📄 usertable.h
字号:
// User.h: interface for the CUser class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_USERTABLE_H__BF5C20F1_5DBE_4E65_9099_E96EFAD7ECBA__INCLUDED_1)
#define AFX_USERTABLE_H__BF5C20F1_5DBE_4E65_9099_E96EFAD7ECBA__INCLUDED_1
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "MagicType.h"
////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////
enum TASKDATA{
TASKDATA_ID_ =0,
TASKDATA_IDNEXT =1,
TASKDATA_IDNEXTFAIL,
TASKDATA_ITEMNAME1,
TASKDATA_ITEMNAME2,
TASKDATA_MONEY,
TASKDATA_PROFESSION,
TASKDATA_SEX,
TASKDATA_MINPK,
TASKDATA_MAXPK,
TASKDATA_TEAM,
TASKDATA_METEMPSYCHOSIS,
TASKDATA_QUERY,
TASKDATA_MARRIAGE,
TASKDATA_CLIENTACT,
};
char szTaskTable[];
typedef CConstGameData<TASKDATA,szTaskTable,TASKDATA_ID_> CTaskData;
typedef ISingleObjSet2<CTaskData> ITaskSet;
typedef CSingleObjSet2<CTaskData> CTaskSet;
//////////////////////////////////////////////////////////////////////
enum ACTIONDATA{
ACTIONDATA_ID_ =0,
ACTIONDATA_IDNEXT =1,
ACTIONDATA_IDNEXTFAIL,
ACTIONDATA_TYPE,
ACTIONDATA_DATA,
ACTIONDATA_PARAM,
};
char szActionTable[];
typedef CConstGameData<ACTIONDATA,szActionTable,ACTIONDATA_ID_> CActionData;
typedef ISingleMap2<CActionData> IActionSet;
typedef CSingleMap2<CActionData> CActionSet;
//////////////////////////////////////////////////////////////////////
enum ADDPOINTDATA{
ADDPOINTDATA_PROF =1,
ADDPOINTDATA_LEVEL,
ADDPOINTDATA_FORCE,
ADDPOINTDATA_DEX,
ADDPOINTDATA_HEALTH,
ADDPOINTDATA_SOUL,
};
char szAddPointTable[];
typedef CGameData<ADDPOINTDATA,szAddPointTable,szID> CAddPointData;
typedef ISingleObjSet2<CAddPointData> IAddPointSet;
typedef CSingleObjSet2<CAddPointData> CAddPointSet;
//////////////////////////////////////////////////////////////////////
/*
enum MAGICTYPEDATA{
MAGICTYPEDATA_TYPE=1,
MAGICTYPEDATA_SORT,
MAGICTYPEDATA_NAME,
MAGICTYPEDATA_CRIME,
MAGICTYPEDATA_GROUND,
MAGICTYPEDATA_MULTI,
MAGICTYPEDATA_TARGET,
MAGICTYPEDATA_LEVEL,
MAGICTYPEDATA_USE_MP,
MAGICTYPEDATA_POWER,
MAGICTYPEDATA_INTONE,
MAGICTYPEDATA_PERCENT,
MAGICTYPEDATA_STEP,
MAGICTYPEDATA_RANGE,
MAGICTYPEDATA_DISTANCE,
MAGICTYPEDATA_STATUS,
MAGICTYPEDATA_NEED_PROFMASK,
MAGICTYPEDATA_NEED_EXP,
MAGICTYPEDATA_NEED_LEVEL,
MAGICTYPEDATA_USE_XP, // == TYPE_XPSKILL: use xp
MAGICTYPEDATA_WEAPON_SUBTYPE,
MAGICTYPEDATA_TIMES, // =0 : once status
MAGICTYPEDATA_AUTO_ACTIVE, // 0x01: active when kill target
MAGICTYPEDATA_FLOOR_ATTR, // 0: need not match.
MAGICTYPEDATA_AUTO_LEARN, // bool
MAGICTYPEDATA_LEARN_LEVEL, // auto learn need level, nn: equ level, nnmm: between mm - nn level.
MAGICTYPEDATA_DROPWEAPON, // 1: throw weapon_r to target
MAGICTYPEDATA_USE_EP, // use energy
MAGICTYPEDATA_WEAPON_HIT, // 1: hit by weapon
MAGICTYPEDATA_USE_ITEM, // use equip item
MAGICTYPEDATA_NEXT_MAGIC, // launch this magic when filished current magic, use same target and pos
MAGICTYPEDATA_DELAY, // milli-secs
MAGICTYPEDATA_ITEM_NUM, // use equip item number
MAGICTYPEDATA_WIDTH,
MAGICTYPEDATA_DURABILITY,
MAGICTYPEDATA_APPLY_MS,
MAGICTYPEDATA_OFFSET_X,
MAGICTYPEDATA_OFFSET_Y,
MAGICTYPEDATA_TRACK_ID,
};
char szMagicTypeTable[];
typedef CGameData<MAGICTYPEDATA, szMagicTypeTable, szID> CMagicTypeData;
typedef ISingleObjSet2<CMagicTypeData> IMagicTypeSet;
typedef CSingleObjSet2<CMagicTypeData> CMagicTypeSet;
*/
//////////////////////////////////////////////////////////////////////
enum MAGICTRACKDATA{
MAGICTRACKDATA_ID_ =0, // 魔法轨迹ID
MAGICTRACKDATA_ID_NEXT, // 下一步轨迹ID
MAGICTRACKDATA_DIR, // 移动方向
MAGICTRACKDATA_STEP, // 移动距离
MAGICTRACKDATA_ALT, // 可通过高度
MAGICTRACKDATA_ACTION, // 动作编号
MAGICTRACKDATA_POWER, // 连招这个动作的power
MAGICTRACKDATA_APPLY_MS, // 这个动作的消耗时间
};
char szTrackTable[];
typedef CGameData<MAGICTRACKDATA, szTrackTable, szID> CMagicTrackData;
typedef ISingleMap2<CMagicTrackData> IMagicTrackSet;
typedef CSingleMap2<CMagicTrackData> CMagicTrackSet;
//////////////////////////////////////////////////////////////////////
enum TRAPTYPEDATA
{
TRAPTYPEDATA_SORT=1,
TRAPTYPEDATA_LOOK,
TRAPTYPEDATA_ACTION,
TRAPTYPEDATA_LEVEL,
TRAPTYPEDATA_ATK_MAX,
TRAPTYPEDATA_ATK_MIN,
TRAPTYPEDATA_DEX,
TRAPTYPEDATA_SPEED,
TRAPTYPEDATA_TIMES,
TRAPTYPEDATA_MAGICTYPE,
TRAPTYPEDATA_MAGICHITRATE,
TRAPTYPEDATA_SIZE,
TRAPTYPEDATA_ATKMODE,
};
char szTrapTypeTable[];
typedef CGameData<TRAPTYPEDATA, szTrapTypeTable, szID> CTrapTypeData;
typedef ISingleObjSet2<CTrapTypeData> ITrapTypeSet;
typedef CSingleObjSet2<CTrapTypeData> CTrapTypeSet;
//////////////////////////////////////////////////////////////////////
enum NPCTYPEDATA
{
NPCTYPEDATA_NAME = 1,
NPCTYPEDATA_TYPE,
NPCTYPEDATA_LOOKFACE,
NPCTYPEDATA_LENGTH,
NPCTYPEDATA_FAT,
NPCTYPEDATA_LIFE,
NPCTYPEDATA_MANA,
NPCTYPEDATA_ATTACKMAX,
NPCTYPEDATA_ATTACKMIN,
NPCTYPEDATA_DEFENCE,
NPCTYPEDATA_DEXTERITY,
NPCTYPEDATA_DODGE,
NPCTYPEDATA_HELMET_TYPE,
NPCTYPEDATA_ARMOR_TYPE,
NPCTYPEDATA_WEAPONR_TYPE,
NPCTYPEDATA_WEAPONL_TYPE,
NPCTYPEDATA_ATKRANGE,
NPCTYPEDATA_VIEWRANGE,
NPCTYPEDATA_ESCAPELIFE,
NPCTYPEDATA_ATKSPEED, // 毫秒
NPCTYPEDATA_MOVESPEED, // 毫秒
NPCTYPEDATA_LEVEL,
NPCTYPEDATA_ATKUSER,
// NPCTYPEDATA_DROPMONEY,
// NPCTYPEDATA_DROPITEMTYPE,
//以上两项改为:
NPCTYPEDATA_DROPMONEY_MIN, //掉金钱的下限值
NPCTYPEDATA_DROPMONEY_MAX, //掉金钱的上限值
NPCTYPEDATA_SIZEADD, // 1: 增加一个CELL的攻击距离
NPCTYPEDATA_ACTION, // action for kill award
NPCTYPEDATA_RUNSPEED, // 毫秒
NPCTYPEDATA_DROP_ARMET, //
NPCTYPEDATA_DROP_NECKLACE, //
NPCTYPEDATA_DROP_ARMOR, //
NPCTYPEDATA_DROP_RING, //
NPCTYPEDATA_DROP_WEAPON, //
NPCTYPEDATA_DROP_SHIELD, //
NPCTYPEDATA_DROP_SHOES, //
// NPCTYPEDATA_DROP_HP, //
// NPCTYPEDATA_DROP_MP, //
//以上两项改为:
NPCTYPEDATA_DROP_MONEY_CHANCE, //掉钱的几率
NPCTYPEDATA_DROP_ITEM_CHANCE, //掉物品的几率
NPCTYPEDATA_MAGIC_TYPE,
NPCTYPEDATA_MAGIC_DEF,
NPCTYPEDATA_MAGIC_HITRATE,
NPCTYPEDATA_ATK_HITRATE,
NPCTYPEDATA_AITYPE, // for client
NPCTYPEDATA_DEFENCE2, // defalut 1
//以下是增加的
NPCTYPEDATA_EXPLODE_ITEM_CHANCE1, //小爆的几率
NPCTYPEDATA_EXPLODE_ITEM_CHANCE2, //中爆的几率
NPCTYPEDATA_EXPLODE_ITEM_CHANCE3, //大爆的几率
NPCTYPEDATA_DROP_ITEM_RULE, //掉物品的规则组ID
NPCTYPEDATA_PROFESSION, // 职业编号
};
char szMonsterTypeTable[];
typedef CGameData<NPCTYPEDATA, szMonsterTypeTable, szID> CMonsterTypeData;
typedef ISingleMap2<CMonsterTypeData> IMonsterTypeSet;
typedef CSingleMap2<CMonsterTypeData> CMonsterTypeSet;
#define CNpcType CMonsterTypeData
//////////////////////////////////////////////////////////////////////
enum REBIRTHDATA
{
REBIRTHDATA_NEED_PROF=1,
REBIRTHDATA_NEW_PROF,
REBIRTHDATA_NEED_LEVEL,
REBIRTHDATA_NEW_LEVEL,
};
char szRebirthTable[];
typedef CGameData<REBIRTHDATA, szRebirthTable, szID> CRebirthData;
typedef ISingleObjSet2<CRebirthData> IRebirthSet;
typedef CSingleObjSet2<CRebirthData> CRebirthSet;
#endif // !defined(AFX_USERTABLE_H__BF5C20F1_5DBE_4E65_9099_E96EFAD7ECBA__INCLUDED_1)
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -