商店协议+扣血事件
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@ -179,6 +179,7 @@ func (this *apiComp) Event(session comm.IUserSession, req *pb.StonehengeEventReq
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return
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return
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}
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}
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case EventType17: // 英雄回血
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case EventType17: // 英雄回血
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case EventType18:
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var sz []int32 // 获取
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var sz []int32 // 获取
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var szHero []string
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var szHero []string
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for _, v := range stone.Hero {
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for _, v := range stone.Hero {
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@ -192,7 +193,21 @@ func (this *apiComp) Event(session comm.IUserSession, req *pb.StonehengeEventReq
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maxHp := stone.Hero[objId].Property[battle.AttributesTransBase("hp")]
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maxHp := stone.Hero[objId].Property[battle.AttributesTransBase("hp")]
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stone.Hero[objId].Currhp += int32(math.Floor(float64(maxHp*eventConf.Value1) / 1000)) // 回血
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stone.Hero[objId].Currhp += int32(math.Floor(float64(maxHp*eventConf.Value1) / 1000)) // 回血
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}
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}
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update["hero"] = stone.Hero
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case EventType19:
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var sz []int32 // 获取
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var szHero []string
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for _, v := range stone.Hero { // 过滤死亡英雄
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if v.Currhp > 0 {
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szHero = append(szHero, v.Oid)
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sz = append(sz, 100)
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}
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}
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for _, v := range comm.GetRandWs(sz, eventConf.Value2) {
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objId := szHero[v]
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stone.Hero[objId].Currhp -= int32(math.Floor(float64(stone.Hero[objId].Currhp*eventConf.Value1) / 1000)) // 扣除当前生命值X(千分比)
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}
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update["hero"] = stone.Hero
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}
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}
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stone.Rooms.Eventid[req.Eventid] = true //
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stone.Rooms.Eventid[req.Eventid] = true //
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@ -91,6 +91,7 @@ func (this *apiComp) GotoRoom(session comm.IUserSession, req *pb.StonehengeGotoR
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Index: stone.CurRoomIndes,
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Index: stone.CurRoomIndes,
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Roomid: curRoomConf.RoomId, // 第一个房间的房间id读配置
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Roomid: curRoomConf.RoomId, // 第一个房间的房间id读配置
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Box: map[int32]int32{}, // 重置宝箱事件
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Box: map[int32]int32{}, // 重置宝箱事件
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// Shop: map[int32]int32{}, // 商店事件
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}
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}
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if curRoomConf.EventrewardGroup != 0 { // 垃圾事件组
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if curRoomConf.EventrewardGroup != 0 { // 垃圾事件组
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@ -6,6 +6,8 @@ const (
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EventType14 = 14 // 战斗事件
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EventType14 = 14 // 战斗事件
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EventType16 = 16 // 捡垃圾事件
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EventType16 = 16 // 捡垃圾事件
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EventType17 = 17 // 回血事件
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EventType17 = 17 // 回血事件
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EventType18 = 18 // 回血事件 非场景
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EventType19 = 19 // 扣血事件 非场景
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EventType25 = 25 // buff三选一
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EventType25 = 25 // buff三选一
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EventType28 = 28 // BOSS 战斗
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EventType28 = 28 // BOSS 战斗
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)
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)
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