武将:一键升星
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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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