From 8f9ba65c87a5f8cc0d59398638245ac1c788071e Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期五, 29 三月 2019 15:44:34 +0800
Subject: [PATCH] Merge branch 'master' of http://192.168.0.87:10010/r/SnxxServerCode

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py |  329 +++++++++++++++---------------------------------------
 1 files changed, 95 insertions(+), 234 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..e043a34 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
@@ -1181,10 +1178,6 @@
     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 +1191,6 @@
         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)
@@ -1451,11 +1442,6 @@
             PlayerTruck.PlayerTruckDown(curPlayer, curTruck)
         
     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)
@@ -2777,7 +2763,9 @@
 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 +2976,6 @@
     # 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
     #===========================================================================
@@ -3425,7 +3409,7 @@
     '''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'''
     beforeFreePoint = curPlayer.GetFreePoint()
-
+    
     setFreePoint = GetAllPointByLV(curPlayer)
     curLV = curPlayer.GetLV()
     addDataDict = {'beforeFreePoint':beforeFreePoint}
@@ -3434,30 +3418,6 @@
     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
     
 #---------------------------------------------------------------------
 
@@ -3698,15 +3658,6 @@
         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 +3688,6 @@
         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 +3733,7 @@
         # 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 +3972,72 @@
         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
+            pqAttrID = ipyData.GetPointQualityAttrID()
+            pqAttrValueList = ipyData.GetPointQualityAttrValueList()
+            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 +4127,6 @@
         PlayerPet.CalcPetItemAddPlayerAttr(curPlayer)
         PlayerRune.RefreshRuneAttr(curPlayer)
         PlayerMagicWeapon.CalcMagicWeaponAttr(curPlayer)
-        PlayerMagicWeapon.CalcMagicWeaponSoulAttr(curPlayer)
         PlayerSuccess.CalcSuccessAttr(curPlayer)
         PlayerVip.CalcVIPAttr(curPlayer)
         PlayerRefineStove.CalcStoveAttr(curPlayer)
@@ -4311,7 +4281,6 @@
         #    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 = []
         for funcIndex in ChConfig.CalcAttrFuncList:
             if funcIndex in ChConfig.CalcAttrExFuncListNoFightPower:
@@ -4320,8 +4289,8 @@
                 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]:
+                funcAttrInfoList.append([{} for _ in range(4)])
                 continue
             attrInfo = GetCalcAttrListValue(curPlayer, funcIndex)
             if attrInfo != notAttrList:
@@ -4341,8 +4310,11 @@
         # 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)
         funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase] = roleBaseAttrInfo
+        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))
         
         #self.PrintAttr(curPlayer, "基础后")
         
@@ -4893,33 +4865,6 @@
         
         #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 +4905,10 @@
         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 +4936,12 @@
         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 +5356,6 @@
     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 +5601,6 @@
                 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
@@ -6230,6 +6115,29 @@
 #===============================================================================
 
 
+# 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---
 
 ##玩家移动速度值, 不含buff对速度的影响; 功能等对速度的影响直接改变此值
@@ -6623,53 +6531,6 @@
 #---功能层防御值----
 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
 
 ## 计算功能背包物品属性 
 #  @param curPlayer 当前玩家

--
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