一、何利系统架构设计

1. 成就分类(使用哈希表存储)

  • 击杀类(如"击杀100只骷髅")
  • 收集类(如"集齐赤月套装")
  • 挑战类(如"单挑赢祖玛教主")
  • 成长类(如"角色达到40级")
  • 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

  • 青铜/白银/黄金成就分级
  • 动态生成进阶成就(如击杀200/500/1000只)
  • 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