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Author Topic: Putnam's DFHack scripts  (Read 120529 times)

Meph

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Re: Putnam's DFHack modder's utility
« Reply #75 on: March 20, 2013, 10:13:44 am »

Two things. I tested the netthrowers and flamethrowers and all that, they work. But the attribute changes dont take place. Its the same inorganic mats, just copy+pasted with a different syndrome, so all the syntax is correct. I use this line for the attribute change:
   [CE_PHYS_ATT_CHANGE:STRENGTH:5000:0:START:0:END:200]

It might also be the Dwarf Therapist that does not read it out correctly, since its the only way for me to see attributes directly. But I dont think so.


And secondly:
I get a crash-to-desktop when pressing 'e' or maybe 'alt-e' in the military screen. I got it twice, but cant relyably replicate it. I dont have any hotkeys set to e/alt-e. It happens when I want to open the equipment screen for squads. I know its not from modding, so it has to be one of three sources:

1. dfhack r3.
2. falconnes plugins.
3. Putnams scripts.

I will just leave that here, maybe someone knows something.
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Putnam

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Re: Putnam's DFHack modder's utility
« Reply #76 on: March 20, 2013, 02:43:25 pm »

My scripts do nothing with keybindings, so don't blame me :P

I would recommend using DFHack to check the difference in strength. Put these into your DFHack console while (v)iewing the augmented unit:

lua
unit = dfhack.gui.getSelectedUnit()
print(unit.body.physical_attrs.STRENGTH.value)

The number it prints is the unit's strength.

If that third one gives an error, it's probably because physical_attrs is wrong. If it is, use this to figure out the right one:

printall(unit.body)

The interactive lua interface is DAMN useful for testing, btw. unit.curse is where the syndrome info is held, mostly, AFAIK. To see all that, type printall(unit.curse). Anything in elbow brackets can be printalled; if there's nothing in it... there's nothing in it.

smakemupagus

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Re: Putnam's DFHack modder's utility
« Reply #77 on: March 20, 2013, 02:54:55 pm »

It seems like "item" type itemsyndromes work in arena (with itemsyndrome force), but "material" type ones don't.  Is that the same as other people's experience?
« Last Edit: March 20, 2013, 02:56:34 pm by smakemupagus »
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Meph

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Re: Putnam's DFHack modder's utility
« Reply #78 on: March 20, 2013, 03:03:44 pm »

I never test anything in the arena, besides non-pet creatures. Dont know.

I will get feedback soon enough about itemsyndrome. ^^
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Putnam

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Re: Putnam's DFHack modder's utility
« Reply #79 on: March 20, 2013, 05:45:26 pm »

It seems like "item" type itemsyndromes work in arena (with itemsyndrome force), but "material" type ones don't.  Is that the same as other people's experience?

Nope, my arena testing has material type ones work too. Show me your material.

smakemupagus

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Re: Putnam's DFHack modder's utility
« Reply #80 on: March 20, 2013, 05:58:44 pm »

Thanks,

Code: [Select]
[INORGANIC:BLIZZARD_ENCHANT]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:stormcrystal]
[STATE_NAME_ADJ:LIQUID:stormcrystal]
[STATE_NAME_ADJ:GAS:stormcrystal]
[SYNDROME]   
  [SYN_CLASS:DFHACK_ITEM_SYNDROME]
  [SYN_AFFECTED_CREATURE:ORC_TAIGA:DREAMWALKER_MALE]
[SYN_AFFECTED_CREATURE:ORC_TAIGA:DREAMWALKER_FEMALE]
[SYN_AFFECTED_CREATURE:ORC_TAIGA:SORCERER_MALE]
[SYN_AFFECTED_CREATURE:ORC_TAIGA:SORCERER_FEMALE]
[SYN_AFFECTED_CREATURE:ORC_TAIGA:DRUID_MALE]
[SYN_AFFECTED_CREATURE:ORC_TAIGA:DRUID_FEMALE]
[SYN_AFFECTED_CREATURE:ORC_TAIGA:FROSTSKALD_MALE]
[SYN_AFFECTED_CREATURE:ORC_TAIGA:FROSTSKALD_FEMALE]
[SYN_AFFECTED_CREATURE:ORC_TAIGA:ORACLE_MALE]
[SYN_AFFECTED_CREATURE:ORC_TAIGA:ORACLE_FEMALE]
        [CE_CAN_DO_INTERACTION:PROB:100:START:0:END:500]
[CDI:ADV_NAME:Icy blizzard]
  [CDI:INTERACTION:MATERIAL_EMISSION]
  [CDI:MATERIAL:INORGANIC:ICEBOLT_ORC:LIQUID_GLOB]
  [CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:VERB:pelt with freezing snow:pelts with freezing snow:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:20]
[CDI:MAX_TARGET_NUMBER:C:3]
[CDI:WAIT_PERIOD:500]
[DISPLAY_COLOR:3:3:1]
[TILE:'*']
[SOLID_DENSITY:5520]
[MATERIAL_VALUE:20]

Putnam

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Re: Putnam's DFHack modder's utility
« Reply #81 on: March 20, 2013, 06:01:55 pm »

Hmm... make it easier by just adding an [CREATURE_CLASS:ORC_TAIGA]

Meph

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Re: Putnam's DFHack modder's utility
« Reply #82 on: March 20, 2013, 06:14:22 pm »

Didnt you once say that it must have the correct creature declared, and that each caste must be declared?

Because I did feel a bit stupid when I added this:
Spoiler (click to show/hide)

PS: Just realized that I am one-upping smake. First the todo list, now this. Sorry smake.
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Putnam

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Re: Putnam's DFHack modder's utility
« Reply #83 on: March 20, 2013, 06:20:33 pm »

You could also just have the class, which would be far easier on you :V Creature classes are free.

smakemupagus

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Re: Putnam's DFHack modder's utility
« Reply #84 on: March 20, 2013, 11:36:46 pm »

OK, my issue is a little more subtle than what I said before -- when I equip just a magic weapon (item type syndrome) I do get the effect; when I equip just the magic off-hand "dreamcatcher" spell focus (material type item syndrome) I do get the effect; when I equip both I get only one of the two effects. 


Putnam

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Re: Putnam's DFHack modder's utility
« Reply #85 on: March 20, 2013, 11:37:52 pm »

Huh. That's odd. It should be applying everything. I'll take a look.

Right now, I'm playing with advfort in Masterwork; it basically removes the need for that much work on adventure mode itself, hehe.

smakemupagus

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Re: Putnam's DFHack modder's utility
« Reply #86 on: March 21, 2013, 02:28:32 pm »

Huh. That's odd. It should be applying everything. I'll take a look.

Right now, I'm playing with advfort in Masterwork; it basically removes the need for that much work on adventure mode itself, hehe.

Are there still a few adventure mode reactions that you need to get started?  Knap an anvil, tomahawk or axe, and pick, or something like that? 

Deon

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Re: Putnam's DFHack modder's utility
« Reply #87 on: March 21, 2013, 02:36:21 pm »

Yep, that's exactly what I've added to Genesis: knap a simple axe/pick, and make an anvil from boulder.
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Putnam

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Re: Putnam's DFHack modder's utilities(!!)
« Reply #88 on: March 22, 2013, 09:31:42 pm »

Utility is now in the plural! Stirk inspired me to write a new one. So I did! It's cool. Projectiles what can do scripts. Kinda useless at this point because I don't know a method to pass on the unit that gets hit by the projectile to an argument. But hey, explosives!!!

Meph

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Re: Putnam's DFHack modder's utilities(!!)
« Reply #89 on: March 22, 2013, 09:33:47 pm »

More infos would be nice, as always ;)

Explosions with ammo that actually hits an enemy can already be done, but not with ammo that does land on the ground.
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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 :::
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