有人問點解 167鞋 、197鞋點解只差 6數值????( c" e7 H# i% w! v
冇人識答你.. Q* M& z R5 e/ d) j
# K* t; u( k* C; D n, K) E不如問點解 200 AC 同 210 AC 相差攻擊力不是應該是10 . - O! _# p: j. w2 [ K4 e& U) q& D
呢個係 背後最終數數冇任何原因.
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5 X8 ^" p% H& m' c% _: {2 ]template<class T1, class T2, class T3> / _4 N( M' Y2 o3 Y& c( D
int TCharList<T1, T2, T3>::CalcMovePower()
& z. ]6 L( _0 z m) C{ // 이동력 계산 # m* M+ r, y' C. @1 }& H
if (dwDontMove > 0) return 0; // 이동불가 상태인 경우
8 Y" b9 H7 H3 E if (nCurrentAction == 1) return 0; // 앉아 있는 경우
" R0 x8 ^4 ~4 s // 극악 NK인 경우 처리 2 [, o( v: X% ?+ y8 ^
const int nNation = MapInfo[MapNumber].nation;
- J! i, G. T5 p* I% { if (GetNK(nNation) >= 100) return 10;
9 g4 b: P4 Y7 p N8 d, z5 g if (GetNK(nNation) >= 10) return 25; . u F& S: \, W; @5 W" h8 n# p
// 이동 속도 구하기 / k; { l0 y/ _' Z. Q# k* A
int nMove = GetMovePower(HorseNo), nPlus = 0, nMinus = 0; 6 r: i4 Q$ f! B+ D: s, M6 A
// 말을 타고 있는지 여부
: L) L* A1 p# j6 p) F const bool bHorse = (HorseNo <= 0) ? false:true;
% t- r' f) h) J1 [- f# z' t // 말을 탄 경우는 이동치에 관한 전투스킬, 마법 무시
2 g# E& y) c- k- Z+ ~2 I6 L if (!bHorse)
U1 U6 S6 u: `* w- c { //< CSD-020710 % @5 x$ Y! L( ?/ C. v$ X* q: V) N
switch (GetPassiveCombat()) / K6 v6 i5 B0 d: ?9 O- @5 y
{
. ?3 v# w' c$ V. Y case GUST: nPlus = GetCombatValue(GUST); break;
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CorrectMovePlus(nMove, nPlus);
- _ V& C# n* k // 레어에 대한 보정 ' S& J3 Z$ k% S+ [$ M+ Q: [/ A' d
nMove += (RareEM.GetStaticRareSpeed(StaticRare)>>1); 7 h, h' K3 _8 J/ C) n5 K! M: T
nMove += RareEM.GetDynamicRareValue(FITEM_SPEED_UP, DynamicRare);
5 d/ K# z% c6 G- w7 ], { } //> CSD-020710 f7 Z2 \ ^+ W* o3 k5 H
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if (IsFreeze())
) K+ E* B, ?+ O { //< CSD-021024 : 얼림 상태인 경우라면 0 o8 q B- K5 N0 f2 O _" y& ^# t+ @
nMinus = 50;
: X" l5 d% l9 t& A6 w) |( v; N. Q6 h } //> CSD-021024
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& m$ U0 t$ T" A/ O4 m5 |3 [- e CorrectMoveMinus(nMove, nMinus);
: L( ^4 `2 _* S1 ~: V3 z# n // 배고픔 수치가 0거나 유령인 경우 움직임은 1/2로 줄어듬
6 {" `& U- w$ h+ q return (IsHungry()) ? (nMove>>1):nMove;
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int CCharInfo::GetMovePower(BYTE nType) const
* s/ H% w/ ^, x$ O7 p: ?9 Z, R{ // 檜翕溘 掘晦2 [* P8 g4 g& T7 M2 b/ B7 r
const int nMax = __min(MoveP, 310);
: X! [0 c# ]# U" m- | if (IsNpc()) return nMax;& x, ^' y; Z4 t* Q) f( a
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int nBase = 0, nMove = 50;* @6 j* |4 Y" m4 T3 w
// 嬴檜蠱曖 檜翕溘 陛雖堅 螃晦 I" m2 ^& s S$ c
CItem* pItem = ::ItemUnit(equip[WT_SHOES]);3 y0 J4 j' N; K0 }$ s
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//2018-04-30 天使羽翼移動 (修正版)3 q$ g7 U$ L: C( H1 M: V0 z
short int mantle = equip[ WT_NECK].item_no;
: Z E; k I/ f/ w short int nMantlePower = 0;
7 |, d! n- V" W+ w switch ( mantle )% B) G+ @9 p! S2 r P
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case 8388: nMantlePower = 60; break; // 天使羽翼
g' u R1 }/ Q7 i R6 }' ], n. ~ case 8473: nMantlePower = 60; break; // 熾天使之翼
5 R" U. Z8 f+ P/ H# \ D% e case 8474: nMantlePower = 60; break; // 墜天使之翼
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& [4 r, B) f' D7 |0 U' i if (pItem != NULL); b8 B& C; u1 [4 C- B) Y# B
{
Y3 f+ g J d0 u' p9 | switch (nType)
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% o6 C+ N. m7 @+ F$ m8 r1 P, |6 T case HORSE:) C& n1 y! ~- d5 L3 ~" d
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nBase = __max(8*((nMax - 10)/30), 0);% g/ ~0 o5 Q6 M
nMove += (pItem->GetDefense_power() + nBase)*0.3;
% P6 Z2 V& F0 l, C0 r( H break;
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case BULL:4 Q8 |4 S! j3 k. s" I" q# }. x0 \
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nBase = __max(9*((nMax - 10)/30), 0);5 E' M# I5 h# w6 R1 U% e6 V
nMove += (pItem->GetDefense_power() + nBase)*0.3;
" j3 k. Q+ z7 g8 \5 G+ F4 U9 ~ break;, | @8 P. J7 Z
}
/ j( K$ b- _) O7 e case PHANTOM:
5 [' N/ }- l, E {
- Y% ^7 l G9 Q nBase = __max(10*((nMax - 10)/30), 0);
$ b) H9 q w) [7 O1 W! `2 Y nMove += (pItem->GetDefense_power() + nBase)*0.3;
, o1 z: c" v/ S5 n( C# T' @) y2 X break;
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$ I+ r. e8 C' ?3 c case 4:
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nBase = __max(8*((nMax - 10)/30), 0);
3 E+ ]9 Y: q6 M- ^& a nMove += (pItem->GetDefense_power() + nBase)*0.3;
9 c9 P; U: m1 ]8 l# M break;1 W9 [# O+ W5 B9 ^' d
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case 5:7 b1 D+ {6 `: @5 x4 `
{
! R [2 o5 N, b- Q2 r8 x nBase = __max(8*((nMax - 10)/30), 0);" |; [, G! g1 u* E0 k
nMove += (pItem->GetDefense_power() + nBase)*0.3;
: e: K& r# F9 b break;
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default:% Y# \& o4 z" b3 U6 o: i
{
6 l" K' c; w1 S( l5 d) [) f nMove += ( pItem->GetDefense_power() + nMantlePower )*0.3;
6 W- y! }$ f+ I: Z/ q break;) G& [" k' ~+ M: `2 P" Q5 y! A
}
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/ y1 S: h6 w& H; T0 h1 b. V return nMove;
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void CMagicState::CorrectMovePlus(int& rMove, int nPlus) const
. m7 _1 c5 E7 n" G2 K1 S{ //< CSD-020710
. Y# c' j9 ]; d+ ~8 c const int nCorrent = rMove;$ C7 k3 Z2 Y. @
if (speedUp.GetRatio() > nPlus)& x Z) D& l6 r: M3 W4 r
{
/ W; f/ [2 X6 R rMove += speedUp.Convert(nCorrent);; K4 X1 X4 u' h5 d5 [7 I9 i
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else
. X+ ]9 ^1 y/ E; d {
: h& m1 Y0 g8 p1 ?# P rMove += (nCorrent*nPlus/100);, P1 @1 p, }5 m0 m# F
}
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http://read.pudn.com/downloads19 ... rs/CharList.h__.htm
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