演武台:修复血量计算方法
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@@ -158,6 +158,10 @@ export class GuildHandler {
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if (!flag) {
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if (!flag) {
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return resResult(STATUS.REDLOCK_ERR);
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return resResult(STATUS.REDLOCK_ERR);
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}
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}
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if(damage < 0) {
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return resResult(STATUS.WRONG_PARMS);
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}
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//记录伤害
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//记录伤害
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let bossInstance = await BossInstanceModel.updateBossHp(bossCode, damage, roleId);
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let bossInstance = await BossInstanceModel.updateBossHp(bossCode, damage, roleId);
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if(!bossInstance) { // 如果已经被扣成负的了
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if(!bossInstance) { // 如果已经被扣成负的了
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@@ -216,11 +216,13 @@ export async function getBossHp(serverId: number, guildCode: string, dicBossBase
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}
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}
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let subCe = getBossSubAttrCe(dicWar.secondAttrLevel, bossLv)
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let subCe = getBossSubAttrCe(dicWar.secondAttrLevel, bossLv)
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console.log(`getBossHp activeCe ${activeCe} subCe ${subCe}`);
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console.log(`getBossHp activeCe ${activeCe} subCe ${subCe}`);
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let B = (activeCe - subCe)/6/GUILDACTIVITY.GATEACTIVITY_ENEMYCE;
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let B = (activeCe/6 - subCe)/GUILDACTIVITY.GATEACTIVITY_ENEMYCE;
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if(B <= 0) B = 1;
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console.log(`getBossHp B ${B}`);
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let bossBaseHp = B * hp;
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let bossBaseHp = B * hp;
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let bossHp = Math.floor(bossBaseHp * bossHpRatio);
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let bossHp = Math.floor(bossBaseHp * bossHpRatio);
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if(bossHp <= 0) bossHp = minBossHp;
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if(B < 1) {
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B = 1;
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bossHp = minBossHp;
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}
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console.log(`getBossHp B ${B}`);
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return { ratio: B, bossHp };
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return { ratio: B, bossHp };
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}
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}
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