```
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feat(boss-fight): 调整宠物战斗奖励逻辑

修复闪亮怪物奖励物品的位置,将奖励物品发放逻辑从条件判断前移到判断后,
确保只有符合条件的玩家才能获得玄铁奖励。

fix(player-energy): 修复能量时间消耗问题

注释掉EnergyTime的自动减1逻辑,避免玩家能量值异常减少。

refactor(shop-config): 优化商店查询配置

移除商品名称字段查询,只保留remark字段作为关键词搜索,
简化商品表的SELECT语句,提高查询效率。
```
This commit is contained in:
昔念
2026-03-04 12:48:49 +08:00
parent fb78147035
commit 3f59f1a353
3 changed files with 10 additions and 10 deletions

View File

@@ -175,14 +175,7 @@ func (Controller) OnPlayerFightNpcMonster(data1 *fight.FightNpcMonsterInboundInf
p.AddPetExp(foi.Winpet, int64(addexp))
pettype := int64(xmlres.PetMAP[int(refPet.GetID())].Type)
if monster.IsShiny() && p.CanGetXUAN() && pettype < 16 {
xuan := 400686 + pettype
ok := p.ItemAdd(xuan, 1)
if ok {
items.ADDitem(uint32(xuan), 1)
}
}
if p.CanGetItem() {
item := p.GetSpace().GetDrop()
@@ -195,7 +188,14 @@ func (Controller) OnPlayerFightNpcMonster(data1 *fight.FightNpcMonsterInboundInf
}
}
if monster.IsShiny() && p.CanGetXUAN() && pettype < 16 {
xuan := 400686 + pettype
ok := p.ItemAdd(xuan, 1)
if ok {
items.ADDitem(uint32(xuan), 1)
}
}
p.SendPackCmd(8004, items)
evs := gconv.Int64s(strings.Split(xmlres.PetMAP[int(monster.ID)].YieldingEV, " "))