convert comments in h files to utf8

This commit is contained in:
2024-12-17 22:41:21 +01:00
parent 361a62853d
commit 373c184dfe
69 changed files with 634 additions and 634 deletions

View File

@ -4,18 +4,18 @@
#include "Hackshield.h"
#include METIN2HS_INCLUDE_ANTICPXSVR
#else
#pragma pack(push) //<EFBFBD><EFBFBD><EFBFBD><EFBFBD> alignment <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
#pragma pack(push) //기존 alignment 저장
#pragma pack(8)
#define ANTICPX_TRANS_BUFFER_MAX 400
typedef struct _AHNHS_TRANS_BUFFER
{
unsigned char byBuffer[ANTICPX_TRANS_BUFFER_MAX/* <EFBFBD>ۼ<EFBFBD><EFBFBD><EFBFBD> <20><>Ŷ<EFBFBD><C5B6> <20>ִ<EFBFBD> ũ<><C5A9> */];
unsigned char byBuffer[ANTICPX_TRANS_BUFFER_MAX/* 송수신 패킷의 최대 크기 */];
unsigned short nLength;
} AHNHS_TRANS_BUFFER, *PAHNHS_TRANS_BUFFER;
#pragma pack(pop) // <EFBFBD><EFBFBD><EFBFBD><EFBFBD> alignment <EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
#pragma pack(pop) // 기존 alignment 복구.
#endif /* !USE_AHNLAB_HACKSHIELD */
#include "../gamelib/RaceData.h"
@ -30,8 +30,8 @@ enum
HEADER_CG_LOGIN = 1,
HEADER_CG_ATTACK = 2,
HEADER_CG_CHAT = 3,
HEADER_CG_PLAYER_CREATE = 4, // <EFBFBD><EFBFBD><EFBFBD>ο<EFBFBD> <20>÷<EFBFBD><C3B7>̾ <20><><EFBFBD><EFBFBD>
HEADER_CG_PLAYER_DESTROY = 5, // <EFBFBD>÷<EFBFBD><EFBFBD>̾ <20><><EFBFBD><EFBFBD>.
HEADER_CG_PLAYER_CREATE = 4, // 새로운 플래이어를 생성
HEADER_CG_PLAYER_DESTROY = 5, // 플래이어를 삭제.
HEADER_CG_PLAYER_SELECT = 6,
HEADER_CG_CHARACTER_MOVE = 7,
HEADER_CG_SYNC_POSITION = 8,
@ -95,8 +95,8 @@ enum
HEADER_CG_MESSENGER = 67,
//HEADER_BLANK68 = 68,
HEADER_CG_MALL_CHECKOUT = 69,
HEADER_CG_SAFEBOX_CHECKIN = 70, // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> â<><C3A2><EFBFBD><EFBFBD> <20>ִ´<D6B4>.
HEADER_CG_SAFEBOX_CHECKOUT = 71, // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> â<><C3A2><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>´<EFBFBD>.
HEADER_CG_SAFEBOX_CHECKIN = 70, // 아이템을 창고에 넣는다.
HEADER_CG_SAFEBOX_CHECKOUT = 71, // 아이템을 창고로 부터 빼온다.
HEADER_CG_PARTY_INVITE = 72,
HEADER_CG_PARTY_INVITE_ANSWER = 73,
HEADER_CG_PARTY_REMOVE = 74,
@ -144,7 +144,7 @@ enum
HEADER_CG_GUILD_SYMBOL_CRC = 113,
HEADER_CG_SCRIPT_SELECT_ITEM = 114,
HEADER_CG_LOGIN4 = 115,
HEADER_CG_LOGIN5_OPENID = 116, //OpenID : <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ű<EFBFBD><C5B0> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
HEADER_CG_LOGIN5_OPENID = 116, //OpenID : 실행시 받은 인증키를 서버에 보냄.
HEADER_CG_RUNUP_MATRIX_ANSWER = 201,
HEADER_CG_NEWCIBN_PASSPOD_ANSWER = 202,
@ -188,17 +188,17 @@ enum
HEADER_GC_CHANGE_SPEED = 18,
HEADER_GC_CHARACTER_UPDATE = 19,
#if defined(GAIDEN)
HEADER_GC_ITEM_DEL = 20, // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> â<><C3A2> <20>߰<EFBFBD>
HEADER_GC_ITEM_SET = 21, // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> â<><C3A2> <20>߰<EFBFBD>
HEADER_GC_ITEM_DEL = 20, // 아이템 창에 추가
HEADER_GC_ITEM_SET = 21, // 아이템 창에 추가
#else
HEADER_GC_ITEM_SET = 20, // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> â<><C3A2> <20>߰<EFBFBD>
HEADER_GC_ITEM_SET2 = 21, // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> â<><C3A2> <20>߰<EFBFBD>
HEADER_GC_ITEM_SET = 20, // 아이템 창에 추가
HEADER_GC_ITEM_SET2 = 21, // 아이템 창에 추가
#endif
HEADER_GC_ITEM_USE = 22, // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E9BFA1> <20><><EFBFBD><EFBFBD><EFBFBD>ֱ<EFBFBD> <20><><EFBFBD><EFBFBD>)
HEADER_GC_ITEM_DROP = 23, // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
HEADER_GC_ITEM_UPDATE = 25, // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ġ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ
HEADER_GC_ITEM_GROUND_ADD = 26, // <EFBFBD>ٴڿ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>߰<EFBFBD>
HEADER_GC_ITEM_GROUND_DEL = 27, // <EFBFBD>ٴڿ<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
HEADER_GC_ITEM_USE = 22, // 아이템 사용 (주위 사람들에게 보여주기 위해)
HEADER_GC_ITEM_DROP = 23, // 아이템 버리기
HEADER_GC_ITEM_UPDATE = 25, // 아이템 수치 업데이트
HEADER_GC_ITEM_GROUND_ADD = 26, // 바닥에 아이템 추가
HEADER_GC_ITEM_GROUND_DEL = 27, // 바닥에서 아이템 삭제
HEADER_GC_QUICKSLOT_ADD = 28,
HEADER_GC_QUICKSLOT_DEL = 29,
HEADER_GC_QUICKSLOT_SWAP = 30,
@ -386,13 +386,13 @@ enum
PLAYER_PER_ACCOUNT3 = 3,
PLAYER_PER_ACCOUNT4 = 4,
PLAYER_ITEM_SLOT_MAX_NUM = 20, // <EFBFBD>÷<EFBFBD><EFBFBD>̾<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>Դ<EFBFBD> <20><><EFBFBD><EFBFBD><EEB0A1> <20><><EFBFBD><EFBFBD>.
PLAYER_ITEM_SLOT_MAX_NUM = 20, // 플래이어의 슬롯당 들어가는 갯수.
QUICKSLOT_MAX_LINE = 4,
QUICKSLOT_MAX_COUNT_PER_LINE = 8, // Ŭ<EFBFBD><EFBFBD><EFBFBD>̾<EFBFBD>Ʈ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
QUICKSLOT_MAX_COUNT_PER_LINE = 8, // 클라이언트 임의 결정값
QUICKSLOT_MAX_COUNT = QUICKSLOT_MAX_LINE * QUICKSLOT_MAX_COUNT_PER_LINE,
QUICKSLOT_MAX_NUM = 36, // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD> <20><>
QUICKSLOT_MAX_NUM = 36, // 서버와 맞춰져 있는 값
SHOP_HOST_ITEM_MAX_NUM = 40,
@ -465,7 +465,7 @@ typedef struct packet_mark_idxlist
BYTE header;
DWORD bufSize;
WORD count;
//<EFBFBD>ڿ<EFBFBD> size * (WORD + WORD)<EFBFBD><EFBFBD>ŭ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
//뒤에 size * (WORD + WORD)만큼 데이터 붙음
} TPacketGCMarkIDXList;
typedef struct packet_mark_block
@ -474,7 +474,7 @@ typedef struct packet_mark_block
DWORD bufSize;
BYTE imgIdx;
DWORD count;
// <EFBFBD>ڿ<EFBFBD> 64 x 48 x <EFBFBD>ȼ<EFBFBD>ũ<EFBFBD><EFBFBD>(4<><34><EFBFBD><EFBFBD>Ʈ) = 12288<38><38>ŭ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
// 뒤에 64 x 48 x 픽셀크기(4바이트) = 12288만큼 데이터 붙음
} TPacketGCMarkBlock;
typedef struct command_symbol_upload
@ -543,7 +543,7 @@ typedef struct command_login
char pwd[PASS_MAX_NUM + 1];
} TPacketCGLogin;
// start - <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>Ŷ<EFBFBD><C5B6>
// start - 권한 서버 접속을 위한 패킷들
typedef struct command_login2
{
BYTE header;
@ -566,7 +566,7 @@ typedef struct command_login5
char authKey[OPENID_AUTHKEY_LEN + 1];
DWORD adwClientKey[4];
} TPacketCGLogin5;
// end - <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>Ŷ<EFBFBD><C5B6>
// end - 권한 서버 접속을 위한 패킷들
typedef struct command_direct_enter
{
@ -585,8 +585,8 @@ typedef struct command_player_select
typedef struct command_attack
{
BYTE header;
BYTE bType; // <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
DWORD dwVictimVID; // <EFBFBD><EFBFBD> VID
BYTE bType; // 공격 유형
DWORD dwVictimVID; // VID
BYTE bCRCMagicCubeProcPiece;
BYTE bCRCMagicCubeFilePiece;
} TPacketCGAttack;
@ -1014,9 +1014,9 @@ typedef struct SShopItemTable
DWORD vnum;
BYTE count;
TItemPos pos; // PC <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>̿<EFBFBD>
DWORD price; // PC <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>̿<EFBFBD>
BYTE display_pos; // PC <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>̿<EFBFBD>, <20><><EFBFBD><EFBFBD> <20><>ġ.
TItemPos pos; // PC 상점에만 이용
DWORD price; // PC 상점에만 이용
BYTE display_pos; // PC 상점에만 이용, 보일 위치.
} TShopItemTable;
typedef struct SPacketCGMyShop
@ -1116,18 +1116,18 @@ typedef struct command_script_select_item
// From Server
enum EPhase
{
PHASE_CLOSE, // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> (<28>Ǵ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>)
PHASE_HANDSHAKE, // <EFBFBD>Ǽ<EFBFBD>..;;
PHASE_LOGIN, // <EFBFBD>α<EFBFBD><EFBFBD><EFBFBD> <20><>
PHASE_SELECT, // ij<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> ȭ<><C8AD>
PHASE_LOADING, // <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20>ε<EFBFBD> ȭ<><C8AD>
PHASE_GAME, // <EFBFBD><EFBFBD><EFBFBD><EFBFBD> ȭ<><C8AD>
PHASE_DEAD, // <EFBFBD>׾<EFBFBD><EFBFBD><EFBFBD> <20><>.. (<28><><EFBFBD><EFBFBD> <20>ȿ<EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>..)
PHASE_CLOSE, // 끊기는 상태 (또는 끊기 전 상태)
PHASE_HANDSHAKE, // 악수..;;
PHASE_LOGIN, // 로그인 중
PHASE_SELECT, // 캐릭터 선택 화면
PHASE_LOADING, // 선택 후 로딩 화면
PHASE_GAME, // 게임 화면
PHASE_DEAD, // 죽었을 때.. (게임 안에 있는 것일 수도..)
PHASE_DBCLIENT_CONNECTING, // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
PHASE_DBCLIENT, // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
PHASE_P2P, // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
PHASE_AUTH, // <EFBFBD>α<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>
PHASE_DBCLIENT_CONNECTING, // 서버용
PHASE_DBCLIENT, // 서버용
PHASE_P2P, // 서버용
PHASE_AUTH, // 로그인 인증 용
};
typedef struct packet_phase
@ -1136,7 +1136,7 @@ typedef struct packet_phase
BYTE phase;
} TPacketGCPhase;
typedef struct packet_blank // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŷ.
typedef struct packet_blank // 공백패킷.
{
BYTE header;
} TPacketGCBlank;
@ -1273,7 +1273,7 @@ enum EPKModes
PK_MODE_MAX_NUM,
};
// 2004.11.20.myevan.CRaceData::PART_MAX_NUM <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD> <20><><EFBFBD><EFBFBD> - <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ°Ͱ<C2B0> <20><>ġ<EFBFBD><C4A1><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
// 2004.11.20.myevan.CRaceData::PART_MAX_NUM 사용안하게 수정 - 서버에서 사용하는것과 일치하지 않음
enum ECharacterEquipmentPart
{
CHR_EQUIPPART_ARMOR,
@ -1293,7 +1293,7 @@ typedef struct packet_char_additional_info
BYTE bEmpire;
DWORD dwGuildID;
DWORD dwLevel;
short sAlignment; //<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ġ
short sAlignment; //선악치
BYTE bPKMode;
DWORD dwMountVnum;
} TPacketGCCharacterAdditionalInfo;
@ -1405,14 +1405,14 @@ typedef struct packet_GlobalTime
enum EChatType
{
CHAT_TYPE_TALKING, /* <EFBFBD>׳<EFBFBD> ä<><C3A4> */
CHAT_TYPE_INFO, /* <EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD>ġ<EFBFBD><C4A1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. <20><>) */
CHAT_TYPE_NOTICE, /* <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
CHAT_TYPE_PARTY, /* <EFBFBD><EFBFBD>Ƽ<EFBFBD><EFBFBD> */
CHAT_TYPE_GUILD, /* <EFBFBD><EFBFBD><EFBFBD> */
CHAT_TYPE_COMMAND, /* <EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
CHAT_TYPE_SHOUT, /* <EFBFBD><EFBFBD>ġ<EFBFBD><EFBFBD> */
CHAT_TYPE_WHISPER, // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʴ<EFBFBD> Only Client Enum
CHAT_TYPE_TALKING, /* 그냥 채팅 */
CHAT_TYPE_INFO, /* 정보 (아이템을 집었다, 경험치를 얻었다. 등) */
CHAT_TYPE_NOTICE, /* 공지사항 */
CHAT_TYPE_PARTY, /* 파티말 */
CHAT_TYPE_GUILD, /* 길드말 */
CHAT_TYPE_COMMAND, /* 명령 */
CHAT_TYPE_SHOUT, /* 외치기 */
CHAT_TYPE_WHISPER, // 서버와는 연동되지 않는 Only Client Enum
CHAT_TYPE_BIG_NOTICE,
CHAT_TYPE_MAX_NUM,
};
@ -1426,7 +1426,7 @@ typedef struct packet_chatting
BYTE bEmpire;
} TPacketGCChat;
typedef struct packet_whisper // <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>Ŷ
typedef struct packet_whisper // 가변 패킷
{
BYTE bHeader;
WORD wSize;
@ -1513,57 +1513,57 @@ enum EPointTypes
POINT_MAX_HP, // 6
POINT_SP, // 7
POINT_MAX_SP, // 8
POINT_STAMINA, // 9 <EFBFBD><EFBFBD><EFBFBD>׹̳<EFBFBD>
POINT_MAX_STAMINA, // 10 <EFBFBD>ִ<EFBFBD> <20><><EFBFBD>׹̳<D7B9>
POINT_STAMINA, // 9 스테미너
POINT_MAX_STAMINA, // 10 최대 스테미너
POINT_GOLD, // 11
POINT_ST, // 12 <EFBFBD>ٷ<EFBFBD>
POINT_HT, // 13 ü<EFBFBD><EFBFBD>
POINT_DX, // 14 <EFBFBD><EFBFBD>ø<EFBFBD><EFBFBD>
POINT_IQ, // 15 <EFBFBD><EFBFBD><EFBFBD>ŷ<EFBFBD>
POINT_ATT_POWER, // 16 <EFBFBD><EFBFBD><EFBFBD>ݷ<EFBFBD>
POINT_ATT_SPEED, // 17 <EFBFBD><EFBFBD><EFBFBD>ݼӵ<EFBFBD>
POINT_EVADE_RATE, // 18 ȸ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
POINT_MOV_SPEED, // 19 <EFBFBD>̵<EFBFBD><EFBFBD>ӵ<EFBFBD>
POINT_DEF_GRADE, // 20 <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
POINT_CASTING_SPEED, // 21 <EFBFBD>ֹ<EFBFBD><EFBFBD>ӵ<EFBFBD> (<28><><EFBFBD>ٿ<EFBFBD>Ÿ<EFBFBD><C5B8>*100) / (100 + <EFBFBD>̰<EFBFBD>) = <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ٿ<EFBFBD> Ÿ<><C5B8>
POINT_MAGIC_ATT_GRADE, // 22 <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݷ<EFBFBD>
POINT_MAGIC_DEF_GRADE, // 23 <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
POINT_EMPIRE_POINT, // 24 <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
POINT_LEVEL_STEP, // 25 <EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ܰ<EFBFBD>.. (1 2 3 <20><> <20><> <20><><EFBFBD><EFBFBD>, 4 <20>Ǹ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><>)
POINT_STAT, // 26 <EFBFBD>ɷ<EFBFBD>ġ <20>ø<EFBFBD> <20><> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
POINT_SUB_SKILL, // 27 <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ų <20><><EFBFBD><EFBFBD>Ʈ
POINT_SKILL, // 28 <EFBFBD><EFBFBD>Ƽ<EFBFBD><EFBFBD> <20><>ų <20><><EFBFBD><EFBFBD>Ʈ
// POINT_SKILL_PASV, // 27 <EFBFBD>нú<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ø<EFBFBD> <20><> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
// POINT_SKILL_ACTIVE, // 28 <EFBFBD><EFBFBD>Ƽ<EFBFBD><EFBFBD> <20><>ų <20><><EFBFBD><EFBFBD>Ʈ
POINT_MIN_ATK, // 29 <EFBFBD>ּ<EFBFBD> <20>ı<EFBFBD><C4B1><EFBFBD>
POINT_MAX_ATK, // 30 <EFBFBD>ִ<EFBFBD> <20>ı<EFBFBD><C4B1><EFBFBD>
POINT_PLAYTIME, // 31 <EFBFBD>÷<EFBFBD><EFBFBD>̽ð<EFBFBD>
POINT_HP_REGEN, // 32 HP ȸ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
POINT_SP_REGEN, // 33 SP ȸ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
POINT_ST, // 12 근력
POINT_HT, // 13 체력
POINT_DX, // 14 민첩성
POINT_IQ, // 15 정신력
POINT_ATT_POWER, // 16 공격력
POINT_ATT_SPEED, // 17 공격속도
POINT_EVADE_RATE, // 18 회피율
POINT_MOV_SPEED, // 19 이동속도
POINT_DEF_GRADE, // 20 방어등급
POINT_CASTING_SPEED, // 21 주문속도 (쿨다운타임*100) / (100 + 이값) = 최종 쿨다운 타임
POINT_MAGIC_ATT_GRADE, // 22 마법공격력
POINT_MAGIC_DEF_GRADE, // 23 마법방어력
POINT_EMPIRE_POINT, // 24 제국점수
POINT_LEVEL_STEP, // 25 한 레벨에서의 단계.. (1 2 3 될 때 보상, 4 되면 레벨 업)
POINT_STAT, // 26 능력치 올릴 수 있는 개수
POINT_SUB_SKILL, // 27 보조 스킬 포인트
POINT_SKILL, // 28 액티브 스킬 포인트
// POINT_SKILL_PASV, // 27 패시브 기술 올릴 수 있는 개수
// POINT_SKILL_ACTIVE, // 28 액티브 스킬 포인트
POINT_MIN_ATK, // 29 최소 파괴력
POINT_MAX_ATK, // 30 최대 파괴력
POINT_PLAYTIME, // 31 플레이시간
POINT_HP_REGEN, // 32 HP 회복률
POINT_SP_REGEN, // 33 SP 회복률
POINT_BOW_DISTANCE, // 34 Ȱ <20><><EFBFBD><EFBFBD><EFBFBD>Ÿ<EFBFBD> <20><><EFBFBD><EFBFBD>ġ (meter)
POINT_BOW_DISTANCE, // 34 활 사정거리 증가치 (meter)
POINT_HP_RECOVERY, // 35 ü<EFBFBD><EFBFBD> ȸ<><C8B8> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
POINT_SP_RECOVERY, // 36 <EFBFBD><EFBFBD><EFBFBD>ŷ<EFBFBD> ȸ<><C8B8> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
POINT_HP_RECOVERY, // 35 체력 회복 증가량
POINT_SP_RECOVERY, // 36 정신력 회복 증가량
POINT_POISON_PCT, // 37 <EFBFBD><EFBFBD> Ȯ<><C8AE>
POINT_STUN_PCT, // 38 <EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ȯ<><C8AE>
POINT_SLOW_PCT, // 39 <EFBFBD><EFBFBD><EFBFBD>ο<EFBFBD> Ȯ<><C8AE>
POINT_CRITICAL_PCT, // 40 ũ<EFBFBD><EFBFBD>Ƽ<EFBFBD><EFBFBD> Ȯ<><C8AE>
POINT_PENETRATE_PCT, // 41 <EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ÿ<EFBFBD><EFBFBD> Ȯ<><C8AE>
POINT_CURSE_PCT, // 42 <EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ȯ<><C8AE>
POINT_POISON_PCT, // 37 독 확률
POINT_STUN_PCT, // 38 기절 확률
POINT_SLOW_PCT, // 39 슬로우 확률
POINT_CRITICAL_PCT, // 40 크리티컬 확률
POINT_PENETRATE_PCT, // 41 관통타격 확률
POINT_CURSE_PCT, // 42 저주 확률
POINT_ATTBONUS_HUMAN, // 43 <EFBFBD>ΰ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
POINT_ATTBONUS_ANIMAL, // 44 <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> % <20><><EFBFBD><EFBFBD>
POINT_ATTBONUS_ORC, // 45 <EFBFBD><EFBFBD><EFBFBD>Ϳ<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> % <20><><EFBFBD><EFBFBD>
POINT_ATTBONUS_MILGYO, // 46 <EFBFBD>б<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> % <20><><EFBFBD><EFBFBD>
POINT_ATTBONUS_UNDEAD, // 47 <EFBFBD><EFBFBD>ü<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> % <20><><EFBFBD><EFBFBD>
POINT_ATTBONUS_DEVIL, // 48 <EFBFBD><EFBFBD><EFBFBD><EFBFBD>(<28>Ǹ<EFBFBD>)<29><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> % <20><><EFBFBD><EFBFBD>
POINT_ATTBONUS_INSECT, // 49 <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
POINT_ATTBONUS_FIRE, // 50 ȭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
POINT_ATTBONUS_ICE, // 51 <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
POINT_ATTBONUS_DESERT, // 52 <EFBFBD><EFBFBD><EFBFBD>
POINT_ATTBONUS_HUMAN, // 43 인간에게 강함
POINT_ATTBONUS_ANIMAL, // 44 동물에게 데미지 % 증가
POINT_ATTBONUS_ORC, // 45 웅귀에게 데미지 % 증가
POINT_ATTBONUS_MILGYO, // 46 밀교에게 데미지 % 증가
POINT_ATTBONUS_UNDEAD, // 47 시체에게 데미지 % 증가
POINT_ATTBONUS_DEVIL, // 48 마귀(악마)에게 데미지 % 증가
POINT_ATTBONUS_INSECT, // 49 벌레족
POINT_ATTBONUS_FIRE, // 50 화염족
POINT_ATTBONUS_ICE, // 51 빙설족
POINT_ATTBONUS_DESERT, // 52 사막족
POINT_ATTBONUS_UNUSED0, // 53 UNUSED0
POINT_ATTBONUS_UNUSED1, // 54 UNUSED1
POINT_ATTBONUS_UNUSED2, // 55 UNUSED2
@ -1575,42 +1575,42 @@ enum EPointTypes
POINT_ATTBONUS_UNUSED8, // 61 UNUSED8
POINT_ATTBONUS_UNUSED9, // 62 UNUSED9
POINT_STEAL_HP, // 63 <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
POINT_STEAL_SP, // 64 <EFBFBD><EFBFBD><EFBFBD>ŷ<EFBFBD> <20><><EFBFBD><EFBFBD>
POINT_STEAL_HP, // 63 생명력 흡수
POINT_STEAL_SP, // 64 정신력 흡수
POINT_MANA_BURN_PCT, // 65 <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>
POINT_MANA_BURN_PCT, // 65 마나 번
/// <EFBFBD><EFBFBD><EFBFBD>ؽ<EFBFBD> <20><><EFBFBD>ʽ<EFBFBD> ///
/// 피해시 보너스 ///
POINT_DAMAGE_SP_RECOVER, // 66 <EFBFBD><EFBFBD><EFBFBD>ݴ<EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD>ŷ<EFBFBD> ȸ<><C8B8> Ȯ<><C8AE>
POINT_DAMAGE_SP_RECOVER, // 66 공격당할 시 정신력 회복 확률
POINT_BLOCK, // 67 <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
POINT_DODGE, // 68 ȸ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
POINT_BLOCK, // 67 블럭율
POINT_DODGE, // 68 회피율
POINT_RESIST_SWORD, // 69
POINT_RESIST_TWOHAND, // 70
POINT_RESIST_DAGGER, // 71
POINT_RESIST_BELL, // 72
POINT_RESIST_FAN, // 73
POINT_RESIST_BOW, // 74 ȭ<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> : <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
POINT_RESIST_FIRE, // 75 ȭ<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> : ȭ<><C8AD><EFBFBD><EFBFBD><EFBFBD>ݿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
POINT_RESIST_ELEC, // 76 <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> : <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
POINT_RESIST_MAGIC, // 77 <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> : <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
POINT_RESIST_WIND, // 78 <EFBFBD>ٶ<EFBFBD> <20><><EFBFBD><EFBFBD> : <20>ٶ<EFBFBD><D9B6><EFBFBD><EFBFBD>ݿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
POINT_RESIST_BOW, // 74 화살 저항 : 대미지 감소
POINT_RESIST_FIRE, // 75 화염 저항 : 화염공격에 대한 대미지 감소
POINT_RESIST_ELEC, // 76 전기 저항 : 전기공격에 대한 대미지 감소
POINT_RESIST_MAGIC, // 77 술법 저항 : 모든술법에 대한 대미지 감소
POINT_RESIST_WIND, // 78 바람 저항 : 바람공격에 대한 대미지 감소
POINT_REFLECT_MELEE, // 79 <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ݻ<EFBFBD>
POINT_REFLECT_MELEE, // 79 공격 반사
/// Ư<EFBFBD><EFBFBD> <20><><EFBFBD>ؽ<EFBFBD> ///
POINT_REFLECT_CURSE, // 80 <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ݻ<EFBFBD>
POINT_POISON_REDUCE, // 81 <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
/// 특수 피해시 ///
POINT_REFLECT_CURSE, // 80 저주 반사
POINT_POISON_REDUCE, // 81 독데미지 감소
/// <EFBFBD><EFBFBD> <20>Ҹ<EFBFBD><D2B8><EFBFBD> ///
POINT_KILL_SP_RECOVER, // 82 <EFBFBD><EFBFBD> <20>Ҹ<EFBFBD><D2B8><EFBFBD> MP ȸ<EFBFBD><EFBFBD>
/// 적 소멸시 ///
POINT_KILL_SP_RECOVER, // 82 적 소멸시 MP 회복
POINT_EXP_DOUBLE_BONUS, // 83
POINT_GOLD_DOUBLE_BONUS, // 84
POINT_ITEM_DROP_BONUS, // 85
/// ȸ<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> ///
/// 회복 관련 ///
POINT_POTION_BONUS, // 86
POINT_KILL_HP_RECOVER, // 87
@ -1635,32 +1635,32 @@ enum EPointTypes
POINT_STAT_RESET_COUNT = 112,
POINT_HORSE_SKILL = 113,
POINT_MALL_ATTBONUS, // 114 <EFBFBD><EFBFBD><EFBFBD>ݷ<EFBFBD> +x%
POINT_MALL_DEFBONUS, // 115 <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> +x%
POINT_MALL_EXPBONUS, // 116 <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ġ +x%
POINT_MALL_ITEMBONUS, // 117 <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> x/10<EFBFBD><EFBFBD>
POINT_MALL_GOLDBONUS, // 118 <EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> x/10<EFBFBD><EFBFBD>
POINT_MAX_HP_PCT, // 119 <EFBFBD>ִ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> +x%
POINT_MAX_SP_PCT, // 120 <EFBFBD>ִ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ŷ<EFBFBD> +x%
POINT_MALL_ATTBONUS, // 114 공격력 +x%
POINT_MALL_DEFBONUS, // 115 방어력 +x%
POINT_MALL_EXPBONUS, // 116 경험치 +x%
POINT_MALL_ITEMBONUS, // 117 아이템 드롭율 x/10
POINT_MALL_GOLDBONUS, // 118 돈 드롭율 x/10
POINT_MAX_HP_PCT, // 119 최대생명력 +x%
POINT_MAX_SP_PCT, // 120 최대정신력 +x%
POINT_SKILL_DAMAGE_BONUS, // 121 <EFBFBD><EFBFBD>ų <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> *(100+x)%
POINT_NORMAL_HIT_DAMAGE_BONUS, // 122 <EFBFBD><EFBFBD>Ÿ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> *(100+x)%
POINT_SKILL_DAMAGE_BONUS, // 121 스킬 데미지 *(100+x)%
POINT_NORMAL_HIT_DAMAGE_BONUS, // 122 평타 데미지 *(100+x)%
POINT_SKILL_DEFEND_BONUS, // 123 <EFBFBD><EFBFBD>ų <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
POINT_NORMAL_HIT_DEFEND_BONUS, // 124 <EFBFBD><EFBFBD>Ÿ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
POINT_SKILL_DEFEND_BONUS, // 123 스킬 방어 데미지
POINT_NORMAL_HIT_DEFEND_BONUS, // 124 평타 방어 데미지
POINT_PC_BANG_EXP_BONUS, // 125
POINT_PC_BANG_DROP_BONUS, // 126 PC<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ӷ<EFBFBD> <20><><EFBFBD>ʽ<EFBFBD>
POINT_PC_BANG_DROP_BONUS, // 126 PC방 전용 드롭률 보너스
POINT_ENERGY = 128, // 128 <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
POINT_ENERGY = 128, // 128 기력
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> ui <EFBFBD><EFBFBD>.
// <EFBFBD>̷<EFBFBD><EFBFBD><EFBFBD> <20>ϰ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD><EFBFBD>,
// uiTaskBar<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> affect<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>,
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ŭ<>󸮾<EFBFBD>Ʈ<EFBFBD><C6AE><EFBFBD><EFBFBD><EFBFBD><EFBFBD> blend_affect<63><74> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʾ<EFBFBD>,
// <EFBFBD>ӽ÷<EFBFBD> <20>̷<EFBFBD><CCB7><EFBFBD> <20>д<EFBFBD>.
POINT_ENERGY_END_TIME = 129, // 129 <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
// 기력 ui .
// 이렇게 하고 싶지 않았지만,
// uiTaskBar에서는 affect에 접근할 수 없고,
// 더구나 클라리언트에서는 blend_affect는 관리하지 않아,
// 임시로 이렇게 둔다.
POINT_ENERGY_END_TIME = 129, // 129 기력 종료 시간
// Ŭ<EFBFBD><EFBFBD><EFBFBD>̾<EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>Ʈ
// 클라이언트 포인트
POINT_MIN_WEP = 200,
POINT_MAX_WEP,
POINT_MIN_MAGIC_WEP,
@ -1668,7 +1668,7 @@ enum EPointTypes
POINT_HIT_RATE,
//POINT_MAX_NUM = 255,=>stdafx.h <EFBFBD><EFBFBD>/
//POINT_MAX_NUM = 255,=>stdafx.h /
};
typedef struct packet_points
@ -1684,8 +1684,8 @@ typedef struct packet_point_change
DWORD dwVID;
BYTE Type;
long amount; // <EFBFBD>ٲ<EFBFBD> <20><>
long value; // <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>
long amount; // 바뀐 값
long value; // 현재 값
} TPacketGCPointChange;
typedef struct packet_motion
@ -1723,7 +1723,7 @@ typedef struct packet_set_item
BYTE pos;
DWORD vnum;
BYTE count;
DWORD flags; // <EFBFBD>÷<EFBFBD><EFBFBD><EFBFBD> <20>߰<EFBFBD>
DWORD flags; // 플래그 추가
long alSockets[ITEM_SOCKET_SLOT_MAX_NUM];
TPlayerItemAttribute aAttr[ITEM_ATTRIBUTE_SLOT_MAX_NUM];
} TPacketGCItemSet;
@ -1750,8 +1750,8 @@ typedef struct packet_set_item2
TItemPos Cell;
DWORD vnum;
BYTE count;
DWORD flags; // <EFBFBD>÷<EFBFBD><EFBFBD><EFBFBD> <20>߰<EFBFBD>
DWORD anti_flags; // <EFBFBD>÷<EFBFBD><EFBFBD><EFBFBD> <20>߰<EFBFBD>
DWORD flags; // 플래그 추가
DWORD anti_flags; // 플래그 추가
bool highlight;
long alSockets[ITEM_SOCKET_SLOT_MAX_NUM];
TPlayerItemAttribute aAttr[ITEM_ATTRIBUTE_SLOT_MAX_NUM];
@ -1832,7 +1832,7 @@ typedef struct packet_shop_start
struct packet_shop_item items[SHOP_HOST_ITEM_MAX_NUM];
} TPacketGCShopStart;
typedef struct packet_shop_start_ex // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> TSubPacketShopTab* shop_tabs <EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
typedef struct packet_shop_start_ex // 다음에 TSubPacketShopTab* shop_tabs 이 따라옴.
{
typedef struct sub_packet_shop_tab
{
@ -1975,12 +1975,12 @@ typedef struct packet_move
enum
{
QUEST_SEND_IS_BEGIN = 1 << 0,
QUEST_SEND_TITLE = 1 << 1, // 28<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
QUEST_SEND_CLOCK_NAME = 1 << 2, // 16<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
QUEST_SEND_TITLE = 1 << 1, // 28자 까지
QUEST_SEND_CLOCK_NAME = 1 << 2, // 16자 까지
QUEST_SEND_CLOCK_VALUE = 1 << 3,
QUEST_SEND_COUNTER_NAME = 1 << 4, // 16<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
QUEST_SEND_COUNTER_NAME = 1 << 4, // 16자 까지
QUEST_SEND_COUNTER_VALUE = 1 << 5,
QUEST_SEND_ICON_FILE = 1 << 6, // 24<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
QUEST_SEND_ICON_FILE = 1 << 6, // 24자 까지
};
typedef struct packet_quest_info
@ -2003,8 +2003,8 @@ typedef struct packet_attack
{
BYTE header;
DWORD dwVID;
DWORD dwVictimVID; // <EFBFBD><EFBFBD> VID
BYTE bType; // <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
DWORD dwVictimVID; // VID
BYTE bType; // 공격 유형
} TPacketGCAttack;
typedef struct packet_c2c
@ -2074,7 +2074,7 @@ enum EPVPModes
typedef struct packet_duel_start
{
BYTE header ;
WORD wSize ; // DWORD<EFBFBD><EFBFBD> <20>? <20><><EFBFBD><EFBFBD> = (wSize - sizeof(TPacketGCPVPList)) / 4
WORD wSize ; // DWORD가 몇개? 개수 = (wSize - sizeof(TPacketGCPVPList)) / 4
} TPacketGCDuelStart ;
typedef struct packet_pvp
@ -2230,7 +2230,7 @@ enum
typedef struct packet_guild_sub_grade
{
char grade_name[GUILD_GRADE_NAME_MAX_LEN+1]; // 8+1 <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20≯<EFBFBD>
char grade_name[GUILD_GRADE_NAME_MAX_LEN+1]; // 8+1 길드장, 길드원 등의 이름
BYTE auth_flag;
} TPacketGCGuildSubGrade;
@ -2271,7 +2271,7 @@ enum EGuildWarState
GUILD_WAR_ON_WAR,
GUILD_WAR_END,
GUILD_WAR_DURATION = 2*60*60, // 2<EFBFBD>ð<EFBFBD>
GUILD_WAR_DURATION = 2*60*60, // 2시간
};
typedef struct packet_guild_war
@ -2347,8 +2347,8 @@ typedef struct SRefineTable
DWORD src_vnum;
DWORD result_vnum;
BYTE material_count;
int cost; // <EFBFBD>ҿ<EFBFBD> <20><><EFBFBD><EFBFBD>
int prob; // Ȯ<EFBFBD><EFBFBD>
int cost; // 소요 비용
int prob; // 확률
TMaterial materials[REFINE_MATERIAL_MAX_NUM];
} TRefineTable;
@ -2383,17 +2383,17 @@ enum SPECIAL_EFFECT
SE_SUCCESS,
SE_FAIL,
SE_FR_SUCCESS,
SE_LEVELUP_ON_14_FOR_GERMANY, //<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 14<31>϶<EFBFBD> ( <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> )
SE_LEVELUP_UNDER_15_FOR_GERMANY,//<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 15<31>϶<EFBFBD> ( <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> )
SE_LEVELUP_ON_14_FOR_GERMANY, //레벨업 14일때 ( 독일전용 )
SE_LEVELUP_UNDER_15_FOR_GERMANY,//레벨업 15일때 ( 독일전용 )
SE_PERCENT_DAMAGE1,
SE_PERCENT_DAMAGE2,
SE_PERCENT_DAMAGE3,
SE_AUTO_HPUP,
SE_AUTO_SPUP,
SE_EQUIP_RAMADAN_RING, // <EFBFBD>ʽ´<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ߵ<EFBFBD><DFB5>ϴ<EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ
SE_EQUIP_HALLOWEEN_CANDY, // <EFBFBD>ҷ<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>(-_-;)<29><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ߵ<EFBFBD><DFB5>ϴ<EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ
SE_EQUIP_HAPPINESS_RING, // ũ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD><E0BAB9> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ߵ<EFBFBD><DFB5>ϴ<EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ
SE_EQUIP_LOVE_PENDANT, // <EFBFBD>߷<EFBFBD>Ÿ<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ҵ<EFBFBD>Ʈ(71145) <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>Ʈ (<28>ߵ<EFBFBD><DFB5><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20>ƴ<EFBFBD>)
SE_EQUIP_RAMADAN_RING, // 초승달의 반지를 착용하는 순간에 발동하는 이펙트
SE_EQUIP_HALLOWEEN_CANDY, // 할로윈 사탕을 착용(-_-;)한 순간에 발동하는 이펙트
SE_EQUIP_HAPPINESS_RING, // 크리스마스 행복의 반지를 착용하는 순간에 발동하는 이펙트
SE_EQUIP_LOVE_PENDANT, // 발렌타인 사랑의 팬던트(71145) 착용할 때 이펙트 (발동이펙트임, 지속이펙트 아님)
};
typedef struct SPacketGCSpecialEffect
@ -2696,7 +2696,7 @@ typedef struct packet_hs_check_req
AHNHS_TRANS_BUFFER Req;
} TPacketHSCheck;
//NOTE : recv/send<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, bPacketData<74><61> <20><><EFBFBD><20>ٲ<EFBFBD><D9B2><EFBFBD>.
//NOTE : recv/send에 공통으로 생김, bPacketData의 내용만 바뀐다.
typedef struct packet_xtrap_verify
{
BYTE bHeader;
@ -2714,7 +2714,7 @@ typedef struct packet_autoban_quiz
// END_OF_AUTOBAN
#ifdef __AUCTION__
// Argument<EFBFBD><EFBFBD> <20><EFBFBD><EBB5B5> cmd<6D><64> <20><><EFBFBD><EFBFBD> <20>ٸ<EFBFBD><D9B8><EFBFBD>.
// Argument의 용도는 cmd에 따라 다르다.
typedef struct SPacketCGAuctionCmd
{
BYTE bHeader;
@ -2740,7 +2740,7 @@ typedef struct SPacketGCSpecificEffect
char effect_file[128];
} TPacketGCSpecificEffect;
// <EFBFBD><EFBFBD>ȥ<EFBFBD><EFBFBD>
// 용혼석
enum EDragonSoulRefineWindowRefineType
{
DragonSoulRefineWindow_UPGRADE,