本帖最后由 快乐风猫 于 2025-6-16 14:31 编辑
类似于AD1257的附魂,但我目前还没有找到什么方法可以不切屏直接控制场上的agent或troop,所以需要牺牲士兵来继承重生。
类容:玩家被击晕后选取一个士兵继承他的装备继续战斗,只检测玩家自己部队的士兵,盟军排除再外,玩家的人死完了就结束了,不能去操纵盟军这应该很河狸吧
先放代码后续继续完善 ,已经算是简洁的新手代码了,保姆级注释! 这排版真麻烦
module_mission_templates里添加两个新的触发器
- #新的战败检测触发器
- common_detect_conditions_battle_failure = (
- 1, 4, 0,
- [
- (main_hero_fallen),
- (assign, ":youjun", 0), #开始计算我军
- (try_for_agents, ":agent_no"),
- (agent_is_human, ":agent_no"),
- (agent_is_alive,":agent_no"),
- (agent_is_ally, ":agent_no"),
- (agent_get_party_id, ":agent_party", ":agent_no"),
- (eq, ":agent_party", "p_main_party"), #只计算玩家直系部队
- (val_add, ":youjun", 1), #还有剩余的我军
- (try_end),
- (eq, ":youjun", 0), #场内玩家和玩家部队的士兵全部阵亡
- ],
- [
- (str_store_string, s5, "str_retreat"),
- (call_script, "script_simulate_retreat", 10, 20, 1),
- (assign, "$g_battle_result", -1),
- (set_mission_result,-1),
- (call_script, "script_count_mission_casualties_from_agents"),
- (finish_mission,0),
- ])
- #重生触发器
- common_death_rebirth = (
- 1, 3, 0, [(main_hero_fallen),],
- [
- (get_player_agent_no, ":player_agent"),
- (agent_get_team, ":player_team", ":player_agent"),
-
- #开始寻找适合的agent
- (assign, ":new_agent", -1),
- (try_for_agents, ":agent_no"),
- (neq, ":agent_no", ":player_agent"),
- (agent_is_human, ":agent_no"),
- (agent_is_alive, ":agent_no"),
- (agent_is_ally, ":agent_no"),
-
- #双重过滤 过滤玩家组和部队
- (agent_get_team, ":agent_team", ":agent_no"),
- (eq, ":agent_team", ":player_team"),
- (agent_get_party_id, ":agent_party", ":agent_no"),
- (eq, ":agent_party", "p_main_party"),
- (assign, ":new_agent", ":agent_no"), #记录选中的agent
- (try_end),
-
- #有存活的士兵才进行下一步
- (gt, ":new_agent", 0),
-
- (try_begin),
- (set_show_messages, 0),
-
- #清空玩家的所有装备
- (troop_get_inventory_capacity, ":inv_size", "trp_player"),
- (try_for_range, ":i_slot", 0, ":inv_size"),
- (troop_get_inventory_slot, ":all_item", "trp_player", ":i_slot"),
- (gt, ":all_item", 0),
- (troop_remove_item, "trp_player", ":all_item"),
- (try_end),
-
- #继承agent的装备(只继承武器装备,马匹除外)
- (try_for_range, ":slot", 0, 8),
- (agent_get_item_slot, ":item_id", ":new_agent", ":slot"),
- (gt, ":item_id", 0),
- (troop_add_item, "trp_player", ":item_id"),
- (troop_equip_items, "trp_player"),
- (try_end),
-
- #分开处理步兵和骑兵方便处理玩家重生兵种
- #如果agent是骑兵,继承agent的马匹
- (try_begin),
- (agent_get_horse, ":horse", ":new_agent"),
- (gt, ":horse", 0),
- (agent_get_item_id, ":horse_id", ":horse"),
- (gt, ":horse_id", 0),
- (troop_add_item, "trp_player", ":horse_id"),
- (troop_equip_items, "trp_player"),
- (try_end),
-
- #开始重生玩家
- (try_begin),
- (gt, ":horse",0), #骑兵agent处理
- (agent_get_position, pos1, ":new_agent"),
- (set_spawn_position, pos1),
- (agent_get_position, pos2, ":new_agent"),
- (position_move_y, pos2, 999999),
- (agent_set_position, ":horse", pos2),
- (spawn_agent, "trp_player"),
- (else_try),
- (agent_get_position, pos1, ":new_agent"), #步兵agent处理
- (set_spawn_position, pos1),
- (agent_get_position, pos2, ":new_agent"),
- (position_move_y, pos2, 999999),
- (agent_set_position, ":new_agent", pos2),
- (spawn_agent, "trp_player"),
- (try_end),
-
- #继承agent的血量
- (store_agent_hit_points, ":agent_hp", ":new_agent", 0),
- (agent_set_hit_points, reg0, ":agent_hp", 0),
-
- #标记玩家agent(用于统计伤亡信息)
- (agent_set_slot, reg0, slot_agent_troop, 1),
-
- #继承agent的组并操纵玩家
- (agent_set_team, reg0, ":agent_team"),
- (set_player_troop, "trp_player"),
-
- #移除这个agent(防止循环重复)
- (remove_agent, ":new_agent"),
-
- (set_show_messages, 1),
- (try_end),
- ])
复制代码
查找所有这个检测战败的源代码
(1, 4, ti_once, [(main_hero_fallen)],
[
(assign, "$pin_player_fallen", 1),
(str_store_string, s5, "str_retreat"),
(call_script, "script_simulate_retreat", 10, 20, 1),
(assign, "$g_battle_result", -1),
(set_mission_result,-1),
(call_script, "script_count_mission_casualties_from_agents"),
(finish_mission,0)]),
全部替换成
- common_detect_conditions_battle_failure,
- common_death_rebirth,
复制代码
继续查找common_siege_check_defeat_condition = ( 替换整个触发器
- #修改围攻检测失败触发器
- common_siege_check_defeat_condition = (
- 1, 4, ti_once,
- [
- (main_hero_fallen),
- (assign, ":youjun", 0), #开始计算我军
- (try_for_agents, ":agent_no"),
- (agent_is_human, ":agent_no"),
- (agent_is_alive,":agent_no"),
- (agent_get_party_id, ":agent_party", ":agent_no"),
- (eq, ":agent_party", "p_main_party"), #只计算玩家直系部队
- (val_add, ":youjun", 1), #还有活着的我军士兵或者玩家
- (try_end),
- (eq, ":youjun", 0), #场内玩家和玩家部队士兵全部阵亡
- ],
- [
- (assign, "$pin_player_fallen", 1),
- (get_player_agent_no, ":player_agent"),
- (agent_get_team, ":agent_team", ":player_agent"),
- (try_begin),
- (neq, "$attacker_team", ":agent_team"),
- (neq, "$attacker_team_2", ":agent_team"),
- (str_store_string, s5, "str_siege_continues"),
- (call_script, "script_simulate_retreat", 8, 15, 0),
- (else_try),
- (str_store_string, s5, "str_retreat"),
- (call_script, "script_simulate_retreat", 5, 20, 0),
- (try_end),
- (assign, "$g_battle_result", -1),
- (set_mission_result,-1),
- (call_script, "script_count_mission_casualties_from_agents"),
- (finish_mission,0),
- ])
复制代码
查找common_siege_check_defeat_condition, 在下面挨着添加
- 一个新的slot槽 slot_agent_troop = 29
复制代码
module_scripts查找#count and save killed agents in player party, ally parties and enemy parties 把下面的替换成
- #count and save killed agents in player party, ally parties and enemy parties
- (neg|agent_is_alive, ":cur_agent"),
- (agent_get_troop_id, ":agent_troop_id", ":cur_agent"),
- (try_begin),
- (eq, ":agent_party", "p_main_party"),
- (neg|agent_slot_eq, ":cur_agent", slot_agent_troop, 1),#过滤玩家重生agent不分配伤亡
- (party_add_members, "p_player_casualties", ":agent_troop_id", 1),
- (try_begin),
- (agent_is_wounded, ":cur_agent"),
- (neg|agent_slot_eq, ":cur_agent", slot_agent_troop, 1), #过滤玩家重生agent不分配伤亡
- (party_wound_members, "p_player_casualties", ":agent_troop_id", 1),
- (try_end),
- (else_try),
- (agent_is_ally, ":cur_agent"),
- (neg|agent_slot_eq, ":cur_agent", slot_agent_troop, 1),#过滤玩家重生agent不分配伤亡
- (party_add_members, "p_ally_casualties", ":agent_troop_id", 1),
- (try_begin),
- (agent_is_wounded, ":cur_agent"),
- (neg|agent_slot_eq, ":cur_agent", slot_agent_troop, 1),#过滤玩家重生agent不分配伤亡
- (party_wound_members, "p_ally_casualties", ":agent_troop_id", 1),
- (try_end),
- (else_try),
- (neg|agent_slot_eq, ":cur_agent", slot_agent_troop, 1),#过滤玩家重生agent不分配伤亡
- (party_add_members, "p_enemy_casualties", ":agent_troop_id", 1),
- (try_begin),
- (agent_is_wounded, ":cur_agent"),
- (neg|agent_slot_eq, ":cur_agent", slot_agent_troop, 1),#过滤玩家重生agent不分配伤亡
- (party_wound_members, "p_enemy_casualties", ":agent_troop_id", 1),
- (try_end),
- (try_end),
- (try_end),
- ]),
复制代码
补上继承/还原属性、技能、熟练度的东西吧,继承名字/性别也是同样的方法,先储存再使用最后还原,用法都是一样的,但是必须在spawn玩家之前操作这些东西,弊端是触发附魂后不要按C打开角色栏加点,会被吃点
- #储存玩家属性/技能/熟练度
- ("save_initial_values",
- [
- (try_begin),
- (store_skill_level, ":skill_id", "skl_ironflesh", "trp_player"),
- (assign, "$g_player_initial_skill_ironflesh", ":skill_id"),
- (store_skill_level, ":skill_id", "skl_power_strike", "trp_player"),
- (assign, "$g_player_initial_skill_power_strike", ":skill_id"),
- (store_skill_level, ":skill_id", "skl_power_throw", "trp_player"),
- (assign, "$g_player_initial_skill_power_throw", ":skill_id"),
- (store_skill_level, ":skill_id", "skl_power_draw", "trp_player"),
- (assign, "$g_player_initial_skill_power_draw", ":skill_id"),
- (store_skill_level, ":skill_id", "skl_shield", "trp_player"),
- (assign, "$g_player_initial_skill_shield", ":skill_id"),
- (store_skill_level, ":skill_id", "skl_riding", "trp_player"),
- (assign, "$g_player_initial_skill_riding", ":skill_id"),
- (store_skill_level, ":skill_id", "skl_athletics", "trp_player"),
- (assign, "$g_player_initial_skill_athletics", ":skill_id"),
- (store_skill_level, ":skill_id", "skl_horse_archery", "trp_player"),
- (assign, "$g_player_initial_skill_horse_archery", ":skill_id"),
- (try_end),
-
- # 保存武器熟练度
- (try_begin),
- (store_proficiency_level, ":current", "trp_player", wpt_one_handed_weapon),
- (assign, "$g_player_initial_proficiency_one_handed", ":current"),
-
- (store_proficiency_level, ":current", "trp_player", wpt_two_handed_weapon),
- (assign, "$g_player_initial_proficiency_two_handed", ":current"),
-
- (store_proficiency_level, ":current", "trp_player", wpt_polearm),
- (assign, "$g_player_initial_proficiency_polearm", ":current"),
-
- (store_proficiency_level, ":current", "trp_player", wpt_archery),
- (assign, "$g_player_initial_proficiency_archery", ":current"),
-
- (store_proficiency_level, ":current", "trp_player", wpt_crossbow),
- (assign, "$g_player_initial_proficiency_crossbow", ":current"),
-
- (store_proficiency_level, ":current", "trp_player", wpt_throwing),
- (assign, "$g_player_initial_proficiency_throwing", ":current"),
- (try_end),
-
- (try_begin),
- # 力量 (ca_strength)
- (store_attribute_level, ":current", "trp_player", ca_strength),
- (assign, "$g_player_initial_attr_strength", ":current"),
-
- # 敏捷 (ca_agility)
- (store_attribute_level, ":current", "trp_player", ca_agility),
- (assign, "$g_player_initial_attr_agility", ":current"),
-
- # 智力 (ca_intelligence)
- (store_attribute_level, ":current", "trp_player", ca_intelligence),
- (assign, "$g_player_initial_attr_intelligence", ":current"),
-
- # 魅力 (ca_charisma)
- (store_attribute_level, ":current", "trp_player", ca_charisma),
- (assign, "$g_player_initial_attr_charisma", ":current"),
- (try_end),
- ]),
-
-
-
- #继承兵种属性/技能/熟练度
- ("inherit_troop_values",
- [
- (store_script_param_1, ":troop_no"), # 目标兵种ID
-
- (try_begin),
- (store_skill_level, ":skill_id", "skl_ironflesh", "trp_player"),
- (store_skill_level, ":skill_troop", "skl_ironflesh", ":troop_no"),
- (store_sub, ":initial_value", 0, ":skill_id"),
- (troop_raise_skill, "trp_player", "skl_ironflesh", ":initial_value"),
- (troop_raise_skill, "trp_player", "skl_ironflesh", ":skill_troop"),
-
- (store_skill_level, ":skill_id", "skl_power_strike", "trp_player"),
- (store_skill_level, ":skill_troop", "skl_power_strike", ":troop_no"),
- (store_sub, ":initial_value", 0, ":skill_id"),
- (troop_raise_skill, "trp_player", "skl_power_strike", ":initial_value"),
- (troop_raise_skill, "trp_player", "skl_power_strike", ":skill_troop"),
- (store_skill_level, ":skill_id", "skl_power_throw", "trp_player"),
- (store_skill_level, ":skill_troop", "skl_power_throw", ":troop_no"),
- (store_sub, ":initial_value", 0, ":skill_id"),
- (troop_raise_skill, "trp_player", "skl_power_throw", ":initial_value"),
- (troop_raise_skill, "trp_player", "skl_power_throw", ":skill_troop"),
- (store_skill_level, ":skill_id", "skl_power_draw", "trp_player"),
- (store_skill_level, ":skill_troop", "skl_power_draw", ":troop_no"),
- (store_sub, ":initial_value", 0, ":skill_id"),
- (troop_raise_skill, "trp_player", "skl_power_draw", ":initial_value"),
- (troop_raise_skill, "trp_player", "skl_power_draw", ":skill_troop"),
- (store_skill_level, ":skill_id", "skl_shield", "trp_player"),
- (store_skill_level, ":skill_troop", "skl_shield", ":troop_no"),
- (store_sub, ":initial_value", 0, ":skill_id"),
- (troop_raise_skill, "trp_player", "skl_shield", ":initial_value"),
- (troop_raise_skill, "trp_player", "skl_shield", ":skill_troop"),
- (store_skill_level, ":skill_id", "skl_riding", "trp_player"),
- (store_skill_level, ":skill_troop", "skl_riding", ":troop_no"),
- (store_sub, ":initial_value", 0, ":skill_id"),
- (troop_raise_skill, "trp_player", "skl_riding", ":initial_value"),
- (troop_raise_skill, "trp_player", "skl_riding", ":skill_troop"),
- (store_skill_level, ":skill_id", "skl_athletics", "trp_player"),
- (store_skill_level, ":skill_troop", "skl_athletics", ":troop_no"),
- (store_sub, ":initial_value", 0, ":skill_id"),
- (troop_raise_skill, "trp_player", "skl_athletics", ":initial_value"),
- (troop_raise_skill, "trp_player", "skl_athletics", ":skill_troop"),
- (store_skill_level, ":skill_id", "skl_horse_archery", "trp_player"),
- (store_skill_level, ":skill_troop", "skl_horse_archery", ":troop_no"),
- (store_sub, ":initial_value", 0, ":skill_id"),
- (troop_raise_skill, "trp_player", "skl_horse_archery", ":initial_value"),
- (troop_raise_skill, "trp_player", "skl_horse_archery", ":skill_troop"),
- (try_end),
-
- (try_begin),
- (store_proficiency_level, ":troop_current", ":troop_no", wpt_one_handed_weapon),
- (store_proficiency_level, ":current", "trp_player", wpt_one_handed_weapon),
- (store_sub, ":initial_value", 0, ":current"),
- (troop_raise_proficiency_linear, "trp_player", wpt_one_handed_weapon, ":initial_value"),
- (troop_raise_proficiency_linear, "trp_player", wpt_one_handed_weapon, ":troop_current"),
-
- (store_proficiency_level, ":troop_current", ":troop_no", wpt_two_handed_weapon),
- (store_proficiency_level, ":current", "trp_player", wpt_two_handed_weapon),
- (store_sub, ":initial_value", 0, ":current"),
- (troop_raise_proficiency_linear, "trp_player", wpt_two_handed_weapon, ":initial_value"),
- (troop_raise_proficiency_linear, "trp_player", wpt_two_handed_weapon, ":troop_current"),
-
- (store_proficiency_level, ":troop_current", ":troop_no", wpt_polearm),
- (store_proficiency_level, ":current", "trp_player", wpt_polearm),
- (store_sub, ":initial_value", 0, ":current"),
- (troop_raise_proficiency_linear, "trp_player", wpt_polearm, ":initial_value"),
- (troop_raise_proficiency_linear, "trp_player", wpt_polearm, ":troop_current"),
-
- (store_proficiency_level, ":troop_current", ":troop_no", wpt_archery),
- (store_proficiency_level, ":current", "trp_player", wpt_archery),
- (store_sub, ":initial_value", 0, ":current"),
- (troop_raise_proficiency_linear, "trp_player", wpt_archery, ":initial_value"),
- (troop_raise_proficiency_linear, "trp_player", wpt_archery, ":troop_current"),
-
- (store_proficiency_level, ":troop_current", ":troop_no", wpt_crossbow),
- (store_proficiency_level, ":current", "trp_player", wpt_crossbow),
- (store_sub, ":initial_value", 0, ":current"),
- (troop_raise_proficiency_linear, "trp_player", wpt_crossbow, ":initial_value"),
- (troop_raise_proficiency_linear, "trp_player", wpt_crossbow, ":troop_current"),
-
- (store_proficiency_level, ":troop_current", ":troop_no", wpt_throwing),
- (store_proficiency_level, ":current", "trp_player", wpt_throwing),
- (store_sub, ":initial_value", 0, ":current"),
- (troop_raise_proficiency_linear, "trp_player", wpt_throwing, ":initial_value"),
- (troop_raise_proficiency_linear, "trp_player", wpt_throwing, ":troop_current"),
- (try_end),
-
- (try_begin),
- # 力量 (ca_strength)
- (store_attribute_level, ":current", "trp_player", ca_strength),
- (store_attribute_level, ":troop_current", ":troop_no", ca_strength),
- (store_sub, ":initial_value", 0, ":current"),
- (troop_raise_attribute, "trp_player", ca_strength, ":initial_value"),
- (troop_raise_attribute, "trp_player", ca_strength, ":troop_current"),
-
- # 敏捷 (ca_agility)
- (store_attribute_level, ":current", "trp_player", ca_agility),
- (store_attribute_level, ":troop_current", ":troop_no", ca_agility),
- (store_sub, ":initial_value", 0, ":current"),
- (troop_raise_attribute, "trp_player", ca_agility, ":initial_value"),
- (troop_raise_attribute, "trp_player", ca_agility, ":troop_current"),
-
- # 智力 (ca_intelligence)
- (store_attribute_level, ":current", "trp_player", ca_intelligence),
- (store_attribute_level, ":troop_current", ":troop_no", ca_intelligence),
- (store_sub, ":initial_value", 0, ":current"),
- (troop_raise_attribute, "trp_player", ca_intelligence, ":initial_value"),
- (troop_raise_attribute, "trp_player", ca_intelligence, ":troop_current"),
-
- # 魅力 (ca_charisma)
- (store_attribute_level, ":current", "trp_player", ca_charisma),
- (store_attribute_level, ":troop_current", ":troop_no", ca_charisma),
- (store_sub, ":initial_value", 0, ":current"),
- (troop_raise_attribute, "trp_player", ca_charisma, ":initial_value"),
- (troop_raise_attribute, "trp_player", ca_charisma, ":troop_current"),
- (try_end),
-
- ]),
-
-
-
- #恢复玩家属性/技能/熟练度
- ("restore_initial_values",
- [
- (try_begin),
- (store_skill_level, ":skill_id", "skl_ironflesh", "trp_player"),
- (store_sub, ":initial_value", 0, ":skill_id"),
- (troop_raise_skill, "trp_player", "skl_ironflesh", ":initial_value"),
- (troop_raise_skill, "trp_player", "skl_ironflesh", "$g_player_initial_skill_ironflesh"),
-
- (store_skill_level, ":skill_id", "skl_power_strike", "trp_player"),
- (store_sub, ":initial_value", 0, ":skill_id"),
- (troop_raise_skill, "trp_player", "skl_power_strike", ":initial_value"),
- (troop_raise_skill, "trp_player", "skl_power_strike", "$g_player_initial_skill_power_strike"),
-
- (store_skill_level, ":skill_id", "skl_power_throw", "trp_player"),
- (store_sub, ":initial_value", 0, ":skill_id"),
- (troop_raise_skill, "trp_player", "skl_power_throw", ":initial_value"),
- (troop_raise_skill, "trp_player", "skl_power_throw", "$g_player_initial_skill_power_throw"),
-
- (store_skill_level, ":skill_id", "skl_power_draw", "trp_player"),
- (store_sub, ":initial_value", 0, ":skill_id"),
- (troop_raise_skill, "trp_player", "skl_power_draw", ":initial_value"),
- (troop_raise_skill, "trp_player", "skl_power_draw", "$g_player_initial_skill_power_draw"),
-
- (store_skill_level, ":skill_id", "skl_shield", "trp_player"),
- (store_sub, ":initial_value", 0, ":skill_id"),
- (troop_raise_skill, "trp_player", "skl_shield", ":initial_value"),
- (troop_raise_skill, "trp_player", "skl_shield", "$g_player_initial_skill_shield"),
-
- (store_skill_level, ":skill_id", "skl_riding", "trp_player"),
- (store_sub, ":initial_value", 0, ":skill_id"),
- (troop_raise_skill, "trp_player", "skl_riding", ":initial_value"),
- (troop_raise_skill, "trp_player", "skl_riding", "$g_player_initial_skill_riding"),
-
- (store_skill_level, ":skill_id", "skl_athletics", "trp_player"),
- (store_sub, ":initial_value", 0, ":skill_id"),
- (troop_raise_skill, "trp_player", "skl_athletics", ":initial_value"),
- (troop_raise_skill, "trp_player", "skl_athletics", "$g_player_initial_skill_athletics"),
-
- (store_skill_level, ":skill_id", "skl_horse_archery", "trp_player"),
- (store_sub, ":initial_value", 0, ":skill_id"),
- (troop_raise_skill, "trp_player", "skl_horse_archery", ":initial_value"),
- (troop_raise_skill, "trp_player", "skl_horse_archery", "$g_player_initial_skill_horse_archery"),
- (try_end),
-
- (try_begin),
- (store_proficiency_level, ":current", "trp_player", wpt_one_handed_weapon),
- (store_sub, ":initial_value", 0, ":current"),
- (troop_raise_proficiency_linear, "trp_player", wpt_one_handed_weapon, ":initial_value"),
- (troop_raise_proficiency_linear, "trp_player", wpt_one_handed_weapon, "$g_player_initial_proficiency_one_handed"),
-
- (store_proficiency_level, ":current", "trp_player", wpt_two_handed_weapon),
- (store_sub, ":initial_value", 0, ":current"),
- (troop_raise_proficiency_linear, "trp_player", wpt_two_handed_weapon, ":initial_value"),
- (troop_raise_proficiency_linear, "trp_player", wpt_two_handed_weapon, "$g_player_initial_proficiency_two_handed"),
-
- (store_proficiency_level, ":current", "trp_player", wpt_polearm),
- (store_sub, ":initial_value", 0, ":current"),
- (troop_raise_proficiency_linear, "trp_player", wpt_polearm, ":initial_value"),
- (troop_raise_proficiency_linear, "trp_player", wpt_polearm, "$g_player_initial_proficiency_polearm"),
-
- (store_proficiency_level, ":current", "trp_player", wpt_archery),
- (store_sub, ":initial_value", 0, ":current"),
- (troop_raise_proficiency_linear, "trp_player", wpt_archery, ":initial_value"),
- (troop_raise_proficiency_linear, "trp_player", wpt_archery, "$g_player_initial_proficiency_archery"),
-
- (store_proficiency_level, ":current", "trp_player", wpt_crossbow),
- (store_sub, ":initial_value", 0, ":current"),
- (troop_raise_proficiency_linear, "trp_player", wpt_crossbow, ":initial_value"),
- (troop_raise_proficiency_linear, "trp_player", wpt_crossbow, "$g_player_initial_proficiency_crossbow"),
-
- (store_proficiency_level, ":current", "trp_player", wpt_throwing),
- (store_sub, ":initial_value", 0, ":current"),
- (troop_raise_proficiency_linear, "trp_player", wpt_throwing, ":initial_value"),
- (troop_raise_proficiency_linear, "trp_player", wpt_throwing, "$g_player_initial_proficiency_throwing"),
- (try_end),
-
- (try_begin),
- # 力量 (ca_strength)
- (store_attribute_level, ":current", "trp_player", ca_strength),
- (store_sub, ":initial_value", 0, ":current"),
- (troop_raise_attribute, "trp_player", ca_strength, ":initial_value"),
- (troop_raise_attribute, "trp_player", ca_strength, "$g_player_initial_attr_strength"),
-
- # 敏捷 (ca_agility)
- (store_attribute_level, ":current", "trp_player", ca_agility),
- (store_sub, ":initial_value", 0, ":current"),
- (troop_raise_attribute, "trp_player", ca_agility, ":initial_value"),
- (troop_raise_attribute, "trp_player", ca_agility, "$g_player_initial_attr_agility"),
-
- # 智力 (ca_intelligence)
- (store_attribute_level, ":current", "trp_player", ca_intelligence),
- (store_sub, ":initial_value", 0, ":current"),
- (troop_raise_attribute, "trp_player", ca_intelligence, ":initial_value"),
- (troop_raise_attribute, "trp_player", ca_intelligence, "$g_player_initial_attr_intelligence"),
-
- # 魅力 (ca_charisma)
- (store_attribute_level, ":current", "trp_player", ca_charisma),
- (store_sub, ":initial_value", 0, ":current"),
- (troop_raise_attribute, "trp_player", ca_charisma, ":initial_value"),
- (troop_raise_attribute, "trp_player", ca_charisma, "$g_player_initial_attr_charisma"),
- (try_end),
-
- ]),
复制代码
|