有人問點解 167鞋 、197鞋點解只差 6數值????& G2 \7 S$ }& ~ ] r" t
冇人識答你.4 c: B# {* i: m6 E+ ^7 w2 H% K
( _9 A/ ]( N! @: H* p不如問點解 200 AC 同 210 AC 相差攻擊力不是應該是10 .
1 y; p" U& Y; o9 @5 Y呢個係 背後最終數數冇任何原因.
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9 z: {5 B& s/ p. \請自行轉英
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8 m: h; F" v% X& m. T3 @! h/ w0 atemplate<class T1, class T2, class T3>
1 A- w1 c. h; [, j+ S: Z8 Wint TCharList<T1, T2, T3>::CalcMovePower() 7 n* x/ S6 G+ Y9 }+ l8 a t' f
{ // 이동력 계산
3 E0 P2 B: Q7 r, z if (dwDontMove > 0) return 0; // 이동불가 상태인 경우
* {! N2 Z, l0 t, n; E if (nCurrentAction == 1) return 0; // 앉아 있는 경우 - t9 _( _( g+ n) ?/ d
// 극악 NK인 경우 처리
" I3 t' z: w( j% G! I, s const int nNation = MapInfo[MapNumber].nation;
) h) H6 `9 f8 o U. w# H( V if (GetNK(nNation) >= 100) return 10; 7 D& c# u+ c" h5 ?( p
if (GetNK(nNation) >= 10) return 25;
% j; c: t+ _; @' ^, K' T // 이동 속도 구하기
* X& G) f c& V4 ]* M: ]1 j int nMove = GetMovePower(HorseNo), nPlus = 0, nMinus = 0;
0 h& o$ x6 n8 E W2 g$ X2 l6 @8 y // 말을 타고 있는지 여부
% D5 S# x/ j* v& z& H const bool bHorse = (HorseNo <= 0) ? false:true;
. o$ j6 x9 l) M. @; j/ s& c // 말을 탄 경우는 이동치에 관한 전투스킬, 마법 무시
V& M& {+ u$ x: ^8 j! _$ C if (!bHorse) ' d% {. A9 q& }; N0 C% b- w
{ //< CSD-020710 0 m5 r% l: k7 ?8 T
switch (GetPassiveCombat()) . I; Y, @8 i' }. `& ~- r
{
* l* }: \8 D$ k) n, P0 @ case GUST: nPlus = GetCombatValue(GUST); break;
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, n- L" w, \. I3 N CorrectMovePlus(nMove, nPlus);
* [* h7 R) l- f) }# j ~9 W // 레어에 대한 보정
4 f+ T8 p3 U3 D9 F+ f nMove += (RareEM.GetStaticRareSpeed(StaticRare)>>1); / }. _" N+ Q( n' g
nMove += RareEM.GetDynamicRareValue(FITEM_SPEED_UP, DynamicRare);
. {7 J1 v! }& K- a } //> CSD-020710
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if (IsFreeze())
4 C( N# d* B8 H) V) k( ^ { //< CSD-021024 : 얼림 상태인 경우라면 9 c# b$ V' f+ z* l4 t" t6 X7 [, |
nMinus = 50; ) R4 y3 R/ ?! w G; o
} //> CSD-021024
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+ G1 n/ Z% ~% m CorrectMoveMinus(nMove, nMinus); f" ?+ q1 y4 k0 z
// 배고픔 수치가 0거나 유령인 경우 움직임은 1/2로 줄어듬 8 o9 z% n0 [4 m% s" A1 R! ]
return (IsHungry()) ? (nMove>>1):nMove;
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2 c4 A( j5 @ T0 gint CCharInfo::GetMovePower(BYTE nType) const) W: I4 I# t0 t9 e: G
{ // 檜翕溘 掘晦# ^ e% B. S( l
const int nMax = __min(MoveP, 310);
0 J; n7 K! C+ r( |+ t; y6 }6 q3 t if (IsNpc()) return nMax;
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int nBase = 0, nMove = 50;3 H4 x7 M8 y1 n" W; [0 U f
// 嬴檜蠱曖 檜翕溘 陛雖堅 螃晦
& u I" x" ]; N" Y CItem* pItem = ::ItemUnit(equip[WT_SHOES]);
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- _4 Q7 j: G& n7 c* u9 s4 E4 Y0 M% Q //2018-04-30 天使羽翼移動 (修正版)
7 A3 ]( N$ k. V. _: Y, [ short int mantle = equip[ WT_NECK].item_no;
5 f! g$ W% w1 j2 d, j+ P short int nMantlePower = 0;
& s* g& A5 _+ X r switch ( mantle ), ~) p* N0 ?8 X S( s3 I, B
{
" T s7 V0 Z" E case 8388: nMantlePower = 60; break; // 天使羽翼9 P. d9 g g& h+ N: K: s# j$ R
case 8473: nMantlePower = 60; break; // 熾天使之翼0 a4 _2 B$ q8 K; N! G
case 8474: nMantlePower = 60; break; // 墜天使之翼
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7 i, `4 \6 z3 i O if (pItem != NULL)
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switch (nType)
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case HORSE:
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6 ~1 X8 N C: B( Q' s; c nBase = __max(8*((nMax - 10)/30), 0);% o- c0 \- h5 q( L
nMove += (pItem->GetDefense_power() + nBase)*0.3;
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}
! J4 c# m, W+ l) C- ~ case BULL:
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nBase = __max(9*((nMax - 10)/30), 0);
% ?: D3 B$ b5 x- s' ~3 M nMove += (pItem->GetDefense_power() + nBase)*0.3;
$ @2 [4 ]& p+ h, x0 i) @ break;
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case PHANTOM:
5 a( ]( p) G. v3 [1 g {
2 v9 X j1 b4 _- O3 k/ O: R& G nBase = __max(10*((nMax - 10)/30), 0);
* i1 B p1 N1 ^& L, p/ K7 T, v# ` nMove += (pItem->GetDefense_power() + nBase)*0.3;1 L$ |3 i |# f, h, Y c
break;
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# f$ L a6 E0 f% ~ case 4:
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. Y1 z( N9 v+ G6 S. l8 P5 Y; X' ? nBase = __max(8*((nMax - 10)/30), 0);
3 T6 f F3 m0 b; e& | nMove += (pItem->GetDefense_power() + nBase)*0.3;
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}
/ {; h; h9 ^$ W% B case 5:
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nBase = __max(8*((nMax - 10)/30), 0);' r' N$ e& m" @9 @: P% p
nMove += (pItem->GetDefense_power() + nBase)*0.3;
* z. K) ?9 U4 }8 e, e$ h6 J0 ] break;: T+ d0 e+ p0 C
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default:
5 `2 @2 C+ o4 V3 l& l% _/ X {
9 h! {. `5 j! c/ c- j) I# R nMove += ( pItem->GetDefense_power() + nMantlePower )*0.3;5 Z0 V3 Z( U' Q5 r8 h6 N! }* N
break;& Y! v0 Y8 U, k$ M) s- r5 U
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}
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9 ~3 q$ O; I+ W2 l: m1 p* D return nMove;4 ~5 [# |& U4 n: \9 X' ^
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* f; N' d+ P$ d( nvoid CMagicState::CorrectMovePlus(int& rMove, int nPlus) const) C1 W' B9 f7 C H( o
{ //< CSD-020710
$ ]+ |/ I5 d# _9 c9 | const int nCorrent = rMove;. V% Y- D3 l z; S$ H
if (speedUp.GetRatio() > nPlus)( W: u2 \ x2 ^0 u" x
{
. N1 b* r0 c/ d. B( Y( Y4 r4 z rMove += speedUp.Convert(nCorrent);
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rMove += (nCorrent*nPlus/100);7 w X6 a# d8 H: q% o# g
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http://read.pudn.com/downloads19 ... rs/CharList.h__.htm4 R, h$ X3 ~9 Z
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