%%---------------------------------------------------- %% 位面玩法 %% %% @author whjing2011@gmail.com %%---------------------------------------------------- -module(proto_231). -export([info/0, cfg/0]). -include("protocol.hrl"). info() -> { "位面玩法" ,["common.hrl", "secret_dun.hrl", "combat.hrl", "item.hrl"] }. -spec cfg() -> [#rpc{}]. cfg() -> [ #rpc{ code = 23100 ,log_title = "基础数据信息" ,req_desc = "基础数据信息" ,req = [] ,reply = [ {uint32, dun_id, "副本Id"} ,{uint32, val, "当前进度"} ,{uint32, max_val, "最大进度"} ,{array, single, ids, "可选择的副本Id", [ {uint32, id, "副本Id"} ]} ,{array, single, reward_ids, "已领取过首通奖励的副本id", [ {uint32, reward_id, "副本Id"} ]} ,{array, single, can_reward_ids, "可领取首通奖励的副本id", [ {uint32, can_reward_id, "副本Id"} ]} ,{uint32, update_time, "下次刷新时间戳"} ,{uint32, look_id, "形象ID"} ,{uint8, is_holiday, "是否活动期间"} ,{array, single, list, "已激活形象列表", [ {uint32, id, "形象ID"} ]} ] } ,#rpc{ code = 23101 ,log_title = "格子数据信息" ,req_desc = "格子数据信息" ,req = [] ,reply = [ {uint32, floor, "当前所在层数"} ,{uint32, index, "当前所在格子"} ,{uint32, map_id, "地图id"} ,{array, secret_tile, tile_list, "格子列表", ?p_g_set(tile_info, [ {uint32, index, "格子序号"} ,{uint32, evtid, "事件ID(0:表示没有事件)"} ,{uint8, status, "格子状态(1:进行中 2:完成 3:无事件)"} ,{uint8, is_walk, "是否可行走0不可行走 1可行走 "} ,{uint16, res_id, "资源ID"} ,{uint8, platform, "升降台状态, 1升0降"} ,{uint8, switch, "开关状态, 1开0关"} ,{uint8, is_hide, "是否隐藏, 1是0否"} ])} ,{array, single, walk_tile, "走过的格子列表", [ {uint32, pos, "格子索引值"} ]} ] } ,#rpc{ code = 23102 ,log_title = "格子数据更新" ,req_desc = "格子数据更新" ,req = [] ,reply = [ {uint32, floor, "层数"} ,{array, secret_tile, tile_list, "格子列表", ?p_g_get(tile_info)} ] } ,#rpc{ code = 23103 ,log_title = "移动进入指定格子,需接收到成功后方可移动" ,req_desc = "移动进入指定格子,需接收到成功后方可移动" ,req = [ {uint32, index, "目标格子"} ] ,reply = [ {uint8, code, "结果(0:失败 1:成功)"} ,{string, msg, "结果信息"} ,{uint32, index, "进入目标格子"} ] } ,#rpc{ code = 23104 ,log_title = "操作指定格子事件" ,req_desc = "操作指定格子事件" ,req = [ {uint32, index, "格子"} ,{uint8, action, "操作类型(0:请求数据 1:确认操作处理)"} ,{array, tuple, ext_list, "额外参数(没有则不传 不同事件按约定传值即可 非常特殊事件独立其它协议处理)", [ {uint8, type, "参数类型(双方约定)"} ,{uint32, val1, "参数1"} ,{uint32, val2, "参数2"} ]} ] ,reply = [ {uint8, code, "结果(0:失败 1:成功)"} ,{string, msg, "结果信息"} ,{uint32, index, "格子"} ,{uint8, action, "操作类型(0:请求数据 1:确认操作处理)"} ] } ,#rpc{ code = 23105 ,log_title = "进入副本" ,req_desc = "进入副本" ,req = [ {uint32, id, "副本id"} ] ,reply_desc = "进入副本" ,reply = [ {uint8, flag, "是否成功 是1 否0"} ,{string, msg, "信息"} ,{uint32, id, "副本id"} ,{uint32, floor, "当前所在层数"} ] } ,#rpc{ code = 23106 ,log_title = "进入层数" ,req_desc = "进入层数" ,req = [ {uint32, floor, "层数"} ] ,reply_desc = "进入层数" ,reply = [ {uint8, flag, "是否成功 是1 否0"} ,{string, msg, "信息"} ] } ,#rpc{ code = 23107 ,log_title = "租借英雄信息" ,req_desc = "租借英雄信息" ,req = [ ] ,reply_desc = "租借英雄信息" ,reply = [ {array, load_partner, load_partner, "租借英雄伙伴信息", [ {uint8, pos, "位置Id"} ,{uint32, bid, "伙伴bid"} ,{uint16, lev, "等级"} ,{uint8, star, "星级"} ,{array, tuple, break_skills, "伙伴技能", [ {uint8, pos, "序号"} ,{uint32, skill_bid, "技能bid"} ]} ,{uint8, break_lev, "进阶次数"} ,{uint32, power, "伙伴战力"} ,{uint32, use_skin, "使用的皮肤(未使用传0)"} ,{uint32, end_time, "限时英雄过期时间"} ,{rec, all_attr, attr, [ {uint32, atk, atk, "攻击"}, {uint32, def_p, def_p, "物理防御"}, {uint32, def_s, def_s, "法术防御"}, {uint32, hp_max, hp, "气血"}, {uint32, speed, speed, "出手速度"}, {uint32, hit_rate, hit_rate, "命中"}, {uint32, dodge_rate, dodge_rate, "闪避"}, {uint32, crit_rate, crit_rate, "暴击"}, {uint32, crit_ratio, crit_ratio, "暴伤"}, {uint32, hit_magic, hit_magic, "效果命中"}, {uint32, dodge_magic, dodge_magic, "效果闪避"}, {uint32, def, def, "防御"} ]} ,{array, tuple, eqms, "伙伴装备", [ {uint32, id, id, "装备id"} ,{uint32, base_id, base_id, "装备基础id"} ,{uint32, type, type, "装备部位"} ]} ,{array, tuple, artifacts, "神器", [ {uint8, artifact_pos, "穿戴位置 (1:副神器 2:主神器)"} ,{rec, item, item, [ {uint32, id, id, "神器id"} ,{uint32, base_id, base_id, "神器基础id"} ,{uint32, enchant, enchant, "精炼等级"} ,{array, tuple, attr, "精炼属性", [ {uint32, attr_id, "属性id"} ,{uint32, attr_val, "属性值"} ]} ,{array, tuple, extra_attr, "附加属性(神器:重铸未保存的属性)", [ {uint32, attr_id, "属性id"} ,{uint32, attr_val, "属性值"} ]} ,{array, tuple, extra, "附加属性(1:神器技能1 2:神器技能2)", [ {uint32, extra_k, "附加属性id"} ,{uint32, extra_v, "附加属性值"} ]} ]} ]} ,{array, item, holy_eqm, "神装", [ {uint32, id, id, "神装id"} ,{uint32, base_id, base_id, "神装基础id"} ,{array, tuple, main_attr, "主属性", [ {uint32, attr_id, "属性id"} ,{uint32, attr_val, "属性值"} ]} ,{array, tuple, holy_eqm_attr, "神装额外属性", [ {uint8, pos, "位置"} ,{uint32, attr_id, "属性id"} ,{uint32, attr_val, "属性值"} ]} ]} ,{array, tuple, dower_skill, "已学习的天赋技能信息(未学习的不会有数据)",[ {uint8, pos, "天赋位"} ,{uint32, skill_id, "技能id"} ]} ]} ] } ,#rpc{ code = 23108 ,log_title = "事件信息返回" ,req_desc = "事件信息返回" ,req = [] ,reply_desc = "事件信息返回" ,reply = [ {uint32, dun_id, "副本id"} ,{uint32, floor, "层数"} ,{uint32, index, "格子索引值"} ,{array, tuple, ext_list, "返回信息", [ {uint32, type, "事件类型"} ,{uint32, val1, "参数1"} ,{uint32, val2, "参数2"} ]} ] } ,#rpc{ code = 23109 ,log_title = "获取对方阵容信息" ,req_desc = "获取对方阵容信息" ,req = [] ,reply_desc = "获取对方阵容信息" ,reply = [ {uint32, power, "我方战力"} ,{array, tuple, buffs, "buff数据", [ {uint8, quality, "品质蓝1紫2橙3"} ,{uint32, num, "数量"} ]} ,{uint32, rid, "角色ID"} ,{string, srv_id, "角色服务器ID"} ,{string, name, "名称"} ,{uint32, face, "头像"} ,{uint8, lev, "等级"} ,{uint32, guards_power, "敌方战力"} ,{uint32, formation_type, "敌方阵型"} ,{array, tuple, guards, "战将信息", [ {uint32, partner_id, "英雄唯一id"} ,{uint8, pos, "位置"} ,{uint32, bid, "BID"} ,{uint16, lev, "等级"} ,{uint8, star, "星数"} ,{array, tuple, ext_data, "额外参数", [ {uint32, key, "键(5:皮肤id)"} ,{uint32, val, "值"} ]} ,{uint8, hp_per, "剩余血量百分比"} ]} , {array, tuple, sprites, "敌方布置的精灵", [ {uint8, pos, "位置"} ,{uint32, item_bid, "精灵bid(0:未布置)"} ]} ,{uint32, hallows_id, "敌方圣器id"} ,{uint32, sprite_lev, "古树等级"} ,{uint32, strength, "配表加成比例(千分比)"} ] } , #rpc{ code = 23110 ,log_title = "战斗结果" ,req_desc = "战斗结果" ,req = [] ,reply_desc = "战斗结果" ,reply = [ {uint32, all_dps, "总伤害"} ,{uint32, best_partner, "最佳伙伴唯一ID租借的英雄为0"} ,{uint32, bid, "最佳伙伴bid"} ,{uint16, lev, "最佳伙伴等级"} ,{uint8, star, "最佳伙伴星级"} ,{uint32, use_skin, "最佳伙伴皮肤id"} ,{string, target_role_name, "对方名字"} ,{array, tuple, hurt_statistics, "伤害统计", [ {uint8, type, "1:进攻方 2:被攻击方"} ,{array, partner_hurt, partner_hurts, "伤害统计", [ {tuple, master_id, [ {uint32, rid, "拥有者ID"} ,{string, srvid, "拥有者服务器id"} ]} ,{uint32, id, id, "英雄bid"} ,{uint32, bid, bid, "英雄bid"} ,{uint32, star, star, "星级"} ,{uint32, lev, lev, "等级"} ,{uint32, camp_type, camp_type, "英雄阵营"} ,{uint32, dps, dps, "英雄伤害"} ,{uint32, cure, cure, "英雄治疗量"} ,{array, tuple, ext_data, "额外参数", [ {uint32, key, "键(5:皮肤id)"} ,{uint32, val, "值"} ]} ,{uint32, be_hurt, be_hurt, "英雄承受伤害"} ]} ]} ,{array, tuple, award_list, "奖励", [ {uint32, bid, "物品bid"} ,{uint32, num, "个数"} ]} ,{uint32, evt_index, "当前战斗的格子索引值"} ] } ,#rpc{ code = 23111 ,log_title = "对话Id" ,req_desc = "对话Id" ,req = [] ,reply_desc = "对话Id" ,reply = [ {uint32, id, "对话Id"} ] } ,#rpc{ code = 23112 ,log_title = "背包信息" ,req_desc = "背包信息" ,req = [] ,reply_desc = "背包信息" ,reply = [ {array, secret_item, secret_item, "物品列表", [ {uint32, id, "位置id"} ,{uint32, base_id, "基础id"} ,{uint32, num, "数量"} ]} ] } ,#rpc{ code = 23113 ,log_title = "背包新增(更新)信息" ,req_desc = "背包新增(更新)信息" ,req = [] ,reply_desc = "背包新增(更新)信息" ,reply = [ {array, tuple, update_item, "物品列表", [ {uint32, id, "位置id"} ,{uint32, base_id, "基础id"} ,{uint32, num, "数量"} ]} ] } ,#rpc{ code = 23114 ,log_title = "背包删除信息" ,req_desc = "背包删除信息" ,req = [] ,reply_desc = "背包删除信息" ,reply = [ {array, single, delete_pos, "物品列表", [ {uint32, id, "位置id"} ]} ] } ,#rpc{ code = 23115 ,log_title = "英雄背包" ,req_desc = "英雄背包" ,req = [] ,reply_desc = "英雄背包" ,reply = [ {array, tuple, partners, "英雄信息", [ {uint8, flag, "是否是租借的,是1,否0"} ,{uint32, partner_id, "英雄唯一id"} ,{uint32, bid, "伙伴bid"} ,{uint16, lev, "等级"} ,{uint8, star, "星级"} ,{uint32, power, "战力"} ,{uint8, hp_per, "剩余血量百分比"} ,{array, tuple, ext_data, "额外参数", [ {uint32, key, "键(5:皮肤id)"} ,{uint32, val, "值"} ]} ]} ] } ,#rpc{ code = 23116 ,log_title = "查看租借英雄详细信息" ,req_desc = "查看租借英雄详细信息" ,req = [ {uint32, pos, "位置Id"} ] ,reply_desc = "查看租借英雄详细信息" ,reply = [ {rec, load_partner, load_partner, [ {uint32, pos, "位置Id"} ,{uint32, bid, "伙伴bid"} ,{uint16, lev, "等级"} ,{uint8, star, "星级"} ,{array, tuple, skills, "伙伴技能", [ {uint8, pos, "序号"} ,{uint32, skill_bid, "技能bid"} ]} ,{uint8, break_lev, "进阶次数"} ,{uint32, power, "伙伴战力"} ,{uint32, use_skin, "使用的皮肤(未使用传0)"} ,{uint32, end_time, "限时英雄过期时间"} ,{rec, base_attr, attr, [ {uint32, atk, atk, "攻击"}, {uint32, def_p, def_p, "物理防御"}, {uint32, def_s, def_s, "法术防御"}, {uint32, hp_max, hp, "气血"}, {uint32, speed, speed, "出手速度"}, {uint32, hit_rate, hit_rate, "命中"}, {uint32, dodge_rate, dodge_rate, "闪避"}, {uint32, crit_rate, crit_rate, "暴击"}, {uint32, crit_ratio, crit_ratio, "暴伤"}, {uint32, hit_magic, hit_magic, "效果命中"}, {uint32, dodge_magic, dodge_magic, "效果闪避"}, {uint32, def, def, "防御"} ]} ,{array, tuple, eqms, "伙伴装备", [ {uint32, id, id, "装备id"} ,{uint32, base_id, base_id, "装备基础id"} ,{uint32, type, type, "装备部位"} ]} ,{array, tuple, artifacts, "神器", [ {uint8, artifact_pos, "穿戴位置 (1:副神器 2:主神器)"} ,{rec, item, item, [ {uint32, id, id, "神器id"} ,{uint32, base_id, base_id, "神器基础id"} ,{uint32, enchant, enchant, "精炼等级"} ,{array, tuple, attr, "精炼属性", [ {uint32, attr_id, "属性id"} ,{uint32, attr_val, "属性值"} ]} ,{array, tuple, extra_attr, "附加属性(神器:重铸未保存的属性)", [ {uint32, attr_id, "属性id"} ,{uint32, attr_val, "属性值"} ]} ,{array, tuple, extra, "附加属性(1:神器技能1 2:神器技能2)", [ {uint32, extra_k, "附加属性id"} ,{uint32, extra_v, "附加属性值"} ]} ]} ]} ,{array, item, holy_eqm, "神装", [ {uint32, id, id, "神装id"} ,{uint32, base_id, base_id, "神装基础id"} ,{array, tuple, main_attr, "主属性", [ {uint32, attr_id, "属性id"} ,{uint32, attr_val, "属性值"} ]} ,{array, tuple, holy_eqm_attr, "神装额外属性", [ {uint8, pos, "位置"} ,{uint32, attr_id, "属性id"} ,{uint32, attr_val, "属性值"} ]} ]} ,{array, tuple, dower_skill, "已学习的天赋技能信息(未学习的不会有数据)",[ {uint8, pos, "天赋位"} ,{uint32, skill_id, "技能id"} ]} ]} ] } ,#rpc{ code = 23117 ,log_title = "获得首通奖励" ,req_desc = "获得首通奖励" ,req = [ {uint32, dun_id, "副本Id"} ] ,reply_desc = "获得首通奖励" ,reply = [ {uint8, flag, "成功1 失败0"} ,{string, msg, "信息"} ,{uint32, dun_id, "副本Id"} ] } ,#rpc{ code = 23118 ,log_title = "buff背包" ,req_desc = "buff背包" ,req = [] ,reply_desc = "buff背包" ,reply = [ {array, single, buffs, "buff列表", [ {uint32, buff_id, "buff_id"} ]} ] } ,#rpc{ code = 23119 ,log_title = "回血事件英雄变换" ,req_desc = "回血事件英雄变换" ,req = [] ,reply_desc = "回血事件英雄变换" ,reply = [ {array, tuple, partners, "英雄信息", [ {uint8, flag, "是否是租借的,是1,否0"} ,{uint32, partner_id, "英雄唯一id"} ,{uint8, hp_per, "剩余血量百分比"} ]} ] } ,#rpc{ code = 23120 ,log_title = "计算变阵后总战力" ,req_desc = "计算变阵后总战力" ,req = [ {array, tuple, partner_ids, "英雄列表", [ {uint8, flag, "是否是租借的 是1否0"} ,{uint32, id, "英雄唯一id"} ]} ] ,reply_desc = "计算变阵后总战力" ,reply = [ {uint32, power, "总战力"} ] } ,#rpc{ code = 23121 ,log_title = "保存阵法" ,req_desc = "保存阵法" ,req = [ {uint8, formation_type, "阵法类型"} ,{array, tuple, pos_info, "站位信息", [ {uint8, pos, "位置"} ,{uint32, id, "伙伴ID"} ,{uint8, flag, "是否租借1是0否"} ]} ,{uint32, hallows_id, "使用的圣器id(没有传0)"} ] ,reply_desc = "保存阵法" ,reply = [ {uint8, flag, "是否成功 是1 否0"} ,{string, msg, "信息"} ] } ,#rpc{ code = 23122 ,log_title = "请求阵法" ,req_desc = "请求阵法" ,req = [ ] ,reply_desc = "请求阵法" ,reply = [ {uint8, formation_type, "阵法类型"} ,{array, tuple, pos_info, "站位信息", [ {uint8, pos, "位置"} ,{uint32, id, "伙伴ID"} ,{uint8, flag, "是否租借1是0否"} ]} ,{uint32, hallows_id, "使用的圣器id(没有传0)"} ] } ,#rpc{ code = 23123 ,log_title = "上报日志" ,req_desc = "上报日志" ,req = [ {uint8, type, "上报类型 0点击位面征战 1副本1 2副本2 3副本3"} ] ,reply_desc = "上报日志" ,reply = [] } ].