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