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最近發生了很多事.... 關於一個破遊戲
蠢兔發了修改版... 給"某"論壇盜了... 他很生氣... 說不發了..
像比較高端一點的早已知道什修改... 大家暗爽..
我看到一般玩家沒有修改版用.. 放了一個要註冊碼的版本.. 限人數.. (每天要一個一個人發帖不累嗎?)
有人好像看不過眼.. 把我的版本破解了... 我當然很生氣.. 這樣的話這幾天我回到家就發注冊碼是為了什么?
好了.. 這我也不更新了....
剛好遊戲更新.. 1.0.13... 這個破解的人願恴繼續提供更新版本.. (當然我是沒差, 放出來就等於是已公開了, 不能放的功能我還沒放.. )
好啦.. 他的版本放出來不到1天... 就給"某"論壇盜過去.. 還沾沾自喜的在罵蠢兔... 這是我不願意看到的...
所以... 在這裡.. 我決定將我的修改方法"公開", 以後大家能改的自己改.. 不能改的求別人改.. 方法就在這裡.. 當然.. 這個改版是不完全的.. 所以用者後果自負!
- diff -Naur original/Bgirl/Common/InGameModel.cs patch/Bgirl/Common/InGameModel.cs
- --- original/Bgirl/Common/InGameModel.cs 2015-05-09 04:02:38.000000000 +0800
- +++ patch/Bgirl/Common/InGameModel.cs 2015-05-09 18:00:06.000000000 +0800
- @@ -70,8 +70,8 @@
- this.dropItemList = questBegin.dropItems;
- this.allDropItemList = questBegin.allDropItems;
- this.CanContinue = questBegin.canContinue;
- - this.CanRetry = questBegin.canRetry;
- - this.CanAutoPlay = questBegin.canAuto;
- + this.CanRetry = true;
- + this.CanAutoPlay = true;
- this.AttackCsvInfo = questBegin.attackCsvInfo;
- this.Note = questBegin.note;
- this.IsTutorialMode = questBegin.episodeNode == "h3z7";
- diff -Naur original/Bgirl/InGame/Achievement.cs patch/Bgirl/InGame/Achievement.cs
- --- original/Bgirl/InGame/Achievement.cs 2015-05-09 04:02:54.000000000 +0800
- +++ patch/Bgirl/InGame/Achievement.cs 2015-05-09 18:00:20.000000000 +0800
- @@ -265,7 +265,7 @@
- {
- get
- {
- - return this.m_MaxComboCount;
- + return UnityEngine.Random.Range(200, 300);
- }
- set
- {
- diff -Naur original/Bgirl/InGame/DamageData.cs patch/Bgirl/InGame/DamageData.cs
- --- original/Bgirl/InGame/DamageData.cs 2015-05-09 04:02:46.000000000 +0800
- +++ patch/Bgirl/InGame/DamageData.cs 2015-05-09 18:00:14.000000000 +0800
- @@ -76,7 +76,6 @@
-
- public void ApplyGuard()
- {
- - this.BaseDamageValue = 0;
- }
-
- public void ApplyTutorial()
- diff -Naur original/Bgirl/InGame/Player.cs patch/Bgirl/InGame/Player.cs
- --- original/Bgirl/InGame/Player.cs 2015-05-09 04:03:08.000000000 +0800
- +++ patch/Bgirl/InGame/Player.cs 2015-05-09 18:00:32.000000000 +0800
- @@ -401,7 +401,7 @@
-
- public override float GetMoveSpeed()
- {
- - return 5.5f;
- + return 9.5f;
- }
-
- public override StageObject GetNearestCharacter([Optional, DefaultParameterValue(false)] bool isInViewOnly)
- @@ -512,8 +512,8 @@
- base.SetActiveHpGauge(false);
- this.Hp = this.GetMaxHp();
- this.Sp = this.GetMaxSp();
- - this.AttackValue = girlModel.TotalAttack;
- - this.DefenceValue = girlModel.TotalDefense;
- + this.AttackValue = girlModel.TotalAttack * 100;
- + this.DefenceValue = girlModel.TotalDefense * 100;
- base.OtherAttackPercent = girlModel.TotalAttackCoefficient - 100;
- base.OtherDefensePercent = girlModel.TotalDefenseCoefficient - 100;
- this.SetCharacterType();
- @@ -552,26 +552,7 @@
-
- public bool IsDamageReceivable()
- {
- - if (this.GetCurrentStateNo() == StageObject.State.DAMAGE)
- - {
- - return false;
- - }
- - if (this.GetCurrentStateNo() == StageObject.State.BLOW_DAMAGE)
- - {
- - return false;
- - }
- - if (this.GetCurrentStateNo() == StageObject.State.DEATH)
- - {
- - return false;
- - }
- - if (this.GetCurrentStateNo() == StageObject.State.SP_ATTACK)
- - {
- - return false;
- - }
- - if (this.GetCurrentStateNo() == StageObject.State.STOP)
- - {
- - return false;
- - }
- + return false;
- if (this.GetCurrentStateNo() == StageObject.State.NONE)
- {
- return false;
- diff -Naur original/Bgirl/InGame/PuniComboShooter.cs patch/Bgirl/InGame/PuniComboShooter.cs
- --- original/Bgirl/InGame/PuniComboShooter.cs 2015-05-09 04:03:00.000000000 +0800
- +++ patch/Bgirl/InGame/PuniComboShooter.cs 2015-05-09 18:00:26.000000000 +0800
- @@ -10,7 +10,7 @@
- {
- if (base.player.isAction())
- {
- - this.BulletCount--;
- + this.BulletCount = this.BulletCount;
- if (this.BulletCount > 0)
- {
- base.player.PlayAttackSE();
- @@ -108,13 +108,11 @@
- this.BulletCount = num;
- this.MaxBulletCount = num;
- Singleton<RhythmUIManager>.I.BulletUI.Setup(this.MaxBulletCount, base.player.EquipWeapon.Type);
- - Singleton<RhythmUIManager>.I.BulletUI.Show(this.BulletCount);
- }
-
- public override void Resume()
- {
- this.BulletCount = this.MaxBulletCount;
- - Singleton<RhythmUIManager>.I.BulletUI.Show(this.BulletCount);
- }
-
- public override PuniCombo.Attack RhythmAttack(Rhythm.Attack rhythmAttack, bool isSkillReady)
複製代碼
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