有人問點解 167鞋 、197鞋點解只差 6數值????
: x3 l. Y7 l7 D/ j: |7 C冇人識答你.- x3 Z0 R; C& H9 d: W
7 _( n/ ]4 M" } s不如問點解 200 AC 同 210 AC 相差攻擊力不是應該是10 . 2 v9 g) s; e$ R# K# _9 A: |3 g
呢個係 背後最終數數冇任何原因.
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請自行轉英
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) ~& T8 Q. x( o2 M5 htemplate<class T1, class T2, class T3>
6 ?; O% s! b" ~3 u. f; P: b) `# }int TCharList<T1, T2, T3>::CalcMovePower()
7 P8 t S" S; p! X{ // 이동력 계산 5 R3 Y- L' |* P" e2 L) L
if (dwDontMove > 0) return 0; // 이동불가 상태인 경우
, Z8 A! D, h P! D+ ] if (nCurrentAction == 1) return 0; // 앉아 있는 경우 , j6 `% h$ U% V0 H( `+ i
// 극악 NK인 경우 처리 & ?5 n& }' D1 R- U6 j
const int nNation = MapInfo[MapNumber].nation;
. F$ @/ v6 A! [' x' Q. J. { if (GetNK(nNation) >= 100) return 10; 9 }( b$ p C. c4 I0 b
if (GetNK(nNation) >= 10) return 25; 1 t2 N% @1 e) W5 C) V5 U, {
// 이동 속도 구하기 8 y5 d+ i' }' b% @
int nMove = GetMovePower(HorseNo), nPlus = 0, nMinus = 0; 5 M& t2 G4 E" v! x0 J) j
// 말을 타고 있는지 여부
' D1 D9 e8 _1 M( d; `! l const bool bHorse = (HorseNo <= 0) ? false:true; * a ~* G# t4 k& V/ [6 e6 }
// 말을 탄 경우는 이동치에 관한 전투스킬, 마법 무시 ' ]/ P9 T5 [; C6 d$ i @
if (!bHorse)
8 Q# S/ `. J0 p6 l" ^4 x { //< CSD-020710 4 b$ R+ P7 @8 O6 E4 |
switch (GetPassiveCombat())
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case GUST: nPlus = GetCombatValue(GUST); break;
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CorrectMovePlus(nMove, nPlus); # s6 b: n p9 `$ s& e
// 레어에 대한 보정 # X( P2 j2 j4 b) b) C- m- N; b- E1 N
nMove += (RareEM.GetStaticRareSpeed(StaticRare)>>1); , Z) I0 i0 n+ |' |5 Z/ K
nMove += RareEM.GetDynamicRareValue(FITEM_SPEED_UP, DynamicRare);
7 d# v1 Q5 W$ B7 U% s1 v } //> CSD-020710 8 o: X% J3 y! m2 l4 |" W
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if (IsFreeze()) % M1 q5 f' {& J8 q9 K; p4 z
{ //< CSD-021024 : 얼림 상태인 경우라면 4 ^* v8 T- C9 u: S8 u) h$ c- P
nMinus = 50;
9 h: T" a) j6 _; W& K: l0 I4 |, O } //> CSD-021024 : D9 ^6 J$ l4 ^2 L6 x$ Y+ u
# j- c# [0 ]0 k9 n' Z, U CorrectMoveMinus(nMove, nMinus); : Y1 f; G) ]8 Y5 \
// 배고픔 수치가 0거나 유령인 경우 움직임은 1/2로 줄어듬 / c2 m2 M2 T' e6 v; m/ L
return (IsHungry()) ? (nMove>>1):nMove;
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: q2 O- J0 X: ^! ?2 B( Wint CCharInfo::GetMovePower(BYTE nType) const! K2 z0 B$ Y% U9 v& V+ T
{ // 檜翕溘 掘晦( M9 A$ ~+ b* l3 F1 R$ S7 O! }
const int nMax = __min(MoveP, 310);
0 i; _/ a: _ ?$ M if (IsNpc()) return nMax;
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6 N$ ]8 i& P0 [" k8 T# X2 p int nBase = 0, nMove = 50;7 [1 P% k1 E9 y
// 嬴檜蠱曖 檜翕溘 陛雖堅 螃晦
4 \% }5 k# Q2 G4 k" s CItem* pItem = ::ItemUnit(equip[WT_SHOES]);
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/ d, P0 u) m! K. C9 c //2018-04-30 天使羽翼移動 (修正版)
( v; H8 E4 O: b$ Y! i0 n* Q# T) x short int mantle = equip[ WT_NECK].item_no;
! v) r0 Q2 J1 ~ ~% `1 S, J2 i- }6 V# L short int nMantlePower = 0;4 d1 {! C6 ]5 N M$ ~- O
switch ( mantle )4 O. t5 m# M: f
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case 8388: nMantlePower = 60; break; // 天使羽翼, y* ]7 r0 N" g' |1 v5 a; V
case 8473: nMantlePower = 60; break; // 熾天使之翼
* Q7 h% M2 i9 ~0 t$ r# |, ^( W+ K case 8474: nMantlePower = 60; break; // 墜天使之翼 9 x; r& J: a5 E, d5 ]
}
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7 G; U0 O: X& N5 S7 }9 S if (pItem != NULL)
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4 V, e* T( f- @* a5 b* C switch (nType)
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case HORSE:
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nBase = __max(8*((nMax - 10)/30), 0);
; ]9 s' M+ s Z* ?1 z nMove += (pItem->GetDefense_power() + nBase)*0.3;# z2 h1 H' B/ P0 ]
break;
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case BULL:% b& I4 p) f, M4 ^+ l% L \- B# B
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nBase = __max(9*((nMax - 10)/30), 0);
& m3 ~" n+ }/ _" I nMove += (pItem->GetDefense_power() + nBase)*0.3;8 d6 e! r: E& I& P: z
break;: m: ?4 T, m- |9 l9 q u% E5 l
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case PHANTOM:
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nBase = __max(10*((nMax - 10)/30), 0); u- p/ w1 y$ v1 r8 o' r4 a' Z
nMove += (pItem->GetDefense_power() + nBase)*0.3;
& j3 `6 p2 U7 U. ~) T5 I- Q3 G break;
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case 4:
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# X7 b) }" k+ h' o9 n: F; C% P nBase = __max(8*((nMax - 10)/30), 0);
+ s4 g: n4 Q- ]$ A! U nMove += (pItem->GetDefense_power() + nBase)*0.3;1 Y/ u# v: v$ |( ]/ x: E* o# i, p" A- s
break;0 E" j! T# f% E& h& {* t- y" b
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case 5:( E$ w5 F* @8 K1 }, f
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nBase = __max(8*((nMax - 10)/30), 0); \( p5 a$ G& K3 ]
nMove += (pItem->GetDefense_power() + nBase)*0.3;3 k* z/ N: c6 @: D% ^
break;
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" u$ h, a0 M& \6 } default:
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nMove += ( pItem->GetDefense_power() + nMantlePower )*0.3;1 \' V9 k3 C' z- x. C+ r# x3 w, ^+ W
break;
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}
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return nMove;- K" P5 u0 j. T' t) c
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. ~0 a" p- j0 v2 p: d+ i, Svoid CMagicState::CorrectMovePlus(int& rMove, int nPlus) const
7 Q4 M. d$ y% Y{ //< CSD-020710
7 H Z; X0 L) r% i2 ^/ G6 e const int nCorrent = rMove;8 c, {. I) I' f( D8 B2 b
if (speedUp.GetRatio() > nPlus), v7 K. _) b. s& D8 t
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rMove += speedUp.Convert(nCorrent);! P$ ]9 T; v# C; b
}
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rMove += (nCorrent*nPlus/100);4 @; F( k5 v4 P. ~ v2 g% j
}
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