#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 5 enum{ 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_DEEPPOISON int MAGIC_StatusChange_Battle2( int charaindex, int toindex, int marray, int mp ); #endif #ifdef _OTHER_MAGICSTAUTS int MAGIC_MagicStatusChange_Battle( int charaindex, int toNo, int marray, int mp ); #endif int 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, int RecevEffect ); #ifdef _IMPRECATE_ITEM void BATTLE_ImprecateRecovery( int battleindex, int attackNo, int toNo, int kind, int powers, int rounds, int UseEffect, int RecevEffect ); #endif void BATTLE_MultiStatusChange( int battleindex, int attackNo, int toNo, int status, int turn, int UseEffect, int RecevEffect, int Success ); #ifdef _OTHER_MAGICSTAUTS void BATTLE_MultiMagicStatusChange( int battleindex, int attackNo, int toNo, int status, int turn, int UseEffect, int RecevEffect, int nums ); #endif void 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 ); // //*********************************************************** //**************************************************************** // // 竣濮井日汊唾允月热诸 // int MAGIC_Ressurect_Battle( int charaindex, // 井仃月谛及奶件犯永弁旦 int toNo, // 井仃日木月谛及奶件犯永弁旦 int marray, // magicindex int mp // MP ); // 岳 仄凶日 TRUE // 撩 仄凶日 FALSE //**************************************************************** //**************************************************************** // // 箪岭及 鳖毛允月热诸 // int MAGIC_AttReverse_Battle( int charaindex, // 井仃月谛及奶件犯永弁旦 int toNo, // 井仃日木月谛及奶件犯永弁旦 int marray, // magicindex int mp // MP ); // 岳 仄凶日 TRUE // 撩 仄凶日 FALSE //**************************************************************** //**************************************************************** // // 凯 祭允月热诸 // int MAGIC_CaptureUp_Battle( int charaindex, // 井仃月谛及奶件犯永弁旦 int toNo, // 井仃日木月谛及奶件犯永弁旦 int marray, // magicindex int mp // MP ); // 岳 仄凶日 TRUE // 撩 仄凶日 FALSE //**************************************************************** //*********************************************************** // // 芊羁匹 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, // 井仃月谛 寞 int toNo, // 井仃日木月谛 寞 int power, // 湘 荚汊袄 int per, // ⊙井" int kind, // 芊 豢及潘 int count, // 窒荚 什井 int UseEffect, // 银丹谛及巨白尼弁玄 int RecevEffect // 井仃日木月谛及巨白尼弁玄 ); // //*********************************************************** //**************************************************************** // // 汊唾≈ 芊 豢毛芨尹月热诸 // int MAGIC_ResAndDef_Battle( int charaindex, // 井仃月谛及奶件犯永弁旦 int toNo, // 井仃日木月谛及奶件犯永弁旦 int marray, // magicindex int mp // MP ); // 岳 仄凶日 TRUE // 撩 仄凶日 FALSE //**************************************************************** #ifdef _ATTACK_MAGIC int MAGIC_AttMagic_Battle( int charaindex , int toNo , int marray , int mp ); #ifdef _FIX_MAGICDAMAGE void BATTLE_MultiAttMagic( int battleindex, int attackNo, int toNo, int attIdx ,int FieldAttr ,int Power, int MagicLv); #else void BATTLE_MultiAttMagic( int battleindex , int attackNo , int toNo , int attIdx , int FieldAttr , int Power ); #endif int MAGIC_AttMagic_Battle( int charaindex , int toNo , int marray , int mp ); #endif #ifdef _MAGIC_TOCALL int 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_ReLifeAct void BATTLE_MultiReLife( int battleindex, int attackNo, int toNo, int power, int RecevEffect ); #endif #ifdef _MAGIC_WEAKEN int 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); #endif int BATTLE_MagicEffect( int battleindex,int attackNo,int ToList[],int MyEffect,int ToEffect ); #ifdef _PROFESSION_SKILL // WON ADD 人物职业技能 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_ADDSKILL int PROFESSION_MAGIC_GET_DAMAGE( int attackindex, int defindex, int magic_type, int power, int command ); #else int PROFESSION_MAGIC_GET_DAMAGE( int attackindex, int defindex, int magic_type, int power ); #endif int 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_FIREKILL void BATTLE_MultiAttMagic_Fire( int battleindex, int attackNo, int defNo, int FieldAttr , int Power); #endif #ifdef _PROFESSION_ADDSKILL unsigned int GET_PROFESSION_magic_uiSpriteNum(int idx); #endif #endif