上传转呗强化扣款逻辑修复
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@ -54,7 +54,9 @@ func (this *apiComp) Upgrade(session comm.IUserSession, req *pb.EquipmentUpgrade
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code = pb.ErrorCode_EquipmentLvlimitReached
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return
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}
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if code = this.module.ConsumeRes(session, intensify.Need, true); code != pb.ErrorCode_Success {
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return
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}
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if equipment.KeepFailNum >= intensify.Num { //没有达到保底次数 根据概率随机成功失败
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issucc = true
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} else { //随机 千分比
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@ -66,9 +68,6 @@ func (this *apiComp) Upgrade(session comm.IUserSession, req *pb.EquipmentUpgrade
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}
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}
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if issucc {
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if code = this.module.ConsumeRes(session, intensify.Need, true); code != pb.ErrorCode_Success {
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return
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}
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modifyequipments = make([]*pb.DB_Equipment, 0)
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//叠加装备 拆分处理
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if equipment.IsInitialState && equipment.OverlayNum > 1 {
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@ -62,10 +62,10 @@ func (this *apiComp) Receive(session comm.IUserSession, req *pb.MartialhallRecei
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code = pb.ErrorCode_MartialhallInUse
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return
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}
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//此处发放英雄经验增长
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//...
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//...
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if code = this.module.ModuleHero.AddHeroExp(session, pillar.Hero, pillar.Reward); code != pb.ErrorCode_Success {
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return
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}
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this.module.modelMartialhall.Change(session.GetUserId(), map[string]interface{}{
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filed: pillar,
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@ -27,7 +27,7 @@ type Martialhall struct {
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//模块名
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func (this *Martialhall) GetType() core.M_Modules {
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return comm.ModuleChat
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return comm.ModuleMartialhall
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}
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//模块初始化接口 注册用户创建角色事件
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@ -13,6 +13,7 @@ import (
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"go_dreamfactory/modules/items"
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"go_dreamfactory/modules/mail"
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"go_dreamfactory/modules/mainline"
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"go_dreamfactory/modules/martialhall"
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"go_dreamfactory/modules/notify"
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"go_dreamfactory/modules/pagoda"
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"go_dreamfactory/modules/shop"
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@ -61,6 +62,7 @@ func main() {
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forum.NewModule(),
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pagoda.NewModule(),
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gourmet.NewModule(),
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martialhall.NewModule(),
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)
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}
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