战力:修复合成装备的时候多扣战力的bug
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@@ -2,11 +2,7 @@
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* 体力系统
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*/
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import { pinus } from 'pinus';
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import { STATUS } from '../consts/statusCode';
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import { resResult } from '../pubUtils/util';
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import { HeroModel, HeroType, HeroUpdate } from '../db/Hero';
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import { EPlace, HeroModel, HeroType, HeroUpdate } from '../db/Hero';
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import { RoleUpdate, RoleType, RoleModel } from '../db/Role';
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import { Rank } from './rankService';
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@@ -270,17 +266,12 @@ export async function calculateCes(type: HERO_SYSTEM_TYPE, roleId: string, serve
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}
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case HERO_SYSTEM_TYPE.REBIRTH: // 29. 重生
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{
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for(let [hid, { skinId, lv, quality, star, starStage, colorStar, colorStarStage, job, jobStage, skins, ePlace, scrollStar, scrollQuality, scrollColorStar }] of heroUpdates) {
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for(let [hid, { skinId, lv, quality, star, starStage, colorStar, colorStarStage, job, jobStage, skins, scrollStar, scrollQuality, scrollColorStar }] of heroUpdates) {
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calCe.setHeroBase(hid, skinId);
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calCe.setHeroLv(hid, lv);
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calCe.setHeroStar(hid, job, quality, star, starStage, colorStar, colorStarStage);
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calCe.setJob(hid, job, jobStage);
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for(let { id, equipId, quality, qualityStage, lv, star, starStage } of ePlace) {
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calCe.setEquipQuality(hid, id, equipId, quality, qualityStage);
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calCe.setEquipStrength(hid, id, equipId, lv);
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calCe.setEquipStar(hid, id, equipId, star, starStage);
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}
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calCe.clearEquip(hid);
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calCe.setTalent(hid, skins);
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calCe.setScroll(hid, scrollStar, scrollQuality, scrollColorStar);
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}
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