上传武器饰品
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bin/json/game_equipattribute.json
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330
bin/json/game_equipattribute.json
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@ -0,0 +1,330 @@
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[
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{
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"key": "1",
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"attribute_text": {
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"key": "attribute_text1",
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"text": "对直觉属性英雄伤害增加"
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},
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"skill_id": 125004011
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},
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{
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"key": "2",
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"attribute_text": {
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"key": "attribute_text2",
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"text": "对真诚属性英雄伤害增加"
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},
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"skill_id": 125004011
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},
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{
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"key": "3",
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"attribute_text": {
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"key": "attribute_text3",
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"text": "对共情属性英雄伤害增加"
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},
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"skill_id": 125004011
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},
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{
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"key": "4",
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"attribute_text": {
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"key": "attribute_text4",
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"text": "对责任属性英雄伤害增加"
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},
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"skill_id": 125004011
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},
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{
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"key": "5",
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"attribute_text": {
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"key": "attribute_text5",
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"text": "减少受到的直觉属性英雄伤害"
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},
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"skill_id": 125004011
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},
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{
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"key": "6",
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"attribute_text": {
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"key": "attribute_text6",
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"text": "减少受到的真诚属性英雄伤害"
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},
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"skill_id": 125004011
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},
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{
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"key": "7",
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"attribute_text": {
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"key": "attribute_text7",
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"text": "减少受到的共情属性英雄伤害"
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},
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"skill_id": 125004011
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},
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{
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"key": "8",
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"attribute_text": {
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"key": "attribute_text8",
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"text": "减少受到的责任属性英雄伤害"
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},
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"skill_id": 125004011
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},
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{
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"key": "9",
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"attribute_text": {
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"key": "attribute_text9",
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"text": "提升自身失去生命值百分比*系数的攻击"
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},
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"skill_id": 125004011
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},
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{
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"key": "10",
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"attribute_text": {
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"key": "attribute_text10",
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"text": "提升自身失去生命值百分比*系数的防御"
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},
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"skill_id": 125004011
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},
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{
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"key": "11",
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"attribute_text": {
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"key": "attribute_text11",
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"text": "提升自身失去生命值百分比*系数的速度"
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},
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"skill_id": 125004011
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},
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{
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"key": "12",
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"attribute_text": {
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"key": "attribute_text12",
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"text": "提升自身失去生命值百分比*系数的暴击"
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},
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"skill_id": 125004011
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},
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{
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"key": "13",
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"attribute_text": {
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"key": "attribute_text13",
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"text": "提升自身失去生命值百分比*系数的暴击伤害"
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},
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"skill_id": 125004011
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},
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{
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"key": "14",
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"attribute_text": {
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"key": "attribute_text14",
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"text": "提升自身失去生命值百分比*系数的命中"
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},
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"skill_id": 125004011
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},
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{
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"key": "15",
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"attribute_text": {
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"key": "attribute_text15",
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"text": "提升自身失去生命值百分比*系数的效果抵抗"
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},
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"skill_id": 125004011
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},
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{
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"key": "16",
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"attribute_text": {
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"key": "attribute_text16",
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"text": "攻击敌人时,增加敌人失去生命值比例*系数的暴击伤害"
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},
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"skill_id": 125004011
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},
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{
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"key": "17",
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"attribute_text": {
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"key": "attribute_text17",
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"text": "攻击敌人时,增加敌人拥有生命值比例*系数的暴击伤害"
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},
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"skill_id": 125004011
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},
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{
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"key": "18",
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"attribute_text": {
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"key": "attribute_text18",
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"text": "增加相当于A%攻击的追加伤害"
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},
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"skill_id": 125004011
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},
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{
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"key": "19",
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"attribute_text": {
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"key": "attribute_text19",
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"text": "增加相当于A%防御的追加伤害"
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},
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"skill_id": 125004011
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},
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{
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"key": "20",
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"attribute_text": {
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"key": "attribute_text20",
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"text": "增加相当于A%生命的追加伤害"
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},
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"skill_id": 125004011
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},
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{
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"key": "21",
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"attribute_text": {
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"key": "attribute_text21",
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"text": "增加相当于A%速度的追加伤害"
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},
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"skill_id": 125004011
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},
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{
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"key": "22",
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"attribute_text": {
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"key": "attribute_text22",
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"text": "攻击强化效果增加"
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},
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"skill_id": 125004011
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},
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{
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"key": "23",
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"attribute_text": {
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"key": "attribute_text23",
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"text": "反击造成的伤害增加"
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},
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"skill_id": 125004011
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},
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{
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"key": "24",
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"attribute_text": {
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"key": "attribute_text24",
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"text": "复活时行动值增加"
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},
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"skill_id": 125004011
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},
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{
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"key": "25",
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"attribute_text": {
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"key": "attribute_text25",
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"text": "复活时体力值增加"
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},
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"skill_id": 125004011
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},
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{
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"key": "26",
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"attribute_text": {
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"key": "attribute_text26",
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"text": "吸血量增加"
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},
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"skill_id": 125004011
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},
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{
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"key": "27",
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"attribute_text": {
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"key": "attribute_text27",
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"text": "围剿造成的伤害增加"
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},
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"skill_id": 125004011
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},
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{
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"key": "28",
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"attribute_text": {
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"key": "attribute_text28",
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"text": "炸弹造成的伤害增加"
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},
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"skill_id": 125004011
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},
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{
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"key": "29",
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"attribute_text": {
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"key": "attribute_text29",
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"text": "被暴击时减少A%的伤害"
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},
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"skill_id": 125004011
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},
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{
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"key": "30",
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"attribute_text": {
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"key": "attribute_text30",
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"text": "[1号技能]的回复量提升"
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},
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"skill_id": 125004011
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},
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{
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"key": "31",
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"attribute_text": {
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"key": "attribute_text31",
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"text": "[1号技能]的暴击伤害提升"
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},
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"skill_id": 125004011
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},
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{
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"key": "32",
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"attribute_text": {
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"key": "attribute_text32",
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"text": "[1号技能]的命中提升"
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},
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"skill_id": 125004011
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},
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{
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"key": "33",
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"attribute_text": {
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"key": "attribute_text33",
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"text": "[2号技能]的回复量提升"
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},
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"skill_id": 125004011
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},
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{
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"key": "34",
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"attribute_text": {
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"key": "attribute_text34",
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"text": "[2号技能]的暴击伤害提升"
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},
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"skill_id": 125004011
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},
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{
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"key": "35",
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"attribute_text": {
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"key": "attribute_text35",
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"text": "[2号技能]的命中提升"
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},
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"skill_id": 125004011
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},
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{
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"key": "36",
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"attribute_text": {
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"key": "attribute_text36",
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"text": "[3号技能]的回复量提升"
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},
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"skill_id": 125004011
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},
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{
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"key": "37",
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"attribute_text": {
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"key": "attribute_text37",
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"text": "[3号技能]的暴击伤害提升"
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},
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"skill_id": 125004011
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},
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{
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"key": "38",
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"attribute_text": {
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"key": "attribute_text38",
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"text": "[3号技能]的命中提升"
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},
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"skill_id": 125004011
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},
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{
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"key": "39",
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"attribute_text": {
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"key": "attribute_text39",
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"text": "[4号技能]的回复量提升"
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},
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"skill_id": 125004011
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},
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{
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"key": "40",
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"attribute_text": {
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"key": "attribute_text40",
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"text": "[4号技能]的暴击伤害提升"
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},
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"skill_id": 125004011
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},
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{
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"key": "41",
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"attribute_text": {
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"key": "attribute_text41",
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"text": "[4号技能]的命中提升"
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},
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"skill_id": 125004011
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}
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]
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@ -14,6 +14,7 @@ const (
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equip_intensify = "game_equipintensify.json" //装备等级消耗表
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equip_suit = "game_equipsuit.json" //装备套装表
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game_equipcompose = "game_equipcompose.json" //装备锻造
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game_equipattribute = "game_equipattribute.json" //装备技能列表
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)
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///背包配置管理组件
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@ -31,6 +32,7 @@ func (this *configureComp) Init(service core.IService, module core.IModule, comp
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this.LoadConfigure(equip_intensify, cfg.NewGameEquipIntensify)
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this.LoadConfigure(equip_suit, cfg.NewGameEquipSuit)
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this.LoadConfigure(game_equipcompose, cfg.NewGameEquipCompose)
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this.LoadConfigure(game_equipattribute, cfg.NewGameEquipAttribute)
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return
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}
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@ -214,3 +216,22 @@ func (this *configureComp) GetEquipCompose(id int32) (result *cfg.GameEquipCompo
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}
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return
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}
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//获取装备锻造数据
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func (this *configureComp) getEquipAttribute(sid string) (result *cfg.GameEquipAttributeData, err error) {
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var (
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v interface{}
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ok bool
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)
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if v, err = this.GetConfigure(game_equipcompose); err != nil {
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this.module.Errorf("err:%v", err)
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return
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} else {
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if result, ok = v.(*cfg.GameEquipAttribute).GetDataMap()[sid]; !ok {
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err = fmt.Errorf("on found getEquipAttribute id:%s", sid)
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this.module.Errorf("err:%v", err)
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return
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}
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}
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return
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}
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@ -208,6 +208,7 @@ func (this *modelEquipmentComp) newEquipment(uid string, conf *cfg.GameEquipData
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var (
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mattr []*cfg.GameEquipAttrlibraryData
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sattr []*cfg.GameEquipAttrlibraryData
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equipatt *cfg.GameEquipAttributeData
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total int
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satterNum int32
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)
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@ -232,9 +233,14 @@ func (this *modelEquipmentComp) newEquipment(uid string, conf *cfg.GameEquipData
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BaseValue: mattr[0].Attrvar,
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}
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} else {
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if equipatt, err = this.module.configure.getEquipAttribute(sattr[0].Attrkey); err != nil {
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return
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}
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equipment.Mainskill = &pb.EquipmentSkillEntry{
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Id: mattr[0].Key,
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SkillId: mattr[0].Attrkey,
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Libraryid: mattr[0].Libraryid,
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AttrName: mattr[0].Attrkey,
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SkillId: equipatt.SkillId,
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Lv: 1,
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}
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}
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@ -270,9 +276,14 @@ func (this *modelEquipmentComp) newEquipment(uid string, conf *cfg.GameEquipData
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} else {
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equipment.Adverbskill = make([]*pb.EquipmentSkillEntry, 0)
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for _, v := range r.Perm(len(sattr))[:satterNum] {
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if equipatt, err = this.module.configure.getEquipAttribute(sattr[v].Attrkey); err != nil {
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return
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}
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equipment.Adverbskill = append(equipment.Adverbskill, &pb.EquipmentSkillEntry{
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Id: sattr[v].Key,
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SkillId: sattr[v].Attrkey,
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Libraryid: sattr[v].Libraryid,
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AttrName: sattr[v].Attrkey,
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SkillId: equipatt.SkillId,
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Lv: 1,
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})
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}
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@ -290,8 +301,11 @@ func (this *modelEquipmentComp) upgradeEquipment(equipment *pb.DB_Equipment, equ
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return
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}
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if len(equipment.AdverbEntry) < 4 { //去随机副词条
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var temp []*cfg.GameEquipAttrlibraryData
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var sattr []*cfg.GameEquipAttrlibraryData
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var (
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temp []*cfg.GameEquipAttrlibraryData
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sattr []*cfg.GameEquipAttrlibraryData
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equipatt *cfg.GameEquipAttributeData
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)
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if temp, err = this.module.configure.GetEquipmentAttrlibraryConfigureById(equip.Addlibrary); err != nil || len(temp) == 0 {
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this.module.Errorf("升级服务错误 读取副词条配置错误!")
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return
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@ -319,9 +333,14 @@ func (this *modelEquipmentComp) upgradeEquipment(equipment *pb.DB_Equipment, equ
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Value: sattr[index].Attrvar,
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})
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} else {
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if equipatt, err = this.module.configure.getEquipAttribute(sattr[index].Attrkey); err != nil {
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return
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}
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equipment.Adverbskill = append(equipment.Adverbskill, &pb.EquipmentSkillEntry{
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Id: sattr[index].Key,
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SkillId: sattr[index].Attrkey,
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Libraryid: sattr[index].Libraryid,
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AttrName: sattr[index].Attrkey,
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SkillId: equipatt.SkillId,
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Lv: 1,
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})
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}
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@ -115,8 +115,10 @@ type EquipmentSkillEntry struct {
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unknownFields protoimpl.UnknownFields
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Id int32 `protobuf:"varint,1,opt,name=Id,proto3" json:"Id"` //属性词条主键id 唯一
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SkillId string `protobuf:"bytes,2,opt,name=SkillId,proto3" json:"SkillId"` //属性名
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Lv int32 `protobuf:"varint,3,opt,name=Lv,proto3" json:"Lv"` //属性等级
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Libraryid int32 `protobuf:"varint,2,opt,name=libraryid,proto3" json:"libraryid"` //属性词条id 非唯一
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AttrName string `protobuf:"bytes,3,opt,name=AttrName,proto3" json:"AttrName"` //属性名
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SkillId int32 `protobuf:"varint,4,opt,name=SkillId,proto3" json:"SkillId"` //技能id
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Lv int32 `protobuf:"varint,5,opt,name=Lv,proto3" json:"Lv"` //属性等级
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}
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func (x *EquipmentSkillEntry) Reset() {
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@ -158,11 +160,25 @@ func (x *EquipmentSkillEntry) GetId() int32 {
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return 0
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}
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func (x *EquipmentSkillEntry) GetSkillId() string {
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func (x *EquipmentSkillEntry) GetLibraryid() int32 {
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if x != nil {
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return x.Libraryid
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}
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return 0
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}
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|
||||
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{
|
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|
||||
}
|
||||
|
||||
var (
|
||||
|
42
sys/configure/structs/Game.EquipAttribute.go
Normal file
42
sys/configure/structs/Game.EquipAttribute.go
Normal file
@ -0,0 +1,42 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was generated by a tool.
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
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]
|
||||
}
|
||||
|
||||
|
39
sys/configure/structs/Game.EquipAttributeData.go
Normal file
39
sys/configure/structs/Game.EquipAttributeData.go
Normal file
@ -0,0 +1,39 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was generated by a tool.
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
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
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user