新增事件处理 图鉴记录技能id
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@ -102,7 +102,7 @@ func (this *apiComp) Event(session comm.IUserSession, req *pb.StonehengeEventReq
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stone.Userbuff[buffid] = 1
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stone.Rooms.Selectbuff = []int32{}
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update["userbuff"] = stone.Userbuff
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this.module.modelStonehengeBook.addStonehengeBook(session.GetUserId(), conf.Type, buffid)
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this.module.modelStonehengeBook.addStonehengeBook(session.GetUserId(), conf.Type, conf.SkillId)
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}
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} else { // 参数错误
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errdata = &pb.ErrorData{
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@ -279,6 +279,48 @@ func (this *apiComp) Event(session comm.IUserSession, req *pb.StonehengeEventReq
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}
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}
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}
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case EventType13: // 扣除背包中指定道具数量
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amount := this.module.ModuleItems.QueryItemAmount(session.GetUserId(), strconv.Itoa(int(eventConf.Value2))) // 查询道具的数量
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if amount > 0 {
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if n := math.Floor(float64(int32(amount)*eventConf.Value1) / 1000); n > 0 {
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atn := &cfg.Gameatn{
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A: "item",
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T: strconv.Itoa(int(eventConf.Value2)),
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N: int32(n),
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}
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if errdata = this.module.ConsumeRes(session, []*cfg.Gameatn{atn}, true); errdata != nil {
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return
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}
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}
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}
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case EventType24: // 增加背包中指定道具数量
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amount := this.module.ModuleItems.QueryItemAmount(session.GetUserId(), strconv.Itoa(int(eventConf.Value2)))
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if amount > 0 {
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if n := math.Floor(float64(int32(amount)*eventConf.Value1) / 1000); n > 0 {
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atn := &cfg.Gameatn{
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A: "item",
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T: strconv.Itoa(int(eventConf.Value2)),
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N: int32(n),
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}
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if errdata = this.module.DispenseRes(session, []*cfg.Gameatn{atn}, true); errdata != nil {
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return
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}
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}
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}
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case EventType26: //所有1级buff强化至2级
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// 查询所有1级buff
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for _, v := range stone.Userbuff {
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if conf, e := this.module.configure.GetStoneBuffDataById(v); e != nil {
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if conf.BuffLevel == 1 {
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// 是否有2级
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if nextConf, e := this.module.configure.GetStoneBuffDataById(v + 1); e != nil {
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delete(stone.Userbuff, v)
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stone.Userbuff[nextConf.BuffId] = 1
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}
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}
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}
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}
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update["userbuff"] = stone.Userbuff
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}
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@ -4,6 +4,7 @@ package stonehenge
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const (
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EventType10 = 10 // 宝箱事件
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EventType11 = 11 // 剧情事件
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EventType13 = 13 // 扣除背包中指定道具数量
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EventType14 = 14 // 战斗事件
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EventType16 = 16 // 捡垃圾事件
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EventType17 = 17 // 回血事件
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@ -11,7 +12,9 @@ const (
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EventType19 = 19 // 扣血事件 非场景
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EventType20 = 20 // 克隆一名英雄
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EventType23 = 23 // 事件buff强化
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EventType24 = 24 // 增加背包中指定道具数量
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EventType25 = 25 // buff三选一
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EventType26 = 26 // 所有1级buff强化至2级
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EventType28 = 28 // BOSS 战斗
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EventType29 = 29 // 商店强化
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)
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