// Auto Generated Code By excel2json
// Generate From Excel\AdventureBuff.xlsx. SheetName: AdventureBuffConfig

using System;
using Fort23.GameData;

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


	[Serializable]
	public struct AdventureBuffConfig : IConfig
	{
		public int GetID() {return ID;} 
		/// <summary>
		///ID 冒险BUFF<10000 战斗BUFF>10000
		/// </summary>
public int ID;


		/// <summary>
		///buff名称
		/// </summary>
public int buffName;


		/// <summary>
		///buff图标
		/// </summary>
public string buffIcon;


		/// <summary>
		///buff描述的语言表ID，其中会引用参数{0}
		/// </summary>
public int buffDes;


		/// <summary>
		///buff组 详细见buff组说明
		/// </summary>
public int buffGroup;


		/// <summary>
		///1=六边形地图上主角队伍冒险用的BUFF 2=怪物信息展示的BUFF
		/// </summary>
public int isAdventureBuff;


		/// <summary>
		///叠加个数（超过后不在有新效果）
		/// </summary>
public int overlayCount;


		/// <summary>
		///效果值
		/// </summary>
public float[] effectValue;


		/// <summary>
		///默认持续时间 -1是永久（技能里可以修改这个值）
		/// </summary>
public float buffTime;


		/// <summary>
		///1=buff 2=debuff
		/// </summary>
public int buffType;


		/// <summary>
		///驱散类型 1=能驱散 2=不能驱散
		/// </summary>
public int dispelType;


		/// <summary>
		///1=怪物的BUFF 0=角色的BUFF
		/// </summary>
public int isCombatBuff;


		/// <summary>
		///脚本名字
		/// </summary>
public string scriptsName;


	}

}
// End of Auto Generated Code
