📄 bloodyknife.cpp
字号:
//////////////////////////////////////////////////////////////////////////////// Filename : BloodyKnife.cpp// Written by : // Description : //////////////////////////////////////////////////////////////////////////////#include "BloodyKnife.h"#include "SimpleMissileSkill.h"#include "RankBonus.h"//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void BloodyKnife::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 Blood 啊 乐促搁 hit bonus 10 int HitBonus = 0; if ( pVampire->hasRankBonus( RankBonus::RANK_BONUS_KNOWLEDGE_OF_BLOOD ) ) { RankBonus* pRankBonus = pVampire->getRankBonus( RankBonus::RANK_BONUS_KNOWLEDGE_OF_BLOOD ); 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 BloodyKnife::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; g_SimpleMissileSkill.execute(pMonster, pEnemy, param, result); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(monster)" << endl; __END_CATCH}BloodyKnife g_BloodyKnife;
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -