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@@ -1,149 +1,150 @@
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package serverproto
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package serverproto
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const (
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const (
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- CFG_ActiveCodeCfg = "ActiveCodeCfg.csv"
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- CFG_ActivitiesBtChargeTaskGoldCfg = "ActivitiesBtChargeTaskGoldCfg.csv"
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+ CFG_ActiveCodeCfg = "ActiveCodeCfg.csv"
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+ CFG_ActivitiesBtChargeTaskGoldCfg = "ActivitiesBtChargeTaskGoldCfg.csv"
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CFG_ActivitiesBtChargeTaskRoMoneyCfg = "ActivitiesBtChargeTaskRoMoneyCfg.csv"
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CFG_ActivitiesBtChargeTaskRoMoneyCfg = "ActivitiesBtChargeTaskRoMoneyCfg.csv"
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- CFG_ActivitiesBtFirstChargeCfg = "ActivitiesBtFirstChargeCfg.csv"
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- CFG_ActivitiesCfg = "ActivitiesCfg.csv"
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- CFG_ActivitiesCollectionCfg = "ActivitiesCollectionCfg.csv"
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- CFG_ActivitiesDiscountsCfg = "ActivitiesDiscountsCfg.csv"
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- CFG_ActivitiesFirstChargeCfg = "ActivitiesFirstChargeCfg.csv"
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- CFG_ActivitiesFortnightDaysCfg = "ActivitiesFortnightDaysCfg.csv"
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- CFG_ActivitiesFortnightOnlineCfg = "ActivitiesFortnightOnlineCfg.csv"
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- CFG_ActivitiesGiftCfg = "ActivitiesGiftCfg.csv"
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- CFG_ActivitiesKingTaskCfg = "ActivitiesKingTaskCfg.csv"
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- CFG_ActivitieslikabilityCfg = "ActivitieslikabilityCfg.csv"
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- CFG_ActivitiesPetExchangeCfg = "ActivitiesPetExchangeCfg.csv"
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- CFG_ActivitiesRewardCfg = "ActivitiesRewardCfg.csv"
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- CFG_ActivitiesSignInCfg = "ActivitiesSignInCfg.csv"
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- CFG_ActivitiesTaskCfg = "ActivitiesTaskCfg.csv"
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- CFG_ActivitiesTiredChargeCfg = "ActivitiesTiredChargeCfg.csv"
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- CFG_ActivityRoulettelCfg = "ActivityRoulettelCfg.csv"
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- CFG_ActRewardCfg = "ActRewardCfg.csv"
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- CFG_AdvertisingScreen = "AdvertisingScreen.csv"
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- CFG_ArenaLevelCfg = "ArenaLevelCfg.csv"
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- CFG_ArenaRewardCfg = "ArenaRewardCfg.csv"
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- CFG_ArtifactCfg = "ArtifactCfg.csv"
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- CFG_ArtifactExpCfg = "ArtifactExpCfg.csv"
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- CFG_BoliShopCfg = "BoliShopCfg.csv"
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- CFG_BoliVipCfg = "BoliVipCfg.csv"
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- CFG_BTSmashEggsCfg = "BTSmashEggsCfg.csv"
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- CFG_CardCfg = "CardCfg.csv"
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- CFG_CardIdentification = "CardIdentification.csv"
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- CFG_CardReset = "CardReset.csv"
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- CFG_CardSuitNewCfg = "CardSuitNewCfg.csv"
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- CFG_CardUnlockCfg = "CardUnlockCfg.csv"
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- CFG_ClimbingTowerCfg = "ClimbingTowerCfg.csv"
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- CFG_CombinedServiceCfg = "CombinedServiceCfg.csv"
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- CFG_CompetitionAidouluCfg = "CompetitionAidouluCfg.csv"
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- CFG_CompetitionCfg = "CompetitionCfg.csv"
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- CFG_CompetitionDevineCfg = "CompetitionDevineCfg.csv"
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- CFG_CompetitionPrizeWheelCfg = "CompetitionPrizeWheelCfg.csv"
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- CFG_ConditionCfg = "ConditionCfg.csv"
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- CFG_DesignationCfg = "DesignationCfg.csv"
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- CFG_DropCfg = "DropCfg.csv"
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- CFG_EquipCfg = "EquipCfg.csv"
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- CFG_EquipRefineCfg = "EquipRefineCfg.csv"
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- CFG_EquipSuitNewCfg = "EquipSuitNewCfg.csv"
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- CFG_EvilCfg = "EvilCfg.csv"
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- CFG_ExpeditionBuffCfg = "ExpeditionBuffCfg.csv"
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- CFG_ExpeditionBuffDropCfg = "ExpeditionBuffDropCfg.csv"
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- CFG_ExpeditionCfg = "ExpeditionCfg.csv"
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- CFG_FashionCfg = "FashionCfg.csv"
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- CFG_FashionLevelUp = "FashionLevelUp.csv"
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- CFG_FashionPaperCfg = "FashionPaperCfg.csv"
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- CFG_FashionRandom = "FashionRandom.csv"
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- CFG_FashionSuitCfg = "FashionSuitCfg.csv"
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- CFG_FightCfg = "FightCfg.csv"
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- CFG_FunctionCfg = "FunctionCfg.csv"
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- CFG_GlobalCfg = "GlobalCfg.csv"
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- CFG_GuildBadgeCfg = "GuildBadgeCfg.csv"
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- CFG_GuildBossCfg = "GuildBossCfg.csv"
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- CFG_GuildBossRewardCfg = "GuildBossRewardCfg.csv"
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- CFG_GuildDemonCfg = "GuildDemonCfg.csv"
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- CFG_GuildLvCfg = "GuildLvCfg.csv"
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- CFG_GuildWarAgainstCfg = "GuildWarAgainstCfg.csv"
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- CFG_GuildWarBuffCfg = "GuildWarBuffCfg.csv"
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- CFG_GuildWarDojoCfg = "GuildWarDojoCfg.csv"
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- CFG_HeadFrameCfg = "HeadFrameCfg.csv"
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- CFG_HeadPortraitCfg = "HeadPortraitCfg.csv"
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- CFG_HundredDojoCfg = "HundredDojoCfg.csv"
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- CFG_InvitationTaskCfg = "InvitationTaskCfg.csv"
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- CFG_ItemCfg = "ItemCfg.csv"
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- CFG_JobCfg = "JobCfg.csv"
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- CFG_JobExpCfg = "JobExpCfg.csv"
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- CFG_KeepSakeCfg = "KeepSakeCfg.csv"
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- CFG_LevelCfg = "LevelCfg.csv"
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- CFG_LineMissionCfg = "LineMissionCfg.csv"
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- CFG_MailCfg = "MailCfg.csv"
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- CFG_MissionCfg = "MissionCfg.csv"
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- CFG_NatureCfg = "NatureCfg.csv"
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- CFG_NpcCfg = "NpcCfg.csv"
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- CFG_OnlineRewardsCfg = "OnlineRewardsCfg.csv"
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- CFG_ParterAttributeCfg = "ParterAttributeCfg.csv"
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- CFG_ParterCfg = "ParterCfg.csv"
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- CFG_ParterProgressCfg = "ParterProgressCfg.csv"
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- CFG_ParterSkillTreeCfg = "ParterSkillTreeCfg.csv"
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- CFG_PassCheckCfg = "PassCheckCfg.csv"
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- CFG_PassiveSkillCfg = "PassiveSkillCfg.csv"
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- CFG_PetBattleCfg = "PetBattleCfg.csv"
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- CFG_PetCfg = "PetCfg.csv"
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- CFG_PetEquipCfg = "PetEquipCfg.csv"
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- CFG_PetEquipExpCfg = "PetEquipExpCfg.csv"
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- CFG_PetEquipSuitCfg = "PetEquipSuitCfg.csv"
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- CFG_PetExpCfg = "PetExpCfg.csv"
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- CFG_PetpartnerCfg = "PetpartnerCfg.csv"
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- CFG_PetProgressCfg = "PetProgressCfg.csv"
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- CFG_PresspointPvPCfg = "PresspointPvPCfg.csv"
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- CFG_PrivilegeCardCfg = "PrivilegeCardCfg.csv"
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- CFG_PurseShopCfg = "PurseShopCfg.csv"
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- CFG_QualityPointCfg = "QualityPointCfg.csv"
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- CFG_QuickBattleCostCfg = "QuickBattleCostCfg.csv"
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- CFG_RobotCfg = "RobotCfg.csv"
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- CFG_RoleAttributeCfg = "RoleAttributeCfg.csv"
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- CFG_RuneShopExploreCfg = "RuneShopExploreCfg.csv"
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- CFG_RuneShopExploreRewardCfg = "RuneShopExploreRewardCfg.csv"
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- CFG_RuneShopGiftsCfg = "RuneShopGiftsCfg.csv"
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- CFG_RuneShopGuildBattleCfg = "RuneShopGuildBattleCfg.csv"
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- CFG_RuneShopLimitCfg = "RuneShopLimitCfg.csv"
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- CFG_RuneShopMonthCardCfg = "RuneShopMonthCardCfg.csv"
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- CFG_RuneShopRankAidouluCfg = "RuneShopRankAidouluCfg.csv"
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- CFG_RuneShopRankArenaCfg = "RuneShopRankArenaCfg.csv"
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- CFG_RuneShopRankMapCfg = "RuneShopRankMapCfg.csv"
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- CFG_RuneShopRankPetCfg = "RuneShopRankPetCfg.csv"
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- CFG_RuneShopRankSkillCfg = "RuneShopRankSkillCfg.csv"
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- CFG_RuneShopRankTowerCfg = "RuneShopRankTowerCfg.csv"
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- CFG_RushListCfg = "RushListCfg.csv"
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- CFG_RushListTargetCfg = "RushListTargetCfg.csv"
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- CFG_ServiceRecordCfg = "ServiceRecordCfg.csv"
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- CFG_ShieldedWordCfg = "ShieldedWordCfg.csv"
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- CFG_ShopCfg = "ShopCfg.csv"
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- CFG_ShopTypeCfg = "ShopTypeCfg.csv"
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- CFG_SignInCfg = "SignInCfg.csv"
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- CFG_SkillCfg = "SkillCfg.csv"
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- CFG_SkillDemandCfg = "SkillDemandCfg.csv"
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- CFG_SkillLvCfg = "SkillLvCfg.csv"
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- CFG_SkillSlotCfg = "SkillSlotCfg.csv"
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- CFG_SkillSuitNewCfg = "SkillSuitNewCfg.csv"
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- CFG_SkillTreeCfg = "SkillTreeCfg.csv"
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- CFG_SkillUpEffectCfg = "SkillUpEffectCfg.csv"
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- CFG_SummonServerCfg = "SummonServerCfg.csv"
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- CFG_SummonTemplateCfg = "SummonTemplateCfg.csv"
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- CFG_SysReward = "SysReward.csv"
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- CFG_TargetTaskCfg = "TargetTaskCfg.csv"
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- CFG_TopTowerCfgLevel = "TopTowerCfgLevel.csv"
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- CFG_TopTowerCfgReward = "TopTowerCfgReward.csv"
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- CFG_TransportCfg = "TransportCfg.csv"
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- CFG_UIFuncUnLockCfg = "UIFuncUnLockCfg.csv"
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- CFG_VipCfg = "VipCfg.csv"
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- CFG_WishCfg = "WishCfg.csv"
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- CFG_WorldBossCfg = "WorldBossCfg.csv"
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- CFG_WorldBossChangePlayCfg = "WorldBossChangePlayCfg.csv"
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+ CFG_ActivitiesBtFirstChargeCfg = "ActivitiesBtFirstChargeCfg.csv"
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+ CFG_ActivitiesCfg = "ActivitiesCfg.csv"
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+ CFG_ActivitiesCollectionCfg = "ActivitiesCollectionCfg.csv"
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+ CFG_ActivitiesDiscountsCfg = "ActivitiesDiscountsCfg.csv"
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+ CFG_ActivitiesFirstChargeCfg = "ActivitiesFirstChargeCfg.csv"
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+ CFG_ActivitiesFortnightDaysCfg = "ActivitiesFortnightDaysCfg.csv"
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+ CFG_ActivitiesFortnightOnlineCfg = "ActivitiesFortnightOnlineCfg.csv"
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+ CFG_ActivitiesGiftCfg = "ActivitiesGiftCfg.csv"
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+ CFG_ActivitiesKingTaskCfg = "ActivitiesKingTaskCfg.csv"
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+ CFG_ActivitieslikabilityCfg = "ActivitieslikabilityCfg.csv"
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+ CFG_ActivitiesPetExchangeCfg = "ActivitiesPetExchangeCfg.csv"
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+ CFG_ActivitiesRewardCfg = "ActivitiesRewardCfg.csv"
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+ CFG_ActivitiesSignInCfg = "ActivitiesSignInCfg.csv"
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+ CFG_ActivitiesTaskCfg = "ActivitiesTaskCfg.csv"
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+ CFG_ActivitiesTiredChargeCfg = "ActivitiesTiredChargeCfg.csv"
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+ CFG_ActivityRoulettelCfg = "ActivityRoulettelCfg.csv"
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+ CFG_ActRewardCfg = "ActRewardCfg.csv"
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+ CFG_AdvertisingScreen = "AdvertisingScreen.csv"
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+ CFG_ArenaLevelCfg = "ArenaLevelCfg.csv"
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+ CFG_ArenaRewardCfg = "ArenaRewardCfg.csv"
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+ CFG_ArtifactCfg = "ArtifactCfg.csv"
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+ CFG_ArtifactExpCfg = "ArtifactExpCfg.csv"
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+ CFG_BoliShopCfg = "BoliShopCfg.csv"
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+ CFG_BoliVipCfg = "BoliVipCfg.csv"
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+ CFG_BTSmashEggsCfg = "BTSmashEggsCfg.csv"
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+ CFG_CardCfg = "CardCfg.csv"
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+ CFG_CardIdentification = "CardIdentification.csv"
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+ CFG_CardReset = "CardReset.csv"
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+ CFG_CardSuitNewCfg = "CardSuitNewCfg.csv"
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+ CFG_CardUnlockCfg = "CardUnlockCfg.csv"
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+ CFG_ClimbingTowerCfg = "ClimbingTowerCfg.csv"
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+ CFG_CombinedServiceCfg = "CombinedServiceCfg.csv"
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+ CFG_CompetitionAidouluCfg = "CompetitionAidouluCfg.csv"
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+ CFG_CompetitionCfg = "CompetitionCfg.csv"
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+ CFG_CompetitionDevineCfg = "CompetitionDevineCfg.csv"
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+ CFG_CompetitionPrizeWheelCfg = "CompetitionPrizeWheelCfg.csv"
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+ CFG_ConditionCfg = "ConditionCfg.csv"
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+ CFG_DesignationCfg = "DesignationCfg.csv"
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+ CFG_DropCfg = "DropCfg.csv"
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+ CFG_EquipCfg = "EquipCfg.csv"
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+ CFG_EquipRefineCfg = "EquipRefineCfg.csv"
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+ CFG_EquipSuitNewCfg = "EquipSuitNewCfg.csv"
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+ CFG_EvilCfg = "EvilCfg.csv"
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+ CFG_ExpeditionBuffCfg = "ExpeditionBuffCfg.csv"
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+ CFG_ExpeditionBuffDropCfg = "ExpeditionBuffDropCfg.csv"
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+ CFG_ExpeditionCfg = "ExpeditionCfg.csv"
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+ CFG_FashionCfg = "FashionCfg.csv"
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+ CFG_FashionLevelUp = "FashionLevelUp.csv"
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+ CFG_FashionPaperCfg = "FashionPaperCfg.csv"
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+ CFG_FashionRandom = "FashionRandom.csv"
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+ CFG_FashionSuitCfg = "FashionSuitCfg.csv"
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+ CFG_FightCfg = "FightCfg.csv"
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+ CFG_FunctionCfg = "FunctionCfg.csv"
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+ CFG_GlobalCfg = "GlobalCfg.csv"
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+ CFG_GuildBadgeCfg = "GuildBadgeCfg.csv"
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+ CFG_GuildBossCfg = "GuildBossCfg.csv"
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+ CFG_GuildBossRewardCfg = "GuildBossRewardCfg.csv"
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+ CFG_GuildDemonCfg = "GuildDemonCfg.csv"
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+ CFG_GuildLvCfg = "GuildLvCfg.csv"
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+ CFG_GuildWarAgainstCfg = "GuildWarAgainstCfg.csv"
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+ CFG_GuildWarBuffCfg = "GuildWarBuffCfg.csv"
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+ CFG_GuildWarDojoCfg = "GuildWarDojoCfg.csv"
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+ CFG_HeadFrameCfg = "HeadFrameCfg.csv"
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+ CFG_HeadPortraitCfg = "HeadPortraitCfg.csv"
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+ CFG_HundredDojoCfg = "HundredDojoCfg.csv"
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+ CFG_InvitationTaskCfg = "InvitationTaskCfg.csv"
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+ CFG_ItemCfg = "ItemCfg.csv"
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+ CFG_JobCfg = "JobCfg.csv"
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+ CFG_JobExpCfg = "JobExpCfg.csv"
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+ CFG_KeepSakeCfg = "KeepSakeCfg.csv"
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+ CFG_LevelCfg = "LevelCfg.csv"
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+ CFG_LineMissionCfg = "LineMissionCfg.csv"
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+ CFG_MailCfg = "MailCfg.csv"
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+ CFG_MissionCfg = "MissionCfg.csv"
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+ CFG_NatureCfg = "NatureCfg.csv"
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+ CFG_NpcCfg = "NpcCfg.csv"
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+ CFG_OnlineRewardsCfg = "OnlineRewardsCfg.csv"
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+ CFG_ParterAttributeCfg = "ParterAttributeCfg.csv"
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+ CFG_ParterCfg = "ParterCfg.csv"
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+ CFG_ParterProgressCfg = "ParterProgressCfg.csv"
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+ CFG_ParterSkillTreeCfg = "ParterSkillTreeCfg.csv"
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+ CFG_PassCheckCfg = "PassCheckCfg.csv"
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+ CFG_PassiveSkillCfg = "PassiveSkillCfg.csv"
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+ CFG_PetBattleCfg = "PetBattleCfg.csv"
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+ CFG_PetCfg = "PetCfg.csv"
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+ CFG_PetEquipCfg = "PetEquipCfg.csv"
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+ CFG_PetEquipExpCfg = "PetEquipExpCfg.csv"
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+ CFG_PetEquipSuitCfg = "PetEquipSuitCfg.csv"
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+ CFG_PetExpCfg = "PetExpCfg.csv"
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+ CFG_PetpartnerCfg = "PetpartnerCfg.csv"
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+ CFG_PetProgressCfg = "PetProgressCfg.csv"
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|
|
+ CFG_PresspointPvPCfg = "PresspointPvPCfg.csv"
|
|
|
|
|
+ CFG_PrivilegeCardCfg = "PrivilegeCardCfg.csv"
|
|
|
|
|
+ CFG_PurseShopCfg = "PurseShopCfg.csv"
|
|
|
|
|
+ CFG_QualityPointCfg = "QualityPointCfg.csv"
|
|
|
|
|
+ CFG_QuickBattleCostCfg = "QuickBattleCostCfg.csv"
|
|
|
|
|
+ CFG_RobotCfg = "RobotCfg.csv"
|
|
|
|
|
+ CFG_RoleAttributeCfg = "RoleAttributeCfg.csv"
|
|
|
|
|
+ CFG_RuneShopExploreCfg = "RuneShopExploreCfg.csv"
|
|
|
|
|
+ CFG_RuneShopExploreRewardCfg = "RuneShopExploreRewardCfg.csv"
|
|
|
|
|
+ CFG_RuneShopGiftsCfg = "RuneShopGiftsCfg.csv"
|
|
|
|
|
+ CFG_RuneShopGuildBattleCfg = "RuneShopGuildBattleCfg.csv"
|
|
|
|
|
+ CFG_RuneShopLimitCfg = "RuneShopLimitCfg.csv"
|
|
|
|
|
+ CFG_RuneShopMonthCardCfg = "RuneShopMonthCardCfg.csv"
|
|
|
|
|
+ CFG_RuneShopRankAidouluCfg = "RuneShopRankAidouluCfg.csv"
|
|
|
|
|
+ CFG_RuneShopRankArenaCfg = "RuneShopRankArenaCfg.csv"
|
|
|
|
|
+ CFG_RuneShopRankMapCfg = "RuneShopRankMapCfg.csv"
|
|
|
|
|
+ CFG_RuneShopRankPetCfg = "RuneShopRankPetCfg.csv"
|
|
|
|
|
+ CFG_RuneShopRankSkillCfg = "RuneShopRankSkillCfg.csv"
|
|
|
|
|
+ CFG_RuneShopRankTowerCfg = "RuneShopRankTowerCfg.csv"
|
|
|
|
|
+ CFG_RushListCfg = "RushListCfg.csv"
|
|
|
|
|
+ CFG_RushListTargetCfg = "RushListTargetCfg.csv"
|
|
|
|
|
+ CFG_ServiceRecordCfg = "ServiceRecordCfg.csv"
|
|
|
|
|
+ CFG_ShieldedWordCfg = "ShieldedWordCfg.csv"
|
|
|
|
|
+ CFG_ShopCfg = "ShopCfg.csv"
|
|
|
|
|
+ CFG_ShopTypeCfg = "ShopTypeCfg.csv"
|
|
|
|
|
+ CFG_SignInCfg = "SignInCfg.csv"
|
|
|
|
|
+ CFG_SkillCfg = "SkillCfg.csv"
|
|
|
|
|
+ CFG_SkillDemandCfg = "SkillDemandCfg.csv"
|
|
|
|
|
+ CFG_SkillLvCfg = "SkillLvCfg.csv"
|
|
|
|
|
+ CFG_SkillSlotCfg = "SkillSlotCfg.csv"
|
|
|
|
|
+ CFG_SkillSuitNewCfg = "SkillSuitNewCfg.csv"
|
|
|
|
|
+ CFG_SkillTreeCfg = "SkillTreeCfg.csv"
|
|
|
|
|
+ CFG_SkillUpEffectCfg = "SkillUpEffectCfg.csv"
|
|
|
|
|
+ CFG_SummonServerCfg = "SummonServerCfg.csv"
|
|
|
|
|
+ CFG_SummonTemplateCfg = "SummonTemplateCfg.csv"
|
|
|
|
|
+ CFG_SysReward = "SysReward.csv"
|
|
|
|
|
+ CFG_TargetTaskCfg = "TargetTaskCfg.csv"
|
|
|
|
|
+ CFG_TopTowerCfgLevel = "TopTowerCfgLevel.csv"
|
|
|
|
|
+ CFG_TopTowerCfgReward = "TopTowerCfgReward.csv"
|
|
|
|
|
+ CFG_TransportCfg = "TransportCfg.csv"
|
|
|
|
|
+ CFG_UIFuncUnLockCfg = "UIFuncUnLockCfg.csv"
|
|
|
|
|
+ CFG_VipCfg = "VipCfg.csv"
|
|
|
|
|
+ CFG_WishCfg = "WishCfg.csv"
|
|
|
|
|
+ CFG_WorldBossCfg = "WorldBossCfg.csv"
|
|
|
|
|
+ CFG_WorldBossChangePlayCfg = "WorldBossChangePlayCfg.csv"
|
|
|
)
|
|
)
|
|
|
|
|
+
|
|
|
var CFGNameList = map[string]func(path string){}
|
|
var CFGNameList = map[string]func(path string){}
|
|
|
|
|
|
|
|
-func configNameListInit(){
|
|
|
|
|
|
|
+func configNameListInit() {
|
|
|
CFGNameList["ActiveCodeCfg"] = ActiveCodeCfgLoad
|
|
CFGNameList["ActiveCodeCfg"] = ActiveCodeCfgLoad
|
|
|
CFGNameList["ActivitiesBtChargeTaskGoldCfg"] = ActivitiesBtChargeTaskGoldCfgLoad
|
|
CFGNameList["ActivitiesBtChargeTaskGoldCfg"] = ActivitiesBtChargeTaskGoldCfgLoad
|
|
|
CFGNameList["ActivitiesBtChargeTaskRoMoneyCfg"] = ActivitiesBtChargeTaskRoMoneyCfgLoad
|
|
CFGNameList["ActivitiesBtChargeTaskRoMoneyCfg"] = ActivitiesBtChargeTaskRoMoneyCfgLoad
|
|
@@ -218,6 +219,7 @@ func configNameListInit(){
|
|
|
CFGNameList["JobExpCfg"] = JobExpCfgLoad
|
|
CFGNameList["JobExpCfg"] = JobExpCfgLoad
|
|
|
CFGNameList["KeepSakeCfg"] = KeepSakeCfgLoad
|
|
CFGNameList["KeepSakeCfg"] = KeepSakeCfgLoad
|
|
|
CFGNameList["LevelCfg"] = LevelCfgLoad
|
|
CFGNameList["LevelCfg"] = LevelCfgLoad
|
|
|
|
|
+ CFGNameList["HardLevelCfg"] = HardLevelCfgLoad
|
|
|
CFGNameList["LineMissionCfg"] = LineMissionCfgLoad
|
|
CFGNameList["LineMissionCfg"] = LineMissionCfgLoad
|
|
|
CFGNameList["MailCfg"] = MailCfgLoad
|
|
CFGNameList["MailCfg"] = MailCfgLoad
|
|
|
CFGNameList["MissionCfg"] = MissionCfgLoad
|
|
CFGNameList["MissionCfg"] = MissionCfgLoad
|
|
@@ -285,7 +287,6 @@ func configNameListInit(){
|
|
|
CFGNameList["WorldBossChangePlayCfg"] = WorldBossChangePlayCfgLoad
|
|
CFGNameList["WorldBossChangePlayCfg"] = WorldBossChangePlayCfgLoad
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-
|
|
|
|
|
var XmlFileList = []string{
|
|
var XmlFileList = []string{
|
|
|
"BattleFormulaParamCfg",
|
|
"BattleFormulaParamCfg",
|
|
|
"Born_Scene_prontera_sd",
|
|
"Born_Scene_prontera_sd",
|
|
@@ -317,7 +318,7 @@ var XmlFileList = []string{
|
|
|
"FrameEvent_Xiehailangren",
|
|
"FrameEvent_Xiehailangren",
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-//load config data
|
|
|
|
|
|
|
+// load config data
|
|
|
func ConfigInit(path string) {
|
|
func ConfigInit(path string) {
|
|
|
configNameListInit()
|
|
configNameListInit()
|
|
|
ActiveCodeCfgLoad(path)
|
|
ActiveCodeCfgLoad(path)
|
|
@@ -394,6 +395,7 @@ func ConfigInit(path string) {
|
|
|
JobExpCfgLoad(path)
|
|
JobExpCfgLoad(path)
|
|
|
KeepSakeCfgLoad(path)
|
|
KeepSakeCfgLoad(path)
|
|
|
LevelCfgLoad(path)
|
|
LevelCfgLoad(path)
|
|
|
|
|
+ HardLevelCfgLoad(path)
|
|
|
LineMissionCfgLoad(path)
|
|
LineMissionCfgLoad(path)
|
|
|
MailCfgLoad(path)
|
|
MailCfgLoad(path)
|
|
|
MissionCfgLoad(path)
|
|
MissionCfgLoad(path)
|
|
@@ -461,3025 +463,3327 @@ func ConfigInit(path string) {
|
|
|
WorldBossChangePlayCfgLoad(path)
|
|
WorldBossChangePlayCfgLoad(path)
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ActiveCodeCfgLoader map[int32]*ActiveCodeCfg
|
|
|
|
|
-type ActiveCodeCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //ID
|
|
|
|
|
- Code string `csv:"Code"` //类型
|
|
|
|
|
|
|
+var ActiveCodeCfgLoader map[int32]*ActiveCodeCfg
|
|
|
|
|
+
|
|
|
|
|
+type ActiveCodeCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //ID
|
|
|
|
|
+ Code string `csv:"Code"` //类型
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ActiveCodeCfgLoad(path string) {
|
|
func ActiveCodeCfgLoad(path string) {
|
|
|
cfg := []*ActiveCodeCfg{}
|
|
cfg := []*ActiveCodeCfg{}
|
|
|
ActiveCodeCfgLoader = map[int32]*ActiveCodeCfg{}
|
|
ActiveCodeCfgLoader = map[int32]*ActiveCodeCfg{}
|
|
|
- loadCsvCfg(path + "ActiveCodeCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ActiveCodeCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ActiveCodeCfgLoader[row.Id] = row
|
|
ActiveCodeCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ActivitiesBtChargeTaskGoldCfgLoader map[int32]*ActivitiesBtChargeTaskGoldCfg
|
|
|
|
|
-type ActivitiesBtChargeTaskGoldCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
- TaskIds []string `csv:"TaskIds"` //7日累充
|
|
|
|
|
- DailyTaskIds []string `csv:"DailyTaskIds"` //每日累充
|
|
|
|
|
- ActivitiesId int32 `csv:"ActivitiesId"` //活动Id
|
|
|
|
|
- Day int32 `csv:"Day"` //天数
|
|
|
|
|
|
|
+var ActivitiesBtChargeTaskGoldCfgLoader map[int32]*ActivitiesBtChargeTaskGoldCfg
|
|
|
|
|
+
|
|
|
|
|
+type ActivitiesBtChargeTaskGoldCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
+ TaskIds []string `csv:"TaskIds"` //7日累充
|
|
|
|
|
+ DailyTaskIds []string `csv:"DailyTaskIds"` //每日累充
|
|
|
|
|
+ ActivitiesId int32 `csv:"ActivitiesId"` //活动Id
|
|
|
|
|
+ Day int32 `csv:"Day"` //天数
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ActivitiesBtChargeTaskGoldCfgLoad(path string) {
|
|
func ActivitiesBtChargeTaskGoldCfgLoad(path string) {
|
|
|
cfg := []*ActivitiesBtChargeTaskGoldCfg{}
|
|
cfg := []*ActivitiesBtChargeTaskGoldCfg{}
|
|
|
ActivitiesBtChargeTaskGoldCfgLoader = map[int32]*ActivitiesBtChargeTaskGoldCfg{}
|
|
ActivitiesBtChargeTaskGoldCfgLoader = map[int32]*ActivitiesBtChargeTaskGoldCfg{}
|
|
|
- loadCsvCfg(path + "ActivitiesBtChargeTaskGoldCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ActivitiesBtChargeTaskGoldCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ActivitiesBtChargeTaskGoldCfgLoader[row.Id] = row
|
|
ActivitiesBtChargeTaskGoldCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ActivitiesBtChargeTaskRoMoneyCfgLoader map[int32]*ActivitiesBtChargeTaskRoMoneyCfg
|
|
|
|
|
-type ActivitiesBtChargeTaskRoMoneyCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
- TaskIds []string `csv:"TaskIds"` //7日累充
|
|
|
|
|
- DailyTaskIds []string `csv:"DailyTaskIds"` //每日累充
|
|
|
|
|
- ActivitiesId int32 `csv:"ActivitiesId"` //活动Id
|
|
|
|
|
- Day int32 `csv:"Day"` //天数
|
|
|
|
|
|
|
+var ActivitiesBtChargeTaskRoMoneyCfgLoader map[int32]*ActivitiesBtChargeTaskRoMoneyCfg
|
|
|
|
|
+
|
|
|
|
|
+type ActivitiesBtChargeTaskRoMoneyCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
+ TaskIds []string `csv:"TaskIds"` //7日累充
|
|
|
|
|
+ DailyTaskIds []string `csv:"DailyTaskIds"` //每日累充
|
|
|
|
|
+ ActivitiesId int32 `csv:"ActivitiesId"` //活动Id
|
|
|
|
|
+ Day int32 `csv:"Day"` //天数
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ActivitiesBtChargeTaskRoMoneyCfgLoad(path string) {
|
|
func ActivitiesBtChargeTaskRoMoneyCfgLoad(path string) {
|
|
|
cfg := []*ActivitiesBtChargeTaskRoMoneyCfg{}
|
|
cfg := []*ActivitiesBtChargeTaskRoMoneyCfg{}
|
|
|
ActivitiesBtChargeTaskRoMoneyCfgLoader = map[int32]*ActivitiesBtChargeTaskRoMoneyCfg{}
|
|
ActivitiesBtChargeTaskRoMoneyCfgLoader = map[int32]*ActivitiesBtChargeTaskRoMoneyCfg{}
|
|
|
- loadCsvCfg(path + "ActivitiesBtChargeTaskRoMoneyCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ActivitiesBtChargeTaskRoMoneyCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ActivitiesBtChargeTaskRoMoneyCfgLoader[row.Id] = row
|
|
ActivitiesBtChargeTaskRoMoneyCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ActivitiesBtFirstChargeCfgLoader map[int32]*ActivitiesBtFirstChargeCfg
|
|
|
|
|
-type ActivitiesBtFirstChargeCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
- Name string `csv:"Name"` //名称
|
|
|
|
|
- OpenCondition []string `csv:"OpenCondition"` //解锁条件
|
|
|
|
|
- RechargeAmount []string `csv:"RechargeAmount"` //充值金额
|
|
|
|
|
- Reward1 []string `csv:"Reward1"` //奖励1
|
|
|
|
|
- Value1 int32 `csv:"Value1"` //价值
|
|
|
|
|
- Reward2 []string `csv:"Reward2"` //奖励2
|
|
|
|
|
- Value2 int32 `csv:"Value2"` //价值
|
|
|
|
|
- Reward3 []string `csv:"Reward3"` //奖励3
|
|
|
|
|
- Value3 int32 `csv:"Value3"` //价值
|
|
|
|
|
|
|
+var ActivitiesBtFirstChargeCfgLoader map[int32]*ActivitiesBtFirstChargeCfg
|
|
|
|
|
+
|
|
|
|
|
+type ActivitiesBtFirstChargeCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
+ Name string `csv:"Name"` //名称
|
|
|
|
|
+ OpenCondition []string `csv:"OpenCondition"` //解锁条件
|
|
|
|
|
+ RechargeAmount []string `csv:"RechargeAmount"` //充值金额
|
|
|
|
|
+ Reward1 []string `csv:"Reward1"` //奖励1
|
|
|
|
|
+ Value1 int32 `csv:"Value1"` //价值
|
|
|
|
|
+ Reward2 []string `csv:"Reward2"` //奖励2
|
|
|
|
|
+ Value2 int32 `csv:"Value2"` //价值
|
|
|
|
|
+ Reward3 []string `csv:"Reward3"` //奖励3
|
|
|
|
|
+ Value3 int32 `csv:"Value3"` //价值
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ActivitiesBtFirstChargeCfgLoad(path string) {
|
|
func ActivitiesBtFirstChargeCfgLoad(path string) {
|
|
|
cfg := []*ActivitiesBtFirstChargeCfg{}
|
|
cfg := []*ActivitiesBtFirstChargeCfg{}
|
|
|
ActivitiesBtFirstChargeCfgLoader = map[int32]*ActivitiesBtFirstChargeCfg{}
|
|
ActivitiesBtFirstChargeCfgLoader = map[int32]*ActivitiesBtFirstChargeCfg{}
|
|
|
- loadCsvCfg(path + "ActivitiesBtFirstChargeCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ActivitiesBtFirstChargeCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ActivitiesBtFirstChargeCfgLoader[row.Id] = row
|
|
ActivitiesBtFirstChargeCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ActivitiesCfgLoader map[int32]*ActivitiesCfg
|
|
|
|
|
-type ActivitiesCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
- Type int32 `csv:"Type"` //活动类型
|
|
|
|
|
- Order int32 `csv:"Order"` //活动排序
|
|
|
|
|
- StartTime string `csv:"StartTime"` //活动开始时间
|
|
|
|
|
- EndTime string `csv:"EndTime"` //活动结束时间
|
|
|
|
|
- OpenCondition []string `csv:"OpenCondition"` //活动解锁条件
|
|
|
|
|
- BG string `csv:"BG"` //活动图片
|
|
|
|
|
- HdDrop []string `csv:"HdDrop"` //活动掉落
|
|
|
|
|
- ActShopID []string `csv:"ActShopID"` //活动商店ID
|
|
|
|
|
- NeedShow bool `csv:"NeedShow"` //是否显示活动Banner
|
|
|
|
|
- ExpiredActivities int32 `csv:"ExpiredActivities"` //过期活动
|
|
|
|
|
- ServiceMark int32 `csv:"ServiceMark"` //合服活动
|
|
|
|
|
|
|
+var ActivitiesCfgLoader map[int32]*ActivitiesCfg
|
|
|
|
|
+
|
|
|
|
|
+type ActivitiesCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
+ Type int32 `csv:"Type"` //活动类型
|
|
|
|
|
+ Order int32 `csv:"Order"` //活动排序
|
|
|
|
|
+ StartTime string `csv:"StartTime"` //活动开始时间
|
|
|
|
|
+ EndTime string `csv:"EndTime"` //活动结束时间
|
|
|
|
|
+ OpenCondition []string `csv:"OpenCondition"` //活动解锁条件
|
|
|
|
|
+ BG string `csv:"BG"` //活动图片
|
|
|
|
|
+ HdDrop []string `csv:"HdDrop"` //活动掉落
|
|
|
|
|
+ ActShopID []string `csv:"ActShopID"` //活动商店ID
|
|
|
|
|
+ NeedShow bool `csv:"NeedShow"` //是否显示活动Banner
|
|
|
|
|
+ ExpiredActivities int32 `csv:"ExpiredActivities"` //过期活动
|
|
|
|
|
+ ServiceMark int32 `csv:"ServiceMark"` //合服活动
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ActivitiesCfgLoad(path string) {
|
|
func ActivitiesCfgLoad(path string) {
|
|
|
cfg := []*ActivitiesCfg{}
|
|
cfg := []*ActivitiesCfg{}
|
|
|
ActivitiesCfgLoader = map[int32]*ActivitiesCfg{}
|
|
ActivitiesCfgLoader = map[int32]*ActivitiesCfg{}
|
|
|
- loadCsvCfg(path + "ActivitiesCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ActivitiesCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ActivitiesCfgLoader[row.Id] = row
|
|
ActivitiesCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ActivitiesCollectionCfgLoader map[int32]*ActivitiesCollectionCfg
|
|
|
|
|
-type ActivitiesCollectionCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
- Order int32 `csv:"Order"` //显示排序
|
|
|
|
|
- ExchangeCondition []string `csv:"ExchangeCondition"` //兑换条件
|
|
|
|
|
- ServersReward int32 `csv:"ServersReward"` //全服奖励数量
|
|
|
|
|
- Number int32 `csv:"Number"` //兑换数量
|
|
|
|
|
- Reward []string `csv:"Reward"` //兑换奖励
|
|
|
|
|
- ActivitiesId int32 `csv:"ActivitiesId"` //活动Id
|
|
|
|
|
|
|
+var ActivitiesCollectionCfgLoader map[int32]*ActivitiesCollectionCfg
|
|
|
|
|
+
|
|
|
|
|
+type ActivitiesCollectionCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
+ Order int32 `csv:"Order"` //显示排序
|
|
|
|
|
+ ExchangeCondition []string `csv:"ExchangeCondition"` //兑换条件
|
|
|
|
|
+ ServersReward int32 `csv:"ServersReward"` //全服奖励数量
|
|
|
|
|
+ Number int32 `csv:"Number"` //兑换数量
|
|
|
|
|
+ Reward []string `csv:"Reward"` //兑换奖励
|
|
|
|
|
+ ActivitiesId int32 `csv:"ActivitiesId"` //活动Id
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ActivitiesCollectionCfgLoad(path string) {
|
|
func ActivitiesCollectionCfgLoad(path string) {
|
|
|
cfg := []*ActivitiesCollectionCfg{}
|
|
cfg := []*ActivitiesCollectionCfg{}
|
|
|
ActivitiesCollectionCfgLoader = map[int32]*ActivitiesCollectionCfg{}
|
|
ActivitiesCollectionCfgLoader = map[int32]*ActivitiesCollectionCfg{}
|
|
|
- loadCsvCfg(path + "ActivitiesCollectionCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ActivitiesCollectionCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ActivitiesCollectionCfgLoader[row.Id] = row
|
|
ActivitiesCollectionCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ActivitiesDiscountsCfgLoader map[int32]*ActivitiesDiscountsCfg
|
|
|
|
|
-type ActivitiesDiscountsCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
- ProductID int32 `csv:"ProductID"` //商品标识
|
|
|
|
|
- Name string `csv:"Name"` //名称
|
|
|
|
|
- TriggeringCondition []string `csv:"TriggeringCondition"` //解锁条件
|
|
|
|
|
- Money float32 `csv:"Money"` //金额
|
|
|
|
|
- Reward []string `csv:"Reward"` //奖励1
|
|
|
|
|
- Time int32 `csv:"Time"` //倒计时
|
|
|
|
|
- Value int32 `csv:"Value"` //价值
|
|
|
|
|
- Popup int32 `csv:"Popup"` //弹出次数
|
|
|
|
|
- PopupWindow int32 `csv:"PopupWindow"` //是否弹出
|
|
|
|
|
- Recharge int32 `csv:"Recharge"` //累计充值
|
|
|
|
|
|
|
+var ActivitiesDiscountsCfgLoader map[int32]*ActivitiesDiscountsCfg
|
|
|
|
|
+
|
|
|
|
|
+type ActivitiesDiscountsCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
+ ProductID int32 `csv:"ProductID"` //商品标识
|
|
|
|
|
+ Name string `csv:"Name"` //名称
|
|
|
|
|
+ TriggeringCondition []string `csv:"TriggeringCondition"` //解锁条件
|
|
|
|
|
+ Money float32 `csv:"Money"` //金额
|
|
|
|
|
+ Reward []string `csv:"Reward"` //奖励1
|
|
|
|
|
+ Time int32 `csv:"Time"` //倒计时
|
|
|
|
|
+ Value int32 `csv:"Value"` //价值
|
|
|
|
|
+ Popup int32 `csv:"Popup"` //弹出次数
|
|
|
|
|
+ PopupWindow int32 `csv:"PopupWindow"` //是否弹出
|
|
|
|
|
+ Recharge int32 `csv:"Recharge"` //累计充值
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ActivitiesDiscountsCfgLoad(path string) {
|
|
func ActivitiesDiscountsCfgLoad(path string) {
|
|
|
cfg := []*ActivitiesDiscountsCfg{}
|
|
cfg := []*ActivitiesDiscountsCfg{}
|
|
|
ActivitiesDiscountsCfgLoader = map[int32]*ActivitiesDiscountsCfg{}
|
|
ActivitiesDiscountsCfgLoader = map[int32]*ActivitiesDiscountsCfg{}
|
|
|
- loadCsvCfg(path + "ActivitiesDiscountsCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ActivitiesDiscountsCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ActivitiesDiscountsCfgLoader[row.Id] = row
|
|
ActivitiesDiscountsCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ActivitiesFirstChargeCfgLoader map[int32]*ActivitiesFirstChargeCfg
|
|
|
|
|
-type ActivitiesFirstChargeCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
- Name string `csv:"Name"` //名称
|
|
|
|
|
- OpenCondition []string `csv:"OpenCondition"` //解锁条件
|
|
|
|
|
- RechargeAmount float32 `csv:"RechargeAmount"` //充值金额
|
|
|
|
|
- Reward1 []string `csv:"Reward1"` //奖励1
|
|
|
|
|
- Value1 int32 `csv:"Value1"` //价值
|
|
|
|
|
- Reward2 []string `csv:"Reward2"` //奖励2
|
|
|
|
|
- Value2 int32 `csv:"Value2"` //价值
|
|
|
|
|
- Reward3 []string `csv:"Reward3"` //奖励3
|
|
|
|
|
- Value3 int32 `csv:"Value3"` //价值
|
|
|
|
|
|
|
+var ActivitiesFirstChargeCfgLoader map[int32]*ActivitiesFirstChargeCfg
|
|
|
|
|
+
|
|
|
|
|
+type ActivitiesFirstChargeCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
+ Name string `csv:"Name"` //名称
|
|
|
|
|
+ OpenCondition []string `csv:"OpenCondition"` //解锁条件
|
|
|
|
|
+ RechargeAmount float32 `csv:"RechargeAmount"` //充值金额
|
|
|
|
|
+ Reward1 []string `csv:"Reward1"` //奖励1
|
|
|
|
|
+ Value1 int32 `csv:"Value1"` //价值
|
|
|
|
|
+ Reward2 []string `csv:"Reward2"` //奖励2
|
|
|
|
|
+ Value2 int32 `csv:"Value2"` //价值
|
|
|
|
|
+ Reward3 []string `csv:"Reward3"` //奖励3
|
|
|
|
|
+ Value3 int32 `csv:"Value3"` //价值
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ActivitiesFirstChargeCfgLoad(path string) {
|
|
func ActivitiesFirstChargeCfgLoad(path string) {
|
|
|
cfg := []*ActivitiesFirstChargeCfg{}
|
|
cfg := []*ActivitiesFirstChargeCfg{}
|
|
|
ActivitiesFirstChargeCfgLoader = map[int32]*ActivitiesFirstChargeCfg{}
|
|
ActivitiesFirstChargeCfgLoader = map[int32]*ActivitiesFirstChargeCfg{}
|
|
|
- loadCsvCfg(path + "ActivitiesFirstChargeCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ActivitiesFirstChargeCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ActivitiesFirstChargeCfgLoader[row.Id] = row
|
|
ActivitiesFirstChargeCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ActivitiesFortnightDaysCfgLoader map[int32]*ActivitiesFortnightDaysCfg
|
|
|
|
|
-type ActivitiesFortnightDaysCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
- TaskIds []string `csv:"TaskIds"` //成长任务
|
|
|
|
|
- DailyTaskIds []string `csv:"DailyTaskIds"` //今日挑战
|
|
|
|
|
|
|
+var ActivitiesFortnightDaysCfgLoader map[int32]*ActivitiesFortnightDaysCfg
|
|
|
|
|
+
|
|
|
|
|
+type ActivitiesFortnightDaysCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
+ TaskIds []string `csv:"TaskIds"` //成长任务
|
|
|
|
|
+ DailyTaskIds []string `csv:"DailyTaskIds"` //今日挑战
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ActivitiesFortnightDaysCfgLoad(path string) {
|
|
func ActivitiesFortnightDaysCfgLoad(path string) {
|
|
|
cfg := []*ActivitiesFortnightDaysCfg{}
|
|
cfg := []*ActivitiesFortnightDaysCfg{}
|
|
|
ActivitiesFortnightDaysCfgLoader = map[int32]*ActivitiesFortnightDaysCfg{}
|
|
ActivitiesFortnightDaysCfgLoader = map[int32]*ActivitiesFortnightDaysCfg{}
|
|
|
- loadCsvCfg(path + "ActivitiesFortnightDaysCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ActivitiesFortnightDaysCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ActivitiesFortnightDaysCfgLoader[row.Id] = row
|
|
ActivitiesFortnightDaysCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ActivitiesFortnightOnlineCfgLoader map[int32]*ActivitiesFortnightOnlineCfg
|
|
|
|
|
-type ActivitiesFortnightOnlineCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
- Rewards []string `csv:"Rewards"` //登录奖励
|
|
|
|
|
- ActivitiesId int32 `csv:"ActivitiesId"` //活动Id
|
|
|
|
|
- Day int32 `csv:"Day"` //登录天数
|
|
|
|
|
|
|
+var ActivitiesFortnightOnlineCfgLoader map[int32]*ActivitiesFortnightOnlineCfg
|
|
|
|
|
+
|
|
|
|
|
+type ActivitiesFortnightOnlineCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
+ Rewards []string `csv:"Rewards"` //登录奖励
|
|
|
|
|
+ ActivitiesId int32 `csv:"ActivitiesId"` //活动Id
|
|
|
|
|
+ Day int32 `csv:"Day"` //登录天数
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ActivitiesFortnightOnlineCfgLoad(path string) {
|
|
func ActivitiesFortnightOnlineCfgLoad(path string) {
|
|
|
cfg := []*ActivitiesFortnightOnlineCfg{}
|
|
cfg := []*ActivitiesFortnightOnlineCfg{}
|
|
|
ActivitiesFortnightOnlineCfgLoader = map[int32]*ActivitiesFortnightOnlineCfg{}
|
|
ActivitiesFortnightOnlineCfgLoader = map[int32]*ActivitiesFortnightOnlineCfg{}
|
|
|
- loadCsvCfg(path + "ActivitiesFortnightOnlineCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ActivitiesFortnightOnlineCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ActivitiesFortnightOnlineCfgLoader[row.Id] = row
|
|
ActivitiesFortnightOnlineCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ActivitiesGiftCfgLoader map[int32]*ActivitiesGiftCfg
|
|
|
|
|
-type ActivitiesGiftCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //ID
|
|
|
|
|
- Classitemid int32 `csv:"Classitemid"` //档位类型
|
|
|
|
|
- Classcostaddlike []string `csv:"Classcostaddlike"` //消耗的道具数量:增加的好感度
|
|
|
|
|
- Activityid int32 `csv:"Activityid"` //活动ID
|
|
|
|
|
|
|
+var ActivitiesGiftCfgLoader map[int32]*ActivitiesGiftCfg
|
|
|
|
|
+
|
|
|
|
|
+type ActivitiesGiftCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //ID
|
|
|
|
|
+ Classitemid int32 `csv:"Classitemid"` //档位类型
|
|
|
|
|
+ Classcostaddlike []string `csv:"Classcostaddlike"` //消耗的道具数量:增加的好感度
|
|
|
|
|
+ Activityid int32 `csv:"Activityid"` //活动ID
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ActivitiesGiftCfgLoad(path string) {
|
|
func ActivitiesGiftCfgLoad(path string) {
|
|
|
cfg := []*ActivitiesGiftCfg{}
|
|
cfg := []*ActivitiesGiftCfg{}
|
|
|
ActivitiesGiftCfgLoader = map[int32]*ActivitiesGiftCfg{}
|
|
ActivitiesGiftCfgLoader = map[int32]*ActivitiesGiftCfg{}
|
|
|
- loadCsvCfg(path + "ActivitiesGiftCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ActivitiesGiftCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ActivitiesGiftCfgLoader[row.Id] = row
|
|
ActivitiesGiftCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ActivitiesKingTaskCfgLoader map[int32]*ActivitiesKingTaskCfg
|
|
|
|
|
-type ActivitiesKingTaskCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
- TaskIds []string `csv:"TaskIds"` //成长任务
|
|
|
|
|
- DailyTaskIds []string `csv:"DailyTaskIds"` //今日挑战
|
|
|
|
|
- ActivitiesId int32 `csv:"ActivitiesId"` //活动Id
|
|
|
|
|
- Day int32 `csv:"Day"` //天数
|
|
|
|
|
|
|
+var ActivitiesKingTaskCfgLoader map[int32]*ActivitiesKingTaskCfg
|
|
|
|
|
+
|
|
|
|
|
+type ActivitiesKingTaskCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
+ TaskIds []string `csv:"TaskIds"` //成长任务
|
|
|
|
|
+ DailyTaskIds []string `csv:"DailyTaskIds"` //今日挑战
|
|
|
|
|
+ ActivitiesId int32 `csv:"ActivitiesId"` //活动Id
|
|
|
|
|
+ Day int32 `csv:"Day"` //天数
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ActivitiesKingTaskCfgLoad(path string) {
|
|
func ActivitiesKingTaskCfgLoad(path string) {
|
|
|
cfg := []*ActivitiesKingTaskCfg{}
|
|
cfg := []*ActivitiesKingTaskCfg{}
|
|
|
ActivitiesKingTaskCfgLoader = map[int32]*ActivitiesKingTaskCfg{}
|
|
ActivitiesKingTaskCfgLoader = map[int32]*ActivitiesKingTaskCfg{}
|
|
|
- loadCsvCfg(path + "ActivitiesKingTaskCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ActivitiesKingTaskCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ActivitiesKingTaskCfgLoader[row.Id] = row
|
|
ActivitiesKingTaskCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ActivitieslikabilityCfgLoader map[int32]*ActivitieslikabilityCfg
|
|
|
|
|
-type ActivitieslikabilityCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
- Likelevel int32 `csv:"Likelevel"` //好感度等级
|
|
|
|
|
- LikeMax int32 `csv:"LikeMax"` //好感度上限
|
|
|
|
|
- Conditionrewards []string `csv:"Conditionrewards"` //好感度固定值对应奖励
|
|
|
|
|
- Activityid int32 `csv:"Activityid"` //活动ID
|
|
|
|
|
|
|
+var ActivitieslikabilityCfgLoader map[int32]*ActivitieslikabilityCfg
|
|
|
|
|
+
|
|
|
|
|
+type ActivitieslikabilityCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
+ Likelevel int32 `csv:"Likelevel"` //好感度等级
|
|
|
|
|
+ LikeMax int32 `csv:"LikeMax"` //好感度上限
|
|
|
|
|
+ Conditionrewards []string `csv:"Conditionrewards"` //好感度固定值对应奖励
|
|
|
|
|
+ Activityid int32 `csv:"Activityid"` //活动ID
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ActivitieslikabilityCfgLoad(path string) {
|
|
func ActivitieslikabilityCfgLoad(path string) {
|
|
|
cfg := []*ActivitieslikabilityCfg{}
|
|
cfg := []*ActivitieslikabilityCfg{}
|
|
|
ActivitieslikabilityCfgLoader = map[int32]*ActivitieslikabilityCfg{}
|
|
ActivitieslikabilityCfgLoader = map[int32]*ActivitieslikabilityCfg{}
|
|
|
- loadCsvCfg(path + "ActivitieslikabilityCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ActivitieslikabilityCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ActivitieslikabilityCfgLoader[row.Id] = row
|
|
ActivitieslikabilityCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ActivitiesPetExchangeCfgLoader map[int32]*ActivitiesPetExchangeCfg
|
|
|
|
|
-type ActivitiesPetExchangeCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
- Order int32 `csv:"Order"` //显示排序
|
|
|
|
|
- ExchangeCondition1 []string `csv:"ExchangeCondition1"` //兑换条件1
|
|
|
|
|
- ExchangeCondition2 []string `csv:"ExchangeCondition2"` //兑换条件2
|
|
|
|
|
- ServersReward int32 `csv:"ServersReward"` //全服奖励数量
|
|
|
|
|
- Number int32 `csv:"Number"` //兑换数量
|
|
|
|
|
- Reward []string `csv:"Reward"` //兑换奖励
|
|
|
|
|
- ActivitiesId int32 `csv:"ActivitiesId"` //活动Id
|
|
|
|
|
- Type int32 `csv:"Type"` //类型
|
|
|
|
|
- Broadcast int32 `csv:"Broadcast"` //是否系统公告
|
|
|
|
|
- Scope []string `csv:"Scope"` //筛选范围
|
|
|
|
|
- ResetDay int32 `csv:"ResetDay"` //刷新天数
|
|
|
|
|
|
|
+var ActivitiesPetExchangeCfgLoader map[int32]*ActivitiesPetExchangeCfg
|
|
|
|
|
+
|
|
|
|
|
+type ActivitiesPetExchangeCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
+ Order int32 `csv:"Order"` //显示排序
|
|
|
|
|
+ ExchangeCondition1 []string `csv:"ExchangeCondition1"` //兑换条件1
|
|
|
|
|
+ ExchangeCondition2 []string `csv:"ExchangeCondition2"` //兑换条件2
|
|
|
|
|
+ ServersReward int32 `csv:"ServersReward"` //全服奖励数量
|
|
|
|
|
+ Number int32 `csv:"Number"` //兑换数量
|
|
|
|
|
+ Reward []string `csv:"Reward"` //兑换奖励
|
|
|
|
|
+ ActivitiesId int32 `csv:"ActivitiesId"` //活动Id
|
|
|
|
|
+ Type int32 `csv:"Type"` //类型
|
|
|
|
|
+ Broadcast int32 `csv:"Broadcast"` //是否系统公告
|
|
|
|
|
+ Scope []string `csv:"Scope"` //筛选范围
|
|
|
|
|
+ ResetDay int32 `csv:"ResetDay"` //刷新天数
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ActivitiesPetExchangeCfgLoad(path string) {
|
|
func ActivitiesPetExchangeCfgLoad(path string) {
|
|
|
cfg := []*ActivitiesPetExchangeCfg{}
|
|
cfg := []*ActivitiesPetExchangeCfg{}
|
|
|
ActivitiesPetExchangeCfgLoader = map[int32]*ActivitiesPetExchangeCfg{}
|
|
ActivitiesPetExchangeCfgLoader = map[int32]*ActivitiesPetExchangeCfg{}
|
|
|
- loadCsvCfg(path + "ActivitiesPetExchangeCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ActivitiesPetExchangeCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ActivitiesPetExchangeCfgLoader[row.Id] = row
|
|
ActivitiesPetExchangeCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ActivitiesRewardCfgLoader map[int32]*ActivitiesRewardCfg
|
|
|
|
|
-type ActivitiesRewardCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
- Type int32 `csv:"Type"` //类型
|
|
|
|
|
- Integral int32 `csv:"Integral"` //所需积分
|
|
|
|
|
- Rewards []string `csv:"Rewards"` //宝箱奖励
|
|
|
|
|
|
|
+var ActivitiesRewardCfgLoader map[int32]*ActivitiesRewardCfg
|
|
|
|
|
+
|
|
|
|
|
+type ActivitiesRewardCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
+ Type int32 `csv:"Type"` //类型
|
|
|
|
|
+ Integral int32 `csv:"Integral"` //所需积分
|
|
|
|
|
+ Rewards []string `csv:"Rewards"` //宝箱奖励
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ActivitiesRewardCfgLoad(path string) {
|
|
func ActivitiesRewardCfgLoad(path string) {
|
|
|
cfg := []*ActivitiesRewardCfg{}
|
|
cfg := []*ActivitiesRewardCfg{}
|
|
|
ActivitiesRewardCfgLoader = map[int32]*ActivitiesRewardCfg{}
|
|
ActivitiesRewardCfgLoader = map[int32]*ActivitiesRewardCfg{}
|
|
|
- loadCsvCfg(path + "ActivitiesRewardCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ActivitiesRewardCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ActivitiesRewardCfgLoader[row.Id] = row
|
|
ActivitiesRewardCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ActivitiesSignInCfgLoader map[int32]*ActivitiesSignInCfg
|
|
|
|
|
-type ActivitiesSignInCfg struct{
|
|
|
|
|
- ID int32 `csv:"ID"` //序列id
|
|
|
|
|
- SignInType int32 `csv:"SignInType"` //签到类型
|
|
|
|
|
- SignInReward []string `csv:"SignInReward"` //签到奖励
|
|
|
|
|
- VipLevel int32 `csv:"VipLevel"` //Vip等级
|
|
|
|
|
- ActivitiesId int32 `csv:"ActivitiesId"` //活动Id
|
|
|
|
|
- Day int32 `csv:"Day"` //签到天数
|
|
|
|
|
|
|
+var ActivitiesSignInCfgLoader map[int32]*ActivitiesSignInCfg
|
|
|
|
|
+
|
|
|
|
|
+type ActivitiesSignInCfg struct {
|
|
|
|
|
+ ID int32 `csv:"ID"` //序列id
|
|
|
|
|
+ SignInType int32 `csv:"SignInType"` //签到类型
|
|
|
|
|
+ SignInReward []string `csv:"SignInReward"` //签到奖励
|
|
|
|
|
+ VipLevel int32 `csv:"VipLevel"` //Vip等级
|
|
|
|
|
+ ActivitiesId int32 `csv:"ActivitiesId"` //活动Id
|
|
|
|
|
+ Day int32 `csv:"Day"` //签到天数
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ActivitiesSignInCfgLoad(path string) {
|
|
func ActivitiesSignInCfgLoad(path string) {
|
|
|
cfg := []*ActivitiesSignInCfg{}
|
|
cfg := []*ActivitiesSignInCfg{}
|
|
|
ActivitiesSignInCfgLoader = map[int32]*ActivitiesSignInCfg{}
|
|
ActivitiesSignInCfgLoader = map[int32]*ActivitiesSignInCfg{}
|
|
|
- loadCsvCfg(path + "ActivitiesSignInCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ActivitiesSignInCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ActivitiesSignInCfgLoader[row.ID] = row
|
|
ActivitiesSignInCfgLoader[row.ID] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ActivitiesTaskCfgLoader map[int32]*ActivitiesTaskCfg
|
|
|
|
|
-type ActivitiesTaskCfg struct{
|
|
|
|
|
- TaskId int32 `csv:"TaskId"` //任务ID
|
|
|
|
|
- TaskCondition []string `csv:"TaskCondition"` //任务枚举
|
|
|
|
|
- Reward []string `csv:"Reward"` //任务奖励
|
|
|
|
|
- ShowState int32 `csv:"ShowState"` //是否显示进度
|
|
|
|
|
- Integral int32 `csv:"Integral"` //积分
|
|
|
|
|
|
|
+var ActivitiesTaskCfgLoader map[int32]*ActivitiesTaskCfg
|
|
|
|
|
+
|
|
|
|
|
+type ActivitiesTaskCfg struct {
|
|
|
|
|
+ TaskId int32 `csv:"TaskId"` //任务ID
|
|
|
|
|
+ TaskCondition []string `csv:"TaskCondition"` //任务枚举
|
|
|
|
|
+ Reward []string `csv:"Reward"` //任务奖励
|
|
|
|
|
+ ShowState int32 `csv:"ShowState"` //是否显示进度
|
|
|
|
|
+ Integral int32 `csv:"Integral"` //积分
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ActivitiesTaskCfgLoad(path string) {
|
|
func ActivitiesTaskCfgLoad(path string) {
|
|
|
cfg := []*ActivitiesTaskCfg{}
|
|
cfg := []*ActivitiesTaskCfg{}
|
|
|
ActivitiesTaskCfgLoader = map[int32]*ActivitiesTaskCfg{}
|
|
ActivitiesTaskCfgLoader = map[int32]*ActivitiesTaskCfg{}
|
|
|
- loadCsvCfg(path + "ActivitiesTaskCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ActivitiesTaskCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ActivitiesTaskCfgLoader[row.TaskId] = row
|
|
ActivitiesTaskCfgLoader[row.TaskId] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ActivitiesTiredChargeCfgLoader map[int32]*ActivitiesTiredChargeCfg
|
|
|
|
|
-type ActivitiesTiredChargeCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
- RechargeAmount float32 `csv:"RechargeAmount"` //充值金额
|
|
|
|
|
- Reward []string `csv:"Reward"` //奖励1
|
|
|
|
|
- Day int32 `csv:"Day"` //奖励天数
|
|
|
|
|
- Index int32 `csv:"Index"` //奖励档次
|
|
|
|
|
|
|
+var ActivitiesTiredChargeCfgLoader map[int32]*ActivitiesTiredChargeCfg
|
|
|
|
|
+
|
|
|
|
|
+type ActivitiesTiredChargeCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
+ RechargeAmount float32 `csv:"RechargeAmount"` //充值金额
|
|
|
|
|
+ Reward []string `csv:"Reward"` //奖励1
|
|
|
|
|
+ Day int32 `csv:"Day"` //奖励天数
|
|
|
|
|
+ Index int32 `csv:"Index"` //奖励档次
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ActivitiesTiredChargeCfgLoad(path string) {
|
|
func ActivitiesTiredChargeCfgLoad(path string) {
|
|
|
cfg := []*ActivitiesTiredChargeCfg{}
|
|
cfg := []*ActivitiesTiredChargeCfg{}
|
|
|
ActivitiesTiredChargeCfgLoader = map[int32]*ActivitiesTiredChargeCfg{}
|
|
ActivitiesTiredChargeCfgLoader = map[int32]*ActivitiesTiredChargeCfg{}
|
|
|
- loadCsvCfg(path + "ActivitiesTiredChargeCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ActivitiesTiredChargeCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ActivitiesTiredChargeCfgLoader[row.Id] = row
|
|
ActivitiesTiredChargeCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ActivityRoulettelCfgLoader map[int32]*ActivityRoulettelCfg
|
|
|
|
|
-type ActivityRoulettelCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //ID
|
|
|
|
|
- LowNormalNum []string `csv:"LowNormalNum"` //低级奖
|
|
|
|
|
- NormalNum []string `csv:"NormalNum"` //Normal奖
|
|
|
|
|
- MiniNum []string `csv:"MiniNum"` //Mini奖
|
|
|
|
|
- MvpNum []string `csv:"MvpNum"` //Mvp奖
|
|
|
|
|
- ModProbability int32 `csv:"ModProbability"` //模板权重
|
|
|
|
|
- Probability []string `csv:"Probability"` //非MVP抽奖概率
|
|
|
|
|
- MvpProbability []string `csv:"MvpProbability"` //MVP抽奖概率
|
|
|
|
|
- ItemPrice int32 `csv:"ItemPrice"` //一个道具的价格
|
|
|
|
|
- RewardOneItem []string `csv:"RewardOneItem"` //抽一次价格(道具)
|
|
|
|
|
- RewardOneGold []string `csv:"RewardOneGold"` //抽一次价格(金币)
|
|
|
|
|
- RewardAllItem []string `csv:"RewardAllItem"` //抽全部价格(道具)
|
|
|
|
|
- RewardAdllGold int32 `csv:"RewardAdllGold"` //抽全部价格(金币)
|
|
|
|
|
- RefreshPrice []string `csv:"RefreshPrice"` //刷新价格(金币)
|
|
|
|
|
- NoRewardNum int32 `csv:"NoRewardNum"` //结束本轮次数
|
|
|
|
|
- ActivitiesId int32 `csv:"ActivitiesId"` //活动Id
|
|
|
|
|
|
|
+var ActivityRoulettelCfgLoader map[int32]*ActivityRoulettelCfg
|
|
|
|
|
+
|
|
|
|
|
+type ActivityRoulettelCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //ID
|
|
|
|
|
+ LowNormalNum []string `csv:"LowNormalNum"` //低级奖
|
|
|
|
|
+ NormalNum []string `csv:"NormalNum"` //Normal奖
|
|
|
|
|
+ MiniNum []string `csv:"MiniNum"` //Mini奖
|
|
|
|
|
+ MvpNum []string `csv:"MvpNum"` //Mvp奖
|
|
|
|
|
+ ModProbability int32 `csv:"ModProbability"` //模板权重
|
|
|
|
|
+ Probability []string `csv:"Probability"` //非MVP抽奖概率
|
|
|
|
|
+ MvpProbability []string `csv:"MvpProbability"` //MVP抽奖概率
|
|
|
|
|
+ ItemPrice int32 `csv:"ItemPrice"` //一个道具的价格
|
|
|
|
|
+ RewardOneItem []string `csv:"RewardOneItem"` //抽一次价格(道具)
|
|
|
|
|
+ RewardOneGold []string `csv:"RewardOneGold"` //抽一次价格(金币)
|
|
|
|
|
+ RewardAllItem []string `csv:"RewardAllItem"` //抽全部价格(道具)
|
|
|
|
|
+ RewardAdllGold int32 `csv:"RewardAdllGold"` //抽全部价格(金币)
|
|
|
|
|
+ RefreshPrice []string `csv:"RefreshPrice"` //刷新价格(金币)
|
|
|
|
|
+ NoRewardNum int32 `csv:"NoRewardNum"` //结束本轮次数
|
|
|
|
|
+ ActivitiesId int32 `csv:"ActivitiesId"` //活动Id
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ActivityRoulettelCfgLoad(path string) {
|
|
func ActivityRoulettelCfgLoad(path string) {
|
|
|
cfg := []*ActivityRoulettelCfg{}
|
|
cfg := []*ActivityRoulettelCfg{}
|
|
|
ActivityRoulettelCfgLoader = map[int32]*ActivityRoulettelCfg{}
|
|
ActivityRoulettelCfgLoader = map[int32]*ActivityRoulettelCfg{}
|
|
|
- loadCsvCfg(path + "ActivityRoulettelCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ActivityRoulettelCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ActivityRoulettelCfgLoader[row.Id] = row
|
|
ActivityRoulettelCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ActRewardCfgLoader map[int32]*ActRewardCfg
|
|
|
|
|
-type ActRewardCfg struct{
|
|
|
|
|
- ID int32 `csv:"ID"` //ID
|
|
|
|
|
- ActiveType int32 `csv:"ActiveType"` //活跃度类型
|
|
|
|
|
- Active int32 `csv:"Active"` //活跃值
|
|
|
|
|
- Reward []string `csv:"Reward"` //奖励
|
|
|
|
|
- HdDrop []string `csv:"HdDrop"` //活动掉落
|
|
|
|
|
|
|
+var ActRewardCfgLoader map[int32]*ActRewardCfg
|
|
|
|
|
+
|
|
|
|
|
+type ActRewardCfg struct {
|
|
|
|
|
+ ID int32 `csv:"ID"` //ID
|
|
|
|
|
+ ActiveType int32 `csv:"ActiveType"` //活跃度类型
|
|
|
|
|
+ Active int32 `csv:"Active"` //活跃值
|
|
|
|
|
+ Reward []string `csv:"Reward"` //奖励
|
|
|
|
|
+ HdDrop []string `csv:"HdDrop"` //活动掉落
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ActRewardCfgLoad(path string) {
|
|
func ActRewardCfgLoad(path string) {
|
|
|
cfg := []*ActRewardCfg{}
|
|
cfg := []*ActRewardCfg{}
|
|
|
ActRewardCfgLoader = map[int32]*ActRewardCfg{}
|
|
ActRewardCfgLoader = map[int32]*ActRewardCfg{}
|
|
|
- loadCsvCfg(path + "ActRewardCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ActRewardCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ActRewardCfgLoader[row.ID] = row
|
|
ActRewardCfgLoader[row.ID] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var AdvertisingScreenLoader map[int32]*AdvertisingScreen
|
|
|
|
|
-type AdvertisingScreen struct{
|
|
|
|
|
- ID int32 `csv:"ID"` //ID
|
|
|
|
|
- Type string `csv:"Type"` //Type
|
|
|
|
|
|
|
+var AdvertisingScreenLoader map[int32]*AdvertisingScreen
|
|
|
|
|
+
|
|
|
|
|
+type AdvertisingScreen struct {
|
|
|
|
|
+ ID int32 `csv:"ID"` //ID
|
|
|
|
|
+ Type string `csv:"Type"` //Type
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func AdvertisingScreenLoad(path string) {
|
|
func AdvertisingScreenLoad(path string) {
|
|
|
cfg := []*AdvertisingScreen{}
|
|
cfg := []*AdvertisingScreen{}
|
|
|
AdvertisingScreenLoader = map[int32]*AdvertisingScreen{}
|
|
AdvertisingScreenLoader = map[int32]*AdvertisingScreen{}
|
|
|
- loadCsvCfg(path + "AdvertisingScreen.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"AdvertisingScreen.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
AdvertisingScreenLoader[row.ID] = row
|
|
AdvertisingScreenLoader[row.ID] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ArenaLevelCfgLoader map[int32]*ArenaLevelCfg
|
|
|
|
|
-type ArenaLevelCfg struct{
|
|
|
|
|
- ArenaLevelId int32 `csv:"ArenaLevelId"` //段位ID
|
|
|
|
|
- ArenaLevelName string `csv:"ArenaLevelName"` //段位名称
|
|
|
|
|
- ArenaLevelScore int32 `csv:"ArenaLevelScore"` //段位积分
|
|
|
|
|
- ArenaLevelReward []string `csv:"ArenaLevelReward"` //段位奖励
|
|
|
|
|
- WinReward []string `csv:"WinReward"` //胜利资源奖励
|
|
|
|
|
- FailReward []string `csv:"FailReward"` //失败资源奖励
|
|
|
|
|
- WinScore int32 `csv:"WinScore"` //胜利积分
|
|
|
|
|
- WinScore1 int32 `csv:"WinScore1"` //遇强敌胜利积分
|
|
|
|
|
- WinScore2 int32 `csv:"WinScore2"` //遇弱胜利积分
|
|
|
|
|
- LostScore int32 `csv:"LostScore"` //失败积分
|
|
|
|
|
- LostScore1 int32 `csv:"LostScore1"` //遇强敌失败积分
|
|
|
|
|
- LostScore2 int32 `csv:"LostScore2"` //遇弱失败积分
|
|
|
|
|
- Section []string `csv:"Section"` //强弱区间
|
|
|
|
|
- WinStreak []string `csv:"WinStreak"` //连胜积分
|
|
|
|
|
- Win []string `csv:"Win"` //胜利匹配区间
|
|
|
|
|
- Fail []string `csv:"Fail"` //失败匹配区间
|
|
|
|
|
- LevelReduce int32 `csv:"LevelReduce"` //赛季降段
|
|
|
|
|
|
|
+var ArenaLevelCfgLoader map[int32]*ArenaLevelCfg
|
|
|
|
|
+
|
|
|
|
|
+type ArenaLevelCfg struct {
|
|
|
|
|
+ ArenaLevelId int32 `csv:"ArenaLevelId"` //段位ID
|
|
|
|
|
+ ArenaLevelName string `csv:"ArenaLevelName"` //段位名称
|
|
|
|
|
+ ArenaLevelScore int32 `csv:"ArenaLevelScore"` //段位积分
|
|
|
|
|
+ ArenaLevelReward []string `csv:"ArenaLevelReward"` //段位奖励
|
|
|
|
|
+ WinReward []string `csv:"WinReward"` //胜利资源奖励
|
|
|
|
|
+ FailReward []string `csv:"FailReward"` //失败资源奖励
|
|
|
|
|
+ WinScore int32 `csv:"WinScore"` //胜利积分
|
|
|
|
|
+ WinScore1 int32 `csv:"WinScore1"` //遇强敌胜利积分
|
|
|
|
|
+ WinScore2 int32 `csv:"WinScore2"` //遇弱胜利积分
|
|
|
|
|
+ LostScore int32 `csv:"LostScore"` //失败积分
|
|
|
|
|
+ LostScore1 int32 `csv:"LostScore1"` //遇强敌失败积分
|
|
|
|
|
+ LostScore2 int32 `csv:"LostScore2"` //遇弱失败积分
|
|
|
|
|
+ Section []string `csv:"Section"` //强弱区间
|
|
|
|
|
+ WinStreak []string `csv:"WinStreak"` //连胜积分
|
|
|
|
|
+ Win []string `csv:"Win"` //胜利匹配区间
|
|
|
|
|
+ Fail []string `csv:"Fail"` //失败匹配区间
|
|
|
|
|
+ LevelReduce int32 `csv:"LevelReduce"` //赛季降段
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ArenaLevelCfgLoad(path string) {
|
|
func ArenaLevelCfgLoad(path string) {
|
|
|
cfg := []*ArenaLevelCfg{}
|
|
cfg := []*ArenaLevelCfg{}
|
|
|
ArenaLevelCfgLoader = map[int32]*ArenaLevelCfg{}
|
|
ArenaLevelCfgLoader = map[int32]*ArenaLevelCfg{}
|
|
|
- loadCsvCfg(path + "ArenaLevelCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ArenaLevelCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ArenaLevelCfgLoader[row.ArenaLevelId] = row
|
|
ArenaLevelCfgLoader[row.ArenaLevelId] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ArenaRewardCfgLoader map[int32]*ArenaRewardCfg
|
|
|
|
|
-type ArenaRewardCfg struct{
|
|
|
|
|
- RankId int32 `csv:"RankId"` //排名ID
|
|
|
|
|
- Zone int32 `csv:"Zone"` //区号
|
|
|
|
|
- StartTime string `csv:"StartTime"` //开始时间
|
|
|
|
|
- CloseTime string `csv:"CloseTime"` //结束时间
|
|
|
|
|
- Rest int32 `csv:"Rest"` //休息时间
|
|
|
|
|
- ArenaRank []string `csv:"ArenaRank"` //竞技场排名
|
|
|
|
|
- ArenaReward []string `csv:"ArenaReward"` //排名奖励
|
|
|
|
|
|
|
+var ArenaRewardCfgLoader map[int32]*ArenaRewardCfg
|
|
|
|
|
+
|
|
|
|
|
+type ArenaRewardCfg struct {
|
|
|
|
|
+ RankId int32 `csv:"RankId"` //排名ID
|
|
|
|
|
+ Zone int32 `csv:"Zone"` //区号
|
|
|
|
|
+ StartTime string `csv:"StartTime"` //开始时间
|
|
|
|
|
+ CloseTime string `csv:"CloseTime"` //结束时间
|
|
|
|
|
+ Rest int32 `csv:"Rest"` //休息时间
|
|
|
|
|
+ ArenaRank []string `csv:"ArenaRank"` //竞技场排名
|
|
|
|
|
+ ArenaReward []string `csv:"ArenaReward"` //排名奖励
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ArenaRewardCfgLoad(path string) {
|
|
func ArenaRewardCfgLoad(path string) {
|
|
|
cfg := []*ArenaRewardCfg{}
|
|
cfg := []*ArenaRewardCfg{}
|
|
|
ArenaRewardCfgLoader = map[int32]*ArenaRewardCfg{}
|
|
ArenaRewardCfgLoader = map[int32]*ArenaRewardCfg{}
|
|
|
- loadCsvCfg(path + "ArenaRewardCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ArenaRewardCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ArenaRewardCfgLoader[row.RankId] = row
|
|
ArenaRewardCfgLoader[row.RankId] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ArtifactCfgLoader map[int32]*ArtifactCfg
|
|
|
|
|
-type ArtifactCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
- Quality int32 `csv:"Quality"` //品质
|
|
|
|
|
- ArtifactMaxLevel int32 `csv:"ArtifactMaxLevel"` //最大星级
|
|
|
|
|
- ArtifacFuncId []string `csv:"ArtifacFuncId"` //效果ID
|
|
|
|
|
- JobType int32 `csv:"JobType"` //职业类型
|
|
|
|
|
- JobBranch int32 `csv:"JobBranch"` //职业分支
|
|
|
|
|
- JobStage int32 `csv:"JobStage"` //职业阶段
|
|
|
|
|
- Condition []string `csv:"Condition"` //升星条件
|
|
|
|
|
- AddFight []string `csv:"AddFight"` //增加战力
|
|
|
|
|
- SmeltReturn []string `csv:"SmeltReturn"` //熔炼返还材料
|
|
|
|
|
- ReforgeCost []string `csv:"ReforgeCost"` //神器重铸消耗
|
|
|
|
|
- Times int32 `csv:"Times"` //批次id
|
|
|
|
|
- ArtifactDuration []string `csv:"ArtifactDuration"` //开服天数区间
|
|
|
|
|
|
|
+var ArtifactCfgLoader map[int32]*ArtifactCfg
|
|
|
|
|
+
|
|
|
|
|
+type ArtifactCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
+ Quality int32 `csv:"Quality"` //品质
|
|
|
|
|
+ ArtifactMaxLevel int32 `csv:"ArtifactMaxLevel"` //最大星级
|
|
|
|
|
+ ArtifacFuncId []string `csv:"ArtifacFuncId"` //效果ID
|
|
|
|
|
+ JobType int32 `csv:"JobType"` //职业类型
|
|
|
|
|
+ JobBranch int32 `csv:"JobBranch"` //职业分支
|
|
|
|
|
+ JobStage int32 `csv:"JobStage"` //职业阶段
|
|
|
|
|
+ Condition []string `csv:"Condition"` //升星条件
|
|
|
|
|
+ AddFight []string `csv:"AddFight"` //增加战力
|
|
|
|
|
+ SmeltReturn []string `csv:"SmeltReturn"` //熔炼返还材料
|
|
|
|
|
+ ReforgeCost []string `csv:"ReforgeCost"` //神器重铸消耗
|
|
|
|
|
+ Times int32 `csv:"Times"` //批次id
|
|
|
|
|
+ ArtifactDuration []string `csv:"ArtifactDuration"` //开服天数区间
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ArtifactCfgLoad(path string) {
|
|
func ArtifactCfgLoad(path string) {
|
|
|
cfg := []*ArtifactCfg{}
|
|
cfg := []*ArtifactCfg{}
|
|
|
ArtifactCfgLoader = map[int32]*ArtifactCfg{}
|
|
ArtifactCfgLoader = map[int32]*ArtifactCfg{}
|
|
|
- loadCsvCfg(path + "ArtifactCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ArtifactCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ArtifactCfgLoader[row.Id] = row
|
|
ArtifactCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ArtifactExpCfgLoader map[int32]*ArtifactExpCfg
|
|
|
|
|
-type ArtifactExpCfg struct{
|
|
|
|
|
- ArtifactLevel int32 `csv:"ArtifactLevel"` //神器位等级
|
|
|
|
|
- UpgradeCost []string `csv:"UpgradeCost"` //升级消耗
|
|
|
|
|
- Nature []string `csv:"Nature"` //增加属性
|
|
|
|
|
|
|
+var ArtifactExpCfgLoader map[int32]*ArtifactExpCfg
|
|
|
|
|
+
|
|
|
|
|
+type ArtifactExpCfg struct {
|
|
|
|
|
+ ArtifactLevel int32 `csv:"ArtifactLevel"` //神器位等级
|
|
|
|
|
+ UpgradeCost []string `csv:"UpgradeCost"` //升级消耗
|
|
|
|
|
+ Nature []string `csv:"Nature"` //增加属性
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ArtifactExpCfgLoad(path string) {
|
|
func ArtifactExpCfgLoad(path string) {
|
|
|
cfg := []*ArtifactExpCfg{}
|
|
cfg := []*ArtifactExpCfg{}
|
|
|
ArtifactExpCfgLoader = map[int32]*ArtifactExpCfg{}
|
|
ArtifactExpCfgLoader = map[int32]*ArtifactExpCfg{}
|
|
|
- loadCsvCfg(path + "ArtifactExpCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ArtifactExpCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ArtifactExpCfgLoader[row.ArtifactLevel] = row
|
|
ArtifactExpCfgLoader[row.ArtifactLevel] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var BoliShopCfgLoader map[int32]*BoliShopCfg
|
|
|
|
|
-type BoliShopCfg struct{
|
|
|
|
|
- GoodsId int32 `csv:"GoodsId"` //商品Id
|
|
|
|
|
- GoodsName string `csv:"GoodsName"` //商品名称
|
|
|
|
|
- GoodsType int32 `csv:"GoodsType"` //商品所属tab
|
|
|
|
|
- GoodsTypename string `csv:"GoodsTypename"` //商品页签
|
|
|
|
|
- GoodsItem int32 `csv:"GoodsItem"` //商品内容
|
|
|
|
|
- PayForType int32 `csv:"PayForType"` //消耗资源类型
|
|
|
|
|
- PayForNum int32 `csv:"PayForNum"` //消耗资源数量
|
|
|
|
|
- HdDrop int32 `csv:"HdDrop"` //活动商品
|
|
|
|
|
- SellWell int32 `csv:"SellWell"` //是否热销
|
|
|
|
|
- Proportion int32 `csv:"Proportion"` //折扣比例
|
|
|
|
|
- DiscountPayForNum int32 `csv:"DiscountPayForNum"` //折扣后价格
|
|
|
|
|
- RestrictedType string `csv:"RestrictedType"` //限购类型次数
|
|
|
|
|
- BeginTime string `csv:"BeginTime"` //开始时间
|
|
|
|
|
- EndTime string `csv:"EndTime"` //结束时间
|
|
|
|
|
- SortId int32 `csv:"SortId"` //排序Id
|
|
|
|
|
- Weight int32 `csv:"Weight"` //权重概率
|
|
|
|
|
- Weight1 int32 `csv:"Weight1"` //VIP权重概率1
|
|
|
|
|
- Weight2 int32 `csv:"Weight2"` //VIP权重概率2
|
|
|
|
|
- Weight3 int32 `csv:"Weight3"` //VIP权重概率3
|
|
|
|
|
- Weight4 int32 `csv:"Weight4"` //VIP权重概率4
|
|
|
|
|
- NtfClient int32 `csv:"NtfClient"` //是否通知客户端
|
|
|
|
|
- GoodsPic string `csv:"GoodsPic"` //图片
|
|
|
|
|
- Reward []string `csv:"Reward"` //购买后获得道具
|
|
|
|
|
- Condition []string `csv:"Condition"` //上架解锁条件枚举
|
|
|
|
|
- BoliVipLevel int32 `csv:"BoliVipLevel"` //波利特权等级显示
|
|
|
|
|
|
|
+var BoliShopCfgLoader map[int32]*BoliShopCfg
|
|
|
|
|
+
|
|
|
|
|
+type BoliShopCfg struct {
|
|
|
|
|
+ GoodsId int32 `csv:"GoodsId"` //商品Id
|
|
|
|
|
+ GoodsName string `csv:"GoodsName"` //商品名称
|
|
|
|
|
+ GoodsType int32 `csv:"GoodsType"` //商品所属tab
|
|
|
|
|
+ GoodsTypename string `csv:"GoodsTypename"` //商品页签
|
|
|
|
|
+ GoodsItem int32 `csv:"GoodsItem"` //商品内容
|
|
|
|
|
+ PayForType int32 `csv:"PayForType"` //消耗资源类型
|
|
|
|
|
+ PayForNum int32 `csv:"PayForNum"` //消耗资源数量
|
|
|
|
|
+ HdDrop int32 `csv:"HdDrop"` //活动商品
|
|
|
|
|
+ SellWell int32 `csv:"SellWell"` //是否热销
|
|
|
|
|
+ Proportion int32 `csv:"Proportion"` //折扣比例
|
|
|
|
|
+ DiscountPayForNum int32 `csv:"DiscountPayForNum"` //折扣后价格
|
|
|
|
|
+ RestrictedType string `csv:"RestrictedType"` //限购类型次数
|
|
|
|
|
+ BeginTime string `csv:"BeginTime"` //开始时间
|
|
|
|
|
+ EndTime string `csv:"EndTime"` //结束时间
|
|
|
|
|
+ SortId int32 `csv:"SortId"` //排序Id
|
|
|
|
|
+ Weight int32 `csv:"Weight"` //权重概率
|
|
|
|
|
+ Weight1 int32 `csv:"Weight1"` //VIP权重概率1
|
|
|
|
|
+ Weight2 int32 `csv:"Weight2"` //VIP权重概率2
|
|
|
|
|
+ Weight3 int32 `csv:"Weight3"` //VIP权重概率3
|
|
|
|
|
+ Weight4 int32 `csv:"Weight4"` //VIP权重概率4
|
|
|
|
|
+ NtfClient int32 `csv:"NtfClient"` //是否通知客户端
|
|
|
|
|
+ GoodsPic string `csv:"GoodsPic"` //图片
|
|
|
|
|
+ Reward []string `csv:"Reward"` //购买后获得道具
|
|
|
|
|
+ Condition []string `csv:"Condition"` //上架解锁条件枚举
|
|
|
|
|
+ BoliVipLevel int32 `csv:"BoliVipLevel"` //波利特权等级显示
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func BoliShopCfgLoad(path string) {
|
|
func BoliShopCfgLoad(path string) {
|
|
|
cfg := []*BoliShopCfg{}
|
|
cfg := []*BoliShopCfg{}
|
|
|
BoliShopCfgLoader = map[int32]*BoliShopCfg{}
|
|
BoliShopCfgLoader = map[int32]*BoliShopCfg{}
|
|
|
- loadCsvCfg(path + "BoliShopCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"BoliShopCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
BoliShopCfgLoader[row.GoodsId] = row
|
|
BoliShopCfgLoader[row.GoodsId] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var BoliVipCfgLoader map[int32]*BoliVipCfg
|
|
|
|
|
-type BoliVipCfg struct{
|
|
|
|
|
- Lv int32 `csv:"Lv"` //波利特权等级
|
|
|
|
|
- QuickBattle int32 `csv:"QuickBattle"` //战斗X2加速
|
|
|
|
|
- Reward []string `csv:"Reward"` //Vip道具奖励
|
|
|
|
|
- VipExp int32 `csv:"VipExp"` //Vip升级所需经验
|
|
|
|
|
- EvilFreeTimes int32 `csv:"EvilFreeTimes"` //恶魔免费刷新次数
|
|
|
|
|
- VipLogin int32 `csv:"VipLogin"` //VIP上线提示
|
|
|
|
|
- PetAdvance int32 `csv:"PetAdvance"` //宠物进阶消耗免费
|
|
|
|
|
- CardReset int32 `csv:"CardReset"` //卡片重铸免费
|
|
|
|
|
- PetBreak int32 `csv:"PetBreak"` //宠物分解全额返还
|
|
|
|
|
- SkillReset int32 `csv:"SkillReset"` //角色技能重置免费
|
|
|
|
|
- GuildBossChallenge int32 `csv:"GuildBossChallenge"` //公会狩猎额外次数
|
|
|
|
|
- CardInsertion int32 `csv:"CardInsertion"` //一键插卡功能
|
|
|
|
|
- ShopWeight int32 `csv:"ShopWeight"` //黑市VIP权重
|
|
|
|
|
- WorldBoss int32 `csv:"WorldBoss"` //世界BOSS刮奖次数
|
|
|
|
|
- PvpReward int32 `csv:"PvpReward"` //额外荣誉之证
|
|
|
|
|
- HangupTimes int32 `csv:"HangupTimes"` //时光之力购买次数
|
|
|
|
|
- SilverUp int32 `csv:"SilverUp"` //银币加成
|
|
|
|
|
- BaseExpUp int32 `csv:"BaseExpUp"` //基础经验加成
|
|
|
|
|
- PartnerExpUp int32 `csv:"PartnerExpUp"` //伙伴经验加成
|
|
|
|
|
- SkillExpUp int32 `csv:"SkillExpUp"` //技能经验加成
|
|
|
|
|
- GiftBuyTimes []string `csv:"GiftBuyTimes"` //每日礼包购买次数+1
|
|
|
|
|
- HangupDuration int32 `csv:"HangupDuration"` //离线挂机时长上限(秒)
|
|
|
|
|
- SignInRewardUp int32 `csv:"SignInRewardUp"` //签到翻倍
|
|
|
|
|
- WorldBossCount int32 `csv:"WorldBossCount"` //世界BOSS购买次数
|
|
|
|
|
- DevilsUp int32 `csv:"DevilsUp"` //挂机魔魂值加成
|
|
|
|
|
- TransportRobbery int32 `csv:"TransportRobbery"` //飞艇被抢劫掉落减少至
|
|
|
|
|
- LuxuryPrizeWheelTimes int32 `csv:"LuxuryPrizeWheelTimes"` //豪华转盘可使用次数
|
|
|
|
|
- GiftRewards []string `csv:"GiftRewards"` //每日礼包
|
|
|
|
|
|
|
+var BoliVipCfgLoader map[int32]*BoliVipCfg
|
|
|
|
|
+
|
|
|
|
|
+type BoliVipCfg struct {
|
|
|
|
|
+ Lv int32 `csv:"Lv"` //波利特权等级
|
|
|
|
|
+ QuickBattle int32 `csv:"QuickBattle"` //战斗X2加速
|
|
|
|
|
+ Reward []string `csv:"Reward"` //Vip道具奖励
|
|
|
|
|
+ VipExp int32 `csv:"VipExp"` //Vip升级所需经验
|
|
|
|
|
+ EvilFreeTimes int32 `csv:"EvilFreeTimes"` //恶魔免费刷新次数
|
|
|
|
|
+ VipLogin int32 `csv:"VipLogin"` //VIP上线提示
|
|
|
|
|
+ PetAdvance int32 `csv:"PetAdvance"` //宠物进阶消耗免费
|
|
|
|
|
+ CardReset int32 `csv:"CardReset"` //卡片重铸免费
|
|
|
|
|
+ PetBreak int32 `csv:"PetBreak"` //宠物分解全额返还
|
|
|
|
|
+ SkillReset int32 `csv:"SkillReset"` //角色技能重置免费
|
|
|
|
|
+ GuildBossChallenge int32 `csv:"GuildBossChallenge"` //公会狩猎额外次数
|
|
|
|
|
+ CardInsertion int32 `csv:"CardInsertion"` //一键插卡功能
|
|
|
|
|
+ ShopWeight int32 `csv:"ShopWeight"` //黑市VIP权重
|
|
|
|
|
+ WorldBoss int32 `csv:"WorldBoss"` //世界BOSS刮奖次数
|
|
|
|
|
+ PvpReward int32 `csv:"PvpReward"` //额外荣誉之证
|
|
|
|
|
+ HangupTimes int32 `csv:"HangupTimes"` //时光之力购买次数
|
|
|
|
|
+ SilverUp int32 `csv:"SilverUp"` //银币加成
|
|
|
|
|
+ BaseExpUp int32 `csv:"BaseExpUp"` //基础经验加成
|
|
|
|
|
+ PartnerExpUp int32 `csv:"PartnerExpUp"` //伙伴经验加成
|
|
|
|
|
+ SkillExpUp int32 `csv:"SkillExpUp"` //技能经验加成
|
|
|
|
|
+ GiftBuyTimes []string `csv:"GiftBuyTimes"` //每日礼包购买次数+1
|
|
|
|
|
+ HangupDuration int32 `csv:"HangupDuration"` //离线挂机时长上限(秒)
|
|
|
|
|
+ SignInRewardUp int32 `csv:"SignInRewardUp"` //签到翻倍
|
|
|
|
|
+ WorldBossCount int32 `csv:"WorldBossCount"` //世界BOSS购买次数
|
|
|
|
|
+ DevilsUp int32 `csv:"DevilsUp"` //挂机魔魂值加成
|
|
|
|
|
+ TransportRobbery int32 `csv:"TransportRobbery"` //飞艇被抢劫掉落减少至
|
|
|
|
|
+ LuxuryPrizeWheelTimes int32 `csv:"LuxuryPrizeWheelTimes"` //豪华转盘可使用次数
|
|
|
|
|
+ GiftRewards []string `csv:"GiftRewards"` //每日礼包
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func BoliVipCfgLoad(path string) {
|
|
func BoliVipCfgLoad(path string) {
|
|
|
cfg := []*BoliVipCfg{}
|
|
cfg := []*BoliVipCfg{}
|
|
|
BoliVipCfgLoader = map[int32]*BoliVipCfg{}
|
|
BoliVipCfgLoader = map[int32]*BoliVipCfg{}
|
|
|
- loadCsvCfg(path + "BoliVipCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"BoliVipCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
BoliVipCfgLoader[row.Lv] = row
|
|
BoliVipCfgLoader[row.Lv] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var BTSmashEggsCfgLoader map[int32]*BTSmashEggsCfg
|
|
|
|
|
-type BTSmashEggsCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //砸蛋Id
|
|
|
|
|
- Name string `csv:"Name"` //砸蛋名字
|
|
|
|
|
- Cost []string `csv:"Cost"` //消耗道具顺序
|
|
|
|
|
- Method []string `csv:"Method"` //砸蛋方式
|
|
|
|
|
- DropId int32 `csv:"DropId"` //消耗道具1掉落包
|
|
|
|
|
- DropId2 int32 `csv:"DropId2"` //消耗道具1掉落包
|
|
|
|
|
- Total int32 `csv:"Total"` //保底奖励的累计次数
|
|
|
|
|
- ExtDropId int32 `csv:"ExtDropId"` //保底奖励的掉落包
|
|
|
|
|
- SortId int32 `csv:"SortId"` //界面排序
|
|
|
|
|
- ShowItemType []string `csv:"ShowItemType"` //可用于表现的道具类型
|
|
|
|
|
- UnLock int32 `csv:"UnLock"` //解锁ID
|
|
|
|
|
- ActivitiesId int32 `csv:"ActivitiesId"` //活动Id
|
|
|
|
|
- Type int32 `csv:"Type"` //召唤类型
|
|
|
|
|
- StartDay int32 `csv:"StartDay"` //开服时间
|
|
|
|
|
- SummoType int32 `csv:"SummoType"` //召唤组
|
|
|
|
|
- Show []string `csv:"Show"` //大奖预览
|
|
|
|
|
- ClientShow []string `csv:"ClientShow"` //客户端大奖预览
|
|
|
|
|
|
|
+var BTSmashEggsCfgLoader map[int32]*BTSmashEggsCfg
|
|
|
|
|
+
|
|
|
|
|
+type BTSmashEggsCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //砸蛋Id
|
|
|
|
|
+ Name string `csv:"Name"` //砸蛋名字
|
|
|
|
|
+ Cost []string `csv:"Cost"` //消耗道具顺序
|
|
|
|
|
+ Method []string `csv:"Method"` //砸蛋方式
|
|
|
|
|
+ DropId int32 `csv:"DropId"` //消耗道具1掉落包
|
|
|
|
|
+ DropId2 int32 `csv:"DropId2"` //消耗道具1掉落包
|
|
|
|
|
+ Total int32 `csv:"Total"` //保底奖励的累计次数
|
|
|
|
|
+ ExtDropId int32 `csv:"ExtDropId"` //保底奖励的掉落包
|
|
|
|
|
+ SortId int32 `csv:"SortId"` //界面排序
|
|
|
|
|
+ ShowItemType []string `csv:"ShowItemType"` //可用于表现的道具类型
|
|
|
|
|
+ UnLock int32 `csv:"UnLock"` //解锁ID
|
|
|
|
|
+ ActivitiesId int32 `csv:"ActivitiesId"` //活动Id
|
|
|
|
|
+ Type int32 `csv:"Type"` //召唤类型
|
|
|
|
|
+ StartDay int32 `csv:"StartDay"` //开服时间
|
|
|
|
|
+ SummoType int32 `csv:"SummoType"` //召唤组
|
|
|
|
|
+ Show []string `csv:"Show"` //大奖预览
|
|
|
|
|
+ ClientShow []string `csv:"ClientShow"` //客户端大奖预览
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func BTSmashEggsCfgLoad(path string) {
|
|
func BTSmashEggsCfgLoad(path string) {
|
|
|
cfg := []*BTSmashEggsCfg{}
|
|
cfg := []*BTSmashEggsCfg{}
|
|
|
BTSmashEggsCfgLoader = map[int32]*BTSmashEggsCfg{}
|
|
BTSmashEggsCfgLoader = map[int32]*BTSmashEggsCfg{}
|
|
|
- loadCsvCfg(path + "BTSmashEggsCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"BTSmashEggsCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
BTSmashEggsCfgLoader[row.Id] = row
|
|
BTSmashEggsCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var CardCfgLoader map[int32]*CardCfg
|
|
|
|
|
-type CardCfg struct{
|
|
|
|
|
- CardId int32 `csv:"CardId"` //卡片ID
|
|
|
|
|
- CardName string `csv:"CardName"` //卡片名称
|
|
|
|
|
- FromCardId int32 `csv:"FromCardId"` //来源目标
|
|
|
|
|
- ToCardId int32 `csv:"ToCardId"` //升级目标
|
|
|
|
|
- CardType int32 `csv:"CardType"` //卡片类型
|
|
|
|
|
- CardLocation int32 `csv:"CardLocation"` //卡片部位
|
|
|
|
|
- CardLevel int32 `csv:"CardLevel"` //卡片等级
|
|
|
|
|
- Attribute1 []string `csv:"Attribute1"` //卡片属性
|
|
|
|
|
- CardPicId int32 `csv:"CardPicId"` //卡片图鉴ID
|
|
|
|
|
- BUFF []string `csv:"BUFF"` //卡片BUFF
|
|
|
|
|
- Pro int32 `csv:"Pro"` //卡组权重
|
|
|
|
|
- FightPower int32 `csv:"FightPower"` //卡片附加战斗力
|
|
|
|
|
- Profession []string `csv:"Profession"` //推荐职业
|
|
|
|
|
- Attribute2 []string `csv:"Attribute2"` //筛选用基础属性
|
|
|
|
|
- Attribute3 int32 `csv:"Attribute3"` //卡片相克属性
|
|
|
|
|
- UpCost int32 `csv:"UpCost"` //卡片升级费用
|
|
|
|
|
|
|
+var CardCfgLoader map[int32]*CardCfg
|
|
|
|
|
+
|
|
|
|
|
+type CardCfg struct {
|
|
|
|
|
+ CardId int32 `csv:"CardId"` //卡片ID
|
|
|
|
|
+ CardName string `csv:"CardName"` //卡片名称
|
|
|
|
|
+ FromCardId int32 `csv:"FromCardId"` //来源目标
|
|
|
|
|
+ ToCardId int32 `csv:"ToCardId"` //升级目标
|
|
|
|
|
+ CardType int32 `csv:"CardType"` //卡片类型
|
|
|
|
|
+ CardLocation int32 `csv:"CardLocation"` //卡片部位
|
|
|
|
|
+ CardLevel int32 `csv:"CardLevel"` //卡片等级
|
|
|
|
|
+ Attribute1 []string `csv:"Attribute1"` //卡片属性
|
|
|
|
|
+ CardPicId int32 `csv:"CardPicId"` //卡片图鉴ID
|
|
|
|
|
+ BUFF []string `csv:"BUFF"` //卡片BUFF
|
|
|
|
|
+ Pro int32 `csv:"Pro"` //卡组权重
|
|
|
|
|
+ FightPower int32 `csv:"FightPower"` //卡片附加战斗力
|
|
|
|
|
+ Profession []string `csv:"Profession"` //推荐职业
|
|
|
|
|
+ Attribute2 []string `csv:"Attribute2"` //筛选用基础属性
|
|
|
|
|
+ Attribute3 int32 `csv:"Attribute3"` //卡片相克属性
|
|
|
|
|
+ UpCost int32 `csv:"UpCost"` //卡片升级费用
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func CardCfgLoad(path string) {
|
|
func CardCfgLoad(path string) {
|
|
|
cfg := []*CardCfg{}
|
|
cfg := []*CardCfg{}
|
|
|
CardCfgLoader = map[int32]*CardCfg{}
|
|
CardCfgLoader = map[int32]*CardCfg{}
|
|
|
- loadCsvCfg(path + "CardCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"CardCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
CardCfgLoader[row.CardId] = row
|
|
CardCfgLoader[row.CardId] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var CardIdentificationLoader map[int32]*CardIdentification
|
|
|
|
|
-type CardIdentification struct{
|
|
|
|
|
- Cardid int32 `csv:"Cardid"` //卡片ID
|
|
|
|
|
- CardQuality int32 `csv:"CardQuality"` //卡片品质
|
|
|
|
|
- MaxLv int32 `csv:"MaxLv"` //最大等级
|
|
|
|
|
- CardReward1 []string `csv:"CardReward1"` //收集奖励1
|
|
|
|
|
- CardReward2 []string `csv:"CardReward2"` //收集奖励2
|
|
|
|
|
- CardReward3 []string `csv:"CardReward3"` //收集奖励3
|
|
|
|
|
- CardReward4 []string `csv:"CardReward4"` //收集奖励4
|
|
|
|
|
- CardReward5 []string `csv:"CardReward5"` //收集奖励5
|
|
|
|
|
|
|
+var CardIdentificationLoader map[int32]*CardIdentification
|
|
|
|
|
+
|
|
|
|
|
+type CardIdentification struct {
|
|
|
|
|
+ Cardid int32 `csv:"Cardid"` //卡片ID
|
|
|
|
|
+ CardQuality int32 `csv:"CardQuality"` //卡片品质
|
|
|
|
|
+ MaxLv int32 `csv:"MaxLv"` //最大等级
|
|
|
|
|
+ CardReward1 []string `csv:"CardReward1"` //收集奖励1
|
|
|
|
|
+ CardReward2 []string `csv:"CardReward2"` //收集奖励2
|
|
|
|
|
+ CardReward3 []string `csv:"CardReward3"` //收集奖励3
|
|
|
|
|
+ CardReward4 []string `csv:"CardReward4"` //收集奖励4
|
|
|
|
|
+ CardReward5 []string `csv:"CardReward5"` //收集奖励5
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func CardIdentificationLoad(path string) {
|
|
func CardIdentificationLoad(path string) {
|
|
|
cfg := []*CardIdentification{}
|
|
cfg := []*CardIdentification{}
|
|
|
CardIdentificationLoader = map[int32]*CardIdentification{}
|
|
CardIdentificationLoader = map[int32]*CardIdentification{}
|
|
|
- loadCsvCfg(path + "CardIdentification.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"CardIdentification.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
CardIdentificationLoader[row.Cardid] = row
|
|
CardIdentificationLoader[row.Cardid] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var CardResetLoader map[int32]*CardReset
|
|
|
|
|
-type CardReset struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //ID
|
|
|
|
|
- CardType int32 `csv:"CardType"` //卡片类型
|
|
|
|
|
- CardLv int32 `csv:"CardLv"` //卡片等级
|
|
|
|
|
- Normal int32 `csv:"Normal"` //获得普通概率
|
|
|
|
|
- Mini int32 `csv:"Mini"` //获得迷你概率
|
|
|
|
|
- Boss int32 `csv:"Boss"` //获得BOSS概率
|
|
|
|
|
|
|
+var CardResetLoader map[int32]*CardReset
|
|
|
|
|
+
|
|
|
|
|
+type CardReset struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //ID
|
|
|
|
|
+ CardType int32 `csv:"CardType"` //卡片类型
|
|
|
|
|
+ CardLv int32 `csv:"CardLv"` //卡片等级
|
|
|
|
|
+ Normal int32 `csv:"Normal"` //获得普通概率
|
|
|
|
|
+ Mini int32 `csv:"Mini"` //获得迷你概率
|
|
|
|
|
+ Boss int32 `csv:"Boss"` //获得BOSS概率
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func CardResetLoad(path string) {
|
|
func CardResetLoad(path string) {
|
|
|
cfg := []*CardReset{}
|
|
cfg := []*CardReset{}
|
|
|
CardResetLoader = map[int32]*CardReset{}
|
|
CardResetLoader = map[int32]*CardReset{}
|
|
|
- loadCsvCfg(path + "CardReset.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"CardReset.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
CardResetLoader[row.Id] = row
|
|
CardResetLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var CardSuitNewCfgLoader map[int32]*CardSuitNewCfg
|
|
|
|
|
-type CardSuitNewCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //id
|
|
|
|
|
- Suit1 []string `csv:"Suit1"` //祝福效果
|
|
|
|
|
- TriggerConditions []string `csv:"TriggerConditions"` //激活条件
|
|
|
|
|
|
|
+var CardSuitNewCfgLoader map[int32]*CardSuitNewCfg
|
|
|
|
|
+
|
|
|
|
|
+type CardSuitNewCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //id
|
|
|
|
|
+ Suit1 []string `csv:"Suit1"` //祝福效果
|
|
|
|
|
+ TriggerConditions []string `csv:"TriggerConditions"` //激活条件
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func CardSuitNewCfgLoad(path string) {
|
|
func CardSuitNewCfgLoad(path string) {
|
|
|
cfg := []*CardSuitNewCfg{}
|
|
cfg := []*CardSuitNewCfg{}
|
|
|
CardSuitNewCfgLoader = map[int32]*CardSuitNewCfg{}
|
|
CardSuitNewCfgLoader = map[int32]*CardSuitNewCfg{}
|
|
|
- loadCsvCfg(path + "CardSuitNewCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"CardSuitNewCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
CardSuitNewCfgLoader[row.Id] = row
|
|
CardSuitNewCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var CardUnlockCfgLoader map[int32]*CardUnlockCfg
|
|
|
|
|
-type CardUnlockCfg struct{
|
|
|
|
|
- CardSlotID int32 `csv:"CardSlotID"` //卡槽ID
|
|
|
|
|
- UnlockingCondition []string `csv:"UnlockingCondition"` //解锁条件
|
|
|
|
|
|
|
+var CardUnlockCfgLoader map[int32]*CardUnlockCfg
|
|
|
|
|
+
|
|
|
|
|
+type CardUnlockCfg struct {
|
|
|
|
|
+ CardSlotID int32 `csv:"CardSlotID"` //卡槽ID
|
|
|
|
|
+ UnlockingCondition []string `csv:"UnlockingCondition"` //解锁条件
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func CardUnlockCfgLoad(path string) {
|
|
func CardUnlockCfgLoad(path string) {
|
|
|
cfg := []*CardUnlockCfg{}
|
|
cfg := []*CardUnlockCfg{}
|
|
|
CardUnlockCfgLoader = map[int32]*CardUnlockCfg{}
|
|
CardUnlockCfgLoader = map[int32]*CardUnlockCfg{}
|
|
|
- loadCsvCfg(path + "CardUnlockCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"CardUnlockCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
CardUnlockCfgLoader[row.CardSlotID] = row
|
|
CardUnlockCfgLoader[row.CardSlotID] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ClimbingTowerCfgLoader map[int32]*ClimbingTowerCfg
|
|
|
|
|
-type ClimbingTowerCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
- MaxFightingTime int32 `csv:"MaxFightingTime"` //最长战斗时间
|
|
|
|
|
- RewardItems []string `csv:"RewardItems"` //关卡奖励
|
|
|
|
|
- MonsterLevel int32 `csv:"MonsterLevel"` //怪物等级
|
|
|
|
|
- SpecialReward []string `csv:"SpecialReward"` //特殊奖励
|
|
|
|
|
- FightCheck int32 `csv:"FightCheck"` //战力校验
|
|
|
|
|
- SpAddition string `csv:"SpAddition"` //蓝量加成
|
|
|
|
|
- PowerWeaken string `csv:"PowerWeaken"` //战力削弱
|
|
|
|
|
- StayTimeWeaken string `csv:"StayTimeWeaken"` //停留时间削弱
|
|
|
|
|
- Version int32 `csv:"version"` //版本
|
|
|
|
|
- CardUnlock string `csv:"CardUnlock"` //卡槽解锁
|
|
|
|
|
- CloseDown string `csv:"CloseDown"` //查封配置
|
|
|
|
|
|
|
+var ClimbingTowerCfgLoader map[int32]*ClimbingTowerCfg
|
|
|
|
|
+
|
|
|
|
|
+type ClimbingTowerCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
+ MaxFightingTime int32 `csv:"MaxFightingTime"` //最长战斗时间
|
|
|
|
|
+ RewardItems []string `csv:"RewardItems"` //关卡奖励
|
|
|
|
|
+ MonsterLevel int32 `csv:"MonsterLevel"` //怪物等级
|
|
|
|
|
+ SpecialReward []string `csv:"SpecialReward"` //特殊奖励
|
|
|
|
|
+ FightCheck int32 `csv:"FightCheck"` //战力校验
|
|
|
|
|
+ SpAddition string `csv:"SpAddition"` //蓝量加成
|
|
|
|
|
+ PowerWeaken string `csv:"PowerWeaken"` //战力削弱
|
|
|
|
|
+ StayTimeWeaken string `csv:"StayTimeWeaken"` //停留时间削弱
|
|
|
|
|
+ Version int32 `csv:"version"` //版本
|
|
|
|
|
+ CardUnlock string `csv:"CardUnlock"` //卡槽解锁
|
|
|
|
|
+ CloseDown string `csv:"CloseDown"` //查封配置
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ClimbingTowerCfgLoad(path string) {
|
|
func ClimbingTowerCfgLoad(path string) {
|
|
|
cfg := []*ClimbingTowerCfg{}
|
|
cfg := []*ClimbingTowerCfg{}
|
|
|
ClimbingTowerCfgLoader = map[int32]*ClimbingTowerCfg{}
|
|
ClimbingTowerCfgLoader = map[int32]*ClimbingTowerCfg{}
|
|
|
- loadCsvCfg(path + "ClimbingTowerCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ClimbingTowerCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ClimbingTowerCfgLoader[row.Id] = row
|
|
ClimbingTowerCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var CombinedServiceCfgLoader map[int32]*CombinedServiceCfg
|
|
|
|
|
-type CombinedServiceCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
- Number []string `csv:"Number"` //合服编号
|
|
|
|
|
- Time string `csv:"Time"` //合服时间
|
|
|
|
|
- Tips string `csv:"Tips"` //合服预告
|
|
|
|
|
|
|
+var CombinedServiceCfgLoader map[int32]*CombinedServiceCfg
|
|
|
|
|
+
|
|
|
|
|
+type CombinedServiceCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
+ Number []string `csv:"Number"` //合服编号
|
|
|
|
|
+ Time string `csv:"Time"` //合服时间
|
|
|
|
|
+ Tips string `csv:"Tips"` //合服预告
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func CombinedServiceCfgLoad(path string) {
|
|
func CombinedServiceCfgLoad(path string) {
|
|
|
cfg := []*CombinedServiceCfg{}
|
|
cfg := []*CombinedServiceCfg{}
|
|
|
CombinedServiceCfgLoader = map[int32]*CombinedServiceCfg{}
|
|
CombinedServiceCfgLoader = map[int32]*CombinedServiceCfg{}
|
|
|
- loadCsvCfg(path + "CombinedServiceCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"CombinedServiceCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
CombinedServiceCfgLoader[row.Id] = row
|
|
CombinedServiceCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var CompetitionAidouluCfgLoader map[int32]*CompetitionAidouluCfg
|
|
|
|
|
-type CompetitionAidouluCfg struct{
|
|
|
|
|
- BoxId int32 `csv:"BoxId"` //宝箱
|
|
|
|
|
- GoodNum int32 `csv:"GoodNum"` //需要礼包数
|
|
|
|
|
- ConditionHot int32 `csv:"ConditionHot"` //需要热度
|
|
|
|
|
- Rewards []string `csv:"Rewards"` //宝箱奖励
|
|
|
|
|
|
|
+var CompetitionAidouluCfgLoader map[int32]*CompetitionAidouluCfg
|
|
|
|
|
+
|
|
|
|
|
+type CompetitionAidouluCfg struct {
|
|
|
|
|
+ BoxId int32 `csv:"BoxId"` //宝箱
|
|
|
|
|
+ GoodNum int32 `csv:"GoodNum"` //需要礼包数
|
|
|
|
|
+ ConditionHot int32 `csv:"ConditionHot"` //需要热度
|
|
|
|
|
+ Rewards []string `csv:"Rewards"` //宝箱奖励
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func CompetitionAidouluCfgLoad(path string) {
|
|
func CompetitionAidouluCfgLoad(path string) {
|
|
|
cfg := []*CompetitionAidouluCfg{}
|
|
cfg := []*CompetitionAidouluCfg{}
|
|
|
CompetitionAidouluCfgLoader = map[int32]*CompetitionAidouluCfg{}
|
|
CompetitionAidouluCfgLoader = map[int32]*CompetitionAidouluCfg{}
|
|
|
- loadCsvCfg(path + "CompetitionAidouluCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"CompetitionAidouluCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
CompetitionAidouluCfgLoader[row.BoxId] = row
|
|
CompetitionAidouluCfgLoader[row.BoxId] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var CompetitionCfgLoader map[int32]*CompetitionCfg
|
|
|
|
|
-type CompetitionCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //序列ID
|
|
|
|
|
- CompetitionId int32 `csv:"CompetitionId"` //赛季ID
|
|
|
|
|
- CompetitionType int32 `csv:"CompetitionType"` //赛季类型
|
|
|
|
|
- CompetitionCondition []string `csv:"CompetitionCondition"` //赛季条件
|
|
|
|
|
- CompetitionReward1 []string `csv:"CompetitionReward1"` //奖励1
|
|
|
|
|
- CompetitionReward2 []string `csv:"CompetitionReward2"` //奖励2
|
|
|
|
|
- CompetitionReward3 []string `csv:"CompetitionReward3"` //奖励3
|
|
|
|
|
- CompetitionPeriod []string `csv:"CompetitionPeriod"` //赛季周期(天)
|
|
|
|
|
- BeginTime string `csv:"BeginTime"` //开始时间
|
|
|
|
|
- EndTime string `csv:"EndTime"` //结束时间
|
|
|
|
|
- RestTime int32 `csv:"RestTime"` //赛季休赛期(天)
|
|
|
|
|
- HuodongItem []string `csv:"HuodongItem"` //活动道具
|
|
|
|
|
- Level int32 `csv:"Level"` //档位
|
|
|
|
|
|
|
+var CompetitionCfgLoader map[int32]*CompetitionCfg
|
|
|
|
|
+
|
|
|
|
|
+type CompetitionCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //序列ID
|
|
|
|
|
+ CompetitionId int32 `csv:"CompetitionId"` //赛季ID
|
|
|
|
|
+ CompetitionType int32 `csv:"CompetitionType"` //赛季类型
|
|
|
|
|
+ CompetitionCondition []string `csv:"CompetitionCondition"` //赛季条件
|
|
|
|
|
+ CompetitionReward1 []string `csv:"CompetitionReward1"` //奖励1
|
|
|
|
|
+ CompetitionReward2 []string `csv:"CompetitionReward2"` //奖励2
|
|
|
|
|
+ CompetitionReward3 []string `csv:"CompetitionReward3"` //奖励3
|
|
|
|
|
+ CompetitionPeriod []string `csv:"CompetitionPeriod"` //赛季周期(天)
|
|
|
|
|
+ BeginTime string `csv:"BeginTime"` //开始时间
|
|
|
|
|
+ EndTime string `csv:"EndTime"` //结束时间
|
|
|
|
|
+ RestTime int32 `csv:"RestTime"` //赛季休赛期(天)
|
|
|
|
|
+ HuodongItem []string `csv:"HuodongItem"` //活动道具
|
|
|
|
|
+ Level int32 `csv:"Level"` //档位
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func CompetitionCfgLoad(path string) {
|
|
func CompetitionCfgLoad(path string) {
|
|
|
cfg := []*CompetitionCfg{}
|
|
cfg := []*CompetitionCfg{}
|
|
|
CompetitionCfgLoader = map[int32]*CompetitionCfg{}
|
|
CompetitionCfgLoader = map[int32]*CompetitionCfg{}
|
|
|
- loadCsvCfg(path + "CompetitionCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"CompetitionCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
CompetitionCfgLoader[row.Id] = row
|
|
CompetitionCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var CompetitionDevineCfgLoader map[int32]*CompetitionDevineCfg
|
|
|
|
|
-type CompetitionDevineCfg struct{
|
|
|
|
|
- ID int32 `csv:"ID"` //ID
|
|
|
|
|
- NowLightNum int32 `csv:"NowLightNum"` //当前点亮数
|
|
|
|
|
- Probability int32 `csv:"Probability"` //下次点亮概率(万分比)
|
|
|
|
|
- PledgeProbability int32 `csv:"PledgeProbability"` //连续点暗保底概率(万分比)
|
|
|
|
|
- ItemPrice []string `csv:"ItemPrice"` //下次占道具花费
|
|
|
|
|
- GoldPrice []string `csv:"GoldPrice"` //下次占金币花费
|
|
|
|
|
- LuckyPrice []string `csv:"LuckyPrice"` //下次幸运符花费
|
|
|
|
|
- Rewards []string `csv:"Rewards"` //奖励
|
|
|
|
|
- Point []string `csv:"Point"` //下次【占星】得到的积分
|
|
|
|
|
- IfBroadcast int32 `csv:"IfBroadcast"` //领奖是否需要播报
|
|
|
|
|
- BroadcastKey string `csv:"BroadcastKey"` //播报key
|
|
|
|
|
|
|
+var CompetitionDevineCfgLoader map[int32]*CompetitionDevineCfg
|
|
|
|
|
+
|
|
|
|
|
+type CompetitionDevineCfg struct {
|
|
|
|
|
+ ID int32 `csv:"ID"` //ID
|
|
|
|
|
+ NowLightNum int32 `csv:"NowLightNum"` //当前点亮数
|
|
|
|
|
+ Probability int32 `csv:"Probability"` //下次点亮概率(万分比)
|
|
|
|
|
+ PledgeProbability int32 `csv:"PledgeProbability"` //连续点暗保底概率(万分比)
|
|
|
|
|
+ ItemPrice []string `csv:"ItemPrice"` //下次占道具花费
|
|
|
|
|
+ GoldPrice []string `csv:"GoldPrice"` //下次占金币花费
|
|
|
|
|
+ LuckyPrice []string `csv:"LuckyPrice"` //下次幸运符花费
|
|
|
|
|
+ Rewards []string `csv:"Rewards"` //奖励
|
|
|
|
|
+ Point []string `csv:"Point"` //下次【占星】得到的积分
|
|
|
|
|
+ IfBroadcast int32 `csv:"IfBroadcast"` //领奖是否需要播报
|
|
|
|
|
+ BroadcastKey string `csv:"BroadcastKey"` //播报key
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func CompetitionDevineCfgLoad(path string) {
|
|
func CompetitionDevineCfgLoad(path string) {
|
|
|
cfg := []*CompetitionDevineCfg{}
|
|
cfg := []*CompetitionDevineCfg{}
|
|
|
CompetitionDevineCfgLoader = map[int32]*CompetitionDevineCfg{}
|
|
CompetitionDevineCfgLoader = map[int32]*CompetitionDevineCfg{}
|
|
|
- loadCsvCfg(path + "CompetitionDevineCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"CompetitionDevineCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
CompetitionDevineCfgLoader[row.ID] = row
|
|
CompetitionDevineCfgLoader[row.ID] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var CompetitionPrizeWheelCfgLoader map[int32]*CompetitionPrizeWheelCfg
|
|
|
|
|
-type CompetitionPrizeWheelCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //ID
|
|
|
|
|
- LowNormalNum []string `csv:"LowNormalNum"` //低级奖
|
|
|
|
|
- NormalNum []string `csv:"NormalNum"` //Normal奖
|
|
|
|
|
- MiniNum []string `csv:"MiniNum"` //Mini奖
|
|
|
|
|
- MvpNum []string `csv:"MvpNum"` //Mvp奖
|
|
|
|
|
- ModProbability int32 `csv:"ModProbability"` //模板权重
|
|
|
|
|
- Probability []string `csv:"Probability"` //非MVP抽奖概率
|
|
|
|
|
- MvpProbability []string `csv:"MvpProbability"` //MVP抽奖概率
|
|
|
|
|
- ItemPrice int32 `csv:"ItemPrice"` //一个道具的价格
|
|
|
|
|
- RewardOneItem []string `csv:"RewardOneItem"` //抽一次价格(道具)
|
|
|
|
|
- RewardOneGold []string `csv:"RewardOneGold"` //抽一次价格(金币)
|
|
|
|
|
- RewardAllItem []string `csv:"RewardAllItem"` //抽全部价格(道具)
|
|
|
|
|
- RewardAdllGold int32 `csv:"RewardAdllGold"` //抽全部价格(金币)
|
|
|
|
|
- RefreshPrice []string `csv:"RefreshPrice"` //刷新价格(金币)
|
|
|
|
|
- NoRewardNum int32 `csv:"NoRewardNum"` //结束本轮次数
|
|
|
|
|
- RewardOnePoint []string `csv:"RewardOnePoint"` //抽一次送赛季积分
|
|
|
|
|
- RewardAllPoint int32 `csv:"RewardAllPoint"` //抽全部送赛季积分
|
|
|
|
|
|
|
+var CompetitionPrizeWheelCfgLoader map[int32]*CompetitionPrizeWheelCfg
|
|
|
|
|
+
|
|
|
|
|
+type CompetitionPrizeWheelCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //ID
|
|
|
|
|
+ LowNormalNum []string `csv:"LowNormalNum"` //低级奖
|
|
|
|
|
+ NormalNum []string `csv:"NormalNum"` //Normal奖
|
|
|
|
|
+ MiniNum []string `csv:"MiniNum"` //Mini奖
|
|
|
|
|
+ MvpNum []string `csv:"MvpNum"` //Mvp奖
|
|
|
|
|
+ ModProbability int32 `csv:"ModProbability"` //模板权重
|
|
|
|
|
+ Probability []string `csv:"Probability"` //非MVP抽奖概率
|
|
|
|
|
+ MvpProbability []string `csv:"MvpProbability"` //MVP抽奖概率
|
|
|
|
|
+ ItemPrice int32 `csv:"ItemPrice"` //一个道具的价格
|
|
|
|
|
+ RewardOneItem []string `csv:"RewardOneItem"` //抽一次价格(道具)
|
|
|
|
|
+ RewardOneGold []string `csv:"RewardOneGold"` //抽一次价格(金币)
|
|
|
|
|
+ RewardAllItem []string `csv:"RewardAllItem"` //抽全部价格(道具)
|
|
|
|
|
+ RewardAdllGold int32 `csv:"RewardAdllGold"` //抽全部价格(金币)
|
|
|
|
|
+ RefreshPrice []string `csv:"RefreshPrice"` //刷新价格(金币)
|
|
|
|
|
+ NoRewardNum int32 `csv:"NoRewardNum"` //结束本轮次数
|
|
|
|
|
+ RewardOnePoint []string `csv:"RewardOnePoint"` //抽一次送赛季积分
|
|
|
|
|
+ RewardAllPoint int32 `csv:"RewardAllPoint"` //抽全部送赛季积分
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func CompetitionPrizeWheelCfgLoad(path string) {
|
|
func CompetitionPrizeWheelCfgLoad(path string) {
|
|
|
cfg := []*CompetitionPrizeWheelCfg{}
|
|
cfg := []*CompetitionPrizeWheelCfg{}
|
|
|
CompetitionPrizeWheelCfgLoader = map[int32]*CompetitionPrizeWheelCfg{}
|
|
CompetitionPrizeWheelCfgLoader = map[int32]*CompetitionPrizeWheelCfg{}
|
|
|
- loadCsvCfg(path + "CompetitionPrizeWheelCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"CompetitionPrizeWheelCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
CompetitionPrizeWheelCfgLoader[row.Id] = row
|
|
CompetitionPrizeWheelCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ConditionCfgLoader map[int32]*ConditionCfg
|
|
|
|
|
-type ConditionCfg struct{
|
|
|
|
|
- ConditionId int32 `csv:"ConditionId"` //条件ID
|
|
|
|
|
- Condition []string `csv:"Condition"` //条件枚举
|
|
|
|
|
|
|
+var ConditionCfgLoader map[int32]*ConditionCfg
|
|
|
|
|
+
|
|
|
|
|
+type ConditionCfg struct {
|
|
|
|
|
+ ConditionId int32 `csv:"ConditionId"` //条件ID
|
|
|
|
|
+ Condition []string `csv:"Condition"` //条件枚举
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ConditionCfgLoad(path string) {
|
|
func ConditionCfgLoad(path string) {
|
|
|
cfg := []*ConditionCfg{}
|
|
cfg := []*ConditionCfg{}
|
|
|
ConditionCfgLoader = map[int32]*ConditionCfg{}
|
|
ConditionCfgLoader = map[int32]*ConditionCfg{}
|
|
|
- loadCsvCfg(path + "ConditionCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ConditionCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ConditionCfgLoader[row.ConditionId] = row
|
|
ConditionCfgLoader[row.ConditionId] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var DesignationCfgLoader map[int32]*DesignationCfg
|
|
|
|
|
-type DesignationCfg struct{
|
|
|
|
|
- ID int32 `csv:"ID"` //ID
|
|
|
|
|
- Name string `csv:"Name"` //称号名字
|
|
|
|
|
- Type int32 `csv:"Type"` //称号类别
|
|
|
|
|
- Attribute []string `csv:"Attribute"` //称号属性
|
|
|
|
|
- TaskCondition []string `csv:"TaskCondition"` //任务条件枚举
|
|
|
|
|
- TaskConditionItem []string `csv:"TaskConditionItem"` //消耗道具
|
|
|
|
|
- Time int32 `csv:"Time"` //称号时限
|
|
|
|
|
- DecomposeReward int32 `csv:"DecomposeReward"` //分解
|
|
|
|
|
- RefreshDaily int32 `csv:"RefreshDaily"` //条件计数是否每日刷新
|
|
|
|
|
|
|
+var DesignationCfgLoader map[int32]*DesignationCfg
|
|
|
|
|
+
|
|
|
|
|
+type DesignationCfg struct {
|
|
|
|
|
+ ID int32 `csv:"ID"` //ID
|
|
|
|
|
+ Name string `csv:"Name"` //称号名字
|
|
|
|
|
+ Type int32 `csv:"Type"` //称号类别
|
|
|
|
|
+ Attribute []string `csv:"Attribute"` //称号属性
|
|
|
|
|
+ TaskCondition []string `csv:"TaskCondition"` //任务条件枚举
|
|
|
|
|
+ TaskConditionItem []string `csv:"TaskConditionItem"` //消耗道具
|
|
|
|
|
+ Time int32 `csv:"Time"` //称号时限
|
|
|
|
|
+ DecomposeReward int32 `csv:"DecomposeReward"` //分解
|
|
|
|
|
+ RefreshDaily int32 `csv:"RefreshDaily"` //条件计数是否每日刷新
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func DesignationCfgLoad(path string) {
|
|
func DesignationCfgLoad(path string) {
|
|
|
cfg := []*DesignationCfg{}
|
|
cfg := []*DesignationCfg{}
|
|
|
DesignationCfgLoader = map[int32]*DesignationCfg{}
|
|
DesignationCfgLoader = map[int32]*DesignationCfg{}
|
|
|
- loadCsvCfg(path + "DesignationCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"DesignationCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
DesignationCfgLoader[row.ID] = row
|
|
DesignationCfgLoader[row.ID] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var DropCfgLoader map[int32]*DropCfg
|
|
|
|
|
-type DropCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //ID
|
|
|
|
|
- Rate int32 `csv:"Rate"` //出现概率
|
|
|
|
|
- DropType int32 `csv:"DropType"` //类型
|
|
|
|
|
- Times int32 `csv:"Times"` //随机次数
|
|
|
|
|
- Drop1 []string `csv:"Drop1"` //掉落组1
|
|
|
|
|
|
|
+var DropCfgLoader map[int32]*DropCfg
|
|
|
|
|
+
|
|
|
|
|
+type DropCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //ID
|
|
|
|
|
+ Rate int32 `csv:"Rate"` //出现概率
|
|
|
|
|
+ DropType int32 `csv:"DropType"` //类型
|
|
|
|
|
+ Times int32 `csv:"Times"` //随机次数
|
|
|
|
|
+ Drop1 []string `csv:"Drop1"` //掉落组1
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func DropCfgLoad(path string) {
|
|
func DropCfgLoad(path string) {
|
|
|
cfg := []*DropCfg{}
|
|
cfg := []*DropCfg{}
|
|
|
DropCfgLoader = map[int32]*DropCfg{}
|
|
DropCfgLoader = map[int32]*DropCfg{}
|
|
|
- loadCsvCfg(path + "DropCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"DropCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
DropCfgLoader[row.Id] = row
|
|
DropCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var EquipCfgLoader map[int32]*EquipCfg
|
|
|
|
|
-type EquipCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //id
|
|
|
|
|
- Type int32 `csv:"Type"` //装备类型
|
|
|
|
|
- EquipLevel int32 `csv:"EquipLevel"` //装备等级
|
|
|
|
|
- JobType []string `csv:"JobType"` //职业类型
|
|
|
|
|
- Forge int32 `csv:"Forge"` //锻造目标
|
|
|
|
|
- ForgeOld int32 `csv:"ForgeOld"` //装备前置
|
|
|
|
|
- CostMoney int32 `csv:"CostMoney"` //合成消耗
|
|
|
|
|
- Suit int32 `csv:"Suit"` //套装ID
|
|
|
|
|
- Attack int32 `csv:"Attack"` //物攻
|
|
|
|
|
- MagicAttack int32 `csv:"MagicAttack"` //魔攻
|
|
|
|
|
- Defense int32 `csv:"Defense"` //物防
|
|
|
|
|
- MagicDefense int32 `csv:"MagicDefense"` //魔防
|
|
|
|
|
- Life int32 `csv:"Life"` //生命
|
|
|
|
|
- Sp int32 `csv:"Sp"` //蓝量
|
|
|
|
|
- Crit int32 `csv:"Crit"` //暴击
|
|
|
|
|
- Ten int32 `csv:"Ten"` //韧性
|
|
|
|
|
- Hit int32 `csv:"Hit"` //命中
|
|
|
|
|
- Dodge int32 `csv:"Dodge"` //闪避
|
|
|
|
|
- PhysicalDamageBonus int32 `csv:"PhysicalDamageBonus"` //物伤加成
|
|
|
|
|
- MagicDamageBonus int32 `csv:"MagicDamageBonus"` //魔伤加成
|
|
|
|
|
- AtkPercent int32 `csv:"AtkPercent"` //ATK%
|
|
|
|
|
- MatkPercent int32 `csv:"MatkPercent"` //MATK%
|
|
|
|
|
- Str int32 `csv:"Str"` //力量
|
|
|
|
|
- Agi int32 `csv:"Agi"` //敏捷
|
|
|
|
|
- Int int32 `csv:"Int"` //智力
|
|
|
|
|
- Vit int32 `csv:"Vit"` //体质
|
|
|
|
|
- Dex int32 `csv:"Dex"` //灵巧
|
|
|
|
|
- Luk int32 `csv:"Luk"` //幸运
|
|
|
|
|
|
|
+var EquipCfgLoader map[int32]*EquipCfg
|
|
|
|
|
+
|
|
|
|
|
+type EquipCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //id
|
|
|
|
|
+ Type int32 `csv:"Type"` //装备类型
|
|
|
|
|
+ EquipLevel int32 `csv:"EquipLevel"` //装备等级
|
|
|
|
|
+ JobType []string `csv:"JobType"` //职业类型
|
|
|
|
|
+ Forge int32 `csv:"Forge"` //锻造目标
|
|
|
|
|
+ ForgeOld int32 `csv:"ForgeOld"` //装备前置
|
|
|
|
|
+ CostMoney int32 `csv:"CostMoney"` //合成消耗
|
|
|
|
|
+ Suit int32 `csv:"Suit"` //套装ID
|
|
|
|
|
+ Attack int32 `csv:"Attack"` //物攻
|
|
|
|
|
+ MagicAttack int32 `csv:"MagicAttack"` //魔攻
|
|
|
|
|
+ Defense int32 `csv:"Defense"` //物防
|
|
|
|
|
+ MagicDefense int32 `csv:"MagicDefense"` //魔防
|
|
|
|
|
+ Life int32 `csv:"Life"` //生命
|
|
|
|
|
+ Sp int32 `csv:"Sp"` //蓝量
|
|
|
|
|
+ Crit int32 `csv:"Crit"` //暴击
|
|
|
|
|
+ Ten int32 `csv:"Ten"` //韧性
|
|
|
|
|
+ Hit int32 `csv:"Hit"` //命中
|
|
|
|
|
+ Dodge int32 `csv:"Dodge"` //闪避
|
|
|
|
|
+ PhysicalDamageBonus int32 `csv:"PhysicalDamageBonus"` //物伤加成
|
|
|
|
|
+ MagicDamageBonus int32 `csv:"MagicDamageBonus"` //魔伤加成
|
|
|
|
|
+ AtkPercent int32 `csv:"AtkPercent"` //ATK%
|
|
|
|
|
+ MatkPercent int32 `csv:"MatkPercent"` //MATK%
|
|
|
|
|
+ Str int32 `csv:"Str"` //力量
|
|
|
|
|
+ Agi int32 `csv:"Agi"` //敏捷
|
|
|
|
|
+ Int int32 `csv:"Int"` //智力
|
|
|
|
|
+ Vit int32 `csv:"Vit"` //体质
|
|
|
|
|
+ Dex int32 `csv:"Dex"` //灵巧
|
|
|
|
|
+ Luk int32 `csv:"Luk"` //幸运
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func EquipCfgLoad(path string) {
|
|
func EquipCfgLoad(path string) {
|
|
|
cfg := []*EquipCfg{}
|
|
cfg := []*EquipCfg{}
|
|
|
EquipCfgLoader = map[int32]*EquipCfg{}
|
|
EquipCfgLoader = map[int32]*EquipCfg{}
|
|
|
- loadCsvCfg(path + "EquipCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"EquipCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
EquipCfgLoader[row.Id] = row
|
|
EquipCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var EquipRefineCfgLoader map[int32]*EquipRefineCfg
|
|
|
|
|
-type EquipRefineCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //id
|
|
|
|
|
- Place1 []string `csv:"Place1"` //部位1
|
|
|
|
|
- Costzeny1 int32 `csv:"Costzeny1"` //消耗银币1
|
|
|
|
|
- Costitem1 []string `csv:"Costitem1"` //消耗道具1
|
|
|
|
|
- Place2 []string `csv:"Place2"` //部位2
|
|
|
|
|
- Costzeny2 int32 `csv:"Costzeny2"` //消耗银币2
|
|
|
|
|
- Costitem2 []string `csv:"Costitem2"` //消耗道具2
|
|
|
|
|
- Rate int32 `csv:"rate"` //成功概率
|
|
|
|
|
- Result int32 `csv:"Result"` //精炼效果
|
|
|
|
|
- Suit []string `csv:"Suit"` //全身加
|
|
|
|
|
- SuitServer []string `csv:"SuitServer"` //全身加
|
|
|
|
|
|
|
+var EquipRefineCfgLoader map[int32]*EquipRefineCfg
|
|
|
|
|
+
|
|
|
|
|
+type EquipRefineCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //id
|
|
|
|
|
+ Place1 []string `csv:"Place1"` //部位1
|
|
|
|
|
+ Costzeny1 int32 `csv:"Costzeny1"` //消耗银币1
|
|
|
|
|
+ Costitem1 []string `csv:"Costitem1"` //消耗道具1
|
|
|
|
|
+ Place2 []string `csv:"Place2"` //部位2
|
|
|
|
|
+ Costzeny2 int32 `csv:"Costzeny2"` //消耗银币2
|
|
|
|
|
+ Costitem2 []string `csv:"Costitem2"` //消耗道具2
|
|
|
|
|
+ Rate int32 `csv:"rate"` //成功概率
|
|
|
|
|
+ Result int32 `csv:"Result"` //精炼效果
|
|
|
|
|
+ Suit []string `csv:"Suit"` //全身加
|
|
|
|
|
+ SuitServer []string `csv:"SuitServer"` //全身加
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func EquipRefineCfgLoad(path string) {
|
|
func EquipRefineCfgLoad(path string) {
|
|
|
cfg := []*EquipRefineCfg{}
|
|
cfg := []*EquipRefineCfg{}
|
|
|
EquipRefineCfgLoader = map[int32]*EquipRefineCfg{}
|
|
EquipRefineCfgLoader = map[int32]*EquipRefineCfg{}
|
|
|
- loadCsvCfg(path + "EquipRefineCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"EquipRefineCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
EquipRefineCfgLoader[row.Id] = row
|
|
EquipRefineCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var EquipSuitNewCfgLoader map[int32]*EquipSuitNewCfg
|
|
|
|
|
-type EquipSuitNewCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //id
|
|
|
|
|
- Name string `csv:"Name"` //名称
|
|
|
|
|
- Suit1 []string `csv:"Suit1"` //2件属性
|
|
|
|
|
- Suit2 []string `csv:"Suit2"` //4件属性
|
|
|
|
|
- Suit3 []string `csv:"Suit3"` //6件属性
|
|
|
|
|
|
|
+var EquipSuitNewCfgLoader map[int32]*EquipSuitNewCfg
|
|
|
|
|
+
|
|
|
|
|
+type EquipSuitNewCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //id
|
|
|
|
|
+ Name string `csv:"Name"` //名称
|
|
|
|
|
+ Suit1 []string `csv:"Suit1"` //2件属性
|
|
|
|
|
+ Suit2 []string `csv:"Suit2"` //4件属性
|
|
|
|
|
+ Suit3 []string `csv:"Suit3"` //6件属性
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func EquipSuitNewCfgLoad(path string) {
|
|
func EquipSuitNewCfgLoad(path string) {
|
|
|
cfg := []*EquipSuitNewCfg{}
|
|
cfg := []*EquipSuitNewCfg{}
|
|
|
EquipSuitNewCfgLoader = map[int32]*EquipSuitNewCfg{}
|
|
EquipSuitNewCfgLoader = map[int32]*EquipSuitNewCfg{}
|
|
|
- loadCsvCfg(path + "EquipSuitNewCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"EquipSuitNewCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
EquipSuitNewCfgLoader[row.Id] = row
|
|
EquipSuitNewCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var EvilCfgLoader map[int32]*EvilCfg
|
|
|
|
|
-type EvilCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
- MonsterList []string `csv:"MonsterList"` //召唤怪物
|
|
|
|
|
- LevelReward []string `csv:"LevelReward"` //升级奖励
|
|
|
|
|
- LevelTimes int32 `csv:"LevelTimes"` //升级次数
|
|
|
|
|
- MaxFightingTime int32 `csv:"MaxFightingTime"` //最长战斗时间
|
|
|
|
|
|
|
+var EvilCfgLoader map[int32]*EvilCfg
|
|
|
|
|
+
|
|
|
|
|
+type EvilCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
+ MonsterList []string `csv:"MonsterList"` //召唤怪物
|
|
|
|
|
+ LevelReward []string `csv:"LevelReward"` //升级奖励
|
|
|
|
|
+ LevelTimes int32 `csv:"LevelTimes"` //升级次数
|
|
|
|
|
+ MaxFightingTime int32 `csv:"MaxFightingTime"` //最长战斗时间
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func EvilCfgLoad(path string) {
|
|
func EvilCfgLoad(path string) {
|
|
|
cfg := []*EvilCfg{}
|
|
cfg := []*EvilCfg{}
|
|
|
EvilCfgLoader = map[int32]*EvilCfg{}
|
|
EvilCfgLoader = map[int32]*EvilCfg{}
|
|
|
- loadCsvCfg(path + "EvilCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"EvilCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
EvilCfgLoader[row.Id] = row
|
|
EvilCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ExpeditionBuffCfgLoader map[int32]*ExpeditionBuffCfg
|
|
|
|
|
-type ExpeditionBuffCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
- BuffId int32 `csv:"BuffId"` //buffid
|
|
|
|
|
- WarriorScore int32 `csv:"WarriorScore"` //勇士积分
|
|
|
|
|
|
|
+var ExpeditionBuffCfgLoader map[int32]*ExpeditionBuffCfg
|
|
|
|
|
+
|
|
|
|
|
+type ExpeditionBuffCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
+ BuffId int32 `csv:"BuffId"` //buffid
|
|
|
|
|
+ WarriorScore int32 `csv:"WarriorScore"` //勇士积分
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ExpeditionBuffCfgLoad(path string) {
|
|
func ExpeditionBuffCfgLoad(path string) {
|
|
|
cfg := []*ExpeditionBuffCfg{}
|
|
cfg := []*ExpeditionBuffCfg{}
|
|
|
ExpeditionBuffCfgLoader = map[int32]*ExpeditionBuffCfg{}
|
|
ExpeditionBuffCfgLoader = map[int32]*ExpeditionBuffCfg{}
|
|
|
- loadCsvCfg(path + "ExpeditionBuffCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ExpeditionBuffCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ExpeditionBuffCfgLoader[row.Id] = row
|
|
ExpeditionBuffCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ExpeditionBuffDropCfgLoader map[int32]*ExpeditionBuffDropCfg
|
|
|
|
|
-type ExpeditionBuffDropCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //索引
|
|
|
|
|
- BossID int32 `csv:"BossID"` //BossID
|
|
|
|
|
- Buffs []string `csv:"Buffs"` //掉落Buff列表
|
|
|
|
|
- LevelId int32 `csv:"LevelId"` //关卡Id
|
|
|
|
|
- WarriorScore int32 `csv:"WarriorScore"` //勇士积分
|
|
|
|
|
|
|
+var ExpeditionBuffDropCfgLoader map[int32]*ExpeditionBuffDropCfg
|
|
|
|
|
+
|
|
|
|
|
+type ExpeditionBuffDropCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //索引
|
|
|
|
|
+ BossID int32 `csv:"BossID"` //BossID
|
|
|
|
|
+ Buffs []string `csv:"Buffs"` //掉落Buff列表
|
|
|
|
|
+ LevelId int32 `csv:"LevelId"` //关卡Id
|
|
|
|
|
+ WarriorScore int32 `csv:"WarriorScore"` //勇士积分
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ExpeditionBuffDropCfgLoad(path string) {
|
|
func ExpeditionBuffDropCfgLoad(path string) {
|
|
|
cfg := []*ExpeditionBuffDropCfg{}
|
|
cfg := []*ExpeditionBuffDropCfg{}
|
|
|
ExpeditionBuffDropCfgLoader = map[int32]*ExpeditionBuffDropCfg{}
|
|
ExpeditionBuffDropCfgLoader = map[int32]*ExpeditionBuffDropCfg{}
|
|
|
- loadCsvCfg(path + "ExpeditionBuffDropCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ExpeditionBuffDropCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ExpeditionBuffDropCfgLoader[row.Id] = row
|
|
ExpeditionBuffDropCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ExpeditionCfgLoader map[int32]*ExpeditionCfg
|
|
|
|
|
-type ExpeditionCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
- Type int32 `csv:"Type"` //副本难度
|
|
|
|
|
- LevelId int32 `csv:"LevelId"` //副本关
|
|
|
|
|
- LevelNum int32 `csv:"LevelNum"` //关卡数量
|
|
|
|
|
- BossList []string `csv:"BossList"` //召唤boss
|
|
|
|
|
- Reward []string `csv:"Reward"` //奖励
|
|
|
|
|
- MaxFightingTime int32 `csv:"MaxFightingTime"` //最长战斗时间
|
|
|
|
|
- HighReward int32 `csv:"HighReward"` //是否为高级奖励
|
|
|
|
|
- ChallengeNum int32 `csv:"ChallengeNum"` //赠送挑战次数
|
|
|
|
|
- UnlockDesc string `csv:"UnlockDesc"` //开启条件
|
|
|
|
|
- WarriorScore int32 `csv:"WarriorScore"` //勇士积分
|
|
|
|
|
- LevelCoefficient int32 `csv:"LevelCoefficient"` //加成积分系数
|
|
|
|
|
- DayReward []string `csv:"DayReward"` //每日通关奖励
|
|
|
|
|
|
|
+var ExpeditionCfgLoader map[int32]*ExpeditionCfg
|
|
|
|
|
+
|
|
|
|
|
+type ExpeditionCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
+ Type int32 `csv:"Type"` //副本难度
|
|
|
|
|
+ LevelId int32 `csv:"LevelId"` //副本关
|
|
|
|
|
+ LevelNum int32 `csv:"LevelNum"` //关卡数量
|
|
|
|
|
+ BossList []string `csv:"BossList"` //召唤boss
|
|
|
|
|
+ Reward []string `csv:"Reward"` //奖励
|
|
|
|
|
+ MaxFightingTime int32 `csv:"MaxFightingTime"` //最长战斗时间
|
|
|
|
|
+ HighReward int32 `csv:"HighReward"` //是否为高级奖励
|
|
|
|
|
+ ChallengeNum int32 `csv:"ChallengeNum"` //赠送挑战次数
|
|
|
|
|
+ UnlockDesc string `csv:"UnlockDesc"` //开启条件
|
|
|
|
|
+ WarriorScore int32 `csv:"WarriorScore"` //勇士积分
|
|
|
|
|
+ LevelCoefficient int32 `csv:"LevelCoefficient"` //加成积分系数
|
|
|
|
|
+ DayReward []string `csv:"DayReward"` //每日通关奖励
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ExpeditionCfgLoad(path string) {
|
|
func ExpeditionCfgLoad(path string) {
|
|
|
cfg := []*ExpeditionCfg{}
|
|
cfg := []*ExpeditionCfg{}
|
|
|
ExpeditionCfgLoader = map[int32]*ExpeditionCfg{}
|
|
ExpeditionCfgLoader = map[int32]*ExpeditionCfg{}
|
|
|
- loadCsvCfg(path + "ExpeditionCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ExpeditionCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ExpeditionCfgLoader[row.Id] = row
|
|
ExpeditionCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var FashionCfgLoader map[int32]*FashionCfg
|
|
|
|
|
-type FashionCfg struct{
|
|
|
|
|
- FashionId int32 `csv:"FashionId"` //时装id
|
|
|
|
|
- FashionLocation int32 `csv:"FashionLocation"` //时装部位类型
|
|
|
|
|
- FashionHideHair bool `csv:"FashionHideHair"` //是否隐藏发型
|
|
|
|
|
- FashionSex int32 `csv:"FashionSex"` //时装性别限制
|
|
|
|
|
- FashionUseJob []string `csv:"FashionUseJob"` //时装职业限制
|
|
|
|
|
- FashionOpen bool `csv:"FashionOpen"` //是否开放使用
|
|
|
|
|
- FashionQuality int32 `csv:"FashionQuality"` //时装品质
|
|
|
|
|
- AttrNum int32 `csv:"AttrNum"` //属性数量
|
|
|
|
|
- SuitId []string `csv:"SuitId"` //时装套装
|
|
|
|
|
|
|
+var FashionCfgLoader map[int32]*FashionCfg
|
|
|
|
|
+
|
|
|
|
|
+type FashionCfg struct {
|
|
|
|
|
+ FashionId int32 `csv:"FashionId"` //时装id
|
|
|
|
|
+ FashionLocation int32 `csv:"FashionLocation"` //时装部位类型
|
|
|
|
|
+ FashionHideHair bool `csv:"FashionHideHair"` //是否隐藏发型
|
|
|
|
|
+ FashionSex int32 `csv:"FashionSex"` //时装性别限制
|
|
|
|
|
+ FashionUseJob []string `csv:"FashionUseJob"` //时装职业限制
|
|
|
|
|
+ FashionOpen bool `csv:"FashionOpen"` //是否开放使用
|
|
|
|
|
+ FashionQuality int32 `csv:"FashionQuality"` //时装品质
|
|
|
|
|
+ AttrNum int32 `csv:"AttrNum"` //属性数量
|
|
|
|
|
+ SuitId []string `csv:"SuitId"` //时装套装
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func FashionCfgLoad(path string) {
|
|
func FashionCfgLoad(path string) {
|
|
|
cfg := []*FashionCfg{}
|
|
cfg := []*FashionCfg{}
|
|
|
FashionCfgLoader = map[int32]*FashionCfg{}
|
|
FashionCfgLoader = map[int32]*FashionCfg{}
|
|
|
- loadCsvCfg(path + "FashionCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"FashionCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
FashionCfgLoader[row.FashionId] = row
|
|
FashionCfgLoader[row.FashionId] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var FashionLevelUpLoader map[int32]*FashionLevelUp
|
|
|
|
|
-type FashionLevelUp struct{
|
|
|
|
|
- Level int32 `csv:"Level"` //等级
|
|
|
|
|
- UpMaterial1 []string `csv:"UpMaterial1"` //绿色升级消耗
|
|
|
|
|
- UpMaterial2 []string `csv:"UpMaterial2"` //蓝色升级消耗
|
|
|
|
|
- UpMaterial3 []string `csv:"UpMaterial3"` //紫色升级消耗
|
|
|
|
|
- UpMaterial4 []string `csv:"UpMaterial4"` //金色升级消耗
|
|
|
|
|
- UpMaterial5 []string `csv:"UpMaterial5"` //红色升级消耗
|
|
|
|
|
- UpAttribute int32 `csv:"UpAttribute"` //每级属性
|
|
|
|
|
|
|
+var FashionLevelUpLoader map[int32]*FashionLevelUp
|
|
|
|
|
+
|
|
|
|
|
+type FashionLevelUp struct {
|
|
|
|
|
+ Level int32 `csv:"Level"` //等级
|
|
|
|
|
+ UpMaterial1 []string `csv:"UpMaterial1"` //绿色升级消耗
|
|
|
|
|
+ UpMaterial2 []string `csv:"UpMaterial2"` //蓝色升级消耗
|
|
|
|
|
+ UpMaterial3 []string `csv:"UpMaterial3"` //紫色升级消耗
|
|
|
|
|
+ UpMaterial4 []string `csv:"UpMaterial4"` //金色升级消耗
|
|
|
|
|
+ UpMaterial5 []string `csv:"UpMaterial5"` //红色升级消耗
|
|
|
|
|
+ UpAttribute int32 `csv:"UpAttribute"` //每级属性
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func FashionLevelUpLoad(path string) {
|
|
func FashionLevelUpLoad(path string) {
|
|
|
cfg := []*FashionLevelUp{}
|
|
cfg := []*FashionLevelUp{}
|
|
|
FashionLevelUpLoader = map[int32]*FashionLevelUp{}
|
|
FashionLevelUpLoader = map[int32]*FashionLevelUp{}
|
|
|
- loadCsvCfg(path + "FashionLevelUp.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"FashionLevelUp.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
FashionLevelUpLoader[row.Level] = row
|
|
FashionLevelUpLoader[row.Level] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var FashionPaperCfgLoader map[int32]*FashionPaperCfg
|
|
|
|
|
-type FashionPaperCfg struct{
|
|
|
|
|
- PaperId int32 `csv:"PaperId"` //图纸ID
|
|
|
|
|
- MakeMaterial []string `csv:"MakeMaterial"` //图纸制作材料
|
|
|
|
|
- FashionId int32 `csv:"FashionId"` //时装ID
|
|
|
|
|
- ResolveItem []string `csv:"ResolveItem"` //分解获得
|
|
|
|
|
|
|
+var FashionPaperCfgLoader map[int32]*FashionPaperCfg
|
|
|
|
|
+
|
|
|
|
|
+type FashionPaperCfg struct {
|
|
|
|
|
+ PaperId int32 `csv:"PaperId"` //图纸ID
|
|
|
|
|
+ MakeMaterial []string `csv:"MakeMaterial"` //图纸制作材料
|
|
|
|
|
+ FashionId int32 `csv:"FashionId"` //时装ID
|
|
|
|
|
+ ResolveItem []string `csv:"ResolveItem"` //分解获得
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func FashionPaperCfgLoad(path string) {
|
|
func FashionPaperCfgLoad(path string) {
|
|
|
cfg := []*FashionPaperCfg{}
|
|
cfg := []*FashionPaperCfg{}
|
|
|
FashionPaperCfgLoader = map[int32]*FashionPaperCfg{}
|
|
FashionPaperCfgLoader = map[int32]*FashionPaperCfg{}
|
|
|
- loadCsvCfg(path + "FashionPaperCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"FashionPaperCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
FashionPaperCfgLoader[row.PaperId] = row
|
|
FashionPaperCfgLoader[row.PaperId] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var FashionRandomLoader map[int32]*FashionRandom
|
|
|
|
|
-type FashionRandom struct{
|
|
|
|
|
- ID int32 `csv:"ID"` //ID
|
|
|
|
|
- RoleId int32 `csv:"RoleId"` //目标角色类型
|
|
|
|
|
- AtrId []string `csv:"AtrId"` //属性类型
|
|
|
|
|
|
|
+var FashionRandomLoader map[int32]*FashionRandom
|
|
|
|
|
+
|
|
|
|
|
+type FashionRandom struct {
|
|
|
|
|
+ ID int32 `csv:"ID"` //ID
|
|
|
|
|
+ RoleId int32 `csv:"RoleId"` //目标角色类型
|
|
|
|
|
+ AtrId []string `csv:"AtrId"` //属性类型
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func FashionRandomLoad(path string) {
|
|
func FashionRandomLoad(path string) {
|
|
|
cfg := []*FashionRandom{}
|
|
cfg := []*FashionRandom{}
|
|
|
FashionRandomLoader = map[int32]*FashionRandom{}
|
|
FashionRandomLoader = map[int32]*FashionRandom{}
|
|
|
- loadCsvCfg(path + "FashionRandom.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"FashionRandom.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
FashionRandomLoader[row.ID] = row
|
|
FashionRandomLoader[row.ID] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var FashionSuitCfgLoader map[int32]*FashionSuitCfg
|
|
|
|
|
-type FashionSuitCfg struct{
|
|
|
|
|
- SuitId int32 `csv:"SuitId"` //套装id
|
|
|
|
|
- SuitName string `csv:"SuitName"` //套装标签名字
|
|
|
|
|
- SuitSex int32 `csv:"SuitSex"` //套装性别
|
|
|
|
|
- FashionId []string `csv:"FashionId"` //套装内时装
|
|
|
|
|
- LevelCondition []string `csv:"LevelCondition"` //套装等级条件
|
|
|
|
|
- Attribute []string `csv:"Attribute"` //每级属性
|
|
|
|
|
|
|
+var FashionSuitCfgLoader map[int32]*FashionSuitCfg
|
|
|
|
|
+
|
|
|
|
|
+type FashionSuitCfg struct {
|
|
|
|
|
+ SuitId int32 `csv:"SuitId"` //套装id
|
|
|
|
|
+ SuitName string `csv:"SuitName"` //套装标签名字
|
|
|
|
|
+ SuitSex int32 `csv:"SuitSex"` //套装性别
|
|
|
|
|
+ FashionId []string `csv:"FashionId"` //套装内时装
|
|
|
|
|
+ LevelCondition []string `csv:"LevelCondition"` //套装等级条件
|
|
|
|
|
+ Attribute []string `csv:"Attribute"` //每级属性
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func FashionSuitCfgLoad(path string) {
|
|
func FashionSuitCfgLoad(path string) {
|
|
|
cfg := []*FashionSuitCfg{}
|
|
cfg := []*FashionSuitCfg{}
|
|
|
FashionSuitCfgLoader = map[int32]*FashionSuitCfg{}
|
|
FashionSuitCfgLoader = map[int32]*FashionSuitCfg{}
|
|
|
- loadCsvCfg(path + "FashionSuitCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"FashionSuitCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
FashionSuitCfgLoader[row.SuitId] = row
|
|
FashionSuitCfgLoader[row.SuitId] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var FightCfgLoader map[int32]*FightCfg
|
|
|
|
|
-type FightCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //属性ID
|
|
|
|
|
- Coefficient []string `csv:"Coefficient"` //系数
|
|
|
|
|
- Mapping int32 `csv:"Mapping"` //映射关系
|
|
|
|
|
|
|
+var FightCfgLoader map[int32]*FightCfg
|
|
|
|
|
+
|
|
|
|
|
+type FightCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //属性ID
|
|
|
|
|
+ Coefficient []string `csv:"Coefficient"` //系数
|
|
|
|
|
+ Mapping int32 `csv:"Mapping"` //映射关系
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func FightCfgLoad(path string) {
|
|
func FightCfgLoad(path string) {
|
|
|
cfg := []*FightCfg{}
|
|
cfg := []*FightCfg{}
|
|
|
FightCfgLoader = map[int32]*FightCfg{}
|
|
FightCfgLoader = map[int32]*FightCfg{}
|
|
|
- loadCsvCfg(path + "FightCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"FightCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
FightCfgLoader[row.Id] = row
|
|
FightCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var FunctionCfgLoader map[int32]*FunctionCfg
|
|
|
|
|
-type FunctionCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //状态id
|
|
|
|
|
- FunctionType int32 `csv:"FunctionType"` //状态类型
|
|
|
|
|
- Group int32 `csv:"Group"` //状态组
|
|
|
|
|
- BuffType int32 `csv:"BuffType"` //buff类型
|
|
|
|
|
- HurtStop int32 `csv:"HurtStop"` //伤害打断
|
|
|
|
|
- ForbidMove int32 `csv:"ForbidMove"` //禁止移动
|
|
|
|
|
- ForbidAttack int32 `csv:"ForbidAttack"` //禁止普攻
|
|
|
|
|
- ForbidSkill int32 `csv:"ForbidSkill"` //禁止技能
|
|
|
|
|
- Dodge int32 `csv:"Dodge"` //闪避
|
|
|
|
|
- Effect int32 `csv:"Effect"` //状态特效
|
|
|
|
|
- EndEffect int32 `csv:"EndEffect"` //状态特效
|
|
|
|
|
|
|
+var FunctionCfgLoader map[int32]*FunctionCfg
|
|
|
|
|
+
|
|
|
|
|
+type FunctionCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //状态id
|
|
|
|
|
+ FunctionType int32 `csv:"FunctionType"` //状态类型
|
|
|
|
|
+ Group int32 `csv:"Group"` //状态组
|
|
|
|
|
+ BuffType int32 `csv:"BuffType"` //buff类型
|
|
|
|
|
+ HurtStop int32 `csv:"HurtStop"` //伤害打断
|
|
|
|
|
+ ForbidMove int32 `csv:"ForbidMove"` //禁止移动
|
|
|
|
|
+ ForbidAttack int32 `csv:"ForbidAttack"` //禁止普攻
|
|
|
|
|
+ ForbidSkill int32 `csv:"ForbidSkill"` //禁止技能
|
|
|
|
|
+ Dodge int32 `csv:"Dodge"` //闪避
|
|
|
|
|
+ Effect int32 `csv:"Effect"` //状态特效
|
|
|
|
|
+ EndEffect int32 `csv:"EndEffect"` //状态特效
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func FunctionCfgLoad(path string) {
|
|
func FunctionCfgLoad(path string) {
|
|
|
cfg := []*FunctionCfg{}
|
|
cfg := []*FunctionCfg{}
|
|
|
FunctionCfgLoader = map[int32]*FunctionCfg{}
|
|
FunctionCfgLoader = map[int32]*FunctionCfg{}
|
|
|
- loadCsvCfg(path + "FunctionCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"FunctionCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
FunctionCfgLoader[row.Id] = row
|
|
FunctionCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var GlobalCfgLoader map[int32]*GlobalCfg
|
|
|
|
|
-type GlobalCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //全局配置id
|
|
|
|
|
- IVal int32 `csv:"IVal"` //int类型数据
|
|
|
|
|
- SVal string `csv:"SVal"` //字符串类型数据
|
|
|
|
|
- FVal float32 `csv:"FVal"` //浮点数据类型
|
|
|
|
|
|
|
+var GlobalCfgLoader map[int32]*GlobalCfg
|
|
|
|
|
+
|
|
|
|
|
+type GlobalCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //全局配置id
|
|
|
|
|
+ IVal int32 `csv:"IVal"` //int类型数据
|
|
|
|
|
+ SVal string `csv:"SVal"` //字符串类型数据
|
|
|
|
|
+ FVal float32 `csv:"FVal"` //浮点数据类型
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func GlobalCfgLoad(path string) {
|
|
func GlobalCfgLoad(path string) {
|
|
|
cfg := []*GlobalCfg{}
|
|
cfg := []*GlobalCfg{}
|
|
|
GlobalCfgLoader = map[int32]*GlobalCfg{}
|
|
GlobalCfgLoader = map[int32]*GlobalCfg{}
|
|
|
- loadCsvCfg(path + "GlobalCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"GlobalCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
GlobalCfgLoader[row.Id] = row
|
|
GlobalCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var GuildBadgeCfgLoader map[int32]*GuildBadgeCfg
|
|
|
|
|
-type GuildBadgeCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //ID
|
|
|
|
|
|
|
+var GuildBadgeCfgLoader map[int32]*GuildBadgeCfg
|
|
|
|
|
+
|
|
|
|
|
+type GuildBadgeCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //ID
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func GuildBadgeCfgLoad(path string) {
|
|
func GuildBadgeCfgLoad(path string) {
|
|
|
cfg := []*GuildBadgeCfg{}
|
|
cfg := []*GuildBadgeCfg{}
|
|
|
GuildBadgeCfgLoader = map[int32]*GuildBadgeCfg{}
|
|
GuildBadgeCfgLoader = map[int32]*GuildBadgeCfg{}
|
|
|
- loadCsvCfg(path + "GuildBadgeCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"GuildBadgeCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
GuildBadgeCfgLoader[row.Id] = row
|
|
GuildBadgeCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var GuildBossCfgLoader map[int32]*GuildBossCfg
|
|
|
|
|
-type GuildBossCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //全局配置id
|
|
|
|
|
- BossType int32 `csv:"BossType"` //BOSS类型
|
|
|
|
|
- Challenge int32 `csv:"Challenge"` //挑战次数
|
|
|
|
|
- SummonId int32 `csv:"SummonId"` //召唤物id
|
|
|
|
|
- SummonLimit []string `csv:"SummonLimit"` //开启权限
|
|
|
|
|
- SummonTime int32 `csv:"SummonTime"` //BOSS开启时间
|
|
|
|
|
- LifeTime int32 `csv:"LifeTime"` //boss存活时间
|
|
|
|
|
- SettlementCd int32 `csv:"SettlementCd"` //BOSS结算CD
|
|
|
|
|
- UnlockCond int32 `csv:"UnlockCond"` //解锁条件
|
|
|
|
|
- Consume int32 `csv:"Consume"` //开启消耗
|
|
|
|
|
- BattleTime int32 `csv:"BattleTime"` //挑战时间
|
|
|
|
|
- DamageSegment int32 `csv:"DamageSegment"` //伤害档位
|
|
|
|
|
- RewardRange []string `csv:"RewardRange"` //奖励区间
|
|
|
|
|
- ReviewAwards []string `csv:"ReviewAwards"` //挑战后的可获得奖励预览
|
|
|
|
|
- Reward []string `csv:"Reward"` //单局档位结算奖励
|
|
|
|
|
- MasterReward []string `csv:"MasterReward"` //大师馈赠奖励
|
|
|
|
|
- EndBattleDamage int32 `csv:"EndBattleDamage"` //战斗终止伤害量
|
|
|
|
|
|
|
+var GuildBossCfgLoader map[int32]*GuildBossCfg
|
|
|
|
|
+
|
|
|
|
|
+type GuildBossCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //全局配置id
|
|
|
|
|
+ BossType int32 `csv:"BossType"` //BOSS类型
|
|
|
|
|
+ Challenge int32 `csv:"Challenge"` //挑战次数
|
|
|
|
|
+ SummonId int32 `csv:"SummonId"` //召唤物id
|
|
|
|
|
+ SummonLimit []string `csv:"SummonLimit"` //开启权限
|
|
|
|
|
+ SummonTime int32 `csv:"SummonTime"` //BOSS开启时间
|
|
|
|
|
+ LifeTime int32 `csv:"LifeTime"` //boss存活时间
|
|
|
|
|
+ SettlementCd int32 `csv:"SettlementCd"` //BOSS结算CD
|
|
|
|
|
+ UnlockCond int32 `csv:"UnlockCond"` //解锁条件
|
|
|
|
|
+ Consume int32 `csv:"Consume"` //开启消耗
|
|
|
|
|
+ BattleTime int32 `csv:"BattleTime"` //挑战时间
|
|
|
|
|
+ DamageSegment int32 `csv:"DamageSegment"` //伤害档位
|
|
|
|
|
+ RewardRange []string `csv:"RewardRange"` //奖励区间
|
|
|
|
|
+ ReviewAwards []string `csv:"ReviewAwards"` //挑战后的可获得奖励预览
|
|
|
|
|
+ Reward []string `csv:"Reward"` //单局档位结算奖励
|
|
|
|
|
+ MasterReward []string `csv:"MasterReward"` //大师馈赠奖励
|
|
|
|
|
+ EndBattleDamage int32 `csv:"EndBattleDamage"` //战斗终止伤害量
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func GuildBossCfgLoad(path string) {
|
|
func GuildBossCfgLoad(path string) {
|
|
|
cfg := []*GuildBossCfg{}
|
|
cfg := []*GuildBossCfg{}
|
|
|
GuildBossCfgLoader = map[int32]*GuildBossCfg{}
|
|
GuildBossCfgLoader = map[int32]*GuildBossCfg{}
|
|
|
- loadCsvCfg(path + "GuildBossCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"GuildBossCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
GuildBossCfgLoader[row.Id] = row
|
|
GuildBossCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var GuildBossRewardCfgLoader map[int32]*GuildBossRewardCfg
|
|
|
|
|
-type GuildBossRewardCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //ID
|
|
|
|
|
- Reward []string `csv:"Reward"` //结算奖励
|
|
|
|
|
- Note string `csv:"Note"` //备注
|
|
|
|
|
|
|
+var GuildBossRewardCfgLoader map[int32]*GuildBossRewardCfg
|
|
|
|
|
+
|
|
|
|
|
+type GuildBossRewardCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //ID
|
|
|
|
|
+ Reward []string `csv:"Reward"` //结算奖励
|
|
|
|
|
+ Note string `csv:"Note"` //备注
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func GuildBossRewardCfgLoad(path string) {
|
|
func GuildBossRewardCfgLoad(path string) {
|
|
|
cfg := []*GuildBossRewardCfg{}
|
|
cfg := []*GuildBossRewardCfg{}
|
|
|
GuildBossRewardCfgLoader = map[int32]*GuildBossRewardCfg{}
|
|
GuildBossRewardCfgLoader = map[int32]*GuildBossRewardCfg{}
|
|
|
- loadCsvCfg(path + "GuildBossRewardCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"GuildBossRewardCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
GuildBossRewardCfgLoader[row.Id] = row
|
|
GuildBossRewardCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var GuildDemonCfgLoader map[int32]*GuildDemonCfg
|
|
|
|
|
-type GuildDemonCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //全局配置id
|
|
|
|
|
- BossLvCycle []string `csv:"BossLvCycle"` //开服天数
|
|
|
|
|
- WeekDay int32 `csv:"WeekDay"` //星期几的BOSS
|
|
|
|
|
- BossLevel int32 `csv:"BossLevel"` //Boss等级
|
|
|
|
|
- BossLvMax int32 `csv:"BossLvMax"` //BOSS等级达到上限
|
|
|
|
|
- FreeChallenge int32 `csv:"FreeChallenge"` //免费挑战次数
|
|
|
|
|
- ChallengeTimes int32 `csv:"ChallengeTimes"` //挑战次数购买上限
|
|
|
|
|
- ChallengeReward []string `csv:"ChallengeReward"` //单局结算奖励
|
|
|
|
|
- ChallengePrice []string `csv:"ChallengePrice"` //挑战次数购买价格
|
|
|
|
|
- SummonId int32 `csv:"SummonId"` //召唤物id
|
|
|
|
|
- SummonTime string `csv:"SummonTime"` //BOSS开启时间
|
|
|
|
|
- LifeTime int32 `csv:"LifeTime"` //boss存活时间
|
|
|
|
|
- SettlementCd int32 `csv:"SettlementCd"` //BOSS结算CD
|
|
|
|
|
- BattleTime int32 `csv:"BattleTime"` //挑战时间
|
|
|
|
|
- DamageSegment string `csv:"DamageSegment"` //评分档位所需伤害量
|
|
|
|
|
- DamageReward []string `csv:"DamageReward"` //宝箱奖励
|
|
|
|
|
- DamageCheck string `csv:"DamageCheck"` //整场伤害上限校验
|
|
|
|
|
|
|
+var GuildDemonCfgLoader map[int32]*GuildDemonCfg
|
|
|
|
|
+
|
|
|
|
|
+type GuildDemonCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //全局配置id
|
|
|
|
|
+ BossLvCycle []string `csv:"BossLvCycle"` //开服天数
|
|
|
|
|
+ WeekDay int32 `csv:"WeekDay"` //星期几的BOSS
|
|
|
|
|
+ BossLevel int32 `csv:"BossLevel"` //Boss等级
|
|
|
|
|
+ BossLvMax int32 `csv:"BossLvMax"` //BOSS等级达到上限
|
|
|
|
|
+ FreeChallenge int32 `csv:"FreeChallenge"` //免费挑战次数
|
|
|
|
|
+ ChallengeTimes int32 `csv:"ChallengeTimes"` //挑战次数购买上限
|
|
|
|
|
+ ChallengeReward []string `csv:"ChallengeReward"` //单局结算奖励
|
|
|
|
|
+ ChallengePrice []string `csv:"ChallengePrice"` //挑战次数购买价格
|
|
|
|
|
+ SummonId int32 `csv:"SummonId"` //召唤物id
|
|
|
|
|
+ SummonTime string `csv:"SummonTime"` //BOSS开启时间
|
|
|
|
|
+ LifeTime int32 `csv:"LifeTime"` //boss存活时间
|
|
|
|
|
+ SettlementCd int32 `csv:"SettlementCd"` //BOSS结算CD
|
|
|
|
|
+ BattleTime int32 `csv:"BattleTime"` //挑战时间
|
|
|
|
|
+ DamageSegment string `csv:"DamageSegment"` //评分档位所需伤害量
|
|
|
|
|
+ DamageReward []string `csv:"DamageReward"` //宝箱奖励
|
|
|
|
|
+ DamageCheck string `csv:"DamageCheck"` //整场伤害上限校验
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func GuildDemonCfgLoad(path string) {
|
|
func GuildDemonCfgLoad(path string) {
|
|
|
cfg := []*GuildDemonCfg{}
|
|
cfg := []*GuildDemonCfg{}
|
|
|
GuildDemonCfgLoader = map[int32]*GuildDemonCfg{}
|
|
GuildDemonCfgLoader = map[int32]*GuildDemonCfg{}
|
|
|
- loadCsvCfg(path + "GuildDemonCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"GuildDemonCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
GuildDemonCfgLoader[row.Id] = row
|
|
GuildDemonCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var GuildLvCfgLoader map[int32]*GuildLvCfg
|
|
|
|
|
-type GuildLvCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //ID
|
|
|
|
|
- ExpRequire int32 `csv:"ExpRequire"` //需求经验
|
|
|
|
|
- PeopleLimit int32 `csv:"PeopleLimit"` //人数上限
|
|
|
|
|
- ActiveLimit int32 `csv:"ActiveLimit"` //公会活跃值上限
|
|
|
|
|
- PeopleAdd int32 `csv:"PeopleAdd"` //公会升级成员上限增量
|
|
|
|
|
- ActiveAdd int32 `csv:"ActiveAdd"` //公会升级活跃上限增量
|
|
|
|
|
|
|
+var GuildLvCfgLoader map[int32]*GuildLvCfg
|
|
|
|
|
+
|
|
|
|
|
+type GuildLvCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //ID
|
|
|
|
|
+ ExpRequire int32 `csv:"ExpRequire"` //需求经验
|
|
|
|
|
+ PeopleLimit int32 `csv:"PeopleLimit"` //人数上限
|
|
|
|
|
+ ActiveLimit int32 `csv:"ActiveLimit"` //公会活跃值上限
|
|
|
|
|
+ PeopleAdd int32 `csv:"PeopleAdd"` //公会升级成员上限增量
|
|
|
|
|
+ ActiveAdd int32 `csv:"ActiveAdd"` //公会升级活跃上限增量
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func GuildLvCfgLoad(path string) {
|
|
func GuildLvCfgLoad(path string) {
|
|
|
cfg := []*GuildLvCfg{}
|
|
cfg := []*GuildLvCfg{}
|
|
|
GuildLvCfgLoader = map[int32]*GuildLvCfg{}
|
|
GuildLvCfgLoader = map[int32]*GuildLvCfg{}
|
|
|
- loadCsvCfg(path + "GuildLvCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"GuildLvCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
GuildLvCfgLoader[row.Id] = row
|
|
GuildLvCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var GuildWarAgainstCfgLoader map[int32]*GuildWarAgainstCfg
|
|
|
|
|
-type GuildWarAgainstCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //ID
|
|
|
|
|
- Ranking int32 `csv:"Ranking"` //公会战排名
|
|
|
|
|
- DeaconName string `csv:"DeaconName"` //会长奖励文本
|
|
|
|
|
- DeaconReword []string `csv:"DeaconReword"` //会长奖励
|
|
|
|
|
- GuildsmenName string `csv:"GuildsmenName"` //公会成员奖励文本
|
|
|
|
|
- GuildsmenReword []string `csv:"GuildsmenReword"` //公会战成员奖励
|
|
|
|
|
- PointMvpName string `csv:"PointMvpName"` //积分MVP奖励文本
|
|
|
|
|
- PointMvp int32 `csv:"PointMvp"` //积分MVP
|
|
|
|
|
- PointMvpReword []string `csv:"PointMvpReword"` //积分MVP奖励
|
|
|
|
|
- KillerMvpName string `csv:"KillerMvpName"` //击杀MVP奖励文本
|
|
|
|
|
- KillerMvp int32 `csv:"KillerMvp"` //击杀MVP
|
|
|
|
|
- KillerMvpReword []string `csv:"KillerMvpReword"` //击杀MVP奖励
|
|
|
|
|
|
|
+var GuildWarAgainstCfgLoader map[int32]*GuildWarAgainstCfg
|
|
|
|
|
+
|
|
|
|
|
+type GuildWarAgainstCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //ID
|
|
|
|
|
+ Ranking int32 `csv:"Ranking"` //公会战排名
|
|
|
|
|
+ DeaconName string `csv:"DeaconName"` //会长奖励文本
|
|
|
|
|
+ DeaconReword []string `csv:"DeaconReword"` //会长奖励
|
|
|
|
|
+ GuildsmenName string `csv:"GuildsmenName"` //公会成员奖励文本
|
|
|
|
|
+ GuildsmenReword []string `csv:"GuildsmenReword"` //公会战成员奖励
|
|
|
|
|
+ PointMvpName string `csv:"PointMvpName"` //积分MVP奖励文本
|
|
|
|
|
+ PointMvp int32 `csv:"PointMvp"` //积分MVP
|
|
|
|
|
+ PointMvpReword []string `csv:"PointMvpReword"` //积分MVP奖励
|
|
|
|
|
+ KillerMvpName string `csv:"KillerMvpName"` //击杀MVP奖励文本
|
|
|
|
|
+ KillerMvp int32 `csv:"KillerMvp"` //击杀MVP
|
|
|
|
|
+ KillerMvpReword []string `csv:"KillerMvpReword"` //击杀MVP奖励
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func GuildWarAgainstCfgLoad(path string) {
|
|
func GuildWarAgainstCfgLoad(path string) {
|
|
|
cfg := []*GuildWarAgainstCfg{}
|
|
cfg := []*GuildWarAgainstCfg{}
|
|
|
GuildWarAgainstCfgLoader = map[int32]*GuildWarAgainstCfg{}
|
|
GuildWarAgainstCfgLoader = map[int32]*GuildWarAgainstCfg{}
|
|
|
- loadCsvCfg(path + "GuildWarAgainstCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"GuildWarAgainstCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
GuildWarAgainstCfgLoader[row.Id] = row
|
|
GuildWarAgainstCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var GuildWarBuffCfgLoader map[int32]*GuildWarBuffCfg
|
|
|
|
|
-type GuildWarBuffCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //公会战buffID
|
|
|
|
|
- SortId int32 `csv:"SortId"` //buff排序ID
|
|
|
|
|
- Price []string `csv:"Price"` //购买价格
|
|
|
|
|
- Mark int32 `csv:"Mark"` //对应mark
|
|
|
|
|
|
|
+var GuildWarBuffCfgLoader map[int32]*GuildWarBuffCfg
|
|
|
|
|
+
|
|
|
|
|
+type GuildWarBuffCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //公会战buffID
|
|
|
|
|
+ SortId int32 `csv:"SortId"` //buff排序ID
|
|
|
|
|
+ Price []string `csv:"Price"` //购买价格
|
|
|
|
|
+ Mark int32 `csv:"Mark"` //对应mark
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func GuildWarBuffCfgLoad(path string) {
|
|
func GuildWarBuffCfgLoad(path string) {
|
|
|
cfg := []*GuildWarBuffCfg{}
|
|
cfg := []*GuildWarBuffCfg{}
|
|
|
GuildWarBuffCfgLoader = map[int32]*GuildWarBuffCfg{}
|
|
GuildWarBuffCfgLoader = map[int32]*GuildWarBuffCfg{}
|
|
|
- loadCsvCfg(path + "GuildWarBuffCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"GuildWarBuffCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
GuildWarBuffCfgLoader[row.Id] = row
|
|
GuildWarBuffCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var GuildWarDojoCfgLoader map[int32]*GuildWarDojoCfg
|
|
|
|
|
-type GuildWarDojoCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //地块编号
|
|
|
|
|
- AreaType int32 `csv:"AreaType"` //地块类别
|
|
|
|
|
- GuildWarPoint int32 `csv:"GuildWarPoint"` //获得积分
|
|
|
|
|
|
|
+var GuildWarDojoCfgLoader map[int32]*GuildWarDojoCfg
|
|
|
|
|
+
|
|
|
|
|
+type GuildWarDojoCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //地块编号
|
|
|
|
|
+ AreaType int32 `csv:"AreaType"` //地块类别
|
|
|
|
|
+ GuildWarPoint int32 `csv:"GuildWarPoint"` //获得积分
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func GuildWarDojoCfgLoad(path string) {
|
|
func GuildWarDojoCfgLoad(path string) {
|
|
|
cfg := []*GuildWarDojoCfg{}
|
|
cfg := []*GuildWarDojoCfg{}
|
|
|
GuildWarDojoCfgLoader = map[int32]*GuildWarDojoCfg{}
|
|
GuildWarDojoCfgLoader = map[int32]*GuildWarDojoCfg{}
|
|
|
- loadCsvCfg(path + "GuildWarDojoCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"GuildWarDojoCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
GuildWarDojoCfgLoader[row.Id] = row
|
|
GuildWarDojoCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var HeadFrameCfgLoader map[int32]*HeadFrameCfg
|
|
|
|
|
-type HeadFrameCfg struct{
|
|
|
|
|
- HeadFrameId int32 `csv:"HeadFrameId"` //头像框id
|
|
|
|
|
- HeadFrameQuality []string `csv:"HeadFrameQuality"` //头像框属性
|
|
|
|
|
- HeadFrameSource []string `csv:"HeadFrameSource"` //头像框来源
|
|
|
|
|
- HeadFrameType int32 `csv:"HeadFrameType"` //头像框类型
|
|
|
|
|
- ResolveItem []string `csv:"ResolveItem"` //分解获得
|
|
|
|
|
- Dec string `csv:"Dec"` //备注
|
|
|
|
|
|
|
+var HeadFrameCfgLoader map[int32]*HeadFrameCfg
|
|
|
|
|
+
|
|
|
|
|
+type HeadFrameCfg struct {
|
|
|
|
|
+ HeadFrameId int32 `csv:"HeadFrameId"` //头像框id
|
|
|
|
|
+ HeadFrameQuality []string `csv:"HeadFrameQuality"` //头像框属性
|
|
|
|
|
+ HeadFrameSource []string `csv:"HeadFrameSource"` //头像框来源
|
|
|
|
|
+ HeadFrameType int32 `csv:"HeadFrameType"` //头像框类型
|
|
|
|
|
+ ResolveItem []string `csv:"ResolveItem"` //分解获得
|
|
|
|
|
+ Dec string `csv:"Dec"` //备注
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func HeadFrameCfgLoad(path string) {
|
|
func HeadFrameCfgLoad(path string) {
|
|
|
cfg := []*HeadFrameCfg{}
|
|
cfg := []*HeadFrameCfg{}
|
|
|
HeadFrameCfgLoader = map[int32]*HeadFrameCfg{}
|
|
HeadFrameCfgLoader = map[int32]*HeadFrameCfg{}
|
|
|
- loadCsvCfg(path + "HeadFrameCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"HeadFrameCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
HeadFrameCfgLoader[row.HeadFrameId] = row
|
|
HeadFrameCfgLoader[row.HeadFrameId] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var HeadPortraitCfgLoader map[int32]*HeadPortraitCfg
|
|
|
|
|
-type HeadPortraitCfg struct{
|
|
|
|
|
- HeadPortraitId int32 `csv:"HeadPortraitId"` //头像ID
|
|
|
|
|
- UnlockCondition int32 `csv:"UnlockCondition"` //解锁条件
|
|
|
|
|
- HeadLoadId int32 `csv:"HeadLoadId"` //头像加载ID
|
|
|
|
|
- HeadPortraitSex int32 `csv:"HeadPortraitSex"` //头像性别
|
|
|
|
|
|
|
+var HeadPortraitCfgLoader map[int32]*HeadPortraitCfg
|
|
|
|
|
+
|
|
|
|
|
+type HeadPortraitCfg struct {
|
|
|
|
|
+ HeadPortraitId int32 `csv:"HeadPortraitId"` //头像ID
|
|
|
|
|
+ UnlockCondition int32 `csv:"UnlockCondition"` //解锁条件
|
|
|
|
|
+ HeadLoadId int32 `csv:"HeadLoadId"` //头像加载ID
|
|
|
|
|
+ HeadPortraitSex int32 `csv:"HeadPortraitSex"` //头像性别
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func HeadPortraitCfgLoad(path string) {
|
|
func HeadPortraitCfgLoad(path string) {
|
|
|
cfg := []*HeadPortraitCfg{}
|
|
cfg := []*HeadPortraitCfg{}
|
|
|
HeadPortraitCfgLoader = map[int32]*HeadPortraitCfg{}
|
|
HeadPortraitCfgLoader = map[int32]*HeadPortraitCfg{}
|
|
|
- loadCsvCfg(path + "HeadPortraitCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"HeadPortraitCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
HeadPortraitCfgLoader[row.HeadPortraitId] = row
|
|
HeadPortraitCfgLoader[row.HeadPortraitId] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var HundredDojoCfgLoader map[int32]*HundredDojoCfg
|
|
|
|
|
-type HundredDojoCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //地块编号
|
|
|
|
|
- AreaType int32 `csv:"AreaType"` //地块类别
|
|
|
|
|
- FunType int32 `csv:"FunType"` //功能类型
|
|
|
|
|
- RewardList []string `csv:"RewardList"` //固定时间间隔资源产出
|
|
|
|
|
- Robot int32 `csv:"Robot"` //初始机器人Id
|
|
|
|
|
- TimeProtect int32 `csv:"TimeProtect"` //保护时间(分钟)
|
|
|
|
|
- TimeReward int32 `csv:"TimeReward"` //占领时间(分钟)
|
|
|
|
|
- ShowRewardList []string `csv:"ShowRewardList"` //固定时间间隔资源产出
|
|
|
|
|
|
|
+var HundredDojoCfgLoader map[int32]*HundredDojoCfg
|
|
|
|
|
+
|
|
|
|
|
+type HundredDojoCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //地块编号
|
|
|
|
|
+ AreaType int32 `csv:"AreaType"` //地块类别
|
|
|
|
|
+ FunType int32 `csv:"FunType"` //功能类型
|
|
|
|
|
+ RewardList []string `csv:"RewardList"` //固定时间间隔资源产出
|
|
|
|
|
+ Robot int32 `csv:"Robot"` //初始机器人Id
|
|
|
|
|
+ TimeProtect int32 `csv:"TimeProtect"` //保护时间(分钟)
|
|
|
|
|
+ TimeReward int32 `csv:"TimeReward"` //占领时间(分钟)
|
|
|
|
|
+ ShowRewardList []string `csv:"ShowRewardList"` //固定时间间隔资源产出
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func HundredDojoCfgLoad(path string) {
|
|
func HundredDojoCfgLoad(path string) {
|
|
|
cfg := []*HundredDojoCfg{}
|
|
cfg := []*HundredDojoCfg{}
|
|
|
HundredDojoCfgLoader = map[int32]*HundredDojoCfg{}
|
|
HundredDojoCfgLoader = map[int32]*HundredDojoCfg{}
|
|
|
- loadCsvCfg(path + "HundredDojoCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"HundredDojoCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
HundredDojoCfgLoader[row.Id] = row
|
|
HundredDojoCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var InvitationTaskCfgLoader map[int32]*InvitationTaskCfg
|
|
|
|
|
-type InvitationTaskCfg struct{
|
|
|
|
|
- TaskId int32 `csv:"TaskId"` //任务ID
|
|
|
|
|
- TaskCondition []string `csv:"TaskCondition"` //任务枚举
|
|
|
|
|
- Reward []string `csv:"Reward"` //任务奖励
|
|
|
|
|
- Desc string `csv:"Desc"` //任务描述
|
|
|
|
|
- CompleteNum int32 `csv:"CompleteNum"` //可完成的最大次数
|
|
|
|
|
|
|
+var InvitationTaskCfgLoader map[int32]*InvitationTaskCfg
|
|
|
|
|
+
|
|
|
|
|
+type InvitationTaskCfg struct {
|
|
|
|
|
+ TaskId int32 `csv:"TaskId"` //任务ID
|
|
|
|
|
+ TaskCondition []string `csv:"TaskCondition"` //任务枚举
|
|
|
|
|
+ Reward []string `csv:"Reward"` //任务奖励
|
|
|
|
|
+ Desc string `csv:"Desc"` //任务描述
|
|
|
|
|
+ CompleteNum int32 `csv:"CompleteNum"` //可完成的最大次数
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func InvitationTaskCfgLoad(path string) {
|
|
func InvitationTaskCfgLoad(path string) {
|
|
|
cfg := []*InvitationTaskCfg{}
|
|
cfg := []*InvitationTaskCfg{}
|
|
|
InvitationTaskCfgLoader = map[int32]*InvitationTaskCfg{}
|
|
InvitationTaskCfgLoader = map[int32]*InvitationTaskCfg{}
|
|
|
- loadCsvCfg(path + "InvitationTaskCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"InvitationTaskCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
InvitationTaskCfgLoader[row.TaskId] = row
|
|
InvitationTaskCfgLoader[row.TaskId] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ItemCfgLoader map[int32]*ItemCfg
|
|
|
|
|
-type ItemCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //id
|
|
|
|
|
- ResType int32 `csv:"ResType"` //道具类型
|
|
|
|
|
- Quality int32 `csv:"Quality"` //道具品质
|
|
|
|
|
- Composition int32 `csv:"Composition"` //叠加数量
|
|
|
|
|
- AutoUse int32 `csv:"AutoUse"` //是否自动使用
|
|
|
|
|
- Costitem []string `csv:"Costitem"` //是否消耗道具
|
|
|
|
|
- NeedLevel int32 `csv:"NeedLevel"` //需要等级
|
|
|
|
|
- Bang int32 `csv:"Bang"` //是否绑定
|
|
|
|
|
- Job int32 `csv:"Job"` //是否分职业
|
|
|
|
|
- ComposeItem []string `csv:"ComposeItem"` //合成目标
|
|
|
|
|
- Resolve []string `csv:"Resolve"` //分解目标
|
|
|
|
|
- ItemTime int32 `csv:"ItemTime"` //道具时效
|
|
|
|
|
- DebrisShow int32 `csv:"DebrisShow"` //碎片展示
|
|
|
|
|
- SourceFun []string `csv:"SourceFun"` //获取途径
|
|
|
|
|
- NatureType int32 `csv:"NatureType"` //属性
|
|
|
|
|
- ActivationItem int32 `csv:"ActivationItem"` //对应藏品
|
|
|
|
|
- ItemTimeCd int32 `csv:"ItemTimeCd"` //道具使用所需时间
|
|
|
|
|
|
|
+var ItemCfgLoader map[int32]*ItemCfg
|
|
|
|
|
+
|
|
|
|
|
+type ItemCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //id
|
|
|
|
|
+ ResType int32 `csv:"ResType"` //道具类型
|
|
|
|
|
+ Quality int32 `csv:"Quality"` //道具品质
|
|
|
|
|
+ Composition int32 `csv:"Composition"` //叠加数量
|
|
|
|
|
+ AutoUse int32 `csv:"AutoUse"` //是否自动使用
|
|
|
|
|
+ Costitem []string `csv:"Costitem"` //是否消耗道具
|
|
|
|
|
+ NeedLevel int32 `csv:"NeedLevel"` //需要等级
|
|
|
|
|
+ Bang int32 `csv:"Bang"` //是否绑定
|
|
|
|
|
+ Job int32 `csv:"Job"` //是否分职业
|
|
|
|
|
+ ComposeItem []string `csv:"ComposeItem"` //合成目标
|
|
|
|
|
+ Resolve []string `csv:"Resolve"` //分解目标
|
|
|
|
|
+ ItemTime int32 `csv:"ItemTime"` //道具时效
|
|
|
|
|
+ DebrisShow int32 `csv:"DebrisShow"` //碎片展示
|
|
|
|
|
+ SourceFun []string `csv:"SourceFun"` //获取途径
|
|
|
|
|
+ NatureType int32 `csv:"NatureType"` //属性
|
|
|
|
|
+ ActivationItem int32 `csv:"ActivationItem"` //对应藏品
|
|
|
|
|
+ ItemTimeCd int32 `csv:"ItemTimeCd"` //道具使用所需时间
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ItemCfgLoad(path string) {
|
|
func ItemCfgLoad(path string) {
|
|
|
cfg := []*ItemCfg{}
|
|
cfg := []*ItemCfg{}
|
|
|
ItemCfgLoader = map[int32]*ItemCfg{}
|
|
ItemCfgLoader = map[int32]*ItemCfg{}
|
|
|
- loadCsvCfg(path + "ItemCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ItemCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ItemCfgLoader[row.Id] = row
|
|
ItemCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var JobCfgLoader map[int32]*JobCfg
|
|
|
|
|
-type JobCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //职业ID
|
|
|
|
|
- JobName string `csv:"JobName"` //职业名字
|
|
|
|
|
- Position int32 `csv:"Position"` //站位
|
|
|
|
|
- JobType int32 `csv:"JobType"` //职业类型
|
|
|
|
|
- JobBranch int32 `csv:"JobBranch"` //职业分支
|
|
|
|
|
- JobStage int32 `csv:"JobStage"` //职业阶段
|
|
|
|
|
- MaxJobLv int32 `csv:"MaxJobLv"` //职业等级上限
|
|
|
|
|
- BeforeJobId int32 `csv:"BeforeJobId"` //上阶职业
|
|
|
|
|
- AfterJobId []string `csv:"AfterJobId"` //下阶职业
|
|
|
|
|
- ChangeCond []string `csv:"ChangeCond"` //转职条件
|
|
|
|
|
- ItemCost []string `csv:"ItemCost"` //消耗道具
|
|
|
|
|
- Again int32 `csv:"Again"` //转生
|
|
|
|
|
- UpBaseLV int32 `csv:"UpBaseLV"` //转职人物等级
|
|
|
|
|
- UpJobLv int32 `csv:"UpJobLv"` //转职职业等级
|
|
|
|
|
- Bag int32 `csv:"Bag"` //装备背包格子
|
|
|
|
|
- HpRate int32 `csv:"HpRate"` //生命系数
|
|
|
|
|
- SpRate int32 `csv:"SpRate"` //蓝量系数
|
|
|
|
|
- AtkRate int32 `csv:"AtkRate"` //物攻系数
|
|
|
|
|
- MatkRate int32 `csv:"MatkRate"` //魔攻系数
|
|
|
|
|
- DefRate int32 `csv:"DefRate"` //物防系数
|
|
|
|
|
- MdefRate int32 `csv:"MdefRate"` //魔防系数
|
|
|
|
|
- HitRate int32 `csv:"HitRate"` //命中系数
|
|
|
|
|
- DodgeRate int32 `csv:"DodgeRate"` //闪避系数
|
|
|
|
|
- CritRate int32 `csv:"CritRate"` //暴击系数
|
|
|
|
|
- TenRate int32 `csv:"TenRate"` //韧性系数
|
|
|
|
|
- Aspd int32 `csv:"Aspd"` //攻速
|
|
|
|
|
- ArmsType int32 `csv:"ArmsType"` //职业武器类型
|
|
|
|
|
- NormalSkillIds []string `csv:"NormalSkillIds"` //普攻技能id
|
|
|
|
|
- SkillIds []string `csv:"SkillIds"` //默认技能id
|
|
|
|
|
- NatureId int32 `csv:"NatureId"` //属性id
|
|
|
|
|
- RaceId int32 `csv:"RaceId"` //种族id
|
|
|
|
|
- AutoAddPoint []string `csv:"AutoAddPoint"` //自动加点
|
|
|
|
|
- AlternativeSkills []string `csv:"AlternativeSkills"` //备用技能id
|
|
|
|
|
|
|
+var JobCfgLoader map[int32]*JobCfg
|
|
|
|
|
+
|
|
|
|
|
+type JobCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //职业ID
|
|
|
|
|
+ JobName string `csv:"JobName"` //职业名字
|
|
|
|
|
+ Position int32 `csv:"Position"` //站位
|
|
|
|
|
+ JobType int32 `csv:"JobType"` //职业类型
|
|
|
|
|
+ JobBranch int32 `csv:"JobBranch"` //职业分支
|
|
|
|
|
+ JobStage int32 `csv:"JobStage"` //职业阶段
|
|
|
|
|
+ MaxJobLv int32 `csv:"MaxJobLv"` //职业等级上限
|
|
|
|
|
+ BeforeJobId int32 `csv:"BeforeJobId"` //上阶职业
|
|
|
|
|
+ AfterJobId []string `csv:"AfterJobId"` //下阶职业
|
|
|
|
|
+ ChangeCond []string `csv:"ChangeCond"` //转职条件
|
|
|
|
|
+ ItemCost []string `csv:"ItemCost"` //消耗道具
|
|
|
|
|
+ Again int32 `csv:"Again"` //转生
|
|
|
|
|
+ UpBaseLV int32 `csv:"UpBaseLV"` //转职人物等级
|
|
|
|
|
+ UpJobLv int32 `csv:"UpJobLv"` //转职职业等级
|
|
|
|
|
+ Bag int32 `csv:"Bag"` //装备背包格子
|
|
|
|
|
+ HpRate int32 `csv:"HpRate"` //生命系数
|
|
|
|
|
+ SpRate int32 `csv:"SpRate"` //蓝量系数
|
|
|
|
|
+ AtkRate int32 `csv:"AtkRate"` //物攻系数
|
|
|
|
|
+ MatkRate int32 `csv:"MatkRate"` //魔攻系数
|
|
|
|
|
+ DefRate int32 `csv:"DefRate"` //物防系数
|
|
|
|
|
+ MdefRate int32 `csv:"MdefRate"` //魔防系数
|
|
|
|
|
+ HitRate int32 `csv:"HitRate"` //命中系数
|
|
|
|
|
+ DodgeRate int32 `csv:"DodgeRate"` //闪避系数
|
|
|
|
|
+ CritRate int32 `csv:"CritRate"` //暴击系数
|
|
|
|
|
+ TenRate int32 `csv:"TenRate"` //韧性系数
|
|
|
|
|
+ Aspd int32 `csv:"Aspd"` //攻速
|
|
|
|
|
+ ArmsType int32 `csv:"ArmsType"` //职业武器类型
|
|
|
|
|
+ NormalSkillIds []string `csv:"NormalSkillIds"` //普攻技能id
|
|
|
|
|
+ SkillIds []string `csv:"SkillIds"` //默认技能id
|
|
|
|
|
+ NatureId int32 `csv:"NatureId"` //属性id
|
|
|
|
|
+ RaceId int32 `csv:"RaceId"` //种族id
|
|
|
|
|
+ AutoAddPoint []string `csv:"AutoAddPoint"` //自动加点
|
|
|
|
|
+ AlternativeSkills []string `csv:"AlternativeSkills"` //备用技能id
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func JobCfgLoad(path string) {
|
|
func JobCfgLoad(path string) {
|
|
|
cfg := []*JobCfg{}
|
|
cfg := []*JobCfg{}
|
|
|
JobCfgLoader = map[int32]*JobCfg{}
|
|
JobCfgLoader = map[int32]*JobCfg{}
|
|
|
- loadCsvCfg(path + "JobCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"JobCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
JobCfgLoader[row.Id] = row
|
|
JobCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var JobExpCfgLoader map[int32]*JobExpCfg
|
|
|
|
|
-type JobExpCfg struct{
|
|
|
|
|
- JobLevel int32 `csv:"jobLevel"` //job等级
|
|
|
|
|
- ExpRequire1 int32 `csv:"expRequire1"` //未转身所需经验
|
|
|
|
|
- Point1 int32 `csv:"point1"` //1转升级点
|
|
|
|
|
- ExpRequire2 int32 `csv:"expRequire2"` //1转所需经验
|
|
|
|
|
- Point2 int32 `csv:"point2"` //2转升级点
|
|
|
|
|
- ExpRequire3 int32 `csv:"expRequire3"` //3转所需经验
|
|
|
|
|
- Point3 int32 `csv:"point3"` //3转升级点
|
|
|
|
|
|
|
+var JobExpCfgLoader map[int32]*JobExpCfg
|
|
|
|
|
+
|
|
|
|
|
+type JobExpCfg struct {
|
|
|
|
|
+ JobLevel int32 `csv:"jobLevel"` //job等级
|
|
|
|
|
+ ExpRequire1 int32 `csv:"expRequire1"` //未转身所需经验
|
|
|
|
|
+ Point1 int32 `csv:"point1"` //1转升级点
|
|
|
|
|
+ ExpRequire2 int32 `csv:"expRequire2"` //1转所需经验
|
|
|
|
|
+ Point2 int32 `csv:"point2"` //2转升级点
|
|
|
|
|
+ ExpRequire3 int32 `csv:"expRequire3"` //3转所需经验
|
|
|
|
|
+ Point3 int32 `csv:"point3"` //3转升级点
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func JobExpCfgLoad(path string) {
|
|
func JobExpCfgLoad(path string) {
|
|
|
cfg := []*JobExpCfg{}
|
|
cfg := []*JobExpCfg{}
|
|
|
JobExpCfgLoader = map[int32]*JobExpCfg{}
|
|
JobExpCfgLoader = map[int32]*JobExpCfg{}
|
|
|
- loadCsvCfg(path + "JobExpCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"JobExpCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
JobExpCfgLoader[row.JobLevel] = row
|
|
JobExpCfgLoader[row.JobLevel] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var KeepSakeCfgLoader map[int32]*KeepSakeCfg
|
|
|
|
|
-type KeepSakeCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //藏品Id
|
|
|
|
|
- CollectionLevel int32 `csv:"CollectionLevel"` //藏品等级
|
|
|
|
|
- MaterialMaxLevel int32 `csv:"MaterialMaxLevel"` //最大合成等级
|
|
|
|
|
- MaterialLevel1 []string `csv:"MaterialLevel1"` //合成阶段1
|
|
|
|
|
- MaterialLevel2 []string `csv:"MaterialLevel2"` //合成阶段2
|
|
|
|
|
- MaterialLevel3 []string `csv:"MaterialLevel3"` //合成阶段3
|
|
|
|
|
- MaterialLevel4 []string `csv:"MaterialLevel4"` //合成阶段4
|
|
|
|
|
- MaterialLevel5 []string `csv:"MaterialLevel5"` //合成阶段5
|
|
|
|
|
- AddAttrLevel1 []string `csv:"AddAttrLevel1"` //增加属性1
|
|
|
|
|
- AddAttrLevel2 []string `csv:"AddAttrLevel2"` //增加属性2
|
|
|
|
|
- AddAttrLevel3 []string `csv:"AddAttrLevel3"` //增加属性3
|
|
|
|
|
- AddAttrLevel4 []string `csv:"AddAttrLevel4"` //增加属性4
|
|
|
|
|
- AddAttrLevel5 []string `csv:"AddAttrLevel5"` //增加属性5
|
|
|
|
|
- Job []string `csv:"Job"` //加成职业
|
|
|
|
|
|
|
+var KeepSakeCfgLoader map[int32]*KeepSakeCfg
|
|
|
|
|
+
|
|
|
|
|
+type KeepSakeCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //藏品Id
|
|
|
|
|
+ CollectionLevel int32 `csv:"CollectionLevel"` //藏品等级
|
|
|
|
|
+ MaterialMaxLevel int32 `csv:"MaterialMaxLevel"` //最大合成等级
|
|
|
|
|
+ MaterialLevel1 []string `csv:"MaterialLevel1"` //合成阶段1
|
|
|
|
|
+ MaterialLevel2 []string `csv:"MaterialLevel2"` //合成阶段2
|
|
|
|
|
+ MaterialLevel3 []string `csv:"MaterialLevel3"` //合成阶段3
|
|
|
|
|
+ MaterialLevel4 []string `csv:"MaterialLevel4"` //合成阶段4
|
|
|
|
|
+ MaterialLevel5 []string `csv:"MaterialLevel5"` //合成阶段5
|
|
|
|
|
+ AddAttrLevel1 []string `csv:"AddAttrLevel1"` //增加属性1
|
|
|
|
|
+ AddAttrLevel2 []string `csv:"AddAttrLevel2"` //增加属性2
|
|
|
|
|
+ AddAttrLevel3 []string `csv:"AddAttrLevel3"` //增加属性3
|
|
|
|
|
+ AddAttrLevel4 []string `csv:"AddAttrLevel4"` //增加属性4
|
|
|
|
|
+ AddAttrLevel5 []string `csv:"AddAttrLevel5"` //增加属性5
|
|
|
|
|
+ Job []string `csv:"Job"` //加成职业
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func KeepSakeCfgLoad(path string) {
|
|
func KeepSakeCfgLoad(path string) {
|
|
|
cfg := []*KeepSakeCfg{}
|
|
cfg := []*KeepSakeCfg{}
|
|
|
KeepSakeCfgLoader = map[int32]*KeepSakeCfg{}
|
|
KeepSakeCfgLoader = map[int32]*KeepSakeCfg{}
|
|
|
- loadCsvCfg(path + "KeepSakeCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"KeepSakeCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
KeepSakeCfgLoader[row.Id] = row
|
|
KeepSakeCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var LevelCfgLoader map[int32]*LevelCfg
|
|
|
|
|
-type LevelCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
- LevelId int32 `csv:"LevelId"` //场景id
|
|
|
|
|
- MapId int32 `csv:"MapId"` //地图id
|
|
|
|
|
- LevelType int32 `csv:"LevelType"` //场景类型
|
|
|
|
|
- FightCD int32 `csv:"FightCD"` //挑战CD
|
|
|
|
|
- BaseExpOl int32 `csv:"BaseExpOl"` //在线base经验
|
|
|
|
|
- ParterOl int32 `csv:"ParterOl"` //在线伙伴经验
|
|
|
|
|
- ZenyOl int32 `csv:"ZenyOl"` //在线银币
|
|
|
|
|
- CruiseOl int32 `csv:"CruiseOl"` //技能经验
|
|
|
|
|
- GoldOl int32 `csv:"GoldOl"` //在线金币
|
|
|
|
|
- EvilOl int32 `csv:"EvilOl"` //在线魔魂值
|
|
|
|
|
- DropOl []string `csv:"DropOl"` //在线掉落包ID
|
|
|
|
|
- HdDrop []string `csv:"HdDrop"` //活动掉落ID
|
|
|
|
|
- BaseExp int32 `csv:"BaseExp"` //通关base经验
|
|
|
|
|
- JobExp int32 `csv:"JobExp"` //通关job经验
|
|
|
|
|
- Zeny int32 `csv:"Zeny"` //通关银币
|
|
|
|
|
- Gold int32 `csv:"Gold"` //通关金币
|
|
|
|
|
- Parter int32 `csv:"Parter"` //通关伙伴经验
|
|
|
|
|
- Cash int32 `csv:"Cash"` //活动通关现金
|
|
|
|
|
- PassNum int32 `csv:"PassNum"` //通关超过人数
|
|
|
|
|
- GuildActive int32 `csv:"GuildActive"` //通关公会活跃
|
|
|
|
|
- Drop []string `csv:"Drop"` //通关掉落包ID
|
|
|
|
|
- BossId int32 `csv:"BossId"` //bossId
|
|
|
|
|
- DropTimes int32 `csv:"DropTimes"` //挑战后掉落次数
|
|
|
|
|
- FightLv int32 `csv:"FightLv"` //BOSS挑战等级
|
|
|
|
|
- DlgId int32 `csv:"DlgId"` //巡游前剧情ID
|
|
|
|
|
- DlgContentId int32 `csv:"DlgContentId"` //剧情索引ID
|
|
|
|
|
- FightCheck int32 `csv:"FightCheck"` //战力校验
|
|
|
|
|
- SpAddition string `csv:"SpAddition"` //蓝量加成
|
|
|
|
|
- PowerWeaken string `csv:"PowerWeaken"` //战力削弱
|
|
|
|
|
- StayTimeWeaken string `csv:"StayTimeWeaken"` //停留时间削弱
|
|
|
|
|
- Version int32 `csv:"version"` //版本
|
|
|
|
|
- MapScore int32 `csv:"MapScore"` //里程积分
|
|
|
|
|
- CloseDown string `csv:"CloseDown"` //查封配置
|
|
|
|
|
- FreeInvest int32 `csv:"FreeInvest"` //通关免费充值额度
|
|
|
|
|
|
|
+var LevelCfgLoader map[int32]*LevelCfg
|
|
|
|
|
+
|
|
|
|
|
+type LevelCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
+ LevelId int32 `csv:"LevelId"` //场景id
|
|
|
|
|
+ MapId int32 `csv:"MapId"` //地图id
|
|
|
|
|
+ LevelType int32 `csv:"LevelType"` //场景类型
|
|
|
|
|
+ FightCD int32 `csv:"FightCD"` //挑战CD
|
|
|
|
|
+ BaseExpOl int32 `csv:"BaseExpOl"` //在线base经验
|
|
|
|
|
+ ParterOl int32 `csv:"ParterOl"` //在线伙伴经验
|
|
|
|
|
+ ZenyOl int32 `csv:"ZenyOl"` //在线银币
|
|
|
|
|
+ CruiseOl int32 `csv:"CruiseOl"` //技能经验
|
|
|
|
|
+ GoldOl int32 `csv:"GoldOl"` //在线金币
|
|
|
|
|
+ EvilOl int32 `csv:"EvilOl"` //在线魔魂值
|
|
|
|
|
+ DropOl []string `csv:"DropOl"` //在线掉落包ID
|
|
|
|
|
+ HdDrop []string `csv:"HdDrop"` //活动掉落ID
|
|
|
|
|
+ BaseExp int32 `csv:"BaseExp"` //通关base经验
|
|
|
|
|
+ JobExp int32 `csv:"JobExp"` //通关job经验
|
|
|
|
|
+ Zeny int32 `csv:"Zeny"` //通关银币
|
|
|
|
|
+ Gold int32 `csv:"Gold"` //通关金币
|
|
|
|
|
+ Parter int32 `csv:"Parter"` //通关伙伴经验
|
|
|
|
|
+ Cash int32 `csv:"Cash"` //活动通关现金
|
|
|
|
|
+ PassNum int32 `csv:"PassNum"` //通关超过人数
|
|
|
|
|
+ GuildActive int32 `csv:"GuildActive"` //通关公会活跃
|
|
|
|
|
+ Drop []string `csv:"Drop"` //通关掉落包ID
|
|
|
|
|
+ BossId int32 `csv:"BossId"` //bossId
|
|
|
|
|
+ DropTimes int32 `csv:"DropTimes"` //挑战后掉落次数
|
|
|
|
|
+ FightLv int32 `csv:"FightLv"` //BOSS挑战等级
|
|
|
|
|
+ DlgId int32 `csv:"DlgId"` //巡游前剧情ID
|
|
|
|
|
+ DlgContentId int32 `csv:"DlgContentId"` //剧情索引ID
|
|
|
|
|
+ FightCheck int32 `csv:"FightCheck"` //战力校验
|
|
|
|
|
+ SpAddition string `csv:"SpAddition"` //蓝量加成
|
|
|
|
|
+ PowerWeaken string `csv:"PowerWeaken"` //战力削弱
|
|
|
|
|
+ StayTimeWeaken string `csv:"StayTimeWeaken"` //停留时间削弱
|
|
|
|
|
+ Version int32 `csv:"version"` //版本
|
|
|
|
|
+ MapScore int32 `csv:"MapScore"` //里程积分
|
|
|
|
|
+ CloseDown string `csv:"CloseDown"` //查封配置
|
|
|
|
|
+ FreeInvest int32 `csv:"FreeInvest"` //通关免费充值额度
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func LevelCfgLoad(path string) {
|
|
func LevelCfgLoad(path string) {
|
|
|
cfg := []*LevelCfg{}
|
|
cfg := []*LevelCfg{}
|
|
|
LevelCfgLoader = map[int32]*LevelCfg{}
|
|
LevelCfgLoader = map[int32]*LevelCfg{}
|
|
|
- loadCsvCfg(path + "LevelCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"LevelCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
LevelCfgLoader[row.Id] = row
|
|
LevelCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var LineMissionCfgLoader map[int32]*LineMissionCfg
|
|
|
|
|
-type LineMissionCfg struct{
|
|
|
|
|
- MissionID int32 `csv:"MissionID"` //任务ID
|
|
|
|
|
- MissionCondition []string `csv:"MissionCondition"` //任务枚举
|
|
|
|
|
- Reward []string `csv:"Reward"` //奖励
|
|
|
|
|
- BeginMission int32 `csv:"BeginMission"` //是否为开始任务
|
|
|
|
|
- FollowMissionld int32 `csv:"FollowMissionld"` //后续ID
|
|
|
|
|
|
|
+var LineMissionCfgLoader map[int32]*LineMissionCfg
|
|
|
|
|
+
|
|
|
|
|
+type LineMissionCfg struct {
|
|
|
|
|
+ MissionID int32 `csv:"MissionID"` //任务ID
|
|
|
|
|
+ MissionCondition []string `csv:"MissionCondition"` //任务枚举
|
|
|
|
|
+ Reward []string `csv:"Reward"` //奖励
|
|
|
|
|
+ BeginMission int32 `csv:"BeginMission"` //是否为开始任务
|
|
|
|
|
+ FollowMissionld int32 `csv:"FollowMissionld"` //后续ID
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func LineMissionCfgLoad(path string) {
|
|
func LineMissionCfgLoad(path string) {
|
|
|
cfg := []*LineMissionCfg{}
|
|
cfg := []*LineMissionCfg{}
|
|
|
LineMissionCfgLoader = map[int32]*LineMissionCfg{}
|
|
LineMissionCfgLoader = map[int32]*LineMissionCfg{}
|
|
|
- loadCsvCfg(path + "LineMissionCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"LineMissionCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
LineMissionCfgLoader[row.MissionID] = row
|
|
LineMissionCfgLoader[row.MissionID] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var MailCfgLoader map[int32]*MailCfg
|
|
|
|
|
-type MailCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //id
|
|
|
|
|
- Title string `csv:"Title"` //主题
|
|
|
|
|
- Text string `csv:"Text"` //正文
|
|
|
|
|
- Time int32 `csv:"Time"` //有效期
|
|
|
|
|
|
|
+var MailCfgLoader map[int32]*MailCfg
|
|
|
|
|
+
|
|
|
|
|
+type MailCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //id
|
|
|
|
|
+ Title string `csv:"Title"` //主题
|
|
|
|
|
+ Text string `csv:"Text"` //正文
|
|
|
|
|
+ Time int32 `csv:"Time"` //有效期
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func MailCfgLoad(path string) {
|
|
func MailCfgLoad(path string) {
|
|
|
cfg := []*MailCfg{}
|
|
cfg := []*MailCfg{}
|
|
|
MailCfgLoader = map[int32]*MailCfg{}
|
|
MailCfgLoader = map[int32]*MailCfg{}
|
|
|
- loadCsvCfg(path + "MailCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"MailCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
MailCfgLoader[row.Id] = row
|
|
MailCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var MissionCfgLoader map[int32]*MissionCfg
|
|
|
|
|
-type MissionCfg struct{
|
|
|
|
|
- MissionID int32 `csv:"MissionID"` //任务ID
|
|
|
|
|
- MissionCondition []string `csv:"MissionCondition"` //任务枚举
|
|
|
|
|
- MissionType int32 `csv:"MissionType"` //任务类型
|
|
|
|
|
- Active int32 `csv:"Active"` //活跃度
|
|
|
|
|
- GuildActive int32 `csv:"GuildActive"` //公会个人活跃值
|
|
|
|
|
- RenovateTime int32 `csv:"RenovateTime"` //刷新时间
|
|
|
|
|
|
|
+var MissionCfgLoader map[int32]*MissionCfg
|
|
|
|
|
+
|
|
|
|
|
+type MissionCfg struct {
|
|
|
|
|
+ MissionID int32 `csv:"MissionID"` //任务ID
|
|
|
|
|
+ MissionCondition []string `csv:"MissionCondition"` //任务枚举
|
|
|
|
|
+ MissionType int32 `csv:"MissionType"` //任务类型
|
|
|
|
|
+ Active int32 `csv:"Active"` //活跃度
|
|
|
|
|
+ GuildActive int32 `csv:"GuildActive"` //公会个人活跃值
|
|
|
|
|
+ RenovateTime int32 `csv:"RenovateTime"` //刷新时间
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func MissionCfgLoad(path string) {
|
|
func MissionCfgLoad(path string) {
|
|
|
cfg := []*MissionCfg{}
|
|
cfg := []*MissionCfg{}
|
|
|
MissionCfgLoader = map[int32]*MissionCfg{}
|
|
MissionCfgLoader = map[int32]*MissionCfg{}
|
|
|
- loadCsvCfg(path + "MissionCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"MissionCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
MissionCfgLoader[row.MissionID] = row
|
|
MissionCfgLoader[row.MissionID] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var NatureCfgLoader map[int32]*NatureCfg
|
|
|
|
|
-type NatureCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //属性id
|
|
|
|
|
- Name string `csv:"Name"` //属性名字
|
|
|
|
|
- NatureAttribute string `csv:"NatureAttribute"` //附加元素属性
|
|
|
|
|
- AntiNature string `csv:"AntiNature"` //承受属性伤害系数
|
|
|
|
|
|
|
+var NatureCfgLoader map[int32]*NatureCfg
|
|
|
|
|
+
|
|
|
|
|
+type NatureCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //属性id
|
|
|
|
|
+ Name string `csv:"Name"` //属性名字
|
|
|
|
|
+ NatureAttribute string `csv:"NatureAttribute"` //附加元素属性
|
|
|
|
|
+ AntiNature string `csv:"AntiNature"` //承受属性伤害系数
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func NatureCfgLoad(path string) {
|
|
func NatureCfgLoad(path string) {
|
|
|
cfg := []*NatureCfg{}
|
|
cfg := []*NatureCfg{}
|
|
|
NatureCfgLoader = map[int32]*NatureCfg{}
|
|
NatureCfgLoader = map[int32]*NatureCfg{}
|
|
|
- loadCsvCfg(path + "NatureCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"NatureCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
NatureCfgLoader[row.Id] = row
|
|
NatureCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var NpcCfgLoader map[int32]*NpcCfg
|
|
|
|
|
-type NpcCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
- MonsterId int32 `csv:"MonsterId"` //怪物id
|
|
|
|
|
- BaseLv int32 `csv:"BaseLv"` //角色等级
|
|
|
|
|
- JobType int32 `csv:"JobType"` //怪物职业
|
|
|
|
|
- NpcType int32 `csv:"NpcType"` //职业类型
|
|
|
|
|
- Hp float32 `csv:"Hp"` //生命
|
|
|
|
|
- Sp float32 `csv:"Sp"` //蓝量
|
|
|
|
|
- SkillIds []string `csv:"SkillIds"` //技能id
|
|
|
|
|
- NatureId int32 `csv:"NatureId"` //属性id
|
|
|
|
|
- PassiveSkills []string `csv:"PassiveSkills"` //被动技能
|
|
|
|
|
- EngName string `csv:"EngName"` //英语唯一名
|
|
|
|
|
|
|
+var NpcCfgLoader map[int32]*NpcCfg
|
|
|
|
|
+
|
|
|
|
|
+type NpcCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
+ MonsterId int32 `csv:"MonsterId"` //怪物id
|
|
|
|
|
+ BaseLv int32 `csv:"BaseLv"` //角色等级
|
|
|
|
|
+ JobType int32 `csv:"JobType"` //怪物职业
|
|
|
|
|
+ NpcType int32 `csv:"NpcType"` //职业类型
|
|
|
|
|
+ Hp float32 `csv:"Hp"` //生命
|
|
|
|
|
+ Sp float32 `csv:"Sp"` //蓝量
|
|
|
|
|
+ SkillIds []string `csv:"SkillIds"` //技能id
|
|
|
|
|
+ NatureId int32 `csv:"NatureId"` //属性id
|
|
|
|
|
+ PassiveSkills []string `csv:"PassiveSkills"` //被动技能
|
|
|
|
|
+ EngName string `csv:"EngName"` //英语唯一名
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func NpcCfgLoad(path string) {
|
|
func NpcCfgLoad(path string) {
|
|
|
cfg := []*NpcCfg{}
|
|
cfg := []*NpcCfg{}
|
|
|
NpcCfgLoader = map[int32]*NpcCfg{}
|
|
NpcCfgLoader = map[int32]*NpcCfg{}
|
|
|
- loadCsvCfg(path + "NpcCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"NpcCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
NpcCfgLoader[row.Id] = row
|
|
NpcCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var OnlineRewardsCfgLoader map[int32]*OnlineRewardsCfg
|
|
|
|
|
-type OnlineRewardsCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
- Day int32 `csv:"Day"` //天数
|
|
|
|
|
- Time int32 `csv:"Time"` //在线时长
|
|
|
|
|
- Rewards []string `csv:"Rewards"` //奖励
|
|
|
|
|
- SpeedUp int32 `csv:"SpeedUp"` //金币加速
|
|
|
|
|
|
|
+var OnlineRewardsCfgLoader map[int32]*OnlineRewardsCfg
|
|
|
|
|
+
|
|
|
|
|
+type OnlineRewardsCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
+ Day int32 `csv:"Day"` //天数
|
|
|
|
|
+ Time int32 `csv:"Time"` //在线时长
|
|
|
|
|
+ Rewards []string `csv:"Rewards"` //奖励
|
|
|
|
|
+ SpeedUp int32 `csv:"SpeedUp"` //金币加速
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func OnlineRewardsCfgLoad(path string) {
|
|
func OnlineRewardsCfgLoad(path string) {
|
|
|
cfg := []*OnlineRewardsCfg{}
|
|
cfg := []*OnlineRewardsCfg{}
|
|
|
OnlineRewardsCfgLoader = map[int32]*OnlineRewardsCfg{}
|
|
OnlineRewardsCfgLoader = map[int32]*OnlineRewardsCfg{}
|
|
|
- loadCsvCfg(path + "OnlineRewardsCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"OnlineRewardsCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
OnlineRewardsCfgLoader[row.Id] = row
|
|
OnlineRewardsCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ParterAttributeCfgLoader map[int32]*ParterAttributeCfg
|
|
|
|
|
-type ParterAttributeCfg struct{
|
|
|
|
|
- BaseLv int32 `csv:"BaseLv"` //伙伴等级
|
|
|
|
|
- Exp int32 `csv:"Exp"` //需求经验
|
|
|
|
|
- Money int32 `csv:"Money"` //伙伴升级费用
|
|
|
|
|
- GetPoint int32 `csv:"GetPoint"` //获得点数
|
|
|
|
|
|
|
+var ParterAttributeCfgLoader map[int32]*ParterAttributeCfg
|
|
|
|
|
+
|
|
|
|
|
+type ParterAttributeCfg struct {
|
|
|
|
|
+ BaseLv int32 `csv:"BaseLv"` //伙伴等级
|
|
|
|
|
+ Exp int32 `csv:"Exp"` //需求经验
|
|
|
|
|
+ Money int32 `csv:"Money"` //伙伴升级费用
|
|
|
|
|
+ GetPoint int32 `csv:"GetPoint"` //获得点数
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ParterAttributeCfgLoad(path string) {
|
|
func ParterAttributeCfgLoad(path string) {
|
|
|
cfg := []*ParterAttributeCfg{}
|
|
cfg := []*ParterAttributeCfg{}
|
|
|
ParterAttributeCfgLoader = map[int32]*ParterAttributeCfg{}
|
|
ParterAttributeCfgLoader = map[int32]*ParterAttributeCfg{}
|
|
|
- loadCsvCfg(path + "ParterAttributeCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ParterAttributeCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ParterAttributeCfgLoader[row.BaseLv] = row
|
|
ParterAttributeCfgLoader[row.BaseLv] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ParterCfgLoader map[int32]*ParterCfg
|
|
|
|
|
-type ParterCfg struct{
|
|
|
|
|
- ParterId int32 `csv:"ParterId"` //佣兵ID
|
|
|
|
|
- Desc string `csv:"Desc"` //描述
|
|
|
|
|
- JobName string `csv:"JobName"` //职业名字
|
|
|
|
|
- JobIcon string `csv:"JobIcon"` //职业图标
|
|
|
|
|
- JobType int32 `csv:"JobType"` //职业类型
|
|
|
|
|
- JobStage int32 `csv:"JobStage"` //职业阶段
|
|
|
|
|
- JobBranch int32 `csv:"JobBranch"` //职业分支
|
|
|
|
|
- AvatarId int32 `csv:"AvatarId"` //模型id
|
|
|
|
|
- NatureId int32 `csv:"NatureId"` //属性id
|
|
|
|
|
- RaceId int32 `csv:"RaceId"` //种族id
|
|
|
|
|
- HeadId string `csv:"HeadId"` //头像id
|
|
|
|
|
- Avatar string `csv:"Avatar"` //纸娃娃
|
|
|
|
|
- AvatarGray string `csv:"AvatarGray"` //纸娃娃简影
|
|
|
|
|
- JobIcon2 string `csv:"JobIcon2"` //职业图标2
|
|
|
|
|
- PostId int32 `csv:"PostId"` //显示顺位
|
|
|
|
|
- Position int32 `csv:"Position"` //站位
|
|
|
|
|
- Hp int32 `csv:"Hp"` //初始生命
|
|
|
|
|
- Sp int32 `csv:"Sp"` //初始蓝量
|
|
|
|
|
- Atk int32 `csv:"Atk"` //初始物攻
|
|
|
|
|
- Matk int32 `csv:"Matk"` //初始魔攻
|
|
|
|
|
- Def int32 `csv:"Def"` //初始物防
|
|
|
|
|
- Mdef int32 `csv:"Mdef"` //初始魔防
|
|
|
|
|
- Hit int32 `csv:"Hit"` //初始命中
|
|
|
|
|
- Dodge int32 `csv:"Dodge"` //初始闪避
|
|
|
|
|
- Crit int32 `csv:"Crit"` //初始暴击
|
|
|
|
|
- Ten int32 `csv:"Ten"` //初始韧性
|
|
|
|
|
- StrRate int32 `csv:"StrRate"` //STR成长率
|
|
|
|
|
- IntRate int32 `csv:"IntRate"` //INT成长率
|
|
|
|
|
- AgiRate int32 `csv:"AgiRate"` //AGI成长率
|
|
|
|
|
- DexRate int32 `csv:"DexRate"` //DEX成长率
|
|
|
|
|
- LucRate int32 `csv:"LucRate"` //LUC成长率
|
|
|
|
|
- ViteRate int32 `csv:"ViteRate"` //VIT成长率
|
|
|
|
|
- Aspd int32 `csv:"Aspd"` //攻速
|
|
|
|
|
- NormalSkillIds []string `csv:"NormalSkillIds"` //普攻技能id
|
|
|
|
|
- SkillIds []string `csv:"SkillIds"` //默认技能id
|
|
|
|
|
- Chip string `csv:"Chip"` //重复分解
|
|
|
|
|
- InitialSkill int32 `csv:"InitialSkill"` //初始技能id
|
|
|
|
|
- BeforeJobId int32 `csv:"BeforeJobId"` //上阶职业
|
|
|
|
|
- AfterJobId []string `csv:"AfterJobId"` //下阶职业
|
|
|
|
|
- ChangeCond []string `csv:"ChangeCond"` //转职条件
|
|
|
|
|
- ItemCost []string `csv:"ItemCost"` //消耗道具
|
|
|
|
|
- InitFightPower int32 `csv:"InitFightPower"` //初始战力
|
|
|
|
|
- AlternativeSkills []string `csv:"AlternativeSkills"` //备用技能id
|
|
|
|
|
- ParterJob int32 `csv:"ParterJob"` //伙伴转职索引
|
|
|
|
|
- AddPoint []string `csv:"AddPoint"` //推荐加点比例
|
|
|
|
|
|
|
+var ParterCfgLoader map[int32]*ParterCfg
|
|
|
|
|
+
|
|
|
|
|
+type ParterCfg struct {
|
|
|
|
|
+ ParterId int32 `csv:"ParterId"` //佣兵ID
|
|
|
|
|
+ Desc string `csv:"Desc"` //描述
|
|
|
|
|
+ JobName string `csv:"JobName"` //职业名字
|
|
|
|
|
+ JobIcon string `csv:"JobIcon"` //职业图标
|
|
|
|
|
+ JobType int32 `csv:"JobType"` //职业类型
|
|
|
|
|
+ JobStage int32 `csv:"JobStage"` //职业阶段
|
|
|
|
|
+ JobBranch int32 `csv:"JobBranch"` //职业分支
|
|
|
|
|
+ AvatarId int32 `csv:"AvatarId"` //模型id
|
|
|
|
|
+ NatureId int32 `csv:"NatureId"` //属性id
|
|
|
|
|
+ RaceId int32 `csv:"RaceId"` //种族id
|
|
|
|
|
+ HeadId string `csv:"HeadId"` //头像id
|
|
|
|
|
+ Avatar string `csv:"Avatar"` //纸娃娃
|
|
|
|
|
+ AvatarGray string `csv:"AvatarGray"` //纸娃娃简影
|
|
|
|
|
+ JobIcon2 string `csv:"JobIcon2"` //职业图标2
|
|
|
|
|
+ PostId int32 `csv:"PostId"` //显示顺位
|
|
|
|
|
+ Position int32 `csv:"Position"` //站位
|
|
|
|
|
+ Hp int32 `csv:"Hp"` //初始生命
|
|
|
|
|
+ Sp int32 `csv:"Sp"` //初始蓝量
|
|
|
|
|
+ Atk int32 `csv:"Atk"` //初始物攻
|
|
|
|
|
+ Matk int32 `csv:"Matk"` //初始魔攻
|
|
|
|
|
+ Def int32 `csv:"Def"` //初始物防
|
|
|
|
|
+ Mdef int32 `csv:"Mdef"` //初始魔防
|
|
|
|
|
+ Hit int32 `csv:"Hit"` //初始命中
|
|
|
|
|
+ Dodge int32 `csv:"Dodge"` //初始闪避
|
|
|
|
|
+ Crit int32 `csv:"Crit"` //初始暴击
|
|
|
|
|
+ Ten int32 `csv:"Ten"` //初始韧性
|
|
|
|
|
+ StrRate int32 `csv:"StrRate"` //STR成长率
|
|
|
|
|
+ IntRate int32 `csv:"IntRate"` //INT成长率
|
|
|
|
|
+ AgiRate int32 `csv:"AgiRate"` //AGI成长率
|
|
|
|
|
+ DexRate int32 `csv:"DexRate"` //DEX成长率
|
|
|
|
|
+ LucRate int32 `csv:"LucRate"` //LUC成长率
|
|
|
|
|
+ ViteRate int32 `csv:"ViteRate"` //VIT成长率
|
|
|
|
|
+ Aspd int32 `csv:"Aspd"` //攻速
|
|
|
|
|
+ NormalSkillIds []string `csv:"NormalSkillIds"` //普攻技能id
|
|
|
|
|
+ SkillIds []string `csv:"SkillIds"` //默认技能id
|
|
|
|
|
+ Chip string `csv:"Chip"` //重复分解
|
|
|
|
|
+ InitialSkill int32 `csv:"InitialSkill"` //初始技能id
|
|
|
|
|
+ BeforeJobId int32 `csv:"BeforeJobId"` //上阶职业
|
|
|
|
|
+ AfterJobId []string `csv:"AfterJobId"` //下阶职业
|
|
|
|
|
+ ChangeCond []string `csv:"ChangeCond"` //转职条件
|
|
|
|
|
+ ItemCost []string `csv:"ItemCost"` //消耗道具
|
|
|
|
|
+ InitFightPower int32 `csv:"InitFightPower"` //初始战力
|
|
|
|
|
+ AlternativeSkills []string `csv:"AlternativeSkills"` //备用技能id
|
|
|
|
|
+ ParterJob int32 `csv:"ParterJob"` //伙伴转职索引
|
|
|
|
|
+ AddPoint []string `csv:"AddPoint"` //推荐加点比例
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ParterCfgLoad(path string) {
|
|
func ParterCfgLoad(path string) {
|
|
|
cfg := []*ParterCfg{}
|
|
cfg := []*ParterCfg{}
|
|
|
ParterCfgLoader = map[int32]*ParterCfg{}
|
|
ParterCfgLoader = map[int32]*ParterCfg{}
|
|
|
- loadCsvCfg(path + "ParterCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ParterCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ParterCfgLoader[row.ParterId] = row
|
|
ParterCfgLoader[row.ParterId] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ParterProgressCfgLoader map[int32]*ParterProgressCfg
|
|
|
|
|
-type ParterProgressCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //佣兵ID
|
|
|
|
|
- Times int32 `csv:"Times"` //进阶上限(次)
|
|
|
|
|
- CostMoney []string `csv:"CostMoney"` //消耗银币
|
|
|
|
|
- CostStone []string `csv:"CostStone"` //消耗天使之泪
|
|
|
|
|
- AddLv []string `csv:"AddLv"` //提高等级上限
|
|
|
|
|
- Attribute1 []string `csv:"Attribute1"` //进阶1增加属性
|
|
|
|
|
- Attribute2 []string `csv:"Attribute2"` //进阶2增加属性
|
|
|
|
|
- Attribute3 []string `csv:"Attribute3"` //进阶3增加属性
|
|
|
|
|
- Attribute4 []string `csv:"Attribute4"` //进阶4增加属性
|
|
|
|
|
- Attribute5 []string `csv:"Attribute5"` //进阶5增加属性
|
|
|
|
|
- Attribute6 []string `csv:"Attribute6"` //进阶6增加属性
|
|
|
|
|
- Attribute7 []string `csv:"Attribute7"` //进阶7增加属性
|
|
|
|
|
- Attribute8 []string `csv:"Attribute8"` //进阶8增加属性
|
|
|
|
|
- Attribute9 []string `csv:"Attribute9"` //进阶9增加属性
|
|
|
|
|
- Attribute10 []string `csv:"Attribute10"` //进阶10增加属性
|
|
|
|
|
- Attribute11 []string `csv:"Attribute11"` //进阶11增加属性
|
|
|
|
|
- Attribute12 []string `csv:"Attribute12"` //进阶12增加属性
|
|
|
|
|
- Attribute13 []string `csv:"Attribute13"` //进阶13增加属性
|
|
|
|
|
- Attribute14 []string `csv:"Attribute14"` //进阶14增加属性
|
|
|
|
|
- Attribute15 []string `csv:"Attribute15"` //进阶15增加属性
|
|
|
|
|
- BreachTimes int32 `csv:"BreachTimes"` //伙伴突破次数
|
|
|
|
|
- BreachAddLv []string `csv:"BreachAddLv"` //突破获得等级
|
|
|
|
|
- BreachMoney []string `csv:"BreachMoney"` //突破银币
|
|
|
|
|
- BreachCost []string `csv:"BreachCost"` //突破材料
|
|
|
|
|
- BreachAttribute1 []string `csv:"BreachAttribute1"` //突破1增加属性
|
|
|
|
|
- BreachAttribute2 []string `csv:"BreachAttribute2"` //突破2增加属性
|
|
|
|
|
- BreachAttribute3 []string `csv:"BreachAttribute3"` //突破3增加属性
|
|
|
|
|
- BreachAttribute4 []string `csv:"BreachAttribute4"` //突破4增加属性
|
|
|
|
|
- BreachAttribute5 []string `csv:"BreachAttribute5"` //突破5增加属性
|
|
|
|
|
- BreachAttribute6 []string `csv:"BreachAttribute6"` //突破6增加属性
|
|
|
|
|
- BreachAttribute7 []string `csv:"BreachAttribute7"` //突破7增加属性
|
|
|
|
|
- BreachAttribute8 []string `csv:"BreachAttribute8"` //突破8增加属性
|
|
|
|
|
- BreachAttribute9 []string `csv:"BreachAttribute9"` //突破9增加属性
|
|
|
|
|
- BreachAttribute10 []string `csv:"BreachAttribute10"` //突破10增加属性
|
|
|
|
|
- BreachAttribute11 []string `csv:"BreachAttribute11"` //突破11增加属性
|
|
|
|
|
- BreachAttribute12 []string `csv:"BreachAttribute12"` //突破12增加属性
|
|
|
|
|
- BreachAttribute13 []string `csv:"BreachAttribute13"` //突破13增加属性
|
|
|
|
|
- BreachAttribute14 []string `csv:"BreachAttribute14"` //突破14增加属性
|
|
|
|
|
- BreachAttribute15 []string `csv:"BreachAttribute15"` //突破15增加属性
|
|
|
|
|
|
|
+var ParterProgressCfgLoader map[int32]*ParterProgressCfg
|
|
|
|
|
+
|
|
|
|
|
+type ParterProgressCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //佣兵ID
|
|
|
|
|
+ Times int32 `csv:"Times"` //进阶上限(次)
|
|
|
|
|
+ CostMoney []string `csv:"CostMoney"` //消耗银币
|
|
|
|
|
+ CostStone []string `csv:"CostStone"` //消耗天使之泪
|
|
|
|
|
+ AddLv []string `csv:"AddLv"` //提高等级上限
|
|
|
|
|
+ Attribute1 []string `csv:"Attribute1"` //进阶1增加属性
|
|
|
|
|
+ Attribute2 []string `csv:"Attribute2"` //进阶2增加属性
|
|
|
|
|
+ Attribute3 []string `csv:"Attribute3"` //进阶3增加属性
|
|
|
|
|
+ Attribute4 []string `csv:"Attribute4"` //进阶4增加属性
|
|
|
|
|
+ Attribute5 []string `csv:"Attribute5"` //进阶5增加属性
|
|
|
|
|
+ Attribute6 []string `csv:"Attribute6"` //进阶6增加属性
|
|
|
|
|
+ Attribute7 []string `csv:"Attribute7"` //进阶7增加属性
|
|
|
|
|
+ Attribute8 []string `csv:"Attribute8"` //进阶8增加属性
|
|
|
|
|
+ Attribute9 []string `csv:"Attribute9"` //进阶9增加属性
|
|
|
|
|
+ Attribute10 []string `csv:"Attribute10"` //进阶10增加属性
|
|
|
|
|
+ Attribute11 []string `csv:"Attribute11"` //进阶11增加属性
|
|
|
|
|
+ Attribute12 []string `csv:"Attribute12"` //进阶12增加属性
|
|
|
|
|
+ Attribute13 []string `csv:"Attribute13"` //进阶13增加属性
|
|
|
|
|
+ Attribute14 []string `csv:"Attribute14"` //进阶14增加属性
|
|
|
|
|
+ Attribute15 []string `csv:"Attribute15"` //进阶15增加属性
|
|
|
|
|
+ BreachTimes int32 `csv:"BreachTimes"` //伙伴突破次数
|
|
|
|
|
+ BreachAddLv []string `csv:"BreachAddLv"` //突破获得等级
|
|
|
|
|
+ BreachMoney []string `csv:"BreachMoney"` //突破银币
|
|
|
|
|
+ BreachCost []string `csv:"BreachCost"` //突破材料
|
|
|
|
|
+ BreachAttribute1 []string `csv:"BreachAttribute1"` //突破1增加属性
|
|
|
|
|
+ BreachAttribute2 []string `csv:"BreachAttribute2"` //突破2增加属性
|
|
|
|
|
+ BreachAttribute3 []string `csv:"BreachAttribute3"` //突破3增加属性
|
|
|
|
|
+ BreachAttribute4 []string `csv:"BreachAttribute4"` //突破4增加属性
|
|
|
|
|
+ BreachAttribute5 []string `csv:"BreachAttribute5"` //突破5增加属性
|
|
|
|
|
+ BreachAttribute6 []string `csv:"BreachAttribute6"` //突破6增加属性
|
|
|
|
|
+ BreachAttribute7 []string `csv:"BreachAttribute7"` //突破7增加属性
|
|
|
|
|
+ BreachAttribute8 []string `csv:"BreachAttribute8"` //突破8增加属性
|
|
|
|
|
+ BreachAttribute9 []string `csv:"BreachAttribute9"` //突破9增加属性
|
|
|
|
|
+ BreachAttribute10 []string `csv:"BreachAttribute10"` //突破10增加属性
|
|
|
|
|
+ BreachAttribute11 []string `csv:"BreachAttribute11"` //突破11增加属性
|
|
|
|
|
+ BreachAttribute12 []string `csv:"BreachAttribute12"` //突破12增加属性
|
|
|
|
|
+ BreachAttribute13 []string `csv:"BreachAttribute13"` //突破13增加属性
|
|
|
|
|
+ BreachAttribute14 []string `csv:"BreachAttribute14"` //突破14增加属性
|
|
|
|
|
+ BreachAttribute15 []string `csv:"BreachAttribute15"` //突破15增加属性
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ParterProgressCfgLoad(path string) {
|
|
func ParterProgressCfgLoad(path string) {
|
|
|
cfg := []*ParterProgressCfg{}
|
|
cfg := []*ParterProgressCfg{}
|
|
|
ParterProgressCfgLoader = map[int32]*ParterProgressCfg{}
|
|
ParterProgressCfgLoader = map[int32]*ParterProgressCfg{}
|
|
|
- loadCsvCfg(path + "ParterProgressCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ParterProgressCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ParterProgressCfgLoader[row.Id] = row
|
|
ParterProgressCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ParterSkillTreeCfgLoader map[int32]*ParterSkillTreeCfg
|
|
|
|
|
-type ParterSkillTreeCfg struct{
|
|
|
|
|
- SkillId int32 `csv:"SkillId"` //技能ID
|
|
|
|
|
- SkillType int32 `csv:"SkillType"` //技能类型
|
|
|
|
|
- MaxLv int32 `csv:"MaxLv"` //技能等级上限
|
|
|
|
|
- SkillQuality int32 `csv:"SkillQuality"` //技能品质
|
|
|
|
|
- JobType int32 `csv:"JobType"` //职业类型
|
|
|
|
|
- JobBranch int32 `csv:"JobBranch"` //职业分支
|
|
|
|
|
- JobStage int32 `csv:"JobStage"` //职业阶段
|
|
|
|
|
- ParterID int32 `csv:"ParterID"` //对应伙伴
|
|
|
|
|
- OpenLevel int32 `csv:"OpenLevel"` //解锁伙伴等级要求
|
|
|
|
|
- OpenNeedCost []string `csv:"OpenNeedCost"` //解锁需求
|
|
|
|
|
- Pos int32 `csv:"Pos"` //技能树位置件
|
|
|
|
|
- Order int32 `csv:"order"` //技能排序
|
|
|
|
|
- SuperSkill []string `csv:"SuperSkill"` //进阶技能
|
|
|
|
|
- BeforeSkill int32 `csv:"beforeSkill"` //下阶技能
|
|
|
|
|
- SkillBranch int32 `csv:"SkillBranch"` //进阶职业阶段
|
|
|
|
|
- PressPoint int32 `csv:"PressPoint"` //技能压制值
|
|
|
|
|
- StartPressPoint int32 `csv:"StartPressPoint"` //技能原压制值
|
|
|
|
|
|
|
+var ParterSkillTreeCfgLoader map[int32]*ParterSkillTreeCfg
|
|
|
|
|
+
|
|
|
|
|
+type ParterSkillTreeCfg struct {
|
|
|
|
|
+ SkillId int32 `csv:"SkillId"` //技能ID
|
|
|
|
|
+ SkillType int32 `csv:"SkillType"` //技能类型
|
|
|
|
|
+ MaxLv int32 `csv:"MaxLv"` //技能等级上限
|
|
|
|
|
+ SkillQuality int32 `csv:"SkillQuality"` //技能品质
|
|
|
|
|
+ JobType int32 `csv:"JobType"` //职业类型
|
|
|
|
|
+ JobBranch int32 `csv:"JobBranch"` //职业分支
|
|
|
|
|
+ JobStage int32 `csv:"JobStage"` //职业阶段
|
|
|
|
|
+ ParterID int32 `csv:"ParterID"` //对应伙伴
|
|
|
|
|
+ OpenLevel int32 `csv:"OpenLevel"` //解锁伙伴等级要求
|
|
|
|
|
+ OpenNeedCost []string `csv:"OpenNeedCost"` //解锁需求
|
|
|
|
|
+ Pos int32 `csv:"Pos"` //技能树位置件
|
|
|
|
|
+ Order int32 `csv:"order"` //技能排序
|
|
|
|
|
+ SuperSkill []string `csv:"SuperSkill"` //进阶技能
|
|
|
|
|
+ BeforeSkill int32 `csv:"beforeSkill"` //下阶技能
|
|
|
|
|
+ SkillBranch int32 `csv:"SkillBranch"` //进阶职业阶段
|
|
|
|
|
+ PressPoint int32 `csv:"PressPoint"` //技能压制值
|
|
|
|
|
+ StartPressPoint int32 `csv:"StartPressPoint"` //技能原压制值
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ParterSkillTreeCfgLoad(path string) {
|
|
func ParterSkillTreeCfgLoad(path string) {
|
|
|
cfg := []*ParterSkillTreeCfg{}
|
|
cfg := []*ParterSkillTreeCfg{}
|
|
|
ParterSkillTreeCfgLoader = map[int32]*ParterSkillTreeCfg{}
|
|
ParterSkillTreeCfgLoader = map[int32]*ParterSkillTreeCfg{}
|
|
|
- loadCsvCfg(path + "ParterSkillTreeCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ParterSkillTreeCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ParterSkillTreeCfgLoader[row.SkillId] = row
|
|
ParterSkillTreeCfgLoader[row.SkillId] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var PassCheckCfgLoader map[int32]*PassCheckCfg
|
|
|
|
|
-type PassCheckCfg struct{
|
|
|
|
|
- Lv int32 `csv:"Lv"` //等级
|
|
|
|
|
- RMB float32 `csv:"RMB"` //价格
|
|
|
|
|
- Automatic int32 `csv:"Automatic"` //自动挑战
|
|
|
|
|
- AddLeadExp int32 `csv:"AddLeadExp"` //时光助力主角经验提升万分比
|
|
|
|
|
- AddAttrLevel []string `csv:"AddAttrLevel"` //增加主角属性
|
|
|
|
|
|
|
+var PassCheckCfgLoader map[int32]*PassCheckCfg
|
|
|
|
|
+
|
|
|
|
|
+type PassCheckCfg struct {
|
|
|
|
|
+ Lv int32 `csv:"Lv"` //等级
|
|
|
|
|
+ RMB float32 `csv:"RMB"` //价格
|
|
|
|
|
+ Automatic int32 `csv:"Automatic"` //自动挑战
|
|
|
|
|
+ AddLeadExp int32 `csv:"AddLeadExp"` //时光助力主角经验提升万分比
|
|
|
|
|
+ AddAttrLevel []string `csv:"AddAttrLevel"` //增加主角属性
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func PassCheckCfgLoad(path string) {
|
|
func PassCheckCfgLoad(path string) {
|
|
|
cfg := []*PassCheckCfg{}
|
|
cfg := []*PassCheckCfg{}
|
|
|
PassCheckCfgLoader = map[int32]*PassCheckCfg{}
|
|
PassCheckCfgLoader = map[int32]*PassCheckCfg{}
|
|
|
- loadCsvCfg(path + "PassCheckCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"PassCheckCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
PassCheckCfgLoader[row.Lv] = row
|
|
PassCheckCfgLoader[row.Lv] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var PassiveSkillCfgLoader map[int32]*PassiveSkillCfg
|
|
|
|
|
-type PassiveSkillCfg struct{
|
|
|
|
|
- SkillId int32 `csv:"SkillId"` //技能ID
|
|
|
|
|
- AddAttributes []string `csv:"AddAttributes"` //增加属性
|
|
|
|
|
|
|
+var PassiveSkillCfgLoader map[int32]*PassiveSkillCfg
|
|
|
|
|
+
|
|
|
|
|
+type PassiveSkillCfg struct {
|
|
|
|
|
+ SkillId int32 `csv:"SkillId"` //技能ID
|
|
|
|
|
+ AddAttributes []string `csv:"AddAttributes"` //增加属性
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func PassiveSkillCfgLoad(path string) {
|
|
func PassiveSkillCfgLoad(path string) {
|
|
|
cfg := []*PassiveSkillCfg{}
|
|
cfg := []*PassiveSkillCfg{}
|
|
|
PassiveSkillCfgLoader = map[int32]*PassiveSkillCfg{}
|
|
PassiveSkillCfgLoader = map[int32]*PassiveSkillCfg{}
|
|
|
- loadCsvCfg(path + "PassiveSkillCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"PassiveSkillCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
PassiveSkillCfgLoader[row.SkillId] = row
|
|
PassiveSkillCfgLoader[row.SkillId] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var PetBattleCfgLoader map[int32]*PetBattleCfg
|
|
|
|
|
-type PetBattleCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
- AvatarId int32 `csv:"AvatarId"` //模型id
|
|
|
|
|
- JobType int32 `csv:"JobType"` //宠物职业
|
|
|
|
|
- Fame int32 `csv:"Fame"` //头像框
|
|
|
|
|
- NatureType int32 `csv:"NatureType"` //属性
|
|
|
|
|
- Hp float32 `csv:"Hp"` //生命
|
|
|
|
|
- Sp float32 `csv:"Sp"` //蓝量
|
|
|
|
|
- Atk float32 `csv:"Atk"` //物攻
|
|
|
|
|
- Matk float32 `csv:"Matk"` //魔攻
|
|
|
|
|
- Skill1 int32 `csv:"Skill1"` //技能1
|
|
|
|
|
- Skill1Rate []string `csv:"Skill1Rate"` //技能1发动概率
|
|
|
|
|
- Skill2 int32 `csv:"Skill2"` //技能2
|
|
|
|
|
- Skill2Rate []string `csv:"Skill2Rate"` //技能2发动概率
|
|
|
|
|
- Skill3 int32 `csv:"Skill3"` //技能3
|
|
|
|
|
- Skill3Rate []string `csv:"Skill3Rate"` //技能3发动概率
|
|
|
|
|
- Skill4 int32 `csv:"Skill4"` //技能4
|
|
|
|
|
|
|
+var PetBattleCfgLoader map[int32]*PetBattleCfg
|
|
|
|
|
+
|
|
|
|
|
+type PetBattleCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
+ AvatarId int32 `csv:"AvatarId"` //模型id
|
|
|
|
|
+ JobType int32 `csv:"JobType"` //宠物职业
|
|
|
|
|
+ Fame int32 `csv:"Fame"` //头像框
|
|
|
|
|
+ NatureType int32 `csv:"NatureType"` //属性
|
|
|
|
|
+ Hp float32 `csv:"Hp"` //生命
|
|
|
|
|
+ Sp float32 `csv:"Sp"` //蓝量
|
|
|
|
|
+ Atk float32 `csv:"Atk"` //物攻
|
|
|
|
|
+ Matk float32 `csv:"Matk"` //魔攻
|
|
|
|
|
+ Skill1 int32 `csv:"Skill1"` //技能1
|
|
|
|
|
+ Skill1Rate []string `csv:"Skill1Rate"` //技能1发动概率
|
|
|
|
|
+ Skill2 int32 `csv:"Skill2"` //技能2
|
|
|
|
|
+ Skill2Rate []string `csv:"Skill2Rate"` //技能2发动概率
|
|
|
|
|
+ Skill3 int32 `csv:"Skill3"` //技能3
|
|
|
|
|
+ Skill3Rate []string `csv:"Skill3Rate"` //技能3发动概率
|
|
|
|
|
+ Skill4 int32 `csv:"Skill4"` //技能4
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func PetBattleCfgLoad(path string) {
|
|
func PetBattleCfgLoad(path string) {
|
|
|
cfg := []*PetBattleCfg{}
|
|
cfg := []*PetBattleCfg{}
|
|
|
PetBattleCfgLoader = map[int32]*PetBattleCfg{}
|
|
PetBattleCfgLoader = map[int32]*PetBattleCfg{}
|
|
|
- loadCsvCfg(path + "PetBattleCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"PetBattleCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
PetBattleCfgLoader[row.Id] = row
|
|
PetBattleCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var PetCfgLoader map[int32]*PetCfg
|
|
|
|
|
-type PetCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
- AvatarId int32 `csv:"AvatarId"` //模型id
|
|
|
|
|
- JobType int32 `csv:"JobType"` //宠物职业
|
|
|
|
|
- Quality int32 `csv:"Quality"` //品质
|
|
|
|
|
- Fame int32 `csv:"Fame"` //头像框
|
|
|
|
|
- NatureType int32 `csv:"NatureType"` //属性
|
|
|
|
|
- ConversionRate int32 `csv:"ConversionRate"` //属性转化率
|
|
|
|
|
- Pos int32 `csv:"Pos"` //虚拟站位
|
|
|
|
|
- Hp float32 `csv:"Hp"` //生命
|
|
|
|
|
- Sp float32 `csv:"Sp"` //蓝量
|
|
|
|
|
- Atk float32 `csv:"Atk"` //物攻
|
|
|
|
|
- Matk float32 `csv:"Matk"` //魔攻
|
|
|
|
|
- Def float32 `csv:"Def"` //物防
|
|
|
|
|
- Mdef float32 `csv:"Mdef"` //魔防
|
|
|
|
|
- Hit float32 `csv:"Hit"` //命中
|
|
|
|
|
- Dodge float32 `csv:"Dodge"` //闪避
|
|
|
|
|
- Crit float32 `csv:"Crit"` //暴击
|
|
|
|
|
- Ten float32 `csv:"Ten"` //韧性
|
|
|
|
|
- AttackSpeed float32 `csv:"AttackSpeed"` //攻击速度
|
|
|
|
|
- HpRate int32 `csv:"HpRate"` //生命系数
|
|
|
|
|
- SpRate int32 `csv:"SpRate"` //蓝量系数
|
|
|
|
|
- AtkRate int32 `csv:"AtkRate"` //物攻系数
|
|
|
|
|
- MatkRate int32 `csv:"MatkRate"` //魔攻系数
|
|
|
|
|
- DefRate int32 `csv:"DefRate"` //物防系数
|
|
|
|
|
- MdefRate int32 `csv:"MdefRate"` //魔防系数
|
|
|
|
|
- HitRate int32 `csv:"HitRate"` //命中系数
|
|
|
|
|
- DodgeRate int32 `csv:"DodgeRate"` //闪避系数
|
|
|
|
|
- CritRate int32 `csv:"CritRate"` //暴击系数
|
|
|
|
|
- TenRate int32 `csv:"TenRate"` //韧性系数
|
|
|
|
|
- NormalSkillIds []string `csv:"NormalSkillIds"` //普攻技能id
|
|
|
|
|
- Skill1 int32 `csv:"Skill1"` //技能1
|
|
|
|
|
- Skill1Rate []string `csv:"Skill1Rate"` //技能1发动概率
|
|
|
|
|
- Skill2 int32 `csv:"Skill2"` //技能2
|
|
|
|
|
- Skill2Rate []string `csv:"Skill2Rate"` //技能2发动概率
|
|
|
|
|
- Skill3 int32 `csv:"Skill3"` //技能3
|
|
|
|
|
- Skill3Rate []string `csv:"Skill3Rate"` //技能3发动概率
|
|
|
|
|
- Skill4 int32 `csv:"Skill4"` //技能4
|
|
|
|
|
- Skill4Rate []string `csv:"Skill4Rate"` //技能4发动概率
|
|
|
|
|
- EmptySkill int32 `csv:"EmptySkill"` //备用技能
|
|
|
|
|
- PetReward []string `csv:"PetReward"` //收集奖励
|
|
|
|
|
- Contract int32 `csv:"contract"` //宠物契约继承属性
|
|
|
|
|
- Understand int32 `csv:"understand"` //领悟额外增加继承属性
|
|
|
|
|
|
|
+var PetCfgLoader map[int32]*PetCfg
|
|
|
|
|
+
|
|
|
|
|
+type PetCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
+ AvatarId int32 `csv:"AvatarId"` //模型id
|
|
|
|
|
+ JobType int32 `csv:"JobType"` //宠物职业
|
|
|
|
|
+ Quality int32 `csv:"Quality"` //品质
|
|
|
|
|
+ Fame int32 `csv:"Fame"` //头像框
|
|
|
|
|
+ NatureType int32 `csv:"NatureType"` //属性
|
|
|
|
|
+ ConversionRate int32 `csv:"ConversionRate"` //属性转化率
|
|
|
|
|
+ Pos int32 `csv:"Pos"` //虚拟站位
|
|
|
|
|
+ Hp float32 `csv:"Hp"` //生命
|
|
|
|
|
+ Sp float32 `csv:"Sp"` //蓝量
|
|
|
|
|
+ Atk float32 `csv:"Atk"` //物攻
|
|
|
|
|
+ Matk float32 `csv:"Matk"` //魔攻
|
|
|
|
|
+ Def float32 `csv:"Def"` //物防
|
|
|
|
|
+ Mdef float32 `csv:"Mdef"` //魔防
|
|
|
|
|
+ Hit float32 `csv:"Hit"` //命中
|
|
|
|
|
+ Dodge float32 `csv:"Dodge"` //闪避
|
|
|
|
|
+ Crit float32 `csv:"Crit"` //暴击
|
|
|
|
|
+ Ten float32 `csv:"Ten"` //韧性
|
|
|
|
|
+ AttackSpeed float32 `csv:"AttackSpeed"` //攻击速度
|
|
|
|
|
+ HpRate int32 `csv:"HpRate"` //生命系数
|
|
|
|
|
+ SpRate int32 `csv:"SpRate"` //蓝量系数
|
|
|
|
|
+ AtkRate int32 `csv:"AtkRate"` //物攻系数
|
|
|
|
|
+ MatkRate int32 `csv:"MatkRate"` //魔攻系数
|
|
|
|
|
+ DefRate int32 `csv:"DefRate"` //物防系数
|
|
|
|
|
+ MdefRate int32 `csv:"MdefRate"` //魔防系数
|
|
|
|
|
+ HitRate int32 `csv:"HitRate"` //命中系数
|
|
|
|
|
+ DodgeRate int32 `csv:"DodgeRate"` //闪避系数
|
|
|
|
|
+ CritRate int32 `csv:"CritRate"` //暴击系数
|
|
|
|
|
+ TenRate int32 `csv:"TenRate"` //韧性系数
|
|
|
|
|
+ NormalSkillIds []string `csv:"NormalSkillIds"` //普攻技能id
|
|
|
|
|
+ Skill1 int32 `csv:"Skill1"` //技能1
|
|
|
|
|
+ Skill1Rate []string `csv:"Skill1Rate"` //技能1发动概率
|
|
|
|
|
+ Skill2 int32 `csv:"Skill2"` //技能2
|
|
|
|
|
+ Skill2Rate []string `csv:"Skill2Rate"` //技能2发动概率
|
|
|
|
|
+ Skill3 int32 `csv:"Skill3"` //技能3
|
|
|
|
|
+ Skill3Rate []string `csv:"Skill3Rate"` //技能3发动概率
|
|
|
|
|
+ Skill4 int32 `csv:"Skill4"` //技能4
|
|
|
|
|
+ Skill4Rate []string `csv:"Skill4Rate"` //技能4发动概率
|
|
|
|
|
+ EmptySkill int32 `csv:"EmptySkill"` //备用技能
|
|
|
|
|
+ PetReward []string `csv:"PetReward"` //收集奖励
|
|
|
|
|
+ Contract int32 `csv:"contract"` //宠物契约继承属性
|
|
|
|
|
+ Understand int32 `csv:"understand"` //领悟额外增加继承属性
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func PetCfgLoad(path string) {
|
|
func PetCfgLoad(path string) {
|
|
|
cfg := []*PetCfg{}
|
|
cfg := []*PetCfg{}
|
|
|
PetCfgLoader = map[int32]*PetCfg{}
|
|
PetCfgLoader = map[int32]*PetCfg{}
|
|
|
- loadCsvCfg(path + "PetCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"PetCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
PetCfgLoader[row.Id] = row
|
|
PetCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var PetEquipCfgLoader map[int32]*PetEquipCfg
|
|
|
|
|
-type PetEquipCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //id
|
|
|
|
|
- Type int32 `csv:"Type"` //格子编号
|
|
|
|
|
- Quality int32 `csv:"Quality"` //品质
|
|
|
|
|
- MaxLevel int32 `csv:"MaxLevel"` //最大等级
|
|
|
|
|
- Advance int32 `csv:"Advance"` //进阶目标
|
|
|
|
|
- AdvanceCost []string `csv:"AdvanceCost"` //进阶消耗
|
|
|
|
|
|
|
+var PetEquipCfgLoader map[int32]*PetEquipCfg
|
|
|
|
|
+
|
|
|
|
|
+type PetEquipCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //id
|
|
|
|
|
+ Type int32 `csv:"Type"` //格子编号
|
|
|
|
|
+ Quality int32 `csv:"Quality"` //品质
|
|
|
|
|
+ MaxLevel int32 `csv:"MaxLevel"` //最大等级
|
|
|
|
|
+ Advance int32 `csv:"Advance"` //进阶目标
|
|
|
|
|
+ AdvanceCost []string `csv:"AdvanceCost"` //进阶消耗
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func PetEquipCfgLoad(path string) {
|
|
func PetEquipCfgLoad(path string) {
|
|
|
cfg := []*PetEquipCfg{}
|
|
cfg := []*PetEquipCfg{}
|
|
|
PetEquipCfgLoader = map[int32]*PetEquipCfg{}
|
|
PetEquipCfgLoader = map[int32]*PetEquipCfg{}
|
|
|
- loadCsvCfg(path + "PetEquipCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"PetEquipCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
PetEquipCfgLoader[row.Id] = row
|
|
PetEquipCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var PetEquipExpCfgLoader map[int32]*PetEquipExpCfg
|
|
|
|
|
-type PetEquipExpCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //唯一ID
|
|
|
|
|
- PetEquipLevel int32 `csv:"PetEquipLevel"` //印记等级
|
|
|
|
|
- PetEquipID int32 `csv:"PetEquipID"` //印记ID
|
|
|
|
|
- Cost []string `csv:"Cost"` //升级所需材料
|
|
|
|
|
- Nature []string `csv:"Nature"` //属性
|
|
|
|
|
- FightPower int32 `csv:"FightPower"` //战斗力
|
|
|
|
|
|
|
+var PetEquipExpCfgLoader map[int32]*PetEquipExpCfg
|
|
|
|
|
+
|
|
|
|
|
+type PetEquipExpCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //唯一ID
|
|
|
|
|
+ PetEquipLevel int32 `csv:"PetEquipLevel"` //印记等级
|
|
|
|
|
+ PetEquipID int32 `csv:"PetEquipID"` //印记ID
|
|
|
|
|
+ Cost []string `csv:"Cost"` //升级所需材料
|
|
|
|
|
+ Nature []string `csv:"Nature"` //属性
|
|
|
|
|
+ FightPower int32 `csv:"FightPower"` //战斗力
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func PetEquipExpCfgLoad(path string) {
|
|
func PetEquipExpCfgLoad(path string) {
|
|
|
cfg := []*PetEquipExpCfg{}
|
|
cfg := []*PetEquipExpCfg{}
|
|
|
PetEquipExpCfgLoader = map[int32]*PetEquipExpCfg{}
|
|
PetEquipExpCfgLoader = map[int32]*PetEquipExpCfg{}
|
|
|
- loadCsvCfg(path + "PetEquipExpCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"PetEquipExpCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
PetEquipExpCfgLoader[row.Id] = row
|
|
PetEquipExpCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var PetEquipSuitCfgLoader map[int32]*PetEquipSuitCfg
|
|
|
|
|
-type PetEquipSuitCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //id
|
|
|
|
|
- Amount []string `csv:"Amount"` //激活数量
|
|
|
|
|
- Suit []string `csv:"Suit"` //6件属性
|
|
|
|
|
|
|
+var PetEquipSuitCfgLoader map[int32]*PetEquipSuitCfg
|
|
|
|
|
+
|
|
|
|
|
+type PetEquipSuitCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //id
|
|
|
|
|
+ Amount []string `csv:"Amount"` //激活数量
|
|
|
|
|
+ Suit []string `csv:"Suit"` //6件属性
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func PetEquipSuitCfgLoad(path string) {
|
|
func PetEquipSuitCfgLoad(path string) {
|
|
|
cfg := []*PetEquipSuitCfg{}
|
|
cfg := []*PetEquipSuitCfg{}
|
|
|
PetEquipSuitCfgLoader = map[int32]*PetEquipSuitCfg{}
|
|
PetEquipSuitCfgLoader = map[int32]*PetEquipSuitCfg{}
|
|
|
- loadCsvCfg(path + "PetEquipSuitCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"PetEquipSuitCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
PetEquipSuitCfgLoader[row.Id] = row
|
|
PetEquipSuitCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var PetExpCfgLoader map[int32]*PetExpCfg
|
|
|
|
|
-type PetExpCfg struct{
|
|
|
|
|
- PetLevel int32 `csv:"petLevel"` //宠物等级
|
|
|
|
|
- Experience1 int32 `csv:"experience1"` //Normal升级所需经验
|
|
|
|
|
- Experience2 int32 `csv:"experience2"` //Mini升级所需经验
|
|
|
|
|
- Experience3 int32 `csv:"experience3"` //Mvp升级所需经验
|
|
|
|
|
- CostMoney1 int32 `csv:"CostMoney1"` //Normal升级所需银币
|
|
|
|
|
- CostMoney2 int32 `csv:"CostMoney2"` //Mini升级所需银币
|
|
|
|
|
- CostMoney3 int32 `csv:"CostMoney3"` //Mvp升级所需银币
|
|
|
|
|
- Capacity1 int32 `csv:"Capacity1"` //Normal战力
|
|
|
|
|
- Capacity2 int32 `csv:"Capacity2"` //Mini战力
|
|
|
|
|
- Capacity3 int32 `csv:"Capacity3"` //Mvp战力
|
|
|
|
|
|
|
+var PetExpCfgLoader map[int32]*PetExpCfg
|
|
|
|
|
+
|
|
|
|
|
+type PetExpCfg struct {
|
|
|
|
|
+ PetLevel int32 `csv:"petLevel"` //宠物等级
|
|
|
|
|
+ Experience1 int32 `csv:"experience1"` //Normal升级所需经验
|
|
|
|
|
+ Experience2 int32 `csv:"experience2"` //Mini升级所需经验
|
|
|
|
|
+ Experience3 int32 `csv:"experience3"` //Mvp升级所需经验
|
|
|
|
|
+ CostMoney1 int32 `csv:"CostMoney1"` //Normal升级所需银币
|
|
|
|
|
+ CostMoney2 int32 `csv:"CostMoney2"` //Mini升级所需银币
|
|
|
|
|
+ CostMoney3 int32 `csv:"CostMoney3"` //Mvp升级所需银币
|
|
|
|
|
+ Capacity1 int32 `csv:"Capacity1"` //Normal战力
|
|
|
|
|
+ Capacity2 int32 `csv:"Capacity2"` //Mini战力
|
|
|
|
|
+ Capacity3 int32 `csv:"Capacity3"` //Mvp战力
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func PetExpCfgLoad(path string) {
|
|
func PetExpCfgLoad(path string) {
|
|
|
cfg := []*PetExpCfg{}
|
|
cfg := []*PetExpCfg{}
|
|
|
PetExpCfgLoader = map[int32]*PetExpCfg{}
|
|
PetExpCfgLoader = map[int32]*PetExpCfg{}
|
|
|
- loadCsvCfg(path + "PetExpCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"PetExpCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
PetExpCfgLoader[row.PetLevel] = row
|
|
PetExpCfgLoader[row.PetLevel] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var PetpartnerCfgLoader map[int32]*PetpartnerCfg
|
|
|
|
|
-type PetpartnerCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
- Condition1 []string `csv:"Condition1"` //激活条件1
|
|
|
|
|
- Attribute1 []string `csv:"attribute1"` //属性1
|
|
|
|
|
- Capacity1 int32 `csv:"Capacity1"` //战力1
|
|
|
|
|
- AddHeroCap1 []string `csv:"AddHeroCap1"` //战力1
|
|
|
|
|
- Condition2 []string `csv:"Condition2"` //激活条件2
|
|
|
|
|
- Attribute2 []string `csv:"attribute2"` //属性2
|
|
|
|
|
- Capacity2 int32 `csv:"Capacity2"` //战力2
|
|
|
|
|
- AddHeroCap2 []string `csv:"AddHeroCap2"` //战力2
|
|
|
|
|
- Condition3 []string `csv:"Condition3"` //激活条件3
|
|
|
|
|
- Attribute3 []string `csv:"attribute3"` //属性3
|
|
|
|
|
- Capacity3 int32 `csv:"Capacity3"` //战力3
|
|
|
|
|
- AddHeroCap3 []string `csv:"AddHeroCap3"` //战力3
|
|
|
|
|
|
|
+var PetpartnerCfgLoader map[int32]*PetpartnerCfg
|
|
|
|
|
+
|
|
|
|
|
+type PetpartnerCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
+ Condition1 []string `csv:"Condition1"` //激活条件1
|
|
|
|
|
+ Attribute1 []string `csv:"attribute1"` //属性1
|
|
|
|
|
+ Capacity1 int32 `csv:"Capacity1"` //战力1
|
|
|
|
|
+ AddHeroCap1 []string `csv:"AddHeroCap1"` //战力1
|
|
|
|
|
+ Condition2 []string `csv:"Condition2"` //激活条件2
|
|
|
|
|
+ Attribute2 []string `csv:"attribute2"` //属性2
|
|
|
|
|
+ Capacity2 int32 `csv:"Capacity2"` //战力2
|
|
|
|
|
+ AddHeroCap2 []string `csv:"AddHeroCap2"` //战力2
|
|
|
|
|
+ Condition3 []string `csv:"Condition3"` //激活条件3
|
|
|
|
|
+ Attribute3 []string `csv:"attribute3"` //属性3
|
|
|
|
|
+ Capacity3 int32 `csv:"Capacity3"` //战力3
|
|
|
|
|
+ AddHeroCap3 []string `csv:"AddHeroCap3"` //战力3
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func PetpartnerCfgLoad(path string) {
|
|
func PetpartnerCfgLoad(path string) {
|
|
|
cfg := []*PetpartnerCfg{}
|
|
cfg := []*PetpartnerCfg{}
|
|
|
PetpartnerCfgLoader = map[int32]*PetpartnerCfg{}
|
|
PetpartnerCfgLoader = map[int32]*PetpartnerCfg{}
|
|
|
- loadCsvCfg(path + "PetpartnerCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"PetpartnerCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
PetpartnerCfgLoader[row.Id] = row
|
|
PetpartnerCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var PetProgressCfgLoader map[int32]*PetProgressCfg
|
|
|
|
|
-type PetProgressCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //宠物ID
|
|
|
|
|
- CostMoney []string `csv:"CostMoney"` //消耗银币
|
|
|
|
|
- AddFight []string `csv:"AddFight"` //进阶增加战力
|
|
|
|
|
- Attribute1 []string `csv:"Attribute1"` //1阶增加属性
|
|
|
|
|
- AttributeRateAdd1 []string `csv:"AttributeRateAdd1"` //1阶成长率
|
|
|
|
|
- Condition11 []string `csv:"Condition11"` //1阶条件1
|
|
|
|
|
- Condition12 []string `csv:"Condition12"` //1阶条件2
|
|
|
|
|
- Attribute2 []string `csv:"Attribute2"` //进阶2增加属性
|
|
|
|
|
- AttributeRateAdd2 []string `csv:"AttributeRateAdd2"` //进阶2成长率
|
|
|
|
|
- Condition21 []string `csv:"Condition21"` //2阶条件1
|
|
|
|
|
- Condition22 []string `csv:"Condition22"` //2阶条件2
|
|
|
|
|
- Attribute3 []string `csv:"Attribute3"` //进阶3增加属性
|
|
|
|
|
- AttributeRateAdd3 []string `csv:"AttributeRateAdd3"` //进阶3成长率
|
|
|
|
|
- Condition31 []string `csv:"Condition31"` //3阶条件1
|
|
|
|
|
- Condition32 []string `csv:"Condition32"` //3阶条件2
|
|
|
|
|
- Attribute4 []string `csv:"Attribute4"` //进阶4增加属性
|
|
|
|
|
- AttributeRateAdd4 []string `csv:"AttributeRateAdd4"` //进阶4成长率
|
|
|
|
|
- Condition41 []string `csv:"Condition41"` //4阶条件1
|
|
|
|
|
- Condition42 []string `csv:"Condition42"` //4阶条件2
|
|
|
|
|
- Attribute5 []string `csv:"Attribute5"` //进阶5增加属性
|
|
|
|
|
- AttributeRateAdd5 []string `csv:"AttributeRateAdd5"` //进阶5成长率
|
|
|
|
|
- Condition51 []string `csv:"Condition51"` //5阶条件1
|
|
|
|
|
- Condition52 []string `csv:"Condition52"` //5阶条件2
|
|
|
|
|
- Attribute6 []string `csv:"Attribute6"` //进阶6增加属性
|
|
|
|
|
- AttributeRateAdd6 []string `csv:"AttributeRateAdd6"` //进阶6成长率
|
|
|
|
|
- Condition61 []string `csv:"Condition61"` //6阶条件1
|
|
|
|
|
- Condition62 []string `csv:"Condition62"` //6阶条件2
|
|
|
|
|
- Attribute7 []string `csv:"Attribute7"` //进阶7增加属性
|
|
|
|
|
- AttributeRateAdd7 []string `csv:"AttributeRateAdd7"` //进阶7成长率
|
|
|
|
|
- Condition71 []string `csv:"Condition71"` //7阶条件1
|
|
|
|
|
- Condition72 []string `csv:"Condition72"` //7阶条件2
|
|
|
|
|
- Attribute8 []string `csv:"Attribute8"` //进阶8增加属性
|
|
|
|
|
- AttributeRateAdd8 []string `csv:"AttributeRateAdd8"` //进阶8成长率
|
|
|
|
|
- Condition81 []string `csv:"Condition81"` //8阶条件1
|
|
|
|
|
- Condition82 []string `csv:"Condition82"` //8阶条件2
|
|
|
|
|
- Attribute9 []string `csv:"Attribute9"` //进阶9增加属性
|
|
|
|
|
- AttributeRateAdd9 []string `csv:"AttributeRateAdd9"` //进阶9成长率
|
|
|
|
|
- Condition91 []string `csv:"Condition91"` //9阶条件1
|
|
|
|
|
- Condition92 []string `csv:"Condition92"` //9阶条件2
|
|
|
|
|
- Attribute10 []string `csv:"Attribute10"` //进阶10增加属性
|
|
|
|
|
- AttributeRateAdd10 []string `csv:"AttributeRateAdd10"` //进阶10成长率
|
|
|
|
|
- Condition101 []string `csv:"Condition101"` //10阶条件1
|
|
|
|
|
- Condition102 []string `csv:"Condition102"` //10阶条件2
|
|
|
|
|
|
|
+var PetProgressCfgLoader map[int32]*PetProgressCfg
|
|
|
|
|
+
|
|
|
|
|
+type PetProgressCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //宠物ID
|
|
|
|
|
+ CostMoney []string `csv:"CostMoney"` //消耗银币
|
|
|
|
|
+ AddFight []string `csv:"AddFight"` //进阶增加战力
|
|
|
|
|
+ Attribute1 []string `csv:"Attribute1"` //1阶增加属性
|
|
|
|
|
+ AttributeRateAdd1 []string `csv:"AttributeRateAdd1"` //1阶成长率
|
|
|
|
|
+ Condition11 []string `csv:"Condition11"` //1阶条件1
|
|
|
|
|
+ Condition12 []string `csv:"Condition12"` //1阶条件2
|
|
|
|
|
+ Attribute2 []string `csv:"Attribute2"` //进阶2增加属性
|
|
|
|
|
+ AttributeRateAdd2 []string `csv:"AttributeRateAdd2"` //进阶2成长率
|
|
|
|
|
+ Condition21 []string `csv:"Condition21"` //2阶条件1
|
|
|
|
|
+ Condition22 []string `csv:"Condition22"` //2阶条件2
|
|
|
|
|
+ Attribute3 []string `csv:"Attribute3"` //进阶3增加属性
|
|
|
|
|
+ AttributeRateAdd3 []string `csv:"AttributeRateAdd3"` //进阶3成长率
|
|
|
|
|
+ Condition31 []string `csv:"Condition31"` //3阶条件1
|
|
|
|
|
+ Condition32 []string `csv:"Condition32"` //3阶条件2
|
|
|
|
|
+ Attribute4 []string `csv:"Attribute4"` //进阶4增加属性
|
|
|
|
|
+ AttributeRateAdd4 []string `csv:"AttributeRateAdd4"` //进阶4成长率
|
|
|
|
|
+ Condition41 []string `csv:"Condition41"` //4阶条件1
|
|
|
|
|
+ Condition42 []string `csv:"Condition42"` //4阶条件2
|
|
|
|
|
+ Attribute5 []string `csv:"Attribute5"` //进阶5增加属性
|
|
|
|
|
+ AttributeRateAdd5 []string `csv:"AttributeRateAdd5"` //进阶5成长率
|
|
|
|
|
+ Condition51 []string `csv:"Condition51"` //5阶条件1
|
|
|
|
|
+ Condition52 []string `csv:"Condition52"` //5阶条件2
|
|
|
|
|
+ Attribute6 []string `csv:"Attribute6"` //进阶6增加属性
|
|
|
|
|
+ AttributeRateAdd6 []string `csv:"AttributeRateAdd6"` //进阶6成长率
|
|
|
|
|
+ Condition61 []string `csv:"Condition61"` //6阶条件1
|
|
|
|
|
+ Condition62 []string `csv:"Condition62"` //6阶条件2
|
|
|
|
|
+ Attribute7 []string `csv:"Attribute7"` //进阶7增加属性
|
|
|
|
|
+ AttributeRateAdd7 []string `csv:"AttributeRateAdd7"` //进阶7成长率
|
|
|
|
|
+ Condition71 []string `csv:"Condition71"` //7阶条件1
|
|
|
|
|
+ Condition72 []string `csv:"Condition72"` //7阶条件2
|
|
|
|
|
+ Attribute8 []string `csv:"Attribute8"` //进阶8增加属性
|
|
|
|
|
+ AttributeRateAdd8 []string `csv:"AttributeRateAdd8"` //进阶8成长率
|
|
|
|
|
+ Condition81 []string `csv:"Condition81"` //8阶条件1
|
|
|
|
|
+ Condition82 []string `csv:"Condition82"` //8阶条件2
|
|
|
|
|
+ Attribute9 []string `csv:"Attribute9"` //进阶9增加属性
|
|
|
|
|
+ AttributeRateAdd9 []string `csv:"AttributeRateAdd9"` //进阶9成长率
|
|
|
|
|
+ Condition91 []string `csv:"Condition91"` //9阶条件1
|
|
|
|
|
+ Condition92 []string `csv:"Condition92"` //9阶条件2
|
|
|
|
|
+ Attribute10 []string `csv:"Attribute10"` //进阶10增加属性
|
|
|
|
|
+ AttributeRateAdd10 []string `csv:"AttributeRateAdd10"` //进阶10成长率
|
|
|
|
|
+ Condition101 []string `csv:"Condition101"` //10阶条件1
|
|
|
|
|
+ Condition102 []string `csv:"Condition102"` //10阶条件2
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func PetProgressCfgLoad(path string) {
|
|
func PetProgressCfgLoad(path string) {
|
|
|
cfg := []*PetProgressCfg{}
|
|
cfg := []*PetProgressCfg{}
|
|
|
PetProgressCfgLoader = map[int32]*PetProgressCfg{}
|
|
PetProgressCfgLoader = map[int32]*PetProgressCfg{}
|
|
|
- loadCsvCfg(path + "PetProgressCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"PetProgressCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
PetProgressCfgLoader[row.Id] = row
|
|
PetProgressCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var PresspointPvPCfgLoader map[int32]*PresspointPvPCfg
|
|
|
|
|
-type PresspointPvPCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //ID挡位
|
|
|
|
|
- TriggerConditions int32 `csv:"TriggerConditions"` //差值
|
|
|
|
|
- Buffid []string `csv:"buffid"` //触发buff
|
|
|
|
|
|
|
+var PresspointPvPCfgLoader map[int32]*PresspointPvPCfg
|
|
|
|
|
+
|
|
|
|
|
+type PresspointPvPCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //ID挡位
|
|
|
|
|
+ TriggerConditions int32 `csv:"TriggerConditions"` //差值
|
|
|
|
|
+ Buffid []string `csv:"buffid"` //触发buff
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func PresspointPvPCfgLoad(path string) {
|
|
func PresspointPvPCfgLoad(path string) {
|
|
|
cfg := []*PresspointPvPCfg{}
|
|
cfg := []*PresspointPvPCfg{}
|
|
|
PresspointPvPCfgLoader = map[int32]*PresspointPvPCfg{}
|
|
PresspointPvPCfgLoader = map[int32]*PresspointPvPCfg{}
|
|
|
- loadCsvCfg(path + "PresspointPvPCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"PresspointPvPCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
PresspointPvPCfgLoader[row.Id] = row
|
|
PresspointPvPCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var PrivilegeCardCfgLoader map[int32]*PrivilegeCardCfg
|
|
|
|
|
-type PrivilegeCardCfg struct{
|
|
|
|
|
- Lv int32 `csv:"Lv"` //等级
|
|
|
|
|
- RMB float32 `csv:"RMB"` //价格
|
|
|
|
|
- UnlockCond []string `csv:"UnlockCond"` //解锁条件
|
|
|
|
|
- QuickBattle int32 `csv:"QuickBattle"` //战斗X2加速
|
|
|
|
|
- Reward []string `csv:"Reward"` //特权每日礼包
|
|
|
|
|
- PurseQuota int32 `csv:"PurseQuota"` //充值钱包额度
|
|
|
|
|
- BuyReward []string `csv:"BuyReward"` //购买奖励显示
|
|
|
|
|
|
|
+var PrivilegeCardCfgLoader map[int32]*PrivilegeCardCfg
|
|
|
|
|
+
|
|
|
|
|
+type PrivilegeCardCfg struct {
|
|
|
|
|
+ Lv int32 `csv:"Lv"` //等级
|
|
|
|
|
+ RMB float32 `csv:"RMB"` //价格
|
|
|
|
|
+ UnlockCond []string `csv:"UnlockCond"` //解锁条件
|
|
|
|
|
+ QuickBattle int32 `csv:"QuickBattle"` //战斗X2加速
|
|
|
|
|
+ Reward []string `csv:"Reward"` //特权每日礼包
|
|
|
|
|
+ PurseQuota int32 `csv:"PurseQuota"` //充值钱包额度
|
|
|
|
|
+ BuyReward []string `csv:"BuyReward"` //购买奖励显示
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func PrivilegeCardCfgLoad(path string) {
|
|
func PrivilegeCardCfgLoad(path string) {
|
|
|
cfg := []*PrivilegeCardCfg{}
|
|
cfg := []*PrivilegeCardCfg{}
|
|
|
PrivilegeCardCfgLoader = map[int32]*PrivilegeCardCfg{}
|
|
PrivilegeCardCfgLoader = map[int32]*PrivilegeCardCfg{}
|
|
|
- loadCsvCfg(path + "PrivilegeCardCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"PrivilegeCardCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
PrivilegeCardCfgLoader[row.Lv] = row
|
|
PrivilegeCardCfgLoader[row.Lv] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var PurseShopCfgLoader map[int32]*PurseShopCfg
|
|
|
|
|
-type PurseShopCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //礼包Id
|
|
|
|
|
- Name string `csv:"Name"` //礼包名字
|
|
|
|
|
- Type int32 `csv:"Type"` //类型
|
|
|
|
|
- RMB float32 `csv:"RMB"` //价格
|
|
|
|
|
- Reward []string `csv:"Reward"` //购买后获得道具
|
|
|
|
|
- FirstBuyReward []string `csv:"FirstBuyReward"` //首次购买奖励
|
|
|
|
|
- ExtraBuyReward []string `csv:"ExtraBuyReward"` //购买额外获得
|
|
|
|
|
- RestrictedType int32 `csv:"RestrictedType"` //限购类型次数
|
|
|
|
|
- SortId int32 `csv:"SortId"` //排序Id
|
|
|
|
|
- RmbTotalPay int32 `csv:"RmbTotalPay"` //累计充值金额
|
|
|
|
|
|
|
+var PurseShopCfgLoader map[int32]*PurseShopCfg
|
|
|
|
|
+
|
|
|
|
|
+type PurseShopCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //礼包Id
|
|
|
|
|
+ Name string `csv:"Name"` //礼包名字
|
|
|
|
|
+ Type int32 `csv:"Type"` //类型
|
|
|
|
|
+ RMB float32 `csv:"RMB"` //价格
|
|
|
|
|
+ Reward []string `csv:"Reward"` //购买后获得道具
|
|
|
|
|
+ FirstBuyReward []string `csv:"FirstBuyReward"` //首次购买奖励
|
|
|
|
|
+ ExtraBuyReward []string `csv:"ExtraBuyReward"` //购买额外获得
|
|
|
|
|
+ RestrictedType int32 `csv:"RestrictedType"` //限购类型次数
|
|
|
|
|
+ SortId int32 `csv:"SortId"` //排序Id
|
|
|
|
|
+ RmbTotalPay int32 `csv:"RmbTotalPay"` //累计充值金额
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func PurseShopCfgLoad(path string) {
|
|
func PurseShopCfgLoad(path string) {
|
|
|
cfg := []*PurseShopCfg{}
|
|
cfg := []*PurseShopCfg{}
|
|
|
PurseShopCfgLoader = map[int32]*PurseShopCfg{}
|
|
PurseShopCfgLoader = map[int32]*PurseShopCfg{}
|
|
|
- loadCsvCfg(path + "PurseShopCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"PurseShopCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
PurseShopCfgLoader[row.Id] = row
|
|
PurseShopCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var QualityPointCfgLoader map[int32]*QualityPointCfg
|
|
|
|
|
-type QualityPointCfg struct{
|
|
|
|
|
- Count int32 `csv:"count"` //点数
|
|
|
|
|
- Cost int32 `csv:"cost"` //消耗
|
|
|
|
|
|
|
+var QualityPointCfgLoader map[int32]*QualityPointCfg
|
|
|
|
|
+
|
|
|
|
|
+type QualityPointCfg struct {
|
|
|
|
|
+ Count int32 `csv:"count"` //点数
|
|
|
|
|
+ Cost int32 `csv:"cost"` //消耗
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func QualityPointCfgLoad(path string) {
|
|
func QualityPointCfgLoad(path string) {
|
|
|
cfg := []*QualityPointCfg{}
|
|
cfg := []*QualityPointCfg{}
|
|
|
QualityPointCfgLoader = map[int32]*QualityPointCfg{}
|
|
QualityPointCfgLoader = map[int32]*QualityPointCfg{}
|
|
|
- loadCsvCfg(path + "QualityPointCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"QualityPointCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
QualityPointCfgLoader[row.Count] = row
|
|
QualityPointCfgLoader[row.Count] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var QuickBattleCostCfgLoader map[int32]*QuickBattleCostCfg
|
|
|
|
|
-type QuickBattleCostCfg struct{
|
|
|
|
|
- ID int32 `csv:"ID"` //次数
|
|
|
|
|
- Cost int32 `csv:"Cost"` //消耗
|
|
|
|
|
- CostType int32 `csv:"CostType"` //消耗类型
|
|
|
|
|
|
|
+var QuickBattleCostCfgLoader map[int32]*QuickBattleCostCfg
|
|
|
|
|
+
|
|
|
|
|
+type QuickBattleCostCfg struct {
|
|
|
|
|
+ ID int32 `csv:"ID"` //次数
|
|
|
|
|
+ Cost int32 `csv:"Cost"` //消耗
|
|
|
|
|
+ CostType int32 `csv:"CostType"` //消耗类型
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func QuickBattleCostCfgLoad(path string) {
|
|
func QuickBattleCostCfgLoad(path string) {
|
|
|
cfg := []*QuickBattleCostCfg{}
|
|
cfg := []*QuickBattleCostCfg{}
|
|
|
QuickBattleCostCfgLoader = map[int32]*QuickBattleCostCfg{}
|
|
QuickBattleCostCfgLoader = map[int32]*QuickBattleCostCfg{}
|
|
|
- loadCsvCfg(path + "QuickBattleCostCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"QuickBattleCostCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
QuickBattleCostCfgLoader[row.ID] = row
|
|
QuickBattleCostCfgLoader[row.ID] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var RobotCfgLoader map[int32]*RobotCfg
|
|
|
|
|
-type RobotCfg struct{
|
|
|
|
|
- RobotId int32 `csv:"RobotId"` //机器人ID
|
|
|
|
|
- RobotName string `csv:"RobotName"` //名字
|
|
|
|
|
- ArenaLevelId int32 `csv:"ArenaLevelId"` //段位ID
|
|
|
|
|
- RobotLevel int32 `csv:"RobotLevel"` //等级
|
|
|
|
|
- RobotAvatar int32 `csv:"RobotAvatar"` //机器人模型
|
|
|
|
|
- RobotEquip []string `csv:"RobotEquip"` //装备
|
|
|
|
|
- RobotSkill []string `csv:"RobotSkill"` //技能
|
|
|
|
|
- RobotHeadPortrait int32 `csv:"RobotHeadPortrait"` //头像
|
|
|
|
|
- PartnerId []string `csv:"PartnerId"` //伙伴
|
|
|
|
|
- PartnerEquip []string `csv:"PartnerEquip"` //伙伴装备
|
|
|
|
|
- PartnerLevel []string `csv:"PartnerLevel"` //伙伴等级
|
|
|
|
|
- FightPower []string `csv:"FightPower"` //战斗力
|
|
|
|
|
- SystemType int32 `csv:"SystemType"` //机器人系统类别
|
|
|
|
|
|
|
+var RobotCfgLoader map[int32]*RobotCfg
|
|
|
|
|
+
|
|
|
|
|
+type RobotCfg struct {
|
|
|
|
|
+ RobotId int32 `csv:"RobotId"` //机器人ID
|
|
|
|
|
+ RobotName string `csv:"RobotName"` //名字
|
|
|
|
|
+ ArenaLevelId int32 `csv:"ArenaLevelId"` //段位ID
|
|
|
|
|
+ RobotLevel int32 `csv:"RobotLevel"` //等级
|
|
|
|
|
+ RobotAvatar int32 `csv:"RobotAvatar"` //机器人模型
|
|
|
|
|
+ RobotEquip []string `csv:"RobotEquip"` //装备
|
|
|
|
|
+ RobotSkill []string `csv:"RobotSkill"` //技能
|
|
|
|
|
+ RobotHeadPortrait int32 `csv:"RobotHeadPortrait"` //头像
|
|
|
|
|
+ PartnerId []string `csv:"PartnerId"` //伙伴
|
|
|
|
|
+ PartnerEquip []string `csv:"PartnerEquip"` //伙伴装备
|
|
|
|
|
+ PartnerLevel []string `csv:"PartnerLevel"` //伙伴等级
|
|
|
|
|
+ FightPower []string `csv:"FightPower"` //战斗力
|
|
|
|
|
+ SystemType int32 `csv:"SystemType"` //机器人系统类别
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func RobotCfgLoad(path string) {
|
|
func RobotCfgLoad(path string) {
|
|
|
cfg := []*RobotCfg{}
|
|
cfg := []*RobotCfg{}
|
|
|
RobotCfgLoader = map[int32]*RobotCfg{}
|
|
RobotCfgLoader = map[int32]*RobotCfg{}
|
|
|
- loadCsvCfg(path + "RobotCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"RobotCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
RobotCfgLoader[row.RobotId] = row
|
|
RobotCfgLoader[row.RobotId] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var RoleAttributeCfgLoader map[int32]*RoleAttributeCfg
|
|
|
|
|
-type RoleAttributeCfg struct{
|
|
|
|
|
- BaseLv int32 `csv:"BaseLv"` //角色等级
|
|
|
|
|
- Name int32 `csv:"Name"` //需求经验
|
|
|
|
|
- GetPoint int32 `csv:"GetPoint"` //获得点数
|
|
|
|
|
- Hp int32 `csv:"Hp"` //生命
|
|
|
|
|
- Sp int32 `csv:"Sp"` //蓝量
|
|
|
|
|
- Atk int32 `csv:"Atk"` //物攻
|
|
|
|
|
- Matk int32 `csv:"Matk"` //魔攻
|
|
|
|
|
- Def int32 `csv:"Def"` //物防
|
|
|
|
|
- Mdef int32 `csv:"Mdef"` //魔防
|
|
|
|
|
- Hit int32 `csv:"Hit"` //命中
|
|
|
|
|
- Dodge int32 `csv:"Dodge"` //闪避
|
|
|
|
|
- Crit int32 `csv:"Crit"` //暴击
|
|
|
|
|
- Ten int32 `csv:"Ten"` //韧性
|
|
|
|
|
|
|
+var RoleAttributeCfgLoader map[int32]*RoleAttributeCfg
|
|
|
|
|
+
|
|
|
|
|
+type RoleAttributeCfg struct {
|
|
|
|
|
+ BaseLv int32 `csv:"BaseLv"` //角色等级
|
|
|
|
|
+ Name int32 `csv:"Name"` //需求经验
|
|
|
|
|
+ GetPoint int32 `csv:"GetPoint"` //获得点数
|
|
|
|
|
+ Hp int32 `csv:"Hp"` //生命
|
|
|
|
|
+ Sp int32 `csv:"Sp"` //蓝量
|
|
|
|
|
+ Atk int32 `csv:"Atk"` //物攻
|
|
|
|
|
+ Matk int32 `csv:"Matk"` //魔攻
|
|
|
|
|
+ Def int32 `csv:"Def"` //物防
|
|
|
|
|
+ Mdef int32 `csv:"Mdef"` //魔防
|
|
|
|
|
+ Hit int32 `csv:"Hit"` //命中
|
|
|
|
|
+ Dodge int32 `csv:"Dodge"` //闪避
|
|
|
|
|
+ Crit int32 `csv:"Crit"` //暴击
|
|
|
|
|
+ Ten int32 `csv:"Ten"` //韧性
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func RoleAttributeCfgLoad(path string) {
|
|
func RoleAttributeCfgLoad(path string) {
|
|
|
cfg := []*RoleAttributeCfg{}
|
|
cfg := []*RoleAttributeCfg{}
|
|
|
RoleAttributeCfgLoader = map[int32]*RoleAttributeCfg{}
|
|
RoleAttributeCfgLoader = map[int32]*RoleAttributeCfg{}
|
|
|
- loadCsvCfg(path + "RoleAttributeCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"RoleAttributeCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
RoleAttributeCfgLoader[row.BaseLv] = row
|
|
RoleAttributeCfgLoader[row.BaseLv] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var RuneShopExploreCfgLoader map[int32]*RuneShopExploreCfg
|
|
|
|
|
-type RuneShopExploreCfg struct{
|
|
|
|
|
- ID int32 `csv:"ID"` //高级解锁商品ID
|
|
|
|
|
- Round int32 `csv:"Round"` //活动轮次
|
|
|
|
|
- GoldExp string `csv:"GoldExp"` //消耗金币获取经验比例
|
|
|
|
|
- MissionExp string `csv:"MissionExp"` //任务活跃度转化经验比例
|
|
|
|
|
- MissonExpUp string `csv:"MissonExpUp"` //解锁后任务获得经验提高
|
|
|
|
|
- RMB float32 `csv:"RMB"` //解锁价格
|
|
|
|
|
- SellingBegin int32 `csv:"SellingBegin"` //间隔时间
|
|
|
|
|
- StartTime string `csv:"StartTime"` //活动开启时间
|
|
|
|
|
- SellingDuration int32 `csv:"SellingDuration"` //活动结束时长
|
|
|
|
|
- CloseTime string `csv:"CloseTime"` //结束时间
|
|
|
|
|
- MaxLvRewad []string `csv:"MaxLvRewad"` //满级奖励
|
|
|
|
|
- ExpCost int32 `csv:"ExpCost"` //领取消耗经验
|
|
|
|
|
|
|
+var RuneShopExploreCfgLoader map[int32]*RuneShopExploreCfg
|
|
|
|
|
+
|
|
|
|
|
+type RuneShopExploreCfg struct {
|
|
|
|
|
+ ID int32 `csv:"ID"` //高级解锁商品ID
|
|
|
|
|
+ Round int32 `csv:"Round"` //活动轮次
|
|
|
|
|
+ GoldExp string `csv:"GoldExp"` //消耗金币获取经验比例
|
|
|
|
|
+ MissionExp string `csv:"MissionExp"` //任务活跃度转化经验比例
|
|
|
|
|
+ MissonExpUp string `csv:"MissonExpUp"` //解锁后任务获得经验提高
|
|
|
|
|
+ RMB float32 `csv:"RMB"` //解锁价格
|
|
|
|
|
+ SellingBegin int32 `csv:"SellingBegin"` //间隔时间
|
|
|
|
|
+ StartTime string `csv:"StartTime"` //活动开启时间
|
|
|
|
|
+ SellingDuration int32 `csv:"SellingDuration"` //活动结束时长
|
|
|
|
|
+ CloseTime string `csv:"CloseTime"` //结束时间
|
|
|
|
|
+ MaxLvRewad []string `csv:"MaxLvRewad"` //满级奖励
|
|
|
|
|
+ ExpCost int32 `csv:"ExpCost"` //领取消耗经验
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func RuneShopExploreCfgLoad(path string) {
|
|
func RuneShopExploreCfgLoad(path string) {
|
|
|
cfg := []*RuneShopExploreCfg{}
|
|
cfg := []*RuneShopExploreCfg{}
|
|
|
RuneShopExploreCfgLoader = map[int32]*RuneShopExploreCfg{}
|
|
RuneShopExploreCfgLoader = map[int32]*RuneShopExploreCfg{}
|
|
|
- loadCsvCfg(path + "RuneShopExploreCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"RuneShopExploreCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
RuneShopExploreCfgLoader[row.ID] = row
|
|
RuneShopExploreCfgLoader[row.ID] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var RuneShopExploreRewardCfgLoader map[int32]*RuneShopExploreRewardCfg
|
|
|
|
|
-type RuneShopExploreRewardCfg struct{
|
|
|
|
|
- ID int32 `csv:"ID"` //奖励ID
|
|
|
|
|
- Lv int32 `csv:"Lv"` //探索等级
|
|
|
|
|
- Exp int32 `csv:"Exp"` //升级所需经验
|
|
|
|
|
- Reward []string `csv:"Reward"` //普通奖励
|
|
|
|
|
- CashReward []string `csv:"CashReward"` //高级奖励
|
|
|
|
|
- MaxRewardConsumen int32 `csv:"MaxRewardConsumen"` //满级奖励消耗所需经验
|
|
|
|
|
- RewardSign int32 `csv:"RewardSign"` //是否为大奖
|
|
|
|
|
- ActiveRound int32 `csv:"ActiveRound"` //活动轮次
|
|
|
|
|
|
|
+var RuneShopExploreRewardCfgLoader map[int32]*RuneShopExploreRewardCfg
|
|
|
|
|
+
|
|
|
|
|
+type RuneShopExploreRewardCfg struct {
|
|
|
|
|
+ ID int32 `csv:"ID"` //奖励ID
|
|
|
|
|
+ Lv int32 `csv:"Lv"` //探索等级
|
|
|
|
|
+ Exp int32 `csv:"Exp"` //升级所需经验
|
|
|
|
|
+ Reward []string `csv:"Reward"` //普通奖励
|
|
|
|
|
+ CashReward []string `csv:"CashReward"` //高级奖励
|
|
|
|
|
+ MaxRewardConsumen int32 `csv:"MaxRewardConsumen"` //满级奖励消耗所需经验
|
|
|
|
|
+ RewardSign int32 `csv:"RewardSign"` //是否为大奖
|
|
|
|
|
+ ActiveRound int32 `csv:"ActiveRound"` //活动轮次
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func RuneShopExploreRewardCfgLoad(path string) {
|
|
func RuneShopExploreRewardCfgLoad(path string) {
|
|
|
cfg := []*RuneShopExploreRewardCfg{}
|
|
cfg := []*RuneShopExploreRewardCfg{}
|
|
|
RuneShopExploreRewardCfgLoader = map[int32]*RuneShopExploreRewardCfg{}
|
|
RuneShopExploreRewardCfgLoader = map[int32]*RuneShopExploreRewardCfg{}
|
|
|
- loadCsvCfg(path + "RuneShopExploreRewardCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"RuneShopExploreRewardCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
RuneShopExploreRewardCfgLoader[row.ID] = row
|
|
RuneShopExploreRewardCfgLoader[row.ID] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var RuneShopGiftsCfgLoader map[int32]*RuneShopGiftsCfg
|
|
|
|
|
-type RuneShopGiftsCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //礼包Id
|
|
|
|
|
- Name string `csv:"Name"` //礼包名字
|
|
|
|
|
- Type int32 `csv:"Type"` //类型
|
|
|
|
|
- RMB float32 `csv:"RMB"` //价格
|
|
|
|
|
- Reward []string `csv:"Reward"` //购买后获得道具
|
|
|
|
|
- FirstBuyReward []string `csv:"FirstBuyReward"` //首次购买奖励
|
|
|
|
|
- ExtraBuyReward []string `csv:"ExtraBuyReward"` //购买额外获得
|
|
|
|
|
- RestrictedType int32 `csv:"RestrictedType"` //限购类型次数
|
|
|
|
|
- SortId int32 `csv:"SortId"` //排序Id
|
|
|
|
|
- RmbTotalPay int32 `csv:"RmbTotalPay"` //累计充值金额
|
|
|
|
|
|
|
+var RuneShopGiftsCfgLoader map[int32]*RuneShopGiftsCfg
|
|
|
|
|
+
|
|
|
|
|
+type RuneShopGiftsCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //礼包Id
|
|
|
|
|
+ Name string `csv:"Name"` //礼包名字
|
|
|
|
|
+ Type int32 `csv:"Type"` //类型
|
|
|
|
|
+ RMB float32 `csv:"RMB"` //价格
|
|
|
|
|
+ Reward []string `csv:"Reward"` //购买后获得道具
|
|
|
|
|
+ FirstBuyReward []string `csv:"FirstBuyReward"` //首次购买奖励
|
|
|
|
|
+ ExtraBuyReward []string `csv:"ExtraBuyReward"` //购买额外获得
|
|
|
|
|
+ RestrictedType int32 `csv:"RestrictedType"` //限购类型次数
|
|
|
|
|
+ SortId int32 `csv:"SortId"` //排序Id
|
|
|
|
|
+ RmbTotalPay int32 `csv:"RmbTotalPay"` //累计充值金额
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func RuneShopGiftsCfgLoad(path string) {
|
|
func RuneShopGiftsCfgLoad(path string) {
|
|
|
cfg := []*RuneShopGiftsCfg{}
|
|
cfg := []*RuneShopGiftsCfg{}
|
|
|
RuneShopGiftsCfgLoader = map[int32]*RuneShopGiftsCfg{}
|
|
RuneShopGiftsCfgLoader = map[int32]*RuneShopGiftsCfg{}
|
|
|
- loadCsvCfg(path + "RuneShopGiftsCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"RuneShopGiftsCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
RuneShopGiftsCfgLoader[row.Id] = row
|
|
RuneShopGiftsCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var RuneShopGuildBattleCfgLoader map[int32]*RuneShopGuildBattleCfg
|
|
|
|
|
-type RuneShopGuildBattleCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //礼包Id
|
|
|
|
|
- Name string `csv:"Name"` //礼包名字
|
|
|
|
|
- RMB float32 `csv:"RMB"` //价格
|
|
|
|
|
- Reward []string `csv:"Reward"` //购买后获得道具
|
|
|
|
|
- RestrictedType int32 `csv:"RestrictedType"` //限购类型次数
|
|
|
|
|
- SortId int32 `csv:"SortId"` //排序Id
|
|
|
|
|
|
|
+var RuneShopGuildBattleCfgLoader map[int32]*RuneShopGuildBattleCfg
|
|
|
|
|
+
|
|
|
|
|
+type RuneShopGuildBattleCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //礼包Id
|
|
|
|
|
+ Name string `csv:"Name"` //礼包名字
|
|
|
|
|
+ RMB float32 `csv:"RMB"` //价格
|
|
|
|
|
+ Reward []string `csv:"Reward"` //购买后获得道具
|
|
|
|
|
+ RestrictedType int32 `csv:"RestrictedType"` //限购类型次数
|
|
|
|
|
+ SortId int32 `csv:"SortId"` //排序Id
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func RuneShopGuildBattleCfgLoad(path string) {
|
|
func RuneShopGuildBattleCfgLoad(path string) {
|
|
|
cfg := []*RuneShopGuildBattleCfg{}
|
|
cfg := []*RuneShopGuildBattleCfg{}
|
|
|
RuneShopGuildBattleCfgLoader = map[int32]*RuneShopGuildBattleCfg{}
|
|
RuneShopGuildBattleCfgLoader = map[int32]*RuneShopGuildBattleCfg{}
|
|
|
- loadCsvCfg(path + "RuneShopGuildBattleCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"RuneShopGuildBattleCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
RuneShopGuildBattleCfgLoader[row.Id] = row
|
|
RuneShopGuildBattleCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var RuneShopLimitCfgLoader map[int32]*RuneShopLimitCfg
|
|
|
|
|
-type RuneShopLimitCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //限时商品Id
|
|
|
|
|
- Name string `csv:"Name"` //商品名字
|
|
|
|
|
- BuyReward []string `csv:"BuyReward"` //购买奖励
|
|
|
|
|
- RMB float32 `csv:"RMB"` //价格
|
|
|
|
|
- SellingType int32 `csv:"SellingType"` //商品上架类型
|
|
|
|
|
- SellingBegin int32 `csv:"SellingBegin"` //开服后起始时间
|
|
|
|
|
- SellingDuration int32 `csv:"SellingDuration"` //开服上架持续时长
|
|
|
|
|
- BeginTime string `csv:"BeginTime"` //商品上架时间
|
|
|
|
|
- EndTime string `csv:"EndTime"` //商品下架时间
|
|
|
|
|
- RestrictedType int32 `csv:"RestrictedType"` //限购次数
|
|
|
|
|
- SeasonId int32 `csv:"SeasonId"` //赛季ID
|
|
|
|
|
- ActiveId int32 `csv:"ActiveId"` //活动ID
|
|
|
|
|
- RedPoint int32 `csv:"RedPoint"` //红点显示
|
|
|
|
|
- SortId int32 `csv:"SortId"` //排序Id
|
|
|
|
|
|
|
+var RuneShopLimitCfgLoader map[int32]*RuneShopLimitCfg
|
|
|
|
|
+
|
|
|
|
|
+type RuneShopLimitCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //限时商品Id
|
|
|
|
|
+ Name string `csv:"Name"` //商品名字
|
|
|
|
|
+ BuyReward []string `csv:"BuyReward"` //购买奖励
|
|
|
|
|
+ RMB float32 `csv:"RMB"` //价格
|
|
|
|
|
+ SellingType int32 `csv:"SellingType"` //商品上架类型
|
|
|
|
|
+ SellingBegin int32 `csv:"SellingBegin"` //开服后起始时间
|
|
|
|
|
+ SellingDuration int32 `csv:"SellingDuration"` //开服上架持续时长
|
|
|
|
|
+ BeginTime string `csv:"BeginTime"` //商品上架时间
|
|
|
|
|
+ EndTime string `csv:"EndTime"` //商品下架时间
|
|
|
|
|
+ RestrictedType int32 `csv:"RestrictedType"` //限购次数
|
|
|
|
|
+ SeasonId int32 `csv:"SeasonId"` //赛季ID
|
|
|
|
|
+ ActiveId int32 `csv:"ActiveId"` //活动ID
|
|
|
|
|
+ RedPoint int32 `csv:"RedPoint"` //红点显示
|
|
|
|
|
+ SortId int32 `csv:"SortId"` //排序Id
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func RuneShopLimitCfgLoad(path string) {
|
|
func RuneShopLimitCfgLoad(path string) {
|
|
|
cfg := []*RuneShopLimitCfg{}
|
|
cfg := []*RuneShopLimitCfg{}
|
|
|
RuneShopLimitCfgLoader = map[int32]*RuneShopLimitCfg{}
|
|
RuneShopLimitCfgLoader = map[int32]*RuneShopLimitCfg{}
|
|
|
- loadCsvCfg(path + "RuneShopLimitCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"RuneShopLimitCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
RuneShopLimitCfgLoader[row.Id] = row
|
|
RuneShopLimitCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var RuneShopMonthCardCfgLoader map[int32]*RuneShopMonthCardCfg
|
|
|
|
|
-type RuneShopMonthCardCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //周卡类型
|
|
|
|
|
- Name string `csv:"Name"` //周卡名字
|
|
|
|
|
- AddTime int32 `csv:"AddTime"` //增加时长
|
|
|
|
|
- BuyReward []string `csv:"BuyReward"` //购买奖励显示
|
|
|
|
|
- DayReward []string `csv:"DayReward"` //每日奖励
|
|
|
|
|
- TotalReward []string `csv:"TotalReward"` //总计奖励
|
|
|
|
|
- RMB float32 `csv:"RMB"` //价格
|
|
|
|
|
- BuyRewardServer []string `csv:"BuyRewardServer"` //获得购买奖励
|
|
|
|
|
- RewardMail int32 `csv:"RewardMail"` //奖励邮件
|
|
|
|
|
- Monthdec string `csv:"Monthdec"` //周卡描述
|
|
|
|
|
|
|
+var RuneShopMonthCardCfgLoader map[int32]*RuneShopMonthCardCfg
|
|
|
|
|
+
|
|
|
|
|
+type RuneShopMonthCardCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //周卡类型
|
|
|
|
|
+ Name string `csv:"Name"` //周卡名字
|
|
|
|
|
+ AddTime int32 `csv:"AddTime"` //增加时长
|
|
|
|
|
+ BuyReward []string `csv:"BuyReward"` //购买奖励显示
|
|
|
|
|
+ DayReward []string `csv:"DayReward"` //每日奖励
|
|
|
|
|
+ TotalReward []string `csv:"TotalReward"` //总计奖励
|
|
|
|
|
+ RMB float32 `csv:"RMB"` //价格
|
|
|
|
|
+ BuyRewardServer []string `csv:"BuyRewardServer"` //获得购买奖励
|
|
|
|
|
+ RewardMail int32 `csv:"RewardMail"` //奖励邮件
|
|
|
|
|
+ Monthdec string `csv:"Monthdec"` //周卡描述
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func RuneShopMonthCardCfgLoad(path string) {
|
|
func RuneShopMonthCardCfgLoad(path string) {
|
|
|
cfg := []*RuneShopMonthCardCfg{}
|
|
cfg := []*RuneShopMonthCardCfg{}
|
|
|
RuneShopMonthCardCfgLoader = map[int32]*RuneShopMonthCardCfg{}
|
|
RuneShopMonthCardCfgLoader = map[int32]*RuneShopMonthCardCfg{}
|
|
|
- loadCsvCfg(path + "RuneShopMonthCardCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"RuneShopMonthCardCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
RuneShopMonthCardCfgLoader[row.Id] = row
|
|
RuneShopMonthCardCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var RuneShopRankAidouluCfgLoader map[int32]*RuneShopRankAidouluCfg
|
|
|
|
|
-type RuneShopRankAidouluCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //礼包Id
|
|
|
|
|
- RankId int32 `csv:"RankId"` //活序号
|
|
|
|
|
- Name string `csv:"Name"` //礼包名字
|
|
|
|
|
- RMB float32 `csv:"RMB"` //价格
|
|
|
|
|
- Reward []string `csv:"Reward"` //前端显示获得道具
|
|
|
|
|
- RestrictedType int32 `csv:"RestrictedType"` //限购类型次数
|
|
|
|
|
- SortId int32 `csv:"SortId"` //排序Id
|
|
|
|
|
- SeverReward []string `csv:"SeverReward"` //购买后获得道具
|
|
|
|
|
- RewardScore int32 `csv:"RewardScore"` //购买后获得积分
|
|
|
|
|
- IfRequite int32 `csv:"IfRequite"` //是否解锁馈赠
|
|
|
|
|
|
|
+var RuneShopRankAidouluCfgLoader map[int32]*RuneShopRankAidouluCfg
|
|
|
|
|
+
|
|
|
|
|
+type RuneShopRankAidouluCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //礼包Id
|
|
|
|
|
+ RankId int32 `csv:"RankId"` //活序号
|
|
|
|
|
+ Name string `csv:"Name"` //礼包名字
|
|
|
|
|
+ RMB float32 `csv:"RMB"` //价格
|
|
|
|
|
+ Reward []string `csv:"Reward"` //前端显示获得道具
|
|
|
|
|
+ RestrictedType int32 `csv:"RestrictedType"` //限购类型次数
|
|
|
|
|
+ SortId int32 `csv:"SortId"` //排序Id
|
|
|
|
|
+ SeverReward []string `csv:"SeverReward"` //购买后获得道具
|
|
|
|
|
+ RewardScore int32 `csv:"RewardScore"` //购买后获得积分
|
|
|
|
|
+ IfRequite int32 `csv:"IfRequite"` //是否解锁馈赠
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func RuneShopRankAidouluCfgLoad(path string) {
|
|
func RuneShopRankAidouluCfgLoad(path string) {
|
|
|
cfg := []*RuneShopRankAidouluCfg{}
|
|
cfg := []*RuneShopRankAidouluCfg{}
|
|
|
RuneShopRankAidouluCfgLoader = map[int32]*RuneShopRankAidouluCfg{}
|
|
RuneShopRankAidouluCfgLoader = map[int32]*RuneShopRankAidouluCfg{}
|
|
|
- loadCsvCfg(path + "RuneShopRankAidouluCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"RuneShopRankAidouluCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
RuneShopRankAidouluCfgLoader[row.Id] = row
|
|
RuneShopRankAidouluCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var RuneShopRankArenaCfgLoader map[int32]*RuneShopRankArenaCfg
|
|
|
|
|
-type RuneShopRankArenaCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //礼包Id
|
|
|
|
|
- RankId int32 `csv:"RankId"` //活序号
|
|
|
|
|
- Name string `csv:"Name"` //礼包名字
|
|
|
|
|
- RMB float32 `csv:"RMB"` //价格
|
|
|
|
|
- Reward []string `csv:"Reward"` //购买后获得道具
|
|
|
|
|
- RestrictedType int32 `csv:"RestrictedType"` //限购类型次数
|
|
|
|
|
- SortId int32 `csv:"SortId"` //排序Id
|
|
|
|
|
|
|
+var RuneShopRankArenaCfgLoader map[int32]*RuneShopRankArenaCfg
|
|
|
|
|
+
|
|
|
|
|
+type RuneShopRankArenaCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //礼包Id
|
|
|
|
|
+ RankId int32 `csv:"RankId"` //活序号
|
|
|
|
|
+ Name string `csv:"Name"` //礼包名字
|
|
|
|
|
+ RMB float32 `csv:"RMB"` //价格
|
|
|
|
|
+ Reward []string `csv:"Reward"` //购买后获得道具
|
|
|
|
|
+ RestrictedType int32 `csv:"RestrictedType"` //限购类型次数
|
|
|
|
|
+ SortId int32 `csv:"SortId"` //排序Id
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func RuneShopRankArenaCfgLoad(path string) {
|
|
func RuneShopRankArenaCfgLoad(path string) {
|
|
|
cfg := []*RuneShopRankArenaCfg{}
|
|
cfg := []*RuneShopRankArenaCfg{}
|
|
|
RuneShopRankArenaCfgLoader = map[int32]*RuneShopRankArenaCfg{}
|
|
RuneShopRankArenaCfgLoader = map[int32]*RuneShopRankArenaCfg{}
|
|
|
- loadCsvCfg(path + "RuneShopRankArenaCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"RuneShopRankArenaCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
RuneShopRankArenaCfgLoader[row.Id] = row
|
|
RuneShopRankArenaCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var RuneShopRankMapCfgLoader map[int32]*RuneShopRankMapCfg
|
|
|
|
|
-type RuneShopRankMapCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //礼包Id
|
|
|
|
|
- RankId int32 `csv:"RankId"` //活序号
|
|
|
|
|
- Name string `csv:"Name"` //礼包名字
|
|
|
|
|
- RMB float32 `csv:"RMB"` //价格
|
|
|
|
|
- Reward []string `csv:"Reward"` //购买后获得道具
|
|
|
|
|
- RewardScore int32 `csv:"RewardScore"` //购买后获得积分
|
|
|
|
|
- RestrictedType int32 `csv:"RestrictedType"` //限购类型次数
|
|
|
|
|
- SortId int32 `csv:"SortId"` //排序Id
|
|
|
|
|
- SeverReward []string `csv:"SeverReward"` //购买后获得道具
|
|
|
|
|
|
|
+var RuneShopRankMapCfgLoader map[int32]*RuneShopRankMapCfg
|
|
|
|
|
+
|
|
|
|
|
+type RuneShopRankMapCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //礼包Id
|
|
|
|
|
+ RankId int32 `csv:"RankId"` //活序号
|
|
|
|
|
+ Name string `csv:"Name"` //礼包名字
|
|
|
|
|
+ RMB float32 `csv:"RMB"` //价格
|
|
|
|
|
+ Reward []string `csv:"Reward"` //购买后获得道具
|
|
|
|
|
+ RewardScore int32 `csv:"RewardScore"` //购买后获得积分
|
|
|
|
|
+ RestrictedType int32 `csv:"RestrictedType"` //限购类型次数
|
|
|
|
|
+ SortId int32 `csv:"SortId"` //排序Id
|
|
|
|
|
+ SeverReward []string `csv:"SeverReward"` //购买后获得道具
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func RuneShopRankMapCfgLoad(path string) {
|
|
func RuneShopRankMapCfgLoad(path string) {
|
|
|
cfg := []*RuneShopRankMapCfg{}
|
|
cfg := []*RuneShopRankMapCfg{}
|
|
|
RuneShopRankMapCfgLoader = map[int32]*RuneShopRankMapCfg{}
|
|
RuneShopRankMapCfgLoader = map[int32]*RuneShopRankMapCfg{}
|
|
|
- loadCsvCfg(path + "RuneShopRankMapCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"RuneShopRankMapCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
RuneShopRankMapCfgLoader[row.Id] = row
|
|
RuneShopRankMapCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var RuneShopRankPetCfgLoader map[int32]*RuneShopRankPetCfg
|
|
|
|
|
-type RuneShopRankPetCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //礼包Id
|
|
|
|
|
- RankId int32 `csv:"RankId"` //活序号
|
|
|
|
|
- Name string `csv:"Name"` //礼包名字
|
|
|
|
|
- RMB float32 `csv:"RMB"` //价格
|
|
|
|
|
- Reward []string `csv:"Reward"` //购买后获得道具
|
|
|
|
|
- RestrictedType int32 `csv:"RestrictedType"` //限购类型次数
|
|
|
|
|
- SortId int32 `csv:"SortId"` //排序Id
|
|
|
|
|
|
|
+var RuneShopRankPetCfgLoader map[int32]*RuneShopRankPetCfg
|
|
|
|
|
+
|
|
|
|
|
+type RuneShopRankPetCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //礼包Id
|
|
|
|
|
+ RankId int32 `csv:"RankId"` //活序号
|
|
|
|
|
+ Name string `csv:"Name"` //礼包名字
|
|
|
|
|
+ RMB float32 `csv:"RMB"` //价格
|
|
|
|
|
+ Reward []string `csv:"Reward"` //购买后获得道具
|
|
|
|
|
+ RestrictedType int32 `csv:"RestrictedType"` //限购类型次数
|
|
|
|
|
+ SortId int32 `csv:"SortId"` //排序Id
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func RuneShopRankPetCfgLoad(path string) {
|
|
func RuneShopRankPetCfgLoad(path string) {
|
|
|
cfg := []*RuneShopRankPetCfg{}
|
|
cfg := []*RuneShopRankPetCfg{}
|
|
|
RuneShopRankPetCfgLoader = map[int32]*RuneShopRankPetCfg{}
|
|
RuneShopRankPetCfgLoader = map[int32]*RuneShopRankPetCfg{}
|
|
|
- loadCsvCfg(path + "RuneShopRankPetCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"RuneShopRankPetCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
RuneShopRankPetCfgLoader[row.Id] = row
|
|
RuneShopRankPetCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var RuneShopRankSkillCfgLoader map[int32]*RuneShopRankSkillCfg
|
|
|
|
|
-type RuneShopRankSkillCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //礼包Id
|
|
|
|
|
- RankId int32 `csv:"RankId"` //活序号
|
|
|
|
|
- Name string `csv:"Name"` //礼包名字
|
|
|
|
|
- RMB float32 `csv:"RMB"` //价格
|
|
|
|
|
- Reward []string `csv:"Reward"` //购买后获得道具
|
|
|
|
|
- RestrictedType int32 `csv:"RestrictedType"` //限购类型次数
|
|
|
|
|
- SortId int32 `csv:"SortId"` //排序Id
|
|
|
|
|
|
|
+var RuneShopRankSkillCfgLoader map[int32]*RuneShopRankSkillCfg
|
|
|
|
|
+
|
|
|
|
|
+type RuneShopRankSkillCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //礼包Id
|
|
|
|
|
+ RankId int32 `csv:"RankId"` //活序号
|
|
|
|
|
+ Name string `csv:"Name"` //礼包名字
|
|
|
|
|
+ RMB float32 `csv:"RMB"` //价格
|
|
|
|
|
+ Reward []string `csv:"Reward"` //购买后获得道具
|
|
|
|
|
+ RestrictedType int32 `csv:"RestrictedType"` //限购类型次数
|
|
|
|
|
+ SortId int32 `csv:"SortId"` //排序Id
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func RuneShopRankSkillCfgLoad(path string) {
|
|
func RuneShopRankSkillCfgLoad(path string) {
|
|
|
cfg := []*RuneShopRankSkillCfg{}
|
|
cfg := []*RuneShopRankSkillCfg{}
|
|
|
RuneShopRankSkillCfgLoader = map[int32]*RuneShopRankSkillCfg{}
|
|
RuneShopRankSkillCfgLoader = map[int32]*RuneShopRankSkillCfg{}
|
|
|
- loadCsvCfg(path + "RuneShopRankSkillCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"RuneShopRankSkillCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
RuneShopRankSkillCfgLoader[row.Id] = row
|
|
RuneShopRankSkillCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var RuneShopRankTowerCfgLoader map[int32]*RuneShopRankTowerCfg
|
|
|
|
|
-type RuneShopRankTowerCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //礼包Id
|
|
|
|
|
- RankId int32 `csv:"RankId"` //活序号
|
|
|
|
|
- Name string `csv:"Name"` //礼包名字
|
|
|
|
|
- RMB float32 `csv:"RMB"` //价格
|
|
|
|
|
- Reward []string `csv:"Reward"` //购买后获得道具
|
|
|
|
|
- RestrictedType int32 `csv:"RestrictedType"` //限购类型次数
|
|
|
|
|
- SortId int32 `csv:"SortId"` //排序Id
|
|
|
|
|
|
|
+var RuneShopRankTowerCfgLoader map[int32]*RuneShopRankTowerCfg
|
|
|
|
|
+
|
|
|
|
|
+type RuneShopRankTowerCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //礼包Id
|
|
|
|
|
+ RankId int32 `csv:"RankId"` //活序号
|
|
|
|
|
+ Name string `csv:"Name"` //礼包名字
|
|
|
|
|
+ RMB float32 `csv:"RMB"` //价格
|
|
|
|
|
+ Reward []string `csv:"Reward"` //购买后获得道具
|
|
|
|
|
+ RestrictedType int32 `csv:"RestrictedType"` //限购类型次数
|
|
|
|
|
+ SortId int32 `csv:"SortId"` //排序Id
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func RuneShopRankTowerCfgLoad(path string) {
|
|
func RuneShopRankTowerCfgLoad(path string) {
|
|
|
cfg := []*RuneShopRankTowerCfg{}
|
|
cfg := []*RuneShopRankTowerCfg{}
|
|
|
RuneShopRankTowerCfgLoader = map[int32]*RuneShopRankTowerCfg{}
|
|
RuneShopRankTowerCfgLoader = map[int32]*RuneShopRankTowerCfg{}
|
|
|
- loadCsvCfg(path + "RuneShopRankTowerCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"RuneShopRankTowerCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
RuneShopRankTowerCfgLoader[row.Id] = row
|
|
RuneShopRankTowerCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var RushListCfgLoader map[int32]*RushListCfg
|
|
|
|
|
-type RushListCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //RankId
|
|
|
|
|
- RankType int32 `csv:"RankType"` //活动种类
|
|
|
|
|
- RankId int32 `csv:"RankId"` //活动序号
|
|
|
|
|
- StartDay int32 `csv:"StartDay"` //活动开始日期
|
|
|
|
|
- StartTime string `csv:"StartTime"` //活动开始时间
|
|
|
|
|
- CloseDay int32 `csv:"CloseDay"` //活动结束日期
|
|
|
|
|
- CloseTime string `csv:"CloseTime"` //活动结束时间
|
|
|
|
|
- RestDay int32 `csv:"RestDay"` //功能结束日期
|
|
|
|
|
- RestTime string `csv:"RestTime"` //功能结束时间
|
|
|
|
|
- RankGrade int32 `csv:"RankGrade"` //排名档次
|
|
|
|
|
- Rank []string `csv:"Rank"` //排名区间
|
|
|
|
|
- Reward []string `csv:"Reward"` //排名奖励
|
|
|
|
|
|
|
+var RushListCfgLoader map[int32]*RushListCfg
|
|
|
|
|
+
|
|
|
|
|
+type RushListCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //RankId
|
|
|
|
|
+ RankType int32 `csv:"RankType"` //活动种类
|
|
|
|
|
+ RankId int32 `csv:"RankId"` //活动序号
|
|
|
|
|
+ StartDay int32 `csv:"StartDay"` //活动开始日期
|
|
|
|
|
+ StartTime string `csv:"StartTime"` //活动开始时间
|
|
|
|
|
+ CloseDay int32 `csv:"CloseDay"` //活动结束日期
|
|
|
|
|
+ CloseTime string `csv:"CloseTime"` //活动结束时间
|
|
|
|
|
+ RestDay int32 `csv:"RestDay"` //功能结束日期
|
|
|
|
|
+ RestTime string `csv:"RestTime"` //功能结束时间
|
|
|
|
|
+ RankGrade int32 `csv:"RankGrade"` //排名档次
|
|
|
|
|
+ Rank []string `csv:"Rank"` //排名区间
|
|
|
|
|
+ Reward []string `csv:"Reward"` //排名奖励
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func RushListCfgLoad(path string) {
|
|
func RushListCfgLoad(path string) {
|
|
|
cfg := []*RushListCfg{}
|
|
cfg := []*RushListCfg{}
|
|
|
RushListCfgLoader = map[int32]*RushListCfg{}
|
|
RushListCfgLoader = map[int32]*RushListCfg{}
|
|
|
- loadCsvCfg(path + "RushListCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"RushListCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
RushListCfgLoader[row.Id] = row
|
|
RushListCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var RushListTargetCfgLoader map[int32]*RushListTargetCfg
|
|
|
|
|
-type RushListTargetCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //Id
|
|
|
|
|
- RankType int32 `csv:"RankType"` //活动种类
|
|
|
|
|
- RankId int32 `csv:"RankId"` //活序号
|
|
|
|
|
- Rank []string `csv:"Rank"` //条件区间
|
|
|
|
|
- TargetGrade int32 `csv:"TargetGrade"` //目标档次
|
|
|
|
|
- Reward []string `csv:"Reward"` //奖励
|
|
|
|
|
|
|
+var RushListTargetCfgLoader map[int32]*RushListTargetCfg
|
|
|
|
|
+
|
|
|
|
|
+type RushListTargetCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //Id
|
|
|
|
|
+ RankType int32 `csv:"RankType"` //活动种类
|
|
|
|
|
+ RankId int32 `csv:"RankId"` //活序号
|
|
|
|
|
+ Rank []string `csv:"Rank"` //条件区间
|
|
|
|
|
+ TargetGrade int32 `csv:"TargetGrade"` //目标档次
|
|
|
|
|
+ Reward []string `csv:"Reward"` //奖励
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func RushListTargetCfgLoad(path string) {
|
|
func RushListTargetCfgLoad(path string) {
|
|
|
cfg := []*RushListTargetCfg{}
|
|
cfg := []*RushListTargetCfg{}
|
|
|
RushListTargetCfgLoader = map[int32]*RushListTargetCfg{}
|
|
RushListTargetCfgLoader = map[int32]*RushListTargetCfg{}
|
|
|
- loadCsvCfg(path + "RushListTargetCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"RushListTargetCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
RushListTargetCfgLoader[row.Id] = row
|
|
RushListTargetCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ServiceRecordCfgLoader map[int32]*ServiceRecordCfg
|
|
|
|
|
-type ServiceRecordCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //合服记录编号
|
|
|
|
|
- ActivitiesId []string `csv:"ActivitiesId"` //活动Id
|
|
|
|
|
|
|
+var ServiceRecordCfgLoader map[int32]*ServiceRecordCfg
|
|
|
|
|
+
|
|
|
|
|
+type ServiceRecordCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //合服记录编号
|
|
|
|
|
+ ActivitiesId []string `csv:"ActivitiesId"` //活动Id
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ServiceRecordCfgLoad(path string) {
|
|
func ServiceRecordCfgLoad(path string) {
|
|
|
cfg := []*ServiceRecordCfg{}
|
|
cfg := []*ServiceRecordCfg{}
|
|
|
ServiceRecordCfgLoader = map[int32]*ServiceRecordCfg{}
|
|
ServiceRecordCfgLoader = map[int32]*ServiceRecordCfg{}
|
|
|
- loadCsvCfg(path + "ServiceRecordCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ServiceRecordCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ServiceRecordCfgLoader[row.Id] = row
|
|
ServiceRecordCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ShieldedWordCfgLoader map[int32]*ShieldedWordCfg
|
|
|
|
|
-type ShieldedWordCfg struct{
|
|
|
|
|
- ID int32 `csv:"ID"` //ID
|
|
|
|
|
- Type string `csv:"Type"` //Type
|
|
|
|
|
|
|
+var ShieldedWordCfgLoader map[int32]*ShieldedWordCfg
|
|
|
|
|
+
|
|
|
|
|
+type ShieldedWordCfg struct {
|
|
|
|
|
+ ID int32 `csv:"ID"` //ID
|
|
|
|
|
+ Type string `csv:"Type"` //Type
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ShieldedWordCfgLoad(path string) {
|
|
func ShieldedWordCfgLoad(path string) {
|
|
|
cfg := []*ShieldedWordCfg{}
|
|
cfg := []*ShieldedWordCfg{}
|
|
|
ShieldedWordCfgLoader = map[int32]*ShieldedWordCfg{}
|
|
ShieldedWordCfgLoader = map[int32]*ShieldedWordCfg{}
|
|
|
- loadCsvCfg(path + "ShieldedWordCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ShieldedWordCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ShieldedWordCfgLoader[row.ID] = row
|
|
ShieldedWordCfgLoader[row.ID] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ShopCfgLoader map[int32]*ShopCfg
|
|
|
|
|
-type ShopCfg struct{
|
|
|
|
|
- GoodsId int32 `csv:"GoodsId"` //商品Id
|
|
|
|
|
- GoodsName string `csv:"GoodsName"` //商品名称
|
|
|
|
|
- GoodsType int32 `csv:"GoodsType"` //商品所属tab
|
|
|
|
|
- GoodsTypename string `csv:"GoodsTypename"` //商品页签
|
|
|
|
|
- GoodsItem int32 `csv:"GoodsItem"` //商品内容
|
|
|
|
|
- PayForType int32 `csv:"PayForType"` //消耗资源类型
|
|
|
|
|
- PayForNum int32 `csv:"PayForNum"` //消耗资源数量
|
|
|
|
|
- HdDrop int32 `csv:"HdDrop"` //活动商品
|
|
|
|
|
- SellWell int32 `csv:"SellWell"` //是否热销
|
|
|
|
|
- Proportion int32 `csv:"Proportion"` //折扣比例
|
|
|
|
|
- DiscountPayForNum int32 `csv:"DiscountPayForNum"` //折扣后价格
|
|
|
|
|
- RestrictedType string `csv:"RestrictedType"` //限购类型次数
|
|
|
|
|
- BeginTime string `csv:"BeginTime"` //开始时间
|
|
|
|
|
- EndTime string `csv:"EndTime"` //结束时间
|
|
|
|
|
- SortId int32 `csv:"SortId"` //排序Id
|
|
|
|
|
- Weight int32 `csv:"Weight"` //权重概率
|
|
|
|
|
- Weight1 int32 `csv:"Weight1"` //VIP权重概率1
|
|
|
|
|
- Weight2 int32 `csv:"Weight2"` //VIP权重概率2
|
|
|
|
|
- Weight3 int32 `csv:"Weight3"` //VIP权重概率3
|
|
|
|
|
- Weight4 int32 `csv:"Weight4"` //VIP权重概率4
|
|
|
|
|
- NtfClient int32 `csv:"NtfClient"` //是否通知客户端
|
|
|
|
|
- GoodsPic string `csv:"GoodsPic"` //图片
|
|
|
|
|
- Reward []string `csv:"Reward"` //购买后获得道具
|
|
|
|
|
- Condition []string `csv:"Condition"` //上架解锁条件枚举
|
|
|
|
|
|
|
+var ShopCfgLoader map[int32]*ShopCfg
|
|
|
|
|
+
|
|
|
|
|
+type ShopCfg struct {
|
|
|
|
|
+ GoodsId int32 `csv:"GoodsId"` //商品Id
|
|
|
|
|
+ GoodsName string `csv:"GoodsName"` //商品名称
|
|
|
|
|
+ GoodsType int32 `csv:"GoodsType"` //商品所属tab
|
|
|
|
|
+ GoodsTypename string `csv:"GoodsTypename"` //商品页签
|
|
|
|
|
+ GoodsItem int32 `csv:"GoodsItem"` //商品内容
|
|
|
|
|
+ PayForType int32 `csv:"PayForType"` //消耗资源类型
|
|
|
|
|
+ PayForNum int32 `csv:"PayForNum"` //消耗资源数量
|
|
|
|
|
+ HdDrop int32 `csv:"HdDrop"` //活动商品
|
|
|
|
|
+ SellWell int32 `csv:"SellWell"` //是否热销
|
|
|
|
|
+ Proportion int32 `csv:"Proportion"` //折扣比例
|
|
|
|
|
+ DiscountPayForNum int32 `csv:"DiscountPayForNum"` //折扣后价格
|
|
|
|
|
+ RestrictedType string `csv:"RestrictedType"` //限购类型次数
|
|
|
|
|
+ BeginTime string `csv:"BeginTime"` //开始时间
|
|
|
|
|
+ EndTime string `csv:"EndTime"` //结束时间
|
|
|
|
|
+ SortId int32 `csv:"SortId"` //排序Id
|
|
|
|
|
+ Weight int32 `csv:"Weight"` //权重概率
|
|
|
|
|
+ Weight1 int32 `csv:"Weight1"` //VIP权重概率1
|
|
|
|
|
+ Weight2 int32 `csv:"Weight2"` //VIP权重概率2
|
|
|
|
|
+ Weight3 int32 `csv:"Weight3"` //VIP权重概率3
|
|
|
|
|
+ Weight4 int32 `csv:"Weight4"` //VIP权重概率4
|
|
|
|
|
+ NtfClient int32 `csv:"NtfClient"` //是否通知客户端
|
|
|
|
|
+ GoodsPic string `csv:"GoodsPic"` //图片
|
|
|
|
|
+ Reward []string `csv:"Reward"` //购买后获得道具
|
|
|
|
|
+ Condition []string `csv:"Condition"` //上架解锁条件枚举
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ShopCfgLoad(path string) {
|
|
func ShopCfgLoad(path string) {
|
|
|
cfg := []*ShopCfg{}
|
|
cfg := []*ShopCfg{}
|
|
|
ShopCfgLoader = map[int32]*ShopCfg{}
|
|
ShopCfgLoader = map[int32]*ShopCfg{}
|
|
|
- loadCsvCfg(path + "ShopCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ShopCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ShopCfgLoader[row.GoodsId] = row
|
|
ShopCfgLoader[row.GoodsId] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var ShopTypeCfgLoader map[int32]*ShopTypeCfg
|
|
|
|
|
-type ShopTypeCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //商店唯一ID
|
|
|
|
|
- ShopType int32 `csv:"ShopType"` //商店类型
|
|
|
|
|
- Currency []string `csv:"Currency"` //交易货币
|
|
|
|
|
- RefreshTime []string `csv:"RefreshTime"` //自动刷新时间点
|
|
|
|
|
- PayForRefresh []string `csv:"PayForRefresh"` //手动刷新消耗
|
|
|
|
|
- RefreshNum int32 `csv:"RefreshNum"` //手动刷新最大次数
|
|
|
|
|
- GoodsRefreshNum int32 `csv:"GoodsRefreshNum"` //刷新商店道具上架数量
|
|
|
|
|
- SortId int32 `csv:"SortId"` //商店页签排序
|
|
|
|
|
- ActShop int32 `csv:"ActShop"` //活动商店类型
|
|
|
|
|
|
|
+var ShopTypeCfgLoader map[int32]*ShopTypeCfg
|
|
|
|
|
+
|
|
|
|
|
+type ShopTypeCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //商店唯一ID
|
|
|
|
|
+ ShopType int32 `csv:"ShopType"` //商店类型
|
|
|
|
|
+ Currency []string `csv:"Currency"` //交易货币
|
|
|
|
|
+ RefreshTime []string `csv:"RefreshTime"` //自动刷新时间点
|
|
|
|
|
+ PayForRefresh []string `csv:"PayForRefresh"` //手动刷新消耗
|
|
|
|
|
+ RefreshNum int32 `csv:"RefreshNum"` //手动刷新最大次数
|
|
|
|
|
+ GoodsRefreshNum int32 `csv:"GoodsRefreshNum"` //刷新商店道具上架数量
|
|
|
|
|
+ SortId int32 `csv:"SortId"` //商店页签排序
|
|
|
|
|
+ ActShop int32 `csv:"ActShop"` //活动商店类型
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func ShopTypeCfgLoad(path string) {
|
|
func ShopTypeCfgLoad(path string) {
|
|
|
cfg := []*ShopTypeCfg{}
|
|
cfg := []*ShopTypeCfg{}
|
|
|
ShopTypeCfgLoader = map[int32]*ShopTypeCfg{}
|
|
ShopTypeCfgLoader = map[int32]*ShopTypeCfg{}
|
|
|
- loadCsvCfg(path + "ShopTypeCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"ShopTypeCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
ShopTypeCfgLoader[row.Id] = row
|
|
ShopTypeCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var SignInCfgLoader map[int32]*SignInCfg
|
|
|
|
|
-type SignInCfg struct{
|
|
|
|
|
- ID int32 `csv:"ID"` //序列id
|
|
|
|
|
- SignInType int32 `csv:"SignInType"` //签到类型
|
|
|
|
|
- SignInReward []string `csv:"SignInReward"` //签到奖励
|
|
|
|
|
- VipLevel int32 `csv:"VipLevel"` //Vip等级
|
|
|
|
|
- SignInAddReward []string `csv:"SignInAddReward"` //累计奖励
|
|
|
|
|
- Balloon int32 `csv:"balloon"` //气球方向
|
|
|
|
|
|
|
+var SignInCfgLoader map[int32]*SignInCfg
|
|
|
|
|
+
|
|
|
|
|
+type SignInCfg struct {
|
|
|
|
|
+ ID int32 `csv:"ID"` //序列id
|
|
|
|
|
+ SignInType int32 `csv:"SignInType"` //签到类型
|
|
|
|
|
+ SignInReward []string `csv:"SignInReward"` //签到奖励
|
|
|
|
|
+ VipLevel int32 `csv:"VipLevel"` //Vip等级
|
|
|
|
|
+ SignInAddReward []string `csv:"SignInAddReward"` //累计奖励
|
|
|
|
|
+ Balloon int32 `csv:"balloon"` //气球方向
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func SignInCfgLoad(path string) {
|
|
func SignInCfgLoad(path string) {
|
|
|
cfg := []*SignInCfg{}
|
|
cfg := []*SignInCfg{}
|
|
|
SignInCfgLoader = map[int32]*SignInCfg{}
|
|
SignInCfgLoader = map[int32]*SignInCfg{}
|
|
|
- loadCsvCfg(path + "SignInCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"SignInCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
SignInCfgLoader[row.ID] = row
|
|
SignInCfgLoader[row.ID] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var SkillCfgLoader map[int32]*SkillCfg
|
|
|
|
|
-type SkillCfg struct{
|
|
|
|
|
- SkillId int32 `csv:"SkillId"` //技能ID
|
|
|
|
|
- SkillType int32 `csv:"SkillType"` //技能类型
|
|
|
|
|
- JobType int32 `csv:"JobType"` //职业类型
|
|
|
|
|
- JobBranch int32 `csv:"JobBranch"` //职业分支
|
|
|
|
|
- JobStage int32 `csv:"JobStage"` //职业阶段
|
|
|
|
|
- Hide int32 `csv:"Hide"` //隐藏
|
|
|
|
|
- BuffPoint []string `csv:"BuffPoint"` //技能点数
|
|
|
|
|
- AddFight int32 `csv:"AddFight"` //技能升级提升战力
|
|
|
|
|
- SpcSkillDec []string `csv:"SpcSkillDec"` //特殊技能
|
|
|
|
|
|
|
+var SkillCfgLoader map[int32]*SkillCfg
|
|
|
|
|
+
|
|
|
|
|
+type SkillCfg struct {
|
|
|
|
|
+ SkillId int32 `csv:"SkillId"` //技能ID
|
|
|
|
|
+ SkillType int32 `csv:"SkillType"` //技能类型
|
|
|
|
|
+ JobType int32 `csv:"JobType"` //职业类型
|
|
|
|
|
+ JobBranch int32 `csv:"JobBranch"` //职业分支
|
|
|
|
|
+ JobStage int32 `csv:"JobStage"` //职业阶段
|
|
|
|
|
+ Hide int32 `csv:"Hide"` //隐藏
|
|
|
|
|
+ BuffPoint []string `csv:"BuffPoint"` //技能点数
|
|
|
|
|
+ AddFight int32 `csv:"AddFight"` //技能升级提升战力
|
|
|
|
|
+ SpcSkillDec []string `csv:"SpcSkillDec"` //特殊技能
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func SkillCfgLoad(path string) {
|
|
func SkillCfgLoad(path string) {
|
|
|
cfg := []*SkillCfg{}
|
|
cfg := []*SkillCfg{}
|
|
|
SkillCfgLoader = map[int32]*SkillCfg{}
|
|
SkillCfgLoader = map[int32]*SkillCfg{}
|
|
|
- loadCsvCfg(path + "SkillCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"SkillCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
SkillCfgLoader[row.SkillId] = row
|
|
SkillCfgLoader[row.SkillId] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var SkillDemandCfgLoader map[int32]*SkillDemandCfg
|
|
|
|
|
-type SkillDemandCfg struct{
|
|
|
|
|
- LearnLv int32 `csv:"LearnLv"` //技能学习等级
|
|
|
|
|
- LvupDemand []string `csv:"LvupDemand"` //技能升级需求等级
|
|
|
|
|
- LvupCost []string `csv:"LvupCost"` //技能升级所需消耗
|
|
|
|
|
|
|
+var SkillDemandCfgLoader map[int32]*SkillDemandCfg
|
|
|
|
|
+
|
|
|
|
|
+type SkillDemandCfg struct {
|
|
|
|
|
+ LearnLv int32 `csv:"LearnLv"` //技能学习等级
|
|
|
|
|
+ LvupDemand []string `csv:"LvupDemand"` //技能升级需求等级
|
|
|
|
|
+ LvupCost []string `csv:"LvupCost"` //技能升级所需消耗
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func SkillDemandCfgLoad(path string) {
|
|
func SkillDemandCfgLoad(path string) {
|
|
|
cfg := []*SkillDemandCfg{}
|
|
cfg := []*SkillDemandCfg{}
|
|
|
SkillDemandCfgLoader = map[int32]*SkillDemandCfg{}
|
|
SkillDemandCfgLoader = map[int32]*SkillDemandCfg{}
|
|
|
- loadCsvCfg(path + "SkillDemandCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"SkillDemandCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
SkillDemandCfgLoader[row.LearnLv] = row
|
|
SkillDemandCfgLoader[row.LearnLv] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var SkillLvCfgLoader map[int32]*SkillLvCfg
|
|
|
|
|
-type SkillLvCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //固定ID
|
|
|
|
|
- Cost int32 `csv:"Cost"` //SP消耗
|
|
|
|
|
- SkillId int32 `csv:"SkillId"` //技能ID
|
|
|
|
|
- SkillLV int32 `csv:"SkillLV"` //技能等级
|
|
|
|
|
|
|
+var SkillLvCfgLoader map[int32]*SkillLvCfg
|
|
|
|
|
+
|
|
|
|
|
+type SkillLvCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //固定ID
|
|
|
|
|
+ Cost int32 `csv:"Cost"` //SP消耗
|
|
|
|
|
+ SkillId int32 `csv:"SkillId"` //技能ID
|
|
|
|
|
+ SkillLV int32 `csv:"SkillLV"` //技能等级
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func SkillLvCfgLoad(path string) {
|
|
func SkillLvCfgLoad(path string) {
|
|
|
cfg := []*SkillLvCfg{}
|
|
cfg := []*SkillLvCfg{}
|
|
|
SkillLvCfgLoader = map[int32]*SkillLvCfg{}
|
|
SkillLvCfgLoader = map[int32]*SkillLvCfg{}
|
|
|
- loadCsvCfg(path + "SkillLvCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"SkillLvCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
SkillLvCfgLoader[row.Id] = row
|
|
SkillLvCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var SkillSlotCfgLoader map[int32]*SkillSlotCfg
|
|
|
|
|
-type SkillSlotCfg struct{
|
|
|
|
|
- ID int32 `csv:"ID"` //编号
|
|
|
|
|
- Condition int32 `csv:"Condition"` //升级解锁条件
|
|
|
|
|
- SCondition []string `csv:"S_Condition"` //升级解锁条件
|
|
|
|
|
- FightPower int32 `csv:"FightPower"` //技能槽附加战斗力
|
|
|
|
|
- ParterCondition int32 `csv:"ParterCondition"` //伙伴技能升级条件
|
|
|
|
|
- SParterCondition []string `csv:"S_ParterCondition"` //伙伴技能升级条件
|
|
|
|
|
|
|
+var SkillSlotCfgLoader map[int32]*SkillSlotCfg
|
|
|
|
|
+
|
|
|
|
|
+type SkillSlotCfg struct {
|
|
|
|
|
+ ID int32 `csv:"ID"` //编号
|
|
|
|
|
+ Condition int32 `csv:"Condition"` //升级解锁条件
|
|
|
|
|
+ SCondition []string `csv:"S_Condition"` //升级解锁条件
|
|
|
|
|
+ FightPower int32 `csv:"FightPower"` //技能槽附加战斗力
|
|
|
|
|
+ ParterCondition int32 `csv:"ParterCondition"` //伙伴技能升级条件
|
|
|
|
|
+ SParterCondition []string `csv:"S_ParterCondition"` //伙伴技能升级条件
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func SkillSlotCfgLoad(path string) {
|
|
func SkillSlotCfgLoad(path string) {
|
|
|
cfg := []*SkillSlotCfg{}
|
|
cfg := []*SkillSlotCfg{}
|
|
|
SkillSlotCfgLoader = map[int32]*SkillSlotCfg{}
|
|
SkillSlotCfgLoader = map[int32]*SkillSlotCfg{}
|
|
|
- loadCsvCfg(path + "SkillSlotCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"SkillSlotCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
SkillSlotCfgLoader[row.ID] = row
|
|
SkillSlotCfgLoader[row.ID] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var SkillSuitNewCfgLoader map[int32]*SkillSuitNewCfg
|
|
|
|
|
-type SkillSuitNewCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //id
|
|
|
|
|
- Name string `csv:"Name"` //名称
|
|
|
|
|
- Suit1 []string `csv:"Suit1"` //效果
|
|
|
|
|
- TriggerConditions []string `csv:"TriggerConditions"` //激活条件
|
|
|
|
|
- Buffid int32 `csv:"buffid"` //触发buff
|
|
|
|
|
|
|
+var SkillSuitNewCfgLoader map[int32]*SkillSuitNewCfg
|
|
|
|
|
+
|
|
|
|
|
+type SkillSuitNewCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //id
|
|
|
|
|
+ Name string `csv:"Name"` //名称
|
|
|
|
|
+ Suit1 []string `csv:"Suit1"` //效果
|
|
|
|
|
+ TriggerConditions []string `csv:"TriggerConditions"` //激活条件
|
|
|
|
|
+ Buffid int32 `csv:"buffid"` //触发buff
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func SkillSuitNewCfgLoad(path string) {
|
|
func SkillSuitNewCfgLoad(path string) {
|
|
|
cfg := []*SkillSuitNewCfg{}
|
|
cfg := []*SkillSuitNewCfg{}
|
|
|
SkillSuitNewCfgLoader = map[int32]*SkillSuitNewCfg{}
|
|
SkillSuitNewCfgLoader = map[int32]*SkillSuitNewCfg{}
|
|
|
- loadCsvCfg(path + "SkillSuitNewCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"SkillSuitNewCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
SkillSuitNewCfgLoader[row.Id] = row
|
|
SkillSuitNewCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var SkillTreeCfgLoader map[int32]*SkillTreeCfg
|
|
|
|
|
-type SkillTreeCfg struct{
|
|
|
|
|
- SkillId int32 `csv:"SkillId"` //技能ID
|
|
|
|
|
- Name string `csv:"Name"` //技能名字
|
|
|
|
|
- SkillType int32 `csv:"SkillType"` //技能类型
|
|
|
|
|
- MaxLv int32 `csv:"MaxLv"` //技能等级上限
|
|
|
|
|
- SkillQuality int32 `csv:"SkillQuality"` //技能品质
|
|
|
|
|
- JobType int32 `csv:"JobType"` //职业类型
|
|
|
|
|
- JobBranch int32 `csv:"JobBranch"` //职业分支
|
|
|
|
|
- JobStage int32 `csv:"JobStage"` //职业阶段
|
|
|
|
|
- OpenLevel int32 `csv:"OpenLevel"` //解锁主角等级要求
|
|
|
|
|
- OpenNeedCost []string `csv:"OpenNeedCost"` //解锁需求
|
|
|
|
|
- Pos int32 `csv:"Pos"` //技能树位置件
|
|
|
|
|
- Order int32 `csv:"order"` //技能排序
|
|
|
|
|
- SuperSkill []string `csv:"SuperSkill"` //进阶技能
|
|
|
|
|
- BeforeSkill int32 `csv:"beforeSkill"` //下阶技能
|
|
|
|
|
- SkillBranch int32 `csv:"SkillBranch"` //进阶职业阶段
|
|
|
|
|
- PressPoint int32 `csv:"PressPoint"` //技能压制值
|
|
|
|
|
- StartPressPoint int32 `csv:"StartPressPoint"` //技能原压制值
|
|
|
|
|
|
|
+var SkillTreeCfgLoader map[int32]*SkillTreeCfg
|
|
|
|
|
+
|
|
|
|
|
+type SkillTreeCfg struct {
|
|
|
|
|
+ SkillId int32 `csv:"SkillId"` //技能ID
|
|
|
|
|
+ Name string `csv:"Name"` //技能名字
|
|
|
|
|
+ SkillType int32 `csv:"SkillType"` //技能类型
|
|
|
|
|
+ MaxLv int32 `csv:"MaxLv"` //技能等级上限
|
|
|
|
|
+ SkillQuality int32 `csv:"SkillQuality"` //技能品质
|
|
|
|
|
+ JobType int32 `csv:"JobType"` //职业类型
|
|
|
|
|
+ JobBranch int32 `csv:"JobBranch"` //职业分支
|
|
|
|
|
+ JobStage int32 `csv:"JobStage"` //职业阶段
|
|
|
|
|
+ OpenLevel int32 `csv:"OpenLevel"` //解锁主角等级要求
|
|
|
|
|
+ OpenNeedCost []string `csv:"OpenNeedCost"` //解锁需求
|
|
|
|
|
+ Pos int32 `csv:"Pos"` //技能树位置件
|
|
|
|
|
+ Order int32 `csv:"order"` //技能排序
|
|
|
|
|
+ SuperSkill []string `csv:"SuperSkill"` //进阶技能
|
|
|
|
|
+ BeforeSkill int32 `csv:"beforeSkill"` //下阶技能
|
|
|
|
|
+ SkillBranch int32 `csv:"SkillBranch"` //进阶职业阶段
|
|
|
|
|
+ PressPoint int32 `csv:"PressPoint"` //技能压制值
|
|
|
|
|
+ StartPressPoint int32 `csv:"StartPressPoint"` //技能原压制值
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func SkillTreeCfgLoad(path string) {
|
|
func SkillTreeCfgLoad(path string) {
|
|
|
cfg := []*SkillTreeCfg{}
|
|
cfg := []*SkillTreeCfg{}
|
|
|
SkillTreeCfgLoader = map[int32]*SkillTreeCfg{}
|
|
SkillTreeCfgLoader = map[int32]*SkillTreeCfg{}
|
|
|
- loadCsvCfg(path + "SkillTreeCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"SkillTreeCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
SkillTreeCfgLoader[row.SkillId] = row
|
|
SkillTreeCfgLoader[row.SkillId] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var SkillUpEffectCfgLoader map[int32]*SkillUpEffectCfg
|
|
|
|
|
-type SkillUpEffectCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //技能ID
|
|
|
|
|
- SkillId int32 `csv:"SkillId"` //技能ID
|
|
|
|
|
- SkillLv int32 `csv:"SkillLv"` //技能等级
|
|
|
|
|
- SkillType int32 `csv:"SkillType"` //技能类型
|
|
|
|
|
- AddAttributes []string `csv:"AddAttributes"` //增加属性
|
|
|
|
|
|
|
+var SkillUpEffectCfgLoader map[int32]*SkillUpEffectCfg
|
|
|
|
|
+
|
|
|
|
|
+type SkillUpEffectCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //技能ID
|
|
|
|
|
+ SkillId int32 `csv:"SkillId"` //技能ID
|
|
|
|
|
+ SkillLv int32 `csv:"SkillLv"` //技能等级
|
|
|
|
|
+ SkillType int32 `csv:"SkillType"` //技能类型
|
|
|
|
|
+ AddAttributes []string `csv:"AddAttributes"` //增加属性
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func SkillUpEffectCfgLoad(path string) {
|
|
func SkillUpEffectCfgLoad(path string) {
|
|
|
cfg := []*SkillUpEffectCfg{}
|
|
cfg := []*SkillUpEffectCfg{}
|
|
|
SkillUpEffectCfgLoader = map[int32]*SkillUpEffectCfg{}
|
|
SkillUpEffectCfgLoader = map[int32]*SkillUpEffectCfg{}
|
|
|
- loadCsvCfg(path + "SkillUpEffectCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"SkillUpEffectCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
SkillUpEffectCfgLoader[row.Id] = row
|
|
SkillUpEffectCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var SummonServerCfgLoader map[int32]*SummonServerCfg
|
|
|
|
|
-type SummonServerCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //召唤Id
|
|
|
|
|
- Name string `csv:"Name"` //召唤名字
|
|
|
|
|
- Cost []string `csv:"Cost"` //消耗道具顺序
|
|
|
|
|
- Method []string `csv:"Method"` //召唤方式
|
|
|
|
|
- DropId int32 `csv:"DropId"` //钥匙掉落包
|
|
|
|
|
- DropId2 int32 `csv:"DropId2"` //金币掉落包
|
|
|
|
|
- Total int32 `csv:"Total"` //额外奖励的累计次数
|
|
|
|
|
- ExtDropId int32 `csv:"ExtDropId"` //额外奖励的掉落包
|
|
|
|
|
- SortId int32 `csv:"SortId"` //界面排序
|
|
|
|
|
- ShowItemType []string `csv:"ShowItemType"` //可用于表现的道具类型
|
|
|
|
|
- UnLock int32 `csv:"UnLock"` //解锁ID
|
|
|
|
|
- ActivitiesId int32 `csv:"ActivitiesId"` //活动Id
|
|
|
|
|
- Type int32 `csv:"Type"` //召唤类型
|
|
|
|
|
- StartDay int32 `csv:"StartDay"` //开服时间
|
|
|
|
|
- SummoType int32 `csv:"SummoType"` //召唤组
|
|
|
|
|
|
|
+var SummonServerCfgLoader map[int32]*SummonServerCfg
|
|
|
|
|
+
|
|
|
|
|
+type SummonServerCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //召唤Id
|
|
|
|
|
+ Name string `csv:"Name"` //召唤名字
|
|
|
|
|
+ Cost []string `csv:"Cost"` //消耗道具顺序
|
|
|
|
|
+ Method []string `csv:"Method"` //召唤方式
|
|
|
|
|
+ DropId int32 `csv:"DropId"` //钥匙掉落包
|
|
|
|
|
+ DropId2 int32 `csv:"DropId2"` //金币掉落包
|
|
|
|
|
+ Total int32 `csv:"Total"` //额外奖励的累计次数
|
|
|
|
|
+ ExtDropId int32 `csv:"ExtDropId"` //额外奖励的掉落包
|
|
|
|
|
+ SortId int32 `csv:"SortId"` //界面排序
|
|
|
|
|
+ ShowItemType []string `csv:"ShowItemType"` //可用于表现的道具类型
|
|
|
|
|
+ UnLock int32 `csv:"UnLock"` //解锁ID
|
|
|
|
|
+ ActivitiesId int32 `csv:"ActivitiesId"` //活动Id
|
|
|
|
|
+ Type int32 `csv:"Type"` //召唤类型
|
|
|
|
|
+ StartDay int32 `csv:"StartDay"` //开服时间
|
|
|
|
|
+ SummoType int32 `csv:"SummoType"` //召唤组
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func SummonServerCfgLoad(path string) {
|
|
func SummonServerCfgLoad(path string) {
|
|
|
cfg := []*SummonServerCfg{}
|
|
cfg := []*SummonServerCfg{}
|
|
|
SummonServerCfgLoader = map[int32]*SummonServerCfg{}
|
|
SummonServerCfgLoader = map[int32]*SummonServerCfg{}
|
|
|
- loadCsvCfg(path + "SummonServerCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"SummonServerCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
SummonServerCfgLoader[row.Id] = row
|
|
SummonServerCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var SummonTemplateCfgLoader map[int32]*SummonTemplateCfg
|
|
|
|
|
-type SummonTemplateCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //ID
|
|
|
|
|
- BlueNum []string `csv:"BlueNum"` //蓝色
|
|
|
|
|
- PurpleNum []string `csv:"PurpleNum"` //紫色
|
|
|
|
|
- GoldNum []string `csv:"GoldNum"` //金色
|
|
|
|
|
- SecurityNum int32 `csv:"SecurityNum"` //保底增加百分比
|
|
|
|
|
- Probability1 int32 `csv:"Probability1"` //用道具抽取权重
|
|
|
|
|
- Probability2 int32 `csv:"Probability2"` //用金币抽取权重
|
|
|
|
|
- CardType int32 `csv:"CardType"` //类型
|
|
|
|
|
|
|
+var SummonTemplateCfgLoader map[int32]*SummonTemplateCfg
|
|
|
|
|
+
|
|
|
|
|
+type SummonTemplateCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //ID
|
|
|
|
|
+ BlueNum []string `csv:"BlueNum"` //蓝色
|
|
|
|
|
+ PurpleNum []string `csv:"PurpleNum"` //紫色
|
|
|
|
|
+ GoldNum []string `csv:"GoldNum"` //金色
|
|
|
|
|
+ SecurityNum int32 `csv:"SecurityNum"` //保底增加百分比
|
|
|
|
|
+ Probability1 int32 `csv:"Probability1"` //用道具抽取权重
|
|
|
|
|
+ Probability2 int32 `csv:"Probability2"` //用金币抽取权重
|
|
|
|
|
+ CardType int32 `csv:"CardType"` //类型
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func SummonTemplateCfgLoad(path string) {
|
|
func SummonTemplateCfgLoad(path string) {
|
|
|
cfg := []*SummonTemplateCfg{}
|
|
cfg := []*SummonTemplateCfg{}
|
|
|
SummonTemplateCfgLoader = map[int32]*SummonTemplateCfg{}
|
|
SummonTemplateCfgLoader = map[int32]*SummonTemplateCfg{}
|
|
|
- loadCsvCfg(path + "SummonTemplateCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"SummonTemplateCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
SummonTemplateCfgLoader[row.Id] = row
|
|
SummonTemplateCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var SysRewardLoader map[int32]*SysReward
|
|
|
|
|
-type SysReward struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //爬塔层数
|
|
|
|
|
- Reward []string `csv:"Reward"` //对应奖励
|
|
|
|
|
|
|
+var SysRewardLoader map[int32]*SysReward
|
|
|
|
|
+
|
|
|
|
|
+type SysReward struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //爬塔层数
|
|
|
|
|
+ Reward []string `csv:"Reward"` //对应奖励
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func SysRewardLoad(path string) {
|
|
func SysRewardLoad(path string) {
|
|
|
cfg := []*SysReward{}
|
|
cfg := []*SysReward{}
|
|
|
SysRewardLoader = map[int32]*SysReward{}
|
|
SysRewardLoader = map[int32]*SysReward{}
|
|
|
- loadCsvCfg(path + "SysReward.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"SysReward.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
SysRewardLoader[row.Id] = row
|
|
SysRewardLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var TargetTaskCfgLoader map[int32]*TargetTaskCfg
|
|
|
|
|
-type TargetTaskCfg struct{
|
|
|
|
|
- TargetTaskId int32 `csv:"TargetTaskId"` //任务ID
|
|
|
|
|
- TargetTaskCondition []string `csv:"TargetTaskCondition"` //任务枚举
|
|
|
|
|
- TargetTaskType int32 `csv:"TargetTaskType"` //任务类型
|
|
|
|
|
- TargetReward []string `csv:"TargetReward"` //任务奖励
|
|
|
|
|
- FollowTaskOld int32 `csv:"FollowTaskOld"` //后续ID
|
|
|
|
|
- TargetTaskTitle string `csv:"TargetTaskTitle"` //任务标题
|
|
|
|
|
- TargetTaskDescribe string `csv:"TargetTaskDescribe"` //任务描述
|
|
|
|
|
- SkipInterface int32 `csv:"SkipInterface"` //跳转界面
|
|
|
|
|
- ShowState int32 `csv:"ShowState"` //是否显示进度
|
|
|
|
|
|
|
+var TargetTaskCfgLoader map[int32]*TargetTaskCfg
|
|
|
|
|
+
|
|
|
|
|
+type TargetTaskCfg struct {
|
|
|
|
|
+ TargetTaskId int32 `csv:"TargetTaskId"` //任务ID
|
|
|
|
|
+ TargetTaskCondition []string `csv:"TargetTaskCondition"` //任务枚举
|
|
|
|
|
+ TargetTaskType int32 `csv:"TargetTaskType"` //任务类型
|
|
|
|
|
+ TargetReward []string `csv:"TargetReward"` //任务奖励
|
|
|
|
|
+ FollowTaskOld int32 `csv:"FollowTaskOld"` //后续ID
|
|
|
|
|
+ TargetTaskTitle string `csv:"TargetTaskTitle"` //任务标题
|
|
|
|
|
+ TargetTaskDescribe string `csv:"TargetTaskDescribe"` //任务描述
|
|
|
|
|
+ SkipInterface int32 `csv:"SkipInterface"` //跳转界面
|
|
|
|
|
+ ShowState int32 `csv:"ShowState"` //是否显示进度
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func TargetTaskCfgLoad(path string) {
|
|
func TargetTaskCfgLoad(path string) {
|
|
|
cfg := []*TargetTaskCfg{}
|
|
cfg := []*TargetTaskCfg{}
|
|
|
TargetTaskCfgLoader = map[int32]*TargetTaskCfg{}
|
|
TargetTaskCfgLoader = map[int32]*TargetTaskCfg{}
|
|
|
- loadCsvCfg(path + "TargetTaskCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"TargetTaskCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
TargetTaskCfgLoader[row.TargetTaskId] = row
|
|
TargetTaskCfgLoader[row.TargetTaskId] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var TopTowerCfgLevelLoader map[int32]*TopTowerCfgLevel
|
|
|
|
|
-type TopTowerCfgLevel struct{
|
|
|
|
|
- LevelId int32 `csv:"LevelId"` //区间ID
|
|
|
|
|
- RankId []string `csv:"RankId"` //排名ID
|
|
|
|
|
- LevelRank1 []string `csv:"LevelRank1"` //第1层
|
|
|
|
|
- LevelRank2 []string `csv:"LevelRank2"` //第2层
|
|
|
|
|
- LevelRank3 []string `csv:"LevelRank3"` //第3层
|
|
|
|
|
- LevelRank4 []string `csv:"LevelRank4"` //第4层
|
|
|
|
|
- LevelRank5 []string `csv:"LevelRank5"` //第5层
|
|
|
|
|
- LevelRank6 []string `csv:"LevelRank6"` //第6层
|
|
|
|
|
- LevelRank7 []string `csv:"LevelRank7"` //第7层
|
|
|
|
|
- LevelRank8 []string `csv:"LevelRank8"` //第8层
|
|
|
|
|
- LevelRank9 []string `csv:"LevelRank9"` //第9层
|
|
|
|
|
- LevelRank10 []string `csv:"LevelRank10"` //第10层
|
|
|
|
|
|
|
+var TopTowerCfgLevelLoader map[int32]*TopTowerCfgLevel
|
|
|
|
|
+
|
|
|
|
|
+type TopTowerCfgLevel struct {
|
|
|
|
|
+ LevelId int32 `csv:"LevelId"` //区间ID
|
|
|
|
|
+ RankId []string `csv:"RankId"` //排名ID
|
|
|
|
|
+ LevelRank1 []string `csv:"LevelRank1"` //第1层
|
|
|
|
|
+ LevelRank2 []string `csv:"LevelRank2"` //第2层
|
|
|
|
|
+ LevelRank3 []string `csv:"LevelRank3"` //第3层
|
|
|
|
|
+ LevelRank4 []string `csv:"LevelRank4"` //第4层
|
|
|
|
|
+ LevelRank5 []string `csv:"LevelRank5"` //第5层
|
|
|
|
|
+ LevelRank6 []string `csv:"LevelRank6"` //第6层
|
|
|
|
|
+ LevelRank7 []string `csv:"LevelRank7"` //第7层
|
|
|
|
|
+ LevelRank8 []string `csv:"LevelRank8"` //第8层
|
|
|
|
|
+ LevelRank9 []string `csv:"LevelRank9"` //第9层
|
|
|
|
|
+ LevelRank10 []string `csv:"LevelRank10"` //第10层
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func TopTowerCfgLevelLoad(path string) {
|
|
func TopTowerCfgLevelLoad(path string) {
|
|
|
cfg := []*TopTowerCfgLevel{}
|
|
cfg := []*TopTowerCfgLevel{}
|
|
|
TopTowerCfgLevelLoader = map[int32]*TopTowerCfgLevel{}
|
|
TopTowerCfgLevelLoader = map[int32]*TopTowerCfgLevel{}
|
|
|
- loadCsvCfg(path + "TopTowerCfgLevel.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"TopTowerCfgLevel.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
TopTowerCfgLevelLoader[row.LevelId] = row
|
|
TopTowerCfgLevelLoader[row.LevelId] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var TopTowerCfgRewardLoader map[int32]*TopTowerCfgReward
|
|
|
|
|
-type TopTowerCfgReward struct{
|
|
|
|
|
- LevelId int32 `csv:"LevelId"` //层数
|
|
|
|
|
- RewardItems []string `csv:"RewardItems"` //层数奖励
|
|
|
|
|
- BuyRoadCost []string `csv:"BuyRoadCost"` //买路花费
|
|
|
|
|
|
|
+var TopTowerCfgRewardLoader map[int32]*TopTowerCfgReward
|
|
|
|
|
+
|
|
|
|
|
+type TopTowerCfgReward struct {
|
|
|
|
|
+ LevelId int32 `csv:"LevelId"` //层数
|
|
|
|
|
+ RewardItems []string `csv:"RewardItems"` //层数奖励
|
|
|
|
|
+ BuyRoadCost []string `csv:"BuyRoadCost"` //买路花费
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func TopTowerCfgRewardLoad(path string) {
|
|
func TopTowerCfgRewardLoad(path string) {
|
|
|
cfg := []*TopTowerCfgReward{}
|
|
cfg := []*TopTowerCfgReward{}
|
|
|
TopTowerCfgRewardLoader = map[int32]*TopTowerCfgReward{}
|
|
TopTowerCfgRewardLoader = map[int32]*TopTowerCfgReward{}
|
|
|
- loadCsvCfg(path + "TopTowerCfgReward.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"TopTowerCfgReward.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
TopTowerCfgRewardLoader[row.LevelId] = row
|
|
TopTowerCfgRewardLoader[row.LevelId] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var TransportCfgLoader map[int32]*TransportCfg
|
|
|
|
|
-type TransportCfg struct{
|
|
|
|
|
- ShipLevel int32 `csv:"ShipLevel"` //飞艇等级
|
|
|
|
|
- Duration int32 `csv:"Duration"` //远航完成时长
|
|
|
|
|
- Consume []string `csv:"Consume"` //飞艇升级消耗
|
|
|
|
|
- Probability int32 `csv:"Probability"` //飞艇升级成功率
|
|
|
|
|
- TranspoertReward []string `csv:"TranspoertReward"` //远航完成奖励
|
|
|
|
|
- RobberyTimes int32 `csv:"RobberyTimes"` //被打劫次数
|
|
|
|
|
- RobberyLose []string `csv:"RobberyLose"` //被打劫后损失奖励
|
|
|
|
|
- RobberyReward []string `csv:"RobberyReward"` //打劫奖励
|
|
|
|
|
- RobberyFraction int32 `csv:"RobberyFraction"` //打劫获得积分
|
|
|
|
|
- TopLevel []string `csv:"TopLevel"` //直接升至顶级
|
|
|
|
|
|
|
+var TransportCfgLoader map[int32]*TransportCfg
|
|
|
|
|
+
|
|
|
|
|
+type TransportCfg struct {
|
|
|
|
|
+ ShipLevel int32 `csv:"ShipLevel"` //飞艇等级
|
|
|
|
|
+ Duration int32 `csv:"Duration"` //远航完成时长
|
|
|
|
|
+ Consume []string `csv:"Consume"` //飞艇升级消耗
|
|
|
|
|
+ Probability int32 `csv:"Probability"` //飞艇升级成功率
|
|
|
|
|
+ TranspoertReward []string `csv:"TranspoertReward"` //远航完成奖励
|
|
|
|
|
+ RobberyTimes int32 `csv:"RobberyTimes"` //被打劫次数
|
|
|
|
|
+ RobberyLose []string `csv:"RobberyLose"` //被打劫后损失奖励
|
|
|
|
|
+ RobberyReward []string `csv:"RobberyReward"` //打劫奖励
|
|
|
|
|
+ RobberyFraction int32 `csv:"RobberyFraction"` //打劫获得积分
|
|
|
|
|
+ TopLevel []string `csv:"TopLevel"` //直接升至顶级
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func TransportCfgLoad(path string) {
|
|
func TransportCfgLoad(path string) {
|
|
|
cfg := []*TransportCfg{}
|
|
cfg := []*TransportCfg{}
|
|
|
TransportCfgLoader = map[int32]*TransportCfg{}
|
|
TransportCfgLoader = map[int32]*TransportCfg{}
|
|
|
- loadCsvCfg(path + "TransportCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"TransportCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
TransportCfgLoader[row.ShipLevel] = row
|
|
TransportCfgLoader[row.ShipLevel] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var UIFuncUnLockCfgLoader map[int32]*UIFuncUnLockCfg
|
|
|
|
|
-type UIFuncUnLockCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //ID
|
|
|
|
|
- UIId int32 `csv:"UIId"` //界面ID
|
|
|
|
|
- UnlockCond []string `csv:"UnlockCond"` //解锁条件列表
|
|
|
|
|
- LockNotice string `csv:"LockNotice"` //锁定提示
|
|
|
|
|
- NeedLock bool `csv:"NeedLock"` //需要锁定
|
|
|
|
|
- NeedMask bool `csv:"NeedMask"` //需要按钮遮挡
|
|
|
|
|
- NeedNotify bool `csv:"NeedNotify"` //需要提示界面
|
|
|
|
|
- NeedGuide bool `csv:"NeedGuide"` //需要引导
|
|
|
|
|
- NeedDisplay bool `csv:"NeedDisplay"` //需要显示
|
|
|
|
|
- PrePose int32 `csv:"PrePose"` //前置
|
|
|
|
|
- PostPose int32 `csv:"PostPose"` //后置
|
|
|
|
|
- ForceGuideGroup int32 `csv:"ForceGuideGroup"` //强制引导
|
|
|
|
|
|
|
+var UIFuncUnLockCfgLoader map[int32]*UIFuncUnLockCfg
|
|
|
|
|
+
|
|
|
|
|
+type UIFuncUnLockCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //ID
|
|
|
|
|
+ UIId int32 `csv:"UIId"` //界面ID
|
|
|
|
|
+ UnlockCond []string `csv:"UnlockCond"` //解锁条件列表
|
|
|
|
|
+ LockNotice string `csv:"LockNotice"` //锁定提示
|
|
|
|
|
+ NeedLock bool `csv:"NeedLock"` //需要锁定
|
|
|
|
|
+ NeedMask bool `csv:"NeedMask"` //需要按钮遮挡
|
|
|
|
|
+ NeedNotify bool `csv:"NeedNotify"` //需要提示界面
|
|
|
|
|
+ NeedGuide bool `csv:"NeedGuide"` //需要引导
|
|
|
|
|
+ NeedDisplay bool `csv:"NeedDisplay"` //需要显示
|
|
|
|
|
+ PrePose int32 `csv:"PrePose"` //前置
|
|
|
|
|
+ PostPose int32 `csv:"PostPose"` //后置
|
|
|
|
|
+ ForceGuideGroup int32 `csv:"ForceGuideGroup"` //强制引导
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func UIFuncUnLockCfgLoad(path string) {
|
|
func UIFuncUnLockCfgLoad(path string) {
|
|
|
cfg := []*UIFuncUnLockCfg{}
|
|
cfg := []*UIFuncUnLockCfg{}
|
|
|
UIFuncUnLockCfgLoader = map[int32]*UIFuncUnLockCfg{}
|
|
UIFuncUnLockCfgLoader = map[int32]*UIFuncUnLockCfg{}
|
|
|
- loadCsvCfg(path + "UIFuncUnLockCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"UIFuncUnLockCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
UIFuncUnLockCfgLoader[row.Id] = row
|
|
UIFuncUnLockCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var VipCfgLoader map[int32]*VipCfg
|
|
|
|
|
-type VipCfg struct{
|
|
|
|
|
- Lv int32 `csv:"Lv"` //Vip等级
|
|
|
|
|
- QuickBattle int32 `csv:"QuickBattle"` //战斗X2加速
|
|
|
|
|
- Reward []string `csv:"Reward"` //Vip道具奖励
|
|
|
|
|
- VipExp int32 `csv:"VipExp"` //Vip升级所需经验
|
|
|
|
|
- EvilFreeTimes int32 `csv:"EvilFreeTimes"` //恶魔免费刷新次数
|
|
|
|
|
- VipLogin int32 `csv:"VipLogin"` //VIP上线提示
|
|
|
|
|
- PetAdvance int32 `csv:"PetAdvance"` //宠物进阶消耗免费
|
|
|
|
|
- CardReset int32 `csv:"CardReset"` //卡片重铸免费
|
|
|
|
|
- PetBreak int32 `csv:"PetBreak"` //宠物分解全额返还
|
|
|
|
|
- SkillReset int32 `csv:"SkillReset"` //角色技能重置免费
|
|
|
|
|
- GuildBossChallenge int32 `csv:"GuildBossChallenge"` //公会狩猎额外次数
|
|
|
|
|
- CardInsertion int32 `csv:"CardInsertion"` //一键插卡功能
|
|
|
|
|
- ShopWeight int32 `csv:"ShopWeight"` //黑市VIP权重
|
|
|
|
|
- WorldBoss int32 `csv:"WorldBoss"` //世界BOSS刮奖次数
|
|
|
|
|
- PvpReward int32 `csv:"PvpReward"` //额外荣誉之证
|
|
|
|
|
- HangupTimes int32 `csv:"HangupTimes"` //时光之力购买次数
|
|
|
|
|
- SilverUp int32 `csv:"SilverUp"` //银币加成
|
|
|
|
|
- BaseExpUp int32 `csv:"BaseExpUp"` //基础经验加成
|
|
|
|
|
- PartnerExpUp int32 `csv:"PartnerExpUp"` //伙伴经验加成
|
|
|
|
|
- SkillExpUp int32 `csv:"SkillExpUp"` //技能经验加成
|
|
|
|
|
- GiftBuyTimes []string `csv:"GiftBuyTimes"` //每日礼包购买次数+1
|
|
|
|
|
- HangupDuration int32 `csv:"HangupDuration"` //离线挂机时长上限(秒)
|
|
|
|
|
- SignInRewardUp int32 `csv:"SignInRewardUp"` //签到翻倍
|
|
|
|
|
- WorldBossCount int32 `csv:"WorldBossCount"` //世界BOSS购买次数
|
|
|
|
|
- DevilsUp int32 `csv:"DevilsUp"` //挂机魔魂值加成
|
|
|
|
|
- TransportRobbery int32 `csv:"TransportRobbery"` //飞艇被抢劫掉落减少至
|
|
|
|
|
|
|
+var VipCfgLoader map[int32]*VipCfg
|
|
|
|
|
+
|
|
|
|
|
+type VipCfg struct {
|
|
|
|
|
+ Lv int32 `csv:"Lv"` //Vip等级
|
|
|
|
|
+ QuickBattle int32 `csv:"QuickBattle"` //战斗X2加速
|
|
|
|
|
+ Reward []string `csv:"Reward"` //Vip道具奖励
|
|
|
|
|
+ VipExp int32 `csv:"VipExp"` //Vip升级所需经验
|
|
|
|
|
+ EvilFreeTimes int32 `csv:"EvilFreeTimes"` //恶魔免费刷新次数
|
|
|
|
|
+ VipLogin int32 `csv:"VipLogin"` //VIP上线提示
|
|
|
|
|
+ PetAdvance int32 `csv:"PetAdvance"` //宠物进阶消耗免费
|
|
|
|
|
+ CardReset int32 `csv:"CardReset"` //卡片重铸免费
|
|
|
|
|
+ PetBreak int32 `csv:"PetBreak"` //宠物分解全额返还
|
|
|
|
|
+ SkillReset int32 `csv:"SkillReset"` //角色技能重置免费
|
|
|
|
|
+ GuildBossChallenge int32 `csv:"GuildBossChallenge"` //公会狩猎额外次数
|
|
|
|
|
+ CardInsertion int32 `csv:"CardInsertion"` //一键插卡功能
|
|
|
|
|
+ ShopWeight int32 `csv:"ShopWeight"` //黑市VIP权重
|
|
|
|
|
+ WorldBoss int32 `csv:"WorldBoss"` //世界BOSS刮奖次数
|
|
|
|
|
+ PvpReward int32 `csv:"PvpReward"` //额外荣誉之证
|
|
|
|
|
+ HangupTimes int32 `csv:"HangupTimes"` //时光之力购买次数
|
|
|
|
|
+ SilverUp int32 `csv:"SilverUp"` //银币加成
|
|
|
|
|
+ BaseExpUp int32 `csv:"BaseExpUp"` //基础经验加成
|
|
|
|
|
+ PartnerExpUp int32 `csv:"PartnerExpUp"` //伙伴经验加成
|
|
|
|
|
+ SkillExpUp int32 `csv:"SkillExpUp"` //技能经验加成
|
|
|
|
|
+ GiftBuyTimes []string `csv:"GiftBuyTimes"` //每日礼包购买次数+1
|
|
|
|
|
+ HangupDuration int32 `csv:"HangupDuration"` //离线挂机时长上限(秒)
|
|
|
|
|
+ SignInRewardUp int32 `csv:"SignInRewardUp"` //签到翻倍
|
|
|
|
|
+ WorldBossCount int32 `csv:"WorldBossCount"` //世界BOSS购买次数
|
|
|
|
|
+ DevilsUp int32 `csv:"DevilsUp"` //挂机魔魂值加成
|
|
|
|
|
+ TransportRobbery int32 `csv:"TransportRobbery"` //飞艇被抢劫掉落减少至
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func VipCfgLoad(path string) {
|
|
func VipCfgLoad(path string) {
|
|
|
cfg := []*VipCfg{}
|
|
cfg := []*VipCfg{}
|
|
|
VipCfgLoader = map[int32]*VipCfg{}
|
|
VipCfgLoader = map[int32]*VipCfg{}
|
|
|
- loadCsvCfg(path + "VipCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"VipCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
VipCfgLoader[row.Lv] = row
|
|
VipCfgLoader[row.Lv] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var WishCfgLoader map[int32]*WishCfg
|
|
|
|
|
-type WishCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //ID
|
|
|
|
|
- Name string `csv:"Name"` //名字
|
|
|
|
|
- BoxType int32 `csv:"BoxType"` //宝箱类型
|
|
|
|
|
- WishReward []string `csv:"WishReward"` //许愿奖励(随机/权重:道具:数量/自选/道具:数量)
|
|
|
|
|
- AccelerateCost []string `csv:"AccelerateCost"` //加速消耗
|
|
|
|
|
- LuckyProbability int32 `csv:"LuckyProbability"` //暴击概率(百分比)
|
|
|
|
|
- LuckyReward []string `csv:"LuckyReward"` //暴击奖励(概率:道具:数量)
|
|
|
|
|
- WishCountdown int32 `csv:"WishCountdown"` //倒计时(秒)
|
|
|
|
|
|
|
+var WishCfgLoader map[int32]*WishCfg
|
|
|
|
|
+
|
|
|
|
|
+type WishCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //ID
|
|
|
|
|
+ Name string `csv:"Name"` //名字
|
|
|
|
|
+ BoxType int32 `csv:"BoxType"` //宝箱类型
|
|
|
|
|
+ WishReward []string `csv:"WishReward"` //许愿奖励(随机/权重:道具:数量/自选/道具:数量)
|
|
|
|
|
+ AccelerateCost []string `csv:"AccelerateCost"` //加速消耗
|
|
|
|
|
+ LuckyProbability int32 `csv:"LuckyProbability"` //暴击概率(百分比)
|
|
|
|
|
+ LuckyReward []string `csv:"LuckyReward"` //暴击奖励(概率:道具:数量)
|
|
|
|
|
+ WishCountdown int32 `csv:"WishCountdown"` //倒计时(秒)
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func WishCfgLoad(path string) {
|
|
func WishCfgLoad(path string) {
|
|
|
cfg := []*WishCfg{}
|
|
cfg := []*WishCfg{}
|
|
|
WishCfgLoader = map[int32]*WishCfg{}
|
|
WishCfgLoader = map[int32]*WishCfg{}
|
|
|
- loadCsvCfg(path + "WishCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"WishCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
WishCfgLoader[row.Id] = row
|
|
WishCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var WorldBossCfgLoader map[int32]*WorldBossCfg
|
|
|
|
|
-type WorldBossCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //全局配置id
|
|
|
|
|
- SummonId int32 `csv:"SummonId"` //召唤物id
|
|
|
|
|
- StartDay int32 `csv:"StartDay"` //开服时间
|
|
|
|
|
- Tiaozhantiaojian int32 `csv:"Tiaozhantiaojian"` //解锁条件
|
|
|
|
|
- SummonTime []string `csv:"SummonTime"` //召唤时间
|
|
|
|
|
- LifeTime int32 `csv:"LifeTime"` //存活时间
|
|
|
|
|
- FirstRewardServer []string `csv:"FirstRewardServer"` //1等奖
|
|
|
|
|
- SecondRewardServer []string `csv:"SecondRewardServer"` //2等奖
|
|
|
|
|
- ThreeRewardServer []string `csv:"ThreeRewardServer"` //3等奖奖
|
|
|
|
|
- Roll []string `csv:"Roll"` //中将概率
|
|
|
|
|
- Roll2 []string `csv:"Roll2"` //衰减概率
|
|
|
|
|
- AutoHp []string `csv:"AutoHp"` //系统掉血
|
|
|
|
|
|
|
+var WorldBossCfgLoader map[int32]*WorldBossCfg
|
|
|
|
|
+
|
|
|
|
|
+type WorldBossCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //全局配置id
|
|
|
|
|
+ SummonId int32 `csv:"SummonId"` //召唤物id
|
|
|
|
|
+ StartDay int32 `csv:"StartDay"` //开服时间
|
|
|
|
|
+ Tiaozhantiaojian int32 `csv:"Tiaozhantiaojian"` //解锁条件
|
|
|
|
|
+ SummonTime []string `csv:"SummonTime"` //召唤时间
|
|
|
|
|
+ LifeTime int32 `csv:"LifeTime"` //存活时间
|
|
|
|
|
+ FirstRewardServer []string `csv:"FirstRewardServer"` //1等奖
|
|
|
|
|
+ SecondRewardServer []string `csv:"SecondRewardServer"` //2等奖
|
|
|
|
|
+ ThreeRewardServer []string `csv:"ThreeRewardServer"` //3等奖奖
|
|
|
|
|
+ Roll []string `csv:"Roll"` //中将概率
|
|
|
|
|
+ Roll2 []string `csv:"Roll2"` //衰减概率
|
|
|
|
|
+ AutoHp []string `csv:"AutoHp"` //系统掉血
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func WorldBossCfgLoad(path string) {
|
|
func WorldBossCfgLoad(path string) {
|
|
|
cfg := []*WorldBossCfg{}
|
|
cfg := []*WorldBossCfg{}
|
|
|
WorldBossCfgLoader = map[int32]*WorldBossCfg{}
|
|
WorldBossCfgLoader = map[int32]*WorldBossCfg{}
|
|
|
- loadCsvCfg(path + "WorldBossCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"WorldBossCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
WorldBossCfgLoader[row.Id] = row
|
|
WorldBossCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-var WorldBossChangePlayCfgLoader map[int32]*WorldBossChangePlayCfg
|
|
|
|
|
-type WorldBossChangePlayCfg struct{
|
|
|
|
|
- Id int32 `csv:"Id"` //全局配置id
|
|
|
|
|
- SummonId int32 `csv:"SummonId"` //召唤物id
|
|
|
|
|
- Consume []string `csv:"Consume"` //消耗资源
|
|
|
|
|
- StartTime string `csv:"StartTime"` //活动开始时间
|
|
|
|
|
- EndTime string `csv:"EndTime"` //活动结束时间
|
|
|
|
|
- SummonTime []string `csv:"SummonTime"` //召唤时间
|
|
|
|
|
- LifeTime int32 `csv:"LifeTime"` //存活时间
|
|
|
|
|
- ChangePlayId []string `csv:"ChangePlayId"` //变身
|
|
|
|
|
- FirstRewardServer []string `csv:"FirstRewardServer"` //1等奖
|
|
|
|
|
- SecondRewardServer []string `csv:"SecondRewardServer"` //2等奖
|
|
|
|
|
- ThreeRewardServer []string `csv:"ThreeRewardServer"` //3等奖奖
|
|
|
|
|
- Roll []string `csv:"Roll"` //中将概率
|
|
|
|
|
- Roll2 []string `csv:"Roll2"` //衰减概率
|
|
|
|
|
- AutoHp []string `csv:"AutoHp"` //系统掉血
|
|
|
|
|
- HpSegment int32 `csv:"HpSegment"` //血条段数
|
|
|
|
|
|
|
+var WorldBossChangePlayCfgLoader map[int32]*WorldBossChangePlayCfg
|
|
|
|
|
+
|
|
|
|
|
+type WorldBossChangePlayCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //全局配置id
|
|
|
|
|
+ SummonId int32 `csv:"SummonId"` //召唤物id
|
|
|
|
|
+ Consume []string `csv:"Consume"` //消耗资源
|
|
|
|
|
+ StartTime string `csv:"StartTime"` //活动开始时间
|
|
|
|
|
+ EndTime string `csv:"EndTime"` //活动结束时间
|
|
|
|
|
+ SummonTime []string `csv:"SummonTime"` //召唤时间
|
|
|
|
|
+ LifeTime int32 `csv:"LifeTime"` //存活时间
|
|
|
|
|
+ ChangePlayId []string `csv:"ChangePlayId"` //变身
|
|
|
|
|
+ FirstRewardServer []string `csv:"FirstRewardServer"` //1等奖
|
|
|
|
|
+ SecondRewardServer []string `csv:"SecondRewardServer"` //2等奖
|
|
|
|
|
+ ThreeRewardServer []string `csv:"ThreeRewardServer"` //3等奖奖
|
|
|
|
|
+ Roll []string `csv:"Roll"` //中将概率
|
|
|
|
|
+ Roll2 []string `csv:"Roll2"` //衰减概率
|
|
|
|
|
+ AutoHp []string `csv:"AutoHp"` //系统掉血
|
|
|
|
|
+ HpSegment int32 `csv:"HpSegment"` //血条段数
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
func WorldBossChangePlayCfgLoad(path string) {
|
|
func WorldBossChangePlayCfgLoad(path string) {
|
|
|
cfg := []*WorldBossChangePlayCfg{}
|
|
cfg := []*WorldBossChangePlayCfg{}
|
|
|
WorldBossChangePlayCfgLoader = map[int32]*WorldBossChangePlayCfg{}
|
|
WorldBossChangePlayCfgLoader = map[int32]*WorldBossChangePlayCfg{}
|
|
|
- loadCsvCfg(path + "WorldBossChangePlayCfg.csv", &cfg)
|
|
|
|
|
- for _,row := range cfg{
|
|
|
|
|
|
|
+ loadCsvCfg(path+"WorldBossChangePlayCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
WorldBossChangePlayCfgLoader[row.Id] = row
|
|
WorldBossChangePlayCfgLoader[row.Id] = row
|
|
|
}
|
|
}
|
|
|
-}
|
|
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+var HardLevelCfgLoader map[int32]*HardLevelCfg
|
|
|
|
|
+
|
|
|
|
|
+type HardLevelCfg struct {
|
|
|
|
|
+ Id int32 `csv:"Id"` //唯一id
|
|
|
|
|
+ LevelId int32 `csv:"LevelId"` //场景id
|
|
|
|
|
+ MapId int32 `csv:"MapId"` //地图id
|
|
|
|
|
+ BaseExp int32 `csv:"BaseExp"` //通关base经验
|
|
|
|
|
+ JobExp int32 `csv:"JobExp"` //通关job经验
|
|
|
|
|
+ Zeny int32 `csv:"Zeny"` //通关银币
|
|
|
|
|
+ Gold int32 `csv:"Gold"` //通关金币
|
|
|
|
|
+ Parter int32 `csv:"Parter"` //通关伙伴经验
|
|
|
|
|
+ Cash int32 `csv:"Cash"` //活动通关现金
|
|
|
|
|
+ FreeInvest int32 `csv:"FreeInvest"` //通关免费充值额度
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+func HardLevelCfgLoad(path string) {
|
|
|
|
|
+ cfg := []*HardLevelCfg{}
|
|
|
|
|
+ HardLevelCfgLoader = map[int32]*HardLevelCfg{}
|
|
|
|
|
+ loadCsvCfg(path+"HardLevelCfg.csv", &cfg)
|
|
|
|
|
+ for _, row := range cfg {
|
|
|
|
|
+ HardLevelCfgLoader[row.Id] = row
|
|
|
|
|
+ }
|
|
|
|
|
+}
|