用dnspy软件打开\Eagarlnia_Data\ManagedAssembly-CSharp,dll
goodsDiscountParam商品折扣参数
HeroLvMax
SoldLvMax
MoralMax最大道德
basecost各种行动的成本
public static float humansCostAdd = 1.3f;人口成本
needtime行动消耗回合
private float cityBaseIncomeAme_1 = 0.5f;城市基础收入_1_2_3对应三个难度
private int cityBaseSentimentAdd_1 = -3;城市基础民心
private float negoPrice2Rate_1 = 0.0003f;负利率
private float barrackSoldRecoverCost_1 = 6f;士兵补满成本
private float barrackHeroRecoverCostAll_1 = 4f;英雄恢复成本
private uint countryAceSoldUnlockPower_1 = 50000U;解锁兵种国力要求
private float aiIncomeAddBase_1 = 1.3f;电脑收入
private float aiWarStrenAdd_1 = 1.1f;电脑战争强度
private int usCountryLvBase_1 = 50000;
private float cheatBarrackRecover4Lv_1 = 0.02f;兵营升级系数
private float cheatSoldierUpRate_1 = 0.25f;士兵升级系数
private int cheatSoldierUpCost_1 = 500;士兵升级花费
private int cheatSoldExpBase_1 = 110;士兵基础经验
public static float aiCountryLvBase = 12000f;电脑国家基础等级参数
private int cheatHeroExpBase_1 = 10;英雄基础经验
private float cheatHeroExp4Lv_1 = 0.05f;英雄升级经验参数
private float cheatEquipRateAdd_1 = 0.2f;装备掉落几率?
public static Dictionary<int, int> ProspUpLimit = new Dictionary<int, int>城防上限
public static int chancellorCost = -150;宰相成本
public static int generalCost = -120;将军成本
public static int diplomacyCost = -120;外交官成本
public static int financeCost = -150;财政官成本
public static int officeCost4Power = 20;办公成本
public static Dictionary<int, int> cityProspEffSent = new Dictionary<int, int>繁荣降民心
public static Dictionary<int, int> HeroUpExps = new Dictionary<int, int>英雄升级经验
public static Dictionary<int, int> SoldUpExps = new Dictionary<int, int>士兵升级经验
perishHeroCaptivedRate处决战斗俘虏几率
perishBarrackCaptivedRate处决监牢俘虏几率
StoreEquipPool商店装备池
CheatEquipPool ?装备池
RandomviewHeroPool随机英雄池
BoxSizeToEquipProbability宝箱大小对应装备概率
goodsDiscountParam商品折扣参数
HeroLvMax
SoldLvMax
MoralMax最大道德
basecost各种行动的成本
public static float humansCostAdd = 1.3f;人口成本
needtime行动消耗回合
private float cityBaseIncomeAme_1 = 0.5f;城市基础收入_1_2_3对应三个难度
private int cityBaseSentimentAdd_1 = -3;城市基础民心
private float negoPrice2Rate_1 = 0.0003f;负利率
private float barrackSoldRecoverCost_1 = 6f;士兵补满成本
private float barrackHeroRecoverCostAll_1 = 4f;英雄恢复成本
private uint countryAceSoldUnlockPower_1 = 50000U;解锁兵种国力要求
private float aiIncomeAddBase_1 = 1.3f;电脑收入
private float aiWarStrenAdd_1 = 1.1f;电脑战争强度
private int usCountryLvBase_1 = 50000;
private float cheatBarrackRecover4Lv_1 = 0.02f;兵营升级系数
private float cheatSoldierUpRate_1 = 0.25f;士兵升级系数
private int cheatSoldierUpCost_1 = 500;士兵升级花费
private int cheatSoldExpBase_1 = 110;士兵基础经验
public static float aiCountryLvBase = 12000f;电脑国家基础等级参数
private int cheatHeroExpBase_1 = 10;英雄基础经验
private float cheatHeroExp4Lv_1 = 0.05f;英雄升级经验参数
private float cheatEquipRateAdd_1 = 0.2f;装备掉落几率?
public static Dictionary<int, int> ProspUpLimit = new Dictionary<int, int>城防上限
public static int chancellorCost = -150;宰相成本
public static int generalCost = -120;将军成本
public static int diplomacyCost = -120;外交官成本
public static int financeCost = -150;财政官成本
public static int officeCost4Power = 20;办公成本
public static Dictionary<int, int> cityProspEffSent = new Dictionary<int, int>繁荣降民心
public static Dictionary<int, int> HeroUpExps = new Dictionary<int, int>英雄升级经验
public static Dictionary<int, int> SoldUpExps = new Dictionary<int, int>士兵升级经验
perishHeroCaptivedRate处决战斗俘虏几率
perishBarrackCaptivedRate处决监牢俘虏几率
StoreEquipPool商店装备池
CheatEquipPool ?装备池
RandomviewHeroPool随机英雄池
BoxSizeToEquipProbability宝箱大小对应装备概率