本帖最后由 zczczcle 于 2016-2-1 12:51 编辑
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; |* G7 l, e: ~2 U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。
6 f4 Y8 I; c9 v, T% R0 P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。% T! }1 ]5 N0 u- E$ M6 o
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。
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部分选取代码,稍后解读:3 h- p- H: D' _8 o# x1 y
WORD wNowTeamId = 0;
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_snprintf( szFileName, 256-1, "%s//Monster//MonsterList",g_pBase->GetObjectFilePath() );- Z2 _+ _3 D% S o: H9 q. [
szFileName[256-1] = '\0';( C g7 K. ^8 V" T" e/ Q
_snprintf( szMapLog, MAX_MEMO_MSG_LEN-1, "_%d.txt", (int)m_pBase->GetMapId() ); / z# r/ ]# Y# s0 ]) Y
szMapLog[MAX_MEMO_MSG_LEN-1] = '\0';
1 O. D. m& W$ u strcat( szFileName, szMapLog );# ~9 S5 i& p* A+ _
CInStream MonsterInfo( szFileName );
! a5 P4 n T) H if ( MonsterInfo.fail() || MonsterInfo.GetFileSize() == 0 )
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_snprintf( szMapLog, MAX_MEMO_MSG_LEN-1, "***** The Map(%d) Have No Monsters ! *****", GetMapId() );
% |" T X5 Q& i; c+ ?6 N3 ] szMapLog[MAX_MEMO_MSG_LEN-1] = '\0';
5 ^8 A0 Z H$ T2 l v AddMemoMsg(szMapLog);2 \; E" H3 Q, m0 E. m0 _
return true;+ m$ x h/ A, Q% b/ m9 |4 G8 t
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9 v- Y6 I6 m5 `5 h7 A1 v+ dfor( i = 0; i < iColNum; i++ )
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& u; ]. r @- L MonsterInfo >> dwTeamId
7 t, x/ h1 C# L" M/ l9 O >> dwMonsterId , E3 E/ v( K& W: \3 j
>> dwX
1 R* y% T) @# P9 D5 z& a5 f: n >> dwY . l* N6 ^( |# J) e$ w
>> dwCount;
. \! y& G' \' @& t3 f/ l if( wNowTeamId < dwTeamId ): c& G b7 {/ ~/ f6 y
{
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for( j = 0; j < dwCount; j++ )
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if( pBaseMonster->GetSpeed() )/ ?; a; U/ B9 a @) ^
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for( int z = 0; z < 10; z++ )
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dwRandX = gf_GetRandom( 14 ) - gf_GetRandom( 14 );# a- N$ M% E. J3 q
dwRandY = gf_GetRandom( 14 ) - gf_GetRandom( 14 );' g* m$ V j$ O3 q' v _
if( !( GetTileFlag( dwX + dwRandX, dwY + dwRandY ) & TILE_ALLOCCULDE ) ) break;/ G6 ^/ _$ p% M% r6 p/ O7 M
else if( z == 9 )
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; ^% h% S( {' [- f8 F" }* r( X W dwRandX = -1 + gf_GetRandom( 2 );
6 S, w) V5 g: x! o X$ J6 y dwRandY = -1 + gf_GetRandom( 2 );
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}
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dwRandX = dwRandY = 0;
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所以我的初步结论是:
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