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Author Topic: DFHack Help  (Read 887 times)

cyberwarrior

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DFHack Help
« on: November 17, 2019, 01:08:19 am »

So I have been working on a mod that I call Alchemic Magic. The idea is to drastically expand the alchemy in the game as a magic system. My first focus is on alchemical necromancy. I have a few reactions for the basics, such as making a philosophers stone, however the basic raws are a bit lacking.

So, I have found the scripts I need in DFHack, however I I don't know how to call them from the Raws. Looking through the raws of other mods doesn't seem to help, as I can't make heads or tails of it.

So, how DO I call the DFHack scripts from the raws?
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cyberwarrior

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Re: DFHack Help
« Reply #1 on: November 18, 2019, 02:31:09 am »

ok, looking through DFHack scripts, I have found out that it calls scripts by looking for things like syndromes or reaction names as the game plays.

I figure that you specify that in the dfhack.init folder. I'm not exactly sure how yet, but I will keep posting as I figure out more.
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Nahere

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Re: DFHack Help
« Reply #2 on: November 18, 2019, 04:35:16 am »

For most modtool scripts you need to put your arguments in onload.init. See here.
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cyberwarrior

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Re: DFHack Help
« Reply #3 on: November 18, 2019, 09:01:34 pm »

For most modtool scripts you need to put your arguments in onload.init. See here.
I took a look, and it only mentions the onload.init in the if-entity section.
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Nahere

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Re: DFHack Help
« Reply #4 on: November 18, 2019, 10:27:14 pm »

Onload is still a good place to put it too keep your script calls world specific.
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