refactor economy prices
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@@ -423,7 +423,7 @@ async def try_trigger_fortune(avatar: Avatar) -> list[Event]:
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},
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{
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"key": "B",
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"desc": f"放弃原{type_label},接受新{type_label}『{new_name}』({new_grade_val})。"
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"desc": f"卖掉原{type_label}『{old_name}』换取灵石,接受新{type_label}『{new_name}』({new_grade_val})。"
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}
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]
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@@ -435,7 +435,7 @@ async def try_trigger_fortune(avatar: Avatar) -> list[Event]:
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if choice == "A":
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return False, f"{avatar.name} 放弃了{new_grade_val}{type_label}『{new_name}』,保留了『{old_name}』"
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else:
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return True, f"{avatar.name} 获得了{new_grade_val}{type_label}『{new_name}』,替换了『{old_name}』"
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return True, f"{avatar.name} 获得了{new_grade_val}{type_label}『{new_name}』,卖掉了『{old_name}』"
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if kind == FortuneKind.WEAPON:
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weapon = _get_weapon_for_avatar(avatar)
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@@ -448,6 +448,9 @@ async def try_trigger_fortune(avatar: Avatar) -> list[Event]:
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weapon, avatar.weapon, "兵器"
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)
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if should_equip:
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# 自动卖掉旧武器
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if avatar.weapon is not None:
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avatar.sell_weapon(avatar.weapon)
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avatar.change_weapon(weapon)
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if kind == FortuneKind.AUXILIARY:
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@@ -461,6 +464,9 @@ async def try_trigger_fortune(avatar: Avatar) -> list[Event]:
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auxiliary, avatar.auxiliary, "辅助装备"
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)
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if should_equip:
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# 自动卖掉旧辅助装备
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if avatar.auxiliary is not None:
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avatar.sell_auxiliary(avatar.auxiliary)
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avatar.change_auxiliary(auxiliary)
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if kind == FortuneKind.TECHNIQUE:
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