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场景LUA触发器
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@@ -16,11 +16,11 @@ import (
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// AvatarData 角色配置表
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type AvatarData struct {
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AvatarId int32 `csv:"AvatarId"` // ID
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HpBase float64 `csv:"HpBase,omitempty"` // 基础生命值
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AttackBase float64 `csv:"AttackBase,omitempty"` // 基础攻击力
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DefenseBase float64 `csv:"DefenseBase,omitempty"` // 基础防御力
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Critical float64 `csv:"Critical,omitempty"` // 暴击率
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CriticalHurt float64 `csv:"CriticalHurt,omitempty"` // 暴击伤害
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HpBase float32 `csv:"HpBase,omitempty"` // 基础生命值
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AttackBase float32 `csv:"AttackBase,omitempty"` // 基础攻击力
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DefenseBase float32 `csv:"DefenseBase,omitempty"` // 基础防御力
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Critical float32 `csv:"Critical,omitempty"` // 暴击率
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CriticalHurt float32 `csv:"CriticalHurt,omitempty"` // 暴击伤害
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QualityType int32 `csv:"QualityType,omitempty"` // 角色品质
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ConfigJson string `csv:"ConfigJson,omitempty"` // 战斗config
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InitialWeapon int32 `csv:"InitialWeapon,omitempty"` // 初始武器
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@@ -107,14 +107,14 @@ func GetAvatarDataMap() map[int32]*AvatarData {
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// TODO 成长属性要读表
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func (a *AvatarData) GetBaseHpByLevel(level uint8) float64 {
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return a.HpBase * float64(level)
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func (a *AvatarData) GetBaseHpByLevel(level uint8) float32 {
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return a.HpBase * float32(level)
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}
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func (a *AvatarData) GetBaseAttackByLevel(level uint8) float64 {
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return a.AttackBase * float64(level)
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func (a *AvatarData) GetBaseAttackByLevel(level uint8) float32 {
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return a.AttackBase * float32(level)
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}
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func (a *AvatarData) GetBaseDefenseByLevel(level uint8) float64 {
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return a.DefenseBase * float64(level)
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func (a *AvatarData) GetBaseDefenseByLevel(level uint8) float32 {
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return a.DefenseBase * float32(level)
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}
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