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?? battle_event.h

?? 最新主流石器時代源代碼,包含諸多目前流行功能代碼.
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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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