本帖最后由 zczczcle 于 2016-2-1 12:51 编辑
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9 U2 J' S2 x- O8 \( V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。* b5 ~" I1 P, I% E
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。6 z! B: E/ c! z+ @4 e1 Q
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。" r: S; Z# g7 V, K+ s0 ]
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部分选取代码,稍后解读:' |; L& V/ }3 Y8 N
WORD wNowTeamId = 0;
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_snprintf( szFileName, 256-1, "%s//Monster//MonsterList",g_pBase->GetObjectFilePath() );
1 k) z! S. b1 l4 J8 ^ szFileName[256-1] = '\0';
, Y2 |/ G6 P" c4 ` _snprintf( szMapLog, MAX_MEMO_MSG_LEN-1, "_%d.txt", (int)m_pBase->GetMapId() );
4 [9 E: C8 `/ b+ m( L$ ?+ m szMapLog[MAX_MEMO_MSG_LEN-1] = '\0';& S( @4 A( B w) E* a; g" K1 J
strcat( szFileName, szMapLog );) V( V+ Y4 U3 [% u. h* d3 p2 |% q! k
CInStream MonsterInfo( szFileName );
5 Z6 \/ i& q2 T/ o7 q' q9 N# E if ( MonsterInfo.fail() || MonsterInfo.GetFileSize() == 0 ) 9 L/ B s% t/ q1 q/ H# j
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_snprintf( szMapLog, MAX_MEMO_MSG_LEN-1, "***** The Map(%d) Have No Monsters ! *****", GetMapId() );
' f3 |, D9 |5 j Z P: i szMapLog[MAX_MEMO_MSG_LEN-1] = '\0';
$ n+ q* l; h7 G# ` AddMemoMsg(szMapLog);
" g8 l# w6 d! u9 ? return true;; r9 X. I1 X) Y0 }: h( ~
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for( i = 0; i < iColNum; i++ )
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MonsterInfo >> dwTeamId
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>> dwX 5 F$ {7 g5 {4 G
>> dwY
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if( wNowTeamId < dwTeamId )8 M6 x$ z9 H" R+ [; T
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wNowTeamId = dwTeamId;
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for( j = 0; j < dwCount; j++ )8 J- p. B6 m- V- [" p9 k7 K/ H+ C- A
{
f# x5 W6 q) q+ y if( pBaseMonster->GetSpeed() )
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; T, D( I0 j$ X for( int z = 0; z < 10; z++ )
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dwRandX = gf_GetRandom( 14 ) - gf_GetRandom( 14 );
/ _$ z; e7 o/ @4 K dwRandY = gf_GetRandom( 14 ) - gf_GetRandom( 14 );
; {! }) }# N/ Q! X3 i0 C. H/ B. ] if( !( GetTileFlag( dwX + dwRandX, dwY + dwRandY ) & TILE_ALLOCCULDE ) ) break;2 x4 b. w5 Z& W) K; M/ H' p2 c
else if( z == 9 )
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dwRandX = -1 + gf_GetRandom( 2 );6 z1 N' j- w1 `0 M" R, a
dwRandY = -1 + gf_GetRandom( 2 );
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{
+ J9 Q& b5 H8 S) j `- h7 n dwRandX = dwRandY = 0;
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所以我的初步结论是:& `- `# k. Z' o$ d2 \5 p+ P
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