Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code: - Client: Game client source (moved to Client/Client/) - Server: Game server source - GameTools: Development tools - CryptoSource: Encryption utilities - database: Database scripts - Script: Game scripts - rylCoder_16.02.2008_src: Legacy coder tools - GMFont, Game: Additional resources 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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162
GameTools/GLOBALSCRIPT/Skill/SkillStructure.h
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162
GameTools/GLOBALSCRIPT/Skill/SkillStructure.h
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#ifndef _SKILL_STRUCTURE_H_
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#define _SKILL_STRUCTURE_H_
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#pragma once
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#include "../Utility/TypeArray.h"
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#include "../Item/ItemStructure.h"
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#pragma pack(8)
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namespace Skill
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{
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enum { SkillMask = 0x8000 };
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namespace Type
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{
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enum Type
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{
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NONE = 0,
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PASSIVE = 1,
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INSTANCE = 2,
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CAST = 3,
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CHANT = 4,
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ENCHANT = 5,
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MAX_SKILL_TYPE = 6
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};
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extern const CTypeName SkillTypes[MAX_SKILL_TYPE];
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};
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namespace UseLimit
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{
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enum Type
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{
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NONE = 0,
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// <20>ΰ<EFBFBD>
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FOR_FIGHTER = 1, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ǽ<EFBFBD> Ȱ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ұ<EFBFBD>
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WITH_SHIELD = 2, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> : <20><><EFBFBD>а<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>.
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FOR_FIGHTER_TWOHANDED = 3, // <20><><EFBFBD>չ<EFBFBD><D5B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>) : <20><><EFBFBD>չ<EFBFBD><D5B9><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD><C3BF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>쿡<EFBFBD><ECBFA1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ұ<EFBFBD><D2B0><EFBFBD><EFBFBD>ϴ<EFBFBD>.
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FOR_ALL_ONEHAND = 4, // <20>Ѽչ<D1BC><D5B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> : <20><><EFBFBD>չ<EFBFBD><D5B9>⳪ <20>Ǽ<EFBFBD><C7BC><EFBFBD><EFBFBD>δ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ұ<EFBFBD><D2B0><EFBFBD><EFBFBD>ϴ<EFBFBD>. <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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WITH_DAGGER = 5, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> : <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD><C3BF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD>.
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WITH_THROWING_DAGGER = 6, // <20><><EFBFBD><EFBFBD><EFBFBD>״<EFBFBD><D7B4>żҸ<C5BC> : <20>κ<EFBFBD><CEBA>丮<EFBFBD><E4B8AE> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>Ű<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD>. (<28>տ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ǿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ʿ<EFBFBD><CABF><EFBFBD> <20><><EFBFBD><EFBFBD>.)
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RANGED = 7, // Ȱ/<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>,ȭ<><C8AD><EFBFBD>Ҹ<EFBFBD> : Ȱ<>̳<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ǿ<EFBFBD> <20>ְ<EFBFBD> <20>κ<EFBFBD><CEBA>丮<EFBFBD><E4B8AE> ȭ<><C8AD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD>.
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// <20><>ĭ
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LEFT_ARM = 8, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> : <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD> <20>־<EFBFBD><D6BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD>.
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GUARD_ARM = 9, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> : <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD> <20>־<EFBFBD><D6BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD>.
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WITH_WEAPON = 10, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> : <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ǽ<EFBFBD><C7BC><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ұ<EFBFBD><D2B0><EFBFBD><EFBFBD>ϴ<EFBFBD>.
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ATTACK_ARM = 11, // <20><><EFBFBD>þ<EFBFBD><C3BE><EFBFBD><EFBFBD><EFBFBD> : <20><><EFBFBD>ݿ<EFBFBD><DDBF><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD> <20>־<EFBFBD><D6BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD>.
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GUN_ARM = 12, // <20>Ǿ<EFBFBD><C7BE><EFBFBD><EFBFBD><EFBFBD> ź<><C5BA><EFBFBD>Ҹ<EFBFBD> : <20><><EFBFBD>Ÿ<EFBFBD><C5B8><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD> ź<><C5BA><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>־<EFBFBD><D6BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD>.
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KNIFE_ARM = 13, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> : <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD> <20>־<EFBFBD><D6BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD>.
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WITH_CLOW = 14, // Ŭ<>ο<EFBFBD><CEBF><EFBFBD><EFBFBD><EFBFBD> : Ŭ<>ο<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD><C3BF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD>.
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MAX_USE_LIMIT = 15
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};
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extern const CTypeName UseLimits[MAX_USE_LIMIT];
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};
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namespace StatusLimit // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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{
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enum Type
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{
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NONE = 0, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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STR = 1, // STR<54><52> <20><><EFBFBD><EFBFBD> <20>̻<EFBFBD> <20>ʿ<EFBFBD>
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DEX = 2, // DEX<45><58> <20><><EFBFBD><EFBFBD> <20>̻<EFBFBD> <20>ʿ<EFBFBD>
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CON = 3, // CON<4F><4E> <20><><EFBFBD><EFBFBD> <20>̻<EFBFBD> <20>ʿ<EFBFBD>
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INT = 4, // INT<4E><54> <20><><EFBFBD><EFBFBD> <20>̻<EFBFBD> <20>ʿ<EFBFBD>
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WIS = 5, // WIS<49><53> <20><><EFBFBD><EFBFBD> <20>̻<EFBFBD> <20>ʿ<EFBFBD>
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MAX_STATUS_LIMIT = 6
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};
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extern const CTypeName StatusLimits[MAX_STATUS_LIMIT];
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};
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namespace Target
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{
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enum Type
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{
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NONE = 0,
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MELEE = 1,
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FRIEND = 2,
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ENEMY = 3,
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DEAD_FRIEND = 4,
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DEAD_ENEMY = 5,
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FRIEND_OBJECT = 6,
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ENEMY_OBJECT = 7,
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PARTY = 8,
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FRIEND_EXCEPT_SELF = 9,
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LINE_ENEMY = 10,
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MAX_TARGET_TYPE = 11
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};
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extern const CTypeName TargetTypes[MAX_TARGET_TYPE];
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};
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struct ProtoType
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{
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enum { MAX_LIMIT_NUM = 2, MAX_FILE_NAME = 32, MAX_SKILL_NAME = 32 };
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//-----------------------------------
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char m_szEffectFileName[MAX_FILE_NAME];
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char m_szHitFileName[MAX_FILE_NAME];
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char m_szCastingFileName[MAX_FILE_NAME];
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Item::SpriteData m_SpriteInfo;
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//-----------------------------------
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Type::Type m_eSkillType; // See Namespace Type
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Target::Type m_eTargetType; // See Namespace Target
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UseLimit::Type m_eUseLimit; // See Namespace UseLimit
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unsigned char m_StatusLimitType[MAX_LIMIT_NUM];
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char m_StatusLimitValue[MAX_LIMIT_NUM];
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//-----------------------------------
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unsigned short m_usSkill_ID;
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unsigned short m_StartMP;
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unsigned short m_LevelMP;
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unsigned short m_StartTick;
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//-----------------------------------
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unsigned short m_LevelTick;
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unsigned short m_usCoolDownTime;
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//-----------------------------------
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float m_EffectDistance;
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float m_EffectExtent;
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//-----------------------------------
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bool m_bProtection;
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bool m_bGauge;
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bool m_bIsClassSkill;
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bool m_bInterrupt;
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unsigned char m_cEndScript;
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unsigned char m_cEndCoolDown;
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unsigned char m_cMinRange;
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unsigned char m_cMaxRange;
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//-----------------------------------
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unsigned char m_cStrikeNum;
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unsigned char m_cSpell_LockCount;
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unsigned char m_cPadding[6];
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//-----------------------------------
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ProtoType();
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void Initialize();
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};
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}
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#pragma pack()
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#endif
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