// 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 { } [Serializable] public struct GameConstantConfig : IConfig { public int GetID() {return ID;} /// /// /// public int ID; /// ///攻击系数T1 伤害公式中,计算秒伤的系数,200=200% /// public int damageFactor1; /// ///攻击系数T2 伤害公式,400=400% /// public int damageFactor2; /// ///刷新时间点(utc+8时间) /// public int refreshTime; /// ///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 /// public int[] HeroShardDecomposeType; /// ///英雄原生稀有度分解获得碎片数量 /// public int[] HeroShardDecomposeNum; /// ///英雄初始暴击几率 5=5% /// public int HeroInitialCriRate; /// ///英雄初始暴击伤害百分比 150=150% /// public int HeroInitialCriDamage; /// ///武器星级属性增幅 1=1星,依次类推 /// public int[] WeaponStar; /// ///武器星级属性增幅 10=10% /// public int[] WeaponStarValue; /// ///武器每个星级下1技能的等级情况 /// public int[] WeaponSkillLevel1; /// ///武器每个星级下2技能的等级情况 /// public int[] WeaponSkillLevel2; /// ///武器每个星级下3技能的等级情况 /// public int[] WeaponSkillLevel3; /// ///宝石槽解锁所需飞艇等级 1=第1个槽,依次类推 /// public int[] baoshiUnlockNum; /// ///宝石槽解锁所需飞艇等级 /// public int[] baoshiUnlockLevel; /// ///寻找目标公式参数K /// public float FindTargetParameter; /// ///UI面板英雄大招公共cd /// public float UIHeroSkillCD; /// ///随身装备默认装备部位 1=头部 2=衣服 3=手腕 /// public int[] EquipDefaultID; /// ///随身装备默认装备ID /// public int[] EquipDefaultItemID; /// ///武器升级所需材料序列ID /// public int[] WeaponLevelupCailiaoID; /// ///宠物天生技能累加修正系数(放大100倍存储) /// public int[] PetSkillPara; /// ///宠物送礼前3次加倍系数(3=3倍) /// public int PetGiftGivingPara; /// ///更改账号名称所需钻石数量 /// public int RenameDiamondCost; /// ///默认飞艇(账号)等级上限 /// public int DefaultPlayerLevelLimit; /// ///飞艇显示等级 在此之前为剪影 /// public int AirShipShowLevel; /// ///开放的章节数 /// public int AllowChapter; /// ///深渊开放的最大层数 /// public int AllowAbyssLevel; /// ///预设队伍默认数量 /// public int FormationLimit; /// ///防御公式K /// public int defK; /// ///寻找目标公式参数K /// public float FindTargetParameter_1; /// ///羁绊升级需要的经验 /// public int[] HeroFriendShipMaxExes; /// ///物品不同稀有度增加的经验基础值 /// public int[] itemFetterExp; /// ///藏宝图刷新上限(好友/工会/公共) /// public int[] TreasureMapRefreshCount; /// ///藏宝图房间倒计时,分钟 /// public int TreasureMapRoomCDTime; /// ///藏宝图区域倒计时,分钟 /// public int TreasureMapAreaCDTime; /// ///四星、五星藏宝图每天领奖次数 /// public int[] TreasureMapAwardMaxCnt; /// ///秘石替换所需钻石数量 /// public int ChangeGemCost; /// ///资源副本自动战斗次数上限 /// public int ResourceAutoLimit; /// ///常规玩法结算时获得奇遇任务的几率 100=100% /// public int SpeMissonChance; /// ///打工玩法结算时获得奇遇任务的最大几率 100=100% /// public int WorkMissonChance; /// ///每天刷新日常悬赏的数量 /// public int DailyTask; /// ///排位赛单赛季持续天数 (重置天数) /// public int QualifyingResetDays; /// ///主线关卡普通难度每个关卡可复活次数 (-1表示无限) /// public int ResurrectionTimeNormal; /// ///思考要不要复活的时间 (超过算失败) /// public int ResurrectioThinkTime; /// ///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) /// public int[] ResurrectionCostItem; /// ///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。 /// public int[] ResurrectionCostNumFirst; /// ///每天固定刷新的任务ID /// public int[] DailyFixedTask; /// ///战斗护盾超上限存在时间 /// public int[] CombatShieldLimitTimes; /// ///排位赛积分算法 123星给多少积分 /// public int[] QualifyingScore; /// ///战斗中击杀敌人获得能量 /// public float CombatKillGainEnergy; /// ///打工收货最少间隔时间 /// public int WorkGainTime; /// ///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 /// public int[] RebirthTime; /// ///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 /// public int[] isRebirthAll; /// ///资源副本关卡计时(秒) /// public int Sourcestagetime; /// ///护盾最多不能超过自身生命上限的xx% /// public int CombatMaxShield; /// ///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% /// public int[] DamadgeUpRate; /// ///自动堆叠开启时,只对血量大于X%的英雄生效 /// public int AutoStackLimitHp; /// ///击落当前生命百分比临界值 50=50% /// public int FalldownHpLimit; /// ///2~4号位主动堆叠CD &1号位按钮CD (跌落恢复生效) /// public float UIHeroChangeStateCD; /// ///2~4号位主动跌落CD (跌落恢复无效) /// public float JumpCD; /// ///被跌落后重新可堆叠的CD时间(秒) (跌落恢复生效) /// public int RepilingCD; /// ///堆叠中击落1级预警(%生命值) 2级预警 = 1级预警 / 2 /// public int FalldownEarlyWarning; /// ///遗物随机属性范围M /// public float M; /// ///遗物随机属性范围N /// public float N; /// ///遗物随机属性范围A /// public float A; /// ///铁匠铺加速道具加速比例 1000=100% /// public int AccValue; /// ///每一个加速道具持续时间,单位秒 /// public int AccTime; /// ///加速道具ID /// public int AccItem; /// ///每日获得经验上限 /// public int DailyExpLimit; /// ///每点体力获得经验 /// public int PowerToExp; /// ///初始体力上限 /// public int InitialPower; /// ///每N分钟回复1点体力 /// public int PowerRecover; /// ///血攻比X 计算评分用 /// public float HpvsAtt; /// ///次级属性评分放大常量K /// public float SubAttPara; /// ///初始英雄等级上限 /// public int DefaultHeroLevel; /// ///决定好友数量的飞艇等级节点 /// public int[] MaxFriendsLvl; /// ///好友数量 /// public int[] MaxFriendsNum; /// ///最大好友申请数量 /// public int MaxFriendsApply; /// ///推荐好友数量账号等级差 /// public int RecommendLvl; /// ///一次性推荐好友数量 /// public int RecommendNum; /// ///推荐好友自动刷新时间 单位:秒 /// public int RecommendRefreshTime; /// ///rogue玩法buff栏位数量上限 /// public int RogueBuffMax; /// ///rogue玩法默认buff栏位数量 /// public int RogueBuffCount; /// ///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 /// public float[] JingtongPara; /// ///战斗大招充能速度 0.2s充能x点 /// public float CombatEnergyGainSpeed; /// ///英雄的默认技能效果命中几率 75=75% /// public int SkillRate; /// ///怪物初始暴击几率 5=5% /// public int MonsterBasicCrit; /// ///怪物初始暴击伤害 130=130% /// public int MonsterBasicCritEfficiency; /// ///怪物默认效果命中 90=90% /// public int MonsterBasicEffcetHit; /// ///怪物初始效果抵抗 10=10% /// public int MonsterBasicEffcetRes; /// ///单人藏宝图上限 /// public int TreasureMapCountSingle; /// ///多人藏宝图上限 /// public int TreasureMapCountTeam; /// ///体力硬上限 /// public int MaxPower; /// ///英雄品质带来的战力修正系数 R:SR:SSR /// public float[] PowerParaViaHeroQuality; /// ///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% /// public int[] GoldenRelicPowerPara; /// ///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 /// public float[] ExclusiveRelicPowerPara; /// ///轮回试炼1星分数 /// public int OneStarPoint; /// ///轮回试炼2星分数 /// public int TwoStarPoint; /// ///轮回试炼3星分数 /// public int ThreeStarPoint; /// ///轮回试炼每秒剩余时间分数 /// public int EachSecondPoint; /// ///购买体力时获得的体力值、钻石消耗、体力道具ID /// public int[] BuyPowerValues; /// ///单次使用or购买道具时的默认最大值 /// public int UseItemMaxNum; /// ///轮回试炼解锁时间 (分钟) /// public int TrialSettleTime; /// ///防具总等级三个档 /// public int[] EquipmentEffectLevel; /// ///矿工手环上限 /// public int MinerMax; /// ///标准模拟重置天数 /// public int RogueResetTime; /// ///被跌落后眩晕时间 /// public float FallVertigoTime; /// ///免伤属性最大值% /// public int DamageResistanceMaximum; /// ///新手招募最大招募次数 /// public int MaxBiginnerSummon; /// ///新手招募一次十连消耗票数量 /// public int BiginnerSummonPrice; /// ///新手招募自选宝箱ID /// public int BiginnerSummonBox; /// ///新手招募抽完次数获得宝箱 /// public int BiginnerSummonAward; /// ///残响词条各档位饱和度SABCD /// public float[] relicPara1; /// ///残响词条档位随机权重 SABCD /// public int[] relicPara2; /// ///残响随机词条重复生成位置权重 SABCD /// public int[] relicPara3; /// ///残响可被强化的等级上限 +3/6/9/12/15 /// public int[] relicPara4; /// ///各品质残响初始化时带的词条数量 quality /// public int[] relicPara5; /// ///各品质残响初始化时带的词条数量 词条数量 /// public int[] relicPara6; /// ///神器最大等级限制(1人/2人) /// public int[] GoldenRelicLevelLimit; /// ///世界boss结算时刻 (24小时) /// public int WorldBossSettleTime; /// ///世界boss结算时刻 (24小时) /// public int WorldBossRewardTime; /// ///藏宝图中提升警戒度需要的数量 /// public int[] AlertLvlNum; /// ///秘石激活特效提供评分加成 /// public float GemSkillActivatedPara; /// ///1点体力获得多少飞艇经验 /// public float EnageToExp; /// ///1点飞艇经验转化成的道具ID和数量 /// public int[] ExpToItem; /// ///省电模式息屏时间(秒) /// public int EnergySaveTime; /// ///残响背包数量上限 /// public int MaxRelic; /// ///藏宝图活动赞助100%价值 /// public int ActivityTreasureMapMax; /// ///所有页面默认显示的货币道具ID /// public int[] DefaultCurrency; /// ///赛季rogue中,战斗失败失去的矿工手环比例。 100=100% /// public int RogueBraceletLose; /// ///未鉴定古代物品价值 (绿;蓝;紫;橙) /// public int[] AncientValue; /// ///首充奖励道具ids /// public int[] firstPrizeIDs; /// ///首充奖励道具数量 /// public int[] firstPrizeNums; /// ///残响本每日额外奖励次数 /// public int ChallengeExtraRewardCount; /// ///共斗低级奖励次每日限制次数 /// public int FightTogetherLowAwardLimitCount; /// ///英雄招募抽到SSR的最低概率标准 /// public float SSRrateMin; /// ///英雄招募抽到SSR的最高概率标准 /// public float SSRrateMax; } } // End of Auto Generated Code