[ian-reeds-games] Re: question about transformation script

  • From: "Craig Brett" <dmarc-noreply@xxxxxxxxxxxxx> (Redacted sender "craigbrett17@xxxxxxx" for DMARC)
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Fri, 12 Jun 2015 01:32:26 +0100

No. This feature was implemented and improved using script. It's not a new version of TB.

On 11/06/2015 19:59, Monkey wrote:

This is the latest for everything, right? Like, the at_zero
transformation bug I brought up a while ago is fixed in this one too?

On 6/11/15, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
Okay, how's this?

Scripts link: https://dl.dropboxusercontent.com/u/5405418/Craig%20Brett.zip
Documentation (in case you want/need it):
https://dl.dropboxusercontent.com/u/5405418/Craig%20Brett%20Documentation.zip

Tl;Dr version of the change so you don't have to look at the docs.

|script_flags
transforms_into warrior/fire_mage
death_transformation zombie/skeleton

Let me know how it works for you guys.

On 11/06/2015 19:36, Craig Brett (Redacted sender craigbrett17@xxxxxxx
for DMARC) wrote:
Nah. You've already got an array of things there, the / separated list
of strings. In this case, the array won't be any longer than it needs
to be, so you can just pick a random number for the length of that array.

Essentially, just like that function Monkey posted.

On 11/06/2015 19:14, Kyle Davis wrote:
i guess i got it completely wrong and i am glad to hear that it is
not as complicated as i thought. i was thinking that you will need to
take the number of effects in the flags and make it into a range like
1r3, 1 being the firsteffect and 2 being the second effect and so on
and taking that range and return it to shared calculate flag where it
would pick a random number in the range and returning it back to
apply effect flag where it would be apply.

On 6/10/2015 11:40 PM, Monkey wrote:
Computer? Derp, oops. Sorry about that.

And if the slashes are what's decided, I already modified your
randomSelectString for one of my scripts because the "|" would have
looked a bit awkward...as I think we have discussed in the past.
function slashString(original) {
if (original.indexOf("/") == -1)
return original;
var choices = original.split('/');
var randomIndex = Math.round(Math.random() * (choices.length - 1));
var pick = choices[randomIndex];
return pick;
}
Not much of a change, of course. So credit still definitely goes to
you.
Just so we both don't have the same thing with a different function
name... It would be a bit pointless, aha.

On 6/10/15, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
It wouldn't be the AI choosing anything, it'd be the computer.
There's a
subtle difference. I'm not doing any funky business with a range,
though, that sounds like an unnecessary hassle.

Yeah, I could give that a look. I'd probably just extend the existing
transforms_into scripts. If that's what you're thinking. Having them
take random arguments would be easy. I'd probably have it so you
could do:

transforms_into cat/dog/bird

Or maybe

transforms_into cat|dog|bird

Both read alright to me and both mean randomly pick one, slash is more
gramatically correct but computer speak wise, "|" means "or". Any
strong
preference?

On 11/06/2015 06:04, Monkey wrote:
Wait, what do you mean with range? I'm not sure we're on the same
page
here.
My understanding is that you want the AI to choose a random effect
from a list. That's simple enough to create.

On 6/10/15, Kyle Davis <kyles.supernova@xxxxxxxxx> wrote:
i don't know how to achieve this so far what i learned is that
you will
need to sepperate each effects and then have each effects hashed as
integers for instence the first effect in the line would be 1 and
the
next would be 2 and so on and then take the integer values and
make it
into a range like 1r2 or 1r3 and etc then put it through the shared
calculate flag to be calculated at which it would randomly pick any
number in the range and then send it to shared apply effects flag
and
have flags to apply this effect to either a unit and or tile but
i could
be completely wrong about it, it seems to me that it should go.

On 6/10/2015 2:45 PM, Monkey wrote:
A random effects script is very easy to do, I think. *shrug*

On 6/10/15, Kyle Davis <kyles.supernova@xxxxxxxxx> wrote:
if that is so i guess i would try maybe having transformations on
different 0 duration effects a course this would require that
tb has
the
capability of having random effects flags, i am remembering
that it
was
mentioned a few months ago and maybe having it added on in later
versions.

On 6/10/2015 2:22 PM, Monkey wrote:
I'm pretty sure that's possible, although I'm not sure if he's
going
to want to add that.

On 6/10/15, Kyle Davis <kyles.supernova@xxxxxxxxx> wrote:
i wonder is it possible to have random unit type
transformations for
instence i have a curse that could turn a unit into a random
creature
lets say i have cat, dog, and bird as the argument and when i
have
it
cast on a unit the game engine will randomly selects one of
the unit
type i have placed in it and then turn that unit into the
randomly
selected unit type










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