• <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) 評論(0)  編輯 收藏 引用


            只有注冊用戶登錄后才能發(fā)表評論。
            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

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關(guān)鏈接

            搜索

            最新評論

            一本色道久久综合亚洲精品| 国产精品岛国久久久久| 国产伊人久久| 久久青青草视频| 一本久久免费视频| 久久综合九色综合网站| 91视频国产91久久久| 久久夜色精品国产亚洲av| 中文字幕久久久久人妻| 久久久久无码精品国产| 久久久久97国产精华液好用吗| 久久精品国产日本波多野结衣| 久久久老熟女一区二区三区| 国产亚洲精久久久久久无码AV| 伊人久久大香线蕉综合影院首页| 久久综合狠狠色综合伊人| 欧美日韩精品久久久久| 国产呻吟久久久久久久92| 少妇久久久久久久久久| 伊人久久大香线蕉精品不卡| 久久精品中文字幕久久| 久久香蕉超碰97国产精品| 成人综合久久精品色婷婷| 精品欧美一区二区三区久久久 | 国产福利电影一区二区三区久久老子无码午夜伦不 | 久久久久久国产a免费观看不卡| 中文字幕日本人妻久久久免费 | 99精品久久久久久久婷婷| 久久se这里只有精品| 久久美女人爽女人爽| 成人综合伊人五月婷久久| 久久精品国产亚洲av麻豆色欲 | 久久99国产精品久久99| 久久亚洲精品中文字幕| 99久久国产精品免费一区二区 | 欧美熟妇另类久久久久久不卡| 日本久久中文字幕| 日韩欧美亚洲国产精品字幕久久久 | 久久国产成人午夜AV影院| 国产亚洲欧美成人久久片| 久久国产精品成人免费|