养成:声望溢出
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@@ -498,15 +498,12 @@ export class HeroHandler {
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for (let { id, count } of originalConsumes) {
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for (let { id, count } of originalConsumes) {
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let dicGoods = gameData.goods.get(id);
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let dicGoods = gameData.goods.get(id);
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if (!dicGoods) return resResult(STATUS.DIC_DATA_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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let needCount = Math.ceil(needExp / dicGoods.value);
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if (_count < count) {
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if(needCount <= 0) break;
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material.push({ id, count: _count });
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if(needCount > count) needCount = count;
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newExp += dicGoods.value * _count;
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material.push({ id, count: needCount });
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break;
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newExp += dicGoods.value * needCount;
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} else {
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needExp -= dicGoods.value * count;
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material.push({ id, count });
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newExp += dicGoods.value * count;
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}
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}
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}
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if (newExp == oldExp) {
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if (newExp == oldExp) {
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@@ -292,7 +292,7 @@ export const STATUS = {
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HERO_CONECTION_IS_MAX_LEVEL: { code: 30306, simStr: '羁绊已达到最大等级' },
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HERO_CONECTION_IS_MAX_LEVEL: { code: 30306, simStr: '羁绊已达到最大等级' },
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HERO_CONECTION_IS_NOT_EXIT: { code: 30307, simStr: '羁绊不存在' },
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HERO_CONECTION_IS_NOT_EXIT: { code: 30307, simStr: '羁绊不存在' },
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ROLE_SHORT_HERO_CONECTION: { code: 30308, simStr: '未拥有羁绊武将' },
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ROLE_SHORT_HERO_CONECTION: { code: 30308, simStr: '未拥有羁绊武将' },
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HERO_FAVOUR_LEVEL_REACH_MAXT: { code: 30309, simStr: '武将好感等级以达到最大' },
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HERO_FAVOUR_LEVEL_REACH_MAXT: { code: 30309, simStr: '武将好感等级已达到最大' },
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HERO_JOB_REACH_MAX_STAGE: { code: 30310, simStr: '武将已达到最大的职业阶级' },
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HERO_JOB_REACH_MAX_STAGE: { code: 30310, simStr: '武将已达到最大的职业阶级' },
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TALENT_HAS_UNLOCKED: { code: 30311, simStr: '该天赋已经解锁' },
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TALENT_HAS_UNLOCKED: { code: 30311, simStr: '该天赋已经解锁' },
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TALENT_CONDITION_NOT_FIT: { code: 30312, simStr: '天赋解锁条件未达成' },
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TALENT_CONDITION_NOT_FIT: { code: 30312, simStr: '天赋解锁条件未达成' },
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