| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230 | // Auto Generated Code By excel2json// Generate From Excel\skill.xlsx. SheetName: SkillConfigusing System;using Fort23.GameData;namespace Excel2Json{	[Config(prefab = "SkillConfig.json")]	public partial class SkillConfigHolder : ConfigHolder<SkillConfig>
	{	}	[Serializable]	public struct SkillConfig : IConfig
	{		public int GetID() {return ID;} 		/// <summary>		///技能ID IDGroup+技能等级		/// </summary>#if !COMBAT_SERVER		public int ID;#else		public int ID{ set; get; }#endif				/// <summary>		///对应的碎片ID		/// </summary>#if !COMBAT_SERVER		public int PieceID;#else		public int PieceID{ set; get; }#endif				/// <summary>		///功法强度 基于标准强度的百分比 50=50%		/// </summary>#if !COMBAT_SERVER		public float power;#else		public float power{ set; get; }#endif				/// <summary>		///名称语言表ID		/// </summary>#if !COMBAT_SERVER		public int name;#else		public int name{ set; get; }#endif				/// <summary>		///描述语言表ID		/// </summary>#if !COMBAT_SERVER		public int dec;#else		public int dec{ set; get; }#endif				/// <summary>		///技能属性 1=金 2=水 4=木 8=火 16=土		/// </summary>#if !COMBAT_SERVER		public int attribute;#else		public int attribute{ set; get; }#endif				/// <summary>		///图标		/// </summary>#if !COMBAT_SERVER		public string icon;#else		public string icon{ set; get; }#endif				/// <summary>		///脚本名称		/// </summary>#if !COMBAT_SERVER		public string scriptName;#else		public string scriptName{ set; get; }#endif				/// <summary>		///技能组		/// </summary>#if !COMBAT_SERVER		public int IDGroup;#else		public int IDGroup{ set; get; }#endif				/// <summary>		///技能的timeline表现,没得就不填,这个可以程序填		/// </summary>#if !COMBAT_SERVER		public string timelineName;#else		public string timelineName{ set; get; }#endif				/// <summary>		///功法:多少圈释放1次 法宝:CD多少秒		/// </summary>#if !COMBAT_SERVER		public float cd;#else		public float cd{ set; get; }#endif				/// <summary>		///功法上阵后,大道增加的CD 大道的默认CD		/// </summary>#if !COMBAT_SERVER		public float addcd;#else		public float addcd{ set; get; }#endif				/// <summary>		///技能类型: 1=主动功法 2=被动功法 3=法宝技能 4=大道 		/// </summary>#if !COMBAT_SERVER		public int SkillType;#else		public int SkillType{ set; get; }#endif				/// <summary>		///星级		/// </summary>#if !COMBAT_SERVER		public int level;#else		public int level{ set; get; }#endif				/// <summary>		///效果值		/// </summary>#if !COMBAT_SERVER		public float[] effectValue;#else		public float[] effectValue{ set; get; }#endif				/// <summary>		///允许被加强的效果下表		/// </summary>#if !COMBAT_SERVER		public int[] intensifierIndex;#else		public int[] intensifierIndex{ set; get; }#endif				/// <summary>		///属性ID表内对应 101=生命百分比 102=攻击百分比 103=防御百分比 106~110=金木水火土灵根 		/// </summary>#if !COMBAT_SERVER		public int[] addPropertyType;#else		public int[] addPropertyType{ set; get; }#endif				/// <summary>		///具体效果值		/// </summary>#if !COMBAT_SERVER		public float[] addPropertyValue;#else		public float[] addPropertyValue{ set; get; }#endif				/// <summary>		///升星简短描述		/// </summary>#if !COMBAT_SERVER		public int PromoteLan;#else		public int PromoteLan{ set; get; }#endif				/// <summary>		///升星简短描述参数		/// </summary>#if !COMBAT_SERVER		public float[] PromoteLanPara;#else		public float[] PromoteLanPara{ set; get; }#endif				/// <summary>		///哪边的法宝被影响 0=无 1=前方 -1=后方		/// </summary>#if !COMBAT_SERVER		public float[] PromoteLanPara_1;#else		public float[] PromoteLanPara_1{ set; get; }#endif			}}// End of Auto Generated Code
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