Attribute Properties
export default class Attribute {
cureEffect: number = 0; // 治疗效果
curedEffect: number = 0; // 被治疗效果
lifeBasic: number = 0; // 基础生命值
lifeStatic: number = 0; // 固定增加生命值
lifePercentage: number = 0; // %增加生命值
attackBasic: number = 0; // 基础攻击力
attackStatic: number = 0; // 固定攻击力
attackPercentage: number = 0; // %增加攻击力
defendBasic: number = 0; // 基础防御力
defendStatic: number = 0; // 固定防御力
defendPercentage: number = 0; // %增加防御力
critical: number = 0.05; // 普通攻击暴击率
bCritical: number = 0.05; // 重击暴击率
eCritical: number = 0.05; // 元素战技暴击率
qCritical: number = 0.05; // 元素爆发暴击率
airCritical: number = 0.05; // 下落攻击暴击率
criticalDamage: number = 0.5; // 暴击伤害
thunderRes: number = 0; // 雷元素抗性
fireRes: number = 0; //
waterRes: number = 0; //
iceRes: number = 0; //
windRes: number = 0; //
rockRes: number = 0; //
grassRes: number = 0;
elementalMastery: number = 0; // 元素精通
recharge: number = 1; // 元素充能效率
thunderBonus: number = 0; // 雷元素伤害加成
fireBonus: number = 0; //
waterBonus: number = 0; //
iceBonus: number = 0; //
windBonus: number = 0; //
rockBonus: number = 0; //
grassBonus: number = 0; //
physicalBonus: number = 0; // 物理伤害加成
aBonus: number = 0; // 普通攻击伤害加成
bBonus: number = 0; // 重击伤害加成
eBonus: number = 0; // 元素战技伤害加成
qBonus: number = 0; // 元素爆发伤害加成
airBonus: number = 0; // 下落攻击伤害加成
bonus: number = 0; // 伤害加成
thunderTime: number = 0; // 雷元素附着持续时间
fireTime: number = 0; //
waterTime: number = 0; //
iceTime: number = 0; //
windTime: number = 0; //
rockTime: number = 0; //
grassTime: number = 0; //
shield: number = 0; // 护盾强效
aSpeed: number = 1; // 攻击速度
bSpeed: number = 1;
overloadEnhance: number = 0; // 超载强度
burningEnhance: number = 0; // 燃烧强度
electroEnhance: number = 0; // 感电强度
superconductEnhance: number = 0;// 超导强度
swirlThunderEnhance: number = 0;// 扩散(雷)强度
swirlFireEnhance: number = 0;
swirlWaterEnhance: number = 0;
swirlIceEnhance: number = 0;
swirlEnhance: number = 0;
vaporizeEnhance: number = 0; // 蒸发强度
meltEnhance: number = 0; // 融化强度
moveSpeed: number = 1;
attack(): number {
return this.attackBasic + this.attackPercentage + this.attackStatic;
}
life(): number {
return this.lifeBasic + this.lifePercentage + this.lifeStatic;
}
defend(): number {
return this.defendBasic + this.defendPercentage + this.defendStatic;
}
}
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