//生命值词条
class LifeSubGlossary :public SubGlossary {
public:
LifeSubGlossary(int value) {
this->m_value.value = value;
this->m_value.m_name = "生命值";
}
virtual void setArtifactSetBonuses(ArtifactSetBonuses*& ArtifactSetBonuses) {
this->m_ArtifactSetBonuses = ArtifactSetBonuses;
}
// 设置生命 或者生命百分比主词条
virtual void setLife(float life) {}
// 获取生命 或者生命百分比主词条
virtual float Life() { return m_value.value; }
//副词条
virtual string name(void) const { return this->m_value.m_name; }
private:
NumericSubstatValue m_value;
};
//生命值百分比词条
class LifePercentageSubGlossary :public SubGlossary {
public:
LifePercentageSubGlossary(float value) {
this->m_value.value = value;
this->m_value.m_name = "生命值";
}
virtual void setArtifactSetBonuses(ArtifactSetBonuses*& ArtifactSetBonuses) {
this->m_ArtifactSetBonuses = ArtifactSetBonuses;
}
// 设置生命 或者生命百分比主词条
virtual void setLife(float life) {}
// 获取生命 或者生命百分比主词条
virtual float Life() { return m_value.value; }
//副词条
virtual string name(void) const { return this->m_value.m_name; }
private:
PercentageSubstatValue m_value;
};
//攻击力词条
class ATKSubGlossary :public SubGlossary {
public:
ATKSubGlossary(int value) {
this->m_value.value = value;
this->m_value.m_name = "攻击力";
}
virtual void setArtifactSetBonuses(ArtifactSetBonuses*& ArtifactSetBonuses) {
this->m_ArtifactSetBonuses = ArtifactSetBonuses;
}
// 设置攻击或者攻击百分比主词条
virtual void setAttack(float atk) { this->m_value.value = atk; }
// 获取攻击力 或者攻击力百分比主词条
virtual float Attack() { return m_value.value; }
//副词条
virtual string name(void) const { return this->m_value.m_name; }
private:
NumericSubstatValue m_value;
};
//攻击力百分比词条
class ATKPercentageSubGlossary :public SubGlossary {
public:
ATKPercentageSubGlossary(float value) {
this->m_value.value = value;
this->m_value.m_name = "攻击力";
}
virtual void setArtifactSetBonuses(ArtifactSetBonuses*& ArtifactSetBonuses) {
this->m_ArtifactSetBonuses = ArtifactSetBonuses;
}
// 设置攻击 或者攻击力百分比副词条
virtual void setAttack(float Attack) {}
// 获取攻击力 或者生命百分比词条
virtual float Attack() { return m_value.value; }
//副词条
virtual string name(void) const { return this->m_value.m_name; }
private:
PercentageSubstatValue m_value;
};
/*
// 设置防御主词条
virtual void setDefense(float defense) {}
// 获取防御主词条
virtual float Defense() { return 0.0; }
// 设置元素精通词条
virtual void setElementsMastery(int mastery) {}
// 获取元素精通词条
virtual int elementsMastery() { return 0; }
// 设置暴击率词条
virtual void setCriticalHit(float CriticalHit) {}
// 获取暴击率词条
virtual float CriticalHit() { return 0.0; }
// 设置暴击伤害主词条
virtual void setCriticalHitDamage(float CriticalHit) {}
// 获取暴击率伤害词条
virtual float CriticalHitDamage() { return 0.0; }
//设置元素充能效率
virtual void setEnergyRecharge(float );
//获取元素充能效率
virtual float EnergyRecharge(){return 0.0 ;};
*/
//防御力词条
class DepSubGlossary :public SubGlossary {
public:
DepSubGlossary(int value) {
this->m_value.value = value;
this->m_value.m_name = "防御力";
}
virtual void setArtifactSetBonuses(ArtifactSetBonuses*& ArtifactSetBonuses) {
this->m_ArtifactSetBonuses = ArtifactSetBonuses;
}
virtual void setDefense(float life) {}
virtual float Defense() { return m_value.value; }
//副词条
virtual string name(void) const { return this->m_value.m_name; }
private:
NumericSubstatValue m_value;
};
//防御力百分比词条
class DepPercentageSubGlossary :public SubGlossary {
public:
DepPercentageSubGlossary(float value) {
this->m_value.value = value;
this->m_value.m_name = "防御力";
}
virtual void setArtifactSetBonuses(ArtifactSetBonuses*& ArtifactSetBonuses) {
this->m_ArtifactSetBonuses = ArtifactSetBonuses;
}
// 设置防御词条
virtual void setDefense(float defense) {}
// 获取防御词条
virtual float Defense() { return m_value.value; }
//副词条
virtual string name(void) const { return this->m_value.m_name; }
private:
PercentageSubstatValue m_value;
};
//元素精通词条
class EmSubGlossary :public SubGlossary {
public:
EmSubGlossary(int value) {
this->m_value.value = value;
this->m_value.m_name = "元素精通";
}
virtual void setArtifactSetBonuses(ArtifactSetBonuses*& ArtifactSetBonuses) {
this->m_ArtifactSetBonuses = ArtifactSetBonuses;
}
// 设置元素精通词条
virtual void setElementsMastery(int mastery) {}
// 获取元素精通词条
virtual int elementsMastery() { return this->m_value.value; }
//副词条
virtual string name(void) const { return this->m_value.m_name; }
private:
NumericSubstatValue m_value;
};
//暴击率词条
class CcSubGlossary :public SubGlossary {
public:
CcSubGlossary(float value) {
this->m_value.value = value;
this->m_value.m_name = "暴击率";
}
virtual void setArtifactSetBonuses(ArtifactSetBonuses*& ArtifactSetBonuses) {
this->m_ArtifactSetBonuses = ArtifactSetBonuses;
}
// 设置暴击率词条
virtual void setCriticalHit(float CriticalHit) {}
// 获取暴击率词条
virtual float CriticalHit() { return 0.0; }
//副词条
virtual string name(void) const { return this->m_value.m_name; }
private:
PercentageSubstatValue m_value;
};
//暴击伤害词条
class CcDPercentageSubGlossary :public SubGlossary {
public:
CcDPercentageSubGlossary(float value) {
this->m_value.value = value;
this->m_value.m_name = "暴击伤害";
}
virtual void setArtifactSetBonuses(ArtifactSetBonuses*& ArtifactSetBonuses) {
this->m_ArtifactSetBonuses = ArtifactSetBonuses;
}
// 设置暴击伤害主词条
virtual void setCriticalHitDamage(float CriticalHit) {}
// 获取暴击率伤害词条
virtual float CriticalHitDamage() { return this ->m_value.value; }
//词条
virtual string name(void) const { return this->m_value.m_name; }
private:
PercentageSubstatValue m_value;
};
//元素充能效率词条
class ErSubGlossary :public SubGlossary {
public:
ErSubGlossary(float value) {
this->m_value.value = value;
this->m_value.m_name = "元素充能效率";
}
//设置元素充能效率
virtual void setEnergyRecharge(float);
//获取元素充能效率
virtual float EnergyRecharge() { return this->m_value.value; };
//词条
virtual string name(void) const { return this->m_value.m_name; }
private:
PercentageSubstatValue m_value;
};
模拟原神圣遗物系统-小森设计项目,设计圣遗物副词条
最新推荐文章于 2025-12-23 10:55:21 发布
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