namespace Milimoe.FunGame.Core.Model
{
///
/// 游戏平衡常数
///
public class EquilibriumConstant
{
///
/// 游戏货币名称
///
public string InGameCurrency { get; set; } = "金币";
///
/// 晋升点数上限
///
public int PromotionThresholdXUpperLimit { get; set; } = 999;
///
/// 角色评级 S 的晋升点数上限
///
public int PromotionThresholdSUpperLimit { get; set; } = 998;
///
/// 角色评级 A+ 的晋升点数上限
///
public int PromotionThresholdAPlusUpperLimit { get; set; } = 850;
///
/// 角色评级 A 的晋升点数上限
///
public int PromotionThresholdAUpperLimit { get; set; } = 700;
///
/// 角色评级 B 的晋升点数上限
///
public int PromotionThresholdBUpperLimit { get; set; } = 550;
///
/// 角色评级 C 的晋升点数上限
///
public int PromotionThresholdCUpperLimit { get; set; } = 400;
///
/// 角色评级 D 的晋升点数上限
///
public int PromotionThresholdDUpperLimit { get; set; } = 300;
///
/// 角色评级 E 的晋升点数上限
///
public int PromotionThresholdEUpperLimit { get; set; } = 200;
///
/// 初始生命值
///
public double InitialHP { get; set; } = 60;
///
/// 初始魔法值
///
public double InitialMP { get; set; } = 10;
///
/// 角色最高等级
///
public int MaxLevel { get; set; } = 60;
///
/// 魔法最高等级
///
public int MaxMagicLevel { get; set; } = 8;
///
/// 战技最高等级
///
public int MaxSkillLevel { get; set; } = 6;
///
/// 爆发技最高等级
///
public int MaxSuperSkillLevel { get; set; } = 6;
///
/// 被动最高等级
///
public int MaxPassiveSkillLevel { get; set; } = 6;
///
/// 普通攻击最高等级
///
public int MaxNormalAttackLevel { get; set; } = 8;
///
/// 最大能量值
///
public double MaxEP { get; set; } = 200;
///
/// 初始攻击力
///
public double InitialATK { get; set; } = 15;
///
/// 初始物理护甲
///
public double InitialDEF { get; set; } = 5;
///
/// 初始力量
///
public double InitialSTR { get; set; } = 0;
///
/// 初始敏捷
///
public double InitialAGI { get; set; } = 0;
///
/// 初始智力
///
public double InitialINT { get; set; } = 0;
///
/// 力量成长
///
public double STRGrowth { get; set; } = 0;
///
/// 敏捷成长
///
public double AGIGrowth { get; set; } = 0;
///
/// 智力成长
///
public double INTGrowth { get; set; } = 0;
///
/// 初始暴击率
///
public double CritRate { get; set; } = 0.05;
///
/// 初始暴击伤害
///
public double CritDMG { get; set; } = 1.25;
///
/// 初始闪避率
///
public double EvadeRate { get; set; } = 0.05;
///
/// 每级增加基础生命值
///
public double LevelToHPFactor { get; set; } = 17;
///
/// 生命值增长因子
///
public double HPGrowthFactor { get; set; } = 0.68;
///
/// 每级增加基础魔法值
///
public double LevelToMPFactor { get; set; } = 1.5;
///
/// 魔法值增长因子
///
public double MPGrowthFactor { get; set; } = 0.14;
///
/// 每级增加基础攻击力
///
public double LevelToATKFactor { get; set; } = 0.95;
///
/// 攻击力增长因子
///
public double ATKGrowthFactor { get; set; } = 0.045;
///
/// 物理伤害减免因子
///
public double DEFReductionFactor { get; set; } = 120;
///
/// 行动速度上限
///
public double SPDUpperLimit { get; set; } = 1500;
///
/// 每 1 点力量增加生命值
///
public double STRtoHPFactor { get; set; } = 9;
///
/// 每 1 点力量增加生命回复力
///
public double STRtoHRFactor { get; set; } = 0.25;
///
/// 每 1 点力量增加物理护甲
///
public double STRtoDEFFactor { get; set; } = 0.75;
///
/// 每 1 点力量增加暴击伤害
///
public double STRtoCritDMGMultiplier { get; set; } = 0.00575;
///
/// 每 1 点智力增加魔法值
///
public double INTtoMPFactor { get; set; } = 8;
///
/// 每 1 点智力增加冷却缩减
///
public double INTtoCDRMultiplier { get; set; } = 0.0025;
///
/// 每 1 点智力增加魔法回复力
///
public double INTtoMRFactor { get; set; } = 0.1;
///
/// 每 1 点智力减少魔法消耗
///
public double INTtoCastMPReduce { get; set; } = 0.00125;
///
/// 每 1 点智力减少能量消耗
///
public double INTtoCastEPReduce { get; set; } = 0.00075;
///
/// 每 1 点敏捷增加行动速度
///
public double AGItoSPDMultiplier { get; set; } = 0.65;
///
/// 每 1 点敏捷增加暴击率
///
public double AGItoCritRateMultiplier { get; set; } = 0.0025;
///
/// 每 1 点敏捷增加闪避率
///
public double AGItoEvadeRateMultiplier { get; set; } = 0.0025;
}
}