From 4dcb18d0e7848effd25e0d5970e9c84808da957c Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期一, 10 六月 2019 14:12:34 +0800
Subject: [PATCH] 7155 【后端】【2.0】新增仙盟创建规则

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py |  350 ++++++++++++++++++++++++++++++++++++++-------------------
 1 files changed, 232 insertions(+), 118 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index 1d6606f..0101a93 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -62,13 +62,19 @@
 (
 Def_Buff_Replace_Better,    # 相同typeid取最高,如果新的是低级的则不处理
 Def_Buff_Replace_New,       # 相同typeid替换最新,即使是低级的
-Def_Buff_Coexist,           # 不同的释放者可共存
+Def_Buff_Recharge,        # 若同类型buff存在不管等级高低,只给原buff充能只改变值或时间
 ) = range(3)
+
+# CanRepeatTime字段百位数,同一个释放者只能存在同一个技能buff,不同释放者根据情况而定
+(
+Def_Buff_Coexist,  # 不同的释放者可共存,默认可同时存在
+Def_Buff_NoCoexist,  # 不同的释放者亦不可共存,假设战士给别人加攻击buff,A战士加1级攻击BUFF,B战士加2级攻击BUFF,那么只能存在一个高级的2级攻击BUFF
+) = range(2)
 
 Def_BuffValue_Count = 3     # buff记录的value个数
 
 #游戏对象属性--------------------------------------------
-Def_Calc_AllAttrType_MAX = 129
+Def_Calc_AllAttrType_MAX = 135
 #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 = (
 TYPE_Calc_Metal,                        # 金 1
@@ -93,7 +99,7 @@
 TYPE_Calc_SuperHitRate,                 # 暴击概率 18 
 TYPE_Calc_SuperHit,                     # 暴击伤害(固定值) 19 
 TYPE_Calc_SuperHitRateReduce,           # 暴击概率抗性 20
-TYPE_Calc_SuperHitReducePer,            # 暴击伤害减免 21
+TYPE_Calc_SuperHitReduce,            # 暴击伤害减免固定值 21
 
 TYPE_Calc_GreatHitRate,                 # 卓越一击几率 22
 TYPE_Calc_GreatHit,                     # 卓越一击伤害倍率 23
@@ -101,9 +107,9 @@
 TYPE_Calc_GreatHitReducePer,            # 卓越一击伤害减免 25
 
 TYPE_Calc_LuckyHitRate,                 # 会心一击几率 26
-TYPE_Calc_LuckyHit,                     # 会心一击伤害倍率 27
+TYPE_Calc_LuckyHit,                     # 会心一击伤害固定值 27
 TYPE_Calc_LuckyHitRateReduce,           # 会心一击概率抗性 28
-TYPE_Calc_LuckyHitReducePer,            # 会心一击伤害减免 29
+TYPE_Calc_LuckyHitReduce,            # 会心一击伤害减免固定值 29
 
 TYPE_Calc_IgnoreDefRate,                # 无视防御几率, 攻击时百分比无视目标的防御 30
 TYPE_Calc_IgnoreDefRateReduce,          # 无视防御概率抗性, 受击时减少对方的无视防御属性 31
@@ -156,15 +162,15 @@
 TYPE_Calc_ReduceSkillCD,                # 减技能CD
 TYPE_Calc_SkillAtkRate,                 # 技能攻击比例加成
 TYPE_Calc_SkillAtkRateReduce,           # 技能攻击比例减少 75
-TYPE_Calc_DamagePer,                    # 伤害输出计算百分比
-TYPE_Calc_AttrDamReduce,                # 减少伤害
+TYPE_Calc_DamagePVP,                    # 伤害输出固定值
+TYPE_Calc_DamagePVPReduce,                # 减少伤害固定值
 TYPE_Calc_HurtPer,                      # 受伤计算百分比
 TYPE_Calc_BleedDamage,                  # 流血伤害
 TYPE_Calc_FinalHurt,                    # 最终固定伤害增加 80
 TYPE_Calc_FinalHurtReduce,              # 最终固定伤害减少
 TYPE_Calc_DamagePerPVP,                 # 伤害输出计算百分比PVP
 TYPE_Calc_DamagePerPVPReduce,           # 伤害输出计算百分比PVP减少
-TYPE_Calc_DamagePerPVE,                 # 伤害输出计算百分比PVE
+TYPE_Calc_DamagePVE,                 # 伤害输出计算固定值PVE
 TYPE_Calc_NPCHurtAddPer,                # 对怪物伤害加成 85
 TYPE_Calc_JobAHurtAddPer,               # 目标战士伤害加成
 TYPE_Calc_JobBHurtAddPer,               # 目标法师伤害加成
@@ -211,7 +217,12 @@
 TYPE_Calc_NormalHurtPer,                # 普通攻击加成 
 TYPE_Calc_FabaoHurt,                    # 法宝技能增伤 
 TYPE_Calc_FabaoHurtPer,                 # 法宝技能加成 
-
+TYPE_Calc_FinalHurtReducePer,           # 最终伤害减少百分比
+TYPE_Calc_YinjiTime,                    # 每X秒自动消失一个印记 130
+TYPE_Calc_TheFBSkillsCD,                # 减少指定技能组CD XX%
+TYPE_Calc_BurnValue,                    # 灼烧固定伤害
+TYPE_Calc_BurnTimePer,                     # 延长灼烧时间百分比
+TYPE_Calc_SubSpeedPer,                  # 减移动速度百分比
 ) = range(1, Def_Calc_AllAttrType_MAX)
 
 
@@ -221,10 +232,6 @@
 
 # 衰减递增的属性列表, 衰减递增算法: 1-(1-a1)*(1-a2);   非衰减递增算法:  a1+a2
 TYPE_Calc_DeclineList = []
-#TYPE_Calc_DeclineList = [TYPE_Calc_SuperHitReducePer, TYPE_Calc_LuckyHitRateReduce, TYPE_Calc_SkillAtkRateReduce, 
-#                         TYPE_Calc_AttrDamReduce, TYPE_Calc_DamagePerPVPReduce, 
-#                         TYPE_Calc_IgnoreDefRate, TYPE_Calc_IgnoreDefRateReduce, TYPE_Calc_DamChanceDef,
-#                         TYPE_Calc_FaintRate, TYPE_Calc_FaintDefRate, TYPE_Calc_ProDefAbsorb]
 
 #宠物属性列表
 Def_Pet_Attr = []
@@ -251,11 +258,12 @@
 Def_ItemID_VIPExperience = 985               # VIP体验卡
 
 # 直接转换为对应数值的物品ID列表
+Def_ItemID_GoldMoney = 20               # 直接给仙玉
 Def_ItemID_SilverMoney = 22               # 直接给铜钱
 Def_ItemID_FamilyContribution = 26               # 直接给战盟贡献点
 Def_ItemID_FamilyActive = 28               # 直接给战盟活跃点
 Def_ItemID_SP = 29               # 直接给sp
-Def_ItemID_GoldPaper = 30               # 直接给绑玉
+#Def_ItemID_GoldPaper = 30               # 直接给绑玉
 Def_ItemID_RealmPoint = 24               # 直接给修行点
 Def_ItemID_BossReborn = 21               # 直接给boss复活点
 Def_ItemID_Ysog = 4306               # 直接给符印融合石
@@ -263,9 +271,9 @@
 Def_ItemID_SoulSplinters = 701               # 直接给聚魂碎片
 Def_ItemID_SoulCore = 702               # 直接给核心环
 Def_ItemID_Honor = 2141               # 直接给荣誉
-Def_TransformItemIDList = [Def_ItemID_FamilyContribution, Def_ItemID_FamilyActive, Def_ItemID_SP, Def_ItemID_GoldPaper, 
+Def_TransformItemIDList = [Def_ItemID_FamilyContribution, Def_ItemID_FamilyActive, Def_ItemID_SP, #Def_ItemID_GoldPaper, 
                            Def_ItemID_RealmPoint, Def_ItemID_SilverMoney, Def_ItemID_BossReborn, Def_ItemID_Ysog,
-                           Def_ItemID_SoulDust, Def_ItemID_SoulSplinters, Def_ItemID_SoulCore, Def_ItemID_Honor]
+                           Def_ItemID_SoulDust, Def_ItemID_SoulSplinters, Def_ItemID_SoulCore, Def_ItemID_Honor, Def_ItemID_GoldMoney]
 #---------------------------------------------------------------------
 #写死的物品类型都放这边
 Def_ItemType_All = -1             #所有类型
@@ -442,6 +450,8 @@
 Def_Effect_ItemGiveHonor = 242      #使用道具给予荣誉
 Def_Effect_ItemGiveWeekPartyPoint = 245      #使用道具给予七日巡礼积分
 Def_Effect_ItemGiveWeekPartyPoint1 = 246      #使用道具给予节日巡礼积分
+Def_Effect_AddRealmExpRate = 251 #增加聚灵效率
+Def_Effect_TouchMission = 252 #触发任务
 #----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
@@ -567,6 +577,7 @@
 Def_Skill_Effect_SummonAttr = 1013 # 召唤兽属性
 Def_Skill_Effect_BoomSeedID = 1014 # 引爆BUFF种子
 Def_Skill_Effect_ReCD = 1016 # 重置CD
+Def_Skill_Effect_Burn = 1034 # 灼烧
 Def_Skill_Effect_RandWarn = 1061 # 随机预警
 Def_Skill_Effect_AttackReplaceByNPCSeries = 1062 # 对指定系的伤害
 Def_Skill_Effect_AvgHurtFMCnt = 1064 # NPC技能按仙盟成员数均摊伤害  
@@ -574,7 +585,8 @@
 Def_Skill_Effect_PowerPart = 1206  # 充能能量分段,触发即算一次充能,拉进度条蓄力
 Def_Skill_Effect_ProcessAttack = 1314  # 间隔性攻击,A值为攻击次数,B值为是否广播客户端
 Def_Skill_Effect_BuffTick = 9999    #BUFF的时间处理间隔
-Def_Skill_Effect_ProBloodPer = 4505    #buff中中毒伤害百分比增加(给受害者的buff)
+Def_Skill_Effect_BurnToAddHP = 1091    #buff中灼烧伤害转化吸血给 放灼烧者
+
 
 #写死的技能效果ID------------NPC专用
 Def_Skill_Effect_AttackMove = 2100    # NPC位移战斗
@@ -620,7 +632,8 @@
 
 
 #---------需要记录在buff管理器中的效果ID,主要用于查找用---------------------------
-Def_BuffManager_EffectsID = [Def_Skill_Effect_ProBloodPer, Def_Skill_Effect_AbsorbShieldXMZJ, Def_Skill_Effect_StoreBlood]
+Def_BuffManager_EffectsID = [Def_Skill_Effect_AbsorbShield, Def_Skill_Effect_AbsorbShieldXMZJ, 
+                             Def_Skill_Effect_StoreBlood, Def_Skill_Effect_BurnToAddHP, Def_Skill_Effect_BuffState]
 #-------------------------------------------------------------------------
 
 #基础属性效果ID
@@ -636,9 +649,6 @@
     # 非线性增加
     #1015:("NoLinePlus", [TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax]),  # 提高攻击力百分比                             
     
-    # 非线性减少
-    #1098:("NoLineReduce", [TYPE_Calc_AttrATKMax, TYPE_Calc_AttrATKMin,
-    #                       TYPE_Calc_AttrMATKMax, TYPE_Calc_AttrMATKMin]),     # 降低攻击百分比   
 
     # 根据等级段线性增加,效果B值为等级段配置
     500:("LinePlusByLV", [TYPE_Calc_HPCureEnhance]),   # 提高血瓶恢复效果
@@ -755,7 +765,10 @@
 Def_HurtType_Zhuxian,     # 诛仙一击 13
 Def_HurtType_ZhognjiZhansha,     # 终极斩杀 14
 Def_HurtType_DeadlyHit,     # 致命一击 15
-) = range(1, 16)
+Def_HurtType_ThumpHit,     # 重击 16
+Def_HurtType_Yinji,     # 印记 17
+Def_HurtType_Burn,     # 灼烧 18
+) = range(1, 19)
 #Def_HurtType_SuckBlood,      # 吸血 
 
 (
@@ -776,23 +789,24 @@
 Def_ZhuXianEquiipType = xrange(Def_ItemType_ZXCloak, Def_ItemType_ZXWeapon4 + 1)
 
 # 技能造成实质性伤害的类型
-Def_RealAttack_Type = [Def_HurtType_Normal,         # 普通伤害 1
-                       Def_HurtType_Parry,          # 格挡 5
-                       Def_HurtType_DoubleHit,      # 连击 6
-                       Def_HurtType_SuperHit,       # 暴击 7
-                       Def_HurtType_LuckyHit,       # 会心一击伤害 8
-                       Def_HurtType_RealmSupress,     # 境界压制 11
+Def_RealAttack_Type = [
+                        Def_HurtType_Normal,         # 普通伤害 1
+                        Def_HurtType_Parry,          # 格挡 5
+                        Def_HurtType_DoubleHit,      # 连击 6
+                        Def_HurtType_SuperHit,       # 暴击 7
+                        Def_HurtType_LuckyHit,       # 会心一击伤害 8
+                        Def_HurtType_RealmSupress,     # 境界压制 11
+                        Def_HurtType_Zhuxian,     # 诛仙一击 13
+                        Def_HurtType_DeadlyHit,     # 致命一击 15
+                        Def_HurtType_ThumpHit,     # 重击 16
+                        Def_HurtType_Yinji,
+                        Def_HurtType_Burn,
                        ]
 
 #---------------------------------------------------------------------
 #内网GM等级
 Def_GM_LV_God = 90
 #---------------------------------------------------------------------
-#游戏中所有的金钱类型
-Def_MoneyType_All = [IPY_GameWorld.TYPE_Price_Gold_Money,     # 元宝
-                     IPY_GameWorld.TYPE_Price_Gold_Paper,     # 礼券
-                     IPY_GameWorld.TYPE_Price_Silver_Money,   # 银子
-                     ]
 
 #客户端心跳响应封包间隔(毫秒)
 Def_PlayerOnLineReply_ClientReply = 30000    #30000  
@@ -1105,14 +1119,6 @@
 Def_PlayerCanAttackBalk = 1
 #玩家攻击距离扩大N格子
 Def_PlayerAttackDistZoom = 2
-#致命一击的攻击力是普通攻击的2倍
-Def_SuperHitPercent = 20000
-#幸运一击的攻击力相对普攻倍值
-Def_LuckyHitVal = 11000
-#卓越一击的攻击力相对普攻倍值
-Def_GreatHitVal = 12500
-#富豪一击的攻击力相对普攻倍值
-Def_FuhaoHitVal = 11000
 #服务器统一使用万分率(用于计算百分比 10000为100%)
 Def_MaxRateValue = ShareDefine.Def_MaxRateValue
 Def_AtkSpeedBase = 1000.0   # 玩家攻击速度基础标准 1000毫秒
@@ -1159,6 +1165,7 @@
 Def_Skill_HappenState_HitOn = 0x0001  # 必命中
 Def_Skill_HappenState_SuperHit = 0x0002  # 必暴击
 Def_Skill_HappenState_LuckyHit = 0x0004  # 必会心一击
+Def_Skill_HappenState_ThumpHit = 0x0008  # 必重击
 
 
 #技能施法目标
@@ -1258,7 +1265,7 @@
    Def_SkillType_PassivePlsBuff,  #被动触发增益类buff 16
    Def_SkillType_PassiveDepBuff,  #被动触发减益类buff 17
    Def_SkillType_PassiveActionBuff,  #被动触发的控制类buff 18
-   Def_SkillType_PassiveBuff,       # 被动BUFF 19
+   Def_SkillType_PassiveBuff,       # 被动BUFF 19  (废弃,无此定义分散为其他buff)
    Def_SkillType_AttrSkill,         # 属性类技能 20
    Def_SkillType_PassiveLstPlsBuff,  #被动触发持续增益类buff 21
    Def_SkillType_PassiveLstDepBuff,  #被动触发持续减益类buff 22
@@ -1273,7 +1280,7 @@
                        Def_SkillType_LstDepBuff : IPY_GameWorld.bfProcessDeBuff ,  #持续减益BUFF  4
                        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
+                       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_Increment  : IPY_GameWorld.bfIncBuff,  #增值技能(不可清除)9
                        Def_SkillType_Aura       : IPY_GameWorld.bfAura   ,  #光环技能  10
@@ -1318,6 +1325,9 @@
                            Def_SkillType_Aura         ,  #光环技能  10
                            Def_SkillType_Summon       ,  #召唤  13
                            ]
+    
+# 玩家独有的,NPC没有这些接口
+Def_BuffType_OnlyPlayer = [IPY_GameWorld.bfIncBuff, IPY_GameWorld.btPassiveBuf, IPY_GameWorld.bfEquipBuff, IPY_GameWorld.bfMapBuff]
       
 # Buff层级增减定义
 Def_BuffLayer_Add = 0   # 每次触发层级递增
@@ -1762,8 +1772,8 @@
 Def_FBMapID_SealDemonEx = 52020
 #诛仙BOSS
 Def_FBMapID_ZhuXianBoss = 31380
-#诛仙塔
-Def_FBMapID_ZhuXianTower = 31370
+#天星塔
+Def_FBMapID_SkyTower = 31370
 #仙魔之争
 Def_FBMapID_XMZZ = 31010
 #神兽副本
@@ -1776,27 +1786,42 @@
 Def_FBMapID_CrossPenglai = 32020
 #跨服妖王
 Def_FBMapID_CrossDemonKing = 32030
+#本服妖王
+Def_FBMapID_DemonKing = 22030
 #多仙盟Boss
 Def_FBMapID_AllFamilyBoss = 31260
 #骑宠Boss
 Def_FBMapID_HorsePetBoss = 31200
 #缥缈宝藏
 Def_FBMapID_FairyTreasure = 31190
+#跨服灵草园
+Def_FBMapID_CrossGrasslandLing = 32040
+#跨服仙草园
+Def_FBMapID_CrossGrasslandXian = 32050
 
 #注册上传跨服服务器数据后直接进入跨服服务器的地图
-RegisterEnter_CrossServerMapIDList = [Def_FBMapID_CrossPenglai, Def_FBMapID_CrossDemonKing]
+RegisterEnter_CrossServerMapIDList = [Def_FBMapID_CrossPenglai, Def_FBMapID_CrossDemonKing, Def_FBMapID_CrossGrasslandLing, Def_FBMapID_CrossGrasslandXian]
 #跨服地图
-Def_CrossMapIDList = [Def_FBMapID_CrossRealmPK, Def_FBMapID_CrossPenglai, Def_FBMapID_CrossDemonKing]
-#跨服分区对应地图配置表名
+Def_CrossMapIDList = [Def_FBMapID_CrossRealmPK, Def_FBMapID_CrossPenglai, Def_FBMapID_CrossDemonKing, Def_FBMapID_CrossGrasslandLing, Def_FBMapID_CrossGrasslandXian]
+#跨服分区类型配置, 没配置的默认 CrossZoneComm
+Def_CrossZoneTypeName = {0:"CrossZoneComm", # 特殊0,默认常规分区
+                         Def_FBMapID_CrossPenglai:"CrossZoneComm",
+                         Def_FBMapID_CrossRealmPK:"CrossZonePK",
+                         Def_FBMapID_CrossDemonKing:"CrossZonePK",
+                         Def_FBMapID_CrossGrasslandLing:"CrossZonePK",
+                         Def_FBMapID_CrossGrasslandXian:"CrossZonePK",
+                         }
+#跨服分区对应地图配置表名 - 仅适用于固定地图及虚拟分线的跨服玩法
 Def_CrossZoneMapTableName = {Def_FBMapID_CrossPenglai:"CrossPenglaiZoneMap",
                              }
 #需要动态分配线路的跨服地图
-Def_CrossDynamicLineMap = [Def_FBMapID_CrossDemonKing]
+Def_CrossDynamicLineMap = [Def_FBMapID_CrossDemonKing, Def_FBMapID_CrossGrasslandLing, Def_FBMapID_CrossGrasslandXian]
 
 #副本关闭时未拾取的物品邮件发放给玩家
 #这里只有需要的副本才配置,不做默认逻辑,防止某些副本实际不能给导致刷物品,如麒麟之府
 Def_SendUnPickItemMailMapIDList = [Def_FBMapID_IceLode, Def_FBMapID_PersonalBoss, Def_FBMapID_MunekadoTrial, 
-                                   Def_FBMapID_SealDemon, Def_FBMapID_SealDemonEx, Def_FBMapID_ZhuXianBoss]
+                                   Def_FBMapID_SealDemon, Def_FBMapID_SealDemonEx, Def_FBMapID_ZhuXianBoss, 
+                                   Def_FBMapID_DemonKing, Def_FBMapID_CrossDemonKing]
 
 #金钱不掉物品直接给玩家的地图
 Def_GiveMoneyMapIDList = []
@@ -1810,7 +1835,8 @@
 Def_MapID_LineIDToPropertyID = [Def_FBMapID_ElderBattlefield]
                       
 # 进入副本需要发送到GameServer的地图
-Def_MapID_SendToGameServer = [Def_FBMapID_HorsePetBoss, Def_FBMapID_FamilyInvade, Def_FBMapID_FamilyBossMap, Def_FBMapID_SealDemon, Def_FBMapID_FamilyWar, Def_FBMapID_ZhuXianBoss, Def_FBMapID_AllFamilyBoss] + Def_MapID_LineIDToPropertyID
+Def_MapID_SendToGameServer = [Def_FBMapID_HorsePetBoss, Def_FBMapID_FamilyInvade, Def_FBMapID_FamilyBossMap, Def_FBMapID_SealDemon, Def_FBMapID_DemonKing,
+                              Def_FBMapID_FamilyWar, Def_FBMapID_ZhuXianBoss, Def_FBMapID_AllFamilyBoss] + Def_MapID_LineIDToPropertyID
 
 ## 进入副本需要根据请求的功能线路处理的地图, hxp-改了进入模式,暂不需要了 180320
 #Def_MapID_ReqFBFuncLine = [Def_FBMapID_KirinHome, Def_FBMapID_BZZD, Def_FBMapID_SealDemonEx,
@@ -1880,10 +1906,11 @@
                 'SealDemon':[Def_FBMapID_SealDemon, Def_FBMapID_SealDemonEx], #封魔坛
                 'XMZZ':[Def_FBMapID_XMZZ], #仙魔之争
                 'CrossRealmPK':[Def_FBMapID_CrossRealmPK], #跨服竞技场
-                'CrossDemonKing':[Def_FBMapID_CrossDemonKing], #跨服妖王
+                'CrossDemonKing':[Def_FBMapID_DemonKing, Def_FBMapID_CrossDemonKing], #妖王
+                'CrossGrassland':[Def_FBMapID_CrossGrasslandLing, Def_FBMapID_CrossGrasslandXian], #草园
                 'GatherSoul':[Def_FBMapID_GatherSoul],#聚魂副本
                 'ZhuXianBoss':[Def_FBMapID_ZhuXianBoss],#诛仙BOSS
-                'ZhuXianTower':[Def_FBMapID_ZhuXianTower],#诛仙塔
+                'SkyTower':[Def_FBMapID_SkyTower],#天星塔
                 'AllFamilyBoss':[Def_FBMapID_AllFamilyBoss],#多仙盟BOSS
                 'HorsePetBoss':[Def_FBMapID_HorsePetBoss],#骑宠BOSS
                 'FairyTreasure':[Def_FBMapID_FairyTreasure],#缥缈宝藏
@@ -2382,6 +2409,8 @@
 EquipPlace_Special = [ShareDefine.retNeck, ShareDefine.retFairyCan, ShareDefine.retFairyCan2, ShareDefine.retJade]
 ## 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]
 
 #装备物品位置,不需要重刷属性
 EquipItemNoRefreshState = [
@@ -2393,15 +2422,14 @@
 
 # 需要广播外观的装备部位(除了境界装备3部位)
 Def_SyncEquipStateByIndex = [
-    ShareDefine.retWing,        #11 翅膀
+    ShareDefine.retWing,        #13 翅膀
     ShareDefine.retGuard1,    #14 守护1
     ShareDefine.retHorse,        #19 坐骑
                              ]
 
 #---------------------------------------------------------------------
 #特殊物品光环,永久存在
-Def_SuperBuffList = [
-                      ]
+Def_SuperBuffList = []
 
 #------------------------------------------------------------
 
@@ -2943,6 +2971,7 @@
 Def_NPC_Dict_FromRefreshValue = 'FromRefreshValue'
 #召唤地图NPC的玩家ID
 Def_NPC_Dict_SummonMapNPCPlayerID = 'SummonMapNPCPlayerID'
+Def_NPC_Dict_PriWoodPilePlayerID = 'PriWoodPilePlayerID'
 #NPC技能已使用次数
 Def_NPC_Dict_SkillUseCnt = 'NPCSkillUseCnt_%s' # 参数skillTypeID
 #不死的boss
@@ -2978,6 +3007,7 @@
 Def_NPC_Dict_TimeLostHPTick = 'TimeLostHPTick' # 上次按时间掉血tick
 Def_NPC_Dict_TimeLostHPPlayerCountTick = 'TimeLostHPPlayerCountTick ' # 上次刷新按时间掉血人数tick
 Def_NPC_Dict_TimeLostHPPlayerCount = 'TimeLostHPPlayerCount' # 按时间掉血有效人数
+Def_NPC_Dict_TimeLostHPFightPower = 'TimeLostHPFightPower' # 按时间掉血战力
 
 #玩家状态定义,不能超过31个,如超过,需扩展多个key支持
 Def_PlayerStateList = (
@@ -2994,18 +3024,32 @@
     Def_PlayerState_LimitSkill, # 禁魔状态 10
     Def_PlayerState_LimitAddHP, # 禁疗状态 11
     Def_PlayerState_Blind, # 致盲状态 12
-    Def_PlayerState_LoseBlood1, # 职业1持续掉血状态 13
+    Def_PlayerState_Burn, # 灼烧 13
     Def_PlayerState_LoseBlood2, # 职业2持续掉血状态 14
     Def_PlayerState_LoseBlood3, # 职业3持续掉血状态 15
     Def_PlayerState_MissSneerAtk, # 对嘲讽攻击免疫表现为miss 16
     Def_PlayerState_BeInAir, # 浮空(做法同眩晕类) 17
-) = range(18)
+    Def_PlayerState_zqdlj, # 紫气东来金灵根技能状态 18
+    Def_PlayerState_Ice, # 寒冰状态(同减速) 19
+) = range(20)
 
 #---SetDict 含NPC字典KEY,不存于数据库---
 Def_GameObjKey_InheritOwner = "InheritOwner"  # 类暴风雪计算时用主人属性
 
 #---SetDict 玩家字典KEY,不存于数据库---
 # 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
@@ -3018,10 +3062,10 @@
 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_DefenderObjID = "DefenderObjID"     # 后续触发技能需要用到的对象ID,暂用于玩家
 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_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
 Def_PlayerKey_ChangeMapID = "ChangeMapID"     # 请求切换的地图ID
 Def_PlayerKey_ResetFBLinePosX = "ResetFBLinePosX"     # 请求切换副本多合一地图功能线路ID
@@ -3029,15 +3073,11 @@
 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_AbsorbShieldValue = "AbsorbShieldValue"     # 麒麟盾吸收减免伤害百分比
-Def_PlayerKey_AbsorbValue = "AbsorbValue"     # 麒麟盾吸收的单次伤害
-Def_PlayerKey_StartEquipCnt = "StartEquipCnt"     # 珍品数量
 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_PlayerKey_ClientMaxHurtValue = "CMaxHValue"     # 缓存单次技能攻击的最大伤害, 减少计算量
 Def_Player_RefreshAttr = "Player_RefreshAttr"   # 玩家刷新属性标志
 Def_PlayerKey_LoadMapIsLogin = 'LoadMapIsLogin'    # 本次进入地图是否是登录的
 Def_PlayerKey_NotifyAllAttrState = 'NotifyAllAttrState'    # 是否同步过所有属性,切图时第一次刷属性需要同步
@@ -3059,6 +3099,7 @@
 Def_PlayerKey_TransMoneyType = 'TransMoneyType'  # 扣除的金钱类型
 Def_PlayerKey_TransTick = 'TransTick'  # 传送tick
 Def_PlayerKey_SyncVIPKillNPCLVInfo = 'SyncVIPKillNPCLVInfo'  # 击杀NPC增加VIP杀怪等级经验信息同步开关
+Def_PlayerKey_RequestEnterCrossServerTick = 'RequestEnterCrossServerTick'    # 上次请求进入跨服tick
 
 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
@@ -3103,8 +3144,9 @@
 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_AttrDamagePer = "DamagePer"    #伤害输出计算百分比
-Def_PlayerKey_AttrDamagePerPVE = "DamagePerPVE"    #伤害输出计算百分比PVE
+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
@@ -3136,11 +3178,7 @@
 Def_PlayerKey_ContendNPCObjID = "ContendNPCObjID"    #竞争归属的NPC实例ID
 Def_PlayerKey_AreaRewardMultiple = "AreaRewardMultiple"    #玩家所在区域福利倍值,默认1
 Def_PlayerKey_AttrActivatyNotify = "AttrActivatyNotify" # 属性激活提示类型
-Def_PlayerKey_AttrActivatyRecordStarLV = "AttrActivatyRecordStarLV" # 属性激活记录 - 强化星级
-Def_PlayerKey_AttrActivatyRecordStoneLV = "AttrActivatyRecordStoneLV" # 属性激活记录 - 宝石星级
-Def_PlayerKey_AttrActivatyRecordQualityECnt = "AttrActivatyRecordQualityECnt" # 属性激活记录 - 卓越装备件数
-Def_PlayerKey_AttrActivatyRecordSuiteCnt = "AttrActivatyRecordSuiteCnt" # 属性激活记录 - 套装件数
-Def_PlayerKey_AttrActivatyRecordQualityCnt = "AttrActivatyRecordQualityCnt" # 属性激活记录 - 卓越条数
+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
@@ -3152,13 +3190,13 @@
 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_LuckyHitReducePer = "LuckyHitReducePer"  # 会心一击伤害减免
+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_SuperHitReducePer = "SuperHitReducePer"  # 致命一击伤害减免
+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"  # 抗致命一击概率
+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_LastHurtNPCObjID = "LastHurtNPCObjID" # 最后攻击的NPCObjID
@@ -3166,6 +3204,7 @@
 Def_PlayerKey_ReduceSkillCDPer = "ReduceSkillCDPer" # 减技能CD万分率
 Def_PlayerKey_CommMapExpRate = "CommMapExpRate" # 常规地图经验倍率加成
 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
@@ -3326,12 +3365,15 @@
 Def_Player_Dict_FBFirstEnterRecord = "FBFEntRec"  # 记录副本是否参与过,按位0 1 存储表示
 Def_FBStar_MaxKeyCnt = 5 # 暂时每个副本ID支持9*5个lineID记录
 Def_Player_Dict_ReqFBFuncLine = "ReqFBFuncLine" # 请求进入的副本功能线路
+Def_Player_Dict_ReqCrossFBZoneID = "ReqCrossFBZoneID" # 请求进入跨服的跨服分区ID
+Def_Player_Dict_ReqCrossFBFuncLine = "ReqCrossFBFuncLine" # 请求进入跨服的副本功能线路
 Def_Player_Dict_TeamFBAverageLV = "TeamFBAverageLV" # 请求进入的组队副本平均等级, 临时用,进入副本设置完后删除
 Def_Player_Dict_TeamFBMaxLV = "TeamFBMaxLV" # 请求进入的组队副本最大等级, 临时用,进入副本设置完后删除
 Def_Player_Dict_TeamFBPlayerCnt = "TeamFBPlayerCnt" # 请求进入的组队副本玩家个数, 临时用,进入副本设置完后删除
 Def_Player_Dict_ReqFBMissionID = "ReqFBMissionID" # 请求进入副本的任务ID
 Def_Player_Dict_ReqFBMissionType = "ReqFBMissionType" # 请求进入副本的任务类型
 Def_Player_Dict_PlayerFBStar_MapId = "FBStar_%s_%s"  # 副本星级星级信息, 参数为[mapID, key编号], 按位存储每个lineID对应的星级
+Def_Player_Dict_CustomMapStep = "CustomMapStep_%s_%s"  # 前端自定义场景阶段, 参数(mapID, lineID),对应 CustomMapStep_Fight ...
 Def_Player_Dict_EnterFbCntDay = "EnterFbCntDay_%s"  # 今日进入副本次数, 参数为副本ID
 Def_Player_Dict_BuyFbCntDay = "BuyFbCntDay_%s" # 今日购买副本进入次数, 参数为副本ID
 Def_Player_Dict_RecoverFbCnt = "RecoverFbCnt_%s"  # 今日找回的副本次数, 参数为副本ID
@@ -3419,7 +3461,7 @@
 
 Def_PDict_OnlinePrizeNote = "OnlinePrizeNote%s"  # 当日在线奖励领取信息,记录信息 参数天数
 
-
+Def_PDict_EquipViewCacheState = "EquipViewCacheState"  # 本次上线是否同步过装备缓存
 Def_PDict_DayOnlineTime = "OnlineTime"  # 当日在线时长
 Def_PDict_OnlineStartTick = "OnlineStartTime"        # 在线计算时间
 Def_PDict_LVAwardGetRecord = "LVAwardGetRecord"  # 等级奖励领取信息记录,按二进制位标示
@@ -3444,7 +3486,8 @@
 Def_PDict_KillPlayerAddActive = "KillPlayerAddActiveByDay"  # 杀人每日获得活跃度
 Def_PDict_LoginDayCnt = "PLoginDayCnt"  # 累计登陆天数
 Def_PDict_LoginDayAward = "PLoginDayAward"  # 累计登陆领取情况
-Def_PDict_CollNpcIDCollTime = "CollNpcIDCollTime_%s"   # 采集NPCID对应每日对应采集次数,%sNPCID
+Def_PDict_CollNpcIDCollTime = "NPCIDCollTime_%s"   # 采集NPCID对应每日对应采集次数,%sNPCID
+Def_PDict_CollNpcIDCollTimeTotal = "NPCIDCollTimeTotal_%s"   # 采集NPCID对应对应采集总次数,%sNPCID
 Def_PDict_ShopItemDayBuyCnt = "ShopItemDayBuyCnt_%s"   # 商店NPC商品已购买次数,itemIndex
 Def_PDict_ShopItemStartTime = "ShopItemStartTime_%s"   # 神秘限购商品开卖时间,itemIndex
 Def_PDict_MysticalShopGoods = "MysticalShopGoods_%s"   # 神秘商店商品ID,索引
@@ -3464,6 +3507,8 @@
 Def_PDict_AddPointValue = "AddPointValue_%s"  # 已加属性点数, 参数(属性ID)
 Def_PDict_AttrFruitEatCnt = "AttrFruitEatCnt_%s"  # 已吃属性果实个数,参数为物品id
 Def_PDict_AttrFruitAddValue = "AttrFruitAddValue_%s"  # 已吃属性果实增加的属性,参数为物品id
+Def_PDict_AttrFruitAddItemCnt = "FruitAddItemCnt_%s"  # 增幅丹增加上限数,参数为果实物品id
+Def_PDict_AttrFruitItemBreakCnt = "FruitItemBreakCnt_%s"  # 增幅丹突破次数,参数为果实物品id
 
 Def_PDict_NobleLV = "NobleLV" # 贵族等级, 0位为不同贵族模式版本切换标记位, 从1位开始表示每种等级贵族开通情况, 1-已开通过;9-永久
 Def_PDict_NobleEndTime = "NobleEndTime_%s" # 贵族到期结束时间<单位s>, 参数为贵族等级, 从1开始
@@ -3480,6 +3525,7 @@
 Def_PDict_RecoverGainLastTime = "RecoverGainLastTime" # 上一次资源找回时的时间
 
 Def_PDict_NPCKillCount = "NPCKillCount_%s"   # NPC已击杀次数, 参数(NPCID) CCBBAA, AA存储公共装备次数,BB存储公共ID次数,CC存储私有次数
+Def_PDict_NPCAttackCount = "NPCAttackCount_%s"   # NPC已攻击次数, 参数(NPCID)
 
 Def_PDict_RedPacketInviteGet = "RedPacketInviteGet"  # 红包邀请领取
 Def_PDict_RedPacketGetState = "RedPacketGetState"  # 红包领取状态
@@ -3518,14 +3564,18 @@
 Def_PDict_RunTaskNextMissionID = "RunTaskNextMissionID_%s" # 跑环本轮结束下个任务ID 参数任务类型
 
 #强化
+Def_PDict_TotalPlusLV = "TotalPlusLV" # 总强化等级
 Def_PDict_EquipPartPlusLV = "EPPlusLV_%s_%s" # 装备部位对应公共强化星级,参数为(packType, index)
 Def_PDict_EquipActiveStarLV = "EquipActiveStarLV" #装备已激活总强化等级
 Def_PDict_EquipPartProficiency = "EPProf_%s_%s" # 装备部位对应公共强化熟练度,参数为(packType, index)
 Def_PDict_EquipPartPlusEvolveLV = "EPPlusEvolveLV_%s_%s" # 装备部位对应公共强化进化等级,参数为(packType, index)
+Def_PDict_TotalPlusEvolveLV = "TotalPlusEvolveLV" # 装备部位对应公共强化进化总等级
 # 宝石
 Def_PDict_EquipPartStoneID = "StoneID_%s_%s" # 装备位_孔位存储宝石ID*10+是(1)否(0)绑定
+Def_PDict_TotalStoneLV = "TotalStoneLV" # 装备位宝石总等级
 
 # 装备洗练, 暂不区分背包类型,如果有不同背包,策划设定不同的装备位
+Def_PDict_TotalEquipWashLV = "TotalEquipWashLV" # 装备部位洗练总等级
 Def_PDict_EquipWashLV = "EquipWashLV_%s" # 装备部位洗练等级,参数为(place)
 Def_PDict_EquipWashValue = "EquipWashV_%s_%s" # 装备部位洗练当前值,参数为(place, 属性编号)
 Def_PDict_EquipWashValueTemp = "EquipWashVT_%s_%s" # 装备部位洗练当前临时洗练值,参数为(place, 属性编号)
@@ -3534,6 +3584,7 @@
 Def_PDict_BZZD_TotalFightExp = "BZZD_TExp" # 最后一次进入副本挑战获得总经验, 领取多倍奖励时用
 Def_PDict_BZZD_TotalFightExpPoint = "BZZD_TExpPoint" # 最后一次进入副本挑战获得总经验点, 领取多倍奖励时用
 Def_PDict_BZZD_FirstEnterExpTime = "BZZD_FirstEnterExpTime" # 首次进入经验保底补差时长,可用于判断是否首次进入
+Def_PDict_BZZD_HistoryEnterCnt = "BZZD_HistoryEnterCnt" # 历史进入总次数
 
 # 公共CD副本扫荡
 Def_PDict_PubCDFBS_Time = "PCDFBS_%s_Time" # 开始扫荡时间, 参数(公共组编号)
@@ -3558,6 +3609,8 @@
 Def_Player_Dict_ZhuXianTowerPassLV = "ZhuXianTowerPassLV"  # 诛仙塔已通关层数
 Def_Player_Dict_ZhuXianTowerLastFloor = "ZhuXianTowerLastFloor"  # 诛仙塔上次挑战层数
 Def_Player_Dict_ZhuXianTowerCostTime = "ZhuXianTowerCostTime"  # 诛仙塔通关时间
+#天星塔
+Def_Player_Dict_SkyTowerFloor = "SkyTowerFloor"  # 天星塔已通关层数
 
 #古神禁地
 Def_Player_Dict_GodArea_Anger = "GodArea_Anger"  # 古神禁地怒气值
@@ -3733,11 +3786,14 @@
 
 # 每日活跃度
 Def_PDict_Activity_FinishCnt = "Activity_FinishCnt_%s"  # 活跃度类型对应完成次数
-Def_PDict_Activity_TotalPoint = "Activity_TotalPoint"  # 当前总活跃值
+Def_PDict_Activity_TotalPoint = "Activity_TotalPoint"  # 当前总活跃值(不可消耗)
+Def_PDict_ActivityCanCostTotalPoint = "ActivityCanCostTotalPoint"  # 当前总活跃值(可消耗)
+Def_PDict_ActivityHistoryPoint = "ActivityHistoryPoint"  # 累积获得活跃值
 Def_PDict_ActivityAwardRecord = "ActivityAwardRecord"  # 活跃度奖励领取记录,按二进制位标识
 Def_PDict_Activity_AwardStage = "Activity_AwardStage"  # 当前活跃奖励阶段
 Def_PDict_Activity_RealmPoint = "Activity_RealmPoint"  # 当前可领修行点
 Def_PDict_Activity_ExtraRealmPoint = "Activity_ExtraRealmPoint"  # 多倍活动额外获得的修行点
+
 # 每日活动
 Def_PDict_DailyActionDayTimes = "DailyActionDayTimes_%s"  # 每日活动今日完成次数 参数每日活动ID
 Def_PDict_DailyActionDayBuyTimes = "DADayBuyTimes_%s"  # 每日活动今日购买次数 参数每日活动ID
@@ -3814,6 +3870,8 @@
 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
@@ -3825,9 +3883,12 @@
 #炼丹炉
 Def_PDict_AlchemyLV = "AlchemyLV" #炼丹等级
 Def_PDict_AlchemyExp = "AlchemyExp" #炼丹经验
-Def_PDict_AlchemyCount = "AlchemyCount_%s" #特殊炼丹次数产出设定已累计次数, 参数(配方ID)
-Def_PDict_AlchemyCountSpec = "AlchemyCountSpec_%s" #特殊炼丹次数产出设定已累计次数, 参数(配方ID)
-Def_PDict_AlchemyOutputCount = "AlchemyOutputCount_%s" #炼丹特殊产出物品已产出次数,参数(物品ID)
+Def_PDict_AlchemyLearnState = "AlchemyLearnState%s" #丹方是否已学习 
+Def_PDict_AlchemyItemID = "AlchemyItemID_%s" #炼丹中的丹药ID  参数丹药类型
+Def_PDict_AlchemyStartTime = "AlchemyStartTime_%s" #炼丹开始时间    参数丹药ID
+Def_PDict_AlchemyTimes = "AlchemyTimes_%s" #本次炼丹几次    参数丹药ID
+Def_PDict_AlchemyCnt = "AlchemyCnt%s" #丹药炼丹次数
+
 Def_PDict_AlchemyPrayCnt = "AlchemyPrayCnt" #炼丹祈福次数
 
 Def_PDict_GFPassiveIndex = "GFP_%s_%s"   # 被动功法 页数-索引
@@ -3861,6 +3922,7 @@
 Def_PDict_DogzBuyHelpbattleCount = "DogzBuyHelpbattleCount" # 额外购买的神兽助战位
 
 #装备部位星数
+Def_PDict_TotalEquipStar = "TotalEquipStar" #装备部位星数总数
 Def_PDict_EquipPartStar = "EQPartStar_%s" #装备部位星数 参数 装备背包格子索引
 
 #缥缈仙域
@@ -3870,6 +3932,15 @@
 Def_PDict_FairyDomainEnergy = "FairyDomainEnergy" #体力值
 Def_PDict_FairyDomainVisitCnt = "FairyDomainVisitCnt" #寻访总次数
 Def_PDict_FairyAdventuresData = "FairyAdventuresData_%s" #奇遇数值 唯一ID*100+档位 参数事件ID
+Def_PDict_FairyDomainEventAppearCnt = "FDEventAppearCnt%s" #事件出现次数 参数事件ID  AAABBB BBB:小时段出现次数 AAA:今日出现次数
+
+#草园
+Def_PDict_GrasslandNPCCount = "GrasslandNPCCount_%s" #草园NPCID个数,参数NPCID
+Def_PDict_GrasslandDropCount = "GrasslandDropCount_%s" #草园掉落统计,参数编号,记录格式 itemID*100+dropCount
+
+#五行专精
+Def_PDict_SkillElementID = "SkillElementID%s" #主技能选择的专精技能 参数主技能ID
+Def_PDict_SkillElementLV = "SkillElementLV%s" #专精技能技能等级  参数技能ID
 #-------------------------------------------------------------------------------
 #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]}
 
@@ -3935,8 +4006,8 @@
 AttrName_PoisonDef = "PoisonDef"    # 毒防
 AttrName_ThunderDef = "ThunderDef"  # 雷防
 AttrName_WindDef = "WindDef"  # 风攻
-AttrName_DamReducePer = "DamReduce"  # 伤害吸收
-AttrName_DamagePer = "DamagePer"  # 增加伤害
+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
@@ -3944,7 +4015,7 @@
 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"    # 会心一击伤害倍率
+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_ReduceSkillCD = "ReduceSkillCD"    # 减技能CD值
@@ -3961,8 +4032,8 @@
 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"  # 致命一击伤害
-AttrName_SuperHitRate = "SuperHitRate"  # 致命一击概率
+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
@@ -3971,13 +4042,13 @@
 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_LuckyHitReducePer = "LuckyHitReducePer"  # 会心一击伤害减免
+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_SuperHitReducePer = "SuperHitReducePer"  # 致命一击伤害减免
+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"  # 抗致命一击概率
+AttrName_SuperHitRateReduce = "SuperHitRateReduce"  # 抗暴击概率
 AttrName_IgnoreDefRateReduce = "IgnoreDefRateReduce"  # 抗无视防御概率
 AttrName_FinalHurtPer = "FinalHurtPer"  # 最终伤害百分比
 AttrName_FuhaoHitRate = "FuhaoHitRate"  # 富豪一击概率
@@ -4007,7 +4078,7 @@
     ShareDefine.Def_Effect_Miss:[[TYPE_Calc_AttrMiss], False, TYPE_Linear],
     ShareDefine.Def_Effect_SuperHitRate:[[TYPE_Calc_SuperHitRate], False, TYPE_Linear],
     ShareDefine.Def_Effect_SuperHit:[[TYPE_Calc_SuperHit], False, TYPE_Linear],
-    ShareDefine.Def_Effect_SuperHitReduce:[[TYPE_Calc_SuperHitReducePer], False, TYPE_Linear],
+    ShareDefine.Def_Effect_SuperHitReduce:[[TYPE_Calc_SuperHitReduce], False, TYPE_Linear],
     ShareDefine.Def_Effect_Hit:[[TYPE_Calc_AttrHit], False, TYPE_Linear],
     ShareDefine.Def_Effect_MinAtk:[[TYPE_Calc_AttrATKMin], False, TYPE_Linear],
     ShareDefine.Def_Effect_MaxAtk:[[TYPE_Calc_AttrATKMax], False, TYPE_Linear],
@@ -4062,7 +4133,7 @@
     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_LuckyHitReducePer:[[TYPE_Calc_LuckyHitReducePer], 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],
@@ -4084,8 +4155,8 @@
     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_DamagePer:[[TYPE_Calc_DamagePer], False, TYPE_Linear],
-    ShareDefine.Def_Effect_DamReducePer:[[TYPE_Calc_AttrDamReduce], 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],
@@ -4112,12 +4183,12 @@
     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_SuperHitReducePer:[[TYPE_Calc_SuperHitReducePer], 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_DamReducePer:[[TYPE_Calc_AttrDamReduce], False, TYPE_Linear],
-    AttrName_DamagePer:[[TYPE_Calc_DamagePer], False, TYPE_Linear],
+    AttrName_DamagePVPReduce:[[TYPE_Calc_DamagePVPReduce], False, TYPE_Linear],
+    AttrName_DamagePVP:[[TYPE_Calc_DamagePVP], 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],
@@ -4144,15 +4215,30 @@
     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],
+    ShareDefine.Def_Effect_NormalHurtPer:[[TYPE_Calc_NormalHurtPer], False, TYPE_Linear],
+    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_FinalHurtPer:[[TYPE_Calc_FinalHurtPer], False, TYPE_Linear],   # 最终伤害万分率
+    ShareDefine.Def_Effect_FinalHurtReducePer:[[TYPE_Calc_FinalHurtReducePer], False, TYPE_Linear],   # 最终伤害减少万分
+    ShareDefine.Def_Effect_YinjiTime:[[TYPE_Calc_YinjiTime], False, TYPE_Linear],   # 每X秒自动消失一个印记
+    ShareDefine.Def_Effect_TheFBSkillsCD:[[TYPE_Calc_TheFBSkillsCD], False, TYPE_Linear],   # 减少指定技能组CD XX%
+    ShareDefine.Def_Effect_BurnValue:[[TYPE_Calc_BurnValue], False, TYPE_Linear],   # 灼烧固定伤害
+    ShareDefine.Def_Effect_BurnTimePer:[[TYPE_Calc_BurnTimePer], False, TYPE_Linear],   # 延长灼烧时间百分比
+    ShareDefine.Def_Effect_SubSpeedPer:[[TYPE_Calc_SubSpeedPer], False, TYPE_Linear],   # 减移动速度百分比
+
     #战斗非线性
+    ShareDefine.Def_Effect_SuperHitPer:[[TYPE_Calc_SuperHit], False, TYPE_NoLinear],
+    ShareDefine.Def_Effect_LuckyHitPer:[[TYPE_Calc_LuckyHit], False, TYPE_NoLinear], # 会心一击伤害百分比
     ShareDefine.Def_Effect_MaxHPPer:[[TYPE_Calc_AttrMaxHP], False, TYPE_NoLinear],
     ShareDefine.Def_Effect_DefPer:[[TYPE_Calc_AttrDEF], False, TYPE_NoLinear],
     ShareDefine.Def_Effect_HitRate:[[TYPE_Calc_AttrHit], False, TYPE_NoLinear],
     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_SuperHitPer:[[TYPE_Calc_SuperHit], 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],
@@ -4268,7 +4354,7 @@
 Def_CalcAttrFunc_EquipOutOfPrint, # 绝版属性随等级变化 15
 Def_CalcAttrFunc_Success, # 成就属性 16
 Def_CalcAttrFunc_VIP, # VIP属性 17
-Def_CalcAttrFunc_Stove, # 炼丹炉 18
+Def_CalcAttrFunc_Stove, # 炼丹炉 18(废弃)
 Def_CalcAttrFunc_FamilyTech, # 仙盟心法 19
 Def_CalcAttrFunc_EquipDecompose, # 装备分解属性 20
 Def_CalcAttrFunc_PetSoul, # 宠物魂石 21
@@ -4287,7 +4373,8 @@
 Def_CalcAttrFunc_MagicWeapon3, # 仙族法宝属性 34
 Def_CalcAttrFunc_MagicWeapon4, # 王者法宝 35
 Def_CalcAttrFunc_Coat, # 时装 36
-) = range(37)
+Def_CalcAttrFunc_LingQi, # 灵器 37
+) = range(38)
 
 # 技能功能点列表  - 默认不算战力,不享受百分比加成,技能功能点暂时配置,之后优化技能属性逻辑后可去掉
 CalcAttrFuncSkillList = [Def_CalcAttrFunc_HorseSkill, Def_CalcAttrFunc_PetSkill, Def_CalcAttrFunc_DogzBattleSkill]
@@ -4302,7 +4389,7 @@
                             ShareDefine.Def_MFPType_Star:[Def_CalcAttrFunc_Star],
                             ShareDefine.Def_MFPType_Plus:[Def_CalcAttrFunc_Plus],
                             ShareDefine.Def_MFPType_Stone:[Def_CalcAttrFunc_Stone],
-                            ShareDefine.Def_MFPType_Wing:[Def_CalcAttrFunc_Wing],
+                            ShareDefine.Def_MFPType_Wing:[Def_CalcAttrFunc_Wing, Def_CalcAttrFunc_LingQi],
                             ShareDefine.Def_MFPType_Wash:[Def_CalcAttrFunc_Wash],
                             ShareDefine.Def_MFPType_Pet:[Def_CalcAttrFunc_Pet, Def_CalcAttrFunc_PetSign, Def_CalcAttrFunc_PetSkill],
                             ShareDefine.Def_MFPType_PetSoul:[Def_CalcAttrFunc_PetSoul],
@@ -4328,7 +4415,7 @@
 (
 TriggerType_BeSuperHit, # 被暴击触发技能 1
 TriggerType_BuffState,  # 进入4012的某个状态触发技能
-TriggerType_AddDamagePer,   # 提高增加伤害属性值,计算时
+TriggerType_AddPVPDamagePer,   # 提高PVP增加伤害属性值,计算时
 TriggerType_AttackOver,  # 攻击(对敌技能)后被动技能被触发
 TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
 TriggerType_SuperHit, # 暴击时 触发技能
@@ -4352,7 +4439,7 @@
 TriggerType_AttackKill, # 斩杀
 TriggerType_WillDead,   # 进入濒死状态时触发技能 25
 TriggerType_BuffBoom,   # 中毒后爆炸
-TriggerType_Success_Buff_SkillPer,   # 提高4501成功概率
+TriggerType_BeAttackAddSkillPer,   # 被攻击提高技能伤害
 TriggerType_HurtObjAddBuff,   # 在算伤害时群攻1对1加buff,可用于一个伤害多次触发
 TriggerType_BeBoomSeed, # 被动引爆视野内对象的buff种子 29
 TriggerType_AttackCnt,  # 增加技能攻击数量(效果ID1200) 30
@@ -4375,7 +4462,7 @@
 TriggerType_AttackOverPassive, # 攻击(对敌技能)后被动技能被触发在其他被动效果处理后调用,触发顺序原因 47
 TriggerType_Buff_BeAttackSubLayer,  # BUFF类:被攻击减buff层,0消失 48
 TriggerType_OneDamage,   # 伤害降低到1点 49
-TriggerType_LuckyHit, # 会心一击时增加会心伤害百分比 50
+TriggerType_LuckyHit, # 会心一击时增加会心伤害固定值 50
 TriggerType_ChangeHurtToHP, # 把受到伤害的xx%转化为生命值 51
 TriggerType_AddLayer, # BUFF层级增加时 52
 TriggerType_ForbidenCure, # 禁止治疗 53
@@ -4395,14 +4482,26 @@
 TriggerType_SuperHitSubLayer, # 暴击减层 67
 TriggerType_SuperHitSkipCD, # 暴击无冷却 68
 TriggerType_BuffHurtCnt, # 当持续buff伤害第X次时触发技能 69
-TriggerType_4074PerValue, # 特殊效果的加成 70
+TriggerType_AttackAddSkillPerYinji, # 增加技能伤害 同TriggerType_AttackAddSkillPer 区别为飘字 70
 TriggerType_dFinalHurtReducePer,    # 防守方的最终伤害减少百分比 71
 TriggerType_IsDealy,    # 是否触发致命一击 72 暂且理解为和概率是独立,有新概念产生则重定义  
-) = range(1, 73)
+TriggerType_AddThumpHitRate, # 提高重击概率 73
+TriggerType_ThumpHit, # 重击时 触发技能74
+TriggerType_AddThumpHitPer, # 重击时 增加重击百分比 75 默认10000
+TriggerType_SkillSuccess, # 任何技能释放成功都可触发 76
+TriggerType_BounceHPPerByAttacker,   # 反弹伤害百分比值, 由攻击方决定 77
+TriggerType_NoControl,   # 使关联技能不受控制 78
+TriggerType_SuperHitSuckBloodPer,   # 暴击百分比吸血, 79
+TriggerType_BurnPer,    # 灼烧伤害百分比 80
+TriggerType_BurnDisappear,    # 灼烧消失触发 81
+TriggerType_SkillValue,    # 增加技能伤害固定值 82
+TriggerType_HitSuccess,        # 命中成功率 83
+TriggerType_AddHP,        # 技能回血 84
+TriggerType_ThumpHitSuckBloodPer,   # 重击百分比吸血, 85
+TriggerType_SuperHitPer,  # 暴击伤害百分比 86
+TriggerType_SkillSuccessExpend, # 使用技能成功后不触发技能 处理消耗等问题用 87
+) = range(1, 88)
 
-
-# NPC功能类型定义
-Def_NPCFuncType_Goblin = 70 # 盗宝哥布林
 
 #不可以佩戴翅膀的地图
 CanNotWearWingMapIDList = []
@@ -4507,6 +4606,8 @@
 Def_Cost_MysteryShopRefresh, # 神秘商店刷新
 Def_Cost_AuctionBid, # 拍卖行竞价
 Def_Cost_BuyDailyActionCnt, # 购买活动次数
+Def_Cost_FBBuyBuff, # 副本买buff
+Def_Cost_CreatFamily, # 创建仙盟
 #-----------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
@@ -4519,7 +4620,7 @@
 Def_Cost_Trade, # 交易
 Def_Cost_Rename, # 改名
 Def_Cost_SkillLvUp, # 技能升级
-) = range(2000, 2000 + 57)
+) = range(2000, 2000 + 59)
 
 Def_Cost_Reason_SonKey = "reason_name_son" # 消费点原因子类说明key
 
@@ -4598,6 +4699,8 @@
 Def_Cost_MysteryShopRefresh:"MysteryShopRefresh",
 Def_Cost_AuctionBid:"AuctionBid",
 Def_Cost_BuyDailyActionCnt:"BuyDailyActionCnt",
+Def_Cost_FBBuyBuff:"FBBuyBuff",
+Def_Cost_CreatFamily:"CreatFamily",
 }
 ## -----------------------------------------------------
 
@@ -4809,6 +4912,10 @@
 
 ##==================================================================================================
 
+# 前端自定义场景状态
+CustomMapStep_Over = 0 # 没有或已结束
+CustomMapStep_Fight = 1 # 战斗进行中
+
 # 副本参与类型
 FB_JoinType = (
 FB_JoinType_None, # 默认无
@@ -4856,9 +4963,9 @@
 CME_Known:"未知",
 CME_Class_Horse:"坐骑",
 CME_Class_Wing:"翅膀",
-CME_Class_Official:"爵位",
-CME_FB_RunDaily:"日常跑环",
-CME_FB_RunFamily:"战盟跑环",
+CME_Class_Official:"爵位",
+CME_FB_RunDaily:"日常跑环",
+CME_FB_RunFamily:"战盟跑环",
 }
 
 # 功能对应的事件记录类型
@@ -4943,9 +5050,11 @@
 ntDestructible, #场景内可破坏的 19
 ntHelpBattleRobot, #助战机器人 20
 ntRobot, #机器人21
-ntMonsterTime, #按时间掉血的怪物 22
+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
 ntMax
-) = range(24)
+) = range(26)
 
 
 (Def_SkillFuncType_Common, #0为通用技能
@@ -4962,7 +5071,8 @@
 Def_SkillFuncType_RealmSuppress,  #11为境界压制 目前是NPC在用
 Def_SkillFuncType_Dogz,     #12 神兽技能
 Def_SkillFuncType_ZhuXian,     #13 诛仙技能
-) = range(14)
+Def_SkillFuncType_SuiteSkill,     #14 套装技能
+) = range(15)
 
 # 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
@@ -4994,6 +5104,7 @@
                            Def_SkillFuncType_HorseSkill:ShareDefine.Def_MFPType_Horse,
                            Def_SkillFuncType_PetSkill:ShareDefine.Def_MFPType_Pet,
                            Def_SkillFuncType_GWSkill:ShareDefine.Def_MFPType_Prestige,
+                           Def_SkillFuncType_SuiteSkill:ShareDefine.Def_MFPType_Equip,
                            }
 
 
@@ -5097,12 +5208,14 @@
 Def_BRAct_WorldBOSS, #击杀世界boss获得掉落归属 6
 Def_BRAct_BOSSHome, #击杀boss之家获得掉落归属 7
 Def_BRAct_FMT, #挑战封魔坛BOSS 8
-Def_BRAct_RunTask, #完成师门悬赏 9
+Def_BRAct_RunTask, #完成仙盟跑环 9
 Def_BRAct_XJMJ, #完成仙界秘境 10
 Def_BRAct_KirinHome, #完成麒麟之府 11
 Def_BRAct_TowerSweep, #符印塔扫荡 12
 Def_BRAct_RuneTreasure,  #符印寻宝 13
-) = range(1, 13+1)
+Def_BRAct_FairyDomain,  #缥缈仙域 14
+Def_BRAct_FamilyBoss,  #仙盟BOSS 15
+) = range(1, 15+1)
 
 #全民来嗨活动定义
 PeoplePartyActIDList = (
@@ -5136,7 +5249,7 @@
 Def_WPAct_CrossPK, #跨服pk 11
 Def_WPAct_Recharge, #充值X仙玉 12
 Def_WPAct_GiftBag,  #购买限时礼包 13
-Def_WPAct_FamilyRobBoss, #boss争夺战 14
+Def_WPAct_HorsePetBoss, #骑宠争夺 14
 Def_WPAct_SWRH, #守卫人皇 15
 Def_WPAct_ElderBattlefield, #上古战场 16
 Def_WPAct_ChaosDemon, #混乱妖域 17
@@ -5150,7 +5263,8 @@
 Def_WPAct_GodWeapon,  #神兵总等级 25
 Def_WPAct_Rune,  #穿戴某品质符印 26
 Def_WPAct_Pray,  #祈愿 27
-) = range(1, 27+1)
+Def_WPAct_FamilyBoss,  #仙盟Boss 28
+) = range(1, 28+1)
 
 #可提前完成的周狂欢活动
 AheadFinishWPActList = [Def_WPAct_Horse, Def_WPAct_Pet, Def_WPAct_Dogz, Def_WPAct_Rune]

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