有人問點解 167鞋 、197鞋點解只差 6數值????0 |- I. M9 H( g' i. U4 t& A6 f# m
冇人識答你.! z7 h8 O, P- Z2 m8 h$ ?3 k
2 z m7 l9 u6 S; h$ M/ f不如問點解 200 AC 同 210 AC 相差攻擊力不是應該是10 .
1 |* g0 u1 X% T4 Z K+ d呢個係 背後最終數數冇任何原因.
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1 _2 ~6 e, L6 C/ D( E8 m Q請自行轉英
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template<class T1, class T2, class T3>
R) N) y. f. C/ B1 y: _3 X- C9 e Wint TCharList<T1, T2, T3>::CalcMovePower() * Y) I. X) O; Y: ?/ ]8 a n
{ // 이동력 계산
$ ]2 J6 O& w8 N! y) K if (dwDontMove > 0) return 0; // 이동불가 상태인 경우
. n7 V. n/ y; d, x6 [6 l if (nCurrentAction == 1) return 0; // 앉아 있는 경우 8 }$ P5 i0 ?5 D- h s# M" x$ k% }
// 극악 NK인 경우 처리 % \# N3 _3 p. T% m4 c. j: L
const int nNation = MapInfo[MapNumber].nation;
* g/ a0 }! K @ a# ` if (GetNK(nNation) >= 100) return 10; 2 Q, h3 Z& ?3 l. z) j
if (GetNK(nNation) >= 10) return 25; ' ~( ]0 X& h y4 j( @
// 이동 속도 구하기
3 Y' ]9 N0 H$ S int nMove = GetMovePower(HorseNo), nPlus = 0, nMinus = 0;
, @2 l9 O4 T- U // 말을 타고 있는지 여부 - p. {5 X3 k5 H. F- p3 H
const bool bHorse = (HorseNo <= 0) ? false:true; 1 q1 H. \- u- p* W9 j9 ?6 l7 C; ]
// 말을 탄 경우는 이동치에 관한 전투스킬, 마법 무시 6 q5 v4 @0 V3 P6 Z% m: ~, ~
if (!bHorse) f# ^1 j& ?* d [% B$ R/ s/ E
{ //< CSD-020710 3 y* l' |* \) r8 u/ B
switch (GetPassiveCombat()) ! u" x" i2 f" |# o5 f% l% P
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case GUST: nPlus = GetCombatValue(GUST); break;
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CorrectMovePlus(nMove, nPlus);
2 P+ s L) x+ T // 레어에 대한 보정 ' [1 z1 S0 d2 Q
nMove += (RareEM.GetStaticRareSpeed(StaticRare)>>1); $ b* s& Q: W* Z- B( Z
nMove += RareEM.GetDynamicRareValue(FITEM_SPEED_UP, DynamicRare);
7 g. \4 T' R) j, W } //> CSD-020710
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if (IsFreeze()) : J* ?5 A% s5 q$ G+ \# k
{ //< CSD-021024 : 얼림 상태인 경우라면
7 J. a. q8 f! R) [ nMinus = 50; & s+ D2 u1 v! f8 Q0 g
} //> CSD-021024
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; D% [' Q9 o0 M& H, z CorrectMoveMinus(nMove, nMinus);
; D9 C! E' _6 X0 t // 배고픔 수치가 0거나 유령인 경우 움직임은 1/2로 줄어듬
o* r2 N# H, D0 K9 r return (IsHungry()) ? (nMove>>1):nMove;
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int CCharInfo::GetMovePower(BYTE nType) const
7 |7 e/ \! `% v6 \; n{ // 檜翕溘 掘晦
% @; d. h3 B p% r const int nMax = __min(MoveP, 310); }' e& q$ P1 C
if (IsNpc()) return nMax;2 I% W8 p- r' u
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int nBase = 0, nMove = 50;
, [, r- ?) j4 ` f+ ~) c8 J6 U // 嬴檜蠱曖 檜翕溘 陛雖堅 螃晦2 p% ~! ~' b2 ~8 \3 e" N
CItem* pItem = ::ItemUnit(equip[WT_SHOES]);% D$ ?; @; l O3 v/ q0 z5 h
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//2018-04-30 天使羽翼移動 (修正版)
) h6 G4 W, A4 }, W; g; b short int mantle = equip[ WT_NECK].item_no;
" M+ X: ~. F3 m+ Z" Q4 ~0 x short int nMantlePower = 0;
6 k5 }: A' x) h9 \$ x switch ( mantle )* D% @3 F J. f* o7 Z& B
{
6 ]# P6 ]) \, h) M case 8388: nMantlePower = 60; break; // 天使羽翼7 T& i/ V. T+ C, J" p/ h
case 8473: nMantlePower = 60; break; // 熾天使之翼
9 Z1 a# W2 ~; s( | case 8474: nMantlePower = 60; break; // 墜天使之翼
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2 `! D/ E8 d8 l if (pItem != NULL)
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6 m6 r1 I! {7 z# n, A: v switch (nType)6 A" T+ H# f: n" U
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case HORSE:
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7 i1 t. b) p. m' e% D( U" t$ D. S nBase = __max(8*((nMax - 10)/30), 0);
Z- N9 V5 \# r8 Q7 L$ O) c- @ nMove += (pItem->GetDefense_power() + nBase)*0.3;
! Z% {/ t. h; L4 r; y break;
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case BULL:
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4 A3 Y# C+ t. a E6 V nBase = __max(9*((nMax - 10)/30), 0);: s4 v' e4 H I% s, I" b8 d
nMove += (pItem->GetDefense_power() + nBase)*0.3;9 ?1 `( T4 {- R H
break;! J5 k. a" A7 P% v0 b
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case PHANTOM:
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nBase = __max(10*((nMax - 10)/30), 0);8 Q. s9 Q- x8 C# R
nMove += (pItem->GetDefense_power() + nBase)*0.3;) A: J" x( c; X
break;- Q2 I7 J/ k' W; P. W" \0 B& l% @( N
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case 4:
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nBase = __max(8*((nMax - 10)/30), 0);6 e6 _3 z. v5 o1 q* P. \
nMove += (pItem->GetDefense_power() + nBase)*0.3;
2 ?) p* A& x5 g: f3 [ break;
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5 x+ n+ n- x: Z2 H& w5 ] case 5:
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nBase = __max(8*((nMax - 10)/30), 0);4 g5 M h3 I+ {! m0 t
nMove += (pItem->GetDefense_power() + nBase)*0.3;: |1 Y' U+ K" W; y; h; f( w
break;
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{
: K" K* {" ?0 ^ nMove += ( pItem->GetDefense_power() + nMantlePower )*0.3;
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}
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$ W6 c+ Z# C5 v- A& ^ return nMove;
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void CMagicState::CorrectMovePlus(int& rMove, int nPlus) const2 O. G n. y' `# ~) [
{ //< CSD-020710' ~2 E+ G- @2 L2 R! ]* a" G7 h
const int nCorrent = rMove;
# t/ Q% n; ?4 J( k8 s# b if (speedUp.GetRatio() > nPlus)# j5 X2 @) _; j8 Q# w2 v
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rMove += speedUp.Convert(nCorrent);
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{
/ ?( z; d& Q# B' k rMove += (nCorrent*nPlus/100);2 I$ {0 g' L1 X4 P& X
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}; e# o L5 H* @# E9 u" f
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) U/ p* b; C9 `( n$ Phttp://read.pudn.com/downloads19 ... rs/CharList.h__.htm
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