// Auto Generated Code By excel2json // Generate From Excel\HeroPowerUp.xlsx. SheetName: HeroPowerUpConfig using System; using Fort23.GameData; namespace Excel2Json { [Config(prefab = "HeroPowerUpConfig.json")] public partial class HeroPowerUpConfigHolder : ConfigHolder { } [Serializable] public struct HeroPowerUpConfig : IConfig { public int GetID() {return ID;} /// ///ID /// #if !COMBAT_SERVER public int ID; #else public int ID{ set; get; } #endif /// ///玩家修为境界(等级) /// #if !COMBAT_SERVER public int HeroLevel; #else public int HeroLevel{ set; get; } #endif /// ///大境界ID /// #if !COMBAT_SERVER public int jingjie1; #else public int jingjie1{ set; get; } #endif /// ///中境界ID /// #if !COMBAT_SERVER public int jingjie2; #else public int jingjie2{ set; get; } #endif /// ///小境界ID /// #if !COMBAT_SERVER public int jingjie3; #else public int jingjie3{ set; get; } #endif /// ///境界语言表ID /// #if !COMBAT_SERVER public int[] jingjieLanIDs; #else public int[] jingjieLanIDs{ set; get; } #endif /// ///升级所需修为值 (-1代表最大等级) /// #if !COMBAT_SERVER public int levelUpExp; #else public int levelUpExp{ set; get; } #endif /// ///渡劫必须战斗ID /// #if !COMBAT_SERVER public int DujieLevelbattleID; #else public int DujieLevelbattleID{ set; get; } #endif /// ///战斗增加渡劫几率 /// #if !COMBAT_SERVER public int DujieRateviaBattle; #else public int DujieRateviaBattle{ set; get; } #endif /// ///渡劫必需道具ID /// #if !COMBAT_SERVER public int[] DujieMustItemIDs; #else public int[] DujieMustItemIDs{ set; get; } #endif /// ///渡劫必需道具数量 /// #if !COMBAT_SERVER public int[] DujieMustItemValues; #else public int[] DujieMustItemValues{ set; get; } #endif /// ///渡劫选有道具IDs /// #if !COMBAT_SERVER public int[] DujieItemIDs; #else public int[] DujieItemIDs{ set; get; } #endif /// ///渡劫选有道具数量 /// #if !COMBAT_SERVER public int[] DujieItemValues; #else public int[] DujieItemValues{ set; get; } #endif /// ///雷劫伤害 要填下限和上限 /// #if !COMBAT_SERVER public int[] LeijieDamages; #else public int[] LeijieDamages{ set; get; } #endif /// ///生命倍率 /// #if !COMBAT_SERVER public float HPFactor; #else public float HPFactor{ set; get; } #endif /// ///攻击倍率 /// #if !COMBAT_SERVER public float ATKFactor; #else public float ATKFactor{ set; get; } #endif /// ///防御倍率 /// #if !COMBAT_SERVER public float DEFFactor; #else public float DEFFactor{ set; get; } #endif /// ///护盾倍率 /// #if !COMBAT_SERVER public float HudunFactor; #else public float HudunFactor{ set; get; } #endif /// ///防御系数K /// #if !COMBAT_SERVER public int defK; #else public int defK{ set; get; } #endif /// ///神识上限 /// #if !COMBAT_SERVER public int ShenshiMax; #else public int ShenshiMax{ set; get; } #endif /// ///每秒获得的修为值 /// #if !COMBAT_SERVER public float AutoXiuwei; #else public float AutoXiuwei{ set; get; } #endif /// ///雷劫失败扣除的当前等级修为百分比 /// #if !COMBAT_SERVER public int FailureExpReduce; #else public int FailureExpReduce{ set; get; } #endif /// ///主动功法可配置上限 /// #if !COMBAT_SERVER public int MaxActiveGongfaNum; #else public int MaxActiveGongfaNum{ set; get; } #endif /// ///被动功法可配置上限 /// #if !COMBAT_SERVER public int MaxPassiveGongfaNum; #else public int MaxPassiveGongfaNum{ set; get; } #endif /// ///法宝可配置上限 /// #if !COMBAT_SERVER public int MaxFabaoNum; #else public int MaxFabaoNum{ set; get; } #endif /// ///法力倍率 /// #if !COMBAT_SERVER public float MPFactor; #else public float MPFactor{ set; get; } #endif /// ///允许出现的最大挂机道友数量 /// #if !COMBAT_SERVER public int DaoyouCount; #else public int DaoyouCount{ set; get; } #endif } } // End of Auto Generated Code