神像:添加暴击
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@@ -137,7 +137,7 @@ export class RoleHandler {
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return resResult(STATUS.ROLE_TERAPH_NOT_STRENGTHEN);
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// 随机神像中的一条属性并检查道具是否足够,以及更新teraph
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let { consumes } = checkTeraphMaterialEnough(count, attrs, dicTeraph, teraph);
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let { consumes, criAttr } = checkTeraphMaterialEnough(count, attrs, dicTeraph, teraph);
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let result = await handleCost(roleId, sid, consumes);
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if (!result)
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@@ -148,7 +148,7 @@ export class RoleHandler {
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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: calResult.role.teraphs });
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return resResult(STATUS.SUCCESS, { roleId, teraphs: calResult.role.teraphs, criAttr });
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}
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//神像进阶
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@@ -19,6 +19,7 @@ const TERAPH_STRENGTHEN = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10];
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*/
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export function checkTeraphMaterialEnough(count: number, attrs:number[], teraphInfo: DicTeraph, teraph: Teraph) {
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let consumes = [];
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let criAttr: number[] = [];
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let times = 0;
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if (count < 10) {
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for (let i = 0; i < count; i++) {
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@@ -28,8 +29,9 @@ export function checkTeraphMaterialEnough(count: number, attrs:number[], teraphI
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let num = getRandValueByMinMax(TERAPH_RANDOM.MIN, TERAPH_RANDOM.MAX); // 强化时随机增加 2-4 属性
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let arr = getRandEelm(attrs, num); // 随机出的属性id
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let critical = getRandValueByMinMax(0, 100);//属性暴击率
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let isCritical = critical <= teraphInfo.criRate;
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let criEffect = 1; // 暴击效果
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if (critical <= teraphInfo.criRate)
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if (isCritical)
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criEffect = teraphInfo.criEffect;
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for (let attrId of arr) {
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let val = teraph.attr.get(attrId); // 已有的强化值
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@@ -41,6 +43,7 @@ export function checkTeraphMaterialEnough(count: number, attrs:number[], teraphI
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attrs.splice(attrIndex, 1);
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}
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teraph.attr.set(attrId, val);
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if(isCritical) criAttr.push(attrId);
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}
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times++;
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}
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@@ -51,8 +54,9 @@ export function checkTeraphMaterialEnough(count: number, attrs:number[], teraphI
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break;
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}
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let criEffect = 1;
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let index = criticalArrTimes.indexOf(item)
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if (index > 0) {
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let index = criticalArrTimes.indexOf(item);
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let isCritical = index >= 0;
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if (isCritical) {
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criEffect = teraphInfo.criEffect;//本次是暴击 item 在 criticalArrTimes 中
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}
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let num = getRandValueByMinMax(TERAPH_RANDOM.MIN, TERAPH_RANDOM.MAX);
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@@ -68,6 +72,7 @@ export function checkTeraphMaterialEnough(count: number, attrs:number[], teraphI
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attrs.splice(attrIndex, 1);
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}
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teraph.attr.set(attrId, val);
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if(isCritical) criAttr.push(attrId);
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}
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times++;
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}
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@@ -76,7 +81,7 @@ export function checkTeraphMaterialEnough(count: number, attrs:number[], teraphI
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for (let {id, count} of teraphInfo.upMaterial) {
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consumes.push({ id, count: count * times});
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}
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return { consumes};
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return { consumes, criAttr };
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}
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/**
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*
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