解析修改:playerCeService
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@@ -7,18 +7,19 @@ import { pinus } from 'pinus';
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import { STATUS } from '../consts/statusCode';
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import { resResult, deepCopy } from '../pubUtils/util';
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import Hero from '../db/Hero';
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import { HeroModel, HeroType } from '../db/Hero';
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import { RoleModel } from '../db/Role';
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import { CeAttrData, CeAttr } from '../db/generalField';
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import { getFashionsById, getJobInfoById, getJobByGradeAndClass, getHeroInfoById, getHeroStar, getHeroWake, getFiendShipLevel, getFriendShipById, getHeroSkillById, getSeidById } from '../pubUtils/gamedata';
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import { getAttrNameByJobStage, getAttrCeRatio, getAtrrNameById, ABI_TYPE_TO_STAGE, ABI_STAGE, SEID_TYPE, HERO_ATTR} from '../consts';
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import { gameData, getJobByGradeAndClass, getHeroWakeByQuality, getHeroStarByQuality, getFriendShipById } from '../pubUtils/data';
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import { Attributes } from '../pubUtils/interface';
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const HERO_CE_RATIO = 100;
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const _ = require('underscore');
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//战力计算TODO
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export function calPlayerCe(hero: any, type: number, args: Array<number>) {
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export function calPlayerCe(hero: HeroType, type: number, args: Array<number>) {
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let incCe = 0;
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let incArr = {};
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let reIncAttr = {}; // {"hp": {"base": number, "fixUp": number, "ratioUp": number}}
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let incArr: Attributes = {};
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let reIncAttr: CeAttr = {}; // {"hp": {"base": number, "fixUp": number, "ratioUp": number}}
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let addSeidList = new Array<number>();
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let removeSeidList = new Array<number>();
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@@ -54,15 +55,15 @@ export function calPlayerCe(hero: any, type: number, args: Array<number>) {
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}
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//修改并下发战力
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export async function calPlayerCeAndSave(sid: string, roleId: string, heros: Array<any>, type?: number, args?: Array<number>) {
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export async function calPlayerCeAndSave(sid: string, roleId: string, heros: Array<HeroType>, type?: number, args?: Array<number>) {
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let incPlayerCe = 0;
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let pushHeros = [];
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let pushHeros = new Array<{hid: number, ce: number, incHeroCe: number}>();
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for (let hero of heros) {
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let incHeroCe = calPlayerCe(hero, type, args);
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incPlayerCe += incHeroCe;
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await hero.save();
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await HeroModel.updateHeroInfo(roleId, hero.hid, hero );
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pushHeros.push({
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hid: hero.hid,
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ce: hero.ce,
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@@ -78,10 +79,10 @@ export async function calPlayerCeAndSave(sid: string, roleId: string, heros: Arr
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return heros;
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}
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export function calHeroStarIncAttr (hero: Hero, args: Array<number>, addSeidList: Array<number>, removeSeidList: Array<number>) {
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export function calHeroStarIncAttr (hero: HeroType, args: Array<number>, addSeidList: Array<number>, removeSeidList: Array<number>) {
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let {star, starStage, quality, colorStar, colorStarStage, ceAttr} = hero;
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let res = {};
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const dicHero = getHeroInfoById(hero.hid);
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let res: CeAttr = {};
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const dicHero = gameData.hero.get(hero.hid);
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const isWake = colorStar > 0; // 是否觉醒,只要激活了觉醒,彩星就会 > 1
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if(isWake) {
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@@ -89,7 +90,7 @@ export function calHeroStarIncAttr (hero: Hero, args: Array<number>, addSeidList
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} else {
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if(starStage == ABI_STAGE.START) star = star -1;
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}
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const dicStar = isWake? getHeroWake(quality, colorStar): getHeroStar(quality, star); // 星级表
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const dicStar = isWake? getHeroWakeByQuality(quality, colorStar): getHeroStarByQuality(quality, star); // 星级表
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for(let stage of args) {
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@@ -107,7 +108,7 @@ export function calHeroStarIncAttr (hero: Hero, args: Array<number>, addSeidList
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// 解锁技能
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if(dicHero.skill){
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let {starSeidArr, colorStarSeidArr} = getHeroSkillById(dicHero.skill);
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let {starSeidArr, colorStarSeidArr} = gameData.heroSkill.get(dicHero.skill);
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if(isWake) {
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for(let {star, value} of starSeidArr){
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if(hero.star == star){
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@@ -134,14 +135,14 @@ export function getAllAttrStage () {
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return attrs;
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}
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//训练
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export function calHeroTrainIncAttr(hero: any) {
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let res = {};
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export function calHeroTrainIncAttr(hero: HeroType) {
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let res: CeAttr = {};
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let attrName: string = getAttrNameByJobStage(hero.jobStage);
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res[attrName] = {fixUp: hero.ceAttr[attrName].fixUp, base: hero.ceAttr[attrName].base, ratioUp: hero.ceAttr[attrName].ratioUp};
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let currentJob = getJobInfoById(hero.job);
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let currentJob = gameData.job.get(hero.job);
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if (currentJob.grade > 1) {
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let jobGradeAndClass = getJobByGradeAndClass(currentJob.job_class, currentJob.grade - 1);
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let lastJob = getJobInfoById(jobGradeAndClass.jobid);
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let lastJob = gameData.job.get(jobGradeAndClass.jobid);
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res[attrName].fixUp += (currentJob[attrName] - lastJob[attrName]) * HERO_CE_RATIO;
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} else {
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res[attrName].fixUp += currentJob[attrName] * HERO_CE_RATIO;
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@@ -149,13 +150,13 @@ export function calHeroTrainIncAttr(hero: any) {
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return res;
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}
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//进阶
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export function calHeroJobStageUpIncAttr(hero: any, args: Array<number>, addSeidList: Array<number>, removeSeidList: Array<number> ) {
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let res = {};
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let lastJob = getJobInfoById(args[0]);
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let currentJob = getJobInfoById(hero.job);
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addSeidList.concat(deepCopy(currentJob.seids));
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for (let seid of lastJob.seids) {
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let index = _.indexOf(currentJob.seids, seid);
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export function calHeroJobStageUpIncAttr(hero: HeroType, args: Array<number>, addSeidList: Array<number>, removeSeidList: Array<number> ) {
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let res: CeAttr = {};
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let lastJob = gameData.job.get(args[0]);
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let currentJob = gameData.job.get(hero.job);
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addSeidList.concat(deepCopy(currentJob.seid));
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for (let seid of lastJob.seid) {
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let index = _.indexOf(currentJob.seid, seid);
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if (index > 0) {
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addSeidList.splice(index, 1);
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} else {
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@@ -165,17 +166,17 @@ export function calHeroJobStageUpIncAttr(hero: any, args: Array<number>, addSeid
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return res;
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}
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//穿戴时装
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export function calWaerHeroSkinIncAttr(hero: any, args: Array<number>) {
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let res = {};
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let addSkin = getFashionsById(args[0]);
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let delSkin = getFashionsById(args[1]);
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let attrName;
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for (let attr of delSkin.actorAttrs) {
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export function calWaerHeroSkinIncAttr(hero: HeroType, args: Array<number>) {
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let res: CeAttr = {};
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let addSkin = gameData.fashion.get(args[0]);
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let delSkin = gameData.fashion.get(args[1]);
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let attrName: string;
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for (let attr of delSkin.actorAttr) {
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attrName = getAtrrNameById(attr.id);
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res[attrName] = {fixUp: hero.ceAttr[attrName].fixUp, base: hero.ceAttr[attrName].base, ratioUp: hero.ceAttr[attrName].ratioUp};
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res[attrName].fixUp += attr.number * HERO_CE_RATIO;
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}
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for (let attr of addSkin.actorAttrs) {
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for (let attr of addSkin.actorAttr) {
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attrName = getAtrrNameById(attr.id);
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res[attrName] = {fixUp: hero.ceAttr[attrName].fixUp, base: hero.ceAttr[attrName].base, ratioUp: hero.ceAttr[attrName].ratioUp};
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res[attrName].fixUp -= attr.number * HERO_CE_RATIO;
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@@ -184,12 +185,12 @@ export function calWaerHeroSkinIncAttr(hero: any, args: Array<number>) {
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}
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//羁绊解锁
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export function calHeroConectIncAttr(hero: any, args: Array<number>) {
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let res = {};
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let fiendShipLevel = getFiendShipLevel(hero.favourLv);
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export function calHeroConectIncAttr(hero: HeroType, args: Array<number>) {
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let res: CeAttr = {};
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let fiendShipLevel = gameData.friendShipLevelMap.get(hero.favourLv);
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let shipId = args[0];//当前升级的羁绊序号
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let level = args[1];//当前升级的羁绊等级
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let attrName;
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let attrName: string;
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let currentShip = getFriendShipById(shipId, level);
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for (let attr of currentShip.attributes) {
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attrName = getAtrrNameById(attr.id);
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@@ -208,15 +209,15 @@ export function calHeroConectIncAttr(hero: any, args: Array<number>) {
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}
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//好感升级
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export function calHeroFavourUpIncAttr(hero: any, args: Array<number>) {
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let res = {};
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let currentFiendShipLevel = getFiendShipLevel(hero.favourLv);
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export function calHeroFavourUpIncAttr(hero: HeroType, args: Array<number>) {
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let res: CeAttr = {};
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let currentFiendShipLevel = gameData.friendShipLevelMap.get(hero.favourLv);
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let difAdd = currentFiendShipLevel.add;
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if (!!args[0]) {
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let lastFiendShipLevel = getFiendShipLevel(args[0]);
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let lastFiendShipLevel = gameData.friendShipLevelMap.get(args[0]);
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difAdd -= lastFiendShipLevel.add;
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}
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let attrName;
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let attrName: string;
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for (let connect of hero.connections) {
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let heroShip = getFriendShipById(connect.shipId, connect.level);
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for (let attr of heroShip.attributes) {
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@@ -234,7 +235,7 @@ function getFieldByStage(stage: number, jobid: number) {
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if(typeof targetAttrId === 'number') {
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return targetAttrId
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} else {
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const dicJob = getJobInfoById(jobid);
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const dicJob = gameData.job.get(jobid);
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return targetAttrId(dicJob.type);
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}
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}
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@@ -250,7 +251,7 @@ function addSeidEffect(reIncAttr: CeAttr, addSeidList: Array<number>, removeSeid
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for(let {list, multi} of otiginalSeidList) {
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let effectList = new Array<any>(); // any: dic_zyz_se表内容
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for(let seid of list) {
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let dicSeid = getSeidById(seid);
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let dicSeid = gameData.se.get(seid);
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if(dicSeid && dicSeid.id > 0){
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addSeid(effectList, dicSeid.id, dicSeid.gainValueArr)
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}
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@@ -272,7 +273,7 @@ function addSeidEffect(reIncAttr: CeAttr, addSeidList: Array<number>, removeSeid
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// 获取dic_zyz_se内容
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function addSeid(effectList: Array<any>, seidId:number, seidValue = new Array<number>()){
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// console.log('addSeidEffect', seidId, seidValue)
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let curSeid = getSeidById(seidId);
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let curSeid = gameData.se.get(seidId);
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if(!curSeid) {console.log("seidId not found:"+seidId);return;}
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if(!seidValue) seidValue = curSeid.gainValueArr;
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