Merge branch 'feature/hero' of gitlab.trgame.cn:zyztech/zyz_server
Conflicts: shared/consts/consts.ts shared/db/Role.ts web-server/app/service/Auth.ts
This commit is contained in:
@@ -4,6 +4,9 @@
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* 属性 id
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*/
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import { JOB_TYPE } from "./consts";
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export enum ABI_TYPE{
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/**生命 */
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ABI_HP = 1,
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@@ -40,15 +43,95 @@ export enum ABI_TYPE{
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ABI_BLOOD_SUCK = 16,
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/**怒气 */
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ABI_AP = 17,
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ABI_MAX,
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}
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export enum SEID_TYPE{
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}
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export enum SEID_TYPE {
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/**属性固定值加成(数值) */
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TYPE101 = 101,
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/**属性固定值加成(百分比) */
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TYPE102 = 102,
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}
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}
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export enum ABI_STAGE {
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START = 0,
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HP = 1,
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ATK = 2,
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DEF = 3,
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MDEF = 4,
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AGI = 5,
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LUK = 6,
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END = 6
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}
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export const ATTR = {}
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//武将训练等级
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export const HEROTARIN = {
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1: "hp",
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2: "atk",
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3: "def",
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4: "mdef",
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5: "agi",
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6: "luk"
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};
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//战力系数
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export const CE_RATIO = {
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"hp" : 1,
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"atk" : 2,
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"matk": 2,
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"def": 2,
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"mdef": 2,
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"agi": 2,
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"luk": 0,
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"hit": 0,
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"cri": 0,
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"flee": 0,
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"antCri": 0,
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"damageIncrease": 0,
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"damageDecrease": 0,
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"defIngnore": 0,
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"bloodSuck": 0,
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};
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export const HERO_ATTR = {
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1: "hp", // 生命
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2: "atk", // 物攻
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3: "matk", // 策攻
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4: "def", // 物防
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5: "mdef", // 测防
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6: "agi", // 敏捷
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7: "luk", // 幸运
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8: "speed", // 移动
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9: "hit", // 命中等级
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10: "cri", // 暴击等级
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11: "flee", // 格挡等级
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12: "antCri", // 抗暴等级
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13: "damageIncrease", // 伤害加深等级
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14: "damageDecrease", // 伤害减免等级
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15: "defIngnore", // 忽视防御等级
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16: "bloodSuck", // 吸血等级
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17: "ap" // 怒气
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};
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export const ABI_TYPE_TO_STAGE = new Map<number, number | ((jobType: number) => number)>([
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[ABI_STAGE.HP, ABI_TYPE.ABI_HP],
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[ABI_STAGE.ATK, (jobType:number) => { return jobType == JOB_TYPE.PHYSIC?ABI_TYPE.ABI_ATK: ABI_TYPE.ABI_MATK}],
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[ABI_STAGE.DEF, ABI_TYPE.ABI_DEF],
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[ABI_STAGE.MDEF, ABI_TYPE.ABI_MDEF],
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[ABI_STAGE.AGI, ABI_TYPE.ABI_AGI],
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[ABI_STAGE.LUK, ABI_TYPE.ABI_LUK]
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]);
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export function getAtrrNameById(attrId: number) {
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return HERO_ATTR[attrId];
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};
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export function getAttrCeRatio(attr: string) {
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return CE_RATIO[attr];
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};
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export function getAttrNameByJobStage(jobStage: number) {
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return HEROTARIN[jobStage];
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};
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@@ -21,7 +21,12 @@ export const ACTION_POIN = {
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MAX: 100000,
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PER: 6 * 60 * 1000
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};
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//武将养成系统分类
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export const HERO_SYSTEM_TYPE = {
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STAR: 1,
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TRAIN: 5,
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};
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export const BATTLE_REWARD_TYPE = {
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FIX_REWARD: 1,
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CONDITION_REWARD: 2,
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@@ -46,7 +51,9 @@ export const CONSUME_TYPE = {
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CONSUME: 1, // 消耗品
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SOUL: 2, // 将魂
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BLUEPRT: 3, // 藏宝图
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POINT: 4 // 远征币等
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POINT: 4, // 远征币等
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EXP: 5, // 经验书
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FAVOUR: 6 // 好感度道具
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};
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const itid_array = [
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@@ -72,6 +79,8 @@ const itid_array = [
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{ id: 20, name: '布鞋', goodType: GOOD_TYPE.EQUIP },
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{ id: 21, name: '饰品', goodType: GOOD_TYPE.EQUIP },
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{ id: 22, name: '消耗类物品(图纸类)', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.CONSUME },
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{ id: 35, name: '消耗类物品(经验书)', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.EXP },
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{ id: 36, name: '消耗类物品(好感道具)', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.FAVOUR },
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{ id: 23, name: '消耗类物品(材料类)', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.CONSUME },
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{ id: 24, name: '消耗类物品(宝箱类)', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.CONSUME },
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{ id: 26, name: '武将碎片', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.SOUL },
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@@ -217,29 +226,9 @@ export const EXPEDITION_CONST = {
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RESET_CNT: 1 // 可以免费重置的次数
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}
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export const WAR_JSON_ATTRIBUTE_TYPE = {
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"1": "hp", // 生命
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"2": "atk", // 物攻
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"3": "matk", // 策攻
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"4": "def", // 物防
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"5": "mdef", // 测防
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"6": "agi", // 敏捷
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"7": "luk", // 幸运
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"8": "speed", // 移动
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"9": "hit", // 命中等级
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"10": "cri", // 暴击等级
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"11": "flee", // 格挡等级
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"12": "antCri", // 抗暴等级
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"13": "damageIncrease", // 伤害加深等级
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"14": "damageDecrease", // 伤害减免等级
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"15": "defIngnore", // 忽视防御等级
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"16": "bloodSuck", // 吸血等级
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"17": "ap" // 怒气
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};
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export const EVENT_QUIZ_NUM = 3;
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export const DEFAULT_HEROES = [ 312, 314, 311, 309, 315];
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export const DEFAULT_HEROES = [ 12, 14, 11, 9, 15];
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export const DEFAULT_ITEMS = [
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{id: 33106, count: 200},
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{id: 33107, count: 200},
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@@ -332,4 +321,17 @@ export const FRIEND_DROP_TYPE = {
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// 每日情谊点上限
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export const FRIEND_DROP_MAX = {
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COM_BTL: 150
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}
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// 武将上限
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export const HERO_GROW_MAX = {
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STAR: 6,
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COLORSTAR: 6,
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QUALITY: 3
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}
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export const JOB_TYPE = {
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PHYSIC: 1,
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MAGIC: 2
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}
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@@ -111,7 +111,37 @@ export const STATUS = {
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// 秘境 20700 - 20799
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DUNGEON_REFRESH_TIMES_LACK: { code: 20701, simStr: '购买次数不足' },
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DUNGEON_TIMES_LACK: { code: 20701, simStr: '挑战次数不足' },
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// 养成相关状态 30000 - 39999
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// 通用 30000 - 30099
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ROLE_INFO_NOT_FOUND: { code: 30000, simStr: '数据表未找到' },
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ROLE_MATERIAL_NOT_ENOUGH: { code: 30001, simStr: '材料数量不足' },
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// 武将养成通用 30100 - 30199
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// 武将合成,升级,升星,升品相关 30200 - 30299
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ROLE_HERO_EXISTS: {code: 30200, simStr: '已存在武将不可合成' },
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ROLE_METERIAL_ERROR: {code: 30201, simStr: '材料错误' },
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ROLE_HERO_NOT_EXISTS: {code: 30202, simStr: '未找到该武将' },
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ROLE_HERO_LV_OVER: {code: 30203, simStr: '武将等级不可超过主公等级' },
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ROLE_HERO_LV_TYPE_ERROR: {code: 30204, simStr: '只可选择升1级或升5级' },
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ROLE_EXP_NOT_ENOUGH: {code: 30205, simStr: '材料经验不足' },
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ROLE_STAR_STAGE_NOT_ENOUGH: {code: 30206, simStr: '请先点亮前面的星盘' },
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ROLE_STAR_REACH_MAX: {code: 30207, simStr: '已升满星,请先觉醒' },
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ROLE_STAR_NOT_ENOUGH: {code: 30208, simStr: '未升满星,不可升品' },
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ROLE_QUALITY_REACH_MAX: {code: 30209, simStr: '品质已升满' },
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ROLE_WAKE_STAR_NOT_ENOUGH: {code: 30210, simStr: '未升满星,不可觉醒' },
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ROLE_QUALITY_NOT_ENOUGH: {code: 30211, simStr: '品质未升满,不可觉醒' },
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// 武将训练,好感度,羁绊,时装相关 30300 - 30399
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HERO_NOT_FIND: {code: 30300, simStr: '武将不存在' },
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HERO_JOB_REACH_MAX_STAGE: {code: 30300, simStr: '武将已达到最大的职业阶级'},
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HERO_JOB_STAGE_REACH_MAX_STAGE: {code: 30301, simStr: '武将已训练到最大阶段'},
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NOT_REACH_UNLOCK_LEVEL: {code: 30302, simStr: '未达到解锁等级'},
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HERO_SKIN_NOT_FIND: {code: 30303, simStr: '时装不存在'},
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HERO_SKIN_IS_EXIST: {code: 30304, simStr: '时装已存在'},
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HERO_CONECTION_IS_MAX_LEVEL: {code: 30306, simStr: '羁绊已达到最大等级'},
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HERO_CONECTION_IS_NOT_EXIT: {code: 30307, simStr: '羁绊不存在'},
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ROLE_SHORT_HERO_CONECTION:{code: 30308, simStr: '未拥有羁绊武将'},
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HERO_FAVOUR_LEVEL_REACH_MAXT:{code: 30308, simStr: '武将好感等级以达到最大'},
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// 社交相关状态 40000 - 49999
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// 运营模块相关状态 50000 - 59999
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// GM后台相关状态 60000 - 69999
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@@ -129,4 +159,5 @@ export const STATUS = {
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GM_PVP_DEFENSE_NOT_FOUND: { code: 60012, simStr: '该玩家未保存防守阵' },
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GM_PVP_DEFENSE_HERO_NOT_FOUND: { code: 60013, simStr: '该守阵没有该武将' },
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GM_JSON_FORMAT_ERR: { code: 60005, simStr: 'json格式错误' }
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}
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