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📄 magic.pas

📁 原版翎风(LF)引擎(M2)源码(Delphi)
💻 PAS
📖 第 1 页 / 共 5 页
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    MagicEvent:=nil;
    BaseObject.GetMapBaseObjects(BaseObject.m_PEnvir,nX,nY,1,BaseObjectList);
    for I := 0 to BaseObjectList.Count - 1 do begin
      TargeTBaseObject:=TBaseObject(BaseObjectList.Items[i]);
      if (TargeTBaseObject.m_btRaceServer >= RC_ANIMAL) and
         ((Random(4) + (BaseObject.m_Abil.Level - 1)) > TargeTBaseObject.m_Abil.Level) and
         {(TargeTBaseObject.m_Abil.Level < 50) and}
         (TargeTBaseObject.m_Master = nil) then begin
        TargeTBaseObject.OpenHolySeizeMode(nPower * 1000);
        if MagicEvent = nil then begin
          New(MagicEvent);
          FillChar(MagicEvent^,SizeOf(TMagicEvent),#0);
          MagicEvent.BaseObjectList:=TList.Create;
          MagicEvent.dwStartTick:=GetTickCount();
          MagicEvent.dwTime:=nPower * 1000;
        end;
        MagicEvent.BaseObjectList.Add(TargeTBaseObject);
        Inc(Result);
      end else begin //00492A02
        Result:=0;
      end;
    end;
    BaseObjectList.Free;
    if (Result > 0) and (MagicEvent <> nil) then begin
      HolyCurtainEvent:=THolyCurtainEvent.Create(BaseObject.m_PEnvir,nX - 1,nY - 2,ET_HOLYCURTAIN,nPower * 1000);
      g_EventManager.AddEvent(HolyCurtainEvent);
      MagicEvent.Events[0]:=HolyCurtainEvent;
      HolyCurtainEvent:=THolyCurtainEvent.Create(BaseObject.m_PEnvir,nX + 1,nY - 2,ET_HOLYCURTAIN,nPower * 1000);
      g_EventManager.AddEvent(HolyCurtainEvent);
      MagicEvent.Events[1]:=HolyCurtainEvent;
      HolyCurtainEvent:=THolyCurtainEvent.Create(BaseObject.m_PEnvir,nX - 2,nY - 1,ET_HOLYCURTAIN,nPower * 1000);
      g_EventManager.AddEvent(HolyCurtainEvent);
      MagicEvent.Events[2]:=HolyCurtainEvent;
      HolyCurtainEvent:=THolyCurtainEvent.Create(BaseObject.m_PEnvir,nX + 2,nY - 1,ET_HOLYCURTAIN,nPower * 1000);
      g_EventManager.AddEvent(HolyCurtainEvent);
      MagicEvent.Events[3]:=HolyCurtainEvent;
      HolyCurtainEvent:=THolyCurtainEvent.Create(BaseObject.m_PEnvir,nX - 2,nY + 1,ET_HOLYCURTAIN,nPower * 1000);
      g_EventManager.AddEvent(HolyCurtainEvent);
      MagicEvent.Events[4]:=HolyCurtainEvent;
      HolyCurtainEvent:=THolyCurtainEvent.Create(BaseObject.m_PEnvir,nX + 2,nY + 1,ET_HOLYCURTAIN,nPower * 1000);
      g_EventManager.AddEvent(HolyCurtainEvent);
      MagicEvent.Events[5]:=HolyCurtainEvent;
      HolyCurtainEvent:=THolyCurtainEvent.Create(BaseObject.m_PEnvir,nX - 1,nY + 2,ET_HOLYCURTAIN,nPower * 1000);
      g_EventManager.AddEvent(HolyCurtainEvent);
      MagicEvent.Events[6]:=HolyCurtainEvent;
      HolyCurtainEvent:=THolyCurtainEvent.Create(BaseObject.m_PEnvir,nX + 1,nY + 2,ET_HOLYCURTAIN,nPower * 1000);
      g_EventManager.AddEvent(HolyCurtainEvent);
      MagicEvent.Events[7]:=HolyCurtainEvent;
      UserEngine.m_MagicEventList.Add(MagicEvent);
    end else begin
      if MagicEvent <> nil then begin
        MagicEvent.BaseObjectList.Free;
        Dispose(MagicEvent);
      end;
    end;
  end;    
end;

function TMagicManager.MagMakeGroupTransparent(BaseObject: TBaseObject; nX, nY,
  nHTime: Integer): Boolean; //0049320C
var
  I: Integer;
  BaseObjectList:TList;
  TargeTBaseObject:TBaseObject;
begin
  Result:=False;
  BaseObjectList:=TList.Create;
  BaseObject.GetMapBaseObjects(BaseObject.m_PEnvir,nX,nY,1,BaseObjectList);
  for I := 0 to BaseObjectList.Count - 1 do begin
    TargeTBaseObject:=TBaseObject(BaseObjectList.Items[i]);
    if BaseObject.IsProperFriend(TargeTBaseObject) then begin
      if TargeTBaseObject.m_wStatusTimeArr[STATE_TRANSPARENT{0x70}] = 0 then begin //00493287
        TargeTBaseObject.SendDelayMsg(TargeTBaseObject,RM_TRANSPARENT,0,nHTime,0,0,'',800);
        Result:=True;
      end;
    end
  end;
  BaseObjectList.Free;
end;
//=====================================================================================
//名称:
//功能:
//参数:
//     BaseObject       魔法发起人
//     TargeTBaseObject 受攻击角色
//     nPower           魔法力大小
//     nLevel           技能修炼等级
//     nTargetX         目标座标X
//     nTargetY         目标座标Y
//返回值:
//=====================================================================================
function TMagicManager.MabMabe(BaseObject, TargeTBaseObject: TBaseObject; nPower,nLevel,
  nTargetX, nTargetY: Integer): Boolean;
var
  nLv:Integer;
begin
  Result:=False;
  if BaseObject.MagCanHitTarget(BaseObject.m_nCurrX, BaseObject.m_nCurrY, TargeTBaseObject) then begin
    if BaseObject.IsProperTarget (TargeTBaseObject) then begin
      if (TargeTBaseObject.m_nAntiMagic <= Random(10)) and (abs(TargeTBaseObject.m_nCurrX-nTargetX) <= 1) and (abs(TargeTBaseObject.m_nCurrY-nTargetY) <= 1) then begin
        BaseObject.SendDelayMsg (BaseObject, RM_DELAYMAGIC, nPower div 3, MakeLong(nTargetX, nTargetY), 2, integer(TargeTBaseObject), '', 600);
        if (Random(2) + (BaseObject.m_Abil.Level - 1)) > TargeTBaseObject.m_Abil.Level then begin
          nLv:=BaseObject.m_Abil.Level - TargeTBaseObject.m_Abil.Level;
          if (Random(g_Config.nMabMabeHitRandRate{100}) < _MAX(g_Config.nMabMabeHitMinLvLimit,(nLevel * 8) - nLevel + 15 + nLv)) {or (Random(abs(nLv))} then begin
         // if (Random(100) < ((nLevel shl 3) - nLevel + 15 + nLv)) {or (Random(abs(nLv))} then begin
            if (Random(g_Config.nMabMabeHitSucessRate{21}) < nLevel * 2 + 4) then begin
              if TargeTBaseObject.m_btRaceServer = RC_PLAYOBJECT then begin
                BaseObject.SetPKFlag(BaseObject);
                BaseObject.SetTargetCreat(TargeTBaseObject);
              end;
              TargeTBaseObject.SetLastHiter(BaseObject);
              nPower:=TargeTBaseObject.GetMagStruckDamage(BaseObject,nPower);
              BaseObject.SendDelayMsg (BaseObject, RM_DELAYMAGIC, nPower, MakeLong(nTargetX, nTargetY), 2, integer(TargeTBaseObject), '', 600);
              if not TargeTBaseObject.m_boUnParalysis then
                TargeTBaseObject.SendDelayMsg(BaseObject,RM_POISON,POISON_STONE{中毒类型 - 麻痹},nPower div g_Config.nMabMabeHitMabeTimeRate{20} + Random(nLevel),Integer(BaseObject),nLevel,'',650);
              Result:=True;
            end;
          end;
        end;
      end;
    end;
  end;
end;

function TMagicManager.MagMakeSinSuSlave(PlayObject: TPlayObject;
  UserMagic: pTUserMagic): Boolean;
var
  I: Integer;
  sMonName:String;
  nMakelevel,nExpLevel:Integer;
  nCount:Integer;
  dwRoyaltySec:LongWord;
begin
  Result:=False;
  if not PlayObject.sub_4DD704 then begin
    sMonName:=g_Config.sDragon;
    nMakelevel:=UserMagic.btLevel;
    nExpLevel:=UserMagic.btLevel;
    nCount:=g_Config.nDragonCount;
    dwRoyaltySec:=10 * 24 * 60 * 60;
    for I := Low(g_Config.DragonArray) to High(g_Config.DragonArray) do begin
      if g_Config.DragonArray[I].nHumLevel = 0 then break;
      if PlayObject.m_Abil.Level >= g_Config.DragonArray[I].nHumLevel then begin
        sMonName:=g_Config.DragonArray[I].sMonName;
        nExpLevel:=g_Config.DragonArray[I].nLevel;
        nCount:=g_Config.DragonArray[I].nCount;
      end;
    end;

    if PlayObject.MakeSlave(sMonName,nMakelevel,nExpLevel,nCount,dwRoyaltySec) <> nil then
      Result:=True
    else
      PlayObject.RecallSlave(sMonName);
  end;
//          if PlayObject.MakeSlave(g_Config.sDogz,UserMagic.btLevel,1,10 * 24 * 60 * 60) <> nil then
//            boTrain:=True;
end;

function TMagicManager.MagMakeSlave(PlayObject: TPlayObject;UserMagic:pTUserMagic):Boolean;
var
  I: Integer;
  sMonName:String;
  nMakeLevel,nExpLevel:Integer;
  nCount:Integer;
  dwRoyaltySec:LongWord;
begin
  Result:=False;
  if not PlayObject.sub_4DD704 then begin
   sMonName:=g_Config.sSkeleton;
   nMakeLevel:=UserMagic.btLevel;
   nExpLevel:=UserMagic.btLevel;
   nCount:=g_Config.nSkeletonCount;
   dwRoyaltySec:=10 * 24 * 60 * 60;
   for I := Low(g_Config.SkeletonArray) to High(g_Config.SkeletonArray) do begin
     if g_Config.SkeletonArray[I].nHumLevel = 0 then break;
     if PlayObject.m_Abil.Level >= g_Config.SkeletonArray[I].nHumLevel then begin
       sMonName:=g_Config.SkeletonArray[I].sMonName;
       nExpLevel:=g_Config.SkeletonArray[I].nLevel;
       nCount:=g_Config.SkeletonArray[I].nCount;
     end;
   end;

   if PlayObject.MakeSlave(sMonName,nMakeLevel,nExpLevel,nCount,dwRoyaltySec) <> nil then
     Result:=True;
  end;
end;



function TMagicManager.MagMakeClone(PlayObject: TPlayObject;UserMagic:pTUserMagic):Boolean;
var
  {I: Integer;
  sMonName:String;
  nMakeLevel,nExpLevel:Integer;
  nCount:Integer;
  dwRoyaltySec:LongWord;}
  PlayClone:TPlayCloneObject;
begin
  Result:=False;
  {if not PlayObject.sub_4DD704 then begin
   sMonName:=g_Config.sSkeleton;
   nMakeLevel:=UserMagic.btLevel;
   nExpLevel:=UserMagic.btLevel;
   nCount:=g_Config.nSkeletonCount;
   dwRoyaltySec:=10 * 24 * 60 * 60;
   for I := Low(g_Config.SkeletonArray) to High(g_Config.SkeletonArray) do begin
     if g_Config.SkeletonArray[I].nHumLevel = 0 then break;
     if PlayObject.m_Abil.Level >= g_Config.SkeletonArray[I].nHumLevel then begin
       sMonName:=g_Config.SkeletonArray[I].sMonName;
       nExpLevel:=g_Config.SkeletonArray[I].nLevel;
       nCount:=g_Config.SkeletonArray[I].nCount;
     end;       
   end;}

   PlayClone := TPlayCloneObject.Create(PlayObject);
   Result:=True;
end;


function TMagicManager.MagMakeAngelSlave(PlayObject: TPlayObject;UserMagic:pTUserMagic):Boolean;
var
  I: Integer;
  sMonName:String;
  nMakeLevel,nExpLevel:Integer;
  dwRoyaltySec:LongWord;
begin
  Result:=False;
  if not PlayObject.sub_4DD704 then begin
   sMonName:=g_Config.sAngel;
   nMakeLevel:=UserMagic.btLevel;
   nExpLevel:=UserMagic.btLevel;
   //nCount:=g_Config.nSkeletonCount;
   dwRoyaltySec:=10 * 24 * 60 * 60;

   if PlayObject.MakeSlave(sMonName,nMakeLevel,nExpLevel,1,dwRoyaltySec) <> nil then
     Result:=True;
  end;
end;



function TMagicManager.MagGroupMb(PlayObject: TPlayObject;
  UserMagic: pTUserMagic; nTargetX, nTargetY: Integer;
  TargeTBaseObject: TBaseObject): Boolean;
var
  I              :Integer;
  BaseObjectList :TList;
  BaseObject     :TBaseObject;
  nPower         :Integer;
  StdItem        :pTStdItem;
  nTime          :Integer;
begin
  Result:=False;
  BaseObjectList:=TList.Create;
  nTime:= 5 * UserMagic.btLevel + 1;
  PlayObject.GetMapBaseObjects(PlayObject.m_PEnvir,PlayObject.m_nCurrX,PlayObject.m_nCurrY,UserMagic.btLevel + 2,BaseObjectList);
  for I := 0 to BaseObjectList.Count - 1 do begin
    BaseObject:=TBaseObject(BaseObjectList.Items[I]);
    if (BaseObject.m_btRaceServer = RC_PLAYOBJECT) and (not g_Config.boGroupMbAttackPlayObject) then Continue;
    if BaseObject.m_boDeath or (BaseObject.m_boGhost) or (PlayObject = BaseObject) then Continue;
    if PlayObject.IsProperTarget (BaseObject) then begin
      if not BaseObject.m_boUnParalysis and (Random(BaseObject.m_btAntiPoison) = 0) then begin
        if (BaseObject.m_Abil.Level < PlayObject.m_Abil.Level) or (Random(PlayObject.m_Abil.Level - BaseObject.m_Abil.Level) = 0) then begin
          BaseObject.MakePosion(POISON_STONE,nTime,0);
          BaseObject.m_boFastParalysis:=True;
        end;
      end;
    end;
    if (BaseObject.m_btRaceServer >= RC_ANIMAL) then
      Result:=True;
  end;
  BaseObjectList.Free;
end;




function  TMagicManager.KnockBack (PlayObject:TBaseObject;nPushLevel: integer): integer; //00492204
var
   i, nDir, levelgap, push: integer;
   BaseObject: TBaseObject;
   UserMagic:pTUsermagic;
begin
  Result := 0;
  for i:=0 to PlayObject.m_VisibleActors.Count-1 do begin
    BaseObject:= TBaseOb

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