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