public TmProperty(TmProperty pro) { this.Stamina = pro.Stamina; //耐力,案例,每升1级加1,影响血量 this.Brains = pro.Brains; //智力,计价,每升1级加1,影响魔法攻击强度,魔法防御 this.Power = pro.Power; //力量,计量,每升1级加1,影响物理攻击强度,物理防御 this.Agility = pro.Agility; //敏捷,管理,每升1级加1,影响暴击率,命中率,闪避率 this.Hp = pro.Hp; this.MaxHp = pro.MaxHp; this.Bp = pro.Bp; this.Ap = pro.Ap; this.Hr = pro.Hr; this.Cr = pro.Cr; this.Sp = pro.Sp; this.StaminaRate = pro.StaminaRate; this.BrainsRate = pro.BrainsRate; this.PowerRate = pro.PowerRate; this.AgilityRate = pro.AgilityRate; this.HpRate = pro.HpRate; this.MaxHpRate = pro.MaxHpRate; //HP=10 * 耐力 + 装备 + 法术;暂定10倍; this.ApRate = pro.ApRate; //Ap与力量成正比;暂定1倍; this.BpRate = pro.BpRate; //Bp与智力成正比;暂定1倍; this.HrRate = pro.HrRate; //hr命中率与敏捷成正比。 this.CrRate = pro.CrRate; //cr暴击率与敏捷成正比。 this.SpRate = pro.SpRate; //移动速度 }
public void Add(TmProperty pro) { this.Stamina += pro.Stamina; //耐力,案例,每升1级加1,影响血量 this.Brains += pro.Brains; //智力,计价,每升1级加1,影响魔法攻击强度,魔法防御 this.Power += pro.Power; //力量,计量,每升1级加1,影响物理攻击强度,物理防御 this.Agility += pro.Agility; //敏捷,管理,每升1级加1,影响暴击率,命中率,闪避率 this.MaxHpRate += pro.MaxHpRate; //HP=10 * 耐力 + 装备 + 法术;暂定10倍; this.ApRate += pro.ApRate; //Ap与力量成正比;暂定1倍; this.BpRate += pro.BpRate; //Bp与智力成正比;暂定1倍; this.HrRate += pro.HrRate; //hr命中率与敏捷成正比。 this.CrRate += pro.CrRate; //cr暴击率与敏捷成正比。 this.SpRate += pro.SpRate; //移动速度 }