using Milimoe.FunGame.Core.Library.Constant; using System.Collections; namespace Milimoe.FunGame.Core.Entity { public class Character { public int Id { get; set; } public string Name { get; set; } = ""; public string FirstName { get; set; } = ""; public string NickName { get; set; } = ""; public User? User { get; set; } = null; public CharacterStatistics? Statistics { get; set; } = null; // 角色统计数据 public MagicType MagicType { get; set; } // 魔法属性 public RoleType FirstRoleType { get; set; } // 角色定位1 public RoleType SecondRoleType { get; set; } // 角色定位2 public RoleType ThirdRoleType { get; set; } // 角色定位3 public RoleRating RoleRating { get; set; } // 角色评级 public int Promotion { get; set; } // 晋升点数 public int Level { get; set; } = 1; public decimal EXP { get; set; } // 经验值 public decimal BaseHP { get; set; } // 基础生命值 public decimal HP { get; set; } public decimal BaseMP { get; set; } // 基础魔法值 public decimal MP { get; set; } public decimal EP { get; set; } public decimal BaseATK { get; set; } // 基础攻击力 public decimal ATK { get; set; } public decimal DEF { get; set; } // Defence 物理护甲 public decimal PDR { get; set; } // Physical Damage Reduction 物理伤害减免 public decimal MDF { get; set; } // Magical Defence 魔法抗性 public decimal PhysicalPenetration { get; set; } // Physical Penetration 物理穿透 public decimal MagicalPenetration { get; set; } // Magical Penetration 魔法穿透 public decimal HR { get; set; } = 0; // Health Regeneration 生命回复力 public decimal MR { get; set; } = 0; // Mana Regeneration 魔法回复力 public decimal ER { get; set; } = 0; // Eenergy Regeneration 能量回复力 public decimal BaseSTR { get; set; } // 基础力量 public decimal BaseAGI { get; set; } // 基础敏捷 public decimal BaseINT { get; set; } // 基础智力 public decimal STR { get; set; } // Strength 力量 public decimal AGI { get; set; } // Agility 敏捷 public decimal INT { get; set; } // Intelligence 智力 public decimal STRGrowth { get; set; } // Strength Growth 力量成长值 public decimal AGIGrowth { get; set; } // Agility Growth 敏捷成长值 public decimal INTGrowth { get; set; } // Intelligence Growth 智力成长值 public decimal SPD { get; set; } // Speed 速度 public decimal ActionCoefficient { get; set; } // Action Coefficient 行动系数 public decimal AccelerationCoefficient { get; set; } // Acceleration Coefficient 加速系数 public decimal ATR { get; set; } // Attack Range 攻击距离 public decimal CritRate { get; set; } = 0.05M; // 暴击率 public decimal CritDMG { get; set; } = 1.25M; // 暴击伤害 public decimal EvadeRate { get; set; } = 0.05M; // 闪避率 public Hashtable Skills { get; set; } = new(); public Hashtable Items { get; set; } = new(); internal Character() { } } }