?? profession_skill.c
字號:
}// 巫師技能-嗜血蠱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;}// 巫師技能-一針見血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;}// 巫師技能-火附體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;}// 巫師技能-冰附體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;}// 巫師技能-雷附體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;}// 巫師技能-火魔法熟練度int PROFESSION_fire_practice( int charaindex, int toNo, int array, char *data, int skill_level ){ return TRUE;}// 巫師技能-冰魔法熟練度int PROFESSION_ice_practice( int charaindex, int toNo, int array, char *data, int skill_level ){ return TRUE;}// 巫師技能-雷魔法熟練度int PROFESSION_thunder_practice( int charaindex, int toNo, int array, char *data, int skill_level ){ return TRUE;}// 巫師技能-附身術(shù)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;}// 巫師技能-移形換位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-爆擊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-連環(huán)攻擊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-補血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-武器專精int PROFESSION_weapon_focus( int charaindex, int toNo, int array, char *data, int skill_level ){ return TRUE;}// 勇士技能-狀態(tài)回復(fù)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-雙重攻擊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-舍已為友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-激化攻擊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-專注戰(zhàn)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-盾擊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-格檔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-貫穿攻擊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-座騎攻擊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-瀕死攻擊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-回旋攻擊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-混亂攻擊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;}/*----------------------------------------------------------------------*/// 獵人技能-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;}// 獵人技能-馴伏寵物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;}// 獵人技能-激怒寵物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;}// 獵人技能-天羅地網(wǎng)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;}// 獵人技能-樹根纏繞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;}// 獵人技能-自給自足int PROFESSION_autarky( int charaindex, int toNo, int array, char *data, int skill_level ){ return TRUE;}// 獵人技能- 體掠奪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;}// 獵人技能-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;}// 獵人技能-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;}// 獵人技能-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;}// 獵人技能-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// 獵人技能-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;}// 獵人技能-號召自然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;}// 獵人技能-四屬性結(jié)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// 獵人技能-團體火抗性提升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;}// 獵人技能-團體冰抗性提升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;}// 獵人技能-團體雷抗性提升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;}// 獵人技能-弱點攻擊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;}// 獵人技能-挑撥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;}// 獵人技能-遺忘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;}/*----------------------------------------------------------------------*/// 非戰(zhàn)斗技能// 獵人技能-追尋敵蹤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; } // 技能的參數(shù) pszOption = PROFESSION_SKILL_getChar( array, PROFESSION_SKILL_OPTION); // 技能等級 rate if( (pszP = strstr( pszOption, "倍%" ) ) != NULL ) sscanf( pszP+3, "%d", &rate ); per = skill_level * rate; // 準(zhǔn)備期的動畫 img1 = PROFESSION_SKILL_getInt( array, PROFESSION_SKILL_IMG_1 ); CHAR_setWorkInt( charaindex, CHAR_ENCOUNT_FIX, per); CHAR_talkToCli( charaindex, -1, "遇敵率上升", 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;}// 獵人技能-回避戰(zhàn)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; } // 技能的參數(shù) pszOption = PROFESSION_SKILL_getChar( array, PROFESSION_SKILL_OPTION); // 技能等級 rate if( (pszP = strstr( pszOption, "倍%" ) ) != NULL ) sscanf( pszP+3, "%d", &rate ); per = skill_level * rate; // 準(zhǔn)備期的動畫 img1 = PROFESSION_SKILL_getInt( array, PROFESSION_SKILL_IMG_1 ); CHAR_setWorkInt( charaindex, CHAR_ENCOUNT_FIX, (-1) * per); CHAR_talkToCli( charaindex, -1, "遇敵率下降", 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-氣力充沛int PROFESSION_full_mp( int charaindex, int toNo, int array, char *data, int skill_level ){ return TRUE;}// 共同技能-負(fù)重增加int PROFESSION_strong_back( int charaindex, int toNo, int array, char *data, int skill_level ){ return TRUE;}// 共同技能-自我強化int PROFESSION_strengthen( int charaindex, int toNo, int array, char *data, int skill_level ){ return TRUE;}#endif
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