private BattleSReward_Manager() { this.m_dicBattleSReward = new Dictionary <int, BATTLE_SREWARD>(); this.m_dicBabelBattleSReward = new Dictionary <int, BATTLE_BABEL_SREWARD>(); this.m_kBattleSRewardTypeInfo = new NkValueParse <int>(); this.SetParaDataCode(); }
private NrTable_BurnningEvent_Manager() { this.m_sdCollection = new SortedDictionary <eBUNNING_EVENT, BUNNING_EVENT_REFLASH_INFO>(); this.m_kBunningEventCode = new NkValueParse <eBUNNING_EVENT>(); for (int i = 0; i < 7; i++) { this.m_EventInfo[i] = new EVENT_INFO(); } this.SetBurnningEventCode(); }
public NrCharDataCodeInfo() { this.m_kCharTribeCode = new NkValueParse <byte>(); this.m_kCharJobTypeCode = new NkValueParse <byte>(); this.m_kCharAniTypeForEvent = new NkValueParse <byte>(); this.m_kCharAniEvent = new NkValueParse <byte>(); this.m_kCharAniTypeForString = new NkValueParse <int>(); this.m_kBuffTypeForString = new NkValueParse <byte>(); this.m_kAiTypeForString = new NkValueParse <int>(); }
public void _RegisterParser() { this.m_kBattleSkillDetailParatypeInfo = new NkValueParse <int>(); this.m_kParseCharBuffTargetType = new NkValueParse <int>(); this.m_kCharJobTypeCode = new NkValueParse <byte>(); this.m_kCharSkillTypeCode = new NkValueParse <byte>(); this.m_kCharAutoTypeCode = new NkValueParse <byte>(); this.m_kCharTargetTypeCode = new NkValueParse <byte>(); this.m_kCharGridTypeCode = new NkValueParse <byte>(); this.m_kCharJobTypeCode.InsertCodeValue("NOMOVENOBULLETPHYSICS", 1); this.m_kCharJobTypeCode.InsertCodeValue("NOMOVENOBULLETMAGIC", 2); this.m_kCharJobTypeCode.InsertCodeValue("NOMOVEBULLETPHYSICS", 3); this.m_kCharJobTypeCode.InsertCodeValue("NOMOVEBULLETMAGIC", 4); this.m_kCharJobTypeCode.InsertCodeValue("MOVENOBULLETPHYSICS", 5); this.m_kCharJobTypeCode.InsertCodeValue("MOVENOBULLETMAGIC", 6); this.m_kCharJobTypeCode.InsertCodeValue("MOVEBULLETPHYSICS", 7); this.m_kCharJobTypeCode.InsertCodeValue("MOVEBULLETMAGIC", 8); this.m_kCharJobTypeCode.InsertCodeValue("HALFMOVEBULLETPHYSICS", 9); this.m_kCharJobTypeCode.InsertCodeValue("HALFMOVEBULLETMAGIC", 10); this.m_kCharJobTypeCode.InsertCodeValue("HALFMOVENOBULLETPHYSICS", 11); this.m_kCharJobTypeCode.InsertCodeValue("HALFMOVENOBULLETMAGIC", 12); this.m_kCharSkillTypeCode.InsertCodeValue("Active", 1); this.m_kCharSkillTypeCode.InsertCodeValue("Passive", 2); this.m_kCharSkillTypeCode.InsertCodeValue("Aura", 3); this.m_kCharAutoTypeCode.InsertCodeValue("FALSE", 0); this.m_kCharAutoTypeCode.InsertCodeValue("TRUE", 1); this.m_kCharTargetTypeCode.InsertCodeValue("Self", 1); this.m_kCharTargetTypeCode.InsertCodeValue("Self+Friend", 2); this.m_kCharTargetTypeCode.InsertCodeValue("Enemy", 3); this.m_kCharTargetTypeCode.InsertCodeValue("ALL", 4); this.m_kCharGridTypeCode.InsertCodeValue("GRID_ONE", 0); this.m_kCharGridTypeCode.InsertCodeValue("GRID_SIDE", 1); this.m_kCharGridTypeCode.InsertCodeValue("GRID_LINE", 2); this.m_kCharGridTypeCode.InsertCodeValue("GRID_TWO", 3); this.m_kCharGridTypeCode.InsertCodeValue("GRID_COLUMN", 4); this.m_kCharGridTypeCode.InsertCodeValue("GRID_CROSS", 5); this.m_kCharGridTypeCode.InsertCodeValue("GRID_ALL", 6); this.m_kCharGridTypeCode.InsertCodeValue("GRID_SQUARE", 7); this.m_kCharGridTypeCode.InsertCodeValue("GRID_COLUMN_SKILL", 8); this.m_kCharGridTypeCode.InsertCodeValue("GRID_CROSS_SKILL", 9); this.m_kCharGridTypeCode.InsertCodeValue("GRID_CROSS_PLUS", 10); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("PARA_NONE", 0); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("DAMAGE", 1); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("HEAL", 2); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ADD_STR", 5); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ADD_DEX", 6); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ADD_INT", 7); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ADD_VIT", 8); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ADD_PHY_DEFENSE", 9); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ADD_MAG_DEFENSE", 10); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ADD_HIT_RATE", 11); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ADD_EVASION", 12); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ADD_CRITICAL", 13); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ADD_MIN_DAMAGE", 14); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ADD_MAX_DAMAGE", 15); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("NOMOVE_ON", 38); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("NOTURN_ON", 39); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("NOSKILL_ON", 40); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("NOATTACK_ON", 41); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("IMMORTAL_ON", 42); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("NOATTACK_ON", 44); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("NONORMAL_ATTACK_ON", 45); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("MINUS_HEAL", 46); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("MINUS_HEAL_P", 47); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("PLUS_HEAL", 48); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("PLUS_HEAL_P", 49); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("MINUS_DAMAGE", 50); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("MINUS_DAMAGE_P", 51); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("PLUS_DAMAGE", 52); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("PLUS_DAMAGE_P", 53); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ENDURE_DAMAGE_POISON", 55); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ENDURE_DAMAGE_FIRE", 56); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ENDURE_DAMAGE_ICE", 57); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ENDURE_DAMAGE_LIGHTNING", 58); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ENDURE_DAMAGE_BLEEDING", 59); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ENDURE_DAMAGE_POISON_P", 60); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ENDURE_DAMAGE_FIRE_P", 61); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ENDURE_DAMAGE_ICE_P", 62); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ENDURE_DAMAGE_LIGHTNING_P", 63); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ENDURE_DAMAGE_BLEEDING_P", 64); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ENDURE_HEAL", 65); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("DAMAGE_P", 3); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("DEL_BUFF_TYPE", 76); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("DEL_BUFF_ALL", 75); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ACTION_HP_P", 77); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("SUICIDE", 78); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("REVIVAL", 79); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("SLEEP_ON", 54); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("SUMMON_KIND", 80); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("SUMMON_LEVEL", 81); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("SUMMON_LEVEL_P", 82); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("SUMMON_ADDSTATE_DAMAGE_P", 83); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("SUMMON_ADDSTATE_PHYDEFENSE_P", 84); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("SUMMON_ADDSTATE_MAGDEFENSE_P", 85); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("SUMMON_ADDSTATE_MAXHP_P", 86); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("PUSH_PULL_MODE", 87); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("PUSH_PULL_COUNT", 88); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("BLOOD_SUCKING_PER", 89); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("BLOOD_SUCKING_VALUE", 90); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ADD_BLOOD_SUCKING_PER", 91); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ADD_BLOOD_SUCKING_VALUE", 92); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("BLOOD_SUCKING_ALL_PER", 93); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("BLOOD_SUCKING_ALL_VALUE", 94); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("AFTER_USED_DAMAGE", 68); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("AFTER_USED_DAMAGE_P", 69); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("AFTER_USED_DAMAGE_TYPE", 70); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("AFTER_USED_DAMAGE_TARGET", 71); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("AFTER_USED_HEAL", 72); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("AFTER_USED_SKILL", 73); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("AFTER_USED_SKILL_LEVEL", 74); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("PROTECT_SHIELD_TYPE", 95); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("PROTECT_SHIELD_VALUE", 96); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("PROTECT_SHIELD_VALUE_P", 97); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("HEAL_P", 4); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ENDURE_HEAL_P", 66); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("SKILL_SHIELD_TYPE", 98); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("SKILL_SHIELD_BUFFTYPE", 99); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ADD_ANGERLYPOINT", 100); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("PLUNDER_ANGERLYPOINT_P", 101); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ADD_USE_ANGERLYPOINT_P", 102); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("MINUS_USE_ANGERLYPOINT_P", 103); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("MARKING_ON", 110); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("LIFE_LINK_ON", 111); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("WEAKPOINT_ON", 112); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("WEAKPOINT_ON_ONE", 113); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("DEL_BUFF_TYPE_ONE", 118); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("SELFTARGET_LINK_SKILL", 114); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("SELFTARGET_LINK_LEVEL", 115); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("MAINTARGET_LINK_SKILL", 116); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("MAINTARGET_LINK_LEVEL", 117); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("EMPTY_VALUE", 119); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("EMPTY_P", 120); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("EMPTY_DAMAGE_P", 121); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("IMMUNE_EQUAL_BOSS", 122); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("INCREASE_WEPON_ACTIVE", 123); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("INCREASE_DEFENCE_ACTIVE", 124); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("DECREASE_CRITICAL_HIT", 125); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("DECREASE_PVP_DAMAGE", 126); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("INCREASE_PVP_DAMAGE", 127); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("INCREASE_BOSS_DAMAGE", 128); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("DECREASE_MONSTER_DAMAGE", 129); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("INCREASE_EXP_P", 130); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("INCREASE_GOLD_P", 131); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("INCREASE_ITEM_P", 132); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("PHOENIX", 133); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("MAGIC_RESIST", 134); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("PHYSICAL_RESIST", 135); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("EMPTY_VALUE2", 136); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("EMPTY_P2", 137); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("EMPTY_DAMAGE_P2", 138); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ADD_PHY_DEFENSE_P", 17); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ADD_MAG_DEFENSE_P", 18); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ADD_HIT_RATE_P", 19); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ADD_EVASION_P", 20); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ADD_CRITICAL_P", 21); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ADD_MIN_DAMAGE_P", 22); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ADD_MAX_DAMAGE_P", 23); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ADD_MAX_HP_P", 24); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ADD_MAX_HP", 16); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("MINUS_MIN_DAMAGE", 25); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("MINUS_MAX_DAMAGE", 26); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("MINUS_MIN_DAMAGE_P", 27); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("MINUS_MAX_DAMAGE_P", 28); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("MINUS_PHY_DEFENSE", 29); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("MINUS_MAG_DEFENSE", 30); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("MINUS_PHY_DEFENSE_P", 31); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("MINUS_MAG_DEFENSE_P", 32); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("MINUS_MAX_HP", 33); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("MINUS_MAX_HP_P", 34); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("MINUS_CRITICAL", 35); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("PLUS_MIN_DAMAGE_P", 36); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("PLUS_MAX_DAMAGE_P", 37); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("IMMUNE_NOTURN_ON", 104); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("IMMUNE_NOSKILL_ON", 105); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("IMMUNE_NOCONTROL_ON", 106); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("ADD_BERSERK_DAMAGE_P", 107); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("SUMMON_BARRIER_KIND", 108); this.m_kBattleSkillDetailParatypeInfo.InsertCodeValue("SUMMON_BARRIER_LEVEL", 109); this.m_kParseCharBuffTargetType.InsertCodeValue("ALL", 0); this.m_kParseCharBuffTargetType.InsertCodeValue("MAIN", 1); }
static INDUN_DEFINE() { INDUN_DEFINE.m_kIndunTypeCode = new NkValueParse <eINDUN_TYPE>(); INDUN_DEFINE._RegisterIndunType(); }
public EXPEDITION_CONSTANT_MANAGER(string strFilePath) : base(strFilePath) { this.m_kConstantCode = new NkValueParse <eEXPEDITION_CONSTANT>(); this.SetConstantCode(); }
private ITEM_SELL_Manager() { this.mHash_ItemSellData = new Dictionary <int, Dictionary <int, ITEM_SELL> >(); this.m_kItemRankType = new NkValueParse <int>(); this.SetParaDataCode(); }
public void Init() { this.m_kConstantCode = new NkValueParse <eNEWGUILD_CONSTANT>(); }
private COMMON_CONSTANT_Manager(string strFilePath) : base(strFilePath) { this.m_kConstantCode = new NkValueParse <eCOMMON_CONSTANT>(); this.SetConstantCode(); }
public NkWeaponDataCodeInfo() { this.m_kWeaponTypeCode = new NkValueParse <int>(); }
public MINE_CONSTANT_Manager(string strFilePath) : base(strFilePath) { this.m_kConstantCode = new NkValueParse <eMINE_CONSTANT>(); this.SetConstantCode(); }
private NrSetItemDataManager() { this.m_ItemSetDataList = new Dictionary <int, SETITEM_DATA>(); this.m_kSetItemOptinType = new NkValueParse <int>(); this.SetParaDataCode(); }
private BATTLE_CONSTANT_Manager(string strFilePath) : base(strFilePath) { this.m_kConstantCode = new NkValueParse <eBATTLE_CONSTANT>(); this.m_dicDefence_Data = new SortedDictionary <int, DEFENSE_DATA>(); this.SetConstantCode(); }
private ITEM_REFORGE_Manager() { this.mHash_ItemReforgeData = new Dictionary <int, Dictionary <int, ITEM_REFORGE> >(); this.m_kItemRankType = new NkValueParse <int>(); this.SetParaDataCode(); }
private BATTLE_EMOTICON_Manager(string strFilePath) : base(strFilePath) { this.m_kConstantCode = new NkValueParse <eBATTLE_EMOTICON>(); this.m_dicEmoticonData = new Dictionary <eBATTLE_EMOTICON, BATTLE_EMOTICON>(); this.SetConstantCode(); }