全局:属性修改
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@@ -138,7 +138,7 @@ export class EquipHandler {
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hero.ePlace = ePlace;
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await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.EQUIP_BASE);
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_BASE, sid, roleId, hero, { ePlace });
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const curHero = {
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hid,
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ePlace: strengthenArr
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@@ -197,7 +197,7 @@ export class EquipHandler {
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hero.ePlace = ePlace;
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await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.EQUIP_BASE);
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_BASE, sid, roleId, hero, { ePlace });
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const curHero = {
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hid,
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ePlace: strengthenArr
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@@ -261,7 +261,7 @@ export class EquipHandler {
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let result = await handleCost(roleId, sid, cost);
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if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.EQUIP_BASE);
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_BASE, sid, roleId, hero, { ePlace });
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const curHero = {
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hid,
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@@ -381,7 +381,7 @@ export class EquipHandler {
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// 更新战力
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const hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
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await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.RESTRENGTHEN, [ePlaceId, ...removeSeidList]);
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.RESTRENGTHEN, sid, roleId, hero, {}, [ePlaceId, ...removeSeidList]);
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return resResult(STATUS.SUCCESS,{curEquip});
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@@ -448,7 +448,7 @@ export class EquipHandler {
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} else if (type == 2) {
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if (!equip.hid)
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return resResult(STATUS.EQUIP_NOT_EQUIPED);
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let curEquip = await takeOffEquipAndCalPlayerCe(roleId, sid, equip.seqId, hero, id)
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let curEquip = await takeOffEquipAndCalPlayerCe(roleId, sid, hero, equip, id)
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curEquips.push(curEquip);
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}
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return resResult(STATUS.SUCCESS, { curEquips: curEquips });
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@@ -513,7 +513,7 @@ export class EquipHandler {
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await addItems(roleId, roleName, sid, goods);
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if (!!equip.hid) {
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let hero = await HeroModel.findByHidAndRole(equip.hid, roleId);
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await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.JEWEL_ON, [jewel, oldJewel]);
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.JEWEL_ON, sid, roleId, hero, {}, [jewel, oldJewel]);
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}
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return resResult(STATUS.SUCCESS, { curEquip: { seqId: eid, holes: equip.holes } });
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}
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@@ -560,7 +560,7 @@ export class EquipHandler {
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await addItems(roleId, roleName, sid, goods);
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if (!!equip.hid) {
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let hero = await HeroModel.findByHidAndRole(equip.hid, roleId);
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await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.JEWEL_OFF, [jewel]);
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.JEWEL_OFF, sid, roleId, hero, {}, [jewel]);
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}
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return resResult(STATUS.SUCCESS, { curEquip: { seqId: eid, holes: equip.holes } });
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}
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@@ -651,7 +651,7 @@ export class EquipHandler {
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await EquipModel.updateEquipInfo(eid, { holes: equip.holes });
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if (!!equip.hid) {
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let hero = await HeroModel.findByHidAndRole(equip.hid, roleId);
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await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.JEWEL_ON, [jewel, oldJewel]);
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.JEWEL_ON, sid, roleId, hero, {}, [jewel, oldJewel]);
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}
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return resResult(STATUS.SUCCESS, { curEquip: { seqId: eid, holes: equip.holes } });
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} else {
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