有人問點解 167鞋 、197鞋點解只差 6數值????
4 {9 O2 O( M- T, Y& n( t" |冇人識答你.3 ^) F/ u3 y9 v( M$ `, z
7 w& E2 r5 V+ w! `不如問點解 200 AC 同 210 AC 相差攻擊力不是應該是10 . # z; p2 p: C/ B8 a" v
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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) k! A7 q7 J, ?2 G' v3 Q$ itemplate<class T1, class T2, class T3>
: A9 J8 D1 } a! U$ ]int TCharList<T1, T2, T3>::CalcMovePower()
# L- H+ T! u+ u{ // 이동력 계산 3 ?, S I; o+ ?8 L# S0 e
if (dwDontMove > 0) return 0; // 이동불가 상태인 경우
0 C) ]+ p3 h4 I3 y- G2 ?1 h) a if (nCurrentAction == 1) return 0; // 앉아 있는 경우
, V9 @) L" D6 `6 }+ C4 G1 C // 극악 NK인 경우 처리 6 A0 j/ n; j' a( x: E
const int nNation = MapInfo[MapNumber].nation; 4 N, @% ]& x% ~. m+ o. q1 \. ~1 p
if (GetNK(nNation) >= 100) return 10;
8 c9 [3 A4 P" m if (GetNK(nNation) >= 10) return 25;
- i- r m. Y! |" |* L3 a$ y( n // 이동 속도 구하기 # ~9 v7 [9 f/ M1 H% s% Q$ [0 u
int nMove = GetMovePower(HorseNo), nPlus = 0, nMinus = 0;
- `& \$ I. W1 c% f5 L: |( O! C$ P // 말을 타고 있는지 여부 . C9 v" N8 ^6 G* f! D% Q, n% @
const bool bHorse = (HorseNo <= 0) ? false:true; * H$ |1 M, f# j
// 말을 탄 경우는 이동치에 관한 전투스킬, 마법 무시 q. J8 M z$ z" k8 Q
if (!bHorse)
3 h. x- H1 }5 w- ]4 m! A! g3 j; w' T { //< CSD-020710
8 z9 @1 D4 v9 r7 j2 m# q switch (GetPassiveCombat()) # ~* P& s, H# S+ v
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case GUST: nPlus = GetCombatValue(GUST); break;
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CorrectMovePlus(nMove, nPlus); ; q( r& E8 ^8 y3 T' J) M) ?
// 레어에 대한 보정
' z! M! z- `$ _/ n: z nMove += (RareEM.GetStaticRareSpeed(StaticRare)>>1);
5 V: a; _5 z. A" p nMove += RareEM.GetDynamicRareValue(FITEM_SPEED_UP, DynamicRare);
$ B6 j6 t) b) y; M6 d1 S1 ^" v5 U } //> CSD-020710
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if (IsFreeze()) * V% p7 Q) J9 E& q
{ //< CSD-021024 : 얼림 상태인 경우라면 ; D0 s% J- ]( s! y4 \" O
nMinus = 50; % U6 x7 G; ^. Y1 ^& Z* M# v
} //> CSD-021024 * a# c' g' C% Y9 y% G, c
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CorrectMoveMinus(nMove, nMinus); ; O' [1 ^8 }. {! b! n& X
// 배고픔 수치가 0거나 유령인 경우 움직임은 1/2로 줄어듬 / i9 [* p3 [- z& r
return (IsHungry()) ? (nMove>>1):nMove;
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int CCharInfo::GetMovePower(BYTE nType) const
% S0 _8 E- r- ~9 Q; J/ U{ // 檜翕溘 掘晦
1 u) l# E6 \5 C1 L" ~ const int nMax = __min(MoveP, 310);& O: s( T6 h7 k% A# s% g g, c' U# g
if (IsNpc()) return nMax;" ~* ~/ _ {3 M- \# Z: J) `: I" X
* _3 T$ g7 f2 b int nBase = 0, nMove = 50;
5 y8 E0 W! R! g) n" { // 嬴檜蠱曖 檜翕溘 陛雖堅 螃晦
6 b5 `& p# u S: v+ a CItem* pItem = ::ItemUnit(equip[WT_SHOES]);4 V _/ m& _0 D
B- y; H5 ^7 ^ x //2018-04-30 天使羽翼移動 (修正版)) m- z4 P( [& Z$ n# U2 U# J- Q
short int mantle = equip[ WT_NECK].item_no;
: l; |* E8 y i- G! V5 P. \ short int nMantlePower = 0; J7 L* b2 t- I6 j$ j
switch ( mantle )- R5 s- W. e. b1 C! @, s
{
. t, w9 v' z, g: j1 p; I5 |# o case 8388: nMantlePower = 60; break; // 天使羽翼4 G% M2 m6 U7 ?+ w; d- B
case 8473: nMantlePower = 60; break; // 熾天使之翼' q, i8 V2 k5 X7 Q
case 8474: nMantlePower = 60; break; // 墜天使之翼
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if (pItem != NULL)
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switch (nType)6 _: e; A5 z* p- Z' n' O
{
& d" g+ [& Z% o3 T* S case HORSE:
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nBase = __max(8*((nMax - 10)/30), 0);
* N6 |9 P# B9 x, L: l, ] nMove += (pItem->GetDefense_power() + nBase)*0.3;
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}
. }* w4 ~' M: C3 L! ^ case BULL:: {4 w6 \ u# Z. O
{
" P0 ^. U6 e4 l7 ~. J- b$ _ nBase = __max(9*((nMax - 10)/30), 0);
2 ~, y6 Q: A1 u5 T. q nMove += (pItem->GetDefense_power() + nBase)*0.3;+ Q3 U: Y: c# o; V: A
break;) k+ G! K7 G3 Q% V/ M
}
4 ?: f4 t" v3 {$ @ case PHANTOM:6 y# c! k" D# {! K% S9 e
{
# g7 e- f2 K: _2 c& H nBase = __max(10*((nMax - 10)/30), 0);! G- {' j6 h7 w7 z$ m8 y
nMove += (pItem->GetDefense_power() + nBase)*0.3;' v. Z- s! g1 s! H0 x; d; ~7 v
break;
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case 4:
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nBase = __max(8*((nMax - 10)/30), 0);
" S P4 O* l% [1 W; T' A nMove += (pItem->GetDefense_power() + nBase)*0.3;3 O5 \) w9 I; m. ^/ x
break;; a! U7 w, X% G# C+ @
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case 5:4 }' k- d; d p( q8 Q5 j
{
9 ]" \; }# j) v& K* b# B4 [ nBase = __max(8*((nMax - 10)/30), 0);2 [ ~8 E! d, l- f
nMove += (pItem->GetDefense_power() + nBase)*0.3;+ K! q, q& z# }1 X- P
break;- X* j. G) [; R8 T+ f* S
}
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nMove += ( pItem->GetDefense_power() + nMantlePower )*0.3;" k3 R' W$ _8 B2 i+ V
break;
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}
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& _( R8 @, Q9 K* A9 T* a# W return nMove;
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; ]+ X, K: \; v6 Xvoid CMagicState::CorrectMovePlus(int& rMove, int nPlus) const1 }8 y2 }. R" P# N6 L
{ //< CSD-020710
( y- W/ s2 c6 ?; S% R2 m$ [* J const int nCorrent = rMove;
8 s' l0 V2 C5 m! j if (speedUp.GetRatio() > nPlus)
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3 j# s" a' J9 e4 F rMove += speedUp.Convert(nCorrent);+ r2 ]# z( L: `' {1 i
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else
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( P- k& u/ |7 C$ n& q1 D rMove += (nCorrent*nPlus/100);( C N) ^5 s5 l$ o3 S5 E
}
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