#include "StdAfx.h" #include ".\monster.h" CMonster::CMonster(void) { } CMonster::~CMonster(void) { } BOOL CMonster::SetMonsterCode(VARIANT value, int& nErrorCode) { m_MonsterCode = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetMonN3_1me(VARIANT value, int& nErrorCode) { m_MonN3_1me = CheckString(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetLevel(VARIANT value, int& nErrorCode) { m_Level = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetLv_display(VARIANT value, int& nErrorCode) { m_Lv_display = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetMaxHP(VARIANT value, int& nErrorCode) { m_MaxHP = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetMaxMP(VARIANT value, int& nErrorCode) { m_MaxMP = CheckDWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetNCode(VARIANT value, int& nErrorCode) { m_NCode = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetIcode(VARIANT value, int& nErrorCode) { m_Icode = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetGrade(VARIANT value, int& nErrorCode) { m_Grade = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetSize(VARIANT value, int& nErrorCode) { m_Size = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetAttProperty(VARIANT value, int& nErrorCode) { m_AttProperty = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetMinAttackPower(VARIANT value, int& nErrorCode) { m_MinAttackPower = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetMaxAttackPower(VARIANT value, int& nErrorCode) { m_MaxAttackPower = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetPhyDef(VARIANT value, int& nErrorCode) { m_PhyDef = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetMagicDef(VARIANT value, int& nErrorCode) { m_MagicDef = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetClass(VARIANT value, int& nErrorCode) { m_Class = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetWaterResist(VARIANT value, int& nErrorCode) { m_WaterResist = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetFireResist(VARIANT value, int& nErrorCode) { m_FireResist = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetWindResist(VARIANT value, int& nErrorCode) { m_WindResist = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetEarthResist(VARIANT value, int& nErrorCode) { m_EarthResist = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetPhyAttRate(VARIANT value, int& nErrorCode) { m_PhyAttRate = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetPhyAttEvade(VARIANT value, int& nErrorCode) { m_PhyAttEvade = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetAttType(VARIANT value, int& nErrorCode) { m_AttType = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetArmorType(VARIANT value, int& nErrorCode) { m_ArmorType = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetAttRange(VARIANT value, int& nErrorCode) { m_AttRange = CheckFLOAT(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetViewRange(VARIANT value, int& nErrorCode) { m_ViewRange = CheckFLOAT(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetMoveRange(VARIANT value, int& nErrorCode) { m_MoveRange = CheckFLOAT(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetWorkSpeed(VARIANT value, int& nErrorCode) { m_WorkSpeed = CheckFLOAT(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetRunSpeed(VARIANT value, int& nErrorCode) { m_RunSpeed = CheckFLOAT(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetAttSpeed(VARIANT value, int& nErrorCode) { m_AttSpeed = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetAttSpeed2(VARIANT value, int& nErrorCode) { m_AttSpeed2 = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetMissile1(VARIANT value, int& nErrorCode) { m_Missile1 = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetMissile2(VARIANT value, int& nErrorCode) { m_Missile2 = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetJump(VARIANT value, int& nErrorCode) { m_Jump = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::Sets_spawn_ani(VARIANT value, int& nErrorCode) { m_s_spawn_ani = CheckString(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::Setw_spawn_time(VARIANT value, int& nErrorCode) { m_w_spawn_time = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetAttitude(VARIANT value, int& nErrorCode) { m_Attitude = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetMove_Attitude(VARIANT value, int& nErrorCode) { m_Move_Attitude = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetMonster_Condition1(VARIANT value, int& nErrorCode) { m_Monster_Condition1 = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetMonster_Condition_Rate_1(VARIANT value, int& nErrorCode) { m_Monster_Condition_Rate_1 = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetAction_Type1(VARIANT value, int& nErrorCode) { m_Action_Type1 = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetAction_Parameter1(VARIANT value, int& nErrorCode) { m_Action_Parameter1 = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetAction_Rate1(VARIANT value, int& nErrorCode) { m_Action_Rate1 = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetMonster_Condition2(VARIANT value, int& nErrorCode) { m_Monster_Condition2 = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetMonster_Condition_Rate_2(VARIANT value, int& nErrorCode) { m_Monster_Condition_Rate_2 = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetAction_Type2(VARIANT value, int& nErrorCode) { m_Action_Type2 = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetAction_Parameter2(VARIANT value, int& nErrorCode) { m_Action_Parameter2 = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetAction_Rate2(VARIANT value, int& nErrorCode) { m_Action_Rate2 = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetMonster_Condition3(VARIANT value, int& nErrorCode) { m_Monster_Condition3 = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetMonster_Condition_Rate_3(VARIANT value, int& nErrorCode) { m_Monster_Condition_Rate_3 = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetAction_Type3(VARIANT value, int& nErrorCode) { m_Action_Type3 = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetAction_Parameter3(VARIANT value, int& nErrorCode) { m_Action_Parameter3 = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetAction_Rate3(VARIANT value, int& nErrorCode) { m_Action_Rate3 = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } //2005/12/6ÀÏ Á¶Àç½Ä Ãß°¡ BOOL CMonster::SetAggro(VARIANT value, int& nErrorCode) { m_wAggro = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetSkillUpdateTimer(VARIANT value, int& nErrorCode) { m_SkillUpdateTimer = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetRevive_Condition(VARIANT value, int& nErrorCode) { m_Revive_Condition = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetRevive_Condition_Param(VARIANT value, int& nErrorCode) { m_Revive_Condition_Param = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetRevive_Rate(VARIANT value, int& nErrorCode) { m_Revive_Rate = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetRevive_Type(VARIANT value, int& nErrorCode) { m_Revive_Type = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetRevive_Delay(VARIANT value, int& nErrorCode) { m_Revive_Delay = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetHeal_Condition(VARIANT value, int& nErrorCode) { m_Heal_Condition = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetHeal_Condition_Param(VARIANT value, int& nErrorCode) { m_Heal_Condition_Param = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetHeal_Rate(VARIANT value, int& nErrorCode) { m_Heal_Rate = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetHeal_Type(VARIANT value, int& nErrorCode) { m_Heal_Type = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetHeal_Delay(VARIANT value, int& nErrorCode) { m_Heal_Delay = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetSummon_Condition(VARIANT value, int& nErrorCode) { m_Summon_Condition = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetSummon_Condition_Param(VARIANT value, int& nErrorCode) { m_Summon_Condition_Param = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetSummon_Rate(VARIANT value, int& nErrorCode) { m_Summon_Rate = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetSummon_Type(VARIANT value, int& nErrorCode) { m_Summon_Type = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetSummon_Delay(VARIANT value, int& nErrorCode) { m_Summon_Delay = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetSkill_Use_Possible(VARIANT value, int& nErrorCode) { m_Skill_Use_Possible = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetSkillCode1(VARIANT value, int& nErrorCode) { m_SkillCode1 = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetSkill1Rate(VARIANT value, int& nErrorCode) { m_Skill1Rate = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetSkill1Delay(VARIANT value, int& nErrorCode) { m_Skill1Delay = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetSkillCode2(VARIANT value, int& nErrorCode) { m_SkillCode2 = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetSkill2Rate(VARIANT value, int& nErrorCode) { m_Skill2Rate = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetSkill2Delay(VARIANT value, int& nErrorCode) { m_Skill2Delay = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetSkillCode3(VARIANT value, int& nErrorCode) { m_SkillCode3 = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetSkill3Rate(VARIANT value, int& nErrorCode) { m_Skill3Rate = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetSkill3Delay(VARIANT value, int& nErrorCode) { m_Skill3Delay = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetHate_Skill(VARIANT value, int& nErrorCode) { m_Hate_Skill = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetRevenge_Skill(VARIANT value, int& nErrorCode) { m_Revenge_Skill = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetRevenge_Rate(VARIANT value, int& nErrorCode) { m_Revenge_Rate = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetAddItemDrop(VARIANT value, int& nErrorCode) { m_AddItemDrop = CheckDWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetItemCode1(VARIANT value, int& nErrorCode) { m_ItemCode1 = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetDropItem1Rate(VARIANT value, int& nErrorCode) { m_DropItem1Rate = CheckDWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetItemCode2(VARIANT value, int& nErrorCode) { m_ItemCode2 = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetDropItem2Rate(VARIANT value, int& nErrorCode) { m_DropItem2Rate = CheckDWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetItemCode3(VARIANT value, int& nErrorCode) { m_ItemCode3 = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetDropItem3Rate(VARIANT value, int& nErrorCode) { m_DropItem3Rate = CheckDWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetOptionID1(VARIANT value, int& nErrorCode) { m_OptionID1 = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetOptionParam1(VARIANT value, int& nErrorCode) { m_OptionParam1 = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetOptionID2(VARIANT value, int& nErrorCode) { m_OptionID2 = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetOptionParam2(VARIANT value, int& nErrorCode) { m_OptionParam2 = CheckWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetDEST(VARIANT value, int& nErrorCode) { m_DEST = CheckDWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetACT1(VARIANT value, int& nErrorCode) { m_ACT1 = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetP1(VARIANT value, int& nErrorCode) { m_P1 = CheckDWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetACT2(VARIANT value, int& nErrorCode) { m_ACT2 = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetP2(VARIANT value, int& nErrorCode) { m_P2 = CheckDWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetACT3(VARIANT value, int& nErrorCode) { m_ACT3 = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetP3(VARIANT value, int& nErrorCode) { m_P3 = CheckDWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetACT4(VARIANT value, int& nErrorCode) { m_ACT4 = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetP4(VARIANT value, int& nErrorCode) { m_P4 = CheckDWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetACT5(VARIANT value, int& nErrorCode) { m_ACT5 = CheckBYTE(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } BOOL CMonster::SetP5(VARIANT value, int& nErrorCode) { m_P5 = CheckDWORD(value, nErrorCode); if(nErrorCode == ERROR_NOTHING) return TRUE; else return FALSE; } CString CMonster::GetContentsAll(void) { CString str, str2; int nColCount = GetColumnCount(); for(int i = 1; i <= nColCount; i++) { str2 = GetItem(i); if(i == nColCount) str2 += "\r\n"; else str2 += "\t"; str += str2; } return str; } BOOL CMonster::SaveData(int nCol,COleVariant value, int& nErrorCode) { BOOL bSuccess = FALSE; unsigned int nNumCol = 1; if(nCol == nNumCol++) bSuccess = SetMonsterCode( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetMonN3_1me( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetLevel( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetLv_display( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetMaxHP( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetMaxMP( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetNCode( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetIcode( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetGrade( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetSize( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetAttProperty( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetMinAttackPower( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetMaxAttackPower( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetPhyDef( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetMagicDef( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetClass( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetWaterResist( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetFireResist( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetWindResist( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetEarthResist( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetPhyAttRate( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetPhyAttEvade( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetAttType( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetArmorType( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetAttRange( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetViewRange( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetMoveRange( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetWorkSpeed( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetRunSpeed( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetAttSpeed( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetAttSpeed2( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetMissile1( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetMissile2( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetJump( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = Sets_spawn_ani( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = Setw_spawn_time( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetAttitude( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetMove_Attitude( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetMonster_Condition1( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetMonster_Condition_Rate_1( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetAction_Type1( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetAction_Parameter1( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetAction_Rate1( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetMonster_Condition2( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetMonster_Condition_Rate_2( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetAction_Type2( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetAction_Parameter2( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetAction_Rate2( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetMonster_Condition3( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetMonster_Condition_Rate_3( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetAction_Type3( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetAction_Parameter3( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetAction_Rate3( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetAggro( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetSkillUpdateTimer( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetRevive_Condition( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetRevive_Condition_Param( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetRevive_Rate( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetRevive_Type( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetRevive_Delay( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetHeal_Condition( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetHeal_Condition_Param( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetHeal_Rate( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetHeal_Type( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetHeal_Delay( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetSummon_Condition( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetSummon_Condition_Param( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetSummon_Rate( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetSummon_Type( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetSummon_Delay( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetSkill_Use_Possible( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetSkillCode1( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetSkill1Rate( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetSkill1Delay( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetSkillCode2( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetSkill2Rate( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetSkill2Delay( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetSkillCode3( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetSkill3Rate( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetSkill3Delay( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetHate_Skill( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetRevenge_Skill( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetRevenge_Rate( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetAddItemDrop( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetItemCode1( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetDropItem1Rate( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetItemCode2( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetDropItem2Rate( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetItemCode3( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetDropItem3Rate( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetOptionID1( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetOptionParam1( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetOptionID2( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetOptionParam2( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetDEST( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetACT1( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetP1( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetACT2( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetP2( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetACT3( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetP3( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetACT4( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetP4( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetACT5( value, nErrorCode); else if(nCol == nNumCol++) bSuccess = SetP5( value, nErrorCode); return bSuccess; } CString CMonster::GetItem(int nCol) { CString str; int nNum = 1; if(nCol == nNum++) str = GetTextFromWORD(m_MonsterCode); else if(nCol == nNum++) str = m_MonN3_1me; else if(nCol == nNum++) str = GetTextFromWORD(m_Level); else if(nCol == nNum++) str = GetTextFromWORD(m_Lv_display); else if(nCol == nNum++) str = GetTextFromWORD(m_MaxHP); else if(nCol == nNum++) str = GetTextFromDWORD(m_MaxMP); else if(nCol == nNum++) str = GetTextFromWORD(m_NCode); else if(nCol == nNum++) str = GetTextFromWORD(m_Icode); else if(nCol == nNum++) str = GetTextFromBYTE(m_Grade); else if(nCol == nNum++) str = GetTextFromWORD(m_Size); else if(nCol == nNum++) str = GetTextFromBYTE(m_AttProperty); else if(nCol == nNum++) str = GetTextFromWORD(m_MinAttackPower); else if(nCol == nNum++) str = GetTextFromWORD(m_MaxAttackPower); else if(nCol == nNum++) str = GetTextFromWORD(m_PhyDef); else if(nCol == nNum++) str = GetTextFromWORD(m_MagicDef); else if(nCol == nNum++) str = GetTextFromBYTE(m_Class); else if(nCol == nNum++) str = GetTextFromWORD(m_WaterResist); else if(nCol == nNum++) str = GetTextFromWORD(m_FireResist); else if(nCol == nNum++) str = GetTextFromWORD(m_WindResist); else if(nCol == nNum++) str = GetTextFromWORD(m_EarthResist); else if(nCol == nNum++) str = GetTextFromWORD(m_PhyAttRate); else if(nCol == nNum++) str = GetTextFromWORD(m_PhyAttEvade); else if(nCol == nNum++) str = GetTextFromBYTE(m_AttType); else if(nCol == nNum++) str = GetTextFromBYTE(m_ArmorType); else if(nCol == nNum++) str = GetTextFromFLOAT(m_AttRange); else if(nCol == nNum++) str = GetTextFromFLOAT(m_ViewRange); else if(nCol == nNum++) str = GetTextFromFLOAT(m_MoveRange); else if(nCol == nNum++) str = GetTextFromFLOAT(m_WorkSpeed); else if(nCol == nNum++) str = GetTextFromFLOAT(m_RunSpeed); else if(nCol == nNum++) str = GetTextFromWORD(m_AttSpeed); else if(nCol == nNum++) str = GetTextFromWORD(m_AttSpeed2); else if(nCol == nNum++) str = GetTextFromWORD(m_Missile1); else if(nCol == nNum++) str = GetTextFromWORD(m_Missile2); else if(nCol == nNum++) str = GetTextFromWORD(m_Jump); else if(nCol == nNum++) str = m_s_spawn_ani; else if(nCol == nNum++) str = GetTextFromWORD(m_w_spawn_time); else if(nCol == nNum++) str = GetTextFromBYTE(m_Attitude); else if(nCol == nNum++) str = GetTextFromBYTE(m_Move_Attitude); ////////////////////////////////////////////////////////////////////////// else if(nCol == nNum++) str = GetTextFromBYTE(m_Monster_Condition1); else if(nCol == nNum++) str = GetTextFromWORD(m_Monster_Condition_Rate_1); else if(nCol == nNum++) str = GetTextFromBYTE(m_Action_Type1); else if(nCol == nNum++) str = GetTextFromDWORD(m_Action_Parameter1); else if(nCol == nNum++) str = GetTextFromWORD(m_Action_Rate1); ////////////////////////////////////////////////////////////////////////// else if(nCol == nNum++) str = GetTextFromBYTE(m_Monster_Condition2); else if(nCol == nNum++) str = GetTextFromWORD(m_Monster_Condition_Rate_2); else if(nCol == nNum++) str = GetTextFromBYTE(m_Action_Type2); else if(nCol == nNum++) str = GetTextFromDWORD(m_Action_Parameter2); else if(nCol == nNum++) str = GetTextFromWORD(m_Action_Rate2); ////////////////////////////////////////////////////////////////////////// else if(nCol == nNum++) str = GetTextFromBYTE(m_Monster_Condition3); else if(nCol == nNum++) str = GetTextFromWORD(m_Monster_Condition_Rate_3); else if(nCol == nNum++) str = GetTextFromBYTE(m_Action_Type3); else if(nCol == nNum++) str = GetTextFromDWORD(m_Action_Parameter3); else if(nCol == nNum++) str = GetTextFromWORD(m_Action_Rate3); ////////////////////////////////////////////////////////////////////////// else if(nCol == nNum++) str = GetTextFromWORD(m_wAggro); else if(nCol == nNum++) str = GetTextFromWORD(m_SkillUpdateTimer); else if(nCol == nNum++) str = GetTextFromBYTE(m_Revive_Condition); else if(nCol == nNum++) str = GetTextFromBYTE(m_Revive_Condition_Param); else if(nCol == nNum++) str = GetTextFromBYTE(m_Revive_Rate); else if(nCol == nNum++) str = GetTextFromWORD(m_Revive_Type); else if(nCol == nNum++) str = GetTextFromWORD(m_Revive_Delay); else if(nCol == nNum++) str = GetTextFromBYTE(m_Heal_Condition); else if(nCol == nNum++) str = GetTextFromBYTE(m_Heal_Condition_Param); else if(nCol == nNum++) str = GetTextFromBYTE(m_Heal_Rate); else if(nCol == nNum++) str = GetTextFromWORD(m_Heal_Type); else if(nCol == nNum++) str = GetTextFromWORD(m_Heal_Delay); else if(nCol == nNum++) str = GetTextFromBYTE(m_Summon_Condition); else if(nCol == nNum++) str = GetTextFromBYTE(m_Summon_Condition_Param); else if(nCol == nNum++) str = GetTextFromBYTE(m_Summon_Rate); else if(nCol == nNum++) str = GetTextFromWORD(m_Summon_Type); else if(nCol == nNum++) str = GetTextFromWORD(m_Summon_Delay); else if(nCol == nNum++) str = GetTextFromBYTE(m_Skill_Use_Possible); ////////////////////////////////////////////////////////////////////////// else if(nCol == nNum++) str = GetTextFromWORD(m_SkillCode1); else if(nCol == nNum++) str = GetTextFromBYTE(m_Skill1Rate); else if(nCol == nNum++) str = GetTextFromWORD(m_Skill1Delay); ////////////////////////////////////////////////////////////////////////// else if(nCol == nNum++) str = GetTextFromWORD(m_SkillCode2); else if(nCol == nNum++) str = GetTextFromBYTE(m_Skill2Rate); else if(nCol == nNum++) str = GetTextFromWORD(m_Skill2Delay); ////////////////////////////////////////////////////////////////////////// else if(nCol == nNum++) str = GetTextFromWORD(m_SkillCode3); else if(nCol == nNum++) str = GetTextFromBYTE(m_Skill3Rate); else if(nCol == nNum++) str = GetTextFromWORD(m_Skill3Delay); ////////////////////////////////////////////////////////////////////////// else if(nCol == nNum++) str = GetTextFromWORD(m_Hate_Skill); else if(nCol == nNum++) str = GetTextFromWORD(m_Revenge_Skill); else if(nCol == nNum++) str = GetTextFromBYTE(m_Revenge_Rate); else if(nCol == nNum++) str = GetTextFromDWORD(m_AddItemDrop); else if(nCol == nNum++) str = GetTextFromWORD(m_ItemCode1); else if(nCol == nNum++) str = GetTextFromDWORD(m_DropItem1Rate); else if(nCol == nNum++) str = GetTextFromWORD(m_ItemCode2); else if(nCol == nNum++) str = GetTextFromDWORD(m_DropItem2Rate); else if(nCol == nNum++) str = GetTextFromWORD(m_ItemCode3); else if(nCol == nNum++) str = GetTextFromDWORD(m_DropItem3Rate); else if(nCol == nNum++) str = GetTextFromWORD(m_OptionID1); else if(nCol == nNum++) str = GetTextFromWORD(m_OptionParam1); else if(nCol == nNum++) str = GetTextFromWORD(m_OptionID2); else if(nCol == nNum++) str = GetTextFromWORD(m_OptionParam2); else if(nCol == nNum++) str = GetTextFromDWORD(m_DEST); else if(nCol == nNum++) str = GetTextFromBYTE(m_ACT1); else if(nCol == nNum++) str = GetTextFromDWORD(m_P1); else if(nCol == nNum++) str = GetTextFromBYTE(m_ACT2); else if(nCol == nNum++) str = GetTextFromDWORD(m_P2); else if(nCol == nNum++) str = GetTextFromBYTE(m_ACT3); else if(nCol == nNum++) str = GetTextFromDWORD(m_P3); else if(nCol == nNum++) str = GetTextFromBYTE(m_ACT4); else if(nCol == nNum++) str = GetTextFromDWORD(m_P4); else if(nCol == nNum++) str = GetTextFromBYTE(m_ACT5); else if(nCol == nNum++) str = GetTextFromDWORD(m_P5); return str; }