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fc/server/tools/gen_proto/cfg/proto_231.erl
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2026-05-23 22:10:14 +08:00

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%%----------------------------------------------------
%% 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, ""}
]}
,{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, ""}
]}
,{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, ""}
]}
]}
]
}
,#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 = []
}
].