活动:统计套装宝石相同阶数的任务
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@@ -653,6 +653,7 @@ export enum TASK_TYPE {
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HERO_WAKE_UP_COUNT = 75, // *名武将*品觉醒
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HERO_WAKE_UP_STAR_UP_COUNT = 76, // *名武将升至觉醒*星
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EQUIP_REFINE_LV = 77, // *件装备成功精炼到*级
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EQUIP_SUIT_JEWEL_STAGE = 78, // *次触发,一个武将满装备情况下,必须都镶嵌有相同阶的宝石(阶数大于等于x情况下都算达成)
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}
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// 卡池类型
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@@ -25,13 +25,13 @@ export class Holes {
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}
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interface equipUpdate {
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hid?: number;
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quality?: number;
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wearLv?: number;
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_id?:number;
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holes?:Array<Holes>;
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hid?: number;
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quality?: number;
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wearLv?: number;
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_id?: number;
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holes?: Array<Holes>;
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randSe?: Array<RandSe>;
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ePlaceId?:number;
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ePlaceId?: number;
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}
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@index({ roleId: 1, hid: 1, id: 1 })
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@@ -50,7 +50,7 @@ export default class Equip extends BaseModel {
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id: number; // 装备 id
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@prop({ required: true })
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name: string; // 装备名称
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@prop({ required: false, default: 0 })
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@prop({ required: false, default: 0 })
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hid: number; // 装备此装备的武将 id
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@prop({ required: false, default: 0 })
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ePlaceId: number; // 武将装备的部位
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@@ -75,24 +75,24 @@ export default class Equip extends BaseModel {
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}
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public static async findbySeqId(seqId: number, lean = true) {
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const equip: EquipType = await EquipModel.findOne({ seqId }).lean(lean);
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return equip;
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const equip: EquipType = await EquipModel.findOne({ seqId }).lean(lean);
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return equip;
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}
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public static async createEquip(equipInfo: {roleId: string, roleName: string, id: number, name: string, quality: number, suitId: number, ePlaceId: number, randSe: RandSe[], randRange: number, holes: Holes[], hid?: number}, lean = true) {
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const seqId = await CounterModel.getNewCounter(COUNTER.EID);
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const doc = new EquipModel();
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const update = Object.assign(doc.toJSON(), seqId, equipInfo);
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const equip: EquipType = await EquipModel.findOneAndUpdate({ seqId }, update, {upsert: true, new: true}).lean(lean);
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if(equipInfo.hid > 0) {
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await HeroModel.findOneAndUpdate(
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{ roleId: equipInfo.roleId, hid: equipInfo.hid, 'ePlace.id': equipInfo.ePlaceId },
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{$set: {'ePlace.$.equip': equip._id}},
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{new: true}).lean(lean);
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public static async createEquip(equipInfo: { roleId: string, roleName: string, id: number, name: string, quality: number, suitId: number, ePlaceId: number, randSe: RandSe[], randRange: number, holes: Holes[], hid?: number }, lean = true) {
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const seqId = await CounterModel.getNewCounter(COUNTER.EID);
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const doc = new EquipModel();
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const update = Object.assign(doc.toJSON(), seqId, equipInfo);
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const equip: EquipType = await EquipModel.findOneAndUpdate({ seqId }, update, { upsert: true, new: true }).lean(lean);
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if (equipInfo.hid > 0) {
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await HeroModel.findOneAndUpdate(
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{ roleId: equipInfo.roleId, hid: equipInfo.hid, 'ePlace.id': equipInfo.ePlaceId },
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{ $set: { 'ePlace.$.equip': equip._id } },
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{ new: true }).lean(lean);
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}
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return equip;
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}
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return equip;
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}
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public static async putOnOrOff(equipId: string, hid: number, lean = true) {
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const equip: EquipType = await EquipModel.findOneAndUpdate({ _id: equipId }, { hid }, { new: true }).lean(lean);
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@@ -108,6 +108,11 @@ export default class Equip extends BaseModel {
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return result;
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}
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public static async getEquipsByID(ids: Array<string>) {
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let result = await EquipModel.find({ _id: { $in: ids } });
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return result;
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}
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public static async getEquips(ids: Array<number>) {
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let result = await EquipModel.find({ seqId: { $in: ids } });
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return result;
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@@ -118,20 +123,20 @@ export default class Equip extends BaseModel {
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return equip;
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}
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public static async updateEquipInfo(seqId:number, equipUpdate: equipUpdate, lean = true) {
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public static async updateEquipInfo(seqId: number, equipUpdate: equipUpdate, lean = true) {
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delete equipUpdate._id;
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let result: EquipType = await EquipModel.findOneAndUpdate({seqId}, {$set: equipUpdate}, {new: true}).lean(lean);
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let result: EquipType = await EquipModel.findOneAndUpdate({ seqId }, { $set: equipUpdate }, { new: true }).lean(lean);
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return result;
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}
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public static async lock(roleId: string, seqId: number, id: number, lock: boolean) {
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let result: EquipType = await EquipModel.findOneAndUpdate({roleId, seqId, 'randSe.id': id}, {$set: {'randSe.$.locked': lock}}, {new: true, upsert: false}).select('seqId id randSe').lean();
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return result;
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let result: EquipType = await EquipModel.findOneAndUpdate({ roleId, seqId, 'randSe.id': id }, { $set: { 'randSe.$.locked': lock } }, { new: true, upsert: false }).select('seqId id randSe').lean();
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return result;
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}
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public static async updateEquipInfobyObjectId(_id: string, equipUpdate: equipUpdate, lean = true) {
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delete equipUpdate._id;
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let result: EquipType = await EquipModel.findOneAndUpdate({_id}, {$set: equipUpdate}, {new: true}).lean(lean);
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let result: EquipType = await EquipModel.findOneAndUpdate({ _id }, { $set: equipUpdate }, { new: true }).lean(lean);
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return result;
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}
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@@ -141,10 +146,10 @@ export default class Equip extends BaseModel {
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}
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public static async findByField(field: string, value?: number|string, select?: string) {
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public static async findByField(field: string, value?: number | string, select?: string) {
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let searchObj = {};
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if(field != 'all') {
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if(field == 'roleName') {
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if (field != 'all') {
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if (field == 'roleName') {
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searchObj['roleName'] = { $regex: new RegExp(value.toString(), 'i') }
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} else {
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searchObj[field] = value;
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@@ -132,6 +132,20 @@ export class ThirtyDaysData extends ActivityBase {
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totalPoint: number = 0;//总共点数
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consumePoint: number = 0;//消耗掉的点数
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//未完成的任务
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public findUncompleteTaskByType(type: number) {
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let task = [];
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for (let i = 0; i < this.list.length; i++) {
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let items = this.list[i].item;
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for (let itemData of items) {
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if (itemData.taskType == type && !itemData.isComplete) {
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task.push(itemData);
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}
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}
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}
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return task;
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}
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public findTaskByType(type: number) {
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let task = [];
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for (let i = 0; i < this.list.length; i++) {
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@@ -16,7 +16,7 @@ import { ACTIVITY_TYPE } from '../consts/constModules/activityConst';
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import { ActivityGrowthModel } from '../db/ActivityGrowth';
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import { ActivityDailyChallengesModel } from '../db/ActivityDailyChallenges';
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import { ThirtyDaysData } from '../domain/activityField/thirtyDaysField';
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import { ActivityThirtyDaysModel } from '../db/ActivityThirtyDays';
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import { ActivityThirtyDaysModel, ActivityThirtyDaysModelType } from '../db/ActivityThirtyDays';
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@@ -524,13 +524,19 @@ export async function accomplishTask(roleId: string, taskType: TASK_TYPE, count:
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taskType === TASK_TYPE.EQUIP_STRENGTHEN ||
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taskType === TASK_TYPE.EQUIP_REFINE_LV ||
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taskType === TASK_TYPE.HERO_STAGE_UP
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taskType === TASK_TYPE.HERO_STAGE_UP ||
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taskType === TASK_TYPE.EQUIP_JEWEL_SUM ||
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taskType === TASK_TYPE.EQUIP_JEWEL_STAGE ||
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taskType === TASK_TYPE.EQUIP_SUIT_JEWEL_STAGE ||
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taskType === TASK_TYPE.EQUIP_QUALITY
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) {
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allActivity = await ActivityModel.findOpenActivityByType(ACTIVITY_TYPE.THIRTY_DAYS, new Date());
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for (let activity of allActivity) {
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let thirtyDaysActivity = new ThirtyDaysData(activity);
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let taskArray = thirtyDaysActivity.findTaskByType(taskType);
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let playerRecords: ActivityThirtyDaysModelType[] = await ActivityThirtyDaysModel.findData(activity.acvitityId, roleId);
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thirtyDaysActivity.setPlayerRecords(playerRecords);
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let taskArray = thirtyDaysActivity.findUncompleteTaskByType(taskType);
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for (let task of taskArray) {
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let addCount = isComplete(roleId, task.taskType, task.taskParam, count, parma);
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if (addCount) {
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@@ -587,7 +593,15 @@ export function isComplete(roleId: string, taskType: TASK_TYPE, taskParam: strin
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case TASK_TYPE.HERO_STAGE_UP://herocount&star&
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addCount = (param[1] == paramObj.job) ? count : 0;
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break;
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case TASK_TYPE.EQUIP_JEWEL_STAGE://count&stage&
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addCount = (param[1] == paramObj.stage) ? count : 0;
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break;
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case TASK_TYPE.EQUIP_SUIT_JEWEL_STAGE://count&stage&
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addCount = (param[1] == paramObj.stage) ? count : 0;
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break;
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case TASK_TYPE.EQUIP_QUALITY:
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addCount = param[1] == paramObj.quality ? count : 0;
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break;
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case TASK_TYPE.ROLE_TITLE://重置数据
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addCount = param[0] <= count ? count : 0;
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@@ -1083,7 +1083,7 @@
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"id": 73,
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"name": "精英任务",
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"info": "精英通关第x关",
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"param": "warid",
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"param": "warid&",
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"string": "关卡id",
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"content": 0,
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"condition": "warid",
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@@ -1098,7 +1098,7 @@
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"id": 74,
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"name": "武将",
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"info": "x名x品质武将升至X品质",
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"param": "herocount&quality&quality",
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"param": "herocount&quality&quality&",
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"string": "武将数量&武将初始品质&武将升级后品质",
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"content": 0,
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"condition": "herocount",
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@@ -1113,7 +1113,7 @@
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"id": 75,
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"name": "武将",
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"info": "x名x品质武将觉醒",
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"param": "herocount&quality",
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"param": "herocount&quality&",
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"string": "武将数量&武将初始品质",
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"content": 0,
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"condition": "herocount",
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@@ -1128,7 +1128,7 @@
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"id": 76,
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"name": "武将",
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"info": "x名武将觉醒后升至x星",
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"param": "herocount&star",
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"param": "herocount&star&",
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"string": "武将数量&星级",
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"content": 0,
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"condition": "herocount",
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@@ -1143,7 +1143,7 @@
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"id": 77,
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"name": "装备",
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"info": "x件装备成功精炼到x级",
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"param": "count&lv",
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"param": "count&lv&",
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"string": "装备件数&精炼等级",
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"content": 0,
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"condition": "count",
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@@ -1153,5 +1153,20 @@
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"__EMPTY_3": 0,
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"__EMPTY_4": 0,
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"__EMPTY_5": 0
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},
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{
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"id": 78,
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"name": "装备",
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"info": "一个武将满装备情况下,必须都镶嵌有相同阶的宝石(阶数大于等于x情况下都算达成),触发x次数",
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"param": "count&stage&",
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"string": "发生次数&宝石阶数&",
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"content": 0,
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"condition": "count",
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"__EMPTY": 0,
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"__EMPTY_1": 0,
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"__EMPTY_2": 0,
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"__EMPTY_3": 0,
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"__EMPTY_4": 0,
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"__EMPTY_5": 0
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}
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]
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