📄 acidball.cpp
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//////////////////////////////////////////////////////////////////////////////// Filename : AcidBall.cpp// Written by : // Description : //////////////////////////////////////////////////////////////////////////////#include "AcidBall.h"#include "SimpleMissileSkill.h"#include "RankBonus.h"//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void AcidBall::execute(Vampire* pVampire, ObjectID_t TargetObjectID, VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID) throw(Error){ __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin(vampire)" << endl; SkillInput input(pVampire); 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_MAX; param.STRMultiplier = 0; param.DEXMultiplier = 0; param.INTMultiplier = 0; param.bMagicHitRoll = true; param.bMagicDamage = true; param.bAdd = false; SIMPLE_SKILL_OUTPUT result; // Knowledge of Acid 啊 乐促搁 hit bonus 10 int HitBonus = 0; if ( pVampire->hasRankBonus( RankBonus::RANK_BONUS_KNOWLEDGE_OF_ACID ) ) { RankBonus* pRankBonus = pVampire->getRankBonus( RankBonus::RANK_BONUS_KNOWLEDGE_OF_ACID ); Assert( pRankBonus != NULL ); HitBonus = pRankBonus->getPoint(); } g_SimpleMissileSkill.execute(pVampire, TargetObjectID, pVampireSkillSlot, param, result, CEffectID, HitBonus); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(vampire)" << endl; __END_CATCH}//////////////////////////////////////////////////////////////////////////////// 阁胶磐 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void AcidBall::execute(Monster* pMonster, Creature* pEnemy) throw(Error){ __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin(monster)" << endl; SkillInput input(pMonster); 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_MAX; param.STRMultiplier = 0; param.DEXMultiplier = 0; param.INTMultiplier = 0; param.bMagicHitRoll = true; param.bMagicDamage = true; param.bAdd = false; SIMPLE_SKILL_OUTPUT result; // 付胶磐绰 咯矾付府 傍拜茄促. if (0)//pMonster->isMaster()) { int x = pMonster->getX(); int y = pMonster->getY(); int Splash = 3 + rand()%5; // 3~7 付府 int range = 2; // 5x5 list<Creature*> creatureList; getSplashVictims(pMonster->getZone(), x, y, Creature::CREATURE_CLASS_MAX, creatureList, Splash, range); list<Creature*>::iterator itr = creatureList.begin(); int i=0; for (; itr != creatureList.end(); itr++) { Creature* pTargetCreature = (*itr); Assert(pTargetCreature != NULL); if (pMonster!=pTargetCreature) { cout << "Master's AcidBall: " << i << endl; i++; g_SimpleMissileSkill.execute(pMonster, pTargetCreature, param, result); } } } else { g_SimpleMissileSkill.execute(pMonster, pEnemy, param, result); } //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(monster)" << endl; __END_CATCH}AcidBall g_AcidBall;
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