✨ feat(养成): 九品天晶添加基础属性
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@@ -46,15 +46,15 @@ export class CalCe {
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let lv = this.data.heroLv.get(hid)||1;
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for(let attrId = ABI_TYPE.ABI_HP; attrId < ABI_TYPE.ABI_MAX; attrId++) {
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if(!this.data.heroAttrs.has(`${hid}_${attrId}`) && !this.data.globalAttrs.has(attrId)) continue;
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let { mainBase = 0, mainBaseUp = 0, subBase = 0, job = 0, starUp = 0, connect = 0, talent = 0, equipQuality = 0, equipStrength = 0, equipStar = 0, equipSuit = 0, jewel = 0, stone = 0, artifactLv = 0, artifactQuality = 0, artifactSeid = 0 } = this.data.heroAttrs.get(`${hid}_${attrId}`)||{};
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let { mainBase = 0, mainBaseUp = 0, subBase = 0, job = 0, starUp = 0, connect = 0, talent = 0, equipQuality = 0, equipStrength = 0, equipStar = 0, equipSuit = 0, jewel = 0, stone = 0, artifactLv = 0, artifactQuality = 0, artifactSeid = 0, jewelBase = 0 } = this.data.heroAttrs.get(`${hid}_${attrId}`)||{};
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let { school = 0, teraph = 0, title = 0, scroll = 0, skin = 0 } = this.data.getGlobalAttrById(attrId)||{};
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let val = 0, ceVal = 0, str = '', ceStr = '';
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if(ABI_TYPE_MAIN.indexOf(attrId) != -1) {
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// {[ hp1 + lv * hp2 ] * ( 1 + hp5 ) + [( hp6 + hp7 ) * ( 1 + hp8 )]} * ( 1 + hp9 ) + hp10 + hp11 + hp14
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val = (( mainBase + job + lv * ( starUp + mainBaseUp ) ) * ( 1 + connect/100 ) + (( equipQuality + equipStrength ) * ( 1 + ( equipStar/100 + equipSuit/100 )))) * ( 1 + jewel/100 + school/100 + talent/100 + skin/100 + artifactSeid/100) + stone + teraph + title + scroll + artifactLv + artifactQuality;
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ceVal = (( mainBase + job + lv * ( starUp + mainBaseUp ) ) * ( 1 + connect/100 ) + (( equipQuality + equipStrength ) * ( 1 + ( equipStar/100 + equipSuit/100 )))) * ( 1 + jewel/100 + school/100 + talent/100 + skin/100 + artifactSeid/100) + stone + teraph + title + scroll + artifactLv + artifactQuality;
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str += `{[${mainBase}+${job}+${lv}*(${starUp}+${mainBaseUp})]* ( 1 + ${connect}/100) + [(${equipQuality}+${equipStrength}) * ( 1 + ${equipStar}/100+${equipSuit}/100)]} * (1+${jewel}/100+${school}/100+${talent}/100+${skin}/100+${artifactSeid}/100)+${stone}+${teraph}+${title}+${scroll}+${artifactLv}+${artifactQuality}`;
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ceStr += `{[${mainBase}+${job}+${lv}*(${starUp}+${mainBaseUp})]* ( 1 + ${connect}/100) + [(${equipQuality}+${equipStrength}) * ( 1 + ${equipStar}/100+${equipSuit}/100)]} * (1+${jewel}/100+${school}/100+${talent}/100+${skin}/100+${artifactSeid}/100)+${stone}+${teraph}+${title}+${scroll}+${artifactLv}+${artifactQuality}`;
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val = (( mainBase + job + lv * ( starUp + mainBaseUp ) ) * ( 1 + connect/100 ) + (( equipQuality + equipStrength ) * ( 1 + ( equipStar/100 + equipSuit/100 )))) * ( 1 + jewel/100 + school/100 + talent/100 + skin/100 + artifactSeid/100) + stone + teraph + title + scroll + artifactLv + artifactQuality + jewelBase;
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ceVal = (( mainBase + job + lv * ( starUp + mainBaseUp ) ) * ( 1 + connect/100 ) + (( equipQuality + equipStrength ) * ( 1 + ( equipStar/100 + equipSuit/100 )))) * ( 1 + jewel/100 + school/100 + talent/100 + skin/100 + artifactSeid/100) + stone + teraph + title + scroll + artifactLv + artifactQuality + jewelBase;
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str += `{[${mainBase}+${job}+${lv}*(${starUp}+${mainBaseUp})]* ( 1 + ${connect}/100) + [(${equipQuality}+${equipStrength}) * ( 1 + ${equipStar}/100+${equipSuit}/100)]} * (1+${jewel}/100+${school}/100+${talent}/100+${skin}/100+${artifactSeid}/100)+${stone}+${teraph}+${title}+${scroll}+${artifactLv}+${artifactQuality}+${jewelBase}`;
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ceStr += `{[${mainBase}+${job}+${lv}*(${starUp}+${mainBaseUp})]* ( 1 + ${connect}/100) + [(${equipQuality}+${equipStrength}) * ( 1 + ${equipStar}/100+${equipSuit}/100)]} * (1+${jewel}/100+${school}/100+${talent}/100+${skin}/100+${artifactSeid}/100)+${stone}+${teraph}+${title}+${scroll}+${artifactLv}+${artifactQuality}+${jewelBase}`;
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} else {
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// attr1 + attr2 + attr4 + attr5 + attr6 + attr7 + attr9
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val = subBase + job + teraph + school + title + jewel + equipStar;
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@@ -302,6 +302,7 @@ export class CalCe {
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this.data.clearHeroAttrByHid(hid, 'equipStar');
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this.data.clearEquipAttrByHid(hid, 'equipStar');
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this.data.clearHeroAttrByHid(hid, 'jewel');
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this.data.clearHeroAttrByHid(hid, 'jewelBase');
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this.data.clearHeroAttrByHid(hid, 'stone');
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}
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@@ -379,6 +380,8 @@ export class CalCe {
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public setJewel(hid: number, eplaceId: number, stones: Stone[], jewel: JewelType) {
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this.data.clearHeroAttrByHid(hid, 'jewel');
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this.data.clearEquipAttrByHidAndEplace(hid, eplaceId, 'jewel');
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this.data.clearHeroAttrByHid(hid, 'jewelBase');
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this.data.clearEquipAttrByHidAndEplace(hid, eplaceId, 'jewelBase');
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let seids: number[] = [];
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if(jewel) {
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for(let { id, seid, rand } of jewel.randSe) {
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@@ -389,6 +392,14 @@ export class CalCe {
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for(let { seid, rand } of jewel.rareSe) {
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seids.push(seid, rand);
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}
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let dicJewel = gameData.jewel.get(jewel.id);
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if(dicJewel) {
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let attrBaseValues = dicJewel.rareEffectBaseAttr||[];
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for(let { id, num } of attrBaseValues) {
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let equipAttr = this.data.getEquipAttrByHidAndId(hid, eplaceId, id);
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equipAttr.jewelBase = num;
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}
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}
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}
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let { ratioUp } = this.addSeidEffect(seids);
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let map = new Map<number, number>(); // attrId => val
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@@ -404,9 +415,10 @@ export class CalCe {
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equipAttr.jewel = val;
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}
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let equips = this.data.getEquipAttrsByHid(hid);
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for(let { hid, attrId, jewel } of equips) {
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for(let { hid, attrId, jewel, jewelBase } of equips) {
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let heroAttr = this.data.getHeroAttrByHidAndId(hid, attrId);
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heroAttr.jewel += jewel;
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heroAttr.jewelBase += jewelBase;
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}
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}
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@@ -1083,6 +1095,7 @@ abstract class HeroAllAttr {
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artifactLv: number = 0; // hp14 宝物等级(dic_zyz_artifactLvPlan的attr)
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artifactQuality: number = 0; // hp14 宝物品质(dic_zyz_artifactQualityPlan的attr)
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artifactSeid: number = 0; // hp9 宝物词条(dic_zyz_artifactSeid算出来的)
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jewelBase: number = 0; // hp15 天晶固定属性值(jewel的基础属性)
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constructor(hid: number, attrId: number, ) {
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this.hid = hid;
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@@ -1139,6 +1152,8 @@ class HeroMainAttr extends HeroAllAttr {
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this.artifactQuality = value; break;
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case HERO_MAIN_ATTR_INDEX.ARTIFACT_SEID:
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this.artifactSeid = value; break;
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case HERO_MAIN_ATTR_INDEX.JEWEL_BASE:
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this.jewelBase = value; break;
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}
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}
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}
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@@ -1196,6 +1211,9 @@ class HeroMainAttr extends HeroAllAttr {
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case HERO_MAIN_ATTR_INDEX.ARTIFACT_SEID:
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values.push(this.artifactSeid);
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break;
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case HERO_MAIN_ATTR_INDEX.JEWEL_BASE:
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values.push(this.jewelBase);
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break;
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}
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}
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return values;
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@@ -1257,6 +1275,7 @@ abstract class EquipAllAttr {
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equipStar: number = 0;
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jewel: number = 0;
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stone: number = 0;
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jewelBase: number = 0;
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constructor(hid: number, attrId: number) {
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this.hid = hid;
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@@ -1290,6 +1309,8 @@ class EquipMainAttr extends EquipAllAttr {
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this.jewel = value; break;
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case EQUIP_MAIN_ATTR_INDEX.STONE:
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this.stone = value; break;
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case EQUIP_MAIN_ATTR_INDEX.JEWEL_BASE:
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this.jewelBase = value; break;
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}
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}
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}
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@@ -1314,6 +1335,9 @@ class EquipMainAttr extends EquipAllAttr {
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case EQUIP_MAIN_ATTR_INDEX.STONE:
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values.push(this.stone);
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break;
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case EQUIP_MAIN_ATTR_INDEX.JEWEL_BASE:
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values.push(this.jewelBase);
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break;
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}
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}
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return values;
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@@ -1388,6 +1412,7 @@ enum HERO_MAIN_ATTR_INDEX {
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ARTIFACT_LV = 13, // hp14, 宝物等级
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ARTIFACT_QUALITY = 14, // hp14, 宝物品质
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ARTIFACT_SEID = 15, // hp9,宝物词条
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JEWEL_BASE = 16, // hp15, 天晶基础属性(dic_zyz_jewel的rareEffectBaseAttr)
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END
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}
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@@ -1408,6 +1433,7 @@ enum EQUIP_MAIN_ATTR_INDEX {
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EQUIP_STAR = 2, // hp8, 装备(dic_zyz_equipStar)
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JEWEL = 3, // hp9, 天晶洗练出的主属性百分比加成,equipAttr加起来
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STONE = 4, // hp10,地玉石增加的固定值,equipAttr加起来
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JEWEL_BASE = 5, // hp15, 天晶基础属性(dic_zyz_jewel的rareEffectBaseAttr)
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END
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}
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