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