修改英雄卡组生成策略
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@ -39,13 +39,28 @@ export class SelectHeroCommand extends Command<CardGameState, { client: Client,
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if (unitData.base_skill2id) heroPet.skills.push(unitData.base_skill2id);
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if (unitData.base_skill2id) heroPet.skills.push(unitData.base_skill2id);
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if (unitData.base_skill3id) heroPet.skills.push(unitData.base_skill3id);
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if (unitData.base_skill3id) heroPet.skills.push(unitData.base_skill3id);
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let petInitData: number[][] = [];
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let petInitData: number[][] = [];
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const effectMap = global.$cfg.get(BaseConst.EFFECTCARD);
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for (let i = 1; i < 10; i++) {
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for (let i = 1; i < 10; i++) {
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if (!heroData[`follower${i}id`]) {
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if (!heroData[`follower${i}id`]) {
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break;
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break;
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}
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}
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let subData: number[] = [];
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let subData: number[] = [];
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subData.push(heroData[`follower${i}id`]);
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let unitId = heroData[`follower${i}id`];
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subData.push(heroData[`follower${i}`]);
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let weight = 0;
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let effectId;
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for (let [,eff] of effectMap) {
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if (eff.stageunit_id == unitId) {
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weight = eff.weight;
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effectId = eff.id;
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break;
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}
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}
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if (!effectId) {
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error(`未找到效果卡的配置: ${unitId}`);
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}
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subData.push(effectId);
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subData.push(weight);
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petInitData.push(subData);
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petInitData.push(subData);
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}
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}
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player.unitCfgs = petInitData;
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player.unitCfgs = petInitData;
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