有人問點解 167鞋 、197鞋點解只差 6數值????: ]5 e4 D0 B% b& T+ W
冇人識答你.
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: _$ S6 @, s1 z0 v+ `1 ?! w不如問點解 200 AC 同 210 AC 相差攻擊力不是應該是10 .
' w4 e' Z& W$ c5 a1 Z* a/ }1 }呢個係 背後最終數數冇任何原因.
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請自行轉英9 V3 w6 p5 ?/ r4 Z" R) t4 q% w" C+ B( |
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template<class T1, class T2, class T3>
2 z ?7 p' h" f" _+ S+ |int TCharList<T1, T2, T3>::CalcMovePower() * V& Q3 J. l2 Q# E- f" I
{ // 이동력 계산
2 j) f% E9 l, b if (dwDontMove > 0) return 0; // 이동불가 상태인 경우
" b/ m7 {' L# \" E2 s. t if (nCurrentAction == 1) return 0; // 앉아 있는 경우
5 y- i. X3 H% Y$ l* { // 극악 NK인 경우 처리
7 L) F% V# ]: ^8 g const int nNation = MapInfo[MapNumber].nation;
% @. ^% N1 ~, E) m5 v( ]3 S% F if (GetNK(nNation) >= 100) return 10; & x8 e$ H, r% ]0 ^
if (GetNK(nNation) >= 10) return 25;
0 A' j& j, t# t8 A$ w" G I: l3 P' [ // 이동 속도 구하기
$ m6 s$ ?* v4 @! Y2 i* W int nMove = GetMovePower(HorseNo), nPlus = 0, nMinus = 0;
: h" c* f; g; f { // 말을 타고 있는지 여부
3 e5 q6 ]2 e. u) G' [% |8 j const bool bHorse = (HorseNo <= 0) ? false:true;
# ]. o% ?. y+ o7 _- Y3 j# p* P // 말을 탄 경우는 이동치에 관한 전투스킬, 마법 무시 7 T/ k9 u0 {7 v1 {8 \* [
if (!bHorse) e2 J+ u5 _& @5 i
{ //< CSD-020710 7 t/ ^5 y5 h& G/ X
switch (GetPassiveCombat()) W: q7 ]& Y( j
{
& J1 u4 Z; I5 O8 E1 `) g1 t case GUST: nPlus = GetCombatValue(GUST); break; 2 ?# i$ N. n# d- P; l7 t. w
}
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CorrectMovePlus(nMove, nPlus); / Y* M/ i* V9 @9 q3 B+ g
// 레어에 대한 보정
7 `% M3 [( q1 [2 B5 h nMove += (RareEM.GetStaticRareSpeed(StaticRare)>>1);
! F% F# P9 C7 E) O" S r nMove += RareEM.GetDynamicRareValue(FITEM_SPEED_UP, DynamicRare);
1 l4 B8 f8 E: Z4 d! `2 S } //> CSD-020710 8 N" x& O+ {3 F2 }: V
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if (IsFreeze())
8 U1 Q" S. H0 D: y7 r { //< CSD-021024 : 얼림 상태인 경우라면 0 }4 m @5 |) @
nMinus = 50; % [7 u" b. X4 _$ v$ \- {" s. x
} //> CSD-021024
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. {6 N8 x) L1 H1 A0 @5 ^9 J CorrectMoveMinus(nMove, nMinus); ) M9 Q7 o2 B$ f* P# J K
// 배고픔 수치가 0거나 유령인 경우 움직임은 1/2로 줄어듬
- D. l, |2 P! S5 R; @ return (IsHungry()) ? (nMove>>1):nMove; % O/ `% E2 d$ q
}
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2 ~9 ~) U$ r( Q0 Aint CCharInfo::GetMovePower(BYTE nType) const, h9 [2 y5 L+ g8 q; {
{ // 檜翕溘 掘晦+ W+ ]. B& B! r4 q
const int nMax = __min(MoveP, 310);
( s. ?6 ?& l7 b+ E3 _ if (IsNpc()) return nMax;- V. m2 B Z( g$ g! i% q5 ~
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int nBase = 0, nMove = 50;
2 Y) a" |4 @7 b3 N& D. w // 嬴檜蠱曖 檜翕溘 陛雖堅 螃晦
3 h8 u4 i4 g9 b+ Z CItem* pItem = ::ItemUnit(equip[WT_SHOES]);
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//2018-04-30 天使羽翼移動 (修正版)
1 S; J9 D( M) L& ~0 Q& W short int mantle = equip[ WT_NECK].item_no;
; W9 u) f$ [. k short int nMantlePower = 0;6 h: L6 ?. V' B, u- ]! q
switch ( mantle ), Y% d( ?' \3 S1 U" m
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case 8388: nMantlePower = 60; break; // 天使羽翼$ L$ [# C- g2 F+ g5 s W8 e% l
case 8473: nMantlePower = 60; break; // 熾天使之翼
% F& Q) t% ]7 n case 8474: nMantlePower = 60; break; // 墜天使之翼
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6 \( D' _& a5 u( _: [, M' [ if (pItem != NULL). Y; d) b! I2 N2 R+ }8 ? i
{
7 F9 C5 s$ D- s6 P$ w4 l1 E7 K switch (nType) K; F7 s1 S7 d$ o9 k
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case HORSE:' K" t& Z2 G, {& r C/ W& F
{
% [$ e2 s* S% P# N nBase = __max(8*((nMax - 10)/30), 0);8 J" r# m* V; u8 u, C6 n" x/ Q
nMove += (pItem->GetDefense_power() + nBase)*0.3;
2 C! z7 o; F0 i0 c$ ] break;
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nBase = __max(9*((nMax - 10)/30), 0);
- q- A$ x0 c8 s9 \$ a& W nMove += (pItem->GetDefense_power() + nBase)*0.3;. ?. m( c4 h R( N) l( a3 ]) R! \7 c
break;
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G7 m, } u2 W% O' z. T1 o/ _' z case PHANTOM:! {- r8 }) L2 j2 m1 ]9 |
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nBase = __max(10*((nMax - 10)/30), 0);7 p. U7 e- }* e. S( | Q2 b% ^
nMove += (pItem->GetDefense_power() + nBase)*0.3;7 l, B2 h; r" \8 a7 d6 A! |2 C
break;
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{
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nMove += (pItem->GetDefense_power() + nBase)*0.3;; |8 P: F; o$ s. y, n$ D* y
break;
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! ^+ X( ~2 a) ~8 \# B: l# A nBase = __max(8*((nMax - 10)/30), 0);
5 j- O3 P' h& e' {) z# f nMove += (pItem->GetDefense_power() + nBase)*0.3;
1 [9 \% v- S9 j m! n5 R break;
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3 X8 l2 q8 G- i; [' ^ default:
3 x* }" _2 s) ^# F {
, U& I( Q, e* e B6 ^9 e$ F- N8 U$ q- r nMove += ( pItem->GetDefense_power() + nMantlePower )*0.3;; [+ z8 y7 s- T8 ^. w m
break;
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}
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& o! H' `% n9 c8 M" b return nMove;
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void CMagicState::CorrectMovePlus(int& rMove, int nPlus) const% f1 h8 p& K. h* G1 G
{ //< CSD-020710$ T, r% Y$ c$ l0 b; t B
const int nCorrent = rMove;
. v- i, z: W* \ if (speedUp.GetRatio() > nPlus)2 O$ R3 w9 R9 U, ~
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rMove += speedUp.Convert(nCorrent);
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rMove += (nCorrent*nPlus/100);: \7 M7 `" y! E/ I! l" j
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