fix 铜币不足
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@@ -84,7 +84,7 @@ export class EquipHandler {
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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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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if(!hero) return resResult(STATUS.HERO_NOT_FIND);
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let { ePlace } = hero; // 装备栏
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let { ePlace, lv: playerLv } = hero; // 装备栏
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let strengthenArr = new Array<EPlace>();
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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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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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strengthenArr = ePlace.filter(cur => cur.id == ePlaceId && cur.equip);
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@@ -99,9 +99,9 @@ export class EquipHandler {
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if(lv < minLv) minLv = lv;
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if(lv < minLv) minLv = lv;
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}
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}
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let {coin, lv: playerLv} = await Role.findByRoleId(roleId);
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let {coin} = await Role.findByRoleId(roleId);
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let maxLv = type == EQUIP_STRENGTHEN_TYPE.SINGLE?minLv + 1:playerLv;
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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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if(minLv >= maxLv) {
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return resResult(STATUS.ROLE_EQUIP_REACH_MAX);
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return resResult(STATUS.ROLE_EQUIP_REACH_MAX);
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}
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}
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let costCoin = 0; // 消耗铜币
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let costCoin = 0; // 消耗铜币
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