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TA的每日心情 | 开心 2015-12-9 01:09 |
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签到天数: 9 天 连续签到: 1 天 [LV.3]火元素使者
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发表于 2016-3-14 21:06:27
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显示全部楼层
本帖最后由 XEricSin 于 2016-3-16 03:31 编辑
开战时突然增加很多兵力肯定是坑电脑的。如果电脑看城里人多是不会自讨没趣的。我想了下,改成这样,对于平衡可能会好点。不过还是可以在小规模战中赖死电脑。如果楼主还是想弄成自己那样,就自己改相关部分吧。
ZVSE
**守城方每回合可以紧急征召一队城里未招募的士兵,战斗时鼠标点击主箭塔下方
**征召需要花钱,但是战后不保留部队
**v5242 current round summon done
**FU29423-29425
!?BR&v997>-1;
!!VRv5242:S0;
战斗时鼠标点击主箭塔下方,CM触发询问。
!?CM4&v5242=0;
!!CM:A?y1/?y2;
!!FU|y1<610/y2<340/y2>430:E;
检测是否是攻城 防守方是否AI
如果不是攻城则退
如果是AI则退
如果是人则询问是否买部队
!!BA:S?y3 Od/?y4;
!!OW:Iy4/?y5;
!!FU&y3=0:E;
!!FU&y5=1:E;
//setup conversation box//
!!OW:Ry4/0/?y10;
!!OW:Ry4/1/?y11;
!!OW:Ry4/2/?y12;
!!OW:Ry4/3/?y13;
!!OW:Ry4/4/?y14;
!!OW:Ry4/5/?y15;
!!OW:Ry4/6/?y16;
!!VRz1:S^选取你要紧急征召的部队,每回合只能招一支部队,战后不保留。
你当前有:{%Y16黄金},{%Y10木材},{%Y12矿石},
{%Y11水银},{%Y13硫磺},{%Y14水晶},{%Y15宝石}^;
!!VRz2:S^只招未升级生物^;
!!VRz3:S^只招一个生物^;
!!DO29423/0/6/1:P; //setup creatures available
!!IF:G0/1/0/1/2/3/4/5/6/7/8/9/10;
!!VRy8:Sv1&1; //non-upgraded?
!!VRy9:Sv1&2; //single recruit
!!VRy10:Sv1&4; //check single creatures
!!VRy11:Sv1&8;
!!VRy12:Sv1&16;
!!VRy13:Sv1&32;
!!VRy14:Sv1&64;
!!VRy15:Sv1&128;
!!VRy16:Sv1&256;
//从高级到低级检测要招募的生物, 检测费用,决定招募数量,扣除资源和生物
!!CA998:T?y17;
!!if&y16>0:;
!!CA998:B3/43;
!!VRy18:S0;
!!VRy18&1:S1-y8;
!!UN:Ty17/6/y18/?y26; //monster type
!!FU29424:Py26/6/y9; //buy y26 /level 6/single recruit
!!FU:E;
!!en:;
!!if&y15>0:;
!!CA998:B3/42;
!!VRy18:S0;
!!VRy18&1:S1-y8;
!!UN:Ty17/5/y18/?y25; //monster type
!!FU29424:Py25/5/y9; //buy y25
!!FU:E;
!!en:;
!!if&y14>0:;
!!CA998:B3/41;
!!VRy18:S0;
!!VRy18&1:S1-y8;
!!UN:Ty17/4/y18/?y24; //monster type
!!FU29424:Py24/4/y9; //buy y24
!!FU:E;
!!en:;
!!if&y13>0:;
!!CA998:B3/40;
!!VRy18:S0;
!!VRy18&1:S1-y8;
!!UN:Ty17/3/y18/?y23; //monster type
!!FU29424:Py23/3/y9; //buy y23
!!FU:E;
!!en:;
!!if&y12>0:;
!!CA998:B3/39;
!!VRy18:S0;
!!VRy18&1:S1-y8;
!!UN:Ty17/2/y18/?y22; //monster type
!!FU29424:Py22/2/y9; //buy y22
!!FU:E;
!!en:;
!!if&y11>0:;
!!CA998:B3/38;
!!VRy18:S0;
!!VRy18&1:S1-y8;
!!UN:Ty17/1/y18/?y21; //monster type
!!FU29424:Py21/1/y9; //buy y21
!!FU:E;
!!en:;
!!if&y10>0:;
!!CA998:B3/37;
!!VRy18:S0;
!!VRy18&1:S1-y8;
!!UN:Ty17/0/y18/?y20; //monster type
!!FU29424:Py20/0/y9; //buy y20
!!FU:E;
!!en:;
!?FU29423; //编辑对话框生物信息
!!VRy6:S-1;
!!VRy7:S-1;
!!CA998:M1/x16/?y6/?y7;
!!VRy1:Sx16+1;
!!VRy2:Sx16+4;
!!VRzy2:S^招%Y1级生物,共%Y6个,未升级^;
!!VRzy2&y7>0:S^招%Y1级生物,共%Y7个,已升级^;
!?FU29424; //征召怪物编号 x1/等级 x2/x3=是否单招(0 or 2)
!!CA998:O?y4;
!!OW:Ry4/0/?y20; //current resources
!!OW:Ry4/1/?y21;
!!OW:Ry4/2/?y22;
!!OW:Ry4/3/?y23;
!!OW:Ry4/4/?y24;
!!OW:Ry4/5/?y25;
!!OW:Ry4/6/?y26;
!!VRy30:S-1;
!!VRy31:S-1;
!!VRy32:S-1;
!!VRy33:S-1;
!!VRy34:S-1;
!!VRy35:S-1;
!!MA:Cx1/0/?y30; //required resources
!!VRy8&y30>0:S0; //resource id
!!MA&y30=0:Cx1/1/?y31;
!!VRy8&y31>0:S1; //resource id
!!MA&y31=0:Cx1/2/?y32;
!!VRy8&y32>0:S2; //resource id
!!MA&y32=0:Cx1/3/?y33;
!!VRy8&y33>0:S3; //resource id
!!MA&y33=0:Cx1/4/?y34;
!!VRy8&y34>0:S4; //resource id
!!MA&y34=0:Cx1/5/?y35;
!!VRy8&y35>0:S5; //resource id
!!MA:Cx1/6/?y36;
!!VRy9:S30+y8; //index of y variable holding monster resource cost
!!VRy10:S20+y8; //index of y variable holding the resource stock
!!VRy11&yy9>0:Syy10:yy9;//quantity of recruits by resource
!!VRy11&yy9<=0:S10000000;
!!VRy1&y36>0:Sy26:y36; //quantity of recruits by gold
!!VRy1&y36<=0:S10000000;
!!CA998:M1/x2/?y12/?y13; //current reserve
! !IF:M^%Y1 %Y11 %Y12 %Y13^;
!!VRy1&y1>y11:Sy11; //min recruits by resources
!!VRy1&y13<=y12/y1>y12:Sy12; //min recruits by reserve
!!VRy1&y13>y12/y1>y13:Sy13; //min recruits by reserve UP
!!VRy1&x3>0/y1>1:S1; //min recruits by single recruit
!!FU&y1=0:E; //end if no available
!!VRy2:Sy36*y1*-1; //gold cost of recruits
!!VRy3:Syy9*y1*-1; //resources cost
! !IF:M^no=%Y1 g=%Y2 r=%Y3^;
!!OW:Ry4/6/dy2; //deduct resources
!!OW:Ry4/y8/dy3;
!!VRy-1:S0-y1;
!!CA998&y13<=y12:M1/x2/dy-1/d; //reduce reserve
!!CA998&y13>y12:M1/x2/d/dy-1; //reduce reserve UP
!!DO29425/0/8/1:Px1/y1;//place on field
!?FU29425; //召唤怪物 x1=type x2=quantity
!!VRy10&x16=0:S31;
!!VRy10&x16=1:S167;
!!VRy10&x16=2:S65;
!!VRy10&x16=3:S133;
!!VRy10&x16=4:S99;
!!VRy10&x16=5:S47;
!!VRy10&x16=6:S149;
!!VRy10&x16=7:S81;
!!VRy10&x16=8:S115;
!!VRy11:Sy10-1;
!!MA:Xx1/?y1;
!!VRy1:&1;//double wide?
!!BU:Oy10/?y2 Ey10/?y3; //this grid occupied?
!!VRy6:Sy2 &4; //quick sand
!!VRy7:Sy2 &8; //mine
!!BU:Oy11/?y4 Ey11/?y5; //prev grid
!!VRy8:Sy4 &4;
!!VRy9:Sy4 &8;
!!if|y2=0/y6=4/y7=8:; //no obstacle
!!FU&y3>-1:E; //end if occupied
!!if&y1=0:; //single wide
!!BU:Sx1/x2/y10/1/-1/1;
!!VRv5242:S1;
!!VRx16:S1000000;
!!el:; //double wide
!!if|y4=0/y8=4/y9=8:;
!!FU&y5>-1:E; //end if occupied
!!BU:Sx1/x2/y10/1/-1/1;summon
!!VRv5242:S1;
!!VRx16:S1000000;
!!en:;
!!en:;
!!en:;
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