#pragma once #ifndef GAMESERVER_BONUS_DAMAGE_ABILITY_H #define GAMESERVER_BONUS_DAMAGE_ABILITY_H #include "BaseStatusAbility.h" //================================================================================================== class BonusDamageAbility : public BaseStatusAbility { public: BonusDamageAbility() {} virtual ~BonusDamageAbility() {} //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); }; //virtual inline bool BonusDamageAbility::IsValidStateID() const { switch (GetStateID()) { case eCHAR_STATE_STAT_DAMAGE_ADD: return true; default: return false; } } #endif