Introduction to the execution mechanism of the blind box party system
Jul 09 2025
The system has some execution mechanisms in the blind box party game, such as time effect, microcomputer recruitment, character placeholding, etc. Many players are not very clear about these mechanisms. Here is an introduction to the system execution mechanism in the blind box party. Let’s take a look!
Blind box party system execution mechanism
How to take effect on game time
When in the game, there are several search nodes per second, and most of the effects in the game will be performed in this node, including but not limited to: enemy search/control effective/control end/character death elimination placeholder/game timer calculation/damage calculation, etc., and some passive skills (doubted) and mystery can also be effective in this node. In endless modes such as the endless, there are many monsters and the characters in the field will perform enemy searches several times every second (although there are no enemies on the field), so each node will perform a large number of operations, resulting in the delay of the node's operation, and the effect of relying on the game search node will be delayed.
At present, it is known that characters, microcomputers, buildings, scene animations and sound effects will not be stuttered due to the stuttering of the search node.
Role/Miniphone/How to attract enemies
Each entity (character/building/microcomputer) has a set of blacklists and entity tags.
Different entity types will have different entity tags. The blacklist of the blacklist relies on the entity tag to prevent the blacklist. The blacklist of the blacklist can be changed due to various effects, but the entity tag may be something that is difficult to change. The new programmer seems to have no ability to change it.
and enemy building tags, programmers often ignore this tag. The damage caused by buildings with this tag can hit some entities that cannot be attacked.
How to occupy a place in the architectural entity/role
Each building/role entity will have a different occupation level. Entities with the same level will conflict. Entities with different levels can be stacked. Some entities will occupy the occupation level of the base, one-time characters, and pumpkin cover (bear and vegetable dog are not of the same level) characters, and allow entities to take effect on all entities in this cell. If there is no conflict, they will superimpose them. When there is a conflict, the effect of entities with a higher or lower occupation level will be covered according to the occupation level.