英雄属性调整
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@ -995,13 +995,6 @@ const (
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RaceSy int32 = 5 // 闪耀
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)
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// 共鸣属性
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const (
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ResonanceHpPro = "hppro"
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ResonanceAtkPro = "atkpro"
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ResonanceDefPro = "defpro"
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)
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const (
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MailPeackReward = "PeackReward"
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)
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@ -201,58 +201,11 @@ func (this *ModelHero) resetJuexingProperty(hero *pb.DBHero) {
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awakenData, err := this.module.configure.GetHeroAwakenConfig(hero.HeroID, int32(i))
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if err == nil {
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for _, v := range awakenData.Phasebonus {
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value := v.D
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switch v.S {
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case comm.Hp:
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hero.JuexProperty[comm.Hp] += int32(value)
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case comm.Def:
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hero.JuexProperty[comm.Def] += int32(value)
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case comm.Atk:
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hero.JuexProperty[comm.Atk] += int32(value)
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case comm.Speed:
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hero.JuexProperty[comm.Speed] += int32(value)
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case comm.Cri:
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hero.JuexProperty[comm.Cri] += int32(value)
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case comm.ResonanceHpPro:
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hero.JuexProperty[comm.ResonanceHpPro] += int32(value)
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//hero.JuexProperty[comm.Hp] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Hp])))
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case comm.ResonanceAtkPro:
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hero.JuexProperty[comm.ResonanceAtkPro] += int32(value)
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//hero.JuexProperty[comm.Atk] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Atk])))
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case comm.ResonanceDefPro:
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hero.JuexProperty[comm.ResonanceDefPro] += int32(value)
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//hero.JuexProperty[comm.Def] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Def])))
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default:
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this.module.Errorf("unkonw Resonance property:%s", v.S)
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hero.JuexProperty[v.S] += int32(v.D)
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}
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}
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}
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}
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}
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// 觉醒
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func (this *ModelHero) setJuexingProperty(hero *pb.DBHero, key string, value int32) {
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switch key {
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case comm.Hp:
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hero.JuexProperty[comm.Hp] += value
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case comm.Def:
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hero.JuexProperty[comm.Def] += value
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case comm.Atk:
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hero.JuexProperty[comm.Atk] += value
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case comm.Speed:
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hero.JuexProperty[comm.Speed] += value
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case comm.ResonanceHpPro:
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hero.JuexProperty[comm.ResonanceHpPro] += value
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//hero.JuexProperty[comm.Hp] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Hp])))
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case comm.ResonanceAtkPro:
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hero.JuexProperty[comm.ResonanceAtkPro] += value
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//hero.JuexProperty[comm.Atk] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Atk])))
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case comm.ResonanceDefPro:
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hero.JuexProperty[comm.ResonanceDefPro] += value
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//hero.JuexProperty[comm.Def] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Def])))
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}
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}
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// 设置装备属性
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func (this *ModelHero) setEquipProperty(hero *pb.DBHero, equip []*pb.DB_Equipment) {
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@ -895,25 +848,6 @@ func (this *ModelHero) SetHeroFetterProperty(hero *pb.DBHero, attr []*cfg.Gameat
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}
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for _, key := range attr {
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hero.Fetters[key.A] += key.N
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// value := key.N
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// switch key.A {
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// case comm.Hp:
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// hero.Fetters[comm.Hp] += value
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// case comm.Def:
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// hero.Fetters[comm.Def] += value
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// case comm.Atk:
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// hero.Fetters[comm.Atk] += value
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// case comm.Speed:
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// hero.Fetters[comm.Speed] += value
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// case comm.HpPro:
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// hero.Fetters[comm.Hp] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Hp])))
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// case comm.AtkPro:
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// hero.Fetters[comm.Atk] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Atk])))
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// case comm.DefPro:
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// hero.Fetters[comm.Def] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Def])))
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// default:
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// this.module.Errorf("unkonw hero fetter property:%v", key)
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// }
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}
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}
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