From 6b458bedb17a2b272e19bbd1ffab00ead6c6089d Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期六, 13 四月 2019 14:35:52 +0800
Subject: [PATCH] 6459 【后端】【2.0】缥缈仙域开发单(设置充值成功SendDBFinishRecharge时机提前,在收到通知即设置,异常信息通过CTGError记录)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py |  652 ++++++++++++++++++++++++++--------------------------------
 1 files changed, 293 insertions(+), 359 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
index f615f5f..65d1b72 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -55,15 +55,12 @@
 import PlayerWing
 import PlayerExpandPackCfgMgr
 import PlayerWorldAverageLv
-import GameLogic_ManorWar
 import PlayerActivity
-import HighLadderTube
 import FBCommon
 import PlayerViewCacheTube
 import PassiveBuffEffMng
 import PlayerGameEvent
 import EventReport
-import PlayerTeHui
 import PlayerGatherSoul
 import PlayerSuccess
 import PlayerPet
@@ -77,6 +74,7 @@
 import PlayerMagicWeapon
 import GameLogic_SealDemon
 import GameLogic_ZhuXianBoss
+import GameLogic_CrossDemonKing
 import PlayerTJG
 import PlayerVip
 import PlayerRefineStove
@@ -1181,10 +1179,6 @@
     NPCCommon.ClearCollectNPC(curPlayer)
     #结束事件
     EventShell.DoExitEvent(curPlayer)
-    
-    # 结束摆摊/查看摆摊
-    EventShell.ExitShopItem(curPlayer)
-    EventShell.ExitWatchShopItem(curPlayer)
 
     #设置玩家的地图位置, 如果是副本, 离开副本
 #    副本规则:
@@ -1198,8 +1192,6 @@
         PyGameData.g_lastExitFBType[fbIndex] = [exitFBType, tick]
         #GameWorld.DebugLog("玩家离开副本:fbIndex=%s,exitFBType=%s, %s" % (fbIndex, exitFBType, PyGameData.g_lastExitFBType), curPlayer.GetPlayerID())
         FBLogic.DoExitFBLogic(curPlayer, tick)
-        
-    GameLogic_ManorWar.DoExitFB(curPlayer, tick)
     
     #清空所有不属于自己的光环
     #__ClearNoMeAuraBuff(curPlayer)
@@ -1452,11 +1444,6 @@
         
     curPlayer.SetChangeMapTakeTruck(takeTruck)
     
-    # 如果在摆摊中,提示摆摊关闭
-    playerShop = curPlayer.GetPlayerShop()
-    if playerShop.GetIsStartShop():
-        NotifyCode(curPlayer, "GeRen_admin_70569")
-    
     #离开地图服务器
     __PlayerLeaveServerLogic(curPlayer, tick, False)
     
@@ -1600,9 +1587,12 @@
 
 #---------------------------------------------------------------------
 
-def PlayerEnterCrossServer(curPlayer, mapID):
+def PlayerEnterCrossServer(curPlayer, mapID, lineID):
     playerID = curPlayer.GetPlayerID()
-    GameWorld.Log("玩家请求进入跨服地图: mapID=%s" % (mapID), playerID)
+    GameWorld.Log("玩家请求进入跨服地图: mapID=%s,lineID=%s" % (mapID, lineID), playerID)
+    if mapID not in ChConfig.Def_CrossMapIDList:
+        return
+    
     if GameWorld.IsCrossServer():
         GameWorld.DebugLog("跨服服务器不允许该操作!")
         return
@@ -1625,6 +1615,30 @@
     
     if PlayerState.IsInPKState(curPlayer):
         NotifyCode(curPlayer, "SingleEnterPK", [mapID])
+        return
+    
+    tick = GameWorld.GetGameWorld().GetTick()
+    for mapIDList in ChConfig.Def_FB_MapID.values():
+        if mapID not in mapIDList:
+            continue
+        if not FBLogic.OnEnterFBEvent(curPlayer, mapID, lineID, tick):
+            NotifyCode(curPlayer, "SingleEnterDefaul")
+            return
+        break
+    
+    # 需要动态分布线路的地图,发送到跨服服务器进行分配
+    if mapID in ChConfig.Def_CrossDynamicLineMap:
+        extendInfo = {}
+        if mapID == ChConfig.Def_FBMapID_CrossDemonKing:
+            bossID = GameLogic_CrossDemonKing.GetCurFBLineBOSSID(lineID)
+            if not bossID:
+                return
+            extendInfo["BossID"] = bossID
+            
+        msgDict = {"PlayerID":curPlayer.GetPlayerID(), "DataMapID":mapID, "FuncLineID":lineID}
+        if extendInfo:
+            msgDict.update(extendInfo)
+        GameWorld.SendMsgToCrossServer(ShareDefine.ClientServerMsg_EnterFB, msgDict)
         return
     
     GY_Query_CrossRealmReg.RegisterEnterCrossServer(curPlayer, mapID)
@@ -1723,6 +1737,9 @@
             if enterCnt >= FBCommon.GetEnterFBMaxCnt(curPlayer, ChConfig.Def_FBMapID_ZhuXianBoss):
                 if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ZhuXianBossHelpCnt):
                     extendParamList = [bossID, curPlayer.GetFamilyID()]
+        elif mapID == ChConfig.Def_FBMapID_DemonKing:
+            bossID = GameLogic_CrossDemonKing.GetCurFBLineBOSSID(lineID)
+            extendParamList = [bossID]
             
         SendToGameServerEnterFB(curPlayer, mapID, lineID, tick, extendParamList)
         return
@@ -2777,7 +2794,9 @@
 def HaveMoneyEx(curPlayer, TYPE_Price, Price, needNotify=True):
     if Price < 0:
         return []
-    
+    if TYPE_Price == ShareDefine.TYPE_Price_Gold_Paper_Money:
+        TYPE_Price = IPY_GameWorld.TYPE_Price_Gold_Money #新版无绑玉,原先绑玉再仙玉的扣法改成 扣仙玉 2019/3/26
+        
     if TYPE_Price in [IPY_GameWorld.TYPE_Price_Gold_Money, IPY_GameWorld.TYPE_Price_Gold_Paper,
                       IPY_GameWorld.TYPE_Price_Silver_Money, IPY_GameWorld.TYPE_Price_Silver_Paper]:
         if HaveMoney(curPlayer, TYPE_Price, Price, needNotify):
@@ -2988,10 +3007,6 @@
     # 绝版降临
     PlayerFairyCeremony.AddFCCostGold(curPlayer, costType, price)
     PlayerNewFairyCeremony.AddFCCostGold(curPlayer, costType, price)
-    # 消费VIP
-#    if costVIPGold < 0:
-#        costVIPGold = price
-    #PlayerCostVIP.AddCostVIPExp(curPlayer, costType, costVIPGold)
     
     # 事件汇报
     #===========================================================================
@@ -3414,18 +3429,23 @@
     curLV = curPlayer.GetLV()
     if curLV < openLV:
         return 0
+    # 初始点+升级点+境界点
+    setFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2)
+    
     addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
-    initFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2)
-    setFreePoint = initFreePoint
-    for lv in xrange(openLV, curLV+1):
-        setFreePoint += GameWorld.GetDictValueByRangeKey(addPointDict, lv, 0)
+    for rangLVs, point in addPointDict.items():
+        if curLV < rangLVs[0]:
+            continue
+        setFreePoint += point * (min(curLV, rangLVs[1]) - rangLVs[0] + 1)
+    
+    #境界提升点数
+    setFreePoint += curPlayer.GetOfficialRank() * IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 3)
     return setFreePoint
 
 def DoAddPointOpen(curPlayer):
-    '''加点功能开启 处理给自由属性点及老号处理  
-                    清除老服玩家未加点的点数(清零),以前加的加点属性不清除,属性不变,战力不减, 根据最新的加点开启等级和老服玩家的当前等级,相差的差值给予玩家对应的加点点数'''
+    '''加点功能开启'''
     beforeFreePoint = curPlayer.GetFreePoint()
-
+    
     setFreePoint = GetAllPointByLV(curPlayer)
     curLV = curPlayer.GetLV()
     addDataDict = {'beforeFreePoint':beforeFreePoint}
@@ -3434,30 +3454,6 @@
     GameWorld.DebugLog('    加点功能开启处理  beforeFreePoint=%s,curLV=%s, setFreePoint=%s'%(beforeFreePoint, curLV, setFreePoint), curPlayer.GetID())
     return
 
-def FixOldAddPoint(curPlayer):
-    ##老号加点处理 重置已加点数,
-    if GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_VersionFix, ChConfig.Def_VerFix_AddPoint):
-        return
-    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_VersionFix, ChConfig.Def_VerFix_AddPoint, 1)
-    baseSTR, basePNE, basePHY, baseCON = GetPlayerBasePoint(curPlayer.GetJob())
-    addPoint = curPlayer.GetFreePoint()
-    attrInfoDict = {'BaseSTR':baseSTR,'BasePNE':basePNE,'BasePHY':basePHY,'BaseCON':baseCON}
-    for attrKey, basePoint in attrInfoDict.items():
-        addPoint += (getattr(curPlayer, 'Get%s'%attrKey)() - basePoint)
-    fixFreePoint = GetAllPointByLV(curPlayer)
-    if addPoint != fixFreePoint:
-        for attrKey, basePoint in attrInfoDict.items():
-            getattr(curPlayer, 'Set%s'%attrKey)(basePoint)
-        curPlayer.SetFreePoint(fixFreePoint)
-        #重置天赋
-        PlayerGreatMaster.DoResetMasterSkillPoint(curPlayer)
-        #邮件补偿
-        SendMailByKey('PointCompensation', [curPlayer.GetID()], [], goldPaper=200)
-        
-        addDataDict = {'beforeTotalPoint':addPoint}
-        DataRecordPack.DR_Freepoint(curPlayer, "FixOldAddPoint", fixFreePoint, addDataDict)
-        GameWorld.Log('老号加点处理 重置已加点数 addPoint=%s, fixFreePoint=%s' % (addPoint, fixFreePoint))
-    return
     
 #---------------------------------------------------------------------
 
@@ -3657,6 +3653,9 @@
     #  @remarks 玩家升级 加点 2010-05-26 adaws修改 原来有加技能点 现将升级加技能提出 
     def __DoLVUPAddPoint(self):
         curPlayer = self.__Player
+        if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_AddPoint):
+            # 未开启前不可加点,因为DoAddPointOpen会一次性补齐,避免意外情况多加了点数
+            return
 
         curFreePoint = curPlayer.GetFreePoint()
         addPoint = GetLvUp_AddPoint(curPlayer)
@@ -3698,15 +3697,6 @@
         return True
     
     #---------------------------------------------------------------------
-    ## 获取下一次转生所需等级
-    def GetNextReincarnationLV(self, curPlayer):
-        Reincarnation_ConditionDict = ReadChConfig.GetEvalChConfig("Reincarnation_Condition")
-        curReinCnt = curPlayer.GetReincarnationLv() # 当前转生次数
-        nextReinCnt = curReinCnt + 1
-        nextReinLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV")
-        if nextReinCnt in Reincarnation_ConditionDict:
-            nextReinLV = Reincarnation_ConditionDict[nextReinCnt][0]
-        return nextReinLV
     
     ## 加经验值 
     #  @param self 类实例
@@ -3737,7 +3727,6 @@
         if addExp == 0:
             # 不进入计算
             return addExp, expViewType
-        #nextReinLV = self.GetNextReincarnationLV(curPlayer)
         
         #取得人物当前经验
         #curTotalExp = GetPlayerTotalExp(curPlayer)
@@ -3783,7 +3772,7 @@
         # if expViewType == ShareDefine.Def_ViewExpType_KillNPC:
         #    #mapID = GameWorld.GetMap().GetMapID()
         #    #if mapID in ChConfig.Def_FBMapID_BZZDAll:
-        #    #    nobleVIPOuterRate = PlayerCostVIP.GetBZZDExpAddRate(curPlayer)
+        #    #    nobleVIPOuterRate = ...
         #    #    #nobleVIPAddExp += 0 if not nobleVIPOuterRate else int(addExp * nobleVIPOuterRate / float(ChConfig.Def_MaxRateValue))
         #    #    nobleVIPAddExp += nobleVIPOuterRate
         #    
@@ -4022,51 +4011,74 @@
         job = curPlayer.GetJob()
         
         lvAttrDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAttr%s" % job, 1)
-        pointAttrDict = IpyGameDataPY.GetFuncEvalCfg("PointAttr%s" % job, 1)
         
         if not lvAttrDict:
             GameWorld.ErrLog('无此职业等级刷属性配置!job=%s' % (job), curPlayerID)
             return
-
-        if not pointAttrDict:
-            GameWorld.ErrLog('无此职业属性点刷属性配置!job=%s' % (job), curPlayerID)
-            return
-        
-        #参与计算的玩家基础属性
-        LV = curPlayer.GetLV()
-        STR = curPlayer.GetSTR()
-        PNE = curPlayer.GetPNE()
-        PHY = curPlayer.GetPHY()
-        CON = curPlayer.GetCON()
-        baseSTR = curPlayer.GetBaseSTR()
-        basePNE = curPlayer.GetBasePNE()
-        basePHY = curPlayer.GetBasePHY()
-        baseCON = curPlayer.GetBaseCON()
-        GameWorld.DebugLog("CalcRoleBaseAttr LV=%s,STR=(%s~%s),PNE=(%s~%s),PHY=(%s~%s),CON=(%s~%s)" 
-                           % (LV, baseSTR, STR, basePNE, PNE, basePHY, PHY, baseCON, CON))
         
         allAttrList = [{} for _ in range(4)]
         
         # 职业初始属性
         roleBaseAttrDict = IpyGameDataPY.GetFuncEvalCfg("CreatRoleBaseAttr", 1)
         if job in roleBaseAttrDict:
-            for attrEffID, value in roleBaseAttrDict[job].items():
-                CalcAttrDict_Type(attrEffID, value, allAttrList)
+            for roleBaseAttrID, value in roleBaseAttrDict[job].items():
+                CalcAttrDict_Type(roleBaseAttrID, value, allAttrList)
         #GameWorld.DebugLog("初始加属性: %s" % allAttrList)
-
-        for attrEffID, formula in lvAttrDict.items():
-            calcValue = eval(FormulaControl.GetCompileFormula("LVUPAttr%s_%s" % (job, attrEffID), formula))
-            CalcAttrDict_Type(attrEffID, calcValue, allAttrList)
-            #GameWorld.DebugLog("    attrEffID=%s,value=%s" % (attrEffID, calcValue))
+                
+        # 等级成长属性
+        LV = curPlayer.GetLV()
+        for lvAttrID, formula in lvAttrDict.items():
+            calcValue = eval(FormulaControl.GetCompileFormula("LVUPAttr%s_%s" % (job, lvAttrID), formula))
+            CalcAttrDict_Type(lvAttrID, calcValue, allAttrList)
+            #GameWorld.DebugLog("    lvAttrID=%s,calcValue=%s" % (lvAttrID, calcValue))
         #GameWorld.DebugLog("等级加属性: %s" % allAttrList)
         
-        for attrEffID, formula in pointAttrDict.items():
-            calcValue = eval(FormulaControl.GetCompileFormula("PointAttr%s_%s" % (job, attrEffID), formula))
-            CalcAttrDict_Type(attrEffID, calcValue, allAttrList)
-            #GameWorld.DebugLog("    attrEffID=%s,value=%s" % (attrEffID, calcValue))
+        # 属性点属性
+        pointValueInfo = {ShareDefine.Def_Effect_Metal:[lambda curObj:GetMetal(curObj), lambda curObj, value:SetMetalQualityLV(curObj, value)],
+                          ShareDefine.Def_Effect_Wood:[lambda curObj:GetWood(curObj), lambda curObj, value:SetWoodQualityLV(curObj, value)],
+                          ShareDefine.Def_Effect_Water:[lambda curObj:GetWater(curObj), lambda curObj, value:SetWaterQualityLV(curObj, value)],
+                          ShareDefine.Def_Effect_Fire:[lambda curObj:GetFire(curObj), lambda curObj, value:SetFireQualityLV(curObj, value)],
+                          ShareDefine.Def_Effect_Earth:[lambda curObj:GetEarth(curObj), lambda curObj, value:SetEarthQualityLV(curObj, value)],
+                          }
+        lingGenQualityAttrList = [{} for _ in range(4)]
+        for pointAttrID, pointFuncInfo in pointValueInfo.items():
+            pointValue = pointFuncInfo[0](curPlayer)
+            pointFuncInfo[1](curPlayer, 0)
+            if not pointValue:
+                continue
+            ipyData = IpyGameDataPY.GetIpyGameData("RolePoint", pointAttrID)
+            if not ipyData:
+                continue
+            # 每点属性
+            perPointAddAttrDict = ipyData.GetAddAttrInfoPerPoint()
+            for perPointAttrID, perPointAttrValue in perPointAddAttrDict.items():
+                pointAddValue = perPointAttrValue * pointValue
+                CalcAttrDict_Type(perPointAttrID, pointAddValue, allAttrList)
+                #GameWorld.DebugLog("    属性点(%s)加属性: pointValue=%s,perPointAttrID=%s,pointAddValue=%s" % (pointAttrID, pointValue, perPointAttrID, pointAddValue))
+                
+            # 点数品质属性
+            curPQLV = 0
+            pqIntervalList = ipyData.GetPointQualityIntervalList()
+            for pqLV, pqValue in enumerate(pqIntervalList, 1):
+                if pointValue >= pqValue:
+                    curPQLV = pqLV
+                else:
+                    break
+            pointFuncInfo[1](curPlayer, curPQLV)
+            if not curPQLV:
+                continue
+            pqAttrIDDict = ipyData.GetPointQualityAttrIDDict()
+            pqAttrID = pqAttrIDDict[curPlayer.GetJob()]
+            pqAttrValueDict = ipyData.GetPointQualityAttrValueDict()
+            pqAttrValueList = pqAttrValueDict[str(curPlayer.GetJob())]
+            pqAttrValue = 0 if curPQLV > len(pqAttrValueList) else pqAttrValueList[curPQLV - 1]
+            CalcAttrDict_Type(pqAttrID, pqAttrValue, lingGenQualityAttrList)
+            #GameWorld.DebugLog("        属性点(%s)品阶等级属性: curPQLV=%s,pqAttrID=%s,pqAttrValue=%s" % (pointAttrID, curPQLV, pqAttrID, pqAttrValue))
+            
         #GameWorld.DebugLog("等级属性点加属性: %s" % allAttrList)
-        
-        SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase, allAttrList)   
+        #GameWorld.DebugLog("灵根品阶等级属性: %s" % lingGenQualityAttrList)        
+        SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase, allAttrList)
+        SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty, lingGenQualityAttrList)
         return
     
     #---------------------------------------------------------------------
@@ -4156,7 +4168,6 @@
         PlayerPet.CalcPetItemAddPlayerAttr(curPlayer)
         PlayerRune.RefreshRuneAttr(curPlayer)
         PlayerMagicWeapon.CalcMagicWeaponAttr(curPlayer)
-        PlayerMagicWeapon.CalcMagicWeaponSoulAttr(curPlayer)
         PlayerSuccess.CalcSuccessAttr(curPlayer)
         PlayerVip.CalcVIPAttr(curPlayer)
         PlayerRefineStove.CalcStoveAttr(curPlayer)
@@ -4244,40 +4255,34 @@
     
     def RefreshPlayerAttrStateEx(self):
         ''' 本项目刷属性规则
-                功能属性层级一(线性层级、非线性层级)
-                功能属性层级二(线性层级、非线性层级)
-                ...
-                固定属性层级
-              buff层级
-              
-            1. 初始化
+                    属性:
+            1.固定属性:如攻击+100
+            2.百分比属性: 如攻击+5%,百分比加成基值仅为固定属性,百分比加成属性值不被除buff百分比外的任何百分比属性二次加成
             
-            功能属性层级一、
-            2.基础属性计算
-            3.战斗属性计算
-                线性层级属性:  基础层级属性 + 功能层级属性
-                    基础层级属性:角色基础属性(等级提升 + 属性点提升) + 装备物品表基础属性 + 部位强化基础属性
-                    功能层级属性:神兵 + 坐骑 + 全身部位强化星级累加 + 珍品 + 时装 + 套装 + 宝石 + 战盟科技 + 符文 + 守护 等
+                    层级:
+            1.属性层级:所有功能同一层级
+            2.buff层级:百分比可对功能百分比加成的属性进行二次加成
+            
+                    功能模块:定义一个功能,比如灵根模块,一个模块可能包含多个功能点
+                    功能点:某个模块下的各个属性功能点,如灵根模块可能包含 灵根基础、灵根品质 两个功能点属性
+        
+                    百分比加成值:百分比加成属性值不被除buff百分比外的任何百分比属性2次加成
+            1.功能内部属性百分比加成:功能百分比属性对自己功能固定值加成
+            2.功能交叉属性百分比加成:功能百分比属性对其他功能固定值加成
+            3.功能固定属性百分比加成:功能百分比属性对所有功能固定值加成
+            4.buff层级百分比:对所有属性进行二次加成
+            
+                    技能属性:固定值不享受固定百分比加成
                     
-                                    注意:该层中还包含针对基础属性或功能属性的数值百分比提升,此提升值也是累加到线性层级属性
-                                    如: 【基础攻击百分比】即对 基础属性 中攻击属性百分比提升
-                                    【神兵生命属性百分比】即对 神兵功能属性 中生命属性百分比提升
-                                    类似此类属性并不是真正意义上的非线性属性,仅是对某个功能或功能组的对应属性进行百分比提升,最终的提升值还是算如线性属性层
-                    
-                非线性层级属性: 即整体层级百分比增加属性
-                    直接以当前属性为基值进行属性百分比提升
-            功能属性层级二、
-            ...
-              
-            4.固定属性:
-                    附加的固定值属性,该属性在非线性计算之后,直接累加,不算入非线性属性的基值
+        buff层级:
+            1.不算战力
+            2.先算百分比加成再加固定值
             
-            5.计算以上所有属性的战斗力
-            
-            6.buff层级:
-                    固定值buff, 直接累加数值
-                    百分比buff: 真正的最最最外层,直接按百分比提升对应的属性值
-                    注:该层提升的属性不算战斗力
+                    属性算法:
+                       模块固定属性    = 功能点A固定值 + 功能点B固定值 + ...
+                        固定总属性        = 模块A固定值 + 模块B固定值 + ...
+                        无buff总属性  = 固定总属性 + 内部百分比加成值 + 交叉百分比加成  + 固定总属性百分比加成   + 技能百分比对固定属性加成  + 技能固定值
+                        含buff总属性  = 无buff总属性 * buff百分比加成  +  buff固定值
         '''
         curPlayer = self.__Player
         
@@ -4303,7 +4308,7 @@
         notAttrList = [{} for _ in range(4)]
         
         # 1.初始化人物各项状态及属性
-        self.InitPlayerState()        
+        self.InitPlayerState()
         #self.PrintAttr(curPlayer, "初始化")
         
         # 功能属性层级一...
@@ -4311,22 +4316,19 @@
         #    2.1 获取所有功能计算点计算的属性值, 统计基础属性累加
         baseAttrDict = {}
         baseAttrNolineDict = {}
-        roleBaseAttrInfo = [{} for _ in range(4)]
-        funcAttrInfoList = []
+        funcAttrLen = len(ChConfig.CalcAttrFuncList)
+        funcAttrInfoList = [[{} for _ in range(4)]] * funcAttrLen
+        funcInsidePerAttrList = [{}] * funcAttrLen # 功能内部百分比附加属性
         for funcIndex in ChConfig.CalcAttrFuncList:
-            if funcIndex in ChConfig.CalcAttrExFuncListNoFightPower:
-                # 此类功能不算战斗力
-                funcAttrInfoList.append([{} for _ in range(4)]) # 只为防止后面访问列表元素时不越界, 功能点分类可无视编号顺序
-                continue
-            
             # 基础属性等功能汇总完后统一刷新,因为各功能可能会加属性点数
-            if funcIndex == ChConfig.Def_CalcAttrFunc_RoleBase:
-                funcAttrInfoList.append(roleBaseAttrInfo)
+            if funcIndex in [ChConfig.Def_CalcAttrFunc_RoleBase, ChConfig.Def_CalcAttrFunc_LingGenQuailty]:
                 continue
-            attrInfo = GetCalcAttrListValue(curPlayer, funcIndex)
-            if attrInfo != notAttrList:
-                GameWorld.DebugLog("功能点属性: %s, %s" % (funcIndex, attrInfo))
-            funcAttrInfoList.append(attrInfo)
+            attrInfo, insidePerAttrDict = GetCalcAttrListValue(curPlayer, funcIndex)
+            if attrInfo == notAttrList and not insidePerAttrDict:
+                continue
+            GameWorld.DebugLog("功能点属性: %s, %s, 内层百分比附加: %s" % (funcIndex, attrInfo, insidePerAttrDict))
+            funcAttrInfoList[funcIndex] = attrInfo
+            funcInsidePerAttrList[funcIndex] = insidePerAttrDict
             # 不同功能点间的数值累加,需使用支持衰减递增的计算方式
             AddAttrDictValue(baseAttrDict, attrInfo[ChConfig.CalcAttr_Base])
             AddAttrDictValue(baseAttrNolineDict, attrInfo[ChConfig.CalcAttr_BaseNoline])
@@ -4340,9 +4342,14 @@
             
         # 功能有加基础属性值,这里再重新刷新一下基础属性, 基础属性会影响战斗属性, 每次都刷新角色基础属性
         self.CalcRoleBaseAttr(curPlayer)
-        roleBaseAttrInfo = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase)
+        roleBaseAttrInfo, roleInsidePerAttrDict = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase)
+        lingGenQualityAttrList, lingGenQualityInsidePerAttrDict = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty)
         funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase] = roleBaseAttrInfo
-        GameWorld.DebugLog("功能点属性: %s, %s" % (ChConfig.Def_CalcAttrFunc_RoleBase, roleBaseAttrInfo))
+        funcInsidePerAttrList[ChConfig.Def_CalcAttrFunc_RoleBase] = roleInsidePerAttrDict
+        funcAttrInfoList[ChConfig.Def_CalcAttrFunc_LingGenQuailty] =  lingGenQualityAttrList
+        funcInsidePerAttrList[ChConfig.Def_CalcAttrFunc_LingGenQuailty] =  lingGenQualityInsidePerAttrDict
+        GameWorld.DebugLog("功能点属性: %s, %s, 内层百分比附加: %s" % (ChConfig.Def_CalcAttrFunc_RoleBase, roleBaseAttrInfo, roleInsidePerAttrDict))
+        GameWorld.DebugLog("功能点属性: %s, %s, 内层百分比附加: %s" % (ChConfig.Def_CalcAttrFunc_LingGenQuailty, lingGenQualityAttrList, lingGenQualityInsidePerAttrDict))
         
         #self.PrintAttr(curPlayer, "基础后")
         
@@ -4369,7 +4376,7 @@
                            ChConfig.TYPE_Calc_WingHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Wing],
                            }
         #    3.2 统计各功能之间非线性属性交叉影响累加
-        funcAddAttrPerInfoDict = {} # 百分比交叉影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...}
+        funcCrossAttrPerInfoDict = {} # 百分比交叉影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...}
         for i, funcAttrList in enumerate(funcAttrInfoList):
             battleNoLineAttrDict = funcAttrList[ChConfig.CalcAttr_BattleNoline] # 暂写死只取战斗非线性的
             if not battleNoLineAttrDict:
@@ -4395,80 +4402,90 @@
             if addAttrDict:
                 # 增加的数值统计到百分比属性所属功能点
                 # 如符文有个武器攻击百分比增加属性,增加的数值属于符文功能,不属于武器功能点的,只是基值使用了武器攻击     
-                funcAddAttrPerInfoDict[i] = addAttrDict # 先都统计完后再累加到对应功能属性里,不然可能会导致功能基值变更
+                funcCrossAttrPerInfoDict[i] = addAttrDict # 先都统计完后再累加到对应功能属性里,不然可能会导致功能基值变更
                 
-        GameWorld.DebugLog("交叉影响属性: %s" % funcAddAttrPerInfoDict)
-        #        交叉提升的属性值累加到对应功能上
-        for i, addAttrDict in funcAddAttrPerInfoDict.items():
-            # 这里累加的是到相同的功能点,直接累加,不做衰减处理
-            GameWorld.AddDictValue(funcAttrInfoList[i][ChConfig.CalcAttr_Battle], addAttrDict)
+        GameWorld.DebugLog("交叉影响属性: %s" % funcCrossAttrPerInfoDict)
+        
+        #    3.3 统计所有功能固定属性影响累加
+        allFixAttrDict = {} # 固定属性层级总属性基值
+        for funcIndex, funcAttrList in enumerate(funcAttrInfoList):
+            # 技能模块不算计入功能固定属性、不计战力
+            if funcIndex in ChConfig.CalcAttrFuncSkillList:
+                continue
+            AddAttrDictValue(allFixAttrDict, funcAttrList[ChConfig.CalcAttr_Battle])
             
-        #    3.3 累加以上已统计的所有属性(视为整体层级,即非线性属性所需要的基值)
-        allFuncAttrIndexList = []
-        allFuncAttrInfoList, attrInfoExList = [], [] # 整理功能层级属性信息列表, 额外附加固定值属性信息列表
-        for funcIndex, attrInfo in enumerate(funcAttrInfoList):
-            if funcIndex not in ChConfig.CalcAttrExFuncList:
-                allFuncAttrIndexList.append(funcIndex)
-                allFuncAttrInfoList.append(attrInfo)
-            else:
-                attrInfoExList.append(attrInfo)
-        allAttrList = AddAttrListValue(allFuncAttrInfoList) # 不同功能点间的数值累加,需使用支持衰减递增的计算方式
-        GameWorld.DebugLog("整体层级功能点: %s" % allFuncAttrIndexList)
-        GameWorld.DebugLog("整体层级线性属性: %s" % allAttrList)
-        
-        #        第二层级属性
-        allAttrExList = AddAttrListValue(attrInfoExList)
-        GameWorld.DebugLog("附加层级功能点: %s" % ChConfig.CalcAttrExFuncList)
-        GameWorld.DebugLog("附加层级线性属性: %s" % allAttrExList)
-        
-        #        初始化各功能点战斗力计算模块
-        mfpObjAttrDict = {}
-        for mfpType, attrFuncIndexList in ChConfig.MFPTypeAttrFuncIndexDict.items():
-            if len(attrFuncIndexList) == 1:
-                mfpAttrList = funcAttrInfoList[attrFuncIndexList[0]]
-            else:
-                mfpAttrList = AddAttrListValue([funcAttrInfoList[i] for i in attrFuncIndexList])
+        fixAttrPerAddExDict = {} # 固定总属性百分比影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...}
+        for funcIndex, funcAttrList in enumerate(funcAttrInfoList):
+            fixAddPerDict = funcAttrList[ChConfig.CalcAttr_BattleNoline]
+            if not fixAddPerDict:
+                continue
+            addValueExDict = {}
+            for fixAttrType, addPer in fixAddPerDict.items():
+                if fixAttrType not in allFixAttrDict:
+                    continue
+                curFixValue = allFixAttrDict[fixAttrType]
+                addValueEx = int(curFixValue * addPer / 10000.0)
+                addValueExDict[fixAttrType] = addValueEx
+            fixAttrPerAddExDict[funcIndex] = addValueExDict
             
-            #GameWorld.DebugLog("模块线性属性: mfpType=%s,%s" % (mfpType, mfpAttrList))
-            mfpObj = self.GetModuleFightPowerObj(mfpType)
-            mfpObj.SetCalcMFPBattleAttr(mfpAttrList)
-            mfpObjAttrDict[mfpObj] = mfpAttrList[ChConfig.CalcAttr_BattleNoline]
-            
-        #         不加战力,但是有算属性的功能属性,如一些被动技能(战力在技能表里配置)
-        skillNoFightPowerAttrList = [{} for _ in range(4)]
-        SkillShell.CalcPassiveAttr_Effect(curPlayer, skillNoFightPowerAttrList)  # 属性类技能与buff同层
-        for funcIndex in ChConfig.CalcAttrExFuncListNoFightPower:
-            skillNoFightPowerAttrList = AddAttrListValue([skillNoFightPowerAttrList, GetCalcAttrListValue(curPlayer, funcIndex)])    
-        GameWorld.DebugLog("无战力被动属性: %s" % skillNoFightPowerAttrList)
+        GameWorld.DebugLog("固定属性总和: %s" % allFixAttrDict)
+        GameWorld.DebugLog("固定百分比附加属性: %s" % fixAttrPerAddExDict)
         
-        # 总属性 = 整体功能层级固定值*(1+功能层级百分比+特殊固定层级百分比+永久技能层级百分比)+特殊固定层级固定值+永久技能层级固定值
-        allNoLineAttrDict = {}
-        AddAttrDictValue(allNoLineAttrDict, allAttrList[ChConfig.CalcAttr_BattleNoline])
-        AddAttrDictValue(allNoLineAttrDict, allAttrExList[ChConfig.CalcAttr_BattleNoline])
-        AddAttrDictValue(allNoLineAttrDict, skillNoFightPowerAttrList[ChConfig.CalcAttr_BattleNoline])
-        GameWorld.DebugLog("最终非线性属性: %s" % allNoLineAttrDict)
-        
-        #        整体层级属性增加到玩家身上
-        CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, allAttrList[ChConfig.CalcAttr_Battle])
-        #self.PrintAttr(curPlayer, "整体线")
-        CalcNoLineEffect.ChangePlayerAttrInNoLineEffectList(curPlayer, allNoLineAttrDict, mfpObjAttrDict)
-        #self.PrintAttr(curPlayer, "整非线")
-        
-        
-        # 4.计算战力, 需在计算buff层之前计算
+        # 4. 计算属性及战力, 需在计算buff层之前计算
         curLV = curPlayer.GetLV()
         fpParam = IpyGameDataPY.GetIpyGameData("FightPowerParam", curLV)
         mfpDict = {} # 模块战斗力
-        for mfpObj in mfpObjAttrDict.keys():
-            mfp = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
-            mfp += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
-            mfp += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
-            mfpDict[mfpObj.mfpType] = mfp
+        for mfpType, attrFuncIndexList in ChConfig.MFPTypeAttrFuncIndexDict.items():
+            mfpAttrList = [{} for _ in range(4)]
+            mfpAttrExDict = {}
+            for funcIndex in attrFuncIndexList:
+                funcAttrList = funcAttrInfoList[funcIndex]
+                funcInsidePerAttrDict = funcInsidePerAttrList[funcIndex] # 功能点内部百分比加成属性
+                funcCrossPerAttrDict = funcCrossAttrPerInfoDict.get(funcIndex, {}) # 功能点交叉百分比加成属性
+                fixPerAttrDict = fixAttrPerAddExDict.get(funcIndex, {}) # 功能总固定属性百分比加成属性
+                
+                CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcAttrList[ChConfig.CalcAttr_Battle])
+                CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcInsidePerAttrDict)
+                CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcCrossPerAttrDict)
+                CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, fixPerAttrDict)
+                # 不算战力的
+                if funcIndex in ChConfig.CalcAttrFuncNoFightPowerList or funcIndex in ChConfig.CalcAttrFuncSkillList:
+                    continue
+                mfpAttrList = AddAttrListValue([mfpAttrList, funcAttrList])
+                AddAttrDictValue(mfpAttrExDict, funcInsidePerAttrDict)
+                AddAttrDictValue(mfpAttrExDict, funcCrossPerAttrDict)
+                AddAttrDictValue(mfpAttrExDict, fixPerAttrDict)
+                
+            mfpObj = self.GetModuleFightPowerObj(mfpType)
+            mfpObj.SetCalcMFPBattleAttr(mfpAttrList)
+            for attrIndex, value in mfpAttrExDict.items():
+                mfpObj.AddCalcMFPAttr(attrIndex, value)
+                
+            mfpValue = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
+            mfpSkill = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
+            mfpEx = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
+            mfpTotal = mfpValue + mfpSkill + mfpEx
+            mfpDict[mfpObj.mfpType] = mfpTotal
             
-        #        最后在附加上特殊附加层级线性属性、永久技能层级固定值
-        CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, allAttrExList[ChConfig.CalcAttr_Battle])
-        CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, skillNoFightPowerAttrList[ChConfig.CalcAttr_Battle])
-        #self.PrintAttr(curPlayer, "固定层级")
+        #GameWorld.DebugLog("整体层级线性属性: %s" % allAttrList)
+        
+        # 5.被动技能附加属性,不算战力
+        passiveSkillAttrList = [{} for _ in range(4)]
+        SkillShell.CalcPassiveAttr_Effect(curPlayer, passiveSkillAttrList)  # 属性类技能与buff同层
+        for funcIndex in ChConfig.CalcAttrFuncSkillList:
+            passiveSkillAttrList = AddAttrListValue([passiveSkillAttrList, funcAttrInfoList[funcIndex]])    
+        GameWorld.DebugLog("无战力被动属性: %s" % passiveSkillAttrList)
+        
+        skillFixAttrExDict = {}
+        skillFixAddPerDict = passiveSkillAttrList[ChConfig.CalcAttr_BattleNoline]
+        for fixAttrType, addPer in skillFixAddPerDict.items():
+            if fixAttrType not in allFixAttrDict:
+                continue
+            curFixValue = allFixAttrDict[fixAttrType]
+            addValueEx = int(curFixValue * addPer / 10000.0)
+            skillFixAttrExDict[fixAttrType] = addValueEx
+        CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, passiveSkillAttrList[ChConfig.CalcAttr_Battle])
+        CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, skillFixAttrExDict)
         
         #护盾值刷新
         self.__RefreshMaxProDef(beforeMaxProDef)
@@ -4893,33 +4910,6 @@
         
         #再根据BUFF 加上状态
         SkillShell.CalcBuffer_ActionState(curPlayer)
-    #---------------------------------------------------------------------
-    
-    #---------------------------------------------------------------------
-    ## 存入数据库玩家基本属性
-    #  @param self 类实例
-    #  @return 返回值无意义
-    #  @remarks 存入数据库玩家基本属性
-    def __SetPlayerStateInDB(self):
-        curPlayer = self.__Player
-        #力量
-        curPlayerSTR = curPlayer.GetSTR()
-        if curPlayer.GetTotalSTR() != curPlayerSTR: 
-            curPlayer.SetTotalSTR(curPlayerSTR)
-        #真元
-        curPlayerPNE = curPlayer.GetPNE()
-        if curPlayer.GetTotalPNE() != curPlayerPNE:
-            curPlayer.SetTotalPNE(curPlayerPNE)
-        #筋骨
-        curPlayerPHY = curPlayer.GetPHY()
-        if curPlayer.GetTotalPHY() != curPlayerPHY:
-            curPlayer.SetTotalPHY(curPlayerPHY)
-        #体魄
-        curPlayerCON = curPlayer.GetCON()
-        if curPlayer.GetTotalCON() != curPlayerCON: 
-            curPlayer.SetTotalCON(curPlayerCON)
-        
-        return
     
     #---------------------------------------------------------------------
     ## 刷新血量和魔
@@ -4960,10 +4950,10 @@
         curPlayer.ClearBattleEffect()
         
         initAttrDict = {
-                        ChConfig.TYPE_Calc_AttrCurSTR:curPlayer.GetBaseSTR(),
-                        ChConfig.TYPE_Calc_AttrCurPNE:curPlayer.GetBasePNE(),
-                        ChConfig.TYPE_Calc_AttrCurPHY:curPlayer.GetBasePHY(),
-                        ChConfig.TYPE_Calc_AttrCurCON:curPlayer.GetBaseCON(),
+                        #ChConfig.TYPE_Calc_AttrCurSTR:curPlayer.GetBaseSTR(),
+                        #ChConfig.TYPE_Calc_AttrCurPNE:curPlayer.GetBasePNE(),
+                        #ChConfig.TYPE_Calc_AttrCurPHY:curPlayer.GetBasePHY(),
+                        #ChConfig.TYPE_Calc_AttrCurCON:curPlayer.GetBaseCON(),
                         #ChConfig.TYPE_Calc_AttrSpeed:curPlayer.GetBaseSpeed(),
                         ChConfig.TYPE_Calc_AttrAtkSpeed:ChConfig.Def_BaseAtkSpeed,
                         ChConfig.TYPE_Calc_AttrFightExpRate:GameWorld.GetGameWorld().GetExpRate(),
@@ -4991,6 +4981,12 @@
         if not curPlayer.GetCanAttack():
             curPlayer.SetCanAttack(True)
             
+        #初始化灵根
+        SetMetal(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Metal))
+        SetWood(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Wood))
+        SetWater(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Water))
+        SetFire(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Fire))
+        SetEarth(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Earth))
         return True
     
     #---------------------------------------------------------------------
@@ -5405,35 +5401,6 @@
     if BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_SkillID_LimitSuperBuff, tick):
     
         PlayerControl(curPlayer).RefreshPlayerAttrByBuff()
-
-#---------------------------------------------------------------------
-##清除生产采集BUF
-# @param curPlayer 玩家实例
-# @param tick 时间戳
-# @param isLeaveServer 玩家是否离开服务器
-# @return 返回值无意义
-# @remarks 清除生产采集BUF
-def DelProduceBuff(curPlayer, tick, isLeaveServer=False):
-    
-    if not isLeaveServer:
-        if curPlayer.GetPlayerAction() != IPY_GameWorld.paProduce:
-            #玩家当前状态不在生产采集,不处理
-            return
-    
-    #清除生产buff(ID20021)
-    BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_ProduceBuffID, tick)
-    
-    #清除活动无敌Buff
-    BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_SkillID_ActionWuDi, tick)
-    
-    if not isLeaveServer:
-        #设置玩家空闲状态
-        ChangePlayerAction(curPlayer, IPY_GameWorld.paNull)
-        #通知客户端
-        curPlayer.Notify_ProductionState(ChConfig.Def_EndProduction)
-        
-        #PlayerControl(curPlayer).RefreshAllState()
-    return
     
 #---------------------------------------------------------------------
 ##特殊状态处理
@@ -5679,43 +5646,6 @@
                 totalExpRate -= effExpRate
                 
     return totalExpRate
-
-#---------------------------------------------------------------------
-
-## 获取玩家基础属性点
-#  @param job 职业类型
-#  @return baseSTR, basePNE, basePHY, baseCON
-def GetPlayerBasePoint(job):
-    baseSTR, basePNE, basePHY, baseCON = (0, 0, 0, 0)
-    
-    jobDict = IpyGameDataPY.GetFuncEvalCfg("CreatRolePoint%s" % job, 1)
-    
-    if not jobDict:
-        GameWorld.ErrLog('CreatRolePoint, job = %s' % (job))
-        return baseSTR, basePNE, basePHY, baseCON
-    
-    for key, value in jobDict.items():
-        
-        if type(key) == str:
-            key = key.upper()
-        
-        if key in ['STR', ShareDefine.Def_Effect_STR]:
-            baseSTR = value
-            
-        elif key in ['PNE', ShareDefine.Def_Effect_PNE]:
-            basePNE = value
-        
-        elif key in ['PHY', ShareDefine.Def_Effect_PHY]:
-            basePHY = value
-        
-        elif key in ['CON', ShareDefine.Def_Effect_CON]:
-            baseCON = value
-        
-        else:
-            GameWorld.ErrLog('CreatRolePoint, key = %s' % (key))
-            
-    return baseSTR, basePNE, basePHY, baseCON
-
 
 ##记录玩家失去金钱的流向记录,消息中会记录玩家拥有的金钱信息
 # @param curPlayer 玩家实例
@@ -6198,6 +6128,19 @@
         GameWorld.AddDictValue(attrDict, {i:value})
     return
 
+def CalcAttrDict_TypeEx(attrType, value, allAttrDict):
+    ## 统计玩家属性,累加
+    if value == 0:
+        return
+    
+    #[属性索引, 是否基础属性,(非)线性]
+    attrInfo = ChConfig.ItemEffect_AttrDict.get(attrType, [])
+    if attrInfo == []:
+        return
+    for i in attrInfo[0]:
+        GameWorld.AddDictValue(allAttrDict, {i:value})
+    return
+
 #===============================================================================
 # CalcAttr_Base,
 # CalcAttr_BaseNoline,
@@ -6229,6 +6172,29 @@
 #    return addAttrList
 #===============================================================================
 
+
+# 灵根 - 金木水火土
+def GetMetal(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Metal)
+def SetMetal(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Metal, value)
+def GetWood(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Wood)
+def SetWood(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Wood, value)
+def GetWater(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Water)
+def SetWater(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Water, value)
+def GetFire(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Fire)
+def SetFire(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Fire, value)
+def GetEarth(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Earth)
+def SetEarth(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Earth, value)
+# 灵根品级 - 金木水火土
+def GetMetalQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MetalQualityLV)
+def SetMetalQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_MetalQualityLV, value)
+def GetWoodQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WoodQualityLV)
+def SetWoodQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WoodQualityLV, value)
+def GetWaterQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WaterQualityLV)
+def SetWaterQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WaterQualityLV, value)
+def GetFireQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FireQualityLV)
+def SetFireQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FireQualityLV, value)
+def GetEarthQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_EarthQualityLV)
+def SetEarthQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_EarthQualityLV, value)
 
 #---玩家扩展接口, 战斗属性,不存数据库,只通知本人---
 
@@ -6624,52 +6590,18 @@
 def GetFuncDef(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CopyFuncAttr % (ChConfig.TYPE_Calc_AttrDEF - 1))
 def SetFuncDef(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_CopyFuncAttr % (ChConfig.TYPE_Calc_AttrDEF - 1), value)
 
-#---诛仙一击概率---
-def GetZhuXianRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ZhuxianRate)
-def SetZhuXianRate(curPlayer, value): 
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_ZhuxianRate, value)
-    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ZhuxianRate, value, False) 
-
-#---诛仙一击伤害百分比---
-def GetZhuXianHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ZhuxianHurtPer)
-def SetZhuXianHurtPer(curPlayer, value): 
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_ZhuxianHurtPer, value)
-    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ZhuxianHurtPer, value, False)
-
-
-## 增加天梯竞技场积分
-#  @param curPlayer 玩家实例
-#  @return
-def AddHighLadderCurrency(curPlayer, addCount, isSysMsg=True, isRefresh=True):
-    curCurrency = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HighLadder_Currency)
-    curCurrency += addCount
-    NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HighLadder_Currency, curCurrency)
-    
-    if isSysMsg:
-        #通知客户端得到金钱
-        NotifyCode(curPlayer, "GetMoney", [ShareDefine.TYPE_Price_HighLadder_Currency, addCount])
-    if isRefresh:
-        tick = GameWorld.GetGameWorld().GetTick()
-        HighLadderTube.SendHighLadderState(curPlayer, tick)
-    return
-
-
-## 用天梯竞技场积分付费
-#  @param curPlayer 玩家实例
-#  @return
-def PayHighLadderCurrency(curPlayer, payCount, isSysMsg=True, isRefresh=True):
-    curCurrency = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HighLadder_Currency)
-    if (curCurrency < payCount) or (payCount < 0):
-        return False, curCurrency, curCurrency
-    updCurrency = max(0, curCurrency - payCount)
-    NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HighLadder_Currency, updCurrency)
-    if isSysMsg:
-        #通知客户端失去点数
-        NotifyCode(curPlayer, "LostMoney", [ShareDefine.TYPE_Price_HighLadder_Currency, payCount]) 
-    if isRefresh:
-        tick = GameWorld.GetGameWorld().GetTick()
-        HighLadderTube.SendHighLadderState(curPlayer, tick)   
-    return True, curCurrency, updCurrency
+#普通攻击增伤:普通攻击附加的固定值伤害
+def GetNormalHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_NormalHurt)
+def SetNormalHurt(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_NormalHurt, value)
+#普通攻击加成:普通攻击附加的伤害百分比
+def GetNormalHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_NormalHurtPer)
+def SetNormalHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_NormalHurtPer, value)
+#法宝技能增伤:法宝技能攻击附加的固定值伤害
+def GetFabaoHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FabaoHurt)
+def SetFabaoHurt(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FabaoHurt, value)
+#法宝技能加成:法宝技能攻击附加的伤害百分比
+def GetFabaoHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FabaoHurtPer)
+def SetFabaoHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FabaoHurtPer, value)
 
 ## 计算功能背包物品属性 
 #  @param curPlayer 当前玩家
@@ -6713,7 +6645,7 @@
 #-------------------------------------------------------------------------------
 
 ## 设置保存功能事先计算好的属性值
-def SetCalcAttrListValue(curPlayer, funcIndex, allAttrList):
+def SetCalcAttrListValue(curPlayer, funcIndex, allAttrList, insidePerAttrDict={}):
     # 设置值之前先清空重置
     ClearCalcAttrListValue(curPlayer, funcIndex)
     
@@ -6733,32 +6665,34 @@
     if playerID not in PyGameData.g_playerFuncAttrDict:
         PyGameData.g_playerFuncAttrDict[playerID] = {}
     funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
-    funcAttrDict[funcIndex] = allAttrList
-    #GameWorld.DebugLog("保存功能点属性: funcIndex=%s, %s" % (funcIndex, allAttrList))
+    funcAttrDict[funcIndex] = [allAttrList, insidePerAttrDict]
+    #GameWorld.DebugLog("保存功能点属性: funcIndex=%s, %s, %s" % (funcIndex, allAttrList, insidePerAttrDict))
     return
 
 def GetCalcAttrListValue(curPlayer, funcIndex):
     ## 获取功能点预先计算的所加属性值
     attrList = [{} for _ in range(4)]
+    insidePerAttrDict = {}
     if isinstance(funcIndex, int):
         funcIndexList = [funcIndex]
     elif isinstance(funcIndex, list):
         funcIndexList = funcIndex
     else:
-        return attrList
+        return attrList, insidePerAttrDict
     
     playerID = curPlayer.GetPlayerID()
     if playerID not in PyGameData.g_playerFuncAttrDict:
-        return attrList
+        return attrList, insidePerAttrDict
     funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
     for funcIndex in funcIndexList:
         if funcIndex not in funcAttrDict:
             continue
-        funcAttrList = funcAttrDict[funcIndex]
+        funcAttrList, funcInsidePerAttrDict = funcAttrDict[funcIndex]
         for i, attrDict in enumerate(attrList):
             curAttrDict = funcAttrList[i]
             AddAttrDictValue(attrDict, curAttrDict)
-    return attrList
+        AddAttrDictValue(insidePerAttrDict, funcInsidePerAttrDict)
+    return attrList, insidePerAttrDict
 
 ## 重置缓存
 def ClearCalcAttrListValue(curPlayer, funcIndex):

--
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