?? battle_magic.h
字號(hào):
#ifndef _BATTLE_MAGIC_H_#define _BATTLE_MAGIC_H_#define MAGIC_EFFECT_USER 100600#define SPR_heal 100601#define SPR_heal2 100602#define SPR_heal3 100603#define SPR_tyusya 100604#define SPR_hoshi 100605#define MAGIC_ID_RECOVERY 1#define MAGIC_ID_STATUS_RECOVERY 3#define MAGIC_ID_FIELD_CHANGE 4#define MAGIC_ID_BADSTATUS 5enum{ BFUKI_CAPTUREUP, BFUKI_END};enum{ PC_KIND_NONE, PC_KIND_ATTACK, PC_KIND_DEFENSE, PC_KIND_QUICK, PC_KIND_CHARM, PC_KIND_CAPTURE, PC_KIND_END};int MAGIC_Recovery_Battle( int charaindex, int toindex, int magicindex, int mp);int MAGIC_FieldAttChange_Battle( int charaindex, int toindex, int marray, int mp);int MAGIC_StatusChange_Battle( int charaindex, int toindex, int marray, int mp);#ifdef _MAGIC_DEEPPOISONint MAGIC_StatusChange_Battle2( int charaindex, int toindex, int marray, int mp);#endif#ifdef _OTHER_MAGICSTAUTSint MAGIC_MagicStatusChange_Battle( int charaindex, int toNo, int marray, int mp );#endifint MAGIC_MagicDef_Battle( int charaindex, int toNo, int marray, int mp);void BATTLE_MultiRecovery( int battleindex, int attackNo, int toNo, int kind, int power, int per, int UseEffect,#ifdef _CHANGEITEMUSE // Syu ADD 調(diào)整戰(zhàn)斗中使用料理設(shè)定 int RecevEffect, int power1#else int RecevEffect#endif);#ifdef _IMPRECATE_ITEMvoid BATTLE_ImprecateRecovery( int battleindex, int attackNo, int toNo, int kind, int powers, int rounds, int UseEffect, int RecevEffect);#endifvoid BATTLE_MultiStatusChange( int battleindex, int attackNo, int toNo, int status, int turn, int UseEffect, int RecevEffect, int Success);#ifdef _OTHER_MAGICSTAUTSvoid BATTLE_MultiMagicStatusChange( int battleindex, int attackNo, int toNo, int status, int turn, int UseEffect, int RecevEffect, int nums);#endifvoid BATTLE_MultiMagicDef( int battleindex, int attackNo, int toNo, int kind, int count, int UseEffect, int RecevEffect);void BATTLE_MultiParamChange( int battleindex, int attackNo, int toNo, int kind, int power, int par, int UseEffect, int RecevEffect);int MAGIC_FieldAttChange_Battle( int charaindex, int toNo, int marray, int mp );int BATTLE_FieldAttChange( int charaindex, char *pArg);void BATTLE_MultiAttReverse( int battleindex, int attackNo, int toNo, int UseEffect, int RecevEffect);void BATTLE_MultiStatusRecovery( int battleindex, int attackNo, int toNo, int status, int UseEffect, int RecevEffect);int MAGIC_StatusRecovery_Battle( int charaindex, int toNo, int marray, int mp);void BATTLE_MultiRessurect( int battleindex, int attackNo, int toNo, int power, int per, int UseEffect, int RecevEffect);void BATTLE_MultiCaptureUp( int battleindex, int attackNo, int toNo, int power, int UseEffect, int RecevEffect);////***********************************************************//****************************************************************//// 竣濮井日汊唾允月熱諸//int MAGIC_Ressurect_Battle( int charaindex, // 井仃月諦及奶件犯永弁旦 int toNo, // 井仃日木月諦及奶件犯永弁旦 int marray, // magicindex int mp // MP);// 岳 仄兇日 TRUE// 撩 仄兇日 FALSE//****************************************************************//****************************************************************//// 簞嶺及 鱉毛允月熱諸//int MAGIC_AttReverse_Battle( int charaindex, // 井仃月諦及奶件犯永弁旦 int toNo, // 井仃日木月諦及奶件犯永弁旦 int marray, // magicindex int mp // MP);// 岳 仄兇日 TRUE// 撩 仄兇日 FALSE//****************************************************************//****************************************************************//// 凱 祭允月熱諸//int MAGIC_CaptureUp_Battle( int charaindex, // 井仃月諦及奶件犯永弁旦 int toNo, // 井仃日木月諦及奶件犯永弁旦 int marray, // magicindex int mp // MP);// 岳 仄兇日 TRUE// 撩 仄兇日 FALSE//****************************************************************//***********************************************************//// 芊羈匹 醒及平乓仿弁正□毛汊唾今六月今日卞 芊 豢毛馨笛//void BATTLE_MultiResAndDef( int battleindex, // 田玄伙奶件犯永弁旦 int attackNo, // 井仃月諦 寞 int toNo, // 井仃日木月諦 寞 int power, // 湘 莢汊襖 int per, // ⊙井" int kind, // 芊 豢及潘 int count, // 窒莢 什井 int UseEffect, // 銀丹諦及巨白尼弁玄 int RecevEffect // 井仃日木月諦及巨白尼弁玄);////***********************************************************//****************************************************************//// 汊唾≈ 芊 豢毛芨尹月熱諸//int MAGIC_ResAndDef_Battle( int charaindex, // 井仃月諦及奶件犯永弁旦 int toNo, // 井仃日木月諦及奶件犯永弁旦 int marray, // magicindex int mp // MP);// 岳 仄兇日 TRUE// 撩 仄兇日 FALSE//****************************************************************#ifdef __ATTACK_MAGICint MAGIC_AttMagic_Battle( int charaindex , int toNo , int marray , int mp );#ifdef _FIX_MAGICDAMAGEvoid BATTLE_MultiAttMagic( int battleindex, int attackNo, int toNo, int attIdx ,int FieldAttr ,int Power, int MagicLv);#elsevoid BATTLE_MultiAttMagic( int battleindex , int attackNo , int toNo , int attIdx , int FieldAttr , int Power );#endifint MAGIC_AttMagic_Battle( int charaindex , int toNo , int marray , int mp );#endif#ifdef _MAGIC_TOCALLint MAGIC_ToCallDragon_Battle( int charaindex , int toNo , int marray , int mp );void BATTLE_MultiToCallDragonMagic( int battleindex, int attackNo, int toNo, int attIdx ,int FieldAttr ,int Power, int ImageNo);#endif#ifdef _Item_ReLifeActvoid BATTLE_MultiReLife( int battleindex, int attackNo, int toNo, int power, int RecevEffect );#endif#ifdef _MAGIC_WEAKENint MAGIC_ParamChange_Turn_Battle(int charaindex,int toNo,int marray,int mp);void BATTLE_MultiParamChangeTurn( int battleindex,int attackNo,int toNo,int status,int UseEffect,int RecevEffect,int turn, int Success);#endifint BATTLE_MagicEffect( int battleindex,int attackNo,int ToList[],int MyEffect,int ToEffect );#ifdef _PROFESSION_SKILL // WON ADD 人物職業(yè)技能void PROFESSION_MAGIC_ATTAIC( int battleindex, int attackNo, int toNo, int attIdx, int FieldAttr, int skill);int PROFESSION_MAGIC_ATTAIC_Effect( int battleindex, int attackNo, int ToList[], int AttackMgcNo );int analysis_profession_parameter( int attIdx, int skill, int toNo, int charaindex );void PROFESSION_MAGIC_GET_PRACTICE( float *hp_power, float *mp_power, float *dec_hp, float *dec_mp, int charaindex );void PROFESSION_MAGIC_TOLIST_SORT( int *list, int *listidx, int charaindex );void PROFESSION_MAGIC_CHANGE_STATUS( int charaindex, int hp_power, float mp_power, float *add_hp, float *add_mp );void PROFESSION_MAGIC_GET_IMG2( int toNo, int charaindex, int attIdx, char *pszOption );#ifdef _PROFESSION_ADDSKILLint PROFESSION_MAGIC_GET_DAMAGE( int attackindex, int defindex, int magic_type, int power, int command );#elseint PROFESSION_MAGIC_GET_DAMAGE( int attackindex, int defindex, int magic_type, int power );#endifint PROFESSION_MAGIC_DODGE( int atk_index, int def_index, int magic_type );void PROFESSION_MAGIC_CHANG_IMG2( int img2, char *pszOption, int attIdx );int PROFESSION_MAGIC_CHANG_STATUS(int command,int battleindex, int charaindex, int charaidx, int power, int no);int PROFESSION_MAGIC_GET_ICE_MIRROR_DAMAGE( int attackindex, int defindex, int command, int power );#endif#ifdef _PETSKILL_FIREKILLvoid BATTLE_MultiAttMagic_Fire( int battleindex, int attackNo, int defNo, int FieldAttr , int Power);#endif#ifdef _PROFESSION_ADDSKILLunsigned int GET_PROFESSION_magic_uiSpriteNum(int idx);#endif#endif
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