📄 sprdfn.cpp
字号:
[老磊][荐沥磊] : 荐沥郴侩
*******************************************************************************************************************/
LPEFFECTSPRINFO CSprite::GetExplosionInfo(WORD wEffectNum)
{
LPEFFECTSPRINFO pstEffect = NULL;
for ( INT nCnt = 0; nCnt < _MAX_EXPLOSION; nCnt++ )
{
if ( wEffectNum == m_stExplosionSpr[nCnt].wEffectIdx )
{
pstEffect = &m_stExplosionSpr[nCnt];
break;
}
}
return pstEffect;
}
/******************************************************************************************************************
窃荐疙 : CSprite::GetMagicInfo()
累己磊 :
累己老 :
格利 :
涝仿 : WORD wEffectNum
免仿 : LPEFFECTSPRINFO
[老磊][荐沥磊] : 荐沥郴侩
*******************************************************************************************************************/
LPEFFECTSPRINFO CSprite::GetMagicInfo(WORD wEffectNum)
{
LPEFFECTSPRINFO pstEffect = NULL;
for ( INT nCnt = 0; nCnt < _MAX_MAGIC; nCnt++ )
{
if ( wEffectNum == m_stMagicSpr[nCnt].wEffectIdx )
{
pstEffect = &m_stMagicSpr[nCnt];
break;
}
}
return pstEffect;
}
/******************************************************************************************************************
窃荐疙 : CSprite::SetSprDfn()
累己磊 :
累己老 :
格利 :
涝仿 : LPSPRFRMDEF pstSprDfn
WORD wFstFrm
WORD wFrmCnt
WORD wDelay
免仿 : VOID
[老磊][荐沥磊] : 荐沥郴侩
*******************************************************************************************************************/
VOID CSprite::SetSprDfn(LPSPRFRMDEF pstSprDfn, WORD wFstFrm, WORD wFrmCnt, WORD wDelay)
{
pstSprDfn->wFstFrm = wFstFrm;
pstSprDfn->wFrmCnt = wFrmCnt;
pstSprDfn->wDelay = wDelay;
}
/******************************************************************************************************************
窃荐疙 : CSprite::SetInfo()
累己磊 :
累己老 :
格利 :
免仿 : VOID
[老磊][荐沥磊] : 荐沥郴侩
*******************************************************************************************************************/
VOID CSprite::SetInfo()
{
SetWeaponOrder("weapon.ord");
//~~~ Hero 胶橇扼捞飘 汲沥. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SetSprDfn(&m_stHeroSpr[0], 0, 4, 200); // _MT_STAND
SetSprDfn(&m_stHeroSpr[1], 80, 6, 100); // _MT_ARROWATTACK
SetSprDfn(&m_stHeroSpr[2], 160, 5, 80); // _MT_SPELL1
SetSprDfn(&m_stHeroSpr[3], 240, 5, 80); // _MT_SPELL2
SetSprDfn(&m_stHeroSpr[4], 320, 1, 100); // _MT_HOLD
SetSprDfn(&m_stHeroSpr[5], 400, 1, 100); // _MT_PUSHBACK
SetSprDfn(&m_stHeroSpr[6], 480, 1, 100); // _MT_PUSHBACKFLY
SetSprDfn(&m_stHeroSpr[7], 560, 3, 200); // _MT_ATTACKMODE
SetSprDfn(&m_stHeroSpr[8], 640, 2, 300); // _MT_CUT
SetSprDfn(&m_stHeroSpr[9], 720, 6, 85); // _MT_ONEVSWING
SetSprDfn(&m_stHeroSpr[10], 800, 6, 85); // _MT_TWOVSWING
SetSprDfn(&m_stHeroSpr[11], 880, 6, 85); // _MT_ONEHSWING
SetSprDfn(&m_stHeroSpr[12], 960, 6, 85); // _MT_TWOHSWING
SetSprDfn(&m_stHeroSpr[13], 1040, 6, 85); // _MT_SPEARVSWING
SetSprDfn(&m_stHeroSpr[14], 1120, 6, 85); // _MT_SPEARHSWING
SetSprDfn(&m_stHeroSpr[15], 1200, 3, 100); // _MT_HITTED
SetSprDfn(&m_stHeroSpr[16], 1280, 10, 70); // _MT_WHEELWIND
SetSprDfn(&m_stHeroSpr[17], 1360, 10, 90); // _MT_RANDSWING
SetSprDfn(&m_stHeroSpr[18], 1440, 10, 100); // _MT_BACKDROPKICK
SetSprDfn(&m_stHeroSpr[19], 1520, 10, 120); // _MT_DIE
SetSprDfn(&m_stHeroSpr[20], 1600, 10, 100); // _MT_SPECIALDIE
SetSprDfn(&m_stHeroSpr[21], 1680, 6, 90); // _MT_WALK
SetSprDfn(&m_stHeroSpr[22], 1760, 6, 120); // _MT_RUN
SetSprDfn(&m_stHeroSpr[23], 1840, 6, 100); // _MT_MOODEPO
SetSprDfn(&m_stHeroSpr[24], 1920, 10, 100); // _MT_ROLL
SetSprDfn(&m_stHeroSpr[25], 2000, 4, 180); // _MT_FISHSTAND
SetSprDfn(&m_stHeroSpr[26], 2080, 3, 180); // _MT_FISHHAND
SetSprDfn(&m_stHeroSpr[27], 2160, 8, 180); // _MT_FISHTHROW
SetSprDfn(&m_stHeroSpr[28], 2240, 8, 180); // _MT_FISHPULL
SetSprDfn(&m_stHeroSpr[29], 2320, 4, 200); // _MT_HORSESTAND
SetSprDfn(&m_stHeroSpr[30], 2400, 6, 100); // _MT_HORSEWALK
SetSprDfn(&m_stHeroSpr[31], 2480, 6, 100); // _MT_HORSERUN
SetSprDfn(&m_stHeroSpr[32], 2560, 3, 100); // _MT_HORSEHIT
//~~~ Monster 胶橇扼捞飘 汲沥. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SetSprDfn(&m_stMonSpr[0], 0, 4, 300); // 蜡绒悼累.
SetSprDfn(&m_stMonSpr[1], 80, 6, 130); // 叭扁悼累.
SetSprDfn(&m_stMonSpr[2], 160, 6, 120); // 老馆傍拜悼累.
SetSprDfn(&m_stMonSpr[3], 240, 2, 300); // 嘎扁悼累.
SetSprDfn(&m_stMonSpr[4], 320, 10, 150); // 磷扁悼累.
SetSprDfn(&m_stMonSpr[5], 400, 6, 150); // 漂荐傍拜悼累1.
SetSprDfn(&m_stMonSpr[6], 480, 10, 150); // 漂荐傍拜悼累2.
SetSprDfn(&m_stMonSpr[7], 560, 10, 150); // 荤扼瘤扁悼累.
SetSprDfn(&m_stMonSpr[8], 640, 6, 150); // 漂荐悼累.
//~~~ NPC 胶橇扼捞飘 汲沥. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SetSprDfn(&m_stNPCSpr[0], 0, 4, 300); // 蜡绒悼累.
SetSprDfn(&m_stNPCSpr[1], 30, 10, 300); // 漂荐悼累1.
SetSprDfn(&m_stNPCSpr[2], 60, 6, 300); // 漂荐悼累2.
//~~~ Effect Frame Define. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SetEffectInfo(&m_stEffectSpr[0], 230, 236, 100, _IMAGE_MAGIC, _SKILL_BANWOL, 3, 4, 100, 100, 100, 100, 100, 170); // 馆岿傍拜 12矫.
SetEffectInfo(&m_stEffectSpr[1], 60, 70, 100, _IMAGE_MAGIC, _SKILL_AMYOUNSUL, 3, 4, 100, 100, 100, 100, 160, 100, 255, 255, 255, _BLEND_NORMAL); // 鞠楷贱 矫傈.
SetEffectInfo(&m_stEffectSpr[2], 90, 98, 100, _IMAGE_MAGIC, _SKILL_FIREWIND, 3, 4, 100, 100, 100, 100, 140, 180); // 拳堪浅.
SetEffectInfo(&m_stEffectSpr[3], 1820, 1828, 100, _IMAGE_MAGIC, _SKILL_FIRE, 3, 4, 100, 100, 100, 100, 140, 180); // 堪荤厘 矫傈.
SetEffectInfo(&m_stEffectSpr[4], 0, 9, 100, _IMAGE_MAGIC, _SKILL_TAMMING, 3, 4, 100, 100, 100, 170, 100, 100); // 汾去拜矫傈.
SetEffectInfo(&m_stEffectSpr[5], 110, 129, 100, _IMAGE_MAGIC, _SKILL_SPACEMOVE, 3, 4, 100, 100, 100, 170, 100, 100); // 酒傍青过.
SetEffectInfo(&m_stEffectSpr[6], 130, 140, 100, _IMAGE_MAGIC, _SKILL_KILLUNDEAD, 3, 4, 100, 100, 100, 170, 100, 100); // 荤磊辣雀矫傈.
SetEffectInfo(&m_stEffectSpr[7], 1820, 1828, 100, _IMAGE_MAGIC, _SKILL_FIREBALL, 3, 4, 100, 100, 100, 100, 140, 180); // 拳堪厘.
SetEffectInfo(&m_stEffectSpr[8], 600, 610, 100, _IMAGE_MAGIC, _SKILL_HEALLING, 3, 4, 100, 100, 100, 140, 100, 120); // 雀汗贱.
SetEffectInfo(&m_stEffectSpr[9], 630, 640, 100, _IMAGE_MAGIC, _SKILL_HOLYSHIELD, 3, 4, 100, 100, 100, 170, 100, 100); // 搬拌.
SetEffectInfo(&m_stEffectSpr[10], 660, 670, 100, _IMAGE_MAGIC, _SKILL_BIGHEALLING, 3, 4, 100, 100, 100, 140, 100, 120); // 措雀汗.
// SetEffectInfo(&m_stEffectSpr[11], 690, 704, 100, _IMAGE_MAGIC, _SKILL_LIGHTFLOWER, 3, 4, 100, 100, 100, 170, 100, 100); // 汾汲拳.
SetEffectInfo(&m_stEffectSpr[11], 690, 704, 100, _IMAGE_MAGIC, _SKILL_LIGHTFLOWER, 3, 4, 150, 100, 50, 150, 100, 50); // 汾汲拳.
SetEffectInfo(&m_stEffectSpr[12], 1970, 1978, 80, _IMAGE_MAGIC, _SKILL_SHOOTLIGHTEN, 3, 4, 100, 100, 100, 170, 100, 100); // 汾牢厘.
SetEffectInfo(&m_stEffectSpr[13], 740, 750, 100, _IMAGE_MAGIC, _SKILL_SKELLETON, 3, 4, 100, 100, 100, 120, 100, 120); // 归榜家券贱.
SetEffectInfo(&m_stEffectSpr[14], 770, 780, 100, _IMAGE_MAGIC, _SKILL_SNOWWIND, 3, 4, 100, 100, 100, 170, 100, 100); // 葫汲浅.
SetEffectInfo(&m_stEffectSpr[15], 870, 890, 100, _IMAGE_MAGIC, _SKILL_SHOWHP, 3, 4, 100, 100, 100, 100, 100, 170); // 沤扁颇楷.
SetEffectInfo(&m_stEffectSpr[16], 910, 920, 100, _IMAGE_MAGIC, _SKILL_EARTHFIRE, 3, 4, 100, 100, 100, 100, 140, 180); // 瘤堪贱.
SetEffectInfo(&m_stEffectSpr[17], 940, 950, 100, _IMAGE_MAGIC, _SKILL_FIREBOOM, 3, 4, 100, 100, 100, 100, 140, 180); // 气凯颇.
SetEffectInfo(&m_stEffectSpr[18], 1560, 1569, 100, _IMAGE_MAGIC, _SKILL_FIREBALL2, 3, 4, 100, 100, 100, 100, 140, 180); // 陛碍拳堪厘.
SetEffectInfo(&m_stEffectSpr[19], 320, 326, 100, _IMAGE_MAGIC, _SKILL_ERGUM, 3, 4, 100, 100, 100, 100, 100, 170); // 绢八贱.
SetEffectInfo(&m_stEffectSpr[20], 1350, 1356, 100, _IMAGE_MAGIC, _SKILL_YEDO, 3, 4, 100, 100, 100, 100, 100, 170); // 抗档八过.
SetEffectInfo(&m_stEffectSpr[21], 1470, 1476, 100, _IMAGE_MAGIC, _SKILL_FIRESWORD, 3, 4, 100, 100, 100, 100, 140, 180); // 堪拳搬.
SetEffectInfo(&m_stEffectSpr[22], 1430, 1445, 100, _IMAGE_MAGIC, _SKILL_LIGHTENING, 3, 4, 100, 100, 100, 170, 100, 100); // 碍拜.
SetEffectInfo(&m_stEffectSpr[23], 810, 820, 100, _IMAGE_MAGIC, _SKILL_CLOAK, 3, 4, 150, 150, 150, 200, 150, 180); // 篮脚.
SetEffectInfo(&m_stEffectSpr[24], 2080, 2086, 100, _IMAGE_MAGIC, _SKILL_HANGMAJINBUB, 3, 4, 150, 100, 50, 200, 150, 100); // 亲付柳过.
SetEffectInfo(&m_stEffectSpr[25], 2080, 2086, 100, _IMAGE_MAGIC, _SKILL_DEJIWONHO, 3, 4, 150, 180, 200, 180, 200, 220); // 措瘤盔龋.
SetEffectInfo(&m_stEffectSpr[26], 2080, 2086, 100, _IMAGE_MAGIC, _SKILL_FIRECHARM, 3, 4, 100, 150, 200, 150, 200, 250); // 气混拌.
SetEffectInfo(&m_stEffectSpr[27], 2080, 2086, 100, _IMAGE_MAGIC, _SKILL_BIGCLOAK, 3, 4, 150, 150, 150, 200, 150, 180); // 措篮脚.
SetEffectInfo(&m_stEffectSpr[28], 2180, 2190, 100, _IMAGE_MAGIC, _SKILL_JUMPSHOT, 3, 4, 150, 150, 150, 200, 150, 180); // 痢橇鸡.
SetEffectInfo(&m_stEffectSpr[29], 2270, 2280, 100, _IMAGE_MAGIC, _SKILL_RANDSWING, 3, 4, 150, 150, 150, 200, 150, 180); // 罚待胶喇.
SetEffectInfo(&m_stEffectSpr[30], 2080, 2086, 100, _IMAGE_MAGIC, _SKILL_SINSU, 3, 4, 150, 150, 150, 200, 150, 180, 255, 255, 255, _BLEND_NORMAL, 255); // 脚荐家券.
SetEffectInfo(&m_stEffectSpr[31], 1680, 1686, 100, _IMAGE_MONMAGIC, _MONMAGIC_NUMAGUMGI, 3, 4, 150, 150, 150, 200, 150, 180, 255, 255, 255, _BLEND_NORMAL, 255);// 穿付空 八扁.
SetEffectInfo(&m_stEffectSpr[32], 830, 839, 100, _IMAGE_MAGIC, _SKILL_SHIELD, 3, 4, 100, 100, 100, 170, 100, 100); // 林贱狼阜.
//~~~ Monster Effect Frame Define. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//~~~ Magic Frame Define. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SetEffectInfo(&m_stMagicSpr[0], 70, 88, 100, _IMAGE_MAGIC, _SKILL_AMYOUNSUL, 3, 4, 190, 220, 190, 190, 240, 190, 255, 255, 255, _BLEND_NORMAL); // 鞠楷贱.
SetEffectInfo(&m_stMagicSpr[1], 1900, 1960, 50, _IMAGE_MAGIC, _SKILL_FIRE, 3, 4, 70, 90, 110, 90, 120, 150); // 堪荤厘.
SetEffectInfo(&m_stMagicSpr[2], 10, 30, 50, _IMAGE_MAGIC, _SKILL_TAMMING, 3, 4, 200, 100, 100, 250, 150, 150); // 汾去拜.
SetEffectInfo(&m_stMagicSpr[3], 140, 159, 50, _IMAGE_MAGIC, _SKILL_KILLUNDEAD, 3, 4, 200, 100, 100, 100, 75, 50); // 荤磊辣雀.
SetEffectInfo(&m_stMagicSpr[4], 420, 425, 20, _IMAGE_MAGIC, _SKILL_FIREBALL, 2, 3, 100, 150, 200, 150, 200, 250); // 拳堪厘.
SetEffectInfo(&m_stMagicSpr[5], 610, 620, 100, _IMAGE_MAGIC, _SKILL_HEALLING, 3, 4, 200, 140, 170, 230, 170, 200); // 雀汗贱.
SetEffectInfo(&m_stMagicSpr[6], 640, 650, 100, _IMAGE_MAGIC, _SKILL_HOLYSHIELD, 3, 4, 120, 60, 60, 150, 80, 80); // 搬拌.
SetEffectInfo(&m_stMagicSpr[7], 670, 680, 50, _IMAGE_MAGIC, _SKILL_BIGHEALLING, 4, 5, 200, 140, 170, 230, 170, 200);//200, 100, 100, 250, 150, 150); // 措雀汗.
SetEffectInfo(&m_stMagicSpr[8], 2050, 2056, 80, _IMAGE_MAGIC, _SKILL_SHOOTLIGHTEN, 2, 3, 150, 100, 100, 200, 150, 150); // 汾牢厘.
SetEffectInfo(&m_stMagicSpr[9], 750, 760, 155, _IMAGE_MAGIC, _SKILL_SKELLETON, 3, 4, 150, 150, 150, 200, 150, 180); // 归榜家券贱.
SetEffectInfo(&m_stMagicSpr[10], 780, 800, 100, _IMAGE_MAGIC, _SKILL_SNOWWIND, 5, 6, 255, 123, 0, 255, 123, 0, 255, 255, 255, _BLEND_LIGHTINV, 0, 1); // 葫汲浅.
// SetEffectInfo(&m_stMagicSpr[10], 780, 800, 100, _IMAGE_MAGIC, _SKILL_SNOWWIND, 4, 5, 220, 150, 150, 250, 170, 170); // 葫汲浅.
SetEffectInfo(&m_stMagicSpr[11], 840, 850, 100, _IMAGE_MAGIC, _SKILL_SHIELD, 3, 4, 100, 100, 100, 100, 140, 180); // 林贱狼阜.
SetEffectInfo(&m_stMagicSpr[12], 890, 900, 100, _IMAGE_MAGIC, _SKILL_SHOWHP, 3, 4, 75, 75, 75, 100, 75, 50); // 沤扁颇楷.
SetEffectInfo(&m_stMagicSpr[13], 920, 930, 120, _IMAGE_MAGIC, _SKILL_EARTHFIRE, 4, 5, 40, 60, 80, 60, 80, 100); // 瘤堪贱.
SetEffectInfo(&m_stMagicSpr[14], 980, 983, 100, _IMAGE_MAGIC, _SKILL_FIRECHARM, 2, 3, 100, 150, 200, 150, 200, 250, 255, 255, 255, _BLEND_NORMAL, 255); // 气混拌.
SetEffectInfo(&m_stMagicSpr[15], 980, 983, 100, _IMAGE_MAGIC, _SKILL_HANGMAJINBUB, 2, 3, 150, 100, 50, 200, 150, 100, 255, 255, 255, _BLEND_NORMAL, 255); // 亲付柳过.
SetEffectInfo(&m_stMagicSpr[16], 980, 983, 100, _IMAGE_MAGIC, _SKILL_DEJIWONHO, 2, 3, 150, 180, 200, 180, 200, 220, 255, 255, 255, _BLEND_NORMAL, 255); // 措瘤盔龋.
SetEffectInfo(&m_stMagicSpr[17], 950, 970, 100, _IMAGE_MAGIC, _SKILL_FIREBOOM, 5, 6, 100, 150, 200, 150, 200, 250); // 气凯颇.
SetEffectInfo(&m_stMagicSpr[18], 1640, 1646, 20, _IMAGE_MAGIC, _SKILL_FIREBALL2, 2, 3, 100, 150, 200, 150, 200, 250); // 陛碍拳堪厘.
// SetEffectInfo(&m_stMagicSpr[19], 1450, 1455, 100, _IMAGE_MAGIC, _SKILL_LIGHTENING, 5, 6, 250, 150, 150, 255, 200, 200); // 碍拜.
SetEffectInfo(&m_stMagicSpr[19], 1450, 1455, 100, _IMAGE_MAGIC, _SKILL_LIGHTENING, 20, 21, 255, 125, 50, 255, 255, 255); // 碍拜.
SetEffectInfo(&m_stMagicSpr[20], 980, 983, 100, _IMAGE_MAGIC, _SKILL_BIGCLOAK, 2, 3, 150, 150, 150, 200, 150, 180); // 措篮脚.
SetEffectInfo(&m_stMagicSpr[21], 110, 129, 60, _IMAGE_MAGIC, _SKILL_SPACEMOVE2, 3, 4, 100, 100, 100, 100, 100, 100); // 酒傍青过2.
SetEffectInfo(&m_stMagicSpr[22], 110, 129, 100, _IMAGE_MAGIC, _SKILL_SPACEMOVE3, 3, 4, 100, 100, 100, 100, 100, 100); // 酒傍青过3.
//~~~ Monster Magic Frame Define. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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