• <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 君子當自強而不息

            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(176) 評論(0)  編輯 收藏 引用

            公告

            導航

            統計

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關鏈接

            搜索

            最新評論

            久久国产高清字幕中文| 久久综合给合综合久久| 久久久久人妻精品一区| 丰满少妇人妻久久久久久| 精品久久久久久久| 久久伊人精品青青草原日本| 久久亚洲精品无码VA大香大香| 国产精品99久久久久久宅男小说| 亚洲中文字幕久久精品无码喷水| 久久精品国产99久久无毒不卡| 久久久精品久久久久特色影视| 久久人妻AV中文字幕| 久久精品一区二区国产| 亚洲国产精品嫩草影院久久| 久久发布国产伦子伦精品| 青青草国产97免久久费观看| 7777久久久国产精品消防器材| 精品99久久aaa一级毛片| 一本色道久久88—综合亚洲精品| 2021少妇久久久久久久久久| 亚洲婷婷国产精品电影人久久 | 精品久久久久成人码免费动漫 | 中文字幕久久精品| 久久99亚洲综合精品首页| 一本色道久久综合狠狠躁| 四虎影视久久久免费观看| 狠狠精品干练久久久无码中文字幕| 综合人妻久久一区二区精品| 欧美一级久久久久久久大| 国产精品成人99久久久久91gav| 久久国产精品成人片免费| 久久久久99精品成人片直播| 亚洲午夜久久久影院| 国内精品九九久久精品| 一本一道久久a久久精品综合| 国产精品永久久久久久久久久 | 无码久久精品国产亚洲Av影片| 午夜福利91久久福利| 亚洲午夜精品久久久久久app| 久久久久人妻一区精品| 日日狠狠久久偷偷色综合0|