Эх сурвалжийг харах

Merge branch 'dev' of http://ylsjtt.game7000.com:3000/YLSJ/jzhj2023server into dev

cyzhao 1 жил өмнө
parent
commit
34aa773964

BIN
DevOps/flscfg/Client.bytes


BIN
DevOps/flscfg/FlushingConfigs.exe


+ 14 - 0
DevOps/flscfg/Log/log.txt

@@ -26,3 +26,17 @@
 [2023-07-06 08:58:26] [info] gamecfg-999.999.999-activity_levelgift success
 [2023-07-06 08:58:26] [info] gamecfg-999.999.999-ver success
 [2023-07-06 08:58:26] [info] gamecfg-999.999.999-client success
+[2023-07-07 10:33:01] [info] gamecfg-999.999.999-task success
+[2023-07-07 10:33:01] [info] gamecfg-999.999.999-service_schedule success
+[2023-07-07 10:33:01] [info] gamecfg-999.999.999-globalsettings success
+[2023-07-07 10:33:01] [info] gamecfg-999.999.999-task_step success
+[2023-07-07 10:33:01] [info] gamecfg-999.999.999-sysmail success
+[2023-07-07 10:33:01] [info] gamecfg-999.999.999-zonelist success
+[2023-07-07 10:33:01] [info] gamecfg-999.999.999-clientVersionHistory success
+[2023-07-07 10:33:01] [info] gamecfg-999.999.999-errmsg success
+[2023-07-07 10:33:01] [info] gamecfg-999.999.999-activity_day7 success
+[2023-07-07 10:33:01] [info] gamecfg-999.999.999-activity_tiligift success
+[2023-07-07 10:33:01] [info] gamecfg-999.999.999-token_PublicGift success
+[2023-07-07 10:33:01] [info] gamecfg-999.999.999-ver success
+[2023-07-07 10:33:01] [info] gamecfg-999.999.999-activity_levelgift success
+[2023-07-07 10:33:01] [info] gamecfg-999.999.999-client success

+ 1 - 1
DevOps/flscfg/codegen/cs/GameConfigData.cs

@@ -2,7 +2,7 @@
  // 由CodeGenerator创建。
  // Copyright (C) gwang (wanggangzero@qq.com), Loyalsoft@sjz Inc
  // author: gwang 
- // 日期: 2023-07-06 08:58:26
+ // 日期: 2023-07-07 10:33:01
 ////////////////////
 
 using System;

+ 109 - 109
DevOps/flscfg/codegen/cs/globalsettings.cs

@@ -2,7 +2,7 @@
  // 由CodeGenerator创建。
  // Copyright (C) gwang (wanggangzero@qq.com), Loyalsoft@sjz Inc
  // author: gwang 
- // 日期: 2023-06-28 18:04:50
+ // 日期: 2023-07-07 10:34:50
 ////////////////////
 
 using System;
@@ -17,544 +17,544 @@ sealed public partial class globalsettings
     /// <summary>
     /// demo 
     /// </summary>
-    public Object key { get; set; }
+    public string key { get; set; }
 
     /// <summary>
     /// 某战斗开启的玩家等级限制 
     /// </summary>
-    public Object Fight_OpenLevelLimit { get; set; }
+    public int Fight_OpenLevelLimit { get; set; }
 
     /// <summary>
     /// 英雄升级_消耗卡牌的卡槽,最大数量 
     /// </summary>
-    public Object Hero_Upgrade_MaxCostHeroCardNum { get; set; }
+    public int Hero_Upgrade_MaxCostHeroCardNum { get; set; }
 
     /// <summary>
     /// 七日大奖要求完成的任务点数 
     /// </summary>
-    public Object day7_dianshu { get; set; }
+    public string day7_dianshu { get; set; }
 
     /// <summary>
     /// 七日最终奖励 
     /// </summary>
-    public Object day7_reward { get; set; }
+    public string day7_reward { get; set; }
 
     /// <summary>
     /// 装备经验=吞噬经验X系数+初始值 
     /// </summary>
-    public Object shengxing_xishu { get; set; }
+    public float shengxing_xishu { get; set; }
 
     /// <summary>
     /// 升级成为高1等级的宝石需要的数量 
     /// </summary>
-    public Object baoshi_shengjishu { get; set; }
+    public string baoshi_shengjishu { get; set; }
 
     /// <summary>
     /// 游戏内玩家账号的最高等级限制 
     /// </summary>
-    public Object Game_MaxPlayerLevel { get; set; }
+    public string Game_MaxPlayerLevel { get; set; }
 
     /// <summary>
     /// 战斗内攻击时间间隔(毫秒) 
     /// </summary>
-    public Object Fight_AttackTime { get; set; }
+    public string Fight_AttackTime { get; set; }
 
     /// <summary>
     /// 英雄升级_当前卡提供的基础经验值 
     /// </summary>
-    public Object Hero_Upgrade_BasicEXP { get; set; }
+    public string Hero_Upgrade_BasicEXP { get; set; }
 
     /// <summary>
     /// 英雄升级_当前卡的累计经验值,折扣系数 
     /// </summary>
-    public Object Hero_Upgrade_EXP_XiShu { get; set; }
+    public float Hero_Upgrade_EXP_XiShu { get; set; }
 
     /// <summary>
     /// 英雄升级_获得经验与消耗金币之间的系数 
     /// </summary>
-    public Object Hero_Upgrade_ExpConverGold { get; set; }
+    public string Hero_Upgrade_ExpConverGold { get; set; }
 
     /// <summary>
     /// 英雄升级——英雄能达到的最大等级 
     /// </summary>
-    public Object Hero_Upgrade_BasicMaxLevel { get; set; }
+    public string Hero_Upgrade_BasicMaxLevel { get; set; }
 
     /// <summary>
     /// 英雄升星——最大星级 
     /// </summary>
-    public Object Hero_Star_MaxStarLevel { get; set; }
+    public string Hero_Star_MaxStarLevel { get; set; }
 
     /// <summary>
     /// 英雄升星——升星消耗的道具种类 (  金元素) 
     /// </summary>
-    public Object Hero_Star_CostItem_1 { get; set; }
+    public string Hero_Star_CostItem_1 { get; set; }
 
     /// <summary>
     /// 英雄升星——升星消耗的道具种类 (  木元素) 
     /// </summary>
-    public Object Hero_Star_CostItem_2 { get; set; }
+    public string Hero_Star_CostItem_2 { get; set; }
 
     /// <summary>
     /// 英雄升星——升星消耗的道具种类 (  水元素) 
     /// </summary>
-    public Object Hero_Star_CostItem_3 { get; set; }
+    public string Hero_Star_CostItem_3 { get; set; }
 
     /// <summary>
     /// 强化5,10级时,当前属性乘以一次系数 
     /// </summary>
-    public Object item_qianghua { get; set; }
+    public string item_qianghua { get; set; }
 
     /// <summary>
     /// 英雄升星——升星消耗的道具种类 (  火元素) 
     /// </summary>
-    public Object Hero_Star_CostItem_4 { get; set; }
+    public string Hero_Star_CostItem_4 { get; set; }
 
     /// <summary>
     /// 英雄升星——升星消耗的道具种类 (  土元素) 
     /// </summary>
-    public Object Hero_Star_CostItem_5 { get; set; }
+    public string Hero_Star_CostItem_5 { get; set; }
 
     /// <summary>
     /// 英雄装备_每个卡槽的开放要求好感度 
     /// </summary>
-    public Object Hero_Equip_SlotOpenConditions_Favor { get; set; }
+    public string Hero_Equip_SlotOpenConditions_Favor { get; set; }
 
     /// <summary>
     /// 英雄分解——不同的星星数量分解转换的晶石数量 
     /// </summary>
-    public Object Hero_Separate_StarConvertToSpar { get; set; }
+    public string Hero_Separate_StarConvertToSpar { get; set; }
 
     /// <summary>
     /// 英雄分解—— 消耗卡牌的卡槽,最大数量 
     /// </summary>
-    public Object Hero_Separate_MaxCostHeroCardNum { get; set; }
+    public string Hero_Separate_MaxCostHeroCardNum { get; set; }
 
     /// <summary>
     /// 英雄升星——消耗英雄的卡槽,最大数量 
     /// </summary>
-    public Object Hero_Star_MaxCostHeroCardNum { get; set; }
+    public string Hero_Star_MaxCostHeroCardNum { get; set; }
 
     /// <summary>
     /// 英雄升阶——最大等阶 
     /// </summary>
-    public Object Hero_Stength_MaxStrengthLevel { get; set; }
+    public string Hero_Stength_MaxStrengthLevel { get; set; }
 
     /// <summary>
     /// 游戏账号内_默认,收集的英雄数量上限 
     /// </summary>
-    public Object Game_CollectHero_BasicMaxCount { get; set; }
+    public string Game_CollectHero_BasicMaxCount { get; set; }
 
     /// <summary>
     /// 游戏账号内_收集的英雄数量上限_每次购买数目 
     /// </summary>
-    public Object Game_CollectHero_OneBuyLimtNum { get; set; }
+    public string Game_CollectHero_OneBuyLimtNum { get; set; }
 
     /// <summary>
     /// 战斗_每个页面上存在的关卡的数量(删) 
     /// </summary>
-    public Object Battle_GateNumOnePage { get; set; }
+    public string Battle_GateNumOnePage { get; set; }
 
     /// <summary>
     /// 默认背包最大数量 
     /// </summary>
-    public Object Item_Packet_MaxNum { get; set; }
+    public string Item_Packet_MaxNum { get; set; }
 
     /// <summary>
     /// 每开10个格子需要消耗的钻石价格 
     /// </summary>
-    public Object Item_Packet_NumCostCash { get; set; }
+    public string Item_Packet_NumCostCash { get; set; }
 
     /// <summary>
     /// 英雄评论区一个赞的排行权重(秒), 3600秒
     /// Ps. 暂行公式: score = ts + praise * weight
     ///   按照score 从大到小排序. 
     /// </summary>
-    public Object Hero_Discuss_Praise_weight { get; set; }
+    public string Hero_Discuss_Praise_weight { get; set; }
 
     /// <summary>
     /// 战前消耗金币购买buff 
     /// </summary>
-    public Object Battle_CostGoldBuyBuff { get; set; }
+    public string Battle_CostGoldBuyBuff { get; set; }
 
     /// <summary>
     /// 战斗计算的 格属性比重系数(李宁) 
     /// </summary>
-    public Object Battle_PowerFactor { get; set; }
+    public string Battle_PowerFactor { get; set; }
 
     /// <summary>
     /// 单场战斗总时间, 单位毫秒 
     /// </summary>
-    public Object Battle_BattleShowTime { get; set; }
+    public string Battle_BattleShowTime { get; set; }
 
     /// <summary>
     /// 战斗队伍最大人数(千万别改) 
     /// </summary>
-    public Object Battle_BattleTeamMaxFighter { get; set; }
+    public string Battle_BattleTeamMaxFighter { get; set; }
 
     /// <summary>
     /// 己方释放技能恢复己方团队能量值 
     /// </summary>
-    public Object Battle_IncreasePowerByCastSkill { get; set; }
+    public string Battle_IncreasePowerByCastSkill { get; set; }
 
     /// <summary>
     /// 己方连击能量值上限(数值满足时,可以进行连击) 
     /// </summary>
-    public Object Battle_BlueTeamMaxPower { get; set; }
+    public string Battle_BlueTeamMaxPower { get; set; }
 
     /// <summary>
     /// 神秘商城, 刷新时间间隔(单位: 秒) 
     /// </summary>
-    public Object secretshop_refresh_interval { get; set; }
+    public string secretshop_refresh_interval { get; set; }
 
     /// <summary>
     /// 物品栏购买栏位梯度价格 
     /// </summary>
-    public Object Item_Packet_MaxNumPrice { get; set; }
+    public string Item_Packet_MaxNumPrice { get; set; }
 
     /// <summary>
     /// 游戏账号内_收集的英雄数量上限_英雄栏购买栏位梯度价格 
     /// </summary>
-    public Object Game_CollectHero_BasicMaxPrice { get; set; }
+    public string Game_CollectHero_BasicMaxPrice { get; set; }
 
     /// <summary>
     /// 无穷无尽关卡——每天的挑战次数总上限 
     /// </summary>
-    public Object Battle_Forever_MaxCountEveryDay { get; set; }
+    public string Battle_Forever_MaxCountEveryDay { get; set; }
 
     /// <summary>
     /// 玩家发送一条系统消息消(当前分区)耗钻石数量 
     /// </summary>
-    public Object SystemMessage_UserSendToMyZone_Cos { get; set; }
+    public string SystemMessage_UserSendToMyZone_Cos { get; set; }
 
     /// <summary>
     /// 系统消息 - 对英雄升星进行系统广播的最低星级限制 
     /// </summary>
-    public Object SystemMessage_HeroStar_Limit_Min { get; set; }
+    public string SystemMessage_HeroStar_Limit_Min { get; set; }
 
     /// <summary>
     /// 系统消息 - 对英雄升阶进行系统广播的最低等阶限制 
     /// </summary>
-    public Object SystemMessage_HeroStage_Limit_Min { get; set; }
+    public string SystemMessage_HeroStage_Limit_Min { get; set; }
 
     /// <summary>
     /// 系统消息 - 对装备强化进行系统广播的最低等级限制 
     /// </summary>
-    public Object SystemMessage_WeaponLevel_Limit_Min { get; set; }
+    public string SystemMessage_WeaponLevel_Limit_Min { get; set; }
 
     /// <summary>
     /// 新手引导中抽奖的掉落 
     /// </summary>
-    public Object choujiang_guide_items { get; set; }
+    public string choujiang_guide_items { get; set; }
 
     /// <summary>
     /// 神秘商城最单个物品大购买次数 
     /// </summary>
-    public Object secretshop_itembuy_maxtimes { get; set; }
+    public string secretshop_itembuy_maxtimes { get; set; }
 
     /// <summary>
     /// 宝箱开启里大R充值判断条件 
     /// </summary>
-    public Object bigRPay_Condition { get; set; }
+    public string bigRPay_Condition { get; set; }
 
     /// <summary>
     /// 宝箱开启里大R当日抽奖次数判断条件 
     /// </summary>
-    public Object bigROpenBoxTimesDayliy_Condition { get; set; }
+    public string bigROpenBoxTimesDayliy_Condition { get; set; }
 
     /// <summary>
     /// 修改昵称消耗的钻石,0代表不消耗 
     /// </summary>
-    public Object User_SetNickname_Cost { get; set; }
+    public string User_SetNickname_Cost { get; set; }
 
     /// <summary>
     /// 新手引导中发放所需碎片(cardid,numb;cardid,num...) 
     /// </summary>
-    public Object User_SetNewbieGuideCards { get; set; }
+    public string User_SetNewbieGuideCards { get; set; }
 
     /// <summary>
     /// 系统设定: 操作日志保存天数 
     /// </summary>
-    public Object syscfg_oplog_keepdays { get; set; }
+    public string syscfg_oplog_keepdays { get; set; }
 
     /// <summary>
     /// 装备属性升级的参数 
     /// </summary>
-    public Object Equip_Upgrade_Property { get; set; }
+    public string Equip_Upgrade_Property { get; set; }
 
     /// <summary>
     /// 神秘商城最大刷新次数 
     /// </summary>
-    public Object secretshop_refresh_maxtimes { get; set; }
+    public string secretshop_refresh_maxtimes { get; set; }
 
     /// <summary>
     /// 己方连击(倒计时)时间 
     /// </summary>
-    public Object Battle_BlueCriticalTime { get; set; }
+    public string Battle_BlueCriticalTime { get; set; }
 
     /// <summary>
     /// 连击伤害概率(x/100) 
     /// </summary>
-    public Object Battle_BattleLianJiDamageRate { get; set; }
+    public string Battle_BattleLianJiDamageRate { get; set; }
 
     /// <summary>
     /// 竞技商店 - 刷新花费(钻石) 
     /// </summary>
-    public Object PVP_shop_refresh_cash { get; set; }
+    public string PVP_shop_refresh_cash { get; set; }
 
     /// <summary>
     /// 竞技商店 - 免费刷新间隔 
     /// </summary>
-    public Object PVP_shop_refresh_interval { get; set; }
+    public string PVP_shop_refresh_interval { get; set; }
 
     /// <summary>
     /// 碎片融合时需要花费的金币 
     /// </summary>
-    public Object Compose_Pieces_Gold { get; set; }
+    public string Compose_Pieces_Gold { get; set; }
 
     /// <summary>
     /// 首充活动礼包的商品ID 
     /// </summary>
-    public Object FirstPay_ItemId { get; set; }
+    public string FirstPay_ItemId { get; set; }
 
     /// <summary>
     /// 赠送体力的时间段(24小时的数字无前导0, 逗号分隔) 
     /// </summary>
-    public Object activity_presentTili_times { get; set; }
+    public string activity_presentTili_times { get; set; }
 
     /// <summary>
     /// 每次赠送体力的数量 
     /// </summary>
-    public Object activity_presentTili_number { get; set; }
+    public string activity_presentTili_number { get; set; }
 
     /// <summary>
     /// 竞技场-挑战票价格(钻石) 
     /// </summary>
-    public Object PVP_pk_ticket_price { get; set; }
+    public string PVP_pk_ticket_price { get; set; }
 
     /// <summary>
     /// 【废弃】当前客户端版本号 
     /// </summary>
-    public Object clientVer { get; set; }
+    public string clientVer { get; set; }
 
     /// <summary>
     /// 支付模块是否开放 
     /// </summary>
-    public Object Game_Pay_Open { get; set; }
+    public string Game_Pay_Open { get; set; }
 
     /// <summary>
     /// 更新开始时间戳 
     /// </summary>
-    public Object updatingBeginTs { get; set; }
+    public string updatingBeginTs { get; set; }
 
     /// <summary>
     /// 更新结束时间戳 
     /// </summary>
-    public Object updatingEndTs { get; set; }
+    public string updatingEndTs { get; set; }
 
     /// <summary>
     /// 开宝箱的公共冷却值(热保护值) 
     /// </summary>
-    public Object Box_Total_CoolDown { get; set; }
+    public string Box_Total_CoolDown { get; set; }
 
     /// <summary>
     /// 免cd开各种宝箱所花费的钻石数。 
     /// </summary>
-    public Object Box_NoCoolDown_Cash { get; set; }
+    public string Box_NoCoolDown_Cash { get; set; }
 
     /// <summary>
     /// 任务卡商城 - 手动刷新消耗钻石数量  
     /// </summary>
-    public Object TaskCardShop_Refresh_Cash { get; set; }
+    public string TaskCardShop_Refresh_Cash { get; set; }
 
     /// <summary>
     /// 任务卡商城 - 自动刷新间隔(秒) 
     /// </summary>
-    public Object TaskCardShop_Refresh_TS { get; set; }
+    public string TaskCardShop_Refresh_TS { get; set; }
 
     /// <summary>
     /// 新手祈愿奖池 限定次数上限  
     /// </summary>
-    public Object UserWishNumLimit { get; set; }
+    public string UserWishNumLimit { get; set; }
 
     /// <summary>
     /// 武器等级最大值 
     /// </summary>
-    public Object Weapon_Upgrade_BasicMaxLevel { get; set; }
+    public string Weapon_Upgrade_BasicMaxLevel { get; set; }
 
     /// <summary>
     /// 系统额定增加,比如每次加价10钻石 
     /// </summary>
-    public Object AuctionAddPrice { get; set; }
+    public string AuctionAddPrice { get; set; }
 
     /// <summary>
     /// 竞拍结束时间 
     /// </summary>
-    public Object AuctionEndTs { get; set; }
+    public string AuctionEndTs { get; set; }
 
     /// <summary>
     ///  
     /// </summary>
-    public Object IdeaBackActive { get; set; }
+    public string IdeaBackActive { get; set; }
 
     /// <summary>
     /// 描述信息 
     /// </summary>
-    public Object firstRechargePrizes { get; set; }
+    public string firstRechargePrizes { get; set; }
 
     /// <summary>
     ///  
     /// </summary>
-    public Object BugBackActive { get; set; }
+    public string BugBackActive { get; set; }
 
     /// <summary>
     /// 首次充值金额达到指定值 
     /// </summary>
-    public Object firstRechargeRMB { get; set; }
+    public string firstRechargeRMB { get; set; }
 
     /// <summary>
     /// 活动祈愿保底必出UR唤灵师次数设置 
     /// </summary>
-    public Object Active_UR_Num { get; set; }
+    public string Active_UR_Num { get; set; }
 
     /// <summary>
     /// 新手引导中发放所需经验卡(id,num;id,num...) 
     /// </summary>
-    public Object User_SetNewbieGuideExps { get; set; }
+    public string User_SetNewbieGuideExps { get; set; }
 
     /// <summary>
     /// 游戏聊天功能——是否开放 1开放0 关闭 
     /// </summary>
-    public Object Game_ChatIsOpen { get; set; }
+    public string Game_ChatIsOpen { get; set; }
 
     /// <summary>
     /// 游戏引导功能——是否开放 1开放0 关闭 
     /// </summary>
-    public Object Game_Guide_IsOpen { get; set; }
+    public string Game_Guide_IsOpen { get; set; }
 
     /// <summary>
     /// 己方(释放技能)共用总能量条(按时间增长) 
     /// </summary>
-    public Object Battle_BlueTeamMaxSkillPower { get; set; }
+    public string Battle_BlueTeamMaxSkillPower { get; set; }
 
     /// <summary>
     /// 敌方(释放技能)共用总能量条(按时间增长) 
     /// </summary>
-    public Object Battle_RedTeamMaxSkillPower { get; set; }
+    public string Battle_RedTeamMaxSkillPower { get; set; }
 
     /// <summary>
     /// 系统公告图片的网址 
     /// </summary>
-    public Object Game_PublicNotice { get; set; }
+    public string Game_PublicNotice { get; set; }
 
     /// <summary>
     /// 进入战场后,角色初始能量(sp) 
     /// </summary>
-    public Object Arenas_Init_SP { get; set; }
+    public string Arenas_Init_SP { get; set; }
 
     /// <summary>
     /// 普通攻击(一击)命中目标并造成上海, 增加3点能量SP 
     /// </summary>
-    public Object Arenas_hit_SP { get; set; }
+    public string Arenas_hit_SP { get; set; }
 
     /// <summary>
     /// 触发极限闪避并进入【失控漩涡】时间, 增加2点能量SP 
     /// </summary>
-    public Object Arenas_jixianshanbi_SP { get; set; }
+    public string Arenas_jixianshanbi_SP { get; set; }
 
     /// <summary>
     /// 背包最大数量 
     /// </summary>
-    public Object Item_Packet_MaxNum_New { get; set; }
+    public string Item_Packet_MaxNum_New { get; set; }
 
     /// <summary>
     /// 背包起始默认数量 
     /// </summary>
-    public Object Item_Packet_InitNum_New { get; set; }
+    public string Item_Packet_InitNum_New { get; set; }
 
     /// <summary>
     /// 限时活动礼包开始时间 
     /// </summary>
-    public Object limitTsActiveGiftStartTs { get; set; }
+    public string limitTsActiveGiftStartTs { get; set; }
 
     /// <summary>
     /// 限时活动礼包结束时间 
     /// </summary>
-    public Object limitTsActiveGiftEndTs { get; set; }
+    public string limitTsActiveGiftEndTs { get; set; }
 
     /// <summary>
     /// 扩容第三个格子的花费 
     /// </summary>
-    public Object expandStorageCost { get; set; }
+    public string expandStorageCost { get; set; }
 
     /// <summary>
     /// 战斗槽位冷却时间 
     /// </summary>
-    public Object caoWeiCoolTs { get; set; }
+    public string caoWeiCoolTs { get; set; }
 
     /// <summary>
     /// 血瓶生命初始值和蓝瓶的魔法的初始值 
     /// </summary>
-    public Object YaoPingAttrInitVal { get; set; }
+    public string YaoPingAttrInitVal { get; set; }
 
     /// <summary>
     /// 每日任务等级限制解锁 
     /// </summary>
-    public Object DailyTaskLevelLimitLock { get; set; }
+    public string DailyTaskLevelLimitLock { get; set; }
 
     /// <summary>
     /// 每日任务常规任务 
     /// </summary>
-    public Object dailyTask_Common { get; set; }
+    public string dailyTask_Common { get; set; }
 
     /// <summary>
     /// 每日任务交付任务 
     /// </summary>
-    public Object dailyTask_HandOver { get; set; }
+    public string dailyTask_HandOver { get; set; }
 
     /// <summary>
     /// 每日购买体力消费 
     /// </summary>
-    public Object active_BuyTili_Cost { get; set; }
+    public string active_BuyTili_Cost { get; set; }
 
     /// <summary>
     /// 每次购买体力的体力回复值 
     /// </summary>
-    public Object active_BuyTili_RecoveryNum { get; set; }
+    public string active_BuyTili_RecoveryNum { get; set; }
 
     /// <summary>
     /// 每日购买体力次数限制 
     /// </summary>
-    public Object active_BuyTili_DailyNum { get; set; }
+    public string active_BuyTili_DailyNum { get; set; }
 
     /// <summary>
     /// 自动恢复体力的上线值 
     /// </summary>
-    public Object TiliMaxVal { get; set; }
+    public string TiliMaxVal { get; set; }
 
     /// <summary>
     /// 原地满血复活消耗的钻石 
     /// </summary>
-    public Object backFullBloodCost { get; set; }
+    public string backFullBloodCost { get; set; }
 
     /// <summary>
     /// 限购里累计998可得武器 
     /// </summary>
-    public Object AccumulateRechargePrize { get; set; }
+    public string AccumulateRechargePrize { get; set; }
 
     /// <summary>
     /// 免费原地满血复活次数 
     /// </summary>
-    public Object battleReviveNum { get; set; }
+    public string battleReviveNum { get; set; }
 
     /// <summary>
     /// 言灵品阶分组 
     /// </summary>
-    public Object yanlingExpQualityGroup { get; set; }
+    public string yanlingExpQualityGroup { get; set; }
 
     /// <summary>
     /// 恢复一点体力所需时间(秒) 
     /// </summary>
-    public Object active_Tili_RecoverTS { get; set; }
+    public string active_Tili_RecoverTS { get; set; }
 
     [JsonConstructor]
     private globalsettings (){ }

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DevOps/flscfg/sqlback/jzhj2023_cfg20230707103302.sql


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