--- Log opened Thu Sep 06 00:00:15 2018 20180906 00:10:54-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180906 00:11:00-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180906 05:04:05-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-umc-dev 20180906 06:49:12-!- Ravana_ [~Ravana@unaffiliated/ravana/x-2327071] has joined #wesnoth-umc-dev 20180906 09:19:39-!- hk238 [~kvirc@unaffiliated/hk238] has joined #wesnoth-umc-dev 20180906 09:19:39< hk238> hi 20180906 09:42:03< vn971> hi) 20180906 10:24:27-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180906 10:24:33-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180906 10:24:45< hk238> thinking about making another afterlife map (yet again) basically I was thinking about making one with permutations so it's a little different each time you play it 20180906 10:25:05< hk238> also I was thinking the wave interval might have some variations like 2 turns 3 turns 2 turns etc 20180906 10:28:43< hk238> hmm which event was synced, preload or prestart? I could check I guess 20180906 10:29:12< vn971> hk238: it's somewhere on this page: https://wiki.wesnoth.org/EventWML 20180906 10:29:40< vn971> hk238: here to be specific: https://wiki.wesnoth.org/EventWML#Multiplayer_safety 20180906 10:30:12< hk238> prestart then thanks :o 20180906 10:32:20< hk238> hmm how can you modify terrain from lua code? :o other than drawing a new map? 20180906 10:33:07< hk238> I guess I could check how that.. terraforming addon works :o 20180906 10:35:21< vn971> hk238: just check out this page: https://wiki.wesnoth.org/LuaWML 20180906 10:35:23< hk238> found it it's set_terrain in https://wiki.wesnoth.org/LuaWML/Tiles#wesnoth.set_terrain 20180906 10:35:43< vn971> hk238: searching "terrain" word within the page gives lots of results. 20180906 11:01:49< hk238> okay almost done with this lua :o 20180906 11:06:32< hk238> hmm except now I'm doing each tile separately and this doesn't allow group transformations 20180906 11:12:31< vn971> damn, I have a problem. Wesnoth doesn't correctly remove "resistances" object from units, it seems. 20180906 11:27:56< vn971> funnily, the mistake feels similar to what I've made myself when I tried to re-implement it manually. 20180906 11:28:04< hk238> okay it's done chances it works at first pass are essentially zero :D 20180906 11:28:33< hk238> https://pastebin.com/zdRJQysj 20180906 11:28:37< hk238> any obvious errors?:D 20180906 11:34:00< hk238> missing function keyword at 13 at least 8) also filename was wrong.. The amount of errors I make per line is astonishing 20180906 11:35:13< hk238> wow it works 20180906 11:36:03< hk238> so basically this map is a little different everytime now I think it's pretty cool :D 20180906 11:37:24< hk238> but since it's doing each tile separately this code doesn't allow moving villages yet 20180906 11:43:39< hk238> just uploaded on addon server if you're interested :D 20180906 11:43:56< hk238> it's pretty cool the chances that you'd get the exactly same map twice are essentially zero but the differences might be minuscule 20180906 11:44:35< hk238> so if only tile changes to desert or something, it's pretty much the same, but it does have some gameplay significance so you might have to think a bit about how do things differently :D 20180906 11:46:48< hk238> are you interested in putting this map into your addon? My addon is so cluttered, I think this might be elegant enough to include in the main addon? 20180906 11:47:06< hk238> also could include the group transformations to move villages around a bit 20180906 12:18:30< vn971> hk238: IDK about inclusion in the current add-on. "Map transformation" feels like a thing that should be a "modification", addable to any map at all. 20180906 12:18:47< hk238> yes but here they're predetermined 20180906 12:18:52< vn971> At least if we ever manage to implement some smart-ass algo that would produce nice results on any map. 20180906 12:19:39< vn971> hk238: yeah I see that. It needs more testing though -- I don't have much energy for that ATM. Let it stay in Laterlife for some time to being polished out? 20180906 12:19:57< hk238> sure cool 20180906 12:20:19< hk238> I should write a group transformation code so you can select sets of hexes with sets of transformations instead of these one-by-one changes 20180906 12:20:25< hk238> but for now this is good enough 20180906 12:21:04< hk238> silverheadcrossing is such a beatiful map I want to make a version of it 20180906 12:21:23< vn971> hk238: I still hope to write a good abstract map modification add-on though.) It'd be pretty cool if we manage to make it smart enough. 20180906 12:21:51< vn971> hk238: don't know this map as well, sry 🤷 20180906 12:21:57< hk238> yeah 20180906 12:22:28< hk238> I made another map called "afteralpha" which does the modifications, it's very similar to the original afterlife map, but is more obstructed with hard terrain and it's 1 hex wider 20180906 12:22:45< hk238> also has 3 villages but the modifications include the option of getting upto 5 villages, it's just very unlikely to get even 4 villages 20180906 12:23:00< hk238> silverhead crossing is a 1vs1 map included in the default mapset 20180906 12:23:24< hk238> it's asymmetrical and has good form and is also very special in terms of strategy 20180906 12:35:37-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20180906 13:03:43< hk238> I'll give it a try.. making a Silverhead Crossing type map :D 20180906 13:19:47<+wesdiscordbot> … It's the one with the hidden Tentacle … 20180906 13:20:25< hk238> it has a hidden tentacle? 20180906 13:20:25< hk238> :D 20180906 13:20:42<+wesdiscordbot> yes, very hidden 20180906 13:20:55< hk238> where? Although I could find out 20180906 13:21:20<+wesdiscordbot> submerged in the north-west 20180906 13:21:43< hk238> Oh I see pretty cool 20180906 13:21:44< hk238> :D 20180906 18:08:38<+wesdiscordbot> I was wondering if anyone here knew a method to create a unit that can attack again after attacking. I know this would basically allow it to attack endlessly but that's sort of my goal 20180906 18:10:19<+wesdiscordbot> use the key attacks_left 20180906 18:10:29<+wesdiscordbot> under [unit] 20180906 18:10:50<+wesdiscordbot> you'll need to create an event that modifies the unit after its attack ends 20180906 18:12:26<+wesdiscordbot> so something like this? (Reused most of the code from something someone else here showed me) 20180906 18:12:26<+wesdiscordbot> https://cdn.discordapp.com/attachments/442775044590927873/487324206481014795/unknown.png 20180906 18:13:15<+wesdiscordbot> you need to filter the correct type of unit or whichever unit you want to have infinite attacks 20180906 18:13:24<+wesdiscordbot> well you have that in lua 20180906 18:13:24<+wesdiscordbot> yeah I get that bit 20180906 18:13:30<+wesdiscordbot> might be easier to do it in WML 20180906 18:13:44<+wesdiscordbot> it looks like that would work, but 20180906 18:13:56<+wesdiscordbot> it doesn't get any moves after its attack ends? 20180906 18:14:13<+wesdiscordbot> oh yeah that is probably a good idea to include 20180906 18:20:01< zookeeper> or you can for example give the unit an [object] [effect] apply_to=max_attacks increase=999 or something. 20180906 18:20:46< zookeeper> but the event solution works just as well. 20180906 18:23:42<+wesdiscordbot> strangely enough the code I posted (with unitname replaced with the unit id) doesn't work, even after I add this line to allow it to continue moving 20180906 18:23:42<+wesdiscordbot> https://cdn.discordapp.com/attachments/442775044590927873/487327042321514497/unknown.png 20180906 18:24:22<+wesdiscordbot> unit.moves 20180906 18:24:30<+wesdiscordbot> oh right 20180906 18:24:40< vn971> Fairy: if you're working in Lua, just use unit.attacks_left = unit.attacks_left + 1 20180906 18:24:47< vn971> (or unit.attacks_left = 1) 20180906 18:31:55<+wesdiscordbot> Yep, this works. Thanks! 20180906 18:37:07-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180906 18:37:13-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180906 19:12:30-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180906 19:12:37-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180906 19:35:18< hk238> made a custom version of Silverhead Crossing. I must say it's not very good.. Maybe try again later :D 20180906 21:11:41-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-umc-dev 20180906 21:15:35-!- gfgtdf [~Daniel@x4dbb4de7.dyn.telefonica.de] has joined #wesnoth-umc-dev 20180906 21:18:30< hk238> made 2nd version.. it's considerably better 20180906 21:18:31< hk238> :D 20180906 21:23:22< hk238> https://forums.wesnoth.org/viewtopic.php?f=15&t=48701 20180906 21:23:26< hk238> also made a forum thread :d 20180906 22:00:03-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180906 22:00:09-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180906 22:27:49-!- hk238 [~kvirc@unaffiliated/hk238] has quit [Quit: KVIrc 5.0.0 Aria http://www.kvirc.net/] 20180906 22:45:16-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [] 20180906 22:45:45-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20180906 23:02:29-!- wesdiscordbot [~wesdiscor@wesnoth/bot/discord-bridge] has quit [Read error: Connection reset by peer] 20180906 23:02:31-!- wesdiscordbot2 [~wesdiscor@wesnoth/bot/discord-bridge] has joined #wesnoth-umc-dev 20180906 23:02:34-!- mode/#wesnoth-umc-dev [+v wesdiscordbot2] by ChanServ 20180906 23:03:25-!- wesdiscordbot2 is now known as wesdiscordbot --- Log closed Fri Sep 07 00:00:17 2018