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- package serverproto
- const (
- CFG_ActiveCodeCfg = "ActiveCodeCfg.csv"
- CFG_ActivitiesBtChargeTaskGoldCfg = "ActivitiesBtChargeTaskGoldCfg.csv"
- CFG_ActivitiesBtChargeTaskRoMoneyCfg = "ActivitiesBtChargeTaskRoMoneyCfg.csv"
- CFG_ActivitiesBtFirstChargeCfg = "ActivitiesBtFirstChargeCfg.csv"
- CFG_ActivitiesCfg = "ActivitiesCfg.csv"
- CFG_ActivitiesCollectionCfg = "ActivitiesCollectionCfg.csv"
- CFG_ActivitiesDiscountsCfg = "ActivitiesDiscountsCfg.csv"
- CFG_ActivitiesFirstChargeCfg = "ActivitiesFirstChargeCfg.csv"
- CFG_ActivitiesFortnightDaysCfg = "ActivitiesFortnightDaysCfg.csv"
- CFG_ActivitiesFortnightOnlineCfg = "ActivitiesFortnightOnlineCfg.csv"
- CFG_ActivitiesGiftCfg = "ActivitiesGiftCfg.csv"
- CFG_ActivitiesKingTaskCfg = "ActivitiesKingTaskCfg.csv"
- CFG_ActivitieslikabilityCfg = "ActivitieslikabilityCfg.csv"
- CFG_ActivitiesPetExchangeCfg = "ActivitiesPetExchangeCfg.csv"
- CFG_ActivitiesRewardCfg = "ActivitiesRewardCfg.csv"
- CFG_ActivitiesSignInCfg = "ActivitiesSignInCfg.csv"
- CFG_ActivitiesTaskCfg = "ActivitiesTaskCfg.csv"
- CFG_ActivitiesTiredChargeCfg = "ActivitiesTiredChargeCfg.csv"
- CFG_ActivityRoulettelCfg = "ActivityRoulettelCfg.csv"
- CFG_ActRewardCfg = "ActRewardCfg.csv"
- CFG_AdvertisingScreen = "AdvertisingScreen.csv"
- CFG_ArenaLevelCfg = "ArenaLevelCfg.csv"
- CFG_ArenaRewardCfg = "ArenaRewardCfg.csv"
- CFG_ArtifactCfg = "ArtifactCfg.csv"
- CFG_ArtifactExpCfg = "ArtifactExpCfg.csv"
- CFG_BoliShopCfg = "BoliShopCfg.csv"
- CFG_BoliVipCfg = "BoliVipCfg.csv"
- CFG_BTSmashEggsCfg = "BTSmashEggsCfg.csv"
- CFG_CardCfg = "CardCfg.csv"
- CFG_CardIdentification = "CardIdentification.csv"
- CFG_CardReset = "CardReset.csv"
- CFG_CardSuitNewCfg = "CardSuitNewCfg.csv"
- CFG_CardUnlockCfg = "CardUnlockCfg.csv"
- CFG_ClimbingTowerCfg = "ClimbingTowerCfg.csv"
- CFG_CombinedServiceCfg = "CombinedServiceCfg.csv"
- CFG_CompetitionAidouluCfg = "CompetitionAidouluCfg.csv"
- CFG_CompetitionCfg = "CompetitionCfg.csv"
- CFG_CompetitionDevineCfg = "CompetitionDevineCfg.csv"
- CFG_CompetitionPrizeWheelCfg = "CompetitionPrizeWheelCfg.csv"
- CFG_ConditionCfg = "ConditionCfg.csv"
- CFG_DesignationCfg = "DesignationCfg.csv"
- CFG_DropCfg = "DropCfg.csv"
- CFG_EquipCfg = "EquipCfg.csv"
- CFG_EquipRefineCfg = "EquipRefineCfg.csv"
- CFG_EquipSuitNewCfg = "EquipSuitNewCfg.csv"
- CFG_EvilCfg = "EvilCfg.csv"
- CFG_ExpeditionBuffCfg = "ExpeditionBuffCfg.csv"
- CFG_ExpeditionBuffDropCfg = "ExpeditionBuffDropCfg.csv"
- CFG_ExpeditionCfg = "ExpeditionCfg.csv"
- CFG_FashionCfg = "FashionCfg.csv"
- CFG_FashionLevelUp = "FashionLevelUp.csv"
- CFG_FashionPaperCfg = "FashionPaperCfg.csv"
- CFG_FashionRandom = "FashionRandom.csv"
- CFG_FashionSuitCfg = "FashionSuitCfg.csv"
- CFG_FightCfg = "FightCfg.csv"
- CFG_FunctionCfg = "FunctionCfg.csv"
- CFG_GlobalCfg = "GlobalCfg.csv"
- CFG_GuildBadgeCfg = "GuildBadgeCfg.csv"
- CFG_GuildBossCfg = "GuildBossCfg.csv"
- CFG_GuildBossRewardCfg = "GuildBossRewardCfg.csv"
- CFG_GuildDemonCfg = "GuildDemonCfg.csv"
- CFG_GuildLvCfg = "GuildLvCfg.csv"
- CFG_GuildWarAgainstCfg = "GuildWarAgainstCfg.csv"
- CFG_GuildWarBuffCfg = "GuildWarBuffCfg.csv"
- CFG_GuildWarDojoCfg = "GuildWarDojoCfg.csv"
- CFG_HeadFrameCfg = "HeadFrameCfg.csv"
- CFG_HeadPortraitCfg = "HeadPortraitCfg.csv"
- CFG_HundredDojoCfg = "HundredDojoCfg.csv"
- CFG_InvitationTaskCfg = "InvitationTaskCfg.csv"
- CFG_ItemCfg = "ItemCfg.csv"
- CFG_JobCfg = "JobCfg.csv"
- CFG_JobExpCfg = "JobExpCfg.csv"
- CFG_KeepSakeCfg = "KeepSakeCfg.csv"
- CFG_LevelCfg = "LevelCfg.csv"
- CFG_LineMissionCfg = "LineMissionCfg.csv"
- CFG_MailCfg = "MailCfg.csv"
- CFG_MissionCfg = "MissionCfg.csv"
- CFG_NatureCfg = "NatureCfg.csv"
- CFG_NpcCfg = "NpcCfg.csv"
- CFG_OnlineRewardsCfg = "OnlineRewardsCfg.csv"
- CFG_ParterAttributeCfg = "ParterAttributeCfg.csv"
- CFG_ParterCfg = "ParterCfg.csv"
- CFG_ParterProgressCfg = "ParterProgressCfg.csv"
- CFG_ParterSkillTreeCfg = "ParterSkillTreeCfg.csv"
- CFG_PassCheckCfg = "PassCheckCfg.csv"
- CFG_PassiveSkillCfg = "PassiveSkillCfg.csv"
- CFG_PetBattleCfg = "PetBattleCfg.csv"
- CFG_PetCfg = "PetCfg.csv"
- CFG_PetEquipCfg = "PetEquipCfg.csv"
- CFG_PetEquipExpCfg = "PetEquipExpCfg.csv"
- CFG_PetEquipSuitCfg = "PetEquipSuitCfg.csv"
- CFG_PetExpCfg = "PetExpCfg.csv"
- CFG_PetpartnerCfg = "PetpartnerCfg.csv"
- CFG_PetProgressCfg = "PetProgressCfg.csv"
- 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){}
- func configNameListInit() {
- CFGNameList["ActiveCodeCfg"] = ActiveCodeCfgLoad
- CFGNameList["ActivitiesBtChargeTaskGoldCfg"] = ActivitiesBtChargeTaskGoldCfgLoad
- CFGNameList["ActivitiesBtChargeTaskRoMoneyCfg"] = ActivitiesBtChargeTaskRoMoneyCfgLoad
- CFGNameList["ActivitiesBtFirstChargeCfg"] = ActivitiesBtFirstChargeCfgLoad
- CFGNameList["ActivitiesCfg"] = ActivitiesCfgLoad
- CFGNameList["ActivitiesCollectionCfg"] = ActivitiesCollectionCfgLoad
- CFGNameList["ActivitiesDiscountsCfg"] = ActivitiesDiscountsCfgLoad
- CFGNameList["ActivitiesFirstChargeCfg"] = ActivitiesFirstChargeCfgLoad
- CFGNameList["ActivitiesFortnightDaysCfg"] = ActivitiesFortnightDaysCfgLoad
- CFGNameList["ActivitiesFortnightOnlineCfg"] = ActivitiesFortnightOnlineCfgLoad
- CFGNameList["ActivitiesGiftCfg"] = ActivitiesGiftCfgLoad
- CFGNameList["ActivitiesKingTaskCfg"] = ActivitiesKingTaskCfgLoad
- CFGNameList["ActivitieslikabilityCfg"] = ActivitieslikabilityCfgLoad
- CFGNameList["ActivitiesPetExchangeCfg"] = ActivitiesPetExchangeCfgLoad
- CFGNameList["ActivitiesRewardCfg"] = ActivitiesRewardCfgLoad
- CFGNameList["ActivitiesSignInCfg"] = ActivitiesSignInCfgLoad
- CFGNameList["ActivitiesTaskCfg"] = ActivitiesTaskCfgLoad
- CFGNameList["ActivitiesTiredChargeCfg"] = ActivitiesTiredChargeCfgLoad
- CFGNameList["ActivityRoulettelCfg"] = ActivityRoulettelCfgLoad
- CFGNameList["ActRewardCfg"] = ActRewardCfgLoad
- CFGNameList["AdvertisingScreen"] = AdvertisingScreenLoad
- CFGNameList["ArenaLevelCfg"] = ArenaLevelCfgLoad
- CFGNameList["ArenaRewardCfg"] = ArenaRewardCfgLoad
- CFGNameList["ArtifactCfg"] = ArtifactCfgLoad
- CFGNameList["ArtifactExpCfg"] = ArtifactExpCfgLoad
- CFGNameList["BoliShopCfg"] = BoliShopCfgLoad
- CFGNameList["BoliVipCfg"] = BoliVipCfgLoad
- CFGNameList["BTSmashEggsCfg"] = BTSmashEggsCfgLoad
- CFGNameList["CardCfg"] = CardCfgLoad
- CFGNameList["CardIdentification"] = CardIdentificationLoad
- CFGNameList["CardReset"] = CardResetLoad
- CFGNameList["CardSuitNewCfg"] = CardSuitNewCfgLoad
- CFGNameList["CardUnlockCfg"] = CardUnlockCfgLoad
- CFGNameList["ClimbingTowerCfg"] = ClimbingTowerCfgLoad
- CFGNameList["CombinedServiceCfg"] = CombinedServiceCfgLoad
- CFGNameList["CompetitionAidouluCfg"] = CompetitionAidouluCfgLoad
- CFGNameList["CompetitionCfg"] = CompetitionCfgLoad
- CFGNameList["CompetitionDevineCfg"] = CompetitionDevineCfgLoad
- CFGNameList["CompetitionPrizeWheelCfg"] = CompetitionPrizeWheelCfgLoad
- CFGNameList["ConditionCfg"] = ConditionCfgLoad
- CFGNameList["DesignationCfg"] = DesignationCfgLoad
- CFGNameList["DropCfg"] = DropCfgLoad
- CFGNameList["EquipCfg"] = EquipCfgLoad
- CFGNameList["EquipRefineCfg"] = EquipRefineCfgLoad
- CFGNameList["EquipSuitNewCfg"] = EquipSuitNewCfgLoad
- CFGNameList["EvilCfg"] = EvilCfgLoad
- CFGNameList["ExpeditionBuffCfg"] = ExpeditionBuffCfgLoad
- CFGNameList["ExpeditionBuffDropCfg"] = ExpeditionBuffDropCfgLoad
- CFGNameList["ExpeditionCfg"] = ExpeditionCfgLoad
- CFGNameList["FashionCfg"] = FashionCfgLoad
- CFGNameList["FashionLevelUp"] = FashionLevelUpLoad
- CFGNameList["FashionPaperCfg"] = FashionPaperCfgLoad
- CFGNameList["FashionRandom"] = FashionRandomLoad
- CFGNameList["FashionSuitCfg"] = FashionSuitCfgLoad
- CFGNameList["FightCfg"] = FightCfgLoad
- CFGNameList["FunctionCfg"] = FunctionCfgLoad
- CFGNameList["GlobalCfg"] = GlobalCfgLoad
- CFGNameList["GuildBadgeCfg"] = GuildBadgeCfgLoad
- CFGNameList["GuildBossCfg"] = GuildBossCfgLoad
- CFGNameList["GuildBossRewardCfg"] = GuildBossRewardCfgLoad
- CFGNameList["GuildDemonCfg"] = GuildDemonCfgLoad
- CFGNameList["GuildLvCfg"] = GuildLvCfgLoad
- CFGNameList["GuildWarAgainstCfg"] = GuildWarAgainstCfgLoad
- CFGNameList["GuildWarBuffCfg"] = GuildWarBuffCfgLoad
- CFGNameList["GuildWarDojoCfg"] = GuildWarDojoCfgLoad
- CFGNameList["HeadFrameCfg"] = HeadFrameCfgLoad
- CFGNameList["HeadPortraitCfg"] = HeadPortraitCfgLoad
- CFGNameList["HundredDojoCfg"] = HundredDojoCfgLoad
- CFGNameList["InvitationTaskCfg"] = InvitationTaskCfgLoad
- CFGNameList["ItemCfg"] = ItemCfgLoad
- CFGNameList["JobCfg"] = JobCfgLoad
- CFGNameList["JobExpCfg"] = JobExpCfgLoad
- CFGNameList["KeepSakeCfg"] = KeepSakeCfgLoad
- CFGNameList["LevelCfg"] = LevelCfgLoad
- CFGNameList["HardLevelCfg"] = HardLevelCfgLoad
- CFGNameList["LineMissionCfg"] = LineMissionCfgLoad
- CFGNameList["MailCfg"] = MailCfgLoad
- CFGNameList["MissionCfg"] = MissionCfgLoad
- CFGNameList["NatureCfg"] = NatureCfgLoad
- CFGNameList["NpcCfg"] = NpcCfgLoad
- CFGNameList["OnlineRewardsCfg"] = OnlineRewardsCfgLoad
- CFGNameList["ParterAttributeCfg"] = ParterAttributeCfgLoad
- CFGNameList["ParterCfg"] = ParterCfgLoad
- CFGNameList["ParterProgressCfg"] = ParterProgressCfgLoad
- CFGNameList["ParterSkillTreeCfg"] = ParterSkillTreeCfgLoad
- CFGNameList["PassCheckCfg"] = PassCheckCfgLoad
- CFGNameList["PassiveSkillCfg"] = PassiveSkillCfgLoad
- CFGNameList["PetBattleCfg"] = PetBattleCfgLoad
- CFGNameList["PetCfg"] = PetCfgLoad
- CFGNameList["PetEquipCfg"] = PetEquipCfgLoad
- CFGNameList["PetEquipExpCfg"] = PetEquipExpCfgLoad
- CFGNameList["PetEquipSuitCfg"] = PetEquipSuitCfgLoad
- CFGNameList["PetExpCfg"] = PetExpCfgLoad
- CFGNameList["PetpartnerCfg"] = PetpartnerCfgLoad
- CFGNameList["PetProgressCfg"] = PetProgressCfgLoad
- CFGNameList["PresspointPvPCfg"] = PresspointPvPCfgLoad
- CFGNameList["PrivilegeCardCfg"] = PrivilegeCardCfgLoad
- CFGNameList["PurseShopCfg"] = PurseShopCfgLoad
- CFGNameList["QualityPointCfg"] = QualityPointCfgLoad
- CFGNameList["QuickBattleCostCfg"] = QuickBattleCostCfgLoad
- CFGNameList["RobotCfg"] = RobotCfgLoad
- CFGNameList["RoleAttributeCfg"] = RoleAttributeCfgLoad
- CFGNameList["RuneShopExploreCfg"] = RuneShopExploreCfgLoad
- CFGNameList["RuneShopExploreRewardCfg"] = RuneShopExploreRewardCfgLoad
- CFGNameList["RuneShopGiftsCfg"] = RuneShopGiftsCfgLoad
- CFGNameList["RuneShopGuildBattleCfg"] = RuneShopGuildBattleCfgLoad
- CFGNameList["RuneShopLimitCfg"] = RuneShopLimitCfgLoad
- CFGNameList["RuneShopMonthCardCfg"] = RuneShopMonthCardCfgLoad
- CFGNameList["RuneShopRankAidouluCfg"] = RuneShopRankAidouluCfgLoad
- CFGNameList["RuneShopRankArenaCfg"] = RuneShopRankArenaCfgLoad
- CFGNameList["RuneShopRankMapCfg"] = RuneShopRankMapCfgLoad
- CFGNameList["RuneShopRankPetCfg"] = RuneShopRankPetCfgLoad
- CFGNameList["RuneShopRankSkillCfg"] = RuneShopRankSkillCfgLoad
- CFGNameList["RuneShopRankTowerCfg"] = RuneShopRankTowerCfgLoad
- CFGNameList["RushListCfg"] = RushListCfgLoad
- CFGNameList["RushListTargetCfg"] = RushListTargetCfgLoad
- CFGNameList["ServiceRecordCfg"] = ServiceRecordCfgLoad
- CFGNameList["ShieldedWordCfg"] = ShieldedWordCfgLoad
- CFGNameList["ShopCfg"] = ShopCfgLoad
- CFGNameList["ShopTypeCfg"] = ShopTypeCfgLoad
- CFGNameList["SignInCfg"] = SignInCfgLoad
- CFGNameList["SkillCfg"] = SkillCfgLoad
- CFGNameList["SkillDemandCfg"] = SkillDemandCfgLoad
- CFGNameList["SkillLvCfg"] = SkillLvCfgLoad
- CFGNameList["SkillSlotCfg"] = SkillSlotCfgLoad
- CFGNameList["SkillSuitNewCfg"] = SkillSuitNewCfgLoad
- CFGNameList["SkillTreeCfg"] = SkillTreeCfgLoad
- CFGNameList["SkillUpEffectCfg"] = SkillUpEffectCfgLoad
- CFGNameList["SummonServerCfg"] = SummonServerCfgLoad
- CFGNameList["SummonTemplateCfg"] = SummonTemplateCfgLoad
- CFGNameList["SysReward"] = SysRewardLoad
- CFGNameList["TargetTaskCfg"] = TargetTaskCfgLoad
- CFGNameList["TopTowerCfgLevel"] = TopTowerCfgLevelLoad
- CFGNameList["TopTowerCfgReward"] = TopTowerCfgRewardLoad
- CFGNameList["TransportCfg"] = TransportCfgLoad
- CFGNameList["UIFuncUnLockCfg"] = UIFuncUnLockCfgLoad
- CFGNameList["VipCfg"] = VipCfgLoad
- CFGNameList["WishCfg"] = WishCfgLoad
- CFGNameList["WorldBossCfg"] = WorldBossCfgLoad
- CFGNameList["WorldBossChangePlayCfg"] = WorldBossChangePlayCfgLoad
- }
- var XmlFileList = []string{
- "BattleFormulaParamCfg",
- "Born_Scene_prontera_sd",
- "FrameEvent",
- "FrameEvent_Bafengte",
- "FrameEvent_Bianfu",
- "FrameEvent_Boli",
- "FrameEvent_Fengtu",
- "FrameEvent_Jiachong",
- "FrameEvent_Lvmianchong",
- "FrameEvent_Parter_Archer1",
- "FrameEvent_Parter_Mage1",
- "FrameEvent_Parter_Priest1",
- "FrameEvent_Parter_Sword1",
- "FrameEvent_Parter_Thief1",
- "FrameEvent_Role_100001",
- "FrameEvent_Role_100002",
- "FrameEvent_Role_100101",
- "FrameEvent_Role_100102",
- "FrameEvent_Role_200101",
- "FrameEvent_Role_200102",
- "FrameEvent_Role_300101",
- "FrameEvent_Role_300102",
- "FrameEvent_Role_400101",
- "FrameEvent_Role_400102",
- "FrameEvent_Role_500101",
- "FrameEvent_Role_500102",
- "FrameEvent_Shirenhua",
- "FrameEvent_Xiehailangren",
- }
- // load config data
- func ConfigInit(path string) {
- configNameListInit()
- ActiveCodeCfgLoad(path)
- ActivitiesBtChargeTaskGoldCfgLoad(path)
- ActivitiesBtChargeTaskRoMoneyCfgLoad(path)
- ActivitiesBtFirstChargeCfgLoad(path)
- ActivitiesCfgLoad(path)
- ActivitiesCollectionCfgLoad(path)
- ActivitiesDiscountsCfgLoad(path)
- ActivitiesFirstChargeCfgLoad(path)
- ActivitiesFortnightDaysCfgLoad(path)
- ActivitiesFortnightOnlineCfgLoad(path)
- ActivitiesGiftCfgLoad(path)
- ActivitiesKingTaskCfgLoad(path)
- ActivitieslikabilityCfgLoad(path)
- ActivitiesPetExchangeCfgLoad(path)
- ActivitiesRewardCfgLoad(path)
- ActivitiesSignInCfgLoad(path)
- ActivitiesTaskCfgLoad(path)
- ActivitiesTiredChargeCfgLoad(path)
- ActivityRoulettelCfgLoad(path)
- ActRewardCfgLoad(path)
- AdvertisingScreenLoad(path)
- ArenaLevelCfgLoad(path)
- ArenaRewardCfgLoad(path)
- ArtifactCfgLoad(path)
- ArtifactExpCfgLoad(path)
- BoliShopCfgLoad(path)
- BoliVipCfgLoad(path)
- BTSmashEggsCfgLoad(path)
- CardCfgLoad(path)
- CardIdentificationLoad(path)
- CardResetLoad(path)
- CardSuitNewCfgLoad(path)
- CardUnlockCfgLoad(path)
- ClimbingTowerCfgLoad(path)
- CombinedServiceCfgLoad(path)
- CompetitionAidouluCfgLoad(path)
- CompetitionCfgLoad(path)
- CompetitionDevineCfgLoad(path)
- CompetitionPrizeWheelCfgLoad(path)
- ConditionCfgLoad(path)
- DesignationCfgLoad(path)
- DropCfgLoad(path)
- EquipCfgLoad(path)
- EquipRefineCfgLoad(path)
- EquipSuitNewCfgLoad(path)
- EvilCfgLoad(path)
- ExpeditionBuffCfgLoad(path)
- ExpeditionBuffDropCfgLoad(path)
- ExpeditionCfgLoad(path)
- FashionCfgLoad(path)
- FashionLevelUpLoad(path)
- FashionPaperCfgLoad(path)
- FashionRandomLoad(path)
- FashionSuitCfgLoad(path)
- FightCfgLoad(path)
- FunctionCfgLoad(path)
- GlobalCfgLoad(path)
- GuildBadgeCfgLoad(path)
- GuildBossCfgLoad(path)
- GuildBossRewardCfgLoad(path)
- GuildDemonCfgLoad(path)
- GuildLvCfgLoad(path)
- GuildWarAgainstCfgLoad(path)
- GuildWarBuffCfgLoad(path)
- GuildWarDojoCfgLoad(path)
- HeadFrameCfgLoad(path)
- HeadPortraitCfgLoad(path)
- HundredDojoCfgLoad(path)
- InvitationTaskCfgLoad(path)
- ItemCfgLoad(path)
- JobCfgLoad(path)
- JobExpCfgLoad(path)
- KeepSakeCfgLoad(path)
- LevelCfgLoad(path)
- HardLevelCfgLoad(path)
- LineMissionCfgLoad(path)
- MailCfgLoad(path)
- MissionCfgLoad(path)
- NatureCfgLoad(path)
- NpcCfgLoad(path)
- OnlineRewardsCfgLoad(path)
- ParterAttributeCfgLoad(path)
- ParterCfgLoad(path)
- ParterProgressCfgLoad(path)
- ParterSkillTreeCfgLoad(path)
- PassCheckCfgLoad(path)
- PassiveSkillCfgLoad(path)
- PetBattleCfgLoad(path)
- PetCfgLoad(path)
- PetEquipCfgLoad(path)
- PetEquipExpCfgLoad(path)
- PetEquipSuitCfgLoad(path)
- PetExpCfgLoad(path)
- PetpartnerCfgLoad(path)
- PetProgressCfgLoad(path)
- PresspointPvPCfgLoad(path)
- PrivilegeCardCfgLoad(path)
- PurseShopCfgLoad(path)
- QualityPointCfgLoad(path)
- QuickBattleCostCfgLoad(path)
- RobotCfgLoad(path)
- RoleAttributeCfgLoad(path)
- RuneShopExploreCfgLoad(path)
- RuneShopExploreRewardCfgLoad(path)
- RuneShopGiftsCfgLoad(path)
- RuneShopGuildBattleCfgLoad(path)
- RuneShopLimitCfgLoad(path)
- RuneShopMonthCardCfgLoad(path)
- RuneShopRankAidouluCfgLoad(path)
- RuneShopRankArenaCfgLoad(path)
- RuneShopRankMapCfgLoad(path)
- RuneShopRankPetCfgLoad(path)
- RuneShopRankSkillCfgLoad(path)
- RuneShopRankTowerCfgLoad(path)
- RushListCfgLoad(path)
- RushListTargetCfgLoad(path)
- ServiceRecordCfgLoad(path)
- ShieldedWordCfgLoad(path)
- ShopCfgLoad(path)
- ShopTypeCfgLoad(path)
- SignInCfgLoad(path)
- SkillCfgLoad(path)
- SkillDemandCfgLoad(path)
- SkillLvCfgLoad(path)
- SkillSlotCfgLoad(path)
- SkillSuitNewCfgLoad(path)
- SkillTreeCfgLoad(path)
- SkillUpEffectCfgLoad(path)
- SummonServerCfgLoad(path)
- SummonTemplateCfgLoad(path)
- SysRewardLoad(path)
- TargetTaskCfgLoad(path)
- TopTowerCfgLevelLoad(path)
- TopTowerCfgRewardLoad(path)
- TransportCfgLoad(path)
- UIFuncUnLockCfgLoad(path)
- VipCfgLoad(path)
- WishCfgLoad(path)
- WorldBossCfgLoad(path)
- WorldBossChangePlayCfgLoad(path)
- }
- var ActiveCodeCfgLoader map[int32]*ActiveCodeCfg
- type ActiveCodeCfg struct {
- Id int32 `csv:"Id"` //ID
- Code string `csv:"Code"` //类型
- }
- func ActiveCodeCfgLoad(path string) {
- cfg := []*ActiveCodeCfg{}
- ActiveCodeCfgLoader = map[int32]*ActiveCodeCfg{}
- loadCsvCfg(path+"ActiveCodeCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ActivitiesBtChargeTaskGoldCfgLoad(path string) {
- cfg := []*ActivitiesBtChargeTaskGoldCfg{}
- ActivitiesBtChargeTaskGoldCfgLoader = map[int32]*ActivitiesBtChargeTaskGoldCfg{}
- loadCsvCfg(path+"ActivitiesBtChargeTaskGoldCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ActivitiesBtChargeTaskRoMoneyCfgLoad(path string) {
- cfg := []*ActivitiesBtChargeTaskRoMoneyCfg{}
- ActivitiesBtChargeTaskRoMoneyCfgLoader = map[int32]*ActivitiesBtChargeTaskRoMoneyCfg{}
- loadCsvCfg(path+"ActivitiesBtChargeTaskRoMoneyCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ActivitiesBtFirstChargeCfgLoad(path string) {
- cfg := []*ActivitiesBtFirstChargeCfg{}
- ActivitiesBtFirstChargeCfgLoader = map[int32]*ActivitiesBtFirstChargeCfg{}
- loadCsvCfg(path+"ActivitiesBtFirstChargeCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ActivitiesCfgLoad(path string) {
- cfg := []*ActivitiesCfg{}
- ActivitiesCfgLoader = map[int32]*ActivitiesCfg{}
- loadCsvCfg(path+"ActivitiesCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ActivitiesCollectionCfgLoad(path string) {
- cfg := []*ActivitiesCollectionCfg{}
- ActivitiesCollectionCfgLoader = map[int32]*ActivitiesCollectionCfg{}
- loadCsvCfg(path+"ActivitiesCollectionCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ActivitiesDiscountsCfgLoad(path string) {
- cfg := []*ActivitiesDiscountsCfg{}
- ActivitiesDiscountsCfgLoader = map[int32]*ActivitiesDiscountsCfg{}
- loadCsvCfg(path+"ActivitiesDiscountsCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ActivitiesFirstChargeCfgLoad(path string) {
- cfg := []*ActivitiesFirstChargeCfg{}
- ActivitiesFirstChargeCfgLoader = map[int32]*ActivitiesFirstChargeCfg{}
- loadCsvCfg(path+"ActivitiesFirstChargeCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ActivitiesFortnightDaysCfgLoad(path string) {
- cfg := []*ActivitiesFortnightDaysCfg{}
- ActivitiesFortnightDaysCfgLoader = map[int32]*ActivitiesFortnightDaysCfg{}
- loadCsvCfg(path+"ActivitiesFortnightDaysCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ActivitiesFortnightOnlineCfgLoad(path string) {
- cfg := []*ActivitiesFortnightOnlineCfg{}
- ActivitiesFortnightOnlineCfgLoader = map[int32]*ActivitiesFortnightOnlineCfg{}
- loadCsvCfg(path+"ActivitiesFortnightOnlineCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ActivitiesGiftCfgLoad(path string) {
- cfg := []*ActivitiesGiftCfg{}
- ActivitiesGiftCfgLoader = map[int32]*ActivitiesGiftCfg{}
- loadCsvCfg(path+"ActivitiesGiftCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ActivitiesKingTaskCfgLoad(path string) {
- cfg := []*ActivitiesKingTaskCfg{}
- ActivitiesKingTaskCfgLoader = map[int32]*ActivitiesKingTaskCfg{}
- loadCsvCfg(path+"ActivitiesKingTaskCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ActivitieslikabilityCfgLoad(path string) {
- cfg := []*ActivitieslikabilityCfg{}
- ActivitieslikabilityCfgLoader = map[int32]*ActivitieslikabilityCfg{}
- loadCsvCfg(path+"ActivitieslikabilityCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ActivitiesPetExchangeCfgLoad(path string) {
- cfg := []*ActivitiesPetExchangeCfg{}
- ActivitiesPetExchangeCfgLoader = map[int32]*ActivitiesPetExchangeCfg{}
- loadCsvCfg(path+"ActivitiesPetExchangeCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ActivitiesRewardCfgLoad(path string) {
- cfg := []*ActivitiesRewardCfg{}
- ActivitiesRewardCfgLoader = map[int32]*ActivitiesRewardCfg{}
- loadCsvCfg(path+"ActivitiesRewardCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ActivitiesSignInCfgLoad(path string) {
- cfg := []*ActivitiesSignInCfg{}
- ActivitiesSignInCfgLoader = map[int32]*ActivitiesSignInCfg{}
- loadCsvCfg(path+"ActivitiesSignInCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ActivitiesTaskCfgLoad(path string) {
- cfg := []*ActivitiesTaskCfg{}
- ActivitiesTaskCfgLoader = map[int32]*ActivitiesTaskCfg{}
- loadCsvCfg(path+"ActivitiesTaskCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ActivitiesTiredChargeCfgLoad(path string) {
- cfg := []*ActivitiesTiredChargeCfg{}
- ActivitiesTiredChargeCfgLoader = map[int32]*ActivitiesTiredChargeCfg{}
- loadCsvCfg(path+"ActivitiesTiredChargeCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ActivityRoulettelCfgLoad(path string) {
- cfg := []*ActivityRoulettelCfg{}
- ActivityRoulettelCfgLoader = map[int32]*ActivityRoulettelCfg{}
- loadCsvCfg(path+"ActivityRoulettelCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ActRewardCfgLoad(path string) {
- cfg := []*ActRewardCfg{}
- ActRewardCfgLoader = map[int32]*ActRewardCfg{}
- loadCsvCfg(path+"ActRewardCfg.csv", &cfg)
- for _, row := range cfg {
- ActRewardCfgLoader[row.ID] = row
- }
- }
- var AdvertisingScreenLoader map[int32]*AdvertisingScreen
- type AdvertisingScreen struct {
- ID int32 `csv:"ID"` //ID
- Type string `csv:"Type"` //Type
- }
- func AdvertisingScreenLoad(path string) {
- cfg := []*AdvertisingScreen{}
- AdvertisingScreenLoader = map[int32]*AdvertisingScreen{}
- loadCsvCfg(path+"AdvertisingScreen.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ArenaLevelCfgLoad(path string) {
- cfg := []*ArenaLevelCfg{}
- ArenaLevelCfgLoader = map[int32]*ArenaLevelCfg{}
- loadCsvCfg(path+"ArenaLevelCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ArenaRewardCfgLoad(path string) {
- cfg := []*ArenaRewardCfg{}
- ArenaRewardCfgLoader = map[int32]*ArenaRewardCfg{}
- loadCsvCfg(path+"ArenaRewardCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ArtifactCfgLoad(path string) {
- cfg := []*ArtifactCfg{}
- ArtifactCfgLoader = map[int32]*ArtifactCfg{}
- loadCsvCfg(path+"ArtifactCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ArtifactExpCfgLoad(path string) {
- cfg := []*ArtifactExpCfg{}
- ArtifactExpCfgLoader = map[int32]*ArtifactExpCfg{}
- loadCsvCfg(path+"ArtifactExpCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func BoliShopCfgLoad(path string) {
- cfg := []*BoliShopCfg{}
- BoliShopCfgLoader = map[int32]*BoliShopCfg{}
- loadCsvCfg(path+"BoliShopCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func BoliVipCfgLoad(path string) {
- cfg := []*BoliVipCfg{}
- BoliVipCfgLoader = map[int32]*BoliVipCfg{}
- loadCsvCfg(path+"BoliVipCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func BTSmashEggsCfgLoad(path string) {
- cfg := []*BTSmashEggsCfg{}
- BTSmashEggsCfgLoader = map[int32]*BTSmashEggsCfg{}
- loadCsvCfg(path+"BTSmashEggsCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func CardCfgLoad(path string) {
- cfg := []*CardCfg{}
- CardCfgLoader = map[int32]*CardCfg{}
- loadCsvCfg(path+"CardCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func CardIdentificationLoad(path string) {
- cfg := []*CardIdentification{}
- CardIdentificationLoader = map[int32]*CardIdentification{}
- loadCsvCfg(path+"CardIdentification.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func CardResetLoad(path string) {
- cfg := []*CardReset{}
- CardResetLoader = map[int32]*CardReset{}
- loadCsvCfg(path+"CardReset.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func CardSuitNewCfgLoad(path string) {
- cfg := []*CardSuitNewCfg{}
- CardSuitNewCfgLoader = map[int32]*CardSuitNewCfg{}
- loadCsvCfg(path+"CardSuitNewCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func CardUnlockCfgLoad(path string) {
- cfg := []*CardUnlockCfg{}
- CardUnlockCfgLoader = map[int32]*CardUnlockCfg{}
- loadCsvCfg(path+"CardUnlockCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ClimbingTowerCfgLoad(path string) {
- cfg := []*ClimbingTowerCfg{}
- ClimbingTowerCfgLoader = map[int32]*ClimbingTowerCfg{}
- loadCsvCfg(path+"ClimbingTowerCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func CombinedServiceCfgLoad(path string) {
- cfg := []*CombinedServiceCfg{}
- CombinedServiceCfgLoader = map[int32]*CombinedServiceCfg{}
- loadCsvCfg(path+"CombinedServiceCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func CompetitionAidouluCfgLoad(path string) {
- cfg := []*CompetitionAidouluCfg{}
- CompetitionAidouluCfgLoader = map[int32]*CompetitionAidouluCfg{}
- loadCsvCfg(path+"CompetitionAidouluCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func CompetitionCfgLoad(path string) {
- cfg := []*CompetitionCfg{}
- CompetitionCfgLoader = map[int32]*CompetitionCfg{}
- loadCsvCfg(path+"CompetitionCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func CompetitionDevineCfgLoad(path string) {
- cfg := []*CompetitionDevineCfg{}
- CompetitionDevineCfgLoader = map[int32]*CompetitionDevineCfg{}
- loadCsvCfg(path+"CompetitionDevineCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func CompetitionPrizeWheelCfgLoad(path string) {
- cfg := []*CompetitionPrizeWheelCfg{}
- CompetitionPrizeWheelCfgLoader = map[int32]*CompetitionPrizeWheelCfg{}
- loadCsvCfg(path+"CompetitionPrizeWheelCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ConditionCfgLoad(path string) {
- cfg := []*ConditionCfg{}
- ConditionCfgLoader = map[int32]*ConditionCfg{}
- loadCsvCfg(path+"ConditionCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func DesignationCfgLoad(path string) {
- cfg := []*DesignationCfg{}
- DesignationCfgLoader = map[int32]*DesignationCfg{}
- loadCsvCfg(path+"DesignationCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func DropCfgLoad(path string) {
- cfg := []*DropCfg{}
- DropCfgLoader = map[int32]*DropCfg{}
- loadCsvCfg(path+"DropCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func EquipCfgLoad(path string) {
- cfg := []*EquipCfg{}
- EquipCfgLoader = map[int32]*EquipCfg{}
- loadCsvCfg(path+"EquipCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func EquipRefineCfgLoad(path string) {
- cfg := []*EquipRefineCfg{}
- EquipRefineCfgLoader = map[int32]*EquipRefineCfg{}
- loadCsvCfg(path+"EquipRefineCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func EquipSuitNewCfgLoad(path string) {
- cfg := []*EquipSuitNewCfg{}
- EquipSuitNewCfgLoader = map[int32]*EquipSuitNewCfg{}
- loadCsvCfg(path+"EquipSuitNewCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func EvilCfgLoad(path string) {
- cfg := []*EvilCfg{}
- EvilCfgLoader = map[int32]*EvilCfg{}
- loadCsvCfg(path+"EvilCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ExpeditionBuffCfgLoad(path string) {
- cfg := []*ExpeditionBuffCfg{}
- ExpeditionBuffCfgLoader = map[int32]*ExpeditionBuffCfg{}
- loadCsvCfg(path+"ExpeditionBuffCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ExpeditionBuffDropCfgLoad(path string) {
- cfg := []*ExpeditionBuffDropCfg{}
- ExpeditionBuffDropCfgLoader = map[int32]*ExpeditionBuffDropCfg{}
- loadCsvCfg(path+"ExpeditionBuffDropCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ExpeditionCfgLoad(path string) {
- cfg := []*ExpeditionCfg{}
- ExpeditionCfgLoader = map[int32]*ExpeditionCfg{}
- loadCsvCfg(path+"ExpeditionCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func FashionCfgLoad(path string) {
- cfg := []*FashionCfg{}
- FashionCfgLoader = map[int32]*FashionCfg{}
- loadCsvCfg(path+"FashionCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func FashionLevelUpLoad(path string) {
- cfg := []*FashionLevelUp{}
- FashionLevelUpLoader = map[int32]*FashionLevelUp{}
- loadCsvCfg(path+"FashionLevelUp.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func FashionPaperCfgLoad(path string) {
- cfg := []*FashionPaperCfg{}
- FashionPaperCfgLoader = map[int32]*FashionPaperCfg{}
- loadCsvCfg(path+"FashionPaperCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func FashionRandomLoad(path string) {
- cfg := []*FashionRandom{}
- FashionRandomLoader = map[int32]*FashionRandom{}
- loadCsvCfg(path+"FashionRandom.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func FashionSuitCfgLoad(path string) {
- cfg := []*FashionSuitCfg{}
- FashionSuitCfgLoader = map[int32]*FashionSuitCfg{}
- loadCsvCfg(path+"FashionSuitCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func FightCfgLoad(path string) {
- cfg := []*FightCfg{}
- FightCfgLoader = map[int32]*FightCfg{}
- loadCsvCfg(path+"FightCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func FunctionCfgLoad(path string) {
- cfg := []*FunctionCfg{}
- FunctionCfgLoader = map[int32]*FunctionCfg{}
- loadCsvCfg(path+"FunctionCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func GlobalCfgLoad(path string) {
- cfg := []*GlobalCfg{}
- GlobalCfgLoader = map[int32]*GlobalCfg{}
- loadCsvCfg(path+"GlobalCfg.csv", &cfg)
- for _, row := range cfg {
- GlobalCfgLoader[row.Id] = row
- }
- }
- var GuildBadgeCfgLoader map[int32]*GuildBadgeCfg
- type GuildBadgeCfg struct {
- Id int32 `csv:"Id"` //ID
- }
- func GuildBadgeCfgLoad(path string) {
- cfg := []*GuildBadgeCfg{}
- GuildBadgeCfgLoader = map[int32]*GuildBadgeCfg{}
- loadCsvCfg(path+"GuildBadgeCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func GuildBossCfgLoad(path string) {
- cfg := []*GuildBossCfg{}
- GuildBossCfgLoader = map[int32]*GuildBossCfg{}
- loadCsvCfg(path+"GuildBossCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func GuildBossRewardCfgLoad(path string) {
- cfg := []*GuildBossRewardCfg{}
- GuildBossRewardCfgLoader = map[int32]*GuildBossRewardCfg{}
- loadCsvCfg(path+"GuildBossRewardCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func GuildDemonCfgLoad(path string) {
- cfg := []*GuildDemonCfg{}
- GuildDemonCfgLoader = map[int32]*GuildDemonCfg{}
- loadCsvCfg(path+"GuildDemonCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func GuildLvCfgLoad(path string) {
- cfg := []*GuildLvCfg{}
- GuildLvCfgLoader = map[int32]*GuildLvCfg{}
- loadCsvCfg(path+"GuildLvCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func GuildWarAgainstCfgLoad(path string) {
- cfg := []*GuildWarAgainstCfg{}
- GuildWarAgainstCfgLoader = map[int32]*GuildWarAgainstCfg{}
- loadCsvCfg(path+"GuildWarAgainstCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func GuildWarBuffCfgLoad(path string) {
- cfg := []*GuildWarBuffCfg{}
- GuildWarBuffCfgLoader = map[int32]*GuildWarBuffCfg{}
- loadCsvCfg(path+"GuildWarBuffCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func GuildWarDojoCfgLoad(path string) {
- cfg := []*GuildWarDojoCfg{}
- GuildWarDojoCfgLoader = map[int32]*GuildWarDojoCfg{}
- loadCsvCfg(path+"GuildWarDojoCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func HeadFrameCfgLoad(path string) {
- cfg := []*HeadFrameCfg{}
- HeadFrameCfgLoader = map[int32]*HeadFrameCfg{}
- loadCsvCfg(path+"HeadFrameCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func HeadPortraitCfgLoad(path string) {
- cfg := []*HeadPortraitCfg{}
- HeadPortraitCfgLoader = map[int32]*HeadPortraitCfg{}
- loadCsvCfg(path+"HeadPortraitCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func HundredDojoCfgLoad(path string) {
- cfg := []*HundredDojoCfg{}
- HundredDojoCfgLoader = map[int32]*HundredDojoCfg{}
- loadCsvCfg(path+"HundredDojoCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func InvitationTaskCfgLoad(path string) {
- cfg := []*InvitationTaskCfg{}
- InvitationTaskCfgLoader = map[int32]*InvitationTaskCfg{}
- loadCsvCfg(path+"InvitationTaskCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ItemCfgLoad(path string) {
- cfg := []*ItemCfg{}
- ItemCfgLoader = map[int32]*ItemCfg{}
- loadCsvCfg(path+"ItemCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func JobCfgLoad(path string) {
- cfg := []*JobCfg{}
- JobCfgLoader = map[int32]*JobCfg{}
- loadCsvCfg(path+"JobCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func JobExpCfgLoad(path string) {
- cfg := []*JobExpCfg{}
- JobExpCfgLoader = map[int32]*JobExpCfg{}
- loadCsvCfg(path+"JobExpCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func KeepSakeCfgLoad(path string) {
- cfg := []*KeepSakeCfg{}
- KeepSakeCfgLoader = map[int32]*KeepSakeCfg{}
- loadCsvCfg(path+"KeepSakeCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func LevelCfgLoad(path string) {
- cfg := []*LevelCfg{}
- LevelCfgLoader = map[int32]*LevelCfg{}
- loadCsvCfg(path+"LevelCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func LineMissionCfgLoad(path string) {
- cfg := []*LineMissionCfg{}
- LineMissionCfgLoader = map[int32]*LineMissionCfg{}
- loadCsvCfg(path+"LineMissionCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func MailCfgLoad(path string) {
- cfg := []*MailCfg{}
- MailCfgLoader = map[int32]*MailCfg{}
- loadCsvCfg(path+"MailCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func MissionCfgLoad(path string) {
- cfg := []*MissionCfg{}
- MissionCfgLoader = map[int32]*MissionCfg{}
- loadCsvCfg(path+"MissionCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func NatureCfgLoad(path string) {
- cfg := []*NatureCfg{}
- NatureCfgLoader = map[int32]*NatureCfg{}
- loadCsvCfg(path+"NatureCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func NpcCfgLoad(path string) {
- cfg := []*NpcCfg{}
- NpcCfgLoader = map[int32]*NpcCfg{}
- loadCsvCfg(path+"NpcCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func OnlineRewardsCfgLoad(path string) {
- cfg := []*OnlineRewardsCfg{}
- OnlineRewardsCfgLoader = map[int32]*OnlineRewardsCfg{}
- loadCsvCfg(path+"OnlineRewardsCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ParterAttributeCfgLoad(path string) {
- cfg := []*ParterAttributeCfg{}
- ParterAttributeCfgLoader = map[int32]*ParterAttributeCfg{}
- loadCsvCfg(path+"ParterAttributeCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ParterCfgLoad(path string) {
- cfg := []*ParterCfg{}
- ParterCfgLoader = map[int32]*ParterCfg{}
- loadCsvCfg(path+"ParterCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ParterProgressCfgLoad(path string) {
- cfg := []*ParterProgressCfg{}
- ParterProgressCfgLoader = map[int32]*ParterProgressCfg{}
- loadCsvCfg(path+"ParterProgressCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ParterSkillTreeCfgLoad(path string) {
- cfg := []*ParterSkillTreeCfg{}
- ParterSkillTreeCfgLoader = map[int32]*ParterSkillTreeCfg{}
- loadCsvCfg(path+"ParterSkillTreeCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func PassCheckCfgLoad(path string) {
- cfg := []*PassCheckCfg{}
- PassCheckCfgLoader = map[int32]*PassCheckCfg{}
- loadCsvCfg(path+"PassCheckCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func PassiveSkillCfgLoad(path string) {
- cfg := []*PassiveSkillCfg{}
- PassiveSkillCfgLoader = map[int32]*PassiveSkillCfg{}
- loadCsvCfg(path+"PassiveSkillCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func PetBattleCfgLoad(path string) {
- cfg := []*PetBattleCfg{}
- PetBattleCfgLoader = map[int32]*PetBattleCfg{}
- loadCsvCfg(path+"PetBattleCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func PetCfgLoad(path string) {
- cfg := []*PetCfg{}
- PetCfgLoader = map[int32]*PetCfg{}
- loadCsvCfg(path+"PetCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func PetEquipCfgLoad(path string) {
- cfg := []*PetEquipCfg{}
- PetEquipCfgLoader = map[int32]*PetEquipCfg{}
- loadCsvCfg(path+"PetEquipCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func PetEquipExpCfgLoad(path string) {
- cfg := []*PetEquipExpCfg{}
- PetEquipExpCfgLoader = map[int32]*PetEquipExpCfg{}
- loadCsvCfg(path+"PetEquipExpCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func PetEquipSuitCfgLoad(path string) {
- cfg := []*PetEquipSuitCfg{}
- PetEquipSuitCfgLoader = map[int32]*PetEquipSuitCfg{}
- loadCsvCfg(path+"PetEquipSuitCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func PetExpCfgLoad(path string) {
- cfg := []*PetExpCfg{}
- PetExpCfgLoader = map[int32]*PetExpCfg{}
- loadCsvCfg(path+"PetExpCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func PetpartnerCfgLoad(path string) {
- cfg := []*PetpartnerCfg{}
- PetpartnerCfgLoader = map[int32]*PetpartnerCfg{}
- loadCsvCfg(path+"PetpartnerCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func PetProgressCfgLoad(path string) {
- cfg := []*PetProgressCfg{}
- PetProgressCfgLoader = map[int32]*PetProgressCfg{}
- loadCsvCfg(path+"PetProgressCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func PresspointPvPCfgLoad(path string) {
- cfg := []*PresspointPvPCfg{}
- PresspointPvPCfgLoader = map[int32]*PresspointPvPCfg{}
- loadCsvCfg(path+"PresspointPvPCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func PrivilegeCardCfgLoad(path string) {
- cfg := []*PrivilegeCardCfg{}
- PrivilegeCardCfgLoader = map[int32]*PrivilegeCardCfg{}
- loadCsvCfg(path+"PrivilegeCardCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func PurseShopCfgLoad(path string) {
- cfg := []*PurseShopCfg{}
- PurseShopCfgLoader = map[int32]*PurseShopCfg{}
- loadCsvCfg(path+"PurseShopCfg.csv", &cfg)
- for _, row := range cfg {
- PurseShopCfgLoader[row.Id] = row
- }
- }
- var QualityPointCfgLoader map[int32]*QualityPointCfg
- type QualityPointCfg struct {
- Count int32 `csv:"count"` //点数
- Cost int32 `csv:"cost"` //消耗
- }
- func QualityPointCfgLoad(path string) {
- cfg := []*QualityPointCfg{}
- QualityPointCfgLoader = map[int32]*QualityPointCfg{}
- loadCsvCfg(path+"QualityPointCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func QuickBattleCostCfgLoad(path string) {
- cfg := []*QuickBattleCostCfg{}
- QuickBattleCostCfgLoader = map[int32]*QuickBattleCostCfg{}
- loadCsvCfg(path+"QuickBattleCostCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func RobotCfgLoad(path string) {
- cfg := []*RobotCfg{}
- RobotCfgLoader = map[int32]*RobotCfg{}
- loadCsvCfg(path+"RobotCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func RoleAttributeCfgLoad(path string) {
- cfg := []*RoleAttributeCfg{}
- RoleAttributeCfgLoader = map[int32]*RoleAttributeCfg{}
- loadCsvCfg(path+"RoleAttributeCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func RuneShopExploreCfgLoad(path string) {
- cfg := []*RuneShopExploreCfg{}
- RuneShopExploreCfgLoader = map[int32]*RuneShopExploreCfg{}
- loadCsvCfg(path+"RuneShopExploreCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func RuneShopExploreRewardCfgLoad(path string) {
- cfg := []*RuneShopExploreRewardCfg{}
- RuneShopExploreRewardCfgLoader = map[int32]*RuneShopExploreRewardCfg{}
- loadCsvCfg(path+"RuneShopExploreRewardCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func RuneShopGiftsCfgLoad(path string) {
- cfg := []*RuneShopGiftsCfg{}
- RuneShopGiftsCfgLoader = map[int32]*RuneShopGiftsCfg{}
- loadCsvCfg(path+"RuneShopGiftsCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func RuneShopGuildBattleCfgLoad(path string) {
- cfg := []*RuneShopGuildBattleCfg{}
- RuneShopGuildBattleCfgLoader = map[int32]*RuneShopGuildBattleCfg{}
- loadCsvCfg(path+"RuneShopGuildBattleCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func RuneShopLimitCfgLoad(path string) {
- cfg := []*RuneShopLimitCfg{}
- RuneShopLimitCfgLoader = map[int32]*RuneShopLimitCfg{}
- loadCsvCfg(path+"RuneShopLimitCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func RuneShopMonthCardCfgLoad(path string) {
- cfg := []*RuneShopMonthCardCfg{}
- RuneShopMonthCardCfgLoader = map[int32]*RuneShopMonthCardCfg{}
- loadCsvCfg(path+"RuneShopMonthCardCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func RuneShopRankAidouluCfgLoad(path string) {
- cfg := []*RuneShopRankAidouluCfg{}
- RuneShopRankAidouluCfgLoader = map[int32]*RuneShopRankAidouluCfg{}
- loadCsvCfg(path+"RuneShopRankAidouluCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func RuneShopRankArenaCfgLoad(path string) {
- cfg := []*RuneShopRankArenaCfg{}
- RuneShopRankArenaCfgLoader = map[int32]*RuneShopRankArenaCfg{}
- loadCsvCfg(path+"RuneShopRankArenaCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func RuneShopRankMapCfgLoad(path string) {
- cfg := []*RuneShopRankMapCfg{}
- RuneShopRankMapCfgLoader = map[int32]*RuneShopRankMapCfg{}
- loadCsvCfg(path+"RuneShopRankMapCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func RuneShopRankPetCfgLoad(path string) {
- cfg := []*RuneShopRankPetCfg{}
- RuneShopRankPetCfgLoader = map[int32]*RuneShopRankPetCfg{}
- loadCsvCfg(path+"RuneShopRankPetCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func RuneShopRankSkillCfgLoad(path string) {
- cfg := []*RuneShopRankSkillCfg{}
- RuneShopRankSkillCfgLoader = map[int32]*RuneShopRankSkillCfg{}
- loadCsvCfg(path+"RuneShopRankSkillCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func RuneShopRankTowerCfgLoad(path string) {
- cfg := []*RuneShopRankTowerCfg{}
- RuneShopRankTowerCfgLoader = map[int32]*RuneShopRankTowerCfg{}
- loadCsvCfg(path+"RuneShopRankTowerCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func RushListCfgLoad(path string) {
- cfg := []*RushListCfg{}
- RushListCfgLoader = map[int32]*RushListCfg{}
- loadCsvCfg(path+"RushListCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func RushListTargetCfgLoad(path string) {
- cfg := []*RushListTargetCfg{}
- RushListTargetCfgLoader = map[int32]*RushListTargetCfg{}
- loadCsvCfg(path+"RushListTargetCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ServiceRecordCfgLoad(path string) {
- cfg := []*ServiceRecordCfg{}
- ServiceRecordCfgLoader = map[int32]*ServiceRecordCfg{}
- loadCsvCfg(path+"ServiceRecordCfg.csv", &cfg)
- for _, row := range cfg {
- ServiceRecordCfgLoader[row.Id] = row
- }
- }
- var ShieldedWordCfgLoader map[int32]*ShieldedWordCfg
- type ShieldedWordCfg struct {
- ID int32 `csv:"ID"` //ID
- Type string `csv:"Type"` //Type
- }
- func ShieldedWordCfgLoad(path string) {
- cfg := []*ShieldedWordCfg{}
- ShieldedWordCfgLoader = map[int32]*ShieldedWordCfg{}
- loadCsvCfg(path+"ShieldedWordCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ShopCfgLoad(path string) {
- cfg := []*ShopCfg{}
- ShopCfgLoader = map[int32]*ShopCfg{}
- loadCsvCfg(path+"ShopCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func ShopTypeCfgLoad(path string) {
- cfg := []*ShopTypeCfg{}
- ShopTypeCfgLoader = map[int32]*ShopTypeCfg{}
- loadCsvCfg(path+"ShopTypeCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func SignInCfgLoad(path string) {
- cfg := []*SignInCfg{}
- SignInCfgLoader = map[int32]*SignInCfg{}
- loadCsvCfg(path+"SignInCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func SkillCfgLoad(path string) {
- cfg := []*SkillCfg{}
- SkillCfgLoader = map[int32]*SkillCfg{}
- loadCsvCfg(path+"SkillCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func SkillDemandCfgLoad(path string) {
- cfg := []*SkillDemandCfg{}
- SkillDemandCfgLoader = map[int32]*SkillDemandCfg{}
- loadCsvCfg(path+"SkillDemandCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func SkillLvCfgLoad(path string) {
- cfg := []*SkillLvCfg{}
- SkillLvCfgLoader = map[int32]*SkillLvCfg{}
- loadCsvCfg(path+"SkillLvCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func SkillSlotCfgLoad(path string) {
- cfg := []*SkillSlotCfg{}
- SkillSlotCfgLoader = map[int32]*SkillSlotCfg{}
- loadCsvCfg(path+"SkillSlotCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func SkillSuitNewCfgLoad(path string) {
- cfg := []*SkillSuitNewCfg{}
- SkillSuitNewCfgLoader = map[int32]*SkillSuitNewCfg{}
- loadCsvCfg(path+"SkillSuitNewCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func SkillTreeCfgLoad(path string) {
- cfg := []*SkillTreeCfg{}
- SkillTreeCfgLoader = map[int32]*SkillTreeCfg{}
- loadCsvCfg(path+"SkillTreeCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func SkillUpEffectCfgLoad(path string) {
- cfg := []*SkillUpEffectCfg{}
- SkillUpEffectCfgLoader = map[int32]*SkillUpEffectCfg{}
- loadCsvCfg(path+"SkillUpEffectCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func SummonServerCfgLoad(path string) {
- cfg := []*SummonServerCfg{}
- SummonServerCfgLoader = map[int32]*SummonServerCfg{}
- loadCsvCfg(path+"SummonServerCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func SummonTemplateCfgLoad(path string) {
- cfg := []*SummonTemplateCfg{}
- SummonTemplateCfgLoader = map[int32]*SummonTemplateCfg{}
- loadCsvCfg(path+"SummonTemplateCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func SysRewardLoad(path string) {
- cfg := []*SysReward{}
- SysRewardLoader = map[int32]*SysReward{}
- loadCsvCfg(path+"SysReward.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func TargetTaskCfgLoad(path string) {
- cfg := []*TargetTaskCfg{}
- TargetTaskCfgLoader = map[int32]*TargetTaskCfg{}
- loadCsvCfg(path+"TargetTaskCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func TopTowerCfgLevelLoad(path string) {
- cfg := []*TopTowerCfgLevel{}
- TopTowerCfgLevelLoader = map[int32]*TopTowerCfgLevel{}
- loadCsvCfg(path+"TopTowerCfgLevel.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func TopTowerCfgRewardLoad(path string) {
- cfg := []*TopTowerCfgReward{}
- TopTowerCfgRewardLoader = map[int32]*TopTowerCfgReward{}
- loadCsvCfg(path+"TopTowerCfgReward.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func TransportCfgLoad(path string) {
- cfg := []*TransportCfg{}
- TransportCfgLoader = map[int32]*TransportCfg{}
- loadCsvCfg(path+"TransportCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func UIFuncUnLockCfgLoad(path string) {
- cfg := []*UIFuncUnLockCfg{}
- UIFuncUnLockCfgLoader = map[int32]*UIFuncUnLockCfg{}
- loadCsvCfg(path+"UIFuncUnLockCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func VipCfgLoad(path string) {
- cfg := []*VipCfg{}
- VipCfgLoader = map[int32]*VipCfg{}
- loadCsvCfg(path+"VipCfg.csv", &cfg)
- for _, row := range cfg {
- 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)
- }
- func WishCfgLoad(path string) {
- cfg := []*WishCfg{}
- WishCfgLoader = map[int32]*WishCfg{}
- loadCsvCfg(path+"WishCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func WorldBossCfgLoad(path string) {
- cfg := []*WorldBossCfg{}
- WorldBossCfgLoader = map[int32]*WorldBossCfg{}
- loadCsvCfg(path+"WorldBossCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- func WorldBossChangePlayCfgLoad(path string) {
- cfg := []*WorldBossChangePlayCfg{}
- WorldBossChangePlayCfgLoader = map[int32]*WorldBossChangePlayCfg{}
- loadCsvCfg(path+"WorldBossChangePlayCfg.csv", &cfg)
- for _, row := range cfg {
- 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
- }
- }
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