有人問點解 167鞋 、197鞋點解只差 6數值????
- R2 J: P0 f2 |9 ^" B冇人識答你.: W- Z" P$ n+ E, U" z6 Y5 U
7 R% r4 j% H# I不如問點解 200 AC 同 210 AC 相差攻擊力不是應該是10 .
& s' s* I! `& l2 K呢個係 背後最終數數冇任何原因.
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請自行轉英 o3 b2 O: f& v! l- {# R
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template<class T1, class T2, class T3> $ g& b/ o; a8 @& g3 F% k" t; r
int TCharList<T1, T2, T3>::CalcMovePower() 0 {' H7 j. f! h1 }
{ // 이동력 계산
$ z1 a. H/ j5 m* P if (dwDontMove > 0) return 0; // 이동불가 상태인 경우 # w0 p# y* z8 E! r+ X. G
if (nCurrentAction == 1) return 0; // 앉아 있는 경우 3 ?- |4 x5 y D- f
// 극악 NK인 경우 처리 * e0 b6 j4 K- ^
const int nNation = MapInfo[MapNumber].nation;
- I o/ k/ w0 i& k5 O if (GetNK(nNation) >= 100) return 10; ' v& i, S. O6 |6 G
if (GetNK(nNation) >= 10) return 25;
* Q# d& L/ v: t // 이동 속도 구하기 3 H5 m/ T$ V: f1 [" ]7 H, X
int nMove = GetMovePower(HorseNo), nPlus = 0, nMinus = 0;
' M/ s8 a5 e; O+ x // 말을 타고 있는지 여부
% P5 X# ?8 E9 R. k: P! k9 b. o" \/ y const bool bHorse = (HorseNo <= 0) ? false:true; ; x5 s7 g, V, h. O$ U
// 말을 탄 경우는 이동치에 관한 전투스킬, 마법 무시 * N" d+ V, T6 A( c
if (!bHorse) " }" q8 B4 O* H9 S4 L8 C
{ //< CSD-020710
' x8 e! T* R4 E7 E- ~$ f. ^ switch (GetPassiveCombat())
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case GUST: nPlus = GetCombatValue(GUST); break; + `0 u2 l. t y! c
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9 V/ d- ^% m! G* U2 ^4 _% X CorrectMovePlus(nMove, nPlus);
) R; c; N$ F8 ?! u+ q // 레어에 대한 보정
. q+ S& j( `* t+ Y5 K6 V nMove += (RareEM.GetStaticRareSpeed(StaticRare)>>1);
9 W- t0 h# J* v0 T: K E nMove += RareEM.GetDynamicRareValue(FITEM_SPEED_UP, DynamicRare);
* ]. |# v: `% C7 [ } //> CSD-020710
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1 [9 x- S2 X& ~$ Y: [9 ?$ [ if (IsFreeze()) 8 h6 e2 T. `+ R, k* J3 r
{ //< CSD-021024 : 얼림 상태인 경우라면 $ O: w/ ]9 {* H1 z3 j7 }, v
nMinus = 50; ) S3 _, H5 P. Y) t5 r) W9 D% J
} //> CSD-021024 ) P6 \% O7 ]- _( K$ b8 j( p1 m
6 T" E" @6 ]# I8 V4 B3 K% e CorrectMoveMinus(nMove, nMinus); " c8 _6 b) }( }8 Q L3 n8 ?
// 배고픔 수치가 0거나 유령인 경우 움직임은 1/2로 줄어듬 * D' p+ v# M. u# H# Q& {
return (IsHungry()) ? (nMove>>1):nMove;
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int CCharInfo::GetMovePower(BYTE nType) const6 E8 h# Q2 M- G
{ // 檜翕溘 掘晦
" }( h1 f# E) c* s j8 I const int nMax = __min(MoveP, 310);
9 }! P! @" z4 i% k% W; h' J if (IsNpc()) return nMax;8 {0 J( V7 D8 ]- m
# i. x( j% Y9 b7 Y5 B8 {- c. O int nBase = 0, nMove = 50;9 Q+ I: p. f7 C4 M
// 嬴檜蠱曖 檜翕溘 陛雖堅 螃晦8 ~0 ~6 x) q4 [2 w1 P1 F: w, b
CItem* pItem = ::ItemUnit(equip[WT_SHOES]);- d( M- y! i) P4 \
/ p, O1 q6 _8 L //2018-04-30 天使羽翼移動 (修正版)
# J |8 W0 \) `3 j; H/ ^ short int mantle = equip[ WT_NECK].item_no;
( r+ r! l/ F% J7 j9 U M0 b3 H short int nMantlePower = 0;
+ _1 D7 Y: s+ b5 S9 _" `1 `3 R% \ switch ( mantle )
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case 8388: nMantlePower = 60; break; // 天使羽翼! Q( [; P& U& d. c
case 8473: nMantlePower = 60; break; // 熾天使之翼: Q' P/ w$ h: H/ v& M: ^6 o3 O' o5 Y
case 8474: nMantlePower = 60; break; // 墜天使之翼
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if (pItem != NULL)5 ]( W6 f! W9 ?9 u5 D5 C) h' \2 G
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switch (nType)8 I/ ? `" k5 b; k' c; N. A1 Z
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case HORSE:
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- E0 M+ H# A: W" f* M0 y+ \% a nBase = __max(8*((nMax - 10)/30), 0);
: X5 C/ K5 ~: y( O! {2 M3 z nMove += (pItem->GetDefense_power() + nBase)*0.3;
9 E3 K& T) g+ w4 F* m break;
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; \# h N; Z" R {' [ case BULL:; O* g0 c$ V6 u7 t- c$ n+ V1 ?) y
{
- F( w9 ^7 U3 {/ {6 G nBase = __max(9*((nMax - 10)/30), 0);
5 ^, U( w) f" h, h- u6 c nMove += (pItem->GetDefense_power() + nBase)*0.3;6 ^- z/ X$ k/ N+ K* }$ q
break;% n' G/ u N& D/ |# D
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case PHANTOM:
$ ]4 B' J* V8 B7 I {
+ U9 c5 |' d& r$ K% H4 E4 `# u nBase = __max(10*((nMax - 10)/30), 0);
. N9 Q: N( Q& }; |8 p, u$ g6 x nMove += (pItem->GetDefense_power() + nBase)*0.3;0 s6 l1 p! w+ C
break;
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+ g( G* y! { d$ p+ o* M case 4:7 |9 s5 _1 f' @" Q+ @( b; o
{
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nMove += (pItem->GetDefense_power() + nBase)*0.3;
0 b' s3 O# Z( ?/ u break;
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5 v! }* _9 y, ?" N2 E case 5:
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nBase = __max(8*((nMax - 10)/30), 0);* @1 _; J I4 J/ {
nMove += (pItem->GetDefense_power() + nBase)*0.3;: N; n" I( y7 n2 A4 }
break;
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8 n3 m7 J* y# Y" m- r default:
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7 H$ `! Q0 B2 S/ W nMove += ( pItem->GetDefense_power() + nMantlePower )*0.3;
9 V2 G7 b S$ O1 S break;
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4 P, j/ t: m1 Z& [* ~2 z! ]7 | return nMove;
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void CMagicState::CorrectMovePlus(int& rMove, int nPlus) const
9 y& i2 h8 c8 E+ Z* }0 y{ //< CSD-020710+ e1 F2 h2 ~ [
const int nCorrent = rMove;$ D/ d' z; t i( O4 B4 M
if (speedUp.GetRatio() > nPlus)
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rMove += speedUp.Convert(nCorrent);; _9 J) v8 B6 g) J7 d; ^& j* P
}
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4 w1 Z: c5 _. [( F7 j" H6 Y rMove += (nCorrent*nPlus/100);( u/ K* @6 p9 Q/ U$ I0 j
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