战力,出生皮肤
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@@ -67,14 +67,14 @@ export class HeroHandler {
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if(hasHero) return resResult(STATUS.ROLE_HERO_EXISTS);
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// 根据dic_hero 获得 1. 碎片id 2. 碎片数量 3. 初始武将星级 4. 初始品质
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let dicHero = gameData.hero.get(hid);
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if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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let {pieceId, quality, initialStars: star, pieceCount, jobid: job, name: hName} = dicHero;
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if(!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let {pieceId, quality, initialStars: star, pieceCount, jobid: job, name: hName, initialSkin} = dicHero;
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// 碎片数量是否足够
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let costResult = await handleCost(roleId, sid, [{id: pieceId, count: pieceCount}]);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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// createHero
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let curHero = await HeroModel.createHero({
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roleId, serverId, roleName, hid, hName, star, quality, job
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roleId, serverId, roleName, hid, hName, star, quality, job, skins:[{id: initialSkin, enable: true}]
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});
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await calPlayerCeAndSave(sid, roleId, [curHero], HERO_SYSTEM_TYPE.STAR, getAllAttrStage());
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return resResult(STATUS.SUCCESS, {curHero});
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@@ -110,7 +110,7 @@ export class HeroHandler {
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let material = new Array<RewardInter>();
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for(let {id, count} of originalConsumes) {
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let dicGoods = gameData.goods.get(id);
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if(!dicGoods) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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if(!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let _count = Math.ceil(needExp/dicGoods.value);
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if(_count < count) {
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material.push({id, count: _count});
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@@ -149,7 +149,7 @@ export class HeroHandler {
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let {hid, star, starStage} = msg;
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// 根据dic_hero 获得 1. 碎片id 2. 碎片数量 3. 初始武将星级 4. 初始品质
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let dicHero = gameData.hero.get(hid);
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if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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if(!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let {pieceId} = dicHero;
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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@@ -164,7 +164,7 @@ export class HeroHandler {
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}
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// 根据dic_zyz_hero_star 计算需要花的碎片并检查碎片数量
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const curDicHeroStar = getHeroStarByQuality(quality, oldStar);
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if(!curDicHeroStar) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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if(!curDicHeroStar) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let costResult = await handleCost(roleId, sid, [{id: pieceId, count: curDicHeroStar.advanceUpFragmentNum}]);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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@@ -191,7 +191,7 @@ export class HeroHandler {
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let {hid, quality} = msg;
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let dicHero = gameData.hero.get(hid);
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if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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if(!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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// 根据dic_hero 获得 碎片id
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let {pieceId} = dicHero;
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@@ -210,7 +210,7 @@ export class HeroHandler {
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// 根据dic_zyz_hero_quality_up 获得需要的材料
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const curDicHeroQualityUp = gameData.heroQualityUp.get(quality);
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if(!curDicHeroQualityUp) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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if(!curDicHeroQualityUp) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let {fragmentNum} = curDicHeroQualityUp;
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let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}]);
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@@ -234,7 +234,7 @@ export class HeroHandler {
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let {hid, colorStar, colorStarStage} = msg;
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// 根据dic_hero 获得 1. 碎片id 2. 碎片数量 3. 初始武将星级 4. 初始品质
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let dicHero = gameData.hero.get(hid);
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if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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if(!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let {pieceId} = dicHero;
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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@@ -252,7 +252,7 @@ export class HeroHandler {
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}
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// 根据dic_zyz_hero_wake 计算需要花的碎片并检查碎片数量
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const curDicHeroStar = getHeroWakeByQuality(dicHero.quality, oldColorStar)
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if(!curDicHeroStar) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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if(!curDicHeroStar) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let {fragmentNum, consume} = curDicHeroStar;
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