2025-10-24 15:27:40 +08:00
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//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was generated by a tool.
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// Changes to this file may cause incorrect behavior and will be lost if
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// the code is regenerated.
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// </auto-generated>
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//------------------------------------------------------------------------------
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using Luban;
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using SimpleJSON;
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namespace cfg
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{
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public partial class GlobalLegionConfig
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{
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private readonly DataGlobalLegionConfig _data;
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public DataGlobalLegionConfig Data => _data;
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public GlobalLegionConfig(JSONNode _buf)
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{
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int n = _buf.Count;
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if (n != 1) throw new SerializationException("table mode=one, but size != 1");
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{ if(!_buf[0].IsObject) { throw new SerializationException(); } _data = global::cfg.DataGlobalLegionConfig.DeserializeDataGlobalLegionConfig(_buf[0]); }
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}
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/// <summary>
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/// 军团-招募成员的最低等级限制
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/// </summary>
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public int LegionJoinLevelLimit => _data.LegionJoinLevelLimit;
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/// <summary>
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/// 军团-开始ID
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/// </summary>
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public int LegionBeginID => _data.LegionBeginID;
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/// <summary>
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/// 军团列表每页显示数量
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/// </summary>
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public int LegionPaginateLimit => _data.LegionPaginateLimit;
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/// <summary>
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/// 军团限制成员数量
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/// </summary>
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public int LegionMemberCount => _data.LegionMemberCount;
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/// <summary>
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/// 加入军团模版ID
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/// </summary>
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public int MailIDLegionJoin => _data.MailIDLegionJoin;
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/// <summary>
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/// 军团踢人模版ID
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/// </summary>
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public int MailIDLegionDismissMember => _data.MailIDLegionDismissMember;
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/// <summary>
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/// 军团战报名成功通知
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/// </summary>
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public int MailPVPMonthlyRewardsTitle => _data.MailPVPMonthlyRewardsTitle;
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/// <summary>
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/// 军团开启编队通知
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/// </summary>
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public int MailLegionBattleFormationTitle => _data.MailLegionBattleFormationTitle;
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/// <summary>
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/// 军团开战通知
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/// </summary>
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public int MailLegionBattleFightTitle => _data.MailLegionBattleFightTitle;
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/// <summary>
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/// 军团结算通知
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/// </summary>
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public int MailLegionBattleEndTitle => _data.MailLegionBattleEndTitle;
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/// <summary>
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/// 技能充能回复-主动平A
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/// </summary>
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public int SkillChargeNormalAttack => _data.SkillChargeNormalAttack;
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/// <summary>
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/// 技能充能回复-受到任何伤害
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/// </summary>
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public int SkillChargeBeAttack => _data.SkillChargeBeAttack;
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/// <summary>
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/// 军团要塞报名
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/// </summary>
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public int LegionBattleScheduleIDStart => _data.LegionBattleScheduleIDStart;
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/// <summary>
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/// 军团要塞编队
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/// </summary>
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public int LegionBattleScheduleIDTeam => _data.LegionBattleScheduleIDTeam;
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/// <summary>
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/// 军团要塞编队锁定
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/// </summary>
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public int LegionBattleScheduleIDTeamLock => _data.LegionBattleScheduleIDTeamLock;
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/// <summary>
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/// 军团要塞战斗
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/// </summary>
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public int LegionBattleScheduleIDCombat => _data.LegionBattleScheduleIDCombat;
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/// <summary>
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/// 军团战地图宽度
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/// </summary>
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public int LegionBattleMapWidth => _data.LegionBattleMapWidth;
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/// <summary>
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/// 军团战地图高度
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/// </summary>
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public int LegionBattleMapHeight => _data.LegionBattleMapHeight;
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/// <summary>
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/// 军团战最多人数
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/// </summary>
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public int LegionBattleMaxMemberCount => _data.LegionBattleMaxMemberCount;
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/// <summary>
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/// 军团战最少人数
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/// </summary>
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public int LegionBattleMinMemberCount => _data.LegionBattleMinMemberCount;
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/// <summary>
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/// 军团佣兵上限
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/// </summary>
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public int LegionBattleMaxMercenaryCount => _data.LegionBattleMaxMercenaryCount;
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/// <summary>
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/// 军团战编队数量
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/// </summary>
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public int MaxLegionTeamCount => _data.MaxLegionTeamCount;
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/// <summary>
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/// 军团战报名成功通知
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/// </summary>
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public int MailIDLegionBattleSigned => _data.MailIDLegionBattleSigned;
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/// <summary>
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/// 军争要塞编队
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/// </summary>
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public int MailIDLegionBattleFormation => _data.MailIDLegionBattleFormation;
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/// <summary>
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/// 军团战开战通知
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/// </summary>
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public int MailIDLegionBattleFight => _data.MailIDLegionBattleFight;
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/// <summary>
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/// 军团战匹配失败通知
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/// </summary>
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public int MailIDLegionBattleMatchFaild => _data.MailIDLegionBattleMatchFaild;
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/// <summary>
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/// 军团解散通知
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/// </summary>
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public int MailLegionDisbanded => _data.MailLegionDisbanded;
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/// <summary>
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/// 军团标签最大数量
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/// </summary>
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public int LegionLabelMax => _data.LegionLabelMax;
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/// <summary>
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/// 军团头像图片路径前缀
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/// </summary>
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public string LegionHeadPicFrontPath => _data.LegionHeadPicFrontPath;
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/// <summary>
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/// 军团宣言索引
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/// </summary>
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public System.Collections.Generic.List<int> LegionDeclarationList => _data.LegionDeclarationList;
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/// <summary>
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/// 军团索引
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/// </summary>
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public System.Collections.Generic.List<int> LegionLabelList => _data.LegionLabelList;
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/// <summary>
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/// 军争要塞_荣誉补给箱
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/// </summary>
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public int RewardLegionWin => _data.RewardLegionWin;
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/// <summary>
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/// 军争要塞_基础补给箱
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/// </summary>
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public int RewardLegionLoose => _data.RewardLegionLoose;
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/// <summary>
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/// 军争要塞_佣兵荣誉铁盒
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/// </summary>
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public int RewardLegionMercenaryWin => _data.RewardLegionMercenaryWin;
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/// <summary>
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/// 军争要塞_佣兵相助铁盒
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/// </summary>
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public int RewardLegionMercenaryLoose => _data.RewardLegionMercenaryLoose;
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/// <summary>
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/// 佣兵荣誉币
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/// </summary>
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public int MercenaryHonorCoin => _data.MercenaryHonorCoin;
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/// <summary>
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/// 编队指挥官头像图片路径前缀
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/// </summary>
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public string CommanderHeadPath => _data.CommanderHeadPath;
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/// <summary>
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2026-04-02 13:45:35 +08:00
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/// 推荐商店月卡商店ID
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2025-10-24 15:27:40 +08:00
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/// </summary>
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public int MonthlyPassShopId => _data.MonthlyPassShopId;
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/// <summary>
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2026-04-02 13:45:35 +08:00
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/// 礼包商店月卡商店ID
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/// </summary>
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public int MonthlyPassShopId2 => _data.MonthlyPassShopId2;
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/// <summary>
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2025-10-24 15:27:40 +08:00
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/// 军团战占领要塞获胜
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/// </summary>
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public int MailIDLegionbattlePrizeMailFortressWin => _data.MailIDLegionbattlePrizeMailFortressWin;
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/// <summary>
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/// 军团战占领要塞失败
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/// </summary>
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public int MailIDLegionbattlePrizeMailFortressLose => _data.MailIDLegionbattlePrizeMailFortressLose;
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/// <summary>
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/// 军团战占领要塞获胜全体
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/// </summary>
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public int MailIDLegionbattlePrizeMailFortressAllWin => _data.MailIDLegionbattlePrizeMailFortressAllWin;
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/// <summary>
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/// 军团战占领要塞失败全体
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/// </summary>
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public int MailIDLegionbattlePrizeMailFortressAllLose => _data.MailIDLegionbattlePrizeMailFortressAllLose;
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/// <summary>
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/// 军团战积分获胜
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/// </summary>
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public int MailIDLegionbattlePrizeMailScoreWin => _data.MailIDLegionbattlePrizeMailScoreWin;
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/// <summary>
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/// 军团战积分失败
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/// </summary>
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public int MailIDLegionbattlePrizeMailScoreLose => _data.MailIDLegionbattlePrizeMailScoreLose;
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/// <summary>
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/// 军团战积分获胜全体
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/// </summary>
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public int MailIDLegionbattlePrizeMailScoreAllWin => _data.MailIDLegionbattlePrizeMailScoreAllWin;
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/// <summary>
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/// 军团战积分失败全体
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/// </summary>
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public int MailIDLegionbattlePrizeMailScoreAllLose => _data.MailIDLegionbattlePrizeMailScoreAllLose;
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/// <summary>
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/// 军团战轮空获胜
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/// </summary>
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public int MailIDLegionbattlePrizeMailLucky => _data.MailIDLegionbattlePrizeMailLucky;
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/// <summary>
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/// 军团战雇佣军通用
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/// </summary>
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public int MailIDLegionbattlePrizeMailEmploy => _data.MailIDLegionbattlePrizeMailEmploy;
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/// <summary>
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/// 军团战我方无人上阵失败全员保底
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/// </summary>
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public int MailIDLegionbattlePrizeMailEmptyTeamLose => _data.MailIDLegionbattlePrizeMailEmptyTeamLose;
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/// <summary>
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/// 军团战敌方无人上阵我方参战额外奖励
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/// </summary>
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public int MailIDLegionbattlePrizeMailEmptyTeamWin => _data.MailIDLegionbattlePrizeMailEmptyTeamWin;
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2026-03-16 16:32:38 +08:00
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/// <summary>
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/// 主场景阴影距离
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/// </summary>
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public float MainSceneShadowDistance => _data.MainSceneShadowDistance;
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/// <summary>
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/// 营地场景阴影距离
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/// </summary>
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public float CampSceneShadowDistance => _data.CampSceneShadowDistance;
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2026-05-06 12:47:59 +08:00
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/// <summary>
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/// 棋子攻击力随血量的损失系数
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/// </summary>
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public float AttackLossFromHPParam => _data.AttackLossFromHPParam;
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/// <summary>
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/// 棋子防御力随血量的损失系数
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/// </summary>
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public float DefenceLossFromHPParam => _data.DefenceLossFromHPParam;
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/// <summary>
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/// 棋子攻击力随血量损失的上限
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/// </summary>
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public float AttackLossFromHPLimit => _data.AttackLossFromHPLimit;
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/// <summary>
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/// 棋子防御力随血量损失的上限
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/// </summary>
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public float DefenceLossFromHPLimit => _data.DefenceLossFromHPLimit;
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2026-05-07 19:22:35 +08:00
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/// <summary>
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/// 玩家回合开始, 玩家棋子增加的疲劳值
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/// </summary>
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public int PlayerTurnFatigueAddValue => _data.PlayerTurnFatigueAddValue;
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/// <summary>
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/// 敌方回合开始, 敌方棋子增加的疲劳值
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/// </summary>
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public int EnemyTurnFatigueAddValue => _data.EnemyTurnFatigueAddValue;
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/// <summary>
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/// 攻击, 受击, 助战等行动消耗的疲劳值
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/// </summary>
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public int ActionFatigueCostValue => _data.ActionFatigueCostValue;
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/// <summary>
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/// 混乱状态下损失的防御力比例
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/// </summary>
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public float ChaosStateDefenceLossValue => _data.ChaosStateDefenceLossValue;
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2025-10-24 15:27:40 +08:00
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public void ResolveRef(Tables tables)
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{
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_data.ResolveRef(tables);
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}
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}
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}
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