Files
Sun1602/Tools/ScriptChecker.Old/Monster.h
T
2022-10-26 12:25:11 +08:00

340 lines
14 KiB
C++

#pragma once
#include "def.h"
#include "Script.h"
class CMonster : public CScript
{
public:
CMonster(void);
~CMonster(void);
private:
WORD m_MonsterCode; //몬스터 고유넘버
CString m_MonN3_1me; //몬스터의 고유이름
WORD m_Level; //수치 계산 및 능력 확정을 위한 레벨
WORD m_Lv_display; //실질적으로 유저에게 표시되는 레벨
WORD m_MaxHP; //가질수 있는 HP의 최대치
DWORD m_MaxMP; //가질수 있는 MP의 최대치
WORD m_NCode; //유저에게 표시될 이름으로 연결해주는 넘버
WORD m_Icode; //몬스터이미지 코드
BYTE m_Grade; //등급분류(일반 / 보스)
WORD m_Size; //크기
BYTE m_AttProperty; //일반공격의 속성
WORD m_MinAttackPower; //최소데미지(물리 / 마법)
WORD m_MaxAttackPower; //최대데미지(물리 / 마법)
WORD m_PhyDef; //물리 공격에 대한 방어력
WORD m_MagicDef; //마법공격에 대한 방어력
BYTE m_Class; //몬스터계열
WORD m_WaterResist; //물 속성 스킬에 대한 저항력
WORD m_FireResist; //불 속성 스킬에 대한 저항력
WORD m_WindResist; //바람속성 스킬에 대한 저항력
WORD m_EarthResist; //대지속성 스킬에 대한 저항력
WORD m_PhyAttRate; //물리공격 성공 확률
WORD m_PhyAttEvade; //물리공격 회피 확률
BYTE m_AttType; //공격타입
BYTE m_ArmorType;
FLOAT m_AttRange;
FLOAT m_ViewRange;
FLOAT m_MoveRange;
FLOAT m_WorkSpeed;
FLOAT m_RunSpeed;
WORD m_AttSpeed;
WORD m_AttSpeed2;
BYTE m_Missile1; //공격1 발사체
BYTE m_Missile2; //공격2 발사체
BYTE m_Jump;
CString m_s_spawn_ani;
WORD m_w_spawn_time;
BYTE m_Attitude;
BYTE m_Move_Attitude;
BYTE m_Monster_Condition1;
WORD m_Monster_Condition_Rate_1;
BYTE m_Action_Type1;
WORD m_Action_Parameter1;
WORD m_Action_Rate1;
BYTE m_Monster_Condition2;
WORD m_Monster_Condition_Rate_2;
BYTE m_Action_Type2;
WORD m_Action_Parameter2;
WORD m_Action_Rate2;
BYTE m_Monster_Condition3;
WORD m_Monster_Condition_Rate_3;
BYTE m_Action_Type3;
WORD m_Action_Parameter3;
WORD m_Action_Rate3;
WORD m_wAggro; // 어그로 확률 2005년 12월 6일 추가
WORD m_SkillUpdateTimer;
BYTE m_Revive_Condition;
BYTE m_Revive_Condition_Param;
BYTE m_Revive_Rate;
WORD m_Revive_Type;
WORD m_Revive_Delay;
BYTE m_Heal_Condition;
BYTE m_Heal_Condition_Param;
BYTE m_Heal_Rate;
WORD m_Heal_Type;
WORD m_Heal_Delay;
BYTE m_Summon_Condition;
BYTE m_Summon_Condition_Param;
BYTE m_Summon_Rate;
WORD m_Summon_Type;
WORD m_Summon_Delay;
BYTE m_Skill_Use_Possible;
WORD m_SkillCode1;
BYTE m_Skill1Rate;
WORD m_Skill1Delay;
WORD m_SkillCode2;
BYTE m_Skill2Rate;
WORD m_Skill2Delay;
WORD m_SkillCode3;
BYTE m_Skill3Rate;
WORD m_Skill3Delay;
WORD m_Hate_Skill;
WORD m_Revenge_Skill;
BYTE m_Revenge_Rate;
DWORD m_AddItemDrop;
WORD m_ItemCode1;
DWORD m_DropItem1Rate;
WORD m_ItemCode2;
DWORD m_DropItem2Rate;
WORD m_ItemCode3;
DWORD m_DropItem3Rate;
WORD m_OptionID1;
WORD m_OptionParam1;
WORD m_OptionID2;
WORD m_OptionParam2;
DWORD m_DEST;
BYTE m_ACT1;
DWORD m_P1;
BYTE m_ACT2;
DWORD m_P2;
BYTE m_ACT3;
DWORD m_P3;
BYTE m_ACT4;
DWORD m_P4;
BYTE m_ACT5;
DWORD m_P5;
//Get Method
public:
WORD GetMonsterCode(){return m_MonsterCode;}
CString GetMonN3_1me(){return m_MonN3_1me;}
WORD GetLevel(){return m_Level;}
WORD GetLv_display(){return m_Lv_display;}
WORD GetMaxHP(){return m_MaxHP;}
DWORD GetMaxMP(){return m_MaxMP;}
WORD GetNCode(){return m_NCode;}
WORD GetIcode(){return m_Icode;}
BYTE GetGrade(){return m_Grade;}
WORD GetSize(){return m_Size;}
BYTE GetAttProperty(){return m_AttProperty;}
WORD GetMinAttackPower(){return m_MinAttackPower;}
WORD GetMaxAttackPower(){return m_MaxAttackPower;}
WORD GetPhyDef(){return m_PhyDef;}
WORD GetMagicDef(){return m_Class;}
BYTE GetClass(){return m_Class;}
WORD GetWaterResist(){return m_WaterResist;}
WORD GetFireResist(){return m_FireResist;}
WORD GetWindResist(){return m_WindResist;}
WORD GetEarthResist(){return m_EarthResist;}
WORD GetPhyAttRate(){return m_PhyAttRate;}
WORD GetPhyAttEvade(){return m_PhyAttEvade;}
BYTE GetAttType(){return m_AttType;}
BYTE GetArmorType(){return m_ArmorType;}
FLOAT GetAttRange(){return m_AttRange;}
FLOAT GetViewRange(){return m_ViewRange;}
FLOAT GetMoveRange(){return m_MoveRange;}
FLOAT GetWorkSpeed(){return m_WorkSpeed;}
FLOAT GetRunSpeed(){return m_RunSpeed;}
WORD GetAttSpeed(){return m_AttSpeed;}
WORD GetAttSpeed2(){return m_AttSpeed2;}
BYTE GetMissile1(){return m_Missile1;}
BYTE GetMissile2(){return m_Missile2;}
BYTE GetJump(){return m_Jump;}
CString Gets_spawn_ani(){return m_s_spawn_ani;}
WORD Getw_spawn_time(){return m_w_spawn_time;}
BYTE GetAttitude(){return m_Attitude;}
BYTE GetMove_Attitude(){return m_Move_Attitude;}
BYTE GetMonster_Condition1(){return m_Monster_Condition1;}
WORD GetMonster_Condition_Rate_1(){return m_Monster_Condition_Rate_1;}
BYTE GetAction_Type1(){return m_Action_Type1;}
WORD GetAction_Parameter1(){return m_Action_Parameter1;}
WORD GetAction_Rate1(){return m_Action_Rate1;}
BYTE GetMonster_Condition2(){return m_Monster_Condition2;}
WORD GetMonster_Condition_Rate_2(){return m_Monster_Condition_Rate_2;}
BYTE GetAction_Type2(){return m_Action_Type2;}
WORD GetAction_Parameter2(){return m_Action_Parameter2;}
WORD GetAction_Rate2(){return m_Action_Rate2;}
BYTE GetMonster_Condition3(){return m_Monster_Condition3;}
WORD GetMonster_Condition_Rate_3(){return m_Monster_Condition_Rate_3;}
BYTE GetAction_Type3(){return m_Action_Type3;}
WORD GetAction_Parameter3(){return m_Action_Parameter3;}
WORD GetAction_Rate3(){return m_Action_Rate3;}
WORD GetAggro(){return m_wAggro;}
WORD GetSkillUpdateTimer(){return m_SkillUpdateTimer;}
BYTE GetRevive_Condition(){return m_Revive_Condition;}
BYTE GetRevive_Condition_Param(){return m_Revive_Condition_Param;}
BYTE GetRevive_Rate(){return m_Revive_Rate;}
WORD GetRevive_Type(){return m_Revive_Type;}
WORD GetRevive_Delay(){return m_Revive_Delay;}
BYTE GetHeal_Condition(){return m_Heal_Condition;}
BYTE GetHeal_Condition_Param(){return m_Heal_Condition_Param;}
BYTE GetHeal_Rate(){return m_Heal_Rate;}
WORD GetHeal_Type(){return m_Heal_Type;}
WORD GetHeal_Delay(){return m_Heal_Delay;}
BYTE GetSummon_Condition(){return m_Summon_Condition;}
BYTE GetSummon_Condition_Param(){return m_Summon_Condition_Param;}
BYTE GetSummon_Rate(){return m_Summon_Rate;}
WORD GetSummon_Type(){return m_Summon_Type;}
WORD GetSummon_Delay(){return m_Summon_Delay;}
BYTE GetSkill_Use_Possible(){return m_Skill_Use_Possible;}
WORD GetSkillCode1(){return m_SkillCode1;}
BYTE GetSkill1Rate(){return m_Skill1Rate;}
WORD GetSkill1Delay(){return m_Skill1Delay;}
WORD GetSkillCode2(){return m_SkillCode2;}
BYTE GetSkill2Rate(){return m_Skill2Rate;}
WORD GetSkill2Delay(){return m_Skill2Delay;}
WORD GetSkillCode3(){return m_SkillCode3;}
BYTE GetSkill3Rate(){return m_Skill3Rate;}
WORD GetSkill3Delay(){return m_Skill3Delay;}
WORD GetHate_Skill(){return m_Hate_Skill;}
WORD GetRevenge_Skill(){return m_Revenge_Skill;}
BYTE GetRevenge_Rate(){return m_Revenge_Rate;}
DWORD GetAddItemDrop(){return m_AddItemDrop;}
WORD GetItemCode1(){return m_ItemCode1;}
DWORD GetDropItem1Rate(){return m_DropItem1Rate;}
WORD GetItemCode2(){return m_ItemCode2;}
DWORD GetDropItem2Rate(){return m_DropItem2Rate;}
WORD GetItemCode3(){return m_ItemCode3;}
DWORD GetDropItem3Rate(){return m_DropItem3Rate;}
WORD GetOptionID1(){return m_OptionID1;}
WORD GetOptionParam1(){return m_OptionParam1;}
WORD GetOptionID2(){return m_OptionID2;}
WORD GetOptionParam2(){return m_OptionParam2;}
DWORD GetDEST(){return m_DEST;}
BYTE GetACT1(){return m_ACT1;}
DWORD GetP1(){return m_P1;}
BYTE GetACT2(){return m_ACT2;}
DWORD GetP2(){return m_P2;}
BYTE GetACT3(){return m_ACT3;}
DWORD GetP3(){return m_P3;}
BYTE GetACT4(){return m_ACT4;}
DWORD GetP4(){return m_P4;}
BYTE GetACT5(){return m_ACT5;}
DWORD GetP5(){return m_P5;}
//Set Method
private:
BOOL SetMonsterCode(VARIANT value, int& nErrorCode);
BOOL SetMonN3_1me(VARIANT value, int& nErrorCode);
BOOL SetLevel(VARIANT value, int& nErrorCode);
BOOL SetLv_display(VARIANT value, int& nErrorCode);
BOOL SetMaxHP(VARIANT value, int& nErrorCode);
BOOL SetMaxMP(VARIANT value, int& nErrorCode);
BOOL SetNCode(VARIANT value, int& nErrorCode);
BOOL SetIcode(VARIANT value, int& nErrorCode);
BOOL SetGrade(VARIANT value, int& nErrorCode);
BOOL SetSize(VARIANT value, int& nErrorCode);
BOOL SetAttProperty(VARIANT value, int& nErrorCode);
BOOL SetMinAttackPower(VARIANT value, int& nErrorCode);
BOOL SetMaxAttackPower(VARIANT value, int& nErrorCode);
BOOL SetPhyDef(VARIANT value, int& nErrorCode);
BOOL SetMagicDef(VARIANT value, int& nErrorCode);
BOOL SetClass(VARIANT value, int& nErrorCode);
BOOL SetWaterResist(VARIANT value, int& nErrorCode);
BOOL SetFireResist(VARIANT value, int& nErrorCode);
BOOL SetWindResist(VARIANT value, int& nErrorCode);
BOOL SetEarthResist(VARIANT value, int& nErrorCode);
BOOL SetPhyAttRate(VARIANT value, int& nErrorCode);
BOOL SetPhyAttEvade(VARIANT value, int& nErrorCode);
BOOL SetAttType(VARIANT value, int& nErrorCode);
BOOL SetArmorType(VARIANT value, int& nErrorCode);
BOOL SetAttRange(VARIANT value, int& nErrorCode);
BOOL SetViewRange(VARIANT value, int& nErrorCode);
BOOL SetMoveRange(VARIANT value, int& nErrorCode);
BOOL SetWorkSpeed(VARIANT value, int& nErrorCode);
BOOL SetRunSpeed(VARIANT value, int& nErrorCode);
BOOL SetAttSpeed(VARIANT value, int& nErrorCode);
BOOL SetAttSpeed2(VARIANT value, int& nErrorCode);
BOOL SetMissile1(VARIANT value, int& nErrorCode);
BOOL SetMissile2(VARIANT value, int& nErrorCode);
BOOL SetJump(VARIANT value, int& nErrorCode);
BOOL Sets_spawn_ani(VARIANT value, int& nErrorCode);
BOOL Setw_spawn_time(VARIANT value, int& nErrorCode);
BOOL SetAttitude(VARIANT value, int& nErrorCode);
BOOL SetMove_Attitude(VARIANT value, int& nErrorCode);
BOOL SetMonster_Condition1(VARIANT value, int& nErrorCode);
BOOL SetMonster_Condition_Rate_1(VARIANT value, int& nErrorCode);
BOOL SetAction_Type1(VARIANT value, int& nErrorCode);
BOOL SetAction_Parameter1(VARIANT value, int& nErrorCode);
BOOL SetAction_Rate1(VARIANT value, int& nErrorCode);
BOOL SetMonster_Condition2(VARIANT value, int& nErrorCode);
BOOL SetMonster_Condition_Rate_2(VARIANT value, int& nErrorCode);
BOOL SetAction_Type2(VARIANT value, int& nErrorCode);
BOOL SetAction_Parameter2(VARIANT value, int& nErrorCode);
BOOL SetAction_Rate2(VARIANT value, int& nErrorCode);
BOOL SetMonster_Condition3(VARIANT value, int& nErrorCode);
BOOL SetMonster_Condition_Rate_3(VARIANT value, int& nErrorCode);
BOOL SetAction_Type3(VARIANT value, int& nErrorCode);
BOOL SetAction_Parameter3(VARIANT value, int& nErrorCode);
BOOL SetAction_Rate3(VARIANT value, int& nErrorCode);
BOOL SetAggro(VARIANT value, int& nErrorCode);
BOOL SetSkillUpdateTimer(VARIANT value, int& nErrorCode);
BOOL SetRevive_Condition(VARIANT value, int& nErrorCode);
BOOL SetRevive_Condition_Param(VARIANT value, int& nErrorCode);
BOOL SetRevive_Rate(VARIANT value, int& nErrorCode);
BOOL SetRevive_Type(VARIANT value, int& nErrorCode);
BOOL SetRevive_Delay(VARIANT value, int& nErrorCode);
BOOL SetHeal_Condition(VARIANT value, int& nErrorCode);
BOOL SetHeal_Condition_Param(VARIANT value, int& nErrorCode);
BOOL SetHeal_Rate(VARIANT value, int& nErrorCode);
BOOL SetHeal_Type(VARIANT value, int& nErrorCode);
BOOL SetHeal_Delay(VARIANT value, int& nErrorCode);
BOOL SetSummon_Condition(VARIANT value, int& nErrorCode);
BOOL SetSummon_Condition_Param(VARIANT value, int& nErrorCode);
BOOL SetSummon_Rate(VARIANT value, int& nErrorCode);
BOOL SetSummon_Type(VARIANT value, int& nErrorCode);
BOOL SetSummon_Delay(VARIANT value, int& nErrorCode);
BOOL SetSkill_Use_Possible(VARIANT value, int& nErrorCode);
BOOL SetSkillCode1(VARIANT value, int& nErrorCode);
BOOL SetSkill1Rate(VARIANT value, int& nErrorCode);
BOOL SetSkill1Delay(VARIANT value, int& nErrorCode);
BOOL SetSkillCode2(VARIANT value, int& nErrorCode);
BOOL SetSkill2Rate(VARIANT value, int& nErrorCode);
BOOL SetSkill2Delay(VARIANT value, int& nErrorCode);
BOOL SetSkillCode3(VARIANT value, int& nErrorCode);
BOOL SetSkill3Rate(VARIANT value, int& nErrorCode);
BOOL SetSkill3Delay(VARIANT value, int& nErrorCode);
BOOL SetHate_Skill(VARIANT value, int& nErrorCode);
BOOL SetRevenge_Skill(VARIANT value, int& nErrorCode);
BOOL SetRevenge_Rate(VARIANT value, int& nErrorCode);
BOOL SetAddItemDrop(VARIANT value, int& nErrorCode);
BOOL SetItemCode1(VARIANT value, int& nErrorCode);
BOOL SetDropItem1Rate(VARIANT value, int& nErrorCode);
BOOL SetItemCode2(VARIANT value, int& nErrorCode);
BOOL SetDropItem2Rate(VARIANT value, int& nErrorCode);
BOOL SetItemCode3(VARIANT value, int& nErrorCode);
BOOL SetDropItem3Rate(VARIANT value, int& nErrorCode);
BOOL SetOptionID1(VARIANT value, int& nErrorCode);
BOOL SetOptionParam1(VARIANT value, int& nErrorCode);
BOOL SetOptionID2(VARIANT value, int& nErrorCode);
BOOL SetOptionParam2(VARIANT value, int& nErrorCode);
BOOL SetDEST(VARIANT value, int& nErrorCode);
BOOL SetACT1(VARIANT value, int& nErrorCode);
BOOL SetP1(VARIANT value, int& nErrorCode);
BOOL SetACT2(VARIANT value, int& nErrorCode);
BOOL SetP2(VARIANT value, int& nErrorCode);
BOOL SetACT3(VARIANT value, int& nErrorCode);
BOOL SetP3(VARIANT value, int& nErrorCode);
BOOL SetACT4(VARIANT value, int& nErrorCode);
BOOL SetP4(VARIANT value, int& nErrorCode);
BOOL SetACT5(VARIANT value, int& nErrorCode);
BOOL SetP5(VARIANT value, int& nErrorCode);
public:
BOOL SaveData(int nCol,COleVariant value, int& nErrorCode);
CString GetContentsAll(void);
CString GetItem(int nCol);
};