InheritAction: UI 턴 초기화, 전투 특기 초기화, 랜덤 유니크
- 턴 초기화에 버그가 있는듯?
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@@ -45,7 +45,7 @@ class BuyRandomUnique extends \sammo\BaseAPI
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}
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$general->setAuxVar('inheritRandomUnique', TimeUtil::now());
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$inheritStor->setValue('previous', $previousPoint - GameConst::$inheritItemRandomPoint);
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$inheritStor->setValue('previous', [$previousPoint - GameConst::$inheritItemRandomPoint, 'BuyRandomUnique']);
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$general->applyDB($db);
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return null;
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}
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@@ -72,7 +72,7 @@ class BuySpecificUnique extends \sammo\BaseAPI
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$itemTrials[$itemKey] = $amount;
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$general->setAuxVar('inheritUniqueTrial', $itemTrials);
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$inheritStor->setValue('previous', $previousPoint - $amount);
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$inheritStor->setValue('previous', [$previousPoint - $amount, ['BuySpecificUnique', $itemKey, $amount]]);
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$trialStor->setValue("u{$userID}", [$userID, $generalID, $amount]);
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$general->applyDB($db);
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return null;
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@@ -50,7 +50,7 @@ class ResetSpecialWar extends \sammo\BaseAPI
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$db = DB::db();
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$inheritStor = KVStorage::getStorage($db, "inheritance_{$userID}");
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$previousPoint = $inheritStor->getValue('previous') ?? 0;
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$previousPoint = ($inheritStor->getValue('previous') ?? [0, 0])[0];
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if ($previousPoint < $reqPoint) {
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return '충분한 유산 포인트를 가지고 있지 않습니다.';
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}
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@@ -62,7 +62,7 @@ class ResetSpecialWar extends \sammo\BaseAPI
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$general->setAuxVar('inheritResetSpecialWar', $nextLevel);
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$general->setVar('special2', 'None');
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$inheritStor->setValue('previous', $previousPoint - $reqPoint);
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$inheritStor->setValue('previous', [$previousPoint - $reqPoint, 'ResetSpecialWar']);
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$general->applyDB($db);
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return null;
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}
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@@ -46,7 +46,7 @@ class ResetTurnTime extends \sammo\BaseAPI
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$db = DB::db();
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$inheritStor = KVStorage::getStorage($db, "inheritance_{$userID}");
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$previousPoint = $inheritStor->getValue('previous') ?? 0;
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$previousPoint = ($inheritStor->getValue('previous') ?? [0, 0])[0];
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if ($previousPoint < $reqPoint) {
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return '충분한 유산 포인트를 가지고 있지 않습니다.';
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}
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@@ -60,13 +60,13 @@ class ResetTurnTime extends \sammo\BaseAPI
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$afterTurn = Util::randRange($turnTerm * -60 / 2, $turnTerm * 60 / 2);
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$turnTime = $turnTime->add(TimeUtil::secondsToDateInterval($afterTurn));
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if($turnTime <= $serverTurnTimeObj){
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if ($turnTime <= $serverTurnTimeObj) {
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$turnTime = $turnTime->add(TimeUtil::secondsToDateInterval($turnTerm * 60));
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}
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$general->setVar('turntime', TimeUtil::format($turnTime, true));
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$general->setAuxVar('inheritResetTurnTime', $nextLevel);
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$inheritStor->setValue('previous', $previousPoint - $reqPoint);
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$inheritStor->setValue('previous', [$previousPoint - $reqPoint, 'ResetTurnTime']);
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$general->applyDB($db);
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return null;
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}
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@@ -54,7 +54,7 @@ class SetNextSpecialWar extends \sammo\BaseAPI
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return '이미 그 특기를 예약하였습니다.';
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}
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if($inheritSpecificSpecialWar !== null){
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if ($inheritSpecificSpecialWar !== null) {
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return '이미 예약한 특기가 있습니다.';
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}
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@@ -62,13 +62,13 @@ class SetNextSpecialWar extends \sammo\BaseAPI
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$db = DB::db();
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$inheritStor = KVStorage::getStorage($db, "inheritance_{$userID}");
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$previousPoint = $inheritStor->getValue('previous') ?? 0;
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$previousPoint = ($inheritStor->getValue('previous') ?? [0, 0])[0];
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if ($previousPoint < $reqAmount) {
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return '충분한 유산 포인트를 가지고 있지 않습니다.';
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}
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$general->setAuxVar('inheritSpecificSpecialWar', $type);
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$inheritStor->setValue('previous', $previousPoint - $reqAmount);
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$inheritStor->setValue('previous', [$previousPoint - $reqAmount, ['SetNextSpecialWar', $type]]);
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$general->applyDB($db);
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return null;
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}
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+141
-13
@@ -62,14 +62,16 @@
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</div>
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<div style="text-align: right">
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<small class="form-text text-muted"
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>{{ info.info }}<br /><span style="color:white">필요 포인트:
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{{
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inheritBuffCost[inheritBuff[buffKey]] -
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inheritBuffCost[prevInheritBuff[buffKey] ?? 0]
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}}</span></small
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>{{ info.info }}<br /><span style="color: white"
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>필요 포인트:
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{{
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inheritActionCost.buff[inheritBuff[buffKey]] -
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inheritActionCost.buff[prevInheritBuff[buffKey] ?? 0]
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}}</span
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></small
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>
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</div>
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<div class="row px-4" style="margin-bottom:1em;">
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<div class="row px-4" style="margin-bottom: 1em">
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<b-button
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variant="secondary"
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@click="inheritBuff[buffKey] = prevInheritBuff[buffKey] ?? 0"
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@@ -84,7 +86,69 @@
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</div>
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</div>
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</div>
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<div class="row"></div>
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<div class="row px-4" style="margin-top: 2em">
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<div class="col col-md-4 col-sm-6 p-2">
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<div class="row">
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<div class="a-right col-6 align-self-center">랜덤 턴 초기화</div>
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<b-button
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class="col-6"
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variant="primary"
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@click="buySimple('ResetTurnTime')"
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>구입</b-button
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>
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</div>
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<div class="a-right">
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<small class="form-text text-muted"
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>다음 턴이 랜덤으로 바뀝니다.<br /><span style="color: white"
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>필요 포인트: {{ inheritActionCost.resetTurnTime }}</span
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></small
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>
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</div>
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</div>
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<div class="col col-md-4 col-sm-6 p-2">
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<div class="row">
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<div class="a-right col-6 align-self-center">랜덤 유니크 획득</div>
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<b-button
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class="col-6"
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variant="primary"
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@click="buySimple('BuyRandomUnique')"
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>구입</b-button
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>
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</div>
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<div class="a-right">
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<small class="form-text text-muted"
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>다음 턴에 랜덤 유니크를 얻습니다.<br /><span style="color: white"
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>필요 포인트: {{ inheritActionCost.randomUnique }}</span
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></small
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>
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</div>
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</div>
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<div class="col col-md-4 col-sm-6 p-2">
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<div class="row">
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<div class="a-right col-6 align-self-center">
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즉시 전투 특기 초기화
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</div>
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<b-button
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class="col-6"
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variant="primary"
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@click="buySimple('ResetSpecialWar')"
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>구입</b-button
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>
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</div>
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<div class="a-right">
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<small class="form-text text-muted"
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>즉시 전투 특기를 초기화합니다.<br /><span style="color: white"
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>필요 포인트: {{ inheritActionCost.resetSpecialWar }}</span
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></small
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>
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</div>
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</div>
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</div>
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<!-- ResetTurnTime -->
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<!-- BuyRandomUnique -->
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<!-- ResetSpecialWar -->
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<!-- SetNextSpecialWar, type -->
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<!-- BuySpecificUnique, item, amount -->
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</div>
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</div>
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</template>
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@@ -231,7 +295,15 @@ const inheritBuffHelpText: Record<
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};
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declare const maxInheritBuff: number;
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declare const inheritBuffCost: number[];
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declare const inheritActionCost: {
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buff: number[];
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resetTurnTime: number;
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resetSpecialWar: number;
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randomUnique: number;
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};
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declare const resetTurnTimeLevel: number;
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declare const resetSpecialWarLevel: number;
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export default defineComponent({
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name: "InheritPoint",
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@@ -260,7 +332,9 @@ export default defineComponent({
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inheritBuff,
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prevInheritBuff: currentInheritBuff,
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maxInheritBuff,
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inheritBuffCost,
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inheritActionCost,
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resetTurnTimeLevel,
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resetSpecialWarLevel,
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};
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},
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methods: {
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@@ -275,7 +349,8 @@ export default defineComponent({
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return;
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}
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const cost =
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this.inheritBuffCost[level] - this.inheritBuffCost[prevLevel];
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this.inheritActionCost.buff[level] -
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this.inheritActionCost.buff[prevLevel];
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if (this.items.previous < cost) {
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alert("유산 포인트가 부족합니다.");
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return;
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@@ -298,11 +373,11 @@ export default defineComponent({
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method: "post",
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responseType: "json",
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data: {
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path: 'InheritAction/BuyHiddenBuff',
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path: "InheritAction/BuyHiddenBuff",
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args: {
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type: buffKey,
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level,
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}
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},
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},
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});
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result = response.data;
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@@ -315,7 +390,60 @@ export default defineComponent({
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return;
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}
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alert('성공했습니다.');
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alert("성공했습니다.");
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//TODO: 페이지 새로고침 필요없이 하도록
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location.reload();
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},
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async buySimple(
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type: "ResetTurnTime" | "BuyRandomUnique" | "ResetSpecialWar"
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) {
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const costMap: Record<typeof type, number> = {
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ResetTurnTime: inheritActionCost.resetTurnTime,
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ResetSpecialWar: inheritActionCost.resetSpecialWar,
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BuyRandomUnique: inheritActionCost.randomUnique,
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};
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const cost = costMap[type];
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if (cost === undefined) {
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alert(`올바르지 않은 타입:${type}`);
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return;
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}
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const messageMap: Record<typeof type, string> = {
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ResetTurnTime: `${cost} 포인트로 턴을 초기화 하시겠습니까?`,
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ResetSpecialWar: `${cost} 포인트로 전투 특기를 초기화 하시겠습니까?`,
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BuyRandomUnique: `${cost} 포인트로 랜덤 유니크를 구입하시겠습니까?`,
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};
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if (this.items.previous < cost) {
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alert("유산 포인트가 부족합니다.");
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return;
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}
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if (!confirm(messageMap[type])) {
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return;
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}
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let result: InvalidResponse;
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try {
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const response = await axios({
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url: "api.php",
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method: "post",
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responseType: "json",
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data: {
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path: `InheritAction/${type}`,
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args: {},
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},
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});
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result = response.data;
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if (!result.result) {
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throw result.reason;
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}
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} catch (e) {
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console.error(e);
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alert(`실패했습니다: ${e}`);
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return;
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}
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alert("성공했습니다.");
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//TODO: 페이지 새로고침 필요없이 하도록
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location.reload();
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},
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+23
-3
@@ -21,12 +21,25 @@ foreach (array_keys(General::INHERITANCE_KEY) as $key) {
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}
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$currentInheritBuff = [];
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foreach ($me->getAuxVar('inheritBuff') as $buff=>$buffLevel){
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if(!key_exists($buff,TriggerInheritBuff::BUFF_KEY_TEXT)){
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foreach ($me->getAuxVar('inheritBuff') as $buff => $buffLevel) {
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if (!key_exists($buff, TriggerInheritBuff::BUFF_KEY_TEXT)) {
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continue;
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}
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$currentInheritBuff[$buff] = $buffLevel;
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}
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function calcResetAttrPoint($level)
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{
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while (count(GameConst::$inheritResetAttrPointBase) <= $level) {
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$baseLen = count(GameConst::$inheritResetAttrPointBase);
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GameConst::$inheritResetAttrPointBase[] = GameConst::$inheritResetAttrPointBase[$baseLen - 1] + GameConst::$inheritResetAttrPointBase[$baseLen - 2];
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}
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return GameConst::$inheritResetAttrPointBase[$level];
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}
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$resetTurnTimeLevel = $me->getAuxVar('inheritResetTurnTime')??0;
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$resetSpecialWarLevel = $me->getAuxVar('inheritResetSpecialWar')??0;
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?>
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<!DOCTYPE html>
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<html>
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@@ -46,7 +59,14 @@ foreach ($me->getAuxVar('inheritBuff') as $buff=>$buffLevel){
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'items' => $items,
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'currentInheritBuff' => $currentInheritBuff,
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'maxInheritBuff' => TriggerInheritBuff::MAX_STEP,
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'inheritBuffCost' => GameConst::$inheritBuffPoints,
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'resetTurnTimeLevel' => $resetTurnTimeLevel,
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'resetSpecialWarLevel' => $resetSpecialWarLevel,
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'inheritActionCost' => [
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'buff' => GameConst::$inheritBuffPoints,
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'resetTurnTime' => calcResetAttrPoint($resetTurnTimeLevel),
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'resetSpecialWar' => calcResetAttrPoint($resetSpecialWarLevel),
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'randomUnique' => GameConst::$inheritItemRandomPoint,
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],
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]) ?>
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</head>
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