fix,觉醒战力读表bug
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@@ -85,7 +85,7 @@ export function calPlayerCe(globalCeAttr: CeAttrRole, hero: HeroType, type: numb
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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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console.log(hero.hid, attrNumber, attrName, getAttrCeRatio(attrName))
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// console.log(hero.hid, attrNumber, attrName, getAttrCeRatio(attrName))
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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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@@ -201,7 +201,7 @@ export function calHeroStarIncAttr(hero: HeroType, type: number, hid: number, ar
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} else {
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if(starStage == ABI_STAGE.START) originStar = star - 1;
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}
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const dicStar = isWake ? getHeroWakeByQuality(quality, originColorStar) : getHeroStarByQuality(quality, originStar); // 星级表
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const dicStar = isWake ? getHeroWakeByQuality(dicHero.quality, originColorStar) : getHeroStarByQuality(quality, originStar); // 星级表
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let stages = new Array<number>(); // 需要升级的阶
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if (type == HERO_SYSTEM_TYPE.INIT) {
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@@ -246,7 +246,6 @@ export function calHeroStarIncAttr(hero: HeroType, type: number, hid: number, ar
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}
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}
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for (let [type, seid] of preSeidList) {
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console.log(type, seid)
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if (!curSeidList.has(type)) {
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removeSeidList.push(seid, 0);
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}
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