?? battle_event.h
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#ifndef __BATTLE_EVENT_H__#define __BATTLE_EVENT_H__#define BCC_HIT 'H'#define BCC_FIRE 'F'#define BCF_DEATH (1 << 0)#define BCF_NORMAL (1 << 1)#define BCF_KAISHIN (1 << 2)#define BCF_GUARD (1 << 3)#define BCF_COUNTER (1 << 4)#define BCF_DODGE (1 << 5)#define BCF_ULTIMATE_1 (1 << 6)#define BCF_ULTIMATE_2 (1 << 7)#define BCF_GBREAK (1 << 8)#define BCF_GUARDIAN (1 << 9)#define BCF_REFRECT (1 << 10)#define BCF_ABSORB (1 << 11)#define BCF_VANISH (1 << 12)#define BCF_CRUSH (1 << 13)#define BCF_FALL (1 << 14) //落馬術#ifdef _SKILL_TOOTH#define BCF_TOOTH (1 << 15) // 齒#endif#ifdef _PSKILL_MODIFY#define BCF_ATTDOUBLE (1 << 16) //屬性強化#endif#ifdef _SKILL_ROAR #define BCF_ROAR (1 << 17) //寵技:大吼(克年獸)#endif #ifdef _MAGIC_DEFMAGICATT#define BCF_DEFMAGICATT (1 << 19)#endif#ifdef _MAGIC_SUPERWALL#define BCF_SUPERWALL (1 << 20)#endif#ifdef _PSKILL_MDFYATTACK#define BCF_MODIFY (1 << 21)#endif#ifdef _PROFESSION_SKILL // WON ADD 人物職業技能#define BCF_F_SKILLACT (1 << 22) //擊中前秀圖#define BCF_TRAP (1 << 25) //陷阱#define BCF_NO_DAMAGE (1 << 26) //雙重攻擊#endif#define BCF_B_SKILLACT (1 << 23) //擊中後秀圖#ifdef _EQUIT_ARRANGE#define BCF_B_ARRANGE (1 << 24) //格擋秀圖#endif#ifdef _PETSKILL_ACUPUNCTURE#define BCF_ACUPUNCTURE (1 << 27)#endif#ifdef _PETSKILL_ANTINTER#define BCF_ANTINTER (1 << 28)#endif#ifdef _PETSKILL_EXPLODE#define BCF_EXPLODE (1 << 29)#endif#ifdef _OTHER_MAGICSTAUTS#ifdef _MAGICSTAUTS_RESIST#define MAXSTATUSTYPE 6#else#define MAXSTATUSTYPE 3#endif //_MAGICSTAUTS_RESISTextern char MagicStatus[MAXSTATUSTYPE][36];extern int MagicTbl[];extern int MagicTypeTbl[];#endifextern char *aszStatus[];extern char *aszStatusFull[];extern int StatusTbl[];extern int RegTbl[];extern int MagicDefTbl[];extern char *aszMagicDefFull[];extern char *aszMagicDef[];extern char *aszParamChange[];extern char *aszParamChangeFull[];extern int aParamChangeTbl[];extern float gBattleDamageModyfy;extern int gBattleDuckModyfy;extern int gBattleStausChange;extern int gBattleStausTurn;enum{ BATTLE_ST_NONE, // 0 "正常", BATTLE_ST_POISON, // 1 "毒", BATTLE_ST_PARALYSIS, // 2 "麻", BATTLE_ST_SLEEP, // 3 "眠", BATTLE_ST_STONE, // 4 "石", BATTLE_ST_DRUNK, // 5 "醉", BATTLE_ST_CONFUSION, // 6 "亂", BATTLE_ST_WEAKEN, // 7 "虛" BATTLE_ST_DEEPPOISON,// 8 "劇毒" BATTLE_ST_BARRIER, // 9 "魔障" BATTLE_ST_NOCAST, // 10 "沉默"#ifdef _PET_SKILL_SARS // WON ADD 毒煞蔓延 BATTLE_ST_SARS, // 11 "煞"#endif#ifdef _PROFESSION_SKILL // WON ADD 人物職業技能 BATTLE_ST_DIZZY, // 12 "暈" BATTLE_ST_ENTWINE, // 13 "纏" BATTLE_ST_DRAGNET, // 14 "天羅地網" BATTLE_ST_ICECRACK, // 15 "冰爆術" BATTLE_ST_OBLIVION, // 16 "遺忘" BATTLE_ST_ICEARROW, // 17 "冰箭" BATTLE_ST_BLOODWORMS,// 18 "嗜血蠱" BATTLE_ST_SIGN, // 19 "一針見血" BATTLE_ST_INSTIGATE, // 20 "挑撥" BATTLE_ST_F_ENCLOSE, // 21 "火附體" BATTLE_ST_I_ENCLOSE, // 22 "冰附體" BATTLE_ST_T_ENCLOSE, // 23 "雷附體" BATTLE_ST_FOCUS, // 24 "專注戰斗" BATTLE_ST_RESIST_F, // 25 "火抗" BATTLE_ST_RESIST_I, // 26 "冰抗" BATTLE_ST_RESIST_T, // 27 "雷抗" BATTLE_ST_F_ENCLOSE2, // 28 "火附" BATTLE_ST_I_ENCLOSE2, // 29 "冰附" BATTLE_ST_T_ENCLOSE2, // 30 "雷附"#ifdef _PROFESSION_ADDSKILL BATTLE_ST_RESIST_F_I_T, //31 "火冰雷抗" //BATTLE_ST_BOUNDARY_F, //32 "火結界 BATTLE_ST_WATER, //32 "水附體" BATTLE_ST_WORKANNEX, //33 "附身" BATTLE_ST_FEAR, //34 "恐懼" BATTLE_ST_ICECRACK2, // 35 "冰爆術" BATTLE_ST_ICECRACK3, // 36 BATTLE_ST_ICECRACK4, // 37 BATTLE_ST_ICECRACK5, // 38 BATTLE_ST_ICECRACK6, // 39 BATTLE_ST_ICECRACK7, // 40 BATTLE_ST_ICECRACK8, // 41 BATTLE_ST_ICECRACK9, // 42 BATTLE_ST_ICECRACK10, // 43#endif#endif BATTLE_ST_END};#ifdef _OTHER_MAGICSTAUTSenum{ BATTLE_MST_NONE, BATTLE_MST_DEFMAGIC, BATTLE_MST_SUPERWALL,#ifdef _MAGICSTAUTS_RESIST BATTLE_MST_MAGICFIRE, BATTLE_MST_MAGICTHUNDER, BATTLE_MST_MAGICICE,#endif BATTLE_MST_END};#endifenum{ BATTLE_MD_NONE, BATTLE_MD_ABSROB, BATTLE_MD_REFLEC, BATTLE_MD_VANISH, BATTLE_MD_TRAP,#ifdef _PETSKILL_ACUPUNCTURE BATTLE_MD_ACUPUNCTURE, //針刺外皮#endif BATTLE_MD_END };#ifdef _PETSKILL_RETRACE //存放BATTLE_Attack函式執行後的攻擊模式 typedef struct tagBattle_Attack_ReturnData_x1{ int Battle_Attack_ReturnData;}Battle_Attack_ReturnData_x1;Battle_Attack_ReturnData_x1 Battle_Attack_ReturnData_x;#endifint BATTLE_DamageCalc( int attackindex, int defindex );BOOL BATTLE_Attack( int battleindex, int attackNo, int defNo );BOOL BATTLE_Counter( int battleindex, int attackNo, int defNo );BOOL BATTLE_Capture( int battleindex, int attackNo, int defNo );void BATTLE_Guard( int battleindex, int attackNo );// Nuke 20040112 fix for performance#define BATTLE_BroadCast(A,B,C) 0#define BATTLE_BroadCastOn(A,B,C) 0//int BATTLE_BroadCast( int battleindex, char *pszBuffer, int color );//int BATTLE_BroadCastOn( int battleindex, char *pszBuffer, int color );BOOL BATTLE_Escape( int battleindex, int attackNo, int flag);int BATTLE_NoAction( int battleindex, int attackNo );int BATTLE_PetIn( int battleindex, int attackNo );int BATTLE_PetOut( int battleindex, int attackNo );int BATTLE_SurpriseCheck( int battleindex );int BATTLE_Magic( int battleindex, int attackNo );int BATTLE_S_GBreak( int battleindex, int attackNo, int defNo );#ifdef _SKILL_GUARDBREAK2//破除防御2 vincent add 2002/05/20int BATTLE_S_GBreak2( int battleindex, int attackNo, int defNo );#endif#ifdef _SKILL_SACRIFICEint BATTLE_S_Sacrifice( int battleindex, int attackNo, int defNo );#endif#ifdef _SKILL_REFRESHint BATTLE_S_Refresh( int battleindex, int attackNo, int defNo, int marray );#endif#ifdef _SKILL_WEAKEN //vincent寵技:虛弱int BATTLE_S_Weaken( int battleindex, int attackNo, int defNo, int marray );#endif#ifdef _SKILL_DEEPPOISON //vincent寵技:劇毒 int BATTLE_S_Deeppoison( int battleindex, int attackNo, int defNo, int marray );#endif#ifdef _SKILL_BARRIER //vincent寵技:魔障int BATTLE_S_Barrier( int battleindex, int attackNo, int defNo, int marray );#endif#ifdef _SKILL_NOCAST //vincent寵技:沉默int BATTLE_S_Nocast( int battleindex, int attackNo, int defNo, int marray );#endif#ifdef _SKILL_ROAR //vincent寵技:大吼int BATTLE_S_Roar( int battleindex, int attackNo, int defNo, int marray );#endifint BATTLE_Charge( int battleindex, int attackNo );int BATTLE_StatusAttackCheck( int attackindex, int defindex, int status, //BATTLE_ST_POISON, 1 "毒", //BATTLE_ST_PARALYSIS, 2 "麻", //BATTLE_ST_SLEEP, 3 "眠", //BATTLE_ST_STONE, 4 "石", //BATTLE_ST_DRUNK, 5 "醉", //BATTLE_ST_CONFUSION, 6 "亂" int PerOffset, int Range, float Bai, int *pPer);int BATTLE_Combo( int battleindex, int *pAttackList, int defNo );int BATTLE_EarthRoundHide( int battleindex, int attackNo );int BATTLE_GetDamageReact( int charaindex );void BATTLE_talkToCli( int charaindex, char *pszBuffer, int color );#ifdef _PETSKILL_SETDUCKBOOL BATTLE_CheckMySkillDuck( int charaindex );#endifBOOL BATTLE_LostEscape( int battleindex, int attackNo );BOOL BATTLE_Abduct( int battleindex, int attackNo, int defNo, int array );void BATTLE_Steal( int battleindex, int attackNo, int defNo );int BATTLE_getReactFlg( int index, int react);#ifdef _BATTLESTEAL_FIXvoid BATTLE_StealMoney( int battleindex, int attackNo, int defNo) ;#endif#ifdef _PETSKILL_LERvoid BATTLE_BatFly(int battleindex,int attackNo,int myside);void BATTLE_DivideAttack(int battleindex,int attackNo,int myside);void BATTLE_LerChange(int battleindex,int charaindex,int no);#endif#ifdef _PETSKILL_BATTLE_MODELvoid BATTLE_BattleModel(int battleindex,int attackNo,int myside);#endif// Robin 0727 Ride Pet#define ATTACKSIDE 1#define DEFFENCESIDE 2float BATTLE_adjustRidePet3A( int charaindex, int petindex, int workindex, int action );int BATTLE_getRidePet( int charaindex );#ifdef _PSKILL_FALLGROUND //落馬術int BATTLE_S_FallGround( int battleindex, int attackNo, int defNo, int skill_type );#endif#ifdef _PETSKILL_EXPLODEint BATTLE_S_Explode( int battleindex, int attackNo, int defNo, int skill_type );#endif#ifdef _PETSKILL_PROPERTYint BATTLE_S_PetSkillProperty( int battleindex, int attackNo, int skill_type, int skill);#endifint BATTLE_S_AttackDamage( int battleindex, int attackNo, int defNo, int skill_type, int skill);#ifdef _MAGIC_SUPERWALLint PETSKILL_MagicStatusChange_Battle( int battleindex, int attackNo, int toNo, int marray);#endif#ifdef _PETSKILL_SETDUCKint PETSKILL_SetDuckChange_Battle( int battleindex, int attackNo, int toNo, int marray);#endif#ifdef _MAGICPET_SKILLint PETSKILL_SetMagicPet_Battle( int battleindex, int attackNo, int toNo, int marray);#endif#ifdef _TAKE_ITEMDAMAGEint BATTLE_ItemCrushCheck( int charaindex , int flg);int BATTLE_ItemCrush( int charaindex, int ItemEquip, int Damages, int flg);#endif#ifdef _PRO_BATTLEENEMYSKILLint BATTLE_E_ENEMYREFILE( int battleindex, int attackNo, int defNo, int skill_type );int BATTLE_E_ENEMYREHP( int battleindex, int attackNo, int defNo, int skill_type );int BATTLE_E_ENEMYHELP( int battleindex, int attackNo, int defNo, int skill_type );#endif#ifdef _PREVENT_TEAMATTACKint BATTLE_CheckSameSide( int charaindex, int toNo);#endif#ifdef _USER_CHARLOOPSint CHAR_BattleStayLoop( int charaindex);//原地遇敵#endif#ifdef _PETSKILL_PROPERTYint PET_PetskillPropertyEvent( int Myindex, int defindex, int *damage, int *T_Pow, int size);#endif#ifdef _PROFESSION_SKILL // WON ADD 人物職業技能int battle_profession_attack_fun(int battleindex, int attackNo, int defNo, int charaindex);int battle_profession_attack_magic_fun(int battleindex, int attackNo, int defNo, int charaindex);int battle_profession_assist_fun(int battleindex, int attackNo, int defNo, int charaindex);int battle_profession_status_chang_fun(int battleindex, int attackNo, int defNo, int charaindex);int BATTLE_check_profession_duck( int charaindex, int per );int BATTLE_PROFESSION_ATK_PET_DamageSub( int attackindex, int defindex, int *pDamage, int *pPetDamage, int *pRefrect, int skill_level );int PROFESSION_BATTLE_StatusAttackCheck( int charaindex, int toindex, int status, int Success );int BATTLE_PROFESSION_CONVOLUTE_GET_DAMAGE( int attackindex, int defindex, int skill_level ); int BATTLE_PROFESSION_THROUGH_ATTACK_GET_DAMAGE( int attackindex, int defindex );int BATTLE_PROFESSION_RANG_ATTACK_DAMAGE( int charaindex, int attackNo, int defNo, int skill_type, int status, int turn, int perStatus, int effect, int img1, int img2 );#endif#ifdef _PETSKILL_FIREKILL //火線獵殺專用int BATTLE_Attack_FIREKILL( int battleindex, int attackNo, int defNo );#endif#ifdef _PROFESSION_ADDSKILLBOOL BATTLE_BattleUltimate( int battleindex, int bid ); //檢查此位 上是否被打飛#endif#endif
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