#include "stdafx.h" #include "AutoCastStatus.h" #ifdef _NA_007667_20141001_WITCHBLADE_SKILL #include "Ability.h" #include "SkillManager.h" VOID AutoCastStatus::Init( Character *pOwner, Character *pAttacker, Ability *pAbility ) { AbilityStatus::Init( pOwner, pAttacker, pAbility ); const BASE_ABILITYINFO *pBaseAbilityInfo = pAbility->GetBaseAbilityInfo(); m_iOption2 = pBaseAbilityInfo->m_iOption2; } void AutoCastStatus::UseSkillByAttack(Character* target) { Character* const owner = GetOwner(); if (owner == NULL) { return; } const BASE_ABILITYINFO* ability_info = GetAbilityInfo(); bool is_success = random_percent(ability_info->m_wSuccessRate); if (is_success == true) { owner->GetSkillManager()->SetAutoCastSkill(m_iOption2, true, target); } return; } #endif //_NA_007667_20141001_WITCHBLADE_SKILL