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Messages - Warmist

Pages: 1 ... 66 67 [68] 69 70 ... 75
1006
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r2
« on: October 30, 2012, 08:41:46 am »
Yeah, I have had moderate success with that.  I figured that referenced post was outdated.  It was like a year ago, and there have been 2 or 3 released since then.

 I would be very appreciative if I could get that script you have.

After some search found it online:https://gist.github.com/2345207
Put in scripts directory in e.g. file named "resunit.lua"
then append this to that script:
Code: [Select]
local pos=df.global.cursor
for k,v in pairs(df.global.world.units.active) do
  if v.pos.x==pos.x and v.pos.y==pos.y and v.pos.z==pos.z then
    heal(v)
  end
end
disclaimer: code is untested and could fail. Cursor (with watch/look/designate) should be on tile that creature was last alive.
To use type "resunit" in dfhack.
This could be improved by finding unit by id, from corpse pieces.

1007
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r2
« on: October 30, 2012, 01:21:31 am »
I am attempting to implement the solution found here to resurrect a creature in Dwarf Fortress mode to no avail.
<...>
Actually it's quite outdated. Although same principle could work the dfhack (and dfusion that is a part of it) went through a lot of changes.
I have semi working resurrect script at home (not sure if it does anything strange) but generally you can now add scripts to hack/script dir and use them straight from dfhack console.

1008
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r2
« on: October 23, 2012, 01:35:32 am »
I was doing some testing and noticed that flows are stored in memory even after they disappear.
<...>
Actually it's an optimization. It's more expensive to create/delete them, instead they are reused. How much performance is gained idk. But e.g. in waterfalls and mist generators it's quite logical that this approach is better than creating/deleting each flow.

1009
DF Modding / Re: Editing a Single Character: Can it be Done?
« on: October 22, 2012, 05:53:02 am »
It's not easy but possible with dfhack
Spoiler (click to show/hide)

1010
DF Modding / Re: Can someone help me with DFusion
« on: September 24, 2012, 02:19:14 am »
Code: [Select]
function morul(unit)

  utils = require 'utils'

  if unit==nil then
    unit=getCreatureAtPointer() 
  end
 
  unit.name.first_name = "Morul"
  unit.name.words[0] = 1416  --[T_WORD:CHANNEL:catten]
  unit.name.words[1] = 1304  --[T_WORD:BEND:mat]


  labor_rating = 15

  military_rating = 70
 

  skill = { 0,2,3,4,5,6,7,8,9,10,11,12,13,14,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,41,42,43,44,45,46,47,48,49,54,55,57,58,59,60,61,62,63,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,95,96,97,98,99,100,101,102,103,104,105,109,110,111,112,113,114,115 }

  military = { 38,39,41,42,43,44,45,46,54,99,100,101,102,103,104,105 }

 
  for sk,sv in ipairs(skill) do
   
    new_rating = labor_rating
   
    for _,v in ipairs(military) do
     
      if v == sv then
       
        new_rating = military_rating
      end
    end
   
    utils.insert_or_update(unit.status.current_soul.skills, { new = true, id = sv, rating = new_rating, experience = (new_rating * 500) + (new_rating * (new_rating - 1)) * 50}, 'id')
  end
 
 
  for sk,sv in ipairs(unit.status.current_soul.skills) do
   
    printall(sv)
  end
end

morul()
and put it in "hack/scripts/lsoldier.lua"

1011
DF Modding / Re: DFusion - a dfhack plugin for who knows what...
« on: September 24, 2012, 02:17:48 am »
there is but not a simple one.

1012
DF Modding / Re: Can someone help me with DFusion
« on: September 23, 2012, 02:37:36 pm »
Add a little line
Code: [Select]
morul()
to that code.

1013
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r1
« on: August 22, 2012, 07:31:45 am »
Some exciting new stuff has been added to DFHack over the past few days - thanks to angavrilov, it's now possible to override virtual methods on classes, and some new helper code has been added for manipulating the screen buffers. So far, 3 tools have been written making use of this:

1. A simple development plugin which overrides viewscreen_titlest::render() in order to superimpose the DFHack version on the title screen.
2. A Lua script which, when triggered under the appropriate circumstances (in Dwarf mode, using the [q] cursor, and hovering over a lever or a triggerable building), creates an overlay which lets you browse which buildings are linked to a particular lever (or which levers are linked to a particular building, depending on what you selected).
3. A plugin which hooks viewscreen_unitlistst::feed(...) and checks for presses of the [l]abors key (as used from the [v] cursor), at which point it opens a new viewscreen which implements a very simple (and currently incomplete) Therapist-style labor manager within Dwarf Fortress itself.

Stay tuned for further developments.

Cool progress!

1014
Other Games / Re: ADOM: Ressurection - Crowdfunding
« on: August 21, 2012, 08:04:49 am »
hmm... strange that it's not yet funded. Is it that not that many people are interested in ADOM anymore or that it's not anything really new or that it's an indiegogo and not kickstarter?

1015
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r1
« on: August 13, 2012, 02:09:58 pm »
I'm having some trouble figuring out how to pass arguments to lua scripts from DFHack. Here's what I've tried:
<...>
How do I access the arguments other than the first? "quasivariable" doesn't show up in any LUA documentation I can find.
I think it was
Code: [Select]
local stuff={...}
local first=stuff[1]

1016
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r1
« on: August 09, 2012, 04:36:18 am »
just to confirm, this is to get different numbers of dwarves on embark in dfusion. and theres no bugs in th coding if it is.

Spoiler (click to show/hide)

Did you try this?:
The fix is still not included in this version. To fix it manualy:
Find this line in dfusion/common.lua, and replace ".text" with "Dwarf Fortress.exe":

Code: [Select]
local pos=string.find(v.name,".text") or string.find(v.name,"libs/Dwarf_Fortress")

Also small change:
Spoiler (click to show/hide)
It does not work with less than 7 dwarves, small hack is not sufficient to account for whatever DF does with those dwarves...

1017
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r1
« on: July 19, 2012, 01:11:48 am »
Is DFusion not updated for .34.11 yet? When I try to use it, I get errors. One moment and I'll post the exact errors.

Okay, typed in 'dfusion' sans apostraphes, and it gives me this:

Spoiler (click to show/hide)
The fix is still not included in this version. To fix it manualy:
Find this line in dfusion/common.lua, and replace ".text" with "Dwarf Fortress.exe":

Code: [Select]
local pos=string.find(v.name,".text") or string.find(v.name,"libs/Dwarf_Fortress")

1018
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r1
« on: July 16, 2012, 03:52:24 pm »
oh heh... it appears yet another thing from dfusion is outdated :<
maybe this could be useful (maybe more so for ag)
Code: [Select]
ptr_subitems["item_eggst"]={}
ptr_subitems["item_eggst"].race={off=0x78,rtype=DWORD}
ptr_subitems["item_eggst"].isfertile={off=0xa0,rtype=DWORD} --0 or 1
ptr_subitems["item_eggst"].hatchtime={off=0xa4,rtype=DWORD}
unfortunately I'm not sure for witch version it is... I guess for some of the older ones... Also offsets are from start of class. But i guess if race=0 (from xmls)
so it should be:
Code: [Select]
race=0 -- from xmls
isfertile=0x28
hatchtime=0x2c
Also i find it quite strange that there is no pointer to traits that is needed for pregnancy... It should be there somewhere.

1019
Other Games / Re: ADOM: Ressurection - Crowdfunding
« on: July 04, 2012, 08:52:19 am »
Almost donated there (whew)...
I thought that it would be a new (from ground up) game with the spirit of ADOM. I personally believe that there is nothing that can be done for a project that was dead for 10 years (trying to code in that old and forgotten source would be waste of man-hours). Don't get me wrong i really loved ADOM and countless hours playing (dying) it, but all in all you could better spend your money donating to Toady or any other more perspective game/project. Also somehow adding a new item/monster/stuff named after persons into an old game seems like a cheap move (from my guess of work involved in that operation i.e. adding another entry to a list). Also you need to give 25$ to get access to "game" earlier as far as i understood. That seems a bit to high of the price.

1020
Hey awesome donation progress, i really hope that people will gather up 25k (although a bit envious) really would want to see another game with extreme modability :)

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