标题: 问个超难问题 [打印本页] 作者: 匿名 时间: 2015-1-14 00:27 标题: 问个超难问题 bool CheckCollision(object 1, object 2, flag)
bool CheckCollision(areaid, x1, y1, x2, y2, flag) //好像没有人这么用
Bit 0 - Map non walkable
Bit 1 - LOS blockers, like walls for instance
Bit 2 - Leap blocks, blocks ranged
Bit 3 - Block Player's walk but not Mercenary's walk
Bit 4 - Some doors, entry/exits, a few waypoints. Also seems to have something to do with light.
Bit 5 - Blocks light only, not LOS
Bit 6 - Stuff from catapults in act 5 and poison clouds not
Bit 7 - Players, all players, yourself and others
Bit 8 - NPCs & Monsters (a dot)
Bit 9 - Items
Bit 10 - Objects
Bit 11 - Closed Doors
Bit 12 - NPCs & Monsters (where you collide with them)
Bit 13 - Friendly NPCs
Bit 14
Bit 15 - Dead bodies, tps, most likely interactive non blockers
看了很久也没看懂具体意思,对着脚本例子也不行,能否请高人举例12,说明详细涵义作者: 白色曼陀螺 时间: 2015-1-14 12:59
哦。这个函数我一直也没看明白,你这注解是哪来的?d2bs?作者: 330300508 时间: 2015-1-14 13:46
muddy bot,眼下我已经修改得可以步行并开门跑任何脚本了,试过多次act1和act2关底boss,就是效率比手动低了大约10-20%左右吧,所以想研究下这个函数,避开对无法到达的墙后面的箱子或怪物采取行动以节约时间。
不过对act5那城墙、攻城车据点还是不行,d2nt默认getpath()不算好,经常走到三面都是墙的死胡同出不来。而且,char不攻击那堵住的木门和石块(实际上都是monster,bot最后无路可走也是因为门堵住了确实没有路),每次都是佣兵去打破的,还没弄明白什么原因。最后还是想先解决能否走过去的问题,这个函数似乎避不开了,可总是看不懂。