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PartyBaseScripts.py
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PartyBaseScripts.py
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# -*- coding: utf-8 -*-
## 包含一些对队伍常用的操作
from header_operations import *
from header_parties import *
from header_skills import skl_trainer
from module_constants import *
## slot
## 用于保存巡逻的据点
slot_party_protect_center = 401
## args
## 巡逻队类型
spt_patrol = 7
## args
per_strength_xp = 100
partyBaseScripts={
"name":"PartyBaseScripts",
"enable":True,
"scripts":{
"append":[
## 创建部队通用方法
("create_party",[
## 领导者
(store_script_param, ":leader_no", 1),
## 创建在哪个地区附近
(store_script_param, ":center_no", 2),
## 队伍阵营,优先使用领导者阵营,其次才会使用据点阵营,否则就是平民阵营
(store_script_param, ":faction_no", 3),
## 范围
(store_script_param, ":spawn_radius", 4),
## 队伍名称id(优先使用队伍领导者名称,其实使用据点名称,最后使用国家名称)
(store_script_param, ":party_name", 5),
## 队伍类型
(store_script_param, ":party_type", 6),
## 图标
(store_script_param, ":map_icon", 7),
## 旗帜
(store_script_param, ":map_banner", 8),
(try_begin),
(lt,":center_no",0),
(assign,":center_no","p_main_party"),
(try_end),
(try_begin),
(lt,":faction_no",0),
(try_begin),
(ge,":leader_no",0),
(store_faction_of_troop,":faction_no",":leader_no"),
(else_try),
(ge,":center_no",0),
(store_faction_of_party,":faction_no",":center_no"),
(else_try),
(assign,":faction_no","fac_commoners"),
(try_end),
(try_end),
(try_begin),
(lt,":spawn_radius",0),
(assign,":spawn_radius",3),
(try_end),
(set_spawn_radius, ":spawn_radius"),
(spawn_around_party, ":center_no", "pt_kingdom_hero_party"),
(assign, ":new_party", reg0),
## 设置阵营
(party_set_faction, ":new_party", ":faction_no"),
(party_set_flags, ":new_party", pf_default_behavior, 0),
(try_begin),
(ge,":leader_no",0),
## 设置领导的队伍
(troop_set_slot,":leader_no",slot_troop_leaded_party,":new_party"),
## 添加领导者
(party_add_leader,":new_party",":leader_no"),
(try_end),
(try_begin),
(ge,":leader_no",0),
(str_store_troop_name,s5,":leader_no"),
(else_try),
(ge,":center_no",0),
(str_store_party_name,s5,":center_no"),
(else_try),
(ge,":faction_no",0),
(str_store_faction_name,s5,":faction_no"),
(try_end),
## 设置队伍名称
(try_begin),
(ge,":party_name",0),
(party_set_name, ":new_party", ":party_name"),
(else_try),
(party_set_name, ":new_party", "str_s5_s_party"),
(try_end),
(try_begin),
(ge,":party_type",0),
(party_set_slot,":new_party",slot_party_type,":party_type"),
(try_end),
## 设置指定外观
(try_begin),
(ge,":map_icon",0),
(party_set_icon,":new_party",":map_icon"),
(try_end),
## 设置指定旗帜
(try_begin),
(ge,":map_banner",0),
(party_set_banner_icon,":new_party",":map_banner"),
(try_end),
(assign, reg0, ":new_party"),
]),
("party_add_members", [
(store_script_param, ":party_no",1),
(store_script_param, ":faction_no",2),
## 军事强度,一点强度,大概3个士兵
(store_script_param, ":strength",3),
## 初级士兵概率(值最大为100)
(store_script_param, ":primary_probability",4),
## 中级士兵概率(值最大为100)
(store_script_param, ":intermediate_probability",5),
## 高级士兵概念(高级 = 100 - 初级 - 中级)
#(store_script_param, ":advanced_probability",6),
(try_begin),
(lt,":faction_no",0),
(store_faction_of_party,":faction_no",":party_no"),
(try_end),
(try_begin),
(le,":strength",0),
(assign,":strength",1),
(try_end),
## 计算中级士兵的概率
(val_add,":intermediate_probability",":primary_probability"),
## 根据概率获得阵营模板
(store_random_in_range, ":pt_no", 0, 100),
(try_begin),
(le, ":pt_no", ":primary_probability"),
(faction_get_slot, ":pt_temp", ":faction_no", slot_faction_reinforcements_a),
(else_try),
(le, ":pt_no", ":intermediate_probability"),
(faction_get_slot, ":pt_temp", ":faction_no", slot_faction_reinforcements_b),
(else_try),
(faction_get_slot, ":pt_temp", ":faction_no", slot_faction_reinforcements_c),
(try_end),
(try_for_range, ":unused", 0, ":strength"),
(party_add_template, ":party_no", ":pt_temp"),
(try_end),
]),
("party_add_xp_and_upgrade",[
(store_script_param, ":party_no",1),
(store_script_param, ":strength",2),
(store_script_param, ":special_arms_probability",3),
## 计算军事强度(同伴有教练技能时会增加经验)
(party_get_num_companion_stacks,":stack",":party_no"),
(try_for_range,":stack_index",0,":stack"),
(party_stack_get_troop_id,":troop_no",":party_no",":stack_index"),
(troop_is_hero,":troop_no"),
(store_skill_level,":trainer_level",":troop_no",skl_trainer),
(val_add,":strength",":trainer_level"),
(try_end),
(store_mul, ":total_xp", ":strength", per_strength_xp),
## 根据特殊兵种概率来升级更加强壮的士兵,如果没有指定概率就是随机升级
(try_begin),
(gt,":special_arms_probability",0),
(store_random_in_range,":pro",0,100),
(try_begin),
(le,":special_arms_probability",":pro"),
(party_upgrade_with_xp, ":party_no", ":total_xp", 1),
(else_try),
(party_upgrade_with_xp, ":party_no", ":total_xp", 2),
(try_end),
(else_try),
(party_upgrade_with_xp, ":party_no", ":total_xp", 0),
(try_end),
]),
("party_change_ai_state",[
(store_script_param,":party",1),
(store_script_param,":behavior",2),
(store_script_param,":target",3),
(store_script_param,":patrol_radius",3),
(try_begin),
(le,":patrol_radius",0),
(assign,":patrol_radius",3),
(try_end),
# (party_set_slot, ":party", slot_party_ai_state, spai_patrolling_around_center),
# (party_set_slot, ":party", slot_party_ai_object, ":target"),
(party_set_ai_behavior, ":party", ":behavior"),
(party_set_ai_object, ":party", ":target"),
(party_set_ai_patrol_radius, ":party", ":patrol_radius"),
]),
## 计算俘虏价格
("get_prisoner_prices",[
(store_script_param_1, ":troop_id"),
(store_script_param_2, ":size"),
(store_character_level, ":troop_level", ":troop_id"),
(assign, ":ransom_amount", ":troop_level"),
(val_add, ":ransom_amount", 10),
(val_mul, ":ransom_amount", ":ransom_amount"),
(val_div, ":ransom_amount", 6),
(val_mul,":ransom_amount",":size"),
(assign, reg0, ":ransom_amount"),
]),
## 更新据点财富
("update_center_wealth",[
(store_script_param_1, ":center_no"),
(store_script_param_2, ":value"),
## 0:失去钱 1:获得钱
(store_script_param, ":type",3),
(troop_get_slot,":wealth",":center_no",slot_town_wealth),
(try_begin),
(gt,":type",0),
(val_add,":wealth",":value"),
(else_try),
(val_sub,":wealth",":value"),
(try_end),
(troop_set_slot,":center_no",slot_town_wealth,":wealth"),
]),
("party_handle_prisoners",[
## 需要处理俘虏的队伍
(store_script_param_1,":party_no"),
## 是否会招募俘虏 -1,全部售卖 0:招募本国士兵 1:招募全部士兵
(store_script_param_2,":recruit"),
(party_get_num_prisoners,":pri_size",":party_no"),
## 有俘虏才进行处理
(gt,":pri_size",0),
(store_faction_of_party,":party_faction",":party_no"),
(party_get_num_prisoner_stacks,":stack",":party_no"),
(assign,":total_price",0),
(try_for_range_backwards,":index",0,":stack"),
(party_prisoner_stack_get_troop_id,":troop",":party_no",":index"),
(store_faction_of_troop,":troop_faction",":troop"),
## 本栏中俘虏的个数
(party_prisoner_stack_get_size,":cur_stack_size",":party_no",":index"),
(try_begin),
## 全部售卖
(eq,":recruit",-1),
(call_script, "script_get_prisoner_prices", ":troop", ":cur_stack_size"),
(assign, ":pri_price", reg0),
(val_add, ":total_price", ":pri_price"),
#(display_message,"@出售全部士兵"),
(else_try),
## 本国招募,它国售卖
(eq, ":recruit", 0),
(try_begin),
(str_store_faction_name,s1,":party_faction"),
(str_store_faction_name,s2,":troop_faction"),
(str_store_troop_name,s3,":troop"),
#(display_message,"@party faction name ({s1}) troop faction name ({s2} troop:{s3})"),
## 本国招募
(eq,":party_faction",":troop_faction"),
## 添加同伴
(party_add_members,":party_no",":troop",":cur_stack_size"),
# (str_store_party_name,s1,":party_no"),
# (str_store_troop_name,s2,":troop"),
# (assign,reg1,":cur_stack_size"),
#(display_message,"@do add troops({reg1}):{s1}"),
#(display_message,"@招募本国士兵"),
(else_try),
## 它国贩卖
(call_script,"script_get_prisoner_prices",":troop",":cur_stack_size"),
(assign,":pri_price",reg0),
(val_add,":total_price",":pri_price"),
#(display_message,"@售卖它国部分士兵"),
(try_end),
(else_try),
## 全部招募
(party_add_members, ":party_no", ":troop", ":cur_stack_size"),
#(display_message,"@招募全部士兵"),
(try_end),
## 将处理后的俘虏从俘虏栏中移除
(party_remove_prisoners,":party_no",":troop",":cur_stack_size"),
#(str_store_party_name,s1,":party_no"),
#(display_message,"@do remove prisoners:{s1}"),
(try_end),
(gt,":total_price",0),
(party_stack_get_troop_id,":leader",":party_no",0),
(try_begin),
(ge,":leader",0),
(call_script, "script_update_lord_wealth", ":leader", ":total_price", 1),
(else_try),
(party_slot_eq,":party_no",slot_party_type,spt_patrol),
(party_get_slot,":center",":party_no",slot_party_protect_center),
(call_script,"script_update_center_wealth",":center",":total_price",1),
(else_try),
(store_faction_of_party,":faction",":party_no"),
(faction_get_slot,":king",":faction",slot_faction_leader),
(call_script, "script_update_lord_wealth", ":king", ":total_price", 1),
(try_end),
]),
## 获得指定地点最近的据点
("get_center_close_the_center",[
(store_script_param_1,":center"),
(store_script_param_2,":not_want_center"),
(assign,":min",99999999),
(assign,":close_center",":center"),
(try_for_range,":center_no",centers_begin,centers_end),
(store_distance_to_party_from_party,":distance",":center_no",":center"),
(le,":min",":distance"),
(neq,":center_no",":not_want_center"),
(assign,":min",":distance"),
(assign,":close_center",":center_no"),
(try_end),
(assign,reg0,":close_center"),
]),
## 获得一个阵营全部的据点
("get_all_center_arr_of_faction", [
(store_script_param_1, ":faction"),
(assign, ":size", 0),
(assign, ":index", 0),
(try_for_range, ":center", centers_begin, centers_end),
(this_or_next | party_slot_eq, ":center", slot_party_type, spt_town),
(this_or_next | party_slot_eq, ":center", slot_party_type, spt_castle),
(party_slot_eq, ":center", slot_party_type, spt_village),
(store_faction_of_party, ":party_faction", ":center"),
(eq, ":party_faction", ":faction"),
# (store_sub,":offset",":center",centers_begin),
## 跳过0下标,下标为0的位置用于存放据点的个数
(val_add, ":index", 1),
(party_set_slot, "p_temp_party", ":index", ":center"),
(val_add, ":size", 1),
(try_end),
(party_set_slot, "p_temp_party", 0, ":size"),
]),
("add_party_as_companions",
[
(store_script_param, ":target_party",1), #Target Party_id
(store_script_param, ":source_party",2), #Source Party_id
## 英雄是否也加入: -1代表只加入士兵,大于等于0代表英雄加入
(store_script_param, ":include_hero",3), #Source Party_id
(party_get_num_companion_stacks, ":num_stacks",":source_party"),
(try_for_range, ":stack_no", 0, ":num_stacks"),
(party_stack_get_troop_id, ":stack_troop",":source_party",":stack_no"),
(assign,":hero_can_join",0),
(try_begin),
(troop_is_hero,":stack_troop"),
(ge,":include_hero",0),
(assign,":hero_can_join",1),
(try_end),
## 非英雄
(this_or_next|neg|troop_is_hero,":stack_troop"),
## 或者 是英雄,也允许英雄加入
(eq,":hero_can_join",1),
(party_stack_get_size, ":stack_size",":source_party",":stack_no"),
(party_add_members, ":target_party", ":stack_troop", ":stack_size"),
(party_stack_get_num_wounded, ":num_wounded", ":source_party", ":stack_no"),
(party_wound_members, ":target_party", ":stack_troop", ":num_wounded"),
(str_store_troop_name,s6,":stack_troop"),
(try_begin),
(troop_is_hero,":stack_troop"),
(display_message, "@{s6} has joined your party."),
(else_try),
(assign,reg1,":stack_size"),
(display_message, "@{reg1} {s6} join your party."),
(try_end),
(try_end),
(remove_party,":source_party"),
]),
("get_loard_all_centers",[
(store_script_param_1,":target_troop"),
(store_script_param_2,":source_troop"),
(try_for_range,":center",centers_begin,centers_end),
(party_slot_eq,":center",slot_town_lord,":source_troop"),
(call_script,"script_give_center_to_lord",":center",":target_troop",1),
(try_end),
]),
("get_center_of_lord",[
(store_script_param_1,":lord"),
(store_script_param_2,":default_center"),
(assign,":town",":default_center"),
(assign,":castle",":default_center"),
(assign,":village",":default_center"),
(try_for_range,":center",centers_begin,castles_end),
(party_slot_eq,":center",slot_town_lord,":lord"),
(try_begin),
(party_slot_eq,":center",slot_party_type,spt_town),
(assign,":town",":center"),
(else_try),
(party_slot_eq,":center",slot_party_type,spt_castle),
(assign,":castle",":center"),
(else_try),
(party_slot_eq,":center",slot_party_type,spt_village),
(assign,":village",":center"),
(try_end),
(try_end),
(try_begin),
(ge,":town",0),
(assign,reg0,":town"),
(else_try),
(ge, ":castle", 0),
(assign, reg0, ":castle"),
(else_try),
(ge, ":village", 0),
(assign, reg0, ":village"),
(try_end),
]),
("get_party_max_skill",[
(store_script_param_1,":party_no"),
(store_script_param_2,":skill_id"),
(assign,":max_level",0),
(party_get_num_companion_stacks,":stacks",":party_no"),
(try_for_range,":stack_i",0,":stacks"),
(party_stack_get_troop_id,":troop_no",":party_no",":stack_i"),
(troop_is_hero,":troop_no"),
(store_skill_level,":skill_level",":troop_no",":skill_id"),
(try_end),
(assign,reg0,":max_level"),
]),
],
},
"internationals":{
"cns":{
"game_strings":
[
"str_s5_leave_home|{s5}出 门 了",
"str_s5_go_home|{s5}回 家 了",
"str_s1_s2_name|{s1}{s2}",
],
"quick_strings":[
"qstr_{reg1}_{s6}_join_your|{reg1} 个 {s6} 加 入 到 你 的 了 队 伍。",
],
}
}
}