From 9d83acea1ff47d5b04e3ce700cdd4148e58d386a Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 15 三月 2019 16:38:05 +0800
Subject: [PATCH] 6343 【后端】【2.0】多套装备刷属性优化

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStone.py |   49 +-
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py                  |    6 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipWash.py          |   14 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py                      |  418 +++++++++++++-------
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py                |    2 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py                       |   68 ++
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/PyGameData.py                        |    2 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipPartPlusLV.py    |   90 ++--
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py   |    9 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py                |   62 +-
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTJG.py                  |   15 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/Buff_502.py          |    2 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/EffGetSet.py                   |    6 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/PrintFightPower.py       |   21 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py        |    2 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py          |    3 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py           |    9 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py              |    4 
 ServerPython/CoreServerGroup/GameServer/Script/ShareDefine.py                                            |   68 ++
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipPartStar.py      |   12 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py              |  129 +----
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py                          |  170 ++++----
 22 files changed, 616 insertions(+), 545 deletions(-)

diff --git a/ServerPython/CoreServerGroup/GameServer/Script/ShareDefine.py b/ServerPython/CoreServerGroup/GameServer/Script/ShareDefine.py
index 0eea719..96b19c9 100644
--- a/ServerPython/CoreServerGroup/GameServer/Script/ShareDefine.py
+++ b/ServerPython/CoreServerGroup/GameServer/Script/ShareDefine.py
@@ -420,8 +420,6 @@
 Def_Effect_MissRate = 45 #20026
 #杀怪经验百分比, 百分比增加基础杀怪经验(a值为万分率,直接加上)
 Def_Effect_FightExpRate = 46
-#魂器基础属性百分比
-Def_Effect_HorcruxBasePer = 48
 Def_Effect_SkillAtkRateReduce = 49 #20032
 #增加HP(A值填万分率)
 Def_Effect_MaxHPPer = 50 #20023
@@ -443,20 +441,45 @@
 Def_Effect_StoneMaxHPPer = 58
 #宝石攻击百分比
 Def_Effect_StoneAtkPer = 59
-#装备基础百分比
+#装备基础百分比 - 含特殊装备位
 Def_Effect_EquipBaseAddPer = 60
+#基础装备百分比
+Def_Effect_BaseEquipAddPer = 64
 #冰攻百分比(A值为万分率)
 Def_Effect_IceAtkPer = 61
 #冰防百分比(A值为万分率)
 Def_Effect_IceDefPer = 62
-#防具生命百分比
-Def_Effect_ArmorMaxHPAddPer = 63
-#圣器攻击百分比
-Def_Effect_RelicsAtkAddPer = 64
-#武器攻击百分比
-Def_Effect_WeaponAtkAddPer = 65
-#防具防御百分比
+#基础装备生命百分比
+Def_Effect_BaseEquipMaxHPAddPer = 63
+#基础装备攻击百分比
+Def_Effect_BaseEquipAtkAddPer = 65
+#防具防御百分比 - 废弃
 Def_Effect_ArmorDefAddPer = 66
+#主手基础属性值 百分比
+Def_Effect_WeaponAddPer = 121
+#副手基础属性值 百分比
+Def_Effect_Weapon2AddPer = 122
+#腰带基础属性值 百分比
+Def_Effect_BeltAddPer = 123
+#手套基础属性值 百分比
+Def_Effect_GloveAddPer = 124
+#衣袍基础属性值 百分比
+Def_Effect_ClothesAddPer = 125
+#帽子基础属性值 百分比
+Def_Effect_HatAddPer = 126
+#下装基础属性值 百分比
+Def_Effect_TrousersAddPer = 127
+#鞋履基础属性值 百分比
+Def_Effect_ShoesAddPer = 128
+#仙器A基础属性值 百分比
+Def_Effect_FairyCanAddPer = 129
+#仙器B基础属性值 百分比
+Def_Effect_FairyCan2AddPer = 130
+#仙绳基础属性值 百分比
+Def_Effect_NeckAddPer = 131
+#莲台基础属性值 百分比
+Def_Effect_JadeAddPer = 132
+
 Def_Effect_MinAtk = 67 # 最小攻击
 Def_Effect_MaxAtk = 68 # 最大攻击
 
@@ -1358,13 +1381,13 @@
 )=range(5)
 
 # 战斗力模块类型
-Def_MFPType_Max = 29
+Def_MFPType_Max = 44
 ModuleFightPowerTypeList = (
 Def_MFPType_Role, # 角色 0
-Def_MFPType_Equip, # 装备(基本装备位) 1
+Def_MFPType_Equip, # 装备(基本装备位) 1  - 废弃
 Def_MFPType_Plus, # 强化 2
 Def_MFPType_Stone, # 宝石 3
-Def_MFPType_Suit, # 套装 4
+Def_MFPType_Suit, # 套装 4 - 废弃
 Def_MFPType_Wing, # 翅膀 5
 Def_MFPType_Wash, # 洗练 6
 Def_MFPType_Pet, # 灵宠 7
@@ -1373,7 +1396,7 @@
 Def_MFPType_GodWeapon, # 神兵 10
 Def_MFPType_Dienstgrad, #称号 11
 Def_MFPType_Rune, # 符印 12
-Def_MFPType_Horcrux, # 魂器 13
+Def_MFPType_13, #
 Def_MFPType_MagicWeapon1, # 人族法宝 14
 Def_MFPType_StoveYao, # 炼丹炉丹药 15
 Def_MFPType_MagicWeapon2, # 魔族法宝 16
@@ -1385,7 +1408,22 @@
 Def_MFPType_GatherSoul, # 聚魂 22
 Def_MFPType_MagicWeapon4, # 王者法宝 23
 Def_MFPType_Coat, # 时装 24
-Def_MFPType_ZhuXian, # 诛仙 25
+Def_MFPType_ZhuXian, # 诛仙 25  - 废弃
+Def_MFPType_Equip1, # 境界装备1阶 26
+Def_MFPType_Equip2, # 境界装备2阶 27
+Def_MFPType_Equip3, # 境界装备3阶 28
+Def_MFPType_Equip4, # 境界装备4阶 29
+Def_MFPType_Equip5, # 境界装备5阶 30
+Def_MFPType_Equip6, # 境界装备6阶 31
+Def_MFPType_Equip7, # 境界装备7阶 32
+Def_MFPType_Equip8, # 境界装备8阶 33
+Def_MFPType_Equip9, # 境界装备9阶 34
+Def_MFPType_Equip10, # 境界装备10阶 35
+Def_MFPType_Equip11, # 境界装备11阶 36
+Def_MFPType_Equip12, # 境界装备12阶 37
+Def_MFPType_Equip13, # 境界装备13阶 38
+Def_MFPType_Equip14, # 境界装备14阶 39
+Def_MFPType_Equip15, # 境界装备15阶 40
 Def_MFPType_Other, # 其他
 
 #以下暂时没用到,改时再处理
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
index 9383283..f35908b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -57,7 +57,7 @@
 import ChPyNetSendPack
 import NetPackCommon
 import FamilyRobBoss
-import EquipZhuXian
+#import EquipZhuXian
 import FBCommon
 import ChNPC
 
@@ -1427,13 +1427,14 @@
     if atkObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
         return skillPer
     
-    skillTypeID = curSkill.GetSkillTypeID()
+    #skillTypeID = curSkill.GetSkillTypeID()
     
-    addPer = EquipZhuXian.GetZhuXianEquipSkillAddPer(atkObj.GetPlayerID(), skillTypeID)
+    addPer = 0
     reducePer = 0
+    #addPer += EquipZhuXian.GetZhuXianEquipSkillAddPer(atkObj.GetPlayerID(), skillTypeID)
     
     if defObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
-        reducePer = EquipZhuXian.GetZhuXianEquipSkillReducePer(defObj.GetPlayerID(), skillTypeID)
+        #reducePer = EquipZhuXian.GetZhuXianEquipSkillReducePer(defObj.GetPlayerID(), skillTypeID)
         
         #根据防守方职业 计算攻击方伤害加成
         if defObj.GetJob() in [ShareDefine.PlayerJob_Warrior, ShareDefine.PlayerJob_Knight]:
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index 82b4586..f51c7c8 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -68,7 +68,7 @@
 Def_BuffValue_Count = 3     # buff记录的value个数
 
 #游戏对象属性--------------------------------------------
-Def_Calc_AllAttrType_MAX = 133
+Def_Calc_AllAttrType_MAX = 127
 #基本属性BUFF计算,顺序与 ObjProperty_AttrByIndex 对应,同时也为buff效果ID同步通知策划
 TYPE_Calc_AttrList = (
 #基础属性
@@ -188,12 +188,6 @@
 TYPE_Calc_BaseDefAddPer,                # 基础防御百分比
 TYPE_Calc_BaseHitAddPer,                # 基础命中百分比
 TYPE_Calc_BaseMissAddPer,               # 基础闪避百分比
-TYPE_Calc_HorcruxBasePer,               # 魂器基础百分比
-TYPE_Calc_EquipBaseAddPer,              # 装备基础百分比 105
-TYPE_Calc_WeaponAtkAddPer,              # 武器基础攻击百分比
-TYPE_Calc_RelicsAtkAddPer,              # 圣器基础攻击百分比
-TYPE_Calc_ArmorMaxHPAddPer,             # 防具基础生命百分比
-TYPE_Calc_ArmorDefAddPer,               # 防具基础防御百分比
 TYPE_Calc_GodWeaponMaxHPPer,            # 神兵生命百分比 110
 TYPE_Calc_GodWeaponAtkPer,              # 神兵攻击百分比
 TYPE_Calc_StoneMaxHPPer,                # 宝石生命百分比
@@ -403,9 +397,11 @@
                       ShareDefine.retBelt:[Def_ItemType_retBelt],
                       ShareDefine.retTrousers:[Def_ItemType_retTrousers],
                       ShareDefine.retShoes:[Def_ItemType_retShoes],
+                      ShareDefine.retGlove:[Def_ItemType_retGlove],
                       ShareDefine.retNeck:[Def_ItemType_retNeck],
                       ShareDefine.retFairyCan:[Def_ItemType_retFairyCan],
                       ShareDefine.retFairyCan2:[Def_ItemType_retFairyCan2],
+                      ShareDefine.retJade:[Def_ItemType_retJade],
                       ShareDefine.retWing:[Def_ItemType_retWing],
                       ShareDefine.retGuard1:[Def_ItemType_retGuard1],
                       ShareDefine.retGuard2:[Def_ItemType_retGuard2],
@@ -794,9 +790,6 @@
 Def_EquipItemType_TJGAutoEat = xrange(Def_ItemType_retWeapon, Def_ItemType_retShoes + 1)
 #装备类型
 Def_EquipItemType = range(Def_ItemType_retWeapon, Def_ItemType_DogzEquipScute + 1) + range(Def_ItemType_ZXCloak, Def_ItemType_ZXWeapon4 + 1)
-
-#武器类型
-Def_WeaponItemType = [Def_ItemType_retWeapon, Def_ItemType_retWeapon2]
 
 #神兽装备类型
 Def_DogzEquiipType = xrange(Def_ItemType_DogzEquipHorn, Def_ItemType_DogzEquipScute + 1)
@@ -2384,18 +2377,6 @@
 #数据中的装备位置和程序中的装备位置对照表
 #参考 ShareDefine.RoleEquipType
 
-#武器装备栏位置列表
-Def_WeaponRetList = [ShareDefine.retWeapon, ShareDefine.retWeapon2]
-
-#仙器, 装备栏位置列表
-Def_FairyCanList = [ShareDefine.retFairyCan, ShareDefine.retFairyCan2]
-
-
-#攻击类装备, 装备栏位置列表
-Def_AttackEquipRetList = [ShareDefine.retWeapon] 
-#防御类装备, 装备栏位置列表
-Def_DefenceEquipRetList = [ShareDefine.retClothes]
-
 # 可操作强化洗练等功能的公共装备部位索引
 Pack_EquipPart_CanPlusStar = {
                               IPY_GameWorld.rptEquip:[
@@ -2412,19 +2393,18 @@
                                             ShareDefine.retFairyCan2,   #11 仙器2
                                             ShareDefine.retJade,        #12 玉佩
                                                       ],
-
                               }
 
-## 基础装备位 - 武器
-BaseEquipPlace_Weapon = [ShareDefine.retWeapon, ShareDefine.retWeapon2]
-## 基础装备位 - 防具
-BaseEquipPlace_Armor = [ShareDefine.retHat, ShareDefine.retClothes, ShareDefine.retBelt, ShareDefine.retTrousers, ShareDefine.retShoes]
-## 基础装备位 - 圣器
-BaseEquipPlace_Relics = [ShareDefine.retNeck, ShareDefine.retFairyCan, ShareDefine.retFairyCan2]
-BaseEquipPlaceList = BaseEquipPlace_Weapon + BaseEquipPlace_Armor + BaseEquipPlace_Relics
-
-#玩家当前可装备的装备类型
-Type_Equip_CanTake = ShareDefine.RoleEquipType
+## 装备位 - 基础攻击类
+EquipPlace_BaseWeapon = [ShareDefine.retWeapon, ShareDefine.retWeapon2, ShareDefine.retBelt, ShareDefine.retGlove]
+## 装备位 - 基础防具类
+EquipPlace_BaseArmor = [ShareDefine.retHat, ShareDefine.retClothes, ShareDefine.retTrousers, ShareDefine.retShoes]
+## 装备位 - 仙器
+EquipPlace_Relics = [ShareDefine.retFairyCan, ShareDefine.retFairyCan2]
+## 装备位 - 特殊
+EquipPlace_Special = [ShareDefine.retNeck, ShareDefine.retFairyCan, ShareDefine.retFairyCan2, ShareDefine.retJade]
+## 装备位 - 所有基础
+EquipPlace_Base = EquipPlace_BaseWeapon + EquipPlace_BaseArmor
 
 #装备物品位置,不需要重刷属性
 EquipItemNoRefreshState = [
@@ -2440,17 +2420,7 @@
     ShareDefine.retGuard1,    #14 守护1
     ShareDefine.retHorse,        #19 坐骑
                              ]
-#套装装备部位列表
-Def_SuitEquipPlaceList = [
-    ShareDefine.retWeapon,      #1 主手
-    ShareDefine.retWeapon2,     #2 副手
-    ShareDefine.retHat,         #3 帽子
-    ShareDefine.retClothes,     #4 衣服
-    ShareDefine.retBelt,        #5 腰带
-    ShareDefine.retTrousers,    #6 裤子
-    ShareDefine.retShoes,       #7 鞋子
-    ShareDefine.retGlove,       #8 手套
-    ]
+
 #---------------------------------------------------------------------
 #特殊物品光环,永久存在
 Def_SuperBuffList = [
@@ -3226,12 +3196,6 @@
 Def_PlayerKey_BaseDefAddPer = "BaseDefAddPer" # 基础防御百分比
 Def_PlayerKey_BaseHitAddPer = "BaseHitAddPer" # 基础命中百分比
 Def_PlayerKey_BaseMissAddPer = "BaseMissAddPer" # 基础闪避百分比
-Def_PlayerKey_HorcruxBasePer = "HorcruxBasePer" # 魂器基础百分比
-Def_PlayerKey_EquipBaseAddPer = "EquipBaseAddPer" # 装备基础百分比
-Def_PlayerKey_WeaponAtkAddPer = "WeaponAtkAddPer" # 武器基础攻击百分比
-Def_PlayerKey_RelicsAtkAddPer = "RelicsAtkAddPer" # 圣器基础攻击百分比
-Def_PlayerKey_ArmorMaxHPAddPer = "ArmorMaxHPAddPer" # 防具基础生命百分比
-Def_PlayerKey_ArmorDefAddPer = "ArmorDefAddPer" # 防具基础防御百分比
 Def_PlayerKey_GodWeaponMaxHPPer = "GodWeaponMaxHPPer" # 神兵生命百分比
 Def_PlayerKey_GodWeaponAtkPer = "GodWeaponAtkPer" # 神兵攻击百分比
 Def_PlayerKey_StoneMaxHPPer = "StoneMaxHPPer" # 宝石生命百分比
@@ -3256,9 +3220,6 @@
 Def_PlayerKey_FruitAttr = "FruitAttr_%s_%s" # 属性果实增加的属性,参数为(功能索引, 物品效果id)
 Def_PlayerKey_FruitFightPowerEx = "FruitFightPowerEx_%s" # 属性果实增加的附加战力,参数为(功能索引)
 Def_PlayerKey_FamilyLVLeave = "FamilyLVLeave" # 离开的最后一个家族的等级
-
-Def_PlayerKey_CalcAddAttrType = "CalcAType_%s_%s_%s"   # 刷属性类型, 参数[funcIndex, attrIndex, 缓存编号]
-Def_PlayerKey_CalcAddAttrValue = "CalcAValue_%s_%s_%s"   # 刷属性值, 参数[funcIndex, attrIndex, 缓存编号]
 
 Def_PDict_QueryTechLVUPState = "QueryTechLVUPState"  # 查询科技等级提升状态
 
@@ -4315,13 +4276,6 @@
     ShareDefine.Def_Effect_BaseDefAddPer:[[TYPE_Calc_BaseDefAddPer], False, TYPE_NoLinear],
     ShareDefine.Def_Effect_BaseHitAddPer:[[TYPE_Calc_BaseHitAddPer], False, TYPE_NoLinear],
     ShareDefine.Def_Effect_BaseMissAddPer:[[TYPE_Calc_BaseMissAddPer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_HorcruxBasePer:[[TYPE_Calc_HorcruxBasePer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_EquipBaseAddPer:[[TYPE_Calc_WeaponAtkAddPer, TYPE_Calc_RelicsAtkAddPer, 
-                                             TYPE_Calc_ArmorMaxHPAddPer, TYPE_Calc_ArmorDefAddPer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_WeaponAtkAddPer:[[TYPE_Calc_WeaponAtkAddPer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_RelicsAtkAddPer:[[TYPE_Calc_RelicsAtkAddPer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_ArmorMaxHPAddPer:[[TYPE_Calc_ArmorMaxHPAddPer], False, TYPE_NoLinear],
-    ShareDefine.Def_Effect_ArmorDefAddPer:[[TYPE_Calc_ArmorDefAddPer], False, TYPE_NoLinear],
     ShareDefine.Def_Effect_GodWeaponMaxHPPer:[[TYPE_Calc_GodWeaponMaxHPPer], False, TYPE_NoLinear],
     ShareDefine.Def_Effect_GodWeaponAtkPer:[[TYPE_Calc_GodWeaponAtkPer], False, TYPE_NoLinear],
     ShareDefine.Def_Effect_StoneMaxHPPer:[[TYPE_Calc_StoneMaxHPPer], False, TYPE_NoLinear],
@@ -4342,14 +4296,6 @@
                         TYPE_Calc_BaseDefAddPer:[TYPE_Calc_AttrDEF],
                         TYPE_Calc_BaseHitAddPer:[TYPE_Calc_AttrHit],
                         TYPE_Calc_BaseMissAddPer:[TYPE_Calc_AttrMiss],
-                        TYPE_Calc_HorcruxBasePer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, 
-                                                   TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
-                        TYPE_Calc_EquipBaseAddPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax, 
-                                                   TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
-                        TYPE_Calc_WeaponAtkAddPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
-                        TYPE_Calc_RelicsAtkAddPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
-                        TYPE_Calc_ArmorMaxHPAddPer:[TYPE_Calc_AttrMaxHP],
-                        TYPE_Calc_ArmorDefAddPer:[TYPE_Calc_AttrDEF],
                         TYPE_Calc_GodWeaponMaxHPPer:[TYPE_Calc_AttrMaxHP],
                         TYPE_Calc_GodWeaponAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
                         TYPE_Calc_StoneMaxHPPer:[TYPE_Calc_AttrMaxHP],
@@ -4364,6 +4310,27 @@
                                                 TYPE_Calc_AttrMaxHP],
                         TYPE_Calc_PlusBaseAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
                         }
+
+# 对装备基础属性加成配置 {属性ID:[影响部位信息, [影响的计算属性列表]], ...}
+# 影响部位信息: 大于0-指定部位; -1-所有部位; -2-基础部位
+EquipBassAttrAddInfoSet = {
+   ShareDefine.Def_Effect_EquipBaseAddPer:      [-1, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
+   ShareDefine.Def_Effect_BaseEquipAddPer:      [-2, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
+   ShareDefine.Def_Effect_BaseEquipAtkAddPer:   [-2, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk]],
+   ShareDefine.Def_Effect_BaseEquipMaxHPAddPer: [-2, [ShareDefine.Def_Effect_MaxHP]],
+   ShareDefine.Def_Effect_WeaponAddPer:         [ShareDefine.retWeapon, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk]],
+   ShareDefine.Def_Effect_Weapon2AddPer:        [ShareDefine.retWeapon2, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk]],
+   ShareDefine.Def_Effect_BeltAddPer:           [ShareDefine.retBelt, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk]],
+   ShareDefine.Def_Effect_GloveAddPer:          [ShareDefine.retGlove, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk]],
+   ShareDefine.Def_Effect_ClothesAddPer:        [ShareDefine.retClothes, [ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
+   ShareDefine.Def_Effect_HatAddPer:            [ShareDefine.retHat, [ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
+   ShareDefine.Def_Effect_TrousersAddPer:       [ShareDefine.retTrousers, [ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
+   ShareDefine.Def_Effect_ShoesAddPer:          [ShareDefine.retShoes, [ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
+   ShareDefine.Def_Effect_FairyCanAddPer:       [ShareDefine.retFairyCan, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
+   ShareDefine.Def_Effect_FairyCan2AddPer:      [ShareDefine.retFairyCan2, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
+   ShareDefine.Def_Effect_NeckAddPer:           [ShareDefine.retNeck, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
+   ShareDefine.Def_Effect_JadeAddPer:           [ShareDefine.retJade, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
+                           }
 
 #属性线性索引
 CalcAttrIndexList = (
@@ -4384,14 +4351,14 @@
 #刷属性功能分类索引
 CalcAttrFuncList = (
 Def_CalcAttrFunc_RoleBase, # 角色基础 0
-Def_CalcAttrFunc_EquipBaseWeapon, # 武器物品表基础属性 1
-Def_CalcAttrFunc_EquipBaseArmor, # 防具物品表基础属性 2
-Def_CalcAttrFunc_EquipBaseRelics, # 圣器物品表基础属性 3
-Def_CalcAttrFunc_Equip, # 装备其他(传奇属性 + ) 4 
-Def_CalcAttrFunc_PlusBase, # 装备位强化基础 5
-Def_CalcAttrFunc_PlusEx, # 装备位强化累加 6
+Def_CalcAttrFunc_EquipBaseWeapon, # 武器物品表基础属性 1    -    废弃
+Def_CalcAttrFunc_EquipBaseArmor, # 防具物品表基础属性 2    -    废弃
+Def_CalcAttrFunc_EquipBaseRelics, # 圣器物品表基础属性 3    -    废弃
+Def_CalcAttrFunc_Equip, # 装备其他(传奇属性 + ) 4    -    废弃 
+Def_CalcAttrFunc_Plus, # 装备位强化 5
+Def_CalcAttrFunc_PlusEx, # 装备位强化累加 6        -    废弃
 Def_CalcAttrFunc_Stone, # 装备宝石 7
-Def_CalcAttrFunc_Suit, # 套装 8
+Def_CalcAttrFunc_Suit, # 套装 8    -    废弃
 Def_CalcAttrFunc_Wing, # 翅膀 9
 Def_CalcAttrFunc_Wash, # 洗练 10
 Def_CalcAttrFunc_Pet, # 灵宠 11
@@ -4400,10 +4367,10 @@
 Def_CalcAttrFunc_GodWeapon, # 神兵 14
 Def_CalcAttrFunc_Dienstgrad, # 称号 15
 Def_CalcAttrFunc_Rune, # 符印 16
-Def_CalcAttrFunc_Horcrux, # 魂器 17
+Def_CalcAttrFunc_17, #
 Def_CalcAttrFunc_MagicWeapon1, # 人族法宝属性 18
 Def_CalcAttrFunc_EquipOutOfPrint, # 绝版属性随等级变化 19
-Def_CalcAttrFunc_EquipAllStars, # 装备全身星级属性 20
+Def_CalcAttrFunc_EquipAllStars, # 装备全身星级属性 20    -     废弃
 Def_CalcAttrFunc_Success, # 成就属性 21
 Def_CalcAttrFunc_VIP, # VIP属性 22
 Def_CalcAttrFunc_Stove, # 炼丹炉 23
@@ -4426,10 +4393,25 @@
 Def_CalcAttrFunc_MagicWeapon4, # 王者法宝40
 Def_CalcAttrFunc_Coat, # 时装41
 Def_CalcAttrFunc_ZXEquip, # 诛仙装备42
-Def_CalcAttrFunc_ZXEquipSuit, # 诛仙装备套装43
-Def_CalcAttrFunc_ZXEquipStone, # 诛仙宝石属性44
-) = range(45)
-
+Def_CalcAttrFunc_ZXEquipSuit, # 诛仙装备套装43    -     废弃
+Def_CalcAttrFunc_ZXEquipStone, # 诛仙宝石属性44    -     废弃
+Def_CalcAttrFunc_45,
+Def_CalcAttrFunc_Equip1, # 境界装备1阶 46
+Def_CalcAttrFunc_Equip2, # 境界装备2阶 47
+Def_CalcAttrFunc_Equip3, # 境界装备3阶 48
+Def_CalcAttrFunc_Equip4, # 境界装备4阶 49
+Def_CalcAttrFunc_Equip5, # 境界装备5阶 50
+Def_CalcAttrFunc_Equip6, # 境界装备6阶 51
+Def_CalcAttrFunc_Equip7, # 境界装备7阶 52
+Def_CalcAttrFunc_Equip8, # 境界装备8阶 53
+Def_CalcAttrFunc_Equip9, # 境界装备9阶 54
+Def_CalcAttrFunc_Equip10, # 境界装备10阶 55
+Def_CalcAttrFunc_Equip11, # 境界装备11阶 56
+Def_CalcAttrFunc_Equip12, # 境界装备12阶 57
+Def_CalcAttrFunc_Equip13, # 境界装备13阶 58
+Def_CalcAttrFunc_Equip14, # 境界装备14阶 59
+Def_CalcAttrFunc_Equip15, # 境界装备15阶 60
+) = range(61)
 
 # 在此列表中的功能属性,不享受百分比加成,--属性参与战力计算
 CalcAttrExFuncList = [Def_CalcAttrFunc_MagicWeapon1, Def_CalcAttrFunc_MagicWeapon2, Def_CalcAttrFunc_MagicWeapon3, Def_CalcAttrFunc_MagicWeapon4,
@@ -4444,13 +4426,9 @@
 #战斗力分组类型对应功能点属性分类索引列表,并不是一一对应的,有些战斗力类型可由多个功能点组成
 MFPTypeAttrFuncIndexDict = {ShareDefine.Def_MFPType_Role:[Def_CalcAttrFunc_RoleBase],
 # 因为装备评分和实际战力一直出现不匹配的情况,所以装备战力修改为直接由装备评分做为参数计算战力,所以装备评分计算的所有属性不列入战力计算,祥见评分计算函数 ItemCommom.CalcEquipGS
-#                            ShareDefine.Def_MFPType_Equip:[Def_CalcAttrFunc_EquipBaseWeapon, Def_CalcAttrFunc_EquipBaseRelics, 
-#                                                           Def_CalcAttrFunc_EquipBaseArmor, Def_CalcAttrFunc_Equip,
-#                                                           Def_CalcAttrFunc_EquipOutOfPrint, Def_CalcAttrFunc_EquipAllStars],
-                            ShareDefine.Def_MFPType_Equip:[Def_CalcAttrFunc_EquipAllStars],
-                            ShareDefine.Def_MFPType_Plus:[Def_CalcAttrFunc_PlusBase, Def_CalcAttrFunc_PlusEx],
+#                            ShareDefine.Def_MFPType_Equip:[Def_CalcAttrFunc_EquipOutOfPrint],
+                            ShareDefine.Def_MFPType_Plus:[Def_CalcAttrFunc_Plus],
                             ShareDefine.Def_MFPType_Stone:[Def_CalcAttrFunc_Stone],
-                            ShareDefine.Def_MFPType_Suit:[Def_CalcAttrFunc_Suit],
                             ShareDefine.Def_MFPType_Wing:[Def_CalcAttrFunc_Wing],
                             ShareDefine.Def_MFPType_Wash:[Def_CalcAttrFunc_Wash],
                             ShareDefine.Def_MFPType_Pet:[Def_CalcAttrFunc_Pet, Def_CalcAttrFunc_PetSign],
@@ -4461,7 +4439,6 @@
                             ShareDefine.Def_MFPType_GodWeapon:[Def_CalcAttrFunc_GodWeapon],
                             ShareDefine.Def_MFPType_Dienstgrad:[Def_CalcAttrFunc_Dienstgrad],
                             ShareDefine.Def_MFPType_Rune:[Def_CalcAttrFunc_Rune],
-                            ShareDefine.Def_MFPType_Horcrux:[Def_CalcAttrFunc_Horcrux],
                             ShareDefine.Def_MFPType_MagicWeapon1:[Def_CalcAttrFunc_MagicWeapon1],
                             ShareDefine.Def_MFPType_MagicWeapon2:[Def_CalcAttrFunc_MagicWeapon2],
                             ShareDefine.Def_MFPType_MagicWeapon3:[Def_CalcAttrFunc_MagicWeapon3, Def_CalcAttrFunc_Stove, Def_CalcAttrFunc_VIP],
@@ -4472,7 +4449,22 @@
                             ShareDefine.Def_MFPType_Coat:[Def_CalcAttrFunc_Coat],
                             # 诛仙装备战力、神兽战力同装备模块战力一致,受评分影响,装备评分相关的战力另外算
                             ShareDefine.Def_MFPType_Dogz:[Def_CalcAttrFunc_Dogz, Def_CalcAttrFunc_DogzEquipPlus],
-                            ShareDefine.Def_MFPType_ZhuXian:[Def_CalcAttrFunc_ZXEquipSuit, Def_CalcAttrFunc_ZXEquipStone],
+                            #ShareDefine.Def_MFPType_ZhuXian:[Def_CalcAttrFunc_ZXEquipSuit, Def_CalcAttrFunc_ZXEquipStone],
+                            ShareDefine.Def_MFPType_Equip1:[Def_CalcAttrFunc_Equip1],
+                            ShareDefine.Def_MFPType_Equip2:[Def_CalcAttrFunc_Equip2],
+                            ShareDefine.Def_MFPType_Equip3:[Def_CalcAttrFunc_Equip3],
+                            ShareDefine.Def_MFPType_Equip4:[Def_CalcAttrFunc_Equip4],
+                            ShareDefine.Def_MFPType_Equip5:[Def_CalcAttrFunc_Equip5],
+                            ShareDefine.Def_MFPType_Equip6:[Def_CalcAttrFunc_Equip6],
+                            ShareDefine.Def_MFPType_Equip7:[Def_CalcAttrFunc_Equip7],
+                            ShareDefine.Def_MFPType_Equip8:[Def_CalcAttrFunc_Equip8],
+                            ShareDefine.Def_MFPType_Equip9:[Def_CalcAttrFunc_Equip9],
+                            ShareDefine.Def_MFPType_Equip10:[Def_CalcAttrFunc_Equip10],
+                            ShareDefine.Def_MFPType_Equip11:[Def_CalcAttrFunc_Equip11],
+                            ShareDefine.Def_MFPType_Equip12:[Def_CalcAttrFunc_Equip12],
+                            ShareDefine.Def_MFPType_Equip13:[Def_CalcAttrFunc_Equip13],
+                            ShareDefine.Def_MFPType_Equip14:[Def_CalcAttrFunc_Equip14],
+                            ShareDefine.Def_MFPType_Equip15:[Def_CalcAttrFunc_Equip15],
                             ShareDefine.Def_MFPType_Other:[Def_CalcAttrFunc_Success, Def_CalcAttrFunc_FamilyTech, Def_CalcAttrFunc_EquipDecompose],
                             }
 
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStone.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStone.py
index 14c4633..9c2907d 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStone.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStone.py
@@ -30,7 +30,7 @@
 import PlayerSuccess
 import PlayerWeekParty
 import ShareDefine
-import EquipZhuXian
+#import EquipZhuXian
 
 g_stoneCanPlaceList = [] #可镶嵌的位置
 
@@ -162,6 +162,7 @@
     ipyData = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'GridIndex':equipPackIndex})
     if not ipyData:
         return
+    classLV = ipyData.GetClassLV()
     if ipyData.GetEquipPlace() not in stoneCanPlaceList:
         GameWorld.Log("该宝石不可镶嵌在该装备位!stoneItemID=%s,stoneEffType=%s,stoneCanPlaceList=%s,equipPackIndex=%s" 
                       % (stoneItemID, stoneEffType, stoneCanPlaceList, equipPackIndex), playerID)
@@ -184,7 +185,7 @@
 #        ItemControler.SetItemIsBind(curEquip, True)
     
     # 刷新属性
-    RefreshAttrByStoneAction(curPlayer, equipPackType, True)
+    RefreshAttrByStoneAction(curPlayer, equipPackType, True, classLV)
     
     #同步客户端
     Sycn_StoneHoleInfo(curPlayer, [equipPackIndex])
@@ -262,10 +263,15 @@
         GameWorld.DebugLog("孔为空或不存在宝石!")
         return
     
+    ipyData = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'GridIndex':equipPackIndex})
+    if not ipyData:
+        return
+    classLV = ipyData.GetClassLV()
+    
     __DoChangeEquipHoleStone(curPlayer, equipPackIndex, holeIndex, 0, 0, "StonePick", True)
     
     # 刷新属性
-    RefreshAttrByStoneAction(curPlayer, equipPackType, False)
+    RefreshAttrByStoneAction(curPlayer, equipPackType, False, classLV)
     
     #同步客户端
     Sycn_StoneHoleInfo(curPlayer, [equipPackIndex])
@@ -348,6 +354,10 @@
     needCount = IpyGameDataPY.GetFuncCfg("GemUpCostFormula", 2) # 合成下一级所需宝石个数
     if not needCount:
         return
+    ipyData = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'GridIndex':equipPackIndex})
+    if not ipyData:
+        return
+    classLV = ipyData.GetClassLV()
     if upWay == 0: #仙玉
         stoneTypeItemIDDict = IpyGameDataPY.GetFuncEvalCfg("GemUpCostFormula", 1)
         if stoneEffType not in stoneTypeItemIDDict:
@@ -384,7 +394,7 @@
     __DoChangeEquipHoleStone(curPlayer, equipPackIndex, holeIndex, upgradeStoneID, stoneIsBind, "StoneUpgrade", False)
     
     # 刷新属性
-    RefreshAttrByStoneAction(curPlayer, equipPackType, False)
+    RefreshAttrByStoneAction(curPlayer, equipPackType, False, classLV)
     
     #同步客户端
     Sycn_StoneHoleInfo(curPlayer, [equipPackIndex])
@@ -462,20 +472,20 @@
     return
 
 
-def RefreshAttrByStoneAction(curPlayer, packType, isNeedNotify):
+def RefreshAttrByStoneAction(curPlayer, packType, isNeedNotify, classLV):
     ## 宝石刷新属性
     # 装备等级改变,判断是否为玩家身上的装备,如果是的话刷新玩家属性
     if packType in [IPY_GameWorld.rptEquip]:
         #先刷装备BUFF 再计算属性
         if isNeedNotify:
             curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrActivatyNotify, ChConfig.Def_AttrActivatyNotify_Stone)
-        ChEquip.RefreshPlayerEquipAttribute(curPlayer)
+        ChEquip.RefreshPlayerEquipAttribute(curPlayer, classLV)
         
         #刷新所有属性
         playControl = PlayerControl.PlayerControl(curPlayer)
         playControl.RefreshPlayerAttrState()
-    elif packType == ShareDefine.rptZhuXianEquip:
-        EquipZhuXian.RefreshZhuXianAttr(curPlayer)
+    #elif packType == ShareDefine.rptZhuXianEquip:
+    #    EquipZhuXian.RefreshZhuXianAttr(curPlayer)
     return
 
 
@@ -528,24 +538,6 @@
 def OnVIPTimeOut(curPlayer):
     ## VIP到期处理
     #过期一样有效,屏蔽该逻辑
-    #===============================================================================================
-    # #获得vip等级孔信息
-    # gemOpenVipList = IpyGameDataPY.GetFuncEvalCfg("GemOpenVip", 1)
-    # maxVipHoleCnt = len(gemOpenVipList)# 最大Vip开放孔数
-    # 
-    # #获得所有可镶嵌宝石装备位
-    # stoneCanPlaceList = GetAllStoneEquipIndexList()
-    # #需要拆卸宝石的孔列表
-    # pickoffHoleList = []
-    # for equipIndex in stoneCanPlaceList:
-    #    for holeIndex in xrange(ChConfig.Def_Stone_VipHole, ChConfig.Def_Stone_VipHole + maxVipHoleCnt):
-    #        stoneInfo = GetEquipIndexStoneIDAndIsBand(curPlayer, equipIndex, holeIndex)
-    #        if not stoneInfo[0]:
-    #            continue
-    #        pickoffHoleList.append([equipIndex, holeIndex])
-    #        
-    # __DoSysPickoffEquipStone(curPlayer, pickoffHoleList, "VIPChange", True)
-    #===============================================================================================
     return  
 
 def __DoSysPickoffEquipStone(curPlayer, equipPackType, stonePackType, pickoffHoleList, eventName, isRefreshAttr):
@@ -576,8 +568,9 @@
                 equipIndexList.append(equipIndex)
         PlayerControl.SendMailByKey("GemToPlayer", [curPlayer.GetPlayerID()], mailItemInfoList)
         
-    if isRefreshAttr:
-        RefreshAttrByStoneAction(curPlayer, equipPackType, False)
+    #目前只有脱装备会触发,暂时屏蔽,由脱装备触发刷属性
+    #if isRefreshAttr:
+    #    RefreshAttrByStoneAction(curPlayer, equipPackType, False)
     
     if equipIndexList:
         Sycn_StoneHoleInfo(curPlayer, equipIndexList)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py
index 2d1290c..7c1e8a9 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py
@@ -2509,7 +2509,7 @@
     equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
     for equipIndex in range(0, equipPack.GetCount()):
         #备用装备栏不处理
-        if equipIndex not in ChConfig.Type_Equip_CanTake :
+        if equipIndex not in ShareDefine.RoleEquipType:
             continue
         curEquip = equipPack.GetAt(equipIndex)
         if curEquip.IsEmpty():
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/PrintFightPower.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/PrintFightPower.py
index 38316fd..ac4beac 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/PrintFightPower.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/PrintFightPower.py
@@ -30,10 +30,8 @@
 def OnExec(curPlayer, msgList):
     
     mfpTypeName = {ShareDefine.Def_MFPType_Role:"角色",
-                   ShareDefine.Def_MFPType_Equip:"装备",
                    ShareDefine.Def_MFPType_Plus:"强化",
                    ShareDefine.Def_MFPType_Stone:"宝石",
-                   ShareDefine.Def_MFPType_Suit:"套装",
                    ShareDefine.Def_MFPType_Wing:"翅膀",
                    ShareDefine.Def_MFPType_Wash:"洗练",
                    ShareDefine.Def_MFPType_Pet:"灵宠",
@@ -43,7 +41,6 @@
                    ShareDefine.Def_MFPType_Dienstgrad:"称号",
                    ShareDefine.Def_MFPType_Rune:"符印",
                    ShareDefine.Def_MFPType_GatherSoul:"聚魂",
-                   ShareDefine.Def_MFPType_Horcrux:"魂器",
                    ShareDefine.Def_MFPType_MagicWeapon1:"人族",
                    ShareDefine.Def_MFPType_StoveYao:"丹药",
                    ShareDefine.Def_MFPType_MagicWeapon2:"魔族",
@@ -54,22 +51,15 @@
                    ShareDefine.Def_MFPType_MagicWeaponSoul:"法宝之魂",
                    ShareDefine.Def_MFPType_Dogz:"神兽",
                    ShareDefine.Def_MFPType_Coat:"时装",
-                   ShareDefine.Def_MFPType_ZhuXian:"诛仙",
                    ShareDefine.Def_MFPType_Other:"其他",
                    }
     
     funcIndexName = {
                      ChConfig.Def_CalcAttrFunc_RoleBase:"角色基础",
-                     ChConfig.Def_CalcAttrFunc_EquipBaseWeapon:"武器物品表基础属性",
-                     ChConfig.Def_CalcAttrFunc_EquipBaseArmor:"防具物品表基础属性",
-                     ChConfig.Def_CalcAttrFunc_EquipBaseRelics:"圣器物品表基础属性",
-                     ChConfig.Def_CalcAttrFunc_Equip:"装备其他",
-                     ChConfig.Def_CalcAttrFunc_PlusBase:"装备位强化基础",
-                     ChConfig.Def_CalcAttrFunc_PlusEx:"装备位强化累加",
-                     ChConfig.Def_CalcAttrFunc_Stone:"装备宝石",
-                     ChConfig.Def_CalcAttrFunc_Suit:"套装",
-                     ChConfig.Def_CalcAttrFunc_Wing:"翅膀",
+                     ChConfig.Def_CalcAttrFunc_Plus:"强化",
+                     ChConfig.Def_CalcAttrFunc_Stone:"宝石",
                      ChConfig.Def_CalcAttrFunc_Wash:"洗练",
+                     ChConfig.Def_CalcAttrFunc_Wing:"翅膀",
                      ChConfig.Def_CalcAttrFunc_Pet:"灵宠",
                      ChConfig.Def_CalcAttrFunc_Horse:"坐骑",
                      ChConfig.Def_CalcAttrFunc_Prestige:"境界",
@@ -77,13 +67,11 @@
                      ChConfig.Def_CalcAttrFunc_Dienstgrad:"称号",
                      ChConfig.Def_CalcAttrFunc_Rune:"符印",
                      ChConfig.Def_CalcAttrFunc_GatherSoul:"聚魂",
-                     ChConfig.Def_CalcAttrFunc_Horcrux:"魂器",
                      ChConfig.Def_CalcAttrFunc_MagicWeapon1:"人族法宝属性",
                      ChConfig.Def_CalcAttrFunc_MagicWeapon2:"魔族法宝属性", 
                      ChConfig.Def_CalcAttrFunc_MagicWeapon3:"仙族法宝属性", 
                      ChConfig.Def_CalcAttrFunc_MagicWeapon4:"王者法宝属性", 
                      ChConfig.Def_CalcAttrFunc_EquipOutOfPrint:"绝版属性随等级变化",
-                     ChConfig.Def_CalcAttrFunc_EquipAllStars:"装备全身星级属性",
                      ChConfig.Def_CalcAttrFunc_Success:"成就",
                      ChConfig.Def_CalcAttrFunc_VIP:"VIP",
                      ChConfig.Def_CalcAttrFunc_Stove:"炼丹炉",
@@ -98,9 +86,6 @@
                      ChConfig.Def_CalcAttrFunc_MagicWeaponSoul:"法宝之魂",
                      ChConfig.Def_CalcAttrFunc_Dogz:"神兽",
                      ChConfig.Def_CalcAttrFunc_Coat:"时装",
-                     ChConfig.Def_CalcAttrFunc_ZXEquip:"诛仙装备",
-                     ChConfig.Def_CalcAttrFunc_ZXEquipSuit:"诛仙装备套装",
-                     ChConfig.Def_CalcAttrFunc_ZXEquipStone:"诛仙装备宝石",
                      }
     
     GameWorld.DebugAnswer(curPlayer, "PrintFightPower 模块类型(可选)")
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipPartPlusLV.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipPartPlusLV.py
index 4825741..dfcfe17 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipPartPlusLV.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipPartPlusLV.py
@@ -21,9 +21,7 @@
 import ChConfig
 import ChEquip
 import GameWorld
-import ItemCommon
 import IpyGameDataPY
-import PlayerControl
 #---------------------------------------------------------------------
 #逻辑实现
 ## GM命令执行入口
@@ -32,14 +30,14 @@
 #  @return None
 #  @remarks 函数详细说明.
 def OnExec(curPlayer, cmdList):
-    if not cmdList:
-        __GMHelpAnswer(curPlayer)
-        return
+    
     packType = IPY_GameWorld.rptEquip
     curPack = curPlayer.GetItemManager().GetPack(packType)
+    refreshClassLV = 0
     
-    if len(cmdList) == 1: #设置所有
-        setStarLV = cmdList[0]
+    # 设置所有阶
+    if len(cmdList) == 2:
+        setStarLV, evolveLV = cmdList
         equipMaxClasslv = IpyGameDataPY.GetFuncCfg('EquipMaxClasslv')
         for equipPlace in ChConfig.Pack_EquipPart_CanPlusStar.get(packType, []):
             for classlv in xrange(1, equipMaxClasslv+1):
@@ -50,16 +48,13 @@
                 curEquip = curPack.GetAt(gridIndex)
                 ChEquip.SetEquipPartPlusLV(curPlayer, packType, gridIndex, curEquip, setStarLV)
                 ChEquip.SetEquipPartProficiency(curPlayer, packType, gridIndex, 0)
-                ChEquip.SetEquipPartPlusEvolveLV(curPlayer, packType, gridIndex, 0)
-        #刷新所有属性
-        ChEquip.RefreshPlayerEquipAttribute(curPlayer)
-        playControl = PlayerControl.PlayerControl(curPlayer)
-        playControl.RefreshPlayerAttrState()
-        ChEquip.NotifyEquipPartPlusLV(curPlayer)
-        GameWorld.DebugAnswer(curPlayer, "设置所有部位强化等级为: %s" % (setStarLV))
-    elif len(cmdList) == 2:
-        classLV = cmdList[0]
-        setStarLV = cmdList[1]
+                ChEquip.SetEquipPartPlusEvolveLV(curPlayer, packType, gridIndex, evolveLV)
+                
+        GameWorld.DebugAnswer(curPlayer, "设置所有部位强化等级(%s),进化等级(%s)" % (setStarLV, evolveLV))
+        
+    # 设置指定阶
+    elif len(cmdList) == 3:
+        classLV, setStarLV, evolveLV = cmdList
         for equipPlace in ChConfig.Pack_EquipPart_CanPlusStar.get(packType, []):
             ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
             if not ipyData:
@@ -68,45 +63,40 @@
             curEquip = curPack.GetAt(gridIndex)
             ChEquip.SetEquipPartPlusLV(curPlayer, packType, gridIndex, curEquip, setStarLV)
             ChEquip.SetEquipPartProficiency(curPlayer, packType, gridIndex, 0)
-            ChEquip.SetEquipPartPlusEvolveLV(curPlayer, packType, gridIndex, 0)
-        Operate_EquipPlus.DoLogic_OnEquipPartStarLVChange(curPlayer, packType, classLV)
-        ChEquip.NotifyEquipPartPlusLV(curPlayer)
-        GameWorld.DebugAnswer(curPlayer, "设置%s阶所有部位强化等级为: %s" % (classLV, setStarLV))
-        return
-    
-    if len(cmdList) != 3:
+            ChEquip.SetEquipPartPlusEvolveLV(curPlayer, packType, gridIndex, evolveLV)
+            
+        GameWorld.DebugAnswer(curPlayer, "设置%s阶所有部位强化等级(%s),进化等级(%s)" % (classLV, setStarLV, evolveLV))
+        refreshClassLV = classLV
+        
+    # 设置指定阶部位
+    elif len(cmdList) == 4:
+        classLV, equipPlace, starLV, evolveLV = cmdList
+        
+        if equipPlace not in ChConfig.Pack_EquipPart_CanPlusStar[packType]:
+            __GMHelpAnswer(curPlayer, "部位不存在!")
+            return
+        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
+        if not ipyData:
+            return
+        gridIndex = ipyData.GetGridIndex()
+        curEquip = curPack.GetAt(gridIndex)
+        ChEquip.SetEquipPartPlusLV(curPlayer, packType, gridIndex, curEquip, starLV)
+        ChEquip.SetEquipPartProficiency(curPlayer, packType, gridIndex, evolveLV)
+        GameWorld.DebugAnswer(curPlayer, "设置%s阶%s部位强化等级(%s),进化等级(%s)" % (classLV, equipPlace, starLV, evolveLV))
+        refreshClassLV = classLV
+        
+    else:
         __GMHelpAnswer(curPlayer, "参数错误!")
         return
     
-    classLV, equipPlace, starLV = cmdList
-    
-    if equipPlace not in ChConfig.Pack_EquipPart_CanPlusStar[packType]:
-        __GMHelpAnswer(curPlayer, "部位不存在!")
-        return
-    ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
-    if not ipyData:
-        return
-    gridIndex = ipyData.GetGridIndex()
-    curEquip = curPack.GetAt(gridIndex)
-#    if not ItemCommon.CheckItemCanUse(curEquip):
-#        return
-#    maxStarLV = ItemCommon.GetItemMaxPlusLV(curPlayer, gridIndex, curEquip)
-#    starLV = min(starLV, maxStarLV)
-    ChEquip.SetEquipPartPlusLV(curPlayer, packType, gridIndex, curEquip, starLV)
-    ChEquip.SetEquipPartProficiency(curPlayer, packType, gridIndex, 0)
-    Operate_EquipPlus.DoLogic_OnEquipPartStarLVChange(curPlayer, packType, classLV)
-    ChEquip.NotifyEquipPartPlusLV(curPlayer, packType, gridIndex)
-    GameWorld.DebugAnswer(curPlayer, "设置%s阶%s部位强化等级为: %s" % (classLV, equipPlace, starLV))
+    Operate_EquipPlus.DoLogic_OnEquipPartStarLVChange(curPlayer, packType, refreshClassLV)
+    ChEquip.NotifyEquipPartPlusLV(curPlayer, packType)
     return
-
 
 def __GMHelpAnswer(curPlayer, errorMsg=""):
     if errorMsg:
         GameWorld.DebugAnswer(curPlayer, "%s" % errorMsg)
-        GameWorld.DebugAnswer(curPlayer, "SetEquipPartPlusLV 等级  设置所有")
-        GameWorld.DebugAnswer(curPlayer, "SetEquipPartPlusLV 阶级 强化等级")
-        GameWorld.DebugAnswer(curPlayer, "SetEquipPartPlusLV 阶级 部位 强化等级")
-    
-
-    #===========================================================================
+    GameWorld.DebugAnswer(curPlayer, "设置所有阶级: SetEquipPartPlusLV 强化等级 进阶等级")
+    GameWorld.DebugAnswer(curPlayer, "设置指定阶级: SetEquipPartPlusLV 阶级  强化等级 进阶等级")
+    GameWorld.DebugAnswer(curPlayer, "设置指定部位: SetEquipPartPlusLV 阶级 部位 强化等级 进阶等级")
     return
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipPartStar.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipPartStar.py
index eb6af53..80f1486 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipPartStar.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipPartStar.py
@@ -65,15 +65,15 @@
         
     if len(cmdList) != 3:
         return
-    classlv, equipPlace, starLV = cmdList
-    ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classlv, equipPlace)
+    classLV, equipPlace, starLV = cmdList
+    ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
     if not ipyData:
         __GMHelpAnswer(curPlayer)
         return
     equipPackIndex = ipyData.GetGridIndex()
     ChEquip.SetEquipPartStar(curPlayer, equipPackIndex, starLV)
     ChEquip.NotifyEquipPartStar(curPlayer, equipPackIndex)
-    ChEquip.RefreshPlayerEquipAttribute(curPlayer, classlv)
+    ChEquip.RefreshPlayerEquipAttribute(curPlayer, classLV)
     playControl = PlayerControl.PlayerControl(curPlayer)
     playControl.RefreshPlayerAttrState()
     GameWorld.DebugAnswer(curPlayer, "设置%s阶%s部位星数为: %s" % (classLV, equipPlace, starLV))
@@ -83,8 +83,8 @@
 def __GMHelpAnswer(curPlayer, errorMsg=""):
     if errorMsg:
         GameWorld.DebugAnswer(curPlayer, "%s" % errorMsg)
-        GameWorld.DebugAnswer(curPlayer, "SetEquipPartStar 星数")
-        GameWorld.DebugAnswer(curPlayer, "SetEquipPartStar 阶级 星数")
-        GameWorld.DebugAnswer(curPlayer, "SetEquipPartStar 阶级 部位 星数")
+    GameWorld.DebugAnswer(curPlayer, "SetEquipPartStar 星数")
+    GameWorld.DebugAnswer(curPlayer, "SetEquipPartStar 阶级 星数")
+    GameWorld.DebugAnswer(curPlayer, "SetEquipPartStar 阶级 部位 星数")
     
     return
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipWash.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipWash.py
index fb08fb9..4278582 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipWash.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetEquipWash.py
@@ -29,11 +29,10 @@
 #  @remarks 函数详细说明.
 def OnExec(curPlayer, cmdList):
     if not cmdList:
-        GameWorld.DebugAnswer(curPlayer, "重置所有部位洗练信息: SetEquipWash 0")
-        GameWorld.DebugAnswer(curPlayer, "设置所有部位洗练信息: SetEquipWash 洗练等级 当前等级洗练属性百分比")
-        GameWorld.DebugAnswer(curPlayer, "设置指定部位洗练信息: SetEquipWash 阶级 装备位 洗练等级 当前等级洗练属性百分比")
+        __GMHelpAnswer(curPlayer)
         return
     
+    classLV = 0
     allIndexList = Operate_EquipWash.GetAllEquipWashPlace()
     syncPlace = -1
     if len(cmdList) == 1 and cmdList[0] == 0:
@@ -74,9 +73,10 @@
         __SetEquipPlaceWashLV(curPlayer, gridIndex, place, washLV, attrPer, maxWashLV)
         
     else:
+        __GMHelpAnswer(curPlayer)
         return
     
-    Operate_EquipWash.RefreshEquipWashAttr(curPlayer)
+    Operate_EquipWash.RefreshEquipWashAttr(curPlayer, classLV)
     Operate_EquipWash.Sycn_EquipWashInfo(curPlayer, syncPlace)
     return
 
@@ -102,4 +102,10 @@
         
     return
 
+def __GMHelpAnswer(curPlayer):
+    GameWorld.DebugAnswer(curPlayer, "重置所有部位洗练: SetEquipWash 0")
+    GameWorld.DebugAnswer(curPlayer, "设置所有部位洗练: SetEquipWash 等级 百分比")
+    GameWorld.DebugAnswer(curPlayer, "设置指定部位洗练: SetEquipWash 阶级 装备位 等级 百分比")
+    return
+
 
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
index 85ceb23..107588b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
@@ -40,6 +40,7 @@
 import time
 import json
 import FormulaControl
+import PyGameData
 #---------------------------------------------------------------------
 
 
@@ -92,7 +93,7 @@
     
     #--设置穿上物品星级--
     #===========================================================================
-    # if changeItemEquipPlace in ChConfig.Type_Equip_CanTake:
+    # if changeItemEquipPlace in ShareDefine.RoleEquipType:
     #    equipPartStar = GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, changeItemEquipPlace)
     #    if equipPartStar != curItem.GetItemStarLV():
     #        curItem.SetItemStarLV(equipPartStar)
@@ -163,9 +164,9 @@
 #  @param self 类实例
 #  @return 返回值无意义
 #  @remarks 刷新装备对人物属性的改变
-def RefreshPlayerEquipAttribute(curPlayer, classlv=0):
-    GameWorld.DebugLog("Start RefreshPlayerEquipAttribute classlv=%s!!!" % classlv)
-    classlvList = range(1, IpyGameDataPY.GetFuncCfg('EquipMaxClasslv') + 1) if classlv == 0 else [classlv]
+def RefreshPlayerEquipAttribute(curPlayer, classLV=0):
+    GameWorld.DebugLog("Start RefreshPlayerEquipAttribute classLV=%s!!!" % classLV)
+    classlvList = xrange(1, IpyGameDataPY.GetFuncCfg('EquipMaxClasslv') + 1) if classLV == 0 else [classLV]
     for rclasslv in classlvList:
         __CalcEquips_Effect(curPlayer, rclasslv)
 
@@ -195,7 +196,7 @@
 #        for equipIndex in range(0, equipPack.GetCount()):
 #            
 #            #备用装备栏不处理
-#            if packIndex == IPY_GameWorld.rptEquip and equipIndex not in ChConfig.Type_Equip_CanTake :
+#            if packIndex == IPY_GameWorld.rptEquip and equipIndex not in ShareDefine.RoleEquipType:
 #                continue
 #            
 #            curEquip = equipPack.GetAt(equipIndex)
@@ -354,6 +355,7 @@
     
     equipID = result[0]
     equipPlace = result[1]
+    itemClassLV = result[2]
     
     ##特殊装备 , 不需要冲刷属性
     if equipPlace in ChConfig.EquipItemNoRefreshState:
@@ -363,7 +365,7 @@
     if equipPlace == ShareDefine.retWing:
         PlayerWing.CalcWingAttr(curPlayer)
     else:
-        RefreshPlayerEquipAttribute(curPlayer)
+        RefreshPlayerEquipAttribute(curPlayer, itemClassLV)
     
     #刷新所有属性
     playControl = PlayerControl.PlayerControl(curPlayer)
@@ -415,23 +417,59 @@
     
     return
 
-
-## 计算装备对基本属性的改变 
-#  @param classlv
-#  @return None
-def __CalcEquips_Effect(curPlayer, classlv):
-#    baseEquipAttrDict = {}
-#    baseEquipAttr_Weapon = [{} for _ in range(4)]  # 武器基础, 物品表装备基础效果属性
-#    baseEquipAttr_Armor = [{} for _ in range(4)]  # 防具基础, 物品表装备基础效果属性
-#    baseEquipAttr_Relics = [{} for _ in range(4)]  # 圣器基础, 物品表装备基础效果属性
+def __CalcEquips_Effect(curPlayer, classLV):
+    ''' 境界装备系统属性
+    1. 装备模块(装备本身属性+装备位升星属性+装备位套装属性),每个境界阶独立,每个境界战力独立模块计算
+                    装备基础属性 = 装备物品表配置属性 + 星级基础属性加成
+        1.1 装备本身属性: 不能有影响其他境界装备的属性
+                                基础属性: 物品表中的配置
+                                传奇属性: 
+                                绝版属性: 
+                    
+        1.2 装备位升星属性:不能有影响其他境界装备的属性
+                                升星基础属性,属性属于装备基础
+                                升星等级属性,会影响本阶装备基础
+                                星级套装属性,详见套装属性
+                    
+        1.3 装备位套装属性:不能有影响其他境界装备的属性
+                                由装备位是否套装及星级数决定套装属性
+            
+    2.装备位强化模块:战力为所有境界装备位强化属性总和战力
+                    强化等级属性    
+                    进化等级属性,影响本部位本境界装备基础
+                    
+    3.装备位宝石属性:战力为所有境界装备位宝石属性总和战力
+                    宝石等级属性
+                    宝石觉醒属性,会影响本阶装备基础
+                    
+    4.装备位洗练属性:战力为所有境界装备位洗练属性总和战力
+                    洗练等级属性
+                    洗练套装属性,会影响本阶装备基础
+    '''
     
+    equipMFPTypeList = range(ShareDefine.Def_MFPType_Equip1, ShareDefine.Def_MFPType_Equip15 + 1)
+    if classLV < 1 or classLV > len(equipMFPTypeList):
+        GameWorld.ErrLog("刷境界装备属性阶错误!当前不支持该阶模块: classLV=%s" % classLV)
+        return
+    Def_MFPType_EquipClassLV = equipMFPTypeList[classLV - 1]
+    if Def_MFPType_EquipClassLV not in ChConfig.MFPTypeAttrFuncIndexDict:
+        GameWorld.ErrLog("刷境界装备属性阶错误!当前不支持该阶属性: classLV=%s" % classLV)
+        return
+    Def_CalcAttrFunc_EquipClassLV = ChConfig.MFPTypeAttrFuncIndexDict[Def_MFPType_EquipClassLV][0]
+    #GameWorld.DebugLog("----- 刷境界装备战力: classLV=%s" % (classLV))
     
-    allAttrListStar = [{} for _ in range(4)]  # 星数属性
-    #allAttrListEquip = [{} for _ in range(4)]  # 装备其他
-    allAttrListPlusBase = [{} for _ in range(4)]  # 基础强化属性
+    allEquipBaseAttrDict = {} # 所有装备基础属性 {attrID:value, ...}
+    baseEquipBaseAttrDict = {} # 基础装备基础属性{attrID:value, ...}
+    equipBaseAttrDict = {} # 装备基础属性 {装备位:{attrID:value, ...}, ...}
+    
+    allAttrListEquip = [{} for _ in range(4)]  # 装备属性
+    equip_addEquipBaseAttrPerList = [{}, {}, {}] # 装备功能点对装备基础的加成信息
+    allAttrListPlus = [{} for _ in range(4)]  # 强化属性
+    plus_addEquipBaseAttrPerList = [{}, {}, {}] # 强化功能点对装备基础的加成信息
     allAttrListStone = [{} for _ in range(4)]  # 宝石属性
-    allAttrListSuit = [{} for _ in range(4)]  # 套装属性
+    #stone_addEquipBaseAttrPerList = [{}, {}, {}] # 宝石功能点对装备基础的加成信息
     allAttrListWash = [{} for _ in range(4)]  # 洗练属性
+    #wash_addEquipBaseAttrPerList = [{}, {}, {}] # 洗练功能点对装备基础的加成信息
     #allAttrListOutOfPrintEquip = [{} for _ in range(4)]  # 绝版装备属性 需在等级变化独立计算
     
     packType = IPY_GameWorld.rptEquip
@@ -443,22 +481,27 @@
     #legendAttrDict = {}  #所有传奇属性
     equipScoreTotal = 0  #为解决装备评分、战力不一致的情况,装备战力改为由评分作为参数计算战力
     
-    #玩家当前可装备的装备类型
+    # 1. 循环遍历本阶装备
     for equipPlace in equipPartStarIndexList:
-        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classlv, equipPlace)
+        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
         if not ipyData:
             continue
         equipIndex = ipyData.GetGridIndex()
         curEquip = playerEquip.GetAt(equipIndex)
         if not curEquip or curEquip.IsEmpty():
             continue
-            
-        if not ItemCommon.CheckItemCanUseByExpireTime(curEquip):
-            # 过期
-            continue
+        
+        #if not ItemCommon.CheckItemCanUseByExpireTime(curEquip):
+        #    # 过期,暂不判断,以后境界装备有时效装备再开启
+        #    continue
         
         #equipPlaceList.append(equipIndex)
         equipScoreTotal += ItemCommon.GetEquipGearScore(curEquip)
+        
+        baseAttrDict = {} # 装备位基础属性: 物品表 + 星级基础
+        isBaseEquip = equipPlace in ChConfig.EquipPlace_Base
+        
+        #GameWorld.DebugLog("装备位 %s: itemID=%s,isBaseEquip=%s,equipScoreTotal=%s" % (equipPlace, curEquip.GetItemTypeID(), isBaseEquip, equipScoreTotal))
         
         #基础属性效果
         for i in xrange(curEquip.GetEffectCount()):
@@ -472,64 +515,200 @@
             effectValue = curEffect.GetEffectValue(0)
             if not effectValue:
                 continue
-#            if equipIndex in ChConfig.BaseEquipPlace_Weapon:
-#                PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Weapon)
-#            elif equipIndex in ChConfig.BaseEquipPlace_Armor:
-#                PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Armor)
-#            elif equipIndex in ChConfig.BaseEquipPlace_Relics:
-#                PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Relics)
-#            #其他非基础部位的
-#            else:
-#                PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListEquip)
-#            baseEquipAttrDict[effectID] = baseEquipAttrDict.get(effectID, 0) + effectValue
-            
-        
+            PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListEquip)
+            baseAttrDict[effectID] = baseAttrDict.get(effectID, 0) + effectValue
+            allEquipBaseAttrDict[effectID] = allEquipBaseAttrDict.get(effectID, 0) + effectValue
+            if isBaseEquip:
+                baseEquipBaseAttrDict[effectID] = baseEquipBaseAttrDict.get(effectID, 0) + effectValue
+            #GameWorld.DebugLog("    物品表属性: ID=%s +%s" % (effectID, effectValue))
+                
         #星数属性
-        equipPartStar = GetEquipPartStarByRank(curPlayer, equipIndex, curEquip) #生效的星数
-        CalcEquipStarAttr(curPlayer, classlv, equipPlace, equipPartStar, allAttrListStar)
-        #计算装备宝石加成
-        CalcEquipStone_Effect(curPlayer, equipIndex, allAttrListStone)
+        equipPartStar = GetEquipPartStarByRank(curPlayer, equipIndex, curEquip) # 生效的星数
+        if equipPartStar:
+            #GameWorld.DebugLog("    星级属性: classLV=%s, equipPlace=%s, equipPartStar=%s" % (classLV, equipPlace, equipPartStar))
+            ipyData = IpyGameDataPY.GetIpyGameData('EquipStarUp', classLV, equipPlace, equipPartStar)
+            starBaseAttrDict = {} if not ipyData else ipyData.GetBaseAttrInfo() # 星级基础
+            for starBaseAttrID, starBaseAttrValue in starBaseAttrDict.items():
+                PlayerControl.CalcAttrDict_Type(starBaseAttrID, starBaseAttrValue, allAttrListEquip)
+                baseAttrDict[starBaseAttrID] = baseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
+                allEquipBaseAttrDict[starBaseAttrID] = allEquipBaseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
+                if isBaseEquip:
+                    baseEquipBaseAttrDict[starBaseAttrID] = baseEquipBaseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
+                #GameWorld.DebugLog("    星级基础属性: ID=%s +%s" % (starBaseAttrID, starBaseAttrValue))
+                    
+            starAttrDict = {} if not ipyData else ipyData.GetStarAttrInfo() # 星级附加
+            for starAttrID, starAttrValue in starAttrDict.items():
+                PlayerControl.CalcAttrDict_Type(starAttrID, starAttrValue, allAttrListEquip)
+                #GameWorld.DebugLog("    星级附加属性: ID=%s +%s" % (starAttrID, starAttrValue))
+                __CalcFuncAddEquipAttrPer(equipPlace, starAttrID, starAttrValue, equip_addEquipBaseAttrPerList)
+                
+        equipBaseAttrDict[equipPlace] = baseAttrDict
+        
         #套装计数
         suiteID = curEquip.GetSuiteID()
         if suiteID:
             if suiteID not in suitCntDict:
                 suitCntDict[suiteID] = []
             suitCntDict[suiteID].append(equipPartStar)
+            
+        #传奇属性
+        legendAttrCount = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrID)
+        legendAttrValueCount = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrValue)
+        if legendAttrCount and legendAttrCount == legendAttrValueCount:
+            for legendIndex in xrange(legendAttrCount):
+                legendAttrID = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrID, legendIndex)
+                legendAttrValue = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrValue, legendIndex)
+                PlayerControl.CalcAttrDict_Type(legendAttrID, legendAttrValue, allAttrListEquip)
+                #GameWorld.DebugLog("    传奇属性: ID=%s +%s" % (legendAttrID, legendAttrValue))
+                __CalcFuncAddEquipAttrPer(equipPlace, legendAttrID, legendAttrValue, equip_addEquipBaseAttrPerList)
+                
+        #绝世属性 - 暂不考虑
+        #CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip)
         
         #物品强化属性
-        equipPartPlusLV = GetEquipPartPlusLVByRank(curPlayer, packType, equipIndex, curEquip)
-        equipPartPlusEvolveLV = GetEquipPartPlusEvolveLVByEquip(curPlayer, packType, equipIndex, curEquip)
-        CalcAttr_ItemPlus(curPlayer, curEquip, allAttrListPlusBase, equipPartPlusLV, equipPartPlusEvolveLV)
+        __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, allAttrListPlus, plus_addEquipBaseAttrPerList)
         
-        #传奇属性
-        #CalcAttr_LegendAttr(curPlayer, curEquip, allAttrListEquip, legendAttrDict)
-        #绝世属性
-        #CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip)
+        #计算装备宝石加成
+        CalcEquipStone_Effect(curPlayer, equipIndex, allAttrListStone)
+        
         #洗练属性
         Operate_EquipWash.CalcAttr_EquipWash(curPlayer, equipIndex, equipPlace, allAttrListWash)
     
-
+#    GameWorld.DebugLog("    装备循环属性: %s" % (allAttrListEquip))
+#    GameWorld.DebugLog("    强化循环属性: %s" % (allAttrListPlus))
+#    GameWorld.DebugLog("    宝石循环属性: %s" % (allAttrListStone))
+#    GameWorld.DebugLog("    洗练循环属性: %s" % (allAttrListWash))
+#    GameWorld.DebugLog("    -----" )
+    # 2. 计算遍历后的附加属性
     #套装属性
-    CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListSuit)
-    #GameWorld.DebugLog("所有传奇属性: %s" % legendAttrDict)
-    #保存计算值
-    #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allAttrListStone)
-    #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allAttrListStar)
-#    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseWeapon, baseEquipAttr_Weapon)
-#    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseArmor, baseEquipAttr_Armor)
-#    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseRelics, baseEquipAttr_Relics)
-#    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Equip, allAttrListEquip)
-#    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_PlusBase, allAttrListPlusBase)
-#    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Suit, allAttrListSuit)
-#    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allAttrListWash)
-#    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
+    CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListEquip)
     
+    #GameWorld.DebugLog("    装备属性套装: %s" % (allAttrListEquip))
+    
+    # 3. 计算对装备基础的附加加成
+#    GameWorld.DebugLog("    -----" )
+#    GameWorld.DebugLog("    所有装备基础属性: %s" % (allEquipBaseAttrDict))
+#    GameWorld.DebugLog("    基础装备基础属性: %s" % (baseEquipBaseAttrDict))
+#    GameWorld.DebugLog("    单件装备基础属性: %s" % (equipBaseAttrDict))
+    #计算功能点对装备基础的加成
+    __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, equip_addEquipBaseAttrPerList, allAttrListEquip, "Equip")
+    __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, plus_addEquipBaseAttrPerList, allAttrListPlus, "Plus")
+    #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, stone_addEquipBaseAttrPerList, allAttrListStone, "Stone")
+    #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, wash_addEquipBaseAttrPerList, allAttrListWash, "Wash")
+    
+    #GameWorld.DebugLog("    本阶装备属性: %s" % (allAttrListEquip))
+    
+    #保存计算值
+    PlayerControl.SetCalcAttrListValue(curPlayer, Def_CalcAttrFunc_EquipClassLV, allAttrListEquip)
+    #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
     #计算装备基础属性附加战力 (目前组成: 评分战力 + ...)
     equipFightPowerEx = eval(IpyGameDataPY.GetFuncCompileCfg("FightpowerFormula", 2))
-    #GameWorld.DebugLog("装备评分战力: equipScoreTotal=%s,equipFightPowerEx=%s" % (equipScoreTotal, equipFightPowerEx))
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_Equip, equipFightPowerEx)
+    #GameWorld.DebugLog("    装备评分战力: equipScoreTotal=%s,equipFightPowerEx=%s" % (equipScoreTotal, equipFightPowerEx))
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % Def_MFPType_EquipClassLV, equipFightPowerEx)
+    
+    # 4. 累加所有阶装备位属性
+    playerID = curPlayer.GetPlayerID()
+    if playerID not in PyGameData.g_playerEquipPartAttrDict:
+        PyGameData.g_playerEquipPartAttrDict[playerID] = {}
+    equipPartAttrDict = PyGameData.g_playerEquipPartAttrDict[playerID]
+    equipPartAttrDict[classLV] = [allAttrListPlus, allAttrListStone, allAttrListWash]
+    
+    allPartAttrListPlus = [{} for _ in range(4)]
+    allPartAttrListStone = [{} for _ in range(4)]
+    allPartAttrListWash = [{} for _ in range(4)]
+    
+#    GameWorld.DebugLog("    ----- 累加所有阶装备位养成属性")
+#    GameWorld.DebugLog("    本阶强化属性: %s" % (allAttrListPlus))
+#    GameWorld.DebugLog("    本阶宝石属性: %s" % (allAttrListStone))
+#    GameWorld.DebugLog("    本阶洗练属性: %s" % (allAttrListWash))
+    
+    for classLV, attrList in equipPartAttrDict.items():
+        allAttrListPlus, allAttrListStone, allAttrListWash = attrList
+        #GameWorld.DebugLog("    classLV=%s, %s" % (classLV, attrList))
+        for i in xrange(4):
+            PlayerControl.AddAttrDictValue(allPartAttrListPlus[i], allAttrListPlus[i])
+            PlayerControl.AddAttrDictValue(allPartAttrListStone[i], allAttrListStone[i])
+            PlayerControl.AddAttrDictValue(allPartAttrListWash[i], allAttrListWash[i])
+            
+#    GameWorld.DebugLog("    所有阶强化属性: %s" % (allPartAttrListPlus))
+#    GameWorld.DebugLog("    所有阶宝石属性: %s" % (allPartAttrListStone))
+#    GameWorld.DebugLog("    所有阶洗练属性: %s" % (allPartAttrListWash))
+    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Plus, allPartAttrListPlus)
+    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allPartAttrListStone)
+    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allPartAttrListWash)
     return
 
+def __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, addPerInfoList):
+    ## 计算其他功能属性对装备基础属性的加成
+        
+    if attrID not in ChConfig.EquipBassAttrAddInfoSet:
+        return
+    effPlace, calcAttrList = ChConfig.EquipBassAttrAddInfoSet[attrID]
+    #GameWorld.DebugLog("        装备基础加成信息: ID=%s,effPlace=%s,calcAttrList=%s" % (attrID, effPlace, calcAttrList))
+    # 所有部位
+    if effPlace == -1:
+        allPlaceAddPerDict = addPerInfoList[0]
+        for calcAttrIndex in calcAttrList:
+            allPlaceAddPerDict[calcAttrIndex] = allPlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
+        #GameWorld.DebugLog("            当前加成信息=%s" % (addPerInfoList))
+        return
+        
+    # 基础部位
+    if effPlace == -2 and equipPlace in ChConfig.EquipPlace_Base:
+        basePlaceAddPerDict = addPerInfoList[1]
+        for calcAttrIndex in calcAttrList:
+            basePlaceAddPerDict[calcAttrIndex] = basePlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
+        #GameWorld.DebugLog("            当前加成信息=%s" % (addPerInfoList))
+        return
+    
+    # 指定部位
+    elif effPlace > 0 and equipPlace == effPlace:
+        assignPlaceAddPerDict = addPerInfoList[2]
+        if equipPlace not in assignPlaceAddPerDict:
+            assignPlaceAddPerDict[equipPlace] = {}
+        curPlaceAddPerDict = assignPlaceAddPerDict[equipPlace]
+        for calcAttrIndex in calcAttrList:
+            curPlaceAddPerDict[calcAttrIndex] = curPlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
+        #GameWorld.DebugLog("            当前加成信息=%s" % (addPerInfoList))
+        return
+    
+    return
+
+def __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, addEquipBaseAttrPerList, allAttrList, sign=""):
+    ## 计算其他功能属性对装备基础属性加成的属性具体值
+    allPlaceAddPerDict, basePlaceAddPerDict, assignPlaceAddPerDict = addEquipBaseAttrPerList
+    #GameWorld.DebugLog("    计算功能点对装备基础属性加成: %s" % sign)
+    #GameWorld.DebugLog("        全部装备属性: %s, 加成%s" % (allEquipBaseAttrDict, allPlaceAddPerDict))
+    for attrID, addPer in allPlaceAddPerDict.items():
+        if attrID not in allEquipBaseAttrDict:
+            continue
+        baseValue = allEquipBaseAttrDict[attrID]
+        addValue = int(baseValue * addPer / 10000.0)
+        PlayerControl.CalcAttrDict_Type(attrID, addValue, allAttrList)
+        #GameWorld.DebugLog("            加成: ID=%s +%s %s" % (attrID, addValue, addPer))
+    
+    #GameWorld.DebugLog("        基础装备属性: %s, 加成%s" % (baseEquipBaseAttrDict, basePlaceAddPerDict))
+    for attrID, addPer in basePlaceAddPerDict.items():
+        if attrID not in baseEquipBaseAttrDict:
+            continue
+        baseValue = baseEquipBaseAttrDict[attrID]
+        addValue = int(baseValue * addPer / 10000.0)
+        PlayerControl.CalcAttrDict_Type(attrID, addValue, allAttrList)
+        #GameWorld.DebugLog("            加成: ID=%s +%s %s" % (attrID, addValue, addPer))
+        
+    #GameWorld.DebugLog("        指定装备属性: %s, 加成%s" % (equipBaseAttrDict, assignPlaceAddPerDict))
+    for equipPlace, addPerDict in assignPlaceAddPerDict.items():
+        if equipPlace not in equipBaseAttrDict:
+            continue
+        baseAttrDict = equipBaseAttrDict[equipPlace]
+        for attrID, addPer in addPerDict.items():
+            if attrID not in baseAttrDict:
+                continue
+            baseValue = baseAttrDict[attrID]
+            addValue = int(baseValue * addPer / 10000.0)
+            PlayerControl.CalcAttrDict_Type(attrID, addValue, allAttrList)
+            #GameWorld.DebugLog("            加成: ID=%s +%s %s" % (attrID, addValue, addPer))
+    return
 
 def CalcAttr_LegendAttr(curPlayer, curEquip, allAttrListEquip, legendAttrDict={}):
     ## 计算传奇属性
@@ -584,6 +763,8 @@
 ## 计算装备对基本属性的改变 
 #  @return None
 def CalcEquips_OutOfPrint(curPlayer):
+    # 境界装备改版,先屏蔽,之后再处理
+    return
     allAttrListOutOfPrintEquip = [{} for _ in range(4)]  # 绝版装备属性 需在等级变化独立计算
     
     packType = IPY_GameWorld.rptEquip
@@ -613,98 +794,39 @@
     PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
     return
 
-
-## 计算装备强化后的属性
-#  @param curPlayer 当前玩家
-#  @param curPlayer allAttrList 属性缓存
-#  @return None
-def CalcAttr_ItemPlus(curPlayer, curEquip, allAttrList, equipPartStarLV, equipPartPlusEvolveLV):
-    if not equipPartStarLV:
+def __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, allAttrList, plus_addEquipBaseAttrPerList):
+    ## 计算装备强化后的属性
+    equipPartPlusLV = GetEquipPartPlusLVByRank(curPlayer, packType, equipIndex, curEquip)
+    equipPartPlusEvolveLV = GetEquipPartPlusEvolveLVByEquip(curPlayer, packType, equipIndex, curEquip)
+    
+    if not equipPartPlusLV:
         return
     plusType = GetEquipPlusType(curEquip)
     if plusType is None:
         return
     
-    ipyData = IpyGameDataPY.GetIpyGameData("ItemPlus", plusType, equipPartStarLV)
+    #GameWorld.DebugLog("    强化属性: plusType=%s,equipPartPlusLV=%s,equipPartPlusEvolveLV=%s" % (plusType, equipPartPlusLV, equipPartPlusEvolveLV))
+    ipyData = IpyGameDataPY.GetIpyGameData("ItemPlus", plusType, equipPartPlusLV)
     if not ipyData:
         return
     attrTypeList, attrValueList = ipyData.GetAttrType(), ipyData.GetAttrValue()
     for i, attrID in enumerate(attrTypeList):
+        #GameWorld.DebugLog("    强化基础属性: ID=%s +%s" % (attrID, attrValueList[i]))
         PlayerControl.CalcAttrDict_Type(attrID, attrValueList[i], allAttrList)
     
+    if not equipPartPlusEvolveLV:
+        return
     #进化属性
     equipPlace = curEquip.GetEquipPlace()
     ipyData = IpyGameDataPY.GetIpyGameData('EquipPlusEvolve', equipPlace, equipPartPlusEvolveLV)
     if not ipyData:
         return
     for attrID, attrValue in ipyData.GetAttr().items():
+        #GameWorld.DebugLog("    强化进阶属性: ID=%s +%s" % (attrID, attrValue))
         PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
-    return
-
-
-## 添加全身装备品质对应BUFF
-#  @param curPlayer 当前玩家
-#  @return None
-def AddEquipsQualityBuff(curPlayer, qualityEquipCnt, suiteEquipCnt):
-    suiteCntRecord = 0
-    notifySuiteCnt = 0
-    notifyType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrActivatyNotify)
-    isAll, addAttrList = ReadChConfig.GetEvalChConfig('EquipQualityAddAttr')
-    for confInfo in addAttrList:
-        confQuality = confInfo[1]  # 配置品质标识 1-卓越,2-套装
-        cnt = 0 
-        if confQuality == 1:
-            cnt = qualityEquipCnt
-        elif confQuality == 2:
-            cnt = suiteEquipCnt
+        __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, plus_addEquipBaseAttrPerList)
         
-        confCnt = confInfo[0]
-        if cnt >= confCnt:  # 如果件数满足
-            EquipAddBuff(curPlayer, confInfo[2])
-            
-            if confQuality == 2 and confCnt > notifySuiteCnt and notifyType == \
-                                            ChConfig.Def_AttrActivatyNotify_Equip:
-                notifySuiteCnt = confCnt
-                
-            if confQuality == 2 and confCnt > suiteCntRecord:
-                suiteCntRecord = confCnt
-                
-            if not isAll:
-                break
-            
-    lastSuiteCntRecord = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrActivatyRecordSuiteCnt) 
-    if notifySuiteCnt > 0 and notifySuiteCnt > lastSuiteCntRecord:
-        PlayerControl.NotifyCode(curPlayer, "GeRen_hgg_917284", [curPlayer.GetPlayerName(),
-                                                                 notifySuiteCnt])
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrActivatyRecordSuiteCnt, suiteCntRecord)
-    #GameWorld.DebugLog("套装件数  上次记录=%s,更新记录=%s" % (lastSuiteCntRecord, suiteCntRecord))
     return
-
-
-## 添加装备全身强化等级对应属性
-#  @param curPlayer 当前玩家
-#  @return None
-def CalcAllEquipAllPlusLVAttr(curPlayer):
-    totalLV = GetTotalPlusLV(curPlayer, False)
-    activeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipActiveStarLV)
-    totalLV = min(totalLV, activeLV)
-    ipyData = IpyGameDataPY.InterpolationSearch("ItemPlusSumAttr", "PlusCntNeed", totalLV)
-    if not ipyData:
-        return {}
-    
-    attrTypeList = ipyData.GetAttrType()
-    attrValueList = ipyData.GetAttrValue()
-    #allAttrList = [{} for i in range(4)]
-    attrDict = {}
-    for i, attrID in enumerate(attrTypeList):
-        value = attrValueList[i]
-        attrDict[attrID] = attrDict.get(attrID, 0) + value
-        #PlayerControl.CalcAttrDict_Type(attrID, value, allAttrList)
-        
-    #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_PlusEx, allAttrList)
-    
-    return attrDict
-
 
 ## 装备套装属性计算
 #  @param curPlayer 当前玩家
@@ -726,8 +848,10 @@
             needStar = ipyData.GetStar()
             skillID = ipyData.GetSkillID()
             if [1 if star >= needStar else 0 for star in starList].count(1) >= suiteCnt:
+                #GameWorld.DebugLog("    套装: suiteID=%s,suiteCnt=%s,needStar=%s" % (suiteID, suiteCnt, needStar))
                 for attrID, attrValue in ipyData.GetAttrInfo().items():
                     PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListSuit)
+                    #GameWorld.DebugLog("        属性: ID=%s +%s" % (attrID, attrValue))
                 #技能
                 if skillID and not skillManager.FindSkillBySkillTypeID(skillID):
                     learnSkillList.append(skillID)
@@ -802,21 +926,6 @@
         gemLV = gemEffect.GetEffectValue(1)
         gemLVList.append(gemLV)
     return gemLVList
-
-def CalcEquipStarAttr(curPlayer, classlv, equipPlace, equipPartStar, allAttrListStar):
-    ## 计算装备星数属性
-    if not equipPartStar:
-        return
-    ipyData = IpyGameDataPY.GetIpyGameData('EquipStarUp', classlv, equipPlace, equipPartStar)
-    if not ipyData:
-        return
-    starAttrDict = ipyData.GetStarAttrInfo()
-    for attrID, attrValue in starAttrDict.items():
-        PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListStar)
-    baseAttrDict = ipyData.GetBaseAttrInfo()
-    for attrID, attrValue in baseAttrDict.items():
-        PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListStar)
-    return
 
 #---------------------------------------------------------------------
 ## 装备添加Buff 
@@ -896,7 +1005,7 @@
     oldEquipShowSwitch = curPlayer.GetEquipShowSwitch()
     realSuit=1
     equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
-    for place in ChConfig.Def_SuitEquipPlaceList:
+    for place in ChConfig.EquipPlace_Base:
         ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, place)
         if not ipyData:
             realSuit = 0
@@ -1126,8 +1235,9 @@
     SyncAllEquipAttrActiveInfo(curPlayer, activeType)
     if activeType == 0:
         PlayerMagicWeapon.CalcMagicWeaponSoulAttr(curPlayer)
-    else:
-        RefreshPlayerEquipAttribute(curPlayer)
+    #注意: 需要传装备阶触发刷属性,暂屏蔽,功能修改时再处理
+    #else:
+    #    RefreshPlayerEquipAttribute(curPlayer)
     
     #刷新所有属性
     playControl = PlayerControl.PlayerControl(curPlayer)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
index ceacf74..1d350be 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -1006,7 +1006,7 @@
 #        
 #        destItemPlace.PutIn(curEquip)
 #===============================================================================
-        return equipID, equipPlace
+        return equipID, equipPlace, itemClassLV
     
     #是否能放入物品(第几个物品栏, 物品序号, 放入的物品, 放入物品ID,  物品是否绑定)
 #===============================================================================
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py
index 997069e..17240a3 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py
@@ -433,7 +433,7 @@
     MaxAtk = attrDict.get(ShareDefine.Def_Effect_MaxAtk, 0) + Atk
     MaxHP = attrDict.get(ShareDefine.Def_Effect_MaxHP, 0)
     Def = attrDict.get(ShareDefine.Def_Effect_Def, 0)
-    ArmorDefPer = attrDict.get(ShareDefine.Def_Effect_ArmorDefAddPer, 0)
+    ArmorDefPer = 0
     IceAtk = attrDict.get(ShareDefine.Def_Effect_IceAtk, 0)
     IceDef = attrDict.get(ShareDefine.Def_Effect_IceDef, 0)
     
@@ -1771,13 +1771,6 @@
 def GetIsZhuXianEquip(curItem):
     ## 返回是否诛仙装备
     return curItem.GetType() in ChConfig.Def_ZhuXianEquiipType
-
-## 返回是否武器
-#  @param curItem 当前物品
-#  @return None
-#  @remarks 函数详细说明.
-def GetIsWeapon(curItem):
-    return curItem.GetType() in ChConfig.Def_WeaponItemType
 
 #---------------------------------------------------------------------
 ##遍历数据库查找合适的物品, 通过 效果ID + 效果A值确定物品
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 6beeb0e..5b81f48 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -90,7 +90,7 @@
 import CrossRealmPlayer
 import CrossPlayerData
 import ChNetSendPack
-import EquipZhuXian
+#import EquipZhuXian
 import PlayerCoat
 import PlayerState
 import QuestCommon
@@ -1227,6 +1227,8 @@
     playerID = curPlayer.GetPlayerID()
     PyGameData.g_zhuXianSkillAddPerDict.pop(playerID, None)
     PyGameData.g_zhuXianSkillReducePerDict.pop(playerID, None)
+    PyGameData.g_playerFuncAttrDict.pop(playerID, None)
+    PyGameData.g_playerEquipPartAttrDict.pop(playerID, None)
     return
 
 ##更新保存玩家在线时间
@@ -3989,7 +3991,7 @@
                 PlayerGreatMaster.Sync_GreatMasterFreeSkillPoint(curPlayer)
             # 升级需要执行的游戏功能处理
             GameFuncComm.DoFuncOpenLogic(curPlayer)
-            ChEquip.CalcEquips_OutOfPrint(curPlayer)    # 缓存绝版属性
+            #ChEquip.CalcEquips_OutOfPrint(curPlayer)    # 缓存绝版属性
             if aftLV%10 == 0:
                 # 控制下刷新次数
                 PlayerPet.CalcPetItemAddPlayerAttr(curPlayer)   # 宠物有随等级变化的技能
@@ -4161,7 +4163,7 @@
         PlayerFamilyTech.CalcFamilyTechAttr(curPlayer)
         PlayerEquipDecompose.RefreshEDAttr(curPlayer)
         PlayerDogz.RefreshDogzAttr(curPlayer)
-        EquipZhuXian.CalcZhuXianAttr(curPlayer)
+        #EquipZhuXian.CalcZhuXianAttr(curPlayer)
         PlayerGatherSoul.RefreshGatherSoulAttr(curPlayer)
         PlayerCoat.CalcClothesCoatSkinAttr(curPlayer)
         self.RefreshAllState(isForce=True)
@@ -4298,6 +4300,7 @@
         curPlayer.BeginRefreshState()
         self.ResetFightPowerObj()
         #self.PrintAttr(curPlayer, "重置后")
+        notAttrList = [{} for _ in range(4)]
         
         # 1.初始化人物各项状态及属性
         self.InitPlayerState()        
@@ -4321,7 +4324,8 @@
                 funcAttrInfoList.append(roleBaseAttrInfo)
                 continue
             attrInfo = GetCalcAttrListValue(curPlayer, funcIndex)
-            GameWorld.DebugLog("功能点属性: %s, %s" % (funcIndex, attrInfo))
+            if attrInfo != notAttrList:
+                GameWorld.DebugLog("功能点属性: %s, %s" % (funcIndex, attrInfo))
             funcAttrInfoList.append(attrInfo)
             # 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])
@@ -4344,17 +4348,8 @@
         
         # 3.计算战斗属性
         #    3.1 战斗属性层级交叉影响基值数值汇总
-        #        装备基础
-        equipBaseAttrList = AddAttrListValue([funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseWeapon],
-                                              funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
-                                              funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseRelics],
-                                              ])
-        #GameWorld.DebugLog("装备基础: %s" % equipBaseAttrList)
-        
-        #        基础层级(角色基础属性、装备基础属性、强化基础属性)
+        #        基础层级(角色基础属性)
         baseAttrList = AddAttrListValue([funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase],
-                                         equipBaseAttrList,
-                                         funcAttrInfoList[ChConfig.Def_CalcAttrFunc_PlusBase],
                                          ])
         #GameWorld.DebugLog("基础层级: %s" % baseAttrList)
         
@@ -4364,11 +4359,6 @@
                            ChConfig.TYPE_Calc_BaseDefAddPer:baseAttrList,
                            ChConfig.TYPE_Calc_BaseHitAddPer:baseAttrList,
                            ChConfig.TYPE_Calc_BaseMissAddPer:baseAttrList,
-                           ChConfig.TYPE_Calc_EquipBaseAddPer:equipBaseAttrList,
-                           ChConfig.TYPE_Calc_WeaponAtkAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseWeapon],
-                           ChConfig.TYPE_Calc_RelicsAtkAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseRelics],
-                           ChConfig.TYPE_Calc_ArmorMaxHPAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
-                           ChConfig.TYPE_Calc_ArmorDefAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
                            ChConfig.TYPE_Calc_GodWeaponMaxHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_GodWeapon],
                            ChConfig.TYPE_Calc_GodWeaponAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_GodWeapon],
                            ChConfig.TYPE_Calc_StoneMaxHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Stone],
@@ -4376,10 +4366,7 @@
                            ChConfig.TYPE_Calc_StoneBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Stone],
                            ChConfig.TYPE_Calc_RealmBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Prestige],
                            ChConfig.TYPE_Calc_HorseAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Horse],
-                           ChConfig.TYPE_Calc_HorcruxBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Horcrux],
                            ChConfig.TYPE_Calc_WingHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Wing],
-                           ChConfig.TYPE_Calc_SuiteBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Suit],
-                           ChConfig.TYPE_Calc_PlusBaseAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_PlusBase],
                            }
         #    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, ...}, ...}
@@ -4473,9 +4460,10 @@
         fpParam = IpyGameDataPY.GetIpyGameData("FightPowerParam", curLV)
         mfpDict = {} # 模块战斗力
         for mfpObj in mfpObjAttrDict.keys():
-            mfpDict[mfpObj.mfpType] = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
-            mfpDict[mfpObj.mfpType] = mfpDict[mfpObj.mfpType] + curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
-            mfpDict[mfpObj.mfpType] = mfpDict[mfpObj.mfpType] + curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
+            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
             
         #        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])
@@ -6423,24 +6411,6 @@
 # 基础闪避百分比
 def GetBaseMissAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BaseMissAddPer)
 def SetBaseMissAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BaseMissAddPer, value)
-# 魂器基础百分比
-def GetHorcruxBasePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_HorcruxBasePer)
-def SetHorcruxBasePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_HorcruxBasePer, value)
-# 装备基础百分比
-def GetEquipBaseAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_EquipBaseAddPer)
-def SetEquipBaseAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_EquipBaseAddPer, value)
-# 武器基础攻击百分比
-def GetWeaponAtkAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WeaponAtkAddPer)
-def SetWeaponAtkAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WeaponAtkAddPer, value)
-# 圣器基础攻击百分比
-def GetRelicsAtkAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_RelicsAtkAddPer)
-def SetRelicsAtkAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_RelicsAtkAddPer, value)
-# 防具基础生命百分比
-def GetArmorMaxHPAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ArmorMaxHPAddPer)
-def SetArmorMaxHPAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_ArmorMaxHPAddPer, value)
-# 防具基础防御百分比
-def GetArmorDefAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ArmorDefAddPer)
-def SetArmorDefAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_ArmorDefAddPer, value)
 # 神兵生命百分比
 def GetGodWeaponMaxHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GodWeaponMaxHPPer)
 def SetGodWeaponMaxHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GodWeaponMaxHPPer, value)
@@ -6748,12 +6718,6 @@
     return
 
 #-------------------------------------------------------------------------------
-# 每个功能最多加几个属性
-# 即以这种方式优化刷属性效率,一个功能需要额外占用Def_MaxAddAttrTypeCnt*2个临时字典缓存(一个存类型,一个存值)
-Def_MaxAddAttrTypeCnt = 15
-
-# 通过SetCalcAttrListValue先缓存功能计算增加的属性值,仅在变更时重新计算设置
-# 通过AddCalcAttrListValue取出缓存中已经算好的属性值,在刷属性中进行累加,从而减少每次重新计算功能增加的属性
 
 ## 设置保存功能事先计算好的属性值
 def SetCalcAttrListValue(curPlayer, funcIndex, allAttrList):
@@ -6772,21 +6736,12 @@
         addMaxHP = curPlayer.GetLV() * battleAttrDict[ChConfig.TYPE_Calc_PerLVMaxHP]
         battleAttrDict[ChConfig.TYPE_Calc_AttrMaxHP] = battleAttrDict.get(ChConfig.TYPE_Calc_AttrMaxHP, 0) + addMaxHP
         
-    for attrIndex, addAttrDict in enumerate(allAttrList):
-        findIndex = -1
-        for attrType, attrValue in addAttrDict.items():
-            if not isinstance(attrValue, int):
-                GameWorld.ErrLog("SetCalcAttrListValue funcIndex=%s,attrType=%s,Value=%s is not int!" 
-                                 % (funcIndex, attrType, attrValue), curPlayer.GetPlayerID())
-                continue
-            for i in xrange(findIndex + 1, Def_MaxAddAttrTypeCnt):
-                addAttrTypeKey = ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i)
-                addAttrValueKey = ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i)
-                if curPlayer.GetDictByKey(addAttrTypeKey) == 0:
-                    findIndex = i
-                    curPlayer.SetDict(addAttrTypeKey, attrType)
-                    curPlayer.SetDict(addAttrValueKey, attrValue)
-                    break
+    playerID = curPlayer.GetPlayerID()
+    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))
     return
 
 def GetCalcAttrListValue(curPlayer, funcIndex):
@@ -6799,42 +6754,26 @@
     else:
         return attrList
     
+    playerID = curPlayer.GetPlayerID()
+    if playerID not in PyGameData.g_playerFuncAttrDict:
+        return attrList
+    funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
     for funcIndex in funcIndexList:
-        for attrIndex, attrDict in enumerate(attrList):
-            for i in xrange(Def_MaxAddAttrTypeCnt):
-                attrType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i))
-                if attrType == 0:
-                    break
-                attrValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i))
-                if attrType in attrDict:
-                    attrDict[attrType] = attrValue + attrDict[attrType]
-                else:
-                    attrDict[attrType] = attrValue                   
+        if funcIndex not in funcAttrDict:
+            continue
+        funcAttrList = funcAttrDict[funcIndex]
+        for i, attrDict in enumerate(attrList):
+            curAttrDict = funcAttrList[i]
+            AddAttrDictValue(attrDict, curAttrDict)
     return attrList
-
-## 刷属性时累加功能事先计算好的属性值
-def AddCalcAttrListValue(curPlayer, funcIndex, allAttrList):
-    for attrIndex in ChConfig.CalcAttrIndexList:
-        for i in xrange(Def_MaxAddAttrTypeCnt):
-            curAddAttrType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i))
-            if curAddAttrType == 0:
-                break
-            curAddAttrValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i))
-            addAttrDict = allAttrList[attrIndex]
-            AddAttrDictValue(addAttrDict, {curAddAttrType:curAddAttrValue})
-            
-    return allAttrList
 
 ## 重置缓存
 def ClearCalcAttrListValue(curPlayer, funcIndex):
-    for attrIndex in ChConfig.CalcAttrIndexList:
-        for i in xrange(Def_MaxAddAttrTypeCnt):
-            addAttrTypeKey = ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i)
-            attrType = curPlayer.GetDictByKey(addAttrTypeKey)
-            if not attrType:
-                break
-            curPlayer.SetDict(addAttrTypeKey, 0)
-            curPlayer.SetDict(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i), 0)
+    playerID = curPlayer.GetPlayerID()
+    if playerID not in PyGameData.g_playerFuncAttrDict:
+        return
+    funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
+    funcAttrDict.pop(funcIndex, None)
     return
 
 def AddAttrListValue(attrList):
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py
index 010463d..375d629 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py
@@ -649,7 +649,8 @@
     
     if privilege == ChConfig.MWPrivilege_EquipPlus:
         #强化加成
-        addAttr = ChEquip.CalcAllEquipAllPlusLVAttr(curPlayer)
+        #境界改版,废弃
+        pass
     else: 
         multiple = 1 #倍数
         if singleValue:
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
index 8b36283..00d8e46 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
@@ -1079,36 +1079,38 @@
 # @return 布尔值
 # @remarks 处理耐久计算方式为:现实时间刷新方式的物品
 def ProcessTimeEquip(curPlayer, tick):
-    itemManager = curPlayer.GetItemManager()
-    hasItemClear = False
-
-    curPack = itemManager.GetPack(IPY_GameWorld.rptEquip)
-    for i in range(0, curPack.GetCount()):
-        curItem = curPack.GetAt(i)
-        
-        #异常物品
-        if not ItemCommon.CheckItemCanUse(curItem):
-            continue
-
-        if curItem.GetEndureReduceType() not in [ChConfig.Def_EquipReduceType_RTimeItem,
-                                             ChConfig.Def_EquipReduceType_Time]:
-            continue
-
-        #处理现实时间物品逻辑
-        if __DoLogic_ProcessTimeEquip(curPlayer, curItem, i):
-            hasItemClear = True
-            
-    
-    if hasItemClear:
-        #装备重刷属性
-        PlayerWing.CalcWingAttr(curPlayer)
-        ChEquip.RefreshPlayerEquipAttribute(curPlayer)
-            
-    
-    # 进行更新时效道具刷新时间
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_EquipTime, tick)
-    
-    return hasItemClear
+    return
+#境界装备修改,暂屏蔽,待优化
+#    itemManager = curPlayer.GetItemManager()
+#    hasItemClear = False
+#
+#    curPack = itemManager.GetPack(IPY_GameWorld.rptEquip)
+#    for i in range(0, curPack.GetCount()):
+#        curItem = curPack.GetAt(i)
+#        
+#        #异常物品
+#        if not ItemCommon.CheckItemCanUse(curItem):
+#            continue
+#
+#        if curItem.GetEndureReduceType() not in [ChConfig.Def_EquipReduceType_RTimeItem,
+#                                             ChConfig.Def_EquipReduceType_Time]:
+#            continue
+#
+#        #处理现实时间物品逻辑
+#        if __DoLogic_ProcessTimeEquip(curPlayer, curItem, i):
+#            hasItemClear = True
+#            
+#    
+#    if hasItemClear:
+#        #装备重刷属性
+#        PlayerWing.CalcWingAttr(curPlayer)
+#        ChEquip.RefreshPlayerEquipAttribute(curPlayer)
+#            
+#    
+#    # 进行更新时效道具刷新时间
+#    curPlayer.SetDict(ChConfig.Def_PlayerKey_EquipTime, tick)
+#    
+#    return hasItemClear
 #---------------------------------------------------------------------
 ## 装备有效时间到了需要脱下,有效时间物品改成不消失,但是无使用效果 可出售和续费
 def __DoLogic_ProcessTimeEquip(curPlayer, curItem, equipIndex):
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py
index 05cf2f4..97c2873 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py
@@ -564,9 +564,9 @@
         classLV = ItemCommon.GetItemClassLV(curEquip)
         if equipIndex not in [ShareDefine.retWing,ShareDefine.retGuard1,ShareDefine.retGuard2,ShareDefine.retHorse]:
             DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipColorItem, 1, [classLV, itemColor])
-        if equipIndex in ChConfig.BaseEquipPlace_Weapon:
+        if equipIndex in ChConfig.EquipPlace_BaseWeapon:
             DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipWeapon, 1, [itemColor, itemQuality, classLV])
-        elif equipIndex in ChConfig.BaseEquipPlace_Armor:
+        elif equipIndex in ChConfig.EquipPlace_BaseArmor:
             DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipArmor, 1, [itemColor, itemQuality, classLV])
         
         elif equipIndex == ShareDefine.retWing:
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTJG.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTJG.py
index 76e3ac9..4514eb2 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTJG.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTJG.py
@@ -54,19 +54,6 @@
 import random
 import GameObj
 
-# 可吞噬的装备位
-Def_EatItem_EquipPlace = [
-    ShareDefine.retWeapon,      #1 主手
-    ShareDefine.retWeapon2,     #2 副手
-    ShareDefine.retHat,         #3 帽子
-    ShareDefine.retClothes,     #4 衣服
-    ShareDefine.retBelt,        #5 腰带
-    ShareDefine.retTrousers,    #6 裤子
-    ShareDefine.retShoes,       #7 鞋子
-    ShareDefine.retNeck,        #8 项链
-
-]
-
 Def_EatSpace = 5    # 低于X格自动吞噬
 
 
@@ -537,7 +524,7 @@
     
     equipScores = {}
     equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
-    for i in Def_EatItem_EquipPlace:
+    for i in ChConfig.EquipPlace_Base:
         equipItem = equipPack.GetAt(i)
         if not equipItem or equipItem.IsEmpty():
             continue
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/PyGameData.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/PyGameData.py
index 5af65e0..d3fd664 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/PyGameData.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/PyGameData.py
@@ -22,6 +22,8 @@
 DailyUseCountLimitItemIDList = [] # 每日有使用个数限制的物品ID列表
 
 g_refreshAttrBillboardFunc = [] # 刷属性后需要触发的同步排行榜函数列表
+g_playerFuncAttrDict = {} # 玩家功能点属性 {playerID:{funcIndex:属性列表, ...}, ...}
+g_playerEquipPartAttrDict = {} # 玩家装备位养成属性 {playerID:{阶:[强化属性列表, 宝石属性列表, 洗练属性列表], ...}, ...}
 
 g_filterEquipDict = {} # 按装备条件过滤的装备ID,不分职业 {"classLV_color_star":{(itemJob,itemPlace):itemID, ...}, ...}
 
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
index 0eea719..96b19c9 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
@@ -420,8 +420,6 @@
 Def_Effect_MissRate = 45 #20026
 #杀怪经验百分比, 百分比增加基础杀怪经验(a值为万分率,直接加上)
 Def_Effect_FightExpRate = 46
-#魂器基础属性百分比
-Def_Effect_HorcruxBasePer = 48
 Def_Effect_SkillAtkRateReduce = 49 #20032
 #增加HP(A值填万分率)
 Def_Effect_MaxHPPer = 50 #20023
@@ -443,20 +441,45 @@
 Def_Effect_StoneMaxHPPer = 58
 #宝石攻击百分比
 Def_Effect_StoneAtkPer = 59
-#装备基础百分比
+#装备基础百分比 - 含特殊装备位
 Def_Effect_EquipBaseAddPer = 60
+#基础装备百分比
+Def_Effect_BaseEquipAddPer = 64
 #冰攻百分比(A值为万分率)
 Def_Effect_IceAtkPer = 61
 #冰防百分比(A值为万分率)
 Def_Effect_IceDefPer = 62
-#防具生命百分比
-Def_Effect_ArmorMaxHPAddPer = 63
-#圣器攻击百分比
-Def_Effect_RelicsAtkAddPer = 64
-#武器攻击百分比
-Def_Effect_WeaponAtkAddPer = 65
-#防具防御百分比
+#基础装备生命百分比
+Def_Effect_BaseEquipMaxHPAddPer = 63
+#基础装备攻击百分比
+Def_Effect_BaseEquipAtkAddPer = 65
+#防具防御百分比 - 废弃
 Def_Effect_ArmorDefAddPer = 66
+#主手基础属性值 百分比
+Def_Effect_WeaponAddPer = 121
+#副手基础属性值 百分比
+Def_Effect_Weapon2AddPer = 122
+#腰带基础属性值 百分比
+Def_Effect_BeltAddPer = 123
+#手套基础属性值 百分比
+Def_Effect_GloveAddPer = 124
+#衣袍基础属性值 百分比
+Def_Effect_ClothesAddPer = 125
+#帽子基础属性值 百分比
+Def_Effect_HatAddPer = 126
+#下装基础属性值 百分比
+Def_Effect_TrousersAddPer = 127
+#鞋履基础属性值 百分比
+Def_Effect_ShoesAddPer = 128
+#仙器A基础属性值 百分比
+Def_Effect_FairyCanAddPer = 129
+#仙器B基础属性值 百分比
+Def_Effect_FairyCan2AddPer = 130
+#仙绳基础属性值 百分比
+Def_Effect_NeckAddPer = 131
+#莲台基础属性值 百分比
+Def_Effect_JadeAddPer = 132
+
 Def_Effect_MinAtk = 67 # 最小攻击
 Def_Effect_MaxAtk = 68 # 最大攻击
 
@@ -1358,13 +1381,13 @@
 )=range(5)
 
 # 战斗力模块类型
-Def_MFPType_Max = 29
+Def_MFPType_Max = 44
 ModuleFightPowerTypeList = (
 Def_MFPType_Role, # 角色 0
-Def_MFPType_Equip, # 装备(基本装备位) 1
+Def_MFPType_Equip, # 装备(基本装备位) 1  - 废弃
 Def_MFPType_Plus, # 强化 2
 Def_MFPType_Stone, # 宝石 3
-Def_MFPType_Suit, # 套装 4
+Def_MFPType_Suit, # 套装 4 - 废弃
 Def_MFPType_Wing, # 翅膀 5
 Def_MFPType_Wash, # 洗练 6
 Def_MFPType_Pet, # 灵宠 7
@@ -1373,7 +1396,7 @@
 Def_MFPType_GodWeapon, # 神兵 10
 Def_MFPType_Dienstgrad, #称号 11
 Def_MFPType_Rune, # 符印 12
-Def_MFPType_Horcrux, # 魂器 13
+Def_MFPType_13, #
 Def_MFPType_MagicWeapon1, # 人族法宝 14
 Def_MFPType_StoveYao, # 炼丹炉丹药 15
 Def_MFPType_MagicWeapon2, # 魔族法宝 16
@@ -1385,7 +1408,22 @@
 Def_MFPType_GatherSoul, # 聚魂 22
 Def_MFPType_MagicWeapon4, # 王者法宝 23
 Def_MFPType_Coat, # 时装 24
-Def_MFPType_ZhuXian, # 诛仙 25
+Def_MFPType_ZhuXian, # 诛仙 25  - 废弃
+Def_MFPType_Equip1, # 境界装备1阶 26
+Def_MFPType_Equip2, # 境界装备2阶 27
+Def_MFPType_Equip3, # 境界装备3阶 28
+Def_MFPType_Equip4, # 境界装备4阶 29
+Def_MFPType_Equip5, # 境界装备5阶 30
+Def_MFPType_Equip6, # 境界装备6阶 31
+Def_MFPType_Equip7, # 境界装备7阶 32
+Def_MFPType_Equip8, # 境界装备8阶 33
+Def_MFPType_Equip9, # 境界装备9阶 34
+Def_MFPType_Equip10, # 境界装备10阶 35
+Def_MFPType_Equip11, # 境界装备11阶 36
+Def_MFPType_Equip12, # 境界装备12阶 37
+Def_MFPType_Equip13, # 境界装备13阶 38
+Def_MFPType_Equip14, # 境界装备14阶 39
+Def_MFPType_Equip15, # 境界装备15阶 40
 Def_MFPType_Other, # 其他
 
 #以下暂时没用到,改时再处理
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/EffGetSet.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/EffGetSet.py
index 5e21d47..18fc960 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/EffGetSet.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/EffGetSet.py
@@ -140,12 +140,6 @@
    [lambda curObj:PlayerControl.GetBaseDefAddPer(curObj), lambda curObj, value:PlayerControl.SetBaseDefAddPer(curObj, value), 0, 0, 0],          # 基础防御百分比
    [lambda curObj:PlayerControl.GetBaseHitAddPer(curObj), lambda curObj, value:PlayerControl.SetBaseHitAddPer(curObj, value), 0, 0, 0],          # 基础命中百分比
    [lambda curObj:PlayerControl.GetBaseMissAddPer(curObj), lambda curObj, value:PlayerControl.SetBaseMissAddPer(curObj, value), 0, 0, 0],        # 基础闪避百分比
-   [lambda curObj:PlayerControl.GetHorcruxBasePer(curObj), lambda curObj, value:PlayerControl.SetHorcruxBasePer(curObj, value), 0, 0, 0],        # 魂器基础百分比
-   [lambda curObj:PlayerControl.GetEquipBaseAddPer(curObj), lambda curObj, value:PlayerControl.SetEquipBaseAddPer(curObj, value), 0, 0, 0],      # 装备基础百分比
-   [lambda curObj:PlayerControl.GetWeaponAtkAddPer(curObj), lambda curObj, value:PlayerControl.SetWeaponAtkAddPer(curObj, value), 0, 0, 0],      # 武器基础攻击百分比
-   [lambda curObj:PlayerControl.GetRelicsAtkAddPer(curObj), lambda curObj, value:PlayerControl.SetRelicsAtkAddPer(curObj, value), 0, 0, 0],      # 圣器基础攻击百分比
-   [lambda curObj:PlayerControl.GetArmorMaxHPAddPer(curObj), lambda curObj, value:PlayerControl.SetArmorMaxHPAddPer(curObj, value), 0, 0, 0],    # 防具基础生命百分比
-   [lambda curObj:PlayerControl.GetArmorDefAddPer(curObj), lambda curObj, value:PlayerControl.SetArmorDefAddPer(curObj, value), 0, 0, 0],        # 防具基础防御百分比
    [lambda curObj:PlayerControl.GetGodWeaponMaxHPPer(curObj), lambda curObj, value:PlayerControl.SetGodWeaponMaxHPPer(curObj, value), 0, 0, 0],  # 神兵生命百分比
    [lambda curObj:PlayerControl.GetGodWeaponAtkPer(curObj), lambda curObj, value:PlayerControl.SetGodWeaponAtkPer(curObj, value), 0, 0, 0],      # 神兵攻击百分比
    [lambda curObj:PlayerControl.GetStoneMaxHPPer(curObj), lambda curObj, value:PlayerControl.SetStoneMaxHPPer(curObj, value), 0, 0, 0],          # 宝石生命百分比
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/Buff_502.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/Buff_502.py
index b8d90d9..e948c74 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/Buff_502.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/Buff_502.py
@@ -32,7 +32,7 @@
         
         if curEquip.IsEmpty():
             continue
-        if i not in ChConfig.BaseEquipPlace_Armor:
+        if i not in ChConfig.EquipPlace_BaseArmor:
             continue
         if not curEquip.GetItemQuality():
             continue
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
index 767157b..7581367 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -1883,9 +1883,9 @@
         if not PlayerGreatMaster.GetGreatMasterFreeSkillPoint(curPlayer):
             return False
     #诛仙技能学习判断
-    if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_ZhuXian:
-        if not EquipZhuXian.CheckLearnZhuXianSkill(curPlayer, curSkillTypeID):
-            return False
+    #if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_ZhuXian:
+    #    if not EquipZhuXian.CheckLearnZhuXianSkill(curPlayer, curSkillTypeID):
+    #        return False
         
     #经验检测
     skillLvUpNeedExp = upSkill.GetLVUpCostExp()

--
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