From 4c55d01385dec553dceeb3f5481ea70be727cb39 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 09 九月 2025 11:47:38 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(修复切换小队未清除buff可能引起的报错; 优化切换小队重置:暂时仅保留当前血量、怒气、死亡状态,其他重置;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py | 1492 +++++++++++++----------------------------------------------
 1 files changed, 333 insertions(+), 1,159 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index df217a5..7174656 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -11,6 +11,7 @@
 #---------------------------------------------------------------------
 import os
 import IPY_GameWorld
+import IPY_PlayerDefine
 import ShareDefine
 
 
@@ -93,6 +94,127 @@
 Def_BuffValue_Count = 3     # buff记录的value个数
 
 #游戏对象属性--------------------------------------------
+# 属性ID列表,所有对象类型通用,如Player、NPC
+AttrIDList = (
+AttrID_1,
+AttrID_2,
+AttrID_3,
+AttrID_4,
+AttrID_5,
+AttrID_Atk,                                 # 攻击 6
+AttrID_Def,                                 # 防御 7
+AttrID_MaxHP,                               # 最大生命 8
+AttrID_HP,                                  # 当前生命 9
+AttrID_Speed,                               # 移速 10
+AttrID_AtkSpeed,                            # 攻速 11
+AttrID_XP,                                  # 当前XP 12
+AttrID_AtkInheritPer,                       # 攻击继承 13
+AttrID_DefInheritPer,                       # 防御继承 14
+AttrID_HPInheritPer,                        # 生命继承 15
+AttrID_AtkPer,                              # 攻击加成 16
+AttrID_DefPer,                              # 防御加成 17
+AttrID_MaxHPPer,                            # 生命加成 18
+AttrID_19,
+AttrID_20,
+AttrID_StunRate,                            # 击晕 21
+AttrID_StunRateDef,                         # 抗击晕 22
+AttrID_SuperHitRate,                        # 暴击 23
+AttrID_SuperHitRateDef,                     # 抗暴击 24
+AttrID_ComboRate,                           # 连击 25
+AttrID_ComboRateDef,                        # 抗连击 26
+AttrID_MissRate,                            # 闪避 27
+AttrID_MissRateDef,                         # 抗闪避 28
+AttrID_ParryRate,                           # 格挡 29
+AttrID_ParryRateDef,                        # 抗格挡 30
+AttrID_SuckHPPer,                           # 吸血 31
+AttrID_SuckHPPerDef,                        # 抗吸血 32
+AttrID_33,
+AttrID_34,
+AttrID_FinalDamPer,                         # 最终增伤 35
+AttrID_FinalDamPerDef,                      # 最终减伤 36
+AttrID_PhyDamPer,                           # 物理增伤 37
+AttrID_PhyDamPerDef,                        # 物理减伤 38
+AttrID_MagDamPer,                           # 法术增伤 39
+AttrID_MagDamPerDef,                        # 法术减伤 40
+AttrID_NormalSkillPer,                      # 普技增伤 41
+AttrID_NormalSkillPerDef,                   # 普技减伤 42
+AttrID_AngerSkillPer,                       # 怒技增伤 43
+AttrID_AngerSkillPerDef,                    # 怒技减伤 44
+AttrID_SuperDamPer,                         # 强化暴伤 45
+AttrID_SuperDamPerDef,                      # 弱化暴伤 46
+AttrID_47,
+AttrID_48,
+AttrID_49,
+AttrID_50,
+AttrID_CurePer,                             # 强化治疗 51
+AttrID_CurePerDef,                          # 弱化治疗 52
+AttrID_ShieldPer,                           # 强化护盾 53
+AttrID_ShieldPerDef,                        # 弱化护盾 54
+AttrID_DOTPer,                              # 持续增伤 55 (中毒、燃烧、流血)
+AttrID_DOTPerDef,                           # 持续减伤 56
+AttrID_WeiFinalDamPer,                      # 对魏增伤 57
+AttrID_WeiFinalDamPerDef,                   # 对魏减伤 58
+AttrID_ShuFinalDamPer,                      # 对蜀增伤 59
+AttrID_ShuFinalDamPerDef,                   # 对蜀减伤 60
+AttrID_WuFinalDamPer,                       # 对吴增伤 61
+AttrID_WuFinalDamPerDef,                    # 对吴减伤 62
+AttrID_QunFinalDamPer,                      # 对群增伤 63
+AttrID_QunFinalDamPerDef,                   # 对群减伤 64
+) = range(1, 1 + 64)
+
+# 需要计算的武将战斗属性ID列表
+CalcBattleAttrIDList = [AttrID_Atk, AttrID_Def, AttrID_MaxHP, AttrID_StunRate, AttrID_StunRateDef, 
+                        AttrID_SuperHitRate, AttrID_SuperHitRateDef, AttrID_ComboRate, AttrID_ComboRateDef,
+                        AttrID_MissRate, AttrID_MissRateDef, AttrID_ParryRate, AttrID_ParryRateDef,
+                        AttrID_SuckHPPer, AttrID_SuckHPPerDef, AttrID_FinalDamPer, AttrID_FinalDamPerDef,
+                        AttrID_PhyDamPer, AttrID_PhyDamPerDef, AttrID_MagDamPer, AttrID_MagDamPerDef,
+                        AttrID_NormalSkillPer, AttrID_NormalSkillPerDef, AttrID_AngerSkillPer, AttrID_AngerSkillPerDef,
+                        AttrID_SuperDamPer, AttrID_SuperDamPerDef, AttrID_CurePer, AttrID_CurePerDef,
+                        AttrID_ShieldPer, AttrID_ShieldPerDef, AttrID_DOTPer, AttrID_DOTPerDef,
+                        AttrID_WeiFinalDamPer, AttrID_WeiFinalDamPerDef, AttrID_ShuFinalDamPer, AttrID_ShuFinalDamPerDef,
+                        AttrID_WuFinalDamPer, AttrID_WuFinalDamPerDef, AttrID_QunFinalDamPer, AttrID_QunFinalDamPerDef,
+                        ]
+
+# 基础三维属性ID列表
+BaseAttrIDList = [AttrID_Atk, AttrID_Def, AttrID_MaxHP]
+BaseAttrPerIDList = [AttrID_AtkPer, AttrID_DefPer, AttrID_MaxHPPer]
+
+# 属性ID对应可对其百分比提升的属性ID {属性ID:百分比属性ID, ...}
+AttrPerDict = {
+               AttrID_Atk:AttrID_AtkPer,
+               AttrID_Def:AttrID_DefPer,
+               AttrID_MaxHP:AttrID_MaxHPPer,
+               }
+
+# 属性ID对应的继承属性ID {属性ID:继承属性ID, ...}
+AttrInheritPerDict = {
+               AttrID_Atk:AttrID_AtkInheritPer,
+               AttrID_Def:AttrID_DefInheritPer,
+               AttrID_MaxHP:AttrID_HPInheritPer,
+               }
+
+# 属性ID对应0418刷新类型 {属性ID:[刷新同步类型, 是否支持超20亿的大数值], ...}
+CDBRefresh_AttrIDDict = {
+                         AttrID_MaxHP:[IPY_PlayerDefine.CDBPlayerRefresh_MaxHP, 1],
+                         AttrID_HP:[IPY_PlayerDefine.CDBPlayerRefresh_HP, 1],
+                         AttrID_XP:[IPY_GameWorld.CDBPlayerRefresh_XP, 0],
+                         }
+
+#刷属性分类索引
+Def_CalcAttrList = (
+Def_CalcAttr_LV, # 主公等级 0
+Def_CalcAttr_MainEquip, # 主装备 1
+Def_CalcAttr_HeroBook, # 武将图鉴 2
+) = range(3)
+
+CalcAttrName = {
+                Def_CalcAttr_LV:"主公等级",
+                Def_CalcAttr_MainEquip:"主装备",
+                Def_CalcAttr_HeroBook:"武将图鉴",
+                }
+
+##-----------------------------------------------------------------------------------------------
+
 Def_Calc_AllAttrType_MAX = 192
 #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 = (
@@ -301,29 +423,12 @@
 TYPE_Calc_FacePicDefPer,                 # 头像框防御加成
 ) = range(1, Def_Calc_AllAttrType_MAX)
 
-## 支持大数值属性,超过20E
-TYPE_BIGVALUE_ATTR = [TYPE_Calc_AttrHP, TYPE_Calc_AttrMaxHP]
 
 ## NPC 专属属性
 TYPE_NPCAttr_Calc = [TYPE_Calc_AtkInterval]
 
-
-# 衰减递增的属性列表, 衰减递增算法: 1-(1-a1)*(1-a2);   非衰减递增算法:  a1+a2
-TYPE_Calc_DeclineList = []
-
-#宠物属性列表
-Def_Pet_Attr = []
-#[ TYPE_Calc_PetSTR, TYPE_Calc_PetPNE, TYPE_Calc_PetPHY, TYPE_Calc_PetCON ]
-#===============================================================================
-# 1006 增加%d力量
-# 1007 增加%d筋骨
-# 1008 增加%d体魄
-# 1009 增加%d真元
-#===============================================================================
-#宠物基础属性效果ID
-Def_PetBaseEffectList = range(5000, 5007 + 1)
-
 #---------------------------------------------------------------------------
+Def_ItemCount_Max = 2000000000 # 物品最大叠加上限
 #写死的物品ID都放这边
 Def_ItemID_PetSoul = -1                  #宠物满魂
 Def_ItemID_PetDoubleExp = -1             #宠物双倍 
@@ -442,10 +547,10 @@
 Def_ItemType_retTrousers = 106    #6 裤子
 Def_ItemType_retShoes = 107       #7 鞋子
 Def_ItemType_retGlove = 108       #8 手套
-Def_ItemType_retNeck = 109        #9 项链
-Def_ItemType_retFairyCan = 110       #10 仙器1
-Def_ItemType_retFairyCan2 = 111       #11 仙器2
-Def_ItemType_retJade = 112       #12 玉佩
+Def_ItemType_retShawl = 109       #9 披肩
+Def_ItemType_retNeck = 110        #10 项链
+Def_ItemType_retRing = 111        #11 戒指
+Def_ItemType_retAmulet = 112      #12 玉佩
 Def_ItemType_retWing = 113        #13 翅膀
 Def_ItemType_retGuard1 = 114   #14 守护1
 Def_ItemType_retGuard2 = 115    #15 守护2
@@ -470,13 +575,13 @@
 
 #虚拟背包最大格子数 功能配置表对应的key
 Def_VPackCnt_Dict = {
-                     ShareDefine.rptRune:'RunePackageNum',
-                     ShareDefine.rptGatherSoul:'GatherSoulPackCount',
+                     #ShareDefine.rptRune:'RunePackageNum',
+                     #ShareDefine.rptGatherSoul:'GatherSoulPackCount',
                      }
 
 def GetItemPackType(itemData, defaultPack=IPY_GameWorld.rptItem):
     ## 获取物品对应存放的默认背包类型
-    if defaultPack in [ShareDefine.rptTreasure, ShareDefine.rptTempItem]:
+    if defaultPack in [ShareDefine.rptTreasure, ShareDefine.rptTempItem, IPY_GameWorld.rptIdentify]:
         #寻宝背包、临时背包不做处理
         return defaultPack
     import IpyGameDataPY
@@ -498,14 +603,17 @@
                       ShareDefine.retTrousers:[Def_ItemType_retTrousers],
                       ShareDefine.retShoes:[Def_ItemType_retShoes],
                       ShareDefine.retGlove:[Def_ItemType_retGlove],
+                      ShareDefine.retShawl:[Def_ItemType_retShawl],
                       ShareDefine.retNeck:[Def_ItemType_retNeck],
-                      ShareDefine.retFairyCan:[Def_ItemType_retFairyCan],
-                      ShareDefine.retFairyCan2:[Def_ItemType_retFairyCan2],
-                      ShareDefine.retJade:[Def_ItemType_retJade],
-                      ShareDefine.retWing:[Def_ItemType_retWing],
-                      ShareDefine.retGuard1:[Def_ItemType_retGuard1],
-                      ShareDefine.retGuard2:[Def_ItemType_retGuard2],
+                      ShareDefine.retRing:[Def_ItemType_retRing],
+                      ShareDefine.retAmulet:[Def_ItemType_retAmulet],
+                      #ShareDefine.retWing:[Def_ItemType_retWing],
+                      #ShareDefine.retGuard1:[Def_ItemType_retGuard1],
+                      #ShareDefine.retGuard2:[Def_ItemType_retGuard2],
                       }
+# 主线装备部位
+Def_MainEquipPlaces = range(ShareDefine.retWeapon, ShareDefine.retAmulet + 1)
+
 #---------------------------------------------------------------------
 #写死的物品效果ID都放这边------请按数值顺序存放
 Def_Effect_GivePlayerMoneySilver = 201  #给人物金钱 铜钱道具效果ID
@@ -824,18 +932,10 @@
 Def_SkillID_HorsePetRobBossKillCntBuff = 21020   # 骑宠的怨念buff
 Def_SkillID_RealmBuff = 6100   # 境界经验buff
 
-Def_SkillID_FamilyWar_CWinBuff = 22101 # 仙盟联赛 - 连胜buff, 由连胜次数决定等级
-Def_SkillID_FamilyWar_JoinBuff = 22131 # 仙盟联赛 - 参与buff, 由人数决定等级
-Def_SkillID_FamilyWar_ResPointAdd = 22201 # 仙盟联赛 - 随机buff固定加资源点
-Def_SkillID_FamilyWar_ResPointAddPer = 22202 # 仙盟联赛 - 随机buff资源点成长加成
-Def_SkillID_FamilyWar_RandBuffAttr = 22203 # 仙盟联赛 - 随机buff属性加成,根据采集次数,成长buff等级
-Def_SkillID_FamilyWar_OwnerlessBuff = 22213 # 仙盟联赛 - 无主buff,随机N个敌方水晶变为无主
-
 Def_SkillID_LXHY_AddExpRate = 47113 # 流星火雨杀死的怪增加经验
 
 # 切地图需清除的buff
-ClearBuffOnMapChangeList = [Def_SkillID_DropOwnerBuff, Def_SkillID_FamilyWar_CWinBuff, 
-                            Def_SkillID_FamilyWar_JoinBuff, Def_SkillID_FamilyWar_RandBuffAttr]
+ClearBuffOnMapChangeList = [Def_SkillID_DropOwnerBuff]
 
 #技能ID对应的区域类型
 Def_AreaType_SkillID_Safe = 20011  # 安全区
@@ -846,8 +946,25 @@
 
 Def_SkillID_Peace = 23048   # 玩家间和平buff
 #----------------------------------------------------------------------
-#战斗类型
-Def_ChanceDefRate = 2000    # 抵御伤害概率, 目前固定20%概率
+
+#技能释放后需要额外处理逻辑
+AfterLogic_DelBuff = "DelBuff"
+AfterLogic_AddBuff = "AddBuff"
+AfterLogic_SyncBuff = "SyncBuff"
+
+#伤害类型
+(
+HurtType_Fail,              # 失败 - 如概率没有触发 0
+HurtType_Normal,            # 伤害 1
+HurtTYpe_Recovery,          # 回血 2
+HurtType_3,
+HurtType_4,
+HurtType_Parry,             # 格挡 5
+HurtType_IgnoreDef,         # 无视防御 6
+HurtType_SuperHit,          # 暴击 7
+HurtType_8,
+HurtType_Miss,              # 闪避 9
+) = range(10)
 
 #伤害类型
 (
@@ -869,7 +986,7 @@
 Def_HurtType_ThumpHit,     # 重击 16
 Def_HurtType_Yinji,     # 印记 17
 Def_HurtType_Burn,     # 灼烧 18
-) = range(1, 19)
+) = range(1001, 1001 + 18)
 #Def_HurtType_SuckBlood,      # 吸血 
 
 (
@@ -881,6 +998,9 @@
 
 #装备类型
 Def_EquipItemType = range(Def_ItemType_retWeapon, Def_ItemType_DogzEquipScute + 1)
+
+#主线装备类型
+Def_MainEquipType = range(Def_ItemType_retWeapon, Def_ItemType_retAmulet + 1)
 
 #神兽装备类型
 Def_DogzEquiipType = xrange(Def_ItemType_DogzEquipHorn, Def_ItemType_DogzEquipScute + 1)
@@ -916,16 +1036,6 @@
 #流向记录变更最小金币值(小于该值的暂不记录, 仅限金币)
 Def_DRRecord_Min_Silver = 500000
 Def_LargeTrade_Silver = 1000 * 1000
-#登陆初始储物柜格子数
-Def_PackCnt_Fashion = 1
-#登陆初始武器时装格子数
-Def_PackCnt_WeaponCoat = 8
-#初始化回收站
-Def_PackCnt_Recycle = 6
-#初始化临时交换背包格子数
-Def_PackCnt_TempSwap = 1
-#初始化临时存放背包格子数
-Def_PackCnt_TempItem = 10
 #玩家脱离战斗状态时间(6秒)
 Def_PlayerLeaveBattleTick = 3000
 #玩家PK多杀间隔
@@ -949,6 +1059,9 @@
 
 Def_Player_InitMapSignPointCount = 1  # 玩家初始化地图标记点数量
 Def_Player_MapSignPointMaxCount = 10  # 地图标记点最大数量
+
+#初始境界
+Def_InitOfficialRank = 0
 
 #玩家性别
 Def_PlayerSex_Type = 3
@@ -1140,11 +1253,12 @@
 
 #玩家登陆需要初始化的背包索引                
 Def_PlayerLoginInitPackIndexList = [#主角背包
-                                    IPY_GameWorld.rptRecycle, 
+                                    #IPY_GameWorld.rptRecycle, 
                                     IPY_GameWorld.rptEquip, 
                                     IPY_GameWorld.rptItem, 
                                     #IPY_GameWorld.rptFineSoulSlot,
-                                    IPY_GameWorld.rptAnyWhere, 
+                                    #IPY_GameWorld.rptAnyWhere, 
+                                    IPY_GameWorld.rptIdentify, 
                                     #时装背包
                                     #IPY_GameWorld.rptCabinetWeaponCoat, 
                                     #IPY_GameWorld.rptCabinetHorse, 
@@ -1152,10 +1266,10 @@
                                     #IPY_GameWorld.rptHorseEquip,
                                     ShareDefine.rptTempItem,
                                     ShareDefine.rptTreasure,
-                                    ShareDefine.rptPet,
-                                    ShareDefine.rptDogzItem,
-                                    ShareDefine.rptDogzEquip,
-                                    ShareDefine.rptGarbage,
+                                    #ShareDefine.rptPet,
+                                    #ShareDefine.rptDogzItem,
+                                    #ShareDefine.rptDogzEquip,
+                                    #ShareDefine.rptGarbage,
                                     ShareDefine.rptHero,
                                     ]
 
@@ -1196,15 +1310,24 @@
 CampType_Justice = ShareDefine.CampType_Justice  # 正义
 CampType_Evil = ShareDefine.CampType_Evil  # 邪恶
 
+#buff释放类型
+BuffAtkType_DamageShield = 1003 # 承伤盾
+
+#计算类型
+Def_CalcTypeList = (
+Def_Calc_Attack, # 攻击 0
+Def_Calc_MaxHP, # 最大生命值 1
+Def_Calc_HurtValue, # 伤害值 2
+Def_Calc_TagMaxHP, # 目标最大生命值 3
+) = range(4)
+
 #治疗类型(影响公式参数)
 Def_CureTypeList = (
 Def_Cure_Attack, # 攻击 0
 Def_Cure_MaxHP, # 最大生命值 1
-Def_Cure_PNE, # 智力 2
-Def_Cure_PHY, # 敏捷 3
-Def_Cure_HurtValue, # 伤害值 4
-Def_Cure_TagMaxHP, # 目标最大生命值 5
-) = range(6)
+Def_Cure_HurtValue, # 伤害值 2
+Def_Cure_TagMaxHP, # 目标最大生命值 3
+) = range(4)
 
 #回魔类型(影响公式参数)
 Def_RestoreTypeList = (
@@ -1225,6 +1348,41 @@
 Def_Skill_HappenState_LuckyHit = 0x0004  # 必会心一击
 Def_Skill_HappenState_ThumpHit = 0x0008  # 必重击
 
+# 回合战斗行列数
+TurnFightRows = 2
+TurnFightCols = 3
+
+def GetInColNum(posNum):
+    ## 获取站位编号所在列编号
+    # @param posNum: 在阵容中的站位 1 ~ n
+    # @return:  1 ~ 总列数
+    return (posNum - 1) % TurnFightCols + 1
+
+def GetInRowNum(posNum):
+    ## 获取站位编号所在行编号
+    # @param posNum: 在阵容中的站位 1 ~ n
+    # @return:  1 ~ 总行数
+    return (posNum - 1) / TurnFightCols + 1
+
+# 技能目标 - 瞄准范围
+(
+SkillTagAim_All, # 全部 0
+SkillTagAim_Relative, # 对位位置 1
+SkillTagAim_FrontRow, # 前排  2
+SkillTagAim_BackRow, # 后排  3
+SkillTagAim_Vertical, # 竖排/纵排 4
+SkillTagAim_Self, # 自己 5
+SkillTagAim_MainSkill, # 继承主技能目标 6
+) = range(7)
+
+# 技能目标 - 细分
+(
+SkillTagAffect_None, # 无  0
+SkillTagAffect_HPLowest, # 血量最低 1
+SkillTagAffect_HPHighest, # 血量最高 2
+SkillTagAffect_Death, # 死亡单位 3
+SkillTagAffect_UncontrolledPriority, # 未被控制优先 4
+) = range(5)
 
 #技能施法目标
 Def_UseSkillAim_Type = 3
@@ -1512,8 +1670,6 @@
 Def_RecycleReturnMoney = 1000
 #玩家换装的最短时间
 Def_MinChangeEquipTime = 300
-#玩家一键换装的最短时间
-Def_OneKeyChangeEquipTime = 3000
 #背包重整的最短时间间隔
 Def_ItemPackResetInterval = 3000
 #自动恢复计算间隔
@@ -1646,9 +1802,6 @@
 #GM操作字符
 Def_GM_Oper_ForbidAcc = 'GMOperForbidAcc'                  #GM操作符:踢出玩家
 #---------------------------------------------------------------------
-#GM活动ID(10倍)
-Def_GY_GM_GameID_MapGiveExp_Ten = 3000005
-Def_GY_GM_GameID_MapGiveExp_Fifty = 3000006
 
 #------------
 # 非c++定义的账号状态,py用的账号锁定,禁言,按位判断
@@ -1738,10 +1891,9 @@
 Def_NstNull, Def_NstMoving, Def_NstDead, Def_NstAttack = range(4)
 
 #-------------------------------#副本相关#------------------------
-# 主线小怪
-Def_FBMapID_Main = 1
-# 主线Boss
-Def_FBMapID_MainBoss = 2
+
+Def_FBMapID_Main = 1 # 主线小怪
+Def_FBMapID_MainBoss = 2 # 主线Boss
 
 #创角新手村地图ID列表
 Def_CreatRoleMapIDList = [10000]
@@ -1856,11 +2008,6 @@
 #镜像切磋
 Def_FBMapID_MirrorBattle = 100
 
-#回合战斗自定义地图ID
-TurnFightMapIDList = (
-Def_TFMapID_MineArea, # 福地 1
-) = range(1, 1 + 1)
-
 #前端自定义场景地图
 ClientCustomSceneList = [Def_FBMapID_PersonalBoss, Def_FBMapID_ArenaBattle, Def_FBMapID_MirrorBattle]
 
@@ -1959,44 +2106,8 @@
 
 #副本ID转换
 Def_FB_MapID = {
-                'FamilyWar':[Def_FBMapID_FamilyWar],  # 仙盟联赛
-                'FamilyInvade':[Def_FBMapID_FamilyInvade], # 守卫人皇
-                'FamilyBoss':[Def_FBMapID_FamilyBossMap], # 战盟boss
-                'TrialTower':[Def_FBMapID_TrialTower], # 试炼之塔
-                'ClearDevil':[Def_FBMapID_ClearDevil], # 除魔卫道
-                'MagicWeapon':[Def_FBMapID_MagicWeapon], # 法宝副本
-                'IceLode':[Def_FBMapID_IceLode], # 冰晶矿脉
-                'DuJie':[Def_FBMapID_DuJie], #渡劫
-                'KirinHome':[Def_FBMapID_KirinHome], #麒麟之府
-                'BZZD':[Def_FBMapID_BZZD], # 百战之地(仙界秘境)
-                'GodArea':[Def_FBMapID_GodArea],#古神禁地
-                'PersonalBoss':[Def_FBMapID_PersonalBoss],#个人BOSS
-                'FamilyParty':[Def_FBMapID_FamilyParty],#仙盟宴会
-                'MunekadoTrial':[Def_FBMapID_MunekadoTrial],#宗门试炼
-                'ChaosDemon':[Def_FBMapID_ChaosDemon], #混乱妖域
-                'KillDevil':[Def_FBMapID_KillDevil], #讨伐妖魔
-                'QueenRelics':[Def_FBMapID_QueenRelics], #娲皇遗迹
-                'ElderBattlefield':[Def_FBMapID_ElderBattlefield], #上古战场
-                'Guard':[Def_FBMapID_Guard], #守护副本
-                'SealDemon':[Def_FBMapID_SealDemon, Def_FBMapID_SealDemonEx], #封魔坛
-                'XMZZ':[Def_FBMapID_XMZZ], #仙魔之争
-                #'ArenaBattle':[Def_FBMapID_ArenaBattle],#竞技场战斗
-                #'CrossRealmPK':[Def_FBMapID_CrossRealmPK], #跨服竞技场
-                #'CrossChampionship':[Def_FBMapID_CrossChampionship], #跨服排位
-                'CrossDemonKing':[Def_FBMapID_DemonKing, Def_FBMapID_CrossDemonKing], #妖王
-                'CrossGrassland':[Def_FBMapID_CrossGrasslandLing, Def_FBMapID_CrossGrasslandXian], #草园
-                'GatherSoul':[Def_FBMapID_GatherSoul],#聚魂副本
-                'ZhuXianBoss':[Def_FBMapID_ZhuXianBoss],#诛仙BOSS
-                'SkyTower':[Def_FBMapID_SkyTower],#天星塔
-                'RealmTower':[Def_FBMapID_RealmTower],#境界塔
-                'AllFamilyBoss':[Def_FBMapID_AllFamilyBoss],#多仙盟BOSS
-                'HorsePetBoss':[Def_FBMapID_HorsePetBoss],#骑宠BOSS
-                'FairyTreasure':[Def_FBMapID_FairyTreasure],#缥缈宝藏
-                'Love':[Def_FBMapID_Love],#情缘副本
-                'CrossBattlefield':[Def_FBMapID_CrossBattlefield], #跨服战场
-                'CrossFamilyFlagwar':[Def_FBMapID_CrossFamilyFlagwar], #跨服仙盟夺旗战/逐鹿万界
-                'MineArea':[Def_TFMapID_MineArea], #福地
-                'MirrorBattle':MirrorBattleMapIDList, #镜像切磋
+                'MainLevel':[Def_FBMapID_Main],  # 主线关卡
+                'MainLevelBoss':[Def_FBMapID_MainBoss],  # 主线关卡boss
                 }
 
 #特殊副本ID, 由系统分配, 进入时候不验证IsMapCopyFull
@@ -2016,16 +2127,10 @@
 Def_FB_DropDoCountRate = 'DropDoCountRate' # 怪物掉落执行次数万分率
 Def_FB_DropDoCountAdd = 'DropDoCountAdd' # 怪物掉落执行次数加成固定值
 Def_FB_SingleFBPlayerID = 'SingleFBPlayerID' # 个人副本玩家ID
-Def_FB_HelpBattleFBObjID = 'HelpBattleFBObjID_%s' # 助战副本助战NPC机器人/玩家ID对应实例ID, 参数为玩家ID
-Def_FB_HelpBattleGoldCall = 'HelpBattleGoldCall_%s' # 助战机器人是否花费召唤, 参数为玩家ID
 
 FBPlayerDict_EncourageLV = 'FBPlayerDict_EncourageLV'   # 鼓舞等级
 FBPlayerDict_IsDelTicket = 'FBPlayerDict_IsDelTicket'   # 是否已扣除入场券/进入次数
 FBPlayerDict_IsHelpFight = 'FBPlayerDict_IsHelpFight' # 是否助战
-
-FBPD_HelpBattleRefreshCount = 'FBPD_HelpBattleRefreshCount' # 助战已刷新次数
-FBPD_HelpBattleFBFightPower = 'FBPD_HelpBattleFBFightPower' # 副本战力
-FBPD_HelpBattleFBBaseHurt = 'FBPD_HelpBattleFBBaseHurt' # 副本伤害
 
 #领取奖励标识
 (
@@ -2189,6 +2294,10 @@
 DropOwnerType_Contend, # 争夺 8 第一个攻击的获得归属,击杀当前归属者的玩家成为新归属者
 DropOwnerType_RankHurtPlayer, # 个人伤血排行奖励归属 9 根据玩家个人伤血排行给奖励,伤血不重置
 ) = range(10)
+
+#阵营
+Def_FactionA = 1
+Def_FactionB = 2
 
 #------------------------------------------------
 #技能类型
@@ -2449,25 +2558,21 @@
                                             ShareDefine.retTrousers,    #6 裤子
                                             ShareDefine.retShoes,       #7 鞋子
                                             ShareDefine.retGlove,       #8 手套
-                                            ShareDefine.retNeck,        #9 项链
-                                            ShareDefine.retFairyCan,    #10 仙器1
-                                            ShareDefine.retFairyCan2,   #11 仙器2
-                                            ShareDefine.retJade,        #12 玉佩
+                                            ShareDefine.retShawl,       #9 披肩
+                                            ShareDefine.retNeck,        #10 项链
+                                            ShareDefine.retRing,        #11 戒指
+                                            ShareDefine.retAmulet,      #12 玉佩
                                                       ],
                               }
 
 ## 装备位 - 基础攻击类
-EquipPlace_BaseWeapon = [ShareDefine.retWeapon, ShareDefine.retWeapon2, ShareDefine.retBelt, ShareDefine.retGlove]
+EquipPlace_BaseWeapon = []
 ## 装备位 - 基础防具类
-EquipPlace_BaseArmor = [ShareDefine.retHat, ShareDefine.retClothes, ShareDefine.retTrousers, ShareDefine.retShoes]
-## 装备位 - 仙器
-EquipPlace_Relics = [ShareDefine.retFairyCan, ShareDefine.retFairyCan2]
-## 装备位 - 特殊
-EquipPlace_Special = [ShareDefine.retNeck, ShareDefine.retFairyCan, ShareDefine.retFairyCan2, ShareDefine.retJade]
+EquipPlace_BaseArmor = []
 ## 装备位 - 所有基础
 EquipPlace_Base = EquipPlace_BaseWeapon + EquipPlace_BaseArmor
 ## 装备位 - 灵器
-EquipPlace_LingQi = [ShareDefine.retWing, ShareDefine.retGuard1, ShareDefine.retPeerlessWeapon, ShareDefine.retPeerlessWeapon2]
+EquipPlace_LingQi = []
 
 #装备物品位置,不需要重刷属性
 EquipItemNoRefreshState = [
@@ -2505,45 +2610,6 @@
 TYPE_Time_Format_YmdHMS = "%Y%m%d%H%M%S"
 #---------------------------------------------------------------------
 
-#无限封存时间(10年)
-Def_GMPower_MaxTime = 60*24*365*10
-#GM权限表
-
-#                            GM命令                超级GM(1级)   A级GM(2级)  B级GM(3级)  C级GM(4级)  D级GM(5级)
-Def_GMPower_Disc = {       
-                    'GY_GM_PlayerDetailByID' : { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #角色查询 
-                    'GY_GM_MoveToPlayerByID' : { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #传送到玩家身边
-                    'GY_GM_PullPlayerByID'   : { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #把玩家拉到身边
-                    'GY_GM_ViewBroadcast'    : { 1 : True ,  2 : True , 3 : True , 4 : False,  5 : False} , #查询公告
-                    'GY_GM_ForbidFight'      : { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : False} , #禁止战斗
-                    'GY_GM_KickPlayer'       : { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #踢玩家下线
-                    'GY_GM_CloseAccID'       : { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : False} , #帐号封存
-                    'GY_GM_SetNoSight'       : { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #设置隐身
-                    'GY_GM_CancelNoSight'    : { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #取消隐身
-                    'GY_GM_ForbidTalk'       : { 1 : True ,  2 : True , 3 : True , 4 : False,  5 : False} , #禁止说话
-                    'GY_GM_ChangeGMLV'       : { 1 : True ,  2 : False, 3 : False, 4 : False,  5 : False} , #更改权限
-                    'GY_GM_SetExpRate'       : { 1 : True ,  2 : True , 3 : True , 4 : False,  5 : False} , #经验倍率
-                    'GY_GM_StartGame'        : { 1 : True ,  2 : True , 3 : True , 4 : False,  5 : False} , #开启活动
-                    'GY_GM_ViewGame'         : { 1 : True ,  2 : True , 3 : True , 4 : False,  5 : False} , #查询活动
-                    'GY_GM_FindPlayerByID'   : { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #查询玩家
-                    'GY_GM_FindPlayerByName' : { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #查询玩家
-                    'GY_GM_GivePlayerExp'    : { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #给经验
-                    'GY_GM_Broadcast'        : { 1 : True ,  2 : True , 3 : True , 4 : False,  5 : False} , #发布公告
-                    'GY_GM_ViewWordExpRate'  : { 1 : True ,  2 : True , 3 : True , 4 : False,  5 : False} , #查看服务器经验倍率
-                    'GY_GM_MapGiveExp'       : { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #设置指定地图经验倍率
-                   'GY_GM_Offline_FindPlayer': { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #脱机工具-查找玩家
-                    'GY_GM_Offline_ViewItem' : { 1 : True ,  2 : True , 3 : True , 4 : False,  5 : False} , #脱机工具-查看物品
-               'GY_GM_Offline_ViewAttribute' : { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #脱机工具-查看玩家属性
-                    'GY_GM_Offline_ViewSkill': { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #脱机工具-查看玩家技能
-                    'GY_GM_Offline_ViewTitle': { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #脱机工具-查看玩家称号
-                    'GY_GM_Offline_ViewMoney': { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #脱机工具-查看玩家货币
-                   'GY_GM_Offline_ViewGMOper': { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #脱机工具-查看玩家GM操作
-                    'GY_GM_CloseBroadcast'   : { 1 : True ,  2 : True , 3 : True , 4 : False,  5 : False} , #脱机工具-消除公告
-                    'GY_GM_Offline_UnBind'   : { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #脱机工具-解封玩家
-                'GY_GM_Offline_ViewUnBind'   : { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #脱机工具-查询玩家
-                    }
-
-#---------------------------------------------------------------------
 #请求类型(需要和GameServer中的一致)
 Def_QueryType_Count = 56
 (
@@ -2973,10 +3039,13 @@
 
 # 回合攻击战斗类型
 (
-TurnBattleType_Normal, # 常规攻击
-TurnBattleType_Combo, # 连击
-TurnBattleType_AtkBack, # 反击
-) = range(3)
+TurnBattleType_Normal, # 常规攻击 0
+TurnBattleType_Combo, # 连击 1
+TurnBattleType_AtkBack, # 反击 2
+TurnBattleType_Pursue, # 追击 3
+TurnBattleType_Enhance, # 额外技能 4
+TurnBattleType_Passive, # 被动技能 5
+) = range(6)
 
 Def_PerTurnTick = 1000 # 每回合等同于常规tick时长
 
@@ -2988,6 +3057,8 @@
 #---Obj字典-------
 Def_Obj_Dict_Faction = 'Faction' # 所属阵营
 Def_Obj_Dict_LineupPlayerID = 'LineupPlayerID' # 阵容所属玩家ID,可用于判断是否玩家阵容,PVP或PVE
+Def_Obj_Dict_HeroID = 'HeroID' # 该战斗NPC所绑定的武将ID,一般仅玩家阵容有
+Def_Obj_Dict_SkinID = 'SkinID' # 该战斗NPC所绑定的武将皮肤ID,一般仅玩家阵容有
 Def_Obj_Dict_TurnFightPosInfo = 'TurnFightPosInfo' # 回合制站位: 阵营编号*100+阵型站位,阵型站位为0时代表非主战单位
 Def_Obj_Dict_TurnFightTimeline = 'TurnFightTimeline' # 回合制战斗时间线: 回合数*100+行动编号节点
 Def_Obj_Dict_TurnComboNum = 'TurnComboNum' # 单次累计连击次数
@@ -3055,6 +3126,26 @@
 Def_NPC_Dict_TimeLostHPFightPowerEx = 'TimeLostHPFightPowerEx' # 按时间掉血战力
 
 #玩家状态定义,不能超过31个,如超过,需扩展多个key支持
+BatObjStateList = (
+    BatObjState_Normal, # 无 0
+    BatObjState_Frozen, # 冰冻 1
+    BatObjState_Cold, # 减速/寒冷 2
+    BatObjState_Stun, # 眩晕 3
+    BatObjState_Burn, # 灼烧 4
+    BatObjState_Poison, # 中毒 5
+    BatObjState_Bleeding, # 流血 6
+    BatObjState_EasyHurt, # 易伤 7
+    BatObjState_Wudi, # 无敌 8
+    BatObjState_Sneer, # 嘲讽 9
+    BatObjState_LimitSkill, # 沉默 10
+    BatObjState_LimitAddHP, # 禁疗 11
+    BatObjState_Stone, # 石化 12
+) = range(13)
+
+# 被控制的状态列表,无法行动,处于某些控制类buff影响状态下,如晕眩,冰冻,石化
+InControlledStateList = [BatObjState_Frozen, BatObjState_Stun, BatObjState_Stone]
+
+#玩家状态定义,不能超过31个,如超过,需扩展多个key支持
 Def_PlayerStateList = (
     Def_PlayerState_Normal, # 无 0
     Def_PlayerState_Freezed, # 定身状态 1
@@ -3093,32 +3184,18 @@
 # key的长度不能超过29个字节
 Def_PlayerKey_BurnOwnerID =  "burnOwnerID"  # 灼烧BUFF特殊处理,部分buff跟随灼烧消失
 Def_PlayerKey_SkillInDelBuff = "SkillInDelBuff"   # buff中释放技能添加buff要特殊记录给后续处理,直接删除/添加会导致错乱
-Def_PlayerKey_TheFBSkillsCD = "TheFBSkillsCD"    # 减少指定技能组CD XX%
-Def_PlayerKey_BurnValue = "BurnValue"    # 灼烧固定伤害
-Def_PlayerKey_BurnTimePer = "BurnTimePer"    # 延长灼烧时间百分比
-Def_PlayerKey_SubSpeedPer = "SubSpeedPer"    # 减移动速度百分比
-Def_PlayerKey_YinjiCnt = "YinjiCnt"   # 当前印记数
-Def_PlayerKey_LostYinjiTime = "LostYinjiTime"   # 每X秒自动消失一个印记
 Def_PlayerKey_1314HurtCount = "1314cnt"   # 类剑刃风暴技能的1314效果,伤害次数处理
 Def_PlayerKey_FirstDefender = "FDID"   # 第一个防守者,只用于比较
 Def_PlayerKey_SelectObjID = "selectID"   # 锁定模式选中,不用SetActionObj
 Def_PlayerKey_SelectObjType = "selectType"   # 锁定模式选中
-Def_PlayerKey_NormalHurt = "NormalHurt"   # 属性普通攻击增伤:普通攻击附加的固定值伤害
-Def_PlayerKey_NormalHurtPer = "NormalHurtPer"    # 属性普通攻击加成:普通攻击附加的伤害百分比
-Def_PlayerKey_FabaoHurt = "FabaoHurt"    # 属性法宝技能增伤:法宝技能攻击附加的固定值伤害
-Def_PlayerKey_FabaoHurtPer = "FabaoHurtPer"    # 属性法宝技能加成:法宝技能攻击附加的伤害百分比
 Def_PlayerKey_AddBuffLayer = "addBuffLayer" # buff当前层数
 Def_PlayerKey_BuffHurtCnt = "BuffHurtCnt" # 持续buff掉血次数
 Def_PlayerKey_Zhansha = "zhansha"   # 斩杀标志
-Def_PlayerKey_ZhuxianRate = "ZXRate"   # 诛仙一击的概率
-Def_PlayerKey_ZhuxianHurtPer = "ZXHurtPer"   # 诛仙一击的伤害%
 Def_PlayerKey_LockHPSkillID = "LockHPSkillID"   # 锁血功能的技能
 Def_PlayerKey_GodWeaponBeforeProDef = "GWBPD"   # 神兵护盾被攻击前的值
 Def_PlayerKey_curHurtValue = "curHurtValue"     # 计算中的临时伤害值,技能特殊用
 Def_PlayerKey_curHurtValueEx = "curHurtValueEx"     # 计算中的临时伤害值,技能特殊用
 Def_PlayerKey_SomersaultTime = "Somersault"     # 翻滚一定时间内无敌,表现为MISS
-Def_PlayerKey_CopyFuncAttr = "CopyFuncAttr%s"     # 玩家属性刷新中的计算属性缓存,便于buff刷新计算
-Def_PlayerKey_CopyFuncAttrEx = "CopyFuncAttrEx%s"     # 玩家属性刷新中的计算属性缓存,便于buff刷新计算
 Def_Player_RefreshAttrByBuff = "PlayerAttrByBuff"   # 玩家属性刷新功能属性缓存,便于buff刷新计算, 间隔刷新
 Def_Player_HadRefreshAttr = "HadRefreshAttr"   # 玩家在本地图是否刷新过属性
 Def_PlayerKey_ClientCustomScene = "ClientCustomScene"     # 客户端自定义场景状态
@@ -3130,9 +3207,6 @@
 Def_PlayerKey_ResetFBLinePosY = "ResetFBLinePosY"     # 请求切换副本多合一地图功能线路ID
 Def_PlayerKey_AttackFollowMaster = "FollowAtk"     # 召唤兽跟随攻击
 Def_PlayerKey_MoreHurtValue = "MoreHurtValue"     # 额外的伤害值,一般用于不走公式
-Def_PlayerKey_BloodShiledHurt = "BSHurt"     # 伤害值用于血盾抵消
-Def_PlayerKey_BloodShiledHurtEx = "BSHurtEx"     # 伤害值用于血盾抵消
-Def_PlayerKey_EquipTime = "EquipTime"     # 时效装备
 Def_PlayerKey_PowerPartTime = "PowerPartTime"     # 蓄力每次消耗时间,因攻速改变
 Def_PlayerKey_PowerPartCount = "PowerPartCount"     # 蓄力技能能量次数
 Def_Player_RefreshAttr = "Player_RefreshAttr"   # 玩家刷新属性标志
@@ -3161,16 +3235,10 @@
 Def_PlayerKey_MirrorBattleTime = 'MirrorBattleTime'    # 最近一次请求镜像战斗时间戳
 Def_PlayerKey_MirrorBattleID = 'MirrorBattleID'    # 镜像战斗ID,有值时代表处于镜像战斗中
 
-Def_PlayerKey_FamilyArrestQueryState = 'ArrestQueryState'  # 家族悬赏任务完成查询状态
 Def_PlayerKey_Frist_Lock = "Frist_Lock"  # 是否接受了任务1
 Def_PlayerKey_TaskExpRewardMultiple = "TaskExpRewardMultiple"  # 任务经验奖励倍值
 Def_PlayerKey_BuyItemCnt = "BuyItemCnt"  # 购买物品数量
-Def_PlayerKey_SpeedValueNotBuff = "SpeedValueNotBuff"  # 玩家移动速度数值参数, 非实际移动速度,不含buff
-Def_PlayerKey_SpeedValue = "SpeedValue"  # 玩家移动速度数值参数, 非实际移动速度,含buff
 Def_PlayerKey_SpeedHorse = "SpeedHorse"  # 骑乘时附加移动速度值
-Def_PlayerKey_AtkSpeedSet = "AtkSpeedSet"  # 攻击速度固定值, 大于0表示攻击速度强制为该值
-Def_PlayerKey_AtkInterval = "NormalAtkInterval_%s"  # 公共技能CD类型
-Def_PlayerKey_AtkTick = "NormalAtkTick_%s"  # 公共技能CD类型
 Def_PlayerKey_QueryOpenServerAwardState = "QueryOpenServerAwardState"  # 查询开服奖励状态
 Def_PlayerKey_QueryFamilyStoreTick = "QueryFamilyStoreTick"  # 战盟仓库操作tick
 
@@ -3178,10 +3246,6 @@
 Def_PlayerKey_QueryNewGuyCardType = 'QueryNewGuyCardType'  # 查询的新手卡类型
 Def_PlayerKey_TradeTagNPC = "TradeTagNPC"    # 当前商店的npcid
 
-Def_PlayerKey_LastSkillComboTick = "LastSkillComboTick"    #上次技能连击tick
-Def_PlayerKey_SkillComboCnt = "SkillComboCnt"    #技能连击数
-Def_PlayerKey_ComboSkillTypeID = "ComboSkillTypeID"    #当前连击的技能TypeID
-Def_PlayerKey_ComboAddHurtPer = "ComboAddHurtPer"    #当前连击的伤害加成万分率
 Def_PlayerKey_ComboBuffProcessState = "ComboBuffProcessState"    #持续性buff连击处理状态
 Def_PlayerKey_LvAwardQueryState = 'LvAwardQueryState'  # 等级奖励领奖查询状态
 Def_PlayerKey_StoreQueryState = 'StoreQueryState'  # 商店全服购买次数查询状态
@@ -3197,40 +3261,8 @@
 Def_PlayerKey_TeamMemCount = "TeamMemCount"      #队伍在线玩家数
 Def_PlayerKey_CurState = "PlayerCurState" # 当前状态信息, 标记详见 Def_PlayerStateList
 Def_PlayerKey_AttrFaintCD = "AttrFaintCD"        #击晕CD控制
-Def_PlayerKey_AttrFaintRate = "FaintRate"        #触发击晕
-Def_PlayerKey_AttrFaintDefRate = "FaintDefRate"        #击晕抵抗
-Def_PlayerKey_AttrAtkerFreezed = "AttrAtkerFreezed_50"        #玩家被攻击触发定身
-Def_PlayerKey_AttrAddAngry = "AttrAddAngry_51"        #玩家攻击增加额外仇恨
-Def_PlayerKey_AttrComboRate = "ComboRate"        #连击几率
-Def_PlayerKey_AttrComboDamPer = "ComboDamPer"        #连击伤害
-Def_PlayerKey_SkillAtkRateReduce = "SkillAtkRateReduce"    #技能攻击比例减少
-Def_PlayerKey_AttrDropEquipPer = "DropEquipPer"    #装备掉率
-Def_PlayerKey_AttrDamagePVP = "DamagePVP"    #PVP固定伤害输出
-Def_PlayerKey_AttrDamagePVPReduce = "DamagePVPReduce"    #PVP固定伤害减少
-Def_PlayerKey_AttrDamagePVE = "DamagePVE"    #伤害输出计算固定值PVE
-Def_PlayerKey_AttrDamagePerPVP = "DamagePerPVP"    #伤害输出计算百分比PVP
-Def_PlayerKey_AttrDamagePerPVPReduce = "DamagePerPVPReduce"    #伤害输出计算百分比PVP减少
-Def_PlayerKey_AttrHurtPer = "AttrHurtPer"    #受伤计算百分比
-Def_PlayerKey_AttrDamChanceDef = "DamChanceDef"    #20%的概率抵御伤害比率
-Def_PlayerKey_AttrProDefHPPer = "ProDefHPPer"    #生命上限换算为防护值的百分比
-Def_PlayerKey_AttrProDefAbsorb = "ProDefAbsorb"    #防护值吸收伤害比率
-Def_PlayerKey_AttrPetMinAtk = "AttrPetMinAtk"    #宠物最小攻击力
-Def_PlayerKey_AttrPetMaxAtk = "AttrPetMaxAtk"    #宠物最大攻击力
-Def_PlayerKey_AttrPetDamPer = "AttrPetDamPer"    #宠物伤害百分比提升
-Def_PlayerKey_PetSkillAtkRate = "PetSkillAtkRate"    #宠物技能攻击比例加成
-Def_PlayerKey_AttrPerLVAtk = "PerLVAtk"    #每1级+%s攻击, 数值取万分率,支持小数算法
-Def_PlayerKey_AttrPerLVMaxHP = "PerLVMaxHP"    #每1级+%s生命, 数值为固定值
-Def_PlayerKey_AttrShieldMPCostRate = "AttrShieldMPCostRate"    #魔法盾伤害吸收蓝耗比率
-Def_PlayerKey_AttrXP = "AttrXP"    #当前XP
-Def_PlayerKey_AttrXPRestorePer = "AttrXPRestorePer"    #自动恢复XP值比率
 Def_PlayerKey_MarkLoadMapTick = "LoadMapTickVIP"        #记录切换地图后的tick,VIP
 Def_PlayerKey_MTFreeOnlineRefreshTick = "MTFreeOnlineRTick"        # 寻宝在线计算时间
-Def_PlayerKey_MFPFightPower = "MFPFightPower_%s"        #模块战斗力, 求余亿部分,参数(模块类型索引)
-Def_PlayerKey_MFPFightPowerPoint = "MFPFightPowerPoint_%s"        #模块战斗力, 整除亿部分,参数(模块类型索引)
-Def_PlayerKey_MFPSkill = "MFPSkill_%s"        #技能附加战斗力, 参数(模块类型索引)
-Def_PlayerKey_MFPSkillEx = "MFPSkillEx_%s"        #技能附加战斗力, 参数(模块类型索引)
-Def_PlayerKey_MFPEx = "MFPEx_%s"        #模块附加战斗力, 参数(模块类型索引)
-Def_PlayerKey_MFPExPoint = "MFPExPoint_%s"        #模块附加战斗力, 参数(模块类型索引)
 Def_PlayerKey_AtkWithoutBuff = "AtkWithoutBuff"        #玩家无buff状态下的攻击值
 Def_PlayerKey_DefWithoutBuff = "DefWithoutBuff"        #玩家无buff状态下的防御值
 Def_PlayerKey_HPWithoutBuff = "HPWithoutBuff"        #玩家无buff状态下的生命值
@@ -3244,137 +3276,17 @@
 Def_PlayerKey_AttrActivatyNotify = "AttrActivatyNotify" # 属性激活提示类型
 Def_PlayerKey_EquipOrangeCount = "EquipOrangeCount" # 装备信息 - 橙装及以上件数
 Def_PlayerKey_LastHurt = "PlayerLastHurt" # 最后补刀
-Def_PlayerKey_AddBackHPPer = "AddBackHPPer"    #增加生命恢复效果
-Def_PlayerKey_ReduceBackHPPer = "ReduceBackHPPer"    #降低生命恢复效果
-Def_PlayerKey_NPCHurtAddPer = "NPCHurtAddPer"  # 对怪物伤害加成
-Def_PlayerKey_JobAHurtAddPer = "JobAHurtAddPer"  # 目标战士伤害加成
-Def_PlayerKey_JobBHurtAddPer = "JobBHurtAddPer"  # 目标法师伤害加成
-Def_PlayerKey_JobCHurtAddPer = "JobCHurtAddPer"  # 目标弓手伤害加成
-Def_PlayerKey_NPCAtkReducePer = "NPCAtkReducePer"  # NPC攻击伤害减免
-Def_PlayerKey_JobAAtkReducePer = "JobAAtkReducePer"  # 战士攻击伤害减免
-Def_PlayerKey_JobBAtkReducePer = "JobBAtkReducePer"  # 法师攻击伤害减免
-Def_PlayerKey_JobCAtkReducePer = "JobCAtkReducePer"  # 弓手攻击伤害减免
-Def_PlayerKey_LuckyHitReduce = "LuckyHitReduce"  # 会心一击伤害减免固定值
-Def_PlayerKey_GreatHitReducePer = "GreatHitReducePer"  # 卓越一击伤害减免
-Def_PlayerKey_SuperHitReduce = "SuperHitReduce"  # 暴击伤害减免固定值
-Def_PlayerKey_IgnoreDefReducePer = "IgnoreDefReducePer"  # 无视防御伤害减免
-Def_PlayerKey_LuckyHitRateReduce = "LuckyHitRateReduce"  # 抗会心一击概率
-Def_PlayerKey_GreatHitRateReduce = "GreatHitRateReduce"  # 抗卓越一击概率
-Def_PlayerKey_SuperHitRateReduce = "SuperHitRateReduce"  # 抗暴击概率
-Def_PlayerKey_IgnoreDefRateReduce = "IgnoreDefRateReduce"  # 抗无视防御概率
 Def_PlayerKey_LastHurtValue = "LastHurtValue" # 最后一次伤害值
 Def_PlayerKey_LastHurtValueEx = "LastHurtValueEx" # 最后一次伤害值
 Def_PlayerKey_LastHurtNPCObjID = "LastHurtNPCObjID" # 最后攻击的NPCObjID
 Def_PlayerKey_LastAttackerObjID = "LastAttackerObjID" # 被攻击者记录的最近攻击玩家ID
-Def_PlayerKey_CommMapExpRate = "CommMapExpRate" # 常规地图经验倍率加成
-Def_PlayerKey_BossFinalHurtPer = "BossFinalHurtPer" # boss最终伤害百分比
-Def_PlayerKey_FinalHurtPer = "FinalHurtPer" # 最终伤害百分比
-Def_PlayerKey_FinalHurtReducePer = "FHReducePer" # 最终伤害减免百分比
-Def_PlayerKey_FuhaoHitRate = "FuhaoHitRate" # 富豪一击概率
-Def_PlayerKey_FinalHurt = "FinalHurt" # 最终固定伤害增加
-Def_PlayerKey_BleedDamage = "BleedDamage" # 流血伤害
-Def_PlayerKey_FinalHurtReduce = "FinalHurtReduce" # 最终固定伤害减少
-Def_PlayerKey_BossIDHurt = "BossIDHurt" # 对指定boss伤害加成固定值
-Def_PlayerKey_BossIDHurtAddPer = "BossIDHurtAddPer" # 对指定boss伤害加成倍率
-Def_PlayerKey_DropEquipDoCount = "DropEquipDoCount" # 装备掉落执行次数加成万分率
-Def_PlayerKey_BaseAtkMin = "BaseAtkMin" # 基础最小攻击
-Def_PlayerKey_BaseAtkMax = "BaseAtkMax" # 基础最大攻击
-Def_PlayerKey_BaseMaxHP = "BaseMaxHP" # 基础生命
-Def_PlayerKey_BaseDef = "BaseDef" # 基础防御
-Def_PlayerKey_BaseHit = "BaseHit" # 基础命中
-Def_PlayerKey_BaseMiss = "BaseMiss" # 基础闪避
-Def_PlayerKey_BaseAtkAddPer = "BaseAtkAddPer" # 基础攻击百分比
-Def_PlayerKey_BaseMaxHPAddPer = "BaseMaxHPAddPer" # 基础生命百分比
-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_FaQiMaxHPPer = "FaQiMaxHPPer" # 法器生命百分比
-Def_PlayerKey_FaQiAtkPer = "FaQiAtkPer" # 法器攻击百分比
-Def_PlayerKey_FaQiDefPer = "FaQiDefPer" # 法器防御百分比
-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
-Def_PlayerKey_StoneAtkPer = "StoneAtkPer" # 宝石攻击百分比
-Def_PlayerKey_HPCureEnhance = "HPCureEnhance" # 血瓶恢复效果
 Def_PlayerKey_HadInitFruitAttr = "HadInitFruitAttr" # 是否已经刷新过果实属性
-Def_PlayerKey_OnlyFinalHurt = "OnlyFinalHurt"   # 额外输出伤害
-Def_PlayerKey_PVPAtkBackHP = "PVPAtkBackHP"   # PVP攻击回血
-Def_PlayerKey_HitSucessRate = "HitSucessRate"   # 命中成功率
-Def_PlayerKey_MissSucessRate = "MissSucessRate"   # 闪避成功率
-Def_PlayerKey_CurePer = "CurePer"   # 治疗加成 默认百分百
-Def_PlayerKey_BeHurtPer = "BeHurtPer"   # 加深受到伤害百分比
-Def_PlayerKey_TitleMaxHPPer = "TitleMaxHPPer"   # 称号生命加成
-Def_PlayerKey_TitleAtkPer = "TitleAtkPer"   # 称号攻击加成
-Def_PlayerKey_TitleDefPer = "TitleDefPer"   # 称号防御加成
-Def_PlayerKey_FaceMaxHPPer = "FaceMaxHPPer"   # 头像生命加成
-Def_PlayerKey_FaceAtkPer = "FaceAtkPer"   # 头像攻击加成
-Def_PlayerKey_FaceDefPer = "FaceDefPer"   # 头像防御加成
-Def_PlayerKey_FacePicMaxHPPer = "FacePicMaxHPPer"   # 头像框生命加成
-Def_PlayerKey_FacePicAtkPer = "FacePicAtkPer"   # 头像框攻击加成
-Def_PlayerKey_FacePicDefPer = "FacePicDefPer"   # 头像框防御加成
-Def_PlayerKey_HorseSkinMaxHPPer = "HorseSkinMaxHPPer"   # 坐骑幻化生命加成
-Def_PlayerKey_HorseSkinAtkPer = "HorseSkinAtkPer"   # 坐骑幻化攻击加成
-Def_PlayerKey_HorseSkinDefPer = "HorseSkinDefPer"   # 坐骑幻化防御加成
-Def_PlayerKey_HorseAtkPer = "HorseAtkPer"   # 坐骑攻击百分比
-Def_PlayerKey_HorseMaxHPPer = "HorseMaxHPPer"   # 坐骑生命加成
-Def_PlayerKey_PetAtkPer = "PetAtkPer"   # 灵宠攻击加成
-Def_PlayerKey_HorseTrainAttrPer = "HorseTrainAttrPer"   # 坐骑培养属性加成
-Def_PlayerKey_PetTrainAttrPer = "PetTrainAttrPer"   # 灵宠培养属性加成
-Def_PlayerKey_GuardTrainAttrPer = "GuardTrainAttrPer"   # 守护培养属性加成
-Def_PlayerKey_WingTrainAttrPer = "WingTrainAttrPer"   # 翅膀培养属性加成
-Def_PlayerKey_PeerlessWeaponTrainAttrPer = "PeerlessWeaponTrainAttrPer"   # 灭世培养属性加成
-Def_PlayerKey_PeerlessWeapon2TrainAttrPer = "PeerlessWeapon2TrainAttrPer"   # 弑神培养属性加成
-Def_PlayerKey_LianTiAttrPer = "LianTiAttrPer"   # 炼体属性属性加成
-Def_PlayerKey_AffairSpeedPer = "AffairSpeedPer"   # 仙盟事务速度加成
-Def_PlayerKey_FamilyBossHurtPer = "FamilyBossHurtPer"   # 仙盟BOSS伤害加成
-Def_PlayerKey_FamilyWarHPPer = "FamilyWarHPPer"   # 仙盟联赛生命加成
-Def_PlayerKey_FamilyWarAtkPer = "FamilyWarAtkPer"   # 仙盟联赛攻击加成
-Def_PlayerKey_FamilySitExpPer = "FamilySitExpPer"   # 仙盟打坐经验加成
-Def_PlayerKey_StoneBasePer = "StoneBasePer"   # 宝石基础属性百分比
-Def_PlayerKey_RealmBasePer = "RealmBasePer"   # 境界基础属性百分比
-Def_PlayerKey_WingHPPer = "WingHPPer"   # 翅膀生命百分比
-Def_PlayerKey_SuiteBasePer = "SuiteBasePer"   # 套装基础属性百分比
-Def_PlayerKey_PlusBaseAtkPer = "PlusBaseAtkPer"   # 强化基础攻击百分比
-Def_PlayerKey_Metal = "PointMetal"   # 金
-Def_PlayerKey_Wood = "PointWood"   # 木
-Def_PlayerKey_Water = "PointWater"   # 水
-Def_PlayerKey_Fire = "PointFire"   # 火
-Def_PlayerKey_Earth = "PointEarth"   # 土
-Def_PlayerKey_MetalQualityLV = "MetalQualityLV"   # 金灵根品级
-Def_PlayerKey_WoodQualityLV = "WoodQualityLV"   # 木灵根品级
-Def_PlayerKey_WaterQualityLV = "WaterQualityLV"   # 水灵根品级
-Def_PlayerKey_FireQualityLV = "FireQualityLV"   # 火灵根品级
-Def_PlayerKey_EarthQualityLV = "EarthQualityLV"   # 土灵根品级
-Def_PlayerKey_SkillAddPer1 = "SkillAddPer1"   # 技能伤害增强1
-Def_PlayerKey_SkillAddPer2 = "SkillAddPer2"   # 技能伤害增强2
-Def_PlayerKey_SkillAddPer3 = "SkillAddPer3"   # 技能伤害增强3
-Def_PlayerKey_SkillAddPer4 = "SkillAddPer4"   # 技能伤害增强4
-Def_PlayerKey_SkillAddPer5 = "SkillAddPer5"   # 技能伤害增强5
-Def_PlayerKey_SkillAddPer6 = "SkillAddPer6"   # 技能伤害增强6
-Def_PlayerKey_SkillAddPer7 = "SkillAddPer7"   # 技能伤害增强7
-Def_PlayerKey_SkillReducePer1 = "SkillReducePer1"   # 受到技能伤害减少1
-Def_PlayerKey_SkillReducePer2 = "SkillReducePer2"   # 受到技能伤害减少2
-Def_PlayerKey_SkillReducePer3 = "SkillReducePer3"   # 受到技能伤害减少3
-Def_PlayerKey_SkillReducePer4 = "SkillReducePer4"   # 受到技能伤害减少4
-Def_PlayerKey_SkillReducePer5 = "SkillReducePer5"   # 受到技能伤害减少5
-Def_PlayerKey_SkillReducePer6 = "SkillReducePer6"   # 受到技能伤害减少6
-Def_PlayerKey_SkillReducePer7 = "SkillReducePer7"   # 受到技能伤害减少7
-
-#功能索引ShareDefine.Def_AttrFruitFuncList
-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_PDict_QueryTechLVUPState = "QueryTechLVUPState"  # 查询科技等级提升状态
 
 Def_PDict_PKStateTick = "PKStateTick"  # PK状态tick,只要有一方发起攻击,双方均进入PK状态
 Def_PDict_BossStateTick = "BossStateTick"  # boss状态tick,攻击boss即进入boss状态
 Def_PDict_MapAreaExpTick = "MapAreaExpTick"  # 给场景经验tick
-# 装备累计基础属性
-Def_PDict_EquipTotalBaseMinAtk = "EquipTotalBaseMinAtk"  # 装备累计基础最小攻击
-Def_PDict_EquipTotalBaseMaxAtk = "EquipTotalBaseMaxAtk"  # 装备累计基础最大攻击
-Def_PDict_EquipTotalBaseDef = "EquipTotalBaseDef"  # 装备累计基础防御
-Def_PDict_EquipTotalBaseHP = "EquipTotalBaseHP"  # 装备累计基础生命
 
 #---玩家字典KEY,存于数据库---
 #===========================================================================
@@ -3461,13 +3373,7 @@
 Def_Player_Dict_Wallow_LV = "GameWallowLV_34"    #防沉迷等级
 Def_Player_Dict_Wallow_OfflineTime = "GameWallowOfflineTime_35"    #防沉迷离线累积时间
 Def_Player_Dict_Wallow_OnlineTime = "GameWallowOnlineTime_36"    #防沉迷在线累积时间
-Def_Player_Dict_CabinetCount_Pet = "CabinetCount_Pet_39"    #宠物收纳柜
-Def_Player_Dict_CabinetCount_WeaponCoat = "CabinetCount_WeaponCoat_40"    #武器收纳柜
-Def_Player_Dict_CabinetCount_DressCoat = "CabinetCount_DressCoat_41"     #时装收纳柜
-Def_Player_Dict_CabinetCount_Horse = "CabinetCount_Horse_42"    #马匹收纳柜
-Def_Player_Dict_PackCount_Item = "PackCount_Item_72"    #玩家物品背包格子数
-Def_Player_Dict_PackCount_Warehouse = "PackCount_Warehouse_73"    #仓库背包格子数
-Def_Player_Dict_PackCount_Hero = "PackCount_Hero"    #武将背包格子数
+Def_Player_Dict_PackBuyCnt = "PackBuyCnt_%s"    #背包已购买格子次数, 参数(背包类型)
 Def_Player_Dict_PlayerMapSignCnt = "PlayerMapSignCnt_75"    # 大地图标记数量
 Def_Player_Dict_PlayerBuyZhenQiCnt = "PlayerBuyZhenQiCnt_76"  # 购买真气次数
 Def_Player_Dict_PlayChangeLineID = "PlayChangeLineID"     # 玩家主动切换线路记录
@@ -3563,16 +3469,6 @@
 
 Def_Player_Dict_LastAutoOpenPackTick = "LastAutoOpenPackTick219_%s"   #上一次自动购买的tick<背包类型>
 
-Def_Player_Dict_VipExperienceStartTime = "VipExperienceStartTime" #VIP体验生效开始时间
-Def_Player_Dict_VipExp = "VipExp" #VIP经验
-Def_Player_Dict_VipAwardRecord = "VipAwardRecord" #VIP礼包购买记录 2 进制纪录模式 0 表示未购买,1 表示已经购买
-Def_Player_Dict_VipBuyRecord = "VipBuyRecord" #首次VIP卡类型记录 2 进制纪录模式 0 表示未购买,1 表示已经购买过
-Def_Player_Dict_VIPLastTime = "VIPLastTime" #最后一次获得VIP经验的零点时间
-Def_Player_Dict_VipTimeOutRecord = "VipTimeOutRecord" #VIP过期提醒记录
-Def_Player_Dict_VIPKillLV = "VIPKillLV" #VIP杀怪等级
-Def_Player_Dict_VIPKillLVExp = "VIPKillLVExp" #VIP杀怪等级 - 经验
-Def_Player_Dict_VIPKillLVExpPoint = "VIPKillLVExpPoint" #VIP杀怪等级 - 经验点
-
 Def_PDict_OnlinePrizeNote = "OnlinePrizeNote"  # 当日在线奖励领取信息
 
 Def_PDict_OpenSererDailyAward = "OpenSererDailyAward"  # 开服每日奖励记录
@@ -3612,7 +3508,6 @@
 Def_PDict_FamilyWarDailyReward = "FamilyWarDailyReward"  # 王者仙盟每日俸禄领取状态
 Def_PDict_Family_Contribution = "FamilyContribution"  #战盟贡献度
 Def_PDict_HasChange_FamilyActiveToContribution = "HasChangeContribution"  #战盟活跃度已转化过贡献度
-Def_PDict_PackCount_FineSoul = "PackCount_FineSoul"    # 已购买精魄/符文背包格子数
 Def_PDict_KillPlayerAddActive = "KillPlayerAddActiveByDay"  # 杀人每日获得活跃度
 Def_PDict_LoginDayCnt = "PLoginDayCnt"  # 累计登陆天数
 Def_PDict_LoginDayAward = "PLoginDayAward"  # 累计登陆领取情况
@@ -3637,10 +3532,6 @@
 Def_PDict_MixLoginDay = "MixLoginDay"  # 合服首登处理标记天
 
 Def_PDict_AddPointValue = "AddPointValue_%s"  # 已加属性点数, 参数(属性ID)
-Def_PDict_AttrFruitEatCnt = "AttrFruitEatCnt_%s"  # 已吃属性果实个数,参数为物品id
-Def_PDict_AttrFruitAddValue = "AttrFruitAddValue_%s"  # 已吃属性果实增加的属性,参数为物品id
-Def_PDict_AttrFruitAddItemCnt = "FruitAddItemCnt_%s"  # 增幅丹增加上限数,参数为果实物品id
-Def_PDict_AttrFruitItemBreakCnt = "FruitItemBreakCnt_%s"  # 增幅丹突破次数,参数为果实物品id
 
 Def_PDict_NobleLV = "NobleLV" # 贵族等级, 0位为不同贵族模式版本切换标记位, 从1位开始表示每种等级贵族开通情况, 1-已开通过;9-永久
 Def_PDict_NobleEndTime = "NobleEndTime_%s" # 贵族到期结束时间<单位s>, 参数为贵族等级, 从1开始
@@ -3684,9 +3575,6 @@
 
 Def_PDict_IsAddReviveTired = "IsAddReviveTired"  # 死亡是否增加复活疲劳
 
-Def_PDict_ComposeMustSuccess = "ComposeMustSuccess_%s"  # 前X次合成必定成功,参数(合成归组)
-Def_PDict_FirstSuccMakeJobItem = "FirstSuccMakeJobItem_%s"  # 首次合成成功给本职业物品记录,参数为(合成ID)
-
 Def_PDict_DownloadAwardState = "DownloadAwardState"  # 分包包下载奖励状态 0-未领 >0-已领奖励编号
 Def_PDict_DownloadPatchAward = "DownloadPatchAward"  # 更新包下载奖励状态 0-未领 >0-已领奖励编号
 
@@ -3722,12 +3610,6 @@
 Def_PDict_LingQiTrainLV = "LingQiTrainLV_%s_%s" # 培养等阶,参数为(place, 培养类型)
 Def_PDict_LingQiTrainItemCount = "LingQiTrainItemCount_%s_%s" # 培养当前阶已吃培养丹个数,参数为(place, 培养类型)
 
-# 百战之地
-Def_PDict_BZZD_TotalFightExp = "BZZD_TExp" # 最后一次进入副本挑战获得总经验, 领取多倍奖励时用
-Def_PDict_BZZD_TotalFightExpPoint = "BZZD_TExpPoint" # 最后一次进入副本挑战获得总经验点, 领取多倍奖励时用
-Def_PDict_BZZD_HistoryEnterCnt = "BZZD_HistoryEnterCnt" # 历史进入总次数
-Def_PDict_BZZD_NeedReduceExpBuff = "BZZD_NeedReduceExpBuff" # 是否需要扣除层级经验加成buff
-
 # 公共CD副本扫荡
 Def_PDict_PubCDFBS_Time = "PCDFBS_%s_Time" # 开始扫荡时间, 参数(公共组编号)
 Def_PDict_PubCDFBS_MapID = "PCDFBS_%s_MID" # 扫荡的地图, 参数(公共组编号)
@@ -3740,36 +3622,9 @@
 Def_PDict_PetTrainLV = "PetTrainLV_%s"  # 灵宠培养等阶,参数(培养类型)
 Def_PDict_PetTrainItemCount = "PetTrainItemCount_%s"  # 灵宠培养当前阶已吃培养丹个数,参数(培养类型)
 
-#装备分解
-Def_PDict_EquipDecomposeLV = "EquipDecomposeLV" #等级
-Def_PDict_EquipDecomposeExp = "EquipDecomposeExp" #经验
-Def_PDict_EquipDecomposeSeting = "EquipDecomposeSeting" #设置数据
-Def_PDict_EquipDecomposeCnt = "EquipDecomposeCnt" #已分解件数
-
 #试炼之塔
 Def_Player_Dict_TrialTower_PassLV = "TrialTower_PassLV"  # 试炼之塔通关层数
 Def_Player_Dict_TrialTower_LastDayPassLV = "Tower_LastDayPassLV"  # 试炼之塔昨日通关层数
-#天星塔
-Def_Player_Dict_SkyTowerFloor = "SkyTowerFloor"  # 天星塔已通关层数
-Def_Player_Dict_SkyTowerServerRecord = "SkyTowerServerRecord_%s"  # 天星塔全服挑战层领奖记录,参数(层)
-
-#境界塔
-Def_Player_Dict_RealmTowerFloor = "RealmTowerFloor"  # 已通关层数
-
-#古神禁地
-Def_Player_Dict_GodArea_Anger = "GodArea_Anger"  # 古神禁地怒气值
-Def_Player_Dict_GodArea_LastAddAngerTime = "GodArea_LastAddAngerTime"  # 古神禁地上一次增加怒气值的时间
-
-#上古战场
-Def_Player_Dict_ElderBattlefieldStage = "ElderBattlefieldStage"  # 本次达到阶段
-
-#仙盟宴会
-Def_Player_Dict_FamilyPartyJoinSign = "FamilyPartyJoinSign"  # 今日参与宴会标记
-Def_Player_Dict_FamilyPartyAnswerCnt = "FamilyPartyAnswerCnt"  # 答题数量
-Def_Player_Dict_FamilyPartyCollectState = "FamilyPartyCollectState"  # 是否已采集
-Def_Player_Dict_FamilyPartyTotalExp = "FamilyPartyTotalExp"  # 获得的总经验
-Def_Player_Dict_FamilyPartyTotalExpPoint = "FamilyPartyTotalExpPoint"  # 获得的总经验点
-Def_Player_Dict_FamilyPartyTotalPoint = "FamilyPartyTotalPoint"  # 获得的总仙盟贡献值
 
 #仙盟打坐
 Def_Player_Dict_FamilySitExpRound = "FamilySitExpRound"  # 已给经验轮次
@@ -3873,26 +3728,6 @@
 #Boss首杀
 Def_PDict_BossFirstKillState = "BossFirstKillState_%s" # boss首杀相关状态记录
 
-#仙界盛典
-Def_PDict_FairyCeremonyID = "FairyCeremonyID"  # 玩家身上的仙界盛典活动ID,唯一标识,取活动开始日期time值
-Def_PDict_FCActionWorldLV = "FCActionWorldLV" #玩家身上的仙界盛典时的世界等级
-Def_PDict_FCRechargeState = "FCRechargeState"  # 充值大礼状态 0-不可领 1-可领 2-已领取
-Def_PDict_FCPartyCurCnt = "FCPartyCurCnt_%s" #全民来嗨活动当前完成次数 参数活动ID
-Def_PDict_FCPartyCurPoint = "FCPartyCurPoint" #全民来嗨活动当前总点数
-Def_PDict_FCPartyAwardRecord = "FCPartyAwardRecord" #全民来嗨活动领奖记录
-Def_PDict_FCCTGRMBTotal = "FCCTGRMBTotal"  # 绝版降临总累计充值元
-Def_PDict_FCFireworksBuyCount = "FCFireworksBuyCount"  # 高级烟花已购买次数
-Def_PDict_FCFireworksScore = "FCFireworksScore"  # 总烟花积分,含普通烟花
-
-#新仙界盛典
-Def_PDict_NewFairyCeremonyID = "NewFairyCeremonyID"  # 玩家身上的仙界盛典活动ID,唯一标识,取活动开始日期time值
-Def_PDict_NewFCActionWorldLV = "NewFCActionWorldLV" #玩家身上的仙界盛典时的世界等级
-Def_PDict_NewFCRechargeState = "NewFCRechargeState"  # 充值大礼状态 0-不可领 1-可领 2-已领取
-Def_PDict_NewFCPartyCurCnt = "NewFCPartyCurCnt_%s" #全民来嗨活动当前完成次数 参数活动ID
-Def_PDict_NewFCPartyCurPoint = "NewFCPartyCurPoint" #全民来嗨活动当前总点数
-Def_PDict_NewFCPartyAwardRecord = "NewFCPartyAwardRecord" #全民来嗨活动领奖记录
-Def_PDict_NewFCCostGold = "NewFCCostGold"  # 绝版降临总累计消费仙玉
-
 #限时抢购活动
 Def_PDict_FlashSaleID = "FlashSaleID_%s"  # 玩家身上的限时抢购活动ID,唯一标识,取活动开始日期time,参数(活动编号)
 Def_PDict_FlashSaleState = "FlashSaleState_%s"  # 玩家身上的限时抢购活动state,参数(活动编号)
@@ -3922,17 +3757,6 @@
 Def_PDict_EmojiPackState = "EmojiPackState_%s"  # 表情包状态,参数(key编号)
 Def_PDict_EmojiPackEndTime = "EmojiPackEndTime_%s"  # 到期时间戳,0为永久,参数(表情包ID)
 
-#冰晶矿脉
-Def_PDict_IceLodeStarAwardRecord = "IceLodeStarAwardRecord" #星级奖励领奖记录
-Def_PDict_IceLodeHasSweep = "IceLodeHasSweep" #今日是否已扫荡过
-Def_PDict_IceLodeLastCheckTime = "IceLodeLastCheckTime" #上次补发星级奖励时间
-Def_PDict_IceLodeDayLV = "IceLodeDayLV" #今日等级
-Def_PDict_IceLodeIsInFBOnDay = "IceLodeIsInFBOnDay" #在副本里过天
-
-#助战
-Def_PDict_HelpBattleCheckInCount = "HelpBattleCheckInCount" #助战登记次数, 登记次数*10+今日是否登记过
-Def_PDict_FBRealHelpCount = "FBRealHelpCount_%s" #副本真实助战次数,仅针对真实进去打的副本,参数mapID
-
 #周狂欢
 Def_PDict_WeekPartyActID = "WeekPartyActID"  # 玩家身上的活动ID,唯一标识,取活动开始日期time值
 Def_PDict_WeekPartyID = "WeekPartyID"  # 玩家身上的活动ID,配置ID,用于补发上次活动用
@@ -3954,17 +3778,6 @@
 Def_PDict_LoginAwardCurTimes = "LoginAwardCurTimes_%s_%s" #当前完成次数 参数(第X天,模板ID)
 Def_PDict_LoginAwardGotTimes = "LoginAwardGotTimes_%s_%s" #当前已领次数 参数(第X天,模板ID)
 Def_PDict_LoginAwardWorldLV = "LoginAwardWorldLV%s" #活动开启时世界等级参数(第X天)
-
-#诛仙BOSS
-Def_PDict_ZhuXianBossHelpCnt = "ZhuXianBossHelpCnt"  # 协助次数
-
-#boss历练
-Def_PDict_BossTrialRecycleState = "BossTrialRecycleState"  # 活动物品回收状态,该活动所有的本服、跨服活动结束才回收 1-标记等待回收;2-已回收过
-Def_PDict_CA_BossTrialID = "CA_BossTrialID"  # 玩家身上的活动ID,唯一标识,取活动开始日期time值
-Def_PDict_BossTrialID = "BossTrialID_%s"  # 玩家身上的活动ID,唯一标识,取活动开始日期time,参数(活动编号)
-Def_PDict_BossTrialSubmitCount = "BossTrialSubmitCount_%s"  # 提交凭证物品个数,参数(活动编号)
-Def_PDict_BossTrialSubmitAwardCount = "BossTrialAwardCount_%s"  # 关联提交凭证奖励提交物品个数,参数(活动编号)
-Def_PDict_BossTrialSubmitAward = "BossTrialSubmitAward_%s"  # 提交凭证奖励状态,参数(活动编号)
 
 #幸运鉴宝
 Def_PDict_LuckyTreasureID = "LuckyTreasureID"  # 玩家身上的活动ID,唯一标识,取活动开始日期time值
@@ -4013,34 +3826,6 @@
 Def_PDict_TurntableItemID = "TurntableItemID_%s_%s"  # 转盘物品ID*10+物品库类型,参数:(活动编号, 物品编号)
 Def_PDict_TurntableItemCount = "TurntableCount_%s_%s"  # 转盘物品个数,参数:(活动编号, 物品编号)
 Def_PDict_TurntableItemState = "TurntableItemState_%s"  # 转盘物品是否已抽中,按物品编号二进制位代表是否已抽中,参数:(活动编号)
-
-#垃圾分类活动
-Def_PDict_GarbageSortingID = "ActGSID_%s"  # 玩家身上的活动ID,唯一标识,取活动开始日期time值,参数:(活动编号)
-Def_PDict_GarbageSortingWorldLV = "ActGSWorldLV_%s" #玩家身上的活动世界等级,参数:(活动编号)
-Def_PDict_GarbageTaskValue = "ActGSTaskValue_%s_%s" # 任务总进度值,参数(活动编号, 任务ID)
-Def_PDict_GarbageTaskFinishCount = "ActGSTaskFinishCount_%s_%s" # 任务已完成次数,参数(活动编号, 任务ID)
-Def_PDict_GarbageEnvironmentValue = "ActGSEnvValue_%s" # 活动累计获得环保值,参数(活动编号)
-Def_PDict_GarbageGJSeconds = "ActGSGJSeconds_%s"  # 挂机未处理收益的秒数,参数(活动编号)
-
-#仙匣秘境活动
-Def_PDict_CA_XianXiaMJID = "CA_XianXiaMJID"  # 玩家身上的活动ID,唯一标识,取活动开始日期time值
-Def_PDict_XianXiaMJID = "ActXXMJID_%s"  # 玩家身上的活动ID,唯一标识,取活动开始日期time值,参数:(活动编号)
-Def_PDict_XianXiaMJWorldLV = "ActXXMJWorldLV_%s" #玩家身上的活动世界等级,参数:(活动编号)
-Def_PDict_XianXiaMJLayerNum = "ActXianXiaMJLayerNum_%s" # 当前层数,参数:(活动编号)
-Def_PDict_XianXiaMJPlayCount = "ActXianXiaMJPlayCount_%s" # 当前层累计抽奖次数,参数:(活动编号)
-Def_PDict_XianXiaMJAwardItemInfo = "ActXXMJItemInfo_%s_%s_%s"  # 奖池物品ID*100+抽中位置编号,参数:(活动编号, 库类型, 物品编号)
-Def_PDict_XianXiaMJAwardItemTimes = "ActXXMJItemTimes_%s_%s_%s"  # 奖池物品累计产出次数,有限制次数的才记录,参数:(活动编号, 库类型, 物品ID)
-Def_PDict_XianXiaMJScore = "XianXiaMJScore_%s"  # 抽奖积分,参数:(活动编号)
-
-#古宝养成活动
-Def_PDict_CA_GubaoID = "CA_GubaoID"  # 玩家身上的活动ID,唯一标识,取活动开始日期time值
-Def_PDict_ActGubaoID = "ActGubaoID_%s"  # 玩家身上的活动ID,唯一标识,取活动开始日期time值,参数:(活动编号)
-Def_PDict_ActGubaoScore = "ActGubaoScore_%s"  # 养成积分,参数:(活动编号)
-
-#骑宠养成活动
-Def_PDict_CA_HorsePetTrainID = "CA_HorsePetTrainID"  # 玩家身上的活动ID,唯一标识,取活动开始日期time值
-Def_PDict_ActHorsePetTrainID = "ActHorsePetTrainID_%s"  # 玩家身上的活动ID,唯一标识,取活动开始日期time值,参数:(活动编号)
-Def_PDict_ActHorsePetTrainScore = "ActHorsePetTrainScore_%s"  # 累计获得活动养成积分,参数:(活动编号)
 
 #炼器活动
 Def_PDict_CA_LianqiID = "CA_LianqiID"  # 玩家身上的活动ID,唯一标识,取活动开始日期time值
@@ -4152,23 +3937,9 @@
 Def_PDict_Rune_HoleOpenState = "Rune_HoleOpenState"  # 符印解锁状态
 Def_PDict_Rune_Data = "Rune_Data_%s"  # 符印镶嵌数据, 参数(第几孔)
 
-# 聚魂
-Def_PDict_GatherSoulHoleData = "GatherSoulHoleData_%s"  # 聚魂镶嵌数据, 参数(第几孔)
-
-# 新聚魂
-Def_PDict_GatherTheSoulHoleID = "GatherTheSoulHoleID_%s"  # 聚魂镶嵌ID, 参数(孔编号)
-Def_PDict_GatherTheSoulLV = "GatherTheSoulLV_%s"  # 聚魂等级, 参数(聚魂ID)
-
 # 副本 Def_PDictType_FB
 Def_PDict_LastEnterFBPropertyID = "LastEnterFBPropertyID_%s"  # 上次进入副本的propertyID%s副本id
 Def_PDict_LastEnterFBTick = "LastEnterFBTick_%s"  # 上次进入副本的时间%s副本id
-
-# 仙盟boss
-Def_PDict_FamilyBossHurtValue = "FamilyBossHurtValue" # 仙盟boss个人总伤血,求余亿部分
-Def_PDict_FamilyBossHurtValuePoint = "FamilyBossHurtValuePoint" # 仙盟boss个人总伤血,整除亿部分
-Def_PDict_FamilyBossFightSeconds = "FamilyBossFightSeconds" # 仙盟boss个人已战斗时长,秒
-Def_PDict_FamilyBossHurtAward = "FamilyBossHurtAward" # 仙盟boss个人总伤血领奖记录
-Def_PDict_FamilyBossHurtAwardFamily = "FamilyBossHurtAwardFamily" # 仙盟boss仙盟总伤血领奖记录
 
 # 战斗力 Def_PDictType_FightPower
 Def_PDict_FightPower_Highest = "FightPower_Highest"  # 历史最高总战斗力
@@ -4237,11 +4008,6 @@
 Def_PDict_TTL_TaskAwardRecord = "TTL_TaskAwardRecord_%s" # 通天任务领奖记录,参数(key编号),按索引位存储0-未领,1-已领
 Def_PDict_TTL_DailyTaskPointToday = "TTL_DailyTaskPointToday" # 每日通天任务每日可获得积分点上限
 
-# 大师 Def_PDictType_GreatMaster
-Def_PDict_Master_Exp = "Master_Exp" # 当前大师经验
-Def_PDict_Master_ExpPoint = "Master_ExpPoint" # 当前大师经验点
-Def_PDict_Master_FreeSkillPoint = "Master_FreeSkillPoint" # 当前剩余大师技能点
-
 # 跨服竞技场
 Def_PDict_CrossPK_TotalScore = "CrossPK_TotalScore" # 当前总积分
 Def_PDict_CrossPK_DanLV = "CrossPK_DanLV" # 当前段位
@@ -4272,13 +4038,6 @@
 Def_PDict_LuckyCloudBuy_RoundID = "LuckyCloudBuy_RoundID" # 本轮标识ID
 Def_PDict_LuckyCloudBuy_BuyCount = "LuckyCloudBuy_BuyCount" # 本轮已购买份数
 
-# 跨服战场
-Def_PDict_Battlefield_EnterCountWeek = "CBF_EnterCountWeek" # 进入总次数 - 周
-Def_PDict_Battlefield_BuyOpenCountToday = "CBF_BuyOpenCountToday" # 已购买召集总次数 - 日
-Def_PDict_Battlefield_BuyOpenCountWeek = "CBF_BuyOpenCountWeek" # 已购买召集总次数 - 周
-Def_PDict_Battlefield_HighScoreToday = "CBF_HighScoreToday" # 今日最高积分
-Def_PDict_Battlefield_HighScoreTotalWeek = "CBF_HighScoreTotalWeek" # 每日最高分累加总分 - 周
-
 #自动战斗设置记录
 Def_PDict_AutoFightSetting = "AFSetting_%s_%s"
 
@@ -4306,42 +4065,8 @@
 Def_PDict_RealmTaskAwardState = "RealmTaskAwardState" #境界渡劫条件领奖状态,按二进制位存储是否已领取
 Def_PDict_RealmTaskValue = "RealmTaskValue_%s" #境界渡劫任务需要记录值,参数(任务ID)
 
-#法宝
-Def_PDict_MagicWeaponIsWear = "MagicWeaponIsWear_%s" #法宝佩戴状态 参数法宝ID
-Def_PDict_XBXZAwardRecord = "XBXZAwardRecord_%s" #仙宝寻主领奖记录 参数ID
-Def_PDict_MagicWeaponLV = "MagicWeaponLV_%s" #法宝等级 参数法宝ID
-Def_PDict_MagicWeaponUpExp = "MagicWeaponUpExp_%s" #法宝升级经验 参数法宝ID
-Def_PDict_MWFBPassLevel = "MWFBPassLevel_%s" #法宝副本通关关卡 参数(法宝ID)
-
-#炼丹炉
-Def_PDict_AlchemyLV = "AlchemyLV" #炼丹等级
-Def_PDict_AlchemyExp = "AlchemyExp" #炼丹经验
-Def_PDict_AlchemyLearnState = "AlchemyLearnState%s" #丹方是否已学习 
-Def_PDict_AlchemyItemID = "AlchemyItemID_%s" #炼丹中的丹药ID  参数丹药类型
-Def_PDict_AlchemyStartTime = "AlchemyStartTime_%s" #炼丹开始时间    参数丹药ID
-Def_PDict_AlchemyTimes = "AlchemyTimes_%s" #本次炼丹几次    参数丹药ID
-Def_PDict_AlchemyCnt = "AlchemyCnt%s" #丹药炼丹次数
-
-Def_PDict_AlchemyPrayCnt = "AlchemyPrayCnt" #炼丹祈福次数
-
 Def_PDict_GFPassiveIndex = "GFP_%s_%s"   # 被动功法 页数-索引
 Def_PDict_GFPassivePage = "GFPPage"   # 被动功法选中页数
-
-# 挂机收益
-Def_PDict_GuajiCalcTime = "GuajiCalcTime"   # 上次统计收益时间戳
-Def_PDict_GuajiAwardSeconds = "GuajiAwardSeconds"   # 已累计收益时长,秒
-Def_PDict_GuajiQuickCount = "GuajiQuickCount"   # 今日已快速收益次数
-Def_PDict_GuajiExp = "GuajiExp"   # 经验
-Def_PDict_GuajiExpPoint = "GuajiExpPoint"   # 经验超过E部分
-Def_PDict_GuajiMoneyType = "GuajiMoneyType_%s" # 获得货币类型,参数(索引)
-Def_PDict_GuajiMoneyValue = "GuajiMoneyValue_%s" # 获得货币值,参数(索引)
-Def_PDict_GuajiMoneyUnSeconds = "GuajiMoneyUnSeconds_%s" # 计算获得货币值时未处理收益的累计时长,秒,参数(货币类型)
-Def_PDict_GuajiItemUnSeconds = "GuajiItemUnSeconds" # 计算获得物品次数时未处理收益的累计时长,秒
-Def_PDict_GuajiItemID = "GuajiItemID_%s" # 获得物品ID,参数(索引)
-Def_PDict_GuajiItemCount = "GuajiItemCount_%s" # 获得物品个数,参数(索引)
-
-#仙魔之争
-Def_PDict_XMZZLastStartTime = "XMZZLastStartTime" #上次开始战斗时间
 
 #套装
 Def_PDict_EquipPartSuiteLV = "EQPartSuiteLV_%s_%s" #部位套装等级 参数 部位、套装类型
@@ -4355,27 +4080,9 @@
 Def_PDict_TotalEquipStar = "TotalEquipStar" #装备部位星数总数
 Def_PDict_EquipPartStar = "EQPartStar_%s" #装备部位星数 参数 装备背包格子索引
 
-#缥缈仙域
-Def_PDict_FairyDomainState = "FairyDomainState" #是否寻访中  0未寻访 1寻访中 2任务标记可寻访
-Def_PDict_FairyDomainEventState = "FairyDomainEventState%s" #单个事件状态1-未拜访  2-拜访中 3-已拜访   参数事件ID
-Def_PDict_FairyDomainEventID = "FairyDomainEventID%s" #事件ID 参数第n个事件
-Def_PDict_FairyDomainEnergy = "FairyDomainEnergy" #体力值
-Def_PDict_FairyDomainVisitCnt = "FairyDomainVisitCnt" #寻访总次数
-Def_PDict_FairyAdventuresData = "FairyAdventuresData_%s" #奇遇数值 唯一ID*100+档位 参数事件ID
-Def_PDict_FairyDomainEventAppearCnt = "FDEventAppearCnt%s" #事件出现次数 参数事件ID  AAABBB BBB:小时段出现次数 AAA:今日出现次数
-
-#草园
-Def_PDict_GrasslandNPCCount = "GrasslandNPCCount_%s" #草园NPCID个数,参数NPCID
-Def_PDict_GrasslandDropCount = "GrasslandDropCount_%s" #草园掉落统计,参数编号,记录格式 itemID*100+dropCount
-
 #五行专精
 Def_PDict_SkillElementID = "SkillElementID%s" #主技能选择的专精技能 参数主技能ID
 Def_PDict_SkillElementLV = "SkillElementLV%s" #专精技能技能等级  参数技能ID
-
-#协助
-Def_PDict_GetThanksGiftCount = "GetThanksGiftCount_%s" # 协助方今日接收该感谢礼盒次数,参数(礼盒物品ID)
-Def_PDict_TodayAssistMoney = "TodayAssistMoney" # 今日已获得协助货币奖励
-Def_PDict_TodayAssistMoneySocial = "TodayAssistMoneySocial" # 今日已获得协助货币 社交关系额外加成
 
 #竞技场
 Def_PDict_ArenaOSSeasonState = "ArenaOSSeasonState" # 开服前定制X天赛季状态  0-未比赛过,1-进行中,>1结算时的开服天
@@ -4416,6 +4123,8 @@
 Def_PDict_TreeLVUPState = "TreeLVUPState" # 仙树升级状态;0-未升级;1-升级中
 Def_PDict_TreeLVUPRemainTime = "TreeLVUPRemainTime" # 仙树升级剩余时间,秒
 Def_PDict_TreeLVUPRefreshTime = "TreeLVUPRefreshTime" # 仙树升级上次刷新时间戳
+Def_PDict_TreeFreeTimeCnt = "TreeFreeTimeCnt" # 今日已领取免费减时次数,过天重置
+Def_PDict_TreeFreeTimeLast = "TreeFreeTimeLast" # 今日上次领取免费减时时间戳,过天重置
 
 #任务,每个任务组有且仅有一个进行中的任务
 Def_PDict_TaskIDLast = "TaskIDLast_%s" # 上一次完成的任务ID,参数(任务组)
@@ -4423,15 +4132,15 @@
 Def_PDict_TaskValue = "TaskValue_%s" # 当前进行中的任务进度,参数(任务组)
 Def_PDict_TaskState = "TaskState_%s" # 当前进行中的任务状态 0-无;1-进行中;2-已完成,参数(任务组)
 
-#福地
-Def_PDict_MineWorkerCount = "MineWorkerCount" # 已雇佣工人数
-Def_PDict_MineWorkerEnergyUsed = "MineWorkerEnergyUsed" # 今日已消耗体力
-Def_PDict_MineHousekeeperEndTime = "MineHousekeeperEndTime" # 自动管家到期时间戳
-Def_PDict_MineHelpAwardCount = "MineHelpAwardCount" # 今日已帮助别人奖励次数
-Def_PDict_MineRefreshCount = "MineRefreshCount_%s" # 今日已刷新次数,参数(刷新类型)
-Def_PDict_MineTreasureState = "MineTreasureState" # 聚宝盆激活状态,按类型位运算记录是否已激活
-Def_PDict_MineTreasureAward = "MineTreasureAward" # 聚宝盆奖励状态,按类型位运算记录是否已领取
-Def_PDict_MineTreasureProgess = "MineTreasureProgess_%s" # 聚宝盆进度值,参数(聚宝盆类型)
+#淘金
+Def_PDict_GoldRushCampState = "GoldRushCampState" # 已解锁营地状态,按营地ID二进制位运算判断是否已解锁
+Def_PDict_GoldRushWorkerState = "GoldRushWorkerState" # 已雇佣工人数状态,按监工ID二进制位运算判断是否已解锁
+Def_PDict_GoldRushCnt = "GoldRushCnt" # 已淘金次数
+Def_PDict_GoldRushCampInfo = "GoldRushCampInfo_%s" # 营地当前淘金信息: 已刷新次数*1000+淘金ID*10+派遣工人数,0时代表当前营地为空,参数(营地ID)
+Def_PDict_GoldRushCampEndTime = "GoldRushCampEndTime_%s" # 营地淘金结束时间戳,为0时代表未开始淘金,参数(营地ID)
+Def_PDict_GoldRushWarehouse = "GoldRushWarehouse_%s" # 仓库完成淘金ID,参数(仓库位置索引)
+Def_PDict_GoldRushRecoverTime = "GoldRushRecoverTime" # 上次恢复淘金令时间戳
+Def_PDict_GoldRushAutoEndTime = "GoldRushAutoEndTime" # 自动淘金到期时间戳
 
 #仙宫
 Def_PDict_XiangongLikeState = "XiangongLikeState_%s" # 指定仙宫今日是否已点赞,参数(仙宫ID),仙宫ID为0时代表每日的仙宫功能点赞
@@ -4441,493 +4150,24 @@
 #武将
 Def_PDict_HeroSkin = "HeroSkin_%s" # 武将皮肤解锁状态,按皮肤索引二进制存储,参数(武将ID)
 Def_PDict_HeroBook = "HeroBook_%s" # 武将图鉴激活等级,参数(武将ID) cccbbba a-初始激活状态1-英雄激活,2-初始图鉴激活; bbb-存星级图鉴激活等级;ccc-存突破图鉴激活等级
+Def_PDict_HeroBookH = "HeroBookH_%s" # 武将图鉴历史最高等级,参数(武将ID) cccbbba: bbb-存星级图鉴最高等级;ccc-存突破图鉴最高等级
+Def_PDict_HeroAwakeRebirthCnt = "HeroAwakeRebirthCnt" # 已觉醒过的武将今日已重生次数,共享次数
 
 #主线
-Def_PDict_UnXiantaoCnt = "UnXiantaoCnt" # 累计未结算的战锤数
+Def_PDict_UnXiantaoCntExp = "UnXiantaoCntExp" # 累计未结算经验的战锤数
+Def_PDict_UnXiantaoCntEquip = "UnXiantaoCntEquip" # 累计未结算装备掉落的战锤数,有3位小数,即 1234 实际为 1.234
+Def_PDict_UnXiantaoCntBooty = "UnXiantaoCntBooty_%s" # 累计未结算战利品掉落的战锤数,参数(itemID)
+Def_PDict_BootyDropToday = "BootyDropToday_%s" # 今日已累计掉落战利品数量,参数(itemID)
 
 #-------------------------------------------------------------------------------
-#可以从07 41封包购买的背包类型,和对应字典{背包类型:[字典key, 默认格子数]}
-
-#字典值列表枚举,废弃默认格子数枚举,改为读配置
-[
-Def_PlayerPackDict_Index_Key,      # 字典可以
-] = range(0, 1)
-
-Def_Type_CanBuyPack_PlayerDict = {
-                                  #IPY_GameWorld.rptPetCabinetPet:[
-                                  #     Def_Player_Dict_CabinetCount_Pet, 
-                                  #     Def_PackCnt_Fashion],
-                                      
-                                  #IPY_GameWorld.rptCabinetWeaponCoat:[
-                                  #     Def_Player_Dict_CabinetCount_WeaponCoat, 
-                                  #     Def_PackCnt_WeaponCoat],
-                                      
-                                  #IPY_GameWorld.rptCabinetDressCoat:[
-                                  #     Def_Player_Dict_CabinetCount_DressCoat, 
-                                  #     Def_PackCnt_Fashion],
-                                      
-                                  #IPY_GameWorld.rptCabinetHorse:[
-                                  #     Def_Player_Dict_CabinetCount_Horse, 
-                                  #     Def_PackCnt_Fashion],
-                                      
-                                  IPY_GameWorld.rptItem:[
-                                       Def_Player_Dict_PackCount_Item, 
-                                       0],
-                                      
-                                  IPY_GameWorld.rptWarehouse:[
-                                       Def_Player_Dict_PackCount_Warehouse, 
-                                       0],
-                                      
-                                  ShareDefine.rptHero:[
-                                       Def_Player_Dict_PackCount_Hero, 
-                                       0],
-                                      
-                                  #IPY_GameWorld.rptFineSoulSlot:[
-                                  #     Def_PDict_PackCount_FineSoul, 
-                                  #     Def_PlayerFirstLoginOpenFineSoulSlot],
-                                }
-#-------------------------------------------------------------------------------
-
-#------属性计算相关常量字符串定义
-AttrName_MinAtk = "MinAtk"  # 最小攻击力
-AttrName_MaxAtk = "MaxAtk"  # 最大攻击力
-AttrName_MinMAtk = "MinMAtk"  # 最小魔法攻击力
-AttrName_MaxMAtk = "MaxMAtk"  # 最大魔法攻击力
-AttrName_Atk = "Atk"  # 物理攻击力
-AttrName_MAtk = "MAtk"  # 魔法攻击
-AttrName_Def = "Def"    # 防御
-AttrName_DefRate = "Miss"   # 闪避
-AttrName_MagAtkPer = "MagAtkPer"    # 魔法攻击百分比
-AttrName_AtkPer = "AtkPer"  # 物理攻击百分比
-AttrName_MaxHP = "MaxHP"    # 最大血量
-AttrName_MaxMP = "MaxMP"    # 最大蓝量
-AttrName_MaxHPPer = "MaxHPPer"    # 最大血量百分比
-AttrName_MaxMPPer = "MaxMPPer"    # 最大蓝量百分比
-AttrName_IceAtk = "IceAtk"  # 冰攻
-AttrName_FireAtk = "FireAtk"    # 火攻
-AttrName_PoisonAtk = "PoisonAtk"    # 毒攻
-AttrName_ThunderAtk = "ThunderAtk"  # 雷攻
-AttrName_WindAtk = "WindAtk"  # 风攻
-AttrName_IceDef = "IceDef"  # 冰防
-AttrName_FireDef = "FireDef"    # 火攻
-AttrName_PoisonDef = "PoisonDef"    # 毒防
-AttrName_ThunderDef = "ThunderDef"  # 雷防
-AttrName_WindDef = "WindDef"  # 风攻
-AttrName_DamagePVPReduce = "DamagePVPReduce"  # PVP固定减伤
-AttrName_DamagePVP = "DamagePVP"  # pvp固定伤害
-AttrName_Speed = "Speed"    # 移动速度
-AttrName_BothAtk = "BothAtk"    # 双攻物魔
-AttrName_Hit = "Hit"    # 命中
-AttrName_AutoRestoreHPPer = "AutoRestoreHPPer"    # 生命自动回复
-AttrName_GreatHitRate = "GreatHitRate"    # 卓越一击几率
-AttrName_GreatHit = "GreatHit"    # 卓越一击伤害倍率
-AttrName_LuckyHitRate = "LuckyHitRate"    # 会心一击几率
-AttrName_LuckyHit = "LuckyHit"    # 会心一击伤害固定值
-AttrName_IgnoreDefRate = "IgnoreDefRate"    # 无视防御几率
-AttrName_AtkSpeed = "AtkSpeed"    # 攻击速度
-AttrName_ReduceSkillCDPer = "ReduceSkillCDPer"    # 减技能CD比例
-AttrName_BleedDamage = "BleedDamage"    # 流血伤害增加
-AttrName_KillBackHP = "KillBackHP"    # 击杀回血
-AttrName_KillBackMP = "KillBackMP"    # 击杀回蓝
-AttrName_DamBackPer = "DamBackPer"  # 反伤百分比
-AttrName_DropMoneyPer = "DropMoneyPer"  # 掉落金钱值增加
-AttrName_BothAtkPer = "BothAtkPer"    # 双攻物魔百分比
-AttrName_DefRatePer = "MissPer"     #闪避百分比
-AttrName_DefPer = "DefPer"    # 防御比率
-AttrName_HitPer = "HitPer"    # 命中比率
-AttrName_FightExpRate = "FightExpRate"  # 杀怪经验倍率
-AttrName_GameExpRate = "GameExpRate"  # 游戏事件经验倍率
-AttrName_SkillAtkRate = "SkillAtkRate"  # 技能伤害加成 (用作伤害加成)
-AttrName_AtkBackHP = "AtkBackHP"    # 攻击回复血量固定值
-AttrName_AtkBackHPPer = "AtkBackHPPer"    # 攻击回复血量比率
-AttrName_SuperHit = "SuperHit"  # 暴击伤害固定值
-AttrName_SuperHitRate = "SuperHitRate"  # 暴击概率
-AttrName_NPCHurtAddPer = "NPCHurtAddPer"  # 对怪物伤害加成
-AttrName_JobAHurtAddPer = "JobAHurtAddPer"  # 目标战士伤害加成
-AttrName_JobBHurtAddPer = "JobBHurtAddPer"  # 目标法师伤害加成
-AttrName_JobCHurtAddPer = "JobCHurtAddPer"  # 目标弓手伤害加成
-AttrName_NPCAtkReducePer = "NPCAtkReducePer"  # 怪物攻击伤害减免
-AttrName_JobAAtkReducePer = "JobAAtkReducePer"  # 战士攻击伤害减免
-AttrName_JobBAtkReducePer = "JobBAtkReducePer"  # 法师攻击伤害减免
-AttrName_JobCAtkReducePer = "JobCAtkReducePer"  # 弓手攻击伤害减免
-AttrName_LuckyHitReduce = "LuckyHitReduce"  # 会心一击伤害减免固定值
-AttrName_GreatHitReducePer = "GreatHitReducePer"  # 卓越一击伤害减免
-AttrName_SuperHitReduce = "SuperHitReduce"  # 暴击伤害减免固定值
-AttrName_IgnoreDefReducePer = "IgnoreDefReducePer"  # 无视防御伤害减免
-AttrName_LuckyHitRateReduce = "LuckyHitRateReduce"  # 抗会心一击概率
-AttrName_GreatHitRateReduce = "GreatHitRateReduce"  # 抗卓越一击概率
-AttrName_SuperHitRateReduce = "SuperHitRateReduce"  # 抗暴击概率
-AttrName_IgnoreDefRateReduce = "IgnoreDefRateReduce"  # 抗无视防御概率
-AttrName_BossFinalHurtPer = "BossFinalHurtPer"  # Boss最终伤害百分比
-AttrName_FinalHurtPer = "FinalHurtPer"  # 最终伤害百分比
-AttrName_FuhaoHitRate = "FuhaoHitRate"  # 富豪一击概率
-AttrName_FinalHurt = "FinalHurt"  # 最终固定伤害增加
-AttrName_FinalHurtReduce = "FinalHurtReduce"  # 最终固定伤害减少
-AttrName_BossIDHurt = "BossIDHurt"  # 对指定boss伤害加成固定值
-AttrName_BossIDHurtAddPer = "BossIDHurtAddPer"  # 对指定boss伤害加成倍率
-AttrName_DropEquipDoCount = "DropEquipDoCount"  # 装备掉落执行次数加成万分率
-AttrName_PetAtk = "PetAtk"  # 灵宠攻击
-AttrName_PetSkillAtkRate = "PetSkillAtkRate"  # 灵宠技能
-AttrName_PetDamPer = "PetDamPer"  # 灵宠伤害增加
-AttrName_ComboDefRate = "ComboDefRate"  # 抗连击概率
-AttrName_AtkBackRate = "AtkBackRate"  # 反击概率
-AttrName_AtkBackDefRate = "AtkBackDefRate"  # 抗反击概率
-AttrName_SuckHPPer = "SuckHPPer"  # 吸血比率
-AttrName_SuckHPDefPer = "SuckHPDefPer"  # 抗吸血比率
-AttrName_CurePer = "CurePer"  # 强化治疗
-AttrName_CureDefPer = "CureDefPer"  # 弱化治疗
-AttrName_PetStrengthenPer = "PetStrengthenPer"  # 强化灵兽
-AttrName_PetWeakenPer = "PetWeakenPer"  # 弱化灵兽
-AttrName_SuperHitHurtPer = "SuperHitHurtPer"  # 强化暴伤
-AttrName_SuperHitHurtDefPer = "SuperHitHurtDefPer"  # 弱化暴伤
 
 #物品效果(ID或指定类型)对应的属性计算信息 {效果(ID/指定类型):[[属性索引, ...], 是否基础属性,(非)线性]}
 #对应 Def_Calc_AllAttrType_MAX
-ItemEffect_AttrDict = {
-    #基础属性
-    ShareDefine.Def_Effect_Metal:[[TYPE_Calc_Metal], True, TYPE_Linear],
-    ShareDefine.Def_Effect_Wood:[[TYPE_Calc_Wood], True, TYPE_Linear],
-    ShareDefine.Def_Effect_Water:[[TYPE_Calc_Water], True, TYPE_Linear],
-    ShareDefine.Def_Effect_Fire:[[TYPE_Calc_Fire], True, TYPE_Linear],
-    ShareDefine.Def_Effect_Earth:[[TYPE_Calc_Earth], True, TYPE_Linear],
-    
-    #战斗线性
-    ShareDefine.Def_Effect_MaxHP:[[TYPE_Calc_AttrMaxHP], False, TYPE_Linear],      # 最大血量
-    ShareDefine.Def_Effect_MaxMP:[[TYPE_Calc_AttrMaxMP], False, TYPE_Linear],
-    ShareDefine.Def_Effect_Def:[[TYPE_Calc_AttrDEF], False, TYPE_Linear],
-    ShareDefine.Def_Effect_Miss:[[TYPE_Calc_AttrMiss], False, TYPE_Linear],
-    ShareDefine.Def_Effect_SuperHitRate:[[TYPE_Calc_SuperHitRate], False, TYPE_Linear],
-    ShareDefine.Def_Effect_SuperHit:[[TYPE_Calc_SuperHit], False, TYPE_Linear],
-    ShareDefine.Def_Effect_SuperHitReduce:[[TYPE_Calc_SuperHitReduce], False, TYPE_Linear],
-    ShareDefine.Def_Effect_Hit:[[TYPE_Calc_AttrHit], False, TYPE_Linear],
-    ShareDefine.Def_Effect_MinAtk:[[TYPE_Calc_AttrATKMin], False, TYPE_Linear],
-    ShareDefine.Def_Effect_MaxAtk:[[TYPE_Calc_AttrATKMax], False, TYPE_Linear],
-    ShareDefine.Def_Effect_Atk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_Linear],
-    #ShareDefine.Def_Effect_Atk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, 
-    #                             TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_Linear],
-    ShareDefine.Def_Effect_AddAtk:[[TYPE_Calc_AttrATKMax], False, TYPE_Linear],
-    #ShareDefine.Def_Effect_AddAtk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_Linear],
-    #ShareDefine.Def_Effect_AddMAtk:[[TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_Linear],
-    ShareDefine.Def_Effect_AtkSpeed:[[TYPE_Calc_AttrAtkSpeed], False, TYPE_Linear],
-    ShareDefine.Def_Effect_ToxinDef:[[TYPE_Calc_AttrPoisonDef], False, TYPE_Linear],
-    ShareDefine.Def_Effect_ThunderDef:[[TYPE_Calc_AttrThunderDef], False, TYPE_Linear],    
-    ShareDefine.Def_Effect_IgnoreDefRate:[[TYPE_Calc_IgnoreDefRate], False, TYPE_Linear],
-    ShareDefine.Def_Effect_IgnoreDefRateReduce:[[TYPE_Calc_IgnoreDefRateReduce], False, TYPE_Linear],
-    ShareDefine.Def_Effect_DamBackPer:[[TYPE_Calc_DamBackPer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_GreatHit:[[TYPE_Calc_GreatHit], False, TYPE_Linear],
-    ShareDefine.Def_Effect_LuckyHit:[[TYPE_Calc_LuckyHit], False, TYPE_Linear],
-    ShareDefine.Def_Effect_LuckyHitRate:[[TYPE_Calc_LuckyHitRate], False, TYPE_Linear],
-    ShareDefine.Def_Effect_LuckyHitRateReduce:[[TYPE_Calc_LuckyHitRateReduce], False, TYPE_Linear],
-    ShareDefine.Def_Effect_Luck:[[TYPE_Calc_Luck], False, TYPE_Linear],
-    ShareDefine.Def_Effect_ReduceSkillCDPer:[[TYPE_Calc_ReduceSkillCDPer], False, TYPE_Linear],
-    AttrName_MinAtk:[[TYPE_Calc_AttrATKMin], False, TYPE_Linear],
-    AttrName_MaxAtk:[[TYPE_Calc_AttrATKMax], False, TYPE_Linear],
-    #AttrName_MinMAtk:[[TYPE_Calc_AttrMATKMin], False, TYPE_Linear],
-    #AttrName_MaxMAtk:[[TYPE_Calc_AttrMATKMax], False, TYPE_Linear],
-    AttrName_Def:[[TYPE_Calc_AttrDEF], False, TYPE_Linear],
-    AttrName_DefRate:[[TYPE_Calc_AttrMiss], False, TYPE_Linear],
-    AttrName_MaxHP:[[TYPE_Calc_AttrMaxHP], False, TYPE_Linear],
-    AttrName_MaxMP:[[TYPE_Calc_AttrMaxMP], False, TYPE_Linear],
-    AttrName_IceAtk:[[TYPE_Calc_AttrIceAtk], False, TYPE_Linear],
-    ShareDefine.Def_Effect_IceAtk:[[TYPE_Calc_AttrIceAtk], False, TYPE_Linear],
-    AttrName_FireAtk:[[TYPE_Calc_AttrFireAtk], False, TYPE_Linear],
-    AttrName_PoisonAtk:[[TYPE_Calc_AttrPoisonAtk], False, TYPE_Linear],
-    AttrName_ThunderAtk:[[TYPE_Calc_AttrThunderAtk], False, TYPE_Linear],
-    AttrName_WindAtk:[[TYPE_Calc_AttrWindAtk], False, TYPE_Linear],
-    AttrName_IceDef:[[TYPE_Calc_AttrIceDef], False, TYPE_Linear],
-    ShareDefine.Def_Effect_IceDef:[[TYPE_Calc_AttrIceDef], False, TYPE_Linear],
-    AttrName_FireDef:[[TYPE_Calc_AttrFireDef], False, TYPE_Linear],
-    AttrName_PoisonDef:[[TYPE_Calc_AttrPoisonDef], False, TYPE_Linear],
-    AttrName_ThunderDef:[[TYPE_Calc_AttrThunderDef], False, TYPE_Linear],
-    AttrName_WindDef:[[TYPE_Calc_AttrWindDef], False, TYPE_Linear],
-    AttrName_BothAtk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_Linear],
-    #AttrName_BothAtk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, 
-    #                   TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_Linear],
-    AttrName_Hit:[[TYPE_Calc_AttrHit], False, TYPE_Linear],
-    AttrName_Atk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_Linear],
-    #AttrName_Atk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_Linear],
-    #AttrName_MAtk:[[TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_Linear],
-    AttrName_AutoRestoreHPPer:[[TYPE_Calc_HPRestorePer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_HPRestore:[[TYPE_Calc_HPRestorePer], False, TYPE_Linear],
-    AttrName_GreatHitRate:[[TYPE_Calc_GreatHitRate], False, TYPE_Linear],
-    AttrName_GreatHit:[[TYPE_Calc_GreatHit], False, TYPE_Linear],
-    AttrName_LuckyHitRate:[[TYPE_Calc_LuckyHitRate], False, TYPE_Linear],
-    AttrName_LuckyHit:[[TYPE_Calc_LuckyHit], False, TYPE_Linear],
-    AttrName_LuckyHitReduce:[[TYPE_Calc_LuckyHitReduce], False, TYPE_Linear],
-    AttrName_LuckyHitRateReduce:[[TYPE_Calc_LuckyHitRateReduce], False, TYPE_Linear],
-    AttrName_IgnoreDefRate:[[TYPE_Calc_IgnoreDefRate], False, TYPE_Linear],
-    AttrName_IgnoreDefRateReduce:[[TYPE_Calc_IgnoreDefRateReduce], False, TYPE_Linear],
-    AttrName_IgnoreDefReducePer:[[TYPE_Calc_IgnoreDefReducePer], False, TYPE_Linear],
-    AttrName_AtkSpeed:[[TYPE_Calc_AttrAtkSpeed], False, TYPE_Linear],
-    AttrName_ReduceSkillCDPer:[[TYPE_Calc_ReduceSkillCDPer], False, TYPE_Linear],
-    AttrName_KillBackHP:[[TYPE_Calc_KillBackHP], False, TYPE_Linear],
-    AttrName_KillBackMP:[[TYPE_Calc_KillBackMP], False, TYPE_Linear],
-    AttrName_DamBackPer:[[TYPE_Calc_DamBackPer], False, TYPE_Linear],
-    AttrName_DropMoneyPer:[[TYPE_Calc_DropMoneyPer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_DropEquipPer:[[TYPE_Calc_DropEquipPer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_DropMoneyPer:[[TYPE_Calc_DropMoneyPer], False, TYPE_Linear],
-    AttrName_FightExpRate:[[TYPE_Calc_AttrFightExpRate], False, TYPE_Linear],
-    ShareDefine.Def_Effect_FightExpRate:[[TYPE_Calc_AttrFightExpRate], False, TYPE_Linear],
-    AttrName_GameExpRate:[[TYPE_Calc_AttrGameExpRate], False, TYPE_Linear],
-    AttrName_SkillAtkRate:[[TYPE_Calc_SkillAtkRate], False, TYPE_Linear],
-    ShareDefine.Def_Effect_DamChanceDef:[[TYPE_Calc_DamChanceDef], False, TYPE_Linear],
-    ShareDefine.Def_Effect_FaintRate:[[TYPE_Calc_FaintRate], False, TYPE_Linear],
-    ShareDefine.Def_Effect_FaintDefRate:[[TYPE_Calc_FaintDefRate], False, TYPE_Linear],
-    ShareDefine.Def_Effect_SkillAtkRate:[[TYPE_Calc_SkillAtkRate], False, TYPE_Linear],
-    ShareDefine.Def_Effect_SkillAtkRateReduce:[[TYPE_Calc_SkillAtkRateReduce], False, TYPE_Linear],
-    ShareDefine.Def_Effect_DamagePVP:[[TYPE_Calc_DamagePVP], False, TYPE_Linear],
-    ShareDefine.Def_Effect_DamagePVPReduce:[[TYPE_Calc_DamagePVPReduce], False, TYPE_Linear],
-    ShareDefine.Def_Effect_DamagePerPVP:[[TYPE_Calc_DamagePerPVP], False, TYPE_Linear],
-    ShareDefine.Def_Effect_DamagePerPVPReduce:[[TYPE_Calc_DamagePerPVPReduce], False, TYPE_Linear],
-    ShareDefine.Def_Effect_ComboRate:[[TYPE_Calc_ComboRate], False, TYPE_Linear],
-    ShareDefine.Def_Effect_ComboDamPer:[[TYPE_Calc_ComboDamPer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_BleedDamage:[[TYPE_Calc_BleedDamage], False, TYPE_Linear],
-    AttrName_BleedDamage:[[TYPE_Calc_BleedDamage], False, TYPE_Linear],
-    AttrName_AtkBackHPPer:[[TYPE_Calc_AtkBackHPPer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_AtkBackHP:[[TYPE_Calc_AtkBackHPPer], False, TYPE_Linear],
-    AttrName_SuperHitRate:[[TYPE_Calc_SuperHitRate], False, TYPE_Linear],
-    AttrName_SuperHit:[[TYPE_Calc_SuperHit], False, TYPE_Linear],
-    AttrName_NPCHurtAddPer:[[TYPE_Calc_NPCHurtAddPer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_NPCHurtAddPer:[[TYPE_Calc_NPCHurtAddPer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_JobAHurtAddPer:[[TYPE_Calc_JobAHurtAddPer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_JobBHurtAddPer:[[TYPE_Calc_JobBHurtAddPer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_JobCHurtAddPer:[[TYPE_Calc_JobCHurtAddPer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_JobAAtkReducePer:[[TYPE_Calc_JobAAtkReducePer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_JobBAtkReducePer:[[TYPE_Calc_JobBAtkReducePer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_JobCAtkReducePer:[[TYPE_Calc_JobCAtkReducePer], False, TYPE_Linear],
-    AttrName_JobAHurtAddPer:[[TYPE_Calc_JobAHurtAddPer], False, TYPE_Linear],
-    AttrName_JobBHurtAddPer:[[TYPE_Calc_JobBHurtAddPer], False, TYPE_Linear],
-    AttrName_JobCHurtAddPer:[[TYPE_Calc_JobCHurtAddPer], False, TYPE_Linear],
-    AttrName_NPCAtkReducePer:[[TYPE_Calc_NPCAtkReducePer], False, TYPE_Linear],
-    AttrName_JobAAtkReducePer:[[TYPE_Calc_JobAAtkReducePer], False, TYPE_Linear],
-    AttrName_JobBAtkReducePer:[[TYPE_Calc_JobBAtkReducePer], False, TYPE_Linear],
-    AttrName_JobCAtkReducePer:[[TYPE_Calc_JobCAtkReducePer], False, TYPE_Linear],
-    AttrName_GreatHitReducePer:[[TYPE_Calc_GreatHitReducePer], False, TYPE_Linear],
-    AttrName_SuperHitReduce:[[TYPE_Calc_SuperHitReduce], False, TYPE_Linear],
-    AttrName_GreatHitRateReduce:[[TYPE_Calc_GreatHitRateReduce], False, TYPE_Linear],
-    AttrName_SuperHitRateReduce:[[TYPE_Calc_SuperHitRateReduce], False, TYPE_Linear],
-    ShareDefine.Def_Effect_SuperHitRateReduce:[[TYPE_Calc_SuperHitRateReduce], False, TYPE_Linear],
-    AttrName_DamagePVPReduce:[[TYPE_Calc_DamagePVPReduce], False, TYPE_Linear],
-    AttrName_DamagePVP:[[TYPE_Calc_DamagePVP], False, TYPE_Linear],
-    AttrName_BossFinalHurtPer:[[TYPE_Calc_BossFinalHurtPer], False, TYPE_Linear],
-    AttrName_FinalHurtPer:[[TYPE_Calc_FinalHurtPer], False, TYPE_Linear],
-    AttrName_FuhaoHitRate:[[TYPE_Calc_FuhaoHitRate], False, TYPE_Linear],
-    ShareDefine.Def_Effect_FinalHurt:[[TYPE_Calc_FinalHurt], False, TYPE_Linear],
-    ShareDefine.Def_Effect_FinalHurtReduce:[[TYPE_Calc_FinalHurtReduce], False, TYPE_Linear],
-    AttrName_FinalHurt:[[TYPE_Calc_FinalHurt], False, TYPE_Linear],
-    AttrName_FinalHurtReduce:[[TYPE_Calc_FinalHurtReduce], False, TYPE_Linear],
-    AttrName_BossIDHurt:[[TYPE_Calc_BossIDHurt], False, TYPE_Linear],
-    AttrName_BossIDHurtAddPer:[[TYPE_Calc_BossIDHurtAddPer], False, TYPE_Linear],
-    AttrName_DropEquipDoCount:[[TYPE_Calc_DropEquipDoCount], False, TYPE_Linear],
-    AttrName_Speed:[[TYPE_Calc_AttrSpeed], False, TYPE_Linear],
-    ShareDefine.Def_Effect_Speed:[[TYPE_Calc_AttrSpeed], False, TYPE_Linear],
-    ShareDefine.Def_Effect_PetAtk:[[TYPE_Calc_PetMinAtk, TYPE_Calc_PetMaxAtk], False, TYPE_Linear],
-    AttrName_PetAtk:[[TYPE_Calc_PetMinAtk, TYPE_Calc_PetMaxAtk], False, TYPE_Linear],
-    ShareDefine.Def_Effect_PetMinAtk:[[TYPE_Calc_PetMinAtk], False, TYPE_Linear],
-    ShareDefine.Def_Effect_PetMaxAtk:[[TYPE_Calc_PetMaxAtk], False, TYPE_Linear],
-    ShareDefine.Def_Effect_PetDamPer:[[TYPE_Calc_PetDamPer], False, TYPE_Linear],
-    AttrName_PetDamPer:[[TYPE_Calc_PetDamPer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_PetSkillAtkRate:[[TYPE_Calc_PetSkillAtkRate], False, TYPE_Linear],
-    AttrName_PetSkillAtkRate:[[TYPE_Calc_PetSkillAtkRate], False, TYPE_Linear],
-    ShareDefine.Def_Effect_PerLVAtk:[[TYPE_Calc_PerLVAtk], False, TYPE_Linear],
-    ShareDefine.Def_Effect_PerLVMaxHP:[[TYPE_Calc_PerLVMaxHP], False, TYPE_Linear],
-    ShareDefine.Def_Effect_MaxProDef:[[TYPE_Calc_MaxProDef], False, TYPE_Linear],
-    ShareDefine.Def_Effect_ProDefHPPer:[[TYPE_Calc_ProDefHPPer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_ProDefAbsorb:[[TYPE_Calc_ProDefAbsorb], False, TYPE_Linear],
-    ShareDefine.Def_Effect_OnlyFinalHurt:[[TYPE_Calc_OnlyFinalHurt], False, TYPE_Linear],
-    ShareDefine.Def_Effect_PVPAtkBackHP:[[TYPE_Calc_PVPAtkBackHP], False, TYPE_Linear],
-    ShareDefine.Def_Effect_NormalHurt:[[TYPE_Calc_NormalHurt], False, TYPE_Linear],
-    ShareDefine.Def_Effect_NormalHurtPer:[[TYPE_Calc_NormalHurtPer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_FabaoHurt:[[TYPE_Calc_FabaoHurt], False, TYPE_Linear],
-    ShareDefine.Def_Effect_FabaoHurtPer:[[TYPE_Calc_FabaoHurtPer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_SuperHitRateReduce:[[TYPE_Calc_SuperHitRateReduce], False, TYPE_Linear], # 暴击概率抗性
-    ShareDefine.Def_Effect_LuckyHitReduce:[[TYPE_Calc_LuckyHitReduce], False, TYPE_Linear],# 会心一击伤害固定减伤
-    ShareDefine.Def_Effect_DamagePVE:[[TYPE_Calc_DamagePVE], False, TYPE_Linear],  # PVE固定伤害
-    ShareDefine.Def_Effect_BossFinalHurtPer:[[TYPE_Calc_BossFinalHurtPer], False, TYPE_Linear],   # Boss最终伤害万分率
-    ShareDefine.Def_Effect_FinalHurtPer:[[TYPE_Calc_FinalHurtPer], False, TYPE_Linear],   # 最终伤害万分率
-    ShareDefine.Def_Effect_FinalHurtReducePer:[[TYPE_Calc_FinalHurtReducePer], False, TYPE_Linear],   # 最终伤害减少万分
-    ShareDefine.Def_Effect_YinjiTime:[[TYPE_Calc_YinjiTime], False, TYPE_Linear],   # 每X秒自动消失一个印记
-    ShareDefine.Def_Effect_TheFBSkillsCD:[[TYPE_Calc_TheFBSkillsCD], False, TYPE_Linear],   # 减少指定技能组CD XX%
-    ShareDefine.Def_Effect_BurnValue:[[TYPE_Calc_BurnValue], False, TYPE_Linear],   # 灼烧固定伤害
-    ShareDefine.Def_Effect_BurnTimePer:[[TYPE_Calc_BurnTimePer], False, TYPE_Linear],   # 延长灼烧时间百分比
-    ShareDefine.Def_Effect_SubSpeedPer:[[TYPE_Calc_SubSpeedPer], False, TYPE_Linear],   # 减移动速度百分比
-    ShareDefine.Def_Effect_SkillAddPer1:[[TYPE_Calc_SkillAddPer1], False, TYPE_Linear],   # 技能伤害增强1
-    ShareDefine.Def_Effect_SkillAddPer2:[[TYPE_Calc_SkillAddPer2], False, TYPE_Linear],   # 技能伤害增强2
-    ShareDefine.Def_Effect_SkillAddPer3:[[TYPE_Calc_SkillAddPer3], False, TYPE_Linear],   # 技能伤害增强3
-    ShareDefine.Def_Effect_SkillAddPer4:[[TYPE_Calc_SkillAddPer4], False, TYPE_Linear],   # 技能伤害增强4
-    ShareDefine.Def_Effect_SkillAddPer5:[[TYPE_Calc_SkillAddPer5], False, TYPE_Linear],   # 技能伤害增强5
-    ShareDefine.Def_Effect_SkillAddPer6:[[TYPE_Calc_SkillAddPer6], False, TYPE_Linear],   # 技能伤害增强6
-    ShareDefine.Def_Effect_SkillAddPer7:[[TYPE_Calc_SkillAddPer7], False, TYPE_Linear],   # 技能伤害增强7
-    ShareDefine.Def_Effect_SkillReducePer1:[[TYPE_Calc_SkillReducePer1], False, TYPE_Linear],   # 受到技能伤害减少1
-    ShareDefine.Def_Effect_SkillReducePer2:[[TYPE_Calc_SkillReducePer2], False, TYPE_Linear],   # 受到技能伤害减少2
-    ShareDefine.Def_Effect_SkillReducePer3:[[TYPE_Calc_SkillReducePer3], False, TYPE_Linear],   # 受到技能伤害减少3
-    ShareDefine.Def_Effect_SkillReducePer4:[[TYPE_Calc_SkillReducePer4], False, TYPE_Linear],   # 受到技能伤害减少4
-    ShareDefine.Def_Effect_SkillReducePer5:[[TYPE_Calc_SkillReducePer5], False, TYPE_Linear],   # 受到技能伤害减少5
-    ShareDefine.Def_Effect_SkillReducePer6:[[TYPE_Calc_SkillReducePer6], False, TYPE_Linear],   # 受到技能伤害减少6
-    ShareDefine.Def_Effect_SkillReducePer7:[[TYPE_Calc_SkillReducePer7], False, TYPE_Linear],   # 受到技能伤害减少7
-    ShareDefine.Def_Effect_AffairSpeedPer:[[TYPE_Calc_AffairSpeedPer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_FamilyBossHurtPer:[[TYPE_Calc_FamilyBossHurtPer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_FamilyWarHPPer:[[TYPE_Calc_FamilyWarHPPer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_FamilyWarAtkPer:[[TYPE_Calc_FamilyWarAtkPer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_FamilySitExpPer:[[TYPE_Calc_FamilySitExpPer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_ComboDefRate:[[TYPE_Calc_ComboDefRate], False, TYPE_Linear],
-    AttrName_ComboDefRate:[[TYPE_Calc_ComboDefRate], False, TYPE_Linear],
-    ShareDefine.Def_Effect_AtkBackRate:[[TYPE_Calc_AtkBackRate], False, TYPE_Linear],
-    AttrName_AtkBackRate:[[TYPE_Calc_AtkBackRate], False, TYPE_Linear],
-    ShareDefine.Def_Effect_AtkBackDefRate:[[TYPE_Calc_AtkBackDefRate], False, TYPE_Linear],
-    AttrName_AtkBackDefRate:[[TYPE_Calc_AtkBackDefRate], False, TYPE_Linear],
-    ShareDefine.Def_Effect_SuckHPPer:[[TYPE_Calc_SuckHPPer], False, TYPE_Linear],
-    AttrName_SuckHPPer:[[TYPE_Calc_SuckHPPer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_SuckHPDefPer:[[TYPE_Calc_SuckHPDefPer], False, TYPE_Linear],
-    AttrName_SuckHPDefPer:[[TYPE_Calc_SuckHPDefPer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_CurePer:[[TYPE_Calc_CurePer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_CureDefPer:[[TYPE_Calc_CureDefPer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_PetStrengthenPer:[[TYPE_Calc_PetStrengthenPer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_PetWeakenPer:[[TYPE_Calc_PetWeakenPer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_SuperHitHurtPer:[[TYPE_Calc_SuperHitHurtPer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_SuperHitHurtDefPer:[[TYPE_Calc_SuperHitHurtDefPer], False, TYPE_Linear],
-    
-    #战斗非线性
-    ShareDefine.Def_Effect_SuperHitPer:[[TYPE_Calc_SuperHit], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_LuckyHitPer:[[TYPE_Calc_LuckyHit], False, TYPE_NoLinear], # 会心一击伤害百分比
-    ShareDefine.Def_Effect_MaxHPPer:[[TYPE_Calc_AttrMaxHP], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_DefPer:[[TYPE_Calc_AttrDEF], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_HitRate:[[TYPE_Calc_AttrHit], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_MissRate:[[TYPE_Calc_AttrMiss], False, TYPE_NoLinear],
-    #ShareDefine.Def_Effect_AddMAtkByPer:[[TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_AddAtkByPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_PetAtkPer:[[TYPE_Calc_PetMinAtk, TYPE_Calc_PetMaxAtk], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_SpeedPer:[[TYPE_Calc_AttrSpeed], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_LuckPer:[[TYPE_Calc_Luck], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_IceAtkPer:[[TYPE_Calc_AttrIceAtk], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_IceDefPer:[[TYPE_Calc_AttrIceDef], False, TYPE_NoLinear],
-    #ShareDefine.Def_Effect_AddAtkByPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear],
-    #AttrName_MagAtkPer:[[TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_NoLinear],
-    AttrName_AtkPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear],
-    #AttrName_AtkPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear],
-    AttrName_BothAtkPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear],
-    #AttrName_BothAtkPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, 
-    #                   TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_NoLinear],
-    AttrName_DefRatePer:[[TYPE_Calc_AttrMiss], False, TYPE_NoLinear],
-    AttrName_MaxHPPer:[[TYPE_Calc_AttrMaxHP], False, TYPE_NoLinear],
-    AttrName_MaxMPPer:[[TYPE_Calc_AttrMaxMP], False, TYPE_NoLinear],
-    AttrName_DefPer:[[TYPE_Calc_AttrDEF], False, TYPE_NoLinear],
-    AttrName_HitPer:[[TYPE_Calc_AttrHit], False, TYPE_NoLinear],
-    
-    #功能交叉影响的战斗非线性
-    ShareDefine.Def_Effect_BaseAtkAddPer:[[TYPE_Calc_BaseAtkAddPer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_BaseMaxHPAddPer:[[TYPE_Calc_BaseMaxHPAddPer], False, TYPE_NoLinear],
-    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_FaQiMaxHPPer:[[TYPE_Calc_FaQiMaxHPPer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_FaQiAtkPer:[[TYPE_Calc_FaQiAtkPer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_FaQiDefPer:[[TYPE_Calc_FaQiDefPer], 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],
-    ShareDefine.Def_Effect_StoneAtkPer:[[TYPE_Calc_StoneAtkPer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_StoneBasePer:[[TYPE_Calc_StoneBasePer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_RealmBasePer:[[TYPE_Calc_RealmBasePer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_HorseAtkPer:[[TYPE_Calc_HorseAtkPer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_HorseMaxHPPer:[[TYPE_Calc_HorseMaxHPPer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_HorseTrainAttrPer:[[TYPE_Calc_HorseTrainAttrPer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_HorseSkinMaxHPPer:[[TYPE_Calc_HorseSkinMaxHPPer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_HorseSkinAtkPer:[[TYPE_Calc_HorseSkinAtkPer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_HorseSkinDefPer:[[TYPE_Calc_HorseSkinDefPer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_PetTrainAttrPer:[[TYPE_Calc_PetTrainAttrPer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_GuardTrainAttrPer:[[TYPE_Calc_GuardTrainAttrPer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_WingTrainAttrPer:[[TYPE_Calc_WingTrainAttrPer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_PeerlessWeaponTrainAttrPer:[[TYPE_Calc_PeerlessWeaponTrainAttrPer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_PeerlessWeapon2TrainAttrPer:[[TYPE_Calc_PeerlessWeapon2TrainAttrPer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_LianTiAttrPer:[[TYPE_Calc_LianTiAttrPer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_WingHPPer:[[TYPE_Calc_WingHPPer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_SuiteBasePer:[[TYPE_Calc_SuiteBasePer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_PlusBaseAtkPer:[[TYPE_Calc_PlusBaseAtkPer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_TitleMaxHPPer:[[TYPE_Calc_TitleMaxHPPer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_TitleAtkPer:[[TYPE_Calc_TitleAtkPer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_TitleDefPer:[[TYPE_Calc_TitleDefPer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_FaceMaxHPPer:[[TYPE_Calc_FaceMaxHPPer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_FaceAtkPer:[[TYPE_Calc_FaceAtkPer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_FaceDefPer:[[TYPE_Calc_FaceDefPer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_FacePicMaxHPPer:[[TYPE_Calc_FacePicMaxHPPer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_FacePicAtkPer:[[TYPE_Calc_FacePicAtkPer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_FacePicDefPer:[[TYPE_Calc_FacePicDefPer], False, TYPE_NoLinear],
-    }
+ItemEffect_AttrDict = {}
 
 # 各功能点交叉非线性属性影响提升
 # 注:该非线性层使用的基值是功能点战斗属性;而上面的非线性层使用的基值是当前角色的实际战斗属性
-FuncNoLinearAttrDict = {
-                        TYPE_Calc_BaseAtkAddPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
-                        TYPE_Calc_BaseMaxHPAddPer:[TYPE_Calc_AttrMaxHP],
-                        TYPE_Calc_BaseDefAddPer:[TYPE_Calc_AttrDEF],
-                        TYPE_Calc_BaseHitAddPer:[TYPE_Calc_AttrHit],
-                        TYPE_Calc_BaseMissAddPer:[TYPE_Calc_AttrMiss],
-                        TYPE_Calc_FaQiMaxHPPer:[TYPE_Calc_AttrMaxHP],
-                        TYPE_Calc_FaQiAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
-                        TYPE_Calc_FaQiDefPer:[TYPE_Calc_AttrDEF],
-                        TYPE_Calc_GodWeaponMaxHPPer:[TYPE_Calc_AttrMaxHP],
-                        TYPE_Calc_GodWeaponAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
-                        TYPE_Calc_StoneMaxHPPer:[TYPE_Calc_AttrMaxHP],
-                        TYPE_Calc_StoneAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
-                        TYPE_Calc_StoneBasePer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, 
-                                                TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
-                        TYPE_Calc_RealmBasePer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, 
-                                                TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
-                        TYPE_Calc_HorseAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
-                        TYPE_Calc_HorseMaxHPPer:[TYPE_Calc_AttrMaxHP],
-                        TYPE_Calc_HorseTrainAttrPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, 
-                                                TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
-                        TYPE_Calc_PetTrainAttrPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, 
-                                                TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
-                        TYPE_Calc_HorseSkinMaxHPPer:[TYPE_Calc_AttrMaxHP],
-                        TYPE_Calc_HorseSkinAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
-                        TYPE_Calc_HorseSkinDefPer:[TYPE_Calc_AttrDEF],
-                        TYPE_Calc_TitleMaxHPPer:[TYPE_Calc_AttrMaxHP],
-                        TYPE_Calc_TitleAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
-                        TYPE_Calc_TitleDefPer:[TYPE_Calc_AttrDEF],
-                        TYPE_Calc_FaceMaxHPPer:[TYPE_Calc_AttrMaxHP],
-                        TYPE_Calc_FaceAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
-                        TYPE_Calc_FaceDefPer:[TYPE_Calc_AttrDEF],
-                        TYPE_Calc_FacePicMaxHPPer:[TYPE_Calc_AttrMaxHP],
-                        TYPE_Calc_FacePicAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
-                        TYPE_Calc_FacePicDefPer:[TYPE_Calc_AttrDEF],
-                        TYPE_Calc_WingTrainAttrPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, 
-                                                TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
-                        TYPE_Calc_GuardTrainAttrPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, 
-                                                TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
-                        TYPE_Calc_PeerlessWeaponTrainAttrPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, 
-                                                TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
-                        TYPE_Calc_PeerlessWeapon2TrainAttrPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, 
-                                                TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
-                        TYPE_Calc_LianTiAttrPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, 
-                                                 TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
-                        TYPE_Calc_WingHPPer:[TYPE_Calc_AttrMaxHP],
-                        TYPE_Calc_SuiteBasePer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, 
-                                                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]],
-                           }
+FuncNoLinearAttrDict = {}
 
 # 指定地图生效的非线性属性配置
 MapAttrInfoDict_Noline = {
@@ -5023,84 +4263,28 @@
 Def_CalcAttrFunc_ChatBox, # 气泡框 65
 ) = range(66)
 
-# 技能功能点列表  - 默认不算战力,不享受百分比加成,技能功能点暂时配置,之后优化技能属性逻辑后可去掉
-CalcAttrFuncSkillList = [Def_CalcAttrFunc_HorseSkill, Def_CalcAttrFunc_PetSkill, Def_CalcAttrFunc_DogzBattleSkill]
-# 不计算战力的功能点列表 - 由其他方式计算的战力的功能点,如装备用评分计算
-CalcAttrFuncNoFightPowerList = [Def_CalcAttrFunc_Equip, Def_CalcAttrFunc_DogzEquip, Def_CalcAttrFunc_LingQiAttr]
-
-#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
-#***注意***: 以下功能点需包含上面定义的所有功能点,不然会导致有些属性无法加上
-MFPTypeAttrFuncIndexDict = {ShareDefine.Def_MFPType_Role:[Def_CalcAttrFunc_RoleBase],
-                            ShareDefine.Def_MFPType_Equip:[Def_CalcAttrFunc_Equip],
-                            ShareDefine.Def_MFPType_LingGen:[Def_CalcAttrFunc_LingGenQuailty, Def_CalcAttrFunc_LingGen],
-                            ShareDefine.Def_MFPType_Star:[Def_CalcAttrFunc_Star],
-                            ShareDefine.Def_MFPType_Plus:[Def_CalcAttrFunc_Plus],
-                            ShareDefine.Def_MFPType_Stone:[Def_CalcAttrFunc_Stone],
-                            ShareDefine.Def_MFPType_Enchant:[Def_CalcAttrFunc_Enchant],
-                            ShareDefine.Def_MFPType_Gubao:[Def_CalcAttrFunc_Gubao, Def_CalcAttrFunc_GubaoResonance],
-                            ShareDefine.Def_MFPType_Shentong:[Def_CalcAttrFunc_Shentong],
-                            ShareDefine.Def_MFPType_LingQi:[Def_CalcAttrFunc_LingQi, Def_CalcAttrFunc_LingQiAttr, Def_CalcAttrFunc_LingQiJingLianAttr, Def_CalcAttrFunc_GuardTarin, 
-                                                            Def_CalcAttrFunc_WingTarin, Def_CalcAttrFunc_PeerlessWeaponTrain, Def_CalcAttrFunc_PeerlessWeapon2Train],
-                            ShareDefine.Def_MFPType_Wash:[Def_CalcAttrFunc_Wash],
-                            ShareDefine.Def_MFPType_Pet:[Def_CalcAttrFunc_Pet, Def_CalcAttrFunc_PetSign, Def_CalcAttrFunc_PetSkill, Def_CalcAttrFunc_PetSkin, Def_CalcAttrFunc_PetTarin, Def_CalcAttrFunc_PetStar],
-                            ShareDefine.Def_MFPType_PetSoul:[Def_CalcAttrFunc_PetSoul],
-                            ShareDefine.Def_MFPType_Horse:[Def_CalcAttrFunc_Horse, Def_CalcAttrFunc_HorseSkill, Def_CalcAttrFunc_HorseSkin, Def_CalcAttrFunc_HorseTarin, Def_CalcAttrFunc_HorseStar],
-                            ShareDefine.Def_MFPType_HorseSoul:[Def_CalcAttrFunc_HorseSoul],
-                            ShareDefine.Def_MFPType_FaQi:[Def_CalcAttrFunc_FaQi],
-                            ShareDefine.Def_MFPType_Love:[Def_CalcAttrFunc_LoveRing, Def_CalcAttrFunc_LoveRingCouple],
-                            ShareDefine.Def_MFPType_Charm:[Def_CalcAttrFunc_Charm],
-                            ShareDefine.Def_MFPType_LianTi:[Def_CalcAttrFunc_LianTi],
-                            ShareDefine.Def_MFPType_Prestige:[Def_CalcAttrFunc_Prestige],
-                            ShareDefine.Def_MFPType_GodWeapon:[Def_CalcAttrFunc_GodWeapon],
-                            ShareDefine.Def_MFPType_Dienstgrad:[Def_CalcAttrFunc_Dienstgrad, Def_CalcAttrFunc_TitleStar],
-                            ShareDefine.Def_MFPType_Rune:[Def_CalcAttrFunc_Rune],
-                            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],
-                            ShareDefine.Def_MFPType_MagicWeapon4:[Def_CalcAttrFunc_MagicWeapon4],
-                            ShareDefine.Def_MFPType_StoveYao:[Def_CalcAttrFunc_StoveYao],
-                            ShareDefine.Def_MFPType_GatherSoul:[Def_CalcAttrFunc_GatherSoul],
-                            ShareDefine.Def_MFPType_GatherTheSoul:[Def_CalcAttrFunc_GatherTheSoul],
-                            ShareDefine.Def_MFPType_Coat:[Def_CalcAttrFunc_Coat],
-                            ShareDefine.Def_MFPType_Dogz:[Def_CalcAttrFunc_Dogz, Def_CalcAttrFunc_DogzEquip, Def_CalcAttrFunc_DogzEquipPlus, Def_CalcAttrFunc_DogzBattleSkill],
-                            ShareDefine.Def_MFPType_FamilyZhenfa:[Def_CalcAttrFunc_FamilyZhenfa],
-                            ShareDefine.Def_MFPType_Face:[Def_CalcAttrFunc_Face],
-                            ShareDefine.Def_MFPType_FacePic:[Def_CalcAttrFunc_FacePic],
-                            ShareDefine.Def_MFPType_ChatBox:[Def_CalcAttrFunc_ChatBox],
-                            ShareDefine.Def_MFPType_Other:[Def_CalcAttrFunc_Success, Def_CalcAttrFunc_FamilyTech, Def_CalcAttrFunc_EquipDecompose],
-                            }
-
-MFPTypeName = {ShareDefine.Def_MFPType_Role:"角色", ShareDefine.Def_MFPType_LingGen:"灵根", ShareDefine.Def_MFPType_Equip:"装备", ShareDefine.Def_MFPType_Star:"升星",
-               ShareDefine.Def_MFPType_Plus:"强化", ShareDefine.Def_MFPType_Stone:"宝石", ShareDefine.Def_MFPType_Wash:"洗练", ShareDefine.Def_MFPType_LingQi:"灵器",
-               ShareDefine.Def_MFPType_Pet:"灵宠", ShareDefine.Def_MFPType_Horse:"坐骑", ShareDefine.Def_MFPType_Prestige:"境界", ShareDefine.Def_MFPType_GodWeapon:"神兵",
-               ShareDefine.Def_MFPType_Dienstgrad:"称号", ShareDefine.Def_MFPType_Rune:"符印", ShareDefine.Def_MFPType_GatherSoul:"聚魂", ShareDefine.Def_MFPType_StoveYao:"丹药",
-               ShareDefine.Def_MFPType_MagicWeapon1:"人族", ShareDefine.Def_MFPType_MagicWeapon2:"魔族", ShareDefine.Def_MFPType_MagicWeapon3:"仙族", ShareDefine.Def_MFPType_MagicWeapon4:"王者",
-               ShareDefine.Def_MFPType_PetSoul:"宠魂", ShareDefine.Def_MFPType_HorseSoul:"骑魂", ShareDefine.Def_MFPType_FaQi:"法器", ShareDefine.Def_MFPType_Dogz:"神兽",
-               ShareDefine.Def_MFPType_Coat:"时装", ShareDefine.Def_MFPType_Love:"情缘", ShareDefine.Def_MFPType_Charm:"魅力", ShareDefine.Def_MFPType_LianTi:"炼体",
-               ShareDefine.Def_MFPType_Enchant:"附魔", ShareDefine.Def_MFPType_Gubao:"古宝", ShareDefine.Def_MFPType_Shentong:"神通", ShareDefine.Def_MFPType_FamilyZhenfa:"阵法", 
-               ShareDefine.Def_MFPType_GatherTheSoul:"聚魂新", ShareDefine.Def_MFPType_Face:"头像", ShareDefine.Def_MFPType_FacePic:"头像框", ShareDefine.Def_MFPType_ChatBox:"气泡框", 
-               ShareDefine.Def_MFPType_Other:"其他",
-               }
-
-FuncIndexName = {
-                 Def_CalcAttrFunc_RoleBase:"角色基础", Def_CalcAttrFunc_LingGen:"灵根", Def_CalcAttrFunc_LingGenQuailty:"灵根品质", Def_CalcAttrFunc_Equip:"装备", 
-                 Def_CalcAttrFunc_Star:"升星", Def_CalcAttrFunc_Plus:"强化", Def_CalcAttrFunc_Stone:"宝石", Def_CalcAttrFunc_Wash:"洗练", 
-                 Def_CalcAttrFunc_LingQi:"灵器", Def_CalcAttrFunc_LingQiAttr:"灵器属性", Def_CalcAttrFunc_LingQiJingLianAttr:"灵器精炼", Def_CalcAttrFunc_Pet:"灵宠",
-                 Def_CalcAttrFunc_Horse:"坐骑", Def_CalcAttrFunc_Prestige:"境界", Def_CalcAttrFunc_GodWeapon:"神兵", Def_CalcAttrFunc_Dienstgrad:"称号", 
-                 Def_CalcAttrFunc_Rune:"符印", Def_CalcAttrFunc_GatherSoul:"聚魂", Def_CalcAttrFunc_Success:"成就", Def_CalcAttrFunc_VIP:"VIP", 
-                 Def_CalcAttrFunc_Stove:"炼丹炉", Def_CalcAttrFunc_FamilyTech:"心法", Def_CalcAttrFunc_EquipDecompose:"装备分解", Def_CalcAttrFunc_PetSoul:"宠物魂石", 
-                 Def_CalcAttrFunc_HorseSoul:"坐骑魂石", Def_CalcAttrFunc_HorseSkill:"坐骑技能属性", Def_CalcAttrFunc_PetSkill:"宠物技能属性", Def_CalcAttrFunc_StoveYao:"炼丹炉丹药", 
-                 Def_CalcAttrFunc_PetSign:"宠物签到", Def_CalcAttrFunc_Dogz:"神兽", Def_CalcAttrFunc_DogzBattleSkill:"神兽技能", Def_CalcAttrFunc_DogzEquip:"神兽装备", 
-                 Def_CalcAttrFunc_DogzEquipPlus:"神兽强化", Def_CalcAttrFunc_Coat:"时装", Def_CalcAttrFunc_MagicWeapon1:"人族法宝属性", 
-                 Def_CalcAttrFunc_MagicWeapon2:"魔族法宝属性", Def_CalcAttrFunc_MagicWeapon3:"仙族法宝属性", Def_CalcAttrFunc_MagicWeapon4:"王者法宝属性", Def_CalcAttrFunc_HorseSkin:"坐骑觉醒", 
-                 Def_CalcAttrFunc_PetSkin:"灵宠觉醒", Def_CalcAttrFunc_HorseTarin:"坐骑培养", Def_CalcAttrFunc_PetTarin:"灵宠培养", Def_CalcAttrFunc_GuardTarin:"守护培养",
-                 Def_CalcAttrFunc_WingTarin:"翅膀培养", Def_CalcAttrFunc_PeerlessWeaponTrain:"灭世培养", Def_CalcAttrFunc_PeerlessWeapon2Train:"噬魂培养", Def_CalcAttrFunc_FaQi:"法器",
-                 Def_CalcAttrFunc_LoveRing:"情戒基础", Def_CalcAttrFunc_LoveRingCouple:"情戒仙侣", Def_CalcAttrFunc_Charm:"魅力", Def_CalcAttrFunc_LianTi:"炼体",
-                 Def_CalcAttrFunc_Enchant:"附魔", Def_CalcAttrFunc_LingQiEnchant:"灵器附魔", Def_CalcAttrFunc_Gubao:"古宝", Def_CalcAttrFunc_Shentong:"神通",
-                 Def_CalcAttrFunc_HorseStar:"坐骑星级", Def_CalcAttrFunc_PetStar:"宠物星级", Def_CalcAttrFunc_TitleStar:"称号星级", Def_CalcAttrFunc_FamilyZhenfa:"阵法",
-                 Def_CalcAttrFunc_GatherTheSoul:"聚魂新", Def_CalcAttrFunc_GubaoResonance:"古宝共鸣", Def_CalcAttrFunc_Face:"头像", Def_CalcAttrFunc_FacePic:"头像框", Def_CalcAttrFunc_ChatBox:"气泡框",
-                 }
 #-------------------------------------------------------------------------------
+
+# 被动触发方式
+(
+TriggerWay_FightStart, # 战斗开始时    1
+TriggerWay_BigTurnStart, # 大回合开始时    2
+TriggerWay_BigTurnEnd, # 大回合结束时    3
+TriggerWay_HeroTurnStart, # 武将回合开始时    4
+TriggerWay_HeroTurnEnd, # 武将回合开始时    5
+TriggerWay_HeroActionStart, # 武将行动前    6
+TriggerWay_HeroActionEnd, # 武将行动后    7
+TriggerWay_CalcTagInState, # 攻击计算时对方处于xx状态时(参数:状态1|2|...)一般用于攻击时属性计算  8
+TriggerWay_AttackOverTagInState, # 攻击计算后对方处于xx状态时(参数:状态1|2|...)一般用于攻击后触发效果  9
+TriggerWay_AttackOverDirect, # 直接攻击后 (非buff攻击)10
+TriggerWay_BeAttackedDirect, # 受到直接攻击时 (非buff攻击)11
+TriggerWay_ShieldBroken, # 承伤盾被击破时 12
+TriggerWay_CurSkillEff, # 本技能/buff释放后,一般用于本技能/buff释放后触发,仅该技能释放后有效 13
+) = range(1, 1 + 13)
+
+# 被动触发有效来源
+TriggerSrc_Skill = 1
+TriggerSrc_Buff = 2
 
 (
 TriggerType_BeSuperHit, # 被暴击触发技能 1
@@ -5699,12 +4883,6 @@
 CME_FB_RunFamily:"战盟跑环",
 }
 
-# 功能对应的事件记录类型
-FuncCMEDict = {
-               ShareDefine.GameFuncID_RunDaily:CME_FB_RunDaily,
-               ShareDefine.GameFuncID_RunFamily:CME_FB_RunFamily,
-               }
-
 # 需要发送到任务事件扩展记录的类型 ShareDefine.Def_UserAction_ExMissionLog
 CME_Ex_Log_List = [CME_Class_Horse, CME_Class_Wing, CME_Class_Official]
 
@@ -5801,6 +4979,16 @@
 ) = range(27)
 
 
+# 回合卡牌
+(
+Def_SkillFuncType_Common, #0为通用技能
+Def_SkillFuncType_TurnNormaSkill,  #1 普攻技能
+Def_SkillFuncType_AngerSkill,  #2 怒气技能
+Def_SkillFuncType_PotentialSkill,  #3 潜能技能
+Def_SkillFuncType_AtkbackSkill,  #4 反击技能
+) = range(5)
+
+# MMO项目 - 先保留,重新定义从1000开始,后续可陆续删除
 (Def_SkillFuncType_Common, #0为通用技能
 Def_SkillFuncType_FbSkill, #1为法宝功能获得的主动技能
 Def_SkillFuncType_FbPassiveSkill, #2为法宝功能获得的被动技能
@@ -5824,7 +5012,7 @@
 Def_SkillFuncType_ShentongSkill,     #20 神通技能
 Def_SkillFuncType_ElfSkill,     #21 精怪技能
 Def_SkillFuncType_GatherTheSoul,     #22 聚魂技能
-) = range(23)
+) = range(1000, 1000 + 23)
 
 # 受技能效果完全影响的怪, 对应 Def_BattleRelationType_CommNoBoss
 Def_SkillAttack_NPCIsBoss = [ Def_NPCType_Ogre_Normal     ,  #平凡小怪 0    # c++ 定义为普通NPC视野刷新
@@ -5840,29 +5028,17 @@
 Def_BattleRelationType_CommNoBoss,   # 除了(指定)BOSS,可对其释放技能,但是无实际效果
 ) = range(0, 4)
 
+# 近战远程
+AtkDistTypeList = (
+AtkDistType_Short, # 近战
+AtkDistType_Long, # 远程
+) = range(1, 1 + 2)
+
 # 经验倍率限制类型
 (
 ExpRateLimitType_Recover, # 资源找回
 ExpRateLimitType_Sweep, # 扫荡
 ) = range(2)
-
-# 技能功能类对应战斗力模块
-Def_SkillFuncType_MFPType={
-                           Def_SkillFuncType_FbSkill:ShareDefine.Def_MFPType_MagicWeapon1,
-                           Def_SkillFuncType_FbPassiveSkill:ShareDefine.Def_MFPType_MagicWeapon2,
-                           Def_SkillFuncType_FbSPSkill:ShareDefine.Def_MFPType_MagicWeapon1,
-                           Def_SkillFuncType_GiftSkill:ShareDefine.Def_MFPType_Role,
-                           
-                           Def_SkillFuncType_HorseSkill:ShareDefine.Def_MFPType_Horse,
-                           Def_SkillFuncType_PetSkill:ShareDefine.Def_MFPType_Pet,
-                           Def_SkillFuncType_PetOwnerSkill:ShareDefine.Def_MFPType_Pet,
-                           Def_SkillFuncType_GWSkill:ShareDefine.Def_MFPType_Prestige,
-                           Def_SkillFuncType_SuiteSkill:ShareDefine.Def_MFPType_Equip,
-                           Def_SkillFuncType_TitleSkill:ShareDefine.Def_MFPType_Dienstgrad,
-                           Def_SkillFuncType_LianTiSkill:ShareDefine.Def_MFPType_LianTi,
-                           Def_SkillFuncType_ShentongSkill:ShareDefine.Def_MFPType_Shentong,
-                           }
-
 
 # 投资理财类型,和前端对应,从7开始
 InvestTypeList = (
@@ -5873,11 +5049,6 @@
 InvestType_Boss, # Boss 11
 InvestType_Life, # 终身卡 12
 ) = range(7, 7 + 6)
-
-
-#前端特殊新手引导存储标记
-GuideState_BZZDShow = 202
-
 
 # 法宝特权
 MWPrivilegeList = (
@@ -6001,7 +5172,9 @@
 Def_RewardType_LunhuidianAward, # 轮回殿奖励 78
 Def_RewardType_RechargeDayAward, # 累充每日奖励 79
 Def_RewardType_FamilyGCZ, # 仙盟攻城战 80
-)= range(81)
+Def_RewardType_ADAward, # 广告奖励 81
+Def_RewardType_TreeFreeTime, # 仙树免费减时 82
+)= range(83)
 
 #boss复活相关活动定义
 BossRebornActIDList = (
@@ -6152,8 +5325,8 @@
 ActTaskType_Activity, # 累计获得活跃度 3
 ActTaskType_CrossPenglaiBoss, # 击杀蓬莱boss 4
 ActTaskType_CrossDemonLandBoss, # 击杀魔化之地boss 5
-ActTaskType_XianXiaMJLottery, # 仙匣秘境寻宝x次 6
-ActTaskType_XianXiaMJLayer, # 仙匣秘境达到x层 7
+ActTaskType_6, # 仙匣秘境寻宝x次 6
+ActTaskType_7, # 仙匣秘境达到x层 7
 ActTaskType_TreasureGubao, # 古宝寻宝x次 8
 ActTaskType_HorseUpItem, # 消耗X个坐骑经验丹 9
 ActTaskType_PetUpItem, # 消耗X个灵宠经验丹 10
@@ -6253,7 +5426,7 @@
 
 # 任务类型定义
 TaskTypeList = (
-TaskType_FBPass, # 副本过关到xxx 1
+TaskType_MainLevel, # 主线过关到xxx 1
 TaskType_TreeLV, # 仙树达到X级 2
 TaskType_EquipDecompose, # 分解装备x次 3
 TaskType_CutTree, # 消耗X个战锤  4
@@ -6261,7 +5434,8 @@
 TaskType_RealmLV, # 境界达到X级 6
 TaskType_KillNPC, # 击败X只怪物 7
 TaskType_GetMoney, # 累计获得xx货币 8
-) = range(1, 1 + 8)
+TaskType_EquipColor, # 穿戴x件x品质及以上装备 9
+) = range(1, 1 + 9)
 
 # 任务分组
 TaskGroupList = (

--
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