[Release] Skill types
#10


///////////
// È¿°ú»ó¼Ã¶

// È¿°ú ¼Â­ÂºÃªÃ…¸ÀÔ - ½ÂºÃ…È
#define EST_STAT_ATTACK 0 // °ø°Ý
#define EST_STAT_DEFENSE 1 // ¹Ã¦¾Ã®
#define EST_STAT_MAGIC 2 // ¸¶¹Ã½
#define EST_STAT_RESIST 3 // ÀúÇ×
#define EST_STAT_HITRATE 4 // ¸íÁß
#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 Áõ°¡
#define EST_STAT_MAXMP 13 // ÃÖ´ëMP Áõ°¡

// È¿°ú ¼Â­ÂºÃªÃ…¸ÀÔ - »óÅÂÀÌ»ó
#define EST_ASSIST_POISON 0 // 嵦
#define EST_ASSIST_HOLD 1 // Ȧµå
#define EST_ASSIST_CONFUSION 2 // 鴦̵
#define EST_ASSIST_STONE 3 // ¼Â®ÃˆÂ­
#define EST_ASSIST_SILENT 4 // ºÀÀÎ
#define EST_ASSIST_BLOOD 5 // ÃâÇ÷
#define EST_ASSIST_BLIND 6 // ºí¶Ã³Ã€ÃŽÂµÃ¥
#define EST_ASSIST_STURN 7 // ½ÂºÃ…Ï
#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¯È­(0, MAX¿¡¼Â­ Ãë¼Ã’)
#define EST_ASSIST_MP_CANCEL 13 // MPº¯È­(0, MAX¿¡¼Â­ Ãë¼Ã’)
#define EST_ASSIST_DIZZY 14 // Çö±âÁõ
#define EST_ASSIST_INVISIBLE 15 // ÀκñÀúºí
#define EST_ASSIST_SLOTH 16 // ½½·ÃŽ½Âº : °ø¼Ã“Ç϶ô
#define EST_ASSIST_FEAR 17 // °øÆ÷ : ÇØ´ç NPC°¡ µµ¸Á
#define EST_ASSIST_FAKEDEATH 18 // Á×ÀºÃ´
#define EST_ASSIST_PERFECTBODY 19 // ŸÀÌź ÆÛÆå ¹Ã™ÂµÃ°
#define EST_ASSIST_FRENZY 20 // ŸÀÌź ÇÁ·Â»ÃÃ¶
#define EST_ASSIST_DAMAGELINK 21 // µ¥¹ÃŒÃÃ¶Â¸ÂµÃ…©
#define EST_ASSIST_BERSERK 22 // ±×·Â£ÂµÃ¥ ¸ó½ÂºÃ…ÍÀÇ ºÐ³Ã«- °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©Áî ºí·¹½ÃŒ
#define EST_ASSIST_SAFEGUARD 26 // º¸È£¸Á(ÀüÅõºÒ°¡´É)
#define EST_ASSIST_MANTLE 27 // ¸ÁÅä
#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 °­Á¦ Àû¿ë)
#define EST_ASSIST_COUNT 30

// È¿°ú ¼Â­ÂºÃªÃ…¸ÀÔ - °ø°Ý
#define EST_ATTACK_NORMAL 0 // ÀϹÝ °ø°Ý

// È¿°ú ¼Â­ÂºÃªÃ…¸ÀÔ - ȸº¹
#define EST_RECOVER_HP 0 // HPȸº¹
#define EST_RECOVER_MP 1 // MPȸº¹

// È¿°ú ¼Â­ÂºÃªÃ…¸ÀÔ - Ä¡À¯
#define EST_CURE_POISON 0 // 嵦
#define EST_CURE_HOLD 1 // Ȧµå
#define EST_CURE_CONFUSION 2 // 鴦̵
#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 // ÀκñÀúºí »óŸ¦ ÇØÁ¦
#define EST_CURE_STURN 8 // ½ÂºÃ…Ï ÇØÁ¦
#define EST_CURE_SLOTH 9 // ½½·ÃŽ½Âº ÇØÁ¦

// È¿°ú ¼Â­ÂºÃªÃ…¸ÀÔ - ±×¿Ü
#define EST_OTHER_INSTANTDEATH 0 // Áï»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 // ¹ÃÂ»Ã§ ´ë¹ÃŒÃÃ¶ (ÀϹÝ °ø°Ý, 25m³Â»)

// ´ë¹ÃŒÃÃ¶ 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€

// ¸íÁß Å¸ÀÔ
#define EHT_CONSTANT 0 // °íÁ¤
#define EHT_VARIABLE 1 // ¼Ã¶½Ã„

// Áö¼Ã“ ŸÀÔ
#define ETT_IMMEDIATE 0 // ÀϽÃ
#define ETT_DURABLE 1 // Áö¼Ã“

////////////
// ½ÂºÃ…³ »ó¼Ã¶

// »ç¿ë/Àû¿ë Á¶Â°Ã‡
#define SCT_DEATH (1 << 0) // »ç¸Á
#define SCT_WEAPON (1 << 1) // ¹Â«Â±Ã¢Ã€Ã¥ÂºÃ±
#define SCT_SITDOWN (1 << 2) // ¾Ã‰Â±Ã¢
#define SCT_PEACEZONE (1 << 3) // ÆòÈ­Áö¿ª
#define SCT_SHIELD (1 << 4) // ½Ã‡ÂµÃ¥Ã€Ã¥ÂºÃ±
#define SCT_STAND (1 << 5) // ¼Â­Â±Ã¢

// Ç÷¡±×
#define SF_SINGLEMODE (1 << 0) // ½ÃŒÂ±Ã›Â¸Ã°ÂµÃ¥
#define SF_FORHELP (1 << 1) // µµ¿òÀ» ÁÖ´Â ½ÂºÃ…³
#define SF_NOTHELP (1 << 2) // ÇØ²Â¿ÃÃ¶ ½ÂºÃ…³

#define AST_SLOTH (1 << MST_ASSIST_SLOTH) // ½½·ÃŽ½Âº(°ø¼Ã“Ç϶ô)

// ¼Ã’¼Â­·Â¯ Ç÷¡±×.
#define SSF_APP_CHARACTER (1 << 0) // ij¸¯ÅÍ
#define SSF_APP_FIRE (1 << 1) // ºÒÀÇÁ¤·Ã‰
#define SSF_APP_WIND (1 << 2) // ¹Ã™¶Ã·Ã€Ã‡ÃÂ¤·Ã‰
#define SSF_APP_EARTH (1 << 3) // ´ëÁöÀÇÁ¤·Ã‰
#define SSF_APP_WATER (1 << 4) // ¹Â°Ã€Ã‡ÃÂ¤·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¸¯ÅÍ
#define SSF_USE_FIRE (1 << 17) // ºÒÀÇÁ¤·Ã‰
#define SSF_USE_WIND (1 << 18) // ¹Ã™¶Ã·Ã€Ã‡ÃÂ¤·Ã‰
#define SSF_USE_EARTH (1 << 19) // ´ëÁöÀÇÁ¤·Ã‰
#define SSF_USE_WATER (1 << 20) // ¹Â°Ã€Ã‡ÃÂ¤·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
{
// ÀϹÝ
int index; // ½ÂºÃ…³ ¹Ã¸ÃˆÂ£
int job; // Á÷¾Ã· Ç÷¡±×
int job2; // ÀüÁ÷ Á÷¾Ã·
char name[51]; // À̸§
char type; // Á¾·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Â°Ã¦
float fireRange; // »çÁ¤°Å¸®
float fireRange2; // »çÁ¤°Å¸® 2

// Ÿ°Ù
char targetType; // Ÿ°ÙÆÃ Á¾·Ã¹
char targetNum; // Ÿ°Ù¼Ã¶

// »ç¿ëÁ¶Â°Ã‡
int useState; // »ç¿ëÁ¶Â°Ã‡1
int useWeaponType0; // »ç¿ë¹Â«Â±Ã¢¼Â­ÂºÃªÃ…¸ÀÔ 1
int useWeaponType1; // »ç¿ë¹Â«Â±Ã¢¼Â­ÂºÃªÃ…¸ÀÔ 2
int useMagicIndex1; // »ç¿ëÁ¶Â°Ã‡2 - ¹Ã¶Ã‡Ã¹Ã¸ÃˆÂ£1
char useMagicLevel1; // »ç¿ëÁ¶Â°Ã‡2 - ¹Ã¶Ã‡Ã·¹ÂºÂ§1
int useMagicIndex2; // »ç¿ëÁ¶Â°Ã‡2 - ¹Ã¶Ã‡Ã¹Ã¸ÃˆÂ£2
char useMagicLevel2; // »ç¿ëÁ¶Â°Ã‡2 - ¹Ã¶Ã‡Ã·¹ÂºÂ§2
int useMagicIndex3; // »ç¿ëÁ¶Â°Ã‡2 - ¹Ã¶Ã‡Ã¹Ã¸ÃˆÂ£3
char useMagicLevel3; // »ç¿ëÁ¶Â°Ã‡2 - ¹Ã¶Ã‡Ã·¹ÂºÂ§3

// Àû¿ëÁ¶Â°Ã‡
int appState; // Àû¿ëÁ¶Â°Ã‡1 - Ä³Â¸Â¯Ã…Í »óÅÂ

// 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];

// Á¤Áö
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 Á¶Â°Ã‡
int needHP; // ¼Ã’¸ðHP
int needMP; // ¼Ã’¸ð MP
int durtime; // Áö¼Ã“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¦ Á¶Â°Ã‡
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‡ - ÁöÇý
int learnCon; // ½Ã€ÂµÃ¦Ã¶Â°Ã‡ - üÁú

// Àû¿ë Á¶Â°Ã‡
int appMagicIndex1; // Àû¿ëÁ¶Â°Ã‡2 - È¿°ú¹Ã¸ÃˆÂ£1
char appMagicLevel1; // Àû¿ëÁ¶Â°Ã‡2 - È¿°ú·¹ÂºÂ§1
int appMagicIndex2; // Àû¿ëÁ¶Â°Ã‡2 - È¿°ú¹Ã¸ÃˆÂ£2
char appMagicLevel2; // Àû¿ëÁ¶Â°Ã‡2 - È¿°ú·¹ÂºÂ§2
int appMagicIndex3; // Àû¿ëÁ¶Â°Ã‡2 - È¿°ú¹Ã¸ÃˆÂ£3
char appMagicLevel3; // Àû¿ëÁ¶Â°Ã‡2 - 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, // ±ÙÁ¢
ST_RANGE = 1, // ¿ø°Å¸®
ST_MAGIC = 2, // ¸¶¹Ã½
ST_PASSIVE = 3, // ÆÐ½ÃƒÂºÃª
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 ÆÐ½ÃƒÂºÃª // 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, // Áö
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 Á÷»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Â¤ ½ÃƒÃ€Ã› //(Open beta)(2004-12-03)
//for client only
enum MISSILE_TYPE
{
MT_NONE = 0,//±ÙÁ¢°ø°Ý.
MT_ARROW = 1,//ÀϹÝ È­»ìÀÌ ÀÖ°í Ãß°¡·ÃŽ Effect°¡ ºÙ´Â Çü½Ã„.
MT_DIRECT = 2,//¹ÃŸÂ»Ã§Ãƒ¼Â°Â¡ ¾Ã¸Â´Ã‚ ¸¶¹Ã½. µ¥¹ÃŒÃÃ¶Â¸Â¦ ÁÖÁö 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®°¡ À̾îÁü.
MT_INVISIBLE = 4,//¾ÃˆÂºÂ¸Ã€ÃŒÂ´Ã‚ ¹ÃŸÂ»Ã§Ãƒ¼Â¿Â¡ Effect¸¸ ºÙ´Â Çü½Ã„, À̾îÁöÁö ¾ÃŠÃ€½.
MT_MAGIC = 5,//¹ÃŸÂ»Ã§Ãƒ¼Â°Â¡ Àִµ¥ ½ÃƒÃ€Ã¼Ã€ÃšÂ¿Â¡¼Â­ ½ÃƒÃ€Ã›ÂµÃ‡ÃÃ¶ 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,//¸ÞÀÌÁö ½ÂºÃ…³ Áß Ä¿ÅÍ ³Â¯¶Ã³Â°Â¡Â´Ã‚°Í.
MT_DIRECTDAMAGE = 8,//¹ÃŸÂ»Ã§Ãƒ¼Â°Â¡ ¾Ã¸Â´Ã‚ ¸¶¹Ã½. µ¥¹ÃŒÃÃ¶Â¸Â¦ ÁØ´Ù.
MT_NOTHING = 9,//¸¶ÃÃ¶Â¸· ÀÌÆåÆ® ¾Ã¸Ã€½. Network¿¡¼Â­ ¹Ãž¾Ã†¼Â­Â¸Â¸ ó¸®ÇÏ´Â 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¡ ÀÏÁ¤½ÃƒÂ°Â£ ÈÄ ´Ù½Ãƒ µ¹¾Ã†Â¿Ãˆ.
//Ÿ°Ý ÀÌÆåÆ®´Â ¸ñÇ¥¿¡ µµ´Þ½Ãƒ ³ÂªÂ¿Ãˆ. Ÿ°ÝÀÌÆåÆ®¿¡ '(´Ù½Ãƒ)¸¦ ºÙÀÎ ÀÌÆåÆ®´Â µ¹¾Ã†Â¿Ã”À»¶Â§ ³ÂªÂ¿Ãˆ.
MT_CONNECT = 11,//¹ÃŸÂ»Ã§Ãƒ¼ ¾ÃˆÂºÂ¸Ã€Ã“. ¸ñÇ¥¿Í ½ÃƒÃ€Ã¼Ã€ÃšÂ¸Â¦ mdlÀÌÆåÆ®·ÃŽ Â¿Â¬Â°Ã¡Ã‡Ã”.(µ¥¹ÃŒÃÃ¶ ¸µÅ©)
MT_FALLDOWN = 12,//¹ÃŸÂ»Ã§Ãƒ¼ ¾ÃˆÂºÂ¸Ã€Ã“. Çϴÿ¡¼Â­ ¶³¾Ã®ÃÃ¼. ¶Â¥Â¿Â¡ ·¹Ã€ÃŒÂ¸Â¦ ½Ã·¼Â­ ±× Æ÷Áö¼Ã‡Â¿Â¡ µµ´Þ½Ãƒ Ÿ°ÝÀÌÆåÆ® ³ÂªÂ¿Ãˆ.
MT_DASH = 13,//¾ÃˆÂºÂ¸Ã€ÃŒÂ´Ã‚ ¹ÃŸÂ»Ã§Ãƒ¼Â¿Â¡ Effect¸¸ ºÙ´Â Çü½Ã„. ij¸¯ÅͰ¡ ȍ¶Ã³ÃÃ¶Â°Ã­, HIT½Ãƒ ´Ù½Ãƒ ³ÂªÃ…¸ ³²(Worp) :: ³ÂªÃ€ÃŒÃ†Â®( ½ÂºÃ…³:´ë½Â¬ )
};
//¾ÃˆÃ…ÂÈÆ ¼Ã¶ÃÂ¤ ³Â¡ //(Open beta)(2004-12-03)



Messages In This Thread
[No subject] - by Kotetsu - 07-17-2012, 08:36 AM
[No subject] - by Simkana - 07-17-2012, 09:18 PM
[No subject] - by xNiceEinzx - 08-03-2012, 07:13 PM
[No subject] - by Grey?? - 08-11-2012, 05:31 PM
[No subject] - by SakoV2 - 08-11-2012, 08:28 PM
[No subject] - by donwon - 08-12-2012, 03:57 AM
[No subject] - by SakoV2 - 08-12-2012, 08:51 AM
[No subject] - by Creep - 08-18-2012, 12:27 PM
[No subject] - by HateMe - 08-18-2012, 01:00 PM
[No subject] - by Wizatek - 08-18-2012, 02:05 PM
[No subject] - by someone - 08-18-2012, 09:00 PM
[No subject] - by blankname - 08-19-2012, 09:31 AM

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