#ifndef _MISSION_H_ #define _MISSION_H_ #define KUF_PLAYER_TYPE_NOTUSE 0 #define KUF_PLAYER_TYPE_LOCAL 1 #define KUF_PLAYER_TYPE_REMOTE 2 #define KUF_PLAYER_TYPE_AI_ENEMY 3 #define KUF_PLAYER_TYPE_AI 3 // Àü ¹öÀü º¸Á¸À» À§ÇØ #define KUF_PLAYER_TYPE_AI_FRIENDLY 4 #define KUF_PLAYER_TYPE_AI_NEUTRAL 5 //½ºÅ©¸³Æ®¿¡¼­ »ç¿ë enum CASTLE_LOCATION { CASTLE_STATE_NON = -1, CASTLE_STATE_MAIN = 0, CASTLE_STATE_CASTLE, // 1 CASTLE_STATE_TRAINING, // 2 CASTLE_STATE_PUB, // 3 CASTLE_STATE_BARRACK, // 4 CASTLE_STATE_GATE, // 5 CASTLE_STATE_LIBRARY, // 6 CASTLE_STATE_NUM, // 7 }; #define COMPARE_NOT_EQUAL 0 #define COMPARE_EQUAL 1 #define COMPARE_GREATER 2 #define COMPARE_GREATER_THAN_OR_EQUAL 3 #define COMPARE_LESS_THAN 4 #define COMPARE_LESS_THAN_OR_EQUAL 5 #define CON_NUM 80 #define ACTION_NUM 222 // °ÔÀÓ ½ÃÀÛÈÄ [int]Ãʰ¡ [ºñ±³]µÇ¾ú´Ù¸é #define CON_TIME_ELAPSED 0 // °ÔÀÓ ¸¶Å©µÈ Ç¥½Ã[TimeMarkID]°¡ Áö±Ý½Ã°£+[int]ÃÊ¿Í [ºñ±³]µÇ¾ú´Ù¸é #define CON_TIME_ELAPSED_FROM_MARKED 1 // [TroopID]°¡ [AreaID]¿¡ ÀÖ´Ù¸é #define CON_TROOP_IN_AREA 2 // [TroopID]ÀÇ scouter°¡ [AreaID]¿¡ Á¤ÁöÇß´Ù¸é #define CON_TROOP_SCOUTER_STOPPED_IN_AREA 3 // [TroopID]ÀÇ scouter°¡ [AreaID]¿¡ ÀÖ´Ù¸é #define CON_TROOP_SCOUTER_IN_AREA 4 // [TroopID]ÀÇ scounter°¡ ¸ñÇ¥[TroopID]¿Í [float]°Å¸®¿¡ ÀÖ´Ù¸é #define CON_TROOP_SCOUTER_CLOSE_TO_TROOP 5 // [TroopID]¿Í [TroopID]ÀÇ [float]°Å¸®°¡ [ºñ±³]ÇÏ´Ù¸é #define CON_TROOP_CLOSE_TO_TROOP 6 // [TroopID]°¡ [PlayerID]ÀÇ troopÀ» °ø°Ý ´ë»óÀ» Çϰí ÀÖ´Ù¸é #define CON_TROOP_TARGETED 7 // [TroopID]°¡ °ø°Ý´çÇßÀ» ¶§ (Melee/Range±¸ºÐ ¾øÀ½) #define CON_TROOP_ATTACKED 8 // [TroopID]°¡ Melee °ø°Ý´çÇßÀ» ¶§ #define CON_TROOP_MELEE_ATTACKED 9 // [TroopID]°¡ [Ability]¸¦ »ç¿ëÇÑ´Ù¸é #define CON_TROOP_ABILITY 10 // [TroopID]°¡ [int] À̶ó¸é (-1 À̸é ÇØ¸¦ ÃÄ´Ùº¸°í ÀÖÀ½. 1 À̸é ÇØ¸¦ µîÁö°í ÀÖÀ½. 0 ÀÌ¸é ¾Æ¹« °Íµµ ¾Æ´Ô) #define CON_TROOP_WITH_THE_SUN_IN_BACK 11 // [TroopID]°¡ ´ëÀå HP °¡ 0 ÀÎÁö #define CON_LEADER_HAS_BEEN_KILLED 12 // [TroopID]ÀÇ HP°¡ [int]%¿Í [ºñ±³]ÇÏ´Ù¸é #define CON_STATE_HP_PERCENT 13 // NOT USED //#define CON_PALING_LOCATED 14 // [TroopId] ÀÇ ¸®´õÀÇ HP°¡ [int]nPercentÀÎÁö [ºñ±³] ÇÕ´Ï´Ù. #define CON_LEADER_HP 14 // [AreaID]¾È¿¡ [ObjectType] (´Ù¸®³ª ´Ù¸¥ Object)°¡ ¼³Ä¡µÇ¾î ÀÖ´Ù¸é #define CON_OBJECT_LOCATED 15 // NOT USED //#define CON_PALING_HP_PERCENT 16 // [ObjectID(index¹øÈ£)]ÀÇ HP°¡ [int]%¿Í [ºñ±³]ÇÏ´Ù¸é #define CON_OBJECT_HP_PERCENT 17 // [ObjectType]°¡ ¹Ì´Ï¸ÊÀÇ ½Ã¾ß¿¡ ÀâÇû´Ù¸é #define CON_OBJECT_DETECTED 18 // [ValueID]°¡ [int]¿Í [ºñ±³]ÇÏ´Ù¸é #define CON_VAR 19 // [PlayerID]°¡ ¸ðµÎ disableµÇ¾ú°Å³ª HP°¡ [int]% ÀÌÇ϶ó¸é #define CON_PLAYER_TROOP_ALL_DISABLED 20 // [PlayerID]ÀÇ ±â±¸°¡ [AreaID]¿¡ µµÂøÇß´Ù¸é //#define CON_PLAYER_EVENT_BALLOON_IN_AREA 21 // [PlayerID]°¡ [AreaID]¿¡ À§Ä¡Çϰí ÀÖ´Ù¸é (Àü¸êÇÑ ºÎ´ë´Â üũÇÏÁö ¾ÊÀ½) #define CON_PLAYER_ALL_IN_AREA 22 // [TroopID]°¡ [AreaID]¿¡ ÀÖ´Ù¸é #define CON_TROOP_NOT_IN_AREA 23 // [TroopID]°¡ [TargetTroopID]¸¦ °ø°ÝÇߴ°¡ #define CON_TROOP_ATTACKED_TROOP 24 // ƯÁ¤ [AreaID]¾È¿¡ [PlayerID]ÀÇ ºÎ´ë°¡ Çϳªµµ ¾ø´Ù¸é #define CON_PLAYER_TROOP_NOT_IN_AREA 25 // ƯÁ¤ [AreaID]¾È¿¡ [PlayerID]ÀÇ ºÎ´ë°¡ Çϳª¶óµµ ÀÖ´Ù¸é #define CON_PLAYER_TROOP_IN_AREA 26 // 25°³Â° // Ç×»ó ÂüÀÎ dummy condition (mission briefing ¶«½Ã Ãß°¡) #define CON_ALWAYS_TRUE 27 // Ç÷¹À̾î[int]°¡ ¾²·¯Á®¼­ ÇäÇä´ë°í Àִ°¡? #define CON_PLAYER_KO 28 // [TroopID]ÀÇ ½ºÄ«¿ìÅͰ¡ µ¹¾Æ¿Ô´Â°¡? #define CON_SCOUTER_BACK 29 // [TroopID]°¡ ¹Ì´Ï¸Ê »ó¿¡¼­ º¸À̴°¡? #define CON_TROOP_IN_SIGHT 30 // [TroopID]°¡ [TroopType]À̸é #define CON_TROOP_TYPE 31 // [PlayerID]ÀÇ [TroopType]ÀÌ [AreaID]¿¡ ÀÖÀ¸¸é #define CON_TROOP_TYPE_IN_AREA 32 // ºÎ´ë[TroopID]°¡ ÀüÅõ »óŰ¡ ¾Æ´Ò ¶§ #define CON_TROOP_NOT_ENGAGED 33 // [PlayerID]°¡ [int] ºÎ´ëµéÀÇ HPÇÕ°è¿Í [ºñ±³] ÇÏ´Ù¸é #define CON_PLAYER_HP_SUM 34 // [AreaID]¿¡ ºÒÀÌ ºÙ¾ú´Â°¡ #define CON_GOT_FIRE 35 // ÇöÀç Ä«¸Þ¶ó °¢µµ¿Í ÇöÀç À§Ä¡¿¡¼­ [nAreaId]·ÎÀÇ ¹æÇâÂÊÀΰ¡.. #define CON_CAM_DIR 36 // ÇöÀç°¡ Letterbox »óÅÂÀ̰í start ¹öưÀÌ ´­·È´Ù¸é #define CON_IS_DEMO_SKIPPED 37 // [PlayerGroupID]ÀÇ Áö·Ú°¡ [AreadID]¿¡ Àִ°¡ #define CON_IS_MINE_AT 38 // [PlayerGroupID]ÀÇ µ£ÀÌ [AreadID]¿¡ Àִ°¡ #define CON_IS_TRAP_AT 39 // Ç÷¹À̾ ¾×¼Ç¸ðµå »óÅÂÀ϶§, ÁöÁ¤µÈ ºÎ´ëÀÇ ¸®´õ°¡ Ç÷¹À̾ Ÿ°ÙÀ¸·Î »ï°í ½Î¿ì°í ÀÖ´ÂÁö ¿©ºÎ. (±âº»ÀûÀ¸·Î Ç÷¹À̾îºÎ´ë°¡ nTroopId¿Í ÀüÅõ ÁßÀ̾î¾ß ÇÔ) #define CON_TROOP_LEADER_TARGET_PLAYER 40 // [PlayerID]Ç÷¹À̾ ±³ÀüÁßÀΰ¡ #define CON_PLAYER_ATTACKED 41 // ´ïÀÌ ¿­·È´Â°¡ #define CON_DAM_OPENED 42 // [PlayerID]ÀÇ ºÎ´ë°¡ ¹Ì´Ï¸Ê¿¡ º¸À̴°¡ #define CON_PLAYER_IN_SIGHT 43 // [AreaId] ¾È¿¡ [nPlayerId]ÀÇ range troop ÀÌ ÀÖ´Ù¸é #define CON_RANGE_TROOP_IN_AREA 44 // [PlayerID]¿Í [TroopID]°¡ [float]°Å¸®°¡ [ºñ±³]ÇÏ´Ù¸é #define CON_PLAYER_CLOSE_TO_TROOP 45 // [PlayerID]¿Í [PlayerID]°¡ [float]°Å¸®°¡ [ºñ±³]ÇÏ´Ù¸é #define CON_PLAYER_CLOSE_TO_PLAYER 46 // [PlayerID]°¡ Melee °ø°Ý´çÇßÀ»¶§ #define CON_PLAYER_MELEE_ATTACKED 47 // [PlayerID]ÀÇ ºÎ´ë°¡ Çϳª¶óµµ ÇØ¸¦ µîÁö°í ÀÖ´Ù¸é #define CON_PLAYER_WITH_THE_SUN_IN_BACK 48 // [PlayerID]°¡ [TroopID]¸¦ °ø°ÝÇϰí Àִ°¡ #define CON_PLAYER_ATTACKED_TROOP 49 // [PlayerID]°¡ ÀüÅõ »óŰ¡ ¾Æ´Ò ¶§ #define CON_PLAYER_NOT_ENGAGED 50 // [TroopID]°¡ unblockable °ø°ÝÀ» ´çÇߴ°¡ #define CON_TROOP_UNBLOCKABLE_ATTACKED 51 // [TroopID]°¡ [nAbilityID]ÀÇ °ø°ÝÀ» ´çÇߴ°¡ #define CON_TROOP_ABILITY_ATTACKED 52 // [AreaId]ÀÇ ¿µ¿ªÀ¸·Î ³ÑÄ£ ¹°ÀÌ Áö³ª°¡´Â°¡ #define CON_IS_WATER_FLOODED_IN_AREA 53 // [PlayerID]ÀÇ SP[int]°¡ [ºñ±³]ÇÏ´Ù¸é #define CON_SP 54 // [TroopID]ÀÇ ¹ÐÁýµµ°¡ [int] ŸÀÔÀ̸é (0:¹ÐÁý 1:º¸Åë 2:ÆÛÁü) #define CON_TROOP_SCALE 55 // [TroopID]°¡ [PlayerID]¸¦ °ø°ÝÇß´Ù¸é #define CON_TROOP_ATTACKED_PLAYER 56 // [TroopID]°¡ ¼ö°ø ´çÇß´Ù¸é #define CON_TROOP_ATTACKED_BY_FLOOD 57 // [TroopID]ÀÇ À§Ä¡¿Í targetingÇϰí ÀÖ´Â ºÎ´ë (meleeÀÇ °æ¿ì melee target, rangeÀÇ °æ¿ì range target)ÀÇ ¹æÇâÀÌ ÇÞºûÀÇ ¹æÇâ°ú ¸Â¼­´Â°¡. #define CON_TROOP_ATTACK_WITH_FACING_THE_SUN 58 // [PlayerID]ÀÇ Á¤Âûº´ÀÌ [AreaID]¿¡ ¾ø´Ù¸é #define CON_PLAYER_SCOUTER_IS_NOT_IN_AREA 59 // [TroopID]°¡ ¼±Åõƴٸé #define CON_SELECTED_TROOP 60 #define CON_LIVE_IS_RENEW 200 ///////////////////////////////////////////////////////////////////////////// // // Worldmap condition // ///////////////////////////////////// // CON_WORLD_ : ¿ùµå¸Ê °ø¿ë // CON_WORLD_FIELD : ¿ùµå¸Ê Çʵå¿ë // CON_WORLD_HOLD : ¿ùµå¸Ê ¼º¿ë // // ³»°¡ ƯÁ¤ [AreaID]¿¡ Àִ°¡ #define CON_WORLD_FIELD_PLAYER_IN_AREA 300 // ºÎ´ë¸¦ ¹Ù²Ù·Á°í Çϴ°¡ #define CON_WORLD_FIELD_CHANGE_TROOP 303 ///////////////////////////////////// // Mission Hold¿ë condition // // [int]¹Ì¼ÇÀ» Ŭ¸®¾î Çߴ°¡ #define CON_WORLD_IS_POINT_CLEARED 402 // Ä«¸Þ¶óÀÇ ±¸¸é ÁÂÇ¥°¡ nA[int], nB[int]Àΰ¡ #define CON_WORLD_HOLD_CAMERA_ANGLE 403 // n[int]¹øÂ° ¹æ¹®Àΰ¡ #define CON_WORLD_HOLD_IS_VISITED_N_TIMES 404 // Trainning fieldÀÇ ÀüÅõ¿¡¼­ ½Â¸®Çߴ°¡ #define CON_WORLD_HOLD_WON_IN_TRAINNING_FIELD 405 // nRand[int]¿¡¼­ ´©ÀûµÈ donation±Ý¾×À» nValue[int]·Î ³ª´« °ªÀ» »« ÈÄ, random ¹üÀ§¸¦ ±× °ª¸¸Å­ ÁÖ¾î 1ÀÌ ³ª¿À¸é donationÀÌ acceptedµÈ °ÍÀ¸·Î °£ÁÖÇÑ´Ù #define CON_WORLD_HOLD_DONATION_ACCEPTED 406 // À̺¥Æ®¸¦ ¹ß»ý½ÃŰ´Â ¾î¶² Á¶°Çµµ ¸¸Á·ÇÏÁö ¸øÇÒ ¶§ true°¡ µÈ´Ù (ÃʱâÈ­ ¶§ »ç¿ë) #define CON_WORLD_HOLD_DEFAULT 407 // ¸¶Áö¸· ¹Ì¼ÇÀÌ [int]ID¿´´Â°¡ #define CON_WORLD_LAST_MISSION_ID 408 // [VarID]°¡ [int]¿Í [ºñ±³]ÇÏ´Ù¸é #define CON_WORLD_VAR 409 // [int] ¾î¶² Æ÷ÀÎÆ®(À妽º)¿¡ µµÂøÇߴ°¡ #define CON_WORLD_POINT 410 // [int] ¾î¶² Æ÷ÀÎÆ®¿¡ µµ´ÞÇß¾ú´Â°¡ #define CON_WORLD_POINT_VISITED 411 // ¼º¾È¿¡¼­ CASTLE ¸ñ·ÏÀ» °ñ¶ú´Ù¸é #define CON_WORLD_HOLD_CASTLE 412 // ¼º¾È¿¡¼­ PUB ¸ñ·ÏÀ» °ñ¶ú´Ù¸é #define CON_WORLD_HOLD_PUB 413 // ¼º¾È¿¡¼­ Barrack¿¡ µé¾î°¬´Ù°¡ ³ª¿Ô´Ù¸é (ºÎ´ë Á¤ºñ¸¦ ´Ù Çß´Ù¸é) #define CON_WORLD_AFTER_ARRANGE 414 // ¼º¾È¿¡ À§Ä¡µé ¹æ¹® Ƚ¼ö ÃÑÇÕ [int]¸î¹ø ¹æ¹® [ºñ±³] Àΰ¡ #define CON_WORLD_HOLD_POINT_VISITED 415 // ¼º¾È¿¡ PUB¾È¿¡ 'Have a drink' ¸Þ´º¿¡ ¸î¹ø[int] ¹æ¹® [ºñ±³] µé¾î°¬´Â°¡ #define CON_WORLD_HOLD_DRINK 416 // [int]¹Ì¼ÇÀ» Ŭ¸®¾î ¸øÇߴ°¡ #define CON_WORLD_IS_NOT_POINT_CLEARED 417 // ¼º¾È¿¡¼­ GATE Ç׸ñÀ» °ñ¶ú´Ù¸é #define CON_WORLD_HOLD_GATE 418 // ¼º¾È¿¡¼­ CASTLE¾È¿¡ ÀÖ´Ù¸é #define CON_WORLD_HOLD_IS_IN_CASTLE 419 // ¼º¾È¿¡¼­ PUB¾È¿¡ ÀÖ´Ù¸é #define CON_WORLD_HOLD_IS_IN_PUB 420 // [int] Æ÷ÀÎÆ®¿¡¼­ °ÔÀÓ¿¡ µé¾î°¥ ¼ö ÀÖ´Â Á¶°ÇÀΰ¡ #define CON_WORLD_PLAY_GAME 421 // [TriggerID]¸¦ Ȱ¼ºÈ­½ÃÄÑÁØ´Ù #define ACT_TRIGGER_ACTIVATE 0 // [TriggerID]¸¦ ºñȰ¼ºÈ­½ÃÄÑÁØ´Ù #define ACT_TRIGGER_DEACTIVATE 1 // ÇöÀç ½Ã°£À» [TimeMarkID]·Î ÁöÁ¤ÇÑ´Ù #define ACT_MARK_ON_TIME 2 // [AreaID]¿¡ Æ÷ÀÎÆ® Ç¥½Ã #define ACT_POINT_SHOW_IN_MINIMAP 3 // [AreaID]¿¡ Æ÷ÀÎÆ® ¼û±è #define ACT_POINT_HIDE_IN_MINIMAP 4 // ¹Ì´Ï¸ÊÀÇ [TroopID]¸¦ Àá±ñ °­Á¶ÇÑ´Ù #define ACT_TROOP_INDICATE_IN_MINIMAP 5 // [CharID]°¡ [TextID]¸¦ ¸»ÇÑ´Ù. (¸Þ½ÃÁö âÀ¸·Î Ç¥½ÃµÈ´Ù) (ÅØ½ºÆ® ±æÀÌ·Î µô·¹ÀÌ Ã¼Å©¸¦ ÇÑ´Ù) Action¿¡ Dealy ÀÖÀ½.. #define ACT_CHAR_SAY 6 // [TroopID]ÀÇ [int] param À» [int]·Î ¼³Á¤ // param = 0: Passive Follow (0: off, 1 on) // ´õ »ý±â¸é enum À¸·Î ¹Ù²Ü°Í... #define ACT_TROOP_SET_PARAM 7 // [TroopID]¸¦ Ȱ¼ºÈ­ #define ACT_TROOP_ENABLE 8 // [TroopID]¸¦ ºñȰ¼ºÈ­ #define ACT_TROOP_DISABLE 9 // [TroopID]¸¦ [AreaID]·Î °É¾î°¡°Ô ÇÑ´Ù. #define ACT_TROOP_WALK_TO 10 // [TroopID]¸¦ [AreaID]·Î ¶Ù¾î°¡°Ô ÇÑ´Ù. #define ACT_TROOP_RUN_TO 11 // [TroopID]¿¡ [AreaID]¸¦ ´õÇØÁ༭ À̵¿ÇÒ ¶§ ÁÖ¾îÁø waypoint¸¦ °ÅÃļ­ [int]À̵¿ÇÏ°Ô ÇÑ´Ù int°¡ 0ÀÌ¸é °È°í 0ÀÌ ¾Æ´Ï¸é ¶Ú´Ù) #define ACT_TROOP_ADD_WAYPOINT 12 // [TroopID]°¡ Target[TroopID]¸¦ [float]°Å¸®¸¦ µÎ°í ÂѾư¡°Ô ÇÑ´Ù. #define ACT_TROOP_FOLLOW 13 // [TroopID]¸¦ Á¤Áö½ÃŲ´Ù. #define ACT_TROOP_STOP 14 // [CameraID]¸¦ [int]ÃÊ µ¿¾È ¼¼ÆÃÇÑ´Ù. ½Ã°£ÀÌ ´Ù Áö³ª°Å³ª »ç¿ëÀÚ°¡ ¾î¶² ÀÌ·ÂÀ» ÇÏ¸é ¿ø·¡ Ä«¸Þ¶ó·Î µ¹¾Æ¿Â´Ù. #define ACT_CAM_SET 15 // [CameraID]¸¦ [int]ÃÊ µ¿¾È ¼¼ÆÃÇÑ´Ù. ½Ã°£ÀÌ ´Ù Áö³ª¾ß¸¸ ¿ø·¡ Ä«¸Þ¶ó·Î µ¹¾Æ¿Â´Ù. #define ACT_CAM_FORCE 16 // [TroopID]¸¦ [AreaID]·Î Åð°¢½ÃŲ´Ù. º¸Åë Åð°¢ ¶§¿Í´Â ´Þ¸® ÇÇÇØ¸¦ ÀÔÁö¾Ê°í µµ¸Á°£´Ù. #define ACT_TROOP_RETREAT_TO 17 // [TroopID]°¡ ¸ñÇ¥[TroopID]¸¦ °ø°ÝÇÑ´Ù. #define ACT_TROOP_ATTACK 18 // [TroopID]°¡ ÇöÀç À§Ä¡¿¡ [TrapTypeID]¸¦ ¼³Ä¡ÇÑ´Ù #define ACT_TROOP_SET_TRAP 19 // [TroopID]°¡ ½Â¸®ÇßÀ» ¶§ÀÇ ¾Ö´Ï¸ÞÀ̼ÇÀ» ½ÇÇàÇÑ´Ù #define ACT_TROOP_MORALE_UP 20 // [areaID]·Î Ä¿¼­ À§Ä¡ ¼³Á¤ #define ACT_SET_CURSOR_POS 21 // ¸ðµç Æ®¸®°Å¸¦ ÃʱâÈ­½ÃŲ´Ù #define ACT_RESET_ALL_TRIGGERS 22 // [PlayerID]ÀÇ [int]SP¸¦ ´õÇØÁØ´Ù #define ACT_ADD_SP 23 // °­ÀÌ ³ÑÄ£´Ù #define ACT_RIVER_FLOODED 24 // NOT USED //#define ACT_RIVER_WENT_BACK 25 // [TroopID]°¡ [AbilityID]¸¦ [AreaID]¿¡ »ç¿ëÇÑ´Ù #define ACT_TROOP_ABILITY 26 // [TroopID]°¡ [AbilityID]¸¦ [TroopID]¿¡ »ç¿ëÇÑ´Ù #define ACT_TROOP_ABILITY_TO_TROOP 27 // [TroopID]°¡ [TroopID]¸¦ °ø°ÝÇ쵂 ¸®´õ¸¦ °ø°ÝÇÑ´Ù #define ACT_TROOP_ATTACK_LEADER 28 // NOT USED //#define ACT_TROOP_ADD_TO_ATTRIB 29 // ACT_VAR_DISPLAY·Î Ç¥½ÃÇÏ´ø ¸ðµç º¯¼ö¸¦ ¾ø¾Ø´Ù. #define ACT_HIDE_VAR 29 //#define ACT_EFFECT_HEALING 30 //#define ACT_EFFECT_TRANSPORT 31 // [VariableID]¿¡ [int]¸¦ ´õÇÑ´Ù #define ACT_VAR_INCREASE 32 // [VariableID]¸¦ ÁÂÇ¥[int], [int]¿¡ [char* Str]°ú ÇÔ²² Ãâ·ÂÇÑ´Ù #define ACT_VAR_DISPLAY 33 // ¹Ì¼Ç ¿ÀºêÁ§Æ¼ºê¸¦ [TextID]·Î º¯°æÇÑ´Ù //#define ACT_CHANGE_MISSION_OBJECTIVE 34 // µ¥¸ð ½ºÅµ ¶§ ½ºÅµ ÁßÀ̶ó´Â ¸Þ¼¼Áö¸¦ [int] º¸¿©Áְųª ²¨ÁØ´Ù (0Àº ¾Èº¸À̰Ô, 1Àº º¸À̰Ô) #define ACT_SHOW_SKIPPING_MESSAGE 34 // [TroopID]¸¦ Àü¸ê½ÃŲ´Ù #define ACT_TROOP_ANNIHILATED 35 // NOT USED //#define ACT_SHOW_PROP 36 //#define ACT_HIDE_PROP 37 // [PropID](¹®)À» ¿¬´Ù #define ACT_OPEN_SESAME 38 // [PropID](¹®)À» ´Ý´Â´Ù #define ACT_CLOSE_SESAME 39 // NOT USED /*#define ACT_EVENT_ENCABLOSA_SUCKS 40 #define ACT_EVENT_ENCABLOSA_BOOM 41 #define ACT_EVENT_RIVER_ICE_BREAK 42 #define ACT_EVENT_SUNRISE 43 #define ACT_EVENT_SUNSET 44 #define ACT_EVENT_ENCABLOSA_SPITS 45 #define ACT_EVENT_ENEMY_RETREAT_AREA 46*/ // ¿£¼ÇÆ® ÇÏÆ®°¡ ·¹±×³ªÀ̾ ºÎ¸¥´Ù #define ACT_EVENT_ANCIENT_HEART_CALLED_ME 47 // NOT USED //#define ACT_EVENT_RUPERT_MUST_DIE 48 // ¹Ì¼Ç ¼º°ø #define ACT_MISSION_COMPLETE 49 // ¹Ì¼Ç ½ÇÆÐ #define ACT_MISSION_FAIL 50 // [int]ÃÊ µ¿¾È Æ®¸®°Å ¾×¼Ç delay¸¦ ÁØ´Ù #define ACT_DELAY_TICK 51 // Áö±Ý Æ®¸®°ÅÀÇ ¸ðµç ¾×¼ÇÀ» ´Ù½Ã Ȱ¼ºÈ­ÇÑ´Ù. (¾×¼ÇµéÀÌ ´Ù½Ã ½ÇÇàµÈ´Ù´Â ¾ê±â) actionÁß ¸¶Áö¸·¿¡ ³Ö´Â °ÍÀÌ °ÇÀüÇÔ #define ACT_LOOP 52 // Áö±Ý Æ®¸®°ÅÀÇ ¸ðµç »óŰªÀ» ÃʱâÈ­ÇÑ´Ù. (Á¶°ÇÀÌ ¸ÂÀ¸¸é ´Ù½Ã ½ÇÇàµÈ´Ù´Â ¾ê±â) actionÁß ¸¶Áö¸·¿¡ ³Ö´Â °ÍÀÌ °ÇÀüÇÔ #define ACT_RESET_TRIGGER 53 // [TextID] ÀÚ¸·À» Ç¥½ÃÇÑ´Ù #define ACT_SHOW_TEXT 54 // [VariableID]¿¡ [int] °ªÀ» ³Ö´Â´Ù #define ACT_VAR_INT_SET 55 // [VariableID]¿¡ [float] °ªÀ» ³Ö´Â´Ù #define ACT_VAR_RANDOM_SET 56 // ÁöÁ¤µÈ Ä«¸Þ¶ó¸¦ ¿ø·¡ °ÔÀÓ Ä«¸Þ¶ó·Î µ¹¸°´Ù #define ACT_CAM_RESET 57 // Letter box Ȱ¼ºÈ­ #define ACT_LETTER_BOX_ENABLE 58 // Letter box ºñȰ¼ºÈ­ #define ACT_LETTER_BOX_DISABLE 59 // [TextID] ÀÚ¸·À» [int]ÃÊ µ¿¾È Ç¥½ÃÇÑ´Ù #define ACT_SHOW_TEXT_EX 60 //[TrggerID]ÀÇ ¸ðµç »óŰªÀ» ÃʱâÈ­ÇÑ´Ù. (Á¶°ÇÀÌ ¸ÂÀ¸¸é ´Ù½Ã ½ÇÇàµÈ´Ù´Â ¾ê±â) actionÁß ¸¶Áö¸·¿¡ ³Ö´Â °ÍÀÌ °ÇÀüÇÔ #define ACT_RESET_TRIGGER_EX 61 // [TroopID]ÀÇ ¸®´õ°¡ [animation ID]ÀÇ ¾×¼ÇÀ» ÃëÇÑ´Ù #define ACT_TROOP_SIGNAL 62 // [AreaID]¸¦ ºÎ´ë°¡ °¥ ¼ö ¾ø´Â Attribute·Î ²Ë ä¿öÁØ´Ù #define ACT_BLOCK_AREA 63 // [AreaID]¸¦ ºÎ´ë°¡ °¥ ¼ö ÀÖ´Â Attribute·Î ²Ë ä¿öÁØ´Ù #define ACT_OPEN_AREA 64 // [AreaID]ÀÇ Attribute¸¦ ¿ø»ó º¹±Í½ÃŲ´Ù #define ACT_RECOVER_AREA 65 // [TroopID]¿¡ [AI_ID]¸¦ Àû¿ë½ÃŲ´Ù #define ACT_SET_AI 66 // [TroopID]ÀÇ AI¸¦ Ȱ¼ºÈ­½ÃŲ´Ù #define ACT_ENABLE_AI 67 // [TroopID]ÀÇ AI¸¦ ºñȰ¼ºÈ­½ÃŲ´Ù #define ACT_DISABLE_AI 68 // NOT USED //#define ACT_SET_DEFAULT_ABILITY 69 //#define ACT_SET_BOSS 70 // nX, nY [int], [int]¿¡ [int]ÃÊ µ¿¾È [textID]¸¦ Ãâ·ÂÇØ ÁÝ´Ï´Ù // F.O. µÇ¾îµµ Ç¥½ÃµÇ´Â ÅØ½ºÆ®ÀÔ´Ï´Ù. #define ACT_SHOW_TEXT_XY_2 70 // ´«ÀÌ [int] ¸¸Å­ ¿À°Ô ÇÑ´Ù (0Àº Á¶±Ý 1Àº ¸¹ÀÌ) #define ACT_SET_SNOW 71 // ´«ÀÌ ¸ØÃß°Ô ÇÑ´Ù #define ACT_REMOVE_SNOW 72 // 73°³Â° // [TroopID]¸¦ CameraTargetÀ¸·Î ¼³Á¤ÇÑ´Ù. #define ACT_SET_CAM_TARGET 73 // Ÿ°Ù ¼³Á¤À» Ãë¼ÒÇÑ´Ù.(´Ù½Ã ¿ø·¡ Ä«¸Þ¶ó·Î µ¹¾Æ¿Â´Ù) #define ACT_UNSET_CAM_TARGET 74 // ºÎ´ë[TroopID]¸¦ ´Ù½Ã ÃʱâÈ­½ÃŲ´Ù. (Àü¸êÇßÀ» ¶§ ÃʱâÈ­ÇÏ¸é ´Ù½Ã Ã³À½ ÀÚ¸®¿¡ °Ç°­ÇÑ »óÅ·Π³ª¿Â´Ù) #define ACT_RENEW_TROOP 75 // nX, nY [int], [int]¿¡ crusader ·Î°í¸¦ [int]ÃÊ µ¿¾È Ãâ·ÂÇØ ÁÝ´Ï´Ù #define ACT_SHOW_TITLE 76 // nX, nY [int], [int]¿¡ [int]ÃÊ µ¿¾È [textID]¸¦ Ãâ·ÂÇØ ÁÝ´Ï´Ù #define ACT_SHOW_TEXT_XY 77 // ÃÊ´ç ÇÁ·¹ÀÓ¼ö¸¦ [int]·Î ¼³Á¤ÇÑ´Ù #define ACT_SET_FPS 78 // ¿ø·¡ ÇÁ·¹ÀÓÀ¸·Î º¹±Í #define ACT_RESET_FPS 79 // ¸ð¼Ç ºí·¯¸¦ ÁØ´Ù. ¹üÀ§ (0-1024) #define ACT_SET_MOTION_BLUR 80 // ¸ð¼Ç ºí·¯¸¦ ²ö´Ù #define ACT_RESET_MOTION_BLUR 81 // [TroopID]ÀÇ ¼Óµµ¸¦ [float]·Î ¹Ù²ãÁØ´Ù #define ACT_TROOP_SET_SPEED 82 // ¿ø·¡ ¼Óµµ·Î µ¹·ÁÁØ´Ù #define ACT_TROOP_RESET_SPEED 83 // ºñ°¡ [int]¸¸Å­ ¿À°Ô ÇÑ´Ù (0Àº Á¶±Ý 1Àº ¸¹ÀÌ) #define ACT_SET_RAIN 84 // ºñ¸¦ ±×Ä¡°Ô ÇÑ´Ù #define ACT_STOP_RAIN 85 // ¹Ù¶÷À» [int] ¹æÇâÀ¸·Î [float]¸¸Å­ÀÇ ¼¼±â·Î ºÒ°Ô ÇÑ´Ù #define ACT_SET_WIND 86 // [AreaID]¿¡ ÀÖ´Â ¼º¹®¿¡ [int] PlayerGroupIDÀ» ÁÖÀÎÀ¸·Î µî·ÏÇϰí [int] Ȱ¼ºÈ­µÇ¾ú´ÂÁö ¾ÈµÇ¾ú´ÂÁö ¼¼ÆÃÇÑ´Ù #define ACT_SET_GATE 87 // °­¹°ÀÌ ºÒ¾î³ª °ø°ÝÇÏ´Â °Í #define ACT_START_WATER_ATTACK 88 // [CharID]°¡ [TextID]¸¦ [int]ÃÊ µ¿¾È ¸»ÇÑ´Ù. #define ACT_CHAR_SAY_EX 89 // [TroopID]ÀÇ ¸®´õ¸¦ ¹«Àû »óÅ·Π¸¸µç´Ù #define ACT_LEADER_INVULNERABLE 90 // [TroopID]ÀÇ ¸®´õ¸¦ ¹«Àû »óÅ¿¡¼­ Ç®¾îÁØ´Ù #define ACT_LEADER_VULNERABLE 91 // [TroopID]¿¡ ¸®´õÀÇ ¿¡³ÊÁö Â÷´Â ¼Óµµ¸¦ Á¶ÀýÇÑ´Ù. #define ACT_LEADER_RECHARE_RATE 92 // [TroopID]ÀÇ Boundary¸¦ [AreaID]·Î Á¤ÇØÁØ´Ù #define ACT_TROOP_SET_BOUNDARY 93 // [TroopID]ÀÇ Boundary¸¦ ÇØÁ¦ÇÑ´Ù #define ACT_TROOP_RESET_BOUNDARY 94 // [TroopID]¸¦ [AreaID]·Î [int] ¹æÇâÀ» º¸µµ·ÏÇÏ°í ¿öÇÁ½ÃŲ´Ù. #define ACT_TROOP_WARP 95 // ¿ì¸®ÆíÀÇ ¸ðµç ºÎ´ë¿¡ °æÇèÄ¡¸¦ [float]¸¸Å­ ¿Ã¸°´Ù #define ACT_MY_PLAYER_GET_EXP 96 // [AreaID]¸¦ ¹Ì´Ï¸Ê¿¡¼­ Ç¥½ÃÇØÁØ´Ù..»ç°¢ÇüÀ¸·Î À̻ڰÔ.. #define ACT_SHOW_AREA_ON_MINIMAP 97 // [AreaID]¸¦ ¹Ì´Ï¸Ê¿¡¼­ ¾ø¾ÖÁØ´Ù #define ACT_HIDE_AREA_ON_MINIMAP 98 // [TextID]¸¦ [INT]ÃÊ µ¿¾È [INT] »ç¿îµå¸¦ ³»¸é¼­ Ç¥½ÃÇØÁØ´Ù #define ACT_SHOW_TEXT_ON_MSG_WINDOW 99 // [TroopID] ¿¡¼­ [AreaID]·Î ½Åȣȭ»ìÀ» ½ð´Ù #define ACT_TROOP_SIGNAL_ARROW 100 // [int]µ¿¾È Fade in #define ACT_FADE_IN 101 // [int]µ¿¾È Fade out #define ACT_FADE_OUT 102 // ´ïÀ» ¿¬´Ù. #define ACT_OPEN_DAM 103 // ´ïÀ» ´Ý´Â´Ù. #define ACT_CLOSE_DAM 104 // [nAreaID]¿¡ ÀÖ´Â [PlayerID]ÀÇ troopµéÀ» ¸ðµÎ disableÇÑ´Ù. #define ACT_DISABLE_TROOPS_INSIDE_AREA 105 // [nAreaID]ÀÇ ¹Ù±ù¿¡ ÀÖ´Â [PlayerID]ÀÇ troopµéÀ» ¸ðµÎ disableÇÑ´Ù. #define ACT_DISABLE_TROOPS_OUTSIDE_AREA 106 // Ç÷¹À̾ Á¦¿ÜÇÑ ¸ðµç ºÎ´ë¸¦ disable½ÃŲ´Ù #define ACT_DISABLE_ALL_TROOPS 107 // dummy troop[int](dummy troop index)¿¡ Àå¾Ö¹°¿¡ ´ëÇÑ ¹ÝÁö¸§[int]¸¦ ¼¼ÆÃÀ» ÇØÁØ´Ù #define ACT_SET_DUMMY_TROOP_OBSTACLE_RADIUS 108 // [index] ¼ºº®À» ¹«³Ê¶ß¸°´Ù #define ACT_COLLAPSE_WALL 109 // [string]ÆÄÀÏÀ» [int]ID·Î [int](·çÇÁÇÒ °ÍÀÎÁö ¸» °ÍÀÎÁö)·Î Ç÷¹ÀÌ ÇÑ´Ù. #define ACT_PLAY_BGM 110 // [int]IDÀÇ BGMÀ» ¸ØÃá´Ù #define ACT_STOP_BGM 111 // ¹Ì´Ï¸ÊÀÇ [TroopID]¸¦ °­Á¶ÇÑ´Ù #define ACT_START_TROOP_INDICATE_IN_MINIMAP 112 // ¹Ì´Ï¸ÊÀÇ [TroopID]¸¦ °­Á¶ÇÑ °ÍÀ» ¾ø¾Ø´Ù #define ACT_STOP_TROOP_INDICATE_IN_MINIMAP 113 // [TroopID]ÀÇ HP¸¦ ¸¸»§À¸·Î ä¿î´Ù #define ACT_TROOP_REFILL_HP 114 // [TroopID]ÀÇ HP¸¦ [int]% ¸¸Å­ ä¿î´Ù #define ACT_TROOP_SET_HP 115 // [TroopID]ÀÇ [int]°¡ ¸³½ÌÅ©¸¦ ½ÃÀÛÇÑ´Ù ([int]´Â 0: leader, 1: officer1, 2: officer2) #define ACT_LIP_SYNC_BEGIN 116 // [TroopID]ÀÇ [int]°¡ ¸³½ÌÅ©¸¦ ³¡³½´Ù ([int]´Â 0: leader, 1: officer1, 2: officer2) #define ACT_LIP_SYNC_END 117 // ºÒ ¹øÁö´Â ¼Óµµ[float]¸¦ ¼¼ÆÃ #define ACT_SET_FIRE_SPREAD_SPEED 118 // LThumb ¿òÁ÷À̱â, RThumb ¿òÁ÷À̱â (´©¸£±â Á¦¿Ü)¸¸ ÀÛµ¿ÇÏ°Ô ÇÔ #define ACT_ENABLE_INPUT 119 // inputÀüºÎ Ȱ¼ºÈ­ #define ACT_DISABLE_INPUT 120 // fog of war¸¦ enable/disable[int] ½ÃÅ´.. #define ACT_ENABLE_FOG_OF_WAR 121 // ºÒÀÌ [float]¾ó¸¶³ª ³Ð°Ô ¹øÁö´ÂÁö¸¦ ¼ÂÆÃÇÕ´Ï´Ù #define ACT_SET_FIRE_SPREAD_RANGE 122 // [AreaID]¿¡ ºÒÀ» ºÙÀδ٠#define ACT_SET_FIRE 123 // [TroopID]ºÎ´ëÀÇ ¸®´õ(²À ·¹±×³ªÀ̾î¾ß ÇÔ)°¡ ÆøÁÖ¸ðµå·Î µé¾î°©´Ï´Ù. ·¹±×³ªÀ̾ µ¥¹ÌÁö¸¦ ÀÔ°í ÀÖ´õ¶óµµ ¹«½ÃÇÏ°í ÆøÁÖ¸¦ ÇÕ´Ï´Ù. (²À ÀüÅõ ¸ðµå¿©¾ß ÇÔ) #define ACT_REGNIER_GO_CRAZY 124 // [TroopID]ºÎ´ëÀÇ ¸®´õ(²À ·¹±×³ªÀ̾î¾ß ÇÔ)°¡ ºÎ´ë Áß¾ÓÂÊÀ» ÇâÇÏ¿© ÆøÁÖ¸ðµå Finish (A+X)¸¦ ¾¹´Ï´Ù. ·¹±×³ªÀ̾ ÇÊ»ì±â¸¦ ¾²°ÔÇϸé, ·¹±×³ªÀ̾ µ¥¹ÌÁö¸¦ ÀÔ°í ÀÖ´õ¶óµµ ¹«½ÃÇÏ°í ±â¼úÀ» ¾¹´Ï´Ù. (²À ÀüÅõ ¸ðµå¿©¾ß ÇÔ) #define ACT_REGNIER_FREE_HIS_POWER 125 // [int]°¡ 1À̸é mute(stream Á¦¿Ü), 0ÀÌ¸é º»·¡ º¼·ýÀ¸·Î µ¹¾Æ¿È #define ACT_SET_MUTE 126 // [TroopID]ºÎ´ë¸¦ ¶¥ ¹ØÀ¸·Î ²¨Áö°Ô ÇÑ´Ù. #define ACT_BURY_TROOP 127 // officer°¡ ¸»ÇÑ´Ù /* int nLeaderType1, nLeadType2; // Ç÷¹À̾îÀÇ officer°¡ nLeaderType1°ú nLeaderType2·Î ±¸¼ºµÇ¾ú´Ù¸é int nCharId; // nCharId°¡ nTextId¸¦ ¸»ÇÑ´Ù. int nTextId; // ±×·¸Áö ¾ÊÀº °æ¿ì, int nLeaderType00; // officer#1ÀÌ nLeaderType00À̶ó¸é int nTextId00; // officer#1ÀÇ ¾ó±¼ÀÌ ³ª¿À¸é¼­ nTextId00À» ¸»ÇÑ´Ù. int nLeaderType01; // officer#1ÀÌ nLeaderType01À̶ó¸é int nTextId01; // officer#1ÀÇ ¾ó±¼ÀÌ ³ª¿À¸é¼­ nTextId01À» ¸»ÇÑ´Ù. int nLeaderType02; // officer#1ÀÌ nLeaderType02À̶ó¸é int nTextId02; // officer#1ÀÇ ¾ó±¼ÀÌ ³ª¿À¸é¼­ nTextId02¸¦ ¸»ÇÑ´Ù. int nLeaderType03; // officer#1ÀÌ nLeaderType03À̶ó¸é int nTextId03; // officer#1ÀÇ ¾ó±¼ÀÌ ³ª¿À¸é¼­ nTextId03¸¦ ¸»ÇÑ´Ù. int nLeaderType04; // officer#1ÀÌ nLeaderType04À̶ó¸é int nTextId04; // officer#1ÀÇ ¾ó±¼ÀÌ ³ª¿À¸é¼­ nTextId04¸¦ ¸»ÇÑ´Ù. int nLeaderType05; // officer#1ÀÌ nLeaderType05À̶ó¸é int nTextId05; // officer#1ÀÇ ¾ó±¼ÀÌ ³ª¿À¸é¼­ nTextId05¸¦ ¸»ÇÑ´Ù. int nLeaderType06; // officer#1ÀÌ nLeaderType06À̶ó¸é int nTextId06; // officer#1ÀÇ ¾ó±¼ÀÌ ³ª¿À¸é¼­ nTextId06À» ¸»ÇÑ´Ù. int nLeaderType07; // officer#1ÀÌ nLeaderType07À̶ó¸é int nTextId07; // officer#1ÀÇ ¾ó±¼ÀÌ ³ª¿À¸é¼­ nTextId07À» ¸»ÇÑ´Ù. */ #define ACT_OFFICER_SAY 128 // [TroopID]¿Í ¾ÆÀÌÄܹøÈ£[int]À» ÁöÁ¤Çϸé (ACT_TAG_THE_TROOP) ¹Ì´Ï¸ÊÀÇ ºÎ´ë¿¡ ¸¶Å©°¡ ´Þ¸°´Ù #define ACT_TAG_THE_TROOP 129 // [TroopID]ÀÇ ¹Ì´Ï¸ÊÀÇ ºÎ´ë¿¡ ¸¶Å©°¡ ¾ø¾îÁø´Ù #define ACT_UNTAG_THE_TROOP 130 // °ÔÀÓÈ­¸é ¿À¸¥ÂÊ »ó´Ü¿¡ [portraitID]°¡ Ç¥½ÃµÇ°í [VarID]ÀÇ °ªÀÌ °ÔÀÌÁö·Î Ç¥½ÃµÇ°í [TextID]°¡ Ãâ·ÂµÊ #define ACT_SHOW_VAR_GAUGE 131 // ACT_SHOW_VAR_GAUGEµÈ °ÍÀ» ¾ø¾Ú #define ACT_HIDE_VAR_GAUGE 132 // [TroopID]°¡ Àüü°¡ [animationID]ÀÇ µ¿ÀÛÀ» ÃëÇÑ´Ù #define ACT_TROOP_ANIMATION 133 // [TroopID]°¡ [AreaID]·Î range°ø°ÝÀ» ÇÑ´Ù. #define ACT_TROOP_RANGE_ATTACK_ON_POS 135 // [TroopID]°¡ [PropID]¸¦ range °ø°ÝÇÑ´Ù. #define ACT_TROOP_RANGE_ATTACK_ON_PROP 136 // AI¿¡¼­ ¾²ÀÌ´Â path¸¦ ¼ÂÆÃÇÕ´Ï´Ù // param : int nPathId; int nAreaId1; int nAreaId2; int nAreaId3; int nAreaId4; int nAreaId5; int nAreaId6; int nAreaId7; int nAreaId8; #define ACT_SET_AI_PATH 137 // [AbilityID]¸¦ Enable½ÃŲ´Ù #define ACT_ENABLE_ABILITY 138 // [AbilityID]¸¦ Disable½ÃŲ´Ù #define ACT_DISABLE_ABILITY 139 // Noise meter gauge [TextID]¿Í ÇÔ²² º¸¿©ÁØ´Ù #define ACT_SHOW_NOISE_METER_GAUGE 140 // BGM[int]ID¸¦ [int]percent·Î º¼·ýÀ» Á¶ÀýÇÑ´Ù #define ACT_SET_BGM_VOLUME 141 // BGM[int]IDÀÇ º¼·ýÀ» [int]ƽµ¿¾È [int]percent·Î fade½ÃŲ´Ù. #define ACT_FADE_BGM 142 // [AreaID] ¾È¿¡ ÀÖ´Â [PlayerID]ÀÇ ºÎ´ë¿¡ [int]ƽ µ¿¾È Ç¥½Ã¸¦ ÇÑ´Ù. #define ACT_MARK_ON_TROOP_IN_AREA 143 // [PropID]ÀÇ ¼ºº® HP¸¦ [int]À¸·Î ¼¼ÆÃ #define ACT_SET_WALL_HP 144 // [TroopID]¸¦ ¹«ÀûÀ¸·Î ¸¸µç´Ù #define ACT_TROOP_SET_INVULNERABLE 145 // ¹«ÀûÀÎ [TroopID]¸¦ Á¤»óÀûÀ¸·Î ¸¸µç´Ù #define ACT_TROOP_RESET_INVULNERABLE 146 // [TroopID]¸¦ °­Á¦·Î ¼±ÅÃÇÑ´Ù #define ACT_TROOP_SELECT 147 // ¹Ì´Ï¸ÊÀ» °­Á¦·Î º¸¿©ÁØ´Ù #define ACT_FORCE_MINIMAP_ON 148 // °­Á¦·Î º¸¿©ÁÖ´ø ¹Ì´Ï¸ÊÀ» ²ö´Ù #define ACT_FORCE_MINIMAP_OFF 149 // ÁöÁ¤ÇÑ propµéÀÇ HPÀÇ ÃÑÇÕÀ» %·Î º¸¿©ÁÝ´Ï´Ù. //int nTextId; // °ÔÀÌÁö ¹Ø¿¡ Âï´Â text //int nPropId1; // prop id: ¼ÕÀ¸·Î ÀÔ·ÂÇÏ´Â °Ô ÁÁÀ» °Í °°½À´Ï´Ù. default -1 //int nPropId2; //int nPropId3; //int nPropId4; //int nPropId5; //int nPropId6; //int nPropId7; //int nPropId8; #define ACT_SHOW_PROP_HP_GAUGE 150 // ÁöÁ¤ÇÑ TroopµéÀÇ HPÀÇ ÃÑÇÕÀ» %·Î º¸¿©ÁÝ´Ï´Ù //int nTextId; // °ÔÀÌÁö ¹Ø¿¡ Âï´Â text //int nTroopId1; // troop id: ´Ù¸¥ ºÎ´ë id ÁöÁ¤Ã³·³ ÄÞº¸¹Ú½º·Î Çϸé ÁÁÀ» °Í °°½À´Ï´Ù. //int nTroopId2; //int nTroopId3; //int nTroopId4; //int nTroopId5; //int nTroopId6; //int nTroopId7; //int nTroopId8; #define ACT_SHOW_TROOP_HP_GAUGE 151 // ºÎ´ë[TroopID]¸¦ [AreaID]¾È¿¡ [PlayerID]ÀÇ ºÎ´ëµéÀÇ [int]¹üÀ§ ¹Û¿¡ ¹«ÀÛÀ§·Î »ý¼ºÇÑ´Ù. #define ACT_RENEW_TROOP_OUTOFSIGHT 152 // [AreaID¿¡ [nPlayerId]ÀÇ ÇÔÁ¤À» [int]¸¸Å­ randomÀ¸·Î ¼ÂÆÃÇÑ´Ù. #define ACT_SET_TRAP 153 // [AreaID¿¡ [nPlayerId]ÀÇ Áö·Ú¸¦ [int]¸¸Å­ randomÀ¸·Î ¼ÂÆÃÇÑ´Ù. #define ACT_SET_MINE 154 // °­¹°À» °­Á¦·Î Æò»ó½Ã »óÅ·Πµ¹·Á³õ´Â´Ù #define ACT_FLOOD_RESET 155 // NOT USED //#define ACT_TROOP_MODIFY_RESISTANCE 156 // °ÔÀÓ Á¤Áö ½ÃŲ´Ù #define ACT_ENABLE_PAUSE 157 // °ÔÀÓ ´Ù½Ã ÁøÇà½ÃŲ´Ù #define ACT_DISABLE_PAUSE 158 // Quick save #define ACT_QUICK_SAVE 159 // nPortraitId¿Í nTextId¸¦ randomÀ¸·Î °ñ¶ó À̾߱â ÇÑ´Ù. ´Ü -1·Î µÇ¾î ÀÖÀ¸¸é ´ë»ó¿¡¼­ Á¦¿Ü. // int nPortraitId1; int nTextID1; // int nPortraitId2; int nTextID2; // int nPortraitId3; int nTextID3; // int nPortraitId4; int nTextID4; // int nPortraitId5; int nTextID5; #define ACT_CHAR_RANDOM_SAY 160 // ÁöÁ¤µÈ [AreaID] ³»ºÎÀÇ [PlayerId]ÀÇ ºÎ´ëµéÀÌ Enable µÈ´Ù. #define ACT_ENABLE_TROOP_IN_AREA 161 // [PlayerId]ÀÇ ¸ðµç ºÎ´ë¸¦ Á¤Áö½ÃŲ´Ù. #define ACT_PLAYER_TROOP_STOP 162 // µ¶Á¡ ¸ðµå ½ÃÀÛ (´Ù¸¥ Æ®¸®°ÅµéÀº Á¶°ÇÀÌ ¸ÂÀ» °æ¿ì ´ë±â »óŰ¡ µÊ) #define ACT_EXCLUSIVE_BEGIN 163 // µ¶Á¡ ¸ðµå ³¡ #define ACT_EXCLUSIVE_END 164 // [string]¹Ì¼ÇÀ» ·ÎµåÇÑ´Ù [int](0:¾Õ ½ºÅ×ÀÌÁö¿¡ Á¤º¸¹Þ¾Æ¼­ ½ÇÇà, 1:½ºÅ©¸³ÅÍ Á¤º¸¸¸À¸·Î ½ÇÇà) ½ÇÇàÇÑ´Ù #define ACT_LOAD_MISSION 165 // [int]==1 À̸é rumbleÀ» enable½Ã۰í , [int]==0À̸é rumbleÀ» disable ½ÃŲ´Ù. #define ACT_JOYPAD_RUMBLE 166 // [portraitID] ¿Í [textID]¿Í ÇöÀç ¼±ÅõǾî ÀÖ´Â Ç÷¹ÀÌ¾î ºÎ´ë¿Í // [nTroopID1], [nTroopID2], [nTroopID3], [nTroopID4], [nTroopID5], [nTroopID6], [nTroopID7], [nTroopID8] // Áß¿¡ °¡Àå °¡±î¿î ³à¼®°úÀÇ °Å¸®¸¦ °ÔÀÌÁö·Î Ç¥½ÃÇÑ´Ù. #define ACT_SHOW_TROOP_DIST_GAUGE 167 // [AreaId]¿¡ [Num]¸¸Å­ ¿¬±âPropÀ» À§Ä¡½ÃŲ´Ù #define ACT_SET_FIRE_N_SMOKE 168 // [nAreaId]¿¡ ¹°ÀÌ Æ¢´Â ÀÌÆåÆ® propÀ» ½É¾îÁÝ´Ï´Ù. #define ACT_SET_WATER_EFFECT_PROP 169 // È­¸é ±Û·Î¿ì È¿°ú¸¦ ÄÑ/²¨ÁØ´Ù [int] (int°¡ 0À̸é false, 0ÀÌ ¾Æ´Ò¶© true) #define ACT_SET_SCREEN_GLOW 170 // Á×ÀÎ À¯´Ö¼ö Update [varID] [playerID] #define ACT_UPDATE_UNIT_KILL_COUNT 171 // ¹Ì¼ÇÀ» "¼º°ø"À¸·Î °£ÁÖÇϰí [string]µ¿¿µ»óÀ» Ç÷¹ÀÌ ÇÑ ÈÄ ´ÙÀ½ [string]¹Ì¼ÇÀ» Ç÷¹ÀÌ ÇÕ´Ï´Ù. // ºÎ´ë¸¦ Àü¿¡ ¹Ì¼Ç»óÅ·ΠÀ¯Áö #define ACT_PLAY_FMV 172 // ·»Áî Ç÷¹¾î¸¦ [int](0:disable, 1:enable) ½Ãŵ´Ï´Ù. #define ACT_ENABLE_LENS_FLARE 173 // [string]½ºÅ°ÀÌ ¹Ú½º¿Í [string]¶óÀÌÆ® ¼ÂÀ» ¹Ù²Û´Ù #define ACT_CHANGE_SKYBOX_N_LIGHT_SET 174 // [AreaID]¿¡ [PlayerID]ÀÇ trapÀ» ¾ø¾Ø´Ù #define ACT_REMOVE_TRAP 175 // [AreaId]¿¡ [int]°¹¼ö¸¸Å­ small fire propÀ» À§Ä¡½ÃŲ´Ù; #define ACT_SET_FIRE_N_SMOKE_SMALL 176 // training ¹Ì¼Ç [int]¹øÂ° °ÍÀ» Ȱ¼ºÈ­, ºñȰ¼ºÈ­ ½ÃŲ´Ù. [int] (0:ºñȰ¼ºÈ­, 1:Ȱ¼ºÈ­) #define ACT_SET_TRAINING_MISSION 177 // Library [int]¹øÂ° °ÍÀ» Ȱ¼ºÈ­, ºñȰ¼ºÈ­ ½ÃŲ´Ù. [int] (0:ºñȰ¼ºÈ­, 1:Ȱ¼ºÈ­) #define ACT_SET_LIBRARY 178 // ¸ðµç ¹Ì¼ÇÀ» Ŭ¸®¾î Çß´Ù°í ¼¼ÆÃ #define ACT_ALL_MISSION_COMPLETE 179 // ¹Ì¼Ç ³¡³»°í [str]µ¿¿µ»ó Ç÷¹ÀÌÈÄ ¿ùµå¸ÊÀ¸·Î °£´Ù #define ACT_PLAY_FMV_AND_GO_TO_WORLDMAP 180 // ¹Ì¼ÇÀ» Ŭ¸®¾î ÇÑ °ÍÀ¸·Î °£ÁÖÇÏ°í ¿ùµå¸ÊÀ¸·Î ³ª°©´Ï´Ù. ³¡³ª°í ³ª¿À´Â °æÇèÄ¡ ÀÎÅÍÆäÀ̽º´Â ³ª¿ÀÁö ¾Ê½À´Ï´Ù. #define ACT_GO_TO_WORLDMAP 181 // µ¥¸ð ½ºÅµÀ» À§ÇØ ÀÚ¸·°ú »ç¿îµå¸¦ ÁߴܽÃŲ´Ù #define ACT_SKIP_TEXT 182 // »õ·Î »ý¼ºÇÒ [areaID]¸¦ µî·Ï #define ACT_LIVE_SET_RENEW_AREA 300 /////////////////////////////////////////////////////////////////////////////// // // Briefing action // // ÁöÁ¤µÈ [AreaID]ÀÇ Áß¾Ó¿¡ ÀÛÀº Ç¥½ÄÀ» ÇØÁØ´Ù. [int]°¡ 1À̸é ŰÀԷ¹ÞÀ» ¶§±îÁö ±â´Ù·È´Ù°¡ ´ÙÀ½ actionÀ» ½ÇÇàÇÑ´Ù. #define ACT_BRIEFING_POINT 500 // ÁöÁ¤µÈ [AreaID]ÀÇ Áß¾Ó¿¡ scale[int]·Î Ç¥½ÄÀ» ÇØÁØ´Ù. [int]°¡ 1À̸é ŰÀԷ¹ÞÀ» ¶§±îÁö ±â´Ù·È´Ù°¡ ´ÙÀ½ actionÀ» ½ÇÇàÇÑ´Ù. #define ACT_BRIEFING_POINT_EX 501 // [AreaID]¿¡¼­ [AreaID]·Î È­»ìÇ¥¸¦ ÁÖ¿í~ ±×·ÁÁØ´Ù nNext[int]°¡ 1À̸é ŰÀԷ¹ÞÀ» ¶§±îÁö ±â´Ù·È´Ù°¡ ´ÙÀ½ actionÀ» ½ÇÇàÇÑ´Ù. #define ACT_BRIEFING_PATH 502 // ÁöÁ¤µÈ [AreaID]·Î [int]Tickµ¿¾È cursor¸¦ À̵¿½ÃŲ´Ù nNext[int]°¡ 1À̸é ŰÀԷ¹ÞÀ» ¶§±îÁö ±â´Ù·È´Ù°¡ actionÀ» ½ÇÇàÇÑ´Ù. #define ACT_BRIEFING_MOVE_CURSOR 503 // [CharID]°¡ [TextId]¸¦ ¸»ÇÑ´Ù nWaitForInput[int]°¡ 1À̸é ŰÀԷ¹ÞÀ» ¶§±îÁö ±â´Ù·È´Ù°¡ ´ÙÀ½ action½ÇÇàÇÑ´Ù. #define ACT_BRIEFING_SAY 504 // ´ëȭâ û¼Ò #define ACT_BRIEFING_SHUTUP 505 // ºê¸®ÇÎ ³¡ #define ACT_BRIEFING_FINISH 506 // [int]ƽ ¸¸Å­ µô·¹À̸¦ ÁØ´Ù #define ACT_BRIEFING_DELAY_TICK 507 // [int] ƽ ¸¸Å­ fade in ÇÑ´Ù. ÁøÇൿ¾È ŰÀÔ·Â ¾ÈµÊ #define ACT_BRIEFING_FADE_IN 508 // [int] ƽ ¸¸Å­ fade out ÇÑ´Ù. ÁøÇൿ¾È ŰÀÔ·Â ¾ÈµÊ #define ACT_BRIEFING_FADE_OUT 509 // ºÎ´ë ¹èÄ¡¸¦ ½ÃÀÛÇÑ´Ù #define ACT_BRIEFING_START_SET_TROOP_POSITION 510 // [int] IDÀÇ [areaID], [areaID]¸¦ [int]µÎ²²·Î ¸Ê¿¡ Ç¥½ÃÇÑ´Ù #define ACT_BRIEFING_SHOW_AREA 511 // [int] IDÀÎ areaÇ¥½Ã¸¦ ¾ø¾Ø´Ù #define ACT_BRIEFING_HIDE_AREA 512 // [areaID]¿¡ [int] »ö±ò¿ø [int] Ç¥½Ã #define ACT_BRIEFING_COLOR_CIRCLE 513 // [areaID], [areaID]¿¡ [int]»ö±ò È­»ìÇ¥ [int] Ç¥½Ã (0: off, 1 on) #define ACT_BRIEFING_COLOR_PATH 514 ///////////////////////////////////////////////////////////////////////////// // // Worldmap action // // ACT_WORLD_ : ¿ùµå¸Ê °ø¿ë // ACT_WORLD_FIELD : ¿ùµå¸Ê Çʵå¿ë // ACT_WORLD_HOLD : ¿ùµå¸Ê ¼º¿ë // // ij¸¯ÅÍ[charID]°¡ ¸»[TextID]À»(text·Î) ÇÑ´Ù ´ë»ç Áß ¹öưÀ» ´©¸£¸é ´ÙÀ½À¸·Î ³Ñ¾î°£´Ù #define ACT_WORLD_CHAR_SAY 700 // È­¸é¿¡ [TextID]°¡ Ç¥½ÃµÈ´Ù. Ç¥½ÃµÈ »óÅ¿¡¼­ ¹öưÀ» ´©¸£¸é ´ÙÀ½ actionÀ» ½ÇÇàÇÑ´Ù. #define ACT_WORLD_TEXT 701 // ÁöÁ¤ÇÑ Àå¼Ò[int]¸¦ ¹æ¹®ÇÒ ¼ö ÀÖ°Ô ÇÑ´Ù #define ACT_WORLD_HOLD_ENABLE_PLACE 702 // ÁöÁ¤ÇÑ ¼º³»¿¡ Àå¼Ò[int]¸¦ [int] (0:Ç¥½Ã¸¦ ¾ø¾Ø´Ù 1:Ç¥½Ã¸¦ ÇÑ´Ù) (°¥ °÷À» Ç¥½ÃÇØÁÖ´Â ¿ªÇÒ) #define ACT_WORLD_HOLD_MARK_ON_PLACE 703 // ÁöÁ¤ÇÑ ¿ùµå¸Ê À§Ä¡[int]¸¦ [int] (0:Ç¥½Ã¸¦ ¾ø¾Ø´Ù 1:Ç¥½Ã¸¦ ÇÑ´Ù) #define ACT_WORLD_MARK_ON_POINT 704 // ÇöÀç Àå¼Ò¿¡¼­ ¸ÞÀÎ ¸Þ´º·Î ³ª°£´Ù #define ACT_WORLD_HOLD_GO_TO_MAIN 706 // ÇöÀç ¼º¿¡¼­ ³ª°£´Ù #define ACT_WORLD_HOLD_EXIT 707 // °ðÀå ij½½ ¸Þ´º·Î µé¾î°£´Ù. (ÇöÀç Point°¡ ij½½ÀÌ ¾Æ´Ò °æ¿ì Assert¹ß»ý) #define ACT_WORLD_HOLD_GO_CASTLE 708 // ¶óÀÌÆ® [char*] ÇÏ´Ã [char*] ¹Ù²Û´Ù #define ACT_WORLD_CHANGE_LIGHT_N_SKY 709 // pub ¿¡ º´»çµé ´ëÈ­ ³»¿ë text table ¹üÀ§ ÁöÁ¤ #define ACT_WORLD_HOLD_SET_PUB_TEXT_RANGE 710 // [propID] ¸¦ [int] (0: hide, 1: show) #define ACT_WORLD_SET_PROP_SHOW 711 // º¯¼ö[ID]¿¡ [int]°ª ´õÇϱâ #define ACT_WORLD_VAR_INCREASE 712 // Input disable #define ACT_WORLD_CONTROL_OFF 713 // Input enable #define ACT_WORLD_CONTROL_ON 714 // [int]tickµ¿¾È Fade In #define ACT_WORLD_FADE_IN 715 // [int]tick µ¿¾È Fade Out #define ACT_WORLD_FADE_OUT 716 // [int] Æ÷ÀÎÆ®(À妽º)¿¡¼­ ½ÃÀÛÇÏ°Ô Çϱâ #define ACT_WORLD_STARTPOINT 717 // À̺¥Æ® ¹ß»ýÇßÀ» ¶§ ¸Þ½ÃÁö â ´Ý´Â ÀÔ·Â ¿Ü¿¡ ´Ù¸¥ ÀÔ·ÂÀº ºÒ°¡´ÉÇÏ°Ô ¼³Á¤ #define ACT_WORLD_EVENT_ON 718 // À̺¥Æ® ¸ðµå ÇØÁ¦ #define ACT_WORLD_EVENT_OFF 719 // [pointID]·Î À̵¿ #define ACT_WORLD_GO_POINT 720 // [pointID]¸¦ Ȱ¼ºÈ­ [bool]ÇÑ´Ù. #define ACT_WORLD_ENABLE_POINT 721 // [int] °ÔÀÓ½ÃÀÛ #define ACT_WORLD_PLAY_GAME 723 // Áö±Ý Æ®¸®°ÅÀÇ ¸ðµç »óŰªÀ» ÃʱâÈ­ÇÑ´Ù. (Á¶°ÇÀÌ ¸ÂÀ¸¸é ´Ù½Ã ½ÇÇàµÈ´Ù´Â ¾ê±â) actionÁß ¸¶Áö¸·¿¡ ³Ö´Â °ÍÀÌ °ÇÀüÇÔ #define ACT_WORLD_RESET_CONDITION 724 // º¯¼ö[VarID]ÀÇ °ªÀ» [int]·Î ¼¼ÆÃÇÑ´Ù #define ACT_WORLD_VAR_SET 725 // ÁöÁ¤µÈ Àå¼ö[int]¿¡ µµÂøÇϸé [PortraitID]°¡ [textID]¸¦ »ç¿ëÇÑ ¸Þ½ÃÁö ¹Ú½º¸¦ Ãâ·ÂÇÏ°í ¹Û(¼º ¸Þ´º °í¸£´Â »óÅÂ)À¸·Î ³ª°£´Ù #define ACT_WORLD_HOLD_DISABLE_PLACE 726 // [int] ¸ÊÀ» ·ÎµùÇØ¼­ Æ®·¹ÀÌ´× ¸ðµå ½ÃÀÛ #define ACT_WORLD_PLAY_TRAINING 727 // // [TextID]°¡ È­¸é [int], [int]¿¡ [int]delay ¸¸Å­ Ç¥½ÃµÈ´Ù. Ç¥½ÃµÈ »óÅ¿¡¼­ ¹öưÀ» ´©¸£¸é ´ÙÀ½ actionÀ» ½ÇÇàÇÑ´Ù. // ÃÖ»óÀ§ ·¹À̾ Ãâ·ÂÇÔ. (fade in µÅÀ־ ±× À§¿¡ Ç¥½ÃµÊ) #define ACT_WORLD_TEXT_EX 728 // [string]ÆÄÀÏÀ» [int]ID·Î [int](·çÇÁÇÒ °ÍÀÎÁö ¸» °ÍÀÎÁö)·Î Ç÷¹ÀÌ ÇÑ´Ù. #define ACT_WORLD_PLAY_BGM 729 // [int]IDÀÇ BGMÀ» ¸ØÃá´Ù #define ACT_WORLD_STOP_BGM 730 // BGM[int]ID¸¦ [int]percent·Î º¼·ýÀ» Á¶ÀýÇÑ´Ù #define ACT_WORLD_SET_BGM_VOLUME 731 // BGM[int]IDÀÇ º¼·ýÀ» [int]ƽµ¿¾È [int]percent·Î fade½ÃŲ´Ù. #define ACT_WORLD_FADE_BGM 732 // Worldmap[int]IDÀÇ ºÎ´ë¸¦ enable/disable[int] ½ÃŲ´Ù. Disable µÇ¸é MENU¿¡ ¾È ³ªÅ¸³². #define ACT_WORLD_ENABLE_TROOP 733 // Worldmap[int]IDÀÇ ºÎ´ë¸¦ on/off[int] Á÷¾÷ ¹Ù²Ü¼ö ÀÖ°Ô ÇØÁØ´Ù #define ACT_WORLD_ALLOW_JOB_CHANGE 734 // Worldmap[int]IDÀÇ ºÎ°üÀÎÁö ¾Æ´ÑÁö¸¦ on/off[int] ¹Ù²Ü¼ö ÀÖ°Ô ÇØÁØ´Ù. #define ACT_WORLD_ALLOW_OFFICER_CHANGE 735 // Worldmap[int]IDÀÇ ºÎ´ë¸¦ »èÁ¦ ½ÃŲ´Ù. #define ACT_WORLD_DELETE_TROOP 736 // Pub¿¡ ³ª¿À´Â ¿ëº´ ÃÖ´ë ¸í¼ö [int]¿Í ÃÖ¼Ò ·¹º§ [int] ÃÖ´ë ·¹º§ [int] (-1 À̸é ÁÖÀΰø ·¹º§°ú ¸ÂÃã) #define ACT_WORLD_SET_PUB_MERCENARIES 737 // Worldmap[int]IDÀÇ ºÎ´ëÀåÀÌ [int](1: Officer À̸é Leader ·Î)/(0: Leader À̸é Officer [int 0/1]·Î) ¹Ù²Û´Ù #define ACT_WORLD_MAKE_OFFICER_LEADER 738 // Worldmap[int]IDÀÇ ºÎ´ëÀå À̸§À» ¼³Á¤[int] LeaderGenerationSox ¿¡¼­ index #define ACT_WORLD_SET_LEADER_NAME 739 #endif