| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200 | // Auto Generated Code By excel2json// Generate From Excel\GameConstant.xlsx. SheetName: GameConstantConfigusing System;using Fort23.GameData;namespace Excel2Json{	[Config(prefab = "GameConstantConfig.json")]	public partial class GameConstantConfigHolder : ConfigHolder<GameConstantConfig>
	{	}	[Serializable]	public struct GameConstantConfig : IConfig
	{		public int GetID() {return ID;} 		/// <summary>		///		/// </summary>#if !COMBAT_SERVER		public int ID;#else		public int ID{ set; get; }#endif				/// <summary>		///刷新时间点(utc+8时间)		/// </summary>#if !COMBAT_SERVER		public int refreshTime;#else		public int refreshTime{ set; get; }#endif				/// <summary>		///英雄初始暴击几率 5=5%		/// </summary>#if !COMBAT_SERVER		public int HeroInitialCriRate;#else		public int HeroInitialCriRate{ set; get; }#endif				/// <summary>		///英雄初始暴击伤害百分比 150=150%		/// </summary>#if !COMBAT_SERVER		public int HeroInitialCriDamage;#else		public int HeroInitialCriDamage{ set; get; }#endif				/// <summary>		///稀有度属性倍率 100=100% r;sr;ssr 依次递增		/// </summary>#if !COMBAT_SERVER		public int[] heroRarityAttributeFactor;#else		public int[] heroRarityAttributeFactor{ set; get; }#endif				/// <summary>		///怪物稀有度属性倍率 100=100% 小兵;精英1;精英2;BOSS;精英3		/// </summary>#if !COMBAT_SERVER		public int[] monsterRarityAttributeFactor;#else		public int[] monsterRarityAttributeFactor{ set; get; }#endif				/// <summary>		///最大星级		/// </summary>#if !COMBAT_SERVER		public int maxStar;#else		public int maxStar{ set; get; }#endif				/// <summary>		///最大等级		/// </summary>#if !COMBAT_SERVER		public int maxLv;#else		public int maxLv{ set; get; }#endif				/// <summary>		///装备稀有度属性倍率 100=100% 1:白色 2:绿色 3:蓝色 4:紫色 5:橙色 6:暗金 7:远古		/// </summary>#if !COMBAT_SERVER		public int[] equipmentRarityAttributeFactor;#else		public int[] equipmentRarityAttributeFactor{ set; get; }#endif				/// <summary>		///每多少神识探测事件数量		/// </summary>#if !COMBAT_SERVER		public int DetectEventCount;#else		public int DetectEventCount{ set; get; }#endif				/// <summary>		///角色每有一个功法槽位,圈速增加的基础毫秒数 怪物每有一个功法,全速增加的基础毫秒秒数		/// </summary>#if !COMBAT_SERVER		public float BasicCDperSkill;#else		public float BasicCDperSkill{ set; get; }#endif				/// <summary>		/// 道友挂机出现间隔(秒)		/// </summary>#if !COMBAT_SERVER		public int Daoyoushowuptime;#else		public int Daoyoushowuptime{ set; get; }#endif				/// <summary>		/// 道友挂机时常范围(秒)		/// </summary>#if !COMBAT_SERVER		public int[] DaoyouguajiDuration;#else		public int[] DaoyouguajiDuration{ set; get; }#endif				/// <summary>		///刷新关联事件概率 (100=100%)		/// </summary>#if !COMBAT_SERVER		public int RefreshRelevanceEventProbability;#else		public int RefreshRelevanceEventProbability{ set; get; }#endif				/// <summary>		///神识恢复速率 每{0}秒恢复{1}点		/// </summary>#if !COMBAT_SERVER		public float[] shenshiRecoverSpeed;#else		public float[] shenshiRecoverSpeed{ set; get; }#endif				/// <summary>		///挂机事件结束后下个挂机事件出现的时间间隔(最小和最大秒)		/// </summary>#if !COMBAT_SERVER		public int[] GuajiCD;#else		public int[] GuajiCD{ set; get; }#endif				/// <summary>		///乾坤袋最大追溯时间(秒)		/// </summary>#if !COMBAT_SERVER		public int qiankundaiMaxTime;#else		public int qiankundaiMaxTime{ set; get; }#endif				/// <summary>		///神识恢复速率 每天前{0}点神识恢复速率为{1}点/秒,之后恢复速率为{2}点/秒		/// </summary>#if !COMBAT_SERVER		public float[] shenshiPointRecSPD;#else		public float[] shenshiPointRecSPD{ set; get; }#endif			}}// End of Auto Generated Code
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