有人問點解 167鞋 、197鞋點解只差 6數值????- d* K: c* W" u# J3 P; L
冇人識答你.
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不如問點解 200 AC 同 210 AC 相差攻擊力不是應該是10 .
9 T1 ]4 x! H, T( z* @& n; e2 U呢個係 背後最終數數冇任何原因.
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$ C. w1 |- B2 H' N( g& r請自行轉英
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0 H' L' L/ V5 T; m0 |+ F* J9 H# Utemplate<class T1, class T2, class T3>
8 V; o8 \5 _! T4 I) o* Oint TCharList<T1, T2, T3>::CalcMovePower() 4 @# {. i% w3 D. f( N) p
{ // 이동력 계산 ) o; ^2 @( d9 U2 d% |
if (dwDontMove > 0) return 0; // 이동불가 상태인 경우 8 E+ z& N, p }/ Z+ |+ ]
if (nCurrentAction == 1) return 0; // 앉아 있는 경우 ' L, H: M5 y/ F5 U* t" b
// 극악 NK인 경우 처리
* M$ V" S9 J: h# c1 T9 j const int nNation = MapInfo[MapNumber].nation;
8 X, Q6 X2 x/ G if (GetNK(nNation) >= 100) return 10; $ ~% a; A @5 m; A
if (GetNK(nNation) >= 10) return 25; " x1 p z( V' \# k
// 이동 속도 구하기
1 g) t1 C. X$ l' q+ t, o' ~6 u int nMove = GetMovePower(HorseNo), nPlus = 0, nMinus = 0;
) ^" l; z+ h4 J/ Q" @% ~& i3 u // 말을 타고 있는지 여부 + d/ g: c5 u) o
const bool bHorse = (HorseNo <= 0) ? false:true;
- n& u, f U$ M // 말을 탄 경우는 이동치에 관한 전투스킬, 마법 무시
" |5 W: m" u2 ?' |" O if (!bHorse)
1 e) T0 g7 ~. D { //< CSD-020710 ! w/ ]3 |) O0 g# C* k0 b$ B4 E* g
switch (GetPassiveCombat()) 2 q, J, c- D P# o$ y* |' q
{
5 R7 J B; B: X7 p- O case GUST: nPlus = GetCombatValue(GUST); break; 9 I8 d; T* C7 f$ P
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CorrectMovePlus(nMove, nPlus); . F) P3 {. L# D+ y4 I1 ~
// 레어에 대한 보정
) v" z" ^4 ?. `/ q! l: U( X, N nMove += (RareEM.GetStaticRareSpeed(StaticRare)>>1); % ?; @2 z$ t4 F) i! H8 Z$ i- k
nMove += RareEM.GetDynamicRareValue(FITEM_SPEED_UP, DynamicRare);
$ A" D8 ^5 d9 R% o$ H9 [& ~8 i4 @- Y } //> CSD-020710
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& D( S; S" q2 ~9 Y# n1 G5 p if (IsFreeze()) - P! g! \9 `) k' J9 c1 R9 A
{ //< CSD-021024 : 얼림 상태인 경우라면
5 D; J+ a _& a% g nMinus = 50; ! l+ k- }' R8 W3 W. ?& l" E
} //> CSD-021024
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x1 t9 \1 `7 Q7 l CorrectMoveMinus(nMove, nMinus);
' r2 l N" ~& Z8 ~% ~4 i // 배고픔 수치가 0거나 유령인 경우 움직임은 1/2로 줄어듬 7 @1 r5 o4 X, O9 m
return (IsHungry()) ? (nMove>>1):nMove;
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int CCharInfo::GetMovePower(BYTE nType) const
3 \8 h* u$ T3 b$ h/ N( n; N% e{ // 檜翕溘 掘晦
( i! O( S/ a5 m v& N+ d9 z/ { const int nMax = __min(MoveP, 310);3 p5 ^$ w9 L8 O" R! q* k7 h8 V
if (IsNpc()) return nMax;
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$ k- |5 U0 ?! n) K int nBase = 0, nMove = 50;4 S2 t7 w0 j0 ~
// 嬴檜蠱曖 檜翕溘 陛雖堅 螃晦
9 X; i# k m* B, j" J1 W( X CItem* pItem = ::ItemUnit(equip[WT_SHOES]);
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9 d' Y ^+ B6 Y) Y //2018-04-30 天使羽翼移動 (修正版)2 i, D. ^9 T! v0 P$ K4 O0 @
short int mantle = equip[ WT_NECK].item_no;
! Z+ O# |, o2 O6 O( e: o; B- s! P6 P short int nMantlePower = 0;& E3 a4 B! f& |! R3 x
switch ( mantle )8 v. g2 `; C: [2 ^. i
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case 8388: nMantlePower = 60; break; // 天使羽翼& q/ |3 f: n7 ^7 q7 Q3 S' K
case 8473: nMantlePower = 60; break; // 熾天使之翼
' G9 w: O5 W- x case 8474: nMantlePower = 60; break; // 墜天使之翼
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if (pItem != NULL)
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u: t% D% J# ~& t/ b: O/ M switch (nType)( C+ L( A3 V; ~
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case HORSE: P0 W8 ^! v, A X' `. c: w4 J
{
' }2 F5 n& B$ s1 w nBase = __max(8*((nMax - 10)/30), 0);8 f1 \' v- ]$ f+ j
nMove += (pItem->GetDefense_power() + nBase)*0.3;
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}
1 ~2 v; W: c1 p. e% y& w s% p$ e4 v: l case BULL:
) b* x" O7 q( Q S/ [' r {
9 ?( M! E! M4 D3 x3 o m nBase = __max(9*((nMax - 10)/30), 0);
: `5 M$ Y. L4 h& P( c' X, ` nMove += (pItem->GetDefense_power() + nBase)*0.3;# U9 B4 C6 w: Q/ @; x/ ^
break;* Z- z* b% M/ @( i2 i2 D
}
6 }: O" g( o4 C1 z case PHANTOM:- P9 l$ c/ B. g2 F( |$ }' u4 P) c- \2 g' A
{
* r4 g" a) G7 c0 Q; @ nBase = __max(10*((nMax - 10)/30), 0);
6 A4 f+ e0 d1 V& A8 d) O1 l; S! t4 F7 r nMove += (pItem->GetDefense_power() + nBase)*0.3;
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nBase = __max(8*((nMax - 10)/30), 0);
+ U( Q* E1 Q+ i# }4 F) `9 B& W nMove += (pItem->GetDefense_power() + nBase)*0.3;9 j, Z- s7 ]) T' i; ?' Z2 n4 k( q
break;- X' ^* x2 w2 w
}
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{
# `% c3 Z' v8 i: p% `) l nBase = __max(8*((nMax - 10)/30), 0);
[# |) w& b, u/ d nMove += (pItem->GetDefense_power() + nBase)*0.3;
" B; p' m5 n7 ~" g2 y$ n/ k/ x8 }: W break;
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nMove += ( pItem->GetDefense_power() + nMantlePower )*0.3;
! W3 [+ R" a$ |' J1 w, k9 P+ J break;
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/ M' n" C( w, i return nMove;# o! ^+ r9 R/ t
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void CMagicState::CorrectMovePlus(int& rMove, int nPlus) const
! t9 y' z6 I6 o; h7 K( o{ //< CSD-020710
[1 y4 n. t2 W; y7 X: R const int nCorrent = rMove;
( p! d- P" L/ s2 L" J( E, g if (speedUp.GetRatio() > nPlus)! Y, C" q- c: S# e* }- \
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rMove += speedUp.Convert(nCorrent);
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{
+ }6 T c3 D s( A4 |/ @" c+ T rMove += (nCorrent*nPlus/100);) s. Z y J, B" \" m
}
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