pro 属性

This commit is contained in:
meixiongfeng 2023-07-07 15:59:29 +08:00
parent 1427d47014
commit 55e998b06d

View File

@ -221,11 +221,15 @@ func (this *ModelHero) resetJuexingProperty(hero *pb.DBHero) {
case comm.Cri:
hero.JuexProperty[comm.Cri] += int32(value)
case comm.ResonanceHpPro:
hero.JuexProperty[comm.Hp] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Hp])))
hero.JuexProperty[comm.ResonanceHpPro] += int32(value)
//hero.JuexProperty[comm.Hp] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Hp])))
case comm.ResonanceAtkPro:
hero.JuexProperty[comm.Atk] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Atk])))
hero.JuexProperty[comm.ResonanceAtkPro] += int32(value)
//hero.JuexProperty[comm.Atk] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Atk])))
case comm.ResonanceDefPro:
hero.JuexProperty[comm.Def] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Def])))
hero.JuexProperty[comm.ResonanceDefPro] += int32(value)
//hero.JuexProperty[comm.Def] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Def])))
default:
this.module.Errorf("unkonw Resonance property:%s", v.S)
}
@ -248,11 +252,14 @@ func (this *ModelHero) setJuexingProperty(hero *pb.DBHero, key string, value int
case comm.Speed:
hero.JuexProperty[comm.Speed] += value
case comm.ResonanceHpPro:
hero.JuexProperty[comm.Hp] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Hp])))
hero.JuexProperty[comm.ResonanceHpPro] += value
//hero.JuexProperty[comm.Hp] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Hp])))
case comm.ResonanceAtkPro:
hero.JuexProperty[comm.Atk] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Atk])))
hero.JuexProperty[comm.ResonanceAtkPro] += value
//hero.JuexProperty[comm.Atk] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Atk])))
case comm.ResonanceDefPro:
hero.JuexProperty[comm.Def] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Def])))
hero.JuexProperty[comm.ResonanceDefPro] += value
//hero.JuexProperty[comm.Def] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Def])))
}
}
@ -293,16 +300,17 @@ func (this *ModelHero) setEquipProperty(hero *pb.DBHero, equip []*pb.DB_Equipmen
}
for k, v := range addProperty {
switch k {
case comm.AtkPro:
addProperty[comm.Atk] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Atk])))
case comm.DefPro:
addProperty[comm.Def] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Def])))
case comm.HpPro:
addProperty[comm.Hp] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Hp])))
case comm.SpeedPro:
addProperty[comm.Speed] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Speed])))
}
addProperty[k] += v
// switch k {
// case comm.AtkPro:
// addProperty[comm.Atk] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Atk])))
// case comm.DefPro:
// addProperty[comm.Def] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Def])))
// case comm.HpPro:
// addProperty[comm.Hp] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Hp])))
// case comm.SpeedPro:
// addProperty[comm.Speed] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Speed])))
// }
}
this.mergeAddProperty(hero.Uid, hero, addProperty, equipSkill)
}
@ -950,24 +958,25 @@ func (this *ModelHero) SetHeroFetterProperty(hero *pb.DBHero, attr []*cfg.Gameat
hero.Fetters = make(map[string]int32, 0)
}
for _, key := range attr {
value := key.N
switch key.A {
case comm.Hp:
hero.Fetters[comm.Hp] += value
case comm.Def:
hero.Fetters[comm.Def] += value
case comm.Atk:
hero.Fetters[comm.Atk] += value
case comm.Speed:
hero.Fetters[comm.Speed] += value
case comm.HpPro:
hero.Fetters[comm.Hp] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Hp])))
case comm.AtkPro:
hero.Fetters[comm.Atk] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Atk])))
case comm.DefPro:
hero.Fetters[comm.Def] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Def])))
default:
this.module.Errorf("unkonw hero fetter property:%v", key)
}
hero.Fetters[key.A] += key.N
// value := key.N
// switch key.A {
// case comm.Hp:
// hero.Fetters[comm.Hp] += value
// case comm.Def:
// hero.Fetters[comm.Def] += value
// case comm.Atk:
// hero.Fetters[comm.Atk] += value
// case comm.Speed:
// hero.Fetters[comm.Speed] += value
// case comm.HpPro:
// hero.Fetters[comm.Hp] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Hp])))
// case comm.AtkPro:
// hero.Fetters[comm.Atk] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Atk])))
// case comm.DefPro:
// hero.Fetters[comm.Def] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Def])))
// default:
// this.module.Errorf("unkonw hero fetter property:%v", key)
// }
}
}