本文整理汇总了C++中Corpse::GetWornItem方法的典型用法代码示例。如果您正苦于以下问题:C++ Corpse::GetWornItem方法的具体用法?C++ Corpse::GetWornItem怎么用?C++ Corpse::GetWornItem使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Corpse
的用法示例。
在下文中一共展示了Corpse::GetWornItem方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: WakeTheDead
//.........这里部分代码省略.........
strcpy(make_npc->special_abilities, "6,1");
make_npc->current_hp = make_npc->current_hp * 150 / 100;
make_npc->max_hp = make_npc->max_hp * 150 / 100;
make_npc->npc_spells_id = 8;
break;
case SHADOWKNIGHT:
strcpy(make_npc->special_abilities, "6,1");
make_npc->current_hp = make_npc->current_hp * 150 / 100;
make_npc->max_hp = make_npc->max_hp * 150 / 100;
make_npc->npc_spells_id = 9;
break;
case RANGER:
strcpy(make_npc->special_abilities, "7,1");
make_npc->current_hp = make_npc->current_hp * 135 / 100;
make_npc->max_hp = make_npc->max_hp * 135 / 100;
make_npc->npc_spells_id = 10;
break;
case BARD:
strcpy(make_npc->special_abilities, "6,1");
make_npc->current_hp = make_npc->current_hp * 110 / 100;
make_npc->max_hp = make_npc->max_hp * 110 / 100;
make_npc->npc_spells_id = 11;
break;
case BEASTLORD:
strcpy(make_npc->special_abilities, "7,1");
make_npc->current_hp = make_npc->current_hp * 110 / 100;
make_npc->max_hp = make_npc->max_hp * 110 / 100;
make_npc->npc_spells_id = 12;
break;
case ROGUE:
strcpy(make_npc->special_abilities, "7,1");
make_npc->max_dmg = make_npc->max_dmg * 150 /100;
make_npc->current_hp = make_npc->current_hp * 110 / 100;
make_npc->max_hp = make_npc->max_hp * 110 / 100;
break;
case MONK:
strcpy(make_npc->special_abilities, "7,1");
make_npc->max_dmg = make_npc->max_dmg * 150 /100;
make_npc->current_hp = make_npc->current_hp * 135 / 100;
make_npc->max_hp = make_npc->max_hp * 135 / 100;
break;
case WARRIOR:
case BERSERKER:
strcpy(make_npc->special_abilities, "7,1");
make_npc->max_dmg = make_npc->max_dmg * 150 /100;
make_npc->current_hp = make_npc->current_hp * 175 / 100;
make_npc->max_hp = make_npc->max_hp * 175 / 100;
break;
default:
make_npc->npc_spells_id = 0;
break;
}
make_npc->loottable_id = 0;
make_npc->merchanttype = 0;
make_npc->d_melee_texture1 = 0;
make_npc->d_melee_texture2 = 0;
auto npca = new NPC(make_npc, 0, GetPosition(), GravityBehavior::Water);
if(!npca->GetSwarmInfo()){
auto nSI = new SwarmPet;
npca->SetSwarmInfo(nSI);
npca->GetSwarmInfo()->duration = new Timer(duration*1000);
}
else{
npca->GetSwarmInfo()->duration->Start(duration*1000);
}
npca->StartSwarmTimer(duration * 1000);
npca->GetSwarmInfo()->owner_id = GetID();
//give the pet somebody to "love"
if(target != nullptr){
npca->AddToHateList(target, 100000);
npca->GetSwarmInfo()->target = target->GetID();
}
//gear stuff, need to make sure there's
//no situation where this stuff can be duped
for (int x = EQEmu::invslot::EQUIPMENT_BEGIN; x <= EQEmu::invslot::EQUIPMENT_END; x++)
{
uint32 sitem = 0;
sitem = CorpseToUse->GetWornItem(x);
if(sitem){
const EQEmu::ItemData * itm = database.GetItem(sitem);
npca->AddLootDrop(itm, &npca->itemlist, 1, 1, 255, true, true);
}
}
//we allocated a new NPC type object, give the NPC ownership of that memory
if(make_npc != nullptr)
npca->GiveNPCTypeData(make_npc);
entity_list.AddNPC(npca, true, true);
//the target of these swarm pets will take offense to being cast on...
if(target != nullptr)
target->AddToHateList(this, 1, 0);
}