            cnt = qualityEquipCnt
        elif confQuality == 2:
            cnt = suiteEquipCnt
        __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, plus_addEquipBaseAttrPerList)
        
        confCnt = confInfo[0]
        if cnt >= confCnt:  # 如果件数满足
            EquipAddBuff(curPlayer, confInfo[2])
            if confQuality == 2 and confCnt > notifySuiteCnt and notifyType == \
                                            ChConfig.Def_AttrActivatyNotify_Equip:
                notifySuiteCnt = confCnt
            if confQuality == 2 and confCnt > suiteCntRecord:
                suiteCntRecord = confCnt
            if not isAll:
                break
    lastSuiteCntRecord = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrActivatyRecordSuiteCnt)
    if notifySuiteCnt > 0 and notifySuiteCnt > lastSuiteCntRecord:
        PlayerControl.NotifyCode(curPlayer, "GeRen_hgg_917284", [curPlayer.GetPlayerName(),
                                                                 notifySuiteCnt])
    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrActivatyRecordSuiteCnt, suiteCntRecord)
    #GameWorld.DebugLog("套装件数  上次记录=%s,更新记录=%s" % (lastSuiteCntRecord, suiteCntRecord))
    return
## 添加装备全身强化等级对应属性
#  @param curPlayer 当前玩家
#  @return None
def CalcAllEquipAllPlusLVAttr(curPlayer):
    totalLV = GetTotalPlusLV(curPlayer, False)
    activeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipActiveStarLV)
    totalLV = min(totalLV, activeLV)
    ipyData = IpyGameDataPY.InterpolationSearch("ItemPlusSumAttr", "PlusCntNeed", totalLV)
    if not ipyData:
        return {}
    attrTypeList = ipyData.GetAttrType()
    attrValueList = ipyData.GetAttrValue()
    #allAttrList = [{} for i in range(4)]
    attrDict = {}
    for i, attrID in enumerate(attrTypeList):
        value = attrValueList[i]
        attrDict[attrID] = attrDict.get(attrID, 0) + value
        #PlayerControl.CalcAttrDict_Type(attrID, value, allAttrList)
    #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_PlusEx, allAttrList)
    return attrDict
## 装备套装属性计算
#  @param curPlayer 当前玩家
@@ -726,8 +848,10 @@
            needStar = ipyData.GetStar()
            skillID = ipyData.GetSkillID()
            if [1 if star >= needStar else 0 for star in starList].count(1) >= suiteCnt:
                #GameWorld.DebugLog("    套装: suiteID=%s,suiteCnt=%s,needStar=%s" % (suiteID, suiteCnt, needStar))
                for attrID, attrValue in ipyData.GetAttrInfo().items():
                    PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListSuit)
                    #GameWorld.DebugLog("        属性: ID=%s +%s" % (attrID, attrValue))
                #技能
                if skillID and not skillManager.FindSkillBySkillTypeID(skillID):
                    learnSkillList.append(skillID)
@@ -802,21 +926,6 @@
        gemLV = gemEffect.GetEffectValue(1)
        gemLVList.append(gemLV)
    return gemLVList
def CalcEquipStarAttr(curPlayer, classlv, equipPlace, equipPartStar, allAttrListStar):
    ## 计算装备星数属性
    if not equipPartStar:
        return
    ipyData = IpyGameDataPY.GetIpyGameData('EquipStarUp', classlv, equipPlace, equipPartStar)
    if not ipyData:
        return
    starAttrDict = ipyData.GetStarAttrInfo()
    for attrID, attrValue in starAttrDict.items():
        PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListStar)
    baseAttrDict = ipyData.GetBaseAttrInfo()
    for attrID, attrValue in baseAttrDict.items():
        PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListStar)
    return
#---------------------------------------------------------------------
## 装备添加Buff 
@@ -896,7 +1005,7 @@
    oldEquipShowSwitch = curPlayer.GetEquipShowSwitch()
    realSuit=1
    equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
    for place in ChConfig.Def_SuitEquipPlaceList:
    for place in ChConfig.EquipPlace_Base:
        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, place)
        if not ipyData:
            realSuit = 0
@@ -1126,8 +1235,9 @@
    SyncAllEquipAttrActiveInfo(curPlayer, activeType)
    if activeType == 0:
        PlayerMagicWeapon.CalcMagicWeaponSoulAttr(curPlayer)
    else:
        RefreshPlayerEquipAttribute(curPlayer)
    #注意: 需要传装备阶触发刷属性,暂屏蔽,功能修改时再处理
    #else:
    #    RefreshPlayerEquipAttribute(curPlayer)
    
    #刷新所有属性
    playControl = PlayerControl.PlayerControl(curPlayer)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -1006,7 +1006,7 @@
#        
#        destItemPlace.PutIn(curEquip)
#===============================================================================
        return equipID, equipPlace
        return equipID, equipPlace, itemClassLV
    
    #是否能放入物品(第几个物品栏, 物品序号, 放入的物品, 放入物品ID,  物品是否绑定)
#===============================================================================
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py
@@ -433,7 +433,7 @@
    MaxAtk = attrDict.get(ShareDefine.Def_Effect_MaxAtk, 0) + Atk
    MaxHP = attrDict.get(ShareDefine.Def_Effect_MaxHP, 0)
    Def = attrDict.get(ShareDefine.Def_Effect_Def, 0)
    ArmorDefPer = attrDict.get(ShareDefine.Def_Effect_ArmorDefAddPer, 0)
    ArmorDefPer = 0
    IceAtk = attrDict.get(ShareDefine.Def_Effect_IceAtk, 0)
    IceDef = attrDict.get(ShareDefine.Def_Effect_IceDef, 0)
    
@@ -1771,13 +1771,6 @@
def GetIsZhuXianEquip(curItem):
    ## 返回是否诛仙装备
    return curItem.GetType() in ChConfig.Def_ZhuXianEquiipType
## 返回是否武器
#  @param curItem 当前物品
#  @return None
#  @remarks 函数详细说明.
def GetIsWeapon(curItem):
    return curItem.GetType() in ChConfig.Def_WeaponItemType
#---------------------------------------------------------------------
##遍历数据库查找合适的物品, 通过 效果ID + 效果A值确定物品
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -90,7 +90,7 @@
import CrossRealmPlayer
import CrossPlayerData
import ChNetSendPack
import EquipZhuXian
#import EquipZhuXian
import PlayerCoat
import PlayerState
import QuestCommon
@@ -1227,6 +1227,8 @@
    playerID = curPlayer.GetPlayerID()
    PyGameData.g_zhuXianSkillAddPerDict.pop(playerID, None)
    PyGameData.g_zhuXianSkillReducePerDict.pop(playerID, None)
    PyGameData.g_playerFuncAttrDict.pop(playerID, None)
    PyGameData.g_playerEquipPartAttrDict.pop(playerID, None)
    return
##更新保存玩家在线时间
@@ -3989,7 +3991,7 @@
                PlayerGreatMaster.Sync_GreatMasterFreeSkillPoint(curPlayer)
            # 升级需要执行的游戏功能处理
            GameFuncComm.DoFuncOpenLogic(curPlayer)
            ChEquip.CalcEquips_OutOfPrint(curPlayer)    # 缓存绝版属性
            #ChEquip.CalcEquips_OutOfPrint(curPlayer)    # 缓存绝版属性
            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
@@ -4161,7 +4163,7 @@
        PlayerFamilyTech.CalcFamilyTechAttr(curPlayer)
        PlayerEquipDecompose.RefreshEDAttr(curPlayer)
        PlayerDogz.RefreshDogzAttr(curPlayer)
        EquipZhuXian.CalcZhuXianAttr(curPlayer)
        #EquipZhuXian.CalcZhuXianAttr(curPlayer)
        PlayerGatherSoul.RefreshGatherSoulAttr(curPlayer)
        PlayerCoat.CalcClothesCoatSkinAttr(curPlayer)
        self.RefreshAllState(isForce=True)
@@ -4298,6 +4300,7 @@
        curPlayer.BeginRefreshState()
        self.ResetFightPowerObj()
        #self.PrintAttr(curPlayer, "重置后")
        notAttrList = [{} for _ in range(4)]
        
        # 1.初始化人物各项状态及属性
        self.InitPlayerState()        
@@ -4321,7 +4324,8 @@
                funcAttrInfoList.append(roleBaseAttrInfo)
                continue
            attrInfo = GetCalcAttrListValue(curPlayer, funcIndex)
            GameWorld.DebugLog("功能点属性: %s, %s" % (funcIndex, attrInfo))
            if attrInfo != notAttrList:
                GameWorld.DebugLog("功能点属性: %s, %s" % (funcIndex, attrInfo))
            funcAttrInfoList.append(attrInfo)
            # 不同功能点间的数值累加,需使用支持衰减递增的计算方式
            AddAttrDictValue(baseAttrDict, attrInfo[ChConfig.CalcAttr_Base])
@@ -4344,17 +4348,8 @@
        
        # 3.计算战斗属性
        #    3.1 战斗属性层级交叉影响基值数值汇总
        #        装备基础
        equipBaseAttrList = AddAttrListValue([funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseWeapon],
                                              funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
                                              funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseRelics],
                                              ])
        #GameWorld.DebugLog("装备基础: %s" % equipBaseAttrList)
        #        基础层级(角色基础属性、装备基础属性、强化基础属性)
        #        基础层级(角色基础属性)
        baseAttrList = AddAttrListValue([funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase],
                                         equipBaseAttrList,
                                         funcAttrInfoList[ChConfig.Def_CalcAttrFunc_PlusBase],
                                         ])
        #GameWorld.DebugLog("基础层级: %s" % baseAttrList)
        
@@ -4364,11 +4359,6 @@
                           ChConfig.TYPE_Calc_BaseDefAddPer:baseAttrList,
                           ChConfig.TYPE_Calc_BaseHitAddPer:baseAttrList,
                           ChConfig.TYPE_Calc_BaseMissAddPer:baseAttrList,
                           ChConfig.TYPE_Calc_EquipBaseAddPer:equipBaseAttrList,
                           ChConfig.TYPE_Calc_WeaponAtkAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseWeapon],
                           ChConfig.TYPE_Calc_RelicsAtkAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseRelics],
                           ChConfig.TYPE_Calc_ArmorMaxHPAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
                           ChConfig.TYPE_Calc_ArmorDefAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
                           ChConfig.TYPE_Calc_GodWeaponMaxHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_GodWeapon],
                           ChConfig.TYPE_Calc_GodWeaponAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_GodWeapon],
                           ChConfig.TYPE_Calc_StoneMaxHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Stone],
@@ -4376,10 +4366,7 @@
                           ChConfig.TYPE_Calc_StoneBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Stone],
                           ChConfig.TYPE_Calc_RealmBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Prestige],
                           ChConfig.TYPE_Calc_HorseAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Horse],
                           ChConfig.TYPE_Calc_HorcruxBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Horcrux],
                           ChConfig.TYPE_Calc_WingHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Wing],
                           ChConfig.TYPE_Calc_SuiteBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Suit],
                           ChConfig.TYPE_Calc_PlusBaseAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_PlusBase],
                           }
        #    3.2 统计各功能之间非线性属性交叉影响累加
        funcAddAttrPerInfoDict = {} # 百分比交叉影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...}
@@ -4473,9 +4460,10 @@
        fpParam = IpyGameDataPY.GetIpyGameData("FightPowerParam", curLV)
        mfpDict = {} # 模块战斗力
        for mfpObj in mfpObjAttrDict.keys():
            mfpDict[mfpObj.mfpType] = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
            mfpDict[mfpObj.mfpType] = mfpDict[mfpObj.mfpType] + curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
            mfpDict[mfpObj.mfpType] = mfpDict[mfpObj.mfpType] + curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
            mfp = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
            mfp += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
            mfp += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
            mfpDict[mfpObj.mfpType] = mfp
            
        #        最后在附加上特殊附加层级线性属性、永久技能层级固定值
        CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, allAttrExList[ChConfig.CalcAttr_Battle])
@@ -6423,24 +6411,6 @@
# 基础闪避百分比
def GetBaseMissAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BaseMissAddPer)
def SetBaseMissAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BaseMissAddPer, value)
# 魂器基础百分比
def GetHorcruxBasePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_HorcruxBasePer)
def SetHorcruxBasePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_HorcruxBasePer, value)
# 装备基础百分比
def GetEquipBaseAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_EquipBaseAddPer)
def SetEquipBaseAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_EquipBaseAddPer, value)
# 武器基础攻击百分比
def GetWeaponAtkAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WeaponAtkAddPer)
def SetWeaponAtkAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WeaponAtkAddPer, value)
# 圣器基础攻击百分比
def GetRelicsAtkAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_RelicsAtkAddPer)
def SetRelicsAtkAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_RelicsAtkAddPer, value)
# 防具基础生命百分比
def GetArmorMaxHPAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ArmorMaxHPAddPer)
def SetArmorMaxHPAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_ArmorMaxHPAddPer, value)
# 防具基础防御百分比
def GetArmorDefAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ArmorDefAddPer)
def SetArmorDefAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_ArmorDefAddPer, value)
# 神兵生命百分比
def GetGodWeaponMaxHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GodWeaponMaxHPPer)
def SetGodWeaponMaxHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GodWeaponMaxHPPer, value)
@@ -6748,12 +6718,6 @@
    return
#-------------------------------------------------------------------------------
# 每个功能最多加几个属性
# 即以这种方式优化刷属性效率,一个功能需要额外占用Def_MaxAddAttrTypeCnt*2个临时字典缓存(一个存类型,一个存值)
Def_MaxAddAttrTypeCnt = 15
# 通过SetCalcAttrListValue先缓存功能计算增加的属性值,仅在变更时重新计算设置
# 通过AddCalcAttrListValue取出缓存中已经算好的属性值,在刷属性中进行累加,从而减少每次重新计算功能增加的属性
## 设置保存功能事先计算好的属性值
def SetCalcAttrListValue(curPlayer, funcIndex, allAttrList):
@@ -6772,21 +6736,12 @@
        addMaxHP = curPlayer.GetLV() * battleAttrDict[ChConfig.TYPE_Calc_PerLVMaxHP]
        battleAttrDict[ChConfig.TYPE_Calc_AttrMaxHP] = battleAttrDict.get(ChConfig.TYPE_Calc_AttrMaxHP, 0) + addMaxHP
        
    for attrIndex, addAttrDict in enumerate(allAttrList):
        findIndex = -1
        for attrType, attrValue in addAttrDict.items():
            if not isinstance(attrValue, int):
                GameWorld.ErrLog("SetCalcAttrListValue funcIndex=%s,attrType=%s,Value=%s is not int!"
                                 % (funcIndex, attrType, attrValue), curPlayer.GetPlayerID())
                continue
            for i in xrange(findIndex + 1, Def_MaxAddAttrTypeCnt):
                addAttrTypeKey = ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i)
                addAttrValueKey = ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i)
                if curPlayer.GetDictByKey(addAttrTypeKey) == 0:
                    findIndex = i
                    curPlayer.SetDict(addAttrTypeKey, attrType)
                    curPlayer.SetDict(addAttrValueKey, attrValue)
                    break
    playerID = curPlayer.GetPlayerID()
    if playerID not in PyGameData.g_playerFuncAttrDict:
        PyGameData.g_playerFuncAttrDict[playerID] = {}
    funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
    funcAttrDict[funcIndex] = allAttrList
    #GameWorld.DebugLog("保存功能点属性: funcIndex=%s, %s" % (funcIndex, allAttrList))
    return
def GetCalcAttrListValue(curPlayer, funcIndex):
@@ -6799,42 +6754,26 @@
    else:
        return attrList
    
    playerID = curPlayer.GetPlayerID()
    if playerID not in PyGameData.g_playerFuncAttrDict:
        return attrList
    funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
    for funcIndex in funcIndexList:
        for attrIndex, attrDict in enumerate(attrList):
            for i in xrange(Def_MaxAddAttrTypeCnt):
                attrType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i))
                if attrType == 0:
                    break
                attrValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i))
                if attrType in attrDict:
                    attrDict[attrType] = attrValue + attrDict[attrType]
                else:
                    attrDict[attrType] = attrValue
        if funcIndex not in funcAttrDict:
            continue
        funcAttrList = funcAttrDict[funcIndex]
        for i, attrDict in enumerate(attrList):
            curAttrDict = funcAttrList[i]
            AddAttrDictValue(attrDict, curAttrDict)
    return attrList
## 刷属性时累加功能事先计算好的属性值
def AddCalcAttrListValue(curPlayer, funcIndex, allAttrList):
    for attrIndex in ChConfig.CalcAttrIndexList:
        for i in xrange(Def_MaxAddAttrTypeCnt):
            curAddAttrType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i))
            if curAddAttrType == 0:
                break
            curAddAttrValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i))
            addAttrDict = allAttrList[attrIndex]
            AddAttrDictValue(addAttrDict, {curAddAttrType:curAddAttrValue})
    return allAttrList
## 重置缓存
def ClearCalcAttrListValue(curPlayer, funcIndex):
    for attrIndex in ChConfig.CalcAttrIndexList:
        for i in xrange(Def_MaxAddAttrTypeCnt):
            addAttrTypeKey = ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i)
            attrType = curPlayer.GetDictByKey(addAttrTypeKey)
            if not attrType:
                break
            curPlayer.SetDict(addAttrTypeKey, 0)
            curPlayer.SetDict(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i), 0)
    playerID = curPlayer.GetPlayerID()
    if playerID not in PyGameData.g_playerFuncAttrDict:
        return
    funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
    funcAttrDict.pop(funcIndex, None)
    return
def AddAttrListValue(attrList):
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py
@@ -649,7 +649,8 @@
    
    if privilege == ChConfig.MWPrivilege_EquipPlus:
        #强化加成
        addAttr = ChEquip.CalcAllEquipAllPlusLVAttr(curPlayer)
        #境界改版,废弃
        pass
    else: 
        multiple = 1 #倍数
        if singleValue:
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
@@ -1079,36 +1079,38 @@
# @return 布尔值
# @remarks 处理耐久计算方式为:现实时间刷新方式的物品
def ProcessTimeEquip(curPlayer, tick):
    itemManager = curPlayer.GetItemManager()
    hasItemClear = False
    curPack = itemManager.GetPack(IPY_GameWorld.rptEquip)
    for i in range(0, curPack.GetCount()):
        curItem = curPack.GetAt(i)
        #异常物品
        if not ItemCommon.CheckItemCanUse(curItem):
            continue
        if curItem.GetEndureReduceType() not in [ChConfig.Def_EquipReduceType_RTimeItem,
                                             ChConfig.Def_EquipReduceType_Time]:
            continue
        #处理现实时间物品逻辑
        if __DoLogic_ProcessTimeEquip(curPlayer, curItem, i):
            hasItemClear = True
    if hasItemClear:
        #装备重刷属性
        PlayerWing.CalcWingAttr(curPlayer)
        ChEquip.RefreshPlayerEquipAttribute(curPlayer)
    # 进行更新时效道具刷新时间
    curPlayer.SetDict(ChConfig.Def_PlayerKey_EquipTime, tick)
    return hasItemClear
    return
#境界装备修改,暂屏蔽,待优化
#    itemManager = curPlayer.GetItemManager()
#    hasItemClear = False
#
#    curPack = itemManager.GetPack(IPY_GameWorld.rptEquip)
#    for i in range(0, curPack.GetCount()):
#        curItem = curPack.GetAt(i)
#
#        #异常物品
#        if not ItemCommon.CheckItemCanUse(curItem):
#            continue
#
#        if curItem.GetEndureReduceType() not in [ChConfig.Def_EquipReduceType_RTimeItem,
#                                             ChConfig.Def_EquipReduceType_Time]:
#            continue
#
#        #处理现实时间物品逻辑
#        if __DoLogic_ProcessTimeEquip(curPlayer, curItem, i):
#            hasItemClear = True
#
#
#    if hasItemClear:
#        #装备重刷属性
#        PlayerWing.CalcWingAttr(curPlayer)
#        ChEquip.RefreshPlayerEquipAttribute(curPlayer)
#
#
#    # 进行更新时效道具刷新时间
#    curPlayer.SetDict(ChConfig.Def_PlayerKey_EquipTime, tick)
#
#    return hasItemClear
#---------------------------------------------------------------------
## 装备有效时间到了需要脱下,有效时间物品改成不消失,但是无使用效果 可出售和续费
def __DoLogic_ProcessTimeEquip(curPlayer, curItem, equipIndex):
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py
@@ -564,9 +564,9 @@
        classLV = ItemCommon.GetItemClassLV(curEquip)
        if equipIndex not in [ShareDefine.retWing,ShareDefine.retGuard1,ShareDefine.retGuard2,ShareDefine.retHorse]:
            DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipColorItem, 1, [classLV, itemColor])
        if equipIndex in ChConfig.BaseEquipPlace_Weapon:
        if equipIndex in ChConfig.EquipPlace_BaseWeapon:
            DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipWeapon, 1, [itemColor, itemQuality, classLV])
        elif equipIndex in ChConfig.BaseEquipPlace_Armor:
        elif equipIndex in ChConfig.EquipPlace_BaseArmor:
            DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipArmor, 1, [itemColor, itemQuality, classLV])
        
        elif equipIndex == ShareDefine.retWing:
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTJG.py
@@ -54,19 +54,6 @@
import random
import GameObj
# 可吞噬的装备位
Def_EatItem_EquipPlace = [
    ShareDefine.retWeapon,      #1 主手
    ShareDefine.retWeapon2,     #2 副手
    ShareDefine.retHat,         #3 帽子
    ShareDefine.retClothes,     #4 衣服
    ShareDefine.retBelt,        #5 腰带
    ShareDefine.retTrousers,    #6 裤子
    ShareDefine.retShoes,       #7 鞋子
    ShareDefine.retNeck,        #8 项链
]
Def_EatSpace = 5    # 低于X格自动吞噬
@@ -537,7 +524,7 @@
    
    equipScores = {}
    equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
    for i in Def_EatItem_EquipPlace:
    for i in ChConfig.EquipPlace_Base:
        equipItem = equipPack.GetAt(i)
        if not equipItem or equipItem.IsEmpty():
            continue
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/PyGameData.py
@@ -22,6 +22,8 @@
DailyUseCountLimitItemIDList = [] # 每日有使用个数限制的物品ID列表
g_refreshAttrBillboardFunc = [] # 刷属性后需要触发的同步排行榜函数列表
g_playerFuncAttrDict = {} # 玩家功能点属性 {playerID:{funcIndex:属性列表, ...}, ...}
g_playerEquipPartAttrDict = {} # 玩家装备位养成属性 {playerID:{阶:[强化属性列表, 宝石属性列表, 洗练属性列表], ...}, ...}
g_filterEquipDict = {} # 按装备条件过滤的装备ID,不分职业 {"classLV_color_star":{(itemJob,itemPlace):itemID, ...}, ...}
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
@@ -420,8 +420,6 @@
Def_Effect_MissRate = 45 #20026
#杀怪经验百分比, 百分比增加基础杀怪经验(a值为万分率,直接加上)
Def_Effect_FightExpRate = 46
#魂器基础属性百分比
Def_Effect_HorcruxBasePer = 48
Def_Effect_SkillAtkRateReduce = 49 #20032
#增加HP(A值填万分率)
Def_Effect_MaxHPPer = 50 #20023
@@ -443,20 +441,45 @@
Def_Effect_StoneMaxHPPer = 58
#宝石攻击百分比
Def_Effect_StoneAtkPer = 59
#装备基础百分比
#装备基础百分比 - 含特殊装备位
Def_Effect_EquipBaseAddPer = 60
#基础装备百分比
Def_Effect_BaseEquipAddPer = 64
#冰攻百分比(A值为万分率)
Def_Effect_IceAtkPer = 61
#冰防百分比(A值为万分率)
Def_Effect_IceDefPer = 62
#防具生命百分比
Def_Effect_ArmorMaxHPAddPer = 63
#圣器攻击百分比
Def_Effect_RelicsAtkAddPer = 64
#武器攻击百分比
Def_Effect_WeaponAtkAddPer = 65
#防具防御百分比
#基础装备生命百分比
Def_Effect_BaseEquipMaxHPAddPer = 63
#基础装备攻击百分比
Def_Effect_BaseEquipAtkAddPer = 65
#防具防御百分比 - 废弃
Def_Effect_ArmorDefAddPer = 66
#主手基础属性值 百分比
Def_Effect_WeaponAddPer = 121
#副手基础属性值 百分比
Def_Effect_Weapon2AddPer = 122
#腰带基础属性值 百分比
Def_Effect_BeltAddPer = 123
#手套基础属性值 百分比
Def_Effect_GloveAddPer = 124
#衣袍基础属性值 百分比
Def_Effect_ClothesAddPer = 125
#帽子基础属性值 百分比
Def_Effect_HatAddPer = 126
#下装基础属性值 百分比
Def_Effect_TrousersAddPer = 127
#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
#仙器B基础属性值 百分比
Def_Effect_FairyCan2AddPer = 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_MinAtk = 67 # 最小攻击
Def_Effect_MaxAtk = 68 # 最大攻击
@@ -1358,13 +1381,13 @@
)=range(5)
# 战斗力模块类型
Def_MFPType_Max = 29
Def_MFPType_Max = 44
ModuleFightPowerTypeList = (
Def_MFPType_Role, # 角色 0
Def_MFPType_Equip, # 装备(基本装备位) 1
Def_MFPType_Equip, # 装备(基本装备位) 1  - 废弃
Def_MFPType_Plus, # 强化 2
Def_MFPType_Stone, # 宝石 3
Def_MFPType_Suit, # 套装 4
Def_MFPType_Suit, # 套装 4 - 废弃
Def_MFPType_Wing, # 翅膀 5
Def_MFPType_Wash, # 洗练 6
Def_MFPType_Pet, # 灵宠 7
@@ -1373,7 +1396,7 @@
Def_MFPType_GodWeapon, # 神兵 10
Def_MFPType_Dienstgrad, #称号 11
Def_MFPType_Rune, # 符印 12
Def_MFPType_Horcrux, # 魂器 13
Def_MFPType_13, #
Def_MFPType_MagicWeapon1, # 人族法宝 14
Def_MFPType_StoveYao, # 炼丹炉丹药 15
Def_MFPType_MagicWeapon2, # 魔族法宝 16
@@ -1385,7 +1408,22 @@
Def_MFPType_GatherSoul, # 聚魂 22
Def_MFPType_MagicWeapon4, # 王者法宝 23
Def_MFPType_Coat, # ʱװ 24
Def_MFPType_ZhuXian, # 诛仙 25
Def_MFPType_ZhuXian, # 诛仙 25  - 废弃
Def_MFPType_Equip1, # 境界装备1阶 26
Def_MFPType_Equip2, # 境界装备2阶 27
Def_MFPType_Equip3, # 境界装备3阶 28
Def_MFPType_Equip4, # 境界装备4阶 29
Def_MFPType_Equip5, # 境界装备5阶 30
Def_MFPType_Equip6, # 境界装备6阶 31
Def_MFPType_Equip7, # 境界装备7阶 32
Def_MFPType_Equip8, # 境界装备8阶 33
Def_MFPType_Equip9, # 境界装备9阶 34
Def_MFPType_Equip10, # 境界装备10阶 35
Def_MFPType_Equip11, # 境界装备11阶 36
Def_MFPType_Equip12, # 境界装备12阶 37
Def_MFPType_Equip13, # 境界装备13阶 38
Def_MFPType_Equip14, # 境界装备14阶 39
Def_MFPType_Equip15, # 境界装备15阶 40
Def_MFPType_Other, # 其他
#以下暂时没用到,改时再处理
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/EffGetSet.py
@@ -140,12 +140,6 @@
   [lambda curObj:PlayerControl.GetBaseDefAddPer(curObj), lambda curObj, value:PlayerControl.SetBaseDefAddPer(curObj, value), 0, 0, 0],          # 基础防御百分比
   [lambda curObj:PlayerControl.GetBaseHitAddPer(curObj), lambda curObj, value:PlayerControl.SetBaseHitAddPer(curObj, value), 0, 0, 0],          # 基础命中百分比
   [lambda curObj:PlayerControl.GetBaseMissAddPer(curObj), lambda curObj, value:PlayerControl.SetBaseMissAddPer(curObj, value), 0, 0, 0],        # 基础闪避百分比
   [lambda curObj:PlayerControl.GetHorcruxBasePer(curObj), lambda curObj, value:PlayerControl.SetHorcruxBasePer(curObj, value), 0, 0, 0],        # 魂器基础百分比
   [lambda curObj:PlayerControl.GetEquipBaseAddPer(curObj), lambda curObj, value:PlayerControl.SetEquipBaseAddPer(curObj, value), 0, 0, 0],      # 装备基础百分比
   [lambda curObj:PlayerControl.GetWeaponAtkAddPer(curObj), lambda curObj, value:PlayerControl.SetWeaponAtkAddPer(curObj, value), 0, 0, 0],      # 武器基础攻击百分比
   [lambda curObj:PlayerControl.GetRelicsAtkAddPer(curObj), lambda curObj, value:PlayerControl.SetRelicsAtkAddPer(curObj, value), 0, 0, 0],      # 圣器基础攻击百分比
   [lambda curObj:PlayerControl.GetArmorMaxHPAddPer(curObj), lambda curObj, value:PlayerControl.SetArmorMaxHPAddPer(curObj, value), 0, 0, 0],    # 防具基础生命百分比
   [lambda curObj:PlayerControl.GetArmorDefAddPer(curObj), lambda curObj, value:PlayerControl.SetArmorDefAddPer(curObj, value), 0, 0, 0],        # 防具基础防御百分比
   [lambda curObj:PlayerControl.GetGodWeaponMaxHPPer(curObj), lambda curObj, value:PlayerControl.SetGodWeaponMaxHPPer(curObj, value), 0, 0, 0],  # 神兵生命百分比
   [lambda curObj:PlayerControl.GetGodWeaponAtkPer(curObj), lambda curObj, value:PlayerControl.SetGodWeaponAtkPer(curObj, value), 0, 0, 0],      # 神兵攻击百分比
   [lambda curObj:PlayerControl.GetStoneMaxHPPer(curObj), lambda curObj, value:PlayerControl.SetStoneMaxHPPer(curObj, value), 0, 0, 0],          # 宝石生命百分比
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/Buff_502.py
@@ -32,7 +32,7 @@
        
        if curEquip.IsEmpty():
            continue
        if i not in ChConfig.BaseEquipPlace_Armor:
        if i not in ChConfig.EquipPlace_BaseArmor:
            continue
        if not curEquip.GetItemQuality():
            continue
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -1883,9 +1883,9 @@
        if not PlayerGreatMaster.GetGreatMasterFreeSkillPoint(curPlayer):
            return False
    #诛仙技能学习判断
    if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_ZhuXian:
        if not EquipZhuXian.CheckLearnZhuXianSkill(curPlayer, curSkillTypeID):
            return False
    #if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_ZhuXian:
    #    if not EquipZhuXian.CheckLearnZhuXianSkill(curPlayer, curSkillTypeID):
    #        return False
        
    #经验检测
    skillLvUpNeedExp = upSkill.GetLVUpCostExp()