GrasscutterCommandGenerator/Source/GrasscutterTools/Game/SetStatsCommand.cs
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2022-11-27 16:51:47 +08:00

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/**
* Grasscutter Tools
* Copyright (C) 2022 jie65535
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as published
* by the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*
**/
using System.Text;
using GrasscutterTools.Properties;
using Newtonsoft.Json;
namespace GrasscutterTools.Game
{
internal static class SetStatsCommand
{
public class Stat
{
public Stat(string name, string argName, bool percent, string tip = "")
{
Name = name;
ArgName = argName;
Percent = percent;
Tip = tip;
}
/// <summary>
/// 属性名
/// </summary>
public string Name { get; set; }
/// <summary>
/// 参数名
/// </summary>
public string ArgName { get; set; }
/// <summary>
/// 是否百分比
/// </summary>
public bool Percent { get; set; }
/// <summary>
/// 提示
/// </summary>
public string Tip { get; set; }
}
public static Stat[] Stats { get; private set; }
public static void InitStats()
{
var json = Encoding.UTF8.GetString(Resources.AvatarStats);
Stats = JsonConvert.DeserializeObject<Stat[]>(json);
}
//static SetStatsCommand()
//{
// Stats = new List<Stat>
// {
// new Stat("最大生命值", "maxhp", false),
// new Stat("当前生命值", "hp", false),
// new Stat("当前攻击力", "atk", false),
// new Stat("基础攻击力", "atkb", false, "这似乎不会重新计算攻击力可能只对buff类有效。"),
// new Stat("防御力", "def", false),
// new Stat("元素精通", "em", false),
// new Stat("元素充能效率", "er", true),
// new Stat("暴击率", "crate", true),
// new Stat("暴击伤害", "cdmg", true),
// new Stat("伤害加成", "dmg", true, "这似乎在攻击后被重置"),
// new Stat("风元素伤害加成", "eanemo", true),
// new Stat("冰元素伤害加成", "ecryo", true),
// new Stat("草元素伤害加成", "edendro", true),
// new Stat("雷元素伤害加成", "eelectro", true),
// new Stat("土元素伤害加成", "egeo", true),
// new Stat("水元素伤害加成", "ehydro", true),
// new Stat("火元素伤害加成", "epyro", true),
// new Stat("物理伤害加成", "ephys", true),
// new Stat("伤害减免", "resall", true, "这似乎在攻击后被重置"),
// new Stat("风元素伤害减免", "resanemo", true),
// new Stat("冰元素伤害减免", "rescryo", true),
// new Stat("草元素伤害减免", "resdendro", true),
// new Stat("雷元素伤害减免", "reselectro", true),
// new Stat("土元素伤害减免", "resgeo", true),
// new Stat("水元素伤害减免", "reshydro", true),
// new Stat("火元素伤害减免", "respyro", true),
// new Stat("物理伤害减免", "resphys", true),
// new Stat("冷却缩减", "cdr", true),
// new Stat("治疗加成", "heal", true),
// new Stat("受治疗加成", "heali", true),
// new Stat("护盾强效","shield", true),
// new Stat("忽略防御", "defi", true),
// };
//}
}
}