战力:修复战力
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@@ -51,23 +51,23 @@ export class RoleHandler {
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hid, lv: DEFAULT_HERO_LV, exp: getHeroExpByLv(DEFAULT_HERO_LV - 1) || 0
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});
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}
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let heroes = await createHeroes(roleId, roleName, sid, serverId, funcs, heroInfos);
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await createHeroes(roleId, roleName, sid, serverId, funcs, heroInfos);
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session.set('roleName', roleName);
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session.push('roleName', () => { });
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let items = [].concat(DEFAULT_ITEMS, DEFAULT_EQUIPS, [getGoldObject(DEFAULT_GOLD)], [getCoinObject(DEFAULT_COIN)]);
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await addItems(roleId, roleName, sid, items);
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role = await RoleModel.updateRoleInfo(roleId, { hasInit: true, roleName }, true)
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let calResult = await calAllHeroCe(HERO_SYSTEM_TYPE.INIT, sid, roleId, { hasInit: true, roleName });
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let battleId = SCRIPT.SCRIPT_BATTLE_ID;
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let warInfo = gameData.war.get(battleId);
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await RScriptRecordModel.setScript(roleId, battleId, warInfo.warType, 2, SCRIPT.SCRIPT_NAME);
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await checkPvp(role);
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await checkPvp(calResult.role);
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return resResult(STATUS.SUCCESS, {
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roleId, roleName, ...heroes
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roleId, roleName, heroes: calResult.heros
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})
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}
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@@ -98,14 +98,14 @@ export class RoleHandler {
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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let update = { title: title + 1 }
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role = await calAllHeroCe(HERO_SYSTEM_TYPE.TITLE, sid, roleId, update);
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let calResult = await calAllHeroCe(HERO_SYSTEM_TYPE.TITLE, sid, roleId, update);
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// 任务
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await checkTask(roleId, sid, funcs, TASK_TYPE.ROLE_TITLE, 1, false, { title });
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//成长任务
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await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.ROLE_TITLE, update.title)
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return resResult(STATUS.SUCCESS, { roleId, title: role.title });
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return resResult(STATUS.SUCCESS, { roleId: calResult.role, title: role.title });
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}
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//神像强化
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@@ -143,12 +143,12 @@ export class RoleHandler {
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if (!result)
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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role = await calAllHeroCe(HERO_SYSTEM_TYPE.TERAPH, sid, roleId, { teraphs }, [id]);
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let calResult = await calAllHeroCe(HERO_SYSTEM_TYPE.TERAPH, sid, roleId, { teraphs }, [id]);
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// 任务
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await checkTask(roleId, sid, funcs, TASK_TYPE.ROLE_TERAPH_STRENGTHEN, count, true, {});
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return resResult(STATUS.SUCCESS, { roleId, teraphs: role.teraphs });
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return resResult(STATUS.SUCCESS, { roleId, teraphs: calResult.role.teraphs });
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}
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//神像进阶
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@@ -187,12 +187,12 @@ export class RoleHandler {
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if (!result)
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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role = await calAllHeroCe(HERO_SYSTEM_TYPE.TERAPH_UP, sid, roleId, { teraphs }, [id]);
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let calResult = await calAllHeroCe(HERO_SYSTEM_TYPE.TERAPH_UP, sid, roleId, { teraphs }, [id]);
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// 神像进阶,进阶一次就触发一次礼包弹框
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await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.ROLE_TERAPH_STAGE_UP, 1)
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return resResult(STATUS.SUCCESS, { roleId, teraphs: role.teraphs });
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return resResult(STATUS.SUCCESS, { roleId, teraphs: calResult.role.teraphs });
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}
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// 获得百家学宫
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