mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-04 16:02:26 +08:00
圣遗物装备卸下功能
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@@ -9,30 +9,30 @@ import (
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)
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type Avatar struct {
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AvatarId uint32 // 角色id
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LifeState uint16 // 存活状态
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Level uint8 // 等级
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Exp uint32 // 经验值
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Promote uint8 // 突破等阶
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Satiation uint32 // 饱食度
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SatiationPenalty uint32 // 饱食度溢出
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CurrHP float64 // 当前生命值
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CurrEnergy float64 // 当前元素能量值
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FetterList []uint32 // 资料解锁条目
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SkillLevelMap map[uint32]uint32 // 技能等级数据
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SkillDepotId uint32 // 技能库id
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FlyCloak uint32 // 当前风之翼
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Costume uint32 // 当前衣装
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BornTime int64 // 获得时间
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FetterLevel uint8 // 好感度等级
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FetterExp uint32 // 好感度经验
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PromoteRewardMap map[uint32]bool // 突破奖励 map[突破等级]是否已被领取
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Guid uint64 `bson:"-" msgpack:"-"`
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EquipGuidMap map[uint64]uint64 `bson:"-" msgpack:"-"`
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EquipWeapon *Weapon `bson:"-" msgpack:"-"`
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EquipReliquaryList []*Reliquary `bson:"-" msgpack:"-"`
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FightPropMap map[uint32]float32 `bson:"-" msgpack:"-"`
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ExtraAbilityEmbryos map[string]bool `bson:"-" msgpack:"-"`
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AvatarId uint32 // 角色id
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LifeState uint16 // 存活状态
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Level uint8 // 等级
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Exp uint32 // 经验值
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Promote uint8 // 突破等阶
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Satiation uint32 // 饱食度
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SatiationPenalty uint32 // 饱食度溢出
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CurrHP float64 // 当前生命值
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CurrEnergy float64 // 当前元素能量值
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FetterList []uint32 // 资料解锁条目
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SkillLevelMap map[uint32]uint32 // 技能等级数据
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SkillDepotId uint32 // 技能库id
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FlyCloak uint32 // 当前风之翼
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Costume uint32 // 当前衣装
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BornTime int64 // 获得时间
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FetterLevel uint8 // 好感度等级
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FetterExp uint32 // 好感度经验
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PromoteRewardMap map[uint32]bool // 突破奖励 map[突破等级]是否已被领取
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Guid uint64 `bson:"-" msgpack:"-"`
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EquipGuidMap map[uint64]uint64 `bson:"-" msgpack:"-"`
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EquipWeapon *Weapon `bson:"-" msgpack:"-"`
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EquipReliquaryMap map[uint8]*Reliquary `bson:"-" msgpack:"-"`
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FightPropMap map[uint32]float32 `bson:"-" msgpack:"-"`
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ExtraAbilityEmbryos map[string]bool `bson:"-" msgpack:"-"`
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}
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func (p *Player) InitAllAvatar() {
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@@ -129,7 +129,7 @@ func (p *Player) AddAvatar(avatarId uint32) {
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Guid: 0,
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EquipGuidMap: nil,
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EquipWeapon: nil,
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EquipReliquaryList: nil,
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EquipReliquaryMap: nil,
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FightPropMap: nil,
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ExtraAbilityEmbryos: make(map[string]bool),
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PromoteRewardMap: make(map[uint32]bool, len(avatarDataConfig.PromoteRewardMap)),
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@@ -183,6 +183,32 @@ func (p *Player) SetCurrEnergy(avatar *Avatar, value float64, max bool) {
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}
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}
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func (p *Player) WearReliquary(avatarId uint32, reliquaryId uint64) {
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avatar := p.AvatarMap[avatarId]
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reliquary := p.ReliquaryMap[reliquaryId]
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reliquaryConfig := gdconf.GetItemDataById(int32(reliquary.ItemId))
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if reliquaryConfig == nil {
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logger.Error("reliquary config error, itemId: %v", reliquary.ItemId)
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return
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}
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avatar.EquipReliquaryMap[uint8(reliquaryConfig.ReliquaryType)] = reliquary
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reliquary.AvatarId = avatarId
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avatar.EquipGuidMap[reliquary.Guid] = reliquary.Guid
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}
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func (p *Player) TakeOffReliquary(avatarId uint32, reliquaryId uint64) {
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avatar := p.AvatarMap[avatarId]
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reliquary := p.ReliquaryMap[reliquaryId]
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reliquaryConfig := gdconf.GetItemDataById(int32(reliquary.ItemId))
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if reliquaryConfig == nil {
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logger.Error("reliquary config error, itemId: %v", reliquary.ItemId)
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return
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}
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delete(avatar.EquipReliquaryMap, uint8(reliquaryConfig.ReliquaryType))
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reliquary.AvatarId = 0
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delete(avatar.EquipGuidMap, reliquary.Guid)
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}
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func (p *Player) WearWeapon(avatarId uint32, weaponId uint64) {
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avatar := p.AvatarMap[avatarId]
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weapon := p.WeaponMap[weaponId]
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@@ -6,26 +6,32 @@ import (
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)
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type Reliquary struct {
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ReliquaryId uint64 // 圣遗物的唯一id
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ItemId uint32 // 圣遗物的道具id
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Level uint8 // 等级
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Exp uint32 // 当前经验值
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Promote uint8 // 突破等阶
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Lock bool // 锁定状态
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AffixIdList []uint32 // 词缀
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MainPropId uint32 // 主词条id
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AvatarId uint32 // 装备角色id
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Guid uint64 `bson:"-" msgpack:"-"`
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ReliquaryId uint64 // 圣遗物的唯一id
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ItemId uint32 // 圣遗物的道具id
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Level uint8 // 等级
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Exp uint32 // 当前经验值
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Promote uint8 // 突破等阶
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Lock bool // 锁定状态
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AppendPropIdList []uint32 // 追加词条id
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MainPropId uint32 // 主词条id
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AvatarId uint32 // 装备角色id
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Guid uint64 `bson:"-" msgpack:"-"`
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}
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func (p *Player) InitReliquary(reliquary *Reliquary) {
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// 获取圣遗物配置表
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reliquaryConfig := gdconf.GetItemDataById(int32(reliquary.ItemId))
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if reliquaryConfig == nil {
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logger.Error("reliquary config error, itemId: %v", reliquary.ItemId)
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return
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}
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reliquary.Guid = p.GetNextGameObjectGuid()
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p.GameObjectGuidMap[reliquary.Guid] = GameObject(reliquary)
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p.ReliquaryMap[reliquary.ReliquaryId] = reliquary
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if reliquary.AvatarId != 0 {
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avatar := p.AvatarMap[reliquary.AvatarId]
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avatar.EquipGuidMap[reliquary.Guid] = reliquary.Guid
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avatar.EquipReliquaryList = append(avatar.EquipReliquaryList, reliquary)
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avatar.EquipReliquaryMap[uint8(reliquaryConfig.ReliquaryType)] = reliquary
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}
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}
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@@ -35,18 +41,39 @@ func (p *Player) InitAllReliquary() {
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}
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}
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func (p *Player) GetReliquaryGuid(reliquaryId uint64) uint64 {
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reliquaryInfo := p.ReliquaryMap[reliquaryId]
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if reliquaryInfo == nil {
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return 0
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}
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return reliquaryInfo.Guid
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}
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func (p *Player) GetReliquaryIdByGuid(guid uint64) uint64 {
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for reliquaryId, reliquary := range p.ReliquaryMap {
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if guid == reliquary.Guid {
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return reliquaryId
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}
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}
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return 0
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}
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func (p *Player) GetReliquary(reliquaryId uint64) *Reliquary {
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return p.ReliquaryMap[reliquaryId]
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}
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func (p *Player) AddReliquary(itemId uint32, reliquaryId uint64, mainPropId uint32) {
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reliquary := &Reliquary{
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ReliquaryId: reliquaryId,
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ItemId: itemId,
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Level: 1,
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Exp: 0,
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Promote: 0,
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Lock: false,
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AffixIdList: make([]uint32, 0),
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MainPropId: mainPropId,
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AvatarId: 0,
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Guid: 0,
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ReliquaryId: reliquaryId,
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ItemId: itemId,
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Level: 1,
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Exp: 0,
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Promote: 0,
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Lock: false,
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AppendPropIdList: make([]uint32, 0),
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MainPropId: mainPropId,
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AvatarId: 0,
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Guid: 0,
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}
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itemDataConfig := gdconf.GetItemDataById(int32(itemId))
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if itemDataConfig == nil {
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@@ -57,3 +84,12 @@ func (p *Player) AddReliquary(itemId uint32, reliquaryId uint64, mainPropId uint
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p.InitReliquary(reliquary)
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p.ReliquaryMap[reliquaryId] = reliquary
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}
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func (p *Player) CostReliquary(reliquaryId uint64) uint64 {
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reliquary := p.ReliquaryMap[reliquaryId]
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if reliquary == nil {
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return 0
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}
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delete(p.ReliquaryMap, reliquaryId)
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return reliquary.Guid
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}
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