GrasscutterCommandGenerator/Source/GrasscutterTools/Game/SetStatsCommand.cs
2022-05-07 21:24:57 +08:00

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using System.Collections.Generic;
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 List<Stat> Stats { get; set; }
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),
};
}
}
}