🐞 fix(战力): 修复重生时羁绊未重算
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@@ -292,7 +292,7 @@ export async function calculateCes(type: HERO_SYSTEM_TYPE, roleId: string, serve
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case HERO_SYSTEM_TYPE.REBIRTH: // 29. 重生
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case HERO_SYSTEM_TYPE.REBIRTH: // 29. 重生
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{
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{
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let { schoolId } = param;
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let { schoolId } = param;
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for(let [hid, { skinId, lv, quality, star, starStage, colorStar, colorStarStage, job, jobStage, skins, scrollStar, scrollQuality, scrollColorStar }] of heroUpdates) {
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for(let [hid, { skinId, lv, quality, star, starStage, colorStar, colorStarStage, job, jobStage, skins, scrollStar, scrollQuality, scrollColorStar, connections }] of heroUpdates) {
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calCe.setHeroBase(hid, skinId);
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calCe.setHeroBase(hid, skinId);
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calCe.setHeroLv(hid, lv);
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calCe.setHeroLv(hid, lv);
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calCe.setHeroStar(hid, job, quality, star, starStage, colorStar, colorStarStage);
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calCe.setHeroStar(hid, job, quality, star, starStage, colorStar, colorStarStage);
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@@ -300,6 +300,7 @@ export async function calculateCes(type: HERO_SYSTEM_TYPE, roleId: string, serve
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calCe.clearEquip(hid);
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calCe.clearEquip(hid);
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calCe.setTalent(hid, skins);
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calCe.setTalent(hid, skins);
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calCe.setScroll(hid, scrollStar, scrollQuality, scrollColorStar);
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calCe.setScroll(hid, scrollStar, scrollQuality, scrollColorStar);
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calCe.setConnection(hid, connections);
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if(schoolId) calCe.setSchool(true, hid, schoolId, star, colorStar, quality);
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if(schoolId) calCe.setSchool(true, hid, schoolId, star, colorStar, quality);
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ceChangeTxt.push(`武将 ${hid} 重生`);
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ceChangeTxt.push(`武将 ${hid} 重生`);
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