#ifndef __ITEM_EVENT_H__ #define __ITEM_EVENT_H__ #include "item.h" int ITEM_eventDrop( int itemindex, int charaindex, int itemcharaindex ); BOOL ITEM_MedicineInit( ITEM_Item* itm ); void ITEM_MedicineUsed( int charaindex, int to_charaindex, int itemindex ); void ITEM_SandClockDetach( int charindex , int itemindex ); void ITEM_SandClockLogin( int charaindex ); void ITEM_SandClockLogout( int charaindex ); void ITEM_chantMagicAttack( int charaindex, int itemindex, int toindex, float* damage ); void ITEM_addTitleAttach( int charaindex, int itemindex ); void ITEM_delTitleDetach( int charaindex, int itemindex ); void ITEM_DeleteByWatched( int myobjindex, int moveobjindex, CHAR_ACTION act, int x, int y, int dir, int* opt, int optlen ); void ITEM_DeleteTimeWatched( int myobjindex, int moveobjindex, CHAR_ACTION act, int x, int y, int dir, int* opt, int optlen ); void ITEM_useEffectTohelos( int charaindex, int to_charaindex, int haveitemindex); void ITEM_useRecovery( int charaindex, int toindex, int haveitemindex); void ITEM_useStatusChange( int charaindex, int toindex, int haveitemindex); void ITEM_useMagicDef( int charaindex, int toindex, int haveitemindex); void ITEM_useParamChange( int charaindex, int toindex, int haveitemindex); void ITEM_useFieldChange( int charaindex, int toindex, int haveitemindex); void ITEM_useAttReverse( int charaindex, int toindex, int haveitemindex); void ITEM_useStatusRecovery( int charaindex, int toindex, int haveitemindex); void ITEM_useRessurect( int charaindex, int toindex, int haveitemindex); void ITEM_useMic( int charaindex, int to_charaindex, int haveitemindex ); void ITEM_dropMic( int charaindex, int itemindex ); void ITEM_useCaptureUp( int charaindex, int toindex, int haveitemindex); void ITEM_useRenameItem( int charaindex, int toindex, int haveitemindex); void ITEM_useRenameItem_WindowResult( int charaindex, int seqno, int select, char *data); void ITEM_dropDice( int charaindex, int itemindex); void ITEM_pickupDice( int charaindex, int itemindex); void ITEM_useLottery( int charaindex, int toindex, int haveitemindex); void ITEM_useWarp( int charaindex, int toindex, int haveitemindex ); void ITEM_petFollow( int charaindex, int toindex, int haveitemindex ); BOOL ITEM_initLottery(ITEM_Item* itm); void ITEM_useSkup( int charaindex, int toindex, int haveitemindex ); // Nuke 0624 void ITEM_useNoenemy( int charaindex, int toindex, int haveitemindex ); // Nuke 0626 void ITEM_equipNoenemy( int charaindex, int itemindex ); // Arminius 7.2: Ra's amulet void ITEM_remNoenemy( int charaindex, int itemindex ); // Arminius 7.2: Ra's amulet BOOL ITEM_getArgument( char* argument , char* entryname , char* buf , int buflen ); // Arminius 7.2: Ra's amulet void ITEM_useEncounter( int charaindex, int toindex, int haveitemindex); // Arminius 7.31 cursed stone #ifdef _ITEM_METAMO void ITEM_metamo( int charaindex, int toindex, int haveitemindex ); void ITEM_ColorMetamo( int charaindex, int toindex, int haveitemindex); void ITEM_CharaMetamo( int charaindex, int toindex, int haveitemindex); void ITEM_SexMetamo( int charaindex, int toindex, int haveitemindex); #endif #ifdef _ITEM_CRACKER void ITEM_Cracker(int charaindex,int toindex,int haveitemindex); #endif #ifdef _ITEM_ADDEXP //vincent 经验提升 void ITEM_Addexp(int charaindex,int toindex,int haveitemindex); #endif #ifdef _ITEM_REFRESH //vincent 解除异常状态道具 void ITEM_Refresh(int charaindex,int toindex,int haveitemindex); #endif //Terry 2001/12/21 #ifdef _ITEM_FIRECRACKER void ITEM_firecracker(int charaindex,int toindex,int haveitemindex); #endif //Terry end #ifdef _PET_LIMITLEVEL void ITEM_useOtherEditBase( int charaindex, int toindex, int haveitemindex); #endif #ifdef _ITEM_EDITBASES void ITEM_useFusionEditBase( int charaindex, int toindex, int haveitemindex); #endif void ITEM_WearEquip( int charaindex, int itemindex); void ITEM_ReWearEquip( int charaindex, int itemindex); #ifdef _ITEM_CONSTITUTION void ITEM_Constitution( int charaindex, int toindex, int haveitemindex); #endif #ifdef _Item_ReLifeAct void ITEM_DIErelife( int charaindex, int itemindex, int eqw ); #endif #ifdef _Item_MoonAct void ITEM_randEnemyEquipOne( int charaindex, int toindex, int haveitemindex); void ITEM_randEnemyEquip( int charaindex, int itemindex); void ITEM_RerandEnemyEquip( int charaindex, int itemindex); #endif #ifdef _ITEM_ORNAMENTS void ITEM_PutOrnaments( int charaindex, int itemindex); #endif #ifdef _CHIKULA_STONE void ITEM_ChikulaStone( int charaindex, int toindex, int haveitemindex); #endif #ifdef _SUIT_ITEM void ITEM_suitEquip( int charaindex, int itemindex); void ITEM_ResuitEquip( int charaindex, int itemindex); #endif #ifdef _EQUIT_DEFMAGIC void ITEM_MagicEquitWear( int charaindex, int itemindex); void ITEM_MagicEquitReWear( int charaindex, int itemindex); #endif #ifdef _EQUIT_RESIST void ITEM_MagicResist( int charaindex, int itemindex); void ITEM_MagicReResist( int charaindex, int itemindex); #endif #ifdef _MAGIC_RESIST_EQUIT // WON ADD 职业抗性装备 void ITEM_P_MagicEquitWear( int charaindex, int itemindex ); void ITEM_P_MagicEquitReWear( int charaindex, int itemindex ); #endif #ifdef _Item_DeathAct void ITEM_UseDeathCounter( int charaindex, int toindex, int haveitemindex); #endif #ifdef _DEATH_CONTENDWATCH void ITEM_useWatchBattle( int charaindex, int toindex, int haveitemindex); #endif #ifdef _FEV_ADD_NEW_ITEM // FEV ADD 增加复活守精 void ITEM_ResAndDef( int charaindex, int toindex, int haveitemindex ); #endif #ifdef _CHRISTMAS_REDSOCKS void ITEM_useMaxRedSocks( int charaindex, int toindex, int haveitemindex); #endif #ifdef _CHRISTMAS_REDSOCKS_NEW void ITEM_useMaxRedSocksNew( int charaindex, int toindex, int haveitemindex); #endif #ifdef _PETSKILL_CANNEDFOOD void ITEM_useSkillCanned( int charaindex, int toindex, int itemNo); #endif #ifdef _NEW_RIDEPETS void ITEM_useLearnRideCode( int charaindex, int toindex, int haveitemindex); #endif #ifdef _ITEM_WARP_FIX_BI void recoverbi(int index); #endif #ifdef _ITEM_TIME_LIMIT void ITEM_TimeLimit( int charaindex); #endif #ifdef _USEWARP_FORNUM void ITEM_useWarpForNum( int charaindex, int toindex, int haveitemindex ); #endif #ifdef _IMPRECATE_ITEM void ITEM_useImprecate( int charaindex, int toNo, int haveitemindex ); #endif #ifdef _BLACK_MARKET void ITEM_BM_Exchange( int charaindex, int iindex); #endif #ifdef _THROWITEM_ITEMS void ITEM_ThrowItemBox( int charaindex, int toindex, int haveitemindex); #endif #ifdef _ITEM_WATERWORDSTATUS void ITEM_WaterWordStatus( int charaindex, int toindex, int haveitemindex); #endif #ifdef _ITEM_LOVERPARTY void ITEM_LoverSelectUser( int charaindex, int toindex, int haveitemindex); #endif #ifdef _ITEM_MAGICRECOVERY void ITEM_useMRecovery( int charaindex, int toindex, int haveitemindex); #endif #ifdef _ITEM_USEMAGIC void ITEM_useMagic( int charaindex, int toindex, int haveitemindex); #endif #ifdef _PETSKILL_CANNEDFOOD void ITEM_usePetSkillCanned_WindowResult( int charaindex, int seqno, int select, char *data); #endif void ITEM_AddPRSkillPoint(int charaindex,int toindex,int haveitemindex); void ITEM_AddPRSkillPercent( int charaindex,int toindex,int haveitemindex); #ifdef _ANGEL_SUMMON void ITEM_AngelToken( int charaindex, int toindex, int haveitemindex ); void ITEM_HeroToken( int charaindex, int toindex, int haveitemindex ); #endif #ifdef _HALLOWEEN_EFFECT void ITEM_MapEffect(int charaindex,int toindex,int haveitemindex); #endif void ITEM_changePetOwner( int charaindex, int toindex, int haveitemindex); #ifdef _CONTRACT void ITEM_contract( int charaindex, int toindex, int haveitemindex); #endif #ifdef _TIME_TICKET void ITEM_timeticket( int charaindex, int toindex, int haveitemindex); #endif #ifdef _ITEM_SETLOVER void ITEM_SetLoverUser( int charaindex, int toindex, int haveitemindex); void ITEM_LoverWarp( int charaindex, int toindex, int haveitemindex); void ITEM_LoverUnmarry( int charaindex, int toindex, int haveitemindex); #endif #ifdef _GM_ITEM void ITEM_GMFUNCTION( int charaindex, int toindex, int haveitemindex); #endif enum{ BD_KIND_HP, BD_KIND_MP, BD_KIND_CHARM, BD_KIND_AI, BD_KIND_CURSE, BD_KIND_BESTOW, BD_KIND_WISHES, #ifdef _CHANGEITEMUSE // Syu ADD 调整战斗中使用料理设定 BD_KIND_HP_MP, #endif #ifdef _ITEM_UNBECOMEPIG BD_KIND_UNBECOMEPIG, #endif #ifdef _ITEM_PROPERTY BD_KIND_PROPERTY, #endif BD_KIND_END }; #endif