本帖最后由 zczczcle 于 2016-2-1 12:51 编辑 - z: @' F6 @: {8 l7 Y
: F! N5 b1 e: H% h5 @首先,这并不能预测下一个boss具体刷在哪,不过你能通过我的解读知道,boss是怎么个刷法。 Y' J% B$ ~" t3 v" X, G" v+ ^
其次,如果你有挂(付费的每天更新的那种),或者自己会解封包的话,你就能知道附近是否出现小boss了,在附近的话你还能知道他的位置。* S4 m2 O* _: c1 D& T, w5 U- i: q, s
kuqitt 这位大哥提到打开MonsterList文件第一个数字是0是乱刷,但是后来又不确定很疑惑,原因就在于那个0,1,2,3,4和乱刷与否并无关系,或许是凑巧。/ Z7 M( ]3 Y; A& ~8 c6 L4 k
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部分选取代码,稍后解读:" ?# C+ t+ E9 F; Z- W+ N5 g
WORD wNowTeamId = 0;& e8 d* a6 s) v
* G3 L( Z( D1 V1 U _snprintf( szFileName, 256-1, "%s//Monster//MonsterList",g_pBase->GetObjectFilePath() );5 \5 D4 C7 i0 ~, x' [
szFileName[256-1] = '\0';+ \/ T+ p" i+ X5 `1 ~: Z
_snprintf( szMapLog, MAX_MEMO_MSG_LEN-1, "_%d.txt", (int)m_pBase->GetMapId() );
v) q; g; s# h. U/ ~ szMapLog[MAX_MEMO_MSG_LEN-1] = '\0';" C" {- M. g. k3 W+ S; x
strcat( szFileName, szMapLog );( Y2 q( V* f8 P
CInStream MonsterInfo( szFileName );
1 \: c- e4 H# F" L& F" F if ( MonsterInfo.fail() || MonsterInfo.GetFileSize() == 0 ) s. P; r* i) Q
{
5 E7 R t! _& j _snprintf( szMapLog, MAX_MEMO_MSG_LEN-1, "***** The Map(%d) Have No Monsters ! *****", GetMapId() );. H; S2 V% @9 f. r- C9 @- d
szMapLog[MAX_MEMO_MSG_LEN-1] = '\0';
: H# E6 q% q e' E- a% j" U AddMemoMsg(szMapLog);' [, S1 M8 ~/ t/ |9 e
return true;
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for( i = 0; i < iColNum; i++ )
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6 \# y9 |" [. E3 P( V MonsterInfo >> dwTeamId
) S; j! _- S- K& c( N# V- @ } >> dwMonsterId
9 X. D O6 l4 W x9 @8 I! Q: v >> dwX : o2 m* R, L: a( `0 n6 A
>> dwY
: @! E' |( r) E$ @* W' N >> dwCount;' j2 A; Y/ X+ l+ |* V: f* A& [2 [
if( wNowTeamId < dwTeamId )
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wNowTeamId = dwTeamId;
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for( j = 0; j < dwCount; j++ )3 n- f6 f5 i$ v3 O$ R; [
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if( pBaseMonster->GetSpeed() )0 B6 f" c7 Y3 M$ p
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for( int z = 0; z < 10; z++ )
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! Q$ v2 I/ ^9 L C, \ dwRandX = gf_GetRandom( 14 ) - gf_GetRandom( 14 );* _7 l' A J: `. O
dwRandY = gf_GetRandom( 14 ) - gf_GetRandom( 14 );
% Y/ r- |9 ~/ S. a( } if( !( GetTileFlag( dwX + dwRandX, dwY + dwRandY ) & TILE_ALLOCCULDE ) ) break;
# q* n0 E% a1 r2 z: {8 }, u3 ^ else if( z == 9 )
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dwRandX = -1 + gf_GetRandom( 2 );) u: a1 Z. B5 z$ S
dwRandY = -1 + gf_GetRandom( 2 );
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}
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2 c/ U- L8 `/ y" t# ^1 Z' _ dwRandX = dwRandY = 0;
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所以我的初步结论是:
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