有人問點解 167鞋 、197鞋點解只差 6數值????
3 r2 f+ C- }# b5 x* \$ W( s8 X; ~冇人識答你.
4 r6 _" k; B9 S# e) g: o7 b+ |) [ @# ^+ i
. y3 Z3 `7 J% D/ h$ b, V$ W' p不如問點解 200 AC 同 210 AC 相差攻擊力不是應該是10 . 4 j: i8 D# _$ [! n/ X
呢個係 背後最終數數冇任何原因. - i& a* P6 _4 w# {, v
: D/ J1 ^3 c9 w& y [% S4 k1 ?請自行轉英
0 ?4 z8 _% x8 W* K1 Z" U' {$ I: A1 K% d3 B+ y/ u% p
* e; r! ]9 |( S8 P. `: e- b7 a {
. V( k( f- W+ S# i
template<class T1, class T2, class T3>
/ m z1 g) h1 Y1 x( K( lint TCharList<T1, T2, T3>::CalcMovePower() 3 }% L4 V' Y1 N# {# C
{ // 이동력 계산
5 p6 t/ G1 V: S% n! o' L% L/ k0 _ if (dwDontMove > 0) return 0; // 이동불가 상태인 경우 " ~) m* V$ R3 k7 ]+ k4 p
if (nCurrentAction == 1) return 0; // 앉아 있는 경우
: p4 }! o( c! S* c$ _4 t: C9 l // 극악 NK인 경우 처리 ' Z& C4 x! z4 ] F k+ G
const int nNation = MapInfo[MapNumber].nation; ; _+ n! t5 d5 s/ I3 ^: w3 h& s
if (GetNK(nNation) >= 100) return 10;
! j3 f' g* f$ ?0 U y+ B9 c! H$ ? if (GetNK(nNation) >= 10) return 25;
) O! Q7 P& Q* D- P // 이동 속도 구하기 7 S" Q n! y- V7 w( k( z% |( ]/ s
int nMove = GetMovePower(HorseNo), nPlus = 0, nMinus = 0;
* L/ e- C% v2 B- K // 말을 타고 있는지 여부 1 ?6 ?# M( T3 V# s- p' [
const bool bHorse = (HorseNo <= 0) ? false:true;
) g+ J7 ?: e0 C, Y" f. d/ U6 d* F // 말을 탄 경우는 이동치에 관한 전투스킬, 마법 무시 % \8 |& ~' ~, o: Y7 b% M
if (!bHorse) 1 `# A/ C ~7 G6 R6 Q ]- F
{ //< CSD-020710
5 L7 t% l/ W% t# w& p switch (GetPassiveCombat())
) Q; \, ?/ Y4 ~0 k( T: C { ' W5 [! s, J" A) M3 K
case GUST: nPlus = GetCombatValue(GUST); break; ' W5 J! [1 ^( `3 N: y
}
* P3 T/ I* N1 U% V7 o. Y 1 B1 T5 |5 ?4 x' s% h; C
CorrectMovePlus(nMove, nPlus);
* |9 V, _4 H, _+ r7 D0 \/ F // 레어에 대한 보정 - s. m Q5 N# C. p, ?- x
nMove += (RareEM.GetStaticRareSpeed(StaticRare)>>1); 3 R& O2 v5 R2 Y. E$ r; U1 N
nMove += RareEM.GetDynamicRareValue(FITEM_SPEED_UP, DynamicRare);
8 Z$ I8 n2 L( q" j } //> CSD-020710 6 w0 G f) I- [$ \# g
L- m* W2 Y8 v
if (IsFreeze()) ; | T! @' ]( u0 X1 f( r7 J
{ //< CSD-021024 : 얼림 상태인 경우라면 + r. A4 H; [* f
nMinus = 50; : S- {" B& f8 j$ P [% S- ~$ _
} //> CSD-021024 8 }: z) `: V8 | F9 I' {9 U6 m
. u) W2 ?+ u! O" f# m CorrectMoveMinus(nMove, nMinus);
* j0 x3 I; N1 s. c1 r# H" o; I // 배고픔 수치가 0거나 유령인 경우 움직임은 1/2로 줄어듬
) m6 B: p$ ?# y5 A return (IsHungry()) ? (nMove>>1):nMove; : f; ?& A: R2 f) Y7 ~
}
3 k0 k' T# K" X" ?* G; h1 `6 H" O* q3 J* f! Z# {3 B
* R9 [* G' p4 ?. g6 H% rint CCharInfo::GetMovePower(BYTE nType) const
! Q& E2 V2 y5 j6 v2 Q' P) s{ // 檜翕溘 掘晦
$ }. }/ o& @) w( y' N const int nMax = __min(MoveP, 310);( w5 a1 o* m& Z+ _
if (IsNpc()) return nMax;
. G& ^0 j1 a% y3 b* O! ~ ' R* e- _$ @& {2 l7 ~
int nBase = 0, nMove = 50;5 ]1 T& t; P* x. W3 d1 ?
// 嬴檜蠱曖 檜翕溘 陛雖堅 螃晦 C1 J; Q/ z5 a. V
CItem* pItem = ::ItemUnit(equip[WT_SHOES]);5 @, r; _% l5 }
3 ?8 v/ k+ a |1 H7 S2 E
//2018-04-30 天使羽翼移動 (修正版)
: q. i1 t# R" ]& W6 F+ ~2 c4 h, F short int mantle = equip[ WT_NECK].item_no;
* {) B. F0 E0 k! `+ [, J# L7 k/ `! k short int nMantlePower = 0;# p- Y+ t& [6 o$ ]
switch ( mantle )4 H& M% m) t1 ]: X
{
) u" |( z5 T, N" r9 | case 8388: nMantlePower = 60; break; // 天使羽翼6 t* B% p$ ]6 `% R
case 8473: nMantlePower = 60; break; // 熾天使之翼
8 C* l& e+ I4 r case 8474: nMantlePower = 60; break; // 墜天使之翼 9 F$ b* `# M7 {3 H; P: _# D c
}
# C# m+ G% p2 n4 G9 T0 D2 ] Y/ }2 ~1 G
if (pItem != NULL)
% t* ?2 T1 i) s! K9 v {
! C* P* R9 i' v) \" a1 l switch (nType)
2 A/ I3 o1 h+ X9 q: k& j {! f" K9 \! s' z, U( P
case HORSE:( d) F. v2 O- j8 h6 m) ] P4 V
{
5 Q) i$ z: U2 ~& l( J1 r nBase = __max(8*((nMax - 10)/30), 0);8 g* R% |" } `( U7 i; J. i
nMove += (pItem->GetDefense_power() + nBase)*0.3;4 x0 j& j$ @/ k: q8 Z
break;
$ d8 k9 x( D B* B( {8 G }5 h1 i$ M: q# r( E9 X) E. o3 F
case BULL:8 s' }. E N" J
{
5 F) B+ {0 D/ {% r- h9 L nBase = __max(9*((nMax - 10)/30), 0);
* V Q" \: m+ I; S nMove += (pItem->GetDefense_power() + nBase)*0.3; h4 W, F) n- C8 X: _9 l, H
break;
8 ]9 B) Y3 r% f8 B; j }! Z# O7 G7 {! _/ V" b! r
case PHANTOM:, M0 {2 r6 L% G2 B* {7 C
{
# u k3 s5 |7 C# I M5 c, [ nBase = __max(10*((nMax - 10)/30), 0);& `$ ~& q6 P3 @( X" ?0 \
nMove += (pItem->GetDefense_power() + nBase)*0.3;
1 [7 G8 E- ?# @# ?8 q3 d break;
& }* i: m; I& z9 ? }
, H0 a5 Z1 U/ G( I case 4:
% o* `" X/ g, h' s- @8 ] {, P/ N& `; Y( }) d! _3 g
nBase = __max(8*((nMax - 10)/30), 0);/ E x. X0 a* ?2 }
nMove += (pItem->GetDefense_power() + nBase)*0.3;
& z) P$ D4 n8 Y, u break;
. [6 c0 T8 G5 t. u; d+ Y }
, P0 A% ^2 k1 [! P9 T case 5:
; k0 T K5 r( \3 C) E {# M/ N, b1 ^* P" O' w1 U
nBase = __max(8*((nMax - 10)/30), 0);
9 c; \8 P# Z4 l nMove += (pItem->GetDefense_power() + nBase)*0.3;
4 F0 F! n2 P( m- @ break;! W2 e# J7 d4 z7 a
}6 H; m# k% W5 B3 p* x- B) _9 V
default:: N6 M( N" L) E, f2 n6 i
{
4 Q( x2 l5 b2 S7 I8 ~ nMove += ( pItem->GetDefense_power() + nMantlePower )*0.3;! D1 z8 y6 ]9 T" a$ C8 b9 i/ n
break;1 a0 M- m' G/ j* Z! r' s
}) |9 \$ w& I5 z, w4 l1 q% p
}6 `5 O2 \2 o$ t/ Y2 X
}
3 \8 q/ A# m+ H b/ ]/ w
7 G' \0 [- A: m/ ? return nMove;$ u" {) y+ o: A% N/ d% s4 W+ R5 w
} m: z9 l3 b& \
- Y3 ?# ?! o& i( c
void CMagicState::CorrectMovePlus(int& rMove, int nPlus) const
: S' ?3 v6 d, ^5 w{ //< CSD-020710
4 c+ l, |+ i7 o* L const int nCorrent = rMove;
8 q# F3 Q2 d' r/ I+ | if (speedUp.GetRatio() > nPlus)
O/ |9 B( u( ?; c6 f {7 m4 c$ J5 q' Q: a0 m& V
rMove += speedUp.Convert(nCorrent);3 s$ Q( o# V; \* G
}2 U" n, k( @# e' o& s8 Z0 I6 G. c) z
else
7 W0 {9 p1 [: t% g {
0 X4 |/ n9 K0 V0 C rMove += (nCorrent*nPlus/100);7 e W, m+ A+ z8 V: r, `/ U* B
}0 P. A5 P2 m5 c
}
. P0 w q/ {& Q, `9 z
5 |) G& o/ p/ J# ]/ a/ }6 d% a& h
% a _" [/ C4 g) {http://read.pudn.com/downloads19 ... rs/CharList.h__.htm" L/ w9 T$ r! _/ s4 Z9 L0 S! M
9 m4 q5 B& P1 D
1 o) I9 r2 ~0 h- {% T |
|