🐞 fix(战力): pvp等机器人数据的战力生成修改为新算法
This commit is contained in:
@@ -198,9 +198,9 @@ export async function matchRobots(scale: number, myCe: number, robotCe: number,
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let allCe = 0;
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for(let json of dicWarJson) {
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if(json.relation == 2) {
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const { attribute, enemyCount } = json;
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const { actorId, attribute, enemyCount } = json;
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let { attribute: newAttribute, ce } = getRobotAttribute(attribute, enemyCount, lv, myCe, robotCe, scale);
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let { attribute: newAttribute, ce } = getRobotAttribute(actorId, attribute, enemyCount, lv, myCe, robotCe, scale);
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enemyObj.enemies.push({...json, skinId: json.actorId, attribute: newAttribute, lv, ce});
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allCe += ce;
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}
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@@ -276,24 +276,24 @@ export async function getResetRemainCnt(curTime: Date, roleId: string, role?: Ro
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* @param enemyCe 出兵表对手战力
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* @param ratio 系数
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*/
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export function getRobotAttribute(mainAttrs: { id: number, val: number }[], enemyCount: number, lv: number, ce: number, enemyCe: number, ratio: number) {
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export function getRobotAttribute(hid: number, mainAttrs: { id: number, val: number }[], enemyCount: number, lv: number, ce: number, enemyCe: number, ratio: number) {
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let _lv = Math.floor(lv * ratio)
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let newAttribute = new AttributeCal();
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newAttribute.setLv(_lv);
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let dicExpeditionSubAttr = gameData.expeditionSubAttr.get(_lv);
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if(!dicExpeditionSubAttr) dicExpeditionSubAttr = gameData.expeditionSubAttr.get('max');
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newAttribute.setByWarJson(dicExpeditionSubAttr.attribute); // 次级属性
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newAttribute.setByWarJson(hid, dicExpeditionSubAttr.attribute); // 次级属性
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let subAttrCe = newAttribute.calSubAttrCe() * enemyCount;
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if(ce * ratio > subAttrCe) {
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let mainAttrCe = ce * ratio - subAttrCe;
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newAttribute.setByWarJson(mainAttrs, mainAttrCe / enemyCe);
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newAttribute.setByWarJson(hid, mainAttrs, mainAttrCe / enemyCe);
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let attrArr = newAttribute.getAttributesToString();
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let newCe = newAttribute.calCe();
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return { attribute: attrArr, ce: newCe };
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} else {
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newAttribute = new AttributeCal();
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newAttribute.setByWarJson(mainAttrs, ce * ratio / enemyCe);
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newAttribute.setByWarJson(hid, mainAttrs, ce * ratio / enemyCe);
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let attrArr = newAttribute.getAttributesToString();
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let newCe = newAttribute.calCe();
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return { attribute: attrArr, ce: newCe };
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@@ -180,11 +180,11 @@ export async function removeBossRank(guildCode: string, roleId: string) {
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await BossInstanceModel.removeBossRank(guildCode, roleId);
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}
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function getBossSubAttrCe(secondAttrLevel: number, bossLevel: number) {
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function getBossSubAttrCe(hid: number, secondAttrLevel: number, bossLevel: number) {
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let newAttribute = new AttributeCal();
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newAttribute.setLv(bossLevel);
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let subAttr = gameData.towerPvpSubAttr.get(secondAttrLevel);
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if(subAttr) newAttribute.setByWarJson(subAttr.secondAtr);
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if(subAttr) newAttribute.setByWarJson(hid, subAttr.secondAtr);
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let newCe = newAttribute.calCe();
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return newCe;
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}
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@@ -218,7 +218,7 @@ export async function getBossHp(serverId: number, guildCode: string, dicBossBase
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}
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if(playerCnt == 0) return { ratio: 1, bossHp: zoomInDamage(minBossHp) };
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let subCe = getBossSubAttrCe(dicWar.secondAttrLevel, bossLv)
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let subCe = getBossSubAttrCe(actorId, dicWar.secondAttrLevel, bossLv)
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console.log(`getBossHp activeCe ${activeCe} playerCnt ${playerCnt} subCe ${subCe}`);
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let B = (activeCe/playerCnt/6 - subCe)/GUILDACTIVITY.GATEACTIVITY_ENEMYCE;
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let bossBaseHp = B * hp;
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@@ -524,7 +524,7 @@ export async function getHeroesAttributes(roleId: string) {
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let cal = new AttributeCal();
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let heroAttr = heroAttrs.find(cur => cur.hid == hid);
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if(heroAttr) cal.setLv(heroAttr.lv);
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cal.setByWarJson(attrs);
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cal.setByWarJson(hid, attrs);
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attrByHid.set(hid, cal);
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}
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return attrByHid;
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@@ -418,9 +418,9 @@ export function getRobotAttribute(hid: number, posRatio: number, score: number)
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let newAttribute = new AttributeCal();
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newAttribute.setLv(difficultRatio.enemyLv);
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newAttribute.setByMap(dicHero.baseAbilityArr, difficultRatio.value / 10000 * posRatio);
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newAttribute.setByMap(hid, dicHero.baseAbilityArr, difficultRatio.value / 10000 * posRatio);
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let subAttr = gameData.towerPvpSubAttr.get(difficultRatio.secondAttrLevel);
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if(subAttr) newAttribute.setByWarJson(subAttr.secondAtr);
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if(subAttr) newAttribute.setByWarJson(hid, subAttr.secondAtr);
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let attrArr = newAttribute.getAttributesToString();
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let newCe = newAttribute.calCe();
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return { attribute: attrArr, ce: newCe, lv: difficultRatio.enemyLv };
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@@ -88,7 +88,7 @@ export class CalCe {
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let lv = this.data.heroLv.get(hid)||1;
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let obj = new AttributeCal();
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obj.setLv(lv);
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obj.setByWarJson(arr);
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obj.setByWarJson(hid, arr);
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return obj.calCe();
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}
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@@ -5,6 +5,7 @@ import { ATTRIBUTE } from '../../pubUtils/dicParam';
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export class AttributeCal {
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attrs: Map<number, number> = new Map<number, number>();
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ceAttrs: Map<number, number> = new Map<number, number>();
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ce?: number = 0;
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lv: number = 1;
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@@ -12,12 +13,19 @@ export class AttributeCal {
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this.lv = lv;
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}
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public setByWarJson(attributes: {id: number, val: number}[], ratio: number = 1) {
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public setByWarJson(hid: number, attributes: {id: number, val: number}[], ratio: number = 1) {
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let dicHero = gameData.hero.get(hid);
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let dicJob = gameData.job.get(dicHero?.jobid);
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for(let {id, val} of attributes) {
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if(ABI_TYPE_MAIN.includes(id)) {
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this.attrs.set(id, Math.floor(val * ratio));
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this.ceAttrs.set(id, Math.floor(val * ratio));
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} else {
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this.attrs.set(id, Math.floor(val));
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let baseSubAttr = dicJob?.baseSubAttr?.find(cur => cur.id == id);
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let result = val - (baseSubAttr?.val||0);
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if(result < 0) result = 0;
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this.ceAttrs.set(id, Math.floor(result));
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}
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}
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}
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@@ -25,19 +33,26 @@ export class AttributeCal {
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public setByCeArr(attributes: {id: number, ceVal: number}[], ratio: number = 1) {
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for(let {id, ceVal} of attributes) {
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if(ABI_TYPE_MAIN.includes(id)) {
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this.attrs.set(id, Math.floor(ceVal * ratio));
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this.ceAttrs.set(id, Math.floor(ceVal * ratio));
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} else {
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this.attrs.set(id, Math.floor(ceVal));
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this.ceAttrs.set(id, Math.floor(ceVal));
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}
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}
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}
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public setByMap( attributes: Map<number, number>, ratio: number = 1 ) {
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public setByMap(hid: number, attributes: Map<number, number>, ratio: number = 1 ) {
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let dicHero = gameData.hero.get(hid);
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let dicJob = gameData.job.get(dicHero?.jobid);
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for(let [id, val] of attributes) {
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if(ABI_TYPE_MAIN.includes(id)) {
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this.attrs.set(id, Math.floor(val * ratio));
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this.ceAttrs.set(id, Math.floor(val * ratio));
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} else {
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this.attrs.set(id, Math.floor(val));
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let baseSubAttr = dicJob?.baseSubAttr?.find(cur => cur.id == id);
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let result = val - (baseSubAttr?.val||0);
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if(result < 0) result = 0;
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this.ceAttrs.set(id, Math.floor(result));
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}
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}
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}
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@@ -83,13 +98,13 @@ export class AttributeCal {
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if(calType == 3) {
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return 0
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} else {
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return pre + val * (this.attrs.get(type)|| 0)
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return pre + val * (this.ceAttrs.get(type)|| 0)
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}
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} else {
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if(calType == 2) {
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return 0
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} else {
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return pre + val * (this.attrs.get(type)|| 0) * this.lv / ATTRIBUTE.ATTRIBUTE_POWER_DIVISOR;
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return pre + val * (this.ceAttrs.get(type)|| 0) * this.lv / ATTRIBUTE.ATTRIBUTE_POWER_DIVISOR;
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}
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}
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}, 0);
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@@ -416,7 +416,7 @@ export function getBossHpByWarId(warId: number) {
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let { attribute, dataId, relation, actorId } = hero;
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if (relation === 2) {
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let newAttr = new AttributeCal();
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newAttr.setByWarJson(attribute, 1);
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newAttr.setByWarJson(actorId, attribute, 1);
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let attrJson = newAttr.getAttributes();
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const hp = attrJson.hp || 0;
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@@ -2641,7 +2641,7 @@
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},
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{
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"jobid": 14,
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"name": "载具",
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"name": "军械",
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"grade": 1,
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"isPlayer": 0,
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"unlockLevel": 1,
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@@ -2652,7 +2652,7 @@
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"atkid": 1,
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"seid": "&",
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"effect": 0,
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"info": "用于运输人、物的设备",
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"info": "用于特殊作用的军用器械",
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"trainingConsume": "&",
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"upGradeConsume": "&",
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"attr": "1&0|2&0|4&0|5&0",
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@@ -2816,7 +2816,7 @@
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"trainingConsume": "&",
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"upGradeConsume": "&",
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"attr": "&",
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"baseAttr": "&",
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"baseAttr": "9&100000|10&5000|11&10000|18&50000|28&50000",
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"talentPoint": 0
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},
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{
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@@ -2836,7 +2836,7 @@
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"trainingConsume": "&",
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"upGradeConsume": "&",
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"attr": "&",
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"baseAttr": "&",
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"baseAttr": "9&100000|10&5000|11&10000|18&50000|28&50000",
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"talentPoint": 0
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},
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{
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@@ -2856,7 +2856,7 @@
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"trainingConsume": "&",
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"upGradeConsume": "&",
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"attr": "&",
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"baseAttr": "&",
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"baseAttr": "9&100000|10&5000|11&10000|18&50000|28&50000",
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"talentPoint": 0
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},
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{
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@@ -2876,7 +2876,7 @@
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"trainingConsume": "&",
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"upGradeConsume": "&",
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"attr": "&",
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"baseAttr": "&",
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"baseAttr": "9&100000|10&5000|11&10000|18&50000|28&50000",
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"talentPoint": 0
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},
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{
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@@ -2896,7 +2896,7 @@
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"trainingConsume": "&",
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"upGradeConsume": "&",
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"attr": "&",
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"baseAttr": "&",
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"baseAttr": "9&100000|10&5000|11&10000|18&50000|28&50000",
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"talentPoint": 1
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},
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{
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@@ -2916,7 +2916,7 @@
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"trainingConsume": "&",
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"upGradeConsume": "&",
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"attr": "&",
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"baseAttr": "&",
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"baseAttr": "9&100000|10&5000|11&10000|18&50000|28&50000",
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"talentPoint": 0
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},
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{
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@@ -2936,7 +2936,27 @@
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"trainingConsume": "&",
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"upGradeConsume": "&",
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"attr": "&",
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"baseAttr": "&",
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"baseAttr": "9&100000|10&5000|11&10000|18&50000|28&50000",
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"talentPoint": 0
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},
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{
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"jobid": 29,
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"name": "载具",
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"grade": 1,
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"isPlayer": 0,
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"unlockLevel": 1,
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"job_class": 29,
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"type": 1,
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"imgid": 10,
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"spe": 2,
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"atkid": 1,
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"seid": "&",
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"effect": 0,
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"info": "用于运输人、物的设备",
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"trainingConsume": "&",
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"upGradeConsume": "&",
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"attr": "1&0|2&0|4&0|5&0",
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"baseAttr": "9&100000|10&5000|11&10000|18&50000|28&50000",
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"talentPoint": 0
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}
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]
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