属性:加值和加百分比的type值修改

This commit is contained in:
luying
2021-10-11 15:59:07 +08:00
parent 549908eca0
commit 937fd1607a
5 changed files with 13 additions and 18 deletions

View File

@@ -110,7 +110,7 @@ export async function initMaintenance(maintenance?: MaintenanceType) {
let { startTime, marquee } = maintenance;
if(marquee) {
let result = await generateMarqueeSchedule(<MarqueeType>marquee);
console.log(result);
// console.log(result);
}
if(Date.now() > startTime.getTime()) {
await startMaintenance(maintenance);

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@@ -360,7 +360,7 @@ export async function incOnlineTime(userCode: string, isToday: boolean, incTime:
let tomorrow = moment().add(1, 'days').hours(0).minutes(0).seconds(0).unix();
let result = await redisClient().hincrbyAsync(key, userCode, incTime);
let result2 = await redisClient().expireatAsync(key, tomorrow);
console.log(result2)
// console.log(result2)
return result;
} else {
return await redisClient().hincrbyAsync(key, userCode, incTime);

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@@ -99,13 +99,11 @@ export const ABI_TYPE_SUB = [
export enum SEID_TYPE {
/**属性固定值加成(数值) */
TYPE101 = 101,
/**属性固定值加成(百分比) */
TYPE102 = 102,
TYPE101 = 1,
/**基础属性加百分比除以1000以后加到ratioUp */
TYPE103 = 103,
TYPE103 = 2,
/**次级属性的百分比加成乘以100后加到fixUp */
TYPE104 = 104,
TYPE104 = 3,
/**复合属性 */
TYPE999 = 999,
}

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@@ -1,4 +1,4 @@
import { ABI_STAGE, ABI_STAGE_TO_TYPE, ABI_TYPE, ABI_TYPE_MAIN, HERO_SUB_ATTR_RATIO, HERO_SYSTEM_TYPE, SEID_TYPE } from "../../consts";
import { ABI_STAGE, ABI_STAGE_TO_TYPE, ABI_TYPE, ABI_TYPE_MAIN, HERO_CE_RATIO, HERO_SUB_ATTR_RATIO, HERO_SYSTEM_TYPE, SEID_TYPE } from "../../consts";
import { HeroModel, HeroUpdate, CeAttrData } from "../../db/Hero";
import { CeAttrDataRole, RoleUpdate } from "../../db/Role";
import { gameData, getHeroStarByQuality, getHeroWakeByQuality } from "../../pubUtils/data";
@@ -217,13 +217,16 @@ function addSeidEffect(this: CalRoleCe|CalHeroCe, seidList: number[]) {
for (let { type, gainValueArr: [ability, value] } of effectList) {
if (type == SEID_TYPE.TYPE101) { // 加值
this.getSingleAttrObj(ability).updateAttr({ inc: { fixUp: value } });
} else if (type == SEID_TYPE.TYPE102) { // 加百分比
} else if (type == SEID_TYPE.TYPE103) { // 主属性加百分比
if(ABI_TYPE_MAIN.includes(ability)) {
this.getSingleAttrObj(ability).updateAttr({ inc: {ratioUp: value } });
} else { // 次级属性102特殊处理
this.getSingleAttrObj(ability).updateAttr({ inc: {fixUp: value * HERO_SUB_ATTR_RATIO } });
this.getSingleAttrObj(ability).updateAttr({ inc: {ratioUp: value / 1000} });
}
} else if (type == SEID_TYPE.TYPE104) { // 次级属性加百分比
if(!ABI_TYPE_MAIN.includes(ability)) {
this.getSingleAttrObj(ability).updateAttr({ inc: { fixUp: value * 100 * HERO_CE_RATIO } });
}
}
}
}

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@@ -865,12 +865,6 @@ function addSeidEffect(heroAttrs: CeAttrData[], addSeidList: Array<number>, remo
for (let { type, gainValueArr: [ability, value] } of effectList) {
if (type == SEID_TYPE.TYPE101) { // 加值
updateHeroAttr(heroAttrs, ability, { inc: {fixUp: value * multi * HERO_CE_RATIO} });
} else if (type == SEID_TYPE.TYPE102) { // 加百分比
if(ABI_TYPE_MAIN.includes(ability)) {
updateHeroAttr(heroAttrs, ability, { inc: {ratioUp: value * multi} });
} else { // 次级属性102特殊处理
updateHeroAttr(heroAttrs, ability, { inc: {fixUp: value * multi * HERO_SUB_ATTR_RATIO } });
}
} else if (type == SEID_TYPE.TYPE103) { // 主属性加百分比
if(ABI_TYPE_MAIN.includes(ability)) {
updateHeroAttr(heroAttrs, ability, { inc: {ratioUp: value / 1000 * multi} });