学习游戏脚本制作:游戏角色数字随机取名代码

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游戏程序脚本制作教程第课

游戏程序脚本制作教程第课
游戏程序脚本制作教程第课
第㈠节:序言
很多人都或多或少的接触过传奇服务器端脚本文件,也很想自己制作一点脚本来试试,但又不敢乱碰生怕改坏一点东西造成不能运行服务器端,其实“脚本语言“和C语言等等程序语言比起来那真是不值得一提。看完我给大家写的这篇文章后,你就自己偷着做吧...
可以说传奇服务器端所有的重点都集中在\mir200\envir\中,这里面记载着所有服务器要在游戏中表现的东西。在游戏中的npc信息也在其中,npcs.txt文件和merchant.txt文件中记载着npc的名称、出现的地图、坐标、范围和形象代码。你要问两个记载的npc有什么不同?为什么不和在一起算了?我来告诉你,npcs.txt中记载的npc是对话型npc,在进入游戏后,不能够使用@reloadnpc刷新信息的npc。而merchant.txt是交易型和任务型npc,可以使用@reloadnpc刷新信息。但我也做过试验,两种npc互换后也可以使用,好像没有太大的限制。
接着就是#act,如果有人满足了上述条件,那么...我们可以使用一些命令应用于他,比如take拿走他身上的什么东西,mapmove把他移动到什么地图,set赋予他什么函数值等等。这些语句你也可以连着使用。后面也可以跟文字,那么就在传奇里面显示为对话。
下面是#ELSEACT,如果没有满足#if条件的,就不再运行#act后面的指令,直接运行#ELSEACT后面的指令。后面也可以跟文字,那么就在传奇里面显示为对话。
npc脚本分为两种,一种是不做交易的npc,一种是与之交易的npc。我们先来讲不做交易的npc
这类脚本的开头一般以[@main]开头,但并不是必须以他开头,main的英文意思是“主体,主要部分”的意思,所以用他这是个好习惯。
接着就是条件语句#if,和他对应的#act,就是说如果...那么...,我在之前的《脚本语言之不完全公略》一文中提到了一系列的测试语句。#if后面可以跟这个测试语句,比如测试金钱checkgold,测试级别checklevel等等,这些测试语句可以连用,挑选满足这所有值的人。如果你想不要任何条件的话就把他留空,后面直接接#act.

25个PHP游戏编程脚本代码

25个PHP游戏编程脚本代码

25个PHP游戏编程脚本代码清单 1.简单的掷骰器许多游戏和游戏系统都需要骰子。

让我们先从简单的部分入手:掷一个六面骰子。

实际上,滚动一个六面骰子就是从 1 到 6 之间选择一个随机数字。

在PHP 中,这十分简单:echo rand(1,6);。

在许多情况下,这基本上很简单。

但是在处理机率游戏时,我们需要一些更好的实现。

PHP 提供了更好的随机数字生成器:mt_rand()。

在不深入研究两者差别的情况下,可以认为mt_rand 是一个更快、更好的随机数字生成器:echo mt_rand(1,6);。

如果把该随机数字生成器放入函数中,则效果会更好。

清单 1. 使用mt_rand() 随机数字生成器函数function roll () {return mt_rand(1,6);}echo roll();然后可以把需要滚动的骰子类型作为参数传递给函数。

清单 2. 将骰子类型作为参数传递function roll ($sides) {return mt_rand(1,$sides);然后就可以从每个数组中选择一个随机元素:echo $male[array_rand($male)] . ' ' . $last[array_rand($last)];。

要一次性提取多个名称,只需混合数组并根据需要提取。

清单 4. 混合名称数组shuffle($male);shuffle($last);for ($i = 0; $i = 3; $i++) {echo$male[$i] . ' ' . $last[$i];}基于此基本概念,我们可以创建保存名字和姓氏的文本文件。

如果在文本文件的每一行中存放一个名字,则可以轻松地用换行符分隔文件内容以构建源代码数组。

清单 5. 创建名称的文本文件$male = explode('\n', file_get_contents('names.female.txt'));$last = explode('\n', file_get_contents('st.txt'));构建或查找一些好的名字文件(代码归档中附带了一些文件),此后我们绝不再需要为名字烦恼。

Python小游戏代码

Python小游戏代码

Python5个小游戏代码1. 猜数字游戏import randomdef guess_number():random_number = random.randint(1, 100)attempts = 0while True:user_guess = int(input("请输入一个1到100之间的数字:"))attempts += 1if user_guess > random_number:print("太大了,请再试一次!")elif user_guess < random_number:print("太小了,请再试一次!")else:print(f"恭喜你,猜对了!你用了{attempts}次尝试。

")breakguess_number()这个猜数字游戏的规则很简单,程序随机生成一个1到100之间的数字,然后玩家通过输入猜测的数字来与随机数进行比较。

如果猜测的数字大于或小于随机数,程序会给出相应的提示。

直到玩家猜对为止,程序会显示恭喜消息,并告诉玩家猜对所用的尝试次数。

2. 石头、剪刀、布游戏import randomdef rock_paper_scissors():choices = ['石头', '剪刀', '布']while True:user_choice = input("请选择(石头、剪刀、布):")if user_choice not in choices:print("无效的选择,请重新输入!")continuecomputer_choice = random.choice(choices)print(f"你选择了:{user_choice}")print(f"电脑选择了:{computer_choice}")if user_choice == computer_choice:print("平局!")elif (user_choice == '石头' and computer_choice == '剪刀') or \(user_choice == '剪刀' and computer_choice == '布') or \(user_choice == '布' and computer_choice == '石头'):print("恭喜你,你赢了!")else:print("很遗憾,你输了!")play_again = input("再玩一局?(是/否)")if play_again.lower() != "是" and play_again.lower() != "yes":print("游戏结束。

初中Scratch创意编程随机数的应用——点名器的制作课件

初中Scratch创意编程随机数的应用——点名器的制作课件
Scratch创意编程随机数的应用 ——点名神器制作
老师:哪位同学来说一说? 学生:……
一起来看
任务一:
试一试,做一做
PS:时间有限,可以先做5个学号 Nhomakorabea 随机数概念
随机数是一个范围内的数字中随便选 择一个数字。
随机数的特性是后面的数与前面的数 毫无关系。
任务二:
完成50人次班级的点名器制作
想一想…… Wait a minute,
? BUG
电影的结局……
范伟向风险投资家推荐发明,没人感兴趣 几乎沦落破产的他在轮船上要扔那个发明 葛优出现,劝他,表示可以买回他的发明 范伟要200万,葛优只出100万 结果又用分歧终端机分胜负,范伟又输 100万成交 范伟说,我说的是美元 葛优说,我说的是日元。。。。
试一试:
随机数模块可以用于哪些模块的嵌入? 使用随机数模块后会产生什么样的结果?
提示:为了便于比较,可以使用重复执行模块。
其他办法?
说一说: 生活中一些解决分歧或者烦恼的小游戏……

初中编程竞赛题目

初中编程竞赛题目

题目:设计一个简单的猜数字游戏一、题目描述这是一个简单的猜数字游戏。

程序随机选择一个介于1到100之间的整数,并让玩家尝试猜测这个数字。

玩家每次猜测后,程序会告诉他们猜的数字是太大了还是太小了。

玩家有五次机会。

如果玩家在五次之内猜中,他们就赢了。

二、实现细节1. 使用Python编程语言实现。

2. 创建一个名为GuessingGame.py的新文件。

3. 在文件中编写代码来实现游戏。

4. 使用循环结构来实现五次猜测的机会。

5. 使用条件语句来比较玩家的猜测和随机选择的数字。

6. 记录玩家的猜测结果,并在五次机会用完后输出结果。

下面是一个可能的实现:```pythonimport randomdef main():number_to_guess = random.randint(1, 100)guesses = 0attempts = 5correct = Falseprint("欢迎来到猜数字游戏!")print("我已经选择了一个介于1到100之间的数字。

你有五次机会来猜这个数字。

") print("你可以输入你猜测的数字(1-100)或按Q退出游戏。

")while guesses < attempts:user_input = input("请输入你的猜测(或在输入'Q'后结束游戏):")if user_input == 'Q':print("你已经用完了所有机会,正确答案是:" + str(number_to_guess))breakguess = int(user_input)guesses += 1if guess < number_to_guess:print("太小了!再试一次。

")elif guess > number_to_guess:print("太大了!再试一次。

游戏随机名字

游戏随机名字

钟离 宇文 长孙 慕容 鲜于 闾丘 司徒 司空 亓官 司寇 仉督 子车 颛孙 端木 巫马 公西 漆雕 乐正 壤驷 公良 拓拔 夹谷 宰父 谷梁 楚 晋 闫 法 汝 鄢 涂 钦 段干 百里 东郭 南门 呼延 归海 羊舌 微生 岳 帅 缑 亢 况 有 琴 梁丘 左丘 东门 西门 商 牟 佘
德容 德润 德寿 德水 德馨 德曜 德业 德义 德庸 德佑 德宇 德元 德运 德泽 德明 飞昂 飞白 飞飙 飞掣 飞尘 飞沉 飞驰 飞光 飞翰 飞航 飞翮 飞鸿 飞虎 飞捷 飞龙 飞鸾 飞鸣 飞鹏 飞文 飞翔 飞星 飞翼 飞英 飞宇 飞羽 飞雨 飞语 飞跃 飞章 飞舟 丰茂 丰羽 刚豪 刚洁 刚捷 刚毅 高昂 高岑 高畅

觅云
千儿

鹭洋
听安

立轩
凌蝶

金鑫
向露

健柏
从凝

建辉
雨双

鹤轩
依白

昊强
以筠

凡梦
含巧

代丝晓瑶Βιβλιοθήκη 姬远侵忆山

一斩
以莲

一笑
冰海

一刀
盼芙

行天
冰珍

无血
半双

无剑
以冬

无敌
千凝

万怨
笑阳

万天
香菱

万声
友蕊

万恶
若云

万仇
天晴

天问
笑珊
寿
天寿
凡霜

送终
南珍

山河
晓霜

三问
芷云

用Scratch制作小游戏—小鱼猎手

用Scratch制作小游戏—小鱼猎手
这个指令块让小鱼 停止运动,然后离 开舞台的边缘。
17
思考:如何转”
任意旋转 左右翻转
不旋转
19
4、选中小鱼角色,在“控制”按 钮中拖曳“如果……那么……”放到 “重复执行”的指令块里;接着在 “侦测”按钮找到“碰到……”,把 它拖曳到“如果……那么……”当中, 点击下拉菜单,选中“小猫”。
6、点击小绿旗,你就会发 现小猫跟随鼠标在舞台上 四处移动。
7、把“角色1”的重命名 为“小猫”。
8、把小猫大小设为60。
点击小绿旗, 开始玩游戏
点击红色按钮, 结束脚本运行。
命名为小猫
把小猫大小 设为60
9
思考:如何让小猫每次从原位出发?
10
9、选择蓝色“运动”按 钮,拖动“移到x:0 y:0” 指令块到小绿旗下面
7
3、现在选择橙色的“控制” 组按钮,找出“重复执行” 这个指令块。
4、把“重复执行”指令块拖 到中间区域,放到蓝色的指 令块上面,它会把蓝色的指 令块包住。
循环:循环就是一部分不 断重复的代码。“重复执 行”指令块创建了一个会 永远运行下去的循环。
8
5、选择黄色的“事件”组 按钮,寻找一个有小绿旗 标记的指令块。把它拖到 中间,放在脚本的最上面。
如何制作小鱼猎手
1
游戏:小鱼猎手
2
游戏的目标
尽可能多地捕抓各种各样的小鱼。请使用小猫来抓小鱼,但要留心致命的水母。
点击绿旗可以开 始一局新的游戏
点击停止标记, 结束游戏
分数表明你抓 了多少条小鱼
将一幅水下风光的 图片设为游戏场景
抓一条小鱼可 以得一分
不要碰到水母! 一共有3只水母, 它们朝不同的
5
二、编写小猫程序

学习怎么用按键精灵制作游戏辅助——脚本源代码干货分享

学习怎么用按键精灵制作游戏辅助——脚本源代码干货分享

学习怎么用按键精灵制作游戏辅助——脚本源代码干货分享一、用按键精灵确定人物朝向(以剑灵自动寻路为例)的代码在剑灵右上角的小地图里找色/找图,箭头坐标存储在(x1,y1),箭尾坐标存储在(x2,y2) FindColor1200,0,1920,300,"箭头颜色",x1,y1If x1 > 0 And y1> 0 ThenEnd IfFindColor1200,0,1920,300,"箭尾颜色",x2,y2If x1 > 0 And y1> 0 ThenEnd If'计算斜率/正切值斜率= (y1 - y2) / (x1 -x2)'计算角度角度= Atn(斜率)二、用按键精灵解决用户密码泄露问题的代码Function 加解密(源文件, 秘钥)Dim Z, iDim A, B, C加解密= ""If Len(源文件) = 0 Then’如果密码为空,则初始化为空加解密= ""Exit FunctionEnd If'调用Rnd函数使以后Rnd函数所产生的Rnd为相同的伪随机数列Z = Rnd(-秘钥)For i = 1 To Len(源文件)’将密码字符串一个一个字符通过加密,转换成另一个字符C = Mid(源文件, i, 1)A = Asc(C)B = Int(126 * Rnd) And&H7F’这里的&H7F,是指生成的伪随机代码,只取7位,以免数据溢出A = A Xor B’Xor是可逆的,第一次运行时是得到加密后的数据,再运行一次是得到解密后的数据C = Chr(A)加解密= 加解密+ CNextEnd Function举个例子吧~Function 加解密(源文件, 秘钥)Dim Z, iDim A, B, C加解密= ""If Len(源文件) = 0 Then加解密= ""Exit FunctionEnd If'调用Rnd函数使以后Rnd函数所产生的Rnd为相同的伪随机数列Z = Rnd(-密钥)For i = 1 To Len(源文件)C = Mid(源文件, i, 1)A = Asc(C)B = Int(126 * Rnd) And&H7FA = A Xor BC = Chr(A)加解密= 加解密+ CNextEnd FunctionEvent Form1.Load//获取小节名(如"e1df741f-d5ec-4ad7-969d-adb139c6a24f"),同一个Q文件生成的小节名不变a = GetMacroID()//获取到当前脚本/小精灵de ID加密文件=Plugin.File.ReadINI("e1df741f-d5ec-4ad7-969d-adb139c6a24f","Form1 .InputBox2.T ext", ".\uservar.ini")解密文件= 加解密(加密文件, 1234567890)'这里的1234567890是假使的密钥,可以修改,注意保密Form1.InputBox2.T ext = 解密文件End Event//写入密码信息源文件= Form1.InputBox2.T ext加密文件= 加解密(源文件, 1234567890)CallPlugin.File.WriteINI("e1df741f-d5ec-4ad7-969d-adb139c6a24f","Form1.InputBox2.T ext", 加密文件, ".\uservar.ini")//输出信息RunApp "notepad.exe"SayString Form1.InputBox1.T extKeyPress "Enter", 1SayString 源文件三、按键精灵快速排序的代码su = "6|1|2|7|9|3|4|5|10|8"su=Split(su, "|")L = UBound(su)Call ks(0, L)Function ks(L, B)If L > B ThenExit FunctionEnd If //判断数组上标下标是否超出范围i = Lj = Bkey =int( su(L) ) //数组第一位提取作为基数While j>iWhile int ( su(j)) >= key and j > i //要先从最右边开始找找到第一个小于key的数这里添加的j>i的判断是为了防止j的值不断递减导致下标越界j = j - 1WendWhile int (su(i)) <= key and j > i //从最左边开始找找到第一个大于key的数(这里的字符串数组需要转换为数值型)i = i + 1WendIf j>i then // 将和基数key对比得到的两个数对换将大于key的值往右边放小于key的值往左边放T = su(i)su(i) = su(j)su(j) = TEnd IfWend // 这个While 循环当i=j 第一轮比较完退出su(L) = su(i) // 重新设置数组第一个元素为基数su(i) = key// 基数归位(排完一轮之后左边的数<基数<右边的数那么基数就到了排序中它该在的位置。

随机名字

随机名字
操作流程及
界面介绍
说明
姓名框内可以编写姓名,点击<筛子>按钮便可自动生成名姓名。
随机昵称
版本:1.0整理编写:刘鹏创建日期:2014/5/5
版本
修订内容
修订人
修订时间
1.0文档创建Βιβλιοθήκη 刘鹏2014/5/5
设计目的
1、方便玩家起名字,增加游戏便捷性。
活动
基本
随机名字
玩家点击姓名输入框边上的筛子按钮可随机生成简易的名字。
随机的姓名是通过游戏的内的(名)数据库+(姓)数据库随机选取一个单词组成的一个可使用的名字,此名字为账号昵称,可以重复,客户端可独立完成,不需要服务器验证。

TC随机中文名称源代码(游戏角色)_脚本源码专区_TC论坛 - Powered by Discuz!

TC随机中文名称源代码(游戏角色)_脚本源码专区_TC论坛 - Powered by Discuz!
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变量 名字
名字=随机名字.随机()//无参数,默认固定5长度名字 也可以写成 随机名字.随机(5,0) ......
编辑框.设置文本("编辑框0",名字)
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楼主| 发表于 2014-1-20 09:59:56 | 只看该作者 kevinqq 发表于 2014-1-20 09:59
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游戏脚本制作案例

游戏脚本制作案例

第㈠节:序言很多人都或多或少的接触过传奇服务器端脚本文件,也很想自己制作一点脚本来试试,但又不敢乱碰生怕改坏一点东西造成不能运行服务器端,其实“脚本语言“和C语言等等程序语言比起来那真是不值得一提。

看完我给大家写的这篇文章后,你就自己偷着做吧...可以说传奇服务器端所有的重点都集中在\mir200\envir\中,这里面记载着所有服务器要在游戏中表现的东西。

在游戏中的npc信息也在其中,npcs.txt文件和merchant.txt文件中记载着npc的名称、出现的地图、坐标、范围和形象代码。

你要问两个记载的npc有什么不同?为什么不和在一起算了?我来告诉你,npcs.txt 中记载的npc是对话型npc,在进入游戏后,不能够使用@reloadnpc刷新信息的npc。

而merchant.txt是交易型和任务型npc,可以使用@reloadnpc刷新信息。

但我也做过试验,两种npc互换后也可以使用,好像没有太大的限制。

npcs.txt对应的文件在.\npc_def\文件夹中,merchant.txt对应的文件在.\market_def\文件夹中。

你如果要添加npc的时候,要注意npc的文件名,例如你要创建一个超级商人的npc要他出现在比奇省330:330的坐标。

首先你要在.\market_def\文件夹中创建一个文本文件命名为“超级商人-0“(这里你可以使用英文,也可以使用中文,但后面的数字必须要是这个npc出现的地图代码!),然后把你写好的脚本粘贴在里面。

再打开merchant.txt文件,添加以下信息:;调用的文件地图坐标x 坐标y 范围人物代码刷新时间超级商人0 330 330 0 5 0相信大家可以看懂吧,这里面的空格不要紧,没有规定信息之间必须空几格。

人物代码自己换吧,现在的npc 有46种模样。

和脚本的规则一样,这两个文件里面以;开头的行就当作注释部分不做编译。

第㈡节现在步入正题,谈谈脚本的制作,这是这个游戏脚本制作教程最重要的部分。

1000个人名随机生成

1000个人名随机生成

1000个人名随机生成在现代社会中,人名扮演着非常重要的角色。

无论是在日常生活中还是在各类文化创作中,人名都能够直接或间接地反映出一个社会的特点和价值观。

而如何生成合适、有个性的人名也成为了一项有趣的任务。

本文将简要介绍一个生成1000个人名的方法。

生成人名的方法可以使用计算机编程来实现。

首先,我们可以事先准备一些名字的起始音节或字母组合,比如“Ai”、“Bai”、“Chen”等等。

然后,在每个音节或字母组合后面加上一些随机的元音或辅音字母,如“Aiyan”、“Baihua”、“Chendong”等等。

可以额外加上一些特定的后缀,如“jun”、“xian”、“li”等等,以使名字更加丰富多样。

在程序中可以使用随机数生成器来进行人名的生成。

首先,程序会随机选择一个起始音节或字母组合,然后在其后面生成随机的字母序列,长度可以根据需要进行调整。

生成的字母序列可以根据一定的规则进行筛选和排列,以保证生成的名字具有一定的合理性和可读性。

并且在每次生成一个名字后,程序会将该名字存储起来,以避免生成重复的名字。

通过上述方法,可以轻松生成大量的人名。

这些名字在表达个体特点、地域特色和文化背景上都具有一定的随机性和多样性。

同时,由于生成的名字是基于现有的人名音节或字母组合进行的,所以这些名字也能够保持一定的可读性和接受程度。

然而,生成人名只是一个有趣的实例,对于人名的选择和使用还需要遵循一定的规范和原则。

比如,在起名时应该尊重个体的意愿和文化背景,避免使用具有贬义或冒犯性的词语或语音。

同时,为了避免重名或混淆,也应该考虑到名字的独特性和区分度。

总之,生成1000个人名可以通过计算机编程的方式实现。

使用随机数生成器结合现有的人名音节或字母组合,可以生成具有一定合理性和可读性的名字。

然而,在实际应用中,还需要注意遵循一定的选择原则和规范,以确保人名的合适性和文化的尊重。

以上就是本文关于生成1000个人名的简要介绍。

通过计算机编程和一定的原则,我们可以轻松生成大量的人名,并且这些名字具有一定的随机性和多样性。

随机数生成代码

随机数生成代码

随机数⽣成代码随机数:0<=Math.random()<1(1)任意max和min之间取随机整数的公式:var r=Math.floor(Math.random()*(max-min+1)+min)(2)在0~max之间取随机整数:var r=Math.floor(Math.random()*(max+1))1. 取整:(1)Math.ceil(num) 上取整: 只要超过,就取下⼀个整数(2)Math.floor(num) 下取整: 只要超过,就抹掉⼩数部分(3)Math.round(num) 四舍五⼊取整:⼆、注意:(1)Math.floor(num) vs parseInt(str)floor: 参数是number,不能去掉字符串结尾的⾮数字字符parseInt: 参数是字符串,专门去掉字符串结尾的⾮数字字符缺: 强⾏去掉⼩数部分,会导致误差解决: ⾸选parseFloat(2)Math.round(num) VS toFixed(d)round: 必须⽤Math直接调⽤ 缺: 只能取整 优: 返回值: number 可直接算数计算toFixed(d): 可被任意数字类型的值调⽤ 优: 可按任意⼩数位数四舍五⼊(0<=d<=20) 缺: 返回值: string 先转为number再计算(3)⾃定义round⽅法: 可按任意⼩数位数四舍五⼊返回numberfunction round(num,d){ //num* 10的d次⽅ num*=Math.pow(10,d); //对num四舍五⼊取整 num=Math.round(num); //num/ 10的d次⽅ num/=Math.pow(10,d); return num;}应⽤,双⾊球摇号的代码function doubleball(){ var reds=[];//定义空数组reds //反复: 只要reds中少于6个while(reds.length<6){//在1~33之间⽣成⼀个随机整数rvar r=Math.floor(Math.random()*33+1);//遍历reds中每个元素for(var i=0;i<reds.length;i++){//如果reds中当前元素等于r,就退出循环if(reds[i]==r){break;}}//(遍历结束)//如果i等于reds的元素个数,就将r压⼊reds中if(i==reds.length){reds.push(r);}}//(循环结束)//将reds按数字升序排列reds.sort(function(a,b){return a-b});//在1~16之间⽣成⼀个随机整数bluevar blue=Math.floor(Math.random()*16+1);//返回 reds转为字符串拼个| 拼上bluereturn String(reds)+"|"+blue;}document.write("<h1>"+doubleball()+"</h1>");。

按键精灵脚本开发教程:随机数写法

按键精灵脚本开发教程:随机数写法

按键精灵脚本开发教程:随机数写法来源:按键学院【按键精灵】小编今天要分享三种随机数不重复的方法 ~快来围观~常规方法将随机到的数字放到数组里,然后每次随机产生的数字都和数组里已有的数字进行比较,如果有重复的则重新生成。

代码:(生成10个范围在10以内的随机数)Dim TmpDat(10)For i = 0 To 9RandomizeTmpRnd = Int(rnd * 10)For j = 0 To i - 1If TmpDat(j)=TmpRnd Theni = i - 1 : TmpBol = TRUEEnd IfNextIf TmpBol Then TmpBol = False Else TmpDat(i) = TmpRnd : TracePrint TmpRndNext分析:1、Dim TmpDat(10) //例如,需要产生10个不重复的数字,则定义数组,数组元素个数为102、For i = 0 To 9//由于数组的最小下标是从0开始的,所以循环从0开始到9,循环10次3、Randomize //随机函数初始化4、TmpRnd = Int(rnd * 10) //我们生成0-10范围内的数字,便于查看效果5、For j = 0 To i - 1 //再做一次循环,将当前生成的随机数与前面生成的随机数一一进行比较。

例如:i=5,说明之前已经执行过5次,数组TmpDat里已经有了5个元素,它们的下标从0-4 。

当我们想要查看当前随机到的数字有没有重复,就需要和前面的产生的随机数进行比较。

所以从0循环到i-1 ( i 自身就不需要和自身比了,所以这里需要减1,排除自身)。

6、If TmpDat(j)=TmpRnd Then//如果生成的随机数在数组里已经存在i = i - 1 : TmpBol = TRUE//则i的值减去1,并且做一个标记,tmpbol设置为true End If7、If TmpBol Then TmpBol = False Else TmpDat(i) = TmpRnd : TracePrint TmpRnd //如果TmpBol 是真的,说明随机数字重复了,不做赋值判断,将tmpbol的赋值假。

Java随机产生中文昵称

Java随机产生中文昵称

Java随机产⽣中⽂昵称有时候我们注册⼀个⽹站第⼀次登陆系统会产⽣⼀个随机昵称供⽤户选择,在项⽬测试阶段遇到了这个问题,因为注册时没有让⽤户填写昵称,于是找了两种产⽣随机中⽂昵称的⽅法:代码如下package com.util;import java.io.UnsupportedEncodingException;import java.util.HashSet;import java.util.Iterator;import java.util.Random;/*** @Title: randomName* @Description: 随机取名字* @param simple 是否单姓* @param len ⽣成姓名长度* @return String 名字*/public class RandomName {public static void main(String[] args) {/**随机产⽣100个昵称*/HashSet<String> set = new HashSet<String>();for (int i = 0; i < 100; i++) {String chineseName = randomName(true,3);if (!set.contains(chineseName)) {set.add(chineseName);}}Iterator<String> iterator = set.iterator();while (iterator.hasNext()) {System.err.print(iterator.next() + "\n");}}/**⽅法1*/public static String getRandomJianHan(int len) {String randomName = "";for (int i = 0; i < len; i++) {String str = null;int hightPos, lowPos; // 定义⾼低位Random random = new Random();hightPos = (176 + Math.abs(random.nextInt(39))); // 获取⾼位值lowPos = (161 + Math.abs(random.nextInt(93))); // 获取低位值byte[] b = new byte[2];b[0] = (new Integer(hightPos).byteValue());b[1] = (new Integer(lowPos).byteValue());try {str = new String(b, "GBK"); // 转成中⽂} catch (UnsupportedEncodingException ex) {ex.printStackTrace();}randomName += str;}return randomName;}/**⽅法2*/public static String randomName(boolean simple, int len) {String surName[] = { "赵","钱","孙","李","周","吴","郑","王","冯","陈","楮","卫","蒋","沈","韩","杨", "朱","秦","尤","许","何","吕","施","张","孔","曹","严","华","⾦","魏","陶","姜", "戚","谢","邹","喻","柏","⽔","窦","章","云","苏","潘","葛","奚","范","彭","郎", "鲁","韦","昌","马","苗","凤","花","⽅","俞","任","袁","柳","酆","鲍","史","唐", "费","廉","岑","薛","雷","贺","倪","汤","滕","殷","罗","毕","郝","邬","安","常", "乐","于","时","傅","⽪","卞","齐","康","伍","余","元","⼘","顾","孟","平","黄","和","穆","萧","尹","姚","邵","湛","汪","祁","⽑","禹","狄","⽶","贝","明","臧", "计","伏","成","戴","谈","宋","茅","庞","熊","纪","舒","屈","项","祝","董","梁", "杜","阮","蓝","闽","席","季","⿇","强","贾","路","娄","危","江","童","颜","郭", "梅","盛","林","刁","锺","徐","丘","骆","⾼","夏","蔡","⽥","樊","胡","凌","霍", "虞","万","⽀","柯","昝","管","卢","莫","经","房","裘","缪","⼲","解","应","宗", "丁","宣","贲","邓","郁","单","杭","洪","包","诸","左","⽯","崔","吉","钮","龚", "程","嵇","邢","滑","裴","陆","荣","翁","荀","⽺","於","惠","甄","麹","家","封", "芮","羿","储","靳","汲","邴","糜","松","井","段","富","巫","乌","焦","巴","⼸", "牧","隗","⼭","⾕","车","侯","宓","蓬","全","郗","班","仰","秋","仲","伊","宫", "宁","仇","栾","暴","⽢","斜","厉","戎","祖","武","符","刘","景","詹","束","龙", "叶","幸","司","韶","郜","黎","蓟","薄","印","宿","⽩","怀","蒲","邰","从","鄂", "索","咸","籍","赖","卓","蔺","屠","蒙","池","乔","阴","郁","胥","能","苍","双", "闻","莘","党","翟","谭","贡","劳","逄","姬","申","扶","堵","冉","宰","郦","雍", "郤","璩","桑","桂","濮","⽜","寿","通","边","扈","燕","冀","郏","浦","尚","农", "温","别","庄","晏","柴","瞿","阎","充","慕","连","茹","习","宦","艾","鱼","容", "向","古","易","慎","⼽","廖","庾","终","暨","居","衡","步","都","耿","满","弘", "匡","国","⽂","寇","⼴","禄","阙","东","欧","⽎","沃","利","蔚","越","夔","隆", "师","巩","厍","聂","晁","勾","敖","融","冷","訾","⾟","阚","那","简","饶","空", "曾","⽏","沙","乜","养","鞠","须","丰","巢","关","蒯","相","查","后","荆","红", "游","竺","权","逑","盖","益","桓","公","晋","楚","阎","法","汝","鄢","涂","钦", "岳","帅","缑","亢","况","后","有","琴","商","牟","佘","佴","伯","赏","墨","哈", "谯","笪","年","爱","阳","佟"};String doubleSurName[] = {"万俟","司马","上官","欧阳","夏侯","诸葛","闻⼈","东⽅","赫连","皇甫","尉迟","公⽺","澹台","公冶","宗政","濮阳","淳于","单于","太叔","申屠","公孙","仲孙","轩辕","令狐","锺离","宇⽂","长孙","慕容","鲜于","闾丘","司徒","司空","丌官","司寇","仉","督","⼦车","颛孙","端⽊","巫马","公西","漆雕","乐正","壤驷","公良","拓拔","夹⾕","宰⽗","⾕梁","段⼲","百⾥","东郭","南门","呼延","归","海","⽺⾆","微⽣","梁丘","左丘","东门","西门","南宫"};String[] word = {"⼀","⼄","⼆","⼗","丁","⼚","七","⼘","⼈","⼊","⼋","九","⼏","⼉","了","⼒","乃","⼑","⼜", "三","于","⼲","亏","⼠","⼯","⼟","才","⼨","下","⼤","丈","与","万","上","⼩","⼝","⼱","⼭", "千","乞","川","亿","个","勺","久","凡","及","⼣","丸","么","⼴","亡","门","义","之","⼫","⼸", "⼰","已","⼦","卫","也","⼥","飞","刃","习","叉","马","乡","丰","王","井","开","夫","天","⽆", "元","专","云","扎","艺","⽊","五","⽀","厅","不","太","⽝","区","历","尤","友","匹","车","巨", "⽛","屯","⽐","互","切","⽡","⽌","少","⽇","中","冈","贝","内","⽔","见","午","⽜","⼿","⽑", 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根据用户ID生成不重复的最小6位随机邀请码

根据用户ID生成不重复的最小6位随机邀请码

根据⽤户ID⽣成不重复的最⼩6位随机邀请码⽹上看到⼀个例⼦,借鉴修改⼀下实现根据long类型的⽤户ID⽣成6位随机邀请码,并且根据邀请码能算出⽤户ID。

代码如下:/** ⾃定义进制(选择你想要的进制数,不能重复且最好不要0、1这些容易混淆的字符) */private static final char[] r=new char[]{'q', 'w', 'e', '8', 's', '2', 'd', 'z', 'x', '9', 'c', '7', 'p', '5', 'k', '3', 'm', 'j', 'u', 'f', 'r', '4', 'v', 'y', 't', 'n', '6', 'b', 'g', 'h'};/** 定义⼀个字符⽤来补全邀请码长度(该字符前⾯是计算出来的邀请码,后⾯是⽤来补全⽤的) */private static final char b='a';/** 进制长度 */private static final int binLen=r.length;/** 邀请码长度 */private static final int s=6;/*** 根据ID⽣成随机码* @param id ID* @return随机码*/public static String toSerialCode(long id) {char[] buf=new char[32];int charPos=32;while((id / binLen) > 0) {int ind=(int)(id % binLen);buf[--charPos]=r[ind];id /= binLen;}buf[--charPos]=r[(int)(id % binLen)];String str=new String(buf, charPos, (32 - charPos));// 不够长度的⾃动随机补全if(str.length() < s) {StringBuilder sb=new StringBuilder();sb.append(b);Random rnd=new Random();for(int i=1; i < s - str.length(); i++) {sb.append(r[rnd.nextInt(binLen)]);}str+=sb.toString();}return str;}/*** 根据随机码⽣成ID* @param随机码* @return ID*/public static long codeToId(String code) {char chs[]=code.toCharArray();long res=0L;for(int i=0; i < chs.length; i++) {int ind=0;for(int j=0; j < binLen; j++) {if(chs[i] == r[j]) {ind=j;break;}}if(chs[i] == b) {break;}if(i > 0) {res=res * binLen + ind;} else {res=ind;}}return res;}上⾯6位邀请码能表⽰的最⼤ID为728999999(“hhhhhh”),729000000(“wqqqqqq”)就要进位了。

疾风之刃脚本按键精灵自动创建角色

疾风之刃脚本按键精灵自动创建角色

疾风之刃脚本:按键精灵自动创建角色来源:按键学院【按键精灵】上一期院刊中,我们分享了DNF自动登录的思路,以及代码。

今天我们体验下《疾风之刃》的创建角色。

并且附带上,《疾风之刃》自动登录代码。

疾风之刃自动登录《疾风之刃》的自动登录和上一期的DNF的思路流程是一样的,套用进去即可。

创建角色——流程图脚本界面1、Form1.InputBox1 帐号信息。

(帐号多,可使用txt方式记录读取)2、Form1.InputBox2 密码信息。

3、Form1.ListBox1 角色职业信息。

(疾风之刃目前暂时只有四类角色。

)4、Form1.OptionBox1 、Form1.OptionBox1 在该区服是否有创建过角色(如果在该区服是第一次建立角色,选择区服登录游戏之后,播放完游戏动画后会直接跳转到创建角色的界面)(如果在该区服已经建立过角色,选择区服登录游戏之后,会跳转到选频道的界面)在该区服已创建过角色目前疾风之刃有四个大区。

自动登录里,小编做的选区例子选择的是电信一区的幽眠峡谷。

如果之前在这个区服中创建过角色,点击进入游戏,游戏动画播放完之后会进入选频道的界面。

那么,问题来了,播放动画很耗时,跳过动画播放的方法是点击游戏窗口按ESC键。

但是,我们在上期的时候提到过,游戏窗口句柄生成并不代表窗口界面已经完全加载好显示出来了。

所以估摸不好,要在什么时候按下ESC键。

性能不好点的电脑,加载游戏的时候,虽然窗口边缘出来了,但是窗口内里还是空的透明的。

所以通过找窗口标题条的图片也不得行。

例子中,小编没有跳过动画,而是等动画播放完毕。

如果童鞋们有好的解决方法,欢迎跟帖分享~~咱们就开始循环找图,找选频道界面的这个选择频道按钮。

如果找到了,说明动画已经播放完毕。

接着就是绑定窗口了,游戏窗口的类名为"JFZR"我们就用类名来查找窗口。

与登录窗口不同,游戏窗口是支持后台图色模式的,测试发现,dx模式可以截取到后台图色。

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学习游戏脚本制作:游戏角色数字随机取名代码
当我们需要实现自动创建游戏的时候,起名字就成了问题。

怎样才能随机取名既好听又快捷呢?既然说是随机取名,那就少不了随机数的应用~看看数字随机数是如何实现的。

随机数字取名代码:
名字=""
最大数 = 9
最小数 = 1
位数 = 5
Randomize
数组 = "|"
For i = 最小数 To 最大数
数组=数组&i&"|"
Next
While (位数>
随机数 = split(数组, "|">(Int((最大数 - 最小数 + 1> * Rnd + 最小数>>//在数组中取一个随机数b5E2RGbCAP
名字 = 名字 & 随机数
位数=位数-1
Wend
MessageBox 名字
运行结果:
运行了两次,第一次结果为:88363,五位数中8和3都是重复的。

第二次结果为:85336,五位数中3重复了一次。

p1EanqFDPw
随机数字不重复代码:
名字=""
最大数 = 9
最小数 = 1
位数 = 5
Randomize
数组 = "|"
For i = 最小数 To 最大数
数组=数组&i&"|"
Next
While (位数>
随机数 = split(数组, "|">(Int((最大数 - 最小数 + 1> * Rnd + 最小数>>//在数组中取一个随机数DXDiTa9E3d
数组=Replace(数组,"|"&随机数&"|","|"> //将当前取到的随机数从数组中删除,以免下一次取到重复的RTCrpUDGiT 名字 = 名字 & 随机数
最大数=最大数-1
位数=位数-1
Wend
MessageBox 名字
运行结果:
运行了两次,第一次结果为:23597,第二次结果为:37159。

两次
运行结果五位数中没有出现重复的情况5PCzVD7HxA
申明:
所有资料为本人收集整理,仅限个人学习使用,勿做商业用途。

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