- 好友
- 1
- 在线时间
- 0 小时
- 最后登录
- 2024-8-4
随仆
- UID
- 3335850
- 第纳尔
- 115
- 精华
- 0
- 互助
- 3
- 荣誉
- 0
- 贡献
- 0
- 魅力
- 1
- 注册时间
- 2022-3-12
鲜花( 0) 鸡蛋( 0)
|
发表于 2022-12-28 08:00:05
|
显示全部楼层
本帖最后由 不凡教 于 2022-12-28 08:18 编辑
(try_begin),
(gt, ":production", 0), #let's take -20 as the zero production rate, although in actuality production can go lower, representing increased demand
(store_sub, ":input_good_price_slot", ":input_item_no", trade_goods_begin),
(val_add, ":input_good_price_slot", slot_town_trade_good_prices_begin),
(party_get_slot, ":input_price", ":center", ":input_good_price_slot"),
(try_begin),
(is_between, ":center", towns_begin, towns_end),
(val_mul, ":input_price", 4),
(assign, ":number_of_villages", 4),
(try_for_range, ":village_no", villages_begin, villages_end),
(party_slot_eq, ":village_no", slot_village_bound_center, ":center"),
(party_get_slot, ":input_price_at_village", ":village_no", ":input_good_price_slot"),
(val_add, ":input_price", ":input_price_at_village"),
(val_add, ":number_of_villages", 1),
(try_end),
从这里看大概城镇绑定在一起是依靠这个slot值相同
实在不会建议用下面这个,效果差些
(store_faction_of_party, <destination>, <party_id>), #城
(party_set_faction,<destination>,<party_id>),#村(有几个套几个)
#<destination>:变量 例:":var_0"
写在触发器上
|
评分
-
查看全部评分
|