From f198885f31c9c7eb19eb28adce562e39e64d581c Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 18 七月 2025 16:23:11 +0800
Subject: [PATCH] 121 【武将】武将系统-服务端(属性计算、战斗力计算;新角色初始给默认装备、默认阵容武将;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py |  536 ++++++++++++++++-------------------------------------------
 1 files changed, 146 insertions(+), 390 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index 5c4acdc..966c29e 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -11,6 +11,7 @@
 #---------------------------------------------------------------------
 import os
 import IPY_GameWorld
+import IPY_PlayerDefine
 import ShareDefine
 
 
@@ -93,6 +94,147 @@
 Def_BuffValue_Count = 3     # buff记录的value个数
 
 #游戏对象属性--------------------------------------------
+# 属性ID列表,所有对象类型通用,如Player、NPC
+AttrIDList = (
+AttrID_1,
+AttrID_2,
+AttrID_3,
+AttrID_4,
+AttrID_5,
+AttrID_Atk,                                 # 攻击 6
+AttrID_Def,                                 # 防御 7
+AttrID_MaxHP,                               # 最大生命 8
+AttrID_HP,                                  # 当前生命 9
+AttrID_Speed,                               # 移速 10
+AttrID_AtkSpeed,                            # 攻速 11
+AttrID_XP,                                  # 当前XP 12
+AttrID_AtkInheritPer,                       # 攻击继承 13
+AttrID_DefInheritPer,                       # 防御继承 14
+AttrID_HPInheritPer,                        # 生命继承 15
+AttrID_AtkPer,                              # 攻击加成 16
+AttrID_DefPer,                              # 防御加成 17
+AttrID_MaxHPPer,                            # 生命加成 18
+AttrID_19,
+AttrID_20,
+AttrID_StunRate,                            # 击晕 21
+AttrID_StunRateDef,                         # 抗击晕 22
+AttrID_SuperHitRate,                        # 暴击 23
+AttrID_SuperHitRateDef,                     # 抗暴击 24
+AttrID_ComboRate,                           # 连击 25
+AttrID_ComboRateDef,                        # 抗连击 26
+AttrID_MissRate,                            # 闪避 27
+AttrID_MissRateDef,                         # 抗闪避 28
+AttrID_ParryRate,                           # 格挡 29
+AttrID_ParryRateDef,                        # 抗格挡 30
+AttrID_SuckHPPer,                           # 吸血 31
+AttrID_SuckHPPerDef,                        # 抗吸血 32
+AttrID_33,
+AttrID_34,
+AttrID_FinalDamPer,                         # 最终增伤 35
+AttrID_FinalDamPerDef,                      # 最终减伤 36
+AttrID_PhyDamPer,                           # 物理增伤 37
+AttrID_PhyDamPerDef,                        # 物理减伤 38
+AttrID_MagDamPer,                           # 法术增伤 39
+AttrID_MagDamPerDef,                        # 法术减伤 40
+AttrID_NormalSkillPer,                      # 普技增伤 41
+AttrID_NormalSkillPerDef,                   # 普技减伤 42
+AttrID_AngerSkillPer,                       # 怒技增伤 43
+AttrID_AngerSkillPerDef,                    # 怒技减伤 44
+AttrID_SuperDamPer,                         # 强化暴伤 45
+AttrID_SuperDamPerDef,                      # 弱化暴伤 46
+AttrID_47,
+AttrID_48,
+AttrID_49,
+AttrID_50,
+AttrID_CurePer,                             # 强化治疗 51
+AttrID_CurePerDef,                          # 弱化治疗 52
+AttrID_ShieldPer,                           # 强化护盾 53
+AttrID_ShieldPerDef,                        # 弱化护盾 54
+AttrID_DOTPer,                              # 持续增伤 55 (中毒、燃烧、流血)
+AttrID_DOTPerDef,                           # 持续减伤 56
+) = range(1, 1 + 56)
+
+# 需要计算的武将战斗属性ID列表
+CalcBattleAttrIDList = [AttrID_Atk, AttrID_Def, AttrID_MaxHP, AttrID_StunRate, AttrID_StunRateDef, 
+                        AttrID_SuperHitRate, AttrID_SuperHitRateDef, AttrID_ComboRate, AttrID_ComboRateDef,
+                        AttrID_MissRate, AttrID_MissRateDef, AttrID_ParryRate, AttrID_ParryRateDef,
+                        AttrID_SuckHPPer, AttrID_SuckHPPerDef, AttrID_FinalDamPer, AttrID_FinalDamPerDef,
+                        AttrID_PhyDamPer, AttrID_PhyDamPerDef, AttrID_MagDamPer, AttrID_MagDamPerDef,
+                        AttrID_NormalSkillPer, AttrID_NormalSkillPerDef, AttrID_AngerSkillPer, AttrID_AngerSkillPerDef,
+                        AttrID_SuperDamPer, AttrID_SuperDamPerDef, AttrID_CurePer, AttrID_CurePerDef,
+                        AttrID_ShieldPer, AttrID_ShieldPerDef, AttrID_DOTPer, AttrID_DOTPerDef,
+                        ]
+
+# 基础三维属性ID列表
+BaseAttrIDList = [AttrID_Atk, AttrID_Def, AttrID_MaxHP]
+BaseAttrPerIDList = [AttrID_AtkPer, AttrID_DefPer, AttrID_MaxHPPer]
+
+# 属性ID对应可对其百分比提升的属性ID {属性ID:百分比属性ID, ...}
+AttrPerDict = {
+               AttrID_Atk:AttrID_AtkPer,
+               AttrID_Def:AttrID_DefPer,
+               AttrID_MaxHP:AttrID_MaxHPPer,
+               }
+
+# 属性ID对应的继承属性ID {属性ID:继承属性ID, ...}
+AttrInheritPerDict = {
+               AttrID_Atk:AttrID_AtkInheritPer,
+               AttrID_Def:AttrID_DefInheritPer,
+               AttrID_MaxHP:AttrID_HPInheritPer,
+               }
+
+# 属性ID对应0418刷新类型 {属性ID:[刷新同步类型, 是否支持超20亿的大数值], ...}
+# 卡牌项目玩家/主公属性仅为中间层属性,并非最终属性,最终属性体现在卡牌上,暂定全部前端自己算
+# 所以仅配置战斗场景需要同步的属性即可
+CDBRefresh_AttrIDDict = {
+#                      AttrID_Atk:[IPY_PlayerDefine.CDBPlayerRefresh_MAXATK, 0],
+#                      AttrID_Def:[IPY_PlayerDefine.CDBPlayerRefresh_DEF, 0],
+                      AttrID_MaxHP:[IPY_PlayerDefine.CDBPlayerRefresh_MaxHP, 1],
+                      AttrID_HP:[IPY_PlayerDefine.CDBPlayerRefresh_HP, 1],
+#                      AttrID_Speed:[ShareDefine.CDBPlayerRefresh_SpeedValue, 0],
+#                      AttrID_AtkSpeed:[IPY_PlayerDefine.CDBPlayerRefresh_BattleValEx1, 0],
+                      AttrID_XP:[IPY_GameWorld.CDBPlayerRefresh_XP, 0],
+#                      AttrID_StunRate:[ShareDefine.CDBPlayerRefresh_StunRate, 0],
+#                      AttrID_StunRateDef:[ShareDefine.CDBPlayerRefresh_StunRateDef, 0],
+#                      AttrID_SuperHitRate:[IPY_PlayerDefine.CDBPlayerRefresh_SuperHitRate, 0],
+#                      AttrID_SuperHitRateDef:[ShareDefine.CDBPlayerRefresh_SuperHitRateDef, 0],
+#                      AttrID_ComboRate:[ShareDefine.CDBPlayerRefresh_ComboRate, 0],
+#                      AttrID_ComboRateDef:[ShareDefine.CDBPlayerRefresh_ComboRateDef, 0],
+#                      AttrID_MissRate:[IPY_PlayerDefine.CDBPlayerRefresh_Miss, 0],
+#                      AttrID_MissRateDef:[IPY_PlayerDefine.CDBPlayerRefresh_HIT, 0],
+#                      AttrID_ParryRate:[ShareDefine.CDBPlayerRefresh_ParryRate, 0],
+#                      AttrID_ParryRateDef:[ShareDefine.CDBPlayerRefresh_ParryRateDef, 0],
+#                      AttrID_SuckHPPer:[ShareDefine.CDBPlayerRefresh_SuckHPPer, 0],
+#                      AttrID_SuckHPPerDef:[ShareDefine.CDBPlayerRefresh_SuckHPPerDef, 0],
+#                      AttrID_FinalDamPer:[ShareDefine.CDBPlayerRefresh_FinalDamPer, 0],
+#                      AttrID_FinalDamPerDef:[ShareDefine.CDBPlayerRefresh_FinalDamPerDef, 0],
+#                      AttrID_PhyDamPer:[ShareDefine.CDBPlayerRefresh_PhyDamPer, 0],
+#                      AttrID_PhyDamPerDef:[ShareDefine.CDBPlayerRefresh_PhyDamPerDef, 0],
+#                      AttrID_MagDamPer:[ShareDefine.CDBPlayerRefresh_MagDamPer, 0],
+#                      AttrID_MagDamPerDef:[ShareDefine.CDBPlayerRefresh_MagDamPerDef, 0],
+#                      AttrID_NormalSkillPer:[ShareDefine.CDBPlayerRefresh_NormalSkillPer, 0],
+#                      AttrID_NormalSkillPerDef:[ShareDefine.CDBPlayerRefresh_NormalSkillPerDef, 0],
+#                      AttrID_AngerSkillPer:[ShareDefine.CDBPlayerRefresh_AngerSkillPer, 0],
+#                      AttrID_AngerSkillPerDef:[ShareDefine.CDBPlayerRefresh_AngerSkillPerDef, 0],
+#                      AttrID_SuperDamPer:[ShareDefine.CDBPlayerRefresh_SuperDamPer, 0],
+#                      AttrID_SuperDamPerDef:[ShareDefine.CDBPlayerRefresh_SuperDamPerDef, 0],
+#                      AttrID_CurePer:[ShareDefine.CDBPlayerRefresh_CurePer, 0],
+#                      AttrID_CurePerDef:[ShareDefine.CDBPlayerRefresh_CurePerDef, 0],
+#                      AttrID_ShieldPer:[ShareDefine.CDBPlayerRefresh_ShieldPer, 0],
+#                      AttrID_ShieldPerDef:[ShareDefine.CDBPlayerRefresh_ShieldPerDef, 0],
+#                      AttrID_DOTPer:[ShareDefine.CDBPlayerRefresh_DOTPer, 0],
+#                      AttrID_DOTPerDef:[ShareDefine.CDBPlayerRefresh_DOTPerDef, 0],
+                      }
+
+#刷属性分类索引
+Def_CalcAttrList = (
+Def_CalcAttr_LV, # 角色等级 0
+Def_CalcAttr_MainEquip, # 主装备 1
+Def_CalcAttr_HeroBook, # 武将图鉴 2
+) = range(3)
+
+##-----------------------------------------------------------------------------------------------
+
 Def_Calc_AllAttrType_MAX = 192
 #基本属性BUFF计算,顺序与 ObjProperty_AttrByIndex 对应,同时也为buff效果ID同步通知策划
 TYPE_Calc_AttrList = (
@@ -507,6 +649,9 @@
                       #ShareDefine.retGuard1:[Def_ItemType_retGuard1],
                       #ShareDefine.retGuard2:[Def_ItemType_retGuard2],
                       }
+# 主线装备部位
+Def_MainEquipPlaces = range(ShareDefine.retWeapon, ShareDefine.retAmulet + 1)
+
 #---------------------------------------------------------------------
 #写死的物品效果ID都放这边------请按数值顺序存放
 Def_Effect_GivePlayerMoneySilver = 201  #给人物金钱 铜钱道具效果ID
@@ -1511,8 +1656,6 @@
 Def_RecycleReturnMoney = 1000
 #玩家换装的最短时间
 Def_MinChangeEquipTime = 300
-#玩家一键换装的最短时间
-Def_OneKeyChangeEquipTime = 3000
 #背包重整的最短时间间隔
 Def_ItemPackResetInterval = 3000
 #自动恢复计算间隔
@@ -1962,7 +2105,6 @@
                 'TrialTower':[Def_FBMapID_TrialTower], # 试炼之塔
                 'ClearDevil':[Def_FBMapID_ClearDevil], # 除魔卫道
                 'MagicWeapon':[Def_FBMapID_MagicWeapon], # 法宝副本
-                'IceLode':[Def_FBMapID_IceLode], # 冰晶矿脉
                 'DuJie':[Def_FBMapID_DuJie], #渡劫
                 'KirinHome':[Def_FBMapID_KirinHome], #麒麟之府
                 'BZZD':[Def_FBMapID_BZZD], # 百战之地(仙界秘境)
@@ -3049,32 +3191,18 @@
 # key的长度不能超过29个字节
 Def_PlayerKey_BurnOwnerID =  "burnOwnerID"  # 灼烧BUFF特殊处理,部分buff跟随灼烧消失
 Def_PlayerKey_SkillInDelBuff = "SkillInDelBuff"   # buff中释放技能添加buff要特殊记录给后续处理,直接删除/添加会导致错乱
-Def_PlayerKey_TheFBSkillsCD = "TheFBSkillsCD"    # 减少指定技能组CD XX%
-Def_PlayerKey_BurnValue = "BurnValue"    # 灼烧固定伤害
-Def_PlayerKey_BurnTimePer = "BurnTimePer"    # 延长灼烧时间百分比
-Def_PlayerKey_SubSpeedPer = "SubSpeedPer"    # 减移动速度百分比
-Def_PlayerKey_YinjiCnt = "YinjiCnt"   # 当前印记数
-Def_PlayerKey_LostYinjiTime = "LostYinjiTime"   # 每X秒自动消失一个印记
 Def_PlayerKey_1314HurtCount = "1314cnt"   # 类剑刃风暴技能的1314效果,伤害次数处理
 Def_PlayerKey_FirstDefender = "FDID"   # 第一个防守者,只用于比较
 Def_PlayerKey_SelectObjID = "selectID"   # 锁定模式选中,不用SetActionObj
 Def_PlayerKey_SelectObjType = "selectType"   # 锁定模式选中
-Def_PlayerKey_NormalHurt = "NormalHurt"   # 属性普通攻击增伤:普通攻击附加的固定值伤害
-Def_PlayerKey_NormalHurtPer = "NormalHurtPer"    # 属性普通攻击加成:普通攻击附加的伤害百分比
-Def_PlayerKey_FabaoHurt = "FabaoHurt"    # 属性法宝技能增伤:法宝技能攻击附加的固定值伤害
-Def_PlayerKey_FabaoHurtPer = "FabaoHurtPer"    # 属性法宝技能加成:法宝技能攻击附加的伤害百分比
 Def_PlayerKey_AddBuffLayer = "addBuffLayer" # buff当前层数
 Def_PlayerKey_BuffHurtCnt = "BuffHurtCnt" # 持续buff掉血次数
 Def_PlayerKey_Zhansha = "zhansha"   # 斩杀标志
-Def_PlayerKey_ZhuxianRate = "ZXRate"   # 诛仙一击的概率
-Def_PlayerKey_ZhuxianHurtPer = "ZXHurtPer"   # 诛仙一击的伤害%
 Def_PlayerKey_LockHPSkillID = "LockHPSkillID"   # 锁血功能的技能
 Def_PlayerKey_GodWeaponBeforeProDef = "GWBPD"   # 神兵护盾被攻击前的值
 Def_PlayerKey_curHurtValue = "curHurtValue"     # 计算中的临时伤害值,技能特殊用
 Def_PlayerKey_curHurtValueEx = "curHurtValueEx"     # 计算中的临时伤害值,技能特殊用
 Def_PlayerKey_SomersaultTime = "Somersault"     # 翻滚一定时间内无敌,表现为MISS
-Def_PlayerKey_CopyFuncAttr = "CopyFuncAttr%s"     # 玩家属性刷新中的计算属性缓存,便于buff刷新计算
-Def_PlayerKey_CopyFuncAttrEx = "CopyFuncAttrEx%s"     # 玩家属性刷新中的计算属性缓存,便于buff刷新计算
 Def_Player_RefreshAttrByBuff = "PlayerAttrByBuff"   # 玩家属性刷新功能属性缓存,便于buff刷新计算, 间隔刷新
 Def_Player_HadRefreshAttr = "HadRefreshAttr"   # 玩家在本地图是否刷新过属性
 Def_PlayerKey_ClientCustomScene = "ClientCustomScene"     # 客户端自定义场景状态
@@ -3086,9 +3214,6 @@
 Def_PlayerKey_ResetFBLinePosY = "ResetFBLinePosY"     # 请求切换副本多合一地图功能线路ID
 Def_PlayerKey_AttackFollowMaster = "FollowAtk"     # 召唤兽跟随攻击
 Def_PlayerKey_MoreHurtValue = "MoreHurtValue"     # 额外的伤害值,一般用于不走公式
-Def_PlayerKey_BloodShiledHurt = "BSHurt"     # 伤害值用于血盾抵消
-Def_PlayerKey_BloodShiledHurtEx = "BSHurtEx"     # 伤害值用于血盾抵消
-Def_PlayerKey_EquipTime = "EquipTime"     # 时效装备
 Def_PlayerKey_PowerPartTime = "PowerPartTime"     # 蓄力每次消耗时间,因攻速改变
 Def_PlayerKey_PowerPartCount = "PowerPartCount"     # 蓄力技能能量次数
 Def_Player_RefreshAttr = "Player_RefreshAttr"   # 玩家刷新属性标志
@@ -3117,16 +3242,10 @@
 Def_PlayerKey_MirrorBattleTime = 'MirrorBattleTime'    # 最近一次请求镜像战斗时间戳
 Def_PlayerKey_MirrorBattleID = 'MirrorBattleID'    # 镜像战斗ID,有值时代表处于镜像战斗中
 
-Def_PlayerKey_FamilyArrestQueryState = 'ArrestQueryState'  # 家族悬赏任务完成查询状态
 Def_PlayerKey_Frist_Lock = "Frist_Lock"  # 是否接受了任务1
 Def_PlayerKey_TaskExpRewardMultiple = "TaskExpRewardMultiple"  # 任务经验奖励倍值
 Def_PlayerKey_BuyItemCnt = "BuyItemCnt"  # 购买物品数量
-Def_PlayerKey_SpeedValueNotBuff = "SpeedValueNotBuff"  # 玩家移动速度数值参数, 非实际移动速度,不含buff
-Def_PlayerKey_SpeedValue = "SpeedValue"  # 玩家移动速度数值参数, 非实际移动速度,含buff
 Def_PlayerKey_SpeedHorse = "SpeedHorse"  # 骑乘时附加移动速度值
-Def_PlayerKey_AtkSpeedSet = "AtkSpeedSet"  # 攻击速度固定值, 大于0表示攻击速度强制为该值
-Def_PlayerKey_AtkInterval = "NormalAtkInterval_%s"  # 公共技能CD类型
-Def_PlayerKey_AtkTick = "NormalAtkTick_%s"  # 公共技能CD类型
 Def_PlayerKey_QueryOpenServerAwardState = "QueryOpenServerAwardState"  # 查询开服奖励状态
 Def_PlayerKey_QueryFamilyStoreTick = "QueryFamilyStoreTick"  # 战盟仓库操作tick
 
@@ -3134,10 +3253,6 @@
 Def_PlayerKey_QueryNewGuyCardType = 'QueryNewGuyCardType'  # 查询的新手卡类型
 Def_PlayerKey_TradeTagNPC = "TradeTagNPC"    # 当前商店的npcid
 
-Def_PlayerKey_LastSkillComboTick = "LastSkillComboTick"    #上次技能连击tick
-Def_PlayerKey_SkillComboCnt = "SkillComboCnt"    #技能连击数
-Def_PlayerKey_ComboSkillTypeID = "ComboSkillTypeID"    #当前连击的技能TypeID
-Def_PlayerKey_ComboAddHurtPer = "ComboAddHurtPer"    #当前连击的伤害加成万分率
 Def_PlayerKey_ComboBuffProcessState = "ComboBuffProcessState"    #持续性buff连击处理状态
 Def_PlayerKey_LvAwardQueryState = 'LvAwardQueryState'  # 等级奖励领奖查询状态
 Def_PlayerKey_StoreQueryState = 'StoreQueryState'  # 商店全服购买次数查询状态
@@ -3153,40 +3268,8 @@
 Def_PlayerKey_TeamMemCount = "TeamMemCount"      #队伍在线玩家数
 Def_PlayerKey_CurState = "PlayerCurState" # 当前状态信息, 标记详见 Def_PlayerStateList
 Def_PlayerKey_AttrFaintCD = "AttrFaintCD"        #击晕CD控制
-Def_PlayerKey_AttrFaintRate = "FaintRate"        #触发击晕
-Def_PlayerKey_AttrFaintDefRate = "FaintDefRate"        #击晕抵抗
-Def_PlayerKey_AttrAtkerFreezed = "AttrAtkerFreezed_50"        #玩家被攻击触发定身
-Def_PlayerKey_AttrAddAngry = "AttrAddAngry_51"        #玩家攻击增加额外仇恨
-Def_PlayerKey_AttrComboRate = "ComboRate"        #连击几率
-Def_PlayerKey_AttrComboDamPer = "ComboDamPer"        #连击伤害
-Def_PlayerKey_SkillAtkRateReduce = "SkillAtkRateReduce"    #技能攻击比例减少
-Def_PlayerKey_AttrDropEquipPer = "DropEquipPer"    #装备掉率
-Def_PlayerKey_AttrDamagePVP = "DamagePVP"    #PVP固定伤害输出
-Def_PlayerKey_AttrDamagePVPReduce = "DamagePVPReduce"    #PVP固定伤害减少
-Def_PlayerKey_AttrDamagePVE = "DamagePVE"    #伤害输出计算固定值PVE
-Def_PlayerKey_AttrDamagePerPVP = "DamagePerPVP"    #伤害输出计算百分比PVP
-Def_PlayerKey_AttrDamagePerPVPReduce = "DamagePerPVPReduce"    #伤害输出计算百分比PVP减少
-Def_PlayerKey_AttrHurtPer = "AttrHurtPer"    #受伤计算百分比
-Def_PlayerKey_AttrDamChanceDef = "DamChanceDef"    #20%的概率抵御伤害比率
-Def_PlayerKey_AttrProDefHPPer = "ProDefHPPer"    #生命上限换算为防护值的百分比
-Def_PlayerKey_AttrProDefAbsorb = "ProDefAbsorb"    #防护值吸收伤害比率
-Def_PlayerKey_AttrPetMinAtk = "AttrPetMinAtk"    #宠物最小攻击力
-Def_PlayerKey_AttrPetMaxAtk = "AttrPetMaxAtk"    #宠物最大攻击力
-Def_PlayerKey_AttrPetDamPer = "AttrPetDamPer"    #宠物伤害百分比提升
-Def_PlayerKey_PetSkillAtkRate = "PetSkillAtkRate"    #宠物技能攻击比例加成
-Def_PlayerKey_AttrPerLVAtk = "PerLVAtk"    #每1级+%s攻击, 数值取万分率,支持小数算法
-Def_PlayerKey_AttrPerLVMaxHP = "PerLVMaxHP"    #每1级+%s生命, 数值为固定值
-Def_PlayerKey_AttrShieldMPCostRate = "AttrShieldMPCostRate"    #魔法盾伤害吸收蓝耗比率
-Def_PlayerKey_AttrXP = "AttrXP"    #当前XP
-Def_PlayerKey_AttrXPRestorePer = "AttrXPRestorePer"    #自动恢复XP值比率
 Def_PlayerKey_MarkLoadMapTick = "LoadMapTickVIP"        #记录切换地图后的tick,VIP
 Def_PlayerKey_MTFreeOnlineRefreshTick = "MTFreeOnlineRTick"        # 寻宝在线计算时间
-Def_PlayerKey_MFPFightPower = "MFPFightPower_%s"        #模块战斗力, 求余亿部分,参数(模块类型索引)
-Def_PlayerKey_MFPFightPowerPoint = "MFPFightPowerPoint_%s"        #模块战斗力, 整除亿部分,参数(模块类型索引)
-Def_PlayerKey_MFPSkill = "MFPSkill_%s"        #技能附加战斗力, 参数(模块类型索引)
-Def_PlayerKey_MFPSkillEx = "MFPSkillEx_%s"        #技能附加战斗力, 参数(模块类型索引)
-Def_PlayerKey_MFPEx = "MFPEx_%s"        #模块附加战斗力, 参数(模块类型索引)
-Def_PlayerKey_MFPExPoint = "MFPExPoint_%s"        #模块附加战斗力, 参数(模块类型索引)
 Def_PlayerKey_AtkWithoutBuff = "AtkWithoutBuff"        #玩家无buff状态下的攻击值
 Def_PlayerKey_DefWithoutBuff = "DefWithoutBuff"        #玩家无buff状态下的防御值
 Def_PlayerKey_HPWithoutBuff = "HPWithoutBuff"        #玩家无buff状态下的生命值
@@ -3200,137 +3283,21 @@
 Def_PlayerKey_AttrActivatyNotify = "AttrActivatyNotify" # 属性激活提示类型
 Def_PlayerKey_EquipOrangeCount = "EquipOrangeCount" # 装备信息 - 橙装及以上件数
 Def_PlayerKey_LastHurt = "PlayerLastHurt" # 最后补刀
-Def_PlayerKey_AddBackHPPer = "AddBackHPPer"    #增加生命恢复效果
-Def_PlayerKey_ReduceBackHPPer = "ReduceBackHPPer"    #降低生命恢复效果
-Def_PlayerKey_NPCHurtAddPer = "NPCHurtAddPer"  # 对怪物伤害加成
-Def_PlayerKey_JobAHurtAddPer = "JobAHurtAddPer"  # 目标战士伤害加成
-Def_PlayerKey_JobBHurtAddPer = "JobBHurtAddPer"  # 目标法师伤害加成
-Def_PlayerKey_JobCHurtAddPer = "JobCHurtAddPer"  # 目标弓手伤害加成
-Def_PlayerKey_NPCAtkReducePer = "NPCAtkReducePer"  # NPC攻击伤害减免
-Def_PlayerKey_JobAAtkReducePer = "JobAAtkReducePer"  # 战士攻击伤害减免
-Def_PlayerKey_JobBAtkReducePer = "JobBAtkReducePer"  # 法师攻击伤害减免
-Def_PlayerKey_JobCAtkReducePer = "JobCAtkReducePer"  # 弓手攻击伤害减免
-Def_PlayerKey_LuckyHitReduce = "LuckyHitReduce"  # 会心一击伤害减免固定值
-Def_PlayerKey_GreatHitReducePer = "GreatHitReducePer"  # 卓越一击伤害减免
-Def_PlayerKey_SuperHitReduce = "SuperHitReduce"  # 暴击伤害减免固定值
-Def_PlayerKey_IgnoreDefReducePer = "IgnoreDefReducePer"  # 无视防御伤害减免
-Def_PlayerKey_LuckyHitRateReduce = "LuckyHitRateReduce"  # 抗会心一击概率
-Def_PlayerKey_GreatHitRateReduce = "GreatHitRateReduce"  # 抗卓越一击概率
-Def_PlayerKey_SuperHitRateReduce = "SuperHitRateReduce"  # 抗暴击概率
-Def_PlayerKey_IgnoreDefRateReduce = "IgnoreDefRateReduce"  # 抗无视防御概率
 Def_PlayerKey_LastHurtValue = "LastHurtValue" # 最后一次伤害值
 Def_PlayerKey_LastHurtValueEx = "LastHurtValueEx" # 最后一次伤害值
 Def_PlayerKey_LastHurtNPCObjID = "LastHurtNPCObjID" # 最后攻击的NPCObjID
 Def_PlayerKey_LastAttackerObjID = "LastAttackerObjID" # 被攻击者记录的最近攻击玩家ID
-Def_PlayerKey_CommMapExpRate = "CommMapExpRate" # 常规地图经验倍率加成
-Def_PlayerKey_BossFinalHurtPer = "BossFinalHurtPer" # boss最终伤害百分比
-Def_PlayerKey_FinalHurtPer = "FinalHurtPer" # 最终伤害百分比
-Def_PlayerKey_FinalHurtReducePer = "FHReducePer" # 最终伤害减免百分比
-Def_PlayerKey_FuhaoHitRate = "FuhaoHitRate" # 富豪一击概率
-Def_PlayerKey_FinalHurt = "FinalHurt" # 最终固定伤害增加
-Def_PlayerKey_BleedDamage = "BleedDamage" # 流血伤害
-Def_PlayerKey_FinalHurtReduce = "FinalHurtReduce" # 最终固定伤害减少
-Def_PlayerKey_BossIDHurt = "BossIDHurt" # 对指定boss伤害加成固定值
-Def_PlayerKey_BossIDHurtAddPer = "BossIDHurtAddPer" # 对指定boss伤害加成倍率
-Def_PlayerKey_DropEquipDoCount = "DropEquipDoCount" # 装备掉落执行次数加成万分率
-Def_PlayerKey_BaseAtkMin = "BaseAtkMin" # 基础最小攻击
-Def_PlayerKey_BaseAtkMax = "BaseAtkMax" # 基础最大攻击
-Def_PlayerKey_BaseMaxHP = "BaseMaxHP" # 基础生命
-Def_PlayerKey_BaseDef = "BaseDef" # 基础防御
-Def_PlayerKey_BaseHit = "BaseHit" # 基础命中
-Def_PlayerKey_BaseMiss = "BaseMiss" # 基础闪避
-Def_PlayerKey_BaseAtkAddPer = "BaseAtkAddPer" # 基础攻击百分比
-Def_PlayerKey_BaseMaxHPAddPer = "BaseMaxHPAddPer" # 基础生命百分比
-Def_PlayerKey_BaseDefAddPer = "BaseDefAddPer" # 基础防御百分比
-Def_PlayerKey_BaseHitAddPer = "BaseHitAddPer" # 基础命中百分比
-Def_PlayerKey_BaseMissAddPer = "BaseMissAddPer" # 基础闪避百分比
-Def_PlayerKey_FaQiMaxHPPer = "FaQiMaxHPPer" # 法器生命百分比
-Def_PlayerKey_FaQiAtkPer = "FaQiAtkPer" # 法器攻击百分比
-Def_PlayerKey_FaQiDefPer = "FaQiDefPer" # 法器防御百分比
-Def_PlayerKey_GodWeaponMaxHPPer = "GodWeaponMaxHPPer" # 神兵生命百分比
-Def_PlayerKey_GodWeaponAtkPer = "GodWeaponAtkPer" # 神兵攻击百分比
-Def_PlayerKey_StoneMaxHPPer = "StoneMaxHPPer" # 宝石生命百分比
-Def_PlayerKey_StoneAtkPer = "StoneAtkPer" # 宝石攻击百分比
-Def_PlayerKey_HPCureEnhance = "HPCureEnhance" # 血瓶恢复效果
 Def_PlayerKey_HadInitFruitAttr = "HadInitFruitAttr" # 是否已经刷新过果实属性
-Def_PlayerKey_OnlyFinalHurt = "OnlyFinalHurt"   # 额外输出伤害
-Def_PlayerKey_PVPAtkBackHP = "PVPAtkBackHP"   # PVP攻击回血
-Def_PlayerKey_HitSucessRate = "HitSucessRate"   # 命中成功率
-Def_PlayerKey_MissSucessRate = "MissSucessRate"   # 闪避成功率
-Def_PlayerKey_CurePer = "CurePer"   # 治疗加成 默认百分百
-Def_PlayerKey_BeHurtPer = "BeHurtPer"   # 加深受到伤害百分比
-Def_PlayerKey_TitleMaxHPPer = "TitleMaxHPPer"   # 称号生命加成
-Def_PlayerKey_TitleAtkPer = "TitleAtkPer"   # 称号攻击加成
-Def_PlayerKey_TitleDefPer = "TitleDefPer"   # 称号防御加成
-Def_PlayerKey_FaceMaxHPPer = "FaceMaxHPPer"   # 头像生命加成
-Def_PlayerKey_FaceAtkPer = "FaceAtkPer"   # 头像攻击加成
-Def_PlayerKey_FaceDefPer = "FaceDefPer"   # 头像防御加成
-Def_PlayerKey_FacePicMaxHPPer = "FacePicMaxHPPer"   # 头像框生命加成
-Def_PlayerKey_FacePicAtkPer = "FacePicAtkPer"   # 头像框攻击加成
-Def_PlayerKey_FacePicDefPer = "FacePicDefPer"   # 头像框防御加成
-Def_PlayerKey_HorseSkinMaxHPPer = "HorseSkinMaxHPPer"   # 坐骑幻化生命加成
-Def_PlayerKey_HorseSkinAtkPer = "HorseSkinAtkPer"   # 坐骑幻化攻击加成
-Def_PlayerKey_HorseSkinDefPer = "HorseSkinDefPer"   # 坐骑幻化防御加成
-Def_PlayerKey_HorseAtkPer = "HorseAtkPer"   # 坐骑攻击百分比
-Def_PlayerKey_HorseMaxHPPer = "HorseMaxHPPer"   # 坐骑生命加成
-Def_PlayerKey_PetAtkPer = "PetAtkPer"   # 灵宠攻击加成
-Def_PlayerKey_HorseTrainAttrPer = "HorseTrainAttrPer"   # 坐骑培养属性加成
-Def_PlayerKey_PetTrainAttrPer = "PetTrainAttrPer"   # 灵宠培养属性加成
-Def_PlayerKey_GuardTrainAttrPer = "GuardTrainAttrPer"   # 守护培养属性加成
-Def_PlayerKey_WingTrainAttrPer = "WingTrainAttrPer"   # 翅膀培养属性加成
-Def_PlayerKey_PeerlessWeaponTrainAttrPer = "PeerlessWeaponTrainAttrPer"   # 灭世培养属性加成
-Def_PlayerKey_PeerlessWeapon2TrainAttrPer = "PeerlessWeapon2TrainAttrPer"   # 弑神培养属性加成
-Def_PlayerKey_LianTiAttrPer = "LianTiAttrPer"   # 炼体属性属性加成
-Def_PlayerKey_AffairSpeedPer = "AffairSpeedPer"   # 仙盟事务速度加成
-Def_PlayerKey_FamilyBossHurtPer = "FamilyBossHurtPer"   # 仙盟BOSS伤害加成
-Def_PlayerKey_FamilyWarHPPer = "FamilyWarHPPer"   # 仙盟联赛生命加成
-Def_PlayerKey_FamilyWarAtkPer = "FamilyWarAtkPer"   # 仙盟联赛攻击加成
-Def_PlayerKey_FamilySitExpPer = "FamilySitExpPer"   # 仙盟打坐经验加成
-Def_PlayerKey_StoneBasePer = "StoneBasePer"   # 宝石基础属性百分比
-Def_PlayerKey_RealmBasePer = "RealmBasePer"   # 境界基础属性百分比
-Def_PlayerKey_WingHPPer = "WingHPPer"   # 翅膀生命百分比
-Def_PlayerKey_SuiteBasePer = "SuiteBasePer"   # 套装基础属性百分比
-Def_PlayerKey_PlusBaseAtkPer = "PlusBaseAtkPer"   # 强化基础攻击百分比
-Def_PlayerKey_Metal = "PointMetal"   # 金
-Def_PlayerKey_Wood = "PointWood"   # 木
-Def_PlayerKey_Water = "PointWater"   # 水
-Def_PlayerKey_Fire = "PointFire"   # 火
-Def_PlayerKey_Earth = "PointEarth"   # 土
-Def_PlayerKey_MetalQualityLV = "MetalQualityLV"   # 金灵根品级
-Def_PlayerKey_WoodQualityLV = "WoodQualityLV"   # 木灵根品级
-Def_PlayerKey_WaterQualityLV = "WaterQualityLV"   # 水灵根品级
-Def_PlayerKey_FireQualityLV = "FireQualityLV"   # 火灵根品级
-Def_PlayerKey_EarthQualityLV = "EarthQualityLV"   # 土灵根品级
-Def_PlayerKey_SkillAddPer1 = "SkillAddPer1"   # 技能伤害增强1
-Def_PlayerKey_SkillAddPer2 = "SkillAddPer2"   # 技能伤害增强2
-Def_PlayerKey_SkillAddPer3 = "SkillAddPer3"   # 技能伤害增强3
-Def_PlayerKey_SkillAddPer4 = "SkillAddPer4"   # 技能伤害增强4
-Def_PlayerKey_SkillAddPer5 = "SkillAddPer5"   # 技能伤害增强5
-Def_PlayerKey_SkillAddPer6 = "SkillAddPer6"   # 技能伤害增强6
-Def_PlayerKey_SkillAddPer7 = "SkillAddPer7"   # 技能伤害增强7
-Def_PlayerKey_SkillReducePer1 = "SkillReducePer1"   # 受到技能伤害减少1
-Def_PlayerKey_SkillReducePer2 = "SkillReducePer2"   # 受到技能伤害减少2
-Def_PlayerKey_SkillReducePer3 = "SkillReducePer3"   # 受到技能伤害减少3
-Def_PlayerKey_SkillReducePer4 = "SkillReducePer4"   # 受到技能伤害减少4
-Def_PlayerKey_SkillReducePer5 = "SkillReducePer5"   # 受到技能伤害减少5
-Def_PlayerKey_SkillReducePer6 = "SkillReducePer6"   # 受到技能伤害减少6
-Def_PlayerKey_SkillReducePer7 = "SkillReducePer7"   # 受到技能伤害减少7
 
 #功能索引ShareDefine.Def_AttrFruitFuncList
 Def_PlayerKey_FruitAttr = "FruitAttr_%s_%s" # 属性果实增加的属性,参数为(功能索引, 物品效果id)
 Def_PlayerKey_FruitFightPowerEx = "FruitFightPowerEx_%s" # 属性果实增加的附加战力,参数为(功能索引)
-Def_PlayerKey_FamilyLVLeave = "FamilyLVLeave" # 离开的最后一个家族的等级
 
 Def_PDict_QueryTechLVUPState = "QueryTechLVUPState"  # 查询科技等级提升状态
 
 Def_PDict_PKStateTick = "PKStateTick"  # PK状态tick,只要有一方发起攻击,双方均进入PK状态
 Def_PDict_BossStateTick = "BossStateTick"  # boss状态tick,攻击boss即进入boss状态
 Def_PDict_MapAreaExpTick = "MapAreaExpTick"  # 给场景经验tick
-# 装备累计基础属性
-Def_PDict_EquipTotalBaseMinAtk = "EquipTotalBaseMinAtk"  # 装备累计基础最小攻击
-Def_PDict_EquipTotalBaseMaxAtk = "EquipTotalBaseMaxAtk"  # 装备累计基础最大攻击
-Def_PDict_EquipTotalBaseDef = "EquipTotalBaseDef"  # 装备累计基础防御
-Def_PDict_EquipTotalBaseHP = "EquipTotalBaseHP"  # 装备累计基础生命
 
 #---玩家字典KEY,存于数据库---
 #===========================================================================
@@ -3877,13 +3844,6 @@
 Def_PDict_ChatBoxStar = "ChatBoxStar_%s"  # 星级,参数(气泡ID)
 Def_PDict_EmojiPackState = "EmojiPackState_%s"  # 表情包状态,参数(key编号)
 Def_PDict_EmojiPackEndTime = "EmojiPackEndTime_%s"  # 到期时间戳,0为永久,参数(表情包ID)
-
-#冰晶矿脉
-Def_PDict_IceLodeStarAwardRecord = "IceLodeStarAwardRecord" #星级奖励领奖记录
-Def_PDict_IceLodeHasSweep = "IceLodeHasSweep" #今日是否已扫荡过
-Def_PDict_IceLodeLastCheckTime = "IceLodeLastCheckTime" #上次补发星级奖励时间
-Def_PDict_IceLodeDayLV = "IceLodeDayLV" #今日等级
-Def_PDict_IceLodeIsInFBOnDay = "IceLodeIsInFBOnDay" #在副本里过天
 
 #助战
 Def_PDict_HelpBattleCheckInCount = "HelpBattleCheckInCount" #助战登记次数, 登记次数*10+今日是否登记过
@@ -4446,99 +4406,6 @@
                                 }
 #-------------------------------------------------------------------------------
 
-#------属性计算相关常量字符串定义
-AttrName_MinAtk = "MinAtk"  # 最小攻击力
-AttrName_MaxAtk = "MaxAtk"  # 最大攻击力
-AttrName_MinMAtk = "MinMAtk"  # 最小魔法攻击力
-AttrName_MaxMAtk = "MaxMAtk"  # 最大魔法攻击力
-AttrName_Atk = "Atk"  # 物理攻击力
-AttrName_MAtk = "MAtk"  # 魔法攻击
-AttrName_Def = "Def"    # 防御
-AttrName_DefRate = "Miss"   # 闪避
-AttrName_MagAtkPer = "MagAtkPer"    # 魔法攻击百分比
-AttrName_AtkPer = "AtkPer"  # 物理攻击百分比
-AttrName_MaxHP = "MaxHP"    # 最大血量
-AttrName_MaxMP = "MaxMP"    # 最大蓝量
-AttrName_MaxHPPer = "MaxHPPer"    # 最大血量百分比
-AttrName_MaxMPPer = "MaxMPPer"    # 最大蓝量百分比
-AttrName_IceAtk = "IceAtk"  # 冰攻
-AttrName_FireAtk = "FireAtk"    # 火攻
-AttrName_PoisonAtk = "PoisonAtk"    # 毒攻
-AttrName_ThunderAtk = "ThunderAtk"  # 雷攻
-AttrName_WindAtk = "WindAtk"  # 风攻
-AttrName_IceDef = "IceDef"  # 冰防
-AttrName_FireDef = "FireDef"    # 火攻
-AttrName_PoisonDef = "PoisonDef"    # 毒防
-AttrName_ThunderDef = "ThunderDef"  # 雷防
-AttrName_WindDef = "WindDef"  # 风攻
-AttrName_DamagePVPReduce = "DamagePVPReduce"  # PVP固定减伤
-AttrName_DamagePVP = "DamagePVP"  # pvp固定伤害
-AttrName_Speed = "Speed"    # 移动速度
-AttrName_BothAtk = "BothAtk"    # 双攻物魔
-AttrName_Hit = "Hit"    # 命中
-AttrName_AutoRestoreHPPer = "AutoRestoreHPPer"    # 生命自动回复
-AttrName_GreatHitRate = "GreatHitRate"    # 卓越一击几率
-AttrName_GreatHit = "GreatHit"    # 卓越一击伤害倍率
-AttrName_LuckyHitRate = "LuckyHitRate"    # 会心一击几率
-AttrName_LuckyHit = "LuckyHit"    # 会心一击伤害固定值
-AttrName_IgnoreDefRate = "IgnoreDefRate"    # 无视防御几率
-AttrName_AtkSpeed = "AtkSpeed"    # 攻击速度
-AttrName_ReduceSkillCDPer = "ReduceSkillCDPer"    # 减技能CD比例
-AttrName_BleedDamage = "BleedDamage"    # 流血伤害增加
-AttrName_KillBackHP = "KillBackHP"    # 击杀回血
-AttrName_KillBackMP = "KillBackMP"    # 击杀回蓝
-AttrName_DamBackPer = "DamBackPer"  # 反伤百分比
-AttrName_DropMoneyPer = "DropMoneyPer"  # 掉落金钱值增加
-AttrName_BothAtkPer = "BothAtkPer"    # 双攻物魔百分比
-AttrName_DefRatePer = "MissPer"     #闪避百分比
-AttrName_DefPer = "DefPer"    # 防御比率
-AttrName_HitPer = "HitPer"    # 命中比率
-AttrName_FightExpRate = "FightExpRate"  # 杀怪经验倍率
-AttrName_GameExpRate = "GameExpRate"  # 游戏事件经验倍率
-AttrName_SkillAtkRate = "SkillAtkRate"  # 技能伤害加成 (用作伤害加成)
-AttrName_AtkBackHP = "AtkBackHP"    # 攻击回复血量固定值
-AttrName_AtkBackHPPer = "AtkBackHPPer"    # 攻击回复血量比率
-AttrName_SuperHit = "SuperHit"  # 暴击伤害固定值
-AttrName_SuperHitRate = "SuperHitRate"  # 暴击概率
-AttrName_NPCHurtAddPer = "NPCHurtAddPer"  # 对怪物伤害加成
-AttrName_JobAHurtAddPer = "JobAHurtAddPer"  # 目标战士伤害加成
-AttrName_JobBHurtAddPer = "JobBHurtAddPer"  # 目标法师伤害加成
-AttrName_JobCHurtAddPer = "JobCHurtAddPer"  # 目标弓手伤害加成
-AttrName_NPCAtkReducePer = "NPCAtkReducePer"  # 怪物攻击伤害减免
-AttrName_JobAAtkReducePer = "JobAAtkReducePer"  # 战士攻击伤害减免
-AttrName_JobBAtkReducePer = "JobBAtkReducePer"  # 法师攻击伤害减免
-AttrName_JobCAtkReducePer = "JobCAtkReducePer"  # 弓手攻击伤害减免
-AttrName_LuckyHitReduce = "LuckyHitReduce"  # 会心一击伤害减免固定值
-AttrName_GreatHitReducePer = "GreatHitReducePer"  # 卓越一击伤害减免
-AttrName_SuperHitReduce = "SuperHitReduce"  # 暴击伤害减免固定值
-AttrName_IgnoreDefReducePer = "IgnoreDefReducePer"  # 无视防御伤害减免
-AttrName_LuckyHitRateReduce = "LuckyHitRateReduce"  # 抗会心一击概率
-AttrName_GreatHitRateReduce = "GreatHitRateReduce"  # 抗卓越一击概率
-AttrName_SuperHitRateReduce = "SuperHitRateReduce"  # 抗暴击概率
-AttrName_IgnoreDefRateReduce = "IgnoreDefRateReduce"  # 抗无视防御概率
-AttrName_BossFinalHurtPer = "BossFinalHurtPer"  # Boss最终伤害百分比
-AttrName_FinalHurtPer = "FinalHurtPer"  # 最终伤害百分比
-AttrName_FuhaoHitRate = "FuhaoHitRate"  # 富豪一击概率
-AttrName_FinalHurt = "FinalHurt"  # 最终固定伤害增加
-AttrName_FinalHurtReduce = "FinalHurtReduce"  # 最终固定伤害减少
-AttrName_BossIDHurt = "BossIDHurt"  # 对指定boss伤害加成固定值
-AttrName_BossIDHurtAddPer = "BossIDHurtAddPer"  # 对指定boss伤害加成倍率
-AttrName_DropEquipDoCount = "DropEquipDoCount"  # 装备掉落执行次数加成万分率
-AttrName_PetAtk = "PetAtk"  # 灵宠攻击
-AttrName_PetSkillAtkRate = "PetSkillAtkRate"  # 灵宠技能
-AttrName_PetDamPer = "PetDamPer"  # 灵宠伤害增加
-AttrName_ComboDefRate = "ComboDefRate"  # 抗连击概率
-AttrName_AtkBackRate = "AtkBackRate"  # 反击概率
-AttrName_AtkBackDefRate = "AtkBackDefRate"  # 抗反击概率
-AttrName_SuckHPPer = "SuckHPPer"  # 吸血比率
-AttrName_SuckHPDefPer = "SuckHPDefPer"  # 抗吸血比率
-AttrName_CurePer = "CurePer"  # 强化治疗
-AttrName_CureDefPer = "CureDefPer"  # 弱化治疗
-AttrName_PetStrengthenPer = "PetStrengthenPer"  # 强化灵兽
-AttrName_PetWeakenPer = "PetWeakenPer"  # 弱化灵兽
-AttrName_SuperHitHurtPer = "SuperHitHurtPer"  # 强化暴伤
-AttrName_SuperHitHurtDefPer = "SuperHitHurtDefPer"  # 弱化暴伤
-
 #物品效果(ID或指定类型)对应的属性计算信息 {效果(ID/指定类型):[[属性索引, ...], 是否基础属性,(非)线性]}
 #对应 Def_Calc_AllAttrType_MAX
 ItemEffect_AttrDict = {
@@ -4570,82 +4437,24 @@
     ShareDefine.Def_Effect_ToxinDef:[[TYPE_Calc_AttrPoisonDef], False, TYPE_Linear],
     ShareDefine.Def_Effect_ThunderDef:[[TYPE_Calc_AttrThunderDef], False, TYPE_Linear],    
     ShareDefine.Def_Effect_IgnoreDefRate:[[TYPE_Calc_IgnoreDefRate], False, TYPE_Linear],
-    ShareDefine.Def_Effect_IgnoreDefRateReduce:[[TYPE_Calc_IgnoreDefRateReduce], False, TYPE_Linear],
     ShareDefine.Def_Effect_DamBackPer:[[TYPE_Calc_DamBackPer], False, TYPE_Linear],
     ShareDefine.Def_Effect_GreatHit:[[TYPE_Calc_GreatHit], False, TYPE_Linear],
     ShareDefine.Def_Effect_LuckyHit:[[TYPE_Calc_LuckyHit], False, TYPE_Linear],
     ShareDefine.Def_Effect_LuckyHitRate:[[TYPE_Calc_LuckyHitRate], False, TYPE_Linear],
-    ShareDefine.Def_Effect_LuckyHitRateReduce:[[TYPE_Calc_LuckyHitRateReduce], False, TYPE_Linear],
     ShareDefine.Def_Effect_Luck:[[TYPE_Calc_Luck], False, TYPE_Linear],
     ShareDefine.Def_Effect_ReduceSkillCDPer:[[TYPE_Calc_ReduceSkillCDPer], False, TYPE_Linear],
-    AttrName_MinAtk:[[TYPE_Calc_AttrATKMin], False, TYPE_Linear],
-    AttrName_MaxAtk:[[TYPE_Calc_AttrATKMax], False, TYPE_Linear],
-    #AttrName_MinMAtk:[[TYPE_Calc_AttrMATKMin], False, TYPE_Linear],
-    #AttrName_MaxMAtk:[[TYPE_Calc_AttrMATKMax], False, TYPE_Linear],
-    AttrName_Def:[[TYPE_Calc_AttrDEF], False, TYPE_Linear],
-    AttrName_DefRate:[[TYPE_Calc_AttrMiss], False, TYPE_Linear],
-    AttrName_MaxHP:[[TYPE_Calc_AttrMaxHP], False, TYPE_Linear],
-    AttrName_MaxMP:[[TYPE_Calc_AttrMaxMP], False, TYPE_Linear],
-    AttrName_IceAtk:[[TYPE_Calc_AttrIceAtk], False, TYPE_Linear],
     ShareDefine.Def_Effect_IceAtk:[[TYPE_Calc_AttrIceAtk], False, TYPE_Linear],
-    AttrName_FireAtk:[[TYPE_Calc_AttrFireAtk], False, TYPE_Linear],
-    AttrName_PoisonAtk:[[TYPE_Calc_AttrPoisonAtk], False, TYPE_Linear],
-    AttrName_ThunderAtk:[[TYPE_Calc_AttrThunderAtk], False, TYPE_Linear],
-    AttrName_WindAtk:[[TYPE_Calc_AttrWindAtk], False, TYPE_Linear],
-    AttrName_IceDef:[[TYPE_Calc_AttrIceDef], False, TYPE_Linear],
     ShareDefine.Def_Effect_IceDef:[[TYPE_Calc_AttrIceDef], False, TYPE_Linear],
-    AttrName_FireDef:[[TYPE_Calc_AttrFireDef], False, TYPE_Linear],
-    AttrName_PoisonDef:[[TYPE_Calc_AttrPoisonDef], False, TYPE_Linear],
-    AttrName_ThunderDef:[[TYPE_Calc_AttrThunderDef], False, TYPE_Linear],
-    AttrName_WindDef:[[TYPE_Calc_AttrWindDef], False, TYPE_Linear],
-    AttrName_BothAtk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_Linear],
-    #AttrName_BothAtk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, 
-    #                   TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_Linear],
-    AttrName_Hit:[[TYPE_Calc_AttrHit], False, TYPE_Linear],
-    AttrName_Atk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_Linear],
-    #AttrName_Atk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_Linear],
-    #AttrName_MAtk:[[TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_Linear],
-    AttrName_AutoRestoreHPPer:[[TYPE_Calc_HPRestorePer], False, TYPE_Linear],
     ShareDefine.Def_Effect_HPRestore:[[TYPE_Calc_HPRestorePer], False, TYPE_Linear],
-    AttrName_GreatHitRate:[[TYPE_Calc_GreatHitRate], False, TYPE_Linear],
-    AttrName_GreatHit:[[TYPE_Calc_GreatHit], False, TYPE_Linear],
-    AttrName_LuckyHitRate:[[TYPE_Calc_LuckyHitRate], False, TYPE_Linear],
-    AttrName_LuckyHit:[[TYPE_Calc_LuckyHit], False, TYPE_Linear],
-    AttrName_LuckyHitReduce:[[TYPE_Calc_LuckyHitReduce], False, TYPE_Linear],
-    AttrName_LuckyHitRateReduce:[[TYPE_Calc_LuckyHitRateReduce], False, TYPE_Linear],
-    AttrName_IgnoreDefRate:[[TYPE_Calc_IgnoreDefRate], False, TYPE_Linear],
-    AttrName_IgnoreDefRateReduce:[[TYPE_Calc_IgnoreDefRateReduce], False, TYPE_Linear],
-    AttrName_IgnoreDefReducePer:[[TYPE_Calc_IgnoreDefReducePer], False, TYPE_Linear],
-    AttrName_AtkSpeed:[[TYPE_Calc_AttrAtkSpeed], False, TYPE_Linear],
-    AttrName_ReduceSkillCDPer:[[TYPE_Calc_ReduceSkillCDPer], False, TYPE_Linear],
-    AttrName_KillBackHP:[[TYPE_Calc_KillBackHP], False, TYPE_Linear],
-    AttrName_KillBackMP:[[TYPE_Calc_KillBackMP], False, TYPE_Linear],
-    AttrName_DamBackPer:[[TYPE_Calc_DamBackPer], False, TYPE_Linear],
-    AttrName_DropMoneyPer:[[TYPE_Calc_DropMoneyPer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_DropEquipPer:[[TYPE_Calc_DropEquipPer], False, TYPE_Linear],
     ShareDefine.Def_Effect_DropMoneyPer:[[TYPE_Calc_DropMoneyPer], False, TYPE_Linear],
-    AttrName_FightExpRate:[[TYPE_Calc_AttrFightExpRate], False, TYPE_Linear],
     ShareDefine.Def_Effect_FightExpRate:[[TYPE_Calc_AttrFightExpRate], False, TYPE_Linear],
-    AttrName_GameExpRate:[[TYPE_Calc_AttrGameExpRate], False, TYPE_Linear],
-    AttrName_SkillAtkRate:[[TYPE_Calc_SkillAtkRate], False, TYPE_Linear],
-    ShareDefine.Def_Effect_DamChanceDef:[[TYPE_Calc_DamChanceDef], False, TYPE_Linear],
-    ShareDefine.Def_Effect_FaintRate:[[TYPE_Calc_FaintRate], False, TYPE_Linear],
-    ShareDefine.Def_Effect_FaintDefRate:[[TYPE_Calc_FaintDefRate], False, TYPE_Linear],
     ShareDefine.Def_Effect_SkillAtkRate:[[TYPE_Calc_SkillAtkRate], False, TYPE_Linear],
     ShareDefine.Def_Effect_SkillAtkRateReduce:[[TYPE_Calc_SkillAtkRateReduce], False, TYPE_Linear],
     ShareDefine.Def_Effect_DamagePVP:[[TYPE_Calc_DamagePVP], False, TYPE_Linear],
     ShareDefine.Def_Effect_DamagePVPReduce:[[TYPE_Calc_DamagePVPReduce], False, TYPE_Linear],
     ShareDefine.Def_Effect_DamagePerPVP:[[TYPE_Calc_DamagePerPVP], False, TYPE_Linear],
     ShareDefine.Def_Effect_DamagePerPVPReduce:[[TYPE_Calc_DamagePerPVPReduce], False, TYPE_Linear],
-    ShareDefine.Def_Effect_ComboRate:[[TYPE_Calc_ComboRate], False, TYPE_Linear],
-    ShareDefine.Def_Effect_ComboDamPer:[[TYPE_Calc_ComboDamPer], False, TYPE_Linear],
     ShareDefine.Def_Effect_BleedDamage:[[TYPE_Calc_BleedDamage], False, TYPE_Linear],
-    AttrName_BleedDamage:[[TYPE_Calc_BleedDamage], False, TYPE_Linear],
-    AttrName_AtkBackHPPer:[[TYPE_Calc_AtkBackHPPer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_AtkBackHP:[[TYPE_Calc_AtkBackHPPer], False, TYPE_Linear],
-    AttrName_SuperHitRate:[[TYPE_Calc_SuperHitRate], False, TYPE_Linear],
-    AttrName_SuperHit:[[TYPE_Calc_SuperHit], False, TYPE_Linear],
-    AttrName_NPCHurtAddPer:[[TYPE_Calc_NPCHurtAddPer], False, TYPE_Linear],
     ShareDefine.Def_Effect_NPCHurtAddPer:[[TYPE_Calc_NPCHurtAddPer], False, TYPE_Linear],
     ShareDefine.Def_Effect_JobAHurtAddPer:[[TYPE_Calc_JobAHurtAddPer], False, TYPE_Linear],
     ShareDefine.Def_Effect_JobBHurtAddPer:[[TYPE_Calc_JobBHurtAddPer], False, TYPE_Linear],
@@ -4653,45 +4462,11 @@
     ShareDefine.Def_Effect_JobAAtkReducePer:[[TYPE_Calc_JobAAtkReducePer], False, TYPE_Linear],
     ShareDefine.Def_Effect_JobBAtkReducePer:[[TYPE_Calc_JobBAtkReducePer], False, TYPE_Linear],
     ShareDefine.Def_Effect_JobCAtkReducePer:[[TYPE_Calc_JobCAtkReducePer], False, TYPE_Linear],
-    AttrName_JobAHurtAddPer:[[TYPE_Calc_JobAHurtAddPer], False, TYPE_Linear],
-    AttrName_JobBHurtAddPer:[[TYPE_Calc_JobBHurtAddPer], False, TYPE_Linear],
-    AttrName_JobCHurtAddPer:[[TYPE_Calc_JobCHurtAddPer], False, TYPE_Linear],
-    AttrName_NPCAtkReducePer:[[TYPE_Calc_NPCAtkReducePer], False, TYPE_Linear],
-    AttrName_JobAAtkReducePer:[[TYPE_Calc_JobAAtkReducePer], False, TYPE_Linear],
-    AttrName_JobBAtkReducePer:[[TYPE_Calc_JobBAtkReducePer], False, TYPE_Linear],
-    AttrName_JobCAtkReducePer:[[TYPE_Calc_JobCAtkReducePer], False, TYPE_Linear],
-    AttrName_GreatHitReducePer:[[TYPE_Calc_GreatHitReducePer], False, TYPE_Linear],
-    AttrName_SuperHitReduce:[[TYPE_Calc_SuperHitReduce], False, TYPE_Linear],
-    AttrName_GreatHitRateReduce:[[TYPE_Calc_GreatHitRateReduce], False, TYPE_Linear],
-    AttrName_SuperHitRateReduce:[[TYPE_Calc_SuperHitRateReduce], False, TYPE_Linear],
     ShareDefine.Def_Effect_SuperHitRateReduce:[[TYPE_Calc_SuperHitRateReduce], False, TYPE_Linear],
-    AttrName_DamagePVPReduce:[[TYPE_Calc_DamagePVPReduce], False, TYPE_Linear],
-    AttrName_DamagePVP:[[TYPE_Calc_DamagePVP], False, TYPE_Linear],
-    AttrName_BossFinalHurtPer:[[TYPE_Calc_BossFinalHurtPer], False, TYPE_Linear],
-    AttrName_FinalHurtPer:[[TYPE_Calc_FinalHurtPer], False, TYPE_Linear],
-    AttrName_FuhaoHitRate:[[TYPE_Calc_FuhaoHitRate], False, TYPE_Linear],
     ShareDefine.Def_Effect_FinalHurt:[[TYPE_Calc_FinalHurt], False, TYPE_Linear],
     ShareDefine.Def_Effect_FinalHurtReduce:[[TYPE_Calc_FinalHurtReduce], False, TYPE_Linear],
-    AttrName_FinalHurt:[[TYPE_Calc_FinalHurt], False, TYPE_Linear],
-    AttrName_FinalHurtReduce:[[TYPE_Calc_FinalHurtReduce], False, TYPE_Linear],
-    AttrName_BossIDHurt:[[TYPE_Calc_BossIDHurt], False, TYPE_Linear],
-    AttrName_BossIDHurtAddPer:[[TYPE_Calc_BossIDHurtAddPer], False, TYPE_Linear],
-    AttrName_DropEquipDoCount:[[TYPE_Calc_DropEquipDoCount], False, TYPE_Linear],
-    AttrName_Speed:[[TYPE_Calc_AttrSpeed], False, TYPE_Linear],
     ShareDefine.Def_Effect_Speed:[[TYPE_Calc_AttrSpeed], False, TYPE_Linear],
-    ShareDefine.Def_Effect_PetAtk:[[TYPE_Calc_PetMinAtk, TYPE_Calc_PetMaxAtk], False, TYPE_Linear],
-    AttrName_PetAtk:[[TYPE_Calc_PetMinAtk, TYPE_Calc_PetMaxAtk], False, TYPE_Linear],
-    ShareDefine.Def_Effect_PetMinAtk:[[TYPE_Calc_PetMinAtk], False, TYPE_Linear],
-    ShareDefine.Def_Effect_PetMaxAtk:[[TYPE_Calc_PetMaxAtk], False, TYPE_Linear],
-    ShareDefine.Def_Effect_PetDamPer:[[TYPE_Calc_PetDamPer], False, TYPE_Linear],
-    AttrName_PetDamPer:[[TYPE_Calc_PetDamPer], False, TYPE_Linear],
     ShareDefine.Def_Effect_PetSkillAtkRate:[[TYPE_Calc_PetSkillAtkRate], False, TYPE_Linear],
-    AttrName_PetSkillAtkRate:[[TYPE_Calc_PetSkillAtkRate], False, TYPE_Linear],
-    ShareDefine.Def_Effect_PerLVAtk:[[TYPE_Calc_PerLVAtk], False, TYPE_Linear],
-    ShareDefine.Def_Effect_PerLVMaxHP:[[TYPE_Calc_PerLVMaxHP], False, TYPE_Linear],
-    ShareDefine.Def_Effect_MaxProDef:[[TYPE_Calc_MaxProDef], False, TYPE_Linear],
-    ShareDefine.Def_Effect_ProDefHPPer:[[TYPE_Calc_ProDefHPPer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_ProDefAbsorb:[[TYPE_Calc_ProDefAbsorb], False, TYPE_Linear],
     ShareDefine.Def_Effect_OnlyFinalHurt:[[TYPE_Calc_OnlyFinalHurt], False, TYPE_Linear],
     ShareDefine.Def_Effect_PVPAtkBackHP:[[TYPE_Calc_PVPAtkBackHP], False, TYPE_Linear],
     ShareDefine.Def_Effect_NormalHurt:[[TYPE_Calc_NormalHurt], False, TYPE_Linear],
@@ -4699,7 +4474,6 @@
     ShareDefine.Def_Effect_FabaoHurt:[[TYPE_Calc_FabaoHurt], False, TYPE_Linear],
     ShareDefine.Def_Effect_FabaoHurtPer:[[TYPE_Calc_FabaoHurtPer], False, TYPE_Linear],
     ShareDefine.Def_Effect_SuperHitRateReduce:[[TYPE_Calc_SuperHitRateReduce], False, TYPE_Linear], # 暴击概率抗性
-    ShareDefine.Def_Effect_LuckyHitReduce:[[TYPE_Calc_LuckyHitReduce], False, TYPE_Linear],# 会心一击伤害固定减伤
     ShareDefine.Def_Effect_DamagePVE:[[TYPE_Calc_DamagePVE], False, TYPE_Linear],  # PVE固定伤害
     ShareDefine.Def_Effect_BossFinalHurtPer:[[TYPE_Calc_BossFinalHurtPer], False, TYPE_Linear],   # Boss最终伤害万分率
     ShareDefine.Def_Effect_FinalHurtPer:[[TYPE_Calc_FinalHurtPer], False, TYPE_Linear],   # 最终伤害万分率
@@ -4729,15 +4503,10 @@
     ShareDefine.Def_Effect_FamilyWarAtkPer:[[TYPE_Calc_FamilyWarAtkPer], False, TYPE_Linear],
     ShareDefine.Def_Effect_FamilySitExpPer:[[TYPE_Calc_FamilySitExpPer], False, TYPE_Linear],
     ShareDefine.Def_Effect_ComboDefRate:[[TYPE_Calc_ComboDefRate], False, TYPE_Linear],
-    AttrName_ComboDefRate:[[TYPE_Calc_ComboDefRate], False, TYPE_Linear],
     ShareDefine.Def_Effect_AtkBackRate:[[TYPE_Calc_AtkBackRate], False, TYPE_Linear],
-    AttrName_AtkBackRate:[[TYPE_Calc_AtkBackRate], False, TYPE_Linear],
     ShareDefine.Def_Effect_AtkBackDefRate:[[TYPE_Calc_AtkBackDefRate], False, TYPE_Linear],
-    AttrName_AtkBackDefRate:[[TYPE_Calc_AtkBackDefRate], False, TYPE_Linear],
     ShareDefine.Def_Effect_SuckHPPer:[[TYPE_Calc_SuckHPPer], False, TYPE_Linear],
-    AttrName_SuckHPPer:[[TYPE_Calc_SuckHPPer], False, TYPE_Linear],
     ShareDefine.Def_Effect_SuckHPDefPer:[[TYPE_Calc_SuckHPDefPer], False, TYPE_Linear],
-    AttrName_SuckHPDefPer:[[TYPE_Calc_SuckHPDefPer], False, TYPE_Linear],
     ShareDefine.Def_Effect_CurePer:[[TYPE_Calc_CurePer], False, TYPE_Linear],
     ShareDefine.Def_Effect_CureDefPer:[[TYPE_Calc_CureDefPer], False, TYPE_Linear],
     ShareDefine.Def_Effect_PetStrengthenPer:[[TYPE_Calc_PetStrengthenPer], False, TYPE_Linear],
@@ -4754,23 +4523,10 @@
     ShareDefine.Def_Effect_MissRate:[[TYPE_Calc_AttrMiss], False, TYPE_NoLinear],
     #ShareDefine.Def_Effect_AddMAtkByPer:[[TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_NoLinear],
     ShareDefine.Def_Effect_AddAtkByPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_PetAtkPer:[[TYPE_Calc_PetMinAtk, TYPE_Calc_PetMaxAtk], False, TYPE_NoLinear],
     ShareDefine.Def_Effect_SpeedPer:[[TYPE_Calc_AttrSpeed], False, TYPE_NoLinear],
     ShareDefine.Def_Effect_LuckPer:[[TYPE_Calc_Luck], False, TYPE_NoLinear],
     ShareDefine.Def_Effect_IceAtkPer:[[TYPE_Calc_AttrIceAtk], False, TYPE_NoLinear],
     ShareDefine.Def_Effect_IceDefPer:[[TYPE_Calc_AttrIceDef], False, TYPE_NoLinear],
-    #ShareDefine.Def_Effect_AddAtkByPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear],
-    #AttrName_MagAtkPer:[[TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_NoLinear],
-    AttrName_AtkPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear],
-    #AttrName_AtkPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear],
-    AttrName_BothAtkPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear],
-    #AttrName_BothAtkPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, 
-    #                   TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_NoLinear],
-    AttrName_DefRatePer:[[TYPE_Calc_AttrMiss], False, TYPE_NoLinear],
-    AttrName_MaxHPPer:[[TYPE_Calc_AttrMaxHP], False, TYPE_NoLinear],
-    AttrName_MaxMPPer:[[TYPE_Calc_AttrMaxMP], False, TYPE_NoLinear],
-    AttrName_DefPer:[[TYPE_Calc_AttrDEF], False, TYPE_NoLinear],
-    AttrName_HitPer:[[TYPE_Calc_AttrHit], False, TYPE_NoLinear],
     
     #功能交叉影响的战斗非线性
     ShareDefine.Def_Effect_BaseAtkAddPer:[[TYPE_Calc_BaseAtkAddPer], False, TYPE_NoLinear],
@@ -5782,7 +5538,7 @@
 Def_SkillFuncType_ShentongSkill,     #20 神通技能
 Def_SkillFuncType_ElfSkill,     #21 精怪技能
 Def_SkillFuncType_GatherTheSoul,     #22 聚魂技能
-Def_SkillFuncType_TurnNormaAttack,  #23 回合普攻技能
+Def_SkillFuncType_TurnNormaSkill,  #23 回合普攻技能
 ) = range(24)
 
 # 受技能效果完全影响的怪, 对应 Def_BattleRelationType_CommNoBoss

--
Gitblit v1.8.0