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tracking per individual troop 's so difficult for troops with same ID can't be differed. We can approach the weekly payment by counting the wage for main party and centers we have hoursly, accumulate them for a week (7*24 hours), save it to party's slot then multiply them by 65, then divide them by (70*7*24). 
 
That's what i was thinking. To add a triger that adds hourly wages every hour in a global variable for the party and another for the castles. And then modify the weekly report so that instead of calculating the wages every week, it just gets it from the variables.
Or you could use a slot from the castles but I don't know if thats posible.
 
using party's slot is much more simpler. Then we can iterate for all parties. If it's a walled center then divide the hoursly payment by 2. If it's main party,  patrol party, recruiter, lord party (if you want to pay his troop wage too), etc then add a full payment. So if in the payment day, player garrison his troops, he just get about 1 day advantage instead of a full week halved wage.
 
lostreon said:
¿How do you add a new slot to a party?

You can define any number as slot no. Just look at module_constants.py, find any number that 's not used yet.
You can freely assign as a slot and name the slot just by define a constant there
Something like :
slot_centers_accumulate_wage = 351
as we can see that at native, 350 's used as slot_center_last_reconnoitered_by_faction_time already.


Then you can use the slot number  like:
(party_get_slot, ":current_accumulate", ":center_no", slot_centers_accumulate_wage),
(val_add, ":current_accumulate", <total garrisoned wage>),
(party_set_slot,  ":center_no", slot_centers_accumulate_wage, ":current_accumulate"),
 
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