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Author Topic: DFusion - a lua based plugin system (integrated into DFHack)  (Read 152089 times)

Rumrusher

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Re: DFusion - a lua based plugin system v2.9
« Reply #285 on: April 19, 2011, 01:34:18 am »

programmer's tool it is. I made just about 30 different commands and functions for this thing from temp controlling zombies, companions, to making a makeshift grab command for dragging companions, friendlies, enemies across areas that they can't path through. I have to say thanks Darius for getting me into Df hacking.

And it looks like a great tool!  Alright, let's start simply:

1.  Where should I be in the game when I open up DFusion and select option 7 (tools), sub-option 6 (site type).  Should I be in adventure mode?  Fortress mode?  Should I be in adventure mode at the site in question?  Assume I have just abandoned my fortress and I'd like to change its site type (or fix items or whatever else is available in option 7).

2.  When the tool prompts me with "Type words that are in the site name, FULLCAPS..." should I be typing in the a substring of the site name, the full name, its translated name or what?

I know if may seem tedious to explain this to a schlomo, but I promise I'll use it for good.
I think Darius explain this when he added it but the first can be done any where it that you need the non plural word of the name like flowersgates has to be typed out as "FLOWER" "GATE"
I learn that to make my life simple to just name the forts simple to spell names that does not have different meanings of the word or to site change the recent player fort which is always the second to last number on the list. though experiments in site changing only lead to two things one premade forts and hamlets or a wipe out plane.
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Cardinal

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Re: DFusion - a lua based plugin system v2.9
« Reply #286 on: April 19, 2011, 10:35:59 am »

So is there a no-reclaim tag that can be changed somewhere, instead of changing the site?
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Rumrusher

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Re: DFusion - a lua based plugin system v2.9
« Reply #287 on: May 04, 2011, 11:57:13 am »

well I just posted all my functions on the first 2 posts of this thread so hopefully no one would get lost having to find the necromancer command.
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darius

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Re: DFusion - a lua based plugin system v2.9
« Reply #288 on: May 04, 2011, 12:08:14 pm »

Also copy this into init.lua for easier lua code error debugging:
Code: [Select]
function err(msg) --function that intercepts error
print (msg) --print old message
print (debug.traceback()) -- print stack (the function call list)
end
function dofile(filename)
return xpcall(loadfile(filename),err)
end
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Rumrusher

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Re: DFusion - a lua based plugin system v2.9
« Reply #289 on: May 04, 2011, 04:50:21 pm »

well with the mix of Dfmode and getting every one to be a perma companion the DF community can now build LARGE armies and raid forts now.
all what I need to figure out is how to take turns swapping between forts with out having the player deal with the small time frame to play in.
I guess the person has to retire the adventurer then reclaim or build the fort. do Langdon's retire trick to regain access to the fort due to the fort been the recent active fort they could continue in fort mode as along as they want.
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Angel Of Death

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Re: DFusion - a lua based plugin system v2.9
« Reply #290 on: May 07, 2011, 02:59:38 am »

This is compatable with the latest version of DF, right?
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Selenite

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Re: DFusion - a lua based plugin system v2.9
« Reply #291 on: May 07, 2011, 03:23:45 am »

This is compatable with the latest version of DF, right?

Yep.
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Rumrusher

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Re: DFusion - a lua based plugin system v2.9
« Reply #292 on: May 07, 2011, 12:21:57 pm »

yep ish Darius kinda flipped the coding of Flags around before making changes to the rest leading to some old commands I made not working.
it's been fixed so you don't have to worry that much just make sure you check if the Wagon mode command say true and false in the If line and not 1 or 0, else you'll end up having the command flip the flag.
oh and darius zombie function still wonked just grab mine from the first post I made in this thread.

edit: okay just finish working on a way to build a mini army from using Runesmith to swap over to the hamlet's civ and run a function that auto joins the members of the civ.
so far I got up to 2 towns following me and up to 89270 orc companions. I also made a civ converter so I can use them for the fort as haulers or militia.

like to announce site changer still bonked.
« Last Edit: May 28, 2011, 11:25:04 am by Rumrusher »
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Angel Of Death

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Re: DFusion - a lua based plugin system v2.9
« Reply #293 on: May 29, 2011, 04:46:45 am »

How do I use this to swap to an adventurer while playing fort?
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Rumrusher

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Re: DFusion - a lua based plugin system v2.9
« Reply #294 on: May 29, 2011, 06:29:35 am »

How do I use this to swap to an adventurer while playing fort?
Adv_tools
"?change adv permanent?"
use the pointer on the creature you want to play as.
or
Tools
"change adventurer"
Select the creature from the list and choose "stay with legends " so that you don't end up playing as a crundle when you Fast travel.
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The Scout

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Re: DFusion - a lua based plugin system v2.9
« Reply #295 on: June 04, 2011, 02:58:45 pm »

How does this work? I hit 6, for simple embark, type in 56, and I still have 7 dwarves. Can someone explain?
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Halconnen

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Re: DFusion - a lua based plugin system v2.9
« Reply #296 on: June 04, 2011, 05:08:18 pm »

Hmm, just tried this for the first time in a long while, on an unmodded 31.25, with the stock scripts. Apologies if this has been asked before, I paged through about ten pages of the thread, with no mention of it yet. Woop.

Used embark with the defaults, and correctly got a kobold, gremlin and elf as part of the initial seven.

Used friendship and they started doing their jobs.

However, I still can't appoint them as nobles. Is there anything else I have to do to make this work or is it not possible? Chief medical gremlin wants his work.
« Last Edit: June 05, 2011, 05:27:17 am by Halconnen »
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darius

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Re: DFusion - a lua based plugin system v2.9
« Reply #297 on: June 04, 2011, 07:18:45 pm »

Hmm, just tried this for the first time, on an unmodded 31.25, with the stock scripts. Apologies if this has been asked before, I paged through about ten pages of the thread, with no mention of it yet. Woop.

Used embark with the defaults, and correctly got a kobold, gremlin and elf as part of the initial seven.

Used friendship and they started doing their jobs.

However, I still can't appoint them as nobles. Is there anything else I have to do to make this work or is it not possible? Chief medical gremlin wants his work.
If you use friendship too late (when the map already is started) you can't appoint THOSE creatures to nobles/military but new waves (and children who grow up) will be allowed to be nobles and/or military. This is due to how DF makes lists and does not update them until it needs to. I forget but maybe even old creatures are added to those list later...
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Halconnen

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Re: DFusion - a lua based plugin system v2.9
« Reply #298 on: June 05, 2011, 04:19:26 am »

Ah, awesome, thank you. I somehow got the impression you had to use friendship after the map was loaded. Woops.

Is there any way to select caste, rather than just race, during embark? :o
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darius

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Re: DFusion - a lua based plugin system v2.9
« Reply #299 on: June 05, 2011, 05:05:21 am »

Ah, awesome, thank you. I somehow got the impression you had to use friendship after the map was loaded. Woops.

Is there any way to select caste, rather than just race, during embark? :o
Unfortunately not yet. You need to run both friendship and embark setting when in map selecting where to embark for best effect.
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