安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题




You can see examples of this in RandomEE or StandAlone AI workshop mods.
if(b's"Title"=="MarketPlace")
if(b's"level"==1 && $GetAttribute(b, #ATTRIB_CurrentStageBuilt) == 1)
begin
$ChangeUnitType (b, "Marketplace2");
$AdjustAttribute (b, #ATTRIB_MaxHP, 50);
(b, #ATTRIB_CurrentStageBuilt, 0);
$building_upgraded (b);
$AdjustPlayerData (b, "gold", -1000);
end
Buildings change their level when player change their title name by hand or script. Titles are stored in the building_data.dat file. level is tied to building title.
Again, subscribe to randomEE workshop quest. Look up the code in its directory. VikisRule did great job commenting his code. Its clean and easy to read. You can learn >90% AI functionality from there. Mine extends that functionality but far less readable