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Author Topic: Putnam's DFHack scripts  (Read 119045 times)

Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #285 on: August 05, 2013, 10:27:18 pm »

(it was a joke)

(though also serious)

Just Some Guy

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Re: Putnam's DFHack modder's utilities
« Reply #286 on: August 12, 2013, 11:56:54 am »

Is it possible to add an undirected dust attack to ammo?

Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #287 on: August 12, 2013, 12:27:39 pm »

Yeah, I'm pretty sure it's even mentioned in the syntax.

Just Some Guy

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Re: Putnam's DFHack modder's utilities
« Reply #288 on: August 12, 2013, 06:58:05 pm »

Sorry for asking a stupid question, but how do I use projectile expansion?

Sorry about that, got them mixed up.
« Last Edit: August 12, 2013, 07:00:03 pm by Just Some Guy »
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Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #289 on: August 12, 2013, 07:10:02 pm »

It... says how?

Just Some Guy

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Re: Putnam's DFHack modder's utilities
« Reply #290 on: August 12, 2013, 08:33:02 pm »

Am I using it right?

Code: [Select]
[ITEM_AMMO:ITEM_SHELL_EXPLODE]
[NAME:high explosive shell:high explosive shells]
[CLASS:SHELL]
[SIZE:3648]
[REACTION_CLASS:DFHACK_DUST]
[REACTION_CLASS:DISSAPEARS]

Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #291 on: August 13, 2013, 01:47:51 am »

It's in the material, not the ammo.

Just Some Guy

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Re: Putnam's DFHack modder's utilities
« Reply #292 on: August 13, 2013, 12:24:59 pm »

Made a new material just for shells, still not working.

Code: [Select]
I just copied most of this from steel
[INORGANIC:SHELL_EXPLODE]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:high explosive]
[STATE_NAME_ADJ:LIQUID:molten high explosive]
[STATE_NAME_ADJ:GAS:boiling high explosive]
[DISPLAY_COLOR:0:7:1]
[BUILD_COLOR:0:7:1]
[MATERIAL_VALUE:30]
[SPEC_HEAT:500]
[MELTING_POINT:12718]
[BOILING_POINT:14968]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER]

[ITEMS_ARMOR][ITEMS_ANVIL]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940] 160
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225] 200
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215] no data, used 200
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:10000]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[STATE_COLOR:ALL_SOLID:GRAY]
[REACTION_CLASS:DFHACK_DUST]
[REACTION_CLASS:DFHACK_DISSAPEARS]

Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #293 on: August 13, 2013, 12:53:36 pm »

Did you make sure to activate it in dfhack.init?

Just Some Guy

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Re: Putnam's DFHack modder's utilities
« Reply #294 on: August 13, 2013, 01:54:30 pm »

It works! Yes!

Meph

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Re: Putnam's DFHack modder's utilities
« Reply #295 on: August 13, 2013, 09:47:13 pm »

I tried:[SYN_CLASS:\COMMAND][SYN_CLASS:animaltrain][SYN_CLASS:SHAGGY_BADGERDOG_DDD][SYN_CLASS:BLOWGUN]

And: [SYN_CLASS:\COMMAND][SYN_CLASS:animaltrain][SYN_CLASS:shaggy badgerdog][SYN_CLASS:BLOWGUN]

With your new animaltrain script you did post on the dfhack thread. Results in this errorlog:



I had a shaggy badgerdog pastured on the workshop and a dwarf running the reaction creating a boiling rock with the syndrome above. It only runs the command. Does it miss the [SYN_CLASS:\WORKER_ONLY] to affect the dwarf, or a [SYN_CLASS:\LOCATION] [SYN_CLASS:\ALLOW_MULTIPLE_TARGETS] to affect the pet? Did you run it sucessfully in fort mode?
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #296 on: August 13, 2013, 11:38:00 pm »

No, not name, ID. Like \WORKER_ID, but not for the worker. Not sure if that's possible.

Boltgun

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Re: Putnam's DFHack modder's utilities
« Reply #297 on: August 14, 2013, 06:50:20 am »

No, not name, ID. Like \WORKER_ID, but not for the worker. Not sure if that's possible.

If you need to affect visible creatures from a workshop, using the hire guard's fov script do the job. You can then use dfhack.run_script to run further commands.

Otherwise, if it does not hurt to execute the script multiple times on a creature you can simply loop through df.global.world.units.active and check the creature_id from their raw.
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Meph

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Re: Putnam's DFHack modder's utilities
« Reply #298 on: August 15, 2013, 05:21:31 am »

I will let you guys figure it out.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

narhiril

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Re: Putnam's DFHack modder's utilities
« Reply #299 on: August 26, 2013, 12:52:45 pm »

Code: [Select]
[INORGANIC:DFHACK_ITEMSYNDROME_MATERIAL_HELLFIRE1]
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[SYNDROME]
[SYN_NAME:hellfire brand]
[CE_CAN_DO_INTERACTION:START:0:END:160]
[CDI:ADV_NAME:Zalkor's hellstorm]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:FLOW:DRAGONFIRE]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:12]
    [CDI:VERB:invoke a hellstorm:invokes a hellstorm:NA]
[CDI:MAX_TARGET_NUMBER:C:3]
[CDI:WAIT_PERIOD:1500]
[CDI:USAGE_HINT:ATTACK]

Code: [Select]

[ITEM_WEAPON:ITEM_WEAPON_HELLFIRE_BRAND]
[NAME:hellfire brand:hellfire brands]
[SIZE:550]
[SKILL:SWORD]
[TWO_HANDED:22500]
[MINIMUM_SIZE:20000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10:4000:jab:jabs:end:1100]
[ATTACK:BLUNT:8000:3000:beat:beats:NO_SUB:1100]
[ATTACK:BLUNT:50:3000:strike:strikes:pommel:1000]

I included itemsyndrome in my dfhack init file.  I load this up into arena mode, equip a dwarf with a hellfire brand, then type "itemsyndrome force" into dfhack.  It kicks out "499" and does nothing.  What exactly do I need to do to get this to work?  The way I understand it, my material should make it so that anyone wielding a hellfire brand of any material gets the syndrome, correct?
« Last Edit: August 26, 2013, 01:13:24 pm by narhiril »
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