📄 profession_skill.c
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}// 巫师技能-嗜血蛊int PROFESSION_blood_worms( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_BLOOD_WORMS ); return TRUE;}// 巫师技能-一针见血int PROFESSION_sign( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_SIGN ); return TRUE;}// 巫师技能-火附体int PROFESSION_fire_enclose( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_FIRE_ENCLOSE ); return TRUE;}// 巫师技能-冰附体int PROFESSION_ice_eclose( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_ICE_ENCLOSE ); return TRUE;}// 巫师技能-雷附体int PROFESSION_thunder_enclose( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_THUNDER_ENCLOSE ); return TRUE;}// 巫师技能-火魔法熟练度int PROFESSION_fire_practice( int charaindex, int toNo, int array, char *data, int skill_level ){ return TRUE;}// 巫师技能-冰魔法熟练度int PROFESSION_ice_practice( int charaindex, int toNo, int array, char *data, int skill_level ){ return TRUE;}// 巫师技能-雷魔法熟练度int PROFESSION_thunder_practice( int charaindex, int toNo, int array, char *data, int skill_level ){ return TRUE;}// 巫师技能-附身术int PROFESSION_enclose( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_ENCLOSE ); return TRUE;}// 巫师技能-移形换位int PROFESSION_transpose( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_TRANSPOSE ); return TRUE;}/*----------------------------------------------------------------------*/// 勇士技能-爆击int PROFESSION_brust( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_BRUST ); return TRUE;}// 勇士技能-连环攻击int PROFESSION_chain_atk( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_CHAIN_ATK ); return TRUE;}// 勇士技能-回避int PROFESSION_avoid( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_AVOID ); return TRUE;}// 勇士技能-补血int PROFESSION_recovery( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_RECOVERY ); return TRUE;}// 勇士技能-武器专精int PROFESSION_weapon_focus( int charaindex, int toNo, int array, char *data, int skill_level ){ return TRUE;}// 勇士技能-状态回复int PROFESSION_reback( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_REBACK ); return TRUE;}// 勇士技能-双重攻击int PROFESSION_chain_atk_2( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_CHAIN_ATK_2 ); return TRUE;}// 勇士技能-舍已为友int PROFESSION_scapegoat( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_SCAPEGOAT ); return TRUE;}// 勇士技能-激化攻击int PROFESSION_enrage( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_ENRAGE ); return TRUE;}// 勇士技能-能量聚集int PROFESSION_energy_collect( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_COLLECT ); return TRUE;}// 勇士技能-专注战斗int PROFESSION_focus( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_FOCUS ); return TRUE;}// 勇士技能-盾击int PROFESSION_shield_attack( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_SHIELD_ATTACK ); return TRUE;}// 勇士技能-二刀流int PROFESSION_dual_weapon( int charaindex, int toNo, int array, char *data, int skill_level ){ return TRUE;}// 勇士技能-格档int PROFESSION_deflect( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_DEFLECT ); return TRUE;}// 勇士技能-贯穿攻击int PROFESSION_through_attack( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_THROUGH_ATTACK ); return TRUE;}// 勇士技能-座骑攻击int PROFESSION_cavalry( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_CAVALRY ); return TRUE;}// 勇士技能-濒死攻击int PROFESSION_dead_attack( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_DEAD_ATTACK ); return TRUE;}// 勇士技能-回旋攻击int PROFESSION_convolute( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_CONVOLUTE ); return TRUE;}// 勇士技能-混乱攻击int PROFESSION_chaos( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_CHAOS ); return TRUE;}/*----------------------------------------------------------------------*/// 猎人技能-陷阱int PROFESSION_trap( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_TRAP ); return TRUE;}// 猎人技能-驯伏宠物int PROFESSION_docile( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_DOCILE ); return TRUE;}// 猎人技能-激怒宠物int PROFESSION_enrage_pet( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_ENRAGE_PET ); return TRUE;}// 猎人技能-天罗地网int PROFESSION_dragnet( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_DRAGNET ); return TRUE;}// 猎人技能-树根缠绕int PROFESSION_entwine( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_ENTWINE ); return TRUE;}// 猎人技能-自给自足int PROFESSION_autarky( int charaindex, int toNo, int array, char *data, int skill_level ){ return TRUE;}// 猎人技能- 体掠夺int PROFESSION_plunder( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_PLUNDER ); return TRUE;}// 猎人技能-毒素武器int PROFESSION_toxin_weapon( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_TOXIN_WEAPON ); return TRUE;}// 猎人技能-火抗性提升int PROFESSION_resist_fire( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_RESIST_FIRE ); return TRUE;}// 猎人技能-冰抗性提升int PROFESSION_resist_ice( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_RESIST_ICE ); return TRUE;}// 猎人技能-雷抗性提升int PROFESSION_resist_thunder( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_RESIST_THUNDER ); return TRUE;}#ifdef _PROFESSION_ADDSKILL// 猎人技能-自然威能int PROFESSION_resist_f_i_t( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_RESIST_F_I_T ); return TRUE;}// 猎人技能-号召自然int PROFESSION_call_nature( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_CALL_NATURE ); return TRUE;}// 猎人技能-四属性结界int PROFESSION_boundary( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_BOUNDARY ); return TRUE;}#endif// 猎人技能-团体火抗性提升int PROFESSION_g_resist_fire( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_G_RESIST_FIRE ); return TRUE;}// 猎人技能-团体冰抗性提升int PROFESSION_g_resist_ice( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_G_RESIST_ICE ); return TRUE;}// 猎人技能-团体雷抗性提升int PROFESSION_g_resist_thunder( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_G_RESIST_THUNDER ); return TRUE;}// 猎人技能-弱点攻击int PROFESSION_attack_weak( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_ATTACK_WEAK ); return TRUE;}// 猎人技能-挑拨int PROFESSION_instigate( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_INSTIGATE ); return TRUE;}// 猎人技能-遗忘int PROFESSION_oblivion( int charaindex, int toNo, int array, char *data, int skill_level ){ profession_common_fun( charaindex, toNo, skill_level, array, BATTLE_COM_S_OBLIVION ); return TRUE;}/*----------------------------------------------------------------------*/// 非战斗技能// 猎人技能-追寻敌踪int PROFESSION_track( int charaindex, int toNo, int array, char *data, int skill_level ){ char *pszP = NULL, *pszOption = NULL, msg[20]; int per=0, rate=0, img1, ret = 1; skill_level /= 10; if( CHAR_getWorkInt( charaindex, CHAR_ENCOUNT_NUM) >= (int)time(NULL) ){ ret = -1; } // 技能的参数 pszOption = PROFESSION_SKILL_getChar( array, PROFESSION_SKILL_OPTION); // 技能等级 rate if( (pszP = strstr( pszOption, "倍%" ) ) != NULL ) sscanf( pszP+3, "%d", &rate ); per = skill_level * rate; // 准备期的动画 img1 = PROFESSION_SKILL_getInt( array, PROFESSION_SKILL_IMG_1 ); CHAR_setWorkInt( charaindex, CHAR_ENCOUNT_FIX, per); CHAR_talkToCli( charaindex, -1, "遇敌率上升", CHAR_COLORRED); CHAR_setWorkInt( charaindex, CHAR_ENCOUNT_NUM, (int)time(NULL) + (60 * 3) ); sprintf( msg, "%d", img1); lssproto_BATTLESKILL_send ( getfdFromCharaIndex(charaindex), msg ) ; return ret;}// 猎人技能-回避战斗int PROFESSION_escape( int charaindex, int toNo, int array, char *data, int skill_level ){ char *pszP = NULL, *pszOption = NULL, msg[20]; int per=0, rate=0, img1, ret =1; skill_level /= 10; if( CHAR_getWorkInt( charaindex, CHAR_ENCOUNT_NUM) >= (int)time(NULL) ){ ret = -1; } // 技能的参数 pszOption = PROFESSION_SKILL_getChar( array, PROFESSION_SKILL_OPTION); // 技能等级 rate if( (pszP = strstr( pszOption, "倍%" ) ) != NULL ) sscanf( pszP+3, "%d", &rate ); per = skill_level * rate; // 准备期的动画 img1 = PROFESSION_SKILL_getInt( array, PROFESSION_SKILL_IMG_1 ); CHAR_setWorkInt( charaindex, CHAR_ENCOUNT_FIX, (-1) * per); CHAR_talkToCli( charaindex, -1, "遇敌率下降", CHAR_COLORGREEN); CHAR_setWorkInt( charaindex, CHAR_ENCOUNT_NUM, (int)time(NULL) + (60 * 3) ); sprintf( msg, "%d", img1); lssproto_BATTLESKILL_send ( getfdFromCharaIndex(charaindex), msg ) ; return ret;}// 共同技能-气力充沛int PROFESSION_full_mp( int charaindex, int toNo, int array, char *data, int skill_level ){ return TRUE;}// 共同技能-负重增加int PROFESSION_strong_back( int charaindex, int toNo, int array, char *data, int skill_level ){ return TRUE;}// 共同技能-自我强化int PROFESSION_strengthen( int charaindex, int toNo, int array, char *data, int skill_level ){ return TRUE;}#endif
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