From fff7319fd0fb06d03364c5be64edc5bc22e1fe3f Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 28 八月 2025 18:04:18 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(NPC支持成长属性;NPC支持关联武将;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py |    6 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py    |   16 +
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py     |    6 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py       |  194 +++++++++++-------
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py       |  113 -----------
 PySysDB/PySysDBPY.h                                                                        |   65 ++++--
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py   |  198 +++++++++++++++----
 7 files changed, 331 insertions(+), 267 deletions(-)

diff --git a/PySysDB/PySysDBPY.h b/PySysDB/PySysDBPY.h
index 0c11aa8..e81be86 100644
--- a/PySysDB/PySysDBPY.h
+++ b/PySysDB/PySysDBPY.h
@@ -32,6 +32,7 @@
 {
 	DWORD		_NPCID;	//NPCID
 	char		NPCName;	//名称
+	DWORD		RelatedHeroID;	//关联武将ID
 	BYTE		Country;	//国家
 	BYTE		AtkDistType;	//远近类型;1-近战;2-远程
 	BYTE		Sex;	//性别;1-男,2-女
@@ -55,6 +56,28 @@
 	DWORD		SuckHPPer;	//吸血比率
 	DWORD		SuckHPPerDef;	//抗吸血比率
 	dict		SpecAttrInfo;	//特殊属性信息 {"属性ID":值, ...}
+};
+
+//NPC成长表
+
+struct NPCStronger 
+{
+	DWORD		_NPCID;	//NPCID
+	float		AtkRatio;	//攻击系数
+	float		DefRatio;	//防御系数
+	float		MaxHPRatio;	//生命系数
+	float		StunRateRatio;
+	float		SuperHitRateRatio;
+	float		ComboRateRatio;
+	float		MissRateRatio;
+	float		ParryRateRatio;
+	float		SuckHPPerRatio;
+	float		StunRateDefRatio;
+	float		SuperHitRateDefRatio;
+	float		ComboRateDefRatio;
+	float		MissRateDefRatio;
+	float		ParryRateDefRatio;
+	float		SuckHPPerDefRatio;
 };
 
 //技能表
@@ -298,6 +321,8 @@
 	list		WaveLineupIDList6;	// 波6阵容ID列表,小队1阵容ID|小队2阵容ID|...
 	list		BossLineupIDList;	// Boss波阵容ID列表,小队1阵容ID|小队2阵容ID|...
 	list		AwardItemList;	// 过关奖励列表,[[物品ID,个数], ...]
+	WORD		NPCLV;	//NPC等级
+	float		Difficulty;	//难度系数
 };
 
 //NPC阵容表
@@ -1006,6 +1031,23 @@
 	DWORD		MaxHP;	//生命
 	DWORD		Atk;	//攻击
 	DWORD		Def;	//防御
+	BYTE		ReHeroBreakLV;	//参考突破等级
+	BYTE		ReHeroAwakeLV;	//参考觉醒等级
+	DWORD		ReAtk;	//参考攻击
+	DWORD		ReDef;	//防御
+	DWORD		ReMaxHP;	//生命
+	DWORD		ReStunRate;
+	DWORD		ReSuperHitRate;
+	DWORD		ReComboRate;
+	DWORD		ReMissRate;
+	DWORD		ReParryRate;
+	DWORD		ReSuckHPPer;
+	DWORD		ReStunRateDef;
+	DWORD		ReSuperHitRateDef;
+	DWORD		ReComboRateDef;
+	DWORD		ReMissRateDef;
+	DWORD		ReParryRateDef;
+	DWORD		ReSuckHPPerDef;
 };
 
 //特殊地图玩家属性公式表
@@ -1050,29 +1092,6 @@
 	DWORD		MDef;	// 标准击杀时间/毫秒
 	DWORD		FireDef;	// 脱机挂经验计算战力
 	DWORD		SP;	// SP
-};
-
-//成长型怪物参数公式表
-
-struct tagNPCStrengthen
-{
-	DWORD		_NPCID;	//NPCID
-	BYTE		IsStrengthenByPlayerCount;//是否根据人数成长
-	BYTE		LVStrengthenMark;//等级成长属性公式标记
-	BYTE		LVStrengthenType;//等级成长类型, 0-不按等级成长;1-按玩家平均等级;2-按玩家最大等级;3-按世界等级;
-	BYTE		CmpNPCBaseLV;//是否比较NPC表等级, 是的话取NPC表配置等级与成长等级中较大等级
-	DWORD		HitTime;//受击次数
-	DWORD		DefCoefficient;//人物防御系数
-	DWORD		AtkCoefficient;//人物攻击系数
-	DWORD		AdjustCoefficient;//调整系数比例
-	DWORD		AtkInterval;//怪物攻击间隔
-	DWORD		HitRate;//对人物的命中率
-	DWORD		MissRate;//对人物的闪避率
-	DWORD		MonterNum;//怪物数
-	DWORD		IceAtkCoefficient;//元素攻击比例
-	DWORD		IceDefCoefficient;//元素抗性比例
-	DWORD		MaxEnduranceTime;//玩家最大承受伤害时间
-	DWORD		FightPowerCoefficient;//压制战斗力系数
 };
 
 //NPC时间掉血表
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
index b54abb1..150d32d 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -589,13 +589,15 @@
     
     def __init__(self):
         self.tfGUID = "" # 所属的某场回合战斗的guid
+        self.ownerID = 0 # 所属玩家ID,可能为0,0代表非玩家的战斗实体
         self.objID = 0
         self.objName = ""
         self.npcID = 0
-        self.ownerID = 0 # 所属玩家ID,可能为0,0代表非玩家的战斗实体
         self.heroID = 0
         self.skinID = 0
+        self.country = 0
         self.atkDistType = 0
+        self.sex = 0
         self.lv = 1
         self.fightPower = 0
         self.faction = 0 # 所属阵营,一般只有双方阵营, 1 或 2,发起方默认1
@@ -655,18 +657,22 @@
     def GetTFGUID(self): return self.tfGUID # 所属的某场战斗
     def SetTFGUID(self, tfGUID): self.tfGUID = tfGUID
     def GetTurnFight(self): return TurnAttack.GetTurnFightMgr().getTurnFight(self.tfGUID)
+    def GetOwnerID(self): return self.ownerID # 如果是玩家战斗单位,则该值非0,为所属玩家ID
+    def SetOwnerID(self, ownerID): self.ownerID = ownerID
     def GetID(self): return self.objID
     def GetName(self): return self.objName
     def SetName(self, name): self.objName = name
+    def GetCountry(self): return self.country
+    def SetCountry(self, country): self.country = country
     def GetAtkDistType(self): return self.atkDistType
     def SetAtkDistType(self, atkDistType): self.atkDistType = atkDistType
+    def GetSex(self): return self.sex
+    def SetSex(self, sex): self.sex = sex
     def GetNPCID(self): return self.npcID # 如果是NPC战斗单位,则该值非0
     def SetNPCID(self, npcID): self.npcID = npcID # 设置所属的NPCID
-    def GetOwnerID(self): return self.ownerID # 如果是玩家战斗单位,则该值非0,为所属玩家ID
-    def GetHeroID(self): return self.heroID # 仅玩家有值,某个武将ID
+    def GetHeroID(self): return self.heroID
     def GetSkinID(self): return self.skinID # 仅玩家有值,武将皮肤
-    def SetOwnerHero(self, ownerID, heroID, skinID): # 设置所属的玩家及武将
-        self.ownerID = ownerID
+    def SetHero(self, heroID, skinID=0): # 设置所属武将
         self.heroID = heroID
         self.skinID = skinID
     def SetLineupPos(self, posNum, lineupNum=1):
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
index f595ce4..dab5601 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -434,6 +434,8 @@
         self.teamMax = 1 # 当前波最大小队,某场战斗可能包含多个小队,所有小队混流击杀完才算过了本波
         self.nextTeam = False # 下次前端请求战斗是否是下一小队,否则都是重新刷新当前进度怪
         self.waveLineupList = [] # 小队列表
+        self.strongerLV = 0
+        self.difficulty = 0
         self.turnFight = GetTurnFightMgr().addTurnFight(ChConfig.Def_FBMapID_Main, 0, playerID)
         return
     
@@ -499,9 +501,11 @@
     
     return lineupInfo
 
-def GetNPCLineupInfo(lineupID):
+def GetNPCLineupInfo(lineupID, strongerLV=0, difficulty=0):
     ## 获取NPC阵容信息
     # @param lineupID: 阵容ID
+    # @param npcLV: 成长NPC等级
+    # @param difficulty: 成长NPC难度系数
     # @return: 阵容全部信息json字典,前端通用格式
     ipyData = IpyGameDataPY.GetIpyGameData("NPCLineup", lineupID)
     if not ipyData:
@@ -514,9 +518,46 @@
         npcID = getattr(ipyData, "GetPosNPCID%s" % posNum)()
         if not npcID:
             continue
-        npcData = NPCCommon.GetNPCDataPy(npcID)
-        if not npcData:
+        battleDict = GetNPCBattleDict(npcID, strongerLV, difficulty)
+        if not battleDict:
             continue
+        heroDict[str(posNum)] = battleDict
+        
+    lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict}
+    return lineupInfo
+
+def GetNPCBattleDict(npcID, strongerLV=0, difficulty=0):
+    ## 获取NPC战斗相关字典,支持成长NPC
+    # @param strongerLV: 成长等级
+    # @param difficulty: 难度系数
+    npcData = NPCCommon.GetNPCDataPy(npcID)
+    if not npcData:
+        return
+    heroID = npcData.GetRelatedHeroID()
+    npcLV = npcData.GetLV()
+    
+    lvIpyData = None
+    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if heroID else None
+    npcStronger = IpyGameDataPY.GetIpyGameDataNotLog("NPCStronger", npcID)
+    if npcStronger and strongerLV:
+        lvIpyData = IpyGameDataPY.GetIpyGameData("PlayerLV", strongerLV)
+        if lvIpyData:
+            npcLV = strongerLV
+    if not lvIpyData:
+        lvIpyData = IpyGameDataPY.GetIpyGameData("PlayerLV", npcLV)
+        
+    if heroIpyData and lvIpyData:
+        skinIDList = heroIpyData.GetSkinIDList()
+        skinID = skinIDList[0] if skinIDList else 0
+        skillIDList = GetNPCHeroSkillIDList(heroID, heroIpyData, lvIpyData.GetReHeroBreakLV(), lvIpyData.GetReHeroAwakeLV())
+    else:
+        heroID = 0
+        skinID = 0
+        skillIDList = [] + npcData.GetSkillIDList()
+        
+    # 成长怪属性
+    batAttrDict = GetNPCStrongerAttrDict(npcID, lvIpyData, npcStronger, difficulty)
+    if not batAttrDict:
         batAttrDict = {ChConfig.AttrID_Atk:npcData.GetAtk(), ChConfig.AttrID_Def:npcData.GetDef(), ChConfig.AttrID_MaxHP:npcData.GetMaxHP(), 
                        ChConfig.AttrID_FinalDamPer:npcData.GetFinalDamPer(), ChConfig.AttrID_FinalDamPerDef:npcData.GetFinalDamPerDef(), 
                        ChConfig.AttrID_MissRate:npcData.GetMissRate(), ChConfig.AttrID_MissRateDef:npcData.GetMissRateDef(), 
@@ -527,14 +568,68 @@
                        ChConfig.AttrID_SuckHPPer:npcData.GetSuckHPPer(), ChConfig.AttrID_SuckHPPerDef:npcData.GetSuckHPPerDef(), 
                        }
         batAttrDict.update(npcData.GetSpecAttrInfo())
-        skillIDList = [] + npcData.GetSkillIDList()
-        heroDict[str(posNum)] = {"NPCID":npcID, 
-                                 "AttrDict":{str(k):v for k, v in batAttrDict.items() if v > 0},
-                                 "SkillIDList":skillIDList
-                                 }
         
-    lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict}
-    return lineupInfo
+    battleDict = {"NPCID":npcID,
+                  "HeroID":heroID,
+                  "SkinID":skinID,
+                  "LV":npcLV,
+                  "AttrDict":{str(k):v for k, v in batAttrDict.items() if v > 0},
+                  "SkillIDList":skillIDList,
+                  }
+    
+    GameWorld.DebugLog("GetNPCBattleDict npcID=%s,strongerLV=%s,difficulty=%s,%s" % (npcID, strongerLV, difficulty, battleDict))
+    return battleDict
+
+def GetNPCHeroSkillIDList(heroID, heroIpyData, breakLV, awakeLV):
+    ## 获取NPC对应武将的技能ID列表
+    normalSkillID = heroIpyData.GetNormalSkillID()
+    angerSkillID = heroIpyData.GetAngerSkillID()
+    skillIDList = [normalSkillID, angerSkillID]
+    
+    breakIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroBreak", heroID)
+    if breakIpyDataList:
+        for breakIpyData in breakIpyDataList:
+            if breakIpyData.GetBreakLV() > breakLV:
+                break
+            skillID = breakIpyData.GetSkillID()
+            if skillID:
+                skillIDList.append(skillID)
+                
+    awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID)
+    if awakeIpyDataList:
+        for awakeIpyData in awakeIpyDataList:
+            if awakeIpyData.GetAwakeLV() > awakeLV:
+                break
+            skillID = awakeIpyData.GetSkillID()
+            if skillID:
+                skillIDList.append(skillID)
+                
+    return skillIDList
+
+def GetNPCStrongerAttrDict(npcID, lvIpyData, npcStronger, difficulty):
+    ## 获取NPC成长属性
+    # @param strongerLV: 成长等级
+    # @param difficulty: 难度系数
+    
+    batAttrDict = {}
+    if not lvIpyData or not npcStronger or not difficulty:
+        return batAttrDict
+    lv = lvIpyData.GetLV()
+    for attrID in ChConfig.CalcBattleAttrIDList:
+        attrIpyData = IpyGameDataPY.GetIpyGameData("PlayerAttr", attrID)
+        if not attrIpyData:
+            continue
+        attrName = attrIpyData.GetParameter()
+        if not hasattr(lvIpyData, "GetRe%s" % attrName):
+            continue
+        reValue = getattr(lvIpyData, "GetRe%s" % attrName)() # 基础参考值
+        ratio = getattr(npcStronger, "Get%sRatio" % attrName)() if hasattr(npcStronger, "Get%sRatio" % attrName) else 1 # 属性系数
+        attrValue = int(reValue * ratio * difficulty)
+        batAttrDict[attrID] = attrValue
+        #GameWorld.DebugLog("    attrID=%s,attrValue=%s,reValue=%s,ratio=%s,difficulty=%s" % (attrID, attrValue, reValue, ratio, difficulty))
+        
+    GameWorld.DebugLog("NPC成长属性: npcID=%s,lv=%s,difficulty=%s,%s" % (npcID, lv, difficulty, batAttrDict))
+    return batAttrDict
 
 def SummonLineupObjs(batLineup, faction, num, lineupInfo, playerID=0):
     '''召唤阵容战斗实例
@@ -559,37 +654,46 @@
     for posNumKey, heroInfo in heroDict.items():
         posNum = int(posNumKey)
         
-        npcID, heroID, skinID = 0, 0, 0
         atkBackSkillID = 0 # 反击技能ID
         fightPower = 0
         skillIDList = [] # 战斗对象可能改变属性或技能,重新创建,防止误修改来源值
         attrDict = {}
         skillIDList += heroInfo.get("SkillIDList", [])
         attrDict.update(heroInfo.get("AttrDict", {}))
-        objName = ""
-        if lineupPlayerID:
-            heroID = heroInfo.get("HeroID", 0)
-            skinID = heroInfo.get("SkinID", 0)
-            lv = heroInfo.get("LV", 1)
-            fightPower = heroInfo.get("FightPower", 0)
-            heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
-            if not heroIpyData:
-                continue
+        npcID = heroInfo.get("NPCID", 0)
+        heroID = heroInfo.get("HeroID", 0)
+        skinID = heroInfo.get("SkinID", 0)
+        lv = heroInfo.get("LV", 1)
+        heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if heroID else None
+        if heroIpyData:
             atkDistType = heroIpyData.GetAtkDistType()
             objName = heroIpyData.GetName()
+            country = heroIpyData.GetCountry()
+            sex = heroIpyData.GetSex()
+            
+        if lineupPlayerID:
+            fightPower = heroInfo.get("FightPower", 0)
+            if not heroIpyData:
+                continue
+            
         else:
-            npcID = heroInfo.get("NPCID", 0)
             npcDataEx = NPCCommon.GetNPCDataPy(npcID)
             if not npcDataEx:
                 continue
-            objName = npcDataEx.GetNPCName()
-            atkDistType = npcDataEx.GetAtkDistType()
-            lv = npcDataEx.GetLV()
-            
+            if not heroIpyData:
+                atkDistType = npcDataEx.GetAtkDistType()
+                objName = npcDataEx.GetNPCName()
+                country = npcDataEx.GetCountry()
+                sex = npcDataEx.GetSex()
+                
         batObj = batObjMgr.addBatObj()
         if not batObj:
             break
         objID = batObj.GetID()
+        if npcID:
+            batObj.SetNPCID(npcID)
+        elif lineupPlayerID:
+            batObj.SetOwnerID(lineupPlayerID)
         batObj.SetTFGUID(tfGUID)
         batObj.SetName(objName)
         batObj.SetFaction(faction)
@@ -597,11 +701,10 @@
         batObj.SetFightPower(fightPower)
         batObj.SetLV(lv)
         batObj.SetAtkDistType(atkDistType)
-        if npcID:
-            batObj.SetNPCID(npcID)
-        elif lineupPlayerID:
-            batObj.SetOwnerHero(lineupPlayerID, heroID, skinID)
-            
+        batObj.SetCountry(country)
+        batObj.SetSex(sex)
+        batObj.SetHero(heroID, skinID)
+        
         if atkDistType == ChConfig.AtkDistType_Short:
             atkBackSkillID = atkBackSkillIDList[0] if len(atkBackSkillIDList) > 0 else 0
         elif atkDistType == ChConfig.AtkDistType_Long:
@@ -614,7 +717,7 @@
             skillManager.LearnSkillByID(skillID)
             
         batLineup.posObjIDDict[posNum] = objID
-        GameWorld.DebugLog("AddBatObj ID:%s,%s,skill=%s" % (objID, GetObjName(batObj), skillIDList))
+        GameWorld.DebugLog("AddBatObj %s,skill=%s" % (GetObjName(batObj), skillIDList))
         batObj.InitBatAttr({int(k):v for k, v in attrDict.items()}, initXP)
         
     return
@@ -729,6 +832,8 @@
         GameWorld.DebugLog("没有设置主阵容!", playerID)
         return
     
+    strongerLV = levelIpyData.GetNPCLV()
+    difficulty = levelIpyData.GetDifficulty()
     mainFightMgr = GetMainFightMgr(curPlayer)
     mainFightMgr.nextTeam = False
     mainFightMgr.chapterID = chapterID
@@ -738,15 +843,17 @@
     mainFightMgr.waveLineupList = waveLineupList
     mainFightMgr.teamNum = teamNum
     mainFightMgr.teamMax = teamMax
+    mainFightMgr.strongerLV = strongerLV
+    mainFightMgr.difficulty = difficulty
     turnMax = IpyGameDataPY.GetFuncCfg("Mainline", 2)
     mapID, funcLineID = ChConfig.Def_FBMapID_Main, PlayerControl.ComMainLevelValue(chapterID, levelNum, wave)
-    GameWorld.DebugLog("设置起始关卡波: 关卡%s-%s,波=%s/%s,teamMax=%s,mapID=%s,funcLineID=%s,lineupID=%s" 
-                       % (chapterID, levelNum, wave, waveMax, teamMax, mapID, funcLineID, lineupID), playerID)
+    GameWorld.DebugLog("设置起始关卡波: 关卡%s-%s,波=%s/%s,teamMax=%s,mapID=%s,funcLineID=%s,lineupID=%s,strongerLV=%s,difficulty=%s" 
+                       % (chapterID, levelNum, wave, waveMax, teamMax, mapID, funcLineID, lineupID, strongerLV, difficulty), playerID)
     
     turnFight = mainFightMgr.turnFight
     turnFight.setTurn(mapID, funcLineID, turnMax, False, {"teamNum":teamNum, "teamMax":teamMax})
     turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
-    turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID)})
+    turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
     turnFight.sortActionQueue()
     turnFight.startFight()
     return
@@ -802,7 +909,9 @@
     if not lineupMainInfo:
         GameWorld.DebugLog("没有设置主阵容!", playerID)
         return
-    
+        
+    strongerLV = levelIpyData.GetNPCLV()
+    difficulty = levelIpyData.GetDifficulty()
     mainFightMgr = GetMainFightMgr(curPlayer)
     mainFightMgr.nextTeam = False
     mainFightMgr.chapterID = chapterID
@@ -812,15 +921,17 @@
     mainFightMgr.waveLineupList = waveLineupList
     mainFightMgr.teamNum = teamNum
     mainFightMgr.teamMax = teamMax
+    mainFightMgr.strongerLV = strongerLV
+    mainFightMgr.difficulty = difficulty
     turnMax = IpyGameDataPY.GetFuncCfg("Mainline", 3)
     mapID, funcLineID = ChConfig.Def_FBMapID_MainBoss, PlayerControl.ComMainLevelValue(chapterID, levelNum, wave)
-    GameWorld.DebugLog("设置关卡boss: 关卡%s-%s,波=%s/%s,teamMax=%s,mapID=%s,funcLineID=%s,lineupID=%s" 
-                       % (chapterID, levelNum, wave, waveMax, teamMax, mapID, funcLineID, lineupID), playerID)
+    GameWorld.DebugLog("设置关卡boss: 关卡%s-%s,波=%s/%s,teamMax=%s,mapID=%s,funcLineID=%s,lineupID=%s,strongerLV=%s,difficulty=%s" 
+                       % (chapterID, levelNum, wave, waveMax, teamMax, mapID, funcLineID, lineupID, strongerLV, difficulty), playerID)
     
     turnFight = mainFightMgr.turnFight
     turnFight.setTurn(mapID, funcLineID, turnMax, False, {"teamNum":teamNum, "teamMax":teamMax})
     turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
-    turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID)})
+    turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
     turnFight.sortActionQueue()
     turnFight.startFight()
     
@@ -858,7 +969,7 @@
             mainFightMgr.nextTeam = False
             turnFight.resetTurn({"teamNum":teamNum})
             # 切换小队时,玩家阵容不需要处理,保留状态
-            turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID)})
+            turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, mainFightMgr.strongerLV, mainFightMgr.difficulty)})
             turnFight.sortActionQueue()
             turnFight.startFight()
             
@@ -1088,10 +1199,13 @@
     num = batObj.lineupNum
     posNum = batObj.posNum
     heroID = batObj.heroID
-    if not heroID:
-        heroID = batObj.npcID
+    npcID = batObj.npcID
     objName = GameWorld.CodeToGbk(batObj.GetName())
-    return "%s%s-%s [%s-%s] %s" % ("A" if faction == ChConfig.Def_FactionA else "B", num, posNum, batObj.GetID(), heroID, objName)
+    if heroID:
+        objName += " Hero:%s" % heroID
+    if npcID:
+        objName += " NPC:%s" % npcID        
+    return "%s%s-P%s ID:%s %s" % ("A" if faction == ChConfig.Def_FactionA else "B", num, posNum, batObj.GetID(), objName)
 
 def EntryLogic(turnFight):
     ## 执行进场逻辑
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
index ec7bda2..c350bd4 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
@@ -48364,13 +48364,13 @@
     _fields_ = [
                   ("ObjID", c_int),    # 战斗单位唯一ID
                   ("NPCID", c_int),    # 战斗NPCID,不同的实例ID对应的NPCID可能一样
-                  ("HeroID", c_int),    # 玩家武将ID,仅玩家阵容有
-                  ("SkinID", c_int),    # 玩家武将皮肤ID,仅玩家阵容有
+                  ("HeroID", c_int),    # 武将ID,玩家或NPC均可能有,如果有值则外观相关以该武将为准,否则以NPCID为准
+                  ("SkinID", c_int),    # 武将皮肤ID,玩家或NPC均可能有,如果有值则皮肤以该值为准,否则取NPCID对应的皮肤ID
                   ("HP", c_int),    # 当前血量,求余20亿部分
                   ("HPEx", c_int),    # 当前血量,整除20亿部分
                   ("MaxHP", c_int),    # 最大血量,求余20亿部分
                   ("MaxHPEx", c_int),    # 最大血量,整除20亿部分
-                  ("LV", c_ushort),    # 等级
+                  ("LV", c_ushort),    # 等级,玩家的武将等级或NPC成长等级,等级显示以该值为准
                   ("PosNum", c_ubyte),    # 在本阵容中的站位,从1开始,非主战斗武将为0,如红颜
                   ("AngreXP", c_ushort),    # 当前怒气值
                   ]
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
index f3e2518..97e9c79 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -59,6 +59,7 @@
                 "NPC":(
                         ("DWORD", "NPCID", 1),
                         ("char", "NPCName", 0),
+                        ("DWORD", "RelatedHeroID", 0),
                         ("BYTE", "Country", 0),
                         ("BYTE", "AtkDistType", 0),
                         ("BYTE", "Sex", 0),
@@ -82,6 +83,25 @@
                         ("DWORD", "SuckHPPer", 0),
                         ("DWORD", "SuckHPPerDef", 0),
                         ("dict", "SpecAttrInfo", 0),
+                        ),
+
+                "NPCStronger":(
+                        ("DWORD", "NPCID", 1),
+                        ("float", "AtkRatio", 0),
+                        ("float", "DefRatio", 0),
+                        ("float", "MaxHPRatio", 0),
+                        ("float", "StunRateRatio", 0),
+                        ("float", "SuperHitRateRatio", 0),
+                        ("float", "ComboRateRatio", 0),
+                        ("float", "MissRateRatio", 0),
+                        ("float", "ParryRateRatio", 0),
+                        ("float", "SuckHPPerRatio", 0),
+                        ("float", "StunRateDefRatio", 0),
+                        ("float", "SuperHitRateDefRatio", 0),
+                        ("float", "ComboRateDefRatio", 0),
+                        ("float", "MissRateDefRatio", 0),
+                        ("float", "ParryRateDefRatio", 0),
+                        ("float", "SuckHPPerDefRatio", 0),
                         ),
 
                 "Skill":(
@@ -293,6 +313,8 @@
                         ("list", "WaveLineupIDList6", 0),
                         ("list", "BossLineupIDList", 0),
                         ("list", "AwardItemList", 0),
+                        ("WORD", "NPCLV", 0),
+                        ("float", "Difficulty", 0),
                         ),
 
                 "NPCLineup":(
@@ -821,6 +843,23 @@
                         ("DWORD", "MaxHP", 0),
                         ("DWORD", "Atk", 0),
                         ("DWORD", "Def", 0),
+                        ("BYTE", "ReHeroBreakLV", 0),
+                        ("BYTE", "ReHeroAwakeLV", 0),
+                        ("DWORD", "ReAtk", 0),
+                        ("DWORD", "ReDef", 0),
+                        ("DWORD", "ReMaxHP", 0),
+                        ("DWORD", "ReStunRate", 0),
+                        ("DWORD", "ReSuperHitRate", 0),
+                        ("DWORD", "ReComboRate", 0),
+                        ("DWORD", "ReMissRate", 0),
+                        ("DWORD", "ReParryRate", 0),
+                        ("DWORD", "ReSuckHPPer", 0),
+                        ("DWORD", "ReStunRateDef", 0),
+                        ("DWORD", "ReSuperHitRateDef", 0),
+                        ("DWORD", "ReComboRateDef", 0),
+                        ("DWORD", "ReMissRateDef", 0),
+                        ("DWORD", "ReParryRateDef", 0),
+                        ("DWORD", "ReSuckHPPerDef", 0),
                         ),
 
                 "SpecMapPlayerAttrFormat":(
@@ -856,26 +895,6 @@
                         ("DWORD", "MDef", 0),
                         ("DWORD", "FireDef", 0),
                         ("DWORD", "SP", 0),
-                        ),
-
-                "NPCStrengthen":(
-                        ("DWORD", "NPCID", 1),
-                        ("BYTE", "IsStrengthenByPlayerCount", 0),
-                        ("BYTE", "LVStrengthenMark", 0),
-                        ("BYTE", "LVStrengthenType", 0),
-                        ("BYTE", "CmpNPCBaseLV", 0),
-                        ("DWORD", "HitTime", 0),
-                        ("DWORD", "DefCoefficient", 0),
-                        ("DWORD", "AtkCoefficient", 0),
-                        ("DWORD", "AdjustCoefficient", 0),
-                        ("DWORD", "AtkInterval", 0),
-                        ("DWORD", "HitRate", 0),
-                        ("DWORD", "MissRate", 0),
-                        ("DWORD", "MonterNum", 0),
-                        ("DWORD", "IceAtkCoefficient", 0),
-                        ("DWORD", "IceDefCoefficient", 0),
-                        ("DWORD", "MaxEnduranceTime", 0),
-                        ("DWORD", "FightPowerCoefficient", 0),
                         ),
 
                 "NPCTimeLostHP":(
@@ -2697,29 +2716,54 @@
         
     def GetNPCID(self): return self.attrTuple[0] # NPCID DWORD
     def GetNPCName(self): return self.attrTuple[1] # 名称 char
-    def GetCountry(self): return self.attrTuple[2] # 国家 BYTE
-    def GetAtkDistType(self): return self.attrTuple[3] # 远近类型;1-近战;2-远程 BYTE
-    def GetSex(self): return self.attrTuple[4] # 性别;1-男,2-女 BYTE
-    def GetLV(self): return self.attrTuple[5] # 等级 WORD
-    def GetAtk(self): return self.attrTuple[6] # 攻击力 DWORD
-    def GetDef(self): return self.attrTuple[7] # 防御值 DWORD
-    def GetMaxHP(self): return self.attrTuple[8] # 最大生命值,可超过20E DWORD
-    def GetSkillIDList(self): return self.attrTuple[9] # 技能ID列表 list
-    def GetFinalDamPer(self): return self.attrTuple[10] # 最终增伤 DWORD
-    def GetFinalDamPerDef(self): return self.attrTuple[11] # 最终减伤 DWORD
-    def GetMissRate(self): return self.attrTuple[12] # 闪避概率 DWORD
-    def GetMissRateDef(self): return self.attrTuple[13] # 抗闪避概率 DWORD
-    def GetSuperHitRate(self): return self.attrTuple[14] # 暴击概率 DWORD
-    def GetSuperHitRateDef(self): return self.attrTuple[15] # 抗暴击概率 DWORD
-    def GetStunRate(self): return self.attrTuple[16] # 击晕概率 DWORD
-    def GetStunRateDef(self): return self.attrTuple[17] # 抗击晕概率 DWORD
-    def GetComboRate(self): return self.attrTuple[18] # 连击概率 DWORD
-    def GetComboRateDef(self): return self.attrTuple[19] # 抗连击概率 DWORD
-    def GetParryRate(self): return self.attrTuple[20] # 格挡概率 DWORD
-    def GetParryRateDef(self): return self.attrTuple[21] # 抗格挡概率 DWORD
-    def GetSuckHPPer(self): return self.attrTuple[22] # 吸血比率 DWORD
-    def GetSuckHPPerDef(self): return self.attrTuple[23] # 抗吸血比率 DWORD
-    def GetSpecAttrInfo(self): return self.attrTuple[24] # 特殊属性信息 {"属性ID":值, ...} dict
+    def GetRelatedHeroID(self): return self.attrTuple[2] # 关联武将ID DWORD
+    def GetCountry(self): return self.attrTuple[3] # 国家 BYTE
+    def GetAtkDistType(self): return self.attrTuple[4] # 远近类型;1-近战;2-远程 BYTE
+    def GetSex(self): return self.attrTuple[5] # 性别;1-男,2-女 BYTE
+    def GetLV(self): return self.attrTuple[6] # 等级 WORD
+    def GetAtk(self): return self.attrTuple[7] # 攻击力 DWORD
+    def GetDef(self): return self.attrTuple[8] # 防御值 DWORD
+    def GetMaxHP(self): return self.attrTuple[9] # 最大生命值,可超过20E DWORD
+    def GetSkillIDList(self): return self.attrTuple[10] # 技能ID列表 list
+    def GetFinalDamPer(self): return self.attrTuple[11] # 最终增伤 DWORD
+    def GetFinalDamPerDef(self): return self.attrTuple[12] # 最终减伤 DWORD
+    def GetMissRate(self): return self.attrTuple[13] # 闪避概率 DWORD
+    def GetMissRateDef(self): return self.attrTuple[14] # 抗闪避概率 DWORD
+    def GetSuperHitRate(self): return self.attrTuple[15] # 暴击概率 DWORD
+    def GetSuperHitRateDef(self): return self.attrTuple[16] # 抗暴击概率 DWORD
+    def GetStunRate(self): return self.attrTuple[17] # 击晕概率 DWORD
+    def GetStunRateDef(self): return self.attrTuple[18] # 抗击晕概率 DWORD
+    def GetComboRate(self): return self.attrTuple[19] # 连击概率 DWORD
+    def GetComboRateDef(self): return self.attrTuple[20] # 抗连击概率 DWORD
+    def GetParryRate(self): return self.attrTuple[21] # 格挡概率 DWORD
+    def GetParryRateDef(self): return self.attrTuple[22] # 抗格挡概率 DWORD
+    def GetSuckHPPer(self): return self.attrTuple[23] # 吸血比率 DWORD
+    def GetSuckHPPerDef(self): return self.attrTuple[24] # 抗吸血比率 DWORD
+    def GetSpecAttrInfo(self): return self.attrTuple[25] # 特殊属性信息 {"属性ID":值, ...} dict
+
+# NPC成长表
+class IPY_NPCStronger():
+    
+    def __init__(self):
+        self.attrTuple = None
+        return
+        
+    def GetNPCID(self): return self.attrTuple[0] # NPCID DWORD
+    def GetAtkRatio(self): return self.attrTuple[1] # 攻击系数 float
+    def GetDefRatio(self): return self.attrTuple[2] # 防御系数 float
+    def GetMaxHPRatio(self): return self.attrTuple[3] # 生命系数 float
+    def GetStunRateRatio(self): return self.attrTuple[4] # float
+    def GetSuperHitRateRatio(self): return self.attrTuple[5] # float
+    def GetComboRateRatio(self): return self.attrTuple[6] # float
+    def GetMissRateRatio(self): return self.attrTuple[7] # float
+    def GetParryRateRatio(self): return self.attrTuple[8] # float
+    def GetSuckHPPerRatio(self): return self.attrTuple[9] # float
+    def GetStunRateDefRatio(self): return self.attrTuple[10] # float
+    def GetSuperHitRateDefRatio(self): return self.attrTuple[11] # float
+    def GetComboRateDefRatio(self): return self.attrTuple[12] # float
+    def GetMissRateDefRatio(self): return self.attrTuple[13] # float
+    def GetParryRateDefRatio(self): return self.attrTuple[14] # float
+    def GetSuckHPPerDefRatio(self): return self.attrTuple[15] # float
 
 # 技能表
 class IPY_Skill():
@@ -3010,7 +3054,9 @@
     def GetWaveLineupIDList5(self): return self.attrTuple[6] #  波5阵容ID列表,小队1阵容ID|小队2阵容ID|... list
     def GetWaveLineupIDList6(self): return self.attrTuple[7] #  波6阵容ID列表,小队1阵容ID|小队2阵容ID|... list
     def GetBossLineupIDList(self): return self.attrTuple[8] #  Boss波阵容ID列表,小队1阵容ID|小队2阵容ID|... list
-    def GetAwardItemList(self): return self.attrTuple[9] #  过关奖励列表,[[物品ID,个数], ...] list
+    def GetAwardItemList(self): return self.attrTuple[9] #  过关奖励列表,[[物品ID,个数], ...] list
+    def GetNPCLV(self): return self.attrTuple[10] # NPC等级 WORD
+    def GetDifficulty(self): return self.attrTuple[11] # 难度系数 float
 
 # NPC阵容表
 class IPY_NPCLineup():
@@ -3828,7 +3874,24 @@
     def GetExp(self): return self.attrTuple[1] # 升级所需经验 DWORD
     def GetMaxHP(self): return self.attrTuple[2] # 生命 DWORD
     def GetAtk(self): return self.attrTuple[3] # 攻击 DWORD
-    def GetDef(self): return self.attrTuple[4] # 防御 DWORD
+    def GetDef(self): return self.attrTuple[4] # 防御 DWORD
+    def GetReHeroBreakLV(self): return self.attrTuple[5] # 参考突破等级 BYTE
+    def GetReHeroAwakeLV(self): return self.attrTuple[6] # 参考觉醒等级 BYTE
+    def GetReAtk(self): return self.attrTuple[7] # 参考攻击 DWORD
+    def GetReDef(self): return self.attrTuple[8] # 防御 DWORD
+    def GetReMaxHP(self): return self.attrTuple[9] # 生命 DWORD
+    def GetReStunRate(self): return self.attrTuple[10] # DWORD
+    def GetReSuperHitRate(self): return self.attrTuple[11] # DWORD
+    def GetReComboRate(self): return self.attrTuple[12] # DWORD
+    def GetReMissRate(self): return self.attrTuple[13] # DWORD
+    def GetReParryRate(self): return self.attrTuple[14] # DWORD
+    def GetReSuckHPPer(self): return self.attrTuple[15] # DWORD
+    def GetReStunRateDef(self): return self.attrTuple[16] # DWORD
+    def GetReSuperHitRateDef(self): return self.attrTuple[17] # DWORD
+    def GetReComboRateDef(self): return self.attrTuple[18] # DWORD
+    def GetReMissRateDef(self): return self.attrTuple[19] # DWORD
+    def GetReParryRateDef(self): return self.attrTuple[20] # DWORD
+    def GetReSuckHPPerDef(self): return self.attrTuple[21] # DWORD
 
 # 特殊地图玩家属性公式表
 class IPY_SpecMapPlayerAttrFormat():
@@ -3879,31 +3942,6 @@
     def GetMDef(self): return self.attrTuple[12] #  标准击杀时间/毫秒 DWORD
     def GetFireDef(self): return self.attrTuple[13] #  脱机挂经验计算战力 DWORD
     def GetSP(self): return self.attrTuple[14] #  SP DWORD
-
-# 成长型怪物参数公式表
-class IPY_NPCStrengthen():
-    
-    def __init__(self):
-        self.attrTuple = None
-        return
-        
-    def GetNPCID(self): return self.attrTuple[0] # NPCID DWORD
-    def GetIsStrengthenByPlayerCount(self): return self.attrTuple[1] # 是否根据人数成长 BYTE
-    def GetLVStrengthenMark(self): return self.attrTuple[2] # 等级成长属性公式标记 BYTE
-    def GetLVStrengthenType(self): return self.attrTuple[3] # 等级成长类型, 0-不按等级成长;1-按玩家平均等级;2-按玩家最大等级;3-按世界等级; BYTE
-    def GetCmpNPCBaseLV(self): return self.attrTuple[4] # 是否比较NPC表等级, 是的话取NPC表配置等级与成长等级中较大等级 BYTE
-    def GetHitTime(self): return self.attrTuple[5] # 受击次数 DWORD
-    def GetDefCoefficient(self): return self.attrTuple[6] # 人物防御系数 DWORD
-    def GetAtkCoefficient(self): return self.attrTuple[7] # 人物攻击系数 DWORD
-    def GetAdjustCoefficient(self): return self.attrTuple[8] # 调整系数比例 DWORD
-    def GetAtkInterval(self): return self.attrTuple[9] # 怪物攻击间隔 DWORD
-    def GetHitRate(self): return self.attrTuple[10] # 对人物的命中率 DWORD
-    def GetMissRate(self): return self.attrTuple[11] # 对人物的闪避率 DWORD
-    def GetMonterNum(self): return self.attrTuple[12] # 怪物数 DWORD
-    def GetIceAtkCoefficient(self): return self.attrTuple[13] # 元素攻击比例 DWORD
-    def GetIceDefCoefficient(self): return self.attrTuple[14] # 元素抗性比例 DWORD
-    def GetMaxEnduranceTime(self): return self.attrTuple[15] # 玩家最大承受伤害时间 DWORD
-    def GetFightPowerCoefficient(self): return self.attrTuple[16] # 压制战斗力系数 DWORD
 
 # NPC时间掉血表
 class IPY_NPCTimeLostHP():
@@ -6661,6 +6699,7 @@
         self.__LoadFileData("DirtyName", onlyCheck)
         self.__LoadFileData("FuncTeamSet", onlyCheck)
         self.__LoadFileData("NPC", onlyCheck)
+        self.__LoadFileData("NPCStronger", onlyCheck)
         self.__LoadFileData("Skill", onlyCheck)
         self.__LoadFileData("Hero", onlyCheck)
         self.__LoadFileData("HeroTalent", onlyCheck)
@@ -6738,7 +6777,6 @@
         self.__LoadFileData("SpecMapPlayerAttrFormat", onlyCheck)
         self.__LoadFileData("GMAttr", onlyCheck)
         self.__LoadFileData("NPCRealmStrengthen", onlyCheck)
-        self.__LoadFileData("NPCStrengthen", onlyCheck)
         self.__LoadFileData("NPCTimeLostHP", onlyCheck)
         self.__LoadFileData("EquipSuitAttr", onlyCheck)
         self.__LoadFileData("WingRefineAttr", onlyCheck)
@@ -7162,6 +7200,13 @@
     def GetNPCByIndex(self, index):
         self.CheckLoadData("NPC")
         return self.ipyNPCCache[index]
+
+    def GetNPCStrongerCount(self):
+        self.CheckLoadData("NPCStronger")
+        return self.ipyNPCStrongerLen
+    def GetNPCStrongerByIndex(self, index):
+        self.CheckLoadData("NPCStronger")
+        return self.ipyNPCStrongerCache[index]
 
     def GetSkillCount(self):
         self.CheckLoadData("Skill")
@@ -7701,13 +7746,6 @@
     def GetNPCRealmStrengthenByIndex(self, index):
         self.CheckLoadData("NPCRealmStrengthen")
         return self.ipyNPCRealmStrengthenCache[index]
-
-    def GetNPCStrengthenCount(self):
-        self.CheckLoadData("NPCStrengthen")
-        return self.ipyNPCStrengthenLen
-    def GetNPCStrengthenByIndex(self, index):
-        self.CheckLoadData("NPCStrengthen")
-        return self.ipyNPCStrengthenCache[index]
 
     def GetNPCTimeLostHPCount(self):
         self.CheckLoadData("NPCTimeLostHP")
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
index 11a06b4..747a68f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -145,119 +145,6 @@
 def GetNPCSeries(curNPC): return curNPC.GetPoisionDef() # 毒防字段代表NPC系,按二进制位区分
 
 def DoNPCAttrStrengthen(curNPC, isReborn, isDyn=False):
-    '''NPC属性增强, NPC属性成长由两个因素决定
-    1.NPC成长等级,成长等级决定成长属性,与成长表结合使用
-            可设置地图NPC等级动态成长,但是已经刷新出来的NPC等级不变,动态等级变更后刷新的NPC等级才会使用最新等级
-            
-    2.玩家人数因素,决定NPC属性的额外成长系数,可单独使用,或者和1一起使用
-            可设置马上刷新NPC属性
-            除血量外,其他属性会根据动态因素直接变更
-            血量会根据血量百分比动态变更至相应的百分比
-    '''
-    npcID = curNPC.GetNPCID()
-    strengthenIpyData = IpyGameDataPY.GetIpyGameDataNotLog("NPCStrengthen", npcID)
-    if not strengthenIpyData:
-        #GameWorld.DebugLog("该NPC属性不成长!npcID=%s" % npcID)
-        return
-    
-    strengthenLV = 0
-    strengthenPlayerCnt = 0
-    
-    gameFB = GameWorld.GetGameFB()
-    
-    if strengthenIpyData.GetIsStrengthenByPlayerCount():
-        strengthenPlayerCnt = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenPlayerCnt)
-        if not strengthenPlayerCnt:
-            GameWorld.ErrLog("NPC配置了按玩家人数成长类型,但是无法获取到对应的玩家人数!npcID=%s" % (npcID))
-            return
-            
-    lvStrengthenType = strengthenIpyData.GetLVStrengthenType()
-    # 根据世界等级
-    if lvStrengthenType == 3:
-        strengthenLV = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_WorldAverageLv)
-    # 根据最大等级
-    elif lvStrengthenType == 2:
-        strengthenLV = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenMaxLV)
-    # 根据平均等级
-    elif lvStrengthenType == 1:
-        strengthenLV = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenAverageLV)
-    # 根据按成长等级的上下限随机
-    elif lvStrengthenType == 4:
-        randMinLV = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenMinLV)
-        randMaxLV = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenMaxLV)
-        strengthenLV = random.randint(randMinLV, randMaxLV)
-    # 根据境界难度
-    elif lvStrengthenType == 5:
-        realmLV = PlayerControl.GetDifficultyRealmLV(curNPC.GetSightLevel())
-        realmNPCIpyData = IpyGameDataPY.GetIpyGameDataNotLog("NPCRealmStrengthen", npcID, realmLV)
-        if realmNPCIpyData:
-            strengthenLV = realmNPCIpyData.GetLV()
-        else:
-            lvStrengthenType = 0
-            
-    # 木桩怪最大、平均成长等级处理,直接取归属玩家等级
-    if lvStrengthenType in [1, 2] and curNPC.GetType() in [ChConfig.ntPriWoodPilePVE, ChConfig.ntPriWoodPilePVP]:
-        owner = None
-        summonPlayerID = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_PriWoodPilePlayerID)
-        if summonPlayerID:
-            owner = GameWorld.GetObj(summonPlayerID, IPY_GameWorld.gotPlayer)
-        if owner:
-            strengthenLV = owner.GetLV()
-            
-    if strengthenIpyData.GetCmpNPCBaseLV():
-        strengthenLV = max(strengthenLV, curNPC.GetLV())
-    
-    if lvStrengthenType in [1, 2] and not strengthenLV:
-        GameWorld.ErrLog("NPC配置了成长等级类型,但是无法获取到对应的成长等级值!npcID=%s,lvStrengthenType=%s" % (npcID, lvStrengthenType))
-        return
-    
-    # 副本特殊指定
-    npcFBAttrDict = FBLogic.GetFBNPCStrengthenAttr(curNPC, isReborn)
-    if "LV" in npcFBAttrDict:
-        strengthenLV = npcFBAttrDict["LV"]
-        
-    attrDict = {} #GetNPCStrengthenAttrDict(npcID, strengthenLV, strengthenPlayerCnt, strengthenIpyData)
-    attrDict.update(npcFBAttrDict) # 如果副本有指定属性,则以副本为主
-    if not attrDict:
-        return
-    
-    # 成长等级只在重生的时候设置一次
-    if isReborn and curNPC.GetCurLV() != strengthenLV:
-        curNPC.SetCurLV(strengthenLV, False) # 重生的不通知等级变更,属性成长刷新后由NPC出现包通知
-        
-    befMaxHP = GameObj.GetMaxHP(curNPC)
-    befHP = GameObj.GetHP(curNPC)
-    #GameWorld.DebugLog("NPC属性成长刷新,isReborn=%s,npcID=%s,LV=%s,curLV=%s,befMaxHP=%s,befHP=%s,attrDict=%s" 
-    #                   % (isReborn, npcID, curNPC.GetLV(), curNPC.GetCurLV(), befMaxHP, befHP, attrDict))
-    for attrKey, strengthenValue in attrDict.items():
-        if not hasattr(curNPC, "Set%s" % attrKey):
-            if attrKey == "FightPower":
-                SetSuppressFightPower(curNPC, strengthenValue)
-            continue
-        
-        if attrKey == "MaxHP":
-            GameObj.SetMaxHP(curNPC, strengthenValue)
-        else:
-            strengthenValue = min(strengthenValue, ChConfig.Def_UpperLimit_DWord)
-            getattr(curNPC, "Set%s" % attrKey)(strengthenValue)
-        #GameWorld.DebugLog("    %s=%s" % (attrKey, strengthenValue))
-        
-    aftMaxHP = GameObj.GetMaxHP(curNPC)
-    if befMaxHP != aftMaxHP:
-        if isReborn:
-            GameObj.SetHP(curNPC, aftMaxHP)
-        elif isDyn:
-            # 动态刷新属性的,血量按百分比继承
-            aftHP = int(aftMaxHP * befHP / befMaxHP)
-            GameObj.SetHP(curNPC, aftHP)
-            curNPC.Notify_HP()
-            curNPC.Notify_MaxHP()
-            #GameWorld.DebugLog("    aftHP=%s,aftMaxHP=%s" % (aftHP, aftMaxHP))
-    
-    # 机器人复活初始化给技能
-    if isReborn and curNPC.GetType() == ChConfig.ntRobot:
-        __OnFBRobotReborn(curNPC, strengthenLV)
-        
     return
 
 def __OnFBRobotReborn(curNPC, npcLV):
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
index 179464b..3b72be5 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
@@ -514,9 +514,9 @@
         
         # 突破潜能
         breakAttrDict = {}
-        awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroBreak", heroID)
-        if awakeIpyDataList:
-            for breakIpyData in awakeIpyDataList:
+        breakIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroBreak", heroID)
+        if breakIpyDataList:
+            for breakIpyData in breakIpyDataList:
                 if breakIpyData.GetBreakLV() > breakLV:
                     break
                 attrIDList = breakIpyData.GetAttrIDList()

--
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