--- Log opened Tue Nov 27 00:00:01 2018 20181127 00:37:25< hk238> https://pastebin.com/BvJPwUm7 20181127 00:37:36< hk238> hmm do you see anything wrong with this movetype? For some reason it's not working properly 20181127 00:38:44< hk238> I'm updating github pastebin is harder to read 20181127 00:44:57< hk238> once I get this further done I'll probably split this into further actual factions but for now just need to something done 20181127 00:45:16< hk238> I fail to understand why that movetype is not working. The other movetypes in the file are working 20181127 00:50:42-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-umc-dev 20181127 00:53:39< hk238> movement_type=bloodlegacy_vampire_heavy 20181127 00:53:52< hk238> I don't know what the problem is.. but that can wait 20181127 01:57:09< hk238> hmm maybe the event is in a wrong place 20181127 01:57:19< hk238> though that doesn't explain the movetype but anyway 20181127 01:58:40< celticminstrel> Events can go in [scenario], in [event], in [unit], or in [unit_type]. 20181127 01:59:31< hk238> there's also the possibility that something else silently fails, because I can't explain why the movetype is not working 20181127 01:59:40< hk238> and then that causes the event not to work either 20181127 02:00:26< celticminstrel> Well, the movement type has to be defined in [units]... 20181127 02:00:43< hk238> yeah but some of the mvoetypes work 20181127 02:00:48< hk238> and some don't 20181127 02:00:53< hk238> so units are loaded in alphabetical order? 20181127 02:00:59< hk238> probably an error in one of the unit files 20181127 02:01:49< celticminstrel> If there's a WML syntax error you'd know. 20181127 02:01:59< celticminstrel> If it's a logic error... that's a bit harder. 20181127 02:02:14< hk238> yeah it seems that it's probably this vampire tree event that fails and every unit after that fails too 20181127 02:02:20< celticminstrel> That's what the schema validator is for, but unfortunately it's not available in 1.14. 20181127 02:02:27< hk238> so.. probably I have to add [+units] to the end of the vampire treee 20181127 02:02:45< celticminstrel> It's doubtful that one thing failing would cause everything after it to fail. 20181127 02:02:55< hk238> It's only explanation I got for the movetype failing 20181127 02:03:04< hk238> well let's see easy to test 20181127 02:05:35< hk238> ah okay I got it 20181127 02:05:56< hk238> both the vampire tree and the vampire tree movetype are named bloodlegacy_vampire_tree so it might be some sort of error around that 20181127 02:06:25< hk238> no actually that wasn't it quite 20181127 02:07:07< celticminstrel> I don't think that could be it. 20181127 02:08:28< hk238> yeah that wasn't it.. but it did fix the movetype for the tree at least 20181127 02:08:39< hk238> but not the movetype I wasn't able to explain earlier but let's see about that one 20181127 02:09:15< hk238> nope this movetype still doesn't work 20181127 02:09:41< hk238> https://github.com/n832sv/wesnoth_vampire_faction/blob/master/wml/movetypes.cfg 20181127 02:09:54< hk238> https://github.com/n832sv/wesnoth_vampire_faction/blob/master/units/vampire_warrior_knight.cfg 20181127 02:09:58< hk238> all the other movetypes are working 20181127 02:10:00< hk238> but this one isnt' 20181127 02:10:02< hk238> any ideas? 20181127 02:10:12< hk238> clearly, the file has to work, if every other unit works 20181127 02:10:25< hk238> and clearly, the unit has a movetype defined, and it's the same one as in that file 20181127 02:10:30< hk238> so something is weird 20181127 02:11:17< hk238> well I'll try giving the unit another movetype as a test Iguess 20181127 02:12:06< celticminstrel> Well, the abilities don't really need to be in [units], but I guess it doesn't really hurt either... since they normally don't even contain actual WML, only macro definitions. 20181127 02:12:13< hk238> hmm 20181127 02:12:23< hk238> I changed the movetype for the unit but it's still not working 20181127 02:12:41< celticminstrel> The first movetype doesn't work? 20181127 02:12:56< hk238> yes 20181127 02:13:01< celticminstrel> Um, your movetypes are woefully incomplete. 20181127 02:13:12< hk238> no I have defense / resistance tags in unit files 20181127 02:13:23< hk238> but anyway it's not the movetype file 20181127 02:13:23< celticminstrel> Hmm, okay. 20181127 02:13:28< hk238> it's the unit file since I tried changing the type 20181127 02:13:33< hk238> and this is the only unit that can't move 20181127 02:13:56< hk238> it fails to get the movement costs.. 20181127 02:14:24< hk238> any ideas? 20181127 02:14:40< hk238> there are not too many lines in that file 20181127 02:14:40< hk238> :D 20181127 02:15:33< celticminstrel> I think the problem is in this file: https://github.com/n832sv/wesnoth_vampire_faction/blob/a51f32b1fb125bb9128fc7850b6bccc2ced90eab/units/vampire_rogue_illusionist.cfg 20181127 02:15:53< hk238> okay thanks that must be it 20181127 02:20:09< hk238> okay that fixed the movetype bug 20181127 02:20:22< hk238> but not the event for the cth thing 20181127 02:21:10< celticminstrel> ? 20181127 02:21:23< celticminstrel> There's no event in that file. 20181127 02:21:37< celticminstrel> BTW, MAGENTA_IS_THE_TEAM_COLOR literally does nothing, you can just remove it. 20181127 02:22:20< hk238> oh 20181127 02:22:23< hk238> that's good to know 20181127 02:24:45< hk238> no right there was different problems, the defense ability/special thing not working, and one of the units wasn't able to move. The rogue_illusionist file fixed the movement problem, but the defense ability is still not working 20181127 02:25:39< hk238> hmm something wrong with this github 20181127 02:27:35< hk238> okay so let's see 20181127 02:28:25< hk238> what could explain github not updating all files but only some of them? 20181127 02:28:59< hk238> maybe I'm viewing an old version 20181127 02:29:13< hk238> yeah that was it 20181127 02:29:20< hk238> https://github.com/n832sv/wesnoth_vampire_faction/blob/master/wml/dummy_weaponspecial.cfg 20181127 02:29:24< hk238> this is the event that doesn't work 20181127 02:32:50< hk238> oh the event is missing an id 20181127 02:35:01< hk238> added id but still not working hmm 20181127 02:35:45< hk238> I'm bad at debugging lua for sure.. several hours for this defense thing. :D 20181127 02:47:23< hk238> hmm 20181127 02:48:22< hk238> nope hmm okay I need to figure out how to debug this better 20181127 02:52:24< hk238> I think the event is not triggering at all 20181127 02:56:03< hk238> but this is important since once this starts working I can make all kinds of abilities the default tags don't support 20181127 02:57:28< hk238> hmm what could I use to print a message in the game or console? 20181127 02:57:46< hk238> print apparently 20181127 02:58:53< hk238> I think the event is just not being run at all 20181127 02:59:16< hk238> https://pastebin.com/EVXNvjub 20181127 02:59:22< hk238> because the [print] doesn't get displayed 20181127 03:04:18< hk238> okay now it works 20181127 03:04:23< hk238> the event was in the wrong place afterall 20181127 03:05:54< hk238> it was in [units] but not [unit_type] apparently 20181127 03:08:27< hk238> unfortunately they also affect magical attacks but so be it for now 20181127 03:12:50< hk238> wow I spent an amazing amount of time for such a trivial thing 20181127 03:12:50< hk238> :D 20181127 03:36:29< celticminstrel> Events don't need an id if they have a name. 20181127 03:36:43< celticminstrel> (They need one or the other but not both. Though they can have both if you want.) 20181127 03:37:45< celticminstrel> If you want to not affect magical attacks you can probably add a [not][filter_weapon]special=magical 20181127 04:21:42< hk238> right thanks I'll try that 20181127 04:44:01< hk238> I haven't given the vampires a draining melee attack yet.. :D 20181127 05:08:24< hk238> hmm I probably need to learn to deal with WML variables a little more 20181127 05:08:37< hk238> I was thinking about setting up a framework for metaeffects on abilities 20181127 05:12:46< hk238> so for an example I would create this global event that clears variables 20181127 05:13:18< hk238> and then I would setup specials that modify those variables like for an example 'disable_magic' variable = 1 , and it would go to the event that clears such variables at end of users turn 20181127 05:13:33< hk238> then I could filter e.g. magical attack so it doesn't work if the unit has the counter 20181127 05:27:28-!- celticminstrel is now known as celmin|sleep 20181127 07:59:54< hk238> hmm how to modify a variable for all units? 20181127 08:00:17< hk238> nvm modify_unit I guess 20181127 08:06:49< hk238> hmm except I'm not sure 20181127 08:10:25< hk238> hmm should [effect] [status] [variables] work? 20181127 08:39:22-!- hk238 [~kvirc@unaffiliated/hk238] has quit [Quit: KVIrc 5.0.0 Aria http://www.kvirc.net/] 20181127 09:17:48-!- vn971 [~vasilii@office.zivver.org] has joined #wesnoth-umc-dev 20181127 12:16:48-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-umc-dev 20181127 13:29:45-!- celmin|sleep is now known as celmin|away 20181127 14:10:26<+wesdiscordbot> effect is very powerful, but it is not for modifying variables 20181127 16:00:19-!- gfgtdf [~androirc@tmo-119-151.customers.d1-online.com] has joined #wesnoth-umc-dev 20181127 16:03:26< gfgtdf> You can create a custom effect (wesnoth.effects) that changes variables thought. I do exactly that in world conquest 2 to for example track whether a unit has already a certain object without the need for complicated filters. There is a special variable 'mods' that gets cleared whenever the unit is rebuild which was added evals evaluation exactly for cases like this. 20181127 16:06:12< gfgtdf> you can also use it for example by having a weapon special that for example increases the attack and uses a formula that uses unit variables and then change the unit variables via effect. I also do that in one of my addons. 20181127 16:14:53-!- gfgtdf [~androirc@tmo-119-151.customers.d1-online.com] has quit [Remote host closed the connection] 20181127 16:15:08-!- gfgtdf [~androirc@tmo-119-151.customers.d1-online.com] has joined #wesnoth-umc-dev 20181127 16:28:16-!- gfgtdf [~androirc@tmo-119-151.customers.d1-online.com] has quit [Ping timeout: 268 seconds] 20181127 17:30:23-!- gfgtdf [~androirc@134.76.63.8] has joined #wesnoth-umc-dev 20181127 17:39:02-!- vn971 [~vasilii@office.zivver.org] has quit [Quit: Leaving.] 20181127 19:20:53-!- hk238 [~kvirc@unaffiliated/hk238] has joined #wesnoth-umc-dev 20181127 19:21:02< hk238> hi 20181127 19:38:04<+wesdiscordbot> yo 20181127 20:06:05< hk238> wesnoth needs more, especially cooperative, survival maps.. :d should probably try and make a few 20181127 20:06:56<+wesdiscordbot> would be nicr 20181127 20:07:01<+wesdiscordbot> nice* 20181127 20:14:26< hk238> maybe like teamsurvival but for 3 players instead? Nosmos' 3p survival is nice 20181127 20:16:30< hk238> I have too many projects as it is though 20181127 20:16:57< hk238> It's nice that laterlife addon was succesful people seem to play it almost as much as vn971's afterlife 20181127 20:17:54< hk238> hmm so where was I.. need to figure out how to make an event that sets a variable for all units 20181127 20:24:06-!- gfgtdf [~androirc@134.76.63.8] has quit [Remote host closed the connection] 20181127 21:47:38-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 246 seconds] 20181127 21:49:46<+wesdiscordbot> That'd be amazing! 20181127 21:50:03<+wesdiscordbot> I love survival maps! 20181127 21:50:16<+wesdiscordbot> Granted I only play them by msyelf 20181127 21:50:21<+wesdiscordbot> but still! --- Log closed Wed Nov 28 00:00:02 2018