📄 thunderstorm.cpp
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//////////////////////////////////////////////////////////////////////////////// Filename : ThunderStorm.cpp// Written by : elca@ewestsoft.com// Description ://////////////////////////////////////////////////////////////////////////////#include "ThunderStorm.h"#include "SimpleMeleeSkill.h"#include "SimpleTileMissileSkill.h"void ThunderStorm::execute(Slayer * pSlayer, ZoneCoord_t X, ZoneCoord_t Y, SkillSlot * pSkillSlot, CEffectID_t CEffectID) throw(Error){ __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl; /* SkillInput input(pSlayer, pSkillSlot); SkillOutput output; computeOutput(input, output); SIMPLE_SKILL_INPUT param; param.SkillType = getSkillType(); param.SkillDamage = output.Damage; param.Delay = output.Delay; param.ItemClass = Item::ITEM_CLASS_SWORD; param.STRMultiplier = 8; param.DEXMultiplier = 1; param.INTMultiplier = 1; param.bMagicHitRoll = false; param.bMagicDamage = false; param.bAdd = true; SIMPLE_SKILL_OUTPUT result; g_SimpleMeleeSkill.execute(pSlayer, TargetObjectID, pSkillSlot, param, result); */ //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << "begin " << endl; SkillInput input(pSlayer, pSkillSlot); SkillOutput output; computeOutput(input, output); SIMPLE_SKILL_INPUT param; param.SkillType = getSkillType(); param.SkillDamage = output.Damage; param.Delay = output.Delay; param.ItemClass = Item::ITEM_CLASS_SWORD; param.STRMultiplier = 8; param.DEXMultiplier = 1; param.INTMultiplier = 1; param.bMagicHitRoll = false; param.bMagicDamage = false; param.bAdd = true; param.bExpForTotalDamage = true; SIMPLE_SKILL_OUTPUT result; // 格钎困摹+4规氢 param.addMask( 0, 0, 100); param.addMask(-1, -1, 100); param.addMask( 0, -1, 100); param.addMask( 1, -1, 100); param.addMask(-1, 0, 100); param.addMask( 1, 0, 100); param.addMask(-1, 1, 100); param.addMask( 0, 1, 100); param.addMask( 1, 1, 100); // 磊脚狼 林函俊 冻绢哆赴促. // 酒聪促.. --; //X = pSlayer->getX(); //Y = pSlayer->getY(); g_SimpleTileMissileSkill.execute(pSlayer, X, Y, pSkillSlot, param, result); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl; __END_CATCH}//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void ThunderStorm::execute(Slayer * pSlayer, ObjectID_t TargetObjectID, SkillSlot * pSkillSlot, CEffectID_t CEffectID) throw(Error){ __BEGIN_TRY Zone* pZone = pSlayer->getZone(); Assert(pZone!=NULL); Creature* pTargetCreature = pZone->getCreature( TargetObjectID ); if (pTargetCreature!=NULL) { execute(pSlayer, pTargetCreature->getX(), pTargetCreature->getY(), pSkillSlot, CEffectID); } else { executeSkillFailException(pSlayer, getSkillType()); } __END_CATCH}ThunderStorm g_ThunderStorm;
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