using Core.Config.Attributes; namespace Core.Config; [ConfigCollection("property/baseproperty.json")] public class BasePropertyConfig : IConfig { public ConfigType Type => ConfigType.BaseProperty; public int Identifier => Id; public int Id { get; set; } public int Lv { get; set; } public int LifeMax { get; set; } public int Life { get; set; } public int Sheild { get; set; } public int SheildDamageChange { get; set; } public int SheildDamageReduce { get; set; } public int Atk { get; set; } public int Crit { get; set; } public int CritDamage { get; set; } public int Def { get; set; } public int EnergyEfficiency { get; set; } public int CdReduse { get; set; } public int ReactionEfficiency { get; set; } public int DamageChangeNormalSkill { get; set; } public int DamageChange { get; set; } public int DamageReduce { get; set; } public int DamageChangeAuto { get; set; } public int DamageChangeCast { get; set; } public int DamageChangeUltra { get; set; } public int DamageChangeQte { get; set; } public int DamageChangePhys { get; set; } public int DamageChangeElement1 { get; set; } public int DamageChangeElement2 { get; set; } public int DamageChangeElement3 { get; set; } public int DamageChangeElement4 { get; set; } public int DamageChangeElement5 { get; set; } public int DamageChangeElement6 { get; set; } public int DamageResistancePhys { get; set; } public int DamageResistanceElement1 { get; set; } public int DamageResistanceElement2 { get; set; } public int DamageResistanceElement3 { get; set; } public int DamageResistanceElement4 { get; set; } public int DamageResistanceElement5 { get; set; } public int DamageResistanceElement6 { get; set; } public int HealChange { get; set; } public int HealedChange { get; set; } public int DamageReducePhys { get; set; } public int DamageReduceElement1 { get; set; } public int DamageReduceElement2 { get; set; } public int DamageReduceElement3 { get; set; } public int DamageReduceElement4 { get; set; } public int DamageReduceElement5 { get; set; } public int DamageReduceElement6 { get; set; } public int ReactionChange1 { get; set; } public int ReactionChange2 { get; set; } public int ReactionChange3 { get; set; } public int ReactionChange4 { get; set; } public int ReactionChange5 { get; set; } public int ReactionChange6 { get; set; } public int ReactionChange7 { get; set; } public int ReactionChange8 { get; set; } public int ReactionChange9 { get; set; } public int ReactionChange10 { get; set; } public int ReactionChange11 { get; set; } public int ReactionChange12 { get; set; } public int ReactionChange13 { get; set; } public int ReactionChange14 { get; set; } public int ReactionChange15 { get; set; } public int EnergyMax { get; set; } public int Energy { get; set; } public int SpecialEnergy1Max { get; set; } public int SpecialEnergy1 { get; set; } public int SpecialEnergy2Max { get; set; } public int SpecialEnergy2 { get; set; } public int SpecialEnergy3Max { get; set; } public int SpecialEnergy3 { get; set; } public int SpecialEnergy4Max { get; set; } public int SpecialEnergy4 { get; set; } public int StrengthMax { get; set; } public int Strength { get; set; } public int StrengthRecover { get; set; } public int StrengthPunishTime { get; set; } public int StrengthRun { get; set; } public int StrengthSwim { get; set; } public int StrengthFastSwim { get; set; } public int StrengthClimb { get; set; } public int StrengthFastClimb { get; set; } public int HardnessMax { get; set; } public int Hardness { get; set; } public int HardnessRecover { get; set; } public int HardnessPunishTime { get; set; } public int HardnessChange { get; set; } public int HardnessReduce { get; set; } public int RageMax { get; set; } public int Rage { get; set; } public int RageRecover { get; set; } public int RagePunishTime { get; set; } public int RageChange { get; set; } public int RageReduce { get; set; } public int ToughMax { get; set; } public int Tough { get; set; } public int ToughRecover { get; set; } public int ToughChange { get; set; } public int ToughReduce { get; set; } public int ToughRecoverDelayTime { get; set; } public int ElementPower1 { get; set; } public int ElementPower2 { get; set; } public int ElementPower3 { get; set; } public int ElementPower4 { get; set; } public int ElementPower5 { get; set; } public int ElementPower6 { get; set; } public int SpecialDamageChange { get; set; } public int StrengthFastClimbCost { get; set; } public int ElementPropertyType { get; set; } public int WeakTime { get; set; } public int IgnoreDefRate { get; set; } public int IgnoreDamageResistancePhys { get; set; } public int IgnoreDamageResistanceElement1 { get; set; } public int IgnoreDamageResistanceElement2 { get; set; } public int IgnoreDamageResistanceElement3 { get; set; } public int IgnoreDamageResistanceElement4 { get; set; } public int IgnoreDamageResistanceElement5 { get; set; } public int IgnoreDamageResistanceElement6 { get; set; } public int SkillToughRatio { get; set; } public int StrengthClimbJump { get; set; } public int StrengthGliding { get; set; } public int Mass { get; set; } public int BrakingFrictionFactor { get; set; } public int GravityScale { get; set; } public int SpeedRatio { get; set; } public int DamageChangePhantom { get; set; } public int AutoAttackSpeed { get; set; } public int CastAttackSpeed { get; set; } public int StatusBuildUp1Max { get; set; } public int StatusBuildUp1 { get; set; } public int StatusBuildUp2Max { get; set; } public int StatusBuildUp2 { get; set; } public int StatusBuildUp3Max { get; set; } public int StatusBuildUp3 { get; set; } public int StatusBuildUp4Max { get; set; } public int StatusBuildUp4 { get; set; } public int StatusBuildUp5Max { get; set; } public int StatusBuildUp5 { get; set; } public int ParalysisTimeMax { get; set; } public int ParalysisTime { get; set; } public int ParalysisTimeRecover { get; set; } }