穿戴装备重新计算英雄战力
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@ -451,7 +451,7 @@ const (
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TableAssist = "assist"
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TablePlunder = "plunder" // 掠夺
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TablePlunderLand = "plunderland" // 掠夺岛
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TablePlunderRecord = "plunderrecord" // 掠夺岛记录
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///工会远征
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TableExpedition = "expedition"
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)
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@ -57,13 +57,7 @@ func (this *ModelHero) calFigthValue(hero *pb.DBHero) (addValue int32, err error
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skillStar *cfg.GameFightingSkillStarData
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)
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tmpHero = new(pb.DBHero)
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//tmpHero = this.copyPoint(hero)
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*tmpHero = *hero // 克隆一个对象
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// tmpHero.Property = make(map[int32]int32)
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// tmpHero.AddProperty = make(map[int32]int32)
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// tmpHero.JuexProperty = make(map[int32]int32)
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// tmpHero.HoroscopeProperty = make(map[int32]int32)
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// tmpHero.TalentProperty = make(map[int32]int32)
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tmpHero.Property = this.cloneTags(hero.Property)
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tmpHero.AddProperty = this.cloneTags(hero.AddProperty)
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tmpHero.JuexProperty = this.cloneTags(hero.JuexProperty)
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@ -460,9 +454,11 @@ func (this *ModelHero) setEquipment(uid string, hero *pb.DBHero) (newHero *pb.DB
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func (this *ModelHero) mergeAddProperty(uid string, hero *pb.DBHero, data map[int32]int32, skills []*pb.SkillData) {
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hero.AddProperty = data
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this.calFigthValue(hero)
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if err := this.ChangeList(uid, hero.Id, map[string]interface{}{
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"addProperty": data,
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"equipSkill": skills,
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"fightvalue": hero.Fightvalue,
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}); err != nil {
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this.module.Errorf("mergeAddProperty err %v", err)
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}
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