有人問點解 167鞋 、197鞋點解只差 6數值????
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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 .
; k6 b& }* J% o1 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>
- m$ E& H" b) }" Uint TCharList<T1, T2, T3>::CalcMovePower()
9 ^- [' g! o% l8 L! n{ // 이동력 계산 . C$ ?3 _/ ^8 w' O( S& R* f4 U
if (dwDontMove > 0) return 0; // 이동불가 상태인 경우
: L. s( w0 e' z% ^# G4 p if (nCurrentAction == 1) return 0; // 앉아 있는 경우
$ @7 Q6 t& B1 K) l8 a // 극악 NK인 경우 처리 $ ?0 K. H( g5 @9 m8 A
const int nNation = MapInfo[MapNumber].nation; * E2 {2 T* Z3 e$ @4 O
if (GetNK(nNation) >= 100) return 10; , a, j9 i/ s, ^ A$ l
if (GetNK(nNation) >= 10) return 25;
0 c" |+ [" w: r, Q3 |% J2 G // 이동 속도 구하기 K, E' _$ E; [# o9 k% I
int nMove = GetMovePower(HorseNo), nPlus = 0, nMinus = 0; 6 b$ @1 o4 h6 ?' |
// 말을 타고 있는지 여부 : z3 S8 C1 I. y- q
const bool bHorse = (HorseNo <= 0) ? false:true;
8 d; K- Y- ~5 W4 k" l // 말을 탄 경우는 이동치에 관한 전투스킬, 마법 무시 ! t* R& d* \" q; s
if (!bHorse) 0 G _1 M" F' w% L' s! C+ T
{ //< CSD-020710
. J4 r+ l6 Q/ [: ]8 k4 L9 _ switch (GetPassiveCombat()) # p4 F2 I7 k1 P& D5 f
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case GUST: nPlus = GetCombatValue(GUST); break; , m: V! e7 b! j+ r. U
} 8 X4 v, a- r7 N0 J0 s
. p0 p/ ^. h9 c7 b% T! P CorrectMovePlus(nMove, nPlus);
A6 R! q& |0 b1 G. n // 레어에 대한 보정 2 X3 m% g2 ^2 [) S n2 ^
nMove += (RareEM.GetStaticRareSpeed(StaticRare)>>1);
& |1 g" a; G) {6 D8 A* d nMove += RareEM.GetDynamicRareValue(FITEM_SPEED_UP, DynamicRare); ) w" y+ t+ {6 c
} //> CSD-020710 / F3 h9 d% R3 m: O. G! O
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if (IsFreeze()) 6 m4 M, h7 {' t, I8 j; p
{ //< CSD-021024 : 얼림 상태인 경우라면
3 r0 D* z; |/ {# s) C" r7 H7 A nMinus = 50; " S" x) l# s- J4 \
} //> CSD-021024
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CorrectMoveMinus(nMove, nMinus);
3 y+ b& {! p& _& a) i% w // 배고픔 수치가 0거나 유령인 경우 움직임은 1/2로 줄어듬 2 H$ ^, o, A, v: m
return (IsHungry()) ? (nMove>>1):nMove; + T" l6 U$ n6 r
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int CCharInfo::GetMovePower(BYTE nType) const
. m" `5 n7 E1 G" l% K% m% g! c7 h: @{ // 檜翕溘 掘晦9 m/ P( j7 H' _7 M; \
const int nMax = __min(MoveP, 310);
* B$ g0 j& ~4 d [* V8 c: I/ | if (IsNpc()) return nMax;
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( L b+ p5 @0 Q7 m3 k! u) H' [ int nBase = 0, nMove = 50;5 N6 \; o' Q9 g. A5 c
// 嬴檜蠱曖 檜翕溘 陛雖堅 螃晦$ e$ N7 D$ p- ]; r
CItem* pItem = ::ItemUnit(equip[WT_SHOES]);
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. b& ~" j4 `, k0 u; Y9 u4 {3 I4 w //2018-04-30 天使羽翼移動 (修正版)
1 N) [( [: e3 F3 F7 ?0 ` short int mantle = equip[ WT_NECK].item_no;
) P2 y. _+ S3 R8 |7 j7 p short int nMantlePower = 0;
+ q7 E0 o" y5 S4 X% L switch ( mantle )
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case 8388: nMantlePower = 60; break; // 天使羽翼
, ]0 ]5 e/ V# b9 I7 E0 L% D case 8473: nMantlePower = 60; break; // 熾天使之翼/ u0 I$ O0 T3 q. \
case 8474: nMantlePower = 60; break; // 墜天使之翼 ) J+ e; u4 \4 Q% z
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if (pItem != NULL)/ J, d. e4 g6 c$ |% s. q5 v2 F
{
3 v, N0 U/ {& v* v& e& w3 z% F switch (nType)0 T0 p1 E# }7 q$ k4 V
{
8 I% d* z1 A# i* }' R- Q) [ case HORSE:
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nBase = __max(8*((nMax - 10)/30), 0);0 S4 Z) N G$ K" n! K
nMove += (pItem->GetDefense_power() + nBase)*0.3;
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case BULL:
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nBase = __max(9*((nMax - 10)/30), 0);6 l- s) j" T* [( n* d( ]$ H9 x
nMove += (pItem->GetDefense_power() + nBase)*0.3;8 j d; m t0 s4 g2 n1 x
break;. x6 r3 w; A* G: M3 ^6 e) [
}
/ i* E) y3 l9 H. Q3 O! p; a case PHANTOM:
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nBase = __max(10*((nMax - 10)/30), 0);
# m) \; A% h" g0 q6 T* W nMove += (pItem->GetDefense_power() + nBase)*0.3;2 G) w; c& [, p
break;+ u3 `2 ?& R+ K
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case 4:' _0 z& S, l+ k/ t5 N, T$ u4 B6 w
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nBase = __max(8*((nMax - 10)/30), 0);: t7 o% E+ p& S! \
nMove += (pItem->GetDefense_power() + nBase)*0.3;
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}
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. y) t0 X7 D1 ]' p- ?' [( a nBase = __max(8*((nMax - 10)/30), 0);8 C& m$ h' j7 L
nMove += (pItem->GetDefense_power() + nBase)*0.3;' e+ L* @8 W% ?& S q5 c" [% r
break;0 x% g- K8 o+ H$ |5 ?
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default:
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nMove += ( pItem->GetDefense_power() + nMantlePower )*0.3;4 |$ R- U+ ~: @" U( o: ?' R$ v
break;2 \: G) Q: [( d2 A8 D
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}
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K' D f7 w% F% b; m3 S* H return nMove;
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void CMagicState::CorrectMovePlus(int& rMove, int nPlus) const
. `( r4 Y4 c5 q{ //< CSD-020710. L' l1 j u }
const int nCorrent = rMove;+ N k1 ^/ A1 B" b4 Z6 |( f
if (speedUp.GetRatio() > nPlus)
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rMove += speedUp.Convert(nCorrent);" h4 K& `1 [$ v8 r& R
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else
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rMove += (nCorrent*nPlus/100);
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