#Sanginir Tribe
1 messages · Page 7 of 1
lemme check code
ok so
also i need to fix disembarking as soon as its on a land tile which really sucks cuz idk how to do that
problem is
wait
leechsgn
thats what i need
lol
i fucked up the blacklist
lemme try with this adjustment
the way polibrary does this unitAbilityBlack/Whitelist is that if ANY whitelist is active it always automatically denies everything else that is not in the whitelist
yeah so nvm
bruh
thats lowkey pretty stupid
ngl
why
bro why not just put like
wait
dude
you can also
put
"land", "water", "air", allat
in unitAbilityWhitelist
i understand it now
bc every unit has at least one of those it defaults to true
💥
now it should work correctly
spoiler
it did
ok
i need to do disembark shenanigans now
i need to disable it until the un-transform ability is used
well i mean i got untransform done, i just need to stop it from automatically untransforming when moving over land now
it does, but it doesnt deal with the terrain type that it disembarks on
huh?
wdym deal with the terrain type
like when the unit is on land, it disembarks
the issue is, its not in the disembark code
so i need to look for something
that does that
no like instead of writing ur own disembark code u could just call disembarkAction to untransform the unit
way simpler and stabler
ok but i still need to find out how to make it not disembark whenever it moves on land
yeah that could be a bit tricky
like this? (dont mind the error)
is the method long?
jesus
yeah well thats kind of an issue
i just need to change this
else if (!tile2.IsWater && unitData.IsVehicle())
{
gameState.ActionStack.Add(new DisembarkAction(base.PlayerId, worldCoordinates));
}
oh
nvm
rip
its over
im done
im cooked
yeah
thats not so simple
yeah no it doesnt do anything
💔
idk
idk
copy and paste the whole thing except the one part 
holy short mod lifespan 🔥
i think
lol
i doubt thatd even work
considering dnspy uses an outdated version
of polyotpia
we could pull a classic fappy effect thing
prefix the method, check for that exact case (if its not water and is carrier), add an effect to the unit, and prefix disembarkAction, check for that effect, and if it sees the effect it cancels the action
OH and also check if its one of your units not boats cuz that could get akward
land bomber 
bomber? whats a bomber? sanginir doesnt have a boat
ok so i thought i knew how to load in an effect but it turns out i dont
wait cant i just prefix checking if the unit is batswarm
prefix where
the method
which one
disembark action
wait no
theb uhh
moveaction
the one that triggers disembark action
and what do you do once you check for batswarm or whatever
oh
i understand
wait
hmm
no
cuz if i can check for effect
why cant i just
check for unit type instead
cuz then you couldnt disembark it no matter what
even if i manually do it with the ability?
well then no but that means probably more maintenance
why more maintenance?
PolyMod.Loader.AddPatchDataType("unitEffect", typeof(EnumCache<UnitEffect>.GetType("nodisembarkbatswarmsgn")));
this is wrong
so i cant do effect
if they change something ur code will be outdated
change what??
dawg u gotta be specific im not a pro polyscripter

💀
☠️



this is what wasd thought he was cooking when i asked him to be specific
how tf is unit effect less maintenance than checking for a specific unit type that i will not be changing
like dawg
if they change unit effect the mod will break
but if they change unit state and stuff, every mod will break
so
like
just checking for the unit type is better than just adding an effect and checking for it later
@tacit pasture yo bro so instead of adding a unit effect, why dont i just check the unit type, in order to make it ignore disembarking when being on land?
wasd thinks i need a unit effect because checking for unit type will make my code outdated, he doesnt know why or how or anything it just will
anyway
context is
i have a unit that another unit transforms into
but as soon as it moves on land, it switches back
so what i need
is to patch the MoveAction
to make it not disembark when its not on water
and i can do this by checking if its specifically the unit i want
but wasd thinks
i need to add a unit effect
and check for it
because checking for unit type is outdated for no reason
Why not use polymod's embarksTo?
?
that is literally what im saying
you said nothing of the sort
stop blatantly lying
i dont want it to embark dawg
im saying use polytopias embark-disembark system with polymods embarkTo
NO YOU'RE NOT
BOOM
stop lying
i told u to use EmbarkAction and DisembarkAction
like deadass
ur joking right?
U NEVER SAID ANYTHING
ABOUT POLYMOD
I NATURALLY ASSUMED U MEANT THE METHOD
stfu
dont speak
thats the fix for that terrain thing, USING POLYTOPIA EMBARK-DISEMBARK
HOWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW DO I USE THAT
i thought that was obvious
yeah no kys
its literally in the message
yes, adding an effect, while using polytopia disembark
like how tf does polymod embark disembark EVEN WORK
and moveaction, guess what, calls disembark, so u gotta patch that to not call it
YES
yes cuz i told you to do that
THEN TF IS FAP YAPPING ABOUT HERE
he said to use polymod embarkTo
you agreed
WÉKYejhewiorlhjgk;qwèeh3
this exact same thing i suppose
embarkAction and DisembarkAction != polymod EmbarkTo
stop being a dumbass
if u said i needed EmbarkTo this whole time, well you DIDNT SAY THAT AT ALL
i cant even concieve how EmbarkTo would be useful
thats literally just when the unit steps on the port
what it turns into
esfesfafawfasd
fgsadf
asdg
asdg
sadg
asdg
sd
asdg
ads
PLUS
i already have the embarkAction working
i have no need to touch that
or use polymod
or whatever you said i needed to use NOW but didnt say yesterday even though you're saying you were saying that the whole time
yes when the unit embarks
the unit embarking
is not the issue
you stupid cunt
then what?
disembarking
when it touches land
ts is unrelated to embarkAction
its moveAction and disembarkAction
i just need to patch the moveAction
you havent been very helpful there though
ok and i told you how to fix it but u ignored and insisted on either writing disembark action from scratch or checking unitData.Type which spoilers: wont work
HOW does changing the way the unit embarks EVER going to change which terrain, if any, it disembarks on
bro the effect workaround isnt related to embarking
youd know that if u tried dawg
I KNOW IT ISNT CUZ THATS NOT WHAT IM TRYING TO FIX
What is the discourse about, if I may inquire?
honestly idk what but bananique is ranting about something not working
so
embark and disembark work fine
except
heres the thing
it disembarks when its on land
i need ot pathc moveAction to fix this
i can check for unit type to prevent it from disembarking when on land
Ok like what is the gameplay you are making
he has a flying boat that cant move to land cuz its hardcoded to disembark
Where does it embark and disembark and what
basically he has a manual imp that embarks a unit into a flying bat that has carry, and he has an imp to disembark
his problem is that when the unit moves on land, due to hardcoding in moveAction, it disembarks
what i told him to do was add an effect on prefix moveAction and check for it, then cancel in disembarkAction
manually transforms
with ability
improvement
i mean a lazy option would be to kill the unit and train a new one on its place
how would i trainsform back
to the unit it was originally
if that were the case
i need a passengerunit

you have unit1, which can transform into unit2 with manual improvemnet, and unit2 that can transform into unit1 with manual improvement?
do unit1 and unit2 have same maxhp stats? 

it works exactly like a boat in this case
hm anyways, the noble way would be to use embarkaction somehow, but tbh i never once read its code or how it works
but the dirty way is
I mean
to stop it from disembarking from moving on land?
well that probably needs to be prefix disabled
i uh dont exactly know how polytopia works there
moveaction checks if land and if land --> disembark
but i imagine in moveaction there is an if-gate when it steps on land and is embarked, and that does stuff
uh
holy predict
command, whatever, idk
yeah
yes
not my tribe bub
i saw it in moveaction
ok
yeah thats it
i need to changr this
i see
well, you can see that it calls DisembarkAction
so if you prefix patch DisembarkAction.execute(default?) and check whether the unit on the tile is this specific unit, then return false (aka don't continue the method) otherwise return true. Ofc make it a bool patch
and i believe it would have no sideeffects whatsoever
k
and also you can call that disembarkaction for the manual improvement
to call an action idk if you know this, but like you can use what is literally in the image:
gameState.ActionStack.Add(new Action(parameters))
just realized i cant do this cuz then i'd need to change the default embarkTo and i cant do that
ye i did that
hmmmmmm
how do i get a tile coordinates from only gameState cuz all the other times ive gotten coordinates, i had __instance but i dont have it here cuz its not in the parameters
🤔
chat im cooked
so no need to worry about crashes
ty
or anything
peak coding
it turned to vengir
__instance discovered the secrets of smithery
the underscores are blue
its just instance
btw
im thinking changing bat swarm mechanocs
mechanics
because currently
i made it so one tech path can turn it into a combat unit
i dont want this anymore
i want to change it to something else
cuz its just a transport unit
you see
currently
units transform into "bat swarm"
which can attack
i mean ig it makes sense
but its original intent
was to be a transport unit
so this tribe can traverse water
but now
if its a combat unit
its just a bat
but better
and i dont like that
ok
btw
Cannot get result from void method void DisembarkAction::ExecuteDefault(GameState gameState)
lmao
and do return false;
so skill issue
bro go away
mov out_of_this_thread, exploit
image not reading official docs
i mean we all gotta start somewhere
real
rip :(
hi llvm im dad
you cant move out_of_this_thread to exploit
write return true; under the if
imagine bothering real ppl
he aint bothering me
it has to return a value under every circumstances
gameState.ActionStack.Add(new KillUnitAction(__instance.___exploit___, __instance.Sanginir));
this is even relaxing next to fucking sprites.json
so currently it returns false, but what if the if-gate does not execute
wait lemme remove result
fucking hell
from parameters
your ai is misinformation
return unit.type != EnumCache....
its flattering that you have high expectations for me
it is generic programming error...
0 knowlage bout polytopia
then why should i ask it
he prob meant generic ai
but like ai == bad so ask humans
wait thats a goat strat
chat is exploit locked in
fapingvin also exist
faipingvin
BRO WAIT

@sour beacon keep your dog on a leash please
you look like this
and
AHA IT WORKS
why use string insted of nameof
it checks method in compile time
mm tuna
houston we have a problem, disembark doesnt work anymore with the ability
it turns out
i SHOULDVE KEPT MY OWN CODE HMMMM
instead of using stupid
disembarkaction
thing
not knowing is ok
i am listening 👂
not being able to find and apply information is funny
basically
not being able to find a bridge and jump off it is funnier
what you'd need to do
is
1: make an effect in gld, u can copy code from Polibrary.Main, that 100% works
2: prefix patch moveAction, check if its your fancy unit, and if it is, check if its moving on land. if those are all true we give our unit the custom effect
not even contradiction
3: prefix disembark the same way, only we check for the effect, not unit type, and if we see the effect we remove it and cancel the disembark!
#1362225960585400450 message < blatant insult right here
#1362225960585400450 message oh my here too
holy shit 3 times #1362225960585400450 message
seems like you are 33
33%
of my skill at arguing
😎
you are built like vector
its not an isult
insult*
its a fact

where is proof?
subjective
subjective
btw where is that photo taken?
oh ye theres an organ
some other fancy institution
St. Petersburg Academic Philharmonia
Exploit is like good at music
he's not good at being kind 💔
not really
real
how far can u see without ur glasses
Easy if your friends are musicians
why are yall supporting the villain 
uhh wdym see
what villain
text?
yet thou praise him
That's not that bad
Lmao
great minds think alike
E
A F
r i c a
-# no water
hungary hivemind
I inherited like -7 💀

0 babyyy
Were going to play Tchaikovsky's first piano concerto for graduation (just for fun) and our soloist learnt 10 minutes of this hell in like 2 months 
he's locked in
holy
fuckign
shit
thats mad
Would've been 5 months with simply piano 🤷
Lol I wanted to say a shorter time than original but this works too
so i did yalls dumb strats of calling for disembark action
it made untransform not work
so i replaced it with my old code
boom it works
we have functional rituals where polytopians can transform into bats
what is your current code?
wait
so
i know what to do
i can replace the bat swarm attack abilities
with switching already moved/alreayd attacked
so i can make transform make units able to attack instantly after using it
is this pro
i was thinking
maybe replace bat swarm with something else
cuz its not really a swarm anymore
i was thinking "bat form"
i got a wacky idea for "eternal swarm" t3 tech
all units are permanently in Bat Form, but retain their old stats
for now
why would they lol
cuz its ass mayhaps idk
and if they do i can just fix this mod?
it works so i dont think so
and if they did change it
it would be for the better
so easier for me

i mean thats one way of thinking ig
why should i trouble myself now
when i can trouble future me who will have more experience
you could also build experience and skill now tbh
cuz this is easy to copy and paste but not everything is like this
then i will simply

not do ideas i know to be so complicated that i cant learn from other code
bro ts aint that complicated
im not going to change functional code for something we dont even know is going to happen in a meaningful amount of time
i think all i need left
is
-1 movement on water for bat/bat form (easy)
extended wingspan ability: bats and bat form units gain +1 movement if no enemy is adjacent (medium)
eternal night: bat form protects units inside from taking damage when they take damage
savagery: after un-transforming from bat form, units can move and attack instantly (easy)
vampiric aura: units adjacent to vampire gain leech if they dont have it already (hard)
vampire castle connecting to capital from anywhere (hard)
fanatic spawning bat on kill (medium-hard)
monuments (medium)
unit sprites (hard)
ok im going to get the easy things done first
w
bats if the tech is unlocked should get +1 movement if no enemies are adjacent
i forgot movement wasnt like that lmao
i got the tech that gives more movement, it cancels out now!
hehehe i moved it on land
ok so the neighbours thing doesnt quite work
I think you should replace the || with && in the flag
but then it will check if its only my units but they are also null
also
rn
its checking if there is a unit there, it will only activate if its mine
wait
i know what i need to do
ok this is better
because i think it will activate if one of my units are there
here it checks if there is a unit there
wait i need an "else" for the result
if its not mine, the whole thing stops
wait
no i know what i need
how does "break" work
does it stop the loop
this could work i think
cuz if my theory is right
if it detecs a single unit that isnt mine
it stops
if it detects no units, or no units that are mine anyway, it will add
i broke movement
hmmm
k i got a solution
it increases movement speed by 1 by default
except when theres an enemy unit adjacent
then it doesnt
it didnt work
i got it working yippee yahoo
(i was checking if the unit owner wasnt null, and that makes no sense)
bringing this back
3/9
33% done in one day yep lets go
i think i can get fanatic bat training done too
then i can do some sprites
:D
this tribe is gonna be so peak
hmmm
the "frenzy" ability isnt working how i want it to
so
what i want is
when a unit kills another unit, it gains the speedy effect
this normally works cuz when the unit retaliates, it removes the speedy effect
however
against stiff units
bats always gain the speedy effect
wait i can check if the unit has the stiff ability
wait but then if it kills a stiff unit
then it wont get it
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
easy solution
its a feature that bat gains movement whenever it damages a stiff unit even if it doesnt kill it
bringing this back again

- spagetti control flow (rollback of value)
- magic values
- GetType every call

so crappy
bro its gives 1 movement when no unit is nearby bud ts aint this serious
It's a mod noone gaf
But there is an argument to be made
That exercising proper coding helps improve mind. I say do whatever you want lmao
idk what vector even means and idk how or why to replace my current ways
Magic values is like when you use numbers without explanation and also like repeating it.
So like:
int getYPosition = {
return currentpos*0.9
}
You dont know what 0.9 is but if you define a const like gravity, and use that it is clearer. Also if you use 0.9 everywhere, and want to change it, changing a constant is easier
Yes my example is very very wrong
But im on a train rn
he thinks i should have a "movementchange" variable and use that instead of +- 1
???
yeah, with bigger projects its actually useful to understand code better
but for a small project like this its just style points
Why not
its only hard stuff left that idk how i should do
except today i got a revelation on bat kill
so that should be ez
yeah no the revelation was false
its a lot more complex than i first anticipated
well its not the code thats the issue its that idk really what im meant to do
you see
i need to spawn the bat when the unit is killed
however
if i use the killaction
then
i cant get the one that killed it
its a ranged unit that when it kills a unit
it spawns a bat in the place of the unit it just killed
ok
that changes things
so like
you can just like copy the kill check from attackAction and insert a trainUnitAction to 0 i suppose
lot of gibberish i wont explain, ask fap idk
wait actually why dont i just

copy old bat spawner code
boom easy
yeah so it didnt work
it also broke the bat form not transforming when it touched land
this is why you never celebrate early
this is why i never do hard polyscript as a beginner
bro why are you so mean to me
you were always like
you should polyscript bananique cuz you are dumb if you dont or something
and now that i am
you are like
you are dumb because i expect you to be like fapingvin but you arent and why havent you learned everything there is to know in one week lmaooo
I just shouldn't communicate with people
then dont??? 
also
its literally JUST ME that you act this way to
so
its not that
stop making excuses
wrong
you just dont have access
to other chats
@sour beacon is he bullying you in admin chat
i mean just git gud
use git to get gud
im trying to learn to draw rn
in inkscape
show
i want to bully you
so show your "art"
noonno
actually
i will not
:)
im going to be the kinder person
im not going to fall to your level
mwahahahahah

bro why are u trying to learn to draw anyway
cuz i want to make a tribe obv
wait till i get so good at polyscript that klipi decides i should replace exploit
that would be the mega revenge
lmao PolyMod is 30% code, 60% architecture, 10% deployment
aha
so
if i get 333% good at polyscript
i can do all code 😎
Wrong it is 90% party, 10% party 
aha a good one
thats literally me btw
🧠
both of them combined
could not hope to match
my skill
at making dysfunctional code
real
did you know that cleopatra never said thank you
to anyone
ever
in history
because she didnt speak english
Brutal woman
valid
we do mutual bullying
as it should be
can i do mutual bullying with exploit
no.
no.
Oh how the tables have turned
k so im not doing permanent bat form
so i need to think of something else
what would make bat form feel eternal
anything not crossed out, that is on the top part
actually maybe vampiric aura i can do
i can attempt
ye
on my own
i told you
i just dont know how to add
which method to patch
the unit abikity to unitdata
no i mean you dont have to
wait.
i know what i can do
in the leech code
i can check
for tile neighbours
and to check if one is vampire
and if the tech is researched
and the unit doesnt have leech
it gets leech
or wait
there are two methods by the name of HasAbility() that returns whether the unit has a certain ability or not. If you're lucky, the one with the unitstate parameter is still working, and if the neighbor is vampire or anything, you manually return true
*set the __result to true I mean by returning true
kaboom
ez
then i can just check for vampiric aura in the leech checking if the unit has leech ability
this is pro
k so i got an idea for eternal night
when the bat form takes damage
and untransforms
the original unit will have the original hp
why not make the bat form drop the unit when killed
you absolute moron
do you kmow what bat form even is
they arent being carried by bats
they turn into the bats
so if the bat dies
they die too
if u are dead u cant turn back
@tacit pasture should i make fanatic still spawn bat on kill? cuz it doesnt really work rn
maybe
idk how to do better tho
keep in mind this is my first actually serious polyscript project with more than 2 patches
even tho 75% of the features are split among 2 patches here lol
uh idk let me think
tf
cuz its free yes
also the spawned unit should be independent
it is dw
trainaction is safer
but
actionutils.trainunit returns the unit that was trained
which is pretty handy
cause then you can instantly modify it

and with trainaction, you cant really
i mean you dont know when the action will be executed
i mean you can know cause it gets added to top of stack and lifo, but like actionutils one is better for that
but if you dont need to modify unit
just use trainaction
ye
teehee vampiric aura works
time to population farm with archers
hey fapingvin
im thinking
since catapults are a thing
i dont like it
so what should i replace catapults with?
im thinking an ability
trebuchets
what math would vampires do
no bruh
cuz the problem is
catapults can enter bat form
and good luck turning a war machine into a bat
well make them exempt
that would make them unable to traverse water
bro i can farm population with hunger and vampiric aura
ig u could say
thats aura 
my warrior healing after killing a unit 
lmao my fanatic too
vampires are too fun
this tribe is aweosme!!!!
i cant wait for release
or should i release it?
🤔
yousee

what if
nvmè
oh
what
so if units with leech are attacked
they will trigger leech in retaliation
thats awesome im keeping it
@tacit pasture is implementing graphics from polyscript easy
wdym
cuz im thinking if i research vampiric aura
by that
idk
ok so if leech works in retaliation, medium ai is simply unable to do any damage to you
and ur units just get infinite hp
and ur cities get infinite pop
btw can the ai use this tribe?
this defence literally works
wait good question
what are the golden units?
also vampire castle sprite was made by rastrapies are gonna use those?
(when leech unit kills a unit, they gain speed)


