---@class CONST
CONST = CONST or {}

CONST.BATTLE_SurpriseFlag = {
  ---不偷袭
  Normal = 0,
  ---偷袭
  Surprise = 1,
  ---被偷袭
  BeSurprise = 2,
}

CONST.DamageFlags = {
  Normal = 0,
  Critical = 1,
  Miss = 2,
  Dodge = 3,
  ---防御？
  Guard = 4,
  ---魔法
  Magic = 5,
  ---中毒
  Poison = 6,
  ---醉酒
  Drunk = 7,
  ---合击
  Combo = 8,
  ---合击暴击
  ComboCritical = 9,
  ---合并最终伤害
  ComboFinal = 10,
  ---战栗
  FpDamage = 11,
  ---ComboFinal = 10,
  Boom = 12,
  EarthQuake = 13,
  ---魔法暴击
  MagicCritical = 14,
  ---魔反结算伤害
  MagicReflection = 15,
}

CONST.DamageFlagsEx = {
  ---无
  NONE = 0,
  ---吸收
  ABSORB = 1,
  ---反射
  REFLECTION = 2,
  ---无效
  INEFFECTIVE = 3,
}

CONST.HealDamageFlags = {
  ---治疗
  Heal = 0,
  ---恢复
  Recovery = 1,
  ---物品
  Item = 2,
  ---气绝
  Revive = 3,
  ---明镜
  Consentration = 4,
}
CONST.TECH_CONST = {
  ---普通
  BM_FLAG_NORMAL = 0x1,
  ---必杀
  BM_FLAG_CRITICAL = 0x2,
  ---物理防御
  BM_FLAG_GUARD = 0x4,
  ---躲闪
  BM_FLAG_AVOIDANCE = 0x8,
  ---反击
  BM_FLAG_COUNTER = 0x10,
  ---死亡
  BM_FLAG_DEATH = 0x20,
  ---击飞1
  BM_FLAG_AKO1 = 0x40,
  ---击飞2
  BM_FLAG_AKO2 = 0x80,
  ---阳炎
  BM_FLAG_MIKAWASHI = 0x100,
  ---护卫
  BM_FLAG_BODYGUARD = 0x200,
  ---圣盾
  BM_FLAG_SPECIAL_GUARD = 0x400,
  ---魔法防御
  BM_FLAG_MAGIC_GUARD = 0x800,
  ---技能反击
  BM_FLAG_CROSS_COUNTER = 0x1000,
  ---攻反
  BM_FLAG_REFLECTION_PHYSICS = 0x2000,
  ---攻吸
  BM_FLAG_ABSORB_PHYSICS = 0x4000,
  ---攻无
  BM_FLAG_INEFFECTIVE_PHYSICS = 0x8000,
  ---魔反
  BM_FLAG_REFLECTION_MAGIC = 0x10000,
  ---魔吸
  BM_FLAG_ABSORB_MAGIC = 0x20000,
  ---魔无
  BM_FLAG_INEFFECTIVE_MAGIC = 0x40000,
  ---技能成功
  BM_FLAG_SUCCESS = 0x80000,
  ---唤醒
  BM_FLAG_WAKE_UP = 0x100000,
  ---受伤
  BM_FLAG_INJURY = 0x200000,
  ---武器破损
  BM_FLAG_WEAPON_DAMAGE = 0x400000,
  ---武器毁坏
  BM_FLAG_WEAPON_BROKEN = 0x800000,
  ---防具破损
  BM_FLAG_EQUIP_DAMAGE = 0x1000000,
  ---防具毁坏
  BM_FLAG_EQUIP_BROKEN = 0x2000000,
  ---防具损毁
  BM_FLAG_EQUIP_HURT = 0x4000000,
  ---回避
  BM_FLAG_PARRY = 0x8000000,
  ---变身
  BM_FLAG_REBIRTH_GUARD = 0x10000000,
  ---屏障
  BM_FLAG_BARRIER = 0x20000000,
  ---克制
  BM_FLAG_DAMAGE_UP = 0x40000000,
  ---被克制
  BM_FLAG_DAMAGE_DOWN = 0x80000000,
}
CONST.TECH_ID = 0;
CONST.TECH_COMMENT = 1;
CONST.TECH_SKILLID = 2;
CONST.TECH_NECESSARYLV = 3;
CONST.TECH_FIELD = 4;
CONST.TECH_TARGET = 5;
CONST.TECH_COST = 6;
CONST.TECH_DRESSAGE = 7;
CONST.TECH_FORCEPOINT = 8;
CONST.TECH_REMAIN = 9;
CONST.TECH_REMEMBER_RECIPE1 = 0xA;
CONST.TECH_REMEMBER_RECIPE2 = 0xB;
CONST.TECH_NAME = CONST.TECH_NAME or 2000;
CONST.TECH_FUNCNAME = CONST.TECH_FUNCNAME or 2001;
CONST.TECH_OPTION = CONST.TECH_OPTION or 2002;
CONST.EXTITEMMAX = CONST.EXTITEMMAX or 28;
CONST.EXTBAGPAGE = CONST.EXTBAGPAGE or 0;

CONST.BATTLE_COM = {
  BATTLE_COM_NONE = 0x0,
  BATTLE_COM_GUARD = 0x1,
  BATTLE_COM_POSITION = 0x2,
  BATTLE_COM_EQUIP = 0x3,
  BATTLE_COM_ATTACK = 0x4,
  BATTLE_COM_CAPTURE = 0x5,
  BATTLE_COM_ESCAPE = 0x6,
  BATTLE_COM_PETIN = 0x7,
  BATTLE_COM_PETOUT = 0x8,
  BATTLE_COM_ITEM = 0x9,
  BATTLE_COM_BOOMERANG = 0xA,
  BATTLE_COM_COMBO = 0xB,
  BATTLE_COM_COMBOEND = 0xC,
  BATTLE_COM_WAIT = 0xD,
  BATTLE_COM_ALLESCAPE = 0xE,
  BATTLE_COM_CALL = 0xF,
  BATTLE_COM_P_RENZOKU = 0x10,
  BATTLE_COM_P_PARAMETER = 0x11,
  BATTLE_COM_P_SPIRACLESHOT = 0x12,
  BATTLE_COM_P_EDGE = 0x13,
  BATTLE_COM_P_CHARGEATTACK = 0x14,
  BATTLE_COM_P_BUSTATTACK = 0x15,
  BATTLE_COM_P_GUARDBREAK = 0x16,
  BATTLE_COM_P_FORCECUT = 0x17,
  BATTLE_COM_P_RANDOMSHOT = 0x18,
  BATTLE_COM_P_PANIC = 0x19,
  BATTLE_COM_P_ASSASSIN = 0x1A,
  BATTLE_COM_RANBU = 0x1B,
  BATTLE_COM_ATTACKALL = 0x1C,
  BATTLE_COM_DETECTENEMY = 0x1D,
  BATTLE_COM_URGENTALLOWANCE = 0x1E,
  BATTLE_COM_URGENTMEDIC = 0x1F,
  BATTLE_COM_INDIRECTSTATUSATTACK = 0x20,
  BATTLE_COM_AXEBOMBER = 0x21,
  BATTLE_COM_ULTIMATEATTACK = 0x22,
  BATTLE_COM_PICKPOCKET = 0x23,
  BATTLE_COM_RCVUP = 0x24,
  BATTLE_COM_RCVDOWN = 83,
  BATTLE_COM_PARRYING = 0x25,
  BATTLE_COM_THROWITEM = 0x26,
  BATTLE_COM_PROVOCATION = 0x27,
  BATTLE_COM_P_BODYGUARD = 0x28,
  BATTLE_COM_P_DODGE = 0x29,
  BATTLE_COM_P_CROSSCOUNTER = 0x2A,
  BATTLE_COM_P_SPECIALGARD = 0x2B,
  BATTLE_COM_P_MAGICGARD = 0x2C,
  BATTLE_COM_P_HEAL = 0x2D,
  BATTLE_COM_P_MAGIC = 0x2E,
  BATTLE_COM_P_DORAIN = 0x2F,
  BATTLE_COM_P_STATUSCHANGE = 0x30,
  BATTLE_COM_P_STATUSRECOVER = 0x31,
  BATTLE_COM_P_REVIVE = 0x32,
  BATTLE_COM_P_REFLECTION_PHYSICS = 0x33,
  BATTLE_COM_P_ABSORB_PHYSICS = 0x34,
  BATTLE_COM_P_INEFFECTIVE_PHYSICS = 0x35,
  BATTLE_COM_P_ABSORB_MAGIC = 0x36,
  BATTLE_COM_P_REFLECTION_MAGIC = 0x37,
  BATTLE_COM_P_INEFFECTIVE_MAGIC = 0x38,
  BATTLE_COM_P_LP_RECOVERY = 0x39,
  BATTLE_COM_P_TREAT_TYPE = 0x3A,
  BATTLE_COM_P_REVERSE_TYPE = 0x3B,
  BATTLE_COM_P_CONSENTRATION = 0x3C,
  BATTLE_COM_P_DRESSAGE = 0x3D,
  BATTLE_COM_P_RAISE = 0x3E,
  BATTLE_COM_P_EXTORTION = 0x3F,
  BATTLE_COM_P_STEAL = 0x40,
  BATTLE_COM_P_POSITIONATTACK = 0x41,
  BATTLE_COM_P_DANCE = 0x42,
  BATTLE_COM_P_DEFUP = 0x43,
  BATTLE_COM_P_DEFDOWN = 0x44,
  BATTLE_COM_P_ATKUP = 0x45,
  BATTLE_COM_P_ATKDOWN = 0x46,
  BATTLE_COM_P_AGLUP = 0x47,
  BATTLE_COM_P_AGLDOWN = 0x48,
  BATTLE_COM_M_DEATH = 0x49,
  BATTLE_COM_M_STATUSATTACK = 0x4A,
  BATTLE_COM_M_BREAKATTACK = 0x4B,
  BATTLE_COM_M_GOLDATTACK = 0x4C,
  BATTLE_COM_M_ENERGYDRAIN = 0x4D,
  BATTLE_COM_M_BOMB = 0x4E,
  BATTLE_COM_M_SACRIFICE = 0x4F,
  BATTLE_COM_M_BLOODATTACK = 0x50,
  BATTLE_COM_M_SUMMON = 0x51,
  BATTLE_COM_M_EARTHQUAKE = 0x52,
  BATTLE_COM_SEKIBAN = 0x3E8,
  BATTLE_COM_S_RENZOKU = 0x3E9,
  BATTLE_COM_S_GBREAK = 0x3EA,
  BATTLE_COM_S_GUARDIAN_ATTACK = 0x3EB,
  BATTLE_COM_S_GUARDIAN_GUARD = 0x3EC,
  BATTLE_COM_S_CHARGE = 0x3ED,
  BATTLE_COM_S_MIGHTY = 0x3EE,
  BATTLE_COM_S_POWERBALANCE = 0x3EF,
  BATTLE_COM_S_STATUSCHANGE = 0x3F0,
  BATTLE_COM_S_EARTHROUND0 = 0x3F1,
  BATTLE_COM_S_EARTHROUND1 = 0x3F2,
  BATTLE_COM_S_LOSTESCAPE = 0x3F3,
  BATTLE_COM_S_ABDUCT = 0x3F4,
  BATTLE_COM_S_STEAL = 0x3F5,
  BATTLE_COM_S_NOGUARD = 0x3F6,
  BATTLE_COM_S_CHARGE_OK = 0x3F7,
  BATTLE_COM_JYUJYUTU = 0x7D0,
  BATTLE_COM_DELAYATTACK = 0x9C4,
  BATTLE_COM_BILLIARD = 0x9C5,
  BATTLE_COM_KNIGHTGUARD = 0x9C6,
  BATTLE_COM_FIRSTATTACK = 0x9C7,
  BATTLE_COM_REST = 0x9C8,
  BATTLE_COM_COPY = 0x9C9,
  BATTLE_COM_RETRIBUTION = 0x9CA,
  BATTLE_COM_RIDER = 0x9CB,
  BATTLE_COM_RIDER_BREAK = 0x9CC,
  BATTLE_COM_M_ACIDRAIN = 0xA28,
  BATTLE_COM_M_TORNADE = 0xA29,
  BATTLE_COM_M_BARRIER = 0xA2A,
  BATTLE_COM_REBIRTH = 0xBB8,
  BATTLE_COM_MAGIC_MISSILE = 2509,
  BATTLE_COM_GUILDMONSTER = 3500,
  BATTLE_COM_BLASTWAVE = 4000,
  BATTLE_COM_TAUNT = 4001,
  BATTLE_COM_RETRIBUTION_EX = 4002,
  BATTLE_COM_P_GUARDBREAK_EX = 4003,
  BATTLE_COM_LUA = 8000,
};

CONST.BATTLE_COM_TARGETS = {
  NONE = -1,
  SINGLE = {
    SIDE_0 = {
      POS_0 = 0,
      POS_1 = 1,
      POS_2 = 2,
      POS_3 = 3,
      POS_4 = 4,
      POS_5 = 5,
      POS_6 = 6,
      POS_7 = 7,
      POS_8 = 8,
      POS_9 = 9,
    },
    SIDE_1 = {
      POS_0 = 10,
      POS_1 = 11,
      POS_2 = 12,
      POS_3 = 13,
      POS_4 = 14,
      POS_5 = 15,
      POS_6 = 16,
      POS_7 = 17,
      POS_8 = 18,
      POS_9 = 19,
    },
  },
  RANGE = {
    SIDE_0 = {
      POS_0 = 20,
      POS_1 = 21,
      POS_2 = 22,
      POS_3 = 23,
      POS_4 = 24,
      POS_5 = 25,
      POS_6 = 26,
      POS_7 = 27,
      POS_8 = 28,
      POS_9 = 29,
    },
    SIDE_1 = {
      POS_0 = 30,
      POS_1 = 31,
      POS_2 = 32,
      POS_3 = 33,
      POS_4 = 34,
      POS_5 = 35,
      POS_6 = 36,
      POS_7 = 37,
      POS_8 = 38,
      POS_9 = 39,
    },
  },
  ALL = {
    SIDE_0 = 40,
    SIDE_1 = 41,
    SIDE_ALL = 42,
  }
};

for i, v in pairs({ unpack(CONST.BATTLE_COM) }) do
  CONST.BATTLE_COM[v] = i;
end

CONST.CharExtFields = {
  UUID = -1,
};

CONST.BATTLE_FIELD_ATTR_EARTH = 1;
CONST.BATTLE_FIELD_ATTR_WATER = 2;
CONST.BATTLE_FIELD_ATTR_FIRE = 4;
CONST.BATTLE_FIELD_ATTR_WIND = 8;
CONST.BATTLE_FIELD_ATTR_SEALED_MAGIC = 0x10;

-- 特殊相关
CONST.道具_Func_InitFunc = CONST.道具_INITFUNC or 2005;
CONST.道具_Func_WatchFunc = CONST.道具_WATCHFUNC or 2006;
CONST.道具_Func_UseFunc = CONST.道具_USEFUNC or 2007;
CONST.道具_Func_AttachFunc = CONST.道具_ATTACHFUNC or 2008;
CONST.道具_Func_DetachFunc = CONST.道具_DETACHFUNC or 2009;
CONST.道具_Func_DropFunc = CONST.道具_DROPFUNC or 2010;
CONST.道具_Func_PrePickUpFunc = CONST.道具_PREPICKUPFUNC or 2011;
CONST.道具_Func_PickUpFunc = CONST.道具_PICKUPFUNC or 2012;
CONST.道具_所有者 = CONST.道具_所有者 or (0x000002E4 / 4);
-- CONST.CHAR_ENEMY_AI = 499;
CONST.PET_DepartureBattleStatus = CONST.对象_PET_DepartureBattleStatus or (0xCC / 4 + 0x58 / 4);
--
CONST.CHAR_PlayerFD = CONST.对象_FD or (0x7BC / 4);
CONST.CHAR_BattleMode = CONST.对象_战斗状态 or (0x00000000 / 4 + 0x5e8 / 4);
CONST.CHAR_BattleIndex = CONST.对象_战斗Index or (0x00000004 / 4 + 0x5e8 / 4);
CONST.CHAR_BattleSide = CONST.对象_战斗Side or (0x00000008 / 4 + 0x5e8 / 4);
CONST.CHAR_BattleCom1 = CONST.CHAR_BattleSide + 1;
CONST.CHAR_BattleCom2 = CONST.CHAR_BattleSide + 2;
CONST.CHAR_BattleCom3 = CONST.CHAR_BattleSide + 3;
CONST.CHAR_Battle2Com1 = CONST.CHAR_BattleSide + 4;
CONST.CHAR_Battle2Com2 = CONST.CHAR_BattleSide + 5;
CONST.CHAR_Battle2Com3 = CONST.CHAR_BattleSide + 6;
CONST.CHAR_BattleReverse = CONST.对象_Reverse or ((0x000000BC + 0x5e8) / 4);
CONST.CHAR_BattlePoison = CONST.对象_Poison or ((0x000000C0 + 0x5e8) / 4);
CONST.CHAR_BattleSleep = CONST.对象_Sleep or ((0x000000C4 + 0x5e8) / 4);
CONST.CHAR_BattleStone = CONST.对象_Stone or ((0x000000C8 + 0x5e8) / 4);
CONST.CHAR_BattleDrunk = CONST.对象_Drunk or ((0x000000CC + 0x5e8) / 4);
CONST.CHAR_BattleConfusion = CONST.对象_Confusion or ((0x000000D0 + 0x5e8) / 4);
CONST.CHAR_BattleAmnesia = CONST.对象_Amnesia or ((0x000000D4 + 0x5e8) / 4);
CONST.CHAR_EnemyPetFlg = CONST.对象_ENEMY_PetFlg or (0x7BC / 4);
CONST.CHAR_EnemyActionFlag = CONST.对象_ENEMY_ActionFlag or (0x00000004 / 4 + 0x7BC / 4);
CONST.CHAR_EnemyBossFlg = CONST.对象_ENEMY_BossFlg or (0x00000008 / 4 + 0x7BC / 4);
CONST.CHAR_EnemyModCaptureDefault = CONST.对象_ENEMY_ModCaptureDefault or (0x0000000c / 4 + 0x7BC / 4);
CONST.CHAR_EnemyTactics = CONST.对象_ENEMY_Tactics or (0x00000010 / 4 + 0x7BC / 4);
CONST.CHAR_EnemySummon1 = CONST.对象_ENEMY_Summon1 or (0x00000014 / 4 + 0x7BC / 4);
CONST.CHAR_EnemySummon2 = CONST.对象_ENEMY_Summon2 or (0x00000018 / 4 + 0x7BC / 4);
CONST.CHAR_EnemyEscape = CONST.对象_ENEMY_Escape or (0x0000001c / 4 + 0x7BC / 4);
CONST.CHAR_EnemyMsg = CONST.对象_ENEMY_Msg or (0x00000020 / 4 + 0x7BC / 4);
CONST.CHAR_EnemyBattleAction = CONST.对象_ENEMY_BattleAction or (0x00000024 / 4 + 0x7BC / 4);
CONST.CHAR_WindowBuffer1 = CONST.对象_WindowBuffer1 or (0x0000008C / 4 + 0x7BC / 4 - 1);
CONST.CHAR_WindowBuffer2 = CONST.对象_WindowBuffer2 or (0x0000008C / 4 + 0x7BC / 4);
CONST.CHAR_WindowBuffer3 = CONST.对象_WindowBuffer3 or (0x0000008C / 4 + 0x7BC / 4 + 1);
CONST.CHAR_ENEMY_ID = CONST.对象_ENEMY_ID or (0x0000006C / 4 + 0x7BC / 4);
-- CONST.CHAR_ItemIndexes = 0x4CC / 4;
CONST.CHAR_MoveSpeed = CONST.对象_移速 or 482;
CONST.CHAR_EnemyBaseId = CONST.对象_EnemyBaseId or 61;

if CONST.ITEM_RECIPE_ID == nil then
  --RECIPE START
  CONST.ITEM_RECIPE_ID = 0x0;
  CONST.ITEM_RECIPE_ITEMID = 0x1;
  CONST.ITEM_RECIPE_SKILLID = 0x2;
  CONST.ITEM_RECIPE_EXP = 0x3;
  CONST.ITEM_RECIPE_A = 0x4;
  CONST.ITEM_RECIPE_B = 0x5;
  CONST.ITEM_RECIPE_C = 0x6;
  CONST.ITEM_RECIPE_D = 0x7;
  CONST.ITEM_RECIPE_E = 0x8;
  CONST.ITEM_RECIPE_REQUIRE_A = 0x9;
  CONST.ITEM_RECIPE_REQUIRE_B = 0xA;
  CONST.ITEM_RECIPE_REQUIRE_C = 0xB;
  CONST.ITEM_RECIPE_REQUIRE_D = 0xC;
  CONST.ITEM_RECIPE_REQUIRE_E = 0xD;
  CONST.ITEM_RECIPE_NAME = CONST.ITEM_RECIPE_NAME or 0xE;
  --RECIPE END
end

if CONST.DATA_ENEMY_ID == nil then
  CONST.DATA_ENEMY_ID = 0;
  CONST.DATA_ENEMY_TEMPNO = 1;
  CONST.DATA_ENEMY_LV_MIN = 2;
  CONST.DATA_ENEMY_LV_MAX = 3;
  CONST.DATA_ENEMY_CREATEMINNUM = 4;
  CONST.DATA_ENEMY_CREATEMAXNUM = 5;
  CONST.DATA_ENEMY_TACTICS = 6;
  CONST.DATA_ENEMY_EXP = 7;
  CONST.DATA_ENEMY_DUELPOINT = 8;
  CONST.DATA_ENEMY_STYLE = 9;
  CONST.DATA_ENEMY_PETFLG = 0x0A;
  CONST.DATA_ENEMY_ITEM1 = 0x0B;
  CONST.DATA_ENEMY_ITEM2 = 0x0C;
  CONST.DATA_ENEMY_ITEM3 = 0x0D;
  CONST.DATA_ENEMY_ITEM4 = 0x0E;
  CONST.DATA_ENEMY_ITEM5 = 0x0F;
  CONST.DATA_ENEMY_ITEM6 = 0x10;
  CONST.DATA_ENEMY_ITEM7 = 0x11;
  CONST.DATA_ENEMY_ITEM8 = 0x12;
  CONST.DATA_ENEMY_ITEM9 = 0x13;
  CONST.DATA_ENEMY_ITEM10 = 0x14;
  CONST.DATA_ENEMY_ITEMPROB1 = 0x15;
  CONST.DATA_ENEMY_ITEMPROB2 = 0x16;
  CONST.DATA_ENEMY_ITEMPROB3 = 0x17;
  CONST.DATA_ENEMY_ITEMPROB4 = 0x18;
  CONST.DATA_ENEMY_ITEMPROB5 = 0x19;
  CONST.DATA_ENEMY_ITEMPROB6 = 0x1A;
  CONST.DATA_ENEMY_ITEMPROB7 = 0x1B;
  CONST.DATA_ENEMY_ITEMPROB8 = 0x1C;
  CONST.DATA_ENEMY_ITEMPROB9 = 0x1D;
  CONST.DATA_ENEMY_ITEMPROB10 = 0x1E;
  CONST.DATA_ENEMY_STEALITEM1 = 0x1F;
  CONST.DATA_ENEMY_STEALITEM2 = 0x20;
  CONST.DATA_ENEMY_STEALITEM3 = 0x21;
  CONST.DATA_ENEMY_STEALITEM4 = 0x22;
  CONST.DATA_ENEMY_STEALITEM5 = 0x23;
  CONST.DATA_ENEMY_STEALITEMPROB1 = 0x24;
  CONST.DATA_ENEMY_STEALITEMPROB2 = 0x25;
  CONST.DATA_ENEMY_STEALITEMPROB3 = 0x26;
  CONST.DATA_ENEMY_STEALITEMPROB4 = 0x27;
  CONST.DATA_ENEMY_STEALITEMPROB5 = 0x28;
  CONST.DATA_ENEMY_BOSS_FLG = 0x29;
  CONST.DATA_ENEMY_ACTION_FLG = 0x2A;
  CONST.DATA_ENEMY_SUMMON1 = 0x2B;
  CONST.DATA_ENEMY_SUMMON2 = 0x2C;
  CONST.DATA_ENEMY_MSG = 0x2D;
  CONST.DATA_ENEMY_NAME = CONST.Enemy_名字 or 2000;
  CONST.DATA_ENEMY_TACTICSOPTION = CONST.Enemy_战术 or 2001;

  CONST.DATA_ENEMYBASE_TEMPNO = 0;
  CONST.DATA_ENEMYBASE_INITNUM = 1;
  CONST.DATA_ENEMYBASE_LVUPPOINT = 2;
  CONST.DATA_ENEMYBASE_TRIBE = 3;
  CONST.DATA_ENEMYBASE_BASEVITAL = 4;
  CONST.DATA_ENEMYBASE_BASESTR = 5;
  CONST.DATA_ENEMYBASE_BASETGH = 6;
  CONST.DATA_ENEMYBASE_BASEQUICK = 7;
  CONST.DATA_ENEMYBASE_BASEMAGIC = 8;
  CONST.DATA_ENEMYBASE_MODLOYALTY = 9;
  CONST.DATA_ENEMYBASE_GET = 0x0A;
  CONST.DATA_ENEMYBASE_RUN = 0x0B;
  CONST.DATA_ENEMYBASE_HITRATE = 0x0C;
  CONST.DATA_ENEMYBASE_AVOIDRATE = 0x0D;
  CONST.DATA_ENEMYBASE_EARTHAT = 0x0E;
  CONST.DATA_ENEMYBASE_WATERAT = 0x0F;
  CONST.DATA_ENEMYBASE_FIREAT = 0x10;
  CONST.DATA_ENEMYBASE_WINDAT = 0x11;
  CONST.DATA_ENEMYBASE_POISON = 0x12;
  CONST.DATA_ENEMYBASE_SLEEP = 0x13;
  CONST.DATA_ENEMYBASE_STONE = 0x14;
  CONST.DATA_ENEMYBASE_DRUNK = 0x15;
  CONST.DATA_ENEMYBASE_CONFUSION = 0x16;
  CONST.DATA_ENEMYBASE_AMNESIA = 0x17;
  CONST.DATA_ENEMYBASE_RARE = 0x18;
  CONST.DATA_ENEMYBASE_LEVELUPRANDOMPATTERN = 0x19;
  CONST.DATA_ENEMYBASE_CRITICAL = 0x1A;
  CONST.DATA_ENEMYBASE_COUNTER = 0x1B;
  CONST.DATA_ENEMYBASE_SLOT = 0x1C;
  CONST.DATA_ENEMYBASE_IMGNUMBER = 0x1D;
  CONST.DATA_ENEMYBASE_MODEXP = 0x1E;
  CONST.DATA_ENEMYBASE_SIZE = 0x1F;
  CONST.DATA_ENEMYBASE_ALBUMNO = 0x20;
  CONST.DATA_ENEMYBASE_ALBUMEXPLAINATION = 0x21;
  CONST.DATA_ENEMYBASE_ALBUMCANPETFLG = 0x22;
  CONST.DATA_ENEMYBASE_PETSKILL1 = 0x23;
  CONST.DATA_ENEMYBASE_PETSKILL2 = 0x24;
  CONST.DATA_ENEMYBASE_PETSKILL3 = 0x25;
  CONST.DATA_ENEMYBASE_PETSKILL4 = 0x26;
  CONST.DATA_ENEMYBASE_PETSKILL5 = 0x27;
  CONST.DATA_ENEMYBASE_PETSKILL6 = 0x28;
  CONST.DATA_ENEMYBASE_PETSKILL7 = 0x29;
  CONST.DATA_ENEMYBASE_PETSKILL8 = 0x2A;
  CONST.DATA_ENEMYBASE_PETSKILL9 = 0x2B;
  CONST.DATA_ENEMYBASE_PETSKILL10 = 0x2C;
  CONST.DATA_ENEMYBASE_NAME = CONST.EnemyBase_名字 or 2000;
end

if CONST.ITEMSET_ID == nil or CONST.ITEMSET_ID > 0 then
  CONST.ITEMSET_ID = 0x0;
  CONST.ITEMSET_BASEIMAGENUMBER = 0x1;
  CONST.ITEMSET_COST = 0x2;
  CONST.ITEMSET_TYPE = 0x3;
  CONST.ITEMSET_OTHERFLG = 0x4;
  CONST.ITEMSET_EQUIPBOTHHAND = 0x5;
  CONST.ITEMSET_ABLEUSEFIELD = 0x6;
  CONST.ITEMSET_ABLEUSEBATTLE = 0x7;
  CONST.ITEMSET_TARGET = 0x8;
  CONST.ITEMSET_REMAIN = 0x9;
  CONST.ITEMSET_MAXREMAIN = 0x0A;
  CONST.ITEMSET_LEVEL = 0x0B;
  CONST.ITEMSET_BASEFAILEDPROB = 0x0C;
  CONST.ITEMSET_MAXDURABILITY = 0x0D;
  CONST.ITEMSET_ATTACKNUM_MIN = 0x0E;
  CONST.ITEMSET_ATTACKNUM_MAX = 0x0F;
  CONST.ITEMSET_ABLEEFFECTBETWEENHAVE = 0x10;
  CONST.ITEMSET_MODIFYMODFLG = 0x11;
  CONST.ITEMSET_MODIFYATTACK = 0x12;
  CONST.ITEMSET_MODIFYDEFENCE = 0x13;
  CONST.ITEMSET_MODIFYAGILITY = 0x14;
  CONST.ITEMSET_MODIFYMAGIC = 0x15;
  CONST.ITEMSET_MODIFYRECOVERY = 0x16;
  CONST.ITEMSET_MODIFYCRITICAL = 0x17;
  CONST.ITEMSET_MODIFYCOUNTER = 0x18;
  CONST.ITEMSET_MODIFYHITRATE = 0x19;
  CONST.ITEMSET_MODIFYAVOID = 0x1A;
  CONST.ITEMSET_MODIFYHP = 0x1B;
  CONST.ITEMSET_MODIFYFORCEPOINT = 0x1C;
  CONST.ITEMSET_MODIFYLUCK = 0x1D;
  CONST.ITEMSET_MODIFYCHARISMA = 0x1E;
  CONST.ITEMSET_MODIFYCHARM = 0x1F;
  CONST.ITEMSET_MODIFYATTRIB = 0x20;
  CONST.ITEMSET_MODIFYATTRIB2 = 0x21;
  CONST.ITEMSET_MODIFYATTRIBVALUE = 0x22;
  CONST.ITEMSET_MODIFYATTRIBVALUE2 = 0x23;
  CONST.ITEMSET_MODIFYSTAMINA = 0x24;
  CONST.ITEMSET_MODIFYDEX = 0x25;
  CONST.ITEMSET_MODIFYINTELLIGENCE = 0x26;
  CONST.ITEMSET_POISON = 0x27;
  CONST.ITEMSET_SLEEP = 0x28;
  CONST.ITEMSET_STONE = 0x29;
  CONST.ITEMSET_DRUNK = 0x2A;
  CONST.ITEMSET_CONFUSION = 0x2B;
  CONST.ITEMSET_AMNESIA = 0x2C;
  CONST.ITEMSET_SPECIALEFFECT = 0x2D;
  CONST.ITEMSET_SPECIALEFFECTVALUE = 0x2E;
  CONST.ITEMSET_SPECIALEFFECTVALUE2 = 0x2F;
  CONST.ITEMSET_MATERIAL_WEAPON = 0x30;
  CONST.ITEMSET_MATERIAL_ARMOUR = 0x31;
  CONST.ITEMSET_MATERIAL_ACCESSORY = 0x32;
  CONST.ITEMSET_USEACTION = 0x33;
  CONST.ITEMSET_DROPATLOGOUT = 0x34;
  CONST.ITEMSET_VANISHATDROP = 0x35;
  CONST.ITEMSET_CANPETMAIL = 0x36;
  CONST.ITEMSET_RSS = 0x37;
  CONST.ITEMSET_CANSELL = 0x38;
  CONST.ITEMSET_EXPLANATION1 = 0x39;
  CONST.ITEMSET_EXPLANATION2 = 0x3A;
  CONST.ITEMSET_LEAKEDPROB = 0x3B;
  CONST.ITEMSET_RARE_FLG = 0x3C;
  CONST.ITEMSET_INBOX_FLG = 0x3D;
  CONST.ITEMSET_PUTTIME = 0x3E;
  CONST.ITEMSET_LEAKLEVEL = 0x3F;
  CONST.ITEMSET_MERGEFLG = 0x40;
  CONST.ITEMSET_DURABILITY = 0x41;
  CONST.ITEMSET_SELLUNIT = 0x42;
  CONST.ITEMSET_CREATETIME = 0x43;
  CONST.ITEMSET_VAR1 = 0x44;
  CONST.ITEMSET_VAR2 = 0x45;
  CONST.ITEMSET_VAR3 = 0x46;
  CONST.ITEMSET_VAR4 = 0x47;
  CONST.ITEMSET_ADM = 0x48;
  CONST.ITEMSET_HOUSE_X = 0x49;
  CONST.ITEMSET_HOUSE_Y = 0x4A;
  CONST.ITEMSET_MONSTERATTRIB = 0x4B;
  CONST.ITEMSET_UNK1 = 0x4C;
  CONST.ITEMSET_UNK2 = 0x4D;
  CONST.ITEMSET_FIRSTNAME = CONST.ITEMSET_FIRSTNAME or (2000 + 0x0);
  CONST.ITEMSET_TRUENAME = CONST.ITEMSET_TRUENAME or (2000 + 0x1);
  CONST.ITEMSET_MEMO = CONST.ITEMSET_MEMO or (2000 + 0x2);
  CONST.ITEMSET_ARGUMENT = CONST.ITEMSET_ARGUMENT or (2000 + 0x3);
  CONST.ITEMSET_RENAMECDKEY = CONST.ITEMSET_RENAMECDKEY or (2000 + 0x4);
  CONST.ITEMSET_INITFUNC = CONST.ITEMSET_INITFUNC or (2000 + 0x5);
  CONST.ITEMSET_FIRSTFUNCTION = CONST.ITEMSET_FIRSTFUNCTION or (2000 + 0x5);
  CONST.ITEMSET_WATCHFUNC = CONST.ITEMSET_WATCHFUNC or (2000 + 0x6);
  CONST.ITEMSET_USEFUNC = CONST.ITEMSET_USEFUNC or (2000 + 0x7);
  CONST.ITEMSET_ATTACHFUNC = CONST.ITEMSET_ATTACHFUNC or (2000 + 0x8);
  CONST.ITEMSET_DETACHFUNC = CONST.ITEMSET_DETACHFUNC or (2000 + 0x9);
  CONST.ITEMSET_DROPFUNC = CONST.ITEMSET_DROPFUNC or (2000 + 0x0A);
  CONST.ITEMSET_PREPICKUPFUNC = CONST.ITEMSET_PREPICKUPFUNC or (2000 + 0x0B);
  CONST.ITEMSET_PICKUPFUNC = CONST.ITEMSET_PICKUPFUNC or (2000 + 0x0C);
  CONST.ITEMSET_LASTFUNCTION = CONST.ITEMSET_LASTFUNCTION or (2000 + 0x0D);
end

CONST.SHOP_TYPE_SELL = 1;
CONST.SHOP_TYPE_BUY = 2;
CONST.SHOP_TYPE_BOTH = 3;
CONST.SHOP_TYPE_CRYSTAL = 4;
CONST.SHOP_TYPE_FRAME = 8;
CONST.SHOP_TYPE_FERVERTIME = 16;
CONST.PET_STATE_无 = 0;
CONST.PET_STATE_待命 = 0;
CONST.PET_STATE_战斗 = 0;
CONST.PET_STATE_休息 = 0;
CONST.对象类型_无 = 0;
CONST.对象类型_全部 = 0;
CONST.对象类型_人 = 0;
CONST.对象类型_怪 = 0;
CONST.对象类型_宠 = 0;
CONST.对象类型_NPC = 0;
CONST.EQUIP_头 = 0;
CONST.EQUIP_身 = 0;
CONST.EQUIP_左手 = 0;
CONST.EQUIP_右手 = 0;
CONST.EQUIP_腿 = 0;
CONST.PET_PetID = 72;
CONST.EQUIP_首饰1 = 0;
CONST.EQUIP_首饰2 = 0;
CONST.EQUIP_水晶 = 0;
CONST.组队模式_无 = 0;
CONST.组队模式_队长 = 0;
CONST.组队模式_队员 = 0;
CONST.组队模式_宠物 = 0;
CONST.CHAR_战死 = 0;
CONST.CHAR_战斗信息开关 = 0;
CONST.CHAR_登陆富豪榜 = 0;
CONST.CHAR_组队开关 = 0;
CONST.CHAR_PK开关 = 0;
CONST.CHAR_对战开关 = 0;
CONST.CHAR_队聊开关 = 0;
CONST.CHAR_名片开关 = 0;
CONST.CHAR_交易开关 = 0;
CONST.CHAR_打卡 = 0;
CONST.CHAR_网络超时 = 0;
CONST.CHAR_家族开关 = 0;
CONST.CHAR_DEBUG开关 = 0;
CONST.CHAR_使用MIC = 0;
CONST.CHAR_已保存 = 0;
CONST.CHAR_不遇敌开关 = 0;
CONST.对象_BattleIndex = CONST.对象_BattleIndex or 379;
CONST.地图类型_普通 = CONST.地图类型_普通 or 0;
CONST.地图类型_迷宫 = CONST.地图类型_迷宫 or 1;
CONST.地图类型_家族 = CONST.地图类型_家族 or 2;
CONST.地图类型_房屋 = CONST.地图类型_房屋 or 3;
CONST.地图类型_LUAMAP = CONST.地图类型_LUAMAP or 5;
CONST.种族_人型 = 0;
CONST.种族_龙 = 0;
CONST.种族_不死 = 0;
CONST.种族_飞行 = 0;
CONST.种族_昆虫 = 0;
CONST.种族_植物 = 0;
CONST.种族_野兽 = 0;
CONST.种族_特殊 = 0;
CONST.种族_金属 = 0;
CONST.种族_邪魔 = 0;
CONST.属性_地 = 0;
CONST.属性_水 = 0;
CONST.属性_火 = 0;
CONST.属性_风 = 0;
CONST.CHAR_类型 = 0;
CONST.CHAR_序 = 0;
CONST.CHAR_形象 = 0;
CONST.CHAR_可视 = 0;
CONST.CHAR_原形 = 0;
CONST.CHAR_地图类型 = 0;
CONST.CHAR_MAP = 0;
CONST.CHAR_地图 = 0;
CONST.CHAR_X = 0;
CONST.CHAR_Y = 0;
CONST.CHAR_方向 = 0;
CONST.CHAR_等级 = 0;
CONST.CHAR_血 = 0;
CONST.CHAR_魔 = 0;
CONST.CHAR_体力 = 0;
CONST.CHAR_力量 = 0;
CONST.CHAR_强度 = 0;
CONST.CHAR_速度 = 0;
CONST.CHAR_魔法 = 0;
CONST.CHAR_运 = 0;
CONST.CHAR_运气 = 0;
CONST.CHAR_种族 = 0;
CONST.CHAR_地属性 = 0;
CONST.CHAR_水属性 = 0;
CONST.CHAR_火属性 = 0;
CONST.CHAR_风属性 = 0;
CONST.CHAR_抗毒 = 0;
CONST.CHAR_抗睡 = 0;
CONST.CHAR_抗石 = 0;
CONST.CHAR_抗醉 = 0;
CONST.CHAR_抗乱 = 0;
CONST.CHAR_抗忘 = 0;
CONST.CHAR_必杀 = 0;
CONST.CHAR_反击 = 0;
CONST.CHAR_命中 = 0;
CONST.CHAR_闪躲 = 0;
CONST.CHAR_实际抗毒 = 0;
CONST.CHAR_实际抗睡 = 0;
CONST.CHAR_实际抗石 = 0;
CONST.CHAR_实际抗醉 = 0;
CONST.CHAR_实际抗乱 = 0;
CONST.CHAR_实际抗忘 = 0;
CONST.CHAR_实际必杀 = 0;
CONST.CHAR_实际反击 = 0;
CONST.CHAR_实际命中 = 0;
CONST.CHAR_实际闪躲 = 0;
CONST.CHAR_道具栏 = 0;
CONST.CHAR_技能栏 = 0;
CONST.CHAR_死亡数 = 0;
CONST.CHAR_伤害数 = 0;
CONST.CHAR_杀宠数 = 0;
CONST.CHAR_占卜时间 = 0;
CONST.CHAR_受伤 = 0;
CONST.CHAR_移间 = 0;
CONST.CHAR_循时 = 0;
CONST.CHAR_经验 = 0;
CONST.CHAR_升级点 = 0;
CONST.CHAR_图类 = 0;
CONST.CHAR_名色 = 0;
--CONST.CHAR_ALLOCPOINT = 0;
CONST.CHAR_吃时 = 0;
CONST.CHAR_ThankFlower = 0;
CONST.CHAR_DataPN = 0;
CONST.PET_主人RegistNumber = 0;
CONST.CHAR_RegistNumber = 0;
CONST.CHAR_职业 = 0;
CONST.CHAR_职阶 = 0;
CONST.CHAR_职类ID = 0;
CONST.PET_技能栏 = 0;
CONST.CHAR_脸 = 0;
CONST.PET_获取时等级 = 0;
CONST.CHAR_金币 = 0;
CONST.CHAR_银行金币 = 0;
CONST.CHAR_耐力 = 0;
CONST.CHAR_灵巧 = 0;
CONST.CHAR_智力 = 0;
CONST.CHAR_魅力 = 0;
CONST.CHAR_声望 = 0;
CONST.CHAR_称号 = 0;
CONST.CHAR_记录点 = 0;
CONST.CHAR_战宠 = 0;
CONST.CHAR_聊天距离 = 0;
CONST.CHAR_HelpPoint = 0;
CONST.CHAR_登陆次数 = 0;
CONST.CHAR_说话次数 = 0;
CONST.CHAR_说次 = 0;
CONST.CHAR_获得宠数 = 0;
CONST.CHAR_宠得数 = 0;
CONST.CHAR_邮数 = 0;
CONST.CHAR_生产数 = 0;
CONST.CHAR_走动次数 = 0;
CONST.CHAR_走次 = 0;
CONST.CHAR_宠死亡数 = 0;
CONST.CHAR_宠死数 = 0;
CONST.CHAR_宠复活数 = 0;
CONST.CHAR_宠复数 = 0;
CONST.CHAR_宠治疗数 = 0;
CONST.CHAR_宠治数 = 0;
CONST.CHAR_封印数 = 0;
CONST.CHAR_OtherFlg = 0;
CONST.CHAR_日声望上限 = 0;
CONST.CHAR_声望获取时间 = 0;
CONST.CHAR_声望下降时间 = 0;
CONST.CHAR_掉魂 = 0;
--CONST.LASTTALKELDER = 0;
CONST.ENDEVENT1 = 0;
CONST.ENDEVENT2 = 0;
CONST.ENDEVENT3 = 0;
CONST.ENDEVENT4 = 0;
CONST.ENDEVENT5 = 0;
CONST.ENDEVENT6 = 0;
CONST.ENDEVENT7 = 0;
CONST.ENDEVENT8 = 0;
CONST.NOWEVENT1 = 0;
CONST.NOWEVENT2 = 0;
CONST.NOWEVENT3 = 0;
CONST.NOWEVENT4 = 0;
CONST.NOWEVENT5 = 0;
CONST.NOWEVENT6 = 0;
CONST.NOWEVENT7 = 0;
CONST.NOWEVENT8 = 0;
CONST.RECIPE1 = 0;
CONST.RECIPE2 = 0;
CONST.RECIPE3 = 0;
CONST.RECIPE4 = 0;
CONST.RECIPE5 = 0;
CONST.RECIPE6 = 0;
CONST.RECIPE7 = 0;
CONST.RECIPE8 = 0;
CONST.RECIPE9 = 0;
CONST.RECIPE10 = 0;
CONST.RECIPE11 = 0;
CONST.RECIPE12 = 0;
CONST.RECIPE13 = 0;
CONST.RECIPE14 = 0;
CONST.RECIPE15 = 0;
CONST.RECIPE16 = 0;
CONST.RECIPE17 = 0;
CONST.RECIPE18 = 0;
CONST.RECIPE19 = 0;
CONST.RECIPE20 = 0;
CONST.RECIPE21 = 0;
CONST.RECIPE22 = 0;
CONST.RECIPE23 = 0;
CONST.RECIPE24 = 0;
CONST.RECIPE25 = 0;
CONST.RECIPE26 = 0;
CONST.RECIPE27 = 0;
CONST.RECIPE28 = 0;
CONST.RECIPE29 = 0;
CONST.RECIPE30 = 0;
CONST.RECIPE31 = 0;
CONST.RECIPE32 = 0;
CONST.ALBUM1 = 0;
CONST.ALBUM2 = 0;
CONST.ALBUM3 = 0;
CONST.ALBUM4 = 0;
CONST.ALBUM5 = 0;
CONST.ALBUM6 = 0;
CONST.ALBUM7 = 0;
CONST.ALBUM8 = 0;
CONST.ALBUM9 = 0;
CONST.ALBUM10 = 0;
CONST.ALBUM11 = 0;
CONST.ALBUM12 = 0;
CONST.ALBUM13 = 0;
CONST.ALBUM14 = 0;
CONST.ALBUM15 = 0;
CONST.ALBUM16 = 0;
CONST.ALBUM17 = 0;
CONST.ALBUM18 = 0;
CONST.ALBUM19 = 0;
CONST.ALBUM20 = 0;
CONST.ALBUM21 = 0;
CONST.ALBUM22 = 0;
CONST.ALBUM23 = 0;
CONST.ALBUM24 = 0;
CONST.ALBUM25 = 0;
CONST.ALBUM26 = 0;
CONST.ALBUM27 = 0;
CONST.ALBUM28 = 0;
CONST.ALBUM29 = 0;
CONST.ALBUM30 = 0;
CONST.CHAR_银行最大宠数 = 0;
CONST.CHAR_银行最大物数 = 0;
CONST.CHAR_DP = 0;
CONST.CHAR_话色 = 0;
CONST.CHAR_位置 = 0;
CONST.CHAR_GM = 0;
CONST.DUNGEON_CLR_1 = 0;
CONST.DUNGEON_CLR_2 = 0;
CONST.DUNGEON_CLR_3 = 0;
CONST.LASTSAVETIME = 0;
CONST.RANKDOWNFLG = 0;
CONST.PENALTY = 0;
CONST.CHAR_登陆点 = 0;
CONST.FEVER_RESETTIME = 0;
CONST.CHAR_卡时 = 0;
CONST.CHAR_房子ID = 0;
CONST.CHAR_房子期限 = 0;
CONST.TIMEOUTDUNGEONID = 0;
CONST.TIMEOUTSERVERNUMBER = 0;
CONST.CHAR_原始图档 = 0;
CONST.CHAR_名字 = 0;
CONST.CHAR_原名 = 0;
CONST.CHAR_玩家称号 = 0;
CONST.CHAR_宠名 = 0;
CONST.CHAR_CDK = 0;
CONST.CHAR_账号 = 0;
CONST.CHAR_主人CDK = 0;
CONST.CHAR_主人名字 = 0;
CONST.CHAR_主人原名 = 0;
CONST.CHAR_战斗中 = 0;
CONST.CHAR_战斗状态 = 0;
CONST.CHAR_战斗Index = 0;
CONST.CHAR_战斗Side = 0;
CONST.CHAR_最大血 = 0;
CONST.CHAR_最大魔 = 0;
CONST.CHAR_攻击力 = 0;
CONST.CHAR_防御力 = 0;
CONST.CHAR_敏捷 = 0;
CONST.CHAR_精神 = 0;
CONST.CHAR_回复 = 0;
CONST.CHAR_OBJ = 0;
CONST.CHAR_获得经验 = 0;
--CONST.CHAR_战得DP = 0;
CONST.CHAR_组队模式 = 0;
CONST.CHAR_最低遇敌率 = 0;
CONST.CHAR_最高遇敌率 = 0;
CONST.CHAR_魔攻 = 0;
CONST.CHAR_魔法攻击力 = 0;
CONST.CHAR_魔强 = 0;
CONST.CHAR_魔抗 = 0;
--CONST.CHAR_魔法防御力 = 0;
--CONST.CHAR_魔法抗性 = 0;
CONST.CHAR_香下限 = 0;
CONST.CHAR_香上限 = 0;
CONST.CHAR_香步数 = 0;
CONST.BUTTON_无 = 0;
CONST.BUTTON_确定 = 0;
CONST.BUTTON_确认 = 0;
CONST.BUTTON_关闭 = 0;
CONST.BUTTON_确定关闭 = 0;
CONST.BUTTON_是 = 0;
CONST.BUTTON_否 = 0;
CONST.BUTTON_是否 = 0;
CONST.BUTTON_下取消 = 0;
CONST.BUTTON_上取消 = 0;
CONST.BUTTON_上下取消 = 0;
CONST.BUTTON_上一页 = 0;
CONST.BUTTON_下一页 = 0;
CONST.ITEM_TYPE_剑 = 0;
CONST.ITEM_TYPE_斧 = 0;
CONST.ITEM_TYPE_枪 = 0;
CONST.ITEM_TYPE_杖 = 0;
CONST.ITEM_TYPE_弓 = 0;
CONST.ITEM_TYPE_小刀 = 0;
CONST.ITEM_TYPE_回力镖 = 0;
CONST.ITEM_TYPE_盾 = 0;
CONST.ITEM_TYPE_盔 = 0;
CONST.ITEM_TYPE_帽 = 0;
CONST.ITEM_TYPE_铠 = 0;
CONST.ITEM_TYPE_衣 = 0;
CONST.ITEM_TYPE_袍 = 0;
CONST.ITEM_TYPE_靴 = 0;
CONST.ITEM_TYPE_鞋 = 0;
CONST.ITEM_TYPE_手环 = 0;
CONST.ITEM_TYPE_乐器 = 0;
CONST.ITEM_TYPE_项链 = 0;
CONST.ITEM_TYPE_戒指 = 0;
CONST.ITEM_TYPE_头带 = 0;
CONST.ITEM_TYPE_耳环 = 0;
CONST.ITEM_TYPE_护身符 = 0;
CONST.ITEM_TYPE_水晶 = 0;
CONST.ITEM_TYPE_料理 = 0;
CONST.ITEM_TYPE_家具 = 0;
CONST.ITEM_TYPE_果皮 = 0;
CONST.ITEM_TYPE_不明 = 0;
CONST.ITEM_TYPE_宝箱 = 0;
CONST.ITEM_TYPE_钥匙 = 0;
CONST.ITEM_TYPE_矿石 = 0;
CONST.ITEM_TYPE_木材 = 0;
CONST.ITEM_TYPE_布卷 = 0;
CONST.ITEM_TYPE_肉类 = 0;
CONST.ITEM_TYPE_海鲜 = 0;
CONST.ITEM_TYPE_蔬菜 = 0;
CONST.ITEM_TYPE_其他食材 = 0;
CONST.ITEM_TYPE_香草 = 0;
CONST.ITEM_TYPE_药草 = 0;
CONST.ITEM_TYPE_宝石 = 0;
CONST.ITEM_TYPE_B类材料 = 0;
CONST.ITEM_TYPE_封印卡 = 40; --封印卡;
CONST.ITEM_TYPE_图鉴卡 = 41; --图鉴卡;
CONST.ITEM_TYPE_料理_其他 = 42; --料理;
CONST.ITEM_TYPE_药水 = 43; --药水;
CONST.ITEM_TYPE_书 = 44; --书（貌似古文书和4.0以后的那几本没用的书）;
CONST.ITEM_TYPE_未知_地图 = 45; --未知（地图）;
CONST.ITEM_TYPE_其它_红色三棱镜 = 46; --其它（红色三棱镜）;
CONST.ITEM_TYPE_彩票 = 47; --彩票;
CONST.ITEM_TYPE_很多物品 = 48; --很多物品，有通行证，骑宠学习手册，树海的钥匙;
CONST.ITEM_TYPE_BOMB = 51; --炸弹;
CONST.ITEM_TYPE_HEADGEAR = 55; --头饰;
CONST.ITEM_TYPE_PET_CRYSTAL = 56; --宠物装备-水晶
CONST.ITEM_TYPE_PET_AMULET = 57; --宠物装备-护符
CONST.ITEM_TYPE_PET_ARMOR = 58; --宠物装备-铠甲
CONST.ITEM_TYPE_PET_CLOTHES = 59; --宠物装备-衣服
CONST.ITEM_TYPE_PET_COLLAR = 60; --宠物装备-颈圈
CONST.ITEM_TYPE_PET_AMULET2 = 61; --宠物装备-护符2
CONST.道具_鉴前名 = 0;
CONST.道具_名字 = 0;
CONST.道具_刻印 = 0;
CONST.道具_自用参数 = 0;
CONST.道具_刻印玩家 = 0;
CONST.道具_序 = 0;
CONST.道具_ID = 0;
CONST.道具_图 = 0;
CONST.道具_价格 = 0;
CONST.道具_类型 = 0;
CONST.道具_OTHERFLG = 0;
CONST.道具_双手 = 0;
CONST.道具_双击 = 0;
CONST.道具_可双击 = 0;
CONST.道具_战斗可用 = 0;
CONST.道具_使用范围 = 0;
CONST.道具_堆叠数 = 0;
CONST.道具_最大堆叠数 = 0;
CONST.道具_等级 = 0;
CONST.道具_最大耐久 = 0;
CONST.道具_最小攻击数量 = 0;
CONST.道具_最大攻击数量 = 0;
CONST.道具_属性类型 = 0;
CONST.道具_攻击 = 0;
CONST.道具_防御 = 0;
CONST.道具_敏捷 = 0;
CONST.道具_精神 = 0;
CONST.道具_回复 = 0;
CONST.道具_必杀 = 0;
CONST.道具_反击 = 0;
CONST.道具_命中 = 0;
CONST.道具_闪躲 = 0;
CONST.道具_HP = 0;
CONST.道具_MP = 0;
CONST.道具_生命 = 0;
CONST.道具_魔力 = 0;
CONST.道具_幸运 = 0;
CONST.道具_魅力 = 0;
CONST.道具_属性一 = 0;
CONST.道具_属性二 = 0;
CONST.道具_属性一值 = 0;
CONST.道具_属性二值 = 0;
CONST.道具_耐力 = 0;
CONST.道具_灵巧 = 0;
CONST.道具_智力 = 0;
CONST.道具_毒抗 = 0;
CONST.道具_睡抗 = 0;
CONST.道具_石抗 = 0;
CONST.道具_醉抗 = 0;
CONST.道具_乱抗 = 0;
CONST.道具_忘抗 = 0;
CONST.道具_特殊类型 = 0;
CONST.道具_子参一 = 0;
CONST.道具_子参二 = 0;
CONST.道具_宝石武 = 0;
CONST.道具_宝石防 = 0;
CONST.道具_登出消失 = 0;
CONST.道具_丢地消失 = 0;
CONST.道具_宠邮 = 0;
CONST.道具_魔抗 = 0;
CONST.道具_可出售 = 0;
CONST.道具_已鉴定 = 0;
CONST.道具_耐久 = 0;
CONST.道具_魔攻 = 0;
CONST.道具_Obj索引 = 0;
CONST.道具_已装备 = 0;
CONST.道具_Explanation1 = 0;
CONST.道具_Explanation2 = 0;
CONST.道具_TIMELIMIT = 68;
CONST.道具_ENDTIME = 69;
CONST.道具_VAR1 = 70;
CONST.道具_VAR2 = 71;
CONST.道具_VAR3 = 72;
CONST.道具_VAR4 = 73;
CONST.PET_体成 = 0;
CONST.PET_力成 = 0;
CONST.PET_强成 = 0;
CONST.PET_敏成 = 0;
CONST.PET_魔成 = 0;
CONST.宠物状态_无 = 0;
CONST.宠物状态_待命 = 0;
CONST.宠物状态_战斗 = 0;
CONST.宠物状态_休息 = 0;
CONST.对象类型_无 = 0;
CONST.对象类型_全部 = 0;
CONST.对象类型_人 = 0;
CONST.对象类型_怪 = 0;
CONST.对象类型_宠 = 0;
CONST.对象类型_NPC = 0;
CONST.位置_头 = 0;
CONST.位置_身 = 0;
CONST.位置_左手 = 0;
CONST.位置_右手 = 0;
CONST.位置_腿 = 0;
CONST.位置_首饰1 = 0;
CONST.位置_首饰2 = 0;
CONST.位置_水晶 = 0;
CONST.组队模式_无 = 0;
CONST.组队模式_队长 = 0;
CONST.组队模式_队员 = 0;
CONST.组队模式_宠物 = 0;
CONST.对象_战死 = 0;
CONST.对象_战斗信息开关 = 0;
CONST.对象_登陆富豪榜 = 0;
CONST.对象_组队开关 = 0;
CONST.对象_PK开关 = 0;
CONST.对象_对战开关 = 0;
CONST.对象_队聊开关 = 0;
CONST.对象_名片开关 = 0;
CONST.对象_交易开关 = 0;
CONST.对象_打卡 = 0;
CONST.对象_网络超时 = 0;
CONST.对象_家族开关 = 0;
CONST.对象_DEBUG开关 = 0;
CONST.对象_使用MIC = 0;
CONST.对象_已保存 = 0;
CONST.对象_不遇敌开关 = 0;
CONST.地图类型_普通 = 0;
CONST.地图类型_迷宫 = 0;
CONST.地图类型_家族 = 0;
CONST.地图类型_房屋 = 0;
CONST.种族_人型 = 0;
CONST.种族_龙 = 0;
CONST.种族_不死 = 0;
CONST.种族_飞行 = 0;
CONST.种族_昆虫 = 0;
CONST.种族_植物 = 0;
CONST.种族_野兽 = 0;
CONST.种族_特殊 = 0;
CONST.种族_金属 = 0;
CONST.种族_邪魔 = 0;
CONST.属性_地 = 0;
CONST.属性_水 = 0;
CONST.属性_火 = 0;
CONST.属性_风 = 0;
CONST.对象_类型 = 0;
CONST.对象_序 = 0;
CONST.对象_形象 = 0;
CONST.对象_可视 = 0;
CONST.对象_原形 = 0;
CONST.对象_地图类型 = 0;
CONST.对象_MAP = 0;
CONST.对象_地图 = 0;
CONST.对象_X = 0;
CONST.对象_Y = 0;
CONST.对象_方向 = 0;
CONST.对象_等级 = 0;
CONST.对象_血 = 0;
CONST.对象_魔 = 0;
CONST.对象_体力 = 0;
CONST.对象_力量 = 0;
CONST.对象_强度 = 0;
CONST.对象_速度 = 0;
CONST.对象_魔法 = 0;
CONST.对象_运 = 0;
CONST.对象_运气 = 0;
CONST.对象_种族 = 0;
CONST.对象_地属性 = 0;
CONST.对象_水属性 = 0;
CONST.对象_火属性 = 0;
CONST.对象_风属性 = 0;
CONST.对象_抗毒 = 0;
CONST.对象_抗睡 = 0;
CONST.对象_抗石 = 0;
CONST.对象_抗醉 = 0;
CONST.对象_抗乱 = 0;
CONST.对象_抗忘 = 0;
CONST.对象_必杀 = 0;
CONST.对象_反击 = 0;
CONST.对象_命中 = 0;
CONST.对象_闪躲 = 0;
CONST.对象_道具栏 = 0;
CONST.对象_技能栏 = 0;
CONST.对象_死亡数 = 0;
CONST.对象_伤害数 = 0;
CONST.对象_杀宠数 = 0;
CONST.对象_占卜时间 = 0;
CONST.对象_受伤 = 0;
CONST.对象_移间 = 0;
CONST.对象_循时 = 0;
CONST.对象_经验 = 0;
CONST.对象_升级点 = 0;
CONST.对象_图类 = 0;
CONST.对象_名色 = 0;
CONST.对象_ALLOCPOINT = 0;
CONST.对象_吃时 = 0;
CONST.对象_DataPN = 0;
CONST.宠物_主人RegistNumber = 0;
CONST.对象_RegistNumber = 0;
CONST.对象_职业 = 0;
CONST.对象_职阶 = 0;
CONST.对象_职类ID = 0;
CONST.宠物_技能栏 = 0;
CONST.对象_脸 = 0;
CONST.宠物_获取时等级 = 0;
CONST.对象_金币 = 0;
CONST.对象_银行金币 = 0;
CONST.对象_耐力 = 0;
CONST.对象_灵巧 = 0;
CONST.对象_智力 = 0;
CONST.对象_魅力 = 0;
CONST.对象_声望 = 0;
CONST.对象_称号 = 0;
CONST.对象_记录点 = 0;
CONST.对象_战宠 = 0;
CONST.对象_聊天距离 = 0;
CONST.对象_HelpPoint = 0;
CONST.对象_登陆次数 = 0;
CONST.对象_说话次数 = 0;
CONST.对象_说次 = 0;
CONST.对象_获得宠数 = 0;
CONST.对象_宠得数 = 0;
CONST.对象_邮数 = 0;
CONST.对象_生产数 = 0;
CONST.对象_走动次数 = 0;
CONST.对象_走次 = 0;
CONST.对象_宠死亡数 = 0;
CONST.对象_宠死数 = 0;
CONST.对象_宠复活数 = 0;
CONST.对象_宠复数 = 0;
CONST.对象_宠治疗数 = 0;
CONST.对象_宠治数 = 0;
CONST.对象_封印数 = 0;
CONST.对象_OtherFlg = 0;
CONST.对象_日声望上限 = 0;
CONST.对象_声望获取时间 = 0;
CONST.对象_声望下降时间 = 0;
CONST.对象_掉魂 = 0;
CONST.对象_Renewalflg = 0;
CONST.ENDEVENT1 = 0;
CONST.ENDEVENT2 = 0;
CONST.ENDEVENT3 = 0;
CONST.ENDEVENT4 = 0;
CONST.ENDEVENT5 = 0;
CONST.ENDEVENT6 = 0;
CONST.ENDEVENT7 = 0;
CONST.ENDEVENT8 = 0;
CONST.NOWEVENT1 = 0;
CONST.NOWEVENT2 = 0;
CONST.NOWEVENT3 = 0;
CONST.NOWEVENT4 = 0;
CONST.NOWEVENT5 = 0;
CONST.NOWEVENT6 = 0;
CONST.NOWEVENT7 = 0;
CONST.NOWEVENT8 = 0;
CONST.RECIPE1 = 0;
CONST.RECIPE2 = 0;
CONST.RECIPE3 = 0;
CONST.RECIPE4 = 0;
CONST.RECIPE5 = 0;
CONST.RECIPE6 = 0;
CONST.RECIPE7 = 0;
CONST.RECIPE8 = 0;
CONST.RECIPE9 = 0;
CONST.RECIPE10 = 0;
CONST.RECIPE11 = 0;
CONST.RECIPE12 = 0;
CONST.RECIPE13 = 0;
CONST.RECIPE14 = 0;
CONST.RECIPE15 = 0;
CONST.RECIPE16 = 0;
CONST.RECIPE17 = 0;
CONST.RECIPE18 = 0;
CONST.RECIPE19 = 0;
CONST.RECIPE20 = 0;
CONST.RECIPE21 = 0;
CONST.RECIPE22 = 0;
CONST.RECIPE23 = 0;
CONST.RECIPE24 = 0;
CONST.RECIPE25 = 0;
CONST.RECIPE26 = 0;
CONST.RECIPE27 = 0;
CONST.RECIPE28 = 0;
CONST.RECIPE29 = 0;
CONST.RECIPE30 = 0;
CONST.RECIPE31 = 0;
CONST.RECIPE32 = 0;
CONST.ALBUM1 = 0;
CONST.ALBUM2 = 0;
CONST.ALBUM3 = 0;
CONST.ALBUM4 = 0;
CONST.ALBUM5 = 0;
CONST.ALBUM6 = 0;
CONST.ALBUM7 = 0;
CONST.ALBUM8 = 0;
CONST.ALBUM9 = 0;
CONST.ALBUM10 = 0;
CONST.ALBUM11 = 0;
CONST.ALBUM12 = 0;
CONST.ALBUM13 = 0;
CONST.ALBUM14 = 0;
CONST.ALBUM15 = 0;
CONST.ALBUM16 = 0;
CONST.ALBUM17 = 0;
CONST.ALBUM18 = 0;
CONST.ALBUM19 = 0;
CONST.ALBUM20 = 0;
CONST.ALBUM21 = 0;
CONST.ALBUM22 = 0;
CONST.ALBUM23 = 0;
CONST.ALBUM24 = 0;
CONST.ALBUM25 = 0;
CONST.ALBUM26 = 0;
CONST.ALBUM27 = 0;
CONST.ALBUM28 = 0;
CONST.ALBUM29 = 0;
CONST.ALBUM30 = 0;
CONST.ALBUM31 = 0;
CONST.ALBUM32 = 0;
CONST.对象_银行最大宠数 = 0;
CONST.对象_银行最大物数 = 0;
CONST.对象_DP = 0;
CONST.对象_话色 = 0;
CONST.对象_位置 = 0;
CONST.对象_GM = 0;
CONST.DUNGEON_CLR_1 = 0;
CONST.DUNGEON_CLR_2 = 0;
CONST.DUNGEON_CLR_3 = 0;
CONST.LASTSAVETIME = 0;
CONST.RANKDOWNFLG = 0;
CONST.PENALTY = 0;
CONST.对象_登陆点 = 0;
CONST.FEVER_RESETTIME = 0;
CONST.对象_卡时 = 0;
CONST.对象_房子ID = 0;
CONST.对象_房子期限 = 0;
CONST.TIMEOUTDUNGEONID = 0;
CONST.TIMEOUTSERVERNUMBER = 0;
CONST.对象_原始图档 = 0;
CONST.对象_名字 = 0;
CONST.对象_原名 = 0;
CONST.对象_玩家称号 = 0;
CONST.对象_宠名 = 0;
CONST.对象_CDK = 0;
CONST.对象_账号 = 0;
CONST.对象_主人CDK = 0;
CONST.对象_主人名字 = 0;
CONST.对象_主人原名 = 0;
CONST.对象_战斗中 = 0;
CONST.对象_战斗状态 = 0;
CONST.对象_战斗Index = 0;
CONST.对象_战斗Side = 0;
CONST.对象_最大血 = 0;
CONST.对象_最大魔 = 0;
CONST.对象_攻击力 = 0;
CONST.对象_防御力 = 0;
CONST.对象_敏捷 = 0;
CONST.对象_精神 = 0;
CONST.对象_回复 = 0;
CONST.对象_OBJ = 0;
CONST.对象_获得经验 = 0;
CONST.对象_获得DP = 0;
CONST.对象_组队模式 = 0;
CONST.对象_最低遇敌率 = 0;
CONST.对象_最高遇敌率 = 0;
CONST.对象_魔攻 = 0;
CONST.对象_魔法攻击力 = 0;
CONST.对象_魔强 = 0;
CONST.对象_魔抗 = 0;
CONST.对象_魔法防御力 = 0;
CONST.对象_魔法抗性 = 0;
CONST.对象_香下限 = 0;
CONST.对象_香上限 = 0;
CONST.对象_香步数 = 0;
CONST.按钮_无 = 0;
CONST.按钮_确定 = 0;
CONST.按钮_确认 = 0;
CONST.按钮_关闭 = 0;
CONST.按钮_确定关闭 = 0;
CONST.按钮_是 = 0;
CONST.按钮_否 = 0;
CONST.按钮_是否 = 0;
CONST.按钮_下取消 = 0;
CONST.按钮_上取消 = 0;
CONST.按钮_上下取消 = 0;
CONST.按钮_上一页 = 0;
CONST.按钮_下一页 = 0;
CONST.道具类型_剑 = 0;
CONST.道具类型_斧 = 0;
CONST.道具类型_枪 = 0;
CONST.道具类型_杖 = 0;
CONST.道具类型_弓 = 0;
CONST.道具类型_小刀 = 0;
CONST.道具类型_回力镖 = 0;
CONST.道具类型_盾 = 0;
CONST.道具类型_盔 = 0;
CONST.道具类型_帽 = 0;
CONST.道具类型_铠 = 0;
CONST.道具类型_衣 = 0;
CONST.道具类型_袍 = 0;
CONST.道具类型_靴 = 0;
CONST.道具类型_鞋 = 0;
CONST.道具类型_手环 = 0;
CONST.道具类型_乐器 = 0;
CONST.道具类型_项链 = 0;
CONST.道具类型_戒指 = 0;
CONST.道具类型_头带 = 0;
CONST.道具类型_耳环 = 0;
CONST.道具类型_护身符 = 0;
CONST.道具类型_水晶 = 0;
CONST.道具类型_料理 = 0;
CONST.道具类型_家具 = 0;
CONST.道具类型_果皮 = 0;
CONST.道具类型_不明 = 0;
CONST.道具类型_宝箱 = 0;
CONST.道具类型_钥匙 = 0;
CONST.道具类型_矿石 = 0;
CONST.道具类型_木材 = 0;
CONST.道具类型_布卷 = 0;
CONST.道具类型_肉类 = 0;
CONST.道具类型_海鲜 = 0;
CONST.道具类型_蔬菜 = 0;
CONST.道具类型_其他食材 = 0;
CONST.道具类型_香草 = 0;
CONST.道具类型_药草 = 0;
CONST.道具类型_宝石 = 0;
CONST.道具类型_B类材料 = 0;
CONST.道具类型_封印卡 = 0;
CONST.道具类型_其他卡片 = 0;
CONST.道具类型_点心 = 0;
CONST.道具类型_药品 = 0;
CONST.道具类型_书籍 = 0;
CONST.道具类型_地图 = 0;
CONST.道具类型_飞行 = 0;
CONST.道具类型_彩票 = 0;
CONST.道具类型_其他 = 0;
CONST.道具类型_邮票 = 0;
CONST.道具类型_改造材料 = 0;
CONST.道具类型_图鉴 = 0;
CONST.道具类型_炸药 = 0;
CONST.道具类型_粪便 = 0;
CONST.道具类型_小吃 = 0;
CONST.道具类型_各种 = 0;
CONST.道具类型_头饰 = 0;
CONST.对象_原登MAP = 0;
CONST.对象_原登地图 = 0;
CONST.对象_原登X = 0;
CONST.对象_原登Y = 0;
CONST.道具_未鉴定名 = 0;
CONST.道具_已鉴定名 = 0;
CONST.道具_INITFUNC = 0;
CONST.道具_FIRSTFUNCTION = 0;
CONST.道具_WATCHFUNC = 0;
CONST.道具_USEFUNC = 0;
CONST.道具_ATTACHFUNC = 0;
CONST.道具_DETACHFUNC = 0;
CONST.道具_DROPFUNC = 0;
CONST.道具_PREPICKUPFUNC = 0;
CONST.道具_PICKUPFUNC = 0;
CONST.道具_LASTFUNCTION = 0;
CONST.窗口_信息框 = 0;
CONST.窗口_输入框 = 0;
CONST.窗口_选择框 = 0;
CONST.窗口_宠物选择框 = 0;
CONST.窗口_组队选择框 = 0;
CONST.窗口_买卖框 = 0;
CONST.窗口_买框 = 0;
CONST.窗口_商店买 = 0;
CONST.窗口_卖框 = 0;
CONST.窗口_商店卖 = 0;
CONST.窗口_巨信息框 = 0;
CONST.窗口_巨输入框 = 0;
CONST.窗口_图框 = 0;
CONST.NPC_银行 = 0;
CONST.NPC_护士 = 0;
CONST.NPC_医生 = 0;
CONST.战斗_普通 = 0;
CONST.战斗_PVP = 0;
CONST.战奖_普通 = 0;
CONST.战奖_PVP = 0;
CONST.宠档_体成 = 0;
CONST.宠档_力成 = 0;
CONST.宠档_强成 = 0;
CONST.宠档_敏成 = 0;
CONST.宠档_魔成 = 0;
CONST.颜色_白色 = 0;
CONST.颜色_青色 = 0;
CONST.颜色_紫色 = 0;
CONST.颜色_蓝色 = 0;
CONST.颜色_黄色 = 0;
CONST.颜色_绿色 = 0;
CONST.颜色_红色 = 0;
CONST.颜色_灰色 = 0;
CONST.颜色_灰蓝色 = 0;
CONST.颜色_灰绿色 = 0;
CONST.字体_大 = 0;
CONST.字体_中 = 0;
CONST.字体_小 = 0;
CONST.动作_站立 = 0;
CONST.动作_走路 = 0;
CONST.动作_跑步 = 0;
CONST.动作_攻击 = 0;
CONST.动作_魔法 = 0;
CONST.动作_投掷 = 0;
CONST.动作_受伤 = 0;
CONST.动作_防御 = 0;
CONST.动作_倒下 = 0;
CONST.动作_坐下 = 0;
CONST.动作_招手 = 0;
CONST.动作_高兴 = 0;
CONST.动作_生气 = 0;
CONST.动作_悲伤 = 0;
CONST.动作_点头 = 0;
CONST.动作_石头 = 0;
CONST.动作_剪刀 = 0;
CONST.动作_布 = 0;
CONST.左上 = 0;
CONST.上 = 0;
CONST.右上 = 0;
CONST.右 = 0;
CONST.右下 = 0;
CONST.下 = 0;
CONST.左下 = 0;
CONST.左 = 0;
CONST.战斗_观战 = 0;
CONST.战斗_BOSS战 = 0;
CONST.道栏_1 = 0;
CONST.道栏_2 = 0;
CONST.道栏_3 = 0;
CONST.道栏_4 = 0;
CONST.道栏_5 = 0;
CONST.道栏_6 = 0;
CONST.道栏_7 = 0;
CONST.道栏_8 = 0;
CONST.道栏_9 = 0;
CONST.道栏_10 = 0;
CONST.道栏_11 = 0;
CONST.道栏_12 = 0;
CONST.道栏_13 = 0;
CONST.道栏_14 = 0;
CONST.道栏_15 = 0;
CONST.道栏_16 = 0;
CONST.道栏_17 = 0;
CONST.道栏_18 = 0;
CONST.道栏_19 = 0;
CONST.道栏_20 = 0;
CONST.宠物栏_1 = 0;
CONST.宠物栏_2 = 0;
CONST.宠物栏_3 = 0;
CONST.宠物栏_4 = 0;
CONST.宠物栏_5 = 0;
CONST.队员_1 = 0;
CONST.队员_2 = 0;
CONST.队员_3 = 0;
CONST.队员_4 = 0;

if CONST.EnemyBase_编号 == nil then
  CONST.EnemyBase_编号 = 0;
  CONST.EnemyBase_BP = 0;
  CONST.EnemyBase_浮动 = 0;
  CONST.EnemyBase_种族 = 0;
  CONST.EnemyBase_体力 = 0;
  CONST.EnemyBase_力量 = 0;
  CONST.EnemyBase_强度 = 0;
  CONST.EnemyBase_速度 = 0;
  CONST.EnemyBase_魔法 = 0;
  CONST.EnemyBase_捕捉难度 = 0;
  CONST.EnemyBase_图鉴等级 = 0;
  CONST.EnemyBase_魅力要求 = 0;
  CONST.EnemyBase_命中 = 0;
  CONST.EnemyBase_必杀 = 0;
  CONST.EnemyBase_地属性 = 0;
  CONST.EnemyBase_水属性 = 0;
  CONST.EnemyBase_火属性 = 0;
  CONST.EnemyBase_风属性 = 0;
  CONST.EnemyBase_抗毒 = 0;
  CONST.EnemyBase_抗醉 = 0;
  CONST.EnemyBase_抗睡 = 0;
  CONST.EnemyBase_抗混乱 = 0;
  CONST.EnemyBase_抗石化 = 0;
  CONST.EnemyBase_抗遗忘 = 0;
  CONST.EnemyBase_图鉴等级2 = 0;
  CONST.EnemyBase_闪躲 = 0;
  CONST.EnemyBase_反击 = 0;
  CONST.EnemyBase_技能栏 = 0;
  CONST.EnemyBase_形象 = 0;
  CONST.EnemyBase_图鉴编号 = 0;
  CONST.EnemyBase_能否捕捉 = 0;
  CONST.EnemyBase_出生技能1 = 0;
  CONST.EnemyBase_出生技能2 = 0;
  CONST.EnemyBase_出生技能3 = 0;
  CONST.EnemyBase_出生技能4 = 0;
  CONST.EnemyBase_出生技能5 = 0;
  CONST.EnemyBase_出生技能6 = 0;
  CONST.EnemyBase_出生技能7 = 0;
  CONST.EnemyBase_出生技能8 = 0;
  CONST.EnemyBase_出生技能9 = 0;
  CONST.EnemyBase_出生技能10 = 0;
  CONST.EnemyBase_名字 = 0;
  CONST.Enemy_编号 = 0;
  CONST.Enemy_Base编号 = 0;
  CONST.Enemy_最低等级 = 0;
  CONST.Enemy_最高等级 = 0;
  CONST.Enemy_最低数量 = 0;
  CONST.Enemy_最高数量 = 0;
  CONST.Enemy_AI = 0;
  CONST.Enemy_战斗经验 = 0;
  CONST.Enemy_战绩 = 0;
  CONST.Enemy_攻击模式 = 0;
  CONST.Enemy_可否捕捉 = 0;
  CONST.Enemy_掉落物品1 = 0;
  CONST.Enemy_掉落物品2 = 0;
  CONST.Enemy_掉落物品3 = 0;
  CONST.Enemy_掉落物品4 = 0;
  CONST.Enemy_掉落物品5 = 0;
  CONST.Enemy_掉落物品6 = 0;
  CONST.Enemy_掉落物品7 = 0;
  CONST.Enemy_掉落物品8 = 0;
  CONST.Enemy_掉落物品9 = 0;
  CONST.Enemy_掉落物品10 = 0;
  CONST.Enemy_掉落几率1 = 0;
  CONST.Enemy_掉落几率2 = 0;
  CONST.Enemy_掉落几率3 = 0;
  CONST.Enemy_掉落几率4 = 0;
  CONST.Enemy_掉落几率5 = 0;
  CONST.Enemy_掉落几率6 = 0;
  CONST.Enemy_掉落几率7 = 0;
  CONST.Enemy_掉落几率8 = 0;
  CONST.Enemy_掉落几率9 = 0;
  CONST.Enemy_掉落几率10 = 0;
  CONST.Enemy_偷窃物品1 = 0;
  CONST.Enemy_偷窃物品2 = 0;
  CONST.Enemy_偷窃物品3 = 0;
  CONST.Enemy_偷窃物品4 = 0;
  CONST.Enemy_偷窃物品5 = 0;
  CONST.Enemy_偷窃几率1 = 0;
  CONST.Enemy_偷窃几率2 = 0;
  CONST.Enemy_偷窃几率3 = 0;
  CONST.Enemy_偷窃几率4 = 0;
  CONST.Enemy_偷窃几率5 = 0;
  CONST.Enemy_是否二动 = 0;
  CONST.Enemy_是否BOSS = 0;
  CONST.Enemy_召唤Enemy1 = 0;
  CONST.Enemy_召唤Enemy2 = 0;
  CONST.Enemy_Talk编号 = 0;
end

CONST.Encount_Use = CONST.ENCOUNT_use or (0x00000000 / 4);
CONST.Encount_ID = CONST.ENCOUNT_index or (0x00000004 / 4);
CONST.Encount_SeqNo = CONST.ENCOUNT_seqno or (0x00000008 / 4);
CONST.Encount_MapID = CONST.ENCOUNT_mapid or (0x00000000C / 4);
CONST.Encount_Floor = CONST.ENCOUNT_floor or (0x00000010 / 4);
CONST.Encount_EncountProb_min = CONST.ENCOUNT_encountprob_min or (0x00000014 / 4);
CONST.Encount_EncountProb_max = CONST.ENCOUNT_encountprob_max or (0x00000018 / 4);
CONST.Encount_EnemyMaxNum = CONST.ENCOUNT_enemymaxnum or (0x00000010C / 4);
CONST.Encount_ZOrder = CONST.ENCOUNT_zorder or (0x00000020 / 4);
CONST.Encount_NextEncountID = CONST.ENCOUNT_nextencountid or (0x00000024 / 4);
CONST.Encount_NextEncountProb = CONST.ENCOUNT_nextencountprob or (0x00000028 / 4);
CONST.Encount_EnemyLevel = CONST.ENCOUNT_enemylevel or (0x00000020C / 4);
CONST.Encount_RandRange = CONST.ENCOUNT_randrange or (0x00000030 / 4);
CONST.Encount_GroupID_1 = CONST.ENCOUNT_groupid1 or (0x00000034 / 4);
CONST.Encount_GroupID_2 = CONST.ENCOUNT_groupid2 or (0x00000034 / 4 + 1);
CONST.Encount_GroupID_3 = CONST.ENCOUNT_groupid3 or (0x00000034 / 4 + 2);
CONST.Encount_GroupID_4 = CONST.ENCOUNT_groupid4 or (0x00000034 / 4 + 3);
CONST.Encount_GroupID_5 = CONST.ENCOUNT_groupid5 or (0x00000034 / 4 + 4);
CONST.Encount_GroupID_6 = CONST.ENCOUNT_groupid6 or (0x00000034 / 4 + 5);
CONST.Encount_GroupID_7 = CONST.ENCOUNT_groupid7 or (0x00000034 / 4 + 6);
CONST.Encount_GroupID_8 = CONST.ENCOUNT_groupid8 or (0x00000034 / 4 + 7);
CONST.Encount_GroupID_9 = CONST.ENCOUNT_groupid9 or (0x00000034 / 4 + 8);
CONST.Encount_GroupID_10 = CONST.ENCOUNT_groupid10 or (0x00000034 / 4 + 9);
CONST.Encount_CreateProb_1 = CONST.ENCOUNT_createprob1 or (0x00000050C / 4);
CONST.Encount_CreateProb_2 = CONST.ENCOUNT_createprob2 or (0x00000050C / 4 + 1);
CONST.Encount_CreateProb_3 = CONST.ENCOUNT_createprob3 or (0x00000050C / 4 + 2);
CONST.Encount_CreateProb_4 = CONST.ENCOUNT_createprob4 or (0x00000050C / 4 + 3);
CONST.Encount_CreateProb_5 = CONST.ENCOUNT_createprob5 or (0x00000050C / 4 + 4);
CONST.Encount_CreateProb_6 = CONST.ENCOUNT_createprob6 or (0x00000050C / 4 + 5);
CONST.Encount_CreateProb_7 = CONST.ENCOUNT_createprob7 or (0x00000050C / 4 + 6);
CONST.Encount_CreateProb_8 = CONST.ENCOUNT_createprob8 or (0x00000050C / 4 + 7);
CONST.Encount_CreateProb_9 = CONST.ENCOUNT_createprob9 or (0x00000050C / 4 + 8);
CONST.Encount_CreateProb_10 = CONST.ENCOUNT_createprob10 or (0x00000050C / 4 + 9);
CONST.Encount_Rect_X = CONST.ENCOUNT_x or (0x00000084 / 4);
CONST.Encount_Rect_Y = CONST.ENCOUNT_y or (0x00000084 / 4 + 1);
CONST.Encount_Rect_Width = CONST.ENCOUNT_width or (0x00000084 / 4 + 2);
CONST.Encount_Rect_Height = CONST.ENCOUNT_height or (0x00000084 / 4 + 3);

local TEXT = [[
CONST.PET_体成 = %宠档_体成%;
CONST.PET_力成 = %宠档_力成%;
CONST.PET_强成 = %宠档_强成%;
CONST.PET_敏成 = %宠档_敏成%;
CONST.PET_魔成 = %宠档_魔成%;
CONST.PET_STATE_无 = %宠物状态_无%;
CONST.PET_STATE_待命 = %宠物状态_待命%;
CONST.PET_STATE_战斗 = %宠物状态_战斗%;
CONST.PET_STATE_休息 = %宠物状态_休息%;
CONST.对象类型_无 = %对象类型_无%;
CONST.对象类型_全部 = %对象类型_全部%;
CONST.对象类型_人 = %对象类型_人%;
CONST.对象类型_怪 = %对象类型_怪%;
CONST.对象类型_宠 = %对象类型_宠%;
CONST.对象类型_NPC = %对象类型_NPC%;
CONST.EQUIP_头 = %位置_头%;
CONST.EQUIP_身 = %位置_身%;
CONST.EQUIP_左手 = %位置_左手%;
CONST.EQUIP_右手 = %位置_右手%;
CONST.EQUIP_腿 = %位置_腿%;
CONST.EQUIP_首饰1 = %位置_首饰1%;
CONST.EQUIP_首饰2 = %位置_首饰2%;
CONST.EQUIP_水晶 = %位置_水晶%;
CONST.组队模式_无 = %组队模式_无%;
CONST.组队模式_队长 = %组队模式_队长%;
CONST.组队模式_队员 = %组队模式_队员%;
CONST.组队模式_宠物 = %组队模式_宠物%;
CONST.CHAR_战死 = %对象_战死%;
CONST.CHAR_战斗信息开关 = %对象_战斗信息开关%;
CONST.CHAR_登陆富豪榜 = %对象_登陆富豪榜%;
CONST.CHAR_组队开关 = %对象_组队开关%;
CONST.CHAR_PK开关 = %对象_PK开关%;
CONST.CHAR_对战开关 = %对象_对战开关%;
CONST.CHAR_队聊开关 = %对象_队聊开关%;
CONST.CHAR_名片开关 = %对象_名片开关%;
CONST.CHAR_交易开关 = %对象_交易开关%;
CONST.CHAR_打卡 = %对象_打卡%;
CONST.CHAR_网络超时 = %对象_网络超时%;
CONST.CHAR_家族开关 = %对象_家族开关%;
CONST.CHAR_DEBUG开关 = %对象_DEBUG开关%;
CONST.CHAR_使用MIC = %对象_使用MIC%;
CONST.CHAR_已保存 = %对象_已保存%;
CONST.CHAR_不遇敌开关 = %对象_不遇敌开关%;
CONST.地图类型_普通 = %地图类型_普通%;
CONST.地图类型_迷宫 = %地图类型_迷宫%;
CONST.地图类型_家族 = %地图类型_家族%;
CONST.地图类型_房屋 = %地图类型_房屋%;
CONST.种族_人型 = %种族_人型%;
CONST.种族_龙 = %种族_龙%;
CONST.种族_不死 = %种族_不死%;
CONST.种族_飞行 = %种族_飞行%;
CONST.种族_昆虫 = %种族_昆虫%;
CONST.种族_植物 = %种族_植物%;
CONST.种族_野兽 = %种族_野兽%;
CONST.种族_特殊 = %种族_特殊%;
CONST.种族_金属 = %种族_金属%;
CONST.种族_邪魔 = %种族_邪魔%;
CONST.属性_地 = %属性_地%;
CONST.属性_水 = %属性_水%;
CONST.属性_火 = %属性_火%;
CONST.属性_风 = %属性_风%;
CONST.CHAR_类型 = %对象_类型%;
CONST.CHAR_序 = %对象_序%;
CONST.CHAR_形象 = %对象_形象%;
CONST.CHAR_可视 = %对象_可视%;
CONST.CHAR_原形 = %对象_原形%;
CONST.CHAR_地图类型 = %对象_地图类型%;
CONST.CHAR_MAP = %对象_MAP%;
CONST.CHAR_地图 = %对象_地图%;
CONST.CHAR_X = %对象_X%;
CONST.CHAR_Y = %对象_Y%;
CONST.CHAR_方向 = %对象_方向%;
CONST.CHAR_等级 = %对象_等级%;
CONST.CHAR_血 = %对象_血%;
CONST.CHAR_魔 = %对象_魔%;
CONST.CHAR_体力 = %对象_体力%;
CONST.CHAR_力量 = %对象_力量%;
CONST.CHAR_强度 = %对象_强度%;
CONST.CHAR_速度 = %对象_速度%;
CONST.CHAR_魔法 = %对象_魔法%;
CONST.CHAR_运 = %对象_运%;
CONST.CHAR_运气 = %对象_运气%;
CONST.CHAR_种族 = %对象_种族%;
CONST.CHAR_地属性 = %对象_地属性%;
CONST.CHAR_水属性 = %对象_水属性%;
CONST.CHAR_火属性 = %对象_火属性%;
CONST.CHAR_风属性 = %对象_风属性%;
CONST.CHAR_抗毒 = %对象_抗毒%;
CONST.CHAR_抗睡 = %对象_抗睡%;
CONST.CHAR_抗石 = %对象_抗石%;
CONST.CHAR_抗醉 = %对象_抗醉%;
CONST.CHAR_抗乱 = %对象_抗乱%;
CONST.CHAR_抗忘 = %对象_抗忘%;
CONST.CHAR_必杀 = %对象_必杀%;
CONST.CHAR_反击 = %对象_反击%;
CONST.CHAR_命中 = %对象_命中%;
CONST.CHAR_闪躲 = %对象_闪躲%;
CONST.CHAR_实际抗毒 = %对象_实际抗毒%;
CONST.CHAR_实际抗睡 = %对象_实际抗睡%;
CONST.CHAR_实际抗石 = %对象_实际抗石%;
CONST.CHAR_实际抗醉 = %对象_实际抗醉%;
CONST.CHAR_实际抗乱 = %对象_实际抗乱%;
CONST.CHAR_实际抗忘 = %对象_实际抗忘%;
CONST.CHAR_实际必杀 = %对象_实际必杀%;
CONST.CHAR_实际反击 = %对象_实际反击%;
CONST.CHAR_实际命中 = %对象_实际命中%;
CONST.CHAR_实际闪躲 = %对象_实际闪躲%;
CONST.CHAR_道具栏 = %对象_道具栏%;
CONST.CHAR_技能栏 = %对象_技能栏%;
CONST.CHAR_死亡数 = %对象_死亡数%;
CONST.CHAR_伤害数 = %对象_伤害数%;
CONST.CHAR_杀宠数 = %对象_杀宠数%;
CONST.CHAR_占卜时间 = %对象_占卜时间%;
CONST.CHAR_受伤 = %对象_受伤%;
CONST.CHAR_移间 = %对象_移间%;
CONST.CHAR_循时 = %对象_循时%;
CONST.CHAR_经验 = %对象_经验%;
CONST.CHAR_升级点 = %对象_升级点%;
CONST.CHAR_图类 = %对象_图类%;
CONST.CHAR_名色 = %对象_名色%;
CONST.CHAR_ALLOCPOINT = %对象_ALLOCPOINT%;
CONST.CHAR_吃时 = %对象_吃时%;
CONST.CHAR_ThankFlower = %对象_吃时% + 1;
CONST.CHAR_DataPN = %对象_DataPN%;
CONST.PET_主人RegistNumber = %宠物_主人RegistNumber%;
CONST.CHAR_RegistNumber = %对象_RegistNumber%;
CONST.CHAR_职业 = %对象_职业%;
CONST.CHAR_职阶 = %对象_职阶%;
CONST.CHAR_职类ID = %对象_职类ID%;
CONST.PET_技能栏 = %宠物_技能栏%;
CONST.CHAR_脸 = %对象_脸%;
CONST.PET_获取时等级 = %宠物_获取时等级%;
CONST.CHAR_金币 = %对象_金币%;
CONST.CHAR_银行金币 = %对象_银行金币%;
CONST.CHAR_耐力 = %对象_耐力%;
CONST.CHAR_灵巧 = %对象_灵巧%;
CONST.CHAR_智力 = %对象_智力%;
CONST.CHAR_魅力 = %对象_魅力%;
CONST.CHAR_声望 = %对象_声望%;
CONST.CHAR_称号 = %对象_称号%;
CONST.CHAR_记录点 = %对象_记录点%;
CONST.CHAR_战宠 = %对象_战宠%;
CONST.CHAR_聊天距离 = %对象_聊天距离%;
CONST.CHAR_HelpPoint = %对象_HelpPoint%;
CONST.CHAR_登陆次数 = %对象_登陆次数%;
CONST.CHAR_说话次数 = %对象_说话次数%;
CONST.CHAR_说次 = %对象_说次%;
CONST.CHAR_获得宠数 = %对象_获得宠数%;
CONST.CHAR_宠得数 = %对象_宠得数%;
CONST.CHAR_邮数 = %对象_邮数%;
CONST.CHAR_生产数 = %对象_生产数%;
CONST.CHAR_走动次数 = %对象_走动次数%;
CONST.CHAR_走次 = %对象_走次%;
CONST.CHAR_宠死亡数 = %对象_宠死亡数%;
CONST.CHAR_宠死数 = %对象_宠死数%;
CONST.CHAR_宠复活数 = %对象_宠复活数%;
CONST.CHAR_宠复数 = %对象_宠复数%;
CONST.CHAR_宠治疗数 = %对象_宠治疗数%;
CONST.CHAR_宠治数 = %对象_宠治数%;
CONST.CHAR_封印数 = %对象_封印数%;
CONST.CHAR_OtherFlg = %对象_OtherFlg%;
CONST.CHAR_日声望上限 = %对象_日声望上限%;
CONST.CHAR_声望获取时间 = %对象_声望获取时间%;
CONST.CHAR_声望下降时间 = %对象_声望下降时间%;
CONST.CHAR_掉魂 = %对象_掉魂%;
--CONST.LASTTALKELDER= %LASTTALKELDER%;
CONST.ENDEVENT1 = %ENDEVENT1%;
CONST.ENDEVENT2 = %ENDEVENT2%;
CONST.ENDEVENT3 = %ENDEVENT3%;
CONST.ENDEVENT4 = %ENDEVENT4%;
CONST.ENDEVENT5 = %ENDEVENT5%;
CONST.ENDEVENT6 = %ENDEVENT6%;
CONST.ENDEVENT7 = %ENDEVENT7%;
CONST.ENDEVENT8 = %ENDEVENT8%;
CONST.NOWEVENT1 = %NOWEVENT1%;
CONST.NOWEVENT2 = %NOWEVENT2%;
CONST.NOWEVENT3 = %NOWEVENT3%;
CONST.NOWEVENT4 = %NOWEVENT4%;
CONST.NOWEVENT5 = %NOWEVENT5%;
CONST.NOWEVENT6 = %NOWEVENT6%;
CONST.NOWEVENT7 = %NOWEVENT7%;
CONST.NOWEVENT8 = %NOWEVENT8%;
CONST.RECIPE1 = %RECIPE1%;
CONST.RECIPE2 = %RECIPE2%;
CONST.RECIPE3 = %RECIPE3%;
CONST.RECIPE4 = %RECIPE4%;
CONST.RECIPE5 = %RECIPE5%;
CONST.RECIPE6 = %RECIPE6%;
CONST.RECIPE7 = %RECIPE7%;
CONST.RECIPE8 = %RECIPE8%;
CONST.RECIPE9 = %RECIPE9%;
CONST.RECIPE10 = %RECIPE10%;
CONST.RECIPE11 = %RECIPE11%;
CONST.RECIPE12 = %RECIPE12%;
CONST.RECIPE13 = %RECIPE13%;
CONST.RECIPE14 = %RECIPE14%;
CONST.RECIPE15 = %RECIPE15%;
CONST.RECIPE16 = %RECIPE16%;
CONST.RECIPE17 = %RECIPE17%;
CONST.RECIPE18 = %RECIPE18%;
CONST.RECIPE19 = %RECIPE19%;
CONST.RECIPE20 = %RECIPE20%;
CONST.RECIPE21 = %RECIPE21%;
CONST.RECIPE22 = %RECIPE22%;
CONST.RECIPE23 = %RECIPE23%;
CONST.RECIPE24 = %RECIPE24%;
CONST.RECIPE25 = %RECIPE25%;
CONST.RECIPE26 = %RECIPE26%;
CONST.RECIPE27 = %RECIPE27%;
CONST.RECIPE28 = %RECIPE28%;
CONST.RECIPE29 = %RECIPE29%;
CONST.RECIPE30 = %RECIPE30%;
CONST.RECIPE31 = %RECIPE31%;
CONST.RECIPE32 = %RECIPE32%;
CONST.ALBUM1 = %ALBUM1%;
CONST.ALBUM2 = %ALBUM2%;
CONST.ALBUM3 = %ALBUM3%;
CONST.ALBUM4 = %ALBUM4%;
CONST.ALBUM5 = %ALBUM5%;
CONST.ALBUM6 = %ALBUM6%;
CONST.ALBUM7 = %ALBUM7%;
CONST.ALBUM8 = %ALBUM8%;
CONST.ALBUM9 = %ALBUM9%;
CONST.ALBUM10 = %ALBUM10%;
CONST.ALBUM11 = %ALBUM11%;
CONST.ALBUM12 = %ALBUM12%;
CONST.ALBUM13 = %ALBUM13%;
CONST.ALBUM14 = %ALBUM14%;
CONST.ALBUM15 = %ALBUM15%;
CONST.ALBUM16 = %ALBUM16%;
CONST.ALBUM17 = %ALBUM17%;
CONST.ALBUM18 = %ALBUM18%;
CONST.ALBUM19 = %ALBUM19%;
CONST.ALBUM20 = %ALBUM20%;
CONST.ALBUM21 = %ALBUM21%;
CONST.ALBUM22 = %ALBUM22%;
CONST.ALBUM23 = %ALBUM23%;
CONST.ALBUM24 = %ALBUM24%;
CONST.ALBUM25 = %ALBUM25%;
CONST.ALBUM26 = %ALBUM26%;
CONST.ALBUM27 = %ALBUM27%;
CONST.ALBUM28 = %ALBUM28%;
CONST.ALBUM29 = %ALBUM29%;
CONST.ALBUM30 = %ALBUM30%;
CONST.CHAR_银行最大宠数 = %对象_银行最大宠数%;
CONST.CHAR_银行最大物数 = %对象_银行最大物数%;
CONST.CHAR_DP = %对象_DP%;
CONST.CHAR_话色 = %对象_话色%;
CONST.CHAR_位置 = %对象_位置%;
CONST.CHAR_GM = %对象_GM%;
CONST.DUNGEON_CLR_1 = %DUNGEON_CLR_1%;
CONST.DUNGEON_CLR_2 = %DUNGEON_CLR_2%;
CONST.DUNGEON_CLR_3 = %DUNGEON_CLR_3%;
CONST.LASTSAVETIME = %LASTSAVETIME%;
CONST.RANKDOWNFLG = %RANKDOWNFLG%;
CONST.PENALTY = %PENALTY%;
CONST.CHAR_登陆点 = %对象_登陆点%;
CONST.FEVER_RESETTIME = %FEVER_RESETTIME%;
CONST.CHAR_卡时 = %对象_卡时%;
CONST.CHAR_房子ID = %对象_房子ID%;
CONST.CHAR_房子期限 = %对象_房子期限%;
CONST.TIMEOUTDUNGEONID = %TIMEOUTDUNGEONID%;
CONST.TIMEOUTSERVERNUMBER = %TIMEOUTSERVERNUMBER%;
CONST.CHAR_原始图档 = %对象_原始图档%;
CONST.CHAR_名字 = %对象_名字%;
CONST.CHAR_原名 = %对象_原名%;
CONST.CHAR_玩家称号 = %对象_玩家称号%;
CONST.CHAR_宠名 = %对象_宠名%;
CONST.CHAR_CDK = %对象_CDK%;
CONST.CHAR_账号 = %对象_账号%;
CONST.CHAR_主人CDK = %对象_主人CDK%;
CONST.CHAR_主人名字 = %对象_主人名字%;
CONST.CHAR_主人原名 = %对象_主人原名%;
CONST.CHAR_战斗中 = %对象_战斗中%;
CONST.CHAR_战斗状态 = %对象_战斗状态%;
CONST.CHAR_战斗Index = %对象_战斗Index%;
CONST.CHAR_战斗Side = %对象_战斗Side%;
CONST.CHAR_最大血 = %对象_最大血%;
CONST.CHAR_最大魔 = %对象_最大魔%;
CONST.CHAR_攻击力 = %对象_攻击力%;
CONST.CHAR_防御力 = %对象_防御力%;
CONST.CHAR_敏捷 = %对象_敏捷%;
CONST.CHAR_精神 = %对象_精神%;
CONST.CHAR_回复 = %对象_回复%;
CONST.CHAR_OBJ = %对象_OBJ%;
CONST.CHAR_获得经验 = %对象_获得经验%;
--CONST.CHAR_战得DP = %对象_战得DP%;
CONST.CHAR_组队模式 = %对象_组队模式%;
CONST.CHAR_最低遇敌率 = %对象_最低遇敌率%;
CONST.CHAR_最高遇敌率 = %对象_最高遇敌率%;
CONST.CHAR_魔攻 = %对象_魔攻%;
CONST.CHAR_魔法攻击力 = %对象_魔法攻击力%;
CONST.CHAR_魔强 = %对象_魔强%;
CONST.CHAR_魔法防御力 = %对象_魔法防御力%;
CONST.CHAR_魔法抗性= %对象_魔法抗性% ;
CONST.CHAR_魔抗 = %对象_魔抗%;
CONST.CHAR_香下限 = %对象_香下限%;
CONST.CHAR_香上限 = %对象_香上限%;
CONST.CHAR_香步数 = %对象_香步数%;
CONST.BUTTON_无 = %按钮_无%;
CONST.BUTTON_确定 = %按钮_确定%;
CONST.BUTTON_确认 = %按钮_确认%;
CONST.BUTTON_关闭 = %按钮_关闭%;
CONST.BUTTON_确定关闭 = %按钮_确定关闭%;
CONST.BUTTON_是 = %按钮_是%;
CONST.BUTTON_否 = %按钮_否%;
CONST.BUTTON_是否 = %按钮_是否%;
CONST.BUTTON_下取消 = %按钮_下取消%;
CONST.BUTTON_上取消 = %按钮_上取消%;
CONST.BUTTON_上下取消 = %按钮_上下取消%;
CONST.BUTTON_上一页 = %按钮_上一页%;
CONST.BUTTON_下一页 = %按钮_下一页%;
CONST.ITEM_TYPE_剑 = %道具类型_剑%;
CONST.ITEM_TYPE_斧 = %道具类型_斧%;
CONST.ITEM_TYPE_枪 = %道具类型_枪%;
CONST.ITEM_TYPE_杖 = %道具类型_杖%;
CONST.ITEM_TYPE_弓 = %道具类型_弓%;
CONST.ITEM_TYPE_小刀 = %道具类型_小刀%;
CONST.ITEM_TYPE_回力镖 = %道具类型_回力镖%;
CONST.ITEM_TYPE_盾 = %道具类型_盾%;
CONST.ITEM_TYPE_盔 = %道具类型_盔%;
CONST.ITEM_TYPE_帽 = %道具类型_帽%;
CONST.ITEM_TYPE_铠 = %道具类型_铠%;
CONST.ITEM_TYPE_衣 = %道具类型_衣%;
CONST.ITEM_TYPE_袍 = %道具类型_袍%;
CONST.ITEM_TYPE_靴 = %道具类型_靴%;
CONST.ITEM_TYPE_鞋 = %道具类型_鞋%;
CONST.ITEM_TYPE_手环 = %道具类型_手环%;
CONST.ITEM_TYPE_乐器 = %道具类型_乐器%;
CONST.ITEM_TYPE_项链 = %道具类型_项链%;
CONST.ITEM_TYPE_戒指 = %道具类型_戒指%;
CONST.ITEM_TYPE_头带 = %道具类型_头带%;
CONST.ITEM_TYPE_耳环 = %道具类型_耳环%;
CONST.ITEM_TYPE_护身符 = %道具类型_护身符%;
CONST.ITEM_TYPE_水晶 = %道具类型_水晶%;
CONST.ITEM_TYPE_料理 = %道具类型_料理%;
CONST.ITEM_TYPE_家具 = %道具类型_家具%;
CONST.ITEM_TYPE_果皮 = %道具类型_果皮%;
CONST.ITEM_TYPE_不明 = %道具类型_不明%;
CONST.ITEM_TYPE_宝箱 = %道具类型_宝箱%;
CONST.ITEM_TYPE_钥匙 = %道具类型_钥匙%;
CONST.ITEM_TYPE_矿石 = %道具类型_矿石%;
CONST.ITEM_TYPE_木材 = %道具类型_木材%;
CONST.ITEM_TYPE_布卷 = %道具类型_布卷%;
CONST.ITEM_TYPE_肉类 = %道具类型_肉类%;
CONST.ITEM_TYPE_海鲜 = %道具类型_海鲜%;
CONST.ITEM_TYPE_蔬菜 = %道具类型_蔬菜%;
CONST.ITEM_TYPE_其他食材 = %道具类型_其他食材%;
CONST.ITEM_TYPE_香草 = %道具类型_香草%;
CONST.ITEM_TYPE_药草 = %道具类型_药草%;
CONST.ITEM_TYPE_宝石 = %道具类型_宝石%;
CONST.ITEM_TYPE_B类材料 = %道具类型_B类材料%;
CONST.道具_鉴前名 = %道具_鉴前名%;
CONST.道具_名字 = %道具_名字%;
CONST.道具_刻印 = %道具_刻印%;
CONST.道具_自用参数 = %道具_自用参数%;
CONST.道具_刻印玩家 = %道具_刻印玩家%;
CONST.道具_序 = %道具_序%;
CONST.道具_ID = %道具_ID%;
CONST.道具_图 = %道具_图%;
CONST.道具_价格 = %道具_价格%;
CONST.道具_类型 = %道具_类型%;
CONST.道具_OTHERFLG = %道具_OTHERFLG%;
CONST.道具_双手 = %道具_双手%;
CONST.道具_双击 = %道具_双击%;
CONST.道具_可双击 = %道具_可双击%;
CONST.道具_战斗可用 = %道具_战斗可用%;
CONST.道具_使用范围 = %道具_使用范围%;
CONST.道具_堆叠数 = %道具_堆叠数%;
CONST.道具_最大堆叠数 = %道具_最大堆叠数%;
CONST.道具_等级 = %道具_等级%;
CONST.道具_最大耐久 = %道具_最大耐久%;
CONST.道具_最小攻击数量 = %道具_最小攻击数量%;
CONST.道具_最大攻击数量 = %道具_最大攻击数量%;
CONST.道具_属性类型 = %道具_属性类型%;
CONST.道具_攻击 = %道具_攻击%;
CONST.道具_防御 = %道具_防御%;
CONST.道具_敏捷 = %道具_敏捷%;
CONST.道具_精神 = %道具_精神%;
CONST.道具_回复 = %道具_回复%;
CONST.道具_必杀 = %道具_必杀%;
CONST.道具_反击 = %道具_反击%;
CONST.道具_命中 = %道具_命中%;
CONST.道具_闪躲 = %道具_闪躲%;
CONST.道具_HP = %道具_HP%;
CONST.道具_MP = %道具_MP%;
CONST.道具_生命 = %道具_生命%;
CONST.道具_魔力 = %道具_魔力%;
CONST.道具_幸运 = %道具_幸运%;
CONST.道具_魅力 = %道具_魅力%;
CONST.道具_属性一 = %道具_属性一%;
CONST.道具_属性二 = %道具_属性二%;
CONST.道具_属性一值 = %道具_属性一值%;
CONST.道具_属性二值 = %道具_属性二值%;
CONST.道具_耐力 = %道具_耐力%;
CONST.道具_灵巧 = %道具_灵巧%;
CONST.道具_智力 = %道具_智力%;
CONST.道具_毒抗 = %道具_毒抗%;
CONST.道具_睡抗 = %道具_睡抗%;
CONST.道具_石抗 = %道具_石抗%;
CONST.道具_醉抗 = %道具_醉抗%;
CONST.道具_乱抗 = %道具_乱抗%;
CONST.道具_忘抗 = %道具_忘抗%;
CONST.道具_特殊类型 = %道具_特殊类型%;
CONST.道具_子参一 = %道具_子参一%;
CONST.道具_子参二 = %道具_子参二%;
CONST.道具_宝石武 = %道具_宝石武%;
CONST.道具_宝石防 = %道具_宝石防%;
CONST.道具_登出消失 = %道具_登出消失%;
CONST.道具_丢地消失 = %道具_丢地消失%;
CONST.道具_宠邮 = %道具_宠邮%;
CONST.道具_魔抗 = %道具_魔抗%;
CONST.道具_可出售 = %道具_可出售%;
CONST.道具_Explanation1 = %道具_可出售% + 1;
CONST.道具_Explanation2 = %道具_可出售% + 2;
CONST.道具_已鉴定 = %道具_已鉴定%;
CONST.道具_耐久 = %道具_耐久%;
CONST.道具_魔攻 = %道具_魔攻%;
CONST.道具_Obj索引 = %道具_Obj索引%;
CONST.道具_已装备 = %道具_已装备%;
CONST.窗口_信息框 = %窗口_信息框%;
CONST.窗口_输入框 = %窗口_输入框%;
CONST.窗口_选择框 = %窗口_选择框%;
CONST.窗口_宠物选择框 = %窗口_宠物选择框%;
CONST.窗口_组队选择框 = %窗口_组队选择框%;
CONST.窗口_买卖框 = %窗口_买卖框%;
CONST.窗口_买框 = %窗口_买框%;
CONST.窗口_商店买 = %窗口_商店买%;
CONST.窗口_卖框 = %窗口_卖框%;
CONST.窗口_商店卖 = %窗口_商店卖%;
CONST.窗口_巨信息框 = %窗口_巨信息框%;
CONST.窗口_巨输入框 = %窗口_巨输入框%;
CONST.窗口_图框 = %窗口_图框%;
CONST.NPC_银行 = %NPC_银行%;
CONST.NPC_护士 = %NPC_护士%;
CONST.NPC_医生 = %NPC_医生%;
CONST.战斗_普通 = %战斗_普通%;
CONST.战斗_PVP = %战斗_PVP%;
CONST.战奖_普通 = %战奖_普通%;
CONST.战奖_PVP = %战奖_PVP%;
CONST.宠档_体成 = %宠档_体成%;
CONST.宠档_力成 = %宠档_力成%;
CONST.宠档_强成 = %宠档_强成%;
CONST.宠档_敏成 = %宠档_敏成%;
CONST.宠档_魔成 = %宠档_魔成%;
CONST.颜色_白色 = %颜色_白色%;
CONST.颜色_青色 = %颜色_青色%;
CONST.颜色_紫色 = %颜色_紫色%;
CONST.颜色_蓝色 = %颜色_蓝色%;
CONST.颜色_黄色 = %颜色_黄色%;
CONST.颜色_绿色 = %颜色_绿色%;
CONST.颜色_红色 = %颜色_红色%;
CONST.颜色_灰色 = %颜色_灰色%;
CONST.颜色_灰蓝色 = %颜色_灰蓝色%;
CONST.颜色_灰绿色 = %颜色_灰绿色%;
CONST.字体_大 = %字体_大%;
CONST.字体_中 = %字体_中%;
CONST.字体_小 = %字体_小%;
CONST.动作_站立 = %动作_站立%;
CONST.动作_走路 = %动作_走路%;
CONST.动作_跑步 = %动作_跑步%;
CONST.动作_攻击 = %动作_攻击%;
CONST.动作_魔法 = %动作_魔法%;
CONST.动作_投掷 = %动作_投掷%;
CONST.动作_受伤 = %动作_受伤%;
CONST.动作_防御 = %动作_防御%;
CONST.动作_倒下 = %动作_倒下%;
CONST.动作_坐下 = %动作_坐下%;
CONST.动作_招手 = %动作_招手%;
CONST.动作_高兴 = %动作_高兴%;
CONST.动作_生气 = %动作_生气%;
CONST.动作_悲伤 = %动作_悲伤%;
CONST.动作_点头 = %动作_点头%;
CONST.动作_石头 = %动作_石头%;
CONST.动作_剪刀 = %动作_剪刀%;
CONST.动作_布 = %动作_布%;
CONST.左上 = %左上%;
CONST.上 = %上%;
CONST.右上 = %右上%;
CONST.右 = %右%;
CONST.右下 = %右下%;
CONST.下 = %下%;
CONST.左下 = %左下%;
CONST.左 = %左%;
CONST.战斗_观战 = %战斗_观战%;
CONST.战斗_BOSS战 = %战斗_BOSS战%;
CONST.宠物状态_无 = %宠物状态_无%;
CONST.宠物状态_待命 = %宠物状态_待命%;
CONST.宠物状态_战斗 = %宠物状态_战斗%;
CONST.宠物状态_休息 = %宠物状态_休息%;
CONST.对象类型_无 = %对象类型_无%;
CONST.对象类型_全部 = %对象类型_全部%;
CONST.对象类型_人 = %对象类型_人%;
CONST.对象类型_怪 = %对象类型_怪%;
CONST.对象类型_宠 = %对象类型_宠%;
CONST.对象类型_NPC = %对象类型_NPC%;
CONST.位置_头 = %位置_头%;
CONST.位置_身 = %位置_身%;
CONST.位置_左手 = %位置_左手%;
CONST.位置_右手 = %位置_右手%;
CONST.位置_腿 = %位置_腿%;
CONST.位置_首饰1 = %位置_首饰1%;
CONST.位置_首饰2 = %位置_首饰2%;
CONST.位置_水晶 = %位置_水晶%;
CONST.组队模式_无 = %组队模式_无%;
CONST.组队模式_队长 = %组队模式_队长%;
CONST.组队模式_队员 = %组队模式_队员%;
CONST.组队模式_宠物 = %组队模式_宠物%;
CONST.对象_战死 = %对象_战死%;
CONST.对象_战斗信息开关 = %对象_战斗信息开关%;
CONST.对象_登陆富豪榜 = %对象_登陆富豪榜%;
CONST.对象_组队开关 = %对象_组队开关%;
CONST.对象_PK开关 = %对象_PK开关%;
CONST.对象_对战开关 = %对象_对战开关%;
CONST.对象_队聊开关 = %对象_队聊开关%;
CONST.对象_名片开关 = %对象_名片开关%;
CONST.对象_交易开关 = %对象_交易开关%;
CONST.对象_打卡 = %对象_打卡%;
CONST.对象_网络超时 = %对象_网络超时%;
CONST.对象_家族开关 = %对象_家族开关%;
CONST.对象_DEBUG开关 = %对象_DEBUG开关%;
CONST.对象_使用MIC = %对象_使用MIC%;
CONST.对象_已保存 = %对象_已保存%;
CONST.对象_不遇敌开关 = %对象_不遇敌开关%;
CONST.地图类型_普通 = %地图类型_普通%;
CONST.地图类型_迷宫 = %地图类型_迷宫%;
CONST.地图类型_家族 = %地图类型_家族%;
CONST.地图类型_房屋 = %地图类型_房屋%;
CONST.种族_人型 = %种族_人型%;
CONST.种族_龙 = %种族_龙%;
CONST.种族_不死 = %种族_不死%;
CONST.种族_飞行 = %种族_飞行%;
CONST.种族_昆虫 = %种族_昆虫%;
CONST.种族_植物 = %种族_植物%;
CONST.种族_野兽 = %种族_野兽%;
CONST.种族_特殊 = %种族_特殊%;
CONST.种族_金属 = %种族_金属%;
CONST.种族_邪魔 = %种族_邪魔%;
CONST.属性_地 = %属性_地%;
CONST.属性_水 = %属性_水%;
CONST.属性_火 = %属性_火%;
CONST.属性_风 = %属性_风%;
CONST.对象_类型 = %对象_类型%;
CONST.对象_序 = %对象_序%;
CONST.对象_形象 = %对象_形象%;
CONST.对象_可视 = %对象_可视%;
CONST.对象_原形 = %对象_原形%;
CONST.对象_地图类型 = %对象_地图类型%;
CONST.对象_MAP = %对象_MAP%;
CONST.对象_地图 = %对象_地图%;
CONST.对象_X = %对象_X%;
CONST.对象_Y = %对象_Y%;
CONST.对象_方向 = %对象_方向%;
CONST.对象_等级 = %对象_等级%;
CONST.对象_血 = %对象_血%;
CONST.对象_魔 = %对象_魔%;
CONST.对象_体力 = %对象_体力%;
CONST.对象_力量 = %对象_力量%;
CONST.对象_强度 = %对象_强度%;
CONST.对象_速度 = %对象_速度%;
CONST.对象_魔法 = %对象_魔法%;
CONST.对象_运 = %对象_运%;
CONST.对象_运气 = %对象_运气%;
CONST.对象_种族 = %对象_种族%;
CONST.对象_地属性 = %对象_地属性%;
CONST.对象_水属性 = %对象_水属性%;
CONST.对象_火属性 = %对象_火属性%;
CONST.对象_风属性 = %对象_风属性%;
CONST.对象_抗毒 = %对象_抗毒%;
CONST.对象_抗睡 = %对象_抗睡%;
CONST.对象_抗石 = %对象_抗石%;
CONST.对象_抗醉 = %对象_抗醉%;
CONST.对象_抗乱 = %对象_抗乱%;
CONST.对象_抗忘 = %对象_抗忘%;
CONST.对象_必杀 = %对象_必杀%;
CONST.对象_反击 = %对象_反击%;
CONST.对象_命中 = %对象_命中%;
CONST.对象_闪躲 = %对象_闪躲%;
CONST.对象_道具栏 = %对象_道具栏%;
CONST.对象_技能栏 = %对象_技能栏%;
CONST.对象_死亡数 = %对象_死亡数%;
CONST.对象_伤害数 = %对象_伤害数%;
CONST.对象_杀宠数 = %对象_杀宠数%;
CONST.对象_占卜时间 = %对象_占卜时间%;
CONST.对象_受伤 = %对象_受伤%;
CONST.对象_移间 = %对象_移间%;
CONST.对象_循时 = %对象_循时%;
CONST.对象_经验 = %对象_经验%;
CONST.对象_升级点 = %对象_升级点%;
CONST.对象_图类 = %对象_图类%;
CONST.对象_名色 = %对象_名色%;
CONST.对象_ALLOCPOINT = %对象_ALLOCPOINT%;
CONST.对象_吃时 = %对象_吃时%;
CONST.对象_DataPN = %对象_DataPN%;
CONST.宠物_主人RegistNumber = %宠物_主人RegistNumber%;
CONST.对象_RegistNumber = %对象_RegistNumber%;
CONST.对象_职业 = %对象_职业%;
CONST.对象_职阶 = %对象_职阶%;
CONST.对象_职类ID = %对象_职类ID%;
CONST.宠物_技能栏 = %宠物_技能栏%;
CONST.对象_脸 = %对象_脸%;
CONST.宠物_获取时等级 = %宠物_获取时等级%;
CONST.对象_金币 = %对象_金币%;
CONST.对象_银行金币 = %对象_银行金币%;
CONST.对象_耐力 = %对象_耐力%;
CONST.对象_灵巧 = %对象_灵巧%;
CONST.对象_智力 = %对象_智力%;
CONST.对象_魅力 = %对象_魅力%;
CONST.对象_声望 = %对象_声望%;
CONST.对象_称号 = %对象_称号%;
CONST.对象_记录点 = %对象_记录点%;
CONST.对象_战宠 = %对象_战宠%;
CONST.对象_聊天距离 = %对象_聊天距离%;
CONST.对象_HelpPoint = %对象_HelpPoint%;
CONST.对象_登陆次数 = %对象_登陆次数%;
CONST.对象_说话次数 = %对象_说话次数%;
CONST.对象_说次 = %对象_说次%;
CONST.对象_获得宠数 = %对象_获得宠数%;
CONST.对象_宠得数 = %对象_宠得数%;
CONST.对象_邮数 = %对象_邮数%;
CONST.对象_生产数 = %对象_生产数%;
CONST.对象_走动次数 = %对象_走动次数%;
CONST.对象_走次 = %对象_走次%;
CONST.对象_宠死亡数 = %对象_宠死亡数%;
CONST.对象_宠死数 = %对象_宠死数%;
CONST.对象_宠复活数 = %对象_宠复活数%;
CONST.对象_宠复数 = %对象_宠复数%;
CONST.对象_宠治疗数 = %对象_宠治疗数%;
CONST.对象_宠治数 = %对象_宠治数%;
CONST.对象_封印数 = %对象_封印数%;
CONST.对象_OtherFlg = %对象_OtherFlg%;
CONST.对象_日声望上限 = %对象_日声望上限%;
CONST.对象_声望获取时间 = %对象_声望获取时间%;
CONST.对象_声望下降时间 = %对象_声望下降时间%;
CONST.对象_掉魂 = %对象_掉魂%;
CONST.对象_Renewalflg = %对象_Renewalflg%;
CONST.ENDEVENT1 = %ENDEVENT1%;
CONST.ENDEVENT2 = %ENDEVENT2%;
CONST.ENDEVENT3 = %ENDEVENT3%;
CONST.ENDEVENT4 = %ENDEVENT4%;
CONST.ENDEVENT5 = %ENDEVENT5%;
CONST.ENDEVENT6 = %ENDEVENT6%;
CONST.ENDEVENT7 = %ENDEVENT7%;
CONST.ENDEVENT8 = %ENDEVENT8%;
CONST.NOWEVENT1 = %NOWEVENT1%;
CONST.NOWEVENT2 = %NOWEVENT2%;
CONST.NOWEVENT3 = %NOWEVENT3%;
CONST.NOWEVENT4 = %NOWEVENT4%;
CONST.NOWEVENT5 = %NOWEVENT5%;
CONST.NOWEVENT6 = %NOWEVENT6%;
CONST.NOWEVENT7 = %NOWEVENT7%;
CONST.NOWEVENT8 = %NOWEVENT8%;
CONST.RECIPE1 = %RECIPE1%;
CONST.RECIPE2 = %RECIPE2%;
CONST.RECIPE3 = %RECIPE3%;
CONST.RECIPE4 = %RECIPE4%;
CONST.RECIPE5 = %RECIPE5%;
CONST.RECIPE6 = %RECIPE6%;
CONST.RECIPE7 = %RECIPE7%;
CONST.RECIPE8 = %RECIPE8%;
CONST.RECIPE9 = %RECIPE9%;
CONST.RECIPE10 = %RECIPE10%;
CONST.RECIPE11 = %RECIPE11%;
CONST.RECIPE12 = %RECIPE12%;
CONST.RECIPE13 = %RECIPE13%;
CONST.RECIPE14 = %RECIPE14%;
CONST.RECIPE15 = %RECIPE15%;
CONST.RECIPE16 = %RECIPE16%;
CONST.RECIPE17 = %RECIPE17%;
CONST.RECIPE18 = %RECIPE18%;
CONST.RECIPE19 = %RECIPE19%;
CONST.RECIPE20 = %RECIPE20%;
CONST.RECIPE21 = %RECIPE21%;
CONST.RECIPE22 = %RECIPE22%;
CONST.RECIPE23 = %RECIPE23%;
CONST.RECIPE24 = %RECIPE24%;
CONST.RECIPE25 = %RECIPE25%;
CONST.RECIPE26 = %RECIPE26%;
CONST.RECIPE27 = %RECIPE27%;
CONST.RECIPE28 = %RECIPE28%;
CONST.RECIPE29 = %RECIPE29%;
CONST.RECIPE30 = %RECIPE30%;
CONST.RECIPE31 = %RECIPE31%;
CONST.RECIPE32 = %RECIPE32%;
CONST.ALBUM1 = %ALBUM1%;
CONST.ALBUM2 = %ALBUM2%;
CONST.ALBUM3 = %ALBUM3%;
CONST.ALBUM4 = %ALBUM4%;
CONST.ALBUM5 = %ALBUM5%;
CONST.ALBUM6 = %ALBUM6%;
CONST.ALBUM7 = %ALBUM7%;
CONST.ALBUM8 = %ALBUM8%;
CONST.ALBUM9 = %ALBUM9%;
CONST.ALBUM10 = %ALBUM10%;
CONST.ALBUM11 = %ALBUM11%;
CONST.ALBUM12 = %ALBUM12%;
CONST.ALBUM13 = %ALBUM13%;
CONST.ALBUM14 = %ALBUM14%;
CONST.ALBUM15 = %ALBUM15%;
CONST.ALBUM16 = %ALBUM16%;
CONST.ALBUM17 = %ALBUM17%;
CONST.ALBUM18 = %ALBUM18%;
CONST.ALBUM19 = %ALBUM19%;
CONST.ALBUM20 = %ALBUM20%;
CONST.ALBUM21 = %ALBUM21%;
CONST.ALBUM22 = %ALBUM22%;
CONST.ALBUM23 = %ALBUM23%;
CONST.ALBUM24 = %ALBUM24%;
CONST.ALBUM25 = %ALBUM25%;
CONST.ALBUM26 = %ALBUM26%;
CONST.ALBUM27 = %ALBUM27%;
CONST.ALBUM28 = %ALBUM28%;
CONST.ALBUM29 = %ALBUM29%;
CONST.ALBUM30 = %ALBUM30%;
CONST.ALBUM31 = %ALBUM31%;
CONST.ALBUM32 = %ALBUM32%;
CONST.对象_银行最大宠数 = %对象_银行最大宠数%;
CONST.对象_银行最大物数 = %对象_银行最大物数%;
CONST.对象_DP = %对象_DP%;
CONST.对象_话色 = %对象_话色%;
CONST.对象_位置 = %对象_位置%;
CONST.对象_GM = %对象_GM%;
CONST.DUNGEON_CLR_1 = %DUNGEON_CLR_1%;
CONST.DUNGEON_CLR_2 = %DUNGEON_CLR_2%;
CONST.DUNGEON_CLR_3 = %DUNGEON_CLR_3%;
CONST.LASTSAVETIME = %LASTSAVETIME%;
CONST.RANKDOWNFLG = %RANKDOWNFLG%;
CONST.PENALTY = %PENALTY%;
CONST.对象_登陆点 = %对象_登陆点%;
CONST.FEVER_RESETTIME = %FEVER_RESETTIME%;
CONST.对象_卡时 = %对象_卡时%;
CONST.对象_房子ID = %对象_房子ID%;
CONST.对象_房子期限 = %对象_房子期限%;
CONST.TIMEOUTDUNGEONID = %TIMEOUTDUNGEONID%;
CONST.TIMEOUTSERVERNUMBER = %TIMEOUTSERVERNUMBER%;
CONST.对象_原始图档 = %对象_原始图档%;
CONST.对象_名字 = %对象_名字%;
CONST.对象_原名 = %对象_原名%;
CONST.对象_玩家称号 = %对象_玩家称号%;
CONST.对象_宠名 = %对象_宠名%;
CONST.对象_CDK = %对象_CDK%;
CONST.对象_账号 = %对象_账号%;
CONST.对象_主人CDK = %对象_主人CDK%;
CONST.对象_主人名字 = %对象_主人名字%;
CONST.对象_主人原名 = %对象_主人原名%;
CONST.对象_战斗中 = %对象_战斗中%;
CONST.对象_战斗状态 = %对象_战斗状态%;
CONST.对象_战斗Index = %对象_战斗Index%;
CONST.对象_战斗Side = %对象_战斗Side%;
CONST.对象_最大血 = %对象_最大血%;
CONST.对象_最大魔 = %对象_最大魔%;
CONST.对象_攻击力 = %对象_攻击力%;
CONST.对象_防御力 = %对象_防御力%;
CONST.对象_敏捷 = %对象_敏捷%;
CONST.对象_精神 = %对象_精神%;
CONST.对象_回复 = %对象_回复%;
CONST.对象_OBJ = %对象_OBJ%;
CONST.对象_获得经验 = %对象_获得经验%;
CONST.对象_获得DP = %对象_获得DP%;
CONST.对象_组队模式 = %对象_组队模式%;
CONST.对象_最低遇敌率 = %对象_最低遇敌率%;
CONST.对象_最高遇敌率 = %对象_最高遇敌率%;
CONST.对象_魔攻 = %对象_魔攻%;
CONST.对象_魔法攻击力 = %对象_魔法攻击力%;
CONST.对象_魔强 = %对象_魔强%;
CONST.对象_魔抗 = %对象_魔抗%;
CONST.对象_魔法防御力 = %对象_魔法防御力%;
CONST.对象_魔法抗性 = %对象_魔法抗性%;
CONST.对象_香下限 = %对象_香下限%;
CONST.对象_香上限 = %对象_香上限%;
CONST.对象_香步数 = %对象_香步数%;
CONST.按钮_无 = %按钮_无%;
CONST.按钮_确定 = %按钮_确定%;
CONST.按钮_确认 = %按钮_确认%;
CONST.按钮_关闭 = %按钮_关闭%;
CONST.按钮_确定关闭 = %按钮_确定关闭%;
CONST.按钮_是 = %按钮_是%;
CONST.按钮_否 = %按钮_否%;
CONST.按钮_是否 = %按钮_是否%;
CONST.按钮_下取消 = %按钮_下取消%;
CONST.按钮_上取消 = %按钮_上取消%;
CONST.按钮_上下取消 = %按钮_上下取消%;
CONST.按钮_上一页 = %按钮_上一页%;
CONST.按钮_下一页 = %按钮_下一页%;
CONST.道具类型_剑 = %道具类型_剑%;
CONST.道具类型_斧 = %道具类型_斧%;
CONST.道具类型_枪 = %道具类型_枪%;
CONST.道具类型_杖 = %道具类型_杖%;
CONST.道具类型_弓 = %道具类型_弓%;
CONST.道具类型_小刀 = %道具类型_小刀%;
CONST.道具类型_回力镖 = %道具类型_回力镖%;
CONST.道具类型_盾 = %道具类型_盾%;
CONST.道具类型_盔 = %道具类型_盔%;
CONST.道具类型_帽 = %道具类型_帽%;
CONST.道具类型_铠 = %道具类型_铠%;
CONST.道具类型_衣 = %道具类型_衣%;
CONST.道具类型_袍 = %道具类型_袍%;
CONST.道具类型_靴 = %道具类型_靴%;
CONST.道具类型_鞋 = %道具类型_鞋%;
CONST.道具类型_手环 = %道具类型_手环%;
CONST.道具类型_乐器 = %道具类型_乐器%;
CONST.道具类型_项链 = %道具类型_项链%;
CONST.道具类型_戒指 = %道具类型_戒指%;
CONST.道具类型_头带 = %道具类型_头带%;
CONST.道具类型_耳环 = %道具类型_耳环%;
CONST.道具类型_护身符 = %道具类型_护身符%;
CONST.道具类型_水晶 = %道具类型_水晶%;
CONST.道具类型_料理 = %道具类型_料理%;
CONST.道具类型_家具 = %道具类型_家具%;
CONST.道具类型_果皮 = %道具类型_果皮%;
CONST.道具类型_不明 = %道具类型_不明%;
CONST.道具类型_宝箱 = %道具类型_宝箱%;
CONST.道具类型_钥匙 = %道具类型_钥匙%;
CONST.道具类型_矿石 = %道具类型_矿石%;
CONST.道具类型_木材 = %道具类型_木材%;
CONST.道具类型_布卷 = %道具类型_布卷%;
CONST.道具类型_肉类 = %道具类型_肉类%;
CONST.道具类型_海鲜 = %道具类型_海鲜%;
CONST.道具类型_蔬菜 = %道具类型_蔬菜%;
CONST.道具类型_其他食材 = %道具类型_其他食材%;
CONST.道具类型_香草 = %道具类型_香草%;
CONST.道具类型_药草 = %道具类型_药草%;
CONST.道具类型_宝石 = %道具类型_宝石%;
CONST.道具类型_B类材料 = %道具类型_B类材料%;
CONST.道具类型_封印卡 = %道具类型_封印卡%;
CONST.道具类型_其他卡片 = %道具类型_其他卡片%;
CONST.道具类型_点心 = %道具类型_点心%;
CONST.道具类型_药品 = %道具类型_药品%;
CONST.道具类型_书籍 = %道具类型_书籍%;
CONST.道具类型_地图 = %道具类型_地图%;
CONST.道具类型_飞行 = %道具类型_飞行%;
CONST.道具类型_彩票 = %道具类型_彩票%;
CONST.道具类型_其他 = %道具类型_其他%;
CONST.道具类型_邮票 = %道具类型_邮票%;
CONST.道具类型_改造材料 = %道具类型_改造材料%;
CONST.道具类型_图鉴 = %道具类型_图鉴%;
CONST.道具类型_炸药 = %道具类型_炸药%;
CONST.道具类型_粪便 = %道具类型_粪便%;
CONST.道具类型_小吃 = %道具类型_小吃%;
CONST.道具类型_各种 = %道具类型_各种%;
CONST.道具类型_头饰 = %道具类型_头饰%;
CONST.对象_原登MAP = %对象_原登MAP%;
CONST.对象_原登地图 = %对象_原登地图%;
CONST.对象_原登X = %对象_原登X%;
CONST.对象_原登Y = %对象_原登Y%;
CONST.道具_未鉴定名 = %道具_未鉴定名%;
CONST.道具_已鉴定名 = %道具_已鉴定名%;
CONST.道具_INITFUNC = %道具_INITFUNC%;
CONST.道具_FIRSTFUNCTION = %道具_FIRSTFUNCTION%;
CONST.道具_WATCHFUNC = %道具_WATCHFUNC%;
CONST.道具_USEFUNC = %道具_USEFUNC%;
CONST.道具_ATTACHFUNC = %道具_ATTACHFUNC%;
CONST.道具_DETACHFUNC = %道具_DETACHFUNC%;
CONST.道具_DROPFUNC = %道具_DROPFUNC%;
CONST.道具_PREPICKUPFUNC = %道具_PREPICKUPFUNC%;
CONST.道具_PICKUPFUNC = %道具_PICKUPFUNC%;
CONST.道具_LASTFUNCTION = %道具_LASTFUNCTION%;
CONST.道栏_1 = %道栏_1%;
CONST.道栏_2 = %道栏_2%;
CONST.道栏_3 = %道栏_3%;
CONST.道栏_4 = %道栏_4%;
CONST.道栏_5 = %道栏_5%;
CONST.道栏_6 = %道栏_6%;
CONST.道栏_7 = %道栏_7%;
CONST.道栏_8 = %道栏_8%;
CONST.道栏_9 = %道栏_9%;
CONST.道栏_10 = %道栏_10%;
CONST.道栏_11 = %道栏_11%;
CONST.道栏_12 = %道栏_12%;
CONST.道栏_13 = %道栏_13%;
CONST.道栏_14 = %道栏_14%;
CONST.道栏_15 = %道栏_15%;
CONST.道栏_16 = %道栏_16%;
CONST.道栏_17 = %道栏_17%;
CONST.道栏_18 = %道栏_18%;
CONST.道栏_19 = %道栏_19%;
CONST.道栏_20 = %道栏_20%;
CONST.宠物栏_1 = %宠物栏_1%;
CONST.宠物栏_2 = %宠物栏_2%;
CONST.宠物栏_3 = %宠物栏_3%;
CONST.宠物栏_4 = %宠物栏_4%;
CONST.宠物栏_5 = %宠物栏_5%;
CONST.队员_1 = %队员_1%;
CONST.队员_2 = %队员_2%;
CONST.队员_3 = %队员_3%;
CONST.队员_4 = %队员_4%;
CONST.EnemyBase_编号 = %EnemyBase_编号%;
CONST.EnemyBase_BP = %EnemyBase_BP%;
CONST.EnemyBase_浮动 = %EnemyBase_浮动%;
CONST.EnemyBase_种族 = %EnemyBase_种族%;
CONST.EnemyBase_体力 = %EnemyBase_体力%;
CONST.EnemyBase_力量 = %EnemyBase_力量%;
CONST.EnemyBase_强度 = %EnemyBase_强度%;
CONST.EnemyBase_速度 = %EnemyBase_速度%;
CONST.EnemyBase_魔法 = %EnemyBase_魔法%;
CONST.EnemyBase_捕捉难度 = %EnemyBase_捕捉难度%;
CONST.EnemyBase_图鉴等级 = %EnemyBase_图鉴等级%;
CONST.EnemyBase_魅力要求 = %EnemyBase_魅力要求%;
CONST.EnemyBase_命中 = %EnemyBase_命中%;
CONST.EnemyBase_必杀 = %EnemyBase_必杀%;
CONST.EnemyBase_地属性 = %EnemyBase_地属性%;
CONST.EnemyBase_水属性 = %EnemyBase_水属性%;
CONST.EnemyBase_火属性 = %EnemyBase_火属性%;
CONST.EnemyBase_风属性 = %EnemyBase_风属性%;
CONST.EnemyBase_抗毒 = %EnemyBase_抗毒%;
CONST.EnemyBase_抗醉 = %EnemyBase_抗醉%;
CONST.EnemyBase_抗睡 = %EnemyBase_抗睡%;
CONST.EnemyBase_抗混乱 = %EnemyBase_抗混乱%;
CONST.EnemyBase_抗石化 = %EnemyBase_抗石化%;
CONST.EnemyBase_抗遗忘 = %EnemyBase_抗遗忘%;
CONST.EnemyBase_图鉴等级2 = %EnemyBase_图鉴等级2%;
CONST.EnemyBase_闪躲 = %EnemyBase_闪躲%;
CONST.EnemyBase_反击 = %EnemyBase_反击%;
CONST.EnemyBase_技能栏 = %EnemyBase_技能栏%;
CONST.EnemyBase_形象 = %EnemyBase_形象%;
CONST.EnemyBase_图鉴编号 = %EnemyBase_图鉴编号%;
CONST.EnemyBase_能否捕捉 = %EnemyBase_能否捕捉%;
CONST.EnemyBase_出生技能1 = %EnemyBase_出生技能1%;
CONST.EnemyBase_出生技能2 = %EnemyBase_出生技能2%;
CONST.EnemyBase_出生技能3 = %EnemyBase_出生技能3%;
CONST.EnemyBase_出生技能4 = %EnemyBase_出生技能4%;
CONST.EnemyBase_出生技能5 = %EnemyBase_出生技能5%;
CONST.EnemyBase_出生技能6 = %EnemyBase_出生技能6%;
CONST.EnemyBase_出生技能7 = %EnemyBase_出生技能7%;
CONST.EnemyBase_出生技能8 = %EnemyBase_出生技能8%;
CONST.EnemyBase_出生技能9 = %EnemyBase_出生技能9%;
CONST.EnemyBase_出生技能10 = %EnemyBase_出生技能10%;
CONST.EnemyBase_名字 = %EnemyBase_名字%;
CONST.Enemy_编号 = %Enemy_编号%;
CONST.Enemy_Base编号 = %Enemy_Base编号%;
CONST.Enemy_最低等级 = %Enemy_最低等级%;
CONST.Enemy_最高等级 = %Enemy_最高等级%;
CONST.Enemy_最低数量 = %Enemy_最低数量%;
CONST.Enemy_最高数量 = %Enemy_最高数量%;
CONST.Enemy_AI = %Enemy_AI%;
CONST.Enemy_战斗经验 = %Enemy_战斗经验%;
CONST.Enemy_战绩 = %Enemy_战绩%;
CONST.Enemy_攻击模式 = %Enemy_攻击模式%;
CONST.Enemy_可否捕捉 = %Enemy_可否捕捉%;
CONST.Enemy_掉落物品1 = %Enemy_掉落物品1%;
CONST.Enemy_掉落物品2 = %Enemy_掉落物品2%;
CONST.Enemy_掉落物品3 = %Enemy_掉落物品3%;
CONST.Enemy_掉落物品4 = %Enemy_掉落物品4%;
CONST.Enemy_掉落物品5 = %Enemy_掉落物品5%;
CONST.Enemy_掉落物品6 = %Enemy_掉落物品6%;
CONST.Enemy_掉落物品7 = %Enemy_掉落物品7%;
CONST.Enemy_掉落物品8 = %Enemy_掉落物品8%;
CONST.Enemy_掉落物品9 = %Enemy_掉落物品9%;
CONST.Enemy_掉落物品10 = %Enemy_掉落物品10%;
CONST.Enemy_掉落几率1 = %Enemy_掉落几率1%;
CONST.Enemy_掉落几率2 = %Enemy_掉落几率2%;
CONST.Enemy_掉落几率3 = %Enemy_掉落几率3%;
CONST.Enemy_掉落几率4 = %Enemy_掉落几率4%;
CONST.Enemy_掉落几率5 = %Enemy_掉落几率5%;
CONST.Enemy_掉落几率6 = %Enemy_掉落几率6%;
CONST.Enemy_掉落几率7 = %Enemy_掉落几率7%;
CONST.Enemy_掉落几率8 = %Enemy_掉落几率8%;
CONST.Enemy_掉落几率9 = %Enemy_掉落几率9%;
CONST.Enemy_掉落几率10 = %Enemy_掉落几率10%;
CONST.Enemy_偷窃物品1 = %Enemy_偷窃物品1%;
CONST.Enemy_偷窃物品2 = %Enemy_偷窃物品2%;
CONST.Enemy_偷窃物品3 = %Enemy_偷窃物品3%;
CONST.Enemy_偷窃物品4 = %Enemy_偷窃物品4%;
CONST.Enemy_偷窃物品5 = %Enemy_偷窃物品5%;
CONST.Enemy_偷窃几率1 = %Enemy_偷窃几率1%;
CONST.Enemy_偷窃几率2 = %Enemy_偷窃几率2%;
CONST.Enemy_偷窃几率3 = %Enemy_偷窃几率3%;
CONST.Enemy_偷窃几率4 = %Enemy_偷窃几率4%;
CONST.Enemy_偷窃几率5 = %Enemy_偷窃几率5%;
CONST.Enemy_是否二动 = %Enemy_是否二动%;
CONST.Enemy_是否BOSS = %Enemy_是否BOSS%;
CONST.Enemy_召唤Enemy1 = %Enemy_召唤Enemy1%;
CONST.Enemy_召唤Enemy2 = %Enemy_召唤Enemy2%;
CONST.Enemy_Talk编号 = %Enemy_Talk编号%;
CONST.道具_TIMELIMIT = %道具_TIMELIMIT%;
CONST.道具_ENDTIME = %道具_ENDTIME%;
CONST.道具_VAR1 = %道具_VAR1%;
CONST.道具_VAR2 = %道具_VAR2%;
CONST.道具_VAR3 = %道具_VAR3%;
CONST.道具_VAR4 = %道具_VAR4%;
CONST.CHAR_BattleIndex = %对象_BattleIndex%;
CONST.对象_BattleIndex = %对象_BattleIndex%;
]]

local split = function(str, separator)
  local str = tostring(str)
  local separator = tostring(separator)
  local strB, arrayIndex = 1, 1
  local targetArray = {}
  if (separator == nil)
  then
    return false
  end
  local condition = true
  while (condition)
  do
    local si, sd = string.find(str, separator, strB)
    if (si)
    then
      targetArray[arrayIndex] = string.sub(str, strB, si - 1)
      arrayIndex = arrayIndex + 1
      strB = sd + 1
    else
      targetArray[arrayIndex] = string.sub(str, strB, string.len(str))
      condition = false
    end
  end
  return targetArray
end

for i, p in ipairs(split(TEXT, ";")) do
  -- print(i, p);
  local s, e = pcall(loadstring, p);
  if s ~= true then
    print("Load CONST error: ", p, s, e);
  else
    if e then
      e();
    else
      print("not found", p, s, e)
    end
  end
end
-- print(CONST.对象_声望获取时间, %对象_声望获取时间%)

-- for i, v in pairs(CONST) do
-- print('const ', i, v);
-- end
