战力:修复升级读表错误
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@@ -281,8 +281,8 @@ function calHeroAddSkin(role: RoleType, skinIds: Array<number>) {
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*/
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export function calHeroStarIncAttr(originHero: HeroType, update: HeroUpdate, type: number, addSeidList: Array<number>, removeSeidList: Array<number>) {
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let isInit = type == HERO_SYSTEM_TYPE.INIT;
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let { hid, star: originStar, starStage: originStarStage, quality: originQuality, colorStar: originColorStar, colorStarStage: originColorStarStage, attr: heroAttrs, skins, lv } = originHero;
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let { star = originStar, starStage = originStarStage, quality = originQuality, colorStar = originColorStar, colorStarStage = originColorStarStage } = update;
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let { hid, star: originStar, starStage: originStarStage, quality: originQuality, colorStar: originColorStar, colorStarStage: originColorStarStage, attr: heroAttrs, skins, lv: oldLv } = originHero;
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let { star = originStar, starStage = originStarStage, quality = originQuality, colorStar = originColorStar, colorStarStage = originColorStarStage, lv = oldLv } = update;
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const dicHero = gameData.hero.get(hid);
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@@ -290,8 +290,11 @@ export function calHeroStarIncAttr(originHero: HeroType, update: HeroUpdate, typ
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const isFirstWake = colorStar > 0 && originColorStar <= 0; // 是否是初次觉醒
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const isUpStar = originStar != star || originColorStar != colorStar; // 是否有升星
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// console.log('*isUpstar', isUpStar, originStar, star, originColorStar, colorStar)
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if(starStage == ABI_STAGE.START) star--;
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if(colorStarStage == ABI_STAGE.START) colorStar--;
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const dicStar = isWake ? getHeroWakeByQuality(dicHero.quality, colorStar) : getHeroStarByQuality(quality, star); // 星级表
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const dicStar = isWake ? getHeroWakeByQuality(dicHero.quality, originColorStar) : getHeroStarByQuality(quality, originStar); // 星级表
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let stages = new Array<number>(); // 需要升级的阶
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if (type == HERO_SYSTEM_TYPE.INIT) {
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@@ -318,7 +321,6 @@ export function calHeroStarIncAttr(originHero: HeroType, update: HeroUpdate, typ
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if (!!dicStar && !!dicStar.ceAttr) {
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starUp = dicStar.ceAttr.get(stage);
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}
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let newBase = (heroAttr + (lv - 1) * (heroUpAttr + starUp)) * HERO_CE_RATIO;
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updateHeroAttr(heroAttrs, targetAttrId, { set: { base: newBase } });
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}
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