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GCG技能特效部分修复
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@@ -20,7 +20,8 @@ type GCGSkillData struct {
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CostValue2 int32 `csv:"CostValue2,omitempty"` // 消耗的元素骰子数量2
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CostMap map[uint32]uint32 // 技能骰子消耗列表
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SkillDamage uint32 // 技能伤害
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Damage uint32 // 技能伤害
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ElementType uint32 // 技能元素类型
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}
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type ConfigSkillEffect struct {
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@@ -64,13 +65,41 @@ func (g *GameDataConfig) loadGCGSkillData() {
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info := fmt.Sprintf("parse file error: %v, SkillId: %v", err, gcgSkillData.SkillId)
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panic(info)
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}
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// 技能伤害
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for key, value := range configSkillEffect.DeclaredValueMap {
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if key != "__KEY__DAMAGE" {
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continue
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}
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if value.Type == "Damage" {
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gcgSkillData.SkillDamage = uint32(value.Value.(float64))
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switch key {
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case "__KEY__DAMAGE":
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// 技能伤害
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if value.Type == "Damage" {
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gcgSkillData.Damage = uint32(value.Value.(float64))
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}
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case "__KEY__ELEMENT":
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// 技能元素类型
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switch value.Value.(string) {
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case "GCG_ELEMENT_CRYO":
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// 冰
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gcgSkillData.ElementType = 1
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case "GCG_ELEMENT_HYDRO":
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// 水
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gcgSkillData.ElementType = 2
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case "GCG_ELEMENT_PYRO":
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// 火
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gcgSkillData.ElementType = 3
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case "GCG_ELEMENT_ELECTRO":
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// 雷
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gcgSkillData.ElementType = 4
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case "GCG_ELEMENT_GEO":
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// 岩
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gcgSkillData.ElementType = 5
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case "GCG_ELEMENT_DENDRO":
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// 草
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gcgSkillData.ElementType = 6
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case "GCG_ELEMENT_ANEMO":
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// 风
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gcgSkillData.ElementType = 7
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case "GCG_ELEMENT_PHYSIC":
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// 物理
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gcgSkillData.ElementType = 8
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}
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}
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}
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// list -> map
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