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Author Topic: Putnam's DFHack scripts  (Read 120410 times)

Meph

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Re: Putnam's DFHack scripts
« Reply #510 on: January 28, 2014, 02:52:56 pm »

Mh... I thought I did.  I updated, dont get the error anymore, but the units dont use the interactions I give them. I have  a Warlock holding staff and blade chasing a gargoyle, but he never uses the interactions. If I just give the interactions to the creature itself, they work fine.

The odd part is that showunitsyndromes confirms that itemsyndrome works, and that the creature in fact has the interactions. Its just that he doesnt use them.

Code: [Select]
- Warlock staff [permanent]
 -  - Add interaction [permanent] ability=Conjure slade boulder, delay=250
 - Wraithblade [permanent]
 -  - Add interaction [permanent] ability=Points his wraithblade at the opponent, delay=450

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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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Boltgun

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Re: Putnam's DFHack scripts
« Reply #514 on: March 05, 2014, 02:53:32 pm »

I made a fix in one of roses scripts that was using a function from itemsyndrome.

In the case that someone is having trouble using it on a creature already affected by other effects, I posted the tweaked method here.

Edit : And this might fix Meph's issue posted above because I had almost the same problems. Creature had the syndrome but no CE worked.
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Putnam

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Re: Putnam's DFHack scripts
« Reply #515 on: March 05, 2014, 03:06:35 pm »

Updated itemsyndrome with that.

palu

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Re: Putnam's DFHack scripts
« Reply #516 on: March 06, 2014, 04:41:54 pm »

I put your latest version of itemsyndrome into Masterwork v4i, and got this error when I typed 'itemsyndrome' into the dfhack console:
Code: [Select]
... V4i\MasterworkDF V4i\Dwarf Fortress\hack\lua\dfhack.lua:354: ...rworkDF V4i\
Dwarf Fortress\hack\scripts/itemsyndrome.lua:133: <eof> expected near 'end'
stack traceback:
        [C]: in function 'error'
        ... V4i\MasterworkDF V4i\Dwarf Fortress\hack\lua\dfhack.lua:354: in func
tion <... V4i\MasterworkDF V4i\Dwarf Fortress\hack\lua\dfhack.lua:344>
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Hmph, palu showing off that reading-the-instructions superpower.
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Putnam

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Re: Putnam's DFHack scripts
« Reply #517 on: March 06, 2014, 08:20:41 pm »

I put your latest version of itemsyndrome into Masterwork v4i, and got this error when I typed 'itemsyndrome' into the dfhack console:
Code: [Select]
... V4i\MasterworkDF V4i\Dwarf Fortress\hack\lua\dfhack.lua:354: ...rworkDF V4i\
Dwarf Fortress\hack\scripts/itemsyndrome.lua:133: <eof> expected near 'end'
stack traceback:
        [C]: in function 'error'
        ... V4i\MasterworkDF V4i\Dwarf Fortress\hack\lua\dfhack.lua:354: in func
tion <... V4i\MasterworkDF V4i\Dwarf Fortress\hack\lua\dfhack.lua:344>

Ah, yes, there was a stray "end" there. Fixed.

Putnam

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Re: Putnam's DFHack scripts
« Reply #518 on: March 08, 2014, 06:20:49 pm »

Added skillChange, which allows adjustment of skills by unitID. Arguments and such in the code.

Meph

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Re: Putnam's DFHack scripts
« Reply #519 on: March 09, 2014, 09:37:15 am »

I like it... more room for negative effects in reactions or spells...
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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 :::

troy49er3

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Re: Putnam's DFHack scripts
« Reply #520 on: March 10, 2014, 09:16:56 pm »

Hey Putman, One more question about the hackWish script. Is there a way to get multiple items? Lets say I wanted 10 doors, is there a command to use to get that or is it just one per wish? Thanks a bunch
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Putnam

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Re: Putnam's DFHack scripts
« Reply #521 on: March 10, 2014, 09:50:09 pm »

There's a couple lines commented (they start with a --) out in the file that allow that

troy49er3

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Re: Putnam's DFHack scripts
« Reply #522 on: March 10, 2014, 10:28:03 pm »

Awesome. You are the man
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Isngrim

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Re: Putnam's DFHack scripts
« Reply #523 on: March 11, 2014, 04:29:36 pm »

Would a script that applies a syndrome to a creature when its becomes a specific noble be possible?

So instead of having to run a reaction to turn a warlock (Warlock mod from Masterwork) into the overlord caste,when they are promoted/elected to overlord they either change castes or get the bonuses of the overlord from the syndrome.
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Deon

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Re: Putnam's DFHack scripts
« Reply #524 on: March 14, 2014, 02:42:27 am »

Does anyone have any issues with Moddable Gods plugin? It looks like the gods never pop up. The .lua file is in /dfhack/scripts/ folder, and the gods are in creature_gods.txt file.
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