📄 jnpcenum.h
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/*
filename: jNpcEnum.h
coder : Cho Wook Rea (4MLMman@hitel.net)(icq:74456993)
comp. : esofnet
compiler: vc++ 6.0
date : 2000-06-22坷饶 2:13:29
title :
*/
#ifndef __jNpcEnum_h__
#define __jNpcEnum_h__
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
enum { // 荤侩救窃. 抗朝家胶尔 龋券阑 困秦 父甸绢 车澜.
NPC_PATTERN_HOSTILE_ , // 利措利栏肺 官诧促.
NPC_PATTERN_PEACE_ , // 乞拳利栏肺 官诧促.
NPC_PATTERN_FIND_CLOSE_PC_ , // 啊鳖款 pc甫 茫绰促.(弊率阑 官扼夯促. )
NPC_PATTERN_FIND_WEAK_PC_ , // 距茄 pc甫 茫绰促.(弊率阑 官扼夯促. )
NPC_PATTERN_FIND_STRONG_PC_ , // 碍茄 pc甫 茫绰促.(弊率阑 官扼夯促. )
NPC_PATTERN_ACCESS_PC_ , // 茫篮 PC俊 利辟茄促. ( Hostile老版快 傍拜裹困俊 乐栏搁 傍拜茄促. peace老版快 立辟秦档 啊父洒 立辟窍绰仇阑 官扼夯促.
NPC_PATTERN_ACCESS_PC_ATTACKED_ , // 唱甫 傍拜茄 Pc俊 立辟茄促.
NPC_PATTERN_ATTACK_PC_ ,
NPC_PATTERN_WANDER_RANGE_1_ ,// 硅雀茄促. ( 1锅 硅雀裹困啊 1捞促. )
NPC_PATTERN_WANDER_RANGE_2_ ,// 硅拳茄促. ( 1锅 硅雀裹困啊 2捞促. )
NPC_PATTERN_WANDER_RANGE_3_ ,// 硅拳茄促. ( 1锅 硅雀裹困啊 3捞促. )
NPC_PATTERN_ESCAPE_PC_ ,// 茫篮 PC肺 何磐 档噶埃促.
NPC_PATTERN_ESCAPE_BATTLE_PC_ ,// 辟贸俊 傍拜 PC啊 乐栏搁 钢府 档噶埃促.
NPC_PATTERN_RETURN_ ,// patterntype阑 0栏肺 Setting茄促.
NPC_PATTERN_BACKDRAW_ ,// 傍拜窍妨绰 仇第肺 3鸥老 狐柳促.
};
enum ENpcPattern
{
eNPC_PATTERN_BEGIN,
NPC_PATTERN_NO_MOVE_ =eNPC_PATTERN_BEGIN , // 啊父洒 乐绰促.
eNPC8_BEGIN,
NPC_PATTERN_IAM_BOSS_8_ =eNPC8_BEGIN,
NPC_PATTERN_TOBOSS_8_ ,
NPC_PATTERN_MURI_8_ ,
NPC_PATTERN_WANDER_8_ ,
NPC_PATTERN_ACCESS_PC_8_ ,
NPC_PATTERN_ATTACK_FORMATION_PC_8_,
NPC_PATTERN_ATTACK_STANBY_PC_8_,
NPC_PATTERN_ATTACK_READY_PC_8_,
NPC_PATTERN_ATTACK_PC_8_ ,
NPC_PATTERN_BACKDRAW_8_ ,
eNPC8_END = NPC_PATTERN_BACKDRAW_8_,
eNPC18_BEGIN,
NPC_PATTERN_IAM_BOSS_18_ =eNPC18_BEGIN,
NPC_PATTERN_TOBOSS_18_ ,
NPC_PATTERN_WANDER_18_ ,
NPC_PATTERN_MURI_18_ ,
NPC_PATTERN_ACCESS_PC_18_ ,
NPC_PATTERN_ATTACK_FORMATION_PC_18_,
NPC_PATTERN_ATTACK_STANBY_PC_18_,
NPC_PATTERN_ATTACK_READY_PC_18_,
NPC_PATTERN_ATTACK_PC_18_ ,
NPC_PATTERN_BACKDRAW_18_ ,
NPC_PATTERN_TAME_ ,
eNPC18_END =NPC_PATTERN_TAME_ ,
eNPC28_BEGIN,
NPC_PATTERN_IAM_BOSS_28_ =eNPC28_BEGIN,
NPC_PATTERN_TOBOSS_28_ ,
NPC_PATTERN_ACCESS_28_ ,
NPC_PATTERN_WANDER_28_ ,
NPC_PATTERN_MURI_28_ ,
NPC_PATTERN_BACKDRAW_PC_28_ ,
eNPC28_END =NPC_PATTERN_BACKDRAW_PC_28_,
eNPC38_BEGIN,
NPC_PATTERN_ACCESS_PC_38_ =eNPC38_BEGIN,
NPC_PATTERN_ATTACK_FORMATION_PC_38_,
NPC_PATTERN_ATTACK_STANBY_PC_38_,
NPC_PATTERN_ATTACK_READY_PC_38_,
NPC_PATTERN_ATTACK_PC_38_ ,
NPC_PATTERN_WANDER_38_ ,
NPC_PATTERN_MURI_38_ ,
NPC_PATTERN_BACKDRAW_PC_38_ ,
eNPC38_END = NPC_PATTERN_BACKDRAW_PC_38_,
eNPC_GUARD_BEGIN,
NPC_PATTERN_IAM_BOSS_GUARD_ =eNPC_GUARD_BEGIN,
NPC_PATTERN_TOBOSS_GUARD_ ,
NPC_PATTERN_WANDER_GUARD_ ,
NPC_PATTERN_MURI_GUARD_ ,
NPC_PATTERN_ACCESS_PC_GUARD_ ,
NPC_PATTERN_ATTACK_FORMATION_PC_GUARD_,
NPC_PATTERN_ATTACK_STANBY_PC_GUARD_,
NPC_PATTERN_ATTACK_READY_PC_GUARD_,
NPC_PATTERN_ATTACK_PC_GUARD_ ,
NPC_PATTERN_BACKDRAW_PC_GUARD_ ,
eNPC_GUARD_END = NPC_PATTERN_BACKDRAW_PC_GUARD_ ,
NPC_PATTERN_EVENTING_MAUL_ ,
NPC_PATTERN_WANDER_MAUL_ ,
NPC_PATTERN_ATTACK_FORMATION_PC_MAUL_,
NPC_PATTERN_ATTACK_STANBY_PC_MAUL_,
NPC_PATTERN_ATTACK_READY_PC_MAUL_,
NPC_PATTERN_ATTACK_MAUL_ ,
NPC_PATTERN_BACKDRAW_MAUL_ ,
NPC_PATTERN_ACCESS_PC_MAUL_ ,
NPC_PATTERN_MAX
};
struct sNPCgeneratePosition
{
short int curnpc;
short int npcindex;
short int eventno;
short int x, y;
short int maxno;
};
enum ENpcAni
{
eMON1_NONE , // 扁夯悼累
eMON1_BATTLE_NONE, // 傈捧扁夯
eMON1_ATTACKED, // 嘎扁
eMON1_DIE, // 磷扁....
eMON1_BATTLE_WALK_, // 扁夯叭扁
eMON1_BATTLE_ATTACK, // 茄颊傍拜
eMAX_ENpcAni
};
#endif //__jNpcEnum_h__
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