RoleAttr.lua 16 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467
  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 Util = require("common.Util")
  17. local BeSkill = require("combat.BeSkill")
  18. local RoleHeadLogic = require("role.RoleHeadLogic")
  19. local FuwenLogic = require("fuwen.FuwenLogic")
  20. local HeroLogic = require("hero.HeroLogic")
  21. local HeroEquip = require("hero.HeroEquip")
  22. local RoleDefine = require("role.RoleDefine")
  23. local TheStarsLogic = require("theStars.TheStarsLogic")
  24. local UnionTecLogic = require("union.UnionTecLogic")
  25. local MoshouLogic = require("moshou.MoshouLogic")
  26. local UnionLivenessLogic = require("union.UnionLivenessLogic")
  27. local ChengjiuLogic = require("chengjiu.ChengjiuLogic")
  28. local AssessExcel = require("excel.assess")
  29. local EquipExcel = require("excel.equip")
  30. local FuwenExcel = require("excel.fuwen")
  31. local RoleStrongLogic = require("role.RoleStrongLogic")
  32. local ItemDefine = require("bag.ItemDefine")
  33. local EquipLogic = require("equip.EquipLogic")
  34. local CombatPosLogic = require("combat.CombatPosLogic")
  35. local CombatDefine = require("combat.CombatDefine")
  36. local RoleRealmLogic = require("roleSystem.RoleRealmLogic")
  37. local TalismanLogic = require("talisman.TalismanLogic")
  38. local HeroExclusiveWeapon = require("hero.HeroExclusiveWeapon")
  39. local WinnerRelicLogic = require("winnerRelic.WinnerRelicLogic")
  40. local HeroPubLogic = require("hero.HeroPubLogic")
  41. local function printAttr(attr, szText)
  42. for i = RoleDefine.ATK, RoleDefine.SPEED, 1 do
  43. print(szText.."[printAttr] i = "..i .." value = "..attr[i].."\n")
  44. end
  45. print("\n")
  46. end
  47. -- 计算人数属性
  48. function doCalc(human)
  49. human.attr = human.attr or {}
  50. human.heroAttrs = human.heroAttrs or {}
  51. Util.cleanTable(human.attr)
  52. local attr = human.attr
  53. -- 取个人前六英雄的战斗力
  54. local zhandouli = CombatPosLogic.getCombatHeroZDL(human, CombatDefine.COMBAT_TYPE1)
  55. local lvConfig = RoleExcel.exp[human.db.lv+1]
  56. -- 人物属性
  57. attr[RoleDefine.LEVEL] = human.db.lv
  58. attr[RoleDefine.EXP] = human.db.exp
  59. attr[RoleDefine.EXP_MAX] = lvConfig and lvConfig.exp or 0
  60. attr[RoleDefine.ZUANSHI] = human.db.zuanshi
  61. attr[RoleDefine.JINBI] = human.db.jinbi
  62. attr[RoleDefine.FRIENDHEART] = human.db.friendHeart
  63. attr[RoleDefine.ZHANDOULI] = zhandouli
  64. human.db.zhandouli = zhandouli
  65. RoleStrongLogic.doCalcMoShouPingFen(human, attr)
  66. end
  67. function cleanHeroAttrCache(human)
  68. human.heroAttrs = {}
  69. end
  70. -- 重算英雄属性
  71. function doCalcHero(human, index)
  72. local heroGrid = human.db.heroBag[index]
  73. local attrs = calcHeroGrid(heroGrid, index, human)
  74. if not attrs then return end
  75. RoleStrongLogic.doCalcMoShouPingFen(human, attrs)
  76. human.heroAttrs = human.heroAttrs or {}
  77. human.heroAttrs[index] = human.heroAttrs[index] or {}
  78. Util.copyTableSimple(attrs, human.heroAttrs[index])
  79. end
  80. -- 获取怪物属性 用的地方有点多,不一定改
  81. function calcMonsterConf(monsterID, attrID, attrInput)
  82. local monsterConfig = MonsterExcel[monsterID]
  83. local attrsConfig = attrID and MonsterAttrExcel[attrID]
  84. if not attrsConfig then
  85. attrID = 1
  86. attrsConfig = MonsterAttrExcel[attrID]
  87. end
  88. local attrs = {}
  89. initCombatAttr(attrs)
  90. attrs[RoleDefine.INIT_MP] = 50
  91. attrs[RoleDefine.JINGZHUN] = RoleDefine.DEFAUT_MINGZHONG
  92. attrs[RoleDefine.BAOJI_HURT_RATE] = RoleDefine.DEFAUT_BAOJI_HURT_RATE
  93. -- 怪物基础属性
  94. if attrInput then
  95. for _, attr in ipairs(attrInput) do
  96. local key = attr[1]
  97. local value = attr[2]
  98. attrs[key] = (attrs[key] or 0) + value
  99. end
  100. else
  101. for _, attr in ipairs(attrsConfig.attrs) do
  102. local key = attr[1]
  103. local value = attr[2]
  104. attrs[key] = (attrs[key] or 0) + value
  105. end
  106. end
  107. -- 怪物被动技能属性
  108. BeSkill.doCalcHero(nil, attrs, nil, monsterConfig)
  109. checkLimit(attrs)
  110. attrs[RoleDefine.ZHANDOULI] = calcZhandouli(attrs)
  111. return attrs
  112. end
  113. -- 根据英雄grid重算英雄属性
  114. -- 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
  115. local TEMP_HERO_ATTRS = {}
  116. local HERO_BASE_ATTRS = {}
  117. local HERO_OTHER_ATTRS = {}
  118. function calcHeroGrid(heroGrid, index, human)
  119. if type(heroGrid) ~= "table" then
  120. return
  121. end
  122. initCombatAttr(TEMP_HERO_ATTRS)
  123. initCombatAttr(HERO_BASE_ATTRS)
  124. initCombatAttr(HERO_OTHER_ATTRS)
  125. HERO_BASE_ATTRS[RoleDefine.INIT_MP] = 50
  126. -- 默认命中100% 暴击伤害
  127. HERO_BASE_ATTRS[RoleDefine.JINGZHUN] = RoleDefine.DEFAUT_MINGZHONG
  128. HERO_BASE_ATTRS[RoleDefine.BAOJI_HURT_RATE] = RoleDefine.DEFAUT_BAOJI_HURT_RATE
  129. --不同模块在英雄属性计算 begin
  130. HeroLogic.doCalcHero(heroGrid, HERO_BASE_ATTRS) -- 基础属性
  131. -- 防止循环引用
  132. local SkinLogic = require("skin.SkinLogic")
  133. --local heroSkinID, heroSkinSkill = SkinLogic.checkHeroSkin(human, index)
  134. if human and human.db and human.db.skinBag then -- 皮肤属性
  135. --HeroLogic.doCalcHeroSkin(heroSkinID, HERO_OTHER_ATTRS)
  136. SkinLogic.doCalcSkinHero(human,HERO_BASE_ATTRS)
  137. end
  138. BeSkill.doCalcHero(heroGrid, HERO_BASE_ATTRS) -- 被动技能属性
  139. HeroEquip.doCalcHero(heroGrid, HERO_OTHER_ATTRS) -- 装备
  140. FuwenLogic.doCalcHero(heroGrid, HERO_OTHER_ATTRS) -- 符文
  141. UnionTecLogic.doCalcHero(human, heroGrid, HERO_OTHER_ATTRS) -- 公会科技
  142. RoleHeadLogic.doCalcHero(human, HERO_OTHER_ATTRS) --称号
  143. UnionLivenessLogic.doCalcHero(human, HERO_OTHER_ATTRS) --公会活跃等级
  144. ChengjiuLogic.doCalcHero(human, HERO_OTHER_ATTRS) --成就属性加成
  145. MoshouLogic.doCalcHero(human, heroGrid, HERO_OTHER_ATTRS) -- 魔兽
  146. RoleRealmLogic.doCalcHero(human, HERO_OTHER_ATTRS) --境界
  147. TalismanLogic.doCalcHero(human, heroGrid, HERO_OTHER_ATTRS) --秘宝
  148. HeroExclusiveWeapon.doCalcHero(heroGrid, HERO_OTHER_ATTRS) -- 专属武器
  149. WinnerRelicLogic.doCalcHero(human, heroGrid, HERO_OTHER_ATTRS) --圣者遗物
  150. HeroPubLogic.doCalcHero(human, HERO_OTHER_ATTRS) --英雄酒馆
  151. --不同模块在英雄属性计算 end
  152. -- 计算评分
  153. calcPingFen(human, heroGrid, HERO_OTHER_ATTRS)
  154. -- 最终计算
  155. calcFinalValue(HERO_BASE_ATTRS, HERO_OTHER_ATTRS, TEMP_HERO_ATTRS)
  156. heroGrid.zhandouli = TEMP_HERO_ATTRS[RoleDefine.ZHANDOULI] or 0
  157. return TEMP_HERO_ATTRS
  158. end
  159. -- 更新属性
  160. function updateValue(k, v, attrs, isBuff)
  161. if k == RoleDefine.FANSHE_ZHUANGJIA then
  162. attrs[k] = v --反射装甲直接取值
  163. elseif isBuff then
  164. 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
  165. else
  166. --if RoleDefine.isBasicRate(k) then
  167. -- attrs[k] = (10000 + attrs[k])*(10000 + v)/10000 - 10000 --几何计算
  168. --else
  169. attrs[k] = (attrs[k] or 0) + v --累加计算
  170. --end
  171. end
  172. end
  173. -- 计算战力
  174. function calcZhandouli(attrs)
  175. local zhandouli = 0
  176. for key, zdlcf in pairs(RoleExcel.zdlPoint) do
  177. local value = zdlcf.point
  178. if attrs[key] and attrs[key] > 0 then
  179. -- 减去默认命中
  180. local attr = attrs[key]
  181. if key == RoleDefine.JINGZHUN then
  182. attr = attr - RoleDefine.DEFAUT_MINGZHONG
  183. attr = attr < 0 and 0 or attr
  184. end
  185. -- 减去默认爆伤
  186. if key == RoleDefine.BAOJI_HURT_RATE then
  187. attr = attr - RoleDefine.DEFAUT_BAOJI_HURT_RATE
  188. attr = attr < 0 and 0 or attr
  189. end
  190. zhandouli = zhandouli + attr * value
  191. end
  192. end
  193. return math.ceil(zhandouli)
  194. end
  195. -- 计算英雄评分
  196. function calcPingFen(human, heroGrid, attr)
  197. local heroConfig = HeroExcel[heroGrid.id]
  198. if not heroConfig then return end
  199. local totalPingFen = 0
  200. -- 英雄等级评分
  201. local lv = heroGrid.lv
  202. if not lv or lv <= 0 then
  203. lv = 1
  204. elseif lv > #AssessExcel.lv then
  205. lv = #AssessExcel.lv
  206. end
  207. local lvPingFen = AssessExcel.lv[lv].grade
  208. -- 英雄星级评分
  209. local star = heroGrid.star
  210. local starPingFen = AssessExcel.star[star].grade
  211. -- 英雄进阶评分
  212. local quality = heroGrid.quality
  213. local qualityPingFen = AssessExcel.quality[quality] and AssessExcel.quality[quality].grade or 0
  214. -- 英雄装备评分
  215. local equipPingFen = 0
  216. if heroGrid.equip then
  217. local mathFloor = math.floor
  218. for i = 1, ItemDefine.EQUIP_MAX_CNT do
  219. local equipGrid = heroGrid.equip[i]
  220. if equipGrid then
  221. local baseRate = EquipLogic.getEquipBaseRate(equipGrid.quality)
  222. local equipConfig = EquipExcel.equip[equipGrid.id]
  223. if equipConfig then
  224. local score = equipConfig.score
  225. score = mathFloor(score * baseRate)
  226. equipPingFen = equipPingFen + score
  227. end
  228. end
  229. end
  230. end
  231. -- 英雄符文评分
  232. local fuWenPingFen = 0
  233. for i = 1, 2 do
  234. if heroGrid.fuwen and
  235. heroGrid.fuwen[i] and
  236. heroGrid.fuwen[i].id ~= nil then
  237. local fuwenId = heroGrid.fuwen[i].id
  238. local skillLen = heroGrid.fuwen[i].skill and #heroGrid.fuwen[i].skill or 0
  239. for k = 1,skillLen do
  240. local skillID = heroGrid.fuwen[i].skill[k]
  241. local skillConfig = FuwenExcel.skill[skillID]
  242. fuWenPingFen = fuWenPingFen + AssessExcel.fuWen[skillConfig.lv].grade
  243. end
  244. end
  245. end
  246. -- 公会技能评分
  247. local unionTecPingFen = 0
  248. if human then
  249. if human.db.unionUuid and human.db.unionUuid ~= "" and
  250. human.db.technology and human.db.technology[heroConfig.job] then
  251. local technology = human.db.technology[heroConfig.job]
  252. local techCfg = nil
  253. for i = 1, UnionTecLogic.TEC_TIER_CNT do
  254. local tech = technology[i]
  255. local assessCfg = AssessExcel.union[i]
  256. if tech ~= nil and tech.lv ~= nil and tech.lv > 0 and assessCfg then
  257. unionTecPingFen = unionTecPingFen + assessCfg.grade * tech.lv
  258. end
  259. end
  260. end
  261. end
  262. attr[RoleDefine.PINGFEN_LV] = lvPingFen
  263. attr[RoleDefine.PINGFEN_STAR] = starPingFen
  264. attr[RoleDefine.PINGFEN_JINJIE] = qualityPingFen
  265. attr[RoleDefine.PINGFEN_EQUIP] = equipPingFen
  266. attr[RoleDefine.PINGFEN_FUWEN] = fuWenPingFen
  267. attr[RoleDefine.PINGFEN_UNION] = unionTecPingFen
  268. end
  269. function getPointByKey(key)
  270. local cf = RoleExcel.zdlPoint[key]
  271. if not cf then return 0 end
  272. return cf.point
  273. end
  274. -- 某些属性是有上下限的
  275. function checkLimit(attrs)
  276. attrs[RoleDefine.BAOJI] = math.max(attrs[RoleDefine.BAOJI], 0)
  277. end
  278. -- 计算最终属性
  279. local CHECKNEGATIVE = {}
  280. CHECKNEGATIVE[RoleDefine.STEAL_ATK] = 1
  281. CHECKNEGATIVE[RoleDefine.STEAL_DEF] = 1
  282. function calcFinalValue(heroAttrs, otherAttrs, attrs)
  283. heroAttrs[RoleDefine.ATK] = heroAttrs[RoleDefine.ATK] * (1 + heroAttrs[RoleDefine.ATK_RATE]/10000) * (1 + otherAttrs[RoleDefine.ATK_RATE]/10000)
  284. heroAttrs[RoleDefine.DEF] = heroAttrs[RoleDefine.DEF] * (1 + heroAttrs[RoleDefine.DEF_RATE]/10000) * (1 + otherAttrs[RoleDefine.DEF_RATE]/10000)
  285. heroAttrs[RoleDefine.HP] = heroAttrs[RoleDefine.HP] * (1 + heroAttrs[RoleDefine.HP_RATE]/10000) * (1 + otherAttrs[RoleDefine.HP_RATE]/10000)
  286. heroAttrs[RoleDefine.SPEED] = heroAttrs[RoleDefine.SPEED] * (1 + heroAttrs[RoleDefine.SPEED_RATE]/10000) * (1 + otherAttrs[RoleDefine.SPEED_RATE]/10000)
  287. otherAttrs[RoleDefine.ATK] = otherAttrs[RoleDefine.ATK] * (1 + otherAttrs[RoleDefine.ATK_RATE]/10000)
  288. otherAttrs[RoleDefine.DEF] = otherAttrs[RoleDefine.DEF] * (1 + otherAttrs[RoleDefine.DEF_RATE]/10000)
  289. otherAttrs[RoleDefine.HP] = otherAttrs[RoleDefine.HP] * (1 + otherAttrs[RoleDefine.HP_RATE]/10000)
  290. otherAttrs[RoleDefine.SPEED] = otherAttrs[RoleDefine.SPEED] * (1 + otherAttrs[RoleDefine.SPEED_RATE]/10000)
  291. for k,v in pairs(attrs) do
  292. attrs[k] = heroAttrs[k] + otherAttrs[k]
  293. if not CHECKNEGATIVE[k] then
  294. attrs[k] = math.max(attrs[k], 0)
  295. end
  296. attrs[k] = math.floor(attrs[k])
  297. end
  298. attrs[RoleDefine.ATK_RATE] = 0
  299. attrs[RoleDefine.DEF_RATE] = 0
  300. attrs[RoleDefine.HP_RATE] = 0
  301. attrs[RoleDefine.SPEED_RATE] = 0
  302. checkLimit(attrs)
  303. attrs[RoleDefine.ZHANDOULI] = calcZhandouli(attrs)
  304. end
  305. -- 初始化属性
  306. function initCombatAttr(attr)
  307. attr[RoleDefine.ZHANDOULI] = 0
  308. attr[RoleDefine.PINGFEN_LV] = 0
  309. attr[RoleDefine.PINGFEN_STAR] = 0
  310. attr[RoleDefine.PINGFEN_JINJIE] = 0
  311. attr[RoleDefine.PINGFEN_EQUIP] = 0
  312. attr[RoleDefine.PINGFEN_UNION] = 0
  313. attr[RoleDefine.PINGFEN_FUWEN] = 0
  314. attr[RoleDefine.PINGFEN_MOSHOU] = 0
  315. attr[RoleDefine.ATK] = 0
  316. attr[RoleDefine.DEF] = 0
  317. attr[RoleDefine.HP] = 0
  318. attr[RoleDefine.SPEED] = 0
  319. attr[RoleDefine.SKILL_HURT_RATE] = 0
  320. attr[RoleDefine.JINGZHUN] = 0
  321. attr[RoleDefine.GEDANG] = 0
  322. attr[RoleDefine.BAOJI] = 0
  323. attr[RoleDefine.BAOJI_HURT_RATE] = 0
  324. attr[RoleDefine.POJIA] = 0
  325. attr[RoleDefine.MIANKONG_RATE] = 0
  326. attr[RoleDefine.JIANSHANG_RATE] = 0
  327. attr[RoleDefine.SHENSHENG_HURT_RATE] = 0
  328. attr[RoleDefine.INIT_MP] = 0
  329. attr[RoleDefine.SHANBI] = 0
  330. attr[RoleDefine.KONG_RATE] = 0
  331. attr[RoleDefine.ATK_RATE] = 0
  332. attr[RoleDefine.DEF_RATE] = 0
  333. attr[RoleDefine.HP_RATE] = 0
  334. attr[RoleDefine.SPEED_RATE] = 0
  335. attr[RoleDefine.XURUO] = 0
  336. attr[RoleDefine.JOB_HURT_RATE1] = 0
  337. attr[RoleDefine.JOB_HURT_RATE2] = 0
  338. attr[RoleDefine.JOB_HURT_RATE3] = 0
  339. attr[RoleDefine.JOB_HURT_RATE4] = 0
  340. attr[RoleDefine.JOB_HURT_RATE5] = 0
  341. attr[RoleDefine.STATUS_HURT_RATE1] = 0
  342. attr[RoleDefine.STATUS_HURT_RATE2] = 0
  343. attr[RoleDefine.STATUS_HURT_RATE3] = 0
  344. attr[RoleDefine.STATUS_HURT_RATE4] = 0
  345. attr[RoleDefine.STATUS_HURT_RATE5] = 0
  346. attr[RoleDefine.STATUS_HURT_RATE6] = 0
  347. attr[RoleDefine.STATUS_HURT_RATE7] = 0
  348. attr[RoleDefine.STATUS_BAOJI_RATE1] = 0
  349. attr[RoleDefine.STATUS_BAOJI_RATE2] = 0
  350. attr[RoleDefine.STATUS_BAOJI_RATE3] = 0
  351. attr[RoleDefine.STATUS_BAOJI_RATE4] = 0
  352. attr[RoleDefine.STATUS_BAOJI_RATE5] = 0
  353. attr[RoleDefine.STATUS_BAOJI_RATE6] = 0
  354. attr[RoleDefine.STATUS_BAOJI_RATE7] = 0
  355. attr[RoleDefine.STATUS_BAOJI_RATE8] = 0
  356. attr[RoleDefine.STATUS_MIANYI_RATE1] = 0
  357. attr[RoleDefine.STATUS_MIANYI_RATE2] = 0
  358. attr[RoleDefine.STATUS_MIANYI_RATE3] = 0
  359. attr[RoleDefine.STATUS_MIANYI_RATE4] = 0
  360. attr[RoleDefine.STATUS_MIANYI_RATE5] = 0
  361. attr[RoleDefine.STATUS_MIANYI_RATE6] = 0
  362. attr[RoleDefine.STATUS_MIANYI_RATE7] = 0
  363. attr[RoleDefine.STATUS_MIANYI_RATE8] = 0
  364. attr[RoleDefine.HP_ADD_RATE] = 0
  365. attr[RoleDefine.CHIXU_HURT_DEL_RATE] = 0
  366. attr[RoleDefine.ZAOCHENG_HP_ADD_RATE] = 0
  367. attr[RoleDefine.PHY_HURT_ADD_RATE] = 0
  368. attr[RoleDefine.MAGIC_HURT_ADD_RATE] = 0
  369. attr[RoleDefine.ANTI_BAOJI] = 0
  370. attr[RoleDefine.JIANSHANG_PHY_RATE] = 0
  371. attr[RoleDefine.JIANSHANG_MAGIC_RATE] = 0
  372. attr[RoleDefine.STEAL_ATK] = 0
  373. attr[RoleDefine.STEAL_DEF] = 0
  374. attr[RoleDefine.HURT_RATE] = 0
  375. attr[RoleDefine.BAOJI_HURT_RATE_EXTRA] = 0
  376. attr[RoleDefine.FANSHE_ZHUANGJIA] = 0
  377. attr[RoleDefine.HUDUN_COMBAT] = 0
  378. attr[RoleDefine.HURT_RATE_MAX] = 0
  379. attr[RoleDefine.STATUS_BAOJI_HURT_RATE1] = 0
  380. attr[RoleDefine.STATUS_BAOJI_HURT_RATE2] = 0
  381. attr[RoleDefine.STATUS_BAOJI_HURT_RATE3] = 0
  382. attr[RoleDefine.STATUS_BAOJI_HURT_RATE4] = 0
  383. attr[RoleDefine.STATUS_BAOJI_HURT_RATE5] = 0
  384. attr[RoleDefine.STATUS_BAOJI_HURT_RATE6] = 0
  385. attr[RoleDefine.STATUS_BAOJI_HURT_RATE7] = 0
  386. attr[RoleDefine.STATUS_BAOJI_HURT_RATE8] = 0
  387. attr[RoleDefine.ANTI_BAOJI_HURT_RATE] = 0
  388. attr[RoleDefine.JOB_JIANSHANG_RATE1] = 0
  389. attr[RoleDefine.JOB_JIANSHANG_RATE2] = 0
  390. attr[RoleDefine.JOB_JIANSHANG_RATE3] = 0
  391. attr[RoleDefine.JOB_JIANSHANG_RATE4] = 0
  392. attr[RoleDefine.JOB_JIANSHANG_RATE5] = 0
  393. attr[RoleDefine.ATK_JIANSHANG_RATE] = 0
  394. attr[RoleDefine.CAMP_JIANSHANG_RATE1] = 0
  395. attr[RoleDefine.CAMP_JIANSHANG_RATE2] = 0
  396. attr[RoleDefine.CAMP_JIANSHANG_RATE3] = 0
  397. attr[RoleDefine.CAMP_JIANSHANG_RATE4] = 0
  398. attr[RoleDefine.CAMP_JIANSHANG_RATE5] = 0
  399. attr[RoleDefine.CAMP_HURT_RATE1] = 0
  400. attr[RoleDefine.CAMP_HURT_RATE2] = 0
  401. attr[RoleDefine.CAMP_HURT_RATE3] = 0
  402. attr[RoleDefine.CAMP_HURT_RATE4] = 0
  403. attr[RoleDefine.CAMP_HURT_RATE5] = 0
  404. attr[RoleDefine.STATUS_DIKANG_RATE9] = 0
  405. attr[RoleDefine.AT_PHY_HURT_ADD_RATE] = 0
  406. attr[RoleDefine.AT_MAGIC_HURT_ADD_RATE] = 0
  407. end