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Utilities and 3rd Party Applications / Re: Roses' Script, System, and Utilities Collection v0.2 (2/16/2016)
« on: April 17, 2016, 04:59:44 pm »
thanks, edited original
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class.lua:191: attempt to index field 'Physical' (a nil value)
EDIT: I have no idea why this is happening.
--Add/Subtract permanent level bonuses
for _,attr in pairs(class.LevelBonus.Physical._children) do
local amount = class.LevelBonus.Physical[attr]
dfhack.script_environment('functions/unit').changeAttribute(unit,attr,amount,0,'track')
end
for _,attr in pairs(class.LevelBonus.Mental._children) do
local amount = class.LevelBonus.Mental[attr]
dfhack.script_environment('functions/unit').changeAttribute(unit,attr,amount,0,'track')
end
for _,skill in pairs(class.LevelBonus.Skill._children) do
local amount = class.LevelBonus.Skill[skill]
dfhack.script_environment('functions/unit').changeSkill(unit,skill,amount,0,'track')
end
for _,trait in pairs(class.LevelBonus.Trait._children) do
local amount = class.LevelBonus.Trait[trait]
dfhack.script_environment('functions/unit').changeTrait(unit,trait,amount,0,'track')
end --Add/Subtract permanent level bonuses
if class.LevelBonus.Physical then
for _,attr in pairs(class.LevelBonus.Physical._children) do
local amount = class.LevelBonus.Physical[attr]
dfhack.script_environment('functions/unit').changeAttribute(unit,attr,amount,0,'track')
end
end
if class.LevelBonus.Mental then
for _,attr in pairs(class.LevelBonus.Mental._children) do
local amount = class.LevelBonus.Mental[attr]
dfhack.script_environment('functions/unit').changeAttribute(unit,attr,amount,0,'track')
end
end
if class.LevelBonus.Skill then
for _,skill in pairs(class.LevelBonus.Skill._children) do
local amount = class.LevelBonus.Skill[skill]
dfhack.script_environment('functions/unit').changeSkill(unit,skill,amount,0,'track')
end
end
if class.LevelBonus.Trait then
for _,trait in pairs(class.LevelBonus.Trait._children) do
local amount = class.LevelBonus.Trait[trait]
dfhack.script_environment('functions/unit').changeTrait(unit,trait,amount,0,'track')
end
endI'm almost positive it's not possible, but I would love to be able to select where a civilization starts. Not sure if this could be interjected into world generation somehow.Probably possible and might be even easy (except the part where we catch df before/in the middle of civ placing, maybe you can place them after even?) but the problem is that nobody looked at generation very closely (or at all?) AFAIK.
What you get when you open up the unit viewer with the currently provided classes_example.txt and spells_example.txtOMG. I love that you are still working on this, and this looks fantastic for players.Spoiler (click to show/hide)
Now I just need to figure out how to alphabetize it.
Now I just need to figure out how to alphabetize it.You mean sorting?
Does anyone know if you can put pretty pictures in the in-game gui, or is it limited to just text and simple shapes?Are you just talking about the simple shapes you can build with text or special characters? I'm not aware of anything else you can do, really.
There is a way to draw more complicated stuff on the screen, like the Stonesense overlay does, but it's really complicated and varies depending on the print mode (I don't think anyone's managed to do it in OpenGL print modes yet, which a lot of people use).