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namespace ET
{
public static class WorldParam
{
public const int TimeShift = 1; //游戏时间一小时对于现实秒数
public const int FoodConsumption = 2; //个体每分钟消耗食物量
public const int WaterConsumption = 3; //个体每分钟消耗水量
public const int Citywalls = 4; //战斗失败城墙耐久损失值
public const int TreeInitialValue = 5; //世界树繁茂初始值
public const int NightTime = 6; //入夜时间
public const int FullMoonEndTime = 7; //月圆夜结束时间
public const int BuildEvent = 8; //建造特殊事件
public const int GatherEventInterval = 9; //采集事件间隔
public const int LaborCoefficientBuild = 10; //劳力系数-建造
public const int EventInterval = 11; //事件触发间隔
public const int LaborCoefficientGather = 12; //劳力系数-采集
public const int MaxLaborEvent = 13; //村民记事界面显示事件数上限
public const int BuildingReturnRatio = 14; //建筑回收系数
public const int WaterMaxWithoutRiver = 15; //无河流时每游戏天产出的水量上限
public const int WaterMax = 16; //清理河流后增加的水量上限
public const int LeadLabor = 17; //主角和伙伴的劳力上限
public const int LifeLactor = 18; //寿命系数
public const int InitialMenu = 19; //初始菜谱
public const int InitialPrescription = 20; //初始药方
public const int HeatcontrolContinue = 21; //火候持续时间
public const int HeatcontrolLimit = 22; //火候容错上限
public const int HeatingUp = 23; //火候增长
public const int HeatingDown = 24; //火候回退
public const int HeatingProgress = 25; //火候进度条总量
public const int HeatingRatio = 26; //火候占进度比例
public const int TrackingMissionMax = 27; //可追踪任务数量上限
public const int CritMultiplier = 28; //暴击伤害倍数
public const int LogAmount = 29; //日志记录数量上限
public const int UpgratePercent = 30; //建筑升级所需材料的折算比例百分比
public const int WoodenPart = 31; //木质零件
public const int StonyPart = 32; //石质零件
public const int MetalPart = 33; //金属零件
}
}