diff --git a/bin/json/game_equipattribute.json b/bin/json/game_equipattribute.json new file mode 100644 index 000000000..f68ac41df --- /dev/null +++ b/bin/json/game_equipattribute.json @@ -0,0 +1,330 @@ +[ + { + "key": "1", + "attribute_text": { + "key": "attribute_text1", + "text": "对直觉属性英雄伤害增加" + }, + "skill_id": 125004011 + }, + { + "key": "2", + "attribute_text": { + "key": "attribute_text2", + "text": "对真诚属性英雄伤害增加" + }, + "skill_id": 125004011 + }, + { + "key": "3", + "attribute_text": { + "key": "attribute_text3", + "text": "对共情属性英雄伤害增加" + }, + "skill_id": 125004011 + }, + { + "key": "4", + "attribute_text": { + "key": "attribute_text4", + "text": "对责任属性英雄伤害增加" + }, + "skill_id": 125004011 + }, + { + "key": "5", + "attribute_text": { + "key": "attribute_text5", + "text": "减少受到的直觉属性英雄伤害" + }, + "skill_id": 125004011 + }, + { + "key": "6", + "attribute_text": { + "key": "attribute_text6", + "text": "减少受到的真诚属性英雄伤害" + }, + "skill_id": 125004011 + }, + { + "key": "7", + "attribute_text": { + "key": "attribute_text7", + "text": "减少受到的共情属性英雄伤害" + }, + "skill_id": 125004011 + }, + { + "key": "8", + "attribute_text": { + "key": "attribute_text8", + "text": "减少受到的责任属性英雄伤害" + }, + "skill_id": 125004011 + }, + { + "key": "9", + "attribute_text": { + "key": "attribute_text9", + "text": "提升自身失去生命值百分比*系数的攻击" + }, + "skill_id": 125004011 + }, + { + "key": "10", + "attribute_text": { + "key": "attribute_text10", + "text": "提升自身失去生命值百分比*系数的防御" + }, + "skill_id": 125004011 + }, + { + "key": "11", + "attribute_text": { + "key": "attribute_text11", + "text": "提升自身失去生命值百分比*系数的速度" + }, + "skill_id": 125004011 + }, + { + "key": "12", + "attribute_text": { + "key": "attribute_text12", + "text": "提升自身失去生命值百分比*系数的暴击" + }, + "skill_id": 125004011 + }, + { + "key": "13", + "attribute_text": { + "key": "attribute_text13", + "text": "提升自身失去生命值百分比*系数的暴击伤害" + }, + "skill_id": 125004011 + }, + { + "key": "14", + "attribute_text": { + "key": "attribute_text14", + "text": "提升自身失去生命值百分比*系数的命中" + }, + "skill_id": 125004011 + }, + { + "key": "15", + "attribute_text": { + "key": "attribute_text15", + "text": "提升自身失去生命值百分比*系数的效果抵抗" + }, + "skill_id": 125004011 + }, + { + "key": "16", + "attribute_text": { + "key": "attribute_text16", + "text": "攻击敌人时,增加敌人失去生命值比例*系数的暴击伤害" + }, + "skill_id": 125004011 + }, + { + "key": "17", + "attribute_text": { + "key": "attribute_text17", + "text": "攻击敌人时,增加敌人拥有生命值比例*系数的暴击伤害" + }, + "skill_id": 125004011 + }, + { + "key": "18", + "attribute_text": { + "key": "attribute_text18", + "text": "增加相当于A%攻击的追加伤害" + }, + "skill_id": 125004011 + }, + { + "key": "19", + "attribute_text": { + "key": "attribute_text19", + "text": "增加相当于A%防御的追加伤害" + }, + "skill_id": 125004011 + }, + { + "key": "20", + "attribute_text": { + "key": "attribute_text20", + "text": "增加相当于A%生命的追加伤害" + }, + "skill_id": 125004011 + }, + { + "key": "21", + "attribute_text": { + "key": "attribute_text21", + "text": "增加相当于A%速度的追加伤害" + }, + "skill_id": 125004011 + }, + { + "key": "22", + "attribute_text": { + "key": "attribute_text22", + "text": "攻击强化效果增加" + }, + "skill_id": 125004011 + }, + { + "key": "23", + "attribute_text": { + "key": "attribute_text23", + "text": "反击造成的伤害增加" + }, + "skill_id": 125004011 + }, + { + "key": "24", + "attribute_text": { + "key": "attribute_text24", + "text": "复活时行动值增加" + }, + "skill_id": 125004011 + }, + { + "key": "25", + "attribute_text": { + "key": "attribute_text25", + "text": "复活时体力值增加" + }, + "skill_id": 125004011 + }, + { + "key": "26", + "attribute_text": { + "key": "attribute_text26", + "text": "吸血量增加" + }, + "skill_id": 125004011 + }, + { + "key": "27", + "attribute_text": { + "key": "attribute_text27", + "text": "围剿造成的伤害增加" + }, + "skill_id": 125004011 + }, + { + "key": "28", + "attribute_text": { + "key": "attribute_text28", + "text": "炸弹造成的伤害增加" + }, + "skill_id": 125004011 + }, + { + "key": "29", + "attribute_text": { + "key": "attribute_text29", + "text": "被暴击时减少A%的伤害" + }, + "skill_id": 125004011 + }, + { + "key": "30", + "attribute_text": { + "key": "attribute_text30", + "text": "[1号技能]的回复量提升" + }, + "skill_id": 125004011 + }, + { + "key": "31", + "attribute_text": { + "key": "attribute_text31", + "text": "[1号技能]的暴击伤害提升" + }, + "skill_id": 125004011 + }, + { + "key": "32", + "attribute_text": { + "key": "attribute_text32", + "text": "[1号技能]的命中提升" + }, + "skill_id": 125004011 + }, + { + "key": "33", + "attribute_text": { + "key": "attribute_text33", + "text": "[2号技能]的回复量提升" + }, + "skill_id": 125004011 + }, + { + "key": "34", + "attribute_text": { + "key": "attribute_text34", + "text": "[2号技能]的暴击伤害提升" + }, + "skill_id": 125004011 + }, + { + "key": "35", + "attribute_text": { + "key": "attribute_text35", + "text": "[2号技能]的命中提升" + }, + "skill_id": 125004011 + }, + { + "key": "36", + "attribute_text": { + "key": "attribute_text36", + "text": "[3号技能]的回复量提升" + }, + "skill_id": 125004011 + }, + { + "key": "37", + "attribute_text": { + "key": "attribute_text37", + "text": "[3号技能]的暴击伤害提升" + }, + "skill_id": 125004011 + }, + { + "key": "38", + "attribute_text": { + "key": "attribute_text38", + "text": "[3号技能]的命中提升" + }, + "skill_id": 125004011 + }, + { + "key": "39", + "attribute_text": { + "key": "attribute_text39", + "text": "[4号技能]的回复量提升" + }, + "skill_id": 125004011 + }, + { + "key": "40", + "attribute_text": { + "key": "attribute_text40", + "text": "[4号技能]的暴击伤害提升" + }, + "skill_id": 125004011 + }, + { + "key": "41", + "attribute_text": { + "key": "attribute_text41", + "text": "[4号技能]的命中提升" + }, + "skill_id": 125004011 + } +] \ No newline at end of file diff --git a/modules/equipment/configure.go b/modules/equipment/configure.go index a2d6aa06d..f85735be8 100644 --- a/modules/equipment/configure.go +++ b/modules/equipment/configure.go @@ -9,11 +9,12 @@ import ( ) const ( - game_equip = "game_equip.json" //装备信息表 - equip_attrlibrary = "game_equipattrlibrary.json" //装备属性配置表 - equip_intensify = "game_equipintensify.json" //装备等级消耗表 - equip_suit = "game_equipsuit.json" //装备套装表 - game_equipcompose = "game_equipcompose.json" //装备锻造 + game_equip = "game_equip.json" //装备信息表 + equip_attrlibrary = "game_equipattrlibrary.json" //装备属性配置表 + equip_intensify = "game_equipintensify.json" //装备等级消耗表 + equip_suit = "game_equipsuit.json" //装备套装表 + game_equipcompose = "game_equipcompose.json" //装备锻造 + game_equipattribute = "game_equipattribute.json" //装备技能列表 ) ///背包配置管理组件 @@ -31,6 +32,7 @@ func (this *configureComp) Init(service core.IService, module core.IModule, comp this.LoadConfigure(equip_intensify, cfg.NewGameEquipIntensify) this.LoadConfigure(equip_suit, cfg.NewGameEquipSuit) this.LoadConfigure(game_equipcompose, cfg.NewGameEquipCompose) + this.LoadConfigure(game_equipattribute, cfg.NewGameEquipAttribute) return } @@ -214,3 +216,22 @@ func (this *configureComp) GetEquipCompose(id int32) (result *cfg.GameEquipCompo } return } + +//获取装备锻造数据 +func (this *configureComp) getEquipAttribute(sid string) (result *cfg.GameEquipAttributeData, err error) { + var ( + v interface{} + ok bool + ) + if v, err = this.GetConfigure(game_equipcompose); err != nil { + this.module.Errorf("err:%v", err) + return + } else { + if result, ok = v.(*cfg.GameEquipAttribute).GetDataMap()[sid]; !ok { + err = fmt.Errorf("on found getEquipAttribute id:%s", sid) + this.module.Errorf("err:%v", err) + return + } + } + return +} diff --git a/modules/equipment/modelEquipment.go b/modules/equipment/modelEquipment.go index 8e67ab302..c9f611bac 100644 --- a/modules/equipment/modelEquipment.go +++ b/modules/equipment/modelEquipment.go @@ -208,6 +208,7 @@ func (this *modelEquipmentComp) newEquipment(uid string, conf *cfg.GameEquipData var ( mattr []*cfg.GameEquipAttrlibraryData sattr []*cfg.GameEquipAttrlibraryData + equipatt *cfg.GameEquipAttributeData total int satterNum int32 ) @@ -232,10 +233,15 @@ func (this *modelEquipmentComp) newEquipment(uid string, conf *cfg.GameEquipData BaseValue: mattr[0].Attrvar, } } else { + if equipatt, err = this.module.configure.getEquipAttribute(sattr[0].Attrkey); err != nil { + return + } equipment.Mainskill = &pb.EquipmentSkillEntry{ - Id: mattr[0].Key, - SkillId: mattr[0].Attrkey, - Lv: 1, + Id: mattr[0].Key, + Libraryid: mattr[0].Libraryid, + AttrName: mattr[0].Attrkey, + SkillId: equipatt.SkillId, + Lv: 1, } } @@ -270,10 +276,15 @@ func (this *modelEquipmentComp) newEquipment(uid string, conf *cfg.GameEquipData } else { equipment.Adverbskill = make([]*pb.EquipmentSkillEntry, 0) for _, v := range r.Perm(len(sattr))[:satterNum] { + if equipatt, err = this.module.configure.getEquipAttribute(sattr[v].Attrkey); err != nil { + return + } equipment.Adverbskill = append(equipment.Adverbskill, &pb.EquipmentSkillEntry{ - Id: sattr[v].Key, - SkillId: sattr[v].Attrkey, - Lv: 1, + Id: sattr[v].Key, + Libraryid: sattr[v].Libraryid, + AttrName: sattr[v].Attrkey, + SkillId: equipatt.SkillId, + Lv: 1, }) } } @@ -290,8 +301,11 @@ func (this *modelEquipmentComp) upgradeEquipment(equipment *pb.DB_Equipment, equ return } if len(equipment.AdverbEntry) < 4 { //去随机副词条 - var temp []*cfg.GameEquipAttrlibraryData - var sattr []*cfg.GameEquipAttrlibraryData + var ( + temp []*cfg.GameEquipAttrlibraryData + sattr []*cfg.GameEquipAttrlibraryData + equipatt *cfg.GameEquipAttributeData + ) if temp, err = this.module.configure.GetEquipmentAttrlibraryConfigureById(equip.Addlibrary); err != nil || len(temp) == 0 { this.module.Errorf("升级服务错误 读取副词条配置错误!") return @@ -319,10 +333,15 @@ func (this *modelEquipmentComp) upgradeEquipment(equipment *pb.DB_Equipment, equ Value: sattr[index].Attrvar, }) } else { + if equipatt, err = this.module.configure.getEquipAttribute(sattr[index].Attrkey); err != nil { + return + } equipment.Adverbskill = append(equipment.Adverbskill, &pb.EquipmentSkillEntry{ - Id: sattr[index].Key, - SkillId: sattr[index].Attrkey, - Lv: 1, + Id: sattr[index].Key, + Libraryid: sattr[index].Libraryid, + AttrName: sattr[index].Attrkey, + SkillId: equipatt.SkillId, + Lv: 1, }) } } else { //随机一个副词条 强化 diff --git a/pb/equipment_db.pb.go b/pb/equipment_db.pb.go index 23721e1ae..92213bf06 100644 --- a/pb/equipment_db.pb.go +++ b/pb/equipment_db.pb.go @@ -114,9 +114,11 @@ type EquipmentSkillEntry struct { sizeCache protoimpl.SizeCache unknownFields protoimpl.UnknownFields - Id int32 `protobuf:"varint,1,opt,name=Id,proto3" json:"Id"` //属性词条主键id 唯一 - SkillId string `protobuf:"bytes,2,opt,name=SkillId,proto3" json:"SkillId"` //属性名 - Lv int32 `protobuf:"varint,3,opt,name=Lv,proto3" json:"Lv"` //属性等级 + Id int32 `protobuf:"varint,1,opt,name=Id,proto3" json:"Id"` //属性词条主键id 唯一 + Libraryid int32 `protobuf:"varint,2,opt,name=libraryid,proto3" json:"libraryid"` //属性词条id 非唯一 + AttrName string `protobuf:"bytes,3,opt,name=AttrName,proto3" json:"AttrName"` //属性名 + SkillId int32 `protobuf:"varint,4,opt,name=SkillId,proto3" json:"SkillId"` //技能id + Lv int32 `protobuf:"varint,5,opt,name=Lv,proto3" json:"Lv"` //属性等级 } func (x *EquipmentSkillEntry) Reset() { @@ -158,11 +160,25 @@ func (x *EquipmentSkillEntry) GetId() int32 { return 0 } -func (x *EquipmentSkillEntry) GetSkillId() string { +func (x *EquipmentSkillEntry) GetLibraryid() int32 { + if x != nil { + return x.Libraryid + } + return 0 +} + +func (x *EquipmentSkillEntry) GetAttrName() string { + if x != nil { + return x.AttrName + } + return "" +} + +func (x *EquipmentSkillEntry) GetSkillId() int32 { if x != nil { return x.SkillId } - return "" + return 0 } func (x *EquipmentSkillEntry) GetLv() int32 { @@ -339,50 +355,53 @@ var file_equipment_equipment_db_proto_rawDesc = []byte{ 0x52, 0x02, 0x4c, 0x76, 0x12, 0x14, 0x0a, 0x05, 0x56, 0x61, 0x6c, 0x75, 0x65, 0x18, 0x05, 0x20, 0x01, 0x28, 0x05, 0x52, 0x05, 0x56, 0x61, 0x6c, 0x75, 0x65, 0x12, 0x1c, 0x0a, 0x09, 0x42, 0x61, 0x73, 0x65, 0x56, 0x61, 0x6c, 0x75, 0x65, 0x18, 0x06, 0x20, 0x01, 0x28, 0x05, 0x52, 0x09, 0x42, - 0x61, 0x73, 0x65, 0x56, 0x61, 0x6c, 0x75, 0x65, 0x22, 0x4f, 0x0a, 0x13, 0x45, 0x71, 0x75, 0x69, - 0x70, 0x6d, 0x65, 0x6e, 0x74, 0x53, 0x6b, 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+//------------------------------------------------------------------------------ +// +// This code was generated by a tool. +// Changes to this file may cause incorrect behavior and will be lost if +// the code is regenerated. +// +//------------------------------------------------------------------------------ + +package cfg + +type GameEquipAttribute struct { + _dataMap map[string]*GameEquipAttributeData + _dataList []*GameEquipAttributeData +} + +func NewGameEquipAttribute(_buf []map[string]interface{}) (*GameEquipAttribute, error) { + _dataList := make([]*GameEquipAttributeData, 0, len(_buf)) + dataMap := make(map[string]*GameEquipAttributeData) + for _, _ele_ := range _buf { + if _v, err2 := DeserializeGameEquipAttributeData(_ele_); err2 != nil { + return nil, err2 + } else { + _dataList = append(_dataList, _v) + dataMap[_v.Key] = _v + } + } + return &GameEquipAttribute{_dataList:_dataList, _dataMap:dataMap}, nil +} + +func (table *GameEquipAttribute) GetDataMap() map[string]*GameEquipAttributeData { + return table._dataMap +} + +func (table *GameEquipAttribute) GetDataList() []*GameEquipAttributeData { + return table._dataList +} + +func (table *GameEquipAttribute) Get(key string) *GameEquipAttributeData { + return table._dataMap[key] +} + + diff --git a/sys/configure/structs/Game.EquipAttributeData.go b/sys/configure/structs/Game.EquipAttributeData.go new file mode 100644 index 000000000..5dd0c09d7 --- /dev/null +++ b/sys/configure/structs/Game.EquipAttributeData.go @@ -0,0 +1,39 @@ +//------------------------------------------------------------------------------ +// +// This code was generated by a tool. +// Changes to this file may cause incorrect behavior and will be lost if +// the code is regenerated. +// +//------------------------------------------------------------------------------ + +package cfg + +import "errors" + +type GameEquipAttributeData struct { + Key string + AttributeText string + SkillId int32 +} + +const TypeId_GameEquipAttributeData = 1950061970 + +func (*GameEquipAttributeData) GetTypeId() int32 { + return 1950061970 +} + +func (_v *GameEquipAttributeData)Deserialize(_buf map[string]interface{}) (err error) { + { var _ok_ bool; if _v.Key, _ok_ = _buf["key"].(string); !_ok_ { err = errors.New("key error"); return } } + {var _ok_ bool; var __json_text__ map[string]interface{}; if __json_text__, _ok_ = _buf["attribute_text"].(map[string]interface{}) ; !_ok_ { err = errors.New("_v.AttributeText error"); return }; { var _ok_ bool; if _, _ok_ = __json_text__["key"].(string); !_ok_ { err = errors.New("key error"); return } }; { var _ok_ bool; if _v.AttributeText, _ok_ = __json_text__["text"].(string); !_ok_ { err = errors.New("text error"); return } } } + { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["skill_id"].(float64); !_ok_ { err = errors.New("skill_id error"); return }; _v.SkillId = int32(_tempNum_) } + return +} + +func DeserializeGameEquipAttributeData(_buf map[string]interface{}) (*GameEquipAttributeData, error) { + v := &GameEquipAttributeData{} + if err := v.Deserialize(_buf); err == nil { + return v, nil + } else { + return nil, err + } +}