From 81de9d0ad10ff2e5c73cc311e8cca6b4e7e42bcf Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 19 四月 2019 19:21:06 +0800
Subject: [PATCH] 6459 【后端】【2.0】缥缈仙域开发单(跨服副本动态线路分流人数配置)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py |  456 ++++++++++++++++++++++++++++++++++-----------------------
 1 files changed, 272 insertions(+), 184 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 ddc9484..ab00db7 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -74,6 +74,7 @@
 import PlayerMagicWeapon
 import GameLogic_SealDemon
 import GameLogic_ZhuXianBoss
+import GameLogic_CrossDemonKing
 import PlayerTJG
 import PlayerVip
 import PlayerRefineStove
@@ -1178,10 +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:
@@ -1214,12 +1211,11 @@
     PyGameData.g_needRefreshMapServerState = True # 有玩家离开地图设置需要刷新
     
     PlayerSuccess.FinishDelayAddSuccessProgress(curPlayer, tick)
-    
+    playerID = curPlayer.GetPlayerID()
     if not isDisconnect:
         CrossPlayerData.ClearCrossSyncDataCache(curPlayer)
-        
+        PyGameData.g_fbBuyBuffTimeDict.pop(playerID, None)
     #清除地图玩家缓存
-    playerID = curPlayer.GetPlayerID()
     PyGameData.g_zhuXianSkillAddPerDict.pop(playerID, None)
     PyGameData.g_zhuXianSkillReducePerDict.pop(playerID, None)
     PyGameData.g_playerFuncAttrDict.pop(playerID, None)
@@ -1447,11 +1443,6 @@
         
     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)
     
@@ -1595,9 +1586,12 @@
 
 #---------------------------------------------------------------------
 
-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
@@ -1622,7 +1616,41 @@
         NotifyCode(curPlayer, "SingleEnterPK", [mapID])
         return
     
-    GY_Query_CrossRealmReg.RegisterEnterCrossServer(curPlayer, mapID)
+    fbIpyData = FBCommon.GetFBIpyData(mapID)
+    if fbIpyData:
+        fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, lineID, False)
+        if not fbLineIpyData:
+            GameWorld.DebugLog("副本表找不到副本对应功能线路!mapID=%s,lineID=%s" % (mapID, lineID))
+            return
+        ret = FBCommon.CheckCanEnterFBComm(curPlayer, mapID, lineID, fbIpyData, fbLineIpyData)
+        if ret != ShareDefine.EntFBAskRet_OK:
+            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(mapID, lineID)
+            if not bossID:
+                return
+            extendInfo["BossID"] = bossID
+            
+        msgDict = {"PlayerID":curPlayer.GetPlayerID(), "MapID":mapID, "FuncLineID":lineID}
+        if extendInfo:
+            msgDict.update(extendInfo)
+        GameWorld.SendMsgToCrossServer(ShareDefine.ClientServerMsg_EnterFB, msgDict)
+        return
+    
+    GY_Query_CrossRealmReg.RegisterEnterCrossServer(curPlayer, mapID, lineID=lineID)
     return
 
 ##玩家进入副本
@@ -1718,6 +1746,9 @@
             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(mapID, lineID)
+            extendParamList = [bossID]
             
         SendToGameServerEnterFB(curPlayer, mapID, lineID, tick, extendParamList)
         return
@@ -3407,16 +3438,21 @@
     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)
@@ -3454,8 +3490,6 @@
     def ClearAttr(self):
         for attrIndex in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
             value = 0
-#            if attrIndex == ChConfig.TYPE_Calc_SuperHit:
-#                value = ChConfig.Def_SuperHitPercent # 默认最低暴击倍值
             setattr(self, self.__AttrName % attrIndex, value)
         for attrIndex in self.__NolineAttrList:
             setattr(self, self.__AttrNameNoline % attrIndex, 0)            
@@ -3504,15 +3538,18 @@
         Miss = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrMiss) * fpParam.GetCftMiss() # 闪避值
         AtkSpeed = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrAtkSpeed) # 攻击速度(数值非攻击间隔)
         SuperHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRate) # 暴击率
-        SuperHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHit) # 暴击伤害倍率
-        SuperHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitReducePer) * fpParam.GetCftSuperHitReduce() # 暴击伤害减免
+        SuperHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRateReduce) # 暴击概率抗性
+        SuperHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHit) # 暴击伤害固定值
+        SuperHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitReduce) * fpParam.GetCftSuperHitReduce() # 暴击固定减伤
         LuckyHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRate) # 会心一击
-        LuckyHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHit) # 会心一击伤害倍率
         LuckyHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRateReduce) * fpParam.GetCftLuckyHitRateReduce() # 会心一击概率抗性
+        LuckyHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHit) # 会心一击伤害固定值
+        LuckyHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitReduce) # 会心一击伤害固定减伤
         SkillAtkRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SkillAtkRate) * fpParam.GetCftSkillAtkRate() # 技能攻击比例加成
         SkillAtkRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SkillAtkRateReduce) * fpParam.GetCftSkillAtkRateReduce() # 技能攻击比例减少
-        DamagePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePer) * fpParam.GetCftDamagePer() # 伤害输出计算百分比
-        DamReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrDamReduce) * fpParam.GetCftDamReduce() # 伤害输出计算百分比减少, 伤害吸收
+        DamagePVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVP) * fpParam.GetCftDamagePer() # PVP固定伤害
+        DamagePVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVPReduce) * fpParam.GetCftDamReduce() # PVP固定减伤
+        DamagePVE = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVE) * fpParam.GetCftDamagePer() # PVE固定伤害
         HPRestore = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_HPRestorePer) # 自动回复血量,固定值
         DamBackPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamBackPer) * fpParam.GetCftDamBackPer() # 反伤百分比
         SpeedValue = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrSpeed) # 移动速度值
@@ -3531,6 +3568,8 @@
         FaintDefRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FaintDefRate) * fpParam.GetCftFaintDefRate() # 击晕抵抗
         FinalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurt) # 最终固定伤害增加
         FinalHurtReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReduce) # 最终固定伤害减少
+        FinalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtPer) # 最终伤害万分率
+        FinalHurtReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReducePer) # 最终伤害减少万分率
         DamagePerPVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVP) * fpParam.GetCftDamagePerPVP() # 伤害输出计算百分比PVP
         DamagePerPVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVPReduce) * fpParam.GetCftDamagePerPVPReduce() # 伤害输出计算百分比PVP减少
         JobAHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobAHurtAddPer) * fpParam.GetCftJobAHurtAddPer() # 对目标战士伤害加成
@@ -3539,6 +3578,12 @@
         JobAAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobAAtkReducePer) * fpParam.GetCftJobAAtkReducePer() # 战士攻击伤害减免
         JobBAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobBAtkReducePer) * fpParam.GetCftJobBAtkReducePer() # 法师攻击伤害减免
         JobCAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobCAtkReducePer) * fpParam.GetCftJobCAtkReducePer() # 弓箭攻击伤害减免
+        
+        NormalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurt) 
+        NormalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurtPer) 
+        FabaoHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurt)
+        FabaoHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurtPer)
+        Luck = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_Luck)
         
         ComboRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboRate) # 连击几率
         ComboDamPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboDamPer) # 连击伤害
@@ -3626,6 +3671,9 @@
     #  @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)
@@ -3667,15 +3715,6 @@
         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
@@ -3706,7 +3745,6 @@
         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)
@@ -4047,8 +4085,10 @@
             pointFuncInfo[1](curPlayer, curPQLV)
             if not curPQLV:
                 continue
-            pqAttrID = ipyData.GetPointQualityAttrID()
-            pqAttrValueList = ipyData.GetPointQualityAttrValueList()
+            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))
@@ -4233,40 +4273,34 @@
     
     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
         
@@ -4292,7 +4326,7 @@
         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...
@@ -4300,21 +4334,19 @@
         #    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 = {}
-        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 in [ChConfig.Def_CalcAttrFunc_RoleBase, ChConfig.Def_CalcAttrFunc_LingGenQuailty]:
-                funcAttrInfoList.append([{} for _ in range(4)])
                 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])
@@ -4328,12 +4360,14 @@
             
         # 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)
-        lingGenQualityAttrList = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty)
+        roleBaseAttrInfo, roleInsidePerAttrDict = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase)
+        lingGenQualityAttrList, lingGenQualityInsidePerAttrDict = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty)
         funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase] = roleBaseAttrInfo
+        funcInsidePerAttrList[ChConfig.Def_CalcAttrFunc_RoleBase] = roleInsidePerAttrDict
         funcAttrInfoList[ChConfig.Def_CalcAttrFunc_LingGenQuailty] =  lingGenQualityAttrList
-        GameWorld.DebugLog("功能点属性: %s, %s" % (ChConfig.Def_CalcAttrFunc_RoleBase, roleBaseAttrInfo))
-        GameWorld.DebugLog("功能点属性: %s, %s" % (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")
         
@@ -4360,7 +4394,7 @@
                            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:
@@ -4386,80 +4420,90 @@
             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)
@@ -4599,8 +4643,8 @@
                 setAttrDict[ChConfig.AttrName_DefRate] = int(lvIpyData.GetReMiss() * attrPer) # 闪避
                 setAttrDict[ChConfig.AttrName_AtkSpeed] = int(lvIpyData.GetReAtkSpeed() * attrPer) # 攻击速度
                 setAttrDict[ChConfig.AttrName_SkillAtkRate] = int(lvIpyData.GetReSkillAtkRate() * attrPer) # 技能伤害比例
-                setAttrDict[ChConfig.AttrName_DamagePer] = int(lvIpyData.GetReDamagePer() * attrPer) # 增加伤害
-                setAttrDict[ChConfig.AttrName_DamReducePer] = int(lvIpyData.GetReDamReduce() * attrPer) # 减少伤害
+                setAttrDict[ChConfig.AttrName_DamagePVP] = int(lvIpyData.GetReDamagePer() * attrPer) # PVP固定伤害
+                setAttrDict[ChConfig.AttrName_DamagePVPReduce] = int(lvIpyData.GetReDamReduce() * attrPer) # PVP固定减伤
                 setAttrDict[ChConfig.AttrName_IgnoreDefRate] = int(lvIpyData.GetReIgnoreDefRate() * attrPer) # 无视防御比例
                 setAttrDict[ChConfig.AttrName_LuckyHitRate] = int(lvIpyData.GetReLuckyHitRate() * attrPer) # 会心一击率
                 setAttrDict[ChConfig.AttrName_LuckyHit] = int(lvIpyData.GetReLuckyHit() * attrPer) # 会心一击伤害
@@ -4936,9 +4980,6 @@
                         ChConfig.TYPE_Calc_HitSucessRate:ChConfig.Def_MaxRateValue,
                         ChConfig.TYPE_Calc_CurePer:ChConfig.Def_MaxRateValue,
                         
-                        #ChConfig.TYPE_Calc_SuperHit:ChConfig.Def_SuperHitPercent,
-                        #ChConfig.TYPE_Calc_GreatHit:ChConfig.Def_GreatHitVal,
-                        #ChConfig.TYPE_Calc_LuckyHit:ChConfig.Def_LuckyHitVal,
                         }
         
         for i in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
@@ -6102,6 +6143,19 @@
         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,
@@ -6247,16 +6301,19 @@
 def SetJobCAtkReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_JobCAtkReducePer, value)
 
 #---特殊伤害减免---
-## 会心一击伤害减免
-def GetLuckyHitReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_LuckyHitReducePer)
-def SetLuckyHitReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_LuckyHitReducePer, value)
+## 会心一击伤害减免固定值
+def GetLuckyHitReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_LuckyHitReduce)
+def SetLuckyHitReduce(curPlayer, value): 
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_LuckyHitReduce, value)
+    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_LuckyHitReduce, value, False)
+    
 ## 卓越一击伤害减免
 def GetGreatHitReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GreatHitReducePer)
 def SetGreatHitReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GreatHitReducePer, value)
-## 致命一击伤害减免
-def GetSuperHitReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SuperHitReducePer)
-def SetSuperHitReducePer(curPlayer, value):
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_SuperHitReducePer, value)
+## 暴击伤害减免
+def GetSuperHitReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SuperHitReduce)
+def SetSuperHitReduce(curPlayer, value):
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_SuperHitReduce, value)
     curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_SuperHitReduce, value, False)
 ## 无视防御伤害减免
 def GetIgnoreDefReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_IgnoreDefReducePer)
@@ -6271,9 +6328,11 @@
 ## 抗卓越一击概率
 def GetGreatHitRateReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GreatHitRateReduce)
 def SetGreatHitRateReduce(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GreatHitRateReduce, value)
-## 抗致命一击概率
+## 抗暴击概率
 def GetSuperHitRateReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SuperHitRateReduce)
-def SetSuperHitRateReduce(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SuperHitRateReduce, value)
+def SetSuperHitRateReduce(curPlayer, value): 
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_SuperHitRateReduce, value)
+    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_SuperHitRateReduce, value, False)
 ## 抗无视防御概率
 def GetIgnoreDefRateReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_IgnoreDefRateReduce)
 def SetIgnoreDefRateReduce(curPlayer, value):
@@ -6296,6 +6355,13 @@
 def SetFinalHurtPer(curPlayer, value):
     curPlayer.SetDict(ChConfig.Def_PlayerKey_FinalHurtPer, value)
     curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_FinalHurtPer, value, False)
+    
+## 最终伤害减免百分比
+def GetFinalHurtReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurtReducePer)
+def SetFinalHurtReducePer(curPlayer, value):
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_FinalHurtReducePer, value)
+    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_FinalHurtReducePer, value, False)
+    
 ## 最终固定伤害增加
 def GetFinalHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurt)
 def SetFinalHurt(curPlayer, value):
@@ -6458,15 +6524,22 @@
 def SetSkillAtkRateReduce(curPlayer, value):
     curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillAtkRateReduce, value)
     curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_SkillAtkRateReduce, value, False)
-#---伤害输出计算百分比----
-def GetDamagePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePer)
-def SetDamagePer(curPlayer, value):
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePer, value)
-    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_DamagePer, value, False)
-#---伤害输出计算百分比对NPC附加----
-def GetDamagePerPVE(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePerPVE)
-def SetDamagePerPVE(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePerPVE, value)
-
+#---PVP固定伤害----
+def GetDamagePVP(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePVP)
+def SetDamagePVP(curPlayer, value):
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePVP, value)
+    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_DamagePVP, value, False)
+#---PVP固定伤害减少----
+def GetDamagePVPReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePVPReduce)
+def SetDamagePVPReduce(curPlayer, value):
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePVPReduce, value)
+    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_DamagePVPReduce, value, False)
+#---伤害输出固定值计算对NPC附加----
+def GetDamagePVE(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePVE)
+def SetDamagePVE(curPlayer, value): 
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePVE, value)
+    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_DamagePVE, value, False)
+    
 #---伤害输出计算百分比对玩家附加----
 def GetDamagePerPVP(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePerPVP)
 def SetDamagePerPVP(curPlayer, value):
@@ -6551,6 +6624,19 @@
 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)
 
+#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
 #  @param packType 背包类型
@@ -6593,7 +6679,7 @@
 #-------------------------------------------------------------------------------
 
 ## 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)
     
@@ -6613,32 +6699,34 @@
     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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