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📄 magichandler.h

📁 此为传奇游戏源代码
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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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