#include "version.h" #include "common.h" #ifdef _LF_HASHTABLE_OPTIMIZE #include "LF_hashTable.h" #endif #include "char.h" #include "char_data.h" #include "item.h" #include "battle.h" #include "object.h" #include "saacproto_cli.h" #include "lssproto_serv.h" #include "enemy.h" #include "pet_skill.h" #include "magic_base.h" #include "profession_skill.h" #include "readmap.h" //0-1999 CHAR_getInt //2000-3999 CHAR_getChar //4000-5999 CHAR_getWorkInt //6000-7999 CHAR_getWorkChar //8000-9999 CHAR_getFlg //10000-11999 CHAR_getPetSkill #define LUA_DATALINE0 0 #define LUA_DATALINE1 2000 #define LUA_DATALINE2 4000 #define LUA_DATALINE3 6000 #define LUA_DATALINE4 8000 #define LUA_DATALINE5 10000 #define LUA_DATALINE6 12000 #define LUA_DATALINE7 14000 #define LUA_DATALINE8 16000 #define LUA_DATALINE9 18000 #define LUA_DATALINE10 20000 #define LUA_DATALINE11 22000 #define LUA_DATALINE12 24000 #define LUA_DATALINE13 26000 #define LUA_DATALINE14 28000 #define LUA_DATALINE15 30000 #define LUA_DATALINE16 32000 #define LUA_DATALINE17 34000 #define LUA_DATALINE18 36000 #define LUA_DATALINE19 38000 typedef struct __lua_const { const char *name; unsigned int size; int vl; }lua_const; lua_const M_Lua_RegConstList[] = { {"对像_序%", sizeof("对像_序%"), LUA_DATALINE0 + CHAR_DATAPLACENUMBER}, {"对像_形象%", sizeof("对像_形象%"), LUA_DATALINE0 + CHAR_BASEIMAGENUMBER}, {"对像_原形%", sizeof("对像_原形%"), LUA_DATALINE0 + CHAR_BASEBASEIMAGENUMBER}, {"对像_脸%", sizeof("对像_脸%"), LUA_DATALINE0 + CHAR_FACEIMAGENUMBER}, {"对像_地图%", sizeof("对像_地图%"), LUA_DATALINE0 + CHAR_FLOOR}, {"对像_X%", sizeof("对像_X%"), LUA_DATALINE0 + CHAR_X}, {"对像_Y%", sizeof("对像_Y%"), LUA_DATALINE0 + CHAR_Y}, {"对像_方向%", sizeof("对像_方向%"), LUA_DATALINE0 + CHAR_DIR}, {"对像_等级%", sizeof("对像_等级%"), LUA_DATALINE0 + CHAR_LV}, {"对像_石币%", sizeof("对像_石币%"), LUA_DATALINE0 + CHAR_GOLD}, {"对像_血%", sizeof("对像_血%"), LUA_DATALINE0 + CHAR_HP}, {"对像_气%", sizeof("对像_气%"), LUA_DATALINE0 + CHAR_MP}, {"对像_M气%", sizeof("对像_M气%"), LUA_DATALINE0 + CHAR_MAXMP}, {"对像_体力%", sizeof("对像_体力%"), LUA_DATALINE0 + CHAR_VITAL}, {"对像_腕力%", sizeof("对像_腕力%"), LUA_DATALINE0 + CHAR_STR}, {"对像_耐力%", sizeof("对像_耐力%"), LUA_DATALINE0 + CHAR_TOUGH}, {"对像_速度%", sizeof("对像_速度%"), LUA_DATALINE0 + CHAR_DEX}, {"对像_魅力%", sizeof("对像_魅力%"), LUA_DATALINE0 + CHAR_CHARM}, {"对像_运%", sizeof("对像_运%"), LUA_DATALINE0 + CHAR_LUCK}, {"对像_地%", sizeof("对像_地%"), LUA_DATALINE0 + CHAR_EARTHAT}, {"对像_水%", sizeof("对像_水%"), LUA_DATALINE0 + CHAR_WATERAT}, {"对像_火%", sizeof("对像_火%"), LUA_DATALINE0 + CHAR_FIREAT}, {"对像_风%", sizeof("对像_风%"), LUA_DATALINE0 + CHAR_WINDAT}, {"对像_战宠%", sizeof("对像_战宠%"), LUA_DATALINE0 + CHAR_DEFAULTPET}, {"对像_宠技格%", sizeof("对像_宠技格%"), LUA_DATALINE0 + CHAR_SLOT}, {"对像_会心%", sizeof("对像_会心%"), LUA_DATALINE0 + CHAR_CRITIAL}, {"对像_反击%", sizeof("对像_反击%"), LUA_DATALINE0 + CHAR_COUNTER}, {"对像_珍稀%", sizeof("对像_珍稀%"), LUA_DATALINE0 + CHAR_RARE}, {"对像_RH%", sizeof("对像_RH%"), LUA_DATALINE0 + CHAR_RADARSTRENGTH}, {"对像_音量%", sizeof("对像_音量%"), LUA_DATALINE0 + CHAR_CHATVOLUME}, {"对像_ML%", sizeof("对像_ML%"), LUA_DATALINE0 + CHAR_MERCHANTLEVEL}, {"对像_记录%", sizeof("对像_记录%"), LUA_DATALINE0 + CHAR_SAVEPOINT}, {"对像_DM%", sizeof("对像_DM%"), LUA_DATALINE0 + CHAR_DETERMINEITEM}, {"对像_称号%", sizeof("对像_称号%"), LUA_DATALINE0 + CHAR_INDEXOFEQTITLE}, {"对像_计毒%", sizeof("对像_计毒%"), LUA_DATALINE0 + CHAR_POISON}, {"对像_计麻%", sizeof("对像_计麻%"), LUA_DATALINE0 + CHAR_PARALYSIS}, {"对像_计默%", sizeof("对像_计默%"), LUA_DATALINE0 + CHAR_SLEEP}, {"对像_计石%", sizeof("对像_计石%"), LUA_DATALINE0 + CHAR_STONE}, {"对像_计暗%", sizeof("对像_计暗%"), LUA_DATALINE0 + CHAR_DRUNK}, {"对像_计乱%", sizeof("对像_计乱%"), LUA_DATALINE0 + CHAR_CONFUSION}, {"对像_登数%", sizeof("对像_登数%"), LUA_DATALINE0 + CHAR_LOGINCOUNT}, {"对像_死次%", sizeof("对像_死次%"), LUA_DATALINE0 + CHAR_DEADCOUNT}, {"对像_走次%", sizeof("对像_走次%"), LUA_DATALINE0 + CHAR_WALKCOUNT}, {"对像_说次%", sizeof("对像_说次%"), LUA_DATALINE0 + CHAR_TALKCOUNT}, {"对像_伤次%", sizeof("对像_伤次%"), LUA_DATALINE0 + CHAR_DAMAGECOUNT}, {"对像_捕次%", sizeof("对像_捕次%"), LUA_DATALINE0 + CHAR_GETPETCOUNT}, {"对像_杀怪%", sizeof("对像_杀怪%"), LUA_DATALINE0 + CHAR_KILLPETCOUNT}, {"对像_宠死%", sizeof("对像_宠死%"), LUA_DATALINE0 + CHAR_DEADPETCOUNT}, {"对像_邮数%", sizeof("对像_邮数%"), LUA_DATALINE0 + CHAR_SENDMAILCOUNT}, {"对像_合数%", sizeof("对像_合数%"), LUA_DATALINE0 + CHAR_MERGEITEMCOUNT}, {"对像_PK数%", sizeof("对像_PK数%"), LUA_DATALINE0 + CHAR_DUELBATTLECOUNT}, {"对像_P赢数%", sizeof("对像_P赢数%"), LUA_DATALINE0 + CHAR_DUELWINCOUNT}, {"对像_P输数%", sizeof("对像_P输数%"), LUA_DATALINE0 + CHAR_DUELLOSECOUNT}, {"对像_P连数%", sizeof("对像_P连数%"), LUA_DATALINE0 + CHAR_DUELSTWINCOUNT}, {"对像_P最高%", sizeof("对像_P最高%"), LUA_DATALINE0 + CHAR_DUELMAXSTWINCOUNT}, {"对像_类型%", sizeof("对像_类型%"), LUA_DATALINE0 + CHAR_WHICHTYPE}, {"对像_移间%", sizeof("对像_移间%"), LUA_DATALINE0 + CHAR_WALKINTERVAL}, {"对像_循时%", sizeof("对像_循时%"), LUA_DATALINE0 + CHAR_LOOPINTERVAL}, #ifdef _NEWOPEN_MAXEXP {"对像_旧经%", sizeof("对像_旧经%"), LUA_DATALINE0 + CHAR_OLDEXP}, {"对像_经验%", sizeof("对像_经验%"), LUA_DATALINE0 + CHAR_EXP}, #else {"对像_经验%", sizeof("对像_经验%"), LUA_DATALINE0 + CHAR_EXP}, #endif {"对像_出生%", sizeof("对像_出生%"), LUA_DATALINE0 + CHAR_LASTTALKELDER}, {"对像_配点%", sizeof("对像_配点%"), LUA_DATALINE0 + CHAR_SKILLUPPOINT}, {"对像_LT%", sizeof("对像_LT%"), LUA_DATALINE0 + CHAR_LEVELUPPOINT}, {"对像_图类%", sizeof("对像_图类%"), LUA_DATALINE0 + CHAR_IMAGETYPE}, {"对像_CLR%", sizeof("对像_CLR%"), LUA_DATALINE0 + CHAR_NAMECOLOR}, {"对像_话色%", sizeof("对像_话色%"), LUA_DATALINE0 + CHAR_POPUPNAMECOLOR}, {"对像_设运%", sizeof("对像_设运%"), LUA_DATALINE0 + CHAR_LASTTIMESETLUCK}, {"对像_DP%", sizeof("对像_DP%"), LUA_DATALINE0 + CHAR_DUELPOINT}, {"对像_转数%", sizeof("对像_转数%"), LUA_DATALINE0 + CHAR_TRANSMIGRATION}, {"对像_转参%", sizeof("对像_转参%"), LUA_DATALINE0 + CHAR_TRANSEQUATION}, {"对像_IA%", sizeof("对像_IA%"), LUA_DATALINE0 + CHAR_INITDATA}, {"对像_禁时%", sizeof("对像_禁时%"), LUA_DATALINE0 + CHAR_SILENT}, {"对像_族引%", sizeof("对像_族引%"), LUA_DATALINE0 + CHAR_FMINDEX}, {"对像_族职%", sizeof("对像_族职%"), LUA_DATALINE0 + CHAR_FMLEADERFLAG}, {"对像_守精%", sizeof("对像_守精%"), LUA_DATALINE0 + CHAR_FMSPRITE}, {"对像_个银%", sizeof("对像_个银%"), LUA_DATALINE0 + CHAR_BANKGOLD}, {"对像_骑宠%", sizeof("对像_骑宠%"), LUA_DATALINE0 + CHAR_RIDEPET}, {"对像_骑等%", sizeof("对像_骑等%"), LUA_DATALINE0 + CHAR_LEARNRIDE}, {"对像_咒等%", sizeof("对像_咒等%"), LUA_DATALINE0 + CHAR_LIMITLEVEL}, {"对像_成长%", sizeof("对像_成长%"), LUA_DATALINE0 + CHAR_ALLOCPOINT}, {"对像_PETRANK%", sizeof("对像_PETRANK%"), LUA_DATALINE0 + CHAR_PETRANK}, {"对像_ENEMYBASE编号%", sizeof("对像_ENEMYBASE编号%"), LUA_DATALINE0 + CHAR_PETID}, {"对像_自定宠%", sizeof("对像_自定宠%"), LUA_DATALINE0 + CHAR_PETCUSTOM}, #ifdef _PET_FUSION {"对像_物码%", sizeof("对像_物码%"), LUA_DATALINE0 + CHAR_FUSIONCODE}, {"对像_孵宠%", sizeof("对像_孵宠%"), LUA_DATALINE0 + CHAR_FUSIONINDEX}, {"对像_养次%", sizeof("对像_养次%"), LUA_DATALINE0 + CHAR_FUSIONRAISE}, {"对像_蛋标%", sizeof("对像_蛋标%"), LUA_DATALINE0 + CHAR_FUSIONBEIT}, {"对像_养时%", sizeof("对像_养时%"), LUA_DATALINE0 + CHAR_FUSIONTIMELIMIT}, #endif #ifdef _DEATH_CONTEND {"对像_队标%", sizeof("对像_队标%"), LUA_DATALINE0 + CHAR_PKLISTTEAMNUM}, {"对像_领标%", sizeof("对像_领标%"), LUA_DATALINE0 + CHAR_PKLISTLEADER}, #endif #ifdef _PERSONAL_FAME {"对像_声望%", sizeof("对像_声望%"), LUA_DATALINE0 + CHAR_FAME}, #endif #ifdef _JZ_NEW_ADDMEMBERPOINT {"对像_VIP%", sizeof("对像_VIP%"), LUA_DATALINE0 + CHAR_MEMBERORDER}, #endif #ifdef _JZ_BILLING_SYSTEM {"对像_SVIP%", sizeof("对像_SVIP%"), LUA_DATALINE0 + CHAR_VIPPOINT}, #endif #ifdef _LF_TIME_POINT {"对像_TVIP%", sizeof("对像_TVIP%"), LUA_DATALINE0 + CHAR_TIMEPOINT}, #endif #ifdef _LF_JJC_SYSTEM {"对像_1v1竞技点%", sizeof("对像_1v1竞技点%"), LUA_DATALINE2 + CHAR_WORK_JJC_1V1_BUYPOINT}, {"对像_1v1竞技分%", sizeof("对像_1v1竞技分%"), LUA_DATALINE2 + CHAR_WORK_JJC_1V1_PKPOINT}, {"对像_5v5竞技点%", sizeof("对像_5v5竞技点%"), LUA_DATALINE2 + CHAR_WORK_JJC_5V5_BUYPOINT}, {"对像_5v5竞技分%", sizeof("对像_5v5竞技分%"), LUA_DATALINE2 + CHAR_WORK_JJC_5V5_PKPOINT}, {"对像_竞技状%", sizeof("对像_竞技状%"), LUA_DATALINE2 + CHAR_WORK_JJC_STAT}, #endif #ifdef _LF_LEAVELINESTVDER {"对像_基础时%", sizeof("对像_基础时%"), LUA_DATALINE0 + CHAR_LGWD_BASETIME}, {"对像_采集时%", sizeof("对像_采集时%"), LUA_DATALINE0 + CHAR_LGWD_COLLECTTIME}, {"对像_经验时%", sizeof("对像_经验时%"), LUA_DATALINE0 + CHAR_LGWD_EXPTIME}, #endif #ifdef _JZ_NEW_ITEM1 {"对像_喇叭%", sizeof("对像_喇叭%"), LUA_DATALINE0 + CHAR_TALKTOALLNUM}, #endif #ifdef __ATTACK_MAGIC {"对像_地魔熟%", sizeof("对像_地魔熟%"), LUA_DATALINE0 + CHAR_EARTH_EXP}, {"对像_水魔熟%", sizeof("对像_水魔熟%"), LUA_DATALINE0 + CHAR_WATER_EXP}, {"对像_火魔熟%", sizeof("对像_火魔熟%"), LUA_DATALINE0 + CHAR_FIRE_EXP}, {"对像_风魔熟%", sizeof("对像_风魔熟%"), LUA_DATALINE0 + CHAR_WIND_EXP}, {"对像_地魔抗%", sizeof("对像_地魔抗%"), LUA_DATALINE0 + CHAR_EARTH_RESIST}, {"对像_水魔抗%", sizeof("对像_水魔抗%"), LUA_DATALINE0 + CHAR_WATER_RESIST}, {"对像_火魔抗%", sizeof("对像_火魔抗%"), LUA_DATALINE0 + CHAR_FIRE_RESIST}, {"对像_风魔抗%", sizeof("对像_风魔抗%"), LUA_DATALINE0 + CHAR_WIND_RESIST}, {"对像_地熟经%", sizeof("对像_地熟经%"), LUA_DATALINE0 + CHAR_EARTH_ATTMAGIC_EXP}, {"对像_水熟经%", sizeof("对像_水熟经%"), LUA_DATALINE0 + CHAR_WATER_ATTMAGIC_EXP}, {"对像_火熟经%", sizeof("对像_火熟经%"), LUA_DATALINE0 + CHAR_FIRE_ATTMAGIC_EXP}, {"对像_风熟经%", sizeof("对像_风熟经%"), LUA_DATALINE0 + CHAR_WIND_ATTMAGIC_EXP}, {"对像_地抗经%", sizeof("对像_地抗经%"), LUA_DATALINE0 + CHAR_EARTH_DEFMAGIC_EXP}, {"对像_水抗经%", sizeof("对像_水抗经%"), LUA_DATALINE0 + CHAR_WATER_DEFMAGIC_EXP}, {"对像_火抗经%", sizeof("对像_火抗经%"), LUA_DATALINE0 + CHAR_FIRE_DEFMAGIC_EXP}, {"对像_风抗经%", sizeof("对像_风抗经%"), LUA_DATALINE0 + CHAR_WIND_DEFMAGIC_EXP}, #endif #ifdef _GAMBLE_BANK {"对像_赌银%", sizeof("对像_赌银%"), LUA_DATALINE0 + CHAR_PERSONAGOLD}, #endif #ifdef _DROPSTAKENEW {"对像_赌分%", sizeof("对像_赌分%"), LUA_DATALINE0 + CHAR_GAMBLENUM}, #endif #ifdef _AUCTIONEER {"对像_拍得%", sizeof("对像_拍得%"), LUA_DATALINE0 + CHAR_AUCGOLD}, #endif #ifdef _PET_EVOLUTION {"对像_血药数%", sizeof("对像_血药数%"), LUA_DATALINE0 + CHAR_EVOLUTIONBASEVTL}, {"对像_攻药数%", sizeof("对像_攻药数%"), LUA_DATALINE0 + CHAR_EVOLUTIONBASESTR}, {"对像_防药数%", sizeof("对像_防药数%"), LUA_DATALINE0 + CHAR_EVOLUTIONBASETGH}, {"对像_敏药数%", sizeof("对像_敏药数%"), LUA_DATALINE0 + CHAR_EVOLUTIONBASEDEX}, #endif #ifdef _FAMILYBANKSTONELOG {"对像_族银%", sizeof("对像_族银%"), LUA_DATALINE0 + CHAR_FMBANKGOLD}, #endif #ifdef _FM_JOINLIMIT {"对像_加族间%", sizeof("对像_加族间%"), LUA_DATALINE0 + CHAR_FMTIMELIMIT}, #endif #ifdef _CHAR_PROFESSION // WON ADD 人物职业 {"对像_职业%", sizeof("对像_职业%"), LUA_DATALINE0 + PROFESSION_CLASS}, {"对像_职等%", sizeof("对像_职等%"), LUA_DATALINE0 + PROFESSION_LEVEL}, //{"对像_职经", sizeof("对像_职经"), LUA_DATALINE0 + PROFESSION_EXP}, {"对像_职技点%", sizeof("对像_职技点%"), LUA_DATALINE0 + PROFESSION_SKILL_POINT}, {"对像_职增叠%", sizeof("对像_职增叠%"), LUA_DATALINE0 + ATTACHPILE}, {"对像_职火熟%", sizeof("对像_职火熟%"), LUA_DATALINE0 + PROFESSION_FIRE_P}, {"对像_职冰熟%", sizeof("对像_职冰熟%"), LUA_DATALINE0 + PROFESSION_ICE_P}, {"对像_职雷熟%", sizeof("对像_职雷熟%"), LUA_DATALINE0 + PROFESSION_THUNDER_P}, {"对像_职火抗%", sizeof("对像_职火抗%"), LUA_DATALINE0 + PROFESSION_FIRE_R}, {"对像_职冰抗%", sizeof("对像_职冰抗%"), LUA_DATALINE0 + PROFESSION_ICE_R}, {"对像_职雷抗%", sizeof("对像_职雷抗%"), LUA_DATALINE0 + PROFESSION_THUNDER_R}, #endif #ifdef _ALLDOMAN // (不可开) Syu ADD 排行榜NPC {"对像_战层%", sizeof("对像_战层%"), LUA_DATALINE0 + CHAR_HEROFLOOR}, #endif #ifdef _PETSKILL_BECOMEPIG {"对像_乌力时%", sizeof("对像_乌力时%"), LUA_DATALINE0 + CHAR_BECOMEPIG}, {"对像_乌力样%", sizeof("对像_乌力样%"), LUA_DATALINE0 + CHAR_BECOMEPIG_BBI}, #endif {"对像_离线时%", sizeof("对像_离线时%"), LUA_DATALINE0 + CHAR_LASTLEAVETIME}, #ifdef _NEW_MANOR_LAW {"对像_气势%", sizeof("对像_气势%"), LUA_DATALINE0 + CHAR_MOMENTUM}, #endif #ifdef _ANGEL_SUMMON {"对像_勇数%", sizeof("对像_勇数%"), LUA_DATALINE0 + CHAR_HEROCNT}, #endif #ifdef _TEACHER_SYSTEM {"对像_导声望%", sizeof("对像_导声望%"), LUA_DATALINE0 + CHAR_TEACHER_FAME}, #endif #ifdef _RACEMAN {"对像_CKN%", sizeof("对像_CKN%"), LUA_DATALINE0 + CHAR_CHECKIN}, {"对像_CN1%", sizeof("对像_CN1%"), LUA_DATALINE0 + CHAR_CATCHCNT1}, {"对像_CN2%", sizeof("对像_CN2%"), LUA_DATALINE0 + CHAR_CATCHCNT2}, {"对像_CN3%", sizeof("对像_CN3%"), LUA_DATALINE0 + CHAR_CATCHCNT3}, {"对像_CN4%", sizeof("对像_CN4%"), LUA_DATALINE0 + CHAR_CATCHCNT4}, {"对像_CN5%", sizeof("对像_CN5%"), LUA_DATALINE0 + CHAR_CATCHCNT5}, {"对像_KN1%", sizeof("对像_KN1%"), LUA_DATALINE0 + CHAR_KINDCNT1}, {"对像_KN2%", sizeof("对像_KN2%"), LUA_DATALINE0 + CHAR_KINDCNT2}, {"对像_KN3%", sizeof("对像_KN3%"), LUA_DATALINE0 + CHAR_KINDCNT3}, {"对像_KN4%", sizeof("对像_KN4%"), LUA_DATALINE0 + CHAR_KINDCNT4}, {"对像_KN5%", sizeof("对像_KN5%"), LUA_DATALINE0 + CHAR_KINDCNT5}, {"对像_KN6%", sizeof("对像_KN6%"), LUA_DATALINE0 + CHAR_KINDCNT6}, {"对像_KN7%", sizeof("对像_KN7%"), LUA_DATALINE0 + CHAR_KINDCNT7}, {"对像_KN8%", sizeof("对像_KN8%"), LUA_DATALINE0 + CHAR_KINDCNT8}, {"对像_KN9%", sizeof("对像_KN9%"), LUA_DATALINE0 + CHAR_KINDCNT9}, {"对像_KN10%", sizeof("对像_KN10%"), LUA_DATALINE0 + CHAR_KINDCNT10}, #endif #ifdef _PET_BEATITUDE {"对像_潜力%", sizeof("对像_潜力%"), LUA_DATALINE0 + CHAR_BEATITUDE}, #endif #ifdef _VIP_RIDE {"对像_会员等级%", sizeof("对像_会员等级%"), LUA_DATALINE0 + CHAR_VIPRIDE}, #endif #ifdef _LF_PETTIMELIMIT {"对像_会员时限%", sizeof("对像_会员时限%"), LUA_DATALINE0 + CHAR_VIPEXPIRETIME}, #endif #ifdef _LF_OTHER_ITEM_ADD {"对像_突破级限%", sizeof("对像_突破级限%"), LUA_DATALINE0 + CHAR_LEVELOVERLIMIT}, #endif #ifdef _LF_LUA_USE_SAVEVAL {"对像_整数存储1%", sizeof("对像_整数存储1%"), LUA_DATALINE0 + CHAR_LUASAVE_INT_1}, {"对像_整数存储2%", sizeof("对像_整数存储2%"), LUA_DATALINE0 + CHAR_LUASAVE_INT_2}, {"对像_整数存储3%", sizeof("对像_整数存储3%"), LUA_DATALINE0 + CHAR_LUASAVE_INT_3}, {"对像_整数存储4%", sizeof("对像_整数存储4%"), LUA_DATALINE0 + CHAR_LUASAVE_INT_4}, {"对像_整数存储5%", sizeof("对像_整数存储5%"), LUA_DATALINE0 + CHAR_LUASAVE_INT_5}, {"对像_整数存储6%", sizeof("对像_整数存储6%"), LUA_DATALINE0 + CHAR_LUASAVE_INT_6}, {"对像_整数存储7%", sizeof("对像_整数存储7%"), LUA_DATALINE0 + CHAR_LUASAVE_INT_7}, {"对像_整数存储8%", sizeof("对像_整数存储8%"), LUA_DATALINE0 + CHAR_LUASAVE_INT_8}, {"对像_整数存储9%", sizeof("对像_整数存储9%"), LUA_DATALINE0 + CHAR_LUASAVE_INT_9}, {"对像_整数存储10%", sizeof("对像_整数存储10%"), LUA_DATALINE0 + CHAR_LUASAVE_INT_10}, #endif {"对像_原名%", sizeof("对像_原名%"), LUA_DATALINE1 + CHAR_NAME}, {"对像_名称%", sizeof("对像_名称%"), LUA_DATALINE1 + CHAR_USERPETNAME}, {"对像_帐号%", sizeof("对像_帐号%"), LUA_DATALINE1 + CHAR_CDKEY}, {"对像_属帐%", sizeof("对像_属帐%"), LUA_DATALINE1 + CHAR_OWNERCDKEY}, {"对像_属人%", sizeof("对像_属人%"), LUA_DATALINE1 + CHAR_OWNERCHARANAME}, {"对像_家族名%", sizeof("对像_家族名%"), LUA_DATALINE1 + CHAR_FMNAME}, #ifdef _TEACHER_SYSTEM {"对像_导师帐%", sizeof("对像_导师帐%"), LUA_DATALINE1 + CHAR_TEACHER_ID}, {"对像_导师名%", sizeof("对像_导师名%"), LUA_DATALINE1 + CHAR_TEACHER_NAME}, #endif #ifdef _ITEM_SETLOVER {"对像_婚否%", sizeof("对像_婚否%"), LUA_DATALINE1 + CHAR_LOVE}, {"对像_配偶帐%", sizeof("对像_配偶帐%"), LUA_DATALINE1 + CHAR_LOVERID}, {"对像_配偶名%", sizeof("对像_配偶名%"), LUA_DATALINE1 + CHAR_LOVERNAME}, #endif #ifdef _LF_USER_ITEM_TITLE {"对像_自定称号%", sizeof("对像_婚否%"), LUA_DATALINE1 + CHAR_USER_ITEMTITLE}, #endif #ifdef _LF_LUA_USE_SAVEVAL {"对像_字符存储1%", sizeof("对像_字符存储1%"), LUA_DATALINE1 + CHAR_LUASAVE_CHAR_1}, {"对像_字符存储2%", sizeof("对像_字符存储2%"), LUA_DATALINE1 + CHAR_LUASAVE_CHAR_2}, {"对像_字符存储3%", sizeof("对像_字符存储3%"), LUA_DATALINE1 + CHAR_LUASAVE_CHAR_3}, {"对像_字符存储4%", sizeof("对像_字符存储4%"), LUA_DATALINE1 + CHAR_LUASAVE_CHAR_4}, {"对像_字符存储5%", sizeof("对像_字符存储5%"), LUA_DATALINE1 + CHAR_LUASAVE_CHAR_5}, {"对像_字符存储6%", sizeof("对像_字符存储6%"), LUA_DATALINE1 + CHAR_LUASAVE_CHAR_6}, {"对像_字符存储7%", sizeof("对像_字符存储7%"), LUA_DATALINE1 + CHAR_LUASAVE_CHAR_7}, {"对像_字符存储8%", sizeof("对像_字符存储8%"), LUA_DATALINE1 + CHAR_LUASAVE_CHAR_8}, {"对像_字符存储9%", sizeof("对像_字符存储9%"), LUA_DATALINE1 + CHAR_LUASAVE_CHAR_9}, {"对像_字符存储10%", sizeof("对像_字符存储10%"), LUA_DATALINE1 + CHAR_LUASAVE_CHAR_10}, #endif #ifdef _ITEM_ADDEXP2 {"对像_经加成%", sizeof("对像_经加成%"), LUA_DATALINE2 + CHAR_WORKITEM_ADDEXP}, {"对像_经余时%", sizeof("对像_经余时%"), LUA_DATALINE2 + CHAR_WORKITEM_ADDEXPTIME}, #endif {"对像_队模式%", sizeof("对像_队模式%"), LUA_DATALINE2 + CHAR_WORKPARTYMODE}, {"对像_物索引%", sizeof("对像_物索引%"), LUA_DATALINE2 + CHAR_WORKOBJINDEX}, #ifdef _ADD_ACTION //npc动作 {"对像_动作%", sizeof("对像_动作%"), LUA_DATALINE2 + CHAR_WORKACTION}, #endif #ifdef _LF_LEAVELINESTVDER {"对像_离托标%", sizeof("对像_离托标%"), LUA_DATALINE2 + CHAR_WORKLEAVEGAMEWHITOUTDEL}, {"对像_离托选%", sizeof("对像_离托选%"), LUA_DATALINE2 + CHAR_WORK_LGWD_SELECT_TYPE}, #endif {"对像_战接1%", sizeof("对像_战接1%"), LUA_DATALINE2 + CHAR_WORKBATTLECOM1}, {"对像_战接2%", sizeof("对像_战接2%"), LUA_DATALINE2 + CHAR_WORKBATTLECOM2}, {"对像_战模%", sizeof("对像_战模%"), LUA_DATALINE2 + CHAR_WORKBATTLEMODE}, #ifdef _LF_LUA_USE_SAVEVAL {"对像_整数缓存1%", sizeof("对像_整数缓存1%"), LUA_DATALINE2 + CHAR_LUASAVE_WORKINT_1}, {"对像_整数缓存2%", sizeof("对像_整数缓存2%"), LUA_DATALINE2 + CHAR_LUASAVE_WORKINT_2}, {"对像_整数缓存3%", sizeof("对像_整数缓存3%"), LUA_DATALINE2 + CHAR_LUASAVE_WORKINT_3}, {"对像_整数缓存4%", sizeof("对像_整数缓存4%"), LUA_DATALINE2 + CHAR_LUASAVE_WORKINT_4}, {"对像_整数缓存5%", sizeof("对像_整数缓存5%"), LUA_DATALINE2 + CHAR_LUASAVE_WORKINT_5}, {"对像_整数缓存6%", sizeof("对像_整数缓存6%"), LUA_DATALINE2 + CHAR_LUASAVE_WORKINT_6}, {"对像_整数缓存7%", sizeof("对像_整数缓存7%"), LUA_DATALINE2 + CHAR_LUASAVE_WORKINT_7}, {"对像_整数缓存8%", sizeof("对像_整数缓存8%"), LUA_DATALINE2 + CHAR_LUASAVE_WORKINT_8}, {"对像_整数缓存9%", sizeof("对像_整数缓存9%"), LUA_DATALINE2 + CHAR_LUASAVE_WORKINT_9}, {"对像_整数缓存10%", sizeof("对像_整数缓存10%"), LUA_DATALINE2 + CHAR_LUASAVE_WORKINT_10}, #endif #ifdef _LF_LUA_USE_SAVEVAL {"对像_字符缓存1%", sizeof("对像_字符缓存1%"), LUA_DATALINE3 + CHAR_LUASAVE_WORKCHAR_1}, {"对像_字符缓存2%", sizeof("对像_字符缓存2%"), LUA_DATALINE3 + CHAR_LUASAVE_WORKCHAR_2}, {"对像_字符缓存3%", sizeof("对像_字符缓存3%"), LUA_DATALINE3 + CHAR_LUASAVE_WORKCHAR_3}, {"对像_字符缓存4%", sizeof("对像_字符缓存4%"), LUA_DATALINE3 + CHAR_LUASAVE_WORKCHAR_4}, {"对像_字符缓存5%", sizeof("对像_字符缓存5%"), LUA_DATALINE3 + CHAR_LUASAVE_WORKCHAR_5}, {"对像_字符缓存6%", sizeof("对像_字符缓存6%"), LUA_DATALINE3 + CHAR_LUASAVE_WORKCHAR_6}, {"对像_字符缓存7%", sizeof("对像_字符缓存7%"), LUA_DATALINE3 + CHAR_LUASAVE_WORKCHAR_7}, {"对像_字符缓存8%", sizeof("对像_字符缓存8%"), LUA_DATALINE3 + CHAR_LUASAVE_WORKCHAR_8}, {"对像_字符缓存9%", sizeof("对像_字符缓存9%"), LUA_DATALINE3 + CHAR_LUASAVE_WORKCHAR_9}, {"对像_字符缓存10%", sizeof("对像_字符缓存10%"), LUA_DATALINE3 + CHAR_LUASAVE_WORKCHAR_10}, #endif {"对像_宠技1%", sizeof("对像_宠技1%"), LUA_DATALINE5 + 0}, {"对像_宠技2%", sizeof("对像_宠技2%"), LUA_DATALINE5 + 1}, {"对像_宠技3%", sizeof("对像_宠技3%"), LUA_DATALINE5 + 2}, {"对像_宠技4%", sizeof("对像_宠技4%"), LUA_DATALINE5 + 3}, {"对像_宠技5%", sizeof("对像_宠技5%"), LUA_DATALINE5 + 4}, {"对像_宠技6%", sizeof("对像_宠技6%"), LUA_DATALINE5 + 5}, {"对像_宠技7%", sizeof("对像_宠技7%"), LUA_DATALINE5 + 6}, {"对像_IAK%", sizeof("对像_IAK%"), LUA_DATALINE4 + CHAR_ISATTACK}, {"对像_战令%", sizeof("对像_战令%"), LUA_DATALINE4 + CHAR_ISATTACKED}, {"对像_IOR%", sizeof("对像_IOR%"), LUA_DATALINE4 + CHAR_ISOVER}, {"对像_档路%", sizeof("对像_档路%"), LUA_DATALINE4 + CHAR_ISOVERED}, {"对像_HHT%", sizeof("对像_HHT%"), LUA_DATALINE4 + CHAR_HAVEHEIGHT}, {"对像_隐身%", sizeof("对像_隐身%"), LUA_DATALINE4 + CHAR_ISVISIBLE}, {"对像_ITP%", sizeof("对像_ITP%"), LUA_DATALINE4 + CHAR_ISTRANSPARENT}, {"对像_IFG%", sizeof("对像_IFG%"), LUA_DATALINE4 + CHAR_ISFLYING}, {"对像_死亡%", sizeof("对像_死亡%"), LUA_DATALINE4 + CHAR_ISDIE}, {"对像_IBIG%", sizeof("对像_IBIG%"), LUA_DATALINE4 + CHAR_ISBIG}, {"对像_显战%", sizeof("对像_显战%"), LUA_DATALINE4 + CHAR_ISSHOWBATTLEMSG}, {"对像_组队标%", sizeof("对像_组队标%"), LUA_DATALINE4 + CHAR_ISPARTY}, {"对像_传送中%", sizeof("对像_传送中%"), LUA_DATALINE4 + CHAR_ISWARP},//改名了 {"对像_族战标%", sizeof("对像_族战标%"), LUA_DATALINE4 + CHAR_ISDUEL}, {"对像_队聊标%", sizeof("对像_队聊标%"), LUA_DATALINE4 + CHAR_ISPARTYCHAT}, {"对像_名片标%", sizeof("对像_名片标%"), LUA_DATALINE4 + CHAR_ISTRADECARD}, {"对像_交易标%", sizeof("对像_交易标%"), LUA_DATALINE4 + CHAR_ISTRADE}, #ifdef _CHANNEL_MODIFY {"对像_密频标%", sizeof("对像_密频标%"), LUA_DATALINE4 + CHAR_ISTELL}, {"对像_族频标%", sizeof("对像_族频标%"), LUA_DATALINE4 + CHAR_ISFM}, {"对像_职频标%", sizeof("对像_职频标%"), LUA_DATALINE4 + CHAR_ISOCC}, {"对像_对话存%", sizeof("对像_对话存%"), LUA_DATALINE4 + CHAR_ISSAVE}, {"对像_聊频标%", sizeof("对像_聊频标%"), LUA_DATALINE4 + CHAR_ISCHAT}, #ifdef _SAF_WDCHANNEL {"对像_世频标%", sizeof("对像_世频标%"), LUA_DATALINE4 + CHAR_ISWDC}, #endif #endif #ifdef _LF_SAFEPSW_SYSTEM {"对像_安全锁已解%", sizeof("对像_安全锁已解%"), LUA_DATALINE4 + CHAR_ISSAFEUNLOCK}, #endif #ifdef _LF_HIDE_PLAYER {"对像_隐藏玩家%", sizeof("对像_隐藏玩家%"), LUA_DATALINE4 + CHAR_ISHIDEPLAYER}, #endif {"对像_速度成长%", sizeof("对像_速度成长%"), LUA_DATALINE6 + 0}, {"对像_耐力成长%", sizeof("对像_耐力成长%"), LUA_DATALINE6 + 1}, {"对像_腕力成长%", sizeof("对像_腕力成长%"), LUA_DATALINE6 + 2}, {"对像_体力成长%", sizeof("对像_体力成长%"), LUA_DATALINE6 + 3}, {"道具_ID%", sizeof("道具_ID%"), LUA_DATALINE0 + ITEM_ID}, {"道具_图号%", sizeof("道具_图号%"), LUA_DATALINE0 + ITEM_BASEIMAGENUMBER}, {"道具_成本%", sizeof("道具_成本%"), LUA_DATALINE0 + ITEM_COST}, {"道具_类型%", sizeof("道具_类型%"), LUA_DATALINE0 + ITEM_TYPE}, {"道具_AUF%", sizeof("道具_AUF%"), LUA_DATALINE0 + ITEM_ABLEUSEFIELD}, {"道具_TARGET%", sizeof("道具_TARGET%"), LUA_DATALINE0 + ITEM_TARGET}, {"道具_等级%", sizeof("道具_等级%"), LUA_DATALINE0 + ITEM_LEVEL}, #ifdef _ITEM_MAXUSERNUM {"道具_次数%", sizeof("道具_次数%"), LUA_DATALINE0 + ITEM_DAMAGEBREAK}, #endif #ifdef _ITEMSET4_TXT {"道具_堆叠%", sizeof("道具_堆叠%"), LUA_DATALINE0 + ITEM_USEPILENUMS}, {"道具_可叠%", sizeof("道具_可叠%"), LUA_DATALINE0 + ITEM_CANBEPILE}, {"道具_STR%", sizeof("道具_STR%"), LUA_DATALINE0 + ITEM_NEEDSTR}, {"道具_DEX%", sizeof("道具_DEX%"), LUA_DATALINE0 + ITEM_NEEDDEX}, {"道具_转数%", sizeof("道具_转数%"), LUA_DATALINE0 + ITEM_NEEDTRANS}, {"道具_职业%", sizeof("道具_职业%"), LUA_DATALINE0 + ITEM_NEEDPROFESSION}, #endif #ifdef _TAKE_ITEMDAMAGE {"道具_耐久%", sizeof("道具_耐久%"), LUA_DATALINE0 + ITEM_DAMAGECRUSHE}, {"道具_MAX耐久%", sizeof("道具_MAX耐久%"), LUA_DATALINE0 + ITEM_MAXDAMAGECRUSHE}, #endif #ifdef _ADD_DEAMGEDEFC {"道具_伤%", sizeof("道具_伤%"), LUA_DATALINE0 + ITEM_OTHERDAMAGE}, {"道具_吸%", sizeof("道具_吸%"), LUA_DATALINE0 + ITEM_OTHERDEFC}, #endif #ifdef _SUIT_ITEM {"道具_套%", sizeof("道具_套%"), LUA_DATALINE0 + ITEM_SUITCODE}, #endif {"道具_AKMIN%", sizeof("道具_AKMIN%"), LUA_DATALINE0 + ITEM_ATTACKNUM_MIN}, {"道具_AKMAX%", sizeof("道具_AKMAX%"), LUA_DATALINE0 + ITEM_ATTACKNUM_MAX}, {"道具_附攻%", sizeof("道具_附攻%"), LUA_DATALINE0 + ITEM_MODIFYATTACK}, {"道具_附防%", sizeof("道具_附防%"), LUA_DATALINE0 + ITEM_MODIFYDEFENCE}, {"道具_附敏%", sizeof("道具_附敏%"), LUA_DATALINE0 + ITEM_MODIFYQUICK}, {"道具_附体%", sizeof("道具_附体%"), LUA_DATALINE0 + ITEM_MODIFYHP}, {"道具_附气%", sizeof("道具_附气%"), LUA_DATALINE0 + ITEM_MODIFYMP}, {"道具_附运%", sizeof("道具_附运%"), LUA_DATALINE0 + ITEM_MODIFYLUCK}, {"道具_附魅%", sizeof("道具_附魅%"), LUA_DATALINE0 + ITEM_MODIFYCHARM}, {"道具_附避%", sizeof("道具_附避%"), LUA_DATALINE0 + ITEM_MODIFYAVOID}, {"道具_属性%", sizeof("道具_属性%"), LUA_DATALINE0 + ITEM_MODIFYATTRIB}, {"道具_属性值%", sizeof("道具_属性值%"), LUA_DATALINE0 + ITEM_MODIFYATTRIBVALUE}, {"道具_精灵%", sizeof("道具_精灵%"), LUA_DATALINE0 + ITEM_MAGICID}, {"道具_精灵率%", sizeof("道具_精灵率%"), LUA_DATALINE0 + ITEM_MAGICPROB}, {"道具_精灵耗%", sizeof("道具_精灵耗%"), LUA_DATALINE0 + ITEM_MAGICUSEMP}, #ifdef _ITEMSET5_TXT {"道具_格档率%", sizeof("道具_格档率%"), LUA_DATALINE0 + ITEM_MODIFYARRANGE}, {"道具_攻序%", sizeof("道具_攻序%"), LUA_DATALINE0 + ITEM_MODIFYSEQUENCE}, {"道具_负重%", sizeof("道具_负重%"), LUA_DATALINE0 + ITEM_ATTACHPILE}, {"道具_命中%", sizeof("道具_命中%"), LUA_DATALINE0 + ITEM_HITRIGHT}, #endif #ifdef _ITEMSET6_TXT {"道具_忽防%", sizeof("道具_忽防%"), LUA_DATALINE0 + ITEM_NEGLECTGUARD}, #endif {"道具_毒耐%", sizeof("道具_毒耐%"), LUA_DATALINE0 + ITEM_POISON}, {"道具_麻耐%", sizeof("道具_麻耐%"), LUA_DATALINE0 + ITEM_PARALYSIS}, {"道具_睡耐%", sizeof("道具_睡耐%"), LUA_DATALINE0 + ITEM_SLEEP}, {"道具_石耐%", sizeof("道具_石耐%"), LUA_DATALINE0 + ITEM_STONE}, {"道具_酒耐%", sizeof("道具_酒耐%"), LUA_DATALINE0 + ITEM_DRUNK}, {"道具_混耐%", sizeof("道具_混耐%"), LUA_DATALINE0 + ITEM_CONFUSION}, {"道具_附一击%", sizeof("道具_附一击%"), LUA_DATALINE0 + ITEM_CRITICAL}, {"道具_动作%", sizeof("道具_动作%"), LUA_DATALINE0 + ITEM_USEACTION}, {"道具_登消%", sizeof("道具_登消%"), LUA_DATALINE0 + ITEM_DROPATLOGOUT}, {"道具_丢消%", sizeof("道具_丢消%"), LUA_DATALINE0 + ITEM_VANISHATDROP}, {"道具_档路%", sizeof("道具_档路%"), LUA_DATALINE0 + ITEM_ISOVERED}, {"道具_邮寄%", sizeof("道具_邮寄%"), LUA_DATALINE0 + ITEM_CANPETMAIL}, {"道具_从合成%", sizeof("道具_从合成%"), LUA_DATALINE0 + ITEM_CANMERGEFROM}, {"道具_合成到%", sizeof("道具_合成到%"), LUA_DATALINE0 + ITEM_CANMERGETO}, {"道具_份量0%", sizeof("道具_份量0%"), LUA_DATALINE0 + ITEM_INGVALUE0}, {"道具_份量1%", sizeof("道具_份量1%"), LUA_DATALINE0 + ITEM_INGVALUE1}, {"道具_份量2%", sizeof("道具_份量2%"), LUA_DATALINE0 + ITEM_INGVALUE2}, {"道具_份量3%", sizeof("道具_份量3%"), LUA_DATALINE0 + ITEM_INGVALUE3}, {"道具_份量4%", sizeof("道具_份量4%"), LUA_DATALINE0 + ITEM_INGVALUE4}, {"道具_丢时%", sizeof("道具_丢时%"), LUA_DATALINE0 + ITEM_PUTTIME}, {"道具_LL%", sizeof("道具_LL%"), LUA_DATALINE0 + ITEM_LEAKLEVEL}, {"道具_曾合%", sizeof("道具_曾合%"), LUA_DATALINE0 + ITEM_MERGEFLG}, {"道具_损等%", sizeof("道具_损等%"), LUA_DATALINE0 + ITEM_CRUSHLEVEL}, {"道具_VAR1%", sizeof("道具_VAR1%"), LUA_DATALINE0 + ITEM_VAR1}, {"道具_VAR2%", sizeof("道具_VAR2%"), LUA_DATALINE0 + ITEM_VAR2}, {"道具_VAR3%", sizeof("道具_VAR3%"), LUA_DATALINE0 + ITEM_VAR3}, {"道具_VAR4%", sizeof("道具_VAR4%"), LUA_DATALINE0 + ITEM_VAR4}, #ifdef _LF_VIP_LIKE_QQ {"道具_会员等级%", sizeof("道具_会员等级%"), LUA_DATALINE0 + ITEM_VIPLEVEL}, #endif {"道具_物索%", sizeof("道具_物索%"), LUA_DATALINE2 + ITEM_WORKOBJINDEX}, {"道具_索引%", sizeof("道具_索引%"), LUA_DATALINE2 + ITEM_WORKCHARAINDEX}, #ifdef _ITEM_TIME_LIMIT {"道具_倒时%", sizeof("道具_倒时%"), LUA_DATALINE2 + ITEM_WORKTIMELIMIT}, #endif {"道具_原名%", sizeof("道具_原名%"), LUA_DATALINE1 + ITEM_NAME}, {"道具_名%", sizeof("道具_名%"), LUA_DATALINE1 + ITEM_SECRETNAME}, {"道具_说明%", sizeof("道具_说明%"), LUA_DATALINE1 + ITEM_EFFECTSTRING}, {"道具_参%", sizeof("道具_参%"), LUA_DATALINE1 + ITEM_ARGUMENT}, {"道具_帐%", sizeof("道具_帐%"), LUA_DATALINE1 + ITEM_CDKEY}, {"道具_爱帐%", sizeof("道具_爱帐%"), LUA_DATALINE1 + ITEM_FORUSERCDKEY}, {"道具_份0%", sizeof("道具_份0%"), LUA_DATALINE1 + ITEM_INGNAME0}, {"道具_份1%", sizeof("道具_份1%"), LUA_DATALINE1 + ITEM_INGNAME1}, {"道具_份2%", sizeof("道具_份2%"), LUA_DATALINE1 + ITEM_INGNAME2}, {"道具_份3%", sizeof("道具_份3%"), LUA_DATALINE1 + ITEM_INGNAME3}, {"道具_份4%", sizeof("道具_份4%"), LUA_DATALINE1 + ITEM_INGNAME4}, {"道具_限时%", sizeof("道具_限时%"), LUA_DATALINE3 + 1}, {"道具_颜色%", sizeof("道具_颜色%"), LUA_DATALINE3 + 2}, {"道栏_头位%", sizeof("道栏_头位%"), CHAR_HEAD}, {"道栏_身位%", sizeof("道栏_身位%"), CHAR_BODY}, {"道栏_右手%", sizeof("道栏_右手%"), CHAR_ARM}, {"道栏_饰1%", sizeof("道栏_饰1%"), CHAR_DECORATION1}, {"道栏_饰2%", sizeof("道栏_饰2%"), CHAR_DECORATION2}, #ifdef _ITEM_EQUITSPACE {"道栏_左手%", sizeof("道栏_左手%"), CHAR_EQSHIELD}, {"道栏_腰位%", sizeof("道栏_腰位%"), CHAR_EQBELT}, {"道栏_脚位%", sizeof("道栏_脚位%"), CHAR_EQSHOES}, #endif #ifdef _EQUIT_NEWGLOVE {"道栏_手套%", sizeof("道栏_手套%"), CHAR_EQGLOVE}, #endif {"道栏_1%", sizeof("道栏_1%"), CHAR_STARTITEMARRAY + 0}, {"道栏_2%", sizeof("道栏_2%"), CHAR_STARTITEMARRAY + 1}, {"道栏_3%", sizeof("道栏_3%"), CHAR_STARTITEMARRAY + 2}, {"道栏_4%", sizeof("道栏_4%"), CHAR_STARTITEMARRAY + 3}, {"道栏_5%", sizeof("道栏_5%"), CHAR_STARTITEMARRAY + 4}, {"道栏_6%", sizeof("道栏_6%"), CHAR_STARTITEMARRAY + 5}, {"道栏_7%", sizeof("道栏_7%"), CHAR_STARTITEMARRAY + 6}, {"道栏_8%", sizeof("道栏_8%"), CHAR_STARTITEMARRAY + 7}, {"道栏_9%", sizeof("道栏_9%"), CHAR_STARTITEMARRAY + 8}, {"道栏_10%", sizeof("道栏_10%"), CHAR_STARTITEMARRAY + 9}, {"道栏_11%", sizeof("道栏_11%"), CHAR_STARTITEMARRAY + 10}, {"道栏_12%", sizeof("道栏_12%"), CHAR_STARTITEMARRAY + 11}, {"道栏_13%", sizeof("道栏_13%"), CHAR_STARTITEMARRAY + 12}, {"道栏_14%", sizeof("道栏_14%"), CHAR_STARTITEMARRAY + 13}, {"道栏_15%", sizeof("道栏_15%"), CHAR_STARTITEMARRAY + 14}, {"宠栏_1%", sizeof("宠栏_1%"), 0}, {"宠栏_2%", sizeof("宠栏_2%"), 1}, {"宠栏_3%", sizeof("宠栏_3%"), 2}, {"宠栏_4%", sizeof("宠栏_4%"), 3}, {"宠栏_5%", sizeof("宠栏_5%"), 4}, {"宠技栏_1%", sizeof("宠技栏_1%"), 0}, {"宠技栏_2%", sizeof("宠技栏_2%"), 1}, {"宠技栏_3%", sizeof("宠技栏_3%"), 2}, {"宠技栏_4%", sizeof("宠技栏_4%"), 3}, {"宠技栏_5%", sizeof("宠技栏_5%"), 4}, {"宠技栏_6%", sizeof("宠技栏_6%"), 5}, {"宠技栏_7%", sizeof("宠技栏_7%"), 6}, {"队员_1%", sizeof("队员_1%"), 1}, {"队员_2%", sizeof("队员_2%"), 2}, {"队员_3%", sizeof("队员_3%"), 3}, {"队员_4%", sizeof("队员_4%"), 4}, {"IT_爪%", sizeof("IT_爪%"), ITEM_FIST}, {"IT_斧头%", sizeof("IT_斧头%"), ITEM_AXE}, {"IT_棍棒%", sizeof("IT_棍棒%"), ITEM_CLUB}, {"IT_枪%", sizeof("IT_枪%"), ITEM_SPEAR}, {"IT_弓%", sizeof("IT_弓%"), ITEM_BOW}, {"IT_SHIELD%", sizeof("IT_SHIELD%"), ITEM_SHIELD}, {"IT_HELM%", sizeof("IT_HELM%"), ITEM_HELM}, {"IT_ARMOUR%", sizeof("IT_ARMOUR%"), ITEM_ARMOUR}, {"IT_手环%", sizeof("IT_手环%"), ITEM_BRACELET}, {"IT_乐器%", sizeof("IT_乐器%"), ITEM_MUSIC}, {"IT_项链%", sizeof("IT_项链%"), ITEM_NECKLACE}, {"IT_环%", sizeof("IT_环%"), ITEM_RING}, {"IT_BELT%", sizeof("IT_BELT%"), ITEM_BELT}, {"IT_耳环%", sizeof("IT_耳环%"), ITEM_EARRING}, {"IT_鼻环%", sizeof("IT_鼻环%"), ITEM_NOSERING}, {"IT_护身符%", sizeof("IT_护身符%"), ITEM_AMULET}, {"IT_其他%", sizeof("IT_其他%"), ITEM_OTHER}, {"IT_回旋标%", sizeof("IT_回旋标%"), ITEM_BOOMERANG}, {"IT_投掷斧%", sizeof("IT_投掷斧%"), ITEM_BOUNDTHROW}, {"IT_投掷石%", sizeof("IT_投掷石%"), ITEM_BREAKTHROW}, {"IT_DISH%", sizeof("IT_DISH%"), ITEM_DISH}, #ifdef _ITEM_INSLAY {"IT_金属%", sizeof("IT_金属%"), ITEM_METAL}, {"IT_首饰%", sizeof("IT_首饰%"), ITEM_JEWEL}, #endif #ifdef _ITEM_CHECKWARES {"IT_货物%", sizeof("IT_货物%"), ITEM_WARES}, #endif #ifdef _ITEM_EQUITSPACE {"IT_腰带%", sizeof("IT_腰带%"), ITEM_WBELT}, {"IT_盾牌%", sizeof("IT_盾牌%"), ITEM_WSHIELD}, {"IT_鞋子%", sizeof("IT_鞋子%"), ITEM_WSHOES}, #endif #ifdef _EQUIT_NEWGLOVE {"IT_手套%", sizeof("IT_手套%"), ITEM_WGLOVE}, #endif #ifdef _JZ_PETEQU {"IT_宠头套%", sizeof("IT_宠头套%"), ITEM_PET_HEAD}, {"IT_宠翅膀%", sizeof("IT_宠翅膀%"), ITEM_PET_WING}, {"IT_宠牙套%", sizeof("IT_宠牙套%"), ITEM_PET_TOOTH}, {"IT_宠胸甲%", sizeof("IT_宠胸甲%"), ITEM_PET_BREAST}, {"IT_宠背甲%", sizeof("IT_宠背甲%"), ITEM_PET_BACK}, {"IT_宠爪套%", sizeof("IT_宠爪套%"), ITEM_PET_CLAW}, {"IT_宠护脚2%", sizeof("IT_宠护脚2%"), ITEM_PET_FEET}, {"IT_宠护脚4%", sizeof("IT_宠护脚4%"), ITEM_PET_FEET4}, {"IT_宠鳍套%", sizeof("IT_宠鳍套%"), ITEM_PET_FIN}, #endif {"家族_没%", sizeof("家族_没%"), FMMEMBER_NONE}, {"家族_一般%", sizeof("家族_一般%"), FMMEMBER_MEMBER}, {"家族_申请%", sizeof("家族_申请%"), FMMEMBER_APPLY}, {"家族_族长%", sizeof("家族_族长%"), FMMEMBER_LEADER}, {"家族_长老%", sizeof("家族_长老%"), FMMEMBER_ELDER}, //{"家族_祭司", sizeof("家族_祭司"), FMMEMBER_INVITE}, //{"家族_财务", sizeof("家族_财务"), FMMEMBER_BAILEE}, //{"家族_副族", sizeof("家族_副族"), FMMEMBER_VICELEADER}, {"战类_普%", sizeof("战类_普%"), BATTLE_TYPE_NONE}, {"战类_人怪%", sizeof("战类_人怪%"), BATTLE_TYPE_P_vs_E}, {"战类_人人%", sizeof("战类_人人%"), BATTLE_TYPE_P_vs_P}, {"战类_怪怪%", sizeof("战类_怪怪%"), BATTLE_TYPE_E_vs_E}, {"战类_观%", sizeof("战类_观%"), BATTLE_TYPE_WATCH}, {"战类_DP%", sizeof("战类_DP%"), BATTLE_TYPE_DP_BATTLE}, {"战类_BOSS%", sizeof("战类_BOSS%"), BATTLE_TYPE_BOSS_BATTLE}, {"战斗_无%", sizeof("战斗_无%"), BATTLE_MODE_NONE}, {"战斗_初%", sizeof("战斗_初%"), BATTLE_MODE_INIT}, {"战斗_中%", sizeof("战斗_中%"), BATTLE_MODE_BATTLE}, {"战斗_结束%", sizeof("战斗_结束%"), BATTLE_MODE_FINISH}, {"战斗_结束中%", sizeof("战斗_结束中%"), BATTLE_MODE_STOP}, {"战斗_观初%", sizeof("战斗_观初%"), BATTLE_MODE_WATCHBC}, {"战斗_观1%", sizeof("战斗_观1%"), BATTLE_MODE_WATCHPRE}, {"战斗_观2%", sizeof("战斗_观2%"), BATTLE_MODE_WATCHWAIT}, {"战斗_观3%", sizeof("战斗_观3%"), BATTLE_MODE_WATCHMOVIE}, {"战斗_观4%", sizeof("战斗_观4%"), BATTLE_MODE_WATCHAFTER}, {"女孩%", sizeof("女孩%"), CHAR_IMAGETYPE_GIRL}, {"男孩%", sizeof("男孩%"), CHAR_IMAGETYPE_BOY}, {"男童%", sizeof("男童%"), CHAR_IMAGETYPE_CHILDBOY}, {"女童%", sizeof("女童%"), CHAR_IMAGETYPE_CHILDGIRL}, {"男人%", sizeof("男人%"), CHAR_IMAGETYPE_MAN}, {"妇女%", sizeof("妇女%"), CHAR_IMAGETYPE_WOMAN}, {"老人%", sizeof("老人%"), CHAR_IMAGETYPE_OLDMAN}, {"狗%", sizeof("狗%"), CHAR_IMAGETYPE_DOG}, {"对像_玩%", sizeof("对像_玩%"), CHAR_TYPEPLAYER}, {"对像_怪%", sizeof("对像_怪%"), CHAR_TYPEENEMY}, {"对像_宠%", sizeof("对像_宠%"), CHAR_TYPEPET}, {"对像_NPC1%", sizeof("对像_NPC1%"), CHAR_TYPEDOOR}, {"对像_NPC2%", sizeof("对像_NPC2%"), CHAR_TYPEBOX}, {"对像_NPC3%", sizeof("对像_NPC3%"), CHAR_TYPEMSG}, {"对像_NPC4%", sizeof("对像_NPC4%"), CHAR_TYPEWARP}, {"对像_NPC5%", sizeof("对像_NPC5%"), CHAR_TYPESHOP}, {"对像_NPC6%", sizeof("对像_NPC6%"), CHAR_TYPEHEALER}, {"对像_NPC7%", sizeof("对像_NPC7%"), CHAR_TYPEOLDMAN}, {"对像_NPC8%", sizeof("对像_NPC8%"), CHAR_TYPEROOMADMIN}, {"对像_NPC9%", sizeof("对像_NPC9%"), CHAR_TYPETOWNPEOPLE}, {"对像_NPC10%", sizeof("对像_NPC10%"), CHAR_TYPEDENGON}, {"对像_NPC11%", sizeof("对像_NPC11%"), CHAR_TYPEADM}, {"对像_NPC12%", sizeof("对像_NPC12%"), CHAR_TYPETEMPLE}, {"对像_NPC13%", sizeof("对像_NPC13%"), CHAR_TYPESTORYTELLER}, {"对像_NPC14%", sizeof("对像_NPC14%"), CHAR_TYPERANKING}, {"对像_NPC15%", sizeof("对像_NPC15%"), CHAR_TYPEOTHERNPC}, {"对像_NPC16%", sizeof("对像_NPC16%"), CHAR_TYPEPRINTPASSMAN}, {"对像_NPC17%", sizeof("对像_NPC17%"), CHAR_TYPENPCENEMY}, {"对像_NPC18%", sizeof("对像_NPC18%"), CHAR_TYPEACTION}, {"对像_NPC19%", sizeof("对像_NPC19%"), CHAR_TYPEWINDOWMAN}, {"对像_NPC20%", sizeof("对像_NPC20%"), CHAR_TYPESAVEPOINT}, {"对像_NPC21%", sizeof("对像_NPC21%"), CHAR_TYPEWINDOWHEALER}, {"对像_NPC22%", sizeof("对像_NPC22%"), CHAR_TYPEITEMSHOP}, {"对像_NPC23%", sizeof("对像_NPC23%"), CHAR_TYPESTONESHOP}, {"对像_NPC24%", sizeof("对像_NPC24%"), CHAR_TYPEDUELRANKING}, {"对像_NPC25%", sizeof("对像_NPC25%"), CHAR_TYPEWARPMAN}, {"对像_NPC26%", sizeof("对像_NPC26%"), CHAR_TYPEEVENT}, {"对像_NPC27%", sizeof("对像_NPC27%"), CHAR_TYPEMIC}, {"对像_NPC28%", sizeof("对像_NPC28%"), CHAR_TYPELUCKYMAN}, {"对像_NPC29%", sizeof("对像_NPC29%"), CHAR_TYPEBUS}, {"对像_NPC30%", sizeof("对像_NPC30%"), CHAR_TYPECHARM}, {"对像_NPC31%", sizeof("对像_NPC31%"), CHAR_TYPECHECKMAN}, {"对像_NPC32%", sizeof("对像_NPC32%"), CHAR_TYPEJANKEN}, {"对像_NPC33%", sizeof("对像_NPC33%"), CHAR_TYPETRANSMIGRATION}, {"对像_NPC34%", sizeof("对像_NPC34%"), CHAR_TYPEFMWARPMAN}, {"对像_NPC35%", sizeof("对像_NPC35%"), CHAR_TYPEFMSCHEDULEMAN}, {"对像_NPC36%", sizeof("对像_NPC36%"), CHAR_TYPEMANORSCHEDULEMAN}, #ifdef _SERVICE {"对像_NPC37%", sizeof("对像_NPC37%"), CHAR_TYPESTONESERVICEMAN}, #endif #ifdef _GAMBLE_BANK {"对像_NPC38%", sizeof("对像_NPC38%"), CHAR_GAMBLEBANK}, #endif #ifdef _NEW_WARPMAN {"对像_NPC39%", sizeof("对像_NPC39%"), CHAR_NEWNPCMAN}, #endif #ifdef _MARKET_TRADE {"对像_NPC40%", sizeof("对像_NPC40%"), CHAR_MAPTRADEMAN}, #endif #ifdef _GAMBLE_ROULETTE {"对像_NPC41%", sizeof("对像_NPC41%"), CHAR_GAMBLEROULETTE}, {"对像_NPC42%", sizeof("对像_NPC42%"), CHAR_GAMBLEMASTER}, #endif #ifdef _TRANSER_MAN {"对像_NPC43%", sizeof("对像_NPC43%"), CHAR_TRANSERMANS}, #endif #ifdef _JZ_NEW_ADDMEMBERPOINT {"对像_NPC44%", sizeof("对像_NPC44%"), CHAR_MEMBERMANS}, #endif #ifdef _NPC_SELLSTH {"对像_NPC45%", sizeof("对像_NPC45%"), CHAR_SELLSTHMAN}, #endif #ifdef _NPC_MAKEPAIR {"对像_NPC46%", sizeof("对像_NPC46%"), CHAR_MAKEPAIR}, #endif #ifdef _NPC_FUSION {"对像_NPC47%", sizeof("对像_NPC47%"), CHAR_PETFUSIONMAN}, #endif #ifdef _PAUCTION_MAN {"对像_NPC48%", sizeof("对像_NPC48%"), CHAR_PAUCTIONMAN}, #endif #ifdef _ITEM_NPCCHANGE {"对像_NPC49%", sizeof("对像_NPC49%"), CHAR_ITEMCHANGENPC}, #endif #ifdef _CFREE_petskill {"对像_NPC50%", sizeof("对像_NPC50%"), CHAR_FREESKILLSHOP}, #endif #ifdef _PETRACE {"对像_NPC51%", sizeof("对像_NPC51%"), CHAR_PETRACEMASTER}, {"对像_NPC52%", sizeof("对像_NPC52%"), CHAR_PETRACEPET}, #endif #ifdef _AUCTIONEER {"对像_NPC53%", sizeof("对像_NPC53%"), CHAR_TYPEAUCTIONEER}, #endif #ifdef _ALLDOMAN // (不可开) Syu ADD 排行榜NPC {"对像_NPC54%", sizeof("对像_NPC54%"), CHAR_TYPEALLDOMAN}, #endif {"对像_NPC55%", sizeof("对像_NPC55%"), CHAR_TYPEPETMAKER}, #ifdef _NPC_WELFARE {"对像_NPC56%", sizeof("对像_NPC56%"), CHAR_TYPEWELFARE}, #endif #ifdef _NPC_VERYWELFARE {"对像_NPC57%", sizeof("对像_NPC57%"), CHAR_TYPEVERYWELFARE}, #endif #ifdef _NPC_WELFARE_2 // WON ADD 职业NPC-2 {"对像_NPC58%", sizeof("对像_NPC58%"), CHAR_TYPEWELFARE2}, #endif #ifdef _RACEMAN {"对像_NPC59%", sizeof("对像_NPC59%"), CHAR_RACEMAN}, #endif {"物件_没%", sizeof("物件_没%"), OBJTYPE_NOUSE}, {"物件_人%", sizeof("物件_人%"), OBJTYPE_CHARA}, {"物件_道%", sizeof("物件_道%"), OBJTYPE_ITEM}, {"物件_币%", sizeof("物件_币%"), OBJTYPE_GOLD}, #ifdef _MAP_WARPPOINT {"物件_传%", sizeof("物件_传%"), OBJTYPE_WARPPOINT}, #endif {"按钮_没%", sizeof("按钮_没%"), WINDOW_BUTTONTYPE_NONE}, {"按钮_确定%", sizeof("按钮_确定%"), WINDOW_BUTTONTYPE_OK}, {"按钮_关闭%", sizeof("按钮_关闭%"), WINDOW_BUTTONTYPE_CANCEL}, {"按钮_是%", sizeof("按钮_是%"), WINDOW_BUTTONTYPE_YES}, {"按钮_否%", sizeof("按钮_否%"), WINDOW_BUTTONTYPE_NO}, {"按钮_上一页%", sizeof("按钮_上一页%"), WINDOW_BUTTONTYPE_PREV}, {"按钮_下一页%", sizeof("按钮_下一页%"), WINDOW_BUTTONTYPE_NEXT}, {"组队_没队%", sizeof("组队_没队%"), CHAR_PARTY_NONE}, {"组队_队长%", sizeof("组队_队长%"), CHAR_PARTY_LEADER}, {"组队_队员%", sizeof("组队_队员%"), CHAR_PARTY_CLIENT}, {"左上%", sizeof("左上%"), 0}, {"上%", sizeof("上%"), 1}, {"右上%", sizeof("右上%"), 2}, {"右%", sizeof("右%"), 3}, {"右下%", sizeof("右下%"), 4}, {"下%", sizeof("下%"), 5}, {"左下%", sizeof("左下%"), 6}, {"左%", sizeof("左%"), 7}, {"白色%", sizeof("白色%"), CHAR_COLORWHITE}, {"青色%", sizeof("青色%"), CHAR_COLORCYAN}, {"紫色%", sizeof("紫色%"), CHAR_COLORPURPLE}, {"蓝色%", sizeof("蓝色%"), CHAR_COLORBLUE}, {"黄色%", sizeof("黄色%"), CHAR_COLORYELLOW}, {"绿色%", sizeof("绿色%"), CHAR_COLORGREEN}, {"红色%", sizeof("红色%"), CHAR_COLORRED}, {"灰色%", sizeof("灰色%"), CHAR_COLORGRAY}, {"深蓝色%", sizeof("深蓝色%"), CHAR_COLORBLUE2}, {"深绿色%", sizeof("深绿色%"), CHAR_COLORGREEN2}, {"黑色%", sizeof("黑色%"), CHAR_COLORBLACK}, {"队更新_OBJ%", sizeof("队更新_OBJ%"), CHAR_N_STRING_OBJINDEX}, {"队更新_LV%", sizeof("队更新_LV%"), CHAR_N_STRING_LV}, {"队更新_MAXHP%", sizeof("队更新_MAXHP%"), CHAR_N_STRING_MAXHP}, {"队更新_HP%", sizeof("队更新_HP%"), CHAR_N_STRING_HP}, {"队更新_MP%", sizeof("队更新_MP%"), CHAR_N_STRING_MP}, {"队更新_名字%", sizeof("队更新_名字%"), CHAR_N_STRING_NAME}, {"更新3_HP%", sizeof("更新3_HP%"), CHAR_P_STRING_HP}, {"更新3_MAXHP%", sizeof("更新3_MAXHP%"), CHAR_P_STRING_MAXHP}, {"更新3_MP%", sizeof("更新3_MP%"), CHAR_P_STRING_MP}, {"更新3_MAXMP%", sizeof("更新3_MAXMP%"), CHAR_P_STRING_MAXMP}, {"更新3_体%", sizeof("更新3_体%"), CHAR_P_STRING_VITAL}, {"更新3_腕%", sizeof("更新3_腕%"), CHAR_P_STRING_STR}, {"更新3_耐%", sizeof("更新3_耐%"), CHAR_P_STRING_TOUGH}, {"更新3_速%", sizeof("更新3_速%"), CHAR_P_STRING_DEX}, {"更新3_经验%", sizeof("更新3_经验%"), CHAR_P_STRING_EXP}, {"更新3_下一级经验%", sizeof("更新3_下一级经验%"), CHAR_P_STRING_NEXTEXP}, {"更新3_等级%", sizeof("更新3_等级%"), CHAR_P_STRING_LV}, {"更新3_攻击%", sizeof("更新3_攻击%"), CHAR_P_STRING_ATK}, {"更新3_防御%", sizeof("更新3_防御%"), CHAR_P_STRING_DEF}, {"更新3_敏捷%", sizeof("更新3_敏捷%"), CHAR_P_STRING_QUICK}, {"更新3_魅力%", sizeof("更新3_魅力%"), CHAR_P_STRING_CHARM}, {"更新3_运气%", sizeof("更新3_运气%"), CHAR_P_STRING_LUCK}, {"更新3_地属性%", sizeof("更新3_地属性%"), CHAR_P_STRING_EARTH}, {"更新3_水属性%", sizeof("更新3_水属性%"), CHAR_P_STRING_WATER}, {"更新3_火属性%", sizeof("更新3_火属性%"), CHAR_P_STRING_FIRE}, {"更新3_风属性%", sizeof("更新3_风属性%"), CHAR_P_STRING_WIND}, {"更新3_石币%", sizeof("更新3_石币%"), CHAR_P_STRING_GOLD}, {"更新3_称号%", sizeof("更新3_称号%"), CHAR_P_STRING_TITLE}, {"更新3_DP%", sizeof("更新3_DP%"), CHAR_P_STRING_DUELPOINT}, {"更新3_转数%", sizeof("更新3_转数%"), CHAR_P_STRING_TRANSMIGRATION}, {"更新3_名称%", sizeof("更新3_名称%"), CHAR_P_STRING_NAME}, {"更新3_昵称%", sizeof("更新3_昵称%"), CHAR_P_STRING_OWNTITLE}, {"更新3_骑宠%", sizeof("更新3_骑宠%"), CHAR_P_STRING_RIDEPET}, {"更新3_学骑等级%", sizeof("更新3_学骑等级%"), CHAR_P_STRING_LEARNRIDE}, {"更新3_形象%", sizeof("更新3_形象%"), CHAR_P_STRING_BASEBASEIMAGENUMBER}, {"更新3_天行者模式%", sizeof("更新3_天行者模式%"), CHAR_P_STRING_SKYWALKER}, {"更新3_调试模式%", sizeof("更新3_调试模式%"), CHAR_P_STRING_DEBUGMODE}, #ifdef _LF_APPLAY_FOR_SQLPOINT_OBJ {"贝币申请_增加道具%", sizeof("贝币申请_增加道具%"), LF_APPLAY_SQLPOINT_ITEM_TYPE_SQLPOINT_ADD}, {"贝币申请_删除道具%", sizeof("贝币申请_删除道具%"), LF_APPLAY_SQLPOINT_ITEM_TYPE_SQLPOINT_DEL}, {"贝币申请_增加宠物%", sizeof("贝币申请_增加宠物%"), LF_APPLAY_SQLPOINT_PET_TYPE_SQLPOINT_ADD}, {"贝币申请_删除宠物%", sizeof("贝币申请_删除宠物%"), LF_APPLAY_SQLPOINT_PET_TYPE_SQLPOINT_DEL}, {"贝币申请_BMM%", sizeof("贝币申请_BMM%"), LF_APPLAY_SQLPOINT_PET_TYPE_SQLPOINT_BMM}, {"贝币申请_扣点%", sizeof("贝币申请_扣点%"), LF_APPLAY_SQLPOINT_NONE_TYPE_SQLPOINT}, {"活力申请_增加道具%", sizeof("活力申请_增加道具%"), LF_APPLAY_SQLPOINT_ITEM_TYPE_TIMEPOINT_ADD}, {"活力申请_删除道具%", sizeof("活力申请_删除道具%"), LF_APPLAY_SQLPOINT_ITEM_TYPE_TIMEPOINT_DEL}, {"活力申请_增加宠物%", sizeof("活力申请_增加宠物%"), LF_APPLAY_SQLPOINT_PET_TYPE_TIMEPOINT_ADD}, {"活力申请_删除宠物%", sizeof("活力申请_删除宠物%"), LF_APPLAY_SQLPOINT_PET_TYPE_TIMEPOINT_DEL}, {"活力申请_BMM%", sizeof("活力申请_BMM%"), LF_APPLAY_SQLPOINT_PET_TYPE_TIMEPOINT_BMM}, {"活力申请_扣点%", sizeof("活力申请_扣点%"), LF_APPLAY_SQLPOINT_NONE_TYPE_TIMEPOINT}, {"1V1PK申请_增加道具%", sizeof("1V1PK申请_增加道具%"), LF_APPLAY_SQLPOINT_ITEM_TYPE_1V1PK_ADD}, {"1V1PK申请_删除道具%", sizeof("1V1PK申请_删除道具%"), LF_APPLAY_SQLPOINT_ITEM_TYPE_1V1PK_DEL}, {"1V1PK申请_增加宠物%", sizeof("1V1PK申请_增加宠物%"), LF_APPLAY_SQLPOINT_PET_TYPE_1V1PK_ADD}, {"1V1PK申请_删除宠物%", sizeof("1V1PK申请_删除宠物%"), LF_APPLAY_SQLPOINT_PET_TYPE_1V1PK_DEL}, {"1V1PK申请_BMM%", sizeof("1V1PK申请_BMM%"), LF_APPLAY_SQLPOINT_PET_TYPE_1V1PK_BMM}, {"1V1PK申请_扣点%", sizeof("1V1PK申请_扣点%"), LF_APPLAY_SQLPOINT_NONE_TYPE_1V1PK}, {"1V1BUY申请_增加道具%", sizeof("1V1BUY申请_增加道具%"), LF_APPLAY_SQLPOINT_ITEM_TYPE_1V1BUY_ADD}, {"1V1BUY申请_删除道具%", sizeof("1V1BUY申请_删除道具%"), LF_APPLAY_SQLPOINT_ITEM_TYPE_1V1BUY_DEL}, {"1V1BUY申请_增加宠物%", sizeof("1V1BUY申请_增加宠物%"), LF_APPLAY_SQLPOINT_PET_TYPE_1V1BUY_ADD}, {"1V1BUY申请_删除宠物%", sizeof("1V1BUY申请_删除宠物%"), LF_APPLAY_SQLPOINT_PET_TYPE_1V1BUY_DEL}, {"1V1BUY申请_BMM%", sizeof("1V1BUY申请_BMM%"), LF_APPLAY_SQLPOINT_PET_TYPE_1V1BUY_BMM}, {"1V1BUY申请_扣点%", sizeof("1V1BUY申请_扣点%"), LF_APPLAY_SQLPOINT_NONE_TYPE_1V1BUY}, {"5V5PK申请_增加道具%", sizeof("5V5PK申请_增加道具%"), LF_APPLAY_SQLPOINT_ITEM_TYPE_5V5PK_ADD}, {"5V5PK申请_删除道具%", sizeof("5V5PK申请_删除道具%"), LF_APPLAY_SQLPOINT_ITEM_TYPE_5V5PK_DEL}, {"5V5PK申请_增加宠物%", sizeof("5V5PK申请_增加宠物%"), LF_APPLAY_SQLPOINT_PET_TYPE_5V5PK_ADD}, {"5V5PK申请_删除宠物%", sizeof("5V5PK申请_删除宠物%"), LF_APPLAY_SQLPOINT_PET_TYPE_5V5PK_DEL}, {"5V5PK申请_BMM%", sizeof("5V5PK申请_BMM%"), LF_APPLAY_SQLPOINT_PET_TYPE_5V5PK_BMM}, {"5V5PK申请_扣点%", sizeof("5V5PK申请_扣点%"), LF_APPLAY_SQLPOINT_NONE_TYPE_5V5PK}, {"5V5BUY申请_增加道具%", sizeof("5V5BUY申请_增加道具%"), LF_APPLAY_SQLPOINT_ITEM_TYPE_5V5BUY_ADD}, {"5V5BUY申请_删除道具%", sizeof("5V5BUY申请_删除道具%"), LF_APPLAY_SQLPOINT_ITEM_TYPE_5V5BUY_DEL}, {"5V5BUY申请_增加宠物%", sizeof("5V5BUY申请_增加宠物%"), LF_APPLAY_SQLPOINT_PET_TYPE_5V5BUY_ADD}, {"5V5BUY申请_删除宠物%", sizeof("5V5BUY申请_删除宠物%"), LF_APPLAY_SQLPOINT_PET_TYPE_5V5BUY_DEL}, {"5V5BUY申请_BMM%", sizeof("5V5BUY申请_BMM%"), LF_APPLAY_SQLPOINT_PET_TYPE_5V5BUY_BMM}, {"5V5BUY申请_扣点%", sizeof("5V5BUY申请_扣点%"), LF_APPLAY_SQLPOINT_NONE_TYPE_5V5BUY}, #endif #ifdef _LF_CHECKBMP_SYSTEM {"验证码_不反射%", sizeof("验证码_不反射%"), CHECKBITMAP_NPC_RE_NONE}, {"验证码_反射WN包%", sizeof("验证码_反射WN包%"), CHECKBITMAP_NPC_RE_WN}, {"验证码_反射I包%", sizeof("验证码_反射I包%"), CHECKBITMAP_ITEM_RE_I}, {"验证码_反射L包%", sizeof("验证码_反射L包%"), CHECKBITMAP_NPC_RE_L}, #endif {"宠模_编号%", sizeof("宠模_编号%"), E_T_TEMPNO}, {"宠模_初始%", sizeof("宠模_初始%"), E_T_INITNUM}, {"宠模_升级点%", sizeof("宠模_升级点%"), E_T_LVUPPOINT}, {"宠模_体力%", sizeof("宠模_体力%"), E_T_BASEVITAL}, {"宠模_腕力%", sizeof("宠模_腕力%"), E_T_BASESTR}, {"宠模_耐力%", sizeof("宠模_耐力%"), E_T_BASETGH}, {"宠模_速度%", sizeof("宠模_速度%"), E_T_BASEDEX}, {"宠模_AI%", sizeof("宠模_AI%"), E_T_MODAI}, {"宠模_GET%", sizeof("宠模_GET%"), E_T_GET}, {"宠模_地%", sizeof("宠模_地%"), E_T_EARTHAT}, {"宠模_水%", sizeof("宠模_水%"), E_T_WATERAT}, {"宠模_火%", sizeof("宠模_火%"), E_T_FIREAT}, {"宠模_风%", sizeof("宠模_风%"), E_T_WINDAT}, {"宠模_毒抗%", sizeof("宠模_毒抗%"), E_T_POISON}, /* 汹仁凶太卞母丢□斥 */ {"宠模_麻抗%", sizeof("宠模_麻抗%"), E_T_PARALYSIS}, /* 仄太木}1 及垫 互匹五卅中〔 */ {"宠模_默抗%", sizeof("宠模_默抗%"), E_T_SLEEP}, /* 戽曰〔垫 匹五卅中 */ {"宠模_石抗%", sizeof("宠模_石抗%"), E_T_STONE}, /* 檗〔垫 匹五卅中 */ {"宠模_醉抗%", sizeof("宠模_醉抗%"), E_T_DRUNK}, /* 办丹〔 互票互月 */ {"宠模_乱抗%", sizeof("宠模_乱抗%"), E_T_CONFUSION}, /* 渔刭〔 猾 毛赀月 */ {"宠模_宠技1%", sizeof("宠模_宠技1%"), E_T_PETSKILL1}, {"宠模_宠技2%", sizeof("宠模_宠技2%"), E_T_PETSKILL2}, {"宠模_宠技3%", sizeof("宠模_宠技3%"), E_T_PETSKILL3}, {"宠模_宠技4%", sizeof("宠模_宠技4%"), E_T_PETSKILL4}, {"宠模_宠技5%", sizeof("宠模_宠技5%"), E_T_PETSKILL5}, {"宠模_宠技6%", sizeof("宠模_宠技6%"), E_T_PETSKILL6}, {"宠模_宠技7%", sizeof("宠模_宠技7%"), E_T_PETSKILL7}, {"宠模_珍稀%", sizeof("宠模_珍稀%"), E_T_RARE}, {"宠模_会心%", sizeof("宠模_会心%"), E_T_CRITICAL}, {"宠模_反击%", sizeof("宠模_反击"), E_T_COUNTER}, {"宠模_技格%", sizeof("宠模_技格%"), E_T_SLOT}, {"宠模_图档%", sizeof("宠模_图档%"), E_T_IMGNUMBER}, {"宠模_FLG%", sizeof("宠模_FLG%"), E_T_PETFLG}, {"宠模_尺寸%", sizeof("宠模_尺寸%"), E_T_SIZE}, {"宠模_ABA1%", sizeof("宠模_ABA1%"), E_T_ATOMBASEADD1}, {"宠模_AMIN1%", sizeof("宠模_AMIN1%"), E_T_ATOMFIXMIN1}, {"宠模_AMAX1%", sizeof("宠模_AMAX1%"), E_T_ATOMFIXMAX1}, {"宠模_ABA2%", sizeof("宠模_ABA2%"), E_T_ATOMBASEADD2}, {"宠模_AMAX2%", sizeof("宠模_AMAX2%"), E_T_ATOMFIXMIN2}, {"宠模_AMAX2%", sizeof("宠模_AMAX2%"), E_T_ATOMFIXMAX2}, {"宠模_ABA3%", sizeof("宠模_ABA3%"), E_T_ATOMBASEADD3}, {"宠模_AMAX3%", sizeof("宠模_AMAX3%"), E_T_ATOMFIXMIN3}, {"宠模_AMAX3%", sizeof("宠模_AMAX3%"), E_T_ATOMFIXMAX3}, {"宠模_ABA4%", sizeof("宠模_ABA4%"), E_T_ATOMBASEADD4}, {"宠模_AMAX4%", sizeof("宠模_AMAX4%"), E_T_ATOMFIXMIN4}, {"宠模_AMAX4%", sizeof("宠模_AMAX4%"), E_T_ATOMFIXMAX4}, {"宠模_ABA5%", sizeof("宠模_ABA5%"), E_T_ATOMBASEADD5}, {"宠模_AMAX5%", sizeof("宠模_AMAX5%"), E_T_ATOMFIXMIN5}, {"宠模_AMAX5%", sizeof("宠模_AMAX5%"), E_T_ATOMFIXMAX5}, {"宠模_级限%", sizeof("宠模_级限%"), E_T_LIMITLEVEL}, // Arminius 7.30 limit level #ifdef _PET_FUSION {"宠模_融合码%", sizeof("宠模_融合码%"), E_T_FUSIONCODE}, #endif {"宠模_原名%", sizeof("宠模_原名%"), LUA_DATALINE1 + E_T_NAME}, {"宠模_ANAME1%", sizeof("宠模_ANAME1%"), LUA_DATALINE1 + E_T_ATOMFIXNAME1}, {"宠模_ANAME2%", sizeof("宠模_ANAME2%"), LUA_DATALINE1 + E_T_ATOMFIXNAME2}, {"宠模_ANAME3%", sizeof("宠模_ANAME3%"), LUA_DATALINE1 + E_T_ATOMFIXNAME3}, {"宠模_ANAME4%", sizeof("宠模_ANAME4%"), LUA_DATALINE1 + E_T_ATOMFIXNAME4}, {"宠模_ANAME5%", sizeof("宠模_ANAME5%"), LUA_DATALINE1 + E_T_ATOMFIXNAME5}, {"道具_随机%", sizeof("道具_随机%"), LUA_DATALINE2}, {"IP_字串%", sizeof("IP_字串%"), 0}, {"IP_整数%", sizeof("IP_整数%"), 1}, {"IP_端口%", sizeof("IP_端口%"), 2}, {"查询_SVIP%", sizeof("查询_SVIP%"), 1}, {"查询_到期时间%", sizeof("查询_到期时间%"), 2}, {"查询_TVIP%", sizeof("查询_TVIP%"), 3}, #ifdef _LF_VIP_LIKE_QQ {"查询_会员状况%", sizeof("查询_会员状况%"), 4}, #endif {"成长_速度%", sizeof("成长_速度%"), LUA_DATALINE6 + 0}, {"成长_耐力%", sizeof("成长_耐力%"), LUA_DATALINE6 + 1}, {"成长_腕力%", sizeof("成长_腕力%"), LUA_DATALINE6 + 2}, {"成长_体力%", sizeof("成长_体力%"), LUA_DATALINE6 + 3}, #ifdef _LF_SPELL_LUA {"系统_技能LUA_再次执行%", sizeof("系统_技能LUA_再次执行%"), BATTLE_LUA_RERUN}, //精灵//////////////////////////////////////////////////////////////// {"精灵_ID%", sizeof("精灵_ID%"), LUA_DATALINE0 + MAGIC_ID}, {"精灵_FIELD%", sizeof("精灵_FIELD%"), LUA_DATALINE0 + MAGIC_FIELD}, {"精灵_目标%", sizeof("精灵_目标%"), LUA_DATALINE0 + MAGIC_TARGET}, {"精灵_死目标%", sizeof("精灵_死目标%"), LUA_DATALINE0 + MAGIC_TARGET_DEADFLG}, #ifdef __ATTACK_MAGIC {"精灵_IDX%", sizeof("精灵_IDX%"), LUA_DATALINE0 + MAGIC_IDX} , #endif {"精灵_名%", sizeof("精灵_名%"), LUA_DATALINE1 + MAGIC_NAME}, {"精灵_描述%", sizeof("精灵_描述%"), LUA_DATALINE1 + MAGIC_COMMENT}, {"精灵_函数名%", sizeof("精灵_函数名%"), LUA_DATALINE1 + MAGIC_FUNCNAME}, {"精灵_选项%", sizeof("精灵_选项%"), LUA_DATALINE1 + MAGIC_OPTION}, //宠物技能///////////////////////////////////////////////////////////// {"宠技_ID%", sizeof("宠技_ID%"), LUA_DATALINE2 + PETSKILL_ID}, {"宠技_FIELD%", sizeof("宠技_FIELD%"), LUA_DATALINE2 + PETSKILL_FIELD}, {"宠技_目标%", sizeof("宠技_目标%"), LUA_DATALINE2 + PETSKILL_TARGET}, #ifdef _PETSKILL2_TXT {"宠技_使用类%", sizeof("宠技_使用类%"), LUA_DATALINE2 + PETSKILL_USETYPE}, #endif {"宠技_成本%", sizeof("宠技_成本%"), LUA_DATALINE2 + PETSKILL_COST}, {"宠技_ILLEGAL%", sizeof("宠技_ILLEGAL%"), LUA_DATALINE2 + PETSKILL_ILLEGAL}, {"宠技_名%", sizeof("宠技_名%"), LUA_DATALINE3 + PETSKILL_NAME}, /* */ {"宠技_描述%", sizeof("宠技_描述%"), LUA_DATALINE3 + PETSKILL_COMMENT}, /* 戊丢件玄*/ {"宠技_函数名%", sizeof("宠技_函数名%"), LUA_DATALINE3 + PETSKILL_FUNCNAME}, /* 楮醒 */ {"宠技_选项%", sizeof("宠技_选项%"), LUA_DATALINE3 + PETSKILL_OPTION}, /* 左皿扑亦件 */ #ifdef _CFREE_petskill {"宠技_条件%", sizeof("宠技_条件%"), LUA_DATALINE3 + PETSKILL_FREE}, /*条件*/ {"宠技_种类码%", sizeof("宠技_种类码%"), LUA_DATALINE3 + PETSKILL_KINDCODE}, /*种类码*/ #endif #ifdef _PROFESSION_SKILL //职业技能///////////////////////////////////////////////////////////// {"职技_ID%", sizeof("职技_ID%"), LUA_DATALINE4 + PROFESSION_SKILL_ID}, // 技能编号 {"职技_职业%", sizeof("职技_职业%"), LUA_DATALINE4 + PROFESSION_SKILL_PROFESSION_CLASS}, // 职业 {"职技_目标%", sizeof("职技_目标%"), LUA_DATALINE4 + PROFESSION_SKILL_TARGET}, // 目标种类 {"职技_MP%", sizeof("职技_MP%"), LUA_DATALINE4 + PROFESSION_SKILL_COST_MP}, // 耗费MP {"职技_使用标%", sizeof("职技_使用标%"), LUA_DATALINE4 + PROFESSION_SKILL_USE_FLAG}, // 使用旗标 {"职技_种类%", sizeof("职技_种类%"), LUA_DATALINE4 + PROFESSION_SKILL_KIND}, // 技能种类 {"职技_图标%", sizeof("职技_图标%"), LUA_DATALINE4 + PROFESSION_SKILL_ICON}, // ICON图号 {"职技_攻前图%", sizeof("职技_攻前图%"), LUA_DATALINE4 + PROFESSION_SKILL_IMG_1}, // 攻击前图号(集气状态) {"职技_攻击图%", sizeof("职技_攻击图%"), LUA_DATALINE4 + PROFESSION_SKILL_IMG_2}, // 攻击图号(攻击中) {"职技_成本%", sizeof("职技_成本%"), LUA_DATALINE4 + PROFESSION_SKILL_COST}, // 购买金额 {"职技_升级修%", sizeof("职技_升级修%"), LUA_DATALINE4 + PROFESSION_SKILL_FIX_VALUE}, // 升级修正数值 //角色先学习以下所设定技能与熟练度均达到时才可以学习本技能 {"职技_需技1%", sizeof("职技_需技1%"), LUA_DATALINE4 + PROFESSION_SKILL_LIMIT1}, // 必修技能 1 编号 {"职技_需熟1%", sizeof("职技_需熟1%"), LUA_DATALINE4 + PROFESSION_SKILL_PERCENT1}, // 必修技能应有熟练度% 1 {"职技_需技2%", sizeof("职技_需技2%"), LUA_DATALINE4 + PROFESSION_SKILL_LIMIT2}, // 必修技能 2 编号 {"职技_需熟2%", sizeof("职技_需熟2%"), LUA_DATALINE4 + PROFESSION_SKILL_PERCENT2}, // 必修技能应有熟练度% 2 {"职技_需技3%", sizeof("职技_需技3%"), LUA_DATALINE4 + PROFESSION_SKILL_LIMIT3}, // 必修技能 3 编号 {"职技_需熟3%", sizeof("职技_需熟3%"), LUA_DATALINE4 + PROFESSION_SKILL_PERCENT3}, // 必修技能应有熟练度% 3 {"职技_需技4%", sizeof("职技_需技4%"), LUA_DATALINE4 + PROFESSION_SKILL_LIMIT4}, // 必修技能 4 编号 {"职技_需熟4%", sizeof("职技_需熟4%"), LUA_DATALINE4 + PROFESSION_SKILL_PERCENT4}, // 必修技能应有熟练度% 4 {"职技_名%", sizeof("职技_名%"), LUA_DATALINE5 + PROFESSION_SKILL_NAME}, // 技能名称 {"职技_描述%", sizeof("职技_描述%"), LUA_DATALINE5 + PROFESSION_SKILL_TXT}, // 说明 {"职技_函数名%", sizeof("职技_函数名%"), LUA_DATALINE5 + PROFESSION_SKILL_FUNCNAME}, // 使用函数 {"职技_选项%", sizeof("职技_选项%"), LUA_DATALINE5 + PROFESSION_SKILL_OPTION}, // 函数参数 #endif #endif {"战斗_总编%", sizeof("战斗_总编%"), 0}, {"战斗_DP战%", sizeof("战斗_DP战%"), 1}, {"战斗_回合%", sizeof("战斗_回合%"), 2}, {"战斗_时计%", sizeof("战斗_时计%"), 3}, {"战斗_下方队长%", sizeof("战斗_下方队长%"), 4}, {"战斗_上方队长%", sizeof("战斗_上方队长%"), 5}, {"战斗_下方队长帐%", sizeof("战斗_下方队长帐%"), 6}, {"战斗_下方队长名%", sizeof("战斗_下方队长名%"), 7}, {"战斗_上方队长帐%", sizeof("战斗_上方队长帐%"), 8}, {"战斗_上方队长名%", sizeof("战斗_上方队长名%"), 9}, {"战斗_创建时%", sizeof("战斗_创建时%"), 10}, {"战斗_结束时%", sizeof("战斗_结束时%"), 11}, {"战斗_部分时%", sizeof("战斗_部分时%"), 12}, {"战斗_标记时%", sizeof("战斗_标记时%"), 13}, {"战斗_创建者%", sizeof("战斗_创建者%"), 14}, {"战斗_模式%", sizeof("战斗_模式%"), 15}, {"战斗_类型%", sizeof("战斗_类型%"), 16}, {"战斗_无风险%", sizeof("战斗_无风险%"), 17}, {"战斗_胜方%", sizeof("战斗_胜方%"), 18}, {"庄园_编号%", sizeof("庄园_编号%"), 1}, {"庄园_FL%", sizeof("庄园_FL%"), 2}, {"庄园_X%", sizeof("庄园_X%"), 3}, {"庄园_Y%", sizeof("庄园_Y%"), 4}, {"庄园_族引%", sizeof("庄园_族引%"), 5}, {"庄园_族名%", sizeof("庄园_族名%"), 6}, {"庄园_族势%", sizeof("庄园_族势%"), 7}, {"庄园_VIL%", sizeof("庄园_VIL%"), 9}, {"萨庄园%", sizeof("萨庄园%"), 0}, {"渔庄园%", sizeof("渔庄园%"), 1}, {"加庄园%", sizeof("加庄园%"), 2}, {"卡庄园%", sizeof("卡庄园%"), 3}, {"伊庄园%", sizeof("伊庄园%"), 4}, {"地庄园%", sizeof("地庄园%"), 5}, {"水庄园%", sizeof("水庄园%"), 6}, {"火庄园%", sizeof("火庄园%"), 7}, {"风庄园%", sizeof("风庄园%"), 8}, {"冰庄园%", sizeof("冰庄园%"), 9}, {"地图格_可行走%", sizeof("地图格_可行走%"), LUA_DATALINE0 + MAP_WALKABLE}, {"地图格_有高度%", sizeof("地图格_有高度%"), LUA_DATALINE0 + MAP_HAVEHEIGHT}, {"地图格_防御%", sizeof("地图格_防御%"), LUA_DATALINE0 + MAP_DEFENCE}, {"地图格_进伤害%", sizeof("地图格_进伤害%"), LUA_DATALINE0 + MAP_INTODAMAGE}, {"地图格_出伤害%", sizeof("地图格_出伤害%"), LUA_DATALINE0 + MAP_OUTOFDAMAGE}, {"地图格_已设战斗地图%", sizeof("地图格_已设战斗地图%"), LUA_DATALINE0 + MAP_SETED_BATTLEMAP}, {"地图格_战斗地图%", sizeof("地图格_战斗地图%"), LUA_DATALINE0 + MAP_BATTLEMAP}, {"地图格_战斗地图2%", sizeof("地图格_战斗地图2%"), LUA_DATALINE0 + MAP_BATTLEMAP2}, {"地图格_战斗地图3%", sizeof("地图格_战斗地图3%"), LUA_DATALINE0 + MAP_BATTLEMAP3}, {"地图格_进黑暗%", sizeof("地图格_进黑暗%"), LUA_DATALINE0 + MAP_INTODARKNESS}, {"地图格_进混乱%", sizeof("地图格_进混乱%"), LUA_DATALINE0 + MAP_INTOCONFUSION}, {"地图格_出中毒%", sizeof("地图格_出中毒%"), LUA_DATALINE0 + MAP_OUTOFPOISON}, {"地图格_出麻痹%", sizeof("地图格_出麻痹%"), LUA_DATALINE0 + MAP_OUTOFPARALYSIS}, {"地图格_出沉默%", sizeof("地图格_出沉默%"), LUA_DATALINE0 + MAP_OUTOFSILENCE}, {"地图格_出石化%", sizeof("地图格_出石化%"), LUA_DATALINE0 + MAP_OUTOFSTONE}, {"地图格_出黑暗%", sizeof("地图格_出黑暗%"), LUA_DATALINE0 + MAP_OUTOFDARKNESS}, {"地图格_出混乱%", sizeof("地图格_出混乱%"), LUA_DATALINE0 + MAP_OUTOFCONFUSION}, {NULL, 0, 0}, }; #ifdef _LF_HASHTABLE_OPTIMIZE LF_hashTable* luaConstHashTable = NULL; BOOL luaConstHashTable_isInit = FALSE; void luaConstHashTable_init() { if( luaConstHashTable ) return; luaConstHashTable = LF_hashTable_init(); int i=0; while( M_Lua_RegConstList[i].name ) { LF_hashTable_find_and_insert( luaConstHashTable, M_Lua_RegConstList[i].name, &(M_Lua_RegConstList[i].vl),INT); i++; } luaConstHashTable_isInit = TRUE; } int luaConstHashTable_find( char* key ) { if( luaConstHashTable ) { int* ret = LF_hashTable_find(luaConstHashTable,key); if( ret ) return *ret; } else if( !luaConstHashTable_isInit ) { luaConstHashTable_init(); int* ret = LF_hashTable_find(luaConstHashTable,key); if( ret ) return *ret; } return -1; } //extern const int _LF_LUA_duiXiang0;// = *(int*)"对像"; //extern const int _LF_LUA_duiXiang1;// = *(int*)"对象"; int LUA_getConstIntFromString( const char* _constName ) { char constName[128]; snprintf(constName,sizeof(constName),"%s%%",_constName); if(*(int*)constName==*(int*)"对象") *(int*)constName=*(int*)"对像"; return luaConstHashTable_find( constName ); } #else //extern const int _LF_LUA_duiXiang0;// = *(int*)"对像"; //extern const int _LF_LUA_duiXiang1;// = *(int*)"对象"; int LUA_getConstIntFromString( const char* _constName ) { char constName[128]; snprintf(constName,sizeof(constName),"%s%%",_constName); if(*(int*)constName==*(int*)"对象") *(int*)constName=*(int*)"对像"; int i=0; while( M_Lua_RegConstList[i].name ) { if( !strcmp(M_Lua_RegConstList[i].name,constName) ) return M_Lua_RegConstList[i].vl; i++; } return -1; } #endif
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