From b8205147a83828c471db21fc889b33d3221dbbb4 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期五, 19 四月 2019 11:50:46 +0800
Subject: [PATCH] 6457 【后端】【2.0】缥缈仙域开发单(任务接口修改)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py |  149 +++++++++++++++++++++++++++----------------------
 1 files changed, 83 insertions(+), 66 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
index 107588b..a4dcc0b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
@@ -23,11 +23,9 @@
 import ChItem
 import ItemCommon
 import FBLogic
-import ReadChConfig
 import OperControlManager
 import Operate_EquipWash
 import ShareDefine
-import PyMapTable
 import ChPyNetSendPack
 import NetPackCommon
 import EventShell
@@ -35,8 +33,6 @@
 import PlayerWing
 import Operate_EquipStone
 import PassiveBuffEffMng
-import SkillCommon
-import PlayerMagicWeapon
 import time
 import json
 import FormulaControl
@@ -70,7 +66,7 @@
         return False
     playerItemControl = ItemControler.PlayerItemControler(curPlayer)
     
-    if curItem.GetIsBind():
+    if ItemControler.GetIsAuctionItem(curItem):
         GameWorld.DebugLog("拍品无法穿戴!")
         return False
     
@@ -156,6 +152,9 @@
     #刷新所有属性
     playControl = PlayerControl.PlayerControl(curPlayer)
     playControl.RefreshPlayerAttrState()
+    
+    #装备的被动触发类技能
+    PassiveBuffEffMng.GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
     return True
 
 
@@ -370,6 +369,9 @@
     #刷新所有属性
     playControl = PlayerControl.PlayerControl(curPlayer)
     playControl.RefreshPlayerAttrState()
+    
+    #装备的被动触发类技能
+    PassiveBuffEffMng.GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
     return
 
 
@@ -400,7 +402,7 @@
     equipIndex = sendPack.GetEquipIndex()
     curEquip = roleEquipPack.GetAt(equipIndex)
     
-    if not ItemCommon.CheckItemCanUse(curEquip):
+    if not ItemCommon.CheckItemCanUse(curEquip) or ItemControler.GetIsAuctionItem(curEquip):
         return
     
     #FB禁止使用物品
@@ -419,43 +421,37 @@
 
 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. 装备模块,每个境界阶独立,每个境界战力独立模块计算
         1.1 装备本身属性: 不能有影响其他境界装备的属性
                                 基础属性: 物品表中的配置
                                 传奇属性: 
                                 绝版属性: 
-                    
-        1.2 装备位升星属性:不能有影响其他境界装备的属性
+                                
+    2.装备位星级模块    
+        2.1 装备位升星属性:不能有影响其他境界装备的属性
                                 升星基础属性,属性属于装备基础
                                 升星等级属性,会影响本阶装备基础
                                 星级套装属性,详见套装属性
                     
-        1.3 装备位套装属性:不能有影响其他境界装备的属性
+        2.2 装备位套装属性:不能有影响其他境界装备的属性
                                 由装备位是否套装及星级数决定套装属性
             
-    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
+    3.装备位强化模块:战力为所有境界装备位强化属性总和战力
                     强化等级属性    
                     进化等级属性,影响本部位本境界装备基础
                     
-    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
+    4.装备位宝石属性:战力为所有境界装备位宝石属性总和战力
                     宝石等级属性
                     宝石觉醒属性,会影响本阶装备基础
                     
-    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
+    5.装备位洗练属性:战力为所有境界装备位洗练属性总和战力
                     洗练等级属性
                     洗练套装属性,会影响本阶装备基础
     '''
     
-    equipMFPTypeList = range(ShareDefine.Def_MFPType_Equip1, ShareDefine.Def_MFPType_Equip15 + 1)
-    if classLV < 1 or classLV > len(equipMFPTypeList):
+    if classLV < 1:
         GameWorld.ErrLog("刷境界装备属性阶错误!当前不支持该阶模块: classLV=%s" % classLV)
         return
-    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))
     
     allEquipBaseAttrDict = {} # 所有装备基础属性 {attrID:value, ...}
@@ -463,13 +459,15 @@
     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
+    equip_addEquipBaseAttrPerList = [{}, {}, {}] # 装备功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
+    allAttrListStar = [{} for _ in range(4)]  # 升星属性
+    star_addEquipBaseAttrPerList = [{}, {}, {}] # 升星功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
     allAttrListPlus = [{} for _ in range(4)]  # 强化属性
-    plus_addEquipBaseAttrPerList = [{}, {}, {}] # 强化功能点对装备基础的加成信息
+    plus_addEquipBaseAttrPerList = [{}, {}, {}] # 强化功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
     allAttrListStone = [{} for _ in range(4)]  # 宝石属性
-    #stone_addEquipBaseAttrPerList = [{}, {}, {}] # 宝石功能点对装备基础的加成信息
+    #stone_addEquipBaseAttrPerList = [{}, {}, {}] # 宝石功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
     allAttrListWash = [{} for _ in range(4)]  # 洗练属性
-    #wash_addEquipBaseAttrPerList = [{}, {}, {}] # 洗练功能点对装备基础的加成信息
+    #wash_addEquipBaseAttrPerList = [{}, {}, {}] # 洗练功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
     #allAttrListOutOfPrintEquip = [{} for _ in range(4)]  # 绝版装备属性 需在等级变化独立计算
     
     packType = IPY_GameWorld.rptEquip
@@ -529,7 +527,7 @@
             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)
+                PlayerControl.CalcAttrDict_Type(starBaseAttrID, starBaseAttrValue, allAttrListStar)
                 baseAttrDict[starBaseAttrID] = baseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
                 allEquipBaseAttrDict[starBaseAttrID] = allEquipBaseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
                 if isBaseEquip:
@@ -538,9 +536,9 @@
                     
             starAttrDict = {} if not ipyData else ipyData.GetStarAttrInfo() # 星级附加
             for starAttrID, starAttrValue in starAttrDict.items():
-                PlayerControl.CalcAttrDict_Type(starAttrID, starAttrValue, allAttrListEquip)
+                PlayerControl.CalcAttrDict_Type(starAttrID, starAttrValue, allAttrListStar)
                 #GameWorld.DebugLog("    星级附加属性: ID=%s +%s" % (starAttrID, starAttrValue))
-                __CalcFuncAddEquipAttrPer(equipPlace, starAttrID, starAttrValue, equip_addEquipBaseAttrPerList)
+                __CalcFuncAddEquipAttrPer(equipPlace, starAttrID, starAttrValue, star_addEquipBaseAttrPerList)
                 
         equipBaseAttrDict[equipPlace] = baseAttrDict
         
@@ -575,67 +573,87 @@
         Operate_EquipWash.CalcAttr_EquipWash(curPlayer, equipIndex, equipPlace, allAttrListWash)
     
 #    GameWorld.DebugLog("    装备循环属性: %s" % (allAttrListEquip))
+#    GameWorld.DebugLog("    升星循环属性: %s" % (allAttrListStar))
 #    GameWorld.DebugLog("    强化循环属性: %s" % (allAttrListPlus))
 #    GameWorld.DebugLog("    宝石循环属性: %s" % (allAttrListStone))
 #    GameWorld.DebugLog("    洗练循环属性: %s" % (allAttrListWash))
 #    GameWorld.DebugLog("    -----" )
     # 2. 计算遍历后的附加属性
-    #套装属性
-    CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListEquip)
+    #套装属性,暂归为星级套装属性
+    CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListStar)
     
-    #GameWorld.DebugLog("    装备属性套装: %s" % (allAttrListEquip))
+#    GameWorld.DebugLog("    升星属性套装: %s" % (allAttrListEquip))
     
     # 3. 计算对装备基础的附加加成
 #    GameWorld.DebugLog("    -----" )
 #    GameWorld.DebugLog("    所有装备基础属性: %s" % (allEquipBaseAttrDict))
 #    GameWorld.DebugLog("    基础装备基础属性: %s" % (baseEquipBaseAttrDict))
 #    GameWorld.DebugLog("    单件装备基础属性: %s" % (equipBaseAttrDict))
+#    GameWorld.DebugLog("    -----" )
     #计算功能点对装备基础的加成
-    __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))
+    insideAttrDictEquip, insideAttrDictStar, insideAttrDictPlus, insideAttrDictStone, insideAttrDictWash = {}, {}, {}, {}, {}
+    __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, equip_addEquipBaseAttrPerList, insideAttrDictEquip, "Equip")
+    __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, star_addEquipBaseAttrPerList, insideAttrDictStar, "Star")
+    __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, plus_addEquipBaseAttrPerList, insideAttrDictPlus, "Plus")
+    #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, stone_addEquipBaseAttrPerList, insideAttrDictStone, "Stone")
+    #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, wash_addEquipBaseAttrPerList, insideAttrDictWash, "Wash")
     
     #保存计算值
-    PlayerControl.SetCalcAttrListValue(curPlayer, 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 % 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)]
+    equipPartAttrDict[classLV] = [equipFightPowerEx, allAttrListEquip, insideAttrDictEquip, allAttrListStar, insideAttrDictStar,
+                                  allAttrListPlus, insideAttrDictPlus, allAttrListStone, insideAttrDictStone, allAttrListWash, insideAttrDictWash]
     
 #    GameWorld.DebugLog("    ----- 累加所有阶装备位养成属性")
-#    GameWorld.DebugLog("    本阶强化属性: %s" % (allAttrListPlus))
-#    GameWorld.DebugLog("    本阶宝石属性: %s" % (allAttrListStone))
-#    GameWorld.DebugLog("    本阶洗练属性: %s" % (allAttrListWash))
+#    GameWorld.DebugLog("    本阶装备战力: equipScoreTotal=%s,equipFightPowerEx=%s" % (equipScoreTotal, equipFightPowerEx))
+#    GameWorld.DebugLog("    本阶装备属性: %s, 内部加成=%s" % (allAttrListEquip, insideAttrDictEquip))
+#    GameWorld.DebugLog("    本阶升星属性: %s, 内部加成=%s" % (allAttrListStar, insideAttrDictStar))
+#    GameWorld.DebugLog("    本阶强化属性: %s, 内部加成=%s" % (allAttrListPlus, insideAttrDictPlus))
+#    GameWorld.DebugLog("    本阶宝石属性: %s, 内部加成=%s" % (allAttrListStone, insideAttrDictStone))
+#    GameWorld.DebugLog("    本阶洗练属性: %s, 内部加成=%s" % (allAttrListWash, insideAttrDictWash))
     
+    allClassEquipFightPowerEx = 0
+    allClassAttrListEquip, allClassInsideAttrDictEquip = [{} for _ in range(4)], {}
+    allClassAttrListStar, allClassInsideAttrDictStar = [{} for _ in range(4)], {}
+    allClassAttrListPlus, allClassInsideAttrDictPlus = [{} for _ in range(4)], {}
+    allClassAttrListStone, allClassInsideAttrDictStone = [{} for _ in range(4)], {}
+    allClassAttrListWash, allClassInsideAttrDictWash = [{} for _ in range(4)], {}
     for classLV, attrList in equipPartAttrDict.items():
-        allAttrListPlus, allAttrListStone, allAttrListWash = attrList
+        equipFightPowerEx, allAttrListEquip, insideAttrDictEquip, allAttrListStar, insideAttrDictStar, \
+            allAttrListPlus, insideAttrDictPlus, allAttrListStone, insideAttrDictStone, allAttrListWash, insideAttrDictWash = attrList
         #GameWorld.DebugLog("    classLV=%s, %s" % (classLV, attrList))
+        allClassEquipFightPowerEx += equipFightPowerEx
         for i in xrange(4):
-            PlayerControl.AddAttrDictValue(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)
+            PlayerControl.AddAttrDictValue(allClassAttrListEquip[i], allAttrListEquip[i])
+            PlayerControl.AddAttrDictValue(allClassAttrListStar[i], allAttrListStar[i])
+            PlayerControl.AddAttrDictValue(allClassAttrListPlus[i], allAttrListPlus[i])
+            PlayerControl.AddAttrDictValue(allClassAttrListStone[i], allAttrListStone[i])
+            PlayerControl.AddAttrDictValue(allClassAttrListWash[i], allAttrListWash[i])
+        PlayerControl.AddAttrDictValue(allClassInsideAttrDictEquip, insideAttrDictEquip)
+        PlayerControl.AddAttrDictValue(allClassInsideAttrDictStar, insideAttrDictStar)
+        PlayerControl.AddAttrDictValue(allClassInsideAttrDictPlus, insideAttrDictPlus)
+        PlayerControl.AddAttrDictValue(allClassInsideAttrDictStone, insideAttrDictStone)
+        PlayerControl.AddAttrDictValue(allClassInsideAttrDictWash, insideAttrDictWash)
+        
+#    GameWorld.DebugLog("    所有阶装备战力: %s" % (allClassEquipFightPowerEx))
+#    GameWorld.DebugLog("    所有阶装备属性: %s, 内部加成=%s" % (allClassAttrListEquip, allClassInsideAttrDictEquip))
+#    GameWorld.DebugLog("    所有阶升星属性: %s, 内部加成=%s" % (allClassAttrListStar, allClassInsideAttrDictStar))
+#    GameWorld.DebugLog("    所有阶强化属性: %s, 内部加成=%s" % (allClassAttrListPlus, allClassInsideAttrDictPlus))
+#    GameWorld.DebugLog("    所有阶宝石属性: %s, 内部加成=%s" % (allClassAttrListStone, allClassInsideAttrDictStone))
+#    GameWorld.DebugLog("    所有阶洗练属性: %s, 内部加成=%s" % (allClassAttrListWash, allClassInsideAttrDictWash))
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_Equip, allClassEquipFightPowerEx)
+    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Equip, allClassAttrListEquip, allClassInsideAttrDictEquip)
+    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Star, allClassAttrListStar, allClassInsideAttrDictStar)
+    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Plus, allClassAttrListPlus, allClassInsideAttrDictPlus)
+    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allClassAttrListStone, allClassInsideAttrDictStone)
+    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allClassAttrListWash, allClassInsideAttrDictWash)
     return
 
 def __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, addPerInfoList):
@@ -674,7 +692,7 @@
     
     return
 
-def __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, addEquipBaseAttrPerList, allAttrList, sign=""):
+def __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, addEquipBaseAttrPerList, allAttrDict, sign=""):
     ## 计算其他功能属性对装备基础属性加成的属性具体值
     allPlaceAddPerDict, basePlaceAddPerDict, assignPlaceAddPerDict = addEquipBaseAttrPerList
     #GameWorld.DebugLog("    计算功能点对装备基础属性加成: %s" % sign)
@@ -684,7 +702,7 @@
             continue
         baseValue = allEquipBaseAttrDict[attrID]
         addValue = int(baseValue * addPer / 10000.0)
-        PlayerControl.CalcAttrDict_Type(attrID, addValue, allAttrList)
+        PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict)
         #GameWorld.DebugLog("            加成: ID=%s +%s %s" % (attrID, addValue, addPer))
     
     #GameWorld.DebugLog("        基础装备属性: %s, 加成%s" % (baseEquipBaseAttrDict, basePlaceAddPerDict))
@@ -693,7 +711,7 @@
             continue
         baseValue = baseEquipBaseAttrDict[attrID]
         addValue = int(baseValue * addPer / 10000.0)
-        PlayerControl.CalcAttrDict_Type(attrID, addValue, allAttrList)
+        PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict)
         #GameWorld.DebugLog("            加成: ID=%s +%s %s" % (attrID, addValue, addPer))
         
     #GameWorld.DebugLog("        指定装备属性: %s, 加成%s" % (equipBaseAttrDict, assignPlaceAddPerDict))
@@ -706,7 +724,7 @@
                 continue
             baseValue = baseAttrDict[attrID]
             addValue = int(baseValue * addPer / 10000.0)
-            PlayerControl.CalcAttrDict_Type(attrID, addValue, allAttrList)
+            PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict)
             #GameWorld.DebugLog("            加成: ID=%s +%s %s" % (attrID, addValue, addPer))
     return
 
@@ -834,7 +852,7 @@
 def CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListSuit):
     if not suitCntDict:
         return
-    GameWorld.DebugLog('    suitCntDict=%s'%suitCntDict)
+    #GameWorld.DebugLog('    suitCntDict=%s'%suitCntDict)
     learnSkillList = []
     delSkillID = []
     skillManager = curPlayer.GetSkillManager()
@@ -1233,8 +1251,7 @@
     PlayerControl.NomalDictSetProperty(curPlayer, key, activeCnt)
     
     SyncAllEquipAttrActiveInfo(curPlayer, activeType)
-    if activeType == 0:
-        PlayerMagicWeapon.CalcMagicWeaponSoulAttr(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)

--
Gitblit v1.8.0