皮肤技能加成
This commit is contained in:
parent
6a3dae36e1
commit
5eaa1e2016
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@ -816,3 +816,11 @@ const (
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SkinGetAuto = 1
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SkinGetItem = 2
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)
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const (
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SkillIdRankScore = 30002 // 排位积分加成百分比
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SkillIdVipTimes = 30003 // VIP赛每日免费报名次数
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SkillIdVipGift = 30004 // VIP每日礼包金币奖励提升百分比
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SkillIdTask = 30005 // 每日任务金币奖励提升百分比
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SkillIdDiamondLottery = 30007 // 每次钻石抽奖幸运值提升百分比
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)
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@ -22,6 +22,8 @@ func init() {
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etcd.Register(etcd.ETCDKEY_ACT_Collect, webapi.WelfareCollectConfig{}, platformConfigEtcd)
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// 渠道开关
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etcd.Register(etcd.ETCDKEY_ChannelSwitch, webapi.ChannelSwitchConfig{}, platformConfigEtcd)
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// 皮肤配置
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etcd.Register(etcd.ETCDKEY_SKin, webapi.SkinConfig{}, platformConfigEtcd)
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}
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func platformConfigEtcd(ctx context.Context, completeKey string, isInit bool, event *clientv3.Event, data interface{}) {
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@ -37,6 +39,8 @@ func platformConfigEtcd(ctx context.Context, completeKey string, isInit bool, ev
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ConfigMgrInst.GetConfig(d.Platform).WelfareCollectConfig = d
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case *webapi.ChannelSwitchConfig:
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ConfigMgrInst.GetConfig(d.Platform).ChannelSwitch[d.GetTp()] = d
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case *webapi.SkinConfig:
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ConfigMgrInst.GetConfig(d.Platform).SkinConfig = d
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default:
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logger.Logger.Errorf("etcd completeKey:%s, Not processed", completeKey)
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}
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@ -1389,3 +1389,9 @@ func (this *Player) PetUseSkill() bool {
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}
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return false
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}
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// GetSkillAdd 获取技能加成
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// id 技能id
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func (this *Player) GetSkillAdd(id int32) int32 {
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return this.GetSkillAdd2(id, ConfigMgrInst)
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}
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@ -1569,7 +1569,7 @@ func (this *SceneBilledStateTienLen) OnEnter(s *base.Scene) {
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//在这里执行结算
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if sceneEx, ok := s.GetExtraData().(*TienLenSceneData); ok {
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addItems := func(billData *tienlen.TienLenPlayerGameBilled, sceneTypeScore, vipAdd, vipScore, roleAdd, roleScore, weekCardScore int64) {
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addItems := func(billData *tienlen.TienLenPlayerGameBilled, sceneTypeScore, vipAdd, vipScore, roleAdd, roleScore, weekCardScore, skinAdd, skinScore int64) {
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// 场次加成配置
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if sceneTypeScore > 0 {
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billData.AddItems = append(billData.AddItems, &tienlen.AddItem{
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@ -1606,6 +1606,15 @@ func (this *SceneBilledStateTienLen) OnEnter(s *base.Scene) {
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Score: weekCardScore,
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})
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}
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// 皮肤加成
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if skinScore > 0 {
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billData.AddItems = append(billData.AddItems, &tienlen.AddItem{
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ItemType: 7,
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ItemId: 0,
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Addition: int32(skinAdd),
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Score: skinScore,
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})
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}
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}
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winScore := int64(0)
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@ -1728,7 +1737,8 @@ func (this *SceneBilledStateTienLen) OnEnter(s *base.Scene) {
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var vipScore int64 // vip加成
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var roleScore int64 // 角色加成
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var weekCardScore int64 // 周卡加成
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var roleAdd int32
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var skinScore int64 // 皮肤技能加成
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var roleAdd, skinAdd int32
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var otherScore int64 // 额外总加分
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oldRankScore := losePlayer.GetRankScore(sceneEx.GetDBGameFree().GetRankType())
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playerLoseScore := rule.GetLoseScore(losePlayer.cards, true)
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@ -1768,8 +1778,13 @@ func (this *SceneBilledStateTienLen) OnEnter(s *base.Scene) {
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if losePlayer.GetWeekCardPrivilege(2) {
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weekCardScore = int64(math.Ceil(float64(rankScore) * float64(5) / 100.0))
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}
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// 皮肤技能加成
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skinAdd = losePlayer.GetSkillAdd(common.SkillIdRankScore)
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if skinAdd > 0 {
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skinScore = int64(math.Ceil(float64(rankScore) * float64(skinAdd) / 100.0))
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}
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}
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otherScore = sceneTypeScore + vipScore + roleScore + weekCardScore
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otherScore = sceneTypeScore + vipScore + roleScore + weekCardScore + skinScore
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losePlayer.AddRankScore(sceneEx.GetDBGameFree().GetRankType(), rankScore+otherScore) // 炸弹分一起算
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}
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losePlayer.winCoin -= gainScore
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@ -1784,7 +1799,7 @@ func (this *SceneBilledStateTienLen) OnEnter(s *base.Scene) {
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}
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billData.WinRankScore = billData.RankScore - oldRankScore
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if otherScore > 0 {
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addItems(billData, sceneTypeScore, int64(losePlayer.VipExtra), vipScore, int64(roleAdd), roleScore, weekCardScore)
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addItems(billData, sceneTypeScore, int64(losePlayer.VipExtra), vipScore, int64(roleAdd), roleScore, weekCardScore, int64(skinAdd), skinScore)
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}
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isWin := int32(0)
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billCoin := losePlayer.bombScore - gainScore
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@ -1862,8 +1877,11 @@ func (this *SceneBilledStateTienLen) OnEnter(s *base.Scene) {
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var rankScore int64 // 排位积分
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var sceneTypeScore int64 // 场次额外积分
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var vipScore int64 // vip加成
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var roleScore int64 // 角色加成
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var weekCardScore int64 // 周卡加成
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var otherScore int64 // 额外总加分
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var skinScore int64 // 皮肤技能加成
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var roleAdd, skinAdd int32
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var otherScore int64 // 额外总加分
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oldRankScore := lastWinPlayer.GetRankScore(sceneEx.GetDBGameFree().GetRankType())
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lastWinScore := rule.GetLoseScore(lastWinPlayer.cards, true)
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rankScore = int64(lastWinScore) + 50
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@ -1897,14 +1915,18 @@ func (this *SceneBilledStateTienLen) OnEnter(s *base.Scene) {
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vipScore = int64(math.Ceil(float64(rankScore) * float64(lastWinPlayer.VipExtra) / 100.0))
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// 角色加成分
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_, roleAdd = srvdata.RolePetMgrSington.GetRoleAdd(&lastWinPlayer.PlayerData, common.RoleAddRankScore)
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roleScore = int64(math.Ceil(float64(rankScore) * float64(roleAdd) / 100.0))
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//周卡加成
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if lastWinPlayer.GetWeekCardPrivilege(2) {
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weekCardScore = int64(math.Ceil(float64(rankScore) * float64(5) / 100.0))
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}
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roleScore = int64(math.Ceil(float64(rankScore) * float64(roleAdd) / 100.0))
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// 皮肤技能加成
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skinAdd = lastWinPlayer.GetSkillAdd(common.SkillIdRankScore)
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if skinAdd > 0 {
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skinScore = int64(math.Ceil(float64(rankScore) * float64(skinAdd) / 100.0))
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}
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}
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otherScore = sceneTypeScore + vipScore + roleScore + weekCardScore
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otherScore = sceneTypeScore + vipScore + roleScore + weekCardScore + skinScore
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lastWinPlayer.AddRankScore(sceneEx.GetDBGameFree().GetRankType(), rankScore+otherScore) // 炸弹分一起算
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}
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lastWinPlayer.winCoin -= astWinGainScore
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@ -1919,7 +1941,7 @@ func (this *SceneBilledStateTienLen) OnEnter(s *base.Scene) {
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}
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billData.WinRankScore = billData.RankScore - oldRankScore
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if otherScore > 0 {
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addItems(billData, sceneTypeScore, int64(lastWinPlayer.VipExtra), vipScore, int64(roleAdd), roleScore, weekCardScore)
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addItems(billData, sceneTypeScore, int64(lastWinPlayer.VipExtra), vipScore, int64(roleAdd), roleScore, weekCardScore, int64(skinAdd), skinScore)
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}
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isWin := int32(0)
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billCoin := lastWinPlayer.bombScore - astWinGainScore
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@ -1975,8 +1997,11 @@ func (this *SceneBilledStateTienLen) OnEnter(s *base.Scene) {
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var rankScore int64 // 排位积分
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var sceneTypeScore int64 // 场次额外积分
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var vipScore int64 // vip加成
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var roleScore int64 // 角色加成
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var weekCardScore int64 // 周卡加成
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var otherScore int64 // 额外总加分
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var skinScore int64 // 皮肤技能加成
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var roleAdd, skinAdd int32
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var otherScore int64 // 额外总加分
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oldRankScore := playerEx.GetRankScore(sceneEx.GetDBGameFree().GetRankType())
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rankScore = loseRankScore
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taxRate := sceneEx.DbGameFree.GetTaxRate() //万分比
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@ -2006,8 +2031,13 @@ func (this *SceneBilledStateTienLen) OnEnter(s *base.Scene) {
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if playerEx.GetWeekCardPrivilege(2) {
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weekCardScore = int64(math.Ceil(float64(rankScore) * float64(5) / 100.0))
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}
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// 皮肤技能加成
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skinAdd = playerEx.GetSkillAdd(common.SkillIdRankScore)
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if skinAdd > 0 {
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skinScore = int64(math.Ceil(float64(rankScore) * float64(skinAdd) / 100.0))
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}
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}
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otherScore = sceneTypeScore + vipScore + roleScore + weekCardScore
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otherScore = sceneTypeScore + vipScore + roleScore + weekCardScore + skinScore
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playerEx.AddRankScore(sceneEx.GetDBGameFree().GetRankType(), rankScore+otherScore) // 炸弹分一起算
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}
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playerEx.winCoin += gainScore
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@ -2022,7 +2052,7 @@ func (this *SceneBilledStateTienLen) OnEnter(s *base.Scene) {
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}
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billData.WinRankScore = billData.RankScore - oldRankScore
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if otherScore > 0 {
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addItems(billData, sceneTypeScore, int64(playerEx.VipExtra), vipScore, int64(roleAdd), roleScore, weekCardScore)
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addItems(billData, sceneTypeScore, int64(playerEx.VipExtra), vipScore, int64(roleAdd), roleScore, weekCardScore, int64(skinAdd), skinScore)
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}
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isWin := int32(0)
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billCoin := playerEx.bombScore + gainScore
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@ -2077,8 +2107,11 @@ func (this *SceneBilledStateTienLen) OnEnter(s *base.Scene) {
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var rankScore int64 // 排位积分
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var sceneTypeScore int64 // 场次额外积分
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var vipScore int64 // vip加成
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var roleScore int64 // 角色加成
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var weekCardScore int64 // 周卡加成
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var otherScore int64 // 额外总加分
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var skinScore int64 // 皮肤技能加成
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var roleAdd, skinAdd int32
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var otherScore int64 // 额外总加分
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oldRankScore := playerEx.GetRankScore(sceneEx.GetDBGameFree().GetRankType())
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rankScore = lastWinPlayerRankScore
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taxRate := sceneEx.DbGameFree.GetTaxRate() //万分比
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@ -2103,8 +2136,13 @@ func (this *SceneBilledStateTienLen) OnEnter(s *base.Scene) {
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if playerEx.GetWeekCardPrivilege(2) {
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weekCardScore = int64(math.Ceil(float64(rankScore) * float64(5) / 100.0))
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}
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// 皮肤技能加成
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skinAdd = playerEx.GetSkillAdd(common.SkillIdRankScore)
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if skinAdd > 0 {
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skinScore = int64(math.Ceil(float64(rankScore) * float64(skinAdd) / 100.0))
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}
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}
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otherScore = sceneTypeScore + vipScore + roleScore + weekCardScore
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otherScore = sceneTypeScore + vipScore + roleScore + weekCardScore + skinScore
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playerEx.AddRankScore(sceneEx.GetDBGameFree().GetRankType(), rankScore+otherScore) // 炸弹分一起算
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}
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playerEx.winCoin += gainScore
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@ -2119,7 +2157,7 @@ func (this *SceneBilledStateTienLen) OnEnter(s *base.Scene) {
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}
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billData.WinRankScore = billData.RankScore - oldRankScore
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if otherScore > 0 {
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addItems(billData, sceneTypeScore, int64(playerEx.VipExtra), vipScore, int64(roleAdd), roleScore, weekCardScore)
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addItems(billData, sceneTypeScore, int64(playerEx.VipExtra), vipScore, int64(roleAdd), roleScore, weekCardScore, int64(skinAdd), skinScore)
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}
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isWin := int32(0)
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billCoin := playerEx.bombScore + gainScore
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@ -2175,9 +2213,10 @@ func (this *SceneBilledStateTienLen) OnEnter(s *base.Scene) {
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var rankScore int64 // 排位积分
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var sceneTypeScore int64 // 场次额外积分
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var vipScore int64 // vip加成
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var weekCardScore int64 // 周卡加成
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var roleScore int64 // 角色加成
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var roleAdd int32
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var weekCardScore int64 // 周卡加成
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var skinScore int64 // 皮肤技能加成
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var roleAdd, skinAdd int32
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var otherScore int64 // 额外总加分
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playerEx := sceneEx.seats[i]
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if playerEx == nil {
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@ -2246,8 +2285,13 @@ func (this *SceneBilledStateTienLen) OnEnter(s *base.Scene) {
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if playerEx.GetWeekCardPrivilege(2) {
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weekCardScore = int64(math.Ceil(float64(rankScore) * float64(5) / 100.0))
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}
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// 皮肤技能加成
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skinAdd = playerEx.GetSkillAdd(common.SkillIdRankScore)
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if skinAdd > 0 {
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skinScore = int64(math.Ceil(float64(rankScore) * float64(skinAdd) / 100.0))
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}
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}
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otherScore = sceneTypeScore + vipScore + roleScore + weekCardScore
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otherScore = sceneTypeScore + vipScore + roleScore + weekCardScore + skinScore
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playerEx.AddRankScore(sceneEx.GetDBGameFree().GetRankType(), rankScore+otherScore) // 炸弹分一起算
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}
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playerEx.winCoin -= gainScore
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@ -2263,7 +2307,7 @@ func (this *SceneBilledStateTienLen) OnEnter(s *base.Scene) {
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}
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billData.WinRankScore = billData.RankScore - oldRankScore
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if otherScore > 0 {
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addItems(billData, sceneTypeScore, int64(playerEx.VipExtra), vipScore, int64(roleAdd), roleScore, weekCardScore)
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addItems(billData, sceneTypeScore, int64(playerEx.VipExtra), vipScore, int64(roleAdd), roleScore, weekCardScore, int64(skinAdd), skinScore)
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}
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isWin := int32(0)
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@ -2346,7 +2390,8 @@ func (this *SceneBilledStateTienLen) OnEnter(s *base.Scene) {
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var vipScore int64 // vip加成
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var roleScore int64 // 角色加成
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var weekCardScore int64 // 周卡加成
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var roleAdd int32
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var skinScore int64 // 皮肤技能加成
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var roleAdd, skinAdd int32
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var otherScore int64 // 额外总加分
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playerEx := sceneEx.players[winSnid]
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if playerEx != nil {
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@ -2372,7 +2417,12 @@ func (this *SceneBilledStateTienLen) OnEnter(s *base.Scene) {
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if playerEx.GetWeekCardPrivilege(2) {
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weekCardScore = int64(math.Ceil(float64(rankScore) * float64(5) / 100.0))
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}
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otherScore = sceneTypeScore + vipScore + roleScore + weekCardScore
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// 皮肤技能加成
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skinAdd = playerEx.GetSkillAdd(common.SkillIdRankScore)
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if skinAdd > 0 {
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skinScore = int64(math.Ceil(float64(rankScore) * float64(skinAdd) / 100.0))
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}
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otherScore = sceneTypeScore + vipScore + roleScore + weekCardScore + skinScore
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playerEx.AddRankScore(sceneEx.GetDBGameFree().GetRankType(), rankScore+otherScore)
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}
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playerEx.winCoin += gainScore
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@ -2387,7 +2437,7 @@ func (this *SceneBilledStateTienLen) OnEnter(s *base.Scene) {
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TianHu: playerEx.tianHu,
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}
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if otherScore > 0 {
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addItems(billData, sceneTypeScore, int64(playerEx.VipExtra), vipScore, int64(roleAdd), roleScore, weekCardScore)
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addItems(billData, sceneTypeScore, int64(playerEx.VipExtra), vipScore, int64(roleAdd), roleScore, weekCardScore, int64(skinAdd), skinScore)
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}
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isWin := int32(0)
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@ -3115,6 +3115,22 @@ func (this *PlayerData) GetRoleId() int32 {
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return common.DefaultRoleId
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}
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// GetSkillAdd2 获取技能加成
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// id 技能id
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func (this *PlayerData) GetSkillAdd2(id int32, cfg *ConfigMgr) int32 {
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if cfg == nil {
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return 0
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}
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for k, v := range this.Skin.ModUnlock {
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levelCfg := cfg.GetSkinLevel(this.Platform, k, v)
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skinCfg := cfg.GetSkinInfo(this.Platform, k)
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if v > 0 && levelCfg.GetSkillId() == id && (skinCfg.GetSkillType() == 0 || this.Skin.ModId == k) {
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return levelCfg.GetSkillValue()
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}
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}
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return 0
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}
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type BindArgs struct {
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Platform string
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PSnId, SnId int32
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@ -1779,7 +1779,7 @@ func (this *CSVIPPrivilegeInfoHandler) Process(s *netlib.Session, packetid int,
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}
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switch code {
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case 1: //1.VIP比赛场免费次数
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pack.Value = p.GetMatchFreeTimes()
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pack.Value = p.GetMatchFreeTimes() + p.GetSkillAdd(common.SkillIdVipTimes)
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pack.NowValue = p.VipMatchTimes
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}
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p.SendToClient(int(player_proto.PlayerPacketID_PACKET_SC_VIPPrivilegeInfo), pack)
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@ -81,11 +81,16 @@ func IsTaskReward(p *Player, id int32) bool {
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func SendReward(p *Player, m map[int64]int64, tp int32) {
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isPermit := p.GetIsPermit()
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add := p.GetSkillAdd(common.SkillIdTask)
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var items []*Item
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for k, v := range m {
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if k == common.ItemIDPermit && isPermit {
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v += int64(float64(v) * common.PermitAdd)
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}
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// 皮肤技能每日任务金币加成
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if tp == common.TaskActivityTypeEveryDay && add > 0 && k == common.ItemIDCoin {
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v += int64((float64(v) * float64(add)) / 100.0)
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}
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items = append(items, &Item{
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ItemId: int32(k),
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ItemNum: v,
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@ -178,6 +183,7 @@ func CSTaskReward(s *netlib.Session, packetId int, data interface{}, sid int64)
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return nil
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}
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add := p.GetSkillAdd(common.SkillIdTask)
|
||||
now := time.Now()
|
||||
|
||||
ret := &taskproto.SCTaskReward{
|
||||
|
@ -205,6 +211,10 @@ func CSTaskReward(s *netlib.Session, packetId int, data interface{}, sid int64)
|
|||
if k == common.ItemIDPermit && isPermit {
|
||||
vv += int64(float64(vv) * common.PermitAdd)
|
||||
}
|
||||
// 皮肤技能每日任务金币加成
|
||||
if data.GetActivityType() == common.TaskActivityTypeEveryDay && add > 0 && k == common.ItemIDCoin {
|
||||
vv += int64((float64(vv) * float64(add)) / 100.0)
|
||||
}
|
||||
ret.Reward[k] = ret.Reward[k] + vv
|
||||
}
|
||||
for k, v := range ret.Reward {
|
||||
|
|
|
@ -273,7 +273,7 @@ func (this *PetMgr) GetSkinInfo(p *Player, id int32) *pets.SkinInfo {
|
|||
if level == 0 {
|
||||
cost = unLockCost
|
||||
} else {
|
||||
for k, v := range PlatformMgrSingleton.GetSkinLevel(p.Platform, id, level).GetUpItem() {
|
||||
for k, v := range PlatformMgrSingleton.GetSkinLevel(p.Platform, id, level+1).GetUpItem() {
|
||||
cost = append(cost, &pets.Item{
|
||||
Id: k,
|
||||
N: v,
|
||||
|
@ -306,8 +306,8 @@ func (this *PetMgr) GetSkinInfo(p *Player, id int32) *pets.SkinInfo {
|
|||
IsUpgrade: cfg.GetIsUpgrade() == 1,
|
||||
SkillType: cfg.GetSkillType(),
|
||||
}
|
||||
curLevel := PlatformMgrSingleton.GetSkinLevel(p.Platform, id, level-1)
|
||||
nextLevel := PlatformMgrSingleton.GetSkinLevel(p.Platform, id, level)
|
||||
curLevel := PlatformMgrSingleton.GetSkinLevel(p.Platform, id, level)
|
||||
nextLevel := PlatformMgrSingleton.GetSkinLevel(p.Platform, id, level+1)
|
||||
if curLevel != nil {
|
||||
ret.SkillId = curLevel.GetSkillId()
|
||||
}
|
||||
|
|
|
@ -3803,6 +3803,11 @@ func (this *Player) VIPDraw(id int32) {
|
|||
this.WelfData.VIPBag[this.VIP][0] = 1
|
||||
//金币数量
|
||||
money := data.Privilege1[0]
|
||||
// 皮肤技能加成
|
||||
add := this.GetSkillAdd(common.SkillIdVipGift)
|
||||
if add > 0 {
|
||||
money += int32((float64(money) * float64(add)) / 100.00)
|
||||
}
|
||||
//vip经验
|
||||
addVipExp := int64(float64(data.Privilege1[1]) / vips.MoneyRatio)
|
||||
this.AddCoin(int64(money), 0, common.GainWay_VIPGift, "sys", "VIP每日礼包")
|
||||
|
@ -4808,3 +4813,9 @@ func (this *Player) AutoSkinUnlock() {
|
|||
SkinUnLock(this, v.GetId())
|
||||
}
|
||||
}
|
||||
|
||||
// GetSkillAdd 获取技能加成
|
||||
// id 技能id
|
||||
func (this *Player) GetSkillAdd(id int32) int32 {
|
||||
return this.GetSkillAdd2(id, PlatformMgrSingleton.ConfigMgr)
|
||||
}
|
||||
|
|
|
@ -435,7 +435,8 @@ func (this *Tournament) signUpCost(p *Player, tmId int32, cost bool) (bool, int3
|
|||
|
||||
// VIP比赛场
|
||||
if gmd.MatchType == MatchTypeVIP {
|
||||
freeTimes := p.GetMatchFreeTimes() // VIP比赛场免费次数
|
||||
freeTimes := p.GetMatchFreeTimes() // VIP比赛场免费次数
|
||||
freeTimes += p.GetSkillAdd(common.SkillIdVipTimes) // 皮肤技能加成次数
|
||||
logger.Logger.Trace("报名费用免费次数: freeTimes: ", freeTimes, " p.VipMatchTimes: ", p.VipMatchTimes)
|
||||
if freeTimes > 0 {
|
||||
if cost {
|
||||
|
|
Loading…
Reference in New Issue