This commit is contained in:
meixiongfeng 2023-06-07 18:20:37 +08:00
commit 2f34d17669
10 changed files with 141 additions and 124 deletions

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@ -19,6 +19,7 @@
### 安装部署依赖环境 ### 安装部署依赖环境
1. 安装 MongoDB 教程 https://segmentfault.com/a/1190000039268500 1. 安装 MongoDB 教程 https://segmentfault.com/a/1190000039268500
* 安装版本
2. 安装 Redis 教程 2. 安装 Redis 教程
- 单节点 https://segmentfault.com/a/1190000023178516 - 单节点 https://segmentfault.com/a/1190000023178516
- 集群:https://blog.csdn.net/jiang1986829/article/details/108667854 - 集群:https://blog.csdn.net/jiang1986829/article/details/108667854

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@ -82,22 +82,22 @@ func (this *apiComp) Equip(session comm.IUserSession, req *pb.EquipmentEquipReq)
} }
return return
} }
if minstr > confs[i].Star { if minstr > confs[i].Color {
minstr = confs[i].Star minstr = confs[i].Color
} }
// equipStr[confs[i].Star]++ // equipStr[confs[i].Star]++
if i < 4 { if i < 4 {
if confs[i].Star < suite1Str { if confs[i].Color < suite1Str {
suite1Str = confs[i].Star suite1Str = confs[i].Color
} }
if equipments[i].Lv < suite1Lv { if equipments[i].Lv < suite1Lv {
suite1Lv = equipments[i].Lv suite1Lv = equipments[i].Lv
} }
} else if i < 6 { } else if i < 6 {
if confs[i].Star < suite2Str { if confs[i].Color < suite2Str {
suite2Str = confs[i].Star suite2Str = confs[i].Color
} }
if equipments[i].Lv < suite2Lv { if equipments[i].Lv < suite2Lv {
suite2Lv = equipments[i].Lv suite2Lv = equipments[i].Lv

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@ -63,7 +63,7 @@ func (this *apiComp) Upgrade(session comm.IUserSession, req *pb.EquipmentUpgrade
return return
} }
//找到下一个等级的相关配置 //找到下一个等级的相关配置
if intensify, err = this.module.configure.GetEquipmentIntensifyConfigureById(conf.EquipId, conf.Star, equipment.Lv); err != nil || intensify.Need == nil || len(intensify.Need) == 0 { if intensify, err = this.module.configure.GetEquipmentIntensifyConfigureById(conf.EquipId, conf.Color, equipment.Lv); err != nil || intensify.Need == nil || len(intensify.Need) == 0 {
this.module.Errorf("Equip_Check err:%v", err) this.module.Errorf("Equip_Check err:%v", err)
errdata = &pb.ErrorData{ errdata = &pb.ErrorData{
Code: pb.ErrorCode_EquipmentLvlimitReached, Code: pb.ErrorCode_EquipmentLvlimitReached,
@ -217,13 +217,13 @@ func (this *apiComp) Upgrade(session comm.IUserSession, req *pb.EquipmentUpgrade
tasks = append(tasks, comm.GetBuriedParam(comm.Rtype49, 1, hero.Suite1Star, hero.Suite1Lv)) tasks = append(tasks, comm.GetBuriedParam(comm.Rtype49, 1, hero.Suite1Star, hero.Suite1Lv))
tasks = append(tasks, comm.GetBuriedParam(comm.Rtype93, 1, hero.SuiteId, suite1Lv)) tasks = append(tasks, comm.GetBuriedParam(comm.Rtype93, 1, hero.SuiteId, suite1Lv))
tasks = append(tasks, comm.GetBuriedParam2(comm.Rtype43, equipment.Id, equipment.Lv)) tasks = append(tasks, comm.GetBuriedParam2(comm.Rtype43, equipment.Id, equipment.Lv))
tasks = append(tasks, comm.GetBuriedParam2(comm.Rtype45, equipment.Id, conf.Star, hero.SuiteExtId, hero.Suite2Lv)) tasks = append(tasks, comm.GetBuriedParam2(comm.Rtype45, equipment.Id, conf.Color, hero.SuiteExtId, hero.Suite2Lv))
} }
if conf.Pos >= 4 && conf.Pos < 6 && hero.SuiteExtId != 0 { if conf.Pos >= 4 && conf.Pos < 6 && hero.SuiteExtId != 0 {
hero.Suite2Lv = suite2Lv hero.Suite2Lv = suite2Lv
tasks = append(tasks, comm.GetBuriedParam(comm.Rtype48, 1, hero.Suite2Star, hero.Suite2Lv)) tasks = append(tasks, comm.GetBuriedParam(comm.Rtype48, 1, hero.Suite2Star, hero.Suite2Lv))
tasks = append(tasks, comm.GetBuriedParam(comm.Rtype93, 1, hero.SuiteExtId, suite2Lv)) tasks = append(tasks, comm.GetBuriedParam(comm.Rtype93, 1, hero.SuiteExtId, suite2Lv))
tasks = append(tasks, comm.GetBuriedParam2(comm.Rtype45, equipment.Id, conf.Star, hero.SuiteExtId, hero.Suite2Lv)) tasks = append(tasks, comm.GetBuriedParam2(comm.Rtype45, equipment.Id, conf.Color, hero.SuiteExtId, hero.Suite2Lv))
} }
if errdata = this.module.ModuleHero.UpdateEquipment(session, hero, equipments); errdata != nil { if errdata = this.module.ModuleHero.UpdateEquipment(session, hero, equipments); errdata != nil {
return return

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@ -111,8 +111,8 @@ func (this *modelEquipmentComp) AddEquipments(session comm.IUserSession, cIds ma
return nil, err return nil, err
} else { } else {
//随机任务 //随机任务
tasks = append(tasks, comm.GetBuriedParam(comm.Rtype50, 1, c.Star)) tasks = append(tasks, comm.GetBuriedParam(comm.Rtype50, 1, c.Color))
tasks = append(tasks, comm.GetBuriedParam(comm.Rtype97, 1, c.Suittype, c.Star)) tasks = append(tasks, comm.GetBuriedParam(comm.Rtype97, 1, c.Suittype, c.Color))
unm := int32(1) unm := int32(1)
if equipment.AdverbEntry != nil { if equipment.AdverbEntry != nil {
unm += int32(len(equipment.AdverbEntry)) unm += int32(len(equipment.AdverbEntry))
@ -120,11 +120,11 @@ func (this *modelEquipmentComp) AddEquipments(session comm.IUserSession, cIds ma
if equipment.Adverbskill != nil { if equipment.Adverbskill != nil {
unm += int32(len(equipment.Adverbskill)) unm += int32(len(equipment.Adverbskill))
} }
tasks = append(tasks, comm.GetBuriedParam(comm.Rtype99, 1, unm, c.Star)) tasks = append(tasks, comm.GetBuriedParam(comm.Rtype99, 1, unm, c.Color))
if c.Pos == 7 { if c.Pos == 7 {
tasks = append(tasks, comm.GetBuriedParam(comm.Rtype103, 1, c.Star)) tasks = append(tasks, comm.GetBuriedParam(comm.Rtype103, 1, c.Color))
} else if c.Pos == 6 { } else if c.Pos == 6 {
tasks = append(tasks, comm.GetBuriedParam(comm.Rtype101, 1, c.Star)) tasks = append(tasks, comm.GetBuriedParam(comm.Rtype101, 1, c.Color))
} }
add[equipment.Id] = equipment add[equipment.Id] = equipment
change = append(change, equipment) change = append(change, equipment)
@ -313,6 +313,7 @@ func (this *modelEquipmentComp) newEquipment(uid string, conf *cfg.GameEquipData
} }
if satterNum > 0 && satterNum <= 4 { if satterNum > 0 && satterNum <= 4 {
equipment.Star = satterNum
r := rand.New(rand.NewSource(configure.Now().Unix())) r := rand.New(rand.NewSource(configure.Now().Unix()))
if conf.EquipId == 1 { if conf.EquipId == 1 {
equipment.AdverbEntry = make([]*pb.EquipmentAttributeEntry, 0) equipment.AdverbEntry = make([]*pb.EquipmentAttributeEntry, 0)
@ -355,61 +356,62 @@ func (this *modelEquipmentComp) upgradeEquipment(equipment *pb.DB_Equipment, equ
return return
} }
equipment.MainEntry.Value = equipment.MainEntry.BaseValue + int32(float64(mainconfigure.AttrvarCorrect)*float64(intensify.Bonus)/1000.0) equipment.MainEntry.Value = equipment.MainEntry.BaseValue + int32(float64(mainconfigure.AttrvarCorrect)*float64(intensify.Bonus)/1000.0)
if !intensify.Activation { //不触发副词条变化 if intensify.Activation { //不触发副词条变化
return if len(equipment.AdverbEntry) < 4 { //去随机副词条
} var (
if len(equipment.AdverbEntry) < 4 { //去随机副词条 temp []*cfg.GameEquipAttrlibrarySData
var ( sattr []*cfg.GameEquipAttrlibrarySData
temp []*cfg.GameEquipAttrlibrarySData equipatt *cfg.GameEquipAttributeData
sattr []*cfg.GameEquipAttrlibrarySData )
equipatt *cfg.GameEquipAttributeData if temp, err = this.module.configure.GetEquipmentAttrlibraryConfigureById(equip.Addlibrary); err != nil {
) this.module.Errorf("升级服务错误 读取副词条配置错误!")
if temp, err = this.module.configure.GetEquipmentAttrlibraryConfigureById(equip.Addlibrary); err != nil { return
this.module.Errorf("升级服务错误 读取副词条配置错误!") }
return //检索出未使用的词条
} for _, v := range temp {
//检索出未使用的词条 iskeep := false
for _, v := range temp { for _, v1 := range equipment.AdverbEntry {
iskeep := false if v.Attrkey == v1.AttrName {
for _, v1 := range equipment.AdverbEntry { iskeep = true
if v.Attrkey == v1.AttrName { }
}
if v.Attrkey == equipment.MainEntry.AttrName {
iskeep = true iskeep = true
} }
if !iskeep {
sattr = append(sattr, v)
}
} }
if v.Attrkey == equipment.MainEntry.AttrName { if len(sattr) > 0 {
iskeep = true r := rand.New(rand.NewSource(configure.Now().Unix()))
} index := r.Perm(len(sattr))[0]
if !iskeep { if equip.EquipId == 1 {
sattr = append(sattr, v) equipment.AdverbEntry = append(equipment.AdverbEntry, &pb.EquipmentAttributeEntry{
} Id: sattr[index].Key,
} Libraryid: sattr[index].Libraryid,
if len(sattr) > 0 { Lv: 1,
r := rand.New(rand.NewSource(configure.Now().Unix())) AttrName: sattr[index].Attrkey,
index := r.Perm(len(sattr))[0] Value: sattr[index].Attrvar,
if equip.EquipId == 1 { })
equipment.AdverbEntry = append(equipment.AdverbEntry, &pb.EquipmentAttributeEntry{ return
Id: sattr[index].Key, } else {
Libraryid: sattr[index].Libraryid, if equipatt, err = this.module.configure.getEquipAttribute(sattr[index].Attrkey); err != nil {
Lv: 1, return
AttrName: sattr[index].Attrkey, }
Value: sattr[index].Attrvar, equipment.Adverbskill = append(equipment.Adverbskill, &pb.EquipmentSkillEntry{
}) Id: sattr[index].Key,
return Libraryid: sattr[index].Libraryid,
} else { AttrName: sattr[index].Attrkey,
if equipatt, err = this.module.configure.getEquipAttribute(sattr[index].Attrkey); err != nil { SkillId: equipatt.SkillId,
Lv: 1,
})
return return
} }
equipment.Adverbskill = append(equipment.Adverbskill, &pb.EquipmentSkillEntry{
Id: sattr[index].Key,
Libraryid: sattr[index].Libraryid,
AttrName: sattr[index].Attrkey,
SkillId: equipatt.SkillId,
Lv: 1,
})
return
} }
} }
return
} }
if equip.EquipId == 1 { if equip.EquipId == 1 {
var attrlibrary *cfg.GameEquipAttrlibrarySData var attrlibrary *cfg.GameEquipAttrlibrarySData
r := rand.New(rand.NewSource(configure.Now().Unix())) r := rand.New(rand.NewSource(configure.Now().Unix()))

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@ -245,8 +245,8 @@ func (this *Equipment) AddEquipment(session comm.IUserSession, equip *pb.DB_Equi
} }
tasks := make([]*pb.BuriedParam, 0) tasks := make([]*pb.BuriedParam, 0)
//随机任务 //随机任务
tasks = append(tasks, comm.GetBuriedParam(comm.Rtype50, 1, configure.Star)) tasks = append(tasks, comm.GetBuriedParam(comm.Rtype50, 1, configure.Color))
tasks = append(tasks, comm.GetBuriedParam(comm.Rtype97, 1, configure.Suittype, configure.Star)) tasks = append(tasks, comm.GetBuriedParam(comm.Rtype97, 1, configure.Suittype, configure.Color))
unm := int32(1) unm := int32(1)
if equip.AdverbEntry != nil { if equip.AdverbEntry != nil {
unm += int32(len(equip.AdverbEntry)) unm += int32(len(equip.AdverbEntry))
@ -254,11 +254,11 @@ func (this *Equipment) AddEquipment(session comm.IUserSession, equip *pb.DB_Equi
if equip.Adverbskill != nil { if equip.Adverbskill != nil {
unm += int32(len(equip.Adverbskill)) unm += int32(len(equip.Adverbskill))
} }
tasks = append(tasks, comm.GetBuriedParam(comm.Rtype99, 1, unm, configure.Star)) tasks = append(tasks, comm.GetBuriedParam(comm.Rtype99, 1, unm, configure.Color))
if configure.Pos == 7 { if configure.Pos == 7 {
tasks = append(tasks, comm.GetBuriedParam(comm.Rtype103, 1, configure.Star)) tasks = append(tasks, comm.GetBuriedParam(comm.Rtype103, 1, configure.Color))
} else if configure.Pos == 6 { } else if configure.Pos == 6 {
tasks = append(tasks, comm.GetBuriedParam(comm.Rtype101, 1, configure.Star)) tasks = append(tasks, comm.GetBuriedParam(comm.Rtype101, 1, configure.Color))
} }
go this.ModuleBuried.TriggerBuried(session.GetUserId(), tasks...) go this.ModuleBuried.TriggerBuried(session.GetUserId(), tasks...)
this.equipmentsChangePush(session, []*pb.DB_Equipment{equip}) this.equipmentsChangePush(session, []*pb.DB_Equipment{equip})
@ -472,7 +472,7 @@ func (this *Equipment) GetForgeEquip(session comm.IUserSession, suiteId int32, p
} }
if pos != -1 { if pos != -1 {
for _, v := range configures { for _, v := range configures {
if v.Pos == pos && v.Star == lv { if v.Pos == pos && v.Color == lv {
if eruip, err = this.modelEquipment.newEquipment(session.GetUserId(), v, dyweight); err == nil { if eruip, err = this.modelEquipment.newEquipment(session.GetUserId(), v, dyweight); err == nil {
this.equipmentsChangePush(session, []*pb.DB_Equipment{eruip}) this.equipmentsChangePush(session, []*pb.DB_Equipment{eruip})
return return
@ -495,7 +495,7 @@ func (this *Equipment) GetForgeEquip(session comm.IUserSession, suiteId int32, p
} else { } else {
lvs = make([]*cfg.GameEquipData, 0) lvs = make([]*cfg.GameEquipData, 0)
for _, v := range configures { for _, v := range configures {
if v.Star == lv { if v.Color == lv {
lvs = append(lvs, v) lvs = append(lvs, v)
} }
} }

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@ -128,7 +128,7 @@ func (this *apiComp) ChallengeOver(session comm.IUserSession, req *pb.HuntingCha
if v.A == "equp" { if v.A == "equp" {
for _, star := range req.Star { for _, star := range req.Star {
cfg := this.configure.GetEquipmentConfigureById(v.T) cfg := this.configure.GetEquipmentConfigureById(v.T)
if cfg != nil && star == cfg.Star { // 自动出售 转换成其他道具 if cfg != nil && star == cfg.Color { // 自动出售 转换成其他道具
if len(cfg.Sale) != 0 { if len(cfg.Sale) != 0 {
bFound = true bFound = true
del = append(del, cfg.Id) del = append(del, cfg.Id)

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@ -306,7 +306,7 @@ func (this *apiComp) ForgeEquip(session comm.IUserSession, req *pb.SmithyForgeEq
if equipConf := this.module.configure.GetEquipmentConfigureById(v.CId); equipConf != nil { // 获取装备等级 if equipConf := this.module.configure.GetEquipmentConfigureById(v.CId); equipConf != nil { // 获取装备等级
go func(cid string, star int32, AdverbEntry int32) { go func(cid string, star int32, AdverbEntry int32) {
this.module.modelAtlas.CheckActivateAtlas(session.GetUserId(), cid, star, AdverbEntry, stove.Forge[req.ReelId]) this.module.modelAtlas.CheckActivateAtlas(session.GetUserId(), cid, star, AdverbEntry, stove.Forge[req.ReelId])
}(v.CId, equipConf.Star, int32(len(v.AdverbEntry)+1)) // 品质按副词条数+1 来算 }(v.CId, equipConf.Color, int32(len(v.AdverbEntry)+1)) // 品质按副词条数+1 来算
} }
} }
var equip map[int32]int32 // key xingji value 数量 var equip map[int32]int32 // key xingji value 数量
@ -314,7 +314,7 @@ func (this *apiComp) ForgeEquip(session comm.IUserSession, req *pb.SmithyForgeEq
tasks := make([]*pb.BuriedParam, 0) tasks := make([]*pb.BuriedParam, 0)
for _, v := range atno { for _, v := range atno {
if cfg := this.module.configure.GetEquipmentConfigureById(v.T); cfg != nil { if cfg := this.module.configure.GetEquipmentConfigureById(v.T); cfg != nil {
equip[cfg.Star]++ equip[cfg.Color]++
} }
} }
for k, v := range equip { for k, v := range equip {

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@ -123,7 +123,7 @@ func (this *apiComp) ChallengeOver(session comm.IUserSession, req *pb.VikingChal
if v.A == "equp" { if v.A == "equp" {
for _, star := range req.Star { for _, star := range req.Star {
cfg := this.configure.GetEquipmentConfigureById(v.T) cfg := this.configure.GetEquipmentConfigureById(v.T)
if cfg != nil && star == cfg.Star { // 自动出售 转换成其他道具 if cfg != nil && star == cfg.Color { // 自动出售 转换成其他道具
if len(cfg.Sale) != 0 { if len(cfg.Sale) != 0 {
bFound = true bFound = true
del = append(del, cfg.Id) del = append(del, cfg.Id)

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@ -23,13 +23,14 @@ const (
type EffectTipsType int32 type EffectTipsType int32
const ( const (
EffectTipsType_Eff_Success EffectTipsType = 0 EffectTipsType_Eff_Success EffectTipsType = 0
EffectTipsType_Not_Success EffectTipsType = 1 //没有成功 EffectTipsType_Not_Success EffectTipsType = 1 //没有成功
EffectTipsType_Immunity EffectTipsType = 2 //免疫 EffectTipsType_Immunity EffectTipsType = 2 //免疫
EffectTipsType_Resist EffectTipsType = 3 //抵抗 EffectTipsType_Resist EffectTipsType = 3 //抵抗
EffectTipsType_Not_Gain EffectTipsType = 4 //无法获得增益 EffectTipsType_Not_Gain EffectTipsType = 4 //无法获得增益
EffectTipsType_Not_Control EffectTipsType = 5 //免疫控制 EffectTipsType_Not_Control EffectTipsType = 5 //免疫控制
EffectTipsType_Not_Action EffectTipsType = 6 //无法行动 EffectTipsType_Not_Action EffectTipsType = 6 //无法行动
EffectTipsType_Purification EffectTipsType = 7 //净化
) )
// Enum value maps for EffectTipsType. // Enum value maps for EffectTipsType.
@ -42,15 +43,17 @@ var (
4: "Not_Gain", 4: "Not_Gain",
5: "Not_Control", 5: "Not_Control",
6: "Not_Action", 6: "Not_Action",
7: "Purification",
} }
EffectTipsType_value = map[string]int32{ EffectTipsType_value = map[string]int32{
"Eff_Success": 0, "Eff_Success": 0,
"Not_Success": 1, "Not_Success": 1,
"Immunity": 2, "Immunity": 2,
"Resist": 3, "Resist": 3,
"Not_Gain": 4, "Not_Gain": 4,
"Not_Control": 5, "Not_Control": 5,
"Not_Action": 6, "Not_Action": 6,
"Purification": 7,
} }
) )
@ -1818,16 +1821,17 @@ var file_battle_battle_struct_proto_rawDesc = []byte{
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} }
var ( var (

View File

@ -207,13 +207,14 @@ type DB_Equipment struct {
UId string `protobuf:"bytes,3,opt,name=uId,proto3" json:"uId" bson:"uid"` // 所属玩家Id UId string `protobuf:"bytes,3,opt,name=uId,proto3" json:"uId" bson:"uid"` // 所属玩家Id
HeroId string `protobuf:"bytes,4,opt,name=heroId,proto3" json:"heroId" bson:"heroId"` // 挂在的英雄卡片id 未装备 填 '' HeroId string `protobuf:"bytes,4,opt,name=heroId,proto3" json:"heroId" bson:"heroId"` // 挂在的英雄卡片id 未装备 填 ''
Lv int32 `protobuf:"varint,5,opt,name=lv,proto3" json:"lv" bson:"lv"` //装备强化等级 Lv int32 `protobuf:"varint,5,opt,name=lv,proto3" json:"lv" bson:"lv"` //装备强化等级
KeepFailNum int32 `protobuf:"varint,6,opt,name=keepFailNum,proto3" json:"keepFailNum" bson:"keepFailNum"` // 连续强化失败次数 Star int32 `protobuf:"varint,6,opt,name=star,proto3" json:"star" bson:"star"` //装备品质
MainEntry *EquipmentAttributeEntry `protobuf:"bytes,7,opt,name=mainEntry,proto3" json:"mainEntry" bson:"mainEntry"` // 装备主词条 KeepFailNum int32 `protobuf:"varint,7,opt,name=keepFailNum,proto3" json:"keepFailNum" bson:"keepFailNum"` // 连续强化失败次数
AdverbEntry []*EquipmentAttributeEntry `protobuf:"bytes,8,rep,name=adverbEntry,proto3" json:"adverbEntry" bson:"adverbEntry"` //装备副词条 MainEntry *EquipmentAttributeEntry `protobuf:"bytes,8,opt,name=mainEntry,proto3" json:"mainEntry" bson:"mainEntry"` // 装备主词条
OverlayNum uint32 `protobuf:"varint,9,opt,name=overlayNum,proto3" json:"overlayNum" bson:"overlayNum"` //叠加数量 AdverbEntry []*EquipmentAttributeEntry `protobuf:"bytes,9,rep,name=adverbEntry,proto3" json:"adverbEntry" bson:"adverbEntry"` //装备副词条
IsInitialState bool `protobuf:"varint,10,opt,name=isInitialState,proto3" json:"isInitialState" bson:"isInitialState"` //是否初始状态 OverlayNum uint32 `protobuf:"varint,10,opt,name=overlayNum,proto3" json:"overlayNum" bson:"overlayNum"` //叠加数量
Islock bool `protobuf:"varint,11,opt,name=islock,proto3" json:"islock" bson:"islock"` //是否锁 IsInitialState bool `protobuf:"varint,11,opt,name=isInitialState,proto3" json:"isInitialState" bson:"isInitialState"` //是否初始状态
Adverbskill []*EquipmentSkillEntry `protobuf:"bytes,12,rep,name=adverbskill,proto3" json:"adverbskill" bson:"adverbskill"` //装备副技能 Islock bool `protobuf:"varint,12,opt,name=islock,proto3" json:"islock" bson:"islock"` //是否锁
Adverbskill []*EquipmentSkillEntry `protobuf:"bytes,13,rep,name=adverbskill,proto3" json:"adverbskill" bson:"adverbskill"` //装备副技能
} }
func (x *DB_Equipment) Reset() { func (x *DB_Equipment) Reset() {
@ -283,6 +284,13 @@ func (x *DB_Equipment) GetLv() int32 {
return 0 return 0
} }
func (x *DB_Equipment) GetStar() int32 {
if x != nil {
return x.Star
}
return 0
}
func (x *DB_Equipment) GetKeepFailNum() int32 { func (x *DB_Equipment) GetKeepFailNum() int32 {
if x != nil { if x != nil {
return x.KeepFailNum return x.KeepFailNum
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} }
var ( var (