属性fix
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@ -200,6 +200,8 @@ function AttrCell:showNormalHurtp()
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local value = 0
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if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
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value = self.heroEntity:getTotalAttrValue(self.attrName)
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-- 特殊处理:显示总属性时,普攻百分比和技能百分比把所有伤害百分比加上
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value = value + self.heroEntity:getTotalAttrValue(GConst.MATCH_ALL_HURTP_NAME[self.heroEntity:getMatchType()])
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
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@ -225,6 +227,8 @@ function AttrCell:showSkillHurtp()
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local value = 0
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if self.nodeType == GConst.HeroConst.ATTR_SHOW_TOTAL then
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value = self.heroEntity:getTotalAttrValue(self.attrName)
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-- 特殊处理:显示总属性时,普攻百分比和技能百分比把所有伤害百分比加上
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value = value + self.heroEntity:getTotalAttrValue(GConst.MATCH_ALL_HURTP_NAME[self.heroEntity:getMatchType()])
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_BASE then
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_WEAPON then
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elseif self.nodeType == GConst.HeroConst.ATTR_SHOW_ARMOR then
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@ -837,7 +837,7 @@ function BattleBaseData:initHeroData(formation)
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---- 普攻\技能增伤百分比
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for matchType, attrName in pairs(GConst.MATCH_ALL_HURTP_NAME) do
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unitData.attr[attrName] = 2000--heroEntity:getTotalAttrValue(attrName)
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unitData.attr[attrName] = heroEntity:getTotalAttrValue(attrName)
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end
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local skillInfo = skillCfg[skillId]
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