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Author Topic: DFusion - a lua based plugin system (integrated into DFHack)  (Read 149656 times)

Taricus

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Re: DFusion - a lua based plugin system v3.1
« Reply #315 on: June 13, 2011, 04:46:19 pm »

That happens if you change your race to anything that isn't at the fort at that moment.
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DwarvenBuffet

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Re: DFusion - a lua based plugin system v3.1
« Reply #316 on: June 13, 2011, 04:48:43 pm »

any way to fix it because what happened was I changed it and afterwards it sets it to dwarf instead of the default (creature set up to be used for fortress mode)

EDIT:it also changes the default smily face icon to dwarf when reverting to dwarf
« Last Edit: June 13, 2011, 04:50:15 pm by DwarvenBuffet »
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Rumrusher

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Re: DFusion - a lua based plugin system v3.1
« Reply #317 on: June 13, 2011, 06:24:55 pm »

Have you type the original creature used for fort mode then just type the name of the creature in CAPS?
Another thing you need to know is that the race also need to be apart of the civ if not then the game will just end so make sure to change the civ number of the creature your swapping to.
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DwarvenBuffet

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Re: DFusion - a lua based plugin system v3.1
« Reply #318 on: June 13, 2011, 08:40:59 pm »

hm can you just tell me what files I need to change? ???
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Eric Blank

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Re: DFusion - a lua based plugin system v3.1
« Reply #319 on: June 13, 2011, 09:00:24 pm »

I'm unable to run this at all. When I attempt to open dffusion.exe it gives me an application error stating it "failed to initialize properly (0xc0150002)."
Can only close it. This is the newest version run with df31.25 open, extracted from the .zip directly into an otherwise empty folder. I also don't see any sort of setup instructions...
What exactly is wrong here? Does it NOT simply work 'out of the box'?
« Last Edit: June 13, 2011, 09:02:34 pm by Eric Blank »
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DwarvenBuffet

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Re: DFusion - a lua based plugin system v3.1
« Reply #320 on: June 13, 2011, 09:11:56 pm »

what operating system are you using
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Eric Blank

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Re: DFusion - a lua based plugin system v3.1
« Reply #321 on: June 13, 2011, 09:21:09 pm »

what operating system are you using

oh, yes. sorry. Windows xp professional 64x
« Last Edit: June 13, 2011, 09:27:41 pm by Eric Blank »
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

DwarvenBuffet

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Re: DFusion - a lua based plugin system v3.1
« Reply #322 on: June 14, 2011, 02:03:07 pm »

what operating system are you using

oh, yes. sorry. Windows xp professional 64x
ok what about your dwarf fortress version (full vesion as in 31.25 not just 31) and what is the exact procedure you took to run it (from the point after downloading to running it
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Eric Blank

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Re: DFusion - a lua based plugin system v3.1
« Reply #323 on: June 14, 2011, 03:40:55 pm »

Exactly as I already said. 31.25. df was already running with a game loaded. the newest version of dffusion was extracted to an empty folder outside that df directory, untouched. I double clicked/otherwise opened dffusion and get that error.
So how exactly should it be done?
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

DwarvenBuffet

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Re: DFusion - a lua based plugin system v3.1
« Reply #324 on: June 14, 2011, 03:51:21 pm »

i dont know how to help but one thing that you forgot to mention did you extract ALL of the folders contents and not just the exe
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darius

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Re: DFusion - a lua based plugin system v3.1
« Reply #325 on: June 14, 2011, 05:00:32 pm »

Yeah this error came up earlier... Something with missing dlls. Unfortunately not sure what is missing. I'll try to recompile Lua with static linking (without any dlls) maybe that will help.

EDIT: there, try now.
« Last Edit: June 14, 2011, 05:35:39 pm by darius »
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Eric Blank

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Re: DFusion - a lua based plugin system v3.1
« Reply #326 on: June 14, 2011, 08:40:57 pm »

i dont know how to help but one thing that you forgot to mention did you extract ALL of the folders contents and not just the exe

Well of course I did. That would be ridiculous. :P

And thank you Darius, that actually fixed the problem.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

darius

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Re: DFusion - a lua based plugin system v3.3
« Reply #327 on: June 15, 2011, 06:31:06 am »

New version!! with item manipulation (for now only destroy all items ( :D ) and hatch all nested eggs)
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Rumrusher

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Re: DFusion - a lua based plugin system v3.3
« Reply #328 on: June 16, 2011, 01:27:19 am »

hey daruis I just found a weird recreatable situration when you use this .... wait item creation and egg hatching.
Code: [Select]
function rum_tools.zombiearmy()
local trgs=selectwoundead()
for k,v in pairs(trgs) do
--indx=GetCreatureAtPos(v)
--indx=engine.peek(v,ptr_creature.ID)
print("Zombie:"..k)
v2=engine.peek(v,ptr_Creature.hurt1)
for i=0,v2:size()-1 do
v2:setval(i,0)
end
v2=engine.peek(v,ptr_Creature.hurt2)
v2.type=DWORD
for i=0,v2:size()-1 do
v2:setval(i,0)
end
--engine.poke(creatureptr,ptr_Creature.legends,-1)
myoff=offsets.getEx("AdvCreatureVec")
vector=engine.peek(myoff+16,ptr_vector)
local trgs=selectall()
for k,v in pairs(trgs) do
trgid=engine.peek(vector:getval(0),ptr_Creature.ID) --get players ID
engine.peek(v,ptr_Creature.followID) -- get target creatures "now following ID"
engine.poke(v,ptr_Creature.followID,trgid) -- if not just write the players ID.
end
engine.poke(v,ptr_Creature.bloodlvl,60000) --give blood
engine.poke(v,ptr_Creature.bleedlvl,0) --stop some bleeding...
local flags=engine.peek(v,ptr_Creature.flags)
flags:set(1,false) -- alive!
flags:set(12,true) --zombie
engine.poke(v,ptr_Creature.flags,flags)
local flags=engine.peek(vector:getval(0),ptr_Creature.flags)
flags:set(1,false) -- alive!
flags:set(12,false) --zombie
engine.poke(vector:getval(0),ptr_Creature.flags,flags)
end
end

function selectwoundead()
  local retvec={} --return vector (or a list)
  myoff=offsets.getEx("AdvCreatureVec")
  vector=engine.peek(myoff,ptr_vector) --standart start
  for i=0,vector:size()-1 do --check all creatures
     local off
     off=vector:getval(i)
     local v2=engine.peek(off,ptr_Creature.hurt1)
     if v2:getval(12)>=1 then
        table.insert(retvec,off)--... add it to return vector
     end
     local flags=engine.peek(off,ptr_Creature.flags)
     if flags:get(1)==true then  --if dead ...
        table.insert(retvec,off)--... add it to return vector
     end
  end
  return retvec --return the "return vector" :)
end

rum_tools.menu:add("zomarmy",rum_tools.zombiearmy)
wait never mind these are nested eggs not spawn in mid air ones shoot. If only there was a way to take adventure reaction eggs and hatch them instantly. oh well we are SOooo close to summons it's crazy,
so is this making natural birth eggs hatch and not the spawn kind.

edit: looks like the eggs has to be lay in the building and not just in the nest box that and item destroying seems to not work well.
« Last Edit: June 16, 2011, 03:26:51 am by Rumrusher »
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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

Thundercraft

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Re: DFusion - a lua based plugin system v3.3
« Reply #329 on: June 16, 2011, 04:12:06 am »

...wait never mind these are nested eggs not spawn in mid air ones shoot. If only there was a way to take adventure reaction eggs and hatch them instantly. oh well we are SOooo close to summons it's crazy,
It's only a matter of time before enough new features are added to DF to allow a creative modder to figure out how to do summons.

Have you considered a reaction in Adventure Mode to produce a modded vermin creature? (See the Artificial bees and containment protocols thread.) That's sort of like summoning, even if it is limited to vermin. Vermin can still be nasty. Just give it a poison, flame or freeze attack. Or suck all blood.

Then, consider how werewolf and vampire-type curse syndromes will be coming out soon. It was mentioned (see the Future of the Fortress thread) that curse syndromes will probably be extended to be able to turn one creature into another creature. There was even talk of curses that change specific body parts. It was also said these would be done through the raws, so it will open up a lot of modding possibilities. I can imagine intentionally inflicting a modded curse syndrome on companions to change them into dragons or whatever giant killing machines strikes your fancy.
« Last Edit: June 16, 2011, 04:14:07 am by Thundercraft »
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