ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/EffGetSet.py
@@ -22,13 +22,14 @@
import IPY_PlayerDefine
import ShareDefine
#生物属性接口,顺序对应ChConfig.TYPE_Calc_AttrList
#同个属性Get, Set 写在一起,方便维护 [Get, Set, 属性类型, 是否通知自身, 是否通知周围玩家]
ObjProperty_AttrByIndex = [
   [lambda curObj:curObj.GetSTR(), lambda curObj, value:curObj.SetSTR(value), IPY_PlayerDefine.CDBPlayerRefresh_STR, 1, 0], # 力量
   [lambda curObj:curObj.GetPNE(), lambda curObj, value:curObj.SetPNE(value), IPY_PlayerDefine.CDBPlayerRefresh_PNE, 1, 0], # 智力
   [lambda curObj:curObj.GetPHY(), lambda curObj, value:curObj.SetPHY(value), IPY_PlayerDefine.CDBPlayerRefresh_PHY, 1, 0], # 敏捷
   [lambda curObj:curObj.GetCON(), lambda curObj, value:curObj.SetCON(value), IPY_PlayerDefine.CDBPlayerRefresh_CON, 1, 0], # 体质
   [lambda curObj:PlayerControl.GetMetal(curObj), lambda curObj, value:PlayerControl.SetMetal(curObj, value), ShareDefine.CDBPlayerRefresh_Mater, 1, 0], # 金
   [lambda curObj:PlayerControl.GetWood(curObj), lambda curObj, value:PlayerControl.SetWood(curObj, value), ShareDefine.CDBPlayerRefresh_Wood, 1, 0], # ľ
   [lambda curObj:PlayerControl.GetWater(curObj), lambda curObj, value:PlayerControl.SetWater(curObj, value), ShareDefine.CDBPlayerRefresh_Water, 1, 0], # ˮ
   [lambda curObj:PlayerControl.GetFire(curObj), lambda curObj, value:PlayerControl.SetFire(curObj, value), ShareDefine.CDBPlayerRefresh_Fire, 1, 0], # 火
   
   [lambda curObj:GameObj.GetHP(curObj), lambda curObj, value:GameObj.SetHP(curObj, value), IPY_PlayerDefine.CDBPlayerRefresh_HP, 1, 1],  # 当前血量
   [lambda curObj:curObj.GetMP(), lambda curObj, value:curObj.SetMP(value), IPY_PlayerDefine.CDBPlayerRefresh_MP, 0, 0],            # 当前魔量
@@ -36,18 +37,20 @@
   [lambda curObj:curObj.GetMaxMP(), lambda curObj, value:curObj.SetMaxMP(value), IPY_PlayerDefine.CDBPlayerRefresh_MaxMP, 0, 0],      # 最大魔量
   [lambda curObj:curObj.GetMinAtk(), lambda curObj, value:curObj.SetMinAtk(value), IPY_PlayerDefine.CDBPlayerRefresh_MINATK, 1, 0],    # 最小攻击力
   [lambda curObj:curObj.GetMaxAtk(), lambda curObj, value:curObj.SetMaxAtk(value), IPY_PlayerDefine.CDBPlayerRefresh_MAXATK, 1, 0],    # 最大攻击力
   [lambda curObj:curObj.GetMAtkMin(), lambda curObj, value:curObj.SetMAtkMin(value), IPY_PlayerDefine.CDBPlayerRefresh_MAtkMin, 0, 0],  # 最小魔攻
   [lambda curObj:curObj.GetMAtkMax(), lambda curObj, value:curObj.SetMAtkMax(value), IPY_PlayerDefine.CDBPlayerRefresh_MAtkMax, 0, 0],  # 最大魔攻
   [lambda curObj:PlayerControl.GetEarth(curObj), lambda curObj, value:PlayerControl.SetEarth(curObj, value), ShareDefine.CDBPlayerRefresh_Earth, 1, 0], # 土
   [lambda curObj:curObj.GetLuckValue(), lambda curObj, value:curObj.SetLuckValue(value), IPY_PlayerDefine.CDBPlayerRefresh_LuckValue, 1, 0], # 气运
   [lambda curObj:curObj.GetDef(), lambda curObj, value:curObj.SetDef(value), IPY_PlayerDefine.CDBPlayerRefresh_DEF, 1, 0],          # 防御力
   [lambda curObj:curObj.GetHit(), lambda curObj, value:curObj.SetHit(value), IPY_PlayerDefine.CDBPlayerRefresh_HIT, 1, 0],          # 命中
   [lambda curObj:curObj.GetMiss(), lambda curObj, value:curObj.SetMiss(value), IPY_PlayerDefine.CDBPlayerRefresh_Miss, 1, 0],        # 闪避
   #[lambda curObj:curObj.GetMAtkMin(), lambda curObj, value:curObj.SetMAtkMin(value), IPY_PlayerDefine.CDBPlayerRefresh_MAtkMin, 0, 0],  # 最小魔攻
   #[lambda curObj:curObj.GetMAtkMax(), lambda curObj, value:curObj.SetMAtkMax(value), IPY_PlayerDefine.CDBPlayerRefresh_MAtkMax, 0, 0],  # 最大魔攻
   [lambda curObj:PlayerControl.GetSpeedNotBuff(curObj), lambda curObj, value:PlayerControl.SetSpeedNotBuff(curObj, value), 0, 0, 0],  # 移动速度
   [lambda curObj:PlayerControl.GetAtkSpeed(curObj), lambda curObj, value:PlayerControl.SetAtkSpeed(curObj, value), IPY_PlayerDefine.CDBPlayerRefresh_BattleValEx1, 1, 1],  # 攻击速度
   
   [lambda curObj:curObj.GetSuperHitRate(), lambda curObj, value:curObj.SetSuperHitRate(value), IPY_PlayerDefine.CDBPlayerRefresh_SuperHitRate, 1, 0],                                        # 暴击概率
   [lambda curObj:curObj.GetSuperHit(), lambda curObj, value:curObj.SetSuperHit(value), IPY_PlayerDefine.CDBPlayerRefresh_SuperHit, 1, 0],                                                # 暴击伤害
   [lambda curObj:PlayerControl.GetSuperHitRateReduce(curObj), lambda curObj, value:PlayerControl.SetSuperHitRateReduce(curObj, value), 0, 0, 0],# 暴击概率抗性
   [lambda curObj:PlayerControl.GetSuperHitReducePer(curObj), lambda curObj, value:PlayerControl.SetSuperHitReducePer(curObj, value), ShareDefine.CDBPlayerRefresh_SuperHitReduce, 1, 0],  # 暴击抗性
   [lambda curObj:curObj.GetSuperHitRate(), lambda curObj, value:curObj.SetSuperHitRate(value), IPY_PlayerDefine.CDBPlayerRefresh_SuperHitRate, 1, 0],     # 暴击概率
   [lambda curObj:curObj.GetSuperHit(), lambda curObj, value:curObj.SetSuperHit(value), IPY_PlayerDefine.CDBPlayerRefresh_SuperHit, 1, 0],                 # 暴击伤害固定值
   [lambda curObj:PlayerControl.GetSuperHitRateReduce(curObj), lambda curObj, value:PlayerControl.SetSuperHitRateReduce(curObj, value), ShareDefine.CDBPlayerRefresh_SuperHitRateReduce, 0, 0],# 暴击概率抗性
   [lambda curObj:PlayerControl.GetSuperHitReduce(curObj), lambda curObj, value:PlayerControl.SetSuperHitReduce(curObj, value), ShareDefine.CDBPlayerRefresh_SuperHitReduce, 1, 0],  # 暴击伤害抗性固定值
   
   [lambda curObj:curObj.GetGreatHitRate(), lambda curObj, value:curObj.SetGreatHitRate(value), 0, 0, 0],                                        # 卓越一击几率
   [lambda curObj:curObj.GetGreatHitVal(), lambda curObj, value:curObj.SetGreatHitVal(value), 0, 0, 0],                                          # 卓越一击伤害倍率
@@ -55,9 +58,9 @@
   [lambda curObj:PlayerControl.GetGreatHitReducePer(curObj), lambda curObj, value:PlayerControl.SetGreatHitReducePer(curObj, value), 0, 0, 0],  # 卓越一击伤害减免
   
   [lambda curObj:curObj.GetLuckyHitRate(), lambda curObj, value:curObj.SetLuckyHitRate(value), IPY_PlayerDefine.CDBPlayerRefresh_LuckyHitRate, 1, 0],  # 会心一击几率
   [lambda curObj:curObj.GetLuckyHitVal(), lambda curObj, value:curObj.SetLuckyHitVal(value), IPY_PlayerDefine.CDBPlayerRefresh_LuckyHitVal, 1, 0],  # 会心一击伤害倍率
   [lambda curObj:curObj.GetLuckyHitVal(), lambda curObj, value:curObj.SetLuckyHitVal(value), IPY_PlayerDefine.CDBPlayerRefresh_LuckyHitVal, 1, 0],  # 会心一击伤害固定值
   [lambda curObj:PlayerControl.GetLuckyHitRateReduce(curObj), lambda curObj, value:PlayerControl.SetLuckyHitRateReduce(curObj, value), ShareDefine.CDBPlayerRefresh_LuckyHitRateReduce, 1, 0],# 会心一击概率抗性
   [lambda curObj:PlayerControl.GetLuckyHitReducePer(curObj), lambda curObj, value:PlayerControl.SetLuckyHitReducePer(curObj, value), 0, 0, 0],  # 会心一击伤害减免
   [lambda curObj:PlayerControl.GetLuckyHitReduce(curObj), lambda curObj, value:PlayerControl.SetLuckyHitReduce(curObj, value), ShareDefine.CDBPlayerRefresh_LuckyHitReduce, 1, 0],  # 会心一击伤害减免固定值
   [lambda curObj:curObj.GetIgnoreDefRate(), lambda curObj, value:curObj.SetIgnoreDefRate(value), IPY_PlayerDefine.CDBPlayerRefresh_IgnoreDefRate, 1, 0],   # 无视防御几率
   [lambda curObj:PlayerControl.GetIgnoreDefRateReduce(curObj), lambda curObj, value:PlayerControl.SetIgnoreDefRateReduce(curObj, value), ShareDefine.CDBPlayerRefresh_IgnoreDefRateReduce, 1, 0],  # 无视防御概率抗性
@@ -81,7 +84,7 @@
   [lambda curObj:curObj.GetGoldFoundRate(), lambda curObj, value:curObj.SetGoldFoundRate(value), IPY_PlayerDefine.CDBPlayerRefresh_GoldFoundRate, 1, 0],                          # 掉落金钱值增加
   [lambda curObj:PlayerControl.GetPetMinAtk(curObj), lambda curObj, value:PlayerControl.SetPetMinAtk(curObj, value), 0, 0, 0],      # 宠物最小攻击
   [lambda curObj:PlayerControl.GetPetMaxAtk(curObj), lambda curObj, value:PlayerControl.SetPetMaxAtk(curObj, value), 0, 0, 0],      # 宠物最大攻击
   [lambda curObj:GameObj.GetPetDamPer(curObj), lambda curObj, value:GameObj.SetPetDamPer(curObj, value), 0, 0, 0],      # 宠物伤害百分比提升
   [lambda curObj:GameObj.GetPetDamPer(curObj), lambda curObj, value:GameObj.SetPetDamPer(curObj, value), ShareDefine.CDBPlayerRefresh_PetDamPer, 1, 0],      # 宠物伤害百分比提升
   [lambda curObj:PlayerControl.GetPerLVAtk(curObj), lambda curObj, value:PlayerControl.SetPerLVAtk(curObj, value), 0, 0, 0],        # 每1级+%s攻击, 数值取万分率,支持小数算法
   [lambda curObj:PlayerControl.GetPerLVMaxHP(curObj), lambda curObj, value:PlayerControl.SetPerLVMaxHP(curObj, value), 0, 0, 0],    # 每1级+%s生命, 数值为固定值
   
@@ -110,15 +113,15 @@
   [lambda curObj:PlayerControl.GetReduceSkillCD(curObj), lambda curObj, value:PlayerControl.SetReduceSkillCD(curObj, value), 0, 0, 0],          # 减技能CD值
   [lambda curObj:curObj.GetSkillAtkRate(), lambda curObj, value:curObj.SetSkillAtkRate(value), IPY_PlayerDefine.CDBPlayerRefresh_SkillAtkRate, 1, 0],                                        # 技能攻击比例加成
   [lambda curObj:PlayerControl.GetSkillAtkRateReduce(curObj), lambda curObj, value:PlayerControl.SetSkillAtkRateReduce(curObj, value), ShareDefine.CDBPlayerRefresh_SkillAtkRateReduce, 1, 0],# 技能攻击比例减少
   [lambda curObj:PlayerControl.GetDamagePer(curObj), lambda curObj, value:PlayerControl.SetDamagePer(curObj, value), ShareDefine.CDBPlayerRefresh_DamagePer, 1, 0],                  # 伤害输出计算百分比
   [lambda curObj:curObj.GetDamageReduceRate(), lambda curObj, value:curObj.SetDamageReduceRate(value), IPY_PlayerDefine.CDBPlayerRefresh_DamageReduceRate, 1, 0],  # 减少伤害
   [lambda curObj:PlayerControl.GetDamagePVP(curObj), lambda curObj, value:PlayerControl.SetDamagePVP(curObj, value), ShareDefine.CDBPlayerRefresh_DamagePVP, 1, 0],     # PVP固定伤害
   [lambda curObj:PlayerControl.GetDamagePVPReduce(curObj), lambda curObj, value:PlayerControl.SetDamagePVPReduce(curObj, value), ShareDefine.CDBPlayerRefresh_DamagePVPReduce, 1, 0],  # PVP固定减伤
   [lambda curObj:PlayerControl.GetHurtPer(curObj), lambda curObj, value:PlayerControl.SetHurtPer(curObj, value), 0, 0, 0],                      # 受伤计算百分比
   [lambda curObj:PlayerControl.GetBleedDamage(curObj), lambda curObj, value:PlayerControl.SetBleedDamage(curObj, value), ShareDefine.CDBPlayerRefresh_BleedDamage, 1, 0],              # 流血伤害
   [lambda curObj:PlayerControl.GetFinalHurt(curObj), lambda curObj, value:PlayerControl.SetFinalHurt(curObj, value), ShareDefine.CDBPlayerRefresh_FinalHurt, 1, 0],                  # 最终固定伤害增加
   [lambda curObj:PlayerControl.GetFinalHurtReduce(curObj), lambda curObj, value:PlayerControl.SetFinalHurtReduce(curObj, value), ShareDefine.CDBPlayerRefresh_FinalHurtReduce, 1, 0],      # 最终固定伤害减少
   [lambda curObj:PlayerControl.GetDamagePerPVP(curObj), lambda curObj, value:PlayerControl.SetDamagePerPVP(curObj, value), ShareDefine.CDBPlayerRefresh_DamagePerPVP, 1, 0],            # 伤害输出计算百分比PVP
   [lambda curObj:PlayerControl.GetDamagePerPVPReduce(curObj), lambda curObj, value:PlayerControl.SetDamagePerPVPReduce(curObj, value), ShareDefine.CDBPlayerRefresh_DamagePerPVPReduce, 1, 0],# 伤害输出计算百分比PVP减少
   [lambda curObj:PlayerControl.GetDamagePerPVE(curObj), lambda curObj, value:PlayerControl.SetDamagePerPVE(curObj, value), 0, 0, 0],            # 伤害输出计算百分比PVE
   [lambda curObj:PlayerControl.GetDamagePVE(curObj), lambda curObj, value:PlayerControl.SetDamagePVE(curObj, value), ShareDefine.CDBPlayerRefresh_DamagePVE, 1, 0],            # 伤害输出计算固定值PVE
   [lambda curObj:PlayerControl.GetNPCHurtAddPer(curObj), lambda curObj, value:PlayerControl.SetNPCHurtAddPer(curObj, value), ShareDefine.CDBPlayerRefresh_NPCHurtAddPer, 1, 0],          # 对怪物伤害加成
   [lambda curObj:PlayerControl.GetJobAHurtAddPer(curObj), lambda curObj, value:PlayerControl.SetJobAHurtAddPer(curObj, value), 0, 0, 0],        # 目标战士伤害加成
   [lambda curObj:PlayerControl.GetJobBHurtAddPer(curObj), lambda curObj, value:PlayerControl.SetJobBHurtAddPer(curObj, value), 0, 0, 0],        # 目标法师伤害加成
@@ -129,7 +132,7 @@
   [lambda curObj:PlayerControl.GetJobCAtkReducePer(curObj), lambda curObj, value:PlayerControl.SetJobCAtkReducePer(curObj, value), 0, 0, 0],    # 弓手攻击伤害减免
   
   [lambda curObj:PlayerControl.GetCommMapExpRate(curObj), lambda curObj, value:PlayerControl.SetCommMapExpRate(curObj, value), 0, 0, 0],    # 常规地图经验倍率加成
   [lambda curObj:PlayerControl.GetFinalHurtPer(curObj), lambda curObj, value:PlayerControl.SetFinalHurtPer(curObj, value), 0, 0, 0],        # 最终伤害百分比
   [lambda curObj:PlayerControl.GetFinalHurtPer(curObj), lambda curObj, value:PlayerControl.SetFinalHurtPer(curObj, value), ShareDefine.CDBPlayerRefresh_FinalHurtPer, 1, 0],        # 最终伤害百分比
   [lambda curObj:PlayerControl.GetFuhaoHitRate(curObj), lambda curObj, value:PlayerControl.SetFuhaoHitRate(curObj, value), 0, 0, 0],        # 富豪一击概率
   [lambda curObj:PlayerControl.GetBossIDHurt(curObj), lambda curObj, value:PlayerControl.SetBossIDHurt(curObj, value), 0, 0, 0],            # 对指定boss伤害加成固定值
   [lambda curObj:PlayerControl.GetBossIDHurtAddPer(curObj), lambda curObj, value:PlayerControl.SetBossIDHurtAddPer(curObj, value), 0, 0, 0],# 对指定boss伤害加成倍率
@@ -140,19 +143,13 @@
   [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
   [lambda curObj:PlayerControl.GetStoneAtkPer(curObj), lambda curObj, value:PlayerControl.SetStoneAtkPer(curObj, value), 0, 0, 0],              # 宝石攻击百分比
   [lambda curObj:PlayerControl.GetHPCureEnhance(curObj), lambda curObj, value:PlayerControl.SetHPCureEnhance(curObj, value), 0, 0, 0],          # 血瓶恢复效果增强
   [lambda curObj:PlayerControl.GetOnlyFinalHurt(curObj), lambda curObj, value:PlayerControl.SetOnlyFinalHurt(curObj, value), 0, 0, 0],          # 血瓶恢复效果增强
   [lambda curObj:PlayerControl.GetPVPAtkBackHP(curObj), lambda curObj, value:PlayerControl.SetPVPAtkBackHP(curObj, value), 0, 0, 0],          # 血瓶恢复效果增强
   [lambda curObj:PlayerControl.GetOnlyFinalHurt(curObj), lambda curObj, value:PlayerControl.SetOnlyFinalHurt(curObj, value), 0, 0, 0],          # 额外输出伤害
   [lambda curObj:PlayerControl.GetPVPAtkBackHP(curObj), lambda curObj, value:PlayerControl.SetPVPAtkBackHP(curObj, value), 0, 0, 0],          # PVP攻击回血
   [lambda curObj:PlayerControl.GetHitSucessRate(curObj), lambda curObj, value:PlayerControl.SetHitSucessRate(curObj, value), 0, 0, 0],          # 命中成功率
   [lambda curObj:PlayerControl.GetMissSucessRate(curObj), lambda curObj, value:PlayerControl.SetMissSucessRate(curObj, value), 0, 0, 0],          # 命中成功率
   [lambda curObj:curObj.GetAtkInterval(), lambda curObj, value:curObj.SetAtkInterval(value), IPY_PlayerDefine.CDBPlayerRefresh_AtkInterval, 0, 0],          # NPC攻击频率
@@ -167,10 +164,16 @@
   [lambda curObj:PlayerControl.GetSuiteBasePer(curObj), lambda curObj, value:PlayerControl.SetSuiteBasePer(curObj, value), 0, 0, 0],      # 套装基础属性百分比
   [lambda curObj:PlayerControl.GetPlusBaseAtkPer(curObj), lambda curObj, value:PlayerControl.SetPlusBaseAtkPer(curObj, value), 0, 0, 0],      # 强化基础攻击百分比
   [lambda curObj:PlayerControl.GetProDef(curObj), lambda curObj, value:PlayerControl.SetProDef(curObj, value), IPY_PlayerDefine.CDBPlayerRefresh_ExAttr4, 1, 0],  # 当前防护值
   [lambda curObj:PlayerControl.GetZhuXianRate(curObj), lambda curObj, value:PlayerControl.SetZhuXianRate(curObj, value), ShareDefine.CDBPlayerRefresh_ZhuxianRate, 1, 0],      # 诛仙一击概率
   [lambda curObj:PlayerControl.GetZhuXianHurtPer(curObj), lambda curObj, value:PlayerControl.SetZhuXianHurtPer(curObj, value), ShareDefine.CDBPlayerRefresh_ZhuxianHurtPer, 1, 0],      # 诛仙一击伤害比
   [lambda curObj:PlayerControl.GetNormalHurt(curObj), lambda curObj, value:PlayerControl.SetNormalHurt(curObj, value), ShareDefine.CDBPlayerRefresh_NormalHurt, 1, 0],  # 属性普通攻击增伤
   [lambda curObj:PlayerControl.GetNormalHurtPer(curObj), lambda curObj, value:PlayerControl.SetNormalHurtPer(curObj, value), ShareDefine.CDBPlayerRefresh_NormalHurtPer, 1, 0],  # 属性普通攻击加成
   [lambda curObj:PlayerControl.GetFabaoHurt(curObj), lambda curObj, value:PlayerControl.SetFabaoHurt(curObj, value), ShareDefine.CDBPlayerRefresh_FabaoHurt, 1, 0],  # 属性法宝技能增伤
   [lambda curObj:PlayerControl.GetFabaoHurtPer(curObj), lambda curObj, value:PlayerControl.SetFabaoHurtPer(curObj, value), ShareDefine.CDBPlayerRefresh_FabaoHurtPer, 1, 0],  # 属性法宝技能加成
   [lambda curObj:PlayerControl.GetFinalHurtReducePer(curObj), lambda curObj, value:PlayerControl.SetFinalHurtReducePer(curObj, value), ShareDefine.CDBPlayerRefresh_FinalHurtReducePer, 1, 0],      # 最终伤害减少百分比
   [lambda curObj:PlayerControl.GetLostYinjiTime(curObj), lambda curObj, value:PlayerControl.SetLostYinjiTime(curObj, value), ShareDefine.CDBPlayerRefresh_YinjiTime, 1, 0],    # 每X秒自动消失一个印记 毫秒
   [lambda curObj:PlayerControl.GetTheFBSkillsCD(curObj), lambda curObj, value:PlayerControl.SetTheFBSkillsCD(curObj, value), 0, 0, 0],    # 减少指定技能组CD XX%
   [lambda curObj:PlayerControl.GetBurnValue(curObj), lambda curObj, value:PlayerControl.SetBurnValue(curObj, value), ShareDefine.CDBPlayerRefresh_YinjiTime, 0, 0],    # 灼烧固定伤害
   [lambda curObj:PlayerControl.GetBurnTimePer(curObj), lambda curObj, value:PlayerControl.SetBurnTimePer(curObj, value), 0, 0, 0],    # 延长灼烧时间百分比
   [lambda curObj:PlayerControl.GetSubSpeedPer(curObj), lambda curObj, value:PlayerControl.SetSubSpeedPer(curObj, value), 0, 0, 0],    # 减移动速度百分比
]
## 通过索引获得属性值