fix 铜币不足

This commit is contained in:
luying
2020-12-18 17:38:18 +08:00
parent 623e760005
commit d25771f9b0
@@ -84,7 +84,7 @@ export class EquipHandler {
let hero = await HeroModel.findByHidAndRole(hid, roleId); let hero = await HeroModel.findByHidAndRole(hid, roleId);
if(!hero) return resResult(STATUS.HERO_NOT_FIND); if(!hero) return resResult(STATUS.HERO_NOT_FIND);
let { ePlace } = hero; // 装备栏 let { ePlace, lv: playerLv } = hero; // 装备栏
let strengthenArr = new Array<EPlace>(); let strengthenArr = new Array<EPlace>();
if(type == EQUIP_STRENGTHEN_TYPE.SINGLE || type == EQUIP_STRENGTHEN_TYPE.SINGLE_QUICK) { // 单装备强化 if(type == EQUIP_STRENGTHEN_TYPE.SINGLE || type == EQUIP_STRENGTHEN_TYPE.SINGLE_QUICK) { // 单装备强化
strengthenArr = ePlace.filter(cur => cur.id == ePlaceId && cur.equip); strengthenArr = ePlace.filter(cur => cur.id == ePlaceId && cur.equip);
@@ -99,9 +99,9 @@ export class EquipHandler {
if(lv < minLv) minLv = lv; if(lv < minLv) minLv = lv;
} }
let {coin, lv: playerLv} = await Role.findByRoleId(roleId); let {coin} = await Role.findByRoleId(roleId);
let maxLv = type == EQUIP_STRENGTHEN_TYPE.SINGLE?minLv + 1:playerLv; let maxLv = type == EQUIP_STRENGTHEN_TYPE.SINGLE?minLv + 1:playerLv;
if(minLv == maxLv) { if(minLv >= maxLv) {
return resResult(STATUS.ROLE_EQUIP_REACH_MAX); return resResult(STATUS.ROLE_EQUIP_REACH_MAX);
} }
let costCoin = 0; // 消耗铜币 let costCoin = 0; // 消耗铜币