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Author Topic: Putnam's DFHack scripts  (Read 120489 times)

Brilliand

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Re: Putnam's DFHack modder's utilities
« Reply #225 on: June 13, 2013, 01:55:03 pm »

Can I have some help with installation? Where do I put these scripts?

Dwarf Fortress/hack/scripts/

You need to have DFHack of course (that's where the "hack" directory comes from), and you might need to edit another file somewhere to activate them if you're not replacing an older version of the same script - I'm not too sure about that part.
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Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #226 on: June 19, 2013, 03:54:29 am »

Added support for multiple DFHack item inorganics (and, thus, multiple mods) to itemsyndrome.

Meph

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Re: Putnam's DFHack modder's utilities
« Reply #227 on: June 19, 2013, 05:47:07 am »

Quote
Added support for multiple DFHack item inorganics

What exactly does that mean?
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Brilliand

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Re: Putnam's DFHack modder's utilities
« Reply #228 on: June 19, 2013, 09:56:18 am »

Quote
Added support for multiple DFHack item inorganics

What exactly does that mean?

I think it means you can now have more than one [INORGANIC:DFHACK_ITEMSYNDROME_MATERIAL_<whatever>], and they will all work.  Not much use for a single modder, but could make it simpler to combine multiple users' contributions to Masterwork.
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Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #229 on: June 19, 2013, 02:33:11 pm »

Yep.

mithosaurion

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Re: Putnam's DFHack modder's utilities
« Reply #230 on: June 19, 2013, 11:50:45 pm »

where do I put these and how do I run them?
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Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #231 on: June 19, 2013, 11:54:51 pm »

Can I have some help with installation? Where do I put these scripts?

Dwarf Fortress/hack/scripts/

You need to have DFHack of course (that's where the "hack" directory comes from), and you might need to edit another file somewhere to activate them if you're not replacing an older version of the same script - I'm not too sure about that part.

mithosaurion

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Re: Putnam's DFHack modder's utilities
« Reply #232 on: June 20, 2013, 08:52:13 pm »

Can I have some help with installation? Where do I put these scripts?

Dwarf Fortress/hack/scripts/

You need to have DFHack of course (that's where the "hack" directory comes from), and you might need to edit another file somewhere to activate them if you're not replacing an older version of the same script - I'm not too sure about that part.

once its installed how do you activate it?
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Meph

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Re: Putnam's DFHack modder's utilities
« Reply #233 on: June 20, 2013, 10:51:51 pm »

It activates automatically, if you use ammo with the correct tags. You need some modding experience to mod those into the game. Vanilla DF with these scripts wont do anything.
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::: ☼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 :::

tahujdt

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Re: Putnam's DFHack modder's utilities
« Reply #234 on: June 27, 2013, 04:53:25 pm »

How do I run the force migrant script? Whenever I do, it tells me that "Caravan, diplomat, and siege require a civ unit to be highlighted.
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Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #235 on: June 27, 2013, 04:59:12 pm »

"force migrant player". I should really rewrite that error.

Splint

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Re: Putnam's DFHack modder's utilities
« Reply #236 on: June 29, 2013, 05:35:28 am »

"force migrant player". I should really rewrite that error.

That would explain why it wasn't working...

Thuellai

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Re: Putnam's DFHack modder's utilities
« Reply #237 on: June 30, 2013, 12:28:34 am »

Does this mean you can make hand-bombs that toss a special material that explodes into a cloud of flame, with alternate syndrome-bearing ammunitions?

Because if so

...awesome

EDIT: For clarity, by 'toss' I mean it's a standard ranged weapon - hand-bomb casings that contain your various explosive shells and fire them out.  Inspired by the hand-bombs in FFXI, which likewise had a variety of shells you could equip with different status effects.
« Last Edit: June 30, 2013, 12:30:18 am by Thuellai »
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Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #238 on: June 30, 2013, 02:22:27 am »

Does this mean you can make hand-bombs that toss a special material that explodes into a cloud of flame, with alternate syndrome-bearing ammunitions?

Because if so

...awesome

EDIT: For clarity, by 'toss' I mean it's a standard ranged weapon - hand-bomb casings that contain your various explosive shells and fire them out.  Inspired by the hand-bombs in FFXI, which likewise had a variety of shells you could equip with different status effects.

The flame won't have syndrome-bearing stuff, but yeah, all that.

Thuellai

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Re: Putnam's DFHack modder's utilities
« Reply #239 on: June 30, 2013, 04:25:30 am »

Well I was more thinking like

One shell casing would be 'explodes into flame' ammunition, another would be 'explodes into poison gas', so on and so forth.  Have 'em be made through special reactions so I can control what it takes to make them.

This is a neat breakthrough.
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When you're following an angel, does it mean you have to throw your body off a building?

"So kids, what story do you want me to read to you tonight?"
"Oooh!  Oooh!  Goldibeard and the The Rotting Corpses!"
~LegacyCWAL
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