升级,升星,升品,升彩星
This commit is contained in:
@@ -1,12 +1,13 @@
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import {Application, BackendSession, createTcpMailBox, ChannelService} from 'pinus';
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import { handleCost } from '../../../services/rewardService';
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import { calPlayerCeAndSave } from '../../../services/playerCeService';
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import { resResult, getItems } from '../../../pubUtils/util';
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import { resResult, getItems, decodeStr } from '../../../pubUtils/util';
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import { STATUS } from '../../../consts/statusCode';
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import {HeroModel} from '../../../db/Hero';
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import {CURRENCY_BY_TYPE, CURRENCY_TYPE, ITID, CONSUME_TYPE} from '../../../consts/const';
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import {getJobInfoById, getMaxGradeByjobClass , getJobByGradeAndClass, getFriendShipById, getHeroInfoById, getFriendShipLevels, getGoodById} from '../../../pubUtils/gamedata';
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import { ITID, CONSUME_TYPE } from '../../../consts/consts';
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import {CURRENCY_BY_TYPE, CURRENCY_TYPE, ITID, CONSUME_TYPE, HERO_GROW_MAX} from '../../../consts/consts';
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import {getJobInfoById, getMaxGradeByjobClass ,getHeroInfoById, getGoodById, getHeroExpByLv, getGamedata, getJobByGradeAndClass, getFriendShipById, getFriendShipLevels} from '../../../pubUtils/gamedata';
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import { ABI_STAGE } from '../../../consts/abilityConst';
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import { RoleModel } from '../../../db/Role';
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const _ = require('underscore');
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@@ -36,7 +37,7 @@ export class HeroHandler {
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}
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// 武将碎片合成
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public async combine(msg: { hid: number}, session: BackendSession) {
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public async compose(msg: { hid: number}, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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@@ -64,12 +65,20 @@ export class HeroHandler {
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// 武将升级
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public async lvUp(msg: { hid: number, type: number, material: Array<{id: number, count: number}>}, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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let { hid, type, material } = msg;
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// 根据dic_goods 计算得材料可转换的经验
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let addLv = 0;
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if(type == 1) {
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addLv = 1;
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} else if(type == 5) {
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addLv = 5;
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} else {
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return resResult(STATUS.ROLE_HERO_LV_TYPE_ERROR);
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}
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// 计算得材料可转换的经验
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let allExp = 0;
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for(let {id, count} of material) {
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let dicGoods = getGoodById(id);
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@@ -78,42 +87,196 @@ export class HeroHandler {
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if(!dicItid || dicItid.type != CONSUME_TYPE.EXP) {
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return resResult(STATUS.ROLE_METERIAL_ERROR);
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}
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allExp += count * dicGoods.value;
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}
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// 根据dic_zyz_charexp 计算武将可以升的级数
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// 检查材料是否满足升级需求
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// 检查是否超出主公等级
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// 进行升级,溢出经验保留
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// handleCost
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// 计算武将可以升的级数
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
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let {lv: playerLv} = await RoleModel.findByRoleId(roleId);
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let {lv: oldLv, exp: oldExp} = hero;
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if(oldLv >= playerLv ) return resResult(STATUS.ROLE_HERO_LV_OVER);
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oldExp += allExp;
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let newExp = oldExp + allExp; // 不考虑主公等级,还会剩多少经验
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let newLv = oldLv; // 不考虑主公等级,这些经验可以升几级
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let curExp = newExp; // 考虑到主公等级,还剩多少经验
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for(;;) {
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let exp = getHeroExpByLv(newLv);
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console.log(exp, newExp)
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if(exp < newExp) {
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newExp -= exp;
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if(newLv < playerLv) curExp -= exp;
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newLv ++;
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} else {
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break;
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}
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}
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if(oldLv + addLv > newLv) {
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return resResult(STATUS.ROLE_EXP_NOT_ENOUGH);
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}
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let costResult = await handleCost(roleId, sid, material);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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hero.lv = playerLv > newLv?newLv: playerLv;
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hero.exp = curExp;
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let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
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const curHero = {
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hid, lv : heros[0].lv, exp : heros[0].exp
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}
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return resResult(STATUS.SUCCESS, { curHero });
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}
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// 武将升星
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public async starUp(msg: { hid: number, star: number, starStage: number}, session: BackendSession) {
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// 根据dic_hero 获得 碎片id
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// 根据dic_zyz_hero_star 计算需要花的碎片并检查碎片数量
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// 检查当前星级和星阶和客户端传参是否符合
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// 升星阶,满6自动升星。最高6星
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// handleCost
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}
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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// 武将觉醒
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public async wakeUp(msg: { hid: number, colorStar: number, fireStage: number}, session: BackendSession) {
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// 根据dic_hero 获得 碎片id
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// 根据dic_zyz_hero_wake 获得需要花费的碎片和材料
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// 特殊处理,初次觉醒fireStage传0,保存为 colorStar = 1, fireStage = 0,花费的材料取的0星的
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// 检查品质是否是橙色
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// 升星阶,满6自动升星
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// handleCost
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let {hid, star, starStage} = msg;
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// 根据dic_hero 获得 1. 碎片id 2. 碎片数量 3. 初始武将星级 4. 初始品质
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let dicHero = getHeroInfoById(hid);
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if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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let {pieceId} = dicHero;
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
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let {star: oldStar, starStage: oldStarStage, quality} = hero;
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if(oldStar != star || oldStarStage != starStage) {
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return resResult(STATUS.WRONG_PARMS);
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}
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if(oldStar == HERO_GROW_MAX.STAR) {
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return resResult(STATUS.ROLE_STAR_REACH_MAX);
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}
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// 根据dic_zyz_hero_star 计算需要花的碎片并检查碎片数量
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const dicHeroStar = getGamedata('dic_zyz_hero_star');
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const curDicHeroStar = dicHeroStar.find(cur => cur.quality == quality && cur.star && oldStar);
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if(!curDicHeroStar) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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let costResult = await handleCost(roleId, sid, [{id: pieceId, count: curDicHeroStar.advanceUpFragmentNum}]);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let isUpStar = oldStarStage + 1 == ABI_STAGE.END;
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hero.star = isUpStar? oldStar + 1: oldStar;
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hero.starStage = isUpStar? ABI_STAGE.START: oldStarStage + 1;
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let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
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const curHero = {
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hid,
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star : heros[0].star,
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starStage : heros[0].starStage,
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colorStar: heros[0].colorStar,
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colorStarStage: heros[0].colorStarStage
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}
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return resResult(STATUS.SUCCESS, {isUpStar, curHero});
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}
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// 武将升品
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public async qualityUp(msg: { hid: number, quality: number }, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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let {hid, quality} = msg;
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let dicHero = getHeroInfoById(hid);
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if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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// 根据dic_hero 获得 碎片id
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let {pieceId} = dicHero;
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
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let {quality: oldQuality, star} = hero;
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if(quality != oldQuality) {
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return resResult(STATUS.WRONG_PARMS);
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}
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if(oldQuality == HERO_GROW_MAX.QUALITY) {
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return resResult(STATUS.ROLE_QUALITY_REACH_MAX);
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}
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if(star != HERO_GROW_MAX.STAR ) {
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return resResult(STATUS.ROLE_STAR_NOT_ENOUGH);
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}
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// 根据dic_zyz_hero_quality_up 获得需要的材料
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// 检查是否达到6星
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// 升品,满品3级
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// handleCost
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let dicHeroQualityUp = getGamedata('dic_zyz_hero_quality_up');
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const curDicHeroQualityUp = dicHeroQualityUp.find(cur => cur.quality == quality);
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if(!curDicHeroQualityUp) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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let {fragmentNum, consume} = curDicHeroQualityUp;
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let consumeArr = decodeStr('cost', consume);
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let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}, ...consumeArr]);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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hero.quality ++;
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let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
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const curHero = {
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hid,
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quality : heros[0].quality
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}
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return resResult(STATUS.SUCCESS, {curHero});
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}
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// 武将觉醒
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public async wakeUp(msg: { hid: number, colorStar: number, colorStarStage: number}, session: BackendSession) {
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// 根据dic_hero 获得 碎片id
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// 根据dic_zyz_hero_wake 获得需要花费的碎片和材料
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// 特殊处理,初次觉醒fireStage传0,保存为 colorStar = 1, colorStarStage = 0,花费的材料取的0星的
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// 检查品质是否是橙色
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// 升星阶,满6自动升星
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// handleCost
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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let {hid, colorStar, colorStarStage} = msg;
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// 根据dic_hero 获得 1. 碎片id 2. 碎片数量 3. 初始武将星级 4. 初始品质
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let dicHero = getHeroInfoById(hid);
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if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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let {pieceId} = dicHero;
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
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let {colorStar: oldColorStar, colorStarStage: oldColorStarStage, star, quality} = hero;
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if(colorStar != oldColorStar || colorStarStage != oldColorStarStage) {
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return resResult(STATUS.WRONG_PARMS);
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}
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if(star != HERO_GROW_MAX.STAR) {
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return resResult(STATUS.ROLE_WAKE_STAR_NOT_ENOUGH);
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}
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if(quality != HERO_GROW_MAX.QUALITY) {
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return resResult(STATUS.ROLE_QUALITY_NOT_ENOUGH);
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}
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// 根据dic_zyz_hero_wake 计算需要花的碎片并检查碎片数量
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const dicHeroStar = getGamedata('dic_zyz_hero_wake');
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const curDicHeroStar = dicHeroStar.find(cur => cur.quality == quality && cur.star == oldColorStar);
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if(!curDicHeroStar) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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let {fragmentNum, consume} = curDicHeroStar;
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let consumeArr = decodeStr('cost', consume);
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console.log(JSON.stringify([{id: pieceId, count: fragmentNum}, ...consumeArr]))
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let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}, ...consumeArr]);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let isUpStar = oldColorStar == 0|| oldColorStarStage + 1 == ABI_STAGE.END;
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hero.colorStar = isUpStar? oldColorStar + 1: oldColorStar;
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hero.colorStarStage = isUpStar? ABI_STAGE.START: oldColorStarStage + 1;
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let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
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const curHero = {
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hid,
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star : heros[0].star,
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starStage : heros[0].starStage,
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colorStar: heros[0].colorStar,
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colorStarStage: heros[0].colorStarStage
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}
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return resResult(STATUS.SUCCESS, {isUpStar, curHero});
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}
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//训练
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async heroJobTrain (msg: {hid:number}, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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@@ -53,10 +53,12 @@ export enum ABI_TYPE{
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}
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export enum ABI_STAGE {
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START = 0,
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HP = 1,
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ATK = 2,
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DEF = 3,
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MDEF = 4,
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AGI = 5,
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LUK = 6
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LUK = 6,
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END = 6
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}
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@@ -326,4 +326,12 @@ export const FRIEND_DROP_TYPE = {
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// 每日情谊点上限
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export const FRIEND_DROP_MAX = {
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COM_BTL: 150
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}
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// 武将上限
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export const HERO_GROW_MAX = {
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STAR: 6,
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COLORSTAR: 6,
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QUALITY: 3
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}
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@@ -121,6 +121,17 @@ export const STATUS = {
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// 武将合成,升级,升星,升品相关 30200 - 30299
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ROLE_HERO_EXISTS: {code: 30200, simStr: '已存在武将不可合成' },
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ROLE_METERIAL_ERROR: {code: 30201, simStr: '材料错误' },
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ROLE_HERO_NOT_EXISTS: {code: 30202, simStr: '未找到该武将' },
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ROLE_HERO_LV_OVER: {code: 30203, simStr: '武将等级不可超过主公等级' },
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ROLE_HERO_LV_TYPE_ERROR: {code: 30204, simStr: '只可选择升1级或升5级' },
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ROLE_EXP_NOT_ENOUGH: {code: 30205, simStr: '材料经验不足' },
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ROLE_STAR_STAGE_NOT_ENOUGH: {code: 30206, simStr: '请先点亮前面的星盘' },
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ROLE_STAR_REACH_MAX: {code: 30207, simStr: '已升满星,请先觉醒' },
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ROLE_STAR_NOT_ENOUGH: {code: 30208, simStr: '未升满星,不可升品' },
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ROLE_QUALITY_REACH_MAX: {code: 30209, simStr: '品质已升满' },
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ROLE_WAKE_STAR_NOT_ENOUGH: {code: 30210, simStr: '未升满星,不可觉醒' },
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ROLE_QUALITY_NOT_ENOUGH: {code: 30211, simStr: '品质未升满,不可觉醒' },
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// 武将训练,好感度,羁绊,时装相关 30300 - 30399
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// 社交相关状态 40000 - 49999
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@@ -1,6 +1,8 @@
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import BaseModel from './BaseModel';
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import { index, getModelForClass, prop, Ref, mongoose } from '@typegoose/typegoose';
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import Equip from './Equip';
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import { CounterModel } from './Counter';
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import { COUNTER } from '../consts/consts';
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/**
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* 英雄表
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@@ -12,7 +14,7 @@ interface heroUpdate {
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star?: number;
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starStage?: number;
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colorStar?: number;
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fireStage?: number;
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colorStarStage?: number;
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quality?: number;
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job?:number;
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jobStage?:number;
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@@ -63,7 +65,7 @@ export default class Hero extends BaseModel {
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@prop({ required: true, default: 0 })
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colorStar: number; // 觉醒, 彩星
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@prop({ required: true, default: 0 })
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fireStage: number; // 觉醒六维阶段
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colorStarStage: number; // 觉醒六维阶段
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@prop({ required: true, default: 0 })
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quality: number; // 品质
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@@ -120,9 +122,10 @@ export default class Hero extends BaseModel {
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public static async createHero(heroInfo: {roleId: string, roleName: string, hid: number, hName: string, star: number, quality: number, job: number, lv?: number }, lean = true) {
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const doc = new HeroModel();
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const update = Object.assign(doc.toJSON(), heroInfo);
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const seqId = await CounterModel.getNewCounter(COUNTER.HID)||-1;
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const update = Object.assign(doc.toJSON(), heroInfo, {seqId});
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delete update._id;
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const hero = await HeroModel.findOneAndUpdate({roleId: heroInfo.roleId, hid: heroInfo.hid}, update, {upsert: true, new: true}).select('hid hName lv exp star starStage colorStar fireStage quality job jobStage connections favour favourLv skins equips').lean(lean);
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const hero = await HeroModel.findOneAndUpdate({roleId: heroInfo.roleId, hid: heroInfo.hid}, update, {upsert: true, new: true}).select('hid hName lv exp star starStage colorStar colorStarStage quality job jobStage connections favour favourLv skins equips').lean(lean);
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return hero;
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}
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@@ -13,6 +13,7 @@ const heroInfos = new Map<number, any>();
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const jobInfos = new Map<number, any>();
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const jobClassMaxGrades = new Map<number, number>();
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const levelInfos = new Map<number, {sum: number, cur: number}>();
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const heroLevelInfo = new Map<number, number>();
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const starRatioInfo = new Map<number, number>();
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||||
const heroSkillInfo = new Map<number, any>()
|
||||
const seidInfo = new Map<number, any>();
|
||||
@@ -118,6 +119,16 @@ function parseLevelInfo() {
|
||||
});
|
||||
}
|
||||
|
||||
function parseHeroLevelInfo() {
|
||||
const jobFile = 'dic_zyz_charexp';
|
||||
const levelData = gamedata['jsons'][jobFile] || [];
|
||||
levelData.forEach(elem => {
|
||||
if (elem && elem.level) {
|
||||
heroLevelInfo.set(elem.level, elem.exp);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
function parseStarRatio() {
|
||||
const file = 'dic_star_ratio';
|
||||
const data = gamedata['jsons'][file] || [];
|
||||
@@ -256,6 +267,7 @@ function parseData() {
|
||||
parseHeroData();
|
||||
parseJobData();
|
||||
parseLevelInfo();
|
||||
parseHeroLevelInfo();
|
||||
parseStarRatio();
|
||||
parseHeroSkill();
|
||||
parseSeidList();
|
||||
@@ -336,6 +348,10 @@ export function getExpByLv(lv: number) {
|
||||
return levelInfos.get(lv);
|
||||
}
|
||||
|
||||
export function getHeroExpByLv(lv: number) {
|
||||
return heroLevelInfo.get(lv);
|
||||
}
|
||||
|
||||
export function getStarRatio(star: number) {
|
||||
return starRatioInfo.get(star);
|
||||
}
|
||||
|
||||
@@ -104,6 +104,12 @@ const moment = require('moment');
|
||||
result = { id: parseInt(id), weight: parseInt(weight) };
|
||||
break;
|
||||
}
|
||||
case 'cost': {
|
||||
let [id, count] = arr;
|
||||
if(isNaN(id) || isNaN(count)) throw new Error('data table format wrong');
|
||||
result = { id: parseInt(id), count: parseInt(count)};
|
||||
break;
|
||||
}
|
||||
}
|
||||
return result;
|
||||
};
|
||||
|
||||
@@ -3,18 +3,18 @@
|
||||
"id": 1,
|
||||
"quality": 1,
|
||||
"fragmentNum": 100,
|
||||
"consume": "100&100&100"
|
||||
"consume": "&"
|
||||
},
|
||||
{
|
||||
"id": 2,
|
||||
"quality": 2,
|
||||
"fragmentNum": 200,
|
||||
"consume": "100&100&100"
|
||||
"consume": "&"
|
||||
},
|
||||
{
|
||||
"id": 3,
|
||||
"quality": 3,
|
||||
"fragmentNum": 300,
|
||||
"consume": "100&100&100"
|
||||
"consume": "&"
|
||||
}
|
||||
]
|
||||
@@ -4,7 +4,7 @@
|
||||
"quality": 1,
|
||||
"star": 0,
|
||||
"fragmentNum": 240,
|
||||
"consume": "20000&100|20001&100",
|
||||
"consume": "&",
|
||||
"hp_up": 21,
|
||||
"atk_up": 22,
|
||||
"def_up": 23,
|
||||
|
||||
@@ -145,7 +145,7 @@ export default class Auth extends Service {
|
||||
let {quality, initialStars: star, jobid: job, name: hName} = dicHero;
|
||||
|
||||
hero = await HeroModel.createHero({
|
||||
roleId, roleName: role.roleName, hid, hName, star, lv: 30, quality, job
|
||||
roleId, roleName: role.roleName, hid, hName, star, quality, job
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user