using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PlayerExtersionData
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{
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public int MaxHP; // 最大HP 28,
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public int MaxMP; // 最大MP 30,
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public int ExpRate; // 当前经验倍率 单位为百分比 35,
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public int DEF; // 外防 42
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public int MINATK; // 外攻最小 43
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public int MAXATK; // 外攻最大 44
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public int HIT; // 命中 48
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public int realATK; //真实伤害,51
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public int realDEF; //真实抵抗,56
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public int Miss; // 闪避 59,
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public int SuperHit; // 暴击伤害 60,
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public int AtkInterval; // 攻击速度 70,
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public int Speed; // 速度 71,
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public int SuperHitRate; // 致命一击的几率 72,
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public int PickupDist; // 拾取距离 73,
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public int RealMapID; // 数据地图ID 79,
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public uint Tick; // 当前Tick 89,
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public int battleValEx1; // <攻速 136
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public int battleValEx3; // <增加伤害 138
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public int damageReduceRate; // <减少伤害 132
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public int SkillAtkRate; // <技能伤害 125
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public int luckHitRate;// <会心一击机率 126
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public int luckHitVal;// <会心一击伤害 127
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public int DamageBackRate;// 伤害反射 133
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public int HPRestorePer; //生命回复 141
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public int SuperHitReduce; // 暴击抗性 146,
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public int LuckyHitRateReduce; // 会心一击抗性 147,
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public int skillAtkRateReduce; //技能减伤 148,
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public int DamagePer; //增加伤害 149
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public int SpeedValue;//移动速度 150
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public int IgnoreDefRate; //无视防御 135
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public int IgnoreDefRateReduce;//无视防御抗性 153
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public int DamChanceDef; //抵御 154
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public int BleedDamage;//流血伤害 155
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public int BattleValEx2;//攻击回血 137
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public int FaintRate;//击晕 156
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public int FaintDefRate;//控制抵抗157
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public int FinalHurt;//输出伤害158
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public int FinalHurtReduce;//减少承受伤害159
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public int DamagePerPVP;//PVP伤害增加160
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public int DamagePerPVPReduce;//PVP伤害减少161
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public int ComboDamPerRate;//连击几率162
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public int ComboDamPer;//连击伤害163
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public int PetDamPer; //灵兽增加伤害 152
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public int realmPoint;//境界修炼点 171
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public int magicEssence;//魔精
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public int pkState;//是否在pk中 175 1--进入状态 2--退出状态
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public int bossState;//Boss状态 176 1--进入状态 2--退出状态
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public int OnlyFinalHurt;
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}
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