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📄 cureseriouswounds.cpp

📁 天之炼狱1服务器端源文件游戏服务端不完整
💻 CPP
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//////////////////////////////////////////////////////////////////////////////// Filename    : CureSeriousWounds.cpp// Written by  : elca@ewestsoft.com// Description : //////////////////////////////////////////////////////////////////////////////#include "CureSeriousWounds.h"#include "SimpleTileCureSkill.h"const uint SeriousBloodDrainLevel = 49;//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void CureSeriousWounds::execute(Slayer* pSlayer, ObjectID_t TargetObjectID, SkillSlot* pSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;	SkillInput input(pSlayer, pSkillSlot);	SkillOutput output;	input.TargetType = SkillInput::TARGET_OTHER;	computeOutput(input, output);	SIMPLE_SKILL_INPUT param;	param.SkillType     = getSkillType();	param.SkillDamage   = output.Damage;	param.Delay         = output.Delay;	param.STRMultiplier = 1;	param.DEXMultiplier = 1;	param.INTMultiplier = 8;	param.Level         = SeriousBloodDrainLevel;	SIMPLE_SKILL_OUTPUT result;	g_SimpleTileCureSkill.execute(pSlayer, TargetObjectID, pSkillSlot, param, result);	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;		__END_CATCH}//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 伎橇 勤甸矾//////////////////////////////////////////////////////////////////////////////void CureSeriousWounds::execute(Slayer* pSlayer, SkillSlot* pSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;	SkillInput input(pSlayer, pSkillSlot);	SkillOutput output;	input.TargetType = SkillInput::TARGET_SELF;	computeOutput(input, output);	SIMPLE_SKILL_INPUT param;	param.SkillType     = getSkillType();	param.SkillDamage   = output.Damage;	param.Delay         = output.Delay;	param.STRMultiplier = 1;	param.DEXMultiplier = 1;	param.INTMultiplier = 8;	param.Level         = SeriousBloodDrainLevel;	SIMPLE_SKILL_OUTPUT result;	g_SimpleTileCureSkill.execute(pSlayer, pSkillSlot, param, result);	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;	__END_CATCH}void CureSeriousWounds::execute(Slayer* pSlayer, ZoneCoord_t X, ZoneCoord_t Y,  SkillSlot* pSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	SkillInput input(pSlayer, pSkillSlot);	SkillOutput output;	input.TargetType = SkillInput::TARGET_SELF;	computeOutput(input, output);	SIMPLE_SKILL_INPUT param;	param.SkillType     = getSkillType();	param.SkillDamage   = output.Damage;	param.Delay         = output.Delay;	param.STRMultiplier = 1;	param.DEXMultiplier = 1;	param.INTMultiplier = 8;	param.Level         = SeriousBloodDrainLevel;	SIMPLE_SKILL_OUTPUT result;	//cout << "Tile X :" << (int)X << "Tile Y : " << (int)Y << endl;	g_SimpleTileCureSkill.execute(pSlayer, X, Y, pSkillSlot, param, result);	__END_CATCH}CureSeriousWounds g_CureSeriousWounds;

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