星阵图属性加成
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2ea491b859
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@ -339,22 +339,22 @@ func (this *ModelHero) setEquipment(uid string, hero *pb.DBHero) (newHero *pb.DB
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suite2Star := hero.Suite2Star
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suite2Star := hero.Suite2Star
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suite1Lv := hero.Suite1Lv
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suite1Lv := hero.Suite1Lv
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suite2Lv := hero.Suite2Lv
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suite2Lv := hero.Suite2Lv
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if hero.SameCount > 1 {
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// if hero.SameCount > 1 {
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// 克隆一个新的
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// // 克隆一个新的
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hero.SameCount -= 1
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// hero.SameCount -= 1
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hero.Suite1Star = 0
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// hero.Suite1Star = 0
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hero.Suite2Star = 0
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// hero.Suite2Star = 0
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hero.Suite1Lv = 0
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// hero.Suite1Lv = 0
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hero.Suite2Lv = 0
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// hero.Suite2Lv = 0
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hero.SuiteId = 0
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// hero.SuiteId = 0
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hero.SuiteExtId = 0
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// hero.SuiteExtId = 0
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hero.EquipID = make([]string, 8)
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// hero.EquipID = make([]string, 8)
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newHero = this.CloneNewHero(uid, hero)
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// newHero = this.CloneNewHero(uid, hero)
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hero.EquipID = make([]string, 8)
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// hero.EquipID = make([]string, 8)
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hero.SameCount = 1
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// hero.SameCount = 1
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update["sameCount"] = 1
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// update["sameCount"] = 1
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update["horoscopeProperty"] = hero.HoroscopeProperty
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// update["horoscopeProperty"] = hero.HoroscopeProperty
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}
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// }
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// 修改装备属性 并更新
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// 修改装备属性 并更新
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update["suiteId"] = _suiteId
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update["suiteId"] = _suiteId
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update["suiteExtId"] = _suiteExtId
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update["suiteExtId"] = _suiteExtId
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@ -456,6 +456,7 @@ func (this *ModelHero) PropertyCompute(hero *pb.DBHero) {
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if hero.Id != "" { // objID 为空表示是怪物对象 不享受天赋属性加成
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if hero.Id != "" { // objID 为空表示是怪物对象 不享受天赋属性加成
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this.resetTalentProperty(hero)
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this.resetTalentProperty(hero)
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this.moduleHero.moduleHoroscope.ComputeHeroNumeric(hero.Uid, hero)
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}
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}
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this.resetJuexingProperty(hero)
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this.resetJuexingProperty(hero)
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}
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}
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@ -464,9 +465,10 @@ func (this *ModelHero) PropertyCompute(hero *pb.DBHero) {
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func (this *ModelHero) ChangeHeroProperty(session comm.IUserSession, hero *pb.DBHero) (err error) {
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func (this *ModelHero) ChangeHeroProperty(session comm.IUserSession, hero *pb.DBHero) (err error) {
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this.PropertyCompute(hero) //重新计算 property 的值
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this.PropertyCompute(hero) //重新计算 property 的值
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update := map[string]interface{}{
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update := map[string]interface{}{
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"property": hero.Property,
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"property": hero.Property,
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"talentProperty": hero.TalentProperty,
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"talentProperty": hero.TalentProperty,
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"juexProperty": hero.JuexProperty,
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"juexProperty": hero.JuexProperty,
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"horoscopeProperty": hero.HoroscopeProperty,
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}
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}
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if err = this.ChangeList(session.GetUserId(), hero.Id, update); err != nil {
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if err = this.ChangeList(session.GetUserId(), hero.Id, update); err != nil {
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@ -344,15 +344,15 @@ func (this *Hero) KungFuHero(session comm.IUserSession, heroObjID string, bKongf
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session.SendMsg(string(this.GetType()), "change", &pb.HeroChangePush{List: _changeHero})
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session.SendMsg(string(this.GetType()), "change", &pb.HeroChangePush{List: _changeHero})
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return
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return
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}
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}
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if _hero.SameCount > 1 {
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// if _hero.SameCount > 1 {
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_hero.SameCount -= 1
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// _hero.SameCount -= 1
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newHero := this.modelHero.CloneNewHero(session.GetUserId(), _hero)
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// newHero := this.modelHero.CloneNewHero(session.GetUserId(), _hero)
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_changeHero = append(_changeHero, newHero)
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// _changeHero = append(_changeHero, newHero)
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}
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// }
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_heroMap := map[string]interface{}{
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_heroMap := map[string]interface{}{
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"status": pb.HeroType_HeroTypeKongFu,
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"status": pb.HeroType_HeroTypeKongFu,
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"sameCount": 1,
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"sameCount": 1,
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"horoscopeProperty": _hero.HoroscopeProperty,
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//"horoscopeProperty": _hero.HoroscopeProperty,
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}
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}
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_hero.Status = pb.HeroType_HeroTypeKongFu
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_hero.Status = pb.HeroType_HeroTypeKongFu
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_hero.SameCount = 1
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_hero.SameCount = 1
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@ -660,13 +660,15 @@ func (this *Hero) GetAllMaxHero(session comm.IUserSession) (code pb.ErrorCode) {
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hero.SameCount = 1
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hero.SameCount = 1
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this.modelHero.PropertyCompute(hero) // 重新计算属性
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this.modelHero.PropertyCompute(hero) // 重新计算属性
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_heroMap := map[string]interface{}{
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_heroMap := map[string]interface{}{
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"lv": hero.Lv,
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"lv": hero.Lv,
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"star": hero.Star,
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"star": hero.Star,
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"juexingLv": hero.JuexingLv,
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"juexingLv": hero.JuexingLv,
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"sameCount": 1,
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"sameCount": 1,
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"normalSkill": hero.NormalSkill,
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"normalSkill": hero.NormalSkill,
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"talentProperty": hero.TalentProperty,
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"talentProperty": hero.TalentProperty,
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"property": hero.Property,
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"property": hero.Property,
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"horoscopeProperty": hero.HoroscopeProperty,
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"juexProperty": hero.JuexProperty,
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}
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}
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// 保存数据
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// 保存数据
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