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mir_server/server/LogicServer/attr/AttrDef.cpp
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2025-01-09 17:45:40 +08:00

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#include "AttrDef.h"
//定义属性数据类型表
/// 和 tagGameAttributeType 对应
//如果加了新的buff类型这里就要添加一位
TAttrDataTypes AttrDataTypes =
{
adInt, //aUndefined = 0, //未定义属性
adInt, //aHpAdd = 1, //血增加
adFloat, //aHpPower = 2, //血倍率增加
adInt , //aMpAdd = 3, //蓝增加
adInt, //aMpPower = 4, //蓝倍率增加
adInt, //aMaxHpAdd = 5, //最大血增加
adInt, //aMaxHpPower = 6, //最大血倍率增加
adInt, //aMaxMpAdd = 7, //最大蓝增加
adInt, //aMaxMpPower = 8, //最大蓝倍率增加
adInt, //aPhysicalAttackMinAdd = 9, //最小物理攻击增加
adInt, //aPhysicalAttackMinPower = 10, //最小物理攻击倍率增加
adInt, //aPhysicalAttackMaxAdd = 11, //最大物理攻击增加
adInt, //aPhysicalAttackMaxPower = 12, //最大物理攻击倍率增加
adInt, //aMagicAttackMinAdd = 13, //最小魔法攻击增加
adInt, //aMagicAttackMinPower = 14, //最小魔法攻击倍率增加
adInt, //aMagicAttackMaxAdd = 15, //最大魔法攻击增加
adInt, //aMagicAttackMaxPower = 16, //最大魔法攻击倍率增加
adInt, //aWizardAttackMinAdd = 17, //最小道术攻击增加
adInt, //aWizardAttackMinPower = 18, //最小道术攻击倍率增加
adInt, //aWizardAttackMaxAdd = 19, //最大道术攻击增加
adInt, //aWizardAttackMaxPower = 20, //最大道术攻击倍率增加
adInt, //aPhysicalDefenceMinAdd = 21, //最小物理防御增加
adInt, //aPhysicalDefenceMinPower = 22, //最小物理防御倍率增加
adInt, //aPhysicalDefenceMaxAdd = 23, //最大物理防御增加
adInt, //aPhysicalDefenceMaxPower = 24, //最大物理防御倍率增加
adInt, //aMagicDefenceMinAdd = 25, //最小魔法防御增加
adInt, //aMagicDefenceMinPower = 26, //最小魔法防御倍率增加
adInt, //aMagicDefenceMaxAdd = 27, //最大魔法防御增加
adInt, //aMagicDefenceMaxPower = 28, //最大魔法防御倍率增加
adInt, //aHitValueAdd = 29, //物理命中增加
adInt, //aHitValuePower = 30, //物理命中倍率增加
adInt, //aDogValueAdd = 31, //物理闪避增加
adInt, //aDogValuePower = 32, //物理闪避倍率增加
adInt, //aMagicHitRateAdd = 33, //魔法命中增加
adInt, //aMagicHitRatePower = 34, //魔法命中倍率增加
adInt, //aMagicDogerateAdd = 35, //魔法闪避增加
adInt, //aMagicDogeratePower = 36, //魔法闪避倍率增加
adInt, //aHpRenewRateAdd = 37, //生命恢复百分比增加 (注意这才是加HP恢复百分比会影响PROP_CREATURE_HP_RENEW)
adInt, //aHpRenewRatePower = 38, //生命恢复百分比倍率增加
adInt, //aMpRenewRateAdd = 39, //魔法恢复百分比增加 (注意这才是加MP恢复百分比会影响PROP_CREATURE_MP_RENEW)
adInt, //aMpRenewRatePower = 40, //魔法恢复百分比倍率增加
adInt, //aMoveSpeedAdd = 41, //移动速度增加
adInt, //aMoveSpeedPower = 42, //移动速度倍率增加
adInt, //aAttackSpeedAdd = 43, //攻击速度增加
adInt, //aAttackSpeedPower = 44, //攻击速度倍率增加
adInt, //aLuckAdd = 45, //幸运增加
adInt, //aLuckPower = 46, //幸运倍率增加
adInt, //aHpRenewAdd = 47, //生命恢复增加
adInt, //aHpRenewPower = 48, //生命恢复倍率增加
adInt, //aMpRenewAdd = 49, //魔法恢复增加
adInt, //aMpRenewPower = 50, //魔法恢复倍率增加
adInt, // = 51, //
adFloat, // = 52, //
adInt , //aDamageAbsorb = 53, //[BUFF] 伤害抵消的BUFF状态 ( value:池值, param:吸收万分比 )
adInt, //aDamageAbsorbRate = 54, //[NORMAL] 伤害减免,万分比
adInt, //aDizzy = 55, //[BUFF] 麻痹,不可移动,不可释放技能 ( 无参 )
adInt, //aExpAdd = 56, //[NORMAL] 经验增加一个数值 ( 物品<value:经验> )
adInt, //aHpCure = 57, //[BUFF] 治愈的BUFF状态 ( value:池值, param1:每次回复量 )
adInt, //aHide = 58, //[BUFF] 隐身状态 ( 无参 )
adInt, //aExpPower = 59, //[NORMAL] 经验的增加倍率,万分比
adInt, //aFreeze = 60, //[BUFF] 冻结,只能走,不能跑
adInt, //aPkProtectState = 61, //[BUFF] pk保护状态
adInt, //aRealFreeze = 62, //[BUFF] 真·冻结,不能走不能跑
adInt, //aMpCure = 63, //[BUFF] 持续回蓝的BUFF状态 ( value:池值, param1:每次回复量 )
adInt, //aMpReplaceHpRate = 64, //[NORMAL] 按比例将MP抵消HP万分比
adInt, //aDizzyRateAdd = 65, //[NORMAL] 麻痹概率,万分比
adInt, //aDeductDizzyRate = 66, //[BUFF] 抗麻痹概率,万分比
adInt, //aDizzyTimeAdd = 67, //[BUFF] 麻痹时长增加
adInt, //aDizzyTimeAbsorbAdd = 68, //[BUFF] 麻痹时长减免
adInt, //aGuardRate = 69, //[BUFF] 守护概率,万分比
adInt, //aCuttingRate = 70, //[BUFF] 切割概率,万分比
adInt, //aGuardValue = 71, //守护成功减免血量
adInt, //aNextSkillFlag = 72, //[战士技能标记] 战士延次技能的标志(标记战士的下一次附加技能:攻杀,刺杀,半月,烈火,逐日)
adFloat, //aDieRefreshHpPro = 73, //死亡以后立刻回复的HP的比例,1点表示百分之1(复活戒指使用)
adInt, //aNewPlayerProtect = 74, //新手保护*************buffSystem使用**********
adInt, //aDoubleAtkRate = 75, //倍攻率 万分比
adInt, //aAllAttackMinAdd = 76, //最小全属性攻击增加
adInt, //aAllAttackMaxAdd = 77, //最大全属性攻击增加
adFloat, //aForbidHpRenew = 78, //[BUFF] 禁止回血的BUFF状态
adInt, //aSuckBloodRate = 79, //吸血
adInt, //aAllAttackAddRate = 80, //攻魔道属性增加 万分比
adInt, //aDoubleDefenseRate = 81, //双防加成 万分比
adInt, //aIgnorDefenceRatio = 82, //无视双防比例 万分比
adInt, //aNormalAttackAcc = 83, //[NORMAL] 普攻加速度,万分比
adInt, //aPkDamageAbsorbRate = 84, //pk伤害减免 万分比
adInt, //aSaviorTime = 85, //救主灵刃-CD时间
adInt, //aSaviorRate = 86, //救主灵刃-回复率
adInt, //aSaviorValue = 87, //救主灵刃-回复值
adInt, //aToxicRate = 88, //剧毒几率
adInt, //aToxicDamage = 89, //剧毒伤害
adInt, //aToxicEffect = 90, //剧毒效果
adInt, //aFrozenStrength = 91, //冰冻强度
adInt, //aFireDefenseRate = 92, //抗火率 使用1点表示1万分之1
adInt, //aReduceEquipDropRate = 93, //减少玩家死亡爆装备几率 使用1点表示1万分之1
adInt, //aDamageDropTime = 94, //收到伤害以后状态时间减少当buff删除的时候使用技能*************buffSystem使用**********
adInt, //aWarriorDamageValueDec = 95, //固定值降低战士的伤害
adInt, //aWarriorDamageRateDec = 96, //百分比降低战士的伤害
adInt, //aMagicianDamageValueDesc = 97, //固定值降低法师的伤害
adInt, //aMagicianDamageRateDesc = 98, //固定比降低法师的伤害
adInt, //aWizardDamageValueDesc = 99, //固定值降低道士的伤害
adInt, //aWizardDamageRateDesc = 100, //固定比降低法师的伤害
adInt, //aMonsterDamageValueDesc = 101, //固定值降低怪物的伤害
adInt, //aMonsterDamageRateDesc = 102, //固定比降低怪物的伤害
adInt, //aDamageReduceRate = 103, //触发伤害减免的几率
adInt, //aDamageReduceValue = 104, //触发伤害减免的值
adInt, //aDamageAddRate = 105, //触发伤害追加的几率
adInt, //aDamageAddValue = 106, //触发伤害追加的值
adInt, //aIgnorDefenceRateSkill = 107, //技能触发无视防御几率
adInt, //aIgnorDefenceRate = 108, //触发无视防御几率
adFloat, //a109 = 109,
adInt, //aWarriorTargetDamageValue = 110, //固定值增加对战士的伤害
adInt, //aWarriorTargetDamageRate = 111, //百分比增加对战士的伤害
adInt, //aMagicianTargetDamageValue = 112, //固定值增加对法师的伤害
adInt, //aMagicianTargetDamageRate = 113, //固定比增加对法师的伤害
adInt, //aWizardTargetDamageValue = 114, //固定值增加对道士的伤害
adInt, //aWizardTargetDamageRate = 115, //固定比增加对法师的伤害
adInt, //aMonsterTargetDamageValue = 116, //固定值增加对怪物的伤害
adInt, //aMonsterTargetDamageRate = 117, //固定比增加对怪物的伤害
adFloat, //aHPMPDeductPower = 118, //吃药效果减百分率
adInt, //aAddAllDamageRate = 119, //攻击时候附加攻击输出的概率,整数配置1点表示万分之1
adFloat, //aAddAllDamagePower = 120, //攻击时附加攻击输出的倍率增加
adInt, //aAddDamageReboundRate = 121, //伤害反弹 概率,整数配置1点表示万分之1
adFloat, //aAddDamageReboundPower = 122, //伤害反弹 倍率
adInt, //aAddAllDamageRateEx = 123, //会心一击附加攻击输出的概率,整数配置1点表示万分之1
adInt, //aChangeMonsterModle = 124, //新的变身属性
adInt, //aFixed = 125, //定身,不可移动,可释放技能*************buffSystem使用**********
adInt, //aSelfAddBuffRate = 126, //造成伤害时自己获得buff的几率万分比
adInt, //aSelfAddBuffId = 127, //造成伤害时自己获得buff的Id
adInt, //aTargetAddBuffRate = 128, //造成伤害时, 目标获得buff的几率万分比
adInt, //aTargetAddBuffId = 129, //造成伤害时, 目标获得buff的Id
adInt, //aBuffChangeModel = 130, //变身状态bufff改变模型Id
adInt, //a131 = 131, //
adInt, //aSlient = 132, //沉默(不能使用技能)*************buffSystem使用**********
adInt, //a133 = 133, //
adInt, //aExpAddRate = 134, //根据库加经验
adFloat, //a135 = 135,
adInt, //aCritDamagePower = 136, //暴击力万分比
adUInt, //aHpMpAdd = 137, //回血回蓝
adInt, //aCritDamageRate = 138, //暴击几率区别于119
adInt, //aCritDamageValue = 139, //暴击力区别于120,原来伤害基础上最后加上aCritDamagePower的伤害
adInt, //aaDeductCriteDamageRate = 140 //抗暴
adInt, //aFastMedicamentRenew = 141, //速回药品回复率
adUInt, //aBuffExpAdd = 142, //增加经验buff
adFloat, //aBuffHeroExpRate = 143, //英雄增加经验buff
adInt, //aBuffmtBindCoinAddRate = 144, //拾取金币加成buff
adInt, //aHalfMonthsIncreaseDamage = 145, //半月增伤
adInt, //aFireIncreaseDamage = 146, //烈火增伤
adInt, //aDayByDayIncreaseDamage = 147, //逐日增伤
adInt, //aIceStormIncreaseDamage = 148, //冰咆哮增伤
adInt, //aFireRainIncreaseDamage = 149, //火雨增伤
adInt, //aThunderIncreaseDamage = 150, //雷电增伤
adInt, //aBloodBiteIncreaseDamage = 151, //噬血术增伤
adInt, //aFireSignIncreaseDamage = 152, //火符增伤
adInt, //aHalfMonthsReduceDamage = 153, //半月减伤
adInt, //aFireReduceDamage = 154, //烈火减伤
adInt, //aDayByDayReduceDamage = 155, //逐日减伤
adInt, //aIceStormReduceDamage = 156, //冰咆哮减伤
adInt, //aFireRainReduceDamage = 157, //火雨减伤
adInt, //aThunderReduceDamage = 158, //雷电减伤
adInt, //aBloodBiteReduceDamage = 159, //噬血术减伤
adInt, //aFireSignReduceDamage = 160, //火符减伤
};
static_assert(sizeof(AttrDataTypes)/sizeof(eAttribueTypeDataType) == GameAttributeCount, "AttrDataTypes 长度应跟 tagGameAttributeType 保持一致");
//定义属性是否需要通过属性计算器计算属性的标志表和tagGameAttributeType对应
TAttrNeedCalc AttrNeedCalc =
{
false, //aUndefined = 0, //未定义属性
false, //aHpAdd = 1, //血增加
false, //aHpPower = 2, //血倍率增加
false , //aMpAdd = 3, //蓝增加
false, //aMpPower = 4, //蓝倍率增加
true, //aMaxHpAdd = 5, //最大血增加
true, //aMaxHpPower = 6, //最大血倍率增加
true, //aMaxMpAdd = 7, //最大蓝增加
true, //aMaxMpPower = 8, //最大蓝倍率增加
true, //aPhysicalAttackMinAdd = 9, //最小物理攻击增加
true, //aPhysicalAttackMinPower = 10, //最小物理攻击倍率增加
true, //aPhysicalAttackMaxAdd = 11, //最大物理攻击增加
true, //aPhysicalAttackMaxPower = 12, //最大物理攻击倍率增加
true, //aMagicAttackMinAdd = 13, //最小魔法攻击增加
true, //aMagicAttackMinPower = 14, //最小魔法攻击倍率增加
true, //aMagicAttackMaxAdd = 15, //最大魔法攻击增加
true, //aMagicAttackMaxPower = 16, //最大魔法攻击倍率增加
true, //aWizardAttackMinAdd = 17, //最小道术攻击增加
true, //aWizardAttackMinPower = 18, //最小道术攻击倍率增加
true, //aWizardAttackMaxAdd = 19, //最大道术攻击增加
true, //aWizardAttackMaxPower = 20, //最大道术攻击倍率增加
true, //aPhysicalDefenceMinAdd = 21, //最小物理防御增加
true, //aPhysicalDefenceMinPower = 22, //最小物理防御倍率增加
true, //aPhysicalDefenceMaxAdd = 23, //最大物理防御增加
true, //aPhysicalDefenceMaxPower = 24, //最大物理防御倍率增加
true, //aMagicDefenceMinAdd = 25, //最小魔法防御增加
true, //aMagicDefenceMinPower = 26, //最小魔法防御倍率增加
true, //aMagicDefenceMaxAdd = 27, //最大魔法防御增加
true, //aMagicDefenceMaxPower = 28, //最大魔法防御倍率增加
true, //aHitValueAdd = 29, //物理命中增加
true, //aHitValuePower = 30, //物理命中倍率增加
true, //aDogValueAdd = 31, //物理闪避增加
true, //aDogValuePower = 32, //物理闪避倍率增加
true, //aMagicHitRateAdd = 33, //魔法命中增加
true, //aMagicHitRatePower = 34, //魔法命中倍率增加
true, //aMagicDogerateAdd = 35, //魔法闪避增加
true, //aMagicDogeratePower = 36, //魔法闪避倍率增加
true, //aHpRenewRateAdd = 37, //生命恢复百分比增加 (注意这才是加HP恢复百分比会影响PROP_CREATURE_HP_RENEW)
true, //aHpRenewRatePower = 38, //生命恢复百分比倍率增加
true, //aMpRenewRateAdd = 39, //魔法恢复百分比增加 (注意这才是加MP恢复百分比会影响PROP_CREATURE_MP_RENEW)
true, //aMpRenewRatePower = 40, //魔法恢复百分比倍率增加
true, //aMoveSpeedAdd = 41, //移动速度增加
true, //aMoveSpeedPower = 42, //移动速度倍率增加
true, //aAttackSpeedAdd = 43, //攻击速度增加
true, //aAttackSpeedPower = 44, //攻击速度倍率增加
true, //aLuckAdd = 45, //幸运增加
true, //aLuckPower = 46, //幸运倍率增加
true, //aHpRenewAdd = 47, //生命恢复增加
true, //aHpRenewPower = 48, //生命恢复倍率增加
true, //aMpRenewAdd = 49, //魔法恢复增加
true, //aMpRenewPower = 50, //魔法恢复倍率增加
true, // = 51, //
true, // = 52, //
false , //aDamageAbsorb = 53, //[BUFF] 伤害抵消的BUFF状态 ( value:池值, param:吸收万分比 )
true, //aDamageAbsorbRate = 54, //[NORMAL] 伤害减免,万分比
false, //aDizzy = 55, //[BUFF] 麻痹,不可移动,不可释放技能 ( 无参 )
false, //aExpAdd = 56, //[NORMAL] 经验增加一个数值 ( 物品<value:经验> )
false, //aHpCure = 57, //[BUFF] 治愈的BUFF状态 ( value:池值, param1:每次回复量 )
false, //aHide = 58, //[BUFF] 隐身状态 ( 无参 )
true, //aExpPower = 59, //[NORMAL] 经验的增加倍率,万分比
false, //aFreeze = 60, //[BUFF] 冻结,只能走,不能跑
false, //aPkProtectState = 61, //[BUFF] pk保护状态
true, //aRealFreeze = 62, //[BUFF] 真·冻结,不能走不能跑
true, //aMpCure = 63, //[BUFF] 持续回蓝的BUFF状态 ( value:池值, param1:每次回复量 )
true, //aMpReplaceHpRate = 64, //[NORMAL] 按比例将MP抵消HP万分比
true, //aDizzyRateAdd = 65, //[NORMAL] 麻痹概率,万分比
true, //aDeductDizzyRate = 66, //[BUFF] 抗麻痹概率,万分比
true, //aDizzyTimeAdd = 67, //[BUFF] 麻痹时长增加
true, //aDizzyTimeAbsorbAdd = 68, //[BUFF] 麻痹时长减免
true, //aGuardRate = 69, //[BUFF] 守护概率,万分比
true, //aCuttingRate = 70, //[BUFF] 切割概率,万分比
true, //aGuardValue = 71, //守护成功减免血量
false, //aNextSkillFlag = 72, //[战士技能标记] 战士延次技能的标志(标记战士的下一次附加技能:攻杀,刺杀,半月,烈火,逐日)
true, //aDieRefreshHpPro = 73, //死亡以后立刻回复的HP的比例,1点表示百分之1(复活戒指使用)
false, //aNewPlayerProtect = 74, //新手保护*************buffSystem使用**********
true, //aDoubleAtkRate = 75, //倍攻率 万分比
true, //aAllAttackMinAdd = 76, //最小全属性攻击增加
true, //aAllAttackMaxAdd = 77, //最大全属性攻击增加
true, //aForbidHpRenew = 78, //[BUFF] 禁止回血的BUFF状态
true, //aSuckBloodRate = 79, //吸血
true, //a_80 = 80,
true, //a_81 = 81,
true, //a_82 = 82,
true, //a_83 = 83,
true, //a_84 = 84,
true, //aSaviorTime = 85, //救主灵刃-CD时间
true, //aSaviorRate = 86, //救主灵刃-回复率
true, //aSaviorValue = 87, //救主灵刃-回复值
true, //aToxicRate = 88, //剧毒几率
true, //aToxicDamage = 89, //剧毒伤害
true, //aToxicEffect = 90, //剧毒效果
true, //aFrozenStrength = 91, //冰冻强度
true, //aFireDefenseRate = 92, //抗火率 使用1点表示1万分之1
true, //aReduceEquipDropRate = 93, //减少玩家死亡爆装备几率 使用1点表示1万分之1
false, //aDamageDropTime = 94, //收到伤害以后状态时间减少当buff删除的时候使用技能*************buffSystem使用**********
true, //aWarriorDamageValueDec = 95, //固定值降低战士的伤害
true, //aWarriorDamageRateDec = 96, //百分比降低战士的伤害
true, //aMagicianDamageValueDesc = 97, //固定值降低法师的伤害
true, //aMagicianDamageRateDesc = 98, //固定比降低法师的伤害
true, //aWizardDamageValueDesc = 99, //固定值降低道士的伤害
true, //aWizardDamageRateDesc = 100, //固定比降低法师的伤害
true, //aMonsterDamageValueDesc = 101, //固定值降低怪物的伤害
true, //aMonsterDamageRateDesc = 102, //固定比降低怪物的伤害
true, //aDamageReduceRate = 103, //触发伤害减免的几率
true, //aDamageReduceValue = 104, //触发伤害减免的值
true, //aDamageAddRate = 105, //触发伤害追加的几率
true, //aDamageAddValue = 106, //触发伤害追加的值
true, //aIgnorDefenceRateSkill = 107, //技能触发无视防御几率
true, //aIgnorDefenceRate = 108, //触发无视防御几率
true, //a109 = 109,
true, //aWarriorTargetDamageValue = 110, //固定值增加对战士的伤害
true, //aWarriorTargetDamageRate = 111, //百分比增加对战士的伤害
true, //aMagicianTargetDamageValue = 112, //固定值增加对法师的伤害
true, //aMagicianTargetDamageRate = 113, //固定比增加对法师的伤害
true, //aWizardTargetDamageValue = 114, //固定值增加对道士的伤害
true, //aWizardTargetDamageRate = 115, //固定比增加对法师的伤害
true, //aMonsterTargetDamageValue = 116, //固定值增加对怪物的伤害
true, //aMonsterTargetDamageRate = 117, //固定比增加对怪物的伤害
false, //aHPMPDeductPower = 118, //吃药效果减百分率
true, //aAddAllDamageRate = 119, //攻击时候附加攻击输出的概率,整数配置1点表示万分之1
true, //aAddAllDamagePower = 120, //攻击时附加攻击输出的倍率增加
true, //aAddDamageReboundRate = 121, //伤害反弹 概率,整数配置1点表示万分之1
true, //aAddDamageReboundPower = 122, //伤害反弹 倍率
true, //aAddAllDamageRateEx = 123, //会心一击附加攻击输出的概率,整数配置1点表示万分之1
false, //aChangeMonsterModle = 124, //新的变身属性
false, //aFixed = 125, //定身,不可移动,可释放技能*************buffSystem使用**********
true, //aSelfAddBuffRate = 126, //造成伤害时自己获得buff的几率万分比
true, //aSelfAddBuffId = 127, //造成伤害时自己获得buff的Id
true, //aTargetAddBuffRate = 128, //造成伤害时, 目标获得buff的几率万分比
true, //aTargetAddBuffId = 129, //造成伤害时, 目标获得buff的Id
true, //aBuffChangeModel = 130, //变身状态bufff改变模型Id
false, //a131 = 131, //
false, //aSlient = 132, //沉默(不能使用技能)*************buffSystem使用**********
true, //a133 = 133, //
false, //aExpAddRate = 134, //根据库加经验
true, //a135 = 135,
true, //aCritDamagePower = 136, //暴击力万分比
false, //aHpMpAdd = 137, //回血回蓝
true, //aCritDamageRate = 138, //暴击几率区别于119(万分比)
true, //aCritDamageValue = 139, //暴击力区别于120,原来伤害基础上最后加上aCritDamagePower的伤害
true, //aaDeductCriteDamageRate = 140, //抗暴
true, //aFastMedicamentRenew = 141, //速回药品回复率
false, //aBuffExpAdd = 142, //增加经验buff
true, //aBuffHeroExpRate = 143, //英雄增加经验buff
true, //aBuffmtBindCoinAddRate = 144, //拾取金币加成buff
true, //aHalfMonthsIncreaseDamage = 145, //半月增伤
true, //aFireIncreaseDamage = 146, //烈火增伤
true, //aDayByDayIncreaseDamage = 147, //逐日增伤
true, //aIceStormIncreaseDamage = 148, //冰咆哮增伤
true, //aFireRainIncreaseDamage = 149, //火雨增伤
true, //aThunderIncreaseDamage = 150, //雷电增伤
true, //aBloodBiteIncreaseDamage = 151, //噬血术增伤
true, //aFireSignIncreaseDamage = 152, //火符增伤
true, //aHalfMonthsReduceDamage = 153, //半月减伤
true, //aFireReduceDamage = 154, //烈火减伤
true, //aDayByDayReduceDamage = 155, //逐日减伤
true, //aIceStormReduceDamage = 156, //冰咆哮减伤
true, //aFireRainReduceDamage = 157, //火雨减伤
true, //aThunderReduceDamage = 158, //雷电减伤
true, //aBloodBiteReduceDamage = 159, //噬血术减伤
true, //aFireSignReduceDamage = 160, //火符减伤
};
static_assert(sizeof(AttrNeedCalc)/sizeof(bool) == GameAttributeCount, "AttrNeedCalc 长度应跟 tagGameAttributeType 保持一致");
const double tagPackedGameAttribute::FloatValueBase = 0.0001;