RoleAttr.lua 17 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484
  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 function printAttr(attr, szText)
  48. for i = RoleDefine.ATK, RoleDefine.SPEED, 1 do
  49. print(szText.."[printAttr] i = "..i .." value = "..attr[i].."\n")
  50. end
  51. print("\n")
  52. end
  53. -- 计算人数属性
  54. function doCalc(human)
  55. human.attr = human.attr or {}
  56. human.heroAttrs = human.heroAttrs or {}
  57. Util.cleanTable(human.attr)
  58. local attr = human.attr
  59. -- 取个人前六英雄的战斗力
  60. local zhandouli = CombatPosLogic.getCombatHeroZDL(human, CombatDefine.COMBAT_TYPE1)
  61. local lvConfig = RoleExcel.exp[human.db.lv+1]
  62. -- 人物属性
  63. attr[RoleDefine.LEVEL] = human.db.lv
  64. attr[RoleDefine.EXP] = human.db.exp
  65. attr[RoleDefine.EXP_MAX] = lvConfig and lvConfig.exp or 0
  66. attr[RoleDefine.ZUANSHI] = human.db.zuanshi
  67. attr[RoleDefine.JINBI] = human.db.jinbi
  68. attr[RoleDefine.FRIENDHEART] = human.db.friendHeart
  69. attr[RoleDefine.ZHANDOULI] = zhandouli
  70. human.db.zhandouli = zhandouli
  71. RoleStrongLogic.doCalcMoShouPingFen(human, attr)
  72. end
  73. function cleanHeroAttrCache(human)
  74. human.heroAttrs = {}
  75. end
  76. -- 重算英雄属性
  77. function doCalcHero(human, index)
  78. local heroGrid = human.db.heroBag[index]
  79. local attrs = calcHeroGrid(heroGrid, index, human)
  80. if not attrs then return end
  81. RoleStrongLogic.doCalcMoShouPingFen(human, attrs)
  82. human.heroAttrs = human.heroAttrs or {}
  83. human.heroAttrs[index] = human.heroAttrs[index] or {}
  84. Util.copyTableSimple(attrs, human.heroAttrs[index])
  85. end
  86. -- 获取怪物属性 用的地方有点多,不一定改
  87. function calcMonsterConf(monsterID, attrID, attrInput)
  88. local monsterConfig = MonsterExcel[monsterID] or BattleMonsterExcel.monster[monsterID] or BattleMonsterExcel2.monster[monsterID]
  89. local attrsConfig = attrID and MonsterAttrExcel[attrID]
  90. if not attrsConfig then
  91. -- attrsConfig = attrID and BattleMonsterExcel.monsterAttr[attrID]
  92. attrsConfig = attrID and (BattleMonsterExcel.monsterAttr[attrID] or BattleMonsterExcel2.monsterAttr[attrID])
  93. end
  94. if not attrsConfig then
  95. attrID = 1
  96. attrsConfig = MonsterAttrExcel[attrID]
  97. end
  98. local attrs = {}
  99. initCombatAttr(attrs)
  100. attrs[RoleDefine.INIT_MP] = 50
  101. attrs[RoleDefine.JINGZHUN] = RoleDefine.DEFAUT_MINGZHONG
  102. attrs[RoleDefine.BAOJI_HURT_RATE] = RoleDefine.DEFAUT_BAOJI_HURT_RATE
  103. -- 怪物基础属性
  104. if attrInput then
  105. for _, attr in ipairs(attrInput) do
  106. local key = attr[1]
  107. local value = attr[2]
  108. attrs[key] = (attrs[key] or 0) + value
  109. end
  110. else
  111. for _, attr in ipairs(attrsConfig.attrs) do
  112. local key = attr[1]
  113. local value = attr[2]
  114. attrs[key] = (attrs[key] or 0) + value
  115. end
  116. end
  117. -- 怪物被动技能属性
  118. BeSkill.doCalcHero(nil, attrs, nil, monsterConfig)
  119. checkLimit(attrs)
  120. attrs[RoleDefine.ZHANDOULI] = calcZhandouli(attrs)
  121. return attrs
  122. end
  123. -- 根据英雄grid重算英雄属性
  124. -- 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
  125. local TEMP_HERO_ATTRS = {}
  126. local HERO_BASE_ATTRS = {}
  127. local HERO_OTHER_ATTRS = {}
  128. function calcHeroGrid(heroGrid, index, human)
  129. if type(heroGrid) ~= "table" then
  130. return
  131. end
  132. initCombatAttr(TEMP_HERO_ATTRS)
  133. initCombatAttr(HERO_BASE_ATTRS)
  134. initCombatAttr(HERO_OTHER_ATTRS)
  135. HERO_BASE_ATTRS[RoleDefine.INIT_MP] = 50
  136. -- 默认命中100% 暴击伤害
  137. HERO_BASE_ATTRS[RoleDefine.JINGZHUN] = RoleDefine.DEFAUT_MINGZHONG
  138. HERO_BASE_ATTRS[RoleDefine.BAOJI_HURT_RATE] = RoleDefine.DEFAUT_BAOJI_HURT_RATE
  139. --不同模块在英雄属性计算 begin
  140. HeroLogic.doCalcHero(heroGrid, HERO_BASE_ATTRS) -- 基础属性
  141. -- 防止循环引用
  142. local SkinLogic = require("skin.SkinLogic")
  143. --local heroSkinID, heroSkinSkill = SkinLogic.checkHeroSkin(human, index)
  144. if human and human.db and human.db.skinBag then -- 皮肤属性
  145. --HeroLogic.doCalcHeroSkin(heroSkinID, HERO_OTHER_ATTRS)
  146. SkinLogic.doCalcSkinHero(human,HERO_BASE_ATTRS)
  147. end
  148. BeSkill.doCalcHero(heroGrid, HERO_BASE_ATTRS) -- 被动技能属性
  149. HeroEquip.doCalcHero(heroGrid, HERO_OTHER_ATTRS) -- 装备
  150. FuwenLogic.doCalcHero(heroGrid, HERO_OTHER_ATTRS) -- 符文
  151. UnionTecLogic.doCalcHero(human, heroGrid, HERO_OTHER_ATTRS) -- 公会科技
  152. RoleHeadLogic.doCalcHero(human, HERO_OTHER_ATTRS) --称号
  153. UnionLivenessLogic.doCalcHero(human, HERO_OTHER_ATTRS) --公会活跃等级
  154. ChengjiuLogic.doCalcHero(human, HERO_OTHER_ATTRS) --成就属性加成
  155. MoshouLogic.doCalcHero(human, heroGrid, HERO_OTHER_ATTRS) -- 魔兽
  156. RoleRealmLogic.doCalcHero(human, HERO_OTHER_ATTRS) --境界
  157. TalismanLogic.doCalcHero(human, heroGrid, HERO_OTHER_ATTRS) --秘宝
  158. HeroExclusiveWeapon.doCalcHero(heroGrid, HERO_OTHER_ATTRS) -- 专属武器
  159. WinnerRelicLogic.doCalcHero(human, heroGrid, HERO_OTHER_ATTRS) --圣者遗物
  160. HeroPubLogic.doCalcHero(human, HERO_OTHER_ATTRS) --英雄酒馆
  161. HeroSeed.doCalcHero(human, heroGrid, HERO_OTHER_ATTRS) -- 英雄种子
  162. ElfLogic.doCalcHero(human, HERO_OTHER_ATTRS) --精灵系统
  163. HeroTianYuan.doCalcHero(human, heroGrid, HERO_OTHER_ATTRS) -- 英雄天元
  164. HeroArtifacts.doCalcHero(human, heroGrid, HERO_OTHER_ATTRS) -- 英雄神威灵装
  165. --不同模块在英雄属性计算 end
  166. -- 计算评分
  167. calcPingFen(human, heroGrid, HERO_OTHER_ATTRS)
  168. -- 最终计算
  169. calcFinalValue(HERO_BASE_ATTRS, HERO_OTHER_ATTRS, TEMP_HERO_ATTRS)
  170. heroGrid.zhandouli = TEMP_HERO_ATTRS[RoleDefine.ZHANDOULI] or 0
  171. return TEMP_HERO_ATTRS
  172. end
  173. -- 更新属性
  174. function updateValue(k, v, attrs, isBuff)
  175. if k == RoleDefine.FANSHE_ZHUANGJIA then
  176. attrs[k] = v --反射装甲直接取值
  177. elseif isBuff then
  178. 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
  179. else
  180. --if RoleDefine.isBasicRate(k) then
  181. -- attrs[k] = (10000 + attrs[k])*(10000 + v)/10000 - 10000 --几何计算
  182. --else
  183. attrs[k] = (attrs[k] or 0) + v --累加计算
  184. --end
  185. end
  186. end
  187. -- 计算战力
  188. function calcZhandouli(attrs)
  189. local zhandouli = 0
  190. for key, zdlcf in pairs(RoleExcel.zdlPoint) do
  191. local value = zdlcf.point
  192. if attrs[key] and attrs[key] > 0 then
  193. -- 减去默认命中
  194. local attr = attrs[key]
  195. if key == RoleDefine.JINGZHUN then
  196. attr = attr - RoleDefine.DEFAUT_MINGZHONG
  197. attr = attr < 0 and 0 or attr
  198. end
  199. -- 减去默认爆伤
  200. if key == RoleDefine.BAOJI_HURT_RATE then
  201. attr = attr - RoleDefine.DEFAUT_BAOJI_HURT_RATE
  202. attr = attr < 0 and 0 or attr
  203. end
  204. zhandouli = zhandouli + attr * value
  205. end
  206. end
  207. return math.ceil(zhandouli)
  208. end
  209. -- 计算英雄评分
  210. function calcPingFen(human, heroGrid, attr)
  211. local heroConfig = HeroExcel[heroGrid.id]
  212. if not heroConfig then return end
  213. local totalPingFen = 0
  214. -- 英雄等级评分
  215. local lv = heroGrid.lv
  216. if not lv or lv <= 0 then
  217. lv = 1
  218. elseif lv > #AssessExcel.lv then
  219. lv = #AssessExcel.lv
  220. end
  221. local lvPingFen = AssessExcel.lv[lv].grade
  222. -- 英雄星级评分
  223. local star = heroGrid.star
  224. local starPingFen = AssessExcel.star[star].grade
  225. -- 英雄进阶评分
  226. local quality = heroGrid.quality
  227. local qualityPingFen = AssessExcel.quality[quality] and AssessExcel.quality[quality].grade or 0
  228. -- 英雄装备评分
  229. local equipPingFen = 0
  230. if heroGrid.equip then
  231. local mathFloor = math.floor
  232. for i = 1, ItemDefine.EQUIP_MAX_CNT do
  233. local equipGrid = heroGrid.equip[i]
  234. if equipGrid then
  235. local baseRate = EquipLogic.getEquipBaseRate(equipGrid.quality)
  236. local equipConfig = EquipExcel.equip[equipGrid.id]
  237. if equipConfig then
  238. local score = equipConfig.score
  239. score = mathFloor(score * baseRate)
  240. equipPingFen = equipPingFen + score
  241. end
  242. end
  243. end
  244. end
  245. -- 英雄符文评分
  246. local fuWenPingFen = 0
  247. for i = 1, 2 do
  248. if heroGrid.fuwen and
  249. heroGrid.fuwen[i] and
  250. heroGrid.fuwen[i].id ~= nil then
  251. local fuwenId = heroGrid.fuwen[i].id
  252. local skillLen = heroGrid.fuwen[i].skill and #heroGrid.fuwen[i].skill or 0
  253. for k = 1,skillLen do
  254. local skillID = heroGrid.fuwen[i].skill[k]
  255. local skillConfig = FuwenExcel.skill[skillID]
  256. fuWenPingFen = fuWenPingFen + AssessExcel.fuWen[skillConfig.lv].grade
  257. end
  258. end
  259. end
  260. -- 公会技能评分
  261. local unionTecPingFen = 0
  262. if human then
  263. if human.db.unionUuid and human.db.unionUuid ~= "" and
  264. human.db.technology and human.db.technology[heroConfig.job] then
  265. local technology = human.db.technology[heroConfig.job]
  266. local techCfg = nil
  267. for i = 1, UnionTecLogic.TEC_TIER_CNT do
  268. local tech = technology[i]
  269. local assessCfg = AssessExcel.union[i]
  270. if tech ~= nil and tech.lv ~= nil and tech.lv > 0 and assessCfg then
  271. unionTecPingFen = unionTecPingFen + assessCfg.grade * tech.lv
  272. end
  273. end
  274. end
  275. end
  276. attr[RoleDefine.PINGFEN_LV] = lvPingFen
  277. attr[RoleDefine.PINGFEN_STAR] = starPingFen
  278. attr[RoleDefine.PINGFEN_JINJIE] = qualityPingFen
  279. attr[RoleDefine.PINGFEN_EQUIP] = equipPingFen
  280. attr[RoleDefine.PINGFEN_FUWEN] = fuWenPingFen
  281. attr[RoleDefine.PINGFEN_UNION] = unionTecPingFen
  282. end
  283. function getPointByKey(key)
  284. local cf = RoleExcel.zdlPoint[key]
  285. if not cf then return 0 end
  286. return cf.point
  287. end
  288. -- 某些属性是有上下限的
  289. function checkLimit(attrs)
  290. attrs[RoleDefine.BAOJI] = math.max(attrs[RoleDefine.BAOJI], 0)
  291. end
  292. -- 计算最终属性
  293. local CHECKNEGATIVE = {}
  294. CHECKNEGATIVE[RoleDefine.STEAL_ATK] = 1
  295. CHECKNEGATIVE[RoleDefine.STEAL_DEF] = 1
  296. function calcFinalValue(heroAttrs, otherAttrs, attrs)
  297. heroAttrs[RoleDefine.ATK] = heroAttrs[RoleDefine.ATK] * (1 + heroAttrs[RoleDefine.ATK_RATE]/10000) * (1 + otherAttrs[RoleDefine.ATK_RATE]/10000)
  298. heroAttrs[RoleDefine.DEF] = heroAttrs[RoleDefine.DEF] * (1 + heroAttrs[RoleDefine.DEF_RATE]/10000) * (1 + otherAttrs[RoleDefine.DEF_RATE]/10000)
  299. heroAttrs[RoleDefine.HP] = heroAttrs[RoleDefine.HP] * (1 + heroAttrs[RoleDefine.HP_RATE]/10000) * (1 + otherAttrs[RoleDefine.HP_RATE]/10000)
  300. heroAttrs[RoleDefine.SPEED] = heroAttrs[RoleDefine.SPEED] * (1 + heroAttrs[RoleDefine.SPEED_RATE]/10000) * (1 + otherAttrs[RoleDefine.SPEED_RATE]/10000)
  301. otherAttrs[RoleDefine.ATK] = otherAttrs[RoleDefine.ATK] * (1 + otherAttrs[RoleDefine.ATK_RATE]/10000)
  302. otherAttrs[RoleDefine.DEF] = otherAttrs[RoleDefine.DEF] * (1 + otherAttrs[RoleDefine.DEF_RATE]/10000)
  303. otherAttrs[RoleDefine.HP] = otherAttrs[RoleDefine.HP] * (1 + otherAttrs[RoleDefine.HP_RATE]/10000)
  304. otherAttrs[RoleDefine.SPEED] = otherAttrs[RoleDefine.SPEED] * (1 + otherAttrs[RoleDefine.SPEED_RATE]/10000)
  305. for k,v in pairs(attrs) do
  306. attrs[k] = heroAttrs[k] + otherAttrs[k]
  307. if not CHECKNEGATIVE[k] then
  308. attrs[k] = math.max(attrs[k], 0)
  309. end
  310. attrs[k] = math.floor(attrs[k])
  311. end
  312. attrs[RoleDefine.ATK_RATE] = 0
  313. attrs[RoleDefine.DEF_RATE] = 0
  314. attrs[RoleDefine.HP_RATE] = 0
  315. attrs[RoleDefine.SPEED_RATE] = 0
  316. checkLimit(attrs)
  317. attrs[RoleDefine.ZHANDOULI] = calcZhandouli(attrs)
  318. end
  319. -- 初始化属性
  320. function initCombatAttr(attr)
  321. attr[RoleDefine.ZHANDOULI] = 0
  322. attr[RoleDefine.PINGFEN_LV] = 0
  323. attr[RoleDefine.PINGFEN_STAR] = 0
  324. attr[RoleDefine.PINGFEN_JINJIE] = 0
  325. attr[RoleDefine.PINGFEN_EQUIP] = 0
  326. attr[RoleDefine.PINGFEN_UNION] = 0
  327. attr[RoleDefine.PINGFEN_FUWEN] = 0
  328. attr[RoleDefine.PINGFEN_MOSHOU] = 0
  329. attr[RoleDefine.ATK] = 0
  330. attr[RoleDefine.DEF] = 0
  331. attr[RoleDefine.HP] = 0
  332. attr[RoleDefine.SPEED] = 0
  333. attr[RoleDefine.SKILL_HURT_RATE] = 0
  334. attr[RoleDefine.JINGZHUN] = 0
  335. attr[RoleDefine.GEDANG] = 0
  336. attr[RoleDefine.BAOJI] = 0
  337. attr[RoleDefine.BAOJI_HURT_RATE] = 0
  338. attr[RoleDefine.POJIA] = 0
  339. attr[RoleDefine.MIANKONG_RATE] = 0
  340. attr[RoleDefine.JIANSHANG_RATE] = 0
  341. attr[RoleDefine.SHENSHENG_HURT_RATE] = 0
  342. attr[RoleDefine.INIT_MP] = 0
  343. attr[RoleDefine.SHANBI] = 0
  344. attr[RoleDefine.KONG_RATE] = 0
  345. attr[RoleDefine.POJIA_DK] = 0
  346. attr[RoleDefine.ATK_RATE] = 0
  347. attr[RoleDefine.DEF_RATE] = 0
  348. attr[RoleDefine.HP_RATE] = 0
  349. attr[RoleDefine.SPEED_RATE] = 0
  350. attr[RoleDefine.XURUO] = 0
  351. attr[RoleDefine.JOB_HURT_RATE1] = 0
  352. attr[RoleDefine.JOB_HURT_RATE2] = 0
  353. attr[RoleDefine.JOB_HURT_RATE3] = 0
  354. attr[RoleDefine.JOB_HURT_RATE4] = 0
  355. attr[RoleDefine.JOB_HURT_RATE5] = 0
  356. attr[RoleDefine.STATUS_HURT_RATE1] = 0
  357. attr[RoleDefine.STATUS_HURT_RATE2] = 0
  358. attr[RoleDefine.STATUS_HURT_RATE3] = 0
  359. attr[RoleDefine.STATUS_HURT_RATE4] = 0
  360. attr[RoleDefine.STATUS_HURT_RATE5] = 0
  361. attr[RoleDefine.STATUS_HURT_RATE6] = 0
  362. attr[RoleDefine.STATUS_HURT_RATE7] = 0
  363. attr[RoleDefine.STATUS_BAOJI_RATE1] = 0
  364. attr[RoleDefine.STATUS_BAOJI_RATE2] = 0
  365. attr[RoleDefine.STATUS_BAOJI_RATE3] = 0
  366. attr[RoleDefine.STATUS_BAOJI_RATE4] = 0
  367. attr[RoleDefine.STATUS_BAOJI_RATE5] = 0
  368. attr[RoleDefine.STATUS_BAOJI_RATE6] = 0
  369. attr[RoleDefine.STATUS_BAOJI_RATE7] = 0
  370. attr[RoleDefine.STATUS_BAOJI_RATE8] = 0
  371. attr[RoleDefine.STATUS_MIANYI_RATE1] = 0
  372. attr[RoleDefine.STATUS_MIANYI_RATE2] = 0
  373. attr[RoleDefine.STATUS_MIANYI_RATE3] = 0
  374. attr[RoleDefine.STATUS_MIANYI_RATE4] = 0
  375. attr[RoleDefine.STATUS_MIANYI_RATE5] = 0
  376. attr[RoleDefine.STATUS_MIANYI_RATE6] = 0
  377. attr[RoleDefine.STATUS_MIANYI_RATE7] = 0
  378. attr[RoleDefine.STATUS_MIANYI_RATE8] = 0
  379. attr[RoleDefine.HP_ADD_RATE] = 0
  380. attr[RoleDefine.CHIXU_HURT_DEL_RATE] = 0
  381. attr[RoleDefine.ZAOCHENG_HP_ADD_RATE] = 0
  382. attr[RoleDefine.PHY_HURT_ADD_RATE] = 0
  383. attr[RoleDefine.MAGIC_HURT_ADD_RATE] = 0
  384. attr[RoleDefine.ANTI_BAOJI] = 0
  385. attr[RoleDefine.JIANSHANG_PHY_RATE] = 0
  386. attr[RoleDefine.JIANSHANG_MAGIC_RATE] = 0
  387. attr[RoleDefine.STEAL_ATK] = 0
  388. attr[RoleDefine.STEAL_DEF] = 0
  389. attr[RoleDefine.HURT_RATE] = 0
  390. attr[RoleDefine.BAOJI_HURT_RATE_EXTRA] = 0
  391. attr[RoleDefine.FANSHE_ZHUANGJIA] = 0
  392. attr[RoleDefine.HUDUN_COMBAT] = 0
  393. attr[RoleDefine.HURT_RATE_MAX] = 0
  394. attr[RoleDefine.STATUS_BAOJI_HURT_RATE1] = 0
  395. attr[RoleDefine.STATUS_BAOJI_HURT_RATE2] = 0
  396. attr[RoleDefine.STATUS_BAOJI_HURT_RATE3] = 0
  397. attr[RoleDefine.STATUS_BAOJI_HURT_RATE4] = 0
  398. attr[RoleDefine.STATUS_BAOJI_HURT_RATE5] = 0
  399. attr[RoleDefine.STATUS_BAOJI_HURT_RATE6] = 0
  400. attr[RoleDefine.STATUS_BAOJI_HURT_RATE7] = 0
  401. attr[RoleDefine.STATUS_BAOJI_HURT_RATE8] = 0
  402. attr[RoleDefine.ANTI_BAOJI_HURT_RATE] = 0
  403. attr[RoleDefine.JOB_JIANSHANG_RATE1] = 0
  404. attr[RoleDefine.JOB_JIANSHANG_RATE2] = 0
  405. attr[RoleDefine.JOB_JIANSHANG_RATE3] = 0
  406. attr[RoleDefine.JOB_JIANSHANG_RATE4] = 0
  407. attr[RoleDefine.JOB_JIANSHANG_RATE5] = 0
  408. attr[RoleDefine.ATK_JIANSHANG_RATE] = 0
  409. attr[RoleDefine.CAMP_JIANSHANG_RATE1] = 0
  410. attr[RoleDefine.CAMP_JIANSHANG_RATE2] = 0
  411. attr[RoleDefine.CAMP_JIANSHANG_RATE3] = 0
  412. attr[RoleDefine.CAMP_JIANSHANG_RATE4] = 0
  413. attr[RoleDefine.CAMP_JIANSHANG_RATE5] = 0
  414. attr[RoleDefine.CAMP_HURT_RATE1] = 0
  415. attr[RoleDefine.CAMP_HURT_RATE2] = 0
  416. attr[RoleDefine.CAMP_HURT_RATE3] = 0
  417. attr[RoleDefine.CAMP_HURT_RATE4] = 0
  418. attr[RoleDefine.CAMP_HURT_RATE5] = 0
  419. attr[RoleDefine.STATUS_DIKANG_RATE9] = 0
  420. attr[RoleDefine.AT_PHY_HURT_ADD_RATE] = 0
  421. attr[RoleDefine.AT_MAGIC_HURT_ADD_RATE] = 0
  422. end