有人問點解 167鞋 、197鞋點解只差 6數值????! b8 d. K1 z4 M: T: {
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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 . * O8 Q0 E" K- l- }9 L
呢個係 背後最終數數冇任何原因. $ _: P7 k0 t/ r; e
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template<class T1, class T2, class T3>
# p9 o5 v) u+ o& e1 k+ t0 eint TCharList<T1, T2, T3>::CalcMovePower() 1 L1 ]7 [ I0 x6 f5 Q- d
{ // 이동력 계산 2 W+ A: L6 e2 f) d/ c! U& P6 R
if (dwDontMove > 0) return 0; // 이동불가 상태인 경우 ' L6 S! }. M! `- p
if (nCurrentAction == 1) return 0; // 앉아 있는 경우
& o2 ^ I; X0 j // 극악 NK인 경우 처리
3 p O, c/ A; \8 b" F$ l% w1 g0 R const int nNation = MapInfo[MapNumber].nation; 2 k& _4 }" V! G, T% Z& C7 Q+ ]
if (GetNK(nNation) >= 100) return 10;
% @% G1 ^" M" g( O if (GetNK(nNation) >= 10) return 25; 2 O. Q! s' x5 z9 }
// 이동 속도 구하기
: T0 }4 }1 r& X( f J" Q int nMove = GetMovePower(HorseNo), nPlus = 0, nMinus = 0; ! Y/ b1 N$ O: T. r
// 말을 타고 있는지 여부
1 C( r$ ?) f3 u+ y5 X3 Z const bool bHorse = (HorseNo <= 0) ? false:true; 0 Y) F4 T/ S. e, ^. h2 o4 C
// 말을 탄 경우는 이동치에 관한 전투스킬, 마법 무시 : p4 d+ i6 j5 t! {: P P2 b1 Z
if (!bHorse) 5 h9 s9 N {, z
{ //< CSD-020710 ' N* F$ _( G4 o( b
switch (GetPassiveCombat())
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case GUST: nPlus = GetCombatValue(GUST); break;
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CorrectMovePlus(nMove, nPlus);
0 U5 h |- V9 _6 q) m // 레어에 대한 보정
0 C. @9 W! p& K nMove += (RareEM.GetStaticRareSpeed(StaticRare)>>1);
+ L+ B0 S7 ^; h$ c/ E( Y8 ~ nMove += RareEM.GetDynamicRareValue(FITEM_SPEED_UP, DynamicRare);
5 P; k) A* H6 N } //> CSD-020710
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if (IsFreeze())
: A, Y# n& _6 T' ^/ P; L: }2 v- a { //< CSD-021024 : 얼림 상태인 경우라면 # v7 t. F) Z `5 L1 T
nMinus = 50;
2 d3 j/ t* |; U4 y0 h } //> CSD-021024 + l9 N" l' r, z0 V" q/ c" V! g
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CorrectMoveMinus(nMove, nMinus);
8 l! N; o7 e+ n7 \( d2 V$ F2 q1 k // 배고픔 수치가 0거나 유령인 경우 움직임은 1/2로 줄어듬 ! N w5 S( |( A0 m! ?# a# t
return (IsHungry()) ? (nMove>>1):nMove; 0 p* Q6 G6 ]8 w" d
}
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3 _$ t( L3 c0 E( E& S0 a. lint CCharInfo::GetMovePower(BYTE nType) const
6 N0 U/ V9 v. ^. n/ U4 r( R{ // 檜翕溘 掘晦
7 k2 I( d/ E' p" w- W/ @" ~' k const int nMax = __min(MoveP, 310);: E& L% ^: E( W
if (IsNpc()) return nMax;# v" T+ S: L1 w! @/ W# p2 }
1 W( X, Y" k+ q2 r int nBase = 0, nMove = 50;
& F% E/ s- a- S* N // 嬴檜蠱曖 檜翕溘 陛雖堅 螃晦' U( b; t% U0 b+ T5 j
CItem* pItem = ::ItemUnit(equip[WT_SHOES]);; K6 }; n# g* f7 T) H
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//2018-04-30 天使羽翼移動 (修正版); S9 `2 j" {. n6 ~" h; y
short int mantle = equip[ WT_NECK].item_no;
+ w) c) \/ S& I3 A' J; @ short int nMantlePower = 0;
5 K6 A! l# f7 _- S; J1 ^/ B0 ` switch ( mantle )3 S/ z8 N5 I% b% }0 x" Z4 o
{
/ C, d! |' ^7 F( R3 U# S' N case 8388: nMantlePower = 60; break; // 天使羽翼
9 u6 j$ h. c; ] case 8473: nMantlePower = 60; break; // 熾天使之翼
* C8 V" }$ ?4 c" G& I" V" r case 8474: nMantlePower = 60; break; // 墜天使之翼 8 u4 {: G! G" q( [; ?
}
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if (pItem != NULL)
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7 H% ]0 G2 p! J1 m switch (nType)5 @9 j# a/ G' {% G1 Y1 ^ V& ?
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case HORSE:
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, L( K$ Y8 t) d8 J nBase = __max(8*((nMax - 10)/30), 0);
) K) @5 D: b8 ?! q" w nMove += (pItem->GetDefense_power() + nBase)*0.3;
; T0 S/ P- y- {6 { break;3 Q8 w6 o5 n: x) t/ ?4 }
}
1 a0 x6 B# z0 j, \$ M* b) x case BULL:% L9 d6 z' w2 J/ o. ]+ {* b
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nBase = __max(9*((nMax - 10)/30), 0);2 U7 s7 A9 V3 u1 O* `
nMove += (pItem->GetDefense_power() + nBase)*0.3;9 n) @$ T1 T* `* P) X
break;& y" P3 T5 Y3 F- U( Y% J8 \+ Q3 W& ^! x
}
C9 J7 k7 F7 _) _/ A" |) q& q case PHANTOM:2 R; v7 [( x/ N( O9 M& T, n6 g
{
/ z" U: ]- `# v1 E; c {3 l6 G4 s nBase = __max(10*((nMax - 10)/30), 0);' G8 G# x0 N }, C
nMove += (pItem->GetDefense_power() + nBase)*0.3;$ I) P) k8 {7 F8 A5 Z4 O
break;* I4 K6 E) [3 D" s- J
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case 4:% p7 Y4 ?- [9 y; @5 m" g, g
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nBase = __max(8*((nMax - 10)/30), 0);
1 g6 n6 g F$ c4 c& }- J nMove += (pItem->GetDefense_power() + nBase)*0.3;% z9 t/ j8 Y0 | D* G
break;
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nBase = __max(8*((nMax - 10)/30), 0);
' ~8 L3 b. u, ]; ~ \% r nMove += (pItem->GetDefense_power() + nBase)*0.3;
* k2 T& x* g, j. R2 C break;- M5 c9 f8 R7 j' R$ ]/ @2 ~5 \
}
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{
+ y* w( D8 _3 \$ E3 x( P. L+ m nMove += ( pItem->GetDefense_power() + nMantlePower )*0.3;
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}
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9 j9 O. v0 f# `+ U( k1 _ return nMove;1 h$ C4 v7 H$ M: w6 J6 g' s
}
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void CMagicState::CorrectMovePlus(int& rMove, int nPlus) const- l }$ W, g0 [+ v4 e8 s. ^1 `
{ //< CSD-0207100 _4 P. P& `, Q) O2 {" S# O
const int nCorrent = rMove;
% b+ @/ h# C$ g. g8 J" C if (speedUp.GetRatio() > nPlus)' n: h. G' u F e' T2 ^" j# n, a6 g& ?
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rMove += speedUp.Convert(nCorrent);& q \5 W" j! x1 v8 C
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else
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rMove += (nCorrent*nPlus/100);
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