#ifndef __ACHIEVEMENT_ACHIEVEMENTDEFINE_H #define __ACHIEVEMENT_ACHIEVEMENTDEFINE_H #pragma once //¾÷Àû °úÁ¦ ÄÚµå enum ACHIEVEMENT_OBJECT_TYPE { ACHIEVEMENT_OBJECT_NOT_DEFINE = 0, ACHIEVEMENT_OBJECT_ITEM, //¾ÆÀÌÅÛ È¹µæ ACHIEVEMENT_OBJECT_NPC, //NPC »ç³É (NPC ÄÚµå·Î ±¸ºÐ) ACHIEVEMENT_OBJECT_NPC_AC, //NPC »ç³É (AC ÄÚµå·Î ±¸ºÐ) ACHIEVEMENT_OBJECT_MISSION, //¹Ì¼Ç ´Þ¼º ACHIEVEMENT_OBJECT_ACCOMPLISHMENT, //´Þ¼º·ü ´Þ¼º ACHIEVEMENT_OBJECT_CURSETOWER, //ÀúÁÖÀÇž ¿Ï·á ACHIEVEMENT_OBJECT_QUEST, //Äù½ºÆ® ACHIEVEMENT_OBJECT_COLLECT, //äÁý ACHIEVEMENT_OBJECT_ITEM_GET, //¾ÆÀÌÅÛ ½Àµæ Ƚ¼ö ACHIEVEMENT_OBJECT_ITEM_EQUIP, //¾ÆÀÌÅÛ ÀåÂø ACHIEVEMENT_OBJECT_PC_KILL, // PC Kill ACHIEVEMENT_OBJECT_PC_KILL_ACCUMULATED, //´©Àû PC Kill ACHIEVEMENT_OBJECT_NPC_KILL, // NPC Kill ACHIEVEMENT_OBJECT_NPC_KILL_ACCUMULATED,//´©Àû NPC Kill ACHIEVEMENT_OBJECT_KILL, // PC,NPC Kill ACHIEVEMENT_OBJECT_KILL_ACCUMULATED, //´©Àû PC,NPC Kill ACHIEVEMENT_OBJECT_WIN, // ¿ì½ÂȽ¼ö ACHIEVEMENT_OBJECT_FALL, // Ãß¶ô»ç ACHIEVEMENT_OBJECT_MISSION_CLEAR_TIME, // ¹Ì¼Ç Ŭ¸®¾î ½Ã°£ ACHIEVEMENT_OBJECT_LEVELUP, // ·¹º§´Þ¼º ACHIEVEMENT_OBJECT_BATTLE_HEAL, // Èú¸µ ACHIEVEMENT_OBJECT_BATTLE_DAMAGE_TOP, // ÃÖ°í µ¥¹ÌÁö ACHIEVEMENT_OBJECT_BATTLE_DAMAGE_TO_MONSTER,// °¡ÇØ µ¥¹ÌÁö ACHIEVEMENT_OBJECT_BATTLE_DAMAGE_BY_MONSTER,// ÇÇÇØ µ¥¹ÌÁö ACHIEVEMENT_OBJECT_BATTLE_KILL, // ų¼ö ACHIEVEMENT_OBJECT_BATTLE_DEAD, // »ç¸ÁȽ¼ö ACHIEVEMENT_OBJECT_AC_CLEARE, // AC¿Ï·á ACHIEVEMENT_OBJECT_SKILL_STEP, // ½ºÅ³ ´Ü°è ÇØÁ¦ ACHIEVEMENT_OBJECT_PERK_LEVEL, // ÆÜ ·¹º§ ´Þ¼º ACHIEVEMENT_OBJECT_ITEM_SCORE, // Àåºñ Æò°¡ Á¡¼ö ´Þ¼º ACHIEVEMENT_OBJECT_FAME, // ¸í¼º ´Þ¼º ACHIEVEMENT_OBJECT_REPUTE, // ÆòÆÇ ´Þ¼º ACHIEVEMENT_OBJECT_FAME_COUNT, // ¸í¼º ´Þ¼º °³¼ö ACHIEVEMENT_OBJECT_REPUTE_COUNT, // ÆòÆÇ ´Þ¼º °³¼ö ACHIEVEMENT_OBJECT_COMPLETE_NORMALQUEST, // ÀÏ¹Ý Äù½ºÆ® ¿Ï·á ACHIEVEMENT_OBJECT_COMPLETE_DAILYQUEST, // ÀÏÀÏ Äù½ºÆ® ¿Ï·á ACHIEVEMENT_OBJECT_COMPLETE_DAILYQUEST_CONTINOUS, // ÀÏÀÏ Äù½ºÆ® ¿¬¼Ó ¿Ï·á ACHIEVEMENT_OBJECT_LOTTO, // º¹±Ç ´ç÷ ACHIEVEMENT_OBJECT_KILL_ALL, // ¸ó½ºÅÍ/ij¸¯ÅÍ Á¦°Å Ƚ¼ö ACHIEVEMENT_OBJECT_DEAD_ALL, // (¸ó½ºÅÍ/ij¸¯ÅÍ¿¡ ÀÇÇØ) »ç¸Á Ƚ¼ö ACHIEVEMENT_OBJECT_ENCHANT, // ÀÎþƮ µî±Þ ´Þ¼º #ifdef _NA_006593_20130327_ADD_ACHIEVEMENT_BATTLEGROUND ACHIEVEMENT_OBJECT_BATTLEGROUND_WIN, //ÀüÀå ½Â¸® ACHIEVEMENT_OBJECT_BATTLEGROUND_STRONGPOINT_ATTACK, // ÀüÀå °ÅÁ¡ °ø°Ý ACHIEVEMENT_OBJECT_BATTLEGROUND_STRONGPOINT_DEFENSE, // ÀüÀå °ÅÁ¡ ¹æ¾î #endif ACHIEVEMENT_OBJECT_MAX, }; //º¸»ó Á¾·ù enum ACHIEVEMNET_REWARD_TYPE { ACHIEVEMENT_REWARD_NONE = 0, //º¸»ó ¾øÀ½ ACHIEVEMENT_REWARD_CODE, //rewardinfo.txt ÀÇ ÄÚµå·Î º¸»ó ACHIEVEMENT_REWARD_ACCOMPLISHMENT, //´Þ¼º·ü º¸»ó }; //¹Ýȯ ŸÀÔ enum ACHIEVEMENT_RETURN { AChiEVEMENT_ERROR = 1, }; // enum ACHIEVEMENT_SERIALIZE { ACHIEVEMENT_SAVE, ACSERIALIZE_CLIENT_LOAD, ACSERIALIZE_DBPROXY_LOAD, }; #endif //__ACHIEVEMENT_ACHIEVEMENTDEFINE_H