📄 characterformula.h
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#pragma once
#include "CommonCharacterFormula.h"
// 版氰摹
float CalcExpRatioNum( DWORD partymemberNum );
extern DWORD GetKillExpOfParty( BYTE byRoomBonusType, DWORD partymemberNum, LEVELTYPE partyTotalLV, LEVELTYPE attackerLV,
LEVELTYPE targetLV, BYTE NPCGrade, DAMAGETYPE attackDamage, DWORD targetMaxHP);
// 酒赣 鸥涝喊 单固瘤 利侩啦
extern BYTE GetArmorDamageRatio(eARMOR_TYPE armorType, eMELEE_TYPE attackType); // 酒赣 鸥涝喊 单固瘤 利侩啦
// HP,MP 雀汗樊(敲饭捞绢)
extern int CalcHPRecover( eCHAR_TYPE eCharType, DWORD maxHP, BYTE byCharState, LEVELTYPE Level);
extern int CalcMPRecover( eCHAR_TYPE eCharType, DWORD spirit, BYTE byCharState );
extern DWORD CalcMPRecoverByAttack( eCHAR_TYPE eCharType, DWORD spirit, DWORD skillRecoverPercent, DWORD skillRequireMP );// 傍拜且锭 雀汗樊
extern DWORD CalcMPRecoverByAttacked( eCHAR_TYPE eCharType, DWORD spirit, DAMAGETYPE damage ); // 鸥拜 罐疽阑嫐 雀汗樊
// HP, MP 雀汗樊(阁胶磐)
extern int CalcNPCHPRecover( DWORD maxHP, DWORD recoverRatio = 1 );
extern int CalcNPCMPRecover( DWORD maxMP, DWORD recoverRatio = 1 );
// 傍拜 己傍啦
extern BOOL IsPhysicalAttackSuccess(LEVELTYPE targetLV, DWORD attackRate, DWORD avoidRate);
extern BOOL IsMagicAttackSuccess();
// 老馆 傍拜(拱府)
extern DAMAGETYPE CalcNormalDamage( Character* pAttacker, Character* pTarget, eATTACK_TYPE eAttackType,
WORD criticalRatioBonus=0, BOOL* pCritical=NULL, float fDefenseIgnore=0 );
// 胶懦 傍拜
extern DAMAGETYPE CalcSkillDamage( Character* pAttacker, Character* pTarget, eATTACK_TYPE eAttackType, int iSkillAttackPower,
float fSkillPercentDamage, WORD criticalRatioBonus=0, BOOL* pCritical=NULL, BYTE bySkillStatType = 0 );
// 惑怕利侩 己傍咯何
extern BOOL IsStatusHit( Character* pAttacker, Character* pTarget );
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