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一个可以设定角色属性的系统

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发表于 2009-2-1 15:38:25 | 显示全部楼层 |阅读模式
[jass]
//*******************************************************************************
//*                                                                             *
//*                              Unit Properties                                *
//*                                    v.D                                      *
//*                     (because numbers are for ninnies)                       *
//*                                                                             *
//*                            By: Cassiel and Kaz                              *
//*                                                                             *
//*******************************************************************************

//*******************************************************************************
// The ObjectMerger command will automatically generate all the necessary
// abilities for you using the external LUA script, which shouldbe placed in the
// same directory as the map you're installing to. It only needs to be run once.
//
////! external ObjectMerger UnitPropertiesGenerator.lua

library UnitProperties initializer Init
globals

//*******************************************************************************
// Max:     Specifies the highest power of 2 the property ability sets use. A Max
//          of 8 means the system supports values of +/- 511. Higher values
//          requires reconfiguring the system and cannot be automated.
//
// Offset:  Specifies the difference between the + and - abilities for any
//          property.
//
    private constant integer Max      = 8
    private constant integer Offset   = 512

//*******************************************************************************
// These globals reference the starting abilities for properties that use binary
// counting. Changing them means changing the rawcodes of all the abilities the
// system uses for that property. As far as I know this list includes all
// properties that stack linearly and are binary countable.
//
    constant integer Agi              = 'AG+a'
    constant integer Int              = 'IN+a'
    constant integer Str              = 'ST+a'
    constant integer AttackSpeed      = 'AT+a'
    constant integer Armor            = 'AR+a'
    constant integer Damage           = 'DA+a'
    constant integer LifeRegen        = 'LI+a'
    constant integer ManaRegenPercent = 'MR+a'
   
//*******************************************************************************
// These globals reference the starting abilities for properties that use the
// life/mana bug.
//
    constant integer MaxLife          = 'Lif+'
    constant integer MaxMana          = 'Man+'

// ******************************************************************************
// Timer:           Used for any periodic properties that you want/need to
//                  trigger. Static mana gain (as opposed to percentage mana gain)
//                  is included in the system as an example.
//
// pow2:            Powers of 2 up to 30 are calculated and stored in this array at
//                  Init.
//
// UnitProperties:  This array stores the properties struct for each unit that has
//                  it. It and the properties struct are public so that advanced
//                  users have the option of manipulating properties directly
//                  instead of relying on the UnitGet/Set functions.
//
    private timer         Timer       = CreateTimer()
    private integer array pow2
    properties array      UnitProperties
endglobals

struct properties
// ******************************************************************************
// These are the standard properties you would want to manipulate on a given unit
//
    real Agi = 0
    real Int = 0
    real Str = 0
    // real MaxLife  The system uses these properties, but WC3 tracks them on its
    // real MaxMana  own, so the struct does not need them.
    real LifeRegen = 0
    real ManaRegen = 0
    real ManaRegenPercent = 0
    real Armor = 0
    real Damage = 0
    real AttackSpeed = 0
    real MoveSpeed
   
// ******************************************************************************
// These properties are used by the Evasion module, which gives fully dynamic
// control over a unit's chance to evade incoming or miss on outgoing attacks.
//
    unit unit
    real AttackEvasion = 0
    real AttackMiss = 0
   
// ******************************************************************************
// These are examples of additional properties which would require other systems
// to take advantage of.
//
    //real AttackCritical = 0
    //real SpellEvasion = 0
    //real SpellMiss = 0
    //real SpellReflection = 0
    //real SpellCritical = 0
    //real SpellResistance = 0

// ******************************************************************************
// JASS doesn't handle decimal values very well. 1. + .05 = 1.049999952, and
// 1. + .05 - .05 != 1. Thus it is necessary to store the values without decimals
// and then convert them when they they are retrieved.
//
    //real SpellPower = 100
    //real ExpRate = 100
    //real BountyRate = 100
    //real BloodRate = 100

    static method create takes unit u returns properties
        local properties this = properties.allocate()
        set .unit = u
        set .MoveSpeed = GetUnitDefaultMoveSpeed(u)
        return this
    endmethod
   
    method onDestroy takes nothing returns nothing
        set UnitProperties[.unit:Id] = 0
        set .unit = null
    endmethod
endstruct

// ******************************************************************************
// These functions that allow you to retrieve the handle index of a unit. Other
// methods of indexing units, like UnitUserData and HAIL, would also work. This
// method is only viable if you correctly dispose of used handles, so if your
// map suffers from inflated handle indices you should either change
// the "UnitProperties" array above to "UnitProperties[verybignumber]", or use a
// different system. A UnitUserData system is recommended as a replacement
// regardless.
//
// The Id wrapper allows you to retrieve a unit's Id as with:
//
// unit:Id
//
private function H2I takes handle h returns integer
    return h
    return 0
endfunction
function GetUnitId takes unit u returns integer
    return H2I(u)-0x100000
endfunction
struct Id
    static method operator [] takes unit u returns integer
        return H2I(u)-0x100000
    endmethod
endstruct


// ******************************************************************************
// Creates a set of properties for a given unit.
//
function CreateUnitProperties takes unit u returns nothing
    local integer id = u:Id
    if UnitProperties[id] == 0 then
        set UnitProperties[id] = properties.create(u)
    endif
endfunction

//*******************************************************************************
// These are the custom functions that allow you to manipulate specific
// properties. For each property, the macros generate a UnitSet, UnitModify and
// UnitGet function.
//
// UnitSetAgi(u, 10):      This would set a unit's bonus Agility to 10.
//
// UnitModifyAgi(u, 10):   This would add 10 to a unit's bonus Agility. A
//                         negative number could be used to subtract.
//
// UnitGetAgi(u):          This would return a unit's current Agi bonus.
//
// The OperatorWrappers library offers a different interface for those who are
// comfortable with vJASS. More details are available at the top of the library.
//
function UnitModifyMoveSpeed takes unit u, real amount returns nothing
    local properties p = UnitProperties[GetUnitId(u)]
    set p.MoveSpeed = p.MoveSpeed + R2I(amount)
    call SetUnitMoveSpeed(u, p.MoveSpeed)
endfunction

function UnitSetMoveSpeed takes unit u, real amount returns nothing
    local properties p = UnitProperties[GetUnitId(u)]
    set p.MoveSpeed = R2I(amount)
    call SetUnitMoveSpeed(u, p.MoveSpeed)
endfunction

//There's already a native for this, but for the sake of completeness:
function UnitGetMoveSpeed takes unit u returns real
    return UnitProperties[GetUnitId(u)].MoveSpeed
endfunction

// ******************************************************************************
// Periodic properties, like static mana regeneration.
//
//! textmacro UnitSetPeriodic takes member
globals
    private group $member$Group = CreateGroup()
endglobals
function UnitModify$member$ takes unit u, real amount returns nothing
    local properties p = UnitProperties[GetUnitId(u)]
    set p.$member$ = p.$member$ + amount
    if p.$member$ != 0 then
        call GroupAddUnit($member$Group, u)
    else
        call GroupRemoveUnit($member$Group, u)
    endif
endfunction

function UnitSet$member$ takes unit u, real amount returns nothing
    local properties p = UnitProperties[GetUnitId(u)]
    set p.$member$ = amount
    if amount != 0 then
        call GroupAddUnit($member$Group, u)
    else
        call GroupRemoveUnit($member$Group, u)
    endif
endfunction

function UnitGet$member$ takes unit u returns real
    return UnitProperties[GetUnitId(u)].$member$
endfunction
//! endtextmacro
//! runtextmacro UnitSetPeriodic("ManaRegen")

// ******************************************************************************
// Triggered properties like Spell Crits and Spell Evasion use these macros.
//
//! textmacro UnitSetProperty takes member
function UnitModify$member$ takes unit u, real amount returns nothing
    local properties p = UnitProperties[GetUnitId(u)]
    set p.$member$ = p.$member$ + R2I(amount)
endfunction

function UnitSet$member$ takes unit u, real amount returns nothing
    set UnitProperties[GetUnitId(u)].$member$ = R2I(amount)
endfunction

function UnitGet$member$ takes unit u returns real
    return UnitProperties[GetUnitId(u)].$member$
endfunction
//! endtextmacro
//! runtextmacro UnitSetProperty("AttackEvasion")
//! runtextmacro UnitSetProperty("AttackMiss")
////! runtextmacro UnitSetProperty("AttackCritical")
////! runtextmacro UnitSetProperty("SpellCritical")
////! runtextmacro UnitSetProperty("SpellEvasion")
////! runtextmacro UnitSetProperty("SpellMiss")
////! runtextmacro UnitSetProperty("SpellResistance")
////! runtextmacro UnitSetProperty("SpellReflection")

//! textmacro UnitSetPercentageProperty takes member
function UnitModify$member$ takes unit u, real amount returns nothing
    local properties p = UnitProperties[GetUnitId(u)]
    set p.$member$ = p.$member$ + R2I(amount)
endfunction

function UnitSet$member$ takes unit u, real amount returns nothing
    set UnitProperties[GetUnitId(u)].$member$ = R2I(amount)
endfunction

function UnitGet$member$ takes unit u returns real
    return UnitProperties[GetUnitId(u)].$member$
endfunction
//! endtextmacro
////! runtextmacro UnitSetPercentageProperty("SpellPower")
////! runtextmacro UnitSetPercentageProperty("ExpRate")
////! runtextmacro UnitSetPercentageProperty("BountyRate")
////! runtextmacro UnitSetPercentageProperty("BloodRate")

// ******************************************************************************
// Properties that are modified by using a binary count system. This includes
// stats, armor, damage etc.
//
//! textmacro UnitSetBinary takes member
function UnitModify$member$ takes unit u, real amount returns nothing
    local integer i = 1
    local integer e
    local integer a
    local properties p = UnitProperties[GetUnitId(u)]
    local real r = p.$member$
    set p.$member$ = p.$member$ + R2I(amount)
    set amount = R2I(p.$member$)
    loop
        exitwhen i > 1
        if amount >= 0 and r >= 0 then
            set e = $member$
            set r = amount
        elseif amount <= 0 and r <= 0 then
            set e = $member$ + Offset
            set r = -amount
        elseif amount <= 0 and r >= 0 then
            set e = $member$
            set r = 0
            set i = 0
        elseif amount >= 0 and r <= 0 then
            set e = $member$ + Offset
            set r = 0
            set i = 0
        endif
        set a = Max
        loop
            exitwhen a < 0
            if r >= pow2[a] then
                call UnitAddAbility(u, e + a)
                set r = r - pow2[a]
            else
                call UnitRemoveAbility(u, e + a)
            endif
            set a = a - 1
        endloop
        set i = i + 1
    endloop
endfunction

function UnitSet$member$ takes unit u, real amount returns nothing
    local integer i = 1
    local integer e
    local integer a
    local properties p = UnitProperties[GetUnitId(u)]
    local real r = p.$member$
    set p.$member$ = R2I(amount)
    set amount = R2I(p.$member$)
    loop
        exitwhen i > 1
        if amount >= 0 and r >= 0 then
            set e = $member$
            set r = amount
        elseif amount <= 0 and r <= 0 then
            set e = $member$ + Offset
            set r = -amount
        elseif amount <= 0 and r >= 0 then
            set e = $member$
            set r = 0
            set i = 0
        elseif amount >= 0 and r <= 0 then
            set e = $member$ + Offset
            set r = 0
            set i = 0
        endif
        set a = Max
        loop
            exitwhen a < 0
            if r >= pow2[a] then
                call UnitAddAbility(u, e + a)
                set r = r - pow2[a]
            else
                call UnitRemoveAbility(u, e + a)
            endif
            set a = a - 1
        endloop
        set i = i + 1
    endloop
endfunction

function UnitGet$member$ takes unit u returns real
    return UnitProperties[GetUnitId(u)].$member$
endfunction
//! endtextmacro
//! runtextmacro UnitSetBinary("Agi")
//! runtextmacro UnitSetBinary("Int")
//! runtextmacro UnitSetBinary("Str")
//! runtextmacro UnitSetBinary("Damage")
//! runtextmacro UnitSetBinary("Armor")
//! runtextmacro UnitSetBinary("AttackSpeed")
//! runtextmacro UnitSetBinary("LifeRegen")
//! runtextmacro UnitSetBinary("ManaRegenPercent")

// ******************************************************************************
// Modifying max life and mana are special cases, although they could also be
// done using binary counting.
//
//! textmacro UnitSetMaxState takes member, state
function UnitModify$member$ takes unit u, real amount returns nothing
    local integer comp = 100
    local integer i = 4
    local integer abil = $member$
    if amount < 0 then
        set abil = abil + 2
        set amount = RAbsBJ(amount)
    endif
    set amount = R2I(amount)
    loop
        exitwhen i < 2
         if amount >= comp then
            loop
                exitwhen amount < comp
                call UnitAddAbility(u, abil)
                call SetUnitAbilityLevel(u, abil, i)
                call UnitRemoveAbility(u, abil)
                set amount = amount - comp
            endloop
        endif
        set comp = comp / 10
        set i = i - 1
    endloop
endfunction

function UnitSet$member$ takes unit u, real amount returns nothing
    local integer comp = 100
    local integer i = 4
    local integer abil = $member$
    local real r = GetUnitState(u, UNIT_STATE_$state$)
    if amount > r then
        set amount = R2I(amount - r)
    elseif amount < r then
        set amount = R2I(RAbsBJ(r - amount))
        set abil = abil + 2
    endif
    loop
        exitwhen i < 2
         if amount >= comp then
            loop
                exitwhen amount < comp
                call UnitAddAbility(u, abil)
                call SetUnitAbilityLevel(u, abil, i)
                call UnitRemoveAbility(u, abil)
                set amount = amount - comp
            endloop
        endif
        set comp = comp / 10
        set i = i - 1
    endloop
endfunction

function UnitGet$member$ takes unit u returns real
    return GetUnitState(u, UNIT_STATE_MAX_$state$)
endfunction
//! endtextmacro
//! runtextmacro UnitSetMaxState("MaxLife", "LIFE")
//! runtextmacro UnitSetMaxState("MaxMana", "MANA")

// ******************************************************************************
// Refreshes properties for a unit in case a morph ability or something else
// causes them to vanish.
//
function RefreshUnitProperties takes unit u returns nothing
    call UnitModifyAgi(u, 0)
    call UnitModifyInt(u, 0)
    call UnitModifyStr(u, 0)
    call UnitModifyLifeRegen(u, 0)
    call UnitModifyManaRegen(u, 0)
    call UnitModifyManaRegenPercent(u, 0)
    call UnitModifyArmor(u, 0)
    call UnitModifyDamage(u, 0)
    call UnitModifyAttackSpeed(u, 0)
    call UnitModifyMoveSpeed(u, 0)
endfunction

// ******************************************************************************
// Additional periodic properties would be added to the Periodic function and
// would require their own ForGroup.
//
private function UnitAdjustMana takes nothing returns nothing
    local unit u = GetEnumUnit()
    set u:Mana = u:Mana + u:ManaRegen
    set u = null
endfunction

private function Periodic takes nothing returns nothing
    call ForGroup(ManaRegenGroup, function UnitAdjustMana)
endfunction

// ******************************************************************************
// Initialization stores powers of 2 up to 30, starts the periodic timer and
// preloads all property abilities.
//
private function Init takes nothing returns nothing
    local unit u
    local integer exit
    local integer i = 1
    set pow2[0] = 1
    call TimerStart(Timer, 1, true, function Periodic)
    loop
        exitwhen i > 30  // Can't go above 2^30, integer will overflow
        set pow2 = pow2[i - 1] * 2
        set i = i + 1
    endloop
    set u = CreateUnit(Player(14), 'hfoo', 0, 0, 0)
    set i = Agi + Offset
    set exit = i + Max
    loop
        exitwhen i >= exit
        call UnitAddAbility(u, i)
        call UnitRemoveAbility(u, i)
        set i = i + 1
    endloop
    set i = Int
    set exit = i + Max
    loop
        exitwhen i >= exit
        call UnitAddAbility(u, i)
        call UnitRemoveAbility(u, i)
        set i = i + 1
    endloop
    set i = Int + Offset
    set exit = i + Max
    loop
        exitwhen i >= exit
        call UnitAddAbility(u, i)
        call UnitRemoveAbility(u, i)
        set i = i + 1
    endloop
    set i = Str
    set exit = i + Max
    loop
        exitwhen i >= exit
        call UnitAddAbility(u, i)
        call UnitRemoveAbility(u, i)
        set i = i + 1
    endloop
    set i = Str + Offset
    set exit = i + Max
    loop
        exitwhen i >= exit
        call UnitAddAbility(u, i)
        call UnitRemoveAbility(u, i)
        set i = i + 1
    endloop
    set i = AttackSpeed
    set exit = i + Max
    loop
        exitwhen i >= exit
        call UnitAddAbility(u, i)
        call UnitRemoveAbility(u, i)
        set i = i + 1
    endloop
    set i = AttackSpeed + Offset
    set exit = i + Max
    loop
        exitwhen i >= exit
        call UnitAddAbility(u, i)
        call UnitRemoveAbility(u, i)
        set i = i + 1
    endloop
    set i = Armor
    set exit = i + Max
    loop
        exitwhen i >= exit
        call UnitAddAbility(u, i)
        call UnitRemoveAbility(u, i)
        set i = i + 1
    endloop
    set i = Armor + Offset
    set exit = i + Max
    loop
        exitwhen i >= exit
        call UnitAddAbility(u, i)
        call UnitRemoveAbility(u, i)
        set i = i + 1
    endloop
    set i = Damage
    set exit = i + Max
    loop
        exitwhen i >= exit
        call UnitAddAbility(u, i)
        call UnitRemoveAbility(u, i)
        set i = i + 1
    endloop
    set i = Damage + Offset
    set exit = i + Max
    loop
        exitwhen i >= exit
        call UnitAddAbility(u, i)
        call UnitRemoveAbility(u, i)
        set i = i + 1
    endloop
    set i = LifeRegen
    set exit = i + Max
    loop
        exitwhen i >= exit
        call UnitAddAbility(u, i)
        call UnitRemoveAbility(u, i)
        set i = i + 1
    endloop
    set i = LifeRegen + Offset
    set exit = i + Max
    loop
        exitwhen i >= exit
        call UnitAddAbility(u, i)
        call UnitRemoveAbility(u, i)
        set i = i + 1
    endloop
    call UnitAddAbility(u, MaxLife)
    call UnitAddAbility(u, MaxLife+2)
    call UnitAddAbility(u, MaxMana)
    call UnitAddAbility(u, MaxMana+2)
    call UnitRemoveAbility(u, MaxLife)
    call UnitRemoveAbility(u, MaxLife+2)
    call UnitRemoveAbility(u, MaxMana)
    call UnitRemoveAbility(u, MaxMana+2)
    call UnitAddAbility(u, 'Evas')
    call UnitAddAbility(u, 'Evas')
    call KillUnit(u)
    call RemoveUnit(u)
    set u = null
endfunction
endlibrary
[/jass]

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 楼主| 发表于 2009-2-1 15:39:16 | 显示全部楼层
系统的第二部分
[jass]
//*******************************************************************************
// These wrappers use operator overloading to allow a more intuitive syntax than
// UnitSet/Modify/GetProperty():
//
// set Unit:Property = x
// or
// set Property[Unit] = x
//
// To modify a property rather than set it to a specific value:
//
// set Unit:Property = Unit:Property + x
// or
// set Property[Unit] = Property[Unit] + x
//
library OperatorWrappers needs UnitProperties
//! textmacro OperatorWrapper takes name
struct $name$ extends array
    static method operator [] takes unit u returns real
        return UnitGet$name$(u)
    endmethod
    static method operator []= takes unit u, real r returns nothing
        call UnitSet$name$(u, r)
    endmethod
endstruct
//! endtextmacro
//! runtextmacro OperatorWrapper("Agi")
//! runtextmacro OperatorWrapper("Int")
//! runtextmacro OperatorWrapper("Str")
//! runtextmacro OperatorWrapper("LifeRegen")
//! runtextmacro OperatorWrapper("ManaRegen")
//! runtextmacro OperatorWrapper("ManaRegenPercent")
//! runtextmacro OperatorWrapper("Armor")
//! runtextmacro OperatorWrapper("Damage")
//! runtextmacro OperatorWrapper("AttackSpeed")
//! runtextmacro OperatorWrapper("MoveSpeed")
//! runtextmacro OperatorWrapper("AttackEvasion")
//! runtextmacro OperatorWrapper("AttackMiss")
////! runtextmacro OperatorWrapper("AttackCritical")
////! runtextmacro OperatorWrapper("SpellCritical")
////! runtextmacro OperatorWrapper("SpellEvasion")
////! runtextmacro OperatorWrapper("SpellMiss")
////! runtextmacro OperatorWrapper("SpellPower")
////! runtextmacro OperatorWrapper("SpellResistance")
////! runtextmacro OperatorWrapper("SpellReflection")
////! runtextmacro OperatorWrapper("ExpRate")
////! runtextmacro OperatorWrapper("BountyRate")
////! runtextmacro OperatorWrapper("BloodRate")

//! textmacro StateWrapper takes name, type
struct $name$ extends array
    static method operator [] takes unit u returns real
        return GetUnitState(u, UNIT_STATE_$type$)
    endmethod
    static method operator []= takes unit u, real r returns nothing
        call SetUnitState(u, UNIT_STATE_$type$, r)
    endmethod
endstruct
struct Max$name$ extends array
    static method operator [] takes unit u returns real
        return GetUnitState(u, UNIT_STATE_MAX_$type$)
    endmethod
    static method operator []= takes unit u, real r returns nothing
        call UnitSetMax$name$(u, r)
    endmethod
endstruct
//! endtextmacro
//! runtextmacro StateWrapper("Life", "LIFE")
//! runtextmacro StateWrapper("Mana", "MANA")
endlibrary
[/jass]
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 楼主| 发表于 2009-2-1 15:41:04 | 显示全部楼层
改变单位闪避属性的模块
[jass]
//*******************************************************************************
// Note that dynamic Evasion will not work if methods outside of Unit Properties
// are used to modify a unit's attack speed. This is because we need to calculate
// the unit's exact damage point in order for dynamic Evasion to work.
//
library Evasion initializer Init needs UnitProperties, Table
globals
    private constant integer Evasion = 'Evas'
    private HandleTable UnitId
    private trigger Trigger
   
//*******************************************************************************
// Dynamic Evasion requires access to the damage points of all attack-enabled
// units used in a map. This library takes care of things for stock units, and
// has two different options for adding custom units.
//
    private Table DamagePoint
   
//*******************************************************************************
// By default each point of Agi increases a unit's attack speed by 2%. Modify
// this constant accordingly if you use a different value.
//
    private constant integer AgiMod = 2
endglobals

//*******************************************************************************
// Specify the path to your damage points SLK here, if you use one. Note that the
// unitWeapID struct is left public because loaddata will not work if it is
// privatized. For more information on loaddata see the JassHelper documentation.
//
// //! loaddata "Drive:\\Path to SLK\\SLK.slk"
//
struct unitWeapID
    real dmgpt1
   
    static method getFromKey takes integer i returns unitWeapID
        local unitWeapID d = DamagePoint
        if d == 0 then
            set d = unitWeapID.create()
            set DamagePoint = d
        endif
        return d
    endmethod
endstruct

function UnitGetDamagePoint takes unit u returns real
    return unitWeapID.getFromKey(GetUnitTypeId(u)).dmgpt1
endfunction

//*******************************************************************************
// These are wrappers. You should remove them if you have something like CSSafety
// in place.
//
private function NewTimer takes nothing returns timer
    return CreateTimer()
endfunction

private function ReleaseTimer takes timer t returns nothing
    call DestroyTimer(t)
endfunction

//*******************************************************************************
// These functions calculate whether a particular attack should miss and if so
// perform the necessary operations.
//
private function Remove takes nothing returns nothing
    local timer t = GetExpiredTimer()
    call UnitRemoveAbility(UnitProperties[UnitId[t]].unit, Evasion)
    call ReleaseTimer(t)
    set t = null
endfunction

private function Add takes nothing returns nothing
    local timer t = GetExpiredTimer()
    call UnitAddAbility(UnitProperties[UnitId[t]].unit, Evasion)
    call TimerStart(t, 0., false, function Remove)
    set t = null
endfunction

private function Attack takes nothing returns boolean
    local unit attacker = GetAttacker()
    local unit target = GetTriggerUnit()
    local real r
    local timer t
   
    if GetRandomReal(1, 100) < UnitGetAttackMiss(attacker) or GetRandomReal(1, 100) < UnitGetAttackEvasion(target) then
        set t = NewTimer()
        set UnitId[t] = GetUnitId(target)
        set r = (GetHeroAgi(attacker, true) * AgiMod) + UnitGetAttackSpeed(attacker)
        if r > 400 then
            set r = 400
        endif
        set r = UnitGetDamagePoint(attacker) * (100. / (100. + r))
        call TimerStart(t, r, false, function Add)
        set t = null
    endif
   
    set attacker = null
    set target = null
    return false
endfunction

private function Init takes nothing returns nothing
    local integer s
    set UnitId = Table.create()
    set DamagePoint = Table.create()
    set Trigger = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ(Trigger, EVENT_PLAYER_UNIT_ATTACKED)
    call TriggerAddCondition(Trigger, Condition(function Attack))

//*******************************************************************************
// The damage points for all stock units are loaded here. You can add custom
// units manually, or load them from an SLK using the "//! loaddata" command
// (this is a straight cut and paste of the code generated by loaddata on the SLK
// used by ladder maps).
//
//    set s=s__unitWeapID_getFromKey('CUSTOM UNIT')
//    set s__unitWeapID_dmgpt1=DAMAGE POINT
//
    set s=s__unitWeapID_getFromKey('Hamg')
    set s__unitWeapID_dmgpt1=0.55
    set s=s__unitWeapID_getFromKey('Hblm')
    set s__unitWeapID_dmgpt1=0.55
    set s=s__unitWeapID_getFromKey('Hmkg')
    set s__unitWeapID_dmgpt1=0.35
    set s=s__unitWeapID_getFromKey('Hpal')
    set s__unitWeapID_dmgpt1=0.433
//.....................................................
endfunction
endlibrary
[/jass]
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kw 该用户已被删除
发表于 2009-2-9 21:29:50 | 显示全部楼层
提示: 作者被禁止或删除 内容自动屏蔽
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发表于 2009-3-29 18:56:31 | 显示全部楼层
确实强大...
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发表于 2009-3-30 15:16:50 | 显示全部楼层
这个东西还要注册DamagePoint...
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发表于 2009-3-30 15:17:18 | 显示全部楼层
不过我没看懂这个系统能干什么?
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发表于 2009-3-30 18:05:16 | 显示全部楼层
………………
那么多loop,不怕触发器断掉?
那也支持~~
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发表于 2009-3-31 18:05:07 | 显示全部楼层
vjass做的啊~强大~
MS没有用到结构啊~

lz还是介绍一下 这个系统具体是干什么的

cctvfive 在这里出现了~~强大之极~~
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