#pragma once #ifndef GAMESERVER_ABSORB_ABILITY_H #define GAMESERVER_ABSORB_ABILITY_H #include "BaseStatusAbility.h" //================================================================================================== // ÇÇ°Ý µ¥¹ÌÁö HP/SP/MP Èí¼ö. class AbsorbAbility : public BaseStatusAbility { public: AbsorbAbility() {} virtual ~AbsorbAbility() {} //virtual void Init(Skill* skill, const BASE_ABILITYINFO* base_ability_info); //virtual void InitDetailed(Character* attacker, // SLOTCODE skill_code, SkillInfo* skill_info_data, // BYTE skill_stat_type, const BASE_ABILITYINFO* base_ability_info); //virtual void Release(Character* target); //// //virtual eABILITY_TYPE GetAbilityType() const; virtual bool IsValidStateID() const; //// //virtual bool CanExecute(Character* attacker, // Character* target, DWORD main_target_key, WzVector main_target_pos); //virtual bool Execute(Character* target, BYTE* pMsg, WORD& wMsgSize); //virtual bool ExecuteEffect(BYTE* pMsg, WORD& wMsgSize); //virtual void SetBonusEffect(BONUS_ABILITY_EFFECT* bonus_ability_effect); }; //================================================================================================== // implements //virtual inline bool AbsorbAbility::IsValidStateID() const { switch (GetStateID()) { case eCHAR_STATE_ABSORB: case eCHAR_STATE_IMMUNITY_DAMAGE: //CHANGUP_IMMUNITY_DAMAGE_STATUS #ifdef _NA_007667_20141001_WITCHBLADE_SKILL case eCHAR_STATE_RISING_FORCE_IMMUNITY_DAMAMGE: #endif //_NA_007667_20141001_WITCHBLADE_SKILL return true; default: return false; } } #endif //GAMESERVER_ABSORB_ABILITY_H