コード例 #1
0
		BOOL XingXiuSkill008_T::EffectOnUnitEachTick(Obj_Character& rMe, Obj_Character& rTar, BOOL bCriticalFlag) const
		{
			__ENTER_FUNCTION
			SkillInfo_T& rSkillInfo = rMe.GetSkillInfo();
			TargetingAndDepletingParams_T& rParams = rMe.GetTargetingAndDepletingParams();

			INT nDamage = rSkillInfo.GetDescriptorByIndex(1)->GetValue();
			INT nTransferRate = rSkillInfo.GetDescriptorByIndex(2)->GetValue();
			INT nAbsorbed = (nDamage*nTransferRate+50)/100;

			OWN_IMPACT impact1;
			DI_Damage_T const logic1;
			logic1.InitStruct(impact1);
			logic1.SetDamage(impact1, nDamage);

			OWN_IMPACT impact2;
			DI_Heal_T const logic2;
			logic2.InitStruct(impact2);
			logic2.SetHealedHP(impact2, nAbsorbed);
			impact2.m_nImpactID = rSkillInfo.GetDescriptorByIndex(0)->GetValue();

			//register impact event
			RegisterImpactEvent(rTar, rMe, impact1, rParams.GetDelayTime(), bCriticalFlag);
			RegisterImpactEvent(rMe, rMe, impact2, rParams.GetDelayTime(), bCriticalFlag);
			return TRUE;
			__LEAVE_FUNCTION
			return FALSE;
		}
コード例 #2
0
ファイル: GaiBangSkill004.cpp プロジェクト: brock7/TianLong
		BOOL GaiBangSkill004_T::EffectOnUnitOnce(Obj_Character& rMe, Obj_Character& rTar, BOOL bCriticalFlag) const
		{
			__ENTER_FUNCTION
			SkillInfo_T& rSkillInfo = rMe.GetSkillInfo();
			TargetingAndDepletingParams_T& rParams = rMe.GetTargetingAndDepletingParams();

			INT nDepleteStrikePointSegment = rParams.GetDepletedStrikePoints()/STRIKE_POINT_SEGMENT_SIZE;
			if(1>nDepleteStrikePointSegment)
			{
				AssertEx(FALSE,"[GaiBangSkill004_T::TakeEffectNow]: Depleted strike point segment illegal!");
				nDepleteStrikePointSegment=1;
			}
			else if(MAX_STRIKE_POINT_SEGMENT<nDepleteStrikePointSegment)
			{
				AssertEx(FALSE,"[GaiBangSkill004_T::TakeEffectNow]: Depleted strike point segment illegal!");
				nDepleteStrikePointSegment=MAX_STRIKE_POINT_SEGMENT;
			}
			INT nAdditionalAttackPower = rSkillInfo.GetDescriptorByIndex(nDepleteStrikePointSegment)->GetValue();
			// init impact1
			OWN_IMPACT impact;
			
			CombatCore_T myCombatCore;
			myCombatCore.Reset();			
			myCombatCore.SetAdditionalAttackLight(nAdditionalAttackPower);
			myCombatCore.GetResultImpact(rMe, rTar, impact);

			// register impact event
			RegisterImpactEvent(rTar, rMe, impact, rParams.GetDelayTime(), bCriticalFlag);
			return TRUE;
			__LEAVE_FUNCTION
			return FALSE;
		}
コード例 #3
0
		BOOL CommonSkill001_T::OnCancel(Obj_Character& rMe) const
		{
			__ENTER_FUNCTION
			SkillInfo_T& rSkillInfo = rMe.GetSkillInfo();
			TargetingAndDepletingParams_T& rParams = rMe.GetTargetingAndDepletingParams();

			Obj_Character* pTar = (Obj_Character*)(GetTargetObj(rMe));
			if(NULL==pTar)
			{
				rParams.SetErrCode(OR_INVALID_TARGET);
				return FALSE;
			}
			if(NULL==pTar || FALSE==pTar->IsAlive() || FALSE == pTar->IsActiveObj() || Obj::OBJ_TYPE_PET != pTar->GetObjType())
			{
				rParams.SetErrCode(OR_INVALID_TARGET);
				return FALSE;
			}

			GCManipulatePetRet msg;
			msg.SetGUID(((Obj_Human*)&rMe)->GetGUIDOfCallUpPet());
			msg.SetFightingFlag(FALSE);
			msg.SetManipulateRet(GCManipulatePetRet::MANIPULATEPET_RET_CALLUPFALID);

			((Obj_Human*)&rMe)->GetPlayer()->SendPacket(&msg);
			// 减少该宠物身上的捕获玩家数
			((Obj_Horse*)pTar)->DelCapturer(rMe.GetID());

			return TRUE;
		__LEAVE_FUNCTION
		return FALSE;
		}
コード例 #4
0
		BOOL CommonSkill001_T::EffectOnUnitOnce(Obj_Character& rMe, Obj_Character& rTar, BOOL bCriticalFlag) const
		{
			__ENTER_FUNCTION
			SkillInfo_T& rSkillInfo = rMe.GetSkillInfo();
			TargetingAndDepletingParams_T& rParams = rMe.GetTargetingAndDepletingParams();

			if(FALSE==rTar.IsAlive() || FALSE == rTar.IsActiveObj() || Obj::OBJ_TYPE_HORSE != rTar.GetObjType())
			{
				rParams.SetErrCode(OR_INVALID_TARGET);
				return FALSE;
			}
			if(Obj::OBJ_TYPE_HUMAN != rMe.GetObjType())
			{
				rParams.SetErrCode(OR_U_CANNT_DO_THIS_RIGHT_NOW);
				return FALSE;
			}
			{// Test code
				
				INT nDataIndex = Skill_GetSkillInfoDescriptorValueByIndex(rSkillInfo, 0);
				g_ImpactCore.SendImpactToUnit(rTar, nDataIndex, rMe.GetID(), 500);
			}
			PET_LOG_PARAM	PetLogParam;
			BOOL bRet = ((Obj_Human*)&rMe)->CaptureHorse(&PetLogParam,rTar.GetID());
			GCManipulatePetRet msg;
			if(bRet)
			{
				msg.SetManipulateRet(GCManipulatePetRet::MANIPULATEPET_RET_CAPTURESUCC);

				((Obj_Human*)&rMe)->GetPlayer()->SendPacket(&msg);
				// 向正在捕获的其它玩家发送失败消息
				((Obj_Horse&)rTar).SendCaptureFailedToOthers(rMe.GetID());
				// 清空宠物身上所有的玩家数
				((Obj_Horse&)rTar).DelCapturer(rMe.GetID());
				HorseManager* pHorseMgr = rMe.getScene()->GetHorseManager();
				if (pHorseMgr)
				{
					pHorseMgr->RemoveHorse(rTar.GetID());
				}
				
				PetLogParam.OPType	=	PET_OP_CATCH;
				SavePetLog(&PetLogParam);
			}
			else
			{
				// 减少该宠物身上的捕获玩家数
				((Obj_Horse&)rTar).DelCapturer(rMe.GetID());

				msg.SetManipulateRet(GCManipulatePetRet::MANIPULATEPET_RET_CAPTUREFALID);

				((Obj_Human*)&rMe)->GetPlayer()->SendPacket(&msg);
			}
			return TRUE;
			__LEAVE_FUNCTION
			return FALSE;
		}
コード例 #5
0
ファイル: Impact_Core.cpp プロジェクト: uvbs/wx2Server
		BOOL ImpactCore_T::SendImpactToUnit(Obj_Character& rTar, ID_t nDataIndex, ObjID_t nSender, Time_t nDelayTime, BOOL bCriticalFlag, INT nRefixRate, INT nReserveParam1, INT nReserveParam2) const
		{
			__ENTER_FUNCTION
			OWN_IMPACT impact;
			if(INVALID_ID == nDataIndex)
			{
				return FALSE;
			}
			//根据nDataIndex对应的效果逻辑初始化rImp
			if(TRUE == InitImpactFromData(nDataIndex, impact, rTar, nReserveParam1))
			{
				//获得逻辑对象
				ImpactLogic_T const* pLogic = Impact_GetLogic(impact);
				if(NULL==pLogic)
				{
					Assert(NULL=="[ImpactCore_T::SendImpactToUnit]: Can't find sprcific logic for this impact.");
					return FALSE;
				}
				//设置会心标记
				if(TRUE == bCriticalFlag)
				{
					impact.MarkCriticalFlag();
				}
				if(0!=nRefixRate)
				{
					//向效果逻辑设置修正率
					pLogic->RefixPowerByRate(impact, nRefixRate);
				}
				if(0>nDelayTime)
				{
					nDelayTime = 0;
				}
				Scene* pScene = rTar.getScene();
				Obj_Character* pChar = NULL;
				if(NULL!=pScene)
				{
					Obj* pObj = pScene->GetSpecificObjByID( nSender );
					
					if( IsCharacterObj(pObj->GetObjType()) )
					{
						pChar = static_cast<Obj_Character*>(pObj);
						SkillInfo_T& rSkillInfo = pChar->GetSkillInfo();
						impact.SetSkillID( rSkillInfo.GetSkillID() );
						rSkillInfo.SetSendSkillImpactID(impact.GetDataIndex());
					}
					pScene->GetEventCore().RegisterImpactEvent(rTar.GetID(), nSender, impact, nDelayTime);
					return TRUE;
				}
			}
			// start to fill impact struct
			return TRUE;
			__LEAVE_FUNCTION
			return FALSE;
		}
コード例 #6
0
	INT CombatCore_T::CalculateHitRate(Obj_Character& rAttacker, Obj_Character& rTag)
	{
		__ENTER_FUNCTION
		INT nHit  = rAttacker.GetHit();
		INT nMiss = rTag.GetMiss();
		nHit = Attr_VerifyHitMiss(nHit);
		nMiss = Attr_VerifyHitMiss(nMiss);

		//INT iItemPointRefix  = 0;
		//INT iSkillPointRefix = 0;
		//if( rAttacker.GetObjType() == Obj::OBJ_TYPE_HUMAN )
		//{
		//	//装备对属性的点数影响
		//	iItemPointRefix  = static_cast<Obj_Human&>(rAttacker).GetIattributeHit();
		//}
		//iSkillPointRefix = rAttacker.GetHitRefix();

		//INT iItemPointRefixMiss  = 0;
		//INT iSkillPointRefixMiss = 0;
		//if( rTag.GetObjType() == Obj::OBJ_TYPE_HUMAN )
		//{
		//	//装备对属性的点数影响
		//	iItemPointRefixMiss  = static_cast<Obj_Human&>(rTag).GetIattributeMiss();
		//}
		//iSkillPointRefixMiss = rTag.GetMissRefix();

		INT iRateHit = 0;
		if (Obj::OBJ_TYPE_HUMAN==rAttacker.GetObjType())
		{
			Obj_Human& rHuman = (Obj_Human&)rAttacker;
			_ITEM_EFFECT* pIE=NULL;
			pIE = rHuman.ItemEffect(IATTRIBUTE_RATE_HIT);
			Assert( pIE );
			if( pIE->IsActive() )
			{
				iRateHit = pIE->m_Attr.m_Value;
			}
		}

		//总命中率=(75+攻击方总命中-受击方总闪避)/100+攻击方装备对命中率的影响+攻击方技能对命中率的影响-受击方装备对闪避率的影响-受击方技能对闪避率的影响
		SkillInfo_T& oSkillInf = rAttacker.GetSkillInfo();
		INT iRefix = oSkillInf.GetAccuracy();
		if( iRefix < 0 )
		{
			iRefix = 0;
		}
		INT iFainlHitRate = ((75 + nHit - nMiss)/100.0 + iRateHit/100.0 + iRefix/100.0) * 100.0;

		return iFainlHitRate;
		__LEAVE_FUNCTION
		return 0;
	}
コード例 #7
0
		BOOL StdImpact059_T::ScanUnitForTarget( OWN_IMPACT& rImp, Obj_Character& rMe, FLOAT fX,FLOAT fZ, OBJLIST& rTargets) const
		{
			__ENTER_FUNCTION
			UINT uCurrentBallCount = rImp.GetLayerCount();
			//初始化搜索需要的基础属性
			SkillInfo_T rSkillInfo = rMe.GetSkillInfo();
			//为了此类buff可以和其它技能并存,所以给ScanOperatorIniter提供造成此类buff的技能SkillInfo_T
			g_SkillCore.InstanceSkill( rSkillInfo, rMe, rImp.GetSkillID() );
			TargetingAndDepletingParams_T& rParams = rMe.GetTargetingAndDepletingParams();
			Scene* pScene = rMe.getScene();
			SCANOPERATOR_SECTORSKILL_INIT ScanOperatorIniter;
			ScanOperatorIniter.m_pSkillInfo = &rSkillInfo;
			ScanOperatorIniter.m_pMe = &rMe;
			ScanOperatorIniter.m_pScene = rMe.getScene();
			ScanOperatorIniter.m_pTargets = &rTargets;
			ScanOperatorIniter.m_fRadius = rSkillInfo.GetRadius();
			ScanOperatorIniter.m_CentrePoint.m_fX = fX;
			ScanOperatorIniter.m_CentrePoint.m_fZ = fZ;

			//保护
			if( rTargets.MAX_OBJ_LIST_SIZE < uCurrentBallCount )
				return FALSE;

			//搜索人数上限为当前自身实际的小球个数
			ScanOperatorIniter.m_nCount = uCurrentBallCount;

			//初始化搜索对象
			ScanOperator_SectorSkill ScanOperator;
			ScanOperator.Init(&ScanOperatorIniter);
			//执行搜索
			if(NULL!=pScene)
			{
				if(FALSE==pScene->Scan(&ScanOperator))
				{
					rParams.SetErrCode(OR_ERROR);
					return FALSE;					
				}
			}
			else
			{
				rParams.SetErrCode(OR_ERROR);
				return FALSE;
			}
			return TRUE;
			__LEAVE_FUNCTION
			return FALSE;
		}
コード例 #8
0
		VOID StdImpact059_T::BroadcastTargetListMessage( OWN_IMPACT& rImp, Obj_Character& rMe, OBJLIST& rTargets, HitFlagsForOBJLIST_T& rHitFlagsForObjList ) const
		{
			__ENTER_FUNCTION
			SkillInfo_T& rSkillInfo = rMe.GetSkillInfo();
			TargetingAndDepletingParams_T& rParams = rMe.GetTargetingAndDepletingParams();
			GCTargetListAndHitFlags msg;
			GCTargetListAndHitFlags::HitFlagList_T& rHitFlags		= msg.GetHitFlagList();
			msg.SetDataType(msg.BUFF_ACTIVETE);
			msg.SetObjID(rMe.GetID());
			msg.SetUserPos(*(rMe.getWorldPos()));
			msg.SetLogicCount(rMe.GetLogicCount());
			msg.SetSkillOrSpecialObjDataID(rImp.GetSkillID());
			msg.SetTargetID(rParams.GetTargetObj());
			msg.SetTargetPos(rParams.GetTargetPosition());
			msg.SetDir(rParams.GetTargetDirection());
			BYTE nNum = rTargets.m_Count;
			if(msg.MAX_TARGET_LIST_SIZE<nNum)
			{
				nNum = msg.MAX_TARGET_LIST_SIZE;
			}
			msg.SetTargetNum(nNum);
			int iTemp = nNum;

			INT nIdx=0;
			for(nIdx=0; nNum>nIdx; ++nIdx)
			{
				Obj* pTarget = rTargets.m_aObj[nIdx];
				if(NULL!=pTarget)
				{
					msg.SetTargetObjIDByIndex(nIdx, pTarget->GetID());
					if(TRUE == rHitFlagsForObjList.GetFlagByIndex(nIdx))
					{
						rHitFlags.MarkFlagByIndex(nIdx);
						//msg.SetBallIDByIndex( nIdx, m_aBallUniqueID[nIdx].m_uUniqueID );
					}
				}
			}
			Scene* pScene = rMe.getScene();
			if(NULL!=pScene)
			{
				pScene->BroadCast(&msg, &rMe, TRUE);
			}
			__LEAVE_FUNCTION
		}
コード例 #9
0
	BOOL CombatCore_T::IsCriticalHit(Obj_Character& rAttacker, INT nCriticalRate, INT nRand, INT iToughness)
	{
		__ENTER_FUNCTION

		INT iSkillPointRefix = 0;

		SkillInfo_T& rSkillInf = rAttacker.GetSkillInfo();
		iSkillPointRefix = rSkillInf.GetCriticalRate();
		if( 0 > iSkillPointRefix )
		{
			iSkillPointRefix = 0;
		}

		INT iRateCrit = 0;
		if (Obj::OBJ_TYPE_HUMAN==rAttacker.GetObjType())
		{
			Obj_Human& rHuman = (Obj_Human&)rAttacker;
			_ITEM_EFFECT* pIE=NULL;
			pIE = rHuman.ItemEffect(IATTRIBUTE_RATE_CRIT);
			Assert( pIE );
			if( pIE->IsActive() )
			{
				iRateCrit = pIE->m_Attr.m_Value;
			}
		}

		//暴击率=(5+攻击方总暴击-受击方总韧性)/100+攻击方装备对暴击率的影响+攻击方技能对暴击率的影响
		INT iFanlCriticalRate = Float2Int((( 5 + nCriticalRate - iToughness )/100.0 + iRateCrit/100.0 +iSkillPointRefix/100.f) * 100.0);
		iFanlCriticalRate = Attr_VerifyCritical(iFanlCriticalRate);

		if( nRand < iFanlCriticalRate )
			return TRUE;//会心一击
		return FALSE;//普通一击
		__LEAVE_FUNCTION
		return FALSE;
	}
コード例 #10
0
ファイル: ScriptLogic.cpp プロジェクト: uvbs/wx2Server
	BOOL ScriptLogic_T::StartChanneling(Obj_Character& rMe) const
	{
		__ENTER_FUNCTION
		SkillInfo_T& rSkillInfo = rMe.GetSkillInfo();
		TargetingAndDepletingParams_T& rParams = rMe.GetTargetingAndDepletingParams();
		Time_t nChannelTime = rSkillInfo.GetChannelTime();
		Time_t nCooldown = rSkillInfo.GetCooldownTime();
		if(0<nChannelTime)
		{
			if(FALSE==rParams.GetIgnoreConditionCheckFlag())
			{
				if(FALSE==Script_OnConditionCheck(rMe))
				{
					return FALSE;
				}
				if(FALSE==Script_OnDeplete(rMe))
				{
					return FALSE;
				}
			}
			SetCooldown(rMe,(CooldownID_t)rSkillInfo.GetCooldownID(),nCooldown);
			if(TRUE==GetGlobalActionDelegator().RegisterChannelActionForScript(rMe, rParams.GetActivatedSkill(), nChannelTime, rSkillInfo.GetChargesOrInterval()))
			{
				rParams.SetErrCode(OR_OK);
				Script_OnActivateOnce(rMe);
				return TRUE;
			}
		}
		else
		{
			return StartLaunching(rMe);
		}
		return FALSE;
		__LEAVE_FUNCTION
		return FALSE;
	}
コード例 #11
0
ファイル: StdImpact072.cpp プロジェクト: uvbs/wx2Server
		BOOL StdImpact072_T::GetTargetPos( OWN_IMPACT& rImp, Obj_Character &rMe, WORLD_POS& oTargetPos, FLOAT& fDistance ) const
		{
			__ENTER_FUNCTION

			TargetingAndDepletingParams_T& rParams = rMe.GetTargetingAndDepletingParams();

			//计算方向
			FLOAT fMaxDistance = (FLOAT)GetDistance( rImp );
			ID_t nTargetMode = rMe.GetSkillInfo().GetTargetingLogic();
			
			if( INVALID_ID == nTargetMode )
			{
				//g_pLog->FastSaveLog( LOG_FILE_1, "瞬移技能 error, INVALID_ID == nTargetMode" );

				return FALSE;
			}
			WORLD_POS oMyPos = *(rMe.getWorldPos());
			if( TARGET_POS == nTargetMode )
			{
				oTargetPos	= rParams.GetTargetPosition();
				fDistance = GetFinalDistance(rMe, oMyPos, oTargetPos, fMaxDistance);

			}
			else if( TARGET_SPECIFIC_UNIT == nTargetMode )
			{
				ObjID_t iID = rParams.GetTargetObj();
				
				Obj_Character* pTag = (Obj_Character*)rMe.getScene()->GetObjManager()->GetObj( iID );
				if( NULL == pTag )
				{
					//g_pLog->FastSaveLog( LOG_FILE_1, "瞬移技能 error, NULL == pTag" );

					return FALSE;
				}
				oTargetPos = *(pTag->getWorldPos());

				fDistance = GetFinalDistance(rMe, oMyPos, oTargetPos, fMaxDistance);
				fDistance -= 0.5f;
			}
			else if( TARGET_SELF == nTargetMode )
			{
				fDistance		= fMaxDistance;
				oTargetPos		= *(rMe.getWorldPos());
				FLOAT fDir		= rParams.GetTargetDirection();
				oTargetPos.m_fX	+= sinf( fDir ) * fDistance;
				oTargetPos.m_fZ	+= cosf( fDir ) * fDistance;
			}
			else 
			{
				//g_pLog->FastSaveLog( LOG_FILE_1, "瞬移技能 error, TargetMode invalid" );

				return FALSE;
			}
			
			if( fDistance < 0.005f )
			{
				rMe.DirectTo( &oMyPos, FALSE );
				//g_pLog->FastSaveLog( LOG_FILE_1, "瞬移技能 OK, but too near to target" );
				return FALSE;
			}

			return TRUE;
			__LEAVE_FUNCTION
			return FALSE;
		}
コード例 #12
0
		BOOL SkillCore_T::ActiveSkillNow(Obj_Character& rMe) const
		{
			__ENTER_FUNCTION
			SkillInfo_T& rSkillInfo = rMe.GetSkillInfo();
			TargetingAndDepletingParams_T& rParams = rMe.GetTargetingAndDepletingParams();
			if(FALSE==rMe.IsAlive()||FALSE==rMe.IsActiveObj())
			{
				rParams.SetErrCode(OR_DIE);
				return FALSE;
			}
			rSkillInfo.Init();
			if(FALSE==InstanceSkill(rSkillInfo, rMe, rParams.GetActivatedSkill(), rParams.GetSkillLevel()))
			{
				rParams.SetErrCode(OR_INVALID_SKILL);
				rParams.SetErrParam(rParams.GetActivatedSkill());
				return FALSE;
			}
			//refix skill instance
			rMe.RefixSkill(rSkillInfo);
			//perform checking
			INT nLogicID = rSkillInfo.GetLogicID();
			SkillLogic_T const* pLogic = g_SkillLogicList.GetLogicById(nLogicID);
			if(NULL==pLogic)
			{
				rParams.SetErrCode(OR_INVALID_SKILL);
				rParams.SetErrParam(rParams.GetActivatedSkill());
				return FALSE;
			}
			if(TRUE == pLogic->IsPassive())
			{
				AssertEx(FALSE,"[SkillCore_T::HeartBeat]: Found passive Skill!!!Data error!!");
				rParams.SetErrCode(OR_ERROR);
				return FALSE;
			}
			if(TRUE == pLogic->CancelSkillEffect(rMe))
			{
				rParams.SetErrCode(OR_OK);
				return TRUE;
			}
			//Prefix end
			if(FALSE==rMe.Skill_IsSkillCooldowned(rParams.GetActivatedSkill())&& FALSE==rParams.GetIgnoreConditionCheckFlag())
			{
				rParams.SetErrCode(OR_COOL_DOWNING);
				return FALSE;
			}
			if(TRUE == rSkillInfo.GetMustUseWeaponFlag())
			{
				if(Obj::OBJ_TYPE_HUMAN==rMe.GetObjType())
				{
					Obj_Human* pHuman = (Obj_Human*)&rMe;
					Item* pItem=HumanItemLogic::GetEquip(pHuman, HEQUIP_WEAPON);
					if(NULL==pItem)
					{
						rParams.SetErrCode(OR_NEED_A_WEAPON);
						return FALSE;
					}
					else if(TRUE==pItem->IsEmpty())
					{
						rParams.SetErrCode(OR_NEED_A_WEAPON);
						return FALSE;						
					}
				}
			}
			if(FALSE==rParams.GetIgnoreConditionCheckFlag())
			{
				if(FALSE == pLogic->IsConditionSatisfied(rMe))
				{
					return FALSE;
				}
				if(FALSE==pLogic->SpecificOperationOnSkillStart(rMe))
				{
					return FALSE;
				}
			}
			switch (rSkillInfo.GetSkillType())
			{
				case SKILL_INSTANT_LAUNCHING:
					pLogic->StartLaunching(rMe);
					break;
				case SKILL_NEED_CHARGING:
					pLogic->StartCharging(rMe);
					break;
				case SKILL_NEED_CHANNELING:
					pLogic->StartChanneling(rMe);
					break;
				default:
					AssertEx(FALSE,"[SkillCore_T::ActiveSkillNow]: Try to active a un-active skill!");
					break;
			}				
			return TRUE;
			__LEAVE_FUNCTION
			return FALSE ;
		}