| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164 | // Auto Generated Code By excel2json// Generate From Excel\Buff.xlsx. SheetName: BuffConfigusing System;using Fort23.GameData;namespace Excel2Json{	[Config(prefab = "BuffConfig.json")]	public partial class BuffConfigHolder : ConfigHolder<BuffConfig>
	{	}	[Serializable]	public struct BuffConfig : IConfig
	{		public int GetID() {return ID;} 		/// <summary>		///ID (id段不再区分debuff和buff)		/// </summary>public int ID;		/// <summary>		///稀有度 1=初级 2=中级 3=高级 4=传奇 		/// </summary>public int Rare;		/// <summary>		///对立组		/// </summary>public int opposite;		/// <summary>		///图标		/// </summary>public string icon;		/// <summary>		///buff名称		/// </summary>public int buffName;		/// <summary>		///buff描述		/// </summary>public int buffEffectDes;		/// <summary>		///buff组 详细见buff组说明		/// </summary>public int buffGroup;		/// <summary>		///叠加个数(超过后不在有新效果)		/// </summary>public int overlayCount;		/// <summary>		///效果值		/// </summary>public float[] effectValue;		/// <summary>		///衰弱%		/// </summary>public int graduallyDecrease;		/// <summary>		///提升战力(百分比)		/// </summary>public int Power;		/// <summary>		///计时类型 1.统一计时 2.独自计时		/// </summary>public int timeType;		/// <summary>		///受衰弱影响的下标 0=第一个		/// </summary>public int[] effectIndex;		/// <summary>		///默认持续时间 -1是永久(技能里可以修改这个值)		/// </summary>public float buffTime;		/// <summary>		///1=buff 2=debuff 3=中立		/// </summary>public int buffType;		/// <summary>		///0.普通buff 1.进阶buff		/// </summary>public int attentionType;		/// <summary>		///驱散类型 1=能驱散 2=不能驱散		/// </summary>public int dispelType;		/// <summary>		///是否是控制buff 1=是 0=不是		/// </summary>public int IsControlBuff;		/// <summary>		///是否暂停小技能计时 1=是 0=不是		/// </summary>public int IsStopSmallSkill;		/// <summary>		///是否隐藏图标 1=是 0=不是		/// </summary>public int IsHideIcon;		/// <summary>		///0=无激活条件 1=火属性 2=冰属性 3=雷属性		/// </summary>public int EnableType;		/// <summary>		///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		/// </summary>public int isTeam;		/// <summary>		///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		/// </summary>public int abyssBuffType;		/// <summary>		///脚本名字		/// </summary>public string scriptsName;	}}// End of Auto Generated Code
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