战力:修复战力bug
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@@ -114,10 +114,8 @@ export class CalHeroCe {
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const isWake = colorStar > 0; // 是否觉醒,只要激活了觉醒,彩星就会 > 1
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const isWake = colorStar > 0; // 是否觉醒,只要激活了觉醒,彩星就会 > 1
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// console.log('*isUpstar', isUpStar, originStar, star, originColorStar, colorStar)
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// console.log('*isUpstar', isUpStar, originStar, star, originColorStar, colorStar)
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if(starStage < stage) star--;
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if(colorStarStage < stage) colorStar--;
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const dicStar = isWake ? getHeroWakeByQuality(dicHero.jobClass, dicHero.quality, colorStar) : getHeroStarByQuality(dicHero.jobClass, quality, star); // 星级表
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const dicStar = isWake ? getHeroWakeByQuality(dicHero.jobClass, dicHero.quality, colorStarStage < stage? colorStar - 1: colorStar) : getHeroStarByQuality(dicHero.jobClass, quality, starStage < stage? star - 1: star); // 星级表
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let heroAttr = dicHero.baseAbilityArr.get(attrId); // 武将表hp等
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let heroAttr = dicHero.baseAbilityArr.get(attrId); // 武将表hp等
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let heroUpAttr = dicHero.baseAbilityUpArr.get(attrId); // 武将表hp_up等
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let heroUpAttr = dicHero.baseAbilityUpArr.get(attrId); // 武将表hp_up等
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@@ -125,7 +123,7 @@ export class CalHeroCe {
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if (!!dicStar && !!dicStar.ceAttr) {
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if (!!dicStar && !!dicStar.ceAttr) {
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starUp = dicStar.ceAttr.get(stage);
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starUp = dicStar.ceAttr.get(stage);
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}
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}
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let base = heroAttr + (lv - 1) * (heroUpAttr + starUp);
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let base = heroAttr + lv * (heroUpAttr + starUp);
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this.getSingleAttrObj(attrId).updateAttr({ set: { base } });
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this.getSingleAttrObj(attrId).updateAttr({ set: { base } });
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};
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};
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}
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}
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