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Messages - Raidau

Pages: [1] 2 3 ... 8
1
Really all I need is the layer material (because I only care about non-constructed soil floors), but a generic solution would be invaluable down the line.

I wish someone make an utility that could be used as a module with several functions that return tile type, material, and all kind of stuff

2
Updated the script. Now it accepts more arguments, and that allows you to force marriage and divorce without using the GUI. So I hope the script is useful for modding now.
It should be. In theory people can run a reaction now to target the worker, yes? How would you go about selecting the second target though?

It's easy enough to get the worker divorced, but how would you determine who the worker marries in case of a forced marriage?

Well, its all up to you to get ID of the second unit with your script :)

3
I'm getting this error message whenever I try to run the GUI:

I cant reproduce this... Are you using any mods? Or may be not the latest version of the script? What unit do you select?

4
Well the material is going to be paper, that's for sure. I will just make different tool types, that's it. Can you please introduce some kind of a "parameter" system so we could omit material properties/temperature/sharpness selectively for specific items/materials. I.e. I want this information for weapons but don't want for musical instruments.

There is such parameter. Currenly script shows material info only for certain item types (namely weapons, bars, armor, leather, stone, tools, and all subtypes of those types), so all tools will have that large material tooltip... I can fix this if you wish, i think this will require an additional config file with all the exceptions

5
I've just realised that I can use it to make in-game tutorials for custom workshops. You can simply make a "chemistry manual" item and add all reagents/reactions/descriptions to its description.

Great idea, BTW. It can be just tool. Or you can make special inorganic and create a BOOK item made of that material. It will contain specific description as well. (I think this can be used with books created by scripts or some reactions). But I think WTF Editor is better for general manuals.

6
I have updated the DFFD release. All vanilla description blanks included, as well as df tile ascii format.

Celsius temperature is now displayed along with Urist scale. Degree sign added :)

7
DF General Discussion / Re: Dwarf Fortress 40_24 Starter Pack r2
« on: January 31, 2015, 12:00:02 am »
PeridexisErrant, nb_item_info script should have some sort of setup in LNP launcher. Is there a way to change script argumets using LNP menu? I think some people may be confused with currently unfinished ascii art. Now its better to leave it off by default.

8
obviously you've put a lot of work into this and its seems well received by the experienced players in the community;

 however it is included in the LNP and is on by default. I couldn't work out how to turn it off.

I looked at a dwarfs thoughts and preferences and couldn't get out of the screen. all I saw was ascii art (over the text I wanted to read) and some text at top and bottom "dfhack" and "ascii view". no "esc = exit" which I saw in this thread and may be a more recent addition. when I googled "dfhack ascii view turn off" I wasn't able to find anything.

finally found this thread after half an hour.

You must edit dfhack.init and find "nb_item_info" string, then check what arguments are there. If you dont want to see dwarf's ascii just remove "ascii_unit" argument from there.

ASCII images are now closed by double-tap of the key you use to leave the screen.

PeridexisErrant, could you move the script setting into dfhack setting panel in the launcher? Also unit's ascii graphics should be turned off for now by default, its not finished and cause inconvenience.

9
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r1
« on: January 30, 2015, 12:56:06 am »
Given a unit, how can I determine what site they live in?

Such information is stored inside historical figure object, not unit (unit has a reference to HF). But I am not sure if there is real data there, because when I check my dwarves they all have no site_links. Maybe its all about sites themselves, not HFs

10
OOPS the image of the pick is actually was not supposed to be there XD just was testing the converer.

You can make smaller images using Custom Workshop Workshop, it allows you to directly see the tiles you draw. The new format is supported by the script. (Note the format tag on top, it makes script read numbers instead of showing all the text as is:
Code: [Select]
<FORMAT:NB_ASCII>
[32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32]
[32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32]
[32:32:32:32:32:214:196:194:196:196:194:196:196:196:196:196:196:196:196:196:196:196:196:196:219:219:179:32:32:32:32:32]
[32:32:32:32:32:211:196:196:196:196:196:196:196:196:196:196:196:196:196:196:196:196:196:196:219:219:179:32:32:32:32:32]
[32:32:32:32:32:32:32:0:0:0:0:32:32:32:32:32:32:32:32:32:32:32:32:32:178:178:179:32:32:32:32:32]
[32:32:32:32:32:32:32:0:32:0:0:32:32:32:32:32:32:32:32:32:32:32:32:47:176:176:179:32:32:32:32:32]
[32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:211:196:196:196:217:32:32:32:32:32]
[32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32]
[32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32:32]

Turns into:


This is an example of my crude picture drawing. I tried to draw a hand holding the hatchet but gave it up :) just a quick example.

Id like to know how to align a lua screen to the side, currenly it is always shown in the center of the screen...

11

Quote
Yup whole sidebar.

So you have your jobs library finished and fully functional ? :) Can you properly issue any job using lua?

12
I think that's only possible with plugins, not scripts. You'd need to compile something in C for that, not just a .lua script.
There is two ways. One is as Meph says - plugin written in c++ and compiled. That is the big idea i was talking about. Build one big plugin that does that centrally.
Other idea works only for workshops: you intercept the call to fill the sidebar and replace it with your own. That is how it works in the example i had before.

Did you replace the whole sidebar? Not just the choice list?

13
Showing a little popup window with a picture of the buildings, name, skills used, and a short text description of what it does.



^
I have similar script that I wrote for adventure mode, still quite usable, yet a bit abandoned and old :) It recognizes creatures under cursor in adventure mode (talk and look mode) and the creature selected in UI. Im still looking forward to expand my old script someday. Now when I know how to use widgets I think I can even build classic RPG equipment and summary screen, like this




I have a big question for Warmist... How to add new hotkey hint strings to the bottom of the existing screen without forcing a new window on top? The examples are plugins such as sort and stocks

14
Can this be done for buildings too? I mean getting a description/more info?

Within this script it can be done if you view an item that is part of the building's structure, and the script then checks the appropriate file. But simple pop-up script would be better.

15
I think thanks to Warmist now its possible. Behold! :D

Just recenly recognized that lua can convert character index into the character itself, and custom workshop editor creates the character based images! So I can use it as a simple DF ASCII image editor XD. It allows you to draw picture for any tileset and see how it will look.

Colors are on their way! (I hope, gonna check what I know about pens)


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