有人問點解 167鞋 、197鞋點解只差 6數值????
6 `- E! d. f" }( {3 Y4 j0 ]冇人識答你.% V* Z, _. U# Y1 }: n
* N* R: V: J( m+ o0 M/ y不如問點解 200 AC 同 210 AC 相差攻擊力不是應該是10 . 1 U- D: Y0 n0 }% n8 [' U
呢個係 背後最終數數冇任何原因. ; h* E9 c% J5 @- H7 M) g
. |6 \ J# d) u' f請自行轉英
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template<class T1, class T2, class T3> 7 x* Z0 D6 a. B
int TCharList<T1, T2, T3>::CalcMovePower() 0 `; f* A) Z e3 i% ?2 C, Q
{ // 이동력 계산
0 f4 T" ?) {) G: n if (dwDontMove > 0) return 0; // 이동불가 상태인 경우 ) d4 a2 B' A* \3 b* B/ ^
if (nCurrentAction == 1) return 0; // 앉아 있는 경우 ; x5 L! V$ ?, {6 y- X0 _) i0 z9 O
// 극악 NK인 경우 처리
! w0 Q( g. d; W& ?# O7 L const int nNation = MapInfo[MapNumber].nation;
, \- F f4 \2 r! @ if (GetNK(nNation) >= 100) return 10;
! ~" \$ j2 ]7 }: g3 N if (GetNK(nNation) >= 10) return 25;
/ a& r) b& j$ d2 q/ l! u // 이동 속도 구하기 9 B0 X1 l$ ^- @9 S1 w
int nMove = GetMovePower(HorseNo), nPlus = 0, nMinus = 0;
! |% s, H2 {$ l# ], I // 말을 타고 있는지 여부
" d; ? D9 a, I: ^7 Z const bool bHorse = (HorseNo <= 0) ? false:true; ! b" O6 V' j( K) e$ T) T
// 말을 탄 경우는 이동치에 관한 전투스킬, 마법 무시 6 `& X( S4 Z2 t! j) Q
if (!bHorse) ; m. y' x( U. V; B. S
{ //< CSD-020710
7 L: B' x8 D7 P1 Q; \ switch (GetPassiveCombat())
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case GUST: nPlus = GetCombatValue(GUST); break; % D: v5 t5 N7 s" z ~1 z$ V4 [
}
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5 I1 W2 X8 N& C$ N! v CorrectMovePlus(nMove, nPlus); * \$ K/ o3 h+ y/ w1 _& u. k
// 레어에 대한 보정 ' F$ w- [4 M3 y: M1 \
nMove += (RareEM.GetStaticRareSpeed(StaticRare)>>1); ' o, n/ V( C- c" I- V: V1 Y
nMove += RareEM.GetDynamicRareValue(FITEM_SPEED_UP, DynamicRare); 5 j9 m9 e2 ?- r
} //> CSD-020710
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if (IsFreeze()) 6 t+ p# d9 J, `
{ //< CSD-021024 : 얼림 상태인 경우라면
4 N+ {. n: [( `7 @& X: ^' U6 J4 p nMinus = 50;
, g: B: Y8 Z5 U3 ^+ h } //> CSD-021024 : m* V" i8 |6 g7 M0 x& a
1 N6 z0 B& X( c* b; S1 h CorrectMoveMinus(nMove, nMinus); 1 O7 Y, i6 ?- o1 t; U
// 배고픔 수치가 0거나 유령인 경우 움직임은 1/2로 줄어듬
7 |( e; ^6 L& C) s O$ |* i6 c return (IsHungry()) ? (nMove>>1):nMove; $ ^) b& ?5 r& x. T" W8 M( I5 `
}
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" {: U8 u: X. a! B; g2 J6 Zint CCharInfo::GetMovePower(BYTE nType) const
" r, n$ W2 Z" o- k% F: m0 s- R{ // 檜翕溘 掘晦/ d. i) z, `/ ^7 E6 m, m
const int nMax = __min(MoveP, 310);1 X4 \+ c, l' H5 U. c- I
if (IsNpc()) return nMax;
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int nBase = 0, nMove = 50;% l9 n! X# c( l% I
// 嬴檜蠱曖 檜翕溘 陛雖堅 螃晦3 d2 }8 A7 ~ m( A, H$ ^. Y8 d" j
CItem* pItem = ::ItemUnit(equip[WT_SHOES]);$ j% B& x- N( B, C
/ h o/ f' h9 O, w3 H' B# r. l //2018-04-30 天使羽翼移動 (修正版)
! {/ _! }/ S! m C3 o. p% a% F( D0 W short int mantle = equip[ WT_NECK].item_no;2 }) G' x$ z! M3 o5 \5 }2 [
short int nMantlePower = 0;
3 T$ u6 ~9 | v switch ( mantle )9 y" K9 m1 t4 A; |. m0 y) _6 i
{! v2 @% s6 i" c: e
case 8388: nMantlePower = 60; break; // 天使羽翼. w t' B" j, M6 M. v4 p, c/ R
case 8473: nMantlePower = 60; break; // 熾天使之翼
& s1 o( h: o# |* y7 j case 8474: nMantlePower = 60; break; // 墜天使之翼 ; z; ~2 t4 t& K& ?
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+ s$ e3 D+ h2 I' U if (pItem != NULL)6 y: |0 @) l7 D3 a$ N6 H. F p" x0 l
{
% y$ x- R! s2 v; R# K% l" N5 B# d; z switch (nType)6 U# m1 I! v' W* E
{
7 p( g/ N9 d, S# T' {* C8 W case HORSE:3 ` J% [2 K; i( d* r, i: B6 Q
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nBase = __max(8*((nMax - 10)/30), 0);) K# f0 O I3 ^ w
nMove += (pItem->GetDefense_power() + nBase)*0.3;8 g1 D, r3 L; Q/ k) B% b3 C* Z$ Y
break;3 h' o, c3 h+ S7 {4 @2 \
}
( k# {) |! g5 v, W case BULL:
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nBase = __max(9*((nMax - 10)/30), 0);* _# U- j# q2 M/ k2 r- C
nMove += (pItem->GetDefense_power() + nBase)*0.3;1 y1 E" E' L9 A- W+ u
break;( m7 a7 Y! ^7 z" L) {+ x1 j+ Q2 G
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case PHANTOM:8 U4 z! r3 ?& s! w+ L* C
{
- c7 @! b; D! H% V nBase = __max(10*((nMax - 10)/30), 0);" c! m$ ]# s& {" a. m/ ]
nMove += (pItem->GetDefense_power() + nBase)*0.3;! R6 g1 [# w8 x1 g7 T# f* M
break;" t h! B( j8 V, y2 u$ u
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case 4:
$ w# x- {7 g) [/ I/ P5 ] {
7 W# n- y8 o- t+ A1 @ p; j5 o nBase = __max(8*((nMax - 10)/30), 0);
8 U2 Q" A! b3 {1 J+ ?1 o, c nMove += (pItem->GetDefense_power() + nBase)*0.3;; r1 B: t8 e6 l% l2 Z7 f
break;4 ?; G2 m9 v( Y3 S6 R; Q
}
6 v1 X$ v1 _, X/ q. G case 5:$ Q' @; v# ^5 y' k! s
{
, S. h; }& o5 @ k nBase = __max(8*((nMax - 10)/30), 0);
7 T/ F( E$ E- S$ @0 c/ \1 x nMove += (pItem->GetDefense_power() + nBase)*0.3;
' s" G$ Z: I5 M; V. x. u0 T break;
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( g7 C2 H, g% m1 @* P" [ default:
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- C* ^3 P* I- G" a nMove += ( pItem->GetDefense_power() + nMantlePower )*0.3;! {0 E* A- ~, Z/ P! j2 S
break;" \- j3 B( U- D
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9 i% o- H' m4 {9 g/ w8 R return nMove;
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; A- g9 o& t" \void CMagicState::CorrectMovePlus(int& rMove, int nPlus) const
! k0 m& z% H! `( _$ x& b+ V3 h: n{ //< CSD-020710
+ Y1 j6 g2 B1 C8 Y9 Q const int nCorrent = rMove;6 e, m. Y( `( D. h% w- N9 ^5 M
if (speedUp.GetRatio() > nPlus)! M8 n; @( @; m
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rMove += speedUp.Convert(nCorrent);! g; D1 G$ A8 k# y! b7 I. z( U
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else
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rMove += (nCorrent*nPlus/100);+ S: o7 W a6 C9 E) y* s; y6 P
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}
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2 N" C8 h0 l. h0 R" _; k& W# |http://read.pudn.com/downloads19 ... rs/CharList.h__.htm
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