战力:次级属性乘以武将等级而不是玩家等级
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@@ -49,7 +49,7 @@ export async function roleLevelup(type: KING_EXP_RATIO_TYPE, roleId: string, kin
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await checkTask(serverId, roleId, session.get('sid'), TASK_TYPE.ROLE_LV, { oldLv: lv, lv: newLv });
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await checkTask(serverId, roleId, session.get('sid'), TASK_TYPE.ROLE_LV, { oldLv: lv, lv: newLv });
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// 弹出礼包
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// 弹出礼包
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await checkPopUpCondition(serverId, roleId, POP_UP_SHOP_CONDITION_TYPE.LV_TO, { oldLv: lv, newLv })
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await checkPopUpCondition(serverId, roleId, POP_UP_SHOP_CONDITION_TYPE.LV_TO, { oldLv: lv, newLv })
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await calculateCeWithRole(HERO_SYSTEM_TYPE.ROLE_LV, roleId, serverId, sid, { lv: newLv });
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// await calculateCeWithRole(HERO_SYSTEM_TYPE.ROLE_LV, roleId, serverId, sid, { lv: newLv });
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}
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}
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let actordata: { lv: number, exp: number, getExp: number, mostExp: number }[] = [];
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let actordata: { lv: number, exp: number, getExp: number, mostExp: number }[] = [];
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@@ -56,8 +56,9 @@ export class CalCe {
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}
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}
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let result = new Map<number, number>();
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let result = new Map<number, number>();
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for(let [hid, arr] of attrs) {
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for(let [hid, arr] of attrs) {
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let lv = this.data.heroLv.get(hid)||1;
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let obj = new AttributeCal();
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let obj = new AttributeCal();
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obj.setLv(this.data.roleLv);
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obj.setLv(lv);
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obj.setByWarJson(arr);
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obj.setByWarJson(arr);
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let ce = obj.calCe();
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let ce = obj.calCe();
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this.resultCes.set(hid, ce);
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this.resultCes.set(hid, ce);
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