use serde::Deserialize; #[derive(Deserialize, Debug, Clone)] #[cfg_attr(feature = "strict_json_fields", serde(deny_unknown_fields))] #[serde(rename_all = "PascalCase")] pub struct BasePropertyData { pub id: i32, pub lv: i32, pub life_max: i32, pub life: i32, pub sheild: i32, pub sheild_damage_change: i32, pub sheild_damage_reduce: i32, pub atk: i32, pub crit: i32, pub crit_damage: i32, pub def: i32, pub energy_efficiency: i32, pub cd_reduse: i32, pub damage_change_normal_skill: i32, pub damage_change: i32, pub damage_reduce: i32, pub damage_change_auto: i32, pub damage_change_cast: i32, pub damage_change_ultra: i32, pub damage_change_qte: i32, pub damage_change_phys: i32, pub damage_change_element1: i32, pub damage_change_element2: i32, pub damage_change_element3: i32, pub damage_change_element4: i32, pub damage_change_element5: i32, pub damage_change_element6: i32, pub damage_resistance_phys: i32, pub damage_resistance_element1: i32, pub damage_resistance_element2: i32, pub damage_resistance_element3: i32, pub damage_resistance_element4: i32, pub damage_resistance_element5: i32, pub damage_resistance_element6: i32, pub heal_change: i32, pub healed_change: i32, pub damage_reduce_phys: i32, pub damage_reduce_element1: i32, pub damage_reduce_element2: i32, pub damage_reduce_element3: i32, pub damage_reduce_element4: i32, pub damage_reduce_element5: i32, pub damage_reduce_element6: i32, pub reaction_change1: i32, pub reaction_change2: i32, pub reaction_change3: i32, pub reaction_change4: i32, pub reaction_change5: i32, pub reaction_change6: i32, pub reaction_change7: i32, pub reaction_change8: i32, pub reaction_change9: i32, pub reaction_change10: i32, pub reaction_change11: i32, pub reaction_change12: i32, pub reaction_change13: i32, pub reaction_change14: i32, pub reaction_change15: i32, pub energy_max: i32, pub energy: i32, pub special_energy_1_max: i32, pub special_energy_1: i32, pub special_energy_2_max: i32, pub special_energy_2: i32, pub special_energy_3_max: i32, pub special_energy_3: i32, pub special_energy_4_max: i32, pub special_energy_4: i32, pub strength_max: i32, pub strength: i32, pub strength_recover: i32, pub strength_punish_time: i32, pub strength_run: i32, pub strength_swim: i32, pub strength_fast_swim: i32, pub hardness_max: i32, pub hardness: i32, pub hardness_recover: i32, pub hardness_punish_time: i32, pub hardness_change: i32, pub hardness_reduce: i32, pub rage_max: i32, pub rage: i32, pub rage_recover: i32, pub rage_punish_time: i32, pub rage_change: i32, pub rage_reduce: i32, pub tough_max: i32, pub tough: i32, pub tough_recover: i32, pub tough_change: i32, pub tough_reduce: i32, pub tough_recover_delay_time: i32, pub element_power1: i32, pub element_power2: i32, pub element_power3: i32, pub element_power4: i32, pub element_power5: i32, pub element_power6: i32, pub special_damage_change: i32, pub strength_fast_climb_cost: i32, pub element_property_type: i32, pub weak_time: i32, pub ignore_def_rate: i32, pub ignore_damage_resistance_phys: i32, pub ignore_damage_resistance_element1: i32, pub ignore_damage_resistance_element2: i32, pub ignore_damage_resistance_element3: i32, pub ignore_damage_resistance_element4: i32, pub ignore_damage_resistance_element5: i32, pub ignore_damage_resistance_element6: i32, pub skill_tough_ratio: i32, pub strength_climb_jump: i32, pub strength_gliding: i32, pub mass: i32, pub braking_friction_factor: i32, pub gravity_scale: i32, pub speed_ratio: i32, pub damage_change_phantom: i32, pub auto_attack_speed: i32, pub cast_attack_speed: i32, pub status_build_up_1_max: i32, pub status_build_up_1: i32, pub status_build_up_2_max: i32, pub status_build_up_2: i32, pub status_build_up_3_max: i32, pub status_build_up_3: i32, pub status_build_up_4_max: i32, pub status_build_up_4: i32, pub status_build_up_5_max: i32, pub status_build_up_5: i32, pub paralysis_time_max: i32, pub paralysis_time: i32, pub paralysis_time_recover: i32, pub element_energy_max: i32, pub element_energy: i32, pub element_efficiency: i32, }