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Author Topic: Putnam's DFHack scripts  (Read 120439 times)

CaptainArchmage

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Re: Putnam's DFHack scripts
« Reply #405 on: November 06, 2013, 08:17:46 pm »

Hey,

I've been trying out your scripts but I keep getting this error:

hack/scripts/force.lua:59: Cannot read field global.cur_season: global address not known.

Do you know how I can fix this?
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Putnam

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Re: Putnam's DFHack scripts
« Reply #406 on: November 06, 2013, 08:20:26 pm »

Hmm. That looks like a Linux or Mac problem.

CaptainArchmage

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Re: Putnam's DFHack scripts
« Reply #407 on: November 06, 2013, 08:25:47 pm »

Hmm. That looks like a Linux or Mac problem.

Indeed it probably is. Do you know whether it is fix-able?

Additionally, where do you get all those addresses? Is there something like a documentation about the things DFhack can modify?
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Given current events, I've altered my profile pic and I'm sorry it took so long to fix. If you find the old one on any of my accounts elsewhere on the internet, let me know by message (along with the specific site) and I'll fix. Can't link the revised avatar for some reason.

Putnam

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Re: Putnam's DFHack scripts
« Reply #409 on: November 06, 2013, 09:28:48 pm »

I was wondering if it would be possible to add \Location as a special argument for projectileExpansion (I tried to look for the way autoSyndrome does it, but couldn't find the example). Some commands need a position and as of now I am not sure how to give them a position since \Location doesn't seem to work.

Fixed.

Just Some Guy

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Re: Putnam's DFHack scripts
« Reply #410 on: November 09, 2013, 02:23:31 pm »

Say, I noticed you altered the spawnunit code to use in reactions...

I could use this.

Just a question: how do I make the unit spawn in the workshop?

Putnam

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Re: Putnam's DFHack scripts
« Reply #411 on: November 09, 2013, 03:15:19 pm »

autosyndrome

Just Some Guy

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Re: Putnam's DFHack scripts
« Reply #412 on: November 09, 2013, 03:47:25 pm »

Where do put spawnunit?

Putnam

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Re: Putnam's DFHack scripts
« Reply #413 on: November 09, 2013, 10:50:20 pm »

Wherever it's being called. Under the scripts folder, in any case.

It ain't my script, though.

spikeof2010

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Re: Putnam's DFHack scripts
« Reply #414 on: November 10, 2013, 06:00:19 pm »

Would this work? Even in arena?

Code: [Select]
[ITEM_SHOES:ITEM_SHOES_BOOTS_SPEED]
[NAME:boot of speed:boots of speed]
[ARMORLEVEL:1]
[UPSTEP:1]
[METAL_ARMOR_LEVELS]
[LAYER:OVER]
[COVERAGE:100]
[LAYER_SIZE:25]
[LAYER_PERMIT:15]
[MATERIAL_SIZE:2]
[METAL]
[LEATHER]
[HARD]
[SYNDROME]
[SYN_CLASS:DFHACK_ITEM_SYNDROME]
[CE_SPEED_CHANGE:SPEED_PERC:200:START:0]
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Putnam

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Re: Putnam's DFHack scripts
« Reply #415 on: November 10, 2013, 06:57:57 pm »

Did you read the example? The syndrome goes in a material, not in the item.

spikeof2010

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Re: Putnam's DFHack scripts
« Reply #416 on: November 10, 2013, 07:28:29 pm »

So
Code: [Select]
[INORGANIC:GASATE]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:solid gasate]
[STATE_NAME_ADJ:LIQUID:liquid gasate]
[STATE_NAME_ADJ:GAS:gasate]
[DISPLAY_COLOR:7:3:1]
[BUILD_COLOR:7:3:1]
[MATERIAL_VALUE:400]
[SPEC_HEAT:10000]
[MELTING_POINT:0]
[BOILING_POINT:5]
[SOLID_DENSITY:200]
[LIQUID_DENSITY:200]
[MOLAR_MASS:200]
[IMPACT_YIELD:700]
[IMPACT_FRACTURE:1750000]
[IMPACT_STRAIN_AT_YIELD:921]
[COMPRESSIVE_YIELD:70000]
[COMPRESSIVE_FRACTURE:175000]
[COMPRESSIVE_STRAIN_AT_YIELD:921] 76
[TENSILE_YIELD:20000]
[TENSILE_FRACTURE:50000]
[TENSILE_STRAIN_AT_YIELD:29] 70
[TORSION_YIELD:20000]
[TORSION_FRACTURE:50000]
[TORSION_STRAIN_AT_YIELD:77]
[SHEAR_YIELD:20000]
[SHEAR_FRACTURE:50000]
[SHEAR_STRAIN_AT_YIELD:77] 26
[BENDING_YIELD:20000]
[BENDING_FRACTURE:50000]
[BENDING_STRAIN_AT_YIELD:29]
[MAX_EDGE:10000]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[STATE_COLOR:ALL_SOLID:WHITE]
[SYNDROME]
[SYN_CLASS:DFHACK_ITEM_SYNDROME]
[CE_SPEED_CHANGE:SPEED_PERC:200:START:0]
?
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Putnam

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Re: Putnam's DFHack scripts
« Reply #417 on: November 10, 2013, 07:29:26 pm »

From the first post:

Code: [Select]
[INORGANIC:DFHACK_ITEMSYNDROME_MATERIAL_TEST] Inorganic needs to be called DFHACK_ITEMSYNDROME_MATERIAL_(anything goes here)
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE] This is just a quirk of mine >_>
[SYNDROME]
[SYN_NAME:long sword] All creatures with long swords will be affected by this syndrome.
[CE_BODY_TRANSFORMATION:START:0]
[CE_CREATURE:TOAD:MALE] Syndrome turns creature into a toad.

spikeof2010

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Re: Putnam's DFHack scripts
« Reply #418 on: November 10, 2013, 07:45:03 pm »

Ah, I'm dumb. Pardon me.

So SYN_NAME can be any armor or weapon? singular of course.

EDIT:
Still isn't working, augh.

It starts
Code: [Select]
[INORGANIC:DFHACK_ITEMSYNDROME_MATERIAL_GASATE]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[SYNDROME]
[SYN_CLASS:DFHACK_ITEM_SYNDROME]
[CE_SPEED_CHANGE:SPEED_PERC:200:START:0][\CODE]
« Last Edit: November 10, 2013, 07:51:59 pm by spikeof2010 »
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Putnam

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Re: Putnam's DFHack scripts
« Reply #419 on: November 10, 2013, 08:37:06 pm »

Needs the SYN_NAME.
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