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赏金系统恢复 ?$ J. G: Z4 |! S) M
Mover.cpp, G' K3 s5 W1 @! |; g+ o
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Code:
! K5 `$ `6 I5 D0 w+ X! `: ^int CMover::SubPK( CMover *pAttacker, int nReflect )
- G9 Q9 N: d( v# n" p* y1 v{
) c9 v p# ], q( X+ {! f if( !g_eLocal.GetState( EVE_PK )6 l- P" H, x, {' d! e
#ifdef __JEFF_11_4
) X- [/ ]( t" ^% U8 h- g || GetWorld()->IsArena()8 z7 t% w3 D# R6 C' h( B) o4 D
#endif // __JEFF_11_4
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return 1;
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9 i. K) }2 g/ o- R8 D% o9 S+ p#if __VER >= 8 // __S8_PK( W n1 C" ~0 I; L( U. x
if( GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
7 m5 _6 u1 ]1 k" d9 w6 x return 1;# Q9 |/ G# o( o0 z R. b
$ ]; Q s) r. B' W! o! | if( pAttacker->GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )2 q6 ]* w7 o! [" d5 ?: W- a9 H
return 1;
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#if __VER >= 11 // __GUILD_COMBAT_1TO1, k* ]# C# |1 _4 o, g. T
if( g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)this ) && g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)pAttacker ) )! w; o, a# `9 Z0 Z
return 1;
7 D" b, y3 h: N3 i9 _( `' M#endif // __GUILD_COMBAT_1TO12 ~* Y% D" k% {" [. B6 y
) Y F/ w. H. S if( g_eLocal.GetState( EVE_PKCOST ) ! U. C' d- \ S- ~; q) k
#ifdef __JEFF_11_4
: Y3 x. \" e: O0 u9 e" r && GetWorld()->IsArena() == FALSE* i" w6 {+ L, k9 P; ^
#endif // __JEFF_11_4: ?% A5 q* r" P& c
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if( IsPlayer() && IsChaotic() )
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0 \5 H0 p7 e/ `6 [7 S) O: a#if !defined(__INTERNALSERVER)2 A1 b' J/ o; u, p- X
if( m_dwAuthorization < AUTH_HELPER )( a# {6 k5 B) w" `9 {& b. Q
#endif
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4 J, g# L' |' G6 z // ??àì?? μ?·ó 9 K3 A; M1 t9 J% X
// - à?o¥ μ?·ó( à???o??í μ?·ó???é ?èμê - à?o¥°?°£àì o?á·???? μ?·ó?ò?? ??à? )
# }5 L! Y& P- k) d! f/ C4 h CHAO_PROPENSITY Propensity = prj.GetPropensityPenalty( GetPKPropensity() );, }+ _! e+ Z' t7 n- g8 @: k
int nInvenDrop = xRandom( Propensity.nInvenDorpMin, Propensity.nInvenDorpMax + 1 );
; e& B9 M; G Y0 ?6 k' D for( int i=0; i < nInvenDrop; ++i )' \' G8 y& Y3 N+ X% w6 `
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if( DoDropItemRandom( TRUE, pAttacker ) == 0 ) 4 }8 H# H+ @9 H: R: A
break;
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// - à??? μ?·ó% p6 Q5 K" u- n
int nEquipDrop = xRandom( Propensity.nEquipDorpMin, Propensity.nEquipDorpMax + 1 );
: X$ b6 n3 @: h% r for( i=0; i < nEquipDrop; ++i )
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if( DoDropItemRandom( FALSE, pAttacker, TRUE ) == 0 ) % I- _" _$ J/ H5 ^
break;
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}
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if( pAttacker->IsPlayer() )( g/ l3 K1 @! @
{
5 I& }, L. B# y% m% L5 X m_idMurderer = pAttacker->m_idPlayer;- {. \0 q: W1 }% r( ~$ R
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CWorld* pWorld = GetWorld();3 G8 W$ Q. d- u
if( pWorld )
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char szFormat[256];
s% M2 R! q% r. ^6 m0 o% u strcpy( szFormat, pAttacker->GetName() );
) j9 s* U6 H6 i5 b' j" S6 I strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
1 y, q' c+ _- c, J9 ^8 Y) g& C g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );
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}
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if( !pAttacker->IsPlayer() || IsNPC() )
9 ^9 u- y+ l. ?7 A @' g4 \ return 1;1 i) |2 {3 i3 _) h
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BOOL bAdd = FALSE;
( ~' [4 K# C* K7 r& D9 V if( pAttacker->IsChaotic() ) // ???à?ó??$ I) G7 [* ]7 k6 R( a
{
: D x3 A3 p7 s" S5 L: Q if( !IsChaotic() )+ `- N+ v, {1 d& U
bAdd = TRUE;
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else // ?????ó??, èù???ó??
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if( !(IsChaotic() || IsPKPink()) )
: h* D, X& h1 V( N bAdd = TRUE;( p, q& r% P- y
}
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/// ???à????, ?o?aà? ??·ááü
$ _* Z% k% h7 u* A7 i) t, r if( bAdd && nReflect == 0
1 p2 J5 k5 u& w; r* q' q && pAttacker != this ) // chipi_081119 á??ó?ü μ¥1ìá? ?o?3 1T°í à?á¢???é àú?ìμ??? ???àμ?′? 1?á| ??á¤...
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if( IsPlayer() && pAttacker->IsPlayer() )
8 r4 V$ E) P. K' l/ A( ~5 s {
' K% c7 R% B+ T+ {+ u, W8 r if( !pAttacker->IsChaotic() )/ ^, ~ x2 x s9 @* F
((CUser*)pAttacker)->AddPlaySound( SND_PC_CHAOS );
- G: c( _# I2 k3 g0 _' ~: r1 I0 _& k CString szSendMsg;
, U% G6 W" s. W: o/ u szSendMsg.Format( prj.GetText(TID_GAME_PK_DEFENDER) , pAttacker->GetName() );8 q/ u& J6 F; F4 w! n- J- S: [
((CUser*)this)->AddText( szSendMsg );
9 P0 n: l7 r+ i; B5 ` szSendMsg.Format( prj.GetText(TID_GAME_PK_ATTACKER) , GetName() );, R& t; g3 ?" t k! Y5 H4 \
((CUser*)pAttacker)->AddText( szSendMsg );- _5 \- G4 |% K- R. ~
}
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5 N+ H: a! x! E( a9 f) G9 C pAttacker->SetPKValue( pAttacker->GetPKValue() + 1 );* s6 x7 p0 o3 y, O7 O. j
((CUser*)pAttacker)->AddPKValue();
' a+ M2 @. {6 I( G0 _1 D' _( W/ Q pAttacker->SetPKPropensity( pAttacker->GetPKPropensity() + NextPKPropensity( pAttacker->GetPKValue() ) );
' g( q8 _+ z0 q; h g_UserMng.AddPKPropensity( pAttacker );3 e5 D6 ?6 v- J. ^. _
g_dpDBClient.SendLogPkPvp( pAttacker, this, 0, 'P' );4 M3 @) j- O4 }: W/ I) v; `* U
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?$ E7 J/ \0 L1 f1 w$ G
#ifndef __MAINSERVER$ B o+ E- a. f# n; i
if(!pAttacker->IsPlayer())
$ o q* K. U: h; C FILEOUT( "..\\HonorError.txt", "subpk()AddHonorListAck()\n" );
7 O$ b k+ l% _9 \6 `#endif // __MAINSERVER: K$ N: v8 Y- d+ F
((CUser*)pAttacker)->SetHonorAdd(HS_PK_COUNT,HI_COUNT_CHECK);
8 R( }* b% Z8 @( n' q8 p2 e; o#endif // __HONORABLE_TITLE // ′Tà?' s1 ^$ |1 D! f3 Z; W
}
5 v/ R5 j( a; u#else // __VER >= 8 // __S8_PK9 w* A: s' E9 \ T. u
BOOL bChaotic = IsChaotic();. S+ q; }6 h9 C
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m_idMurderer = pAttacker->m_idPlayer; // 3ˉ ??á??·à?·? á×à?3eà? ??·1àì????àìμe?| àúà???μò.
0 c$ i, [7 m2 { pAttacker->m_nNumKill++; // ?3?? á?°?& w' Q. q8 t9 P# W9 ?3 _
(CUser*)this)->AddDefinedText( TID_GAME_PKDEAD, "\"%s\"", pAttacker->m_szName ); // ????°? á×à?à? ′????′?à′?′ù./ [( j2 M1 E# p, e
7 x0 C G0 c3 C4 ~/ V+ }
int nGap = abs( this->GetLevel() - pAttacker->GetLevel() );
2 p. H5 t* T$ Y! u if( nGap >= 80 )% N8 o; [" t5 C3 J- D% C$ C) s I
ChangeFame( this ); // 80 àì?óà? ?÷àì 3ˉ °??ì, ?1?üà?à?·? ?í?o?? á?°¨
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// o??ó±Y ?3±?±a?| ??????′ù.1 f. w8 B& K9 a& H4 r2 \0 e( ]
CWorld* pWorld = GetWorld();
4 _; a2 Q: a2 V' D# T, D ? if( pWorld )) O4 C% D9 `$ q2 `
{9 z" `0 Y! [' _; y" O& a, A+ p
//"%s′?àì ???ó1ü %s?| àa?? ???ó±Y %s??3??| ?ò?ú?à′?′ù."5 V4 q! q# l9 ?9 ~/ S4 u
char szFormat[256];
% B& v1 M' H6 ` strcpy( szFormat, pAttacker->GetName() );1 p# B% o" m- }5 O' z
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
/ i6 O" ]* M$ [: k5 Z( \& a g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos() );
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if( g_eLocal.GetState( EVE_PKCOST ) : r) O5 }# u% s* m/ }0 J
#ifdef __JEFF_11_4
( [2 _3 S' t: P; s && ( pWorld && pWorld->IsArena() == FALSE )
( w; `5 F0 C. [' ^3 h% a#endif // __JEFF_11_4" S. M. X/ a4 {8 N, ^* @
)
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if( bChaotic )
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#if !defined(__INTERNALSERVER)8 I6 x, g' G6 H+ _: |6 U+ C
if( m_dwAuthorization < AUTH_HELPER )
# t7 G% y8 w4 a9 M6 Q: e9 { #endif
+ I+ J! O" Y6 B5 Q, u {
, K* f' t K) \7 j7 U9 I! A8 \ // ??3?μ?·ó ( m/ a9 p1 y( V$ r% v7 `
KarmaProp* pProp = prj.GetKarmaProp( m_nSlaughter );0 O1 t; c: X' L! r5 R2 l
float fRate = pProp->nDropGoldPercent / 100.0f;% L) N. `$ ]* s2 p0 W1 A4 o
int nGold = GetGold() * fRate;
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5 ]: W5 Q! r" L. l0 w9 V3 Y; j4 j* K if( nGold > 0 )
* G9 V3 F/ O% ^ DropGold( nGold , GetPos(), TRUE );; f! G- Y- c& y: G# a5 `+ \4 ]
$ Z& G) G9 V! r5 }; p, R
// ??àì?? μ?·ó
& f0 c: H% u$ u for( int i=0; i<pProp->nDropItem; ++i )
4 c9 d x. M" X: c, E# f {
N8 ^. g# F$ y9 ] BOOL bExcludeEquip = ( i == 0 ); // 1°3 àì??à? °??ì, à??? ??àì??ào ?3±?á? ?ê′?′ù.3 K: k/ g/ |( N; j
; L( q E$ W: H3 F- [
if( xRandom( 100 ) < pProp->nDropPercent )
_* }+ O6 f+ N% m+ {8 v/ j$ o, F, S {
1 `: k$ H* X9 ]5 W. n% k* ?4 z3 ? if( DoDropItemRandom( bExcludeEquip, pAttacker ) == 0 )
1 |- C u4 \: ^ break;
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}
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//pAttackerà? slaughter°aà? oˉ°????2′ù.
/ }3 N: R5 F; H) ?* h3 L) V pAttacker->ChangeSlaughter( CHANGE_SLAUGHTER_KILL, this );3 s, T6 a+ J7 z x" o# H5 g
// á????à àˉàú′? PK·? ???á ′??ò °??ì, ???£?? μ?±Tàì ?? ′ü°è ???ó°£′ù.; ?4 }0 d; S0 J
if( GetSlaughterGrade() == SLAUGHTER_SEMI_CHAOTIC )
8 |/ M2 Z5 A5 j! a& Y# a: ^ UpgradeKarma();/ m9 }3 ?: }5 u
#endif // __VER >= 8 // __S8_PK
, P4 Z) a( |+ R) U# G7 v2 A return 1;& b, [* y; |0 d/ Q6 V8 w4 C' Z, D
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-------------------------------------------, _! s) H& {' {5 p, @
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/ g5 W4 ?. [. d" [7 c4 {* I if( pAttacker->IsPlayer() )
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m_idMurderer = pAttacker->m_idPlayer;3 L& S0 K# N( c6 {# B6 ~# b! m
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CWorld* pWorld = GetWorld();
$ S; D$ I4 E: E) {! q. T% G( ? if( pWorld )
W0 t2 Q$ p5 u2 I$ o {
9 s9 s) p. d/ ?; s. Y char szFormat[256];
+ ^- {2 I% M3 p7 O! n6 z strcpy( szFormat, pAttacker->GetName() );
; |* [8 H% D8 x2 y strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );2 q5 J- A) y; h
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );
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}
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