```
fix(fight_boss): 修复NPC战斗中宠物ID和闪光属性处理逻辑 - 在NPC战斗中,当refPet.Ext不为0时,正确设置refPet.Id - 当refPet.Ext不为0且满足随机条件时,为怪物添加随机闪光属性 - 修正了宠物信息生成时的ID使用逻辑 fix(monster): 修正注释说明稀有精灵概率计算 - 更新注释说明,明确单个ID固定刷出时的概率变尼尔尼奥不是稀有精灵 refactor(player): 重构宠物闪光属性随机生成逻辑 - 简化OgrePetInfo.RandSHiny方法的条件判断逻辑 - 统一闪光属性随机生成的处理方式 fix(task): 修复任务奖励物品信息返回 - 修正任务奖励
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@@ -191,6 +191,7 @@ func (h Controller) OnPlayerFightNpcMonster(data1 *fight.FightNpcMonsterInboundI
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}
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if refPet.Ext != 0 {
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refPet.Id = refPet.Ext
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}
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monster := model.GenPetInfo(
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int(refPet.Id), -1,
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@@ -199,6 +200,11 @@ func (h Controller) OnPlayerFightNpcMonster(data1 *fight.FightNpcMonsterInboundI
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int(refPet.Lv),
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refPet.ShinyInfo)
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if refPet.Ext != 0 {
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if grand.Meet(3, 100) {
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monster.RandShiny()
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}
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}
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monsterInfo := &model.PlayerInfo{}
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monsterInfo.Nick = xmlres.PetMAP[int(monster.ID)].DefName
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@@ -70,7 +70,7 @@ func (p *Player) genMonster() {
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p.OgreInfo.Data[i].Lv = gconv.Uint32(RandomStringFromSlice(lv))
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if len(id) == 1 { //说明这里只固定刷一个,概率变尼尔尼奥
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if len(id) == 1 { //说明这里只固定刷一个,概率变尼尔尼奥,不是稀有精灵
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nieo, _, _ := p.Roll(20, 1000)
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if nieo {
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@@ -47,9 +47,8 @@ type OgrePetInfo struct {
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func (o *OgrePetInfo) RandSHiny() {
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var co *data.GlowFilter
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if o.Ext != 0 {
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co = config.NewShinyService().RandShiny(o.Ext)
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} else {
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if o.Ext == 0 {
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co = config.NewShinyService().RandShiny(o.Id)
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}
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@@ -28,9 +28,9 @@ func GetTaskInfo(id, ot uint32) *TaskResult {
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for _, itemID := range r.ItemRewardIds {
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iteminfo := service.NewItemService().GetItemCount(itemID)
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ret.ItemList = append(ret.ItemList, data.ItemInfo{ItemId: itemID, ItemCnt: iteminfo.ItemCnt})
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ret.ItemList = append(ret.ItemList, data.ItemInfo{ItemId: iteminfo.ItemId, ItemCnt: iteminfo.ItemCnt})
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}
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return nil
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return ret
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}
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@@ -30,7 +30,7 @@ func (s *PetRewardService) Get(id uint32) *model.PetReward {
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return nil
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}
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var item *model.PetReward
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cool.DBM(s.Model).Where("id", 1).
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cool.DBM(s.Model).Where("id", id).
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Cache(gdb.CacheOption{
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// Duration: time.Hour,
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