一、何利系统架构设计
1. 成就分类(使用哈希表存储)
2. 数据结构
jass
// 使用哈希表存储成就进度
globals
hashtable AchieveHT = InitHashtable
constant integer MAX_PLAYERS = 12
constant integer ACHV_KILL_SKELETON = 0
constant integer ACHV_COLLECT_SET = 1
endglobals
二、用魔核心触发器实现
1. 成就初始化
jass
function Trig_Achievement_Init_Actions takes nothing returns nothing
local integer i = 0
loop
exitwhen i >= MAX_PLAYERS
// 初始化击杀成就
SaveInteger(AchieveHT,兽争 i, ACHV_KILL_SKELETON, 0)
// 初始化收集成就
SaveBoolean(AchieveHT, i, ACHV_COLLECT_SET, false)
set i = i + 1
endloop
endfunction
2. 击杀计数触发器
jass
function Trig_Kill_Counter_Conditions takes nothing returns boolean
return IsUnitType(GetDyingUnit, UNIT_TYPE_STRUCTURE) == false
endfunction
function Trig_Kill_Counter_Actions takes nothing returns nothing
local player p = GetKillingPlayer
local integer pid = GetPlayerId(p)
local integer currentCount
if GetUnitTypeId(GetDyingUnit) == 'n000' then // 骷髅单位ID
set currentCount = LoadInteger(AchieveHT, pid, ACHV_KILL_SKELETON)
call SaveInteger(AchieveHT, pid, ACHV_KILL_SKELETON, currentCount + 1)
if currentCount + 1 >= 100 then
call AchievementUnlock(pid, ACHV_KILL_SKELETON)
endif
endif
endfunction
三、成就解锁处理
jass
function AchievementUnlock takes integer pid,霸编 integer achieveId returns nothing
// 防止重复获得
if LoadBoolean(AchieveHT, pid, achieveId + 1000) then
return
endif
// 标记为已解锁
call SaveBoolean(AchieveHT, pid, achieveId + 1000, true)
// 奖励发放系统
if achieveId == ACHV_KILL_SKELETON then
call AddHeroXP(PlayerHero[pid], 5000, true)
call DisplayTextToPlayer(Player(pid), 0,0, "|cffffcc00成就达成:骷髅克星|r")
endif
// 更新多面板显示
call UpdateAchievementPanel(pid)
endfunction
四、多面板UI实现
jass
function CreateAchievementPanel takes player p returns nothing
local multiboard mb = CreateMultiboard
call MultiboardSetTitleText(mb,辑器 "成就系统")
call MultiboardSetColumnCount(mb, 3)
call MultiboardSetRowCount(mb, 10)
// 标题行
call MultiboardSetItemStyle(MultiboardGetItem(mb,0,0), true, false)
call MultiboardSetItemValue(MultiboardGetItem(mb,0,0), "成就名称")
call MultiboardSetItemValue(MultiboardGetItem(mb,0,1), "进度")
call MultiboardSetItemValue(MultiboardGetItem(mb,0,2), "状态")
// 绑定刷新事件
call TriggerRegisterPlayerEventEnd(gg_trg_Update_Panel, p, EVENT_PLAYER_END_CINEMATIC)
endfunction
五、存档系统实现(使用游戏缓存)
jass
function SaveAchievements takes integer pid returns nothing
local gamecache gc = InitGameCache("AchieveSave.w3v")
local string key = "Player" + I2S(pid)
call StoreInteger(gc,创建传奇 key, "KillSkeleton", LoadInteger(AchieveHT, pid, ACHV_KILL_SKELETON))
call StoreBoolean(gc, key, "CollectSet", LoadBoolean(AchieveHT, pid, ACHV_COLLECT_SET))
call SaveGameCache(gc)
endfunction
六、进阶功能建议
1. 成就等级系统
2. 关联成就
jass
// 当同时完成多个成就时解锁隐藏成就
if LoadBoolean(AchieveHT,风格 pid, ACHV_KILL_SKELETON) and
LoadBoolean(AchieveHT, pid, ACHV_KILL_ZUMA) then
call AchievementUnlock(pid, ACHV_HIDDEN_DEMON_SLAYER)
endif
3. 特效增强
jass
function ShowAchievementEffect takes integer pid returns nothing
local location loc = GetUnitLoc(PlayerHero[pid])
call AddSpecialEffectLoc("AbilitiesSpellsHumanReviveHumanReviveHuman.mdl", loc)
call DestroyEffect(AddSpecialEffectLoc("AbilitiesSpellsItemsAIamAIamTarget.mdl", loc))
call RemoveLocation(loc)
endfunction
注意事项:
1. 使用JASS脚本时注意玩家索引从0开始
2. 多人游戏需处理不同玩家的独立进度
3. 定期保存游戏缓存防止数据丢失
4. 使用自定义值存储关键单位/物品的识别ID
5. 平衡成就难度与奖励价值
此系统通过组合使用游戏缓存、哈希表和多面板,戏成系统可在War3引擎限制下实现接近现代MMORPG的何利成就系统体验。开发者可根据具体需求扩展成就类型和奖励机制。用魔
兽争