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1 Action type em Ter Mar 14, 2017 3:07 pm

iRoshan

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Bom aqui vai as action type do tq bynarie, se você uma noção de inglês vai entender tudo perfeitamen
Código:
const MAX_ACCPET_VAR = 4; / / Note that since parameter parsing problem, this value can not exceed 10

const char PARA_ACCEPT_STR [] = "accept"; / / client to upload a substring / /% accept0 ~% accept3
const char PARA_ACCEPT_DATA [] = "accept_data"; / / client to upload a substring / /% accept_data0 ~% accept_data3

/ / ITEM some //////////////////
const char PARA_ITEM_TYPE [] = "item_type";
const char PARA_ITEM_DATA [] = "item_data";

/ / NPC part //////////////////
const char PARA_DATASTR [] = "datastr";
const char PARA_DATA_ [] = "data"; / /% data0 ~% data3
const char PARA_NAME [] = "name"; / / npc name
const char PARA_NPC_ID [] = "id"; / / npc id in database
const char PARA_NPC_X [] = "npc_x";
const char PARA_NPC_Y [] = "npc_y";
const char PARA_NPC_OWNERID [] = "npc_ownerid";
const char PARA_NPC_LIFE [] = "npc_life";

/ / USER some ////////////////
const MAX_USER_VAR = 8; / / register the number of variables

const char PARA_USER_ID [] = "user_id";
const char PARA_USER_MAPID [] = "user_map_id";
const char PARA_USER_MAPX [] = "user_map_x";
const char PARA_USER_MAPY [] = "user_map_y";
const char PARA_USER_VIRTUE [] = "user_virtue";
const char PARA_USER_PRO [] = "user_pro"; / / player career, integer
const char PARA_USER_LEV [] = "user_lev"; / / player level, integer
const char PARA_USER_METO [] = "user_meto"; / / player reincarnation, integer
const char PARA_USER_SEX [] = "user_sex"; / / player sex integers
const char PARA_USER_TEAM [] = "user_team"; / / players of the crew, integer, 0 means no team
const char PARA_USER_HOME [] = "user_home_id";
const char PARA_ACCOUNT_ID [] = "account_id";
client_ver < 121

const char PARA_LAST_ADD_ITEM_ID [] = "last_add_item_id"; / / Finally, start the Item ID
const char PARA_LAST_ADD_ITEM_TYPE [] = "last_add_item_type"; / / start with the last item type

const char PARA_LAST_DEL_ITEM_ID [] = "last_del_item_id"; / / Finally delete the item ID

const char PARA_SYN_ID [] = "syn_id";
const char PARA_SYN_NAME [] = "syn_name";
const char PARA_USER_NAME [] = "user_name";
const char PARA_MATE_NAME [] = "mate_name";
const char PARA_MAP_OWNER_ID [] = "map_owner_id";
const char PARA_MAP_OWNER_TYPE [] = "map_owner_type";
const char PARA_ALLY_SYN_ [] = "ally_syn"; / /% ally_syn0 ~% ally_syn4
const char PARA_ENEMY_SYN_ [] = "enemy_syn"; / /% enemy_syn0 ~% enemy_syn4
const char PARA_ITER_VALUE [] = "iter_value";
const char PARA_ITER_SYN_NAME [] = "iter_syn_name";
const char PARA_ITER_SYN_LEADER [] = "iter_syn_leader";
const char PARA_ITER_SYN_MONEY [] = "iter_syn_money";
const char PARA_ITER_SYN_AMOUNT [] = "iter_syn_amount";
const char PARA_ITER_SYN_FEALTY [] = "iter_syn_fealty";
const char PARA_ITER_MEMBER_NAME [] = "iter_member_name"; / /% iter is the player ID, returns the player's name
const char PARA_ITER_MEMBER_RANK [] = "iter_member_rank"; / /% iter is the player ID, returns the title of player level
const char PARA_ITER_MEMBER_PROFFER [] = "iter_member_proffer";
const char PARA_ITER_WANTED [] = "iter_wanted";
const char PARA_ITER_POLICEWANTED [] = "iter_police_wanted";
const char PARA_ITER_GEMSUPQUALITY [] = "iter_upquality_gem";
const char PARA_ITER_GEMSUPLEVEL [] = "iter_uplevel_gem";
const char PARA_ITER_COST_DURRECOVER [] = "iter_cost_durrecover"; / /
const char PARA_ITER_GAME_CARD [] = "iter_game_card1"; / /
const char PARA_ITER_GAME_CARD2 [] = "iter_game_card2"; / /
const char PARA_ITER_GAME_CARD3 [] = "iter_game_card3"; / /
const char PARA_ITER_GAME_CARD4 [] = "iter_game_card4"; / /
const char PARA_ITER_EMONEY_CARD [] = "emoney_card1"; / / number of virtual money card
const char PARA_ITER_EMONEY_CARD2 [] = "emoney_card2"; / / 2 the number of virtual money card
const char PARA_ITER_EMONEY [] = "iter_emoney"; / / number of players who virtual currency
const char PARA_ITER_GODBLESS_TIME [] = "iter_blesstime"; / / expiration time for the player wishes account

const char PARA_ACTION_VAR_DATA [] = "iter_var_data"; / /% iter_var_data0 -% iter_var_data7
const char PARA_ACTION_VAR_STR [] = "iter_var_str"; / /% iter_var_str0 -% iter_var_str7

const char PARA_ACTION_RAND [] = "iter_rand"; / /% iter_rand, random positive integer 0 - 32767
const char PARA_ACTION_TIME [] = "iter_time"; / / current time, integer; such as 0511031200, month, day hours to express

////////////////////////////////////////////////// //////////////////////
enum {
      / / System part, need user ptr ------------------------------------------ --------------------------------
      ACTION_SYS_FIRST = 100,
      ACTION_MENUTEXT = 101, / / ??menu text. data: display line number (default is 0), param = "text" (optional): display text, this type can contain spaces, but also for the blank line.
      ACTION_MENULINK = 102, / / ??menu hyperlinks. "Text task_id align": align (optional): alignment mode (default / 0: left; 5: center; 9: right-aligned; a (1-9) b (2-Cool: do not wrap from the a / b at the beginning of the line width shows that 9 is right-aligned)
      ACTION_MENUEDIT = 103, / / ??menu box. "Len task_id text": len: the length can be entered; text (optional): display text, align: alignment mode (default: text on the left, a positive integer: the text input box embedded in the first few character) . ? Note: If more than one input box, to distinguish from the interface with a round button, a time to upload a.
      ACTION_MENUPIC = 104, / / ??menu images. "Xy pic_id task_id": task_id (optional): that picture you can "click." Picture in your area do not display text.
      ACTION_MENUBUTTON = 110, / / ??Menu button, the format with hyperlinks.
      ACTION_MENULISTPART = 111, / / ??the menu item list. "Task_id iter text ...", click on the player list, it will trigger task_id, and iter will be filled to the players% iter variable.
      ACTION_MENUCREATE = 120, / / ??menu creation. "Cancel_task_id" (optional): forced to close the menu triggered TASK
      ACTION_RAND = 121, / / ??test random rate. "Data1 data2". "10 100" indicates 1 / 10 chance is true.
      ACTION_RANDACTION = 122, / / ??Random Action "action0 action1 ... action7" a total of eight randomly pick an execution
      ACTION_CHKTIME = 123, / / ??data type for the time 0 - check the current server more time "% d-% d-% d% d:% d% d-% d-% d% d:% d"; 1 - Check in day time "% d-% d% d:% d% d-% d% d:% d", 2 - check the time on one day "% d% d:% d% d% d:% d", 3 - Check Zhou days "% d% d:% d% d% d:% d", 4 - Check the time of day "% d:% d% d:% d", 5 - Check the hour "% d % d "(the first few minutes of each hour in the end a bit)
      ACTION_POSTCMD = 124, / / ??sent to the client interface command, data for the order number
      ACTION_BROCASTMSG = 125, / / ??the whole server to broadcast text messages, data for the channel, para to content
      ACTION_SYS_TIMER = 126, / / ??set the timer, countdown timer is triggered after the specified ACTION, parameter "delay_time idAction", delay_time seconds
      ACTION_SQL_EXE = 127, / / ??the specified sql statement.
      ACTION_SYS_LIMIT = 199,

      / / Npc part, need npc ptr ------------------------------------------ --------------------------------
      ACTION_NPC_FIRST = 200,
      ACTION_NPC_ATTR = 201, / / ??modify the properties of NPC or detection tasks. "Attr opt data npc_id", at least three parameters. If you specify npc_id, the NPC must be in the map group. attr choose "ownerid "(=,==)," ownertype "(=,==)," lookface "(=,==)," data ?"(=,+=,==,<,<= ,>,>=. data for the "accept"), "datastr "(=,==)," life "(=)," maxlife" (=)
/ / ACTION_NPC_REQUESTSHIFT = 202, / / ??inform the client translate a NPC. param = "idNextTask".
/ / ACTION_NPC_SHIFT = 203, / / ??shift the current NPC. Limit with Maps for mobile. Limited dynamic NPC.
      ACTION_NPC_ERASE = 205, / / ??delete the current NPC. Limited dynamic NPC. Note: deleted, do not operate this NPC. dwData is not 0, remove all of the map type for the dwData the NPC. param = "idMap type": Deletes the specified map some of the NPC.
      ACTION_NPC_MODIFY = 206, / / ??across threads to modify the properties of the specified mission NPC. "Npc_id attr opt data". attr choose "lookface "(=)," data ?"(=)," datastr" (=)
      ACTION_NPC_RESETSYNOWNER = 207, / / ??Reset the map of gang masters. Only for gang signs NPC. Statistics gang record first fill OWNER_ID, and clear all the record. Automatically stop all attacks. (Map of the battle did not stop signs)
      ACTION_NPC_ACTIVE_SYNTRANS = 208, / / ??activate the gang sent NPC, only for the gang sent NPC, must be the last one ACTION. param = "master_trans_npc_id user_map_id user_x user_y", parameters for the "main transmission NPC" of ID, and the player's coordinates. Note: The successful will reset the NPC OWNER_ID (Please be OWNER_ID set to 0), while another sent automatically remove NPC; failure of the NPC will be sent automatically deleted.
      ACTION_NPC_LIMIT = 299,

      / / Map part, need curr map ------------------------------------------ --------------------------------
      ACTION_MAP_FIRST = 300,
      ACTION_MAP_MOVENPC = 301, / / ??the npc move to a specific map location (only for fixed NPC), data for the specified npc's ID, param is "idMap nPosX nPosY"
      ACTION_MAP_MAPUSER = 302, / / ??determine the number of users in the specified map, data for the specified map ID, param is "cmd opt data",
                                                  / / Cmd support "map_user" and "alive_user", opt for "==, <=,> =", data for the number of
      ACTION_MAP_BROCASTMSG = 303, / / ??broadcast messages, data for the map id, szParam for broadcast news
      ACTION_MAP_DROPITEM = 304, / / ??map to generate a given item, szParam as "idItemType idMap nPosX nPosY"
      ACTION_MAP_SETSTATUS = 305, / / ??set the state of the map, support for EVENT. param = "mapid status_bit data", status_bit = {STATUS_WAR = 1,}, data = 0 or 1.
      ACTION_MAP_ATTRIB = 306, / / ??check, modify the properties of the map. param = "field opt data idMap", at least three parameters, the default is the current map. field = "synid" (opt ="==","=")? field = "status" (opt = "test", "set", "reset"). field = "type" (opt = "test"). field = "res_lev" (opt ="=","==","<")? field = "mapdoc" (opt ="=","=="), portal0_x (=), portal0_y (=)
      ACTION_MAP_REGION_MONSTER = 307, / / ??check whether the specified map or within the current map of a region the number of monsters. param = "map_id region_x region_y region_cx region_cy monster_type opt data". map_id 0 means to take the current map, monster_type to 0 for no checking type, opt to support "==" and "<."

      ACTION_MAP_CHANGEWEATHER = 310, / / ??REGION where the weather change player. param = "Type Intensity Dir Color KeepSecs", Type, Intensity = 0 ~ 999, Dir = 0 ~ 359, Color = 0x00RRGGBB, KeepSecs = seconds
      ACTION_MAP_CHANGELIGHT = 311, / / ??modify the brightness of the map players. param = "idmap light secs", light = 0xAARRGGBB (0xFFFFFFFF indicates the recovery), secs void, invalid, can not write.
      ACTION_MAP_MAPEFFECT = 312, / / ??the specified location in the specified map Show map effects, param = "idMap xy EffectName"
      ACTION_MAP_CREATEMAP = 313, / / ??create a map link to the current NPC on the (npc must LINK_NPC), requires the player object. param = "name owner_type owner_id mapdoc type portal_x portal_y reborn_map reborn_portal res_lev". partal refers to the entry point coordinates, res_lev that the map level (for upgrade).
      ACTION_MAP_FIREWORKS = 314, / / ??fireworks
      ACTION_MAP_FIREWORKS2 = 315, / / ??put the text fireworks, text information in the param, the largest not more than 8 bytes.
       
      ACTION_MAP_LIMIT = 399,

      / / Item action only part, need pUser + pItem ptr -------------------------------------- ------------------------------------
      ACTION_ITEMONLY_FIRST = 400,
      ACTION_ITEM_REQUESTLAYNPC = 401, / / ??inform the client to place a NPC. param = "idNextTask type sort lookface region", at least four parameters. region of the type that cq_region
      ACTION_ITEM_COUNTNPC = 402, / / ??check the number with the map of the NPC. param = "field data opt num", field = "name" (by name), "type" (by type), "all" (all NPC), "furniture" (furniture), data = name or type of statistics to (all and furniture fill 0), opt ="<","=="?
      ACTION_ITEM_LAYNPC = 403, / / ??create a NPC, is successfully created, the NPC that is the current task NPC, owner_id will automatically be set to gang ID or player ID. param = "name type sort lookface ownertype life region base linkid task0 task0 ... task7 data0 data1 data2 data3 datastr". At least five parameters. Data3 on the target level.
      ACTION_ITEM_DELTHIS = 498, / / ??delete the current task items. Note: must be the last ACTION.
      ACTION_ITEMONLY_LIMIT = 499,

      / / User item part, need user ptr ----------------------------------------- ---------------------------------
      ACTION_ITEM_FIRST = 500,
      ACTION_ITEM_ADD = 501, // ??add items. data = itemtype_id, param = "amount amount_limit ident gem1 gem2 magic1 magic2 magic3 reduce_dmg add_life anti_monster", param may be omitted, all default value is 0 (indicating no change)
      ACTION_ITEM_DEL = 502, / / ??delete items. data = itemtype_id, or the param name for the item
      ACTION_ITEM_CHECK = 503, / / ??test items. data = itemtype_id, or the param name for the item
      ACTION_ITEM_HOLE = 504, / / ??weapons holes. param support "ChkHole HoleNum" or "MakeHole HoleNum", Num 1 or 2
      ACTION_ITEM_REPAIR = 505, / / ??equipment repair. location data for the specified equipment.
      ACTION_ITEM_MULTIDEL = 506, / / ??delete multiple items, param is "idType0 idType1 num", num is a idType0-idType1 delete items.
      ACTION_ITEM_MULTICHK = 507, / / ??test a variety of items, param is "idType0 idType1 num", num is a idType0-idType1 test items.
      ACTION_ITEM_LEAVESPACE = 508, / / ??check whether there is space left on bag the size of the number of data. > = To TRUE.
      ACTION_ITEM_UPEQUIPMENT = 509, / / ??equipment operation, param format "cmd position free",
                                                  / / Cmd support "up_lev", "up_quality", "recover_dur",
                                                  / / "Up_levultra" (115 level and above only support weapons),
                                                  / / "Up_levultra2" (one hundred ten bits of the numbers + 1, supports all types of equipment)
                                                  / / Position of equipment is defined as follows
                                                  / * ITEMPOSITION_HELMET = 1;
                                                      ITEMPOSITION_NECKLACE = 2;
                                                      ITEMPOSITION_ARMOR = 3;
                                                      ITEMPOSITION_WEAPONR = 4;
                                                      ITEMPOSITION_WEAPONL = 5;
                                                      ITEMPOSITION_RINGR = 6;
                                                      ITEMPOSITION_TALISMAN = 7;
                                                      ITEMPOSITION_SHOES = 8; * /

                                                  / / Free is optional and defaults to 0, that is not a free upgrade

      ACTION_ITEM_EQUIPTEST = 510, / / ??item quality inspection,
                                                  / / Param "equip_pos cmd opt num",
                                                  / / Equip_pos position defined above,
                                                  / / Cmd support "level", "quality", "durability", "max_dur"
                                                  / / Opt to support "==,> =, <=,"
                                                  / / Num of data, cmd as "durability" and "max_dur", the maximum value of -1
      ACTION_ITEM_EQUIPEXIST = 511, / / ??exists test equipment, data location for the equipment
      ACTION_ITEM_EQUIPCOLOR = 512, / / ??change the color of equipment, param = "equip_pos color", equip_pos supports the following
                                                  / * ITEMPOSITION_HELMET = 1;
                                                      ITEMPOSITION_ARMOR = 3;
                                                      ITEMPOSITION_WEAPONL = 5; * / / / ITEMPOSITION_WEAPONL must shield it work
      ACTION_ITEM_TRANSFORM = 513, / / ??param = "magic_type magic_level monster_type secs"
      ACTION_ITEM_CHGDUR = 514, / / ??data to modify the value of durable, can be negative
      ACTION_ITEM_DATA = 515, / / ??item attribute is set, param = "data opt val sync",
                                                  / / Data for 2 - 13, the corresponding database table 2 - Part 13 field
                                                  / / Opt to support "set, + =, ==,> ="
                                                  / / Val for the data value to be set
                                                  / / Sync is optional and if this value is not 0, sent items messages and client synchronization.
      ACTION_ITEM_EQP_SELECT = 516, / / ??check the eligible equipment and the equipment location number writes to register variables
                                                  / / Param = "eqp_pos data opt val to var"
                                                  / / Eqp_pos for the equipment location (1-Cool, if 0, then randomly pick a position eligible equipment
                                                  / / Data is the need to check the data that the database field number,
                                                  / / Opt to support "==", ">=", ">", "<=", "<", val comparative data for the test, var variable for the register number for the action of the output

      ACTION_ITEM_EQP_OPT = 517, / / ??items of equipment checks and setting attributes, param = "eqp_pos data opt val sync",
                                                  / / Eqp_pos for the equipment location (1-Cool
                                                  / / Data for the corresponding database table field number
                                                  / / Opt to support "set, + =, ==,> ="
                                                  / / Val for the data value to be set
                                                  / / Sync is optional and if this value is not 0, sent items messages and client synchronization.
      ACTION_ITEM_ADD_NO_CHECK = 518, / / ??add items (not checked bag). data = itemtype_id, param = "amount amount_limit ident gem1 gem2 magic1 magic2 magic3 reduce_dmg add_life anti_monster", param may be omitted, all default value is 0 (indicating no change)
      ACTION_ITEM_ADD_KILL_MST_NUM = 528, / / ??add items (like with the 501, designed to support the running ring Shaguai goods, data = itemid param = "amount amount_limit ident gem1 gem2 magic1 magic2 magic3 data", param may be omitted, the default value is 0 for all (that does not change)
                                                                                      / / Parameter which needs Shaguai amount that the number of players; amount_limit monster stc_type corresponding field values; data for the number of players killing monsters, as long as the default to 0
      ACTION_ITEM_CHK_KILL_MST_NUM = 529, / / ??determine whether the number of items in compliance with killing monsters. If you delete the corresponding items that meet the conditions
                                                                                      / / Param: "mst_sort data" mst_sort = monster sort data = number of that type if you kill mst_sort strange> = data, returns true, otherwise return false
      ACTION_ITEM_LIMIT = 599,

      / / User npc only part, need not user ptr --------------------------------------- -----------------------------------
      ACTION_NPCONLY_FIRST = 600,
      ACTION_NPCONLY_CREATENEW_PET = 601, / / ??create a MONSTER, OWNERID, OWNERTYPE the same with the NPC. param = "xy generator_id type data name", at least four parameters, if any name is renamed. generator used to control the monster scope of activities, cq_generator the type meaningless. x, y coordinates of the map of the absolute.
      ACTION_NPCONLY_DELETE_PET = 602, / / ??delete all of this map MONSTER, OWNERID, OWNERTYPE the same with the NPC. param = "type data name", at least one parameter, data is not zero, while matching the data, while at the same time, if any name matches name.
      ACTION_NPCONLY_MAGICEFFECT = 603, / / ??NPC made a magic effect. param = "source_id magic_type magic_level target_id data"
      ACTION_NPCONLY_MAGICEFFECT2 = 604, / / ??NPC made a ground-effect magic. param = "source_id magic_type magic_level xy target_id data", at least five parameters.
      ACTION_NPCONLY_LIMIT = 699,

      / / User syndicate part --------------------------------------------- -----------------------------
      ACTION_SYN_FIRST = 700,
      ACTION_SYN_CREATE = 701, / / ??create to help the player to enter the gang's name. param = "level money leave_money", three parameters for the necessary level of players, number of required cash, gang cash after the establishment of the remaining number.
      ACTION_SYN_DESTROY = 702, / / ??dissolved.
      ACTION_SYN_DONATE = 703, / / ??donations, need an input box.
      ACTION_SYN_DEMISE = 704, / / ??demise, the player to enter Bangzhong name. param = level
      ACTION_SYN_SET_ASSISTANT = 705, / / ??promoted to deputy main fact, the player to enter Bangzhong name.
      ACTION_SYN_CLEAR_RANK = 706, / / ??relieved of his duties, the player to enter Bangzhong name.
      ACTION_SYN_PRESENT_MONEY = 707, / / ??giving the other gangs. Enter the amount of money to help the major, the other gang's ID is TASK_ITERATOR (see ACTION_SYN_FIND_BY_NAME). Money not less than 10,000
      ACTION_SYN_CREATE_SUB = 708, / / ??create child help, the main fact to help the main and sub-team, enter the gang's name (not longer than 6BYTE). param = "level money leave_money", three parameters for the necessary level of players, number of required cash, gang cash after the establishment of the remaining number.
      ACTION_SYN_CHANGE_LEADER = 709, / / ??update the child gangs the main fact. Jordan and son gang new Bangzhu team, enter the name of the child gangs. param = level, the main fact requires a new level
      ACTION_SYN_COMBINE_SUB = 710, / / ??merge the child gangs.
      ACTION_SYN_ANTAGONIZE = 711, / / ??enemies, the player to enter the gang's name.
      ACTION_SYN_CLEAR_ANTAGONIZE = 712, / / ??clear the enemies, the player to enter the gang's name.
      ACTION_SYN_ALLY = 713, / / ??alliance, requiring two main fact team
      ACTION_SYN_CLEAR_ALLY = 714, / / ??remove an alliance player to enter the gang's name.
      ACTION_SYN_KICKOUT_MEMBER = 715, / / ??by name expulsion Bangzhong, the player to enter Bangzhong name.
      ACTION_SYN_CREATENEW_PET = 716, / / ??(void) creating a gang guardian beast. param = "generator_id type data", at least two parameters and, if accept is renamed. generator used to control the monster scope of activities, cq_generator the type meaningless.
      ACTION_SYN_ATTR = 717, / / ??check and modify the properties of gangs, not less than three parameters, the default ID is the current player's gang gang ID. param = "szField szOpt data syn_id", szField = "money" (opt optional "+=","<"), szField = "fealty" (opt for the "==")
      ACTION_SYN_CHANGESYN = 718, / / ??Bangzhong turn parishes. Parishes to switch parishes, parishes, and total system conversion help. Need Bangzhong and recruited (or Bangzhu) team, a turn one. Will need to enter into the parishes in the name (or gang name). Before turning post will automatically be canceled.
      ACTION_SYN_CHANGE_SUBNAME = 719, / / ??modify the parishes name, only the name of more than six bytes of parishes. Otherwise it returns FALSE. (Temporary feature)

      ACTION_SYN_FIND_NEXT_SYN = 720, / / ??find the next gang, the ID is written TASK_ITERATOR
      ACTION_SYN_FIND_BY_NAME = 721, / / ??find the gangs by name, the name of the player to enter the gang. Write TASK_ITERATOR the ID
      ACTION_SYN_FIND_NEXT_SYNMEMBER = 722, / / ??Find Next Bangzhong, the ID is written TASK_ITERATOR
      ACTION_SYN_LIMIT = 799,

      / / Monster part ---------------------------------------------- ----------------------------
      ACTION_MST_FIRST = 800,
      ACTION_MST_DROPITEM = 801, / / ??monster killed off after the death of goods or money, param "dropitem itemtype" or "dropmoney money"
      ACTION_MST_LIMIT = 899,

      / / User attr part --------------------------------------------- -----------------------------
      ACTION_USER_FIRST = 1000,
      ACTION_USER_ATTR = 1001, / / ??change the player attributes and checks. "Attr opt data". attr option
                                                  / / "Life "(+=,==,<),
                                                  / / "Mana "(+=,==,<),
                                                  / / "Money "(+=,==,<),
                                                  / / "E_money "(+=,==,<),
                                                  / / "Exp "(+=,==,<),
                                                  / / "Pk "(+=,==,<),
                                                  / / "Profession "(==, set,> =, <=),
                                                  / / "Level ",(+=,==,<),
                                                  / / "Force ",(+=,==,<),
                                                  / / "Speed ??",(+=,==,<),
                                                  / / "Health ",(+=,==,<),
                                                  / / "Soul ",(+=,==,<),
                                                  / / "Rank ",(==,<),
                                                  / / "Rankshow ",(==,<),
                                                  / / "Iterator ",(=, <=, + =, ==),
                                                  / / "Crime" (==, set)
                                                  / / "Virtue "(+=,==,<),
                                                  / / "Gamecard "(==,> =, <=)
                                                  / / "Gamecard2 "(==,> =, <=)
                                                  / / "Metempsychosis "(==, <)
                                                  / / "Lookface (==, <, set)
                                                  / / "Look (==, <, set)
                                                  / / "Face (==, <, set)
                                                  / / "Sex (==, <, set)
                                                  / / "Transform (==, <)"
                                                  / / "Ep (==, <, + =, set)"
                                                  / / "Xp (==, <, + =, set)"
                                                  / / "Addpoint (==, <, + =, set)"

      ACTION_USER_FULL = 1002, / / ??fill the player's attributes. "Attr". attr optional "life", "mana"
      ACTION_USER_CHGMAP = 1003, / / ??cut map param "idMap nPosX nPosY bPrisonChk", bPrisonChk is optional and the default can not be out of prison, to 1 to the
      ACTION_USER_RECORDPOINT = 1004, / / ??record-keeping point param "idMap nMapX nMapY"
      ACTION_USER_HAIR = 1005, / / ??"color num"
                                                  / / "Style num"
      ACTION_USER_CHGMAPRECORD = 1006, / / ??cut the map into the record points
      ACTION_USER_CHGLINKMAP = 1007, / / ??cut the map to the NPC link to the map. Need to have NPC object.

      ACTION_USER_TALK = 1010, / / ??send MSGTALK message to the players. param for the content of the message, data for the channel,
                                                  / / Const unsigned short _TXTATR_NORMAL = 2000;
                                                  / / Const unsigned short _TXTATR_ACTION = _TXTATR_NORMAL +2; / / action
                                                  / / Const unsigned short _TXTATR_TEAM = _TXTATR_NORMAL +3; / / team
                                                  / / Const unsigned short _TXTATR_SYSTEM = _TXTATR_NORMAL +5; / / system
                                                  / / Const unsigned short _TXTATR_TALK = _TXTATR_NORMAL +7; / / chat
                                                  / / Const unsigned short _TXTATR_GM = _TXTATR_NORMAL +11; / / GM channel
                                                  / / Const unsigned short _TXTATR_WEBPAGE = _TXTATR_NORMAL +105; / / Open URL
      ACTION_USER_MAGIC = 1020, / / ??magic operation. param format:
                                                  / / "Check type" (type type players learned the spell),
                                                  / / "Check type level" (the players learned the type of spell type, and grade level class),
                                                  / / "Learn type" (type players learn to spell, level 0),
                                                  / / "Uplevel type" (the player's type spell-liter level)
                                                  / / "Addexp type data" (the player's spell-type data by adding the number of experience)

      ACTION_USER_WEAPONSKILL = 1021, / / ??"check type level", check the type and level of skills, weapons, whether> = level
                                                  / / "Learn type level", learning the skills of the specified type and grade
                                                  / / "Addexp type data", to increase the experience of the specified types of weapons proficiency

      ACTION_USER_LOG = 1022, / / ??save the specified information to the gm log and into the trigger Information (name and id), the information specified in the param
                                                  / / Such as "% s to complete the task and get the Sword gem", param% s is stored in the trigger position of Information
      ACTION_USER_BONUS = 1023, / / ??get a prize.
      ACTION_USER_DIVORCE = 1024, / / ??Divorce
      ACTION_USER_MARRIAGE = 1025, / / ??check marriage married return 1 return 0 unmarried
      ACTION_USER_SEX = 1026, / / ??sex check, return to a male and female returns 0
      ACTION_USER_EFFECT = 1027, / / ??trigger additional action figures, or delete the specified effects, param is "obj effect opt", obj support the "self", "couple", "team", effect to effect the name, opt to support "add", " del "
      ACTION_USER_TASKMASK = 1028, / / ??task mask-related operations, param to "opt idx", opt for the operation and support "chk", "add", "clr", idx is the task number values ??(0-31)
      ACTION_USER_MEDIAPLAY = 1029, / / ??media player, param to "opt media xy loop", opt to support "play, broacast", "media" as the media file relative path name,
                                                  / / "X, y" coordinates for the map, if you are set to 0, there is no sense of orientation as a background sound / music, "loop" if 0 is an infinite loop
      ACTION_USER_SUPERMANLIST = 1030, / / ??query unparalleled list, starting there TASK_ITERATOR in. param = "idNextTask number", idNextTask next TASK is the value, number is the number of list items for each downstream.
      ACTION_USER_CHKIN_CARD = 1031, / / ??delete items players who game cards, game cards to add a record
      ACTION_USER_CHKOUT_CARD = 1032, / / ??add items to the players of a game card, game card, delete a record
      ACTION_USER_CREATEMAP = 1033, / / ??create a map, links to players home_id, the players need to object. param = "name owner_type owner_id mapdoc type portal_x portal_y reborn_map reborn_portal res_lev". partal refers to the entry point coordinates, res_lev that the map level (for upgrade).
      ACTION_USER_ENTER_HOME = 1034, / / ??return to their homes.
      ACTION_USER_ENTER_MATE_HOME = 1035, / / ??back to the spouse at home.
      ACTION_USER_CHKIN_CARD2 = 1036, / / ??delete players who game cards 2 items, add a game card 2 records
      ACTION_USER_CHKOUT_CARD2 = 1037, / / ??add items to a 2 players game cards, game cards 2 to delete a record
      ACTION_USER_FLY_NEIGHBOR = 1038, / / ??set the map to find a _ROLE_NEIGHBOR_DOOR type of NPC, immediately cut to the NPC at the screen. param = "serial", serial is data3 value.
      ACTION_USER_UNLEARN_MAGIC = 1039, / / ??reincarnation, the forgotten magic skills, the skills of the future can "epiphany." param = "type1 type2 ...", at least one parameter, up to 20 parameters.
      ACTION_USER_REBIRTH = 1040, / / ??reincarnation. If the level is not enough people have turned or will fail. Check whether the player transfer, job requirements, grade requirements.
                                                  / / Auto change players occupation, grade, body and equipment levels, re-distribution of points.
                                                  / / Param = "nProf nLook nMetepsycosis", the first three parameters for the first few turns, you can not set, default is 1
                                                  / / Complete the following features by other ACTION: Quest; 15,40,100 class inaugural awards; mount reward; at any time return to the city; skills awards.
      ACTION_USER_WEBPAGE = 1041, / / ??inform the client open the page. param = "http:// ....."
      ACTION_USER_BBS = 1042, / / ??the BBS bulletin board, add a SYSTEM message channel, message the name of human players. Need to USER objects, each USER to retain only one. param is the message content.
      ACTION_USER_UNLEARN_SKILL = 1043, / / ??reincarnation, the forgotten all weapons skills, the skills of the future can "epiphany."
      ACTION_USER_DROP_MAGIC = 1044, / / ??reincarnation, remove magic skills. param = "type1 type2 ...", at least one parameter, up to 20 parameters.
      ACTION_USER_RESET_MAGIC = 1045, / / ??reincarnation, the cleared magic skills, the skills of the future can "epiphany." param = "type1 type2 ...", at least one parameter, up to 20 parameters.
      ACTION_USER_OPEN_DIALOG = 1046, / / ??inform the client to open an interface. data = idDialog.
      ACTION_USER_RESET_POINT = 1047, / / ??wash points.
      ACTION_USER_PLUSEXP = 1048, / / ??fix the value of experience gained in the final battle, param = "plus_percent second"

      ACTION_USER_COUNT_CARDEX = 1049, / / ??test the player a card (the type of data) in the database whether the stock is greater than 1 (note that this Action time-consuming, caution)
      ACTION_USER_CHKIN_CARDEX = 1050, / / ??delete the type of player who's game card for the data items, add a game card records
      ACTION_USER_CHKOUT_CARDEX = 1051, / / ??add a type of data items to the players of the game cards, game cards to delete a record
       
      ACTION_USER_LOCK_CHK = 1052, / / ??check whether the user returns the current value consistent LOCK, if the current value is 0, is always successful;
      ACTION_USER_LOCK_SET = 1053, / / ??set the user back to the LOCK value, 0 to remove

      ACTION_USER_OPEN_STORAGE = 1054, / / ??open the menu associated with npc's warehouse, the warehouse and send the list of items
       

      ACTION_USER_DATAVAR_CHK = 1060, / / ??detection of a register variable, param = "var (x) opt data", x support (0-7), opt to support ">,> =, ==", data as integer values.
      ACTION_USER_DATAVAR_SET = 1061, / / ??set a register variable, param = "var (x) set data", x support (0-7), data as integer values.

      ACTION_USER_STRVAR_CHK = 1062, / / ??detection of a register variable, param = "var (x) opt string", x support (0-7), opt to support "==", string to string
      ACTION_USER_STRVAR_SET = 1063, / / ??set a register variable, param = "var (x) set string", x support (0-7), string to string

      ACTION_USER_DATAVAR_CAL = 1064, / / ??register variable calculations, param = "var (x) opt data", x support (0-7),
                                                  / / Opt to support "+=", "-=", "*=", "/=", "mod =", "|=", "&=", "^=", data to an integer value.

      ACTION_USER_EQPCHK = 1065, / / ??check player equipment, and equipment to determine the location of a player's equipment is of a certain type. param = "pos item_subtype",
                                                  / / Pos equipment for the players position (1-Cool, item_subtype equipment items for the sub-type (type of one hundred thousand, ten thousand, thousand)
   
      ACTION_USER_DIE = 1070, / / ??set the players death, and rebirth of the map designated place. Parameters "reborn_map x y"
      ACTION_USER_TIMER = 1071, / / ??set the timer, countdown timer is triggered after the specified ACTION, parameter "delay_time idAction", delay_time seconds
      ACTION_USER_SCREFFECT = 1072, / / ??screen effects, including vibration 1, zoom 2, dim lights 4, from DATA to specify, can be superimposed. Such as vibration and also need to zoom, data should be set to 3 (1 +2)
       
      ACTION_USER_STATISTIC_CHK = 1073, / / ??user statistics test, param = "stc (event, type) opt data",
                                                  / / Event is a statistical event type, type is the type of statistical data,
                                                  / / Opt to support ">,> =, ==", data as integer values.
      ACTION_USER_STATISTIC_SET = 1074, / / ??user statistics data set, param = "stc (event, type) opt data save", the task number to operate when the table does not affect the stc time, so if you want to operate your mission time 1080 and 1081 must be used to carry out.
                                                  / / Event is a statistical event type,
                                                  / / Type is the type of statistical data,
                                                  / / Opt to support "+ =, ="
                                                  / / Data to an integer value.
                                                  / / Save an integer, 0 if not stored in the database
       
      ACTION_USER_CUSTOM_MSG = 1075, / / ??send custom network message, param = "cmd type data", cmd to "send" or "broadcast", type to type, data is data, after the two are custom produced, note type to greater than 256
      ACTION_USER_WORDS_FLOWER = 1076, / / ??send text to spend, param = "flower_type words",
                                                  / / Flower_type 1: red 2: yellow, 3: pink, 4: three-color flowers, 5 tri-color flowers 2
                                                  / / Words to send, you can use the substitution variable% accept to set

      ACTION_USER_DB_FIELD = 1077, / / ??the specified sql statement to retrieve a specified data field values ??into a string variable to the specified register.
                                                  / / Data variable for the register index, param sql statement for the

      ACTION_USER_CHKOUT_EMONEY_CARD = 1078, / / ??exchange a emoney_card table cards to virtual currency, and remove the card
      ACTION_USER_CHKOUT_EMONEY_CARD2 = 1079, / / ??exchange a emoney_card2 table cards to virtual currency, and remove the card

      ACTION_USER_STC_TIMESTAMP_OPR = 1080, / / ??user statistics stamp operation, param = "timestamp (event, type) opr data"
                                                  / / Event is a statistical event type,
                                                  / / Type is the type of statistical data,
                                                  / / Opr support "==,>,> =, + =, set",
                                                  / / Data to an integer value. If 0, and the operation of (==,>,> =, set), then the data is automatically replaced by the current time (seconds)

      ACTION_USER_STC_TIMEINTERVAL_CHK = 1081, / / ??user statistics stamp operation, param = "interval (event, type, sort) opr data"
                                                  / / Event is a statistical event type,
                                                  / / Type is the type of statistical data,
                                                  / / Sort the interval type, 0 seconds, 1 day (note that day is never on time intervals, rather than the real time difference)
                                                  / / Opr support "==,>,> =,"
                                                  / / Data to an integer value

      ACTION_USER_STATUS = 1082, / / ??attach or remove the designated state, param is "obj opr status power seconds times",
                                                  / / Obj to support "self", "mate", "couple", "team", note that team does not include yourself, if there is no team, return failure
                                                  / / In addition, "mate" option if the other party is not online, return failure
                                                  / / Opr support "add", "del", "chk"
                                                  / / Power strength parameters for the state,
                                                  / / Seconds number of seconds for the continuation of state
                                                  / / Times the number for the excited state, once filled only stimulate 0
                                                  / / Status as a state, defined as follows
                                                  / *
                                                      STATUS_NORMAL = 0,
                                                      STATUS_DIE = 1, / / ??death
                                                      STATUS_CRIME = 1 <<1, STATUS_DETACH_BADLY = STATUS_CRIME, / / ??re-use, remove all the bad state
                                                      STATUS_POISON = 1 <<2, / / ??poisoning
                                                      STATUS_TEAMLEADER = 1 <<3, STATUS_DETACH_ALL = STATUS_TEAMLEADER, / / ??re-use, clear all the magic state
                                                      STATUS_PKVALUE = 1 <<4, / / ??PK status
                                                      STATUS_HITRATE = 1 <<5, / / ??hit rate
                                                      STATUS_DEFENCE = 1 <<6, / / ??defense
                                                      STATUS_ATTACK = 1 <<7, / / ??attack
                                                      STATUS_DISAPPEARING = 1 <<8, / / ??disappear
                                                      STATUS_MAGICDEFENCE = 1 <<9, / / ??magic defense
                                                      STATUS_BOWDEFENCE = 1 <<10, / / ??Bow Defense
                                                      STATUS_ATKRANGE = 1 <<11, / / ??attack range
                                                      STATUS_REFLECT = 1 <<12, / / ??physical reflection
                                                      STATUS_SUPERMAN = 1 <<13, / / ??warrior xp
                                                      STATUS_WEAPONDAMAGE = 1 <<14, / / ??Weapon Damage
                                                      STATUS_MAGICDAMAGE = 1 <<15, / / ??Magic damage
                                                      STATUS_ATKSPEED = 1 <<16, / / ??Attack Speed
                                                      STATUS_LURKER = 1 <<17, / / ??hidden
                                                      STATUS_TORNADO = 1 <<18, / / ??Warriors xp
                                                      STATUS_SYNCRIME = 1 <<19, / / ??gang crime
                                                      STATUS_REFLECTMAGIC = 1 <<20, / / ??magic reflection
                                                      STATUS_DODGE = 1 <<21, / / ??escape
                                                      STATUS_WING = 1 <<22, / / ??flight
                                                      STATUS_KEEPBOW = 1 <<23, / / ??Charge
                                                      STATUS_STOP = 1 <<24, / / ??can not move
                                                      STATUS_LUCK_SPREAD = 1 <<25, / / ??prayer
                                                      STATUS_LUCK_ABSORB = 1 <<26, / / ??suck fu
                                                      STATUS_CURSE = 1 <<27, / / ??curse
                                                      STATUS_GODBLESS = 1 <<28, / / ??Blessing
                                                  * /

      ACTION_USER_GODBLESS = 1083, / / ??the player wishes the state-related operations, param is "opr data"
                                                  / / Opr for "chk, + =, <, ==", representing the probe, the increase is less than judge, equal to judge the operation, the data in hours
                                                  / / Opr to chk time, data for the 0 state inspection blessing, a curse status check
                                           
      ACTION_USER_CAL_EXP = 1084, / / ??Evaluates the specified value of exp on the impact of the current user, the output target level and the percentage value to the specified register variables
                                                  / / Param is "exp_add idx_lev idx_percent"
                                                  / / Exp_add for the added value of exp, idx_lev register for the target level of output variable index, idx_percent percentage of the output registers for the target variable index,
                                                  / / Register variable index 0-7
      ACTION_USER_CUSTOM_LOG = 1085,

      / / Team part. ? no team, it will return false. The following ACTION captain must be triggered, the operating target for each team (usually not including the captain), team members must be within one screen. Note: All players are to be true, it returns true; otherwise returns false ? -------------------------------- -------------------------------

ACTION_USER_TIME_TO_EXP = 1086, / / ??time conversion must upgrade to the current user experience of digital output to the specified register variables
                                                  / / Param is "time idx_exp", time to upgrade time, unit and cq_levexp table uplevtime the same, idx_exp to register a variable index,
                                                  / / Register variable index 0-7



      ACTION_TEAM_BROADCAST = 1101, / / ??channel to broadcast in the team a message. param = message.
      ACTION_TEAM_ATTR = 1102, / / ??check properties or operations team. param = "field opt data", field = "money "(+=,<,>,==), field =" level "(<,>,==), field = "count" (number of players including captain ,<,==), field = "count_near" (the number of players including the captain, the map must be alive ,<,==), field = "mate" (only field, must be alive), field = "friend "(only field, must be alive).
      ACTION_TEAM_LEAVESPACE = 1103, / / ??check whether there is space left on bag the size of the number of data. > = To TRUE.
      ACTION_TEAM_ITEM_ADD = 1104, / / ??add items. data = itemtype_id
      ACTION_TEAM_ITEM_DEL = 1105, / / ??delete items. data = itemtype_id
      ACTION_TEAM_ITEM_CHECK = 1106, / / ??test items. data = itemtype_id
      ACTION_TEAM_CHGMAP = 1107, / / ??cut-screen team (including the captain), only for the group cut with a map screen, everyone must live. param = "mapid x y"
      ACTION_TEAM_ACTION = 1108, / / ??all the players (including the captain) trigger ACTION, param = "team_action action range"
                                                  / / If no team, not the trigger man captain, or team only one person for failure handling;
                                                  / / Action code for the action to be performed,
                                                  / / Range for the range of options, support 1 (9-screen range), 2 (with map), 3 (with a map set)
      ACTION_USER_LOTTERY = 1508, / / ??draw, data = chest color (the color corresponding to cq_lottery table field) param: drawing type (integer)

      ACTION_USER_LIMIT = 1999,

      / / Event part, need not any ptr ----------------------------------------- ---------------------------------
      ACTION_EVENT_FIRST = 2000,
      ACTION_EVENT_SETSTATUS = 2001, / / ??set the state of the map. param = "mapid status_bit data", status_bit = {STATUS_WAR = 1,}, data = 0 or 1.
      ACTION_EVENT_DELNPC_GENID = 2002, / / ??(void) delete MONSTER. param = "idMap idGen".
      ACTION_EVENT_COMPARE = ??2003, / / ??compare the various properties. "Data1 opt data2". data1, data2% of the common parameters for the band, signed by the number of comparisons. opt optional "==","<","<="
      ACTION_EVENT_COMPARE_UNSIGNED = 2004, / / ??compare the various properties. "Data1 opt data2". data1, data2% of the common parameters for the band, according to an unsigned comparison. opt optional "==","<","<="
      ACTION_EVENT_CHANGEWEATHER = 2005, / / ??change the assigned REGION weather. param = "idMap idRegion Type Intensity Dir Color KeepSecs", Type, Intensity = 0 ~ 999, Dir = 0 ~ 359, Color = 0x00RRGGBB, KeepSecs = seconds
      ACTION_EVENT_CREATE_MONSTER = 2006, / / ??create a MONSTER. param = "nOwnerType idOwner idMap nPosX nPosY idGen idType nData szName", at least seven parameters,
                                                  / / NOwnerType, enum {OWNER_NONE = 0, OWNER_USER, OWNER_SYN, OWNER_NPC};
                                                  / / IdOwner general alternative variable set to 0, do not save;
                                                  / / IdType as MONSTER type;
                                                  / / IdMap, nPosX, nPosY MONSTER generated for the site;
                                                  / / Generator is used to control the monster scope of activities, ie setting Jiyu born point Fanwei, cq_generator the type meaningless.
                                                  / / Name for the MONSTER name, if accept is renamed;
                                                  / / NData to match the type used to identify some of the MONSTER
                                                   
      ACTION_EVENT_CREATENEW_NPC = 2007, / / ??create an NPC. param = "name type sort lookface ownertype ownerid mapid posx posy life base linkid task0 task0 ... task7 data0 data1 data2 data3 datastr". At least nine parameters.
      ACTION_EVENT_COUNTMONSTER = 2008, / / ??check the number with the map of MONSTER. param = "idMap field data opt num", field = "name" (by name), "gen_id" (by type), data = to the name or type of statistics, opt ="<","=="?
      ACTION_EVENT_DELETEMONSTER = 2009, / / ??remove a map of MONSTER. param = "idMap type data name", at least two parameters. If the data is not zero, while matching the data, while at the same time if you have a name matching name.
      ACTION_EVENT_BBS = 2010, / / ??the BBS bulletin board, add a SYSTEM message channel, message man-made "SYSTEM". param is the message content.
      ACTION_EVENT_ERASE = 2011, / / ??delete the specified NPC. Limited dynamic NPC. Note: deleted, not to operate this type of NPC. param = "idMap type": Deletes the specified map for the type of all types of NPC.
      ACTION_EVENT_MAPUSER_CHGMAP = 2012, / / ??to specify the map of all the players switch to the specified map of the designated place, param = "idOrgMap idTargetMap posx posy"
      ACTION_EVENT_MAPUSER_EXEACTION = 2013, / / ??map to specify the number of randomly selected players will be the specified ACTION,
                                                  / / Param = "idMap idAction data", data of the number of players for the implementation of action, data is -1, that is, all players
      ACTION_EVENT_LIMIT = 2099,

      / / Event part, need not any ptr ----------------------------------------- ---------------------------------
      ACTION_TRAP_FIRST = 2100,
      ACTION_TRAP_CREATE = 2101, / / ??create a trap. param = "type look owner_id map_id pos_x pos_y data".
      ACTION_TRAP_ERASE = 2102, / / ??delete a trap. param = "", delete the current trap. Note: Do not operate the removed trap.
      ACTION_TRAP_COUNT = 2103, / / ??test for the type of trap type number is less than the count returns true. param = "map_id pos_x pos_y pos_cx pos_cy count type".
      ACTION_TRAP_ATTR = 2104, / / ??modify the properties of the trap (not save). param = "id field opt num". field: "type" (opt: "="), "look" (opt: "=")?
      ACTION_TRAP_LIMIT = 2199,

      / / Wanted list part --------------------------------------------- -----------------------------
      ACTION_WANTED_FIRST = 3000,
      ACTION_WANTED_NEXT = 3001, / / ??search for the next reward will be written TASK_ITERATOR idx
      ACTION_WANTED_NAME = 3002, / / ??reward the player who returns pszAccept specified by name, and ACTION_WANTED_NEW combined.
      ACTION_WANTED_BONUTY = 3003, / / ??the player returns pszAccept specified amount, and ACTION_WANTED_NEW combined.
      ACTION_WANTED_NEW = 3004, / / ??by CUser:: m_WantedInfo reward the production of new records, and action on the two in combination.
      ACTION_WANTED_ORDER = 3005, / / ??receive the reward specified pszAccept
      ACTION_WANTED_CANCEL = 3006, / / ??to cancel pszAccept 2 times the price specified in the reward
      ACTION_WANTED_MODIFYID = 3007, / / ??change the player back pszAccept specified reward id.
      ACTION_WANTED_SUPERADD = 3008, / / ??the player returns pszAccept specified additional reward money, and ACTION_WANTED_ID combination.
      ACTION_POLICEWANTED_NEXT = 3010, / / ??search for the next government reward, will write TASK_ITERATOR idx
      ACTION_POLICEWANTED_ORDER = 3011, / / ??Jiebang (pszAccept specified number)
      ACTION_POLICEWANTED_CHECK = 3012, / / ??check whether the trigger was official wanted
      ACTION_WANTED_LIMIT = 3099,
};

enum ENUM_MAPTYPE {
  MAPTYPE_NORMAL = 0x0000, / / ??00
  MAPTYPE_PKFIELD = 0x0001, / / ??01
  MAPTYPE_CHGMAP_DISABLE = 0x0002, / / ??02 / / magic call team member
  MAPTYPE_RECORD_DISABLE = 0x0004, / / ??04
  MAPTYPE_PK_DISABLE = 0x0008, / / ??08
  MAPTYPE_BOOTH_ENABLE = 0x0010, / / ??16 may stall
  MAPTYPE_TEAM_DISABLE = 0x0020, / / ??32
  MAPTYPE_TELEPORT_DISABLE = 0x0040, / / ??64 / / chgmap by action
  MAPTYPE_SYN_MAP = 0x0080, / / ??128
  MAPTYPE_PRISON_MAP = 0x0100, / / ??256
  MAPTYPE_WING_DISABLE = 0x0200, / / ??512 / / bowman fly disable
  MAPTYPE_FAMILY = 0x0400, / / ??1024
  MAPTYPE_MINEFIELD = 0x0800, / / ??2048
  MAPTYPE_CALLNEWBIE_DISABLE = 0x1000, / / ??4096
  MAPTYPE_REBORN_NOW_ENABLE = 0x2000, / / ??8192
  * Add definitions MAPTYPE_NEWBIE_PROTECT = 0x4000, / / ??16384

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2 Re: Action type em Sex Mar 17, 2017 2:21 pm

Diegox

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acho que tenho uma mais atualizada em pt, vou da uma procurada. de qualquer forma thx


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