武将:修复bug
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@@ -562,7 +562,7 @@ export class EquipHandler {
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let sortAttrId = equipTypeToSortAttr.get(curEPlace.id);
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let sortedAndSuitEquips = sortEquips.filter(equipInfos => { // 筛选可穿的
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let { lvLimited, classId, ePlaceId } = equipInfos;
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return lvLimited >= lv && classId.indexOf(dicJob.job_class) != -1 && curEPlace.id == ePlaceId;
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return lv >= lvLimited && classId.indexOf(dicJob.job_class) != -1 && curEPlace.id == ePlaceId;
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}).sort((a, b) => { // 排序按:战力 => 根据位置看个别属性 => 品质
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if(b.ce - a.ce != 0) return b.ce - a.ce;
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let abilityA = a.goodsAbility.get(sortAttrId)||0;
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@@ -225,7 +225,7 @@ export class HeroHandler {
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if (!curDicHeroStar) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let newStarStage = 0;
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let max = isOneClick? oldStarStage + 1: ABI_STAGE.END;
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let max = isOneClick? ABI_STAGE.END: oldStarStage + 1;
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for(let i = 0; i < max; i++ ) {
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let costResult = await handleCost(roleId, sid, [{ id: pieceId, count: curDicHeroStar.advanceUpFragmentNum }]);
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if (!costResult) break;
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@@ -349,7 +349,7 @@ export class HeroHandler {
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if (!curDicHeroStar) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let newColorStarStage = 0;
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let max = isOneClick? oldColorStarStage + 1: ABI_STAGE.END;
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let max = isOneClick? ABI_STAGE.END: oldColorStarStage + 1;
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for(let i = 0; i < max; i++) {
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let { fragmentNum, consume } = curDicHeroStar;
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