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