Actually, the way you re-assembled my analogy gives me a better understanding. Also, whether you teach well or not isn't nearly as important as whether you try and teach at all.

It's much appreciated.
I will drop the mail room analogy, I can see why you say it doesn't work to well. I think it gave me what I needed though.
I am going to throw some code up to see if I am following.
插入代码块:
# script_process_village_raids
# Input: none
# Output: none
# called from triggers every two hours
("process_village_raids",
[
(try_for_range, ":village_no", villages_begin, villages_end),
(party_get_slot, ":village_raid_progress", ":village_no", slot_village_raid_progress),
(try_begin),
(party_slot_eq, ":village_no", slot_village_state, 0), #village is normal
(val_sub, ":village_raid_progress", 5),
(val_max, ":village_raid_progress", 0),
(party_set_slot, ":village_no", slot_village_raid_progress, ":village_raid_progress"),
(else_try),
Ok, so in the snippet of the above "process_village_raids" script we have both the "party_get_slot" function and the "party_set_slot" function. (I am correct in calling them functions right? As in they represent a hardcoded function in the backend to handle slots?) Now the game considers a village to be of the "party" type, so I understand why you use the "party_set" and "party_get". If I used "troop_set_slot" or "troop_get_slot" this is where my robot would fail from your example, correct?
(party_get_slot, ":village_raid_progress", ":village_no", slot_village_raid_progress),
This is saying get the slot for raid progress (slot_village_raid_progress) from the village (":village_no") it is iterating over and make the ":village_raid_progress" variable whatever that slot is equal to. This gives our script the information from that slot to use in it's internal workings. Then:
(party_set_slot, ":village_no", slot_village_raid_progress, ":village_raid_progress"),
This is saying set the slot for raid progress(slot_village_raid_progress) for the village (":village_no") to the new value from our script (":village_raid_progress"). This would assign that slot value across all the villages the script iterates through, but each village gets its own slot_village_raid_progress.
If I got that part above right then I guess the rest doesn't really matter technically. I don't see myself needing or making custom slots at this point, but if I knew how I might better understand the whole process. Lets say I make a new slot called "
slot_village_raid_action", and I don't mean rename it, I mean a whole new slot. If I did the following two changes to the script from the snippet would it still accomplish the same result?
(party_get_slot, ":village_raid_progress", ":village_no",
slot_village_raid_action),
(party_set_slot, ":village_no",
slot_village_raid_action, ":village_raid_progress"),
Now, if I am right, the slot name doesn't matter as you said. All that matters is that it pulls the information from the slot, to return it to the script, since the script technically doesn't give a damn what the name of the slot is, it just goes and looks where you tell it based on its defined constant. Am I close, or better yet, even right? I was trying to think simpler.