本帖最后由 zczczcle 于 2016-2-1 12:51 编辑 " R5 v' h% C3 l
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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。
% Z, h$ z' ?* B% 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。& o5 \8 p2 n, u! K' k
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:
$ a* @0 R' g) e- W# A WORD wNowTeamId = 0;- o" G# t$ m' X5 D* E6 T
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_snprintf( szFileName, 256-1, "%s//Monster//MonsterList",g_pBase->GetObjectFilePath() );/ h' B( s6 G9 W$ q6 n7 b4 h" V5 a
szFileName[256-1] = '\0';2 y2 M" I0 n/ l% V5 p
_snprintf( szMapLog, MAX_MEMO_MSG_LEN-1, "_%d.txt", (int)m_pBase->GetMapId() );
# j" L% i, \ W$ k szMapLog[MAX_MEMO_MSG_LEN-1] = '\0';* g# ~6 p8 `& M) ^; }; v( x* m
strcat( szFileName, szMapLog );5 B2 G; H8 z$ i( c; G3 G' ?+ p+ u
CInStream MonsterInfo( szFileName ); _! {/ i* R6 y; |5 O5 x, c0 I: @
if ( MonsterInfo.fail() || MonsterInfo.GetFileSize() == 0 )
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_snprintf( szMapLog, MAX_MEMO_MSG_LEN-1, "***** The Map(%d) Have No Monsters ! *****", GetMapId() );
: [4 t" P* x# ` V* `5 C% V$ C szMapLog[MAX_MEMO_MSG_LEN-1] = '\0';9 Q- r% j3 P: X* j
AddMemoMsg(szMapLog);
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for( i = 0; i < iColNum; i++ )
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8 U7 ^9 f' O( f0 ^' F MonsterInfo >> dwTeamId - x- Q2 S/ L* V3 J7 L1 Z. N6 a
>> dwMonsterId ! h$ X4 S% y5 f6 n
>> dwX , I" U( ?* M% ^2 G
>> dwY
, z4 f8 e. A$ j: g >> dwCount;
8 j7 z) }) T- {" W if( wNowTeamId < dwTeamId )0 b" _ V3 w/ F2 y0 h
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wNowTeamId = dwTeamId;" A+ M/ P- Z# c4 Z' K$ s( a% ?/ U$ U& k
}
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for( j = 0; j < dwCount; j++ ) g9 ~! @/ }+ `$ ^! \* J# a) Q
{
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; Z& B; e' e; b1 I) d: f8 H for( int z = 0; z < 10; z++ )
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dwRandX = gf_GetRandom( 14 ) - gf_GetRandom( 14 );
* S( K) T F; ]! s8 b dwRandY = gf_GetRandom( 14 ) - gf_GetRandom( 14 );4 X( E) g/ z B# z
if( !( GetTileFlag( dwX + dwRandX, dwY + dwRandY ) & TILE_ALLOCCULDE ) ) break;1 @4 b* l2 v+ W8 j, q& T
else if( z == 9 )( s% ] Q% b( u0 S
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dwRandX = -1 + gf_GetRandom( 2 );- R* b7 K' Q7 | Y
dwRandY = -1 + gf_GetRandom( 2 );$ m# F- i1 s! [5 k6 K
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}
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else
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dwRandX = dwRandY = 0;% |' N3 w* p# o: r1 w$ E
}
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所以我的初步结论是:
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