战力,出生皮肤

This commit is contained in:
mamengke01
2020-12-22 14:07:43 +08:00
parent ba4f58509d
commit eec53b688f
17 changed files with 1173 additions and 314 deletions
+38 -25
View File
@@ -1,6 +1,5 @@
export const IT_TYPE = {
BLUEPRT: 28,
JEWEL: 42
}
@@ -38,6 +37,15 @@ export enum EQUIP_TYPE {
END = 6
}
export enum JEWEL_TYPE {
WEAPON = 42, // 神兵(武器)
CLOTHES = 43, // 宝甲(上装)
SHOES = 45, // 行具(下装)
CAP = 44, // 冠冕(头部)
BOOK = 47, // 典籍(饰品)
ACCESSORY = 46, // 礼器(饰品)
}
export const ITEM_TABLE = {
EQUIP: 'equip',
ITEM: 'item',
@@ -46,28 +54,28 @@ export const ITEM_TABLE = {
}
const itid_array = [
{ id: 1, name: '短兵(神兵)', table: 'equip', type: EQUIP_TYPE.WEAPON },
{ id: 2, name: '枪矛(神兵)', table: 'equip', type: EQUIP_TYPE.WEAPON },
{ id: 3, name: '重兵(神兵)', table: 'equip', type: EQUIP_TYPE.WEAPON },
{ id: 4, name: '弓弩(神兵)', table: 'equip', type: EQUIP_TYPE.WEAPON },
{ id: 5, name: '奇门(神兵)', table: 'equip', type: EQUIP_TYPE.WEAPON },
{ id: 6, name: '羽扇(神兵)', table: 'equip', type: EQUIP_TYPE.WEAPON },
{ id: 7, name: '法器(神兵)', table: 'equip', type: EQUIP_TYPE.WEAPON },
{ id: 8, name: '杖(神兵)', table: 'equip', type: EQUIP_TYPE.WEAPON },
{ id: 9, name: '头盔(冠冕)', table: 'equip', type: EQUIP_TYPE.CAP },
{ id: 10, name: '头巾(冠冕)', table: 'equip', type: EQUIP_TYPE.CAP },
{ id: 11, name: '重铠(宝甲)', table: 'equip', type: EQUIP_TYPE.CLOTHES },
{ id: 12, name: '皮甲(宝甲)', table: 'equip', type: EQUIP_TYPE.CLOTHES },
{ id: 13, name: '布衣(宝甲)', table: 'equip', type: EQUIP_TYPE.CLOTHES },
{ id: 14, name: '兵书(典籍)', table: 'equip', type: EQUIP_TYPE.BOOK },
{ id: 15, name: '杂记(典籍)', table: 'equip', type: EQUIP_TYPE.BOOK },
{ id: 16, name: '经典(典籍)', table: 'equip', type: EQUIP_TYPE.BOOK },
{ id: 17, name: '马(行具)', table: 'equip', type: EQUIP_TYPE.SHOES },
{ id: 18, name: '鞋(行具)', table: 'equip', type: EQUIP_TYPE.SHOES },
{ id: 19, name: '车(行具)', table: 'equip', type: EQUIP_TYPE.SHOES },
{ id: 20, name: '佩饰(礼器)', table: 'equip', type: EQUIP_TYPE.ACCESSORY },
{ id: 21, name: '钟鼎(礼器)', table: 'equip', type: EQUIP_TYPE.ACCESSORY },
{ id: 22, name: '印章(礼器)', table: 'equip', type: EQUIP_TYPE.ACCESSORY },
{ id: 1, name: '短兵(神兵)', table: 'equip', type: EQUIP_TYPE.WEAPON, equipJewel: JEWEL_TYPE.WEAPON},
{ id: 2, name: '枪矛(神兵)', table: 'equip', type: EQUIP_TYPE.WEAPON, equipJewel: JEWEL_TYPE.WEAPON },
{ id: 3, name: '重兵(神兵)', table: 'equip', type: EQUIP_TYPE.WEAPON, equipJewel: JEWEL_TYPE.WEAPON },
{ id: 4, name: '弓弩(神兵)', table: 'equip', type: EQUIP_TYPE.WEAPON, equipJewel: JEWEL_TYPE.WEAPON },
{ id: 5, name: '奇门(神兵)', table: 'equip', type: EQUIP_TYPE.WEAPON, equipJewel: JEWEL_TYPE.WEAPON },
{ id: 6, name: '羽扇(神兵)', table: 'equip', type: EQUIP_TYPE.WEAPON, equipJewel: JEWEL_TYPE.WEAPON },
{ id: 7, name: '法器(神兵)', table: 'equip', type: EQUIP_TYPE.WEAPON, equipJewel: JEWEL_TYPE.WEAPON },
{ id: 8, name: '杖(神兵)', table: 'equip', type: EQUIP_TYPE.WEAPON, equipJewel: JEWEL_TYPE.WEAPON },
{ id: 9, name: '头盔(冠冕)', table: 'equip', type: EQUIP_TYPE.CAP, equipJewel: JEWEL_TYPE.CAP },
{ id: 10, name: '头巾(冠冕)', table: 'equip', type: EQUIP_TYPE.CAP, equipJewel: JEWEL_TYPE.CAP },
{ id: 11, name: '重铠(宝甲)', table: 'equip', type: EQUIP_TYPE.CLOTHES, equipJewel: JEWEL_TYPE.CLOTHES },
{ id: 12, name: '皮甲(宝甲)', table: 'equip', type: EQUIP_TYPE.CLOTHES, equipJewel: JEWEL_TYPE.CLOTHES },
{ id: 13, name: '布衣(宝甲)', table: 'equip', type: EQUIP_TYPE.CLOTHES, equipJewel: JEWEL_TYPE.CLOTHES },
{ id: 14, name: '兵书(典籍)', table: 'equip', type: EQUIP_TYPE.BOOK, equipJewel: JEWEL_TYPE.BOOK },
{ id: 15, name: '杂记(典籍)', table: 'equip', type: EQUIP_TYPE.BOOK, equipJewel: JEWEL_TYPE.BOOK },
{ id: 16, name: '经典(典籍)', table: 'equip', type: EQUIP_TYPE.BOOK, equipJewel: JEWEL_TYPE.BOOK },
{ id: 17, name: '马(行具)', table: 'equip', type: EQUIP_TYPE.SHOES, equipJewel: JEWEL_TYPE.SHOES },
{ id: 18, name: '鞋(行具)', table: 'equip', type: EQUIP_TYPE.SHOES, equipJewel: JEWEL_TYPE.SHOES },
{ id: 19, name: '车(行具)', table: 'equip', type: EQUIP_TYPE.SHOES, equipJewel: JEWEL_TYPE.SHOES },
{ id: 20, name: '佩饰(礼器)', table: 'equip', type: EQUIP_TYPE.ACCESSORY, equipJewel: JEWEL_TYPE.ACCESSORY },
{ id: 21, name: '钟鼎(礼器)', table: 'equip', type: EQUIP_TYPE.ACCESSORY, equipJewel: JEWEL_TYPE.ACCESSORY },
{ id: 22, name: '印章(礼器)', table: 'equip', type: EQUIP_TYPE.ACCESSORY, equipJewel: JEWEL_TYPE.ACCESSORY },
{ id: 23, name: '消耗品', table: 'item', type: CONSUME_TYPE.CONSUME },
@@ -92,10 +100,15 @@ const itid_array = [
{ id: 39, name: '时装', table: 'hero', type: CONSUME_TYPE.SKIN },
{ id: 40, name: '装备碎片', table: 'item', type: CONSUME_TYPE.PIECE },
{ id: 41, name: '图纸', table: 'item', type: CONSUME_TYPE.CONSUME },
{ id: 42, name: '宝石', table: 'item', type: CONSUME_TYPE.JEWEL }
{ id: 42, name: '神兵宝石', table: 'item', type: CONSUME_TYPE.JEWEL },
{ id: 43, name: '宝甲宝石', table: 'item', type: CONSUME_TYPE.JEWEL },
{ id: 44, name: '免冠宝石', table: 'item', type: CONSUME_TYPE.JEWEL },
{ id: 45, name: '足具宝石', table: 'item', type: CONSUME_TYPE.JEWEL },
{ id: 46, name: '礼器宝石', table: 'item', type: CONSUME_TYPE.JEWEL },
{ id: 47, name: '典籍宝石', table: 'item', type: CONSUME_TYPE.JEWEL }
];
export const ITID = new Map<number, {id: number, name: string, table: string, type?: number, isCurrency?: boolean}>();
export const ITID = new Map<number, {id: number, name: string, table: string, type?: number, isCurrency?: boolean, equipJewel?: number}>();
for(let obj of itid_array) {
ITID.set(obj.id, obj);
}
+2 -2
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@@ -113,7 +113,7 @@ export const STATUS = {
DUNGEON_TIMES_LACK: { code: 20701, simStr: '挑战次数不足' },
// 通用 30000 - 30099
ROLE_INFO_NOT_FOUND: { code: 30000, simStr: '数据表未找到' },
DIC_DATA_NOT_FOUND: { code: 30000, simStr: '数据表未找到' },
ROLE_MATERIAL_NOT_ENOUGH: { code: 30001, simStr: '材料数量不足' },
// 武将养成通用 30100 - 30199
@@ -165,7 +165,7 @@ export const STATUS = {
EQUIP_NOT_FILL_HOLE: {code: 30506, simStr: '未穿戴宝石' },
EQUIP_NOT_EQUIPED_HERO: {code: 30507, simStr: '装备不能被该武将穿戴'},
EQUIP_LEVEL_LIMIT: {code: 30508, simStr: '装备穿戴等级限制'},
EQUIP_NOT_MATCH_JEWEL: {code: 30504, simStr: '装备不能镶嵌该宝石' },
// 社交相关状态 40000 - 49999
// 运营模块相关状态 50000 - 59999
// GM后台相关状态 60000 - 69999
+1 -1
View File
@@ -160,7 +160,7 @@ export default class Hero extends BaseModel {
return hero;
}
public static async createHero(heroInfo: {roleId: string, serverId: number, roleName: string, hid: number, hName: string, star: number, quality: number, job: number, lv?: number }, lean = true) {
public static async createHero(heroInfo: {roleId: string, serverId: number, roleName: string, hid: number, hName: string, star: number, quality: number, job: number, lv?: number, skins:Skin[]}, lean = true) {
const doc = new HeroModel();
const seqId = await CounterModel.getNewCounter(COUNTER.HID)||-1;
const update = Object.assign(doc.toJSON(), heroInfo, {seqId});
+1
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@@ -12,6 +12,7 @@ interface roleUpdate {
gold?:number;
frdCnt?: number;
expeditionPoint?:number;
globalCeAttr?:CeAttr;
}
class TopHero {
+3 -5
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@@ -1,6 +1,6 @@
// 物品表
import {decodeArrayListStr, readJsonFile, parseReward, parseNumberList, decodeArrayStr, deepCopy} from '../util'
import { FILENAME, IT_TYPE, ABI_TYPE } from '../../consts'
import {decodeArrayListStr, readJsonFile, parseReward, parseNumberList, decodeArrayStr} from '../util'
import { FILENAME, IT_TYPE, ABI_TYPE , GOOD_TYPE} from '../../consts'
import { RewardInter } from '../interface';
const _ = require('lodash');
const underscore = require('underscore');
@@ -87,7 +87,6 @@ const DicGoodsKeys: KeysEnum<DicGoods> = {
export const dicJewel = new Map<number, DicGoods>();
export const dicGoods = new Map<number, DicGoods>();
export const blueprt = new Map<number, Array<number>>();
let jewelsMap = {};
arr.forEach(o => {
o.goodsAbility = parseAbility(o);
o.goodsAbilityUp = parseAbilityUp(o);
@@ -102,7 +101,7 @@ arr.forEach(o => {
let arr = blueprt.get(o.quality)||new Array<number>();
arr.push(o.good_id);
blueprt.set(o.quality, arr);
} else if (o.itid == IT_TYPE.JEWEL) {
} else if (o.itid == GOOD_TYPE.JEWEL) {
let material = o.composeMaterial[0];
if (!!material && !!material.id) {
let lastJewel = underscore.findWhere(arr,{good_id:material.id});
@@ -115,7 +114,6 @@ arr.forEach(o => {
}
});
jewelsMap = undefined;
arr = undefined;
function parseSpecialAttr(str: string) {
+2 -1
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@@ -26,13 +26,14 @@ export interface DicHero {
// 主属性
readonly baseAbilityArr:Map<number, number>;
readonly baseAbilityUpArr:Map<number, number>;
readonly initialSkin: number;
}
const str = readJsonFile(FILENAME.DIC_HERO);
let arr = JSON.parse(str);
type KeysEnum<T> = { [P in keyof Required<T>]: true };
const DicHeroKeys: KeysEnum<DicHero> = {heroId: true, name: true, quality: true, camp: true, jobid: true, skill: true, pieceId: true, initialStars: true, pieceCount: true, baseAbilityArr: true, baseAbilityUpArr: true};
const DicHeroKeys: KeysEnum<DicHero> = {heroId: true, name: true, quality: true, camp: true, jobid: true, skill: true, pieceId: true, initialStars: true, pieceCount: true, baseAbilityArr: true, baseAbilityUpArr: true, initialSkin: true};
export const dicHero = new Map<number, DicHero>();
arr.forEach(o => {
o.baseAbilityArr = parseBaseAbilityArr(o);
+57 -15
View File
@@ -8,7 +8,7 @@ import { deepCopy } from './util';
import { HeroModel, HeroType } from '../db/Hero';
import { RoleModel } from '../db/Role';
import { CeAttrData, CeAttr, CeAttrNumber } from '../db/generalField';
import { getAttrNameByJobStage, getAttrCeRatio, getAtrrNameById, ABI_TYPE_TO_STAGE, ABI_STAGE, SEID_TYPE, HERO_ATTR} from '../consts';
import { getAttrNameByJobStage, getAttrCeRatio, getAtrrNameById, ABI_TYPE_TO_STAGE, ABI_STAGE, SEID_TYPE} from '../consts';
import { gameData, getJobByGradeAndClass, getHeroWakeByQuality, getHeroStarByQuality, getFriendShipById } from './data';
import { Attributes } from './interface';
import { DicSe } from './dictionary/DicSe';
@@ -18,7 +18,7 @@ import { DicRandomEffectPool } from './dictionary/DicRandomEffectPool';
const HERO_CE_RATIO = 100;
const _ = require('underscore');
//战力计算TODO
export function calPlayerCe(hero: HeroType, type: number, args: Array<number>) {
export function calPlayerCe(globalCeAttr: CeAttr, hero: HeroType, type: number, args: Array<number>) {
let incCe = 0;
let incArr: Attributes = {};
let reIncAttr: CeAttr = {}; // {"hp": {"base": number, "fixUp": number, "ratioUp": number}}
@@ -33,7 +33,7 @@ export function calPlayerCe(hero: HeroType, type: number, args: Array<number>) {
} else if (type == HERO_SYSTEM_TYPE.STAGEUP) {
reIncAttr = calHeroJobStageUpIncAttr(hero, args, addSeidList, removeSeidList )
} else if (type == HERO_SYSTEM_TYPE.SKIN) {
reIncAttr = calWaerHeroSkinIncAttr(hero, args);
reIncAttr = calHeroWearSkinIncAttr(hero, args);
} else if (type == HERO_SYSTEM_TYPE.FAVOUR) {
reIncAttr = calHeroFavourUpIncAttr(hero, args);
} else if (type == HERO_SYSTEM_TYPE.CONNECT) {
@@ -51,12 +51,12 @@ export function calPlayerCe(hero: HeroType, type: number, args: Array<number>) {
if(!hero.ceAttr) hero.ceAttr = new CeAttr();
for (let attrName in reIncAttr) {
let originalAttrData: CeAttrData = hero.ceAttr[attrName]||new CeAttrData();
let oldCe = (originalAttrData.fixUp + originalAttrData.equipUp||0) * HERO_CE_RATIO + originalAttrData.base *(HERO_CE_RATIO + originalAttrData.ratioUp);
let oldCe = (originalAttrData.fixUp + (originalAttrData.equipUp||0)) * HERO_CE_RATIO + originalAttrData.base *(HERO_CE_RATIO + originalAttrData.ratioUp + globalCeAttr[attrName].ratioUp);
if(!hero.ceAttr[attrName]) hero.ceAttr[attrName] = new CeAttrData();
for (let attrKey in reIncAttr[attrName]) {
hero.ceAttr[attrName][attrKey] = parseInt(reIncAttr[attrName][attrKey]||0);
}
incArr[attrName] = (reIncAttr[attrName].fixUp + reIncAttr[attrName].equipUp||0) * HERO_CE_RATIO + reIncAttr[attrName].base *(HERO_CE_RATIO + reIncAttr[attrName].ratioUp) - oldCe; //计算属性
incArr[attrName] = (reIncAttr[attrName].fixUp + (reIncAttr[attrName].equipUp||0)) * HERO_CE_RATIO + reIncAttr[attrName].base *(HERO_CE_RATIO + reIncAttr[attrName].ratioUp + globalCeAttr[attrName].ratioUp) - oldCe; //计算属性
incCe += incArr[attrName] * getAttrCeRatio(attrName);
}
hero.ce += incCe;
@@ -67,19 +67,17 @@ export function calPlayerCe(hero: HeroType, type: number, args: Array<number>) {
export async function calPlayerCeAndSave(roleId: string, heros: Array<HeroType>, type?: number, args?: Array<number>) {
let incPlayerCe = 0;
let pushHeros = new Array<{hid: number, ce: number, incHeroCe: number}>();
let role = await RoleModel.findByRoleId(roleId);
for (let hero of heros) {
let incHeroCe = calPlayerCe(hero, type, args);
let incHeroCe = calPlayerCe(role.globalCeAttr, hero, type, args);
incPlayerCe += incHeroCe;
await HeroModel.updateHeroInfo(roleId, hero.hid, hero );
await HeroModel.updateHeroInfo(roleId, hero.hid, hero);
pushHeros.push({
hid: hero.hid,
ce: hero.ce,
incHeroCe : incHeroCe,
});
}
let role = await RoleModel.findByRoleId(roleId);
role.ce += incPlayerCe;
await RoleModel.updateRoleInfo(roleId, role);
return {pushHeros, role}
@@ -177,7 +175,7 @@ export function calHeroJobStageUpIncAttr(hero: HeroType, args: Array<number>, ad
}
//穿戴时装
export function calWaerHeroSkinIncAttr(hero: HeroType, args: Array<number>) {
export function calHeroWearSkinIncAttr(hero: HeroType, args: Array<number>) {
let res: CeAttr = {};
let addSkin = gameData.fashion.get(args[0]);
let delSkin = gameData.fashion.get(args[1]);
@@ -185,12 +183,12 @@ export function calWaerHeroSkinIncAttr(hero: HeroType, args: Array<number>) {
for (let attr of delSkin.actorAttr) {
attrName = getAtrrNameById(attr.id);
res[attrName] = {fixUp: hero.ceAttr[attrName].fixUp, base: hero.ceAttr[attrName].base, ratioUp: hero.ceAttr[attrName].ratioUp};
res[attrName].fixUp += attr.number * HERO_CE_RATIO;
res[attrName].fixUp -= attr.number * HERO_CE_RATIO;
}
for (let attr of addSkin.actorAttr) {
attrName = getAtrrNameById(attr.id);
res[attrName] = {fixUp: hero.ceAttr[attrName].fixUp, base: hero.ceAttr[attrName].base, ratioUp: hero.ceAttr[attrName].ratioUp};
res[attrName].fixUp -= attr.number * HERO_CE_RATIO;
res[attrName].fixUp += attr.number * HERO_CE_RATIO;
}
return res;
}
@@ -426,10 +424,54 @@ function addSeid(effectList: Array<any>, seidId:number, rand: number, seidValue
}
return;
}
effectList.push(curSeid);
let seid: DicSe|DicRandomEffectPool = deepCopy(curSeid);
if(curSeid.index > 0) {
seid.gainValueArr[curSeid.index - 1] = rand;
}
effectList.push(seid);
}
}
//全局属性加成
export async function reCalAllHeroCe(roleId: string, type: number, args:Array<number>) {
let reIncAttr: CeAttr = {};
let role = await RoleModel.findByRoleId(roleId);
if(!role.globalCeAttr) role.globalCeAttr = new CeAttr();
let originalAttr = role.globalCeAttr;
let pushHeros:Array<{hid:number, ce:number, incHeroCe:number}> = []
if (type == 1) {//获得皮肤
reIncAttr = calHeroAddSkin(args, role.globalCeAttr);
}
for (let attrName in reIncAttr) {
role.globalCeAttr[attrName].fixUp = reIncAttr[attrName].fixUp;
role.globalCeAttr[attrName].ratioUp = reIncAttr[attrName].ratioUp;
}
let heros = await HeroModel.findByRole(roleId);
for (let hero of heros) {
let incHeroCe = 0;
for (let attrName in reIncAttr) {
let oldcCe = originalAttr[attrName].fixUp * HERO_CE_RATIO + hero.ceAttr[attrName].base * (HERO_CE_RATIO + originalAttr[attrName].ratioUp);
let incArr = role.globalCeAttr[attrName].fixUp * HERO_CE_RATIO + hero.ceAttr[attrName].base * (HERO_CE_RATIO + role.globalCeAttr[attrName].ratioUp) - oldcCe;
incHeroCe += incArr * getAttrCeRatio(attrName);
}
incHeroCe += incHeroCe;
hero.ce += incHeroCe;
pushHeros.push({ hid: hero.hid, ce: hero.ce, incHeroCe });
await HeroModel.updateHeroInfo(roleId, hero.hid, {ce: hero.ce});
}
await RoleModel.updateRoleInfo(roleId, {globalCeAttr: role.globalCeAttr, ce: role.ce});
return {pushHeros, ce: role.ce}
}
function calHeroAddSkin(args:Array<number>, ceAttr: CeAttr){
let res: CeAttr = {};
for (let arg of args) {
let addSkin = gameData.fashion.get(arg);
let attrName: string;
for (let attr of addSkin.globalAttr) {
attrName = getAtrrNameById(attr.id);
res[attrName] = {fixUp: ceAttr[attrName].fixUp, ratioUp: ceAttr[attrName].ratioUp};
res[attrName].fixUp += attr.number * HERO_CE_RATIO;
}
}
return res;
}
+618 -18
View File
@@ -6,7 +6,7 @@
"name": "魏武之强",
"level": 1,
"memberId": "2&3&4&5",
"attribute": "1&200|2&300",
"attribute": "1&200",
"costCoin": 0
},
{
@@ -16,7 +16,7 @@
"name": "魏武之强",
"level": 2,
"memberId": "2&3&4&5",
"attribute": "1&300|2&400",
"attribute": "1&300",
"costCoin": 0
},
{
@@ -26,7 +26,7 @@
"name": "魏武之强",
"level": 3,
"memberId": "2&3&4&5",
"attribute": "1&400|2&500",
"attribute": "1&400",
"costCoin": 0
},
{
@@ -36,7 +36,7 @@
"name": "魏武之强",
"level": 4,
"memberId": "2&3&4&5",
"attribute": "1&600|2&700",
"attribute": "1&600",
"costCoin": 0
},
{
@@ -46,7 +46,7 @@
"name": "魏武之强",
"level": 5,
"memberId": "2&3&4&5",
"attribute": "1&800|2&900",
"attribute": "1&800",
"costCoin": 0
},
{
@@ -56,7 +56,7 @@
"name": "魏武之强",
"level": 6,
"memberId": "2&3&4&5",
"attribute": "1&1000|2&1000",
"attribute": "1&1000",
"costCoin": 0
},
{
@@ -66,7 +66,7 @@
"name": "家族之力",
"level": 1,
"memberId": "6&7",
"attribute": "1&200|2&300",
"attribute": "2&300",
"costCoin": 0
},
{
@@ -76,7 +76,7 @@
"name": "家族之力",
"level": 2,
"memberId": "6&7",
"attribute": "1&300|2&400",
"attribute": "2&400",
"costCoin": 0
},
{
@@ -86,7 +86,7 @@
"name": "家族之力",
"level": 3,
"memberId": "6&7",
"attribute": "1&400|2&500",
"attribute": "2&500",
"costCoin": 0
},
{
@@ -96,7 +96,7 @@
"name": "家族之力",
"level": 4,
"memberId": "6&7",
"attribute": "1&600|2&700",
"attribute": "2&700",
"costCoin": 0
},
{
@@ -106,7 +106,7 @@
"name": "家族之力",
"level": 5,
"memberId": "6&7",
"attribute": "1&800|2&900",
"attribute": "2&900",
"costCoin": 0
},
{
@@ -116,7 +116,7 @@
"name": "家族之力",
"level": 6,
"memberId": "6&7",
"attribute": "1&1000|2&1000",
"attribute": "2&1000",
"costCoin": 0
},
{
@@ -126,7 +126,7 @@
"name": "曹氏双雄",
"level": 1,
"memberId": "8&",
"attribute": "1&200|2&300",
"attribute": "2&300",
"costCoin": 0
},
{
@@ -136,7 +136,7 @@
"name": "曹氏双雄",
"level": 2,
"memberId": "8&",
"attribute": "1&300|2&400",
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@@ -146,7 +146,7 @@
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@@ -156,7 +156,7 @@
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@@ -166,7 +166,7 @@
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@@ -176,7 +176,607 @@
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