• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            天行健 君子當(dāng)自強(qiáng)而不息

            Controlling Players and Characters(25)

             

            Determining Victims and Processing Spell Effects

            After a spell triggers and the effects are processed, what happens? As I’ve previously
            mentioned, spells only affect characters, so only the character controller engine
            should modify the character’s data. In the section “Creating a Character Controller
            Class,” later in this chapter, you find out how to process spells in regard to characters.

             

            Using the Spell Controller

            At this point, the spell controller is fully functional, but without the aid of the character
            controller, the spell controller won’t work. However, for the moment, hold
            that thought and observe the following example, which shows how to use the spell
            controller. Begin by instancing the spell controller and declaring an array of mesh
            filenames:

            // Graphics = pre-initialized cGraphics object
            // Use two meshes

            char *g_SpellMeshNames[] = {
              { “Fireball.x” },
              { “Explosion.x” }
            };

            Next, instance and initialize the spell controller:

            cSpellController Controller;

            // Initialize the controller
            Controller.Init(&Graphics, “default.msl”,
               sizeof(g_SpellMeshNames)/sizeof(char*), g_SpellMeshNames, “..\\”, NULL);

            Now you’re ready for action. Assuming that you have a single spell in the MSL
            (spell 0), you can cast it with the following code:

            Controller.Add(0, NULL, CHAR_MONSTER, 0.0f, 0.0f, 0.0f, 100.0f, 0.0f, 100.0f);

            The spell will now travel from the coordinates 0,0,0 to the coordinates
            100,0,100 using the settings specified in the MSL Editor. When you finish
            with the spell controller, always be sure to call the controller’s Shutdown function:

            Controller.Shutdown();

             

            Combat and Characters

            There are times when characters just can’t get along. For those special moments,
            you need to teach those critters just who the boss is. Handling combat in your
            game is a necessity that, fortunately, is easy to carry out.

            Although the flashy graphics and cool special effects are something you want in
            combat sequences, you need to start with the basics. Behind every combat action is
            a set of rules (called the combat rules) that determines the outcome of every swing
            of a weapon, every deflected blow, and the result of each magic spell.

            Earlier in the chapter, you learned about character abilities—those abilities that
            determine a character’s strength, agility, and so on. The abilities that most concern
            you at this point are those to determine whether an attack hits its mark and how
            much damage it does. Following a succinct set of rules, you can use those character
            abilities to determine the outcome of combat.

             

            Using Combat Rules for Attacking

            Your game depends greatly on a set of underlying rules for handling combat, much
            like traditional pen-and-paper role-playing games. Those rules are a set of mathematical
            equations, which, when applied with a little randomness, determine the
            outcome of attacks, damage, and defense.

            The combat rule set (CRS) of your game works off the character’s abilities, attributes,
            and skills that you’ve already seen in this chapter. Remember how those abilities,
            skills, and attributes are assigned a numerical value? Guess what? Those values are
            used to generate a few values that determine the outcome of combat actions.

            For example, a character’s to-hit attribute is used in a random number calculation
            to see whether an attack lands. Then a check against the agility of the attacker’s
            opponent determines whether the attack was dodged. If the opponent was not so
            lucky, the attacker’s attack values come into play to determine the damage.
            Remember that the character being hit also has a defense ability that helps reduce
            the amount of damage.

            Once the decision to attack is made, a few steps determine the outcome.


            posted on 2007-12-03 20:12 lovedday 閱讀(179) 評(píng)論(0)  編輯 收藏 引用


            只有注冊(cè)用戶登錄后才能發(fā)表評(píng)論。
            網(wǎng)站導(dǎo)航: 博客園   IT新聞   BlogJava   博問   Chat2DB   管理


            公告

            導(dǎo)航

            統(tǒng)計(jì)

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關(guān)鏈接

            搜索

            最新評(píng)論

            国产精品一区二区久久| 久久久亚洲欧洲日产国码aⅴ| 色偷偷888欧美精品久久久| 狠狠88综合久久久久综合网| 久久99国产精品一区二区| 久久99精品国产麻豆婷婷| 久久久久久精品免费看SSS| 无码AV中文字幕久久专区| 久久综合久久综合九色| 久久乐国产综合亚洲精品| 97久久超碰国产精品旧版| 亚洲色欲久久久久综合网| 夜夜亚洲天天久久| 无码日韩人妻精品久久蜜桃 | 久久青青草原亚洲av无码app| av国内精品久久久久影院| 久久国产香蕉一区精品| 久久精品一本到99热免费| 思思久久99热只有频精品66| 色综合久久精品中文字幕首页 | 亚洲欧洲日产国码无码久久99| 国产午夜久久影院| 性欧美大战久久久久久久久| 久久久久免费视频| 办公室久久精品| 久久成人国产精品二三区| 亚洲av成人无码久久精品| 久久久久亚洲AV无码专区首JN| 国产99久久久久久免费看| 人人狠狠综合久久亚洲88| 精品无码久久久久久尤物| 中文国产成人精品久久不卡| 一级a性色生活片久久无| 亚洲欧美另类日本久久国产真实乱对白 | 国产V综合V亚洲欧美久久| 成人久久免费网站| 亚洲国产精品成人久久| 亚洲精品美女久久久久99| 热久久视久久精品18| 亚洲国产精品嫩草影院久久| 热综合一本伊人久久精品|