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>
This commit is contained in:
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#ifndef _MONSTER_STRUCTURE_H_
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#define _MONSTER_STRUCTURE_H_
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#include <Creature/CreatureStructure.h>
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#pragma pack(8)
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struct MonsterInfo
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{
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enum MaxNumber
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{
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MAX_MOTION_NUM = 4, // <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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MAX_ORIGINAL_ITEM_NUM = 5, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ִ<EFBFBD><D6B4><EFBFBD>
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MAX_NAME_LEN = 64, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20≯<EFBFBD> <20><><EFBFBD><EFBFBD>
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MAX_MODELING_FLAG_LENGTH = 32 // <20><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20≯<EFBFBD> <20><><EFBFBD><EFBFBD>
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};
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enum MonsterPattern
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{
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PATTERN_COMMON = 0,
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PATTERN_WARRIOR = 1, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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PATTERN_DEFENDER = 2, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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PATTERN_MAGE = 3, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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PATTERN_ACOLYTE = 4, // <20><><EFBFBD>ݶ<EFBFBD><DDB6><EFBFBD>Ʈ
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PATTERN_BOSS = 5, // <20><><EFBFBD><EFBFBD>
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PATTERN_BG = 6, // <20><><EFBFBD><EFBFBD>(?)
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PATTERN_SUMMON = 7, // <20><>ȯ<EFBFBD><C8AF>
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PATTERN_STRUCTURE = 8, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>)
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PATTERN_NAMED = 9, // <20><><EFBFBD>ӵ<EFBFBD>
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PATTERN_CHIEF = 10, // ġ<><C4A1>
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PATTERN_OBJECT = 11, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ (<28><>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>..)
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PATTERN_GUARD = 12, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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PATTERN_GATHER = 13, // <20><><EFBFBD><EFBFBD> Ÿ<><C5B8>
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MAX_PATTERN = 14
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};
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enum SkillPattern
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{
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ATTACK_SKILL = 0, // <20><><EFBFBD>ݿ<EFBFBD> <20><>ų
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RECOVER_SKILL = 1, // ȸ<><C8B8><EFBFBD><EFBFBD> <20><>ų
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ENCHANT_SKILL = 2, // <20>ο<EFBFBD><CEBF><EFBFBD> <20><>ų
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EXTENT_SKILL = 3, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ų
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BOSS_CHANT_SKILL = 4, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> æƮ <20><>ų
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MAX_SKILL_PATTERN = 5
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};
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enum HitBox
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{
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X_PLUS = 0,
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X_MINUS = 1,
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Y_PLUS = 2,
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Y_MINUS = 3,
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MAX_HITBOX_NUM = 4
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};
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enum Z3D_CHR_ACTION
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{
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Z3D_CA_RUN = 1, // <20><EFBFBD><DEB8><EFBFBD>
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Z3D_CA_ATTACK = 2, // <20><><EFBFBD><EFBFBD>
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Z3D_CA_WALK = 8, // <20>ȱ<EFBFBD>
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Z3D_CA_CASTING = 24 // ij<><C4B3><EFBFBD><EFBFBD>
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};
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enum AwardKind
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{
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ORIGINAL1 = 0, // <20><><EFBFBD><EFBFBD>1
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ORIGINAL2 = 1, // <20><><EFBFBD><EFBFBD>2
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ORIGINAL3 = 2, // <20><><EFBFBD><EFBFBD>3
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ORIGINAL4 = 3, // <20><><EFBFBD><EFBFBD>4
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ORIGINAL5 = 4, // <20><><EFBFBD><EFBFBD>5
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COIN = 5, // <20><>
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GEM = 6, // <20><><EFBFBD><EFBFBD>
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METAL = 7, // <20><><EFBFBD><EFBFBD>
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POTION = 8, // <20><><EFBFBD><EFBFBD>
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SKILL = 9, // <20><>ų<EFBFBD><C5B3>
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CASH_ITEM = 10, // ij<><C4B3><EFBFBD><EFBFBD>
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LOTTERY = 11, // <20><><EFBFBD><EFBFBD>
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F_STANDARD_EQUIP = 12, // Standard-Option Item (Grade F)
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D_STANDARD_EQUIP = 13, // Standard-Option Item (Grade D)
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C_STANDARD_EQUIP = 14, // Standard-Option Item (Grade C)
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B_STANDARD_EQUIP = 15, // Standard-Option Item (Grade B)
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A_STANDARD_EQUIP = 16, // Standard-Option Item (Grade A)
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F_OVER_EQUIP = 17, // Over-Option Item (Grade F)
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D_OVER_EQUIP = 18, // Over-Option Item (Grade D)
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C_OVER_EQUIP = 19, // Over-Option Item (Grade C)
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B_OVER_EQUIP = 20, // Over-Option Item (Grade B)
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A_OVER_EQUIP = 21, // Over-Option Item (Grade A)
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NO_EQUIP = 22, // No-Option Item
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//--// start..
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F_RING = 23, // <20><><EFBFBD><EFBFBD> (Grade F)
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D_RING = 24, // <20><><EFBFBD><EFBFBD> (Grade D)
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C_RING = 25, // <20><><EFBFBD><EFBFBD> (Grade C)
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B_RING = 26, // <20><><EFBFBD><EFBFBD> (Grade B)
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A_RING = 27, // <20><><EFBFBD><EFBFBD> (Grade A)
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F_NECKLACE = 28, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (Grade F)
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D_NECKLACE = 29, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (Grade D)
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C_NECKLACE = 30, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (Grade C)
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B_NECKLACE = 31, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (Grade B)
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A_NECKLACE = 32, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (Grade A)
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F_RUNE = 33, // <20><> (Grade F)
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D_RUNE = 34, // <20><> (Grade D)
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C_RUNE = 35, // <20><> (Grade C)
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B_RUNE = 36, // <20><> (Grade B)
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A_RUNE = 37, // <20><> (Grade A)
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DESTRUCTION_RUNE = 38, // <20>Ҹ<EFBFBD><D2B8><EFBFBD> <20><>
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MAX_AWARD_KIND = 39
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//--// end..
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};
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enum SpeacialKindID
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{
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// <20><>ȯ<EFBFBD><C8AF>
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SUMMON_KINDLING = 3500,
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SUMMON_FLAMEWALKER = 3506,
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SUMMON_BURNINGSHIELD = 3513,
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SUMMON_FIREWING = 3520,
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SUMMON_DEATHBURN = 3527,
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// 1<><31><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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STATUE_NEUTRALITY1 = 4001,
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STATUE_HUMAN_LOADING1 = 4002,
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STATUE_HUMAN_COMPLETE1 = 4003,
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STATUE_AKHAN_LOADING1 = 4004,
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STATUE_AKHAN_COMPLETE1 = 4005,
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// BattleGround Server <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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BG_STATUE_NEUTRALITY1 = 4006,
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BG_STATUE_HUMAN_LOADING1 = 4007,
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BG_STATUE_HUMAN_COMPLETE1 = 4008,
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BG_STATUE_AKHAN_LOADING1 = 4009,
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BG_STATUE_AKHAN_COMPLETE1 = 4010,
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// <20><>ũ ī<><C4AB><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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POWER_STATUE_NEUTRALITY1 = 4011, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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POWER_STATUE_HUMAN_LOADING1 = 4012,
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POWER_STATUE_HUMAN_COMPLETE1 = 4013,
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POWER_STATUE_AKHAN_LOADING1 = 4014,
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POWER_STATUE_AKHAN_COMPLETE1 = 4015,
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INT_STATUE_NEUTRALITY1 = 4016, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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INT_STATUE_HUMAN_LOADING1 = 4017,
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INT_STATUE_HUMAN_COMPLETE1 = 4018,
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INT_STATUE_AKHAN_LOADING1 = 4019,
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INT_STATUE_AKHAN_COMPLETE1 = 4020,
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EXP_STATUE_NEUTRALITY1 = 4021, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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EXP_STATUE_HUMAN_LOADING1 = 4022,
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EXP_STATUE_HUMAN_COMPLETE1 = 4023,
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EXP_STATUE_AKHAN_LOADING1 = 4024,
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EXP_STATUE_AKHAN_COMPLETE1 = 4025,
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WEALTH_STATUE_NEUTRALITY1 = 4026, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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WEALTH_STATUE_HUMAN_LOADING1 = 4027,
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WEALTH_STATUE_HUMAN_COMPLETE1 = 4028,
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WEALTH_STATUE_AKHAN_LOADING1 = 4029,
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WEALTH_STATUE_AKHAN_COMPLETE1 = 4030,
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LIFE_EXTRACT_NEUTRALITY1 = 4031, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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LIFE_EXTRACT_HUMAN_LOADING1 = 4032,
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LIFE_EXTRACT_HUMAN_COMPLETE1 = 4033,
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LIFE_EXTRACT_AKHAN_LOADING1 = 4034,
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LIFE_EXTRACT_AKHAN_COMPLETE1 = 4035,
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// 2<><32><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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STATUE_NEUTRALITY2 = 4036,
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STATUE_HUMAN_LOADING2 = 4037,
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STATUE_HUMAN_COMPLETE2 = 4038,
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STATUE_AKHAN_LOADING2 = 4039,
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STATUE_AKHAN_COMPLETE2 = 4040,
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// BattleGround Server <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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BG_STATUE_NEUTRALITY2 = 4041,
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BG_STATUE_HUMAN_LOADING2 = 4042,
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BG_STATUE_HUMAN_COMPLETE2 = 4043,
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BG_STATUE_AKHAN_LOADING2 = 4044,
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BG_STATUE_AKHAN_COMPLETE2 = 4045,
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// <20><>ũ ī<><C4AB><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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POWER_STATUE_NEUTRALITY2 = 4046, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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POWER_STATUE_HUMAN_LOADING2 = 4047,
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POWER_STATUE_HUMAN_COMPLETE2 = 4048,
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POWER_STATUE_AKHAN_LOADING2 = 4049,
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POWER_STATUE_AKHAN_COMPLETE2 = 4050,
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INT_STATUE_NEUTRALITY2 = 4051, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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INT_STATUE_HUMAN_LOADING2 = 4052,
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INT_STATUE_HUMAN_COMPLETE2 = 4053,
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INT_STATUE_AKHAN_LOADING2 = 4054,
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INT_STATUE_AKHAN_COMPLETE2 = 4055,
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EXP_STATUE_NEUTRALITY2 = 4056, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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EXP_STATUE_HUMAN_LOADING2 = 4057,
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EXP_STATUE_HUMAN_COMPLETE2 = 4058,
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EXP_STATUE_AKHAN_LOADING2 = 4059,
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EXP_STATUE_AKHAN_COMPLETE2 = 4060,
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WEALTH_STATUE_NEUTRALITY2 = 4061, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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WEALTH_STATUE_HUMAN_LOADING2 = 4062,
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WEALTH_STATUE_HUMAN_COMPLETE2 = 4063,
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WEALTH_STATUE_AKHAN_LOADING2 = 4064,
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WEALTH_STATUE_AKHAN_COMPLETE2 = 4065,
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LIFE_EXTRACT_NEUTRALITY2 = 4066, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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LIFE_EXTRACT_HUMAN_LOADING2 = 4067,
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LIFE_EXTRACT_HUMAN_COMPLETE2 = 4068,
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LIFE_EXTRACT_AKHAN_LOADING2 = 4069,
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LIFE_EXTRACT_AKHAN_COMPLETE2 = 4070,
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// <20><><EFBFBD><EFBFBD> KID (CreatureStructure.h <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ǵǾ<C7B5> <20><><EFBFBD><EFBFBD>)
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MIN_STATUE_KID = 4001,
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MAX_STATUE_KID = 4070
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};
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enum StatueEffectType
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{
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SE_NONE = 0,
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SE_HP = 1, // Max HP <20><><EFBFBD><EFBFBD> ȿ<><C8BF>
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SE_MP = 2, // Max MP <20><><EFBFBD><EFBFBD> ȿ<><C8BF>
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SE_EXP = 3, // ȹ<><C8B9> Exp <20><><EFBFBD><EFBFBD> ȿ<><C8BF>
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SE_DROPRATE = 4, // ȹ<><C8B9> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> DropRate <20><><EFBFBD><EFBFBD> ȿ<><C8BF>
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MAX_EFFECT_TYPE_NUM = 5
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};
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MotionInfo m_MonsterMotions[MAX_MOTION_NUM]; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ൿ <20><><EFBFBD><EFBFBD> (<28>ȱ<EFBFBD>, <20><EFBFBD><DEB8><EFBFBD>, <20><><EFBFBD><EFBFBD>, ij<><C4B3><EFBFBD><EFBFBD>)
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char m_strName[MAX_NAME_LEN]; // <20≯<EFBFBD>
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char m_strModelingFlag[MAX_MODELING_FLAG_LENGTH]; // <20><EFBFBD> <20><><EFBFBD><EFBFBD> <20>÷<EFBFBD><C3B7><EFBFBD>
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float m_fHitBox[MAX_HITBOX_NUM]; // Ÿ<>ݹڽ<DDB9>
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unsigned short m_aryAwardItem[MAX_ORIGINAL_ITEM_NUM]; // <20><><EFBFBD><EFBFBD><EFBFBD>Ͱ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>۵<EFBFBD>
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unsigned long m_aryDropRate[MAX_AWARD_KIND]; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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unsigned char m_cStandardBaseNum; // Standard-Option <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ּ<EFBFBD> + <20><><EFBFBD><EFBFBD>
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unsigned char m_cOverBaseNum; // Over-Option <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ּ<EFBFBD> + <20><><EFBFBD><EFBFBD>
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unsigned long m_dwKID; // <20><><EFBFBD><EFBFBD> ID
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unsigned long m_dwRespawnTime; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ÿ<><C5B8>
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float m_fSize; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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float m_fAttackAngle; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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short m_wAttackRange; // <20><><EFBFBD><EFBFBD> <20>Ÿ<EFBFBD>
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unsigned char m_cSkillPattern; // <20><>ų <20><><EFBFBD><EFBFBD>
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unsigned char m_cSkillLevel; // <20><>ų <20><><EFBFBD><EFBFBD>
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unsigned char m_cFixLevelGap; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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bool m_bFixLevelGap; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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char m_cNation; // <20><><EFBFBD><EFBFBD>
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unsigned short m_wSkillUseRate; // <20><>ų <20><><EFBFBD><EFBFBD> Ȯ<><C8AE>
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unsigned short m_wSkillID[MAX_SKILL_PATTERN]; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ų ID
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unsigned char m_cEnchantSpellType; // <20>ο<EFBFBD> <20><>ų<EFBFBD><C5B3> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8> ( Skill::SpellID::Type )
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unsigned char m_cChantSpellType; // <20><>Ƽ æƮ <20><>ų<EFBFBD><C5B3> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8> ( Skill::SpellID::Type )
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float m_fSkillEffectSize; // <20><>ų <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28>ΰ<EFBFBD>: 1.0)
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bool m_bIgnoreEnchant; // æƮ, <20><>æƮ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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bool m_bCollision; // <20>浹 üũ <20><><EFBFBD><EFBFBD>
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bool m_bFirstAttack; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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bool m_bReturnPosition; // Ÿ<><C5B8><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ڸ<EFBFBD><DAB8><EFBFBD> <20><><EFBFBD>ư<EFBFBD><C6B0><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
bool m_bUseLOD; // LOD ó<><C3B3> <20><><EFBFBD><EFBFBD>
|
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// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>
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unsigned long m_dwDevelopGold; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
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unsigned char m_cDevelopSpeed; // <20><><EFBFBD><EFBFBD> <20>ӵ<EFBFBD> (<28><><EFBFBD><EFBFBD> : <20><>)
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||||
unsigned long m_dwUpgradeGold; // <20><><EFBFBD><EFBFBD><D7B7>̵<EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
unsigned char m_cUpgradeSpeed; // <20><><EFBFBD><EFBFBD><D7B7>̵<EFBFBD> <20>ӵ<EFBFBD> (<28><><EFBFBD><EFBFBD> : <20><>)
|
||||
|
||||
float m_fDevelopGoldDown; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>ġ (%)
|
||||
float m_fDevelopSpeedUp; // <20><><EFBFBD><EFBFBD> <20>ӵ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><>ġ (%)
|
||||
float m_fUpgradeGoldDown; // <20><><EFBFBD><EFBFBD><D7B7>̵<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>ġ (%)
|
||||
float m_fUpgradeSpeedUp; // <20><><EFBFBD><EFBFBD><D7B7>̵<EFBFBD> <20>ӵ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><>ġ (%)
|
||||
float m_fDefenseUp; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>ġ (%)
|
||||
float m_fOffenseUp; // <20><><EFBFBD>ݷ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><>ġ (%)
|
||||
float m_fHPUp; // HP <20><><EFBFBD><EFBFBD> <20><>ġ (%)
|
||||
float m_fBonusRate; // <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ʽ<EFBFBD> (%)
|
||||
float m_fRespawnSpeedUp; // PC <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ӵ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><>ġ (%)
|
||||
|
||||
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> ȿ<><C8BF> <20><><EFBFBD><EFBFBD>
|
||||
unsigned char m_cStatueEffectType; // <20><><EFBFBD><EFBFBD> ȿ<><C8BF> Ÿ<><C5B8>
|
||||
unsigned char m_cStatueEffectPercent; // <20><><EFBFBD><EFBFBD> ȿ<><C8BF> <20>ۼ<EFBFBD>Ʈ
|
||||
bool m_bStatueRespawnEnable; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
|
||||
MonsterInfo();
|
||||
static MonsterPattern GetMonsterPattern(const char* szMonsterType);
|
||||
static StatueEffectType GetStatueEffectType(const char* szStatueEffectType);
|
||||
|
||||
static unsigned short GetCompleteStatueKID(unsigned short wNowKID);
|
||||
static unsigned short GetLoadingStatueKID(unsigned char cRace, unsigned short wNowKID);
|
||||
static unsigned short GetDefaultStatueKID(unsigned short wNowKID);
|
||||
static bool IsLoadingStatueKID(unsigned short wNowKID);
|
||||
static bool IsRaceCompleteStatueKID(unsigned short wNowKID);
|
||||
};
|
||||
|
||||
|
||||
#pragma pack()
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user