forked from metin2/server
fix common header encoding
This commit is contained in:
@ -2,15 +2,15 @@
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#define __HEADER_VNUM_HELPER__
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/**
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<EFBFBD>̹<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϰų<CFB0> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>߰<EFBFBD><DFB0><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD><EFBFBD> <20>ҽ<EFBFBD><D2BD><EFBFBD><EFBFBD><EFBFBD> <20>ĺ<EFBFBD><C4BA><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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<EFBFBD>ĺ<EFBFBD><EFBFBD><EFBFBD>(<28><><EFBFBD><EFBFBD>=VNum)<29><> <20>ϵ<EFBFBD><CFB5>ڵ<EFBFBD><DAB5>ϴ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ǿ<EFBFBD><C7BE>־ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ſ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>µ<EFBFBD>
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이미 존재하거나 앞으로 추가될 아이템, 몹 등을 소스에서 식별할 때 현재는 모두
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식별자(숫자=VNum)를 하드코딩하는 방식으로 되어있어서 가독성이 매우 떨어지는데
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>δ<EFBFBD> <20>ҽ<EFBFBD><D2BD><EFBFBD> <20><><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(Ȥ<><C8A4> <20><>)<29><><EFBFBD><EFBFBD> <20><> <20><> <20>ְ<EFBFBD> <20><><EFBFBD>ڴ<EFBFBD> <20><>ö<EFBFBD><C3B6><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>߰<EFBFBD>.
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앞으로는 소스만 봐도 어떤 아이템(혹은 몹)인지 알 수 있게 하자는 승철님의 제안으로 추가.
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* <EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ǵµ<C7B4> PCH<43><48> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ٲ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ü <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ؾ<EFBFBD><D8BE>ϴ<EFBFBD>
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<EFBFBD>ϴ<EFBFBD><EFBFBD><EFBFBD> <20>ʿ<EFBFBD><CABF><EFBFBD> cpp<70><70><EFBFBD>Ͽ<EFBFBD><CFBF><EFBFBD> include <20>ؼ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
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* 이 파일은 변경이 잦을것으로 예상되는데 PCH에 넣으면 바뀔 때마다 전체 컴파일 해야하니
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일단은 필요한 cpp파일에서 include 해서 쓰도록 했음.
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* cpp<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϸ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ~ <20><>ũ<EFBFBD>ؾ<EFBFBD><D8BE>ϴ<EFBFBD> <20>׳<EFBFBD> common<6F><6E> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>־<EFBFBD><D6BE><EFBFBD>. (game, db<64><62><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20><> <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>)
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* cpp에서 구현하면 컴파일 ~ 링크해야하니 그냥 common에 헤더만 넣었음. (game, db프로젝트 둘 다 사용 예정)
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@date 2011. 8. 29.
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*/
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@ -19,35 +19,35 @@
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class CItemVnumHelper
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{
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public:
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/// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> DVD<56><44> <20>һ<EFBFBD><D2BB><EFBFBD> <20><>ȯ<EFBFBD><C8AF>
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static const bool IsPhoenix(DWORD vnum) { return 53001 == vnum; } // NOTE: <EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD> <20><>ȯ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 53001 <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> mob-vnum<EFBFBD><EFBFBD> 34001 <EFBFBD>Դϴ<EFBFBD>.
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/// 독일 DVD용 불사조 소환권
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static const bool IsPhoenix(DWORD vnum) { return 53001 == vnum; } // NOTE: 불사조 소환 아이템은 53001 이지만 mob-vnum은 34001 입니다.
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/// <EFBFBD><EFBFBD> <20>̺<EFBFBD>Ʈ <20>ʽ´<CABD><C2B4><EFBFBD> <20><><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD> <20>̺<EFBFBD>Ʈ<EFBFBD><C6AE> Ư<><C6AF> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̾<EFBFBD><CCBE><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>Ȱ<EFBFBD><C8B0><EFBFBD>ؼ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ٰ<EFBFBD> <20><>)
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/// 라마단 이벤트 초승달의 반지 (원래는 라마단 이벤트용 특수 아이템이었으나 앞으로 여러 방향으로 재활용해서 계속 쓴다고 함)
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static const bool IsRamadanMoonRing(DWORD vnum) { return 71135 == vnum; }
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/// <EFBFBD>ҷ<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʽ´<CABD><C2B4><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>)
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/// 할로윈 사탕 (스펙은 초승달의 반지와 동일)
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static const bool IsHalloweenCandy(DWORD vnum) { return 71136 == vnum; }
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/// ũ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ູ<EFBFBD><E0BAB9> <20><><EFBFBD><EFBFBD>
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/// 크리스마스 행복의 반지
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static const bool IsHappinessRing(DWORD vnum) { return 71143 == vnum; }
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/// <EFBFBD>߷<EFBFBD>Ÿ<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ҵ<EFBFBD>Ʈ
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/// 발렌타인 사랑의 팬던트
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static const bool IsLovePendant(DWORD vnum) { return 71145 == vnum; }
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};
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class CMobVnumHelper
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{
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public:
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/// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> DVD<56><44> <20>һ<EFBFBD><D2BB><EFBFBD> <20><> <20><>ȣ
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/// 독일 DVD용 불사조 몹 번호
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static bool IsPhoenix(DWORD vnum) { return 34001 == vnum; }
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static bool IsIcePhoenix(DWORD vnum) { return 34003 == vnum; }
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/// PetSystem<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> <20><><EFBFBD>ΰ<EFBFBD>?
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/// PetSystem이 관리하는 펫인가?
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static bool IsPetUsingPetSystem(DWORD vnum) { return (IsPhoenix(vnum) || IsReindeerYoung(vnum)) || IsIcePhoenix(vnum); }
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/// 2011<EFBFBD><EFBFBD> ũ<><C5A9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>̺<EFBFBD>Ʈ<EFBFBD><C6AE> <20><> (<28>Ʊ<EFBFBD> <20><><EFBFBD><EFBFBD>)
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/// 2011년 크리스마스 이벤트용 펫 (아기 순록)
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static bool IsReindeerYoung(DWORD vnum) { return 34002 == vnum; }
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/// <EFBFBD><EFBFBD> <20>̺<EFBFBD>Ʈ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>渶(20119) .. <20>ҷ<EFBFBD><D2B7><EFBFBD> <20>̺<EFBFBD>Ʈ<EFBFBD><C6AE> <20><EFBFBD> <20>渶 Ŭ<><C5AC>(<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, 20219)
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/// 라마단 이벤트 보상용 흑마(20119) .. 할로윈 이벤트용 라마단 흑마 클론(스펙은 같음, 20219)
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static bool IsRamadanBlackHorse(DWORD vnum) { return 20119 == vnum || 20219 == vnum || 22022 == vnum; }
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};
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@ -26,7 +26,7 @@ public:
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int get_price () { return offer_price; }
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} TAuctionSimpleItemInfo;
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// <EFBFBD><EFBFBD> auction <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
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// 각 auction 정보들.
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// primary key (item_id)
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typedef struct _auction : public _base_auction
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{
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@ -49,8 +49,8 @@ public:
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empire = _empire;
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}
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// <EFBFBD><EFBFBD> <20>ҵ<DEBC><D2B5><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> auction<6F><6E><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ϴ<EFBFBD><CFB4><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҵ<EFBFBD>.
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// 이 메소드들은 어떤 변수가 auction에서 어떤 역할을 하는지 까먹을 까봐
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// 만들어놓았다.
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// by rtsummit
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DWORD get_item_id () { return item_id; }
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DWORD get_bidder_id () { return bidder_id; }
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@ -89,7 +89,7 @@ typedef struct _sale : public _base_auction
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} TSaleItemInfo;
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// wish<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
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// wish는 실제하는 아이템은 없다.
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// primary key (item_num, wisher_id)
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typedef struct _wish : public _base_auction
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{
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@ -118,9 +118,9 @@ enum AuctionCmd {OPEN_AUCTION, OPEN_WISH_AUCTION, OPEN_MY_AUCTION, OPEN_MY_WISH_
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AUCTION_REBID, AUCTION_BID_CANCEL,
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};
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// <EFBFBD>ݵ<EFBFBD><EFBFBD><EFBFBD> FAIL <EFBFBD>տ<EFBFBD>, <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20>;<EFBFBD><CDBE>Ѵ<EFBFBD>.
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// <EFBFBD>ֳ<EFBFBD>, <= AUCTION_FAIL <EFBFBD>̷<EFBFBD> CHECK<EFBFBD><EFBFBD> <20><> <20>Űŵ<C5B0>
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// <EFBFBD>ݴ<EFBFBD><EFBFBD><EFBFBD> SUCCESS <EFBFBD>ڿ<EFBFBD>, <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20>;<EFBFBD><CDBE>Ѵ<EFBFBD>. <20>ٵ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ֱ<EFBFBD> <20>Ϸ<EFBFBD><CFB7><EFBFBD>...
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// 반드시 FAIL 앞에, 실패 류 들이 와야한다.
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// 왜냐, <= AUCTION_FAIL 이런 CHECK을 할 거거든
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// 반대로 SUCCESS 뒤에, 성공 류 들이 와야한다. 근데 성공류가 있긴 하려나...
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enum AuctionResult { AUCTION_EXPIRED, AUCTION_NOT_EXPIRED, AUCTION_NOT_ENOUGH_MONEY,
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AUCTION_SOLD, AUCTION_CANCEL, AUCTION_ALREADY_IN, AUCTION_NOT_IN, AUCTION_FAIL, AUCTION_SUCCESS };
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@ -218,7 +218,7 @@ typedef struct command_auction
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cmd = AUCTION_CHANGING_MONEY;
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price1 = _money;
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}
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// bid<EFBFBD><EFBFBD> cmd<EFBFBD><EFBFBD> <20>ٸ<EFBFBD><D9B8><EFBFBD>.
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// bid랑 cmd만 다르다.
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void rebid (DWORD _item_id, int _bidPrice)
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{
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cmd = AUCTION_REBID;
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@ -322,7 +322,7 @@ typedef struct auction_impur : public command_auction
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// auction_type;
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// start_idx;
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// size;
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// conditions; <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ö<EFBFBD>Բ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>غ<EFBFBD><D8BA><EFBFBD>.<2E><><EFBFBD><EFBFBD>
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// conditions; 정렬은 승철님께 조언을 구해보자.ㅇㅇ
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//}
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//
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//get_auction_detail_item_info
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@ -41,8 +41,8 @@ namespace building
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int lNPCX;
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int lNPCY;
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DWORD dwGroupVnum; // <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD><D7B7><EFBFBD> <20>ϳ<EFBFBD><CFB3><EFBFBD> <20>Ǽ<EFBFBD><C7BC><EFBFBD><EFBFBD><EFBFBD>
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DWORD dwDependOnGroupVnum; // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>־<EFBFBD><D6BE><EFBFBD><EFBFBD>ϴ<EFBFBD> <20><EFBFBD>
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DWORD dwGroupVnum; // 같은 그룹은 하나만 건설가능
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DWORD dwDependOnGroupVnum; // 지어져 있어야하는 그룹
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} TObjectProto;
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typedef struct SObject
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@ -31,8 +31,8 @@ enum EItemDragonSoulSockets
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ITEM_SOCKET_DRAGON_SOUL_ACTIVE_IDX = 2,
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ITEM_SOCKET_CHARGING_AMOUNT_IDX = 2,
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};
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// <EFBFBD><EFBFBD> <20>̰<EFBFBD> <20><>ģ<EFBFBD><C4A3> <20>ƴϾ<C6B4>?
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// <EFBFBD><EFBFBD><EFBFBD>߿<EFBFBD> <20><><EFBFBD><EFBFBD> Ȯ<><C8AE><EFBFBD>ϸ<EFBFBD> <20><>¼<EFBFBD><C2BC><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> -_-;;;
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// 헐 이거 미친거 아니야?
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// 나중에 소켓 확장하면 어쩌려고 이지랄 -_-;;;
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enum EItemUniqueSockets
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{
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ITEM_SOCKET_UNIQUE_SAVE_TIME = ITEM_SOCKET_MAX_NUM - 2,
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@ -42,18 +42,18 @@ enum EItemUniqueSockets
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enum EItemTypes
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{
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ITEM_NONE, //0
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ITEM_WEAPON, //1//<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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ITEM_ARMOR, //2//<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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ITEM_USE, //3//<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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ITEM_WEAPON, //1//무기
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ITEM_ARMOR, //2//갑옷
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ITEM_USE, //3//아이템 사용
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ITEM_AUTOUSE, //4
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ITEM_MATERIAL, //5
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ITEM_SPECIAL, //6 //<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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ITEM_SPECIAL, //6 //스페셜 아이템
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ITEM_TOOL, //7
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ITEM_LOTTERY, //8//<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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ITEM_ELK, //9//<EFBFBD><EFBFBD>
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ITEM_LOTTERY, //8//복권
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ITEM_ELK, //9//돈
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ITEM_METIN, //10
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ITEM_CONTAINER, //11
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ITEM_FISH, //12//<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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ITEM_FISH, //12//낚시
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ITEM_ROD, //13
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ITEM_RESOURCE, //14
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ITEM_CAMPFIRE, //15
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@ -61,21 +61,21 @@ enum EItemTypes
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ITEM_SKILLBOOK, //17
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ITEM_QUEST, //18
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ITEM_POLYMORPH, //19
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ITEM_TREASURE_BOX, //20//<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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ITEM_TREASURE_KEY, //21//<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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ITEM_TREASURE_BOX, //20//보물상자
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ITEM_TREASURE_KEY, //21//보물상자 열쇠
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ITEM_SKILLFORGET, //22
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ITEM_GIFTBOX, //23
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ITEM_PICK, //24
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ITEM_HAIR, //25//<EFBFBD>Ӹ<EFBFBD>
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ITEM_TOTEM, //26//<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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ITEM_BLEND, //27//<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD> <20>Ӽ<EFBFBD><D3BC><EFBFBD> <20>ٴ<EFBFBD> <20>
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ITEM_COSTUME, //28//<EFBFBD>ڽ<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (2011<31><31> 8<><38> <20>߰<EFBFBD><DFB0><EFBFBD> <20>ڽ<EFBFBD><DABD><EFBFBD> <20>ý<EFBFBD><C3BD>ۿ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
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ITEM_DS, //29 //<EFBFBD><EFBFBD>ȥ<EFBFBD><EFBFBD>
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ITEM_SPECIAL_DS, //30 // Ư<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ȥ<EFBFBD><C8A5> (DS_SLOT<4F><54> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> UNIQUE <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̶<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϸ<EFBFBD> <20><>)
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ITEM_EXTRACT, //31 <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
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ITEM_SECONDARY_COIN, //32 ?? <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>??
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ITEM_RING, //33 <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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ITEM_BELT, //34 <EFBFBD><EFBFBD>Ʈ
|
||||
ITEM_HAIR, //25//머리
|
||||
ITEM_TOTEM, //26//토템
|
||||
ITEM_BLEND, //27//생성될때 랜덤하게 속성이 붙는 약물
|
||||
ITEM_COSTUME, //28//코스츔 아이템 (2011년 8월 추가된 코스츔 시스템용 아이템)
|
||||
ITEM_DS, //29 //용혼석
|
||||
ITEM_SPECIAL_DS, //30 // 특수한 용혼석 (DS_SLOT에 착용하는 UNIQUE 아이템이라 생각하면 됨)
|
||||
ITEM_EXTRACT, //31 추출도구.
|
||||
ITEM_SECONDARY_COIN, //32 ?? 명도전??
|
||||
ITEM_RING, //33 반지
|
||||
ITEM_BELT, //34 벨트
|
||||
};
|
||||
|
||||
enum EMetinSubTypes
|
||||
@ -111,8 +111,8 @@ enum EArmorSubTypes
|
||||
|
||||
enum ECostumeSubTypes
|
||||
{
|
||||
COSTUME_BODY = ARMOR_BODY, // [<EFBFBD>߿<EFBFBD>!!] ECostumeSubTypes enum value<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> EArmorSubTypes<EFBFBD><EFBFBD> <20>װͰ<D7B0> <20><><EFBFBD>ƾ<EFBFBD> <20><>.
|
||||
COSTUME_HAIR = ARMOR_HEAD, // <EFBFBD>̴<EFBFBD> <20>ڽ<EFBFBD><DABD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ۿ<EFBFBD> <20>߰<EFBFBD> <20>Ӽ<EFBFBD><D3BC><EFBFBD> <20><><EFBFBD>̰ڴٴ<DAB4> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>û<EFBFBD><C3BB> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ȱ<><C8B0><EFBFBD>ϱ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
|
||||
COSTUME_BODY = ARMOR_BODY, // [중요!!] ECostumeSubTypes enum value는 종류별로 EArmorSubTypes의 그것과 같아야 함.
|
||||
COSTUME_HAIR = ARMOR_HEAD, // 이는 코스츔 아이템에 추가 속성을 붙이겠다는 사업부의 요청에 따라서 기존 로직을 활용하기 위함임.
|
||||
COSTUME_NUM_TYPES,
|
||||
};
|
||||
|
||||
@ -215,8 +215,8 @@ enum EUseSubTypes
|
||||
USE_UNBIND,
|
||||
USE_TIME_CHARGE_PER,
|
||||
USE_TIME_CHARGE_FIX, // 28
|
||||
USE_PUT_INTO_BELT_SOCKET, // 29 <EFBFBD><EFBFBD>Ʈ <20><><EFBFBD>Ͽ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
USE_PUT_INTO_RING_SOCKET, // 30 <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>Ͽ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD>ũ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD> <20>߰<EFBFBD><DFB0><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>)
|
||||
USE_PUT_INTO_BELT_SOCKET, // 29 벨트 소켓에 사용할 수 있는 아이템
|
||||
USE_PUT_INTO_RING_SOCKET, // 30 반지 소켓에 사용할 수 있는 아이템 (유니크 반지 말고, 새로 추가된 반지 슬롯)
|
||||
};
|
||||
|
||||
enum EExtractSubTypes
|
||||
@ -270,7 +270,7 @@ enum EItemFlag
|
||||
{
|
||||
ITEM_FLAG_REFINEABLE = (1 << 0),
|
||||
ITEM_FLAG_SAVE = (1 << 1),
|
||||
ITEM_FLAG_STACKABLE = (1 << 2), // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ĥ <20><> <20><><EFBFBD><EFBFBD>
|
||||
ITEM_FLAG_STACKABLE = (1 << 2), // 여러개 합칠 수 있음
|
||||
ITEM_FLAG_COUNT_PER_1GOLD = (1 << 3),
|
||||
ITEM_FLAG_SLOW_QUERY = (1 << 4),
|
||||
ITEM_FLAG_UNUSED01 = (1 << 5), // UNUSED
|
||||
@ -287,24 +287,24 @@ enum EItemFlag
|
||||
|
||||
enum EItemAntiFlag
|
||||
{
|
||||
ITEM_ANTIFLAG_FEMALE = (1 << 0), // <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ұ<EFBFBD>
|
||||
ITEM_ANTIFLAG_MALE = (1 << 1), // <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ұ<EFBFBD>
|
||||
ITEM_ANTIFLAG_WARRIOR = (1 << 2), // <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ұ<EFBFBD>
|
||||
ITEM_ANTIFLAG_ASSASSIN = (1 << 3), // <EFBFBD>ڰ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ұ<EFBFBD>
|
||||
ITEM_ANTIFLAG_SURA = (1 << 4), // <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ұ<EFBFBD>
|
||||
ITEM_ANTIFLAG_SHAMAN = (1 << 5), // <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ұ<EFBFBD>
|
||||
ITEM_ANTIFLAG_GET = (1 << 6), // <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
|
||||
ITEM_ANTIFLAG_DROP = (1 << 7), // <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
|
||||
ITEM_ANTIFLAG_SELL = (1 << 8), // <EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
|
||||
ITEM_ANTIFLAG_EMPIRE_A = (1 << 9), // A <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ұ<EFBFBD>
|
||||
ITEM_ANTIFLAG_EMPIRE_B = (1 << 10), // B <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ұ<EFBFBD>
|
||||
ITEM_ANTIFLAG_EMPIRE_C = (1 << 11), // C <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ұ<EFBFBD>
|
||||
ITEM_ANTIFLAG_SAVE = (1 << 12), // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
ITEM_ANTIFLAG_GIVE = (1 << 13), // <EFBFBD>ŷ<EFBFBD> <20>Ұ<EFBFBD>
|
||||
ITEM_ANTIFLAG_PKDROP = (1 << 14), // PK<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
ITEM_ANTIFLAG_STACK = (1 << 15), // <EFBFBD><EFBFBD>ĥ <20><> <20><><EFBFBD><EFBFBD>
|
||||
ITEM_ANTIFLAG_MYSHOP = (1 << 16), // <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ø<EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
|
||||
ITEM_ANTIFLAG_SAFEBOX = (1 << 17), // â<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
|
||||
ITEM_ANTIFLAG_FEMALE = (1 << 0), // 여성 사용 불가
|
||||
ITEM_ANTIFLAG_MALE = (1 << 1), // 남성 사용 불가
|
||||
ITEM_ANTIFLAG_WARRIOR = (1 << 2), // 무사 사용 불가
|
||||
ITEM_ANTIFLAG_ASSASSIN = (1 << 3), // 자객 사용 불가
|
||||
ITEM_ANTIFLAG_SURA = (1 << 4), // 수라 사용 불가
|
||||
ITEM_ANTIFLAG_SHAMAN = (1 << 5), // 무당 사용 불가
|
||||
ITEM_ANTIFLAG_GET = (1 << 6), // 집을 수 없음
|
||||
ITEM_ANTIFLAG_DROP = (1 << 7), // 버릴 수 없음
|
||||
ITEM_ANTIFLAG_SELL = (1 << 8), // 팔 수 없음
|
||||
ITEM_ANTIFLAG_EMPIRE_A = (1 << 9), // A 제국 사용 불가
|
||||
ITEM_ANTIFLAG_EMPIRE_B = (1 << 10), // B 제국 사용 불가
|
||||
ITEM_ANTIFLAG_EMPIRE_C = (1 << 11), // C 제국 사용 불가
|
||||
ITEM_ANTIFLAG_SAVE = (1 << 12), // 저장되지 않음
|
||||
ITEM_ANTIFLAG_GIVE = (1 << 13), // 거래 불가
|
||||
ITEM_ANTIFLAG_PKDROP = (1 << 14), // PK시 떨어지지 않음
|
||||
ITEM_ANTIFLAG_STACK = (1 << 15), // 합칠 수 없음
|
||||
ITEM_ANTIFLAG_MYSHOP = (1 << 16), // 개인 상점에 올릴 수 없음
|
||||
ITEM_ANTIFLAG_SAFEBOX = (1 << 17), // 창고에 넣을 수 없음
|
||||
};
|
||||
|
||||
enum EItemWearableFlag
|
||||
@ -335,16 +335,16 @@ enum ELimitTypes
|
||||
LIMIT_CON,
|
||||
LIMIT_PCBANG,
|
||||
|
||||
/// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ο<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ǽð<C7BD><C3B0><EFBFBD><EFBFBD><EFBFBD> <20>ð<EFBFBD> <20><><EFBFBD><EFBFBD> (socket0<74><30> <20>Ҹ<EFBFBD> <20>ð<EFBFBD><C3B0><EFBFBD> <20><><EFBFBD><EFBFBD>: unix_timestamp Ÿ<EFBFBD><EFBFBD>)
|
||||
/// 착용 여부와 상관 없이 실시간으로 시간 차감 (socket0에 소멸 시간이 박힘: unix_timestamp 타입)
|
||||
LIMIT_REAL_TIME,
|
||||
|
||||
/// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> ó<><C3B3> <20><><EFBFBD><EFBFBD>(Ȥ<><C8A4> <20><><EFBFBD><EFBFBD>) <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8> Ÿ<≯<EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
/// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> socket0<74><30> <20><><EFBFBD>밡<EFBFBD>ɽð<C9BD>(<28>ʴ<EFBFBD><CAB4><EFBFBD>, 0<≯<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> limit value<75><65> <20><><EFBFBD><EFBFBD>) <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ִٰ<D6B4>
|
||||
/// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> socket1<74><31> <20><><EFBFBD><EFBFBD> Ƚ<><C8BD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> socket0<EFBFBD><EFBFBD> unix_timestamp Ÿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ҹ<EFBFBD><D2B8>ð<EFBFBD><C3B0><EFBFBD> <20><><EFBFBD><EFBFBD>.
|
||||
/// 아이템을 맨 처음 사용(혹은 착용) 한 순간부터 리얼타임 타이머 시작
|
||||
/// 최초 사용 전에는 socket0에 사용가능시간(초단위, 0이면 프로토의 limit value값 사용) 값이 쓰여있다가
|
||||
/// 아이템 사용시 socket1에 사용 횟수가 박히고 socket0에 unix_timestamp 타입의 소멸시간이 박힘.
|
||||
LIMIT_REAL_TIME_START_FIRST_USE,
|
||||
|
||||
/// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD><C3B0><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ǵ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
/// socket0<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD><C3B0><EFBFBD> <20>ʴ<EFBFBD><CAB4><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>. (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ش<EFBFBD> <20><><EFBFBD><EFBFBD> 0<≯<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> limit value<EFBFBD><EFBFBD><EFBFBD><EFBFBD> socket0<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>)
|
||||
/// 아이템을 착용 중일 때만 사용 시간이 차감되는 아이템
|
||||
/// socket0에 남은 시간이 초단위로 박힘. (아이템 최초 사용시 해당 값이 0이면 프로토의 limit value값을 socket0에 복사)
|
||||
LIMIT_TIMER_BASED_ON_WEAR,
|
||||
|
||||
LIMIT_MAX_NUM
|
||||
|
@ -23,10 +23,10 @@ enum EMisc
|
||||
|
||||
GUILD_NAME_MAX_LEN = 12,
|
||||
|
||||
SHOP_HOST_ITEM_MAX_NUM = 40, /* ȣ<EFBFBD><EFBFBD>Ʈ<EFBFBD><EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> */
|
||||
SHOP_GUEST_ITEM_MAX_NUM = 18, /* <EFBFBD>Խ<EFBFBD>Ʈ<EFBFBD><EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> */
|
||||
SHOP_HOST_ITEM_MAX_NUM = 40, /* 호스트의 최대 아이템 개수 */
|
||||
SHOP_GUEST_ITEM_MAX_NUM = 18, /* 게스트의 최대 아이템 개수 */
|
||||
|
||||
SHOP_PRICELIST_MAX_NUM = 40, ///< <EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
SHOP_PRICELIST_MAX_NUM = 40, ///< 개인상점 가격정보 리스트에서 유지할 가격정보의 최대 갯수
|
||||
|
||||
CHAT_MAX_LEN = 512,
|
||||
|
||||
@ -80,19 +80,19 @@ enum EMisc
|
||||
|
||||
|
||||
/**
|
||||
**** <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ҵ<EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> (DB<EFBFBD><EFBFBD> Item Position) ****
|
||||
**** 현재까지 할당 된 아이템 영역 정리 (DB상 Item Position) ****
|
||||
+------------------------------------------------------+ 0
|
||||
| ij<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>⺻ <20>κ<EFBFBD><CEBA>丮 (45ĭ * 2<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>) 90ĭ |
|
||||
| 캐릭터 기본 인벤토리 (45칸 * 2페이지) 90칸 |
|
||||
+------------------------------------------------------+ 90 = INVENTORY_MAX_NUM(90)
|
||||
| ij<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> â (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>) 32ĭ |
|
||||
| 캐릭터 장비 창 (착용중인 아이템) 32칸 |
|
||||
+------------------------------------------------------+ 122 = INVENTORY_MAX_NUM(90) + WEAR_MAX_NUM(32)
|
||||
| <EFBFBD><EFBFBD>ȥ<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> â (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ȥ<EFBFBD><C8A5>) 12ĭ |
|
||||
| 용혼석 장비 창 (착용중인 용혼석) 12칸 |
|
||||
+------------------------------------------------------+ 134 = 122 + DS_SLOT_MAX(6) * DRAGON_SOUL_DECK_MAX_NUM(2)
|
||||
| <EFBFBD><EFBFBD>ȥ<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> â <20><><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD> <20>̻<EFBFBD><CCBB><EFBFBD>) 18ĭ |
|
||||
| 용혼석 장비 창 예약 (아직 미사용) 18칸 |
|
||||
+------------------------------------------------------+ 152 = 134 + DS_SLOT_MAX(6) * DRAGON_SOUL_DECK_RESERVED_MAX_NUM(3)
|
||||
| <EFBFBD><EFBFBD>Ʈ <20>κ<EFBFBD><CEBA>丮 (<28><>Ʈ <20><><EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD><C3BF><EFBFBD> <20><>Ʈ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> Ȱ<><C8B0>)|
|
||||
| 벨트 인벤토리 (벨트 착용시에만 벨트 레벨에 따라 활성)|
|
||||
+------------------------------------------------------+ 168 = 152 + BELT_INVENTORY_SLOT_COUNT(16) = INVENTORY_AND_EQUIP_CELL_MAX
|
||||
| <EFBFBD>̻<EFBFBD><EFBFBD><EFBFBD> |
|
||||
| 미사용 |
|
||||
+------------------------------------------------------+ ??
|
||||
*/
|
||||
};
|
||||
@ -127,10 +127,10 @@ enum EWearPositions
|
||||
WEAR_COSTUME_BODY, // 19
|
||||
WEAR_COSTUME_HAIR, // 20
|
||||
|
||||
WEAR_RING1, // 21 : <EFBFBD>ű<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>1 (<28><><EFBFBD><EFBFBD>)
|
||||
WEAR_RING2, // 22 : <EFBFBD>ű<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>2 (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
|
||||
WEAR_RING1, // 21 : 신규 반지슬롯1 (왼쪽)
|
||||
WEAR_RING2, // 22 : 신규 반지슬롯2 (오른쪽)
|
||||
|
||||
WEAR_BELT, // 23 : <EFBFBD>ű<EFBFBD> <20><>Ʈ<EFBFBD><C6AE><EFBFBD><EFBFBD>
|
||||
WEAR_BELT, // 23 : 신규 벨트슬롯
|
||||
|
||||
WEAR_MAX = 32 //
|
||||
};
|
||||
@ -141,7 +141,7 @@ enum EDragonSoulDeckType
|
||||
DRAGON_SOUL_DECK_1,
|
||||
DRAGON_SOUL_DECK_MAX_NUM = 2,
|
||||
|
||||
DRAGON_SOUL_DECK_RESERVED_MAX_NUM = 3, // NOTE: <EFBFBD>߿<EFBFBD>! <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, 3<><33><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>з<EFBFBD><D0B7><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><>. DS DECK<43><4B> <20>ø<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ݵ<EFBFBD><DDB5><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>ŭ RESERVED<45><44><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ؾ<EFBFBD> <20><>!
|
||||
DRAGON_SOUL_DECK_RESERVED_MAX_NUM = 3, // NOTE: 중요! 아직 사용중이진 않지만, 3페이지 분량을 예약 해 둠. DS DECK을 늘릴 경우 반드시 그 수만큼 RESERVED에서 차감해야 함!
|
||||
};
|
||||
|
||||
enum ESex
|
||||
@ -163,7 +163,7 @@ enum EDirection
|
||||
DIR_MAX_NUM
|
||||
};
|
||||
|
||||
#define ABILITY_MAX_LEVEL 10 /* <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD> */
|
||||
#define ABILITY_MAX_LEVEL 10 /* 기술 최대 레벨 */
|
||||
|
||||
enum EAbilityDifficulty
|
||||
{
|
||||
@ -176,9 +176,9 @@ enum EAbilityDifficulty
|
||||
|
||||
enum EAbilityCategory
|
||||
{
|
||||
CATEGORY_PHYSICAL, /* <EFBFBD><EFBFBD>ü<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƽ */
|
||||
CATEGORY_MENTAL, /* <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƽ */
|
||||
CATEGORY_ATTRIBUTE, /* <EFBFBD>ɷ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƽ */
|
||||
CATEGORY_PHYSICAL, /* 신체적 어빌리티 */
|
||||
CATEGORY_MENTAL, /* 정신적 어빌리티 */
|
||||
CATEGORY_ATTRIBUTE, /* 능력 어빌리티 */
|
||||
CATEGORY_NUM_TYPES
|
||||
};
|
||||
|
||||
@ -248,13 +248,13 @@ enum EParts
|
||||
|
||||
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>帻 */
|
||||
CHAT_TYPE_COMMAND, /* <EFBFBD>Ϲ<EFBFBD> <20><><EFBFBD><EFBFBD> */
|
||||
CHAT_TYPE_SHOUT, /* <EFBFBD><EFBFBD>ġ<EFBFBD><EFBFBD> */
|
||||
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, /* 일반 명령 */
|
||||
CHAT_TYPE_SHOUT, /* 외치기 */
|
||||
CHAT_TYPE_WHISPER,
|
||||
CHAT_TYPE_BIG_NOTICE,
|
||||
CHAT_TYPE_MONARCH_NOTICE,
|
||||
@ -397,38 +397,38 @@ enum EApplyTypes
|
||||
APPLY_ATTBONUS_SURA, // 61
|
||||
APPLY_ATTBONUS_SHAMAN, // 62
|
||||
APPLY_ATTBONUS_MONSTER, // 63
|
||||
APPLY_MALL_ATTBONUS, // 64 <EFBFBD><EFBFBD><EFBFBD>ݷ<EFBFBD> +x%
|
||||
APPLY_MALL_DEFBONUS, // 65 <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> +x%
|
||||
APPLY_MALL_EXPBONUS, // 66 <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ġ +x%
|
||||
APPLY_MALL_ITEMBONUS, // 67 <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> x/10<EFBFBD><EFBFBD>
|
||||
APPLY_MALL_GOLDBONUS, // 68 <EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> x/10<EFBFBD><EFBFBD>
|
||||
APPLY_MAX_HP_PCT, // 69 <EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> +x%
|
||||
APPLY_MAX_SP_PCT, // 70 <EFBFBD>ִ<EFBFBD> <20><><EFBFBD>ŷ<EFBFBD> +x%
|
||||
APPLY_SKILL_DAMAGE_BONUS, // 71 <EFBFBD><EFBFBD>ų <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> * (100+x)%
|
||||
APPLY_NORMAL_HIT_DAMAGE_BONUS, // 72 <EFBFBD><EFBFBD>Ÿ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> * (100+x)%
|
||||
APPLY_SKILL_DEFEND_BONUS, // 73 <EFBFBD><EFBFBD>ų <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> * (100-x)%
|
||||
APPLY_NORMAL_HIT_DEFEND_BONUS, // 74 <EFBFBD><EFBFBD>Ÿ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> * (100-x)%
|
||||
APPLY_PC_BANG_EXP_BONUS, // 75 PC<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> EXP <20><><EFBFBD>ʽ<EFBFBD>
|
||||
APPLY_PC_BANG_DROP_BONUS, // 76 PC<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ʽ<EFBFBD>
|
||||
APPLY_MALL_ATTBONUS, // 64 공격력 +x%
|
||||
APPLY_MALL_DEFBONUS, // 65 방어력 +x%
|
||||
APPLY_MALL_EXPBONUS, // 66 경험치 +x%
|
||||
APPLY_MALL_ITEMBONUS, // 67 아이템 드롭율 x/10배
|
||||
APPLY_MALL_GOLDBONUS, // 68 돈 드롭율 x/10배
|
||||
APPLY_MAX_HP_PCT, // 69 최대 생명력 +x%
|
||||
APPLY_MAX_SP_PCT, // 70 최대 정신력 +x%
|
||||
APPLY_SKILL_DAMAGE_BONUS, // 71 스킬 데미지 * (100+x)%
|
||||
APPLY_NORMAL_HIT_DAMAGE_BONUS, // 72 평타 데미지 * (100+x)%
|
||||
APPLY_SKILL_DEFEND_BONUS, // 73 스킬 데미지 방어 * (100-x)%
|
||||
APPLY_NORMAL_HIT_DEFEND_BONUS, // 74 평타 데미지 방어 * (100-x)%
|
||||
APPLY_PC_BANG_EXP_BONUS, // 75 PC방 아이템 EXP 보너스
|
||||
APPLY_PC_BANG_DROP_BONUS, // 76 PC방 아이템 드롭율 보너스
|
||||
|
||||
APPLY_EXTRACT_HP_PCT, // 77 <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> HP <EFBFBD>Ҹ<EFBFBD>
|
||||
APPLY_EXTRACT_HP_PCT, // 77 사용시 HP 소모
|
||||
|
||||
APPLY_RESIST_WARRIOR, // 78 <EFBFBD><EFBFBD><EFBFBD>翡<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
APPLY_RESIST_ASSASSIN, // 79 <EFBFBD>ڰ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
APPLY_RESIST_SURA, // 80 <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
APPLY_RESIST_SHAMAN, // 81 <EFBFBD><EFBFBD><EFBFBD>翡<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
APPLY_ENERGY, // 82 <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
APPLY_DEF_GRADE, // 83 <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. DEF_GRADE_BONUS<EFBFBD><EFBFBD> Ŭ<><EFBFBD> <20>ι<EFBFBD><CEB9><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ǵ<EFBFBD><C7B5><EFBFBD> <20><><EFBFBD><EFBFBD>(...)<29><> <20>ִ<EFBFBD>.
|
||||
APPLY_COSTUME_ATTR_BONUS, // 84 <EFBFBD>ڽ<EFBFBD>Ƭ <20><><EFBFBD><EFBFBD><EFBFBD>ۿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ӽ<EFBFBD>ġ <20><><EFBFBD>ʽ<EFBFBD>
|
||||
APPLY_MAGIC_ATTBONUS_PER, // 85 <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ݷ<EFBFBD> +x%
|
||||
APPLY_MELEE_MAGIC_ATTBONUS_PER, // 86 <EFBFBD><EFBFBD><EFBFBD><EFBFBD> + <20>и<EFBFBD> <20><><EFBFBD>ݷ<EFBFBD> +x%
|
||||
APPLY_RESIST_WARRIOR, // 78 무사에게 저항
|
||||
APPLY_RESIST_ASSASSIN, // 79 자객에게 저항
|
||||
APPLY_RESIST_SURA, // 80 수라에게 저항
|
||||
APPLY_RESIST_SHAMAN, // 81 무당에게 저항
|
||||
APPLY_ENERGY, // 82 기력
|
||||
APPLY_DEF_GRADE, // 83 방어력. DEF_GRADE_BONUS는 클라에서 두배로 보여지는 의도된 버그(...)가 있다.
|
||||
APPLY_COSTUME_ATTR_BONUS, // 84 코스튬 아이템에 붙은 속성치 보너스
|
||||
APPLY_MAGIC_ATTBONUS_PER, // 85 마법 공격력 +x%
|
||||
APPLY_MELEE_MAGIC_ATTBONUS_PER, // 86 마법 + 밀리 공격력 +x%
|
||||
|
||||
APPLY_RESIST_ICE, // 87 <EFBFBD>ñ<EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
APPLY_RESIST_EARTH, // 88 <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
APPLY_RESIST_DARK, // 89 <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
APPLY_RESIST_ICE, // 87 냉기 저항
|
||||
APPLY_RESIST_EARTH, // 88 대지 저항
|
||||
APPLY_RESIST_DARK, // 89 어둠 저항
|
||||
|
||||
APPLY_ANTI_CRITICAL_PCT, //90 ũ<EFBFBD><EFBFBD>Ƽ<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
APPLY_ANTI_PENETRATE_PCT, //91 <EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ÿ<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
APPLY_ANTI_CRITICAL_PCT, //90 크리티컬 저항
|
||||
APPLY_ANTI_PENETRATE_PCT, //91 관통타격 저항
|
||||
|
||||
|
||||
MAX_APPLY_NUM, //
|
||||
@ -580,7 +580,7 @@ enum EGuildWarState
|
||||
GUILD_WAR_OVER,
|
||||
GUILD_WAR_RESERVE,
|
||||
|
||||
GUILD_WAR_DURATION = 30*60, // 1<EFBFBD>ð<EFBFBD>
|
||||
GUILD_WAR_DURATION = 30*60, // 1시간
|
||||
GUILD_WAR_WIN_POINT = 1000,
|
||||
GUILD_WAR_LADDER_HALF_PENALTY_TIME = 12*60*60,
|
||||
};
|
||||
@ -624,13 +624,13 @@ enum EMoneyLogType
|
||||
|
||||
enum EPremiumTypes
|
||||
{
|
||||
PREMIUM_EXP, // <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ġ<EFBFBD><EFBFBD> 1.2<EFBFBD><EFBFBD>
|
||||
PREMIUM_ITEM, // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 2<><32>
|
||||
PREMIUM_SAFEBOX, // â<EFBFBD><EFBFBD><EFBFBD><EFBFBD> 1ĭ<31><C4AD><EFBFBD><EFBFBD> 3ĭ
|
||||
PREMIUM_AUTOLOOT, // <EFBFBD><EFBFBD> <20>ڵ<EFBFBD> <20>ݱ<EFBFBD>
|
||||
PREMIUM_FISH_MIND, // <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> Ȯ<><C8AE> <20><><EFBFBD><EFBFBD>
|
||||
PREMIUM_MARRIAGE_FAST, // <EFBFBD>ݽ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>մϴ<D5B4>.
|
||||
PREMIUM_GOLD, // <EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 1.5<EFBFBD><EFBFBD>
|
||||
PREMIUM_EXP, // 경험치가 1.2배
|
||||
PREMIUM_ITEM, // 아이템 드롭율이 2배
|
||||
PREMIUM_SAFEBOX, // 창고가 1칸에서 3칸
|
||||
PREMIUM_AUTOLOOT, // 돈 자동 줍기
|
||||
PREMIUM_FISH_MIND, // 고급 물고기 낚일 확률 상승
|
||||
PREMIUM_MARRIAGE_FAST, // 금실 증가 양을 빠르게합니다.
|
||||
PREMIUM_GOLD, // 돈 드롭율이 1.5배
|
||||
PREMIUM_MAX_NUM = 9
|
||||
};
|
||||
|
||||
@ -660,10 +660,10 @@ enum SPECIAL_EFFECT
|
||||
SE_AUTO_HPUP,
|
||||
SE_AUTO_SPUP,
|
||||
|
||||
SE_EQUIP_RAMADAN_RING, // <EFBFBD><EFBFBD> <20>ʽ´<CABD><C2B4><EFBFBD> <20><><EFBFBD><EFBFBD>(71135) <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_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>(71143) <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_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, // 라마단 초승달의 반지(71135) 착용할 때 이펙트 (발동이펙트임, 지속이펙트 아님)
|
||||
SE_EQUIP_HALLOWEEN_CANDY, // 할로윈 사탕을 착용(-_-;)한 순간에 발동하는 이펙트
|
||||
SE_EQUIP_HAPPINESS_RING, // 크리스마스 행복의 반지(71143) 착용할 때 이펙트 (발동이펙트임, 지속이펙트 아님)
|
||||
SE_EQUIP_LOVE_PENDANT, // 발렌타인 사랑의 팬던트(71145) 착용할 때 이펙트 (발동이펙트임, 지속이펙트 아님)
|
||||
} ;
|
||||
|
||||
enum ETeenFlags
|
||||
@ -678,10 +678,10 @@ enum ETeenFlags
|
||||
|
||||
#include "item_length.h"
|
||||
|
||||
// inventory<EFBFBD><EFBFBD> position<EFBFBD><EFBFBD> <20><>Ÿ<EFBFBD><C5B8><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>ü
|
||||
// int<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ͻ<EFBFBD><CFBD><EFBFBD> <20><><EFBFBD><EFBFBD>ȯ<EFBFBD><C8AF> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>,
|
||||
// <EFBFBD>κ<EFBFBD> <20><><EFBFBD>õ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>Լ<EFBFBD><D4BC><EFBFBD> window_type<70><65> <20><><EFBFBD><EFBFBD> <20>ʰ<EFBFBD>, cell <20>ϳ<EFBFBD><CFB3><EFBFBD> <20>ұ<DEBE> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>,(<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>κ<EFBFBD><CEBA><EFBFBD> <20>ϳ<EFBFBD> <20><><EFBFBD>̾ inventory type<70>̶<EFBFBD><CCB6><EFBFBD> <20>ʿ<EFBFBD><CABF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>,)
|
||||
// <EFBFBD>κ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Լ<EFBFBD> ȣ<><C8A3><EFBFBD>κ<EFBFBD><CEBA><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϱ<EFBFBD> ??<3F><><EFBFBD>̴<EFBFBD>.
|
||||
// inventory의 position을 나타내는 구조체
|
||||
// int와의 암시적 형변환이 있는 이유는,
|
||||
// 인벤 관련된 모든 함수가 window_type은 받지 않고, cell 하나만 받았기 때문에,(기존에는 인벤이 하나 뿐이어서 inventory type이란게 필요없었기 때문에,)
|
||||
// 인벤 관련 모든 함수 호출부분을 수정하는 것이 난감하기 ??문이다.
|
||||
|
||||
enum EDragonSoulRefineWindowSize
|
||||
{
|
||||
@ -730,7 +730,7 @@ typedef struct SItemPos
|
||||
return cell < INVENTORY_AND_EQUIP_SLOT_MAX;
|
||||
case DRAGON_SOUL_INVENTORY:
|
||||
return cell < (DRAGON_SOUL_INVENTORY_MAX_NUM);
|
||||
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ũ<>Ⱑ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> window<EFBFBD><EFBFBD> valid üũ<EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
|
||||
// 동적으로 크기가 정해지는 window는 valid 체크를 할 수가 없다.
|
||||
case SAFEBOX:
|
||||
case MALL:
|
||||
return false;
|
||||
|
@ -6,7 +6,7 @@
|
||||
typedef DWORD IDENT;
|
||||
|
||||
/**
|
||||
* @version 05/06/10 Bang2ni - Myshop Pricelist <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>Ŷ HEADER_XX_MYSHOP_PRICELIST_XXX <EFBFBD>߰<EFBFBD>
|
||||
* @version 05/06/10 Bang2ni - Myshop Pricelist 관련 패킷 HEADER_XX_MYSHOP_PRICELIST_XXX 추가
|
||||
*/
|
||||
enum
|
||||
{
|
||||
@ -104,8 +104,8 @@ enum
|
||||
HEADER_GD_BILLING_CHECK = 106,
|
||||
HEADER_GD_MALL_LOAD = 107,
|
||||
|
||||
HEADER_GD_MYSHOP_PRICELIST_UPDATE = 108, ///< <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>û
|
||||
HEADER_GD_MYSHOP_PRICELIST_REQ = 109, ///< <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ <20><>û
|
||||
HEADER_GD_MYSHOP_PRICELIST_UPDATE = 108, ///< 가격정보 갱신 요청
|
||||
HEADER_GD_MYSHOP_PRICELIST_REQ = 109, ///< 가격정보 리스트 요청
|
||||
|
||||
HEADER_GD_BLOCK_CHAT = 110,
|
||||
|
||||
@ -116,21 +116,21 @@ enum
|
||||
// END_OF_PCBANG_IP_LIST_BY_AUTH
|
||||
|
||||
HEADER_GD_HAMMER_OF_TOR = 114,
|
||||
HEADER_GD_RELOAD_ADMIN = 115, ///<<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>û
|
||||
HEADER_GD_BREAK_MARRIAGE = 116, ///< <EFBFBD><EFBFBD>ȥ <20>ı<EFBFBD>
|
||||
HEADER_GD_ELECT_MONARCH = 117, ///< <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ǥ
|
||||
HEADER_GD_CANDIDACY = 118, ///< <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
HEADER_GD_ADD_MONARCH_MONEY = 119, ///< <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
|
||||
HEADER_GD_TAKE_MONARCH_MONEY = 120, ///< <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
|
||||
HEADER_GD_COME_TO_VOTE = 121, ///< ǥ<EFBFBD><EFBFBD>
|
||||
HEADER_GD_RMCANDIDACY = 122, ///< <EFBFBD>ĺ<EFBFBD> <20><><EFBFBD><EFBFBD> (<28><EFBFBD><EEBFB5>)
|
||||
HEADER_GD_SETMONARCH = 123, ///<<EFBFBD><EFBFBD><EFBFBD>ּ<EFBFBD><EFBFBD><EFBFBD> (<28><EFBFBD><EEBFB5>)
|
||||
HEADER_GD_RMMONARCH = 124, ///<<EFBFBD><EFBFBD><EFBFBD>ֻ<EFBFBD><EFBFBD><EFBFBD>
|
||||
HEADER_GD_RELOAD_ADMIN = 115, ///<운영자 정보 요청
|
||||
HEADER_GD_BREAK_MARRIAGE = 116, ///< 결혼 파기
|
||||
HEADER_GD_ELECT_MONARCH = 117, ///< 군주 투표
|
||||
HEADER_GD_CANDIDACY = 118, ///< 군주 등록
|
||||
HEADER_GD_ADD_MONARCH_MONEY = 119, ///< 군주 돈 증가
|
||||
HEADER_GD_TAKE_MONARCH_MONEY = 120, ///< 군주 돈 감소
|
||||
HEADER_GD_COME_TO_VOTE = 121, ///< 표결
|
||||
HEADER_GD_RMCANDIDACY = 122, ///< 후보 제거 (운영자)
|
||||
HEADER_GD_SETMONARCH = 123, ///<군주설정 (운영자)
|
||||
HEADER_GD_RMMONARCH = 124, ///<군주삭제
|
||||
HEADER_GD_DEC_MONARCH_MONEY = 125,
|
||||
|
||||
HEADER_GD_CHANGE_MONARCH_LORD = 126,
|
||||
HEADER_GD_BLOCK_COUNTRY_IP = 127, // <EFBFBD><EFBFBD><EFBFBD>뿪 IP-Block
|
||||
HEADER_GD_BLOCK_EXCEPTION = 128, // <EFBFBD><EFBFBD><EFBFBD>뿪 IP-Block <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
HEADER_GD_BLOCK_COUNTRY_IP = 127, // 광대역 IP-Block
|
||||
HEADER_GD_BLOCK_EXCEPTION = 128, // 광대역 IP-Block 예외
|
||||
|
||||
HEADER_GD_REQ_CHANGE_GUILD_MASTER = 129,
|
||||
|
||||
@ -139,7 +139,7 @@ enum
|
||||
HEADER_GD_UPDATE_HORSE_NAME = 131,
|
||||
HEADER_GD_REQ_HORSE_NAME = 132,
|
||||
|
||||
HEADER_GD_DC = 133, // Login Key<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
HEADER_GD_DC = 133, // Login Key를 지움
|
||||
|
||||
HEADER_GD_VALID_LOGOUT = 134,
|
||||
|
||||
@ -257,23 +257,23 @@ enum
|
||||
HEADER_DG_WEDDING_START = 155,
|
||||
HEADER_DG_WEDDING_END = 156,
|
||||
|
||||
HEADER_DG_MYSHOP_PRICELIST_RES = 157, ///< <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>
|
||||
HEADER_DG_RELOAD_ADMIN = 158, ///< <EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ε<EFBFBD>
|
||||
HEADER_DG_BREAK_MARRIAGE = 159, ///< <EFBFBD><EFBFBD>ȥ <20>ı<EFBFBD>
|
||||
HEADER_DG_ELECT_MONARCH = 160, ///< <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ǥ
|
||||
HEADER_DG_CANDIDACY = 161, ///< <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
HEADER_DG_ADD_MONARCH_MONEY = 162, ///< <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
|
||||
HEADER_DG_TAKE_MONARCH_MONEY = 163, ///< <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
|
||||
HEADER_DG_COME_TO_VOTE = 164, ///< ǥ<EFBFBD><EFBFBD>
|
||||
HEADER_DG_RMCANDIDACY = 165, ///< <EFBFBD>ĺ<EFBFBD> <20><><EFBFBD><EFBFBD> (<28><EFBFBD><EEBFB5>)
|
||||
HEADER_DG_SETMONARCH = 166, ///<<EFBFBD><EFBFBD><EFBFBD>ּ<EFBFBD><EFBFBD><EFBFBD> (<28><EFBFBD><EEBFB5>)
|
||||
HEADER_DG_RMMONARCH = 167, ///<<EFBFBD><EFBFBD><EFBFBD>ֻ<EFBFBD><EFBFBD><EFBFBD>
|
||||
HEADER_DG_MYSHOP_PRICELIST_RES = 157, ///< 가격정보 리스트 응답
|
||||
HEADER_DG_RELOAD_ADMIN = 158, ///< 운영자 정보 리로드
|
||||
HEADER_DG_BREAK_MARRIAGE = 159, ///< 결혼 파기
|
||||
HEADER_DG_ELECT_MONARCH = 160, ///< 군주 투표
|
||||
HEADER_DG_CANDIDACY = 161, ///< 군주 등록
|
||||
HEADER_DG_ADD_MONARCH_MONEY = 162, ///< 군주 돈 증가
|
||||
HEADER_DG_TAKE_MONARCH_MONEY = 163, ///< 군주 돈 감소
|
||||
HEADER_DG_COME_TO_VOTE = 164, ///< 표결
|
||||
HEADER_DG_RMCANDIDACY = 165, ///< 후보 제거 (운영자)
|
||||
HEADER_DG_SETMONARCH = 166, ///<군주설정 (운영자)
|
||||
HEADER_DG_RMMONARCH = 167, ///<군주삭제
|
||||
HEADER_DG_DEC_MONARCH_MONEY = 168,
|
||||
|
||||
HEADER_DG_CHANGE_MONARCH_LORD_ACK = 169,
|
||||
HEADER_DG_UPDATE_MONARCH_INFO = 170,
|
||||
HEADER_DG_BLOCK_COUNTRY_IP = 171, // <EFBFBD><EFBFBD><EFBFBD>뿪 IP-Block
|
||||
HEADER_DG_BLOCK_EXCEPTION = 172, // <EFBFBD><EFBFBD><EFBFBD>뿪 IP-Block <EFBFBD><EFBFBD><EFBFBD><EFBFBD> account
|
||||
HEADER_DG_BLOCK_COUNTRY_IP = 171, // 광대역 IP-Block
|
||||
HEADER_DG_BLOCK_EXCEPTION = 172, // 광대역 IP-Block 예외 account
|
||||
|
||||
HEADER_DG_ACK_CHANGE_GUILD_MASTER = 173,
|
||||
|
||||
@ -364,7 +364,7 @@ typedef struct SPlayerItem
|
||||
DWORD count;
|
||||
|
||||
DWORD vnum;
|
||||
LONG alSockets[ITEM_SOCKET_MAX_NUM]; // <EFBFBD><EFBFBD><EFBFBD>Ϲ<EFBFBD>ȣ
|
||||
LONG alSockets[ITEM_SOCKET_MAX_NUM]; // 소켓번호
|
||||
|
||||
TPlayerItemAttribute aAttr[ITEM_ATTRIBUTE_MAX_NUM];
|
||||
|
||||
@ -572,9 +572,9 @@ typedef struct SShopItemTable
|
||||
DWORD vnum;
|
||||
BYTE count;
|
||||
|
||||
TItemPos pos; // PC <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>̿<EFBFBD>
|
||||
DWORD price; // PC, shop_table_ex.txt <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>̿<EFBFBD>
|
||||
BYTE display_pos; // PC, shop_table_ex.txt <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>̿<EFBFBD>, <20><><EFBFBD><EFBFBD> <20><>ġ.
|
||||
TItemPos pos; // PC 상점에만 이용
|
||||
DWORD price; // PC, shop_table_ex.txt 상점에만 이용
|
||||
BYTE display_pos; // PC, shop_table_ex.txt 상점에만 이용, 보일 위치.
|
||||
} TShopItemTable;
|
||||
|
||||
typedef struct SShopTable
|
||||
@ -638,12 +638,12 @@ typedef struct SItemTable : public SEntityTable
|
||||
BYTE bSpecular;
|
||||
BYTE bGainSocketPct;
|
||||
|
||||
WORD sAddonType; // <EFBFBD>⺻ <20>Ӽ<EFBFBD>
|
||||
WORD sAddonType; // 기본 속성
|
||||
|
||||
// <EFBFBD>Ʒ<EFBFBD> limit flag<EFBFBD><EFBFBD><EFBFBD><EFBFBD> realtime<EFBFBD><EFBFBD> üũ <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> VNUM<55><4D> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ε<EFBFBD>,
|
||||
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ź<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>۸<EFBFBD><DBB8><EFBFBD> <20>ʿ<EFBFBD><CABF><EFBFBD> <20><><EFBFBD>쿡 LIMIT_MAX_NUM<55><4D><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>鼭 üũ<C3BC>ϴ<EFBFBD> <20><><EFBFBD>ϰ<EFBFBD> Ŀ<><C4BF> <20≯<EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><>.
|
||||
char cLimitRealTimeFirstUseIndex; // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> limit <EFBFBD>ʵ尪 <20>߿<EFBFBD><DFBF><EFBFBD> LIMIT_REAL_TIME_FIRST_USE <EFBFBD>÷<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ġ (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> -1)
|
||||
char cLimitTimerBasedOnWearIndex; // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> limit <EFBFBD>ʵ尪 <20>߿<EFBFBD><DFBF><EFBFBD> LIMIT_TIMER_BASED_ON_WEAR <EFBFBD>÷<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ġ (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> -1)
|
||||
// 아래 limit flag들은 realtime에 체크 할 일이 많고, 아이템 VNUM당 고정된 값인데,
|
||||
// 현재 구조대로 매번 아이템마다 필요한 경우에 LIMIT_MAX_NUM까지 루프돌면서 체크하는 부하가 커서 미리 저장 해 둠.
|
||||
char cLimitRealTimeFirstUseIndex; // 아이템 limit 필드값 중에서 LIMIT_REAL_TIME_FIRST_USE 플래그의 위치 (없으면 -1)
|
||||
char cLimitTimerBasedOnWearIndex; // 아이템 limit 필드값 중에서 LIMIT_TIMER_BASED_ON_WEAR 플래그의 위치 (없으면 -1)
|
||||
|
||||
} TItemTable;
|
||||
|
||||
@ -681,7 +681,7 @@ typedef struct SPlayerLoadPacket
|
||||
{
|
||||
DWORD account_id;
|
||||
DWORD player_id;
|
||||
BYTE account_index; /* account <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ġ */
|
||||
BYTE account_index; /* account 에서의 위치 */
|
||||
} TPlayerLoadPacket;
|
||||
|
||||
typedef struct SPlayerCreatePacket
|
||||
@ -758,9 +758,9 @@ typedef struct SEmpireSelectPacket
|
||||
typedef struct SPacketGDSetup
|
||||
{
|
||||
char szPublicIP[16]; // Public IP which listen to users
|
||||
BYTE bChannel; // ä<EFBFBD><EFBFBD>
|
||||
WORD wListenPort; // Ŭ<EFBFBD><EFBFBD><EFBFBD>̾<EFBFBD>Ʈ<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> <20><>Ʈ <20><>ȣ
|
||||
WORD wP2PPort; // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>Ű<EFBFBD><C5B0> P2P <20><>Ʈ <20><>ȣ
|
||||
BYTE bChannel; // 채널
|
||||
WORD wListenPort; // 클라이언트가 접속하는 포트 번호
|
||||
WORD wP2PPort; // 서버끼리 연결 시키는 P2P 포트 번호
|
||||
LONG alMaps[MAP_ALLOW_MAX_LEN];
|
||||
DWORD dwLoginCount;
|
||||
BYTE bAuthServer;
|
||||
@ -938,8 +938,8 @@ typedef struct SPacketGuildWar
|
||||
LONG lInitialScore;
|
||||
} TPacketGuildWar;
|
||||
|
||||
// Game -> DB : <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ȭ<EFBFBD><C8AD>
|
||||
// DB -> Game : <EFBFBD><EFBFBD>Ż<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
// Game -> DB : 상대적 변화값
|
||||
// DB -> Game : 토탈된 최종값
|
||||
typedef struct SPacketGuildWarScore
|
||||
{
|
||||
DWORD dwGuildGainPoint;
|
||||
@ -960,8 +960,8 @@ typedef struct SRefineTable
|
||||
//DWORD result_vnum;
|
||||
DWORD id;
|
||||
BYTE material_count;
|
||||
DWORD cost; // <EFBFBD>ҿ<EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
DWORD prob; // Ȯ<EFBFBD><EFBFBD>
|
||||
DWORD cost; // 소요 비용
|
||||
DWORD prob; // 확률
|
||||
TRefineMaterial materials[REFINE_MATERIAL_MAX_NUM];
|
||||
} TRefineTable;
|
||||
|
||||
@ -1046,14 +1046,14 @@ typedef struct SPacketGDLoginByKey
|
||||
} TPacketGDLoginByKey;
|
||||
|
||||
/**
|
||||
* @version 05/06/08 Bang2ni - <EFBFBD><EFBFBD><EFBFBD>ӽð<EFBFBD> <20>߰<EFBFBD>
|
||||
* @version 05/06/08 Bang2ni - 지속시간 추가
|
||||
*/
|
||||
typedef struct SPacketGiveGuildPriv
|
||||
{
|
||||
BYTE type;
|
||||
DWORD value;
|
||||
DWORD guild_id;
|
||||
time_t duration_sec; ///< <EFBFBD><EFBFBD><EFBFBD>ӽð<EFBFBD>
|
||||
time_t duration_sec; ///< 지속시간
|
||||
} TPacketGiveGuildPriv;
|
||||
typedef struct SPacketGiveEmpirePriv
|
||||
{
|
||||
@ -1088,7 +1088,7 @@ typedef struct SPacketDGChangeCharacterPriv
|
||||
} TPacketDGChangeCharacterPriv;
|
||||
|
||||
/**
|
||||
* @version 05/06/08 Bang2ni - <EFBFBD><EFBFBD><EFBFBD>ӽð<EFBFBD> <20>߰<EFBFBD>
|
||||
* @version 05/06/08 Bang2ni - 지속시간 추가
|
||||
*/
|
||||
typedef struct SPacketDGChangeGuildPriv
|
||||
{
|
||||
@ -1096,7 +1096,7 @@ typedef struct SPacketDGChangeGuildPriv
|
||||
DWORD value;
|
||||
DWORD guild_id;
|
||||
BYTE bLog;
|
||||
time_t end_time_sec; ///< <EFBFBD><EFBFBD><EFBFBD>ӽð<EFBFBD>
|
||||
time_t end_time_sec; ///< 지속시간
|
||||
} TPacketDGChangeGuildPriv;
|
||||
|
||||
typedef struct SPacketDGChangeEmpirePriv
|
||||
@ -1277,27 +1277,27 @@ typedef struct
|
||||
DWORD dwPID2;
|
||||
} TPacketWeddingEnd;
|
||||
|
||||
/// <EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD> <20><>Ŷ<EFBFBD><C5B6><EFBFBD><EFBFBD> <20><> <20>ڿ<EFBFBD> byCount <EFBFBD><EFBFBD>ŭ<EFBFBD><EFBFBD> TItemPriceInfo <EFBFBD><EFBFBD> <20>´<EFBFBD>.
|
||||
/// 개인상점 가격정보의 헤더. 가변 패킷으로 이 뒤에 byCount 만큼의 TItemPriceInfo 가 온다.
|
||||
typedef struct SPacketMyshopPricelistHeader
|
||||
{
|
||||
DWORD dwOwnerID; ///< <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>÷<EFBFBD><C3B7>̾<EFBFBD> ID
|
||||
BYTE byCount; ///< <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
DWORD dwOwnerID; ///< 가격정보를 가진 플레이어 ID
|
||||
BYTE byCount; ///< 가격정보 갯수
|
||||
} TPacketMyshopPricelistHeader;
|
||||
|
||||
/// <EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ۿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
/// 개인상점의 단일 아이템에 대한 가격정보
|
||||
typedef struct SItemPriceInfo
|
||||
{
|
||||
DWORD dwVnum; ///< <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> vnum
|
||||
DWORD dwPrice; ///< <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
DWORD dwVnum; ///< 아이템 vnum
|
||||
DWORD dwPrice; ///< 가격
|
||||
} TItemPriceInfo;
|
||||
|
||||
/// <EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD>̺<EFBFBD>
|
||||
/// 개인상점 아이템 가격정보 리스트 테이블
|
||||
typedef struct SItemPriceListTable
|
||||
{
|
||||
DWORD dwOwnerID; ///< <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>÷<EFBFBD><C3B7>̾<EFBFBD> ID
|
||||
BYTE byCount; ///< <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD>
|
||||
DWORD dwOwnerID; ///< 가격정보를 가진 플레이어 ID
|
||||
BYTE byCount; ///< 가격정보 리스트의 갯수
|
||||
|
||||
TItemPriceInfo aPriceInfo[SHOP_PRICELIST_MAX_NUM]; ///< <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ
|
||||
TItemPriceInfo aPriceInfo[SHOP_PRICELIST_MAX_NUM]; ///< 가격정보 리스트
|
||||
} TItemPriceListTable;
|
||||
|
||||
typedef struct
|
||||
@ -1318,12 +1318,12 @@ typedef struct SPacketPCBangIP
|
||||
//ADMIN_MANAGER
|
||||
typedef struct TAdminInfo
|
||||
{
|
||||
DWORD m_ID; //<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ID
|
||||
char m_szAccount[32]; //<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
char m_szName[32]; //ij<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD≯<EFBFBD>
|
||||
char m_szContactIP[16]; //<EFBFBD><EFBFBD><EFBFBD>پ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
char m_szServerIP[16]; //<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
DWORD m_Authority; //<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
DWORD m_ID; //고유ID
|
||||
char m_szAccount[32]; //계정
|
||||
char m_szName[32]; //캐릭터이름
|
||||
char m_szContactIP[16]; //접근아이피
|
||||
char m_szServerIP[16]; //서버아이피
|
||||
DWORD m_Authority; //권한
|
||||
} tAdminInfo;
|
||||
//END_ADMIN_MANAGER
|
||||
|
||||
@ -1344,20 +1344,20 @@ typedef struct SPacketReloadAdmin
|
||||
|
||||
typedef struct TMonarchInfo
|
||||
{
|
||||
DWORD pid[4]; // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> PID
|
||||
int64_t money[4]; // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>
|
||||
char name[4][32]; // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20≯<EFBFBD>
|
||||
char date[4][32]; // <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>¥
|
||||
DWORD pid[4]; // 군주의 PID
|
||||
int64_t money[4]; // 군주의 별개 돈
|
||||
char name[4][32]; // 군주의 이름
|
||||
char date[4][32]; // 군주 등록 날짜
|
||||
} MonarchInfo;
|
||||
|
||||
typedef struct TMonarchElectionInfo
|
||||
{
|
||||
DWORD pid; // <EFBFBD><EFBFBD>ǥ <20>ѻ<EFBFBD><D1BB><EFBFBD> PID
|
||||
DWORD selectedpid; // <EFBFBD><EFBFBD>ǥ <20><><EFBFBD><EFBFBD> PID ( <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> )
|
||||
char date[32]; // <EFBFBD><EFBFBD>ǥ <20><>¥
|
||||
DWORD pid; // 투표 한사람 PID
|
||||
DWORD selectedpid; // 투표 당한 PID ( 군주 참가자 )
|
||||
char date[32]; // 투표 날짜
|
||||
} MonarchElectionInfo;
|
||||
|
||||
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>⸶<EFBFBD><E2B8B6>
|
||||
// 군주 출마자
|
||||
typedef struct tMonarchCandidacy
|
||||
{
|
||||
DWORD pid;
|
||||
@ -1429,14 +1429,14 @@ typedef struct tNeedLoginLogInfo
|
||||
DWORD dwPlayerID;
|
||||
} TPacketNeedLoginLogInfo;
|
||||
|
||||
//<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>˸<EFBFBD> <20><><EFBFBD><EFBFBD> <20><EFBFBD>Ʈ<EFBFBD><C6AE> <20><>Ŷ <20><><EFBFBD><EFBFBD>
|
||||
//독일 선물 알림 기능 테스트용 패킷 정보
|
||||
typedef struct tItemAwardInformer
|
||||
{
|
||||
char login[LOGIN_MAX_LEN + 1];
|
||||
char command[20]; //<EFBFBD><EFBFBD><EFBFBD>ɾ<EFBFBD>
|
||||
DWORD vnum; //<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
char command[20]; //명령어
|
||||
DWORD vnum; //아이템
|
||||
} TPacketItemAwardInfromer;
|
||||
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>˸<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>Ŷ <20><><EFBFBD><EFBFBD>
|
||||
// 선물 알림 기능 삭제용 패킷 정보
|
||||
typedef struct tDeleteAwardID
|
||||
{
|
||||
DWORD dwID;
|
||||
|
Reference in New Issue
Block a user