-snip-
okay most of those were made back when DFUSION was all I had for modding Dwarf fortress also warmist was a great tutor for hacking and writing scripts in Dwarf fortress and I was mostly pushing around weird stuff.
I warmist made a script called spellbook which allowed me to dump future scripts into a gui run plugin before I used companion order to dump most of the good script commands.
adv-bodyswap and bodyswap are two different and similar things one being a plugin and the other being a txt function script that I copy and pasted.
you could harvest most of it from the recarnation script as that kinda puts you in the body of the killer and the coding needed to do that has the basic command needed to swap bodies.
lair plugin was made during the time I was using Retire method which save the fort back when saving the fort that way still scattered items and killed all the pets.
friendship is a whole different beast that kinda wish was updated, as toady still hasn't made that possible outside of a long grind, so friendship added different creatures from a list to pop up as migrants.
so you could end up with dragons, demons, what ever as fully citizen migrants of the fort. the issue with it being dub obsolete was toady version was playing paper please with a bunch of guests
wagonmode is doable in vanilla as wagons don't scuttle in adventure mode to the point of making an animalman version of one is possible.
impregnate was the one function I miss the most and should have made a backup via the dfhack folder in the dfhack plugin and scripts section
ghostliness is busted in the new version of Dwarf fortress as toady forgot about ghost folks not being able to continue moving in the air because they are missing the gaits needed so they just move up into the air then be lock out of any movement command like a spider not being able to swim and floating in the air. this only happens to creatures with no flying and works normally with birdfolk.
also Toady doesn't see this as a bug until someone finds a solution that doesn't use Dfhack.
the make creature follow script kinda got super improved when I found a bound person via talking to them option in the talk dialog and made a script for that.
and later realize you an just make an interaction that gives anyone you want to follow you HIGH Excitement seeking trait which works on talking animals so I have to test out how better is doing that than bounding folks against their will and other stuff.
wanna say sorry thundercraft for not releasing the big book of dumb spells I keep backup in case I need them and they get purged from Dfhack for reasons. Mostly because my 3 main folders I copy over when dfhack is updated y /old_scripts/ /packaged/
/scripts/
old_scripts holds a copy of dfhack that has 2 folders name /rum/ and /rush/ that holds a bunch of scripts from 2013 then /packaged/ is basically 2014 edition of /old_scripts/ combine with bunches of /scripts/ from that and folders which holds 2013 of Dfhack's /scripts/.
then /scripts/ which is another folder inside the main dfhack /scripts/ folder. this /scripts/ folder holds 2015(+modified files for 2016) edition of /scripts/ that includes the copy of 2014 which includes 2013's copy.
and in this folder is one lua function that I hook up to dhack.ini called spellbook2 which has an option that jumps into wamblor angela a giant companion order script filled with custom functions that tied to the select a companion options in the plugin mostly there to store use of the stuff a person into an item and getting every companion into a minecart, also corpse explosion.
spellcraft2 would be okay on it's own if not for being stuff with scripts that jump to different luafiles stash deep in /scripts/ that I mostly rarely use but made because I wonder if it's possible to do that in adventure mode, most of these scripts are on my github account if I felt the need to share them.
all in all oh boy I think most of the stuff is on
warmist or my github
gist account.