예제 #1
0
void SimpleMissileSkill::execute(
	Ousters* pOusters, ObjectID_t TargetObjectID, OustersSkillSlot* pOustersSkillSlot, 
	const SIMPLE_SKILL_INPUT& param, SIMPLE_SKILL_OUTPUT& result, 
	CEffectID_t CEffectID, int HitBonus) 
	throw(Error)
{
	__BEGIN_TRY

	Assert(pOusters != NULL);
	Assert(pOustersSkillSlot != NULL);

	try 
	{
		Player* pPlayer = pOusters->getPlayer();
		Zone* pZone = pOusters->getZone();
		Assert(pPlayer != NULL);
		Assert(pZone != NULL);

		Creature* pTargetCreature = pZone->getCreature(TargetObjectID);

		// NPC는 공격할 수가 없다.
		// NoSuch제거. by sigi. 2002.5.2
		if (pTargetCreature==NULL
			|| !canAttack(pOusters, pTargetCreature )
			|| pTargetCreature->isNPC()
			)
		{
			executeSkillFailException(pOusters, param.SkillType, param.Grade);
			return;
		}

		result.pTargetCreature = pTargetCreature;

		GCSkillToObjectOK1 _GCSkillToObjectOK1;
		GCSkillToObjectOK2 _GCSkillToObjectOK2;
		GCSkillToObjectOK3 _GCSkillToObjectOK3;
		GCSkillToObjectOK4 _GCSkillToObjectOK4;
		GCSkillToObjectOK5 _GCSkillToObjectOK5;
		GCSkillToObjectOK6 _GCSkillToObjectOK6;

		if (param.ItemClass != Item::ITEM_CLASS_MAX)
		{
			Item* pItem = pOusters->getWearItem(Ousters::WEAR_RIGHTHAND);
			if (pItem == NULL || pItem->getItemClass() != param.ItemClass || !pOusters->isRealWearingEx(Ousters::WEAR_RIGHTHAND))
			{
				executeSkillFailException(pOusters, param.SkillType, param.Grade);
				return;
			}
		}

		SkillInfo* pSkillInfo = g_pSkillInfoManager->getSkillInfo(param.SkillType);
		bool       bCriticalHit = false;
		Damage_t   Damage       = 0;

		if (param.bAdd)
		{
			// 파라미터로 전달된 데미지 값이 더해지는 데미지라면, 
			// 일반 데미지를 계산 후, 데미지를 더해야 한다.
			// 파라미터로 전달된 데미지 값이 직접적으로 쓰이는 데미지라면,
			// 이 부분까지 들어오지 않으므로, 밑의 부분까지 0으로 전달된다.
			Damage += computeDamage(pOusters, pTargetCreature, 0, bCriticalHit);
		}

		if (param.bMagicDamage)
		{
			// 만일 스킬 데미지가 마법 데미지라면, 마법 데미지 계산 함수를 이용해 계산을 해준다.
//			Damage += computeMagicDamage(pTargetCreature, param.SkillDamage, param.SkillType, true);
			Damage += computeOustersMagicDamage(pOusters, pTargetCreature, param.SkillDamage, param.SkillType);
		}
		else
		{
			Damage += param.SkillDamage;
		}

		computeCriticalBonus(pOusters, param.SkillType, Damage, bCriticalHit);

		int  RequiredMP         = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck         = hasEnoughMana(pOusters, RequiredMP);
		bool bTimeCheck         = verifyRunTime(pOustersSkillSlot);
		bool bRangeCheck        = verifyDistance(pOusters, pTargetCreature, pSkillInfo->getRange());
		bool bHitRoll           = false;
		bool bCanHit            = canHit(pOusters, pTargetCreature, param.SkillType);
		bool bPK                = verifyPK(pOusters, pTargetCreature);
		bool bSatisfyRequire	= pOusters->satisfySkillRequire(pSkillInfo);

		if (param.bMagicHitRoll)
		{
			bHitRoll = HitRoll::isSuccessMagic(pOusters, pSkillInfo, pOustersSkillSlot, HitBonus);
		}
		else 
		{
			bHitRoll = HitRoll::isSuccess(pOusters, pTargetCreature);
		}

		ZoneCoord_t X   = pOusters->getX();
		ZoneCoord_t Y   = pOusters->getY();
		ZoneCoord_t targetX = pTargetCreature->getX();
		ZoneCoord_t targetY = pTargetCreature->getY();

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK && bSatisfyRequire )
		{
            decreaseMana(pOusters, RequiredMP, _GCSkillToObjectOK1);

			bool bCanSeeCaster = canSee(pTargetCreature, pOusters);
			if (bCanSeeCaster) 
			{
				setDamage(pTargetCreature, Damage, pOusters, param.SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
				computeAlignmentChange(pTargetCreature, Damage, pOusters, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
				decreaseDurability(pOusters, pTargetCreature, pSkillInfo, &_GCSkillToObjectOK1, &_GCSkillToObjectOK2);
			}
			else
			{
				setDamage(pTargetCreature, Damage, pOusters, param.SkillType, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1);
				computeAlignmentChange(pTargetCreature, Damage, pOusters, &_GCSkillToObjectOK6, &_GCSkillToObjectOK1);
				decreaseDurability(pOusters, pTargetCreature, pSkillInfo, &_GCSkillToObjectOK1, &_GCSkillToObjectOK6);
			}

			if (pTargetCreature->isDead())
			{
				int exp = computeCreatureExp(pTargetCreature, 100, pOusters);
				shareOustersExp(pOusters, exp, _GCSkillToObjectOK1);
			}

			increaseAlignment(pOusters, pTargetCreature, _GCSkillToObjectOK1);

			_GCSkillToObjectOK1.setSkillType(param.SkillType);
			_GCSkillToObjectOK1.setCEffectID(CEffectID);
			_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK1.setDuration(0);
			_GCSkillToObjectOK1.setGrade(param.Grade);
		
			_GCSkillToObjectOK2.setObjectID(pOusters->getObjectID());
			_GCSkillToObjectOK2.setSkillType(param.SkillType);
			_GCSkillToObjectOK2.setDuration(0);
			_GCSkillToObjectOK2.setGrade(param.Grade);
			
			_GCSkillToObjectOK3.setObjectID(pOusters->getObjectID());
			_GCSkillToObjectOK3.setSkillType(param.SkillType);
			_GCSkillToObjectOK3.setTargetXY(targetX, targetY);
			_GCSkillToObjectOK3.setGrade(param.Grade);
		
			_GCSkillToObjectOK4.setSkillType(param.SkillType);
			_GCSkillToObjectOK4.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK4.setGrade(param.Grade);

			_GCSkillToObjectOK5.setObjectID(pOusters->getObjectID());
			_GCSkillToObjectOK5.setTargetObjectID(TargetObjectID);
			_GCSkillToObjectOK5.setSkillType(param.SkillType);
			_GCSkillToObjectOK5.setGrade(param.Grade);
			
			_GCSkillToObjectOK6.setXY(X, Y);
			_GCSkillToObjectOK6.setSkillType(param.SkillType);
			_GCSkillToObjectOK6.setDuration(0);
			_GCSkillToObjectOK6.setGrade(param.Grade);

			pPlayer->sendPacket(&_GCSkillToObjectOK1);
		
			Player* pTargetPlayer = NULL;
			if (pTargetCreature->isPC()) 
			{
				pTargetPlayer = pTargetCreature->getPlayer();
				Assert(pTargetPlayer != NULL);
				if (bCanSeeCaster) pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
				else pTargetPlayer->sendPacket(&_GCSkillToObjectOK6);
			} 
			else 
			{
				Monster* pMonster = dynamic_cast<Monster*>(pTargetCreature);
				pMonster->addEnemy(pOusters);
			}

			list<Creature*> cList;
			cList.push_back(pOusters);
			cList.push_back(pTargetCreature);

			cList = pZone->broadcastSkillPacket(X, Y, targetX, targetY, &_GCSkillToObjectOK5, cList);
			
			pZone->broadcastPacket(X, Y,  &_GCSkillToObjectOK3 , cList);
			pZone->broadcastPacket(targetX, targetY,  &_GCSkillToObjectOK4 , cList);

			pOustersSkillSlot->setRunTime(param.Delay);

			result.bSuccess = true;
		}
		else 
		{
			executeSkillFailNormal(pOusters, param.SkillType, pTargetCreature, param.Grade);
		}
	}
	catch (Throwable & t) 
	{
		executeSkillFailException(pOusters, param.SkillType, param.Grade);
	}


	__END_CATCH
}
예제 #2
0
//////////////////////////////////////////////////////////////////////////////
// 아우스터즈 오브젝트 핸들러
//////////////////////////////////////////////////////////////////////////////
void ChargingAttack::execute(Ousters * pOusters, ObjectID_t TargetObjectID, OustersSkillSlot * pOustersSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;

	Assert(pOusters != NULL);
	Assert(pOustersSkillSlot != NULL);

	try 
	{
		Player* pPlayer = pOusters->getPlayer();
		Zone* pZone = pOusters->getZone();
		Assert(pPlayer != NULL);
		Assert(pZone != NULL);

		Creature* pTargetCreature = pZone->getCreature(TargetObjectID);
		//Assert(pTargetCreature != NULL);

		// NoSuch제거. by sigi. 2002.5.2
		// NPC는 공격할 수가 없다.
		if (pTargetCreature==NULL
			|| pTargetCreature->isNPC())
		{
			executeSkillFailException(pOusters, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}

		// 무장하고 있는 무기가 널이거나, 검이 아니라면 기술을 사용할 수 없다.
		Item* pItem = pOusters->getWearItem(Ousters::WEAR_RIGHTHAND);
		if (pItem == NULL)
		{
			executeSkillFailException(pOusters, getSkillType());
			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;
			return;
		}

		GCSkillToObjectOK1 _GCSkillToObjectOK1;
		GCSkillToObjectOK2 _GCSkillToObjectOK2;

		SkillType_t       SkillType  = pOustersSkillSlot->getSkillType();
		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);
		SkillLevel_t      SkillLevel = pOustersSkillSlot->getExpLevel();

		SkillInput input(pOusters, pOustersSkillSlot);
		SkillOutput output;
		computeOutput(input, output);

		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();
		bool bManaCheck  = hasEnoughMana(pOusters, RequiredMP);
		bool bTimeCheck  = verifyRunTime(pOustersSkillSlot);
		bool bRangeCheck = verifyDistance(pOusters, pTargetCreature, output.Range);
		bool bHitRoll    = HitRoll::isSuccess(pOusters, pTargetCreature, SkillLevel/2);
		bool bCanHit     = canHit(pOusters, pTargetCreature, SkillType) && canAttack(pOusters, pTargetCreature);
		bool bPK         = verifyPK(pOusters, pTargetCreature);
		bool bEffected	 = pOusters->hasRelicItem() 
							|| pOusters->isFlag(Effect::EFFECT_CLASS_HAS_FLAG)
							|| pOusters->isFlag(Effect::EFFECT_CLASS_HAS_SWEEPER);

		if (bManaCheck && bTimeCheck && bRangeCheck && bHitRoll && bCanHit && bPK && !bEffected )
		{
			// 빠르게 PC를 움직여준다.
			if (pZone->moveFastPC(pOusters, pOusters->getX(), pOusters->getY(), pTargetCreature->getX(), pTargetCreature->getY(), getSkillType())) 
			{
				decreaseMana(pOusters, RequiredMP, _GCSkillToObjectOK1);

				bool bCriticalHit = false;

				// 데미지를 준다.
				Damage_t Damage = computeDamage(pOusters, pTargetCreature, 0, bCriticalHit) + output.Damage;
				setDamage(pTargetCreature, Damage, pOusters, SkillType, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
				computeAlignmentChange(pTargetCreature, Damage, pOusters, &_GCSkillToObjectOK2, &_GCSkillToObjectOK1);
				decreaseDurability(pOusters, pTargetCreature, pSkillInfo, &_GCSkillToObjectOK1, &_GCSkillToObjectOK2);

				// 크리티컬 히트라면 상대방을 뒤로 물러나게 한다.
				if (bCriticalHit)
				{
					knockbackCreature(pZone, pTargetCreature, pOusters->getX(), pOusters->getY());
				}

				if (pTargetCreature->isDead())
				{
					int exp = computeCreatureExp(pTargetCreature, 100, pOusters);
					shareOustersExp(pOusters, exp, _GCSkillToObjectOK1);
				}

				// 패킷을 준비하고 보낸다.
				_GCSkillToObjectOK1.setSkillType(SkillType);
				_GCSkillToObjectOK1.setCEffectID(CEffectID);
				_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
				_GCSkillToObjectOK1.setDuration(0);

				pPlayer->sendPacket(&_GCSkillToObjectOK1);
				_GCSkillToObjectOK2.setObjectID(pOusters->getObjectID());
				_GCSkillToObjectOK2.setSkillType(SkillType);
				_GCSkillToObjectOK2.setDuration(0);

				if (pTargetCreature->isPC()) 
				{
					Player* pTargetPlayer = pTargetCreature->getPlayer();
					Assert(pTargetPlayer != NULL);
					pTargetPlayer->sendPacket(&_GCSkillToObjectOK2);
				} 
				else 
				{
					Monster * pMonster = dynamic_cast<Monster*>(pTargetCreature);
					pMonster->addEnemy(pOusters);
				}

				pOustersSkillSlot->setRunTime(output.Delay);

			} 
			else 
			{
				executeSkillFailNormal(pOusters, getSkillType(), pTargetCreature);
			}
		} 
		else 
		{
			executeSkillFailNormal(pOusters, getSkillType(), pTargetCreature);
		}
	} 
	catch (Throwable & t) 
	{
		executeSkillFailException(pOusters, getSkillType());
	}

	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;

	__END_CATCH
}
예제 #3
0
void EffectDecreaseHP::unaffect(Creature* pCreature)
	throw(Error)
{
	__BEGIN_TRY
	__BEGIN_DEBUG

	Assert(pCreature != NULL);

	Zone* pZone = pCreature->getZone();
	Assert(pZone != NULL);

	pCreature->removeFlag(Effect::EFFECT_CLASS_DECREASE_HP);

	Damage_t decreaseHP = m_Point;

	if (!(pZone->getZoneLevel() & COMPLETE_SAFE_ZONE)
		&& !pCreature->isDead()
		&& !pCreature->isFlag(Effect::EFFECT_CLASS_COMA)
		// 무적상태 체크. by sigi. 2002.9.5
		&& canAttack(NULL, pCreature )
	   )
	{
		if (pCreature->isSlayer())
		{
			Slayer* pSlayer = dynamic_cast<Slayer*>(pCreature);

			HP_t CurrentHP = pSlayer->getHP(ATTR_CURRENT);

			if (CurrentHP > 0)
			{
				HP_t RemainHP  = max(0, CurrentHP -(int)decreaseHP);

				pSlayer->setHP(RemainHP, ATTR_CURRENT);

				GCModifyInformation gcMI;
				gcMI.addShortData(MODIFY_CURRENT_HP, RemainHP);
				pSlayer->getPlayer()->sendPacket(&gcMI);

				// 변한 HP를 브로드캐스팅해준다.
				GCStatusCurrentHP pkt;
				pkt.setObjectID(pSlayer->getObjectID());
				pkt.setCurrentHP(RemainHP);
				pZone->broadcastPacket(pSlayer->getX(), pSlayer->getY(), &pkt);
			}
		}
		else if (pCreature->isVampire())
		{
			Vampire* pVampire = dynamic_cast<Vampire*>(pCreature);

			HP_t CurrentHP = pVampire->getHP(ATTR_CURRENT);

			if (CurrentHP > 0)
			{
				HP_t RemainHP  = max(0, CurrentHP -(int)decreaseHP);

				pVampire->setHP(RemainHP, ATTR_CURRENT);

				GCModifyInformation gcMI;
				gcMI.addShortData(MODIFY_CURRENT_HP, RemainHP);
				pVampire->getPlayer()->sendPacket(&gcMI);

				// 공격(흡혈) 당하는 경우에는 공격자의 성향이 바뀜 by sigi. 2002.12.27
				Creature* pAttacker = pZone->getCreature(m_UserObjectID);
				if (pAttacker!=NULL && pAttacker->isVampire())
				{
					Vampire* pAttackVampire = dynamic_cast<Vampire*>(pAttacker);

					GCModifyInformation gcAttackerMI;
					computeAlignmentChange(pVampire, decreaseHP, pAttackVampire, NULL, &gcAttackerMI);

					// 뭔가 변한 정보가 있다면 보내준다.
					if (gcAttackerMI.getShortCount()+gcAttackerMI.getLongCount() > 0)
					{
						pAttackVampire->getPlayer()->sendPacket(&gcAttackerMI);
					}
				}

				// 변한 HP를 브로드캐스팅해준다.
				GCStatusCurrentHP pkt;
				pkt.setObjectID(pVampire->getObjectID());
				pkt.setCurrentHP(RemainHP);
				pZone->broadcastPacket(pVampire->getX(), pVampire->getY(), &pkt);
			}
		}
		else if (pCreature->isOusters())
		{
			Ousters* pOusters = dynamic_cast<Ousters*>(pCreature);

			HP_t CurrentHP = pOusters->getHP(ATTR_CURRENT);

			if (CurrentHP > 0)
			{
				HP_t RemainHP  = max(0, CurrentHP -(int)decreaseHP);

				pOusters->setHP(RemainHP, ATTR_CURRENT);

				GCModifyInformation gcMI;
				gcMI.addShortData(MODIFY_CURRENT_HP, RemainHP);
				pOusters->getPlayer()->sendPacket(&gcMI);

				// 공격(흡혈) 당하는 경우에는 공격자의 성향이 바뀜 by sigi. 2002.12.27
				Creature* pAttacker = pZone->getCreature(m_UserObjectID);
				if (pAttacker!=NULL && pAttacker->isOusters())
				{
					Ousters* pAttackOusters = dynamic_cast<Ousters*>(pAttacker);

					GCModifyInformation gcAttackerMI;
					computeAlignmentChange(pOusters, decreaseHP, pAttackOusters, NULL, &gcAttackerMI);

					// 뭔가 변한 정보가 있다면 보내준다.
					if (gcAttackerMI.getShortCount()+gcAttackerMI.getLongCount() > 0)
					{
						pAttackOusters->getPlayer()->sendPacket(&gcAttackerMI);
					}
				}

				// 변한 HP를 브로드캐스팅해준다.
				GCStatusCurrentHP pkt;
				pkt.setObjectID(pOusters->getObjectID());
				pkt.setCurrentHP(RemainHP);
				pZone->broadcastPacket(pOusters->getX(), pOusters->getY(), &pkt);
			}
		}
		else if (pCreature->isMonster())
		{
			Monster* pMonster = dynamic_cast<Monster*>(pCreature);

			HP_t CurrentHP = pMonster->getHP(ATTR_CURRENT);

			if (CurrentHP > 0)
			{
				HP_t RemainHP  = max(0, CurrentHP -(int)decreaseHP);

				pMonster->setHP(RemainHP, ATTR_CURRENT);

				// 변한 HP를 브로드캐스팅해준다.
				GCStatusCurrentHP pkt;
				pkt.setObjectID(pMonster->getObjectID());
				pkt.setCurrentHP(RemainHP);
				pZone->broadcastPacket(pMonster->getX(), pMonster->getY(), &pkt);

				if (RemainHP == 0 )
				{
					Creature* pAttacker = pZone->getCreature(m_UserObjectID);
					if (pAttacker != NULL && pAttacker->isVampire() )
					{
						Vampire* pAttackVampire = dynamic_cast<Vampire*>(pAttacker);

						GCModifyInformation gcMI;
						increaseAlignment(pAttackVampire, pCreature, gcMI);

						if (gcMI.getShortCount() > 0 || gcMI.getLongCount() > 0 )
							pAttackVampire->getPlayer()->sendPacket(&gcMI);
					}
				}
			}
		}


		// m_CasterName이 pCreature를 죽인 경우의 KillCount 처리
		// by sigi. 2002.9.9
		if (pCreature->isDead())
		{
			Creature* pAttacker = pZone->getCreature(m_UserObjectID);

			if (pAttacker!=NULL)
			{ 
				if (pAttacker->isVampire())
				{
					Vampire* pVampire = dynamic_cast<Vampire*>(pAttacker);
					// 죽일때 경험치를 준다.
					GCModifyInformation mi;

					int exp = computeCreatureExp(pCreature, KILL_EXP);
					shareVampExp(pVampire, exp, mi);

					if (pCreature->isMonster() )
					{
						increaseFame(pVampire, decreaseHP);
						mi.addLongData(MODIFY_FAME, pVampire->getFame());
					}

					pAttacker->getPlayer()->sendPacket(&mi);
				}
				else if (pAttacker->isOusters() )
				{
					Ousters* pOusters = dynamic_cast<Ousters*>(pAttacker);
					GCModifyInformation mi;
					int exp = computeCreatureExp(pCreature, 100);
					shareOustersExp(pOusters, exp, mi);

					if (pCreature->isMonster() )
					{
						increaseFame(pOusters, decreaseHP);
						mi.addLongData(MODIFY_FAME, pOusters->getFame());
					}
				}

				affectKillCount(pAttacker, pCreature);
			}
		}
	}

	__END_DEBUG
	__END_CATCH
}
예제 #4
0
void DestructionSpear::execute(Ousters* pOusters, ZoneCoord_t X, ZoneCoord_t Y, OustersSkillSlot* pOustersSkillSlot, CEffectID_t CEffectID)
	throw(Error)
{
	__BEGIN_TRY

	Zone* pZone = pOusters->getZone();
	Assert(pZone != NULL);

/*	Creature* pTargetCreature = pZone->getCreature(TargetObjectID);

	if (pTargetCreature==NULL
		|| !canAttack(pOusters, pTargetCreature )
		|| pTargetCreature->isNPC())
	{
		executeSkillFailException(pOusters, getSkillType());
		return;
	}*/

/*	if (pTargetCreature->isSlayer() )
	{
		Slayer* pSlayer = dynamic_cast<Slayer*>(pTargetCreature);
		targetLevel = pSlayer->getHighestSkillDomainLevel();
	}
	else
	{
		targetLevel = pTargetCreature->getLevel();
	}*/

	SkillInput input(pOusters, pOustersSkillSlot);
	SkillOutput output;
	computeOutput(input, output);

	Item* pWeapon = pOusters->getWearItem(Ousters::WEAR_RIGHTHAND);
	if (pWeapon == NULL )
	{
		executeSkillFailException(pOusters, getSkillType());
		return;
	}

	SIMPLE_SKILL_INPUT param;
	param.SkillType     = getSkillType();
	param.SkillDamage   = output.Damage;

	param.Delay         = output.Delay;
	param.ItemClass     = Item::ITEM_CLASS_OUSTERS_CHAKRAM;
	param.STRMultiplier = 0;
	param.DEXMultiplier = 0;
	param.INTMultiplier = 0;
	param.bMagicHitRoll = false;
	param.bMagicDamage  = false;
	param.bAdd = true;

	SIMPLE_SKILL_OUTPUT result;

	int offset = 0;

	OustersSkillSlot* pMastery = pOusters->hasSkill(SKILL_DESTRUCTION_SPEAR_MASTERY);
	if (pMastery != NULL )
	{
		offset = 1;
		if (pMastery->getExpLevel() <= 15 )
			param.SkillDamage = min(70,param.SkillDamage + 10 + pMastery->getExpLevel()/3);
		else
			param.SkillDamage = min(90,param.SkillDamage + 10 + pMastery->getExpLevel()/2);
		param.Grade=4;
	}

	for (int i=-offset; i<=offset; ++i )
	for (int j=-offset; j<=offset; ++j )
		param.addMask(i, j, 100);

	g_SimpleTileMissileSkill.execute(pOusters, X, Y, pOustersSkillSlot, param, result, CEffectID);

	list<Creature*>::iterator itr = result.targetCreatures.begin();
	for (; itr != result.targetCreatures.end() ; ++itr )
	{
		Creature* pTargetCreature = *itr;
		if (pTargetCreature->getX() == X && pTargetCreature->getY() == Y )
		{
			GCModifyInformation gcMI, gcAttackerMI;
			Damage_t damage = computeElementalCombatSkill(pOusters, pTargetCreature, gcAttackerMI);
			if (damage != 0 )
			{
				::setDamage(pTargetCreature, damage, pOusters, SKILL_DESTRUCTION_SPEAR, &gcMI, &gcAttackerMI);
				if (pTargetCreature->isPC() ) pTargetCreature->getPlayer()->sendPacket(&gcMI);

				if (pTargetCreature->isDead())
				{
					int exp = computeCreatureExp(pTargetCreature, 70, pOusters);
					shareOustersExp(pOusters, exp, gcAttackerMI);
				}

				pOusters->getPlayer()->sendPacket(&gcAttackerMI);
			}
		}

		if (!pTargetCreature->isFlag(Effect::EFFECT_CLASS_DESTRUCTION_SPEAR ) && result.bSuccess )
		{
			int targetLevel = pTargetCreature->getLevel();
			int ratio = 0;

			if (input.SkillLevel <= 15 )
			{
				ratio = max(20, min(80, (int)(pOusters->getLevel() + (input.SkillLevel * 8.0 / 3.0) - targetLevel ) ));
			}
			else
			{
				ratio = max(20, min(80, (int)(pOusters->getLevel() + 20.0 + (input.SkillLevel * 4.0 / 3.0) - targetLevel ) ));
			}

			if (rand() % 100 < ratio )
			{

				EffectDestructionSpear* pEffect = new EffectDestructionSpear(pTargetCreature);
				Assert(pEffect != NULL);

				pEffect->setDamage(2 + (input.SkillLevel/3 ));
				pEffect->setNextTime(20);
				pEffect->setCasterID(pOusters->getObjectID());
				pEffect->setDeadline(output.Duration);

				if (pTargetCreature->getX() == X && pTargetCreature->getY() == Y )
					pEffect->setSteal(true);

				pTargetCreature->setFlag(Effect::EFFECT_CLASS_DESTRUCTION_SPEAR);
				pTargetCreature->addEffect(pEffect);

				GCAddEffect gcAddEffect;
				gcAddEffect.setObjectID(pTargetCreature->getObjectID());
				gcAddEffect.setEffectID(pEffect->getSendEffectClass());
				gcAddEffect.setDuration(output.Duration);

				pZone->broadcastPacket(pTargetCreature->getX(), pTargetCreature->getY(), &gcAddEffect);
			}
		}
	}

	__END_CATCH
}