Изменил(а) на 'Старые наброски поединков'

Ivor Barhansky 2022-02-18 13:06:57 +00:00
parent 14dc0276fa
commit 3ef80e9ba7

@ -39,14 +39,6 @@ if ($comb_act == "magic_attack") {
} }
``` ```
Рассчет рандомного врага с верхней планкой крутизны
1. статы по единице
2. свободные статы = число1
3. `рандом_статM(0,N);` свободные статы = свободные статы - рандом_статM
4. если свободные статы !=0 то `рандом_статM+1(0,N); свободные статы = свободные статы - рандом_статM+1`
повторять один раз на все статы.
## Немного про интуицию ## Немного про интуицию
Everyone takes turn to attack, following a priority queue system. Each unit has a ''priority'' number and a ''speed'' factor that decides when their next turn will be. The idea is each one will have a priority number. Each attack bumps up the attackers priority number to the max and every cycle(meaning every attack scene we perform) we decrease each units priority number with their speed. The unit with the lowest number attacks next. We will use a priority queue to store these information. Everyone takes turn to attack, following a priority queue system. Each unit has a ''priority'' number and a ''speed'' factor that decides when their next turn will be. The idea is each one will have a priority number. Each attack bumps up the attackers priority number to the max and every cycle(meaning every attack scene we perform) we decrease each units priority number with their speed. The unit with the lowest number attacks next. We will use a priority queue to store these information.