BaseAttrProtoVo = BaseAttrProtoVo or {} local BaseAttrProtoVo = BaseAttrProtoVo --[[ ### 基础属性 -define(ATT, 1). %% 攻击 -define(HP, 2). %% 气血 % -define(WRECK, 3). %% 破甲 -define(DEF, 4). %% 防御 -define(HIT, 5). %% 命中 -define(DODGE, 6). %% 闪避 -define(CRIT, 7). %% 暴击 -define(TEN, 8). %% 坚韧 -define(HURT_ADD_RATIO, 9). %% 伤害加深 -define(HURT_DEL_RATIO, 10). %% 伤害减免 -define(HIT_RATIO, 11). %% 命中几率 -define(DODGE_RATIO, 12). %% 闪避几率 -define(CRIT_RATIO, 13). %% 暴击几率 -define(UNCRIT_RATIO, 14). %% 抗暴几率 -define(FINAL_HURT_ADD, 15). %% 最终伤害加成值 abs_att -define(FINAL_HURT_DEL, 16). %% 最终伤害减免值 abs_def -define(SPEED, 18). %% 移动速度 -define(ATT_ADD_RATIO, 19). %% 攻击增加百分比 -define(HP_ADD_RATIO, 20). %% 气血增加百分比 % -define(WRECK_ADD_RATIO, 21). %% 破甲增加百分比 -define(EXP_ADD_RATIO, 21). %% 经验加成百分比 -define(DEF_ADD_RATIO, 22). %% 防御增加百分比 -define(HIT_ADD_RATIO, 23). %% 命中增加百分比 -define(DODGE_ADD_RATIO, 24). %% 闪避增加百分比 -define(CRIT_ADD_RATIO, 25). %% 暴击增加百分比 -define(TEN_ADD_RATIO, 26). %% 坚韧增加百分比 -define(SKILL_HURT_ADD_RATIO, 27). %% 技能伤害加深百分比 -define(SKILL_HURT_DEL_RATIO, 28). %% 受到技能伤害减免百分比 -define(FINAL_HURT_ADD_RATIO, 29). %% 最终伤害加成属性 提升百分比 -define(FINAL_HURT_DEL_RATIO, 30). %% 最终伤害减免属性 提升百分比 -define(PARRY_RATIO, 48). %% 格挡 -define(STAB_RATIO, 49). %% 穿透(相对于格挡) % -define(PVE_HURT_ADD_RATIO, 50). %% PVE伤害%(角色对怪物造成伤害的加成值) -define(PVP_HURT_DEL_RATIO, 50). %% PVP伤害减免%(角色对玩家造成伤害的减免值) -define(PVP_HURT_ADD_RATIO, 51). %% PVP伤害加成%(角色对玩家造成伤害的加成值) -define(CRIT_HURT_ADD_RATIO, 52). %% 暴伤加成% -define(CRIT_HURT_DEL_RATIO, 53). %% 暴伤减免% -define(HEART_RATIO, 54). %% 会心一击%(伤害的2倍) -define(HEART_ADD_HURT, 55). %% 会心伤害加深% -define(HEART_RESIST_RATIO, 56). %% 会心抵抗% -define(HEART_DEL_HURT, 57). %% 会心伤害减免% -define(ATT_SPEED_ADD_RATIO, 58). %% 攻速加成% -define(SPEED_ADD_RATIO, 59). %% 移动速度增加百分比 %% 属性类 - 第二部分 -define(ICE_HURT, 77). %% 冰系伤害 -define(ICE_DEF, 78). %% 冰系防御 -define(THUNDER_HURT, 79). %% 雷系伤害 -define(THUNDER_DEF, 80). %% 雷系防御 -define(FIRE_HURT, 81). %% 火系伤害 -define(FIRE_DEF, 82). %% 火系防御 -define(WIND_HURT, 83). %% 风系伤害 -define(WIND_DEF, 84). %% 风系防御 -define(ICE_HURT_ADD_RATIO, 85). %% 冰系伤害增加百分比 -define(ICE_DEF_ADD_RATIO, 86). %% 冰系防御增加百分比 -define(THUNDER_HURT_ADD_RATIO, 87). %% 雷系伤害增加百分比 -define(THUNDER_DEF_ADD_RATIO, 88). %% 雷系防御增加百分比 -define(FIRE_HURT_ADD_RATIO, 89). %% 火系伤害增加百分比 -define(FIRE_DEF_ADD_RATIO, 90). %% 火系防御增加百分比 -define(WIND_HURT_ADD_RATIO, 91). %% 风系伤害增加百分比 -define(WIND_DEF_ADD_RATIO, 92). %% 风系防御增加百分比 -define(SUCK_BLOOD, 95). % 吸血 -define(SUCK_BLOOD_MINUS, 96). % 吸血加成 -define(SUCK_BLOOD_ADD, 97). % 吸血减免 ]] --最基础八大属性 没有经过任何加成,BaseAttrProtoVo.pro_list里面的服务端已经加成过 BaseAttrProtoVo.base_pro_list = { [1] = {"base_att","i"} ,[2] = {"base_maxHp","i"} ,[3] = {"base_wreck","i"} ,[4] = {"base_def","i"} ,[5] = {"base_hit","i"} ,[6] = {"base_dodge","i"} ,[7] = {"base_crit","i"} ,[8] = {"base_ten","i"} ,[15] = {"base_abs_att","i"} ,[16] = {"base_abs_def","i"} } BaseAttrProtoVo.pro_list = { [1] = {"att","i"} ,[2] = {"def","i"} ,[3] = {"hit","i"} ,[4] = {"dodge","i"} ,[5] = {"crit","i"} ,[6] = {"ten","i"} ,[7] = {"hurt_add_ratio","i"} ,[8] = {"hurt_del_ratio","i"} ,[9] = {"hit_ratio","i"} ,[10] = {"dodge_ratio","i"} ,[11] = {"crit_ratio","i"} ,[12] = {"uncrit_ratio","i"} ,[13] = {"abs_att","i"} ,[14] = {"abs_def","i"} ,[15] = {"skill_hurt_add_ratio","i"} ,[16] = {"skill_hurt_del_ratio","i"} ,[17] = {"final_hurt_add_ratio","i"} ,[18] = {"final_hurt_del_ratio","i"} ,[19] = {"pvp_hurt_add_ratio","i"} ,[20] = {"crit_hurt_add_ratio","i"} ,[21] = {"crit_hurt_del_ratio","i"} ,[22] = {"boss_hurt_add_ratio","i"} ,[23] = {"att_add_ratio","i"} ,[24] = {"hp_add_ratio","i"} ,[25] = {"heart_ratio","i"} ,[26] = {"heart_resist_ratio","i"} ,[27] = {"att_speed_add_ratio","i"} ,[28] = {"speed_add_ratio","i"} ,[29] = {"hp_resume","i"} ,[30] = {"ice_hurt","i"} ,[31] = {"ice_def","i"} ,[32] = {"thunder_hurt","i"} ,[33] = {"thunder_def","i"} ,[34] = {"fire_hurt","i"} ,[35] = {"fire_def","i"} ,[36] = {"wind_hurt","i"} ,[37] = {"wind_def","i"} ,[38] = {"exp_add_ratio","i"} ,[39] = {"parry_ratio","i"} ,[40] = {"stab_ratio","i"} ,[41] = {"pvp_hurt_del_ratio","i"} ,[42] = {"heart_add_hurt","i"} ,[43] = {"heart_del_hurt","i"} ,[44] = {"suck_blood","i"} ,[45] = {"suck_blood_minus","i"} ,[46] = {"suck_blood_add","i"} ,[47] = {"def_add_ratio","i"} ,[48] = {"hit_add_ratio","i"} ,[49] = {"dodge_add_ratio","i"} ,[50] = {"crit_add_ratio","i"} ,[51] = {"ten_add_ratio","i"} ,[52] = {"boss_hurt_del_ratio","i"} ,[53] = {"mon_hurt_add_ratio","i"} ,[54] = {"mon_hurt_del_ratio","i"} } function BaseAttrProtoVo.ReadFmt(target) local vo = nil for i = 1, #BaseAttrProtoVo.pro_list do vo = BaseAttrProtoVo.pro_list[i] target[vo[1]] = UserMsgAdapter.ReadFmt(vo[2]) end end --读取部分大于0的属性 function BaseAttrProtoVo.ReadFmt2(target) local attr_list = {} local len = UserMsgAdapter.ReadFmt("h") for i = 1,len do local attr_id = UserMsgAdapter.ReadFmt("c") --属性编号 local attr_value = UserMsgAdapter.ReadFmt("i") --属性值 attr_list[i] = {id = attr_id,value = attr_value} end return attr_list end --读取八大基础属性 function BaseAttrProtoVo.ReadFmt3(target) local attr_list = {} local len = UserMsgAdapter.ReadFmt("h") local attr_id local attr_value local vo for i = 1,len do attr_id = UserMsgAdapter.ReadFmt("c") --属性编号 attr_value = UserMsgAdapter.ReadFmt("i") --属性值 vo = BaseAttrProtoVo.base_pro_list[attr_id] if vo then target[vo[1]] = attr_value end end end