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Author Topic: DFHack 0.43.03-r1  (Read 1124199 times)

Roses

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Re: DFHack 0.40.24-r3
« Reply #2880 on: June 27, 2015, 06:23:00 pm »

Awesome! Scriptable attacks are a great tool. I'm slightly concerned what would happen if the game saves during the one tick where things are weird but as long as that doesn't happen it should work fine.

Now heres a question. What if I force a block action during a fight? Will it successfully block an attack?
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Max™

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Re: DFHack 0.40.24-r3
« Reply #2881 on: June 27, 2015, 07:08:45 pm »

Don't see why not.
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expwnent

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Re: DFHack 0.40.24-r3
« Reply #2882 on: June 27, 2015, 07:31:48 pm »

I have no idea. I think at this point you and Urist_Davinci know the most about it.
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Max™

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Re: DFHack 0.40.24-r3
« Reply #2883 on: June 27, 2015, 07:45:54 pm »

Weirdly enough, a block has accuracy and such under the attack entry but they don't seem to do anything from what I can tell. Can a block miss?
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scamtank

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Re: DFHack 0.40.24-r3
« Reply #2884 on: June 27, 2015, 08:04:54 pm »

Does the shield's BLOCKCHANCE have an effect on it?
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Putnam

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Re: DFHack 0.40.24-r3
« Reply #2885 on: June 27, 2015, 08:20:14 pm »

Weirdly enough, a block has accuracy and such under the attack entry but they don't seem to do anything from what I can tell. Can a block miss?

the action data structures are a union, which means that it is a single chunk of memory that represents data for the action, of which only one sub whosit will be used.

the proper C++ documentation for unions should explain better.

Max™

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Re: DFHack 0.40.24-r3
« Reply #2886 on: June 27, 2015, 09:56:15 pm »

No, that makes sense.

Incidentally I tried poking in the dfhack irc about the angavrilov df.structures gui program but ya'll/them folks is dead or something.
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elcr

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Re: DFHack 0.40.24-r3
« Reply #2887 on: June 28, 2015, 01:14:45 am »

Releases made before we started uploading builds to GitHub are all on DFFD.
Edit:
Thank you.
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Rumrusher

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Re: DFHack 0.40.24-r3
« Reply #2888 on: June 28, 2015, 09:11:30 pm »

so finally got my hands on max's artifact crit weapon item and it seems this script can work with any attack or well
Code: [Select]
attks[k].data.attack.unk_30=99999999 I pancaked a guy with a single punch with this.
also you could set up a redirect target if you set the attack to mutli-hit then aim away from the target you wanted to hit.
don't know if this allows for say long range gut punches, but you could load up several high damaging attacks on a target then set each of those attacks to hit surrounding people with out having to look at them and pick a body part. got an idea of seeing it if's possible to hit 3 people with one punch attack.

this being said we gone far past OP and now just working on styling on units.
it's possible to say redirect an attack on you to hit someone else and cause infighting to kick off.
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Putnam

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Re: DFHack 0.40.24-r3
« Reply #2889 on: June 28, 2015, 10:10:46 pm »

Yeah, velocities much past 10000 are basically just over the top and dumb, thus my using them in Sparking.

Max got the unk_30 as velocity from Sparking IIRC

Max™

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Re: DFHack 0.40.24-r3
« Reply #2890 on: June 28, 2015, 10:41:26 pm »

Yup, I was trying to make it work like you did except just for a few attack types like artifact weapons or whatnot. I'm still not good at getting eventful stuff working right so I just set up a direct use version to test with, which is surprisingly fun still.

Also submitted the changes to label them in df-structures and credited you and roses for working out the unk_30 and unk_3c effects.
« Last Edit: June 28, 2015, 10:46:19 pm by Max™ »
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Max™

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Re: DFHack 0.40.24-r3
« Reply #2891 on: June 28, 2015, 10:52:01 pm »

Note that the 999...99 value there isn't the max at all, I just went with it because it was faster than tracking how many 0's I had. Didn't you work out that the maximum attack velocity has like a jillion digits?
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Putnam

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Re: DFHack 0.40.24-r3
« Reply #2892 on: June 28, 2015, 10:57:40 pm »

Nono, the max is probably ~231 or ~232. The Sparking changes were because for some reason I didn't think that the persist numbers would work like Lua numbers. They do. My max ki value is ~21024 (to be more precise, ~2210), but I have it set up for unk_30 not to go more than 2,000,000,000. Lua numbers go up to 2^1024 because they're all double precision floats IIRC.
« Last Edit: June 28, 2015, 11:19:41 pm by Putnam »
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Max™

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Re: DFHack 0.40.24-r3
« Reply #2893 on: June 28, 2015, 11:14:03 pm »

Yeesh, and yeah past the 2.7 million point I recall unk_30 rolling over into negatives.
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Rumrusher

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Re: DFHack 0.40.24-r3
« Reply #2894 on: June 29, 2015, 02:09:58 am »

I just love the idea of redirecting attacks and the possible chance to not only avoid an attack but to launch said attack back at the opponent 20 times stronger.

so yeah it's possible to set the attacking id to the same unit leading to self harm.
haven't seen what happens if you get a unit to charge after someone 3 tiles away, do they instantly warp over to there position or just fall over?
thought with dfhacking it's possible to launch.lua a man then while airborne punch him repeatedly.
to test this I guess someone needs to throw a unit at another unit then dfhack an attack action on the 'ball unit' with the 'batter unit'
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes
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