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https://github.com/FlourishingWorld/hk4e.git
synced 2026-03-01 00:35:36 +08:00
修复开场任务
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@@ -30,8 +30,8 @@ type Avatar struct {
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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 float32 // 当前生命值
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CurrEnergy float32 // 当前元素能量值
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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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@@ -85,7 +85,7 @@ func (a *DbAvatar) InitAvatarFightProp(avatar *Avatar) {
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avatar.FightPropMap[constant.FIGHT_PROP_CUR_DEFENSE] = avatarDataConfig.GetBaseDefenseByLevel(avatar.Level)
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avatar.FightPropMap[constant.FIGHT_PROP_MAX_HP] = avatarDataConfig.GetBaseHpByLevel(avatar.Level)
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// 当前血量
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avatar.FightPropMap[constant.FIGHT_PROP_CUR_HP] = avatar.CurrHP
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avatar.FightPropMap[constant.FIGHT_PROP_CUR_HP] = float32(avatar.CurrHP)
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// 双暴
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avatar.FightPropMap[constant.FIGHT_PROP_CRITICAL] = avatarDataConfig.Critical
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avatar.FightPropMap[constant.FIGHT_PROP_CRITICAL_HURT] = avatarDataConfig.CriticalHurt
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@@ -147,7 +147,7 @@ func (a *DbAvatar) AddAvatar(player *Player, avatarId uint32) {
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// 小技能1级
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avatar.SkillLevelMap[uint32(skillId)] = 1
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}
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avatar.CurrHP = avatarDataConfig.GetBaseHpByLevel(avatar.Level)
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avatar.CurrHP = float64(avatarDataConfig.GetBaseHpByLevel(avatar.Level))
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// 角色突破奖励领取状态
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for promoteLevel := range avatarDataConfig.PromoteRewardMap {
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@@ -158,7 +158,7 @@ func (a *DbAvatar) AddAvatar(player *Player, avatarId uint32) {
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a.AvatarMap[avatarId] = avatar
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}
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func (a *DbAvatar) SetCurrEnergy(avatar *Avatar, value float32, max bool) {
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func (a *DbAvatar) SetCurrEnergy(avatar *Avatar, value float64, max bool) {
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var avatarSkillDataConfig *gdconf.AvatarSkillData = nil
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if avatar.AvatarId == 10000005 || avatar.AvatarId == 10000007 {
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avatarSkillDepotDataConfig := gdconf.GetAvatarSkillDepotDataById(int32(avatar.SkillDepotId))
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@@ -185,7 +185,7 @@ func (a *DbAvatar) SetCurrEnergy(avatar *Avatar, value float32, max bool) {
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if max {
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avatar.FightPropMap[uint32(elementType.CurrEnergyProp)] = float32(avatarSkillDataConfig.CostElemVal)
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} else {
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avatar.FightPropMap[uint32(elementType.CurrEnergyProp)] = value
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avatar.FightPropMap[uint32(elementType.CurrEnergyProp)] = float32(value)
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}
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}
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