From aa6656d148e4fca429ecec04d6d201d6d19bd4aa Mon Sep 17 00:00:00 2001 From: wamekukyouzin Date: Thu, 10 Sep 2020 02:25:57 +0900 Subject: [PATCH 1/3] =?UTF-8?q?FIX:AI=E3=81=8C=E9=83=A8=E9=9A=8A=E3=82=92?= =?UTF-8?q?=E9=81=8A=E3=81=B0=E3=81=9B=E3=81=A6=E3=81=97=E3=81=BE=E3=81=86?= =?UTF-8?q?=E5=95=8F=E9=A1=8C?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- ERB/SLG/SLG_AI.ERB | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/ERB/SLG/SLG_AI.ERB b/ERB/SLG/SLG_AI.ERB index 4c1e6f9bf2..f23504e1a7 100644 --- a/ERB/SLG/SLG_AI.ERB +++ b/ERB/SLG/SLG_AI.ERB @@ -100,12 +100,11 @@ FOR 部隊, 0, MAX_UNIT CALL SLG_AI_CREATE_UNIT(勢力, 部隊, 攻撃兵数) ;作れなかったら飛ばす SIF 攻撃兵数 == RESULT - BREAK + CONTINUE 攻撃兵数 = RESULT ENDIF ;攻撃先の決定 CALL SLG_AI_INVASION_SETTARGET(勢力, 部隊) - NEXT ;;#;FOR 部隊, 0, MAX_UNIT From b205d7fd59de240c54b3ef95e886b02cc637f790 Mon Sep 17 00:00:00 2001 From: wamekukyouzin Date: Thu, 10 Sep 2020 02:28:43 +0900 Subject: [PATCH 2/3] =?UTF-8?q?FIX:AI=E3=81=8C=E6=9C=AC=E6=9D=A5=E7=A7=BB?= =?UTF-8?q?=E5=8B=95=E3=81=A7=E3=81=8D=E3=81=AA=E3=81=84=E9=83=A8=E9=9A=8A?= =?UTF-8?q?=E3=82=92=E7=A7=BB=E5=8B=95=E3=81=95=E3=81=9B=E3=82=89=E3=82=8C?= =?UTF-8?q?=E3=82=8B=E5=95=8F=E9=A1=8C?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- ERB/SLG/SLG_AI.ERB | 15 +++++++-------- 1 file changed, 7 insertions(+), 8 deletions(-) diff --git a/ERB/SLG/SLG_AI.ERB b/ERB/SLG/SLG_AI.ERB index f23504e1a7..27516eb17b 100644 --- a/ERB/SLG/SLG_AI.ERB +++ b/ERB/SLG/SLG_AI.ERB @@ -5,6 +5,7 @@ #DIM 攻撃兵数 #DIM 都市 #DIM 部隊 +#DIM 部隊作成失敗 #DIM キャラ #DIM USETIME @@ -61,6 +62,7 @@ CALL SLG_AI_DECIDE_SOLDIER_NUM(勢力) CALL SLG_AI_RESCUE(勢力, 攻撃兵数) 攻撃兵数 = RESULT +部隊作成失敗 = 0 ;部隊の侵攻判定 FOR 部隊, 0, MAX_UNIT ;既存部隊の場合、移動できない連中は飛ばす @@ -90,17 +92,14 @@ FOR 部隊, 0, MAX_UNIT CALL CLEAR_UNIT(勢力, 部隊, 1) CONTINUE ENDIF - ENDIF -NEXT - -;部隊の侵攻判定 -FOR 部隊, 0, MAX_UNIT - ;既存部隊でなければ、部隊の作成を試みる - IF UNIT_SOLDIER:勢力:部隊 <= 0 + ELSEIF UNIT_SOLDIER:勢力:部隊 <= 0 && 部隊作成失敗 == 0 + ;既存部隊でなければ、部隊の作成を試みる CALL SLG_AI_CREATE_UNIT(勢力, 部隊, 攻撃兵数) ;作れなかったら飛ばす - SIF 攻撃兵数 == RESULT + IF 攻撃兵数 == RESULT + 部隊作成失敗 = 1 CONTINUE + ENDIF 攻撃兵数 = RESULT ENDIF ;攻撃先の決定 From cef3291811fd5871e3699fa6505a1a0fe1a21842 Mon Sep 17 00:00:00 2001 From: wamekukyouzin Date: Thu, 10 Sep 2020 02:28:52 +0900 Subject: [PATCH 3/3] =?UTF-8?q?=E5=AE=9A=E5=9E=8B=E4=BD=9C=E6=A5=AD?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- CSV/GameBase.csv | 2 +- changeLog.txt | 4 ++++ 2 files changed, 5 insertions(+), 1 deletion(-) diff --git a/CSV/GameBase.csv b/CSV/GameBase.csv index a1f196f0eb..da1e0207bd 100644 --- a/CSV/GameBase.csv +++ b/CSV/GameBase.csv @@ -1,5 +1,5 @@ コード,9224517 -バージョン,12808 +バージョン,12809 ウィンドウタイトル,eratohoK タイトル,eratohoK 作者,喚く狂人 diff --git a/changeLog.txt b/changeLog.txt index e7933c024d..2ba7ac2785 100644 --- a/changeLog.txt +++ b/changeLog.txt @@ -1,4 +1,8 @@ # 更新履歴 +## 2020年9月10日 version 1.28.9 +FIX:AIが部隊を遊ばせてしまう問題 +FIX:AIが本来移動できない部隊を移動させられる問題 + ## 2020年9月10日 version 1.28.8 FIX:エンコ狂いによる起動時エラー