Çözüldü Efsun typelarını eşitleme hakkında yardım pls

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Benim sorunum şu efsun type'nı hem server hem client tarafında eşitlemek idi aşağıdaki gibi düzenledim sizce doğrumu yapmışım bir kontrol edebilir misiniz başka biryerden ayarlamam gerekiyor mu sadece bunları yaptım navicat vs yapmadım oralarda da yapılacak yer varmı yardımlarınız bekliyorum. @MT2Dev @Kaiser @enes turan
itemdata.h:
Genişlet Daralt Kopyala
    enum EApplyTypes
    {
        APPLY_NONE,                        // 0
        APPLY_MAX_HP,                    // 1
        APPLY_MAX_SP,                    // 2
        APPLY_CON,                        // 3
        APPLY_INT,                        // 4
        APPLY_STR,                        // 5
        APPLY_DEX,                        // 6
        APPLY_ATT_SPEED,                // 7
        APPLY_MOV_SPEED,                // 8
        APPLY_CAST_SPEED,                // 9
        APPLY_HP_REGEN,                    // 10
        APPLY_SP_REGEN,                    // 11
        APPLY_POISON_PCT,                // 12
        APPLY_STUN_PCT,                    // 13
        APPLY_SLOW_PCT,                    // 14
        APPLY_CRITICAL_PCT,                // 15
        APPLY_PENETRATE_PCT,            // 16
        APPLY_ATTBONUS_HUMAN,            // 17
        APPLY_ATTBONUS_ANIMAL,            // 18
        APPLY_ATTBONUS_ORC,                // 19
        APPLY_ATTBONUS_MILGYO,            // 20
        APPLY_ATTBONUS_UNDEAD,            // 21
        APPLY_ATTBONUS_DEVIL,            // 22
        APPLY_STEAL_HP,                    // 23
        APPLY_STEAL_SP,                    // 24
        APPLY_MANA_BURN_PCT,            // 25
        APPLY_DAMAGE_SP_RECOVER,        // 26
        APPLY_BLOCK,                    // 27
        APPLY_DODGE,                    // 28
        APPLY_RESIST_SWORD,                // 29
        APPLY_RESIST_TWOHAND,            // 30
        APPLY_RESIST_DAGGER,            // 31
        APPLY_RESIST_BELL,                // 32
        APPLY_RESIST_FAN,                // 33
        APPLY_RESIST_BOW,                // 34
        APPLY_RESIST_FIRE,                // 35
        APPLY_RESIST_ELEC,                // 36
        APPLY_RESIST_MAGIC,                // 37
        APPLY_RESIST_WIND,                // 38
        APPLY_REFLECT_MELEE,            // 39
        APPLY_REFLECT_CURSE,            // 40
        APPLY_POISON_REDUCE,            // 41
        APPLY_KILL_SP_RECOVER,            // 42
        APPLY_EXP_DOUBLE_BONUS,            // 43
        APPLY_GOLD_DOUBLE_BONUS,        // 44
        APPLY_ITEM_DROP_BONUS,            // 45
        APPLY_POTION_BONUS,                // 46
        APPLY_KILL_HP_RECOVER,            // 47
        APPLY_IMMUNE_STUN,                // 48
        APPLY_IMMUNE_SLOW,                // 49
        APPLY_IMMUNE_FALL,                // 50
        APPLY_SKILL,                    // 51
        APPLY_BOW_DISTANCE,                // 52
        APPLY_ATT_GRADE_BONUS,            // 53
        APPLY_DEF_GRADE_BONUS,            // 54
        APPLY_MAGIC_ATT_GRADE,            // 55
        APPLY_MAGIC_DEF_GRADE,            // 56
        APPLY_CURSE_PCT,                // 57
        APPLY_MAX_STAMINA,                // 58
        APPLY_ATT_BONUS_TO_WARRIOR, // 59
        APPLY_ATT_BONUS_TO_ASSASSIN,// 60
        APPLY_ATT_BONUS_TO_SURA,    // 61
        APPLY_ATT_BONUS_TO_SHAMAN,  // 62
        APPLY_ATT_BONUS_TO_MONSTER, // 63
        APPLY_MALL_ATTBONUS,            // 64 °ø°İ·Â +x%
        APPLY_MALL_DEFBONUS,            // 65 ¹æ¾î·Â +x%
        APPLY_MALL_EXPBONUS,            // 66 °æÇèÄ¡ +x%
        APPLY_MALL_ITEMBONUS,            // 67 ¾ÆÀÌÅÛ µå·ÓÀ² x/10¹è
        APPLY_MALL_GOLDBONUS,            // 68 µ· µå·ÓÀ² x/10¹è
        APPLY_MAX_HP_PCT,                // 69 ÃÖ´ë »ı¸í·Â +x%
        APPLY_MAX_SP_PCT,                // 70 ÃÖ´ë Á¤½Å·Â +x%
        APPLY_SKILL_DAMAGE_BONUS,        // 71 ½ºÅ³ µ¥¹ÌÁö * (100+x)%
        APPLY_NORMAL_HIT_DAMAGE_BONUS,    // 72 ÆòŸ µ¥¹ÌÁö * (100+x)%
        APPLY_SKILL_DEFEND_BONUS,        // 73 ½ºÅ³ µ¥¹ÌÁö ¹æ¾î * (100-x)%
        APPLY_NORMAL_HIT_DEFEND_BONUS,    // 74 ÆòŸ µ¥¹ÌÁö ¹æ¾î * (100-x)%
        APPLY_EXTRACT_HP_PCT,            // 75 »ç¿ë½Ã HP ¼Ò¸ğ
        APPLY_RESIST_WARRIOR,            // 76 ¹«»ç¿¡°Ô ÀúÇ×
        APPLY_RESIST_ASSASSIN,            // 77 ÀÚ°´¿¡°Ô ÀúÇ×
        APPLY_RESIST_SURA,                // 78 ¼ö¶ó¿¡°Ô ÀúÇ×
        APPLY_RESIST_SHAMAN,            // 79 ¹«´ç¿¡°Ô ÀúÇ×
        APPLY_ENERGY,                    // 80 ±â·Â
        APPLY_DEF_GRADE,                // 81 ¹æ¾î·Â. DEF_GRADE_BONUS´Â Ŭ¶ó¿¡¼ µÎ¹è·Î º¸¿©Áö´Â ÀǵµµÈ ¹ö±×(...)°¡ ÀÖ´Ù.
        APPLY_COSTUME_ATTR_BONUS,        // 82 ÄÚ½ºÆ¬ ¾ÆÀÌÅÛ¿¡ ºÙÀº ¼Ó¼ºÄ¡ º¸³Ê½º
        APPLY_MAGIC_ATTBONUS_PER,        // 83 ¸¶¹ı °ø°İ·Â +x%
        APPLY_MELEE_MAGIC_ATTBONUS_PER,    // 84 ¸¶¹ı + ¹Ğ¸® °ø°İ·Â +x%

        APPLY_RESIST_ICE,                // 85 ³Ã±â ÀúÇ×
        APPLY_RESIST_EARTH,                // 86 ´ëÁö ÀúÇ×
        APPLY_RESIST_DARK,                // 87 ¾îµÒ ÀúÇ×

        APPLY_ANTI_CRITICAL_PCT,        // 88 Å©¸®Æ¼Äà ÀúÇ×
        APPLY_ANTI_PENETRATE_PCT,        // 89 °üÅëŸ°İ ÀúÇ×
    #ifdef ENABLE_WOLFMAN_CHARACTER
        APPLY_BLEEDING_REDUCE            = 90,        //90
        APPLY_BLEEDING_PCT                = 91,        //91
        APPLY_ATTBONUS_WOLFMAN            = 92,        //92
        APPLY_RESIST_WOLFMAN            = 93,        //93
        APPLY_RESIST_CLAW                = 94,        //94
        APPLY_ATTBONUS_CLAW                = 95,        //95
    #endif
    #ifdef ENABLE_ACCE_SYSTEM
        APPLY_ACCEDRAIN_RATE            = 96,            //97
    #endif
        MAX_APPLY_NUM = 100,                    //95
    };

lenght.h:
Genişlet Daralt Kopyala
enum EApplyTypes
{
    APPLY_NONE,                        // 0
    APPLY_MAX_HP,                    // 1
    APPLY_MAX_SP,                    // 2
    APPLY_CON,                        // 3
    APPLY_INT,                        // 4
    APPLY_STR,                        // 5
    APPLY_DEX,                        // 6
    APPLY_ATT_SPEED,                // 7
    APPLY_MOV_SPEED,                // 8
    APPLY_CAST_SPEED,                // 9
    APPLY_HP_REGEN,                    // 10
    APPLY_SP_REGEN,                    // 11
    APPLY_POISON_PCT,                // 12
    APPLY_STUN_PCT,                    // 13
    APPLY_SLOW_PCT,                    // 14
    APPLY_CRITICAL_PCT,                // 15
    APPLY_PENETRATE_PCT,            // 16
    APPLY_ATTBONUS_HUMAN,            // 17
    APPLY_ATTBONUS_ANIMAL,            // 18
    APPLY_ATTBONUS_ORC,                // 19
    APPLY_ATTBONUS_MILGYO,            // 20
    APPLY_ATTBONUS_UNDEAD,            // 21
    APPLY_ATTBONUS_DEVIL,            // 22
    APPLY_STEAL_HP,                    // 23
    APPLY_STEAL_SP,                    // 24
    APPLY_MANA_BURN_PCT,            // 25
    APPLY_DAMAGE_SP_RECOVER,        // 26
    APPLY_BLOCK,                    // 27
    APPLY_DODGE,                    // 28
    APPLY_RESIST_SWORD,                // 29
    APPLY_RESIST_TWOHAND,            // 30
    APPLY_RESIST_DAGGER,            // 31
    APPLY_RESIST_BELL,                // 32
    APPLY_RESIST_FAN,                // 33
    APPLY_RESIST_BOW,                // 34
    APPLY_RESIST_FIRE,                // 35
    APPLY_RESIST_ELEC,                // 36
    APPLY_RESIST_MAGIC,                // 37
    APPLY_RESIST_WIND,                // 38
    APPLY_REFLECT_MELEE,            // 39
    APPLY_REFLECT_CURSE,            // 40
    APPLY_POISON_REDUCE,            // 41
    APPLY_KILL_SP_RECOVER,            // 42
    APPLY_EXP_DOUBLE_BONUS,            // 43
    APPLY_GOLD_DOUBLE_BONUS,        // 44
    APPLY_ITEM_DROP_BONUS,            // 45
    APPLY_POTION_BONUS,                // 46
    APPLY_KILL_HP_RECOVER,            // 47
    APPLY_IMMUNE_STUN,                // 48
    APPLY_IMMUNE_SLOW,                // 49
    APPLY_IMMUNE_FALL,                // 50
    APPLY_SKILL,                    // 51
    APPLY_BOW_DISTANCE,                // 52
    APPLY_ATT_GRADE_BONUS,            // 53
    APPLY_DEF_GRADE_BONUS,            // 54
    APPLY_MAGIC_ATT_GRADE,            // 55
    APPLY_MAGIC_DEF_GRADE,            // 56
    APPLY_CURSE_PCT,                // 57
    APPLY_MAX_STAMINA,                // 58
    APPLY_ATTBONUS_WARRIOR,            // 59
    APPLY_ATTBONUS_ASSASSIN,        // 60
    APPLY_ATTBONUS_SURA,            // 61
    APPLY_ATTBONUS_SHAMAN,            // 62
    APPLY_ATTBONUS_MONSTER,            // 63
    APPLY_MALL_ATTBONUS,            // 64 °ø°İ·Â +x%
    APPLY_MALL_DEFBONUS,            // 65 ¹æ¾î·Â +x%
    APPLY_MALL_EXPBONUS,            // 66 °æÇèÄ¡ +x%
    APPLY_MALL_ITEMBONUS,            // 67 ¾ÆÀÌÅÛ µå·ÓÀ² x/10¹è
    APPLY_MALL_GOLDBONUS,            // 68 µ· µå·ÓÀ² x/10¹è
    APPLY_MAX_HP_PCT,                // 69 ÃÖ´ë »ı¸í·Â +x%
    APPLY_MAX_SP_PCT,                // 70 ÃÖ´ë Á¤½Å·Â +x%
    APPLY_SKILL_DAMAGE_BONUS,        // 71 ½ºÅ³ µ¥¹ÌÁö * (100+x)%
    APPLY_NORMAL_HIT_DAMAGE_BONUS,    // 72 ÆòŸ µ¥¹ÌÁö * (100+x)%
    APPLY_SKILL_DEFEND_BONUS,        // 73 ½ºÅ³ µ¥¹ÌÁö ¹æ¾î * (100-x)%
    APPLY_NORMAL_HIT_DEFEND_BONUS,    // 74 ÆòŸ µ¥¹ÌÁö ¹æ¾î * (100-x)%
    APPLY_EXTRACT_HP_PCT,            // 75 »ç¿ë½Ã HP ¼Ò¸ğ
    APPLY_RESIST_WARRIOR,            // 76 ¹«»ç¿¡°Ô ÀúÇ×
    APPLY_RESIST_ASSASSIN,            // 77 ÀÚ°´¿¡°Ô ÀúÇ×
    APPLY_RESIST_SURA,                // 78 ¼ö¶ó¿¡°Ô ÀúÇ×
    APPLY_RESIST_SHAMAN,            // 79 ¹«´ç¿¡°Ô ÀúÇ×
    APPLY_ENERGY,                    // 80 ±â·Â
    APPLY_DEF_GRADE,                // 81 ¹æ¾î·Â. DEF_GRADE_BONUS´Â Ŭ¶ó¿¡¼ µÎ¹è·Î º¸¿©Áö´Â ÀǵµµÈ ¹ö±×(...)°¡ ÀÖ´Ù.
    APPLY_COSTUME_ATTR_BONUS,        // 82 ÄÚ½ºÆ¬ ¾ÆÀÌÅÛ¿¡ ºÙÀº ¼Ó¼ºÄ¡ º¸³Ê½º
    APPLY_MAGIC_ATTBONUS_PER,        // 83 ¸¶¹ı °ø°İ·Â +x%
    APPLY_MELEE_MAGIC_ATTBONUS_PER,    // 84 ¸¶¹ı + ¹Ğ¸® °ø°İ·Â +x%

    APPLY_RESIST_ICE,                // 85 ³Ã±â ÀúÇ×
    APPLY_RESIST_EARTH,                // 86 ´ëÁö ÀúÇ×
    APPLY_RESIST_DARK,                // 87 ¾îµÒ ÀúÇ×

    APPLY_ANTI_CRITICAL_PCT,        // 88 Å©¸®Æ¼Äà ÀúÇ×
    APPLY_ANTI_PENETRATE_PCT,        // 89 °üÅëŸ°İ ÀúÇ×
#ifdef ENABLE_WOLFMAN_CHARACTER
    APPLY_BLEEDING_REDUCE            = 90,        //90
    APPLY_BLEEDING_PCT                = 91,        //91
    APPLY_ATTBONUS_WOLFMAN            = 92,        //92
    APPLY_RESIST_WOLFMAN            = 93,        //93
    APPLY_RESIST_CLAW                = 94,        //94
    APPLY_ATTBONUS_CLAW                = 95,        //95
#endif
#ifdef ENABLE_ACCE_SYSTEM
    APPLY_ACCEDRAIN_RATE            = 96,            //97
#endif

    MAX_APPLY_NUM                    =100,
};


itemdata ve lenght.h dosyalarını yukarıdaki gibi sırayla yaptım sonra

Client/packet.h:
Genişlet Daralt Kopyala
enum EPointTypes
{
    POINT_NONE,                 // 0
    POINT_LEVEL,                // 1
    POINT_VOICE,                // 2
    POINT_EXP,                  // 3
    POINT_NEXT_EXP,             // 4
    POINT_HP,                   // 5
    POINT_MAX_HP,               // 6
    POINT_SP,                   // 7
    POINT_MAX_SP,               // 8
    POINT_STAMINA,              // 9  ½ºÅ׹̳Ê
    POINT_MAX_STAMINA,          // 10 ÃÖ´ë ½ºÅ׹̳Ê

    POINT_GOLD,                 // 11
    POINT_ST,                   // 12 ±Ù·Â
    POINT_HT,                   // 13 ü·Â
    POINT_DX,                   // 14 ¹Îø¼º
    POINT_IQ,                   // 15 Á¤½Å·Â
    POINT_ATT_POWER,        // 16 ...
    POINT_ATT_SPEED,            // 17 °ø°İ¼Óµµ
    POINT_EVADE_RATE,        // 18 °ø°İ·Â MAX
    POINT_MOV_SPEED,            // 19 À̵¿¼Óµµ
    POINT_DEF_GRADE,    // 20 ¹æ¾îµî±Ş
    POINT_CASTING_SPEED,        // 21 ÁÖ¹®¼Óµµ (Äğ´Ù¿îŸÀÓ*100) / (100 + À̰ª) = ÃÖÁ¾ Äğ´Ù¿î ŸÀÓ
    POINT_MAGIC_ATT_GRADE,      // 22 ¸¶¹ı°ø°İ·Â
    POINT_MAGIC_DEF_GRADE,      // 23 ¸¶¹ı¹æ¾î·Â
    POINT_EMPIRE_POINT,         // 24 Á¦±¹Á¡¼ö
    POINT_LEVEL_STEP,           // 25 ÇÑ ·¹º§¿¡¼ÀÇ ´Ü°è.. (1 2 3 µÉ ¶§ º¸»ó, 4 µÇ¸é ·¹º§ ¾÷)
    POINT_STAT,                 // 26 ´É·ÂÄ¡ ¿Ã¸± ¼ö ÀÖ´Â °³¼ö
    POINT_SUB_SKILL,        // 27 º¸Á¶ ½ºÅ³ Æ÷ÀÎÆ®
    POINT_SKILL,        // 28 ¾×Ƽºê ½ºÅ³ Æ÷ÀÎÆ®
//    POINT_SKILL_PASV,           // 27 ÆĞ½Ãºê ±â¼ú ¿Ã¸± ¼ö ÀÖ´Â °³¼ö
//    POINT_SKILL_ACTIVE,         // 28 ¾×Ƽºê ½ºÅ³ Æ÷ÀÎÆ®
    POINT_MIN_ATK,        // 29 ¹«±â ÃÖ¼Ò µ¥¹ÌÁö
    POINT_MAX_ATK,        // 30 ¹«±â ÃÖ´ë µ¥¹ÌÁö
    POINT_PLAYTIME,             // 31 Ç÷¹À̽ð£
    POINT_HP_REGEN,             // 32 HP ȸº¹·ü
    POINT_SP_REGEN,             // 33 SP ȸº¹·ü

    POINT_BOW_DISTANCE,         // 34 Ȱ »çÁ¤°Å¸® Áõ°¡Ä¡ (meter)

    POINT_HP_RECOVERY,          // 35 ü·Â ȸº¹ Áõ°¡·®
    POINT_SP_RECOVERY,          // 36 Á¤½Å·Â ȸº¹ Áõ°¡·®

    POINT_POISON_PCT,           // 37 µ¶ È®·ü
    POINT_STUN_PCT,             // 38 ±âÀı È®·ü
    POINT_SLOW_PCT,             // 39 ½½·Î¿ì È®·ü
    POINT_CRITICAL_PCT,         // 40 Å©¸®Æ¼Äà Ȯ·ü
    POINT_PENETRATE_PCT,        // 41 °üÅëŸ°İ È®·ü
    POINT_CURSE_PCT,            // 42 ÀúÁÖ È®·ü

    POINT_ATTBONUS_HUMAN,       // 43 Àΰ£¿¡°Ô °ÇÔ
    POINT_ATTBONUS_ANIMAL,      // 44 µ¿¹°¿¡°Ô µ¥¹ÌÁö % Áõ°¡
    POINT_ATTBONUS_ORC,         // 45 ¿õ±Í¿¡°Ô µ¥¹ÌÁö % Áõ°¡
    POINT_ATTBONUS_MILGYO,      // 46 ¹Ğ±³¿¡°Ô µ¥¹ÌÁö % Áõ°¡
    POINT_ATTBONUS_UNDEAD,      // 47 ½Ãü¿¡°Ô µ¥¹ÌÁö % Áõ°¡
    POINT_ATTBONUS_DEVIL,       // 48 ¸¶±Í(¾Ç¸¶)¿¡°Ô µ¥¹ÌÁö % Áõ°¡
    POINT_ATTBONUS_INSECT,      // 49 ¹ú·¹Á·
    POINT_ATTBONUS_FIRE,        // 50 È¿°Á·
    POINT_ATTBONUS_ICE,         // 51 ºù¼³Á·
    POINT_ATTBONUS_DESERT,      // 52 »ç¸·Á·
    POINT_ATTBONUS_UNUSED0,     // 53 UNUSED0
    POINT_ATTBONUS_UNUSED1,     // 54 UNUSED1
    POINT_ATTBONUS_UNUSED2,     // 55 UNUSED2
    POINT_ATTBONUS_UNUSED3,     // 56 UNUSED3
    POINT_ATTBONUS_UNUSED4,     // 57 UNUSED4
    POINT_ATTBONUS_UNUSED5,     // 58 UNUSED5
    POINT_ATTBONUS_UNUSED6,     // 59 UNUSED6
    POINT_ATTBONUS_UNUSED7,     // 60 UNUSED7
    POINT_ATTBONUS_UNUSED8,     // 61 UNUSED8
    POINT_ATTBONUS_UNUSED9,     // 62 UNUSED9

    POINT_STEAL_HP,             // 63 »ı¸í·Â Èí¼ö
    POINT_STEAL_SP,             // 64 Á¤½Å·Â Èí¼ö

    POINT_MANA_BURN_PCT,        // 65 ¸¶³ª ¹ø
    POINT_DAMAGE_SP_RECOVER,    // 66 °ø°İ´çÇÒ ½Ã Á¤½Å·Â ȸº¹ È®·ü

    POINT_BLOCK,                // 67
    POINT_DODGE,                // 68

    POINT_RESIST_SWORD,         // 69
    POINT_RESIST_TWOHAND,       // 70
    POINT_RESIST_DAGGER,        // 71
    POINT_RESIST_BELL,          // 72
    POINT_RESIST_FAN,           // 73
    POINT_RESIST_BOW,           // 74
    POINT_RESIST_FIRE,          // 75
    POINT_RESIST_ELEC,          // 76
    POINT_RESIST_MAGIC,         // 77
    POINT_RESIST_WIND,          // 78

    POINT_REFLECT_MELEE,        // 79

    POINT_REFLECT_CURSE,        // 80
    POINT_POISON_REDUCE,        // 81

    POINT_KILL_SP_RECOVER,        // 82
    POINT_EXP_DOUBLE_BONUS,        // 83
    POINT_GOLD_DOUBLE_BONUS,        // 84
    POINT_ITEM_DROP_BONUS,        // 85

    POINT_POTION_BONUS,            // 86
    POINT_KILL_HP_RECOVERY,        // 87

    POINT_IMMUNE_STUN,            // 88
    POINT_IMMUNE_SLOW,            // 89
    POINT_IMMUNE_FALL,            // 90
    //////////////////

    POINT_PARTY_ATT_GRADE,        // 91
    POINT_PARTY_DEF_GRADE,        // 92

    POINT_ATT_BONUS,            // 93
    POINT_DEF_BONUS,            // 94

    POINT_ATT_GRADE_BONUS,        // 95
    POINT_DEF_GRADE_BONUS,        // 96
    POINT_MAGIC_ATT_GRADE_BONUS,    // 97
    POINT_MAGIC_DEF_GRADE_BONUS,    // 98

    POINT_RESIST_NORMAL_DAMAGE,        // 99

    POINT_HIT_HP_RECOVERY,        // 100
    POINT_HIT_SP_RECOVERY,         // 101
    POINT_MANASHIELD,            // 102 Èæ½Å¼öÈ£ ½ºÅ³¿¡ ÀÇÇÑ ¸¶³ª½¯µå È¿°ú Á¤µµ

    POINT_PARTY_BUFFER_BONUS,        // 103
    POINT_PARTY_SKILL_MASTER_BONUS,    // 104

    POINT_HP_RECOVER_CONTINUE,        // 105
    POINT_SP_RECOVER_CONTINUE,        // 106

    POINT_STEAL_GOLD,            // 107
    POINT_POLYMORPH,            // 108 º¯½ÅÇÑ ¸ó½ºÅÍ ¹øÈ£
    POINT_MOUNT,            // 109 Ÿ°íÀÖ´Â ¸ó½ºÅÍ ¹øÈ£

    POINT_PARTY_HASTE_BONUS,        // 110
    POINT_PARTY_DEFENDER_BONUS,        // 111
    POINT_STAT_RESET_COUNT,        // 112 ÇÇÀÇ ´Ü¾à »ç¿ëÀ» ÅëÇÑ ½ºÅİ ¸®¼Â Æ÷ÀÎÆ® (1´ç 1Æ÷ÀÎÆ® ¸®¼Â°¡´É)

    POINT_HORSE_SKILL,            // 113

    POINT_MALL_ATTBONUS,        // 114 °ø°İ·Â +x%
    POINT_MALL_DEFBONUS,        // 115 ¹æ¾î·Â +x%
    POINT_MALL_EXPBONUS,        // 116 °æÇèÄ¡ +x%
    POINT_MALL_ITEMBONUS,        // 117 ¾ÆÀÌÅÛ µå·ÓÀ² x/10¹è
    POINT_MALL_GOLDBONUS,        // 118 µ· µå·ÓÀ² x/10¹è

    POINT_MAX_HP_PCT,            // 119 ÃÖ´ë»ı¸í·Â +x%
    POINT_MAX_SP_PCT,            // 120 ÃÖ´ëÁ¤½Å·Â +x%

    POINT_SKILL_DAMAGE_BONUS,        // 121 ½ºÅ³ µ¥¹ÌÁö *(100+x)%
    POINT_NORMAL_HIT_DAMAGE_BONUS,    // 122 ÆòŸ µ¥¹ÌÁö *(100+x)%

    // DEFEND_BONUS_ATTRIBUTES
    POINT_SKILL_DEFEND_BONUS,        // 123 ½ºÅ³ ¹æ¾î µ¥¹ÌÁö
    POINT_NORMAL_HIT_DEFEND_BONUS,    // 124 ÆòŸ ¹æ¾î µ¥¹ÌÁö
    // END_OF_DEFEND_BONUS_ATTRIBUTES

    POINT_RAMADAN_CANDY_BONUS_EXP,            // 127 ¶ó¸¶´Ü »çÅÁ °æÇèÄ¡ Áõ°¡¿ë

    POINT_ENERGY = 128,                    // 128 ±â·Â

    POINT_ENERGY_END_TIME = 129,                    // 129 ±â·Â Á¾·á ½Ã°£

    POINT_COSTUME_ATTR_BONUS = 130,
    POINT_MAGIC_ATT_BONUS_PER = 131,
    POINT_MELEE_MAGIC_ATT_BONUS_PER = 132,


    POINT_RESIST_ICE = 133,          //   ³Ã±â ÀúÇ×   : ¾óÀ½°ø°İ¿¡ ´ëÇÑ ´ë¹ÌÁö °¨¼Ò
    POINT_RESIST_EARTH = 134,        //   ´ëÁö ÀúÇ×   : ¾óÀ½°ø°İ¿¡ ´ëÇÑ ´ë¹ÌÁö °¨¼Ò
    POINT_RESIST_DARK = 135,         //   ¾îµÒ ÀúÇ×   : ¾óÀ½°ø°İ¿¡ ´ëÇÑ ´ë¹ÌÁö °¨¼Ò

    POINT_RESIST_CRITICAL = 136,        // Å©¸®Æ¼Äà ÀúÇ×    : »ó´ëÀÇ Å©¸®Æ¼Äà Ȯ·üÀ» °¨¼Ò
    POINT_RESIST_PENETRATE = 137,        // °üÅëŸ°İ ÀúÇ×    : »ó´ëÀÇ °üÅëŸ°İ È®·üÀ» °¨¼Ò
#ifdef ENABLE_WOLFMAN_CHARACTER
    POINT_BLEEDING_REDUCE = 138,
    POINT_BLEEDING_PCT = 139,
    POINT_ATTBONUS_WOLFMAN = 140,
    POINT_RESIST_WOLFMAN = 141,
    POINT_RESIST_CLAW = 142,
    POINT_ATTBONUS_CLAW = 143,
#endif
#ifdef ENABLE_ACCE_SYSTEM
    POINT_ACCEDRAIN_RATE = 144,
#endif
    // Ŭ¶óÀÌ¾ğÆ® Æ÷ÀÎÆ®
    POINT_MIN_WEP = 200,
    POINT_MAX_WEP,
    POINT_MIN_MAGIC_WEP,
    POINT_MAX_MAGIC_WEP,
    POINT_HIT_RATE,

    //POINT_MAX_NUM = 129    common/length.h
};

server/char.h:
Genişlet Daralt Kopyala
enum EPointTypes
{
    POINT_NONE,                 // 0
    POINT_LEVEL,                // 1
    POINT_VOICE,                // 2
    POINT_EXP,                  // 3
    POINT_NEXT_EXP,             // 4
    POINT_HP,                   // 5
    POINT_MAX_HP,               // 6
    POINT_SP,                   // 7
    POINT_MAX_SP,               // 8
    POINT_STAMINA,              // 9
    POINT_MAX_STAMINA,          // 10

    POINT_GOLD,                 // 11
    POINT_ST,                   // 12
    POINT_HT,                   // 13
    POINT_DX,                   // 14
    POINT_IQ,                   // 15
    POINT_DEF_GRADE,        // 16 ...
    POINT_ATT_SPEED,            // 17
    POINT_ATT_GRADE,        // 18
    POINT_MOV_SPEED,            // 19
    POINT_CLIENT_DEF_GRADE,    // 20
    POINT_CASTING_SPEED,        // 21
    POINT_MAGIC_ATT_GRADE,      // 22
    POINT_MAGIC_DEF_GRADE,      // 23
    POINT_EMPIRE_POINT,         // 24
    POINT_LEVEL_STEP,           // 25
    POINT_STAT,                 // 26
    POINT_SUB_SKILL,        // 27
    POINT_SKILL,        // 28
    POINT_WEAPON_MIN,        // 29
    POINT_WEAPON_MAX,        // 30
    POINT_PLAYTIME,             // 31
    POINT_HP_REGEN,             // 32
    POINT_SP_REGEN,             // 33

    POINT_BOW_DISTANCE,         // 34

    POINT_HP_RECOVERY,          // 35
    POINT_SP_RECOVERY,          // 36

    POINT_POISON_PCT,           // 37
    POINT_STUN_PCT,             // 38
    POINT_SLOW_PCT,             // 39
    POINT_CRITICAL_PCT,         // 40
    POINT_PENETRATE_PCT,        // 41
    POINT_CURSE_PCT,            // 42

    POINT_ATTBONUS_HUMAN,       // 43
    POINT_ATTBONUS_ANIMAL,      // 44
    POINT_ATTBONUS_ORC,         // 45
    POINT_ATTBONUS_MILGYO,      // 46
    POINT_ATTBONUS_UNDEAD,      // 47
    POINT_ATTBONUS_DEVIL,       // 48
    POINT_ATTBONUS_INSECT,      // 49
    POINT_ATTBONUS_FIRE,        // 50
    POINT_ATTBONUS_ICE,         // 51
    POINT_ATTBONUS_DESERT,      // 52
    POINT_ATTBONUS_MONSTER,     // 53
    POINT_ATTBONUS_WARRIOR,     // 54
    POINT_ATTBONUS_ASSASSIN,    // 55
    POINT_ATTBONUS_SURA,        // 56
    POINT_ATTBONUS_SHAMAN,        // 57
    POINT_ATTBONUS_TREE,         // 58

    POINT_RESIST_WARRIOR,        // 59
    POINT_RESIST_ASSASSIN,        // 60
    POINT_RESIST_SURA,            // 61
    POINT_RESIST_SHAMAN,        // 62

    POINT_STEAL_HP,             // 63
    POINT_STEAL_SP,             // 64

    POINT_MANA_BURN_PCT,        // 65
    POINT_DAMAGE_SP_RECOVER,    // 66

    POINT_BLOCK,                // 67
    POINT_DODGE,                // 68

    POINT_RESIST_SWORD,         // 69
    POINT_RESIST_TWOHAND,       // 70
    POINT_RESIST_DAGGER,        // 71
    POINT_RESIST_BELL,          // 72
    POINT_RESIST_FAN,           // 73
    POINT_RESIST_BOW,           // 74
    POINT_RESIST_FIRE,          // 75
    POINT_RESIST_ELEC,          // 76
    POINT_RESIST_MAGIC,         // 77
    POINT_RESIST_WIND,          // 78

    POINT_REFLECT_MELEE,        // 79

    POINT_REFLECT_CURSE,        // 80
    POINT_POISON_REDUCE,        // 81

    POINT_KILL_SP_RECOVER,        // 82
    POINT_EXP_DOUBLE_BONUS,        // 83
    POINT_GOLD_DOUBLE_BONUS,    // 84
    POINT_ITEM_DROP_BONUS,        // 85

    POINT_POTION_BONUS,            // 86
    POINT_KILL_HP_RECOVERY,        // 87

    POINT_IMMUNE_STUN,            // 88
    POINT_IMMUNE_SLOW,            // 89
    POINT_IMMUNE_FALL,            // 90
    //////////////////

    POINT_PARTY_ATTACKER_BONUS,        // 91
    POINT_PARTY_TANKER_BONUS,        // 92

    POINT_ATT_BONUS,            // 93
    POINT_DEF_BONUS,            // 94

    POINT_ATT_GRADE_BONUS,        // 95
    POINT_DEF_GRADE_BONUS,        // 96
    POINT_MAGIC_ATT_GRADE_BONUS,    // 97
    POINT_MAGIC_DEF_GRADE_BONUS,    // 98

    POINT_RESIST_NORMAL_DAMAGE,        // 99

    POINT_HIT_HP_RECOVERY,        // 100
    POINT_HIT_SP_RECOVERY,         // 101
    POINT_MANASHIELD,            // 102

    POINT_PARTY_BUFFER_BONUS,        // 103
    POINT_PARTY_SKILL_MASTER_BONUS,    // 104

    POINT_HP_RECOVER_CONTINUE,        // 105
    POINT_SP_RECOVER_CONTINUE,        // 106

    POINT_STEAL_GOLD,            // 107
    POINT_POLYMORPH,            // 108
    POINT_MOUNT,            // 109

    POINT_PARTY_HASTE_BONUS,        // 110
    POINT_PARTY_DEFENDER_BONUS,        // 111
    POINT_STAT_RESET_COUNT,        // 112

    POINT_HORSE_SKILL,            // 113

    POINT_MALL_ATTBONUS,        // 114
    POINT_MALL_DEFBONUS,        // 115
    POINT_MALL_EXPBONUS,        // 116
    POINT_MALL_ITEMBONUS,        // 117
    POINT_MALL_GOLDBONUS,        // 118

    POINT_MAX_HP_PCT,            // 119
    POINT_MAX_SP_PCT,            // 120

    POINT_SKILL_DAMAGE_BONUS,        // 121
    POINT_NORMAL_HIT_DAMAGE_BONUS,    // 122

    // DEFEND_BONUS_ATTRIBUTES
    POINT_SKILL_DEFEND_BONUS,        // 123
    POINT_NORMAL_HIT_DEFEND_BONUS,    // 124
    // END_OF_DEFEND_BONUS_ATTRIBUTES

    POINT_RAMADAN_CANDY_BONUS_EXP,// 127

    POINT_ENERGY = 128,                    // 128

    POINT_ENERGY_END_TIME = 129,                    // 129

    POINT_COSTUME_ATTR_BONUS = 130,
    POINT_MAGIC_ATT_BONUS_PER = 131,
    POINT_MELEE_MAGIC_ATT_BONUS_PER = 132,

    POINT_RESIST_ICE = 133,
    POINT_RESIST_EARTH = 134,
    POINT_RESIST_DARK = 135,

    POINT_RESIST_CRITICAL = 136,
    POINT_RESIST_PENETRATE = 137,


#ifdef ENABLE_WOLFMAN_CHARACTER
    POINT_BLEEDING_REDUCE = 138,
    POINT_BLEEDING_PCT = 139,
    POINT_ATTBONUS_WOLFMAN = 140,
    POINT_RESIST_WOLFMAN = 141,
    POINT_RESIST_CLAW = 142,
    POINT_ATTBONUS_CLAW = 143,
#endif
#ifdef ENABLE_ACCE_SYSTEM
    POINT_ACCEDRAIN_RATE = 144,
#endif


    //POINT_MAX_NUM = 129    common/length.h
};

itemcsvreader.cpp/dump:
Genişlet Daralt Kopyala
    string arApplyType[] =
    {
        "APPLY_NONE",                        // 0
        "APPLY_MAX_HP",                    // 1
        "APPLY_MAX_SP",                    // 2
        "APPLY_CON",                        // 3
        "APPLY_INT",                        // 4
        "APPLY_STR",                        // 5
        "APPLY_DEX",                        // 6
        "APPLY_ATT_SPEED",                // 7
        "APPLY_MOV_SPEED",                // 8
        "APPLY_CAST_SPEED",                // 9
        "APPLY_HP_REGEN",                    // 10
        "APPLY_SP_REGEN",                    // 11
        "APPLY_POISON_PCT",                // 12
        "APPLY_STUN_PCT",                    // 13
        "APPLY_SLOW_PCT",                    // 14
        "APPLY_CRITICAL_PCT",                // 15
        "APPLY_PENETRATE_PCT",            // 16
        "APPLY_ATTBONUS_HUMAN",            // 17
        "APPLY_ATTBONUS_ANIMAL",            // 18
        "APPLY_ATTBONUS_ORC",                // 19
        "APPLY_ATTBONUS_MILGYO",            // 20
        "APPLY_ATTBONUS_UNDEAD",            // 21
        "APPLY_ATTBONUS_DEVIL",            // 22
        "APPLY_STEAL_HP",                    // 23
        "APPLY_STEAL_SP",                    // 24
        "APPLY_MANA_BURN_PCT",            // 25
        "APPLY_DAMAGE_SP_RECOVER",        // 26
        "APPLY_BLOCK",                    // 27
        "APPLY_DODGE",                    // 28
        "APPLY_RESIST_SWORD",                // 29
        "APPLY_RESIST_TWOHAND",            // 30
        "APPLY_RESIST_DAGGER",            // 31
        "APPLY_RESIST_BELL",                // 32
        "APPLY_RESIST_FAN",                // 33
        "APPLY_RESIST_BOW",                // 34
        "APPLY_RESIST_FIRE",                // 35
        "APPLY_RESIST_ELEC",                // 36
        "APPLY_RESIST_MAGIC",                // 37
        "APPLY_RESIST_WIND",                // 38
        "APPLY_REFLECT_MELEE",            // 39
        "APPLY_REFLECT_CURSE",            // 40
        "APPLY_POISON_REDUCE",            // 41
        "APPLY_KILL_SP_RECOVER",            // 42
        "APPLY_EXP_DOUBLE_BONUS",            // 43
        "APPLY_GOLD_DOUBLE_BONUS",        // 44
        "APPLY_ITEM_DROP_BONUS",            // 45
        "APPLY_POTION_BONUS",                // 46
        "APPLY_KILL_HP_RECOVER",            // 47
        "APPLY_IMMUNE_STUN",                // 48
        "APPLY_IMMUNE_SLOW",                // 49
        "APPLY_IMMUNE_FALL",                // 50
        "APPLY_SKILL",                    // 51
        "APPLY_BOW_DISTANCE",                // 52
        "APPLY_ATT_GRADE_BONUS",            // 53
        "APPLY_DEF_GRADE_BONUS",            // 54
        "APPLY_MAGIC_ATT_GRADE",            // 55
        "APPLY_MAGIC_DEF_GRADE",            // 56
        "APPLY_CURSE_PCT",                // 57
        "APPLY_MAX_STAMINA",                // 58
        "APPLY_ATTBONUS_WARRIOR",            // 59
        "APPLY_ATTBONUS_ASSASSIN",        // 60
        "APPLY_ATTBONUS_SURA",            // 61
        "APPLY_ATTBONUS_SHAMAN",            // 62
        "APPLY_ATTBONUS_MONSTER",            // 63
        "APPLY_MALL_ATTBONUS",            // 64 °ø°İ·Â +x%
        "APPLY_MALL_DEFBONUS",            // 65 ¹æ¾î·Â +x%
        "APPLY_MALL_EXPBONUS",            // 66 °æÇèÄ¡ +x%
        "APPLY_MALL_ITEMBONUS",            // 67 ¾ÆÀÌÅÛ µå·ÓÀ² x/10¹è
        "APPLY_MALL_GOLDBONUS",            // 68 µ· µå·ÓÀ² x/10¹è
        "APPLY_MAX_HP_PCT",                // 69 ÃÖ´ë »ı¸í·Â +x%
        "APPLY_MAX_SP_PCT",                // 70 ÃÖ´ë Á¤½Å·Â +x%
        "APPLY_SKILL_DAMAGE_BONUS",        // 71 ½ºÅ³ µ¥¹ÌÁö * (100+x)%
        "APPLY_NORMAL_HIT_DAMAGE_BONUS",    // 72 ÆòŸ µ¥¹ÌÁö * (100+x)%
        "APPLY_SKILL_DEFEND_BONUS",        // 73 ½ºÅ³ µ¥¹ÌÁö ¹æ¾î * (100-x)%
        "APPLY_NORMAL_HIT_DEFEND_BONUS",    // 74 ÆòŸ µ¥¹ÌÁö ¹æ¾î * (100-x)%
        "APPLY_EXTRACT_HP_PCT",            // 75 »ç¿ë½Ã HP ¼Ò¸ğ
        "APPLY_RESIST_WARRIOR",            // 76 ¹«»ç¿¡°Ô ÀúÇ×
        "APPLY_RESIST_ASSASSIN",            // 77 ÀÚ°´¿¡°Ô ÀúÇ×
        "APPLY_RESIST_SURA",                // 78 ¼ö¶ó¿¡°Ô ÀúÇ×
        "APPLY_RESIST_SHAMAN",            // 79 ¹«´ç¿¡°Ô ÀúÇ×
        "APPLY_ENERGY",                    // 80 ±â·Â
        "APPLY_DEF_GRADE",                // 81 ¹æ¾î·Â. DEF_GRADE_BONUS´Â Ŭ¶ó¿¡¼ µÎ¹è·Î º¸¿©Áö´Â ÀǵµµÈ ¹ö±×(...)°¡ ÀÖ´Ù.
        "APPLY_COSTUME_ATTR_BONUS",        // 82 ÄÚ½ºÆ¬ ¾ÆÀÌÅÛ¿¡ ºÙÀº ¼Ó¼ºÄ¡ º¸³Ê½º
        "APPLY_MAGIC_ATTBONUS_PER",        // 83 ¸¶¹ı °ø°İ·Â +x%
        "APPLY_MELEE_MAGIC_ATTBONUS_PER",    // 84 ¸¶¹ı + ¹Ğ¸® °ø°İ·Â +x%

        "APPLY_RESIST_ICE",                // 85 ³Ã±â ÀúÇ×
        "APPLY_RESIST_EARTH",                // 86 ´ëÁö ÀúÇ×
        "APPLY_RESIST_DARK",                // 87 ¾îµÒ ÀúÇ×

        "APPLY_ANTI_CRITICAL_PCT",        // 88 Å©¸®Æ¼Äà ÀúÇ×
        "APPLY_ANTI_PENETRATE_PCT",        // 89 °üÅëŸ°İ ÀúÇ×
        #ifdef ENABLE_WOLFMAN_CHARACTER
        "APPLY_BLEEDING_REDUCE",        //90
        "APPLY_BLEEDING_PCT",        //91
        "APPLY_ATTBONUS_WOLFMAN",        //92
        "APPLY_RESIST_WOLFMAN",        //93
        "APPLY_RESIST_CLAW",        //94
        "APPLY_ATTBONUS_CLAW",        //95
        #endif
        #ifdef ENABLE_ACCE_SYSTEM
        "APPLY_ACCEDRAIN_RATE",                    //97
        #endif
 
Çözüm
kuşaklarda emiş sorunu yoksa doğru yapmıssındır artı olarak birde

constants.cpp:
Genişlet Daralt Kopyala
const TApplyInfo aApplyInfo[MAX_APPLY_NUM] =
    
//ve
    
TValueName c_aApplyTypeNames[] =

bu iki kısmıda düzenlemelisin bunları yaptıktan sonra
item_attr.sql
item_attr_rare.sql
bu iki dosyayıda
constants.cpp:
Genişlet Daralt Kopyala
//örnek

TValueName c_aApplyTypeNames[] =
{
    { "STR",        APPLY_STR        },
    ...
    ...

tırnak içerisinde yazdığın kısma ve sırasırana göre düzenleyebilirsin.
bu düzenlemede mesela yeni bi efsun ekledin diyelim iteme gelmesini istiyorsun onun için
kuşaklarda emiş sorunu yoksa doğru yapmıssındır artı olarak birde

constants.cpp:
Genişlet Daralt Kopyala
const TApplyInfo aApplyInfo[MAX_APPLY_NUM] =
    
//ve
    
TValueName c_aApplyTypeNames[] =

bu iki kısmıda düzenlemelisin bunları yaptıktan sonra
item_attr.sql
item_attr_rare.sql
bu iki dosyayıda
constants.cpp:
Genişlet Daralt Kopyala
//örnek

TValueName c_aApplyTypeNames[] =
{
    { "STR",        APPLY_STR        },
    ...
    ...

tırnak içerisinde yazdığın kısma ve sırasırana göre düzenleyebilirsin.
bu düzenlemede mesela yeni bi efsun ekledin diyelim iteme gelmesini istiyorsun onun için
 
Çözüm
kuşaklarda emiş sorunu yoksa doğru yapmıssındır artı olarak birde

constants.cpp:
Genişlet Daralt Kopyala
const TApplyInfo aApplyInfo[MAX_APPLY_NUM] =
   
//ve
   
TValueName c_aApplyTypeNames[] =

bu iki kısmıda düzenlemelisin bunları yaptıktan sonra
item_attr.sql
item_attr_rare.sql
bu iki dosyayıda
constants.cpp:
Genişlet Daralt Kopyala
//örnek

TValueName c_aApplyTypeNames[] =
{
    { "STR",        APPLY_STR        },
    ...
    ...

tırnak içerisinde yazdığın kısma ve sırasırana göre düzenleyebilirsin.
bu düzenlemede mesela yeni bi efsun ekledin diyelim iteme gelmesini istiyorsun onun için
constants.cpp ye de baktım orasıda aynı sorun gözükmüyor o zaman
 
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