天赋:修改返回
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@@ -424,7 +424,8 @@ export class HeroHandler {
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// 任务
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await checkTask(serverId, roleId, sid, TASK_TYPE.HERO_STAGE_UP, { hero, stageUpCnt: 1 })
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return resResult(STATUS.SUCCESS, { curHero: { hid: hero.hid, job: hero.job, jobStage: hero.jobStage } });
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const heroResult = new HeroParam(hero);
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return resResult(STATUS.SUCCESS, { curHero: {...pick(heroResult, ['hid', 'job', 'jobStage', 'totalTalentPoint']) }});
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}
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//激活羁绊
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@@ -724,7 +725,7 @@ export class HeroHandler {
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.TALENT, sid, roleId, hero, { skins: newSkins });
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const heroResult = new HeroParam(hero);
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return resResult(STATUS.SUCCESS, { curHero: {...pick(heroResult, ['hid', 'talent', 'usedTalentPoint']) }});
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return resResult(STATUS.SUCCESS, { curHero: {...pick(heroResult, ['hid', 'talent', 'usedTalentPoint', 'totalTalentPoint']) }});
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}
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@@ -761,7 +762,7 @@ export class HeroHandler {
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.TALENT, sid, roleId, hero, { skins: newSkins });
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const heroResult = new HeroParam(hero);
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return resResult(STATUS.SUCCESS, { curHero: {...pick(heroResult, ['hid', 'talent', 'usedTalentPoint']) }});
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return resResult(STATUS.SUCCESS, { curHero: {...pick(heroResult, ['hid', 'talent', 'usedTalentPoint', 'totalTalentPoint']) }});
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}
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// 洗点
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@@ -786,7 +787,7 @@ export class HeroHandler {
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.TALENT, sid, roleId, hero, { skins: newSkins });
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const heroResult = new HeroParam(hero);
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return resResult(STATUS.SUCCESS, { curHero: {...pick(heroResult, ['hid', 'talent', 'usedTalentPoint']) }});
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return resResult(STATUS.SUCCESS, { curHero: {...pick(heroResult, ['hid', 'talent', 'usedTalentPoint', 'totalTalentPoint']) }});
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}
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// ! debug接口 一键全武将
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