GameConstantConfig.cs 15 KB

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  1. // Auto Generated Code By excel2json
  2. // Generate From Excel\GameConstant.xlsx. SheetName: GameConstantConfig
  3. using System;
  4. using Fort23.GameData;
  5. namespace Excel2Json
  6. {
  7. [Config(prefab = "GameConstantConfig.json")]
  8. public partial class GameConstantConfigHolder : ConfigHolder<GameConstantConfig> {
  9. }
  10. [Serializable]
  11. public struct GameConstantConfig : IConfig {
  12. public int GetID() {return ID;}
  13. /// <summary>
  14. ///
  15. /// </summary>
  16. public int ID;
  17. /// <summary>
  18. ///攻击系数T1 伤害公式中,计算秒伤的系数,200=200%
  19. /// </summary>
  20. public int damageFactor1;
  21. /// <summary>
  22. ///攻击系数T2 伤害公式,400=400%
  23. /// </summary>
  24. public int damageFactor2;
  25. /// <summary>
  26. ///刷新时间点(utc+8时间)
  27. /// </summary>
  28. public int refreshTime;
  29. /// <summary>
  30. ///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
  31. /// </summary>
  32. public int[] HeroShardDecomposeType;
  33. /// <summary>
  34. ///英雄原生稀有度分解获得碎片数量
  35. /// </summary>
  36. public int[] HeroShardDecomposeNum;
  37. /// <summary>
  38. ///英雄初始暴击几率 5=5%
  39. /// </summary>
  40. public int HeroInitialCriRate;
  41. /// <summary>
  42. ///英雄初始暴击伤害百分比 150=150%
  43. /// </summary>
  44. public int HeroInitialCriDamage;
  45. /// <summary>
  46. ///武器星级属性增幅 1=1星,依次类推
  47. /// </summary>
  48. public int[] WeaponStar;
  49. /// <summary>
  50. ///武器星级属性增幅 10=10%
  51. /// </summary>
  52. public int[] WeaponStarValue;
  53. /// <summary>
  54. ///武器每个星级下1技能的等级情况
  55. /// </summary>
  56. public int[] WeaponSkillLevel1;
  57. /// <summary>
  58. ///武器每个星级下2技能的等级情况
  59. /// </summary>
  60. public int[] WeaponSkillLevel2;
  61. /// <summary>
  62. ///武器每个星级下3技能的等级情况
  63. /// </summary>
  64. public int[] WeaponSkillLevel3;
  65. /// <summary>
  66. ///宝石槽解锁所需飞艇等级 1=第1个槽,依次类推
  67. /// </summary>
  68. public int[] baoshiUnlockNum;
  69. /// <summary>
  70. ///宝石槽解锁所需飞艇等级
  71. /// </summary>
  72. public int[] baoshiUnlockLevel;
  73. /// <summary>
  74. ///寻找目标公式参数K
  75. /// </summary>
  76. public float FindTargetParameter;
  77. /// <summary>
  78. ///UI面板英雄大招公共cd
  79. /// </summary>
  80. public float UIHeroSkillCD;
  81. /// <summary>
  82. ///随身装备默认装备部位 1=头部 2=衣服 3=手腕
  83. /// </summary>
  84. public int[] EquipDefaultID;
  85. /// <summary>
  86. ///随身装备默认装备ID
  87. /// </summary>
  88. public int[] EquipDefaultItemID;
  89. /// <summary>
  90. ///武器升级所需材料序列ID
  91. /// </summary>
  92. public int[] WeaponLevelupCailiaoID;
  93. /// <summary>
  94. ///宠物天生技能累加修正系数(放大100倍存储)
  95. /// </summary>
  96. public int[] PetSkillPara;
  97. /// <summary>
  98. ///宠物送礼前3次加倍系数(3=3倍)
  99. /// </summary>
  100. public int PetGiftGivingPara;
  101. /// <summary>
  102. ///更改账号名称所需钻石数量
  103. /// </summary>
  104. public int RenameDiamondCost;
  105. /// <summary>
  106. ///默认飞艇(账号)等级上限
  107. /// </summary>
  108. public int DefaultPlayerLevelLimit;
  109. /// <summary>
  110. ///飞艇显示等级 在此之前为剪影
  111. /// </summary>
  112. public int AirShipShowLevel;
  113. /// <summary>
  114. ///开放的章节数
  115. /// </summary>
  116. public int AllowChapter;
  117. /// <summary>
  118. ///深渊开放的最大层数
  119. /// </summary>
  120. public int AllowAbyssLevel;
  121. /// <summary>
  122. ///预设队伍默认数量
  123. /// </summary>
  124. public int FormationLimit;
  125. /// <summary>
  126. ///防御公式K
  127. /// </summary>
  128. public int defK;
  129. /// <summary>
  130. ///寻找目标公式参数K
  131. /// </summary>
  132. public float FindTargetParameter_1;
  133. /// <summary>
  134. ///羁绊升级需要的经验
  135. /// </summary>
  136. public int[] HeroFriendShipMaxExes;
  137. /// <summary>
  138. ///物品不同稀有度增加的经验基础值
  139. /// </summary>
  140. public int[] itemFetterExp;
  141. /// <summary>
  142. ///藏宝图刷新上限(好友/工会/公共)
  143. /// </summary>
  144. public int[] TreasureMapRefreshCount;
  145. /// <summary>
  146. ///藏宝图房间倒计时,分钟
  147. /// </summary>
  148. public int TreasureMapRoomCDTime;
  149. /// <summary>
  150. ///藏宝图区域倒计时,分钟
  151. /// </summary>
  152. public int TreasureMapAreaCDTime;
  153. /// <summary>
  154. ///四星、五星藏宝图每天领奖次数
  155. /// </summary>
  156. public int[] TreasureMapAwardMaxCnt;
  157. /// <summary>
  158. ///秘石替换所需钻石数量
  159. /// </summary>
  160. public int ChangeGemCost;
  161. /// <summary>
  162. ///资源副本自动战斗次数上限
  163. /// </summary>
  164. public int ResourceAutoLimit;
  165. /// <summary>
  166. ///常规玩法结算时获得奇遇任务的几率 100=100%
  167. /// </summary>
  168. public int SpeMissonChance;
  169. /// <summary>
  170. ///打工玩法结算时获得奇遇任务的最大几率 100=100%
  171. /// </summary>
  172. public int WorkMissonChance;
  173. /// <summary>
  174. ///每天刷新日常悬赏的数量
  175. /// </summary>
  176. public int DailyTask;
  177. /// <summary>
  178. ///排位赛单赛季持续天数 (重置天数)
  179. /// </summary>
  180. public int QualifyingResetDays;
  181. /// <summary>
  182. ///主线关卡普通难度每个关卡可复活次数 (-1表示无限)
  183. /// </summary>
  184. public int ResurrectionTimeNormal;
  185. /// <summary>
  186. ///思考要不要复活的时间 (超过算失败)
  187. /// </summary>
  188. public int ResurrectioThinkTime;
  189. /// <summary>
  190. ///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)
  191. /// </summary>
  192. public int[] ResurrectionCostItem;
  193. /// <summary>
  194. ///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。
  195. /// </summary>
  196. public int[] ResurrectionCostNumFirst;
  197. /// <summary>
  198. ///每天固定刷新的任务ID
  199. /// </summary>
  200. public int[] DailyFixedTask;
  201. /// <summary>
  202. ///战斗护盾超上限存在时间
  203. /// </summary>
  204. public int[] CombatShieldLimitTimes;
  205. /// <summary>
  206. ///排位赛积分算法 123星给多少积分
  207. /// </summary>
  208. public int[] QualifyingScore;
  209. /// <summary>
  210. ///战斗中击杀敌人获得能量
  211. /// </summary>
  212. public float CombatKillGainEnergy;
  213. /// <summary>
  214. ///打工收货最少间隔时间
  215. /// </summary>
  216. public int WorkGainTime;
  217. /// <summary>
  218. ///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
  219. /// </summary>
  220. public int[] RebirthTime;
  221. /// <summary>
  222. ///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
  223. /// </summary>
  224. public int[] isRebirthAll;
  225. /// <summary>
  226. ///资源副本关卡计时(秒)
  227. /// </summary>
  228. public int Sourcestagetime;
  229. /// <summary>
  230. ///护盾最多不能超过自身生命上限的xx%
  231. /// </summary>
  232. public int CombatMaxShield;
  233. /// <summary>
  234. ///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%
  235. /// </summary>
  236. public int[] DamadgeUpRate;
  237. /// <summary>
  238. ///自动堆叠开启时,只对血量大于X%的英雄生效
  239. /// </summary>
  240. public int AutoStackLimitHp;
  241. /// <summary>
  242. ///击落当前生命百分比临界值 50=50%
  243. /// </summary>
  244. public int FalldownHpLimit;
  245. /// <summary>
  246. ///2~4号位主动堆叠CD &1号位按钮CD (跌落恢复生效)
  247. /// </summary>
  248. public float UIHeroChangeStateCD;
  249. /// <summary>
  250. ///2~4号位主动跌落CD (跌落恢复无效)
  251. /// </summary>
  252. public float JumpCD;
  253. /// <summary>
  254. ///被跌落后重新可堆叠的CD时间(秒) (跌落恢复生效)
  255. /// </summary>
  256. public int RepilingCD;
  257. /// <summary>
  258. ///堆叠中击落1级预警(%生命值) 2级预警 = 1级预警 / 2
  259. /// </summary>
  260. public int FalldownEarlyWarning;
  261. /// <summary>
  262. ///遗物随机属性范围M
  263. /// </summary>
  264. public float M;
  265. /// <summary>
  266. ///遗物随机属性范围N
  267. /// </summary>
  268. public float N;
  269. /// <summary>
  270. ///遗物随机属性范围A
  271. /// </summary>
  272. public float A;
  273. /// <summary>
  274. ///铁匠铺加速道具加速比例 1000=100%
  275. /// </summary>
  276. public int AccValue;
  277. /// <summary>
  278. ///每一个加速道具持续时间,单位秒
  279. /// </summary>
  280. public int AccTime;
  281. /// <summary>
  282. ///加速道具ID
  283. /// </summary>
  284. public int AccItem;
  285. /// <summary>
  286. ///每日获得经验上限
  287. /// </summary>
  288. public int DailyExpLimit;
  289. /// <summary>
  290. ///每点体力获得经验
  291. /// </summary>
  292. public int PowerToExp;
  293. /// <summary>
  294. ///初始体力上限
  295. /// </summary>
  296. public int InitialPower;
  297. /// <summary>
  298. ///每N分钟回复1点体力
  299. /// </summary>
  300. public int PowerRecover;
  301. /// <summary>
  302. ///血攻比X 计算评分用
  303. /// </summary>
  304. public float HpvsAtt;
  305. /// <summary>
  306. ///次级属性评分放大常量K
  307. /// </summary>
  308. public float SubAttPara;
  309. /// <summary>
  310. ///初始英雄等级上限
  311. /// </summary>
  312. public int DefaultHeroLevel;
  313. /// <summary>
  314. ///决定好友数量的飞艇等级节点
  315. /// </summary>
  316. public int[] MaxFriendsLvl;
  317. /// <summary>
  318. ///好友数量
  319. /// </summary>
  320. public int[] MaxFriendsNum;
  321. /// <summary>
  322. ///最大好友申请数量
  323. /// </summary>
  324. public int MaxFriendsApply;
  325. /// <summary>
  326. ///推荐好友数量账号等级差
  327. /// </summary>
  328. public int RecommendLvl;
  329. /// <summary>
  330. ///一次性推荐好友数量
  331. /// </summary>
  332. public int RecommendNum;
  333. /// <summary>
  334. ///推荐好友自动刷新时间 单位:秒
  335. /// </summary>
  336. public int RecommendRefreshTime;
  337. /// <summary>
  338. ///rogue玩法buff栏位数量上限
  339. /// </summary>
  340. public int RogueBuffMax;
  341. /// <summary>
  342. ///rogue玩法默认buff栏位数量
  343. /// </summary>
  344. public int RogueBuffCount;
  345. /// <summary>
  346. ///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
  347. /// </summary>
  348. public float[] JingtongPara;
  349. /// <summary>
  350. ///战斗大招充能速度 0.2s充能x点
  351. /// </summary>
  352. public float CombatEnergyGainSpeed;
  353. /// <summary>
  354. ///英雄的默认技能效果命中几率 75=75%
  355. /// </summary>
  356. public int SkillRate;
  357. /// <summary>
  358. ///怪物初始暴击几率 5=5%
  359. /// </summary>
  360. public int MonsterBasicCrit;
  361. /// <summary>
  362. ///怪物初始暴击伤害 130=130%
  363. /// </summary>
  364. public int MonsterBasicCritEfficiency;
  365. /// <summary>
  366. ///怪物默认效果命中 90=90%
  367. /// </summary>
  368. public int MonsterBasicEffcetHit;
  369. /// <summary>
  370. ///怪物初始效果抵抗 10=10%
  371. /// </summary>
  372. public int MonsterBasicEffcetRes;
  373. /// <summary>
  374. ///单人藏宝图上限
  375. /// </summary>
  376. public int TreasureMapCountSingle;
  377. /// <summary>
  378. ///多人藏宝图上限
  379. /// </summary>
  380. public int TreasureMapCountTeam;
  381. /// <summary>
  382. ///体力硬上限
  383. /// </summary>
  384. public int MaxPower;
  385. /// <summary>
  386. ///英雄品质带来的战力修正系数 R:SR:SSR
  387. /// </summary>
  388. public float[] PowerParaViaHeroQuality;
  389. /// <summary>
  390. ///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%
  391. /// </summary>
  392. public int[] GoldenRelicPowerPara;
  393. /// <summary>
  394. ///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
  395. /// </summary>
  396. public float[] ExclusiveRelicPowerPara;
  397. /// <summary>
  398. ///轮回试炼1星分数
  399. /// </summary>
  400. public int OneStarPoint;
  401. /// <summary>
  402. ///轮回试炼2星分数
  403. /// </summary>
  404. public int TwoStarPoint;
  405. /// <summary>
  406. ///轮回试炼3星分数
  407. /// </summary>
  408. public int ThreeStarPoint;
  409. /// <summary>
  410. ///轮回试炼每秒剩余时间分数
  411. /// </summary>
  412. public int EachSecondPoint;
  413. /// <summary>
  414. ///购买体力时获得的体力值、钻石消耗、体力道具ID
  415. /// </summary>
  416. public int[] BuyPowerValues;
  417. /// <summary>
  418. ///单次使用or购买道具时的默认最大值
  419. /// </summary>
  420. public int UseItemMaxNum;
  421. /// <summary>
  422. ///轮回试炼解锁时间 (分钟)
  423. /// </summary>
  424. public int TrialSettleTime;
  425. /// <summary>
  426. ///防具总等级三个档
  427. /// </summary>
  428. public int[] EquipmentEffectLevel;
  429. /// <summary>
  430. ///矿工手环上限
  431. /// </summary>
  432. public int MinerMax;
  433. /// <summary>
  434. ///标准模拟重置天数
  435. /// </summary>
  436. public int RogueResetTime;
  437. /// <summary>
  438. ///被跌落后眩晕时间
  439. /// </summary>
  440. public float FallVertigoTime;
  441. /// <summary>
  442. ///免伤属性最大值%
  443. /// </summary>
  444. public int DamageResistanceMaximum;
  445. /// <summary>
  446. ///新手招募最大招募次数
  447. /// </summary>
  448. public int MaxBiginnerSummon;
  449. /// <summary>
  450. ///新手招募一次十连消耗票数量
  451. /// </summary>
  452. public int BiginnerSummonPrice;
  453. /// <summary>
  454. ///新手招募自选宝箱ID
  455. /// </summary>
  456. public int BiginnerSummonBox;
  457. /// <summary>
  458. ///新手招募抽完次数获得宝箱
  459. /// </summary>
  460. public int BiginnerSummonAward;
  461. /// <summary>
  462. ///残响词条各档位饱和度SABCD
  463. /// </summary>
  464. public float[] relicPara1;
  465. /// <summary>
  466. ///残响词条档位随机权重 SABCD
  467. /// </summary>
  468. public int[] relicPara2;
  469. /// <summary>
  470. ///残响随机词条重复生成位置权重 SABCD
  471. /// </summary>
  472. public int[] relicPara3;
  473. /// <summary>
  474. ///残响可被强化的等级上限 +3/6/9/12/15
  475. /// </summary>
  476. public int[] relicPara4;
  477. /// <summary>
  478. ///各品质残响初始化时带的词条数量 quality
  479. /// </summary>
  480. public int[] relicPara5;
  481. /// <summary>
  482. ///各品质残响初始化时带的词条数量 词条数量
  483. /// </summary>
  484. public int[] relicPara6;
  485. /// <summary>
  486. ///神器最大等级限制(1人/2人)
  487. /// </summary>
  488. public int[] GoldenRelicLevelLimit;
  489. /// <summary>
  490. ///世界boss结算时刻 (24小时)
  491. /// </summary>
  492. public int WorldBossSettleTime;
  493. /// <summary>
  494. ///世界boss结算时刻 (24小时)
  495. /// </summary>
  496. public int WorldBossRewardTime;
  497. /// <summary>
  498. ///藏宝图中提升警戒度需要的数量
  499. /// </summary>
  500. public int[] AlertLvlNum;
  501. /// <summary>
  502. ///秘石激活特效提供评分加成
  503. /// </summary>
  504. public float GemSkillActivatedPara;
  505. /// <summary>
  506. ///1点体力获得多少飞艇经验
  507. /// </summary>
  508. public float EnageToExp;
  509. /// <summary>
  510. ///1点飞艇经验转化成的道具ID和数量
  511. /// </summary>
  512. public int[] ExpToItem;
  513. /// <summary>
  514. ///省电模式息屏时间(秒)
  515. /// </summary>
  516. public int EnergySaveTime;
  517. /// <summary>
  518. ///残响背包数量上限
  519. /// </summary>
  520. public int MaxRelic;
  521. /// <summary>
  522. ///藏宝图活动赞助100%价值
  523. /// </summary>
  524. public int ActivityTreasureMapMax;
  525. /// <summary>
  526. ///所有页面默认显示的货币道具ID
  527. /// </summary>
  528. public int[] DefaultCurrency;
  529. /// <summary>
  530. ///赛季rogue中,战斗失败失去的矿工手环比例。 100=100%
  531. /// </summary>
  532. public int RogueBraceletLose;
  533. /// <summary>
  534. ///未鉴定古代物品价值 (绿;蓝;紫;橙)
  535. /// </summary>
  536. public int[] AncientValue;
  537. /// <summary>
  538. ///首充奖励道具ids
  539. /// </summary>
  540. public int[] firstPrizeIDs;
  541. /// <summary>
  542. ///首充奖励道具数量
  543. /// </summary>
  544. public int[] firstPrizeNums;
  545. /// <summary>
  546. ///残响本每日额外奖励次数
  547. /// </summary>
  548. public int ChallengeExtraRewardCount;
  549. /// <summary>
  550. ///共斗低级奖励次每日限制次数
  551. /// </summary>
  552. public int FightTogetherLowAwardLimitCount;
  553. /// <summary>
  554. ///英雄招募抽到SSR的最低概率标准
  555. /// </summary>
  556. public float SSRrateMin;
  557. /// <summary>
  558. ///英雄招募抽到SSR的最高概率标准
  559. /// </summary>
  560. public float SSRrateMax;
  561. }
  562. }
  563. // End of Auto Generated Code