🐞 fix(宝物): 重铸宝物的时候可能会刷到宝物精华
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@@ -415,7 +415,18 @@ export async function calculateCes(type: HERO_SYSTEM_TYPE, roleId: string, serve
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}
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}
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break;
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break;
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}
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}
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case HERO_SYSTEM_TYPE.ARTIFACT_REBUILD: // 39. 宝物重铸
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{
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let { artifact, job, skinId } = param;
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if(!artifact) break;
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for(let [hid ] of heroUpdates) {
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calCe.setArtifactLv(hid, artifact.artifactId, artifact.lv);
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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 ${hid} 装备的宝物重铸`);
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}
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break;
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}
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}
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}
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let { heroCe, roleInc } = calCe.getCeInc(); // 计算战力,获得有变化的武将战力
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let { heroCe, roleInc } = calCe.getCeInc(); // 计算战力,获得有变化的武将战力
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let changeHids: number[] = [];
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let changeHids: number[] = [];
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@@ -1081,7 +1081,7 @@ export function getArtifactStageZero(artifactId: number): (DicArtifact&DicArtifa
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if(!dicArtifact) return null;
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if(!dicArtifact) return null;
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let dicZeroArtifact = gameData.artifactByGroupAndQuality.get(`${dicArtifact.group}_${dicArtifact.type}_${dicArtifact.quality}_${0}`);
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let dicZeroArtifact = gameData.artifactByGroupAndQuality.get(`${dicArtifact.group}_${dicArtifact.type}_${dicArtifact.quality}_${0}`);
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if(!dicZeroArtifact) return null;
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if(!dicZeroArtifact) return null;
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let dicZeroArtifactQuality = getDicArtifactQualityByStage(dicArtifact.quality, dicArtifact.qualityStage);
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let dicZeroArtifactQuality = getDicArtifactQualityByStage(dicZeroArtifact.quality, dicZeroArtifact.qualityStage);
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if(!dicZeroArtifactQuality) return null;
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if(!dicZeroArtifactQuality) return null;
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return {...dicZeroArtifact, ...dicZeroArtifactQuality}
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return {...dicZeroArtifact, ...dicZeroArtifactQuality}
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}
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}
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