2,3,5,10
// 所有屬性
mapping value_2_props = ([
        "consistence"   : "耐久度",     // 基本屬性           a
        "damage"        : "兵器傷害力", // 基本屬性           a
        "unarmed_damage": "空手傷害力", // 基本屬性           a
        "armor"         : "保護力",     // 基本屬性           a
        "damage1"       : "附加傷害",   // weapon             a
        "armor1"        : "附加保護",   // armor              a
       
        "str"           : "臂力",       // weapon/armor/rings a
        "int"           : "悟性",       // weapon/armor/rings a
        "con"           : "根骨",       // weapon/armor/rings a
        "dex"           : "身法",       // weapon/armor/rings a
        "kar"           : "福緣",       // weapon/armor/rings a
        "per"           : "容貌",       // rings              a
        "gold_find"     : "獲取黃金機率",     // weapon/rings a
        

        "max_jingli"    : "精力最大值", // weapon/armor/rings a
        "max_jing"      : "精氣最大值", // weapon/armor/rings a
        "max_potential" : "潛能上限",   // weapon/armor/rings a
        "max_experience": "體會上限",   // weapon/armor/rings a

        "sword"         : "劍法",       // weapon             a
        "blade"         : "刀法",       // weapon             a
        "club"          : "棍法",       // weapon             a
        "hammer"        : "錘法",       // weapon             a
        "staff"         : "杖法",       // weapon             a
        "whip"          : "鞭法",       // weapon             a
        "unarmed"       : "拳腳",       // weapon             a
        "strike"        : "掌法",       // weapon             a
        "cuff"          : "拳法",       // weapon             a
        "hand"          : "手法",       // weapon             a
        "finger"        : "指法",       // weapon             a
        "claw"          : "爪法",       // weapon             a

        "attack"        : "攻擊",       // weapon             a
        "parry"         : "招架",       // armor              a
        "dodge"         : "躲閃",       // armor              a
        "defense"       : "防禦",       // armor              a

        "research_times": "研究次數",   // weapon/armor/rings a
        "learn_times"   : "學習次數",   // weapon/armor/rings a
        "practice_times": "練習次數",   // weapon/armor/rings a
        "study_times"   : "讀書次數",   // weapon/armor/rings a
]);        
        
mapping value_3_props = ([        
        "attribute"     : "所有屬性",   // rings              b
        "max_neili"     : "內力最大值", // weapon/armor/rings b
        "max_qi"        : "氣血最大值", // weapon/armor/rings b
        "ref_neili"     : "內力恢復",   // armor/rings        b
        "ref_qi"        : "生命恢復",   // armor/rings        b
        "ref_jing"      : "精氣恢復",   // armor/rings        b

        "add_poison"    : "毒傷害",     // weapon                           b
        "add_metal"     : "金傷害",     // weapon                           b
        "add_wood"      : "木傷害",     // weapon                           b
        "add_water"     : "水傷害",     // weapon                           b
        "add_fire"      : "火傷害",     // weapon                           b
        "add_earth"     : "土傷害",     // weapon                           b
        "reduce_metal"  : "抗金",       // armor                            b
        "reduce_wood"   : "抗木",       // armor                            b
        "reduce_water"  : "抗水",       // armor                            b
        "reduce_fire"   : "抗火",       // armor                            b
        "reduce_earth"  : "抗土",       // armor                            b
        "reduce_poison" : "抗毒",       // armor                            b
        "avoid_poison"  : "忽視中毒",   // armor/rings                      b

        "research_effect"       : "研究效果",   // weapon/armor/rings       b
        "practice_effect"       : "練習效果",   // weapon/armor/rings       b
        "study_effect"          : "讀書效果",   // weapon/armor/rings       b
        "learn_effect"          : "學習效果",   // weapon/armor/rings       b
        "derive_effect"         : "汲取效果",   // weapon/armor/rings       b
        "derive_times"          : "汲取消耗",   // weapon/armor/rings       b

        "add_pot"       : "獲取額外潛能",       // weapon/rings   b
        "add_mar"       : "獲取額外體會",       // weapon/rings   b
]);    

mapping value_5_props = ([             
        "magic_find"    : "尋寶率(MF值)",       // weapon/rings             c
        "ap_power"      : "絕招攻擊力",         // weapon/rings             c
        "dp_power"      : "絕招防禦力",         // armor                    c
        "da_power"      : "絕招傷害力",         // weapon/rings             c
        "avoid_defense" : "攻擊無視目標防禦",   // weapon/rings             c
        "avoid_parry"   : "攻擊無視目標招架",   // weapon/rings             c
        "avoid_dodge"   : "攻擊無視目標躲閃",   // weapon/rings             c
        "avoid_force"   : "攻擊無視內功防禦",   // weapon/rings             c
        "avoid_attack"  : "無視目標特殊攻擊",   // armor                    c
        "suck_neili"    : "偷取內力",           // weapon 命中偷取內力機率:命中敵人時按傷害值的10%率回覆內力   c
        "suck_qi"       : "偷取生命",           // weapon 命中偷取生命機率:命中敵人時按傷害值的10%比率回覆生命 c
        "double_damage" : "雙倍傷害",           // weapon/rings 增加殺氣:加一點殺氣,暴擊(雙倍傷害)的概率增加1%  c
        "through_armor" : "破甲",               // weapon/rings 破甲-攻擊時無視目標防具的保護力through_armor        c        
        "qi_vs_neili"   : "受損的生命轉為內力", // rings 30%的機會受損的生命x%轉換為內力  c   
        "absorb_blood"  : "天魔附體",           // weapon/rings 提高自身戰鬥力30%         c

        "add_reward"    : "獲取額外獎勵",       // weapon/rings   c
        "add_exp"       : "獲取額外經驗",       // weapon/rings   c
        "add_force"     : "獲取額外先天真氣",   // weapon/rings   c        
        "add_blind"     : "致盲",               // weapon 終極兵器 致盲-讓對手失明 c
        "avoid_blind"   : "忽視致盲",           // armor/rings 終極防具            c
]);

mapping value_10_props = ([          
        "clear_force"   : "破氣",                       // weapon 破除對手所有內力,讓對手內力為0 d       
        "add_freeze"    : "冰凍",                       // weapon 終極兵器 冰凍-遲緩,減緩對方攻擊,攻擊pfm速度降低,無任何防禦,無躲閃,無招架,就是捱打 d
        "add_dizziness" : "眩暈",                       // weapon 終極兵器 眩暈,不能進行任何行動,受到攻擊會醒來,否則5秒內一直不動,解除戰鬥狀態 d
        "add_forget"    : "遺忘",                       // weapon 終極防具 遺忘-使對方忘記所有技能的絕招add_oblivion    d
        "add_weak"      : "虛弱",                       // weapon 終極兵器 讓對手攻防傷害減半,包括絕招                 d
        "add_busy"      : "忙亂",                       // weapon 終極兵器                                              d

        "avoid_freeze"  : "忽視冰凍",                   // armor/rings 終極防具 d
        "avoid_dizziness": "忽視眩暈",                  // armor/rings 終極防具 d
        "avoid_forget"  : "忽視遺忘",                   // armor/rings 終極兵器 d
        "avoid_weak"    : "忽視虛弱",                   // armor/rings 終極防具 d
        "avoid_busy"    : "忽視忙亂",                   // armor/rings 終極防具 d
        "reduce_busy"   : "化解忙亂",                   // armor/rings 終極防具 d

        "fatal_blow"    : "必殺率",                     // weapon 終極兵器 必殺率-擁有20%的機率損傷目標的生命x%     d
        "slaughter"     : "殺戮",                       // weapon 殺戮-攻擊時有機率對當前房間所有敵人進行一次攻擊   d  
        "add_skill"     : "提升技能",                   // weapon/rings 終極兵器                                    d
        "add_damage"    : "追加傷害",                   // weapon 終極兵器                                          d
        "reduce_damage" : "化解傷害",                   // armor 終極防具                                           d
        "full_self"     : "戰神附體",                   // armor 終極防具 戰神附體-氣血內力自動恢復                 d
        "avoid_die"     : "浴血重生",                   // armor/ring 鳳凰涅槃,浴血重生,忽視死亡                  d
        "counter_damage": "傷害反射",                   // armor 終極防具 傷害反射受到傷害時30%機率的傷害x%反射給對方 d
]);

以上屬性,玩家在商城裏購買屬性元素時候,對應此表