#¼ÆËãÍæ¼Ò±¾´Î¹¥»÷É˺¦ #¼ÆËãÀàÐÍ: 1.ÎïÀí¹¥»÷; 2.ħ·¨¹¥»÷ #¶ÔÏó±êʶ: Íæ¼Ò(P), ³èÎï(Pet), NPC(E); ³ýÍæ¼Ò¼°³èÎïÍâ, ÆäËûÔÝʱ¶¼ËãNPC #¹«Ê½key¸ñʽ: # 1. ¶ÔÏó±êʶ+V+¶ÔÏó±êʶ_¼ÆËãÀàÐÍ, Èç "PVP_1" ´ú±íÍæ¼Ò¶ÔÍæ¼ÒÎïÀí¹¥»÷ # 2. ¶ÔÏó±êʶ+V+¶ÔÏó±êʶ_¼ÆËãÀàÐÍ_µØÍ¼ID, Èç "PVE_1_20000" ´ú±íµØÍ¼IDΪ20000µÄÍæ¼Ò¶ÔNPCÎïÀí¹¥»÷ # 3. ¶ÔÏó±êʶ+V+¶ÔÏó±êʶ_¼ÆËãÀàÐÍ_NPCÑ¹ÖÆµÈ¼¶×é, Èç "EVP_1_70" ´ú±íNPCÑ¹ÖÆµÈ¼¶×éΪ70µÄ¶ÔÍæ¼ÒµÄÎïÀí¹¥»÷ # # ÌØÊâkey # SuppressValueLV_ÊÇ·ñboss NPC¹¥»÷Íæ¼ÒʱµÄ µÈ¼¶×îÖÕÑ¹ÖÆÖµ(suppressValueLV), ¿É×÷Ϊ²ÎÊýÓÃÓÚ¼ÆËãÉ˺¦ # SuppressValueFP_ÊÇ·ñboss NPC¹¥»÷Íæ¼ÒʱµÄ Õ½Á¦×îÖÕÑ¹ÖÆÖµ(suppressValueFP), ¿É×÷Ϊ²ÎÊýÓÃÓÚ¼ÆËãÉ˺¦ # #¹«Ê½²ÎÊý: ĬÈÏÖµÈç¹ûÎ´ÌØÊâ˵Ã÷Ôò¾ùĬÈÏΪ0 # # rand 0~1¼äµÄËæ»úСÊý # atkSkillPer ¼¼ÄܱíÅäÖü¼ÄÜÉ˺¦°Ù·Ö±È, ³ÌÐòÒѳý10000, ¹ÊÕâÀï´ú±íµÄÊǾßÌå±¶Öµ, ÆÕ¹¥Ê±Ä¬Èϱ¶ÖµÎª1 # atkSkillValue ¼¼ÄܱíÅäÖü¼Äܸ½¼ÓÉ˺¦ # suppressLV Ñ¹ÖÆµÈ¼¶²î, µ±¹¥»÷·½ÎªNPCÇÒ·ÀÊØ·½ÎªÍæ¼ÒʱÓÐÖµ, max(0, NPCµÈ¼¶ - Íæ¼ÒµÈ¼¶), ĬÈÏ0 # suppressReMaxHP NPCÑ¹ÖÆµÈ¼¶ÉúÃüÖµ, µ±¹¥»÷·½ÎªNPCÇÒ·ÀÊØ·½ÎªÍæ¼ÒʱÓÐÖµ, Ñ¹ÖÆµÈ¼¶²î´óÓÚ0ʱÓÐÖµ, µÈ¼¶±íÖÐNPCµÈ¼¶¶ÔÓ¦µÄÊý¾Ý # suppressFightPower Ñ¹ÖÆÕ½Á¦²î, µ±¹¥»÷·½ÎªNPCÇÒ·ÀÊØ·½ÎªÍæ¼ÒʱÓÐÖµ, max(0, NPCÑ¹ÖÆÕ½Á¦ - Íæ¼ÒÕ½Á¦), ĬÈÏ0 # suppressNPCFightPower NPCÑ¹ÖÆÕ½Á¦, µ±¹¥»÷·½ÎªNPCÇÒ·ÀÊØ·½ÎªÍæ¼ÒʱÓÐÖµ, NPC±íÅäÖà # suppressValueLV µÈ¼¶×îÖÕÑ¹ÖÆÖµ, Óɹ«Ê½ SuppressValueLV_ÊÇ·ñboss ¼ÆËãµÃ³ö,ÎÞÑ¹ÖÆÄ¬ÈÏֵΪ0 # suppressValueFP Õ½Á¦×îÖÕÑ¹ÖÆÖµ, Óɹ«Ê½ SuppressValueFP_ÊÇ·ñboss ¼ÆËãµÃ³ö,ÎÞÑ¹ÖÆÄ¬ÈÏֵΪ0 # suppressRealm ¾³½çÑ¹ÖÆ²î, ¿ÉΪ¸ºÊý PVP ¹¥»÷·½¾³½çËùÊô×é - ·ÀÊØ·½¾³½çËùÊô×é PVE ¹¥»÷·½¾³½çµÈ¼¶ - ·ÀÊØ·½¾³½çµÈ¼¶ # SuppressValueRealmRate ¾³½ç×îÖÕÑ¹ÖÆÉ˺¦Ôö¼õ±ÈÀý, Óɹ«Ê½ SuppressValueRealmAdd (¸ß¾³½ç´òµÍ¾³½çÉ˺¦Ôö¼Ó)¼° SuppressValueRealmDec £¨µÍ¾³½ç´ò¸ß¾³½çÉ˺¦¼õÉÙ£©¼ÆËãµÃ³ö, ĬÈÏ10000,PVP PVE¶¼ÓÐЧ£¬³èÎïÎÞЧ # isLuckyHit ÊÇ·ñ»áÐÄÒ»»÷ 0·ñ1ÊÇ # isSuperHit ÊÇ·ñ±©»÷ 0·ñ1ÊÇ # # ¹¥»÷·½£º # aLV µÈ¼¶ ¹Ì¶¨Öµ # aLuckyHit »áÐÄÒ»»÷É˺¦¼Ó³É Íò·ÖÂÊ, ĬÈÏ0, »áÐÄÒ»»÷ʱÓÐÖµ # aSuperHit ±©»÷É˺¦ ¹Ì¶¨Öµ, ĬÈÏ0, ±©»÷ʱÓÐÖµ # aMinAtk ×îС¹¥»÷ ¹Ì¶¨Öµ # aMaxAtk ×î´ó¹¥»÷ ¹Ì¶¨Öµ # aIceAtk ÕæÊµÉ˺¦ ¹Ì¶¨Öµ # aFightPower Õ½¶·Á¦ ¹Ì¶¨Öµ # aIgnoreDefRate ÎÞÊÓ·ÀÓù±ÈÂÊ Íò·ÖÂÊ # aSkillAtkRate ¼¼ÄÜÉ˺¦¼Ó³É Íò·ÖÂÊ # aDamagePer É˺¦¼Ó³É Íò·ÖÂÊ # aDamagePerPVP PVPÉ˺¦¼Ó³É Íò·ÖÂÊ # aFinalHurt ×îÖÕÉ˺¦¼Ó³É ¹Ì¶¨Öµ # aIceAtkSuperHit ÕæÊµÉ˺¦±©»÷±¶Öµ ±¶Öµ, ĬÈÏ1 # FinalHurtPer ×îÖÕÉ˺¦°Ù·Ö±È Íò·ÖÂÊ # aOnlyFinalHurt ¸½¼ÓÉ˺¦ ¹Ì¶¨Öµ # # ·ÀÊØ·½£º # dMinAtk ×îµÍ¹¥»÷ # dMaxAtk ×î¸ß¹¥»÷ # dLV µÈ¼¶ ¹Ì¶¨Öµ # dLuckyHitReduce »áÐÄÒ»»÷É˺¦¼õÉÙ Íò·ÖÂÊ, ĬÈÏ0, »áÐÄÒ»»÷ʱÓÐÖµ # dSuperHitReduce ±©»÷É˺¦¼õÉÙ Íò·ÖÂÊ, ĬÈÏ0, ±©»÷ʱÓÐÖµ # dDamChanceDef µÖÓùÉ˺¦±ÈÀý Íò·ÖÂÊ, ĬÈÏ0, Ö»ÔÚ¸ñµ²³É¹¦²ÅÓÐÖµ, ¸ñµ²³É¹¦ÂÊĬÈÏ20% # dDef ·ÀÓùÖµ ¹Ì¶¨Öµ # dIceDef ÕæÊµÉ˺¦·ÀÓù ¹Ì¶¨Öµ # dFightPower Õ½¶·Á¦ ¹Ì¶¨Öµ # dIgnoreDefRateReduce ÎÞÊÓ·ÀÓù±ÈÂÊ¿¹ÐÔ Íò·ÖÂÊ # dSkillAtkRateReduce ¼¼ÄÜÉ˺¦¼õÉÙ Íò·ÖÂÊ # dDamReduce É˺¦¼õÉÙ Íò·ÖÂÊ # dDamagePerPVPReduce PVPÉ˺¦¼õÉÙ Íò·ÖÂÊ # dFinalHurtReduce ×îÖÕÉ˺¦¼õÉÙ ¹Ì¶¨Öµ # dDamChanceDef µÖÓùÉ˺¦±ÈÀý Íò·ÖÂÊ # dBeHurtPer ±»»÷ÊÜÉËÔö¼Ó # dHP µ±Ç°ÉúÃü # dMaxHP ·ÀÊØ·½ÉúÃüÉÏÏÞ # PVPSuppressValueRealm PVP¾³½çÑ¹ÖÆ ¾³½ç×îÖÕÑ¹ÖÆÉ˺¦Ôö¼õ±ÈÀý, Óɹ«Ê½ PVPSuppressValueRealm (¸ß¾³½ç´òµÍ¾³½çÉ˺¦Ôö¼Ó)¼° SuppressValueRealmDec¼ÆËãµÃ³ö, ĬÈÏ10000 PVEÓÐЧ£¬³èÎïÎÞЧ ´ó¾³½çÑ¹ÖÆ # PVESuppressValueRealm PVE¾³½çÑ¹ÖÆ ¾³½ç×îÖÕÑ¹ÖÆÉ˺¦Ôö¼õ±ÈÀý, Óɹ«Ê½ PVESuppressValueRealm (¸ß¾³½ç´òµÍ¾³½çÉ˺¦Ôö¼Ó)¼° SuppressValueRealmDec¼ÆËãµÃ³ö, ĬÈÏ10000 PVEÓÐЧ£¬³èÎïÎÞЧ С¾³½çÑ¹ÖÆ ( { #0_С¹Ö£¬1_BOSS "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)", "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)", "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", "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", "PVPSuppressValueRealm":"min(max(5000, 10000+max(suppressRealm,-6)*1000),15000)", "PVESuppressValueRealm":"min(max(5000, 10000+max(suppressRealm,-6)*1000),15000)", "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))", "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+FinalHurtPer/10000.0,1),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))", "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))", "EVE_1" :"max(aMaxAtk-dDef,1)", "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)", "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)", #ÊÀ½çС¹ÖµÈ¼¶Ñ¹Öƹ«Ê½ "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)", #·ûÓ¡ËþÌØÊ⹫ʽµÈ¼¶Ñ¹ÖÆ #_100 ǰ2×ùËþ£¬µÈ¼¶Äëѹ "EVP_1_100" :"int(max(min((SuppressValueRealmRate/10000.0-1)*2,0.5)+1,0.5)*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))", #_101 ºó10×ùËþ£¬µÈ¼¶Ñ¹ÖÆ "EVP_1_101" :"int(max(min((SuppressValueRealmRate/10000.0-1)*2,0.5)+1,0.5)*max(((max((aMinAtk+aMaxAtk)/2.0*(1+min(max((suppressLV-5)*0.025,0),2))-dDef,0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt+min(max((suppressLV-10)*0.01,0),0.25)*dMaxHP+suppressValueFP-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0),aMaxAtk*0.05+rand*aMaxAtk*0.05))", #·ûÓ¡Ëþ¾³½çÑ¹ÖÆ "PVE_1_31130" :"int(max(min((SuppressValueRealmRate/10000.0-1)*2,0.5)+1,0.5)*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),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))", #ÏÉħ֮Õù "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))", "PetVE_1_31010":"max(((aMinAtk + aMaxAtk)/2.0-dDef),(aMinAtk+aMaxAtk)/2.0*0.05 + (aMinAtk+aMaxAtk)/2.0*0.1*rand)", "PetVP_1_31010":"max(((aMinAtk + aMaxAtk)/2.0-dDef),(aMinAtk+aMaxAtk)/2.0*0.05 + (aMinAtk+aMaxAtk)/2.0*0.1*rand)", #æ´»ÊÒż£ "PVE_1_51010" :"int(max(min((SuppressValueRealmRate/10000.0-1)*2,0.5)+1,0.5)*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),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))", "EVP_1_51010" :"int(max(min((SuppressValueRealmRate/10000.0-1)*2,0.5)+1,0.5)*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))", #×ÚÃÅÊÔÁ¶ "PVE_1_60010" :"int(max(min((SuppressValueRealmRate/10000.0-1)*2,0.5)+1,0.5)*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),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))", "EVP_1_60010" :"int(max(min((SuppressValueRealmRate/10000.0-1)*2,0.5)+1,0.5)*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))", #BOSS¾³½çÑ¹ÖÆ¹«Ê½ "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),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))", "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))", #¶É½Ù "PVE_1_31110" :"int(max(min((SuppressValueRealmRate/10000.0-1)*2,0.5)+1,0.5)*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),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))", "EVP_1_31110" :"int(max(min((SuppressValueRealmRate/10000.0-1)*2,0.5)+1,0.5)*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))", #÷è÷ëÖ®¸® "PVE_1_31190" :"int(max(min((SuppressValueRealmRate/10000.0-1)*2,0.5)+1,0.5)*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),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))", "EVP_1_31190" :"int(max(min((SuppressValueRealmRate/10000.0-1)*2,0.5)+1,0.5)*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))", #»ð¾æÌØÊâÉ˺¦ "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)*(1+suppressValueFP),aMaxAtk*0.05+rand*aMaxAtk*0.05))", } )