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/Player/PlayerControl.py | 2081 ++---------------------------------------------------------
 1 files changed, 71 insertions(+), 2,010 deletions(-)

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 623a240..e9bb496 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -50,7 +50,6 @@
 import OpenServerCampaign
 import PlayerGodWeapon
 import PlayerExpandPackCfgMgr
-import PlayerWorldAverageLv
 import PlayerActivity
 import FBCommon
 import PassiveBuffEffMng
@@ -59,7 +58,6 @@
 import PlayerGatherTheSoul
 import PlayerSuccess
 import PlayerPet
-import PlayerGreatMaster
 import ItemControler
 import GameFuncComm
 import IpyGameDataPY
@@ -96,11 +94,11 @@
 import PlayerLove
 import PlayerGubao
 import PlayerShentong
+import PlayerOnline
 import PlayerCharm
 import PlayerTask
 import PlayerFace
 import PlayerMail
-import PlayerHero
 import ChPlayer
 import GameObj
 
@@ -1061,7 +1059,6 @@
     #清除地图玩家缓存
     PyGameData.g_playerFuncAttrDict.pop(playerID, None)
     PyGameData.g_playerEquipPartAttrDict.pop(playerID, None)
-    PyGameData.g_equipChangeClassLVInfo.pop(playerID, None)
     PyGameData.g_playerReqEnterFBEx.pop(playerID, None)
     NPCCommon.ClearPriWoodPile(curPlayer)
     #移除地图缓存的境界难度玩家ID信息
@@ -3288,16 +3285,11 @@
 # @return 返回值, 参考经验
 # @remarks 获得当前玩家的参考经验
 def GetPlayerReExp(curPlayer):
-    lvIpyData = GetPlayerLVIpyData(curPlayer.GetLV())
-    if not lvIpyData:
-        return 0
-    return lvIpyData.GetReExp()
-
-## 获得当前玩家的参考金钱
-#  @param curPlayer 玩家实例
-#  @return
-def GetPlayerReMoney(curPlayer):
     return 0
+    #lvIpyData = GetPlayerLVIpyData(curPlayer.GetLV())
+    #if not lvIpyData:
+    #    return 0
+    #return lvIpyData.GetReExp()
 
 #---------------------------------------------------------------------
 ##增加玩家的PK值
@@ -3463,204 +3455,6 @@
 
     
 #---------------------------------------------------------------------
-
-## 功能模块战斗力类
-#
-#  分模块计算战斗力
-class ModuleFightPower():
-    
-    __AttrName = "%s" # 参数为ChConfig.Def_Calc_AllAttrType_MAX对应所有属性列表索引
-    __AttrNameNoline = "Noline_%s" # 参数为ChConfig.Def_Calc_AllAttrType_MAX对应所有属性列表索引
-    __NolineAttrList = [ChConfig.TYPE_Calc_AttrSpeed] # 需要记录的非线性战斗属性
-    
-    ## 初始化
-    #  @param self 类实例
-    #  @return 返回值无意义
-    #  @remarks 初始化
-    def __init__(self, mfpType):
-        self.mfpType = mfpType
-        self.ClearAttr()
-        return
-            
-    ## 重置所有属性
-    #  @param self 类实例
-    #  @return 返回值无意义
-    def ClearAttr(self):
-        for attrIndex in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
-            value = 0
-            setattr(self, self.__AttrName % attrIndex, value)
-        for attrIndex in self.__NolineAttrList:
-            setattr(self, self.__AttrNameNoline % attrIndex, 0)            
-        return
-            
-    ## 根据战斗属性列表设置计算战斗力属性
-    #  @param self 类实例
-    #  @return 返回值无意义
-    def SetCalcMFPBattleAttr(self, allAttrList):
-        battleAttrDict = allAttrList[ChConfig.CalcAttr_Battle]
-        # 设置本模块增加的线性战斗属性,非线性战斗属性增加的在刷属性时累加上去
-        for attrIndex, value in battleAttrDict.items():
-            self.AddCalcMFPAttr(attrIndex, value)
-            
-        # 非线性战斗属性仅设置时记录即可
-        battleNolineAttrDict = allAttrList[ChConfig.CalcAttr_BattleNoline]
-        for attrIndex, value in battleNolineAttrDict.items():
-            if attrIndex in self.__NolineAttrList:
-                setattr(self, self.__AttrNameNoline % attrIndex, value)
-        return
-    
-    ## 设置计算战斗力属性值
-    def SetCalcMFPAttr(self, attrIndex, value):
-        if 1 <= attrIndex < ChConfig.Def_Calc_AllAttrType_MAX:
-            attrName = self.__AttrName % attrIndex
-            setattr(self, attrName, value)
-        return
-            
-    ## 增加计算战斗力属性
-    #  @param self 类实例
-    #  @param key 计算属性类型
-    #  @param value 计算属性数值
-    #  @return 返回值无意义
-    def AddCalcMFPAttr(self, attrIndex, value):
-        # 如果有存在计算战斗力所需的参数key值,则增加上去
-        if 1 <= attrIndex < ChConfig.Def_Calc_AllAttrType_MAX:
-            attrName = self.__AttrName % attrIndex
-            setattr(self, attrName, getattr(self, attrName) + value)
-    
-    def GetModuleFightPower(self, fpParam, curPlayer):
-        MaxHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrMaxHP) # 最大血量
-        MinAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrATKMin) # 最小攻击
-        MaxAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrATKMax) # 最大攻击
-        Def = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrDEF) # 物防
-        Hit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrHit) * fpParam.GetCftHit() # 命中值
-        Miss = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrMiss) * fpParam.GetCftMiss() # 闪避值
-        AtkSpeed = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrAtkSpeed) # 攻击速度(数值非攻击间隔)
-        SuperHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRate) * fpParam.GetCftSuperHitRate() # 暴击率
-        SuperHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRateReduce) * fpParam.GetCftSuperHitRateReduce() # 暴击概率抗性
-        SuperHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHit) # 暴击伤害固定值
-        SuperHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitReduce) # 暴击固定减伤
-        LuckyHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRate) * fpParam.GetCftLuckyHitRate() # 会心一击
-        LuckyHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRateReduce) * fpParam.GetCftLuckyHitRateReduce() # 会心一击概率抗性
-        LuckyHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHit) # 会心一击伤害固定值
-        LuckyHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitReduce) # 会心一击伤害固定减伤
-        SkillAtkRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SkillAtkRate) * fpParam.GetCftSkillAtkRate() # 技能攻击比例加成
-        SkillAtkRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SkillAtkRateReduce) * fpParam.GetCftSkillAtkRateReduce() # 技能攻击比例减少
-        DamagePVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVP)  # PVP固定伤害
-        DamagePVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVPReduce)  # PVP固定减伤
-        DamagePVE = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVE)  # PVE固定伤害
-        HPRestore = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_HPRestorePer) # 自动回复血量,固定值
-        DamBackPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamBackPer) * fpParam.GetCftDamBackPer() # 反伤百分比
-        SpeedValue = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrSpeed) # 移动速度值
-        SpeedPer = 0#getattr(self, self.__AttrNameNoline % ChConfig.TYPE_Calc_AttrSpeed) * fpParam.GetCftSpeedPer() # 移动速度百分比系数
-        PetMinAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetMinAtk) # 宠物最小攻击
-        PetMaxAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetMaxAtk) # 宠物最大攻击
-        PetDamPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetDamPer) # 宠物伤害百分比提升
-        IceAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrIceAtk) # 冰攻, 元素攻击
-        IceDef = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrIceDef) # 冰防, 元素防御
-        IgnoreDefRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_IgnoreDefRate) * fpParam.GetCftIgnoreDefRate() # 无视防御几率
-        IgnoreDefRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_IgnoreDefRateReduce) * fpParam.GetCftIgnoreDefRateReduce() # 无视防御概率抗性
-        DamChanceDef = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamChanceDef) * fpParam.GetCftDamChanceDef() # 20%的概率抵御伤害比率
-        BleedDamage = 0#getattr(self, self.__AttrName % ChConfig.TYPE_Calc_BleedDamage) * fpParam.GetCftBleedDamage() # 流血伤害
-        AtkBackHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AtkBackHPPer) # 攻击回复血量
-        FaintRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FaintRate) * fpParam.GetCftFaintRate() # 触发击晕
-        FaintDefRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FaintDefRate) * fpParam.GetCftFaintDefRate() # 击晕抵抗
-        FinalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurt) # 最终固定伤害增加
-        FinalHurtReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReduce) # 最终固定伤害减少
-        BossFinalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_BossFinalHurtPer) * fpParam.GetCftBossFinalHurtPer() # Boss最终伤害万分率
-        FinalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtPer) * fpParam.GetCftFinalHurtPer() # 最终伤害万分率
-        FinalHurtReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReducePer) * fpParam.GetCftFinalHurtReducePer() # 最终伤害减少万分率
-        DamagePerPVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVP) * fpParam.GetCftDamagePerPVP() # 伤害输出计算百分比PVP
-        DamagePerPVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVPReduce) * fpParam.GetCftDamagePerPVPReduce() # 伤害输出计算百分比PVP减少
-        JobAHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobAHurtAddPer) * fpParam.GetCftJobAHurtAddPer() # 对目标战士伤害加成
-        JobBHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobBHurtAddPer) * fpParam.GetCftJobBHurtAddPer() # 对目标法师伤害加成
-        JobCHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobCHurtAddPer) * fpParam.GetCftJobCHurtAddPer() # 对目标弓箭伤害加成
-        JobAAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobAAtkReducePer) * fpParam.GetCftJobAAtkReducePer() # 战士攻击伤害减免
-        JobBAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobBAtkReducePer) * fpParam.GetCftJobBAtkReducePer() # 法师攻击伤害减免
-        JobCAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobCAtkReducePer) * fpParam.GetCftJobCAtkReducePer() # 弓箭攻击伤害减免
-        AffairSpeedPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AffairSpeedPer) * fpParam.GetCftAffairSpeedPer() # 仙盟事务速度加成
-        FamilyBossHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FamilyBossHurtPer) * fpParam.GetCftFamilyBossHurtPer() # 仙盟BOSS伤害加成
-        FamilyWarHPPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FamilyWarHPPer) * fpParam.GetCftFamilyWarHPPer() # 仙盟联赛生命加成
-        FamilyWarAtkPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FamilyWarAtkPer) * fpParam.GetCftFamilyWarAtkPer() # 仙盟联赛攻击加成
-        FamilySitExpPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FamilySitExpPer) * fpParam.GetCftFamilySitExpPer() # 仙盟打坐经验加成
-        
-        NormalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurt) 
-        NormalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurtPer) * fpParam.GetCftNormalHurtPer() # 普通附加伤害加成
-        FabaoHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurt)
-        FabaoHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurtPer) * fpParam.GetCftFabaoHurtPer() # 法宝附加伤害加成
-        Luck = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_Luck)
-        
-        ComboRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboRate) # 连击几率
-        ComboDamPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboDamPer) # 连击伤害
-        #MaxProDef = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_MaxProDef) # 最大防护值
-        #ProDefAbsorb = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ProDefAbsorb) # 防护值吸收伤害比率
-        ProDefPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ProDefHPPer) # 防护转化百分比
-        
-        OnlyFinalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_OnlyFinalHurt) # 额外输出伤害
-        PVPAtkBackHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PVPAtkBackHP) # PVP攻击回血
-        NPCHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NPCHurtAddPer) * fpParam.GetCftNPCHurtAddPer() # 对怪物伤害加成
-        
-        #其他需作为公式参数的系数
-        AtkSpeedParameter = fpParam.GetCftAtkSpeed()
-        LuckyHitParameter = 0#fpParam.GetCftLuckyHit()
-        
-        #取总属性的
-        SuperHitRateTotal = curPlayer.GetSuperHitRate()
-        LuckyHitRateTotal = curPlayer.GetLuckyHitRate()
-        
-        job = curPlayer.GetJob()
-        diffAttrDict = self.__GetAttrFightPowerParamDiff(job)
-        for paramName, diffValue in diffAttrDict.items():
-            exec("%s = max(0, %s - %s)" % (paramName, paramName, diffValue))
-            
-        #获取策划配置的表格
-        FightpowerFormula = IpyGameDataPY.GetFuncCfg("FightpowerFormula")
-        totalFightPower = eval(FormulaControl.GetCompileFormula("FightpowerFormula", FightpowerFormula))
-        
-        #GameWorld.DebugLog("MfpType=%s,FightPower=%s, %s" % (self.mfpType, totalFightPower, self.GetMFPAttrStr()))
-        if totalFightPower > ShareDefine.Def_UpperLimit_DWord:
-            GameWorld.ErrLog("模块战力超过数值上限, MfpType=%s,fightPower=%s, %s" % (self.mfpType, totalFightPower, self.GetMFPAttrStr()))
-            #totalFightPower = ShareDefine.Def_UpperLimit_DWord 模块战力支持超20亿,日志暂保留用于输出提醒
-        return totalFightPower
-        
-    def __GetAttrFightPowerParamDiff(self, job):
-        ## 战力计算属性参数与实际属性差值
-        
-        #角色基础模块某些属性不计算战力
-        if self.mfpType != ShareDefine.Def_MFPType_Role:
-            return {}
-        
-        roleBaseAttrDict = IpyGameDataPY.GetFuncEvalCfg("CreatRoleBaseAttr", 1)
-        notFightPowerEffIDNameDict = IpyGameDataPY.GetFuncEvalCfg("CreatRoleBaseAttr", 2)
-        if job not in roleBaseAttrDict:
-            return {}
-        
-        diffAttrDict = {}
-        jobBaseAttrDict = roleBaseAttrDict[job]
-        for attrID, paramName in notFightPowerEffIDNameDict.items():
-            if attrID not in jobBaseAttrDict:
-                continue
-            diffAttrDict[paramName] = jobBaseAttrDict[attrID]
-        return diffAttrDict
-    
-    def GetMFPAttrStr(self):
-        attrStr = ""
-        for attrIndex in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
-            attrName = self.__AttrName % attrIndex
-            attrValue = getattr(self, attrName)
-            if attrValue <= 0:
-                continue
-            
-            attrStr += "%s=%s," % (attrName, attrValue)
-            
-        for attrIndex in self.__NolineAttrList:
-            attrName = self.__AttrNameNoline % attrIndex
-            attrValue = getattr(self, attrName)
-            if attrValue <= 0:
-                continue
-            
-            attrStr += "%s=%s," % (attrName, attrValue)
-        return attrStr
-
 ###############################################################
 #人物控制类
 
@@ -3669,7 +3463,7 @@
 #  人物死亡等逻辑处理
 class PlayerControl:
     __Player = None
-    __fpTypeObjDict = {}
+    
     #---------------------------------------------------------------------
     ## 初始化
     #  @param self 类实例
@@ -3678,46 +3472,6 @@
     #  @remarks 初始化
     def __init__(self, iPlayer):
         self.__Player = iPlayer
-    
-    ## 获取模块战斗力对象
-    #  @param self 类实例
-    #  @param fpType 战斗力类型
-    #  @return 返回战斗力对象
-    def GetModuleFightPowerObj(self, fpType):
-        fpObj = self.__fpTypeObjDict.get(fpType)
-        if not fpObj:
-            fpObj = ModuleFightPower(fpType)
-            self.__fpTypeObjDict[fpType] = fpObj
-        return fpObj
-    
-    ## 获取模块战斗力对象
-    #  @param self 类实例
-    #  @return 返回战斗力对象
-    def ResetFightPowerObj(self):
-        for obj in self.__fpTypeObjDict.values():
-            obj.ClearAttr()
-    
-    #---------------------------------------------------------------------
-    ## 玩家升级加点加技能 前20级自动加点 20级后 以前是加技能点现改成直接升级后读表加技能
-    #  @param self 类实例
-    #  @return None
-    #  @remarks 玩家升级 加点 2010-05-26 adaws修改 原来有加技能点 现将升级加技能提出 
-    def __DoLVUPAddPoint(self):
-        curPlayer = self.__Player
-        if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_AddPoint):
-            # 未开启前不可加点,因为DoAddPointOpen会一次性补齐,避免意外情况多加了点数
-            return
-
-        curFreePoint = curPlayer.GetFreePoint()
-        addPoint = GetLvUp_AddPoint(curPlayer)
-        if addPoint != 0:
-            setFreePoint = curFreePoint + addPoint
-            #NotifyCode(curPlayer, "ObtainAttributeDot", [addPoint])
-            
-            DataRecordPack.DR_Freepoint(curPlayer, "LvUP", addPoint)
-            curPlayer.SetFreePoint(setFreePoint)
-
-        return
     
     ## 加经验值 
     #  @param self 类实例
@@ -3769,7 +3523,7 @@
             exp_rate = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TotalExpRate)
         elif expViewType in [ShareDefine.Def_ViewExpType_GameEvent, ShareDefine.Def_ViewExpType_Sit]:
             exp_rate = curPlayer.GetGameEventExpRate()
-            exp_rate += GetFamilySitExpPer(curPlayer)
+            #exp_rate += GetFamilySitExpPer(curPlayer)
         else:
             exp_rate = max(GameWorld.GetGameWorld().GetExpRate(), ChConfig.Def_MaxRateValue)
             
@@ -3818,9 +3572,9 @@
     def PlayerLvUp(self, handLvUp=False):
         curPlayer = self.__Player
         
-        if GameObj.GetHP(curPlayer) <= 0:
-            #玩家死亡不可升级
-            return
+        #if GameObj.GetHP(curPlayer) <= 0:
+        #    #玩家死亡不可升级
+        #    return
         
         lvIpyData = GetPlayerLVIpyData(curPlayer.GetLV())
         if not lvIpyData:
@@ -3895,18 +3649,18 @@
             
             # 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
+            #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
             
-            self.RefreshPlayerAttrState(billboardFunc=PlayerBillboard.UpdatePlayerLVBillboard)
-            #放在功能开启后面
-            PlayerWorldAverageLv.UpdatePlayerWorldAverageLv(curPlayer)
+            PlayerOnline.CalcRoleBase(curPlayer)
+            PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr()
+            
             #将血设置为最大
-            GameObj.SetHPFull(curPlayer)
-            if curPlayer.GetMaxMP() > 0:
-                curPlayer.SetMP(curPlayer.GetMaxMP())
+            #GameObj.SetHPFull(curPlayer)
+            #if curPlayer.GetMaxMP() > 0:
+            #    curPlayer.SetMP(curPlayer.GetMaxMP())
             
             FBLogic.OnPlayerLVUp(curPlayer)
             # 记录开服活动冲级数据
@@ -3929,149 +3683,6 @@
         return
     
     #---------------------------------------------------------------------
-
-    def CalcRoleBaseAttr(self, curPlayer):
-        # 计算玩家角色基础属性值
-        
-        curPlayerID = curPlayer.GetID()
-        job = curPlayer.GetJob()
-        
-        lvAttrDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAttr%s" % job, 1)
-        
-        if not lvAttrDict:
-            GameWorld.ErrLog('无此职业等级刷属性配置!job=%s' % (job), curPlayerID)
-            return
-        
-        allAttrList = [{} for _ in range(4)]
-        
-        # 职业初始属性
-        roleBaseAttrDict = IpyGameDataPY.GetFuncEvalCfg("CreatRoleBaseAttr", 1)
-        if job in roleBaseAttrDict:
-            for roleBaseAttrID, value in roleBaseAttrDict[job].items():
-                CalcAttrDict_Type(roleBaseAttrID, value, allAttrList)
-        #GameWorld.DebugLog("初始加属性: %s" % allAttrList)
-                
-        # 等级成长属性
-        LV = curPlayer.GetLV()
-        for lvAttrID, formula in lvAttrDict.items():
-            calcValue = eval(FormulaControl.GetCompileFormula("LVUPAttr%s_%s" % (job, lvAttrID), formula))
-            CalcAttrDict_Type(lvAttrID, calcValue, allAttrList)
-            #GameWorld.DebugLog("    lvAttrID=%s,calcValue=%s" % (lvAttrID, calcValue))
-        #GameWorld.DebugLog("等级加属性: %s" % allAttrList)
-        
-        # 属性点属性
-        hadRefreshAttr = curPlayer.GetDictByKey(ChConfig.Def_Player_HadRefreshAttr) # 本地图是否刷新过属性
-        pointFightPowerEx = 0
-        pointValueInfo = {ShareDefine.Def_Effect_Metal:[lambda curObj:GetMetal(curObj), lambda curObj, value:SetMetalQualityLV(curObj, value), lambda curObj:GetMetalQualityLV(curObj)],
-                          ShareDefine.Def_Effect_Wood:[lambda curObj:GetWood(curObj), lambda curObj, value:SetWoodQualityLV(curObj, value), lambda curObj:GetWoodQualityLV(curObj)],
-                          ShareDefine.Def_Effect_Water:[lambda curObj:GetWater(curObj), lambda curObj, value:SetWaterQualityLV(curObj, value), lambda curObj:GetWaterQualityLV(curObj)],
-                          ShareDefine.Def_Effect_Fire:[lambda curObj:GetFire(curObj), lambda curObj, value:SetFireQualityLV(curObj, value), lambda curObj:GetFireQualityLV(curObj)],
-                          ShareDefine.Def_Effect_Earth:[lambda curObj:GetEarth(curObj), lambda curObj, value:SetEarthQualityLV(curObj, value), lambda curObj:GetEarthQualityLV(curObj)],
-                          }
-        hasChange_Qualitylv = False #灵根品级是否有变更
-        lingGenQualityAttrList = [{} for _ in range(4)]
-        for pointAttrID, pointFuncInfo in pointValueInfo.items():
-            pointValue = pointFuncInfo[0](curPlayer)
-            befPQLV = pointFuncInfo[2](curPlayer)
-            pointFuncInfo[1](curPlayer, 0)
-            if not pointValue:
-                if 0 != befPQLV:
-                    hasChange_Qualitylv = True
-                continue
-            ipyData = IpyGameDataPY.GetIpyGameData("RolePoint", pointAttrID)
-            if not ipyData:
-                continue
-            # 每点属性
-            perPointAddAttrDict = ipyData.GetAddAttrInfoPerPoint() # {"职业":[[每X点,属性ID,值], ...], ..}
-            addAttrList = perPointAddAttrDict.get(str(job), [])
-            for needPoint, pointAddAttrID, pointAddAttrValue in addAttrList:
-                pointAddValueTotal = pointAddAttrValue * (pointValue / needPoint)
-                CalcAttrDict_Type(pointAddAttrID, pointAddValueTotal, allAttrList)
-                #GameWorld.DebugLog("    属性点(%s)加属性: pointValue=%s,pointAddAttrID=%s,pointAddValueTotal=%s" % (pointAttrID, pointValue, pointAddAttrID, pointAddValueTotal))
-                
-            pointFightPowerEx += (ipyData.GetFightPowerPerPoint() * pointValue)
-            
-            # 点数品质属性
-            curPQLV = 0
-            pqIntervalList = ipyData.GetPointQualityIntervalList()
-            for pqLV, pqValue in enumerate(pqIntervalList, 1): # 灵根品级从1开始
-                if pointValue >= pqValue:
-                    curPQLV = pqLV
-                else:
-                    break
-            pointFuncInfo[1](curPlayer, curPQLV)
-            if curPQLV != befPQLV:
-                hasChange_Qualitylv = True
-            if not curPQLV:
-                continue
-            pqAttrInfoDict = ipyData.GetPointQualityAttrDict().get(str(curPlayer.GetJob()), {})
-            for pqAttrID, pqAttrValueList in pqAttrInfoDict.items():
-                pqAttrValue = 0 if curPQLV > len(pqAttrValueList) else pqAttrValueList[curPQLV - 1]
-                CalcAttrDict_Type(int(pqAttrID), pqAttrValue, lingGenQualityAttrList)
-            #GameWorld.DebugLog("        属性点(%s)品阶等级属性: befPQLV=%s,curPQLV=%s,pqAttrInfoDict=%s" % (pointAttrID, befPQLV, curPQLV, pqAttrInfoDict))
-                
-        #GameWorld.DebugLog("等级属性点加属性: %s" % allAttrList)
-        #GameWorld.DebugLog("灵根品阶等级属性: %s" % lingGenQualityAttrList)
-        #GameWorld.DebugLog("灵根点数附加战力: %s" % pointFightPowerEx)
-        SetMFPExFightPower(curPlayer, ShareDefine.Def_MFPType_Role, pointFightPowerEx)
-        SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase, allAttrList)
-        SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty, lingGenQualityAttrList)
-        return hasChange_Qualitylv
-    
-    #---------------------------------------------------------------------
-    def NotifyAllState(self, playerStateDict):
-        curPlayer = self.__Player
-        notifySelfList = []
-        notifyAllList = []
-        notifyAllAttrState = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_NotifyAllAttrState)
-        
-        #在此处把所有属性的不同通知给客户端
-        for index, value in playerStateDict.items():
-            
-            curPlayerState, attrType, notifySelf, notifyAll = EffGetSet.GetValueByEffIndexEx(curPlayer, index)
-            
-            if not attrType:
-                continue
-            
-            if notifyAllAttrState and curPlayerState == value:
-                #GameWorld.Log("第%d个,原值%d等于现值%d,不发给客户端"%( index, value, curPlayerState ) )
-                continue
-            notifyStruct = ChPyNetSendPack.tagRefreshType()
-            notifyStruct.RefreshType = attrType
-            if attrType in [IPY_PlayerDefine.CDBPlayerRefresh_HP, IPY_PlayerDefine.CDBPlayerRefresh_MaxHP]:
-                notifyStruct.Value = curPlayerState % ShareDefine.Def_PerPointValue
-                notifyStruct.ValueEx = curPlayerState / ShareDefine.Def_PerPointValue
-            else:
-                notifyStruct.Value = curPlayerState               
-            if notifySelf:
-                notifySelfList.append(notifyStruct)
-            if notifyAll:
-                notifyAllList.append(notifyStruct)
-        
-        #属性组合包
-        #通知自己
-        if notifySelfList:
-            sendPack = ChPyNetSendPack.tagObjInfoListRefresh()
-            sendPack.Clear()
-            sendPack.ObjID = curPlayer.GetID()
-            sendPack.ObjType = curPlayer.GetGameObjType()
-            sendPack.Count = len(notifySelfList)
-            sendPack.RefreshType = notifySelfList
-            NetPackCommon.SendFakePack(curPlayer, sendPack)
-            
-        if len(notifyAllList) != 0:
-            #广播周围玩家
-            sendPack = ChPyNetSendPack.tagObjInfoListRefresh()
-            sendPack.Clear()
-            sendPack.ObjID = curPlayer.GetID()
-            sendPack.ObjType = curPlayer.GetGameObjType()
-            sendPack.Count = len(notifyAllList)
-            sendPack.RefreshType = notifyAllList
-            PyNotifyAll(curPlayer, sendPack, False, -1)
-            
-        if not notifyAllAttrState:
-            curPlayer.SetDict(ChConfig.Def_PlayerKey_NotifyAllAttrState, 1)
-        return
     
     ## 刷新玩家所有状态
     #  @param self 类实例
@@ -4079,59 +3690,13 @@
     #  @return 返回值无意义
     #  @remarks 刷新玩家所有状态
     def RefreshAllState(self, isSyncBuff=False, billboardFunc=None, isForce=False):
-        curPlayer = self.__Player
-        playerID = curPlayer.GetPlayerID()
-        GameWorld.DebugLog("Start RefreshAllState!!!", playerID)
-        
-        self.RefreshPlayerActionState()
-        self.RefreshPlayerAttrState(billboardFunc, isForce)
         return
-    
     
     ## 重计算并刷新玩家所有状态, 目前只用与切换地图
     #  @param self 类实例
     #  @return 返回值无意义
     #  @remarks 刷新玩家所有状态
     def ReCalcAllState(self):
-        curPlayer = self.__Player
-        playerID = curPlayer.GetPlayerID()
-        GameWorld.DebugLog("Start ReCalcAllState!!!", playerID)
-        
-        for funcIndex in ChConfig.CalcAttrFuncList:
-            ClearCalcAttrListValue(curPlayer, funcIndex)
-            
-        #先压入BUFF的效果值及技能战斗力
-        self.RefreshAllSkill()
-        ChEquip.RefreshPlayerEquipAttribute(curPlayer)
-        ChEquip.RefreshPlayerLingQiEquipAttr(curPlayer)
-        #SkillShell.RefreshPlayerBuffOnAttrAddEffect(curPlayer)
-        PlayerHorse.CalcHorseAttrEx(curPlayer)
-        PlayerPrestigeSys.CalcOfficialRankAttr(curPlayer)
-        PlayerGodWeapon.CalcGodWeaponAttr(curPlayer)
-        PlayerDienstgrad.CalcAllDienstgradAttr(curPlayer)
-        PlayerPet.CalcPetItemAddPlayerAttr(curPlayer)
-        PlayerRune.RefreshRuneAttr(curPlayer)
-        PlayerMagicWeapon.CalcMagicWeaponAttr(curPlayer)
-        PlayerSuccess.CalcSuccessAttr(curPlayer)
-        PlayerVip.CalcVIPAttr(curPlayer)
-        PlayerRefineStove.CalcStoveAttr(curPlayer)
-        PlayerFamilyTech.CalcFamilyTechAttr(curPlayer)
-        PlayerEquipDecompose.RefreshEDAttr(curPlayer)
-        PlayerDogz.RefreshDogzAttr(curPlayer)
-        PlayerGatherSoul.RefreshGatherSoulAttr(curPlayer)
-        PlayerGatherTheSoul.CalcSoulAttr(curPlayer)
-        PlayerCoat.CalcClothesCoatSkinAttr(curPlayer)
-        PlayerFaQi.CalcFaQiAttr(curPlayer)
-        PlayerLove.CalcLoveAttr(curPlayer)
-        PlayerCharm.CalcCharmAttr(curPlayer)
-        PlayerLianTi.CalcLianTiAttr(curPlayer)
-        PlayerShentong.CalcShentongAttr(curPlayer)
-        PlayerFamilyZhenfa.CalcZhenfaAttr(curPlayer)
-        PlayerFace.CalcFaceAttr(curPlayer)
-        PlayerFace.CalcFacePicAttr(curPlayer)
-        PlayerHero.CalcHeroItemAddAttr(curPlayer)
-        self.RefreshAllState(isForce=True)
-        GameWorld.DebugLog("End ReCalcAllState!!!", playerID)
         return
     
     
@@ -4146,36 +3711,7 @@
     
     # BUFF层单独刷新属性
     def RefreshPlayerAttrByBuffEx(self):
-        
-        curPlayer = self.__Player
-        if curPlayer.GetDictByKey(ChConfig.Def_Player_RefreshAttrByBuff) != 1:
-            return
-        
-        playerID = curPlayer.GetPlayerID()
-        GameWorld.DebugLog("Start RefreshPlayerAttrByBuffEx!!!", playerID)
-        beforeMaxHP = GameObj.GetMaxHP(curPlayer)
-        beforeMoveSpeedValue = GetSpeedValue(curPlayer)
-        #构建玩家刷新通知客户端字典, 缓存[索引, 数值]
-        playerStateDict = {}
-        for index in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
-            playerStateDict.update({index:EffGetSet.GetValueByEffIndex(curPlayer, index)})
-        #GameWorld.DebugLog("刷属性前=%s" % playerStateDict, playerID)
-        #self.PrintAttr(curPlayer, "刷之前")
-        #---------------------------开始计算-------------------------------------
-        curPlayer.BeginRefreshState()
-        # 恢复功能数值  不能调用函数self.InitPlayerState()
-        EffGetSet.RestorePlayerFuncAttr(curPlayer)
-        
-        # 6.计算buff属性, buff层级的不算如战斗力
-        self.__RefreshBuffAttr()
-        
-        # 7.刷完属性后需要处理的逻辑
-        self.__DoRefreshAttrAfterLogic(beforeMaxHP, beforeMoveSpeedValue, playerStateDict)
-        
-        curPlayer.SetDict(ChConfig.Def_Player_RefreshAttrByBuff, 0)
-        GameWorld.DebugLog("End RefreshPlayerAttrByBuffEx!!!", playerID)
         return
-    
     
     #===========================================================================
     # #装备和BUFF 效果的计算移到外层
@@ -4196,15 +3732,6 @@
         if isForce:
             self.RefreshPlayerAttrStateEx()
             
-        return
-    
-    def PrintAttr(self, curPlayer, mark):
-        attrInfo = ""
-        for index in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
-            value = EffGetSet.GetValueByEffIndex(curPlayer, index)
-            if value:
-                attrInfo = "%s,%s=%s" % (attrInfo, index, value)
-        GameWorld.DebugLog("%s AttrInfo=%s" % (mark, attrInfo))
         return
     
     def RefreshPlayerAttrStateEx(self):
@@ -4238,808 +3765,33 @@
                         无buff总属性  = 固定总属性 + 内部百分比加成值 + 交叉百分比加成  + 固定总属性百分比加成   + 技能百分比对固定属性加成  + 技能固定值
                         含buff总属性  = 无buff总属性 * buff百分比加成  +  buff固定值
         '''
-        curPlayer = self.__Player
-        
-        if curPlayer.GetDictByKey(ChConfig.Def_Player_RefreshAttr) != 1:
-            return False
-        
-        PlayerGubao.CalcGubaoAttr(curPlayer) # 古宝定位为对贯通所有游戏功能系统的属性玩法,所以每次都重新刷新
-        
-        playerID = curPlayer.GetPlayerID()
-        GameWorld.DebugLog("Start RefreshPlayerAttrStateEx!!!", playerID)
-        
-        #beforeAtkInterval = curPlayer.GetAtkInterval()
-        beforeMaxHP = GameObj.GetMaxHP(curPlayer)
-        beforeMoveSpeedValue = GetSpeedValue(curPlayer)
-        beforeMaxProDef = GetMaxProDef(curPlayer)
-        #[金木水火土]
-        beforePointList = [GetMetal(curPlayer), GetWood(curPlayer), GetWater(curPlayer), GetFire(curPlayer), GetEarth(curPlayer)]
-        #构建玩家刷新通知客户端字典, 缓存[索引, 数值]
-        playerStateDict = {}
-        for index in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
-            playerStateDict.update({index:EffGetSet.GetValueByEffIndex(curPlayer, index)})
-        #GameWorld.DebugLog("刷属性前=%s" % playerStateDict, playerID)
-        #self.PrintAttr(curPlayer, "刷之前")
-        #---------------------------开始计算-------------------------------------
-        curPlayer.BeginRefreshState()
-        self.ResetFightPowerObj()
-        #self.PrintAttr(curPlayer, "重置后")
-        notAttrList = [{} for _ in range(4)]
-        
-        # 1.初始化人物各项状态及属性
-        self.InitPlayerState()
-        #self.PrintAttr(curPlayer, "初始化")
-        
-        # 功能属性层级一...
-        # 2.计算基础属性
-        #    2.1 获取所有功能计算点计算的属性值, 统计基础属性累加
-        baseAttrDict = {}
-        baseAttrNolineDict = {}
-        funcAttrLen = len(ChConfig.CalcAttrFuncList)
-        funcAttrInfoList = [[{} for _ in range(4)]] * funcAttrLen
-        funcInsidePerAttrList = [{}] * funcAttrLen # 功能内部百分比附加属性
-        for funcIndex in ChConfig.CalcAttrFuncList:
-            # 基础属性等功能汇总完后统一刷新,因为各功能可能会加属性点数
-            if funcIndex in [ChConfig.Def_CalcAttrFunc_RoleBase, ChConfig.Def_CalcAttrFunc_LingGenQuailty]:
-                continue
-            attrInfo, insidePerAttrDict = GetCalcAttrListValue(curPlayer, funcIndex)[:2]
-            if attrInfo == notAttrList and not insidePerAttrDict:
-                continue
-            GameWorld.DebugLog("功能点属性: %s(%s), %s, 内层百分比附加: %s" % (funcIndex, ChConfig.FuncIndexName.get(funcIndex, ""), attrInfo, insidePerAttrDict), playerID)
-            funcAttrInfoList[funcIndex] = attrInfo
-            funcInsidePerAttrList[funcIndex] = insidePerAttrDict
-            # 不同功能点间的数值累加,需使用支持衰减递增的计算方式
-            AddAttrDictValue(baseAttrDict, attrInfo[ChConfig.CalcAttr_Base])
-            AddAttrDictValue(baseAttrNolineDict, attrInfo[ChConfig.CalcAttr_BaseNoline])
-            
-        #    2.2 将基础属性累加到玩家身上
-        if baseAttrDict or baseAttrNolineDict:
-            # 因为基础属性会影响战斗属性计算,所以先统计增加基础属性
-            GameWorld.DebugLog("功能附加点: baseAttrDict=%s,baseAttrNolineDict=%s" % (baseAttrDict, baseAttrNolineDict), playerID)
-            CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, baseAttrDict)
-            CalcNoLineEffect.ChangePlayerAttrInNoLineEffectList(curPlayer, baseAttrNolineDict)
-            
-        # 功能有加基础属性值,这里再重新刷新一下基础属性, 基础属性会影响战斗属性, 每次都刷新角色基础属性
-        hasChange_Qualitylv = self.CalcRoleBaseAttr(curPlayer)
-        roleBaseAttrInfo, roleInsidePerAttrDict = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase)[:2]
-        lingGenQualityAttrList, lingGenQualityInsidePerAttrDict = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty)[:2]
-        funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase] = roleBaseAttrInfo
-        funcInsidePerAttrList[ChConfig.Def_CalcAttrFunc_RoleBase] = roleInsidePerAttrDict
-        funcAttrInfoList[ChConfig.Def_CalcAttrFunc_LingGenQuailty] =  lingGenQualityAttrList
-        funcInsidePerAttrList[ChConfig.Def_CalcAttrFunc_LingGenQuailty] =  lingGenQualityInsidePerAttrDict
-        GameWorld.DebugLog("功能点属性: %s(%s), %s, 内层百分比附加: %s" 
-                           % (ChConfig.Def_CalcAttrFunc_RoleBase, ChConfig.FuncIndexName.get(ChConfig.Def_CalcAttrFunc_RoleBase, ""), roleBaseAttrInfo, roleInsidePerAttrDict), playerID)
-        GameWorld.DebugLog("功能点属性: %s(%s), %s, 内层百分比附加: %s" 
-                           % (ChConfig.Def_CalcAttrFunc_LingGenQuailty, ChConfig.FuncIndexName.get(ChConfig.Def_CalcAttrFunc_LingGenQuailty, ""), lingGenQualityAttrList, lingGenQualityInsidePerAttrDict), playerID)
-        
-        #self.PrintAttr(curPlayer, "基础后", playerID)
-        
-        # 3.计算战斗属性
-        #    3.1 战斗属性层级交叉影响基值数值汇总
-        #        基础层级(角色基础属性)
-        baseAttrList = AddAttrListValue([funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase],
-                                         funcAttrInfoList[ChConfig.Def_CalcAttrFunc_LingGen],
-                                         funcAttrInfoList[ChConfig.Def_CalcAttrFunc_LingGenQuailty],
-                                         ])
-        #GameWorld.DebugLog("基础层级: %s" % baseAttrList, playerID)
-        
-        #        功能点交叉影响非线性层对应属性基值列表
-        funcAttrPerInfo = {ChConfig.TYPE_Calc_BaseAtkAddPer:[baseAttrList],
-                           ChConfig.TYPE_Calc_BaseMaxHPAddPer:[baseAttrList],
-                           ChConfig.TYPE_Calc_BaseDefAddPer:[baseAttrList],
-                           ChConfig.TYPE_Calc_BaseHitAddPer:[baseAttrList],
-                           ChConfig.TYPE_Calc_BaseMissAddPer:[baseAttrList],
-                           ChConfig.TYPE_Calc_FaQiMaxHPPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_FaQi]],
-                           ChConfig.TYPE_Calc_FaQiAtkPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_FaQi]],
-                           ChConfig.TYPE_Calc_FaQiDefPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_FaQi]],
-                           ChConfig.TYPE_Calc_GodWeaponMaxHPPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_GodWeapon]],
-                           ChConfig.TYPE_Calc_GodWeaponAtkPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_GodWeapon]],
-                           ChConfig.TYPE_Calc_StoneMaxHPPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Stone]],
-                           ChConfig.TYPE_Calc_StoneAtkPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Stone]],
-                           ChConfig.TYPE_Calc_StoneBasePer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Stone]],
-                           ChConfig.TYPE_Calc_RealmBasePer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Prestige]],
-                           ChConfig.TYPE_Calc_HorseAtkPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Horse]],
-                           ChConfig.TYPE_Calc_HorseMaxHPPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Horse]],
-                           ChConfig.TYPE_Calc_HorseTrainAttrPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_HorseTarin]],
-                           ChConfig.TYPE_Calc_PetTrainAttrPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_PetTarin]],
-                           ChConfig.TYPE_Calc_GuardTrainAttrPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_GuardTarin]],
-                           ChConfig.TYPE_Calc_WingTrainAttrPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_WingTarin]],
-                           ChConfig.TYPE_Calc_PeerlessWeaponTrainAttrPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_PeerlessWeaponTrain]],
-                           ChConfig.TYPE_Calc_PeerlessWeapon2TrainAttrPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_PeerlessWeapon2Train]],
-                           ChConfig.TYPE_Calc_LianTiAttrPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_LianTi]],
-                           ChConfig.TYPE_Calc_HorseSkinMaxHPPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_HorseSkin], funcAttrInfoList[ChConfig.Def_CalcAttrFunc_HorseStar]],
-                           ChConfig.TYPE_Calc_HorseSkinAtkPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_HorseSkin], funcAttrInfoList[ChConfig.Def_CalcAttrFunc_HorseStar]],
-                           ChConfig.TYPE_Calc_HorseSkinDefPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_HorseSkin], funcAttrInfoList[ChConfig.Def_CalcAttrFunc_HorseStar]],
-                           ChConfig.TYPE_Calc_TitleMaxHPPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Dienstgrad], funcAttrInfoList[ChConfig.Def_CalcAttrFunc_TitleStar]],
-                           ChConfig.TYPE_Calc_TitleAtkPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Dienstgrad], funcAttrInfoList[ChConfig.Def_CalcAttrFunc_TitleStar]],
-                           ChConfig.TYPE_Calc_TitleDefPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Dienstgrad], funcAttrInfoList[ChConfig.Def_CalcAttrFunc_TitleStar]],
-                           ChConfig.TYPE_Calc_FaceMaxHPPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Face]],
-                           ChConfig.TYPE_Calc_FaceAtkPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Face]],
-                           ChConfig.TYPE_Calc_FaceDefPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Face]],
-                           ChConfig.TYPE_Calc_FacePicMaxHPPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_FacePic]],
-                           ChConfig.TYPE_Calc_FacePicAtkPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_FacePic]],
-                           ChConfig.TYPE_Calc_FacePicDefPer:[funcAttrInfoList[ChConfig.Def_CalcAttrFunc_FacePic]],
-                           }
-        #    3.2 统计各功能之间非线性属性交叉影响累加
-        funcCrossAttrPerInfoDict = {} # 百分比交叉影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...}
-        for i, funcAttrList in enumerate(funcAttrInfoList):
-            battleNoLineAttrDict = funcAttrList[ChConfig.CalcAttr_BattleNoline] # 暂写死只取战斗非线性的
-            if not battleNoLineAttrDict:
-                continue
-            addAttrDict = {}
-            #GameWorld.DebugLog("交叉功能点: i=%s,%s" % (i,battleNoLineAttrDict), playerID)
-            for noLineAttrType, addAttrPer in battleNoLineAttrDict.items():
-                if noLineAttrType not in funcAttrPerInfo or noLineAttrType not in ChConfig.FuncNoLinearAttrDict:
-                    continue
-                # 使用的基值目标功能索引
-                attrRate = addAttrPer / float(ChConfig.Def_MaxRateValue)
-                addAttrTypeList = ChConfig.FuncNoLinearAttrDict[noLineAttrType]
-                useFuncAttrList = funcAttrPerInfo[noLineAttrType]
-                for attrType in addAttrTypeList:
-                    addValue = 0
-                    for useAttrList in useFuncAttrList:
-                        useAttrDict = useAttrList[ChConfig.CalcAttr_Battle] # 默认增加的是战斗线性
-                        # 默认提升的属性在线性战斗属性里
-                        if attrType not in useAttrDict:
-                            continue
-                        baseValue = useAttrDict[attrType] # 只是用到目标功能的基值
-                        addValue += int(baseValue * attrRate)
-                        #GameWorld.DebugLog("    i=%s,calcID=%s,per=%s,rate=%s,baseValue=%s,attrType=%s,addValue=%s" % (i, noLineAttrType, addAttrPer, attrRate, baseValue, attrType, addValue), playerID)
-                    if addValue <= 0:
-                        continue
-                    addAttrDict[attrType] = addAttrDict.get(attrType, 0) + addValue
-                    
-            if addAttrDict:
-                # 增加的数值统计到百分比属性所属功能点
-                # 如符文有个武器攻击百分比增加属性,增加的数值属于符文功能,不属于武器功能点的,只是基值使用了武器攻击     
-                funcCrossAttrPerInfoDict[i] = addAttrDict # 先都统计完后再累加到对应功能属性里,不然可能会导致功能基值变更
-                
-        GameWorld.DebugLog("交叉影响属性: %s" % funcCrossAttrPerInfoDict, playerID)
-        
-        #    3.3 统计所有功能固定属性影响累加
-        allFixAttrDict = {} # 固定属性层级总属性基值
-        for funcIndex, funcAttrList in enumerate(funcAttrInfoList):
-            # 技能模块不计入功能固定属性、不计战力
-            if funcIndex in ChConfig.CalcAttrFuncSkillList:
-                continue
-            AddAttrDictValue(allFixAttrDict, funcAttrList[ChConfig.CalcAttr_Battle])
-            
-        fixAttrPerAddExDict = {} # 固定总属性百分比影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...}
-        for funcIndex, funcAttrList in enumerate(funcAttrInfoList):
-            fixAddPerDict = funcAttrList[ChConfig.CalcAttr_BattleNoline]
-            if not fixAddPerDict:
-                continue
-            addValueExDict = {}
-            for fixAttrType, addPer in fixAddPerDict.items():
-                if fixAttrType not in allFixAttrDict:
-                    continue
-                curFixValue = allFixAttrDict[fixAttrType]
-                addValueEx = int(curFixValue * addPer / 10000.0)
-                addValueExDict[fixAttrType] = addValueEx
-            fixAttrPerAddExDict[funcIndex] = addValueExDict
-            
-        GameWorld.DebugLog("固定属性总和: %s" % allFixAttrDict, playerID)
-        GameWorld.DebugLog("固定百分比附加属性: %s" % fixAttrPerAddExDict, playerID)
-        
-        # 4. 计算属性及战力, 需在计算buff层之前计算
-        curLV = curPlayer.GetLV()
-        fpParam = IpyGameDataPY.GetIpyGameData("FightPowerParam", curLV)
-        mfpDict = {} # 模块战斗力
-        mfpObjDict = {}
-        for mfpType, attrFuncIndexList in ChConfig.MFPTypeAttrFuncIndexDict.items():
-            mfpAttrList = [{} for _ in range(4)]
-            mfpAttrExDict = {}
-            for funcIndex in attrFuncIndexList:
-                if funcIndex in ChConfig.CalcAttrFuncSkillList:
-                    # 技能模块不计入功能固定属性、不计战力
-                    continue
-                funcAttrList = funcAttrInfoList[funcIndex]
-                funcInsidePerAttrDict = funcInsidePerAttrList[funcIndex] # 功能点内部百分比加成属性
-                funcCrossPerAttrDict = funcCrossAttrPerInfoDict.get(funcIndex, {}) # 功能点交叉百分比加成属性
-                fixPerAttrDict = fixAttrPerAddExDict.get(funcIndex, {}) # 功能总固定属性百分比加成属性
-                
-                CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcAttrList[ChConfig.CalcAttr_Battle])
-                CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcInsidePerAttrDict)
-                CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcCrossPerAttrDict)
-                CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, fixPerAttrDict)
-                # 不算战力的
-                if funcIndex in ChConfig.CalcAttrFuncNoFightPowerList:
-                    continue
-                mfpAttrList = AddAttrListValue([mfpAttrList, funcAttrList])
-                AddAttrDictValue(mfpAttrExDict, funcInsidePerAttrDict)
-                AddAttrDictValue(mfpAttrExDict, funcCrossPerAttrDict)
-                AddAttrDictValue(mfpAttrExDict, fixPerAttrDict)
-                
-            mfpObj = self.GetModuleFightPowerObj(mfpType)
-            mfpObj.SetCalcMFPBattleAttr(mfpAttrList)
-            for attrIndex, value in mfpAttrExDict.items():
-                mfpObj.AddCalcMFPAttr(attrIndex, value)
-            mfpObjDict[mfpType] = mfpObj
-            
-        # 因为计算战力需要取到总属性,所以等各功能点属性累加完后再计算
-        for mfpType, mfpObj in mfpObjDict.items():
-            mfpValue = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam, curPlayer)
-            mfpSkill = GetMFPSkillFightPower(curPlayer, mfpObj.mfpType)
-            mfpEx = GetMFPExFightPower(curPlayer, mfpType)
-            mfpTotal = mfpValue + mfpSkill + mfpEx
-            mfpDict[mfpObj.mfpType] = mfpTotal
-            
-            if mfpType == ShareDefine.Def_MFPType_Plus:
-                OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_Plus, mfpTotal)
-            elif mfpType == ShareDefine.Def_MFPType_Horse:
-                OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_Horse, mfpTotal)
-            elif mfpType == ShareDefine.Def_MFPType_Wash:
-                OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_Wash, mfpTotal)
-                
-        #GameWorld.DebugLog("整体层级线性属性: %s" % allAttrList, playerID)
-        
-        # 5.被动技能附加属性,不算战力
-        passiveSkillAttrList = [{} for _ in range(4)]
-        SkillShell.CalcPassiveAttr_Effect(curPlayer, passiveSkillAttrList)  # 属性类技能与buff同层
-        for funcIndex in ChConfig.CalcAttrFuncSkillList:
-            passiveSkillAttrList = AddAttrListValue([passiveSkillAttrList, funcAttrInfoList[funcIndex]])    
-        GameWorld.DebugLog("无战力被动属性: %s" % passiveSkillAttrList, playerID)
-        
-        skillFixAttrExDict = {}
-        skillFixAddPerDict = passiveSkillAttrList[ChConfig.CalcAttr_BattleNoline]
-        for fixAttrType, addPer in skillFixAddPerDict.items():
-            if fixAttrType not in allFixAttrDict:
-                continue
-            curFixValue = allFixAttrDict[fixAttrType]
-            addValueEx = int(curFixValue * addPer / 10000.0)
-            skillFixAttrExDict[fixAttrType] = addValueEx
-        CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, passiveSkillAttrList[ChConfig.CalcAttr_Battle])
-        CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, skillFixAttrExDict)
-                
-        #特殊指定属性公式
-        GameMap.SpecialMapSetAttrValueByFormat(curPlayer)
-        
-        #护盾值刷新
-        self.__RefreshMaxProDef(beforeMaxProDef)
-        
-        # 【到此所有功能属性都已刷新处理完毕,复制一份 功能属性的刷新结果,用于BUFF属性单独刷新】
-        EffGetSet.CopyPlayerFuncAttr(curPlayer)
-        
-        # 6.计算buff属性, buff层级的不算如战斗力
-        self.__RefreshBuffAttr()
-        
-        # 7.刷完属性后需要处理的逻辑
-        self.__DoRefreshAttrAfterLogic(beforeMaxHP, beforeMoveSpeedValue, playerStateDict)
-        
-        #通知基础属性
-        self.__SyncBaseAttr(curPlayer, baseAttrList)
-        #五行灵根变更需要处理的逻辑
-        afterPointList = [GetMetal(curPlayer), GetWood(curPlayer), GetWater(curPlayer), GetFire(curPlayer), GetEarth(curPlayer)]
-        if beforePointList != afterPointList:
-            diffPointAttrList = []
-            for i, attrID in enumerate([ShareDefine.Def_Effect_Metal, ShareDefine.Def_Effect_Wood, ShareDefine.Def_Effect_Water,
-                           ShareDefine.Def_Effect_Fire, ShareDefine.Def_Effect_Earth]):
-                if beforePointList[i] != afterPointList[i]:
-                    diffPointAttrList.append(attrID)
-            SkillShell.RefreshElementSkillByAttr(curPlayer, diffPointAttrList)
-#        if hasChange_Qualitylv:
-#            #灵根品级变化处理
-#            ChEquip.ChangeEquipfacadeByLingGen(curPlayer)
-            
-        # 更新开服活动灵根数据
-        OpenServerCampaign.UpdOpenServerCampaignLingGenData(curPlayer)
-        
-        # 同步前端战力,因为有 SetFightPower 所以累加战力放在这里所有刷新及计算处理完后才处理,才能正常触发set同步前端
-        self.SendModuleFightPowerPack(curPlayer, mfpDict)
-        billFuncCnt = len(PyGameData.g_refreshAttrBillboardFunc) # 只处理固定次数,防止死循环
-        while billFuncCnt > 0 and PyGameData.g_refreshAttrBillboardFunc:
-            billFuncCnt -= 1
-            billboardFunc = PyGameData.g_refreshAttrBillboardFunc.pop(0)
-            GameWorld.DebugLog("回调排行榜: %s" % billboardFunc, playerID)
-            billboardFunc(curPlayer, isForceUpdate=True)
-            
-        # 暂停刷新属性标志,必须被调用
-        curPlayer.SetDict(ChConfig.Def_Player_RefreshAttr, 0)
-        curPlayer.SetDict(ChConfig.Def_Player_RefreshAttrByBuff, 0)
-        curPlayer.SetDict(ChConfig.Def_Player_HadRefreshAttr, 1)
-        GameWorld.DebugLog("End RefreshPlayerAttrStateEx!!!", playerID)
-        return True
-    
-    
-    # 生命转化为防护值
-    def __RefreshMaxProDef(self, beforeMaxProDef):
-        curPlayer = self.__Player
-        if GetProDefHPPer(curPlayer) == 0:
-            return
-        maxHP = GameObj.GetMaxHP(curPlayer)
-        proDefPer = GetProDefHPPer(curPlayer)
-        
-        #获取策划配置的表格
-        GodWeapon4 = IpyGameDataPY.GetFuncCfg("GodWeapon4", 2)
-        maxProDef = eval(FormulaControl.GetCompileFormula("GodWeapon4", GodWeapon4))
-        SetMaxProDef(curPlayer, int(maxProDef))
-        
-        afterMaxProDef = GetMaxProDef(curPlayer)
-        addValue = max(0, afterMaxProDef - beforeMaxProDef)
-        curProDef = GetProDef(curPlayer)
-        
-        if beforeMaxProDef > 0 and addValue > 0 and curPlayer.GetPlayerAction() != IPY_GameWorld.paDie:
-            # 同步增加 (死亡状态下不刷)
-            SetProDef(curPlayer, min(curProDef + addValue, afterMaxProDef))
-        elif curProDef > afterMaxProDef:
-            # 做一次防范纠正
-            SetProDef(curPlayer, min(curProDef, afterMaxProDef))
-            
         return
-    
-    def __RefreshBuffAttr(self):
-        ## 刷新buff层属性,该层属性只会改变玩家最终属性,不会影响战力等
-        curPlayer = self.__Player
-        playerID = curPlayer.GetPlayerID()
-        allAttrListBuffs = [{} for _ in range(4)]
-        # 6.计算buff属性, buff层级的不算如战斗力
-        #        算战斗力总值时该层影响的数值不统计,但刷属性时需计算
-        SkillShell.CalcBuffers_Effect(curPlayer, allAttrListBuffs)
-            
-        #        层非线性战斗属性累加
-        battleNolineAttrBuff = allAttrListBuffs[ChConfig.CalcAttr_BattleNoline]
-        CalcNoLineEffect.AddPlayerMapAttrNolineEffect(curPlayer, battleNolineAttrBuff)
-        CalcNoLineEffect.ChangePlayerAttrInNoLineEffectList(curPlayer, battleNolineAttrBuff, isBuffAttr=True)
-        
-        battleAttrBuff = allAttrListBuffs[ChConfig.CalcAttr_Battle]
-        CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, battleAttrBuff, isBuffAttr=True)
-        
-        #        速度特殊处理 计算一次
-        self.__RefreshMoveSpeed(allAttrListBuffs)
-        
-        # GM测试属性特殊逻辑
-        self.__DoRefreshGMAttr()
-        
-        #        刷新攻击速度
-        self.__SetAtkInterval()
-        GameWorld.DebugLog("Buff层属性: %s" % allAttrListBuffs, playerID)
-        return
-    
-    def __DoRefreshGMAttr(self):
-        ## 刷新GM测试属性
-        curPlayer = self.__Player
-        if curPlayer.GetGMLevel() != ChConfig.Def_GM_LV_God:
-            return
-        
-        platform = GameWorld.GetPlatform()
-        if not GameWorld.IsTestPlatform(platform):
-            return
-        
-        ipyDataMgr = IpyGameDataPY.IPY_Data()
-        if not ipyDataMgr.GetGMAttrCount():
-            return
-        
-        playerAccID = GameWorld.GetPlatformAccID(curPlayer.GetAccID())
-        gmIpyData = None
-        commIpyData = None
-        for i in xrange(ipyDataMgr.GetGMAttrCount()):
-            ipyData = ipyDataMgr.GetGMAttrByIndex(i)
-            if not ipyData.GetIsValid():
-                continue
-            gmMaxLV = ipyData.GetGMMaxLV()
-            if curPlayer.GetLV() > gmMaxLV:
-                continue
-            gmAccID = ipyData.GetGMAccID()
-            if gmAccID == playerAccID:
-                gmIpyData = ipyData
-                break
-            
-            if not gmAccID and not commIpyData:
-                commIpyData = ipyData
-                
-        if not gmIpyData:
-            if not commIpyData:
-                return
-            gmIpyData = commIpyData
-            
-        setAttrDict = {}
-        specAttrDict = gmIpyData.GetAttrSpecDict()
-        attrLV = gmIpyData.GetAttrLV()
-        attrPer = gmIpyData.GetAttrPer()
-        if attrLV:
-            if attrLV == 1:
-                attrLV = curPlayer.GetLV()
-            lvIpyData = GetPlayerLVIpyData(attrLV)
-            if lvIpyData:
-                setAttrDict[ChConfig.AttrName_MaxHP] = int(lvIpyData.GetReMaxHP() * attrPer) # 最大生命值
-                setAttrDict[ChConfig.AttrName_Atk] = int(lvIpyData.GetReAtk() * attrPer) # 攻击(最小、最大攻击)
-                setAttrDict[ChConfig.AttrName_Def] = int(lvIpyData.GetReDef() * attrPer) # 防御
-                setAttrDict[ChConfig.AttrName_Hit] = int(lvIpyData.GetReHit() * attrPer) # 命中
-                setAttrDict[ChConfig.AttrName_DefRate] = int(lvIpyData.GetReMiss() * attrPer) # 闪避
-                setAttrDict[ChConfig.AttrName_AtkSpeed] = int((lvIpyData.GetReAtkSpeed() + 10000) * attrPer) # 攻击速度, 策划等级表配置的是附加值,所以这里要加
-                setAttrDict[ChConfig.AttrName_SkillAtkRate] = int(max(0, lvIpyData.GetReSkillAtkRate() - 10000) * attrPer) # 技能伤害比例, 策划等级表配置的是最终值,初始值是0,所以这里要减
-                setAttrDict[ChConfig.AttrName_DamagePVP] = int(lvIpyData.GetReDamagePer() * attrPer) # PVP固定伤害
-                setAttrDict[ChConfig.AttrName_DamagePVPReduce] = int(lvIpyData.GetReDamReduce() * attrPer) # PVP固定减伤
-                setAttrDict[ChConfig.AttrName_IgnoreDefRate] = int(lvIpyData.GetReIgnoreDefRate() * attrPer) # 无视防御比例
-                setAttrDict[ChConfig.AttrName_LuckyHitRate] = int(lvIpyData.GetReLuckyHitRate() * attrPer) # 会心一击率
-                setAttrDict[ChConfig.AttrName_LuckyHit] = int(lvIpyData.GetReLuckyHit() * attrPer) # 会心一击伤害
-                setAttrDict[ChConfig.AttrName_BleedDamage] = int(lvIpyData.GetReBleedDamage() * attrPer) # 流血伤害增加
-                setAttrDict[ChConfig.AttrName_IceAtk] = int(lvIpyData.GetReIceAtk() * attrPer) # 真实伤害
-                setAttrDict[ChConfig.AttrName_IceDef] = int(lvIpyData.GetReIceDef() * attrPer) # 真实抵御
-                setAttrDict[ChConfig.AttrName_PetAtk] = int(lvIpyData.GetRePetAtk() * attrPer) # 灵宠攻击
-                setAttrDict[ChConfig.AttrName_PetSkillAtkRate] = int(max(0, lvIpyData.GetRePetSkillAtkRate() - 10000) * attrPer) # 灵宠技能, 策划等级表配置的是最终值,初始值是0,所以这里要减
-                setAttrDict[ChConfig.AttrName_PetDamPer] = int(lvIpyData.GetRePetDamPer() * attrPer) # 灵宠伤害增加
-                setAttrDict[ChConfig.AttrName_FinalHurt] = int(lvIpyData.GetReFinalHurt() * attrPer) # 固定伤害增加
-                setAttrDict[ChConfig.AttrName_FinalHurtReduce] = int(lvIpyData.GetReFinalHurtReduce() * attrPer) # 固定伤害减少
-                
-        # 特殊属性的直接优先级最高,直接覆盖
-        for attrType, attrValue in specAttrDict.items():
-            setAttrDict[attrType] = attrValue
-            
-        gmAttrSetInfo = [{} for _ in range(4)]
-        for attrType, attrValue in setAttrDict.items():
-            if not attrValue:
-                setAttrDict.pop(attrType)
-                continue
-            CalcAttrDict_Type(attrType, attrValue, gmAttrSetInfo)
-            
-        # 直接设置的属性
-        if gmAttrSetInfo:
-            for key, value in gmAttrSetInfo[ChConfig.CalcAttr_Battle].items():
-                EffGetSet.SetValueByEffIndex(curPlayer, key, value)
-                
-        # 附加属性
-        attrExDict = gmIpyData.GetAttrExDict()
-        gmAttrExInfo = [{} for _ in range(4)]
-        for attrType, attrValue in attrExDict.items():
-            CalcAttrDict_Type(attrType, attrValue, gmAttrExInfo)
-        CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, gmAttrExInfo[ChConfig.CalcAttr_Battle])
-        
-        GameWorld.DebugLog("GM测试设置属性: GMAttrID=%s,playerAccID=%s" % (gmIpyData.GetGMAttrID(), playerAccID))
-        GameWorld.DebugLog("    GM等级属性: GMAttrLV=%s,attrPer=%s,setAttrDict=%s,specAttrDict=%s,%s" 
-                           % (attrLV, attrPer, setAttrDict, specAttrDict, gmAttrSetInfo))
-        GameWorld.DebugLog("    GM附加属性: attrExDict=%s,%s" % (attrExDict, gmAttrExInfo))
-        return
-    
-    def __DoRefreshAttrAfterLogic(self, beforeMaxHP, beforeMoveSpeedValue, playerStateDict):
-        '''刷完总属性(功能属性 + buff属性) 后需要处理的逻辑
-            包含一些数值纠正、属性变更通知等
-            @attention: 此函数为刷 功能属性 及 buff属性 通用逻辑,所以不是受buff影响的相关处理请不要放这里,比如战斗力等
-        '''
-        curPlayer = self.__Player
-        #------------------------------计算完毕--------------------------------
-        afterMaxHP = GameObj.GetMaxHP(curPlayer)
-        addMaxHP = max(0, afterMaxHP - beforeMaxHP)
-        if beforeMaxHP > 0 and addMaxHP > 0 and curPlayer.GetPlayerAction() != IPY_GameWorld.paDie:
-            # 最大血量增加时,同步增加等量的当前血量 (死亡状态下不刷当前血量)
-            GameObj.SetHP(curPlayer, min(GameObj.GetHP(curPlayer) + addMaxHP, afterMaxHP))
-        #self.PrintAttr(curPlayer, "最终的")
-        curPlayer.EndRefreshState() # 统一在刷属性结束逻辑中调用
-        #---------------------------------------------------------------------
-        #把属性合并通知
-        self.NotifyAllState(playerStateDict)
-        
-        #移动速度不同则通知给客户端, 功能层处理的是 SpeedNotBuff , 通知客户端的需要是最终的 SpeedValue
-        if beforeMoveSpeedValue != GetSpeedValue(curPlayer):
-            SetSpeedValue(curPlayer, GetSpeedValue(curPlayer))
-            
-        #纠正当前血魔量不超过最大值
-        self.__RestoreHPMP()
-        
-        #通知客户端玩家当前经验倍率
-        Sync_ExpRateChange(curPlayer)
-        return
-    
-    def __SyncBaseAttr(self, curPlayer, baseAttrList):
-        baseBattleAttrDict = baseAttrList[ChConfig.CalcAttr_Battle]
-        attrTypeKeyDict = {ChConfig.TYPE_Calc_AttrATKMin:[ChConfig.Def_PlayerKey_BaseAtkMin, ShareDefine.CDBPlayerRefresh_BaseAtkMin],
-                           ChConfig.TYPE_Calc_AttrATKMax:[ChConfig.Def_PlayerKey_BaseAtkMax, ShareDefine.CDBPlayerRefresh_BaseAtkMax],
-                           ChConfig.TYPE_Calc_AttrMaxHP:[ChConfig.Def_PlayerKey_BaseMaxHP, ShareDefine.CDBPlayerRefresh_BaseMaxHP],
-                           ChConfig.TYPE_Calc_AttrDEF:[ChConfig.Def_PlayerKey_BaseDef, ShareDefine.CDBPlayerRefresh_BaseDef],
-                           ChConfig.TYPE_Calc_AttrHit:[ChConfig.Def_PlayerKey_BaseHit, ShareDefine.CDBPlayerRefresh_BaseHit],
-                           ChConfig.TYPE_Calc_AttrMiss:[ChConfig.Def_PlayerKey_BaseMiss, ShareDefine.CDBPlayerRefresh_BaseMiss],
-                           }
-        
-        notifySList = []
-        for attrType, attrInfo in attrTypeKeyDict.items():
-            attrKey, refreshType = attrInfo
-            baseValue = baseBattleAttrDict.get(attrType, 0)
-            curBaseValue = curPlayer.GetDictByKey(attrKey)
-            if baseValue != curBaseValue:
-                curPlayer.SetDict(attrKey, baseValue)
-                
-                notifyStruct = ChPyNetSendPack.tagRefreshType()
-                notifyStruct.RefreshType = refreshType
-                notifyStruct.Value = baseValue
-                notifySList.append(notifyStruct)
-                
-        # 通知基础属性
-        if notifySList:
-            sendPack = ChPyNetSendPack.tagObjInfoListRefresh()
-            sendPack.Clear()
-            sendPack.ObjID = curPlayer.GetID()
-            sendPack.ObjType = curPlayer.GetGameObjType()
-            sendPack.Count = len(notifySList)
-            sendPack.RefreshType = notifySList
-            NetPackCommon.SendFakePack(curPlayer, sendPack)
-        return
-    
-    #---------------------------------------------------------------------
     
     ## 刷新玩家技能战斗力
     #  @param self 类实例
     #  @return 返回值无意义
     #  @remarks 刷新玩家被动技能Buff
     def RefreshAllSkill(self):
-        curPlayer = self.__Player
-        
-        skillManager = curPlayer.GetSkillManager()
-        
-        # 重置模块技能战斗力
-        for mfpType in ShareDefine.ModuleFightPowerTypeList:
-            SetMFPSkillFightPower(curPlayer, mfpType, 0)
-        
-        for i in range(0, skillManager.GetSkillCount()):
-            curSkill = skillManager.GetSkillByIndex(i)
-
-            mfpType = ChConfig.Def_SkillFuncType_MFPType.get(curSkill.GetFuncType(), ShareDefine.Def_MFPType_Role)
-            
-            skillMFP = GetMFPSkillFightPower(curPlayer, mfpType)
-            SetMFPSkillFightPower(curPlayer, mfpType, skillMFP + curSkill.GetFightPower())
-        
         return
     
     ## 技能升级刷属性战斗力处理
     def RefreshSkillFightPowerEx(self, skillID, beforeFightPower, isRefreshState=True):
-        curPlayer = self.__Player
-        # 新技能战力-旧技能战力为增加的技能战力
-        curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
-        if not curSkill:
-            return
-        
-        mfpType = ChConfig.Def_SkillFuncType_MFPType.get(curSkill.GetFuncType(), ShareDefine.Def_MFPType_Role)
-        addFightPower = curSkill.GetFightPower() - beforeFightPower        
-        skillMFP = GetMFPSkillFightPower(curPlayer, mfpType)
-        SetMFPSkillFightPower(curPlayer, mfpType, max(0, skillMFP + addFightPower))
-        GameWorld.DebugLog("刷新技能附加战斗力: skillID=%s,beforeFightPower=%s,mfpType=%s,skillMFP=%s,updMFP=%s" 
-                           % (skillID, beforeFightPower, mfpType, skillMFP, skillMFP + addFightPower), curPlayer.GetPlayerID())
-        
-        if isRefreshState:
-            # 如果需要同步排行榜的话先强制刷属性
-            self.RefreshPlayerAttrState()
-            
         return
     
     def RefreshSkillFightPowerByDel(self, delSkillID, isRefreshState=True):
-        curPlayer = self.__Player
-        # 新技能战力-旧技能战力为增加的技能战力
-        curSkill = GameWorld.GetGameData().GetSkillBySkillID(delSkillID)
-        if not curSkill:
-            return
-        delFightPower = curSkill.GetFightPower()
-        mfpType = ChConfig.Def_SkillFuncType_MFPType.get(curSkill.GetFuncType(), ShareDefine.Def_MFPType_Role)
-        skillMFP = GetMFPSkillFightPower(curPlayer, mfpType)
-        SetMFPSkillFightPower(curPlayer, mfpType, max(0, skillMFP - delFightPower))
-        GameWorld.DebugLog("刷新技能附加战斗力: delSkillID=%s,mfpType=%s,skillMFP=%s,delFightPower=%s" 
-                           % (delSkillID, mfpType, skillMFP, delFightPower), curPlayer.GetPlayerID())
-        
-        if isRefreshState:
-            # 如果需要同步排行榜的话先强制刷属性
-            self.RefreshPlayerAttrState()
-            
         return
     
     ## 计算被动buff属性加成
     #  @param self 类实例
     #  @return 
     def CalcPassiveBuffAttr(self):
-        #=======================================================================
-        # curPlayer = self.__Player
-        # allAttrListPassive = [{} for i in range(4)]
-        # SkillShell.CalcCurBuffer_Effect(curPlayer.GetPassiveBuf(), curPlayer, allAttrListPassive)
-        # SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_PassiveBuf, allAttrListPassive)
-        #=======================================================================
         return
-    
-    ## //A3 A1 各功能模块战斗力信息 #tagMCModuleFightPowerInfo
-    #  @param curPlayer 玩家
-    #  @return None
-    def SendModuleFightPowerPack(self, curPlayer, mfpDict):
-        mfpDataList = []
-        totalFightPower = 0
-        playerID = curPlayer.GetPlayerID()
-        GameWorld.DebugLog("战力功能点: %s" % ChConfig.MFPTypeAttrFuncIndexDict, playerID)
-        GameWorld.DebugLog("模块战力: %s" % mfpDict, playerID)
-        for mfpType, fightPower in mfpDict.items():
-            SetMFPFightPower(curPlayer, mfpType, fightPower)
-            mfpData = ChPyNetSendPack.tagMCModuleFightPower()
-            mfpData.Clear()
-            mfpData.MfpType = mfpType
-            mfpData.FightPower = fightPower % ChConfig.Def_PerPointValue # 当前模块战斗力数值
-            mfpData.FightPowerEx = fightPower / ChConfig.Def_PerPointValue # 当前模块战斗力数值
-            mfpDataList.append(mfpData)
-            totalFightPower += fightPower # 累加总战斗力
-            
-        # //A3 A1 各功能模块战斗力信息 #tagMCModuleFightPowerInfo
-        mfpInfo = ChPyNetSendPack.tagMCModuleFightPowerInfo()
-        mfpInfo.Clear()
-        
-        mfpInfo.TotalFightPower = totalFightPower % ChConfig.Def_PerPointValue
-        mfpInfo.TotalFightPoweEx = totalFightPower / ChConfig.Def_PerPointValue
-        mfpInfo.MFPCnt = len(mfpDataList)
-        mfpInfo.MFPList = mfpDataList
-        NetPackCommon.SendFakePack(curPlayer, mfpInfo)
-        beforeFightPower = GetFightPower(curPlayer)
-        SetFightPower(curPlayer, totalFightPower)
-        if totalFightPower < beforeFightPower:
-            DataRecordPack.DR_FightPowerChangeInfo(curPlayer, beforeFightPower)
-        highestFightPower = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_FightPower_Highest, 0,
-                                                           ChConfig.Def_PDictType_FightPower)
-        highestFightPower += curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_FightPower_HighestEx, 0, 
-                                                            ChConfig.Def_PDictType_FightPower) * ChConfig.Def_PerPointValue
-        if totalFightPower > highestFightPower:
-            highestFightPower = totalFightPower
-            NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FightPower_Highest, highestFightPower % ChConfig.Def_PerPointValue,
-                                 ChConfig.Def_PDictType_FightPower)
-            NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FightPower_HighestEx, highestFightPower / ChConfig.Def_PerPointValue,
-                                 ChConfig.Def_PDictType_FightPower)
-        GameWorld.DebugLog("总战力: %s, 历史最高战力: %s, beforeFightPower=%s" % (totalFightPower, highestFightPower, beforeFightPower), playerID)
-        PlayerBillboard.UpdatePlayerFPTotalBillboard(curPlayer)
-        # 记录开服活动数据
-        OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_FightPower, totalFightPower)
-        if beforeFightPower != totalFightPower:
-            CrossPlayerData.OnPlayerFightPowerChange(curPlayer)
-        return
-    
-    def __RefreshMoveSpeed(self, allAttrListBuffs):
-        ## 刷新移动速度
-        curPlayer = self.__Player
-        playerID = curPlayer.GetPlayerID()
-        
-        moveSpeedFormat = IpyGameDataPY.GetFuncCfg("MoveSpeed")
-        
-        speed = GetSpeedNotBuff(curPlayer)
-        GameWorld.DebugLog("功能移动速度值: speed=%s" % speed, playerID)
-        
-        # 骑乘状态加上骑乘附加速度
-        if curPlayer.GetPlayerVehicle() == IPY_GameWorld.pvHorse:
-            speedHorse = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SpeedHorse)
-            speed += speedHorse
-            GameWorld.DebugLog("    骑乘状态附加值: %s, speed=%s" % (speedHorse, speed), playerID)
-        
-            
-        buffBattleAttr = allAttrListBuffs[ChConfig.CalcAttr_Battle]
-        buffBattleNolineAttr = allAttrListBuffs[ChConfig.CalcAttr_BattleNoline]
-        #buff速度加成     
-        buffSpeed = buffBattleAttr.get(ChConfig.TYPE_Calc_AttrSpeed, 0)
-        buffSpeedPer = buffBattleNolineAttr.get(ChConfig.TYPE_Calc_AttrSpeed, 0)
-        
-        if buffSpeed or buffSpeedPer:
-            speed = int(speed * (ShareDefine.Def_MaxRateValue + buffSpeedPer) / float(ShareDefine.Def_MaxRateValue) + buffSpeed)
-            GameWorld.DebugLog("    buff影响后速度值: speed=%s,buffSpeedPer=%s,buffSpeed=%s" % (speed, buffSpeedPer, buffSpeed), playerID)
-            
-        speed = max(speed, 0)   #防小于0错误
-        
-        if GetSpeedValue(curPlayer) != speed:
-            SetSpeedValue(curPlayer, speed)
-            moveSpeed = eval(FormulaControl.GetCompileFormula("MoveSpeed", moveSpeedFormat))
-            curPlayer.SetSpeed(moveSpeed)
-            GameWorld.DebugLog("公式计算后移动频率: moveSpeed=%s 毫秒/格" % moveSpeed, playerID)
-            
-            fightPet = curPlayer.GetPetMgr().GetFightPet()
-            #无出战宠物
-            if fightPet:
-                fightPet.SetSpeed(moveSpeed)
-                
-        return
-
-    ##刷新攻击间隔
-    # @param self 类实例
-    # @return None
-    def __SetAtkInterval(self):
-        curPlayer = self.__Player
-        
-        atkSpeed = GameObj.GetAtkSpeed(curPlayer)
-        
-        formula = IpyGameDataPY.GetFuncCfg("AtkInterval")
-        atkInterval = 0 if not formula else eval(FormulaControl.GetCompileFormula("AtkInterval", formula))
-        curPlayer.SetAtkInterval(atkInterval)
-        return
-    
     
     ## 刷新玩家所有行为BUFF状态
     #  @param self 类实例
     #  @return 返回值无意义
     #  @remarks 刷新玩家所有行为BUFF状态
     def RefreshPlayerActionState(self):
-        curPlayer = self.__Player
-        playerID = curPlayer.GetPlayerID()
-        GameWorld.DebugLog("Start RefreshPlayerActionState!!!", playerID)
-        #curTime = time.clock()
-        
-        #先清除所有状态
-        OperControlManager.ClearObjActionState(curPlayer)
-        
-        #再根据BUFF 加上状态
-        SkillShell.CalcBuffer_ActionState(curPlayer)
-    
-    #---------------------------------------------------------------------
-    ## 刷新血量和魔
-    #  @param self 类实例
-    #  @return 返回值无意义
-    #  @remarks 刷新血量和魔
-    def __RestoreHPMP(self):
-        curPlayer = self.__Player
-        
-        if not curPlayer.GetInitOK():
-            #玩家未初始化成功, 不修正血量和魔法值, 因此时有可能因为某些影响主角的物品未初始化完毕(如宠物装备)
-            return
-        
-        curPlayerHP = GameObj.GetHP(curPlayer)
-        curPlayerMaxHP = GameObj.GetMaxHP(curPlayer)
-        #=======================================================================
-        # curPlayerMP = curPlayer.GetMP()
-        # curPlayerMaxMP = curPlayer.GetMaxMP()
-        #=======================================================================
-        
-        if curPlayerHP > curPlayerMaxHP:
-            GameObj.SetHPFull(curPlayer)
-        
-        #=======================================================================
-        # if curPlayerMP > curPlayerMaxMP:
-        #    curPlayer.SetMP(curPlayerMaxMP)
-        #=======================================================================
-
-        return
-    #---------------------------------------------------------------------
-    ## 初始化玩家基本状态 这里不对( 计算现有战斗属性中的元素进行处理 )
-    #  @param self 类实例
-    #  @return 返回值无意义
-    #  @remarks 初始化玩家基本状态 这里不对( 计算现有战斗属性中的元素进行处理 )
-    def InitPlayerState(self):
-        curPlayer = self.__Player
-        #清空战斗属性 //战斗属性设置数值为0的, 由C++处理 如元素属性,命中等
-        curPlayer.ClearBattleEffect()
-        
-        initAttrDict = {
-                        #ChConfig.TYPE_Calc_AttrCurSTR:curPlayer.GetBaseSTR(),
-                        #ChConfig.TYPE_Calc_AttrCurPNE:curPlayer.GetBasePNE(),
-                        #ChConfig.TYPE_Calc_AttrCurPHY:curPlayer.GetBasePHY(),
-                        #ChConfig.TYPE_Calc_AttrCurCON:curPlayer.GetBaseCON(),
-                        #ChConfig.TYPE_Calc_AttrSpeed:curPlayer.GetBaseSpeed(),
-                        ChConfig.TYPE_Calc_AttrAtkSpeed:ChConfig.Def_BaseAtkSpeed,
-                        ChConfig.TYPE_Calc_AttrFightExpRate:GameWorld.GetGameWorld().GetExpRate(),
-                        ChConfig.TYPE_Calc_AttrGameExpRate:GameWorld.GetGameWorld().GetExpRate(),
-                        ChConfig.TYPE_Calc_AttrPetExpRate:GameWorld.GetGameWorld().GetExpRate(),
-                        ChConfig.TYPE_Calc_HitSucessRate:ChConfig.Def_MaxRateValue,
-                        ChConfig.TYPE_Calc_CurePer:ChConfig.Def_MaxRateValue,
-                        ChConfig.TYPE_Calc_YinjiTime:IpyGameDataPY.GetFuncCfg('Yinji', 1),  # 每X秒自动消失一个印记
-                        }
-        
-        for i in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
-            if i in [ChConfig.TYPE_Calc_AttrHP, ChConfig.TYPE_Calc_AttrMP, ChConfig.TYPE_Calc_ProDef]:
-                continue
-            value = 0 if i not in initAttrDict else initAttrDict[i]
-            EffGetSet.SetValueByEffIndex(curPlayer, i, value)
-            
-        #初始化拾取距离
-        if curPlayer.GetPickupDist() != ChConfig.Def_RolePickupItemDist:
-            curPlayer.SetPickupDist(ChConfig.Def_RolePickupItemDist)
-            
-        #玩家初始化可攻击
-        if not curPlayer.GetCanAttack():
-            curPlayer.SetCanAttack(True)
-            
-        #初始化灵根
-        SetMetal(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Metal))
-        SetWood(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Wood))
-        SetWater(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Water))
-        SetFire(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Fire))
-        SetEarth(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Earth))
-        return True
-    
-    #---------------------------------------------------------------------
-    ## 初始化场景buff
-    #  @param self 类实例
-    #  @return 返回值无意义
-    #  @remarks 初始化场景buff
-    def InitMapBuffState(self):
-        curPlayer = self.__Player
-        
-        #初始化区域, 默认为普通区域
-        if GameMap.GetAreaTypeByMapPos(curPlayer.GetPosX(), curPlayer.GetPosY()) != IPY_GameWorld.gatNormal:
-            curPlayer.SetAreaType(IPY_GameWorld.gatNormal)
-            
         return
     
     #---------------------------------------------------------------------
@@ -5660,7 +4412,6 @@
 def Sync_ExpRateChange(curPlayer):
     totalExpRate = GetPlayerExpRate(curPlayer)
     fightExpRate = curPlayer.GetFightExpRate() # 系统及功能累加
-    fightExpRate += PlayerWorldAverageLv.GetWorldAverageLvExpRate(curPlayer) # 世界等级
     fightExpRate += PlayerVip.GetPrivilegeValue(curPlayer, ChConfig.VIPPrivilege_FightExpRate) # VIP加成
     fightExpRate += PlayerGoldInvest.GetAddFightExpRate(curPlayer)
     
@@ -5717,17 +4468,6 @@
                 totalExpRate -= effExpRate
                 
     return totalExpRate
-
-##记录玩家失去金钱的流向记录,消息中会记录玩家拥有的金钱信息
-# @param curPlayer 玩家实例
-# @param moneyType 金钱类型
-# @param logIndex 流向记录索引
-# @param tagID 在此用于记录特别标识(物品ID)
-# @param par 在此用于记录金额
-# @param msg 记录特别的信息
-# @return None 
-def DataServerMoneyLog(curPlayer, moneyType, logIndex, tagID=0, par=0, msg=""):
-    return
 
 #===============================================================================
 #---玩家扩展字段---
@@ -5917,8 +4657,8 @@
 def SetVIPExpireTime(curPlayer, expireTime): return
 
 ##最近一次提升VIP等级时间
-def GetVIPLVUpTime(curPlayer): return curPlayer.GetExAttr9()
-def SetVIPLVUpTime(curPlayer, lvUpTime): return curPlayer.SetExAttr9(lvUpTime, False, True)
+def GetVIPLVUpTime(curPlayer): return 0
+def SetVIPLVUpTime(curPlayer, lvUpTime): return
 
 ##聊天气泡框
 def GetChatBubbleBox(curPlayer): return curPlayer.GetExAttr10()
@@ -5979,69 +4719,16 @@
         GameWorld.DebugLog("更新玩家所属服务器组ID: serverGroupID=%s" % serverGroupID)
     return
 
-##影响外观的3部位索引记录 123456789  123:武器格子索引 456:副手  789:衣服
-def GetFaceEquipIndexList(curPlayer):
-    attr15 = curPlayer.GetExAttr15()
-    return [attr15%1000, attr15/1000%1000, attr15/1000000]
-def SetFaceEquipIndex(curPlayer, value): return curPlayer.SetExAttr15(value)
-
-def SetLingGenMaxIndex(curPlayer):
-    return
-
 # 境界难度等级
-def GetRealmDifficulty(curPlayer): return curPlayer.GetExAttr18()
+def GetRealmDifficulty(curPlayer): return 0
 def SetRealmDifficulty(curPlayer, realmDifficulty):
     ''' 设置境界难度等级,任何地图均可选择
     '''
-    playerID = curPlayer.GetPlayerID()
-    
-    if realmDifficulty:
-        needRealmLV = GetDifficultyRealmLV(realmDifficulty)
-        curRealmLV = curPlayer.GetOfficialRank()
-        if curRealmLV < needRealmLV:
-            GameWorld.DebugLog("当前境界低于境界难度,无法选择! curRealmLV(%s) < %s" % (curRealmLV, needRealmLV), playerID)
-            return
-        
-        difficultyRealmList = IpyGameDataPY.GetFuncEvalCfg("RealmDifficulty", 2)
-        if needRealmLV not in difficultyRealmList:
-            GameWorld.ErrLog("realmDifficulty(%s) needRealmLV(%s) not in difficultyRealmList(%s)" 
-                             % (realmDifficulty, needRealmLV, difficultyRealmList), playerID)
-            return
-        
-    GameWorld.DebugLog("SetRealmDifficulty: realmDifficulty=%s" % realmDifficulty, playerID)
-    realmMapIDList = IpyGameDataPY.GetFuncEvalCfg("RealmDifficulty", 1)
-    mapID = curPlayer.GetMapID()
-    if mapID in realmMapIDList:
-        # 先移除之前选的难度
-        for playerIDList in PyGameData.g_realmDiffPlayerDict.values():
-            if playerID in playerIDList:
-                playerIDList.remove(playerID)
-                
-        # 加入新难度,0难度不处理
-        if realmDifficulty:
-            if realmDifficulty not in PyGameData.g_realmDiffPlayerDict:
-                PyGameData.g_realmDiffPlayerDict[realmDifficulty] = []
-            playerIDList = PyGameData.g_realmDiffPlayerDict[realmDifficulty]
-            if playerID not in playerIDList:
-                playerIDList.append(playerID)
-                
-        SetPlayerSightLevel(curPlayer, realmDifficulty)
-        
-    if curPlayer.GetExAttr18() != realmDifficulty:
-        curPlayer.SetExAttr18(realmDifficulty)
-        SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_ExAttr18, realmDifficulty)
     return
-def GetDifficultyRealmLV(realmDifficulty): return realmDifficulty % 1000
+def GetDifficultyRealmLV(realmDifficulty): return 0
 def GetMapRealmDifficulty(curPlayer):
     ## 获取玩家在本地图中的境界难度层级,必须在境界地图且有选择境界难度才算,否则为默认0;该难度值同时也是视野层级
-    realmDifficulty = GetRealmDifficulty(curPlayer)
-    if not realmDifficulty:
-        return 0
-    mapID = curPlayer.GetMapID()
-    realmMapIDList = IpyGameDataPY.GetFuncEvalCfg("RealmDifficulty", 1)
-    if mapID not in realmMapIDList:
-        return 0
-    return realmDifficulty
+    return 0
 
 ##玩家离开仙盟时间(主动或被踢都算)
 def GetLeaveFamilyTimeEx(curPlayer):return curPlayer.GetExAttr19()
@@ -6051,48 +4738,42 @@
     curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ExAttr19, value, 0, False)
     return
 
-##获得玩家威望值
-def GetPrestige(curPlayer): return 0
-def SetPrestige(curPlayer, value): return
-
 ##总战斗力,支持超过20E = 各模块战力总和
 def GetFightPower(curPlayer): return curPlayer.GetFightPowerEx() * ChConfig.Def_PerPointValue + curPlayer.GetFightPower()
 def SetFightPower(curPlayer, value):
+    beforeFightPower = GetFightPower(curPlayer)
     curPlayer.SetFightPower(value % ChConfig.Def_PerPointValue, value / ChConfig.Def_PerPointValue, False) # 不通知GameServer bNotifyGameServer False
+    if value < beforeFightPower:
+        DataRecordPack.DR_FightPowerChangeInfo(curPlayer, beforeFightPower)
+    highestFightPower = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_FightPower_Highest)
+    highestFightPower += curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_FightPower_HighestEx) * ChConfig.Def_PerPointValue
+    if value > highestFightPower:
+        highestFightPower = value
+        NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FightPower_Highest, highestFightPower % ChConfig.Def_PerPointValue)
+        NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FightPower_HighestEx, highestFightPower / ChConfig.Def_PerPointValue)
+        
+    GameWorld.DebugLog("总战力: %s, 历史最高战力: %s, beforeFightPower=%s" % (value, highestFightPower, beforeFightPower), curPlayer.GetPlayerID())
+    PlayerBillboard.UpdatePlayerFPTotalBillboard(curPlayer)
+    # 记录开服活动数据
+    #OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_FightPower, totalFightPower)
+    #if beforeFightPower != totalFightPower:
+    #    CrossPlayerData.OnPlayerFightPowerChange(curPlayer)
     return
 
 ## 设置模块战斗力,支持超过20E = 模块公式战力 + 技能附加战力 + 其他附加战力
-def SetMFPFightPower(curPlayer, mfpType, fightPower):
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPFightPower % mfpType, fightPower % ChConfig.Def_PerPointValue)
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPFightPowerPoint % mfpType, fightPower / ChConfig.Def_PerPointValue)
-    return
-
+def SetMFPFightPower(curPlayer, mfpType, fightPower): return
 ## 获取模块战斗力
-def GetMFPFightPower(curPlayer, mfpType):
-    return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPFightPowerPoint % mfpType) * ChConfig.Def_PerPointValue + \
-        curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPFightPower % mfpType)
+def GetMFPFightPower(curPlayer, mfpType): return 0
 
 ## 设置模块附加战斗力,支持超过20E
-def SetMFPExFightPower(curPlayer, mfpType, fightPower):
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % mfpType, fightPower % ChConfig.Def_PerPointValue)
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPExPoint % mfpType, fightPower / ChConfig.Def_PerPointValue)
-    return
-
+def SetMFPExFightPower(curPlayer, mfpType, fightPower): return
 ## 获取模块附加战斗力
-def GetMFPExFightPower(curPlayer, mfpType):
-    return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPExPoint % mfpType) * ChConfig.Def_PerPointValue + \
-        curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpType)
+def GetMFPExFightPower(curPlayer, mfpType): return 0
         
 ## 设置模块技能附加战斗力,支持超过20E
-def SetMFPSkillFightPower(curPlayer, mfpType, fightPower):
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPSkill % mfpType, fightPower % ChConfig.Def_PerPointValue)
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPSkillEx % mfpType, fightPower / ChConfig.Def_PerPointValue)
-    return
-
+def SetMFPSkillFightPower(curPlayer, mfpType, fightPower): return
 ## 获取模块技能附加战斗力
-def GetMFPSkillFightPower(curPlayer, mfpType):
-    return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkillEx % mfpType) * ChConfig.Def_PerPointValue + \
-        curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpType)
+def GetMFPSkillFightPower(curPlayer, mfpType): return 0
         
 #===============================================================================
 ##获取玩家分线信息
@@ -6131,19 +4812,6 @@
         atkInterval *= 100
     
     return atkInterval
-
-def AddZhenQiByKillNPC(curPlayer, npcSP, killCount=1):
-    ## 杀怪加真气
-    if not npcSP:
-        return
-    addSPValue = npcSP * killCount
-    npcSPRate = PlayerVip.GetPrivilegeValue(curPlayer, ChConfig.VIPPrivilege_NPCSPRate)
-    
-    if npcSPRate:
-        npcHPRate = ChConfig.Def_MaxRateValue + npcSPRate
-        addSPValue = int(addSPValue * npcHPRate / float(ChConfig.Def_MaxRateValue))
-    PlayerAddZhenQi(curPlayer, addSPValue)
-    return
 
 ##玩家增加真气
 # @param curPlayer 玩家
@@ -6198,16 +4866,8 @@
     return True
 
 ## SP真气值 - 暂废弃 ExAttr7、ExAttr8 改为专精选择通知,用于前端表现其他玩家的不同专精特效
-def GetZhenQi(curPlayer): return 0 #curPlayer.GetExAttr8() * ChConfig.Def_PerPointValue + curPlayer.GetExAttr7()
-def SetZhenQi(curPlayer, totalZhenQi):
-#    zhenQi = totalZhenQi % ChConfig.Def_PerPointValue
-#    zhenQiPoint = min(totalZhenQi / ChConfig.Def_PerPointValue, ChConfig.Def_UpperLimit_DWord)
-#    # 玩家单独通知,不广播; c++接口默认广播,故这里设置False
-#    if zhenQi != curPlayer.GetExAttr7():
-#        curPlayer.SetExAttr7(zhenQi)
-#    if zhenQiPoint != curPlayer.GetExAttr8():
-#        curPlayer.SetExAttr8(zhenQiPoint)
-    return
+def GetZhenQi(curPlayer): return 0
+def SetZhenQi(curPlayer, totalZhenQi): return
 
 #===============================================================================
 # #@warning: ExAttr6~ExAttr10, 新增2个布尔默认参数, 是否通知客户端, 是否通知GameServer, 默认值为False
@@ -6413,36 +5073,6 @@
         GameWorld.AddDictValue(allAttrDict, {i:value})
     return
 
-#===============================================================================
-# CalcAttr_Base,
-# CalcAttr_BaseNoline,
-# CalcAttr_Battle,
-# CalcAttr_BattleNoline,
-#===============================================================================
-
-# 从srcAttrList计算出addAttrList带来的固定属性,用于后续计算使用
-#===============================================================================
-# def CalcAddFuncAttrByAttrList(srcAttrList, addAttrList):
-#    for addKey, addValue in addAttrList[ChConfig.CalcAttr_BaseNoline].items():
-#        value = srcAttrList[ChConfig.CalcAttr_Base].get(addKey, 0)
-#        if value == 0:
-#            continue
-#        
-#        addAttrList[ChConfig.CalcAttr_Base][addKey]  = addAttrList[ChConfig.CalcAttr_Base].get(addKey, 0)\
-#                                                         + value*addValue / ChConfig.Def_MaxRateValue
-# 
-#    addAttrList[ChConfig.CalcAttr_BaseNoline] = {}
-#    for addKey, addValue in addAttrList[ChConfig.CalcAttr_BattleNoline].items():
-#        value = srcAttrList[ChConfig.CalcAttr_Battle].get(addKey, 0)
-#        if value == 0:
-#            continue
-#        
-#        addAttrList[ChConfig.CalcAttr_Battle][addKey]  = addAttrList[ChConfig.CalcAttr_Battle].get(addKey, 0)\
-#                                                         + value*addValue / ChConfig.Def_MaxRateValue
-# 
-#    addAttrList[ChConfig.CalcAttr_BattleNoline] = {}
-#    return addAttrList
-#===============================================================================
 ## 培养境界等级
 def GetTrainRealmLVReal(curPlayer, funcType):
     trainRealmLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TrainRealmLV % funcType)
@@ -6482,324 +5112,23 @@
 
 def GetTotalLingGenPoint(curPlayer):
     # 总灵根点数(金木水火土+自由点数)
-    attrIDList = [ShareDefine.Def_Effect_Metal, ShareDefine.Def_Effect_Wood, ShareDefine.Def_Effect_Water, ShareDefine.Def_Effect_Fire, ShareDefine.Def_Effect_Earth]
-    curTotalPoint = 0
-    for attrID in attrIDList:
-        curTotalPoint += curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % attrID)
-    curTotalPoint += curPlayer.GetFreePoint()
-    return curTotalPoint
+    return 0
 
 # 灵根 - 金木水火土
-def GetMetal(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Metal)
-def SetMetal(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Metal, value)
-def GetWood(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Wood)
-def SetWood(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Wood, value)
-def GetWater(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Water)
-def SetWater(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Water, value)
-def GetFire(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Fire)
-def SetFire(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Fire, value)
-def GetEarth(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Earth)
-def SetEarth(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Earth, value)
-# 灵根品级 - 金木水火土
-def GetMetalQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MetalQualityLV)
-def SetMetalQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_MetalQualityLV, value)
-def GetWoodQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WoodQualityLV)
-def SetWoodQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WoodQualityLV, value)
-def GetWaterQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WaterQualityLV)
-def SetWaterQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WaterQualityLV, value)
-def GetFireQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FireQualityLV)
-def SetFireQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FireQualityLV, value)
-def GetEarthQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_EarthQualityLV)
-def SetEarthQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_EarthQualityLV, value)
+def GetMetal(curPlayer): return 0
+def GetWood(curPlayer): return 0
+def GetWater(curPlayer): return 0
+def GetFire(curPlayer): return 0
+def GetEarth(curPlayer): return 0
 
 #---玩家扩展接口, 战斗属性,不存数据库,只通知本人---
 
-##玩家移动速度值, 不含buff对速度的影响; 功能等对速度的影响直接改变此值
-def GetSpeedNotBuff(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SpeedValueNotBuff)
-def SetSpeedNotBuff(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SpeedValueNotBuff, value)
-##玩家移动速度值, 含buff对速度的影响; 此数值不是真正的移动速度,只是用于计算移动速度的参数值
-def GetSpeedValue(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SpeedValue)
-def SetSpeedValue(curPlayer, value):
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_SpeedValue, value)
-    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_SpeedValue, value, True) # 移动速度值暂定广播周围玩家
-    
-#---攻击回复血量比率----
-## 获取玩家攻击回复血量比率
-#  @param curPlayer 玩家实例
-#  @return 
-def GetAtkBackHPPer(curPlayer):
-    return curPlayer.GetBattleValEx2()
-
-
-## 设置玩家攻击回复血量比率
-#  @param curPlayer 玩家实例
-#  @return None
-def SetAtkBackHPPer(curPlayer, value):
-    curPlayer.SetBattleValEx2(value)
-
-## 获取玩家攻击回复蓝量比率
-def GetAtkBackMPPer(curPlayer): return 0
-def SetAtkBackMPPer(curPlayer, value): return
-
 ## 玩家减技能CD比例
-def GetReduceSkillCDPer(curPlayer): return curPlayer.GetBattleValEx3()
-def SetReduceSkillCDPer(curPlayer, reducePer): return curPlayer.SetBattleValEx3(reducePer)
+def GetReduceSkillCDPer(curPlayer): return 0
+def SetReduceSkillCDPer(curPlayer, reducePer): return
 
-## 常规地图经验倍率加成
-def GetCommMapExpRate(curPlayer):
-    if GameWorld.GetMap().GetMapFBType() == IPY_GameWorld.fbtNull:
-        return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CommMapExpRate)
-    return 0
-def SetCommMapExpRate(curPlayer, expRate): return curPlayer.SetDict(ChConfig.Def_PlayerKey_CommMapExpRate, expRate)
-
-## 对怪物伤害加成
-def GetNPCHurtAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_NPCHurtAddPer)
-def SetNPCHurtAddPer(curPlayer, value):
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_NPCHurtAddPer, value)
-    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_NPCHurtAddPer, value)
-    
-#---职业伤害加成---
-## 目标战士伤害加成
-def GetJobAHurtAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_JobAHurtAddPer)
-def SetJobAHurtAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_JobAHurtAddPer, value)
-## 目标法师伤害加成
-def GetJobBHurtAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_JobBHurtAddPer)
-def SetJobBHurtAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_JobBHurtAddPer, value)
-## 目标弓手伤害加成
-def GetJobCHurtAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_JobCHurtAddPer)
-def SetJobCHurtAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_JobCHurtAddPer, value)
-
-#---伤害减免---
-## NPC攻击伤害减免
-def GetNPCAtkReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_NPCAtkReducePer)
-def SetNPCAtkReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_NPCAtkReducePer, value)
-## 战士攻击伤害减免
-def GetJobAAtkReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_JobAAtkReducePer)
-def SetJobAAtkReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_JobAAtkReducePer, value)
-## 法师攻击伤害减免
-def GetJobBAtkReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_JobBAtkReducePer)
-def SetJobBAtkReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_JobBAtkReducePer, value)
-## 弓手攻击伤害减免
-def GetJobCAtkReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_JobCAtkReducePer)
-def SetJobCAtkReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_JobCAtkReducePer, value)
-
-#---特殊伤害减免---
-## 会心一击伤害减免固定值
-def GetLuckyHitReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_LuckyHitReduce)
-def SetLuckyHitReduce(curPlayer, value): 
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_LuckyHitReduce, value)
-    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_LuckyHitReduce, value)
-    
-## 卓越一击伤害减免
-def GetGreatHitReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GreatHitReducePer)
-def SetGreatHitReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GreatHitReducePer, value)
-
-## 无视防御伤害减免
-def GetIgnoreDefReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_IgnoreDefReducePer)
-def SetIgnoreDefReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_IgnoreDefReducePer, value)
-
-#---抗特殊伤害概率---
-## 抗会心一击概率
-def GetLuckyHitRateReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_LuckyHitRateReduce)
-def SetLuckyHitRateReduce(curPlayer, value):
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_LuckyHitRateReduce, value)
-    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_LuckyHitRateReduce, value)
-## 抗卓越一击概率
-def GetGreatHitRateReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GreatHitRateReduce)
-def SetGreatHitRateReduce(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GreatHitRateReduce, value)
-
-## 抗无视防御概率
-def GetIgnoreDefRateReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_IgnoreDefRateReduce)
-def SetIgnoreDefRateReduce(curPlayer, value):
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_IgnoreDefRateReduce, value)
-    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_IgnoreDefRateReduce, value)
-    
-#---特殊伤害概率---
-## 富豪一击概率
-def GetFuhaoHitRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FuhaoHitRate)
-def SetFuhaoHitRate(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FuhaoHitRate, value)
-
-## 流血伤害
-def GetBleedDamage(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BleedDamage)
-def SetBleedDamage(curPlayer, value):
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_BleedDamage, value)
-    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_BleedDamage, value)
-    
-## Boss最终伤害百分比
-def GetBossFinalHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BossFinalHurtPer)
-def SetBossFinalHurtPer(curPlayer, value):
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_BossFinalHurtPer, value)
-    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_BossFinalHurtPer, value)
-    
-## 最终固定伤害增加
-def GetFinalHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurt)
-def SetFinalHurt(curPlayer, value):
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_FinalHurt, value)
-    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_FinalHurt, value)
-## 最终固定伤害减少
-def GetFinalHurtReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurtReduce)
-def SetFinalHurtReduce(curPlayer, value):
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_FinalHurtReduce, value)
-    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_FinalHurtReduce, value)
-## 对指定boss伤害加成固定值
-def GetBossIDHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BossIDHurt)
-def SetBossIDHurt(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BossIDHurt, value)
-## 对指定boss伤害加成倍率
-def GetBossIDHurtAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BossIDHurtAddPer)
-def SetBossIDHurtAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BossIDHurtAddPer, value)
-## 装备掉落执行次数加成万分率
-def GetDropEquipDoCount(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_DropEquipDoCount)
-def SetDropEquipDoCount(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_DropEquipDoCount, value)
-
-# 基础攻击百分比
-def GetBaseAtkAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BaseAtkAddPer)
-def SetBaseAtkAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BaseAtkAddPer, value)
-# 基础生命百分比
-def GetBaseMaxHPAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BaseMaxHPAddPer)
-def SetBaseMaxHPAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BaseMaxHPAddPer, value)
-# 基础防御百分比
-def GetBaseDefAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BaseDefAddPer)
-def SetBaseDefAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BaseDefAddPer, value)
-# 基础命中百分比
-def GetBaseHitAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BaseHitAddPer)
-def SetBaseHitAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BaseHitAddPer, value)
-# 基础闪避百分比
-def GetBaseMissAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BaseMissAddPer)
-def SetBaseMissAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BaseMissAddPer, value)
-# 法器生命百分比
-def GetFaQiMaxHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FaQiMaxHPPer)
-def SetFaQiMaxHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FaQiMaxHPPer, value)
-# 法器攻击百分比
-def GetFaQiAtkPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FaQiAtkPer)
-def SetFaQiAtkPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FaQiAtkPer, value)
-# 法器防御百分比
-def GetFaQiDefPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FaQiDefPer)
-def SetFaQiDefPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FaQiDefPer, value)
-# 神兵生命百分比
-def GetGodWeaponMaxHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GodWeaponMaxHPPer)
-def SetGodWeaponMaxHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GodWeaponMaxHPPer, value)
-# 神兵攻击百分比
-def GetGodWeaponAtkPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GodWeaponAtkPer)
-def SetGodWeaponAtkPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GodWeaponAtkPer, value)
-# 宝石生命百分比
-def GetStoneMaxHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_StoneMaxHPPer)
-def SetStoneMaxHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_StoneMaxHPPer, value)
-# 宝石攻击百分比
-def GetStoneAtkPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_StoneAtkPer)
-def SetStoneAtkPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_StoneAtkPer, value)
 # 血瓶恢复效果
-def GetHPCureEnhance(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_HPCureEnhance)
-def SetHPCureEnhance(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_HPCureEnhance, value)
-
-# 额外输出伤害
-def GetOnlyFinalHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_OnlyFinalHurt)
-def SetOnlyFinalHurt(curPlayer, value):
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_OnlyFinalHurt, value)
-    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_OnlyFinalHurt, value)
-    return
-
-# PVP攻击回血
-def GetPVPAtkBackHP(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_PVPAtkBackHP)
-def SetPVPAtkBackHP(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_PVPAtkBackHP, value)
-
-# 命中成功率
-def GetHitSucessRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_HitSucessRate)
-def SetHitSucessRate(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_HitSucessRate, value)
-
-# 闪避成功率
-def GetMissSucessRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MissSucessRate)
-def SetMissSucessRate(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_MissSucessRate, value)
-
-# 治疗加成 默认百分百
-def GetCurePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CurePer)
-def SetCurePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_CurePer, value)
-
-# 加深受到伤害百分比
-def GetBeHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BeHurtPer)
-def SetBeHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BeHurtPer, value)
-
-# 称号生命加成
-def GetTitleMaxHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TitleMaxHPPer)
-def SetTitleMaxHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_TitleMaxHPPer, value)
-# 称号攻击加成
-def GetTitleAtkPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TitleAtkPer)
-def SetTitleAtkPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_TitleAtkPer, value)
-# 称号防御加成
-def GetTitleDefPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TitleDefPer)
-def SetTitleDefPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_TitleDefPer, value)
-
-# 头像生命加成
-def GetFaceMaxHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FaceMaxHPPer)
-def SetFaceMaxHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FaceMaxHPPer, value)
-# 头像攻击加成
-def GetFaceAtkPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FaceAtkPer)
-def SetFaceAtkPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FaceAtkPer, value)
-# 头像防御加成
-def GetFaceDefPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FaceDefPer)
-def SetFaceDefPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FaceDefPer, value)
-
-# 头像框生命加成
-def GetFacePicMaxHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FacePicMaxHPPer)
-def SetFacePicMaxHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FacePicMaxHPPer, value)
-# 头像框攻击加成
-def GetFacePicAtkPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FacePicAtkPer)
-def SetFacePicAtkPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FacePicAtkPer, value)
-# 头像框防御加成
-def GetFacePicDefPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FacePicDefPer)
-def SetFacePicDefPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FacePicDefPer, value)
-
-# 坐骑幻化生命加成
-def GetHorseSkinMaxHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_HorseSkinMaxHPPer)
-def SetHorseSkinMaxHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_HorseSkinMaxHPPer, value)
-# 坐骑幻化攻击加成
-def GetHorseSkinAtkPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_HorseSkinAtkPer)
-def SetHorseSkinAtkPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_HorseSkinAtkPer, value)
-# 坐骑幻化防御加成
-def GetHorseSkinDefPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_HorseSkinDefPer)
-def SetHorseSkinDefPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_HorseSkinDefPer, value)
-
-# 坐骑攻击百分比
-def GetHorseAtkPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_HorseAtkPer)
-def SetHorseAtkPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_HorseAtkPer, value)
-
-# 坐骑生命加成
-def GetHorseMaxHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_HorseMaxHPPer)
-def SetHorseMaxHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_HorseMaxHPPer, value)
-
-# 灵宠攻击加成
-def GetPetAtkPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_PetAtkPer)
-def SetPetAtkPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_PetAtkPer, value)
-
-# 坐骑培养属性加成
-def GetHorseTrainAttrPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_HorseTrainAttrPer)
-def SetHorseTrainAttrPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_HorseTrainAttrPer, value)
-
-# 灵宠培养属性加成
-def GetPetTrainAttrPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_PetTrainAttrPer)
-def SetPetTrainAttrPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_PetTrainAttrPer, value)
-
-# 守护培养属性加成
-def GetGuardTrainAttrPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GuardTrainAttrPer)
-def SetGuardTrainAttrPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GuardTrainAttrPer, value)
-
-# 翅膀培养属性加成
-def GetWingTrainAttrPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WingTrainAttrPer)
-def SetWingTrainAttrPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WingTrainAttrPer, value)
-
-# 灭世培养属性加成
-def GetPeerlessWeaponTrainAttrPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_PeerlessWeaponTrainAttrPer)
-def SetPeerlessWeaponTrainAttrPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_PeerlessWeaponTrainAttrPer, value)
-
-# 弑神培养属性加成
-def GetPeerlessWeapon2TrainAttrPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_PeerlessWeapon2TrainAttrPer)
-def SetPeerlessWeapon2TrainAttrPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_PeerlessWeapon2TrainAttrPer, value)
-
-# 炼体属性属性加成
-def GetLianTiAttrPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_LianTiAttrPer)
-def SetLianTiAttrPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_LianTiAttrPer, value)
-
-def GetAttr160(curPlayer): return 0
-def SetAttr160(curPlayer, value): pass
+def GetHPCureEnhance(curPlayer): return 0
 
 # 仙盟徽章ID
 def GetFamilyEmblemID(curPlayer): return curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FamilyEmblemID)
@@ -6813,302 +5142,34 @@
     curPlayer.SetFamilyMemberLV(fmLV) # 也同步设置该值,防止有些地方直接调用 curPlayer.GetFamilyMemberLV()
     return
 
-# 仙盟事务速度加成
-def GetAffairSpeedPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AffairSpeedPer)
-def SetAffairSpeedPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AffairSpeedPer, value)
-
-# 仙盟BOSS伤害加成
-def GetFamilyBossHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FamilyBossHurtPer)
-def SetFamilyBossHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FamilyBossHurtPer, value)
-
-# 仙盟联赛生命加成
-def GetFamilyWarHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FamilyWarHPPer)
-def SetFamilyWarHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FamilyWarHPPer, value)
-
-# 仙盟联赛攻击加成
-def GetFamilyWarAtkPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FamilyWarAtkPer)
-def SetFamilyWarAtkPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FamilyWarAtkPer, value)
-
-# 仙盟打坐经验加成
-def GetFamilySitExpPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FamilySitExpPer)
-def SetFamilySitExpPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FamilySitExpPer, value)
-
-# 宝石基础属性百分比
-def GetStoneBasePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_StoneBasePer)
-def SetStoneBasePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_StoneBasePer, value)
-
-# 境界基础属性百分比
-def GetRealmBasePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_RealmBasePer)
-def SetRealmBasePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_RealmBasePer, value)
-
-# 翅膀生命百分比
-def GetWingHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WingHPPer)
-def SetWingHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WingHPPer, value)
-
-# 套装基础属性百分比
-def GetSuiteBasePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SuiteBasePer)
-def SetSuiteBasePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SuiteBasePer, value)
-
-# 强化基础攻击百分比
-def GetPlusBaseAtkPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_PlusBaseAtkPer)
-def SetPlusBaseAtkPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_PlusBaseAtkPer, value)
-
-## 暂无用
-#  @param curPlayer 玩家实例
-#  @return 
-def GetAddBackHPPer(curPlayer):
-    return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AddBackHPPer)
-
-## 暂无用
-#  @param curPlayer 玩家实例
-#  @return None
-def SetAddBackHPPer(curPlayer, value):
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_AddBackHPPer, value)
-    
-#---降低生命恢复效果----
-## 获取降低生命恢复效果万分率
-#  @param curPlayer 玩家实例
-#  @return 
-def GetReduceBackHPPer(curPlayer):
-    return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ReduceBackHPPer)
-
-## 设置降低生命恢复效果万分率
-#  @param curPlayer 玩家实例
-#  @return None
-def SetReduceBackHPPer(curPlayer, value):
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_ReduceBackHPPer, value)
-    
-#---触发定身----
-def GetAtkerFreezed(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrAtkerFreezed)
-def SetAtkerFreezed(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrAtkerFreezed, value)
-    
-#---增加仇恨----
-def GetAddAngry(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrAddAngry)
-def SetAddAngry(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrAddAngry, value)
-
-#---技能攻击比例减少----
-def GetSkillAtkRateReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SkillAtkRateReduce)
-def SetSkillAtkRateReduce(curPlayer, value):
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillAtkRateReduce, value)
-    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_SkillAtkRateReduce, value)
-#---PVP固定伤害----
-def GetDamagePVP(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePVP)
-def SetDamagePVP(curPlayer, value):
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePVP, value)
-    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_DamagePVP, value)
-#---PVP固定伤害减少----
-def GetDamagePVPReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePVPReduce)
-def SetDamagePVPReduce(curPlayer, value):
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePVPReduce, value)
-    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_DamagePVPReduce, value)
-#---伤害输出固定值计算对NPC附加----
-def GetDamagePVE(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePVE)
-def SetDamagePVE(curPlayer, value): 
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePVE, value)
-    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_DamagePVE, value)
-    
-#---伤害输出计算百分比对玩家附加----
-def GetDamagePerPVP(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePerPVP)
-def SetDamagePerPVP(curPlayer, value):
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePerPVP, value)
-    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_DamagePerPVP, value)
-def GetDamagePerPVPReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePerPVPReduce)
-def SetDamagePerPVPReduce(curPlayer, value):
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePerPVPReduce, value)
-    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_DamagePerPVPReduce, value)
-    
-#---受伤计算百分比----
-def GetHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrHurtPer)
-def SetHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrHurtPer, value)
-  
-#---自动恢复XP值比率----
-def GetXPRestorePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrXPRestorePer)
-def SetXPRestorePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrXPRestorePer, value)
-
-#---魔法盾伤害吸收蓝耗比率----
-def GetShieldMPCostRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrShieldMPCostRate)
-def SetShieldMPCostRate(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrShieldMPCostRate, value)
-  
-#---20%的概率抵御伤害比率----
-def GetDamChanceDef(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamChanceDef)
-def SetDamChanceDef(curPlayer, value):
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamChanceDef, value)
-    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_DamChanceDef, value)
-    
 #---当前防护值,需存DB----
-def GetProDef(curPlayer): return curPlayer.GetExAttr4()
-def SetProDef(curPlayer, value):
-    curPlayer.SetExAttr4(value, True)
-    return
+def GetProDef(curPlayer): return 0
+def SetProDef(curPlayer, value): return
 
 #---最大防护值----
-def GetMaxProDef(curPlayer): return curPlayer.GetExAttr16()
-def SetMaxProDef(curPlayer, value):
-    value = min(value, ChConfig.Def_UpperLimit_DWord)
-    curPlayer.SetExAttr16(value)
-    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_MaxProDef, value, 0, True) # 周围玩家需要通知
-    return
-    
-#---生命上限换算为防护值的百分比----
-def GetProDefHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrProDefHPPer)
-def SetProDefHPPer(curPlayer, value):
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrProDefHPPer, value)
-    #SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_ProDefHPPer, value)
-    
-#---防护值吸收伤害比率----
-def GetProDefAbsorb(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrProDefAbsorb)
-def SetProDefAbsorb(curPlayer, value):
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrProDefAbsorb, value)
-    #SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_ProDefAbsorb, value)
-    
-#---宠物攻击提升值----
-def GetPetMinAtk(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrPetMinAtk)
-def SetPetMinAtk(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrPetMinAtk, value)
-def GetPetMaxAtk(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrPetMaxAtk)
-def SetPetMaxAtk(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrPetMaxAtk, value)
-
-#---宠物伤害百分比提升----移到GameObj下
-#===============================================================================
-# def GetPetDamPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrPetDamPer)
-# def SetPetDamPer(curPlayer, value): 
-#    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrPetDamPer, value)
-#    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_PetDamPer, value)
-#===============================================================================
-#---宠物技能伤害百分比提升----
-def GetPetSkillAtkRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_PetSkillAtkRate)
-def SetPetSkillAtkRate(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_PetSkillAtkRate, value)
-    
-#---每1级+%s攻击, 数值取万分率,支持小数算法----
-def GetPerLVAtk(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrPerLVAtk)
-def SetPerLVAtk(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrPerLVAtk, value)
-#---每1级+%s生命, 数值为固定值----
-def GetPerLVMaxHP(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrPerLVMaxHP)
-def SetPerLVMaxHP(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrPerLVMaxHP, value)
-
-#---装备掉率----
-def GetDropEquipPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDropEquipPer)
-def SetDropEquipPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDropEquipPer, value)
-
-#---功能层防御值----
-def GetFuncDef(curPlayer): return EffGetSet.GetCopyFuncAttrValue(curPlayer, ChConfig.TYPE_Calc_AttrDEF)
-def SetFuncDef(curPlayer, value): EffGetSet.SetCopyFuncAttrValue(curPlayer, ChConfig.TYPE_Calc_AttrDEF, value)
-
-#普通攻击增伤:普通攻击附加的固定值伤害
-def GetNormalHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_NormalHurt)
-def SetNormalHurt(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_NormalHurt, value)
-#普通攻击加成:普通攻击附加的伤害百分比
-def GetNormalHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_NormalHurtPer)
-def SetNormalHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_NormalHurtPer, value)
-#法宝技能增伤:法宝技能攻击附加的固定值伤害
-def GetFabaoHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FabaoHurt)
-def SetFabaoHurt(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FabaoHurt, value)
-#法宝技能加成:法宝技能攻击附加的伤害百分比
-def GetFabaoHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FabaoHurtPer)
-def SetFabaoHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FabaoHurtPer, value)
+def GetMaxProDef(curPlayer): return 0
+def SetMaxProDef(curPlayer, value): return
 
 # 每X秒自动消失一个印记, 毫秒记录
-def GetLostYinjiTime(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_LostYinjiTime)
-def SetLostYinjiTime(curPlayer, value): 
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_LostYinjiTime, value)
-    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_YinjiTime, value)
+def GetLostYinjiTime(curPlayer): return 0
+def SetLostYinjiTime(curPlayer, value): return
 
 # 当前印记数
-def GetYinjiCnt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_YinjiCnt)
-def SetYinjiCnt(curPlayer, value): 
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_YinjiCnt, value)
-    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_YinjiCnt, value)
+def GetYinjiCnt(curPlayer): return 0
+def SetYinjiCnt(curPlayer, value): return
 
 # 减少指定技能组CD XX%
-def GetTheFBSkillsCD(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TheFBSkillsCD)
-def SetTheFBSkillsCD(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_TheFBSkillsCD, value)
+def GetTheFBSkillsCD(curPlayer): return 0
+def SetTheFBSkillsCD(curPlayer, value): return
 # 灼烧固定伤害
-def GetBurnValue(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BurnValue)
-def SetBurnValue(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BurnValue, value)
+def GetBurnValue(curPlayer): return 0
+def SetBurnValue(curPlayer, value): return
 # 延长灼烧时间百分比
-def GetBurnTimePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BurnTimePer)
-def SetBurnTimePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BurnTimePer, value)
+def GetBurnTimePer(curPlayer): return 0
+def SetBurnTimePer(curPlayer, value): return
 # 减移动速度百分比
-def GetSubSpeedPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SubSpeedPer)
-def SetSubSpeedPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SubSpeedPer, value)
-
-# 技能伤害增强
-def GetSkillAddPer1(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SkillAddPer1)
-def SetSkillAddPer1(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillAddPer1, value)
-def GetSkillAddPer2(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SkillAddPer2)
-def SetSkillAddPer2(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillAddPer2, value)
-def GetSkillAddPer3(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SkillAddPer3)
-def SetSkillAddPer3(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillAddPer3, value)
-def GetSkillAddPer4(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SkillAddPer4)
-def SetSkillAddPer4(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillAddPer4, value)
-def GetSkillAddPer5(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SkillAddPer5)
-def SetSkillAddPer5(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillAddPer5, value)
-def GetSkillAddPer6(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SkillAddPer6)
-def SetSkillAddPer6(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillAddPer6, value)
-def GetSkillAddPer7(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SkillAddPer7)
-def SetSkillAddPer7(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillAddPer7, value)
-
-# 受到技能伤害减少
-def GetSkillReducePer1(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SkillReducePer1)
-def SetSkillReducePer1(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillReducePer1, value)
-def GetSkillReducePer2(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SkillReducePer2)
-def SetSkillReducePer2(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillReducePer2, value)
-def GetSkillReducePer3(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SkillReducePer3)
-def SetSkillReducePer3(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillReducePer3, value)
-def GetSkillReducePer4(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SkillReducePer4)
-def SetSkillReducePer4(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillReducePer4, value)
-def GetSkillReducePer5(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SkillReducePer5)
-def SetSkillReducePer5(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillReducePer5, value)
-def GetSkillReducePer6(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SkillReducePer6)
-def SetSkillReducePer6(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillReducePer6, value)
-def GetSkillReducePer7(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SkillReducePer7)
-def SetSkillReducePer7(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillReducePer7, value)
-
-#---诛仙一击概率---
-def GetZhuXianRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ZhuxianRate)
-def SetZhuXianRate(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_ZhuxianRate, value)
-
-#---诛仙护体减伤---
-def GetZhuXianReducePer(curPlayer): return 0#curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ZhuXianReducePer)
-def SetZhuXianReducePer(curPlayer, value): return #curPlayer.SetDict(ChConfig.Def_PlayerKey_ZhuXianReducePer, value)
-
-## 计算功能背包物品属性 
-#  @param curPlayer 当前玩家
-#  @param packType 背包类型
-#  @param allAttrListEquip 属性列表
-#  @return None
-def CalcFuncPackItem(curPlayer, packType, allAttrListEquip):
-    #===========================================================================
-    # funcPack = curPlayer.GetItemManager().GetPack(packType)
-    # equipPartIndexList = ChConfig.Pack_EquipPart_CanPlusStar.get(packType, [])
-    # 
-    # #玩家当前可装备的装备类型
-    # for equipIndex in range(0, funcPack.GetCount()):
-    #    
-    #    curEquip = funcPack.GetAt(equipIndex)
-    #    if curEquip.IsEmpty():
-    #        continue
-    #    
-    #    #计算效果
-    #    for i in range(0, curEquip.GetEffectCount()):
-    #        curEffect = curEquip.GetEffectByIndex(i)
-    #        if not curEffect:
-    #            break
-    #        
-    #        effectID = curEffect.GetEffectID()
-    #        if effectID == 0:
-    #            #最后一个
-    #            break
-    #        
-    #        effectValue = curEffect.GetEffectValue(0)
-    #        if not effectValue:
-    #            continue
-    #        
-    #        #添加物品效果的属性值
-    #        CalcAttrDict_Type(effectID, effectValue, allAttrListEquip)
-    #    
-    #    
-    #===========================================================================
-    return
+def GetSubSpeedPer(curPlayer): return 0
+def SetSubSpeedPer(curPlayer, value): return
 
 #-------------------------------------------------------------------------------
 

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