Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 25 26 [27] 28 29 ... 44

Author Topic: Putnam's DFHack scripts  (Read 120437 times)

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Putnam's DFHack scripts
« Reply #390 on: October 24, 2013, 05:55:07 pm »

Cow Catapults, here we come. :) Fire the Crundle Cannons, lob the Orcish Paratroopers,
Logged
::: ☼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

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Putnam's DFHack scripts
« Reply #391 on: October 24, 2013, 10:54:13 pm »

Updated itemsyndrome for DFHack 0.34.11 r4.

If you update, you have to remove all END times for your syndromes related to it. It now automatically applies on equip and unapplies on unequip, no dirty all-unit-checking.
« Last Edit: October 24, 2013, 10:56:12 pm by Putnam »
Logged

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: Putnam's DFHack scripts
« Reply #392 on: October 24, 2013, 11:24:56 pm »

Updated itemsyndrome for DFHack 0.34.11 r4.

If you update, you have to remove all END times for your syndromes related to it. It now automatically applies on equip and unapplies on unequip, no dirty all-unit-checking.

NICE!

Is r4 public yet?

mc876898

  • Escaped Lunatic
    • View Profile
Re: Putnam's DFHack scripts
« Reply #394 on: October 24, 2013, 11:43:22 pm »

Anybody know how to remove a mummy's curse with dfhack?
Logged

expwnent

  • Bay Watcher
    • View Profile
Re: Putnam's DFHack scripts
« Reply #395 on: October 25, 2013, 07:48:18 am »

That r4 isn't quite done. Still need to add a few more things.
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Putnam's DFHack scripts
« Reply #396 on: October 25, 2013, 02:48:16 pm »

expwnent just posted this in chat saying "peterix: r4 is done." so I figure it's good enough

EDIT: Oh, just wait until the official post is updated. Shouldn't be long.

expwnent

  • Bay Watcher
    • View Profile
Re: Putnam's DFHack scripts
« Reply #397 on: October 25, 2013, 04:20:44 pm »

That was a different build.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Putnam's DFHack scripts
« Reply #398 on: October 25, 2013, 05:53:56 pm »

I'll just wait, then its released, then I wait some more, then scripts get updated for it, then I wait even longer, and bugfixes for these scripts start coming out. ;) I'm good with r3 as of now.

Just a question about autosyndrome: Does it still trigger all the time, even if the product chance is not 100%? Could you somehow sneak in a line that takes the product percentage and take that into account? Either that, or another argument with SYN_CLASS:percentage_number.
Logged
::: ☼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

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Putnam's DFHack scripts
« Reply #399 on: October 26, 2013, 11:14:35 pm »

There's nothing in autosyndrome's source about probability right now, so I'd say yes.

expwnent

  • Bay Watcher
    • View Profile
Re: Putnam's DFHack scripts
« Reply #400 on: October 28, 2013, 11:23:07 am »

This is already possible by triggering an lua script that does random number stuff.
Logged

Roses

  • Bay Watcher
    • View Profile
Re: Putnam's DFHack scripts
« Reply #401 on: November 05, 2013, 12:40:00 pm »

I was wondering if it would be possible to add \Location as a special argument for projectileExpansion (I tried to look for the way autoSyndrome does it, but couldn't find the example). Some commands need a position and as of now I am not sure how to give them a position since \Location doesn't seem to work.
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Putnam's DFHack scripts
« Reply #402 on: November 05, 2013, 06:03:39 pm »

I was wondering if it would be possible to add \Location as a special argument for projectileExpansion (I tried to look for the way autoSyndrome does it, but couldn't find the example). Some commands need a position and as of now I am not sure how to give them a position since \Location doesn't seem to work.

It is, I thought?

EDIT: Just checked, isn't. Will fix.
« Last Edit: November 05, 2013, 06:30:10 pm by Putnam »
Logged

Roses

  • Bay Watcher
    • View Profile
Re: Putnam's DFHack scripts
« Reply #403 on: November 06, 2013, 07:50:18 pm »

For itemSyndrome, does it check coatings on items? (i.e. Can I add a "haste rune" improvement that will be checked?)
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Putnam's DFHack scripts
« Reply #404 on: November 06, 2013, 08:10:07 pm »

Yes, optionally. ContaminantsOn (case-insensitive) is the command to turn it on.
Pages: 1 ... 25 26 [27] 28 29 ... 44