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@@ -277,7 +277,7 @@ SRAND(80,120);
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//// 单击寻路窗口;
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MouseClick(ptMap); SRAND(300, 600);
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-
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+
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while (ImgAssist::GetImgMatchtemplate(m_hGameWnd, GameGlobal::g_strAppdir + _T("img\\世界地图.bmp"), rc)) {
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// 退出世界地址;
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SendKey(VK_TAB); SRAND(200, 300);
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@@ -305,7 +305,7 @@ SRAND(80,120);
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return false;
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// 移动到关闭按钮;
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- MouseMove({rc.left -30 , rc.top + 10});
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+ MouseMove({ rc.left - 30 , rc.top + 10 });
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SRAND(50, 80);
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// 再找目标;
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rc = FindMatchIcon(lpszTemplateImage);
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@@ -324,9 +324,9 @@ SRAND(80,120);
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bool CAction::ClickDlgSetup(std::vector<std::string> vtOptions)
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{
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std::vector<std::string>::iterator it = vtOptions.begin();
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- for(;it != vtOptions.end(); it++)
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+ for (; it != vtOptions.end(); it++)
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{
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-
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+
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}
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return false;
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@@ -472,7 +472,7 @@ SRAND(80,120);
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RECT rect = { 0,0,0,0 };
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if (IsIdle)
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{
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- rect = IsRole ? GameAssist::g_rcRoleIdleSP : GameAssist::g_rcSummonerIdleSP;
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+ rect = IsRole ? GameAssist::g_rcRoleIdleSP : GameAssist::g_rcSummonerIdleSP;
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}
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else
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{
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@@ -480,7 +480,7 @@ SRAND(80,120);
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}
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// 截图;
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- TCHAR szSPImg[MAX_PATH] = {0};
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+ TCHAR szSPImg[MAX_PATH] = { 0 };
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_stprintf_s(szSPImg, _T("%s%p_SPValue.bmp"), GameGlobal::g_szTempDir, m_hGameWnd);
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ImgAssist::CropPicture(m_hGameWnd, rect, szSPImg);
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@@ -492,7 +492,7 @@ SRAND(80,120);
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RECT rect = { 0,0,0,0 };
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if (IsIdle)
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{
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- rect = IsRole ? GameAssist::g_rcRoleIdleHP : GameAssist::g_rcSummonerIdleHP;
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+ rect = IsRole ? GameAssist::g_rcRoleIdleHP : GameAssist::g_rcSummonerIdleHP;
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}
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else
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{
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@@ -510,6 +510,7 @@ SRAND(80,120);
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void CAction::FightingJY(BOOL bHasSummoner, int nZJType, BOOL bAggressiveSkill)
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{
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BOOL bFirstAttack = TRUE;
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+ BOOL bAltA = FALSE;
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// 1.是否在战斗中;
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while (IsFighting()) {
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// 2.是否我方攻击;
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@@ -520,7 +521,7 @@ SRAND(80,120);
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SRAND(350, 500); // 有时切换需要时间,如果不延时会失败;
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GameGlobal::DebugLog(_T("BattleJY:第一次攻击……"));
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// 根据角色选择技能;
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- SendKey(VK_F1);
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+ SendKey(VK_F2);
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SRAND(300, 350);
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if (bAggressiveSkill) // 打镜妖喽罗;
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{
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@@ -555,12 +556,23 @@ SRAND(80,120);
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}
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else
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{
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- GameGlobal::DebugLog(_T("BattleJY:不是第一次攻击……"));
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- SendKey(VK_A, FALSE, TRUE);
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- SRAND(80, 100);
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- if (bFirstAttack) {
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+ if (!bAltA)
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+ {
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+ bAltA = TRUE;
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+ // 根据角色选择技能;
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+ SendKey(VK_F1);
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+ SRAND(300, 350);
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+ MouseClick(CPoint(230, 180 - 10));// 打主镜妖;
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+ SRAND(350, 500);
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+ }
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+ else {
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+ GameGlobal::DebugLog(_T("BattleJY:不是第一次攻击……"));
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SendKey(VK_A, FALSE, TRUE);
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- SRAND(80, 120);
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+ SRAND(80, 100);
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+ if (bFirstAttack) {
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+ SendKey(VK_A, FALSE, TRUE);
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+ SRAND(80, 120);
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+ }
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}
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}
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}
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@@ -568,7 +580,7 @@ SRAND(80,120);
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SRAND(500, 850);
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}
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- if (IsSPBelowSafeValue(TRUE, TRUE, 10))
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+ if (IsSPBelowSafeValue(TRUE, TRUE, 15))
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{
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GameGlobal::DebugLog(_T("低SP安全值"));
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// 右键;
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@@ -576,6 +588,14 @@ SRAND(80,120);
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MouseRClick({ (GameAssist::g_rcRoleIdleSP.right + GameAssist::g_rcRoleIdleSP.left) / 2 - 3, (GameAssist::g_rcRoleIdleSP.bottom + GameAssist::g_rcRoleIdleSP.top) / 2 - 20 });
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}
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+ if (bHasSummoner && IsSPBelowSafeValue(FALSE, TRUE, 10))
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+ {
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+ GameGlobal::DebugLog(_T("低SP安全值"));
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+ // 右键;
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+ MouseMove({ (GameAssist::g_rcSummonerIdleSP.right + GameAssist::g_rcSummonerIdleSP.left) / 2 - 3, (GameAssist::g_rcSummonerIdleSP.bottom + GameAssist::g_rcSummonerIdleSP.top) / 2 - 20 });
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+ MouseRClick({ (GameAssist::g_rcSummonerIdleSP.right + GameAssist::g_rcSummonerIdleSP.left) / 2 - 3, (GameAssist::g_rcSummonerIdleSP.bottom + GameAssist::g_rcSummonerIdleSP.top) / 2 - 20 });
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+ }
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+
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// 非战斗中,是否在贫民房中;
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if (!IsOnMap(_T("img\\地图\\贫民房.bmp"))) {
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// 找小米;
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@@ -635,7 +655,7 @@ SRAND(80,120);
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// 等待跑完成;
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IsWalkStop();
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// 移动下鼠标;
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- MouseMove(spt[(i+1)%4]);
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+ MouseMove(spt[(i + 1) % 4]);
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if (i > 10) {
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GameGlobal::DebugLog(_T("未找到镜妖+10"));
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break;
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@@ -691,7 +711,7 @@ SRAND(80,120);
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{
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// 只有离开这里:已经打过,右键并退出 ;
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GameGlobal::DebugLog("只有离开这里:已经打过,右键并退出");
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- MouseRClick({rc.left, rc.top});
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+ MouseRClick({ rc.left, rc.top });
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SRAND(200, 500);
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return;
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}
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@@ -1100,7 +1120,7 @@ SRAND(80,120);
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}
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}
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}
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-
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+
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void CAction::StartBattleJY()
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{
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m_hBattleJYEvent = CreateEvent(NULL, TRUE, FALSE, NULL);
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@@ -1141,12 +1161,12 @@ SRAND(80,120);
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}
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}
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-
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+
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DWORD __stdcall CAction::BattleJYThread(LPVOID lpParam)
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{
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int i = 0;
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CAction* pThis = (CAction*)lpParam;
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- do
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+ do
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{
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GameGlobal::DebugLog(_T("start.打镜妖 %d----------------------------"), i);
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pThis->FightingJY(pThis->m_bHasSummoner, pThis->m_nSummonerSkillType, pThis->m_bTargetOfRoleSkill);
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