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- // Auto Generated Code By excel2json
- // Generate From Excel\GameConstant.xlsx. SheetName: GameConstantConfig
- using 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>
- public int ID;
- /// <summary>
- ///攻击系数T1 伤害公式中,计算秒伤的系数,200=200%
- /// </summary>
- public int damageFactor1;
- /// <summary>
- ///攻击系数T2 伤害公式,400=400%
- /// </summary>
- public int damageFactor2;
- /// <summary>
- ///刷新时间点(utc+8时间)
- /// </summary>
- public int refreshTime;
- /// <summary>
- ///英雄原生稀有度分解获得碎片 1=R卡,2=SR卡,3=SSR卡,4=SP卡
- /// </summary>
- public int[] HeroShardDecomposeType;
- /// <summary>
- ///英雄原生稀有度分解获得碎片数量
- /// </summary>
- public int[] HeroShardDecomposeNum;
- /// <summary>
- ///英雄初始暴击几率 5=5%
- /// </summary>
- public int HeroInitialCriRate;
- /// <summary>
- ///英雄初始暴击伤害百分比 150=150%
- /// </summary>
- public int HeroInitialCriDamage;
- /// <summary>
- ///武器星级属性增幅 1=1星,依次类推
- /// </summary>
- public int[] WeaponStar;
- /// <summary>
- ///武器星级属性增幅 10=10%
- /// </summary>
- public int[] WeaponStarValue;
- /// <summary>
- ///武器每个星级下1技能的等级情况
- /// </summary>
- public int[] WeaponSkillLevel1;
- /// <summary>
- ///武器每个星级下2技能的等级情况
- /// </summary>
- public int[] WeaponSkillLevel2;
- /// <summary>
- ///武器每个星级下3技能的等级情况
- /// </summary>
- public int[] WeaponSkillLevel3;
- /// <summary>
- ///宝石槽解锁所需飞艇等级 1=第1个槽,依次类推
- /// </summary>
- public int[] baoshiUnlockNum;
- /// <summary>
- ///宝石槽解锁所需飞艇等级
- /// </summary>
- public int[] baoshiUnlockLevel;
- /// <summary>
- ///寻找目标公式参数K
- /// </summary>
- public float FindTargetParameter;
- /// <summary>
- ///UI面板英雄大招公共cd
- /// </summary>
- public float UIHeroSkillCD;
- /// <summary>
- ///随身装备默认装备部位 1=头部 2=衣服 3=手腕
- /// </summary>
- public int[] EquipDefaultID;
- /// <summary>
- ///随身装备默认装备ID
- /// </summary>
- public int[] EquipDefaultItemID;
- /// <summary>
- ///武器升级所需材料序列ID
- /// </summary>
- public int[] WeaponLevelupCailiaoID;
- /// <summary>
- ///宠物天生技能累加修正系数(放大100倍存储)
- /// </summary>
- public int[] PetSkillPara;
- /// <summary>
- ///宠物送礼前3次加倍系数(3=3倍)
- /// </summary>
- public int PetGiftGivingPara;
- /// <summary>
- ///更改账号名称所需钻石数量
- /// </summary>
- public int RenameDiamondCost;
- /// <summary>
- ///默认飞艇(账号)等级上限
- /// </summary>
- public int DefaultPlayerLevelLimit;
- /// <summary>
- ///飞艇显示等级 在此之前为剪影
- /// </summary>
- public int AirShipShowLevel;
- /// <summary>
- ///开放的章节数
- /// </summary>
- public int AllowChapter;
- /// <summary>
- ///深渊开放的最大层数
- /// </summary>
- public int AllowAbyssLevel;
- /// <summary>
- ///预设队伍默认数量
- /// </summary>
- public int FormationLimit;
- /// <summary>
- ///防御公式K
- /// </summary>
- public int defK;
- /// <summary>
- ///寻找目标公式参数K
- /// </summary>
- public float FindTargetParameter_1;
- /// <summary>
- ///羁绊升级需要的经验
- /// </summary>
- public int[] HeroFriendShipMaxExes;
- /// <summary>
- ///物品不同稀有度增加的经验基础值
- /// </summary>
- public int[] itemFetterExp;
- /// <summary>
- ///藏宝图刷新上限(好友/工会/公共)
- /// </summary>
- public int[] TreasureMapRefreshCount;
- /// <summary>
- ///藏宝图房间倒计时,分钟
- /// </summary>
- public int TreasureMapRoomCDTime;
- /// <summary>
- ///藏宝图区域倒计时,分钟
- /// </summary>
- public int TreasureMapAreaCDTime;
- /// <summary>
- ///四星、五星藏宝图每天领奖次数
- /// </summary>
- public int[] TreasureMapAwardMaxCnt;
- /// <summary>
- ///秘石替换所需钻石数量
- /// </summary>
- public int ChangeGemCost;
- /// <summary>
- ///资源副本自动战斗次数上限
- /// </summary>
- public int ResourceAutoLimit;
- /// <summary>
- ///常规玩法结算时获得奇遇任务的几率 100=100%
- /// </summary>
- public int SpeMissonChance;
- /// <summary>
- ///打工玩法结算时获得奇遇任务的最大几率 100=100%
- /// </summary>
- public int WorkMissonChance;
- /// <summary>
- ///每天刷新日常悬赏的数量
- /// </summary>
- public int DailyTask;
- /// <summary>
- ///排位赛单赛季持续天数 (重置天数)
- /// </summary>
- public int QualifyingResetDays;
- /// <summary>
- ///主线关卡普通难度每个关卡可复活次数 (-1表示无限)
- /// </summary>
- public int ResurrectionTimeNormal;
- /// <summary>
- ///思考要不要复活的时间 (超过算失败)
- /// </summary>
- public int ResurrectioThinkTime;
- /// <summary>
- ///普通主线关卡复活消耗道具类型 (优先消耗第一种,没有时消耗第二种)
- /// </summary>
- public int[] ResurrectionCostItem;
- /// <summary>
- ///普通主线关卡复活消耗道具数量 前5个是第1种道具前5次的数量,后5个是第2种道具前5次的数量,超过5次都按第5次算。
- /// </summary>
- public int[] ResurrectionCostNumFirst;
- /// <summary>
- ///每天固定刷新的任务ID
- /// </summary>
- public int[] DailyFixedTask;
- /// <summary>
- ///战斗护盾超上限存在时间
- /// </summary>
- public int[] CombatShieldLimitTimes;
- /// <summary>
- ///排位赛积分算法 123星给多少积分
- /// </summary>
- public int[] QualifyingScore;
- /// <summary>
- ///战斗中击杀敌人获得能量
- /// </summary>
- public float CombatKillGainEnergy;
- /// <summary>
- ///打工收货最少间隔时间
- /// </summary>
- public int WorkGainTime;
- /// <summary>
- ///1=主线普通复活次数 2=主线高难复活次数 3=藏宝图复活次数
- /// </summary>
- public int[] RebirthTime;
- /// <summary>
- ///1=主线普通战后是否全部复活 2=主线高难战后是否全部复活
- /// </summary>
- public int[] isRebirthAll;
- /// <summary>
- ///资源副本关卡计时(秒)
- /// </summary>
- public int Sourcestagetime;
- /// <summary>
- ///护盾最多不能超过自身生命上限的xx%
- /// </summary>
- public int CombatMaxShield;
- /// <summary>
- ///堆叠人数对全队的最终伤害加成百分比(独立增伤)(2人/3人/4人) 50=50%
- /// </summary>
- public int[] DamadgeUpRate;
- /// <summary>
- ///自动堆叠开启时,只对血量大于X%的英雄生效
- /// </summary>
- public int AutoStackLimitHp;
- /// <summary>
- ///击落当前生命百分比临界值 50=50%
- /// </summary>
- public int FalldownHpLimit;
- /// <summary>
- ///2~4号位主动堆叠CD &1号位按钮CD (跌落恢复生效)
- /// </summary>
- public float UIHeroChangeStateCD;
- /// <summary>
- ///2~4号位主动跌落CD (跌落恢复无效)
- /// </summary>
- public float JumpCD;
- /// <summary>
- ///被跌落后重新可堆叠的CD时间(秒) (跌落恢复生效)
- /// </summary>
- public int RepilingCD;
- /// <summary>
- ///堆叠中击落1级预警(%生命值) 2级预警 = 1级预警 / 2
- /// </summary>
- public int FalldownEarlyWarning;
- /// <summary>
- ///遗物随机属性范围M
- /// </summary>
- public float M;
- /// <summary>
- ///遗物随机属性范围N
- /// </summary>
- public float N;
- /// <summary>
- ///遗物随机属性范围A
- /// </summary>
- public float A;
- /// <summary>
- ///铁匠铺加速道具加速比例 1000=100%
- /// </summary>
- public int AccValue;
- /// <summary>
- ///每一个加速道具持续时间,单位秒
- /// </summary>
- public int AccTime;
- /// <summary>
- ///加速道具ID
- /// </summary>
- public int AccItem;
- /// <summary>
- ///每日获得经验上限
- /// </summary>
- public int DailyExpLimit;
- /// <summary>
- ///每点体力获得经验
- /// </summary>
- public int PowerToExp;
- /// <summary>
- ///初始体力上限
- /// </summary>
- public int InitialPower;
- /// <summary>
- ///每N分钟回复1点体力
- /// </summary>
- public int PowerRecover;
- /// <summary>
- ///血攻比X 计算评分用
- /// </summary>
- public float HpvsAtt;
- /// <summary>
- ///次级属性评分放大常量K
- /// </summary>
- public float SubAttPara;
- /// <summary>
- ///初始英雄等级上限
- /// </summary>
- public int DefaultHeroLevel;
- /// <summary>
- ///决定好友数量的飞艇等级节点
- /// </summary>
- public int[] MaxFriendsLvl;
- /// <summary>
- ///好友数量
- /// </summary>
- public int[] MaxFriendsNum;
- /// <summary>
- ///最大好友申请数量
- /// </summary>
- public int MaxFriendsApply;
- /// <summary>
- ///推荐好友数量账号等级差
- /// </summary>
- public int RecommendLvl;
- /// <summary>
- ///一次性推荐好友数量
- /// </summary>
- public int RecommendNum;
- /// <summary>
- ///推荐好友自动刷新时间 单位:秒
- /// </summary>
- public int RecommendRefreshTime;
- /// <summary>
- ///rogue玩法buff栏位数量上限
- /// </summary>
- public int RogueBuffMax;
- /// <summary>
- ///rogue玩法默认buff栏位数量
- /// </summary>
- public int RogueBuffCount;
- /// <summary>
- ///精通属性根据不同职业增加的常量值 1=1% 坦克/治疗/辅助/输出
- /// </summary>
- public float[] JingtongPara;
- /// <summary>
- ///战斗大招充能速度 0.2s充能x点
- /// </summary>
- public float CombatEnergyGainSpeed;
- /// <summary>
- ///英雄的默认技能效果命中几率 75=75%
- /// </summary>
- public int SkillRate;
- /// <summary>
- ///怪物初始暴击几率 5=5%
- /// </summary>
- public int MonsterBasicCrit;
- /// <summary>
- ///怪物初始暴击伤害 130=130%
- /// </summary>
- public int MonsterBasicCritEfficiency;
- /// <summary>
- ///怪物默认效果命中 90=90%
- /// </summary>
- public int MonsterBasicEffcetHit;
- /// <summary>
- ///怪物初始效果抵抗 10=10%
- /// </summary>
- public int MonsterBasicEffcetRes;
- /// <summary>
- ///单人藏宝图上限
- /// </summary>
- public int TreasureMapCountSingle;
- /// <summary>
- ///多人藏宝图上限
- /// </summary>
- public int TreasureMapCountTeam;
- /// <summary>
- ///体力硬上限
- /// </summary>
- public int MaxPower;
- /// <summary>
- ///英雄品质带来的战力修正系数 R:SR:SSR
- /// </summary>
- public float[] PowerParaViaHeroQuality;
- /// <summary>
- ///英雄激活神器的额外特效时的加成系数(取光明+黑暗特效的技能总等级,一共10级) 30=30%
- /// </summary>
- public int[] GoldenRelicPowerPara;
- /// <summary>
- ///各星级专属遗物特效被激活时提供的战力加成系数 1星;2星;3星
- /// </summary>
- public float[] ExclusiveRelicPowerPara;
- /// <summary>
- ///轮回试炼1星分数
- /// </summary>
- public int OneStarPoint;
- /// <summary>
- ///轮回试炼2星分数
- /// </summary>
- public int TwoStarPoint;
- /// <summary>
- ///轮回试炼3星分数
- /// </summary>
- public int ThreeStarPoint;
- /// <summary>
- ///轮回试炼每秒剩余时间分数
- /// </summary>
- public int EachSecondPoint;
- /// <summary>
- ///购买体力时获得的体力值、钻石消耗、体力道具ID
- /// </summary>
- public int[] BuyPowerValues;
- /// <summary>
- ///单次使用or购买道具时的默认最大值
- /// </summary>
- public int UseItemMaxNum;
- /// <summary>
- ///轮回试炼解锁时间 (分钟)
- /// </summary>
- public int TrialSettleTime;
- /// <summary>
- ///防具总等级三个档
- /// </summary>
- public int[] EquipmentEffectLevel;
- /// <summary>
- ///矿工手环上限
- /// </summary>
- public int MinerMax;
- /// <summary>
- ///标准模拟重置天数
- /// </summary>
- public int RogueResetTime;
- /// <summary>
- ///被跌落后眩晕时间
- /// </summary>
- public float FallVertigoTime;
- /// <summary>
- ///免伤属性最大值%
- /// </summary>
- public int DamageResistanceMaximum;
- /// <summary>
- ///新手招募最大招募次数
- /// </summary>
- public int MaxBiginnerSummon;
- /// <summary>
- ///新手招募一次十连消耗票数量
- /// </summary>
- public int BiginnerSummonPrice;
- /// <summary>
- ///新手招募自选宝箱ID
- /// </summary>
- public int BiginnerSummonBox;
- /// <summary>
- ///新手招募抽完次数获得宝箱
- /// </summary>
- public int BiginnerSummonAward;
- /// <summary>
- ///残响词条各档位饱和度SABCD
- /// </summary>
- public float[] relicPara1;
- /// <summary>
- ///残响词条档位随机权重 SABCD
- /// </summary>
- public int[] relicPara2;
- /// <summary>
- ///残响随机词条重复生成位置权重 SABCD
- /// </summary>
- public int[] relicPara3;
- /// <summary>
- ///残响可被强化的等级上限 +3/6/9/12/15
- /// </summary>
- public int[] relicPara4;
- /// <summary>
- ///各品质残响初始化时带的词条数量 quality
- /// </summary>
- public int[] relicPara5;
- /// <summary>
- ///各品质残响初始化时带的词条数量 词条数量
- /// </summary>
- public int[] relicPara6;
- /// <summary>
- ///神器最大等级限制(1人/2人)
- /// </summary>
- public int[] GoldenRelicLevelLimit;
- /// <summary>
- ///世界boss结算时刻 (24小时)
- /// </summary>
- public int WorldBossSettleTime;
- /// <summary>
- ///世界boss结算时刻 (24小时)
- /// </summary>
- public int WorldBossRewardTime;
- /// <summary>
- ///藏宝图中提升警戒度需要的数量
- /// </summary>
- public int[] AlertLvlNum;
- /// <summary>
- ///秘石激活特效提供评分加成
- /// </summary>
- public float GemSkillActivatedPara;
- /// <summary>
- ///1点体力获得多少飞艇经验
- /// </summary>
- public float EnageToExp;
- /// <summary>
- ///1点飞艇经验转化成的道具ID和数量
- /// </summary>
- public int[] ExpToItem;
- /// <summary>
- ///省电模式息屏时间(秒)
- /// </summary>
- public int EnergySaveTime;
- /// <summary>
- ///残响背包数量上限
- /// </summary>
- public int MaxRelic;
- /// <summary>
- ///藏宝图活动赞助100%价值
- /// </summary>
- public int ActivityTreasureMapMax;
- /// <summary>
- ///所有页面默认显示的货币道具ID
- /// </summary>
- public int[] DefaultCurrency;
- /// <summary>
- ///赛季rogue中,战斗失败失去的矿工手环比例。 100=100%
- /// </summary>
- public int RogueBraceletLose;
- /// <summary>
- ///未鉴定古代物品价值 (绿;蓝;紫;橙)
- /// </summary>
- public int[] AncientValue;
- /// <summary>
- ///首充奖励道具ids
- /// </summary>
- public int[] firstPrizeIDs;
- /// <summary>
- ///首充奖励道具数量
- /// </summary>
- public int[] firstPrizeNums;
- /// <summary>
- ///残响本每日额外奖励次数
- /// </summary>
- public int ChallengeExtraRewardCount;
- /// <summary>
- ///共斗低级奖励次每日限制次数
- /// </summary>
- public int FightTogetherLowAwardLimitCount;
- /// <summary>
- ///英雄招募抽到SSR的最低概率标准
- /// </summary>
- public float SSRrateMin;
- /// <summary>
- ///英雄招募抽到SSR的最高概率标准
- /// </summary>
- public float SSRrateMax;
- }
- }
- // End of Auto Generated Code
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