From dfa4555080d7fe179aec06e63d045f244e755884 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期四, 08 八月 2019 17:32:10 +0800
Subject: [PATCH] 0312 脱机分解蓝白装备不判断评分高低

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py |  259 +++++++++++++++++----------------------------------
 1 files changed, 89 insertions(+), 170 deletions(-)

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 d9ea722..dfe8ab3 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -31,6 +31,7 @@
 import ChPyNetSendPack
 import NetPackCommon
 import Operate_EquipStone
+import PlayerMagicWeapon
 import IpyGameDataPY
 import DataRecordPack
 import EventShell
@@ -479,40 +480,6 @@
         return True
     return False
 
-#物品属性判断------------------------------------------------------------------
-## 使用物品检查是否满足属性
-#  @param curPlayer 当前玩家
-#  @param curItem 当前物品
-#  @return False or True
-def CheckItemAttrLimit(curPlayer, curItem):
-    # 取消限制的物品
-    if curItem.GetUserAttr(ShareDefine.Def_IudetCancelUseLimit) == 1:
-        return True
-    #智力为基础限制
-    if curItem.GetLimitPNE() > curPlayer.GetPNE():
-        return False
-    
-    #由于可变属性强化表加载问题, 暂时不处理强化表的属性点限制,以物品表为主,如有需要再开启此判断 20151210 by hxp
-    # 从强化表中获得数据,装备强化限制力量 敏捷
-#    if curItem.GetType() in ReadChConfig.GetEvalChConfig("EquipPlus_EquipType"):
-#        plusInfo = ...
-#        
-#        if plusInfo is None:
-#            GameWorld.ErrLog("tagItemPlus.txt can't find equip:%s" % curItem.GetItemTypeID())
-#            return False
-#             
-#        limitSTR, limitPHY = plusInfo.GetLimitSTR(), plusInfo.GetLimitPHY()
-#    
-#    # 物品表中获得信息
-#    else:
-    limitSTR, limitPHY = curItem.GetLimitSTR(), curItem.GetLimitPHY()
-    
-    if limitSTR > curPlayer.GetSTR() or limitPHY > curPlayer.GetPHY():
-        return False
-    
-    return True
-
-
 #物品使用等级判断----------------------------------------------------------------
 ## 物品使用等级判断
 #  @param curPlayer 玩家
@@ -570,37 +537,6 @@
 #  @param itemMark 当前物品
 #  @return 是否是贵重品
 def IsValuableItem(curItem):
-    
-    #装备是否卓越物品
-    #===========================================================================
-    # ValuableItemQualityList = ReadChConfig.GetEvalChConfig("ValuableItemQuality")
-    # if curItem.GetItemQuality() in ValuableItemQualityList:
-    #    return True
-    # 
-    # # 贵重物品配置[[贵重物品id], [贵重物品类型], 贵重物品加强等级, 贵重物品追加等级]
-    # valuablesInfo = ReadChConfig.GetEvalChConfig("ValuablesConfigInfo")
-    # valuablesIDList, valuablesTypeList, valuableMinStar, valuableAddAttrLV = valuablesInfo
-    # 
-    # #物品ID满足
-    # if curItem.GetItemTypeID() in valuablesIDList:
-    #    return True
-    # 
-    # #物品类型满足 
-    # if curItem.GetType() in valuablesTypeList:
-    #    return True
-    #    
-    # #普通装备判定
-    # if ItemCommon.CheckItemIsEquip(curItem):
-    #    
-    #    #套装物品
-    #    if curItem.GetIsSuite():
-    #        return True
-    #    
-    #    #装备强化星级
-    #    if curItem.GetItemStarLV() >= valuableMinStar:
-    #        return True
-    #===========================================================================
-
     return False
 
 
@@ -794,13 +730,7 @@
         #等级检查
         if not CheckItemUseLV(curPlayer, curItem, needNotify):
             return False
-
-        #使用物品检查是否满足属性
-        if not CheckItemAttrLimit(curPlayer, curItem):
-            if needNotify:
-                PlayerControl.NotifyCode(curPlayer, "itemuse_andyshao_671654")
-            return False
-    
+        
         #=======================================================================
         # #马匹检查
         # if curItem.GetType() == ChConfig.Def_Item_Type_Horse and not CheckCanEquipHorse(curPlayer):
@@ -836,26 +766,27 @@
     
     # 计算装备的珍品数量
     def RefreshStartEquipCount(self):
-        curPlayer = self.__Player
-        count = 0
-        equipPack = self.__PlayerEquip
-        for i in xrange(equipPack.GetCount()):
-            curEquip = equipPack.GetAt(i)
-            
-            if curEquip.IsEmpty():
-                continue
-            
-            if not curEquip.GetItemQuality():
-                continue
-            
-            count += 1
-            
-        curPlayer.SetDict(ChConfig.Def_PlayerKey_StartEquipCnt, count)
+#        curPlayer = self.__Player
+#        count = 0
+#        equipPack = self.__PlayerEquip
+#        for i in xrange(equipPack.GetCount()):
+#            curEquip = equipPack.GetAt(i)
+#            
+#            if curEquip.IsEmpty():
+#                continue
+#            
+#            if not curEquip.GetItemQuality():
+#                continue
+#            
+#            count += 1
+#            
+#        curPlayer.SetDict(ChConfig.Def_PlayerKey_StartEquipCnt, count)
         return
     
     def GetStartEquipCount(self):
-        curPlayer = self.__Player
-        return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_StartEquipCnt)
+        return 0
+        #curPlayer = self.__Player
+        #return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_StartEquipCnt)
 
     ## 装备当前物品
     #  @param curItem 当前物品
@@ -873,6 +804,9 @@
         desItemID, desUserData = [0, ''] if equipItem.IsEmpty() else [equipItem.GetItemTypeID(), equipItem.GetUserData()]
         srcItemID, srcUserData = curItem.GetItemTypeID(), curItem.GetUserData()
         
+        befIsOrangeEquip = 1 if (not equipItem.IsEmpty() and equipItem.GetItemColor() >= ChConfig.Def_Quality_Orange) else 0
+        aftIsOrangeEquip = 1 if curItem.GetItemColor() >= ChConfig.Def_Quality_Orange else 0
+        
         #--其他装备物品---
         #itemColor = curItem.GetItemColor()
         result = self.SwitchEquip(curItem, equipPackIndex)
@@ -881,14 +815,24 @@
             PlayerSuccess.DoEquipSuccessLogic(curPlayer)
             #换装宝石处理
             Operate_EquipStone.DoMoveEquipStone(curPlayer, equipPackIndex)
-            EventShell.EventRespons_EquipStar(curPlayer)
+            EventShell.EventRespons_EquipItem(curPlayer)
             dataDict = {'dotype':'EquipItem', 'desItemID':desItemID, 'desUserData':desUserData,'srcItemID':srcItemID,'srcUserData':srcUserData}
             DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_EquipChange, dataDict)
+            self.__UpdEquipOrangeCount(befIsOrangeEquip, aftIsOrangeEquip)
             
         self.RefreshStartEquipCount()
         return equipPlace if result else -1
     
-
+    def __UpdEquipOrangeCount(self, befIsOrangeEquip, aftIsOrangeEquip):
+        #更新橙装数量
+        curPlayer = self.__Player
+        befEquipOrangeCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PlayerKey_EquipOrangeCount)
+        aftEquipOrangeCount = max(0, befEquipOrangeCount + aftIsOrangeEquip - befIsOrangeEquip)
+        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PlayerKey_EquipOrangeCount, aftEquipOrangeCount)
+        GameWorld.DebugLog("更新橙装及以上件数: befIsOrangeEquip=%s,aftIsOrangeEquip=%s,befEquipOrangeCount=%s,aftEquipOrangeCount=%s" 
+                           % (befIsOrangeEquip, aftIsOrangeEquip, befEquipOrangeCount, aftEquipOrangeCount))
+        return
+    
     ## 替换可以叠加物品逻辑 
     #  @param curEquip 当前装备
     #  @param curItem 当前物品
@@ -977,11 +921,15 @@
         #curEquip.SetIsSoulActive(False)
 #        if curEquip.GetItemStarLV() != 0:
 #            curEquip.SetItemStarLV(0) # 脱下的物品星级设置为0
-            
+        
+        befIsOrangeEquip = 1 if curEquip.GetItemColor() >= ChConfig.Def_Quality_Orange else 0
+        aftIsOrangeEquip = 0
+        
         #背包物品放入仓库
         if not DragItem(curPlayer, IPY_GameWorld.rptEquip, equipIndex, IPY_GameWorld.rptItem, packIndex, curEquipCount):
             return
         self.RefreshStartEquipCount()
+        self.__UpdEquipOrangeCount(befIsOrangeEquip, aftIsOrangeEquip)
         
         # 广播卸装
         if equipIndex in PlayerControl.GetFaceEquipIndexList(curPlayer) or equipPlace in ChConfig.Def_SyncEquipStateByIndex:
@@ -990,7 +938,7 @@
             #脱当前外观阶的套装
             ChEquip.ChangeEquipfacadeByClassLV(curPlayer, itemClassLV)
         
-        EventShell.EventRespons_EquipStar(curPlayer)
+        EventShell.EventRespons_EquipItem(curPlayer)
         dataDict = {'dotype':'UnEquipItem', 'equipID':equipID, 'userData':userData}
         DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_EquipChange, dataDict)
 #===============================================================================
@@ -1069,8 +1017,8 @@
             PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_FamilyActivity, itemCount)
         elif itemID == ChConfig.Def_ItemID_SP:
             PlayerControl.PlayerAddZhenQi(curPlayer, itemCount)
-        elif itemID == ChConfig.Def_ItemID_GoldPaper:
-            PlayerControl.GiveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Paper, itemCount)
+        #elif itemID == ChConfig.Def_ItemID_GoldPaper:
+        #    PlayerControl.GiveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Paper, itemCount, eventName, addDict)
         elif itemID == ChConfig.Def_ItemID_RealmPoint:
             PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_RealmPoint, itemCount)
         elif itemID == ChConfig.Def_ItemID_BossReborn:
@@ -1086,11 +1034,15 @@
             PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_SoulCore, itemCount)
         elif itemID == ChConfig.Def_ItemID_Honor:
             PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_Honor, itemCount)
+        elif itemID == ChConfig.Def_ItemID_GoldMoney:
+            PlayerControl.GiveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, itemCount)
+        elif itemID == ChConfig.Def_ItemID_XianyuanCoin:
+            PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_XianyuanCoin, itemCount)
         return True
     
     def __CrossServerPutInItem(self, packIndex, tagItem, event=["", False, {}]):
         ## 跨服获得物品
-        if packIndex not in [IPY_GameWorld.rptItem, ShareDefine.rptDogzItem, ShareDefine.rptZhuXianItem]:
+        if packIndex not in [IPY_GameWorld.rptItem, ShareDefine.rptDogzItem]:
             #GameWorld.DebugLog("跨服获得物品不同步, packIndex=%s" % (packIndex))
             return
         curPlayer = self.__Player
@@ -1134,7 +1086,8 @@
         itemID = tagItem.GetItemTypeID()
         #激活成就的道具
         if tagItem.GetType() == ChConfig.Def_ItemType_SuccessItem:
-            PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_GetSpecialItem, 1, [tagItem.GetEffectByIndex(0).GetEffectValue(0)])
+            PlayerMagicWeapon.DoActiveMW(curPlayer, tagItem.GetEffectByIndex(0).GetEffectValue(0))
+            tagItem.Clear()
             return True
         if itemID in ChConfig.Def_TransformItemIDList:
             # 直接转化为对应货币的物品仅在放入背包时直接转化,否则还是以真实物品的形式存在,但堆叠上限需要做特殊处理
@@ -1285,7 +1238,7 @@
             curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrValue, legendAttrValueList[i])
         ItemCommon.MakeEquipGS(curItem)
         updScore = ItemCommon.GetEquipGearScore(curItem)
-        GameWorld.ErrLog("传奇属性异常,重新刷新一次属性: packType=%s,itemID=%s,legendAttrIDList=%s,legendAttrValueList=%s,srcScore=%s,updScore=%s" 
+        GameWorld.DebugLog("传奇属性异常,重新刷新一次属性: packType=%s,itemID=%s,legendAttrIDList=%s,legendAttrValueList=%s,srcScore=%s,updScore=%s" 
                          % (packType, curItem.GetItemTypeID(), legendAttrIDList, legendAttrValueList, srcScore, updScore), curPlayer.GetPlayerID())
         return
     
@@ -1300,45 +1253,6 @@
 #            return
 #        playerID = curPlayer.GetPlayerID()
 #        GameWorld.Log("玩家上线处理装备属性! curVersion=%s,checkVersion=%s" % (curVersion, checkVersion), playerID)
-#        
-#        outOfPrintAttrItemDict = {} # 有绝版属性的定制物品属性信息 {itemID:[绝版属性ID列表, 绝版属性数值列表], ...}
-#        ipyDataMgr = IpyGameDataPY.IPY_Data()
-#        for i in xrange(ipyDataMgr.GetAppointItemCount()):
-#            ipyData = ipyDataMgr.GetAppointItemByIndex(i)
-#            outOfPrintAttrList = ipyData.GetOutOfPrintAttr()
-#            outOfPrintAttrValueList = ipyData.GetOutOfPrintAttrValue()
-#            if not outOfPrintAttrList or len(outOfPrintAttrList) != len(outOfPrintAttrValueList):
-#                continue
-#            itemID = GetAppointItemRealID(ipyData.GetID())
-#            if not itemID:
-#                continue
-#            outOfPrintAttrItemDict[itemID] = [outOfPrintAttrList, outOfPrintAttrValueList]
-#            
-#        checkPackList = [IPY_GameWorld.rptEquip, IPY_GameWorld.rptItem, IPY_GameWorld.rptWarehouse]
-#        for packType in checkPackList:
-#            curPack = curPlayer.GetItemManager().GetPack(packType)
-#            for i in xrange(curPack.GetCount()):
-#                curItem = curPack.GetAt(i)
-#                #GameWorld.DebugLog("packType=%s,i=%s" % (packType, i))
-#                if curItem.IsEmpty():
-#                    continue
-#                isEquip = ItemCommon.CheckItemIsEquip(curItem)
-#                if not isEquip:
-#                    continue
-#                itemID = curItem.GetItemTypeID()
-#                self.CheckEquipAttr(packType, curItem)
-#                
-#                # 重刷绝版属性
-#                if itemID in outOfPrintAttrItemDict:
-#                    outOfPrintAttrList, outOfPrintAttrValueList = outOfPrintAttrItemDict[itemID]
-#                    curItem.ClearUserAttr(ShareDefine.Def_IudetOutOfPrintAttrID)
-#                    curItem.ClearUserAttr(ShareDefine.Def_IudetOutOfPrintAttrValue)
-#                    for outOfPrintAttrIndex in xrange(len(outOfPrintAttrList)):
-#                        curItem.AddUserAttr(ShareDefine.Def_IudetOutOfPrintAttrID, outOfPrintAttrList[outOfPrintAttrIndex])
-#                        curItem.AddUserAttr(ShareDefine.Def_IudetOutOfPrintAttrValue, outOfPrintAttrValueList[outOfPrintAttrIndex])
-#                    GameWorld.Log("    玩家登录重刷装备绝版属性: packType=%s,i=%s,itemID=%s,outOfPrintAttrList=%s,outOfPrintAttrValueList=%s" 
-#                                  % (packType, i, itemID, outOfPrintAttrList, outOfPrintAttrValueList), playerID)
-#                    
 #        PlayerControl.NomalDictSetProperty(curPlayer, key, checkVersion)
         return
 
@@ -1594,7 +1508,8 @@
     if curPack == None:
         #GameWorld.Log("重整背包类型不对")
         return
-    
+    if endIndex == 0:
+        endIndex = curPack.GetCount() - 1
     #检查是否能整理
     for i in range(0, curPack.GetCount()):
         curItem = curPack.GetAt(i)
@@ -1755,7 +1670,7 @@
                 #需要比较评分的装备
                 equipGS = ItemCommon.GetEquipGearScore(tmpItem)
                 #查找当前装备比较GS
-                cmpItem = equipPack.GetAt(tmpItem.GetEquipPlace())
+                cmpItem = equipPack.GetAt(ItemCommon.GetEquipPackIndex(tmpItem))
                 if ItemCommon.CheckNoteEquipGS(cmpItem):
                     cmpEquipGS = ItemCommon.GetEquipGearScore(cmpItem)
             elif ItemCommon.CheckNoteEquipGS(tmpItem):
@@ -2147,15 +2062,11 @@
    
     itemDictData['legendAttrID'] = ipyData.GetLegendAttrID()
     itemDictData['legendAttrValue'] = ipyData.GetLegendAttrValue()
-    #itemDictData['SuiteLV'] = ipyData.GetSuiteLV()
     itemDictData['ItemID'] = itemID
     itemDictData['CancelUseLimit'] = ipyData.GetCancelUseLimit()
     
     itemDictData['IsAuctionItem'] = isAuctionItem
     
-    #装备绝版属性,随等级变化
-    itemDictData['OutOfPrintAttrID'] = ipyData.GetOutOfPrintAttr()
-    itemDictData['OutOfPrintAttrValue'] = ipyData.GetOutOfPrintAttrValue()
     return itemDictData
 
 def GetAppointItemRealID(itemID):
@@ -2209,9 +2120,6 @@
     
     tmpEquipData.legendAttrIDList = itemData.get('legendAttrID', [])
     tmpEquipData.legendAttrValueList = itemData.get('legendAttrValue', [])
-    
-    tmpEquipData.OutOfPrintAttrIDList = itemData.get('OutOfPrintAttrID', []) # 绝版属性ID
-    tmpEquipData.OutOfPrintAttrValueList = itemData.get('OutOfPrintAttrValue', []) # 绝版属性最大值
     
     # 装备附加属性
     ChItem.EquipAddAdditionEx(equipItem, tmpEquipData)
@@ -2278,11 +2186,21 @@
         return
     
     if ItemCommon.GetIsEquip(curItem):
-        # 生成传奇属性
-        legendAttrInfo = GetAddEquipLegendAttr(curItem, curPlayer)
-        if not legendAttrInfo:
-            return
-        attrIDList, attrValueList = legendAttrInfo
+        legendAttrIDCnt = curItem.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrID)
+        legendAttrValueCnt = curItem.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrValue)
+        if legendAttrIDCnt and legendAttrIDCnt == legendAttrValueCnt:
+            attrIDList, attrValueList = [], []
+            for legendIndex in xrange(legendAttrIDCnt):
+                attrIDList.append(curItem.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrID, legendIndex))
+                attrValueList.append(curItem.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrValue, legendIndex))
+            #GameWorld.DebugLog("已经有传奇属性的拍品: %s, %s" % (attrIDList, attrValueList))
+        else:
+            # 生成传奇属性
+            legendAttrInfo = GetAddEquipLegendAttr(curItem, curPlayer)
+            if not legendAttrInfo:
+                return
+            attrIDList, attrValueList = legendAttrInfo
+            #GameWorld.DebugLog("重新生成传奇属性的拍品: %s, %s" % (attrIDList, attrValueList))
         updateDict = {ShareDefine.Def_IudetLegendAttrID:attrIDList, ShareDefine.Def_IudetLegendAttrValue:attrValueList}
         delKeyList = [ShareDefine.Def_IudetAuctionItemCreateTime]
         ItemCommon.UpdateItemUserData(curItem, updateDict, delKeyList, isUpdateGS=True)
@@ -2371,7 +2289,7 @@
     ''' 获取功能产出的物品实例
     @param isAuctionItem: 是否拍品,默认非拍品
     @param expireTime: 有效时间,时间单位由时效类型决定
-    @param curPlayer: 产出该物品时的玩家,非拍品时需传入该值,物品某些属性由玩家等级决定,如传奇属性
+    @param curPlayer: 产出该物品时的玩家,物品某些属性由玩家等级决定,如传奇属性
     @param isAllAttr: 是否生成该装备所有属性,GM创建物品时用,需验证相关权限
     '''
     curItem = ItemCommon.CreateSingleItem(itemID, itemCount, isAuctionItem, expireTime)
@@ -2389,9 +2307,9 @@
         #GameWorld.DebugLog("清除给定制物品之前已经创建的物品ID=%s" % itemID)
         return GetItemByData(GetAppointItemDictData(itemID, isAuctionItem))
     
-    # 拍品不处理其他属性
-    if isAuctionItem:
-        return curItem
+#    # 拍品不处理其他属性
+#    if isAuctionItem:
+#        return curItem
     
     tmpEquipData = SingleEquipTmpData()
     
@@ -2409,15 +2327,16 @@
     '''获取生成到装备上的传奇属性
     @return: None 或者 [[传奇属性效果ID列表], [属性值列表]]
     '''
-    if GetIsAuctionItem(curItem):
-        #GameWorld.DebugLog("拍品无法生成传奇属性!")
-        return
+#    if GetIsAuctionItem(curItem):
+#        #GameWorld.DebugLog("拍品无法生成传奇属性!")
+#        return
     itemID = curItem.GetItemTypeID()
     itemType = curItem.GetType()
     itemColor = curItem.GetItemColor()
+    itemQuality = curItem.GetItemQuality()
     isSuit = 1 if curItem.GetSuiteID() else 0
     # 1. 定条数
-    attrCountIpyData = IpyGameDataPY.GetIpyGameDataNotLog("EquipLegendAttrCount", itemType, itemColor, isSuit)
+    attrCountIpyData = IpyGameDataPY.GetIpyGameDataNotLog("EquipLegendAttrCount", itemType, itemColor, isSuit, itemQuality)
     if not attrCountIpyData:
         if itemColor >= ChConfig.Def_Quality_Purple:
             GameWorld.DebugLog("该装备没有传奇属性: itemID=%s" % (itemID))
@@ -2426,11 +2345,13 @@
     if not legendAttrCountInfoList:
         return
     
-    if not curPlayer:
-        GameWorld.ErrLog("生成装备传奇属性时玩家不存在!itemID=%s" % (itemID))
-        return
-    
-    playerID, playerLV = curPlayer.GetPlayerID(), curPlayer.GetLV()
+    if curPlayer:
+        playerID, playerLV = curPlayer.GetPlayerID(), curPlayer.GetLV()
+    else:
+        playerID = 0
+        playerLV = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_WorldAverageLv)
+        GameWorld.Log("生成装备传奇属性时没有玩家等级, 取当前世界等级! itemID=%s,worldLV=%s" % (itemID, playerLV))
+        
     # 2. 定属性ID
     attrTypeIpyData = IpyGameDataPY.GetIpyGameData("EquipLegendAttrType", itemType)
     if not attrTypeIpyData:
@@ -2465,10 +2386,10 @@
             #                   % (attrCount, libNumList, attrIDList, curLegAttrIDList), playerID)
             
     # 3. 定数值
-    attrValueIpyData = IpyGameDataPY.GetIpyGameData("EquipLegendAttrValue", itemType, itemClassLV, itemColor, isSuit)
+    attrValueIpyData = IpyGameDataPY.GetIpyGameData("EquipLegendAttrValue", itemType, itemClassLV, itemColor, isSuit, itemQuality)
     if not attrValueIpyData:
-        GameWorld.ErrLog("传奇属性等级数值表找不到配置!itemID=%s,itemType=%s,itemClassLV=%s,itemColor=%s,isSuit=%s" 
-                         % (itemID, itemType, itemClassLV, itemColor, isSuit), playerID)
+        GameWorld.ErrLog("传奇属性等级数值表找不到配置!itemID=%s,itemType=%s,itemClassLV=%s,itemColor=%s,isSuit=%s,itemQuality=%s" 
+                         % (itemID, itemType, itemClassLV, itemColor, isSuit, itemQuality), playerID)
         return
     
     attrLVLibNumDict = attrValueIpyData.GetLVLegendAttrLibNumInfo() # {属性ID:{等级:库编号, ...}}
@@ -2522,9 +2443,6 @@
         self.source = ShareDefine.Item_Source_Unkown    #物品来源
         self.legendAttrIDList = [] # 传奇属性ID
         self.legendAttrValueList = [] # 传奇属性值
-        
-        self.OutOfPrintAttrIDList = [] # 绝版属性ID
-        self.OutOfPrintAttrValueList = [] # 绝版属性最大值
         return
     
 def ClearPack(curPlayer, packType):
@@ -2618,3 +2536,4 @@
         for itemID, itemCnt, isAuctionItem in itemList:
             GivePlayerItem(curPlayer, itemID, itemCnt, isAuctionItem, [IPY_GameWorld.rptItem], event=event)
     return
+

--
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