有人問點解 167鞋 、197鞋點解只差 6數值????/ y* o$ n; s$ D
冇人識答你.' y# s- ]# n* g0 V1 e/ W
+ s8 ?3 [; u! _8 A, `% y不如問點解 200 AC 同 210 AC 相差攻擊力不是應該是10 . $ P. M& {1 @* ]2 A8 I H0 ] }/ W5 D
呢個係 背後最終數數冇任何原因.
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請自行轉英
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template<class T1, class T2, class T3> / t, }% j7 d b. W2 \9 H- h
int TCharList<T1, T2, T3>::CalcMovePower()
/ { j" @- T8 g/ O' P{ // 이동력 계산
- S8 m; f( e# J- v7 q5 D if (dwDontMove > 0) return 0; // 이동불가 상태인 경우
8 Z! _0 `% N0 c2 K; {5 D& a" [ if (nCurrentAction == 1) return 0; // 앉아 있는 경우
# j8 m! N" o1 {7 n // 극악 NK인 경우 처리
& N' G+ I) \# M# J const int nNation = MapInfo[MapNumber].nation;
0 j) `0 c* [, a$ t& Y! f! v W if (GetNK(nNation) >= 100) return 10;
( I& Z0 g! j% x8 A- [ if (GetNK(nNation) >= 10) return 25;
) V, q) E0 ~ w" F- C6 p# d // 이동 속도 구하기
0 \( b+ Z4 @( T# d1 Y int nMove = GetMovePower(HorseNo), nPlus = 0, nMinus = 0;
N: a/ e9 e9 ]: a& H, Y% T2 n& I2 K // 말을 타고 있는지 여부
2 z m9 H8 p7 p const bool bHorse = (HorseNo <= 0) ? false:true; 5 B6 }& W' P! i& C" `8 V' f
// 말을 탄 경우는 이동치에 관한 전투스킬, 마법 무시
, P3 n4 q0 Z6 Q, b if (!bHorse)
5 m1 T3 c! F8 f { //< CSD-020710 4 T. o6 B6 N ?* i8 V7 n5 ~+ v
switch (GetPassiveCombat()) ) ?! f# }) y; S, W: A
{
0 C& S1 d7 n- ^0 s4 }. Z6 n, w& v case GUST: nPlus = GetCombatValue(GUST); break; / f, K# ~! _" H$ q& t9 D l: I
}
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CorrectMovePlus(nMove, nPlus); + T) _' J9 f" q6 z2 ^
// 레어에 대한 보정 , o0 O. l- ~5 a( D1 i2 Q
nMove += (RareEM.GetStaticRareSpeed(StaticRare)>>1); 9 x7 x+ t. B* w4 Z
nMove += RareEM.GetDynamicRareValue(FITEM_SPEED_UP, DynamicRare);
$ k, }/ y8 @# D2 ]6 ~ } //> CSD-020710 . m0 ?' b: h+ W1 o
: S8 E9 U& ]* G" W, ]" y if (IsFreeze())
) F' D; i) G5 e) j { //< CSD-021024 : 얼림 상태인 경우라면 ( `4 d3 b6 ]3 `; G! @
nMinus = 50; . F. b+ M9 _+ R' |& s
} //> CSD-021024
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; q! D/ M2 Z7 C4 I3 ], P CorrectMoveMinus(nMove, nMinus);
. f, E: `% G0 G. `: L // 배고픔 수치가 0거나 유령인 경우 움직임은 1/2로 줄어듬
7 T) @5 S o& m5 r. G. Q return (IsHungry()) ? (nMove>>1):nMove; ' F' ~& c) N: p- x# q/ {( O r9 k
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# J2 Q/ i7 c3 q! U
int CCharInfo::GetMovePower(BYTE nType) const; Q1 H/ }1 e/ s6 C* [
{ // 檜翕溘 掘晦
- x1 T4 B* M) x9 {( m+ A) H! a% f2 h const int nMax = __min(MoveP, 310);
/ Q8 \9 D: ]6 \( ] if (IsNpc()) return nMax;7 `: n+ e& U1 ~ }* Q
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int nBase = 0, nMove = 50;( ]) y- ]2 N( F+ z
// 嬴檜蠱曖 檜翕溘 陛雖堅 螃晦
0 a8 e9 Y6 W! J2 s, } CItem* pItem = ::ItemUnit(equip[WT_SHOES]);2 I: R+ H/ t. D# I5 ?1 W0 a, V1 ^
: y( I3 g7 M3 n) Q) t( Q- T' [, Q //2018-04-30 天使羽翼移動 (修正版)5 f: _1 e; p% m
short int mantle = equip[ WT_NECK].item_no;4 O; e+ w: j- p
short int nMantlePower = 0;
1 q8 ~5 ?0 F0 \* m& k( M switch ( mantle )8 T& ~7 W. I/ Q2 C( z$ v
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case 8388: nMantlePower = 60; break; // 天使羽翼
# ~. \8 s3 k6 f2 E case 8473: nMantlePower = 60; break; // 熾天使之翼; v0 E: N7 ~# z4 w' \( ~
case 8474: nMantlePower = 60; break; // 墜天使之翼 $ \) @# s: A3 l8 ^5 A
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* U( {. ^9 u6 [% Q# {7 V, T9 m if (pItem != NULL)' G- D* c V( {# \9 x0 T) m
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switch (nType)
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! u2 B( k, N: y' x case HORSE:& Y8 w* B( a* p' Z6 c2 p% G
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nBase = __max(8*((nMax - 10)/30), 0);5 ]+ X* ~9 ?) l5 G
nMove += (pItem->GetDefense_power() + nBase)*0.3;
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case BULL:
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7 n4 ]8 r# m! f! ^. n% ^ nBase = __max(9*((nMax - 10)/30), 0);) `, a4 t) j% i4 O' P
nMove += (pItem->GetDefense_power() + nBase)*0.3;
5 G; S5 q7 a+ ` break;
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case PHANTOM:6 I0 Q' z1 e& a4 ~7 t% U6 p. S2 L
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nBase = __max(10*((nMax - 10)/30), 0);
8 }5 \) m9 F# B1 p S+ E) \# p nMove += (pItem->GetDefense_power() + nBase)*0.3;& n0 ?- F, z7 h9 g `1 h
break;9 N+ ]# z5 u2 `9 O, U
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nBase = __max(8*((nMax - 10)/30), 0);. K2 ]% G# B, p7 D! V
nMove += (pItem->GetDefense_power() + nBase)*0.3;
) q* O" g3 A f. q8 x& H3 b break;
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9 R' H( L/ V( j& Q. Q case 5:
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nBase = __max(8*((nMax - 10)/30), 0);" W, y& p$ I) F4 s
nMove += (pItem->GetDefense_power() + nBase)*0.3;
! y2 X% o* ` N/ c& @3 r* Q& \% k break;
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default:3 r8 j9 D2 m3 `% T1 K
{
; J; i/ E& T: Y o! Y4 T nMove += ( pItem->GetDefense_power() + nMantlePower )*0.3;7 w' {% a5 m/ r# s# D* Q0 K7 O
break;; J- k& r, W: B! n7 _3 M$ M+ Q
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& Z+ \# g6 ~" V, A return nMove;
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void CMagicState::CorrectMovePlus(int& rMove, int nPlus) const
' _1 Y& S0 k+ \+ t+ ]; c. D& _7 ?{ //< CSD-020710/ w* B" y6 P* h0 j9 {
const int nCorrent = rMove;( S$ Q6 {: _3 I8 q
if (speedUp.GetRatio() > nPlus)
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6 `7 e9 i) \7 F* O rMove += speedUp.Convert(nCorrent);) V8 k7 m, C5 I7 @9 ?8 Q
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else
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rMove += (nCorrent*nPlus/100);
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) V! h: V% N. K1 C, O5 yhttp://read.pudn.com/downloads19 ... rs/CharList.h__.htm5 M% W% T2 @: y
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