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元素伤害/Buff/Debuff系统

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发表于 2009-3-9 13:24:33 | 显示全部楼层 |阅读模式
恩~~一个系统,类似于Wow的元素抗性/什么的之类的东西。
不多说了,最大的优点是可以使用小于8192个元素,可以由你来定义有多少个,基本抗性是多少什么的。
代码(可能不是最新的):
[codes=jass]globals
    gamecache Element_GC = null
    constant integer ElementNumber = 5         //元素有几种
    real array ElementATT_STATE_Basic          //单位元素基本攻属性值为此Basic
    real array ElementATT_Gene                 //单位元素附加攻击为此Gene * 单位这个元素的攻属性值 + Basic
    real array ElementATT_Basic
    real array ElementATTPercent_Gene          //单位元素附加攻击倍数为此Gene * 单位这个元素的攻属性值 + Basic
    real array ElementATTPercent_Basic
    real array ElementDouble_Gene              //单位元素几重攻击几率百分比为此Gene * 单位这个元素的攻属性值 + Basic
    real array ElementDouble_Basic
    real array ElementDouble_Damage            //元素几重伤害倍率
    real array ElementATTSome_Gene             //单位元素附加攻击几率百分比为此Gene * 单位这个元素的攻属性值 + Basic
    real array ElementATTSome_Basic
    //--------------------------------------------------------------------------------------------------------------
    real array ElementDEF_STATE_Basic          //单位元素基本防属性值为此Basic
    real array ElementDEF_Gene                 //单位元素附加防御为此Gene * 单位这个元素的防属性值 + Basic
    real array ElementDEF_Basic
    real array ElementDEFPercent_Gene          //单位元素部分免疫倍数为此Gene * 单位这个元素的防属性值 + Basic
    real array ElementDEFPercent_Basic
    real array ElementDEFImmunity_All_Gene     //单位元素完全免疫几率百分比为此Gene * 单位这个元素的防属性值 + Basic
    real array ElementDEFImmunity_All_Basic
    real array ElementDEFImmunity_Some_Gene    //单位元素部分免疫几率百分比为此Gene * 单位这个元素的防属性值 + Basic
    real array ElementDEFImmunity_Some_Basic
    //--------------------------------------------------------------------------------------------------------------
    boolean Element_Temp_DamageTarget_attack = false
    boolean Element_Temp_DamageTarget_ranged = true
    attacktype Element_Temp_DamageTarget_attacktype = ATTACK_TYPE_NORMAL
    damagetype Element_Temp_DamageTarget_damagetype = DAMAGE_TYPE_NORMAL
    weapontype Element_Temp_DamageTarget_weapontype = WEAPON_TYPE_WHOKNOWS
    //以上作为ElementDamageTarget的参数使用
    //--------------------------------------------------------------------------------------------------------------
endglobals

function InitElementSystem takes nothing returns nothing
    local integer i = 0
    call FlushGameCache( InitGameCache( "ElementGameCache.w3v" ) )
    set Element_GC = InitGameCache( "ElementGameCache.w3v" )
    loop
        exitwhen i > ElementNumber
        set ElementATT_STATE_Basic[ i ] = 5.0
        set ElementATT_Gene[ i ] = 1.0
        set ElementATT_Basic[ i ] = 0.0
        set ElementATTPercent_Gene[ i ] = 0.25
        set ElementATTPercent_Basic[ i ] = 103.0
        set ElementDouble_Gene[ i ] = 0.07
        set ElementDouble_Basic[ i ] = 1.5
        set ElementDouble_Damage[ i ] = 2.0
        set ElementATTSome_Gene[ i ] = 0.15
        set ElementATTSome_Basic[ i ] = 2.5
        //------------------------------------
        set ElementDEF_STATE_Basic[ i ] = 5.0
        set ElementDEF_Gene[ i ] = 1.0
        set ElementDEF_Basic[ i ] = 0.0
        set ElementDEFPercent_Gene[ i ] = 0.23
        set ElementDEFPercent_Basic[ i ] = 2.5
        set ElementDEFImmunity_All_Gene[ i ] = 0.05
        set ElementDEFImmunity_All_Basic[ i ] = 1.15
        set ElementDEFImmunity_Some_Gene[ i ] = 0.15
        set ElementDEFImmunity_Some_Basic[ i ] = 2.35
        set i = i + 1
    endloop
endfunction

function H2I takes handle h returns integer
    return h
    return 0
endfunction

function H2S takes handle h returns string
    return I2S(H2I( h ))
endfunction

//------------------------------------------------------------------------------------
//ATT
function SetUnitElementATT takes string u_s, string element, integer e, real ATT returns nothing
    local real att = ATT + ElementATT_STATE_Basic[ e ]
    call StoreReal( Element_GC, u_s, "ATTPoint" + element, att )
    call StoreReal( Element_GC, u_s, "ATT" + element, att * ElementATT_Gene[ e ] + ElementATT_Basic[ e ] )
    call StoreReal( Element_GC, u_s, "ATTPercent" + element, att * ElementATTPercent_Gene[ e ] + ElementATTPercent_Basic[ e ] )
    call StoreReal( Element_GC, u_s, "Double" + element, att * ElementDouble_Gene[ e ] + ElementDouble_Basic[ e ] )
    call StoreReal( Element_GC, u_s, "ATT_Some" + element, att * ElementATTSome_Gene[ e ] + ElementATTSome_Basic[ e ] )
endfunction

function SetUnitElementBuffATT takes string u_s, string element, integer e, real ATT returns nothing
    call StoreReal( Element_GC, u_s, "Buff:ATTPoint" + element, ATT )
    call StoreReal( Element_GC, u_s, "Buff:ATT" + element, ATT * ElementATT_Gene[ e ] )
    call StoreReal( Element_GC, u_s, "Buff:ATT:ATTPercent" + element, ATT * ElementATTPercent_Gene[ e ] )
    call StoreReal( Element_GC, u_s, "Buff:ATT:Double" + element, ATT * ElementDouble_Gene[ e ] )
    call StoreReal( Element_GC, u_s, "Buff:ATT:ATT_Some" + element, ATT * ElementATTSome_Gene[ e ] )
endfunction
//=============================================================================================
function SetUnitElementBuffATTPercent takes string u_s, string element, real ATT returns nothing
    call StoreReal( Element_GC, u_s, "Buff:ATTPercent" + element, ATT )
endfunction

function SetUnitElementBuffDouble takes string u_s, string element, real ATT returns nothing
    call StoreReal( Element_GC, u_s, "Buff:Double" + element, ATT )
endfunction

function SetUnitElementBuffATT_Some takes string u_s, string element, real ATT returns nothing
    call StoreReal( Element_GC, u_s, "Buff:ATT_Some" + element, ATT )
endfunction
//=============================================================================================
function GetUnitElementBuffATTPoint takes string u_s, string element returns real
    return GetStoredReal( Element_GC, u_s, "Buff:ATTPoint" + element )
endfunction

function GetUnitElementATTPoint takes string u_s, string element returns real
    return GetStoredReal( Element_GC, u_s, "ATTPoint" + element ) + GetUnitElementBuffATTPoint( u_s, element )
endfunction
//=============================================================================================
function GetUnitElementBuffATT takes string u_s, string element returns real
    return GetStoredReal( Element_GC, u_s, "Buff:ATT" + element )
endfunction

function GetUnitElementATT takes string u_s, string element returns real
    return GetStoredReal( Element_GC, u_s, "ATT" + element ) + GetUnitElementBuffATT( u_s, element )
endfunction
//=============================================================================================
function GetUnitElementBuff_ATT_ATTPercent takes string u_s, string element returns real
    return GetStoredReal( Element_GC, u_s, "Buff:ATT:ATTPercent" + element )
endfunction

function GetUnitElementBuffATTPercent takes string u_s, string element returns real
    return GetStoredReal( Element_GC, u_s, "Buff:ATTPercent" + element ) + GetUnitElementBuff_ATT_ATTPercent( u_s, element )
endfunction

function GetUnitElementATTPercent takes string u_s, string element returns real
    return GetStoredReal( Element_GC, u_s, "ATTPercent" + element ) + GetUnitElementBuffATTPercent( u_s, element )
endfunction
//=============================================================================================
function GetUnitElementBuff_ATT_Double takes string u_s, string element returns real
    return GetStoredReal( Element_GC, u_s, "Buff:ATT:Double" + element )
endfunction

function GetUnitElementBuffDouble takes string u_s, string element returns real
    return GetStoredReal( Element_GC, u_s, "Buff:Double" + element ) + GetUnitElementBuff_ATT_Double( u_s, element )
endfunction

function GetUnitElementDouble takes string u_s, string element returns real
    return GetStoredReal( Element_GC, u_s, "Double" + element ) + GetUnitElementBuffDouble( u_s, element )
endfunction
//=============================================================================================
function GetUnitElementBuff_ATT_ATT_Some takes string u_s, string element returns real
    return GetStoredReal( Element_GC, u_s, "Buff:ATT:ATT_Some" + element )
endfunction

function GetUnitElementBuffATT_Some takes string u_s, string element returns real
    return GetStoredReal( Element_GC, u_s, "Buff:ATT_Some" + element ) + GetUnitElementBuff_ATT_ATT_Some( u_s, element )
endfunction

function GetUnitElementATT_Some takes string u_s, string element returns real
    return GetStoredReal( Element_GC, u_s, "ATT_Some" + element ) + GetUnitElementBuffATT_Some( u_s, element )
endfunction
//ATT
//------------------------------------------------------------------------------------
//DEF
function SetUnitElementDEF takes string u_s, string element, integer e, real DEF returns nothing
    local real def = DEF + ElementDEF_STATE_Basic[ e ]
    call StoreReal( Element_GC, u_s, "DEFPoint" + element, def )
    call StoreReal( Element_GC, u_s, "DEF" + element, def * ElementDEF_Gene[ e ] + ElementDEF_Basic[ e ] )
    call StoreReal( Element_GC, u_s, "DEFPercent" + element, def * ElementDEFPercent_Gene[ e ] + ElementDEFPercent_Basic[ e ] )
    call StoreReal( Element_GC, u_s, "Immunity_All" + element, def * ElementDEFImmunity_All_Gene[ e ] + ElementDEFImmunity_All_Basic[ e ] )
    call StoreReal( Element_GC, u_s, "Immunity_Some" + element, def * ElementDEFImmunity_Some_Gene[ e ] + ElementDEFImmunity_Some_Basic[ e ] )
endfunction

function SetUnitElementBuffDEF takes string u_s, string element, integer e, real DEF returns nothing
    call StoreReal( Element_GC, u_s, "Buff:DEFPoint" + element, DEF )
    call StoreReal( Element_GC, u_s, "Buff:DEF" + element, DEF * ElementDEF_Gene[ e ] )
    call StoreReal( Element_GC, u_s, "Buff:DEF:DEFPercent" + element, DEF * ElementDEFPercent_Gene[ e ] )
    call StoreReal( Element_GC, u_s, "Buff:DEF:Immunity_All" + element, DEF * ElementDEFImmunity_All_Gene[ e ] )
    call StoreReal( Element_GC, u_s, "Buff:DEF:Immunity_Some" + element, DEF * ElementDEFImmunity_Some_Gene[ e ] )
endfunction
//=============================================================================================
function SetUnitElementBuffDEFPercent takes string u_s, string element, real DEF returns nothing
    call StoreReal( Element_GC, u_s, "Buff:DEFPercent" + element, DEF )
endfunction

function SetUnitElementBuffImmunity_All takes string u_s, string element, real DEF returns nothing
    call StoreReal( Element_GC, u_s, "Buff:Immunity_All" + element, DEF )
endfunction

function SetUnitElementBuffImmunity_Some takes string u_s, string element, real DEF returns nothing
    call StoreReal( Element_GC, u_s, "Buff:Immunity_Some" + element, DEF )
endfunction
//=============================================================================================
function GetUnitElementBuffDEF takes string u_s, string element returns real
    return GetStoredReal( Element_GC, u_s, "Buff:DEF" + element )
endfunction

function GetUnitElementDEF takes string u_s, string element returns real
    return GetStoredReal( Element_GC, u_s, "DEF" + element ) + GetUnitElementBuffDEF( u_s, element )
endfunction
//=============================================================================================
function GetUnitElementBuff_DEF_DEFPercent takes string u_s, string element returns real
    return GetStoredReal( Element_GC, u_s, "Buff:DEF:DEFPercent" + element )
endfunction

function GetUnitElementBuffDEFPercent takes string u_s, string element returns real
    return GetStoredReal( Element_GC, u_s, "Buff:DEFPercent" + element ) + GetUnitElementBuff_DEF_DEFPercent( u_s, element )
endfunction

function GetUnitElementDEFPercent takes string u_s, string element returns real
    return GetStoredReal( Element_GC, u_s, "DEFPercent" + element ) + GetUnitElementBuffDEFPercent( u_s, element )
endfunction
//=============================================================================================
function GetUnitElementBuff_DEF_Immunity_All takes string u_s, string element returns real
    return GetStoredReal( Element_GC, u_s, "Buff:DEF:Immunity_All" + element )
endfunction

function GetUnitElementBuffImmunity_All takes string u_s, string element returns real
    return GetStoredReal( Element_GC, u_s, "Buff:Immunity_All" + element ) + GetUnitElementBuff_DEF_Immunity_All( u_s, element )
endfunction

function GetUnitElementImmunity_All takes string u_s, string element returns real
    return GetStoredReal( Element_GC, u_s, "Immunity_All" + element ) + GetUnitElementBuffImmunity_All( u_s, element )
endfunction
//=============================================================================================
function GetUnitElementBuff_DEF_Immunity_Some takes string u_s, string element returns real
    return GetStoredReal( Element_GC, u_s, "Buff:DEF:Immunity_Some" + element )
endfunction

function GetUnitElementBuffImmunity_Some takes string u_s, string element returns real
    return GetStoredReal( Element_GC, u_s, "Buff:Immunity_Some" + element ) + GetUnitElementBuff_DEF_Immunity_Some( u_s, element )
endfunction

function GetUnitElementImmunity_Some takes string u_s, string element returns real
    return GetStoredReal( Element_GC, u_s, "Immunity_Some" + element ) + GetUnitElementBuffImmunity_Some( u_s, element )
endfunction
//DEF
//------------------------------------------------------------------------------------
function InitUnitElementAllData takes unit u returns nothing
     local integer i = 0
     local string i_s = null
     local string u_s = H2S( u )
     local string id_s = I2S(GetUnitTypeId( u ))
     loop
         exitwhen i > ElementNumber
         set i_s = I2S( i )
         call SetUnitElementATT( u_s, i_s, i, GetStoredReal( Element_GC, id_s, "Init:ATT" ) )
         call SetUnitElementDEF( u_s, i_s, i, GetStoredReal( Element_GC, id_s, "Init:DEF" ) )
         set i = i + 1
     endloop
     set i_s = null
     set u_s = null
     set id_s = null
endfunction

function FlushUnitElementAllData takes unit u returns nothing
     call FlushStoredMission( Element_GC, H2S( u ) )
endfunction

function ElementDamageTextTag takes unit target, real damage returns nothing
    local real z = 3.0
    local real size = 9.0   * 0.023 / 10
    local integer red = 255
    local integer green = 205
    local integer blue = 125
    local integer tran = 255
    local real life = 5.0
    local real fade = 3.7
    local real speed = 45.0
    local real angle = 90.0
    local texttag tt = null
    if damage > 0.0 then
        set tt = CreateTextTag()
        call SetTextTagPosUnit( tt, target, z )
        call SetTextTagVelocityBJ( tt, speed, angle )
        call SetTextTagColor( tt, red, green, blue, tran )
        call SetTextTagText( tt, I2S(R2I( damage )), size )
        call SetTextTagPermanent( tt, false )
        call SetTextTagFadepoint( tt, fade )
        call SetTextTagLifespan( tt, life )
    endif
    set tt = null
endfunction

function ElementDamageTarget takes unit source, unit target, integer element, real damage, boolean CanDouble, boolean CanSomeMoreDamage, boolean CanAllImmunity, boolean CanSomeImmunity, boolean IsWar3Damage, boolean ShowText returns real
    local string s_s = H2S( source )
    local string t_s = H2S( target )
    local string e_s = I2S( element )
    local real att = GetUnitElementATT( s_s, e_s )
    local real attpercent = GetUnitElementATTPercent( s_s, e_s ) / 100.0
    local real attdouble = GetUnitElementDouble( s_s, e_s )
    local real attsome = GetUnitElementATT_Some( s_s, e_s )
    local real def = GetUnitElementDEF( t_s, e_s )
    local real defpercent = GetUnitElementDEFPercent( t_s, e_s ) / 100.0
    local real defall = GetUnitElementImmunity_All( t_s, e_s )
    local real defsome = GetUnitElementImmunity_Some( t_s, e_s )
   
    local real att_r_p = GetRandomReal( 0.0, 100.0 )
    local real def_r_p = GetRandomReal( 0.0, 100.0 )
   
    local real att_damage = att + damage
   
    if att_r_p <= attdouble and CanDouble then
        set att_damage = att_damage * ElementDouble_Damage[ element ]
    elseif att_r_p <= attsome and CanSomeMoreDamage then
        set att_damage = att_damage * attpercent
    endif
   
    if def_r_p <= defall and CanAllImmunity then
        set att_damage = 0.0
    elseif def_r_p <= defsome and CanSomeImmunity then
        set att_damage = att_damage * ( 1 - defpercent )
    endif
   
    set att_damage = att_damage - def
    if att_damage < 0.0 then
        set att_damage = 0.0
    endif
   
    if IsWar3Damage and att_damage > 0.0 then
        call UnitDamageTarget( source, target, att_damage, Element_Temp_DamageTarget_attack, Element_Temp_DamageTarget_ranged, Element_Temp_DamageTarget_attacktype, Element_Temp_DamageTarget_damagetype, Element_Temp_DamageTarget_weapontype )
    else
        call SetUnitState( target, UNIT_STATE_LIFE, GetUnitState( target, UNIT_STATE_LIFE ) - att_damage )
    endif
    if ShowText then
        call ElementDamageTextTag( target, att_damage )
    endif
    set s_s = null
    set t_s = null
    set e_s = null
    return att_damage
endfunction

function ElementGetBuffData takes string id, string key returns real
    return GetStoredReal( Element_GC, id, key )
endfunction

function ElementBuffUnit takes string u_s, string e_s, real value returns nothing
    call StoreReal( Element_GC, u_s, e_s, GetStoredReal( Element_GC, u_s, e_s ) + value )
endfunction

function ElementUnitBuffTimed_Action takes nothing returns nothing
    local timer ti = GetExpiredTimer()
    local string t_s = H2S( ti )
    local real att = ElementGetBuffData( t_s, "ATT" )
    local real attpercent = ElementGetBuffData( t_s, "ATTPercent" )
    local real attdouble = ElementGetBuffData( t_s, "Double" )
    local real attsome = ElementGetBuffData( t_s, "ATT_Some" )
    local real def = ElementGetBuffData( t_s, "DEF" )
    local real defpercent = ElementGetBuffData( t_s, "DEFPercent" )
    local real defall = ElementGetBuffData( t_s, "Immunity_All" )
    local real defsome = ElementGetBuffData( t_s, "Immunity_Some" )
    local string u_s = GetStoredString( Element_GC, t_s, "u_s" )     
    if att != 0.0 then
        call ElementBuffUnit( u_s, "Buff:ATT", att )
    endif
    if attpercent != 0.0 then
        call ElementBuffUnit( u_s, "Buff:ATTPercent", attpercent )
    endif   
    if attdouble != 0.0 then
        call ElementBuffUnit( u_s, "Buff:Double", attdouble )
    endif
    if attsome != 0.0 then
        call ElementBuffUnit( u_s, "Buff:ATT_Some", attsome )
    endif
    if def != 0.0 then
        call ElementBuffUnit( u_s, "Buff:DEF", def )
    endif
    if defpercent != 0.0 then
        call ElementBuffUnit( u_s, "Buff:DEFPercent", defpercent )
    endif   
    if defall != 0.0 then
        call ElementBuffUnit( u_s, "Buff:Immunity_All", defall )
    endif
    if defsome != 0.0 then
        call ElementBuffUnit( u_s, "Buff:Immunity_Some", defsome )
    endif
    call FlushStoredMission( Element_GC, t_s )
    call PauseTimer( ti )
    call DestroyTimer( ti )
    set ti = null
endfunction

function ElementUnitBuffTimed takes unit u, integer element, integer id, real time returns nothing
    local timer ti = CreateTimer()
    local string u_s = H2S( u )
    local string id_s = I2S( id )
    local string t_s = H2S( ti )
    local real att = ElementGetBuffData( id_s, "ATT" )
    local real attpercent = ElementGetBuffData( id_s, "ATTPercent" )
    local real attdouble = ElementGetBuffData( id_s, "Double" )
    local real attsome = ElementGetBuffData( id_s, "ATT_Some" )
    local real def = ElementGetBuffData( id_s, "DEF" )
    local real defpercent = ElementGetBuffData( id_s, "DEFPercent" )
    local real defall = ElementGetBuffData( id_s, "Immunity_All" )
    local real defsome = ElementGetBuffData( id_s, "Immunity_Some" )
    if att != 0.0 then
        call ElementBuffUnit( u_s, "Buff:ATT", att )
        call StoreReal( Element_GC, t_s, "ATT", -att )
    endif
    if attpercent != 0.0 then
        call ElementBuffUnit( u_s, "Buff:ATTPercent", attpercent )
        call StoreReal( Element_GC, t_s, "ATTPercent", -attpercent )
    endif   
    if attdouble != 0.0 then
        call ElementBuffUnit( u_s, "Buff:Double", attdouble )
        call StoreReal( Element_GC, t_s, "Double", -attdouble )
    endif
    if attsome != 0.0 then
        call ElementBuffUnit( u_s, "Buff:ATT_Some", attsome )
        call StoreReal( Element_GC, t_s, "ATT_Some", -attsome )
    endif
    if def != 0.0 then
        call ElementBuffUnit( u_s, "Buff:DEF", def )
        call StoreReal( Element_GC, t_s, "DEF", -def )
    endif
    if defpercent != 0.0 then
        call ElementBuffUnit( u_s, "Buff:DEFPercent", defpercent )
        call StoreReal( Element_GC, t_s, "DEFPercent", -defpercent )
    endif   
    if defall != 0.0 then
        call ElementBuffUnit( u_s, "Buff:Immunity_All", defall )
        call StoreReal( Element_GC, t_s, "Immunity_All", -defall )
    endif
    if defsome != 0.0 then
        call ElementBuffUnit( u_s, "Buff:Immunity_Some", defsome )
        call StoreReal( Element_GC, t_s, "Immunity_Some", -defsome )
    endif
    call StoreString( Element_GC, t_s, "u_s", u_s )
    call TimerStart( ti, time, false, function ElementUnitBuffTimed_Action )
    set ti = null
    set t_s = null
    set u_s = null
    set id_s = null
endfunction

function Element_RegisterUnitIdTypeInitATT takes integer id, integer element, real ATT returns nothing
    call StoreReal( Element_GC, I2S( id ), "Init:ATT" + I2S( element ), ATT )
endfunction

function Element_RegisterUnitIdTypeInitDEF takes integer id, integer element, real DEF returns nothing
    call StoreReal( Element_GC, I2S( id ), "Init:DEF" + I2S( element ), DEF )
endfunction[/codes]
地图保证是最新的,大家自己看吧~~

ElementSystem.w3x

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参与人数 1威望 +60 收起 理由
kook + 60 A Big One!

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发表于 2009-3-9 15:26:00 | 显示全部楼层
我可以保证会卡,因为我以前做过这种东西。
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 楼主| 发表于 2009-3-9 16:26:25 | 显示全部楼层
问LS,这是为什么?
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发表于 2009-3-9 16:47:20 | 显示全部楼层
这么多缓存啊...不卡么
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 楼主| 发表于 2009-3-9 17:17:57 | 显示全部楼层
~~难不成用数组就高到哪去?~~
恩~~反正做出来了,就不改了。
(我还要忙japi呢~~)
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发表于 2009-3-9 21:23:33 | 显示全部楼层
不是。频繁地写数据非常的慢。。。
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发表于 2009-3-9 21:24:20 | 显示全部楼层
用数组也会卡的
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发表于 2009-3-10 00:07:40 | 显示全部楼层
据说缓存写入速度是读取速度的几十分之一
而缓存的读取速度又是全局变量的几分之一
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发表于 2009-3-10 04:29:44 | 显示全部楼层
缓存只是偶尔会出诡异bug而已
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发表于 2009-3-10 12:02:39 | 显示全部楼层
太偷懒了吧,说是演示,怎么个演示啊~实例啊实例
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发表于 2009-3-10 14:40:48 | 显示全部楼层
..以前也写个属性伤害系统.
但那个是通用性不强 专门写给某地图..

但是不会卡..

话说..当时缓存写的.

接受伤害时 读取绑定的属性 读取属性相克系数什么的  判断伤害比例.
属性写了10几个..可是测试不卡的说``
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发表于 2009-3-10 15:20:43 | 显示全部楼层
读取还好,写会相当的卡
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