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[Release] Skill types - Printable Version +- LCKB (https://lckb.dev/forum) +-- Forum: ** OLD LCKB DATABASE ** (https://lckb.dev/forum/forumdisplay.php?fid=109) +--- Forum: Release Zone (https://lckb.dev/forum/forumdisplay.php?fid=190) +---- Forum: Episode 1 Releases (https://lckb.dev/forum/forumdisplay.php?fid=191) +----- Forum: Server Side (https://lckb.dev/forum/forumdisplay.php?fid=113) +----- Thread: [Release] Skill types (/showthread.php?tid=969) Pages:
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- Kotetsu - 07-17-2012 Hi guys, In t_magic, We see "a_type" and "a_subtype" i will make a list . The first number is in "a_type" and the two in "a_subtype" I - BUFFS 0 7 = increase speed of attack 0 4 = Increase accuracy 0 9 = Increase speed of movements 4 0 = Heal 0 1 = Increase defence 0 12 = Increase HP II - ATTACKS 2 7 = Stun 3 0 = Simple Attack [sUBTYPES by Simkana] 0: normal att 1: crit att 2: normal att / hp drain 4: deadly att 5: strong att If you have others types, i add it in the first post . - Simkana - 07-17-2012 subtype of attacks... 0: normal att 1: crit att 2: normal att / hp drain 4: deadly att 5: strong att - xNiceEinzx - 08-03-2012 No buff a_type & Subtype for Evansion or Deadly? Or Anybody can tell me the ID´'s? - Grey?? - 08-11-2012 No buff a_type & Subtype for Evansion or Deadly? Or Anybody can tell me the ID´'s? 0 5 Evasion - SakoV2 - 08-11-2012 Looks confusing the way you put it, let's try this way. Type 0 Stat 2 Assist 3 Attack 4 Recover 5 Cure 6 Other Stat Subtype 0 Attack 1 Defense 2 Magical Attack 3 Magical Defense 4 Hit Rate 5 Evasion 6 Critical 7 Attack Speed 8 Spell Cast? Similar to haste 9 Movement Speed 10 HP Recovery 11 MP Recovery 12 HP 13 MP 14 Deadly 15 Magical Hit Rate 16 Magical Evasion 17 Attack Range 18 Death Motion 19 Party Ranged Hit Rate 20 Skill Hit Rate 21 Tyrant 22 Amplification 23 Haste 24 Party Physical Attack 25 Stats? It gave stats once so idk 26 Physical Attack 27 Physical Defense 28 Stats 29 STR 30 DEX 31 INT 32 CONS You can get the Assist, Attack, Recover, Cure, and Other. Not enough time to keep writing the rest of them. Sorry, I'll try to add them later. Damage Type 0 No damage 1 Base Addition (no %) 2 Increases by % Hit Type 0 Constant 1 Variable - donwon - 08-12-2012 Looks confusing the way you put it, let's try this way. Type 0 Stat 2 Assist 3 Attack 4 Recover 5 Cure 6 Other Stat Subtype 0 Attack 1 Defense 2 Magical Attack 3 Magical Defense 4 Hit Rate 5 Evasion 6 Critical 7 Attack Speed 8 Spell Cast? Similar to haste 9 Movement Speed 10 HP Recovery 11 MP Recovery 12 HP 13 MP 14 Deadly 15 Magical Hit Rate 16 Magical Evasion 17 Attack Range 18 Death Motion 19 Party Ranged Hit Rate 20 Skill Hit Rate 21 Tyrant 22 Amplification 23 Haste 24 Party Physical Attack 25 Stats? It gave stats once so idk 26 Physical Attack 27 Physical Defense 28 Stats 29 STR 30 DEX 31 INT 32 CONS You can get the Assist, Attack, Recover, Cure, and Other. Not enough time to keep writing the rest of them. Sorry, I'll try to add them later. Damage Type 0 No damage 1 Base Addition (no %) 2 Increases by % Hit Type 0 Constant 1 Variable Nice But some of the Sub types are Wrong good work - SakoV2 - 08-12-2012 Nice But some of the Sub types are Wrong good work Do you mind to point out which ones are wrong? I know that most of them are right, it would be awesome if you could let us know which ones are wrong. - Creep - 08-18-2012 so is there also a way to do a passiv skill (for emaple +10k hp)? - HateMe - 08-18-2012 so is there also a way to do a passiv skill (for emaple +10k hp)? yes ofc it is the type and subtype of the magic, it just say what it has to do not if its passive or active, passive or active that u say on the skill self type and subtype - Wizatek - 08-18-2012 /////////// // È¿°ú»ó¼Ã¶ // È¿°ú ¼ÂºêŸÀÔ - ½ÂºÃ…È #define EST_STAT_ATTACK 0 // °ø°à #define EST_STAT_DEFENSE 1 // ¹Ã¦¾Ã® #define EST_STAT_MAGIC 2 // ¸¶¹Ã½ #define EST_STAT_RESIST 3 // ÀúÇ× #define EST_STAT_HITRATE 4 // ¸ÃÃß #define EST_STAT_AVOID 5 // ȸÇÇ #define EST_STAT_CRITICAL 6 // Å©¸® #define EST_STAT_ATTACKSPD 7 // °ø¼Ã“ #define EST_STAT_MAGICSPD 8 // ¸¶¼Ã“ #define EST_STAT_MOVESPD 9 // À̼Ó #define EST_STAT_RECOVERHP 10 // HPȸº¹ #define EST_STAT_RECOVERMP 11 // MPȸº¹ #define EST_STAT_MAXHP 12 // ÃÖ´ëHP Ãõ°¡ #define EST_STAT_MAXMP 13 // ÃÖ´ëMP Ãõ°¡ // È¿°ú ¼ÂºêŸÀÔ - »óÅÂÀÌ»ó #define EST_ASSIST_POISON 0 // µ¶ #define EST_ASSIST_HOLD 1 // Ȧµå #define EST_ASSIST_CONFUSION 2 // È¥¶Ãµ #define EST_ASSIST_STONE 3 // ¼Â®ÃˆÂ #define EST_ASSIST_SILENT 4 // ºÀÀÎ #define EST_ASSIST_BLOOD 5 // ÃâÇ÷ #define EST_ASSIST_BLIND 6 // ºöóÀεå #define EST_ASSIST_STURN 7 // ½ÂºÃ…à #define EST_ASSIST_SLEEP 8 // ½½Â¸³ #define EST_ASSIST_HP 9 // HPȸº¹ #define EST_ASSIST_MP 10 // MPȸº¹ #define EST_ASSIST_MOVESPD 11 // À̼Ó Çâ»ó #define EST_ASSIST_HP_CANCEL 12 // HPº¯ÈÂ(0, MAX¿¡¼Â Ãë¼Ã’) #define EST_ASSIST_MP_CANCEL 13 // MPº¯ÈÂ(0, MAX¿¡¼Â Ãë¼Ã’) #define EST_ASSIST_DIZZY 14 // Çö±âÃõ #define EST_ASSIST_INVISIBLE 15 // ÀκñÀúºà #define EST_ASSIST_SLOTH 16 // ½½·ÃŽ½Âº : °ø¼Ã“Çöô #define EST_ASSIST_FEAR 17 // °øÆ÷ : ÇØ´ç NPC°¡ µµ¸à #define EST_ASSIST_FAKEDEATH 18 // Ã×ÀºÃ´ #define EST_ASSIST_PERFECTBODY 19 // ŸÀÌź ÆÛÆå ¹Ã™ÂµÃ° #define EST_ASSIST_FRENZY 20 // ŸÀÌź Ç÷»Ãö #define EST_ASSIST_DAMAGELINK 21 // µ¥¹ÃŒÃö¸µÅ© #define EST_ASSIST_BERSERK 22 // ±×·Â£ÂµÃ¥ ¸ó½ÂºÃ…ÃÀÇ ºóë- °ø¼Ã“ #define EST_ASSIST_DESPAIR 23 // Èú·Â¯ µð¼¼Ã€ÃŒ¾Ã® ¸¶Ã…© #define EST_ASSIST_MANA_SCREEN 24 // ¼Ã’¼Â·Â¯ ¸¶³Âª ½ÂºÃ…©¸° #define EST_ASSIST_BLESS 25 // ¼Ã’¼Â·Â¯ À©Ãî º÷¹½ÃŒ #define EST_ASSIST_SAFEGUARD 26 // º¸È£¸Ã(ÀüÅõºÒ°¡´É) #define EST_ASSIST_MANTLE 27 // ¸ÃÅä #define EST_ASSIST_GUARD 28 // °æºñº´ ¼Ã’ȯ #define EST_ASSIST_CRACKER 29 // ħÀÔÀÚ ÀÌÆåÆ® °ü·Ãƒ(»óÅ ÀÌ»ó°ú´Â ¹Â«Â°Ã¼:¼Â¹Ã¶Â¿Ã »ó°ü¾Ã¸Ã€ÃŒ °Âæ Àû¿ë) #define EST_ASSIST_COUNT 30 // È¿°ú ¼ÂºêŸÀÔ - °ø°à #define EST_ATTACK_NORMAL 0 // Àùà °ø°à // È¿°ú ¼ÂºêŸÀÔ - ȸº¹ #define EST_RECOVER_HP 0 // HPȸº¹ #define EST_RECOVER_MP 1 // MPȸº¹ // È¿°ú ¼ÂºêŸÀÔ - Ä¡À¯ #define EST_CURE_POISON 0 // µ¶ #define EST_CURE_HOLD 1 // Ȧµå #define EST_CURE_CONFUSION 2 // È¥¶Ãµ #define EST_CURE_HURT 3 // ºÎ»ó #define EST_CURE_SEAL 4 // ºÀÀÎ #define EST_CURE_BLOOD 5 // ÃâÇ÷ #define EST_CURE_REBIRTH 6 // ºÎȰ #define EST_CURE_INVISIBLE 7 // ÀκñÀúºà »óŸ¦ ÇØÃ¦ #define EST_CURE_STURN 8 // ½ÂºÃ…à ÇØÃ¦ #define EST_CURE_SLOTH 9 // ½½·ÃŽ½Âº ÇØÃ¦ // È¿°ú ¼ÂºêŸÀÔ - ±×¿Ü #define EST_OTHER_INSTANTDEATH 0 // Ãï»ç #define EST_OTHER_SKILLCANCEL 1 // ½ÂºÃ…³ ½ÃƒÃ€Ã¼ Ãë¼Ã’ #define EST_OTHER_TACKLE 2 // ÅÂŬ #define EST_OTHER_TACKLE2 3 // ÅÂŬ2 #define EST_OTHER_REFLEX 4 // ¹Ãȍ ´ë¹ÃŒÃö (Àùà °ø°Ã, 25m³Â») // ´ë¹ÃŒÃö ŸÀÔ #define EDT_ONLYPOWER 0 // ½ÂºÃ…³ ˤ·Ã‚¸¸ #define EDT_ADDITION 1 // ½ÂºÃ…È¿¡ µ¡¼Ã€ #define EDT_RATE 2 // ½ÂºÃ…È¿¡ ºñÀ²·ÃŽ Â°Ã¶¼Ã€ // ¸ÃÃß ŸÀÔ #define EHT_CONSTANT 0 // °Ãä #define EHT_VARIABLE 1 // ¼Ã¶½Ã„ // Ãö¼Ã“ ŸÀÔ #define ETT_IMMEDIATE 0 // Àýà #define ETT_DURABLE 1 // Ãö¼Ã“ //////////// // ½ÂºÃ…³ »ó¼Ã¶ // »ç¿ë/Àû¿ë ö°Ç #define SCT_DEATH (1 << 0) // »ç¸à #define SCT_WEAPON (1 << 1) // ¹Â«Â±Ã¢Ã€Ã¥ÂºÃ± #define SCT_SITDOWN (1 << 2) // ¾Ã‰Â±Ã¢ #define SCT_PEACEZONE (1 << 3) // ÆòÈÂÃö¿ª #define SCT_SHIELD (1 << 4) // ½Ã‡ÂµÃ¥Ã€Ã¥ÂºÃ± #define SCT_STAND (1 << 5) // ¼Â±â // Ç÷¡±× #define SF_SINGLEMODE (1 << 0) // ½ÃŒÂ±Ã›Â¸Ã°ÂµÃ¥ #define SF_FORHELP (1 << 1) // µµ¿òÀ» ÃÖ´Â ½ÂºÃ…³ #define SF_NOTHELP (1 << 2) // ÇØ²Â¿Ãö ½ÂºÃ…³ #define AST_SLOTH (1 << MST_ASSIST_SLOTH) // ½½·ÃŽ½Âº(°ø¼Ã“Çöô) // ¼Ã’¼Â·Â¯ Ç÷¡±×. #define SSF_APP_CHARACTER (1 << 0) // ij¸¯Åà #define SSF_APP_FIRE (1 << 1) // ºÒÀÇä·Ã‰ #define SSF_APP_WIND (1 << 2) // ¹Ã™¶Ã·Ã€Ã‡Ã¤·Ã‰ #define SSF_APP_EARTH (1 << 3) // ´ëÃöÀÇä·Ã‰ #define SSF_APP_WATER (1 << 4) // ¹Â°Ã€Ã‡Ã¤·Ã‰ #define SSF_APP_HELLOUND (1 << 5) // Çï¿îµå #define SSF_APP_ELENEN (1 << 6) // ¿¤·¹³Ã™ #define SSF_APP_ALL (SSF_APP_CHARACTER | SSF_APP_FIRE | SSF_APP_WIND | SSF_APP_EARTH | SSF_APP_WATER | SSF_APP_HELLOUND | SSF_APP_ELENEN) #define SSF_USE_CHARACTER (1 << 16) // ij¸¯Åà #define SSF_USE_FIRE (1 << 17) // ºÒÀÇä·Ã‰ #define SSF_USE_WIND (1 << 18) // ¹Ã™¶Ã·Ã€Ã‡Ã¤·Ã‰ #define SSF_USE_EARTH (1 << 19) // ´ëÃöÀÇä·Ã‰ #define SSF_USE_WATER (1 << 20) // ¹Â°Ã€Ã‡Ã¤·Ã‰ #define SSF_USE_HELLOUND (1 << 21) // Çï¿îµå #define SSF_USE_ELENEN (1 << 22) // ¿¤·¹³Ã™ #define SSF_USE_ALL (SSF_USE_CHARACTER | SSF_USE_FIRE | SSF_USE_WIND | SSF_USE_EARTH | SSF_USE_WATER | SSF_USE_HELLOUND | SSF_USE_ELENEN) #define WEAPON_COUNT 2 #include <vector> class CSkill { public: struct _SkillData { // Àùà int index; // ½ÂºÃ…³ ¹Ã¸ÃˆÂ£ int job; // Ã÷¾Ã· Ç÷¡±× int job2; // ÀüÃ÷ Ã÷¾Ã· char name[51]; // À̸§ char type; // þ·Ã¹ int flag; // Ç÷¡±× int sorcerer; // ¼Ã’¼Â·Â¯ Àü¿ë Ç÷¡±× char curLevel; // WSS_NEW_GUILD_SYSTEM 070716 char maxLevel; // ÃÖ´ë ·¹ÂºÂ§ // °Å¸® float appRange; // ¹Ã¼Ã€Â§ Àû¿ë ¹Ã°æ float fireRange; // ȍä°Å¸® float fireRange2; // ȍä°Å¸® 2 // Ÿ°Ù char targetType; // Ÿ°ÙÆÃ þ·Ã¹ char targetNum; // Ÿ°Ù¼Ã¶ // »ç¿ëö°Ç int useState; // »ç¿ëö°Ç1 int useWeaponType0; // »ç¿ë¹Â«Â±Ã¢¼ÂºêŸÀÔ 1 int useWeaponType1; // »ç¿ë¹Â«Â±Ã¢¼ÂºêŸÀÔ 2 int useMagicIndex1; // »ç¿ëö°Ç2 - ¹Ã¶Ã‡Ã¹Ã¸ÃˆÂ£1 char useMagicLevel1; // »ç¿ëö°Ç2 - ¹Ã¶Ã‡Ã·¹ÂºÂ§1 int useMagicIndex2; // »ç¿ëö°Ç2 - ¹Ã¶Ã‡Ã¹Ã¸ÃˆÂ£2 char useMagicLevel2; // »ç¿ëö°Ç2 - ¹Ã¶Ã‡Ã·¹ÂºÂ§2 int useMagicIndex3; // »ç¿ëö°Ç2 - ¹Ã¶Ã‡Ã¹Ã¸ÃˆÂ£3 char useMagicLevel3; // »ç¿ëö°Ç2 - ¹Ã¶Ã‡Ã·¹ÂºÂ§3 // Àû¿ëö°Ç int appState; // Àû¿ëö°Ç1 - Ä³Â¸Â¯Ã…à »óÅ // ½ÃƒÂ°Â£ int readyTime; // ½ÃƒÃ€Ã¼½ÃƒÂ°Â£ int waitTime; // ½ÃƒÃ€Ã¼½ÃƒÂ°Â£ int fireTime; // ¹ÃŸÂ»Ã§½ÃƒÂ°Â£ int reuseTime; // Àç»ç¿ë½ÃƒÂ°Â£ struct sClientSkillData { // ½ÃƒÃ€Ã¼ char readyAni[256]; char readyEffect1[256]; // äÃö char stillAni[256]; // ¹ÃŸÂ»Ã§ char fireAni[256]; char fireEffect1[256]; char fireEffect2[256]; char fireEffect3[256]; // ¹ÃŸÂ»Ã§Ãƒ¼ char fireobjType; float fireobjSpeed; float fireobjX; float fireobjZ; float fireobjH; char fireobjCoord; char fireobjDelayCount; float fireobjDelay[4]; float fireobjDestDelay; }; sClientSkillData client[WEAPON_COUNT]; // ¼³Â¸Ã char client_description[256]; char client_tooltip[256]; // ¾Ã†Ã€ÃŒÃ„Ü int client_icon_texid; int client_icon_row; int client_icon_col; DOUBLE Skill_StartTime; }; struct _SkillLevel { // ½ÃƒÃ€Ã¼ ÇÊ¿ä ö°Ç int needHP; // ¼Ã’¸ðHP int needMP; // ¼Ã’¸ð MP int durtime; // Ãö¼Ã“½ÃƒÂ°Â£ int dummyPower; // Ãâ·Ã‚¿ë ˤ·Ã‚ int needItemIndex1; // ¼Ã’¸ð¾Ã†Ã€ÃŒÃ…Û ¹Ã¸ÃˆÂ£1 int needItemCount1; // ¼Ã’¸ð¾Ã†Ã€ÃŒÃ…Û °³¼Ã¶1 int needItemIndex2; // ¼Ã’¸ð¾Ã†Ã€ÃŒÃ…Û ¹Ã¸ÃˆÂ£2 int needItemCount2; // ¼Ã’¸ð¾Ã†Ã€ÃŒÃ…Û °³¼Ã¶2 // ½Ã€ÂµÃ¦ ö°Ç int learnLevel; // ½Ã€ÂµÃ¦Ã¶Â°Ã‡ - ·¹ÂºÂ§ int learnSP; // ½Ã€ÂµÃ¦Ã¶Â°Ã‡ - SP int learnGP; // ½Ã€ÂµÃ¦Ã¶Â°Ã‡ - GP //WSS_NEW_GUILD_SYSTEM 070716 int learnSkillIndex[3]; // ½Ã€ÂµÃ¦Ã¶Â°Ã‡ - ½ÂºÃ…³¹Ã¸ÃˆÂ£ char learnSkillLevel[3]; // ½Ã€ÂµÃ¦Ã¶Â°Ã‡ - ½ÂºÃ…³·¹ÂºÂ§ int learnItemIndex[3]; int learnItemCount[3]; int learnStr; // ½Ã€ÂµÃ¦Ã¶Â°Ã‡ - Èû int learnDex; // ½Ã€ÂµÃ¦Ã¶Â°Ã‡ - ¹ÃŽÃƒÂ¸ int learnInt; // ½Ã€ÂµÃ¦Ã¶Â°Ã‡ - ÃöÇý int learnCon; // ½Ã€ÂµÃ¦Ã¶Â°Ã‡ - üÃú // Àû¿ë ö°Ç int appMagicIndex1; // Àû¿ëö°Ç2 - È¿°ú¹Ã¸ÃˆÂ£1 char appMagicLevel1; // Àû¿ëö°Ç2 - È¿°ú·¹ÂºÂ§1 int appMagicIndex2; // Àû¿ëö°Ç2 - È¿°ú¹Ã¸ÃˆÂ£2 char appMagicLevel2; // Àû¿ëö°Ç2 - È¿°ú·¹ÂºÂ§2 int appMagicIndex3; // Àû¿ëö°Ç2 - È¿°ú¹Ã¸ÃˆÂ£3 char appMagicLevel3; // Àû¿ëö°Ç2 - È¿°ú·¹ÂºÂ§3 // ½ÂºÃ…³ È¿°ú int magicIndex1; // ½ÂºÃ…³ÃˆÂ¿Â°Ãº ¹Ã¸ÃˆÂ£ char magicLevel1; // ½ÂºÃ…³ÃˆÂ¿Â°Ãº ·¹ÂºÂ§ int magicIndex2; // ½ÂºÃ…³ÃˆÂ¿Â°Ãº ¹Ã¸ÃˆÂ£ char magicLevel2; // ½ÂºÃ…³ÃˆÂ¿Â°Ãº ·¹ÂºÂ§ int magicIndex3; // ½ÂºÃ…³ÃˆÂ¿Â°Ãº ¹Ã¸ÃˆÂ£ char magicLevel3; // ½ÂºÃ…³ÃˆÂ¿Â°Ãº ·¹ÂºÂ§ }; _SkillData Skill_Data; std::vector<_SkillLevel> m_vectorSkillLevels; BOOL bCanCancel; BOOL bNeedTarget; INDEX idPlayer_Anim_Skill[WEAPON_COUNT][3]; enum SKILLTYPE { ST_MELEE = 0, // ±Ùâ ST_RANGE = 1, // ¿ø°Å¸® ST_MAGIC = 2, // ¸¶¹Ã½ ST_PASSIVE = 3, // Æýúê ST_PET_COMMAND = 4, // ÆÖ ¾Ã—¼Ã‡ ST_PET_SKILL_PASSIVE = 5, // ÆÖ ½ÂºÃ…³ ST_PET_SKILL_ACTIVE = 6, // ÆÖ ST_GUILD_SKILL_PASSIVE = 7, // ±æµå ½ÂºÃ…³ Æýúê // WSS_NEW_GUILD_SYSTEM 070716 }; enum SKILLPROPERTY { // ¼Ã“¼Âº »ó¼Ã¶ AT_NONE = 0, // ¹Â« AT_FIRE = 1, // È AT_WATER = 2, // ¼Ã¶ AT_EARTH = 3, // Ãö AT_WIND = 4, // dz AT_DARK = 5, // ¾Ã AT_LIGHT = 6, // ±¤ }; enum SKILLTARGET //Skill_TargetType { STT_SELF_ONE = 0, // ¼Â¿Ã‡Ã STT_SELF_RANGE = 1, // ¼Â¿Ã‡Ã ¹Ã¼Ã€Â§ STT_TARGET_ONE = 2, // Ÿ°Ù STT_TARGET_RANGE = 3, // Ÿ°Ù ¹Ã¼Ã€Â§ STT_PARTY_ONE = 4, // ÆÄƼ 1ÀÎ STT_PARTY_ALL = 5, // ÆÄƼ Àüü STT_TARGET_D120 = 6, // Ÿ°Ù 120µµ STT_TARGET_RECT = 7, // Ÿ°Ù Ã÷»ç°¢ /* STT_SELF = 0, // ¼Â¿Ã‡Ã STT_SELFRANGE_ENEMY = 1, // ¼Â¿Ã‡Ã ¹Ã¼Ã€Â§(Àû) STT_TARGET_FRIEND = 3, // ´ë»ó(¾Ã†Â±Âº) STT_TARGET_ENEMY = 4, // ´ë»ó(Àû) STT_TARGET_ENEMY_LOW = 5, // ´ë»ó(Àû & Àú·¾) STT_TARGETRANGE_ENEMY = 6, // ´ë»ó¹Ã¼Ã€Â§(Àû) STT_PARTY = 7, // ÆÄƼ */ }; enum STYLE { Damage = 0, TACKLE = 1, STERN = 2, HOLD = 3, SLEEP = 4, ABILITY = 5, USE_PC = 6, }; enum CANUSESTATE { RUN = 0, STAND = 1, SIT_DOWN = 2, AFTERNOON = 3, NIGHT = 4, DEATH = 5, SKILLING = 6, SET_WEAPON = 7, OFF_WEAPON = 8, IN_WATER = 9, }; //¾ÃˆÃ…ÂÈÆ ¼Ã¶Ã¤ ½ÃƒÃ€Ã› //(Open beta)(2004-12-03) //for client only enum MISSILE_TYPE { MT_NONE = 0,//±Ùâ°ø°Ã. MT_ARROW = 1,//Àùà È»ìÀÌ ÀÖ°à Ãß°¡·ÃŽ Effect°¡ ºÙ´Â Çü½Ã„. MT_DIRECT = 2,//¹ÃŸÂ»Ã§Ãƒ¼Â°Â¡ ¾Ã¸Â´Ã‚ ¸¶¹Ã½. µ¥¹ÃŒÃö¸¦ ÃÖÃö ¾ÃŠÂ´Ã‚´Ù. MT_CONTINUE = 3,//¾ÃˆÂºÂ¸Ã€ÃŒÂ´Ã‚ ¹ÃŸÂ»Ã§Ãƒ¼Â¿Â¡ Effect¸¸ ºÙ´Â Çü½Ã„. ´Ü, ˟˂ ÀÌÆåÆ®¿¡¼Â ¹ÃŸÂ»Ã§Ãƒ¼Ã€Ã‡ ÀÌÆåÆ®°¡ À̾îÃü. MT_INVISIBLE = 4,//¾ÃˆÂºÂ¸Ã€ÃŒÂ´Ã‚ ¹ÃŸÂ»Ã§Ãƒ¼Â¿Â¡ Effect¸¸ ºÙ´Â Çü½Ã„, À̾îÃöÃö ¾ÃŠÃ€½. MT_MAGIC = 5,//¹ÃŸÂ»Ã§Ãƒ¼Â°Â¡ Àִµ¥ ½ÃƒÃ€Ã¼Ã€ÃšÂ¿Â¡¼Â ½ÃƒÃ€Ã›ÂµÃ‡Ãö ¾ÃŠÃ€½.(ex:¹ÃŒÃ†¼¾Ã® ½ÂºÃ†Â®¶Ã³Ã€ÃŒÃ…©) MT_INVERT = 6,//¿ªÀ¸·ÃŽ ½ÃƒÃ€Ã¼Ã€ÃšÃ‚ÊÀ¸·ÃŽ ¹ÂºÂ°Â¡ ³Â¯¶Ã³Â¿Ãˆ. Only Effect. MT_MAGECUTTER = 7,//¸ÞÀÌÃö ½ÂºÃ…³ Ãß Ä¿Åà ³Â¯¶Ã³Â°Â¡Â´Ã‚°Ã. MT_DIRECTDAMAGE = 8,//¹ÃŸÂ»Ã§Ãƒ¼Â°Â¡ ¾Ã¸Â´Ã‚ ¸¶¹Ã½. µ¥¹ÃŒÃö¸¦ ÃØ´Ù. MT_NOTHING = 9,//¸¶Ãö¸· ÀÌÆåÆ® ¾Ã¸Ã€½. Network¿¡¼Â ¹Ãž¾Ã†¼Â¸¸ ó¸®Çô ½ÂºÃ…³Ã€Ã“. ex>ÆÄƼÈú°°Àº °æ¿ì. MT_GOWAITBACK = 10,//¹ÃŸÂ»Ã§Ãƒ¼ ¾ÃˆÂºÂ¸Ã€Ã“. ¸ñÇ¥·ÃŽ Â°Â¬Â´Ã™Â°Â¡ ÀÃä½ÃƒÂ°Â£ ÈÄ ´Ù½Ãƒ µ¹¾Ã†Â¿Ãˆ. //Ÿ°à ÀÌÆåÆ®´Â ¸ñÇ¥¿¡ µµ´Þ½Ãƒ ³ÂªÂ¿Ãˆ. ١ÃÀÌÆåÆ®¿¡ '(´Ù½Ãƒ)¸¦ ºÙÀÎ ÀÌÆåÆ®´Â µ¹¾Ã†Â¿Ã”À»¶Â§ ³ÂªÂ¿Ãˆ. MT_CONNECT = 11,//¹ÃŸÂ»Ã§Ãƒ¼ ¾ÃˆÂºÂ¸Ã€Ã“. ¸ñÇ¥¿à ½ÃƒÃ€Ã¼Ã€ÃšÂ¸Â¦ mdlÀÌÆåÆ®·ÃŽ Â¿Â¬Â°Ã¡Ã‡Ã”.(µ¥¹ÃŒÃö ¸µÅ©) MT_FALLDOWN = 12,//¹ÃŸÂ»Ã§Ãƒ¼ ¾ÃˆÂºÂ¸Ã€Ã“. Çôÿ¡¼Â ¶³¾Ã®Ãü. ¶Â¥Â¿Â¡ ·¹Ã€ÃŒÂ¸Â¦ ½Ã·¼Â ±× Æ÷Ãö¼Ã‡Â¿Â¡ µµ´Þ½Ãƒ ١ÃÀÌÆåÆ® ³ÂªÂ¿Ãˆ. MT_DASH = 13,//¾ÃˆÂºÂ¸Ã€ÃŒÂ´Ã‚ ¹ÃŸÂ»Ã§Ãƒ¼Â¿Â¡ Effect¸¸ ºÙ´Â Çü½Ã„. ij¸¯Åð¡ ȍ¶Ã³Ãö°Ã, HIT½Ãƒ ´Ù½Ãƒ ³ÂªÃ…¸ ³²(Worp) :: ³ÂªÃ€ÃŒÃ†Â®( ½ÂºÃ…³:´ë½Â¬ ) }; //¾ÃˆÃ…ÂÈÆ ¼Ã¶Ã¤ ³Â¡ //(Open beta)(2004-12-03) |