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Cielonos/Assets/Scripts/Generated/CharacterAttribute.cs

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// ========================================================
// Auto-generated from SerializedDictionary: CharacterAttribute
// ========================================================
namespace Cielonos.MainGame
{
public static class CharacterAttribute
{
/// <summary> 生命值 </summary>
public const string Health = "Health";
/// <summary> 最大生命值 </summary>
public const string MaximumHealth = "MaximumHealth";
/// <summary> 生命恢复(秒) </summary>
public const string HealthRegeneration = "HealthRegeneration";
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/// <summary> 护盾值 </summary>
public const string Shield = "Shield";
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/// <summary> 能量值 </summary>
public const string Energy = "Energy";
/// <summary> 最大能量值 </summary>
public const string MaximumEnergy = "MaximumEnergy";
/// <summary> 能量恢复(秒) </summary>
public const string EnergyRegeneration = "EnergyRegeneration";
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/// <summary> 能量花费减少 </summary>
public const string EnergyCostReduction = "EnergyCostReduction";
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/// <summary> 移动速度 </summary>
public const string MovementSpeed = "MovementSpeed";
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/// <summary> 移动加速度 </summary>
public const string MovementAcceleration = "MovementAcceleration";
/// <summary> 移动减速度 </summary>
public const string MovementDeceleration = "MovementDeceleration";
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/// <summary> 攻击速度 </summary>
public const string AttackSpeed = "AttackSpeed";
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/// <summary> 闪避和冲刺的间隔 </summary>
public const string DodgeInterval = "DodgeInterval";
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/// <summary> (单次)冲刺距离 </summary>
public const string DashLength = "DashLength";
/// <summary> 后撤闪避距离 </summary>
public const string DodgeLength = "DodgeLength";
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/// <summary> 转身速度(角度,-1为瞬间转身 </summary>
public const string RotationSpeed = "RotationSpeed";
/// <summary> 跳跃力 </summary>
public const string JumpForce = "JumpForce";
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/// <summary> 攻击伤害倍率(税前) </summary>
public const string AttackDamageMultiplier = "AttackDamageMultiplier";
/// <summary> 近战攻击的范围,远程攻击的射程 </summary>
public const string AttackRangeMultiplier = "AttackRangeMultiplier";
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/// <summary> 投射物速度倍率 </summary>
public const string ProjectileSpeedMultiplier = "ProjectileSpeedMultiplier";
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/// <summary> 最终造成伤害倍率(税后) </summary>
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public const string FinalDamageDealtMultiplier = "FinalDamageDealtMultiplier";
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/// <summary> 造成动能伤害倍率(税后) </summary>
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public const string KineticsDamageDealtMultiplier = "KineticsDamageDealtMultiplier";
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/// <summary> 造成能量伤害倍率(税后) </summary>
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public const string EnergyDamageDealtMultiplier = "EnergyDamageDealtMultiplier";
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/// <summary> 造成爆炸伤害倍率(税后) </summary>
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public const string ExplosionDamageDealtMultiplier = "ExplosionDamageDealtMultiplier";
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/// <summary> 造成魔法伤害倍率(税后) </summary>
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public const string MagicDamageDealtMultiplier = "MagicDamageDealtMultiplier";
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/// <summary> 护甲值 </summary>
public const string Armor = "Armor";
/// <summary> 被动闪避概率 </summary>
public const string EvasionProbability = "EvasionProbability";
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/// <summary> 最终受到伤害倍率(税后) </summary>
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public const string FinalDamageReceivedMultiplier = "FinalDamageReceivedMultiplier";
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/// <summary> 受到动能伤害倍率(税后) </summary>
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public const string KineticsDamageReceivedMultiplier = "KineticsDamageReceivedMultiplier";
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/// <summary> 受到能量伤害倍率(税后) </summary>
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public const string EnergyDamageReceivedMultiplier = "EnergyDamageReceivedMultiplier";
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/// <summary> 受到爆炸伤害倍率(税后) </summary>
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public const string ExplosionDamageReceivedMultiplier = "ExplosionDamageReceivedMultiplier";
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/// <summary> 受到魔法伤害倍率(税后) </summary>
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public const string MagicDamageReceivedMultiplier = "MagicDamageReceivedMultiplier";
/// <summary> 反弹投射物概率(任何时候) </summary>
public const string ProjectileDeflectionProbability = "ProjectileDeflectionProbability";
/// <summary> 格挡成功时反弹投射物概率 </summary>
public const string BlockingProjectileDeflectionProbability = "BlockingProjectileDeflectionProbability";
/// <summary> 对外力的抵抗能力100为完全抵抗 </summary>
public const string ImpactResistance = "ImpactResistance";
/// <summary> 暴击率 </summary>
public const string CriticalAttackProbability = "CriticalAttackProbability";
/// <summary> 暴击伤害加成 </summary>
public const string CriticalAttackDamageAmplifier = "CriticalAttackDamageAmplifier";
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/// <summary> 造成负面效果时间倍率 </summary>
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public const string NegativeBuffDealtDurationMultiplier = "NegativeBuffDealtDurationMultiplier";
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/// <summary> 受到负面效果时间倍率 </summary>
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public const string NegativeBuffReceivedDurationMultiplier = "NegativeBuffReceivedDurationMultiplier";
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/// <summary> 造成正面效果时间倍率 </summary>
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public const string PositiveBuffDealtDurationMultiplier = "PositiveBuffDealtDurationMultiplier";
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/// <summary> 受到正面效果时间倍率 </summary>
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public const string PositiveBuffReceivedDurationMultiplier = "PositiveBuffReceivedDurationMultiplier";
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/// <summary> 过载能量转换率 </summary>
public const string OverloadConversionRate = "OverloadConversionRate";
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/// <summary> 装备和技能的冷却缩减 </summary>
public const string CooldownReduction = "CooldownReduction";
/// <summary> 最大跳跃次数 </summary>
public const string MaxJumpCount = "MaxJumpCount";
/// <summary> 幸运值 </summary>
public const string Luck = "Luck";
/// <summary> 诅咒值 </summary>
public const string Curse = "Curse";
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/// <summary> 获得激情值加成 </summary>
public const string PassionIncreaseAmplifier = "PassionIncreaseAmplifier";
/// <summary> 随时间流逝失去激情值的加成 </summary>
public const string PassionTimeDecreaseAmplifier = "PassionTimeDecreaseAmplifier";
/// <summary> 因为反应导致失去激情值的加成 </summary>
public const string PassionReactiveDecreaseAmplifier = "PassionReactiveDecreaseAmplifier";
/// <summary> 激情值保持时长 </summary>
public const string PassionKeepDuration = "PassionKeepDuration";
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}
}