我如何将其他类型的动作(状态效果、治疗、状态提升、派对切换)添加到基于回合的系统
How would I add other types of actions(status effects, heal, stat boosts, party switching) to a turn based system
我目前正在尝试实现一些不同的动作而不是攻击,但我想专注于派对功能,看起来像这样,我可以弄清楚我想要的动作类型但我想改变战斗函数以适应可以接受多个动作而不仅仅是攻击的角色
func change_party(inventory,index): # Inventory being if enemy or player
if inventory[index].fainted == false: # Checks if the monster is not dead
var hold = inventory[0] # Holds the first slot and then applys it later to the selected slot
inventory[0] = inventory[index]
inventory[index] = hold
这改变了按钮输入的索引并将其与数组中的第一个插槽交换这是因为第一个插槽是第一个显示的怪物,我也有这个战斗功能:
func _battle():
participants = [player_inventory[0],enemy_inventory[0]]
participants.sort_custom(self, "check_speed")
for attacker in participants:
var player_move = player_inventory[0].move_slot[action_index]
var random_move = randi() % 3 + 1
var enemy_move = attacker.move_slot[0] # Use random_move currently 0
var target = _choose_target(attacker, participants)
if attacker == player_inventory[0]:
yield(attack(attacker, target, player_move), "completed")
else:
yield(attack(attacker, target, enemy_move), "completed")
if player_inventory[0].current_hp <= 0:
player_inventory[0].current_hp = 0
player_inventory[0].fainted = true
Battle_Ui_Updater()
self.current_state = GameState.LOST
return
if enemy_inventory[0].current_hp <= 0:
enemy_inventory[0].current_hp = 0
enemy_inventory[0].fainted = true
Battle_Ui_Updater()
self.current_state = GameState.WON
return
self.current_state = GameState.ACTION
我想到的一个解决方案是尝试将所有操作都放在一个数组中,然后根据输入调用我想要的操作,但我不知道如何使它看起来可读或无错误
在这个函数中,它是如何根据速度决定轮到谁的,但有时我希望玩家先走,例如当我想更换队员时,当玩家更换时我想要敌人开始攻击,但我一直在摸索如何让它改变动作,我知道如果我想让它做其他事情就应该改变攻击功能,但我也希望能够控制谁的回合使用什么类型的动作,如果我没有解释好,我很抱歉,希望你们理解,我不想重复我自己做另一个类似的战斗功能所以我如何避免重复,同时也做我想要?
战斗脚本:
func attack(attacker, target, move):
print(str(attacker.name) + " used " + str(move.name) + " " + str((move)))
var new_text = (attacker.name + " attacked with " + move.name)
text_scroller(new_text)
var data = recieve_damage(move,attacker,target)
#var data = target.take_damage(move,attacker) # Calls the function to take damage
yield(get_tree().create_timer(2), "timeout") #Wait for 2 seconds
Battle_Ui_Updater()
if data:
yield(critical_hit(attacker),"completed")
func critical_hit(attacker):
var new_text = (attacker.name + " has landed a critical hit! ")
text_scroller(new_text)
print(attacker.name + " has landed a critical hit!")
yield(get_tree().create_timer(2.5), "timeout")
func Get_effectiveness(attack_type,defence_type):
if attack_type == TypeData.types.none or defence_type == TypeData.types.none:
return 1
print("row : " + str(attack_type))
print("col : " + str(defence_type))
return TypeData.chart[attack_type][defence_type]
func recieve_damage(action,attacker,defender):
var critical = 1
var critical_chance = randi() % 100 + 1
if critical_chance <= 6.25:
critical = 2
var attack_mode
var defence_mode
if action.is_special == true:
attack_mode = attacker.special_attack
defence_mode = defender.special_defence
else:
attack_mode = attacker.attack
defence_mode = defender.defence
var type : float = Get_effectiveness(action.type,defender.type_1) * Get_effectiveness(action.type,defender.type_2)
var modifier : float = rand_range(0.85,1.0) * type * critical
var a : float = (2.0 * attacker.level / 5.0 + 2.0)
var b : float = (a * attack_mode * action.power / defence_mode) / 50.0
var c : float = (b + 2.0) * modifier
var damage = int(c)
defender.current_hp -= damage
print(str(attacker.name) + " = " + str(damage))
return critical > 1
与当前党员交换:
func change_party(inventory,index):
if inventory[index].fainted == false:
var hold = inventory[0]
inventory[0] = inventory[index]
inventory[index] = hold
print(inventory[0].hp)
Battle_Ui_Updater()
move_ui_updater(player_inventory[0])
yield(get_tree().create_timer(2),"timeout")
我想到了这个:
class_name Task
class Skipper:
signal skip
func emit() -> void:
emit_signal("skip")
var _instance:Object
var _method:String
var _parameters:Array
var _result = null
func _init(instance:Object, method:String, parameters:Array = []) -> void:
_instance = instance
_method = method
_parameters = parameters
func execute():
var instance = _instance
var parameters = _parameters
if instance != null and instance.has_method(_method):
_instance = null
_parameters = []
_result = instance.callv(_method, parameters)
if _result is GDScriptFunctionState && _result.is_valid():
_result = yield(_result, "completed")
return _result
var skipper = Skipper.new()
skipper.call_deferred("emit")
yield(skipper, "skip")
return _result
这就是您初始化它的方式:
var parameters = [player_inventory[0], enemy_inventory[0], player_inventory[0].move_slot[action_index]]
player_action = Task.new(self, "attack", parameters)
这就是您的使用方式:
yield(player_action.execute(), "completed")
这个 class 的新之处在于,无论它调用的方法是否异步,它都是异步的(因此您不必担心它调用的方法是否产生)。无论哪种方式,它都会在它调用的方法完成后完成。它甚至 returns(如果它调用的不是 return 则为 null)!
注意:此代码将memoize结果,并去掉它链接到的参数和实例。随后的执行调用将简单地 return 记忆的结果。这样它就不会意外地持有引用。
我们该怎么做?
好吧,首先,我们使用 callv
通过名称调用带有参数数组的方法。 在 Godot 中有一个 class FuncRef
可以以类似的方式使用。但是,不使用它更方便。
其次,调用异步的东西是 yield(..., "completed")
但我们不知道我们调用的是不是异步的。所以我们检查。如何?如果它是异步的,它实际上 return 是它作为 GDScriptFunctionState
离开执行的状态,所以我们检查它。
如果是GDScriptFunctionState
,那我们就可以用yield(..., "completed")
了。
如果不是。我们需要以某种方式使函数异步。我们将通过使用 call_deferred
发出信号来做到这一点。我决定将其设为内部 class,这样它就不会暴露在脚本之外。
另请注意,代码会检查实例是否不为 null 以及方法是否已通过。但如果没有,它只会 return 它存储的结果。这是记忆机制的一部分,但是,这也意味着如果您传递了错误的实例或写错了方法名称,您将没有任何反馈。
最后,它应该适用于这个版本的 _battle
:
func _battle():
participants = [player_inventory[0],enemy_inventory[0]]
participants.sort_custom(self, "check_speed")
for current_participant in participants:
if current_participant == player_inventory[0]:
yield(player_action.execute(), "completed")
else:
yield(enemy_action.execute(), "completed")
var state = decide_battle_state()
if state != GameState.BATTLE:
self.current_state = state
return
self.current_state = GameState.ACTION
func decide_battle_state():
if check_fainted(player_inventory[0]):
return GameState.LOST
if check_fainted(enemy_inventory[0]):
return GameState.WON
return GameState.BATTLE
func check_fainted(participant) -> bool:
if participant.current_hp > 0:
return false
participant.current_hp = 0
participant.fainted = true
Battle_Ui_Updater()
return true
你可以用 speed
做一个 Task
:
class_name BattleAction extends Task
# warning-ignore:unused_class_variable
var speed
func _init(instance:Object, method:String, parameters:Array = []).(instance, method, parameters) -> void:
pass
然后像这样使用:
var parameters = [player_inventory[0], enemy_inventory[0], player_inventory[0].move_slot[action_index]]
player_action = BattleAction.new(self, "attack", parameters)
player_action.speed = player_inventory[0].speed
最后 _battle
可以看起来像这样:
你的BattleAction
有speed
,你可以这样做:
func _battle():
actions = [player_action, enemy_action]
actions.sort_custom(self, "check_speed")
for action in actions:
yield(action.execute(), "completed")
var state = decide_battle_state()
if state != GameState.BATTLE:
self.current_state = state
return
self.current_state = GameState.ACTION
我目前正在尝试实现一些不同的动作而不是攻击,但我想专注于派对功能,看起来像这样,我可以弄清楚我想要的动作类型但我想改变战斗函数以适应可以接受多个动作而不仅仅是攻击的角色
func change_party(inventory,index): # Inventory being if enemy or player
if inventory[index].fainted == false: # Checks if the monster is not dead
var hold = inventory[0] # Holds the first slot and then applys it later to the selected slot
inventory[0] = inventory[index]
inventory[index] = hold
这改变了按钮输入的索引并将其与数组中的第一个插槽交换这是因为第一个插槽是第一个显示的怪物,我也有这个战斗功能:
func _battle():
participants = [player_inventory[0],enemy_inventory[0]]
participants.sort_custom(self, "check_speed")
for attacker in participants:
var player_move = player_inventory[0].move_slot[action_index]
var random_move = randi() % 3 + 1
var enemy_move = attacker.move_slot[0] # Use random_move currently 0
var target = _choose_target(attacker, participants)
if attacker == player_inventory[0]:
yield(attack(attacker, target, player_move), "completed")
else:
yield(attack(attacker, target, enemy_move), "completed")
if player_inventory[0].current_hp <= 0:
player_inventory[0].current_hp = 0
player_inventory[0].fainted = true
Battle_Ui_Updater()
self.current_state = GameState.LOST
return
if enemy_inventory[0].current_hp <= 0:
enemy_inventory[0].current_hp = 0
enemy_inventory[0].fainted = true
Battle_Ui_Updater()
self.current_state = GameState.WON
return
self.current_state = GameState.ACTION
我想到的一个解决方案是尝试将所有操作都放在一个数组中,然后根据输入调用我想要的操作,但我不知道如何使它看起来可读或无错误
在这个函数中,它是如何根据速度决定轮到谁的,但有时我希望玩家先走,例如当我想更换队员时,当玩家更换时我想要敌人开始攻击,但我一直在摸索如何让它改变动作,我知道如果我想让它做其他事情就应该改变攻击功能,但我也希望能够控制谁的回合使用什么类型的动作,如果我没有解释好,我很抱歉,希望你们理解,我不想重复我自己做另一个类似的战斗功能所以我如何避免重复,同时也做我想要?
战斗脚本:
func attack(attacker, target, move):
print(str(attacker.name) + " used " + str(move.name) + " " + str((move)))
var new_text = (attacker.name + " attacked with " + move.name)
text_scroller(new_text)
var data = recieve_damage(move,attacker,target)
#var data = target.take_damage(move,attacker) # Calls the function to take damage
yield(get_tree().create_timer(2), "timeout") #Wait for 2 seconds
Battle_Ui_Updater()
if data:
yield(critical_hit(attacker),"completed")
func critical_hit(attacker):
var new_text = (attacker.name + " has landed a critical hit! ")
text_scroller(new_text)
print(attacker.name + " has landed a critical hit!")
yield(get_tree().create_timer(2.5), "timeout")
func Get_effectiveness(attack_type,defence_type):
if attack_type == TypeData.types.none or defence_type == TypeData.types.none:
return 1
print("row : " + str(attack_type))
print("col : " + str(defence_type))
return TypeData.chart[attack_type][defence_type]
func recieve_damage(action,attacker,defender):
var critical = 1
var critical_chance = randi() % 100 + 1
if critical_chance <= 6.25:
critical = 2
var attack_mode
var defence_mode
if action.is_special == true:
attack_mode = attacker.special_attack
defence_mode = defender.special_defence
else:
attack_mode = attacker.attack
defence_mode = defender.defence
var type : float = Get_effectiveness(action.type,defender.type_1) * Get_effectiveness(action.type,defender.type_2)
var modifier : float = rand_range(0.85,1.0) * type * critical
var a : float = (2.0 * attacker.level / 5.0 + 2.0)
var b : float = (a * attack_mode * action.power / defence_mode) / 50.0
var c : float = (b + 2.0) * modifier
var damage = int(c)
defender.current_hp -= damage
print(str(attacker.name) + " = " + str(damage))
return critical > 1
与当前党员交换:
func change_party(inventory,index):
if inventory[index].fainted == false:
var hold = inventory[0]
inventory[0] = inventory[index]
inventory[index] = hold
print(inventory[0].hp)
Battle_Ui_Updater()
move_ui_updater(player_inventory[0])
yield(get_tree().create_timer(2),"timeout")
我想到了这个:
class_name Task
class Skipper:
signal skip
func emit() -> void:
emit_signal("skip")
var _instance:Object
var _method:String
var _parameters:Array
var _result = null
func _init(instance:Object, method:String, parameters:Array = []) -> void:
_instance = instance
_method = method
_parameters = parameters
func execute():
var instance = _instance
var parameters = _parameters
if instance != null and instance.has_method(_method):
_instance = null
_parameters = []
_result = instance.callv(_method, parameters)
if _result is GDScriptFunctionState && _result.is_valid():
_result = yield(_result, "completed")
return _result
var skipper = Skipper.new()
skipper.call_deferred("emit")
yield(skipper, "skip")
return _result
这就是您初始化它的方式:
var parameters = [player_inventory[0], enemy_inventory[0], player_inventory[0].move_slot[action_index]]
player_action = Task.new(self, "attack", parameters)
这就是您的使用方式:
yield(player_action.execute(), "completed")
这个 class 的新之处在于,无论它调用的方法是否异步,它都是异步的(因此您不必担心它调用的方法是否产生)。无论哪种方式,它都会在它调用的方法完成后完成。它甚至 returns(如果它调用的不是 return 则为 null)!
注意:此代码将memoize结果,并去掉它链接到的参数和实例。随后的执行调用将简单地 return 记忆的结果。这样它就不会意外地持有引用。
我们该怎么做?
好吧,首先,我们使用 callv
通过名称调用带有参数数组的方法。 在 Godot 中有一个 class FuncRef
可以以类似的方式使用。但是,不使用它更方便。
其次,调用异步的东西是 yield(..., "completed")
但我们不知道我们调用的是不是异步的。所以我们检查。如何?如果它是异步的,它实际上 return 是它作为 GDScriptFunctionState
离开执行的状态,所以我们检查它。
如果是GDScriptFunctionState
,那我们就可以用yield(..., "completed")
了。
如果不是。我们需要以某种方式使函数异步。我们将通过使用 call_deferred
发出信号来做到这一点。我决定将其设为内部 class,这样它就不会暴露在脚本之外。
另请注意,代码会检查实例是否不为 null 以及方法是否已通过。但如果没有,它只会 return 它存储的结果。这是记忆机制的一部分,但是,这也意味着如果您传递了错误的实例或写错了方法名称,您将没有任何反馈。
最后,它应该适用于这个版本的 _battle
:
func _battle():
participants = [player_inventory[0],enemy_inventory[0]]
participants.sort_custom(self, "check_speed")
for current_participant in participants:
if current_participant == player_inventory[0]:
yield(player_action.execute(), "completed")
else:
yield(enemy_action.execute(), "completed")
var state = decide_battle_state()
if state != GameState.BATTLE:
self.current_state = state
return
self.current_state = GameState.ACTION
func decide_battle_state():
if check_fainted(player_inventory[0]):
return GameState.LOST
if check_fainted(enemy_inventory[0]):
return GameState.WON
return GameState.BATTLE
func check_fainted(participant) -> bool:
if participant.current_hp > 0:
return false
participant.current_hp = 0
participant.fainted = true
Battle_Ui_Updater()
return true
你可以用 speed
做一个 Task
:
class_name BattleAction extends Task
# warning-ignore:unused_class_variable
var speed
func _init(instance:Object, method:String, parameters:Array = []).(instance, method, parameters) -> void:
pass
然后像这样使用:
var parameters = [player_inventory[0], enemy_inventory[0], player_inventory[0].move_slot[action_index]]
player_action = BattleAction.new(self, "attack", parameters)
player_action.speed = player_inventory[0].speed
最后 _battle
可以看起来像这样:
你的BattleAction
有speed
,你可以这样做:
func _battle():
actions = [player_action, enemy_action]
actions.sort_custom(self, "check_speed")
for action in actions:
yield(action.execute(), "completed")
var state = decide_battle_state()
if state != GameState.BATTLE:
self.current_state = state
return
self.current_state = GameState.ACTION