fix 觉醒计算战力NaN
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@@ -233,7 +233,7 @@ export class HeroHandler {
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return resResult(STATUS.ROLE_QUALITY_NOT_ENOUGH);
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return resResult(STATUS.ROLE_QUALITY_NOT_ENOUGH);
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}
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}
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// 根据dic_zyz_hero_wake 计算需要花的碎片并检查碎片数量
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// 根据dic_zyz_hero_wake 计算需要花的碎片并检查碎片数量
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const curDicHeroStar = getHeroWakeByQuality(quality, oldColorStar)
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const curDicHeroStar = getHeroWakeByQuality(dicHero.quality, oldColorStar)
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if(!curDicHeroStar) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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if(!curDicHeroStar) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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let {fragmentNum, consume} = curDicHeroStar;
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let {fragmentNum, consume} = curDicHeroStar;
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@@ -95,8 +95,8 @@ export function calHeroStarIncAttr (hero: HeroType, args: Array<number>, addSeid
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for(let stage of args) {
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for(let stage of args) {
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let targetAttrId = getFieldByStage(stage, hero.job); // 转换为17维的属性id
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let targetAttrId = getFieldByStage(stage, hero.job); // 转换为17维的属性id
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let heroAttr = dicHero.baseAbilityArr[targetAttrId]; // 武将表hp等
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let heroAttr = dicHero.baseAbilityArr.get(targetAttrId); // 武将表hp等
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let heroUpAttr = dicHero.baseAbilityUpArr[targetAttrId]; // 武将表hp_up等
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let heroUpAttr = dicHero.baseAbilityUpArr.get(targetAttrId); // 武将表hp_up等
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let starUp = dicStar.ceAttr.get(stage);
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let starUp = dicStar.ceAttr.get(stage);
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let newBase = heroAttr + hero.lv * (heroUpAttr + starUp);
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let newBase = heroAttr + hero.lv * (heroUpAttr + starUp);
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