// ========================================================
// 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";
}
}