本帖最后由 zczczcle 于 2016-2-1 12:51 编辑 . c$ G1 V4 f4 I' `6 N% _
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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。+ `- a' L* Y/ f0 a6 |" 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。
9 n3 Y6 V6 B' J# y. w2 Lkuqitt 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:& V4 y, ^9 q# k( a' m# V! m
WORD wNowTeamId = 0;/ ^( S1 z# D& d) e2 \
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_snprintf( szFileName, 256-1, "%s//Monster//MonsterList",g_pBase->GetObjectFilePath() );
0 B3 g5 a4 P J szFileName[256-1] = '\0';
* ]( G9 s/ x0 t# y- P _snprintf( szMapLog, MAX_MEMO_MSG_LEN-1, "_%d.txt", (int)m_pBase->GetMapId() );
( V0 v& `2 T5 O2 G szMapLog[MAX_MEMO_MSG_LEN-1] = '\0';
$ b8 k% X! Z5 N strcat( szFileName, szMapLog );
( F& b+ G8 [$ g% O CInStream MonsterInfo( szFileName ); A. m; k6 O# z7 H& t8 a r
if ( MonsterInfo.fail() || MonsterInfo.GetFileSize() == 0 )
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_snprintf( szMapLog, MAX_MEMO_MSG_LEN-1, "***** The Map(%d) Have No Monsters ! *****", GetMapId() );1 [# _+ N9 a) ]9 G$ _# s9 o9 e- q
szMapLog[MAX_MEMO_MSG_LEN-1] = '\0';
4 H" E+ Z5 E1 f& z AddMemoMsg(szMapLog); Y3 A% Y0 G) F; N6 D
return true;
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* V& e8 c9 q; [/ P6 Ifor( i = 0; i < iColNum; i++ ), A# f' x& X: b$ M* G/ N+ W
{
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@- \6 O# U2 P$ C >> dwMonsterId ! x% I& ^1 e" A9 G5 A9 h" o* g! J
>> dwX - H; J6 T; I7 }, G
>> dwY
. z1 k1 r0 C; |( m3 k1 | >> dwCount;
+ [( c3 Z% p( w% \3 y if( wNowTeamId < dwTeamId )
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wNowTeamId = dwTeamId;6 ~$ d7 [' K, s7 ?6 G) }- c
}
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for( j = 0; j < dwCount; j++ )
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if( pBaseMonster->GetSpeed() ), }8 X: V8 m! P- h8 J
{
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dwRandX = gf_GetRandom( 14 ) - gf_GetRandom( 14 );
) u4 o# ~+ Z6 [6 q. C% q3 c d dwRandY = gf_GetRandom( 14 ) - gf_GetRandom( 14 );
0 P' g! r" T4 I' z" W if( !( GetTileFlag( dwX + dwRandX, dwY + dwRandY ) & TILE_ALLOCCULDE ) ) break;
" ]6 m! o* a8 i0 s7 p2 ~: w else if( z == 9 ); u( W7 S5 V; n/ [
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dwRandX = -1 + gf_GetRandom( 2 );. D$ o- E$ |8 {
dwRandY = -1 + gf_GetRandom( 2 );4 b/ q( E. a4 L2 P
}
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}
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dwRandX = dwRandY = 0;3 C* `+ O2 e6 y u
}
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所以我的初步结论是:
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