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Messages - Korgoth

Pages: [1] 2 3 4
1
Thank you for your reply, my friend!
So, this is the full script from "Full-heal"
Spoiler (click to show/hide)

Reading more carefully and also abinding by your sugestion, three specific parts caught my attention in the script, this one right here:

Spoiler (click to show/hide)

This one being the one that I think is tha part that is causing the scars to disappear from my character? Do I simply delete from the script?

The second one:

Spoiler (click to show/hide)

This one being responsible for the healing of the nerves, assuming that "unit.flags.calculated nerves = false" is the responsible for that, also would like to know if "unit.flags2.calculated_bodyparts = false" means the healing of lost limbs, if so, do I have to wright "true" instead of "false"?.

and the last one:

Spoiler (click to show/hide)
And this one right here I'm guessing that also is responsible for the healing of lost limbs because of the "comp.layer status[in].whole = 0 -- severed, leaking layers (Urist Da Vinci)" in that case I don't know what to change in that sentence, and the last part " for _, status in ipairs(unit.body.components.body_part status) do status.missing = false" That I think putting "true" might solve the problem?
I know nothing about programming, so It's like a shot in the dark here  :D
Any suggestions?.

2
I unfortunately don't know how to delete the posts or even if its possible, sorry guys.
But this is not identical to the 3rd-party utilities subforum as I want to know if the community also has some other ways to deal with motor nerve damage, hence interactions and syndromes etc.
The post on the 3rd-party utilities I tried, at least I think that I did, to be more specific and talk only about the DFhack script  :)
And thank you for you reply, gonna answer you on the subforum!

3
I posted this in the wrong session of the forum, sorry guys.... I don't know how to delete the thread  :-[

4
Hello my fellow dwarves! :D
 I have a request to make, I would like to know if there is a script for DFhack that enable the healing of nerve damage of a unit, and only the nerve damage.
You see... I truly get my enjoyment from dwarf fortress by playing adventurer mod, hence I like to Roleplay and have long seasons playing the same characters, and sometimes my adventurer gets his tendons cut by some foul beast or some lucky wild dog and loses his ability to grasp, or to even stand on his on.
For roleplay purposes, sometimes I like to use the DFhack Script "full-heal" to heal the character that got his tendons cut, but this script heals the entirety of the unity, hence also making my adventurer pristine clean! Without my battle hardened scars, some teeth or nose that got lost in some battle and I dont want that! I just don't want my adventurer losing his motor nerve autonomy, but I want to keep the scars and whatever else that got cut of from my adventurer on the course of his life.

Thanks in advance for considering my request.
Strike the earth!!!

5
Hello my fellow dwarves! :D
 I have a request to make, I would like to know if there is a script for DFhack that enable the healing of nerve damage of a unit, and only the nerve damage.
You see... I truly get my enjoyment from dwarf fortress by playing adventurer mod, hence I like to Roleplay and have long seasons playing the same characters, and sometimes my adventurer gets his tendons cut by some foul beast or some lucky wild dog and loses his ability to grasp, or to even stand on his on.
For roleplay purposes, sometimes I like to use the DFhack Script "full-heal" to heal the character that got his tendons cut, but this script heals the entirety of the unity, hence also making my adventurer pristine clean! Without my battle hardened scars, some teeth or nose that got lost in some battle and I dont want that! I just don't want my adventurer losing his motor nerve autonomy, but I want to keep the scars and whatever else that got cut of from my adventurer on the course of his life.
So, I would like to know if there is someone with knowledge on the subject, and I would also appreciate any syndrome or interactions made by the community addressing the topic discussed by this thread, like reactions in adventurer mode for making healing potion, interactions making possible to heal the adventurer and etc.
Thanks in advance for considering my request.
Strike the earth!!!

6
Hello my fellow dwarves! :D
 I have a request to make, I would like to know if there is a script for DFhack that enable the healing of nerve damage of a unit, and only the nerve damage.
You see... I truly get my enjoyment from dwarf fortress by playing adventurer mod, hence I like to Roleplay and have long seasons playing the same characters, and sometimes my adventurer gets his tendons cut by some foul beast or some lucky wild dog and loses his ability to grasp, or to even stand on his on.
For roleplay purposes, sometimes I like to use the DFhack Script "full-heal" to heal the character that got his tendons cut, but this script heals the entirety of the unity, hence also making my adventurer pristine clean! Without my battle hardened scars, some teeth or nose that got lost in some battle and I dont want that! I just don't want my adventurer losing his motor nerve autonomy, but I want to keep the scars and whatever else that got cut of from my adventurer on the course of his life.
So, I would like to know if there is someone with knowledge on the subject, and I would also appreciate any syndrome or interactions made by the community addressing the topic discussed by this thread, like reactions in adventurer mode for making healing potion, interactions making possible to heal the adventurer and etc.
Thanks in advance for considering my request.
Strike the earth!!!

7
Sorry to necro this thread, but when a try to lock a king inside my bandit hideout he simples unlocks it get out of the room.
Even though i have to unlock de door by locking picking it or breaking it. Do you know some kind of script to take the creature tag [canopendoor) of the creature or something like that?

8
Hello, I'm running with a constant crash of the legend viewer, It was working absolutely fine two days ago, and I've never had problems with it, but now is displaying this message whenever I try do load a  legends xml file or a legends_plus xml file.
The error:
Code: [Select]
System.IO.IOException: The file already exists.

   em System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   em System.IO.Path.InternalGetTempFileName(Boolean checkHost)
   em LegendsViewer.Controls.HTML.HtmlPrinter.BitmapToHtml(Bitmap image)
   em LegendsViewer.Controls.HTML.WorldStatsPrinter.PrintMap()
   em LegendsViewer.Controls.HTML.WorldStatsPrinter.PrintWorldInfo()
   em LegendsViewer.Controls.HTML.WorldStatsPrinter.Print()
   em LegendsViewer.Controls.HTML.HtmlPrinter.GetHtmlPage()
   em LegendsViewer.Controls.HTML.HtmlControl.GetControl()
   em LegendsViewer.Controls.DwarfTabPage.LoadPageControl()
   em LegendsViewer.Controls.DwarfTabControl.Navigate(ControlOption controlOption, Object navigateObject)
   em LegendsViewer.FrmLegendsViewer.AfterLoad(World loadedWorld)
   em LegendsViewer.FileLoader.BackgroundWorkerOnRunWorkerCompleted(Object sender, RunWorkerCompletedEventArgs e)
   em System.ComponentModel.BackgroundWorker.OnRunWorkerCompleted(RunWorkerCompletedEventArgs e)

Do you know what may be causing the issue?

9
Hello, I made The scricpt work properly this time. I've made a brend new full installations of the dfhack and it worked!
Do you know if there is a way to make animals my companions? more comom animals, like dogs on the citys for example?
Every time I tried to "make-companion" on this more simplistic creatures I get the message " Target isn't a historical figure and so can't be made into a companion". Do I have to do someting else to be able to recruit animals as my companions in adventure mode?

10
DF Modding / Re: Ways to lock doors on Adv mode? Scripts on DFhack maybe?
« on: November 22, 2020, 03:23:04 pm »
Code: [Select]
--locks door at cursor
local cursor=copyall(df.global.cursor)

local door=dfhack.buildings.findAtTile(cursor)
if door and df.is_instance(df.building_doorst,door) then
door.door_flags.forbidden=true
door.door_flags.pet_passable=false --optional
else
if door then
qerror("Not a door at cursor")
else
qerror("No building (esp. doors) at cursor")
end
end

Save as "lock-door.lua" in hack/scripts folder.

Thank you so much, fellow dwarf! It worked wonders!!!

11
DF Modding / Ways to lock doors on Adv mode? Scripts on DFhack maybe?
« on: November 15, 2020, 03:04:14 pm »
Hello my fellow dwarfs. I want to know if there is a way do mod a interaction to lock doors on adventure mode.
 I'm building a prison on my adventurer fort, and a prison is not a prison without locked doors right?
So anyone can help me with that?
Scripts to use on Dfhack are very welcome! There is someone with knowledge with scripts and know how to make that possible?
 I would be very grateful.

12
DF Modding / Re: How to make a creature that turns into smoke when it dies?
« on: November 12, 2020, 02:09:05 pm »
Back when I was testing how to make things instantly die, I did touch upon a method that causes a creature to briefly leave a corpse behind which vanishes into a cloud of gas (see: Death Style: Heat / Cold Damage). You could probably apply it to a creature, but you'd have to make some concessions for the jankery involved. Here's how you'd do it (I think, I'm a bit rusty with all this :P):
  • Give your creature a homeotherm below standard temperatures (this will mean that your creature is naturally very cold)
  • Set all the creature's materials to have a heat damage point and boiling point starting at regular temperatures
Essentially, the creature should be able to live because its homeotherm keeps its body from boiling away, but then when it dies it'll stop maintaining its temperature, and it's body will warm up and start boiling away.

Thanks for the response my friend! Interesting method of achiaving this goal, I will do some testing with this.

13
DF Modding / Re: How to make a creature that turns into smoke when it dies?
« on: November 12, 2020, 01:39:59 pm »
I believe the token NIGHT_CREATURE_NIGHTMARE actually does exactly that. Same with making the creature a type of boogeyman.
Indeed, I tought the same thing, but in my game I always generate the wolrd without nightmares and bogeyman, so If I do that does it spawn in the wolrd anyway?

14
DF Modding / How to make a creature that turns into smoke when it dies?
« on: November 11, 2020, 11:40:29 pm »
Hello my fellow dwarfs, I'm trying to add some creatures from the  Witcher series to my games, I already added the devourer, drowners, nekkers, and now I 'm trying to add the floggets, but I wanted to make the creature turn into smoke when it dies, so I have a couble of questions on how to do that:

How can I make that possible? I know that it have something to do with the ITEMCORPSE token.  I know that if i want to cause a fire whe the creature dies  I have to uso something like that       [ITEMCORPSE:BOULDER:NO_SUBTYPE:INORGANIC:COAL_BONFIRE]
but how can I replicate that with fog?

Also, there is a way to maintain the corpse and also cause the fog around corpse when the creature mets its demise?


15
Dont know if you remember about the problem that the race of snakepeople were having on not bleeding their on blood on game and I have found out why. It was a error of duplicated materials,
you need to put this part on the shared section of all the races of snakeman, righ on top
Spoiler (click to show/hide)

and the error should be fixed now :)

Also, could you help me with the incident of the animals cousing wildfires on death? How can I change that?
Had an adventurer died because he was caught in a wildfire after killing a freaking weak wilde wolf, and he killed a hydra, so i'm not very happy with that hahaha
 I just have to edit the raws on the game?

Edit: I just took them of from the raws os the creatures except for the caste of the blessed goose, and i think that everything is in order now :)

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