RoleAttr.lua 17 KB

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  1. ----------------------------------
  2. -- 人物属性
  3. -- doCalc 重算人物属性
  4. -- doCalcHero 重算英雄属性 并赋值到human缓存中
  5. -- calcMonsterConf 重算怪物属性 返回属性列表attrs
  6. -- calcHeroGrid 根据英雄grid重算英雄属性 返回属性列表attrs
  7. -- updateValue 更新属性
  8. -- calcZhandouli 根据属性计算战力
  9. -- calcPingFen 计算评分
  10. ----------------------------------
  11. local RoleExcel = require("excel.role")
  12. local HeroExcel = require("excel.hero").hero
  13. -- local skillExcel = require("excel.skill").skill
  14. local MonsterExcel = require("excel.monster").monster
  15. local MonsterAttrExcel = require("excel.monster").monsterAttr
  16. local BattleMonsterExcel = require("excel.battlemonster")
  17. local BattleMonsterExcel2 = require("excel.battlemonster2")
  18. local Util = require("common.Util")
  19. local BeSkill = require("combat.BeSkill")
  20. local RoleHeadLogic = require("role.RoleHeadLogic")
  21. local FuwenLogic = require("fuwen.FuwenLogic")
  22. local HeroLogic = require("hero.HeroLogic")
  23. local HeroEquip = require("hero.HeroEquip")
  24. local RoleDefine = require("role.RoleDefine")
  25. local TheStarsLogic = require("theStars.TheStarsLogic")
  26. local UnionTecLogic = require("union.UnionTecLogic")
  27. local MoshouLogic = require("moshou.MoshouLogic")
  28. local UnionLivenessLogic = require("union.UnionLivenessLogic")
  29. local ChengjiuLogic = require("chengjiu.ChengjiuLogic")
  30. local AssessExcel = require("excel.assess")
  31. local EquipExcel = require("excel.equip")
  32. local FuwenExcel = require("excel.fuwen")
  33. local RoleStrongLogic = require("role.RoleStrongLogic")
  34. local ItemDefine = require("bag.ItemDefine")
  35. local EquipLogic = require("equip.EquipLogic")
  36. local CombatPosLogic = require("combat.CombatPosLogic")
  37. local CombatDefine = require("combat.CombatDefine")
  38. local RoleRealmLogic = require("roleSystem.RoleRealmLogic")
  39. local TalismanLogic = require("talisman.TalismanLogic")
  40. local HeroExclusiveWeapon = require("hero.HeroExclusiveWeapon")
  41. local WinnerRelicLogic = require("winnerRelic.WinnerRelicLogic")
  42. local HeroPubLogic = require("hero.HeroPubLogic")
  43. local HeroSeed = require("hero.HeroSeed")
  44. local ElfLogic = require("elf.ElfLogic")
  45. local HeroTianYuan = require("hero.HeroTianYuan")
  46. local HeroArtifacts = require("hero.HeroArtifacts")
  47. local RecycleItem = require("bag.RecycleItem")
  48. local function printAttr(attr, szText)
  49. for i = RoleDefine.ATK, RoleDefine.SPEED, 1 do
  50. print(szText.."[printAttr] i = "..i .." value = "..attr[i].."\n")
  51. end
  52. print("\n")
  53. end
  54. -- 计算人数属性
  55. function doCalc(human)
  56. human.attr = human.attr or {}
  57. human.heroAttrs = human.heroAttrs or {}
  58. Util.cleanTable(human.attr)
  59. local attr = human.attr
  60. -- 取个人前六英雄的战斗力
  61. local zhandouli = CombatPosLogic.getCombatHeroZDL(human, CombatDefine.COMBAT_TYPE1)
  62. local lvConfig = RoleExcel.exp[human.db.lv+1]
  63. -- 人物属性
  64. attr[RoleDefine.LEVEL] = human.db.lv
  65. attr[RoleDefine.EXP] = human.db.exp
  66. attr[RoleDefine.EXP_MAX] = lvConfig and lvConfig.exp or 0
  67. attr[RoleDefine.ZUANSHI] = human.db.zuanshi
  68. attr[RoleDefine.JINBI] = human.db.jinbi
  69. attr[RoleDefine.FRIENDHEART] = human.db.friendHeart
  70. attr[RoleDefine.ZHANDOULI] = zhandouli
  71. human.db.zhandouli = zhandouli
  72. RoleStrongLogic.doCalcMoShouPingFen(human, attr)
  73. end
  74. function cleanHeroAttrCache(human)
  75. human.heroAttrs = {}
  76. end
  77. -- 重算英雄属性
  78. function doCalcHero(human, index)
  79. local heroGrid = human.db.heroBag[index]
  80. local attrs = calcHeroGrid(heroGrid, index, human)
  81. if not attrs then return end
  82. RoleStrongLogic.doCalcMoShouPingFen(human, attrs)
  83. human.heroAttrs = human.heroAttrs or {}
  84. human.heroAttrs[index] = human.heroAttrs[index] or {}
  85. Util.copyTableSimple(attrs, human.heroAttrs[index])
  86. end
  87. -- 获取怪物属性 用的地方有点多,不一定改
  88. function calcMonsterConf(monsterID, attrID, attrInput)
  89. local monsterConfig = MonsterExcel[monsterID] or BattleMonsterExcel.monster[monsterID] or BattleMonsterExcel2.monster[monsterID]
  90. local attrsConfig = attrID and MonsterAttrExcel[attrID]
  91. if not attrsConfig then
  92. -- attrsConfig = attrID and BattleMonsterExcel.monsterAttr[attrID]
  93. attrsConfig = attrID and (BattleMonsterExcel.monsterAttr[attrID] or BattleMonsterExcel2.monsterAttr[attrID])
  94. end
  95. if not attrsConfig then
  96. attrID = 1
  97. attrsConfig = MonsterAttrExcel[attrID]
  98. end
  99. local attrs = {}
  100. initCombatAttr(attrs)
  101. attrs[RoleDefine.INIT_MP] = 50
  102. attrs[RoleDefine.JINGZHUN] = RoleDefine.DEFAUT_MINGZHONG
  103. attrs[RoleDefine.BAOJI_HURT_RATE] = RoleDefine.DEFAUT_BAOJI_HURT_RATE
  104. -- 怪物基础属性
  105. if attrInput then
  106. for _, attr in ipairs(attrInput) do
  107. local key = attr[1]
  108. local value = attr[2]
  109. attrs[key] = (attrs[key] or 0) + value
  110. end
  111. else
  112. for _, attr in ipairs(attrsConfig.attrs) do
  113. local key = attr[1]
  114. local value = attr[2]
  115. attrs[key] = (attrs[key] or 0) + value
  116. end
  117. end
  118. -- 怪物被动技能属性
  119. BeSkill.doCalcHero(nil, attrs, nil, monsterConfig)
  120. checkLimit(attrs)
  121. attrs[RoleDefine.ZHANDOULI] = calcZhandouli(attrs)
  122. return attrs
  123. end
  124. -- 根据英雄grid重算英雄属性
  125. -- 如果新增加了模块用于HERO_OTHER_ATTRS计算属性, 需要同步到 CombatLogic中的FieldsCombat
  126. local TEMP_HERO_ATTRS = {}
  127. local HERO_BASE_ATTRS = {}
  128. local HERO_OTHER_ATTRS = {}
  129. function calcHeroGrid(heroGrid, index, human)
  130. if type(heroGrid) ~= "table" then
  131. return
  132. end
  133. initCombatAttr(TEMP_HERO_ATTRS)
  134. initCombatAttr(HERO_BASE_ATTRS)
  135. initCombatAttr(HERO_OTHER_ATTRS)
  136. HERO_BASE_ATTRS[RoleDefine.INIT_MP] = 50
  137. -- 默认命中100% 暴击伤害
  138. HERO_BASE_ATTRS[RoleDefine.JINGZHUN] = RoleDefine.DEFAUT_MINGZHONG
  139. HERO_BASE_ATTRS[RoleDefine.BAOJI_HURT_RATE] = RoleDefine.DEFAUT_BAOJI_HURT_RATE
  140. --不同模块在英雄属性计算 begin
  141. HeroLogic.doCalcHero(heroGrid, HERO_BASE_ATTRS) -- 基础属性
  142. -- 防止循环引用
  143. local SkinLogic = require("skin.SkinLogic")
  144. --local heroSkinID, heroSkinSkill = SkinLogic.checkHeroSkin(human, index)
  145. if human and human.db and human.db.skinBag then -- 皮肤属性
  146. --HeroLogic.doCalcHeroSkin(heroSkinID, HERO_OTHER_ATTRS)
  147. SkinLogic.doCalcSkinHero(human,HERO_BASE_ATTRS)
  148. end
  149. BeSkill.doCalcHero(heroGrid, HERO_BASE_ATTRS) -- 被动技能属性
  150. HeroEquip.doCalcHero(human, heroGrid, HERO_OTHER_ATTRS) -- 装备
  151. FuwenLogic.doCalcHero(heroGrid, HERO_OTHER_ATTRS) -- 符文
  152. UnionTecLogic.doCalcHero(human, heroGrid, HERO_OTHER_ATTRS) -- 公会科技
  153. RoleHeadLogic.doCalcHero(human, HERO_OTHER_ATTRS) --称号
  154. UnionLivenessLogic.doCalcHero(human, HERO_OTHER_ATTRS) --公会活跃等级
  155. ChengjiuLogic.doCalcHero(human, HERO_OTHER_ATTRS) --成就属性加成
  156. MoshouLogic.doCalcHero(human, heroGrid, HERO_OTHER_ATTRS) -- 魔兽
  157. RoleRealmLogic.doCalcHero(human, HERO_OTHER_ATTRS) --境界
  158. TalismanLogic.doCalcHero(human, heroGrid, HERO_OTHER_ATTRS) --秘宝
  159. HeroExclusiveWeapon.doCalcHero(human, heroGrid, HERO_OTHER_ATTRS) -- 专属武器
  160. WinnerRelicLogic.doCalcHero(human, heroGrid, HERO_OTHER_ATTRS) --圣者遗物
  161. HeroPubLogic.doCalcHero(human, HERO_OTHER_ATTRS) --英雄酒馆
  162. HeroSeed.doCalcHero(human, heroGrid, HERO_OTHER_ATTRS) -- 英雄种子
  163. ElfLogic.doCalcHero(human, HERO_OTHER_ATTRS) --精灵系统
  164. HeroTianYuan.doCalcHero(human, heroGrid, HERO_OTHER_ATTRS) -- 英雄天元
  165. HeroArtifacts.doCalcHero(human, heroGrid, HERO_OTHER_ATTRS) -- 英雄神威灵装
  166. RecycleItem.doCalcHero(human, HERO_OTHER_ATTRS) -- 收纳箱
  167. --不同模块在英雄属性计算 end
  168. -- 计算评分
  169. calcPingFen(human, heroGrid, HERO_OTHER_ATTRS)
  170. -- 最终计算
  171. calcFinalValue(HERO_BASE_ATTRS, HERO_OTHER_ATTRS, TEMP_HERO_ATTRS)
  172. heroGrid.zhandouli = TEMP_HERO_ATTRS[RoleDefine.ZHANDOULI] or 0
  173. return TEMP_HERO_ATTRS
  174. end
  175. -- 更新属性
  176. function updateValue(k, v, attrs, isBuff)
  177. if k == RoleDefine.FANSHE_ZHUANGJIA then
  178. attrs[k] = v --反射装甲直接取值
  179. elseif isBuff then
  180. attrs[k] = (attrs[k] or 0) + v --战斗中添加buff属性叠加全按累加方式计算
  181. else
  182. --if RoleDefine.isBasicRate(k) then
  183. -- attrs[k] = (10000 + attrs[k])*(10000 + v)/10000 - 10000 --几何计算
  184. --else
  185. attrs[k] = (attrs[k] or 0) + v --累加计算
  186. --end
  187. end
  188. end
  189. -- 计算战力
  190. function calcZhandouli(attrs)
  191. local zhandouli = 0
  192. for key, zdlcf in pairs(RoleExcel.zdlPoint) do
  193. local value = zdlcf.point
  194. if attrs[key] and attrs[key] > 0 then
  195. -- 减去默认命中
  196. local attr = attrs[key]
  197. if key == RoleDefine.JINGZHUN then
  198. attr = attr - RoleDefine.DEFAUT_MINGZHONG
  199. attr = attr < 0 and 0 or attr
  200. end
  201. -- 减去默认爆伤
  202. if key == RoleDefine.BAOJI_HURT_RATE then
  203. attr = attr - RoleDefine.DEFAUT_BAOJI_HURT_RATE
  204. attr = attr < 0 and 0 or attr
  205. end
  206. zhandouli = zhandouli + attr * value
  207. end
  208. end
  209. return math.ceil(zhandouli)
  210. end
  211. -- 计算英雄评分
  212. function calcPingFen(human, heroGrid, attr)
  213. local heroConfig = HeroExcel[heroGrid.id]
  214. if not heroConfig then return end
  215. local totalPingFen = 0
  216. -- 英雄等级评分
  217. local lv = heroGrid.lv
  218. if not lv or lv <= 0 then
  219. lv = 1
  220. elseif lv > #AssessExcel.lv then
  221. lv = #AssessExcel.lv
  222. end
  223. local lvPingFen = AssessExcel.lv[lv].grade
  224. -- 英雄星级评分
  225. local star = heroGrid.star
  226. local starPingFen = AssessExcel.star[star].grade
  227. -- 英雄进阶评分
  228. local quality = heroGrid.quality
  229. local qualityPingFen = AssessExcel.quality[quality] and AssessExcel.quality[quality].grade or 0
  230. -- 英雄装备评分
  231. local equipPingFen = 0
  232. if heroGrid.equip then
  233. local mathFloor = math.floor
  234. for i = 1, ItemDefine.EQUIP_MAX_CNT do
  235. local equipGrid = heroGrid.equip[i]
  236. if equipGrid then
  237. local baseRate = EquipLogic.getEquipBaseRate(equipGrid.quality)
  238. local equipConfig = EquipExcel.equip[equipGrid.id]
  239. if equipConfig then
  240. local score = equipConfig.score
  241. score = mathFloor(score * baseRate)
  242. equipPingFen = equipPingFen + score
  243. end
  244. end
  245. end
  246. end
  247. -- 英雄符文评分
  248. local fuWenPingFen = 0
  249. for i = 1, 2 do
  250. if heroGrid.fuwen and
  251. heroGrid.fuwen[i] and
  252. heroGrid.fuwen[i].id ~= nil then
  253. local fuwenId = heroGrid.fuwen[i].id
  254. local skillLen = heroGrid.fuwen[i].skill and #heroGrid.fuwen[i].skill or 0
  255. for k = 1,skillLen do
  256. local skillID = heroGrid.fuwen[i].skill[k]
  257. local skillConfig = FuwenExcel.skill[skillID]
  258. fuWenPingFen = fuWenPingFen + AssessExcel.fuWen[skillConfig.lv].grade
  259. end
  260. end
  261. end
  262. -- 公会技能评分
  263. local unionTecPingFen = 0
  264. if human then
  265. if human.db.unionUuid and human.db.unionUuid ~= "" and
  266. human.db.technology and human.db.technology[heroConfig.job] then
  267. local technology = human.db.technology[heroConfig.job]
  268. local techCfg = nil
  269. for i = 1, UnionTecLogic.TEC_TIER_CNT do
  270. local tech = technology[i]
  271. local assessCfg = AssessExcel.union[i]
  272. if tech ~= nil and tech.lv ~= nil and tech.lv > 0 and assessCfg then
  273. unionTecPingFen = unionTecPingFen + assessCfg.grade * tech.lv
  274. end
  275. end
  276. end
  277. end
  278. attr[RoleDefine.PINGFEN_LV] = lvPingFen
  279. attr[RoleDefine.PINGFEN_STAR] = starPingFen
  280. attr[RoleDefine.PINGFEN_JINJIE] = qualityPingFen
  281. attr[RoleDefine.PINGFEN_EQUIP] = equipPingFen
  282. attr[RoleDefine.PINGFEN_FUWEN] = fuWenPingFen
  283. attr[RoleDefine.PINGFEN_UNION] = unionTecPingFen
  284. end
  285. function getPointByKey(key)
  286. local cf = RoleExcel.zdlPoint[key]
  287. if not cf then return 0 end
  288. return cf.point
  289. end
  290. -- 某些属性是有上下限的
  291. function checkLimit(attrs)
  292. attrs[RoleDefine.BAOJI] = math.max(attrs[RoleDefine.BAOJI], 0)
  293. end
  294. -- 计算最终属性
  295. local CHECKNEGATIVE = {}
  296. CHECKNEGATIVE[RoleDefine.STEAL_ATK] = 1
  297. CHECKNEGATIVE[RoleDefine.STEAL_DEF] = 1
  298. function calcFinalValue(heroAttrs, otherAttrs, attrs)
  299. heroAttrs[RoleDefine.ATK] = heroAttrs[RoleDefine.ATK] * (1 + heroAttrs[RoleDefine.ATK_RATE]/10000) * (1 + otherAttrs[RoleDefine.ATK_RATE]/10000)
  300. heroAttrs[RoleDefine.DEF] = heroAttrs[RoleDefine.DEF] * (1 + heroAttrs[RoleDefine.DEF_RATE]/10000) * (1 + otherAttrs[RoleDefine.DEF_RATE]/10000)
  301. heroAttrs[RoleDefine.HP] = heroAttrs[RoleDefine.HP] * (1 + heroAttrs[RoleDefine.HP_RATE]/10000) * (1 + otherAttrs[RoleDefine.HP_RATE]/10000)
  302. heroAttrs[RoleDefine.SPEED] = heroAttrs[RoleDefine.SPEED] * (1 + heroAttrs[RoleDefine.SPEED_RATE]/10000) * (1 + otherAttrs[RoleDefine.SPEED_RATE]/10000)
  303. otherAttrs[RoleDefine.ATK] = otherAttrs[RoleDefine.ATK] * (1 + otherAttrs[RoleDefine.ATK_RATE]/10000)
  304. otherAttrs[RoleDefine.DEF] = otherAttrs[RoleDefine.DEF] * (1 + otherAttrs[RoleDefine.DEF_RATE]/10000)
  305. otherAttrs[RoleDefine.HP] = otherAttrs[RoleDefine.HP] * (1 + otherAttrs[RoleDefine.HP_RATE]/10000)
  306. otherAttrs[RoleDefine.SPEED] = otherAttrs[RoleDefine.SPEED] * (1 + otherAttrs[RoleDefine.SPEED_RATE]/10000)
  307. for k,v in pairs(attrs) do
  308. attrs[k] = heroAttrs[k] + otherAttrs[k]
  309. if not CHECKNEGATIVE[k] then
  310. attrs[k] = math.max(attrs[k], 0)
  311. end
  312. attrs[k] = math.floor(attrs[k])
  313. end
  314. attrs[RoleDefine.ATK_RATE] = 0
  315. attrs[RoleDefine.DEF_RATE] = 0
  316. attrs[RoleDefine.HP_RATE] = 0
  317. attrs[RoleDefine.SPEED_RATE] = 0
  318. checkLimit(attrs)
  319. attrs[RoleDefine.ZHANDOULI] = calcZhandouli(attrs)
  320. end
  321. -- 初始化属性
  322. function initCombatAttr(attr)
  323. attr[RoleDefine.ZHANDOULI] = 0
  324. attr[RoleDefine.PINGFEN_LV] = 0
  325. attr[RoleDefine.PINGFEN_STAR] = 0
  326. attr[RoleDefine.PINGFEN_JINJIE] = 0
  327. attr[RoleDefine.PINGFEN_EQUIP] = 0
  328. attr[RoleDefine.PINGFEN_UNION] = 0
  329. attr[RoleDefine.PINGFEN_FUWEN] = 0
  330. attr[RoleDefine.PINGFEN_MOSHOU] = 0
  331. attr[RoleDefine.ATK] = 0
  332. attr[RoleDefine.DEF] = 0
  333. attr[RoleDefine.HP] = 0
  334. attr[RoleDefine.SPEED] = 0
  335. attr[RoleDefine.SKILL_HURT_RATE] = 0
  336. attr[RoleDefine.JINGZHUN] = 0
  337. attr[RoleDefine.GEDANG] = 0
  338. attr[RoleDefine.BAOJI] = 0
  339. attr[RoleDefine.BAOJI_HURT_RATE] = 0
  340. attr[RoleDefine.POJIA] = 0
  341. attr[RoleDefine.MIANKONG_RATE] = 0
  342. attr[RoleDefine.JIANSHANG_RATE] = 0
  343. attr[RoleDefine.SHENSHENG_HURT_RATE] = 0
  344. attr[RoleDefine.INIT_MP] = 0
  345. attr[RoleDefine.SHANBI] = 0
  346. attr[RoleDefine.KONG_RATE] = 0
  347. attr[RoleDefine.POJIA_DK] = 0
  348. attr[RoleDefine.ATK_RATE] = 0
  349. attr[RoleDefine.DEF_RATE] = 0
  350. attr[RoleDefine.HP_RATE] = 0
  351. attr[RoleDefine.SPEED_RATE] = 0
  352. attr[RoleDefine.XURUO] = 0
  353. attr[RoleDefine.JOB_HURT_RATE1] = 0
  354. attr[RoleDefine.JOB_HURT_RATE2] = 0
  355. attr[RoleDefine.JOB_HURT_RATE3] = 0
  356. attr[RoleDefine.JOB_HURT_RATE4] = 0
  357. attr[RoleDefine.JOB_HURT_RATE5] = 0
  358. attr[RoleDefine.STATUS_HURT_RATE1] = 0
  359. attr[RoleDefine.STATUS_HURT_RATE2] = 0
  360. attr[RoleDefine.STATUS_HURT_RATE3] = 0
  361. attr[RoleDefine.STATUS_HURT_RATE4] = 0
  362. attr[RoleDefine.STATUS_HURT_RATE5] = 0
  363. attr[RoleDefine.STATUS_HURT_RATE6] = 0
  364. attr[RoleDefine.STATUS_HURT_RATE7] = 0
  365. attr[RoleDefine.STATUS_BAOJI_RATE1] = 0
  366. attr[RoleDefine.STATUS_BAOJI_RATE2] = 0
  367. attr[RoleDefine.STATUS_BAOJI_RATE3] = 0
  368. attr[RoleDefine.STATUS_BAOJI_RATE4] = 0
  369. attr[RoleDefine.STATUS_BAOJI_RATE5] = 0
  370. attr[RoleDefine.STATUS_BAOJI_RATE6] = 0
  371. attr[RoleDefine.STATUS_BAOJI_RATE7] = 0
  372. attr[RoleDefine.STATUS_BAOJI_RATE8] = 0
  373. attr[RoleDefine.STATUS_MIANYI_RATE1] = 0
  374. attr[RoleDefine.STATUS_MIANYI_RATE2] = 0
  375. attr[RoleDefine.STATUS_MIANYI_RATE3] = 0
  376. attr[RoleDefine.STATUS_MIANYI_RATE4] = 0
  377. attr[RoleDefine.STATUS_MIANYI_RATE5] = 0
  378. attr[RoleDefine.STATUS_MIANYI_RATE6] = 0
  379. attr[RoleDefine.STATUS_MIANYI_RATE7] = 0
  380. attr[RoleDefine.STATUS_MIANYI_RATE8] = 0
  381. attr[RoleDefine.HP_ADD_RATE] = 0
  382. attr[RoleDefine.CHIXU_HURT_DEL_RATE] = 0
  383. attr[RoleDefine.ZAOCHENG_HP_ADD_RATE] = 0
  384. attr[RoleDefine.PHY_HURT_ADD_RATE] = 0
  385. attr[RoleDefine.MAGIC_HURT_ADD_RATE] = 0
  386. attr[RoleDefine.ANTI_BAOJI] = 0
  387. attr[RoleDefine.JIANSHANG_PHY_RATE] = 0
  388. attr[RoleDefine.JIANSHANG_MAGIC_RATE] = 0
  389. attr[RoleDefine.STEAL_ATK] = 0
  390. attr[RoleDefine.STEAL_DEF] = 0
  391. attr[RoleDefine.HURT_RATE] = 0
  392. attr[RoleDefine.BAOJI_HURT_RATE_EXTRA] = 0
  393. attr[RoleDefine.FANSHE_ZHUANGJIA] = 0
  394. attr[RoleDefine.HUDUN_COMBAT] = 0
  395. attr[RoleDefine.HURT_RATE_MAX] = 0
  396. attr[RoleDefine.STATUS_BAOJI_HURT_RATE1] = 0
  397. attr[RoleDefine.STATUS_BAOJI_HURT_RATE2] = 0
  398. attr[RoleDefine.STATUS_BAOJI_HURT_RATE3] = 0
  399. attr[RoleDefine.STATUS_BAOJI_HURT_RATE4] = 0
  400. attr[RoleDefine.STATUS_BAOJI_HURT_RATE5] = 0
  401. attr[RoleDefine.STATUS_BAOJI_HURT_RATE6] = 0
  402. attr[RoleDefine.STATUS_BAOJI_HURT_RATE7] = 0
  403. attr[RoleDefine.STATUS_BAOJI_HURT_RATE8] = 0
  404. attr[RoleDefine.ANTI_BAOJI_HURT_RATE] = 0
  405. attr[RoleDefine.JOB_JIANSHANG_RATE1] = 0
  406. attr[RoleDefine.JOB_JIANSHANG_RATE2] = 0
  407. attr[RoleDefine.JOB_JIANSHANG_RATE3] = 0
  408. attr[RoleDefine.JOB_JIANSHANG_RATE4] = 0
  409. attr[RoleDefine.JOB_JIANSHANG_RATE5] = 0
  410. attr[RoleDefine.ATK_JIANSHANG_RATE] = 0
  411. attr[RoleDefine.CAMP_JIANSHANG_RATE1] = 0
  412. attr[RoleDefine.CAMP_JIANSHANG_RATE2] = 0
  413. attr[RoleDefine.CAMP_JIANSHANG_RATE3] = 0
  414. attr[RoleDefine.CAMP_JIANSHANG_RATE4] = 0
  415. attr[RoleDefine.CAMP_JIANSHANG_RATE5] = 0
  416. attr[RoleDefine.CAMP_HURT_RATE1] = 0
  417. attr[RoleDefine.CAMP_HURT_RATE2] = 0
  418. attr[RoleDefine.CAMP_HURT_RATE3] = 0
  419. attr[RoleDefine.CAMP_HURT_RATE4] = 0
  420. attr[RoleDefine.CAMP_HURT_RATE5] = 0
  421. attr[RoleDefine.STATUS_DIKANG_RATE9] = 0
  422. attr[RoleDefine.AT_PHY_HURT_ADD_RATE] = 0
  423. attr[RoleDefine.AT_MAGIC_HURT_ADD_RATE] = 0
  424. end