示例#1
0
 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
 }
示例#2
0
 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
 }