From e81315f997d75f900727af1c456c32277575fb24 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 10 七月 2025 17:01:18 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(主线掉落战利品、装备;主线击杀怪物获得经验、升级;主线装备穿戴、分解;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py                        |   38 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py                              |   40 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py                                   |   83 +
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py                               |  108 +
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChItem.py                                   |   76 -
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/SummonNPC_Attack_NormalNPC.py |    2 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py                             |  116 +
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/MapServerConfig.ini                                     |    6 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/SummonNPC_Attack_SummonNPC.py |    2 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemState.py                                |    2 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/NormalNPC_Attack_NormalNPC.py |    2 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/GMShell.py                                    |    9 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py  |  416 +++++++
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py                                 |  186 ++-
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py                             |   42 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/OpenFunc.py                          |   10 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py                               |    5 
 PySysDB/PySysDBPY.h                                                                                                  |   52 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py                          |  202 ---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/NormalNPC_Attack_SummonNPC.py |    2 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerFamilyStore.py                      |    5 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerWing.py                             |    2 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py                            |  161 --
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py                                   |   38 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/MakeItemCount.py                     |   32 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py               |    2 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py                            |   14 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/Item_Chests.py                      |    2 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/MainLevel.py                         |   23 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini                                           |   12 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py                       |  179 +++
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerNewGuyCard.py                       |   10 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py                                 | 1286 -----------------------
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py                          |   43 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py                  |    2 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py                                      |   53 
 36 files changed, 1,257 insertions(+), 2,006 deletions(-)

diff --git a/PySysDB/PySysDBPY.h b/PySysDB/PySysDBPY.h
index 28a3114..47c8602 100644
--- a/PySysDB/PySysDBPY.h
+++ b/PySysDB/PySysDBPY.h
@@ -465,6 +465,44 @@
 	list		AttrValue;	//属性值
 };
 
+//装备品质表
+
+struct EquipColor
+{
+	BYTE		_ItemColor;	//装备品质
+	DWORD		MoneyBase;	//分解货币
+	DWORD		AtkStep;	//攻击步长
+	DWORD		DefStep;	//防御步长
+	DWORD		HPStep;	//生命步长
+	list		AttrLibCntList;	//库属性条数列表
+	list		AttrRange;	//通用属性范围,下限|上限
+	dict		AttrRangeDict;	//指定属性范围字典,{指定属性ID:[范围下限, 上限], ...}
+};
+
+//装备部位表
+
+struct EquipPlace
+{
+	BYTE		_EquipPlace;	//装备部位
+	float		BaseAttrProportion;	//基础属性占比
+	list		AttrLib1;	//随机属性ID库1,[属性ID, ...]
+	list		AttrLib2;	//随机属性ID库2,[属性ID, ...]
+	list		AttrLib3;	//随机属性ID库3,[属性ID, ...]
+};
+
+//定制属性表
+
+struct AppointItem
+{
+	DWORD		_ID;	//定制ID
+	BYTE		CancelUseLimit;	//穿戴限制(除职业)
+	WORD		ItemLV;	//物品等级
+	list		BaseAttrID;	//基础属性ID
+	list		BaseAttrValue;	//基础属性值
+	list		LegendAttrID;	//传奇属性ID
+	list		LegendAttrValue;	//传奇属性值
+};
+
 //装备传奇属性条数表
 
 struct tagEquipLegendAttrCount
@@ -828,8 +866,7 @@
 struct tagPlayerLV
 {
 	WORD		_LV;	//玩家等级
-	DWORD		ExpPoint;	//升级所需经验点,每个经验点代表的经验由项目决定
-	DWORD		Exp;	//除经验点总经验外升级还需的经验
+	DWORD		Exp;	//升级所需经验
 	BYTE		TalentPoint;	//等级获得的天赋点
 	DWORD		ReExp;	//等级经验效率(second)
 	DWORD		ReMaxHP;	//生命
@@ -1372,16 +1409,6 @@
     dict        ItemID;    //奖励物品信息
     WORD        Price;    //礼包现价 
     WORD        OldPrice;    //礼包原价
-};
-
-//定制物品表
-
-struct tagAppointItem
-{
-	DWORD		_ID;	//定制物品ID
-	BYTE		CancelUseLimit;	//穿戴限制(除职业)
-	list		LegendAttrID;	//传奇属性ID
-	list		LegendAttrValue;	//传奇属性值
 };
 
 //拍卖物品表
@@ -3602,5 +3629,4 @@
 	DWORD		LVUPNeedMoney;	//升到下一级所需货币数
 	DWORD		LVUPNeedTime;	//升级下一级所需所需秒
 	list		EquipColorRateList;	//产出装备品质概率列表,[0品质万分率, 1品质万分率, ...]
-	list		ExAwardItemRateList;	//每次砍树概率额外产出道具饼图,[[万分率,[物品ID,个数]], ...]
 };
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/MapServerConfig.ini b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/MapServerConfig.ini
index 117a69d..79707d2 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/MapServerConfig.ini
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/MapServerConfig.ini
@@ -6,7 +6,7 @@
 ;已删除物品rptDeleted//已无用
 PackCnt00=0
 ;装备rptEquip//一定要与枚举RoleEquipType的最大值匹配
-PackCnt01=203
+PackCnt01=12
 ;物品rptItem
 PackCnt02=100
 ;垃圾桶(回收站)rptRecycle
@@ -20,7 +20,7 @@
 ;合成背包rptCompose
 PackCnt07=0
 ;鉴定背包rptIdentify
-PackCnt08=0
+PackCnt08=20
 ;拆解准备背包rptBreakPrepare
 PackCnt09=0
 ;合成结果背包rptResult
@@ -36,7 +36,7 @@
 ;坐骑装备背包rptHorseEquip
 PackCnt15=0
 ;衣服外套背包rptCabinetDressCoat
-PackCnt16= 0
+PackCnt16=0
 ;武器外套背包rptCabinetWeaponCoat
 PackCnt17=0
 ;时装坐骑背包rptCabinetHorse
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini
index 96f308c..47e278f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini
@@ -1812,6 +1812,18 @@
 PacketSubCMD_1=0x26
 PacketCallFunc_1=OnVisitFairyDomain
 
+;主线战斗
+[GameLogic_MainLevel]
+ScriptName = GameWorldLogic\FBProcess\GameLogic_MainLevel.py
+Writer = hxp
+Releaser = hxp
+RegType = 0
+RegisterPackCount = 1
+
+PacketCMD_1=0xB4
+PacketSubCMD_1=0x15
+PacketCallFunc_1=OnMainDropItemOP
+
 ;回合攻击
 [TurnAttack]
 ScriptName = Attack\TurnAttack.py
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
index 7c2c9c7..d4639ce 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -2817,7 +2817,7 @@
     if GameObj.GetHP(curObjDetel) > 0:
         return
     
-    if TurnAttack.SetKilled(curObjDetel):
+    if TurnAttack.SetTurnObjKilled(curObjDetel, atkObj):
         return
         
     #---玩家处理---
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/NormalNPC_Attack_NormalNPC.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/NormalNPC_Attack_NormalNPC.py
index 2694d8d..08f7962 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/NormalNPC_Attack_NormalNPC.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/NormalNPC_Attack_NormalNPC.py
@@ -105,7 +105,7 @@
     
     #普通NPC
     if GameObj.GetHP(defender) <= 0:
-        if TurnAttack.SetKilled(defender):
+        if TurnAttack.SetTurnObjKilled(defender, attacker):
             return
         if not ChNPC.OnCheckCanDie(attacker, defender, skill, tick):
             return
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/NormalNPC_Attack_SummonNPC.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/NormalNPC_Attack_SummonNPC.py
index a2f9d9c..194814d 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/NormalNPC_Attack_SummonNPC.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/NormalNPC_Attack_SummonNPC.py
@@ -136,7 +136,7 @@
     
     #召唤兽死亡
     if GameObj.GetHP(curTagSummonNPC) <= 0:
-        if TurnAttack.SetKilled(curTagSummonNPC):
+        if TurnAttack.SetTurnObjKilled(curTagSummonNPC, curNormalNPC):
             return
         curTagSummonNPCControl = NPCCommon.NPCControl(curTagSummonNPC)
         #召唤兽死亡
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/SummonNPC_Attack_NormalNPC.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/SummonNPC_Attack_NormalNPC.py
index 8479669..e964c30 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/SummonNPC_Attack_NormalNPC.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/SummonNPC_Attack_NormalNPC.py
@@ -141,7 +141,7 @@
         return
 
     #---NPC被击杀---
-    if TurnAttack.SetKilled(curTagNPC):
+    if TurnAttack.SetTurnObjKilled(curTagNPC, curSummonNPC):
         return
     
     #玩家击杀NPC副本触发器
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/SummonNPC_Attack_SummonNPC.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/SummonNPC_Attack_SummonNPC.py
index b657117..b298f0b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/SummonNPC_Attack_SummonNPC.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/SummonNPC_Attack_SummonNPC.py
@@ -156,7 +156,7 @@
     
     #防守方召唤兽死亡
     if GameObj.GetHP(curTagSummon) <= 0:
-        if TurnAttack.SetKilled(curTagSummon):
+        if TurnAttack.SetTurnObjKilled(curTagSummon, curSummonNPC):
             return
         curTagSummonNPCControl = NPCCommon.NPCControl(curTagSummon)
         #召唤兽死亡
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
index 6069518..cc94e04 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
@@ -339,6 +339,8 @@
         return False
         
     DoLogic_AttackResult(attacker, defender, useSkill, tick)
+    
+    TurnAttack.OnTurnfightAttackResult(attacker, defender, useSkill)
     return True
 
 #---------------------------------------------------------------------
@@ -664,7 +666,7 @@
     
     OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick)
     DoLogic_AttackResult(attacker, defender, curSkill, tick)
-    
+    TurnAttack.OnTurnfightAttackResult(attacker, defender, curSkill)
     return True
 
 
@@ -875,8 +877,9 @@
             continue
 
         DoLogic_AttackResult(attacker, defObj, curSkill, tick)
-
-
+        
+    TurnAttack.OnTurnfightAttackResult(attacker, defender, curSkill)
+    return
 
 ## 执行群攻攻击
 #  @param attacker 攻击者实例
@@ -1820,19 +1823,19 @@
     #===========================================================================
     
     #----------扣XP点
-    if SkillCommon.isXPSkill(curSkill):
-        GameObj.SetXP(curObj, 0)
-
+    #if SkillCommon.isXPSkill(curSkill):
+    #    GameObj.SetXP(curObj, 0)
+        
     #----------扣HP点
-    lostHPValue = curSkill.GetHP()
-    curPlayerHP = GameObj.GetHP(curObj)
-    
-    if curPlayerHP < lostHPValue:
-        GameWorld.ErrLog('释放技能 = %s异常, HP点 = %s不足 = %s' % (
-                            curSkill.GetSkillTypeID(), curPlayerHP, lostHPValue))
-    
-    if lostHPValue > 0:
-        GameObj.SetHP(curObj, GameObj.GetHP(curObj) - lostHPValue)
+    #lostHPValue = curSkill.GetHP()
+    #curPlayerHP = GameObj.GetHP(curObj)
+    #
+    #if curPlayerHP < lostHPValue:
+    #    GameWorld.ErrLog('释放技能 = %s异常, HP点 = %s不足 = %s' % (
+    #                        curSkill.GetSkillTypeID(), curPlayerHP, lostHPValue))
+    #
+    #if lostHPValue > 0:
+    #    GameObj.SetHP(curObj, GameObj.GetHP(curObj) - lostHPValue)
         
     return
 
@@ -1879,6 +1882,8 @@
     #通知客户端攻击结果
     __Sync_AttackResult(curNPC, target, curSkill)
     
+    TurnAttack.OnTurnfightAttackSuccess(curNPC, target, curSkill)
+    
     #技能使用成功
     if curSkill:
         skillTypeID = curSkill.GetSkillTypeID()
@@ -1922,9 +1927,7 @@
         if curPlayer != None and GameObj.GetHP(curPlayer) > 0:
             if curSkill == None or curSkill.GetSkillType() not in ChConfig.Def_NoBattleState_List: 
                 AttackCommon.SetPlayerBattleState(curPlayer, tick)
-    
-    FBLogic.DoOverNPCAttackSuccess(curNPC, target, tick)
-    
+                
     # 灵为玩家的替身需要走此逻辑
     UseSkillOver(curNPC, target, curSkill, tick)
     return True
@@ -2667,7 +2670,8 @@
             continue
 
         DoLogic_AttackResult(attacker, defObj, curSkill, tick)
-
+        
+    TurnAttack.OnTurnfightAttackResult(attacker, None, curSkill)
     return True
     
     
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
index 6520bac..0311541 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -36,6 +36,7 @@
 import SkillCommon
 import SkillShell
 import AttackCommon
+import FBLogic
 
 import random
 import time
@@ -236,6 +237,9 @@
         
         self.startTime = 0 # 开始时间戳,支持毫秒小数
         self.costTime = 0 # 单场战斗总耗时,支持毫秒小数
+        
+        #玩家武将行动后击杀目标
+        self.playerKillObjIDList = [] # [objID, ...]
         return
     
     def setTurn(self, mapID, funcLineID, turnMax, isNeedReport=False, msgDict={}):
@@ -998,8 +1002,7 @@
     overLineupList = [] # 本回合已经结束行动的阵容列表 [(faction, num), ...], 所有阵容全部结束代表本回合结束
     
     turnNum = turnFight.turnNum
-    unXiantaoCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCnt)
-    GameWorld.DebugLog("unXiantaoCnt=%s,turnNum=%s,doMax=%s,actionIndex=%s,%s" % (unXiantaoCnt, turnNum, doMax, turnFight.actionIndex, turnFight.actionSortList))
+    GameWorld.DebugLog("turnNum=%s,doMax=%s,actionIndex=%s,%s" % (turnNum, doMax, turnFight.actionIndex, turnFight.actionSortList))
     while doCnt < doMax and len(overLineupList) < len(turnFight.actionSortList):
         doCnt += 1
         turnNum = turnFight.turnNum
@@ -1022,6 +1025,7 @@
         if turnFight.actionIndex >= len(turnFight.actionSortList):
             turnFight.actionIndex = 0
             
+        playerHeroAtk = False # 玩家阵容行动标记
         faction, num = turnFight.actionSortList[turnFight.actionIndex]
         batFaction = turnFight.getBatFaction(faction)
         batLineup = batFaction.getBatlineup(num)
@@ -1068,8 +1072,8 @@
                     continue
                 
                 if faction == Def_FactionA:
-                    if not PlayerControl.PayMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint, isNotify=False):
-                        return
+                    playerHeroAtk = True
+                    
                 break
             
         turnFight.actionIndex += 1
@@ -1082,10 +1086,9 @@
         if turnFight.checkOverByKilled():
             break
         
-        nowUnXiantaoCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCnt)
-        if unXiantaoCnt != nowUnXiantaoCnt:
-            # 玩家有消耗战锤则停止,一段段执行
-            GameWorld.DebugLog("玩家有消耗战锤则停止,nowUnXiantaoCnt=%s" % (nowUnXiantaoCnt))
+        if playerHeroAtk:
+            # 玩家武将有行动则停止,一段段执行
+            GameWorld.DebugLog("玩家武将有行动则停止!")
             break
         
     if turnFight.winFaction:
@@ -1340,23 +1343,10 @@
         GameWorld.DebugLog("        自残: curTD=%s,tagID=%s,skillID=%s,hurtType=%s,hurtValue=%s,lostHP=%s,curHP=%s" 
                            % (curID, tagID, skillID, hurtType, hurtValue, lostHP, GameObj.GetHP(curObj)))
         
-    if lostHP and curID != tagID:
-        AddTurnFightXP(tagObj, __GetAddXP_Defender(tagObj, lostHP), "skillID:%s" % skillID)
+    if lostHP > 0 and curID != tagID:
+        addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 4)
+        AddTurnFightXP(tagObj, addXP, "skillID:%s" % skillID)
     return
-
-def __GetAddXP_Attack(attack, curSkill):
-    ## 攻击方增加的XP值根据主动普攻技能获得
-    if not curSkill:
-        return 0
-    if not SkillCommon.isTurnNormalAtkSkill(curSkill):
-        return 0
-    return IpyGameDataPY.GetFuncCfg("AngerXP", 3)
-
-def __GetAddXP_Defender(defender, lostHP):
-    ## 掉血方增加的XP值根据掉血百分比获得
-    if lostHP <= 0:
-        return 0
-    return IpyGameDataPY.GetFuncCfg("AngerXP", 4)
 
 def AddTurnFightXP(gameObj, addXP, reason=""):
     ## 回合战斗增加XP
@@ -1435,10 +1425,9 @@
         
         for useInfo in useSkillList:
             useSkill = useInfo[-1]
-            skillID = useSkill.GetSkillID()
+            #skillID = useSkill.GetSkillID()
             atkOK, tagObj = DoNPCUseSkill(curNPC, useSkill, tick)
             if atkOK:
-                AddTurnFightXP(curNPC, __GetAddXP_Attack(curNPC, useSkill), "skillID:%s" % skillID)
                 break
             
     curNPC.SetDict(ChConfig.Def_Obj_Dict_TurnBattleType, 0) # 无论攻击成功与否都重置战斗类型
@@ -1674,23 +1663,82 @@
             return tagNPC
     return
 
-def SetKilled(gameObj, killer=None):
+def SetTurnObjKilled(gameObj, killer=None):
     if not gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo):
         #GameWorld.DebugLog("非回合战斗主体被击杀: curID=%s" % gameObj.GetID())
         return
     
-    GameWorld.DebugLog("        %s 回合战斗主体被击杀: curID=%s" % (GetObjName(gameObj), gameObj.GetID()))
-    GameObj.SetHP(gameObj, 0) # 回合制死亡仅设置为0,实例暂时不回收
+    objID = gameObj.GetID()
+    GameWorld.DebugLog("        %s 回合战斗主体被击杀: curID=%s" % (GetObjName(gameObj), objID))
+    gameObj.SetCurAction(IPY_GameWorld.laNPCDie)
+    if GameObj.GetHP(gameObj) != 0:
+        GameObj.SetHP(gameObj, 0) # 回合制死亡仅设置为0,实例暂时不回收
     gameObj.SetVisible(False)
     
-    turnFight = GetTurnFightMgr().getNPCTurnFight(gameObj.GetID())
-    if turnFight:
-        clientPack = ChPyNetSendPack.tagMCTurnFightObjDead()
-        clientPack.ObjID = gameObj.GetID()
-        turnFight.addBatPack(clientPack)
+    turnFight = GetTurnFightMgr().getNPCTurnFight(objID)
+    if not turnFight:
+        return True
+    clientPack = ChPyNetSendPack.tagMCTurnFightObjDead()
+    clientPack.ObjID = objID
+    turnFight.addBatPack(clientPack)
+    
+    # 记录主动发起的玩家阵营击杀
+    curPlayer = turnFight.curPlayer
+    if killer and curPlayer and killer.GetDictByKey(ChConfig.Def_Obj_Dict_LineupPlayerID) == curPlayer.GetPlayerID():
+        if objID not in turnFight.playerKillObjIDList:
+            turnFight.playerKillObjIDList.append(objID)
+        GameWorld.DebugLog("玩家单次击杀统计: %s" % turnFight.playerKillObjIDList)
         
     return True
 
+def OnTurnfightAttackSuccess(curObj, tagObj, curSkill):
+    ## 回合战斗攻击成功额外处理,AttackResult之前,一般处理技能相关
+    if curObj.GetGameObjType() != IPY_GameWorld.gotNPC:
+        return
+    if not curObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo):
+        return
+    
+    objID = curObj.GetID()
+    turnFight = GetTurnFightMgr().getNPCTurnFight(objID)
+    if not turnFight:
+        return
+    
+    skillID = curSkill.GetSkillID() if curSkill else 0
+    isXP = SkillCommon.isXPSkill(curSkill)
+    if isXP:
+        GameObj.SetXP(curObj, 0)
+    elif curSkill:
+        if SkillCommon.isTurnNormalAtkSkill(curSkill):
+            addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 3)
+            AddTurnFightXP(curObj, addXP, "skillID:%s" % skillID)
+            
+    curPlayer = turnFight.curPlayer
+    # 仅主动发起玩家阵容触发
+    if curPlayer and curObj.GetDictByKey(ChConfig.Def_Obj_Dict_LineupPlayerID) == curPlayer.GetPlayerID():
+        FBLogic.OnPlayerLineupAttackSuccess(curPlayer, curObj, tagObj, curSkill, turnFight.mapID, turnFight.funcLineID)
+        
+    return
+
+def OnTurnfightAttackResult(curObj, tagObj, curSkill):
+    ## 回合战斗攻击结果额外处理,AttackResult 之后,一般处理击杀结算相关
+    if curObj.GetGameObjType() != IPY_GameWorld.gotNPC:
+        return
+    if not curObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo):
+        return
+    
+    objID = curObj.GetID()
+    turnFight = GetTurnFightMgr().getNPCTurnFight(objID)
+    if not turnFight:
+        return
+    
+    curPlayer = turnFight.curPlayer
+    # 仅主动发起玩家阵容触发
+    if curPlayer and curObj.GetDictByKey(ChConfig.Def_Obj_Dict_LineupPlayerID) == curPlayer.GetPlayerID():
+        FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, tagObj, curSkill, turnFight.mapID, turnFight.funcLineID)
+        
+    turnFight.playerKillObjIDList = []
+    return
+
 def OnTurnAllOver(guid):
     ## 所有回合已经全部执行完毕
     GameWorld.DebugLog("所有回合结束")
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index 27b0449..df636c6 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -442,10 +442,10 @@
 Def_ItemType_retTrousers = 106    #6 裤子
 Def_ItemType_retShoes = 107       #7 鞋子
 Def_ItemType_retGlove = 108       #8 手套
-Def_ItemType_retNeck = 109        #9 项链
-Def_ItemType_retFairyCan = 110       #10 仙器1
-Def_ItemType_retFairyCan2 = 111       #11 仙器2
-Def_ItemType_retJade = 112       #12 玉佩
+Def_ItemType_retShawl = 109       #9 披肩
+Def_ItemType_retNeck = 110        #10 项链
+Def_ItemType_retRing = 111        #11 戒指
+Def_ItemType_retAmulet = 112      #12 玉佩
 Def_ItemType_retWing = 113        #13 翅膀
 Def_ItemType_retGuard1 = 114   #14 守护1
 Def_ItemType_retGuard2 = 115    #15 守护2
@@ -498,13 +498,13 @@
                       ShareDefine.retTrousers:[Def_ItemType_retTrousers],
                       ShareDefine.retShoes:[Def_ItemType_retShoes],
                       ShareDefine.retGlove:[Def_ItemType_retGlove],
+                      ShareDefine.retShawl:[Def_ItemType_retShawl],
                       ShareDefine.retNeck:[Def_ItemType_retNeck],
-                      ShareDefine.retFairyCan:[Def_ItemType_retFairyCan],
-                      ShareDefine.retFairyCan2:[Def_ItemType_retFairyCan2],
-                      ShareDefine.retJade:[Def_ItemType_retJade],
-                      ShareDefine.retWing:[Def_ItemType_retWing],
-                      ShareDefine.retGuard1:[Def_ItemType_retGuard1],
-                      ShareDefine.retGuard2:[Def_ItemType_retGuard2],
+                      ShareDefine.retRing:[Def_ItemType_retRing],
+                      ShareDefine.retAmulet:[Def_ItemType_retAmulet],
+                      #ShareDefine.retWing:[Def_ItemType_retWing],
+                      #ShareDefine.retGuard1:[Def_ItemType_retGuard1],
+                      #ShareDefine.retGuard2:[Def_ItemType_retGuard2],
                       }
 #---------------------------------------------------------------------
 #写死的物品效果ID都放这边------请按数值顺序存放
@@ -882,6 +882,9 @@
 #装备类型
 Def_EquipItemType = range(Def_ItemType_retWeapon, Def_ItemType_DogzEquipScute + 1)
 
+#主线装备类型
+Def_MainEquipType = range(Def_ItemType_retWeapon, Def_ItemType_retAmulet + 1)
+
 #神兽装备类型
 Def_DogzEquiipType = xrange(Def_ItemType_DogzEquipHorn, Def_ItemType_DogzEquipScute + 1)
 
@@ -1145,6 +1148,7 @@
                                     IPY_GameWorld.rptItem, 
                                     #IPY_GameWorld.rptFineSoulSlot,
                                     IPY_GameWorld.rptAnyWhere, 
+                                    IPY_GameWorld.rptIdentify, 
                                     #时装背包
                                     #IPY_GameWorld.rptCabinetWeaponCoat, 
                                     #IPY_GameWorld.rptCabinetHorse, 
@@ -1956,6 +1960,7 @@
 
 #副本ID转换
 Def_FB_MapID = {
+                'MainLevel':[Def_FBMapID_Main, Def_FBMapID_MainBoss],  # 主线关卡
                 'FamilyWar':[Def_FBMapID_FamilyWar],  # 仙盟联赛
                 'FamilyInvade':[Def_FBMapID_FamilyInvade], # 守卫人皇
                 'FamilyBoss':[Def_FBMapID_FamilyBossMap], # 战盟boss
@@ -2446,25 +2451,21 @@
                                             ShareDefine.retTrousers,    #6 裤子
                                             ShareDefine.retShoes,       #7 鞋子
                                             ShareDefine.retGlove,       #8 手套
-                                            ShareDefine.retNeck,        #9 项链
-                                            ShareDefine.retFairyCan,    #10 仙器1
-                                            ShareDefine.retFairyCan2,   #11 仙器2
-                                            ShareDefine.retJade,        #12 玉佩
+                                            ShareDefine.retShawl,       #9 披肩
+                                            ShareDefine.retNeck,        #10 项链
+                                            ShareDefine.retRing,        #11 戒指
+                                            ShareDefine.retAmulet,      #12 玉佩
                                                       ],
                               }
 
 ## 装备位 - 基础攻击类
-EquipPlace_BaseWeapon = [ShareDefine.retWeapon, ShareDefine.retWeapon2, ShareDefine.retBelt, ShareDefine.retGlove]
+EquipPlace_BaseWeapon = []
 ## 装备位 - 基础防具类
-EquipPlace_BaseArmor = [ShareDefine.retHat, ShareDefine.retClothes, ShareDefine.retTrousers, ShareDefine.retShoes]
-## 装备位 - 仙器
-EquipPlace_Relics = [ShareDefine.retFairyCan, ShareDefine.retFairyCan2]
-## 装备位 - 特殊
-EquipPlace_Special = [ShareDefine.retNeck, ShareDefine.retFairyCan, ShareDefine.retFairyCan2, ShareDefine.retJade]
+EquipPlace_BaseArmor = []
 ## 装备位 - 所有基础
 EquipPlace_Base = EquipPlace_BaseWeapon + EquipPlace_BaseArmor
 ## 装备位 - 灵器
-EquipPlace_LingQi = [ShareDefine.retWing, ShareDefine.retGuard1, ShareDefine.retPeerlessWeapon, ShareDefine.retPeerlessWeapon2]
+EquipPlace_LingQi = []
 
 #装备物品位置,不需要重刷属性
 EquipItemNoRefreshState = [
@@ -4403,7 +4404,9 @@
 Def_PDict_HeroBook = "HeroBook_%s" # 武将图鉴激活等级,参数(武将ID) cccbbba a-初始激活状态1-英雄激活,2-初始图鉴激活; bbb-存星级图鉴激活等级;ccc-存突破图鉴激活等级
 
 #主线
-Def_PDict_UnXiantaoCnt = "UnXiantaoCnt" # 累计未结算的战锤数
+Def_PDict_UnXiantaoCntExp = "UnXiantaoCntExp" # 累计未结算经验的战锤数
+Def_PDict_UnXiantaoCntEquip = "UnXiantaoCntEquip" # 累计未结算掉落的战锤数
+Def_PDict_BootyDropToday = "BootyDropToday_%s" # 今日已累计掉落战利品数量,参数(itemID)
 
 #-------------------------------------------------------------------------------
 #可以从07 41封包购买的背包类型,和对应字典{背包类型:[字典key, 默认格子数]}
@@ -4883,10 +4886,10 @@
    ShareDefine.Def_Effect_HatAddPer:            [ShareDefine.retHat, [ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
    ShareDefine.Def_Effect_TrousersAddPer:       [ShareDefine.retTrousers, [ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
    ShareDefine.Def_Effect_ShoesAddPer:          [ShareDefine.retShoes, [ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
-   ShareDefine.Def_Effect_FairyCanAddPer:       [ShareDefine.retFairyCan, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
-   ShareDefine.Def_Effect_FairyCan2AddPer:      [ShareDefine.retFairyCan2, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
+   ShareDefine.Def_Effect_ShawlAddPer:          [ShareDefine.retShawl, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
+   ShareDefine.Def_Effect_RingAddPer:           [ShareDefine.retRing, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
    ShareDefine.Def_Effect_NeckAddPer:           [ShareDefine.retNeck, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
-   ShareDefine.Def_Effect_JadeAddPer:           [ShareDefine.retJade, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
+   ShareDefine.Def_Effect_AmuletAddPer:         [ShareDefine.retAmulet, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
                            }
 
 # 指定地图生效的非线性属性配置
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py
index 4983cd7..658d84e 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py
@@ -19178,6 +19178,87 @@
 
 
 #------------------------------------------------------
+# B4 15 主线掉落物品操作 #tagCSMainDropItemOP
+
+class  tagCSMainDropItemOP(Structure):
+    Head = tagHead()
+    Count = 0    #(BYTE Count)
+    IndexList = list()    #(vector<WORD> IndexList)// 掉落背包中的物品格子索引列表
+    OPType = 0    #(BYTE OPType)// 0 - 拾取非装备物品;1 - 分解;2 - 穿戴/替换;
+    OPValue = 0    #(BYTE OPValue)// 操作额外指令值,由操作类型决定,如穿戴时可发送穿戴后是否自动分解
+    data = None
+
+    def __init__(self):
+        self.Clear()
+        self.Head.Cmd = 0xB4
+        self.Head.SubCmd = 0x15
+        return
+
+    def ReadData(self, _lpData, _pos=0, _Len=0):
+        self.Clear()
+        _pos = self.Head.ReadData(_lpData, _pos)
+        self.Count,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+        for i in range(self.Count):
+            value,_pos=CommFunc.ReadWORD(_lpData,_pos)
+            self.IndexList.append(value)
+        self.OPType,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+        self.OPValue,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+        return _pos
+
+    def Clear(self):
+        self.Head = tagHead()
+        self.Head.Clear()
+        self.Head.Cmd = 0xB4
+        self.Head.SubCmd = 0x15
+        self.Count = 0
+        self.IndexList = list()
+        self.OPType = 0
+        self.OPValue = 0
+        return
+
+    def GetLength(self):
+        length = 0
+        length += self.Head.GetLength()
+        length += 1
+        length += 2 * self.Count
+        length += 1
+        length += 1
+
+        return length
+
+    def GetBuffer(self):
+        data = ''
+        data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
+        data = CommFunc.WriteBYTE(data, self.Count)
+        for i in range(self.Count):
+            data = CommFunc.WriteWORD(data, self.IndexList[i])
+        data = CommFunc.WriteBYTE(data, self.OPType)
+        data = CommFunc.WriteBYTE(data, self.OPValue)
+        return data
+
+    def OutputString(self):
+        DumpString = '''
+                                Head:%s,
+                                Count:%d,
+                                IndexList:%s,
+                                OPType:%d,
+                                OPValue:%d
+                                '''\
+                                %(
+                                self.Head.OutputString(),
+                                self.Count,
+                                "...",
+                                self.OPType,
+                                self.OPValue
+                                )
+        return DumpString
+
+
+m_NAtagCSMainDropItemOP=tagCSMainDropItemOP()
+ChNetPackDict[eval("0x%02x%02x"%(m_NAtagCSMainDropItemOP.Head.Cmd,m_NAtagCSMainDropItemOP.Head.SubCmd))] = m_NAtagCSMainDropItemOP
+
+
+#------------------------------------------------------
 # B4 13 主线战斗请求 #tagCSMainFightReq
 
 class  tagCSMainFightReq(Structure):
@@ -19185,7 +19266,7 @@
     _fields_ = [
                   ("Cmd", c_ubyte),
                   ("SubCmd", c_ubyte),
-                  ("ReqType", c_ubyte),    # 0-停止战斗回城;1-设置消耗倍值;2-挑战小怪;3-挑战boss;4-下一段战报;5-下一队;
+                  ("ReqType", c_ubyte),    # 0-停止战斗回城;1-设置消耗倍值;2-挑战关卡小怪;3-挑战关卡boss;4-继续战斗;
                   ("ReqValue", c_int),    # 请求值,ReqType为1时发送消耗倍值
                   ]
 
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
index ee8d2b0..1638a89 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
@@ -43549,6 +43549,114 @@
 
 
 #------------------------------------------------------
+# B1 23 每日掉落战利品信息 #tagSCDropBootyInfo
+
+class  tagSCDropBooty(Structure):
+    _pack_ = 1
+    _fields_ = [
+                  ("ItemID", c_int),    # 战利品ID
+                  ("TodayDropCnt", c_int),    # 今日已掉落数量
+                  ]
+
+    def __init__(self):
+        self.Clear()
+        return
+
+    def ReadData(self, stringData, _pos=0, _len=0):
+        self.Clear()
+        memmove(addressof(self), stringData[_pos:], self.GetLength())
+        return _pos + self.GetLength()
+
+    def Clear(self):
+        self.ItemID = 0
+        self.TodayDropCnt = 0
+        return
+
+    def GetLength(self):
+        return sizeof(tagSCDropBooty)
+
+    def GetBuffer(self):
+        return string_at(addressof(self), self.GetLength())
+
+    def OutputString(self):
+        DumpString = '''// B1 23 每日掉落战利品信息 //tagSCDropBootyInfo:
+                                ItemID:%d,
+                                TodayDropCnt:%d
+                                '''\
+                                %(
+                                self.ItemID,
+                                self.TodayDropCnt
+                                )
+        return DumpString
+
+
+class  tagSCDropBootyInfo(Structure):
+    Head = tagHead()
+    Count = 0    #(WORD Count)
+    DropBootyList = list()    #(vector<tagSCDropBooty> DropBootyList)//每日已掉落战利品信息列表
+    data = None
+
+    def __init__(self):
+        self.Clear()
+        self.Head.Cmd = 0xB1
+        self.Head.SubCmd = 0x23
+        return
+
+    def ReadData(self, _lpData, _pos=0, _Len=0):
+        self.Clear()
+        _pos = self.Head.ReadData(_lpData, _pos)
+        self.Count,_pos = CommFunc.ReadWORD(_lpData, _pos)
+        for i in range(self.Count):
+            temDropBootyList = tagSCDropBooty()
+            _pos = temDropBootyList.ReadData(_lpData, _pos)
+            self.DropBootyList.append(temDropBootyList)
+        return _pos
+
+    def Clear(self):
+        self.Head = tagHead()
+        self.Head.Clear()
+        self.Head.Cmd = 0xB1
+        self.Head.SubCmd = 0x23
+        self.Count = 0
+        self.DropBootyList = list()
+        return
+
+    def GetLength(self):
+        length = 0
+        length += self.Head.GetLength()
+        length += 2
+        for i in range(self.Count):
+            length += self.DropBootyList[i].GetLength()
+
+        return length
+
+    def GetBuffer(self):
+        data = ''
+        data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
+        data = CommFunc.WriteWORD(data, self.Count)
+        for i in range(self.Count):
+            data = CommFunc.WriteString(data, self.DropBootyList[i].GetLength(), self.DropBootyList[i].GetBuffer())
+        return data
+
+    def OutputString(self):
+        DumpString = '''
+                                Head:%s,
+                                Count:%d,
+                                DropBootyList:%s
+                                '''\
+                                %(
+                                self.Head.OutputString(),
+                                self.Count,
+                                "..."
+                                )
+        return DumpString
+
+
+m_NAtagSCDropBootyInfo=tagSCDropBootyInfo()
+ChNetPackDict[eval("0x%02x%02x"%(m_NAtagSCDropBootyInfo.Head.Cmd,m_NAtagSCDropBootyInfo.Head.SubCmd))] = m_NAtagSCDropBootyInfo
+
+
+#------------------------------------------------------
 # B1 17 头像信息 #tagMCFaceInfo
 
 class  tagMCFace(Structure):
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/MainLevel.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/MainLevel.py
index ec633fb..8a608cc 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/MainLevel.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/MainLevel.py
@@ -18,16 +18,39 @@
 import GameWorld
 import PlayerControl
 import IpyGameDataPY
+import GameLogic_MainLevel
 
 def OnExec(curPlayer, gmList):
     
     if not gmList:
         GameWorld.DebugAnswer(curPlayer, "重置主线: MainLevel 0")
         GameWorld.DebugAnswer(curPlayer, "设置主线: MainLevel 章节 关卡 波")
+        GameWorld.DebugAnswer(curPlayer, "测试掉落: MainLevel d 击杀数")
+        GameWorld.DebugAnswer(curPlayer, "重置战利: MainLevel b 0")
+        GameWorld.DebugAnswer(curPlayer, "设置战利: MainLevel b 战利品ID 已掉落个数")
         return
     
     value = gmList[0]
     
+    if value == "d":
+        killCnt = gmList[1] if len(gmList) > 1 else 1
+        GameLogic_MainLevel.GMTestKillDrop(curPlayer, killCnt)
+        return
+    
+    if value == "b":
+        itemID = gmList[1] if len(gmList) > 1 else 1
+        dropTotal = gmList[2] if len(gmList) > 2 else 1
+        if not itemID:
+            GameLogic_MainLevel.ResetBootyDropToday(curPlayer)
+            return
+        bootyItemIDList = GameLogic_MainLevel.GetBootyItemIDList()
+        if itemID not in bootyItemIDList:
+            GameWorld.DebugAnswer(curPlayer, "战利品ID(%s) not in %s" % (itemID, bootyItemIDList))
+            return
+        GameLogic_MainLevel.SetBootyDropToday(curPlayer, itemID, dropTotal)
+        GameWorld.DebugAnswer(curPlayer, "设置战利品(%s)今日掉落: %s" % (itemID, dropTotal))
+        return
+    
     if value <= 0:
         nowValue = PlayerControl.SetMainLevelNowInfo(curPlayer, 1, 1, 1)
         passValue = PlayerControl.SetMainLevelPassInfo(curPlayer, 0, 0, 0)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/MakeItemCount.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/MakeItemCount.py
index 3f7467e..59bab26 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/MakeItemCount.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/MakeItemCount.py
@@ -17,9 +17,9 @@
 
 import IPY_GameWorld
 import ItemControler
+import ShareDefine
 import GameWorld
 import ChConfig
-import ItemCommon
 
 #---------------------------------------------------------------------
 #全局变量
@@ -38,14 +38,14 @@
     
     #输入命令格式错误
     if len(msgList) < 1:
-        GameWorld.DebugAnswer(curPlayer, "MakeItemCount ID (个数  拍品组数 全部传奇属性)")
+        GameWorld.DebugAnswer(curPlayer, "MakeItemCount ID [个数 定制ID]")
         return
     
     event = [ChConfig.ItemGive_GMMake, False, {"CMD":"MakeItemCount"}]
     itemID = msgList[0]
     itemCount = msgList[1] if len(msgList) > 1 else 1
-    auctionGroup = msgList[2] if len(msgList) > 2 else 0
-    isAllAttr = msgList[3] if len(msgList) > 3 else 0
+    appointID = msgList[2] if len(msgList) > 2 else 0
+    auctionGroup = 0
     
     itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
     if not itemData:
@@ -58,7 +58,7 @@
             GameWorld.DebugAnswer(curPlayer, "放入物品失败!")
         return
     
-    playerItemControler = ItemControler.PlayerItemControler(curPlayer)
+    setAttrDict = {ShareDefine.Def_CItemKey_AppointID:appointID} if appointID else {}
     
     # 拍品
     if auctionGroup > 0:
@@ -66,24 +66,6 @@
             if not ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, True, [IPY_GameWorld.rptItem], event=event):
                 GameWorld.DebugAnswer(curPlayer, "###放入物品失败!")
     else:
-        if ItemCommon.GetIsEquip(itemData) or itemData.GetPackCount() <= 1:
-            for _ in xrange(itemCount):
-                __DoGMGivePlayerItem(curPlayer, playerItemControler, itemID, 1, False, isAllAttr, event)
-        else:
-            if not ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, False, [IPY_GameWorld.rptItem], event=event):
-                GameWorld.DebugAnswer(curPlayer, "###放入物品失败!")
+        if not ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, False, [IPY_GameWorld.rptItem], event=event, setAttrDict=setAttrDict):
+            GameWorld.DebugAnswer(curPlayer, "###放入物品失败!")
     return
-
-def __DoGMGivePlayerItem(curPlayer, playerItemControler, itemID, count, isAuctionItem, isAllAttr, event):
-    if ItemControler.GetAppointItemRealID(itemID):
-        ItemControler.GivePlayerAppointItem(curPlayer, itemID, isAuctionItem, event=event)
-        return
-    curItem = ItemControler.GetOutPutItemObj(itemID, count, isAuctionItem, curPlayer=curPlayer, isAllAttr=isAllAttr)
-    if not playerItemControler.PutInItem(IPY_GameWorld.rptItem, curItem, event=event):
-        GameWorld.DebugAnswer(curPlayer, "放入物品失败!")
-        
-    return
-
-    
-    
-
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/OpenFunc.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/OpenFunc.py
index e0bec23..0a21a01 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/OpenFunc.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/OpenFunc.py
@@ -88,12 +88,12 @@
         openFuncIDList = [openFuncID]
         
     if openFuncIDList:
-        needLV, needMagicWeaponIDList, needRealmLV, needMissionIDList = __GetOpenFuncLimit(openFuncIDList)
+        needLV, needMagicWeaponIDList, needRealmLV, needMissionIDList = __GetOpenFuncLimit(curPlayer, openFuncIDList)
         if needMagicWeaponIDList:
             openFuncIDList.append(ShareDefine.GameFuncID_MagicWeapon)
         if needRealmLV:
             openFuncIDList.append(ShareDefine.GameFuncID_Official)
-    needLV, needMagicWeaponIDList, needRealmLV, needMissionIDList = __GetOpenFuncLimit(openFuncIDList)
+    needLV, needMagicWeaponIDList, needRealmLV, needMissionIDList = __GetOpenFuncLimit(curPlayer, openFuncIDList)
     
     GameWorld.DebugLog("GM处理等级开启功能: openFuncID=%s,openFuncIDList=%s,needLV=%s" % (openFuncID, openFuncIDList, needLV), curPlayer.GetPlayerID())
     
@@ -122,8 +122,8 @@
     GameFuncComm.DoFuncOpenLogic(curPlayer, needMissionIDList)
     return
 
-def __GetOpenFuncLimit(openFuncIDList):
-    maxLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV")
+def __GetOpenFuncLimit(curPlayer, openFuncIDList):
+    maxLV = PlayerControl.GetPlayerMaxLV(curPlayer)
     needLV = 0
     needRealmLV = 0
     needMissionIDList = []
@@ -168,7 +168,7 @@
             PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_GameFuncFirstTouch % keyNum, 0)
             PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_GameFuncAwardState % keyNum, 0)
             
-        needLV, needMagicWeaponIDList, needRealmLV, needMissionIDList = __GetOpenFuncLimit([])
+        needLV, needMagicWeaponIDList, needRealmLV, needMissionIDList = __GetOpenFuncLimit(curPlayer, [])
         for missionID in needMissionIDList:
             PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_MissionFinish % missionID, 0)
         
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/GMShell.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/GMShell.py
index 80eeaa9..fa2c200 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/GMShell.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/GMShell.py
@@ -94,6 +94,7 @@
             
         #验证权限失败
         elif not CheckGMLV(curPlayer , callFunName):
+            GameWorld.DebugAnswer(curPlayer, 'GM等级不足!')
             return
             
         callFunc = GameWorld.GetExecFunc(Commands, "%s.%s"%(callFunName, "OnExec"))
@@ -108,10 +109,8 @@
                     continue
                 inputList[i] = value
                 
-            isSendGameServer = callFunc(curPlayer, inputList)
+            callFunc(curPlayer, inputList)
             DR_UseGMCMD(curPlayer, inputStr)
-            if isSendGameServer:
-                curPlayer.GameServer_GMCmd(inputStr)
             return
         
         # GameObj 的 Get、Set函数
@@ -186,7 +185,9 @@
             DR_UseGMCMD(curPlayer, inputStr)
             return
         
-        curPlayer.GameServer_GMCmd(inputStr)
+        #没有此命令
+        GameWorld.Log("###使用GM命令 = %s, 没有该命令!" % callFunName, curPlayer.GetPlayerID())
+        GameWorld.DebugAnswer(curPlayer, 'no cmd !!!')
     except BaseException:
         GameWorld.DebugAnswer(curPlayer, "执行GM命令错误, 请查看所在地图日志!")
         errorMsg = str(traceback.format_exc())
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py
index 32b158a..f1661c3 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py
@@ -1809,22 +1809,6 @@
     
     return
 
-## NPC攻击成功后FB处理(说明:进入这个函数的时候,怪物已经死亡,掉落经验等都处理过了)
-#  @param curNPC 攻击方
-#  @param target 防守方
-#  @param tick 当前时间
-#  @return None
-#  @remarks 函数详细说明.
-def DoOverNPCAttackSuccess(curNPC, target, tick):
-    do_FBLogic_ID = __GetFBLogic_MapID(GameWorld.GetMap().GetMapID())
-    
-    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "DoOverNPCAttackSuccess"))
-    
-    if callFunc:
-        callFunc(curNPC, target, tick)
-    
-    return
-
 ## 玩家死亡
 #  @param curPlayer:死亡的玩家 
 #  @return None
@@ -2425,6 +2409,28 @@
     
     return callFunc(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
 
+def OnPlayerLineupAttackSuccess(curPlayer, atkObj, defObj, curSkill, mapID, funcLineID):
+    ## 回合战斗主动发起的玩家阵容释放技能成功
+    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
+    
+    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnPlayerLineupAttackSuccess"))
+    
+    if callFunc:
+        callFunc(curPlayer, atkObj, defObj, curSkill, mapID, funcLineID)
+        
+    return
+
+def OnPlayerLineupAttackResult(curPlayer, atkObj, defObj, curSkill, mapID, funcLineID):
+    ## 回合战斗主动发起的玩家阵容攻击结果额外处理
+    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
+    
+    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnPlayerLineupAttackResult"))
+    
+    if callFunc:
+        callFunc(curPlayer, atkObj, defObj, curSkill, mapID, funcLineID)
+        
+    return
+
 def OnTurnFightOver(curPlayer, mapID, funcLineID, tagType, tagID, valueList, fightRet):
     ## 回合战斗结束
     # @return: 是否需要同步GameServer, 奖励列表
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py
new file mode 100644
index 0000000..bae12fc
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py
@@ -0,0 +1,416 @@
+#!/usr/bin/python
+# -*- coding: GBK -*-
+#-------------------------------------------------------------------------------
+#
+##@package GameWorldLogic.FBProcess.GameLogic_MainLevel
+#
+# @todo:主线关卡
+# @author hxp
+# @date 2025-07-10
+# @version 1.0
+#
+# 详细描述: 主线关卡
+#
+#-------------------------------------------------------------------------------
+#"""Version = 2025-07-10 17:00"""
+#-------------------------------------------------------------------------------
+
+import ChConfig
+import GameWorld
+import ShareDefine
+import SkillCommon
+import IpyGameDataPY
+import PlayerControl
+import ChPyNetSendPack
+import ItemControler
+import IPY_GameWorld
+import NetPackCommon
+import TurnAttack
+import ItemCommon
+import NPCCommon
+import random
+
+def OnFBPlayerOnLogin(curPlayer):
+    SyncDropBootyInfo(curPlayer)
+    return
+
+def OnFBPlayerOnDay(curPlayer):
+    ResetBootyDropToday(curPlayer)
+    return
+
+def ResetBootyDropToday(curPlayer):
+    bootyItemIDList = GetBootyItemIDList()
+    for itemID in bootyItemIDList:
+        if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_BootyDropToday % itemID):
+            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_BootyDropToday % itemID, 0)
+    SyncDropBootyInfo(curPlayer)
+    return
+
+def SetBootyDropToday(curPlayer, itemID, updDropToday):
+    updDropToday = min(updDropToday, ChConfig.Def_UpperLimit_DWord)
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_BootyDropToday % itemID, updDropToday)
+    GameWorld.DebugLog("更新今日掉落战利品数: itemID=%s,updDropToday=%s" % (itemID, updDropToday), curPlayer.GetPlayerID())  
+    SyncDropBootyInfo(curPlayer, itemID)
+    return
+
+def GetBootyItemIDList():
+    ## 获取所有的战利品ID
+    ipyDataMgr = IpyGameDataPY.IPY_Data()
+    chapterCount = ipyDataMgr.GetMainChapterCount()
+    if not chapterCount:
+        return []
+    ipyData = ipyDataMgr.GetMainChapterByIndex(chapterCount - 1)
+    return [booty[0] for booty in ipyData.GetDailyBootyUpperList()]
+
+def OnPlayerLineupAttackSuccess(curPlayer, atkObj, defObj, curSkill, mapID, funcLineID):
+    ## 回合战斗主动发起的玩家阵容释放技能成功
+    
+    if mapID == ChConfig.Def_FBMapID_Main:
+        __doCostZhanchui(curPlayer, atkObj, curSkill)
+        
+    return
+
+def __doCostZhanchui(curPlayer, atkObj, curSkill):
+    ## 扣除战锤消耗
+    costZhanchui = 0
+    isXP = SkillCommon.isXPSkill(curSkill)
+    turnBattleType = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnBattleType)
+    if isXP:
+        costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 2)
+    elif turnBattleType == ChConfig.TurnBattleType_Combo:
+        costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 3)
+    elif turnBattleType == ChConfig.TurnBattleType_AtkBack:
+        costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 4)
+    elif SkillCommon.isTurnNormalAtkSkill(curSkill):
+        costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 1)
+        
+    if costZhanchui <= 0:
+        return
+    
+    fightPoint = max(curPlayer.GetFightPoint(), 1) # 主线战斗消耗倍值,默认1
+    costZhanchuiTotal = costZhanchui * fightPoint
+    if not PlayerControl.PayMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, costZhanchuiTotal, isNotify=False):
+        # 不足时,有多少扣多少
+        nowMoney = PlayerControl.GetMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao)
+        PlayerControl.PayMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, min(nowMoney, costZhanchuiTotal), isNotify=False)
+        
+    return
+
+def OnPlayerLineupAttackResult(curPlayer, atkObj, defObj, curSkill, mapID, funcLineID):
+    
+    if mapID == ChConfig.Def_FBMapID_Main:
+        __doKillAward(curPlayer, atkObj, mapID, funcLineID)
+        
+    return
+
+def __doKillAward(curPlayer, atkObj, mapID, funcLineID):
+    ## 计算击杀奖励
+    turnFight = TurnAttack.GetTurnFightMgr().getNPCTurnFight(atkObj.GetID())
+    if not turnFight:
+        return
+    
+    unXiantaoCntExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntExp)
+    if not turnFight.playerKillObjIDList:
+        unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip)
+        GameWorld.DebugLog("没有击杀不需要处理! unXiantaoCntExp=%s,unXiantaoCntEquip=%s" % (unXiantaoCntExp, unXiantaoCntEquip))
+        return
+    killCnt = len(turnFight.playerKillObjIDList)
+    # 直接重置,防止异常时重复结算
+    turnFight.playerKillObjIDList = []
+    
+    # 结算经验
+    if unXiantaoCntExp:
+        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntExp, 0)
+        perExp = IpyGameDataPY.GetFuncCfg("Mainline", 1) # 每个战锤增加经验
+        totalExp = unXiantaoCntExp * perExp
+        GameWorld.DebugLog("增加经验: totalExp=%s,unXiantaoCntExp=%s" % (totalExp, unXiantaoCntExp))
+        PlayerControl.PlayerControl(curPlayer).AddExp(totalExp, ShareDefine.Def_ViewExpType_KillNPC)
+        
+    __doMainDrop(curPlayer, killCnt)
+    return
+
+def __doMainDrop(curPlayer, killCnt):
+    # 装备掉落
+    __doDropEquip(curPlayer)
+    
+    playerID = curPlayer.GetPlayerID()
+    DailyBootyUpperList, BootyWeightList = [], []
+    chapterID = PlayerControl.GetMainLevelNowInfo(curPlayer)[0]
+    chapterIpyData = IpyGameDataPY.GetIpyGameData("MainChapter", chapterID)
+    if chapterIpyData:
+        DailyBootyUpperList = chapterIpyData.GetDailyBootyUpperList()
+        BootyWeightList = chapterIpyData.GetBootyWeightList()
+        
+    bootyDropUpperDict = {k:v for k, v in DailyBootyUpperList}    
+    GameWorld.DebugLog("可掉落战利品上限: chapterID=%s,%s,killCnt=%s" % (chapterID, bootyDropUpperDict, killCnt), playerID)
+    
+    # 其他战利品掉落
+    for _ in range(killCnt):
+        dropInfo = GameWorld.GetResultByWeightList(BootyWeightList)
+        if not dropInfo:
+            continue
+        itemID = dropInfo[0]
+        if not itemID:
+            GameWorld.DebugLog("本次不掉落战利品!", playerID)
+            continue
+        if itemID not in bootyDropUpperDict:
+            GameWorld.DebugLog("该战利品未解锁! itemID=%s" % itemID, playerID)
+            continue
+        todyDropCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_BootyDropToday % itemID)
+        dropUpper = bootyDropUpperDict.get(itemID, 0)
+        if todyDropCnt >= dropUpper:
+            GameWorld.DebugLog("战利品已达今日掉落上限! itemID=%s,todyDropCnt=%s >= %s" % (itemID, todyDropCnt, dropUpper), playerID)
+            continue
+        
+        dropMin = dropInfo[1] if len(dropInfo) > 1 else 1
+        dropMax = dropInfo[2] if len(dropInfo) > 2 else 1
+        
+        if dropMin == dropMax:
+            dropCnt = dropMin
+        else:
+            dropCnt = random.randint(dropMin, dropMax)
+        dropCnt = min(dropCnt, dropUpper - todyDropCnt)
+        
+        GameWorld.DebugLog("掉落战利品! itemID=%s,dropCnt=%s" % (itemID, dropCnt), playerID)
+        curItem = ItemControler.GetOutPutItemObj(itemID, dropCnt, False, curPlayer=curPlayer)
+        if curItem == None:
+            continue
+        curItem.SetIsBind(1) # 为1时代表是掉落
+        if not ItemControler.DoLogic_PutItemInPack(curPlayer, curItem, packIndexList=[IPY_GameWorld.rptIdentify]):
+            continue
+        SetBootyDropToday(curPlayer, itemID, todyDropCnt + dropCnt)
+                
+    return
+
+def __doDropEquip(curPlayer):
+    ## 主线掉落装备
+    unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip)
+    dropOneNeed = IpyGameDataPY.GetFuncCfg("MainEquipDrop", 1) # 每消耗X个战锤掉落一件装备
+    dropEquipCnt = unXiantaoCntEquip / dropOneNeed
+    if dropEquipCnt <= 0:
+        GameWorld.DebugLog("主线暂不能掉落! unXiantaoCntEquip=%s,dropOneNeed=%s,dropEquipCnt=%s" % (unXiantaoCntEquip, dropOneNeed, dropEquipCnt))
+        return
+    dropEquipCnt = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptIdentify, dropEquipCnt)
+    if not dropEquipCnt:
+        GameWorld.DebugLog("掉落鉴定背包没有空间!")
+        return
+    
+    playerID = curPlayer.GetPlayerID()    
+    treeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreeLV)
+    ipyData = IpyGameDataPY.GetIpyGameData("TreeLV", treeLV)
+    if not ipyData:
+        return
+    equipColorRateList = ipyData.GetEquipColorRateList()
+    GameWorld.DebugLog("主线掉落装备: unXiantaoCntEquip=%s,dropEquipCnt=%s,treeLV=%s,equipColorRateList=%s" % (unXiantaoCntEquip, dropEquipCnt, treeLV, equipColorRateList), playerID)
+    
+    maxRate = 10000
+    totalRate = 0
+    colorRateList = []
+    for equipColor, colorRate in enumerate(equipColorRateList, 1):
+        if not colorRate:
+            continue
+        totalRate += colorRate
+        colorRateList.append([totalRate, equipColor])
+        
+    if totalRate != maxRate:
+        GameWorld.SendGameError("GameWarning", "CutTreeTotalRateError:%s!=%s,treeLV=%s" % (totalRate, maxRate, treeLV))    
+    if not colorRateList:
+        return
+    GameWorld.DebugLog("    colorRateList=%s,totalRate=%s" % (colorRateList, totalRate), playerID)
+    
+    for _ in range(dropEquipCnt):
+        itemColor = GameWorld.GetResultByRandomList(colorRateList)
+        if not itemColor:
+            continue
+        equipIDList = NPCCommon.__GetEquipIDList(0, color=itemColor, findType="MainEquipDrop")
+        if not equipIDList:
+            continue
+        randEquipID = random.choice(equipIDList)
+        
+        curItem = ItemControler.GetOutPutItemObj(randEquipID, 1, False, curPlayer=curPlayer)
+        if curItem == None:
+            continue
+        curItem.SetIsBind(1) # 为1时代表是掉落
+        
+        #GameWorld.DebugLog("掉落装备: randEquipID=%s,%s" % (randEquipID, curItem.GetGUID()), playerID)
+        if not ItemControler.DoLogic_PutItemInPack(curPlayer, curItem, packIndexList=[IPY_GameWorld.rptIdentify]):
+            continue
+        
+        unXiantaoCntEquip -= dropOneNeed
+        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip)
+        
+    return
+
+def GMTestKillDrop(curPlayer, killCnt):
+    ## GM测试掉落
+    unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip) + killCnt
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip)
+    __doMainDrop(curPlayer, killCnt)
+    
+    unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip)
+    GameWorld.DebugAnswer(curPlayer, "剩余未结算装备掉落战锤数:%s" % unXiantaoCntEquip)
+    return
+
+#// B4 15 主线掉落物品操作 #tagCSMainDropItemOP
+#
+#struct    tagCSMainDropItemOP
+#{
+#    tagHead        Head;
+#    BYTE        Count;
+#    WORD        IndexList[Count];    // 掉落背包中的物品格子索引列表
+#    BYTE        OPType;        // 0 - 拾取非装备物品;1 - 分解;2 - 穿戴/替换;
+#    BYTE        OPValue;        // 操作额外指令值,由操作类型决定,如穿戴时可发送穿戴后是否自动分解
+#};
+def OnMainDropItemOP(index, clientData, tick):
+    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+    itemIndexList = clientData.IndexList
+    opType = clientData.OPType
+    opValue = clientData.OPValue
+    
+    if opType == 2:
+        __doEquipMainEquip(curPlayer, itemIndexList, opValue)
+    elif opType == 1:
+        __doDecomposeMainEquip(curPlayer, itemIndexList)
+    else:
+        __doPickupMainItem(curPlayer, itemIndexList)
+        
+    return
+
+def __doEquipMainEquip(curPlayer, itemIndexList, isAutoDecompose):
+    playerID = curPlayer.GetPlayerID()
+    GameWorld.DebugLog("穿戴主线装备: itemIndexList=%s,isAutoDecompose=%s" % (itemIndexList, isAutoDecompose), playerID)
+    IdentifyPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptIdentify)
+    
+    decomposeIndexList = []
+    for itemIndex in itemIndexList:
+        if itemIndex < 0 or itemIndex >= IdentifyPack.GetCount():
+            continue
+        curEquip = IdentifyPack.GetAt(itemIndex)
+        if not ItemCommon.CheckItemCanUse(curEquip):
+            GameWorld.DebugLog("物品为空或不可用: itemIndex=%s" % itemIndex, playerID)
+            continue
+        
+        if not ItemCommon.GetIsMainEquip(curEquip):
+            GameWorld.DebugLog("非主线装备: itemIndex=%s" % itemIndex, playerID)
+            continue
+        
+        itemID = curEquip.GetItemTypeID()
+        equipPlace = curEquip.GetEquipPlace()
+        equipPlaceIndex = equipPlace - 1 # 暂固定直接装备位-1
+        
+        GameWorld.DebugLog("    itemIndex=%s,itemID=%s,equipPlace=%s,equipPlaceIndex=%s" 
+                           % (itemIndex, itemID, equipPlace, equipPlaceIndex), playerID)
+        equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
+        if equipPlaceIndex < 0 or equipPlaceIndex >= equipPack.GetCount():
+            GameWorld.ErrLog("主线装备对应装备位置索引异常: itemIndex=%s,equipPlace=%s,equipPlaceIndex=%s" 
+                             % (itemIndex, equipPlace, equipPlaceIndex), playerID)
+            continue
+        destEquip = equipPack.GetAt(equipPlaceIndex)
+        canDecomp = ItemCommon.CheckItemCanUse(destEquip)
+        
+        curEquip.GetItem().SetIsBind(0) # 穿戴时重置,取源SingleItem修改不通知
+        if not ItemCommon.DoLogicSwitchItem(curPlayer, curEquip, destEquip, IPY_GameWorld.rptEquip):
+            continue
+        
+        if isAutoDecompose and canDecomp:
+            decomposeIndexList.append(itemIndex)
+            
+    if decomposeIndexList:
+        __doDecomposeMainEquip(curPlayer, decomposeIndexList)
+        
+    # 刷属性
+    
+    return
+
+def __doDecomposeMainEquip(curPlayer, itemIndexList):
+    playerID = curPlayer.GetPlayerID()
+    GameWorld.DebugLog("分解主线装备: itemIndexList=%s" % (itemIndexList), playerID)
+    IdentifyPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptIdentify)
+    
+    moneyType = IpyGameDataPY.GetFuncCfg("MainEquipDrop", 2)
+    if not moneyType:
+        return
+    
+    moneyTotal = 0
+    
+    decomposeIndexList = []
+    for itemIndex in itemIndexList:
+        if itemIndex < 0 or itemIndex >= IdentifyPack.GetCount():
+            continue
+        curEquip = IdentifyPack.GetAt(itemIndex)
+        if not ItemCommon.CheckItemCanUse(curEquip):
+            GameWorld.DebugLog("物品为空或不可用: itemIndex=%s" % itemIndex, playerID)
+            continue
+        
+        if not ItemCommon.GetIsMainEquip(curEquip):
+            GameWorld.DebugLog("非主线装备: itemIndex=%s" % itemIndex, playerID)
+            continue
+        itemColor = curEquip.GetItemColor()
+        
+        colorIpyData = IpyGameDataPY.GetIpyGameData("EquipColor", itemColor)
+        if not colorIpyData:
+            return
+        moneyBase = colorIpyData.GetMoneyBase() # 分解货币基础
+        if not moneyBase:
+            return
+        # 可以处理一些加成
+        
+        decomposeMoney = moneyBase
+        
+        moneyTotal += decomposeMoney
+        GameWorld.DebugLog("    itemIndex=%s,itemColor=%s,moneyBase=%s,decomposeMoney=%s,%s" 
+                           % (itemIndex, itemColor, moneyBase, decomposeMoney, moneyTotal), playerID)
+        
+        ItemCommon.DelItem(curPlayer, curEquip, curEquip.GetCount(), True, ChConfig.ItemDel_EquipDecompose)
+        decomposeIndexList.append(itemIndex)
+        
+    if not moneyTotal:
+        return
+    
+    PlayerControl.GiveMoney(curPlayer, moneyType, moneyTotal, "DecomposeMainEquip", isSysHint=False)
+    return
+
+def __doPickupMainItem(curPlayer, itemIndexList):
+    playerID = curPlayer.GetPlayerID()
+    GameWorld.DebugLog("拾取主线掉落战利品! itemIndexList=%s" % itemIndexList, playerID)
+    IdentifyPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptIdentify)
+    
+    itemControl = ItemControler.PlayerItemControler(curPlayer)
+    
+    for itemIndex in itemIndexList:
+        if itemIndex < 0 or itemIndex >= IdentifyPack.GetCount():
+            continue
+        curItem = IdentifyPack.GetAt(itemIndex)
+        if not ItemCommon.CheckItemCanUse(curItem):
+            GameWorld.DebugLog("物品为空或不可用: itemIndex=%s" % itemIndex, playerID)
+            continue
+        
+        if ItemCommon.GetIsMainEquip(curItem):
+            GameWorld.DebugLog("主线装备不可拾取: itemIndex=%s" % itemIndex, playerID)
+            continue
+        itemID = curItem.GetItemTypeID()
+        item = curItem.GetItem()
+        itemCount = ItemControler.GetItemCount(curItem)
+        GameWorld.DebugLog("主线物品拾取: itemIndex=%s,itemID=%s,itemCount=%s" % (itemIndex, itemID, itemCount), playerID)
+        if not itemControl.PutInItem(IPY_GameWorld.rptItem, item):
+            return
+        
+        curItem.Wipe()
+        
+    return
+
+def SyncDropBootyInfo(curPlayer, itemID=0):
+    if not itemID:
+        syncItemIDList = GetBootyItemIDList()
+    else:
+        syncItemIDList = [itemID]
+    clientPack = ChPyNetSendPack.tagSCDropBootyInfo()
+    clientPack.DropBootyList = []
+    for itemID in syncItemIDList:
+        dropBooty = ChPyNetSendPack.tagSCDropBooty()
+        dropBooty.ItemID = itemID
+        dropBooty.TodayDropCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_BootyDropToday % itemID)
+        clientPack.DropBootyList.append(dropBooty)
+    clientPack.Count = len(clientPack.DropBootyList)
+    NetPackCommon.SendFakePack(curPlayer, clientPack)
+    return
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
index 926dbf3..7ccbec3 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -394,6 +394,35 @@
                         ("list", "AttrValue", 0),
                         ),
 
+                "EquipColor":(
+                        ("BYTE", "ItemColor", 1),
+                        ("DWORD", "MoneyBase", 0),
+                        ("DWORD", "AtkStep", 0),
+                        ("DWORD", "DefStep", 0),
+                        ("DWORD", "HPStep", 0),
+                        ("list", "AttrLibCntList", 0),
+                        ("list", "AttrRange", 0),
+                        ("dict", "AttrRangeDict", 0),
+                        ),
+
+                "EquipPlace":(
+                        ("BYTE", "EquipPlace", 1),
+                        ("float", "BaseAttrProportion", 0),
+                        ("list", "AttrLib1", 0),
+                        ("list", "AttrLib2", 0),
+                        ("list", "AttrLib3", 0),
+                        ),
+
+                "AppointItem":(
+                        ("DWORD", "ID", 1),
+                        ("BYTE", "CancelUseLimit", 0),
+                        ("WORD", "ItemLV", 0),
+                        ("list", "BaseAttrID", 0),
+                        ("list", "BaseAttrValue", 0),
+                        ("list", "LegendAttrID", 0),
+                        ("list", "LegendAttrValue", 0),
+                        ),
+
                 "EquipLegendAttrCount":(
                         ("BYTE", "ItemType", 1),
                         ("BYTE", "ItemColor", 1),
@@ -662,7 +691,6 @@
 
                 "PlayerLV":(
                         ("WORD", "LV", 1),
-                        ("DWORD", "ExpPoint", 0),
                         ("DWORD", "Exp", 0),
                         ("BYTE", "TalentPoint", 0),
                         ("DWORD", "ReExp", 0),
@@ -1117,13 +1145,6 @@
                         ("dict", "ItemID", 0),
                         ("WORD", "Price", 0),
                         ("WORD", "OldPrice", 0),
-                        ),
-
-                "AppointItem":(
-                        ("DWORD", "ID", 1),
-                        ("BYTE", "CancelUseLimit", 0),
-                        ("list", "LegendAttrID", 0),
-                        ("list", "LegendAttrValue", 0),
                         ),
 
                 "AuctionItem":(
@@ -2785,7 +2806,6 @@
                         ("DWORD", "LVUPNeedMoney", 0),
                         ("DWORD", "LVUPNeedTime", 0),
                         ("list", "EquipColorRateList", 0),
-                        ("list", "ExAwardItemRateList", 0),
                         ),
                 }
 
@@ -3349,6 +3369,50 @@
     def GetAttrType(self): return self.attrTuple[1] # 属性类型 list
     def GetAttrValue(self): return self.attrTuple[2] # 属性值 list
 
+# 装备品质表
+class IPY_EquipColor():
+    
+    def __init__(self):
+        self.attrTuple = None
+        return
+        
+    def GetItemColor(self): return self.attrTuple[0] # 装备品质 BYTE
+    def GetMoneyBase(self): return self.attrTuple[1] # 分解货币 DWORD
+    def GetAtkStep(self): return self.attrTuple[2] # 攻击步长 DWORD
+    def GetDefStep(self): return self.attrTuple[3] # 防御步长 DWORD
+    def GetHPStep(self): return self.attrTuple[4] # 生命步长 DWORD
+    def GetAttrLibCntList(self): return self.attrTuple[5] # 库属性条数列表 list
+    def GetAttrRange(self): return self.attrTuple[6] # 通用属性范围,下限|上限 list
+    def GetAttrRangeDict(self): return self.attrTuple[7] # 指定属性范围字典,{指定属性ID:[范围下限, 上限], ...} dict
+
+# 装备部位表
+class IPY_EquipPlace():
+    
+    def __init__(self):
+        self.attrTuple = None
+        return
+        
+    def GetEquipPlace(self): return self.attrTuple[0] # 装备部位 BYTE
+    def GetBaseAttrProportion(self): return self.attrTuple[1] # 基础属性占比 float
+    def GetAttrLib1(self): return self.attrTuple[2] # 随机属性ID库1,[属性ID, ...] list
+    def GetAttrLib2(self): return self.attrTuple[3] # 随机属性ID库2,[属性ID, ...] list
+    def GetAttrLib3(self): return self.attrTuple[4] # 随机属性ID库3,[属性ID, ...] list
+
+# 定制属性表
+class IPY_AppointItem():
+    
+    def __init__(self):
+        self.attrTuple = None
+        return
+        
+    def GetID(self): return self.attrTuple[0] # 定制ID DWORD
+    def GetCancelUseLimit(self): return self.attrTuple[1] # 穿戴限制(除职业) BYTE
+    def GetItemLV(self): return self.attrTuple[2] # 物品等级 WORD
+    def GetBaseAttrID(self): return self.attrTuple[3] # 基础属性ID list
+    def GetBaseAttrValue(self): return self.attrTuple[4] # 基础属性值 list
+    def GetLegendAttrID(self): return self.attrTuple[5] # 传奇属性ID list
+    def GetLegendAttrValue(self): return self.attrTuple[6] # 传奇属性值 list
+
 # 装备传奇属性条数表
 class IPY_EquipLegendAttrCount():
     
@@ -3768,35 +3832,34 @@
         return
         
     def GetLV(self): return self.attrTuple[0] # 玩家等级 WORD
-    def GetExpPoint(self): return self.attrTuple[1] # 升级所需经验点,每个经验点代表的经验由项目决定 DWORD
-    def GetExp(self): return self.attrTuple[2] # 除经验点总经验外升级还需的经验 DWORD
-    def GetTalentPoint(self): return self.attrTuple[3] # 等级获得的天赋点 BYTE
-    def GetReExp(self): return self.attrTuple[4] # 等级经验效率(second) DWORD
-    def GetReMaxHP(self): return self.attrTuple[5] # 生命 DWORD
-    def GetReAtk(self): return self.attrTuple[6] # 攻击 DWORD
-    def GetReDef(self): return self.attrTuple[7] # 防御 DWORD
-    def GetReHit(self): return self.attrTuple[8] # 命中 DWORD
-    def GetReMiss(self): return self.attrTuple[9] # 闪避 DWORD
-    def GetReAtkSpeed(self): return self.attrTuple[10] # 攻速 DWORD
-    def GetReSkillAtkRate(self): return self.attrTuple[11] # 技能伤害比例 DWORD
-    def GetReDamagePer(self): return self.attrTuple[12] # 增加伤害 DWORD
-    def GetReDamReduce(self): return self.attrTuple[13] # 减少伤害 DWORD
-    def GetReIgnoreDefRate(self): return self.attrTuple[14] # 无视防御比例 DWORD
-    def GetReLuckyHitRate(self): return self.attrTuple[15] # 会心一击率 DWORD
-    def GetReLuckyHit(self): return self.attrTuple[16] # 会心一击伤害 DWORD
-    def GetReBleedDamage(self): return self.attrTuple[17] # 流血伤害增加 DWORD
-    def GetReIceAtk(self): return self.attrTuple[18] # 真实伤害 DWORD
-    def GetReIceDef(self): return self.attrTuple[19] # 真实抵御 DWORD
-    def GetRePetAtk(self): return self.attrTuple[20] # 灵宠攻击 DWORD
-    def GetRePetSkillAtkRate(self): return self.attrTuple[21] # 灵宠技能 DWORD
-    def GetRePetDamPer(self): return self.attrTuple[22] # 灵宠伤害增加 DWORD
-    def GetReFinalHurt(self): return self.attrTuple[23] # 固定伤害增加 DWORD
-    def GetReFinalHurtReduce(self): return self.attrTuple[24] # 固定伤害减少 DWORD
-    def GetRePotionReply(self): return self.attrTuple[25] # 血瓶恢复量 DWORD
-    def GetRePotionCD(self): return self.attrTuple[26] # 血瓶CD DWORD
-    def GetAttackEff(self): return self.attrTuple[27] # 挂机效率 DWORD
-    def GetReFightPower(self): return self.attrTuple[28] # 战斗力 DWORD
-    def GetIceLodeFightPower(self): return self.attrTuple[29] # 冰晶矿脉扫荡战斗力 DWORD
+    def GetExp(self): return self.attrTuple[1] # 升级所需经验 DWORD
+    def GetTalentPoint(self): return self.attrTuple[2] # 等级获得的天赋点 BYTE
+    def GetReExp(self): return self.attrTuple[3] # 等级经验效率(second) DWORD
+    def GetReMaxHP(self): return self.attrTuple[4] # 生命 DWORD
+    def GetReAtk(self): return self.attrTuple[5] # 攻击 DWORD
+    def GetReDef(self): return self.attrTuple[6] # 防御 DWORD
+    def GetReHit(self): return self.attrTuple[7] # 命中 DWORD
+    def GetReMiss(self): return self.attrTuple[8] # 闪避 DWORD
+    def GetReAtkSpeed(self): return self.attrTuple[9] # 攻速 DWORD
+    def GetReSkillAtkRate(self): return self.attrTuple[10] # 技能伤害比例 DWORD
+    def GetReDamagePer(self): return self.attrTuple[11] # 增加伤害 DWORD
+    def GetReDamReduce(self): return self.attrTuple[12] # 减少伤害 DWORD
+    def GetReIgnoreDefRate(self): return self.attrTuple[13] # 无视防御比例 DWORD
+    def GetReLuckyHitRate(self): return self.attrTuple[14] # 会心一击率 DWORD
+    def GetReLuckyHit(self): return self.attrTuple[15] # 会心一击伤害 DWORD
+    def GetReBleedDamage(self): return self.attrTuple[16] # 流血伤害增加 DWORD
+    def GetReIceAtk(self): return self.attrTuple[17] # 真实伤害 DWORD
+    def GetReIceDef(self): return self.attrTuple[18] # 真实抵御 DWORD
+    def GetRePetAtk(self): return self.attrTuple[19] # 灵宠攻击 DWORD
+    def GetRePetSkillAtkRate(self): return self.attrTuple[20] # 灵宠技能 DWORD
+    def GetRePetDamPer(self): return self.attrTuple[21] # 灵宠伤害增加 DWORD
+    def GetReFinalHurt(self): return self.attrTuple[22] # 固定伤害增加 DWORD
+    def GetReFinalHurtReduce(self): return self.attrTuple[23] # 固定伤害减少 DWORD
+    def GetRePotionReply(self): return self.attrTuple[24] # 血瓶恢复量 DWORD
+    def GetRePotionCD(self): return self.attrTuple[25] # 血瓶CD DWORD
+    def GetAttackEff(self): return self.attrTuple[26] # 挂机效率 DWORD
+    def GetReFightPower(self): return self.attrTuple[27] # 战斗力 DWORD
+    def GetIceLodeFightPower(self): return self.attrTuple[28] # 冰晶矿脉扫荡战斗力 DWORD
 
 # 特殊地图玩家属性公式表
 class IPY_SpecMapPlayerAttrFormat():
@@ -4368,18 +4431,6 @@
     def GetItemID(self): return self.attrTuple[1] # 奖励物品信息 dict
     def GetPrice(self): return self.attrTuple[2] # 礼包现价 WORD
     def GetOldPrice(self): return self.attrTuple[3] # 礼包原价 WORD
-
-# 定制物品表
-class IPY_AppointItem():
-    
-    def __init__(self):
-        self.attrTuple = None
-        return
-        
-    def GetID(self): return self.attrTuple[0] # 定制物品ID DWORD
-    def GetCancelUseLimit(self): return self.attrTuple[1] # 穿戴限制(除职业) BYTE
-    def GetLegendAttrID(self): return self.attrTuple[2] # 传奇属性ID list
-    def GetLegendAttrValue(self): return self.attrTuple[3] # 传奇属性值 list
 
 # 拍卖物品表
 class IPY_AuctionItem():
@@ -6970,8 +7021,7 @@
     def GetTreeLV(self): return self.attrTuple[0] # 仙树等级 BYTE
     def GetLVUPNeedMoney(self): return self.attrTuple[1] # 升到下一级所需货币数 DWORD
     def GetLVUPNeedTime(self): return self.attrTuple[2] # 升级下一级所需所需秒 DWORD
-    def GetEquipColorRateList(self): return self.attrTuple[3] # 产出装备品质概率列表,[0品质万分率, 1品质万分率, ...] list
-    def GetExAwardItemRateList(self): return self.attrTuple[4] # 每次砍树概率额外产出道具饼图,[[万分率,[物品ID,个数]], ...] list
+    def GetEquipColorRateList(self): return self.attrTuple[3] # 产出装备品质概率列表,[0品质万分率, 1品质万分率, ...] list
 
 
 def Log(msg, playerID=0, par=0):
@@ -7068,6 +7118,9 @@
         self.__LoadFileData("ItemPlusMaster", onlyCheck)
         self.__LoadFileData("ItemPlusMax", onlyCheck)
         self.__LoadFileData("RoleEquipStars", onlyCheck)
+        self.__LoadFileData("EquipColor", onlyCheck)
+        self.__LoadFileData("EquipPlace", onlyCheck)
+        self.__LoadFileData("AppointItem", onlyCheck)
         self.__LoadFileData("EquipLegendAttrCount", onlyCheck)
         self.__LoadFileData("EquipLegendAttrType", onlyCheck)
         self.__LoadFileData("EquipLegendAttrLib", onlyCheck)
@@ -7127,7 +7180,6 @@
         self.__LoadFileData("ContineSignAward", onlyCheck)
         self.__LoadFileData("SignAward", onlyCheck)
         self.__LoadFileData("VIPAward", onlyCheck)
-        self.__LoadFileData("AppointItem", onlyCheck)
         self.__LoadFileData("AuctionItem", onlyCheck)
         self.__LoadFileData("VipPrivilege", onlyCheck)
         self.__LoadFileData("Store", onlyCheck)
@@ -7805,6 +7857,27 @@
         self.CheckLoadData("RoleEquipStars")
         return self.ipyRoleEquipStarsCache[index]
 
+    def GetEquipColorCount(self):
+        self.CheckLoadData("EquipColor")
+        return self.ipyEquipColorLen
+    def GetEquipColorByIndex(self, index):
+        self.CheckLoadData("EquipColor")
+        return self.ipyEquipColorCache[index]
+
+    def GetEquipPlaceCount(self):
+        self.CheckLoadData("EquipPlace")
+        return self.ipyEquipPlaceLen
+    def GetEquipPlaceByIndex(self, index):
+        self.CheckLoadData("EquipPlace")
+        return self.ipyEquipPlaceCache[index]
+
+    def GetAppointItemCount(self):
+        self.CheckLoadData("AppointItem")
+        return self.ipyAppointItemLen
+    def GetAppointItemByIndex(self, index):
+        self.CheckLoadData("AppointItem")
+        return self.ipyAppointItemCache[index]
+
     def GetEquipLegendAttrCountCount(self):
         self.CheckLoadData("EquipLegendAttrCount")
         return self.ipyEquipLegendAttrCountLen
@@ -8217,13 +8290,6 @@
     def GetVIPAwardByIndex(self, index):
         self.CheckLoadData("VIPAward")
         return self.ipyVIPAwardCache[index]
-
-    def GetAppointItemCount(self):
-        self.CheckLoadData("AppointItem")
-        return self.ipyAppointItemLen
-    def GetAppointItemByIndex(self, index):
-        self.CheckLoadData("AppointItem")
-        return self.ipyAppointItemCache[index]
 
     def GetAuctionItemCount(self):
         self.CheckLoadData("AuctionItem")
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChItem.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChItem.py
index 398dd1f..eb58ca8 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChItem.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChItem.py
@@ -110,7 +110,7 @@
 #===============================================================================
 def __Func_InitItem(tick):
     #初始化物品掉落保护
-    MapItemProtectTime = IpyGameDataPY.GetFuncCfg("MapItemProtectTime")
+    MapItemProtectTime = 120000 #IpyGameDataPY.GetFuncCfg("MapItemProtectTime")
     GameWorld.GetMapItemManager().SetProtectTime(MapItemProtectTime)
     
     #===============================================================================================
@@ -1743,80 +1743,6 @@
         infoDict[ShareDefine.Def_MapItemInfo_IsSuite] = 1
            
     return infoDict
-
-# 特别设定:卓越物品必带武器技能增强效果,使用者请特别注意
-## 装备动态属性,只用于未设置属性的singleItem,roleItem使用多次发背包刷新包
-#  @param curItem 玩家实例
-#  @param equipData
-#  @return 
-def EquipAddAdditionEx(curItem, equipData):
-    # 绑定
-    #if equipData.isBind:
-    #    ItemControler.SetItemIsBind(curItem, equipData.isBind)
-    
-    if not ItemCommon.CheckItemIsEquip(curItem):
-        return
-        
-    #===========================================================================
-    # # 强化等级
-    # if equipData.starLV:
-    #    curItem.SetItemStarLV(equipData.starLV)
-    # # 打孔
-    # if 0 < equipData.holeCnt <= curItem.GetMaxHoleCount():
-    #    curItem.SetCanPlaceStoneCount(equipData.holeCnt)
-    #    
-    # # 给镶嵌宝石
-    # for i, stoneID in enumerate(equipData.stoneData):
-    #    if i > equipData.holeCnt - 1:
-    #        break
-    #    
-    #    if stoneID <= 0:
-    #        continue
-    #    
-    #    curItem.SetStone(i, stoneID)
-    #===========================================================================
-           
-    # 套装
-    #if equipData.isSuite:
-    #    curItem.SetIsSuite(equipData.isSuite)
-    #if equipData.suiteLV:
-    #    curItem.SetUserAttr(ShareDefine.Def_IudetSuiteLV, equipData.suiteLV)
-    # 物品来源
-    if equipData.source:
-        curItem.SetUserAttr(ShareDefine.Def_IudetSource, equipData.source)
-    
-    # 传奇属性
-    if equipData.legendAttrIDList and equipData.legendAttrValueList:
-        curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrID)
-        curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrValue)
-        for i in xrange(len(equipData.legendAttrIDList)):
-            curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrID, equipData.legendAttrIDList[i])
-            curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrValue, equipData.legendAttrValueList[i])
-    # 传奇属性 - 神
-    if equipData.legendAttrIDListShen and equipData.legendAttrValueListShen:
-        curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrIDShen)
-        curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrValueShen)
-        for i in xrange(len(equipData.legendAttrIDListShen)):
-            curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrIDShen, equipData.legendAttrIDListShen[i])
-            curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrValueShen, equipData.legendAttrValueListShen[i])
-    # 传奇属性 - 仙
-    if equipData.legendAttrIDListXian and equipData.legendAttrValueListXian:
-        curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrIDXian)
-        curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrValueXian)
-        for i in xrange(len(equipData.legendAttrIDListXian)):
-            curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrIDXian, equipData.legendAttrIDListXian[i])
-            curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrValueXian, equipData.legendAttrValueListXian[i])
-    # 传奇属性 - 极
-    if equipData.legendAttrIDListJi and equipData.legendAttrValueListJi:
-        curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrIDJi)
-        curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrValueJi)
-        for i in xrange(len(equipData.legendAttrIDListJi)):
-            curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrIDJi, equipData.legendAttrIDListJi[i])
-            curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrValueJi, equipData.legendAttrValueListJi[i])
-            
-    ItemCommon.MakeEquipGS(curItem) 
-    return
-
 
 ## 判断装备是否是可加强装备
 #  @param curItem 物品实例
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
index 2ea5c7d..b519ecf 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -879,8 +879,6 @@
         #itemColor = curItem.GetItemColor()
         result = self.SwitchEquip(curItem, equipPackIndex)
         if result:
-            #穿戴某阶某品质的装备成就
-            PlayerSuccess.DoEquipSuccessLogic(curPlayer, classLV)
             #换装宝石处理
             Operate_EquipStone.DoMoveEquipStone(curPlayer, equipPackIndex)
             dataDict = {'dotype':'EquipItem', 'desItemID':desItemID, 'desUserData':desUserData,'srcItemID':srcItemID,'srcUserData':srcUserData}
@@ -2266,7 +2264,7 @@
         
     return
 
-def GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, packIndexList=None, event=["", False, {}]):
+def GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, packIndexList=None, event=["", False, {}], setAttrDict=None):
     '''给玩家物品
     @param isAuctionItem: 是否拍品
     '''
@@ -2301,19 +2299,11 @@
         #不可放入
         return False
     
-    #定制物品
-    if GetAppointItemRealID(itemID):
-        isOK = False
-        for _ in xrange(itemCount):
-            if GivePlayerAppointItem(curPlayer, itemID, isAuctionItem, event):
-                isOK = True # 只要有成功的就返回成功,防止异常情况失败可能导致被刷
-        return isOK
-    
     #装备
     if ItemCommon.GetIsEquip(curItemData):
         isOK = False
         for _ in xrange(itemCount):
-            outPutEquip = GetOutPutItemObj(itemID, 1, isAuctionItem, curPlayer=curPlayer)
+            outPutEquip = GetOutPutItemObj(itemID, 1, isAuctionItem, curPlayer=curPlayer, setAttrDict=setAttrDict)
             if not outPutEquip:
                 return isOK
             if DoLogic_PutItemInPack(curPlayer, outPutEquip, event, packIndexList):
@@ -2325,7 +2315,7 @@
     for _ in range(itemCount/65535 + 1):
         if itemCount <= 0:
             break
-        giveItem = GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer)
+        giveItem = GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer, setAttrDict=setAttrDict)
         if not giveItem:
             return isOK
         giveCount = GetItemCount(giveItem)
@@ -2358,110 +2348,6 @@
             giveOKCount += curCount
             
     return giveOKCount
-
-def GivePlayerAppointItem(curPlayer, appointID, isAuctionItem, event=["", False, {}]):
-    '''给玩家定制物品表物品,定制物品默认个数1
-    @param appointID 定制表ID
-    @param isAuctionItem 是否拍品
-    '''
-    itemDictData = GetAppointItemDictData(appointID, isAuctionItem)
-    if not itemDictData:
-        return False
-    
-    return GivePlayerEquip(curPlayer, itemDictData, event=event)
-
-def GetAppointItemDictData(appointID, isAuctionItem):
-    '''获取定制表物品数据,定制物品默认个数1
-    @param appointID 定制表ID
-    @param isAuctionItem 是否拍品
-    '''
-    itemID = GetAppointItemRealID(appointID)
-    if not itemID:
-        return {}
-    ipyData = IpyGameDataPY.GetIpyGameData("AppointItem", appointID)
-    if not ipyData:
-        return {}
-    itemDictData = {}
-   
-    itemDictData['legendAttrID'] = ipyData.GetLegendAttrID()
-    itemDictData['legendAttrValue'] = ipyData.GetLegendAttrValue()
-    itemDictData['ItemID'] = itemID
-    itemDictData['CancelUseLimit'] = ipyData.GetCancelUseLimit()
-    
-    itemDictData['IsAuctionItem'] = isAuctionItem
-    
-    return itemDictData
-
-def GetAppointItemRealID(itemID):
-    '''获取定制物品对应的真实物品ID'''
-    curItem = GameWorld.GetGameData().GetItemByTypeID(itemID)
-    if not curItem:
-        return 0
-    curEff = curItem.GetEffectByIndex(0)
-    curEffID = curEff.GetEffectID()
-    if curEffID != ChConfig.Def_Effect_AppointItem:
-        return 0
-    return curEff.GetEffectValue(0)
-
-## 根据物品data字典给玩家装备/翅膀
-#  @param curPlayer:玩家实例
-#  @param itemData:物品数据
-#  @param packType:背包类型
-#  @param defaultPile 默认先判断是否能进行物品堆叠
-#  @return None
-def GivePlayerEquip(curPlayer, itemData, event=["", False, {}], packType=[IPY_GameWorld.rptItem, IPY_GameWorld.rptAnyWhere],
-                    defaultPile=True):
-    equipItem = GetItemByData(itemData)
-    #将物品放入背包
-    return DoLogic_PutItemInPack(curPlayer, equipItem, event, packType, defaultPile)
-
-
-## 根据物品data字典创建物品
-#  @param itemData:物品数据
-#  @return ItemObj
-def GetItemByData(itemData):
-    if not itemData:
-        return
-    
-    itemID = int(itemData.get('ItemID', 0))
-    isAuctionItem = int(itemData.get('IsAuctionItem', 0))
-    equipItem = ItemCommon.CreateSingleItem(itemID, isAuctionItem=isAuctionItem)
-    if not equipItem:
-        return
-    
-    tmpEquipData = SingleEquipTmpData()
-    
-    #tmpEquipData.starLV = int(itemData.get('StarLV', '0'))
-    #tmpEquipData.holeCnt = int(itemData.get('HoleCount', '0'))
-    #tmpEquipData.stoneData = eval(itemData.get('StoneData', '[]'))
-    tmpEquipData.isBind = isAuctionItem
-    #tmpEquipData.isSuite = int(itemData.get('IsSuit', '0'))
-    #tmpEquipData.suiteLV = int(itemData.get('SuiteLV', '0'))
-    #if tmpEquipData.suiteLV:
-    #    tmpEquipData.isSuite = 1
-    tmpEquipData.source = int(itemData.get('Source', str(ShareDefine.Item_Source_Unkown)))
-    
-    tmpEquipData.legendAttrIDList = itemData.get('legendAttrID', [])
-    tmpEquipData.legendAttrValueList = itemData.get('legendAttrValue', [])
-    
-    # 装备附加属性
-    ChItem.EquipAddAdditionEx(equipItem, tmpEquipData)
-    
-    if "UserData" in itemData:
-        userData = itemData["UserData"]
-        ItemCommon.SetItemUserData(equipItem, userData)
-        
-    if "EquipGS" in itemData:
-        equipGS = int(itemData["EquipGS"])
-        ItemCommon.SetEquipGearScore(equipItem, equipGS)
-    
-        
-    # 取消等级限制
-    if itemData.get('CancelUseLimit', 0):
-        equipItem.SetUserAttr(ShareDefine.Def_IudetCancelUseLimit, 1)
-        
-    return equipItem
-
 
 #---------------------------------------------------------------------
 ## 执行物品放入背包逻辑
@@ -2643,52 +2529,17 @@
     #---无空位置,替换---
     return placeList[0]
 
-def GetOutPutItemObj(itemID, itemCount=1, isAuctionItem=False, expireTime=0, curPlayer=None, isAllAttr=False):
+def GetOutPutItemObj(itemID, itemCount=1, isAuctionItem=False, expireTime=0, curPlayer=None, setAttrDict=None):
     ''' 获取功能产出的物品实例
     @param isAuctionItem: 是否拍品,默认非拍品
     @param expireTime: 有效时间,时间单位由时效类型决定
     @param curPlayer: 产出该物品时的玩家,物品某些属性由玩家等级决定,如传奇属性
-    @param isAllAttr: 是否生成该装备所有属性,GM创建物品时用,需验证相关权限
+    @param setAttrDict: 直接设置物品的属性 {key:value, ...} key支持  ShareDefine.Def_IudetXXX字符串 或 自定key
     '''
-    curItem = ItemCommon.CreateSingleItem(itemID, itemCount, isAuctionItem, expireTime)
+    curItem = ItemCommon.CreateSingleItem(itemID, itemCount, isAuctionItem, expireTime, curPlayer, setAttrDict)
     if not curItem:
         GameWorld.ErrLog("产出物品异常,无法创建物品 = %s" % (itemID))
         return
-    
-    # 英雄
-    if curItem.GetType() == ChConfig.Def_ItemType_Hero:
-        return curItem
-    
-    # 非装备,无需设置属性
-    if not ItemCommon.CheckItemIsEquip(curItem):
-        return curItem
-    
-    # 定制物品
-    if GetAppointItemRealID(itemID):
-        curItem.Clear()
-        #GameWorld.DebugLog("清除给定制物品之前已经创建的物品ID=%s" % itemID)
-        return GetItemByData(GetAppointItemDictData(itemID, isAuctionItem))
-    
-#    # 拍品不处理其他属性
-#    if isAuctionItem:
-#        return curItem
-    
-    tmpEquipData = SingleEquipTmpData()
-    
-    # 传奇属性
-    legendAttrInfo = GetAddEquipLegendAttr(curItem, curPlayer, isAllAttr)
-    if legendAttrInfo:
-        tmpEquipData.legendAttrIDList = legendAttrInfo[0]
-        tmpEquipData.legendAttrValueList = legendAttrInfo[1]
-        tmpEquipData.legendAttrIDListShen = legendAttrInfo[2]
-        tmpEquipData.legendAttrValueListShen = legendAttrInfo[3]
-        tmpEquipData.legendAttrIDListXian = legendAttrInfo[4]
-        tmpEquipData.legendAttrValueListXian = legendAttrInfo[5]
-        tmpEquipData.legendAttrIDListJi = legendAttrInfo[6]
-        tmpEquipData.legendAttrValueListJi = legendAttrInfo[7]
-        
-    # 其他装备属性
-    ChItem.EquipAddAdditionEx(curItem, tmpEquipData)
     return curItem
 
 def GetAddEquipLegendAttr(curItem, curPlayer, isAllAttr=False):
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemState.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemState.py
index 0b402be..9199fc9 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemState.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemState.py
@@ -60,7 +60,7 @@
         mapItem = mapItemManager.GetMapItemByIndex(index)
         mapItem_List.append(mapItem)
     
-    disappearTime = IpyGameDataPY.GetFuncCfg("MapItemDisappearTime")
+    disappearTime = 60000 #IpyGameDataPY.GetFuncCfg("MapItemDisappearTime")
     for curMapItem in mapItem_List:
         #无此物品
         if not curMapItem or curMapItem.IsEmpty():
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py
index 8e688c2..a9f3756 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py
@@ -309,7 +309,7 @@
     GameWorld.DebugLog("物品过期时间" + timeStr)
     return GameWorld.ChangeTimeStrToNum(timeStr)
 
-def CreateSingleItem(itemID, itemCount=1, isAuctionItem=False, expireTime=0):
+def CreateSingleItem(itemID, itemCount=1, isAuctionItem=False, expireTime=0, curPlayer=None, setAttrDict=None):
     ''' 创建物品
     @param isAuctionItem: 是否拍品,默认非拍品
     @param expireTime: 有效时间,时间单位由时效类型决定
@@ -364,9 +364,180 @@
     # 英雄
     if curSingleItem.GetType() == ChConfig.Def_ItemType_Hero:
         PlayerHero.InitHeroItem(curSingleItem)
-        
+    elif GetIsEquip(curSingleItem):
+        setAttrDict = GetCreateEquipAttr(curSingleItem, curPlayer, setAttrDict)
+        if setAttrDict == None:
+            curSingleItem.Clear()
+            return
+    AddCreateItemAttr(curSingleItem, setAttrDict)
+    
     #这里返回的是SingleItem , 如果创建了,未使用,会找出C++内存泄露!!!
     return curSingleItem
+
+def AddCreateItemAttr(curItem, setAttrDict):
+    ## 设置生成装备所有属性
+    if not setAttrDict:
+        return
+    for key, value in setAttrDict.items():
+        key = GameWorld.ToIntDef(key, key)
+        # 需支持
+        # 1. UserData格式: {'19': ['1889', '2034', '893', '927'], '50': ['1702622046'], '17': ['39', '33', '34', '9']}
+        # 2. 自定义字典: {"key":value, ...} key支持自定义或与UserData的key,value支持数值或列表,列表元素支持字符串或数值,均默认转为数值
+        # 数值类型的默认为UserData属性 
+        if isinstance(key, int):
+            if key % 2 == 0: # 偶数是单数值
+                v = 0
+                if isinstance(value, int):
+                    v = value
+                elif (isinstance(value, list) or isinstance(value, tuple)) and value:
+                    v = GameWorld.ToIntDef(value[0], 0)
+                curItem.SetUserAttr(key, v)
+            elif isinstance(value, list) or isinstance(value, tuple): # 单数一定是要列表
+                curItem.ClearUserAttr(key)
+                for v in value:
+                    v = GameWorld.ToIntDef(v, 0)
+                    curItem.AddUserAttr(key, v)
+        # 其他指定字符串类型属性
+        else:
+            GameWorld.Log("###AddCreateItemAttr unknown key:%s, value:%s, itemID=%s" % (key, value, curItem.GetItemTypeID()))
+            
+    #MakeEquipGS(curItem)
+    return
+
+def GetCreateEquipAttr(curItem, curPlayer=None, setAttrDict=None):
+    '''获取生成装备所有属性
+    @param curPlayer: 可能为None
+    @param setAttrDict: 直接设置物品的属性 {key:value, ...} key支持  ShareDefine.Def_IudetXXX字符串 或 自定key
+    @return: None - 异常情况,物品实例需要clear
+            equipAttrDict - 生成后的最新属性k:v字典,可直接用于 SetCreateEquipAttr
+    '''
+    if setAttrDict == None:
+        setAttrDict = {}
+    equipAttrDict = {}
+    playerID = 0 if not curPlayer else curPlayer.GetPlayerID()
+    itemID = curItem.GetItemTypeID()
+    
+    appointID = setAttrDict.get(ShareDefine.Def_CItemKey_AppointID)
+    # 定制属性ID
+    if appointID > 0:
+        ipyData = IpyGameDataPY.GetIpyGameData("AppointItem", appointID)
+        if not ipyData:
+            return
+        if ipyData.GetCancelUseLimit():
+            equipAttrDict[str(ShareDefine.Def_IudetCancelUseLimit)] = 1
+        equipAttrDict[str(ShareDefine.Def_IudetItemLV)] = ipyData.GetItemLV()
+        equipAttrDict[str(ShareDefine.Def_IudetBaseAttrID)] = ipyData.GetBaseAttrID()
+        equipAttrDict[str(ShareDefine.Def_IudetBaseAttrValue)] = ipyData.GetBaseAttrValue()
+        equipAttrDict[str(ShareDefine.Def_IudetLegendAttrID)] = ipyData.GetLegendAttrID()
+        equipAttrDict[str(ShareDefine.Def_IudetLegendAttrValue)] = ipyData.GetLegendAttrValue()
+        GameWorld.DebugLog("    装备定制属性: itemID=%s,appointID=%s,equipAttrDict=%s,setAttrDict=%s" % (itemID, appointID, equipAttrDict, setAttrDict), playerID)
+        return equipAttrDict
+    
+    # 主线装备
+    if GetIsMainEquip(curItem):
+        return GetCreateMainEquipAttr(curItem, curPlayer, setAttrDict)
+    
+    return equipAttrDict
+    
+def GetCreateMainEquipAttr(curItem, curPlayer, setAttrDict=None):
+    ## 生成主线装备属性
+    
+    equipAttrDict = {}
+    itemID = curItem.GetItemTypeID()
+    itemColor = curItem.GetItemColor()
+    equipPlace = curItem.GetEquipPlace()
+    
+    if not curPlayer:
+        return equipAttrDict
+    
+    colorIpyData = IpyGameDataPY.GetIpyGameData("EquipColor", itemColor)
+    placeIpyData = IpyGameDataPY.GetIpyGameData("EquipPlace", equipPlace)
+    if not colorIpyData or not placeIpyData:
+        return equipAttrDict
+    
+    playerLV = curPlayer.GetLV()
+    playerID = curPlayer.GetPlayerID()
+    randfloat = random.uniform # 随机一个ab区间的数 [a, b],ab支持小数
+    
+    itemLV = setAttrDict.get(str(ShareDefine.Def_IudetItemLV), 0)
+    if not itemLV:
+        # 随机等级
+        lowLV, highLV = IpyGameDataPY.GetFuncEvalCfg("MainEquipDrop", 3)
+        randLVList = range(max(playerLV + lowLV, 1), playerLV + highLV)
+        itemLV = random.choice(randLVList)
+    equipAttrDict[str(ShareDefine.Def_IudetItemLV)] = itemLV
+    
+    GameWorld.DebugLog("生成主线装备: itemID=%s,itemLV=%s,itemColor=%s,equipPlace=%s" % (itemID, itemLV, itemColor, equipPlace), playerID)
+    
+    # 基础三维
+    baseAttrIDList = setAttrDict.get(str(ShareDefine.Def_IudetBaseAttrID))
+    baseAttrValueList = setAttrDict.get(str(ShareDefine.Def_IudetBaseAttrValue))
+    # 这里注意None为未指定,支持当空列表[]时为不给该属性
+    if baseAttrIDList != None and baseAttrValueList != None and len(baseAttrIDList) == len(baseAttrValueList):
+        equipAttrDict[str(ShareDefine.Def_IudetBaseAttrID)] = baseAttrIDList
+        equipAttrDict[str(ShareDefine.Def_IudetBaseAttrValue)] = baseAttrValueList
+    else:
+        attrProportion = placeIpyData.GetBaseAttrProportion()
+        attrInfoList = [
+                        [ShareDefine.Def_Effect_Atk, colorIpyData.GetAtkStep()],
+                        [ShareDefine.Def_Effect_Def, colorIpyData.GetDefStep()],
+                        [ShareDefine.Def_Effect_MaxHP, colorIpyData.GetHPStep()],
+                        ]
+        baseAttrIDList, baseAttrValueList = [], []
+        for attrID, attrStep in attrInfoList:
+            attrValue = eval(IpyGameDataPY.GetFuncCompileCfg("MainEquipDrop", 4))
+            # int(itemLV*attrStep*attrProportion*randfloat(0.9,1.1))
+            if not attrValue:
+                continue
+            baseAttrIDList.append(attrID)
+            baseAttrValueList.append(attrValue)
+            
+        if baseAttrIDList:
+            equipAttrDict[str(ShareDefine.Def_IudetBaseAttrID)] = baseAttrIDList
+            equipAttrDict[str(ShareDefine.Def_IudetBaseAttrValue)] = baseAttrValueList
+        GameWorld.DebugLog("    baseAttrIDList=%s,baseAttrValueList=%s" % (baseAttrIDList, baseAttrValueList), playerID)
+        
+    # 战斗属性
+    legendAttrIDList = setAttrDict.get(str(ShareDefine.Def_IudetLegendAttrID))
+    legendAttrValueList = setAttrDict.get(str(ShareDefine.Def_IudetLegendAttrValue))
+    if legendAttrIDList != None and legendAttrValueList != None and len(legendAttrIDList) == len(legendAttrValueList):
+        equipAttrDict[str(ShareDefine.Def_IudetLegendAttrID)] = legendAttrIDList
+        equipAttrDict[str(ShareDefine.Def_IudetLegendAttrValue)] = legendAttrValueList
+    else:
+        legendAttrIDList = []
+        legendAttrValueList = []
+        
+        attrRangeDefault = colorIpyData.GetAttrRange()
+        attrRangeDict = colorIpyData.GetAttrRangeDict()        
+        libCntList = colorIpyData.GetAttrLibCntList()
+        GameWorld.DebugLog("    libCntList=%s,attrRangeDict=%s, %s" % (libCntList, attrRangeDict, attrRangeDefault), playerID)
+        for num, attrCnt in enumerate(libCntList, 1):
+            if not hasattr(placeIpyData, "GetAttrLib%s" % num):
+                continue
+            libAttrList = getattr(placeIpyData, "GetAttrLib%s" % num)()
+            if not libAttrList:
+                continue
+            random.shuffle(libAttrList)
+            randAttrList = libAttrList[:attrCnt]
+            for attrID in randAttrList:
+                if attrID in legendAttrIDList:
+                    continue
+                attrRange = attrRangeDict.get(attrID, attrRangeDefault)
+                if not attrRange or len(attrRange) != 2:
+                    continue
+                attrMin, attrMax = attrRange
+                attrValue = random.randint(attrMin, attrMax)
+                legendAttrIDList.append(attrID)
+                legendAttrValueList.append(attrValue)
+                GameWorld.DebugLog("        libNum=%s,attrID=%s,attrValue=%s(%s~%s)" % (num, attrID, attrValue, attrMin, attrMax), playerID)
+                
+        if legendAttrIDList:
+            equipAttrDict[str(ShareDefine.Def_IudetLegendAttrID)] = legendAttrIDList
+            equipAttrDict[str(ShareDefine.Def_IudetLegendAttrValue)] = legendAttrValueList
+        GameWorld.DebugLog("    legendAttrIDList=%s,legendAttrValueList=%s" % (legendAttrIDList, legendAttrValueList), playerID)
+        
+    GameWorld.DebugLog("    装备最终属性: equipAttrDict=%s,setAttrDict=%s" % (equipAttrDict, setAttrDict), playerID)
+    return equipAttrDict
 
 def SetItemUserData(curItem, dataInfo):
     if isinstance(dataInfo, dict):
@@ -1805,6 +1976,10 @@
 def GetIsEquip(curItem):
     return curItem.GetType() in ChConfig.Def_EquipItemType
 
+def GetIsMainEquip(curItem):
+    ## 是否主线装备
+    return curItem.GetType() in ChConfig.Def_MainEquipType
+
 def GetIsDogzEquip(curItem):
     ## 返回是否神兽装备
     return curItem.GetType() in ChConfig.Def_DogzEquiipType
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/Item_Chests.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/Item_Chests.py
index a1365d3..1899293 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/Item_Chests.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/Item_Chests.py
@@ -360,7 +360,7 @@
             continue
         placeKey = colorSuitPlaceKeyInfoDict[colorSuitKey]
         jobList = itemJobList
-        placeList = NPCCommon.GetEquipPlaceByPlaceKey(placeKey)
+        placeList = [] #NPCCommon.GetEquipPlaceByPlaceKey(placeKey)
         if not placeList:
             GameWorld.ErrLog("部位集合key不存在!chestsItemID=%s,placeKey=%s" % (chestsItemID, placeKey))
             continue
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
index c630f84..017176d 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -459,975 +459,19 @@
     @param curGrade: 评级
     @param isVirtualDrop: 是否给物品虚拟掉落表现
     '''
-    if not exp_rate:
-        exp_rate = PlayerControl.GetPlayerExpRate(curPlayer)
-        
-    npcID = 0
     totalExp = 0
     totalMoney = 0
-    itemCountDict = {}
-    auctionItemIDList = []
-    
-    if prizeMultiple > 1:
-        hadDropItemKeyList, hadDropItemPlaceList = [], [] # 已经掉落过的物品集合key列表, 已经掉落过的装备部位列表
-        mPrizeItemIDList = IpyGameDataPY.GetFuncEvalCfg("SealDemonDoubleDrop", 1) # 允许多倍奖励的物品ID列表
-        mPrizePlaceList = IpyGameDataPY.GetFuncEvalCfg("SealDemonDoubleDrop", 2) # 允许多倍奖励的装备部位
-        mPrizeItemKeyList = IpyGameDataPY.GetFuncEvalCfg("SealDemonDoubleDrop", 3) # 允许多倍奖励的物品ID集合
-        
-        itemKeyDict = IpyGameDataPY.GetFuncEvalCfg("JobItemDropSets") # {物品ID集合key:[职业顺序物品ID列表], ...}
-        itemIDKeyDict = {}
-        for itemKey, itemIDList in itemKeyDict.items():
-            for itemID in itemIDList:
-                itemIDKeyDict[itemID] = itemKey
-    
-    for npcID, count in npcCountDict.items():
-        baseExp = GetNPCExp(curPlayer, npcID)
-        addExp = int(baseExp * exp_rate / float(ChConfig.Def_MaxRateValue)) # 基础加成
-        totalCount = count * prizeMultiple
-        totalExp += (addExp * totalCount)
-        
-        # 掉落有概率因素,需多次执行
-        for dCount in xrange(1, totalCount + 1):
-            isKillCountDrop = dCount == 1 # 同一只NPC一次处理中多次击杀的情况,只算一次附加装备处理
-            dropInfo = GetNPCDropInfo(curPlayer, mapID, npcID, isKillCountDrop=isKillCountDrop, curGrade=curGrade)
-            if not dropInfo:
-                continue
-            dropIDList, auctionIDList, dropMoneyCnt, moneyValue = dropInfo
-            totalMoney += (dropMoneyCnt * moneyValue)
-            
-            for itemID in dropIDList:
-                if prizeMultiple > 1:
-                    itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
-                    if not itemData:
-                        continue
-                    itemPlace = itemData.GetEquipPlace()
-                    itemKey = itemIDKeyDict.get(itemID)
-                    
-                    # 超过指定最大只数时,代表多倍奖励,多倍奖励的物品只允许给指定规则内的物品,只对已经掉过的物品有限制
-                    if dCount > count:
-                        if ItemCommon.GetIsEquip(itemData):
-                            if itemPlace in hadDropItemPlaceList and itemPlace not in mPrizePlaceList:
-                                GameWorld.DebugLog("    多倍奖励不能给的物品部位: itemID=%s,itemPlace=%s" % (itemID, itemPlace))
-                                continue
-                        elif itemKey != None:
-                            if itemKey in hadDropItemKeyList and itemKey not in mPrizeItemKeyList:
-                                GameWorld.DebugLog("    多倍奖励不能给的物品ID集合: itemID=%s,itemKey=%s" % (itemID, itemKey))
-                                continue
-                        else:
-                            if itemID in itemCountDict and itemID not in mPrizeItemIDList:
-                                GameWorld.DebugLog("    多倍奖励不能给的物品ID: itemID=%s" % (itemID))
-                                continue
-                            
-                    if itemPlace and itemPlace not in hadDropItemPlaceList:
-                        hadDropItemPlaceList.append(itemPlace)
-                    if itemKey != None and itemKey not in hadDropItemKeyList:
-                        hadDropItemKeyList.append(itemKey)
-                        
-                itemCountDict[itemID] = itemCountDict.get(itemID, 0) + 1
-                if itemID in auctionIDList and itemID not in auctionItemIDList:
-                    auctionItemIDList.append(itemID)
-                
-    # 固定附加物品
-    for itemID, itemCount, isAuctionItem in extraItemList:
-        itemCountDict[itemID] = itemCountDict.get(itemID, 0) + itemCount * prizeMultiple
-        if isAuctionItem and itemID not in auctionItemIDList:
-            auctionItemIDList.append(itemID)
-        
-    needSpace = 0
-    prizeItemList = []
     jsonItemList = []
-    for itemID, itemCount in itemCountDict.items():
-        itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
-        if not itemData:
-            continue
-        
-        isAuctionItem = itemID in auctionItemIDList
-        
-        if ItemCommon.GetIsEquip(itemData):
-            for _ in xrange(itemCount):
-                curItem = ItemControler.GetOutPutItemObj(itemID, 1, isAuctionItem, curPlayer=curPlayer)
-                if curItem:
-                    needSpace += 1
-                    prizeItemList.append(curItem)
-                    jsonItemList.append(ItemCommon.GetJsonItem(curItem))
-        else:
-            needSpace += ItemControler.GetItemNeedPackCount(IPY_GameWorld.rptItem, itemData, itemCount, isAuctionItem)
-            prizeItemList.append([itemID, itemCount, isAuctionItem])
-            jsonItemList.append(ItemCommon.GetJsonItem([itemID, itemCount, isAuctionItem]))
-        #成就
-        if not dropItemMapInfo:
-            PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_PickUpItem, itemCount, [itemID])
-        
-    ## 直接掉地板上
-    if dropItemMapInfo:
-        dropPosX, dropPosY = dropItemMapInfo[:2]
-        isOnlySelfSee = dropItemMapInfo[2] if len(dropItemMapInfo) > 2 else False # 是否仅自己可见
-        isDropDisperse = dropItemMapInfo[3] if len(dropItemMapInfo) > 3 else False # 堆叠的物品是否散开掉落
-        ## 虚拟掉落表现    
-        if isVirtualDrop:
-            DoGiveItemByVirtualDrop(curPlayer, prizeItemList, npcID, dropPosX, dropPosY, isDropDisperse, mailTypeKey)
-        else:
-            DoMapDropPrizeItem(curPlayer, prizeItemList, npcID, dropPosX, dropPosY, isDropDisperse, isOnlySelfSee)
-            
-    ## 发邮件 或 背包空间不足
-    elif isMail or needSpace > ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, needSpace):
-        mailItemList = []
-        for prizeItem in prizeItemList:
-            if isinstance(prizeItem, list):
-                mailItemList.append(prizeItem)
-            else:
-                mailItemList.append(ItemCommon.GetMailItemDict(prizeItem))
-                prizeItem.Clear() # 发邮件已经创建的物品实例要清空, 不然会导致内存泄露
-        #if totalExp:
-        #    expItemID = 0
-        #    mailItemList.append([expItemID, totalExp, 1])
-        PlayerControl.SendMailByKey(mailTypeKey, [curPlayer.GetPlayerID()], mailItemList, silver=totalMoney)
-        
-    ## 直接放入背包
-    else:
-        event = [ChConfig.ItemGive_NPCDrop, False, {"NPCID":npcID}]
-        for prizeItem in prizeItemList:
-            if isinstance(prizeItem, list):
-                itemID, itemCount, isAuctionItem = prizeItem
-                ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, [IPY_GameWorld.rptItem], 
-                                             event=event)
-            else:
-                ItemControler.DoLogic_PutItemInPack(curPlayer, prizeItem, event=event)
-                
-        if totalExp:
-            PlayerControl.PlayerControl(curPlayer).AddExp(totalExp)
-            
-        if totalMoney:
-            PlayerControl.GiveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Silver_Money, totalMoney)
-            
-    #GameWorld.DebugLog("给玩家击杀NPC掉落奖励:  mapID=%s,npcCountDict=%s,exp_rate=%s,mailTypeKey=%s,isMail=%s,extraItemList=%s" 
-    #                   % (mapID, npcCountDict, exp_rate, mailTypeKey, isMail, extraItemList))
-    #GameWorld.DebugLog("    totalExp=%s,totalMoney=%s,needSpace=%s,jsonItemList=%s" % (totalExp, totalMoney, needSpace, jsonItemList))
     return jsonItemList, totalExp, totalMoney
-
-def DoMapDropPrizeItem(curPlayer, prizeItemList, npcID, dropPosX, dropPosY, isDropDisperse=True, isOnlySelfSee=True):
-    ## 奖励物品真实掉落地图,先拆开分散再掉落
-    
-    if isDropDisperse:
-        dropItemList = []
-        for itemInfo in prizeItemList:
-            if isinstance(itemInfo, list):
-                itemID, itemCount, isAuctionItem = itemInfo
-                for _ in xrange(itemCount):
-                    dropItemList.append([itemID, 1, isAuctionItem])
-            else:
-                dropItemList.append(itemInfo)
-    else:
-        dropItemList = prizeItemList
-    index = 0
-    playerID = curPlayer.GetPlayerID()
-    gameMap = GameWorld.GetMap()
-    sightLevel = PlayerControl.GetMapRealmDifficulty(curPlayer)
-    for posX, posY in ChConfig.Def_DropItemAreaMatrix:
-        resultX = dropPosX + posX
-        resultY = dropPosY + posY
-        
-        if not gameMap.CanMove(resultX, resultY):
-            #玩家不可移动这个点
-            continue
-        
-        if index > len(dropItemList) - 1:
-            break
-        
-        curItem = dropItemList[index]
-        index += 1
-        if isinstance(curItem, list):
-            itemID, itemCount, isAuctionItem = curItem
-            curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer)
-            
-        if not curItem:
-            continue
-        
-        ChItem.AddMapDropItem(resultX, resultY, curItem, ownerInfo=[ChConfig.Def_NPCHurtTypePlayer, playerID], 
-                              dropNPCID=npcID, isOnlySelfSee=isOnlySelfSee, sightLevel=sightLevel)
-    return
 
 def DoGiveItemByVirtualDrop(curPlayer, giveItemList, npcID, dropPosX=0, dropPosY=0, isDropDisperse=True, mailTypeKey="ItemNoPickUp", extraVirtualItemList=[]):
     ## 给物品并且做假掉落表现,直接先堆叠给物品,再拆开做虚假掉落表现
-    
-    if not giveItemList:
-        return
-    
-    mapID = PlayerControl.GetCustomMapID(curPlayer)
-    lineID = PlayerControl.GetCustomLineID(curPlayer)
-    if not mapID:
-        mapID = GameWorld.GetGameWorld().GetMapID()
-        
-    playerID = curPlayer.GetPlayerID()
-    giveItemObjList = []
-    virtualItemDropList = []
-    itemControl = ItemControler.PlayerItemControler(curPlayer)
-    for itemInfo in giveItemList:
-        if isinstance(itemInfo, list) or isinstance(itemInfo, tuple):
-            itemID, itemCount, isAuctionItem = itemInfo
-            curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer)
-            if not curItem:
-                continue
-        elif hasattr(itemInfo, "GetItemTypeID"):
-            curItem = itemInfo
-            itemID = curItem.GetItemTypeID()
-            itemCount = curItem.GetCount()
-            isAuctionItem = ItemControler.GetIsAuctionItem(curItem)
-        else:
-            continue
-        dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
-        giveItemObjList.append(curItem)
-            
-        # 散开掉落
-        if isDropDisperse:
-            for _ in xrange(itemCount):
-                virtualItemDropList.append([itemID, dropItemDataStr])
-        else:
-            virtualItemDropList.append([itemID, dropItemDataStr])
-        
-    # 先通知掉落,再给物品,因为前端表现弹框需要这个顺序需求
-    if extraVirtualItemList: #只显示假掉落
-        for itemInfo in extraVirtualItemList:
-            itemID, itemCount, isAuctionItem = itemInfo
-            curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer)
-            if not curItem:
-                continue
-            dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
-            # 散开掉落
-            if isDropDisperse:
-                for _ in xrange(itemCount):
-                    virtualItemDropList.append([itemID, dropItemDataStr])
-            else:
-                virtualItemDropList.append([itemID, dropItemDataStr])
-            curItem.Clear()
-            
-    gameMap = GameWorld.GetMap()
-    index = 0
-    for posX, posY in ChConfig.Def_DropItemAreaMatrix:
-        if dropPosX or dropPosY:
-            resultX = dropPosX + posX
-            resultY = dropPosY + posY
-            if not gameMap.CanMove(resultX, resultY):
-                #玩家不可移动这个点
-                continue
-        else:
-            resultX, resultY = 0, 0
-        if index > len(virtualItemDropList) - 1:
-            break
-        itemID, dropItemDataStr = virtualItemDropList[index]
-        index += 1
-        SendVirtualItemDrop(curPlayer, itemID, resultX, resultY, dropItemDataStr)
-        
-    # 再给物品
-    mailItemList = []
-    for itemObj in giveItemObjList:
-        itemID = itemObj.GetItemTypeID()
-        mailItem = ItemCommon.GetMailItemDict(itemObj)
-        equipInfo = [itemObj.GetEquipPlace(), ItemCommon.GetItemClassLV(itemObj), itemObj.GetItemColor(), 
-                     itemObj.GetSuiteID(), itemObj.GetUserData()]
-        packIndex = ChConfig.GetItemPackType(itemObj)
-        if not itemControl.PutInItem(packIndex, itemObj, event=[ChConfig.ItemGive_Pickup, False, {"NPCID":npcID}]):
-            mailItemList.append(mailItem)
-            
-        if npcID:
-            SendGameServerGoodItemRecord(curPlayer, mapID, lineID, npcID, itemID, equipInfo)
-         
-    # 放不下的发邮件   
-    if mailItemList:
-        PlayerControl.SendMailByKey(mailTypeKey, [playerID], mailItemList, [mapID])
     return
 
 ################################### NPC掉落 ###################################
 Def_NPCMaxDropRate = 1000000 # NPC掉落相关的最大概率, 数值设定
 
-def GetNPCDropIpyData(npcID):
-    ipyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("NPCDropItem", npcID)
-    if not ipyDataList:
-        GameWorld.DebugLog("该NPC没配置掉落!npcID=%s" % npcID)
-        return
-    ipyDrop = None
-    maxWorldLV = 0
-    curWorldLV = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_WorldAverageLv)
-    if len(ipyDataList) == 1:
-        ipyDrop = ipyDataList[0]
-        maxWorldLV = ipyDrop.GetMaxWorldLV()
-        if maxWorldLV and curWorldLV > maxWorldLV:
-            GameWorld.DebugLog("该NPC当前世界等级无法掉落物品!npcID=%s,curWorldLV(%s) > maxWorldLV(%s)" % (npcID, curWorldLV, maxWorldLV))
-            return
-    else:
-        for ipyData in ipyDataList:
-            maxWorldLV = ipyData.GetMaxWorldLV()
-            if curWorldLV <= maxWorldLV:
-                ipyDrop = ipyData
-                break
-        if not ipyDrop:
-            GameWorld.DebugLog("该NPC当前世界等级无法掉落物品!npcID=%s,curWorldLV=%s,maxWorldLV=%s" % (npcID, curWorldLV, maxWorldLV))
-            return
-    return ipyDrop
-
-def GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList=[], ipyDrop=None, isSingle=True, isKillCountDrop=True, curGrade=0):
-    '''获取NPC掉落信息, 击杀及扫荡通用,调用该函数获得掉落信息,然后再看掉落地板上还是直接放入背包
-        @param dropPlayer: 用于判断调用相关用的玩家示例,该玩家并不一定是击杀者,只是按一定规则设定的掉落判断依据的玩家
-                            如队伍,取等级最大的玩家,该玩家并不一定是击杀者
-        @param mapID: 掉落物品所属地图,注意此地图并不一定是当前地图,如扫荡时需使用目标副本地图
-        @param npcID: 掉落物品的NPCID
-        @param ownerPlayerList: 有归属的玩家列表
-        @param isSingle: 是否只处理单独玩家掉落逻辑,一般都默认True,目前只有场景杀怪掉落需要考虑摸怪的情况下才为False(外层特殊处理)
-        @return: dropIDList, auctionIDList, dropMoneyCnt, moneyValue
-                None-没有掉落
-                ---------------
-                dropIDList        -    掉落的物品ID列表, 同个itemID可能在列表中有多个 [itemID, itemID, ...]
-                auctionIDList    -    掉落的拍品物品ID列表, [itemID, itemID, ...]
-                dropMoneyCnt      -    掉落金币位置数
-                moneyValue        -    每个位置的金币数量
-    '''
-    if not ipyDrop:
-        ipyDrop = GetNPCDropIpyData(npcID)
-        if not ipyDrop:
-            return
-        
-    if not ownerPlayerList:
-        ownerPlayerList = [dropPlayer]
-        
-    playerID = dropPlayer.GetPlayerID()
-    playerLV = dropPlayer.GetLV()
-    maxDropLV = ipyDrop.GetMaxDropLV()
-    
-    realmNPCIpyData = None
-    realmMapIDList = IpyGameDataPY.GetFuncEvalCfg("RealmDifficulty", 1)
-    realmDifficulty = PlayerControl.GetRealmDifficulty(dropPlayer)
-    if mapID in realmMapIDList and realmDifficulty:
-        realmLV = PlayerControl.GetDifficultyRealmLV(realmDifficulty)
-        realmNPCIpyData = IpyGameDataPY.GetIpyGameDataNotLog("NPCRealmStrengthen", npcID, realmLV)
-        if realmNPCIpyData:
-            maxDropLV = realmNPCIpyData.GetMaxDrapLV()
-            
-    if maxDropLV and playerLV > maxDropLV:
-        GameWorld.DebugLog("超过最大可掉落等级,不掉落物品!npcID=%s,playerLV(%s) > maxDropLV(%s)" % (npcID, playerLV, maxDropLV))
-        return
-    
-    npcData = GameWorld.GetGameData().FindNPCDataByID(npcID)
-    if not npcData:
-        GameWorld.ErrLog("获取NPC掉落配置错误!表不存在该NPCID=%s" % npcID, playerID)
-        return
-    
-    tianxuanState = False # 是否有天玄额外掉落状态
-    tianxuanBuff = SkillCommon.FindBuffByID(dropPlayer, ChConfig.Def_SkillID_TianxuanBuff)[0]
-    curGrade = curGrade if curGrade else GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
-    
-    dropIDList = [] # 掉落的ID列表
-    auctionIDList = []
-    dropMoneyCnt, moneyValue = 0, 0
-    itemJobList = [dropPlayer.GetJob()] if ipyDrop.GetIsDropJobSelf() else IpyGameDataPY.GetFuncEvalCfg("OpenJob", 1) # 掉落装备职业列表
-                    
-    # 通用掉率相关
-    gameFB = GameWorld.GetGameFB()
-    doCountAdd = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_DropDoCountAdd)
-    doCountRate = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_DropDoCountRate) # 直接覆盖基值, 无值时取默认值
-    if not doCountRate:
-        doCountRate = ChConfig.Def_MaxRateValue
-        
-    # 归属者相关信息
-    tagJob = 0
-    dropEquipKillCountPub = 0 # 装备附加掉落综合击杀次数,取次数最大的那个,至少第一次
-    dropItemIDKillCountPub = 0 # 物品ID附加掉落综合击杀次数,取次数最大的那个,至少第一次
-    equipDropRatePlus = 0 # 装备掉落概率提升
-    equipDropDoCountPlus = 0 # 装备掉落执行次数提升
-    for ownerPlayer in ownerPlayerList:
-        killCountValue = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
-        equipPubKillCount = killCountValue % 100 + 1
-        itemIDPubKillCount = killCountValue % 10000 / 100 + 1
-        
-        if dropEquipKillCountPub < equipPubKillCount:
-            dropEquipKillCountPub = equipPubKillCount
-            tagJob = ownerPlayer.GetJob()
-            
-        if dropItemIDKillCountPub < itemIDPubKillCount:
-            dropItemIDKillCountPub = itemIDPubKillCount
-            
-        equipDropRatePlus = max(equipDropRatePlus, PlayerControl.GetDropEquipPer(ownerPlayer))
-        equipDropDoCountPlus = max(equipDropDoCountPlus, PlayerControl.GetDropEquipDoCount(ownerPlayer))
-        
-    dropRatePlusValue = ipyDrop.GetCanDropRatePlus()
-    if not dropRatePlusValue & pow(2, 0):
-        equipDropRatePlus = 0
-        
-    if not dropRatePlusValue & pow(2, 1):
-        equipDropDoCountPlus = 0
-        
-    #GameWorld.DebugLog("NPC掉落: npcID=%s,itemJobList=%s,dropRatePlusValue=%s,equipDropRatePlus=%s,equipDropDoCountPlus=%s,doCountRate=%s,doCountAdd=%s" 
-    #                   % (npcID, itemJobList, dropRatePlusValue, equipDropRatePlus, equipDropDoCountPlus, doCountRate, doCountAdd), playerID)
-    
-    dropEquipInfoList = [] # [(阶,颜色), ...]
-    # 1. 装备库 - 饼图概率
-    pieRateDoCnt = ipyDrop.GetPieRateDoCnt()
-    if pieRateDoCnt:
-        pieRateDoCnt = __GetNPCDropDoCountChange(pieRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
-        dropEquipInfoList += __GetNPCPieRateEquipDrop(ipyDrop, pieRateDoCnt, equipDropRatePlus)
-        
-    # 2. 装备库 -  独立概率
-    indepRateDoCnt = ipyDrop.GetIndepRateDoCnt()
-    if indepRateDoCnt:
-        indepRateDoCnt = __GetNPCDropDoCountChange(indepRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
-        dropEquipInfoList += __GetNPCIndepRateEquipDrop(mapID, ipyDrop, indepRateDoCnt, equipDropRatePlus, curGrade)    
-    #GameWorld.DebugLog("阶,颜色 key,dropEquipInfoList=%s" % (dropEquipInfoList))
-    
-    # 天玄丹 
-    tianxuanEquipRateList = ipyDrop.GetTianxuanEquipRateList()
-    if tianxuanBuff and tianxuanEquipRateList:
-        tianxuanState = True
-        dropInfo = GameWorld.GetResultByRandomList(tianxuanEquipRateList)
-        if dropInfo:
-            dropEquipInfoList.append(dropInfo)
-            
-    # 3. 第x次击杀, 归属者公共附加掉落,所有归属者都增加击杀次数; 
-    tagClassLV, tagColor, tagIsSuit, tagPlaceKey = 0, 0, 0, 0
-    killCountDropEquipPub = ipyDrop.GetKillCountDropEquipPub() # 第x次击杀附加必掉装备 {次数:[阶,颜色,是否套装,部位集合key], ...}
-    killCountDropItemPub = ipyDrop.GetKillCountDropPub() # 击杀次数必掉(公共){击杀次数:[[物品ID, ...], [随机物品ID, ...]], ...}
-    maxRecordDropEquipKillCountPub = 0 if not killCountDropEquipPub else max(killCountDropEquipPub) # 需要记录的最大击杀次数, 超过此击杀次数后暂时不累加记录
-    maxRecordDropItemIDKillCountPub = 0 if not killCountDropItemPub else max(killCountDropItemPub)
-    #GameWorld.DebugLog("maxRecordDropEquipKillCountPub=%s,maxRecordDropItemIDKillCountPub=%s" % (maxRecordDropEquipKillCountPub, maxRecordDropItemIDKillCountPub))
-    #GameWorld.DebugLog("dropEquipKillCountPub=%s,dropItemIDKillCountPub=%s" % (dropEquipKillCountPub, dropItemIDKillCountPub))
-    if isKillCountDrop and killCountDropEquipPub and dropEquipKillCountPub in killCountDropEquipPub:
-        tagClassLV, tagColor, tagIsSuit, tagPlaceKey = killCountDropEquipPub[dropEquipKillCountPub]
-        if (tagClassLV, tagColor) not in dropEquipInfoList:
-            dropEquipInfoList.insert(0, (tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob))
-        else:
-            tagIndex = dropEquipInfoList.index((tagClassLV, tagColor))
-            dropEquipInfoList[tagIndex] = (tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob)
-        GameWorld.DebugLog("第%s次击杀掉落指定目标装备信息: npcID=%s,tagClassLV=%s,tagColor=%s,tagIsSuit=%s,tagPlaceKey=%s,tagJob=%s,dropEquipInfoList=%s" 
-                           % (dropEquipKillCountPub, npcID, tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob, dropEquipInfoList), playerID)
-    elif isKillCountDrop and killCountDropItemPub and dropItemIDKillCountPub in killCountDropItemPub:
-        killCountItemIDList, killCountRandItemIDList = killCountDropItemPub[dropItemIDKillCountPub]
-        if killCountItemIDList:
-            dropIDList += killCountItemIDList
-        if killCountRandItemIDList:
-            klllCountRandItemID = random.choice(killCountRandItemIDList)
-            dropIDList.append(klllCountRandItemID)
-        GameWorld.DebugLog("第%s次击杀掉落指定目标物品信息: npcID=%s,killCountItemIDList=%s,killCountRandItemIDList=%s,dropIDList=%s" 
-                           % (dropItemIDKillCountPub, npcID, killCountItemIDList, killCountRandItemIDList, dropIDList), playerID)
-            
-    for ownerPlayer in ownerPlayerList:
-        # 增加击杀次数
-        killCountValue = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
-        equipPubKillCount = killCountValue % 100
-        itemIDPubKillCount = killCountValue % 10000 / 100
-        isUpd = False
-        if equipPubKillCount < maxRecordDropEquipKillCountPub:
-            equipPubKillCount += 1
-            isUpd = True
-        if itemIDPubKillCount < maxRecordDropItemIDKillCountPub:
-            itemIDPubKillCount += 1
-            isUpd = True
-            
-        if isUpd:
-            itemIDPriKillCount = killCountValue / 10000
-            updKillCountValue = itemIDPriKillCount * 10000 + itemIDPubKillCount * 100 + equipPubKillCount
-            PlayerControl.NomalDictSetProperty(ownerPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, updKillCountValue)
-            GameWorld.DebugLog("更新玩家击杀次数值: npcID=%s,killCountValue=%s,updKillCountValue=%s" % (npcID, killCountValue, updKillCountValue), ownerPlayer.GetPlayerID())
-            
-    gradeColorSuitRateDict = {}
-    fbGradeColorSuitRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 2) # 评级影响颜色套装概率 {npcID:{颜色:[D级影响概率, ..., S级影响概率], ...}, ...}
-    if npcID in fbGradeColorSuitRateDict:
-        gradeColorSuitRateDict = fbGradeColorSuitRateDict[npcID]
-        
-    equipColorDropLimitDay = IpyGameDataPY.GetFuncEvalCfg("ItemDropCountLimit", 1, {}) # 每日个人掉落装备个数限制 {品质:每日掉落个数, ...}
-    colorDropCntDict = {} # 装备颜色已经掉落数 {颜色:数量, ...}
-    colorMaxDropCntDict = ipyDrop.GetEquipColorMaxDropCount() # {颜色:上限数量,...}
-    colorSuitRateDict = ipyDrop.GetEquipColorSuitInfo() # 装备颜色对应套装概率 {颜色:套装概率, ...}
-    colorSuitPlaceKeyInfoDict = ipyDrop.GetEquipPartKeyRateInfo() # 装备部位集合信息 {(颜色,是否套装):部位集合key, ...}
-    colorSuitPartOptimization = ipyDrop.GetColorSuitPartOptimization() # 部位颜色套评分优选掉落,十位代表颜色,个位代表套装
-    optColor, optIsSuit = colorSuitPartOptimization / 10, colorSuitPartOptimization % 10
-    optPlace = None # 优选部位
-    
-    for dropEquipInfo in dropEquipInfoList:
-        classLV, color = dropEquipInfo[:2]
-        if realmNPCIpyData:
-            classLV = realmNPCIpyData.GetEquipClassLV()
-            GameWorld.DebugLog("掉落对应难度境界装备: classLV=%s" % classLV, playerID)
-            
-        colorCountToday = 0
-        if color in equipColorDropLimitDay:
-            colorCountMax = equipColorDropLimitDay[color]
-            colorCountToday = dropPlayer.NomalDictGetProperty(ChConfig.Def_PDict_DropColorToday % color)
-            if colorCountToday >= colorCountMax:
-                GameWorld.DebugLog("已超过该颜色装备今日最大掉落数,不掉!color=%s,colorCountMax=%s" % (color, colorCountMax), playerID)
-                continue
-            
-        if color in colorMaxDropCntDict:
-            maxCount = colorMaxDropCntDict[color]
-            dropCount = colorDropCntDict.get(color, 0)
-            if dropCount >= maxCount:
-                GameWorld.DebugLog("已超过该颜色装备最大掉落数,不掉!color=%s,maxCount=%s" % (color, maxCount), playerID)
-                continue
-            
-        if len(dropEquipInfo) == 5:
-            isSuit, placeKey, tagJob = dropEquipInfo[2:]
-            jobList = [tagJob]
-        else:
-            isSuit = 0
-            if color in colorSuitRateDict:
-                suitRate = colorSuitRateDict[color]
-                # 评级对套装率的影响
-                if color in gradeColorSuitRateDict:
-                    suitRateEffList = gradeColorSuitRateDict[color]
-                    suitRateEff = 10000 if (curGrade <= 0 or curGrade > len(suitRateEffList)) else suitRateEffList[curGrade - 1]
-                    suitRate = int(suitRate * suitRateEff / 10000.0)
-                isSuit = GameWorld.CanHappen(suitRate, maxRate=Def_NPCMaxDropRate)
-            colorSuitKey = (color, isSuit)
-            if colorSuitKey not in colorSuitPlaceKeyInfoDict:
-                GameWorld.ErrLog("未配置颜色是否套装对应部位集合key! npcID=%s,color=%s,isSuit=%s" % (npcID, color, isSuit))
-                continue
-            placeKey = colorSuitPlaceKeyInfoDict[colorSuitKey]
-            # 掉落优选部位处理
-            if color == optColor and isSuit == optIsSuit and optPlace == None:
-                allEquipPlaceList = GetAllEquipPlaceByPlaceKey(placeKey)
-                #GameWorld.DebugLog("    所有可优选部位: %s" % allEquipPlaceList)
-                if allEquipPlaceList:
-                    optPlace = __GetOptimizationEquipPlace(dropPlayer, classLV, optColor, optIsSuit, allEquipPlaceList)
-            jobList = itemJobList
-        if optPlace > 0:
-            GameWorld.DebugLog("    最终优选部位: %s" % optPlace)
-            placeList = [optPlace]
-            jobList = [dropPlayer.GetJob()]
-            optPlace = 0 # 只有一次性的,置为0
-        else:
-            placeList = GetEquipPlaceByPlaceKey(placeKey)
-            if not placeList:
-                GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey))
-                continue
-        randEquipIDList = __GetEquipIDList(npcID, classLV, color, isSuit, placeList, jobList)
-        if not randEquipIDList:
-            continue
-        if color in equipColorDropLimitDay:
-            colorCountToday += 1
-            PlayerControl.NomalDictSetProperty(dropPlayer, ChConfig.Def_PDict_DropColorToday % color, colorCountToday)
-        if color in colorMaxDropCntDict:
-            colorDropCntDict[color] = dropCount + 1
-        if isSuit and len(jobList) > 1:
-            randItemID = __GetRandDropSuitEquipID(dropPlayer, randEquipIDList)
-        else:
-            randItemID = random.choice(randEquipIDList)
-        dropIDList.append(randItemID)
-        GameWorld.DebugLog("掉落装备: npcID=%s,itemID=%s,classLV=%s,color=%s,isSuit=%s,placeKey=%s,jobList=%s,randEquipIDList=%s" 
-                           % (npcID, randItemID, classLV, color, isSuit, placeKey, jobList, randEquipIDList), playerID)
-        if colorCountToday:
-            GameWorld.DebugLog("    更新掉落特殊品质装备今日次数: color=%s,colorCountToday=%s" % (color, colorCountToday), playerID)
-        
-    # 4. 指定物品ID库
-    dropIDList += __GetAppointDropItemIDList(dropPlayer, npcID, ipyDrop, doCountRate, doCountAdd, tianxuanBuff)
-    if tianxuanBuff and (ipyDrop.GetTianxuanItemKeyRate() or ipyDrop.GetTianxuanItemIDRate()):
-        tianxuanState = True
-    
-    # 5. 私有掉落
-    if isSingle:
-        # 击杀次数掉落
-        killCountDropInfo = ipyDrop.GetKillCountDropPri()
-        if killCountDropInfo:
-            needKillCount, killDropItemList = killCountDropInfo[:2]
-            killCountDropIDList = GetKillCountDropItemList(dropPlayer, npcID, needKillCount, killDropItemList)
-            for kDropItemID in killCountDropIDList:
-                dropIDList.append(kDropItemID) # 单独玩家掉落处理的,直接加到掉落列表里,不考虑是否放入背包或掉落的情况,由使用的功能自行处理
-                #GameWorld.DebugLog("击杀次数掉落: kDropItemID=%s,needKillCount=%s" % (kDropItemID, needKillCount))
-                
-        # 固定产出,所有掉落归属者每人一份,默认绑定,不区分职业
-        fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3)
-        if npcID in fbGradePriItemIDDropDict:
-            gradePriItemIDDropDict = fbGradePriItemIDDropDict[npcID]
-            priDropInfoList = gradePriItemIDDropDict.get(curGrade, [])
-            priDropIDList = []
-            for priItemID, priItemCount in priDropInfoList:
-                priDropIDList += [priItemID] * priItemCount
-        else:
-            priDropIDList = ipyDrop.GetPriItemIDDrop()
-        for priDropID in priDropIDList:
-            dropIDList.append(priDropID)
-            #GameWorld.DebugLog("私有物品掉落: priDropID=%s" % priDropID)
-            
-    # 6. 地图评级额外掉落
-    fbGradeDropItemExDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate2", 2) # 地图评级额外物品掉落 {"mapID":{"评级":[[物品ID,个数], ...], ...}}
-    if curGrade and str(mapID) in fbGradeDropItemExDict:
-        gradeItemExDict = fbGradeDropItemExDict[str(mapID)]
-        gradeItemExList = gradeItemExDict.get(str(curGrade), [])
-        #GameWorld.DebugLog("评级额外掉落物品: curGrade=%s,gradeItemExList=%s" % (curGrade, gradeItemExList))
-        for gItemExID, gItemExCount in gradeItemExList:
-            dropIDList += [gItemExID] * gItemExCount
-            
-    # 7.相关活动掉落
-    feastWishDropIDList = PlayerFeastWish.GetFeastWishDropItemIDList(dropPlayer, npcData)
-    if feastWishDropIDList:
-        dropIDList.extend(feastWishDropIDList)
-        
-    #boss凭证
-    killBossCntLimitDict = IpyGameDataPY.GetFuncCfg('KillBossCntLimit', 1)
-    if mapID == ChConfig.Def_FBMapID_PersonalBoss:
-        limitIndex = ChConfig.Def_FBMapID_PersonalBoss
-    else:
-        limitIndex = GameWorld.GetDictValueByKey(killBossCntLimitDict, npcID)
-    if limitIndex != None:
-        bossTrialDrop = PlayerActBossTrial.GetBossTrialDropItemIDList(dropPlayer, limitIndex)
-        if bossTrialDrop:
-            bossTrialItemID, bossTrialItemCount = bossTrialDrop
-            GameWorld.DebugLog("掉落boss凭证: bossTrialItemID=%s, bossTrialItemCount=%s" % (bossTrialItemID, bossTrialItemCount))
-            dropIDList += [bossTrialItemID] * bossTrialItemCount
-            
-    # 检查掉落互斥ID组
-    dropIDList = __RemoveMutexDropID(dropIDList, IpyGameDataPY.GetFuncCfg("MutexDrop", 1))
-        
-    # 掉落金币
-    dropMoneyDoCnt = ipyDrop.GetDropMoneyDoCnt()
-    dropMoneyRate = ipyDrop.GetDropMoneyRate()
-    if dropMoneyRate == ChConfig.Def_NPCMapDropRate:
-        dropMoneyCnt = dropMoneyDoCnt
-    else:
-        dropMoneyCnt = 0
-        for _ in xrange(dropMoneyDoCnt):
-            if GameWorld.CanHappen(dropMoneyRate, ChConfig.Def_NPCMapDropRate):
-                dropMoneyCnt += 1
-                
-    #GameWorld.DebugLog("NPCID=%s,金币掉率: %s, 执行次数=%s, 掉落金币数=%s" % (npcID, dropMoneyRate, dropMoneyDoCnt, dropMoneyCnt))
-    if dropMoneyCnt:
-        moneyValue = __GetDropMoneyValue(dropPlayer, ipyDrop, realmNPCIpyData)
-        #GameWorld.DebugLog("    掉落金币value=%s" % (moneyValue))
-        
-    if dropIDList:
-        if ipyDrop.GetAucionItemCanSell():
-            for dropID in dropIDList:
-                if IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropID):
-                    auctionIDList.append(dropID)
-        GameWorld.DebugLog("最终掉落物品: npcID=%s,dropIDList=%s" % (npcID, dropIDList), playerID)
-        GameWorld.DebugLog("    auctionIDList=%s" % (auctionIDList), playerID)
-    elif ChConfig.IsGameBoss(npcData):
-        GameWorld.ErrLog("Boss没有掉落物品,NPCID=%s" % (npcID), dropPlayer.GetPlayerID())
-        
-    if tianxuanBuff and tianxuanState:
-        GameWorld.DebugLog("    去除天玄丹buff: Layer=%s" % tianxuanBuff.GetLayer(), playerID)
-        BuffSkill.SetBuffLayer(dropPlayer, tianxuanBuff, max(tianxuanBuff.GetLayer() - 1, 0), True, ChConfig.Def_SkillID_TianxuanBuff, isSync=True)
-        
-    return dropIDList, auctionIDList, dropMoneyCnt, moneyValue
-
-def __GetRandDropSuitEquipID(curPlayer, randEquipIDList):
-    ## 获取随机掉落的套装ID,为了玩家掉落体验, 当非本职业套装时可至多重新随机X次
-    randItemID = 0
-    suitRandCountEx = IpyGameDataPY.GetFuncCfg("EquipSuitDrop", 1) + 1
-    for _ in xrange(suitRandCountEx):
-        randItemID = random.choice(randEquipIDList)
-        itemData = GameWorld.GetGameData().GetItemByTypeID(randItemID)
-        if not itemData:
-            continue
-        if ItemCommon.CheckJob(curPlayer, itemData):
-            break
-    return randItemID
-
-def GetAllEquipPlaceByPlaceKey(placeKey):
-    placeKeyRateListDict = IpyGameDataPY.GetFuncEvalCfg("EquipDropPartSets", 2, {}) # {集合数字key1:[[概率1,部位1],...],...}
-    if placeKey in placeKeyRateListDict:
-        return [rateInfo[1] for rateInfo in placeKeyRateListDict[placeKey]]
-    placeKeyListDict = IpyGameDataPY.GetFuncEvalCfg("EquipDropPartSets", 1, {}) # {集合数字key1:[部位1,部位2,...],...}
-    if placeKey in placeKeyListDict:
-        return placeKeyListDict[placeKey]
-    return []
-
-def GetEquipPlaceByPlaceKey(placeKey):
-    ## 获取装备位集合对应的部位信息,集合ID重复时,优先饼图
-    placeList = []
-    placeKeyRateListDict = IpyGameDataPY.GetFuncEvalCfg("EquipDropPartSets", 2, {}) # {集合数字key1:[[概率1,部位1],...],...}
-    if placeKey in placeKeyRateListDict:
-        placeRateList = placeKeyRateListDict[placeKey]
-        place = GameWorld.GetResultByRandomList(placeRateList)
-        if place:
-            placeList = [place]
-            #GameWorld.DebugLog("    掉落部位概率集合: placeKey=%s,placeRateList=%s,place=%s,placeList=%s" % (placeKey, placeRateList, place, placeList))
-            
-    if not placeList:
-        placeKeyListDict = IpyGameDataPY.GetFuncEvalCfg("EquipDropPartSets", 1, {}) # {集合数字key1:[部位1,部位2,...],...}
-        if placeKey in placeKeyListDict:
-            placeList = placeKeyListDict[placeKey]
-            #GameWorld.DebugLog("    掉落部位均衡集合: placeKey=%s,placeList=%s" % (placeKey, placeList))
-            
-    return placeList
-
-def __GetOptimizationEquipPlace(dropPlayer, classLV, optColor, optIsSuit, optPlaceList):
-    ''' 获取掉落优选部位
-        几个默认规则
-    1. 颜色大于指定优选颜色的,无论是否套装都不计算在内
-    2. 颜色小于指定优选颜色的,无论是否套装都计算在内
-    '''
-    #GameWorld.DebugLog("处理优选部位掉落: classLV=%s,optColor=%s,optIsSuit=%s,optPlaceList=%s" % (classLV, optColor, optIsSuit, optPlaceList))
-    minGSPlace = None
-    minGS = None
-    equipPack = dropPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
-    for optPlace in optPlaceList:
-        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, optPlace)
-        if not ipyData:
-            continue
-        equipIndex = ipyData.GetGridIndex()
-        curEquip = equipPack.GetAt(equipIndex)
-        if not curEquip or curEquip.IsEmpty():
-            #GameWorld.DebugLog("    没穿装备,直接默认返回该部位: optPlace=%s" % optPlace)
-            return optPlace
-        curColor = curEquip.GetItemColor()
-        curIsSuit = 1 if curEquip.GetSuiteID() else 0
-        if curColor > optColor:
-            # 超过优选指定颜色的不算,无论是否有套装
-            #GameWorld.DebugLog("    颜色超过优选颜色,不算该部位: optPlace=%s,curColor=%s,curIsSuit=%s" % (optPlace, curColor, curIsSuit))
-            continue
-        if curColor == optColor and curIsSuit >= optIsSuit:
-            # 与优选指定颜色相同,且满足是否套装的不算
-            #GameWorld.DebugLog("    颜色套装满足优选,不算该部位: optPlace=%s,curColor=%s,curIsSuit=%s" % (optPlace, curColor, curIsSuit))
-            continue
-        curGS = ItemCommon.GetEquipGearScore(curEquip)
-        if minGS == None or curGS < minGS:
-            minGS = curGS
-            minGSPlace = optPlace
-            
-    return minGSPlace
-
-def __GetNPCDropDoCountChange(doCount, doCountRate, doCountAdd):
-    ## 获取掉落执行次数变更结果,可能增加 或 减少
-    if doCountRate != ChConfig.Def_MaxRateValue:
-        doCount = max(1, int(doCount * doCountRate / 10000.0))
-    if doCountAdd:
-        doCount = max(1, doCount + doCountAdd) # 支持正负,保底1,负值待扩展
-    return doCount
-
-def __RemoveMutexDropID(dropIDList, mutexDropInfo):
-    ## 移除互斥的掉落物品,每组互斥的ID最多只能掉落一个,列表顺序为掉落优先级 [[互斥组1ID, ID, ...], [互斥组2ID, ID, ...], ...]
-    for mutexDropList in mutexDropInfo:
-        isMutex = False
-        for mutexID in mutexDropList:
-            if mutexID not in dropIDList:
-                continue
-            if not isMutex:
-                isMutex = True
-                curDropIDCnt = dropIDList.count(mutexID)
-                # 如果超过1个,则移除多余的,只保留一个
-                if curDropIDCnt > 1:
-                    for _ in xrange(curDropIDCnt - 1):
-                        dropIDList.remove(mutexID)
-                continue
-            
-            # 已经是互斥的了,该ID不可掉落,全部移除
-            while mutexID in dropIDList:
-                dropIDList.remove(mutexID)
-                
-    return dropIDList
-
-def __GetAppointDropItemIDList(curPlayer, npcID, ipyDrop, doCountRate, doCountAdd, tianxuanBuff):
-    ## 指定物品ID掉落
-    
-    dropItemIDList = []
-    
-    itemDropLimitDayInfo = IpyGameDataPY.GetFuncEvalCfg("ItemDropCountLimit", 2, {}) # 每日个人掉落物品个数限制 {物品ID:每日掉落上限, ...}
-    # 1. 职业物品ID集合
-    job = curPlayer.GetJob()
-    JobItemDropSets = IpyGameDataPY.GetFuncCfg("JobItemDropSets", 1) # {物品ID集合key:[职业顺序物品ID列表], ...}
-    itemDropSets = IpyGameDataPY.GetFuncCfg("JobItemDropSets", 2) # {物品ID集合key:[随机物品ID列表], ...}
-    itemDropRateSets = IpyGameDataPY.GetFuncCfg("JobItemDropSets", 3) # {物品ID集合key:[随机物品ID饼图列表], ...}
-    ItemKeyMaxDropCountDict = ipyDrop.GetItemKeyMaxDropCount() # {物品ID集合key:随机次数,...}
-    
-    #     1.1 只掉本职业的
-    ItemKeyDropRateJobDict = ipyDrop.GetItemKeyDropRateJob() # {物品ID集合key:概率, ...}, 只掉本职业的,优先级高
-    if ItemKeyDropRateJobDict:
-        for jobItemKey, dropRate in ItemKeyDropRateJobDict.items():
-            if jobItemKey not in JobItemDropSets:
-                continue
-            jobItemList = JobItemDropSets[jobItemKey]
-            if len(jobItemList) < job:
-                GameWorld.ErrLog("职业物品集合key没有配置对应职业ID: npcID=%s,jobItemKey=%s,job=%s" % (npcID, jobItemKey, job))
-                continue
-            mustDropCount = dropRate / Def_NPCMaxDropRate
-            dropRate = dropRate % Def_NPCMaxDropRate # 基础概率
-            canDropCount = mustDropCount
-            doCnt = ItemKeyMaxDropCountDict.get(jobItemKey, 1) # 默认1个
-            doCnt = __GetNPCDropDoCountChange(doCnt, doCountRate, doCountAdd)
-            for _ in xrange(doCnt):
-                if not GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate):
-                    continue
-                canDropCount += 1
-                
-            jobItemID = jobItemList[job - 1]
-            for _ in xrange(canDropCount):
-                dropItemIDList.append(jobItemID)
-                #GameWorld.DebugLog("掉落自身职业指定物品ID: jobItemKey=%s,jobItemID=%s" % (jobItemKey, jobItemID))
-                
-    #     1.2 随机掉落一个
-    ItemKeyDropRateDict = ipyDrop.GetItemKeyDropRate() # {物品ID集合key:概率, ...}, 随机掉一个,优先级低
-    tianxuanItemKeyRateDict = ipyDrop.GetTianxuanItemKeyRate() # 天玄丹指定ID集合Key概率{物品ID集合key:概率, ...}
-    if tianxuanBuff and tianxuanItemKeyRateDict:
-        ItemKeyDropRateDict = copy.deepcopy(ItemKeyDropRateDict)
-        ItemKeyDropRateDict.update(tianxuanItemKeyRateDict)
-        
-    if ItemKeyDropRateDict:
-        GameWorld.DebugLog("ItemKeyDropRateDict:%s" % ItemKeyDropRateDict)
-        for itemKey, dropRate in ItemKeyDropRateDict.items():
-            # 在只掉本职业里的不处理
-            if itemKey in ItemKeyDropRateJobDict:
-                continue
-            mustDropCount = dropRate / Def_NPCMaxDropRate
-            dropRate = dropRate % Def_NPCMaxDropRate # 基础概率
-            canDropCount = mustDropCount
-            doCnt = ItemKeyMaxDropCountDict.get(itemKey, 1) # 默认1个
-            doCnt = __GetNPCDropDoCountChange(doCnt, doCountRate, doCountAdd)
-            for _ in xrange(doCnt):
-                if not GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate):
-                    continue
-                canDropCount += 1
-                
-            for _ in xrange(canDropCount):
-                if itemKey in itemDropRateSets:
-                    randItemRateList = itemDropRateSets[itemKey]
-                    randItemID = GameWorld.GetResultByRandomList(randItemRateList)
-                    #GameWorld.DebugLog("掉落饼图物品ID: itemKey=%s,randItemRateList=%s,randItemID=%s" % (itemKey, randItemRateList, randItemID))
-                elif itemKey in itemDropSets:
-                    randItemList = itemDropSets[itemKey]
-                    randItemID = random.choice(randItemList)
-                    #GameWorld.DebugLog("掉落随机物品ID: itemKey=%s,randItemList=%s,randItemID=%s" % (itemKey, randItemList, randItemID))
-                else:
-                    continue
-                if not randItemID:
-                    continue
-                if __dropIDCountLimitToday(curPlayer, randItemID, itemDropLimitDayInfo):
-                    continue
-                dropItemIDList.append(randItemID)
-                #GameWorld.DebugLog("掉落随机指定物品ID: itemKey=%s,randItemID=%s" % (itemKey, randItemID))
-                
-    # 2. 指定掉落ID处理, 受全局设定影响
-    itemIDDropRateDict = ipyDrop.GetItemIDDropRate() # {物品ID:概率, ...}
-    itemIDDropMaxCntDict = ipyDrop.GetItemIDMaxDropCount() # {物品ID:最大掉落个数,...}
-    tianxuanItemIDRate = ipyDrop.GetTianxuanItemIDRate() # 天玄丹指定ID概率 {物品ID:概率, ...}
-    if tianxuanBuff and tianxuanItemIDRate:
-        itemIDDropRateDict = copy.deepcopy(itemIDDropRateDict)
-        itemIDDropRateDict.update(tianxuanItemIDRate)
-        
-    # 全局材料掉落控制
-    globalDropCDDict = IpyGameDataPY.GetFuncCfg("GlobalDropCD", 1) # {物品ID:分钟, ...}
-    globalDropRateDict = IpyGameDataPY.GetFuncCfg("NPCGlobalDropRate", 1) # {物品ID:[[npcID列表], "概率公式"], ...}
-    gw = GameWorld.GetGameWorld()
-    
-    if itemIDDropRateDict:
-        GameWorld.DebugLog("itemIDDropRateDict=%s" % itemIDDropRateDict)
-        
-    for itemID, dropRate in itemIDDropRateDict.items():
-        
-        if not dropRate:
-            continue
-        
-        # 根据击杀次数来的另外计算,不在此判断
-        if itemID in globalDropRateDict:
-            continue
-        
-        doCnt = itemIDDropMaxCntDict.get(itemID, 1) # 默认1个
-        
-        # 判断是否全局掉落CD中
-        if itemID in globalDropCDDict:
-            curTime = int(time.time())
-            lastDropTime = gw.GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_LastDropTime % itemID)
-            cdTime = globalDropCDDict[itemID] * 60
-            remainTime = cdTime - (curTime - lastDropTime)
-            if remainTime > 0:
-                GameWorld.DebugLog("该物品全局掉落CD中,不掉落!itemID=%s,cdTime=%s,curTime=%s,lastDrop=%s,remainTime=%s" 
-                                   % (itemID, cdTime, curTime, lastDropTime, remainTime))
-                continue
-        else:
-            doCnt = __GetNPCDropDoCountChange(doCnt, doCountRate, doCountAdd)
-            
-        #GameWorld.DebugLog("    指定判断: itemID=%s, dropRate=%s, doCnt=%s" % (itemID, dropRate, doCnt))
-        for _ in xrange(doCnt):
-            if not GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate):
-                continue
-            
-            if __dropIDCountLimitToday(curPlayer, itemID, itemDropLimitDayInfo):
-                continue
-            
-            dropItemIDList.append(itemID)
-            if itemID in globalDropCDDict:
-                # 通知GameServer记录
-                msgInfo = str([itemID, curTime])
-                GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "GlobalDropCD", msgInfo, len(msgInfo))
-                DataRecordPack.DR_GlobalDropCD(curPlayer, npcID, itemID)
-                break
-            
-    # 3. 指定击杀次数全局掉率
-    for itemID, dropInfo in globalDropRateDict.items():
-        npcIDList, rateFormat = dropInfo
-        if npcID not in npcIDList:
-            continue
-        
-        killedCnt = gw.GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_DropNPCKilledCnt % itemID)
-        dropRate = eval(FormulaControl.GetCompileFormula("KilledCntDropRate_%s" % itemID, rateFormat))
-        isDrop = GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate)
-        if isDrop:
-            dropItemIDList.append(itemID)
-            DataRecordPack.DR_GlobalDropRate(curPlayer, npcID, itemID, killedCnt, dropRate)
-            
-        # 通知GameServer记录
-        updKilledCnt = 0 if isDrop else (killedCnt + 1)
-        msgInfo = str([itemID, updKilledCnt])
-        GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "GlobalDropRate", msgInfo, len(msgInfo))
-         
-    # 4. 指定全服击杀次数必掉,算额外掉落
-    globalKillDropDict = IpyGameDataPY.GetFuncEvalCfg("GlobalDropCD", 2) # {NPCID:{击杀次数:[是否本职业, {物品ID:个数, ...}, [[随机物品ID,个数], ...]]}, ...}
-    if npcID in globalKillDropDict:
-        killCountDropDict = globalKillDropDict[npcID]
-        updNPCKilledCount = min(gw.GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_NPCKilledCount % npcID) + 1, ShareDefine.Def_UpperLimit_DWord)
-        GameWorld.Log("更新全服击杀次数:npcID=%s, %s" % (npcID, updNPCKilledCount))
-        # 通知GameServer记录
-        msgInfo = str([npcID, updNPCKilledCount])
-        GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "GlobalKillCount", msgInfo, len(msgInfo))
-        if updNPCKilledCount in killCountDropDict:
-            isJobLimit, itemIDCountDict, randItemIDCountList = killCountDropDict[updNPCKilledCount]
-            for itemID, itemCount in itemIDCountDict.items():
-                if isJobLimit:
-                    itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
-                    if not itemData:
-                        continue
-                    itemJob = itemData.GetJobLimit()
-                    if itemJob and itemJob != curPlayer.GetJob():
-                        # 非本职业可用,不掉落
-                        GameWorld.DebugLog("全服击杀次数必掉,非本职业可用,不掉落! itemID=%s" % itemID)
-                        continue
-                dropItemIDList += [itemID] * itemCount
-                GameWorld.Log("全服击杀次数必掉物品: itemID=%s,itemCount=%s" % (itemID, itemCount))
-            if randItemIDCountList:
-                if isJobLimit:
-                    randJobItemList = []
-                    for rItemID, rItemCount in randItemIDCountList:
-                        itemData = GameWorld.GetGameData().GetItemByTypeID(rItemID)
-                        if not itemData:
-                            continue
-                        itemJob = itemData.GetJobLimit()
-                        if itemJob and itemJob != curPlayer.GetJob():
-                            # 非本职业可用,不掉落
-                            GameWorld.DebugLog("全服击杀次数必掉随机,非本职业可用,不掉落! rItemID=%s" % rItemID)
-                            continue
-                        randJobItemList.append([rItemID, rItemCount])
-                    randItemID, randItemCount = random.choice(randJobItemList)
-                else:
-                    randItemID, randItemCount = random.choice(randItemIDCountList)
-                dropItemIDList += [randItemID] * randItemCount
-                GameWorld.Log("全服击杀次数必掉随机物品: randItemID=%s,randItemCount=%s" % (randItemID, randItemCount))
-                
-    return dropItemIDList
-
-def __dropIDCountLimitToday(curPlayer, itemID, itemDropLimitDayInfo):
-    ## 处理今日掉落物品ID个数限制
-    # @return: 是否限制
-    if itemID not in itemDropLimitDayInfo:
-        return False
-    dropCountTodayMax = itemDropLimitDayInfo[itemID]
-    if not dropCountTodayMax:
-        return False
-    dropCountToday = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_DropCountToday % itemID)
-    if dropCountToday >= dropCountTodayMax:
-        GameWorld.DebugLog("    物品ID今日掉落次数已达上限: itemID=%s,dropCountToday=%s" % (itemID, dropCountToday), curPlayer.GetPlayerID())
-        return True
-    dropCountToday += 1
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_DropCountToday % itemID, dropCountToday)
-    GameWorld.DebugLog("    更新物品ID今日掉落次数: itemID=%s,dropCountToday=%s" % (itemID, dropCountToday), curPlayer.GetPlayerID())
-    return False
-
-def __GetEquipIDList(findID, classLV, color, isSuit, placeList, itemJobList, findType="NPC"):
+def __GetEquipIDList(findID, classLV=None, color=None, isSuit=None, placeList=None, itemJobList=None, findType="NPC"):
     #存一个满足要求的所有的物品的列表 然后从当中随机选一个
     #注: 阶、颜色、套装ID、职业、部位,这5个条件可确认唯一一件装备
     
@@ -1452,9 +496,9 @@
                     if not itemData.GetCanNPCDrop():
                         continue
                     
-                    if ItemCommon.GetItemClassLV(itemData) != classLV:
+                    if classLV != None and ItemCommon.GetItemClassLV(itemData) != classLV:
                         continue
-                    if itemData.GetItemColor() != color:
+                    if color != None and itemData.GetItemColor() != color:
                         continue
                     suiteID = itemData.GetSuiteID()
                     itemJob = itemData.GetJobLimit()
@@ -1476,7 +520,7 @@
             if itemJob and itemJobList and itemJob not in itemJobList:
                 continue
             curIsSuit = suiteID > 0
-            if curIsSuit != isSuit:
+            if isSuit != None and curIsSuit != isSuit:
                 continue
             itemIDList.append(itemID)
             
@@ -1485,128 +529,6 @@
                          % (findType, findID, classLV, color, isSuit, placeList, itemJobList))
     return itemIDList
 
-def __GetNPCPieRateEquipDrop(ipyDrop, doCnt, equipDropPlus):
-    ## 获取NPC饼图掉率装备掉落信息
-    dropEquipInfoList = []
-    pieRateDropList = ipyDrop.GetPieRateDrop()  # 饼图概率掉落信息 [(概率,0),(概率,(阶,颜色)),...]
-    dropRateList = pieRateDropList if not equipDropPlus else GameWorld.GetPlusPieList(pieRateDropList, equipDropPlus)
-    #GameWorld.DebugLog("掉落饼图概率: %s, equipDropPlus=%s" % (pieRateDropList, equipDropPlus))
-    #GameWorld.DebugLog("实际饼图概率: %s" % (dropRateList))
-    for _ in xrange(doCnt):
-        dropInfo = GameWorld.GetResultByRandomList(dropRateList)
-        if dropInfo:
-            dropEquipInfoList.append(dropInfo)
-    #GameWorld.DebugLog("饼图装备掉落结果: doCnt=%s, %s" % (doCnt, dropEquipInfoList))
-    return dropEquipInfoList
-
-def __GetNPCIndepRateEquipDrop(mapID, ipyDrop, doCnt, equipDropPlus, curGrade=0):
-    ## 获取NPC独立掉率装备掉落信息
-    npcID = ipyDrop.GetNPCID()
-    indepRateDict = ipyDrop.GetIndepRateDrop() # 独立概率掉落信息 {(阶,颜色):概率,...}
-    #GameWorld.DebugLog("独立概率装备掉落处理: indepRateDict=%s,equipDropPlus=%s" % (indepRateDict, equipDropPlus))
-    gradeColorRateDict = {}
-    fbGradeColorRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 1) #{npcID:{颜色:[D级影响概率, ..., S级影响概率], ...}, ...}
-    if npcID in fbGradeColorRateDict:
-        gradeColorRateDict = fbGradeColorRateDict[npcID]
-        
-    orangeEquipPer = 0
-    fbGradeOrangeEquipPerDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate2", 1) # 地图评级影响橙装概率百分率 {"mapID":[D级影响概率, ..., S级影响概率], ..}
-    if str(mapID) in fbGradeOrangeEquipPerDict and curGrade:
-        orangeEquipPerList = fbGradeOrangeEquipPerDict[str(mapID)]
-        orangeEquipPer = 0 if (curGrade <= 0 or curGrade > len(orangeEquipPerList)) else orangeEquipPerList[curGrade - 1]
-        
-    #colorDropCntDict = {} # 装备颜色已经掉落数 {颜色:数量, ...}
-    dropEquipInfoList = []
-    for _ in xrange(doCnt):
-        for dropInfo, rate in indepRateDict.iteritems():
-            dropRate = rate
-            color = dropInfo[1]
-            if color in gradeColorRateDict:
-                colorRateList = gradeColorRateDict[color]
-                colorRate = 10000 if (curGrade <= 0 or curGrade > len(colorRateList)) else colorRateList[curGrade - 1]
-                dropRate = int(dropRate * colorRate / 10000.0)
-                #GameWorld.DebugLog("    评级影响颜色概率: curGrade=%s,colorRate=%s,dropRate=%s" % (curGrade, colorRate, dropRate))
-                
-            if color == ChConfig.Def_Quality_Orange and orangeEquipPer:
-                dropRate = int(dropRate * orangeEquipPer / 100.0)
-                #GameWorld.DebugLog("评级橙装掉率加成: orangeEquipPer=%s,dropRate=%s" % (orangeEquipPer, dropRate))
-                
-            dropRate = dropRate if not equipDropPlus else (dropRate + int(dropRate * equipDropPlus / 10000.0))
-            mustDropCount = dropRate / Def_NPCMaxDropRate
-            dropRate = dropRate % Def_NPCMaxDropRate # 基础概率
-            #GameWorld.DebugLog("    dropInfo=%s,rate=%s,mustDropCount=%s,dropRate=%s" % (dropInfo, rate, mustDropCount, dropRate))
-            curDropCount = mustDropCount
-            if GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate):
-                curDropCount += 1
-            if not curDropCount:
-                continue
-            
-            for _ in xrange(curDropCount):
-                dropEquipInfoList.append(dropInfo)
-    #GameWorld.DebugLog("独立概率装备掉落结果: doCnt=%s, %s" % (doCnt, dropEquipInfoList))
-    return dropEquipInfoList
-
-def __GetDropMoneyValue(curPlayer, ipyDrop, realmNPCIpyData):
-    baseMoney = FBLogic.OnGetNPCDropMoney(curPlayer)
-    if baseMoney <= 0:
-        # 获得掉落数量
-        if realmNPCIpyData:
-            baseMoney = random.randint(realmNPCIpyData.GetDropMoneyMin(), realmNPCIpyData.GetDropMoneyMax())
-        else:
-            baseMoney = random.randint(ipyDrop.GetDropMoneyMin(), ipyDrop.GetDropMoneyMax())
-            
-    if baseMoney <= 0:
-        return 0
-    
-    moneyValue = baseMoney
-    # 玩家金钱掉落加成
-    if curPlayer != None:
-        
-        addRateEx = 0
-            
-        addRate = float(curPlayer.GetGoldFoundRate() + addRateEx) / ShareDefine.Def_MaxRateValue
-        moneyValue = int(moneyValue + moneyValue * addRate)
-        #特殊地图杀怪金币外层加成
-        outerMoneyRate = FBLogic.OnGetOuterMoneyRate(curPlayer)
-        if outerMoneyRate > 0:
-            moneyValue = int(moneyValue * outerMoneyRate / float(ShareDefine.Def_MaxRateValue))
-            
-    if moneyValue >= 65535:
-        moneyValue = random.randint(65000, 65530)
-    return moneyValue
-
-def GetKillCountDropItemList(curPlayer, npcID, needKillCount, killDropItemList):
-    ## 获取击杀次数额外掉落
-    killCountValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
-    killCountPri = killCountValue / 10000
-    if killCountPri >= needKillCount:
-        #GameWorld.DebugLog("杀掉次数已经掉落过! npcID=%s,killCountValue=%s,dropRecord=%s" % (npcID, killCountValue, dropRecord), curPlayer.GetPlayerID())
-        return []
-    
-    killCountPri += 1
-    updRecordValue = killCountPri * 10000 + killCountValue % 10000
-    
-    jobDropInfo = []
-    if killCountPri >= needKillCount:
-        isJobLimit = 1
-        #[itemID,...]
-        for dropItemID in killDropItemList:
-            itemData = GameWorld.GetGameData().GetItemByTypeID(dropItemID)
-            if not itemData:
-                GameWorld.ErrLog("掉落物品ID不存在, dropItemID=%s" % dropItemID)
-                continue
-            itemJob = itemData.GetJobLimit()
-            if isJobLimit and itemJob and itemJob != curPlayer.GetJob():
-                # 非本职业可用,不掉落
-                #GameWorld.DebugLog("非本职业可用,不掉落! dropItemID=%s" % dropItemID)
-                continue
-            jobDropInfo.append(dropItemID)
-        GameWorld.DebugLog("击杀次数必掉落! npcID=%s,needKillCount=%s,jobDropInfo=%s,killDropItemList=%s,updRecordValue=%s" 
-                           % (npcID, needKillCount, jobDropInfo, killDropItemList, updRecordValue), curPlayer.GetPlayerID())
-                
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, updRecordValue)
-    GameWorld.DebugLog("更新击杀次数比掉落值: killCountValue=%s,killCountPri=%s,updRecordValue=%s" % (killCountValue, killCountPri, updRecordValue), curPlayer.GetPlayerID())
-    return jobDropInfo
 ######################################################################
 #---------------------------------------------------------------------
 #移动相关
@@ -4094,68 +3016,6 @@
             self.__MissionOnKillNPC(eventPlayer, True)
         return
     
-    
-    #---------------------------------------------------------------------
-    def __GetDropMoneyModelID(self, moneyValue):
-        ## 获取掉落金币模型ID
-        if not moneyValue:
-            return 0
-        moneyItemList = IpyGameDataPY.GetFuncEvalCfg("GoldModel", 1) # 金币掉落数量对应模型-[(最大金币数,物品模型ID), ...]
-        if not moneyItemList:
-            return 0
-        for count, moneyID in moneyItemList:
-            if moneyValue <= count:
-                return moneyID
-        return moneyItemList[-1][1]
-    
-    def __NPCSpecialDropItem(self, dropPlayer, ownerPlayerList, ipyDrop):
-        '''特殊掉落 (私有特殊掉落 + 击杀次数特殊掉落), 支持摸怪
-        @return: None
-        @return: [[ownerPlayer, itemID, isAuctionItem, isDropInItemPack], ...]
-        '''
-        curNPC = self.__Instance
-        npcID = curNPC.GetNPCID()
-        specDropItemList = []
-        
-        #playerLV = dropPlayer.GetLV()
-        #maxDropLV = ipyDrop.GetMaxDropLV()
-        #if maxDropLV and playerLV > maxDropLV:
-        #    GameWorld.DebugLog("超过最大可掉落等级,不掉落物品,特殊掉落!npcID=%s,playerLV(%s) > maxDropLV(%s)" % (npcID, playerLV, maxDropLV))
-        #    return specDropItemList
-        
-        auctionItemCanSell = ipyDrop.GetAucionItemCanSell()
-        # 击杀次数掉落算摸怪
-        killCountDropInfo = ipyDrop.GetKillCountDropPri()
-        if killCountDropInfo:
-            for feelPlayer in self.__FeelPlayerList:
-                needKillCount, killDropItemList, isDropInItemPack = killCountDropInfo
-                killCountDropItemList = GetKillCountDropItemList(feelPlayer, npcID, needKillCount, killDropItemList)
-                for dropItemID in killCountDropItemList:
-                    isAuctionItem = 1 if auctionItemCanSell and IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropItemID) else 0
-                    specDropItemList.append([feelPlayer, dropItemID, isAuctionItem, isDropInItemPack])
-                    GameWorld.DebugLog("击杀次数必掉(可摸怪): npcID=%s,dropItemID=%s,needKillCount=%s,isDropInItemPack=%s,isAuctionItem=%s" 
-                                       % (npcID, dropItemID, needKillCount, isDropInItemPack, isAuctionItem), feelPlayer.GetPlayerID())
-                    
-        # 私有掉落
-        isDropInItemPack = False
-        fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3)
-        if npcID in fbGradePriItemIDDropDict:
-            gradePriItemIDDropDict = fbGradePriItemIDDropDict[npcID]
-            curGrade = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
-            priDropInfoList = gradePriItemIDDropDict.get(curGrade, [])
-            priDropIDList = []
-            for priItemID, priItemCount in priDropInfoList:
-                priDropIDList += [priItemID] * priItemCount
-        else:
-            priDropIDList = ipyDrop.GetPriItemIDDrop()
-        for dropItemID in priDropIDList:
-            isAuctionItem = 1 if auctionItemCanSell and IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropItemID) else 0
-            for ownerPlayer in ownerPlayerList:
-                specDropItemList.append([ownerPlayer, dropItemID, isAuctionItem, isDropInItemPack]) # 默认绑定
-                #GameWorld.DebugLog("私有物品掉落: dropItemID=%s" % dropItemID, ownerPlayer.GetPlayerID())
-                
-        return specDropItemList
-    
     ## 物品掉落
     #  @param self 类实例
     #  @param dropPlayer 掉落判断相关玩家
@@ -4163,106 +3023,6 @@
     #  @param HurtID 伤血ID
     #  @return 返回值无意义
     def __NPCDropItem(self, dropPlayer, hurtType, hurtID, ownerPlayerList=[], isOnlySelfSee=False):
-        if not dropPlayer:
-            return
-        curNPC = self.__Instance
-        PlayerActCollectWords.OnKillNPCDrop(dropPlayer, curNPC)
-        if curNPC.GetType() in [ChConfig.ntPriWoodPilePVE, ChConfig.ntPriWoodPilePVP]:
-            GameWorld.DebugLog("木桩怪,不掉落物品!")
-            return
-        npcID = curNPC.GetNPCID()
-        mapID = GameWorld.GetMap().GetMapID()
-        mapID = FBCommon.GetRecordMapID(mapID)
-        isGameBoss = ChConfig.IsGameBoss(curNPC)
-        if mapID in [ChConfig.Def_FBMapID_MunekadoTrial, ChConfig.Def_FBMapID_DemonKing, ChConfig.Def_FBMapID_SealDemon, ChConfig.Def_FBMapID_ZhuXianBoss,
-                     ChConfig.Def_FBMapID_KillDevil]:
-            GameWorld.DebugLog("该地图不走直接掉落物品逻辑!mapID=%s" % mapID)            
-            return
-        if isGameBoss:
-            GameWorld.Log("NPC开始掉落: npcID=%s,dropPlayerID=%s" % (npcID, dropPlayer.GetPlayerID()), dropPlayer.GetPlayerID())
-        ipyDrop = GetNPCDropIpyData(npcID)
-        if not ipyDrop:
-            if isGameBoss:
-                curWorldLV = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_WorldAverageLv)
-                GameWorld.ErrLog("取不到NPC掉落信息!npcID=%s,curWorldLV=%s" % (npcID, curWorldLV))
-            return
-        
-        dropIDList, auctionIDList, dropMoneyCnt, moneyValue = [], [], 0, 0
-        dropInfo = GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList, ipyDrop, False)
-        if dropInfo:
-            dropIDList, auctionIDList, dropMoneyCnt, moneyValue = dropInfo
-            
-        moneyID = self.__GetDropMoneyModelID(moneyValue)
-        if moneyID and dropMoneyCnt:
-            dropIDList += [moneyID] * dropMoneyCnt
-            
-        specItemSign = "SpecItem"
-        playerSpecDropList = []
-        if dropInfo:
-            playerSpecDropList = self.__NPCSpecialDropItem(dropPlayer, ownerPlayerList, ipyDrop) # 特殊掉落 [[ownerPlayer, itemID, isAuctionItem, isDropInItemPack], ...]  私有特殊掉落 + 击杀次数特殊掉落
-            dropIDList += [specItemSign] * len(playerSpecDropList)
-        
-        if len(dropIDList) > 5:
-            #打乱物品顺序
-            random.shuffle(playerSpecDropList)
-            random.shuffle(dropIDList)
-            
-        if not dropIDList and isGameBoss:
-            GameWorld.ErrLog("Boss没有掉落: dropPlayerLV=%s,ipyWorldLV=%s,maxDropLV=%s" 
-                             % (dropPlayer.GetLV(), ipyDrop.GetMaxWorldLV(), ipyDrop.GetMaxDropLV()), dropPlayer.GetPlayerID())
-            
-        sightLevel = PlayerControl.GetMapRealmDifficulty(dropPlayer)
-        gameMap = GameWorld.GetMap()
-        dropPosX, dropPosY = curNPC.GetPosX(), curNPC.GetPosY() # 以NPC为中心点开始掉落
-        index = 0
-        for posX, posY in ChConfig.Def_DropItemAreaMatrix:
-            resultX = dropPosX + posX
-            resultY = dropPosY + posY
-            
-            if not gameMap.CanMove(resultX, resultY):
-                #玩家不可移动这个点
-                continue
-            
-            if index > len(dropIDList) - 1:
-                break
-            
-            isDropInItemPack = False
-            itemID = dropIDList[index]
-            index += 1
-            if itemID == specItemSign:
-                if not playerSpecDropList:
-                    continue
-                itemCnt = 1
-                ownerPlayer, itemID, isAuctionItem, isDropInItemPack = playerSpecDropList[0]
-                ownerType, ownerID = ChConfig.Def_NPCHurtTypePlayer, ownerPlayer.GetPlayerID()
-                playerSpecDropList = playerSpecDropList[1:]
-            else:
-                ownerPlayer = dropPlayer
-                ownerType, ownerID = hurtType, hurtID
-                itemCnt = moneyValue if itemID == moneyID else 1
-                isAuctionItem = itemID in auctionIDList
-                
-            curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, isAuctionItem, dropPlayer)
-            if not curItem:
-                continue
-            
-            if mapID == ChConfig.Def_FBMapID_GatherSoul:#聚魂副本特殊处理
-                GameLogic_GatherSoul.KillGatherSoulNPCDropAward(itemID, itemCnt, isAuctionItem)
-                dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
-                SendVirtualItemDrop(ownerPlayer, itemID, resultX, resultY, dropItemDataStr)
-                curItem.Clear()
-                continue
-            
-            if isDropInItemPack:
-                curItem.SetUserAttr(ShareDefine.Def_IudetSource, ShareDefine.Item_Source_VirtualItemDrop)
-                dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
-                #可以放入背包
-                if ItemControler.DoLogic_PutItemInPack(ownerPlayer, curItem, event=["NPCDrop", False, {"npcID":npcID}]):
-                    #通知客户端
-                    SendVirtualItemDrop(ownerPlayer, itemID, resultX, resultY, dropItemDataStr)
-                    
-            else:
-                self.__MapCreateItem(curItem, resultX, resultY, ownerType, ownerID, isOnlySelfSee=isOnlySelfSee, sightLevel=sightLevel)
         return
     #---------------------------------------------------------------------
     ## NPC被杀死逻辑处理
@@ -5825,7 +4585,7 @@
 def PlayerOnDay(curPlayer):
     #采集次数重置
     CollNPCTimeOnDay(curPlayer)
-    itemDropLimitDayInfo = IpyGameDataPY.GetFuncEvalCfg("ItemDropCountLimit", 2, {})
+    itemDropLimitDayInfo = {} #IpyGameDataPY.GetFuncEvalCfg("ItemDropCountLimit", 2, {})
     for itemID in itemDropLimitDayInfo.keys():
         if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_DropCountToday % itemID):
             PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_DropCountToday % itemID, 0)
@@ -6009,42 +4769,6 @@
     return
 
 def SendGameServerGoodItemRecord(curPlayer, mapID, lineID, npcID, itemID, equipInfo=[]):
-    # @param equipInfo: [equipPlace, itemClassLV, itemColor, itemQuality, itemUserData]
-#    GameWorld.DebugLog("检查物品是否发送GameServer: mapID=%s, npcID=%s, playerName=%s, itemID=%s" 
-#                       % (mapID, npcID, playerName, itemID))
-    recBossIDList = IpyGameDataPY.GetFuncEvalCfg('DropRecordBossID', 1)
-    if npcID not in recBossIDList:
-        return
-    recDropEquipInfoDict = IpyGameDataPY.GetFuncEvalCfg('DropRecordEquipment', 1, {})
-    recSpecialItemIDList = IpyGameDataPY.GetFuncEvalCfg('DropRecordValue', 1)
-    recItemIDList = IpyGameDataPY.GetFuncEvalCfg('DropRecordNormal', 1)
-    # weightValue  珍惜度 数值越大越珍贵(用于排序)
-    needRecord = False
-    itemUserData = ""
-    if itemID in recItemIDList:
-        needRecord = True
-        weightValue = recItemIDList.index(itemID)
-    elif itemID in recSpecialItemIDList:
-        needRecord = True
-        weightValue = recSpecialItemIDList.index(itemID) + 10000
-    else:
-        equipPlace, itemClassLV, itemColor, suiteID, itemUserData = equipInfo
-        isSuit = 1 if suiteID else 0
-        weightValue = itemColor*1000+isSuit*100+itemClassLV
-        
-        recordCondition = GameWorld.GetDictValueByKey(recDropEquipInfoDict, equipPlace)
-        if recordCondition:
-            needClassLV, needItemColor, needItemSuite = recordCondition
-            if itemClassLV >= needClassLV and itemColor >= needItemColor and isSuit >= needItemSuite:
-                needRecord = True
-    if not needRecord:
-        return
-    playerID = curPlayer.GetID()
-    playerName = curPlayer.GetName()
-    serverGroupID = PlayerControl.GetPlayerServerGroupID(curPlayer)
-    dropEquipMsg = str([playerID, playerName, mapID, lineID, npcID, itemID, itemUserData, weightValue, serverGroupID, curPlayer.GetLV()])
-    GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'BossDropGoodItem', dropEquipMsg, len(dropEquipMsg))
-    GameWorld.DebugLog("发送GameServer记录拾取掉落好物品: %s" % dropEquipMsg, playerID)
     return
 
 #// A5 52 购买功能NPC采集次数 #tagCMBuyCollectionCnt
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py
index 149ba48..1b2a70b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py
@@ -1492,6 +1492,11 @@
     #初始化寻宝背包
     PlayerControl.Init_TreasurePack(curPlayer)
     
+    #初始化鉴定背包
+    curPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptIdentify)
+    curPack.SetCount(ItemCommon.GetPackInitCount(IPY_GameWorld.rptIdentify))
+    curPack.Sync_PackCanUseCount()
+    
     #初始化英雄背包
     PlayerControl.Init_HeroPack(curPlayer)
     
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
index b1839ac..020ef1f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -2884,8 +2884,10 @@
     #轮回殿
     PlayerActLunhuidian.AddLunhuidianValue(curPlayer, PlayerActLunhuidian.AwardType_PayMoney, type_Price, price)
     if type_Price == ShareDefine.TYPE_Price_Xiantao:
-        unXiantaoCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCnt)
-        NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCnt, unXiantaoCnt + price)
+        unXiantaoCntExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntExp)
+        NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntExp, unXiantaoCntExp + price)
+        unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip)
+        NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip + price)
         PlayerPrestigeSys.AddRealmTaskValue(curPlayer, PlayerPrestigeSys.RealmTaskType_UseXiantao, price)
     unitPrice = price if quantity == 1 else int(math.ceil(price * 1.0 / quantity)) # 单价
     #reason_name = "Unknown" if not costType else costType
@@ -3731,31 +3733,25 @@
             NetPackCommon.SendFakePack(curPlayer, sendPack)
             
         #副本获得经验, 无论获得多少经验均需通知, 有些副本逻辑需要通过获得经验时机处理
-        if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
-            FBLogic.OnGetExp(curPlayer, finalAddExp, expViewType)
-            
+        #if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
+        #    FBLogic.OnGetExp(curPlayer, finalAddExp, expViewType)
+        
         return finalAddExp
     
     # 参数 addSkillID 表示因什么技能杀死NPC获得经验
     def __AddExp(self, curPlayer, addExp, expViewType, isSysHint, addSkillID=0, expRateEx=0):
-        if addExp == 0:
+        if addExp <= 0:
             # 不进入计算
             return addExp, expViewType
         
         #取得人物当前经验
-        #curTotalExp = GetPlayerTotalExp(curPlayer)
-        curTotalExp = curPlayer.GetExpPoint() * ChConfig.Def_PerPointValue + curPlayer.GetTotalExp()
-
-        maxLV = GetPlayerMaxLV(curPlayer)
-        maxLVExpStore = IpyGameDataPY.GetFuncCfg("MaxLVExpStore", 1)
+        curTotalExp = GetPlayerTotalExp(curPlayer)
         
-        curLV = curPlayer.GetLV()            
-#        # 检查转生等级
-#        if curLV >= nextReinLV and curTotalExp >= maxLVExpStore:
-#            self.__NotifyExpFull(curPlayer, "GeRen_liubo_260986")
-#            GameWorld.DebugLog("经验已满!需先转生!curLV=%s,reinLV=%s" % (curLV, nextReinLV), curPlayer.GetPlayerID())
-#            return 0
-
+        maxLV = GetPlayerMaxLV(curPlayer)
+        maxLVExpStore = IpyGameDataPY.GetFuncCfg("PlayerMaxLV", 2)
+        
+        curLV = curPlayer.GetLV()
+        
         # 检查最大等级,maxLVExpStore -1时不限累计经验上限
         if curLV >= maxLV and curTotalExp >= maxLVExpStore and maxLVExpStore != -1:
             self.__NotifyExpFull(curPlayer, "GeRen_admin_825676")
@@ -3765,90 +3761,26 @@
         # 杀怪
         if expViewType == ShareDefine.Def_ViewExpType_KillNPC:
             exp_rate = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TotalExpRate)
-            superRate = PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(curPlayer, None, None, ChConfig.TriggerType_AddExpRate)
-            if superRate:
-                # 龙凤镯 经验
-                expViewType = ShareDefine.Def_ViewExpType_KillNPCSuper
-            if addSkillID == ChConfig.Def_SkillID_LXHY_AddExpRate:
-                addSkill = GameWorld.GetGameData().GetSkillBySkillID(addSkillID)
-                hasEffect = SkillCommon.GetSkillEffectByEffectID(addSkill, ChConfig.Def_Skill_Effect_AddExpRate)
-                if hasEffect:
-                    #烈焰战神 经验
-                    superRate += hasEffect.GetEffectValue(0)
-                    expViewType = ShareDefine.Def_ViewExpType_LYZS
-            exp_rate += superRate
-                
         elif expViewType in [ShareDefine.Def_ViewExpType_GameEvent, ShareDefine.Def_ViewExpType_Sit]:
             exp_rate = curPlayer.GetGameEventExpRate()
             exp_rate += GetFamilySitExpPer(curPlayer)
         else:
             exp_rate = max(GameWorld.GetGameWorld().GetExpRate(), ChConfig.Def_MaxRateValue)
-                        
+            
         exp_rate += expRateEx
         #输入的经验有可能为long型
         addExp = int(addExp * exp_rate / float(ChConfig.Def_MaxRateValue))
         
-        #防沉迷计算
-        addExp = PlayerGameWallow.ChangeExpByWallow(curPlayer, addExp)
-        
-        #===========================================================================================
-        # #特殊地图杀怪经验外层加成
-        # if expViewType == ShareDefine.Def_ViewExpType_KillNPC:
-        #    #mapID = GameWorld.GetMap().GetMapID()
-        #    #if mapID in ChConfig.Def_FBMapID_BZZDAll:
-        #    #    nobleVIPOuterRate = ...
-        #    #    #nobleVIPAddExp += 0 if not nobleVIPOuterRate else int(addExp * nobleVIPOuterRate / float(ChConfig.Def_MaxRateValue))
-        #    #    nobleVIPAddExp += nobleVIPOuterRate
-        #    
-        #    outerExpRate = FBLogic.OnGetOuterExpRate(curPlayer)
-        #    if outerExpRate > 0:
-        #        addExp = int(addExp * outerExpRate / float(ChConfig.Def_MaxRateValue))
-        #===========================================================================================
-        
         # 不可再升级时,增加后的经验不可超过最大可存储经验
-        #if curLV >= nextReinLV or curLV >= maxLV:
         if curLV >= maxLV and maxLVExpStore > 0:
             addExp = min(addExp, max(0, maxLVExpStore - curTotalExp))
-
+            
         if addExp <= 0:
             #无法获得经验
             GameWorld.DebugLog("无法获得经验")
             return 0, expViewType
         
-        #addExp = min(addExp, ChConfig.Def_UpperLimit_DWord) # 单次加经验不超过20亿
-
-        #缓存获取的经验值, 用于兑换家族荣誉
-        #if curPlayer.GetFamilyID() != 0:
-        #    curPlayer.SetPerExp(min(curPlayer.GetPerExp() + addExp, ChConfig.Def_UpperLimit_DWord))
-
-        #人物头顶提示
-        #=======================================================================
-        # viewExpCnt = min(2, addExp / ChConfig.Def_UpperLimit_DWord) # 最多飘两次20亿的
-        # viewExp = addExp % ChConfig.Def_UpperLimit_DWord
-        # for _ in range(viewExpCnt):
-        #    curPlayer.Notify_GetExpView(ChConfig.Def_UpperLimit_DWord, expViewType)
-        # if viewExp:
-        #    curPlayer.Notify_GetExpView(viewExp, expViewType)
-        # 
-        # if isSysHint:
-        #    # 杀怪附加加成显示
-        #    if expViewType == ShareDefine.Def_ViewExpType_KillNPC:
-        #        nobleVIPAddExp = int(nobleVIPAddExp / 100.0)
-        #        #NotifyCode(curPlayer, "GeRen_liubo_74717", [addExp, nobleVIPAddExp])
-        #    elif expViewType in [ShareDefine.Def_ViewExpType_GameEvent,
-        #                         ShareDefine.Def_ViewExpType_Sit]:
-        #        #小游戏事件特殊提示,打坐获取经验
-        #        NotifyCode(curPlayer, "ObtainExperience", [addExp])
-        #    elif expViewType == ShareDefine.Def_ViewExpType_MousePos:
-        #        #鼠标位置提示获得经验
-        #        NotifyCode(curPlayer, "GeRen_admin_887936", [addExp])
-        #    else:
-        #        #正常信息提示
-        #        NotifyCode(curPlayer, "GeRen_lhs_0", [addExp])
-        #=======================================================================
-                
         #给人物经验 先设经验后升级
-        #SetPlayerTotalExp(curPlayer, curTotalExp + addExp)
         totalExp = curTotalExp + addExp
         curExp = totalExp % ChConfig.Def_PerPointValue
         expPoint = totalExp / ChConfig.Def_PerPointValue
@@ -3857,13 +3789,10 @@
             curPlayer.SetExpPoint(expPoint)
         if curPlayer.GetTotalExp() != curExp:
             curPlayer.SetTotalExp(curExp)
-        
-        #GameWorld.Log("玩家 = %s 得到经验 = %s ,当前经验倍率 = %s"%(curPlayer.GetName(), addExp,expRate ))
-        #小于转生等级才可升级
-        #if curLV < nextReinLV and curLV < maxLV:
+            
         if curLV < maxLV:
             self.PlayerLvUp()
-        
+            
         #添加经验成功
         return addExp, expViewType
     
@@ -3887,25 +3816,18 @@
             #玩家死亡不可升级
             return
         
-        #lvIpyData = GetPlayerLVIpyData(curPlayer.GetLV())
-        lvIpyData = IpyGameDataPY.GetIpyGameData("PlayerLV", curPlayer.GetLV())
+        lvIpyData = GetPlayerLVIpyData(curPlayer.GetLV())
         if not lvIpyData:
-            GameWorld.ErrLog("经验表异常  lv= %s" % curPlayer.GetLV())
             return
-        
-        #lvUpNeedExp = GetLVUPTotalExpNeed(lvIpyData)
-        lvUpNeedExp = lvIpyData.GetExpPoint() * ChConfig.Def_PerPointValue + lvIpyData.GetExp()
-        
+        lvUpNeedExp = GetLVUPTotalExpNeed(lvIpyData)
         if lvUpNeedExp <= 0:
             return
         
         #增加经验
-        #curTotalExp = GetPlayerTotalExp(curPlayer)
-        curTotalExp = curPlayer.GetExpPoint() * ChConfig.Def_PerPointValue + curPlayer.GetTotalExp()
+        curTotalExp = GetPlayerTotalExp(curPlayer)
         #未达到升级经验
         if curTotalExp < lvUpNeedExp:
             return
-        needSyncTalentPoint = False
         playerNeedDoLVUp = False
         curLV = curPlayer.GetLV()
         maxLV = GetPlayerMaxLV(curPlayer)
@@ -3913,14 +3835,7 @@
         curPlayer.BeginRefreshState()
         #befXP = curPlayer.GetXP()
         befLV = curPlayer.GetLV()
-        befFreePoint = curPlayer.GetFreePoint()
-        befBaseSTR = curPlayer.GetBaseSTR()
-        befBasePNE = curPlayer.GetBasePNE()
-        befBasePHY = curPlayer.GetBasePHY()
-        befBaseCON = curPlayer.GetBaseCON()
-        
-        #升级前的世界等级经验
-        #beforeExpRate = PlayerWorldAverageLv.GetWorldAverageLvExpRate(curPlayer)
+        #befFreePoint = curPlayer.GetFreePoint()
         
         while curTotalExp >= lvUpNeedExp and curLV < maxLV:
             
@@ -3935,24 +3850,17 @@
                 isNotifyServer = False
             
             curPlayer.SetLV(curLV, isNotifyServer)
-            EventReport.WriteEvent_level_up(curPlayer)
+            #EventReport.WriteEvent_level_up(curPlayer)
                        
             # 记录玩家升级
             DataRecordPack.DR_PlayerUpgrade(curPlayer, curPlayer.GetLV(), GetPlayerTotalExp(curPlayer), lvUpNeedExp)
             DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_LVUP, {'lv':curLV})
             self.__GiveLVMailAward(curLV)
-            self.__DoLVUPAddPoint()  # 升级加点
+            #self.__DoLVUPAddPoint()  # 升级加点
             #self.__DoLvUpAddSkill()  # 升级加技能
             
             lvIpyData = GetPlayerLVIpyData(curPlayer.GetLV())
-            # 大师天赋点
-            if lvIpyData:
-                addTalentPoint = lvIpyData.GetTalentPoint()
-                if addTalentPoint:
-                    needSyncTalentPoint = True
-                    PlayerGreatMaster.AddGreatMasterSkillPointByLV(curPlayer, addTalentPoint)
             
-            PlayerTongTianLing.AddTongTianTaskValue(curPlayer, ChConfig.TTLTaskType_LVUp, 1)
             #---是否继续循环---
             curTotalExp = curTotalExp - lvUpNeedExp
             
@@ -3967,50 +3875,24 @@
         #有升级, 转生时刚好是转生等级会默认+1级
         if playerNeedDoLVUp:
             aftLV = curPlayer.GetLV()
-            aftFreePoint = curPlayer.GetFreePoint()
-            aftBaseSTR = curPlayer.GetBaseSTR()
-            aftBasePNE = curPlayer.GetBasePNE()
-            aftBasePHY = curPlayer.GetBasePHY()
-            aftBaseCON = curPlayer.GetBaseCON()
+            #aftFreePoint = curPlayer.GetFreePoint()
             if aftLV > befLV:
                 curPlayer.SetLV(aftLV, False) # 这里不再通知GameServer
-                PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_LV, aftLV)
+                PlayerTongTianLing.AddTongTianTaskValue(curPlayer, ChConfig.TTLTaskType_LVUp, aftLV - befLV)
+                PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_LV)
                 PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_HeroLV, aftLV)
                 PlayerActivity.DoAddActivityByLV(curPlayer, befLV, aftLV)
                 
-            if aftFreePoint > befFreePoint:
-                curPlayer.SetFreePoint(aftFreePoint)
-                #NotifyCode(curPlayer, "ObtainAttributeDot", [aftFreePoint - befFreePoint])
-            if aftBaseSTR > befBaseSTR:
-                curPlayer.SetBaseSTR(aftBaseSTR)
-            if aftBasePNE > befBasePNE:
-                curPlayer.SetBasePNE(aftBasePNE)
-            if aftBasePHY > befBasePHY:
-                curPlayer.SetBasePHY(aftBasePHY)
-            if aftBaseCON > befBaseCON:
-                curPlayer.SetBaseCON(aftBaseCON)
+            #if aftFreePoint > befFreePoint:
+            #    curPlayer.SetFreePoint(aftFreePoint)
             PlayerGubao.DoGubaoAddFreePoint(curPlayer)
-            #===================================================================
-            # if curPlayer.GetXP() != befXP:
-            #    curPlayer.SetXP(curPlayer.GetXP())
-            #===================================================================
-                
-            #享受世界等级
-            #===================================================================
-            #curExpRate = PlayerWorldAverageLv.GetWorldAverageLvExpRate(curPlayer)
-            #if beforeExpRate <= 0 and curExpRate > 0:
-            #    NotifyCode(curPlayer, "GeRen_liubo_127574")
             
-            #===================================================================
-            # 天赋点通知
-            if needSyncTalentPoint:
-                PlayerGreatMaster.Sync_GreatMasterFreeSkillPoint(curPlayer)
             # 升级需要执行的游戏功能处理
             GameFuncComm.DoFuncOpenLogic(curPlayer)
             ChEquip.RefreshPlayerLingQiEquipAttr(curPlayer) # 灵器属性会随等级成长
-            if aftLV%10 == 0:
-                # 控制下刷新次数
-                PlayerPet.CalcPetItemAddPlayerAttr(curPlayer)   # 宠物有随等级变化的技能
+            #if aftLV%10 == 0:
+            #    # 控制下刷新次数
+            #    PlayerPet.CalcPetItemAddPlayerAttr(curPlayer)   # 宠物有随等级变化的技能
             
             self.RefreshPlayerAttrState(billboardFunc=PlayerBillboard.UpdatePlayerLVBillboard)
             #放在功能开启后面
@@ -6388,29 +6270,11 @@
         count += 1
     return count
 
-
-
-## 获取节假日经验加成
-#  @param curPlayer: 玩家实例
-#  @return: 节假日经验加成
-def GetHolidayExpRate(curPlayer):
-    return 0
-
-
-## 获取世界boss经验加成
-#  @param curPlayer: 玩家实例
-#  @return: 世界boss经验加成
-def GetWorldBossExpRate(curPlayer):
-    return 0
-
 ## 获取玩家当前等级升级所需总经验
 #  @param playerLv 玩家等级
 #  @return 返回值, 升级需要的总经验
 def GetLVUPTotalNeedExp(curPlayer):
     curLV = curPlayer.GetLV()
-    #if curLV >= IpyGameDataPY.GetFuncCfg("PlayerMaxLV") and PlayerGreatMaster.IsGreatMasterOpen(curPlayer):
-    #    return PlayerGreatMaster.GetTotalExpByGreatMasterLV(curPlayer.GetLV2())
-    
     return GetTotalExpByPlayerLv(curLV)
 
 ## 根据等级获得升级需要的总经验
@@ -6432,7 +6296,7 @@
 def GetLVUPTotalExpNeed(lvIpyData):
     if not lvIpyData:
         return 0
-    return lvIpyData.GetExpPoint() * ChConfig.Def_PerPointValue + lvIpyData.GetExp()
+    return lvIpyData.GetExp()
 
 def GetPlayerMaxLV(curPlayer):
     ## 获取玩家实际可升的最大等级
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerFamilyStore.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerFamilyStore.py
index 552bb7e..325ade2 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerFamilyStore.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerFamilyStore.py
@@ -248,8 +248,9 @@
     
     # 给物品
     if itemDict:
-        itemDict['IsBind'] = isBind
-        ItemControler.GivePlayerEquip(curPlayer, itemDict, event=[ChConfig.ItemGive_FamilyStore, False, {}])
+        pass
+        #itemDict['IsBind'] = isBind
+        #ItemControler.GivePlayerEquip(curPlayer, itemDict, event=[ChConfig.ItemGive_FamilyStore, False, {}])
     else:
         ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, 0, [IPY_GameWorld.rptItem], 
                                      event=[ChConfig.ItemGive_FamilyStore, False, {}])
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerNewGuyCard.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerNewGuyCard.py
index 643e9e5..86d1b97 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerNewGuyCard.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerNewGuyCard.py
@@ -47,6 +47,7 @@
 import EventReport
 import ItemCommon
 import DataRecordPack
+import ShareDefine
 import PlayerCoin
 
 import md5
@@ -539,12 +540,9 @@
     succGiveItemList = []
     for itemInfo in awardItemList:
         itemID, itemCount, itemBind = itemInfo[:3]
-        isAppoint = itemInfo[3] if len(itemInfo) > 3 else 0
-        
-        if isAppoint:
-            isOK = ItemControler.GivePlayerAppointItem(curPlayer, itemID, False)
-        else:
-            isOK = ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, 0, [IPY_GameWorld.rptItem])
+        appointID = itemInfo[3] if len(itemInfo) > 3 else 0
+        setAttrDict = {ShareDefine.Def_CItemKey_AppointID:appointID}
+        isOK = ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, 0, [IPY_GameWorld.rptItem], setAttrDict=setAttrDict)
         if isOK:
             succGiveItemList.append(itemInfo)
             
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
index 15599aa..582a8cf 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
@@ -1136,13 +1136,13 @@
     elif equipPlace == ShareDefine.retWing:
         PlayerControl.NotifyCode(curPlayer, 'WingTiyan_Timeout')
         
-    tryItemDict = IpyGameDataPY.GetFuncEvalCfg('FirstGoldTryItem', 1, {})
-    tryItemID = tryItemDict.get(curPlayer.GetJob(), 0)
-    if tryItemID and ItemControler.GetAppointItemRealID(tryItemID) == equipID:
-        #首充试用武器过期并且还没首充的提示()
-        if not curPlayer.GetChangeCoinPointTotal():
-            PlayerControl.NotifyCode(curPlayer, 'FirstGoldWPOver')
-            PlayerGoldGift.FirstGoldTryItemOutTime(curPlayer)
+    #tryItemDict = IpyGameDataPY.GetFuncEvalCfg('FirstGoldTryItem', 1, {})
+    #tryItemID = tryItemDict.get(curPlayer.GetJob(), 0)
+    #if tryItemID and ItemControler.GetAppointItemRealID(tryItemID) == equipID:
+    #    #首充试用武器过期并且还没首充的提示()
+    #    if not curPlayer.GetChangeCoinPointTotal():
+    #        PlayerControl.NotifyCode(curPlayer, 'FirstGoldWPOver')
+    #        PlayerGoldGift.FirstGoldTryItemOutTime(curPlayer)
             
     return True
 #---------------------------------------------------------------------
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py
index a898298..cfbfba9 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py
@@ -397,49 +397,6 @@
         SetSuccFinishValue(curPlayer, succType, condition, 0)
     return
 
-def DoEquipSuccessLogic(curPlayer, classLV):
-    #玩家当前可装备的装备类型
-    
-    ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'ClassLV':classLV}, True)
-    if not ipyDataList:
-        return
-    
-    placeCountDict, colorCountDict, suitCountDict = {}, {}, {}
-    playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
-    for ipyData in ipyDataList:
-        equipIndex = ipyData.GetGridIndex()
-        curEquip = playerEquip.GetAt(equipIndex)
-        if curEquip.IsEmpty():
-            continue
-        itemPlace = curEquip.GetEquipPlace()
-        
-        # 套装、颜色 成就 统计基础部位
-        if itemPlace in ChConfig.EquipPlace_Base:
-            itemColor = curEquip.GetItemColor()
-            colorConditionKey = (classLV, itemColor)
-            colorCountDict[colorConditionKey] = colorCountDict.get(colorConditionKey, 0) + 1
-            
-            # 统计套装数
-            if curEquip.GetSuiteID():
-                suitConditionKey = (classLV, )
-                suitCountDict[suitConditionKey] = suitCountDict.get(suitConditionKey, 0) + 1
-                
-        # 部位 成就 统计特殊部位
-        elif itemPlace in ChConfig.EquipPlace_Special:
-            placeConditionKey = (classLV, itemPlace)
-            placeCountDict[placeConditionKey] = placeCountDict.get(placeConditionKey, 0) + 1
-            
-    # 更新成就
-    #GameWorld.DebugLog("装备阶部位成就数据: classLV=%s,placeCountDict=%s" % (classLV, placeCountDict))
-    UpdateSuccessProgressByConditions(curPlayer, ShareDefine.SuccType_EquipPlace, placeCountDict)
-    
-    #GameWorld.DebugLog("装备阶颜色成就数据: classLV=%s,colorCountDict=%s" % (classLV, colorCountDict))
-    UpdateSuccessProgressByConditions(curPlayer, ShareDefine.SuccType_EquipColorItem, colorCountDict)
-    
-    #GameWorld.DebugLog("装备阶套装成就数据: classLV=%s,suitCountDict=%s" % (classLV, suitCountDict))
-    UpdateSuccessProgressByConditions(curPlayer, ShareDefine.SuccType_EquipSuit, suitCountDict)
-    return
-
 def UpdateSuccessProgressByConditions(curPlayer, successType, conditionCountDict):
     if successType not in ShareDefine.SuccessTypeList:
         return
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerWing.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerWing.py
index e28e859..29e0823 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerWing.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerWing.py
@@ -248,8 +248,6 @@
     maxRefineExp = wingAttrIpyData.GetMaxRefineExp()
     if curPlayer and wingProgress < maxRefineExp <= updWingProgress:
         PlayerControl.WorldNotify(0, "WingsRefinePerfect", [curPlayer.GetPlayerName(), curItemID, curWing.GetUserData()])
-    #if curPlayer and isColorChange:
-    #    PlayerSuccess.DoEquipSuccessLogic(curPlayer)
     return
 
 def GetWingRefineAttrData(itemID):
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
index 4287272..96f5f8b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
@@ -624,13 +624,13 @@
 #鞋履基础属性值 百分比
 Def_Effect_ShoesAddPer = 128
 #仙器A基础属性值 百分比
-Def_Effect_FairyCanAddPer = 129
+Def_Effect_ShawlAddPer = 129
 #仙器B基础属性值 百分比
-Def_Effect_FairyCan2AddPer = 130
+Def_Effect_RingAddPer = 130
 #仙绳基础属性值 百分比
 Def_Effect_NeckAddPer = 131
 #莲台基础属性值 百分比
-Def_Effect_JadeAddPer = 132
+Def_Effect_AmuletAddPer = 132
 
 Def_Effect_MinAtk = 67 # 最小攻击
 Def_Effect_MaxAtk = 68 # 最大攻击
@@ -785,6 +785,8 @@
 Def_Effect_PetWeakenPer = 218 # 弱化灵兽
 Def_Effect_SuperHitHurtPer = 219 # 强化暴伤
 Def_Effect_SuperHitHurtDefPer = 220 # 弱化暴伤
+Def_Effect_DamBlockRate = 221 # 格挡概率
+Def_Effect_DamBlockDefRate = 222 # 抗格挡概率
 
 #增加%d物理伤害值,其中a值为伤害值
 Def_Effect_AddAtk = 1005
@@ -1755,6 +1757,8 @@
 Def_IudetMapLoaction = 15  # 物品记录地图坐标[mapid, posx, posy]
 Def_IudetLegendAttrID = 17  # 物品传奇属性ID列表
 Def_IudetLegendAttrValue = 19  # 物品传奇属性值列表
+Def_IudetBaseAttrID = 21  # 物品基础属性ID列表,适用于随机范围基础属性(非物品表配置的固定属性)
+Def_IudetBaseAttrValue = 23  # 物品基础属性值列表
 Def_IudetPartSuiteLV = 25  # 部位套装等级 [套装类型1等级, 套装类型2等级, ...]
 Def_IudetWingMaterialItemID = 27  # 翅膀精炼材料ID列表
 Def_IudetWingMaterialItemCount = 29  # 翅膀精炼材料个数列表
@@ -1778,6 +1782,7 @@
 Def_IudetItemColor = 16  # 物品颜色,如果该值没有就取物品
 Def_IudetItemCount = 18  # 物品个数,支持20亿,目前仅特殊转化物品会用到
 Def_IudetCancelUseLimit = 20  # 物品取消使用限制
+Def_IudetItemLV = 22  # 物品等级,适用于动态物品等级(非物品表配置的固定等级)
 Def_IudetSource = 24  # 物品来源
 Def_IudetSuiteLV = 30  # 套装等级
 Def_IudetHasOpenCnt = 32  # 物品累积开启次数
@@ -1806,6 +1811,9 @@
 Def_IudetPet_Skill = 201  # 技能列表
 
 Def_IudetHorsePetSkinIndex = 210  # 骑宠觉醒外观索引
+
+# 以下为自定义的设置物品属性key
+Def_CItemKey_AppointID = "AppointID"
 # ----------------------------------------------------
 
 LineupObjMax = 6 # 阵容最大上阵武将数
@@ -2260,18 +2268,18 @@
 # 手游不使用C++定义 enum            RoleEquipType
 # 装备位定义
 RoleEquipType = (
-    retWeapon,          #1 主手
-    retWeapon2,         #2 副手
-    retHat,             #3 帽子
-    retClothes,         #4 衣服
-    retBelt,            #5 腰带
-    retTrousers,        #6 裤子
-    retShoes,           #7 鞋子
-    retGlove,           #8 手套
-    retNeck,            #9 项链
-    retFairyCan,        #10 仙器1
-    retFairyCan2,       #11 仙器2
-    retJade,            #12 玉佩
+    retWeapon,          #1 主手/武器
+    retWeapon2,         #2 副手/护手
+    retHat,             #3 帽子/头盔
+    retClothes,         #4 衣服/衣服
+    retBelt,            #5 腰带/腰带
+    retTrousers,        #6 裤子/长裤
+    retShoes,           #7 鞋子/鞋子
+    retGlove,           #8 手套/护腕
+    retShawl,           #9 仙器1/披肩
+    retNeck,            #10 项链/项链
+    retRing,            #11 仙器2/戒指
+    retAmulet,          #12 玉佩/护符 Amulet
     retWing,            #13 翅膀
     retGuard1,          #14 守护1
     retGuard2,          #15 守护2
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
index ab93e74..080a469 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
@@ -1412,6 +1412,8 @@
     #统一调用攻击结束动作
     if isDoAttackResult:
         BaseAttack.DoLogic_AttackResult(buffOwner, curObj, None, tick)
+        
+    TurnAttack.OnTurnfightAttackResult(buffOwner, curObj, curSkill)
     return lostHP
 
 ## 检查增加淬毒buff
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
index 47ec39f..caa2f54 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -46,6 +46,7 @@
 import FBCommon
 import IpyGameDataPY
 import PyGameData
+import TurnAttack
 #---------------------------------------------------------------------
 GameWorld.ImportAll("Script\\Skill\\" , "GameSkills")
 GameWorld.ImportAll("Script\\Skill\\" , "GameBuffs")
@@ -634,42 +635,6 @@
         return False
         
     return True
-
-
-##弓和弩普攻技能
-# @param curPlayer 玩家实例
-# @param skillID 技能ID
-# @return 特别的普攻ID
-#===============================================================================
-# def GetBowNormalAttackID(curPlayer, skillID):
-#    #刷新人物攻击距离
-#    playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
-#    #获得当前人物使用的武器
-#    curUseWeapon = playerEquip.GetAt(ShareDefine.retWeapon)
-#    curUseWeapon2 = playerEquip.GetAt(ShareDefine.retWeapon2)
-#    #空手
-#    if curUseWeapon.IsEmpty() and curUseWeapon2.IsEmpty():
-#        return skillID
-#    
-#    if curUseWeapon.GetType() in [ChConfig.Def_ItemType_Crossbow, ChConfig.Def_ItemType_Bow]:
-#        curEffect = ItemCommon.GetItemEffectByEffectID(curUseWeapon, ChConfig.Def_Effect_WeaponAttack)
-#        if curEffect == None:
-#            GameWorld.DebugAnswer(curPlayer, '没有物品效果ID %s'%ChConfig.Def_Effect_WeaponAttack)
-#            return skillID
-#        
-#        return curEffect.GetEffectValue(0)
-#    
-#    if curUseWeapon2.GetType() in [ChConfig.Def_ItemType_Crossbow, ChConfig.Def_ItemType_Bow]:
-#        curEffect = ItemCommon.GetItemEffectByEffectID(curUseWeapon2, ChConfig.Def_Effect_WeaponAttack)
-#        if curEffect == None:
-#            GameWorld.DebugAnswer(curPlayer, '没有物品效果ID %s'%ChConfig.Def_Effect_WeaponAttack)
-#            return skillID
-#        
-#        return curEffect.GetEffectValue(0)
-#    
-#    return skillID
-#===============================================================================
-
 
 #===============================================================================
 # //B4 02 对象击退 #tagCMNPCBeatBack
@@ -3653,7 +3618,8 @@
 
         #调用攻击惩罚逻辑
         BaseAttack.DoLogic_AttackResult(attacker, defender, None, tick)
-    
+        TurnAttack.OnTurnfightAttackResult(attacker, defender, curSkill)
+        
     return
 #---------------------------------------------------------------------
 ##释放普通技能

--
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