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📄 magic.pas

📁 传奇2...飘飘M2的源码.曾经是传奇"龙"版用得最好的M2程序.完整M2源码
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      end;
    SKILL_47: begin //火龙气焰
        if MagBigExplosion(PlayObject,
          PlayObject.GetAttackPower(GetPower(MPow(UserMagic)) + LoWord(PlayObject.m_WAbil.MC), SmallInt(HiWord(PlayObject.m_WAbil.MC) - LoWord(PlayObject.m_WAbil.MC)) + 1),
          nTargetX,
          nTargetY,
          g_Config.nFireBoomRage {1}) then
          boTrain := True;
      end;
    //道士
    SKILL_48: begin //气功波
        if MagPushArround(PlayObject, UserMagic.btLevel) > 0 then boTrain := True;
      end;
    SKILL_49: begin //净化术
        boTrain := True;
      end;
    SKILL_50: begin //无极真气
        if PlayObject.AbilityUp(UserMagic) then
          boTrain := True;
      end;
    SKILL_51: begin //飓风破
        boTrain := True;
      end;

    SKILL_53: begin //血咒
        boTrain := True;
      end;
    SKILL_54: begin //骷髅咒
        boTrain := True;
      end;

    SKILL_55: begin //擒龙手
        if MagMakeArrestObject(PlayObject, UserMagic, TargeTBaseObject) then boTrain := True;
      end;

    SKILL_56: begin //移行换位
        if MagChangePosition(PlayObject, nTargetX, nTargetY, TargeTBaseObject) then boTrain := True;
      end;
    else begin
        if Assigned(zPlugOfEngine.SetHookDoSpell) then begin
          try
            boTrain := zPlugOfEngine.SetHookDoSpell(Self, PlayObject, UserMagic, nTargetX, nTargetY, TargeTBaseObject, boSpellFail, boSpellFire);
          except
          end;
        end;
      end;
  end;
  if boSpellFail then Exit;
  if boSpellFire then begin
    PlayObject.SendRefMsg(RM_MAGICFIRE, 0,
      MakeWord(UserMagic.MagicInfo.btEffectType, UserMagic.MagicInfo.btEffect),
      MakeLong(nTargetX, nTargetY),
      Integer(TargeTBaseObject),
      '');
  end;
  if (UserMagic.btLevel < 3) and (boTrain) then begin
    if UserMagic.MagicInfo.TrainLevel[UserMagic.btLevel] <= PlayObject.m_Abil.Level then begin
      PlayObject.TrainSkill(UserMagic, Random(3) + 1);
      if not PlayObject.CheckMagicLevelup(UserMagic) then begin
        PlayObject.SendDelayMsg(PlayObject, RM_MAGIC_LVEXP, 0, UserMagic.MagicInfo.wMagicId, UserMagic.btLevel, UserMagic.nTranPoint, '', 1000);
      end;
    end;
  end;
  Result := True;
end;

function TMagicManager.MagMakePrivateTransparent(BaseObject: TBaseObject; nHTime: Integer): Boolean; //004930E8
var
  i: Integer;
  BaseObjectList: TList;
  TargeTBaseObject: TBaseObject;
begin
  Result := False;
  if BaseObject.m_wStatusTimeArr[STATE_TRANSPARENT {0x70}] > 0 then Exit; //4930FE
  BaseObjectList := TList.Create;
  BaseObject.GetMapBaseObjects(BaseObject.m_PEnvir, BaseObject.m_nCurrX, BaseObject.m_nCurrY, 9, BaseObjectList);
  for i := 0 to BaseObjectList.Count - 1 do begin
    TargeTBaseObject := TBaseObject(BaseObjectList.Items[i]);
    if (TargeTBaseObject.m_btRaceServer >= RC_ANIMAL) and (TargeTBaseObject.m_TargetCret = BaseObject) then begin
      if (abs(TargeTBaseObject.m_nCurrX - BaseObject.m_nCurrX) > 1) or
        (abs(TargeTBaseObject.m_nCurrY - BaseObject.m_nCurrY) > 1) or
        (Random(2) = 0) then begin
        TargeTBaseObject.m_TargetCret := nil;
      end;
    end;
  end;
  BaseObjectList.Free;
  BaseObject.m_wStatusTimeArr[STATE_TRANSPARENT {0x70}] := nHTime; //004931D2
  BaseObject.m_nCharStatus := BaseObject.GetCharStatus();
  BaseObject.StatusChanged();
  BaseObject.m_boHideMode := True;
  BaseObject.m_boTransparent := True;
  Result := True;
end;

function TMagicManager.MagReturn(BaseObject, TargeTBaseObject: TBaseObject;
  nTargetX, nTargetY, nMagicLevel: Integer): Boolean; //00492368
begin
  Result := False;
  TargeTBaseObject.ReAlive;
  TargeTBaseObject.m_WAbil.HP := TargeTBaseObject.m_WAbil.MaxHP;
  TargeTBaseObject.SendMsg(TargeTBaseObject, RM_ABILITY, 0, 0, 0, 0, '');

  {TargeTBaseObject.m_boGhost:=False;
  TargeTBaseObject.m_boDeath:=False;
  TargeTBaseObject.m_WAbil.HP := TargeTBaseObject.m_WAbil.MaxHP;
  TargeTBaseObject.HealthSpellChanged; }
  Result := True;
end;

function TMagicManager.MagTamming(BaseObject, TargeTBaseObject: TBaseObject;
  nTargetX, nTargetY, nMagicLevel: Integer): Boolean; //00492368
var
  n14: Integer;
begin
  Result := False;
  if (TargeTBaseObject.m_btRaceServer <> RC_PLAYOBJECT) and ((Random(4 - nMagicLevel) = 0)) then begin
    TargeTBaseObject.m_TargetCret := nil;
    if TargeTBaseObject.m_Master = BaseObject then begin
      TargeTBaseObject.OpenHolySeizeMode((nMagicLevel * 5 + 10) * 1000);
      Result := True;
    end else begin
      if Random(2) = 0 then begin
        if TargeTBaseObject.m_Abil.Level <= BaseObject.m_Abil.Level + 2 then begin
          if Random(3) = 0 then begin
            if Random((BaseObject.m_Abil.Level + 20) + (nMagicLevel * 5)) > (TargeTBaseObject.m_Abil.Level + g_Config.nMagTammingTargetLevel {10}) then begin
              if not (TargeTBaseObject.bo2C1) and
                (TargeTBaseObject.m_btLifeAttrib = 0) and
                (TargeTBaseObject.m_Abil.Level < g_Config.nMagTammingLevel {50}) and
                (BaseObject.m_SlaveList.Count < g_Config.nMagTammingCount {(nMagicLevel + 2)}) then begin
                n14 := TargeTBaseObject.m_WAbil.MaxHP div g_Config.nMagTammingHPRate {100};
                if n14 <= 2 then n14 := 2
                else Inc(n14, n14);
                if (TargeTBaseObject.m_Master <> BaseObject) and (Random(n14) = 0) then begin
                  TargeTBaseObject.BreakCrazyMode();
                  if TargeTBaseObject.m_Master <> nil then begin
                    TargeTBaseObject.m_WAbil.HP := TargeTBaseObject.m_WAbil.HP div 10;
                  end;
                  TargeTBaseObject.m_Master := BaseObject;
                  TargeTBaseObject.m_dwMasterRoyaltyTick := LongWord((Random(BaseObject.m_Abil.Level * 2) + (nMagicLevel shl 2) * 5 + 20) * 60 * 1000) + GetTickCount;
                  TargeTBaseObject.m_btSlaveMakeLevel := nMagicLevel;
                  if TargeTBaseObject.m_dwMasterTick = 0 then TargeTBaseObject.m_dwMasterTick := GetTickCount();
                  TargeTBaseObject.BreakHolySeizeMode();
                  if LongWord(1500 - nMagicLevel * 200) < LongWord(TargeTBaseObject.m_nWalkSpeed) then begin
                    TargeTBaseObject.m_nWalkSpeed := 1500 - nMagicLevel * 200;
                  end;
                  if LongWord(2000 - nMagicLevel * 200) < LongWord(TargeTBaseObject.m_nNextHitTime) then begin
                    TargeTBaseObject.m_nNextHitTime := 2000 - nMagicLevel * 200;
                  end;
                  TargeTBaseObject.RefShowName();
                  BaseObject.m_SlaveList.Add(TargeTBaseObject);
                end else begin //004925F2
                  if Random(14) = 0 then TargeTBaseObject.m_WAbil.HP := 0;
                end;
              end else begin //00492615
                if (TargeTBaseObject.m_btLifeAttrib = LA_UNDEAD) and (Random(20) = 0) then
                  TargeTBaseObject.m_WAbil.HP := 0;
              end;
            end else begin //00492641
              if not (TargeTBaseObject.m_btLifeAttrib = LA_UNDEAD) and (Random(20) = 0) then
                TargeTBaseObject.OpenCrazyMode(Random(20) + 10);
            end;
          end else begin //00492674
            if not (TargeTBaseObject.m_btLifeAttrib = LA_UNDEAD) then
              TargeTBaseObject.OpenCrazyMode(Random(20) + 10); //变红
          end;
        end; //004926B0
      end else begin //00492699
        TargeTBaseObject.OpenHolySeizeMode((nMagicLevel * 5 + 10) * 1000);
      end;
      Result := True;
    end;
  end else begin
    if Random(2) = 0 then Result := True;
  end;

end;

function TMagicManager.MagTurnUndead(BaseObject, TargeTBaseObject: TBaseObject;
  nTargetX, nTargetY, nLevel: Integer): Boolean; //004926D4
var
  n14: Integer;
begin
  Result := False;
  if TargeTBaseObject.m_boSuperMan or not (TargeTBaseObject.m_btLifeAttrib = LA_UNDEAD) then Exit;
  TAnimalObject(TargeTBaseObject).Struck {FFEC}(BaseObject);
  if TargeTBaseObject.m_TargetCret = nil then begin
    TAnimalObject(TargeTBaseObject).m_boRunAwayMode := True;
    TAnimalObject(TargeTBaseObject).m_dwRunAwayStart := GetTickCount();
    TAnimalObject(TargeTBaseObject).m_dwRunAwayTime := 10 * 1000;
  end;
  BaseObject.SetTargetCreat(TargeTBaseObject);
  if (Random(2) + (BaseObject.m_Abil.Level - 1)) > TargeTBaseObject.m_Abil.Level then begin
    if TargeTBaseObject.m_Abil.Level < g_Config.nMagTurnUndeadLevel then begin
      n14 := BaseObject.m_Abil.Level - TargeTBaseObject.m_Abil.Level;
      if Random(100) < ((nLevel shl 3) - nLevel + 15 + n14) then begin
        TargeTBaseObject.SetLastHiter(BaseObject);
        TargeTBaseObject.m_WAbil.HP := 0;
        Result := True;
      end
    end;
  end; //004927CB
end;

function TMagicManager.MagWindTebo(PlayObject: TPlayObject;
  UserMagic: pTUserMagic): Boolean;
var
  PoseBaseObject: TBaseObject;
begin
  Result := False;
  PoseBaseObject := PlayObject.GetPoseCreate;
  if (PoseBaseObject <> nil) and
    (PoseBaseObject <> PlayObject) and
    (not PoseBaseObject.m_boDeath) and
    (not PoseBaseObject.m_boGhost) and
    (PlayObject.IsProperTarget(PoseBaseObject)) and
    (not PoseBaseObject.m_boStickMode) then begin
    if (abs(PlayObject.m_nCurrX - PoseBaseObject.m_nCurrX) <= 1) and
      (abs(PlayObject.m_nCurrY - PoseBaseObject.m_nCurrY) <= 1) and
      (PlayObject.m_Abil.Level > PoseBaseObject.m_Abil.Level) then begin
      if Random(20) < UserMagic.btLevel * 6 + 6 + (PlayObject.m_Abil.Level - PoseBaseObject.m_Abil.Level) then begin
        PoseBaseObject.CharPushed(GetNextDirection(PlayObject.m_nCurrX, PlayObject.m_nCurrY, PoseBaseObject.m_nCurrX, PoseBaseObject.m_nCurrY), _MAX(0, UserMagic.btLevel - 1) + 1);
        Result := True;
      end;
    end;
  end;
end;

function TMagicManager.MagSaceMove(BaseObject: TBaseObject;
  nLevel: Integer): Boolean; //04927D8
var
  Envir: TEnvirnoment;
  PlayObject: TPlayObject;
begin
  Result := False;
  if Random(11) < nLevel * 2 + 4 then begin
    BaseObject.SendRefMsg(RM_SPACEMOVE_FIRE2, 0, 0, 0, 0, '');
    if BaseObject is TPlayObject then begin
      Envir := BaseObject.m_PEnvir;
      BaseObject.MapRandomMove(BaseObject.m_sHomeMap, 1);
      if (Envir <> BaseObject.m_PEnvir) and (BaseObject.m_btRaceServer = RC_PLAYOBJECT) then begin
        PlayObject := TPlayObject(BaseObject);
        PlayObject.m_boTimeRecall := False;
      end;
    end;
    Result := True;
  end; //00492899
end;

function TMagicManager.MagGroupAmyounsul(PlayObject: TBaseObject { 修改 TBaseObject};
  UserMagic: pTUserMagic; nTargetX, nTargetY: Integer;
  TargeTBaseObject: TBaseObject): Boolean;
var
  i: Integer;
  BaseObjectList: TList;
  BaseObject: TBaseObject;
  nPower: Integer;
  StdItem: pTStdItem;
  nAmuletIdx: Integer;
begin
  Result := False;
  BaseObjectList := TList.Create;
  PlayObject.GetMapBaseObjects(PlayObject.m_PEnvir, nTargetX, nTargetY, _MAX(1, UserMagic.btLevel), BaseObjectList);
  for i := 0 to BaseObjectList.Count - 1 do begin
    BaseObject := TBaseObject(BaseObjectList.Items[i]);
    if BaseObject.m_boDeath or (BaseObject.m_boGhost) or (PlayObject = BaseObject) then Continue;
    if PlayObject.IsProperTarget(BaseObject) then begin
      if CheckAmulet(PlayObject, 1, 2, nAmuletIdx) then begin
        StdItem := UserEngine.GetStdItem(PlayObject.m_UseItems[nAmuletIdx].wIndex);
        if StdItem <> nil then begin
          UseAmulet(PlayObject, 1, 2, nAmuletIdx);
          if Random(BaseObject.m_btAntiPoison + 7) <= 6 then begin
            case StdItem.Shape of
              1: begin
                  nPower := GetPower13(40, UserMagic) + GetRPow(PlayObject.m_WAbil.SC) * 2;
                  BaseObject.SendDelayMsg(PlayObject, RM_POISON, POISON_DECHEALTH {中毒类型 - 绿毒}, nPower, Integer(PlayObject), ROUND(UserMagic.btLevel / 3 * (nPower / g_Config.nAmyOunsulPoint)) {UserMagic.btLevel}, '', 1000);
                end;
              2: begin
                  nPower := GetPower13(30, UserMagic) + GetRPow(PlayObject.m_WAbil.SC) * 2;
                  BaseObject.SendDelayMsg(PlayObject, RM_POISON, POISON_DAMAGEARMOR {中毒类型 - 红毒}, nPower, Integer(PlayObject), ROUND(UserMagic.btLevel / 3 * (nPower / g_Config.nAmyOunsulPoint)) {UserMagic.btLevel}, '', 1000);
                end;
            end;
            if (BaseObject.m_btRaceServer = RC_PLAYOBJECT) or (BaseObject.m_btRaceServer >= RC_ANIMAL) then

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