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Author Topic: Putnam's DFHack scripts  (Read 118965 times)

Putnam

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Re: Putnam's DFHack modder's utilities(!!)
« Reply #90 on: March 22, 2013, 09:35:56 pm »

Explosions meaning DRAGONFIRE!!!

Sorry, enjoying this a lot :V

And it works on things that hit the ground! I think it may also work with thrown/shot items, too, but I'm not sure. If so... dynamite-headed ballista, Meph? :V

Meph

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Re: Putnam's DFHack modder's utilities(!!)
« Reply #91 on: March 22, 2013, 09:40:09 pm »

Possibly. :)

I still think an example would be nice. The raws for one inorganic/ammo and maybe a screenshot of what it does ;)

Why is your forceevent script not here btw? That would make it three utilities.
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Putnam

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Re: Putnam's DFHack modder's utilities(!!)
« Reply #92 on: March 22, 2013, 09:47:50 pm »

Raws? For testing, I literally added [REACTION_CLASS:DFHACK_EXPLODES] to the stone template and it worked fine. These are the results are... dragonfire erupts from the spot where the projectile hits :V

Meph

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Re: Putnam's DFHack modder's utilities(!!)
« Reply #93 on: March 22, 2013, 09:51:19 pm »

Ah.... I understand now. It does not cause an explosion of a material, but instead spawns FLOW:DRAGONFIRE.

I first understood it as a way to apply inorganic-explosions to projectiles. Could have been used for acid, poison, fire, webs, anything. I guess I will stay with my version then, because I can do all this already, just have to hit a target for the explosion to start.

Not as exciting as your forceeven/itemsyndrome, but I wont complain about more tools ;)
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Putnam

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Re: Putnam's DFHack modder's utilities(!!)
« Reply #94 on: March 22, 2013, 09:57:41 pm »

I made it on a whim because Stirk was having issues with sidewinder missiles in his mod.

Meph

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Re: Putnam's DFHack modder's utilities(!!)
« Reply #95 on: March 22, 2013, 09:59:24 pm »

No worries, I just misunderstood you at first. I guess it can be used for grenades. :)
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KingofstarrySkies

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Re: Putnam's DFHack modder's utilities(!!)
« Reply #96 on: March 22, 2013, 10:22:31 pm »

Wait...
So I can have an explosion sword?
Muwhahaha.
Let the explosions begin! >:I
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Putnam

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Re: Putnam's DFHack modder's utilities(!!)
« Reply #97 on: March 22, 2013, 10:25:14 pm »

Wait...
So I can have an explosion sword?
Muwhahaha.
Let the explosions begin! >:I

Only if you throw it! Or use itemsyndrome to allow you to shoot beams with it that explode.

KingofstarrySkies

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Re: Putnam's DFHack modder's utilities(!!)
« Reply #98 on: March 23, 2013, 09:06:17 am »

Shoot beams.
Of explosions.
0.0
>:I
Let the reign of terror begin.
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Lycaeon

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Re: Putnam's DFHack modder's utilities(!!)
« Reply #99 on: March 23, 2013, 01:28:58 pm »

The grenade script looks great. Can't wait to see what will be possible with it. :)
« Last Edit: March 23, 2013, 01:40:18 pm by Lycaeon »
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Putnam

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Re: Putnam's DFHack modder's utilities(!!)
« Reply #100 on: March 24, 2013, 07:51:34 pm »

Made it so that itemsyndrome accounts for transformation and reequips items automatically when a creature is forced to transform by it.

Deon

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Re: Putnam's DFHack modder's utilities(!!)
« Reply #101 on: March 24, 2013, 07:52:52 pm »

It does not remove the projectile though, so if I want to make a smokebomb, I want it to remove my boulder or whatever. What is a correct syntax for that?
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Putnam

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Re: Putnam's DFHack modder's utilities(!!)
« Reply #102 on: March 24, 2013, 07:59:34 pm »

Oh my. Hmm... Not sure how I could do that. The main problem is that, as of now, it's a pretty useless script for many stuffs. You won't have a smokebomb, you'll have a... well, a dragonfire. Not sure what the syntax for other flows is; once I figure them out, I'll do that thing.

Also, added forceEvent and removeRelationships to the zip.

Deon

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Re: Putnam's DFHack modder's utilities(!!)
« Reply #103 on: March 24, 2013, 08:08:21 pm »

I can have a smokebomb easily, or an incendiary grenade.

projectile.cur_pos,5,0,0,50000 will give smoke
projectile.cur_pos,7,0,0,50000 will give normal fire

etc

So I just need to know how to remove the projectile.


As you see, the smoke is fine, but the grenade did not disappear.
« Last Edit: March 24, 2013, 08:11:31 pm by Deon »
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Putnam

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Re: Putnam's DFHack modder's utilities(!!)
« Reply #104 on: March 24, 2013, 08:09:13 pm »

Okay then! I can do that. Removing the projectile would be some stuff, let me see what I can do...

EDIT: Oh, there's a flag on items related to this. Let me find it.

EDIT 2: item.flags.garbage_collect. Easy enough. Set that to true and it'll be gone... soon enough.
« Last Edit: March 24, 2013, 08:14:54 pm by Putnam »
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