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Author Topic: Dwarf Companion - new version linked @first post  (Read 99880 times)

bartavelle

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Re: Dwarf Companion
« Reply #465 on: September 12, 2008, 06:42:29 am »

If the dworf name is changed in the game, then you should just have to save, and next time you should have its name altered. Did you click the 'save' button in the name dialog box ? (or is it the creature edit dialog? keep forgetting ...)
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bartavelle

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Re: Dwarf Companion - 0.14 out, 14/09/2008
« Reply #466 on: September 14, 2008, 05:18:47 am »

0.14 out, changes:
    *  zoom is back
    * custom alerts are easier to add
    * corrected the map offsets, added a "revealVein.py" script
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Valdemar

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Re: Dwarf Companion - 0.14 out, 14/09/2008
« Reply #467 on: September 14, 2008, 12:06:48 pm »

Exe version for 0.14

I'm not including the auto-designation macro in this because although the offsets are fixed (thanks bartavelle!) it's still somewhat bugged - it does crazy things to the tiles.  I'm not sure if it's on my end or on Companion's. I'll post it once I get it worked out.

I've also compiled the reveal and revealVein scripts into exes in the archive so you can use them.
« Last Edit: September 14, 2008, 12:10:04 pm by Valdemar »
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KaelGotDwarves

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Re: Dwarf Companion - 0.14 out, 14/09/2008
« Reply #468 on: September 14, 2008, 12:59:48 pm »

Nice job you two.

bartavelle

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Re: Dwarf Companion - 0.14 out, 14/09/2008
« Reply #469 on: September 14, 2008, 01:11:00 pm »

I made a new section on the wiki page so that people would find the .exe easily. Valdemar: you are free to alter it however you want.
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Idiom

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Re: Dwarf Companion - 0.14 out, 14/09/2008
« Reply #470 on: September 14, 2008, 01:52:52 pm »

*Dances about with glee*
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Jorgon

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Re: Dwarf Companion
« Reply #471 on: September 18, 2008, 09:03:20 am »

the utility "DTIL" ( http://www.bay12games.com/forum/index.php?topic=949.0 ) has functioning map editing, but it cant read external files except those of its own format.  i dont know if its code is available to review or incorporate into the Companion.

I will gladly take submissions, information on getting the source is available on my wiki linked in dtil's main post (under the download link I believe). You don't need the source if you are just editing plugins though. Just use the in app Plugin Editor.
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Jetman123

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Re: Dwarf Companion - 0.14 out, 14/09/2008
« Reply #472 on: September 18, 2008, 06:33:25 pm »

Are the current links and instructions for this up to date? I'd much rather know before I try to install it again. :)
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When dwarves want to commit suicide, then by Armok, they _will_ commit suicide, even if they have to spend the rest of their lives working at it!

Vugor

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Re: Dwarf Companion - 0.14 out, 14/09/2008
« Reply #473 on: September 19, 2008, 07:35:42 am »

i think it is all up to date, i got it, for like the 5th time, again last night and it is working fine, thou only the exe version works for me most of the time
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Jetman123

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Re: Dwarf Companion - 0.14 out, 14/09/2008
« Reply #474 on: September 20, 2008, 12:57:25 pm »

No, I'm talking about the stuff on the wiki. As in, the python files.
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When dwarves want to commit suicide, then by Armok, they _will_ commit suicide, even if they have to spend the rest of their lives working at it!

Jay

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Re: Dwarf Companion - 0.14 out, 14/09/2008
« Reply #475 on: September 28, 2008, 10:04:23 am »

Uber-bump of importance.
This is my most-used utility.
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Gertack

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Re: Dwarf Companion - 0.14 out, 14/09/2008
« Reply #476 on: September 30, 2008, 07:46:25 pm »

My answer to Champions was this script:

Code: [Select]
from dwarfdbg import *
from eventname import jobName
import sys
import pprint

dbg = dwarfdbg() #init dbg
cl = dbg.getCreatures(0) #get the whole creature list (slow)
for cid in cl:
c = cl[cid][13]

# Dead
if c.fe4 & 2:
continue

if c.prof == 82:
c.prof = 103
dbg.saveCreature(c)

Knocks all Champions back down to Recruit.  They'll get re-promoted to their appropriate crossbowdwarf/macedwarf automatically and after a short bit of training they'll be back to a Champion, but not before I yanked them out of the Fortress Guard or assigned dogs, or whatever. YMMV.

I also made one to de-ownerize all pets and mark them for slaughter (you cats are going down!), based on the "butchercats.py" on the Wiki.  Not sure if it helped lag any, but I have a lot of bones.  Just changing the warOwnId and warOwnPtr (function: freeAnimal) doesn't seem sufficient to de-pet-ize an animal, but they got slaughtered anyway so meh.
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Glacies

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Re: Dwarf Companion - 0.14 out, 14/09/2008
« Reply #477 on: September 30, 2008, 10:45:41 pm »

My answer to Champions was this script:

Code: [Select]
from dwarfdbg import *
from eventname import jobName
import sys
import pprint

dbg = dwarfdbg() #init dbg
cl = dbg.getCreatures(0) #get the whole creature list (slow)
for cid in cl:
c = cl[cid][13]

# Dead
if c.fe4 & 2:
continue

if c.prof == 82:
c.prof = 103
dbg.saveCreature(c)

Knocks all Champions back down to Recruit.  They'll get re-promoted to their appropriate crossbowdwarf/macedwarf automatically and after a short bit of training they'll be back to a Champion, but not before I yanked them out of the Fortress Guard or assigned dogs, or whatever. YMMV.

I also made one to de-ownerize all pets and mark them for slaughter (you cats are going down!), based on the "butchercats.py" on the Wiki.  Not sure if it helped lag any, but I have a lot of bones.  Just changing the warOwnId and warOwnPtr (function: freeAnimal) doesn't seem sufficient to de-pet-ize an animal, but they got slaughtered anyway so meh.

That butcher pets and un-championify function...they're both pure win. These should be bundled with the main package.

bartavelle

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Re: Dwarf Companion - 0.14 out, 14/09/2008
« Reply #478 on: October 01, 2008, 07:03:42 am »

I will add the unchampionize script in the next release. It is however true that it would be better that creatures be really unowned when butchered. It would require a bit more work.

PS: btw, you can butcher every creature, even if it is owned. You can mark a dwarf for butchering.
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Vicomt

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Re: Dwarf Companion - 0.14 out, 14/09/2008
« Reply #479 on: October 01, 2008, 07:48:51 am »

Is there any specific reason why the combat reports don't work? I keep getting an invalid list index error when I try to use it.
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