📄 main.h
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short int Disroyal;
short int Greed;
short int idol;
short int Reputaion;
short int Reputaion_range;
short int SpiritValue;
short int SpiritValue_Range;
short int PS[15] ;
short int Sel_Dice;
short int QuantityperLv;
short int WS[15] ;
short int Sel_Dice1;
short int QuantityperLv1;
short int Leathal_weapon1;
short int Leathal_weapon2;
short int Damage_weapon;
short int Leathal_attackws[9] ;
short int Damage_WP;
short int Leathal_WS;
short int Success;
short int Leathal_ps;
short int DamagePercent_ps;
short int Inventory[15] ;
short int Amount_Dice;
short int Righthand;
short int Lefthand;
short int Body;
short int Helmet;
short int leg;
short int Leg_Probability;
short int neck;
short int neck_Probability ;
short int unique1;
short int Unique1_probalbility;
short int Unique2;
short int unique2_probability ;
short int Crapple;
short int swordmanship;
short int Archery;
short int Fencing;
short int Mace_fighting;
short int Pierce;
short int Whirl;
short int Hurl;
short int Parrying;
short int Double_Swordmanship ;
short int Double_MaceFighting ;
short int Magery;
short int Orison;
short int LV_Str;
short int Con;
short int Dex;
short int Wis;
short int Int;
short int Movp;
short int Char;
short int Endu;
short int Mor;
short int Luck;
short int WS_PS;
short int Fullpoint;
__int16 nPoison; // 历林拌凯 付过俊 措茄 历亲仿
__int16 nCurse; // 历林拌凯 付过俊 措茄 历亲仿
__int16 nFire; // 阂拌凯 傍拜 付过俊 措茄 历亲仿
__int16 nIce; // 倔澜拌凯 傍拜 付过俊 措茄 历亲仿
__int16 nElect; // 傈拜拌凯 傍拜 付过俊 措茄 历氢仿
__int16 nHoly; // 脚仿拌凯 傍拜 付过俊 措茄 历亲仿
short int DivideLv;
short int Resist_Range;
short int Tamingable;
short int Taming_min;
short int Taming_max;
short int Talkanimal_min;
short int Talkanimal_max;
short int Resist;
short int Resist_range1;
short int ValueHP;
short int ValueSP;
short int Rely_value;
short int nor_range;
short int att_range;
short int offset[20] ;
short int neglect_attack;
short int neglect_avoid;
short int check_pass;
short int party;
short int enemy_no;
short int levelgap;
short int apgap;
short int vpgap;
short int opendoor;
short int lockdoor;
short int closedoor;
short int breakdoor;
short int openobj;
short int lockbj;
short int closeobj;
short int breakobj;
short int act_month;
short int act_time;
short int act_bi;
short int act_chun;
short int act_nun ;
} NPC_Generation ;
//######## tactics 俊 荤侩 #############
#define CRAPPLE_ 0
#define SWORD_ 1
#define ARCHERY_ 2
#define FENCING_ 3
#define MACE_ 4
#define PIERCE_ 5
#define WHIRL_ 6
#define HURL_ 7
#define PARRYING_ 8
#define D_SWORD_ 9
#define D_MACE_ 10
#define MAGERY_ 11
#define ORISON_ 12
/// CHARLIST ch->type 俊辑 荤侩...
#define SPRITETYPE_NONE 0
#define SPRITETYPE_CHARACTER 1
#define SPRITETYPE_NPC 2
#define SPRITETYPE_MONSTER 3
#define Num_Of_NPC_Type 100
#define Num_Of_NPC_Name 984
#define Num_Of_NPC_Lev 256
#define Num_Of_NPC_Generation 90
#define STR 0 //1213_2
#define DEX 1
#define CON 2
#define WIS 3
#define INT 4
#define CHA 5
#define MOVP 6
#define ENDU 7
#define MOR 8
#define WSPS 9
#define LUCK 10
#define HEALTH 11
#define MOV 12
#define AC 13
#define FAME 14
#define DAMAGE 15
#define HIT 16
#define TACTICS 17
#define MONEY 18
#define IMSI 19
#define LEV 20
#define EXP 21
#define HP 22
#define MAX_HP 23
#define MP 24
#define MAX_MP 25
#define SP 26
#define MAX_SP 27
#define CONDI 28
#define R_POI 29
#define R_PAR 30
#define R_MAG 31
#define R_FIR 32
#define R_ICE 33
#define R_ELE 34
#define DAM_MIN 35
#define DAM_MAX 36
#define HIT_RAT 37
#define DEF_RAT 38
#define TAC_S1 39
#define TAC_S2 40
#define TAC_S3 41
#define TAC_S4 42
#define TAC_S5 43
#define TAC_S6 44
#define TAC_S7 45
#define TAC_S8 46
#define TAC_S9 47
#define TAC_S10 48
#define TAC_S11 49
#define TAC_S12 50
#define TAC_E1 51
#define TAC_E2 52
#define TAC_E3 53
#define TAC_E4 54
#define TAC_E5 55
#define TAC_E6 56
#define TAC_E7 57
#define TAC_E8 58
#define TAC_E9 59
#define TAC_E10 60
#define TAC_E11 61
#define TAC_E12 62
// exp inc. decision criteria
#define HIT_FAILED 0
#define HIT_AND_DEAD 1
#define HIT_AND_NOTDEAD 2
#define N_VYSEUS 3
#define N_ZYPERN 4
#define N_HEGEMONIA 5
#define N_YILSE 6
///////////////////////// 捞痹绕 1228 //////////////////////////
/////////////////// 惑怕甫 唱鸥郴绰 厚飘 沥狼 ///////////////////
#define CON_NORMAL 0x00 //沥惑惑怕 0
#define CON_ACTIVE 0x01 //劝悼利惑怕 1
#define CON_SLUGGISH 0x02 //公扁仿惑怕 10
#define CON_SLOW 0x04 //浇肺快惑怕 100
#define CON_DAZE 0x08 //去鄂惑怕 1000
#define CON_POISON 0x10 //吝刀惑怕 10000
#define CON_STONE 0x20 //籍拳惑怕 100000
#define CON_DEATH 0x40 //磷澜惑怕 1000000
const int MAX_UPDATE_CHARACTER_ = 30000; // CSD-030320
const int MIN_GUILD_COUNT = 10; // CSD-030320
//Skill No
enum eSkillNoIndex
{ //< CSD-030306
SKILL_UNKNOWN =0, // 030117 kyo
SKILL_DETECT_GHOST =1,
SKILL_TALK_WITH_GHOST =2,
SKILL_POISONING =3,
SKILL_DETECT_POISON =4,
SKILL_FIND_TRAPS =5,
SKILL_REMOVE_TRAPS =6,
SKILL_ENTRAPMENT =7,
// SKILL_MAGIC_SCROLLING =8,
// SKILL_ABILITY_SCROLLING =9,
// SKILL_EMERGENCY_ALRAM =10,
// SKILL_FIRST_AID =11,
// SKILL_FAST_FOOT =12,
// SKILL_SECRETHEAR =13,
// SKILL_WALLCLIMBING =14,
// SKILL_INTUITION =15,
SKILL_DETECT_BOMB =16,
SKILL_BOMB_IN_BOX =17,
SKILL_REMOVE_BOMB =18,
SKILL_STEALING =19,
// SKILL_LOCKPICKING =20,
SKILL_RECLAIM =21,
SKILL_SOW =22,
// SKILL_CULTIVATE =23,
SKILL_HAVEST =24,
// SKILL_DETECT_MINERAL =25,
SKILL_MINING =26,
SKILL_REFINE =27,
SKILL_FISH_HOOKING =28,
// SKILL_BAITMAKING =29,
SKILL_NETTING =30,
// SKILL_SAILING =31,
SKILL_CUTTING =32,
SKILL_LUMBERING =33,
SKILL_BUTCHERING =34,
// SKILL_DETECT_HERB =35,
SKILL_DIGGING =36,
SKILL_MAKEPOWDER =37,
// SKILL_HERDING =38,
// SKILL_MILKING =39,
// SKILL_MIDWIFERY =40,
SKILL_SHEAR =41,
SKILL_CARPENTRY =42,
SKILL_BLACKSMITHY =43,
SKILL_COOKING =44,
SKILL_CLOTHING =45,
// SKILL_DYEING =46,
SKILL_TAILORING =47,
SKILL_BOWCRAFTING =48,
SKILL_FLETCHING =49,
SKILL_MAKEPOTION =50,
SKILL_MAKEMETAL =51,
SKILL_MAKEBOTTLE =52,
SKILL_CANDLEMAKING =53,
// SKILL_WAXING =54,
// SKILL_REPAIRNG =55,
// SKILL_REUTILIZING =56,
// SKILL_PLAYING =57,
// SKILL_PEACEMAKING =58,
// SKILL_PARALYSIS =59,
// SKILL_HALLUCINATION =60,
// SKILL_PROVOCATION =61,
// SKILL_ENTICEMENT =62,
// SKILL_NOISE =63,
// SKILL_TRACKING =64,
SKILL_SNOOPING =65,
// SKILL_SEARCH =66,
SKILL_MERCHANT =67,
SKILL_BLACKSMITHY_MASTER =68, //措厘厘捞 扁己
SKILL_CARPENTRY_MASTER =69, //格荐 扁己
SKILL_BOWCRAFTING_MASTER =70, //劝力累荤 扁己
SKILL_TAILORING_MASTER =71, //犁窜荤 扁己
// SKILL_HIDE =72,
// SKILL_CAMPING =73,
SKILL_MAKEFIRE =74,
SKILL_TAMING =75,
// SKILL_COMMUNICATE_WITH_ANIMAL =76,
// SKILL_COMMUNICATE_WITH_OTHER_TRIBE =77,
// SKILL_ANIMAL_LORE =78,
// SKILL_ARMS_LORE =79,
SKILL_EVALUATE_INTELIGENCE =80,
SKILL_EVALUATE_WISDOM =81,
SKILL_ANATOMY_JUDGEMENT =82,
SKILL_ITEM_IDENTIFICATION =83,
// SKILL_TASTE_IDENTIFICATION =84,
// SKILL_APPRAISAL =85,
// SKILL_HEALING =86,
SKILL_TACTICS =87,//021113 lsw
TACTICS_Crapple =88,
TACTICS_swordmanship =89,
TACTICS_Archery =90,
TACTICS_Fencing =91,
TACTICS_Mace_fighting =92,
TACTICS_Pierce =93,
TACTICS_Whirl =94,
TACTICS_Hurl =95,
TACTICS_Parrying =96,
TACTICS_Double_Swordmanship =97,
TACTICS_Double_MaceFighting =98,
TACTICS_Magery =99,
TACTICS_Orison =100,
// SKILL_THREAD =101,
// SKILL_COLORING =102,
// SKILL_JUMP =103,
// SKILL_RIDING =104,
SKILL_GHOST_RESURRECTION =105,
SKILL_GM_CARPENTER =106,
SKILL_GM_BLACKSMITH =107,
SKILL_GM_COOK =108,
SKILL_GM_TAILOR =109,
SKILL_GM_BOWCRAFT =110,
SKILL_GM_ALCHEMIST =111,
SKILL_GM_CANDLEMAKER =112,
}; //> CSD-030306
extern int init_login_main( void );
extern int run_login_main(void);
extern void end_login_main( void );
extern void prepare(t_connection c[]);
extern NPCLev_to_Exp NPC_Lev_Ref[Num_Of_NPC_Lev]; // CSD-TW-030606
const int MAX_EXP_LEVEL = 150; // CSD-TW-030606
const int MAX_TAC_LEVEL = 199; // CSD-TW-030606
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