// Auto Generated Code By excel2json // Generate From Excel\Buff.xlsx. SheetName: BuffConfig using System; using Fort23.GameData; namespace Excel2Json { [Config(prefab = "BuffConfig.json")] public partial class BuffConfigHolder : ConfigHolder { } [Serializable] public struct BuffConfig : IConfig { public int GetID() {return ID;} /// ///ID (id段不再区分debuff和buff) /// public int ID; /// ///稀有度 1=初级 2=中级 3=高级 4=传奇 /// public int Rare; /// ///对立组 /// public int opposite; /// ///图标 /// public string icon; /// ///buff名称 /// public int buffName; /// ///buff描述 /// public int buffEffectDes; /// ///buff组 详细见buff组说明 /// public int buffGroup; /// ///叠加个数(超过后不在有新效果) /// public int overlayCount; /// ///效果值 /// public float[] effectValue; /// ///衰弱% /// public int graduallyDecrease; /// ///提升战力(百分比) /// public int Power; /// ///计时类型 1.统一计时 2.独自计时 /// public int timeType; /// ///受衰弱影响的下标 0=第一个 /// public int[] effectIndex; /// ///默认持续时间 -1是永久(技能里可以修改这个值) /// public float buffTime; /// ///1=buff 2=debuff 3=中立 /// public int buffType; /// ///0.普通buff 1.进阶buff /// public int attentionType; /// ///驱散类型 1=能驱散 2=不能驱散 /// public int dispelType; /// ///是否是控制buff 1=是 0=不是 /// public int IsControlBuff; /// ///是否暂停小技能计时 1=是 0=不是 /// public int IsStopSmallSkill; /// ///是否隐藏图标 1=是 0=不是 /// public int IsHideIcon; /// ///0=无激活条件 1=火属性 2=冰属性 3=雷属性 /// public int EnableType; /// ///0=作用自己 1=作用于所有英雄 2=作用于所有敌人 3=作用于所有英雄和敌人 /// public int isTeam; /// ///1.课题机制 2.深渊 3.火 4.冰 5.雷 6.初始课题 7.冒险 8.debuff 9.拟态科技 /// public int abyssBuffType; /// ///脚本名字 /// public string scriptsName; } } // End of Auto Generated Code