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📄 skillformula.cpp

📁 dk1游戏的原代码文件,完整.编译系统redhat7.3,mysql 3.23 ,luascript v4.0 support
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	//output.Delay  = 10; // 1檬}void WindDivider::computeOutput(const SkillInput& input, SkillOutput& output) {	output.Damage = input.STR/14 + input.SkillLevel/20;	output.Delay  = 13; // 1檬}void ThunderBolt::computeOutput(const SkillInput& input, SkillOutput& output) {	output.Damage = input.STR/10 + input.SkillLevel/10; // by bezz. 2002.12.10	output.Delay  = (3 - input.SkillLevel/50) * 10;	// by sigi. 2002.12.3}void Expansion::computeOutput(const SkillInput& input, SkillOutput& output) {	output.Damage   = 10 + input.SkillLevel/2; // 磊脚狼 + 蔼	output.ToHit    = 5  + input.SkillLevel/3; // 颇萍狼 + 蔼//	output.Duration = (30 + input.STR/10 + input.SkillLevel*2/3) * 10;	output.Duration = (45 + input.STR/10 + input.SkillLevel) * 10;	//output.Delay    = max(5 - input.SkillLevel/33,2) * 10;	output.Delay	= output.Duration;		// Delay 客 Duration 捞 鞍促. by bezz 2003.3.5	//output.Damage   = 30 + input.SkillLevel/2; // 磊脚狼 + 蔼	//output.ToHit    = 15 + input.SkillLevel/4; // 颇萍狼 + 蔼	//output.Duration = (30 + input.SkillLevel/3) * 10;	//output.Delay    = (5 - input.SkillLevel/33) * 10;}void MiracleShield::computeOutput(const SkillInput& input, SkillOutput& output) {	output.Damage   = (5 + input.SkillLevel/5); // 5->25	output.Duration = (30 + input.SkillLevel/5) * 10; // 30~50檬	output.Delay    = (5 - input.SkillLevel/33) * 10; // 5->2檬}void ThunderFlash::computeOutput(const SkillInput& input, SkillOutput& output) {	output.Damage = 5 + input.SkillLevel/10;	output.Delay  = 20; // 2檬}void ThunderStorm::computeOutput(const SkillInput& input, SkillOutput& output) {	output.Damage = input.STR/10 + input.SkillLevel/10; // by bezz. 2002.12.10	output.Delay  = (3 - input.SkillLevel/50)*10; // 1檬	//output.Damage = 10 + input.SkillLevel/5;	//output.Delay  = (5 - input.SkillLevel/33)*10; // 1檬}void MentalSword::computeOutput(const SkillInput& input, SkillOutput& output) {	output.Damage = 30 + ( 15 * input.SkillLevel/50 );	output.Range =  2 + input.SkillLevel/33;	output.Delay  = (8 - input.SkillLevel / 20)*10; // 5~3檬	//output.Damage = 30 + ( 15 * input.SkillLev/50 );	//output.Range = 2 + input.SkillLevel/20;	//output.Delay  = (5 - input.SkillLevel / 50)*10; // 5~3檬}//////////////////////////////////////////////////////////////////////////////// 档 拌凯//////////////////////////////////////////////////////////////////////////////void SingleBlow::computeOutput(const SkillInput& input, SkillOutput& output) {	output.Damage = 1 + input.STR/20 + input.SkillLevel/20;	// by sigi. 2002.12.3	output.Delay  = 7; // 1檬}void SpiralSlay::computeOutput(const SkillInput& input, SkillOutput& output) {//	output.Damage = 2 + input.STR/20 + input.SkillLevel/15;	// by sigi. 2002.12.3	output.Damage = 4 + input.STR/20 + input.SkillLevel/15;	output.Delay  = 7; // 0.7檬}void TripleBreak::computeOutput(const SkillInput& input, SkillOutput& output) {	output.Damage = 3 + input.STR/20 + input.SkillLevel/10;	// by sigi. 2002.12.3	output.Delay  = 7; // 0.7檬}void WildSmash::computeOutput(const SkillInput& input, SkillOutput& output) {	output.Damage = 4 + input.STR/15 + input.SkillLevel/10;	// by sigi. 2002.12.3	output.Delay  = 8; // 0.8檬}void GhostBlade::computeOutput(const SkillInput& input, SkillOutput& output) {	output.Damage   = 5 + input.SkillLevel/10;	//output.Duration = (30 + input.SkillLevel/4) * 10;	//output.Duration = (10 + input.STR/10 + input.SkillLevel/2) * 10;	output.Duration = (30 + input.STR/10 + input.SkillLevel/2) * 10;	//output.Delay    = (5 - input.SkillLevel/33) * 10; // 5->2檬	output.Delay	= output.Duration;		// Delay 客 Duration 捞 鞍促. by bezz 2003.3.5}void PotentialExplosion::computeOutput(const SkillInput& input, SkillOutput& output) {	output.Damage   = 1 + input.SkillLevel/15;//	output.Duration = (10 + input.SkillLevel/2) * 10; 	output.Duration = (30 + input.SkillLevel/2) * 10;	//output.Delay    = (7 - input.SkillLevel/20) * 10; // 7->2檬	output.Delay	= output.Duration;		// Delay 客 Duration 捞 鞍促. by bezz 2003.3.5}void ShadowWalk::computeOutput(const SkillInput& input, SkillOutput& output) {	output.Range = max(2 + input.SkillLevel/25,2);	output.Delay = (3 - input.SkillLevel/50) * 10; // 3->1檬}void ChargingPower::computeOutput(const SkillInput& input, SkillOutput& output) {	output.Damage   = 5 + (input.SkillLevel/20) + (input.DomainLevel/30); 	output.Duration = (60 + input.SkillLevel*3/2) * 10;//	output.Duration = (30 + input.STR/10 + input.SkillLevel*10/12) * 10;// 	output.Damage   = 1 + (input.STR + input.SkillLevel)/20; //	output.Duration = (10 + input.SkillLevel/2) * 10;	//output.Delay    = (5 - input.SkillLevel/33) * 10; // 5->2檬	output.Delay	= output.Duration;		// Delay 客 Duration 捞 鞍促. by bezz 2003.3.5}void HurricaneCombo::computeOutput(const SkillInput& input, SkillOutput& output) {	output.Damage = 5 + input.STR/12 + input.SkillLevel/8;	output.Delay  = 10; // 1檬}void TornadoSever::computeOutput(const SkillInput& input, SkillOutput& output) {//	output.Damage = 8 + input.STR/15 + input.SkillLevel/10;//	output.Damage = 3 + input.STR/20 + input.SkillLevel/10;	output.Damage = 10 + input.STR/20 + input.SkillLevel/8;//	output.Delay  = 20 - (input.SkillLevel/100); // 2檬	output.Delay  = 4;}void Earthquake::computeOutput(const SkillInput& input, SkillOutput& output) {	output.Damage = 5 + input.STR/20 + input.SkillLevel/10;	// by sigi. 2002.12.3	output.Range  = 7; // by bezz. 2002.12.10	output.Delay  = 13; // 1.3檬 by bezz. 2002.12.10}void Berserker::computeOutput(const SkillInput& input, SkillOutput& output) {	// penalty蔼篮 Berserker.cpp俊 乐促.	//output.Damage    = (input.STR/20) * (1 + input.SkillLevel/20); //  单固瘤 焊呈胶	//output.ToHit    = (input.DEX/10) * (1 + input.SkillLevel/10); //  捧三 焊呈胶	// 2002.12.06 厘全芒	output.Damage    = (input.STR/20) * (1 + input.SkillLevel/25); //  单固瘤 焊呈胶//	output.ToHit    = (input.DEX/10) * (1 + input.SkillLevel/12); //  捧三 焊呈胶	output.ToHit    = 10 + (1 + input.SkillLevel/12); //  捧三 焊呈胶//	output.Duration = (30 + input.SkillLevel/5) * 10;	output.Duration = (45 + input.SkillLevel/1.5) * 10;	//output.Delay    = max(5 - input.SkillLevel/33,2) * 10;	output.Delay	= output.Duration;		// Delay 客 Duration 捞 鞍促. by bezz 2003.3.5}void MoonlightSever::computeOutput(const SkillInput& input, SkillOutput& output) {//	output.Damage   = 8 + input.STR/10 + input.SkillLevel/10;	output.Damage   = 15 + input.STR/10 + input.SkillLevel/8;//	output.Delay    = 8; // 0.8檬	output.Delay    = 4; // 0.4檬}void ShadowDancing::computeOutput(const SkillInput& input, SkillOutput& output) {//	output.Damage = 30 + ( 15 * input.SkillLevel/50 );	output.Damage = 30 + ( 15 * input.SkillLevel/25 );	output.ToHit    = 10 + input.SkillLevel/20; // 农府萍拿 犬伏 刘啊摹	//output.Delay    = (5 - input.SkillLevel / 50)*10; // 2檬甫 技锅栏肺 唱穿搁 0.66666 = 0.7檬	output.Delay    = (8 - input.SkillLevel / 20)*10; // by sigi. 2002.12.3}void Typhoon::computeOutput(const SkillInput& input, SkillOutput& output) {	output.Damage   = input.STR/10 + input.SkillLevel/5;	//output.Duration = 10; // 1檬 (鸥百捞 绘绘 倒酒啊绰 矫埃) - effect绝促 -_-;	//output.Delay    = 15; // 1.5檬	output.Duration = (1 + input.SkillLevel/100)*10; // 1檬 (鸥百捞 绘绘 倒酒啊绰 矫埃) - effect绝促 -_-;	output.Delay    = (3 - input.SkillLevel/50)*10; // by bezz. 2002.12.10}//////////////////////////////////////////////////////////////////////////////// 醚 拌凯//////////////////////////////////////////////////////////////////////////////void QuickFire::computeOutput(const SkillInput& input, SkillOutput& output) {	//output.ToHit  = -20 + (input.DEX/10) + input.SkillLevel/5;	//output.Damage = -50 + input.STR/10 + input.SkillLevel/3;	output.ToHit  = -30 + input.DEX/20 + input.SkillLevel/5;	output.Damage = -30 + input.STR/20 + input.SkillLevel/5;	output.Delay  = 2;}void DoubleShot::computeOutput(const SkillInput& input, SkillOutput& output) {	output.ToHit  = -20 + input.SkillLevel/5;	output.Damage = -50 + input.SkillLevel/3;	output.Delay  = 2;}void TripleShot::computeOutput(const SkillInput& input, SkillOutput& output) {	output.ToHit  = -20 + input.SkillLevel/5;	output.Damage = -50 + input.SkillLevel/3;	output.Delay  = 2;}void MultiShot::computeOutput(const SkillInput& input, SkillOutput& output) {	if (input.IClass == Item::ITEM_CLASS_SG)	{//		output.Damage = 3 + input.SkillLevel/10;		output.Damage = 8 + input.SkillLevel/10;	}	else if(input.IClass == Item::ITEM_CLASS_AR ||			input.IClass == Item::ITEM_CLASS_SMG)	{//		output.Damage = 1 + input.SkillLevel/30;		output.Damage = 5 + input.SkillLevel/15;	}	else if(input.IClass == Item::ITEM_CLASS_SR)	{//		output.Damage = input.SkillLevel/50;		output.Damage = 3 + input.SkillLevel/20;	}	output.ToHit  = -20 + input.SkillLevel/5;	output.Delay  = 8; // 0.8檬}void HeadShot::computeOutput(const SkillInput& input, SkillOutput& output) {	output.Damage = 0;	// SkillUtil.cpp狼 computeArmsWeaponDamageBonus()俊辑 拌魂登骨肺.. 吝汗 单固瘤促. - -; by sigi. 2002.12.3	if (input.IClass == Item::ITEM_CLASS_SG)	{		switch (input.Range)		{			case 3: output.Damage = 5;			case 2: output.Damage = 8;			case 1: output.Damage = 10;			default:				break;		}	}	else if (input.IClass == Item::ITEM_CLASS_AR || input.IClass == Item::ITEM_CLASS_SMG)	{		switch (input.Range)		{			case 3: output.Damage = 5;			case 2: output.Damage = 6;			case 1: output.Damage = 8;			default:				break;		}	}	else if (input.IClass == Item::ITEM_CLASS_SR)	{		switch(input.Range)		{			case 3: output.Damage = 3;			case 2: output.Damage = 6;			case 1: output.Damage = 8;			default:				break;		}	}	else	{		Assert(false);	}	output.Delay = 8; // 0.8檬}void Piercing::computeOutput(const SkillInput& input, SkillOutput& output) {	output.ToHit  = 0;	output.Damage = 2;	output.Delay  = 8; // 0.8檬}void Sniping::computeOutput(const SkillInput& input, SkillOutput& output) {	output.Duration = (30 + input.SkillLevel/5) * 10;	output.Delay    = (10 - input.SkillLevel/20) * 10; // 10->5檬}void MindControl::computeOutput(const SkillInput& input, SkillOutput& output) {	output.Damage   = 15 + input.SkillLevel/10;	output.Duration = (30 + input.SkillLevel/5) * 10;	output.Delay    = 30; // 3檬}void Revealer::computeOutput(const SkillInput& input, SkillOutput& output) {	output.Duration = (30 + input.SkillLevel/5) * 10; // 30~50檬	output.Delay = output.Duration;//	output.Delay    = (5 - input.SkillLevel/33) * 10; // 5->2檬	// 颇萍 焊呈胶甫 拌魂茄促.	//output.Damage   = getPercentValue(output.Damage, PartyEffectBoost[input.PartySize]);	output.Duration = getPercentValue(output.Duration, PartyDurationBoost[input.PartySize]);}void CreateBomb::computeOutput(const SkillInput& input, SkillOutput& output) {	output.Damage   = 15 + input.SkillLevel/10;	output.Duration = (30 + input.SkillLevel/5) * 10;	output.Delay    = 30 - input.SkillLevel / 10; // 3檬 ~ 2檬}void CreateMine::computeOutput(const SkillInput& input, SkillOutput& output) {	output.Damage   = 15 + input.SkillLevel/10;	output.Duration = (30 + input.SkillLevel/5) * 10;	output.Delay    = 30 - input.SkillLevel / 10; // 3檬 ~ 2檬}void InstallMine::computeOutput(const SkillInput& input, SkillOutput& output) {	output.Damage   = 15 + input.SkillLevel/10;	output.Duration = (30 + input.SkillLevel/5) * 10;//	output.Delay    = 30 - input.SkillLevel / 10; // 3檬 ~ 2檬	output.Delay    = 90 - input.SkillLevel / 2.5; // 9檬 ~ 5檬}void DisarmMine::computeOutput(const SkillInput& input, SkillOutput& output) {	output.Damage   = 15 + input.SkillLevel/10;	output.Duration = (30 + input.SkillLevel/5) * 10;	output.Delay    = 30; // 3檬}void ObservingEye::computeOutput(const SkillInput& input, SkillOutput& output) {//	output.Duration = (10 + input.SkillLevel/5)*10;	output.Duration = (30 + input.SkillLevel/3)*10;	// damage蔼篮 vision栏肺 持绊	// 促弗 蔼阑 利寸洒 拌魂秦辑 敬促. -_-;	output.Damage = 1 + input.SkillLevel/50;	//output.Delay  = (5 - input.DEX/50) * 10; // 20檬	output.Delay	= output.Duration;		// Delay 客 Duration 捞 鞍促. by bezz 2003.3.5}//////////////////////////////////////////////////////////////////////////////// 牢忙飘 拌凯//////////////////////////////////////////////////////////////////////////////void CreateHolyWater::computeOutput(const SkillInput& input, SkillOutput& output) {	output.Delay = (5 - input.SkillLevel/33) * 10; // 5->2檬 }void Light::computeOutput(const SkillInput& input, SkillOutput& output) {	output.Duration = (60 + input.SkillLevel/20 * 60) * 10; // 60~360檬	output.Delay    = (5 - input.SkillLevel/33) * 10; // 5->2檬	// 颇萍 焊呈胶甫 拌魂茄促.	//output.Damage   = getPercentValue(output.Damage, PartyEffectBoost[input.PartySize]);	output.Duration = getPercentValue(output.Duration, PartyDurationBoost[input.PartySize]);}void DetectHidden::computeOutput(const SkillInput& input, SkillOutput& output) {	output.Duration = (10 + input.SkillLevel/2) * 10; // 30~50檬	output.Delay    = (5 - input.INTE/50) * 10; // 5->2檬	// 颇萍 焊呈胶甫 拌魂茄促.	//output.Damage   = getPercentValue(output.Damage, PartyEffectBoost[input.PartySize]);	output.Duration = getPercentValue(output.Duration, PartyDurationBoost[input.PartySize]);}void AuraBall::computeOutput(const SkillInput& input, SkillOutput& output) {//	output.Damage = 5 + (input.INTE/20) + input.SkillLevel/5;//	output.Damage = 10 + (input.INTE/10) + input.SkillLevel/5;	output.Damage = 16 + (input.INTE/10) + input.SkillLevel/4;	output.Delay  = 10; // 1檬//	output.Range = 2 + (input.SkillLevel/25); // 静瘤档 臼绰 蔼 恐 持绢躇阑鳖.. 8/18	// 傍拜拌 扁贱俊绰 颇萍 焊呈胶啊 粮犁窍瘤 臼绰促.}void Bless::computeOutput(const SkillInput& input, SkillOutput& output) {	if ( input.TargetType == SkillInput::TARGET_SELF )	{

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