%%---------------------------------------------------- %% 皮肤配置文件 %% @author lwc %%---------------------------------------------------- -module(partner_skin_data). -export([cfg/0]). -include("data_config.hrl"). -include("common.hrl"). cfg() -> #data_cfg{ name = partner_skin_data ,lua_name = partner_skin_data ,desc = "皮肤" ,source = "partner_skin_data.xml" ,target = "partner_skin_data.erl" ,inc = ["common.hrl"] ,callback = [ {{get_constant, "undefined"}, cb_fun, handle, {get_tuple, ["常量配置"], key, val}} ,{get_name, cb_fun, handle, {get_tuple, ["英雄皮肤"], skin_id, skin_name}} ,{get_skin_owner_id, cb_fun, handle, {get_tuple, ["英雄皮肤"], skin_id, bid}} ,{get_face_id, cb_fun, handle, {get_tuple, ["英雄皮肤"], skin_id, face_id}} ,{get_looks_id, cb_fun, handle, {get_tuple, ["英雄皮肤"], skin_id, looks_id}} ,{get_skins_by_partner_id, cb_fun, handle, {tuple_type, ["英雄皮肤"], bid, skin_id}} ,{get_attr, cb_fun, handle, {get_tuple, ["英雄皮肤"], skin_id, skin_attr}} ,{{get_attr_all, "[]"}, cb_fun, handle, {get_tuple, ["英雄皮肤"], skin_id, skin_attr_all}} ] ,callback_cli = [ {const, cb_fun_lua, handle, {key_val, ["常量配置"], key, [val, desc]}} ,{skin_info, cb_fun_lua, handle, {key_val, ["英雄皮肤"], [skin_id], all}} ,{hero_info, cb_fun_lua, handle, {val_str, ["英雄传记"], [skin_id], all}} ,{partner_bid_info, cb_fun_lua, handle, {type_get_val, ["英雄皮肤"], [bid, skin_id], [skin_id]}} ,{skilltoeffect, cb_fun_lua, handle, {key_val, ["皮肤改技能表现"], [skin_id, old_effect], new_effect}} ,{bufftospine, cb_fun_lua, handle, {key_val, ["皮肤改Buff变身模型"], [skin_id, buff_bid], [spine_res, effect_bid]}} ] ,callback_json = [ {const, cb_fun_json, handle, {key_val, ["常量配置"], key, [val, desc]}} ,{skin_info, cb_fun_json, handle, {key_val, ["英雄皮肤"], [skin_id], all}} ,{hero_info, cb_fun_json, handle, {val_str, ["英雄传记"], [skin_id], all}} ,{partner_bid_info, cb_fun_json, handle, {type_get_val, ["英雄皮肤"], [bid, skin_id], [skin_id]}} ,{skilltoeffect, cb_fun_json, handle, {key_val, ["皮肤改技能表现"], [skin_id, old_effect], new_effect}} ,{bufftospine, cb_fun_json, handle, {key_val, ["皮肤改Buff变身模型"], [skin_id, buff_bid], [spine_res, effect_bid]}} ] ,sheet = [ {["常量配置"],[ #f_column{type = term, name = key, desc = "常量标识", add_list_sign = false,mod = all} ,#f_column{type = term, name = val, desc = "常量值", add_list_sign = false,mod= all} ,#f_column{type = bstr, name = desc, desc = "描述", mod = client} ]} ,{["英雄皮肤"], [ #f_column{type = int, name = skin_id, desc = "皮肤id", mod = all} ,#f_column{type = bstr, name = skin_name, desc = "皮肤名称", mod = client} ,#f_column{type = term, name = skin_attr, desc = "皮肤属性", mod = all} ,#f_column{type = term, name = skin_attr_all, desc = "全队皮肤属性", mod = all} ,#f_column{type = int, name = bid, desc = "所属英雄", val = "[]", mod = all} ,#f_column{type = atom, name = res_id, desc = "英雄模型资源ID", mod = client} ,#f_column{type = int, name = head_id, desc = "英雄头像", mod = client} ,#f_column{type = bstr, name = head_card_id, desc = "英雄卡片", mod = client} ,#f_column{type = bstr, name = bustid, desc = "mvp半身立绘图片", mod = client} ,#f_column{type = bstr, name = draw_res, desc = "英雄全身立绘", mod = client} ,#f_column{type = term, name = draw_offset, desc = "立绘偏移量", mod = client} ,#f_column{type = int, name = scale, desc = "立绘缩放", mod = client} ,#f_column{type = term, name = draw_offset_2, desc = "召唤立绘偏移量", mod = client} ,#f_column{type = int, name = scale_2, desc = "召唤立绘缩放", mod = client} ,#f_column{type = bstr, name = show_effect, desc = "模型展示环绕特效", mod = client} ,#f_column{type = bstr, name = fight_effect, desc = "战斗中环绕特效", mod = client} ,#f_column{type = term, name = looks_id, desc = "形象id", mod = server} ,#f_column{type = int, name = face_id, desc = "头像id", mod = server} ,#f_column{type = int, name = action_bid, desc = "跳转基础id", mod = client} ,#f_column{type = term, name = action_start_time, desc = "开始时间", mod = client,val_cli="{}", add_list_sign = false} ,#f_column{type = term, name = action_end_time, desc = "结束时间", mod = client,val_cli="{}", add_list_sign = false} ,#f_column{type = bstr, name = voice, desc = "语音", mod = client} ,#f_column{type = int, name = voice_time , desc = "语音时长", mod = client} ,#f_column{type = term, name = item_id_list, desc = "对应道具id列表", mod = client,val_cli="{}", add_list_sign = false} ,#f_column{type = bstr, name = hero_info_bg_res, desc = "英雄背景资源", mod = client} ,#f_column{type = bstr, name = hero_camp_res, desc = "英雄台子资源", mod = client} ,#f_column{type = int, name = chip_num, desc = "碎片数量", mod = client} ,#f_column{type = term, name = diamond_num, desc = "钻石数量", mod = client} ,#f_column{type = kv, name = is_shop , kv_type = bool, desc = "是否跳转到皮肤商城", mod = client} ,#f_column{type = bstr, name = unlock_tip, desc = "未解锁提示", val_cli = "", mod = client} ,#f_column{type = bstr, name = source_tip, desc = "获取来源提示", val_cli = "", mod = client} ,#f_column{type = bstr, name = home_module, desc = "寝室模型", val_cli = "", mod = client} ,#f_column{type = bstr, name = hcg, desc = "专属HCG", val_cli = "", mod = client} ]} ,{["英雄传记"], [ #f_column{type = int, name = skin_id, desc = "皮肤id", mod = all} ,#f_column{type = bstr, name = content, desc = "传记内容", mod = client} ]} ,{["皮肤改技能表现"], [ #f_column{type = int, name = skin_id, desc = "皮肤ID", mod = client} ,#f_column{type = bstr, name = old_effect, desc = "原技能效果ID", mod = client} ,#f_column{type = int, name = new_effect, desc = "皮肤技能效果ID", mod = client} ]} ,{["皮肤改Buff变身模型"], [ #f_column{type = int, name = skin_id, desc = "皮肤ID", mod = client} ,#f_column{type = int, name = buff_bid, desc = "关联Buff", mod = client} ,#f_column{type = bstr, name = spine_res, desc = "新的模型", mod = client} ,#f_column{type = int, name = effect_bid, desc = "特效ID", mod = client} ]} ] }.