using System;
using MCM.Abstractions.Attributes;
using MCM.Abstractions.Attributes.v1;
using MCM.Abstractions.Attributes.v2;
using MCM.Abstractions.Settings.Base.Global;

namespace BetterCombat.Settings
{
	// Token: 0x02000007 RID: 7
	internal class MCMSettings : AttributeGlobalSettings<MCMSettings>, ISettings
	{
		// Token: 0x1700007B RID: 123
		// (get) Token: 0x06000106 RID: 262 RVA: 0x00002524 File Offset: 0x00000724
		// (set) Token: 0x06000107 RID: 263 RVA: 0x0000252C File Offset: 0x0000072C
		[SettingPropertyGroup("最大生命值调整")]
		[SettingPropertyBool("最大生命值调整", IsToggle = true, Order = 0, RequireRestart = false, HintText = "是否启用最大生命值调整")]
		public bool HealthAdjustmentsActive { get; set; }

		// Token: 0x1700007C RID: 124
		// (get) Token: 0x06000108 RID: 264 RVA: 0x00002535 File Offset: 0x00000735
		// (set) Token: 0x06000109 RID: 265 RVA: 0x0000253D File Offset: 0x0000073D
		[SettingPropertyGroup("最大生命值调整/大地图回血")]
		[SettingPropertyFloatingInteger("大地图回血", 0f, 1000f, "0.0 x", Order = 0, RequireRestart = false, HintText = "战斗结束后（我想？）每小时恢复生命值的乘数（大地图）。零会使战斗之外的治疗失效。")]
		public float CampaignHealthRegenMultiplier { get; set; } = 1f;

		// Token: 0x1700007D RID: 125
		// (get) Token: 0x0600010A RID: 266 RVA: 0x00002546 File Offset: 0x00000746
		// (set) Token: 0x0600010B RID: 267 RVA: 0x0000254E File Offset: 0x0000074E
		[SettingPropertyGroup("最大生命值调整/玩家")]
		[SettingPropertyBool("玩家生命值调整", IsToggle = true, Order = 0, RequireRestart = false, HintText = "是否启用玩家生命值调整")]
		public bool PlayerHealthAdjustment { get; set; }

		// Token: 0x1700007E RID: 126
		// (get) Token: 0x0600010C RID: 268 RVA: 0x00002557 File Offset: 0x00000757
		// (set) Token: 0x0600010D RID: 269 RVA: 0x0000255F File Offset: 0x0000075F
		[SettingPropertyGroup("最大生命值调整/玩家")]
		[SettingPropertyFloatingInteger("基础血量", 1f, 10000f, "0.0 HP", Order = 0, RequireRestart = false, HintText = "基础血量")]
		public float PlayerBaseHealth { get; set; } = 100f;

		// Token: 0x1700007F RID: 127
		// (get) Token: 0x0600010E RID: 270 RVA: 0x00002568 File Offset: 0x00000768
		// (set) Token: 0x0600010F RID: 271 RVA: 0x00002570 File Offset: 0x00000770
		[SettingPropertyGroup("最大生命值调整/玩家")]
		[SettingPropertyFloatingInteger("耐力加成", 0f, 1000f, "0.0 HP", Order = 0, RequireRestart = false, HintText = "每点耐力增加血量")]
		public float PlayerHealthEndurance { get; set; }

		// Token: 0x17000080 RID: 128
		// (get) Token: 0x06000110 RID: 272 RVA: 0x00002579 File Offset: 0x00000779
		// (set) Token: 0x06000111 RID: 273 RVA: 0x00002581 File Offset: 0x00000781
		[SettingPropertyGroup("最大生命值调整/玩家")]
		[SettingPropertyFloatingInteger("跑动加成", 0f, 1000f, "0.0 HP", Order = 0, RequireRestart = false, HintText = "每点跑动增加血量")]
		public float PlayerHealthAthletics { get; set; }

		// Token: 0x17000081 RID: 129
		// (get) Token: 0x06000112 RID: 274 RVA: 0x0000258A File Offset: 0x0000078A
		// (set) Token: 0x06000113 RID: 275 RVA: 0x00002592 File Offset: 0x00000792
		[SettingPropertyGroup("最大生命值调整/玩家/百分比")]
		[SettingPropertyBool("每一级健康百分比", IsToggle = true, Order = 0, RequireRestart = false, HintText = "每一级健康增加的百分比")]
		public bool PlayerPercentHealthPerLevel { get; set; }

		// Token: 0x17000082 RID: 130
		// (get) Token: 0x06000114 RID: 276 RVA: 0x0000259B File Offset: 0x0000079B
		// (set) Token: 0x06000115 RID: 277 RVA: 0x000025A3 File Offset: 0x000007A3
		[SettingPropertyGroup("最大生命值调整/玩家/百分比")]
		[SettingPropertyFloatingInteger("百分比", 0.01f, 1f, "0.0 %", Order = 0, RequireRestart = false, HintText = "每一级健康增加的百分比")]
		public float PlayerPercent { get; set; }

		// Token: 0x17000083 RID: 131
		// (get) Token: 0x06000116 RID: 278 RVA: 0x000025AC File Offset: 0x000007AC
		// (set) Token: 0x06000117 RID: 279 RVA: 0x000025B4 File Offset: 0x000007B4
		[SettingPropertyGroup("最大生命值调整/玩家/固定值")]
		[SettingPropertyBool("每一级健康固定值", IsToggle = true, Order = 0, RequireRestart = false, HintText = "每一级健康增加的固定值")]
		public bool PlayerFlatHealthPerLevel { get; set; }

		// Token: 0x17000084 RID: 132
		// (get) Token: 0x06000118 RID: 280 RVA: 0x000025BD File Offset: 0x000007BD
		// (set) Token: 0x06000119 RID: 281 RVA: 0x000025C5 File Offset: 0x000007C5
		[SettingPropertyGroup("最大生命值调整/玩家/固定值")]
		[SettingPropertyFloatingInteger("固定值", 1f, 1000f, "0.0 HP", Order = 0, RequireRestart = false, HintText = "每一级健康增加的固定值")]
		public float PlayerFlatAmount { get; set; }

		// Token: 0x17000085 RID: 133
		// (get) Token: 0x0600011A RID: 282 RVA: 0x000025CE File Offset: 0x000007CE
		// (set) Token: 0x0600011B RID: 283 RVA: 0x000025D6 File Offset: 0x000007D6
		[SettingPropertyGroup("最大生命值调整/英雄")]
		[SettingPropertyBool("英雄生命值调整", IsToggle = true, Order = 0, RequireRestart = false, HintText = "是否启用英雄生命值调整(同伴和领主) (朋友和敌人)")]
		public bool HeroHealthAdjustment { get; set; }

		// Token: 0x17000086 RID: 134
		// (get) Token: 0x0600011C RID: 284 RVA: 0x000025DF File Offset: 0x000007DF
		// (set) Token: 0x0600011D RID: 285 RVA: 0x000025E7 File Offset: 0x000007E7
		[SettingPropertyGroup("最大生命值调整/英雄")]
		[SettingPropertyFloatingInteger("基础血量", 1f, 10000f, "0.0 HP", Order = 0, RequireRestart = false, HintText = "基础血量")]
		public float HeroBaseHealth { get; set; } = 100f;

		// Token: 0x17000087 RID: 135
		// (get) Token: 0x0600011E RID: 286 RVA: 0x000025F0 File Offset: 0x000007F0
		// (set) Token: 0x0600011F RID: 287 RVA: 0x000025F8 File Offset: 0x000007F8
		[SettingPropertyGroup("最大生命值调整/英雄")]
		[SettingPropertyFloatingInteger("耐力加成", 0f, 1000f, "0.0 HP", Order = 0, RequireRestart = false, HintText = "每点耐力增加血量")]
		public float HeroHealthEndurance { get; set; }

		// Token: 0x17000088 RID: 136
		// (get) Token: 0x06000120 RID: 288 RVA: 0x00002601 File Offset: 0x00000801
		// (set) Token: 0x06000121 RID: 289 RVA: 0x00002609 File Offset: 0x00000809
		[SettingPropertyGroup("M最大生命值调整/英雄")]
		[SettingPropertyFloatingInteger("跑动加成", 0f, 1000f, "0.0 HP", Order = 0, RequireRestart = false, HintText = "每点跑动增加血量")]
		public float HeroHealthAthletics { get; set; }

		// Token: 0x17000089 RID: 137
		// (get) Token: 0x06000122 RID: 290 RVA: 0x00002612 File Offset: 0x00000812
		// (set) Token: 0x06000123 RID: 291 RVA: 0x0000261A File Offset: 0x0000081A
		[SettingPropertyGroup("最大生命值调整/英雄/百分比")]
		[SettingPropertyBool("每一级健康百分比", IsToggle = true, Order = 0, RequireRestart = false, HintText = "每一级健康增加的百分比")]
		public bool HeroPercentHealthPerLevel { get; set; }

		// Token: 0x1700008A RID: 138
		// (get) Token: 0x06000124 RID: 292 RVA: 0x00002623 File Offset: 0x00000823
		// (set) Token: 0x06000125 RID: 293 RVA: 0x0000262B File Offset: 0x0000082B
		[SettingPropertyGroup("最大生命值调整/英雄/百分比")]
		[SettingPropertyFloatingInteger("百分比", 0.01f, 1f, "0.0 %", Order = 0, RequireRestart = false, HintText = "每一级健康增加的百分比")]
		public float HeroPercent { get; set; }

		// Token: 0x1700008B RID: 139
		// (get) Token: 0x06000126 RID: 294 RVA: 0x00002634 File Offset: 0x00000834
		// (set) Token: 0x06000127 RID: 295 RVA: 0x0000263C File Offset: 0x0000083C
		[SettingPropertyGroup("最大生命值调整/英雄/固定值")]
		[SettingPropertyBool("每一级健康固定值", IsToggle = true, Order = 0, RequireRestart = false, HintText = "每一级健康增加的固定值")]
		public bool HeroFlatHealthPerLevel { get; set; }

		// Token: 0x1700008C RID: 140
		// (get) Token: 0x06000128 RID: 296 RVA: 0x00002645 File Offset: 0x00000845
		// (set) Token: 0x06000129 RID: 297 RVA: 0x0000264D File Offset: 0x0000084D
		[SettingPropertyGroup("最大生命值调整/英雄/固定值")]
		[SettingPropertyFloatingInteger("固定值", 1f, 1000f, "0.0 HP", Order = 0, RequireRestart = false, HintText = "每一级健康增加的固定值")]
		public float HeroFlatAmount { get; set; }

		// Token: 0x1700008D RID: 141
		// (get) Token: 0x0600012A RID: 298 RVA: 0x00002656 File Offset: 0x00000856
		// (set) Token: 0x0600012B RID: 299 RVA: 0x0000265E File Offset: 0x0000085E
		[SettingPropertyGroup("最大生命值调整/军队")]
		[SettingPropertyBool("军队生命值调整", IsToggle = true, Order = 0, RequireRestart = false, HintText = "是否启用军队生命值调整(友军和敌军)")]
		public bool TroopHealthAdjustment { get; set; }

		// Token: 0x1700008E RID: 142
		// (get) Token: 0x0600012C RID: 300 RVA: 0x00002667 File Offset: 0x00000867
		// (set) Token: 0x0600012D RID: 301 RVA: 0x0000266F File Offset: 0x0000086F
		[SettingPropertyGroup("最大生命值调整/军队")]
		[SettingPropertyFloatingInteger("基础血量", 1f, 10000f, "0.0 HP", Order = 0, RequireRestart = false, HintText = "基础血量")]
		public float TroopBaseHealth { get; set; } = 100f;

		// Token: 0x1700008F RID: 143
		// (get) Token: 0x0600012E RID: 302 RVA: 0x00002678 File Offset: 0x00000878
		// (set) Token: 0x0600012F RID: 303 RVA: 0x00002680 File Offset: 0x00000880
		[SettingPropertyGroup("最大生命值调整/军队")]
		[SettingPropertyFloatingInteger("耐力加成", 0f, 1000f, "0.0 HP", Order = 0, RequireRestart = false, HintText = "每点耐力增加血量")]
		public float TroopHealthEndurance { get; set; }

		// Token: 0x17000090 RID: 144
		// (get) Token: 0x06000130 RID: 304 RVA: 0x00002689 File Offset: 0x00000889
		// (set) Token: 0x06000131 RID: 305 RVA: 0x00002691 File Offset: 0x00000891
		[SettingPropertyGroup("最大生命值调整/军队")]
		[SettingPropertyFloatingInteger("跑动加成", 0f, 1000f, "0.0 HP", Order = 0, RequireRestart = false, HintText = "每点跑动增加血量")]
		public float TroopHealthAthletics { get; set; }

		// Token: 0x17000091 RID: 145
		// (get) Token: 0x06000132 RID: 306 RVA: 0x0000269A File Offset: 0x0000089A
		// (set) Token: 0x06000133 RID: 307 RVA: 0x000026A2 File Offset: 0x000008A2
		[SettingPropertyGroup("最大生命值调整/军队/百分比")]
		[SettingPropertyBool("每一级健康百分比", IsToggle = true, Order = 0, RequireRestart = false, HintText = "每一级健康增加的百分比")]
		public bool TroopPercentHealthPerLevel { get; set; }

		// Token: 0x17000092 RID: 146
		// (get) Token: 0x06000134 RID: 308 RVA: 0x000026AB File Offset: 0x000008AB
		// (set) Token: 0x06000135 RID: 309 RVA: 0x000026B3 File Offset: 0x000008B3
		[SettingPropertyGroup("最大生命值调整/军队/百分比")]
		[SettingPropertyFloatingInteger("百分比", 0.01f, 1f, "0.0 %", Order = 0, RequireRestart = false, HintText = "每一级健康增加的百分比")]
		public float TroopPercent { get; set; }

		// Token: 0x17000093 RID: 147
		// (get) Token: 0x06000136 RID: 310 RVA: 0x000026BC File Offset: 0x000008BC
		// (set) Token: 0x06000137 RID: 311 RVA: 0x000026C4 File Offset: 0x000008C4
		[SettingPropertyGroup("最大生命值调整/军队/固定值")]
		[SettingPropertyBool("每一级健康固定值", IsToggle = true, Order = 0, RequireRestart = false, HintText = "每一级健康增加的固定值")]
		public bool TroopFlatHealthPerLevel { get; set; }

		// Token: 0x17000094 RID: 148
		// (get) Token: 0x06000138 RID: 312 RVA: 0x000026CD File Offset: 0x000008CD
		// (set) Token: 0x06000139 RID: 313 RVA: 0x000026D5 File Offset: 0x000008D5
		[SettingPropertyGroup("最大生命值调整/军队/固定值")]
		[SettingPropertyFloatingInteger("固定值", 1f, 1000f, "0.0 HP", Order = 0, RequireRestart = false, HintText = "每一级健康增加的固定值")]
		public float TroopFlatAmount { get; set; }

		// Token: 0x17000095 RID: 149
		// (get) Token: 0x0600013A RID: 314 RVA: 0x000026DE File Offset: 0x000008DE
		// (set) Token: 0x0600013B RID: 315 RVA: 0x000026E6 File Offset: 0x000008E6
		[SettingPropertyGroup("治疗")]
		[SettingPropertyBool("治疗", IsToggle = true, Order = 0, RequireRestart = false, HintText = "是否启用治疗模块")]
		public bool HealingActive { get; set; }

		// Token: 0x17000096 RID: 150
		// (get) Token: 0x0600013C RID: 316 RVA: 0x000026EF File Offset: 0x000008EF
		// (set) Token: 0x0600013D RID: 317 RVA: 0x000026F7 File Offset: 0x000008F7
		[SettingPropertyGroup("治疗/命中回血")]
		[SettingPropertyBool("命中回血", IsToggle = true, Order = 0, RequireRestart = false, HintText = "整合nemoofnemo的mod '命中回血'")]
		public bool HealthOnHitEnabled { get; set; }

		// Token: 0x17000097 RID: 151
		// (get) Token: 0x0600013E RID: 318 RVA: 0x00002700 File Offset: 0x00000900
		// (set) Token: 0x0600013F RID: 319 RVA: 0x00002708 File Offset: 0x00000908
		[SettingPropertyGroup("治疗/命中回血")]
		[SettingPropertyFloatingInteger("伤害回复比例", 0.01f, 1f, "0.0%", Order = 0, RequireRestart = false, HintText = "血量回复受到伤害量的百分比")]
		public float PlayerPercentHealthOnHit { get; set; }

		// Token: 0x17000098 RID: 152
		// (get) Token: 0x06000140 RID: 320 RVA: 0x00002711 File Offset: 0x00000911
		// (set) Token: 0x06000141 RID: 321 RVA: 0x00002719 File Offset: 0x00000919
		[SettingPropertyGroup("治疗/命中回血")]
		[SettingPropertyFloatingInteger("最小回血量", 0f, 1000f, "0.0 HP", Order = 0, RequireRestart = false, HintText = "每次命中回复最小血量")]
		public float PlayerMinHealthOnHit { get; set; }

		// Token: 0x17000099 RID: 153
		// (get) Token: 0x06000142 RID: 322 RVA: 0x00002722 File Offset: 0x00000922
		// (set) Token: 0x06000143 RID: 323 RVA: 0x0000272A File Offset: 0x0000092A
		[SettingPropertyGroup("治疗/命中回血")]
		[SettingPropertyFloatingInteger("最大回血量", 0f, 1000f, "0.0 HP", Order = 0, RequireRestart = false, HintText = "每次命中回复最大血量")]
		public float PlayerMaxHealthOnHit { get; set; } = 1000f;

		// Token: 0x1700009A RID: 154
		// (get) Token: 0x06000144 RID: 324 RVA: 0x00002733 File Offset: 0x00000933
		// (set) Token: 0x06000145 RID: 325 RVA: 0x0000273B File Offset: 0x0000093B
		[SettingPropertyGroup("治疗/医疗包")]
		[SettingPropertyBool("启用医疗包", IsToggle = true, Order = 0, RequireRestart = false, HintText = "玩家是否能在战场上使用医疗包")]
		public bool BandageEnabled { get; set; }

		// Token: 0x1700009B RID: 155
		// (get) Token: 0x06000146 RID: 326 RVA: 0x00002744 File Offset: 0x00000944
		// (set) Token: 0x06000147 RID: 327 RVA: 0x0000274C File Offset: 0x0000094C
		[SettingPropertyGroup("治疗/医疗包")]
		[SettingPropertyInteger("医疗包数量", 1, 100, "0 医疗包", Order = 0, RequireRestart = false, HintText = "每次战斗可用的医疗包数量")]
		public int BandageAmount { get; set; } = 1;

		// Token: 0x1700009C RID: 156
		// (get) Token: 0x06000148 RID: 328 RVA: 0x00002755 File Offset: 0x00000955
		// (set) Token: 0x06000149 RID: 329 RVA: 0x0000275D File Offset: 0x0000095D
		[SettingPropertyGroup("治疗/医疗包")]
		[SettingPropertyFloatingInteger("医疗包效果", 1f, 300f, "0.0 HP", Order = 0, RequireRestart = false, HintText = "每次使用医疗包回复的血量")]
		public float BandageHealAmount { get; set; } = 1f;

		// Token: 0x1700009D RID: 157
		// (get) Token: 0x0600014A RID: 330 RVA: 0x00002766 File Offset: 0x00000966
		// (set) Token: 0x0600014B RID: 331 RVA: 0x0000276E File Offset: 0x0000096E
		[SettingPropertyGroup("治疗/医疗包")]
		[SettingPropertyFloatingInteger("治疗时长", 0f, 60f, "0.0 秒", Order = 0, RequireRestart = false, HintText = "治疗自己花费的时间，期间不可移动")]
		public float BandageTime { get; set; }

		// Token: 0x1700009E RID: 158
		// (get) Token: 0x0600014C RID: 332 RVA: 0x00002777 File Offset: 0x00000977
		// (set) Token: 0x0600014D RID: 333 RVA: 0x0000277F File Offset: 0x0000097F
		[SettingPropertyGroup("治疗/医疗包")]
		[SettingProperty("快捷键", Order = 0, RequireRestart = true, HintText = "按什么键使用医疗包。例如'Q', 'Numpad0'")]
		public string BandageKey { get; set; } = "Q";

		// Token: 0x1700009F RID: 159
		// (get) Token: 0x0600014E RID: 334 RVA: 0x00002788 File Offset: 0x00000988
		// (set) Token: 0x0600014F RID: 335 RVA: 0x00002790 File Offset: 0x00000990
		[SettingPropertyGroup("治疗/治疗限制")]
		[SettingPropertyBool("治疗限制", IsToggle = true, Order = 0, RequireRestart = false, HintText = "限制每次战斗可能的治疗量")]
		public bool HealingLimit { get; set; }

		// Token: 0x170000A0 RID: 160
		// (get) Token: 0x06000150 RID: 336 RVA: 0x00002799 File Offset: 0x00000999
		// (set) Token: 0x06000151 RID: 337 RVA: 0x000027A1 File Offset: 0x000009A1
		[SettingPropertyGroup("治疗/治疗限制")]
		[SettingPropertyFloatingInteger("治疗量", 0f, 10000f, "0.0 HP", Order = 0, RequireRestart = false, HintText = "每次战斗可以恢复的生命值")]
		public float HealingAmount { get; set; }

		// Token: 0x170000A1 RID: 161
		// (get) Token: 0x06000152 RID: 338 RVA: 0x000027AA File Offset: 0x000009AA
		// (set) Token: 0x06000153 RID: 339 RVA: 0x000027B2 File Offset: 0x000009B2
		[SettingPropertyGroup("治疗/回血")]
		[SettingPropertyBool("自动回血", IsToggle = true, Order = 0, RequireRestart = false, HintText = "整合Jeffear的mod 'Combat Health Regen for Player and Mount'")]
		public bool HealthRegenEnabled { get; set; }

		// Token: 0x170000A2 RID: 162
		// (get) Token: 0x06000154 RID: 340 RVA: 0x000027BB File Offset: 0x000009BB
		// (set) Token: 0x06000155 RID: 341 RVA: 0x000027C3 File Offset: 0x000009C3
		[SettingPropertyGroup("治疗/回血/玩家")]
		[SettingPropertyFloatingInteger("玩家生命回复量", 0f, 300f, "0.0 HP", Order = 0, RequireRestart = false, HintText = "每次回复的血量")]
		public float PlayerHealthRegenAmount { get; set; }

		// Token: 0x170000A3 RID: 163
		// (get) Token: 0x06000156 RID: 342 RVA: 0x000027CC File Offset: 0x000009CC
		// (set) Token: 0x06000157 RID: 343 RVA: 0x000027D4 File Offset: 0x000009D4
		[SettingPropertyGroup("治疗/回血/玩家")]
		[SettingPropertyFloatingInteger("玩家生命回复周期", 1f, 120f, "0.0 秒", Order = 0, RequireRestart = false, HintText = "每次回血所需时间")]
		public float PlayerHealthRegenInterval { get; set; } = 1f;

		// Token: 0x170000A4 RID: 164
		// (get) Token: 0x06000158 RID: 344 RVA: 0x000027DD File Offset: 0x000009DD
		// (set) Token: 0x06000159 RID: 345 RVA: 0x000027E5 File Offset: 0x000009E5
		[SettingPropertyGroup("治疗/回血/玩家")]
		[SettingPropertyFloatingInteger("受伤延迟", 1f, 120f, "0.0 秒", Order = 0, RequireRestart = false, HintText = "被攻击后暂停回复的时间")]
		public float PlayerRegenDamageDelay { get; set; } = 1f;

		// Token: 0x170000A5 RID: 165
		// (get) Token: 0x0600015A RID: 346 RVA: 0x000027EE File Offset: 0x000009EE
		// (set) Token: 0x0600015B RID: 347 RVA: 0x000027F6 File Offset: 0x000009F6
		[SettingPropertyGroup("治疗/回血/玩家/医疗技能影响")]
		[SettingPropertyBool("综合玩家医疗技能", IsToggle = true, Order = 0, RequireRestart = false, HintText = "医疗技能是否影响效果")]
		public bool PlayerRegenUsePlayMedical { get; set; }

		// Token: 0x170000A6 RID: 166
		// (get) Token: 0x0600015C RID: 348 RVA: 0x000027FF File Offset: 0x000009FF
		// (set) Token: 0x0600015D RID: 349 RVA: 0x00002807 File Offset: 0x00000A07
		[SettingPropertyGroup("治疗/回血/玩家/医疗技能影响")]
		[SettingPropertyFloatingInteger("医疗技能影响", 1f, 300f, "0.0 治疗点每一医疗技能点", Order = 0, RequireRestart = false, HintText = "每1点医疗技能点对应的治疗点")]
		public float PlayerMedicalSkillEffect { get; set; } = 1f;

		// Token: 0x170000A7 RID: 167
		// (get) Token: 0x0600015E RID: 350 RVA: 0x00002810 File Offset: 0x00000A10
		// (set) Token: 0x0600015F RID: 351 RVA: 0x00002818 File Offset: 0x00000A18
		[SettingPropertyGroup("治疗/回血/玩家/医疗技能影响")]
		[SettingPropertyFloatingInteger("治疗点效果", 0f, 100f, "0.0 HP", Order = 0, RequireRestart = false, HintText = "每一治疗点的效果")]
		public float PlayerMedicalUnitHealthValue { get; set; }

		// Token: 0x170000A8 RID: 168
		// (get) Token: 0x06000160 RID: 352 RVA: 0x00002821 File Offset: 0x00000A21
		// (set) Token: 0x06000161 RID: 353 RVA: 0x00002829 File Offset: 0x00000A29
		[SettingPropertyGroup("治疗/回血/马匹")]
		[SettingPropertyFloatingInteger("马匹生命回复量", 0f, 300f, "0.0 HP", Order = 0, RequireRestart = false, HintText = "每次回复的血量")]
		public float MountHealthRegenAmount { get; set; }

		// Token: 0x170000A9 RID: 169
		// (get) Token: 0x06000162 RID: 354 RVA: 0x00002832 File Offset: 0x00000A32
		// (set) Token: 0x06000163 RID: 355 RVA: 0x0000283A File Offset: 0x00000A3A
		[SettingPropertyGroup("治疗/回血/马匹")]
		[SettingPropertyFloatingInteger("马匹生命回复周期", 1f, 120f, "0.0 秒", Order = 0, RequireRestart = false, HintText = "每次回血所需时间")]
		public float MountHealthRegenInterval { get; set; } = 1f;

		// Token: 0x170000AA RID: 170
		// (get) Token: 0x06000164 RID: 356 RVA: 0x00002843 File Offset: 0x00000A43
		// (set) Token: 0x06000165 RID: 357 RVA: 0x0000284B File Offset: 0x00000A4B
		[SettingPropertyGroup("治疗/回血/马匹")]
		[SettingPropertyFloatingInteger("受伤延迟", 1f, 120f, "0.0 秒", Order = 0, RequireRestart = false, HintText = "被攻击后暂停回复的时间")]
		public float MountRegenDamageDelay { get; set; } = 1f;

		// Token: 0x170000AB RID: 171
		// (get) Token: 0x06000166 RID: 358 RVA: 0x00002854 File Offset: 0x00000A54
		// (set) Token: 0x06000167 RID: 359 RVA: 0x0000285C File Offset: 0x00000A5C
		[SettingPropertyGroup("治疗/回血/马匹/医疗技能影响")]
		[SettingPropertyBool("综合玩家医疗技能", IsToggle = true, Order = 0, RequireRestart = false, HintText = "医疗技能是否影响效果")]
		public bool MountRegenUsePlayMedical { get; set; }

		// Token: 0x170000AC RID: 172
		// (get) Token: 0x06000168 RID: 360 RVA: 0x00002865 File Offset: 0x00000A65
		// (set) Token: 0x06000169 RID: 361 RVA: 0x0000286D File Offset: 0x00000A6D
		[SettingPropertyGroup("治疗/回血/马匹/医疗技能影响")]
		[SettingPropertyFloatingInteger("Medical Skill Effect", 1f, 300f, "0.0 治疗点每一医疗技能点", Order = 0, RequireRestart = false, HintText = "每1点医疗技能点对应的治疗点")]
		public float MountMedicalSkillEffect { get; set; } = 1f;

		// Token: 0x170000AD RID: 173
		// (get) Token: 0x0600016A RID: 362 RVA: 0x00002876 File Offset: 0x00000A76
		// (set) Token: 0x0600016B RID: 363 RVA: 0x0000287E File Offset: 0x00000A7E
		[SettingPropertyGroup("治疗/回血/马匹/医疗技能影响")]
		[SettingPropertyFloatingInteger("治疗点效果", 0f, 100f, "0.0 HP", Order = 0, RequireRestart = false, HintText = "每一治疗点的效果")]
		public float MountMedicalUnitHealthValue { get; set; }

		// Token: 0x170000AE RID: 174
		// (get) Token: 0x0600016C RID: 364 RVA: 0x00002887 File Offset: 0x00000A87
		// (set) Token: 0x0600016D RID: 365 RVA: 0x0000288F File Offset: 0x00000A8F
		[SettingPropertyGroup("战斗调整")]
		[SettingPropertyBool("战斗调整", IsToggle = true, Order = 0, RequireRestart = false, HintText = "是否启用战斗调整")]
		public bool CombatAdjustmentsActive { get; set; }

		// Token: 0x170000AF RID: 175
		// (get) Token: 0x0600016E RID: 366 RVA: 0x00002898 File Offset: 0x00000A98
		// (set) Token: 0x0600016F RID: 367 RVA: 0x000028A0 File Offset: 0x00000AA0
		[SettingPropertyGroup("战斗调整/别打断我（无硬直）")]
		[SettingPropertyBool("被弓箭打断", Order = 0, RequireRestart = false, HintText = "不会被弓箭打出硬直")]
		public bool ShrugOffBlow { get; set; }

		// Token: 0x170000B0 RID: 176
		// (get) Token: 0x06000170 RID: 368 RVA: 0x000028A9 File Offset: 0x00000AA9
		// (set) Token: 0x06000171 RID: 369 RVA: 0x000028B1 File Offset: 0x00000AB1
		[SettingPropertyGroup("战斗调整/别打断我")]
		[SettingPropertyBool("被近战打断", Order = 0, RequireRestart = false, HintText = "不会被近战武器击倒")]
		public bool PreventKnockdown { get; set; }

		// Token: 0x170000B1 RID: 177
		// (get) Token: 0x06000172 RID: 370 RVA: 0x000028BA File Offset: 0x00000ABA
		// (set) Token: 0x06000173 RID: 371 RVA: 0x000028C2 File Offset: 0x00000AC2
		[SettingPropertyGroup("战斗调整/别打断我")]
		[SettingPropertyBool("被马匹打断", Order = 0, RequireRestart = false, HintText = "不会被马匹冲出硬直")]
		public bool PreventHorseRear { get; set; }

		// Token: 0x170000B2 RID: 178
		// (get) Token: 0x06000174 RID: 372 RVA: 0x000028CB File Offset: 0x00000ACB
		// (set) Token: 0x06000175 RID: 373 RVA: 0x000028D3 File Offset: 0x00000AD3
		[SettingPropertyGroup("战斗调整/武器属性调整")]
		[SettingPropertyBool("所有双手武器", Order = 0, RequireRestart = false, HintText = "是否所有双手武器能砍穿（一砍一大片）(砍穿功能启用时则不需要)")]
		public bool MutliHitTwoHanded { get; set; }

		// Token: 0x170000B3 RID: 179
		// (get) Token: 0x06000176 RID: 374 RVA: 0x000028DC File Offset: 0x00000ADC
		// (set) Token: 0x06000177 RID: 375 RVA: 0x000028E4 File Offset: 0x00000AE4
		[SettingPropertyGroup("战斗调整/武器属性调整")]
		[SettingPropertyBool("所有单手武器", Order = 0, RequireRestart = false, HintText = "是否所有单手武器能砍穿（一砍一大片）(砍穿功能启用时则不需要)")]
		public bool MutliHitOneHanded { get; set; }

		// Token: 0x170000B4 RID: 180
		// (get) Token: 0x06000178 RID: 376 RVA: 0x000028ED File Offset: 0x00000AED
		// (set) Token: 0x06000179 RID: 377 RVA: 0x000028F5 File Offset: 0x00000AF5
		[SettingPropertyGroup("战斗调整/砍穿（一砍一大片）")]
		[SettingPropertyBool("砍穿（一砍一大片）", IsToggle = true, Order = 0, RequireRestart = false, HintText = "是否启用砍穿（一砍一大片）")]
		public bool CutThroughActive { get; set; }

		// Token: 0x170000B5 RID: 181
		// (get) Token: 0x0600017A RID: 378 RVA: 0x000028FE File Offset: 0x00000AFE
		// (set) Token: 0x0600017B RID: 379 RVA: 0x00002906 File Offset: 0x00000B06
		[SettingPropertyGroup("战斗调整/砍穿（一砍一大片）")]
		[SettingPropertyFloatingInteger("砍穿概率", 0.01f, 1f, "0.0 %", Order = 0, RequireRestart = false, HintText = "砍穿的概率")]
		public float CutThroughChance { get; set; }

		// Token: 0x170000B6 RID: 182
		// (get) Token: 0x0600017C RID: 380 RVA: 0x0000290F File Offset: 0x00000B0F
		// (set) Token: 0x0600017D RID: 381 RVA: 0x00002917 File Offset: 0x00000B17
		[SettingPropertyGroup("战斗调整/破格挡")]
		[SettingPropertyBool("破格挡", IsToggle = true, Order = 0, RequireRestart = false, HintText = "是否启用破格挡")]
		public bool CrushThroughActive { get; set; }

		// Token: 0x170000B7 RID: 183
		// (get) Token: 0x0600017E RID: 382 RVA: 0x00002920 File Offset: 0x00000B20
		// (set) Token: 0x0600017F RID: 383 RVA: 0x00002928 File Offset: 0x00000B28
		[SettingPropertyGroup("战斗调整/破格挡")]
		[SettingPropertyFloatingInteger("破格挡概率", 0.01f, 1f, "0.0 %", Order = 0, RequireRestart = false, HintText = "破格挡的概率")]
		public float CrushThroughChance { get; set; }

		// Token: 0x170000B8 RID: 184
		// (get) Token: 0x06000180 RID: 384 RVA: 0x00002931 File Offset: 0x00000B31
		public override string Id
		{
			get
			{
				return base.GetType().Assembly.GetName().Name;
			}
		}

		// Token: 0x170000B9 RID: 185
		// (get) Token: 0x06000181 RID: 385 RVA: 0x00002948 File Offset: 0x00000B48
		public override string DisplayName { get; } = "战斗大修";

		// Token: 0x170000BA RID: 186
		// (get) Token: 0x06000182 RID: 386 RVA: 0x00002931 File Offset: 0x00000B31
		public override string FolderName
		{
			get
			{
				return base.GetType().Assembly.GetName().Name;
			}
		}

		// Token: 0x170000BB RID: 187
		// (get) Token: 0x06000183 RID: 387 RVA: 0x00002950 File Offset: 0x00000B50
		public override string FormatType { get; } = "xml";
	}
}
