武将:一键升星
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@@ -196,17 +196,19 @@ export class HeroHandler {
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}
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// 武将升星
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public async starUp(msg: { hid: number, star: number, starStage: number }, session: BackendSession) {
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public async starUp(msg: { hid: number, star: number, starStage: number, isOneClick: boolean }, session: BackendSession) {
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let roleId: string = session.get('roleId');
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const serverId = session.get('serverId');
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let sid: string = session.get('sid');
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let funcs: number[] = session.get('funcs');
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let { hid, star, starStage } = msg;
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let { hid, star, starStage, isOneClick } = msg;
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// 根据dic_hero 获得 1. 碎片id 2. 碎片数量 3. 初始武将星级 4. 初始品质
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let dicHero = gameData.hero.get(hid);
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if (!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let { pieceId } = dicHero;
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let { pieceId, jobid } = dicHero;
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let dicJob = gameData.job.get(jobid);
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if(!dicJob) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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if (!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
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@@ -219,17 +221,23 @@ export class HeroHandler {
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return resResult(STATUS.ROLE_STAR_REACH_MAX);
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}
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// 根据dic_zyz_hero_star 计算需要花的碎片并检查碎片数量
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const curDicHeroStar = getHeroStarByQuality(quality, oldStar);
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const curDicHeroStar = getHeroStarByQuality(dicJob.job_class, quality, oldStar);
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if (!curDicHeroStar) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let newStarStage = 0;
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let max = isOneClick? oldStarStage + 1: ABI_STAGE.END;
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for(let i = 0; i < max; i++ ) {
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let costResult = await handleCost(roleId, sid, [{ id: pieceId, count: curDicHeroStar.advanceUpFragmentNum }]);
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if (!costResult) break;
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newStarStage++;
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}
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if(newStarStage == 0) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let costResult = await handleCost(roleId, sid, [{ id: pieceId, count: curDicHeroStar.advanceUpFragmentNum }]);
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if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let isUpStar = oldStarStage + 1 == ABI_STAGE.END;
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let isUpStar = newStarStage == ABI_STAGE.END;
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let update = {
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star: isUpStar ? oldStar + 1 : oldStar,
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starStage: isUpStar ? ABI_STAGE.START : oldStarStage + 1
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starStage: isUpStar ? ABI_STAGE.START : newStarStage
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}
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.STAR, sid, roleId, hero, update);
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@@ -307,7 +315,7 @@ export class HeroHandler {
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}
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// 武将觉醒
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public async wakeUp(msg: { hid: number, colorStar: number, colorStarStage: number }, session: BackendSession) {
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public async wakeUp(msg: { hid: number, colorStar: number, colorStarStage: number, isOneClick: boolean }, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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@@ -315,11 +323,13 @@ export class HeroHandler {
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const serverId = session.get('serverId');
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let funcs: number[] = session.get('funcs');
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let { hid, colorStar, colorStarStage } = msg;
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let { hid, colorStar, colorStarStage, isOneClick } = msg;
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// 根据dic_hero 获得 1. 碎片id 2. 碎片数量 3. 初始武将星级 4. 初始品质
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let dicHero = gameData.hero.get(hid);
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if (!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let { pieceId } = dicHero;
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let { pieceId, jobid } = dicHero;
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let dicJob = gameData.job.get(jobid);
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if (!dicJob) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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if (!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
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@@ -335,21 +345,27 @@ export class HeroHandler {
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return resResult(STATUS.ROLE_QUALITY_NOT_ENOUGH);
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}
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// 根据dic_zyz_hero_wake 计算需要花的碎片并检查碎片数量
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const curDicHeroStar = getHeroWakeByQuality(dicHero.quality, oldColorStar)
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const curDicHeroStar = getHeroWakeByQuality(dicJob.job_class, dicHero.quality, oldColorStar)
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if (!curDicHeroStar) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let { fragmentNum, consume } = curDicHeroStar;
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// console.log(JSON.stringify([{id: pieceId, count: fragmentNum}, ...consumeArr]))
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let costResult = await handleCost(roleId, sid, [{ id: pieceId, count: fragmentNum }, ...consume]);
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if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let newColorStarStage = 0;
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let max = isOneClick? oldColorStarStage + 1: ABI_STAGE.END;
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for(let i = 0; i < max; i++) {
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let { fragmentNum, consume } = curDicHeroStar;
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// console.log(JSON.stringify([{id: pieceId, count: fragmentNum}, ...consumeArr]))
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let costResult = await handleCost(roleId, sid, [{ id: pieceId, count: fragmentNum }, ...consume]);
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if (!costResult) break;
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newColorStarStage++;
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}
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if(newColorStarStage == 0) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let isWakeUp = oldColorStar == 0;
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let isUpStar = isWakeUp || oldColorStarStage + 1 == ABI_STAGE.END;
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let isUpStar = isWakeUp || newColorStarStage == ABI_STAGE.END;
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let update = {
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colorStar: isUpStar ? oldColorStar + 1 : oldColorStar,
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colorStarStage: isUpStar ? ABI_STAGE.START : oldColorStarStage + 1
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colorStarStage: isUpStar ? ABI_STAGE.START : newColorStarStage
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}
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.COLORSTAR, sid, roleId, hero, update);
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@@ -9,15 +9,15 @@ export enum ABI_TYPE{
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ABI_HP = 1,
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/**物攻 */
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ABI_ATK = 2,
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/**策攻 */
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/**策攻 (废弃)*/
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ABI_MATK = 3,
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/**物防 */
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ABI_DEF = 4,
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/**策防 */
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ABI_MDEF = 5,
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/**敏捷 */
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/**敏捷 (废弃)*/
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ABI_AGI = 6,
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/**幸运 */
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/**幸运 (废弃)*/
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ABI_LUK = 7,
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/**移动 */
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ABI_SPEED = 8,
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@@ -30,9 +30,9 @@ export enum ABI_TYPE{
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ABI_FLEE = 11,
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/**抗暴等级 */
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ABI_ANT_CRI = 12,
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/**伤害加深等级 */
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/**伤害加深等级 (废弃) */
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ABI_DAMAGE_INCREASE = 13,
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/**伤害减免等级 */
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/**伤害减免等级 (废弃) */
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ABI_DAMAGE_DECREASE = 14,
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/**忽视防御等级 */
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ABI_DEF_IGNORE = 15,
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@@ -42,6 +42,16 @@ export enum ABI_TYPE{
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ABI_AP = 17,
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/**暴击伤害 */
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ABI_DAMAGE_CRI = 18,
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/**物伤加深 */
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ABI_PDAMAGE_INC = 19,
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/**法伤加深 */
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ABI_MDAMAGE_INC = 20,
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/**物伤减免 */
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ABI_PDAMAGE_DEC = 21,
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/**物伤减免 */
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ABI_MDAMAGE_DEC = 22,
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/**反击伤害 */
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ABI_STRIKE_BACK = 23,
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ABI_MAX,
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}
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@@ -81,6 +81,16 @@ export class Attribute {
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@prop({ required: false })
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damageCri: number = 0;
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@prop({ required: false })
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pDamageInc: number = 0;
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@prop({ required: false })
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mDamageInc: number = 0;
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@prop({ required: false })
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pDamageDec: number = 0;
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@prop({ required: false })
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mDemageDec: number = 0;
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@prop({ required: false })
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strikeBack: number = 0;
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@prop({ required: false })
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ce?: number = 0;
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setByDbData(roleAttrs: CeAttrDataRole[], heroAttrs: CeAttrData[]) {
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@@ -131,7 +141,12 @@ export class Attribute {
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damageIncrease: this.damageIncrease / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
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damageDecrease: this.damageDecrease / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
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defIngnore: this.defIngnore / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
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damageCri: this.damageCri / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO
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damageCri: this.damageCri / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
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pDamageInc: this.pDamageInc / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
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mDamageInc: this.mDamageInc / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
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pDamageDec: this.pDamageDec / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
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mDemageDec: this.mDemageDec / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
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strikeBack: this.strikeBack / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO
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}
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}
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@@ -161,6 +176,11 @@ export class Attribute {
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newAttr.bloodSuck = reduceCe(this.bloodSuck);
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newAttr.ap = reduceCe(this.ap);
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newAttr.damageCri = reduceCe(this.damageCri);
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newAttr.pDamageInc = reduceCe(this.pDamageInc);
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newAttr.mDamageInc = reduceCe(this.mDamageInc);
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newAttr.pDamageDec = reduceCe(this.pDamageDec);
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newAttr.mDemageDec = reduceCe(this.mDemageDec);
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newAttr.strikeBack = reduceCe(this.strikeBack);
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return newAttr;
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}
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@@ -365,12 +365,12 @@ export function comBtlRanges() {
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}
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export function getHeroStarByQuality(quality: number, star: number) {
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return gameData.heroStar.get(`${quality}_${star}`);
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export function getHeroStarByQuality(classType: number, quality: number, star: number) {
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return gameData.heroStar.get(`${classType}_${quality}_${star}`);
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}
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export function getHeroWakeByQuality(quality: number, star: number) {
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return gameData.heroWake.get(`${quality}_${star}`);
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export function getHeroWakeByQuality(classType: number, quality: number, star: number) {
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return gameData.heroWake.get(`${classType}_${quality}_${star}`);
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}
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export function getMaxGradeByjobClass(jobClass: number) {
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@@ -7,6 +7,8 @@ export interface DicHeroStar {
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// 唯一id
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readonly id: number;
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// 职业类型
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readonly classType: number;
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// 品质
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readonly quality: number;
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// 星级
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@@ -20,7 +22,7 @@ export interface DicHeroStar {
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type KeysEnum<T> = { [P in keyof Required<T>]: true };
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const DicHeroStarKeys: KeysEnum<DicHeroStar> = {id: true, quality: true, star: true, advanceUpFragmentNum: true, ceAttr: true};
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const DicHeroStarKeys: KeysEnum<DicHeroStar> = {id: true, classType: true, quality: true, star: true, advanceUpFragmentNum: true, ceAttr: true};
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export const dicHeroStar = new Map<string, DicHeroStar>();
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export function loadHeroStar() {
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@@ -28,7 +30,8 @@ export function loadHeroStar() {
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arr.forEach(o => {
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o.ceAttr = parseCeAttr(o);
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dicHeroStar.set(`${o.quality}_${o.star}`, _.pick(o, Object.keys(DicHeroStarKeys)));
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o.classType = o.class_type;
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dicHeroStar.set(`${o.classType}_${o.quality}_${o.star}`, _.pick(o, Object.keys(DicHeroStarKeys)));
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});
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arr = undefined;
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}
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@@ -8,6 +8,8 @@ export interface DicHeroWake {
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// 唯一id
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readonly id: number;
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// 职业类型
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readonly classType: number;
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// 品质
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readonly quality: number;
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// 彩星级
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@@ -22,7 +24,7 @@ export interface DicHeroWake {
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}
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type KeysEnum<T> = { [P in keyof Required<T>]: true };
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const DicHeroWakeKeys: KeysEnum<DicHeroWake> = {id: true, quality: true, star: true, fragmentNum: true, consume: true, ceAttr: true};
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const DicHeroWakeKeys: KeysEnum<DicHeroWake> = {id: true, classType: true, quality: true, star: true, fragmentNum: true, consume: true, ceAttr: true};
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export const dicHeroWake = new Map<string, DicHeroWake>();
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export function loadHeroWake() {
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@@ -31,7 +33,8 @@ export function loadHeroWake() {
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arr.forEach(o => {
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o.consume = parseGoodStr(o.consume);
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o.ceAttr = parseCeAttr(o);
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dicHeroWake.set(`${o.quality}_${o.star}`, _.pick(o, Object.keys(DicHeroWakeKeys)));
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o.classType = o.class_type;
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dicHeroWake.set(`${o.classType}_${o.quality}_${o.star}`, _.pick(o, Object.keys(DicHeroWakeKeys)));
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});
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arr = undefined;
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}
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@@ -293,7 +293,8 @@ export function calHeroStarIncAttr(originHero: HeroType, update: HeroUpdate, typ
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if(starStage == ABI_STAGE.START) star--;
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if(colorStarStage == ABI_STAGE.START) colorStar--;
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const dicStar = isWake ? getHeroWakeByQuality(dicHero.quality, colorStar) : getHeroStarByQuality(quality, star); // 星级表
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const dicJob = gameData.job.get(dicHero.jobid);
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const dicStar = isWake ? getHeroWakeByQuality(dicJob.job_class, dicHero.quality, colorStar) : getHeroStarByQuality(dicJob.job_class, quality, star); // 星级表
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let stages = new Array<number>(); // 需要升级的阶
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@@ -302,6 +303,14 @@ export function calHeroStarIncAttr(originHero: HeroType, update: HeroUpdate, typ
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} else if (type == HERO_SYSTEM_TYPE.LVUP) {
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stages = getAllAttrStage();
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} else if (type == HERO_SYSTEM_TYPE.STAR) {
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let end = isUpStar? ABI_STAGE.END: starStage;
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if(end < originStarStage) {
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stages = getAllAttrStage();
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} else {
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for(let i = originStarStage; i < end; i++) {
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stages.push(i + 1);
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}
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}
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stages.push(isUpStar? ABI_STAGE.END: starStage);
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} else if (type == HERO_SYSTEM_TYPE.QUALITY) {
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stages = getAllAttrStage();
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@@ -309,7 +318,14 @@ export function calHeroStarIncAttr(originHero: HeroType, update: HeroUpdate, typ
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if (isFirstWake) { // 首次觉醒
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stages = getAllAttrStage();
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} else {
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stages.push(isUpStar ? ABI_STAGE.END : colorStarStage);
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let end = isUpStar? ABI_STAGE.END: colorStarStage;
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if(end < originColorStarStage) {
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stages = getAllAttrStage();
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} else {
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for(let i = originColorStarStage; i < end; i++) {
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stages.push(i + 1);
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}
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}
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}
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}
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for (let stage of stages) {
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