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Author Topic: Putnam's DFHack scripts  (Read 120348 times)

Putnam

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Putnam's DFHack scripts
« on: March 11, 2013, 01:05:13 pm »

« Last Edit: April 07, 2015, 10:05:14 pm by Putnam »
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Dragoon209

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Re: Putnam's DFHack modder's utility
« Reply #1 on: March 11, 2013, 01:11:16 pm »

Very cool!  I have seen lots of requests for this kind of thing.
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smakemupagus

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Re: Putnam's DFHack modder's utility
« Reply #2 on: March 11, 2013, 01:15:10 pm »

Wow, awesome work.

Putnam

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Re: Putnam's DFHack modder's utility
« Reply #3 on: March 11, 2013, 01:16:37 pm »

Note that I couldn't get itemsyndrome to work with the object testing arena, for some reason, which is why I added the "force" argument so that you can force itemsyndrome to activate and work on every creature.

smakemupagus

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Re: Putnam's DFHack modder's utility
« Reply #4 on: March 11, 2013, 01:49:31 pm »

So.. the syndrome goes right in the Item definition then?
« Last Edit: March 11, 2013, 01:52:38 pm by smakemupagus »
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Putnam

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Re: Putnam's DFHack modder's utility
« Reply #5 on: March 11, 2013, 01:50:26 pm »

Material. You'll have to make it in a reaction with a special material, unfortunately.

smakemupagus

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Re: Putnam's DFHack modder's utility
« Reply #6 on: March 11, 2013, 01:51:51 pm »

Ah, ok, that makes sense.

Warmist

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Re: Putnam's DFHack modder's utility
« Reply #7 on: March 11, 2013, 02:44:42 pm »

Note that I couldn't get itemsyndrome to work with the object testing arena, for some reason, which is why I added the "force" argument so that you can force itemsyndrome to activate and work on every creature.
Arena is special because it does not trigger  SC_WORLD_LOADED (not sure if it's a bug or something...)

Putnam

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Re: Putnam's DFHack modder's utility
« Reply #8 on: March 11, 2013, 02:50:12 pm »

Ah, okay.

Anyway, I updated the script so that it now takes affected/immune creatures/classes into account.

Lycaeon

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Re: Putnam's DFHack modder's utility
« Reply #9 on: March 11, 2013, 11:41:43 pm »

I’ve done some preliminary testing and am happy to say everything seems to work. Creatures picking up a weapon or wearing armor made of the syndrome material will gain its effects, and can be restricted by class and creature type. One of my concerns is that enemies may gain the syndrome by wrestling away syndrome weapons (This makes sense) or tearing off syndrome armor (This less so), though this can be prevented with the aforementioned class/creature filters. Another is that syndrome metals can be melted down and used in forging, making the use of metals for armor and weapons problematic for those who wish to restrict effects to particular items.

It’s hard to overstate the immense value of this script Putnam, for as I understand it armor and weapons that impart syndromes to the wearer have been desired at some point by every major mod. Thank you for this amazing contribution! :D
« Last Edit: March 11, 2013, 11:53:29 pm by Lycaeon »
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Sorcerer

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Re: Putnam's DFHack modder's utility
« Reply #10 on: March 12, 2013, 03:33:38 am »

the... possibilities... are.... endlesssss.....
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laularukyrumo

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Re: Putnam's DFHack modder's utility
« Reply #11 on: March 12, 2013, 03:40:19 am »

Arena is special because it does not trigger  SC_WORLD_LOADED (not sure if it's a bug or something...)

Derail and I don't care but... does this mean it's not possible to test syndromes in the arena? Cause I've got a creature that has a gaseous syndrome dust that does nothing, and I can't figure out why, and it bugs the crap out of me. :(
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Di

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Re: Putnam's DFHack modder's utility
« Reply #12 on: March 12, 2013, 04:11:05 am »

Conventionally modded (the ones that were made without dfhack) syndromes work in arena. You problem is something else.
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Meph

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Re: Putnam's DFHack modder's utility
« Reply #13 on: March 12, 2013, 05:13:54 am »

I have a question. What about hauled items with a syndrome ?  (lets assume one has dynamite-ammo in his mod, and a hapless dwarf tries to carry it to a ballista)

Would the syndrome be applied to the dwarf carriyng it, because if yes, that would be... bad. Hilarious, but bad.
« Last Edit: March 12, 2013, 05:22:30 am by Meph »
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Dustman

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Re: Putnam's DFHack modder's utility
« Reply #14 on: March 12, 2013, 05:19:08 am »

Does it work with ammo that stuck in a wound?
And how about decoration material with syndrome?
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