did anyone ever complied the list of things you can do with DFMODE that was found out?
because between your double fort plan and Askot's really hard to pull off method of swapping. have any one else discover any thing new during the release of the new function?
Though now I'm wondering would a lair turn players fort would as a alternative to a site if retiring their adventure is out of the question?
edit: good news DFusion users I just work out the kinks of my carry code now you can carry any one north south east or west.
function rum_tools.carryEX()
myoff=offsets.getEx("AdvCreatureVec")
vector=engine.peek(myoff,ptr_vector)
indx=GetCreatureAtPos(getxyz())
print("grab person how? N S E W")
--repeat
r=io.stdin:read()
if r=="N" then
repeat
flg=engine.peek(vector:getval(0),ptr_Creature.flags)
flg2=engine.peek(vector:getval(indx),ptr_Creature.flags)
enty=engine.peek(vector:getval(0),ptr_Creature.y)+1
entx=engine.peek(vector:getval(0),ptr_Creature.x)
move=engine.peek(vector:getval(0),ptr_Creature.z)
engine.poke(vector:getval(indx),ptr_Creature.z,move)
engine.poke(vector:getval(indx),ptr_Creature.x,entx)
engine.poke(vector:getval(indx),ptr_Creature.y,enty)
until flg:get(15) ==1 or flg2:get(1) ==1
elseif r=="S" then
repeat
flg=engine.peek(vector:getval(0),ptr_Creature.flags)
flg2=engine.peek(vector:getval(indx),ptr_Creature.flags)
enty=engine.peek(vector:getval(0),ptr_Creature.y)-1
entx=engine.peek(vector:getval(0),ptr_Creature.x)
move=engine.peek(vector:getval(0),ptr_Creature.z)
engine.poke(vector:getval(indx),ptr_Creature.z,move)
engine.poke(vector:getval(indx),ptr_Creature.x,entx)
engine.poke(vector:getval(indx),ptr_Creature.y,enty)
until flg:get(15) ==1 or flg2:get(1) ==1
elseif r=="W" then
repeat
flg=engine.peek(vector:getval(0),ptr_Creature.flags)
flg2=engine.peek(vector:getval(indx),ptr_Creature.flags)
entx=engine.peek(vector:getval(0),ptr_Creature.x)-1
enty=engine.peek(vector:getval(0),ptr_Creature.y)
move=engine.peek(vector:getval(0),ptr_Creature.z)
engine.poke(vector:getval(indx),ptr_Creature.z,move)
engine.poke(vector:getval(indx),ptr_Creature.x,entx)
engine.poke(vector:getval(indx),ptr_Creature.y,enty)
until flg:get(15) ==1 or flg2:get(1) ==1
elseif r=="E" then
repeat
flg=engine.peek(vector:getval(0),ptr_Creature.flags)
flg2=engine.peek(vector:getval(indx),ptr_Creature.flags)
entx=engine.peek(vector:getval(0),ptr_Creature.x)+1
enty=engine.peek(vector:getval(0),ptr_Creature.y)
move=engine.peek(vector:getval(0),ptr_Creature.z)
engine.poke(vector:getval(indx),ptr_Creature.z,move)
engine.poke(vector:getval(indx),ptr_Creature.x,entx)
engine.poke(vector:getval(indx),ptr_Creature.y,enty)
until flg:get(15) ==1 or flg2:get(1) ==1
end
end
also I'm going to work on combining both the carryEX with my wagon mode so that one could push the companion along their journey which means companion storage and if I'm lucky quick warp to the wagon if their wounded.