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| | | import IPY_PlayerDefine
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| | | import ShareDefine
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| | | #生物属性接口,顺序对应ChConfig.TYPE_Calc_AttrList
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| | | #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]
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| | | ObjProperty_AttrByIndex = [
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| | |
| | | [lambda curObj:PlayerControl.GetWood(curObj), lambda curObj, value:PlayerControl.SetWood(curObj, value), ShareDefine.CDBPlayerRefresh_Wood, 1, 0], # ľ
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| | | [lambda curObj:PlayerControl.GetWater(curObj), lambda curObj, value:PlayerControl.SetWater(curObj, value), ShareDefine.CDBPlayerRefresh_Water, 1, 0], # ˮ
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| | | [lambda curObj:PlayerControl.GetFire(curObj), lambda curObj, value:PlayerControl.SetFire(curObj, value), ShareDefine.CDBPlayerRefresh_Fire, 1, 0], # 火
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| | | [lambda curObj:PlayerControl.GetEarth(curObj), lambda curObj, value:PlayerControl.SetEarth(curObj, value), ShareDefine.CDBPlayerRefresh_Earth, 1, 0], # 土
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| | | [lambda curObj:GameObj.GetHP(curObj), lambda curObj, value:GameObj.SetHP(curObj, value), IPY_PlayerDefine.CDBPlayerRefresh_HP, 1, 1], # 当前血量
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| | | [lambda curObj:curObj.GetMP(), lambda curObj, value:curObj.SetMP(value), IPY_PlayerDefine.CDBPlayerRefresh_MP, 0, 0], # 当前魔量
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| | | [lambda curObj:GameObj.GetMaxHP(curObj), lambda curObj, value:GameObj.SetMaxHP(curObj, value), IPY_PlayerDefine.CDBPlayerRefresh_MaxHP, 1, 1], # 最大血量
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| | | [lambda curObj:curObj.GetMaxMP(), lambda curObj, value:curObj.SetMaxMP(value), IPY_PlayerDefine.CDBPlayerRefresh_MaxMP, 0, 0], # 最大魔量
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| | | [lambda curObj:curObj.GetMinAtk(), lambda curObj, value:curObj.SetMinAtk(value), IPY_PlayerDefine.CDBPlayerRefresh_MINATK, 1, 0], # 最小攻击力
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| | | [lambda curObj:curObj.GetMaxAtk(), lambda curObj, value:curObj.SetMaxAtk(value), IPY_PlayerDefine.CDBPlayerRefresh_MAXATK, 1, 0], # 最大攻击力
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| | | [lambda curObj:PlayerControl.GetEarth(curObj), lambda curObj, value:PlayerControl.SetEarth(curObj, value), ShareDefine.CDBPlayerRefresh_Earth, 1, 0], # 土
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| | | [lambda curObj:curObj.GetLuckValue(), lambda curObj, value:curObj.SetLuckValue(value), IPY_PlayerDefine.CDBPlayerRefresh_LuckValue, 1, 0], # 气运
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| | | [lambda curObj:curObj.GetDef(), lambda curObj, value:curObj.SetDef(value), IPY_PlayerDefine.CDBPlayerRefresh_DEF, 1, 0], # 防御力
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| | | [lambda curObj:curObj.GetHit(), lambda curObj, value:curObj.SetHit(value), IPY_PlayerDefine.CDBPlayerRefresh_HIT, 1, 0], # 命中
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| | | [lambda curObj:curObj.GetMiss(), lambda curObj, value:curObj.SetMiss(value), IPY_PlayerDefine.CDBPlayerRefresh_Miss, 1, 0], # 闪避
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| | | [lambda curObj:curObj.GetMinAtk(), lambda curObj, value:curObj.SetMinAtk(value), IPY_PlayerDefine.CDBPlayerRefresh_MINATK, 1, 0], # 最小攻击力
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| | | [lambda curObj:curObj.GetMaxAtk(), lambda curObj, value:curObj.SetMaxAtk(value), IPY_PlayerDefine.CDBPlayerRefresh_MAXATK, 1, 0], # 最大攻击力
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| | | [lambda curObj:GameObj.GetHP(curObj), lambda curObj, value:GameObj.SetHP(curObj, value), IPY_PlayerDefine.CDBPlayerRefresh_HP, 1, 1], # 当前血量
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| | | [lambda curObj:curObj.GetMP(), lambda curObj, value:curObj.SetMP(value), IPY_PlayerDefine.CDBPlayerRefresh_MP, 0, 0], # 当前魔量
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| | | #[lambda curObj:curObj.GetMAtkMin(), lambda curObj, value:curObj.SetMAtkMin(value), IPY_PlayerDefine.CDBPlayerRefresh_MAtkMin, 0, 0], # 最小魔攻
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| | | #[lambda curObj:curObj.GetMAtkMax(), lambda curObj, value:curObj.SetMAtkMax(value), IPY_PlayerDefine.CDBPlayerRefresh_MAtkMax, 0, 0], # 最大魔攻
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| | | [lambda curObj:curObj.GetLuckValue(), lambda curObj, value:curObj.SetLuckValue(value), IPY_PlayerDefine.CDBPlayerRefresh_LuckValue, 1, 0], # 气运
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| | | [lambda curObj:PlayerControl.GetSpeedNotBuff(curObj), lambda curObj, value:PlayerControl.SetSpeedNotBuff(curObj, value), 0, 0, 0], # 移动速度
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| | | [lambda curObj:PlayerControl.GetAtkSpeed(curObj), lambda curObj, value:PlayerControl.SetAtkSpeed(curObj, value), IPY_PlayerDefine.CDBPlayerRefresh_BattleValEx1, 1, 1], # 攻击速度
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| | | [lambda curObj:curObj.GetSuperHitRate(), lambda curObj, value:curObj.SetSuperHitRate(value), IPY_PlayerDefine.CDBPlayerRefresh_SuperHitRate, 1, 0], # 暴击概率
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| | | [lambda curObj:curObj.GetSuperHit(), lambda curObj, value:curObj.SetSuperHit(value), IPY_PlayerDefine.CDBPlayerRefresh_SuperHit, 1, 0], # 暴击伤害
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| | | [lambda curObj:PlayerControl.GetSuperHitRateReduce(curObj), lambda curObj, value:PlayerControl.SetSuperHitRateReduce(curObj, value), 0, 0, 0],# 暴击概率抗性
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| | | [lambda curObj:PlayerControl.GetSuperHitReducePer(curObj), lambda curObj, value:PlayerControl.SetSuperHitReducePer(curObj, value), ShareDefine.CDBPlayerRefresh_SuperHitReduce, 1, 0], # 暴击抗性
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| | | [lambda curObj:curObj.GetSuperHitRate(), lambda curObj, value:curObj.SetSuperHitRate(value), IPY_PlayerDefine.CDBPlayerRefresh_SuperHitRate, 1, 0], # 暴击概率
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| | | [lambda curObj:curObj.GetSuperHit(), lambda curObj, value:curObj.SetSuperHit(value), IPY_PlayerDefine.CDBPlayerRefresh_SuperHit, 1, 0], # 暴击伤害固定值
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| | | [lambda curObj:PlayerControl.GetSuperHitRateReduce(curObj), lambda curObj, value:PlayerControl.SetSuperHitRateReduce(curObj, value), ShareDefine.CDBPlayerRefresh_SuperHitRateReduce, 0, 0],# 暴击概率抗性
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| | | [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
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| | | [lambda curObj:curObj.GetGreatHitRate(), lambda curObj, value:curObj.SetGreatHitRate(value), 0, 0, 0], # 卓越一击几率
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| | | [lambda curObj:curObj.GetGreatHitVal(), lambda curObj, value:curObj.SetGreatHitVal(value), 0, 0, 0], # 卓越一击伤害倍率
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| | | [lambda curObj:PlayerControl.GetGreatHitReducePer(curObj), lambda curObj, value:PlayerControl.SetGreatHitReducePer(curObj, value), 0, 0, 0], # 卓越一击伤害减免
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| | | [lambda curObj:curObj.GetLuckyHitRate(), lambda curObj, value:curObj.SetLuckyHitRate(value), IPY_PlayerDefine.CDBPlayerRefresh_LuckyHitRate, 1, 0], # 会心一击几率
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| | | [lambda curObj:curObj.GetLuckyHitVal(), lambda curObj, value:curObj.SetLuckyHitVal(value), IPY_PlayerDefine.CDBPlayerRefresh_LuckyHitVal, 1, 0], # 会心一击伤害倍率
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| | | [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
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| | | [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
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| | | [lambda curObj:PlayerControl.GetLuckyHitReducePer(curObj), lambda curObj, value:PlayerControl.SetLuckyHitReducePer(curObj, value), 0, 0, 0], # 会心一击伤害减免
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| | | [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
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| | | [lambda curObj:curObj.GetIgnoreDefRate(), lambda curObj, value:curObj.SetIgnoreDefRate(value), IPY_PlayerDefine.CDBPlayerRefresh_IgnoreDefRate, 1, 0], # 无视防御几率
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| | | [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
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| | | [lambda curObj:PlayerControl.GetReduceSkillCD(curObj), lambda curObj, value:PlayerControl.SetReduceSkillCD(curObj, value), 0, 0, 0], # 减技能CD值
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| | | [lambda curObj:curObj.GetSkillAtkRate(), lambda curObj, value:curObj.SetSkillAtkRate(value), IPY_PlayerDefine.CDBPlayerRefresh_SkillAtkRate, 1, 0], # 技能攻击比例加成
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| | | [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
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| | | [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
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| | | [lambda curObj:curObj.GetDamageReduceRate(), lambda curObj, value:curObj.SetDamageReduceRate(value), IPY_PlayerDefine.CDBPlayerRefresh_DamageReduceRate, 1, 0], # 减少伤害
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| | | [lambda curObj:PlayerControl.GetDamagePVP(curObj), lambda curObj, value:PlayerControl.SetDamagePVP(curObj, value), ShareDefine.CDBPlayerRefresh_DamagePVP, 1, 0], # PVP固定伤害
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| | | [lambda curObj:PlayerControl.GetDamagePVPReduce(curObj), lambda curObj, value:PlayerControl.SetDamagePVPReduce(curObj, value), ShareDefine.CDBPlayerRefresh_DamagePVPReduce, 1, 0], # PVP固定减伤
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| | | [lambda curObj:PlayerControl.GetHurtPer(curObj), lambda curObj, value:PlayerControl.SetHurtPer(curObj, value), 0, 0, 0], # 受伤计算百分比
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| | | [lambda curObj:PlayerControl.GetBleedDamage(curObj), lambda curObj, value:PlayerControl.SetBleedDamage(curObj, value), ShareDefine.CDBPlayerRefresh_BleedDamage, 1, 0], # 流血伤害
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| | | [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
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| | | [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
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| | | [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
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| | | [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
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| | | [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
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| | | [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
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| | | [lambda curObj:PlayerControl.GetNPCHurtAddPer(curObj), lambda curObj, value:PlayerControl.SetNPCHurtAddPer(curObj, value), ShareDefine.CDBPlayerRefresh_NPCHurtAddPer, 1, 0], # 对怪物伤害加成
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| | | [lambda curObj:PlayerControl.GetJobAHurtAddPer(curObj), lambda curObj, value:PlayerControl.SetJobAHurtAddPer(curObj, value), 0, 0, 0], # 目标战士伤害加成
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| | | [lambda curObj:PlayerControl.GetJobBHurtAddPer(curObj), lambda curObj, value:PlayerControl.SetJobBHurtAddPer(curObj, value), 0, 0, 0], # 目标法师伤害加成
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| | | [lambda curObj:PlayerControl.GetJobCAtkReducePer(curObj), lambda curObj, value:PlayerControl.SetJobCAtkReducePer(curObj, value), 0, 0, 0], # 弓手攻击伤害减免
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| | | [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
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| | | [lambda curObj:PlayerControl.GetFinalHurtPer(curObj), lambda curObj, value:PlayerControl.SetFinalHurtPer(curObj, value), 0, 0, 0], # 最终伤害百分比
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| | | [lambda curObj:PlayerControl.GetFinalHurtPer(curObj), lambda curObj, value:PlayerControl.SetFinalHurtPer(curObj, value), ShareDefine.CDBPlayerRefresh_FinalHurtPer, 1, 0], # 最终伤害百分比
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| | | [lambda curObj:PlayerControl.GetFuhaoHitRate(curObj), lambda curObj, value:PlayerControl.SetFuhaoHitRate(curObj, value), 0, 0, 0], # 富豪一击概率
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| | | [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
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| | | [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
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| | | [lambda curObj:PlayerControl.GetSuiteBasePer(curObj), lambda curObj, value:PlayerControl.SetSuiteBasePer(curObj, value), 0, 0, 0], # 套装基础属性百分比
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| | | [lambda curObj:PlayerControl.GetPlusBaseAtkPer(curObj), lambda curObj, value:PlayerControl.SetPlusBaseAtkPer(curObj, value), 0, 0, 0], # 强化基础攻击百分比
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| | | [lambda curObj:PlayerControl.GetProDef(curObj), lambda curObj, value:PlayerControl.SetProDef(curObj, value), IPY_PlayerDefine.CDBPlayerRefresh_ExAttr4, 1, 0], # 当前防护值
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| | | [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
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| | | [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
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| | | [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
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| | | [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
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| | | [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
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| | | [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
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| | | [lambda curObj:PlayerControl.GetTheFBSkillsCD(curObj), lambda curObj, value:PlayerControl.SetTheFBSkillsCD(curObj, value), 0, 0, 0], # 减少指定技能组CD XX%
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| | | [lambda curObj:PlayerControl.GetBurnValue(curObj), lambda curObj, value:PlayerControl.SetBurnValue(curObj, value), ShareDefine.CDBPlayerRefresh_YinjiTime, 0, 0], # 灼烧固定伤害
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| | | [lambda curObj:PlayerControl.GetBurnTimePer(curObj), lambda curObj, value:PlayerControl.SetBurnTimePer(curObj, value), 0, 0, 0], # 延长灼烧时间百分比
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| | | [lambda curObj:PlayerControl.GetSubSpeedPer(curObj), lambda curObj, value:PlayerControl.SetSubSpeedPer(curObj, value), 0, 0, 0], # 减移动速度百分比
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| | | ]
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| | | ## 通过索引获得属性值
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