有人問點解 167鞋 、197鞋點解只差 6數值????- x: i- j1 E! I
冇人識答你.
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+ M1 p$ i: O8 J不如問點解 200 AC 同 210 AC 相差攻擊力不是應該是10 .
3 ^+ S1 V/ l% O( K- P" d1 R呢個係 背後最終數數冇任何原因. / B1 i' W6 G0 r. k& R }
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請自行轉英
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template<class T1, class T2, class T3>
" u# Q2 v' B X0 O2 w5 U5 Dint TCharList<T1, T2, T3>::CalcMovePower()
u. r2 D) o& C7 H" L/ }{ // 이동력 계산 3 v& G8 s5 ]# m. V8 O4 n
if (dwDontMove > 0) return 0; // 이동불가 상태인 경우
; R6 V5 C0 V6 h0 _7 L* ?4 K" e if (nCurrentAction == 1) return 0; // 앉아 있는 경우
0 ` D Y5 B' X, W6 J // 극악 NK인 경우 처리
! o2 F8 `6 [ X- X# L/ W const int nNation = MapInfo[MapNumber].nation; 0 x5 i$ \( n" I# @/ z! h
if (GetNK(nNation) >= 100) return 10;
5 I# I8 v' F1 X. e if (GetNK(nNation) >= 10) return 25;
8 k7 d: z, S' K! c // 이동 속도 구하기 3 C$ S2 G, S3 A
int nMove = GetMovePower(HorseNo), nPlus = 0, nMinus = 0; . W4 L' F% I! C) G* T7 J
// 말을 타고 있는지 여부
+ z. S& u9 ^% X* d const bool bHorse = (HorseNo <= 0) ? false:true;
8 _6 {. S D M7 n& H // 말을 탄 경우는 이동치에 관한 전투스킬, 마법 무시
: g0 o8 I4 Q# X- o. t2 ~3 }* A) X if (!bHorse) ' A* |' t# h, Z
{ //< CSD-020710 , p4 t# L6 p+ G8 c: E- N
switch (GetPassiveCombat()) 9 E) [3 S* y3 R0 H4 t0 n6 `
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case GUST: nPlus = GetCombatValue(GUST); break; 5 i- \% v8 L& `; T6 O+ H" T4 j
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, n. `& ^# y& k CorrectMovePlus(nMove, nPlus); ' @4 @+ _% q* J0 y7 C
// 레어에 대한 보정 1 |% \8 _; a0 L# I) K$ @
nMove += (RareEM.GetStaticRareSpeed(StaticRare)>>1); 7 y3 d$ F- ^) J9 l
nMove += RareEM.GetDynamicRareValue(FITEM_SPEED_UP, DynamicRare); $ L, _% F8 G4 }; S
} //> CSD-020710
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o+ q K6 v+ G# j# C8 q if (IsFreeze())
" F- p1 A% s% P8 V! O { //< CSD-021024 : 얼림 상태인 경우라면 3 a% X# I1 Q: g# ^* |: ~
nMinus = 50;
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4 q& S( k, H) o- s( `9 J CorrectMoveMinus(nMove, nMinus);
( P' J0 l( ^' V3 n, J) u: n // 배고픔 수치가 0거나 유령인 경우 움직임은 1/2로 줄어듬
; i# Q. G# z0 T; [" B return (IsHungry()) ? (nMove>>1):nMove;
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6 Q9 ?* W. p% I( R6 \) B$ Z5 fint CCharInfo::GetMovePower(BYTE nType) const" X1 v' z! u- {' ?9 l
{ // 檜翕溘 掘晦7 x: u3 @: h2 a
const int nMax = __min(MoveP, 310);
3 w3 j* a( e2 A! s+ \' k: t if (IsNpc()) return nMax;
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8 J! p7 y- J1 s4 j0 h, r9 e int nBase = 0, nMove = 50;
; J6 n& r2 M& u* } // 嬴檜蠱曖 檜翕溘 陛雖堅 螃晦7 \9 I; F7 h" P' i) V
CItem* pItem = ::ItemUnit(equip[WT_SHOES]);
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//2018-04-30 天使羽翼移動 (修正版)1 S5 S% D; c' l+ X
short int mantle = equip[ WT_NECK].item_no;
( i6 a* ]- _8 g& y short int nMantlePower = 0;' |2 _, W- B/ O' P4 o; Z- }
switch ( mantle )
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+ S# `! m6 X1 j- |" w. J4 | case 8388: nMantlePower = 60; break; // 天使羽翼
' `) X- Y6 L# b case 8473: nMantlePower = 60; break; // 熾天使之翼, K! c0 e" s: B# Y* z" [; [
case 8474: nMantlePower = 60; break; // 墜天使之翼 - N1 b+ t* Q% t2 R8 e/ R" E
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if (pItem != NULL)) ]* h1 O+ m) P l8 {. Q
{
) M, ^, F) i: a switch (nType)4 K0 K, _% {+ ]1 f! r+ {
{
; D5 ~" L. O' {% V case HORSE:9 }2 R" b2 W% }' l# X" L& Y
{
' K: B; ] ~. L+ F% @& n& a$ B nBase = __max(8*((nMax - 10)/30), 0);6 H# w9 j5 A6 b: W
nMove += (pItem->GetDefense_power() + nBase)*0.3;5 k# }% f) Q: s$ d5 s0 i
break;, p) U8 I) I8 Q: d+ ~ D8 C i
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case BULL:
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, s$ x$ f3 F4 s5 n# G6 \* _5 C nBase = __max(9*((nMax - 10)/30), 0);
K) H9 @$ `4 d2 U nMove += (pItem->GetDefense_power() + nBase)*0.3;& v ^* K) R! K5 ^0 `1 V7 |
break;
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- t7 l/ f" b: U! w! e. t$ o case PHANTOM:2 \1 `$ o$ o6 R' y1 o f
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nBase = __max(10*((nMax - 10)/30), 0);, A9 @; \; y5 ?! N7 ?, k; \, D8 O
nMove += (pItem->GetDefense_power() + nBase)*0.3;. s, h$ x: {6 O! E& C& Z9 f$ T( {
break;
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% v" X/ _6 N6 u& L/ u case 4:
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nBase = __max(8*((nMax - 10)/30), 0);6 I& v! r. E& x3 p
nMove += (pItem->GetDefense_power() + nBase)*0.3;; Z! R% N1 u7 t& C
break;
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/ r, {* C* I3 j2 c6 x case 5:
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nBase = __max(8*((nMax - 10)/30), 0);
! o4 u+ c4 X+ | nMove += (pItem->GetDefense_power() + nBase)*0.3;- q+ J# ]; H& ?. x( s" ^) p
break;
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+ a# N0 M2 E2 m W4 f5 l default:
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nMove += ( pItem->GetDefense_power() + nMantlePower )*0.3;
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}
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3 W; c5 O$ G1 ]! a2 G- Q return nMove;2 c8 [/ v! p6 _6 t8 a
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void CMagicState::CorrectMovePlus(int& rMove, int nPlus) const5 Z7 J4 ^% {- E( }) H. ~
{ //< CSD-020710
6 B/ l& K& z# x% c/ G* \. i; ?: L const int nCorrent = rMove;
. [/ { ?: @$ t- ~/ I if (speedUp.GetRatio() > nPlus)
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- V6 f+ a* E4 C( E rMove += speedUp.Convert(nCorrent);
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rMove += (nCorrent*nPlus/100);) z8 T. c. X: w& U* O# y/ x% Q6 |
}
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$ d) W4 v2 \# i* e; D4 H/ ]$ Rhttp://read.pudn.com/downloads19 ... rs/CharList.h__.htm
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