2024-10-15 12:10:37 +08:00
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using Framework;
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namespace Gameplay.Common
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2023-08-22 19:08:45 +08:00
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{
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public static class CodeDefine
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{
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2024-10-15 12:10:37 +08:00
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/// <summary>
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/// 脱战多少秒之后开始恢复士气
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/// </summary>
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public static float MORALE_RECOVER_TIME {
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get
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{
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return TableManager.Instance.Tables.GlobalConfig.MoraleRecoverDelayTime;
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}
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}
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2024-05-31 19:44:10 +08:00
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public const int HOLD_FLAG_BUFF_ID = 7;
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2023-08-22 19:08:45 +08:00
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2024-07-19 15:34:09 +08:00
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public const int BLEED_BUFF_ID = 8;
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2024-09-24 12:49:44 +08:00
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public static bool ENABLE_FIGHT_NORMAL_ATTACK_LOG = false;
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2024-10-09 15:05:37 +08:00
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public static class Fight
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{
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/// <summary>
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/// 血量无敌
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/// </summary>
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public static bool HP_NOCOST = false;
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/// <summary>
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/// 护盾无敌
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/// </summary>
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public static bool SHIELD_NOCOST = false;
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/// <summary>
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/// 士气无敌
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/// </summary>
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public static bool MORALE_NOCOST = false;
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public static bool HP_NOCOST_ENEMY = false;
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public static bool SHIELD_NOCOST_ENEMY = false;
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public static bool MORALE_NOCOST_ENEMY = false;
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2024-10-30 19:17:08 +08:00
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public static float LIGHT_UP_TIME = 0.2F;
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2024-11-01 16:35:43 +08:00
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public static float SHOOT_LIGHT_UP_TIME = 1F;
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2024-11-04 15:26:02 +08:00
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2024-10-09 15:05:37 +08:00
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}
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2023-08-22 19:08:45 +08:00
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}
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}
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