有人問點解 167鞋 、197鞋點解只差 6數值???? t n6 c( y' d5 b* u
冇人識答你.
?7 Z) {+ q* W7 S$ z9 [4 v 8 ~1 n6 ~6 V1 k D" ~7 `
不如問點解 200 AC 同 210 AC 相差攻擊力不是應該是10 . " T! A! p" j3 p$ _) p
呢個係 背後最終數數冇任何原因.
) z: o1 ?6 D, t8 F2 m2 ?
5 e/ c8 P( w% D( i& q請自行轉英& m! ?5 r+ T# U
2 G. ~& M% N S: f# i9 W/ m7 C9 D" Q9 R; B( [7 ]9 `
( V9 l1 ]: g. P- q) C9 R+ ntemplate<class T1, class T2, class T3>
4 X2 i" m, u2 X4 l( F" mint TCharList<T1, T2, T3>::CalcMovePower() * W! F$ F; W: }
{ // 이동력 계산
" e( l% n2 I( \9 A7 [" s* k* \ if (dwDontMove > 0) return 0; // 이동불가 상태인 경우
C& L2 F7 K, P* b* ~6 i8 d if (nCurrentAction == 1) return 0; // 앉아 있는 경우
9 f J' N. c2 u. N% V" | // 극악 NK인 경우 처리 % W0 C7 |9 V" u8 @ X
const int nNation = MapInfo[MapNumber].nation;
& L7 t o# B) O1 e if (GetNK(nNation) >= 100) return 10;
- r" k4 A* ]7 v if (GetNK(nNation) >= 10) return 25;
+ k* Z$ s- x/ k5 m2 G+ G // 이동 속도 구하기
" U/ W5 a: g; P8 ^7 F int nMove = GetMovePower(HorseNo), nPlus = 0, nMinus = 0; , E% G1 X, V, w' e7 T) y
// 말을 타고 있는지 여부
+ X r$ @5 Y* p& X const bool bHorse = (HorseNo <= 0) ? false:true; 3 t( ]1 D9 P9 ~/ `( j/ w- b
// 말을 탄 경우는 이동치에 관한 전투스킬, 마법 무시 # t# p& s `6 |2 v9 R
if (!bHorse) ! k9 z( k: k+ \; R( w
{ //< CSD-020710
- N; g) [3 W+ q" S switch (GetPassiveCombat())
& J3 |7 i# a3 q' W { 1 s' V. u* i4 t4 `9 A
case GUST: nPlus = GetCombatValue(GUST); break;
5 N8 ^8 T6 M& n U j' y& s } , e" s, O2 D0 W. L8 I! w# G9 R
/ K- [0 o/ `# `) a, M$ n* t4 m' E
CorrectMovePlus(nMove, nPlus);
+ ^2 ^! v; m2 f // 레어에 대한 보정 , ]1 |, q8 A0 s( G6 Q" |, o! M
nMove += (RareEM.GetStaticRareSpeed(StaticRare)>>1); . k, L( F* ], w9 ` U5 w" P
nMove += RareEM.GetDynamicRareValue(FITEM_SPEED_UP, DynamicRare);
' y8 t7 ]/ _) q1 z } //> CSD-020710 8 c6 v2 J |% a- Z- F
$ X6 W) Y/ G2 N* R% S/ W if (IsFreeze()) 8 k' h [4 z- J8 {! }: k5 E( D8 l
{ //< CSD-021024 : 얼림 상태인 경우라면 - A I$ F0 N: y/ J+ N( ~
nMinus = 50; $ J6 i6 t; n; _
} //> CSD-021024
v6 w: j% Y/ R9 u7 S4 B
+ l( C+ M/ ~ e" F CorrectMoveMinus(nMove, nMinus);
x* a4 w! R( C: L // 배고픔 수치가 0거나 유령인 경우 움직임은 1/2로 줄어듬
: M N! o. f( H' G1 e: I+ u1 W return (IsHungry()) ? (nMove>>1):nMove;
4 H2 c$ Y! H7 J( z7 G2 m! l}
/ u/ ~7 o( V& w# U+ z
B$ ?4 W4 J# \& O& g2 t2 |. F6 O! G8 x" ` I- H
int CCharInfo::GetMovePower(BYTE nType) const1 c& G6 A! z% c& m$ {5 c! l
{ // 檜翕溘 掘晦
$ s2 m! d: y5 S; b1 s const int nMax = __min(MoveP, 310);( T( B K5 F1 n4 i- C) }
if (IsNpc()) return nMax;
" @$ Q! i, N+ h9 ]# p . s2 q3 F/ S) J. s
int nBase = 0, nMove = 50;% z' A% v; g9 \$ X# s' [% t
// 嬴檜蠱曖 檜翕溘 陛雖堅 螃晦
8 o8 k2 N* l* W1 m$ K CItem* pItem = ::ItemUnit(equip[WT_SHOES]);* y$ h' p9 ]7 M9 I. e7 \1 k2 s/ f
+ C1 c& G# b* n# ?+ i8 X //2018-04-30 天使羽翼移動 (修正版)
+ y$ V+ f# ^9 @$ H, [1 `) e0 ~ short int mantle = equip[ WT_NECK].item_no;- C/ O( t, ?6 k* P3 o0 B, o/ O# K
short int nMantlePower = 0;& a3 c$ Y8 [4 D T9 W( B- t* h
switch ( mantle )( V) Y* P% T. I* w \) [; A% r
{ c- {+ b: n8 @
case 8388: nMantlePower = 60; break; // 天使羽翼
, `1 `! Z4 ~7 o: Y1 A5 d case 8473: nMantlePower = 60; break; // 熾天使之翼
8 k$ ^2 a: G( V case 8474: nMantlePower = 60; break; // 墜天使之翼
$ _0 i& e( z0 h) I }7 v" {) V3 Q; V$ k" S. O- c
3 {8 A% a, U; F3 h7 i if (pItem != NULL)5 u6 l( @8 y2 T# q& G" H
{
; g g; e% b) A& n( B switch (nType)
, ^4 |. }! H+ _% e: }9 D {" b$ T3 ^5 Z1 O O/ l- V0 J
case HORSE:% A0 [' g, p: F0 L
{
3 t+ r0 w: n. K+ B* k0 M( J C nBase = __max(8*((nMax - 10)/30), 0);
: w: E v* X: `, R' P nMove += (pItem->GetDefense_power() + nBase)*0.3;
7 g2 X7 @7 ?1 b7 h5 e6 w& m c* f break;9 d4 E- D* N* K. n
}+ K" ~" ~, y8 E" w$ `
case BULL:9 G) [" w2 F8 l/ v
{
$ s2 \1 R3 b! e9 A: R: B7 U* n nBase = __max(9*((nMax - 10)/30), 0);
; e; [; E5 m% K3 ]3 B nMove += (pItem->GetDefense_power() + nBase)*0.3;) I( l) z' @2 f L
break;* `# V) o+ i# P7 F7 m# d+ b
}
' I# h( L; F7 T$ G* t1 i8 i- O% @ case PHANTOM:
$ r* M, R! |1 s2 G h {1 y5 A2 }; z8 s" p; H+ r
nBase = __max(10*((nMax - 10)/30), 0); Q1 {0 q+ i9 B: W! Z
nMove += (pItem->GetDefense_power() + nBase)*0.3;
1 x- P u* t% @) D) d0 n5 A break;/ P. s5 d) M1 e5 x n" Z) Z
}! [9 M, x2 G+ F( l. e% X
case 4:
( i( `5 o1 A: k' Z# j) d) g {- E2 ?& n; P2 Q7 x' z) \8 _
nBase = __max(8*((nMax - 10)/30), 0);
' X n( y/ g4 b3 h' E+ D nMove += (pItem->GetDefense_power() + nBase)*0.3;
3 u8 p7 W ?2 J% B7 W! P break;
4 s+ g, e. g8 E m3 h7 s o6 r' f }
5 k, E/ m1 d I0 U case 5:& O0 G$ q. d: v& @9 Z6 H+ M
{
# K* Y, Y' D E2 ^: N: ^* { nBase = __max(8*((nMax - 10)/30), 0);% c% J6 v; Z7 u
nMove += (pItem->GetDefense_power() + nBase)*0.3;$ { Q Z c3 Q# w2 v# Z8 E" y
break;7 ~* W- x+ L* \1 u! x4 a
}
* }' I: ^- N% ]1 S5 }( ] default:9 o2 o. T% ?" U2 X; W9 `
{
8 q" Q+ k. U4 x. S/ y, V nMove += ( pItem->GetDefense_power() + nMantlePower )*0.3;
$ O) W4 c( a. W; ?8 B* i6 ?- \ u break;
( u' L) ~& V' G; Z& L }
" R/ `" b2 _% e8 c8 A' U, Y3 J }3 _; g7 g$ i# W3 K; z
}4 \, v6 {2 G8 E8 k; z( k& Y3 Q
% M1 x) U# t; a! n B5 r# T
return nMove;
8 D! k% i1 G. f: F# ~* ~}
7 K5 T O+ M( l% {6 S3 O1 `
! f8 X4 ^+ [2 Y$ q3 a; R- l0 g- Y% jvoid CMagicState::CorrectMovePlus(int& rMove, int nPlus) const4 \8 ]/ m3 O# ^3 g
{ //< CSD-020710
% T& _ H0 J, q. Q1 | const int nCorrent = rMove;' |9 R, `+ T6 \" N' `+ }, ^+ r
if (speedUp.GetRatio() > nPlus)0 a6 P* p* D& d# f Z+ H$ K# |
{
7 p, ?/ P5 c/ n rMove += speedUp.Convert(nCorrent);
* a8 m7 p8 F" D$ Y, x2 s: | }
+ Z% v/ x$ G* m- c+ F6 q else
2 _7 {1 K5 U$ S p. v# N* L { q( N! p" O5 G8 V) y" h# ?. E$ r
rMove += (nCorrent*nPlus/100);" ^. @5 ^2 D, Q
} P6 T, d( g, h0 r3 ^( V
}
: {( A6 k1 p9 l8 j. a7 F( G- K" B. P- A# U
+ P& T/ F- z- q0 A6 Shttp://read.pudn.com/downloads19 ... rs/CharList.h__.htm
2 N4 d1 M! P+ K* X7 v, l" I0 C
% s& d6 z/ d0 w* D, ?" y |
|