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namespace ET
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{
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public static class WorldParam
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{
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public const int TimeShift = 1; //游戏时间一小时对于现实秒数
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public const int FoodConsumption = 2; //个体每分钟消耗食物量
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public const int WaterConsumption = 3; //个体每分钟消耗水量
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public const int Citywalls = 4; //战斗失败城墙耐久损失值
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public const int TreeInitialValue = 5; //世界树繁茂初始值
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public const int NightTime = 6; //入夜时间
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public const int FullMoonEndTime = 7; //月圆夜结束时间
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public const int BuildEvent = 8; //建造特殊事件
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public const int GatherEventInterval = 9; //采集事件间隔
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public const int LaborCoefficientBuild = 10; //劳力系数-建造
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public const int EventInterval = 11; //事件触发间隔
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public const int LaborCoefficientGather = 12; //劳力系数-采集
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public const int MaxLaborEvent = 13; //村民记事界面显示事件数上限
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public const int BuildingReturnRatio = 14; //建筑回收系数
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public const int WaterMaxWithoutRiver = 15; //无河流时每游戏天产出的水量上限
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public const int WaterMax = 16; //清理河流后增加的水量上限
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public const int LeadLabor = 17; //主角和伙伴的劳力上限
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public const int LifeLactor = 18; //寿命系数
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public const int InitialMenu = 19; //初始菜谱
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public const int InitialPrescription = 20; //初始药方
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public const int HeatcontrolContinue = 21; //火候持续时间
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public const int HeatcontrolLimit = 22; //火候容错上限
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public const int HeatingUp = 23; //火候增长
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public const int HeatingDown = 24; //火候回退
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public const int HeatingProgress = 25; //火候进度条总量
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public const int HeatingRatio = 26; //火候占进度比例
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public const int TrackingMissionMax = 27; //可追踪任务数量上限
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public const int CritMultiplier = 28; //暴击伤害倍数
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public const int LogAmount = 29; //日志记录数量上限
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public const int UpgratePercent = 30; //建筑升级所需材料的折算比例百分比
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public const int InitialGranaryCapacity = 31; //初始地窖粮仓容量
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public const int SeasonDay = 32; //季节天数
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}
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}
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