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Author Topic: Putnam's DFHack scripts  (Read 119947 times)

Meph

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Re: Putnam's DFHack modder's utilities
« Reply #195 on: April 28, 2013, 01:19:05 pm »

Current masterwork includes forcing migrants, its in the embassy. You  can have a look at that. In essence:

SYN_CLASS:\COMMAND
SYN_CLASS:force
SYN_CLASS:migrants

You dont have to type lua anywhere, but you might need to add a line to the dfhack init, depending on which script you use. Usually just the name is enough, like itemsyndrome.
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Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #196 on: April 28, 2013, 01:28:03 pm »

Yeah, scripts are treated in the console in a similar way (at least in the front-end) to plugins. Just type the name and there you go. See setfps.

thistleknot

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Re: Putnam's DFHack modder's utilities
« Reply #197 on: April 28, 2013, 03:16:48 pm »

What subfolder of dfhack do the lua files go into?

Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #198 on: April 28, 2013, 04:16:23 pm »

scripts

thistleknot

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Re: Putnam's DFHack modder's utilities
« Reply #199 on: April 28, 2013, 04:43:51 pm »

Ok. Cuz theres a lua folder as well.  Iol try again running them afyer copying to the sripts folder

thistleknot

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Re: Putnam's DFHack modder's utilities
« Reply #200 on: April 28, 2013, 06:14:28 pm »

here's some of the problems I've been having

Spoiler (click to show/hide)

Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #201 on: April 28, 2013, 06:15:02 pm »

It's just force, not forceEvent.

thistleknot

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Re: Putnam's DFHack modder's utilities
« Reply #202 on: April 28, 2013, 06:22:29 pm »

you might want to change your 1st post (and the dffd link) ;)

Spoiler (click to show/hide)

more misses, I'm using both k to highlight a dwarf, as well as going to the civ (c) screen
Spoiler (click to show/hide)
« Last Edit: April 28, 2013, 06:24:31 pm by thistleknot »
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Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #203 on: April 28, 2013, 06:26:39 pm »

-.- it still says that, too?

No, you put in the raw ID of the creature or "player". What you want is "force migrants player".

Corai

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Re: Putnam's DFHack modder's utilities
« Reply #204 on: April 28, 2013, 06:34:26 pm »

Well, I was having the same problem as Thistle. I did that... Came up with an error.

Spoiler: Question (click to show/hide)


-Below-

Thanks Thistle!
« Last Edit: April 28, 2013, 06:50:37 pm by Corai »
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thistleknot

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Re: Putnam's DFHack modder's utilities
« Reply #205 on: April 28, 2013, 06:43:14 pm »

oh, I was confused as to what your spoiler was saying

I had a computer science teacher show me this and I said to him, "you just saved me years of my life!"

in the cmd prompt window, leftclick upperleft corner symbol (with dfhack, it's a little dwarfy guy)
edit - mark

then select your text

DON'T DO ANYTHING NEXT (IF YOU DO, IT UNSELECTS!: don't ctrl-c it or right click it!

again - leftclick upperleft corner symbol
edit - copy
« Last Edit: April 28, 2013, 06:50:14 pm by thistleknot »
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thistleknot

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Re: Putnam's DFHack modder's utilities
« Reply #206 on: April 28, 2013, 06:50:28 pm »

Okay, so now I want to do sieges, taken exactly from your example

Spoiler (click to show/hide)

Corai

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Re: Putnam's DFHack modder's utilities
« Reply #207 on: April 28, 2013, 06:55:09 pm »


No errors, but no migrants, diplomat or caravan.

Oi! Nevermind! They appeared.
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Meph

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Re: Putnam's DFHack modder's utilities
« Reply #208 on: April 28, 2013, 07:01:41 pm »

[DFHack]# force migrant players  should be [DFHack]# force migrants. No player, but an extra s on the migrants.

Thistleknot: [DFHack]# force siege EVIL is correct, if your world has a goblin civ with entity ID EVIL. its case sensitive.
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thistleknot

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Re: Putnam's DFHack modder's utilities
« Reply #209 on: April 28, 2013, 07:09:03 pm »

okay, it could be my mod, but I had to type "force migrants player"
which have all resulted in "no migrants this season"

the evil siege, never got working, but I do have an "EVIL" entity which are goblins
« Last Edit: April 28, 2013, 07:13:27 pm by thistleknot »
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