by the time I said that I already found out what a few flags do,
17 poofs the item I guess this is how bogeymen go out.
18 don't know testing in arena
19 forbids items so rig this to a repeater and you can forbid eggs when they lay.
and good one
14 deals with if the item was made in the fort or not, so you can bump up fort value with goods far from the site.
oh and bees and vermin do count as Items so this command I had working on will run through those creatures as well.
function items.test3()
myoff=offsets.getEx("Items") -- first find out where "item vector" is
vector=engine.peek(myoff,ptr_vector) -- get list of items
for i=0,vector:size()-1 do --look at each item
flg=engine.peek(vector:getval(i),ptr_item.flags)
entry=io.stdin:read() -- 17 poofs items, 19 forbids and 14 removes item ties to the fort and can add if you have set on false.
print("Was:"..tostring(flg:get(entry)))
flg:flip(entry)
print("Now:"..tostring(flg:get(entry)))
engine.poke(vector:getval(i),ptr_item.flags,flg)
end
end
I thought I cross out that sentence as means of "Oops spoke too soon on that"
I found that most of the items only take effect in Fort mode so my Adventure loving behind can't have real use for this unless I switch over to the mode.
I just had a cat turn roc lay 'Roccats' and you can't even see these things detail with out breaking the game(nothing new someone did this the hard way on this months ago)
hey daruis I just found a weird recreatable situration when you use this
<...>
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.
What do you mean weird?
Also do you mean you could place eggs in any building (e.g. workshop?) and it would work?!
by weird I mean when I use the zombie army on group of bandits with a -1 civ adventurer cause the bandits to drop hostilities and talk to me.
what I think caused this is when I hurt a creature more so a sentient with a wild(-1) adventurer in the spot that triggers the function (the upper right arm any damage to that spot causes the change or if the creature doesn't have that part will also change) which turns the creature into a zombie fully healed too. now I guess due to this the civ pulls 'a enemy of my enemy is my friend effect' due to the zombie is also aggro to every one thus the bandits will just attack their zombie buddy and lay off attacking you due to thinking " 'ey this bloke trin' to kill us hey adventure' we try kill' earlier let's team up and stop the Zomb' copolyse from befallin this area" might not work on wild life as those creatures treat zombies like elves.
edit: I didn't test if I could place eggs in any building(I should through) I just build 2 nest box one normal and the other not installed and had a dwarf place dwarf eggs made from a adventure reaction into them, so far didn't work , and didn't work once installed some how the box didn't count the items in the building but in the box made in the building so I need to stick the eggs in the nest.
which means I need to find a way to get the nest to take in a reaction that makes a dwarf put eggs into the nest or that having the item fall into the building on it's own if that doesn't work.
Other than that backward coding through the item menu and hoping for adding a pointer to this doesn't break it... through I wonder if there a possibility for a stack pointer so it gets all creatures/items in the spot and allows the developer to mess with, so one doesn't have to separate the creature, item from a stack to get at it.
E: fish this one out of Df-hack the second dash is the input for dfusion, I don't know if this works well but if creature flags work the same then so will this.
0x00000001 - on ground -0
0x00000002 - tasked -1
0x00000004 - ? -2
0x00000008 - in inventory/container -3
0x00000010 - lost (artifact) -4
0x00000020 - part of building -5
0x00000040 - ? -6
0x00000080 - ? -7
0x00000100 - rotten -8
0x00000200 - ? -9
0x00000400 - ? -10
0x00000800 - ? -11
0x00001000 - ? (previously flagged artifacts) -12
0x00002000 - ? -13
0x00004000 - imported/foreign (in parentheses) -14
0x00008000 - ? (previously marked trade goods) -15
0x00010000 - owned by dwarf -16
0x00020000 - poof -17
0x00040000 - ? -18
0x00080000 - forbidden -19
0x00100000 - ? -20
0x00200000 - dump -21
0x00400000 - on fire -22
0x00800000 - melt -23
0x01000000 - hidden -24
0x02000000 - ? -25
0x04000000 - ? -26
0x08000000 - ? -27
0x10000000 - ? -28
0x20000000 - ? -29
0x40000000 - ? -30
0x80000000 - ? -31