fix bug
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346e6708ea
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ba3e8ad16d
@ -289,10 +289,10 @@ function HeroEntity:canLvUp(showToast)
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if not GFunc.checkCost(self:getFragmentId(), fragmentCost, showToast) then
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if not GFunc.checkCost(self:getFragmentId(), fragmentCost, showToast) then
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return false, GConst.HeroConst.CHECK_LV_UP_STATE.FRAGMENT_NOT_ENOUGH
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return false, GConst.HeroConst.CHECK_LV_UP_STATE.FRAGMENT_NOT_ENOUGH
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end
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end
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local goldCost = cost[2] or 0
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-- local goldCost = cost[2] or 0
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if not GFunc.checkCost(GConst.ItemConst.ITEM_ID_GOLD, goldCost, showToast) then
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-- if not GFunc.checkCost(GConst.ItemConst.ITEM_ID_GOLD, goldCost, showToast) then
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return false, GConst.HeroConst.CHECK_LV_UP_STATE.COIN_NOT_ENOUGH
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-- return false, GConst.HeroConst.CHECK_LV_UP_STATE.COIN_NOT_ENOUGH
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end
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-- end
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return true, GConst.HeroConst.CHECK_LV_UP_STATE.SUCCESS
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return true, GConst.HeroConst.CHECK_LV_UP_STATE.SUCCESS
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end
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end
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@ -413,8 +413,7 @@ function HeroEntity:getRogueSkillList()
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local ids = self.config["rouge_skill_" .. count]
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local ids = self.config["rouge_skill_" .. count]
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if ids then
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if ids then
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for i = #ids, 1, -1 do
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for i = #ids, 1, -1 do
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-- if self.data.lv >= ids[i][1] or i == 1 then
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if self.data.lv >= ids[i][1] or i == 1 then
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if self.data.lv >= ids[i][1]then
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table.insert(self.rogueSkillList, ids[i])
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table.insert(self.rogueSkillList, ids[i])
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break
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break
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end
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end
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