public static ResultAndDesc TreasureEncounter(bool mimic)
    {
        ResultAndDesc rd = new ResultAndDesc();

        TreasureResult[] result = new TreasureResult[3];
        result[0]  = TreasureOpen(mimic);
        result[1]  = TreasureSkip();
        result[2]  = TreasureBroken(mimic);
        rd.desc[0] = "1번";
        rd.desc[1] = "2번";
        rd.desc[2] = "3번";
        rd.SetResult(result);
        return(rd);
    }
    public static ResultAndDesc ShrineEncounter()
    {
        ResultAndDesc rd = new ResultAndDesc();

        ShrineResult[] result = new ShrineResult[3];
        //타입 설정하는 함수 필요
        result[0]  = GetShrineEffect();
        result[1]  = null;
        result[2]  = null;
        rd.desc[0] = "1번";
        rd.desc[1] = "2번";
        rd.desc[2] = "";
        rd.SetResult(result);
        return(rd);
    }
    public static ResultAndDesc MonsterEncounter(ObjectInfo enemy)
    {
        ResultAndDesc rd = new ResultAndDesc();

        MonsterResult[] result = new MonsterResult[3];
        result[0] = PlayerAttack(enemy);
        result[1] = PlayerEscape(enemy);
        result[2] = PlayerSurprise(enemy);

        rd.desc[0] = "성공확률 : " + result[0]._frequency + " %" + "\n" +
                     "성공시 : " + result[0]._success + " 데미지의 공격" + "\n" +
                     "실패시 : 패널티 없음";
        rd.desc[1] = "성공확률 : " + result[1]._frequency + " %" + "\n" +
                     "성공시 : " + "도망" + "\n" +
                     "실패시 : 피격률 100%";
        rd.desc[2] = "성공확률 : " + result[2]._frequency + " %" + "\n" +
                     "성공시 : " + result[2]._success + " 데미지의 공격" + "\n" +
                     "실패시 : 다음 피격 2배";
        rd.SetResult(result);

        return(rd);
    }