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@@ -107,18 +107,16 @@ local function AddTableAttr(tNode, tConfig, tConfig2,tstar, attrMul)
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tNode[4].value = tConfig2.nSpeed*tstar * attrMul
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end
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-local function AddTableAttr2(tNode, tConfig, tConfig2, attrMul)
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- attrMul = 1 + attrMul
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-
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+local function AddTableAttr2(tNode, tConfig, tConfig2)
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tNode[0] = 4
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tNode[1].key = tConfig.HP
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- tNode[1].value = tConfig2.nLife * attrMul
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+ tNode[1].value = tConfig2.nLife
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tNode[2].key = tConfig.ATK
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- tNode[2].value= tConfig2.nAttack * attrMul
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+ tNode[2].value= tConfig2.nAttack
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tNode[3].key = tConfig.DEF
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- tNode[3].value = tConfig2.nDefense * attrMul
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+ tNode[3].value = tConfig2.nDefense
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tNode[4].key = tConfig.SPEED
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- tNode[4].value = tConfig2.nSpeed * attrMul
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+ tNode[4].value = tConfig2.nSpeed
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end
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-- 获取所有圣遗物的总星级
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@@ -165,7 +163,7 @@ function Listofrelics(human)
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msgEntry.name = relicCfg.nName
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msgEntry.activateItem = relicCfg.nProp
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AddTableAttr(msgEntry.attr, RoleDefine, relicCfg, currentStar, attrMul)
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- AddTableAttr2(msgEntry.nextattr, RoleDefine, relicCfg, attrMul)
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+ AddTableAttr2(msgEntry.nextattr, RoleDefine, relicCfg)
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msgEntry.effectDesc = relicCfg.nEffectdescription
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local bonusValues = {}
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if relicCfg.nLifeBonus then table.insert(bonusValues, relicCfg.nLifeBonus) end
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@@ -247,7 +245,7 @@ function ActiveandUpgrade(human,relicId)
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RelicData.name = relicCfg.nName
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RelicData.activateItem = relicCfg.nProp
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AddTableAttr(RelicData.attr, RoleDefine, relicCfg, nextStar, attrMul)
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- AddTableAttr2(RelicData.nextattr, RoleDefine, relicCfg, attrMul)
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+ AddTableAttr2(RelicData.nextattr, RoleDefine, relicCfg)
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local bonusValues = {}
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RelicData.effectDesc = relicCfg.nEffectdescription
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if relicCfg.nLifeBonus then table.insert(bonusValues, relicCfg.nLifeBonus) end
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@@ -343,7 +341,7 @@ function putmsg(human,RelicData,relicCfg,oldid,isexist)
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local attrMul = getAttrMulFromTalisman(human)
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AddTableAttr(RelicData.attr, RoleDefine, relicCfg, currentStar, attrMul)
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- AddTableAttr2(RelicData.nextattr, RoleDefine, relicCfg, attrMul)
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+ AddTableAttr2(RelicData.nextattr, RoleDefine, relicCfg)
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RelicData.effectDesc = relicCfg.nEffectdescription
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local bonusValues = {}
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if relicCfg.nLifeBonus then table.insert(bonusValues, relicCfg.nLifeBonus) end
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@@ -501,7 +499,7 @@ function EquipeandRemove(human, heroID, heroIdx, relicId, operate)
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nRelicData.name = relicCfg.nName
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nRelicData.activateItem = relicCfg.nProp
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AddTableAttr(nRelicData.attr, RoleDefine, relicCfg, currentStar, attrMul)
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- AddTableAttr2(nRelicData.nextattr, RoleDefine, relicCfg, attrMul)
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+ AddTableAttr2(nRelicData.nextattr, RoleDefine, relicCfg)
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nRelicData.effectDesc = relicCfg.nEffectdescription
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local nbonusValues = {}
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if relicCfg.nLifeBonus then table.insert(nbonusValues, relicCfg.nLifeBonus) end
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