INT CombatCore_T::WaterDamage(Obj_Character& rMe,Obj_Character& rTar, INT nAdditionalAttack, INT nAdditionalResist) { INT nDamage; INT nAttack = Attr_VerifyTraitAttack(rMe.GetAttackWater()+nAdditionalAttack); INT nResist = Attr_VerifyResist(rTar.GetDefenceWater()+nAdditionalResist); nDamage = AttrDamage(rMe, nResist, nAttack, IATTRIBUTE_SHIELD_WATER); INT nIgnoreRate = 0; if(Obj::OBJ_TYPE_HUMAN==rTar.GetObjType()) { nIgnoreRate= (INT)(rTar.ItemValue(IATTRIBUTE_RATE_WATER_REDUCE).m_Value); } nDamage = nDamage*(100.0-((double)nIgnoreRate))/100.0f; return nDamage; }
VOID StdImpact069_T::FinalDamage( INT * vDamage, Obj_Character &rMe ) const { vDamage[DAMAGE_TYPE_NEAR] -= rMe.GetDefenceNear(); if( rMe.GetNearAttReduce() != 0 ) vDamage[DAMAGE_TYPE_NEAR] /= rMe.GetNearAttReduce(); vDamage[DAMAGE_TYPE_FAR] -= rMe.GetDefenceFar(); if( rMe.GetNearAttReduce() != 0 ) vDamage[DAMAGE_TYPE_FAR] /= rMe.GetFarAttReduce(); vDamage[DAMAGE_TYPE_MAGIC_NEAR] -= rMe.GetDefenceMagicNear(); if( rMe.GetNearAttReduce() != 0 ) vDamage[DAMAGE_TYPE_MAGIC_NEAR] /= rMe.GetMagicNearAttReduce(); vDamage[DAMAGE_TYPE_MAGIC_FAR] -= rMe.GetDefenceMagicFar(); if( rMe.GetFarAttReduce() != 0 ) vDamage[DAMAGE_TYPE_MAGIC_FAR] /= rMe.GetMagicFarAttReduce(); vDamage[DAMAGE_TYPE_GOLD] -= rMe.GetDefenceGold(); vDamage[DAMAGE_TYPE_WOOD] -= rMe.GetDefenceWood(); vDamage[DAMAGE_TYPE_WATER] -= rMe.GetDefenceWater(); vDamage[DAMAGE_TYPE_FIRE] -= rMe.GetDefenceFire(); vDamage[DAMAGE_TYPE_SOIL] -= rMe.GetDefenceSoil(); }