📄 char_base.h
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#ifdef _NEWOPEN_MAXEXP CHAR_OLDEXP, CHAR_EXP,#else CHAR_EXP,#endif CHAR_LASTTALKELDER, CHAR_SKILLUPPOINT, CHAR_LEVELUPPOINT, CHAR_IMAGETYPE, CHAR_NAMECOLOR, CHAR_POPUPNAMECOLOR, CHAR_LASTTIMESETLUCK, CHAR_DUELPOINT, CHAR_ENDEVENT, /* (0~31) */ CHAR_ENDEVENT2, /* (32~63) */ CHAR_ENDEVENT3, /* (64~96) */#ifdef _NEWEVENT CHAR_ENDEVENT4, /* (96~127) */ CHAR_ENDEVENT5, /* (128~159) */ CHAR_ENDEVENT6, /* (160~191) */#endif#ifdef _ADD_NEWEVENT // WON 多增任务旗标 CHAR_ENDEVENT7, CHAR_ENDEVENT8,#endif CHAR_NOWEVENT, /* (0~31) */ CHAR_NOWEVENT2, /* (32~63) */ CHAR_NOWEVENT3, /* (64~96) */#ifdef _NEWEVENT CHAR_NOWEVENT4, /* (96~127) */ CHAR_NOWEVENT5, /* (128~159) */ CHAR_NOWEVENT6, /* (160~191) */#endif#ifdef _ADD_NEWEVENT // WON 多增任务旗标 CHAR_NOWEVENT7, CHAR_NOWEVENT8, // 224~255 精灵召唤专用#endif CHAR_TRANSMIGRATION, CHAR_TRANSEQUATION, CHAR_INITDATA, CHAR_SILENT, /* char shutup time */ CHAR_FMINDEX, // 家族 index CHAR_FMLEADERFLAG, /* 家族成员种类 * FMMEMBER_NONE :没有加入任何家族 * FMMEMBER_APPLY :申请加入家族中 * FMMEMBER_LEADER :族长 * FMMEMBER_MEMBER :一般成员 * FMMEMBER_ELDER :长老 * FMMEMBER_INVITE :祭司 // 暂时不用 * FMMEMBER_BAILEE :财务长 // 暂时不用 * FMMEMBER_VICELEADER :副族长 // 暂时不用 */ CHAR_FMSPRITE, // 家族守护精灵 CHAR_BANKGOLD, CHAR_RIDEPET, CHAR_LEARNRIDE,#ifdef _NEW_RIDEPETS CHAR_LOWRIDEPETS,#endif CHAR_LIMITLEVEL,#ifdef _PET_FUSION CHAR_FUSIONCODE, //物种编码 CHAR_FUSIONINDEX, //孵化宠物编号 CHAR_FUSIONRAISE, // 养次数 CHAR_FUSIONBEIT, //宠蛋旗标 CHAR_FUSIONTIMELIMIT, // 养时间#endif#ifdef _DEATH_CONTEND CHAR_PKLISTTEAMNUM, CHAR_PKLISTLEADER,#endif#ifdef _PERSONAL_FAME // Arminius 8.30: 家族个人声望 CHAR_FAME,#endif#ifdef _NEWSAVE CHAR_SAVEINDEXNUMBER, /* SaveFile .0.char or .1.char */#endif #ifdef __ATTACK_MAGIC CHAR_EARTH_EXP, // 玩家的地魔法熟练度 CHAR_WATER_EXP, // 玩家的水魔法熟练度 CHAR_FIRE_EXP, // 玩家的火魔法熟练度 CHAR_WIND_EXP, // 玩家的风魔法熟练度 CHAR_EARTH_RESIST, // 玩家的地魔法抗性 CHAR_WATER_RESIST, // 玩家的水魔法抗性 CHAR_FIRE_RESIST, // 玩家的火魔法抗性 CHAR_WIND_RESIST, // 玩家的风魔法抗性 CHAR_EARTH_ATTMAGIC_EXP, // 玩家的地魔法熟练度经验值 CHAR_WATER_ATTMAGIC_EXP, // 玩家的水魔法熟练度经验值 CHAR_FIRE_ATTMAGIC_EXP, // 玩家的火魔法熟练度经验值 CHAR_WIND_ATTMAGIC_EXP, // 玩家的风魔法熟练度经验值 CHAR_EARTH_DEFMAGIC_EXP, // 玩家的地魔法抗性经验值 CHAR_WATER_DEFMAGIC_EXP, // 玩家的水魔法抗性经验值 CHAR_FIRE_DEFMAGIC_EXP, // 玩家的火魔法抗性经验值 CHAR_WIND_DEFMAGIC_EXP, // 玩家的风魔法抗性经验值#endif#ifdef _GAMBLE_BANK CHAR_PERSONAGOLD, //赌场个人银行#endif#ifdef _DROPSTAKENEW CHAR_GAMBLENUM, //赌场积分#endif#ifdef _ADD_ACTION //npc动作 CHAR_ACTIONSTYLE,#endif#ifdef _AUCTIONEER CHAR_AUCGOLD, // 拍卖所得#endif#ifdef _PET_EVOLUTION CHAR_EVOLUTIONBASEVTL, CHAR_EVOLUTIONBASESTR, CHAR_EVOLUTIONBASETGH, CHAR_EVOLUTIONBASEDEX, #endif#ifdef _ACTION_BULLSCR CHAR_ABULLSTART, CHAR_ABULLSCORE, CHAR_ABULLTIME, CHAR_ABULLSTARTTIME,#endif#ifdef _ACTION_GMQUE CHAR_GMQUEFLG, CHAR_GMQUENUMS,#endif#ifdef _FAMILYBANKSTONELOG CHAR_FMBANKGOLD, //家族银行存款#endif#ifdef _FM_JOINLIMIT CHAR_FMTIMELIMIT,#endif#ifdef _CHAR_PROFESSION // WON ADD 人物职业 PROFESSION_CLASS, // 职业别 PROFESSION_LEVEL, // 职业等级// PROFESSION_EXP, // 职业经验值 PROFESSION_SKILL_POINT, // 技能点数 ATTACHPILE, // 增加堆叠 PROFESSION_FIRE_P, // 火熟练度 PROFESSION_ICE_P, // 冰熟练度 PROFESSION_THUNDER_P, // 雷熟练度 PROFESSION_FIRE_R, // 火抗性 PROFESSION_ICE_R, // 冰抗性 PROFESSION_THUNDER_R, // 雷抗性#endif#ifdef _ALLDOMAN // (不可开) Syu ADD 排行榜NPC CHAR_HEROFLOOR, #endif#ifdef _PETSKILL_BECOMEPIG CHAR_BECOMEPIG, CHAR_BECOMEPIG_BBI,//要变成的图号#endif CHAR_LASTLEAVETIME, // Robin add 最後离线时间#ifdef _NEW_MANOR_LAW CHAR_MOMENTUM,#endif#ifdef _ITEM_ADDEXP2 CHAR_ADDEXPPOWER, CHAR_ADDEXPTIME,#endif#ifdef _ANGEL_SUMMON CHAR_HEROCNT, // 完成勇者任务的次数#endif#ifdef _TEACHER_SYSTEM CHAR_TEACHER_FAME, // 导师领导声望#endif#ifdef _RACEMAN CHAR_CHECKIN, //宠物是否登记 CHAR_CATCHCNT1, //新手限 猎宠次数 CHAR_CATCHCNT2, //老手限 猎宠次数 CHAR_CATCHCNT3, //家族限 猎宠次数 CHAR_CATCHCNT4, //老手不限 猎宠次数 CHAR_CATCHCNT5, //老手不限 猎宠次数 CHAR_KINDCNT1, /* (0~31) */ CHAR_KINDCNT2, /* (32~63) */ CHAR_KINDCNT3, /* (64~95) */ CHAR_KINDCNT4, /* (96~127) */ CHAR_KINDCNT5, /* (128~159) */ CHAR_KINDCNT6, /* (160~191) */ CHAR_KINDCNT7, /* (192~223) */ CHAR_KINDCNT8, /* (224~255) */ CHAR_KINDCNT9, /* (256~287) */ CHAR_KINDCNT10, /* (288~319) */#endif#ifdef _GM_ITEM CHAR_GMTIME, // 玩家GM命令次数#endif CHAR_DATAINTNUM,}CHAR_DATAINT;typedef enum { CHAR_MODAI = CHAR_CHARM, /* 矢永玄 及及镝擦艘膜恳袄 */ CHAR_VARIABLEAI = CHAR_LUCK, /* 矢永玄及镝擦艘 祭袄 ㄠㄟㄟ 仄凶袄匹 匀化云仁 */ CHAR_SLOT = CHAR_DEFAULTPET, /* 檗 毛本永玄请 月旦夫永玄醒 矢永玄互银迕 */ CHAR_PETGETLV = CHAR_CHATVOLUME, /* 必永玄今木凶伊矛伙 矢永玄及心银迕 */ CHAR_PUTPETTIME = CHAR_LOGINCOUNT, /* 矢永玄互哗 卞 井木凶凛棉 */ CHAR_MAILMODE = CHAR_RADARSTRENGTH, /* 矢永玄及心银迕 丢□伙霜耨橇谪 */ CHAR_ALLOCPOINT = CHAR_LEVELUPPOINT, /* 伊矛伙失永皿凛及喃曰蕊曰禾奶件玄(矢永玄迕) */ CHAR_PETMAILBUFINDEX = CHAR_GETPETCOUNT, /* 矢永玄丢□伙(offmsg)尺及index */ CHAR_PETMAILIDLETIME = CHAR_SENDMAILCOUNT, /* 矢永玄丢□伙及啃及凛棉卅升 */ CHAR_PETMAILFROMFLOOR = CHAR_DUELBATTLECOUNT, /* 丢□伙毛霜匀凶凛及白夫失 */ CHAR_PETMAILFROMX = CHAR_DUELWINCOUNT, /* 丢□伙毛霜匀凶凛及 甄 */ CHAR_PETMAILFROMY = CHAR_DUELLOSECOUNT, /* 丢□伙毛霜匀凶凛及 甄 */ CHAR_PETMAILEFFECT = CHAR_DUELSTWINCOUNT, /* 矢永玄丢□伙及请蜇及巨白尼弁玄 寞 */ CHAR_PETSENDMAILCOUNT = CHAR_TALKCOUNT, /* 矢永玄互丢□伙毛扪氏分荚醒 */ CHAR_PETRANK = CHAR_LASTTIMESETLUCK, /* 矢永玄及仿件弁(矢永玄迕 ㄠ ㄥ[ㄟ反巨仿□迕 */ CHAR_PETID = CHAR_DUELMAXSTWINCOUNT,/* 矢永玄及 件皿伊□玄及 */ CHAR_PETFAMILY = CHAR_FMLEADERFLAG, // CoolFish: Family 判断是否为家族守护兽}CHAR_PET;typedef enum{ CHAR_NAME, CHAR_OWNTITLE, CHAR_USERPETNAME = CHAR_OWNTITLE, CHAR_NPCARGUMENT, CHAR_CDKEY = CHAR_NPCARGUMENT, CHAR_OWNERCDKEY, CHAR_OWNERCHARANAME, CHAR_FMNAME,#ifdef _UNIQUE_P_I CHAR_UNIQUECODE,#endif#ifdef _ACTION_GMQUE CHAR_GMQUESTR1,#endif#ifdef _GM_IDENTIFY CHAR_GMIDENTIFY,#endif#ifdef _TEACHER_SYSTEM CHAR_TEACHER_ID, // 导师帐号 CHAR_TEACHER_NAME, // 导师名字#endif#ifdef _ITEM_SETLOVER CHAR_LOVE, // 结婚判断 CHAR_LOVERID, // 爱人帐号 CHAR_LOVERNAME, // 爱人名字#endif#ifdef _GM_ITEM CHAR_GMFUNCTION, // 玩家GM命令#endif CHAR_DATACHARNUM,}CHAR_DATACHAR;typedef enum{ CHAR_ISATTACK, CHAR_ISATTACKED, CHAR_ISOVER, CHAR_ISOVERED, CHAR_HAVEHEIGHT, CHAR_ISVISIBLE, CHAR_ISTRANSPARENT, CHAR_ISFLYING, CHAR_ISDIE, CHAR_ISBIG, CHAR_ISSHOWBATTLEMSG, CHAR_ISPARTY, CHAR_ISWARP, CHAR_ISDUEL, CHAR_ISPARTYCHAT, CHAR_ISTRADECARD, CHAR_ISTRADE,#ifdef _CHANNEL_MODIFY CHAR_ISTELL, //密语频道开关 CHAR_ISFM, //家族频道开关 CHAR_ISOCC, //职业频道开关 CHAR_ISSAVE, //对话储存开关 CHAR_ISCHAT, //聊天室#endif#ifdef _AUCPROTOCOL // (不可开) Syu ADD 拍卖频道开关Protocol CHAR_ISAUC,#endif CHAR_FLGNUM,}CHAR_DATAFLG;#define CHAR_FS_PARTY (1 << 0)#define CHAR_FS_BATTLE (1 << 1)#define CHAR_FS_DUEL (1 << 2)#define CHAR_FS_PARTYCHAT (1 << 3) //队伍频道开关#define CHAR_FS_TRADECARD (1 << 4)#define CHAR_FS_TRADE (1 << 5)#ifdef _CHANNEL_MODIFY#define CHAR_FS_TELL (1 << 6) //密语频道开关#define CHAR_FS_FM (1 << 7) //家族频道开关#define CHAR_FS_OCC (1 << 8) //职业频道开关#define CHAR_FS_SAVE (1 << 9) //对话储存开关#define CHAR_FS_CHAT (1 << 10) //聊天室开关#endif#ifdef _AUCPROTOCOL // (不可开) Syu ADD 拍卖频道开关Protocol#define CHAR_FS_AUC (1 << 6)#endiftypedef enum{ CHAR_WORKBATTLEMODE, CHAR_WORKBATTLEINDEX, CHAR_WORKBATTLESIDE, CHAR_WORKBATTLECOM1, CHAR_WORKBATTLECOM2, CHAR_WORKBATTLECOM3,#ifdef _PSKILL_MDFYATTACK CHAR_WORKBATTLECOM4,#endif CHAR_WORKBATTLEFLG, CHAR_WORKBATTLEWATCH, CHAR_WORKFIXEARTHAT, CHAR_WORKFIXWATERAT, CHAR_WORKFIXFIREAT, CHAR_WORKFIXWINDAT,#ifdef _PROFESSION_ADDSKILL CHAR_WORKFIXEARTHAT_BOUNDARY, //地结界 左16位元存放加强百分比 右16位元存放回合数 CHAR_WORKFIXWATERAT_BOUNDARY, //水结界 CHAR_WORKFIXFIREAT_BOUNDARY, //火结界 CHAR_WORKFIXWINDAT_BOUNDARY, //风结界#endif CHAR_WORKMAXHP, CHAR_WORKMAXMP, CHAR_WORKATTACKPOWER, CHAR_WORKDEFENCEPOWER, CHAR_WORKQUICK, CHAR_WORKFIXVITAL, CHAR_WORKFIXSTR, CHAR_WORKFIXTOUGH, CHAR_WORKFIXDEX,#ifdef _ITEMSET5_TXT CHAR_WORKFIXARRANGE, CHAR_WORKARRANGEPOWER, CHAR_WORKFIXSEQUENCE, CHAR_WORKSEQUENCEPOWER, CHAR_WORKATTACHPILE, CHAR_WORKHITRIGHT, //额外命中#endif#ifdef _ITEMSET6_TXT CHAR_WORKNEGLECTGUARD,#endif CHAR_WORKMODATTACK, CHAR_WORKMODDEFENCE, CHAR_WORKMODQUICK, CHAR_WORKMODCAPTURE, CHAR_WORKMODCHARM, CHAR_WORKFIXCHARM, CHAR_WORKFIXLUCK, CHAR_WORKFIXAI, CHAR_WORKFIXAVOID, CHAR_WORKDAMAGEABSROB, CHAR_WORKDAMAGEREFLEC, CHAR_WORKDAMAGEVANISH, CHAR_WORKPOISON, CHAR_WORKPARALYSIS, CHAR_WORKSLEEP, CHAR_WORKSTONE, CHAR_WORKDRUNK, CHAR_WORKCONFUSION, CHAR_WORKWEAKEN, //虚弱 vincent add _MAGIC_WEAKEN CHAR_WORKDEEPPOISON, //剧毒 vincent add _MAGIC_DEEPPOISON CHAR_WORKBARRIER, //魔障 vincent add _MAGIC_BARRIER CHAR_WORKNOCAST, //沉默 vincent add _MAGIC_NOCAST CHAR_WORKMODPOISON, CHAR_WORKMODPARALYSIS, CHAR_WORKMODSLEEP, CHAR_WORKMODSTONE, CHAR_WORKMODDRUNK, CHAR_WORKMODCONFUSION, CHAR_WORKMODWEAKEN, CHAR_WORKMODDEEPPOISON, CHAR_WORKMODBARRIER, //魔障 CHAR_WORKMODNOCAST, //沉默 CHAR_WORKMODCRITICAL, //一击必杀 CHAR_WORKULTIMATE, CHAR_WORKPARTYMODE, CHAR_WORKTRADEMODE, /* 交易模式 * 0: CHAR_TRADE_FREE :可交易 * 1: CHAR_TRADE_SENDING:交易请求中 * 2: CHAR_TRADE_TRADING:交易中 * 3: CHAR_TRADE_LOCK :交易锁定中 */ CHAR_WORKPARTYINDEX1, CHAR_WORKPARTYINDEX2, CHAR_WORKPARTYINDEX3, CHAR_WORKPARTYINDEX4, CHAR_WORKPARTYINDEX5, CHAR_WORKOBJINDEX, CHAR_WORKWALKSTARTSEC, CHAR_WORKWALKSTARTMSEC, CHAR_WORKLOOPSTARTSEC, CHAR_WORKLOOPSTARTMSEC, CHAR_WORKLASTATTACKCHARAINDEX, CHAR_WORKEVENTTYPE, CHAR_WORKGETEXP, CHAR_WORKMODCAPTUREDEFAULT, CHAR_WORKACTION, CHAR_WORKFD, CHAR_WORKFLG, CHAR_WORKGMLEVEL, CHAR_NPCWORKINT1, CHAR_NPCWORKINT2, CHAR_NPCWORKINT3, CHAR_NPCWORKINT4, CHAR_NPCWORKINT5, CHAR_NPCWORKINT6, CHAR_NPCWORKINT7, CHAR_NPCWORKINT8, CHAR_NPCWORKINT9, CHAR_NPCWORKINT10, CHAR_NPCWORKINT11,#ifdef _PETRACE CHAR_NPCWORKINT12,#endif CHAR_NPCWORKINT13, CHAR_WORKWARPCHECK, CHAR_TENSEICHECKED, CHAR_WORKFMINDEXI, // 家族索引 index CHAR_WORKFMCHANNEL, // 家族频道 CHAR_WORKFMCHANNELQUICK, CHAR_WORKFMFLOOR, // 家族据点图层 CHAR_WORKFMDP, // 家族DP值
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