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@@ -597,10 +597,10 @@ class FightProc {
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$n += $props;
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}
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for ($i = 0; $i < $gem_n; $i++) { # 随机n块宝石
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- $r = rand(0, $n); # 投色子
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+ $r = rand(1, $n); # 投色子
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$l = 0;
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foreach ($pool as $item) {
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- if ($r < ($l + $item['p'])) {
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+ if ($r <= ($l + $item['p'])) {
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$gemId = $item['q'] * 100000 + rand(1, 6) * 1000;
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StoreProc::PutGemInStore($gemId); # 发放宝石并退出本次投色子
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$pickups .= ";$gemId,1";
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@@ -1091,24 +1091,24 @@ class FightProc {
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$hp = 0;
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foreach ($equipDic as $index => $ins_equip) {
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$Ins_Equip = new Ins_Equip($ins_equip);
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- if($Ins_Equip->mo()->upgradeType == 1){//攻击力
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- $attck += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->attckNum;
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- } elseif ($Ins_Equip->mo()->upgradeType == 2) {
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+ if ($Ins_Equip->mo()->upgradeType == 1) {//攻击力
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+ $attck += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->attckNum;
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+ } elseif ($Ins_Equip->mo()->upgradeType == 2) {
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$hp += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->hpNum;
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} else {
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$attck += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->attckNum;
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$hp += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->hpNum;
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- }
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+ }
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}
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$heroAttck = $heroBashAttack + $attck;
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$heroHp = $heroBashHp + $hp;
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$dec_demage = $mo->dec_demage;
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- $bigHit_Val = $mo->bigHit_Val/100;
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- $bigHit_rate = $mo->bigHit_rate/100;
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+ $bigHit_Val = $mo->bigHit_Val / 100;
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+ $bigHit_rate = $mo->bigHit_rate / 100;
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- $val = $heroAttck * ($heroHp-$dec_demage) * (1+$bigHit_rate*($bigHit_Val-1));
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+ $val = $heroAttck * ($heroHp - $dec_demage) * (1 + $bigHit_rate * ($bigHit_Val - 1));
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return intval($val);
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}
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