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  鲜花( 45)   鸡蛋( 0)  
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 本帖最后由 黑暗路西法 于 2023-11-18 22:47 编辑  
 
晚上没事写了个脚本写着玩 
这个代码的效果是,每隔一段时间在所有城市刷新最多10队雇佣兵(不一定非要10队,可以自己改),接下来玩家招募时将根据排序依次招募,这个代码的优点是不会被玩家的实时sl影响,而且理论上可以整出很多活(比如随机数判定里嵌随机数,或者random in range) 
 
constant里准备好n个party slot,如果用我这个小改一下就能跑的话就用 
 
slot_town_mercenary_1           = 390 
slot_town_mercenary_2           = 391 
slot_town_mercenary_3           = 392 
slot_town_mercenary_4           = 393 
slot_town_mercenary_5           = 394 
slot_town_mercenary_6           = 395 
slot_town_mercenary_7           = 396 
slot_town_mercenary_8           = 397 
slot_town_mercenary_9           = 398 
slot_town_mercenary_10          = 399 
slot_town_mercenary_end         = 400 
 
主打一个能跑就行 
- ("random_mercenary_team",
 
  
-    [
 
  
-   (try_for_range,":town",towns_begin,towns_end),#巡一遍城市
 
 -    (try_for_range,":team",0,10),
 
 -      (store_add,":slot",slot_town_mercenary_1,":team"),#0到9,slot_town_mercenary_1到slot_town_mercenary_10一共十个槽,0到9各加一次就有了
 
 -      (store_random_in_range,"rand",0,10),
 
 -      (try_begin),
 
 -            (ge,"rand",8),##20%的概率不刷雇佣兵队伍
 
 -            (assign,":msn_pt",0),
 
 -           (else_try),
 
 -        (ge,"rand",7),##10%的概率刷人上人雇佣兵队伍
 
 -            (assign,":msn_pt","pt_人上人"),
 
 -           (else_try),
 
 -        (ge,"rand",4),##30%的概率刷普通雇佣兵队伍
 
 -            (assign,":msn_pt","pt_一般的"),
 
 -           (else_try),
 
 -        ##40%的概率刷低级雇佣兵队伍
 
 -            (assign,":msn_pt","pt_贵物"),
 
 -          (try_end),
 
 -      (party_set_slot,":town",":slot",":msn_pt"),
 
 -    (try_end),
 
 -    #现在十个槽都设置好了,开始去重
 
 -      (try_for_range,":slot",slot_town_mercenary_1,slot_town_mercenary_end), #end是slot_town_mercenary_10后面那个
 
 -       (party_get_slot,":msn_team",":town",":slot"),
 
 -       (gt,":msn_team",0),  #槽有东西
 
 -       (assign, ":end_cond", 1),  #准备无限循环
 
 -       (gt,":slot",slot_town_mercenary_1), #不是一号槽
 
 -       (store_sub,":slot_2",":slot",1), #准备slot2和3
 
 -       (assign,":slot_3",":slot"),
 
 -       (try_for_range, ":unused", 0, ":end_cond"),
 
 -         (party_slot_eq,":town",":slot_2",0),
 
 -         (party_set_slot,":town",":slot_2",":msn_team"),
 
 -         (party_set_slot,":town",":slot_3",0),
 
 -         (val_add, ":end_cond", 1),
 
 -         (val_sub,":slot_2",1),
 
 -                 (gt,":slot_2",slot_town_mercenary_1),
 
 -         (val_sub,":slot_3",1),
 
 -       (else_try), # once more
 
 -         (assign, ":end_cond", 0),
 
 -       (try_end),
 
 -      (try_end),  
 
 -    #现在所有城市都有十个槽的雇佣兵,但不一定有十队
 
 -   (try_end),
 
  
-    ]),
 
  复制代码 然后做个simple trigger定时跑这个代码 
城镇联动的话随便做个选项 
招募佣兵只需要读一下"$g_encountered_party"的slot_town_mercenary_1 就可以了 
然后用(party_add_template, <party_id>, <party_template_id>),把部队模板塞main party里之后再跑一遍去重代码即可 
-      (try_for_range,":slot",slot_town_mercenary_1,slot_town_mercenary_end), #end是slot_town_mercenary_10后面那个
 
 -       (party_get_slot,":msn_team","$g_encountered_party",":slot"),
 
 -       (gt,":msn_team",0),  #槽有东西
 
 -       (assign, ":end_cond", 1),  #准备无限循环
 
 -       (gt,":slot",slot_town_mercenary_1), #不是一号槽
 
 -       (store_sub,":slot_2",":slot",1), #准备slot2和3
 
 -       (assign,":slot_3",":slot"),
 
 -       (try_for_range, ":unused", 0, ":end_cond"),
 
 -         (party_slot_eq,"$g_encountered_party",":slot_2",0),
 
 -         (party_set_slot,"$g_encountered_party",":slot_2",":msn_team"),
 
 -         (party_set_slot,"$g_encountered_party",":slot_3",0),
 
 -         (val_add, ":end_cond", 1),
 
 -         (val_sub,":slot_2",1),
 
 -                 (gt,":slot_2",slot_town_mercenary_1),
 
 -         (val_sub,":slot_3",1),
 
 -       (else_try), # once more
 
 -         (assign, ":end_cond", 0),
 
 -       (try_end),
 
 -      (try_end),  
 
  复制代码 ↑写完了招募之后在执行下面加这个 
不知道具体结构的看我第一个招募帖子 
主攻一个能干大事,不吃sl,可以高效率折腾玩家,若是在刷新的simpletrigger里添加随机因素,更给玩家带来意外惊喜呀 
 
 
 
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鲜花鸡蛋杰喵喵  在2023-11-20 09:13   送朵鲜花  并说:我非常同意你的观点,送朵鲜花鼓励一下  杰喵喵  在2023-11-20 09:13   送朵鲜花  并说:我非常同意你的观点,送朵鲜花鼓励一下   
 
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