📄 itemtable.h
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virtual int GetItemValue(){ return base_value; }
virtual void SetItemValue(int p) { base_value = p; return; }
virtual int GetItemDuration() { if( max_duration ) return max_duration; else return 1; }
virtual int GetItemShow( int is_man ) { return is_man? shape_man : shape_woman; }
virtual int GetItemColor( ) { return ( int )ReturnBlendRGB( imunity_Cure_1, Imunity_Cure_2, Imunity_Cure_3 ); } // 011018 KHS 噶肚
virtual int is_equipable();
virtual void GetItemNeedAbility( int &count, int *type, int *value );
virtual int is_equipable2(int dest_pos );
virtual char *GetItemName() { return Name; }
virtual char *GetItemHanName()
{
#ifdef USA_LOCALIZING_
return Name;
#else
return Han_Name;
#endif
}
virtual int GetRButton() { return Mouse_MR; }
virtual int EquipItem();
virtual int CurrEquip();
virtual int ReleaseItem();
virtual int GetDamage() { return Damage; }
virtual int GetRButtonSound() { return Mouse_Mr_Wave; }
virtual int GetItemKind() { return Item_kind; }
virtual int GetRepairAble() { return Repairable; }
virtual int GetGender() { return Need3_gender; }
void CopyItemClass( CItem_Armor *source, int ct );
virtual int GetSkillAbility() { return Skill_Ability; }
virtual int GetMouse_MRD() { return Mouse_MRD; }
virtual int GetAR_or_DH() { return AR_or_DH; }
virtual int GetHit_rate() { return Hit_rate; }
virtual int GetDefense_rate() { return Defense_rate; }
virtual int GetMovePoint() { return Defense_power; }
virtual int GetMouse_MR_Effect() { return Mouse_MR_Effect; }
virtual void GetItemChangeAbility( int &count, int *type, int *value );
virtual int GetNeedNation() { return Imunity_Cure_4; }
virtual int GetNeedLv() { return Imunity_Cure_5; }
virtual int GetNeedFame() { return Imunity_Cure_6; }
virtual int GetNeedDualStep(){ return Need2_max_age; }//021113 lsw
virtual int GetClassWarriorAble(){ return Class_Warrior;}
virtual int GetClassArcherAble(){ return Class_Archer;}
virtual int GetClassThiefAble(){ return Class_Thief;}
virtual int GetClassWizardAble(){ return Class_Wizard;}
virtual int GetClassClericAble(){ return Class_Cleric;}
};
class CItem_Accessory : public CItem
{
//protected :
public :
int Item_id ;
char Name[ITEM_NAME_MAX] ;
char Han_Name[ITEM_NAME_MAX] ;
int lv ;
int Image_Number ;
int Repairable ;
int Repair_min ;
int Repair_max ;
int Repair_Skill2 ;
int Repair_Skill2_min ;
int Repair_Res1 ;
int Amt_of_Repair_Res1 ;
int Repair_Res2 ;
int Amt_of_Repair_Res2 ;
int Repair_Res3 ;
int Amt_of_Repair_Res3 ;
int Repair_Tool ;
int Amt_of_abrasion ;
int Need2_lv ;
int Need2_str ;
int Need2_dex ;
int Need2_con ;
int Need2_wis ;
int Need2_int ;
int Need2_cha ;
int Need2_end ;
int Need2_Movp ;
int Need2_mor ;
int Need2_luc ;
int Need2_ws ;
int Need2_ps ;
int Need2_fame ;
int Need2_rank ;
int Need2_gender ;
int Need2_race ;
int Need2_min_age ;
int Need2_max_age ;
int Need3_lv ;
int Need3_str ;
int Need3_dex ;
int Need3_con ;
int Need3_wis ;
int Need3_int ;
int Need3_cha ;
int Need3_end ;
int Need3_Movp ;
int Need3_mor ;
int Need3_luc ;
int Need3_ws ;
int Need3_ps ;
int Need3_fame ;
int Need3_rank ;
int Need3_gender ;
int Need3_race ;
int Need3_min_age ;
int Need3_max_age ;
int Class_Warrior ;
int Class_Archer ;
int Class_Thief ;
int Class_Wizard ;
int Class_Cleric ;
int Change_str ;
int Change_dex ;
int Change_con ;
int Change_wis ;
int Change_int ;
int Change_cha ;
int Change_end ;
int Change_Movp ;
int Change_mor ;
int Change_luc ;
int Change_ws ;
int Change_ps ;
int Change_mag ;
int Change_dev ;
int casting_Time ;
int Change_Life_max ;
int Change_mana_max ;
int Change_Divine_Max ;
int Change_health_max ;
int Increase_Poisoning ;
int Increase_Stone ;
int Increase_Magic ;
int Increase_Fire ;
int Increase_Ice ;
int Increase_lightning ;
int imunity_Cure_1 ;
int Imunity_Cure_2 ;
int Imunity_Cure_3 ;
int Imunity_Cure_4 ;
int Imunity_Cure_5 ;
int Imunity_Cure_6 ;
int Skill_effect ;
int Skill_Ability ;
int Damage ;
int Hit_rate ;
int Defense_rate ;
int AR_or_DH ;
int Defense_power ;
int body ;
int arms ;
int head ;
int leg ;
int neck ;
int hand ;
int JobSkill_Farming ;
int JobSkill_Mining ;
int JobSkill_Fishing ;
int JobSkill_Cutdown ;
int JobSkill_Butchering ;
int JobSkill_Herb_digging ;
int JobSkill_Herding ;
int JobSkill_Carpentary ;
int JobSkill_Blacksmithy ;
int JobSkill_Cooking ;
int JobSkill_Tailoring ;
int JobSkill_Bowcraft ;
int JobSkill_Alchemy ;
int JobSkill_Candle ;
int JobSkill_repair ;
int JobSkill_reutil ;
int JobSkill_music ;
int JobSkill_detect ;
int JobSkill_hide ;
int JobSkill_campiing ;
int JobSkill_taming ;
int comm_animal ;
int comm_human ;
int comm_orc ;
int comm_elf ;
int comm_fairy ;
int comm_hobbit ;
int comm_dwarf ;
int comm_dragon ;
int animal_lore ;
int arms_lore ;
int evaluate_int ;
int evaluate_wis ;
int analomy ;
int item_ident ;
int taste_ident ;
int Appraisal ;
int healing ;
int spirituality ;
int poisoning ;
int entrapment ;
int scrooling ;
int cunning ;
int bomb_play ;
int tactice ;
int crapple ;
int sword ;
int archey ;
int fencing ;
int mace ;
int pierce ;
int whid ;
int hurt ;
int parrying ;
int double_sword ;
int double_mace ;
int weight ;
int max_duration ;
int Durationpermin ;
int object ;
int wear_able ;
int base_value ;
int base_store ;
int store_const ;
int store_plus_const ;
int Mouse_MR;
int Mouse_MRD;
int Mouse_MR_Effect;
int Mouse_Mr_Wave;
int Item_kind ;
int kind_of_magic;
int Incr_damage;
public:
virtual int GetImageNumber() { return Image_Number;}
virtual int GetObjectNumber() { return object; }
virtual int ReadItemTable( char *temp );
virtual int GetItemId(){return Item_id;}
virtual int GetItemClass(){return wear_able;}
virtual int GetItemWeight(){ return weight; }
virtual int GetItemValue(){ return base_value; }
virtual void SetItemValue(int p) { base_value = p; return; }
virtual int GetItemDuration() { if( max_duration ) return max_duration; else return 1; }
virtual char *GetItemName() { return Name; }
virtual char *GetItemHanName()
{
#ifdef USA_LOCALIZING_
return Name;
#else
return Han_Name;
#endif
}
virtual int GetRButton() { return Mouse_MR; }
virtual int EquipItem();
virtual int CurrEquip();
virtual int ReleaseItem();
virtual int GetDamage() { return Damage; }
virtual int GetRButtonSound() { return Mouse_Mr_Wave; }
virtual int GetItemKind() { return Item_kind; }
virtual int is_equipable();
virtual void GetItemNeedAbility( int &count, int *type, int *value );
virtual int is_equipable2(int dest_pos );
virtual int GetRepairAble() { return Repairable; }
virtual int GetGender() { return Need3_gender; }
void CopyItemClass( CItem_Accessory *source, int ct );
virtual int GetSkillAbility() { return Skill_Ability; }
virtual int GetMouse_MRD() { return Mouse_MRD; }
virtual int GetAR_or_DH() { return AR_or_DH; }
virtual int GetHit_rate() { return Hit_rate; }
virtual int GetDefense_rate() { return Defense_rate; }
virtual int GetMovePoint() { return Defense_power; }
virtual int GetMouse_MR_Effect() { return Mouse_MR_Effect; }
virtual void GetItemChangeAbility( int &count, int *type, int *value );
virtual int GetItemColor( ) { return ( int )ReturnBlendRGB( imunity_Cure_1, Imunity_Cure_2, Imunity_Cure_3 ); } // 011018 KHS 噶肚
virtual int GetNeedNation() { return Imunity_Cure_4; }
virtual int GetNeedLv() { return Imunity_Cure_5; }
virtual int GetNeedFame() { return Imunity_Cure_6; }
virtual int GetNeedDualStep(){ return Need2_max_age; }//021113 lsw
virtual int GetClassWarriorAble(){ return Class_Warrior;}
virtual int GetClassArcherAble(){ return Class_Archer;}
virtual int GetClassThiefAble(){ return Class_Thief;}
virtual int GetClassWizardAble(){ return Class_Wizard;}
virtual int GetClassClericAble(){ return Class_Cleric;}
};
class CItem_Etc : public CItem
{
// protected :
public :
int Item_id;
char Name[ITEM_NAME_MAX];
char Han_Name[ITEM_NAME_MAX];
int lv;
int Image_Number;
int Repairable;
int Repair_min;
int Repair_max;
int Repair_Skill2;
int Repair_Skill2_min;
int Repair_Res1;
int Amt_of_Repair_Res1;
int Repair_Res2;
int Amt_of_Repair_Res2;
int Repair_Res3;
int Amt_of_Repair_Res3;
int Repair_Tool;
int Amt_of_abrasion;
int Need2_lv;
int Need2_str;
int Need2_dex;
int Need2_con;
int Need2_wis;
int Need2_int;
int Need2_cha;
int Need2_end;
int Need2_Movp;
int Need2_mor;
int Need2_luc;
int Need2_ws;
int Need2_ps;
int Need2_Magery;
int Need2_Orison;
int Need2_fame;
int Need2_rank;
int Need2_gender;
int Need2_race;
int Need2_min_age;
int Need2_max_age;
int Need3_lv;
int Need3_str;
int Need3_dex;
int Need3_con;
int Need3_wis;
int Need3_int;
int Need3_cha;
int Need3_end;
int Need3_Movp;
int Need3_mor;
int Need3_luc;
int Need3_ws;
int Need3_ps;
int Need3_fame;
int Need3_rank;
int Need3_gender;
int Need3_race;
int Need3_min_age;
int Need3_max_age;
int Class_Warrior;
int Class_Archer;
int Class_Thief;
int Class_Wizard;
int Class_Cleric;
int Change_str;
int Change_dex;
int Change_con;
int Change_wis;
int Change_int;
int Change_cha;
int Change_end;
int Change_mor;
int Change_luc;
int Change_ws;
int Change_ps;
int Change_mag;
int Change_dev;
int casting_Time;
int Change_Life_max;
int Change_mana_max;
int Change_Divine_Max;
int Change_health_max;
int Increase_Poisoning;
int Increase_Stone;
int Increase_Magic;
int Increase_Fire;
int Increase_Ice;
int Increase_lightning;
int imunity_Cure_1;
int Imunity_Cure_2;
int Imunity_Cure_3;
int Imunity_Cure_4;
int Imunity_Cure_5;
int Imunity_Cure_6;
int Skill_effect;
int Substitution_magic;
int Skill_Ability;
int Damage;
int Hit_rate;
int Defense_rate;
int AR_or_DH;
int Defense_power;
int body;
int arms;
int head;
int leg;
int neck;
int hand;
int JobSkill_Farming;
int JobSkill_Mining;
int JobSkill_Fishing;
int JobSkill_Cutdown;
int JobSkill_Butchering;
int JobSkill_Herb_digging;
int JobSkill_Herding;
int JobSkill_Carpentary;
int JobSkill_Blacksmithy;
int JobSkill_Cooking;
int JobSkill_Tailoring;
int JobSkill_Bowcraft;
int JobSkill_Alchemy;
int JobSkill_Candle;
int JobSkill_repair;
int JobSkill_reutil;
int JobSkill_music;
int JobSkill_detect;
int JobSkill_hide;
int JobSkill_campiing;
int JobSkill_taming;
int comm_animal;
int comm_human;
int comm_orc;
int comm_elf;
int comm_fairy;
int comm_hobbit;
int comm_dwarf;
int comm_dragon;
int animal_lore;
int arms_lore;
int evaluate_int;
int evaluate_wis;
int analomy;
int item_ident;
int taste_ident;
int Appraisal;
int healing;
int spirituality;
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