--- Log opened Fri Aug 10 00:00:56 2018 20180810 00:59:35-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 240 seconds] 20180810 01:29:05<+wesdiscordbot> Do people go about expanding the map by using replace map? 20180810 02:15:45<+wesdiscordbot> you can 20180810 02:15:46<+wesdiscordbot> yes 20180810 02:55:05-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180810 02:55:11-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180810 03:52:05-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180810 03:52:11-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180810 04:26:54-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180810 04:27:00-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180810 05:28:50-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180810 05:28:56-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180810 05:52:44-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180810 05:52:50-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180810 07:23:38-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-umc-dev 20180810 08:05:57-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180810 08:06:03-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180810 11:21:35-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180810 11:21:41-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180810 13:56:47-!- hk238 [~kvirc@unaffiliated/hk238] has joined #wesnoth-umc-dev 20180810 13:56:48< hk238> hi 20180810 13:57:08<+wesdiscordbot> hello 20180810 13:58:01< vn971> hi 20180810 14:13:22-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180810 14:13:29-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180810 16:17:58-!- iwaim__ [~iwaim@rasteenie.alib.jp] has quit [Ping timeout: 268 seconds] 20180810 16:22:42-!- iwaim [~iwaim@rasteenie.alib.jp] has joined #wesnoth-umc-dev 20180810 16:46:57-!- iwaim [~iwaim@rasteenie.alib.jp] has quit [Ping timeout: 268 seconds] 20180810 16:47:19-!- iwaim_ [~iwaim@rasteenie.alib.jp] has joined #wesnoth-umc-dev 20180810 16:57:20-!- iwaim_ [~iwaim@rasteenie.alib.jp] has quit [Ping timeout: 276 seconds] 20180810 16:58:38-!- iwaim_ [~iwaim@rasteenie.alib.jp] has joined #wesnoth-umc-dev 20180810 17:32:43-!- iwaim_ [~iwaim@rasteenie.alib.jp] has quit [Ping timeout: 260 seconds] 20180810 17:56:21-!- iwaim_ [~iwaim@rasteenie.alib.jp] has joined #wesnoth-umc-dev 20180810 18:34:31<+wesdiscordbot> So I was wondering, is it possible to somehow allow a type of units to recruit other units? Like, adding a unit that per default comes with the ability to recruit more units 20180810 18:35:26<+wesdiscordbot> from a custom menu or using the default dialog? 20180810 18:36:33< vn971> @Fairy, I think you can add an [event] https://wiki.wesnoth.org/UnitTypeWML#Other_tags 20180810 18:36:42<+wesdiscordbot> well, whichever is easiest to add I suppose? I want the units to basically function as a mini-leader 20180810 18:37:06<+wesdiscordbot> what vn suggested will work 20180810 18:37:11< vn971> and in the event contents, add a "recruit" handler that would alter advances in the way you want (filtering on unit type of course). 20180810 18:37:20<+wesdiscordbot> hmm 20180810 18:37:23<+wesdiscordbot> although 20180810 18:37:31<+wesdiscordbot> they will have the same recruit list as teh whole side, right? 20180810 18:38:00< zookeeper> write an event that triggers whenever a unit of that type is created, and gives it canrecruit=yes 20180810 18:38:15< vn971> @Yumi: my proposal will only add recruits to the unit, and nobody else. 20180810 18:38:59<+wesdiscordbot> So... adding an event that, upon creation, assigns canrecruit=yes to the unit will do the job? 20180810 18:39:08< vn971> ah wait, @Fairy if you want a new unit type to just be a leader, then zookeper wrote the correct answer. This new unit will be able to recruit anyone who your original leadr was normally able to recruit. 20180810 18:39:19<+wesdiscordbot> well yes 20180810 18:39:33<+wesdiscordbot> and if you want extra recruits, you can use the tag extra_recruit 20180810 18:40:05<+wesdiscordbot> Yeah, that is my goal. I want them to function as "Leaders but not quite as powerful" while still giving them the full recruit list and stuff 20180810 18:40:49< vn971> @Fairy: what do you mean by "not as powerful"? The fact that they are lvl1 or something else? 20180810 18:41:09<+wesdiscordbot> yeah, more squishy than actual leaders 20180810 18:41:31<+wesdiscordbot> so not that they can't recruit everything, just that they're easier to destroy 20180810 18:41:44<+wesdiscordbot> but that can easily be done by setting their hp and stuff 20180810 18:42:17<+wesdiscordbot> hmm 20180810 18:42:23<+wesdiscordbot> if you set canrecruit=yes, I wonder if MP will consider you defeated if your original leader is killed 20180810 18:42:38<+wesdiscordbot> 🤔 only one way to find that out I suppose 20180810 18:43:11<+wesdiscordbot> my guess is 20180810 18:43:19<+wesdiscordbot> if your original leader is killed, but you have one of your mini-leaders 20180810 18:43:26<+wesdiscordbot> your side will not be defeated 20180810 18:44:16< vn971> @Yumi: I don't think wesnoth distinguishes between original and not original leaders. Pretty sure it doesn't. 20180810 18:44:27<+wesdiscordbot> yup 20180810 18:44:42< vn971> There is also a "defeat_condition" for sides: https://wiki.wesnoth.org/SideWML 20180810 18:44:49<+wesdiscordbot> well yes 20180810 18:45:13< vn971> the default value is "no_leader_left", which will keep you alive as long as at least 1 leader is alive. I guess that's about it. 20180810 18:45:45<+wesdiscordbot> for campaigns there is a difference between the leader and units that can recruit 20180810 18:45:59<+wesdiscordbot> but not for MP, I think 20180810 18:49:22-!- iwaim_ [~iwaim@rasteenie.alib.jp] has quit [Remote host closed the connection] 20180810 18:49:38< vn971> @Yumi, if it's of any importance, I think the wesnoth engine is not even able to differentiate. So what happens in campaign is an [event]name=die I suppose. Especially if you see a custom message telling stuff like "Konrad is dead. You can't continue the game without Konrad..." 20180810 18:50:15<+wesdiscordbot> it matters because the leader is used for subsequent scenarios 20180810 18:50:26<+wesdiscordbot> so if you don't use the leader, you don't get starting gold, recall list, etc. 20180810 18:50:42-!- iwaim [~iwaim@rasteenie.alib.jp] has joined #wesnoth-umc-dev 20180810 18:50:49<+wesdiscordbot> there's a way to get around this, I think, but by default all that information is connect to the leader 20180810 18:50:50-!- iwaim [~iwaim@rasteenie.alib.jp] has quit [Remote host closed the connection] 20180810 18:51:13< vn971> ok, I guess it's a bit offtopic now then. 20180810 18:51:25<+wesdiscordbot> yup 20180810 18:52:21-!- iwaim_ [~iwaim@rasteenie.alib.jp] has joined #wesnoth-umc-dev 20180810 18:52:28<+wesdiscordbot> now to try and figure out how to code this 20180810 18:57:26< vn971> @Fairy: insert an [event] in the unit type. 20180810 18:57:42<+wesdiscordbot> your @'s aren't working btw 20180810 18:57:48< vn971> event name=recruit (if you want it to happen on recruit action only) 20180810 18:57:54-!- iwaim_ [~iwaim@rasteenie.alib.jp] has quit [Remote host closed the connection] 20180810 18:57:57<+wesdiscordbot> yeah, that I have 20180810 18:58:03< vn971> Yumi: why aren't they? I thought they would work. 20180810 18:58:31<+wesdiscordbot> 🤷 20180810 18:58:33< vn971> Fairy: do you prefer WML or Lua coding? 20180810 18:58:59< vn971> (I only really know Lua though.) 20180810 18:59:14<+wesdiscordbot> ehm... I've only really made and edited the .cfg files used to define units when it comes to modding 20180810 18:59:17-!- iwaim [~iwaim@rasteenie.alib.jp] has joined #wesnoth-umc-dev 20180810 19:01:25< vn971> OK I'll write in Lua. 1 min. 20180810 19:03:36< vn971> This could work: 20180810 19:04:00< vn971> https://gist.github.com/vn971/8dbcf5be87067db5935fc93b414b0072 20180810 19:04:24< zookeeper> just add that first_time_only=no 20180810 19:04:28<+wesdiscordbot> yeah 20180810 19:04:31<+wesdiscordbot> "my_beloved_unit_type" should be the unit's id, right? 20180810 19:04:34<+wesdiscordbot> yes 20180810 19:04:35< vn971> also event should probably have first... yeah what zookeper wrote. 20180810 19:04:42< zookeeper> and that only works for units that are recruited, too. 20180810 19:05:24<+wesdiscordbot> instead, you could use name=unit placed 20180810 19:05:28<+wesdiscordbot> instead of name=recruit 20180810 19:05:30<+wesdiscordbot> in the event tag 20180810 19:05:42< vn971> yeah zookeper-s right. Actually it'd be better to use event name="unit placed" 20180810 19:06:15<+wesdiscordbot> alright, and first_time_only should go under name, or inside the [code] block? 20180810 19:06:24<+wesdiscordbot> under name 20180810 19:06:37<+wesdiscordbot> alright, time to test it 20180810 19:08:09<+wesdiscordbot> Hmm... it gives me a [code] not supported error 20180810 19:08:55<+wesdiscordbot> that's because he mixed up code and lua :p 20180810 19:09:01<+wesdiscordbot> the tags should be [lua] 20180810 19:09:11<+wesdiscordbot> and then code = << 20180810 19:09:23<+wesdiscordbot> time to test that then 20180810 19:09:49<+wesdiscordbot> [event] name=unit placed first_time_only=no [lua] code = << local x = wesnoth.get_variable("x1") local y = wesnoth.get_variable("y1") local unit = wesnoth.get_unit(x, y) if (unit.type == "my_beloved_unit_type") then unit.canrecruit = true end >> [/lua] [/event] 20180810 19:10:15<+wesdiscordbot> I still don't think that will work 20180810 19:10:22<+wesdiscordbot> It does tho 20180810 19:10:22<+wesdiscordbot> but we'll see 20180810 19:10:24<+wesdiscordbot> oh okay 20180810 19:10:27<+wesdiscordbot> nice 20180810 19:10:55<+wesdiscordbot> now to test and see what happens if my original leader gets killed 20180810 19:10:57<+wesdiscordbot> I was thinking you might have to recreate the unit after modifying canrecruit=true 20180810 19:11:03<+wesdiscordbot> but I guess it auto modifies it 20180810 19:11:38<+wesdiscordbot> Okay, I still lose if my original commander is killed 20180810 19:11:48<+wesdiscordbot> @Yumi Yes, the Lua API gives you a proxy unit that modifies the original unit directly. 20180810 19:12:00<+wesdiscordbot> how nice 20180810 19:15:10< vn971> @Fairy: enter debug mode first. 20180810 19:15:18<+wesdiscordbot> yeah, I did 20180810 19:15:18< vn971> start typing in :debug 20180810 19:15:23< vn971> right in the mian screen. 20180810 19:15:32<+wesdiscordbot> oh? in the main menu? 20180810 19:15:34< vn971> then just click on any unit and kill it :-) 20180810 19:16:04< vn971> Fairy: I mean how to enter debug mode. If you entered the mode already, nothing is needed. 20180810 19:16:10<+wesdiscordbot> ah, oaky 20180810 19:16:11<+wesdiscordbot> okay 20180810 19:16:12< vn971> now just kill any unit you want. 20180810 19:17:07<+wesdiscordbot> also, I think having it be name=unit placed,post advance might be better since that way it also works if a unit levels up to become the unit that is supposed to have the recruit ability 20180810 19:18:15< vn971> yeah probably. 20180810 19:18:39<+wesdiscordbot> Thanks for the help! 20180810 19:19:40< vn971> you're welcome.) 20180810 19:31:33-!- sevu [~sevu@p548551F3.dip0.t-ipconnect.de] has joined #wesnoth-umc-dev 20180810 20:16:12-!- hk238 [~kvirc@unaffiliated/hk238] has quit [Quit: KVIrc 5.0.0 Aria http://www.kvirc.net/] 20180810 20:42:16-!- sevu [~sevu@p548551F3.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20180810 20:56:53-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180810 20:56:59-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180810 21:11:17<+wesdiscordbot> can you change a scenario's schedule with an event tag 20180810 21:14:46<+wesdiscordbot> yes 20180810 21:14:52<+wesdiscordbot> thanks Imuy 20180810 21:14:58-!- iwaim [~iwaim@rasteenie.alib.jp] has quit [Ping timeout: 260 seconds] 20180810 21:15:02<+wesdiscordbot> 🤔 20180810 21:15:05<+wesdiscordbot> :thonk: 20180810 21:15:07<+wesdiscordbot> you'll need [replace_schedule] 20180810 21:16:49<+wesdiscordbot> Will the change take effect the turn of the event being triggered, or the next turn? 20180810 21:17:49<+wesdiscordbot> it will take place immediately 20180810 21:17:57<+wesdiscordbot> :sof: 20180810 21:22:08-!- iwaim [~iwaim@rasteenie.alib.jp] has joined #wesnoth-umc-dev 20180810 22:07:25-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 260 seconds] 20180810 22:42:18-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180810 22:42:24-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180810 23:18:03-!- sevu [~sevu@p548551F3.dip0.t-ipconnect.de] has joined #wesnoth-umc-dev --- Log closed Sat Aug 11 00:00:58 2018