pro 属性
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@ -221,11 +221,15 @@ func (this *ModelHero) resetJuexingProperty(hero *pb.DBHero) {
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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.Hp] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Hp])))
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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.Atk] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Atk])))
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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.Def] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Def])))
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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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}
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@ -248,11 +252,14 @@ func (this *ModelHero) setJuexingProperty(hero *pb.DBHero, key string, value int
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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.Hp] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Hp])))
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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.Atk] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Atk])))
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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.Def] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Def])))
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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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@ -293,16 +300,17 @@ func (this *ModelHero) setEquipProperty(hero *pb.DBHero, equip []*pb.DB_Equipmen
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}
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for k, v := range addProperty {
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switch k {
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case comm.AtkPro:
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addProperty[comm.Atk] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Atk])))
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case comm.DefPro:
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addProperty[comm.Def] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Def])))
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case comm.HpPro:
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addProperty[comm.Hp] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Hp])))
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case comm.SpeedPro:
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addProperty[comm.Speed] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Speed])))
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}
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addProperty[k] += v
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// switch k {
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// case comm.AtkPro:
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// addProperty[comm.Atk] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Atk])))
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// case comm.DefPro:
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// addProperty[comm.Def] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Def])))
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// case comm.HpPro:
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// addProperty[comm.Hp] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Hp])))
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// case comm.SpeedPro:
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// addProperty[comm.Speed] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Speed])))
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// }
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}
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this.mergeAddProperty(hero.Uid, hero, addProperty, equipSkill)
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}
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@ -950,24 +958,25 @@ func (this *ModelHero) SetHeroFetterProperty(hero *pb.DBHero, attr []*cfg.Gameat
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hero.Fetters = make(map[string]int32, 0)
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}
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for _, key := range attr {
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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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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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