战力bug
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@@ -41,7 +41,6 @@ export function calPlayerCe(globalCeAttr: CeAttrRole, hero: HeroType, type: numb
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break;
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case HERO_SYSTEM_TYPE.STAGEUP:
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reIncAttr = calHeroJobStageUpIncAttr(hero, args, addSeidList, removeSeidList);
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break;
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case HERO_SYSTEM_TYPE.SKIN:
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reIncAttr = calHeroWearSkinIncAttr(hero, args, addSeidList, removeSeidList);
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@@ -71,23 +70,24 @@ export function calPlayerCe(globalCeAttr: CeAttrRole, hero: HeroType, type: numb
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reIncAttr = calHeroCeScrollIncAttr(hero, args[0], args[1]);
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break;
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default:
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reIncAttr = hero.ceAttr;
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break;
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}
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addSeidEffect(reIncAttr, hero.ceAttr, addSeidList, removeSeidList); // 处理加值
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if (!hero.ceAttr) hero.ceAttr = new CeAttr();
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for (let attrName in reIncAttr) {
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if (!reIncAttr[attrName] || attrName == '_id') continue;
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for (let attrName in hero.ceAttr) {
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if (attrName == '_id') continue;
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let globalAttrData: CeAttrDataRole = globalCeAttr[attrName] || new CeAttrDataRole();
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if (!hero.ceAttr[attrName]) hero.ceAttr[attrName] = new CeAttrData();
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for (let attrKey in reIncAttr[attrName]) {
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if (attrKey == '_id') continue;
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hero.ceAttr[attrName][attrKey] = parseInt(reIncAttr[attrName][attrKey] || 0);
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if (!!reIncAttr[attrName]) {
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for (let attrKey in reIncAttr[attrName]) {
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hero.ceAttr[attrName][attrKey] = parseInt(reIncAttr[attrName][attrKey] || 0);
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}
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}
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let attrNumber = (hero.ceAttr[attrName].fixUp + (hero.ceAttr[attrName].equipUp || 0) + globalAttrData.fixUp) * HERO_CE_RATIO + hero.ceAttr[attrName].base * (HERO_CE_RATIO + hero.ceAttr[attrName].ratioUp + globalAttrData.ratioUp);
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heroCe += attrNumber * getAttrCeRatio(attrName);
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}
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let incCe = heroCe - hero.ce;
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hero.ce = heroCe;
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let incCe = (heroCe - hero.ce) > 0?heroCe:0;
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hero.ce = heroCe > 0?heroCe:1;
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if (hero.historyCe < hero.ce) hero.historyCe = hero.ce;
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return incCe;
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}
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