📄 execute_aggro.cpp
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#include "stdafx.h"
#include "Ability.h"
#include "AbilityStatus.h"
#include "Battle.h"
DEFINE_EXECUTE_FUNC( Aggro )
{
SKILL_RESULT_CODE *pCodeMsg = (SKILL_RESULT_CODE*)pMsg;
// 绢弊肺 器牢飘 刘啊牢 版快
if( GetAbilityID() == eABILITY_AGGROPOINT_INCREASE )
{
// pTarget->AddAttackPoint( m_pAttacker, m_pBaseAbilityInfo->m_iParam[1] );
pTarget->AddTotalPoint(m_pAttacker, m_pBaseAbilityInfo->m_iParam[1]);
}
// 绢弊肺 缠扁(鸥百函版)牢 版快
else if( GetAbilityID() == eABILITY_TARGET_CHANGE )
{
if( DrawLots( m_pBaseAbilityInfo->m_iParam[1] / 10 ) )
{
pTarget->SetTargetChar( m_pAttacker );
pTarget->ChangeState( STATE_ID_TRACK );
}
}
// 菩哦备炼眉甫 盲款促.
pCodeMsg->m_wAbilityIndex = byOrder;
wMsgSize = pCodeMsg->GetSize();
return TRUE;
}
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