扣血加血 保护
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798648c15a
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@ -231,6 +231,10 @@ func (this *apiComp) Event(session comm.IUserSession, req *pb.StonehengeEventReq
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objId := szHero[v]
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objId := szHero[v]
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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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// 血量上限处理
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if stone.Hero[objId].Currhp > maxHp {
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stone.Hero[objId].Currhp = maxHp
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}
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}
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}
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update["hero"] = stone.Hero
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update["hero"] = stone.Hero
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case EventType19:
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case EventType19:
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@ -245,6 +249,9 @@ func (this *apiComp) Event(session comm.IUserSession, req *pb.StonehengeEventReq
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for _, v := range comm.GetRandWs(sz, eventConf.Value2) {
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for _, v := range comm.GetRandWs(sz, eventConf.Value2) {
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objId := szHero[v]
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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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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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if stone.Hero[objId].Currhp <= 0 { // 不能扣死英雄
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stone.Hero[objId].Currhp = 1
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}
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}
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}
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update["hero"] = stone.Hero
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update["hero"] = stone.Hero
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case EventType20: // 克隆一名英雄
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case EventType20: // 克隆一名英雄
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