扣血加血 保护

This commit is contained in:
meixiongfeng 2023-08-22 16:47:53 +08:00
parent 798648c15a
commit c608d2e90f

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@ -231,6 +231,10 @@ func (this *apiComp) Event(session comm.IUserSession, req *pb.StonehengeEventReq
objId := szHero[v]
maxHp := stone.Hero[objId].Property[battle.AttributesTransBase("hp")]
stone.Hero[objId].Currhp += int32(math.Floor(float64(maxHp*eventConf.Value1) / 1000)) // 回血
// 血量上限处理
if stone.Hero[objId].Currhp > maxHp {
stone.Hero[objId].Currhp = maxHp
}
}
update["hero"] = stone.Hero
case EventType19:
@ -245,6 +249,9 @@ func (this *apiComp) Event(session comm.IUserSession, req *pb.StonehengeEventReq
for _, v := range comm.GetRandWs(sz, eventConf.Value2) {
objId := szHero[v]
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
if stone.Hero[objId].Currhp <= 0 { // 不能扣死英雄
stone.Hero[objId].Currhp = 1
}
}
update["hero"] = stone.Hero
case EventType20: // 克隆一名英雄