方法
#define APPLY_ATTACK_LIMIT 400
#define FIGHT_ATTACK_LIMIT 200
#define APPLY_DODGE_LIMIT 30
#define FIGHT_DODGE_LIMIT 200
#define APPLY_PARRY_LIMIT 30
#define FIGHT_PARRY_LIMIT 200
#define APPLY_DEFENSE_LIMIT 200
varargs int skill_power(object ob, string skill, int usage)
{
int status, level, power, a_d_ratio,a_d_ratio_set, gin_ratio,sen_ratio;
int eff_level,afford,tmp;
string map_skill;
if( !living(ob) )
return 0;
a_d_ratio = 0;
a_d_ratio_set = 0;
if( objectp(ob) )
{
if( intp(ob->query("env/attack")) )
a_d_ratio = (int)ob->query("env/attack");
else
a_d_ratio = 50;
}
if( a_d_ratio == 0)
a_d_ratio = 50;
else if( a_d_ratio > 100)
a_d_ratio = 100;
else if( a_d_ratio < 0)
a_d_ratio = 1;
if( a_d_ratio != a_d_ratio_set )
ob->set("env/attack",a_d_ratio);
// if enable parry as weapon but no weapon then set no_parry skill
if( skill == "no_parry")
level = ob->query_skill("parry",1)/2;
else
level = ob->query_skill(skill);
switch(usage) {
case SKILL_USAGE_ATTACK:
tmp=ob->query_temp("apply/attack");
if(tmp>APPLY_ATTACK_LIMIT) tmp=APPLY_ATTACK_LIMIT;
level += tmp;
// for action["attack"] cmy
// CHANNEL_D->do_channel(ob,"sys",sprintf("origin:%d,add %d " , level,ob->query_temp("fighting/attack")));
tmp=ob->query_temp("fighting/attack");
if(tmp>FIGHT_ATTACK_LIMIT) tmp=FIGHT_ATTACK_LIMIT;
level = level * (100 + tmp) / 100;
// CHANNEL_D->do_channel(ob,"sys",skill+ sprintf(" after:%d " , level));
break;
case SKILL_USAGE_DEFENSE:
tmp=ob->query_temp("apply/defense");
if(tmp>APPLY_DEFENSE_LIMIT) tmp=APPLY_DEFENSE_LIMIT;
level += tmp;
// for action["dodge"] cmy
if (ob->is_fighting()) {
// CHANNEL_D->do_channel(ob,"sys",sprintf("%s origin:%d,add %d ", skill,level,ob->query_temp("fighting/"+skill)));
if( skill == "dodge") {
tmp = ob->query_temp("apply/dodge");
if( tmp > APPLY_DODGE_LIMIT ) tmp = APPLY_DODGE_LIMIT;
level += tmp;
if( stringp(map_skill= (ob->query_skill_mapped(skill))) && ( eff_level = SKILL_D(map_skill)->effective_level()) > 0)
level = level * eff_level / 10;
// CHANNEL_D->do_channel(ob,"sys", sprintf(" dodge eff_level:%d " , eff_level));
tmp=ob->query_temp("fighting/dodge");
if(tmp>FIGHT_DODGE_LIMIT) tmp=FIGHT_DODGE_LIMIT;
level = level * (100 + tmp) / 100;
}
else /*if( skill == "parry")*/
{
tmp = ob->query_temp("apply/parry");
if( tmp > APPLY_PARRY_LIMIT) tmp = APPLY_PARRY_LIMIT;
level += tmp;
if( stringp(map_skill= (ob->query_skill_mapped(skill))) && ( eff_level = SKILL_D(map_skill)->effective_level()) > 0)
level = level * eff_level / 10;
tmp=ob->query_temp("fighting/parry");
if(tmp>FIGHT_PARRY_LIMIT) tmp=FIGHT_PARRY_LIMIT;
level = level * (100 + tmp) / 100;
}
// CHANNEL_D->do_channel(ob,"sys",skill+ sprintf(" after:%d " , level));
}
break;
}
if( !level ) return (int)ob->query("combat_exp") / 2;
/********************changed by meteoric*******************/
if(level>3000) level=3000; //防止溢出
power = (level*level/25)*(level/6);
//if set attack 100,then ap*=2 and dp = 0
//if set attack 0,then ap = 0 and dp*=2
power = power + ob->query("combat_exp")/25;
/***************************end**************************/
gin_ratio = 100;
sen_ratio = 100;
//神影响攻击,精影响防御
if( (status = ob->query("max_sen")) > 0 && power > 1000 ) sen_ratio = 100 * ob->query("sen") / status;
if( (status = ob->query("max_gin")) > 0 && power > 1000 ) gin_ratio = 100 * ob->query("gin") / status;
if(gin_ratio < 50 ) gin_ratio = 50;
if(sen_ratio < 50 ) sen_ratio = 50;
//允许部分超常发挥的情况
if(gin_ratio > 120 ) gin_ratio = 120;
if(sen_ratio > 120 ) sen_ratio = 120;
if( usage == SKILL_USAGE_ATTACK) power = power*a_d_ratio/100*sen_ratio;
else if( usage == SKILL_USAGE_DEFENSE) power = power*(100-a_d_ratio)/100*gin_ratio;
afford = (int)ob->query_encumbrance() * 100 / (int)ob->query_max_encumbrance();
//负重(>10%)影响攻击与躲闪
if( afford > 10 && (skill == "dodge" || usage == SKILL_USAGE_ATTACK) ) power -= power/100*afford;
if( power < 100 ) power = 100;
return power;
}