MagicHandler.h
上传用户:szopptop
上传日期:2013-04-23
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文件大小:2k
- #ifndef _MAGIC_HANDLER
- #define _MAGIC_HANDLER
- #define _SKILL_BANWOL 0 // 馆岿.
- #define _SKILL_AMYOUNSUL 1 // 鞠楷贱.
- #define _SKILL_FIREWIND 2 // 拳堪浅.
- #define _SKILL_HANGMAJINBUB 3 // 亲付柳过.
- #define _SKILL_DEJIWONHO 4 // 措瘤盔龋.
- #define _SKILL_FIRE 5 // 堪荤厘.
- #define _SKILL_MOOTEBO 6 // 公怕焊.
- #define _SKILL_TAMMING 7 // 汾去拜.
- #define _SKILL_SPACEMOVE 8 // 酒傍青过.
- #define _SKILL_KILLUNDEAD 9 // 荤磊辣雀.
- #define _SKILL_FIREBALL 10 // 拳堪厘.
- #define _SKILL_HEALLING 11 // 雀汗贱.
- #define _SKILL_HOLYSHIELD 12 // 搬拌.
- #define _SKILL_BIGHEALLING 13 // 措雀汗.
- #define _SKILL_LIGHTFLOWER 14 // 汾汲拳.
- #define _SKILL_SHOOTLIGHTEN 15 // 汾牢厘.
- #define _SKILL_SKELLETON 16 // 归榜家券贱.
- #define _SKILL_SNOWWIND 17 // 葫汲浅.
- #define _SKILL_BIGCLOAK 18 // 措篮脚.
- #define _SKILL_SHIELD 19 // 林贱狼阜.
- #define _SKILL_SHOWHP 20 // 沤扁颇楷.
- #define _SKILL_EATTHFIRE 21 // 瘤堪贱.
- #define _SKILL_FIRECHARM 22 // 气混拌.
- #define _SKILL_FIREBOOM 23 // 气凯颇.
- #define _SKILL_FIREBALL2 24 // 陛碍拳堪厘.
- #define _SKILL_YEDO 25 // 抗档.
- #define _SKILL_ERGUM 26 // 绢八贱.
- #define _SKILL_LIGHTENING 27 // 碍拜.
- #define _SKILL_FIRESWORD 28 // 堪拳搬.
- #define _SKILL_CLOAK 29 // 篮脚.
- #define _SKILL_SINSU 30 // 脚荐家券.
- #define _SKILL_ILKWANG 31 // 老堡八过.
- #define _SKILL_ONESWORD 32 // 寇荐八过.
- class CMagicInfo
- {
- public:
- int nIndex;
- char szName[13];
-
- short sEffectType;
- short sEffect;
- short sSpell;
- short sPower;
- short sMaxPower;
- short sDefSpell;
- short sDefPower;
- short sDefMaxPower;
-
- short sJob;
- short sNeed[3];
- int nTrain[3];
-
- short sDelay;
- public:
- int GetPower13(int nPwr, int nLevel);
- BOOL CheckMagicLevelup(CCharObject* pCharObject, _LPTHUMANMAGICRCD lptMagicRcd);
- __inline int MPow()
- { if ((sDefMaxPower - sDefPower) > 0) return sDefPower + (rand() % (sDefMaxPower - sDefPower));
- else return sDefPower; }
- __inline int GetSpellPoint(int nLevel)
- { return ROUND(sSpell / (3/*MaxTrainLevel*/ + 1) * (nLevel + 1)) + sDefSpell; }
- __inline int GetPower(int nPwr, int nLevel)
- { if ((sDefMaxPower - sDefPower) > 0) return ROUND(nPwr / (3/*MaxTrainLevel*/ + 1) * (nLevel + 1)) + (sDefPower + (rand() % (sDefMaxPower - sDefPower)));
- else return ROUND(nPwr / (3/*MaxTrainLevel*/ + 1) * (nLevel + 1)) + sDefPower; }
- };
- #endif