修复:诸侯混战宣战,邮件领取,名将谱去除好感,镇念塔层级下降,求贤若渴碎片,pvp,秘境首通
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@@ -325,14 +325,6 @@ export class RoleHandler {
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update.scrollStar = dicHero.initialStars;
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update.scrollQuality = dicHero.quality;
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update.scrollColorStar = 0;
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// 获取一定好感度
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let maxLv = gameData.maxFriendShipLv.max;
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if (maxLv > favourLv) {
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update.favour += SCROLL.SCROLL_ACTIVE_FAVOUR;
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update.favourLv = getFriendLvByExp(update.favour);
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}
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await checkActivityTask(serverId, sid, roleId, TASK_TYPE.HERO_UNLOCK, 1, { dicHeroes: [dicHero] })
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} else {
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if (star > scrollStar) { // 可以升星
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@@ -351,16 +343,10 @@ export class RoleHandler {
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let dicHeroScroll = getScollByStar(dicHero.quality, update.scrollStar, update.scrollQuality, update.scrollColorStar);
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update.scrollId = dicHeroScroll ? dicHeroScroll.id : 0;
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let hero = curHero;
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if(curHero.favourLv != update.favourLv) {
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.FAVOUR, sid, roleId, curHero, update); // 更新单个武将战力
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} else {
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hero = await HeroModel.updateHeroInfo(roleId, hid, update);
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}
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let hero = await HeroModel.updateHeroInfo(roleId, hid, update);
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await calAllHeroCe(HERO_SYSTEM_TYPE.SCROLL, sid, roleId, {}, [hid]); // 全局增加战力
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// 任务
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if (favourLv != hero.favourLv) await checkTaskWithHero(roleId, sid, TASK_TYPE.HERO_FAVOUR_LV, hero, [favourLv]);
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if (!scrollActive) await checkTask(roleId, sid, TASK_TYPE.ROLE_SCROLL_ACTIVE, 1, true, {});
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return resResult(STATUS.SUCCESS, {
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