有人問點解 167鞋 、197鞋點解只差 6數值????$ M1 j; H4 v8 S9 r# t' ^- ?
冇人識答你.3 Y+ A+ S$ O$ @% M
; W8 p% Q9 `9 u8 T0 N# R不如問點解 200 AC 同 210 AC 相差攻擊力不是應該是10 . 0 A# `0 k1 w) U+ A0 r
呢個係 背後最終數數冇任何原因.
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請自行轉英6 }' H; o) \2 @5 m9 E
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7 m; p# _* F" K) ~/ ]6 @4 Ntemplate<class T1, class T2, class T3> 3 c2 T* q9 m( q; \
int TCharList<T1, T2, T3>::CalcMovePower() 7 _! p/ r5 w6 f, \! T
{ // 이동력 계산 ; O: o0 F- e, n% I5 L
if (dwDontMove > 0) return 0; // 이동불가 상태인 경우 " x L" q* g3 D3 o" v6 B' y0 X
if (nCurrentAction == 1) return 0; // 앉아 있는 경우 ! R0 Q% s% j' ]% y, J3 o
// 극악 NK인 경우 처리 ' s% J% l0 P3 |! s9 }
const int nNation = MapInfo[MapNumber].nation;
( u% f8 f. [( ~ if (GetNK(nNation) >= 100) return 10;
5 Y v" B1 t" p3 t) f/ H if (GetNK(nNation) >= 10) return 25; , O8 e) c3 o6 t' |( l: j
// 이동 속도 구하기 5 H4 c0 ^) @' Z& q2 w+ S
int nMove = GetMovePower(HorseNo), nPlus = 0, nMinus = 0;
/ }/ q _; ~& L8 x" ]* F; u1 t // 말을 타고 있는지 여부
( h1 z9 h% m$ o5 N" n! ] const bool bHorse = (HorseNo <= 0) ? false:true; 0 U0 |- [) q% n6 s) {
// 말을 탄 경우는 이동치에 관한 전투스킬, 마법 무시 " _, g: z! }5 K, v
if (!bHorse) 9 M7 c/ L+ T& {9 L8 j
{ //< CSD-020710 6 O& w# L4 F) u, |4 {
switch (GetPassiveCombat())
3 g& ?; S* K! p& u) Z {
7 J5 ]2 D+ b2 v5 {. ? case GUST: nPlus = GetCombatValue(GUST); break; h0 Q0 b! s8 _# s
} / G5 h9 s V4 `0 V4 k, E% h
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CorrectMovePlus(nMove, nPlus); ! I# l- Y# j8 g- r0 H4 x
// 레어에 대한 보정 2 j# _9 _$ s0 a; |9 n2 z
nMove += (RareEM.GetStaticRareSpeed(StaticRare)>>1);
; p. S ~ H: S% a+ R& i% X nMove += RareEM.GetDynamicRareValue(FITEM_SPEED_UP, DynamicRare);
a# E# h/ s8 K! }$ b1 K8 u } //> CSD-020710
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if (IsFreeze()) 5 K9 {, I5 S n6 S4 j7 R
{ //< CSD-021024 : 얼림 상태인 경우라면 ( [* K. e7 N9 l: _; i" j
nMinus = 50;
; M4 {* A0 n4 x3 Q } //> CSD-021024 3 U- g! s/ h1 M. U5 A
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CorrectMoveMinus(nMove, nMinus); . U7 @* }4 {& W$ i# }: e. L
// 배고픔 수치가 0거나 유령인 경우 움직임은 1/2로 줄어듬
$ W2 {: `8 s/ V8 ^ return (IsHungry()) ? (nMove>>1):nMove; 3 z7 _' u/ R0 [# C% l" o
}
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int CCharInfo::GetMovePower(BYTE nType) const. r% I8 }0 \( p% m
{ // 檜翕溘 掘晦! E6 L) e3 A) |4 N8 d
const int nMax = __min(MoveP, 310);
S+ a/ k0 s( O if (IsNpc()) return nMax;6 Z- _- N. e6 L. D
3 ~+ Z% u3 @" I2 B& N. t [ int nBase = 0, nMove = 50;! x) N1 B9 { C# }- }% f
// 嬴檜蠱曖 檜翕溘 陛雖堅 螃晦
$ ?9 j \- w p$ c CItem* pItem = ::ItemUnit(equip[WT_SHOES]);& y$ s5 g( C5 H3 x/ \
% c# C R- \) k8 ` //2018-04-30 天使羽翼移動 (修正版); F0 k4 r' }3 g: i- D( ~ Y7 w
short int mantle = equip[ WT_NECK].item_no;
/ s3 C( R6 u3 v) h short int nMantlePower = 0;
- {2 U0 l% m. I1 b switch ( mantle )# K# c! a0 j. N/ p* q; t+ G9 o
{
% j S" G- {) H8 F, N case 8388: nMantlePower = 60; break; // 天使羽翼
Y* X2 n0 l: O case 8473: nMantlePower = 60; break; // 熾天使之翼
" K j8 s# E. B case 8474: nMantlePower = 60; break; // 墜天使之翼
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& V! j# k% n' c) _8 ? if (pItem != NULL)
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switch (nType). i! v/ [) U1 A2 j7 C. w& v
{
) J- x2 u; `0 | case HORSE:% h0 c8 @6 D9 p6 ^: b! \# c
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nBase = __max(8*((nMax - 10)/30), 0);
; F, }: y/ V( R* m( Y nMove += (pItem->GetDefense_power() + nBase)*0.3;
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}
( G1 n# i: v" h+ w* J$ @4 X+ | case BULL:
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nBase = __max(9*((nMax - 10)/30), 0);
$ E3 T% Q: c- C1 O1 R1 a' a nMove += (pItem->GetDefense_power() + nBase)*0.3;* g/ D" c1 n+ R
break;( A6 m& I% B& C. Z9 b3 b5 \# v5 X
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case PHANTOM:- Y7 u4 Q# N, q: j
{
* |3 s3 b8 E: o& P2 B nBase = __max(10*((nMax - 10)/30), 0);+ L; H/ h0 P7 d8 [, H, R
nMove += (pItem->GetDefense_power() + nBase)*0.3;
, O! A3 g9 z. w3 b break;$ Y$ `/ }+ X! b5 d/ ^
}
$ X# O) M4 ]3 a9 W5 b" ]9 M case 4:! H8 c0 }3 s6 p. V0 {: s
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nBase = __max(8*((nMax - 10)/30), 0);
! _/ t1 T. [* z$ y% ~1 l nMove += (pItem->GetDefense_power() + nBase)*0.3;
b& M# ~ T. t( d break;
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case 5:
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nBase = __max(8*((nMax - 10)/30), 0);
7 T4 u) @5 e5 }" O! y- A nMove += (pItem->GetDefense_power() + nBase)*0.3;( R/ n: z. l9 x4 Z# X. e2 ~
break;
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nMove += ( pItem->GetDefense_power() + nMantlePower )*0.3;5 V5 ` e) \. |0 ^9 D2 W+ d
break;
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}
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return nMove;
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void CMagicState::CorrectMovePlus(int& rMove, int nPlus) const/ {6 ]& x$ c6 `1 W' a+ o' O
{ //< CSD-020710
$ w# y+ {$ P! E+ x3 G const int nCorrent = rMove;, Y5 F. f7 M) T
if (speedUp.GetRatio() > nPlus)
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rMove += speedUp.Convert(nCorrent);7 t* Y$ I* b5 z2 S2 C
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{
% B3 @, y' y8 \$ \ rMove += (nCorrent*nPlus/100);
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}
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