📄 kasasarrow.cpp
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//////////////////////////////////////////////////////////////////////////////// Filename : KasasArrow.cpp// Written by : // Description : //////////////////////////////////////////////////////////////////////////////#include "KasasArrow.h"#include "SimpleMissileSkill.h"#include "RankBonus.h"//////////////////////////////////////////////////////////////////////////////// 酒快胶磐令 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void KasasArrow::execute(Ousters* pOusters, ObjectID_t TargetObjectID, OustersSkillSlot* pOustersSkillSlot, CEffectID_t CEffectID) throw(Error){ __BEGIN_TRY //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin(vampire)" << endl; SkillInput input(pOusters, pOustersSkillSlot); 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_OUSTERS_WRISTLET; param.STRMultiplier = 0; param.DEXMultiplier = 0; param.INTMultiplier = 0; param.bMagicHitRoll = true; param.bMagicDamage = true; param.bAdd = false; if ( input.SkillLevel < 15 ) param.Grade = 0; else if ( input.SkillLevel < 30 ) param.Grade = 1; else param.Grade = 2; SIMPLE_SKILL_OUTPUT result; g_SimpleMissileSkill.execute(pOusters, TargetObjectID, pOustersSkillSlot, param, result, CEffectID); //cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End(vampire)" << endl; __END_CATCH}KasasArrow g_KasasArrow;
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