武将:一键升星
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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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