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Author Topic: DFHack 0.43.03-r1  (Read 1083432 times)

Max™

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Re: DFHack 0.40.24-r3
« Reply #2685 on: May 30, 2015, 12:18:01 am »

Hmmm, how do moody dorfs come up with them?
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expwnent

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Re: DFHack 0.40.24-r3
« Reply #2686 on: May 30, 2015, 12:32:16 am »

Toady has code that we do not. We can only call DF code under very special circumstances with vmethods.
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Max™

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Re: DFHack 0.40.24-r3
« Reply #2687 on: May 30, 2015, 01:54:41 am »

Yar, I was poking around through their little brains earlier and there's just no artifact name listed until they do it. Well, guess I'll see if I can get a way for it to insert a string for the name when called.

As a test I put this in at the end and it worked properly:
Code: [Select]
if args.name then do
  fake.name.first_name = args.name
  fake.name.language = 0
  fake.name.has_name = true
         end
      end
Made a weapon named Buttscratcher and a shield named Armybreaker as expected, I was gonna see about having it parse and split up the string but then I realized I was being derpy and I can just have it call up a prompt and populate that with the name options can't I?
« Last Edit: May 30, 2015, 02:49:15 am by Max™ »
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Putnam

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Re: DFHack 0.40.24-r3
« Reply #2688 on: May 30, 2015, 01:28:12 pm »

Didn't notice the name-making code in sparking.lua, eh?

Max™

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Re: DFHack 0.40.24-r3
« Reply #2689 on: May 30, 2015, 03:34:06 pm »

Hmmm, I did not apparently, gonna check it out.
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Klisz

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Re: DFHack 0.40.24-r3
« Reply #2690 on: May 30, 2015, 04:50:13 pm »

Can you use modtools/item-trigger with the hardcoded jewelry, or only with items that have subtypes?
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Max™

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Re: DFHack 0.40.24-r3
« Reply #2691 on: May 30, 2015, 07:52:15 pm »

Didn't notice the name-making code in sparking.lua, eh?
It doesn't look like that would do what I was thinking of though, which was trying to do a similar trick you did with hack-wish except populate the prompt with say, word, forms, racechoice, translated word, move to next part of name or something along those lines.
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Putnam

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Re: DFHack 0.40.24-r3
« Reply #2692 on: May 30, 2015, 07:57:11 pm »

Haha, yeah, quick check of that tells me you may want a proper viewscreen with a proper searchable list for that. 2172 words means paging through is killer. It shouldn't be hard at all to get a list of every valid part of speech for a word, though, since word.flags[part_of_speech_num] tells you whether it's valid.

expwnent

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Re: DFHack 0.40.24-r3
« Reply #2693 on: May 30, 2015, 09:10:40 pm »

Can you use modtools/item-trigger with the hardcoded jewelry, or only with items that have subtypes?

I suspect it doesn't but I'm not sure.
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Max™

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Re: DFHack 0.40.24-r3
« Reply #2694 on: May 30, 2015, 09:25:12 pm »

Haha, yeah, quick check of that tells me you may want a proper viewscreen with a proper searchable list for that. 2172 words means paging through is killer. It shouldn't be hard at all to get a list of every valid part of speech for a word, though, since word.flags[part_of_speech_num] tells you whether it's valid.
Yup, I was looking to see how to pull up the viewscreen_layer_choose_language_namest, my first try did get a new screen pulled up but my naive attempts at populating it by just copying the entries and whatnot from the adventurer name choice screen didn't quite work.

Incidentally if I do get this working right I'll just make it a standalone script that targets stuff like gm-editor does since it seems like the sort of thing that would be appreciated for a lot more than just artifake-ing stuff. Figure that way I can release it on it's own and still have the option to call it with the -name flag from artifake. :D

But, I'm beat, fixed the gf's chromebook last night (incidentally if a c720 freezes, try opening it and removing the battery/ssd, then release and make sure the hinges are on properly so the lid switch works) and had to remove/replace a sheared bolt on the leafblower mount. Brain is frazzled.
« Last Edit: May 30, 2015, 09:37:32 pm by Max™ »
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expwnent

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Re: DFHack 0.40.24-r3
« Reply #2695 on: May 30, 2015, 10:12:39 pm »

That would be great!
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mifki

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Re: DFHack 0.40.24-r3
« Reply #2696 on: May 30, 2015, 11:45:21 pm »

If I correctly understood what you're talking about here, there's a trick, try this one-liner:

Code: [Select]
a = df.new(df.viewscreen_setupadventurest) ; a.subscreen = 3 ; gui = require 'gui' ; gui.simulateInput(a, 'A_RANDOM_NAME') ; gui.simulateInput(a, 'A_CUST_NAME')

DragonDePlatino

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Re: DFHack 0.40.24-r3
« Reply #2697 on: May 31, 2015, 01:33:36 am »

What are the tiles like LavaFloor1, LavaWall and LavaPillar? I assume they reference obsidian? That would be kinda weird considering there are already Mineral tiles...

Putnam

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Re: DFHack 0.40.24-r3
« Reply #2698 on: May 31, 2015, 01:36:34 am »

Not really, considering that there are also Layer tiles.

DragonDePlatino

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Re: DFHack 0.40.24-r3
« Reply #2699 on: May 31, 2015, 02:07:21 am »

So then obsidian is supposed to be a StoneWall...? I've tried overwriting those with TWBT but it doesn't seem to affect obsidian.
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