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fc/server/tools/gen_data/cfg/skill_part2_data.erl
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2026-05-23 22:10:14 +08:00
%%%-------------------------------------------------------------------
%%% @author Administrator
%%% @copyright (C) 2016, <COMPANY>
%%% @doc
%%%
%%% @end
%%% Created : 22. 十二月 2016 8:48
%%%-------------------------------------------------------------------
-module(skill_part2_data).
-export([cfg/0]).
-include("data_config.hrl").
-include("common.hrl").
cfg() ->
#data_cfg{
name = skill_part2_data
,lua_name = skill_data2
,desc = "skill配置数据"
,source = "skill_part2_data.xml"
,target = "skill_part2_data.erl"
,inc = ["skill.hrl", "common.hrl"]
,callback = [
{list_ids, cb_fun, handle, {list, ["技能_2"]}}
,{{get_skill, undefined}, cb_fun, handle, {get_record, ["技能_2"], bid, skill_data, all}}
,{{get_effect, undefined}, cb_fun, handle, {get_record, ["效果_2"], bid, effect_data, all}}
,{{get_skill_id_by_group, 2, "get_skill_id_by_group(_Id, _Lev) -> undefined."}, cb_fun, handle, {get_fun, ["技能_2"], "get_skill_id_by_group(~s, ~s) -> ~s;", [group, level, bid]}}
]
,callback_cli = [
{get_effect, cb_fun_lua, handle, {val_str, ["效果_2"], [bid], all}}
,{get_skill, cb_fun_lua, handle, {val_str, ["技能_2"], [bid], all}}
,{get_skill_group, cb_fun_lua, handle, {type_val, ["技能_2"], [group], bid}}
]
,callback_json = [
{get_effect, cb_fun_json, handle, {val, ["效果_2"], [bid], all}}
,{get_skill, cb_fun_json, handle, {val, ["技能_2"], [bid], all}}
,{get_skill_group, cb_fun_json, handle, {type_val, ["技能_2"], [group], bid}}
]
,sheet = [
{["技能_2"], [
#f_column{type = int, name = bid, desc = "Bid", mod = all, primary = true}
,#f_column{type = bstr, name = name, desc = "名字", mod = all}
,#f_column{type = bstr, name = owner, desc = "归属英雄", mod = all}
,#f_column{type = int, name = group, desc = "技能组", mod = all, primary = true}
,#f_column{type = int, name = next_id, desc = "下级技能", mod = all}
,#f_column{type = int, name = min_play_time, desc = "最短时间", mod = all}
,#f_column{type = int, name = level, desc = "技能等级", mod = all, primary = true}
,#f_column{type = int, name = is_normal_skill, desc = "普通攻击", mod = all}
,#f_column{type = int, name = cd, desc = "cd时间", mod = all}
,#f_column{type = kv, name = type, desc = "类型", kv_type = {skill_other_part_data, skill_type, []}, mod = all}
,#f_column{type = int, name = is_combat_hidden, desc = "战斗隐藏", mod = server}
,#f_column{type = kv, name = fit_combat_type, desc = "适用场合", kv_type = {skill_other_part_data, fit_combat_type, []}, mod = all}
,#f_column{type = kv, name = best_target, desc = "优先目标", kv_type = {skill_other_part_data, skill_best_target, []}, mod = all}
,#f_column{type = kv, name = trigger_condition, desc = "被动触发条件", kv_type = {skill_other_part_data, trigger_condition, []}, mod = server}
,#f_column{type = term, name = trigger_param, desc = "被动触发参数", add_list_sign=false, mod = server}
,#f_column{type = kv, name = target, desc = "可选目标", kv_type = {skill_other_part_data, skill_target, []},mod = all}
,#f_column{type = int, name = count, is_null = false, desc = "打击次数", mod = all}
,#f_column{type = term, name = effect_list, desc = "效果", mod = all}
,#f_column{type = term, name = add_attr, desc = "被动加属性", mod = all}
,#f_column{type = term, name = skill_changed, desc = "技能转换", mod = server}
,#f_column{type = int, name = hallows_atk, desc = "神器技能伤害", mod = client}
,#f_column{type = bstr, name = des, desc = "描述", mod = client}
,#f_column{type = bstr, name = open_desc, desc = "技能开启描述", mod = client}
,#f_column{type = bstr, name = skill_desc, desc = "技能升级描述", mod = client}
,#f_column{type = bstr, name = icon, desc = "图标", mod = client}
,#f_column{type = kv, name = is_play_sound, desc = "是否播放音效", kv_type = [{"", 1}, {"", 0}], mod = client}
,#f_column{type = int, name = skill_type, desc = "技能偏向", mod = client}
,#f_column{type = int, name = passive_skill_show, desc = "被动技能是否飘字",val_cli = 1 ,mod = client}
,#f_column{type = term, name = buff_des, desc = "BUFF描述", mod = client}
,#f_column{type = int, name = power, desc = "技能战力", mod = all}
,#f_column{type = int, name = priority, min = -100, desc = "优先出手", mod = server}
,#f_column{type = int, name = target_multi, desc = "单体群体",val_cli = 0, mod = client}
,#f_column{type = int, name = fire_cd, desc = "释放回合",val_cli = 0, mod = client}
,#f_column{type = int, name = client_lev, desc = "客户端等级",val_cli = 0, mod = client}
]}
, {["效果_2"], [
#f_column{type = int, name = bid, desc = "Bid", mod = all, primary = true}
,#f_column{type = int, name = group, desc = "技能组", mod = all}
,#f_column{type = kv, name = target_type, desc = "目标类型", kv_type = {skill_other_part_data, target_type, []}, mod = all}
,#f_column{type = int, name = target_num, desc = "目标数量", mod = server}
,#f_column{type = kv, name = condition, desc = "生效条件", kv_type = {skill_other_part_data, effect_condition, []}, mod = server}
,#f_column{type = kv, name = passive_effect, desc = "被动触发条件", kv_type = {skill_other_part_data, passive_effect_condition,[]}, mod = server}
,#f_column{type = atom, name = condition_param, desc = "生效条件参数", mod = server}
,#f_column{type = kv, name = effect_type, desc = "效果类型", kv_type = {skill_other_part_data, effect_type, []}, mod = all}
,#f_column{type = kv, name = hurt_type, desc = "伤害类型", kv_type = {skill_other_part_data, hurt_type, []}, mod = server}
,#f_column{type = term, name = effect_param, desc = "效果参数", mod = server}
,#f_column{type = int, name = base_hit, desc = "原始命中率", mod = server}
,#f_column{type = term, name = extra_param, desc = "拓展参数", mod = server}
,#f_column{type = kv, name = hit_type, desc = "命中类型", kv_type = {skill_other_part_data, hit_type, []}, mod = server}
,#f_column{type = term, name = action_list, desc = "动作组", mod = client}
,#f_column{type = bstr, name = anime_res, desc= "攻击资源", mod = client}
,#f_column{type = bstr, name = anime_user_atk, desc= "攻击动作", mod = client}
,#f_column{type = term, name = bg_effect, desc= "背景特效", mod = client}
,#f_column{type = term, name = bact_effect_list, desc = "施法特效", mod = client}
,#f_column{type = term, name = act_effect_list, desc = "出手点特效", mod = client}
,#f_column{type = term, name = area_effect_list, desc = "范围特效", mod = client}
,#f_column{type = term, name = hit_effect_list, desc = "受击点特效", mod = client}
,#f_column{type = term, name = hurt_effect_list, desc = "打击特效", mod = client}
,#f_column{type = term, name = trc_effect_list, desc = "弹道特效", mod = client}
,#f_column{type = int, name = shake_id, desc = "震屏", mod = client}
,#f_column{type = bstr, name = ready_sound, desc = "施法音效", mod = client}
,#f_column{type = bstr, name = attack_sound, desc = "出手音效", mod = client}
,#f_column{type = bstr, name = hit_sound, desc = "受击音效", mod = client}
,#f_column{type = kv, name = is_play_hit_sound, desc = "是否播放受击音效", kv_type = [{"", 1}, {"", 0}], mod = client}
,#f_column{type = bstr, name = effect_desc, desc = "效果描述", mod = all}
,#f_column{type = bstr, name = hit_action,val_cli = "hurt",desc = "受击动作", mod = client}
,#f_column{type = int, name = act_hurt_type,val_cli = 0 ,desc = "受击表现", mod = client}
,#f_column{type = int, name = is_move_map,val_cli = 0 ,desc = "是否位移", mod = client}
,#f_column{type = int, name = is_must_die,val_cli = 0 ,desc = "死亡移除", mod = client}
,#f_column{type = bstr, name = shout_trick,desc = "播放喊招音效", mod = client}
,#f_column{type = int, name = split_hurt,val_cli = 1 ,desc = "拆分伤害次数", mod = client}
,#f_column{type = int, name = play_stand,val_cli = 1 ,desc = "是否收招", mod = client}
,#f_column{type = int, name = is_bg_effect,val_cli = 0,desc = "带背景特效的技能", mod = client}
]}
]
}.