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