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using SqlSugar;
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using System;
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namespace Application.Domain.Entity;
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[SplitTable(SplitType.Day)]
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[SugarTable("unit_user_equ_log_{year}{month}{day}")]
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[Tenant("Kg.SeaTime.Log")]
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public class unit_user_equ_log
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{
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[SugarColumn(IsPrimaryKey = true)] public string logId { get; set; }
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[SugarColumn(Length = 50, IsNullable = true)]
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public string? ueId { get; set; }
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public int? equId { get; set; }
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[SugarColumn(Length = 50, IsNullable = true)]
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public string? code { get; set; }
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[SugarColumn(ColumnDataType = "varchar(max)", IsNullable = true, IsJson = true)]
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public unit_user_equ? equData { get; set; }
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[SugarColumn(Length = 255, IsNullable = true)]
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public string? remark { get; set; }
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public DateTime? addTime { get; set; }
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}
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57
Service/Application.Domain.Entity/model/UserAttrModel.cs
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57
Service/Application.Domain.Entity/model/UserAttrModel.cs
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namespace Application.Domain.Entity;
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public class UserAttrModel
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{
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public string id { get; set; }
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public int area { get; set; }
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public int IsSystem { get; set; }
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public int isCopy { get; set; }
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public string viceId { get; set; }
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public string name { get; set; }
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public int figState { get; set; }
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public string sex { get; set; }
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public string code { get; set; }
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public string remark { get; set; }
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public string TmImg { get; set; }
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public int lev { get; set; }//等级
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public decimal minAtk { get; set; }//最小攻击
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public decimal maxAtk { get; set; }//最大攻击
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public decimal defense { get; set; }//防御
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public decimal agility { get; set; }//敏捷
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public decimal blood { get; set; }//血量
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public decimal upBlood { get; set; }//最大血量
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public decimal morale { get; set; }//士气
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public decimal upMorale { get; set; }//最大士气
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public decimal score { get; set; }//评分
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public decimal InBlood { get; set; }//吸血
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public decimal Crit { get; set; }//暴击
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public decimal NoHarm { get; set; }//免伤
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public decimal Dodge { get; set; }//闪避
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public decimal Rebound { get; set; }//反弹
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public decimal ReboundLess { get; set; }//抗反弹
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public decimal Punish { get; set; }//制裁
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public decimal Slow { get; set; }//迟缓
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public decimal SlowLess { get; set; }//迟缓
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public decimal Poison { get; set; }//毒攻
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public decimal PoisonLess { get; set; }//抗毒攻
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public decimal Curse { get; set; }//诅咒
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public decimal CurseLess { get; set; }//抗诅咒
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public decimal Weaken { get; set; }//虚弱
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public decimal WeakenLess { get; set; }//抗虚弱
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public decimal Deadly { get; set; }//致命
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public decimal DeadlyLess { get; set; }//抗致命
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public decimal Depressed { get; set; }//消沉
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public decimal DepressedLess { get; set; }//抗消沉
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public decimal Breach { get; set; }//突破
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public decimal BreachLess { get; set; }//抗突破
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public decimal Del_Fashion { get; set; }//卸时装
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public decimal Atk_Next { get; set; }//连击
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public decimal Harm_Add { get; set; }//额外伤害
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public decimal PalsyAtk { get; set; }//麻痹
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public decimal PalsyAtkLess { get; set; }//抗麻痹
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public string atkTips { get; set; }
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public string defTips { get; set; }
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public string agilityTips { get; set; }
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public string moraleTips { get; set; }
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public string bloodTips { get; set; }
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}
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