%%---------------------------------------------------- %% 数据配置文件 %% @author whjing2011@gmail.com %%---------------------------------------------------- -module(secret_dun_data). -export([ cfg/0 ,get/1 ]). -include("data_config.hrl"). -include("common.hrl"). cfg() -> #data_cfg{ name = secret_dun_data ,lua_name = secret_dun_data ,js_name = secret_dun_data ,desc = "配置数据" ,source = "secret_dun_data.xml" ,target = "secret_dun_data.erl" ,splitv = 1 ,head_rows = 1 ,inc = ["secret_dun.hrl"] ,callback = [ {{get_const, undefined}, cb_fun, handle, {get_fun, ["常量配置"], "get_const(~ts) -> ~ts; %% ~ts", [key, val, desc]}} %% ,{{group_evts, "[]"}, cb_fun, handle, {tuple_type, ["事件组"], evt_gid, [evtid, rand, num]}} ,{get_evt, cb_fun, handle, {get_record, ["事件"], id, evt_data, [id, type, ext, win_delete, lose_delete, win_reward_time, win_reward_list, false_reward_time, false_reward_list, exchange_id, group_id]}} ,{get_dun, cb_fun, handle, {get_tuple, ["层数信息"], [id, floor], map_id}} ,{get_all_dun, cb_fun, handle, {tuple_list, ["层数信息"], [id, floor]}} ,{{get_first_map_id, undefined}, cb_fun, handle, {get_tuple, ["层数信息"], [id, floor], first_map_id}} ,{get_event_type, cb_fun, handle, {get_tuple, ["事件"], id, type}} ,{{get_limit_id, "[]"}, cb_fun, handle, {get_tuple, ["副本信息"], id, id_limit}} ,{get_all_limit_id, cb_fun, handle, {tuple_list, ["副本信息"], [id, id_limit]}} ,{get_limit_lev, cb_fun, handle, {get_tuple, ["副本信息"], id, lev_limit}} ,{get_limit_power, cb_fun, handle, {get_tuple, ["副本信息"], id, power_limit}} ,{get_first_reward, cb_fun, handle, {get_tuple, ["副本信息"], id, first_reward}} ,{{get_pass_radio, undefined}, cb_fun, handle, {get_tuple, ["副本信息"], id, add_radio}} ,{{get_events, undefined}, cb_fun, handle, {get_tuple, ["事件组"], evt_gid, ids}} ,{get_event_walk, cb_fun, handle, {get_tuple, ["事件"], id, is_walk}} %% ,{get_bag_max_num, cb_fun, handle, {get_tuple, ["背包道具信息"], id, max_num}} %% ,{get_answer, cb_fun, handle, {get_tuple, ["问答题"], id, answer}} ,{get_conversation, cb_fun, handle, {get_tuple, ["奖励Npc"], id, reward_list}} ,{get_monster_ids, cb_fun, handle, {get_fun, ["守卫机器人库"], "get_monster_ids({~ts, ~ts, Power}) when Power >= ~ts andalso Power =< ~ts -> ~ts;", [id, floor, min, max, robot]}} ,{get_robot_ids, cb_fun, handle, {get_fun, ["怪物机器人库_1", "怪物机器人库_2", "怪物机器人库_3"], "get_robot_ids({~ts, Power}) when Power >= ~ts andalso Power =< ~ts -> ~ts;", [id, min, max, robot]}} %% ,{get_robot_ids2, cb_fun, handle, {get_fun, ["精英怪机器人库"], "get_robot_ids2({~ts, ~ts, Power}) when Power >= ~ts andalso Power =< ~ts -> ~ts;", [id, floor, min, max, robot]}} %% ,{get_robot_ids3, cb_fun, handle, {get_fun, ["BOSS机器人库"], "get_robot_ids3({~ts, ~ts, Power}) when Power >= ~ts andalso Power =< ~ts -> ~ts;", [id, floor, min, max, robot]}} ,{get_reward, cb_fun, handle, {get_tuple, ["奖励信息"], id, [type, ext, is_add]}} ,{get_buffs, cb_fun, handle, {tuple_list, ["buff库"], [group_id, buff_id, weight, is_return]}} ,{{get_session, undefined}, cb_fun, handle, {get_tuple, ["第一次对话"], condition, id}} ,{{get_group, undefined}, cb_fun, handle, {get_tuple, ["事件"], id, group_id}} ,{get_buff, cb_fun, handle, {get_tuple, ["buff信息"], buff_id, [range, ext]}} ,{get_buff_attr, cb_fun, handle, {get_tuple, ["加属性Buff数据"], id, attr_ext}} ,{get_loan_group, cb_fun, handle, {get_fun, ["租借机器人库"], "get_loan_group(Power) when Power >= ~ts andalso Power =< ~ts -> ~ts;", [min, max, robot]}} ,{get_loan_partner, cb_fun, handle, {get_tuple, ["租借机器人"], id, [bid, lev, star, break_lev, skills, attr]}} ,{get_all_loan_partner, cb_fun, handle, {tuple_list, ["租借机器人"], [id, group_id, weight]}} ,{get_buff_client, cb_fun, handle, {get_tuple, ["buff信息"], buff_id, [quality, add_power]}} ,{get_dun_name, cb_fun, handle, {get_tuple, ["层数信息"], [id, floor], name}} ,{{get_dun_max_val, 1}, cb_fun, handle, {get_tuple, ["副本信息"], id, max_val}} ,{{get_event_val, 0}, cb_fun, handle, {get_tuple, ["事件"], id, add_val}} ,{get_guard_ext, cb_fun, handle, {get_fun, ["战力段对应守卫强度"], "get_guard_ext({~ts, Power}) when Power >= ~ts andalso Power =< ~ts -> ~ts;", [id, min, max, ext]}} ,{get_all_id, cb_fun, handle, {tuple_list, ["副本信息"], id}} ] ,callback_cli = [ {const, cb_fun_lua, handle, {key_val, ["常量配置"], key, [val, desc]}} ,{dun_map, cb_fun_lua, handle, {type_get_val, ["层数信息"], [id, floor], [map_res_id]}} ,{dun_info, cb_fun_lua, handle, {type_get_last_row, ["层数信息"], [id], [name, dun_res_id]}} ,{max_dun_num, cb_fun_lua, handle, {type_get_max, ["层数信息"], [id], floor}} ,{customs, cb_fun_lua, handle, {key_val, ["副本信息"], id, [id_limit, lev_limit, power_limit, first_reward, add_radio, battle_bg_id, award, res_id, desc, music, award_desc, camp]}} ,{evt_info, cb_fun_lua, handle, {key_val, ["事件"], id, [name, type, ext, group_id, is_walk, res_1, res_2, offset, reversal, reward]}} ,{dialogue, cb_fun_lua, handle, {key_val, ["奖励Npc"], id, [dialogue, answer]}} ,{drama, cb_fun_lua, handle, {key_val, ["第一次对话"], id, [dialogue]}} ,{board, cb_fun_lua, handle, {key_val, ["广告牌"], id, all}} ,{buff, cb_fun_lua, handle, {key_val, ["buff信息"], buff_id, [buff_id, name, desc, quality, range, res_id]}} ] ,callback_json = [ {const, cb_fun_json, handle, {key_val, ["常量配置"], key, [val, desc]}} ,{dun_map, cb_fun_json, handle, {type_get_val, ["层数信息"], [id, floor], [map_res_id]}} ,{dun_info, cb_fun_json, handle, {type_get_last_row, ["层数信息"], [id], [name, dun_res_id]}} ,{max_dun_num, cb_fun_json, handle, {type_get_max, ["层数信息"], [id], floor}} ,{customs, cb_fun_json, handle, {key_val, ["副本信息"], id, [id_limit, lev_limit, power_limit, first_reward, add_radio, battle_bg_id, award, res_id, desc, music, award_desc, camp]}} ,{evt_info, cb_fun_json, handle, {key_val, ["事件"], id, [name, type, ext, group_id, is_walk, res_1, res_2, offset, reversal, reward]}} ,{dialogue, cb_fun_json, handle, {key_val, ["奖励Npc"], id, [dialogue, answer]}} ,{drama, cb_fun_json, handle, {key_val, ["第一次对话"], id, [dialogue]}} ,{board, cb_fun_json, handle, {key_val, ["广告牌"], id, all}} ,{buff, cb_fun_json, handle, {key_val, ["buff信息"], buff_id, [buff_id, name, desc, quality, range, res_id]}} ] ,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} ]} ,{["层数信息"], [ #f_column{type = int, name = id, desc = "副本Id"} ,#f_column{type = int, name = floor, desc = "层数"} ,#f_column{type = term, name = map_id, desc = "地图id列表{地图id, 权重}"} ,#f_column{type = int, name = first_map_id, desc = "第一次地图id"} ,#f_column{type = bstr, name = name, desc = "副本名称", mod = client} ,#f_column{type = int, name = map_res_id, desc = "地图背景资源id", mod = client} ,#f_column{type = int, name = dun_res_id, desc = "副本资源id", mod = client} ]} ,{["副本信息"], [ #f_column{type = int, name = id, desc = "副本Id", mod = all} ,#f_column{type = term, name = id_limit, desc = "需解锁id", val = "[]", mod = all} ,#f_column{type = int, name = lev_limit, desc = "开启所需等级", mod = all} ,#f_column{type = int, name = power_limit, desc = "开启所需历史最高推图战力", mod = all} ,#f_column{type = term, name = first_reward, desc = "首通奖励", mod = all} ,#f_column{type = int, name = add_radio, desc = "通关宝箱系数加成", mod = all} ,#f_column{type = int, name = max_val, desc = "通关所需进度值", mod = all, val = 1} ,#f_column{type = int, name = battle_bg_id, desc = "战斗背景图", mod = client} ,#f_column{type = term, name = award, desc = "奖励展示", mod = client} ,#f_column{type = int, name = res_id, desc = "副本背景资源", mod = client} ,#f_column{type = bstr, name = desc, desc = "副本描述", mod = client} ,#f_column{type = bstr, name = music, desc = "背景音乐", mod = client} ,#f_column{type = bstr, name = award_desc, desc = "可开启状态下补充描述", mod = client} ,#f_column{type = int, name = camp, desc = "入口阵营图标显示", mod = client} ]} ,{["事件组"], [ #f_column{type = int, name = evt_gid, desc = "事件组ID"} ,#f_column{type = term, name = ids, desc = "{事件ID, 权重, 次数}"} ]} ,{["事件"], [ #f_column{type = int, name = id, desc = "事件ID"} ,#f_column{type = bstr, name = name, desc = "事件名称"} ,#f_column{type = kv, kv_type = {?MODULE, get, [type]}, name = type, desc = "事件类型"} ,#f_column{type = int, name = num, desc = "出现次数限制"} ,#f_column{type = term, name = ext, desc = "额外参数"} ,#f_column{type = int, name = group_id, desc = "多选一对应组别"} ,#f_column{type = int, name = add_val, desc = "成功增加通关值", val = 0} ,#f_column{type = kv, kv_type = bool, name = is_walk, desc = "是否可行走", mod = all} ,#f_column{type = kv, kv_type = bool, name = win_delete, desc = "成功后是否消失"} ,#f_column{type = kv, kv_type = bool, name = false_delete, desc = "失败后是否消失"} ,#f_column{type = int, name = exchange_id, desc = "消失后转换事件Id"} ,#f_column{type = int, name = win_reward_time, desc = "成功奖励次数"} ,#f_column{type = term, name = win_reward_list, desc = "成功奖励列表"} ,#f_column{type = int, name = false_reward_time, desc = "失败奖励次数"} ,#f_column{type = term, name = false_reward_list, desc = "失败奖励列表"} ,#f_column{type = term, name = res_1, desc = "事件完成前的资源", mod = client, comment = "1为图片,2为特效,不填则不显示"} ,#f_column{type = term, name = res_2, desc = "事件完成后的资源", mod = client, comment = "1为图片,2为特效,不填则不显示"} ,#f_column{type = term, name = offset, desc = "事件资源偏移值", mod = client, comment = "x,y:x为横向偏移,y为纵向偏移"} ,#f_column{type = term, name = reward, desc = "奖励展示"} ,#f_column{type = int, name = reversal, desc = "是否翻转", comment = "填1为翻转,否则不翻转"} ]} ,{["战力段对应守卫强度"], [ #f_column{type = int, name = id, desc = "ID", mod = all} ,#f_column{type = int, name = min, desc = "战力下限", mod = all} ,#f_column{type = int, name = max, desc = "战力上限", mod = all} ,#f_column{type = term, name = ext, desc = "守卫参数", mod = all} ]} ,{["奖励信息"], [ #f_column{type = int, name = id, desc = "奖励Id", mod = all} ,#f_column{type = kv, kv_type = {?MODULE, get, [reward_type]}, name = type, desc = "奖励类型"} ,#f_column{type = term, name = ext, desc = "额外参数"} ,#f_column{type = kv, kv_type = bool, name = is_add, desc = "是否受副本通关加成", mod = all, val = 0} ,#f_column{type = bstr, name = desc, desc = "备注"} ]} %% ,{["背包道具信息"], [ %% #f_column{type = int, name = id, desc = "物品id", mod = all} %% ,#f_column{type = int, name = max_num, desc = "堆叠数量", val = 1, mod = all} %% ,#f_column{type = kv, kv_type = quality, name = quality, desc = "品质", mod = client} %% ,#f_column{type = bstr, name = name, desc = "名字", mod = client} %% ,#f_column{type = bstr, name = desc , desc = "描述", mod = client} %% ,#f_column{type = int, name = icon , desc = "图标资源", mod = client} %% ,#f_column{type = bstr, name = type_desc , desc = "类型描述", mod = client} %% ,#f_column{type = bstr, name = use_desc , desc = "作用描述", mod = client} %% ]} %% ,{["问答题"], [ %% #f_column{type = int, name = id, desc = "问题Id", mod = all} %% ,#f_column{type = term, name = answer, desc = "答案奖励{选项,奖励列表}", mod = all} %% ]} ,{["奖励Npc"], [ #f_column{type = int, name = id, desc = "对话Id", mod = all} ,#f_column{type = term, name = reward_list, desc = "对话奖励{选项,奖励列表}", mod = all} ,#f_column{type = term, name = dialogue, desc = "对话", mod = client} ,#f_column{type = term, name = answer, desc = "选项", mod = client} ]} ,{["守卫机器人库"], [ #f_column{type = int, name = id, desc = "副本id", mod = all} ,#f_column{type = int, name = floor, desc = "层数", mod = all} ,#f_column{type = int, name = min, desc = "战力下限", mod = all} ,#f_column{type = int, name = max, desc = "战力上限", mod = all} ,#f_column{type = term, name = robot, desc = "机器人匹配{id, weight}", mod = all} ]} ,{["怪物机器人库_1"], [ #f_column{type = int, name = id, desc = "组ID", mod = all} ,#f_column{type = int, name = min, desc = "战力下限", mod = all} ,#f_column{type = int, name = max, desc = "战力上限", mod = all} ,#f_column{type = term, name = robot, desc = "机器人匹配{id, weight}", mod = all} ]} ,{["怪物机器人库_2"], [ #f_column{type = int, name = id, desc = "组ID", mod = all} ,#f_column{type = int, name = min, desc = "战力下限", mod = all} ,#f_column{type = int, name = max, desc = "战力上限", mod = all} ,#f_column{type = term, name = robot, desc = "机器人匹配{id, weight}", mod = all} ]} ,{["怪物机器人库_3"], [ #f_column{type = int, name = id, desc = "组ID", mod = all} ,#f_column{type = int, name = min, desc = "战力下限", mod = all} ,#f_column{type = int, name = max, desc = "战力上限", mod = all} ,#f_column{type = term, name = robot, desc = "机器人匹配{id, weight}", mod = all} ]} ,{["buff信息"], [ #f_column{type = int, name = buff_id, desc = "Buff", mod = all} ,#f_column{type = bstr, name = name, desc = "名字", mod = client} ,#f_column{type = bstr, name = desc, desc = "描述", mod = client} ,#f_column{type = kv, name = quality, kv_type = {?MODULE, get, [quality]}, desc = "品质", mod = all} ,#f_column{type = term, name = range, desc = "生效范围", mod = all, val = "[]"} ,#f_column{type = term, name = ext, desc = "效果参数", mod = all} ,#f_column{type = bstr, name = res_id, desc = "图标", mod = client} ,#f_column{type = int, name = add_power, desc = "战力加成", mod = mod, val = 0} ]} ,{["buff库"], [ #f_column{type = int, name = group_id, desc = "库", mod = all} ,#f_column{type = int, name = buff_id, desc = "buff", mod = all} ,#f_column{type = int, name = weight, desc = "随机权重", mod = all} ,#f_column{type = kv, name = is_return, kv_type = bool, desc = "是否放回", mod = all} ]} ,{["加属性Buff数据"], [ #f_column{type = int, name = id, desc = "ID", mod = all} ,#f_column{type = term, name = attr_ext, desc = "属性参数", mod = all} ]} ,{["第一次对话"], [ #f_column{type = term, name = condition, desc = "对话触发条件", mod = all} ,#f_column{type = int, name = id, desc = "对话Id", mod = all} ,#f_column{type = term, name = dialogue, desc = "对话", mod = client} ]} ,{["广告牌"], [ #f_column{type = int, name = id, desc = "id", mod = client} ,#f_column{type = bstr, name = btn_str, desc = "按钮名称", mod = client} ,#f_column{type = bstr, name = res_id, desc = "资源名称", mod = client} ,#f_column{type = bstr, name = title, desc = "标题", mod = client} ,#f_column{type = bstr, name = desc_1, desc = "描述内容1", mod = client} ,#f_column{type = bstr, name = desc_2, desc = "描述内容2", mod = client} ]} ,{["租借机器人库"], [ #f_column{type = int, name = min, desc = "战力下限", mod = all} ,#f_column{type = int, name = max, desc = "战力上限", mod = all} ,#f_column{type = int, name = robot, desc = "库", mod = all} ]} ,{["租借机器人"], [ #f_column{type = int, name = id, desc = "id", mod = all} ,#f_column{type = int, name = group_id, desc = "库ID", mod = all} ,#f_column{type = int, name = weight, desc = "随机权重", mod = all} ,#f_column{type = int, name = bid, desc = "英雄基础id", mod = all} ,#f_column{type = int, name = lev, desc = "等级", mod = all} ,#f_column{type = int, name = star, desc = "星级", mod = all} ,#f_column{type = int, name = break_lev, desc = "突破等级", mod = all} ,#f_column{type = term, name = skills, desc = "技能", mod = all} ,#f_column{type = term, name = attr, desc = "总属性", mod = all, val = "[]"} ]} ] }. get(type) -> [ {"空事件", 0} ,{"怪物", 1} ,{"守卫", 2} ,{"宝箱", 3} ,{"出生点", 4} ,{"告示牌", 5} ,{"获得道具", 6} ,{"英雄恢复(回复泉水)", 7} ,{"传送门", 8} ,{"英雄租借", 9} ,{"奖励Npc", 10} ,{"可破坏障碍", 11} ,{"开关", 12} ,{"升降台", 13} ,{"不可破坏障碍", 14} ,{"可选buff列表", 15} ,{"英雄恢复(复活祭坛)", 16} %% ,{"钥匙宝箱", 4} %% ,{"商人", 9} %% ,{"唯一答案问答题", 11} %% ,{"猜拳", 12} ]; get(reward_type) -> [ {"获得物品", 1} ,{"获得道具(进玩法背包)", 2} ,{"掉落奖励", 3} ]; get(quality) -> [ {"蓝", 1} ,{"紫", 2} ,{"橙", 3} ]; get(buff_type) -> [ {"加Buff", 1} ,{"加被动", 2} ]; get(_) -> [].