// Auto Generated Code By excel2json
// Generate From Excel\ShopStreet.xlsx. SheetName: ConstrConfig

using System;
using Fort23.GameData;

namespace Excel2Json
{
	[Config(prefab = "ConstrConfig.json")]
	public partial class ConstrConfigHolder : ConfigHolder<ConstrConfig>
	{
	}


	[Serializable]
	public struct ConstrConfig : IConfig
	{
		public int GetID() {return ID;} 
		/// <summary>
		///ID
		/// </summary>
public int ID;


		/// <summary>
		///建筑等级
		/// </summary>
public int ConstrLvl;


		/// <summary>
		///各等级日常悬赏任务刷新数量
		/// </summary>
public int DailyTaskNum;


		/// <summary>
		///刷新任务时出现特殊任务几率 1000=100%
		/// </summary>
public int SpecialTaskOdds;


		/// <summary>
		///各个等级每日刷新的任务范围 读取ExpoireTask的ID
		/// </summary>
public int[] DailyTaskRange;


		/// <summary>
		///各个等级随机任务的任务范围
		/// </summary>
public int[] SpecialTaskRange;


		/// <summary>
		///各等级悬赏任务出现权重 按任务等级以;隔开 1000=100%
		/// </summary>
public int[] TaskWeight;


		/// <summary>
		///各个等级建筑打工位置的数量
		/// </summary>
public int WorkPosition;


		/// <summary>
		///铁匠铺解锁配方ID
		/// </summary>
public int[] FormulaID;


		/// <summary>
		///铁匠铺解锁制造的等级
		/// </summary>
public int[] ProduceLvl;


		/// <summary>
		///制造研发时间减少比例 1000=100%
		/// </summary>
public int ProduceTimeReduce;


		/// <summary>
		///同时进行研发的数量
		/// </summary>
public int MaxResearchNum;


		/// <summary>
		///遗物鉴定抽卡表ID
		/// </summary>
public int IdentifyID;


		/// <summary>
		///马车往返时间缩减比例 1000=100%
		/// </summary>
public int CarriageTimeReduce;


		/// <summary>
		///单次马车携带的最大遗物数量
		/// </summary>
public int MaxCarriageSpace;


		/// <summary>
		///最大遗物出售货架数量
		/// </summary>
public int MaxShelvesNum;


		/// <summary>
		///额外出售获得小镇币和点数比例 1000=100%
		/// </summary>
public int SellingBonus;


	}

}
// End of Auto Generated Code
