This commit is contained in:
SoulliesOfficial
2026-04-01 12:23:27 -04:00
parent aff7ac0e03
commit c3b1561375
933 changed files with 114333 additions and 119360 deletions

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namespace Continentis.MainGame.Character
{
/// <summary>
/// 基于 EditorBaseCollection 自动生成的角色属性常量字典。
/// 包含所有配置的 Key以防止手写出现 Typo。
/// </summary>
[GameAttributeCollection]
public static class CharacterAttributes
{
// ── 核心属性 (Core) ──────────────────────────────────
/// <summary> 等级 </summary>
public const string Level = "Level";
/// <summary> 力量 </summary>
public const string Strength = "Strength";
/// <summary> 敏捷 </summary>
public const string Agility = "Agility";
/// <summary> 智力 </summary>
public const string Intelligence = "Intelligence";
/// <summary> 体质 </summary>
public const string Physique = "Physique";
/// <summary> 感知 </summary>
public const string Perception = "Perception";
/// <summary> 魅力 </summary>
public const string Charisma = "Charisma";
// ── 通用属性 (General) ───────────────────────────────
/// <summary> 生命值 </summary>
public const string Health = "Health";
/// <summary> 体力值 </summary>
public const string Stamina = "Stamina";
/// <summary> 魔力值 </summary>
public const string Mana = "Mana";
/// <summary> 最大生命值 </summary>
public const string MaximumHealth = "MaximumHealth";
/// <summary> 最大体力值 </summary>
public const string MaximumStamina = "MaximumStamina";
/// <summary> 最大魔法值 </summary>
public const string MaximumMana = "MaximumMana";
/// <summary> 每行动恢复体力 </summary>
public const string StaminaRecoverPerAction = "StaminaRecoverPerAction";
/// <summary> 每行动恢复魔法 </summary>
public const string ManaRecoverPerAction = "ManaRecoverPerAction";
/// <summary> 每行动抽卡数 </summary>
public const string DrawCardAmountPerAction = "DrawCardAmountPerAction";
/// <summary> 速度 </summary>
public const string Speed = "Speed";
/// <summary> 牌组容量 </summary>
public const string DeckCapacity = "DeckCapacity";
/// <summary> 感知力 </summary>
public const string Awareness = "Awareness";
/// <summary> 格挡 </summary>
public const string Block = "Block";
/// <summary> 闪避 </summary>
public const string Dodge = "Dodge";
/// <summary> 护盾 </summary>
public const string Shield = "Shield";
/// <summary> 回合开始时保留格挡 </summary>
public const string KeepBlockOnActionStart = "KeepBlockOnActionStart";
/// <summary> 回合开始时保留闪避 </summary>
public const string KeepDodgeOnActionStart = "KeepDodgeOnActionStart";
/// <summary> 获得格挡偏移量 </summary>
public const string BlockGainOffset = "BlockGainOffset";
/// <summary> 获得闪避偏移量 </summary>
public const string DodgeGainOffset = "DodgeGainOffset";
/// <summary> 获得护盾偏移量 </summary>
public const string ShieldGainOffset = "ShieldGainOffset";
/// <summary> 闪避攻击前,闪避值乘以此值 </summary>
public const string DodgeCheckStartDamageMultiplier = "DodgeCheckStartDamageMultiplier";
/// <summary> 造成物理伤害偏移量 </summary>
public const string PhysicsDamageDealtOffset = "PhysicsDamageDealtOffset";
/// <summary> 造成物理伤害倍率 </summary>
public const string PhysicsDamageDealtMultiplier = "PhysicsDamageDealtMultiplier";
/// <summary> 承受物理伤害偏移量 </summary>
public const string PhysicsDamageGainOffset = "PhysicsDamageGainOffset";
/// <summary> 承受物理伤害倍率 </summary>
public const string PhysicsDamageGainMultiplier = "PhysicsDamageGainMultiplier";
/// <summary> 造成魔法伤害偏移量 </summary>
public const string MagicDamageDealtOffset = "MagicDamageDealtOffset";
/// <summary> 造成魔法伤害倍率 </summary>
public const string MagicDamageDealtMultiplier = "MagicDamageDealtMultiplier";
/// <summary> 承受魔法伤害偏移量 </summary>
public const string MagicDamageGainOffset = "MagicDamageGainOffset";
/// <summary> 承受魔法伤害倍率 </summary>
public const string MagicDamageGainMultiplier = "MagicDamageGainMultiplier";
/// <summary> 造成最终伤害偏移量 </summary>
public const string FinalDamageDealtOffset = "FinalDamageDealtOffset";
/// <summary> 造成最终造成倍率 </summary>
public const string FinalDamageDealtMultiplier = "FinalDamageDealtMultiplier";
/// <summary> 承受最终伤害偏移量 </summary>
public const string FinalDamageGainOffset = "FinalDamageGainOffset";
/// <summary> 承受最终伤害倍率 </summary>
public const string FinalDamageGainMultiplier = "FinalDamageGainMultiplier";
/// <summary> 吸血倍率 </summary>
public const string LifeStealMultiplier = "LifeStealMultiplier";
/// <summary> 来自力量的增减益 </summary>
public const string OffsetFromStrength = "OffsetFromStrength";
/// <summary> 来自敏捷的增减益 </summary>
public const string OffsetFromAgility = "OffsetFromAgility";
/// <summary> 来自智力的增减益 </summary>
public const string OffsetFromIntelligence = "OffsetFromIntelligence";
/// <summary> 来自体质的增减益 </summary>
public const string OffsetFromPhysique = "OffsetFromPhysique";
/// <summary> 来自感知的增减益 </summary>
public const string OffsetFromPerception = "OffsetFromPerception";
/// <summary> 来自魅力的增减益 </summary>
public const string OffsetFromCharisma = "OffsetFromCharisma";
/// <summary> 通用增减益 </summary>
public const string UniversalOffset = "UniversalOffset";
}
}

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