babygogogo / tinywarsclient Goto Github PK
View Code? Open in Web Editor NEWA turn-based strategy browser game that focuses on highly balanced and customizable multiplayer combat. Based on "Advance Wars" series.
Home Page: https://tinywars.online
A turn-based strategy browser game that focuses on highly balanced and customizable multiplayer combat. Based on "Advance Wars" series.
Home Page: https://tinywars.online
【活跃】Purifier Warmech 14:17:08
@Babygogogo lee已更新,d2d加了10攻防,power加了10防
此贴可以继续探讨Lee是否被加强和加强的细节。
@Babygogogo have been finished coding, waiting for update.
the following maps are still only shows one-side language name:
That was useful for player using english language while 10 english character's is not enough.
such as 螺旋竞技场_IMBA
(10 characters) can description its own idea correctly, while for english, need SpiralColosseum_IMBA
(20 characters).
ui have enough space since english words take half space than chinese characters.
This is a important function for some special rules map like 1vs2 maps
, High Funds maps
, FoW maps
etc.
所有地图的地图属性,增加如下参数:
bool isCustomRule = false // 是否需要加载自定义规则
bool isFool = false // 地图是否拥有战争迷雾
int income = 1000 // 设定每个建筑的收入,默认1000
int weather = avaliableWeather.clear // 设定地图天气
int playerATeam = avaliableTeam.TeamA // 设定玩家A的默认队伍,下面类似
int playerBTeam = avaliableTeam.TeamB
int playerCTeam = avaliableTeam.TeamC
int playerDTeam = avaliableTeam.TeamD
当isCustomRule
被设定为true
时,创建新房间的默认值将读取地图属性中的对应项目进行。如果在地图属性中并未赋值该值,将采用上述记载的默认值。
其中,income
可以改为incomemutiplier
,因为你在tw里是如此实现的
下面的属性是DoR和(或)AWBW所特有的,可以考虑增加。部分需要实现对应功能,此种情况新开issue去完成,不在本issue的讨论范围内。
int days = 0 // 存储天数(完整回合数)的上限,0为无上限
int levelupMax = 3 // 设定晋升等级上限,0为关闭晋升系统
int globalStartFunds = 0 // 全部玩家的起始资金
int[] bannedUnitList = null // 存储在本局对战中不可用的所有单位对应的单位id
int[] bannedCOList = null // 存储在本局对战中不可用的所有CO对应的COid
int[] labUnitList = null // 通过占领特殊建筑`研究所`后可以建造的单位
days
的胜负评判标准:在超过上限后的红方玩家起始回合,通过依次比较城数/单位价值总和判断胜负。亦可直接比较城数,相同视为平局。
当地图中没有研究所建筑时,labUnitList
的效果等同于bannedUnitList
下面的属性是tw所特有的,可以考虑增加。
int moveBouns = 0 // 等价于游戏设定界面的`Movement Bouns`
int attackBouns = 0 // 等价于游戏设定界面的`Offense Bouns`
int visionBouns = 0 // 等价于游戏设定界面的`Vision Bouns`
int startPower = 0 // 等价于游戏设定界面的`inital Energy`
int powerChargeSpeed = 1 // 等价于游戏设定界面的`Energy Growth Multipiler`
下面的属性方便于我对于未来的开发,可以考虑增加,如果难以实现亦可不用增加。
int playerAStartFunds = 0 // 玩家A的起始资金,
int playerBStartFunds = 0 // 与`globalStartFunds`叠加,
int playerCStartFunds = 0 // 下面类似。
int playerDStartFunds = 0
int playerAstartPowercharge = 0 // 玩家A的起始能量,
int playerBstartPowercharge = 0 // 与`startPower`叠加,但不超过上限,
int playerCstartPowercharge = 0 // 下面类似。
int playerDstartPowercharge = 0
设定每个玩家特别的起始资金能够开发出更有效的平衡手段。
而设定每个玩家的起始能量则是为方便RPG与教程进行的设定。
此外,为了便于简化参数数量,可以将对于玩家的针对设定整合在一个数组中,s.t.:int[] playerStartFunds
。
This is a useful function for player who didnt know which map want play, and ladder system
.
It should be discussed , will use same way like babywars use and should map categories
needs to be introduced like AWBW's do.
See also Babygogogo/BabyWars#142 .
A Community suggestion by @Marmaalad
For now there are only 2 COs in tier 0, one of which is underpowered (Grat t0, compared with Caulder t0). We plan to add more COs into tier 0 to make it tier suitable for competition.
In this update we will add/revise the following:
t0 Tabitha coz=0, coz metre: 10/35/70; power metre --/70; d2d: All units in COZ +100/+100; scop: All units +100/+100; A 3-radius missile will be launced at area with most enemy HP/value, dealing 8HP damage to units within
t0 Grat's starting coz will be expanded to 4 (from 2)
If player want watch some certain rounds instead of full replays. that should be useful.
Including random weathers. and it's necessary for CO penny
For balancing, see also Babygogogo/BabyWars#71
Suggest that hidden CO Zone display effect durning COP/SCOP unless this CO have zone relatived skills such as Unit in zone gain +10/+10 durning COP
or CO can still charge durning COP/SCOP
.
Previously CO Zone are disappear by default because none of CO have such ability in DoR and the Zone is hidden by default; in current version, consider ability mentioned above, CO Zone will never disapper, like screenshot shows below:
Zone should be hidden during COP/SCOP if uncessary. because it may let player troubled if his CO D2D ability is still existed. also, if some CO's zone hidden during power while somes are not, player will more easily noticed that he / his enemy actived power, and this power have zone related skills.
@a9977321 giving correct translate text.
on src/utility/Lang.ts , R.0000
- R.0003
untranslate.
Source
Caulder's d2d will be changed from 20/20 to 30/30 to match the level of Forsythe.
Suggestion by Rush_FTK and V. Airfortress
This is important in fog where you can see enemies move through your vision.
Compared with babywars, the terrain image changed in a static way for effective reason.
For game experience, it's a option, to find a way, use animated terrain again.
this update plan provided by @ngc6240
Origional Version:
New Version:
Since currently , every time , there are some players played in server. it's important to have a ingame system to open a windows, tell them something important like server will shutdown. etc.
it will also megred into ingame notification system.
It can also connect with discord webhook, to send message to discord user at the same time.
See also : Babygogogo/BabyWars#43.
其实燃战里实现了TC运载2个单位的功能,并且广受好评。
from @zhaotiantong's suggestion, @3Au's Outback (干涸之境) should be rebalanced:
when you on map selection period, you will see "return main menu"("返回大厅") button.
on old version, that will let you return to menu which can add game/join games.
but now , it will only bring you to return a menu that select signle-player mode or mutiplayer mode.
现在TW中,雾战伤害预览的工作模式为:看到对方有多少塔,伤害预估为多少。目的是不暴露对手拥有的塔数,但会造成大多数情况下,伤害预览的效果失真。
考虑到玩家可以推测出对方拥有的塔数,是否应该建立一个高级选项,令用户可以设定推测对方拥有的塔数以校准伤害预览?
此外,除了可以设定数值,是否有必要增加以下选项?
自动
: 和现有方式一样,看到多少塔算对方有多少加成。
反射
: 和现有方式相反,看不到的塔都视作对手已拥有的。
基于运气的伤害计算
伤害预览是否需要显示运气范围值?称其为“完整”模式,现今的伤害预览称为"简单"模式。
现在的模式下(简单模式),显示2行:
攻:{A}/{C}
反:{D2}/{E}
完整模式下显示三行:
攻:[{A},{B}]/{C}
反O:[{D1},{E1}]/{F}
反I:[{D2},{E2}]/{F}
其中:
{A}
:不带运气的伤害值(或者最小运气的伤害值?不清楚现行的体系){B}
:带最大运气的伤害值{C}
:敌单位剩余血量{D}
: 不带运气反击的伤害值,其中1以A计算反击单位剩余血量,2以B计算反击单位剩余血量。{E}
: 带最大运气反击的伤害值,其中1以A计算反击单位剩余血量,2以B计算反击单位剩余血量。{F}
: 我方单位的血量You can open action menu on demo, like you playing this game. (but can not actually doing action).
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