武将战力更新,更新表json
This commit is contained in:
@@ -346,7 +346,7 @@ export class HeroHandler {
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continue;
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let member = await HeroModel.findByHidAndRole(hid, roleId, false);
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if (!member)
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return resResult(STATUS.HERO_NOT_FIND);
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return resResult(STATUS.ROLE_SHORT_HERO_CONECTION);
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if (member.star < friendShip.level)
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return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
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}
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@@ -5,7 +5,8 @@ import { PvpDefenseModel } from '../db/PvpDefense';
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import { getWarJsons, getGamedata, getExpeditionById } from '../pubUtils/gamedata';
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import { decodeStr, resResult, setLocalHours, shouldRefresh } from '../pubUtils/util';
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import { WAR_JSON_ATTRIBUTE_TYPE, EXPEDITION_CONST } from '../consts/consts';
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import { EXPEDITION_CONST } from '../consts/consts';
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import { getAtrrNameById} from '../consts/abilityConst';
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import Actor from '../pubUtils/actor';
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import { ExpeditionWarRecordModel } from '../db/ExpeditionWarRecord';
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@@ -143,7 +144,7 @@ export function decodeWarJsonAttribute(attribute: string) {
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let obj = {hp: 0, atk: 0, matk: 0, def: 0, mdef: 0, speed: 0, agi: 0, luk: 0, hit: 0, cri: 0, flee: 0, antCri: 0, damageIncrease: 0, damageDecrease: 0, defIngnore: 0, bloodSuck: 0}
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for(let {id, value} of arr) {
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let field = WAR_JSON_ATTRIBUTE_TYPE[id];
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let field = getAtrrNameById(id);
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if(field) {
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obj[field] = value;
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}
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@@ -2,22 +2,22 @@
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* 体力系统
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*/
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import { HERO_SYSTEM_TYPE, WAR_JSON_ATTRIBUTE_TYPE } from '../consts/consts';
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import { HERO_SYSTEM_TYPE } from '../consts/consts';
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import { pinus } from 'pinus';
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import { STATUS } from '../consts/statusCode';
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import { resResult } from '../pubUtils/util';
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import Hero from '../db/Hero';
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import { RoleModel } from '../db/Role';
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import { getJobInfoById, getJobByGradeAndClass, getHeroInfoById, getHeroStar, getHeroWake } from '../pubUtils/gamedata';
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import { HEROTARIN, CE_RATIO, ABI_TYPE_TO_STAGE, ABI_STAGE} from '../consts/abilityConst';
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import { CeAttrData, CeAttr } from '../db/BaseModel';
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import { getJobInfoById, getJobByGradeAndClass, getHeroInfoById, getHeroStar, getHeroWake, getFiendShipLevel, getFriendShipById } from '../pubUtils/gamedata';
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import { getAttrNameByJobStage, getAttrCeRatio, getAtrrNameById, ABI_TYPE_TO_STAGE, ABI_STAGE} from '../consts/abilityConst';
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const HERO_CE_RATIO = 100;
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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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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 reIncAttr = {}; // {"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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@@ -40,7 +40,7 @@ export function calPlayerCe(hero: any, type: number, args: Array<number>) {
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hero.ceAttr[attrName][attrKey] = parseInt(reIncAttr[attrName][attrKey]);
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}
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incArr[attrName] = reIncAttr[attrName].fixUp * HERO_CE_RATIO + reIncAttr[attrName].base *(HERO_CE_RATIO + reIncAttr[attrName].ratioUp) - oldCe; //计算属性
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incCe += incArr[attrName] * CE_RATIO[attrName];
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incCe += incArr[attrName] * getAttrCeRatio[attrName];
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}
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hero.ce += incCe;
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return incCe;
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@@ -106,8 +106,8 @@ export function calHeroStarIncAttr (hero: Hero, addSeidList: Array<number>, remo
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let starUp = dicStar.ceAttr.get(stage);
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let newBase = heroAttr + hero.lv * (heroUpAttr + starUp);
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let field = WAR_JSON_ATTRIBUTE_TYPE[targetAttrId];
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let ceAttrData: CeAttrData = ceAttr[field]||new CeAttrData(); // 存表中的属性下的base,fixup,ratioup
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let field = getAtrrNameById(targetAttrId);
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let ceAttrData: CeAttrData = ceAttr[field]; // 存表中的属性下的base,fixup,ratioup
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let {ratioUp = 0, fixUp = 0} = ceAttrData;
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res[field] = { base: newBase, ratioUp, fixUp}; // base变动,增量为△base * ratio + 0
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}
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@@ -117,8 +117,8 @@ export function calHeroStarIncAttr (hero: Hero, addSeidList: Array<number>, remo
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export function calHeroTrainIncAttr(hero: any) {
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let res = {};
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let attrName: string = HEROTARIN[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 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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if (currentJob.grade > 1) {
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let jobGradeAndClass = getJobByGradeAndClass(currentJob.job_class, currentJob.grade - 1);
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@@ -130,6 +130,28 @@ export function calHeroTrainIncAttr(hero: any) {
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return res;
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}
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export function calHeroJobStageUpIncAttr(hero: any) {
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let res = {};
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return res;
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}
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export function calWaerHeroSkinIncAttr(hero: any) {
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let res = {};
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let friendShipLevel = getFiendShipLevel(hero.favourLv);
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hero.conections.forEach(element => {
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let reFriendShip = getFriendShipById(element.shipId, element.level);
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if (reFriendShip)
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getAtrrNameById(reFriendShip);
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});
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if (hero.favourLv > 1) {
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} else {
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}
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return res;
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}
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// 根据存在升星表等的stage字段的id对应17维id
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function getFieldByStage(stage: number, jobid: number) {
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let targetAttrId = ABI_TYPE_TO_STAGE.get(stage);
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@@ -66,19 +66,21 @@ export enum ABI_STAGE {
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END = 6
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}
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export const ATTR = {}
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//武将训练等级
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export const HEROTARIN = {
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"1": "hp",
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"2": "atk",
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"3": "def",
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"4": "mdef",
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"5": "agi",
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"6": "luk"
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1: "hp",
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2: "atk",
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3: "def",
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4: "mdef",
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5: "agi",
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6: "luk"
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};
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//战力系数
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export const CE_RATIO = {
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"hp" : 1,
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"atk" : 2,
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"matk" :2,
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"matk": 2,
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"def": 2,
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"mdef": 2,
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"agi": 2,
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@@ -93,11 +95,43 @@ export const CE_RATIO = {
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"bloodSuck": 0,
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};
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export const ABI_TYPE_TO_STAGE = new Map<number, number | ((jobType: number) => number)>([
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export const HERO_ATTR = {
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1: "hp", // 生命
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2: "atk", // 物攻
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3: "matk", // 策攻
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4: "def", // 物防
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5: "mdef", // 测防
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6: "agi", // 敏捷
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7: "luk", // 幸运
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8: "speed", // 移动
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9: "hit", // 命中等级
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10: "cri", // 暴击等级
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11: "flee", // 格挡等级
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12: "antCri", // 抗暴等级
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13: "damageIncrease", // 伤害加深等级
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14: "damageDecrease", // 伤害减免等级
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15: "defIngnore", // 忽视防御等级
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16: "bloodSuck", // 吸血等级
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17: "ap" // 怒气
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};
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export const ABI_TYPE_TO_STAGE = new Map<number, number | ((jobType: number) => number)>([
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[ABI_STAGE.HP, ABI_TYPE.ABI_HP],
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[ABI_STAGE.ATK, (jobType:number) => { return jobType == JOB_TYPE.PHYSIC?ABI_TYPE.ABI_ATK: ABI_TYPE.ABI_MATK}],
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[ABI_STAGE.DEF, ABI_TYPE.ABI_DEF],
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[ABI_STAGE.MDEF, ABI_TYPE.ABI_MDEF],
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[ABI_STAGE.AGI, ABI_TYPE.ABI_AGI],
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[ABI_STAGE.LUK, ABI_TYPE.ABI_LUK]
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]);
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]);
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export function getAtrrNameById(attrId: number) {
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return HERO_ATTR[attrId];
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};
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export function getAttrCeRatio(attr: string) {
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return CE_RATIO[attr];
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};
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export function getAttrNameByJobStage(jobStage: number) {
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return HEROTARIN[jobStage];
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};
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@@ -226,26 +226,6 @@ export const EXPEDITION_CONST = {
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RESET_CNT: 1 // 可以免费重置的次数
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}
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export const WAR_JSON_ATTRIBUTE_TYPE = {
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"1": "hp", // 生命
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"2": "atk", // 物攻
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"3": "matk", // 策攻
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"4": "def", // 物防
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"5": "mdef", // 测防
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"6": "agi", // 敏捷
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"7": "luk", // 幸运
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"8": "speed", // 移动
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"9": "hit", // 命中等级
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"10": "cri", // 暴击等级
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"11": "flee", // 格挡等级
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"12": "antCri", // 抗暴等级
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"13": "damageIncrease", // 伤害加深等级
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"14": "damageDecrease", // 伤害减免等级
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"15": "defIngnore", // 忽视防御等级
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"16": "bloodSuck", // 吸血等级
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"17": "ap" // 怒气
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};
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export const EVENT_QUIZ_NUM = 3;
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export const DEFAULT_HEROES = [ 12, 14, 11, 9, 15];
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@@ -138,9 +138,10 @@ export const STATUS = {
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NOT_REACH_UNLOCK_LEVEL: {code: 30302, simStr: '未达到解锁等级'},
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HERO_SKIN_NOT_FIND: {code: 30303, simStr: '时装不存在'},
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HERO_SKIN_IS_EXIST: {code: 30304, simStr: '时装已存在'},
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HERO_CONECTION_IS_MAX_LEVEL: {code: 30305, simStr: '羁绊已达到最大等级'},
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HERO_CONECTION_IS_NOT_EXIT: {code: 30305, simStr: '羁绊不存在'},
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HERO_FAVOUR_LEVEL_REACH_MAXT:{code: 30304, simStr: '武将好感等级以达到最大'},
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HERO_CONECTION_IS_MAX_LEVEL: {code: 30306, simStr: '羁绊已达到最大等级'},
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HERO_CONECTION_IS_NOT_EXIT: {code: 30307, simStr: '羁绊不存在'},
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ROLE_SHORT_HERO_CONECTION:{code: 30308, simStr: '未拥有羁绊武将'},
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HERO_FAVOUR_LEVEL_REACH_MAXT:{code: 30308, simStr: '武将好感等级以达到最大'},
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// 社交相关状态 40000 - 49999
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// 运营模块相关状态 50000 - 59999
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// GM后台相关状态 60000 - 69999
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@@ -1,6 +1,6 @@
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import { getHeroInfoById, getStarRatio, getHeroSkillById, getSeidById, getOlySeidByType, getGoodById } from "./gamedata";
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import { ABI_TYPE, SEID_TYPE } from "../consts/abilityConst";
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import { WAR_JSON_ATTRIBUTE_TYPE, EXPRESSION } from '../consts/consts';
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import { getAtrrNameById, ABI_TYPE, SEID_TYPE } from "../consts/abilityConst";
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import { EXPRESSION } from '../consts/consts';
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export default class Actor {
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private hid: number = 0;
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@@ -260,7 +260,7 @@ export default class Actor {
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let json = {hp: 0, atk: 0, matk: 0, def: 0, mdef: 0, agi: 0, speed: 0, luk: 0, hit: 0, cri: 0, flee: 0, antCri: 0, damageIncrease: 0, damageDecrease: 0, defIngnore: 0, bloodSuck: 0};
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for(let i = ABI_TYPE.ABI_HP;i < ABI_TYPE.ABI_MAX;i++){
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let field = WAR_JSON_ATTRIBUTE_TYPE[i];
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let field = getAtrrNameById(i);
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json[field] = this.getRealAbility(i);
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}
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return json
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@@ -30,7 +30,7 @@ const blueprtCompose = new Map<number, any>();
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const fiendShips = new Map<string, any>();
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const fashions = new Map<number, any>();
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const fiendShipHidAandIds = new Map<number, {actorId: number, level:number}>();
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const fiendShipLevelMaps = new Map<number, any>();
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interface dicStar {
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id: number;
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@@ -277,7 +277,7 @@ function parseFiendShips() {
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const data = gamedata['jsons'][file] || [];
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data.forEach(elem => {
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if (elem && elem.id) {
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let hids = elem.memberId.split('|');
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let hids = elem.memberId.split('&');
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elem.hids = hids;
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delete elem.memberId;
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fiendShips.set(elem.shipId + '_' + elem.level, elem);
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@@ -293,8 +293,19 @@ function parseFiendShipLevels() {
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const data = gamedata['jsons'][file] || [];
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data.sort(function(a, b) {
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return a.level - b.level;
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})
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});
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}
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function parseFiendShipLevelMaps() {
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const file = 'dic_zyz_friend_ship_level';
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const data = gamedata['jsons'][file] || [];
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data.forEach(elem => {
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if (elem && elem.id) {
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fiendShipLevelMaps.set(elem.level, elem);
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}
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});
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}
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function initData (folder: string) {
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if(!gamedata.hasOwnProperty(folder)) {
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gamedata[folder] = {};
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@@ -375,6 +386,7 @@ function parseData() {
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parseFashions();
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parseFiendShips();
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parseFiendShipLevels();
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parseFiendShipLevelMaps();
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parseHeroStar();
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parseHeroWake();
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}
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@@ -578,4 +590,8 @@ export function getHeroStar(quality: number, star: number) {
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export function getHeroWake(quality: number, star: number) {
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return heroWakeList.get(`${quality}_${star}`);
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}
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export function getFiendShipLevel(level: number) {
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return fiendShipLevelMaps.get(level);
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}
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1402
shared/resource/jsons/dic_treasure_combatnum.json
Normal file
1402
shared/resource/jsons/dic_treasure_combatnum.json
Normal file
File diff suppressed because it is too large
Load Diff
26
shared/resource/jsons/dic_zyz_approach.json
Normal file
26
shared/resource/jsons/dic_zyz_approach.json
Normal file
@@ -0,0 +1,26 @@
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[
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{
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"type": 1,
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"name": "商店",
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"icon": 2,
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"description": "去商店买呀"
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},
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{
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"type": 2,
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"name": "关卡",
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"icon": 3,
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"description": "去关卡扫荡"
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},
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{
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"type": 3,
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"name": "招募",
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"icon": 4,
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"description": "招募获得"
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},
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{
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"type": 4,
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"name": "活动",
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"icon": 5,
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"description": "去活动页面"
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}
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]
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338
shared/resource/jsons/dic_zyz_gacha.json
Normal file
338
shared/resource/jsons/dic_zyz_gacha.json
Normal file
@@ -0,0 +1,338 @@
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[
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{
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"id ": 1,
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"actorId": 1,
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"name": "曹操",
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"weight": 1
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},
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{
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"id ": 2,
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"actorId": 2,
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"name": "夏侯惇",
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"weight": 1
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},
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{
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"id ": 3,
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"actorId": 3,
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"name": "张辽",
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"weight": 1
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},
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{
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"id ": 4,
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"actorId": 4,
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"name": "夏侯渊",
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"weight": 1
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},
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{
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"id ": 5,
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"actorId": 5,
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"name": "郭嘉",
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"weight": 1
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||||
},
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{
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"id ": 6,
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"actorId": 6,
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"name": "司马懿",
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"weight": 1
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||||
},
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{
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"id ": 7,
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||||
"actorId": 7,
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"name": "典韦",
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||||
"weight": 1
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||||
},
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||||
{
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"id ": 8,
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"actorId": 8,
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||||
"name": "庞德",
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||||
"weight": 1
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||||
},
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||||
{
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||||
"id ": 9,
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"actorId": 9,
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||||
"name": "邓艾",
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||||
"weight": 1
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||||
},
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||||
{
|
||||
"id ": 10,
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||||
"actorId": 10,
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||||
"name": "徐晃",
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||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 11,
|
||||
"actorId": 11,
|
||||
"name": "曹仁",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 12,
|
||||
"actorId": 12,
|
||||
"name": "李典",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 13,
|
||||
"actorId": 13,
|
||||
"name": "蔡琰",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 14,
|
||||
"actorId": 14,
|
||||
"name": "贾诩",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 15,
|
||||
"actorId": 15,
|
||||
"name": "许褚",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 16,
|
||||
"actorId": 16,
|
||||
"name": "乐进",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 17,
|
||||
"actorId": 17,
|
||||
"name": "张飞",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 18,
|
||||
"actorId": 18,
|
||||
"name": "关羽",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 19,
|
||||
"actorId": 19,
|
||||
"name": "赵云",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 20,
|
||||
"actorId": 20,
|
||||
"name": "刘备",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 21,
|
||||
"actorId": 21,
|
||||
"name": "黄忠",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 22,
|
||||
"actorId": 22,
|
||||
"name": "诸葛亮",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 23,
|
||||
"actorId": 23,
|
||||
"name": "庞统",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 24,
|
||||
"actorId": 24,
|
||||
"name": "魏延",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 25,
|
||||
"actorId": 25,
|
||||
"name": "陈到",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 26,
|
||||
"actorId": 26,
|
||||
"name": "关银屏",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 27,
|
||||
"actorId": 27,
|
||||
"name": "马云禄",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 28,
|
||||
"actorId": 28,
|
||||
"name": "马良",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 29,
|
||||
"actorId": 29,
|
||||
"name": "黄月英",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 30,
|
||||
"actorId": 30,
|
||||
"name": "王平",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 31,
|
||||
"actorId": 31,
|
||||
"name": "孙乾",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 32,
|
||||
"actorId": 32,
|
||||
"name": "周泰",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 33,
|
||||
"actorId": 33,
|
||||
"name": "孙策",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 34,
|
||||
"actorId": 34,
|
||||
"name": "周瑜",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 35,
|
||||
"actorId": 35,
|
||||
"name": "太史慈",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 36,
|
||||
"actorId": 36,
|
||||
"name": "孙权",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 37,
|
||||
"actorId": 37,
|
||||
"name": "甘宁",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 38,
|
||||
"actorId": 38,
|
||||
"name": "孙尚香",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 39,
|
||||
"actorId": 39,
|
||||
"name": "陆逊",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 40,
|
||||
"actorId": 40,
|
||||
"name": "小乔",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 41,
|
||||
"actorId": 41,
|
||||
"name": "大乔",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 42,
|
||||
"actorId": 42,
|
||||
"name": "步练师",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 43,
|
||||
"actorId": 43,
|
||||
"name": "左慈",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 44,
|
||||
"actorId": 44,
|
||||
"name": "吕布",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 45,
|
||||
"actorId": 45,
|
||||
"name": "张任",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 46,
|
||||
"actorId": 46,
|
||||
"name": "华佗",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 47,
|
||||
"actorId": 47,
|
||||
"name": "张角",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 48,
|
||||
"actorId": 48,
|
||||
"name": "南华",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 49,
|
||||
"actorId": 49,
|
||||
"name": "高顺",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 50,
|
||||
"actorId": 50,
|
||||
"name": "麹义",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 51,
|
||||
"actorId": 51,
|
||||
"name": "李儒",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 52,
|
||||
"actorId": 52,
|
||||
"name": "庞舞",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 53,
|
||||
"actorId": 53,
|
||||
"name": "夏侯轻衣",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 54,
|
||||
"actorId": 54,
|
||||
"name": "文丑",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 55,
|
||||
"actorId": 55,
|
||||
"name": "颜良",
|
||||
"weight": 1
|
||||
},
|
||||
{
|
||||
"id ": 56,
|
||||
"actorId": 56,
|
||||
"name": "貂蝉",
|
||||
"weight": 1
|
||||
}
|
||||
]
|
||||
17
shared/resource/jsons/dic_zyz_strings.json
Normal file
17
shared/resource/jsons/dic_zyz_strings.json
Normal file
@@ -0,0 +1,17 @@
|
||||
[
|
||||
{
|
||||
"id": 1,
|
||||
"string": "挑战规则\r\n玩家可以不断向上挑战关卡,挑战不需要消耗资源。\r\n在镇念塔中挂机获得资源。\r\n\r\n收集\r\n当通过第一关后,开启收集功能。\r\n每隔一定时间,便可自动获得相关资源收益。\r\n通过层数越高,收集单位时间内获得的收益越高。\r\n收集收益最多存储1个小时。\r\n\r\n任务探索\r\n探索任务每日5点刷新,每次会刷新多个任务。\r\n可派遣武将完成任务,任务完成后可获得奖励。\r\n每个任务会存在特殊加成条件,当武将满足加成条件时,可获得额外的加成奖励。\r\n\r\n奖励规则\r\n成功挑战关卡后,会获得关卡奖励。\r\n每通过5个关卡,可获得一份通关奖励。\r\n探索每隔一定时间,可获得奖励。\r\n完成派遣任务可获得奖励\r\n\r\n",
|
||||
"tip": "镇念塔说明"
|
||||
},
|
||||
{
|
||||
"id": 2,
|
||||
"string": "挑战规则\r\n玩家可以不断向上挑战首领关卡,挑战不需要消耗资源。\r\n",
|
||||
"tip": "秘境说明"
|
||||
},
|
||||
{
|
||||
"id": 3,
|
||||
"string": "这里写上远征玩法说明",
|
||||
"tip": "远征说明"
|
||||
}
|
||||
]
|
||||
Reference in New Issue
Block a user