383 lines
11 KiB
C
383 lines
11 KiB
C
![]() |
#ifndef __BATTLE_EVENT_H__
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#define __BATTLE_EVENT_H__
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#define BCC_HIT 'H'
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#define BCC_FIRE 'F'
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#define BCF_DEATH (1 << 0)
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#define BCF_NORMAL (1 << 1)
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#define BCF_KAISHIN (1 << 2)
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#define BCF_GUARD (1 << 3)
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#define BCF_COUNTER (1 << 4)
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#define BCF_DODGE (1 << 5)
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#define BCF_ULTIMATE_1 (1 << 6)
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#define BCF_ULTIMATE_2 (1 << 7)
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#define BCF_GBREAK (1 << 8)
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#define BCF_GUARDIAN (1 << 9)
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#define BCF_REFRECT (1 << 10)
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#define BCF_ABSORB (1 << 11)
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#define BCF_VANISH (1 << 12)
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#define BCF_CRUSH (1 << 13)
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#define BCF_FALL (1 << 14) //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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#ifdef _SKILL_TOOTH
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#define BCF_TOOTH (1 << 15) //<2F>ܳ<EFBFBD>
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#endif
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#ifdef _PSKILL_MODIFY
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#define BCF_ATTDOUBLE (1 << 16) //<2F><><EFBFBD><EFBFBD>ǿ<EFBFBD><C7BF>
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#endif
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#ifdef _SKILL_ROAR
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#define BCF_ROAR (1 << 17) //<2F>輼:<3A><><EFBFBD><EFBFBD>(<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
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#endif
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#ifdef _MAGIC_DEFMAGICATT
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#define BCF_DEFMAGICATT (1 << 19)
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#endif
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#ifdef _MAGIC_SUPERWALL
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#define BCF_SUPERWALL (1 << 20)
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#endif
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#ifdef _PSKILL_MDFYATTACK
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#define BCF_MODIFY (1 << 21)
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#endif
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#ifdef _PROFESSION_SKILL // WON ADD <20><><EFBFBD><EFBFBD>ְҵ<D6B0><D2B5><EFBFBD><EFBFBD>
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#define BCF_F_SKILLACT (1 << 22) //<2F><><EFBFBD><EFBFBD>ǰ<EFBFBD><C7B0>ͼ
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#define BCF_TRAP (1 << 25) //<2F><><EFBFBD><EFBFBD>
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#define BCF_NO_DAMAGE (1 << 26) //˫<>ع<EFBFBD><D8B9><EFBFBD>
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#endif
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#define BCF_B_SKILLACT (1 << 23) //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͼ
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#ifdef _EQUIT_ARRANGE
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#define BCF_B_ARRANGE (1 << 24) //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͼ
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#endif
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#ifdef _PETSKILL_ACUPUNCTURE
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#define BCF_ACUPUNCTURE (1 << 27)
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#endif
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#ifdef _PETSKILL_ANTINTER
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#define BCF_ANTINTER (1 << 28)
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#endif
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#ifdef _OTHER_MAGICSTAUTS
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#ifdef _MAGICSTAUTS_RESIST
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#define MAXSTATUSTYPE 6
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#else
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#define MAXSTATUSTYPE 3
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#endif //_MAGICSTAUTS_RESIST
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extern char MagicStatus[MAXSTATUSTYPE][36];
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extern int MagicTbl[];
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extern int MagicTypeTbl[];
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#endif
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extern char *aszStatus[];
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extern char *aszStatusFull[];
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extern int StatusTbl[];
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extern int RegTbl[];
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extern int MagicDefTbl[];
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extern char *aszMagicDefFull[];
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extern char *aszMagicDef[];
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extern char *aszParamChange[];
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extern char *aszParamChangeFull[];
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extern int aParamChangeTbl[];
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extern float gBattleDamageModyfy;
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extern int gBattleDuckModyfy;
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extern int gBattleStausChange;
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extern int gBattleStausTurn;
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enum{
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BATTLE_ST_NONE, // 0 "<22><><EFBFBD><EFBFBD>",
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BATTLE_ST_POISON, // 1 "<22><>",
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BATTLE_ST_PARALYSIS, // 2 "<22><>",
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BATTLE_ST_SLEEP, // 3 "<22><>",
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BATTLE_ST_STONE, // 4 "ʯ",
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BATTLE_ST_DRUNK, // 5 "<22><>",
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BATTLE_ST_CONFUSION, // 6 "<22><>",
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BATTLE_ST_WEAKEN, // 7 "<22><>"
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BATTLE_ST_DEEPPOISON,// 8 "<22>綾"
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BATTLE_ST_BARRIER, // 9 "ħ<><C4A7>"
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BATTLE_ST_NOCAST, // 10 "<22><>Ĭ"
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#ifdef _PET_SKILL_SARS // WON ADD <20><>ɷ<EFBFBD><C9B7><EFBFBD><EFBFBD>
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BATTLE_ST_SARS, // 11 "ɷ"
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#endif
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#ifdef _PROFESSION_SKILL // WON ADD <20><><EFBFBD><EFBFBD>ְҵ<D6B0><D2B5><EFBFBD><EFBFBD>
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BATTLE_ST_DIZZY, // 12 "<22><>"
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BATTLE_ST_ENTWINE, // 13 "<22><>"
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BATTLE_ST_DRAGNET, // 14 "<22><><EFBFBD><EFBFBD><DEB5><EFBFBD>"
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BATTLE_ST_ICECRACK, // 15 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
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BATTLE_ST_OBLIVION, // 16 "<22><><EFBFBD><EFBFBD>"
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BATTLE_ST_ICEARROW, // 17 "<22><><EFBFBD><EFBFBD>"
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BATTLE_ST_BLOODWORMS,// 18 "<22><>Ѫ<EFBFBD><D1AA>"
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BATTLE_ST_SIGN, // 19 "һ<><D2BB><EFBFBD><EFBFBD>Ѫ"
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BATTLE_ST_INSTIGATE, // 20 "<22><><EFBFBD><EFBFBD>"
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BATTLE_ST_F_ENCLOSE, // 21 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
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BATTLE_ST_I_ENCLOSE, // 22 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
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BATTLE_ST_T_ENCLOSE, // 23 "<22><EFBFBD><D7B8><EFBFBD>"
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BATTLE_ST_FOCUS, // 24 "רעս<D7A2><D5BD>"
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BATTLE_ST_RESIST_F, // 25 "<22><><EFBFBD><EFBFBD>"
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BATTLE_ST_RESIST_I, // 26 "<22><><EFBFBD><EFBFBD>"
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BATTLE_ST_RESIST_T, // 27 "<22><EFBFBD>"
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BATTLE_ST_F_ENCLOSE2, // 28 "<22><><EFBFBD><EFBFBD>"
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BATTLE_ST_I_ENCLOSE2, // 29 "<22><><EFBFBD><EFBFBD>"
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BATTLE_ST_T_ENCLOSE2, // 30 "<22><EFBFBD>"
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#ifdef _PROFESSION_ADDSKILL
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BATTLE_ST_RESIST_F_I_T, //31 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
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//BATTLE_ST_BOUNDARY_F, //32 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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BATTLE_ST_WATER, //32 "ˮ<><CBAE><EFBFBD><EFBFBD>"
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BATTLE_ST_WORKANNEX, //33 "<22><><EFBFBD><EFBFBD>"
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BATTLE_ST_FEAR, //34 "<22>־<EFBFBD>"
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BATTLE_ST_ICECRACK2, // 35 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
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BATTLE_ST_ICECRACK3, // 36
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BATTLE_ST_ICECRACK4, // 37
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BATTLE_ST_ICECRACK5, // 38
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BATTLE_ST_ICECRACK6, // 39
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BATTLE_ST_ICECRACK7, // 40
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BATTLE_ST_ICECRACK8, // 41
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BATTLE_ST_ICECRACK9, // 42
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BATTLE_ST_ICECRACK10, // 43
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#endif
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#endif
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BATTLE_ST_END
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};
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#ifdef _OTHER_MAGICSTAUTS
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enum{
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BATTLE_MST_NONE,
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BATTLE_MST_DEFMAGIC,
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BATTLE_MST_SUPERWALL,
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#ifdef _MAGICSTAUTS_RESIST
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BATTLE_MST_MAGICFIRE,
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BATTLE_MST_MAGICTHUNDER,
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BATTLE_MST_MAGICICE,
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#endif
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BATTLE_MST_END
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};
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#endif
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enum{
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BATTLE_MD_NONE,
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BATTLE_MD_ABSROB,
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BATTLE_MD_REFLEC,
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BATTLE_MD_VANISH,
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BATTLE_MD_TRAP,
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#ifdef _PETSKILL_ACUPUNCTURE
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BATTLE_MD_ACUPUNCTURE, //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƥ
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#endif
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BATTLE_MD_END
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};
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#ifdef _PETSKILL_RETRACE
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//<2F><><EFBFBD><EFBFBD>BATTLE_Attack<63><6B>ʽִ<CABD><D6B4><EFBFBD><EFBFBD><EFBFBD>Ĺ<EFBFBD><C4B9><EFBFBD>ģʽ
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typedef struct tagBattle_Attack_ReturnData_x1
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{
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int Battle_Attack_ReturnData;
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}Battle_Attack_ReturnData_x1;
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Battle_Attack_ReturnData_x1 Battle_Attack_ReturnData_x;
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#endif
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int BATTLE_DamageCalc( int attackindex, int defindex );
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BOOL BATTLE_Attack( int battleindex, int attackNo, int defNo );
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BOOL BATTLE_Counter( int battleindex, int attackNo, int defNo );
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BOOL BATTLE_Capture( int battleindex, int attackNo, int defNo );
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void BATTLE_Guard( int battleindex, int attackNo );
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// Nuke 20040112 fix for performance
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#define BATTLE_BroadCast(A,B,C) 0
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#define BATTLE_BroadCastOn(A,B,C) 0
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//int BATTLE_BroadCast( int battleindex, char *pszBuffer, int color );
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//int BATTLE_BroadCastOn( int battleindex, char *pszBuffer, int color );
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BOOL BATTLE_Escape( int battleindex, int attackNo, int flag);
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int BATTLE_NoAction( int battleindex, int attackNo );
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int BATTLE_PetIn( int battleindex, int attackNo );
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int BATTLE_PetOut( int battleindex, int attackNo );
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int BATTLE_SurpriseCheck( int battleindex );
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int BATTLE_Magic( int battleindex, int attackNo );
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int BATTLE_S_GBreak( int battleindex, int attackNo, int defNo );
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#ifdef _SKILL_GUARDBREAK2//<2F>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD>2 vincent add 2002/05/20
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int BATTLE_S_GBreak2( int battleindex, int attackNo, int defNo );
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#endif
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#ifdef _SKILL_SACRIFICE
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int BATTLE_S_Sacrifice( int battleindex, int attackNo, int defNo );
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#endif
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#ifdef _SKILL_REFRESH
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int BATTLE_S_Refresh( int battleindex, int attackNo, int defNo, int marray );
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#endif
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#ifdef _SKILL_WEAKEN //vincent<6E>輼:<3A><><EFBFBD><EFBFBD>
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int BATTLE_S_Weaken( int battleindex, int attackNo, int defNo, int marray );
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#endif
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#ifdef _SKILL_DEEPPOISON //vincent<6E>輼:<3A>綾
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int BATTLE_S_Deeppoison( int battleindex, int attackNo, int defNo, int marray );
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#endif
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#ifdef _SKILL_BARRIER //vincent<6E>輼:ħ<><C4A7>
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int BATTLE_S_Barrier( int battleindex, int attackNo, int defNo, int marray );
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#endif
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#ifdef _SKILL_NOCAST //vincent<6E>輼:<3A><>Ĭ
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int BATTLE_S_Nocast( int battleindex, int attackNo, int defNo, int marray );
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#endif
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#ifdef _SKILL_ROAR //vincent<6E>輼:<3A><><EFBFBD><EFBFBD>
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int BATTLE_S_Roar( int battleindex, int attackNo, int defNo, int marray );
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#endif
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int BATTLE_Charge( int battleindex, int attackNo );
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int BATTLE_StatusAttackCheck(
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int attackindex,
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int defindex,
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int status,
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//BATTLE_ST_POISON, 1 "<22><>",
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//BATTLE_ST_PARALYSIS, 2 "<22><>",
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//BATTLE_ST_SLEEP, 3 "<22><>",
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//BATTLE_ST_STONE, 4 "ʯ",
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//BATTLE_ST_DRUNK, 5 "<22><>",
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//BATTLE_ST_CONFUSION, 6 "<22><>"
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int PerOffset,
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int Range,
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float Bai,
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int *pPer
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);
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int BATTLE_Combo( int battleindex, int *pAttackList, int defNo );
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int BATTLE_EarthRoundHide( int battleindex, int attackNo );
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int BATTLE_GetDamageReact( int charaindex );
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void BATTLE_talkToCli( int charaindex, char *pszBuffer, int color );
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#ifdef _PETSKILL_SETDUCK
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BOOL BATTLE_CheckMySkillDuck( int charaindex );
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#endif
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BOOL BATTLE_LostEscape( int battleindex, int attackNo );
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BOOL BATTLE_Abduct( int battleindex, int attackNo, int defNo, int array );
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void BATTLE_Steal( int battleindex, int attackNo, int defNo );
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int BATTLE_getReactFlg( int index, int react);
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#ifdef _BATTLESTEAL_FIX
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void BATTLE_StealMoney( int battleindex, int attackNo, int defNo) ;
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#endif
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#ifdef _PETSKILL_LER
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void BATTLE_BatFly(int battleindex,int attackNo,int myside);
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void BATTLE_DivideAttack(int battleindex,int attackNo,int myside);
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void BATTLE_LerChange(int battleindex,int charaindex,int no);
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#endif
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#ifdef _PETSKILL_BATTLE_MODEL
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void BATTLE_BattleModel(int battleindex,int attackNo,int myside);
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#endif
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// Robin 0727 Ride Pet
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#define ATTACKSIDE 1
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#define DEFFENCESIDE 2
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float BATTLE_adjustRidePet3A( int charaindex, int petindex, int workindex, int action );
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int BATTLE_getRidePet( int charaindex );
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#ifdef _PSKILL_FALLGROUND //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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int BATTLE_S_FallGround( int battleindex, int attackNo, int defNo, int skill_type );
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#endif
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#ifdef _PETSKILL_PROPERTY
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int BATTLE_S_PetSkillProperty( int battleindex, int attackNo, int skill_type, int skill);
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#endif
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int BATTLE_S_AttackDamage( int battleindex, int attackNo, int defNo, int skill_type, int skill);
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#ifdef _MAGIC_SUPERWALL
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int PETSKILL_MagicStatusChange_Battle( int battleindex, int attackNo, int toNo, int marray);
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#endif
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#ifdef _PETSKILL_SETDUCK
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int PETSKILL_SetDuckChange_Battle( int battleindex, int attackNo, int toNo, int marray);
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#endif
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#ifdef _MAGICPET_SKILL
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int PETSKILL_SetMagicPet_Battle( int battleindex, int attackNo, int toNo, int marray);
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#endif
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#ifdef _TAKE_ITEMDAMAGE
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int BATTLE_ItemCrushCheck( int charaindex , int flg);
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int BATTLE_ItemCrush( int charaindex, int ItemEquip, int Damages, int flg);
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#endif
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#ifdef _PRO_BATTLEENEMYSKILL
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int BATTLE_E_ENEMYREFILE( int battleindex, int attackNo, int defNo, int skill_type );
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int BATTLE_E_ENEMYREHP( int battleindex, int attackNo, int defNo, int skill_type );
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int BATTLE_E_ENEMYHELP( int battleindex, int attackNo, int defNo, int skill_type );
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#endif
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#ifdef _PREVENT_TEAMATTACK
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int BATTLE_CheckSameSide( int charaindex, int toNo);
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#endif
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#ifdef _USER_CHARLOOPS
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int CHAR_BattleStayLoop( int charaindex);//ԭ<><D4AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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#endif
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#ifdef _PETSKILL_PROPERTY
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int PET_PetskillPropertyEvent( int Myindex, int defindex, int *damage, int *T_Pow, int size);
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#endif
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#ifdef _PROFESSION_SKILL // WON ADD <20><><EFBFBD><EFBFBD>ְҵ<D6B0><D2B5><EFBFBD><EFBFBD>
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int battle_profession_attack_fun(int battleindex, int attackNo, int defNo, int charaindex);
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int battle_profession_attack_magic_fun(int battleindex, int attackNo, int defNo, int charaindex);
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int battle_profession_assist_fun(int battleindex, int attackNo, int defNo, int charaindex);
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|
int battle_profession_status_chang_fun(int battleindex, int attackNo, int defNo, int charaindex);
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int BATTLE_check_profession_duck( int charaindex, int per );
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|
int BATTLE_PROFESSION_ATK_PET_DamageSub( int attackindex, int defindex, int *pDamage, int *pPetDamage, int *pRefrect, int skill_level );
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|||
|
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 );
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|
int BATTLE_PROFESSION_THROUGH_ATTACK_GET_DAMAGE( int attackindex, int defindex );
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|
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 );
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|
|
|||
|
#endif
|
|||
|
|
|||
|
#ifdef _PETSKILL_FIREKILL //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɱר<C9B1><D7A8>
|
|||
|
int BATTLE_Attack_FIREKILL( int battleindex, int attackNo, int defNo );
|
|||
|
#endif
|
|||
|
#ifdef _PROFESSION_ADDSKILL
|
|||
|
BOOL BATTLE_BattleUltimate( int battleindex, int bid ); //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD>D<EFBFBD><44><EFBFBD>Ƿ<C7B7><F1B1BBB4><EFBFBD>
|
|||
|
#endif
|
|||
|
#ifdef _NEED_ITEM_ENEMY
|
|||
|
int need_item_eneny_init();
|
|||
|
#endif
|
|||
|
#ifdef _OFFLINE_SYSTEM
|
|||
|
int OFFLINE_MultiRessurect( int battleindex, int attackNo, int toNo, int HP, int flg);
|
|||
|
#endif
|
|||
|
#endif
|