有人問點解 167鞋 、197鞋點解只差 6數值????) @- `! ~( l7 a
冇人識答你.
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不如問點解 200 AC 同 210 AC 相差攻擊力不是應該是10 . " n& J& d, {2 E b6 G3 N
呢個係 背後最終數數冇任何原因. ! Y: J; v& @3 e* a0 z5 v/ y, o$ q3 R
& i/ ?/ M2 I5 j" n請自行轉英
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9 u: S/ r, G" P( l* s" c& Z8 p! ltemplate<class T1, class T2, class T3>
8 ~( y6 Y: Z9 P _; c! yint TCharList<T1, T2, T3>::CalcMovePower() 5 `. h5 ]5 [, b$ k
{ // 이동력 계산
* F' J# o- m* M if (dwDontMove > 0) return 0; // 이동불가 상태인 경우 9 n" l& ?3 E$ V3 u+ w1 @# F- `
if (nCurrentAction == 1) return 0; // 앉아 있는 경우
; T6 v- z9 i$ S0 o& A // 극악 NK인 경우 처리 9 Q5 R* D2 a: b6 K8 a. B3 W. q5 [# @
const int nNation = MapInfo[MapNumber].nation; ; O! A) V# G! Z! m# s
if (GetNK(nNation) >= 100) return 10; 1 K* Y# w8 ], t, y9 q: n( }8 t$ E
if (GetNK(nNation) >= 10) return 25;
; L& t6 B+ _" K) `' u! J // 이동 속도 구하기
2 k6 i/ f7 A% n# U0 A int nMove = GetMovePower(HorseNo), nPlus = 0, nMinus = 0;
5 [2 @ X( l% I% w // 말을 타고 있는지 여부
. Q% z5 w% \: I+ ?& E7 i const bool bHorse = (HorseNo <= 0) ? false:true;
( f- P. i0 I2 V1 C // 말을 탄 경우는 이동치에 관한 전투스킬, 마법 무시 3 V! p+ a1 s6 m9 P. Y
if (!bHorse) . j) `4 U1 i0 Q
{ //< CSD-020710
1 T. L( M3 \, X; U switch (GetPassiveCombat()) " Q- R8 ?1 s1 \
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case GUST: nPlus = GetCombatValue(GUST); break; 2 }% U$ T0 C4 {( d7 a6 c
}
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% S4 z! _* W8 @- t- U- |2 ~- O* e( x CorrectMovePlus(nMove, nPlus);
' }. f: ?! `$ y7 }+ C7 e7 k // 레어에 대한 보정 ; \9 `) S' _5 f7 S
nMove += (RareEM.GetStaticRareSpeed(StaticRare)>>1);
5 D t2 d" B0 _% a2 j, K$ e+ @ nMove += RareEM.GetDynamicRareValue(FITEM_SPEED_UP, DynamicRare);
; f5 I. ]4 p5 U% e. v0 S1 z } //> CSD-020710 ; w# j8 _# Q/ J
" y; G& T) r: r; m: C4 Z' Q if (IsFreeze()) - Q+ H9 R1 D9 r( z( G
{ //< CSD-021024 : 얼림 상태인 경우라면
# ?1 l* M% J/ `9 U) E- M nMinus = 50; 6 S# u4 e" c3 ?' u W$ k# B' _
} //> CSD-021024 1 |: @# y& C( P, L9 d5 T
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CorrectMoveMinus(nMove, nMinus);
( @" u6 J. d' U2 d G // 배고픔 수치가 0거나 유령인 경우 움직임은 1/2로 줄어듬
- Q. K3 f% _" [9 N) |% T/ x return (IsHungry()) ? (nMove>>1):nMove;
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2 H/ U. T X" a- p, lint CCharInfo::GetMovePower(BYTE nType) const# D2 e' j/ L) H8 x1 n0 r
{ // 檜翕溘 掘晦/ u9 u1 w7 ?5 p* A- @! b& A
const int nMax = __min(MoveP, 310);
& I/ R2 B$ }2 Y6 B+ p: s* V: B if (IsNpc()) return nMax;
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& [/ t9 S' w5 W! Q+ y7 V int nBase = 0, nMove = 50;
! _- F7 ~. _) s& e5 P1 M' c0 x // 嬴檜蠱曖 檜翕溘 陛雖堅 螃晦" m: s+ P0 f$ t) @
CItem* pItem = ::ItemUnit(equip[WT_SHOES]);3 S, E7 `0 W. p) U
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//2018-04-30 天使羽翼移動 (修正版)4 M; p* r1 O4 v% T& N; R
short int mantle = equip[ WT_NECK].item_no;" C7 n& C6 A( K
short int nMantlePower = 0;1 v" m! g" [6 Z& S; W5 q. J; A" m
switch ( mantle )
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case 8388: nMantlePower = 60; break; // 天使羽翼
, |6 d& x* p: ~: M( x7 r case 8473: nMantlePower = 60; break; // 熾天使之翼# p8 `5 Q, R2 _6 x M7 p: Y& u4 y5 |% I7 i
case 8474: nMantlePower = 60; break; // 墜天使之翼 9 l' J! Y0 e* V- C( k
}
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/ F6 J, @, n& N8 H. Z2 d+ v1 ~- B5 e if (pItem != NULL)
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' z0 |) l f3 `5 d' _1 d switch (nType). j3 R/ T5 h0 w) _) h
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case HORSE:
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nBase = __max(8*((nMax - 10)/30), 0);# h9 w3 B0 {9 p- ] W4 h3 |( t
nMove += (pItem->GetDefense_power() + nBase)*0.3;$ ~; R6 C: L( p$ I) n) j
break;! D! r C6 N' O# p( y" l" U6 C
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case BULL:
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) l" Q8 h7 j2 q nBase = __max(9*((nMax - 10)/30), 0);
8 I- P& A: J2 ~) A- ~" q$ r nMove += (pItem->GetDefense_power() + nBase)*0.3;: J% K% q9 j, f8 n5 Q- t0 U" a; F
break;: m& n! r* o2 p+ V. N f' [
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case PHANTOM:
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nBase = __max(10*((nMax - 10)/30), 0);, S- K& g2 p! y8 T" q5 H4 R/ {8 T
nMove += (pItem->GetDefense_power() + nBase)*0.3;5 a" w. \- b( e! d5 R9 ~
break;
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nBase = __max(8*((nMax - 10)/30), 0);
& B2 n: D k. Z/ G9 R" E nMove += (pItem->GetDefense_power() + nBase)*0.3;
' E8 u8 ^$ n3 L( R" I break;) u% H" ^% n) ?1 \0 Z( @/ {
}
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{
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nMove += (pItem->GetDefense_power() + nBase)*0.3;
8 m+ w3 w1 ?0 D6 e' k1 g break;
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nMove += ( pItem->GetDefense_power() + nMantlePower )*0.3;
0 C7 s" a9 X1 s8 e break;
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3 r3 D& B% z$ k; V w, U return nMove;
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void CMagicState::CorrectMovePlus(int& rMove, int nPlus) const
G, u! E4 I+ o$ J8 X, r) Y{ //< CSD-020710
! J1 N) J3 L9 J. x8 ] const int nCorrent = rMove;3 q' X, ?. r* n2 f4 e/ ? U$ G: x
if (speedUp.GetRatio() > nPlus)
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3 m/ T* j" T/ V) R. s rMove += speedUp.Convert(nCorrent);" B6 Y' |" ?2 ~$ y* t
}
( }# ^- {; `6 M/ T else
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, W+ R7 B$ j6 G7 R% G rMove += (nCorrent*nPlus/100);
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http://read.pudn.com/downloads19 ... rs/CharList.h__.htm
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