武将:修复初始bug
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@@ -95,7 +95,7 @@ export enum ABI_STAGE {
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}
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export enum ABI_JOB_STAGE {
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START = 0,
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START = 1,
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END = 6
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}
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export const ATTR = {}
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@@ -240,16 +240,16 @@ export async function calculatetopLineup(role: RoleType, hid?: number, ce?: numb
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* @param {number[]} removeSeidList 用于更新被动
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*/
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export function calHeroInitIncAttr(hero: HeroType, addSeidList: Array<number>, removeSeidList: Array<number>) {
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try{
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// try{
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delete hero._id;
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let heroAttrs = calHeroStarIncAttr(hero, hero, HERO_SYSTEM_TYPE.INIT, addSeidList, removeSeidList);
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let curSkin = hero.skins.find(cur => cur.enable);
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heroAttrs = calHeroWearSkinIncAttr(hero, curSkin ? curSkin.id : 0, 0, addSeidList, removeSeidList, true);
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heroAttrs = calHeroWearSkinIncAttr(hero, gameData.hero.get(hero.hid)?.initialSkin||0, 0, addSeidList, removeSeidList, true);
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heroAttrs = calHeroJobAttr(hero, hero, addSeidList, removeSeidList);
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return heroAttrs;
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}catch(e) {
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console.error(e);
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}
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// }catch(e) {
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// console.error(e);
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// return [];
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// }
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}
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/**
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@@ -505,7 +505,7 @@ export function calHeroJobAttr(originHero: HeroType, hero: HeroUpdate, addSeidLi
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lastJob = gameData.job.get(jobGradeAndClass.jobid);
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}
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for (let stage = ABI_JOB_STAGE.START; stage < ABI_JOB_STAGE.END; stage++) {
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for (let stage = ABI_JOB_STAGE.START; stage <= ABI_JOB_STAGE.END; stage++) {
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if(hero.jobStage >= stage) {
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let targetAttrId = currentJob.ceAttr.get(stage).id;
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let fixUp = currentJob.ceAttr.get(stage).attr * HERO_CE_RATIO;
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