#¼ÆËãÍæ¼Ò±¾´Î¹¥»÷É˺¦  
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#¼ÆËãÀàÐÍ: 1.ÎïÀí¹¥»÷; 2.ħ·¨¹¥»÷  
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#¶ÔÏó±êʶ:  Íæ¼Ò(P), ³èÎï(Pet), NPC(E); ³ýÍæ¼Ò¼°³èÎïÍâ, ÆäËûÔÝʱ¶¼ËãNPC  
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#¹«Ê½key¸ñʽ:   
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#    1. ¶ÔÏó±êʶ+V+¶ÔÏó±êʶ_¼ÆËãÀàÐÍ, Èç "PVP_1" ´ú±íÍæ¼Ò¶ÔÍæ¼ÒÎïÀí¹¥»÷  
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#    2. ¶ÔÏó±êʶ+V+¶ÔÏó±êʶ_¼ÆËãÀàÐÍ_µØÍ¼ID, Èç "PVE_1_20000" ´ú±íµØÍ¼IDΪ20000µÄÍæ¼Ò¶ÔNPCÎïÀí¹¥»÷  
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#    3. ¶ÔÏó±êʶ+V+¶ÔÏó±êʶ_¼ÆËãÀàÐÍ_NPCÑ¹ÖÆµÈ¼¶×é, Èç "EVP_1_70" ´ú±íNPCÑ¹ÖÆµÈ¼¶×éΪ70µÄ¶ÔÍæ¼ÒµÄÎïÀí¹¥»÷  
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#  
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# ÌØÊâkey  
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#    SuppressValueLV_ÊÇ·ñboss    NPC¹¥»÷Íæ¼ÒʱµÄ µÈ¼¶×îÖÕÑ¹ÖÆÖµ(suppressValueLV), ¿É×÷Ϊ²ÎÊýÓÃÓÚ¼ÆËãÉ˺¦  
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#    SuppressValueFP_ÊÇ·ñboss    NPC¹¥»÷Íæ¼ÒʱµÄ Õ½Á¦×îÖÕÑ¹ÖÆÖµ(suppressValueFP), ¿É×÷Ϊ²ÎÊýÓÃÓÚ¼ÆËãÉ˺¦  
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#  
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#¹«Ê½²ÎÊý:    Ä¬ÈÏÖµÈç¹ûÎ´ÌØÊâ˵Ã÷Ôò¾ùĬÈÏΪ0  
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#  
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#    rand                    0~1¼äµÄËæ»úСÊý  
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#    atkSkillPer                ¼¼ÄܱíÅäÖü¼ÄÜÉ˺¦°Ù·Ö±È, ³ÌÐòÒѳý10000, ¹ÊÕâÀï´ú±íµÄÊǾßÌå±¶Öµ, ÆÕ¹¥Ê±Ä¬Èϱ¶ÖµÎª1  
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#    atkSkillValue            ¼¼ÄܱíÅäÖü¼Äܸ½¼ÓÉ˺¦  
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#    suppressLV                Ñ¹ÖƵȼ¶²î, µ±¹¥»÷·½ÎªNPCÇÒ·ÀÊØ·½ÎªÍæ¼ÒʱÓÐÖµ, max(0, NPCµÈ¼¶ - Íæ¼ÒµÈ¼¶), Ä¬ÈÏ0  
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#    suppressReMaxHP            NPCÑ¹ÖÆµÈ¼¶ÉúÃüÖµ, µ±¹¥»÷·½ÎªNPCÇÒ·ÀÊØ·½ÎªÍæ¼ÒʱÓÐÖµ, Ñ¹ÖƵȼ¶²î´óÓÚ0ʱÓÐÖµ, µÈ¼¶±íÖÐNPCµÈ¼¶¶ÔÓ¦µÄÊý¾Ý  
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#    suppressFightPower        Ñ¹ÖÆÕ½Á¦²î, µ±¹¥»÷·½ÎªNPCÇÒ·ÀÊØ·½ÎªÍæ¼ÒʱÓÐÖµ, max(0, NPCÑ¹ÖÆÕ½Á¦ - Íæ¼ÒÕ½Á¦), Ä¬ÈÏ0  
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#    suppressNPCFightPower    NPCÑ¹ÖÆÕ½Á¦, µ±¹¥»÷·½ÎªNPCÇÒ·ÀÊØ·½ÎªÍæ¼ÒʱÓÐÖµ, NPC±íÅäÖà  
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#    suppressValueLV            µÈ¼¶×îÖÕÑ¹ÖÆÖµ, Óɹ«Ê½ SuppressValueLV_ÊÇ·ñboss ¼ÆËãµÃ³ö,ÎÞÑ¹ÖÆÄ¬ÈÏֵΪ0  
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#    suppressValueFP            Õ½Á¦×îÖÕÑ¹ÖÆÖµ, Óɹ«Ê½ SuppressValueFP_ÊÇ·ñboss ¼ÆËãµÃ³ö,ÎÞÑ¹ÖÆÄ¬ÈÏֵΪ0  
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#    suppressRealm            ¾³½çÑ¹ÖÆ²î, ¿ÉΪ¸ºÊý PVP ¹¥»÷·½¾³½çËùÊô×é - ·ÀÊØ·½¾³½çËùÊô×é  PVE ¹¥»÷·½¾³½çµÈ¼¶ - ·ÀÊØ·½¾³½çµÈ¼¶  
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#    SuppressValueRealmRate    ¾³½ç×îÖÕÑ¹ÖÆÉ˺¦Ôö¼õ±ÈÀý, Óɹ«Ê½ SuppressValueRealmAdd (¸ß¾³½ç´òµÍ¾³½çÉ˺¦Ôö¼Ó)¼° SuppressValueRealmDec £¨µÍ¾³½ç´ò¸ß¾³½çÉ˺¦¼õÉÙ£©¼ÆËãµÃ³ö, Ä¬ÈÏ10000,PVP PVE¶¼ÓÐЧ£¬³èÎïÎÞЧ  
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#     suppressRealmHurtPer      ¾³½çÑ¹ÖÆ¼Ó³É°Ù·Ö±È£¬´æÔÚ¸ºÊý, Åä±í»ñÈ¡  
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#    isLuckyHit                ÊÇ·ñ»áÐÄÒ»»÷        0·ñ1ÊÇ  
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#    isSuperHit                ÊÇ·ñ±©»÷            0·ñ1ÊÇ  
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#    wReFightPower            ÊÀ½çµÈ¼¶¶ÔÓ¦µÈ¼¶±í²Î¿¼Õ½Á¦ ¹Ì¶¨Öµ  
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#  
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# ¹¥»÷·½£º  
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#    aLV                        µÈ¼¶                ¹Ì¶¨Öµ  
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#    aLuckyHit                »áÐÄÒ»»÷É˺¦¼Ó³É    Íò·ÖÂÊ, Ä¬ÈÏ0, »áÐÄÒ»»÷ʱÓÐÖµ  
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#    aSuperHit                ±©»÷É˺¦            ¹Ì¶¨Öµ, Ä¬ÈÏ0, ±©»÷ʱÓÐÖµ  
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#    aMinAtk                    ×îС¹¥»÷            ¹Ì¶¨Öµ  
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#    aMaxAtk                    ×î´ó¹¥»÷            ¹Ì¶¨Öµ  
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#    aIceAtk                    ÕæÊµÉ˺¦            ¹Ì¶¨Öµ  
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#    aFightPower                Õ½¶·Á¦                ¹Ì¶¨Öµ  
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#    aIgnoreDefRate            ÎÞÊÓ·ÀÓù±ÈÂÊ        Íò·ÖÂÊ  
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#    aSkillAtkRate            ¼¼ÄÜÉ˺¦¼Ó³É        Íò·ÖÂÊ  
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#    aDamagePer                É˺¦¼Ó³É            Íò·ÖÂÊ  
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#    aDamagePerPVP            PVPÉ˺¦¼Ó³É            Íò·ÖÂÊ  
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#    aFinalHurt                ×îÖÕÉ˺¦¼Ó³É        ¹Ì¶¨Öµ  
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#    aIceAtkSuperHit            ÕæÊµÉ˺¦±©»÷±¶Öµ    ±¶Öµ, Ä¬ÈÏ1  
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#    aFinalHurtPer            ×îÖÕÉ˺¦°Ù·Ö±È        Íò·ÖÂÊ, *** ¿ÉÄÜΪ¸ºÖµ, Ê¹ÓÃʱÇë×¢Òâ ***  
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#    aOnlyFinalHurt            ¸½¼ÓÉ˺¦        ¹Ì¶¨Öµ  
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#    aReFightPower            µÈ¼¶±í²Î¿¼Õ½Á¦        ¹Ì¶¨Öµ  
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#    aNPCHurtAddPer            pve¸½¼ÓÉ˺¦        °Ù·Ö±È  
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# ·ÀÊØ·½£º  
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#    dMinAtk        ×îµÍ¹¥»÷  
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#    dMaxAtk        ×î¸ß¹¥»÷  
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#    dLV                        µÈ¼¶                ¹Ì¶¨Öµ  
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#    dLuckyHitReduce            »áÐÄÒ»»÷É˺¦¼õÉÙ    Íò·ÖÂÊ, Ä¬ÈÏ0, »áÐÄÒ»»÷ʱÓÐÖµ  
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#    dSuperHitReduce            ±©»÷É˺¦¼õÉÙ        Íò·ÖÂÊ, Ä¬ÈÏ0, ±©»÷ʱÓÐÖµ  
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#    dDamChanceDef            µÖÓùÉ˺¦±ÈÀý        Íò·ÖÂÊ, Ä¬ÈÏ0, Ö»ÔÚ¸ñµ²³É¹¦²ÅÓÐÖµ, ¸ñµ²³É¹¦ÂÊĬÈÏ20%  
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#    dDef                    ·ÀÓùÖµ                ¹Ì¶¨Öµ  
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#    dIceDef                    ÕæÊµÉ˺¦·ÀÓù        ¹Ì¶¨Öµ  
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#    dFightPower                Õ½¶·Á¦                ¹Ì¶¨Öµ  
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#    dIgnoreDefRateReduce    ÎÞÊÓ·ÀÓù±ÈÂÊ¿¹ÐÔ    Íò·ÖÂÊ  
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#    dSkillAtkRateReduce        ¼¼ÄÜÉ˺¦¼õÉÙ        Íò·ÖÂÊ  
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#    dDamReduce                É˺¦¼õÉÙ            Íò·ÖÂÊ  
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#    dDamagePerPVPReduce        PVPÉ˺¦¼õÉÙ            Íò·ÖÂÊ  
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#    dFinalHurtReduce        ×îÖÕÉ˺¦¼õÉÙ        ¹Ì¶¨Öµ  
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#    dDamChanceDef            µÖÓùÉ˺¦±ÈÀý        Íò·ÖÂÊ  
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#    dBeHurtPer                ±»»÷ÊÜÉËÔö¼Ó  
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#   dHP                     µ±Ç°ÉúÃü  
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#   dMaxHP                  ·ÀÊØ·½ÉúÃüÉÏÏÞ  
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#   PVPSuppressValueRealm   PVP¾³½çÑ¹ÖÆ ¾³½ç×îÖÕÑ¹ÖÆÉ˺¦Ôö¼õ±ÈÀý, Óɹ«Ê½ PVPSuppressValueRealm (¸ß¾³½ç´òµÍ¾³½çÉ˺¦Ôö¼Ó)¼° SuppressValueRealmDec¼ÆËãµÃ³ö, Ä¬ÈÏ10000 PVEÓÐЧ£¬³èÎïÎÞЧ  ´ó¾³½çÑ¹ÖÆ  
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#   PVESuppressValueRealm    PVE¾³½çÑ¹ÖÆ ¾³½ç×îÖÕÑ¹ÖÆÉ˺¦Ôö¼õ±ÈÀý, Óɹ«Ê½ PVESuppressValueRealm (¸ß¾³½ç´òµÍ¾³½çÉ˺¦Ôö¼Ó)¼° SuppressValueRealmDec¼ÆËãµÃ³ö, Ä¬ÈÏ10000 PVEÓÐЧ£¬³èÎïÎÞЧ Ð¡¾³½çÑ¹ÖÆ  
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#   EVPSuppressValueRealm    EVP¾³½çÑ¹ÖÆ ¾³½ç×îÖÕÑ¹ÖÆÉ˺¦Ôö¼õ±ÈÀý, Óɹ«Ê½ EVPSuppressValueRealm (¸ß¾³½ç´òµÍ¾³½çÉ˺¦Ôö¼Ó)¼° SuppressValueRealmDec¼ÆËãµÃ³ö, Ä¬ÈÏ10000 PVEÓÐЧ£¬³èÎïÎÞЧ Ð¡¾³½çÑ¹ÖÆ  
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(  
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{  
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    #Ñ¹ÖÆÊ¹Óà0_С¹Ö£¬1_BOSS  
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    "SuppressValueLV_0":"(min(max(suppressLV-10,0),10)*0.02+min(max(suppressLV-20,0),10)*0.03+min(max(suppressLV-30,0),10)*0.05+min(max(suppressLV-40,0),10)*1+min(max(suppressLV-50,0),50)*0.1)",  
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    "SuppressValueLV_1":"(min(max(suppressLV-10,0),10)*0.01+min(max(suppressLV-15,0),5)*0.03+min(max(suppressLV-20,0),5)*0.05+min(max(suppressLV-25,0),5)*0.07+max(suppressLV-30,0)*0.1)",  
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    "SuppressValueFP_0":"min(max(suppressFightPower*1.0/suppressNPCFightPower-0,0),0.05)*5+min(max(suppressFightPower*1.0/suppressNPCFightPower-0.05,0),0.15)*8+min(max(suppressFightPower*1.0/suppressNPCFightPower-0.2,0),1)*10",  
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    "SuppressValueFP_1":"min(max(suppressFightPower*1.0/suppressNPCFightPower-0,0),0.05)*5+min(max(suppressFightPower*1.0/suppressNPCFightPower-0.05,0),0.15)*8+min(max(suppressFightPower*1.0/suppressNPCFightPower-0.2,0),1)*10",  
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    "PVPSuppressValueRealm":"min(max(5000, 10000+max(suppressRealm,-6)*1000),15000)",  
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    "PVESuppressValueRealm":"min(max(9000, 10000+max(suppressRealm,-6)*1000),11000)",  
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    "EVPSuppressValueRealm":"max(min(suppressRealmHurtPer,10000),-1000)+10000",  
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    #³£¹æ¹«Ê½-ͨÓà  
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    "PVP_1"    :"int(SuppressValueRealmRate/10000.0*max((((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))- dDef*(1-max(aIgnoreDefRate - dIgnoreDefRateReduce,0)/10000.0),0))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0))+ (aSuperHit*max(1-dSuperHitReduce/10000.0,0) if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0))*(atkSkillPer+max(aSkillAtkRate-dSkillAtkRateReduce,0)/10000.0)*(1+(aDamagePer+aDamagePerPVP)/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamagePerPVPReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",  
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    "PVE_1"    :"int(max((((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))-dDef*max(1-aIgnoreDefRate/10000.0,0),1))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0))+(aSuperHit if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1+aDamagePer/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)*max(1+aFinalHurtPer/10000.0,1)+aNPCHurtAddPer/10000.0*(aMinAtk+aMaxAtk)/2.0,(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",  
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    "EVP_1"    :"int(max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV)-dDef,0)+max(aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)*(1+suppressValueFP),aMaxAtk*0.05+rand*aMaxAtk*0.05))",  
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    "EVE_1"    :"max(aMaxAtk-dDef,1)",  
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    "PetVE_1":"max(((aMinAtk + aMaxAtk)/2.0-dDef)*(atkSkillPer+aSkillAtkRate/10000.0)*(1+aDamagePer/10000.0),(aMinAtk+aMaxAtk)/2.0*0.05 + (aMinAtk+aMaxAtk)/2.0*0.1*rand)",  
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    "PetVP_1":"max(max((aMinAtk+aMaxAtk)/2.0-dDef,0)*atkSkillPer*(1+aDamagePer/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand)",  
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    #ÊÀ½çС¹ÖµÈ¼¶Ñ¹Öƹ«Ê½  
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    "EVP_1_2"    :"max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV*min(max((aMinAtk+aMaxAtk)/2.0-dDef,0)+max(suppressLV-20,0),1))-dDef,0)+max(aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(min(suppressLV,1)*min(max((aMaxAtk+aMinAtk)/2.0-dDef,0),1)*aMaxAtk+aFinalHurt+suppressValueFP*dMaxHP-dFinalHurtReduce, 0)+min(suppressLV,1)*atkSkillValue*0.2+atkSkillValue*0.8)*(1+dBeHurtPer/10000.0),aMaxAtk*0.05+rand*aMaxAtk*0.05)",  
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    #ÏÉħ֮Õù  
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    "EVP_1_31010":"int(aFightPower*0.34/8.0/2.8*atkSkillPer*min(1*((aFightPower/(dFightPower*1.0))*0.2+pow(aFightPower/(dFightPower*1.0),2)*0.3+pow(aFightPower/(dFightPower*1.0),3)*0.5),5))",  
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    "PetVE_1_31010":"max(((aMinAtk + aMaxAtk)/2.0-dDef),(aMinAtk+aMaxAtk)/2.0*0.05 + (aMinAtk+aMaxAtk)/2.0*0.1*rand)",  
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    "PetVP_1_31010":"max(((aMinAtk + aMaxAtk)/2.0-dDef),(aMinAtk+aMaxAtk)/2.0*0.05 + (aMinAtk+aMaxAtk)/2.0*0.1*rand)",  
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    #»ð¾æÌØÊâÉ˺¦  
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    "EVP_1_4"    :"int(max((1250-(dMinAtk+dMaxAtk)/2.0)*10,1)+max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV)-dDef,0)+max(aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0),aMaxAtk*0.05+rand*aMaxAtk*0.05))",  
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    #¶É½Ù  
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    "PVE_1_31110"    :"int(SuppressValueRealmRate/10000.0*max((((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))-dDef*max(1-aIgnoreDefRate/10000.0,0),1))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0))+(aSuperHit if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1+aDamagePer/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)+aNPCHurtAddPer/10000.0*(aMinAtk+aMaxAtk)/2.0,(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",  
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    "EVP_1_31110"    :"int(max(min(SuppressValueRealmRate/10000.0,1.1),0.9)*max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV)-dDef,0)+max(aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)*(1+suppressValueFP),aMaxAtk*0.05+rand*aMaxAtk*0.05))",  
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    #·ûÓ¡ËþÌØÊ⹫ʽµÈ¼¶Ñ¹ÖÆ  
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    #_100 Ç°2×ùËþ£¬µÈ¼¶Äëѹ  
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    "EVP_1_100"    :"int(SuppressValueRealmRate/10000.0*max(((max((aMinAtk+aMaxAtk)/2.0-dDef,0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt+min(suppressLV,1)*0.2*dMaxHP+suppressValueFP-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0),aMaxAtk*0.05+rand*aMaxAtk*0.05))",  
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    #_101 ºó10×ùËþ£¬Õ½Á¦Ñ¹ÖÆ  
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    "EVP_1_101"    :"int(SuppressValueRealmRate/10000.0*max(((max((aMinAtk+aMaxAtk)/2.0-dDef,0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt+suppressValueFP-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)+(suppressFightPower*1.0/suppressNPCFightPower*(1+int(min(suppressNPCFightPower/1000000.0,3))+int(min(suppressNPCFightPower/20000000.0,1)))*dMaxHP),aMaxAtk*0.05+rand*aMaxAtk*0.05))",  
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    #BOSS¾³½çÑ¹ÖÆ¹«Ê½  
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    "PVE_1_3"    :"int(SuppressValueRealmRate/10000.0*max((((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))-dDef*max(1-aIgnoreDefRate/10000.0,0),1))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0))+(aSuperHit if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1+aDamagePer/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)+aNPCHurtAddPer/10000.0*(aMinAtk+aMaxAtk)/2.0,(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",  
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    "EVP_1_3"    :"int(SuppressValueRealmRate/10000.0*max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV)-dDef,0)+max(aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)*(1+suppressValueFP),aMaxAtk*0.05+rand*aMaxAtk*0.05))",  
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    #ÇÀboss  
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    "PVE_1_5"    :"int((wReFightPower/15.0+SuppressValueRealmRate/10000.0*max((((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))-dDef*max(1-aIgnoreDefRate/10000.0,0),1))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0))+(aSuperHit if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1+aDamagePer/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)+aNPCHurtAddPer/10000.0*(aMinAtk+aMaxAtk)/2.0,(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))*(1+aFinalHurtPer/10000.0))",  
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    #ÖúÕ½»úÆ÷ÈË£º²ÎÊý: suppressNPCFightPower-ÖúÕ½Íæ¼ÒÕ½Á¦; fbFightPower-¸±±¾Õ½Á¦; fbBaseHurt-±£µ×É˺¦  
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    "HelpRobot_Atk"    :"int(fbBaseHurt*suppressNPCFightPower*1.0/fbFightPower)",  
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    "HelpRobot_Def"    :"int(fbBaseHurt*fbFightPower/(suppressNPCFightPower if suppressNPCFightPower else fbFightPower))",  
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}  
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)  
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