From 552f4ce1704ee326eded21f56f032c7db0e11f4f Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期六, 27 四月 2019 20:10:09 +0800
Subject: [PATCH] 6603 【后端】【2.0】增加新版的sp和被动技能  --  删除废弃效果

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py |  572 ++++++++++++++++++++++++++++++++++++---------------------
 1 files changed, 360 insertions(+), 212 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
index 16da2fa..3b419c2 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
@@ -23,11 +23,9 @@
 import ChItem
 import ItemCommon
 import FBLogic
-import ReadChConfig
 import OperControlManager
 import Operate_EquipWash
 import ShareDefine
-import PyMapTable
 import ChPyNetSendPack
 import NetPackCommon
 import EventShell
@@ -35,11 +33,10 @@
 import PlayerWing
 import Operate_EquipStone
 import PassiveBuffEffMng
-import SkillCommon
-import PlayerMagicWeapon
 import time
 import json
 import FormulaControl
+import PyGameData
 #---------------------------------------------------------------------
 
 
@@ -69,6 +66,10 @@
         return False
     playerItemControl = ItemControler.PlayerItemControler(curPlayer)
     
+    if ItemControler.GetIsAuctionItem(curItem):
+        GameWorld.DebugLog("拍品无法穿戴!")
+        return False
+    
     #---验证是否可以换这件装备---
     if not ItemCommon.CheckItemCanUse(curItem):
         return False
@@ -88,7 +89,7 @@
     
     #--设置穿上物品星级--
     #===========================================================================
-    # if changeItemEquipPlace in ChConfig.Type_Equip_CanTake:
+    # if changeItemEquipPlace in ShareDefine.RoleEquipType:
     #    equipPartStar = GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, changeItemEquipPlace)
     #    if equipPartStar != curItem.GetItemStarLV():
     #        curItem.SetItemStarLV(equipPartStar)
@@ -104,7 +105,7 @@
     changeItemStoneCnt = 0  #curItem.GetUseStoneCount()
     changeItemHoleCnt = 0  #curItem.GetCanPlaceStoneCount()
     changeItemUseData = curItem.GetUserData()
-    itemQuality = curItem.GetItemQuality()
+    suiteID = curItem.GetSuiteID()
     endureReduceType = curItem.GetEndureReduceType()
     #changeItemIsHorse = (curItem.GetType() == ChConfig.Def_Item_Type_Horse)
     
@@ -123,7 +124,10 @@
     if equipPackIndex in PlayerControl.GetFaceEquipIndexList(curPlayer) or equipPlace in ChConfig.Def_SyncEquipStateByIndex:
         #通知客户端交换物品
         curPlayer.ChangeEquip(changeItemID, equipPackIndex, changeItemStarLV, changeItemHoleCnt, changeItemStoneCnt, changeItemUseData)
-        
+    if suiteID and itemClassLV == GetEquipFacadeClassLV(curPlayer):
+        #穿当前外观阶的套装
+        ChangeEquipfacadeByClassLV(curPlayer, itemClassLV)
+    
     if not endureReduceType:
         EventShell.EventRespons_EquipByPlace(curPlayer, itemClassLV, equipPlace)
     #记录橙装、红装
@@ -148,6 +152,9 @@
     #刷新所有属性
     playControl = PlayerControl.PlayerControl(curPlayer)
     playControl.RefreshPlayerAttrState()
+    
+    #装备的被动触发类技能
+    PassiveBuffEffMng.GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
     return True
 
 
@@ -156,14 +163,23 @@
 #  @param self 类实例
 #  @return 返回值无意义
 #  @remarks 刷新装备对人物属性的改变
-def RefreshPlayerEquipAttribute(curPlayer, classlv=0):
-    GameWorld.DebugLog("Start RefreshPlayerEquipAttribute classlv=%s!!!" % classlv)
-    classlvList = range(1, IpyGameDataPY.GetFuncCfg('EquipMaxClasslv') + 1) if classlv == 0 else [classlv]
+def RefreshPlayerEquipAttribute(curPlayer, classLV=0):
+    GameWorld.DebugLog("Start RefreshPlayerEquipAttribute classLV=%s!!!" % classLV)
+    classlvList = xrange(1, IpyGameDataPY.GetFuncCfg('EquipMaxClasslv') + 1) if classLV == 0 else [classLV]
     for rclasslv in classlvList:
         __CalcEquips_Effect(curPlayer, rclasslv)
 
     #if isRefreshEquipBuff:
     #    __RefreshPlayerAllEquipBuff(curPlayer)
+    
+    if classLV:
+        playerID = curPlayer.GetPlayerID()
+        if playerID not in PyGameData.g_equipChangeClassLVInfo:
+            PyGameData.g_equipChangeClassLVInfo[playerID] = []
+        classLVList = PyGameData.g_equipChangeClassLVInfo[playerID]
+        if classLV not in classLVList:
+            classLVList.append(classLV)
+            #GameWorld.DebugLog("添加装备缓存变更阶: classLV=%s, %s" % (classLV, classLVList), playerID)
     return
 
 ## 刷新所有装备对人物属性的改变
@@ -188,7 +204,7 @@
 #        for equipIndex in range(0, equipPack.GetCount()):
 #            
 #            #备用装备栏不处理
-#            if packIndex == IPY_GameWorld.rptEquip and equipIndex not in ChConfig.Type_Equip_CanTake :
+#            if packIndex == IPY_GameWorld.rptEquip and equipIndex not in ShareDefine.RoleEquipType:
 #                continue
 #            
 #            curEquip = equipPack.GetAt(equipIndex)
@@ -347,24 +363,24 @@
     
     equipID = result[0]
     equipPlace = result[1]
+    itemClassLV = result[2]
     
     ##特殊装备 , 不需要冲刷属性
     if equipPlace in ChConfig.EquipItemNoRefreshState:
-        curPlayer.Sync_UnEquipItem(equipID, equipPackIndex)
         return
     
     #先刷装备BUFF 再计算属性
     if equipPlace == ShareDefine.retWing:
         PlayerWing.CalcWingAttr(curPlayer)
     else:
-        RefreshPlayerEquipAttribute(curPlayer)
+        RefreshPlayerEquipAttribute(curPlayer, itemClassLV)
     
     #刷新所有属性
     playControl = PlayerControl.PlayerControl(curPlayer)
     playControl.RefreshPlayerAttrState()
     
-    if equipPackIndex in PlayerControl.GetFaceEquipIndexList(curPlayer) or equipPlace in ChConfig.Def_SyncEquipStateByIndex:
-        curPlayer.Sync_UnEquipItem(equipID, equipPackIndex)
+    #装备的被动触发类技能
+    PassiveBuffEffMng.GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
     return
 
 
@@ -395,7 +411,7 @@
     equipIndex = sendPack.GetEquipIndex()
     curEquip = roleEquipPack.GetAt(equipIndex)
     
-    if not ItemCommon.CheckItemCanUse(curEquip):
+    if not ItemCommon.CheckItemCanUse(curEquip) or ItemControler.GetIsAuctionItem(curEquip):
         return
     
     #FB禁止使用物品
@@ -412,23 +428,55 @@
     
     return
 
-
-## 计算装备对基本属性的改变 
-#  @param classlv
-#  @return None
-def __CalcEquips_Effect(curPlayer, classlv):
-#    baseEquipAttrDict = {}
-#    baseEquipAttr_Weapon = [{} for _ in range(4)]  # 武器基础, 物品表装备基础效果属性
-#    baseEquipAttr_Armor = [{} for _ in range(4)]  # 防具基础, 物品表装备基础效果属性
-#    baseEquipAttr_Relics = [{} for _ in range(4)]  # 圣器基础, 物品表装备基础效果属性
+def __CalcEquips_Effect(curPlayer, classLV):
+    ''' 境界装备系统属性
+    1. 装备模块,每个境界阶独立,每个境界战力独立模块计算
+        1.1 装备本身属性: 不能有影响其他境界装备的属性
+                                基础属性: 物品表中的配置
+                                传奇属性: 
+                                绝版属性: 
+                                
+    2.装备位星级模块    
+        2.1 装备位升星属性:不能有影响其他境界装备的属性
+                                升星基础属性,属性属于装备基础
+                                升星等级属性,会影响本阶装备基础
+                                星级套装属性,详见套装属性
+                    
+        2.2 装备位套装属性:不能有影响其他境界装备的属性
+                                由装备位是否套装及星级数决定套装属性
+            
+    3.装备位强化模块:战力为所有境界装备位强化属性总和战力
+                    强化等级属性    
+                    进化等级属性,影响本部位本境界装备基础
+                    
+    4.装备位宝石属性:战力为所有境界装备位宝石属性总和战力
+                    宝石等级属性
+                    宝石觉醒属性,会影响本阶装备基础
+                    
+    5.装备位洗练属性:战力为所有境界装备位洗练属性总和战力
+                    洗练等级属性
+                    洗练套装属性,会影响本阶装备基础
+    '''
     
+    if classLV < 1:
+        GameWorld.ErrLog("刷境界装备属性阶错误!当前不支持该阶模块: classLV=%s" % classLV)
+        return
+    #GameWorld.DebugLog("----- 刷境界装备战力: classLV=%s" % (classLV))
     
-    allAttrListStar = [{} for _ in range(4)]  # 星数属性
-    #allAttrListEquip = [{} for _ in range(4)]  # 装备其他
-    allAttrListPlusBase = [{} for _ in range(4)]  # 基础强化属性
+    allEquipBaseAttrDict = {} # 所有装备基础属性 {attrID:value, ...}
+    baseEquipBaseAttrDict = {} # 基础装备基础属性{attrID:value, ...}
+    equipBaseAttrDict = {} # 装备基础属性 {装备位:{attrID:value, ...}, ...}
+    
+    allAttrListEquip = [{} for _ in range(4)]  # 装备属性
+    equip_addEquipBaseAttrPerList = [{}, {}, {}] # 装备功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
+    allAttrListStar = [{} for _ in range(4)]  # 升星属性
+    star_addEquipBaseAttrPerList = [{}, {}, {}] # 升星功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
+    allAttrListPlus = [{} for _ in range(4)]  # 强化属性
+    plus_addEquipBaseAttrPerList = [{}, {}, {}] # 强化功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
     allAttrListStone = [{} for _ in range(4)]  # 宝石属性
-    allAttrListSuit = [{} for _ in range(4)]  # 套装属性
+    #stone_addEquipBaseAttrPerList = [{}, {}, {}] # 宝石功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
     allAttrListWash = [{} for _ in range(4)]  # 洗练属性
+    #wash_addEquipBaseAttrPerList = [{}, {}, {}] # 洗练功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
     #allAttrListOutOfPrintEquip = [{} for _ in range(4)]  # 绝版装备属性 需在等级变化独立计算
     
     packType = IPY_GameWorld.rptEquip
@@ -440,22 +488,27 @@
     #legendAttrDict = {}  #所有传奇属性
     equipScoreTotal = 0  #为解决装备评分、战力不一致的情况,装备战力改为由评分作为参数计算战力
     
-    #玩家当前可装备的装备类型
+    # 1. 循环遍历本阶装备
     for equipPlace in equipPartStarIndexList:
-        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classlv, equipPlace)
+        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
         if not ipyData:
             continue
         equipIndex = ipyData.GetGridIndex()
         curEquip = playerEquip.GetAt(equipIndex)
         if not curEquip or curEquip.IsEmpty():
             continue
-            
-        if not ItemCommon.CheckItemCanUseByExpireTime(curEquip):
-            # 过期
-            continue
+        
+        #if not ItemCommon.CheckItemCanUseByExpireTime(curEquip):
+        #    # 过期,暂不判断,以后境界装备有时效装备再开启
+        #    continue
         
         #equipPlaceList.append(equipIndex)
         equipScoreTotal += ItemCommon.GetEquipGearScore(curEquip)
+        
+        baseAttrDict = {} # 装备位基础属性: 物品表 + 星级基础
+        isBaseEquip = equipPlace in ChConfig.EquipPlace_Base
+        
+        #GameWorld.DebugLog("装备位 %s: itemID=%s,isBaseEquip=%s,equipScoreTotal=%s" % (equipPlace, curEquip.GetItemTypeID(), isBaseEquip, equipScoreTotal))
         
         #基础属性效果
         for i in xrange(curEquip.GetEffectCount()):
@@ -469,64 +522,220 @@
             effectValue = curEffect.GetEffectValue(0)
             if not effectValue:
                 continue
-#            if equipIndex in ChConfig.BaseEquipPlace_Weapon:
-#                PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Weapon)
-#            elif equipIndex in ChConfig.BaseEquipPlace_Armor:
-#                PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Armor)
-#            elif equipIndex in ChConfig.BaseEquipPlace_Relics:
-#                PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Relics)
-#            #其他非基础部位的
-#            else:
-#                PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListEquip)
-#            baseEquipAttrDict[effectID] = baseEquipAttrDict.get(effectID, 0) + effectValue
-            
-        
+            PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListEquip)
+            baseAttrDict[effectID] = baseAttrDict.get(effectID, 0) + effectValue
+            allEquipBaseAttrDict[effectID] = allEquipBaseAttrDict.get(effectID, 0) + effectValue
+            if isBaseEquip:
+                baseEquipBaseAttrDict[effectID] = baseEquipBaseAttrDict.get(effectID, 0) + effectValue
+            #GameWorld.DebugLog("    物品表属性: ID=%s +%s" % (effectID, effectValue))
+                
         #星数属性
-        equipPartStar = GetEquipPartStarByRank(curPlayer, equipIndex, curEquip) #生效的星数
-        CalcEquipStarAttr(curPlayer, classlv, equipPlace, equipPartStar, allAttrListStar)
-        #计算装备宝石加成
-        CalcEquipStone_Effect(curPlayer, equipIndex, allAttrListStone)
+        equipPartStar = GetEquipPartStarByRank(curPlayer, equipIndex, curEquip) # 生效的星数
+        if equipPartStar:
+            #GameWorld.DebugLog("    星级属性: classLV=%s, equipPlace=%s, equipPartStar=%s" % (classLV, equipPlace, equipPartStar))
+            ipyData = IpyGameDataPY.GetIpyGameData('EquipStarUp', classLV, equipPlace, equipPartStar)
+            starBaseAttrDict = {} if not ipyData else ipyData.GetBaseAttrInfo() # 星级基础
+            for starBaseAttrID, starBaseAttrValue in starBaseAttrDict.items():
+                PlayerControl.CalcAttrDict_Type(starBaseAttrID, starBaseAttrValue, allAttrListStar)
+                baseAttrDict[starBaseAttrID] = baseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
+                allEquipBaseAttrDict[starBaseAttrID] = allEquipBaseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
+                if isBaseEquip:
+                    baseEquipBaseAttrDict[starBaseAttrID] = baseEquipBaseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
+                #GameWorld.DebugLog("    星级基础属性: ID=%s +%s" % (starBaseAttrID, starBaseAttrValue))
+                    
+            starAttrDict = {} if not ipyData else ipyData.GetStarAttrInfo() # 星级附加
+            for starAttrID, starAttrValue in starAttrDict.items():
+                PlayerControl.CalcAttrDict_Type(starAttrID, starAttrValue, allAttrListStar)
+                #GameWorld.DebugLog("    星级附加属性: ID=%s +%s" % (starAttrID, starAttrValue))
+                __CalcFuncAddEquipAttrPer(equipPlace, starAttrID, starAttrValue, star_addEquipBaseAttrPerList)
+                
+        equipBaseAttrDict[equipPlace] = baseAttrDict
+        
         #套装计数
         suiteID = curEquip.GetSuiteID()
         if suiteID:
             if suiteID not in suitCntDict:
                 suitCntDict[suiteID] = []
             suitCntDict[suiteID].append(equipPartStar)
+            
+        #传奇属性
+        legendAttrCount = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrID)
+        legendAttrValueCount = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrValue)
+        if legendAttrCount and legendAttrCount == legendAttrValueCount:
+            for legendIndex in xrange(legendAttrCount):
+                legendAttrID = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrID, legendIndex)
+                legendAttrValue = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrValue, legendIndex)
+                PlayerControl.CalcAttrDict_Type(legendAttrID, legendAttrValue, allAttrListEquip)
+                #GameWorld.DebugLog("    传奇属性: ID=%s +%s" % (legendAttrID, legendAttrValue))
+                __CalcFuncAddEquipAttrPer(equipPlace, legendAttrID, legendAttrValue, equip_addEquipBaseAttrPerList)
+                
+        #绝世属性 - 暂不考虑
+        #CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip)
         
         #物品强化属性
-        equipPartPlusLV = GetEquipPartPlusLVByRank(curPlayer, packType, equipIndex, curEquip)
-        equipPartPlusEvolveLV = GetEquipPartPlusEvolveLVByEquip(curPlayer, packType, equipIndex, curEquip)
-        CalcAttr_ItemPlus(curPlayer, curEquip, allAttrListPlusBase, equipPartPlusLV, equipPartPlusEvolveLV)
+        __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, allAttrListPlus, plus_addEquipBaseAttrPerList)
         
-        #传奇属性
-        #CalcAttr_LegendAttr(curPlayer, curEquip, allAttrListEquip, legendAttrDict)
-        #绝世属性
-        #CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip)
+        #计算装备宝石加成
+        CalcEquipStone_Effect(curPlayer, equipIndex, allAttrListStone)
+        
         #洗练属性
         Operate_EquipWash.CalcAttr_EquipWash(curPlayer, equipIndex, equipPlace, allAttrListWash)
     
-
-    #套装属性
-    CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListSuit)
-    #GameWorld.DebugLog("所有传奇属性: %s" % legendAttrDict)
-    #保存计算值
-    #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allAttrListStone)
-    #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allAttrListStar)
-#    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseWeapon, baseEquipAttr_Weapon)
-#    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseArmor, baseEquipAttr_Armor)
-#    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseRelics, baseEquipAttr_Relics)
-#    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Equip, allAttrListEquip)
-#    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_PlusBase, allAttrListPlusBase)
-#    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Suit, allAttrListSuit)
-#    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allAttrListWash)
-#    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
+#    GameWorld.DebugLog("    装备循环属性: %s" % (allAttrListEquip))
+#    GameWorld.DebugLog("    升星循环属性: %s" % (allAttrListStar))
+#    GameWorld.DebugLog("    强化循环属性: %s" % (allAttrListPlus))
+#    GameWorld.DebugLog("    宝石循环属性: %s" % (allAttrListStone))
+#    GameWorld.DebugLog("    洗练循环属性: %s" % (allAttrListWash))
+#    GameWorld.DebugLog("    -----" )
+    # 2. 计算遍历后的附加属性
+    #套装属性,暂归为星级套装属性
+    CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListStar)
     
+#    GameWorld.DebugLog("    升星属性套装: %s" % (allAttrListEquip))
+    
+    # 3. 计算对装备基础的附加加成
+#    GameWorld.DebugLog("    -----" )
+#    GameWorld.DebugLog("    所有装备基础属性: %s" % (allEquipBaseAttrDict))
+#    GameWorld.DebugLog("    基础装备基础属性: %s" % (baseEquipBaseAttrDict))
+#    GameWorld.DebugLog("    单件装备基础属性: %s" % (equipBaseAttrDict))
+#    GameWorld.DebugLog("    -----" )
+    #计算功能点对装备基础的加成
+    insideAttrDictEquip, insideAttrDictStar, insideAttrDictPlus, insideAttrDictStone, insideAttrDictWash = {}, {}, {}, {}, {}
+    __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, equip_addEquipBaseAttrPerList, insideAttrDictEquip, "Equip")
+    __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, star_addEquipBaseAttrPerList, insideAttrDictStar, "Star")
+    __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, plus_addEquipBaseAttrPerList, insideAttrDictPlus, "Plus")
+    #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, stone_addEquipBaseAttrPerList, insideAttrDictStone, "Stone")
+    #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, wash_addEquipBaseAttrPerList, insideAttrDictWash, "Wash")
+    
+    #保存计算值
+    #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
     #计算装备基础属性附加战力 (目前组成: 评分战力 + ...)
     equipFightPowerEx = eval(IpyGameDataPY.GetFuncCompileCfg("FightpowerFormula", 2))
-    #GameWorld.DebugLog("装备评分战力: equipScoreTotal=%s,equipFightPowerEx=%s" % (equipScoreTotal, equipFightPowerEx))
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_Equip, equipFightPowerEx)
+    
+    # 4. 累加所有阶装备位属性
+    playerID = curPlayer.GetPlayerID()
+    if playerID not in PyGameData.g_playerEquipPartAttrDict:
+        PyGameData.g_playerEquipPartAttrDict[playerID] = {}
+    equipPartAttrDict = PyGameData.g_playerEquipPartAttrDict[playerID]
+    equipPartAttrDict[classLV] = [equipFightPowerEx, allAttrListEquip, insideAttrDictEquip, allAttrListStar, insideAttrDictStar,
+                                  allAttrListPlus, insideAttrDictPlus, allAttrListStone, insideAttrDictStone, allAttrListWash, insideAttrDictWash]
+    
+#    GameWorld.DebugLog("    ----- 累加所有阶装备位养成属性")
+#    GameWorld.DebugLog("    本阶装备战力: equipScoreTotal=%s,equipFightPowerEx=%s" % (equipScoreTotal, equipFightPowerEx))
+#    GameWorld.DebugLog("    本阶装备属性: %s, 内部加成=%s" % (allAttrListEquip, insideAttrDictEquip))
+#    GameWorld.DebugLog("    本阶升星属性: %s, 内部加成=%s" % (allAttrListStar, insideAttrDictStar))
+#    GameWorld.DebugLog("    本阶强化属性: %s, 内部加成=%s" % (allAttrListPlus, insideAttrDictPlus))
+#    GameWorld.DebugLog("    本阶宝石属性: %s, 内部加成=%s" % (allAttrListStone, insideAttrDictStone))
+#    GameWorld.DebugLog("    本阶洗练属性: %s, 内部加成=%s" % (allAttrListWash, insideAttrDictWash))
+    
+    allClassEquipFightPowerEx = 0
+    allClassAttrListEquip, allClassInsideAttrDictEquip = [{} for _ in range(4)], {}
+    allClassAttrListStar, allClassInsideAttrDictStar = [{} for _ in range(4)], {}
+    allClassAttrListPlus, allClassInsideAttrDictPlus = [{} for _ in range(4)], {}
+    allClassAttrListStone, allClassInsideAttrDictStone = [{} for _ in range(4)], {}
+    allClassAttrListWash, allClassInsideAttrDictWash = [{} for _ in range(4)], {}
+    for classLV, attrList in equipPartAttrDict.items():
+        equipFightPowerEx, allAttrListEquip, insideAttrDictEquip, allAttrListStar, insideAttrDictStar, \
+            allAttrListPlus, insideAttrDictPlus, allAttrListStone, insideAttrDictStone, allAttrListWash, insideAttrDictWash = attrList
+        #GameWorld.DebugLog("    classLV=%s, %s" % (classLV, attrList))
+        allClassEquipFightPowerEx += equipFightPowerEx
+        for i in xrange(4):
+            PlayerControl.AddAttrDictValue(allClassAttrListEquip[i], allAttrListEquip[i])
+            PlayerControl.AddAttrDictValue(allClassAttrListStar[i], allAttrListStar[i])
+            PlayerControl.AddAttrDictValue(allClassAttrListPlus[i], allAttrListPlus[i])
+            PlayerControl.AddAttrDictValue(allClassAttrListStone[i], allAttrListStone[i])
+            PlayerControl.AddAttrDictValue(allClassAttrListWash[i], allAttrListWash[i])
+        PlayerControl.AddAttrDictValue(allClassInsideAttrDictEquip, insideAttrDictEquip)
+        PlayerControl.AddAttrDictValue(allClassInsideAttrDictStar, insideAttrDictStar)
+        PlayerControl.AddAttrDictValue(allClassInsideAttrDictPlus, insideAttrDictPlus)
+        PlayerControl.AddAttrDictValue(allClassInsideAttrDictStone, insideAttrDictStone)
+        PlayerControl.AddAttrDictValue(allClassInsideAttrDictWash, insideAttrDictWash)
+        
+#    GameWorld.DebugLog("    所有阶装备战力: %s" % (allClassEquipFightPowerEx))
+#    GameWorld.DebugLog("    所有阶装备属性: %s, 内部加成=%s" % (allClassAttrListEquip, allClassInsideAttrDictEquip))
+#    GameWorld.DebugLog("    所有阶升星属性: %s, 内部加成=%s" % (allClassAttrListStar, allClassInsideAttrDictStar))
+#    GameWorld.DebugLog("    所有阶强化属性: %s, 内部加成=%s" % (allClassAttrListPlus, allClassInsideAttrDictPlus))
+#    GameWorld.DebugLog("    所有阶宝石属性: %s, 内部加成=%s" % (allClassAttrListStone, allClassInsideAttrDictStone))
+#    GameWorld.DebugLog("    所有阶洗练属性: %s, 内部加成=%s" % (allClassAttrListWash, allClassInsideAttrDictWash))
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_Equip, allClassEquipFightPowerEx)
+    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Equip, allClassAttrListEquip, allClassInsideAttrDictEquip)
+    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Star, allClassAttrListStar, allClassInsideAttrDictStar)
+    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Plus, allClassAttrListPlus, allClassInsideAttrDictPlus)
+    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allClassAttrListStone, allClassInsideAttrDictStone)
+    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allClassAttrListWash, allClassInsideAttrDictWash)
     return
 
+def __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, addPerInfoList):
+    ## 计算其他功能属性对装备基础属性的加成
+        
+    if attrID not in ChConfig.EquipBassAttrAddInfoSet:
+        return
+    effPlace, calcAttrList = ChConfig.EquipBassAttrAddInfoSet[attrID]
+    #GameWorld.DebugLog("        装备基础加成信息: ID=%s,effPlace=%s,calcAttrList=%s" % (attrID, effPlace, calcAttrList))
+    # 所有部位
+    if effPlace == -1:
+        allPlaceAddPerDict = addPerInfoList[0]
+        for calcAttrIndex in calcAttrList:
+            allPlaceAddPerDict[calcAttrIndex] = allPlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
+        #GameWorld.DebugLog("            当前加成信息=%s" % (addPerInfoList))
+        return
+        
+    # 基础部位
+    if effPlace == -2 and equipPlace in ChConfig.EquipPlace_Base:
+        basePlaceAddPerDict = addPerInfoList[1]
+        for calcAttrIndex in calcAttrList:
+            basePlaceAddPerDict[calcAttrIndex] = basePlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
+        #GameWorld.DebugLog("            当前加成信息=%s" % (addPerInfoList))
+        return
+    
+    # 指定部位
+    elif effPlace > 0 and equipPlace == effPlace:
+        assignPlaceAddPerDict = addPerInfoList[2]
+        if equipPlace not in assignPlaceAddPerDict:
+            assignPlaceAddPerDict[equipPlace] = {}
+        curPlaceAddPerDict = assignPlaceAddPerDict[equipPlace]
+        for calcAttrIndex in calcAttrList:
+            curPlaceAddPerDict[calcAttrIndex] = curPlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
+        #GameWorld.DebugLog("            当前加成信息=%s" % (addPerInfoList))
+        return
+    
+    return
+
+def __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, addEquipBaseAttrPerList, allAttrDict, sign=""):
+    ## 计算其他功能属性对装备基础属性加成的属性具体值
+    allPlaceAddPerDict, basePlaceAddPerDict, assignPlaceAddPerDict = addEquipBaseAttrPerList
+    #GameWorld.DebugLog("    计算功能点对装备基础属性加成: %s" % sign)
+    #GameWorld.DebugLog("        全部装备属性: %s, 加成%s" % (allEquipBaseAttrDict, allPlaceAddPerDict))
+    for attrID, addPer in allPlaceAddPerDict.items():
+        if attrID not in allEquipBaseAttrDict:
+            continue
+        baseValue = allEquipBaseAttrDict[attrID]
+        addValue = int(baseValue * addPer / 10000.0)
+        PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict)
+        #GameWorld.DebugLog("            加成: ID=%s +%s %s" % (attrID, addValue, addPer))
+    
+    #GameWorld.DebugLog("        基础装备属性: %s, 加成%s" % (baseEquipBaseAttrDict, basePlaceAddPerDict))
+    for attrID, addPer in basePlaceAddPerDict.items():
+        if attrID not in baseEquipBaseAttrDict:
+            continue
+        baseValue = baseEquipBaseAttrDict[attrID]
+        addValue = int(baseValue * addPer / 10000.0)
+        PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict)
+        #GameWorld.DebugLog("            加成: ID=%s +%s %s" % (attrID, addValue, addPer))
+        
+    #GameWorld.DebugLog("        指定装备属性: %s, 加成%s" % (equipBaseAttrDict, assignPlaceAddPerDict))
+    for equipPlace, addPerDict in assignPlaceAddPerDict.items():
+        if equipPlace not in equipBaseAttrDict:
+            continue
+        baseAttrDict = equipBaseAttrDict[equipPlace]
+        for attrID, addPer in addPerDict.items():
+            if attrID not in baseAttrDict:
+                continue
+            baseValue = baseAttrDict[attrID]
+            addValue = int(baseValue * addPer / 10000.0)
+            PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict)
+            #GameWorld.DebugLog("            加成: ID=%s +%s %s" % (attrID, addValue, addPer))
+    return
 
 def CalcAttr_LegendAttr(curPlayer, curEquip, allAttrListEquip, legendAttrDict={}):
     ## 计算传奇属性
@@ -581,6 +790,8 @@
 ## 计算装备对基本属性的改变 
 #  @return None
 def CalcEquips_OutOfPrint(curPlayer):
+    # 境界装备改版,先屏蔽,之后再处理
+    return
     allAttrListOutOfPrintEquip = [{} for _ in range(4)]  # 绝版装备属性 需在等级变化独立计算
     
     packType = IPY_GameWorld.rptEquip
@@ -610,98 +821,39 @@
     PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
     return
 
-
-## 计算装备强化后的属性
-#  @param curPlayer 当前玩家
-#  @param curPlayer allAttrList 属性缓存
-#  @return None
-def CalcAttr_ItemPlus(curPlayer, curEquip, allAttrList, equipPartStarLV, equipPartPlusEvolveLV):
-    if not equipPartStarLV:
+def __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, allAttrList, plus_addEquipBaseAttrPerList):
+    ## 计算装备强化后的属性
+    equipPartPlusLV = GetEquipPartPlusLVByRank(curPlayer, packType, equipIndex, curEquip)
+    equipPartPlusEvolveLV = GetEquipPartPlusEvolveLVByEquip(curPlayer, packType, equipIndex, curEquip)
+    
+    if not equipPartPlusLV:
         return
     plusType = GetEquipPlusType(curEquip)
     if plusType is None:
         return
     
-    ipyData = IpyGameDataPY.GetIpyGameData("ItemPlus", plusType, equipPartStarLV)
+    #GameWorld.DebugLog("    强化属性: plusType=%s,equipPartPlusLV=%s,equipPartPlusEvolveLV=%s" % (plusType, equipPartPlusLV, equipPartPlusEvolveLV))
+    ipyData = IpyGameDataPY.GetIpyGameData("ItemPlus", plusType, equipPartPlusLV)
     if not ipyData:
         return
     attrTypeList, attrValueList = ipyData.GetAttrType(), ipyData.GetAttrValue()
     for i, attrID in enumerate(attrTypeList):
+        #GameWorld.DebugLog("    强化基础属性: ID=%s +%s" % (attrID, attrValueList[i]))
         PlayerControl.CalcAttrDict_Type(attrID, attrValueList[i], allAttrList)
     
+    if not equipPartPlusEvolveLV:
+        return
     #进化属性
     equipPlace = curEquip.GetEquipPlace()
     ipyData = IpyGameDataPY.GetIpyGameData('EquipPlusEvolve', equipPlace, equipPartPlusEvolveLV)
     if not ipyData:
         return
     for attrID, attrValue in ipyData.GetAttr().items():
+        #GameWorld.DebugLog("    强化进阶属性: ID=%s +%s" % (attrID, attrValue))
         PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
-    return
-
-
-## 添加全身装备品质对应BUFF
-#  @param curPlayer 当前玩家
-#  @return None
-def AddEquipsQualityBuff(curPlayer, qualityEquipCnt, suiteEquipCnt):
-    suiteCntRecord = 0
-    notifySuiteCnt = 0
-    notifyType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrActivatyNotify)
-    isAll, addAttrList = ReadChConfig.GetEvalChConfig('EquipQualityAddAttr')
-    for confInfo in addAttrList:
-        confQuality = confInfo[1]  # 配置品质标识 1-卓越,2-套装
-        cnt = 0 
-        if confQuality == 1:
-            cnt = qualityEquipCnt
-        elif confQuality == 2:
-            cnt = suiteEquipCnt
+        __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, plus_addEquipBaseAttrPerList)
         
-        confCnt = confInfo[0]
-        if cnt >= confCnt:  # 如果件数满足
-            EquipAddBuff(curPlayer, confInfo[2])
-            
-            if confQuality == 2 and confCnt > notifySuiteCnt and notifyType == \
-                                            ChConfig.Def_AttrActivatyNotify_Equip:
-                notifySuiteCnt = confCnt
-                
-            if confQuality == 2 and confCnt > suiteCntRecord:
-                suiteCntRecord = confCnt
-                
-            if not isAll:
-                break
-            
-    lastSuiteCntRecord = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrActivatyRecordSuiteCnt) 
-    if notifySuiteCnt > 0 and notifySuiteCnt > lastSuiteCntRecord:
-        PlayerControl.NotifyCode(curPlayer, "GeRen_hgg_917284", [curPlayer.GetPlayerName(),
-                                                                 notifySuiteCnt])
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrActivatyRecordSuiteCnt, suiteCntRecord)
-    #GameWorld.DebugLog("套装件数  上次记录=%s,更新记录=%s" % (lastSuiteCntRecord, suiteCntRecord))
     return
-
-
-## 添加装备全身强化等级对应属性
-#  @param curPlayer 当前玩家
-#  @return None
-def CalcAllEquipAllPlusLVAttr(curPlayer):
-    totalLV = GetTotalPlusLV(curPlayer, False)
-    activeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipActiveStarLV)
-    totalLV = min(totalLV, activeLV)
-    ipyData = IpyGameDataPY.InterpolationSearch("ItemPlusSumAttr", "PlusCntNeed", totalLV)
-    if not ipyData:
-        return {}
-    
-    attrTypeList = ipyData.GetAttrType()
-    attrValueList = ipyData.GetAttrValue()
-    #allAttrList = [{} for i in range(4)]
-    attrDict = {}
-    for i, attrID in enumerate(attrTypeList):
-        value = attrValueList[i]
-        attrDict[attrID] = attrDict.get(attrID, 0) + value
-        #PlayerControl.CalcAttrDict_Type(attrID, value, allAttrList)
-        
-    #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_PlusEx, allAttrList)
-    
-    return attrDict
-
 
 ## 装备套装属性计算
 #  @param curPlayer 当前玩家
@@ -709,7 +861,7 @@
 def CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListSuit):
     if not suitCntDict:
         return
-    GameWorld.DebugLog('    suitCntDict=%s'%suitCntDict)
+    #GameWorld.DebugLog('    suitCntDict=%s'%suitCntDict)
     learnSkillList = []
     delSkillID = []
     skillManager = curPlayer.GetSkillManager()
@@ -723,15 +875,17 @@
             needStar = ipyData.GetStar()
             skillID = ipyData.GetSkillID()
             if [1 if star >= needStar else 0 for star in starList].count(1) >= suiteCnt:
+                #GameWorld.DebugLog("    套装: suiteID=%s,suiteCnt=%s,needStar=%s" % (suiteID, suiteCnt, needStar))
                 for attrID, attrValue in ipyData.GetAttrInfo().items():
                     PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListSuit)
+                    #GameWorld.DebugLog("        属性: ID=%s +%s" % (attrID, attrValue))
                 #技能
                 if skillID and not skillManager.FindSkillBySkillTypeID(skillID):
                     learnSkillList.append(skillID)
                 #广播
                 notifyMark = ipyData.GetIsNotify()
                 if notifyMark and not GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_EquipPartSuiteNotify, notifyMark):
-                    PlayerControl.WorldNotify(0, 'AllStarLevelUp', [playerName, suiteID, suiteCnt, needStar])
+                    PlayerControl.WorldNotify(0, 'AllStarLevelUp' if needStar else 'AllStarLevelUp2', [playerName, suiteID, suiteCnt, needStar])
                     GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_EquipPartSuiteNotify, notifyMark, 1)
 
             else:
@@ -800,21 +954,6 @@
         gemLVList.append(gemLV)
     return gemLVList
 
-def CalcEquipStarAttr(curPlayer, classlv, equipPlace, equipPartStar, allAttrListStar):
-    ## 计算装备星数属性
-    if not equipPartStar:
-        return
-    ipyData = IpyGameDataPY.GetIpyGameData('EquipStarUp', classlv, equipPlace, equipPartStar)
-    if not ipyData:
-        return
-    starAttrDict = ipyData.GetStarAttrInfo()
-    for attrID, attrValue in starAttrDict.items():
-        PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListStar)
-    baseAttrDict = ipyData.GetBaseAttrInfo()
-    for attrID, attrValue in baseAttrDict.items():
-        PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListStar)
-    return
-
 #---------------------------------------------------------------------
 ## 装备添加Buff 
 #  @param curPlayer 当前玩家
@@ -852,31 +991,13 @@
         #没有到刷新间隔,54外挂,不给提示
 #        GameWorld.ErrLog('请求装备显隐, 没有到刷新间隔')
         return
-    
+    curPlayer.SetTickByType(ChConfig.TYPE_Player_Tick_RequestEquipShowHide, tick)
     sendPack = IPY_GameWorld.IPY_CRequestEquipShowHide()
-    updEquipShowSwitch = sendPack.GetEquipShowSwitch()
-    oldEquipShowSwitch = curPlayer.GetEquipShowSwitch()
-    if updEquipShowSwitch == oldEquipShowSwitch:
+    classLV = sendPack.GetEquipShowSwitch()
+    oldClassLV = GetEquipFacadeClassLV(curPlayer)
+    if oldClassLV == classLV:
         return
-    classLV, isSuite = updEquipShowSwitch/10, updEquipShowSwitch%10
-    equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
-    #验证套装
-    realSuit=True
-    for place in ChConfig.Def_SuitEquipPlaceList:
-        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, place)
-        if not ipyData:
-            realSuit = False
-            break
-        gridIndex = ipyData.GetGridIndex()
-        curEquip = equipPack.GetAt(gridIndex)
-        if not ItemCommon.CheckItemCanUse(curEquip):
-            realSuit = False
-            break
-        if not curEquip.GetSuiteID():
-            realSuit = False
-            break
-    if realSuit != isSuite:
-        GameWorld.DebugLog('SetEquipShowSwitch 前端发的isSuite 和实际不一致!')
+    if not ChangeEquipfacadeByClassLV(curPlayer, classLV):
         return
     
     #通知外观装备
@@ -890,8 +1011,9 @@
         gridIndex = ipyData.GetGridIndex()
         updFaceEquipIndex = updFaceEquipIndex * 1000 + gridIndex
         equipIndexList.append(gridIndex)
+
     PlayerControl.SetFaceEquipIndex(curPlayer, updFaceEquipIndex)
-    
+    equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
     for equipPackIndex in equipIndexList:
         curEquip = equipPack.GetAt(equipPackIndex)
         if not ItemCommon.CheckItemCanUse(curEquip):
@@ -903,10 +1025,33 @@
         changeItemUseData = curEquip.GetUserData()
         curPlayer.ChangeEquip(changeItemID, equipPackIndex, changeItemStarLV, changeItemHoleCnt, changeItemStoneCnt, changeItemUseData)
     
-    curPlayer.SetEquipShowSwitch(updEquipShowSwitch)
-    curPlayer.SetTickByType(ChConfig.TYPE_Player_Tick_RequestEquipShowHide, tick)
     return
 
+def ChangeEquipfacadeByClassLV(curPlayer, classLV):
+    ##变更第X套装备外观
+    oldEquipShowSwitch = curPlayer.GetEquipShowSwitch()
+    realSuit=1
+    equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
+    for place in ChConfig.EquipPlace_Base:
+        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, place)
+        if not ipyData:
+            realSuit = 0
+            break
+        gridIndex = ipyData.GetGridIndex()
+        curEquip = equipPack.GetAt(gridIndex)
+        if not ItemCommon.CheckItemCanUse(curEquip):
+            realSuit = 0
+            break
+        if not curEquip.GetSuiteID():
+            realSuit = 0
+            break
+    updEquipShowSwitch = classLV*10+realSuit
+    if oldEquipShowSwitch == updEquipShowSwitch:
+        return
+    curPlayer.SetEquipShowSwitch(updEquipShowSwitch)
+    return True
+#获取当前是第几套装备外观
+def GetEquipFacadeClassLV(curPlayer):return curPlayer.GetEquipShowSwitch()/10
 
 ## 获取公共部位强化熟练度
 def GetEquipPartProficiency(curPlayer, packType, index):
@@ -962,29 +1107,32 @@
     return
 
 ## 通知公共部位强化等级
-def NotifyEquipPartPlusLV(curPlayer, packType=None, index=None):
+def NotifyEquipPartPlusLV(curPlayer, packType=IPY_GameWorld.rptEquip, index=None):
     ePartStarLVPack = ChPyNetSendPack.tagMCEquipPartPlusInfo()
     ePartStarLVPack.Clear()
     ePartStarLVPack.InfoList = []
     
-    for pType, indexList in ChConfig.Pack_EquipPart_CanPlusStar.items():
+    syncIndexList = []
+    if index == None:
+        equipMaxClasslv = IpyGameDataPY.GetFuncCfg('EquipMaxClasslv')
+        for equipPlace in ChConfig.Pack_EquipPart_CanPlusStar.get(packType, []):
+            for classlv in xrange(1, equipMaxClasslv+1):
+                ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classlv, equipPlace)
+                if not ipyData:
+                    continue 
+                syncIndexList.append(ipyData.GetGridIndex())
+    else:
+        syncIndexList = [index]
         
-        if packType != None and packType != pType:
-            continue
-        
-        for i in indexList:
-            if packType != None:
-                if index != None and index != i:
-                    continue
-            
-            ePartStarLV = ChPyNetSendPack.tagMCEquipPartPlusLV()
-            ePartStarLV.Clear()
-            ePartStarLV.PackType = pType
-            ePartStarLV.EquipIndex = i
-            ePartStarLV.EquipPartStarLV = GetEquipPartPlusLV(curPlayer, pType, i)
-            ePartStarLV.Proficiency = GetEquipPartProficiency(curPlayer, pType, i)
-            ePartStarLV.EvolveLV = GetEquipPartPlusEvolveLV(curPlayer, pType, i)
-            ePartStarLVPack.InfoList.append(ePartStarLV)
+    for i in syncIndexList:
+        ePartStarLV = ChPyNetSendPack.tagMCEquipPartPlusLV()
+        ePartStarLV.Clear()
+        ePartStarLV.PackType = packType
+        ePartStarLV.EquipIndex = i
+        ePartStarLV.EquipPartStarLV = GetEquipPartPlusLV(curPlayer, packType, i)
+        ePartStarLV.Proficiency = GetEquipPartProficiency(curPlayer, packType, i)
+        ePartStarLV.EvolveLV = GetEquipPartPlusEvolveLV(curPlayer, packType, i)
+        ePartStarLVPack.InfoList.append(ePartStarLV)
             
     ePartStarLVPack.Count = len(ePartStarLVPack.InfoList)
     NetPackCommon.SendFakePack(curPlayer, ePartStarLVPack)
@@ -1112,10 +1260,10 @@
     PlayerControl.NomalDictSetProperty(curPlayer, key, activeCnt)
     
     SyncAllEquipAttrActiveInfo(curPlayer, activeType)
-    if activeType == 0:
-        PlayerMagicWeapon.CalcMagicWeaponSoulAttr(curPlayer)
-    else:
-        RefreshPlayerEquipAttribute(curPlayer)
+    
+    #注意: 需要传装备阶触发刷属性,暂屏蔽,功能修改时再处理
+    #else:
+    #    RefreshPlayerEquipAttribute(curPlayer)
     
     #刷新所有属性
     playControl = PlayerControl.PlayerControl(curPlayer)

--
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