// Auto Generated Code By excel2json // Generate From Excel\HeroRelic.xlsx. SheetName: RelicRandomConfig using System; using Fort23.GameData; namespace Excel2Json { [Config(prefab = "RelicRandomConfig.json")] public partial class RelicRandomConfigHolder : ConfigHolder { } [Serializable] public struct RelicRandomConfig : IConfig { public int GetID() {return ID;} /// ///ID /// public int ID; /// ///品质 /// public int Quality; /// ///星级 /// public int star; /// ///强化等级 /// public int Level; /// ///生命 /// public int MainAttRange1; /// ///攻击 /// public int MainAttRange2; /// ///威力 /// public int MainAttRange3; /// ///防御 /// public int MainAttRange4; /// ///暴击几率 /// public int MainAttRange5; /// ///秒伤加成 /// public int MainAttRange6; /// ///暴击伤害 /// public int MainAttRange7; /// ///攻速加成 /// public int MainAttRange8; /// ///生命加成 /// public int MainAttRange9; /// ///防御加成 /// public int MainAttRange10; /// ///跌落恢复 /// public int MainAttRange11; /// ///效果抗性 /// public int MainAttRange12; /// ///充能加速 /// public int MainAttRange13; /// ///冷却缩减 /// public int MainAttRange14; /// ///效果命中 /// public int MainAttRange15; /// ///治疗加成 /// public int MainAttRange16; /// /// /// public int MainBattlePower; /// ///词条评分 /// public int AddPower; /// ///生命 /// public int AttRange1; /// ///攻击 /// public int AttRange2; /// ///威力 /// public int AttRange3; /// ///防御 /// public int AttRange4; /// ///暴击几率 /// public int AttRange5; /// ///秒伤加成 /// public int AttRange6; /// ///暴击伤害 /// public int AttRange7; /// ///攻速加成 /// public int AttRange8; /// ///生命加成 /// public int AttRange9; /// ///防御加成 /// public int AttRange10; /// ///跌落恢复 /// public int AttRange11; /// ///效果抗性 /// public int AttRange12; /// ///充能加速 /// public int AttRange13; /// ///冷却缩减 /// public int AttRange14; /// ///效果命中 /// public int AttRange15; /// ///治疗加成 /// public int AttRange16; } } // End of Auto Generated Code