// Auto Generated Code By excel2json
// Generate From Excel\Roguelike.xlsx. SheetName: RogueConfig

using System;
using Fort23.GameData;

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


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


		/// <summary>
		///节点组ID
		/// </summary>
public int NodeGroup;


		/// <summary>
		///重复奖励分级（完成节点数量） -{0}表示之后每隔{0}个节点,增加一次奖励
		/// </summary>
public int[] RewardNode;


		/// <summary>
		///重复奖励内容 （每完成一个节点，增加一项奖励） 负数用于无限层，取绝对值即可
		/// </summary>
public int[] RewardID;


		/// <summary>
		///宝箱奖励掉落组
		/// </summary>
public int RewardBoxID;


		/// <summary>
		///宝箱奖励上限
		/// </summary>
public int RewardBoxCount;


		/// <summary>
		///推荐战力
		/// </summary>
public long Power;


		/// <summary>
		///怪物起始等级
		/// </summary>
public int MonsterLevel;


		/// <summary>
		///每个区域怪物等级增量
		/// </summary>
public int[] AddMonterLevel;


		/// <summary>
		///无限层怪物成长方式 1=每层提升{0}等级,直到monsterpower表中最大等级。向上取整。 2=每层提升{0}%战斗力。
		/// </summary>
public float[] MonsterGrow;


		/// <summary>
		///成长参数
		/// </summary>
public float[] GrowFactor;


		/// <summary>
		///Buff池ID 普通、精良、稀有
		/// </summary>
public int[] BuffID;


	}

}
// End of Auto Generated Code
