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";
}
}