From 7fe5b708667ada80e22ce098635c30c89246d23b Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 05 十二月 2025 20:00:07 +0800
Subject: [PATCH] 121 【武将】武将系统-服务端(武将生效卡牌逻辑;去除图鉴加成;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py   |  288 ++++++++++++++--------------
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py |  212 ++++++++++++++++----
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py         |    1 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py       |   18 -
 PySysDB/PySysDBPY.h                                                                        |   11 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Hero.py    |   50 ++--
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py            |    3 
 7 files changed, 347 insertions(+), 236 deletions(-)

diff --git a/PySysDB/PySysDBPY.h b/PySysDB/PySysDBPY.h
index fadf0af..a53edd5 100644
--- a/PySysDB/PySysDBPY.h
+++ b/PySysDB/PySysDBPY.h
@@ -214,14 +214,11 @@
 	DWORD		_Quality;	//品质
 	list		InitTalentWeight;	// 初始天赋数权重
 	BYTE		InitStarUpper;	// 初始星级上限
-	DWORD		InitAddPer;	// 上阵初始加成万分率
-	DWORD		LVAddPer;	// 上阵每等级加成
-	DWORD		BreakLVAddPer;	// 上阵每突破等级加成
-	DWORD		StarAddPer;	// 上阵每星级加成
+	DWORD		InitAddPer;	// 卡牌初始加成万分率
+	DWORD		LVAddPer;	// 卡牌每等级加成
+	DWORD		BreakLVAddPer;	// 卡牌每突破等级加成
+	DWORD		StarAddPer;	// 卡牌每星级加成
 	list		BookActAwardMoney;	// 图鉴激活奖励货币 类型|值
-	DWORD		BookInitAddPer;	// 图鉴初始加成
-	DWORD		BookStarAddPer;	// 图鉴每星级加成
-	DWORD		BookBreakLVAddPer;	// 图鉴每突破等级加成
 	list		DismissReturnItems;	// 遣散每星返还道具 [[物品ID,个数], ...]
 	list		RecommendAwardMoney;	// 阵容推荐激活奖励货币 类型|值
 };
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index c3336d1..6c5daa6 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -223,7 +223,7 @@
 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
+Def_CalcAttr_2,
 Def_CalcAttr_Realm, # 官职 3
 Def_CalcAttr_Gubao, # 古宝 4
 Def_CalcAttr_HJG, # 幻境阁 5
@@ -234,7 +234,6 @@
 CalcAttrName = {
                 Def_CalcAttr_LV:"主公等级",
                 Def_CalcAttr_MainEquip:"主装备",
-                Def_CalcAttr_HeroBook:"武将图鉴",
                 Def_CalcAttr_Realm:"官职",
                 Def_CalcAttr_Gubao:"古宝",
                 Def_CalcAttr_HJG:"幻境阁",
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Hero.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Hero.py
index 009e7cd..c97c796 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Hero.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Hero.py
@@ -38,7 +38,7 @@
         GameWorld.DebugAnswer(curPlayer, "武将升星: Hero s 背包位置 升x星")
         GameWorld.DebugAnswer(curPlayer, "武将突破: Hero b 背包位置 设置等级")
         GameWorld.DebugAnswer(curPlayer, "武将觉醒: Hero a 背包位置 设置等级")
-        GameWorld.DebugAnswer(curPlayer, "武将图鉴: Hero t 武将ID 图鉴星级 图鉴突破等级")
+        #GameWorld.DebugAnswer(curPlayer, "武将图鉴: Hero t 武将ID 图鉴星级 图鉴突破等级")
         GameWorld.DebugAnswer(curPlayer, "重置图鉴: Hero t 0 [重置阵容推荐]")
         GameWorld.DebugAnswer(curPlayer, "重置重生: Hero r")
         GameWorld.DebugAnswer(curPlayer, "武将皮肤: Hero sk 武将ID 皮肤索引 是否解锁")
@@ -98,17 +98,17 @@
                 PlayerHero.Sync_LineupRecommendInfo(curPlayer, syncIDList)
                 GameWorld.DebugAnswer(curPlayer, "重置推荐OK!")
                 
-        else:
-            heroID = value2
-            syncHeroIDList = [heroID]
-            bookStarLV = msgList[2] if len(msgList) > 2 else 0
-            bookBreakLV = msgList[3] if len(msgList) > 3 else 0
-            if (bookStarLV or bookStarLV) and not PlayerHero.GetHeroBookInitState(curPlayer, heroID):
-                PlayerHero.SetHeroBookInitState(curPlayer, heroID, 1)
-            PlayerHero.SetHeroBookStarLV(curPlayer, heroID, bookStarLV)
-            PlayerHero.SetHeroBookBreakLV(curPlayer, heroID, bookBreakLV)
-            GameWorld.DebugAnswer(curPlayer, "设置武将(%s)图鉴星级(%s),突破(%s)" % (heroID, bookStarLV, bookBreakLV))
-            
+        #else:
+        #    heroID = value2
+        #    syncHeroIDList = [heroID]
+        #    bookStarLV = msgList[2] if len(msgList) > 2 else 0
+        #    bookBreakLV = msgList[3] if len(msgList) > 3 else 0
+        #    if (bookStarLV or bookStarLV) and not PlayerHero.GetHeroBookInitState(curPlayer, heroID):
+        #        PlayerHero.SetHeroBookInitState(curPlayer, heroID, 1)
+        #    PlayerHero.SetHeroBookStarLV(curPlayer, heroID, bookStarLV)
+        #    PlayerHero.SetHeroBookBreakLV(curPlayer, heroID, bookBreakLV)
+        #    GameWorld.DebugAnswer(curPlayer, "设置武将(%s)图鉴星级(%s),突破(%s)" % (heroID, bookStarLV, bookBreakLV))
+        
         PlayerHero.Sync_HeroInfo(curPlayer, syncHeroIDList)
         return
     
@@ -142,19 +142,17 @@
         PlayerHero.InitHeroItem(heroItem.GetItem())
         heroItem.Sync_Item()
         GameWorld.DebugAnswer(curPlayer, "重置武将: itemIndex=%s" % (itemIndex))
-        return
-    
+        
     # 等级
-    if value == "l":
+    elif value == "l":
         heroLV = msgList[2] if len(msgList) > 2 else 1
         LVMax = PlayerHero.GetHeroLVMax(heroItem)
         heroLV = min(LVMax, heroLV)
         heroItem.SetUserAttr(ShareDefine.Def_IudetHeroLV, heroLV)
         GameWorld.DebugAnswer(curPlayer, "设置武将等级: %s,itemIndex=%s" % (heroLV, itemIndex))
-        return
-    
+        
     # 星级
-    if value == "s":
+    elif value == "s":
         addStar = msgList[2] if len(msgList) > 2 else 1
         curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
         starMax = PlayerHero.GetHeroStarMax(heroItem)
@@ -164,28 +162,26 @@
         updStar = min(curStar + addStar, starMax)
         PlayerHero.DoHeroUpdStar(curPlayer, heroItem, updStar)
         GameWorld.DebugAnswer(curPlayer, "更新武将星级: %s,itemIndex=%s" % (updStar, itemIndex))
-        return
-    
+        
     # 突破
-    if value == "b":
+    elif value == "b":
         breakLV = msgList[2] if len(msgList) > 2 else 0
         if not IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, breakLV):
             GameWorld.DebugAnswer(curPlayer, "突破等级不存在:%s 品质:%s" % (breakLV, quality))
             return
         PlayerHero.SetHeroBreakLV(curPlayer, heroItem, breakLV)
         GameWorld.DebugAnswer(curPlayer, "设置武将突破: %s,itemIndex=%s" % (breakLV, itemIndex))
-        return
-    
+        
     # 觉醒
-    if value == "a":
+    elif value == "a":
         awakeLV = msgList[2] if len(msgList) > 2 else 0
         if not IpyGameDataPY.GetIpyGameData("HeroQualityAwake", quality, awakeLV):
             GameWorld.DebugAnswer(curPlayer, "觉醒等级不存在:%s 品质:%s" % (awakeLV, quality))
             return
         PlayerHero.SetHeroAwakeLV(heroItem, awakeLV)
         GameWorld.DebugAnswer(curPlayer, "设置武将觉醒: %s,itemIndex=%s" % (awakeLV, itemIndex))
-        return
-    
+        
+    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # GM修改
     return
 
 def __oneKeyLineup(curPlayer, msgList):
@@ -369,7 +365,7 @@
             singleItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)      
             
         heroItem.Sync_Item()
-        PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
+        PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # GM修改阵容
         
     GameWorld.DebugAnswer(curPlayer, "设置阵容武将OK")
     return
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
index 2f037f2..7f0b599 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -225,9 +225,6 @@
                         ("DWORD", "BreakLVAddPer", 0),
                         ("DWORD", "StarAddPer", 0),
                         ("list", "BookActAwardMoney", 0),
-                        ("DWORD", "BookInitAddPer", 0),
-                        ("DWORD", "BookStarAddPer", 0),
-                        ("DWORD", "BookBreakLVAddPer", 0),
                         ("list", "DismissReturnItems", 0),
                         ("list", "RecommendAwardMoney", 0),
                         ),
@@ -2453,16 +2450,13 @@
     def GetQuality(self): return self.attrTuple[0] # 品质 DWORD
     def GetInitTalentWeight(self): return self.attrTuple[1] #  初始天赋数权重 list
     def GetInitStarUpper(self): return self.attrTuple[2] #  初始星级上限 BYTE
-    def GetInitAddPer(self): return self.attrTuple[3] #  上阵初始加成万分率 DWORD
-    def GetLVAddPer(self): return self.attrTuple[4] #  上阵每等级加成 DWORD
-    def GetBreakLVAddPer(self): return self.attrTuple[5] #  上阵每突破等级加成 DWORD
-    def GetStarAddPer(self): return self.attrTuple[6] #  上阵每星级加成 DWORD
+    def GetInitAddPer(self): return self.attrTuple[3] #  卡牌初始加成万分率 DWORD
+    def GetLVAddPer(self): return self.attrTuple[4] #  卡牌每等级加成 DWORD
+    def GetBreakLVAddPer(self): return self.attrTuple[5] #  卡牌每突破等级加成 DWORD
+    def GetStarAddPer(self): return self.attrTuple[6] #  卡牌每星级加成 DWORD
     def GetBookActAwardMoney(self): return self.attrTuple[7] #  图鉴激活奖励货币 类型|值 list
-    def GetBookInitAddPer(self): return self.attrTuple[8] #  图鉴初始加成 DWORD
-    def GetBookStarAddPer(self): return self.attrTuple[9] #  图鉴每星级加成 DWORD
-    def GetBookBreakLVAddPer(self): return self.attrTuple[10] #  图鉴每突破等级加成 DWORD
-    def GetDismissReturnItems(self): return self.attrTuple[11] #  遣散每星返还道具 [[物品ID,个数], ...] list
-    def GetRecommendAwardMoney(self): return self.attrTuple[12] #  阵容推荐激活奖励货币 类型|值 list
+    def GetDismissReturnItems(self): return self.attrTuple[8] #  遣散每星返还道具 [[物品ID,个数], ...] list
+    def GetRecommendAwardMoney(self): return self.attrTuple[9] #  阵容推荐激活奖励货币 类型|值 list
 
 # 武将品质突破表
 class IPY_HeroQualityBreak():
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
index 19a0800..8d22386 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -184,6 +184,7 @@
         GameWorld.DebugLog("首次激活武将: heroID=%s" % (heroID), curPlayer.GetPlayerID())
         #首次获得图鉴额外逻辑 ...
         Sync_HeroInfo(curPlayer, [heroID])
+        PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 首次获得
         
     return
 
@@ -225,55 +226,55 @@
     GameWorld.DebugLog("设置武将图鉴激活状态:%s,bookState=%s,updBookState=%s" % (isAct, bookState, updBookState), curPlayer.GetPlayerID())
     return
 
-def GetHeroBookStarLV(curPlayer, heroID):
-    ## 武将图鉴星级等级
-    bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
-    return GameWorld.GetValue(bookState, 4, 3)
-def SetHeroBookStarLV(curPlayer, heroID, starLV):
-    ## 设置武将图鉴星级等级,支持三位数 0~999 级
-    bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
-    updBookState = GameWorld.SetValue(bookState, 4, 3, starLV)
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState)
-    GameWorld.DebugLog("设置武将图鉴星级等级:%s,bookState=%s,updBookState=%s" % (starLV, bookState, updBookState), curPlayer.GetPlayerID())
-    return
+#def GetHeroBookStarLV(curPlayer, heroID):
+#    ## 武将图鉴星级等级
+#    bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
+#    return GameWorld.GetValue(bookState, 4, 3)
+#def SetHeroBookStarLV(curPlayer, heroID, starLV):
+#    ## 设置武将图鉴星级等级,支持三位数 0~999 级
+#    bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
+#    updBookState = GameWorld.SetValue(bookState, 4, 3, starLV)
+#    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState)
+#    GameWorld.DebugLog("设置武将图鉴星级等级:%s,bookState=%s,updBookState=%s" % (starLV, bookState, updBookState), curPlayer.GetPlayerID())
+#    return
 
-def GetHeroBookStarLVH(curPlayer, heroID):
-    ## 武将图鉴星级历史最高等级
-    bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
-    return GameWorld.GetValue(bookStateH, 4, 3)
-def SetHeroBookStarLVH(curPlayer, heroID, starLVH):
-    ## 设置武将图鉴星级历史最高等级,支持三位数 0~999 级
-    bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
-    updBookStateH = GameWorld.SetValue(bookStateH, 4, 3, starLVH)
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBookH % heroID, updBookStateH)
-    GameWorld.DebugLog("设置武将图鉴星级历史最高等级:%s,bookStateH=%s,updBookStateH=%s" % (starLVH, bookStateH, updBookStateH), curPlayer.GetPlayerID())
-    Sync_HeroInfo(curPlayer, [heroID])
-    return
+#def GetHeroBookStarLVH(curPlayer, heroID):
+#    ## 武将图鉴星级历史最高等级
+#    bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
+#    return GameWorld.GetValue(bookStateH, 4, 3)
+#def SetHeroBookStarLVH(curPlayer, heroID, starLVH):
+#    ## 设置武将图鉴星级历史最高等级,支持三位数 0~999 级
+#    bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
+#    updBookStateH = GameWorld.SetValue(bookStateH, 4, 3, starLVH)
+#    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBookH % heroID, updBookStateH)
+#    GameWorld.DebugLog("设置武将图鉴星级历史最高等级:%s,bookStateH=%s,updBookStateH=%s" % (starLVH, bookStateH, updBookStateH), curPlayer.GetPlayerID())
+#    Sync_HeroInfo(curPlayer, [heroID])
+#    return
 
-def GetHeroBookBreakLV(curPlayer, heroID):
-    ## 武将图鉴突破等级
-    bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
-    return GameWorld.GetValue(bookState, 7, 3)
-def SetHeroBookBreakLV(curPlayer, heroID, breakLV):
-    ## 设置武将图鉴突破等级,支持三位数 0~999 级
-    bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
-    updBookState = GameWorld.SetValue(bookState, 7, 3, breakLV)
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState)
-    GameWorld.DebugLog("设置武将图鉴突破等级:%s,bookState=%s,updBookState=%s" % (breakLV, bookState, updBookState), curPlayer.GetPlayerID())
-    return
+#def GetHeroBookBreakLV(curPlayer, heroID):
+#    ## 武将图鉴突破等级
+#    bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
+#    return GameWorld.GetValue(bookState, 7, 3)
+#def SetHeroBookBreakLV(curPlayer, heroID, breakLV):
+#    ## 设置武将图鉴突破等级,支持三位数 0~999 级
+#    bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
+#    updBookState = GameWorld.SetValue(bookState, 7, 3, breakLV)
+#    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState)
+#    GameWorld.DebugLog("设置武将图鉴突破等级:%s,bookState=%s,updBookState=%s" % (breakLV, bookState, updBookState), curPlayer.GetPlayerID())
+#    return
 
-def GetHeroBookBreakLVH(curPlayer, heroID):
-    ## 武将图鉴突破历史最高等级
-    bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
-    return GameWorld.GetValue(bookStateH, 7, 3)
-def SetHeroBookBreakLVH(curPlayer, heroID, breakLVH):
-    ## 设置武将图鉴突破历史最高等级,支持三位数 0~999 级
-    bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
-    updBookStateH = GameWorld.SetValue(bookStateH, 7, 3, breakLVH)
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBookH % heroID, updBookStateH)
-    GameWorld.DebugLog("设置武将图鉴突破历史最高等级:%s,bookStateH=%s,updBookStateH=%s" % (breakLVH, bookStateH, updBookStateH), curPlayer.GetPlayerID())
-    Sync_HeroInfo(curPlayer, [heroID])
-    return
+#def GetHeroBookBreakLVH(curPlayer, heroID):
+#    ## 武将图鉴突破历史最高等级
+#    bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
+#    return GameWorld.GetValue(bookStateH, 7, 3)
+#def SetHeroBookBreakLVH(curPlayer, heroID, breakLVH):
+#    ## 设置武将图鉴突破历史最高等级,支持三位数 0~999 级
+#    bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
+#    updBookStateH = GameWorld.SetValue(bookStateH, 7, 3, breakLVH)
+#    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBookH % heroID, updBookStateH)
+#    GameWorld.DebugLog("设置武将图鉴突破历史最高等级:%s,bookStateH=%s,updBookStateH=%s" % (breakLVH, bookStateH, updBookStateH), curPlayer.GetPlayerID())
+#    Sync_HeroInfo(curPlayer, [heroID])
+#    return
 
 def GetHeroItem(curPlayer, itemIndex):
     curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
@@ -352,7 +353,7 @@
     GameWorld.DebugLog("武将升级: itemIndex=%s,heroID=%s,updHeroLV=%s" % (itemIndex, heroID, updHeroLV), playerID)
     heroItem.SetUserAttr(ShareDefine.Def_IudetHeroLV, updHeroLV)
     
-    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
+    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 升级
     
     PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_HeroLVUP, 1)
     PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_HeroLVUP)
@@ -436,6 +437,8 @@
                        % (itemIndex, heroID, star, useStar, addStar, updStar), playerID)
     ItemCommon.DelItem(curPlayer, useItem, useItem.GetCount(), False, "HeroStarUP")
     DoHeroUpdStar(curPlayer, heroItem, updStar)
+    
+    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 升星
     return
 
 def GetHeroStarMax(heroItem):
@@ -468,7 +471,7 @@
 
 def DoHeroUpdStar(curPlayer, heroItem, updStar, isSync=True):
     ## 执行武将星级更新
-    heroID = heroItem.GetItemTypeID()
+    #heroID = heroItem.GetItemTypeID()
     curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
     addStar = updStar - curStar
     item = heroItem.GetItem()
@@ -481,13 +484,10 @@
         
     if isSync:
         heroItem.Sync_Item()
-    
-    itemIndex = heroItem.GetItemPlaceIndex()
-    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
-    
-    starLVH = GetHeroBookStarLVH(curPlayer, heroID)
-    if updStar > starLVH:
-        SetHeroBookStarLVH(curPlayer, heroID, updStar)
+        
+    #starLVH = GetHeroBookStarLVH(curPlayer, heroID)
+    #if updStar > starLVH:
+    #    SetHeroBookStarLVH(curPlayer, heroID, updStar)
     return
 
 def __DoHeroStarTalentUp(singleItem, addLV):
@@ -653,20 +653,20 @@
     GameWorld.DebugLog("武将突破: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextBreakLV), playerID)
     SetHeroBreakLV(curPlayer, heroItem, nextBreakLV)
     
-    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
+    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 突破
     return
 
 def SetHeroBreakLV(curPlayer, heroItem, breakLV, isSync=True):
     ## 设置武将突破等级
-    heroID = heroItem.GetItemTypeID()
+    #heroID = heroItem.GetItemTypeID()
     item = heroItem.GetItem()
     item.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, breakLV)
     if isSync:
         heroItem.Sync_Item()
         
-    breakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
-    if breakLV > breakLVH:
-        SetHeroBookBreakLVH(curPlayer, heroID, breakLV)
+    #breakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
+    #if breakLV > breakLVH:
+    #    SetHeroBookBreakLVH(curPlayer, heroID, breakLV)
     return
 
 #// B2 33 武将觉醒 #tagCSHeroAwake
@@ -719,7 +719,7 @@
     GameWorld.DebugLog("武将觉醒: itemIndex=%s,heroID=%s,nextAwakeLV=%s" % (itemIndex, heroID, nextAwakeLV), playerID)
     SetHeroAwakeLV(heroItem, nextAwakeLV)
     
-    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
+    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 觉醒
     return
 
 def SetHeroAwakeLV(heroItem, awakeLV, isSync=True):
@@ -857,7 +857,7 @@
     if isSync:
         heroItem.Sync_Item()
     
-    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
+    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 选择天赋
     return
 
 #// B2 35 武将洗炼 #tagCSHeroWash
@@ -991,7 +991,7 @@
     heroItem.Sync_Item()
     GameWorld.DebugLog("武将洗炼替换! itemIndex=%s,heroID=%s,washIDList=%s" % (itemIndex, heroID, washIDList))
     
-    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
+    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 替换洗炼天赋
     return
 
 #// B2 36 武将换肤 #tagCSHeroWearSkin
@@ -1024,7 +1024,7 @@
             return
     heroItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
     
-    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
+    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 切换皮肤
     return
 
 def ActiveHeroSkin(curPlayer, heroID, skinIndex, isActive=True):
@@ -1040,7 +1040,7 @@
     PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroSkin % heroID, updState)
     Sync_HeroInfo(curPlayer, [heroID])
     
-    RefreshLordAttr(curPlayer)
+    #RefreshLordAttr(curPlayer)
     return
 
 #// B2 37 武将图鉴激活升级 #tagCSHeroBookUP
@@ -1058,9 +1058,9 @@
     bookType = clientData.BookType
     
     if bookType == 1:
-        __doHeroBookStarLVUP(curPlayer, heroID)
+        pass #__doHeroBookStarLVUP(curPlayer, heroID)
     elif bookType == 2:
-        __doHeroBookBreakLVUP(curPlayer, heroID)
+        pass #__doHeroBookBreakLVUP(curPlayer, heroID)
     else:
         __doHeroBookAct(curPlayer, heroID)
     return
@@ -1106,48 +1106,48 @@
                     
     Sync_HeroInfo(curPlayer, [heroID])
     
-    RefreshLordAttr(curPlayer)
+    #RefreshLordAttr(curPlayer) 图鉴属性去除了
     
     bookCnt = GetHeroBookActCnt(curPlayer)
     PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_HeroBook)
     PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_OSAHeroBook, bookCnt)
     return
 
-def __doHeroBookStarLVUP(curPlayer, heroID):
-    ## 图鉴星级升级
-    playerID = curPlayer.GetPlayerID()
-    if not GetHeroBookInitState(curPlayer, heroID):
-        GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
-        return
-    bookStar = GetHeroBookStarLV(curPlayer, heroID)
-    bookStarH = GetHeroBookStarLVH(curPlayer, heroID)
-    if bookStar >= bookStarH:
-        GameWorld.DebugLog("该武将图鉴星级已达当前英雄最高星级! heroID=%s,bookStar=%s >= %s" % (heroID, bookStar, bookStarH), playerID)
-        return
-    GameWorld.DebugLog("武将图鉴星级升级! heroID=%s,bookStar=%s,bookStarH=%s" % (heroID, bookStar, bookStarH), playerID)
-    SetHeroBookStarLV(curPlayer, heroID, bookStar + 1)
-    Sync_HeroInfo(curPlayer, [heroID])
-    
-    RefreshLordAttr(curPlayer)
-    return
+#def __doHeroBookStarLVUP(curPlayer, heroID):
+#    ## 图鉴星级升级,废弃
+#    playerID = curPlayer.GetPlayerID()
+#    if not GetHeroBookInitState(curPlayer, heroID):
+#        GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
+#        return
+#    bookStar = GetHeroBookStarLV(curPlayer, heroID)
+#    bookStarH = GetHeroBookStarLVH(curPlayer, heroID)
+#    if bookStar >= bookStarH:
+#        GameWorld.DebugLog("该武将图鉴星级已达当前英雄最高星级! heroID=%s,bookStar=%s >= %s" % (heroID, bookStar, bookStarH), playerID)
+#        return
+#    GameWorld.DebugLog("武将图鉴星级升级! heroID=%s,bookStar=%s,bookStarH=%s" % (heroID, bookStar, bookStarH), playerID)
+#    SetHeroBookStarLV(curPlayer, heroID, bookStar + 1)
+#    Sync_HeroInfo(curPlayer, [heroID])
+#    
+#    RefreshLordAttr(curPlayer)
+#    return
 
-def __doHeroBookBreakLVUP(curPlayer, heroID):
-    ## 图鉴突破升级
-    playerID = curPlayer.GetPlayerID()
-    if not GetHeroBookInitState(curPlayer, heroID):
-        GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
-        return
-    bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
-    bookBreakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
-    if bookBreakLV >= bookBreakLVH:
-        GameWorld.DebugLog("该武将图鉴突破等级已达当前英雄最高突破等级! heroID=%s,bookBreakLV=%s >= %s" % (heroID, bookBreakLV, bookBreakLVH), playerID)
-        return
-    GameWorld.DebugLog("武将图鉴突破升级! heroID=%s,bookBreakLV=%s,bookBreakLVH=%s" % (heroID, bookBreakLV, bookBreakLVH), playerID)
-    SetHeroBookBreakLV(curPlayer, heroID, bookBreakLV + 1)
-    Sync_HeroInfo(curPlayer, [heroID])
-    
-    RefreshLordAttr(curPlayer)
-    return
+#def __doHeroBookBreakLVUP(curPlayer, heroID):
+#    ## 图鉴突破升级,废弃
+#    playerID = curPlayer.GetPlayerID()
+#    if not GetHeroBookInitState(curPlayer, heroID):
+#        GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
+#        return
+#    bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
+#    bookBreakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
+#    if bookBreakLV >= bookBreakLVH:
+#        GameWorld.DebugLog("该武将图鉴突破等级已达当前英雄最高突破等级! heroID=%s,bookBreakLV=%s >= %s" % (heroID, bookBreakLV, bookBreakLVH), playerID)
+#        return
+#    GameWorld.DebugLog("武将图鉴突破升级! heroID=%s,bookBreakLV=%s,bookBreakLVH=%s" % (heroID, bookBreakLV, bookBreakLVH), playerID)
+#    SetHeroBookBreakLV(curPlayer, heroID, bookBreakLV + 1)
+#    Sync_HeroInfo(curPlayer, [heroID])
+#    
+#    RefreshLordAttr(curPlayer)
+#    return
 
 #// B2 38 武将锁定 #tagCSHeroLock
 #
@@ -1235,7 +1235,7 @@
         PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroAwakeRebirthCnt, rebirthCnt + 1)
         Sync_PlayerHeroInfo(curPlayer)
         
-    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
+    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 重生
     return
 
 def __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio):
@@ -1487,7 +1487,7 @@
     if not awardMoneyInfo or len(awardMoneyInfo) != 2:
         return
     moneyType, moneyValue = awardMoneyInfo
-    if GetHeroActivite(curPlayer, heroID) != 1:
+    if not GetHeroActivite(curPlayer, heroID):
         GameWorld.DebugLog("武将未获得过,不可激活阵容推荐! heroID=%s" % (heroID))
         return
     awardState |= pow(2, index)
@@ -1497,43 +1497,43 @@
     Sync_LineupRecommendInfo(curPlayer, [recommendID])
     return
 
-def RefreshLordAttr(curPlayer):
-    ## 刷新主公属性
-    CalcHeroAddAttr(curPlayer)
-    PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr()
-    return
+#def RefreshLordAttr(curPlayer):
+#    ## 刷新主公属性
+#    CalcHeroAddAttr(curPlayer)
+#    PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr()
+#    return
 
-def CalcHeroAddAttr(curPlayer):
-    ## 计算武将对主公增加的属性
-    
-    heroBookAttrDict = {}
-    playerID = curPlayer.GetID()
-    
-    ipyDataMgr = IpyGameDataPY.IPY_Data()
-    for index in range(ipyDataMgr.GetHeroCount()):
-        ipyData = ipyDataMgr.GetHeroByIndex(index)
-        heroID = ipyData.GetHeroID()
-        if not ipyData.GetPlayerCanUse():
-            continue
-        if not GetHeroBookInitState(curPlayer, heroID):
-            # 图鉴未激活
-            continue
-        quality = ipyData.GetQuality()
-        qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
-        if not qualityIpyData:
-            continue
-        bookInitAddPer = qualityIpyData.GetBookInitAddPer()
-        bookStarAddPer = qualityIpyData.GetBookStarAddPer()
-        bookBreakLVAddPer = qualityIpyData.GetBookBreakLVAddPer()
-        bookStar = GetHeroBookStarLV(curPlayer, heroID)
-        bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
-        for attrPerID in ChConfig.BaseAttrPerIDList:
-            addPer = bookInitAddPer + bookStar * bookStarAddPer + bookBreakLV * bookBreakLVAddPer
-            heroBookAttrDict[attrPerID] = heroBookAttrDict.get(attrPerID, 0) + addPer
-            
-    GameWorld.DebugLog("武将图鉴属性: %s" % heroBookAttrDict, playerID)
-    PlayerOnline.GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_HeroBook, heroBookAttrDict)
-    return
+#def CalcHeroAddAttr(curPlayer):
+#    ## 计算武将对主公增加的属性
+#    
+#    heroBookAttrDict = {}
+#    playerID = curPlayer.GetID()
+#    
+#    ipyDataMgr = IpyGameDataPY.IPY_Data()
+#    for index in range(ipyDataMgr.GetHeroCount()):
+#        ipyData = ipyDataMgr.GetHeroByIndex(index)
+#        heroID = ipyData.GetHeroID()
+#        if not ipyData.GetPlayerCanUse():
+#            continue
+#        if not GetHeroBookInitState(curPlayer, heroID):
+#            # 图鉴未激活
+#            continue
+#        quality = ipyData.GetQuality()
+#        qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
+#        if not qualityIpyData:
+#            continue
+#        #bookInitAddPer = qualityIpyData.GetBookInitAddPer()
+#        #bookStarAddPer = qualityIpyData.GetBookStarAddPer()
+#        #bookBreakLVAddPer = qualityIpyData.GetBookBreakLVAddPer()
+#        bookStar = GetHeroBookStarLV(curPlayer, heroID)
+#        bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
+#        for attrPerID in ChConfig.BaseAttrPerIDList:
+#            addPer = bookInitAddPer + bookStar * bookStarAddPer + bookBreakLV * bookBreakLVAddPer
+#            heroBookAttrDict[attrPerID] = heroBookAttrDict.get(attrPerID, 0) + addPer
+#            
+#    GameWorld.DebugLog("武将图鉴属性: %s" % heroBookAttrDict, playerID)
+#    PlayerOnline.GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_HeroBook, heroBookAttrDict)
+#    return
 
 def Sync_HeroInfo(curPlayer, heroIDList=None):
     if heroIDList != None:
@@ -1563,10 +1563,10 @@
         hero.HeroID = heroID
         hero.SkinState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkin % heroID)
         hero.BookInitState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) % 10
-        hero.BookStarLV = GetHeroBookStarLV(curPlayer, heroID)
-        hero.BookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
-        hero.BookStarLVH = GetHeroBookStarLVH(curPlayer, heroID)
-        hero.BookBreakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
+        #hero.BookStarLV = GetHeroBookStarLV(curPlayer, heroID)
+        #hero.BookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
+        #hero.BookStarLVH = GetHeroBookStarLVH(curPlayer, heroID)
+        #hero.BookBreakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
         syncInfoList.append(hero)
         
     if not syncInfoList:
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
index 72f47e8..1c14450 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
@@ -157,8 +157,9 @@
         self.curPlayer = None
         
         # 属性、阵容
-        self.calcAttrDict = {} # 非武将功能点属性统计 {calcIndex:{attrID:value, ...}, ...}
-        self.lineupDict = {} # 上阵阵容 {lineupID:Lineup, ...}
+        self._calcAttrDict = {} # 非武将功能点属性统计 {calcIndex:{attrID:value, ...}, ...}
+        self._lineupDict = {} # 上阵阵容 {lineupID:Lineup, ...}
+        self._effectiveCardDict = {} # 加成属性生效的武将卡牌信息 {heroID:[cardAddPer, itemIndex], ...}
         
         # 主线战斗
         self.mainFight = TurnAttack.MainFight(playerID)
@@ -182,20 +183,29 @@
     def GetLineup(self, lineupID, checkAttr=True):
         # @param checkAttr: 检查刷新到最新阵容属性
         lineup = None
-        if lineupID in self.lineupDict:
-            lineup = self.lineupDict[lineupID]
+        if lineupID in self._lineupDict:
+            lineup = self._lineupDict[lineupID]
         else:
             lineup = Lineup(self.playerID, lineupID)
-            self.lineupDict[lineupID] = lineup
+            self._lineupDict[lineupID] = lineup
         lineup.olPlayer = self
         if checkAttr:
             lineup.CheckRefreshLineupAttr()
         return lineup
     
-    def GetCalcAttr(self, calcIndex): return self.calcAttrDict.get(calcIndex, {})
+    def GetHeroEffectiveCard(self, heroID): return self._effectiveCardDict.get(heroID, [-1, -1])
+    def SetHeroEffectiveCard(self, heroID, cardAddPer, itemIndex):
+        ## 更新某个武将生效的卡牌信息
+        self._effectiveCardDict[heroID] = [cardAddPer, itemIndex]
+        self.RefreshRoleAttr()
+        
+    def SetEffectiveCardDict(self, effectiveCardDict): self._effectiveCardDict = effectiveCardDict
+    def GetEffectiveCardDict(self): return self._effectiveCardDict
+    
+    def GetCalcAttr(self, calcIndex): return self._calcAttrDict.get(calcIndex, {})
     def SetCalcAttr(self, calcIndex, attrDict):
         ## 设置某个功能点计算的属性
-        self.calcAttrDict[calcIndex] = attrDict
+        self._calcAttrDict[calcIndex] = attrDict
         return
     
     def ReCalcAllAttr(self):
@@ -203,8 +213,9 @@
         curPlayer = self.curPlayer
         GameWorld.DebugLog("ReCalcAllAttr...", self.playerID)
         
-        self.calcAttrDict = {}
-        self.lineupDict = {}
+        self._calcAttrDict = {}
+        self._lineupDict = {}
+        self._effectiveCardDict = {}
         
         doCalcAllAttr(curPlayer)
         doReloadLineup(curPlayer, self)
@@ -219,7 +230,7 @@
         '''
         GameWorld.DebugLog("请求刷属性: refreshForce=%s" % (refreshForce), self.playerID)
         # 主公属性刷新时,所有阵容都要同步刷新
-        for lineup in self.lineupDict.values():
+        for lineup in self._lineupDict.values():
             lineup.SetNeedRefreshState()
             
         if refreshForce:
@@ -234,7 +245,7 @@
         
         isRefresh = False
         # 同步执行阵容属性刷新
-        for lineupID, lineup in self.lineupDict.items():
+        for lineupID, lineup in self._lineupDict.items():
             if not isAllLineup and lineupID != ShareDefine.Lineup_Main:
                 continue
             if lineup.CheckRefreshLineupAttr():
@@ -242,20 +253,22 @@
                 
         return isRefresh
     
-    def OnHeroItemUpate(self, itemIndexList):
-        '''武将物品养成更新
-        @param itemIndexList: 变化武将物品所在武将背包格子索引列表
+    def OnHeroItemUpate(self, heroItem):
+        '''武将物品变化时需要处理的逻辑
+        @param heroItem: 变化武将物品
         @param return: 影响的阵容ID列表
         '''
         effLineupIDList = []
         
-        for lineupID, lineup in self.lineupDict.items():
-            for itemIndex in itemIndexList:
-                if lineup.CheckHeroItemUpdate(itemIndex):
-                    if lineupID not in effLineupIDList:
-                        effLineupIDList.append(lineupID)
-                        
-        GameWorld.DebugLog("武将物品养成更新索引: %s, 影响阵容:%s" % (itemIndexList, effLineupIDList), self.playerID)
+        checkUpdEffHeroCard(self, heroItem) # 检查更新生效的卡牌
+        
+        itemIndex = heroItem.GetItemPlaceIndex()
+        for lineupID, lineup in self._lineupDict.items():
+            if lineup.CheckHeroItemUpdate(itemIndex):
+                if lineupID not in effLineupIDList:
+                    effLineupIDList.append(lineupID)
+                    
+        GameWorld.DebugLog("武将物品变化: itemIndex=%s, 影响阵容:%s" % (itemIndex, effLineupIDList), self.playerID)
         return effLineupIDList
     
     def GetLastBatBuffer(self): return self._lastBatBufferInfo
@@ -359,17 +372,112 @@
     GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_LV, lvAttrDict)
     return
 
+def checkUpdEffHeroCard(olPlayer, heroItem, isNotify=True):
+    ## 玩家武将背包卡牌变更时调用
+    # @return: 加成是否变更 
+    if not hasattr(heroItem, "GetItemPlaceIndex"):
+        return
+    curPlayer = olPlayer.curPlayer
+    if not curPlayer:
+        return
+    itemIndex = heroItem.GetItemPlaceIndex()
+    heroID = heroItem.GetItemTypeID()
+    curAddPer = getHeroCardAddPer(heroItem)
+    effAddPer, effItemIndex = olPlayer.GetHeroEffectiveCard(heroID)
+    if itemIndex == effItemIndex:
+        if curAddPer == effAddPer:
+            GameWorld.DebugLog("生效的卡牌不变且加成也不变,不用处理! heroID=%s,itemIndex=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, effAddPer, curAddPer))
+            return
+        olPlayer.SetHeroEffectiveCard(heroID, curAddPer, itemIndex)
+        if curAddPer > effAddPer:
+            GameWorld.DebugLog("生效的卡牌不变且加成提升了! heroID=%s,itemIndex=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, effAddPer, curAddPer))
+            return
+        GameWorld.DebugLog("生效的卡牌效果加成降低了,重新检索是否有加成更高的! heroID=%s,itemIndex=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, effAddPer, curAddPer))
+        curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+        for index in range(curPack.GetCount()):
+            if index == itemIndex:
+                continue
+            packItem = curPack.GetAt(index)
+            if not packItem or packItem.IsEmpty():
+                continue
+            if heroID != packItem.GetItemTypeID():
+                continue
+            packCardPer = getHeroCardAddPer(packItem)
+            if packCardPer <= curAddPer:
+                continue
+            GameWorld.DebugLog("有更高加成的同名武将! heroID=%s,index=%s,packCardPer=%s > curAddPer=%s" % (heroID, index, packCardPer, curAddPer))
+            checkUpdEffHeroCard(olPlayer, packItem, isNotify)
+            return
+        
+        GameWorld.DebugLog("没有更高加成的同名武将,保留本卡生效! heroID=%s,itemIndex=%s,curAddPer=%s" % (heroID, itemIndex, curAddPer))
+        return
+        
+    if curAddPer <= effAddPer:
+        GameWorld.DebugLog("不高于当前生效卡牌加成不处理! heroID=%s,itemIndex=%s,curAddPer=%s <= %s,effItemIndex=%s" 
+                           % (heroID, itemIndex, curAddPer, effAddPer, effItemIndex))
+        return
+    GameWorld.DebugLog("高于当前生效卡牌加成替换生效卡牌! heroID=%s,itemIndex=%s,curAddPer=%s > %s,effItemIndex=%s" 
+                       % (heroID, itemIndex, curAddPer, effAddPer, effItemIndex))
+    olPlayer.SetHeroEffectiveCard(heroID, curAddPer, itemIndex)
+    
+    item = heroItem.GetItem()
+    item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 1)
+    isNotify and heroItem.Sync_Item()
+    
+    if effItemIndex >= 0:
+        curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+        hisEffItem = curPack.GetAt(effItemIndex) if curPack.GetCount() > effItemIndex else None
+        if hisEffItem and not hisEffItem.IsEmpty():
+            item = hisEffItem.GetItem()
+            item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 0)
+            isNotify and hisEffItem.Sync_Item()
+            
+    return
+
+def getHeroCardAddPer(heroItem):
+    ## 获取该武将卡的卡牌加成
+    heroID = heroItem.GetItemTypeID()
+    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+    if not heroIpyData:
+        return 0
+    quality = heroIpyData.GetQuality()
+    qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
+    if not qualityIpyData:
+        return 0
+    
+    heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
+    star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
+    breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
+    
+    starMax = PlayerHero.GetHeroStarMax(heroItem)
+    addPer = qualityIpyData.GetInitAddPer()
+    addPer += qualityIpyData.GetLVAddPer() * max(0, heroLV - 1)
+    addPer += qualityIpyData.GetBreakLVAddPer() * breakLV
+    addPer += qualityIpyData.GetStarAddPer() * min(star, starMax)
+    return addPer
+
 def doReloadLineup(curPlayer, olPlayer):
     ## 重新载入阵容    
     loadLineupIDList = ShareDefine.LineupList
     lineupDict = {} # {阵容ID:{itemIndex:posNum, ...}, ...}
     lineShapeTypeDict = {} # {阵容ID:阵型, ...}
     syncItemDict = {} # 需要同步的异常物品 {index:heroItem, ...}
+    effCardIndexListHis = [] # 历史生效的卡牌 [index, ...]
+    effectiveCardDict = {} # 更新生效的卡牌 {heroID:[cardAddPer, itemIndex], ...}
     curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
     for index in range(curPack.GetCount()):
         heroItem = curPack.GetAt(index)
         if not heroItem or heroItem.IsEmpty():
             continue
+        
+        heroID = heroItem.GetItemTypeID()
+        if heroItem.GetUserAttr(ShareDefine.Def_IudetHeroCardEffective): # 是否生效的
+            effCardIndexListHis.append(index)
+        addPer = effectiveCardDict.get(heroID, [-1, -1])[0]
+        cardAddPer = getHeroCardAddPer(heroItem)
+        if cardAddPer > addPer:
+            effectiveCardDict[heroID] = [cardAddPer, index]
+            
         lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
         if not lineupCount:
             continue
@@ -398,6 +506,32 @@
                 item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
             syncItemDict[index] = heroItem
             
+    # 更新生效变更的卡牌
+    GameWorld.DebugLog("历史生效的卡牌索引: %s" % effCardIndexListHis)
+    GameWorld.DebugLog("更新生效的卡牌信息: %s" % effectiveCardDict)
+    cardPerTotal = 0
+    olPlayer.SetEffectiveCardDict(effectiveCardDict)
+    for heroID, effInfo in effectiveCardDict.items():
+        cardAddPer, itemIndex = effInfo
+        cardPerTotal += cardAddPer
+        if itemIndex in effCardIndexListHis:
+            effCardIndexListHis.remove(itemIndex) # 不变的直接移除,剩余未移除的就是失效的
+            GameWorld.DebugLog("生效的卡牌不变的: heroID=%s,itemIndex=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, cardAddPer, cardPerTotal))
+        else:
+            GameWorld.DebugLog("生效的卡牌变化的: heroID=%s,itemIndex=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, cardAddPer, cardPerTotal))
+            heroItem = curPack.GetAt(itemIndex)
+            item = heroItem.GetItem()
+            item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 1)
+            syncItemDict[index] = heroItem
+    # 移除失效的卡牌
+    GameWorld.DebugLog("移除失效的卡牌索引: %s" % effCardIndexListHis)
+    for itemIndex in effCardIndexListHis:
+        heroItem = curPack.GetAt(itemIndex)
+        item = heroItem.GetItem()
+        item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 0)
+        syncItemDict[index] = heroItem
+        
+    # 同步变更的物品
     for syncItem in syncItemDict.values():
         syncItem.Sync_Item()
         
@@ -418,7 +552,7 @@
     GameWorld.DebugLog("doCalcAllAttr...", curPlayer.GetPlayerID())
     CalcRoleBase(curPlayer)
     ChEquip.CalcRoleEquipAttr(curPlayer)
-    PlayerHero.CalcHeroAddAttr(curPlayer)
+    #PlayerHero.CalcHeroAddAttr(curPlayer)
     PlayerPrestigeSys.CalcOfficialRankAttr(curPlayer)
     PlayerGubao.CalcGubaoAttr(curPlayer)
     PlayerHJG.CalcHJGAttr(curPlayer)
@@ -458,9 +592,6 @@
     heroBreakAttrInfo = {} # 武将突破潜能属性 {heroID:{attrID:value, ...}, ...}
     heroAwakeTalentInfo = {} # 武将觉醒天赋属性 {heroID:{attrID:value, ...}, ...}
     
-    # 上阵卡牌【初始加成+升级加成+突破加成+吞噬加成】
-    InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer = 0, 0, 0, 0
-    
     curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
     for itemIndex, posNum in lineup.heroItemDict.items():
         if itemIndex < 0 or itemIndex >= curPack.GetCount():
@@ -478,7 +609,7 @@
             continue
         
         heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
-        star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
+        #star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
         breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
         awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
         skinIndex = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroSkin)
@@ -490,12 +621,6 @@
         elif skinIDList:
             skinID = skinIDList[0]
             
-        starMax = PlayerHero.GetHeroStarMax(heroItem)
-        InitAddPer += qualityIpyData.GetInitAddPer()
-        LVAddPer += qualityIpyData.GetLVAddPer() * max(0, heroLV - 1)
-        BreakLVAddPer += qualityIpyData.GetBreakLVAddPer() * breakLV
-        StarAddPer += qualityIpyData.GetStarAddPer() * min(star, starMax)
-        
         lineupHero = lineup.GetLineupHero(posNum)
         #if False:
         #    lineupHero = LineupHero()
@@ -657,7 +782,6 @@
     
     lvAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_LV)
     equipAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_MainEquip)
-    bookAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HeroBook)
     realmAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Realm)
     gubaoAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Gubao)
     hjgAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HJG)
@@ -673,16 +797,20 @@
     GameWorld.DebugLog("    武将觉醒天赋=%s" % heroAwakeTalentInfo, playerID)
     GameWorld.DebugLog("    武将羁绊属性=%s" % heroFetterAttrInfo, playerID)
     GameWorld.DebugLog("    阵容光环属性=%s" % lineupHaloAttrInfo, playerID)
-    GameWorld.DebugLog("    阵容上阵加成=InitAddPer=%s,LVAddPer=%s,BreakLVAddPer=%s,StarAddPer=%s" % (InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer), playerID)
     
     GameWorld.DebugLog("    主公等级属性=%s" % lvAttrDict, playerID)
     GameWorld.DebugLog("    主公装备属性=%s" % equipAttrDict, playerID)
-    GameWorld.DebugLog("    主公图鉴属性=%s" % bookAttrDict, playerID)
     GameWorld.DebugLog("    主公官职属性=%s" % realmAttrDict, playerID)
     GameWorld.DebugLog("    主公古宝属性=%s" % gubaoAttrDict, playerID)
     GameWorld.DebugLog("    主幻境阁属性=%s" % hjgAttrDict, playerID)
     GameWorld.DebugLog("    主公坐骑属性=%s" % horseAttrDict, playerID)
     GameWorld.DebugLog("    主公红颜属性=%s" % beautyAttrDict, playerID)
+    
+    effCardAddPer = 0
+    for effInfo in olPlayer.GetEffectiveCardDict().values():
+        effCardAddPer += effInfo[0]
+    effCardAddPer /= 10000.0
+    GameWorld.DebugLog("    主公卡牌加成=%s" % effCardAddPer, playerID)
     
     PlayerLV = curPlayer.GetLV()
     OfficialLV = curPlayer.GetOfficialRank()
@@ -691,7 +819,6 @@
     fpRatioIpyData = IpyGameDataPY.GetIpyGameData("FightPowerRatio", OfficialLV)
     
     lineupFightPower = 0 # 阵容总战力
-    InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer = InitAddPer / 10000.0, LVAddPer / 10000.0, BreakLVAddPer / 10000.0, StarAddPer / 10000.0
     for heroID, selfAttrDict in heroSelfAttrInfo.items():
         lineupHero = lineup.GetLineupHeroByID(heroID)
         if not lineupHero:
@@ -712,9 +839,11 @@
             
             lvValue = lvAttrDict.get(attrID, 0)
             equipValue = equipAttrDict.get(attrID, 0)
-            bookValue = bookAttrDict.get(attrID, 0)
-            bookPer = bookAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
             
+            cardPer = 0 # 卡牌加成,仅对基础三维有用
+            if attrID in ChConfig.BaseAttrIDList:
+                cardPer = effCardAddPer
+                
             realmValue = realmAttrDict.get(attrID, 0)
             realmPer = realmAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
             
@@ -729,10 +858,6 @@
             
             beautyValue = beautyAttrDict.get(attrID, 0)
             beautyPer = beautyAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
-            
-            lineupInitAddPer, lineupLVAddPer, lineupBreakLVAddPer, lineupStarAddPer = 0, 0, 0, 0
-            if attrID in ChConfig.BaseAttrIDList:
-                lineupInitAddPer, lineupLVAddPer, lineupBreakLVAddPer, lineupStarAddPer = InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer
                 
             heroSelfValue, heroSelfPer = selfAttrDict.get(attrID, 0), 0 # 武将自身基值
             inheritPer = 1 # 继承比例,默认100%
@@ -757,10 +882,9 @@
                 awakeTalentPer = awakeTalentAttrDict.get(attrPerID, 0) / 10000.0
                 
             # 计算
-            attrParamDict = {"lvValue":lvValue, "equipValue":equipValue, "bookValue":bookValue, "bookPer":bookPer, "realmValue":realmValue, "realmPer":realmPer, 
+            attrParamDict = {"lvValue":lvValue, "equipValue":equipValue, "realmValue":realmValue, "realmPer":realmPer, "cardPer":cardPer,
                              "gubaoValue":gubaoValue, "gubaoPer":gubaoPer, "hjgValue":hjgValue, "hjgPer":hjgPer, "horseValue":horseValue, "horsePer":horsePer, 
                              "beautyValue":beautyValue, "beautyPer":beautyPer,
-                             "lineupInitAddPer":lineupInitAddPer, "lineupLVAddPer":lineupLVAddPer, "lineupBreakLVAddPer":lineupBreakLVAddPer, "lineupStarAddPer":lineupStarAddPer,
                              "heroSelfValue":heroSelfValue, "heroSelfPer":heroSelfPer, "inheritPer":inheritPer, "heroLVValue":heroLVValue, "heroLVPer":heroLVPer,
                              "lineupHaloValue":lineupHaloValue, "lineupHaloPer":lineupHaloPer, "fetterValue":fetterValue, "fetterPer":fetterPer,
                              "starTalentValue":starTalentValue, "starTalentPer":starTalentPer, "breakLVValue":breakLVValue, "breakLVPer":breakLVPer,
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
index 0117513..37708a9 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
@@ -1245,6 +1245,7 @@
 Def_IudetHeroBreakLV = 74 # 英雄突破等级
 Def_IudetHeroAwakeLV = 76 # 英雄觉醒等级
 Def_IudetHeroSkin = 78 # 英雄使用的皮肤索引
+Def_IudetHeroCardEffective = 80 # 卡牌加成是否生效的,每个武将仅有一张卡牌生效
 
 # 200~300 宠物数据用
 Def_IudetPet_NPCID = 200  # npcID

--
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