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: case comm.Cri:
hero.JuexProperty[comm.Cri] += int32(value) hero.JuexProperty[comm.Cri] += int32(value)
case comm.ResonanceHpPro: 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: 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: 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: default:
this.module.Errorf("unkonw Resonance property:%s", v.S) 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: case comm.Speed:
hero.JuexProperty[comm.Speed] += value hero.JuexProperty[comm.Speed] += value
case comm.ResonanceHpPro: 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: 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: 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 { for k, v := range addProperty {
switch k { addProperty[k] += v
case comm.AtkPro: // switch k {
addProperty[comm.Atk] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Atk]))) // case comm.AtkPro:
case comm.DefPro: // addProperty[comm.Atk] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Atk])))
addProperty[comm.Def] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Def]))) // case comm.DefPro:
case comm.HpPro: // addProperty[comm.Def] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Def])))
addProperty[comm.Hp] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Hp]))) // case comm.HpPro:
case comm.SpeedPro: // addProperty[comm.Hp] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Hp])))
addProperty[comm.Speed] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Speed]))) // case comm.SpeedPro:
} // addProperty[comm.Speed] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Speed])))
// }
} }
this.mergeAddProperty(hero.Uid, hero, addProperty, equipSkill) 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) hero.Fetters = make(map[string]int32, 0)
} }
for _, key := range attr { for _, key := range attr {
value := key.N hero.Fetters[key.A] += key.N
switch key.A { // value := key.N
case comm.Hp: // switch key.A {
hero.Fetters[comm.Hp] += value // case comm.Hp:
case comm.Def: // hero.Fetters[comm.Hp] += value
hero.Fetters[comm.Def] += value // case comm.Def:
case comm.Atk: // hero.Fetters[comm.Def] += value
hero.Fetters[comm.Atk] += value // case comm.Atk:
case comm.Speed: // hero.Fetters[comm.Atk] += value
hero.Fetters[comm.Speed] += value // case comm.Speed:
case comm.HpPro: // hero.Fetters[comm.Speed] += value
hero.Fetters[comm.Hp] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Hp]))) // case comm.HpPro:
case comm.AtkPro: // hero.Fetters[comm.Hp] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Hp])))
hero.Fetters[comm.Atk] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Atk]))) // case comm.AtkPro:
case comm.DefPro: // hero.Fetters[comm.Atk] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Atk])))
hero.Fetters[comm.Def] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Def]))) // case comm.DefPro:
default: // hero.Fetters[comm.Def] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Def])))
this.module.Errorf("unkonw hero fetter property:%v", key) // default:
} // this.module.Errorf("unkonw hero fetter property:%v", key)
// }
} }
} }