任务:升品次数
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@@ -191,6 +191,7 @@ export class EquipHandler {
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qualityStage: curEquip.qualityStage,
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}
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let check = new CheckMeterial(roleId);
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let count = 0;
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if(isOneClick) { // 一键升到该品最高点
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if(nextEquipQuality.quality != curEquip.quality) {
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return resResult(STATUS.EQUIP_QUALITYSTAGE_IS_MAX);
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@@ -200,12 +201,14 @@ export class EquipHandler {
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if(!isEnough) break; // 消耗不足
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equipUpdate.qualityStage++;
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nextEquipQuality = getNextEquipQuality(curEquip.equipId, equipUpdate.quality, equipUpdate.qualityStage);
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count++;
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}
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} else { // 往下一阶,包括满点之后的升品
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let isEnough = await check.decrease(nextEquipQuality.consume);
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if(isEnough) {
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equipUpdate.quality = nextEquipQuality.quality;
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equipUpdate.qualityStage = nextEquipQuality.point;
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count++;
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}
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}
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if(equipUpdate.quality == curEquip.quality && equipUpdate.qualityStage == curEquip.qualityStage) {
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@@ -225,7 +228,7 @@ export class EquipHandler {
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}
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await calculateCeWithHero(HERO_SYSTEM_TYPE.EQUIP_QUALITY, roleId, serverId, sid, hid, update, { ePlaceId });
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await checkTaskInEquipQualityUp(serverId, roleId, sid, oldEplace, newEplace, ePlaceId, hid, isUpQuality);
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await checkTaskInEquipQualityUp(serverId, roleId, sid, oldEplace, newEplace, ePlaceId, hid, isUpQuality, count);
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pushEquipQualityMax(roleId, roleName, serverId, hid, newEquip, isUpQuality);
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const curHero = {
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hid,
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