📄 rpgsettingdata.cc
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IMPLEMENT_RPGSETTING_TYPE(RPGSetting, SceneType, GST_AMOUNT,Label)
{
"normal", "freshman", "main", "city", "suburb",
"room", "lobby", "private", "league", "shop",
"market", "garden", "campaign", "danger", "activity"
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting, SceneType, GST_AMOUNT,Macro)
{
"GST_NORMAL", "GST_FRESHMAN", "GST_MAIN", "GST_CITY", "GST_SUBURB",
"GST_ROOM", "GST_LOBBY", "GST_PRIVATE", "GST_LEAGUE", "GST_SHOP",
"GST_MARKET", "GST_GARDEN", "GST_CAMPAIGN", "GST_DANGER", "GST_ACTIVITY"
};
//////////////////////////////////////////////////////////////////////////
//提示类型
IMPLEMENT_RPGSETTING_TYPE(RPGSetting, TipText, TIP_AMOUNT,Name)
{
"欢迎%s进入%s...", "[%s]已装在%s槽上", "%s槽中装备已取下", "%s槽上装备出错", "未曾学会此动作[%s]",
"播放人物动作[%s]", "%s不理你啦!", "%s要和你说话了。", "得到[%s]%d%s,已放到背包中", "[%s]装在%s槽上,%s放在背包中",
"/green找%s(%d,%d)做任务(%s)","准备完成任务(%s)","任务(%s)现已接受","任务(%s)现已完成","任务(%s)现已过期",
"准备下步任务(%s)","下步任务(%s)已完成","下步任务(%s)现已过期","失去[%s]%d%s","得到金钱%d%s",
"失去金钱%d%s",
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting, TipText, TIP_AMOUNT,Label)
{
"Welcome", "EquipArming", "EquipUnload", "EquipSlotError", "MotionNone",
"MotionPlaying","NpcNoTalk","NpcTalking", "GoodsAddToBag","GoodsApplyEquip",
"EntryTask","EntryTask2","TaskAccept","TaskFinished","TaskOutdate",
"TPieceAccept","TPieceFinished","TPieceOutdate","GoodsRemoved","moneyAdd",
"moneyReduce",
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting, TipText, TIP_AMOUNT,Macro)
{
"TIP_WELCOME", "TIP_EQUIP_ARMING", "TIP_EQUIP_UNLOAD", "TIP_EQUIP_SLOT_ERROR","TIP_MOTION_NONE",
"TIP_MOTION_PLAYING","TIP_NPC_NOTALK","TIP_NPC_TALKING", "TIP_GOODSADDTOBAG","TIP_GOODS_APPLYEQUIP",
"TIP_ENTRY_TASK","TIP_ENTRY_TASK2","TIP_TASK_ACCEPT","TIP_TASK_FINISHED","TIP_TASK_OUTDATE",
"TIP_TPIECE_ACCEPT","TIP_TPIECE_FINISHED","TIP_TPIECE_OUTDATE","TIP_GOODSREMOVED","TIP_MONEYRADD",
"TIP_MONEYREDUCE",
};
////////////////////////////////////////////////////////////////////////////
////Text解析类型
IMPLEMENT_RPGSETTING_TYPE(RPGSetting, TextParseType, TXTT_AMOUNT,Name)
{
"游戏信息", "场景信息", "玩家信息", "NPC信息", "颜色信息",
"标签信息", "颜色模式", "图标", "全局变量", "先局部后全局",
"基本动作", "人物动作", "标签2", "标签结束", "任务信息",
"对话信息", "物品信息", "图片信息",
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting, TextParseType, TXTT_AMOUNT,Label)
{
"game", "scene", "player", "npc", "color",
"tag", "colormode", "icon", "gvar", "var",
"action","motion", "tag2", "tagend","task",
"dialog","goods", "img",
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting, TextParseType, TXTT_AMOUNT,Macro)
{
"TXTT_GAME", "TXTT_SCENE", "TXTT_PLAYER", "TXTT_NPC", "TXTT_COLOR",
"TXTT_TAG", "TXTT_COLORMODE", "TXTT_ICON", "TXTT_GVAR", "TXTT_VAR",
"TXTT_ACTION", "TXTT_MOTION", "TXTT_TAG2", "TXTT_TAGEND", "TXTT_TASK",
"TXTT_DIALOG", "TXTT_GOODS", "TXTT_IMG",
};
//////////////////////////////////////////////////////////////////////////
//RPG常量
IMPLEMENT_RPGSETTING_TYPE(RPGSetting, RPGConstant, RPGC_AMOUNT,Macro)
{
"EQUIP_SLOTNUM", "EQUIP_SLOTARMING_NUM", "EQUIP_SLOTADORN_NUM", "BAG_SLOTNUM", "SKILL_SLOTNUM",
"RPG_LEVELMAX", "RPG_UPGRADESP", "RPG_PC_MAX", "NPC_BAG_SLOTNUM", "NPC_SKILL_SLOTNUM",
"GDLG_ANSWER_NUM"
};
IMPLEMENT_RPGSETTING_ENUM(RPGSetting, RPGConstant, RPGC_AMOUNT)
{
EQUIP_SLOTNUM, EQUIP_SLOTARMING_NUM, EQUIP_SLOTADORN_NUM, BAG_SLOTNUM, SKILL_SLOTNUM,
RPG_LEVELMAX, RPG_UPGRADESP, RPG_PC_MAX, NPC_BAG_SLOTNUM, NPC_SKILL_SLOTNUM,
GDLG_ANSWER_NUM
};
////////////////////////////////////////////////////////////////////////////
////任务类型
IMPLEMENT_RPGSETTING_TYPE(RPGSetting, TaskType, GTT_AMOUNT,Name)
{
"普通任务","入手任务", "新人任务", "普通委托", "高级委托", "信件任务", "剧情任务", "职业任务"
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting, TaskType, GTT_AMOUNT,Label)
{
"normal", "entry", "freshman", "commit", "commit2", "letter", "gut", "career"
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting, TaskType, GTT_AMOUNT,Macro)
{
"GTT_NORMAL", "GTT_ENTRY","GTT_FRESHMAN", "GTT_COMMIT", "GTT_COMMIT2", "GTT_LETTER", "GTT_GUT", "GTT_CAREER"
};
//////////////////////////////////////////////////////////////////////////
//任务状态
IMPLEMENT_RPGSETTING_TYPE(RPGSetting, TaskState, GTS_AMOUNT,Name)
{
"未知状态", "任务未接受,未达限制要求", "任务未接受,满足限制要求",
"任务已接受,未达目标要求", "任务已接受,满足目标要求", "任务已提交且待奖励状态",/* "任务已提交,已接受奖励", */
"任务已完成", "任务已过期,未达目标要求", "任务已过期,满足目标要求"
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting, TaskState, GTS_AMOUNT,Label)
{
"idle", "free", "free2",
"running", "running2", "premium", /*"committed2",*/
"finished", "outdate", "outdate2"
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting, TaskState, GTS_AMOUNT,Macro)
{
"GTS_IDLE", "GTS_FREE", "GTS_FREE2",
"GTS_RUNNING", "GTS_RUNNING2", "GTS_PREMIUM",/* "GTS_PREMIUM2", */
"GTS_FINISHED", "GTS_OUTDATE", "GTS_OUTDATE2"
};
//////////////////////////////////////////////////////////////////////////
//任务动作
IMPLEMENT_RPGSETTING_TYPE(RPGSetting, TaskAction, GTA_AMOUNT,Name)
{
"普通状态", "保持不变", "执行", "执行任务","可重复"
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting, TaskAction, GTA_AMOUNT,Label)
{
"normal", "hold", "exec","exectask","repeat"
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting, TaskAction, GTA_AMOUNT,Macro)
{
"GTA_NORMAL", "GTA_HOLD", "GTA_EXEC" , "GTA_EXECTASK","GTA_REPEAT"
};
IMPLEMENT_RPGSETTING_ENUM(RPGSetting, TaskAction, GTA_AMOUNT)
{
GTA_NORMAL, GTA_HOLD, GTA_EXEC , GTA_EXECTASK,GTA_REPEAT
};
//INIT_RPGSETTING_ENUM(RPGSetting, TaskAction, GTA_AMOUNT);
////////////////////////////////////////////////////////////////////////////
////身型
//IMPLEMENT_RPGSETTING_TYPE(RPGSetting, GoodsType, GGT_AMOUNT,Name)
//{
// "", "", "", "", "", "", ""
//};
//IMPLEMENT_RPGSETTING_TYPE(RPGSetting, GoodsType, GGT_AMOUNT,Label)
//{
// "", "", "", "", "", "", ""
//};
//IMPLEMENT_RPGSETTING_TYPE(RPGSetting, GoodsType, GGT_AMOUNT,Macro)
//{
// "", "", "", "", "", "", ""
//};
//////////////////////////////////////////////////////////////////////////
U32 RPGSetting::ms_dwPCMax = RPG_PC_MAX;
//////////////////////////////////////////////////////////////////////////
//升级经验表
U32 RPGSetting::ms_arUpgradeExpTable[RPG_LEVELMAX]=
{
//0-1级所需经验
40, 110, 237, 450, 779,
1252, 1898, 2745, 3822, 5159,
6784, 8726, 11013, 13674, 16739,
20236, 24194, 28641, 33606, 39119,
45208, 51902, 59229, 67218, 75899,
85300, 95450, 106377, 118110, 130679,
144112, 158438, 173685, 189882, 207059,
225244, 244466, 264753, 286134, 308639,
332296, 357134, 383181, 410466, 439019,
468868, 500042, 532569, 566478, 601799,
638560, 676790, 716517, 757770, 800579,
844972, 890978, 938625, 987942, 1038959,
1091704, 1146206, 1202493, 1260594, 1320539,
1382356, 1446074, 1511721, 1579326, 1648919,
1720528, 1794182, 1869909, 1947738, 2027699,
2109820, 2194130, 2280657, 2369430, 2460479,
2553832, 2649518, 2747565, 2848002, 2950859,
3056164, 3163946, 3274233, 3387054, 3502439,
3620416, 3741014, 3864261, 3990186, 4118819,
4250188, 4384322, 4521249, 4660998, 4803599
};
/////////////////////////////////////////////////////////////
//职业基本能力表
GABILITIES RPGSetting::ms_arCareerBaseAbilities[GCR_AMOUNT] =
{
//力量 智力 体力 敏捷 智慧
{30, 30, 30, 30, 30}, //初行者
{40, 18, 47, 26, 12}, //战士
{22, 41, 27, 21, 20}, //巫师
{40, 21, 43, 30, 11}, //骑士
{36, 23, 36, 35, 14}, //刺客
{22, 20, 27, 21, 41}, //医生
};
///////////////////////////////////////////////////////
void RPGSetting::InitSettingData()
{
U32 n;
StringTableEntry pValue;
///////////////////////////////////////////////
//须先创建g_pRPGSetting实例
INIT_RPGSETTING_TYPE(RPGSetting, Career, GCR_AMOUNT);
INIT_RPGSETTING_TYPE(RPGSetting, Clan, GC_AMOUNT);
INIT_RPGSETTING_TYPE(RPGSetting, Gender, GG_AMOUNT);
INIT_RPGSETTING_TYPE(RPGSetting, Body, GBT_AMOUNT);
INIT_RPGSETTING_TYPE(RPGSetting, GoodsType, GGT_AMOUNT);
INIT_RPGSETTING_TYPE(RPGSetting, GoodsKind, GGK_AMOUNT);
INIT_RPGSETTING_TYPE(RPGSetting, EquipSetType, GEST_AMOUNT);
INIT_RPGSETTING_TYPE(RPGSetting, EquipType, EQUIP_AMOUNT);
INIT_RPGSETTING_TYPE0(RPGSetting, Equip, EQUIP_AMOUNT, TexTag);
INIT_RPGSETTING_TYPE(RPGSetting, GoodsArType, GGAR_AMOUNT);
INIT_RPGSETTING_TYPE0(RPGSetting, GoodsArType, GGAR_AMOUNT, UIName);
INIT_RPGSETTING_VALUE(RPGSetting, SceneState, GSS_AMOUNT);
INIT_RPGSETTING_TYPE(RPGSetting, SceneType, GST_AMOUNT);
INIT_RPGSETTING_TYPE(RPGSetting, TipText, TIP_AMOUNT);
INIT_RPGSETTING_TYPE(RPGSetting, TextParseType, TXTT_AMOUNT);
INIT_RPGSETTING_TYPE_MACRO(RPGSetting, RPGConstant, RPGC_AMOUNT);
INIT_RPGSETTING_TYPE(RPGSetting, TaskType, GTT_AMOUNT);
INIT_RPGSETTING_TYPE(RPGSetting, TaskState, GTS_AMOUNT);
INIT_RPGSETTING_VALUE(RPGSetting, TaskAction, GTA_AMOUNT);
}
};//namespace RPG
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