WutheringWaves/Core/Config/BasePropertyConfig.cs

148 lines
6.3 KiB
C#

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; }
}