📄 abilitycommonheader.h
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#ifndef _ABILITYHEADER_
#define _ABILITYHEADER_
WORD GetAbilityIndex_WithKindPosition(BYTE Kind,BYTE Position);
void GetKindPosition_WithAbilityIndex(WORD AbilityIndex,BYTE* pOutKind,BYTE* pOutPosition);
BYTE GetAbilityLevel_WithDBValue(BYTE DBValue);
WORD GetAbilityQuickPosition(BYTE DBValue);
#define ABILITYUPDATE_CHARACTERLEVEL_CHANGED 0x00000001
#define ABILITYUPDATE_ABILITYUPITEM_USE 0x00000002
#define ABILITYUPDATE_ABILITYLEVEL_CHANGED 0x00000004
#define ABILITYUPDATE_ABILITYEXP_CHANGED 0x00000008
#define ABILITYUPDATE_ABILITYQUICK_CHANGED 0x00000010
#define ABILITYUPDATE_ABILITYINITED 0x00000020
enum eAbilityGradeUpMethod
{
eAGM_OnOff, //0: 1ȸ¼º ¼ºÀåÇü : Çѹø ¼ö·ÃÇÏ¿© ÀÍÈ÷¸é È¿°ú¸¦ °¡Áö°Ô µÇ¸ç ±× ÀÌ»óÀÇ È¿°úÁõÁøÀº ¾ø´Ù. (On/OffÇü)
eAGM_GradeUp, //1: µî±Þ ¼ºÀåÇü : Ư±âÄ¡¸¦ »ç¿ëÇÏ¿© °è¼ÓÇØ¼ ¼ºÀåÇØ ³ª°¥¼ö ÀÖ´Â ÇüÅÂ
eAGM_Restrict, //2: Á¦ÇÑ ¼ºÀåÇü : ƯÁ¤ Ư±â°¡ ÇØ´ç ·¹º§¿¡ µµ´ÞÇϱâ Àü¿¡´Â Ư±â¸¦ ¼ºÀå½Ãų¼ö ¾ø´Â ÇüÅÂ
};
enum eAbilityUseType
{
eAUT_Use, //0: 1ȸ¼º ŸÀÔ
eAUT_Passive, //1: ÆÐ½Ãºê ŸÀÔ
eAUT_Active, //2: ON/OFF
};
enum eAbilityGroupKind
{
eAGK_Battle,
eAGK_KyungGong,
eAGK_Society,
eAGK_Job,
eAGK_Max,
};
#define ABILITYLEVEL_DB_KEY 'A'
#define ABILITYQUICKPOSITION_NULL ' '
#define ABILITYQUICKPOSITION_KEY 'A'
#define ABILITY_MAX_LEVEL 30
#define MAX_TOTAL_ABILITY (MAX_ABILITY_NUM_PER_GROUP*eAGK_Max)
#define MAX_ABILITY_NUM_PER_GROUP 40
#define MAX_ABILITY_LEVEL 30
#define ABILITY_STARTINDEX_BATTLE 100
#define ABILITY_STARTINDEX_KYUNGGONG 200
#define ABILITY_STARTINDEX_SOCIETY 300
#define ABILITY_STARTINDEX_JOB 400
#define ABILITY_STARTINDEX_INTERVAL 100
struct ABILITY_STATS
{
DWORD PhyAttackUp[WP_MAX];
ATTRIBUTE_VAL<float> AttAttackUp;
ATTRIBUTE_VAL<float> AttRegistUp;
DWORD DefenceUp;
DWORD LifeUp;
DWORD NaeRyukUp;
DWORD ShieldUp;
DWORD UngiUpVal;
DWORD GetPhyAttackUp(WORD WeaponKind)
{
return PhyAttackUp[WeaponKind-1];
}
void SetPhyAttackUp(WORD WeaponKind,DWORD UpVal)
{
PhyAttackUp[WeaponKind-1] = UpVal;
}
void Clear()
{
memset(this,0,sizeof(ABILITY_STATS));
}
};
enum eABILITY_USE_KIND
{
eAUK_KYUNGGONG = 1,
eAUK_JOB,
eAUK_PHYATTACK,
eAUK_ATTRIB,
eAUK_MAXLIFE,
eAUK_DEFENCE,
eAUK_MAXNEARYUK,
eAUK_MAXSHIELD,
eAUK_UNGISPEED,
eAUK_SOCIETY = 10, //ÀÌ°Ç 10À̶ó°í Á¤Çß´Ù.
};
enum eABILITY_USE_JOB
{
eAUKJOB_Ungijosik = 101, // ¿î±âÁ¶½Ä
eAUKJOB_Vimu = 102, // ºñ¹«½Åû
eAUKJOB_Party = 103, // ¹æÆÄâ¼³
eAUKJOB_Munpa = 104, // ¹®ÆÄâ¼³
eAUKJOB_Deal = 105, // °Å·¡
eAUKJOB_StreetStall = 106, // ³ëÁ¡»ó°³¼³
eAUKJOB_Upgrade = 201, //µî±Þ¾÷
eAUKJOB_Mix = 202, //Á¶ÇÕ
eAUKJOB_Reinforce = 203, //°È
eAUKJOB_Dissolve = 204, //ºÐÇØ
};
enum eABILITY_USE_SOCIETY
{
eAUKJOB_Bow = 301, // Àλç(Æ÷±Ç)
eAUKJOB_Happy = 302, // ±â»Ý
eAUKJOB_Sad = 303, // ½½ÇÄ
eAUKJOB_Yes = 304, // ±àÁ¤
eAUKJOB_No = 305, // ºÎÁ¤
eAUKJOB_Sit = 306, // ¾É±â/ÀϾ±â
// eAUKJOB_Stand = 307, // ÀϾ±â
eAUKJOB_BigBow = 307, // °Ý½ÄÀλç
};
enum eAbilityIconState
{
eAIS_NotAvailable,
eAIS_OnlyVisible,
eAIS_Usable,
};
enum AbilityAcquireKind
{
eAAK_Item, //¾ÆÀÌÅÛÀ» »ç¿ëÇÏ¿© Ư±â¸¦ ¾òÀ½
eAAK_Quest, //Äù½ºÆ®¸¦ ÅëÇÏ¿© Ư±â¸¦ ¾òÀ½
eAAK_OtherAbility, //ƯÁ¤ Ư±â°¡ ÀÏÁ¤ µî±Þ ÀÌ»óÀÌ µµ´ÞÇÏ¸é ¾ò´Â´Ù.
eAAK_CharacterLevel, //ij¸¯ÅÍÀÇ ·¹º§ÀÌ Æ¯Á¤´Ü°è¿¡ µµ´ÞÇÏ¸é ½Àµæ
eAAK_Max,
};
#define ABILITYINDEX_UNGI 401 //¿î±âÁ¶½Ä
#define ABILITYINDEX_VIMU 402 //ºñ¹«½Åû
#define ABILITYINDEX_PARTY 403 //¹æÆÄâ¼³
#define ABILITYINDEX_MUNPA 404 //¹®ÆÄâ¼³
#define ABILITYINDEX_EXCHANGE 405 //°Å·¡
#define ABILITYINDEX_STALL 406 //³ëÁ¡»ó°³¼³
#define ABILITYINDEX_ITEMUPGRADE 407 //¾ÆÀÌÅÛµî±Þ¾÷
#define ABILITYINDEX_ITEMMIX 408 //¾ÆÀÌÅÛÁ¶ÇÕ
#define ABILITYINDEX_ITEMREINFORCE 409 //¾ÆÀÌÅÛ°È
#define ABILITYINDEX_ITEMDISSOLVE 410 //¾ÆÀÌÅÛºÐÇØ
#define ABILITYINDEX_LEADERSHIP 411 //Áöµµ·Â
#endif
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