上传基础属性扩展
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@ -299,6 +299,8 @@ const (
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CauseDam string = "causedam" //伤害提升%
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CauseDam string = "causedam" //伤害提升%
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TreAdd string = "treadd" //治疗加成%
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TreAdd string = "treadd" //治疗加成%
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BeTreAdd string = "betreadd" //受疗加成%
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BeTreAdd string = "betreadd" //受疗加成%
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SuckBlood string = "suckblood" //吸血加成%
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SpeedPro string = "speedpro" //速度加成%
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)
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)
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const (
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const (
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@ -318,6 +318,9 @@ func (this *ModelHero) setEquipProperty(hero *pb.DBHero, equip []*pb.DB_Equipmen
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case comm.HpPro:
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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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addProperty[comm.Hp] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Hp])))
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addProperty[comm.HpPro] = 0
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addProperty[comm.HpPro] = 0
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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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addProperty[comm.SpeedPro] = 0
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}
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}
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}
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}
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if v.Adverbskill != nil {
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if v.Adverbskill != nil {
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@ -135,6 +135,8 @@ func (this *modelHoroscope) compute(info *pb.DBHoroscope, hero *pb.DBHero) (err
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hero.HoroscopeProperty[comm.Def] += int32(math.Floor((float64(v) / 1000) * float64(hero.HoroscopeProperty[comm.Def])))
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hero.HoroscopeProperty[comm.Def] += int32(math.Floor((float64(v) / 1000) * float64(hero.HoroscopeProperty[comm.Def])))
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case comm.HpPro:
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case comm.HpPro:
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hero.HoroscopeProperty[comm.Hp] += int32(math.Floor((float64(v) / 1000) * float64(hero.HoroscopeProperty[comm.Hp])))
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hero.HoroscopeProperty[comm.Hp] += int32(math.Floor((float64(v) / 1000) * float64(hero.HoroscopeProperty[comm.Hp])))
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case comm.SpeedPro:
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hero.HoroscopeProperty[comm.Speed] += int32(math.Floor((float64(v) / 1000) * float64(hero.HoroscopeProperty[comm.Speed])))
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}
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}
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}
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}
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return
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return
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