#ifndef _K2UVLIST_DEF_H_ #define _K2UVLIST_DEF_H_ // UVList text fileÀº ´ÙÀ½°ú °°ÀÌ LoadÇÑ´Ù. // 1. Font¿Í Menu - g_pLayerDummy¿¡¼­ P/GÀÇ ½ÃÀÛ°ú °°ÀÌ ÇÑ´Ù. // 2. game UV´Â g_pLayerDummy¿¡¼­ ½ÃÀÛ°ú ³¡À» ³½´Ù. // 3. world UV´Â g_pLayerDummy¿¡¼­ ½ÃÀÛ°ú ³¡À» ³½´Ù. enum UVIDDEFINE { //-------------------------------------------------------------- // 1. Font¿Í Menu - g_pLayerDummy¿¡¼­ P/GÀÇ ½ÃÀÛ°ú °°ÀÌ ÇÑ´Ù. //font2.tga //-------------------------------------------------------------- // ability(normal & usable) _UVID_ABILITY_SCOUT, _UVID_ABILITY_LAY_TRAP, _UVID_ABILITY_SET_FIRE, _UVID_ABILITY_LAY_MINE, _UVID_ABILITY_REMOVE, _UVID_ABILITY_DAM_OPEN, _UVID_ABILITY_TREE_HEAL, _UVID_ABILITY_ENRAGE_HEAL, _UVID_ABILITY_FIRE_ARROW, _UVID_ABILITY_DIRECT_ARROW, _UVID_ABILITY_POUR_OIL, //dummy _UVID_ABILITY_BLESS_HEAL, _UVID_ABILITY_WORSHIP_EXPLOSION, _UVID_ABILITY_FIREPOT, _UVID_ABILITY_FIREPOT_DIRIGIBLE, //dummy _UVID_ABILITY_SHOCKWAVE, _UVID_ABILITY_ELEMENTAL_BOOST, _UVID_ABILITY_SELF_DESTRUCTION, _UVID_ABILITY_H_HEAL, _UVID_ABILITY_H_CURATIO, _UVID_ABILITY_H_NULL, //dummy _UVID_ABILITY_C_CURSE, _UVID_ABILITY_C_SILENCE, _UVID_ABILITY_C_DARK_MIST, _UVID_ABILITY_F_FIRE_BALL, _UVID_ABILITY_F_KALEIDOFLAMMA, _UVID_ABILITY_F_METEOR, _UVID_ABILITY_L_ELECTRIC_SHOCK, _UVID_ABILITY_L_LIGHTNING_BOLT, _UVID_ABILITY_L_CHANGING_WEATHER, _UVID_ABILITY_I_CHILLING_ATTACK, _UVID_ABILITY_I_ICE_SPEAR, _UVID_ABILITY_I_BLIZZARD, _UVID_ABILITY_P_POISON_NEEDLE, _UVID_ABILITY_P_POISON_GAS, _UVID_ABILITY_P_VINE, //---------------------------------------------------- // ability(disable ability state) _UVID_ABILITY_NOT_NOT_SCOUT, _UVID_ABILITY_NOT_LAY_TRAP, _UVID_ABILITY_NOT_SET_FIRE, _UVID_ABILITY_NOT_LAY_MINE, _UVID_ABILITY_NOT_REMOVE, _UVID_ABILITY_NOT_DAM_OPEN, _UVID_ABILITY_NOT_TREE_HEAL, _UVID_ABILITY_NOT_ENRAGE_HEAL, _UVID_ABILITY_NOT_FIRE_ARROW, _UVID_ABILITY_NOT_DIRECT_ARROW, _UVID_ABILITY_NOT_POUR_OIL, _UVID_ABILITY_NOT_BLESS_HEAL, _UVID_ABILITY_NOT_WORSHIP_EXPLOSION, _UVID_ABILITY_NOT_FIREPOT, _UVID_ABILITY_NOT_FIREPOT_DIRIGIBLE, _UVID_ABILITY_NOT_SHOCKWAVE, _UVID_ABILITY_NOT_ELEMENTAL_BOOST, _UVID_ABILITY_NOT_SELF_DESTRUCTION, _UVID_ABILITY_NOT_H_HEAL, _UVID_ABILITY_NOT_H_CURATIO, _UVID_ABILITY_NOT_H_NULL, _UVID_ABILITY_NOT_C_CURSE, _UVID_ABILITY_NOT_C_SILENCE, _UVID_ABILITY_NOT_C_DARK_MIST, _UVID_ABILITY_NOT_F_FIRE_BALL, _UVID_ABILITY_NOT_F_KALEIDOFLAMMA, _UVID_ABILITY_NOT_F_METEOR, _UVID_ABILITY_NOT_L_ELECTRIC_SHOCK, _UVID_ABILITY_NOT_L_LIGHTNING_BOLT, _UVID_ABILITY_NOT_L_CHANGING_WEATHER, _UVID_ABILITY_NOT_I_CHILLING_ATTACK, _UVID_ABILITY_NOT_I_ICE_SPEAR, _UVID_ABILITY_NOT_I_BLIZZARD, _UVID_ABILITY_NOT_P_POISON_NEEDLE, _UVID_ABILITY_NOT_P_POISON_GAS, _UVID_ABILITY_NOT_P_VINE, //Ability·Î »ç¿ëµÇ´Â Áö¿øºÎ´ë icon(normal & usable) _UVID_ABILITY_SUPPORT_RIDER, //(storm rider) _UVID_ABILITY_SUPPORT_WING, //(bomber wing) _UVID_ABILITY_SUPPORT_LOON, //(battaloon) _UVID_ABILITY_SUPPORT_MAMMOTH, //(swamp mammoth) _UVID_ABILITY_SUPPORT_DIRIGBLE, //(dirigible) _UVID_ABILITY_SUPPORT_WYBERN, //(black wyvern) _UVID_ABILITY_SUPPORT_DRAGON, //(Bone dragon) //Ability·Î »ç¿ëµÇ´Â Áö¿øºÎ´ë icon(disable ability state) _UVID_ABILITY_NOTNOT_SUPPORT_RIDER, //(storm rider) _UVID_ABILITY_NOTSUPPORT_WING, //(bomber wing) _UVID_ABILITY_NOTSUPPORT_LOON, //(battaloon) _UVID_ABILITY_NOTSUPPORT_MAMMOTH, //(swamp mammoth) _UVID_ABILITY_NOTSUPPORT_DIRIGBLE, //(dirigible) _UVID_ABILITY_NOTSUPPORT_WYBERN, //(black wyvern) _UVID_ABILITY_NOTSUPPORT_DRAGON, //(Bone dragon) //±×¿Ü _UVID_ABILITY_SUPPORT_TROOP_ICON, //ABILITY¿Í ÇÔ²² ³ªÅ¸³ª´Â Áö¿øºÎ´ë _UVID_ABILITY_AIMING_MODE, // Aiming mode _UVID_ABILITY_SIGN_TRAP_MINE_FOR_FRIENDLY, _UVID_ABILITY_SIGN_TRAP_MINE_FOR_HOSTILE, //-------------------------------------------------------------- //Job Tree¿Í battle¿¡¼­ »ç¿ëµÇ´Â Icon - Font¿Í UV°ªÀÌ °°´Ù _UVID_MENU_JOB_BASE, _UVID_MENU_JOB_H_ARCHER, _UVID_MENU_JOB_H_LONGBOW_MAN, _UVID_MENU_JOB_H_INFANTRY, _UVID_MENU_JOB_H_SPEARMAN, _UVID_MENU_JOB_H_H_INFANTRY, _UVID_MENU_JOB_H_KNIGHT, _UVID_MENU_JOB_H_PALADIN, _UVID_MENU_JOB_H_CAVALRY, _UVID_MENU_JOB_H_H_CAVALRY, _UVID_MENU_JOB_H_STORM_RIDER, _UVID_MENU_JOB_H_SAPPER, _UVID_MENU_JOB_H_PYRO_TECHNICIAN, _UVID_MENU_JOB_H_BOMBER_WING, _UVID_MENU_JOB_H_MORTAR, _UVID_MENU_JOB_H_BALLISTA, _UVID_MENU_JOB_H_HARPOON, _UVID_MENU_JOB_H_CATAPULT, _UVID_MENU_JOB_H_BATTALOON, _UVID_MENU_JOB_DE_ARCHER, _UVID_MENU_JOB_DE_CAVALRY_ARCHER, _UVID_MENU_JOB_DE_FIGHTER, _UVID_MENU_JOB_DE_KNIGHT, _UVID_MENU_JOB_DE_LIGHT_CAVALRY, _UVID_MENU_JOB_DO_INFANTRY, _UVID_MENU_JOB_DO_RIDER, _UVID_MENU_JOB_DO_H_A_RIDERS, _UVID_MENU_JOB_DO_AXE_MAN, _UVID_MENU_JOB_DO_H_A_INFANTRY, _UVID_MENU_JOB_DO_SAPPER, _UVID_MENU_JOB_D_SCORPION, _UVID_MENU_JOB_D_SWAMP_MAMMOTH, _UVID_MENU_JOB_D_DIRIGIBLE, _UVID_MENU_JOB_D_BLACK_WYVERN, _UVID_MENU_JOB_DO_GHOUL, _UVID_MENU_JOB_D_BONE_DRAGON, _UVID_MENU_JOB_E_H_EARTH_GOLEM, _UVID_MENU_JOB_E_H_ICE_MAIDEN, _UVID_MENU_JOB_E_H_THUNDER_RHINO, _UVID_MENU_JOB_E_H_FLAME_WRAITH, _UVID_MENU_JOB_E_DE_EARTH_GOLEM, _UVID_MENU_JOB_E_DE_ICE_MAIDEN, _UVID_MENU_JOB_E_DE_THUNDER_RHINO, _UVID_MENU_JOB_E_DE_FLAME_WRAITH, _UVID_MENU_JOB_E_DO_EARTH_GOLEM, _UVID_MENU_JOB_E_DO_ICE_MAIDEN, _UVID_MENU_JOB_E_DO_THUNDER_RHINO, _UVID_MENU_JOB_E_DO_FLAME_WRAITH, //-------------------------------------------------------------- // For menu _UVID_MENU_INFOABILITY, _UVID_MENU_INFOSKILL, _UVID_MENU_INFOITEM, _UVID_MENU_INFORESIST, _UVID_MENU_INFOJOB, _UVID_MENU_LIVE_MAP, _UVID_MENU_CONTROLLER, //UV °ªÀÌ ½Ç½Ã°£À¸·Î Àû¿ëµÈ´Ù... _UVID_MENU_PUB1, _UVID_MENU_PUB2, _UVID_MENU_CASTLE1, _UVID_MENU_CASTLE2, _UVID_MENU_LIBRARY_BOOK, _UVID_MENU_LIBRARY_ITEM, _UVID_MENU_TRAINING, //-------------------------------------------------------------- // Menu Interface¿¡ Á¤ÀÇ µÈ°Í //-------------------------------------------------------------- _UVID_MENU_CURSOR, _UVID_MENU_CURSOR_SHADOW1, _UVID_MENU_CURSOR_SHADOW2, _UVID_MENU_CURSOR_SHADOW3, _UVID_MENU_CURSOR_SHADOW4, _UVID_MENU_CURSOR_SHADOW5, //Base Type--------------------------------- _UVID_MENU_BASE_1, //µÑÀ» °°ÀÌ ±×¸°´Ù. _UVID_MENU_BASE_2, _UVID_MENU_OUTLINE6_BASE, _UVID_MENU_OUTLINE7_BASE, _UVID_MENU_OUTLINE8_BASE, _UVID_MENU_OUTLINE9_BASE, //Out Line Type--------------------------------- //OutLine 1 _UVID_MENU_OUTLINE1_U, _UVID_MENU_OUTLINE1_D, _UVID_MENU_OUTLINE1_L, _UVID_MENU_OUTLINE1_R, _UVID_MENU_OUTCORNER1_UL, _UVID_MENU_OUTCORNER1_UR, _UVID_MENU_OUTCORNER1_DL, _UVID_MENU_OUTCORNER1_DR, //OutLine 2 _UVID_MENU_OUTLINE2_U, _UVID_MENU_OUTLINE2_D, _UVID_MENU_OUTLINE2_L, _UVID_MENU_OUTLINE2_R, _UVID_MENU_OUTCORNER2_UL, _UVID_MENU_OUTCORNER2_UR, _UVID_MENU_OUTCORNER2_DL, _UVID_MENU_OUTCORNER2_DR, //OutLine 4 _UVID_MENU_OUTLINE4_U, _UVID_MENU_OUTLINE4_D, _UVID_MENU_OUTLINE4_L, _UVID_MENU_OUTLINE4_R, _UVID_MENU_OUTCORNER4_UL, _UVID_MENU_OUTCORNER4_UR, _UVID_MENU_OUTCORNER4_DL, _UVID_MENU_OUTCORNER4_DR, //OutLine 6 _UVID_MENU_OUTLINE6_U, _UVID_MENU_OUTLINE6_D, _UVID_MENU_OUTLINE6_L, _UVID_MENU_OUTLINE6_R, _UVID_MENU_OUTCORNER6_UL, _UVID_MENU_OUTCORNER6_UR, _UVID_MENU_OUTCORNER6_DL, _UVID_MENU_OUTCORNER6_DR, //OutLine 7 _UVID_MENU_OUTLINE7_U, _UVID_MENU_OUTLINE7_D, _UVID_MENU_OUTLINE7_L, _UVID_MENU_OUTLINE7_R, _UVID_MENU_OUTCORNER7_UL, _UVID_MENU_OUTCORNER7_UR, _UVID_MENU_OUTCORNER7_DL, _UVID_MENU_OUTCORNER7_DR, //OutLine 8 _UVID_MENU_OUTLINE8_U, _UVID_MENU_OUTLINE8_D, _UVID_MENU_OUTLINE8_L, _UVID_MENU_OUTLINE8_R, _UVID_MENU_OUTCORNER8_UL, _UVID_MENU_OUTCORNER8_UR, _UVID_MENU_OUTCORNER8_DL, _UVID_MENU_OUTCORNER8_DR, //OutLine 9 _UVID_MENU_OUTLINE9_U, _UVID_MENU_OUTLINE9_D, _UVID_MENU_OUTLINE9_L, _UVID_MENU_OUTLINE9_R, _UVID_MENU_OUTCORNER9_UL, _UVID_MENU_OUTCORNER9_UR, _UVID_MENU_OUTCORNER9_DL, _UVID_MENU_OUTCORNER9_DR, //Scroll Bar Type--------------------------------- //ScrollBar 3 _UVID_MENU_SCROLLBAR3_DECO_U, _UVID_MENU_SCROLLBAR3_BASE, _UVID_MENU_SCROLLBAR3_DECO_D, _UVID_MENU_SCROLL3_BUTTON, //ScrollBar 5 _UVID_MENU_SCROLLBAR5_DECO_U, _UVID_MENU_SCROLLBAR5_BASE, _UVID_MENU_SCROLLBAR5_DECO_D, _UVID_MENU_SCROLL5_BUTTON, //Scroll Bar Type--------------------------------- _UVID_MENU_OUTDECO1_UD, _UVID_MENU_OUTDECO4_UD, //Line Ctrl-------------------------------------- _UVID_MENU_LINE, //Game Message Box-------------------------------- _UVID_MENU_MESSABOX_BASE_IN_GAME, //JobTree»ç¿ë - K2JobMap¿¡¼­ NewImageÇÑ´Ù. _UVID_MENU_JOB_CONNECT_LINE, _UVID_MENU_JOB_SEL_LINE, _UVID_MENU_JOB_SEL_BASE, _UVID_MENU_JOB_SEL_LIGHT, _UVID_MENU_JOB_CONNECT_POINT, //Battle Menu¿¡¼­ »ç¿ë _UVID_MENU_BATTLE_FRIENDLY, //¾Æ±º Icon _UVID_MENU_BATTLE_HOSTAIL, //Àû±º Icon _UVID_MENU_BATTLE_SUPPORT, //Áö¿ø±º Icon _UVID_MENU_BATTLE_FRIENDLY_NPC, //µ¿¸Í±º Icon _UVID_MENU_BATTLE_NEUTRAL, //Á߸³±º Icon _UVID_MENU_BATTLE_F_SOCKET, //¾Æ±º Socket //Menu·Î ¹Ù²Û´Ù. _UVID_MENU_LOGO_IN_GAME, // Crusader logo _UVID_MENU_SAVE_NUM, _UVID_MENU_PROGRESSBAR_LEFT, _UVID_MENU_PROGRESSBAR_BODY, _UVID_MENU_PROGRESSBAR_RIGHT, _UVID_MENU_PROGRESSBAR_BAR, //-------------------------------------------------------------- // Option //-------------------------------------------------------------- _UVID_MENU_OPTION_VOLUME, _UVID_MENU_OPTION_VOLUME_PIECE, _UVID_MENU_OPTION_ARROW_LEFT, _UVID_MENU_OPTION_ARROW_RIGHT, //-------------------------------------------------------------- // new 5/25 10 //-------------------------------------------------------------- //base _UVID_MENU_HELP_BASE, _UVID_MENU_OUTLINE28_BASE, _UVID_MENU_OUTLINE40_BASE, _UVID_MENU_OUTLINE45_BASE, _UVID_MENU_OUTLINE46_BASE, _UVID_MENU_OUTLINE49_BASE, //outline deco _UVID_MENU_OUTLINE_DECO30_UL, _UVID_MENU_OUTLINE_DECO30_UR, _UVID_MENU_OUTLINE_DECO30_DL, _UVID_MENU_OUTLINE_DECO30_DR, //3 piece Outline _UVID_MENU_OUTLINE27_L, _UVID_MENU_OUTLINE27_C, _UVID_MENU_OUTLINE27_R, _UVID_MENU_OUTLINE31_L, _UVID_MENU_OUTLINE31_C, _UVID_MENU_OUTLINE31_R, _UVID_MENU_OUTLINE32_L, _UVID_MENU_OUTLINE32_C, _UVID_MENU_OUTLINE32_R, _UVID_MENU_OUTLINE36_L, _UVID_MENU_OUTLINE36_C, _UVID_MENU_OUTLINE36_R, _UVID_MENU_OUTLINE38_L, _UVID_MENU_OUTLINE38_C, _UVID_MENU_OUTLINE38_R, _UVID_MENU_OUTLINE47_L, _UVID_MENU_OUTLINE47_C, _UVID_MENU_OUTLINE47_R, _UVID_MENU_OUTLINE48_L, _UVID_MENU_OUTLINE48_C, _UVID_MENU_OUTLINE48_R, //8 piece Outline _UVID_MENU_OUTLINE29_U, _UVID_MENU_OUTLINE29_D, _UVID_MENU_OUTLINE29_L, _UVID_MENU_OUTLINE29_R, _UVID_MENU_OUTCORNER29_UL, _UVID_MENU_OUTCORNER29_UR, _UVID_MENU_OUTCORNER29_DL, _UVID_MENU_OUTCORNER29_DR, _UVID_MENU_OUTLINE33_U, _UVID_MENU_OUTLINE33_D, _UVID_MENU_OUTLINE33_L, _UVID_MENU_OUTLINE33_R, _UVID_MENU_OUTCORNER33_UL, _UVID_MENU_OUTCORNER33_UR, _UVID_MENU_OUTCORNER33_DL, _UVID_MENU_OUTCORNER33_DR, _UVID_MENU_OUTLINE41_U, _UVID_MENU_OUTLINE41_D, _UVID_MENU_OUTLINE41_L, _UVID_MENU_OUTLINE41_R, _UVID_MENU_OUTCORNER41_UL, _UVID_MENU_OUTCORNER41_UR, _UVID_MENU_OUTCORNER41_DL, _UVID_MENU_OUTCORNER41_DR, _UVID_MENU_OUTLINE42_U, _UVID_MENU_OUTLINE42_D, _UVID_MENU_OUTLINE42_L, _UVID_MENU_OUTLINE42_R, _UVID_MENU_OUTCORNER42_UL, _UVID_MENU_OUTCORNER42_UR, _UVID_MENU_OUTCORNER42_DL, _UVID_MENU_OUTCORNER42_DR, _UVID_MENU_OUTLINE43_U, _UVID_MENU_OUTLINE43_D, _UVID_MENU_OUTLINE43_L, _UVID_MENU_OUTLINE43_R, _UVID_MENU_OUTCORNER43_UL, _UVID_MENU_OUTCORNER43_UR, _UVID_MENU_OUTCORNER43_DL, _UVID_MENU_OUTCORNER43_DR, _UVID_MENU_OUTLINE44_U, _UVID_MENU_OUTLINE44_D, _UVID_MENU_OUTLINE44_L, _UVID_MENU_OUTLINE44_R, _UVID_MENU_OUTCORNER44_UL, _UVID_MENU_OUTCORNER44_UR, _UVID_MENU_OUTCORNER44_DL, _UVID_MENU_OUTCORNER44_DR, //scroll bar _UVID_MENU_SCROLLBAR34_DECO_U, _UVID_MENU_SCROLLBAR34_BASE, _UVID_MENU_SCROLLBAR34_DECO_D, _UVID_MENU_SCROLL_BUTTON35, //live icon bar _UVID_MENU_LIVE_ICON_BAR, //-------------------------------------------------------------- //È®ÀåÆÑ¿¡ Ãß°¡µÇ´Â UVID _UVID_MENU_EX_OUTLINE_40_L, _UVID_MENU_EX_OUTLINE_40_C, _UVID_MENU_EX_OUTLINE_40_R, _UVID_MENU_EX_OUTLINE_43_L, _UVID_MENU_EX_OUTLINE_43_C, _UVID_MENU_EX_OUTLINE_43_R, _UVID_MENU_EX_BAR_ON, _UVID_MENU_EX_BAR_OFF, _UVID_TITLE_BANNER, _UVID_TITLE_LEFT_GRADIETION, _UVID_TITLE_RIGHT_GRADIETION, //-------------------------------------------------------------- // 2. game Interface //-------------------------------------------------------------- // <¾Æ±º,Àû±ººÎ´ë> °¢°¢ ºÎ´ë¸¦ ¹­¾îÁÖ´Â Å׵θ®¶óÀÎ(corner01 - Up Left) _VUID_GM_TARGET_GROUP_OUTLINE_UL, _VUID_GM_TARGET_GROUP_OUTLINE_UR, _VUID_GM_TARGET_GROUP_OUTLINE_DL, _VUID_GM_TARGET_GROUP_OUTLINE_DR, _VUID_GM_TARGET_GROUP_OUTLINE_UP, _VUID_GM_TARGET_GROUP_OUTLINE_DOWN, _VUID_GM_TARGET_GROUP_OUTLINE_LEFT, _VUID_GM_TARGET_GROUP_OUTLINE_RIGHT, _VUID_GM_TARGET_GROUP_OUTLINE_BASE, //Help box _UVID_GM_HELP_BOX_UL, _UVID_GM_HELP_BOX_UR, _UVID_GM_HELP_BOX_DL, _UVID_GM_HELP_BOX_DR, _UVID_GM_HELP_BOX_UP, _UVID_GM_HELP_BOX_DOWN, _UVID_GM_HELP_BOX_LEFT, _UVID_GM_HELP_BOX_RIGHT, _UVID_GM_HELP_BOX_BASE, _UVID_GM_HELP_BOX_LIGHT, //tactics mode¿¡¼­ Çʵå»ó¿¡ ºÎ´ëµéÀÇ À§Ä¡¸¦ Ç¥½ÃÇÏ´Â È­»ìÇ¥ _UVID_GM_TROOP_POS_ICON_LIGHT, //Troop List Tab Hp Gauge _UVID_GM_HP_GAUGE, _UVID_GM_HP_GAUGE_SUPPORT, _UVID_GM_DAMAGEHP_GAUGE, _UVID_GM_ENEMY_HP_GAUGE, _UVID_GM_HP_GAUGE_BASE, //Report _UVID_GM_REPORT, //ability for screen _UVID_GM_ABILITY_BASE, _UVID_GM_ABILITY_SEL_CURSOR, _UVID_GM_ABILITY_SEL_LIGHT, _UVID_GM_ABILITY_ROTATION_CURSOR_FOR_SCREEN, // ȸÀü ÆÇ _UVID_GM_ABILITY_CIRSLE_CURSOR_FOR_SCREEN, // base circle _UVID_GM_ABILITY_USE_EFFECT_CURSOR_FOR_SCREEN, // »ç¿ë½Ã¿¡ ¶ß´Â È¿°ú _UVID_GM_AIMNIG_ROTATION_CURSOR_FOR_SCREEN, //ȸÀü ÆÇ _UVID_GM_AIMNIG_FIX_CURSOR_FOR_SCREEN, //°íÁ¤ ÆÇ //main sp gauge _UVID_GM_MAIN_SP_GAUGE_BASE, _UVID_GM_MAIN_SP_GAUGE, //cursor and targeted troop _UVID_GM_CURSOR_FOR_SCREEN, _UVID_GM_STANDING_IN_LINE_UP, _UVID_GM_STANDING_IN_CURSOR_UP, _UVID_GM_STANDING_IN_LINE, _UVID_GM_STANDING_IN_CURSOR_DOWN, _UVID_GM_STANDING_IN_LINE_DOWN, //mission gauge _UVID_GM_GAUGE_MISSION_FOR_COUNT, _UVID_GM_GAUGE_MISSION_BASE, _UVID_GM_GAUGE_MISSION_WINDOW, _UVID_GM_GAUGE_MISSION, //sel troop gauge for troop list _UVID_GM_SLE_TROOP_DECO, _UVID_GM_SEL_TROOP_HP_GAUGE, _UVID_GM_SEL_TROOP_HP_GAUGE_DAMAGE, //-------------------------------------------------------------- // Mini Map Interface //-------------------------------------------------------------- //show area _UVID_MP_SHOW_AREA_UL, _UVID_MP_SHOW_AREA_UR, _UVID_MP_SHOW_AREA_DL, _UVID_MP_SHOW_AREA_DR, _UVID_MP_SHOW_AREA_UP, _UVID_MP_SHOW_AREA_DOWN, _UVID_MP_SHOW_AREA_LEFT, _UVID_MP_SHOW_AREA_RIGHT, _UVID_MP_SHOW_AREA_BASE, //show point _UVID_MP_SHOW_POINT1, _UVID_MP_SHOW_POINT2, _UVID_MP_SHOW_POINT3, _UVID_MP_SHOW_POINT4, //Under Attack _UVID_MP_UNDERATTACK4, //Ability cursor _UVID_MP_USE_ABILITY_CURSOR, //À°»ó ºÎ´ë¸¦ Ç¥½Ã(Troop Point) _UVID_MP_FRIENDLY_TROOPPOINT, _UVID_MP_HOSTILE_TROOPPOINT, _UVID_MP_SUPPORT_TROOPPOINT, _UVID_MP_FRIENDLY_NPC_TROOPPOINT, _UVID_MP_NEUTRAL_TROOPPOINT, //°øÁß ºÎ´ë¸¦ Ç¥½Ã(Troop Point) _UVID_MP_FRIENDLY_AIRPOINT, _UVID_MP_HOSTILE_AIRPOINT, _UVID_MP_SUPPORT_AIRPOINT, _UVID_MP_FRIENDLY_NPC_AIRPOINT, _UVID_MP_NEUTRAL_AIRPOINT, //¼±ÅÃÇÑ ºÎ´ë Ç¥½Ã _UVID_MP_SELECT_TROOPPOINT_LIGHT, //Player ºÎ´ë ¹æÇâ screen¿¡ Ç¥½Ã _UVID_GMP_TROOP_ICON_BASE, //ºÎ´ë Á¾·ù ´ëÇ¥ Icon - ¹Ì´Ï¸Ê¿¡¼± ´Üµ¶À¸·Î ¾²Àδ٠_UVID_GMP_TROOP_ICON_MELEE, _UVID_GMP_TROOP_ICON_RANGE, _UVID_GMP_TROOP_ICON_RIDER, _UVID_GMP_TROOP_ICON_SAPPER, _UVID_GMP_TROOP_ICON_SUPPORT, _UVID_GMP_TROOP_ICON_SCOUT, //Range troopÀÇ °ø°Ý ¹üÀ§ _UVID_GMP_TROOP_ATTACK_RANGE, //Cursor - À̵¿È­»ìÇ¥½Ã - Animation _UVID_MP_CURSOR_1, _UVID_MP_CURSOR_2, _UVID_MP_CURSOR_3, _UVID_MP_CURSOR_4, //¸Ê ¿Ü°¢¿¡ º¸ÀÌÁö ¾Ê´Â ÀûÀ» Ç¥½ÃÇÑ´Ù. _UVID_MP_INVISIBLE_DIR_ENEMY, //Player Troop Ç¥½Ã _UVID_MP_PLAYERTROOP_FLAG1, _UVID_MP_PLAYERTROOP_FLAG2, _UVID_MP_CURSOR_NOT, //not _UVID_MP_TROOP_SHAPE_DIR, //troop Shape ³»ÀÇ ¹æÇâ //Á¤Âûº´ icon _UVID_MP_TROOP_ICON_SCOUT_F, //MINI MAP¿¡ µµ¸Á¾ÆÀÌÄÜ _UVID_MP_CURSOR_RUNAWAY1, _UVID_MP_CURSOR_RUNAWAY2, _UVID_MP_CURSOR_RUNAWAY3, _UVID_MP_CURSOR_RUNAWAY4, _UVID_MP_CURSOR_RUNAWAY5, _UVID_MP_CURSOR_RUNAWAY6, //¹Ì´Ï¸ÊÅ׵θ®ÅëÂ¥ _UVID_MP_MINIMAP_OUTLINE, //way point _UVID_MP_WAYPOINT, //Mine & Trap _UVID_MP_MINE_N_TRAP_MARK, //troop _UVID_MP_PLAYER_TROOP, _UVID_MP_SEL_TROOP, //show event, direction _UVID_MP_SHOW_DIR, //¹Ì´Ï¸Ê»ó ¾îºô¸®Æ¼ »ç¿ë Ç¥½Ã ¾ÆÀÌÄÜ _UVID_MP_SHOW_TROOP_USE_ABILITY, _UVID_MP_SHOW_TROOP_USE_ABILITY_BASE, // Smoke & Fire - ¸Ê»ó¿¡ ºÒÀÌ ³¯¶§ Ç¥Çö(ani) _UVID_MP_SMORK_ICON, _UVID_MP_FIRE_ICON1, _UVID_MP_FIRE_ICON2, _UVID_MP_FIRE_ICON3, _UVID_MP_FIRE_ICON4, _UVID_MP_FIRE_ICON5, _UVID_MP_FIRE_ICON6, _UVID_MP_FIRE_ICON7, _UVID_MP_FIRE_ICON8, //-------------------------------------------------------------- // 3. World Mini Map Interface - worldmap.tga //-------------------------------------------------------------- //world minimap out line _UVID_WM_MINIMAP_OUTLINE_U, _UVID_WM_MINIMAP_OUTLINE_D, _UVID_WM_MINIMAP_OUTLINE_L, _UVID_WM_MINIMAP_OUTLINE_R, _UVID_WM_MINIMAP_OUTCORNER_UL, _UVID_WM_MINIMAP_OUTCORNER_UR, _UVID_WM_MINIMAP_OUTCORNER_DL, _UVID_WM_MINIMAP_OUTCORNER_DR, _UVID_WM_MINIMAP_OUTLINE_BASE, _UVID_WM_MINIMAP_ECCLESIA, _UVID_WM_MINIMAP_SELECT_ECCLESIA, _UVID_WM_MINIMAP_HIRONEIDEN, _UVID_WM_MINIMAP_SELECT_HERONEIDEN, _UVID_WM_MINIMAP_JUNGSBURG, _UVID_WM_MINIMAP_SELECT_JUNGSBURG, _UVID_WM_MINIMAP_AREIN, _UVID_WM_MINIMAP_SELECT_AREIN, _UVID_WM_MINIMAP_ALTAR_OF_DESTRUCTION, _UVID_WM_MINIMAP_SELECT_ALTAR_OF_DESTRUCTION, _UVID_WM_MINIMAP_ESSE, _UVID_WM_MINIMAP_SELECT_ESSE, _UVID_WM_MINIMAP_KALLISHIRE, _UVID_WM_MINIMAP_SELECT_KALLISHIRE, _UVID_WM_MINIMAP_BASECAMP1, _UVID_WM_MINIMAP_SELECT_BASECAMP1, _UVID_WM_MINIMAP_BASECAMP2, _UVID_WM_MINIMAP_SELECT_BASECAMP2, _UVID_WM_MINIMAP_ENCABLOSA, _UVID_WM_MINIMAP_SELECT_ENCABLOSA, _UVID_WM_MINIMAP_POINT, _UVID_WM_MINIMAP_MY_POINT, _UVID_WM_MINIMAP_CLEAR_POINT, _UVID_WM_MINIMAP_FLAG_1, _UVID_WM_MINIMAP_FLAG_2, _UVID_WM_MINIMAP_CURSOR_NOT, _UVID_WM_MINIMAP_BATTLE_SEL_LIGHT, //¼±ÅÃÈ¿°ú _UVID_WM_SELECT_CASTLE, //_UVID_MENU_MINIMAP_CURSOR, //battle menu¿¡¼­ Minimap cursor <- kufbriefingview _UV_NUM, }; #define _START_GAME_UV _VUID_GM_TARGET_GROUP_OUTLINE_UL #define _END_GAME_UV _UVID_MP_FIRE_ICON8 #define _START_WORLD_UV _UVID_WM_MINIMAP_OUTLINE_U #define _END_WORLD_UV _UVID_WM_SELECT_CASTLE #define _START_ILLUST_UV _UVID_MENU_INFOABILITY #define _END_ILLUST_UV _UVID_MENU_TRAINING #define _SPECIAL_UV_NUM _END_ILLUST_UV - _START_ILLUST_UV + 1 #endif