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Author Topic: Putnam's DFHack scripts  (Read 120502 times)

Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #150 on: March 25, 2013, 10:02:32 pm »

Updated projectileExpansion to be actually useful.

Deon

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Re: Putnam's DFHack modder's utilities
« Reply #151 on: March 25, 2013, 11:26:00 pm »

New version of Itemsyndrome is out. Fixes Deon's stacking issue.
Holy plump helmets! Just when I am about to start a succession adventurer game! Thank you, bro.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Deon

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Re: Putnam's DFHack modder's utilities
« Reply #152 on: March 25, 2013, 11:32:45 pm »

Hmm...

Do you want both:
Code: [Select]

if ... ~= "force" then dfhack.onStateChange.itemsyndrome() end

if ... == "force" then findItems() end
at the same time?
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #153 on: March 25, 2013, 11:34:46 pm »

The first one is a "does not equals", the second one is "equals". I'd rather not have it add another instance of itemsyndrome every time you run itemsyndrome force.

Deon

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Re: Putnam's DFHack modder's utilities
« Reply #154 on: March 25, 2013, 11:36:24 pm »

>.<
 I just woke up, don't judge me.

Does the 1 tick solve the SC_WORLD_LOADED adventure mode issue? I am going to test it through now.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #155 on: March 25, 2013, 11:37:38 pm »

I hope so, hehe.

Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #156 on: March 29, 2013, 03:22:41 pm »

Uploaded a fixed version of projectileExpansion after testing its scripting stuff with Lord English in Fortbent. Its script-running should definitely work now.

Deon

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Re: Putnam's DFHack modder's utilities
« Reply #157 on: March 29, 2013, 03:45:27 pm »

What was wrong? Old version worked fine.
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Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #158 on: March 29, 2013, 03:48:08 pm »

A small typo was preventing the script from correctly passing the hit unit's ID as an argument to a script. AFAIK, this only affected me, but it was still a bug that needed fixing.

Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #159 on: March 30, 2013, 12:48:50 pm »

Fixed a few issues with projectileExpansion; shouldn't cause any errors in the normal course of action anymore.

Mrhappyface

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Re: Putnam's DFHack modder's utilities
« Reply #160 on: April 02, 2013, 11:13:01 pm »

So Putnam, does this work for a grenade? Been trying to figure this out.

[INORGANIC:TEAR_GAS]
   [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
   [STATE_NAME_ADJ:ALL:CS_GAS]
   [REACTION_CLASS:DFHACK_SPECIFIC_MAT]
[REACTION_CLASS:TEAR_GAS]
   [UNDIGGABLE]
   [MATERIAL_VALUE:100]
   [SYNDROME]
      [SYN_NAME:CS_IRRITATION]
      [SYN_AFFECTED_CLASS:GENERAL_POISON]
      [SYN_INHALED]
      [CE_NAUSEA:SEV:35:PROB:100:RESISTABLE:START:50:PEAK:100:END:300]   
   [CE_DROWSINESS:SEV:75:PROB:100:RESISTABLE:START:1000:PEAK:2000:END:4000]
   [CE_DIZZINESS:SEV:75:PROB:100:RESISTABLE:START:1000:PEAK:2000:END:3000]
« Last Edit: April 03, 2013, 10:14:53 am by Mrhappyface »
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Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #161 on: April 02, 2013, 11:36:54 pm »

1. It should be [REACTION_CLASS:DFHACK_VAPOR_UNDIRECTED]; for a grenade, it should be DFHACK_DRAGONFIRE or DFHACK_DUST.

2. You should have this to define the material the dust/vapor will be with reaction classes:

[REACTION_CLASS:DFHACK_SPECIFIC_MAT]
[REACTION_CLASS:TEAR_GAS]

Mrhappyface

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Re: Putnam's DFHack modder's utilities
« Reply #162 on: April 03, 2013, 10:12:44 am »

Thanks Putnam.
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Rumrusher

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Re: Putnam's DFHack modder's utilities
« Reply #163 on: April 03, 2013, 01:36:40 pm »

so putnam did you crack the code to add VATS(throwing and projectile aiming) into Adventure mode yet?
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Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #164 on: April 03, 2013, 01:44:57 pm »

No, but that is a very good idea, hehe.
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