%%---------------------------------------------------- %% 数据配置文件 %% @author xxxx@xxx.xxx %%---------------------------------------------------- -module(guild_secret_area_data). -export([cfg/0]). -include("data_config.hrl"). -include("common.hrl"). cfg() -> #data_cfg{ name = guild_secret_area_data ,lua_name = guild_secret_area_data ,js_name = guild_secret_area_data ,desc = "配置数据" ,source = "guild_secret_area_data.xml" ,target = "guild_secret_area_data.erl" ,splitv = 1 ,head_rows = 1 ,inc = [] ,callback = [ {{get_const, undefined}, cb_fun, handle, {get_fun, ["常量配置"], "get_const(~ts) -> ~ts; %% ~ts", [key, val, desc]}} ,{{get_boss, undefined}, cb_fun, handle, {get_tuple, ["boss信息"], id, [open_lev, time, active]}} ,{{get_unit_id, undefined}, cb_fun, handle, {get_tuple, ["boss信息"], id, unit_id}} ,{{get_buy_time, undefined}, cb_fun, handle, {get_tuple, ["购买次数"], time, loss}} ,{get_buy_max_time, cb_fun, handle, {list, ["购买次数"]}} ,{{get_progress, undefined}, cb_fun, handle, {get_tuple, ["宝箱奖励"], [id, number], [progress, reward]}} ,{get_combat_reward, cb_fun ,handle, {get_tuple, ["关卡奖励"], id, [harm_times, max_times, change_reward]}} ,{get_pass_id, cb_fun, handle, {get_tuple, ["boss信息"], id, pass_id}} ,{{get_rank_reward, undefined}, cb_fun, handle, {get_fun, ["排名奖励"], "get_rank_reward({~ts, Rank}) when Rank >= ~ts andalso Rank =< ~ts -> ~ts;", [id, min, max, reward]}} ,{{get_guild_radio, undefined}, cb_fun, handle, {get_fun, ["活跃成员伤害计算系数"], "get_guild_radio({~ts, Power}) when Power >= ~ts andalso Power =< ~ts -> ~ts;", [id, min, max, param]}} ,{{get_boss_difficulty, undefined}, cb_fun , handle, {get_tuple, ["boss信息"], id, difficulty_change}} ,{{get_marketplace_reward, undefined}, cb_fun , handle, {get_tuple, ["关卡奖励"], id, [marketplace_reward, marketplace_rand_reward]}} ,{get_boss_name, cb_fun, handle, {get_tuple, ["boss信息"], id, name}} ] ,callback_cli = [ {const, cb_fun_lua, handle, {key_val, ["常量配置"], key, [val, desc]}} ,{boss_info, cb_fun_lua, handle, {val_str, [ "boss信息"], [id], all}} ,{cost_info, cb_fun_lua, handle, {key_val, ["购买次数"], [time], loss}} ,{box_reward, cb_fun_lua, handle, {list_val, ["宝箱奖励"], [id], all}} ,{chapter_reward, cb_fun_lua, handle, {val_str, [ "关卡奖励"], [id], all}} ,{rank_reward, cb_fun_lua, handle, {list_val, [ "排名奖励"], [id], all}} ,{explain, cb_fun_lua, handle, {key_val, ["玩法说明"], [id], all}} ] ,callback_json = [ {const, cb_fun_json, handle, {key_val, ["常量配置"], key, [val, desc]}} ,{boss_info, cb_fun_json, handle, {val_str, [ "boss信息"], [id], all}} ,{cost_info, cb_fun_json, handle, {key_val, ["购买次数"], [time], loss}} ,{box_reward, cb_fun_json, handle, {list_val, ["宝箱奖励"], [id], all}} ,{chapter_reward, cb_fun_json, handle, {val_str, [ "关卡奖励"], [id], all}} ,{rank_reward, cb_fun_json, handle, {list_val, [ "排名奖励"], [id], all}} ,{explain, cb_fun_json, handle, {key_val, ["玩法说明"], [id], all}} ] ,sheet = [ {["常量配置"], [ #f_column{type = atom, name = key, desc = "键", primary = true, mod = all} ,#f_column{type = term, name = val, desc = "值", add_list_sign=false, mod = all} ,#f_column{type = str, name = desc, desc = "描述", mod = all} ]} , {["boss信息"], [ #f_column{type = int, name = pass_id, desc = "关卡ID", mod = all} ,#f_column{type = int, name = id, desc = "bossID", mod = all} ,#f_column{type = bstr, name = name, desc = "boss名称", mod = all} ,#f_column{type = int, name = unit_id, desc = "战斗怪ID", mod = all} ,#f_column{type = int, name = open_lev, desc = "解锁等级(公会等级)", mod = all} ,#f_column{type = str, name = difficulty, desc = "难度", mod = all} ,#f_column{type = int, name = difficulty_res, desc = "难度icon", mod = client, val = 1} ,#f_column{type = int, name = time, desc = "讨伐时间(秒)", mod = all} ,#f_column{type = int, name = active, desc = "需要消耗的公会活跃", mod = all, val = 0} ,#f_column{type = term, name = difficulty_change, desc = "难度升降判断条件", mod = all, val = 0} ,#f_column{type = term, name = boss_skill_id, desc = "boss技能", mod = all, val = 0} ,#f_column{type = term, name = boss_reward, desc = "奖励", mod = client, val = {}} ]} , {["购买次数"], [ #f_column{type = int, name = time, desc = "购买次数", mod = all} ,#f_column{type = term, name = loss, desc = "消耗资产{id, num}", mod = all} ]} ,{["宝箱奖励"], [ #f_column{type = int, name = id, desc = "bossID", mod = all} ,#f_column{type = int, name = number, desc = "序号", mod = all} ,#f_column{type = int, name = progress, desc = "进度节点", mod = all} ,#f_column{type = term, name = reward, desc = "奖励", mod = all} ,#f_column{type = int, name = effect_id, desc = "宝箱资源id", mod = client} ]} ,{["关卡奖励"], [ #f_column{type = int, name = id, desc = "bossID", mod = all} ,#f_column{type = int, name = harm_times, desc = "伤害倍率", mod = all} ,#f_column{type = int, name = max_times, desc = "最大倍率数", mod = all} ,#f_column{type = term, name = change_reward, desc = "挑战奖励", mod = all, val = "[]"} ,#f_column{type = term, name = marketplace_rand_reward, desc = "宝库随机奖励", mod = all} ,#f_column{type = term, name = marketplace_reward, desc = "宝库固定奖励", mod = all} ]} ,{["排名奖励"], [ #f_column{type = int, name = id, desc = "bossID", mod = all} ,#f_column{type = int, name = min, desc = "排名上限", mod = all} ,#f_column{type = int, name = max, desc = "排名下限", mod = all} ,#f_column{type = term, name = reward, desc = "奖励", mod = all} ]} ,{["活跃成员伤害计算系数"], [ #f_column{type = int, name = id, desc = "bossID", mod = sever} ,#f_column{type = int, name = min, desc = "战力上限", mod = sever} ,#f_column{type = int, name = max, desc = "战力下限", mod = sever} ,#f_column{type = int, name = param, desc = "乘以系数", mod = sever} ]} ,{["玩法说明"], [ #f_column{type = int, name = id, desc = "标签", primary = true, mod = client} ,#f_column{type = str, name = title, desc = "标签名", mod = client} ,#f_column{type = str, name = desc, desc = "内容", mod = client} ]} ] }.