2025-06-10 21:56:29 +08:00

3889 lines
153 KiB
Go
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

package serverproto
const (
CFG_ActiveCodeCfg = "ActiveCodeCfg.csv"
CFG_ActivitiesCfg = "ActivitiesCfg.csv"
CFG_ActivitiesCollectionCfg = "ActivitiesCollectionCfg.csv"
CFG_ActivitiesDiscountsCfg = "ActivitiesDiscountsCfg.csv"
CFG_ActivitiesFaceTaskCfg = "ActivitiesFaceTaskCfg.csv"
CFG_ActivitiesFirstChargeCfg = "ActivitiesFirstChargeCfg.csv"
CFG_ActivitiesFortnightDaysCfg = "ActivitiesFortnightDaysCfg.csv"
CFG_ActivitiesFortnightOnlineCfg = "ActivitiesFortnightOnlineCfg.csv"
CFG_ActivitiesFundTaskCfg = "ActivitiesFundTaskCfg.csv"
CFG_ActivitiesGiftCfg = "ActivitiesGiftCfg.csv"
CFG_ActivitiesKingTaskCfg = "ActivitiesKingTaskCfg.csv"
CFG_ActivitieslikabilityCfg = "ActivitieslikabilityCfg.csv"
CFG_ActivitiesPetExchangeCfg = "ActivitiesPetExchangeCfg.csv"
CFG_ActivitiesPetRankListCfg = "ActivitiesPetRankListCfg.csv"
CFG_ActivitiesPetRankTargetCfg = "ActivitiesPetRankTargetCfg.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_AdvertisingBrandCfg = "AdvertisingBrandCfg.csv"
CFG_AdvertisingLoginCfg = "AdvertisingLoginCfg.csv"
CFG_AdvertisingScreen = "AdvertisingScreen.csv"
CFG_AdvertisingWalkCfg = "AdvertisingWalkCfg.csv"
CFG_ArenaLevelCfg = "ArenaLevelCfg.csv"
CFG_ArenaRewardCfg = "ArenaRewardCfg.csv"
CFG_ArtifactCfg = "ArtifactCfg.csv"
CFG_ArtifactExpCfg = "ArtifactExpCfg.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_CumulativePrizeCfg = "CumulativePrizeCfg.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_FruitBetTypeCfg = "FruitBetTypeCfg.csv"
CFG_FruitNormalAwardCfg = "FruitNormalAwardCfg.csv"
CFG_FruitSlotTypeCfg = "FruitSlotTypeCfg.csv"
CFG_FruitSpecialAwardCfg = "FruitSpecialAwardCfg.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_PassiveSkillCfg = "PassiveSkillCfg.csv"
CFG_PayCfg = "PayCfg.csv"
CFG_PetCfg = "PetCfg.csv"
CFG_PetEquipCfg = "PetEquipCfg.csv"
CFG_PetEquipExpCfg = "PetEquipExpCfg.csv"
CFG_PetEquipSuitCfg = "PetEquipSuitCfg.csv"
CFG_PetExpCfg = "PetExpCfg.csv"
CFG_PetInheritCfg = "PetInheritCfg.csv"
CFG_PetpartnerCfg = "PetpartnerCfg.csv"
CFG_PetProgressCfg = "PetProgressCfg.csv"
CFG_PresspointPvPCfg = "PresspointPvPCfg.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_SummonCfg = "SummonCfg.csv"
CFG_SummonLevelUpCfg = "SummonLevelUpCfg.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["ActivitiesCfg"] = ActivitiesCfgLoad
CFGNameList["ActivitiesCollectionCfg"] = ActivitiesCollectionCfgLoad
CFGNameList["ActivitiesDiscountsCfg"] = ActivitiesDiscountsCfgLoad
CFGNameList["ActivitiesFaceTaskCfg"] = ActivitiesFaceTaskCfgLoad
CFGNameList["ActivitiesFirstChargeCfg"] = ActivitiesFirstChargeCfgLoad
CFGNameList["ActivitiesFortnightDaysCfg"] = ActivitiesFortnightDaysCfgLoad
CFGNameList["ActivitiesFortnightOnlineCfg"] = ActivitiesFortnightOnlineCfgLoad
CFGNameList["ActivitiesFundTaskCfg"] = ActivitiesFundTaskCfgLoad
CFGNameList["ActivitiesGiftCfg"] = ActivitiesGiftCfgLoad
CFGNameList["ActivitiesKingTaskCfg"] = ActivitiesKingTaskCfgLoad
CFGNameList["ActivitieslikabilityCfg"] = ActivitieslikabilityCfgLoad
CFGNameList["ActivitiesPetExchangeCfg"] = ActivitiesPetExchangeCfgLoad
CFGNameList["ActivitiesPetRankListCfg"] = ActivitiesPetRankListCfgLoad
CFGNameList["ActivitiesPetRankTargetCfg"] = ActivitiesPetRankTargetCfgLoad
CFGNameList["ActivitiesRewardCfg"] = ActivitiesRewardCfgLoad
CFGNameList["ActivitiesSignInCfg"] = ActivitiesSignInCfgLoad
CFGNameList["ActivitiesTaskCfg"] = ActivitiesTaskCfgLoad
CFGNameList["ActivitiesTiredChargeCfg"] = ActivitiesTiredChargeCfgLoad
CFGNameList["ActivityRoulettelCfg"] = ActivityRoulettelCfgLoad
CFGNameList["ActRewardCfg"] = ActRewardCfgLoad
CFGNameList["AdvertisingBrandCfg"] = AdvertisingBrandCfgLoad
CFGNameList["AdvertisingLoginCfg"] = AdvertisingLoginCfgLoad
CFGNameList["AdvertisingScreen"] = AdvertisingScreenLoad
CFGNameList["AdvertisingWalkCfg"] = AdvertisingWalkCfgLoad
CFGNameList["ArenaLevelCfg"] = ArenaLevelCfgLoad
CFGNameList["ArenaRewardCfg"] = ArenaRewardCfgLoad
CFGNameList["ArtifactCfg"] = ArtifactCfgLoad
CFGNameList["ArtifactExpCfg"] = ArtifactExpCfgLoad
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["CumulativePrizeCfg"] = CumulativePrizeCfgLoad
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["FruitBetTypeCfg"] = FruitBetTypeCfgLoad
CFGNameList["FruitNormalAwardCfg"] = FruitNormalAwardCfgLoad
CFGNameList["FruitSlotTypeCfg"] = FruitSlotTypeCfgLoad
CFGNameList["FruitSpecialAwardCfg"] = FruitSpecialAwardCfgLoad
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["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["PassiveSkillCfg"] = PassiveSkillCfgLoad
CFGNameList["PayCfg"] = PayCfgLoad
CFGNameList["PetCfg"] = PetCfgLoad
CFGNameList["PetEquipCfg"] = PetEquipCfgLoad
CFGNameList["PetEquipExpCfg"] = PetEquipExpCfgLoad
CFGNameList["PetEquipSuitCfg"] = PetEquipSuitCfgLoad
CFGNameList["PetExpCfg"] = PetExpCfgLoad
CFGNameList["PetInheritCfg"] = PetInheritCfgLoad
CFGNameList["PetpartnerCfg"] = PetpartnerCfgLoad
CFGNameList["PetProgressCfg"] = PetProgressCfgLoad
CFGNameList["PresspointPvPCfg"] = PresspointPvPCfgLoad
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["SummonCfg"] = SummonCfgLoad
CFGNameList["SummonLevelUpCfg"] = SummonLevelUpCfgLoad
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)
ActivitiesCfgLoad(path)
ActivitiesCollectionCfgLoad(path)
ActivitiesDiscountsCfgLoad(path)
ActivitiesFaceTaskCfgLoad(path)
ActivitiesFirstChargeCfgLoad(path)
ActivitiesFortnightDaysCfgLoad(path)
ActivitiesFortnightOnlineCfgLoad(path)
ActivitiesFundTaskCfgLoad(path)
ActivitiesGiftCfgLoad(path)
ActivitiesKingTaskCfgLoad(path)
ActivitieslikabilityCfgLoad(path)
ActivitiesPetExchangeCfgLoad(path)
ActivitiesPetRankListCfgLoad(path)
ActivitiesPetRankTargetCfgLoad(path)
ActivitiesRewardCfgLoad(path)
ActivitiesSignInCfgLoad(path)
ActivitiesTaskCfgLoad(path)
ActivitiesTiredChargeCfgLoad(path)
ActivityRoulettelCfgLoad(path)
ActRewardCfgLoad(path)
AdvertisingBrandCfgLoad(path)
AdvertisingLoginCfgLoad(path)
AdvertisingScreenLoad(path)
AdvertisingWalkCfgLoad(path)
ArenaLevelCfgLoad(path)
ArenaRewardCfgLoad(path)
ArtifactCfgLoad(path)
ArtifactExpCfgLoad(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)
CumulativePrizeCfgLoad(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)
FruitBetTypeCfgLoad(path)
FruitNormalAwardCfgLoad(path)
FruitSlotTypeCfgLoad(path)
FruitSpecialAwardCfgLoad(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)
LineMissionCfgLoad(path)
MailCfgLoad(path)
MissionCfgLoad(path)
NatureCfgLoad(path)
NpcCfgLoad(path)
OnlineRewardsCfgLoad(path)
ParterAttributeCfgLoad(path)
ParterCfgLoad(path)
ParterProgressCfgLoad(path)
ParterSkillTreeCfgLoad(path)
PassiveSkillCfgLoad(path)
PayCfgLoad(path)
PetCfgLoad(path)
PetEquipCfgLoad(path)
PetEquipExpCfgLoad(path)
PetEquipSuitCfgLoad(path)
PetExpCfgLoad(path)
PetInheritCfgLoad(path)
PetpartnerCfgLoad(path)
PetProgressCfgLoad(path)
PresspointPvPCfgLoad(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)
SummonCfgLoad(path)
SummonLevelUpCfgLoad(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 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
RuneShopID1 int32 `csv:"RuneShopID1"` //Rune购买ID
RuneShopID2 int32 `csv:"RuneShopID2"` //Rune购买ID
}
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
Payid int32 `csv:"Payid"` //付费档位
ShowMoney string `csv:"ShowMoney"` //显示金额
}
func ActivitiesDiscountsCfgLoad(path string) {
cfg := []*ActivitiesDiscountsCfg{}
ActivitiesDiscountsCfgLoader = map[int32]*ActivitiesDiscountsCfg{}
loadCsvCfg(path+"ActivitiesDiscountsCfg.csv", &cfg)
for _, row := range cfg {
ActivitiesDiscountsCfgLoader[row.Id] = row
}
}
var ActivitiesFaceTaskCfgLoader map[int32]*ActivitiesFaceTaskCfg
type ActivitiesFaceTaskCfg struct {
ActivitiesId int32 `csv:"ActivitiesId"` //活动Id
TaskIds []string `csv:"TaskIds"` //前置任务ID
Value []string `csv:"Value"` //大奖奖励
}
func ActivitiesFaceTaskCfgLoad(path string) {
cfg := []*ActivitiesFaceTaskCfg{}
ActivitiesFaceTaskCfgLoader = map[int32]*ActivitiesFaceTaskCfg{}
loadCsvCfg(path+"ActivitiesFaceTaskCfg.csv", &cfg)
for _, row := range cfg {
ActivitiesFaceTaskCfgLoader[row.ActivitiesId] = 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 ActivitiesFundTaskCfgLoader map[int32]*ActivitiesFundTaskCfg
type ActivitiesFundTaskCfg struct {
ActivitiesId int32 `csv:"ActivitiesId"` //活动Id
TaskIds []string `csv:"TaskIds"` //任务ID
Price float32 `csv:"Price"` //解锁价格
Value int32 `csv:"Value"` //价值
ActivitiesTime int32 `csv:"ActivitiesTime"` //强制开启活动时长
Payid int32 `csv:"Payid"` //付费档位
ShowMoney string `csv:"ShowMoney"` //显示金额
Name string `csv:"Name"` //商品名称
}
func ActivitiesFundTaskCfgLoad(path string) {
cfg := []*ActivitiesFundTaskCfg{}
ActivitiesFundTaskCfgLoader = map[int32]*ActivitiesFundTaskCfg{}
loadCsvCfg(path+"ActivitiesFundTaskCfg.csv", &cfg)
for _, row := range cfg {
ActivitiesFundTaskCfgLoader[row.ActivitiesId] = 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 ActivitiesPetRankListCfgLoader map[int32]*ActivitiesPetRankListCfg
type ActivitiesPetRankListCfg struct {
Id int32 `csv:"Id"` //RankId
RankType int32 `csv:"RankType"` //活动种类
ActivityId int32 `csv:"ActivityId"` //活动id
PetId int32 `csv:"PetId"` //活动宠物
CloseTime string `csv:"CloseTime"` //活动奖励截止日期
RankGrade int32 `csv:"RankGrade"` //排名档次
Rank []string `csv:"Rank"` //排名区间
Reward []string `csv:"Reward"` //排名奖励
ExtraReward string `csv:"ExtraReward"` //额外奖励
ExtraRewardCondition int32 `csv:"ExtraRewardCondition"` //额外奖励领取条件
MailId int32 `csv:"MailId"` //邮件id
MailType int32 `csv:"MailType"` //邮件类型
RankSize int32 `csv:"RankSize"` //排行榜长度
}
func ActivitiesPetRankListCfgLoad(path string) {
cfg := []*ActivitiesPetRankListCfg{}
ActivitiesPetRankListCfgLoader = map[int32]*ActivitiesPetRankListCfg{}
loadCsvCfg(path+"ActivitiesPetRankListCfg.csv", &cfg)
for _, row := range cfg {
ActivitiesPetRankListCfgLoader[row.Id] = row
}
}
var ActivitiesPetRankTargetCfgLoader map[int32]*ActivitiesPetRankTargetCfg
type ActivitiesPetRankTargetCfg struct {
Id int32 `csv:"Id"` //Id
RankType int32 `csv:"RankType"` //活动种类
Rank int32 `csv:"Rank"` //条件
TargetGrade int32 `csv:"TargetGrade"` //目标档次
Label string `csv:"Label"` //档位标签
Des string `csv:"Des"` //任务描述
Reward []string `csv:"Reward"` //奖励
}
func ActivitiesPetRankTargetCfgLoad(path string) {
cfg := []*ActivitiesPetRankTargetCfg{}
ActivitiesPetRankTargetCfgLoader = map[int32]*ActivitiesPetRankTargetCfg{}
loadCsvCfg(path+"ActivitiesPetRankTargetCfg.csv", &cfg)
for _, row := range cfg {
ActivitiesPetRankTargetCfgLoader[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
DailyTaskId []string `csv:"DailyTaskId"` //每日任务
TaskId []string `csv:"TaskId"` //任务
}
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 AdvertisingBrandCfgLoader map[int32]*AdvertisingBrandCfg
type AdvertisingBrandCfg struct {
Id int32 `csv:"Id"` //唯一id
Name string `csv:"Name"` //名称
Reward []string `csv:"Reward"` //奖励1
Day int32 `csv:"Day"` //奖励天数
Weight int32 `csv:"weight"` //权重
}
func AdvertisingBrandCfgLoad(path string) {
cfg := []*AdvertisingBrandCfg{}
AdvertisingBrandCfgLoader = map[int32]*AdvertisingBrandCfg{}
loadCsvCfg(path+"AdvertisingBrandCfg.csv", &cfg)
for _, row := range cfg {
AdvertisingBrandCfgLoader[row.Id] = row
}
}
var AdvertisingLoginCfgLoader map[int32]*AdvertisingLoginCfg
type AdvertisingLoginCfg struct {
Id int32 `csv:"Id"` //唯一id
Rewards []string `csv:"Rewards"` //登录奖励
RewardStartTime string `csv:"RewardStartTime"` //奖励开始时间
RewardEndTime string `csv:"RewardEndTime"` //奖励结束时间
Day int32 `csv:"Day"` //奖励天数
}
func AdvertisingLoginCfgLoad(path string) {
cfg := []*AdvertisingLoginCfg{}
AdvertisingLoginCfgLoader = map[int32]*AdvertisingLoginCfg{}
loadCsvCfg(path+"AdvertisingLoginCfg.csv", &cfg)
for _, row := range cfg {
AdvertisingLoginCfgLoader[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 AdvertisingWalkCfgLoader map[int32]*AdvertisingWalkCfg
type AdvertisingWalkCfg struct {
Id int32 `csv:"Id"` //唯一id
Name string `csv:"Name"` //名称
Reward []string `csv:"Reward"` //奖励1
Day int32 `csv:"Day"` //奖励天数
Slot int32 `csv:"Slot"` //格子编号
}
func AdvertisingWalkCfgLoad(path string) {
cfg := []*AdvertisingWalkCfg{}
AdvertisingWalkCfgLoader = map[int32]*AdvertisingWalkCfg{}
loadCsvCfg(path+"AdvertisingWalkCfg.csv", &cfg)
for _, row := range cfg {
AdvertisingWalkCfgLoader[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 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 CumulativePrizeCfgLoader map[int32]*CumulativePrizeCfg
type CumulativePrizeCfg struct {
ID int32 `csv:"ID"` //唯一ID
PrizePool1 []string `csv:"PrizePool1"` //奖池1
PrizePool2 []string `csv:"PrizePool2"` //奖池2
PrizePool3 []string `csv:"PrizePool3"` //奖池3
PrizePool4 []string `csv:"PrizePool4"` //奖池4
PrizePool5 []string `csv:"PrizePool5"` //奖池5
PrizeCost []string `csv:"PrizeCost"` //抽奖消耗
EachReward []string `csv:"EachReward"` //每期奖励
OptionalPrize []string `csv:"OptionalPrize"` //自选奖励
DailyTask []string `csv:"DailyTask"` //每日任务ID
ActivitiesId int32 `csv:"ActivitiesId"` //活动ID
Day int32 `csv:"Day"` //对应天数
ToggleKey []string `csv:"ToggleKey"` //页签
Weight []string `csv:"Weight"` //格子权重
}
func CumulativePrizeCfgLoad(path string) {
cfg := []*CumulativePrizeCfg{}
CumulativePrizeCfgLoader = map[int32]*CumulativePrizeCfg{}
loadCsvCfg(path+"CumulativePrizeCfg.csv", &cfg)
for _, row := range cfg {
CumulativePrizeCfgLoader[row.ID] = 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 FruitBetTypeCfgLoader map[int32]*FruitBetTypeCfg
type FruitBetTypeCfg struct {
Id int32 `csv:"Id"` // slot类型
Cost int32 `csv:"Cost"` //开销
}
func FruitBetTypeCfgLoad(path string) {
cfg := []*FruitBetTypeCfg{}
FruitBetTypeCfgLoader = map[int32]*FruitBetTypeCfg{}
loadCsvCfg(path+"FruitBetTypeCfg.csv", &cfg)
for _, row := range cfg {
FruitBetTypeCfgLoader[row.Id] = row
}
}
var FruitNormalAwardCfgLoader map[int32]*FruitNormalAwardCfg
type FruitNormalAwardCfg struct {
Id int32 `csv:"Id"` // Slot类型
SlotType int32 `csv:"SlotType"` //Slot类型
Rate int32 `csv:"Rate"` //基础权重
ZRate int32 `csv:"Z_Rate"` //坐庄权重
DRate int32 `csv:"D_Rate"` //动态权重
Tips string `csv:"Tips"` //提示
}
func FruitNormalAwardCfgLoad(path string) {
cfg := []*FruitNormalAwardCfg{}
FruitNormalAwardCfgLoader = map[int32]*FruitNormalAwardCfg{}
loadCsvCfg(path+"FruitNormalAwardCfg.csv", &cfg)
for _, row := range cfg {
FruitNormalAwardCfgLoader[row.Id] = row
}
}
var FruitSlotTypeCfgLoader map[int32]*FruitSlotTypeCfg
type FruitSlotTypeCfg struct {
Id int32 `csv:"Id"` // Slot类型
Slots []string `csv:"Slots"` //Slot集合
Times int32 `csv:"Times"` //倍数
BetType int32 `csv:"BetType"` //押注类型
Tips string `csv:"Tips"` //提示
}
func FruitSlotTypeCfgLoad(path string) {
cfg := []*FruitSlotTypeCfg{}
FruitSlotTypeCfgLoader = map[int32]*FruitSlotTypeCfg{}
loadCsvCfg(path+"FruitSlotTypeCfg.csv", &cfg)
for _, row := range cfg {
FruitSlotTypeCfgLoader[row.Id] = row
}
}
var FruitSpecialAwardCfgLoader map[int32]*FruitSpecialAwardCfg
type FruitSpecialAwardCfg struct {
Id int32 `csv:"Id"` // 大奖类型
SlotType []string `csv:"SlotType"` //slot集合
Rate int32 `csv:"Rate"` //基础权重
ZRate int32 `csv:"Z_Rate"` //坐庄权重
DRate int32 `csv:"D_Rate"` //动态权重
Tips string `csv:"Tips"` //提示
}
func FruitSpecialAwardCfgLoad(path string) {
cfg := []*FruitSpecialAwardCfg{}
FruitSpecialAwardCfgLoader = map[int32]*FruitSpecialAwardCfg{}
loadCsvCfg(path+"FruitSpecialAwardCfg.csv", &cfg)
for _, row := range cfg {
FruitSpecialAwardCfgLoader[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
MapIdStr string `csv:"MapIdStr"` //地图序列文本
}
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"` //查找用名
}
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
Attribute16 []string `csv:"Attribute16"` //进阶16增加属性
Attribute17 []string `csv:"Attribute17"` //进阶17增加属性
Attribute18 []string `csv:"Attribute18"` //进阶18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
BreachAttribute16 []string `csv:"BreachAttribute16"` //突破16增加属性
BreachAttribute17 []string `csv:"BreachAttribute17"` //突破17增加属性
BreachAttribute18 []string `csv:"BreachAttribute18"` //突破18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 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 PayCfgLoader map[int32]*PayCfg
type PayCfg struct {
Id int32 `csv:"Id"` //唯一id
Price float32 `csv:"Price"` //价格
Name string `csv:"Name"` //名称
Code string `csv:"Code"` //商品编号
PayGold int32 `csv:"PayGold"` //付费金币
}
func PayCfgLoad(path string) {
cfg := []*PayCfg{}
PayCfgLoader = map[int32]*PayCfg{}
loadCsvCfg(path+"PayCfg.csv", &cfg)
for _, row := range cfg {
PayCfgLoader[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 PetInheritCfgLoader map[int32]*PetInheritCfg
type PetInheritCfg struct {
ID int32 `csv:"ID"` //唯一ID
PetOrder int32 `csv:"PetOrder"` //发起传承宠物阶数
PetOrder0 []string `csv:"PetOrder0"` //接受传承宠物0阶
PetOrder1 []string `csv:"PetOrder1"` //接受传承宠物1阶
PetOrder2 []string `csv:"PetOrder2"` //发起传承宠物2阶
PetOrder3 []string `csv:"PetOrder3"` //发起传承宠物3阶
PetOrder4 []string `csv:"PetOrder4"` //发起传承宠物4阶
PetOrder5 []string `csv:"PetOrder5"` //发起传承宠物5阶
PetOrder6 []string `csv:"PetOrder6"` //发起传承宠物6阶
PetOrder7 []string `csv:"PetOrder7"` //发起传承宠物7阶
PetOrder8 []string `csv:"PetOrder8"` //发起传承宠物8阶
PetOrder9 []string `csv:"PetOrder9"` //发起传承宠物9阶
}
func PetInheritCfgLoad(path string) {
cfg := []*PetInheritCfg{}
PetInheritCfgLoader = map[int32]*PetInheritCfg{}
loadCsvCfg(path+"PetInheritCfg.csv", &cfg)
for _, row := range cfg {
PetInheritCfgLoader[row.ID] = 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 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
Payid int32 `csv:"Payid"` //付费档位
ShowMoney string `csv:"ShowMoney"` //显示金额
}
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
Payid int32 `csv:"Payid"` //付费档位
ShowMoney string `csv:"ShowMoney"` //显示金额
}
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
Payid int32 `csv:"Payid"` //付费档位
ShowMoney string `csv:"ShowMoney"` //显示金额
}
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
Type int32 `csv:"Type"` //类型
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
Payid int32 `csv:"Payid"` //付费档位
ShowMoney string `csv:"ShowMoney"` //显示金额
}
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"` //月卡类型
Name string `csv:"Name"` //月卡名字
AddTime int32 `csv:"AddTime"` //增加时长
BuyReward []string `csv:"BuyReward"` //购买奖励
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"` //购买奖励
RewardMail int32 `csv:"RewardMail"` //奖励邮件
Monthdec string `csv:"Monthdec"` //月卡描述
Payid int32 `csv:"Payid"` //付费档位
ShowMoney string `csv:"ShowMoney"` //显示金额
}
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
Payid int32 `csv:"Payid"` //付费档位
ShowMoney string `csv:"ShowMoney"` //显示金额
}
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
Payid int32 `csv:"Payid"` //付费档位
ShowMoney string `csv:"ShowMoney"` //显示金额
}
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
Payid int32 `csv:"Payid"` //付费档位
ShowMoney string `csv:"ShowMoney"` //显示金额
}
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
Payid int32 `csv:"Payid"` //付费档位
ShowMoney string `csv:"ShowMoney"` //显示金额
}
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
Payid int32 `csv:"Payid"` //付费档位
ShowMoney string `csv:"ShowMoney"` //显示金额
}
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
Payid int32 `csv:"Payid"` //付费档位
ShowMoney string `csv:"ShowMoney"` //显示金额
}
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 SummonCfgLoader map[int32]*SummonCfg
type SummonCfg struct {
Id int32 `csv:"Id"` //召唤Id
Name string `csv:"Name"` //召唤名字
ShowImg string `csv:"ShowImg"` //召唤界面展示图
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
Show []string `csv:"Show"` //神器预览
}
func SummonCfgLoad(path string) {
cfg := []*SummonCfg{}
SummonCfgLoader = map[int32]*SummonCfg{}
loadCsvCfg(path+"SummonCfg.csv", &cfg)
for _, row := range cfg {
SummonCfgLoader[row.Id] = row
}
}
var SummonLevelUpCfgLoader map[int32]*SummonLevelUpCfg
type SummonLevelUpCfg struct {
Id int32 `csv:"Id"` //Id
Group int32 `csv:"Group"` //分组
Level int32 `csv:"Level"` //卡池等级
LevelupExp int32 `csv:"LevelupExp"` //升级所需经验
Cost []string `csv:"Cost"` //抽一次的消耗5抽就是五倍
DropId int32 `csv:"DropId"` //掉落包
}
func SummonLevelUpCfgLoad(path string) {
cfg := []*SummonLevelUpCfg{}
SummonLevelUpCfgLoader = map[int32]*SummonLevelUpCfg{}
loadCsvCfg(path+"SummonLevelUpCfg.csv", &cfg)
for _, row := range cfg {
SummonLevelUpCfgLoader[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挑战次数
EvilSkipAnimation int32 `csv:"EvilSkipAnimation"` //恶魔协会跳过动画
}
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
}
}