#ifndef _K2ITEMDEF_H_ #define _K2ITEMDEF_H_ //----------------------------------------------------------------------------- // Name: // Desc: Equipment type //----------------------------------------------------------------------------- enum{ _T_SWORD = 0, _T_SHIELD, _T_ARMOR }; // User Leader or Troop //#define _U_LEADER true //#define _U_TROOP false #define _C_HUMAN 1 #define _C_DEVIL 0 //---------------------------------------------------------------- // Name: // Desc: ¼³¸í ()¾ÈÀº Àåºñ ½½·Ô ¹øÈ£. (*)Àº ½ÇÁ¦ ¿ÜÇü¿¡ ¿µÇâÀ» ÁÖÁö ¾ÊÀ½. //---------------------------------------------------------------- enum K2_ITEM_TYPE { ITM_NON = -1, // ¾ÆÀÌÅÛ ¾øÀ½. ½ºÅ©¸³Æ®¿¡¼­ »ç¿ë //Human troop.............................. // primary or sub weapon ITM_H_TROOP_1H_WEAPON = 0, //Àΰ£ º´»ç¿ë 1H Sword /Infantry, Heavy infantry (0) Archer, Longbow man, Mortar, Sapper(1) ITM_H_TROOP_SHIELD, //Àΰ£ º´»ç¿ë Shield /Infantry, Heavy infantry, Paladin (1)PaladinÀº ¹æÆÐ°¡ ¸ö¿¡ ºÙ¾îÀÖÀ½. ITM_H_TROOP_2H_WEAPON, //Àΰ£ º´»ç¿ë 2H Sword /Knight (0) ITM_H_TROOP_MACE, //Àΰ£ º´»ç¿ë Mace /Paladin (0): (*) ITM_H_TROOP_BOW, //Àΰ£ º´»ç¿ë Bow /Archer, Longbow man (0) ITM_H_TROOP_SPEAR, //Àΰ£ º´»ç¿ë â /Spearman (0) ITM_H_TROOP_MORTAR, //Àΰ£ º´»ç¿ë ¹Ú°ÝÆ÷ /Mortar (0) ITM_H_TROOP_PICKAXE, //Àΰ£ º´»ç¿ë °î±ªÀÌ /Sapper, Pyro-technician (0) ITM_H_TROOP_KNAPSACK, //Àΰ£ º´»ç¿ë ¹è³¶ /Sapper, Pyro-technician (1) ITM_H_TROOP_CATAPULT, //Àΰ£¿ë ¹ß¼®Â÷ /Catapult: (0) (*) ITM_H_TROOP_BALLISTA, //Àΰ£¿ë ¹ß¸®½ºÅ¸ /Ballista: (0) (*) ITM_H_TROOP_LANCE, //Àΰ£ ±âº´¿ë Lance /Cavalry, Heavy cavalry (0) ITM_H_TROOP_EQUIPMENT, //Àΰ£ ±âº´¿ë Àåºñ /Cavalry, Heavy cavalry (1) (*) ITM_H_TROOP_WING_OPTION, //Bomber Wing¿ë Option Àåºñ /Bomber wing: (0) (*) ITM_H_TROOP_RIDER_OPTION, //Storm Rider¿ë Option Àåºñ /Storm rider: (0) (*) // armor ITM_H_TROOP_NORMAL_ARMOR, //Àΰ£ º´»ç¿ë Normal °©¿Ê, /ÀÏ¹Ý º¸º´, ±Ãº´, °øº´, È­°øº´, ¹ß¼®Â÷, Ballista (2)(*) ITM_H_TROOP_LIGHT_ARMOR, //Àΰ£ º´»ç¿ë Light °©¿Ê /⺴, Àå±Ãº´, ¹Ú°ÝÆ÷º´ (2) ITM_H_TROOP_HEAVY_ARMOR, //Àΰ£ º´»ç¿ë heavy °©¿Ê /ÁßÀå º¸º´, ±âº´(2) ITM_H_TROOP_FULL_ARMOR, //Àΰ£ º´»ç¿ë Full Armor /Knight, ÁßÀå±âº´(2) ITM_H_TROOP_PALADIN_ARMOR, //Àΰ£ Paladin¿ë °©¿Ê /Paladin (2) //Dark troop.............................. // primary or sub weapon ITM_DO_TROOP_R_AXE, //¿ÀÅ© º¸º´¿ë µµ³¢-¿À¸¥¼Õ /Orc infantry, Orc axeman, Heavy orc infantry (0) ITM_DO_TROOP_L_AXE, //¿ÀÅ© µµ³¢º´¿ë µµ³¢-¿Þ¼Õ /Orc axeman (1) ITM_DO_TROOP_BUCKLER, //¿ÀÅ© º´»ç¿ë Buckler /Orc infantry, Heavy orc infantry (1) ITM_DO_TROOP_RIDERS_AXE, //¿ÀÅ© ±âº´¿ë µµ³¢ /Orc riders, Orc heavy riders. (0) ITM_DO_TROOP_RIDER_HARNESS, //¿ÀÅ© ±âº´¿ë ¸¶±¸ /Orc riders, Orc heavy riders. (1) ITM_DO_TROOP_SAPPER_PICKAXE, //¿ÀÅ© °øº´¿ë °î±ªÀÌ /Orc sapper (0) ITM_DO_TROOP_SAPPER_KNAPSACK, //¿ÀÅ© °øº´¿ë ¹è³¶ /Orc sapper (1) ITM_DO_TROOP_SAPPER_EQUIPMENT, //¿ÀÅ© °øº´¿ë Àåºñ /Orc sapper (1) ITM_DE_TROOP_1H_SWORD, //´ÙÅ©¿¤ÇÁ º´»ç¿ë 1H sword /Elf Fighter(0), Elf Knight(0), Elf Archer(1) ITM_DE_TROOP_CAVALRY_1H_SWORD, //´ÙÅ©¿¤ÇÁ ±âº´¿ë 1H sword /Elf Cavalry(0) ITM_DE_TROOP_SHIELD, //´ÙÅ©¿¤ÇÁ º´»ç¿ë Shield /Elf Fighter(1) ITM_DE_TROOP_BOW, //´ÙÅ©¿¤ÇÁ º´»ç¿ë Ȱ /Elf Archer, ¿¤ÇÁ ±Ã±âº´ (0) // armor ITM_DO_TROOP_NORMAL_ARMOR, //¿ÀÅ© º´»ç¿ë Normal °©¿Ê /¿ÀÅ© ÀÏ¹Ý º¸º´, ¿ÀÅ© °øº´ (2) (*) ITM_DO_TROOP_LIGHT_ARMOR, //¿ÀÅ© º´»ç¿ë Light °©¿Ê /¿ÀÅ© rider, ¿ÀÅ© µµ³¢º´ (2) ITM_DO_TROOP_HEAVY_ARMOR, //¿ÀÅ© º´»ç¿ë Heavy °©¿Ê /¿ÀÅ© ÁßÀå rider, ¿ÀÅ© ÁßÀ庸º´(2) ITM_DE_TROOP_NORMAL_ARMOR, //´ÙÅ©¿¤ÇÁ º´»ç¿ë Normal °©¿Ê /¿¤ÇÁ ±Ãº´, ¿¤ÇÁ º¸º´ (2) ITM_DE_TROOP_LIGHT_ARMOR, //´ÙÅ©¿¤ÇÁ º´»ç¿ë Light °©¿Ê /¿¤ÇÁ ÁßÀå º¸º´, ¿¤ÇÁ ±âº´, ¿¤ÇÁ ±Ã±âº´(2) //human leader.............................. // leader primary or sub weapon ITM_H_LEADER_1H_SWORD, //Àΰ£ ¸®´õ¿ë 1H sword /Àΰ£ ¸¶¹ý»ç ¸®´õ¿ë(0) ITM_H_LEADER_SHIELD, //Àΰ£ ¸®´õ¿ë Shield /Àΰ£ ¸®´õ (1) ITM_H_LEADER_BOW, //Àΰ£ ¸®´õ¿ë Ȱ /¸¶¹ý»ç ¸®´õ (1) ITM_H_LEADER_WIZARD_STAFF, //¸¶¹ý»ç ¸®´õ¿ë staff /¸¶¹ý»ç ¸®´õ (1) ITM_H_LEADER_ELF_BOW, //¿¤ÇÁ ¸®´õ¿ë Ȱ /¿¤ÇÁ ¸®´õ (1) ITM_H_LEADER_ELF_STAFF, //¿¤ÇÁ ¸®´õ¿ë staff /¿¤ÇÁ ¸®´õ (1) ITM_H_LEADER_ELF_SWORD, //¿¤ÇÁ ¸®´õ¿ë Ä® /¿¤ÇÁ ¸®´õ (0) ITM_H_LEADER_DWARF_AXE, //µå¿öÇÁ ¸®´õ¿ë µµ³¢ /µå¿öÇÁ ¸®´õ (0) ITM_H_LEADER_DWARF_CANNON, //µå¿öÇÁ ¸®´õ¿ë ij³í /µå¿öÇÁ ¸®´õ (1) ITM_H_LEADER_DWARF_AID_AXE, //µå¿öÇÁ ¸®´õ¿ë º¸Á¶ µµ³¢ /µå¿öÇÁ ¸®´õ (1) // leader armor ITM_H_LEADER_ARMOR, //Àΰ£ ¸®´õ¿ë /Àΰ£ ¸®´õ(2) (°æ,Áß,Full armor, paladin armor ¸ðµÎ Æ÷ÇÔ) ITM_H_LEADER_WIZARD_ARMOR, //¸¶¹ý»ç ¸®´õ¿ë /¸¶¹ý»ç ¸®´õ. (2) (*) ITM_H_LEADER_ELF_ARMOR, //¿¤ÇÁ¸®´õ¿ë °©¿Ê /¿¤ÇÁ ¸®´õ (2) ITM_H_LEADER_DWARF_ARMOR, //µå¿öÇÁ ¸®´õ¿ë °©¿Ê /µå¿öÇÁ ¸®´õ (2) (*) // hero primary or sub weapon and armor ITM_H_GERALD_SWORD, //°Ô·²µå¿ë Ä® /°Ô·²µå (0) ITM_H_GERALD_ACCESSORY, //°Ô·²µå¿ë ¾×¼¼¼­¸® /°Ô·²µå (1)(*) ITM_H_GERALD_ARMOR, //°Ô·²µå¿ë °©¿Ê /°Ô·²µå (2)(*) ITM_H_RUPERT_HAMMER, //·çÆÛÆ®¿ë ¸ÁÄ¡ /·çÆÛÆ® (0) ITM_H_RUPERT_WINE_BARREL, //·çÆÛÆ®¿ë ¼úÅë /·çÆÛÆ® (1)(*) ITM_H_RUPERT_ARMOR, //·çÆÛÆ®¿ë °©¿Ê /·çÆÛÆ® (2)(*) ITM_H_ELLEN_SWORD, //¿¤·»¿ë Ä® /¿¤·» (0) ITM_H_ELLEN_BOW, //¿¤·»¿ë Ȱ /¿¤·» (1) ITM_H_ELLEN_ARMOR, //¿¤·»¿ë °©¿Ê /¿¤·» (2)(*) ITM_H_KENDAL_PRIMARY_WEAPON, //ÄË´Þ¿ë Primary-weapon /ÄË´Þ (0) ITM_H_KENDAL_SUB_WEAPON, //ÄË´Þ¿ë Sub-weapon /ÄË´Þ (1) ITM_H_KENDAL_ARMOR, //ÄË´Þ¿ë °©¿Ê /ÄË´Þ (2)(*) ITM_H_THOMAS_MACE, //Å丶½º¿ë Mace /Å丶½º (0) ITM_H_THOMAS_BUCKLER, //Å丶½º¿ë Buckler /Å丶½º (1) ITM_H_THOMAS_ARMOR, //Å丶½º¿ë °©¿Ê /Å丶½º (2)(*) ITM_H_DUANE_MORNING_STAR, //µà¿¡Àοë Morning star /µà¿¡ÀÎ (0) ITM_H_DUANE_EYE_BANDAGE, //µà¿¡ÀÎ¿ë ¾È´ë /µà¿¡ÀÎ (1)(*) ITM_H_DUANE_ARMOR, //µà¿¡ÀÎ¿ë °©¿Ê /µà¿¡ÀÎ (2)(*) //Dark leader.............................. // leader primary or sub weapon ITM_DE_LEADER_SWORD, //´ÙÅ©¿¤ÇÁ ¸®´õ¿ë sword /´ÙÅ©¿¤ÇÁ ³²¿© ¸®´õ (0) ITM_DE_LEADER_SHIELD, //´ÙÅ©¿¤ÇÁ ¸®´õ¿ë shield /´ÙÅ©¿¤ÇÁ ³²¿© ¸®´õ (1) ITM_DE_LEADER_BOW, //´ÙÅ©¿¤ÇÁ ¸®´õ¿ë bow /´ÙÅ©¿¤ÇÁ ³²¿© ¸®´õ(1) ITM_DE_LEADER_MAGICAL_BOOSTER, //´ÙÅ©¿¤ÇÁ ¸®´õ¿ë ¸¶¹ý ºÎ½ºÅÍ (°Å¹ÌÀå½Ä) /´ÙÅ©¿¤ÇÁ ³²¿© ¸®´õ(1) ITM_DO_LEADER_AXE, //¿ÀÅ© ¸®´õ¿ë µµ³¢ /¿ÀÅ© ¸®´õ¿ë (0) ITM_DO_LEADER_SHIELD, //¿ÀÅ© ¸®´õ¿ë ¹æÆÐ /¿ÀÅ© ¸®´õ¿ë (1) ITM_D_LEADER_ORGE_NECKLACE, //¿À°Å ¸ñ°ÉÀÌ /¿À°Å ¸®´õ (0) (*) ITM_D_LEADER_LICH_RING, //¸®Ä¡ ¸®´õ¿ë ¹ÝÁö /¸®Ä¡(0,1) (*) // leader armor ITM_DE_LEADER_FEMALE_ARMOR, //´ÙÅ©¿¤ÇÁ ¿©ÀÚ¸®´õ¿ë /´ÙÅ©¿¤ÇÁ ¿© ¸®´õ(2) (ÀÏ¹Ý °©¿Ê, °æ°©¿Ê ¸ðµÎ Æ÷ÇÔ) ITM_DE_LEADER_MALE_ARMOR, //´ÙÅ©¿¤ÇÁ ³²ÀÚ¸®´õ¿ë /´ÙÅ©¿¤ÇÁ ³² ¸®´õ(2) (*) ITM_DO_LEADER_ARMOR, //¿ÀÅ© ¸®´õ¿ë /¿ÀÅ© ¸®´õ (2) (°æ°©¿Ê, Áß°©¿Ê ¸ðµÎ Æ÷ÇÔ) // hero primary or sub weapon and armor ITM_D_REGNIER_SWORD, //·¹±×³ªÀ̾î Ä® /·¹±×³ªÀ̾î (0) ITM_D_REGNIER_ACCESSORY, //·¹±×³ªÀÌ¾î ¾×¼¼¼­¸® /·¹±×³ªÀ̾î (1) (*) ITM_D_URUKUBARR_NECKLACE, //¿ì¸£Å©¹ÙÅ© ¸ñ°ÉÀÌ /¿ì¸£Å©¹ÙÅ© (0) (*) ITM_D_LIENHART_SWORD, //¶óÀÎÇϸ£Æ® Ä® /¶óÀÎÇϸ£Æ® (0) ITM_D_LIENHART_ACCESSORY, //¶óÀÎÇϸ£Æ® ¾×¼¼¼­¸® /¶óÀÎÇϸ£Æ® (1) (*) ITM_D_LUCRAITIA_R_SWORD, //·çÅ©·¹Æ¼¾Æ Ä®(¿À¸¥¼Õ) /·çÅ©·¹Æ¼¾Æ (0) ITM_D_LUCRAITIA_L_SWORD, //·çÅ©·¹Æ¼¾Æ Ä®(¿Þ¼Õ) /·çÅ©·¹Æ¼¾Æ (1) ITM_D_LUCRAITIA_ARMOR, //·çÅ©·¹Æ¼¾Æ ¿Ê /·çÅ©·¹Æ¼¾Æ (2) ITM_D_CIRITH_R_SWORD, //½Ã¸®Ã÷¿ë Ä®(¿À¸¥¼Õ) /½Ã¸®Ã÷(0) ITM_D_CIRITH_ACCESSORY, //½Ã¸®Ã÷¿ë ¾×¼¼¼­¸® /½Ã¸®Ã÷(1) ITM_D_CIRITH_ARMOR, //½Ã¸®Ã÷¿ë ¿Ê /½Ã¸®Ã÷(2) ITM_D_MORENE_BONE_SWORD, //¸ð·çÀÎ »ÀÄ® /¸ð¸£ÀÎ (0) ITM_D_MORENE_ARMOR, //¸ð·çÀÎ ¿Ê /¸ð¸£ÀÎ(2) ITM_H_DWARF_ACCESSORY, //µå¿öÇÁ ¾×¼¼¼­¸® ITM_H_ELF_ACCESSORY, //Àΰ£¿¤ÇÁ ¾×¼¼¼­¸® ITM_D_ELF_ACCESSORY, //´ÙÅ©¿¤ÇÁ ³²ÀÚ ¾×¼¼¼­¸® ITM_LAST, }; #define ITM_START_OFFSET ITM_H_TROOP_1H_WEAPON #define ITM_NUM ITM_LAST #define ITM_START_OFFSET_TROOP ITM_H_TROOP_1H_WEAPON #define ITM_NUM_TROOP ITM_H_LEADER_1H_SWORD - ITM_START_OFFSET_TROOP #define ITM_START_OFFSET_LEADER ITM_H_LEADER_1H_SWORD #define ITM_NUM_LEADER ITM_LAST - ITM_START_OFFSET_LEADER enum _ATTRIBUTE_ID{ ATT_NON = -1, // ¼Ó¼º ¾øÀ½. ½ºÅ©¸³Æ®¿¡¼­ ÇÊ¿ä ATT_TROOP_HP_RECOVERY_1 = 0, // ¿ÀÅ©/¿¤ÇÁ ºÎ´ë HP 10% ´õ ºü¸£°Ô ä¿öÁØ´Ù. ATT_TROOP_HP_RECOVERY_2, // ¿ÀÅ©/¿¤ÇÁ ºÎ´ë HP 15% ´õ ºü¸£°Ô ä¿öÁØ´Ù. ATT_GET_MORE_EXP_1, // ºÎ´ë°¡ Exp¸¦ 10% ´õ ¾ò´Â´Ù. ATT_GET_MORE_EXP_2, // ºÎ´ë°¡ Exp¸¦ 15% ´õ ¾ò´Â´Ù. ATT_GET_MORE_EXP_3, // ºÎ´ë°¡ Exp¸¦ 20% ´õ ¾ò´Â´Ù. ATT_SP_BONUS_1, // ºÎ´ë°¡ SP¸¦ ¾òÀ» ¶§ 10%ÀÇ Ãß°¡ º¸³Ê½º°¡ ÀÖ´Ù ATT_SP_BONUS_2, // ºÎ´ë°¡ SP¸¦ ¾òÀ» ¶§ 15%ÀÇ Ãß°¡ º¸³Ê½º°¡ ÀÖ´Ù ATT_SP_BONUS_3, // ºÎ´ë°¡ SP¸¦ ¾òÀ» ¶§ 20%ÀÇ Ãß°¡ º¸³Ê½º°¡ ÀÖ´Ù ATT_HP_BONUS_1, // ºÎ´ë ¹× ¸®´õÀÇ HP¸¦ 10% ³ôÀδÙ. ATT_HP_BONUS_2, // ºÎ´ë ¹× ¸®´õÀÇ HP¸¦ 15% ³ôÀδÙ. ATT_HP_BONUS_3, // ºÎ´ë ¹× ¸®´õÀÇ HP¸¦ 25% ³ôÀδÙ. ATT_FAST_HP_RECOVERY_1, // Ç÷¹À̾î 30% ´õ ºü¸£°Ô ä¿öÁØ´Ù. ATT_FAST_HP_RECOVERY_2, // Ç÷¹À̾î 50% ´õ ºü¸£°Ô ä¿öÁØ´Ù. ATT_FAST_HP_RECOVERY_FROM_KO_1, // Ç÷¹À̾ ¾²·¯Á³À» ¶§ 30% ´õ ºü¸£°Ô HP¸¦ ä¿öÁØ´Ù. ATT_FAST_HP_RECOVERY_FROM_KO_2, // Ç÷¹À̾ ¾²·¯Á³À» ¶§ 50% ´õ ºü¸£°Ô HP¸¦ ä¿öÁØ´Ù. ATT_YOU_CANT_BEAT_ME_1, // ÀÚµ¿¹æ¾î È®·ü 15% »ó½Â ATT_YOU_CANT_BEAT_ME_2, // ÀÚµ¿¹æ¾î È®·ü 20% »ó½Â // KufElementalState.h ¿¡ ÀÖ´Â ¼ø¼­¿Í °°µµ·Ï ATT_ELEMENTAL_FIRE, ATT_ELEMENTAL_LIGHTNING, ATT_ELEMENTAL_ICE, ATT_ELEMENTAL_HOLY, ATT_ELEMENTAL_CURSE, ATT_ELEMENTAL_POISON, ATTRIBUTE_LAST, }; #define ATT_START_OFFSET ATT_HP_BONUS_1 #define ATT_NUM ATTRIBUTE_LAST #define ATT_NUMERICAL_START_OFFSET ATT_HP_BONUS_1 #define ATT_FUNCTIONAL_START_OFFSET ATT_GET_MORE_EXP_1 enum _RESISTANCE_ID{ RESIST_ELEMENTAL_RANDOM=-3, RESIST_RANDOM=-2, RESIST_NON=-1, RESIST_MELEE=0, RESIST_RANGE, RESIST_UNBLOCKABLE_RANGE, RESIST_FRONTAL, RESIST_FIRE, RESIST_ICE, RESIST_LIGHTNING, RESIST_HOLY, RESIST_CURSE, RESIST_POISON, RESIST_LAST, }; #define RESIST_START_OFFSET RESIST_MELEE #define RESIST_NUM RESIST_LAST #define RESIST_ELE_START RESIST_FIRE #define RESIST_ELE_NUM 6 #endif