// Auto Generated Code By excel2json
// Generate From Excel\GameConstant.xlsx. SheetName: GameConstantConfig

using System;
using Fort23.GameData;

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


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


		/// <summary>
		///攻击系数T1 伤害公式中，计算秒伤的系数，200=200%
		/// </summary>
public int damageFactor1;


		/// <summary>
		///攻击系数T2 伤害公式，400=400%
		/// </summary>
public int damageFactor2;


		/// <summary>
		///刷新时间点（utc+8时间）
		/// </summary>
public int refreshTime;


		/// <summary>
		///英雄原生稀有度分解获得碎片 1=R卡，2=SR卡，3=SSR卡，4=SP卡
		/// </summary>
public int[] HeroShardDecomposeType;


		/// <summary>
		///英雄原生稀有度分解获得碎片数量
		/// </summary>
public int[] HeroShardDecomposeNum;


		/// <summary>
		///英雄初始暴击几率 5=5%
		/// </summary>
public int HeroInitialCriRate;


		/// <summary>
		///英雄初始暴击伤害百分比 150=150%
		/// </summary>
public int HeroInitialCriDamage;


		/// <summary>
		///武器星级属性增幅 1=1星，依次类推
		/// </summary>
public int[] WeaponStar;


		/// <summary>
		///武器星级属性增幅 10=10%
		/// </summary>
public int[] WeaponStarValue;


		/// <summary>
		///武器每个星级下1技能的等级情况
		/// </summary>
public int[] WeaponSkillLevel1;


		/// <summary>
		///武器每个星级下2技能的等级情况
		/// </summary>
public int[] WeaponSkillLevel2;


		/// <summary>
		///武器每个星级下3技能的等级情况
		/// </summary>
public int[] WeaponSkillLevel3;


		/// <summary>
		///宝石槽解锁所需飞艇等级 1=第1个槽，依次类推
		/// </summary>
public int[] baoshiUnlockNum;


		/// <summary>
		///宝石槽解锁所需飞艇等级
		/// </summary>
public int[] baoshiUnlockLevel;


		/// <summary>
		///寻找目标公式参数K
		/// </summary>
public float FindTargetParameter;


		/// <summary>
		///UI面板英雄大招公共cd
		/// </summary>
public float UIHeroSkillCD;


		/// <summary>
		///随身装备默认装备部位 1=头部 2=衣服 3=手腕
		/// </summary>
public int[] EquipDefaultID;


		/// <summary>
		///随身装备默认装备ID
		/// </summary>
public int[] EquipDefaultItemID;


		/// <summary>
		///武器升级所需材料序列ID
		/// </summary>
public int[] WeaponLevelupCailiaoID;


		/// <summary>
		///宠物天生技能累加修正系数(放大100倍存储)
		/// </summary>
public int[] PetSkillPara;


		/// <summary>
		///宠物送礼前3次加倍系数（3=3倍）
		/// </summary>
public int PetGiftGivingPara;


		/// <summary>
		///更改账号名称所需钻石数量
		/// </summary>
public int RenameDiamondCost;


		/// <summary>
		///默认飞艇（账号）等级上限
		/// </summary>
public int DefaultPlayerLevelLimit;


		/// <summary>
		///飞艇显示等级 在此之前为剪影
		/// </summary>
public int AirShipShowLevel;


		/// <summary>
		///开放的章节数
		/// </summary>
public int AllowChapter;


		/// <summary>
		///深渊开放的最大层数
		/// </summary>
public int AllowAbyssLevel;


		/// <summary>
		///预设队伍默认数量
		/// </summary>
public int FormationLimit;


		/// <summary>
		///防御公式K
		/// </summary>
public int defK;


		/// <summary>
		///寻找目标公式参数K
		/// </summary>
public float FindTargetParameter_1;


		/// <summary>
		///羁绊升级需要的经验
		/// </summary>
public int[] HeroFriendShipMaxExes;


		/// <summary>
		///物品不同稀有度增加的经验基础值
		/// </summary>
public int[] itemFetterExp;


		/// <summary>
		///藏宝图刷新上限（好友/工会/公共）
		/// </summary>
public int[] TreasureMapRefreshCount;


		/// <summary>
		///藏宝图房间倒计时，分钟
		/// </summary>
public int TreasureMapRoomCDTime;


		/// <summary>
		///藏宝图区域倒计时，分钟
		/// </summary>
public int TreasureMapAreaCDTime;


		/// <summary>
		///四星、五星藏宝图每天领奖次数
		/// </summary>
public int[] TreasureMapAwardMaxCnt;


		/// <summary>
		///秘石替换所需钻石数量
		/// </summary>
public int ChangeGemCost;


		/// <summary>
		///资源副本自动战斗次数上限
		/// </summary>
public int ResourceAutoLimit;


		/// <summary>
		///常规玩法结算时获得奇遇任务的几率 100=100%
		/// </summary>
public int SpeMissonChance;


		/// <summary>
		///打工玩法结算时获得奇遇任务的最大几率 100=100%
		/// </summary>
public int WorkMissonChance;


		/// <summary>
		///每天刷新日常悬赏的数量
		/// </summary>
public int DailyTask;


		/// <summary>
		///排位赛单赛季持续天数 （重置天数）
		/// </summary>
public int QualifyingResetDays;


		/// <summary>
		///主线关卡普通难度每个关卡可复活次数 （-1表示无限）
		/// </summary>
public int ResurrectionTimeNormal;


		/// <summary>
		///思考要不要复活的时间 （超过算失败）
		/// </summary>
public int ResurrectioThinkTime;


		/// <summary>
		///普通主线关卡复活消耗道具类型 (优先消耗第一种，没有时消耗第二种）
		/// </summary>
public int[] ResurrectionCostItem;


		/// <summary>
		///普通主线关卡复活消耗道具数量 前5个是第1种道具前5次的数量，后5个是第2种道具前5次的数量，超过5次都按第5次算。
		/// </summary>
public int[] ResurrectionCostNumFirst;


		/// <summary>
		///每天固定刷新的任务ID
		/// </summary>
public int[] DailyFixedTask;


		/// <summary>
		///战斗护盾超上限存在时间
		/// </summary>
public int[] CombatShieldLimitTimes;


		/// <summary>
		///排位赛积分算法 123星给多少积分
		/// </summary>
public int[] QualifyingScore;


		/// <summary>
		///战斗中击杀敌人获得能量
		/// </summary>
public float CombatKillGainEnergy;


		/// <summary>
		///打工收货最少间隔时间
		/// </summary>
public int WorkGainTime;


		/// <summary>
		///1=主线普通复活次数 2=主线高难复活次数 3=藏宝图复活次数
		/// </summary>
public int[] RebirthTime;


		/// <summary>
		///1=主线普通战后是否全部复活 2=主线高难战后是否全部复活
		/// </summary>
public int[] isRebirthAll;


		/// <summary>
		///资源副本关卡计时（秒）
		/// </summary>
public int Sourcestagetime;


		/// <summary>
		///护盾最多不能超过自身生命上限的xx%
		/// </summary>
public int CombatMaxShield;


		/// <summary>
		///堆叠人数对全队的最终伤害加成百分比（独立增伤）（2人/3人/4人） 50=50%
		/// </summary>
public int[] DamadgeUpRate;


		/// <summary>
		///自动堆叠开启时，只对血量大于X%的英雄生效
		/// </summary>
public int AutoStackLimitHp;


		/// <summary>
		///击落当前生命百分比临界值 50=50%
		/// </summary>
public int FalldownHpLimit;


		/// <summary>
		///2~4号位主动堆叠CD &1号位按钮CD （跌落恢复生效）
		/// </summary>
public float UIHeroChangeStateCD;


		/// <summary>
		///2~4号位主动跌落CD （跌落恢复无效）
		/// </summary>
public float JumpCD;


		/// <summary>
		///被跌落后重新可堆叠的CD时间（秒） （跌落恢复生效）
		/// </summary>
public int RepilingCD;


		/// <summary>
		///堆叠中击落1级预警（%生命值） 2级预警 = 1级预警 / 2
		/// </summary>
public int FalldownEarlyWarning;


		/// <summary>
		///遗物随机属性范围M
		/// </summary>
public float M;


		/// <summary>
		///遗物随机属性范围N
		/// </summary>
public float N;


		/// <summary>
		///遗物随机属性范围A
		/// </summary>
public float A;


		/// <summary>
		///铁匠铺加速道具加速比例 1000=100%
		/// </summary>
public int AccValue;


		/// <summary>
		///每一个加速道具持续时间，单位秒
		/// </summary>
public int AccTime;


		/// <summary>
		///加速道具ID
		/// </summary>
public int AccItem;


		/// <summary>
		///每日获得经验上限
		/// </summary>
public int DailyExpLimit;


		/// <summary>
		///每点体力获得经验
		/// </summary>
public int PowerToExp;


		/// <summary>
		///初始体力上限
		/// </summary>
public int InitialPower;


		/// <summary>
		///每N分钟回复1点体力
		/// </summary>
public int PowerRecover;


		/// <summary>
		///血攻比X 计算评分用
		/// </summary>
public float HpvsAtt;


		/// <summary>
		///次级属性评分放大常量K
		/// </summary>
public float SubAttPara;


		/// <summary>
		///初始英雄等级上限
		/// </summary>
public int DefaultHeroLevel;


		/// <summary>
		///决定好友数量的飞艇等级节点
		/// </summary>
public int[] MaxFriendsLvl;


		/// <summary>
		///好友数量
		/// </summary>
public int[] MaxFriendsNum;


		/// <summary>
		///最大好友申请数量
		/// </summary>
public int MaxFriendsApply;


		/// <summary>
		///推荐好友数量账号等级差
		/// </summary>
public int RecommendLvl;


		/// <summary>
		///一次性推荐好友数量
		/// </summary>
public int RecommendNum;


		/// <summary>
		///推荐好友自动刷新时间 单位：秒
		/// </summary>
public int RecommendRefreshTime;


		/// <summary>
		///rogue玩法buff栏位数量上限
		/// </summary>
public int RogueBuffMax;


		/// <summary>
		///rogue玩法默认buff栏位数量
		/// </summary>
public int RogueBuffCount;


		/// <summary>
		///精通属性根据不同职业增加的常量值 1=1% 坦克/治疗/辅助/输出
		/// </summary>
public float[] JingtongPara;


		/// <summary>
		///战斗大招充能速度 0.2s充能x点
		/// </summary>
public float CombatEnergyGainSpeed;


		/// <summary>
		///英雄的默认技能效果命中几率 75=75%
		/// </summary>
public int SkillRate;


		/// <summary>
		///怪物初始暴击几率 5=5%
		/// </summary>
public int MonsterBasicCrit;


		/// <summary>
		///怪物初始暴击伤害 130=130%
		/// </summary>
public int MonsterBasicCritEfficiency;


		/// <summary>
		///怪物默认效果命中 90=90%
		/// </summary>
public int MonsterBasicEffcetHit;


		/// <summary>
		///怪物初始效果抵抗 10=10%
		/// </summary>
public int MonsterBasicEffcetRes;


		/// <summary>
		///单人藏宝图上限
		/// </summary>
public int TreasureMapCountSingle;


		/// <summary>
		///多人藏宝图上限
		/// </summary>
public int TreasureMapCountTeam;


		/// <summary>
		///体力硬上限
		/// </summary>
public int MaxPower;


		/// <summary>
		///英雄品质带来的战力修正系数 R:SR:SSR
		/// </summary>
public float[] PowerParaViaHeroQuality;


		/// <summary>
		///英雄激活神器的额外特效时的加成系数（取光明+黑暗特效的技能总等级，一共10级） 30=30%
		/// </summary>
public int[] GoldenRelicPowerPara;


		/// <summary>
		///各星级专属遗物特效被激活时提供的战力加成系数 1星；2星；3星
		/// </summary>
public float[] ExclusiveRelicPowerPara;


		/// <summary>
		///轮回试炼1星分数
		/// </summary>
public int OneStarPoint;


		/// <summary>
		///轮回试炼2星分数
		/// </summary>
public int TwoStarPoint;


		/// <summary>
		///轮回试炼3星分数
		/// </summary>
public int ThreeStarPoint;


		/// <summary>
		///轮回试炼每秒剩余时间分数
		/// </summary>
public int EachSecondPoint;


		/// <summary>
		///购买体力时获得的体力值、钻石消耗、体力道具ID
		/// </summary>
public int[] BuyPowerValues;


		/// <summary>
		///单次使用or购买道具时的默认最大值
		/// </summary>
public int UseItemMaxNum;


		/// <summary>
		///轮回试炼解锁时间 （分钟）
		/// </summary>
public int TrialSettleTime;


		/// <summary>
		///防具总等级三个档
		/// </summary>
public int[] EquipmentEffectLevel;


		/// <summary>
		///矿工手环上限
		/// </summary>
public int MinerMax;


		/// <summary>
		///标准模拟重置天数
		/// </summary>
public int RogueResetTime;


		/// <summary>
		///被跌落后眩晕时间
		/// </summary>
public float FallVertigoTime;


		/// <summary>
		///免伤属性最大值%
		/// </summary>
public int DamageResistanceMaximum;


		/// <summary>
		///新手招募最大招募次数
		/// </summary>
public int MaxBiginnerSummon;


		/// <summary>
		///新手招募一次十连消耗票数量
		/// </summary>
public int BiginnerSummonPrice;


		/// <summary>
		///新手招募自选宝箱ID
		/// </summary>
public int BiginnerSummonBox;


		/// <summary>
		///新手招募抽完次数获得宝箱
		/// </summary>
public int BiginnerSummonAward;


		/// <summary>
		///残响词条各档位饱和度SABCD
		/// </summary>
public float[] relicPara1;


		/// <summary>
		///残响词条档位随机权重 SABCD
		/// </summary>
public int[] relicPara2;


		/// <summary>
		///残响随机词条重复生成位置权重 SABCD
		/// </summary>
public int[] relicPara3;


		/// <summary>
		///残响可被强化的等级上限 +3/6/9/12/15
		/// </summary>
public int[] relicPara4;


		/// <summary>
		///各品质残响初始化时带的词条数量 quality
		/// </summary>
public int[] relicPara5;


		/// <summary>
		///各品质残响初始化时带的词条数量 词条数量
		/// </summary>
public int[] relicPara6;


		/// <summary>
		///神器最大等级限制（1人/2人）
		/// </summary>
public int[] GoldenRelicLevelLimit;


		/// <summary>
		///世界boss结算时刻 （24小时）
		/// </summary>
public int WorldBossSettleTime;


		/// <summary>
		///世界boss结算时刻 （24小时）
		/// </summary>
public int WorldBossRewardTime;


		/// <summary>
		///藏宝图中提升警戒度需要的数量
		/// </summary>
public int[] AlertLvlNum;


		/// <summary>
		///秘石激活特效提供评分加成
		/// </summary>
public float GemSkillActivatedPara;


		/// <summary>
		///1点体力获得多少飞艇经验
		/// </summary>
public float EnageToExp;


		/// <summary>
		///1点飞艇经验转化成的道具ID和数量
		/// </summary>
public int[] ExpToItem;


		/// <summary>
		///省电模式息屏时间（秒）
		/// </summary>
public int EnergySaveTime;


		/// <summary>
		///残响背包数量上限
		/// </summary>
public int MaxRelic;


		/// <summary>
		///藏宝图活动赞助100%价值
		/// </summary>
public int ActivityTreasureMapMax;


		/// <summary>
		///所有页面默认显示的货币道具ID
		/// </summary>
public int[] DefaultCurrency;


		/// <summary>
		///赛季rogue中，战斗失败失去的矿工手环比例。 100=100%
		/// </summary>
public int RogueBraceletLose;


		/// <summary>
		///未鉴定古代物品价值 （绿；蓝；紫；橙）
		/// </summary>
public int[] AncientValue;


		/// <summary>
		///首充奖励道具ids
		/// </summary>
public int[] firstPrizeIDs;


		/// <summary>
		///首充奖励道具数量
		/// </summary>
public int[] firstPrizeNums;


		/// <summary>
		///残响本每日额外奖励次数
		/// </summary>
public int ChallengeExtraRewardCount;


		/// <summary>
		///共斗低级奖励次每日限制次数
		/// </summary>
public int FightTogetherLowAwardLimitCount;


		/// <summary>
		///英雄招募抽到SSR的最低概率标准
		/// </summary>
public float SSRrateMin;


		/// <summary>
		///英雄招募抽到SSR的最高概率标准
		/// </summary>
public float SSRrateMax;


	}

}
// End of Auto Generated Code
