装备精炼,洗炼,缺少消耗
This commit is contained in:
@@ -1,5 +1,5 @@
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import { Application, BackendSession } from "pinus";
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import { STATUS, EQUIP_STRENGTHEN_TYPE, CURRENCY_BY_TYPE, CURRENCY_TYPE, HERO_SYSTEM_TYPE, CONSUME_TYPE, GOOD_TYPE } from "../../../consts";
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import { STATUS, EQUIP_STRENGTHEN_TYPE, CURRENCY_BY_TYPE, CURRENCY_TYPE, HERO_SYSTEM_TYPE, CONSUME_TYPE, GOOD_TYPE, HERO_GROW_MAX } from "../../../consts";
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import { ItemInter } from "../../../pubUtils/interface";
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import { resResult, parseReward, getRandomByLen } from "../../../pubUtils/util";
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import { addItems, handleCost } from "../../../services/rewardService";
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@@ -73,7 +73,7 @@ export class EquipHandler {
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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if(!hero) return resResult(STATUS.HERO_NOT_FIND);
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let { ePlace = new Array<EPlace>() } = hero; // 装备栏
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let { ePlace } = hero; // 装备栏
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let strengthenArr = new Array<EPlace>();
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if(type == EQUIP_STRENGTHEN_TYPE.SINGLE || type == EQUIP_STRENGTHEN_TYPE.SINGLE_QUICK) { // 单装备强化
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strengthenArr = ePlace.filter(cur => cur.id == ePlaceId && cur.equip);
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@@ -90,6 +90,9 @@ export class EquipHandler {
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let {coin, lv: playerLv} = await Role.findByRoleId(roleId);
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let maxLv = type == EQUIP_STRENGTHEN_TYPE.SINGLE?minLv + 1:playerLv;
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if(minLv == maxLv) {
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return resResult(STATUS.ROLE_EQUIP_REACH_MAX);
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}
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let costCoin = 0; // 消耗铜币
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let flag = false; // 铜币不足
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for(let i = minLv; i < maxLv; i++) {
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@@ -128,11 +131,62 @@ export class EquipHandler {
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}
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// TODO 装备栏精炼
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public async refine(msg: { }, session: BackendSession) {
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public async refine(msg: { hid: number, ePlaceId: number, material: {id: number, count: number}[] }, session: BackendSession) {
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let roleId: string = session.get('roleId');
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// let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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let {hid, ePlaceId, material} = msg;
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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if(!hero) return resResult(STATUS.HERO_NOT_FIND);
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let { ePlace } = hero; // 装备栏
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let curEplace = ePlace.find(cur => cur.id == ePlaceId);
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if(!curEplace) {
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return resResult(STATUS.ROLE_EQUIP_PLACE_NOT_ENOUGH);
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}
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let {lv, refineLv } = curEplace; // 强化等级,精炼等级,精炼次数
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if(lv < HERO_GROW_MAX.EQUIP_STRENGTHEN) {
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return resResult(STATUS.ROLE_EQUIP_NOT_REACH_MAX);
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}
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if(refineLv >= HERO_GROW_MAX.EQUIP_REFINE) {
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return resResult(STATUS.ROLE_EQUIP_REACH_MAX);
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}
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// TODO 是否成功精炼
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let dicRefine = gameData.refine.get(refineLv + 1);
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if(!dicRefine) {
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return resResult(STATUS.ROLE_INFO_NOT_FOUND)
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}
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let ran = Math.floor(Math.random() * 100)
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let isSuccess = ran <= dicRefine.successRate;
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// 消耗道具提升成功率 每个道具提升10%成功率
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// 精炼
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if(isSuccess) {
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curEplace.refineLv++;
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} else {
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curEplace.refineCount++;
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}
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// TODO 消耗
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let cost = [];
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let result = await handleCost(roleId, sid, cost);
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if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.EPLACE_STRENGTHEN);
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const curHero = {
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hid,
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ePlace: curEplace
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}
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return resResult(STATUS.SUCCESS, { isSuccess, curHero});
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}
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// TODO 装备洗炼锁定
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// 装备洗炼锁定,消耗TODO
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public async lockRandSe(msg: { eid: number, id: number, lock: boolean }, session: BackendSession) {
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let roleId: string = session.get('roleId');
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// let roleName: string = session.get('roleName');
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@@ -147,6 +201,7 @@ export class EquipHandler {
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return resResult(STATUS.EQUIP_HAVE_NO_RANDSE);
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}
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// TODO 锁
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// let lock = 0;
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// let result = await handleCost(roleId, sid, [{id: lock, count: 1}]);
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// if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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@@ -159,7 +214,7 @@ export class EquipHandler {
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}
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// TODO 装备洗炼
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// TODO 装备洗炼,消耗TODO
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public async reStrengthen(msg: { eid: number }, session: BackendSession) {
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let roleId: string = session.get('roleId');
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// let roleName: string = session.get('roleName');
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@@ -179,37 +234,40 @@ export class EquipHandler {
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let {randomEffect} = dicGoods;
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let pool = randomEffect.map(cur => gameData.randomEffectPool.get(cur));
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let chosen = randSe.map(cur => cur.seid);
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let newRandSe = new Array<RandSe>();
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let chosen = randSe.map(cur => cur.seid); // 上一轮和这一轮随机出来的
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let newTurnChosen = new Array<number>(); // 这一轮随机出来的
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let hasReset = false;
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for(let i = 0; i < randSe.length; i++) {
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if(!randSe[i].locked) {
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pool = pool.filter(cur => !chosen.includes(cur.id));
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let random = getRandomByLen(pool);
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if(!random) break;
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let newPool = pool.filter(cur => !chosen.includes(cur.id));
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if(newPool.length <= 0) newPool = pool.filter(cur => !newTurnChosen.includes(cur.id));
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let random = getRandomByLen(newPool);
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if(!random) {break};
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chosen.push(random.id);
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newTurnChosen.push(random.id);
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let rand = 0;
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if(random.id > 0) rand = Math.floor(Math.random() * (random.max - random.min) + random.min);
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newRandSe.push({
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id: i + 1,
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seid: random.id,
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rand,
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locked: false
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});
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} else {
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newRandSe.push({
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id: i + 1,
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seid: randSe[i].seid,
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rand: randSe[i].rand,
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locked: randSe[i].locked
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});
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console.log(Math.random(), random.Max, random.Min)
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if(random.id > 0) rand = Math.floor(Math.random() * (random.Max - random.Min) + random.Min);
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randSe[i].seid = random.id;
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randSe[i].rand = rand;
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hasReset = true;
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}
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}
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if(!hasReset) {
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return resResult(STATUS.ROLE_EQUIP_CANNOT_RESTRENGTHEN);
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}
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// TODO 消耗
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let cost = [];
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let result = await handleCost(roleId, sid, cost);
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if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let curEquip = await EquipModel.updateEquipInfo(eid, {randSe: newRandSe})
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let equipResult = await EquipModel.updateEquipInfo(eid, { randSe })
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let curEquip = {
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seqId: equipResult.seqId,
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id: equipResult.id,
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randSe: equipResult.randSe
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}
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return resResult(STATUS.SUCCESS,{curEquip});
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}
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@@ -8,7 +8,7 @@
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"declarations": true
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},
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"scripts": {
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"start": "egg-scripts start --daemon --title=egg-server-gm-server",
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"start": "egg-scripts start --daemon --title=egg-server-gm-server --ignore-stderr",
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"stop": "egg-scripts stop --title=egg-server-gm-server",
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"dev": "egg-bin dev",
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"debug": "egg-bin debug",
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@@ -13,7 +13,9 @@ export const HERO_SYSTEM_TYPE = {
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export const HERO_GROW_MAX = {
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STAR: 6,
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COLORSTAR: 6,
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QUALITY: 3
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QUALITY: 3,
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EQUIP_STRENGTHEN: 100,
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EQUIP_REFINE: 15
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}
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export const JOB_TYPE = {
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@@ -83,8 +83,9 @@ export const FILENAME = {
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DIC_TOWER: 'dic_zyz_tower',
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DIC_XUNBAO: 'dic_zyz_xunbao',
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DIC_QUESTION: 'Questions',
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DIC_RANDOM_EFFECT_POOL: 'dic_random_effect_pool',
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DIC_STRENGTHEN_COST: 'dic_zyz_enhancementCost'
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DIC_RANDOM_EFFECT_POOL: 'dic_zyz_randomEffectPool',
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DIC_STRENGTHEN_COST: 'dic_zyz_enhancementCost',
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DIC_REFINE: 'dic_zyz_jinglian'
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}
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export const WAR_RELATE_TABLES = [
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@@ -148,6 +148,9 @@ export const STATUS = {
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ROLE_EQUIP_PLACE_NOT_ENOUGH: {code: 30400, simStr: '装备栏未装备或无可强化'},
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ROLE_COIN_NOT_ENOUGH: {code: 30401, simStr: '铜币不足'},
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EQUIP_HAVE_NO_RANDSE: { code: 30403, simStr: '装备无随机属性' },
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ROLE_EQUIP_REACH_MAX: { code: 30404, simStr: '强化已达上限' },
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ROLE_EQUIP_NOT_REACH_MAX: { code: 30405, simStr: '强化未达到上限' },
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ROLE_EQUIP_CANNOT_RESTRENGTHEN: { code: 30406, simStr: '无属性可以洗炼' },
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EQUIP_NOT_FIND: {code: 30500, simStr: '装备不存在'},
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EQUIP_IS_EQUIPED: {code: 30501, simStr: '装备已经穿戴'},
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@@ -11,33 +11,33 @@ export class CeAttrData {
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export class CeAttr {
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@prop({ required: false })
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hp?: CeAttrData;
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hp?: CeAttrData = new CeAttrData();
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@prop({ required: false })
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atk?: CeAttrData;
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atk?: CeAttrData = new CeAttrData();
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@prop({ required: false })
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matk?: CeAttrData;
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matk?: CeAttrData = new CeAttrData();
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@prop({ required: false })
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def?: CeAttrData;
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def?: CeAttrData = new CeAttrData();
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@prop({ required: false })
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mdef?: CeAttrData;
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mdef?: CeAttrData = new CeAttrData();
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@prop({ required: false })
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agi?: CeAttrData;
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agi?: CeAttrData = new CeAttrData();
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@prop({ required: false })
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luk?: CeAttrData;
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luk?: CeAttrData = new CeAttrData();
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@prop({ required: false })
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hit?: CeAttrData;
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hit?: CeAttrData = new CeAttrData();
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@prop({ required: false })
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cri?: CeAttrData;
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cri?: CeAttrData = new CeAttrData();
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@prop({ required: false })
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flee?: CeAttrData;
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flee?: CeAttrData = new CeAttrData();
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@prop({ required: false })
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antCri?: CeAttrData;
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antCri?: CeAttrData = new CeAttrData();
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@prop({ required: false })
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damageIncrease?: CeAttrData;
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damageIncrease?: CeAttrData = new CeAttrData();
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@prop({ required: false })
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damageDecrease?: CeAttrData;
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damageDecrease?: CeAttrData = new CeAttrData();
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@prop({ required: false })
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defIngnore?: CeAttrData;
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defIngnore?: CeAttrData = new CeAttrData();
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@prop({ required: false })
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bloodSuck?: CeAttrData;
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bloodSuck?: CeAttrData = new CeAttrData();
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}
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@@ -27,6 +27,7 @@ import { dicHeroStar } from "./dictionary/DicHeroStar";
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import { dicHeroWake } from "./dictionary/DicHeroWake";
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import { dicRandomEffectPool } from './dictionary/DicRandomEffectPool';
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import { dicStrengthenCost } from './dictionary/DicStrengthenCost';
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import { dicRefine } from './dictionary/DicRefine';
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export const gameData = {
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blurprtCompose: dicBlueprtCompose,
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@@ -64,7 +65,8 @@ export const gameData = {
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friendShipLevel: dicFriendShipLevel,
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friendShipLevelMap: dicFriendShipLevelMap,
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randomEffectPool: dicRandomEffectPool,
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strengthenCost: dicStrengthenCost
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strengthenCost: dicStrengthenCost,
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refine: dicRefine
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};
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// 在此提供一些原先在gamedata中提供的方法,以便更方便获取gameData数据
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@@ -2,4 +2,8 @@ export const EQUIP = {
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EQUIP_ONE_HOLE: '1&1', // 装备孔1号位消耗
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EQUIP_TWO_HOLE: '1&2', // 装备孔2号位消耗
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EQUIP_THREE_HOLE: '1&4', // 装备孔3号位消耗
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XILIAN_ZERO_LOCK: '1&1', // 洗炼0个锁
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XILIAN_ONE_LOCK: '1&2', // 洗炼1个锁
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XILIAN_TWO_LOCK: '1&3', // 洗炼2个锁
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XILIAN_THREE_LOCK: '1&4', // 洗炼3个锁
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};
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@@ -13,9 +13,9 @@ export interface DicRandomEffectPool {
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// 随机值位置
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readonly index: number;
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// 随机最小值
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readonly min: number;
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readonly Min: number;
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// 随机最大值
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readonly max: number;
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readonly Max: number;
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}
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30
shared/pubUtils/dictionary/DicRefine.ts
Normal file
30
shared/pubUtils/dictionary/DicRefine.ts
Normal file
@@ -0,0 +1,30 @@
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// 武将特技表
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import { readJsonFile, parseReward } from '../util'
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import { FILENAME } from '../../consts'
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import { RewardInter } from '../interface';
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export interface DicRefine {
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// 精炼id
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readonly id: number;
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// 精炼等级
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readonly level: number;
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// 提高属性百分比
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readonly upPercent: number;
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// 材料
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readonly material: Array<RewardInter>;
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// 成功率
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readonly successRate: number;
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}
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const str = readJsonFile(FILENAME.DIC_REFINE);
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let arr = JSON.parse(str);
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export const dicRefine = new Map<number, DicRefine>();
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arr.forEach(o => {
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o.material = parseReward(o.gainvalue)
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dicRefine.set(o.id, o);
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});
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@@ -40,11 +40,11 @@ export async function addEquips(roleId: string, roleName: string, weapon: EquipI
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let randSe = new Array<RandSe>();
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for(let i = 0; i < randomNum; i++) {
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pool = pool.filter(cur => !chosen.includes(cur.id));
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console.log(JSON.stringify(pool))
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let random = getRandomByLen(pool);
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if(!random) break;
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chosen.push(random.id);
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let rand = 0;
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if(random.id > 0) rand = Math.floor(Math.random() * (random.max - random.min) + random.min);
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if(random.id > 0) rand = Math.floor(Math.random() * (random.Max - random.Min) + random.Min);
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randSe.push({
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id: i + 1,
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seid: random.id,
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@@ -483,7 +483,7 @@ export function parseReward(str: string) {
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export function parseNumberList(str: string) {
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let res = new Array<number>();
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if(!str) return res;
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let arr = decodeArrayStr(str);
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let arr = decodeArrayStr(str, '&');
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for(let g of arr) {
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if(g === "") continue;
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res.push(parseInt(g));
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@@ -1 +0,0 @@
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[]
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340
shared/resource/jsons/dic_zyz_randomEffectPool.json
Normal file
340
shared/resource/jsons/dic_zyz_randomEffectPool.json
Normal file
@@ -0,0 +1,340 @@
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[
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{
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"id": 1,
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"type": 102,
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"gainValue": "2&0",
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"index": 2,
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"Min": 5,
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"Max": 10,
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"info": "物攻提高",
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"__EMPTY": 0,
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"__EMPTY_1": 0,
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"__EMPTY_2": 0,
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"__EMPTY_3": 0
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},
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{
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"id": 2,
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"type": 102,
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"gainValue": "1&0",
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"index": 2,
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"Min": 5,
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"Max": 10,
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"info": "生命值提高",
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"__EMPTY": 0,
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"__EMPTY_1": 0,
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"__EMPTY_2": 0,
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"__EMPTY_3": 0
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},
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{
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"id": 3,
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"type": 102,
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"gainValue": "3&0",
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"index": 2,
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"Min": 5,
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"Max": 10,
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"info": "策攻提高",
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"__EMPTY": 0,
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"__EMPTY_1": 0,
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"__EMPTY_2": 0,
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"__EMPTY_3": 0
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},
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{
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"id": 4,
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"type": 102,
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"gainValue": "4&0",
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"index": 2,
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"Min": 5,
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"Max": 10,
|
||||
"info": "物防提高",
|
||||
"__EMPTY": 0,
|
||||
"__EMPTY_1": 0,
|
||||
"__EMPTY_2": 0,
|
||||
"__EMPTY_3": 0
|
||||
},
|
||||
{
|
||||
"id": 5,
|
||||
"type": 102,
|
||||
"gainValue": "5&0",
|
||||
"index": 2,
|
||||
"Min": 5,
|
||||
"Max": 10,
|
||||
"info": "策防提高",
|
||||
"__EMPTY": 0,
|
||||
"__EMPTY_1": 0,
|
||||
"__EMPTY_2": 0,
|
||||
"__EMPTY_3": 0
|
||||
},
|
||||
{
|
||||
"id": 6,
|
||||
"type": 102,
|
||||
"gainValue": "6&0",
|
||||
"index": 2,
|
||||
"Min": 5,
|
||||
"Max": 10,
|
||||
"info": "敏捷提高",
|
||||
"__EMPTY": 0,
|
||||
"__EMPTY_1": 0,
|
||||
"__EMPTY_2": 0,
|
||||
"__EMPTY_3": 0
|
||||
},
|
||||
{
|
||||
"id": 7,
|
||||
"type": 102,
|
||||
"gainValue": "7&0",
|
||||
"index": 2,
|
||||
"Min": 5,
|
||||
"Max": 10,
|
||||
"info": "幸运提高",
|
||||
"__EMPTY": 0,
|
||||
"__EMPTY_1": 0,
|
||||
"__EMPTY_2": 0,
|
||||
"__EMPTY_3": 0
|
||||
},
|
||||
{
|
||||
"id": 8,
|
||||
"type": 101,
|
||||
"gainValue": "2&0",
|
||||
"index": 2,
|
||||
"Min": 200,
|
||||
"Max": 400,
|
||||
"info": "物攻提高",
|
||||
"__EMPTY": 0,
|
||||
"__EMPTY_1": 0,
|
||||
"__EMPTY_2": 0,
|
||||
"__EMPTY_3": 0
|
||||
},
|
||||
{
|
||||
"id": 9,
|
||||
"type": 101,
|
||||
"gainValue": "1&0",
|
||||
"index": 2,
|
||||
"Min": 200,
|
||||
"Max": 400,
|
||||
"info": "生命值提高",
|
||||
"__EMPTY": 0,
|
||||
"__EMPTY_1": 0,
|
||||
"__EMPTY_2": 0,
|
||||
"__EMPTY_3": 0
|
||||
},
|
||||
{
|
||||
"id": 10,
|
||||
"type": 101,
|
||||
"gainValue": "3&0",
|
||||
"index": 2,
|
||||
"Min": 200,
|
||||
"Max": 400,
|
||||
"info": "策攻提高",
|
||||
"__EMPTY": 0,
|
||||
"__EMPTY_1": 0,
|
||||
"__EMPTY_2": 0,
|
||||
"__EMPTY_3": 0
|
||||
},
|
||||
{
|
||||
"id": 11,
|
||||
"type": 101,
|
||||
"gainValue": "4&0",
|
||||
"index": 2,
|
||||
"Min": 200,
|
||||
"Max": 400,
|
||||
"info": "物防提高",
|
||||
"__EMPTY": 0,
|
||||
"__EMPTY_1": 0,
|
||||
"__EMPTY_2": 0,
|
||||
"__EMPTY_3": 0
|
||||
},
|
||||
{
|
||||
"id": 12,
|
||||
"type": 101,
|
||||
"gainValue": "5&0",
|
||||
"index": 2,
|
||||
"Min": 200,
|
||||
"Max": 400,
|
||||
"info": "策防提高",
|
||||
"__EMPTY": 0,
|
||||
"__EMPTY_1": 0,
|
||||
"__EMPTY_2": 0,
|
||||
"__EMPTY_3": 0
|
||||
},
|
||||
{
|
||||
"id": 13,
|
||||
"type": 101,
|
||||
"gainValue": "6&0",
|
||||
"index": 2,
|
||||
"Min": 200,
|
||||
"Max": 400,
|
||||
"info": "敏捷提高",
|
||||
"__EMPTY": 0,
|
||||
"__EMPTY_1": 0,
|
||||
"__EMPTY_2": 0,
|
||||
"__EMPTY_3": 0
|
||||
},
|
||||
{
|
||||
"id": 14,
|
||||
"type": 101,
|
||||
"gainValue": "7&0",
|
||||
"index": 2,
|
||||
"Min": 5000,
|
||||
"Max": 10000,
|
||||
"info": "幸运提高",
|
||||
"__EMPTY": 0,
|
||||
"__EMPTY_1": 0,
|
||||
"__EMPTY_2": 0,
|
||||
"__EMPTY_3": 0
|
||||
},
|
||||
{
|
||||
"id": 15,
|
||||
"type": 101,
|
||||
"gainValue": "8&0",
|
||||
"index": 2,
|
||||
"Min": 1,
|
||||
"Max": 3,
|
||||
"info": "移动提高",
|
||||
"__EMPTY": 0,
|
||||
"__EMPTY_1": 0,
|
||||
"__EMPTY_2": 0,
|
||||
"__EMPTY_3": 0
|
||||
},
|
||||
{
|
||||
"id": 16,
|
||||
"type": 101,
|
||||
"gainValue": "9&0",
|
||||
"index": 2,
|
||||
"Min": 5000,
|
||||
"Max": 10000,
|
||||
"info": "命中提高",
|
||||
"__EMPTY": 0,
|
||||
"__EMPTY_1": 0,
|
||||
"__EMPTY_2": 0,
|
||||
"__EMPTY_3": 0
|
||||
},
|
||||
{
|
||||
"id": 17,
|
||||
"type": 101,
|
||||
"gainValue": "10&0",
|
||||
"index": 2,
|
||||
"Min": 5000,
|
||||
"Max": 10000,
|
||||
"info": "暴击提高",
|
||||
"__EMPTY": 0,
|
||||
"__EMPTY_1": 0,
|
||||
"__EMPTY_2": 0,
|
||||
"__EMPTY_3": 0
|
||||
},
|
||||
{
|
||||
"id": 18,
|
||||
"type": 101,
|
||||
"gainValue": "11&0",
|
||||
"index": 2,
|
||||
"Min": 5000,
|
||||
"Max": 10000,
|
||||
"info": "格挡提高",
|
||||
"__EMPTY": 0,
|
||||
"__EMPTY_1": 0,
|
||||
"__EMPTY_2": 0,
|
||||
"__EMPTY_3": 0
|
||||
},
|
||||
{
|
||||
"id": 19,
|
||||
"type": 101,
|
||||
"gainValue": "12&0",
|
||||
"index": 2,
|
||||
"Min": 5000,
|
||||
"Max": 10000,
|
||||
"info": "暴击等级提高",
|
||||
"__EMPTY": 0,
|
||||
"__EMPTY_1": 0,
|
||||
"__EMPTY_2": 0,
|
||||
"__EMPTY_3": 0
|
||||
},
|
||||
{
|
||||
"id": 20,
|
||||
"type": 101,
|
||||
"gainValue": "13&0",
|
||||
"index": 2,
|
||||
"Min": 5000,
|
||||
"Max": 10000,
|
||||
"info": "伤害加深提高",
|
||||
"__EMPTY": 0,
|
||||
"__EMPTY_1": 0,
|
||||
"__EMPTY_2": 0,
|
||||
"__EMPTY_3": 0
|
||||
},
|
||||
{
|
||||
"id": 21,
|
||||
"type": 101,
|
||||
"gainValue": "14&0",
|
||||
"index": 2,
|
||||
"Min": 5000,
|
||||
"Max": 10000,
|
||||
"info": "伤害减免提高",
|
||||
"__EMPTY": 0,
|
||||
"__EMPTY_1": 0,
|
||||
"__EMPTY_2": 0,
|
||||
"__EMPTY_3": 0
|
||||
},
|
||||
{
|
||||
"id": 22,
|
||||
"type": 101,
|
||||
"gainValue": "15&0",
|
||||
"index": 2,
|
||||
"Min": 5000,
|
||||
"Max": 10000,
|
||||
"info": "忽视防御提高",
|
||||
"__EMPTY": 0,
|
||||
"__EMPTY_1": 0,
|
||||
"__EMPTY_2": 0,
|
||||
"__EMPTY_3": 0
|
||||
},
|
||||
{
|
||||
"id": 23,
|
||||
"type": 101,
|
||||
"gainValue": "16&0",
|
||||
"index": 2,
|
||||
"Min": 5000,
|
||||
"Max": 10000,
|
||||
"info": "吸血提高",
|
||||
"__EMPTY": 0,
|
||||
"__EMPTY_1": 0,
|
||||
"__EMPTY_2": 0,
|
||||
"__EMPTY_3": 0
|
||||
},
|
||||
{
|
||||
"id": 24,
|
||||
"type": 101,
|
||||
"gainValue": "1&10",
|
||||
"index": 0,
|
||||
"Min": 0,
|
||||
"Max": 0,
|
||||
"info": "生命值提高",
|
||||
"__EMPTY": 0,
|
||||
"__EMPTY_1": 0,
|
||||
"__EMPTY_2": 0,
|
||||
"__EMPTY_3": 0
|
||||
},
|
||||
{
|
||||
"id": 25,
|
||||
"type": 101,
|
||||
"gainValue": "2&20",
|
||||
"index": 0,
|
||||
"Min": 0,
|
||||
"Max": 0,
|
||||
"info": "物攻提高",
|
||||
"__EMPTY": 0,
|
||||
"__EMPTY_1": 0,
|
||||
"__EMPTY_2": 0,
|
||||
"__EMPTY_3": 0
|
||||
},
|
||||
{
|
||||
"id": 26,
|
||||
"type": 101,
|
||||
"gainValue": "10&50000",
|
||||
"index": 0,
|
||||
"Min": 0,
|
||||
"Max": 0,
|
||||
"info": "暴击提高",
|
||||
"__EMPTY": 0,
|
||||
"__EMPTY_1": 0,
|
||||
"__EMPTY_2": 0,
|
||||
"__EMPTY_3": 0
|
||||
}
|
||||
]
|
||||
Reference in New Issue
Block a user