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Author Topic: Putnam's DFHack scripts  (Read 115539 times)

Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #375 on: October 02, 2013, 05:42:15 pm »

Meph

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Re: Putnam's DFHack modder's utilities
« Reply #376 on: October 02, 2013, 05:46:35 pm »

As far as you can tell.  :D I will add it and give it a testrun.
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Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #377 on: October 02, 2013, 05:48:42 pm »

I need to fix the item checking for subtypes; weapon racks and armor stands are counted as items with subtypes even though they don't, so it throws an error.

EDIT: Fixed.
« Last Edit: October 02, 2013, 06:00:04 pm by Putnam »
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Deon

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Re: Putnam's DFHack modder's utilities
« Reply #378 on: October 14, 2013, 12:08:10 pm »

MODDABLE GODS! WEEEEEEEEEEEEEEEEEEEE!
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

RickRollYou2

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Re: Putnam's DFHack modder's utilities
« Reply #379 on: October 16, 2013, 04:42:42 am »

*cough* I might be missing out on something here, but the force script doesn't seem to work outside of forcing caravans and sieges. Are the other arguments meant to do anything?
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Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #380 on: October 16, 2013, 04:44:12 am »

Some of them work only in odd situations and one or two don't work at all; I mostly just included some for completions' sake.

Roses

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Re: Putnam's DFHack modder's utilities
« Reply #381 on: October 17, 2013, 01:01:03 am »

Some of them work only in odd situations and one or two don't work at all; I mostly just included some for completions' sake.

For forcing caravans and sieges does your world have to have a surviving entity? And similarly, for forcing mega beasts do there need to be surviving mega beasts?
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Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #382 on: October 17, 2013, 01:04:34 am »

Yes and yes.

Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #383 on: October 17, 2013, 05:47:22 am »

Went on a rapid bugfixing excursion into Itemsyndrome with Deon. Get the Gist version ASAP.

Deon

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Re: Putnam's DFHack modder's utilities
« Reply #384 on: October 17, 2013, 08:02:23 am »

Yeah, it was fabulous. I felt like I need to smoke after that :D.
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Putnam

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Re: Putnam's DFHack scripts
« Reply #385 on: October 18, 2013, 01:36:49 am »

I added some extra stuff I wrote for various things to the gist, like slave taking (basically Kurik Amudnil's hire-guard script but it can be used on anyone because it forces a transformation into the fort race) and shapechange (gives a list of creatures to turn a unit into, which can be filtered by body size or string).

Roses

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Re: Putnam's DFHack scripts
« Reply #386 on: October 20, 2013, 07:11:44 pm »

Using projectileExpansion and the spawn script is it possible to make a projectile that when it hits it spawns a creature? Something like;

Code: [Select]
[INORGANIC:SPELL_STONE_SUMMON_WOLF]
[USE_MATERIAL_TEMPLATE:SPELL_STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL:summon wolf]
[REACTION_CLASS:/COMMAND]
        [REACTION_CLASS:spawn]
        [REACTION_CLASS:WOLF]
        [REACTION_CLASS:0]
        [REACTION_CLASS:/LOCATION]
        [REACTION_CLASS:/ENDCOMMAND]
[MATERIAL_VALUE:25]
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Putnam

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Re: Putnam's DFHack scripts
« Reply #387 on: October 20, 2013, 07:12:17 pm »

Should be.

Roses

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Re: Putnam's DFHack scripts
« Reply #388 on: October 23, 2013, 01:48:59 am »

I should have specified, for some reason it isn't working. When tested in Arena mode, it appears that nothing is spawned, but if I let time go forward I start getting attacked by something like isn't there. Then when I leave attempt to leave control of the unit in Arena mode it crashed DF. Any idea what I am doing wrong?

Also, I am missing something with itemSyndrome. Do you have a raws example of how an item can give a syndrome? I thought I had it working, but its not giving the interaction as available to use when I add it via syndrome (unless its just a problem with Arena mode that I am not realizing)
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Putnam

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Re: Putnam's DFHack scripts
« Reply #389 on: October 23, 2013, 01:55:32 am »

That seems more a spawnUnit problem, which is for the most part outside my domain.

Arena doesn't work with itemsyndrome unless you force it.
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