Code
startscore = current.GetScore()
numSegs = structure.GetCount()
bestscore = startscore
function comp()
local y=numSegs
print("Compressing..")
for i=1, numSegs do
band.AddBetweenSegments(i,y)
band.AddBetweenSegments(i,y/5)
end
for i=1, band.GetCount() do
band.SetGoalLength(i,band.GetLength(i)-3)
band.SetStrength(i,0.2)
end
behavior.SetClashImportance(0.05)
structure.ShakeSidechainsAll(1)
behavior.SetClashImportance(0.1)
structure.WiggleAll(2)
end
function CheckBest()
if (bestscore < current.GetScore()) then
gain = current.GetScore() - bestscore
oldbest=current.GetScore()
bestscore = current.GetScore()
end
end
print("Fuuuuuusion, hah!")
ask = dialog.CreateDialog("Options.")
ask.cival = dialog.AddSlider("Clashing Importance", 0.1, 0.1, 1, 2)
ask.mut = dialog.AddCheckbox("Mutate?", True)
ask.compress = dialog.AddCheckbox("Extra compression?", True)
ask.ok = dialog.AddButton("Ok",1)
dialog.Show(ask)
cival = ask.cival.value
recentbest.Save()
save.Quicksave(4)
if ask.compress.value == true then
comp()
else
end
if ask.mut.value == true then
behavior.SetClashImportance(0.07)
structure.MutateSidechainsAll(1)
band.DisableAll()
behavior.SetClashImportance(cival)
structure.WiggleAll(4)
behavior.SetClashImportance(0.03)
structure.MutateSidechainsAll(1)
behavior.SetClashImportance(cival/3)
structure.WiggleAll(4)
behavior.SetClashImportance(cival)
structure.WiggleAll(4)
structure.MutateSidechainsAll(1)
recentbest.Restore()
band.EnableAll()
behavior.SetClashImportance(cival/2)
structure.MutateSidechainsAll(1)
structure.WiggleAll(2)
band.DisableAll()
behavior.SetClashImportance(cival)
structure.WiggleAll(6)
structure.MutateSidechainsAll(1)
else
behavior.SetClashImportance(0.07)
structure.ShakeSidechainsAll(1)
band.DisableAll()
behavior.SetClashImportance(cival)
structure.WiggleAll(4)
behavior.SetClashImportance(0.03)
structure.ShakeSidechainsAll(1)
behavior.SetClashImportance(cival/3)
structure.WiggleAll(4)
behavior.SetClashImportance(cival)
structure.WiggleAll(4)
structure.ShakeSidechainsAll(1)
recentbest.Restore()
band.EnableAll()
behavior.SetClashImportance(cival/2)
structure.ShakeSidechainsAll(1)
structure.WiggleAll(2)
band.DisableAll()
behavior.SetClashImportance(cival)
structure.WiggleAll(6)
structure.ShakeSidechainsAll(1)
end
recentbest.Restore()
save.Quicksave(5)
CheckBest()
print("Score:",current.GetScore())
save.Quickload(4)
print("Startscore:",current.GetScore())
save.Quickload(5)
print("Gained:",gain,"points.")
print("Undo returns pre-fuze state")