#pragma once #pragma pack( 1 ) struct CreatureStat { short stat_id; short strength; short vital; short dexterity; short agility; short intelligence; short mentality; short luck; }; struct CreatureAttribute { short nCritical; ///< 크리티컬 short nCriticalPower; ///< 크리티컬 비율 ( % 단위 ) int nAttackPointRight; ///< 공격력(오른손. 메인) int nAttackPointLeft; ///< 공격력(왼손. 보조) int nDefence; ///< 방어력 int nBlockDefence; ///< 블록 방어력 int nMagicPoint; ///< 마력 int nMagicDefence; ///< 마법방어력 short nAccuracyRight; ///< 명중(오른손. 메인) short nAccuracyLeft; ///< 명중(왼손. 보조) short nMagicAccuracy; ///< 마명중 short nAvoid; ///< 회피 short nMagicAvoid; ///< 마법저항력 short nBlockChance; ///< 블럭율 short nMoveSpeed; ///< 이동속도 short nAttackSpeed; ///< 공격속도 short nAttackRange; ///< 사거리 int nMaxWeight; ///< 소지무게 short nCastingSpeed; ///< 시전속도 short nCoolTimeSpeed; ///< 재시전속도 short nItemChance; ///< 아이템 드랍율 short nHPRegenPercentage; ///< HP 리젠% short nHPRegenPoint; ///< HP 리젠P short nMPRegenPercentage; ///< MP 리젠% short nMPRegenPoint; ///< MP 리젠P /// 2011.03.30 - prodongi short nPerfectBlock; // 퍼펙트블럭% short nMagicalDefIgnore; // 마법방어력무시P short nMagicalDefIgnoreRatio; // 마법방어력무시% short nPhysicalDefIgnore; // 물리방어력무시P short nPhysicalDefIgnoreRatio; // 물리방어력무시% short nMagicalPenetration; // 마법관통력P short nMagicalPenetrationRatio; // 마법관통력% short nPhysicalPenetration; // 물리관통력P short nPhysicalPenetrationRatio; // 물리관통력% }; struct CreatureElemental { enum { ElementalCount = 7 }; ///< 속성 갯수 enum ElementalType { COUNT = 7, ///< 갯수 ET_NONE = 0, ///< 무속성 ET_FIRE = 1, ///< 화속성 ET_WATER = 2, ///< 수속성 ET_WIND = 3, ///< 풍속성 ET_EARTH = 4, ///< 토속성 ET_LIGHT = 5, ///< 명속성 ET_DARK = 6, ///< 암속성 }; short nResist[ ElementalCount ]; }; #pragma pack()