🐞 fix(宝物): 宝物战力计算修复
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@@ -46,6 +46,7 @@ interface Param {
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stonesId?: number,
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talentId?: number,
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artifact?: ArtifactModelType,
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artifacts?: ArtifactModelType[],
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job?: number,
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}
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@@ -324,7 +325,7 @@ export async function calculateCes(type: HERO_SYSTEM_TYPE, roleId: string, serve
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}
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case HERO_SYSTEM_TYPE.RE_CAL: // 31. 重新计算
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{
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let { role, schools, jewels, heroes, skins } = param;
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let { role, schools, jewels, heroes, skins, artifacts } = param;
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calCe.clearRoleCe();
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for(let { hid, skinId, lv, quality, star, starStage, colorStar, colorStarStage, job, jobStage, connections, skins, scrollStar, scrollQuality, scrollColorStar, ePlace } of heroes) {
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calCe.setHeroBase(hid, skinId);
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@@ -343,6 +344,8 @@ export async function calculateCes(type: HERO_SYSTEM_TYPE, roleId: string, serve
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calCe.setTitle(role.title);
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calCe.setTeraph(role.teraphs);
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}
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let artifact = artifacts.find(cur => cur.hid == hid);
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if(artifact) calCe.setPutArtifact(hid, skinId, job, artifact);
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calCe.setEquipSuit(hid, skinId, ePlace);
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calCe.setScroll(hid, scrollStar, scrollQuality, scrollColorStar);
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}
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@@ -364,8 +367,8 @@ export async function calculateCes(type: HERO_SYSTEM_TYPE, roleId: string, serve
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if(!artifact) break;
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for(let [hid ] of heroUpdates) {
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calCe.setPutArtifact(hid, skinId, job, artifact);
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calCe.setArtifactQuality(hid, artifact.artifactId);
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calCe.setArtifactSeid(hid, skinId, job, artifact.artifactId);
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// calCe.setArtifactQuality(hid, artifact.artifactId);
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// calCe.setArtifactSeid(hid, skinId, job, artifact.artifactId);
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ceChangeTxt.push(`武将 ${hid} 装备宝物 ${artifact.artifactId}`);
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}
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break;
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