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["导出标识","常量名","cjson类型","cs类型","sjson类型","go类型","数据值","所属模块","描述"]
["c","FormationTileInfantry","string","FormationCoord,FormationCoordConverter","string","string","[[0,0,0],[25,0,-60],[-25,0,-60],[75,0,-105],[25,0,-105],[-25,0,-105],[-75,0,-105],[75,0,-150],[25,0,-150],[-25,0,-150],[-75,0,-150],[75,0,-60],[-75,0,-60]]","阵容","步兵阵容上每个单位的相对坐标"]
["c","FormationTileCavalry","string","FormationCoord,FormationCoordConverter","string","string","[[0,0,0],[60,0,-65],[-60,0,-65],[60,0,-137],[0,0,-137],[-60,0,-137],[0,0,-65]]","阵容","骑兵阵容上每个单位的相对坐标"]
["c","FormationTileArcher","string","FormationCoord,FormationCoordConverter","string","string","[[0,0,0],[25,0,-60],[-25,0,-60],[75,0,-105],[25,0,-105],[-25,0,-105],[-75,0,-105],[75,0,-150],[25,0,-150],[-25,0,-150],[-75,0,-150],[75,0,-60],[-75,0,-60]]","阵容","弓箭手阵容上每个单位的相对坐标"]
["c","BattleActionDelayTimeForAction","array","int[]","array","types.List[int32]","[0,0,3,6,9,12,0,3,6,9,12]","战斗","英雄士兵起始行动帧"]
["c","DefaultConfusionProbability","int","int","int","int",10000,"战斗","默认的混乱状态下攻击队友的概率"]
["c","BattleTimeScaleInfo","string","BattleTimeScaleInfo,BattleTimeScaleInfoConverter",null,null,"[[\"x1\", 1.5],[\"x2\", 3.0]]","战斗","战斗加速的显示以及实际速度系数"]
["c","LuckFactor","int","int",null,null,1000000,"战斗","幸运系数 万分比"]
["c","ArmorCoefficient1","int","int",null,null,500,"战斗","护甲系数1"]
["c","ArmorCoefficient2","int","int",null,null,500000,"战斗","护甲系数2"]
["c","CorpsAttackIndex","int","int",null,null,6000,"战斗","兵团攻击指数"]
["c","BattleMaxTick","array","int[]",null,null,"[-1,18000,18000,18000]","战斗","对应多种战斗模式的战斗最大时间，-1不限制，单位是帧数"]
["c","InfantryDamageBonusTable","array","int[]",null,null,"[0,0,500]","战斗","{0, 0, 0}, // 步兵攻击 步兵 骑兵 弓箭手"]
["c","InfantryDefenseBonusTable","array","int[]",null,null,"[0,0,500]","战斗","{0, 0, 0}, // 步兵防御 步兵 骑兵 弓箭手"]
["c","CavalryDamageBonusTable","array","int[]",null,null,"[500,0,0]","战斗","{0, 0, 0}, // 骑兵攻击 步兵 骑兵 弓箭手"]
["c","CavalryDefenseBonusTable","array","int[]",null,null,"[500,0,0]","战斗","{0, 0, 0}, // 骑兵防御 步兵 骑兵 弓箭手"]
["c","ArcherDamageBonusTable","array","int[]",null,null,"[0,500,0]","战斗","{0, 0, 0}, // 弓箭手攻击 步兵 骑兵 弓箭手"]
["c","ArcherDefenseBonusTable","array","int[]",null,null,"[0,500,0]","战斗","{0, 0, 0}, // 弓箭手防御 步兵 骑兵 弓箭手"]
["c","UnitLevelDecay","array","int[]",null,null,"[-200,-100,-50,-20,-10,0]","战斗","[0级兵衰减,1级兵衰减,2级兵衰减,3级兵衰减,4级兵衰减,,5级兵衰减] ，第一个字段代表带0级兵，伤害加成-10%，伤害减免-10%"]
["c","UnitNumDecay","string","ArrayIntList,ArrayIntListConverter",null,null,"[[1000,-800],[3000,-400],[5000,-200],[7000,-100],[8500,-50],[10000,0]]","战斗","第一个字段是当前兵力和出征兵力上限差值百分比 比如出征时兵力上限为10000，当前有6000兵，则代表现在为60%兵力，往右找找到7000对应的-200"]
["c","OpeningDelay","int","int",null,null,600,"战斗","开战动效播放时间延后xx毫秒"]
["c","BaseMovementSpeed","int","int",null,null,600,"战斗","基础移动速度  移动动作根据这个速度进行速度变化"]