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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>
 
- #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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