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武器强化以及返还材料功能
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@@ -19,6 +19,8 @@ type AvatarPromoteData struct {
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CostItemCount2 int32 `csv:"CostItemCount2,omitempty"` // [消耗物品]2数量
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CostItemId3 int32 `csv:"CostItemId3,omitempty"` // [消耗物品]3ID
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CostItemCount3 int32 `csv:"CostItemCount3,omitempty"` // [消耗物品]3数量
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CostItemId4 int32 `csv:"CostItemId4,omitempty"` // [消耗物品]4ID
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CostItemCount4 int32 `csv:"CostItemCount4,omitempty"` // [消耗物品]4数量
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LevelLimit int32 `csv:"LevelLimit,omitempty"` // 解锁等级上限
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MinPlayerLevel int32 `csv:"MinPlayerLevel,omitempty"` // 冒险等级要求
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@@ -40,10 +42,12 @@ func (g *GameDataConfig) loadAvatarPromoteData() {
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if !ok {
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g.AvatarPromoteDataMap[avatarPromoteData.PromoteId] = make(map[int32]*AvatarPromoteData)
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}
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avatarPromoteData.CostItemMap = make(map[uint32]uint32, 3)
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avatarPromoteData.CostItemMap[uint32(avatarPromoteData.CostItemId1)] = uint32(avatarPromoteData.CostItemCount1)
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avatarPromoteData.CostItemMap[uint32(avatarPromoteData.CostItemId2)] = uint32(avatarPromoteData.CostItemCount2)
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avatarPromoteData.CostItemMap[uint32(avatarPromoteData.CostItemId3)] = uint32(avatarPromoteData.CostItemCount3)
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avatarPromoteData.CostItemMap = map[uint32]uint32{
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uint32(avatarPromoteData.CostItemId1): uint32(avatarPromoteData.CostItemCount1),
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uint32(avatarPromoteData.CostItemId2): uint32(avatarPromoteData.CostItemCount2),
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uint32(avatarPromoteData.CostItemId3): uint32(avatarPromoteData.CostItemCount3),
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uint32(avatarPromoteData.CostItemId4): uint32(avatarPromoteData.CostItemCount4),
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}
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for itemId, count := range avatarPromoteData.CostItemMap {
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// 两个值都不能为0
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if itemId == 0 || count == 0 {
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