📄 causeseriouswounds.cpp
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//////////////////////////////////////////////////////////////////////////////// Filename : CauseSeriousWounds.cpp// Written by : // Description : //////////////////////////////////////////////////////////////////////////////#include "CauseSeriousWounds.h"#include "SimpleMissileSkill.h"#include "RankBonus.h"//////////////////////////////////////////////////////////////////////////////// 浇饭捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void CauseSeriousWounds::execute(Slayer* pSlayer, ObjectID_t TargetObjectID, SkillSlot * pSkillSlot, CEffectID_t CEffectID) throw(Error){ __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin(slayer)" << 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_MAX; param.STRMultiplier = 1; param.DEXMultiplier = 1; param.INTMultiplier = 8; param.bMagicHitRoll = true; param.bMagicDamage = false; param.bAdd = false; SIMPLE_SKILL_OUTPUT result; // Soul Smashing 捞 乐促搁 单固瘤 10% 刘啊 if ( pSlayer->hasRankBonus( RankBonus::RANK_BONUS_SOUL_SMASHING ) ) { RankBonus* pRankBonus = pSlayer->getRankBonus( RankBonus::RANK_BONUS_SOUL_SMASHING ); Assert( pRankBonus != NULL ); param.SkillDamage += pRankBonus->getPoint(); } g_SimpleMissileSkill.execute(pSlayer, TargetObjectID, pSkillSlot, param, result); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(slayer)" << endl; __END_CATCH}CauseSeriousWounds g_CauseSeriousWounds;
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