【战斗】初始怒气和爆伤减免的顺序交换
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cd291429f1
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@ -644,8 +644,8 @@ function this.GetMonsterPros(id, lv, star)
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table.insert(allProVal, 22, proList[HeroProType.FoReduce] or 0) -- 抗佛
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table.insert(allProVal, 23, proList[HeroProType.YaoReduce] or 0) -- 抗妖
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table.insert(allProVal, 24, proList[HeroProType.DaoReduce] or 0) -- 抗道
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table.insert(allProVal, 25, proList[HeroProType.InitRage] or 0) -- 初始怒气
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table.insert(allProVal, 26, proList[HeroProType.AntiCritDamageFactor] or 0) -- 爆伤减免
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table.insert(allProVal, 25, proList[HeroProType.AntiCritDamageFactor] or 0) -- 爆伤减免
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table.insert(allProVal, 26, proList[HeroProType.InitRage] or 0) -- 初始怒气
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local pros = table.concat(allProVal, "#")
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return pros
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end
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@ -216,8 +216,8 @@ RoleDataName = {
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FoReduce = indexAdd(), --佛系伤害减免
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YaoReduce = indexAdd(), --妖系伤害减免
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DaoReduce = indexAdd(), --道系伤害减免
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InitRage = indexAdd(), --初始怒气值
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CritDamageReduce = indexAdd(), --暴击伤害减免
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InitRage = indexAdd(), --初始怒气值
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}
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-- 战斗表属性id对应战斗中属性数据
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@ -2213,10 +2213,10 @@ function this.CalculateWarAllProVal(heroDid)
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table.insert(allProVal, 23, allEquipAddProVal[HeroProType.YaoReduce])
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-- 道系伤害减免
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table.insert(allProVal, 24, allEquipAddProVal[HeroProType.DaoReduce])
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-- 怒气
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table.insert(allProVal, 25, allEquipAddProVal[HeroProType.InitRage])
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-- 爆伤减免
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table.insert(allProVal, 26, allEquipAddProVal[HeroProType.AntiCritDamageFactor])
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table.insert(allProVal, 25, allEquipAddProVal[HeroProType.AntiCritDamageFactor])
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-- 怒气
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table.insert(allProVal, 26, allEquipAddProVal[HeroProType.InitRage])
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return allProVal
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end
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