📄 magichandler.h
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#ifndef _MAGIC_HANDLER
#define _MAGIC_HANDLER
#define _SKILL_BANWOL 0 // 馆岿.
#define _SKILL_AMYOUNSUL 1 // 鞠楷贱.
#define _SKILL_FIREWIND 2 // 拳堪浅.
#define _SKILL_HANGMAJINBUB 3 // 亲付柳过.
#define _SKILL_DEJIWONHO 4 // 措瘤盔龋.
#define _SKILL_FIRE 5 // 堪荤厘.
#define _SKILL_MOOTEBO 6 // 公怕焊.
#define _SKILL_TAMMING 7 // ElecShock
#define _SKILL_SPACEMOVE 8 // 酒傍青过.
#define _SKILL_KILLUNDEAD 9 // TurnUndead
#define _SKILL_FIREBALL 10 // 拳堪厘.
#define _SKILL_HEALLING 11 // 雀汗贱.
#define _SKILL_HOLYSHIELD 12 // 搬拌.
#define _SKILL_BIGHEALLING 13 // 措雀汗.
#define _SKILL_LIGHTFLOWER 14 // 汾汲拳.
#define _SKILL_SHOOTLIGHTEN 15 // 汾牢厘.
#define _SKILL_SKELLETON 16 // 归榜家券贱.
#define _SKILL_SNOWWIND 17 // 葫汲浅.
#define _SKILL_BIGCLOAK 18 // 措篮脚.
#define _SKILL_SHIELD 19 // 林贱狼阜.
#define _SKILL_SHOWHP 20 // Revelation
#define _SKILL_EATTHFIRE 21 // 瘤堪贱.
#define _SKILL_FIRECHARM 22 // 气混拌.
#define _SKILL_FIREBOOM 23 // 气凯颇.
#define _SKILL_FIREBALL2 24 // 陛碍拳堪厘.
#define _SKILL_YEDO 25 // 抗档.
#define _SKILL_ERGUM 26 // 绢八贱.
#define _SKILL_LIGHTENING 27 // 碍拜.
#define _SKILL_FIRESWORD 28 // FlamingSword
#define _SKILL_CLOAK 29 // 篮脚.
#define _SKILL_SINSU 30 // Shinsu
#define _SKILL_ILKWANG 31 // 老堡八过.
#define _SKILL_ONESWORD 32 // 寇荐八过.
class CMagicInfo
{
public:
int nIndex;
char szName[13];
short sEffectType;
short sEffect;
short sSpell;
short sPower;
short sMaxPower;
short sDefSpell;
short sDefPower;
short sDefMaxPower;
short sJob;
short sNeed[3];
int nTrain[3];
short sDelay;
public:
int GetPower13(int nPwr, int nLevel);
BOOL CheckMagicLevelup(CCharObject* pCharObject, _LPTHUMANMAGICRCD lptMagicRcd);
__inline int MPow()
{ if ((sDefMaxPower - sDefPower) > 0) return sDefPower + (rand() % (sDefMaxPower - sDefPower));
else return sDefPower; }
__inline int GetSpellPoint(int nLevel)
{ return ROUND(sSpell / (3/*MaxTrainLevel*/ + 1) * (nLevel + 1)) + sDefSpell; }
__inline int GetPower(int nPwr, int nLevel)
{ if ((sDefMaxPower - sDefPower) > 0) return ROUND(nPwr / (3/*MaxTrainLevel*/ + 1) * (nLevel + 1)) + (sDefPower + (rand() % (sDefMaxPower - sDefPower)));
else return ROUND(nPwr / (3/*MaxTrainLevel*/ + 1) * (nLevel + 1)) + sDefPower; }
};
#endif
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