3889 lines
153 KiB
Go
3889 lines
153 KiB
Go
package serverproto
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const (
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CFG_ActiveCodeCfg = "ActiveCodeCfg.csv"
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CFG_ActivitiesCfg = "ActivitiesCfg.csv"
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CFG_ActivitiesCollectionCfg = "ActivitiesCollectionCfg.csv"
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CFG_ActivitiesDiscountsCfg = "ActivitiesDiscountsCfg.csv"
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CFG_ActivitiesFaceTaskCfg = "ActivitiesFaceTaskCfg.csv"
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CFG_ActivitiesFirstChargeCfg = "ActivitiesFirstChargeCfg.csv"
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CFG_ActivitiesFortnightDaysCfg = "ActivitiesFortnightDaysCfg.csv"
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CFG_ActivitiesFortnightOnlineCfg = "ActivitiesFortnightOnlineCfg.csv"
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CFG_ActivitiesFundTaskCfg = "ActivitiesFundTaskCfg.csv"
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CFG_ActivitiesGiftCfg = "ActivitiesGiftCfg.csv"
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CFG_ActivitiesKingTaskCfg = "ActivitiesKingTaskCfg.csv"
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CFG_ActivitieslikabilityCfg = "ActivitieslikabilityCfg.csv"
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CFG_ActivitiesPetExchangeCfg = "ActivitiesPetExchangeCfg.csv"
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CFG_ActivitiesPetRankListCfg = "ActivitiesPetRankListCfg.csv"
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CFG_ActivitiesPetRankTargetCfg = "ActivitiesPetRankTargetCfg.csv"
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CFG_ActivitiesRewardCfg = "ActivitiesRewardCfg.csv"
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CFG_ActivitiesSignInCfg = "ActivitiesSignInCfg.csv"
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CFG_ActivitiesTaskCfg = "ActivitiesTaskCfg.csv"
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CFG_ActivitiesTiredChargeCfg = "ActivitiesTiredChargeCfg.csv"
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CFG_ActivityRoulettelCfg = "ActivityRoulettelCfg.csv"
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CFG_ActRewardCfg = "ActRewardCfg.csv"
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CFG_AdvertisingBrandCfg = "AdvertisingBrandCfg.csv"
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CFG_AdvertisingLoginCfg = "AdvertisingLoginCfg.csv"
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CFG_AdvertisingScreen = "AdvertisingScreen.csv"
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CFG_AdvertisingWalkCfg = "AdvertisingWalkCfg.csv"
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CFG_ArenaLevelCfg = "ArenaLevelCfg.csv"
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CFG_ArenaRewardCfg = "ArenaRewardCfg.csv"
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CFG_ArtifactCfg = "ArtifactCfg.csv"
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CFG_ArtifactExpCfg = "ArtifactExpCfg.csv"
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CFG_CardCfg = "CardCfg.csv"
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CFG_CardIdentification = "CardIdentification.csv"
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CFG_CardReset = "CardReset.csv"
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CFG_CardSuitNewCfg = "CardSuitNewCfg.csv"
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CFG_CardUnlockCfg = "CardUnlockCfg.csv"
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CFG_ClimbingTowerCfg = "ClimbingTowerCfg.csv"
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CFG_CombinedServiceCfg = "CombinedServiceCfg.csv"
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CFG_CompetitionAidouluCfg = "CompetitionAidouluCfg.csv"
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CFG_CompetitionCfg = "CompetitionCfg.csv"
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CFG_CompetitionDevineCfg = "CompetitionDevineCfg.csv"
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CFG_CompetitionPrizeWheelCfg = "CompetitionPrizeWheelCfg.csv"
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CFG_ConditionCfg = "ConditionCfg.csv"
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CFG_CumulativePrizeCfg = "CumulativePrizeCfg.csv"
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CFG_DesignationCfg = "DesignationCfg.csv"
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CFG_DropCfg = "DropCfg.csv"
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CFG_EquipCfg = "EquipCfg.csv"
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CFG_EquipRefineCfg = "EquipRefineCfg.csv"
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CFG_EquipSuitNewCfg = "EquipSuitNewCfg.csv"
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CFG_EvilCfg = "EvilCfg.csv"
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CFG_ExpeditionBuffCfg = "ExpeditionBuffCfg.csv"
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CFG_ExpeditionBuffDropCfg = "ExpeditionBuffDropCfg.csv"
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CFG_ExpeditionCfg = "ExpeditionCfg.csv"
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CFG_FashionCfg = "FashionCfg.csv"
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CFG_FashionLevelUp = "FashionLevelUp.csv"
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CFG_FashionPaperCfg = "FashionPaperCfg.csv"
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CFG_FashionRandom = "FashionRandom.csv"
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CFG_FashionSuitCfg = "FashionSuitCfg.csv"
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CFG_FightCfg = "FightCfg.csv"
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CFG_FruitBetTypeCfg = "FruitBetTypeCfg.csv"
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CFG_FruitNormalAwardCfg = "FruitNormalAwardCfg.csv"
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CFG_FruitSlotTypeCfg = "FruitSlotTypeCfg.csv"
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CFG_FruitSpecialAwardCfg = "FruitSpecialAwardCfg.csv"
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CFG_FunctionCfg = "FunctionCfg.csv"
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CFG_GlobalCfg = "GlobalCfg.csv"
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CFG_GuildBadgeCfg = "GuildBadgeCfg.csv"
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CFG_GuildBossCfg = "GuildBossCfg.csv"
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CFG_GuildBossRewardCfg = "GuildBossRewardCfg.csv"
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CFG_GuildDemonCfg = "GuildDemonCfg.csv"
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CFG_GuildLvCfg = "GuildLvCfg.csv"
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CFG_GuildWarAgainstCfg = "GuildWarAgainstCfg.csv"
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CFG_GuildWarBuffCfg = "GuildWarBuffCfg.csv"
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CFG_GuildWarDojoCfg = "GuildWarDojoCfg.csv"
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CFG_HeadFrameCfg = "HeadFrameCfg.csv"
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CFG_HeadPortraitCfg = "HeadPortraitCfg.csv"
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CFG_HundredDojoCfg = "HundredDojoCfg.csv"
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CFG_InvitationTaskCfg = "InvitationTaskCfg.csv"
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CFG_ItemCfg = "ItemCfg.csv"
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CFG_JobCfg = "JobCfg.csv"
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CFG_JobExpCfg = "JobExpCfg.csv"
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CFG_KeepSakeCfg = "KeepSakeCfg.csv"
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CFG_LevelCfg = "LevelCfg.csv"
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CFG_LineMissionCfg = "LineMissionCfg.csv"
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CFG_MailCfg = "MailCfg.csv"
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CFG_MissionCfg = "MissionCfg.csv"
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CFG_NatureCfg = "NatureCfg.csv"
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CFG_NpcCfg = "NpcCfg.csv"
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CFG_OnlineRewardsCfg = "OnlineRewardsCfg.csv"
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CFG_ParterAttributeCfg = "ParterAttributeCfg.csv"
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CFG_ParterCfg = "ParterCfg.csv"
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CFG_ParterProgressCfg = "ParterProgressCfg.csv"
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CFG_ParterSkillTreeCfg = "ParterSkillTreeCfg.csv"
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CFG_PassiveSkillCfg = "PassiveSkillCfg.csv"
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CFG_PayCfg = "PayCfg.csv"
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CFG_PetCfg = "PetCfg.csv"
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CFG_PetEquipCfg = "PetEquipCfg.csv"
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CFG_PetEquipExpCfg = "PetEquipExpCfg.csv"
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CFG_PetEquipSuitCfg = "PetEquipSuitCfg.csv"
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CFG_PetExpCfg = "PetExpCfg.csv"
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CFG_PetInheritCfg = "PetInheritCfg.csv"
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CFG_PetpartnerCfg = "PetpartnerCfg.csv"
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CFG_PetProgressCfg = "PetProgressCfg.csv"
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CFG_PresspointPvPCfg = "PresspointPvPCfg.csv"
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CFG_QualityPointCfg = "QualityPointCfg.csv"
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CFG_QuickBattleCostCfg = "QuickBattleCostCfg.csv"
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CFG_RobotCfg = "RobotCfg.csv"
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CFG_RoleAttributeCfg = "RoleAttributeCfg.csv"
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CFG_RuneShopExploreCfg = "RuneShopExploreCfg.csv"
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CFG_RuneShopExploreRewardCfg = "RuneShopExploreRewardCfg.csv"
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CFG_RuneShopGiftsCfg = "RuneShopGiftsCfg.csv"
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CFG_RuneShopGuildBattleCfg = "RuneShopGuildBattleCfg.csv"
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CFG_RuneShopLimitCfg = "RuneShopLimitCfg.csv"
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CFG_RuneShopMonthCardCfg = "RuneShopMonthCardCfg.csv"
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CFG_RuneShopRankAidouluCfg = "RuneShopRankAidouluCfg.csv"
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CFG_RuneShopRankArenaCfg = "RuneShopRankArenaCfg.csv"
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CFG_RuneShopRankMapCfg = "RuneShopRankMapCfg.csv"
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CFG_RuneShopRankPetCfg = "RuneShopRankPetCfg.csv"
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CFG_RuneShopRankSkillCfg = "RuneShopRankSkillCfg.csv"
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CFG_RuneShopRankTowerCfg = "RuneShopRankTowerCfg.csv"
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CFG_RushListCfg = "RushListCfg.csv"
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CFG_RushListTargetCfg = "RushListTargetCfg.csv"
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CFG_ServiceRecordCfg = "ServiceRecordCfg.csv"
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CFG_ShieldedWordCfg = "ShieldedWordCfg.csv"
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CFG_ShopCfg = "ShopCfg.csv"
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CFG_ShopTypeCfg = "ShopTypeCfg.csv"
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CFG_SignInCfg = "SignInCfg.csv"
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CFG_SkillCfg = "SkillCfg.csv"
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CFG_SkillDemandCfg = "SkillDemandCfg.csv"
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CFG_SkillLvCfg = "SkillLvCfg.csv"
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CFG_SkillSlotCfg = "SkillSlotCfg.csv"
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CFG_SkillSuitNewCfg = "SkillSuitNewCfg.csv"
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CFG_SkillTreeCfg = "SkillTreeCfg.csv"
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CFG_SkillUpEffectCfg = "SkillUpEffectCfg.csv"
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CFG_SummonCfg = "SummonCfg.csv"
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CFG_SummonLevelUpCfg = "SummonLevelUpCfg.csv"
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CFG_SummonServerCfg = "SummonServerCfg.csv"
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CFG_SummonTemplateCfg = "SummonTemplateCfg.csv"
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CFG_SysReward = "SysReward.csv"
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CFG_TargetTaskCfg = "TargetTaskCfg.csv"
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CFG_TopTowerCfgLevel = "TopTowerCfgLevel.csv"
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CFG_TopTowerCfgReward = "TopTowerCfgReward.csv"
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CFG_TransportCfg = "TransportCfg.csv"
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CFG_UIFuncUnLockCfg = "UIFuncUnLockCfg.csv"
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CFG_VipCfg = "VipCfg.csv"
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CFG_WishCfg = "WishCfg.csv"
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CFG_WorldBossCfg = "WorldBossCfg.csv"
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CFG_WorldBossChangePlayCfg = "WorldBossChangePlayCfg.csv"
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)
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var CFGNameList = map[string]func(path string){}
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func configNameListInit() {
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CFGNameList["ActiveCodeCfg"] = ActiveCodeCfgLoad
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CFGNameList["ActivitiesCfg"] = ActivitiesCfgLoad
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CFGNameList["ActivitiesCollectionCfg"] = ActivitiesCollectionCfgLoad
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CFGNameList["ActivitiesDiscountsCfg"] = ActivitiesDiscountsCfgLoad
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CFGNameList["ActivitiesFaceTaskCfg"] = ActivitiesFaceTaskCfgLoad
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CFGNameList["ActivitiesFirstChargeCfg"] = ActivitiesFirstChargeCfgLoad
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CFGNameList["ActivitiesFortnightDaysCfg"] = ActivitiesFortnightDaysCfgLoad
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CFGNameList["ActivitiesFortnightOnlineCfg"] = ActivitiesFortnightOnlineCfgLoad
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CFGNameList["ActivitiesFundTaskCfg"] = ActivitiesFundTaskCfgLoad
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CFGNameList["ActivitiesGiftCfg"] = ActivitiesGiftCfgLoad
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CFGNameList["ActivitiesKingTaskCfg"] = ActivitiesKingTaskCfgLoad
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CFGNameList["ActivitieslikabilityCfg"] = ActivitieslikabilityCfgLoad
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CFGNameList["ActivitiesPetExchangeCfg"] = ActivitiesPetExchangeCfgLoad
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CFGNameList["ActivitiesPetRankListCfg"] = ActivitiesPetRankListCfgLoad
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CFGNameList["ActivitiesPetRankTargetCfg"] = ActivitiesPetRankTargetCfgLoad
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CFGNameList["ActivitiesRewardCfg"] = ActivitiesRewardCfgLoad
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CFGNameList["ActivitiesSignInCfg"] = ActivitiesSignInCfgLoad
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CFGNameList["ActivitiesTaskCfg"] = ActivitiesTaskCfgLoad
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CFGNameList["ActivitiesTiredChargeCfg"] = ActivitiesTiredChargeCfgLoad
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CFGNameList["ActivityRoulettelCfg"] = ActivityRoulettelCfgLoad
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CFGNameList["ActRewardCfg"] = ActRewardCfgLoad
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CFGNameList["AdvertisingBrandCfg"] = AdvertisingBrandCfgLoad
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CFGNameList["AdvertisingLoginCfg"] = AdvertisingLoginCfgLoad
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CFGNameList["AdvertisingScreen"] = AdvertisingScreenLoad
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CFGNameList["AdvertisingWalkCfg"] = AdvertisingWalkCfgLoad
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CFGNameList["ArenaLevelCfg"] = ArenaLevelCfgLoad
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CFGNameList["ArenaRewardCfg"] = ArenaRewardCfgLoad
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CFGNameList["ArtifactCfg"] = ArtifactCfgLoad
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CFGNameList["ArtifactExpCfg"] = ArtifactExpCfgLoad
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CFGNameList["CardCfg"] = CardCfgLoad
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CFGNameList["CardIdentification"] = CardIdentificationLoad
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CFGNameList["CardReset"] = CardResetLoad
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CFGNameList["CardSuitNewCfg"] = CardSuitNewCfgLoad
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CFGNameList["CardUnlockCfg"] = CardUnlockCfgLoad
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CFGNameList["ClimbingTowerCfg"] = ClimbingTowerCfgLoad
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CFGNameList["CombinedServiceCfg"] = CombinedServiceCfgLoad
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CFGNameList["CompetitionAidouluCfg"] = CompetitionAidouluCfgLoad
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CFGNameList["CompetitionCfg"] = CompetitionCfgLoad
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CFGNameList["CompetitionDevineCfg"] = CompetitionDevineCfgLoad
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CFGNameList["CompetitionPrizeWheelCfg"] = CompetitionPrizeWheelCfgLoad
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CFGNameList["ConditionCfg"] = ConditionCfgLoad
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CFGNameList["CumulativePrizeCfg"] = CumulativePrizeCfgLoad
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CFGNameList["DesignationCfg"] = DesignationCfgLoad
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CFGNameList["DropCfg"] = DropCfgLoad
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CFGNameList["EquipCfg"] = EquipCfgLoad
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CFGNameList["EquipRefineCfg"] = EquipRefineCfgLoad
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CFGNameList["EquipSuitNewCfg"] = EquipSuitNewCfgLoad
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CFGNameList["EvilCfg"] = EvilCfgLoad
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CFGNameList["ExpeditionBuffCfg"] = ExpeditionBuffCfgLoad
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CFGNameList["ExpeditionBuffDropCfg"] = ExpeditionBuffDropCfgLoad
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CFGNameList["ExpeditionCfg"] = ExpeditionCfgLoad
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CFGNameList["FashionCfg"] = FashionCfgLoad
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CFGNameList["FashionLevelUp"] = FashionLevelUpLoad
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CFGNameList["FashionPaperCfg"] = FashionPaperCfgLoad
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CFGNameList["FashionRandom"] = FashionRandomLoad
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CFGNameList["FashionSuitCfg"] = FashionSuitCfgLoad
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CFGNameList["FightCfg"] = FightCfgLoad
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CFGNameList["FruitBetTypeCfg"] = FruitBetTypeCfgLoad
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CFGNameList["FruitNormalAwardCfg"] = FruitNormalAwardCfgLoad
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CFGNameList["FruitSlotTypeCfg"] = FruitSlotTypeCfgLoad
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CFGNameList["FruitSpecialAwardCfg"] = FruitSpecialAwardCfgLoad
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CFGNameList["FunctionCfg"] = FunctionCfgLoad
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CFGNameList["GlobalCfg"] = GlobalCfgLoad
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CFGNameList["GuildBadgeCfg"] = GuildBadgeCfgLoad
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CFGNameList["GuildBossCfg"] = GuildBossCfgLoad
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CFGNameList["GuildBossRewardCfg"] = GuildBossRewardCfgLoad
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CFGNameList["GuildDemonCfg"] = GuildDemonCfgLoad
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CFGNameList["GuildLvCfg"] = GuildLvCfgLoad
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CFGNameList["GuildWarAgainstCfg"] = GuildWarAgainstCfgLoad
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CFGNameList["GuildWarBuffCfg"] = GuildWarBuffCfgLoad
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CFGNameList["GuildWarDojoCfg"] = GuildWarDojoCfgLoad
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CFGNameList["HeadFrameCfg"] = HeadFrameCfgLoad
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CFGNameList["HeadPortraitCfg"] = HeadPortraitCfgLoad
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CFGNameList["HundredDojoCfg"] = HundredDojoCfgLoad
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CFGNameList["InvitationTaskCfg"] = InvitationTaskCfgLoad
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CFGNameList["ItemCfg"] = ItemCfgLoad
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CFGNameList["JobCfg"] = JobCfgLoad
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CFGNameList["JobExpCfg"] = JobExpCfgLoad
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CFGNameList["KeepSakeCfg"] = KeepSakeCfgLoad
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CFGNameList["LevelCfg"] = LevelCfgLoad
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CFGNameList["LineMissionCfg"] = LineMissionCfgLoad
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CFGNameList["MailCfg"] = MailCfgLoad
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CFGNameList["MissionCfg"] = MissionCfgLoad
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CFGNameList["NatureCfg"] = NatureCfgLoad
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CFGNameList["NpcCfg"] = NpcCfgLoad
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CFGNameList["OnlineRewardsCfg"] = OnlineRewardsCfgLoad
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CFGNameList["ParterAttributeCfg"] = ParterAttributeCfgLoad
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CFGNameList["ParterCfg"] = ParterCfgLoad
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CFGNameList["ParterProgressCfg"] = ParterProgressCfgLoad
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CFGNameList["ParterSkillTreeCfg"] = ParterSkillTreeCfgLoad
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CFGNameList["PassiveSkillCfg"] = PassiveSkillCfgLoad
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CFGNameList["PayCfg"] = PayCfgLoad
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CFGNameList["PetCfg"] = PetCfgLoad
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CFGNameList["PetEquipCfg"] = PetEquipCfgLoad
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CFGNameList["PetEquipExpCfg"] = PetEquipExpCfgLoad
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CFGNameList["PetEquipSuitCfg"] = PetEquipSuitCfgLoad
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CFGNameList["PetExpCfg"] = PetExpCfgLoad
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CFGNameList["PetInheritCfg"] = PetInheritCfgLoad
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CFGNameList["PetpartnerCfg"] = PetpartnerCfgLoad
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CFGNameList["PetProgressCfg"] = PetProgressCfgLoad
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CFGNameList["PresspointPvPCfg"] = PresspointPvPCfgLoad
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CFGNameList["QualityPointCfg"] = QualityPointCfgLoad
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CFGNameList["QuickBattleCostCfg"] = QuickBattleCostCfgLoad
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CFGNameList["RobotCfg"] = RobotCfgLoad
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CFGNameList["RoleAttributeCfg"] = RoleAttributeCfgLoad
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CFGNameList["RuneShopExploreCfg"] = RuneShopExploreCfgLoad
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CFGNameList["RuneShopExploreRewardCfg"] = RuneShopExploreRewardCfgLoad
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CFGNameList["RuneShopGiftsCfg"] = RuneShopGiftsCfgLoad
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CFGNameList["RuneShopGuildBattleCfg"] = RuneShopGuildBattleCfgLoad
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CFGNameList["RuneShopLimitCfg"] = RuneShopLimitCfgLoad
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CFGNameList["RuneShopMonthCardCfg"] = RuneShopMonthCardCfgLoad
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CFGNameList["RuneShopRankAidouluCfg"] = RuneShopRankAidouluCfgLoad
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CFGNameList["RuneShopRankArenaCfg"] = RuneShopRankArenaCfgLoad
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CFGNameList["RuneShopRankMapCfg"] = RuneShopRankMapCfgLoad
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CFGNameList["RuneShopRankPetCfg"] = RuneShopRankPetCfgLoad
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CFGNameList["RuneShopRankSkillCfg"] = RuneShopRankSkillCfgLoad
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CFGNameList["RuneShopRankTowerCfg"] = RuneShopRankTowerCfgLoad
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CFGNameList["RushListCfg"] = RushListCfgLoad
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CFGNameList["RushListTargetCfg"] = RushListTargetCfgLoad
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CFGNameList["ServiceRecordCfg"] = ServiceRecordCfgLoad
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CFGNameList["ShieldedWordCfg"] = ShieldedWordCfgLoad
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CFGNameList["ShopCfg"] = ShopCfgLoad
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CFGNameList["ShopTypeCfg"] = ShopTypeCfgLoad
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CFGNameList["SignInCfg"] = SignInCfgLoad
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CFGNameList["SkillCfg"] = SkillCfgLoad
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CFGNameList["SkillDemandCfg"] = SkillDemandCfgLoad
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CFGNameList["SkillLvCfg"] = SkillLvCfgLoad
|
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CFGNameList["SkillSlotCfg"] = SkillSlotCfgLoad
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||
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
|
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CFGNameList["TopTowerCfgLevel"] = TopTowerCfgLevelLoad
|
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CFGNameList["TopTowerCfgReward"] = TopTowerCfgRewardLoad
|
||
CFGNameList["TransportCfg"] = TransportCfgLoad
|
||
CFGNameList["UIFuncUnLockCfg"] = UIFuncUnLockCfgLoad
|
||
CFGNameList["VipCfg"] = VipCfgLoad
|
||
CFGNameList["WishCfg"] = WishCfgLoad
|
||
CFGNameList["WorldBossCfg"] = WorldBossCfgLoad
|
||
CFGNameList["WorldBossChangePlayCfg"] = WorldBossChangePlayCfgLoad
|
||
}
|
||
|
||
var XmlFileList = []string{
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||
"BattleFormulaParamCfg",
|
||
"Born_Scene_prontera_sd",
|
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"FrameEvent",
|
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"FrameEvent_Bafengte",
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"FrameEvent_Bianfu",
|
||
"FrameEvent_Boli",
|
||
"FrameEvent_Fengtu",
|
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"FrameEvent_Jiachong",
|
||
"FrameEvent_Lvmianchong",
|
||
"FrameEvent_Parter_Archer1",
|
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"FrameEvent_Parter_Mage1",
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||
"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",
|
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"FrameEvent_Role_300101",
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"FrameEvent_Role_300102",
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||
"FrameEvent_Role_400101",
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"FrameEvent_Role_400102",
|
||
"FrameEvent_Role_500101",
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"FrameEvent_Role_500102",
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||
"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
|
||
}
|
||
}
|