mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-04 14:22:26 +08:00
角色突破奖励获取功能
This commit is contained in:
@@ -2,10 +2,11 @@ package gdconf
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import (
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"fmt"
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"os"
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"hk4e/pkg/endec"
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"hk4e/pkg/logger"
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"os"
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"strconv"
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"strings"
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"github.com/hjson/hjson-go/v4"
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"github.com/jszwec/csvutil"
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@@ -14,20 +15,23 @@ import (
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// 角色配置表
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type AvatarData struct {
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AvatarId int32 `csv:"AvatarId"` // ID
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HpBase float64 `csv:"HpBase,omitempty"` // 基础生命值
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AttackBase float64 `csv:"AttackBase,omitempty"` // 基础攻击力
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DefenseBase float64 `csv:"DefenseBase,omitempty"` // 基础防御力
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Critical float64 `csv:"Critical,omitempty"` // 暴击率
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CriticalHurt float64 `csv:"CriticalHurt,omitempty"` // 暴击伤害
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QualityType int32 `csv:"QualityType,omitempty"` // 角色品质
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ConfigJson string `csv:"ConfigJson,omitempty"` // 战斗config
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InitialWeapon int32 `csv:"InitialWeapon,omitempty"` // 初始武器
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WeaponType int32 `csv:"WeaponType,omitempty"` // 武器种类
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SkillDepotId int32 `csv:"SkillDepotId,omitempty"` // 技能库ID
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PromoteId int32 `csv:"PromoteId,omitempty"` // 角色突破ID
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AvatarId int32 `csv:"AvatarId"` // ID
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HpBase float64 `csv:"HpBase,omitempty"` // 基础生命值
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AttackBase float64 `csv:"AttackBase,omitempty"` // 基础攻击力
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DefenseBase float64 `csv:"DefenseBase,omitempty"` // 基础防御力
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Critical float64 `csv:"Critical,omitempty"` // 暴击率
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CriticalHurt float64 `csv:"CriticalHurt,omitempty"` // 暴击伤害
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QualityType int32 `csv:"QualityType,omitempty"` // 角色品质
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ConfigJson string `csv:"ConfigJson,omitempty"` // 战斗config
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InitialWeapon int32 `csv:"InitialWeapon,omitempty"` // 初始武器
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WeaponType int32 `csv:"WeaponType,omitempty"` // 武器种类
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SkillDepotId int32 `csv:"SkillDepotId,omitempty"` // 技能库ID
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PromoteId int32 `csv:"PromoteId,omitempty"` // 角色突破ID
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PromoteRewardLevelStr string `csv:"PromoteRewardLevelStr,omitempty"` // 角色突破奖励获取等阶
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PromoteRewardStr string `csv:"PromoteRewardStr,omitempty"` // 角色突破奖励
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AbilityHashCodeList []int32
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PromoteRewardMap map[uint32]uint32
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}
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type ConfigAvatar struct {
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@@ -68,6 +72,25 @@ func (g *GameDataConfig) loadAvatarData() {
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abilityHashCode := endec.Hk4eAbilityHashCode(configAvatarAbility.AbilityName)
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avatarData.AbilityHashCodeList = append(avatarData.AbilityHashCodeList, abilityHashCode)
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}
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// 突破奖励转换列表
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if avatarData.PromoteRewardLevelStr != "" && avatarData.PromoteRewardStr != "" {
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tempRewardLevelList := strings.Split(strings.ReplaceAll(avatarData.PromoteRewardLevelStr, " ", ""), "#")
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tempRewardList := strings.Split(strings.ReplaceAll(avatarData.PromoteRewardStr, " ", ""), "#")
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avatarData.PromoteRewardMap = make(map[uint32]uint32, len(tempRewardList))
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for i, s := range tempRewardList {
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promoteLevel, err := strconv.Atoi(tempRewardLevelList[i])
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if err != nil {
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logger.Error("level to i err, %v", err)
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return
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}
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rewardId, err := strconv.Atoi(s)
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if err != nil {
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logger.Error("reward id to i err, %v", err)
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return
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}
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avatarData.PromoteRewardMap[uint32(promoteLevel)] = uint32(rewardId)
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}
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}
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// list -> map
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g.AvatarDataMap[avatarData.AvatarId] = avatarData
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}
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@@ -45,6 +45,7 @@ type GameDataConfig struct {
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PlayerLevelDataMap map[int32]*PlayerLevelData // 玩家等级
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WeaponLevelDataMap map[int32]*WeaponLevelData // 武器等级
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WeaponPromoteDataMap map[int32]map[int32]*WeaponPromoteData // 角色突破
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RewardDataMap map[int32]*RewardData // 奖励
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}
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func InitGameDataConfig() {
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@@ -123,6 +124,7 @@ func (g *GameDataConfig) load() {
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g.loadPlayerLevelData() // 玩家等级
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g.loadWeaponLevelData() // 武器等级
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g.loadWeaponPromoteData() // 武器突破
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g.loadRewardData() // 奖励
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}
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func (g *GameDataConfig) readCsvFileData(fileName string) []byte {
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68
gdconf/reward_data.go
Normal file
68
gdconf/reward_data.go
Normal file
@@ -0,0 +1,68 @@
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package gdconf
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import (
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"fmt"
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"hk4e/pkg/logger"
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"github.com/jszwec/csvutil"
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)
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// 奖励配置表
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type RewardData struct {
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RewardID int32 `csv:"RewardID"` // 奖励ID
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RewardItem1ID int32 `csv:"RewardItem1ID,omitempty"` // Reward道具1ID
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RewardItem1Count int32 `csv:"RewardItem1Count,omitempty"` // Reward道具1数量
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RewardItem2ID int32 `csv:"RewardItem2ID,omitempty"` // Reward道具2ID
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RewardItem2Count int32 `csv:"RewardItem2Count,omitempty"` // Reward道具2数量
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RewardItem3ID int32 `csv:"RewardItem3ID,omitempty"` // Reward道具3ID
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RewardItem3Count int32 `csv:"RewardItem3Count,omitempty"` // Reward道具3数量
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RewardItem4ID int32 `csv:"RewardItem4ID,omitempty"` // Reward道具4ID
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RewardItem4Count int32 `csv:"RewardItem4Count,omitempty"` // Reward道具4数量
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RewardItem5ID int32 `csv:"RewardItem5ID,omitempty"` // Reward道具5ID
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RewardItem5Count int32 `csv:"RewardItem5Count,omitempty"` // Reward道具5数量
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RewardItem6ID int32 `csv:"RewardItem6ID,omitempty"` // Reward道具6ID
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RewardItem6Count int32 `csv:"RewardItem6Count,omitempty"` // Reward道具6数量
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RewardItem7ID int32 `csv:"RewardItem7ID,omitempty"` // Reward道具7ID
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RewardItem7Count int32 `csv:"RewardItem7Count,omitempty"` // Reward道具7数量
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RewardItem8ID int32 `csv:"RewardItem8ID,omitempty"` // Reward道具8ID
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RewardItem8Count int32 `csv:"RewardItem8Count,omitempty"` // Reward道具8数量
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RewardItem9ID int32 `csv:"RewardItem9ID,omitempty"` // Reward道具9ID
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RewardItem9Count int32 `csv:"RewardItem9Count,omitempty"` // Reward道具9数量
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RewardItemMap map[uint32]uint32
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}
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func (g *GameDataConfig) loadRewardData() {
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g.RewardDataMap = make(map[int32]*RewardData)
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data := g.readCsvFileData("RewardData.csv")
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var rewardDataList []*RewardData
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err := csvutil.Unmarshal(data, &rewardDataList)
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if err != nil {
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info := fmt.Sprintf("parse file error: %v", err)
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panic(info)
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}
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for _, rewardData := range rewardDataList {
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// list -> map
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// 奖励物品整合
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rewardData.RewardItemMap = map[uint32]uint32{
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uint32(rewardData.RewardItem1ID): uint32(rewardData.RewardItem1Count),
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uint32(rewardData.RewardItem2ID): uint32(rewardData.RewardItem2Count),
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uint32(rewardData.RewardItem3ID): uint32(rewardData.RewardItem3Count),
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uint32(rewardData.RewardItem4ID): uint32(rewardData.RewardItem4Count),
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uint32(rewardData.RewardItem5ID): uint32(rewardData.RewardItem5Count),
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uint32(rewardData.RewardItem6ID): uint32(rewardData.RewardItem6Count),
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uint32(rewardData.RewardItem7ID): uint32(rewardData.RewardItem7Count),
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uint32(rewardData.RewardItem8ID): uint32(rewardData.RewardItem8Count),
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uint32(rewardData.RewardItem9ID): uint32(rewardData.RewardItem9Count),
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}
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for itemId, count := range rewardData.RewardItemMap {
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// 两个值都不能为0
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if itemId == 0 || count == 0 {
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delete(rewardData.RewardItemMap, itemId)
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}
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}
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g.RewardDataMap[rewardData.RewardID] = rewardData
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}
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logger.Info("RewardData count: %v", len(g.RewardDataMap))
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}
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@@ -61,6 +61,16 @@
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"field_name": "PromoteId",
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"field_type": "int32",
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"origin_name": "角色突破ID"
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},
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{
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"field_name": "PromoteRewardLevelStr",
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"field_type": "string",
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"origin_name": "角色突破奖励获取等阶"
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},
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{
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"field_name": "PromoteRewardStr",
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"field_type": "string",
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"origin_name": "角色突破奖励"
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}
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]
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},
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@@ -813,5 +823,105 @@
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"origin_name": "冒险等级要求"
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}
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]
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},
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{
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"table_name": "RewardData",
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"field_list": [
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{
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"field_name": "RewardID",
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"field_type": "int32",
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"origin_name": "RewardID"
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},
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{
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"field_name": "RewardItem1ID",
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"field_type": "int32",
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"origin_name": "Reward道具1ID"
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},
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{
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"field_name": "RewardItem1Count",
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"field_type": "int32",
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"origin_name": "Reward道具1数量"
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},
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{
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"field_name": "RewardItem2ID",
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"field_type": "int32",
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"origin_name": "Reward道具2ID"
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},
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{
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"field_name": "RewardItem2Count",
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"field_type": "int32",
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"origin_name": "Reward道具2数量"
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},
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{
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"field_name": "RewardItem3ID",
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"field_type": "int32",
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"origin_name": "Reward道具3ID"
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},
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{
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"field_name": "RewardItem3Count",
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"field_type": "int32",
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"origin_name": "Reward道具3数量"
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},
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{
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"field_name": "RewardItem4ID",
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"field_type": "int32",
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"origin_name": "Reward道具4ID"
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},
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{
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"field_name": "RewardItem4Count",
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"field_type": "int32",
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"origin_name": "Reward道具4数量"
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},
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{
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"field_name": "RewardItem5ID",
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"field_type": "int32",
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"origin_name": "Reward道具5ID"
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},
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{
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"field_name": "RewardItem5Count",
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"field_type": "int32",
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"origin_name": "Reward道具5数量"
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},
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{
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"field_name": "RewardItem6ID",
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"field_type": "int32",
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"origin_name": "Reward道具6ID"
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},
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{
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"field_name": "RewardItem6Count",
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"field_type": "int32",
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"origin_name": "Reward道具6数量"
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},
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{
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"field_name": "RewardItem7ID",
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"field_type": "int32",
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"origin_name": "Reward道具7ID"
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},
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{
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"field_name": "RewardItem7Count",
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"field_type": "int32",
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"origin_name": "Reward道具7数量"
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},
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{
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"field_name": "RewardItem8ID",
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"field_type": "int32",
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"origin_name": "Reward道具8ID"
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},
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{
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"field_name": "RewardItem8Count",
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"field_type": "int32",
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"origin_name": "Reward道具8数量"
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},
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{
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"field_name": "RewardItem9ID",
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"field_type": "int32",
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"origin_name": "Reward道具8ID"
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},
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{
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"field_name": "RewardItem9Count",
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"field_type": "int32",
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"origin_name": "Reward道具8数量"
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}
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]
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}
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]
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