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发表于 2007-6-24 17:21:00
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Re:[游戏力量]《连连看》类游戏的数值分析(数值如何和
1.首先,这是一份类《连连看》游戏的数据设定分析,不是《连连看》;
2.即使是随机,在程序实现时仍然需要用代码写下“随机”的方法;
3.下附这款游戏的数据项。
游戏数据设定规格
prefs文件里面保存了大量的游戏数据设定,可以随时修改这个文件中的设定,然后重新启动游戏,数据即可生效。
Prefs文件内容为:
//---------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//
$pref: Tgame::ElapsedUpdateTime = 200;
// Special event defines
$pref::SpecialEvent::EventCount = 5; // 特殊方块的类型数量
// Bomb event
$pref::SpecialEvent::Type[0] = 2; // 类型
$pref::SpecialEvent::Enable[0] = 0; // 是否激活该种特殊方块
$pref::SpecialEvent: robability[0] = 100; // 发生几率
$pref::SpecialEvent::LifeTimeMin[0] = 15000; // 发生后的存在时间
$pref::SpecialEvent::LifeTimeMax[0] = 20000;
$pref::SpecialEvent::ValueMin[0] = 0; // 具体数据
$pref::SpecialEvent::ValueMax[0] = 1;
// Random event
$pref::SpecialEvent::Type[1] = 1;
$pref::SpecialEvent::Enable[1] = 0;
$pref::SpecialEvent::Probability[1] = 40;
$pref::SpecialEvent::LifeTimeMin[1] = 15000;
$pref::SpecialEvent::LifeTimeMax[1] = 20000;
$pref::SpecialEvent::ValueMin[1] = 0;
$pref::SpecialEvent::ValueMax[1] = 1;
// score plus event
$pref::SpecialEvent::Type[2] = 3;
$pref::SpecialEvent::Enable[2] = 1;
$pref::SpecialEvent::Probability[2] = 30;
$pref::SpecialEvent::LifeTimeMin[2] = 15000;
$pref::SpecialEvent::LifeTimeMax[2] = 20000;
$pref::SpecialEvent::ValueMin[2] = 5;
$pref::SpecialEvent::ValueMax[2] = 20;
// slowdown event
$pref::SpecialEvent::Type[3] = 4;
$pref::SpecialEvent::Enable[3] = 1;
$pref::SpecialEvent::Probability[3] = 20;
$pref::SpecialEvent::LifeTimeMin[3] = 15000;
$pref::SpecialEvent::LifeTimeMax[3] = 20000;
$pref::SpecialEvent::ValueMin[3] = 8000;
$pref::SpecialEvent::ValueMax[3] = 10000;
// time stop event
$pref::SpecialEvent::Type[4] = 5;
$pref::SpecialEvent::Enable[4] = 1;
$pref::SpecialEvent::Probability[4] = 20;
$pref::SpecialEvent::LifeTimeMin[4] = 15000;
$pref::SpecialEvent::LifeTimeMax[4] = 20000;
$pref::SpecialEvent::ValueMin[4] = 8000;
$pref::SpecialEvent::ValueMax[4] = 10000;
$pref::LayerDefine::SpecialEvent = 4;
///
/// Link Tile Game rule
///
//////////////////////////////////////////////////////////////////////////////////
/////////////////// 三种难度的数据设定 //////////////////
// Easy Level
$pref::LTLevelEasy::TotalTime = 50000; // 时间槽总时间
$pref::LTLevelEasy::HitTotalTime = 5000; // 连击槽总时间
$pref::LTLevelEasy::TimeIncSpeed = 4000; // 消除一对方块后增加的时间
$pref::LTLevelEasy::HitTimeIncSpeed = 4000;
$pref::LTLevelEasy::BaseScoreUnit = 10; // 消除一对方块后的基本得分
$pref::LTLevelEasy::HitScoreUnit = 5; // 连击奖励分数加权
$pref::LTLevelEasy::LevelFileIndexMin = 0; // 方块排列阵形文件范围(决定方块的排列形状)
$pref::LTLevelEasy::LevelFileIndexMax = 2;
$pref::LTLevelEasy::TileTypeCountMin = 15; // 方块类型数量范围(随机从中挑选)
$pref::LTLevelEasy::TileTypeCountMax = 17;
// Normal Level
$pref::LTLevelNormal::TotalTime = 30000;
$pref::LTLevelNormal::HitTotalTime = 4000;
$pref::LTLevelNormal::TimeIncSpeed = 3500;
$pref::LTLevelNormal::HitTimeIncSpeed = 5000;
$pref::LTLevelNormal::BaseScoreUnit = 15;
$pref::LTLevelNormal::HitScoreUnit = 10;
$pref::LTLevelNormal::LevelFileIndexMin = 3;
$pref::LTLevelNormal::LevelFileIndexMax = 6;
$pref::LTLevelNormal::TileTypeCountMin = 26;
$pref::LTLevelNormal::TileTypeCountMax = 30;
// Hard Level
$pref::LTLevelHard::TotalTime = 25000;
$pref::LTLevelHard::HitTotalTime = 3000;
$pref::LTLevelHard::TimeIncSpeed = 3000;
$pref::LTLevelHard::HitTimeIncSpeed = 4000;
$pref::LTLevelHard::BaseScoreUnit = 20;
$pref::LTLevelHard::HitScoreUnit = 30;
$pref::LTLevelHard::LevelFileIndexMin = 7;
$pref::LTLevelHard::LevelFileIndexMax = 10;
$pref::LTLevelHard::TileTypeCountMin = 32;
$pref::LTLevelHard::TileTypeCountMax = 34;
////////////////////////////////////////////////////////////////////
// Level Define
// 挑战模式不同等级数据设定
////////////////////////////////////////////////////////////////////
// Tile layer filename
// 不同等级的方块排列形状文件
$pref::ChallengeLevel::LevelFile[0] = "LinkTile/Data/tilemaps/TileBoard_level_0.lyr";
$pref::ChallengeLevel::LevelFile[1] = "LinkTile/Data/tilemaps/TileBoard_level_1.lyr";
$pref::ChallengeLevel::LevelFile[2] = "LinkTile/Data/tilemaps/TileBoard_level_2.lyr";
$pref::ChallengeLevel::LevelFile[3] = "LinkTile/Data/tilemaps/TileBoard_level_3.lyr";
$pref::ChallengeLevel::LevelFile[4] = "LinkTile/Data/tilemaps/TileBoard_level_4.lyr";
$pref::ChallengeLevel::LevelFile[5] = "LinkTile/Data/tilemaps/TileBoard_level_5.lyr";
$pref::ChallengeLevel::LevelFile[6] = "LinkTile/Data/tilemaps/TileBoard_level_6.lyr";
$pref::ChallengeLevel::LevelFile[7] = "LinkTile/Data/tilemaps/TileBoard_level_7.lyr";
$pref::ChallengeLevel::LevelFile[8] = "LinkTile/Data/tilemaps/TileBoard_level_8.lyr";
$pref::ChallengeLevel::LevelFile[9] = "LinkTile/Data/tilemaps/TileBoard_level_9.lyr";
$pref::ChallengeLevel::LevelFile[10] = "LinkTile/Data/tilemaps/TileBoard_level_10.lyr";
// Tile type count
// 不同等级的方块种类数量
$pref::ChallengeLevel::TileTypeCount[0] = 15;
$pref::ChallengeLevel::TileTypeCount[1] = 16;
$pref::ChallengeLevel::TileTypeCount[2] = 17;
$pref::ChallengeLevel::TileTypeCount[3] = 18;
$pref::ChallengeLevel::TileTypeCount[4] = 22;
$pref::ChallengeLevel::TileTypeCount[5] = 28;
$pref::ChallengeLevel::TileTypeCount[6] = 26;
$pref::ChallengeLevel::TileTypeCount[7] = 30;
$pref::ChallengeLevel::TileTypeCount[8] = 32;
$pref::ChallengeLevel::TileTypeCount[9] = 32;
$pref::ChallengeLevel::TileTypeCount[10] = 32;
////////////////////////////////////////////////////////////////////
// Challenge Level Data Define
// 挑战模式数据设定
////////////////////////////////////////////////////////////////////
$pref::ChallengeLevel::LevelCount = 11; // 挑战等级数量
// level 0
$pref::ChallengeLevel::TotalTime[0] = 55000; /// 时间槽总时间
$pref::ChallengeLevel::HitTotalTime[0] = 6000; // 连击槽总时间
$pref::ChallengeLevel::TimeIncSpeed[0] = 5000; // 消除一对方块后增加的时间
$pref::ChallengeLevel::HitTimeIncSpeed[0] = 4000;
$pref::ChallengeLevel::BaseScoreUnit[0] = 10; // 消除一对方块后的基本得分
$pref::ChallengeLevel::HitScoreUnit[0] = 5; // 连击奖励分数加权
// level 1
$pref::ChallengeLevel::TotalTime[1] = 50000;
$pref::ChallengeLevel::HitTotalTime[1] = 5500;
$pref::ChallengeLevel::TimeIncSpeed[1] = 4000;
$pref::ChallengeLevel::HitTimeIncSpeed[1] = 4000;
$pref::ChallengeLevel::BaseScoreUnit[1] = 10;
$pref::ChallengeLevel::HitScoreUnit[1] = 5;
// level 2
$pref::ChallengeLevel::TotalTime[2] = 45000;
$pref::ChallengeLevel::HitTotalTime[2] = 5000;
$pref::ChallengeLevel::TimeIncSpeed[2] = 3600;
$pref::ChallengeLevel::HitTimeIncSpeed[2] = 4000;
$pref::ChallengeLevel::BaseScoreUnit[2] = 10;
$pref::ChallengeLevel::HitScoreUnit[2] = 5;
// level 3
$pref::ChallengeLevel::TotalTime[3] = 40000;
$pref::ChallengeLevel::HitTotalTime[3] = 4500;
$pref::ChallengeLevel::TimeIncSpeed[3] = 3600;
$pref::ChallengeLevel::HitTimeIncSpeed[3] = 4000;
$pref::ChallengeLevel::BaseScoreUnit[3] = 15;
$pref::ChallengeLevel::HitScoreUnit[3] = 10;
// level 4
$pref::ChallengeLevel::TotalTime[4] = 35000;
$pref::ChallengeLevel::HitTotalTime[4] = 4000;
$pref::ChallengeLevel::TimeIncSpeed[4] = 3500;
$pref::ChallengeLevel::HitTimeIncSpeed[4] = 4000;
$pref::ChallengeLevel::BaseScoreUnit[4] = 15;
$pref::ChallengeLevel::HitScoreUnit[4] = 10;
// level 5
$pref::ChallengeLevel::TotalTime[5] = 30000;
$pref::ChallengeLevel::HitTotalTime[5] = 4000;
$pref::ChallengeLevel::TimeIncSpeed[5] = 3300;
$pref::ChallengeLevel::HitTimeIncSpeed[5] = 4000;
$pref::ChallengeLevel::BaseScoreUnit[5] = 15;
$pref::ChallengeLevel::HitScoreUnit[5] = 10;
// level 6
$pref::ChallengeLevel::TotalTime[6] = 28000;
$pref::ChallengeLevel::HitTotalTime[6] = 4000;
$pref::ChallengeLevel::TimeIncSpeed[6] = 3000;
$pref::ChallengeLevel::HitTimeIncSpeed[6] = 4000;
$pref::ChallengeLevel::BaseScoreUnit[6] = 15;
$pref::ChallengeLevel::HitScoreUnit[6] = 10;
// level 7
$pref::ChallengeLevel::TotalTime[7] = 28000;
$pref::ChallengeLevel::HitTotalTime[7] = 3000;
$pref::ChallengeLevel::TimeIncSpeed[7] = 3000;
$pref::ChallengeLevel::HitTimeIncSpeed[7] = 4000;
$pref::ChallengeLevel::BaseScoreUnit[7] = 20;
$pref::ChallengeLevel::HitScoreUnit[7] = 30;
// level 8
$pref::ChallengeLevel::TotalTime[8] = 26000;
$pref::ChallengeLevel::HitTotalTime[8] = 3000;
$pref::ChallengeLevel::TimeIncSpeed[8] = 2800;
$pref::ChallengeLevel::HitTimeIncSpeed[8] = 4000;
$pref::ChallengeLevel::BaseScoreUnit[8] = 20;
$pref::ChallengeLevel::HitScoreUnit[8] = 30;
// level 9
$pref::ChallengeLevel::TotalTime[9] = 25000;
$pref::ChallengeLevel::HitTotalTime[9] = 3000;
$pref::ChallengeLevel::TimeIncSpeed[9] = 2700;
$pref::ChallengeLevel::HitTimeIncSpeed[9] = 4000;
$pref::ChallengeLevel::BaseScoreUnit[9] = 20;
$pref::ChallengeLevel::HitScoreUnit[9] = 30;
// level 10
$pref::ChallengeLevel::TotalTime[10] = 23000;
$pref::ChallengeLevel::HitTotalTime[10] = 3000;
$pref::ChallengeLevel::TimeIncSpeed[10] = 2500;
$pref::ChallengeLevel::HitTimeIncSpeed[10] = 4000;
$pref::ChallengeLevel::BaseScoreUnit[10] = 20;
$pref::ChallengeLevel::HitScoreUnit[10] = 30;
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