package model import ( "blazing/common/data/xmlres" "blazing/common/utils" ) // 实现获取等级范围内可学习的技能 func (p *PetInfo) GetLevelRangeCanLearningSkills(from, to uint32) []uint32 { var skills []uint32 for _, skillIDs := range xmlres.PetMAP[int(p.ID)].LearnableMoves.Moves { if skillIDs.LearningLv >= from && skillIDs.LearningLv <= to { skills = append(skills, skillIDs.ID) } } return skills } // 计算HP面板值(无性格修正) func (c *PetInfo) calculatePetHPPanelSize(base, dv, level, ev uint32) uint32 { return uint32((float64(base)*2+float64(ev)/4.0+float64(dv))*(float64(level)/100.0) + float64(level) + 10) } // 计算其他属性面板值(带性格修正) func (c *PetInfo) calculatePetPanelSize(base, ev uint32, level uint32, natureCorrect float64) uint32 { base1 := float64((float64(base)*2+float64(ev)/4.0+float64(c.Dv))*(float64(level)/100.0) + 5) return uint32(float64(base1) * natureCorrect) } // 计算生成面板,只允许第一次生成超过100,比如boss,不允许额外超过 func (p *PetInfo) CalculatePetPane(limit uint32) { naxml := xmlres.NatureRootMap[int(p.Nature)] petxml := xmlres.PetMAP[int(p.ID)] // 计算各项属性 level := p.Level if limit > 0 { level = utils.Min(p.Level, 100) } p.MaxHp = p.calculatePetHPPanelSize( uint32(petxml.HP), p.Dv, level, p.Ev[0], ) p.Hp = p.MaxHp // * battle_lv: atk(0), def(1), sp_atk(2), sp_def(3), spd(4), accuracy(5) p.Prop[0] = p.calculatePetPanelSize( uint32(petxml.Atk), p.Ev[1], level, naxml.AttackCorrect, ) p.Prop[1] = p.calculatePetPanelSize( uint32(petxml.Def), p.Ev[2], level, naxml.DefenseCorrect, ) p.Prop[2] = p.calculatePetPanelSize( uint32(petxml.SpAtk), p.Ev[3], level, naxml.SaCorrect, ) p.Prop[3] = p.calculatePetPanelSize( uint32(petxml.SpDef), p.Ev[4], level, naxml.SdCorrect, ) p.Prop[4] = p.calculatePetPanelSize( uint32(petxml.Spd), p.Ev[5], level, naxml.SpeedCorrect, ) }