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

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py |  985 +++++++++++++++++----------------------------------------
 1 files changed, 297 insertions(+), 688 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index 09d29ce..966c29e 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -11,6 +11,7 @@
 #---------------------------------------------------------------------
 import os
 import IPY_GameWorld
+import IPY_PlayerDefine
 import ShareDefine
 
 
@@ -32,15 +33,6 @@
     #初始化python
     return
 
-#调用该函数时,C++已经设置好区服,如果改变区服需重启
-#在该文件调用此函数为了减少import带来的影响
-def StartDB(tick):
-    #初始化数据库, 恢复备档(按区服记录), 加载静态表
-    from PyMongoDB import PyMongoMain
-    PyMongoMain.StartDB()
-    return
-
-
 #---------------------------------------------------------------------
 ##获得MapServer脚本路径
 # @param 无参数
@@ -54,7 +46,12 @@
 # @param 无参数
 # @return 返回值当前的DB路径
 def GetDBPath():
-    return MapServerPath.split("ZoneServerGroup")[0] + "ZoneServerGroup\\map1_8G\\MapServer\\MapServerData\\Script\\PyMongoDB"
+    return MapServerPath + "Script\\PyMongoDB"
+
+def GetServerConfigPath():
+    ## 获取以Map为单服的服务器配置路径
+    mapID = IPY_GameWorld.IPY_GameWorld().GetMapID()
+    return MapServerPath + "ServerConfig\\m_%s" % mapID
 
 def GetServerRootPath():
     ##获取服务器根路径
@@ -97,6 +94,147 @@
 Def_BuffValue_Count = 3     # buff记录的value个数
 
 #游戏对象属性--------------------------------------------
+# 属性ID列表,所有对象类型通用,如Player、NPC
+AttrIDList = (
+AttrID_1,
+AttrID_2,
+AttrID_3,
+AttrID_4,
+AttrID_5,
+AttrID_Atk,                                 # 攻击 6
+AttrID_Def,                                 # 防御 7
+AttrID_MaxHP,                               # 最大生命 8
+AttrID_HP,                                  # 当前生命 9
+AttrID_Speed,                               # 移速 10
+AttrID_AtkSpeed,                            # 攻速 11
+AttrID_XP,                                  # 当前XP 12
+AttrID_AtkInheritPer,                       # 攻击继承 13
+AttrID_DefInheritPer,                       # 防御继承 14
+AttrID_HPInheritPer,                        # 生命继承 15
+AttrID_AtkPer,                              # 攻击加成 16
+AttrID_DefPer,                              # 防御加成 17
+AttrID_MaxHPPer,                            # 生命加成 18
+AttrID_19,
+AttrID_20,
+AttrID_StunRate,                            # 击晕 21
+AttrID_StunRateDef,                         # 抗击晕 22
+AttrID_SuperHitRate,                        # 暴击 23
+AttrID_SuperHitRateDef,                     # 抗暴击 24
+AttrID_ComboRate,                           # 连击 25
+AttrID_ComboRateDef,                        # 抗连击 26
+AttrID_MissRate,                            # 闪避 27
+AttrID_MissRateDef,                         # 抗闪避 28
+AttrID_ParryRate,                           # 格挡 29
+AttrID_ParryRateDef,                        # 抗格挡 30
+AttrID_SuckHPPer,                           # 吸血 31
+AttrID_SuckHPPerDef,                        # 抗吸血 32
+AttrID_33,
+AttrID_34,
+AttrID_FinalDamPer,                         # 最终增伤 35
+AttrID_FinalDamPerDef,                      # 最终减伤 36
+AttrID_PhyDamPer,                           # 物理增伤 37
+AttrID_PhyDamPerDef,                        # 物理减伤 38
+AttrID_MagDamPer,                           # 法术增伤 39
+AttrID_MagDamPerDef,                        # 法术减伤 40
+AttrID_NormalSkillPer,                      # 普技增伤 41
+AttrID_NormalSkillPerDef,                   # 普技减伤 42
+AttrID_AngerSkillPer,                       # 怒技增伤 43
+AttrID_AngerSkillPerDef,                    # 怒技减伤 44
+AttrID_SuperDamPer,                         # 强化暴伤 45
+AttrID_SuperDamPerDef,                      # 弱化暴伤 46
+AttrID_47,
+AttrID_48,
+AttrID_49,
+AttrID_50,
+AttrID_CurePer,                             # 强化治疗 51
+AttrID_CurePerDef,                          # 弱化治疗 52
+AttrID_ShieldPer,                           # 强化护盾 53
+AttrID_ShieldPerDef,                        # 弱化护盾 54
+AttrID_DOTPer,                              # 持续增伤 55 (中毒、燃烧、流血)
+AttrID_DOTPerDef,                           # 持续减伤 56
+) = range(1, 1 + 56)
+
+# 需要计算的武将战斗属性ID列表
+CalcBattleAttrIDList = [AttrID_Atk, AttrID_Def, AttrID_MaxHP, AttrID_StunRate, AttrID_StunRateDef, 
+                        AttrID_SuperHitRate, AttrID_SuperHitRateDef, AttrID_ComboRate, AttrID_ComboRateDef,
+                        AttrID_MissRate, AttrID_MissRateDef, AttrID_ParryRate, AttrID_ParryRateDef,
+                        AttrID_SuckHPPer, AttrID_SuckHPPerDef, AttrID_FinalDamPer, AttrID_FinalDamPerDef,
+                        AttrID_PhyDamPer, AttrID_PhyDamPerDef, AttrID_MagDamPer, AttrID_MagDamPerDef,
+                        AttrID_NormalSkillPer, AttrID_NormalSkillPerDef, AttrID_AngerSkillPer, AttrID_AngerSkillPerDef,
+                        AttrID_SuperDamPer, AttrID_SuperDamPerDef, AttrID_CurePer, AttrID_CurePerDef,
+                        AttrID_ShieldPer, AttrID_ShieldPerDef, AttrID_DOTPer, AttrID_DOTPerDef,
+                        ]
+
+# 基础三维属性ID列表
+BaseAttrIDList = [AttrID_Atk, AttrID_Def, AttrID_MaxHP]
+BaseAttrPerIDList = [AttrID_AtkPer, AttrID_DefPer, AttrID_MaxHPPer]
+
+# 属性ID对应可对其百分比提升的属性ID {属性ID:百分比属性ID, ...}
+AttrPerDict = {
+               AttrID_Atk:AttrID_AtkPer,
+               AttrID_Def:AttrID_DefPer,
+               AttrID_MaxHP:AttrID_MaxHPPer,
+               }
+
+# 属性ID对应的继承属性ID {属性ID:继承属性ID, ...}
+AttrInheritPerDict = {
+               AttrID_Atk:AttrID_AtkInheritPer,
+               AttrID_Def:AttrID_DefInheritPer,
+               AttrID_MaxHP:AttrID_HPInheritPer,
+               }
+
+# 属性ID对应0418刷新类型 {属性ID:[刷新同步类型, 是否支持超20亿的大数值], ...}
+# 卡牌项目玩家/主公属性仅为中间层属性,并非最终属性,最终属性体现在卡牌上,暂定全部前端自己算
+# 所以仅配置战斗场景需要同步的属性即可
+CDBRefresh_AttrIDDict = {
+#                      AttrID_Atk:[IPY_PlayerDefine.CDBPlayerRefresh_MAXATK, 0],
+#                      AttrID_Def:[IPY_PlayerDefine.CDBPlayerRefresh_DEF, 0],
+                      AttrID_MaxHP:[IPY_PlayerDefine.CDBPlayerRefresh_MaxHP, 1],
+                      AttrID_HP:[IPY_PlayerDefine.CDBPlayerRefresh_HP, 1],
+#                      AttrID_Speed:[ShareDefine.CDBPlayerRefresh_SpeedValue, 0],
+#                      AttrID_AtkSpeed:[IPY_PlayerDefine.CDBPlayerRefresh_BattleValEx1, 0],
+                      AttrID_XP:[IPY_GameWorld.CDBPlayerRefresh_XP, 0],
+#                      AttrID_StunRate:[ShareDefine.CDBPlayerRefresh_StunRate, 0],
+#                      AttrID_StunRateDef:[ShareDefine.CDBPlayerRefresh_StunRateDef, 0],
+#                      AttrID_SuperHitRate:[IPY_PlayerDefine.CDBPlayerRefresh_SuperHitRate, 0],
+#                      AttrID_SuperHitRateDef:[ShareDefine.CDBPlayerRefresh_SuperHitRateDef, 0],
+#                      AttrID_ComboRate:[ShareDefine.CDBPlayerRefresh_ComboRate, 0],
+#                      AttrID_ComboRateDef:[ShareDefine.CDBPlayerRefresh_ComboRateDef, 0],
+#                      AttrID_MissRate:[IPY_PlayerDefine.CDBPlayerRefresh_Miss, 0],
+#                      AttrID_MissRateDef:[IPY_PlayerDefine.CDBPlayerRefresh_HIT, 0],
+#                      AttrID_ParryRate:[ShareDefine.CDBPlayerRefresh_ParryRate, 0],
+#                      AttrID_ParryRateDef:[ShareDefine.CDBPlayerRefresh_ParryRateDef, 0],
+#                      AttrID_SuckHPPer:[ShareDefine.CDBPlayerRefresh_SuckHPPer, 0],
+#                      AttrID_SuckHPPerDef:[ShareDefine.CDBPlayerRefresh_SuckHPPerDef, 0],
+#                      AttrID_FinalDamPer:[ShareDefine.CDBPlayerRefresh_FinalDamPer, 0],
+#                      AttrID_FinalDamPerDef:[ShareDefine.CDBPlayerRefresh_FinalDamPerDef, 0],
+#                      AttrID_PhyDamPer:[ShareDefine.CDBPlayerRefresh_PhyDamPer, 0],
+#                      AttrID_PhyDamPerDef:[ShareDefine.CDBPlayerRefresh_PhyDamPerDef, 0],
+#                      AttrID_MagDamPer:[ShareDefine.CDBPlayerRefresh_MagDamPer, 0],
+#                      AttrID_MagDamPerDef:[ShareDefine.CDBPlayerRefresh_MagDamPerDef, 0],
+#                      AttrID_NormalSkillPer:[ShareDefine.CDBPlayerRefresh_NormalSkillPer, 0],
+#                      AttrID_NormalSkillPerDef:[ShareDefine.CDBPlayerRefresh_NormalSkillPerDef, 0],
+#                      AttrID_AngerSkillPer:[ShareDefine.CDBPlayerRefresh_AngerSkillPer, 0],
+#                      AttrID_AngerSkillPerDef:[ShareDefine.CDBPlayerRefresh_AngerSkillPerDef, 0],
+#                      AttrID_SuperDamPer:[ShareDefine.CDBPlayerRefresh_SuperDamPer, 0],
+#                      AttrID_SuperDamPerDef:[ShareDefine.CDBPlayerRefresh_SuperDamPerDef, 0],
+#                      AttrID_CurePer:[ShareDefine.CDBPlayerRefresh_CurePer, 0],
+#                      AttrID_CurePerDef:[ShareDefine.CDBPlayerRefresh_CurePerDef, 0],
+#                      AttrID_ShieldPer:[ShareDefine.CDBPlayerRefresh_ShieldPer, 0],
+#                      AttrID_ShieldPerDef:[ShareDefine.CDBPlayerRefresh_ShieldPerDef, 0],
+#                      AttrID_DOTPer:[ShareDefine.CDBPlayerRefresh_DOTPer, 0],
+#                      AttrID_DOTPerDef:[ShareDefine.CDBPlayerRefresh_DOTPerDef, 0],
+                      }
+
+#刷属性分类索引
+Def_CalcAttrList = (
+Def_CalcAttr_LV, # 角色等级 0
+Def_CalcAttr_MainEquip, # 主装备 1
+Def_CalcAttr_HeroBook, # 武将图鉴 2
+) = range(3)
+
+##-----------------------------------------------------------------------------------------------
+
 Def_Calc_AllAttrType_MAX = 192
 #基本属性BUFF计算,顺序与 ObjProperty_AttrByIndex 对应,同时也为buff效果ID同步通知策划
 TYPE_Calc_AttrList = (
@@ -328,6 +466,7 @@
 Def_PetBaseEffectList = range(5000, 5007 + 1)
 
 #---------------------------------------------------------------------------
+Def_ItemCount_Max = 2000000000 # 物品最大叠加上限
 #写死的物品ID都放这边
 Def_ItemID_PetSoul = -1                  #宠物满魂
 Def_ItemID_PetDoubleExp = -1             #宠物双倍 
@@ -446,10 +585,10 @@
 Def_ItemType_retTrousers = 106    #6 裤子
 Def_ItemType_retShoes = 107       #7 鞋子
 Def_ItemType_retGlove = 108       #8 手套
-Def_ItemType_retNeck = 109        #9 项链
-Def_ItemType_retFairyCan = 110       #10 仙器1
-Def_ItemType_retFairyCan2 = 111       #11 仙器2
-Def_ItemType_retJade = 112       #12 玉佩
+Def_ItemType_retShawl = 109       #9 披肩
+Def_ItemType_retNeck = 110        #10 项链
+Def_ItemType_retRing = 111        #11 戒指
+Def_ItemType_retAmulet = 112      #12 玉佩
 Def_ItemType_retWing = 113        #13 翅膀
 Def_ItemType_retGuard1 = 114   #14 守护1
 Def_ItemType_retGuard2 = 115    #15 守护2
@@ -467,13 +606,15 @@
 
 Def_ItemType_CanUseByCDTime = 145 # 创建后根据CDTime到后可开启
 
+Def_ItemType_Hero = 150 # 武将英雄
+
 #以下定义物品类型下次删除
 Def_Item_Type_Horse = 1000036          #坐骑
 
 #虚拟背包最大格子数 功能配置表对应的key
 Def_VPackCnt_Dict = {
-                     ShareDefine.rptRune:'RunePackageNum',
-                     ShareDefine.rptGatherSoul:'GatherSoulPackCount',
+                     #ShareDefine.rptRune:'RunePackageNum',
+                     #ShareDefine.rptGatherSoul:'GatherSoulPackCount',
                      }
 
 def GetItemPackType(itemData, defaultPack=IPY_GameWorld.rptItem):
@@ -500,14 +641,17 @@
                       ShareDefine.retTrousers:[Def_ItemType_retTrousers],
                       ShareDefine.retShoes:[Def_ItemType_retShoes],
                       ShareDefine.retGlove:[Def_ItemType_retGlove],
+                      ShareDefine.retShawl:[Def_ItemType_retShawl],
                       ShareDefine.retNeck:[Def_ItemType_retNeck],
-                      ShareDefine.retFairyCan:[Def_ItemType_retFairyCan],
-                      ShareDefine.retFairyCan2:[Def_ItemType_retFairyCan2],
-                      ShareDefine.retJade:[Def_ItemType_retJade],
-                      ShareDefine.retWing:[Def_ItemType_retWing],
-                      ShareDefine.retGuard1:[Def_ItemType_retGuard1],
-                      ShareDefine.retGuard2:[Def_ItemType_retGuard2],
+                      ShareDefine.retRing:[Def_ItemType_retRing],
+                      ShareDefine.retAmulet:[Def_ItemType_retAmulet],
+                      #ShareDefine.retWing:[Def_ItemType_retWing],
+                      #ShareDefine.retGuard1:[Def_ItemType_retGuard1],
+                      #ShareDefine.retGuard2:[Def_ItemType_retGuard2],
                       }
+# 主线装备部位
+Def_MainEquipPlaces = range(ShareDefine.retWeapon, ShareDefine.retAmulet + 1)
+
 #---------------------------------------------------------------------
 #写死的物品效果ID都放这边------请按数值顺序存放
 Def_Effect_GivePlayerMoneySilver = 201  #给人物金钱 铜钱道具效果ID
@@ -517,7 +661,6 @@
 Def_Effect_UseItemGiveZhenQi = 205      #使用道具给予真气
 Def_Effect_ItemGiveFamilyActivity = 208      #使用道具给予仙盟活跃令
 Def_Effect_ItemGiveFamilyContribution = 209      #使用道具给予仙盟贡献
-Def_Effect_TJGAddTime = 210      #增加脱机挂时间
 Def_Effect_ItemAddExp = 213      #给经验道具 
 Def_Effect_ItemAddLV = 214       #直接升级道具 
 Def_Effect_ItemAddExpByLV = 215      #给经验道具 XX级前,所加经验随等级增加而增加,XX级后按XX级算
@@ -560,6 +703,7 @@
 Def_Effect_EmojiPack = 276   #表情包物品;A值-表情包ID
 Def_Effect_RecycleItemMoney = 277   #回收物品转化为货币; A值-直接给货币物品ID;B值-货币数量
 Def_Effect_FamilyEmblem = 278   #激活仙盟徽章; A值-徽章ID;
+Def_Effect_HeroSkin = 279   #激活武将皮肤; A值-武将ID;B值-皮肤索引
 #----以下未使用或代码依然存在的---
 Def_Effect_ItemGiveGongXun = 1920        #使用道具给予功勋
 Def_Effect_ItemGiveRuneJH = 1925       #使用道具给予符印精华
@@ -573,8 +717,6 @@
 #Def_Effect_PetSoul = 5504         #宠物满魂
 #Def_Effect_PetItemAddExp = 2006   #给宠物经验道具 
 #Def_Effect_EnergyItem = 2600             #精力药剂
-#Def_Effect_BuyBackpack = 1144            #开启背包(n行)的物品效果ID
-#Def_Effect_BuyWarehouse = 1145           #开启仓库(n行)的物品效果ID
 #Def_Effect_PetRewashSkill = 5506         #重洗技能
 #Def_Effect_AddStarItemNormal = 1157      #普通升星物品效果ID
 #Def_Effect_AddStarItemHighLevel = 1158   #高级升星物品效果ID
@@ -647,8 +789,6 @@
 Def_Effect_Add_FreePoint_2 = 1169
 #添加玩家属性分配点
 Def_Effect_Add_FreePoint_3 = 1185
-#任务传送令
-Def_Item_Effect_MissionMove = 2001
 #鱼竿
 Def_Item_Effect_FishTool = 2000
 #坐骑进阶
@@ -665,7 +805,6 @@
 #写死的任务ID
 #新手任务
 Def_MissionID_FirstLogin = 1
-Def_ConvoyTruckMissionID = 2401  # 护送镖车任务ID
 Def_ArrestMissionID = 8000  # 悬赏任务ID
 #---------------------------------------------------------------------
 #写死的XMLID
@@ -807,15 +946,12 @@
 Def_SkillID_ReviveTired = 20030    # 复活疲劳 SkillID
 Def_SkillID_SkillReBorn = -1  # 技能复活ID
 Def_SkillID_LimitSuperBuff = 10000    # 有限无敌BUFF SkillID
-Def_SkillID_TJGSuperBuff = 20039    # 脱机挂死亡复活保护
 Def_SkillID_Somersault = 190    # 翻滚快速闪避
 Def_SkillID_DoubleExp = -1    # 双倍经验系统中的双倍经验ID
 Def_SkillID_Justice = 11504    # 正义阵营
 Def_SkillID_Evil = 11505    # 黑道阵营
-Def_SkillID_JoinExam = -1    # 答题Buff
 Def_SkillID_ActionWuDi = -1    # 活动无敌Buff
 Def_SkillID_ZhenQiRestore = -1    # 真气恢复加成BUFF
-Def_SkillID_TruckAiMode = 20100    # 镖车AI模式BUFF
 Def_SkillTypeID_EfficientBattle = -1 #高效战斗类型ID,高效战斗buffID:49001~49008
 Def_SkillTypeID_EfficientSit = -1    #高效练功类型ID
 Def_SkillID_XuanTianZhenYan = -1    # 玄天真言
@@ -846,8 +982,6 @@
 # 切地图需清除的buff
 ClearBuffOnMapChangeList = [Def_SkillID_DropOwnerBuff, Def_SkillID_FamilyWar_CWinBuff, 
                             Def_SkillID_FamilyWar_JoinBuff, Def_SkillID_FamilyWar_RandBuffAttr]
-# 脱机挂状态下不刷新buff时间的
-TJGStateNotRefreshTimeBuff = [Def_SkillID_Red]
 
 #技能ID对应的区域类型
 Def_AreaType_SkillID_Safe = 20011  # 安全区
@@ -891,9 +1025,11 @@
 Def_HurtType_FuhaoHit,       # 富豪一击 
 ) = range(21, 25)
 
-Def_EquipItemType_TJGAutoEat = xrange(Def_ItemType_retWeapon, Def_ItemType_retGlove + 1)
 #装备类型
 Def_EquipItemType = range(Def_ItemType_retWeapon, Def_ItemType_DogzEquipScute + 1)
+
+#主线装备类型
+Def_MainEquipType = range(Def_ItemType_retWeapon, Def_ItemType_retAmulet + 1)
 
 #神兽装备类型
 Def_DogzEquiipType = xrange(Def_ItemType_DogzEquipHorn, Def_ItemType_DogzEquipScute + 1)
@@ -929,18 +1065,10 @@
 #流向记录变更最小金币值(小于该值的暂不记录, 仅限金币)
 Def_DRRecord_Min_Silver = 500000
 Def_LargeTrade_Silver = 1000 * 1000
-#主角交易栏最大格数
-Def_PlayerTradeMaxItemCount = 20
 #登陆初始储物柜格子数
 Def_PackCnt_Fashion = 1
 #登陆初始武器时装格子数
 Def_PackCnt_WeaponCoat = 8
-#初始化回收站
-Def_PackCnt_Recycle = 6
-#初始化临时交换背包格子数
-Def_PackCnt_TempSwap = 1
-#初始化临时存放背包格子数
-Def_PackCnt_TempItem = 10
 #玩家脱离战斗状态时间(6秒)
 Def_PlayerLeaveBattleTick = 3000
 #玩家PK多杀间隔
@@ -1155,11 +1283,12 @@
 
 #玩家登陆需要初始化的背包索引                
 Def_PlayerLoginInitPackIndexList = [#主角背包
-                                    IPY_GameWorld.rptRecycle, 
+                                    #IPY_GameWorld.rptRecycle, 
                                     IPY_GameWorld.rptEquip, 
                                     IPY_GameWorld.rptItem, 
                                     #IPY_GameWorld.rptFineSoulSlot,
-                                    IPY_GameWorld.rptAnyWhere, 
+                                    #IPY_GameWorld.rptAnyWhere, 
+                                    IPY_GameWorld.rptIdentify, 
                                     #时装背包
                                     #IPY_GameWorld.rptCabinetWeaponCoat, 
                                     #IPY_GameWorld.rptCabinetHorse, 
@@ -1167,10 +1296,11 @@
                                     #IPY_GameWorld.rptHorseEquip,
                                     ShareDefine.rptTempItem,
                                     ShareDefine.rptTreasure,
-                                    ShareDefine.rptPet,
-                                    ShareDefine.rptDogzItem,
-                                    ShareDefine.rptDogzEquip,
-                                    ShareDefine.rptGarbage,
+                                    #ShareDefine.rptPet,
+                                    #ShareDefine.rptDogzItem,
+                                    #ShareDefine.rptDogzEquip,
+                                    #ShareDefine.rptGarbage,
+                                    ShareDefine.rptHero,
                                     ]
 
 #装备可强化背包列表
@@ -1205,9 +1335,6 @@
 Type_Relation_Enemy = 1
 #朋友
 Type_Relation_Friend = 2
-
-Def_NpcDictKey_CampType = 'CampType'
-#阵营 三种 中立 正义 邪恶
 
 CampType_Neutral = ShareDefine.CampType_Neutral  # 中立
 CampType_Justice = ShareDefine.CampType_Justice  # 正义
@@ -1252,7 +1379,7 @@
 ) = range(Def_UseSkillAim_Type)
 
 #技能施法目标类型, 修改此处应在Def_Dict_UseSkillTag_ObjType 相应更改
-Def_UseSkillTag_Type = 16
+Def_UseSkillTag_Type = 17
 (
     Def_UseSkillTag_None      ,        #无需选择对象 0
     Def_UseSkillTag_Self      ,        #自己 1 
@@ -1270,6 +1397,7 @@
     Def_UseSkillTag_CanAttackBaseNPC,      #可攻击的野外小怪(含精英)怪物 13
     Def_UseSkillTag_FriendNPC,         #友好NPC 14
     Def_UseSkillTag_AppointNPC,         #指定NPC 15 必须和效果值配合 Def_Skill_Effect_AppointNPC
+    Def_UseSkillTag_FriendDeath,        #友方死亡目标16
     
 ) = range( 0, Def_UseSkillTag_Type )
 
@@ -1308,6 +1436,13 @@
 Def_ST_CanNPCUseSkill = [ 
                         Def_UseSkillTag_None,
                         Def_UseSkillTag_Self, 
+                        ]
+
+#NPC技能:可以对友好目标释放的技能
+Def_ST_CanNPCUseSkillFriend = [ 
+                        Def_UseSkillTag_Friend, 
+                        Def_UseSkillTag_SelfAndFriend, 
+                        Def_UseSkillTag_FriendNPC, 
                         ]
 
 #自动攻击技能类型
@@ -1357,7 +1492,7 @@
                        Def_SkillType_PlsBuff    : IPY_GameWorld.bfBuff   ,  #增益BUFF 5
                        Def_SkillType_DepBuff    : IPY_GameWorld.bfDeBuff ,  #减益BUFF 6
                        Def_SkillType_PassiveBuff    : IPY_GameWorld.btPassiveBuf,  # 被动技能 7 (废弃,无此定义分散为其他buff)
-                       Def_SkillType_Revive     : IPY_GameWorld.bfIncBuff,  #复活     8
+                       #Def_SkillType_Revive     : IPY_GameWorld.bfIncBuff,  #复活     8
                        Def_SkillType_Increment  : IPY_GameWorld.bfIncBuff,  #增值技能(不可清除)9
                        Def_SkillType_Aura       : IPY_GameWorld.bfAura   ,  #光环技能  10
                        Def_SkillType_Equip      : IPY_GameWorld.bfEquipBuff,#装备技能  11
@@ -1521,14 +1656,12 @@
 Def_RecycleReturnMoney = 1000
 #玩家换装的最短时间
 Def_MinChangeEquipTime = 300
-#玩家一键换装的最短时间
-Def_OneKeyChangeEquipTime = 3000
 #背包重整的最短时间间隔
 Def_ItemPackResetInterval = 3000
 #自动恢复计算间隔
 Def_HPRestoreInterval = 5000
 #允许重置的背包索引
-Def_CanItemResetPack = [IPY_GameWorld.rptItem, IPY_GameWorld.rptWarehouse, ShareDefine.rptTreasure, ShareDefine.rptGarbage]
+Def_CanItemResetPack = [IPY_GameWorld.rptItem, IPY_GameWorld.rptWarehouse, ShareDefine.rptTreasure, ShareDefine.rptGarbage, ShareDefine.rptHero]
 #仓库分页个数
 Def_ItemReset_WarehousePageCnt = 56
 #玩家捡起物品的距离 8
@@ -1576,14 +1709,6 @@
       ShareDefine.Def_Transport_Mission : Def_Transport_Type_Mission,      # 任务传送
     }
 
-Def_MoveToTruck_Cost = 1000                 #传送至镖车的花费
-#---------------------购买仓库空间费用------------------------
-Def_BuyWarehouse_Type = 1  # 购买仓库费用类型(金子)
-Def_BuyWarehouse_Cost = 99  # 购买仓库每等级的费用
-#---------------------购买背包空间费用------------------------
-Def_BuyItemPack_Type = 1    # 购买背包费用类型(金子)
-Def_BuyItemPack_Cost = 149  # 购买背包每等级的费用
-#---------------------------------------------------------------------
 #---------------------进度条------------------------
 #挖宝进度条时间为5秒
 Def_DigMaxTime = 5000
@@ -1663,9 +1788,6 @@
 #GM操作字符
 Def_GM_Oper_ForbidAcc = 'GMOperForbidAcc'                  #GM操作符:踢出玩家
 #---------------------------------------------------------------------
-#GM活动ID(10倍)
-Def_GY_GM_GameID_MapGiveExp_Ten = 3000005
-Def_GY_GM_GameID_MapGiveExp_Fifty = 3000006
 
 #------------
 # 非c++定义的账号状态,py用的账号锁定,禁言,按位判断
@@ -1754,35 +1876,12 @@
 #0:发呆状态, 1:移动, 2:死亡, 3:攻击
 Def_NstNull, Def_NstMoving, Def_NstDead, Def_NstAttack = range(4)
 
-#任务系统杀怪掉落任务道具公式
-Def_Event_Drop_Formula = "max(rate,(maxItem-curItemCount)/(maxMonsterCount+1-curMonsterCount),(baseDropCount-curItemCount)/max(1,(dropMonsterCount+1-curMonsterCount)))"
-#每日任务的奖励公式
-Def_Day_Event_Exp_Reward_Formula = "baseExp"
-#墓地医生扣费公式
-Def_Helth_Money_Formula = "(2 - curHP/float(maxHP) - curMP/float(maxMP))*3*pow(lv, 1.2)"
-#任务镖车系统
-#骠车受到攻击的时候, 通知玩家的间隔
-Def_TruckNotifyToOwnerTick = 5000
-#镖车毁坏金钱奖励百分数
-Def_Day_Event_Truck_Destroy_Money = 0.2
-#镖车毁坏经验奖励百分数
-Def_Day_Event_Truck_Destroy_Exp = 0.8
-#镖车损坏,返回百分比押金
-Def_Day_Event_Truck_Destroy_Deposit = 0.2
-#镖车和人物的距离,移动
-Def_PlayerTurckBeginMoveDist = 1
-#判定镖车在事件范围内的距离
-Def_PlayerTruckEventDist = 10
-#镖车跟随
-Def_PlayerTruckMoveDist = Def_Screen_Area
-#人镖合一的距离
-Def_PlayerTruckCarryerDist = Def_Screen_Area
-
-#---------------------------家族定义----------------------------
-
-Def_Player_RequestAddFamilyMaxCnt = 200  #玩家申请加入家族的最大数量 (目前无限制 配个大的数值)
-
 #-------------------------------#副本相关#------------------------
+# 主线小怪
+Def_FBMapID_Main = 1
+# 主线Boss
+Def_FBMapID_MainBoss = 2
+
 #创角新手村地图ID列表
 Def_CreatRoleMapIDList = [10000]
 #PK周赛
@@ -1901,9 +2000,6 @@
 Def_TFMapID_MineArea, # 福地 1
 ) = range(1, 1 + 1)
 
-#回合战斗自定义地图需要发送GameServer的列表
-Def_TFMapID_SendToGameServer = [Def_TFMapID_MineArea]
-
 #前端自定义场景地图
 ClientCustomSceneList = [Def_FBMapID_PersonalBoss, Def_FBMapID_ArenaBattle, Def_FBMapID_MirrorBattle]
 
@@ -2002,13 +2098,13 @@
 
 #副本ID转换
 Def_FB_MapID = {
+                'MainLevel':[Def_FBMapID_Main, Def_FBMapID_MainBoss],  # 主线关卡
                 'FamilyWar':[Def_FBMapID_FamilyWar],  # 仙盟联赛
                 'FamilyInvade':[Def_FBMapID_FamilyInvade], # 守卫人皇
                 'FamilyBoss':[Def_FBMapID_FamilyBossMap], # 战盟boss
                 'TrialTower':[Def_FBMapID_TrialTower], # 试炼之塔
                 'ClearDevil':[Def_FBMapID_ClearDevil], # 除魔卫道
                 'MagicWeapon':[Def_FBMapID_MagicWeapon], # 法宝副本
-                'IceLode':[Def_FBMapID_IceLode], # 冰晶矿脉
                 'DuJie':[Def_FBMapID_DuJie], #渡劫
                 'KirinHome':[Def_FBMapID_KirinHome], #麒麟之府
                 'BZZD':[Def_FBMapID_BZZD], # 百战之地(仙界秘境)
@@ -2174,34 +2270,9 @@
 Def_NPCErrorMaxDist = 99999
 
 #玩家聊天-------------------------------------------
-#聊天通用间隔时间
-Def_PlayerTalkTick = 1000
-#玩家聊天频道最大个数
-Def_PlayerTalkChannelMaxCount = 10
-#玩家聊天,单句最大字节数
-Def_PlayerTalkMaxCount = 8000           #原来为100
-#轻频频道
-#轻频频道相同内容允许时间(10秒2次)
-Def_PlayerTalkQingTime = 5000
-#区域频道
-#区域聊天频道时间间隔(1秒)
-Def_PlayerTalkAreaTime = 1000           #原来为180000 目前测试
-#区域聊天频道等级限制
-Def_PlayerTalkAreaLV = 1
-#国家频道
-#国家聊天频道时间间隔(10秒)
-Def_PlayerTalkCountryTime = 10000        #文档中为18000
-#国家聊天频道等级限制
-Def_PlayerTalkCountryLV = 41
-#国家频道聊天花费
-Def_PlayerTalkCoutryMoney = 10
-#世界频道
-#世界频道聊天花费(银子或银票)
-Def_PlayerTalkWorldMoney = 1000
-#世界聊天时间间隔(1秒)
-Def_PlayerTalkWorldTime = 1000
-#不可以轻频聊天的地图
-CanNotQingTalkMapIDList = []
+Def_PlayerTalkTick = 1000 #聊天通用间隔时间
+Def_PlayerTalkMaxCount = 8000   #玩家聊天,单句最大字节数
+Def_ChannelTalkTick = "ChannelTalkTick_%s" # 聊天频道玩家最近一次聊天tick
 
 ###################################################
 #类型定义, 以下内容不要修改
@@ -2282,9 +2353,6 @@
                          180000,                            #获得地图经验3分钟一次
                          10000 ,                            #家族战排期查询时间间隔 1分一次
                          
-                         2000  ,                            #镖车查询和传送同CD10秒一次
-                         2000  ,                            #传送至镖车CD10秒一次
-                         2000  ,                            #设置镖车模式2秒一次
                          500   ,                            #查看商城信息0.5秒一次
                          30000 ,                            #自动查询玩家点券数目CD30秒
                          5000  ,                            #副本帮助界面 5秒
@@ -2350,7 +2418,6 @@
                          1000 * 10,                        # 跨服妖魔boss
                          1000 * 10,                        # 仙盟阵法
                          1000 * 20,                        # 仙盟充值互助
-                         1000 * 20,                        # 仙盟珍宝阁
                          1000 * 20,                        # 仙盟攻城战
                          ]
 TYPE_Player_Tick_Count = len(TYPE_Player_Tick_Time) 
@@ -2366,9 +2433,6 @@
 TYPE_Player_Tick_GiveMapExp,          #获得活动地图经验
 TYPE_Player_Tick_QueryFamilyWar,      #家族战排期查询
 
-TYPE_Player_Tick_QueryTruckPos,       #镖车查询CD时间
-TYPE_Player_Tick_MoveToTruckPos,      #传送至镖车时间
-TYPE_Player_Tick_SetTruckMode,        #设置镖车模式
 TYPE_Player_Tick_WatchStoreInfo,      #查看商城的时间间隔
 TYPE_Player_Tick_QueryCoinCount,      #查询玩家点券数目
 TYPE_Player_Tick_FBHelp,              #副本帮助界面
@@ -2434,7 +2498,6 @@
 TYPE_Player_Tick_CrossYaomoBoss,        #跨服妖魔boss
 TYPE_Player_Tick_FamilyZhenfa,        #仙盟阵法
 TYPE_Player_Tick_FamilyCTGAssist,        #仙盟充值互助
-TYPE_Player_Tick_FamilyZhenbaoge,        #仙盟珍宝阁
 TYPE_Player_Tick_FamilyGCZ,        #仙盟攻城战
 ) = range(0, TYPE_Player_Tick_Count)
 
@@ -2475,8 +2538,6 @@
 
 TYPE_Map_Tick_Count = len( TYPE_Map_Tick_Time ) 
 #---------------------------------------------------------------------
-#玩家Buff字典
-Def_Player_ProBuff_TruckSpeedUp = 'TruckSpeedUp'  #镖车速度加速
 
 #对象(玩家,NPC)的行为字典
 Def_Obj_ActState_ClientAct = "Oper_ClientActState"            # 客户端动作限制
@@ -2484,8 +2545,6 @@
 Def_Obj_ActState_ClientSkill = "Oper_ClientSkillActState"     # 客户端技能限制
 Def_Obj_ActState_ServerSkill = "Oper_ServerSkillActState"     # 服务端技能限制
 
-#玩家使用回城,包裹索引字典
-Def_Use_Item_303_Index = "use_item_303_index"   
 #---------------------------------------------------------------------
 #玩家视野(09/05/06 修改为静态)
 Def_PlayerSight_Default = 18     #玩家视野默认 
@@ -2513,21 +2572,6 @@
 
 TYPE_NPC_Tick_Count = len(TYPE_NPC_Tick_Time)
 
-#---------------------------------------------------------------------
-#特殊任务状态定义: 
-#0 : 未接
-#-1: 已完成
-#-2: 骠车丢失
-#-3: 骠车被打烂
-#-4: 任务未达到可接状态
-#-5: 任务可提交
-#任务状态定义
-Def_Mission_State_NoAccept = 0  #未接
-Def_Mission_State_Over = -1
-Def_Mission_State_LoseTruck = -2
-Def_Mission_State_BreakTruck = -3
-Def_Mission_State_UnMission = -4
-Def_Mission_State_CanComplete = -5
 #------------------------------------------------------------
 #物品栏定义
 #数据中的装备位置和程序中的装备位置对照表
@@ -2544,25 +2588,21 @@
                                             ShareDefine.retTrousers,    #6 裤子
                                             ShareDefine.retShoes,       #7 鞋子
                                             ShareDefine.retGlove,       #8 手套
-                                            ShareDefine.retNeck,        #9 项链
-                                            ShareDefine.retFairyCan,    #10 仙器1
-                                            ShareDefine.retFairyCan2,   #11 仙器2
-                                            ShareDefine.retJade,        #12 玉佩
+                                            ShareDefine.retShawl,       #9 披肩
+                                            ShareDefine.retNeck,        #10 项链
+                                            ShareDefine.retRing,        #11 戒指
+                                            ShareDefine.retAmulet,      #12 玉佩
                                                       ],
                               }
 
 ## 装备位 - 基础攻击类
-EquipPlace_BaseWeapon = [ShareDefine.retWeapon, ShareDefine.retWeapon2, ShareDefine.retBelt, ShareDefine.retGlove]
+EquipPlace_BaseWeapon = []
 ## 装备位 - 基础防具类
-EquipPlace_BaseArmor = [ShareDefine.retHat, ShareDefine.retClothes, ShareDefine.retTrousers, ShareDefine.retShoes]
-## 装备位 - 仙器
-EquipPlace_Relics = [ShareDefine.retFairyCan, ShareDefine.retFairyCan2]
-## 装备位 - 特殊
-EquipPlace_Special = [ShareDefine.retNeck, ShareDefine.retFairyCan, ShareDefine.retFairyCan2, ShareDefine.retJade]
+EquipPlace_BaseArmor = []
 ## 装备位 - 所有基础
 EquipPlace_Base = EquipPlace_BaseWeapon + EquipPlace_BaseArmor
 ## 装备位 - 灵器
-EquipPlace_LingQi = [ShareDefine.retWing, ShareDefine.retGuard1, ShareDefine.retPeerlessWeapon, ShareDefine.retPeerlessWeapon2]
+EquipPlace_LingQi = []
 
 #装备物品位置,不需要重刷属性
 EquipItemNoRefreshState = [
@@ -2597,63 +2637,9 @@
 #玩家时间的记录格式
 TYPE_Time_Format = "%Y-%m-%d %H:%M:%S"
 TYPE_Time_Format_Day = "%Y-%m-%d"
+TYPE_Time_Format_YmdHMS = "%Y%m%d%H%M%S"
 #---------------------------------------------------------------------
 
-#无限封存时间(10年)
-Def_GMPower_MaxTime = 60*24*365*10
-#GM权限表
-
-#                            GM命令                超级GM(1级)   A级GM(2级)  B级GM(3级)  C级GM(4级)  D级GM(5级)
-Def_GMPower_Disc = {       
-                    'GY_GM_PlayerDetailByID' : { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #角色查询 
-                    'GY_GM_MoveToPlayerByID' : { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #传送到玩家身边
-                    'GY_GM_PullPlayerByID'   : { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #把玩家拉到身边
-                    'GY_GM_ViewBroadcast'    : { 1 : True ,  2 : True , 3 : True , 4 : False,  5 : False} , #查询公告
-                    'GY_GM_ForbidFight'      : { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : False} , #禁止战斗
-                    'GY_GM_KickPlayer'       : { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #踢玩家下线
-                    'GY_GM_CloseAccID'       : { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : False} , #帐号封存
-                    'GY_GM_SetNoSight'       : { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #设置隐身
-                    'GY_GM_CancelNoSight'    : { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #取消隐身
-                    'GY_GM_ForbidTalk'       : { 1 : True ,  2 : True , 3 : True , 4 : False,  5 : False} , #禁止说话
-                    'GY_GM_ChangeGMLV'       : { 1 : True ,  2 : False, 3 : False, 4 : False,  5 : False} , #更改权限
-                    'GY_GM_SetExpRate'       : { 1 : True ,  2 : True , 3 : True , 4 : False,  5 : False} , #经验倍率
-                    'GY_GM_StartGame'        : { 1 : True ,  2 : True , 3 : True , 4 : False,  5 : False} , #开启活动
-                    'GY_GM_ViewGame'         : { 1 : True ,  2 : True , 3 : True , 4 : False,  5 : False} , #查询活动
-                    'GY_GM_FindPlayerByID'   : { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #查询玩家
-                    'GY_GM_FindPlayerByName' : { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #查询玩家
-                    'GY_GM_GivePlayerExp'    : { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #给经验
-                    'GY_GM_Broadcast'        : { 1 : True ,  2 : True , 3 : True , 4 : False,  5 : False} , #发布公告
-                    'GY_GM_ViewWordExpRate'  : { 1 : True ,  2 : True , 3 : True , 4 : False,  5 : False} , #查看服务器经验倍率
-                    'GY_GM_MapGiveExp'       : { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #设置指定地图经验倍率
-                   'GY_GM_Offline_FindPlayer': { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #脱机工具-查找玩家
-                    'GY_GM_Offline_ViewItem' : { 1 : True ,  2 : True , 3 : True , 4 : False,  5 : False} , #脱机工具-查看物品
-               'GY_GM_Offline_ViewAttribute' : { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #脱机工具-查看玩家属性
-                    'GY_GM_Offline_ViewSkill': { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #脱机工具-查看玩家技能
-                    'GY_GM_Offline_ViewTitle': { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #脱机工具-查看玩家称号
-                    'GY_GM_Offline_ViewMoney': { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #脱机工具-查看玩家货币
-                   'GY_GM_Offline_ViewGMOper': { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #脱机工具-查看玩家GM操作
-                    'GY_GM_CloseBroadcast'   : { 1 : True ,  2 : True , 3 : True , 4 : False,  5 : False} , #脱机工具-消除公告
-                    'GY_GM_Offline_UnBind'   : { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #脱机工具-解封玩家
-                'GY_GM_Offline_ViewUnBind'   : { 1 : True ,  2 : True , 3 : True , 4 : True ,  5 : True } , #脱机工具-查询玩家
-                    }
-
-#脱机GM工具索引表
-GMTool_Offline_IndexCount = 11
-(
-GMTool_Offline_None    ,           #无意义
-GMTool_Offline_Compose ,           #合成
-GMTool_Offline_StarLV  ,           #升星
-GMTool_Offline_AutoBuyStarLV ,     #自动购买精致升星石
-GMTool_Offline_HealthReborn  ,     #原地健康复活    (目前有用)
-GMTool_Offline_IdentifyAgain ,     #鉴定再来一次
-GMTool_Offline_Mission       ,     #任务消耗    (目前有用)
-GMTool_Offline_FarRepair    ,      #远程修理    (目前有用)
-GMTool_Offline_ForgeFaBao   ,      #法宝提炼
-GMTool_Offline_WorldTransfer,      #世界传送    (目前有用,包括任务、小地图)
-GMTool_Offline_AutoBuyGoldSpeaker, #自动购买金喇叭    (目前有用)
-) = range( 0 , GMTool_Offline_IndexCount )
-
-#---------------------------------------------------------------------
 #请求类型(需要和GameServer中的一致)
 Def_QueryType_Count = 56
 (
@@ -2716,19 +2702,6 @@
 ) = range(0, Def_QueryType_Count)
 #------------------------------------------------------------------------------ 
 
-#家族某行为类型保存的条数
-ActionTypeSaveCnt = {
-              ShareDefine.Def_ActionType_FamilyPray:10 ,    #家族祈福
-              ShareDefine.Def_ActionType_FamilyArrest:7,     #家族悬赏
-              ShareDefine.Def_ActionType_FamilyMember:1,       #记录家族成员信息
-              ShareDefine.Def_ActionType_LeaderImpeachTime:1,  # 族长下线了多久
-              ShareDefine.Def_ActionType_FamilyBossFB:1,  # 记录家族boss副本信息
-              ShareDefine.Def_ActionType_FamilyStore:30,       #仓库操作记录
-              ShareDefine.Def_ActionType_OfficerModelEquip:10,  # 记录家族有职位的成员模型装备信息(盟主+副盟主*2+战斗队长*5)
-              ShareDefine.Def_ActionType_FamilyEvent:50,  # 记录家族事件
-              }
-
-#---------------------------------------------------------------------
 #数值上限 2^31 - 1
 Def_UpperLimit_DWordEx = ShareDefine.Def_UpperLimit_DWordEx
 #数值上限(20亿)
@@ -3067,36 +3040,6 @@
 Def_KillValue_Notoriety = 1    # 杀人恶名值增1
 Def_BeKilledValue_Notoriety = 2    # 被杀恶名值减2
 
-#---获取威望类型记录---
-(
-    Def_AddPrestige_DayMission,    #每日任务
-    Def_AddPrestige_Mission,       #任务接口
-    Def_AddPrestige_FamilyBattle,  #家族争霸战
-    Def_AddPrestige_Family,        #家族战
-    Def_AddPrestige_Kill,          #中立杀人
-    Def_AddPrestige_GM,            #GM
-    Def_AddPrestige_Sacrifice,     #帮会上香
-    Def_AddPrestige_Cards,         #卡牌
-    Def_AddPrestige_JXD,           #将星殿排行
-    Def_AddPrestige_Item,          #物品
-    Def_AddPrestige_Arrest,        #家族悬赏
-    Def_AddPrestige_Truck,         #镖车
-    Def_AddPrestige_GloryWar,      #荣耀之战
-    Def_AddPrestige_JLD,           #九龙殿
-    Def_AddPrestige_Familys,       #战盟战
-    Def_AddPrestige_MYDHZ,         #命运夺魂战/地精夺宝
-    Def_AddPrestige_GiveFlower,    #赠送鲜花
-    Def_AddPrestige_NPC,           #NPC给予
-) = range(1, 18+1)
-
-#---减少威望类型记录---
-(
-    Def_SubPrestige_BeKilled,    #被杀
-    Def_SubPrestige_DayUse,      #每日消耗
-    Def_SubPrestige_GM,          #GM
-    
-) = range(1, 3+1)
-
 #---双倍经验记录---
 (
     Def_DoubleExpNote_Stop,    #手动停止
@@ -3126,7 +3069,7 @@
 
 # 回合攻击战斗类型
 (
-TurnBattleType_Normal, # 普通
+TurnBattleType_Normal, # 常规攻击
 TurnBattleType_Combo, # 连击
 TurnBattleType_AtkBack, # 反击
 ) = range(3)
@@ -3134,9 +3077,22 @@
 Def_PerTurnTick = 1000 # 每回合等同于常规tick时长
 
 # 回合战斗目标类型
-TurnBattle_TagType_NPC = 0
+TurnBattle_TagType_NPCLineup = 0 # NPC阵容
 TurnBattle_TagType_Player = 1
 TurnBattle_TagType_Team = 2
+
+#---Obj字典-------
+Def_Obj_Dict_Faction = 'Faction' # 所属阵营
+Def_Obj_Dict_LineupPlayerID = 'LineupPlayerID' # 阵容所属玩家ID,可用于判断是否玩家阵容,PVP或PVE
+Def_Obj_Dict_HeroID = 'HeroID' # 该战斗NPC所绑定的武将ID,一般仅玩家阵容有
+Def_Obj_Dict_SkinID = 'SkinID' # 该战斗NPC所绑定的武将皮肤ID,一般仅玩家阵容有
+Def_Obj_Dict_TurnFightPosInfo = 'TurnFightPosInfo' # 回合制站位: 阵营编号*100+阵型站位,阵型站位为0时代表非主战单位
+Def_Obj_Dict_TurnFightTimeline = 'TurnFightTimeline' # 回合制战斗时间线: 回合数*100+行动编号节点
+Def_Obj_Dict_TurnComboNum = 'TurnComboNum' # 单次累计连击次数
+Def_Obj_Dict_TurnAtkBackNum = 'TurnAtkBackNum' # 单次累计反击次数
+Def_Obj_Dict_TurnParryNum = 'TurnParryNum' # 单次累计格挡次数
+Def_Obj_Dict_TurnMissNum = 'TurnMissNum' # 单次累计闪避次数
+Def_Obj_Dict_TurnBattleType = 'TurnBattleType' # 本次攻击战斗类型:TurnBattleType_xxx
 
 #---NPC字典-------
 #每道龙卷风最终坐标
@@ -3235,32 +3191,18 @@
 # key的长度不能超过29个字节
 Def_PlayerKey_BurnOwnerID =  "burnOwnerID"  # 灼烧BUFF特殊处理,部分buff跟随灼烧消失
 Def_PlayerKey_SkillInDelBuff = "SkillInDelBuff"   # buff中释放技能添加buff要特殊记录给后续处理,直接删除/添加会导致错乱
-Def_PlayerKey_TheFBSkillsCD = "TheFBSkillsCD"    # 减少指定技能组CD XX%
-Def_PlayerKey_BurnValue = "BurnValue"    # 灼烧固定伤害
-Def_PlayerKey_BurnTimePer = "BurnTimePer"    # 延长灼烧时间百分比
-Def_PlayerKey_SubSpeedPer = "SubSpeedPer"    # 减移动速度百分比
-Def_PlayerKey_YinjiCnt = "YinjiCnt"   # 当前印记数
-Def_PlayerKey_LostYinjiTime = "LostYinjiTime"   # 每X秒自动消失一个印记
 Def_PlayerKey_1314HurtCount = "1314cnt"   # 类剑刃风暴技能的1314效果,伤害次数处理
 Def_PlayerKey_FirstDefender = "FDID"   # 第一个防守者,只用于比较
 Def_PlayerKey_SelectObjID = "selectID"   # 锁定模式选中,不用SetActionObj
 Def_PlayerKey_SelectObjType = "selectType"   # 锁定模式选中
-Def_PlayerKey_NormalHurt = "NormalHurt"   # 属性普通攻击增伤:普通攻击附加的固定值伤害
-Def_PlayerKey_NormalHurtPer = "NormalHurtPer"    # 属性普通攻击加成:普通攻击附加的伤害百分比
-Def_PlayerKey_FabaoHurt = "FabaoHurt"    # 属性法宝技能增伤:法宝技能攻击附加的固定值伤害
-Def_PlayerKey_FabaoHurtPer = "FabaoHurtPer"    # 属性法宝技能加成:法宝技能攻击附加的伤害百分比
 Def_PlayerKey_AddBuffLayer = "addBuffLayer" # buff当前层数
 Def_PlayerKey_BuffHurtCnt = "BuffHurtCnt" # 持续buff掉血次数
 Def_PlayerKey_Zhansha = "zhansha"   # 斩杀标志
-Def_PlayerKey_ZhuxianRate = "ZXRate"   # 诛仙一击的概率
-Def_PlayerKey_ZhuxianHurtPer = "ZXHurtPer"   # 诛仙一击的伤害%
 Def_PlayerKey_LockHPSkillID = "LockHPSkillID"   # 锁血功能的技能
 Def_PlayerKey_GodWeaponBeforeProDef = "GWBPD"   # 神兵护盾被攻击前的值
 Def_PlayerKey_curHurtValue = "curHurtValue"     # 计算中的临时伤害值,技能特殊用
 Def_PlayerKey_curHurtValueEx = "curHurtValueEx"     # 计算中的临时伤害值,技能特殊用
 Def_PlayerKey_SomersaultTime = "Somersault"     # 翻滚一定时间内无敌,表现为MISS
-Def_PlayerKey_CopyFuncAttr = "CopyFuncAttr%s"     # 玩家属性刷新中的计算属性缓存,便于buff刷新计算
-Def_PlayerKey_CopyFuncAttrEx = "CopyFuncAttrEx%s"     # 玩家属性刷新中的计算属性缓存,便于buff刷新计算
 Def_Player_RefreshAttrByBuff = "PlayerAttrByBuff"   # 玩家属性刷新功能属性缓存,便于buff刷新计算, 间隔刷新
 Def_Player_HadRefreshAttr = "HadRefreshAttr"   # 玩家在本地图是否刷新过属性
 Def_PlayerKey_ClientCustomScene = "ClientCustomScene"     # 客户端自定义场景状态
@@ -3272,11 +3214,6 @@
 Def_PlayerKey_ResetFBLinePosY = "ResetFBLinePosY"     # 请求切换副本多合一地图功能线路ID
 Def_PlayerKey_AttackFollowMaster = "FollowAtk"     # 召唤兽跟随攻击
 Def_PlayerKey_MoreHurtValue = "MoreHurtValue"     # 额外的伤害值,一般用于不走公式
-Def_PlayerKey_BloodShiledHurt = "BSHurt"     # 伤害值用于血盾抵消
-Def_PlayerKey_BloodShiledHurtEx = "BSHurtEx"     # 伤害值用于血盾抵消
-Def_PlayerKey_TJGPackFullAfterEat = "TJGFullEat"     # 脱机挂吞噬后背包依然满的情况
-Def_PlayerKey_TJGStartTime = "TJGStartTime"     # 脱机挂结算时间起点
-Def_PlayerKey_EquipTime = "EquipTime"     # 时效装备
 Def_PlayerKey_PowerPartTime = "PowerPartTime"     # 蓄力每次消耗时间,因攻速改变
 Def_PlayerKey_PowerPartCount = "PowerPartCount"     # 蓄力技能能量次数
 Def_Player_RefreshAttr = "Player_RefreshAttr"   # 玩家刷新属性标志
@@ -3305,16 +3242,10 @@
 Def_PlayerKey_MirrorBattleTime = 'MirrorBattleTime'    # 最近一次请求镜像战斗时间戳
 Def_PlayerKey_MirrorBattleID = 'MirrorBattleID'    # 镜像战斗ID,有值时代表处于镜像战斗中
 
-Def_PlayerKey_FamilyArrestQueryState = 'ArrestQueryState'  # 家族悬赏任务完成查询状态
 Def_PlayerKey_Frist_Lock = "Frist_Lock"  # 是否接受了任务1
 Def_PlayerKey_TaskExpRewardMultiple = "TaskExpRewardMultiple"  # 任务经验奖励倍值
 Def_PlayerKey_BuyItemCnt = "BuyItemCnt"  # 购买物品数量
-Def_PlayerKey_SpeedValueNotBuff = "SpeedValueNotBuff"  # 玩家移动速度数值参数, 非实际移动速度,不含buff
-Def_PlayerKey_SpeedValue = "SpeedValue"  # 玩家移动速度数值参数, 非实际移动速度,含buff
 Def_PlayerKey_SpeedHorse = "SpeedHorse"  # 骑乘时附加移动速度值
-Def_PlayerKey_AtkSpeedSet = "AtkSpeedSet"  # 攻击速度固定值, 大于0表示攻击速度强制为该值
-Def_PlayerKey_AtkInterval = "NormalAtkInterval_%s"  # 公共技能CD类型
-Def_PlayerKey_AtkTick = "NormalAtkTick_%s"  # 公共技能CD类型
 Def_PlayerKey_QueryOpenServerAwardState = "QueryOpenServerAwardState"  # 查询开服奖励状态
 Def_PlayerKey_QueryFamilyStoreTick = "QueryFamilyStoreTick"  # 战盟仓库操作tick
 
@@ -3322,10 +3253,6 @@
 Def_PlayerKey_QueryNewGuyCardType = 'QueryNewGuyCardType'  # 查询的新手卡类型
 Def_PlayerKey_TradeTagNPC = "TradeTagNPC"    # 当前商店的npcid
 
-Def_PlayerKey_LastSkillComboTick = "LastSkillComboTick"    #上次技能连击tick
-Def_PlayerKey_SkillComboCnt = "SkillComboCnt"    #技能连击数
-Def_PlayerKey_ComboSkillTypeID = "ComboSkillTypeID"    #当前连击的技能TypeID
-Def_PlayerKey_ComboAddHurtPer = "ComboAddHurtPer"    #当前连击的伤害加成万分率
 Def_PlayerKey_ComboBuffProcessState = "ComboBuffProcessState"    #持续性buff连击处理状态
 Def_PlayerKey_LvAwardQueryState = 'LvAwardQueryState'  # 等级奖励领奖查询状态
 Def_PlayerKey_StoreQueryState = 'StoreQueryState'  # 商店全服购买次数查询状态
@@ -3341,39 +3268,8 @@
 Def_PlayerKey_TeamMemCount = "TeamMemCount"      #队伍在线玩家数
 Def_PlayerKey_CurState = "PlayerCurState" # 当前状态信息, 标记详见 Def_PlayerStateList
 Def_PlayerKey_AttrFaintCD = "AttrFaintCD"        #击晕CD控制
-Def_PlayerKey_AttrFaintRate = "FaintRate"        #触发击晕
-Def_PlayerKey_AttrFaintDefRate = "FaintDefRate"        #击晕抵抗
-Def_PlayerKey_AttrAtkerFreezed = "AttrAtkerFreezed_50"        #玩家被攻击触发定身
-Def_PlayerKey_AttrAddAngry = "AttrAddAngry_51"        #玩家攻击增加额外仇恨
-Def_PlayerKey_AttrComboRate = "ComboRate"        #连击几率
-Def_PlayerKey_AttrComboDamPer = "ComboDamPer"        #连击伤害
-Def_PlayerKey_SkillAtkRateReduce = "SkillAtkRateReduce"    #技能攻击比例减少
-Def_PlayerKey_AttrDropEquipPer = "DropEquipPer"    #装备掉率
-Def_PlayerKey_AttrDamagePVP = "DamagePVP"    #PVP固定伤害输出
-Def_PlayerKey_AttrDamagePVPReduce = "DamagePVPReduce"    #PVP固定伤害减少
-Def_PlayerKey_AttrDamagePVE = "DamagePVE"    #伤害输出计算固定值PVE
-Def_PlayerKey_AttrDamagePerPVP = "DamagePerPVP"    #伤害输出计算百分比PVP
-Def_PlayerKey_AttrDamagePerPVPReduce = "DamagePerPVPReduce"    #伤害输出计算百分比PVP减少
-Def_PlayerKey_AttrHurtPer = "AttrHurtPer"    #受伤计算百分比
-Def_PlayerKey_AttrDamChanceDef = "DamChanceDef"    #20%的概率抵御伤害比率
-Def_PlayerKey_AttrProDefHPPer = "ProDefHPPer"    #生命上限换算为防护值的百分比
-Def_PlayerKey_AttrProDefAbsorb = "ProDefAbsorb"    #防护值吸收伤害比率
-Def_PlayerKey_AttrPetMinAtk = "AttrPetMinAtk"    #宠物最小攻击力
-Def_PlayerKey_AttrPetMaxAtk = "AttrPetMaxAtk"    #宠物最大攻击力
-Def_PlayerKey_AttrPetDamPer = "AttrPetDamPer"    #宠物伤害百分比提升
-Def_PlayerKey_PetSkillAtkRate = "PetSkillAtkRate"    #宠物技能攻击比例加成
-Def_PlayerKey_AttrPerLVAtk = "PerLVAtk"    #每1级+%s攻击, 数值取万分率,支持小数算法
-Def_PlayerKey_AttrPerLVMaxHP = "PerLVMaxHP"    #每1级+%s生命, 数值为固定值
-Def_PlayerKey_AttrShieldMPCostRate = "AttrShieldMPCostRate"    #魔法盾伤害吸收蓝耗比率
-Def_PlayerKey_AttrXPRestorePer = "AttrXPRestorePer"    #自动恢复XP值比率
 Def_PlayerKey_MarkLoadMapTick = "LoadMapTickVIP"        #记录切换地图后的tick,VIP
 Def_PlayerKey_MTFreeOnlineRefreshTick = "MTFreeOnlineRTick"        # 寻宝在线计算时间
-Def_PlayerKey_MFPFightPower = "MFPFightPower_%s"        #模块战斗力, 求余亿部分,参数(模块类型索引)
-Def_PlayerKey_MFPFightPowerPoint = "MFPFightPowerPoint_%s"        #模块战斗力, 整除亿部分,参数(模块类型索引)
-Def_PlayerKey_MFPSkill = "MFPSkill_%s"        #技能附加战斗力, 参数(模块类型索引)
-Def_PlayerKey_MFPSkillEx = "MFPSkillEx_%s"        #技能附加战斗力, 参数(模块类型索引)
-Def_PlayerKey_MFPEx = "MFPEx_%s"        #模块附加战斗力, 参数(模块类型索引)
-Def_PlayerKey_MFPExPoint = "MFPExPoint_%s"        #模块附加战斗力, 参数(模块类型索引)
 Def_PlayerKey_AtkWithoutBuff = "AtkWithoutBuff"        #玩家无buff状态下的攻击值
 Def_PlayerKey_DefWithoutBuff = "DefWithoutBuff"        #玩家无buff状态下的防御值
 Def_PlayerKey_HPWithoutBuff = "HPWithoutBuff"        #玩家无buff状态下的生命值
@@ -3387,137 +3283,21 @@
 Def_PlayerKey_AttrActivatyNotify = "AttrActivatyNotify" # 属性激活提示类型
 Def_PlayerKey_EquipOrangeCount = "EquipOrangeCount" # 装备信息 - 橙装及以上件数
 Def_PlayerKey_LastHurt = "PlayerLastHurt" # 最后补刀
-Def_PlayerKey_AddBackHPPer = "AddBackHPPer"    #增加生命恢复效果
-Def_PlayerKey_ReduceBackHPPer = "ReduceBackHPPer"    #降低生命恢复效果
-Def_PlayerKey_NPCHurtAddPer = "NPCHurtAddPer"  # 对怪物伤害加成
-Def_PlayerKey_JobAHurtAddPer = "JobAHurtAddPer"  # 目标战士伤害加成
-Def_PlayerKey_JobBHurtAddPer = "JobBHurtAddPer"  # 目标法师伤害加成
-Def_PlayerKey_JobCHurtAddPer = "JobCHurtAddPer"  # 目标弓手伤害加成
-Def_PlayerKey_NPCAtkReducePer = "NPCAtkReducePer"  # NPC攻击伤害减免
-Def_PlayerKey_JobAAtkReducePer = "JobAAtkReducePer"  # 战士攻击伤害减免
-Def_PlayerKey_JobBAtkReducePer = "JobBAtkReducePer"  # 法师攻击伤害减免
-Def_PlayerKey_JobCAtkReducePer = "JobCAtkReducePer"  # 弓手攻击伤害减免
-Def_PlayerKey_LuckyHitReduce = "LuckyHitReduce"  # 会心一击伤害减免固定值
-Def_PlayerKey_GreatHitReducePer = "GreatHitReducePer"  # 卓越一击伤害减免
-Def_PlayerKey_SuperHitReduce = "SuperHitReduce"  # 暴击伤害减免固定值
-Def_PlayerKey_IgnoreDefReducePer = "IgnoreDefReducePer"  # 无视防御伤害减免
-Def_PlayerKey_LuckyHitRateReduce = "LuckyHitRateReduce"  # 抗会心一击概率
-Def_PlayerKey_GreatHitRateReduce = "GreatHitRateReduce"  # 抗卓越一击概率
-Def_PlayerKey_SuperHitRateReduce = "SuperHitRateReduce"  # 抗暴击概率
-Def_PlayerKey_IgnoreDefRateReduce = "IgnoreDefRateReduce"  # 抗无视防御概率
 Def_PlayerKey_LastHurtValue = "LastHurtValue" # 最后一次伤害值
 Def_PlayerKey_LastHurtValueEx = "LastHurtValueEx" # 最后一次伤害值
 Def_PlayerKey_LastHurtNPCObjID = "LastHurtNPCObjID" # 最后攻击的NPCObjID
 Def_PlayerKey_LastAttackerObjID = "LastAttackerObjID" # 被攻击者记录的最近攻击玩家ID
-Def_PlayerKey_CommMapExpRate = "CommMapExpRate" # 常规地图经验倍率加成
-Def_PlayerKey_BossFinalHurtPer = "BossFinalHurtPer" # boss最终伤害百分比
-Def_PlayerKey_FinalHurtPer = "FinalHurtPer" # 最终伤害百分比
-Def_PlayerKey_FinalHurtReducePer = "FHReducePer" # 最终伤害减免百分比
-Def_PlayerKey_FuhaoHitRate = "FuhaoHitRate" # 富豪一击概率
-Def_PlayerKey_FinalHurt = "FinalHurt" # 最终固定伤害增加
-Def_PlayerKey_BleedDamage = "BleedDamage" # 流血伤害
-Def_PlayerKey_FinalHurtReduce = "FinalHurtReduce" # 最终固定伤害减少
-Def_PlayerKey_BossIDHurt = "BossIDHurt" # 对指定boss伤害加成固定值
-Def_PlayerKey_BossIDHurtAddPer = "BossIDHurtAddPer" # 对指定boss伤害加成倍率
-Def_PlayerKey_DropEquipDoCount = "DropEquipDoCount" # 装备掉落执行次数加成万分率
-Def_PlayerKey_BaseAtkMin = "BaseAtkMin" # 基础最小攻击
-Def_PlayerKey_BaseAtkMax = "BaseAtkMax" # 基础最大攻击
-Def_PlayerKey_BaseMaxHP = "BaseMaxHP" # 基础生命
-Def_PlayerKey_BaseDef = "BaseDef" # 基础防御
-Def_PlayerKey_BaseHit = "BaseHit" # 基础命中
-Def_PlayerKey_BaseMiss = "BaseMiss" # 基础闪避
-Def_PlayerKey_BaseAtkAddPer = "BaseAtkAddPer" # 基础攻击百分比
-Def_PlayerKey_BaseMaxHPAddPer = "BaseMaxHPAddPer" # 基础生命百分比
-Def_PlayerKey_BaseDefAddPer = "BaseDefAddPer" # 基础防御百分比
-Def_PlayerKey_BaseHitAddPer = "BaseHitAddPer" # 基础命中百分比
-Def_PlayerKey_BaseMissAddPer = "BaseMissAddPer" # 基础闪避百分比
-Def_PlayerKey_FaQiMaxHPPer = "FaQiMaxHPPer" # 法器生命百分比
-Def_PlayerKey_FaQiAtkPer = "FaQiAtkPer" # 法器攻击百分比
-Def_PlayerKey_FaQiDefPer = "FaQiDefPer" # 法器防御百分比
-Def_PlayerKey_GodWeaponMaxHPPer = "GodWeaponMaxHPPer" # 神兵生命百分比
-Def_PlayerKey_GodWeaponAtkPer = "GodWeaponAtkPer" # 神兵攻击百分比
-Def_PlayerKey_StoneMaxHPPer = "StoneMaxHPPer" # 宝石生命百分比
-Def_PlayerKey_StoneAtkPer = "StoneAtkPer" # 宝石攻击百分比
-Def_PlayerKey_HPCureEnhance = "HPCureEnhance" # 血瓶恢复效果
 Def_PlayerKey_HadInitFruitAttr = "HadInitFruitAttr" # 是否已经刷新过果实属性
-Def_PlayerKey_OnlyFinalHurt = "OnlyFinalHurt"   # 额外输出伤害
-Def_PlayerKey_PVPAtkBackHP = "PVPAtkBackHP"   # PVP攻击回血
-Def_PlayerKey_HitSucessRate = "HitSucessRate"   # 命中成功率
-Def_PlayerKey_MissSucessRate = "MissSucessRate"   # 闪避成功率
-Def_PlayerKey_CurePer = "CurePer"   # 治疗加成 默认百分百
-Def_PlayerKey_BeHurtPer = "BeHurtPer"   # 加深受到伤害百分比
-Def_PlayerKey_TitleMaxHPPer = "TitleMaxHPPer"   # 称号生命加成
-Def_PlayerKey_TitleAtkPer = "TitleAtkPer"   # 称号攻击加成
-Def_PlayerKey_TitleDefPer = "TitleDefPer"   # 称号防御加成
-Def_PlayerKey_FaceMaxHPPer = "FaceMaxHPPer"   # 头像生命加成
-Def_PlayerKey_FaceAtkPer = "FaceAtkPer"   # 头像攻击加成
-Def_PlayerKey_FaceDefPer = "FaceDefPer"   # 头像防御加成
-Def_PlayerKey_FacePicMaxHPPer = "FacePicMaxHPPer"   # 头像框生命加成
-Def_PlayerKey_FacePicAtkPer = "FacePicAtkPer"   # 头像框攻击加成
-Def_PlayerKey_FacePicDefPer = "FacePicDefPer"   # 头像框防御加成
-Def_PlayerKey_HorseSkinMaxHPPer = "HorseSkinMaxHPPer"   # 坐骑幻化生命加成
-Def_PlayerKey_HorseSkinAtkPer = "HorseSkinAtkPer"   # 坐骑幻化攻击加成
-Def_PlayerKey_HorseSkinDefPer = "HorseSkinDefPer"   # 坐骑幻化防御加成
-Def_PlayerKey_HorseAtkPer = "HorseAtkPer"   # 坐骑攻击百分比
-Def_PlayerKey_HorseMaxHPPer = "HorseMaxHPPer"   # 坐骑生命加成
-Def_PlayerKey_PetAtkPer = "PetAtkPer"   # 灵宠攻击加成
-Def_PlayerKey_HorseTrainAttrPer = "HorseTrainAttrPer"   # 坐骑培养属性加成
-Def_PlayerKey_PetTrainAttrPer = "PetTrainAttrPer"   # 灵宠培养属性加成
-Def_PlayerKey_GuardTrainAttrPer = "GuardTrainAttrPer"   # 守护培养属性加成
-Def_PlayerKey_WingTrainAttrPer = "WingTrainAttrPer"   # 翅膀培养属性加成
-Def_PlayerKey_PeerlessWeaponTrainAttrPer = "PeerlessWeaponTrainAttrPer"   # 灭世培养属性加成
-Def_PlayerKey_PeerlessWeapon2TrainAttrPer = "PeerlessWeapon2TrainAttrPer"   # 弑神培养属性加成
-Def_PlayerKey_LianTiAttrPer = "LianTiAttrPer"   # 炼体属性属性加成
-Def_PlayerKey_AffairSpeedPer = "AffairSpeedPer"   # 仙盟事务速度加成
-Def_PlayerKey_FamilyBossHurtPer = "FamilyBossHurtPer"   # 仙盟BOSS伤害加成
-Def_PlayerKey_FamilyWarHPPer = "FamilyWarHPPer"   # 仙盟联赛生命加成
-Def_PlayerKey_FamilyWarAtkPer = "FamilyWarAtkPer"   # 仙盟联赛攻击加成
-Def_PlayerKey_FamilySitExpPer = "FamilySitExpPer"   # 仙盟打坐经验加成
-Def_PlayerKey_StoneBasePer = "StoneBasePer"   # 宝石基础属性百分比
-Def_PlayerKey_RealmBasePer = "RealmBasePer"   # 境界基础属性百分比
-Def_PlayerKey_WingHPPer = "WingHPPer"   # 翅膀生命百分比
-Def_PlayerKey_SuiteBasePer = "SuiteBasePer"   # 套装基础属性百分比
-Def_PlayerKey_PlusBaseAtkPer = "PlusBaseAtkPer"   # 强化基础攻击百分比
-Def_PlayerKey_Metal = "PointMetal"   # 金
-Def_PlayerKey_Wood = "PointWood"   # 木
-Def_PlayerKey_Water = "PointWater"   # 水
-Def_PlayerKey_Fire = "PointFire"   # 火
-Def_PlayerKey_Earth = "PointEarth"   # 土
-Def_PlayerKey_MetalQualityLV = "MetalQualityLV"   # 金灵根品级
-Def_PlayerKey_WoodQualityLV = "WoodQualityLV"   # 木灵根品级
-Def_PlayerKey_WaterQualityLV = "WaterQualityLV"   # 水灵根品级
-Def_PlayerKey_FireQualityLV = "FireQualityLV"   # 火灵根品级
-Def_PlayerKey_EarthQualityLV = "EarthQualityLV"   # 土灵根品级
-Def_PlayerKey_SkillAddPer1 = "SkillAddPer1"   # 技能伤害增强1
-Def_PlayerKey_SkillAddPer2 = "SkillAddPer2"   # 技能伤害增强2
-Def_PlayerKey_SkillAddPer3 = "SkillAddPer3"   # 技能伤害增强3
-Def_PlayerKey_SkillAddPer4 = "SkillAddPer4"   # 技能伤害增强4
-Def_PlayerKey_SkillAddPer5 = "SkillAddPer5"   # 技能伤害增强5
-Def_PlayerKey_SkillAddPer6 = "SkillAddPer6"   # 技能伤害增强6
-Def_PlayerKey_SkillAddPer7 = "SkillAddPer7"   # 技能伤害增强7
-Def_PlayerKey_SkillReducePer1 = "SkillReducePer1"   # 受到技能伤害减少1
-Def_PlayerKey_SkillReducePer2 = "SkillReducePer2"   # 受到技能伤害减少2
-Def_PlayerKey_SkillReducePer3 = "SkillReducePer3"   # 受到技能伤害减少3
-Def_PlayerKey_SkillReducePer4 = "SkillReducePer4"   # 受到技能伤害减少4
-Def_PlayerKey_SkillReducePer5 = "SkillReducePer5"   # 受到技能伤害减少5
-Def_PlayerKey_SkillReducePer6 = "SkillReducePer6"   # 受到技能伤害减少6
-Def_PlayerKey_SkillReducePer7 = "SkillReducePer7"   # 受到技能伤害减少7
 
 #功能索引ShareDefine.Def_AttrFruitFuncList
 Def_PlayerKey_FruitAttr = "FruitAttr_%s_%s" # 属性果实增加的属性,参数为(功能索引, 物品效果id)
 Def_PlayerKey_FruitFightPowerEx = "FruitFightPowerEx_%s" # 属性果实增加的附加战力,参数为(功能索引)
-Def_PlayerKey_FamilyLVLeave = "FamilyLVLeave" # 离开的最后一个家族的等级
 
 Def_PDict_QueryTechLVUPState = "QueryTechLVUPState"  # 查询科技等级提升状态
 
 Def_PDict_PKStateTick = "PKStateTick"  # PK状态tick,只要有一方发起攻击,双方均进入PK状态
 Def_PDict_BossStateTick = "BossStateTick"  # boss状态tick,攻击boss即进入boss状态
 Def_PDict_MapAreaExpTick = "MapAreaExpTick"  # 给场景经验tick
-# 装备累计基础属性
-Def_PDict_EquipTotalBaseMinAtk = "EquipTotalBaseMinAtk"  # 装备累计基础最小攻击
-Def_PDict_EquipTotalBaseMaxAtk = "EquipTotalBaseMaxAtk"  # 装备累计基础最大攻击
-Def_PDict_EquipTotalBaseDef = "EquipTotalBaseDef"  # 装备累计基础防御
-Def_PDict_EquipTotalBaseHP = "EquipTotalBaseHP"  # 装备累计基础生命
 
 #---玩家字典KEY,存于数据库---
 #===========================================================================
@@ -3557,7 +3337,6 @@
 Def_QuDao_DoubleBillCount = "qddbCount"   # 渠道返利的仙玉领取次数 日期+次数组合数字
 Def_PDict_GeTuiSet = "GetuiSet"     # 推送提醒的设置
 Def_PDict_NoGeTuiTime = "NoGetuiTime"     # 推送提醒免打扰时间,将字符串组合数字
-Def_PlayerKey_TJGNPC = "TJGNPC"     # 脱机挂机NPC点
 Def_PDict_OnHour = "OnHour"
 Def_PDict_OnDay = "OnDay" # 0点过天
 Def_PDict_OnWeek = "OnWeek" # 0点过周
@@ -3569,7 +3348,6 @@
 Def_Player_Dict_PlayerFromPID = "PlayerFromPID"    # pid
 Def_Player_Dict_Account_Type = "account_type"    # account_type
 Def_Player_Dict_FirstLogin = "FirstLogin"    # 首登标记 0-未首登; 1-首登过
-Def_Player_Dict_RealLoginOK = "RealLoginOK"    # 真正登录成功标记
 Def_GuideStateKeyCount = 8 # 引导状态key最大个数
 Def_Player_Dict_GuideState = "GuideState_%s" # 引导状态记录,参数为key个数编号
 Def_Player_Dict_VersionFix = "VersionFix_%s" # 版本修正标记,参数为key个数编号, 支持n个版本修正标记,每个key支持31个 
@@ -3612,6 +3390,7 @@
 Def_Player_Dict_CabinetCount_Horse = "CabinetCount_Horse_42"    #马匹收纳柜
 Def_Player_Dict_PackCount_Item = "PackCount_Item_72"    #玩家物品背包格子数
 Def_Player_Dict_PackCount_Warehouse = "PackCount_Warehouse_73"    #仓库背包格子数
+Def_Player_Dict_PackCount_Hero = "PackCount_Hero"    #武将背包格子数
 Def_Player_Dict_PlayerMapSignCnt = "PlayerMapSignCnt_75"    # 大地图标记数量
 Def_Player_Dict_PlayerBuyZhenQiCnt = "PlayerBuyZhenQiCnt_76"  # 购买真气次数
 Def_Player_Dict_PlayChangeLineID = "PlayChangeLineID"     # 玩家主动切换线路记录
@@ -3649,8 +3428,6 @@
 Def_Player_Dict_GameFuncAwardState = "GameFuncAwardState_%s"  # 服务端功能开启领奖状态; 参数, key编号
 Def_Player_Dict_MissionFinish = "MissionFinish_%s"  # 任务是否完成; 参数, 任务ID, 只会记录部分需要记录的任务ID 
 Def_Player_Dict_FamilyArrestAwardState = "ArrestAwardState_103"  # 家族悬赏奖励领取情况
-Def_Player_Dict_OtherDayLogin = "OtherDayLogin_105"  # 非同一天二次登陆
-Def_Player_Dict_LoginValid = "LoginValid_106"  # 新增有效登陆标记
 Def_Player_Dict_RequestAddFamilyCnt = "RequestAddFamilyCnt_107"  # 已申请加入家族的个数
 Def_Player_Dict_RequestAddFamilyID = "AddFamilyID%s_108"  # 申请加入的家族ID, %s为第几个
 Def_Player_Dict_LastFamilyID = "LastFamilyID"   # 记录玩家上一个家族ID
@@ -3659,18 +3436,11 @@
 Def_Player_Dict_ActivityValueDay = "ActivityValueDay_117"  #每日活跃值
 Def_Player_Dict_GiveActivityAward = "GiveActivityAward_118"  #每日活跃值奖励领取
 Def_Player_CrazyBilling_VIP_Coin = "CrazyBillingVIPCoin_119"   # 扶持账号真实充值
-Def_Player_Dict_LoginType = "LoginType_122"  # 玩家登入方式
-Def_Player_Dict_TruckRefreshTotalCnt = "TruckRTCnt"  # 玩家总刷新镖车等级次数
-Def_Player_Dict_FreeRefurbishTruckCnt = "FreeRefurbishTruckCnt"  # 当日已免费刷新镖车等级次数
-Def_Player_Dict_TruckLV = "TruckLV_137"  # 可召唤镖车等级
-Def_Player_Dict_DestroyTruckCnt = "DestroyTruckCnt_138"  # 劫镖次数
-Def_Player_Dict_AutoTruck = "AutoTruck_139"  # 是否自动运镖中
 Def_Player_Dict_CommonNewGuyCardState = "CommonNGCard_%s"  # 通用新手卡使用记录, 参数为key编号, 二进制位存储
 Def_Player_Dict_IDNewGuyCardState = "IDNGCard_%s"  # 绑定账号新手卡使用记录, 参数为key编号, 二进制位存储
 Def_Player_Dict_UseNewGuyCardState = "NGCardState_%s"  # 是否使用过某类型的新手卡,参数为key编号, 二进制位存储
 Def_Player_Dict_UseMediaCardState = "MediaCardState_%s"  # 按位存储是否使用过某类型的媒体卡,参数为key编号, 二进制位存储
 Def_Player_Dict_UseNewGuyCardNum = "NGCardNum_%s"  # 使用过某类型的新手卡的次数, 卡类型, 十进制位存储
-Def_Player_Dict_PawnTruckLV = "PawnTruckLV_144"  # 当前押镖的镖车等级
 Def_Player_Dict_KillPlayerAddPrestige = "KillPlayerAddPrestige_147"  # 杀人每日获得威望
 Def_Player_Dict_RandCoinAward = "RandCoinAward_148"  # 每日任意充值奖励给予
 Def_Player_Dict_DeadTime = "PlayerDeadTime_149"  #玩家死亡时间
@@ -3779,7 +3549,6 @@
 Def_PDict_MoneyMinus = "MoneyMinus_%s"  # 货币对应负值, 参数[货币类型]
 Def_PDict_Currency = "PlayerCurrency_%s"  # 自定义货币类型, 参数[自定义货币类型]
 Def_PDict_UseMoneyTotal = "UseMoneyTotal_%s"  # 累计消耗货币, 参数[货币类型]
-Def_PDict_TJGSet = "TJGSet"  # 脱机挂系统设定
 Def_PDict_TJGDeadTime = "TJGDeadTime"  # 脱机被杀时间
 Def_PDict_TJGDeadPayTime = "TJGDeadPayTime"  # 脱机被杀后可补偿的时间
 Def_PDict_TJGDeadExp = "TJGDeadExp"  # 脱机被杀经验
@@ -4047,10 +3816,6 @@
 Def_PDict_NewFCPartyAwardRecord = "NewFCPartyAwardRecord" #全民来嗨活动领奖记录
 Def_PDict_NewFCCostGold = "NewFCCostGold"  # 绝版降临总累计消费仙玉
 
-#绑玉转盘
-Def_PDict_BindJadeWheelCurCnt = "BindJadeWheelCurCnt"  # 今日已转次数
-Def_PDict_BindJadeWheelHistoryCnt = "BindJadeWheelHistoryCnt"  # 历史已转次数
-
 #限时抢购活动
 Def_PDict_FlashSaleID = "FlashSaleID_%s"  # 玩家身上的限时抢购活动ID,唯一标识,取活动开始日期time,参数(活动编号)
 Def_PDict_FlashSaleState = "FlashSaleState_%s"  # 玩家身上的限时抢购活动state,参数(活动编号)
@@ -4079,13 +3844,6 @@
 Def_PDict_ChatBoxStar = "ChatBoxStar_%s"  # 星级,参数(气泡ID)
 Def_PDict_EmojiPackState = "EmojiPackState_%s"  # 表情包状态,参数(key编号)
 Def_PDict_EmojiPackEndTime = "EmojiPackEndTime_%s"  # 到期时间戳,0为永久,参数(表情包ID)
-
-#冰晶矿脉
-Def_PDict_IceLodeStarAwardRecord = "IceLodeStarAwardRecord" #星级奖励领奖记录
-Def_PDict_IceLodeHasSweep = "IceLodeHasSweep" #今日是否已扫荡过
-Def_PDict_IceLodeLastCheckTime = "IceLodeLastCheckTime" #上次补发星级奖励时间
-Def_PDict_IceLodeDayLV = "IceLodeDayLV" #今日等级
-Def_PDict_IceLodeIsInFBOnDay = "IceLodeIsInFBOnDay" #在副本里过天
 
 #助战
 Def_PDict_HelpBattleCheckInCount = "HelpBattleCheckInCount" #助战登记次数, 登记次数*10+今日是否登记过
@@ -4461,16 +4219,8 @@
 Def_PDict_FeastRedPacketCanGrabCnt = "FeastRedPacketCanGrabCnt"  # 节日红包可抢次数
 
 #境界
-Def_PDict_RealmVersionState = "RealmVersionState" #境界版本调整记录状态值
 Def_PDict_RealmTaskAwardState = "RealmTaskAwardState" #境界渡劫条件领奖状态,按二进制位存储是否已领取
 Def_PDict_RealmTaskValue = "RealmTaskValue_%s" #境界渡劫任务需要记录值,参数(任务ID)
-Def_PDict_RealmXXZLAward = "RealmXXZLAward" #境界修仙之路领奖状态;按二进制位存储每个任务ID是否已领取
-Def_PDict_RealmFBAttrAdd = "RealmFBAttrAdd_%s" #渡劫副本属性加成 参数属性ID
-Def_PDict_RealmExp = "RealmExp" #境界修为池总经验
-Def_PDict_RealmExpPoint = "RealmExpPoint" #境界修为池总经验点
-Def_PDict_RealmExpBeginTime = "RealmExpBeginTime" #境界修为池经验开始计时时间
-Def_PDict_RealmExpBuffRemainTime = "RealmExpBuffRemainTime" #境界修为池经验buff剩余时间
-Def_PDict_RealmExpBuffAddRate = "RealmExpBuffAddRate" #境界修为池经验增加百分比(万分率)
 
 #法宝
 Def_PDict_MagicWeaponIsWear = "MagicWeaponIsWear_%s" #法宝佩戴状态 参数法宝ID
@@ -4492,23 +4242,6 @@
 
 Def_PDict_GFPassiveIndex = "GFP_%s_%s"   # 被动功法 页数-索引
 Def_PDict_GFPassivePage = "GFPPage"   # 被动功法选中页数
-
-# 我要太极
-Def_PDict_Dice_Result = "DiceResult" # 我要太极结果
-Def_PDict_Dice_FreeChangeCnt = "DiceFreeChangeCnt" # 我要太极免费改投次数
-
-# 脱机挂类型通知结果
-Def_PDictType_TJGNotify_Exp1 = "TJGNExp1"   #经验
-Def_PDictType_TJGNotify_Exp2 = "TJGNExp2"   #超过E部分
-Def_PDictType_TJGNotify_Time = "TJGNTime"   #使用时间
-Def_PDictType_TJGNotify_EatPurple = "TJGNEatP"   #吞噬的紫装数量
-Def_PDictType_TJGNotify_GiveCnt = "TJGNGiveCnt"   #吞噬获得的炼丹材料数量
-Def_PDictType_TJGNotify_Purple = "TJGNPurple"   #获得紫装数量
-Def_PDictType_TJGNotify_Orange = "TJGNOrg"   #获得橙装数量
-Def_PDictType_TJGNotify_LV = "TJGLV"   #脱机前的等级
-Def_PDictType_TJGNotify_ItemID = "TJGItemID_%s"   #脱机挂指定物品掉落显示
-
-Def_PDictType_TJGOnDayEx = "TJGOnDayEx"   #是否脱机挂中过天(5点)真实登录后重置
 
 # 挂机收益
 Def_PDict_GuajiCalcTime = "GuajiCalcTime"   # 上次统计收益时间戳
@@ -4594,6 +4327,18 @@
 Def_PDict_CustomAwardCanGet = "CustomAwardCanGet_%s" # 是否可领取,参数(key编号)
 Def_PDict_CustomAwardGetState = "CustomAwardGetState_%s" # 是否已领取,参数(key编号)
 
+#仙树
+Def_PDict_TreeLV = "TreeLV" # 仙树等级,从1开始,代表1级
+Def_PDict_TreeLVUPState = "TreeLVUPState" # 仙树升级状态;0-未升级;1-升级中
+Def_PDict_TreeLVUPRemainTime = "TreeLVUPRemainTime" # 仙树升级剩余时间,秒
+Def_PDict_TreeLVUPRefreshTime = "TreeLVUPRefreshTime" # 仙树升级上次刷新时间戳
+
+#任务,每个任务组有且仅有一个进行中的任务
+Def_PDict_TaskIDLast = "TaskIDLast_%s" # 上一次完成的任务ID,参数(任务组)
+Def_PDict_TaskID = "TaskID_%s" # 当前进行中的任务ID,参数(任务组)
+Def_PDict_TaskValue = "TaskValue_%s" # 当前进行中的任务进度,参数(任务组)
+Def_PDict_TaskState = "TaskState_%s" # 当前进行中的任务状态 0-无;1-进行中;2-已完成,参数(任务组)
+
 #福地
 Def_PDict_MineWorkerCount = "MineWorkerCount" # 已雇佣工人数
 Def_PDict_MineWorkerEnergyUsed = "MineWorkerEnergyUsed" # 今日已消耗体力
@@ -4608,6 +4353,15 @@
 Def_PDict_XiangongLikeState = "XiangongLikeState_%s" # 指定仙宫今日是否已点赞,参数(仙宫ID),仙宫ID为0时代表每日的仙宫功能点赞
 Def_PDict_TiandaoQiyun = "TiandaoQiyun" # 天道树当前气运
 Def_PDict_TiandaoAward = "TiandaoAward_%s" # 天道树领奖记录,按奖励索引记录是否已领取,参数(key编号)
+
+#武将
+Def_PDict_HeroSkin = "HeroSkin_%s" # 武将皮肤解锁状态,按皮肤索引二进制存储,参数(武将ID)
+Def_PDict_HeroBook = "HeroBook_%s" # 武将图鉴激活等级,参数(武将ID) cccbbba a-初始激活状态1-英雄激活,2-初始图鉴激活; bbb-存星级图鉴激活等级;ccc-存突破图鉴激活等级
+
+#主线
+Def_PDict_UnXiantaoCntExp = "UnXiantaoCntExp" # 累计未结算经验的战锤数
+Def_PDict_UnXiantaoCntEquip = "UnXiantaoCntEquip" # 累计未结算掉落的战锤数
+Def_PDict_BootyDropToday = "BootyDropToday_%s" # 今日已累计掉落战利品数量,参数(itemID)
 
 #-------------------------------------------------------------------------------
 #可以从07 41封包购买的背包类型,和对应字典{背包类型:[字典key, 默认格子数]}
@@ -4642,92 +4396,15 @@
                                        Def_Player_Dict_PackCount_Warehouse, 
                                        0],
                                       
+                                  ShareDefine.rptHero:[
+                                       Def_Player_Dict_PackCount_Hero, 
+                                       0],
+                                      
                                   #IPY_GameWorld.rptFineSoulSlot:[
                                   #     Def_PDict_PackCount_FineSoul, 
                                   #     Def_PlayerFirstLoginOpenFineSoulSlot],
                                 }
 #-------------------------------------------------------------------------------
-
-#------属性计算相关常量字符串定义
-AttrName_MinAtk = "MinAtk"  # 最小攻击力
-AttrName_MaxAtk = "MaxAtk"  # 最大攻击力
-AttrName_MinMAtk = "MinMAtk"  # 最小魔法攻击力
-AttrName_MaxMAtk = "MaxMAtk"  # 最大魔法攻击力
-AttrName_Atk = "Atk"  # 物理攻击力
-AttrName_MAtk = "MAtk"  # 魔法攻击
-AttrName_Def = "Def"    # 防御
-AttrName_DefRate = "Miss"   # 闪避
-AttrName_MagAtkPer = "MagAtkPer"    # 魔法攻击百分比
-AttrName_AtkPer = "AtkPer"  # 物理攻击百分比
-AttrName_MaxHP = "MaxHP"    # 最大血量
-AttrName_MaxMP = "MaxMP"    # 最大蓝量
-AttrName_MaxHPPer = "MaxHPPer"    # 最大血量百分比
-AttrName_MaxMPPer = "MaxMPPer"    # 最大蓝量百分比
-AttrName_IceAtk = "IceAtk"  # 冰攻
-AttrName_FireAtk = "FireAtk"    # 火攻
-AttrName_PoisonAtk = "PoisonAtk"    # 毒攻
-AttrName_ThunderAtk = "ThunderAtk"  # 雷攻
-AttrName_WindAtk = "WindAtk"  # 风攻
-AttrName_IceDef = "IceDef"  # 冰防
-AttrName_FireDef = "FireDef"    # 火攻
-AttrName_PoisonDef = "PoisonDef"    # 毒防
-AttrName_ThunderDef = "ThunderDef"  # 雷防
-AttrName_WindDef = "WindDef"  # 风攻
-AttrName_DamagePVPReduce = "DamagePVPReduce"  # PVP固定减伤
-AttrName_DamagePVP = "DamagePVP"  # pvp固定伤害
-AttrName_Speed = "Speed"    # 移动速度
-AttrName_BothAtk = "BothAtk"    # 双攻物魔
-AttrName_Hit = "Hit"    # 命中
-AttrName_AutoRestoreHPPer = "AutoRestoreHPPer"    # 生命自动回复
-AttrName_GreatHitRate = "GreatHitRate"    # 卓越一击几率
-AttrName_GreatHit = "GreatHit"    # 卓越一击伤害倍率
-AttrName_LuckyHitRate = "LuckyHitRate"    # 会心一击几率
-AttrName_LuckyHit = "LuckyHit"    # 会心一击伤害固定值
-AttrName_IgnoreDefRate = "IgnoreDefRate"    # 无视防御几率
-AttrName_AtkSpeed = "AtkSpeed"    # 攻击速度
-AttrName_ReduceSkillCDPer = "ReduceSkillCDPer"    # 减技能CD比例
-AttrName_BleedDamage = "BleedDamage"    # 流血伤害增加
-AttrName_KillBackHP = "KillBackHP"    # 击杀回血
-AttrName_KillBackMP = "KillBackMP"    # 击杀回蓝
-AttrName_DamBackPer = "DamBackPer"  # 反伤百分比
-AttrName_DropMoneyPer = "DropMoneyPer"  # 掉落金钱值增加
-AttrName_BothAtkPer = "BothAtkPer"    # 双攻物魔百分比
-AttrName_DefRatePer = "MissPer"     #闪避百分比
-AttrName_DefPer = "DefPer"    # 防御比率
-AttrName_HitPer = "HitPer"    # 命中比率
-AttrName_FightExpRate = "FightExpRate"  # 杀怪经验倍率
-AttrName_GameExpRate = "GameExpRate"  # 游戏事件经验倍率
-AttrName_SkillAtkRate = "SkillAtkRate"  # 技能伤害加成 (用作伤害加成)
-AttrName_AtkBackHPPer = "AtkBackHPPer"    # 攻击回复血量比率
-AttrName_SuperHit = "SuperHit"  # 暴击伤害固定值
-AttrName_SuperHitRate = "SuperHitRate"  # 暴击概率
-AttrName_NPCHurtAddPer = "NPCHurtAddPer"  # 对怪物伤害加成
-AttrName_JobAHurtAddPer = "JobAHurtAddPer"  # 目标战士伤害加成
-AttrName_JobBHurtAddPer = "JobBHurtAddPer"  # 目标法师伤害加成
-AttrName_JobCHurtAddPer = "JobCHurtAddPer"  # 目标弓手伤害加成
-AttrName_NPCAtkReducePer = "NPCAtkReducePer"  # 怪物攻击伤害减免
-AttrName_JobAAtkReducePer = "JobAAtkReducePer"  # 战士攻击伤害减免
-AttrName_JobBAtkReducePer = "JobBAtkReducePer"  # 法师攻击伤害减免
-AttrName_JobCAtkReducePer = "JobCAtkReducePer"  # 弓手攻击伤害减免
-AttrName_LuckyHitReduce = "LuckyHitReduce"  # 会心一击伤害减免固定值
-AttrName_GreatHitReducePer = "GreatHitReducePer"  # 卓越一击伤害减免
-AttrName_SuperHitReduce = "SuperHitReduce"  # 暴击伤害减免固定值
-AttrName_IgnoreDefReducePer = "IgnoreDefReducePer"  # 无视防御伤害减免
-AttrName_LuckyHitRateReduce = "LuckyHitRateReduce"  # 抗会心一击概率
-AttrName_GreatHitRateReduce = "GreatHitRateReduce"  # 抗卓越一击概率
-AttrName_SuperHitRateReduce = "SuperHitRateReduce"  # 抗暴击概率
-AttrName_IgnoreDefRateReduce = "IgnoreDefRateReduce"  # 抗无视防御概率
-AttrName_BossFinalHurtPer = "BossFinalHurtPer"  # Boss最终伤害百分比
-AttrName_FinalHurtPer = "FinalHurtPer"  # 最终伤害百分比
-AttrName_FuhaoHitRate = "FuhaoHitRate"  # 富豪一击概率
-AttrName_FinalHurt = "FinalHurt"  # 最终固定伤害增加
-AttrName_FinalHurtReduce = "FinalHurtReduce"  # 最终固定伤害减少
-AttrName_BossIDHurt = "BossIDHurt"  # 对指定boss伤害加成固定值
-AttrName_BossIDHurtAddPer = "BossIDHurtAddPer"  # 对指定boss伤害加成倍率
-AttrName_DropEquipDoCount = "DropEquipDoCount"  # 装备掉落执行次数加成万分率
-AttrName_PetAtk = "PetAtk"  # 灵宠攻击
-AttrName_PetSkillAtkRate = "PetSkillAtkRate"  # 灵宠技能
-AttrName_PetDamPer = "PetDamPer"  # 灵宠伤害增加
 
 #物品效果(ID或指定类型)对应的属性计算信息 {效果(ID/指定类型):[[属性索引, ...], 是否基础属性,(非)线性]}
 #对应 Def_Calc_AllAttrType_MAX
@@ -4760,82 +4437,24 @@
     ShareDefine.Def_Effect_ToxinDef:[[TYPE_Calc_AttrPoisonDef], False, TYPE_Linear],
     ShareDefine.Def_Effect_ThunderDef:[[TYPE_Calc_AttrThunderDef], False, TYPE_Linear],    
     ShareDefine.Def_Effect_IgnoreDefRate:[[TYPE_Calc_IgnoreDefRate], False, TYPE_Linear],
-    ShareDefine.Def_Effect_IgnoreDefRateReduce:[[TYPE_Calc_IgnoreDefRateReduce], False, TYPE_Linear],
     ShareDefine.Def_Effect_DamBackPer:[[TYPE_Calc_DamBackPer], False, TYPE_Linear],
     ShareDefine.Def_Effect_GreatHit:[[TYPE_Calc_GreatHit], False, TYPE_Linear],
     ShareDefine.Def_Effect_LuckyHit:[[TYPE_Calc_LuckyHit], False, TYPE_Linear],
     ShareDefine.Def_Effect_LuckyHitRate:[[TYPE_Calc_LuckyHitRate], False, TYPE_Linear],
-    ShareDefine.Def_Effect_LuckyHitRateReduce:[[TYPE_Calc_LuckyHitRateReduce], False, TYPE_Linear],
     ShareDefine.Def_Effect_Luck:[[TYPE_Calc_Luck], False, TYPE_Linear],
     ShareDefine.Def_Effect_ReduceSkillCDPer:[[TYPE_Calc_ReduceSkillCDPer], False, TYPE_Linear],
-    AttrName_MinAtk:[[TYPE_Calc_AttrATKMin], False, TYPE_Linear],
-    AttrName_MaxAtk:[[TYPE_Calc_AttrATKMax], False, TYPE_Linear],
-    #AttrName_MinMAtk:[[TYPE_Calc_AttrMATKMin], False, TYPE_Linear],
-    #AttrName_MaxMAtk:[[TYPE_Calc_AttrMATKMax], False, TYPE_Linear],
-    AttrName_Def:[[TYPE_Calc_AttrDEF], False, TYPE_Linear],
-    AttrName_DefRate:[[TYPE_Calc_AttrMiss], False, TYPE_Linear],
-    AttrName_MaxHP:[[TYPE_Calc_AttrMaxHP], False, TYPE_Linear],
-    AttrName_MaxMP:[[TYPE_Calc_AttrMaxMP], False, TYPE_Linear],
-    AttrName_IceAtk:[[TYPE_Calc_AttrIceAtk], False, TYPE_Linear],
     ShareDefine.Def_Effect_IceAtk:[[TYPE_Calc_AttrIceAtk], False, TYPE_Linear],
-    AttrName_FireAtk:[[TYPE_Calc_AttrFireAtk], False, TYPE_Linear],
-    AttrName_PoisonAtk:[[TYPE_Calc_AttrPoisonAtk], False, TYPE_Linear],
-    AttrName_ThunderAtk:[[TYPE_Calc_AttrThunderAtk], False, TYPE_Linear],
-    AttrName_WindAtk:[[TYPE_Calc_AttrWindAtk], False, TYPE_Linear],
-    AttrName_IceDef:[[TYPE_Calc_AttrIceDef], False, TYPE_Linear],
     ShareDefine.Def_Effect_IceDef:[[TYPE_Calc_AttrIceDef], False, TYPE_Linear],
-    AttrName_FireDef:[[TYPE_Calc_AttrFireDef], False, TYPE_Linear],
-    AttrName_PoisonDef:[[TYPE_Calc_AttrPoisonDef], False, TYPE_Linear],
-    AttrName_ThunderDef:[[TYPE_Calc_AttrThunderDef], False, TYPE_Linear],
-    AttrName_WindDef:[[TYPE_Calc_AttrWindDef], False, TYPE_Linear],
-    AttrName_BothAtk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_Linear],
-    #AttrName_BothAtk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, 
-    #                   TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_Linear],
-    AttrName_Hit:[[TYPE_Calc_AttrHit], False, TYPE_Linear],
-    AttrName_Atk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_Linear],
-    #AttrName_Atk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_Linear],
-    #AttrName_MAtk:[[TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_Linear],
-    AttrName_AutoRestoreHPPer:[[TYPE_Calc_HPRestorePer], False, TYPE_Linear],
     ShareDefine.Def_Effect_HPRestore:[[TYPE_Calc_HPRestorePer], False, TYPE_Linear],
-    AttrName_GreatHitRate:[[TYPE_Calc_GreatHitRate], False, TYPE_Linear],
-    AttrName_GreatHit:[[TYPE_Calc_GreatHit], False, TYPE_Linear],
-    AttrName_LuckyHitRate:[[TYPE_Calc_LuckyHitRate], False, TYPE_Linear],
-    AttrName_LuckyHit:[[TYPE_Calc_LuckyHit], False, TYPE_Linear],
-    AttrName_LuckyHitReduce:[[TYPE_Calc_LuckyHitReduce], False, TYPE_Linear],
-    AttrName_LuckyHitRateReduce:[[TYPE_Calc_LuckyHitRateReduce], False, TYPE_Linear],
-    AttrName_IgnoreDefRate:[[TYPE_Calc_IgnoreDefRate], False, TYPE_Linear],
-    AttrName_IgnoreDefRateReduce:[[TYPE_Calc_IgnoreDefRateReduce], False, TYPE_Linear],
-    AttrName_IgnoreDefReducePer:[[TYPE_Calc_IgnoreDefReducePer], False, TYPE_Linear],
-    AttrName_AtkSpeed:[[TYPE_Calc_AttrAtkSpeed], False, TYPE_Linear],
-    AttrName_ReduceSkillCDPer:[[TYPE_Calc_ReduceSkillCDPer], False, TYPE_Linear],
-    AttrName_KillBackHP:[[TYPE_Calc_KillBackHP], False, TYPE_Linear],
-    AttrName_KillBackMP:[[TYPE_Calc_KillBackMP], False, TYPE_Linear],
-    AttrName_DamBackPer:[[TYPE_Calc_DamBackPer], False, TYPE_Linear],
-    AttrName_DropMoneyPer:[[TYPE_Calc_DropMoneyPer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_DropEquipPer:[[TYPE_Calc_DropEquipPer], False, TYPE_Linear],
     ShareDefine.Def_Effect_DropMoneyPer:[[TYPE_Calc_DropMoneyPer], False, TYPE_Linear],
-    AttrName_FightExpRate:[[TYPE_Calc_AttrFightExpRate], False, TYPE_Linear],
     ShareDefine.Def_Effect_FightExpRate:[[TYPE_Calc_AttrFightExpRate], False, TYPE_Linear],
-    AttrName_GameExpRate:[[TYPE_Calc_AttrGameExpRate], False, TYPE_Linear],
-    AttrName_SkillAtkRate:[[TYPE_Calc_SkillAtkRate], False, TYPE_Linear],
-    ShareDefine.Def_Effect_DamChanceDef:[[TYPE_Calc_DamChanceDef], False, TYPE_Linear],
-    ShareDefine.Def_Effect_FaintRate:[[TYPE_Calc_FaintRate], False, TYPE_Linear],
-    ShareDefine.Def_Effect_FaintDefRate:[[TYPE_Calc_FaintDefRate], False, TYPE_Linear],
     ShareDefine.Def_Effect_SkillAtkRate:[[TYPE_Calc_SkillAtkRate], False, TYPE_Linear],
     ShareDefine.Def_Effect_SkillAtkRateReduce:[[TYPE_Calc_SkillAtkRateReduce], False, TYPE_Linear],
     ShareDefine.Def_Effect_DamagePVP:[[TYPE_Calc_DamagePVP], False, TYPE_Linear],
     ShareDefine.Def_Effect_DamagePVPReduce:[[TYPE_Calc_DamagePVPReduce], False, TYPE_Linear],
     ShareDefine.Def_Effect_DamagePerPVP:[[TYPE_Calc_DamagePerPVP], False, TYPE_Linear],
     ShareDefine.Def_Effect_DamagePerPVPReduce:[[TYPE_Calc_DamagePerPVPReduce], False, TYPE_Linear],
-    ShareDefine.Def_Effect_ComboRate:[[TYPE_Calc_ComboRate], False, TYPE_Linear],
-    ShareDefine.Def_Effect_ComboDamPer:[[TYPE_Calc_ComboDamPer], False, TYPE_Linear],
     ShareDefine.Def_Effect_BleedDamage:[[TYPE_Calc_BleedDamage], False, TYPE_Linear],
-    AttrName_BleedDamage:[[TYPE_Calc_BleedDamage], False, TYPE_Linear],
-    AttrName_AtkBackHPPer:[[TYPE_Calc_AtkBackHPPer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_AtkBackHP:[[TYPE_Calc_AtkBackHPPer], False, TYPE_Linear],
-    AttrName_SuperHitRate:[[TYPE_Calc_SuperHitRate], False, TYPE_Linear],
-    AttrName_SuperHit:[[TYPE_Calc_SuperHit], False, TYPE_Linear],
-    AttrName_NPCHurtAddPer:[[TYPE_Calc_NPCHurtAddPer], False, TYPE_Linear],
     ShareDefine.Def_Effect_NPCHurtAddPer:[[TYPE_Calc_NPCHurtAddPer], False, TYPE_Linear],
     ShareDefine.Def_Effect_JobAHurtAddPer:[[TYPE_Calc_JobAHurtAddPer], False, TYPE_Linear],
     ShareDefine.Def_Effect_JobBHurtAddPer:[[TYPE_Calc_JobBHurtAddPer], False, TYPE_Linear],
@@ -4843,45 +4462,11 @@
     ShareDefine.Def_Effect_JobAAtkReducePer:[[TYPE_Calc_JobAAtkReducePer], False, TYPE_Linear],
     ShareDefine.Def_Effect_JobBAtkReducePer:[[TYPE_Calc_JobBAtkReducePer], False, TYPE_Linear],
     ShareDefine.Def_Effect_JobCAtkReducePer:[[TYPE_Calc_JobCAtkReducePer], False, TYPE_Linear],
-    AttrName_JobAHurtAddPer:[[TYPE_Calc_JobAHurtAddPer], False, TYPE_Linear],
-    AttrName_JobBHurtAddPer:[[TYPE_Calc_JobBHurtAddPer], False, TYPE_Linear],
-    AttrName_JobCHurtAddPer:[[TYPE_Calc_JobCHurtAddPer], False, TYPE_Linear],
-    AttrName_NPCAtkReducePer:[[TYPE_Calc_NPCAtkReducePer], False, TYPE_Linear],
-    AttrName_JobAAtkReducePer:[[TYPE_Calc_JobAAtkReducePer], False, TYPE_Linear],
-    AttrName_JobBAtkReducePer:[[TYPE_Calc_JobBAtkReducePer], False, TYPE_Linear],
-    AttrName_JobCAtkReducePer:[[TYPE_Calc_JobCAtkReducePer], False, TYPE_Linear],
-    AttrName_GreatHitReducePer:[[TYPE_Calc_GreatHitReducePer], False, TYPE_Linear],
-    AttrName_SuperHitReduce:[[TYPE_Calc_SuperHitReduce], False, TYPE_Linear],
-    AttrName_GreatHitRateReduce:[[TYPE_Calc_GreatHitRateReduce], False, TYPE_Linear],
-    AttrName_SuperHitRateReduce:[[TYPE_Calc_SuperHitRateReduce], False, TYPE_Linear],
     ShareDefine.Def_Effect_SuperHitRateReduce:[[TYPE_Calc_SuperHitRateReduce], False, TYPE_Linear],
-    AttrName_DamagePVPReduce:[[TYPE_Calc_DamagePVPReduce], False, TYPE_Linear],
-    AttrName_DamagePVP:[[TYPE_Calc_DamagePVP], False, TYPE_Linear],
-    AttrName_BossFinalHurtPer:[[TYPE_Calc_BossFinalHurtPer], False, TYPE_Linear],
-    AttrName_FinalHurtPer:[[TYPE_Calc_FinalHurtPer], False, TYPE_Linear],
-    AttrName_FuhaoHitRate:[[TYPE_Calc_FuhaoHitRate], False, TYPE_Linear],
     ShareDefine.Def_Effect_FinalHurt:[[TYPE_Calc_FinalHurt], False, TYPE_Linear],
     ShareDefine.Def_Effect_FinalHurtReduce:[[TYPE_Calc_FinalHurtReduce], False, TYPE_Linear],
-    AttrName_FinalHurt:[[TYPE_Calc_FinalHurt], False, TYPE_Linear],
-    AttrName_FinalHurtReduce:[[TYPE_Calc_FinalHurtReduce], False, TYPE_Linear],
-    AttrName_BossIDHurt:[[TYPE_Calc_BossIDHurt], False, TYPE_Linear],
-    AttrName_BossIDHurtAddPer:[[TYPE_Calc_BossIDHurtAddPer], False, TYPE_Linear],
-    AttrName_DropEquipDoCount:[[TYPE_Calc_DropEquipDoCount], False, TYPE_Linear],
-    AttrName_Speed:[[TYPE_Calc_AttrSpeed], False, TYPE_Linear],
     ShareDefine.Def_Effect_Speed:[[TYPE_Calc_AttrSpeed], False, TYPE_Linear],
-    ShareDefine.Def_Effect_PetAtk:[[TYPE_Calc_PetMinAtk, TYPE_Calc_PetMaxAtk], False, TYPE_Linear],
-    AttrName_PetAtk:[[TYPE_Calc_PetMinAtk, TYPE_Calc_PetMaxAtk], False, TYPE_Linear],
-    ShareDefine.Def_Effect_PetMinAtk:[[TYPE_Calc_PetMinAtk], False, TYPE_Linear],
-    ShareDefine.Def_Effect_PetMaxAtk:[[TYPE_Calc_PetMaxAtk], False, TYPE_Linear],
-    ShareDefine.Def_Effect_PetDamPer:[[TYPE_Calc_PetDamPer], False, TYPE_Linear],
-    AttrName_PetDamPer:[[TYPE_Calc_PetDamPer], False, TYPE_Linear],
     ShareDefine.Def_Effect_PetSkillAtkRate:[[TYPE_Calc_PetSkillAtkRate], False, TYPE_Linear],
-    AttrName_PetSkillAtkRate:[[TYPE_Calc_PetSkillAtkRate], False, TYPE_Linear],
-    ShareDefine.Def_Effect_PerLVAtk:[[TYPE_Calc_PerLVAtk], False, TYPE_Linear],
-    ShareDefine.Def_Effect_PerLVMaxHP:[[TYPE_Calc_PerLVMaxHP], False, TYPE_Linear],
-    ShareDefine.Def_Effect_MaxProDef:[[TYPE_Calc_MaxProDef], False, TYPE_Linear],
-    ShareDefine.Def_Effect_ProDefHPPer:[[TYPE_Calc_ProDefHPPer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_ProDefAbsorb:[[TYPE_Calc_ProDefAbsorb], False, TYPE_Linear],
     ShareDefine.Def_Effect_OnlyFinalHurt:[[TYPE_Calc_OnlyFinalHurt], False, TYPE_Linear],
     ShareDefine.Def_Effect_PVPAtkBackHP:[[TYPE_Calc_PVPAtkBackHP], False, TYPE_Linear],
     ShareDefine.Def_Effect_NormalHurt:[[TYPE_Calc_NormalHurt], False, TYPE_Linear],
@@ -4889,7 +4474,6 @@
     ShareDefine.Def_Effect_FabaoHurt:[[TYPE_Calc_FabaoHurt], False, TYPE_Linear],
     ShareDefine.Def_Effect_FabaoHurtPer:[[TYPE_Calc_FabaoHurtPer], False, TYPE_Linear],
     ShareDefine.Def_Effect_SuperHitRateReduce:[[TYPE_Calc_SuperHitRateReduce], False, TYPE_Linear], # 暴击概率抗性
-    ShareDefine.Def_Effect_LuckyHitReduce:[[TYPE_Calc_LuckyHitReduce], False, TYPE_Linear],# 会心一击伤害固定减伤
     ShareDefine.Def_Effect_DamagePVE:[[TYPE_Calc_DamagePVE], False, TYPE_Linear],  # PVE固定伤害
     ShareDefine.Def_Effect_BossFinalHurtPer:[[TYPE_Calc_BossFinalHurtPer], False, TYPE_Linear],   # Boss最终伤害万分率
     ShareDefine.Def_Effect_FinalHurtPer:[[TYPE_Calc_FinalHurtPer], False, TYPE_Linear],   # 最终伤害万分率
@@ -4918,6 +4502,17 @@
     ShareDefine.Def_Effect_FamilyWarHPPer:[[TYPE_Calc_FamilyWarHPPer], False, TYPE_Linear],
     ShareDefine.Def_Effect_FamilyWarAtkPer:[[TYPE_Calc_FamilyWarAtkPer], False, TYPE_Linear],
     ShareDefine.Def_Effect_FamilySitExpPer:[[TYPE_Calc_FamilySitExpPer], False, TYPE_Linear],
+    ShareDefine.Def_Effect_ComboDefRate:[[TYPE_Calc_ComboDefRate], False, TYPE_Linear],
+    ShareDefine.Def_Effect_AtkBackRate:[[TYPE_Calc_AtkBackRate], False, TYPE_Linear],
+    ShareDefine.Def_Effect_AtkBackDefRate:[[TYPE_Calc_AtkBackDefRate], False, TYPE_Linear],
+    ShareDefine.Def_Effect_SuckHPPer:[[TYPE_Calc_SuckHPPer], False, TYPE_Linear],
+    ShareDefine.Def_Effect_SuckHPDefPer:[[TYPE_Calc_SuckHPDefPer], False, TYPE_Linear],
+    ShareDefine.Def_Effect_CurePer:[[TYPE_Calc_CurePer], False, TYPE_Linear],
+    ShareDefine.Def_Effect_CureDefPer:[[TYPE_Calc_CureDefPer], False, TYPE_Linear],
+    ShareDefine.Def_Effect_PetStrengthenPer:[[TYPE_Calc_PetStrengthenPer], False, TYPE_Linear],
+    ShareDefine.Def_Effect_PetWeakenPer:[[TYPE_Calc_PetWeakenPer], False, TYPE_Linear],
+    ShareDefine.Def_Effect_SuperHitHurtPer:[[TYPE_Calc_SuperHitHurtPer], False, TYPE_Linear],
+    ShareDefine.Def_Effect_SuperHitHurtDefPer:[[TYPE_Calc_SuperHitHurtDefPer], False, TYPE_Linear],
     
     #战斗非线性
     ShareDefine.Def_Effect_SuperHitPer:[[TYPE_Calc_SuperHit], False, TYPE_NoLinear],
@@ -4928,23 +4523,10 @@
     ShareDefine.Def_Effect_MissRate:[[TYPE_Calc_AttrMiss], False, TYPE_NoLinear],
     #ShareDefine.Def_Effect_AddMAtkByPer:[[TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_NoLinear],
     ShareDefine.Def_Effect_AddAtkByPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_PetAtkPer:[[TYPE_Calc_PetMinAtk, TYPE_Calc_PetMaxAtk], False, TYPE_NoLinear],
     ShareDefine.Def_Effect_SpeedPer:[[TYPE_Calc_AttrSpeed], False, TYPE_NoLinear],
     ShareDefine.Def_Effect_LuckPer:[[TYPE_Calc_Luck], False, TYPE_NoLinear],
     ShareDefine.Def_Effect_IceAtkPer:[[TYPE_Calc_AttrIceAtk], False, TYPE_NoLinear],
     ShareDefine.Def_Effect_IceDefPer:[[TYPE_Calc_AttrIceDef], False, TYPE_NoLinear],
-    #ShareDefine.Def_Effect_AddAtkByPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear],
-    #AttrName_MagAtkPer:[[TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_NoLinear],
-    AttrName_AtkPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear],
-    #AttrName_AtkPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear],
-    AttrName_BothAtkPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear],
-    #AttrName_BothAtkPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, 
-    #                   TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_NoLinear],
-    AttrName_DefRatePer:[[TYPE_Calc_AttrMiss], False, TYPE_NoLinear],
-    AttrName_MaxHPPer:[[TYPE_Calc_AttrMaxHP], False, TYPE_NoLinear],
-    AttrName_MaxMPPer:[[TYPE_Calc_AttrMaxMP], False, TYPE_NoLinear],
-    AttrName_DefPer:[[TYPE_Calc_AttrDEF], False, TYPE_NoLinear],
-    AttrName_HitPer:[[TYPE_Calc_AttrHit], False, TYPE_NoLinear],
     
     #功能交叉影响的战斗非线性
     ShareDefine.Def_Effect_BaseAtkAddPer:[[TYPE_Calc_BaseAtkAddPer], False, TYPE_NoLinear],
@@ -5055,10 +4637,10 @@
    ShareDefine.Def_Effect_HatAddPer:            [ShareDefine.retHat, [ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
    ShareDefine.Def_Effect_TrousersAddPer:       [ShareDefine.retTrousers, [ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
    ShareDefine.Def_Effect_ShoesAddPer:          [ShareDefine.retShoes, [ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
-   ShareDefine.Def_Effect_FairyCanAddPer:       [ShareDefine.retFairyCan, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
-   ShareDefine.Def_Effect_FairyCan2AddPer:      [ShareDefine.retFairyCan2, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
+   ShareDefine.Def_Effect_ShawlAddPer:          [ShareDefine.retShawl, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
+   ShareDefine.Def_Effect_RingAddPer:           [ShareDefine.retRing, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
    ShareDefine.Def_Effect_NeckAddPer:           [ShareDefine.retNeck, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
-   ShareDefine.Def_Effect_JadeAddPer:           [ShareDefine.retJade, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
+   ShareDefine.Def_Effect_AmuletAddPer:         [ShareDefine.retAmulet, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
                            }
 
 # 指定地图生效的非线性属性配置
@@ -5446,8 +5028,6 @@
 #-----------以下为暂时没用的,先不删除,如有新增消费点则放在这些之前------------
 Def_Cost_RefreshArrestTask, # 刷新悬赏任务
 Def_Cost_OffLineExp, # 兑换离线经验
-Def_Cost_RefreshTruck, # 刷新镖车
-Def_Cost_FinishTruck, # 完成镖车
 Def_Cost_RefreshTimeShop, # 刷新神秘商店
 Def_Cost_OpenNoble, # 开通贵族
 Def_Cost_Warehouse, # 仓库
@@ -5455,7 +5035,7 @@
 Def_Cost_Trade, # 交易
 Def_Cost_Rename, # 改名
 Def_Cost_SkillLvUp, # 技能升级
-) = range(2000, 2000 + 69)
+) = range(2000, 2000 + 67)
 
 Def_Cost_Reason_SonKey = "reason_name_son" # 消费点原因子类说明key
 
@@ -5490,8 +5070,6 @@
 Def_Cost_UseSpeaker:"UseSpeaker",
 Def_Cost_Revive:"Revive",
 Def_Cost_FBEncourage:"FBEncourage",
-Def_Cost_RefreshTruck:"RefreshTruck",
-Def_Cost_FinishTruck:"FinishTruck",
 Def_Cost_RefreshArrestTask:"RefreshArrestTask",
 Def_Cost_RefreshTimeShop:"RefreshTimeShop",
 Def_Cost_ResetGreatMasterSkill:"ResetTalentSkill",
@@ -5574,7 +5152,7 @@
 Def_GiveMoney_BossFirstKill, # Boss首杀
 Def_GiveMoney_21,
 Def_GiveMoney_Trade, # 交易
-Def_GiveMoney_Truck, # 运镖
+Def_GiveMoney_23,
 Def_GiveMoney_FreeGoods, # 极品白拿 
 Def_GiveMoney_BindJadeWheel, # 绑玉转盘 25
 Def_GiveMoney_GatherSoulDecompose, #聚魂分解 26
@@ -5611,7 +5189,6 @@
 Def_GiveMoney_CollectNPC:"CollectNPC",
 Def_GiveMoney_BossFirstKill:"BossFirstKill",
 Def_GiveMoney_Trade:"Trade",
-Def_GiveMoney_Truck:"Truck",
 Def_GiveMoney_FreeGoods:"FreeGoods",
 Def_GiveMoney_BindJadeWheel:"BindJadeWheel",
 Def_GiveMoney_GatherSoulDecompose:"GatherSoulDecompose",
@@ -5933,8 +5510,9 @@
 ntMonsterTime, #按时间掉血的怪物 22 废弃,以是否有配置在时间掉血怪物表为准
 ntPriWoodPilePVE, #专属私有木桩 - PVE 23
 ntPriWoodPilePVP, #专属私有木桩 - PVP 24
+ntHero, #武将英雄 25
 ntMax
-) = range(26)
+) = range(27)
 
 
 (Def_SkillFuncType_Common, #0为通用技能
@@ -5960,7 +5538,8 @@
 Def_SkillFuncType_ShentongSkill,     #20 神通技能
 Def_SkillFuncType_ElfSkill,     #21 精怪技能
 Def_SkillFuncType_GatherTheSoul,     #22 聚魂技能
-) = range(23)
+Def_SkillFuncType_TurnNormaSkill,  #23 回合普攻技能
+) = range(24)
 
 # 受技能效果完全影响的怪, 对应 Def_BattleRelationType_CommNoBoss
 Def_SkillAttack_NPCIsBoss = [ Def_NPCType_Ogre_Normal     ,  #平凡小怪 0    # c++ 定义为普通NPC视野刷新
@@ -5975,6 +5554,12 @@
 Def_BattleRelationType_PVE,
 Def_BattleRelationType_CommNoBoss,   # 除了(指定)BOSS,可对其释放技能,但是无实际效果
 ) = range(0, 4)
+
+# 近战远程
+AtkDistTypeList = (
+AtkDistType_Short, # 近战
+AtkDistType_Long, # 远程
+) = range(1, 1 + 2)
 
 # 经验倍率限制类型
 (
@@ -6387,6 +5972,30 @@
 TTLTaskType_CrossBoss, # 跨服boss击杀x次 18
 ) = range(1, 1 + 18)
 
+# 任务类型定义
+TaskTypeList = (
+TaskType_FBPass, # 副本过关到xxx 1
+TaskType_TreeLV, # 仙树达到X级 2
+TaskType_EquipDecompose, # 分解装备x次 3
+TaskType_CutTree, # 消耗X个战锤  4
+TaskType_LV, # 等级提升至x级 5
+TaskType_RealmLV, # 境界达到X级 6
+TaskType_KillNPC, # 击败X只怪物 7
+TaskType_GetMoney, # 累计获得xx货币 8
+) = range(1, 1 + 8)
+
+# 任务分组
+TaskGroupList = (
+TaskGroup_Main, # 主线 0
+) = range(1)
+
+# 任务状态
+TaskStateList = (
+TaskState_None, # 无 0
+TaskState_Doing, # 进行中 1
+TaskState_CanGet, # 可领取 2
+) = range(3)
+
 # 充值点券处理类型
 (
 CoinType_Gold, # 直接充仙玉 0

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