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








player:SetNumFreePolicies(1)
player:SetNumFreePolicies(0)
ex)
if player:GetCivilizationType() == dollCiv then
if not player:HasPolicy(dollPolicy) then
player:SetNumFreePolicies(1)
player:SetNumFreePolicies(0)
player:SetHasPolicy(dollPolicy, true)
--print("Set to DOLL")
end
else
if not player:HasPolicy(nonDollPolicy) then
player:SetNumFreePolicies(1)
player:SetNumFreePolicies(0)
player:SetHasPolicy(nonDollPolicy, true)
--print("Set to NONDOLL")
end
end
Is there a specific reason to use this method? Through my tests, just using the player.SetHasPolicy method would give that player the policy. It seems redundant to set the free policies to 1 then to 0 when we grant the policy, especially when we still grant them the policy when free policies = 0.
but if this code doesn't exist, first policy cost will increase to 20