// Auto Generated Code By excel2json
// Generate From Excel\MonsterModel.xlsx. SheetName: MonsterModelConfig

using System;
using Fort23.GameData;

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


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


		/// <summary>
		///本体ID (复制品用本体的怪物ID)
		/// </summary>
public int RealID;


		/// <summary>
		///种族 1=史莱姆 2=狼 3=哥布林 4=主母的炮台 5=英雄 6=机械 7=兽族
		/// </summary>
public int race;


		/// <summary>
		///0.不参与堆叠 1.向前堆叠
		/// </summary>
public int isStack;


		/// <summary>
		///0.无属性 1.火 2.冰 3.雷
		/// </summary>
public int monsterType;


		/// <summary>
		///怪物名字语言表ID
		/// </summary>
public int NameID;


		/// <summary>
		///类型 1=普通怪物 2=精英怪物 3=Boss
		/// </summary>
public int isBoss;


		/// <summary>
		///怪物描述 -1=没有描述
		/// </summary>
public int des;


		/// <summary>
		///是否飞行
		/// </summary>
public bool isFly;


		/// <summary>
		///质量。默认100
		/// </summary>
public int mass;


		/// <summary>
		///攻击形态远程索敌方式 1=近战 2=抛射(底层最近优先) 4=坠落(高层最近优先) 8=平射(同层最近优先) 16=狙击(最远优先 但是需要所有目标都在范围内才开始攻击）
		/// </summary>
public int AttackMode;


		/// <summary>
		///转阶段血比
		/// </summary>
public int[] HpMark;


		/// <summary>
		///模型名字
		/// </summary>
public string MonsterModelName;


		/// <summary>
		///Icon名字
		/// </summary>
public string MonsterUIIconName;


		/// <summary>
		///近战攻击id 默认都填81001
		/// </summary>
public int MeleeAttackID;


		/// <summary>
		///远程攻击id 默认都填81001
		/// </summary>
public int RemotelyAttackID;


		/// <summary>
		///技能等级
		/// </summary>
public int SkillLevel;


		/// <summary>
		///大招id
		/// </summary>
public int SpaceSkillID;


		/// <summary>
		///携带技能的GroupId
		/// </summary>
public int[] SkillIDs;


		/// <summary>
		///怪物体积半径
		/// </summary>
public float Radius;


		/// <summary>
		///近战攻击距离
		/// </summary>
public float MeleeAttackRange;


		/// <summary>
		///远程攻击距离
		/// </summary>
public float RemotelyAttackRange;


		/// <summary>
		///移动速度
		/// </summary>
public float MoveSpeed;


		/// <summary>
		///lv1攻速 1秒攻击x次
		/// </summary>
public float BasicSpeed;


		/// <summary>
		///Lv.1  ATK
		/// </summary>
public long BasicATK;


		/// <summary>
		///Lv. 1 DEF
		/// </summary>
public long BasicDEF;


		/// <summary>
		///护盾CD
		/// </summary>
public float BasicShieldTime;


		/// <summary>
		///Lv. 1 HP
		/// </summary>
public float BasicHP;


		/// <summary>
		///Lv. 1 护盾
		/// </summary>
public long BasicShield;


		/// <summary>
		///输出能力
		/// </summary>
public int IATK;


		/// <summary>
		///生存能力
		/// </summary>
public int ISUR;


		/// <summary>
		///辅助能力
		/// </summary>
public int IASS;


		/// <summary>
		///效果抗性
		/// </summary>
public int IRES;


		/// <summary>
		///移速
		/// </summary>
public int ISPE;


		/// <summary>
		///攻击距离
		/// </summary>
public int IDIS;


		/// <summary>
		///背景故事描述语言表ID
		/// </summary>
public int Describe;


		/// <summary>
		///满级暴击几率 有初值5，如果这里填30代表满级有35%暴击几率
		/// </summary>
public float BasicCric;


		/// <summary>
		///满级暴击伤害 有初值130，如果这里填40代表满级有170%暴击伤害
		/// </summary>
public float BasicCricEfficiency;


		/// <summary>
		///满级效果命中 有初值0，如果这里填40则代表满级有130%效果命中（额外有不考虑上限的75%）
		/// </summary>
public float BasicEffectHitRate;


		/// <summary>
		///满级效果抵抗 初值为0，这里填50代表满级有50%效果抵抗
		/// </summary>
public float BasicEffectResRate;


		/// <summary>
		///技能充能速度
		/// </summary>
public float SkillChargeSpeed;


		/// <summary>
		///是否是空壳
		/// </summary>
public int IsGroup;


		/// <summary>
		///可用的怪物词缀
		/// </summary>
public int[] useableEffects;


		/// <summary>
		///伤害类型 1=普通 2=爆破 4=穿透
		/// </summary>
public int DamageType;


	}

}
// End of Auto Generated Code
