globalsettings.cs 16 KB

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  1. ////////////////////
  2. // 由CodeGenerator创建。
  3. // Copyright (C) gwang (wanggangzero@qq.com), Loyalsoft@sjz Inc
  4. // author: gwang
  5. // 日期: 2023-06-28 18:04:50
  6. ////////////////////
  7. using System;
  8. using Newtonsoft.Json;
  9. /// <summary>
  10. /// Static Modle globalsettings 全局参数
  11. /// </summary>
  12. sealed public partial class globalsettings
  13. {
  14. /// <summary>
  15. /// demo
  16. /// </summary>
  17. public Object key { get; set; }
  18. /// <summary>
  19. /// 某战斗开启的玩家等级限制
  20. /// </summary>
  21. public Object Fight_OpenLevelLimit { get; set; }
  22. /// <summary>
  23. /// 英雄升级_消耗卡牌的卡槽,最大数量
  24. /// </summary>
  25. public Object Hero_Upgrade_MaxCostHeroCardNum { get; set; }
  26. /// <summary>
  27. /// 七日大奖要求完成的任务点数
  28. /// </summary>
  29. public Object day7_dianshu { get; set; }
  30. /// <summary>
  31. /// 七日最终奖励
  32. /// </summary>
  33. public Object day7_reward { get; set; }
  34. /// <summary>
  35. /// 装备经验=吞噬经验X系数+初始值
  36. /// </summary>
  37. public Object shengxing_xishu { get; set; }
  38. /// <summary>
  39. /// 升级成为高1等级的宝石需要的数量
  40. /// </summary>
  41. public Object baoshi_shengjishu { get; set; }
  42. /// <summary>
  43. /// 游戏内玩家账号的最高等级限制
  44. /// </summary>
  45. public Object Game_MaxPlayerLevel { get; set; }
  46. /// <summary>
  47. /// 战斗内攻击时间间隔(毫秒)
  48. /// </summary>
  49. public Object Fight_AttackTime { get; set; }
  50. /// <summary>
  51. /// 英雄升级_当前卡提供的基础经验值
  52. /// </summary>
  53. public Object Hero_Upgrade_BasicEXP { get; set; }
  54. /// <summary>
  55. /// 英雄升级_当前卡的累计经验值,折扣系数
  56. /// </summary>
  57. public Object Hero_Upgrade_EXP_XiShu { get; set; }
  58. /// <summary>
  59. /// 英雄升级_获得经验与消耗金币之间的系数
  60. /// </summary>
  61. public Object Hero_Upgrade_ExpConverGold { get; set; }
  62. /// <summary>
  63. /// 英雄升级——英雄能达到的最大等级
  64. /// </summary>
  65. public Object Hero_Upgrade_BasicMaxLevel { get; set; }
  66. /// <summary>
  67. /// 英雄升星——最大星级
  68. /// </summary>
  69. public Object Hero_Star_MaxStarLevel { get; set; }
  70. /// <summary>
  71. /// 英雄升星——升星消耗的道具种类 ( 金元素)
  72. /// </summary>
  73. public Object Hero_Star_CostItem_1 { get; set; }
  74. /// <summary>
  75. /// 英雄升星——升星消耗的道具种类 ( 木元素)
  76. /// </summary>
  77. public Object Hero_Star_CostItem_2 { get; set; }
  78. /// <summary>
  79. /// 英雄升星——升星消耗的道具种类 ( 水元素)
  80. /// </summary>
  81. public Object Hero_Star_CostItem_3 { get; set; }
  82. /// <summary>
  83. /// 强化5,10级时,当前属性乘以一次系数
  84. /// </summary>
  85. public Object item_qianghua { get; set; }
  86. /// <summary>
  87. /// 英雄升星——升星消耗的道具种类 ( 火元素)
  88. /// </summary>
  89. public Object Hero_Star_CostItem_4 { get; set; }
  90. /// <summary>
  91. /// 英雄升星——升星消耗的道具种类 ( 土元素)
  92. /// </summary>
  93. public Object Hero_Star_CostItem_5 { get; set; }
  94. /// <summary>
  95. /// 英雄装备_每个卡槽的开放要求好感度
  96. /// </summary>
  97. public Object Hero_Equip_SlotOpenConditions_Favor { get; set; }
  98. /// <summary>
  99. /// 英雄分解——不同的星星数量分解转换的晶石数量
  100. /// </summary>
  101. public Object Hero_Separate_StarConvertToSpar { get; set; }
  102. /// <summary>
  103. /// 英雄分解—— 消耗卡牌的卡槽,最大数量
  104. /// </summary>
  105. public Object Hero_Separate_MaxCostHeroCardNum { get; set; }
  106. /// <summary>
  107. /// 英雄升星——消耗英雄的卡槽,最大数量
  108. /// </summary>
  109. public Object Hero_Star_MaxCostHeroCardNum { get; set; }
  110. /// <summary>
  111. /// 英雄升阶——最大等阶
  112. /// </summary>
  113. public Object Hero_Stength_MaxStrengthLevel { get; set; }
  114. /// <summary>
  115. /// 游戏账号内_默认,收集的英雄数量上限
  116. /// </summary>
  117. public Object Game_CollectHero_BasicMaxCount { get; set; }
  118. /// <summary>
  119. /// 游戏账号内_收集的英雄数量上限_每次购买数目
  120. /// </summary>
  121. public Object Game_CollectHero_OneBuyLimtNum { get; set; }
  122. /// <summary>
  123. /// 战斗_每个页面上存在的关卡的数量(删)
  124. /// </summary>
  125. public Object Battle_GateNumOnePage { get; set; }
  126. /// <summary>
  127. /// 默认背包最大数量
  128. /// </summary>
  129. public Object Item_Packet_MaxNum { get; set; }
  130. /// <summary>
  131. /// 每开10个格子需要消耗的钻石价格
  132. /// </summary>
  133. public Object Item_Packet_NumCostCash { get; set; }
  134. /// <summary>
  135. /// 英雄评论区一个赞的排行权重(秒), 3600秒
  136. /// Ps. 暂行公式: score = ts + praise * weight
  137. /// 按照score 从大到小排序.
  138. /// </summary>
  139. public Object Hero_Discuss_Praise_weight { get; set; }
  140. /// <summary>
  141. /// 战前消耗金币购买buff
  142. /// </summary>
  143. public Object Battle_CostGoldBuyBuff { get; set; }
  144. /// <summary>
  145. /// 战斗计算的 格属性比重系数(李宁)
  146. /// </summary>
  147. public Object Battle_PowerFactor { get; set; }
  148. /// <summary>
  149. /// 单场战斗总时间, 单位毫秒
  150. /// </summary>
  151. public Object Battle_BattleShowTime { get; set; }
  152. /// <summary>
  153. /// 战斗队伍最大人数(千万别改)
  154. /// </summary>
  155. public Object Battle_BattleTeamMaxFighter { get; set; }
  156. /// <summary>
  157. /// 己方释放技能恢复己方团队能量值
  158. /// </summary>
  159. public Object Battle_IncreasePowerByCastSkill { get; set; }
  160. /// <summary>
  161. /// 己方连击能量值上限(数值满足时,可以进行连击)
  162. /// </summary>
  163. public Object Battle_BlueTeamMaxPower { get; set; }
  164. /// <summary>
  165. /// 神秘商城, 刷新时间间隔(单位: 秒)
  166. /// </summary>
  167. public Object secretshop_refresh_interval { get; set; }
  168. /// <summary>
  169. /// 物品栏购买栏位梯度价格
  170. /// </summary>
  171. public Object Item_Packet_MaxNumPrice { get; set; }
  172. /// <summary>
  173. /// 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
  174. /// </summary>
  175. public Object Game_CollectHero_BasicMaxPrice { get; set; }
  176. /// <summary>
  177. /// 无穷无尽关卡——每天的挑战次数总上限
  178. /// </summary>
  179. public Object Battle_Forever_MaxCountEveryDay { get; set; }
  180. /// <summary>
  181. /// 玩家发送一条系统消息消(当前分区)耗钻石数量
  182. /// </summary>
  183. public Object SystemMessage_UserSendToMyZone_Cos { get; set; }
  184. /// <summary>
  185. /// 系统消息 - 对英雄升星进行系统广播的最低星级限制
  186. /// </summary>
  187. public Object SystemMessage_HeroStar_Limit_Min { get; set; }
  188. /// <summary>
  189. /// 系统消息 - 对英雄升阶进行系统广播的最低等阶限制
  190. /// </summary>
  191. public Object SystemMessage_HeroStage_Limit_Min { get; set; }
  192. /// <summary>
  193. /// 系统消息 - 对装备强化进行系统广播的最低等级限制
  194. /// </summary>
  195. public Object SystemMessage_WeaponLevel_Limit_Min { get; set; }
  196. /// <summary>
  197. /// 新手引导中抽奖的掉落
  198. /// </summary>
  199. public Object choujiang_guide_items { get; set; }
  200. /// <summary>
  201. /// 神秘商城最单个物品大购买次数
  202. /// </summary>
  203. public Object secretshop_itembuy_maxtimes { get; set; }
  204. /// <summary>
  205. /// 宝箱开启里大R充值判断条件
  206. /// </summary>
  207. public Object bigRPay_Condition { get; set; }
  208. /// <summary>
  209. /// 宝箱开启里大R当日抽奖次数判断条件
  210. /// </summary>
  211. public Object bigROpenBoxTimesDayliy_Condition { get; set; }
  212. /// <summary>
  213. /// 修改昵称消耗的钻石,0代表不消耗
  214. /// </summary>
  215. public Object User_SetNickname_Cost { get; set; }
  216. /// <summary>
  217. /// 新手引导中发放所需碎片(cardid,numb;cardid,num...)
  218. /// </summary>
  219. public Object User_SetNewbieGuideCards { get; set; }
  220. /// <summary>
  221. /// 系统设定: 操作日志保存天数
  222. /// </summary>
  223. public Object syscfg_oplog_keepdays { get; set; }
  224. /// <summary>
  225. /// 装备属性升级的参数
  226. /// </summary>
  227. public Object Equip_Upgrade_Property { get; set; }
  228. /// <summary>
  229. /// 神秘商城最大刷新次数
  230. /// </summary>
  231. public Object secretshop_refresh_maxtimes { get; set; }
  232. /// <summary>
  233. /// 己方连击(倒计时)时间
  234. /// </summary>
  235. public Object Battle_BlueCriticalTime { get; set; }
  236. /// <summary>
  237. /// 连击伤害概率(x/100)
  238. /// </summary>
  239. public Object Battle_BattleLianJiDamageRate { get; set; }
  240. /// <summary>
  241. /// 竞技商店 - 刷新花费(钻石)
  242. /// </summary>
  243. public Object PVP_shop_refresh_cash { get; set; }
  244. /// <summary>
  245. /// 竞技商店 - 免费刷新间隔
  246. /// </summary>
  247. public Object PVP_shop_refresh_interval { get; set; }
  248. /// <summary>
  249. /// 碎片融合时需要花费的金币
  250. /// </summary>
  251. public Object Compose_Pieces_Gold { get; set; }
  252. /// <summary>
  253. /// 首充活动礼包的商品ID
  254. /// </summary>
  255. public Object FirstPay_ItemId { get; set; }
  256. /// <summary>
  257. /// 赠送体力的时间段(24小时的数字无前导0, 逗号分隔)
  258. /// </summary>
  259. public Object activity_presentTili_times { get; set; }
  260. /// <summary>
  261. /// 每次赠送体力的数量
  262. /// </summary>
  263. public Object activity_presentTili_number { get; set; }
  264. /// <summary>
  265. /// 竞技场-挑战票价格(钻石)
  266. /// </summary>
  267. public Object PVP_pk_ticket_price { get; set; }
  268. /// <summary>
  269. /// 【废弃】当前客户端版本号
  270. /// </summary>
  271. public Object clientVer { get; set; }
  272. /// <summary>
  273. /// 支付模块是否开放
  274. /// </summary>
  275. public Object Game_Pay_Open { get; set; }
  276. /// <summary>
  277. /// 更新开始时间戳
  278. /// </summary>
  279. public Object updatingBeginTs { get; set; }
  280. /// <summary>
  281. /// 更新结束时间戳
  282. /// </summary>
  283. public Object updatingEndTs { get; set; }
  284. /// <summary>
  285. /// 开宝箱的公共冷却值(热保护值)
  286. /// </summary>
  287. public Object Box_Total_CoolDown { get; set; }
  288. /// <summary>
  289. /// 免cd开各种宝箱所花费的钻石数。
  290. /// </summary>
  291. public Object Box_NoCoolDown_Cash { get; set; }
  292. /// <summary>
  293. /// 任务卡商城 - 手动刷新消耗钻石数量
  294. /// </summary>
  295. public Object TaskCardShop_Refresh_Cash { get; set; }
  296. /// <summary>
  297. /// 任务卡商城 - 自动刷新间隔(秒)
  298. /// </summary>
  299. public Object TaskCardShop_Refresh_TS { get; set; }
  300. /// <summary>
  301. /// 新手祈愿奖池 限定次数上限
  302. /// </summary>
  303. public Object UserWishNumLimit { get; set; }
  304. /// <summary>
  305. /// 武器等级最大值
  306. /// </summary>
  307. public Object Weapon_Upgrade_BasicMaxLevel { get; set; }
  308. /// <summary>
  309. /// 系统额定增加,比如每次加价10钻石
  310. /// </summary>
  311. public Object AuctionAddPrice { get; set; }
  312. /// <summary>
  313. /// 竞拍结束时间
  314. /// </summary>
  315. public Object AuctionEndTs { get; set; }
  316. /// <summary>
  317. ///
  318. /// </summary>
  319. public Object IdeaBackActive { get; set; }
  320. /// <summary>
  321. /// 描述信息
  322. /// </summary>
  323. public Object firstRechargePrizes { get; set; }
  324. /// <summary>
  325. ///
  326. /// </summary>
  327. public Object BugBackActive { get; set; }
  328. /// <summary>
  329. /// 首次充值金额达到指定值
  330. /// </summary>
  331. public Object firstRechargeRMB { get; set; }
  332. /// <summary>
  333. /// 活动祈愿保底必出UR唤灵师次数设置
  334. /// </summary>
  335. public Object Active_UR_Num { get; set; }
  336. /// <summary>
  337. /// 新手引导中发放所需经验卡(id,num;id,num...)
  338. /// </summary>
  339. public Object User_SetNewbieGuideExps { get; set; }
  340. /// <summary>
  341. /// 游戏聊天功能——是否开放 1开放0 关闭
  342. /// </summary>
  343. public Object Game_ChatIsOpen { get; set; }
  344. /// <summary>
  345. /// 游戏引导功能——是否开放 1开放0 关闭
  346. /// </summary>
  347. public Object Game_Guide_IsOpen { get; set; }
  348. /// <summary>
  349. /// 己方(释放技能)共用总能量条(按时间增长)
  350. /// </summary>
  351. public Object Battle_BlueTeamMaxSkillPower { get; set; }
  352. /// <summary>
  353. /// 敌方(释放技能)共用总能量条(按时间增长)
  354. /// </summary>
  355. public Object Battle_RedTeamMaxSkillPower { get; set; }
  356. /// <summary>
  357. /// 系统公告图片的网址
  358. /// </summary>
  359. public Object Game_PublicNotice { get; set; }
  360. /// <summary>
  361. /// 进入战场后,角色初始能量(sp)
  362. /// </summary>
  363. public Object Arenas_Init_SP { get; set; }
  364. /// <summary>
  365. /// 普通攻击(一击)命中目标并造成上海, 增加3点能量SP
  366. /// </summary>
  367. public Object Arenas_hit_SP { get; set; }
  368. /// <summary>
  369. /// 触发极限闪避并进入【失控漩涡】时间, 增加2点能量SP
  370. /// </summary>
  371. public Object Arenas_jixianshanbi_SP { get; set; }
  372. /// <summary>
  373. /// 背包最大数量
  374. /// </summary>
  375. public Object Item_Packet_MaxNum_New { get; set; }
  376. /// <summary>
  377. /// 背包起始默认数量
  378. /// </summary>
  379. public Object Item_Packet_InitNum_New { get; set; }
  380. /// <summary>
  381. /// 限时活动礼包开始时间
  382. /// </summary>
  383. public Object limitTsActiveGiftStartTs { get; set; }
  384. /// <summary>
  385. /// 限时活动礼包结束时间
  386. /// </summary>
  387. public Object limitTsActiveGiftEndTs { get; set; }
  388. /// <summary>
  389. /// 扩容第三个格子的花费
  390. /// </summary>
  391. public Object expandStorageCost { get; set; }
  392. /// <summary>
  393. /// 战斗槽位冷却时间
  394. /// </summary>
  395. public Object caoWeiCoolTs { get; set; }
  396. /// <summary>
  397. /// 血瓶生命初始值和蓝瓶的魔法的初始值
  398. /// </summary>
  399. public Object YaoPingAttrInitVal { get; set; }
  400. /// <summary>
  401. /// 每日任务等级限制解锁
  402. /// </summary>
  403. public Object DailyTaskLevelLimitLock { get; set; }
  404. /// <summary>
  405. /// 每日任务常规任务
  406. /// </summary>
  407. public Object dailyTask_Common { get; set; }
  408. /// <summary>
  409. /// 每日任务交付任务
  410. /// </summary>
  411. public Object dailyTask_HandOver { get; set; }
  412. /// <summary>
  413. /// 每日购买体力消费
  414. /// </summary>
  415. public Object active_BuyTili_Cost { get; set; }
  416. /// <summary>
  417. /// 每次购买体力的体力回复值
  418. /// </summary>
  419. public Object active_BuyTili_RecoveryNum { get; set; }
  420. /// <summary>
  421. /// 每日购买体力次数限制
  422. /// </summary>
  423. public Object active_BuyTili_DailyNum { get; set; }
  424. /// <summary>
  425. /// 自动恢复体力的上线值
  426. /// </summary>
  427. public Object TiliMaxVal { get; set; }
  428. /// <summary>
  429. /// 原地满血复活消耗的钻石
  430. /// </summary>
  431. public Object backFullBloodCost { get; set; }
  432. /// <summary>
  433. /// 限购里累计998可得武器
  434. /// </summary>
  435. public Object AccumulateRechargePrize { get; set; }
  436. /// <summary>
  437. /// 免费原地满血复活次数
  438. /// </summary>
  439. public Object battleReviveNum { get; set; }
  440. /// <summary>
  441. /// 言灵品阶分组
  442. /// </summary>
  443. public Object yanlingExpQualityGroup { get; set; }
  444. /// <summary>
  445. /// 恢复一点体力所需时间(秒)
  446. /// </summary>
  447. public Object active_Tili_RecoverTS { get; set; }
  448. [JsonConstructor]
  449. private globalsettings (){ }
  450. }