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Author Topic: Putnam's DFHack scripts  (Read 114897 times)

fitzitz

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Re: Putnam's DFHack scripts
« Reply #555 on: July 17, 2014, 09:35:16 am »

Now it says there is a problem with line 90 (the last line).
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fitzitz

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Re: Putnam's DFHack scripts
« Reply #556 on: July 18, 2014, 11:46:17 am »

It doesn't work at all if I delete the last line :(
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Putnam

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Re: Putnam's DFHack scripts
« Reply #557 on: July 18, 2014, 02:07:05 pm »

Now it says there is a problem with line 90 (the last line).

What problem does it say there is?

Meph

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Re: Putnam's DFHack scripts
« Reply #558 on: July 28, 2014, 03:01:10 am »

I have a little problem getting torches to work. I am using cave adaption triggers to make humans slower and dizzy underground, but if they equip a torch (shield), that shouldnt happen. I set it up this way:

This is the slow interaction. It doesnt work on creatures with syn_class:light.
Code: [Select]
[INTERACTION:SPELUNCAPHOBIA_MW_SLOW]
[I_TARGET:A:CREATURE]
  [IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:LIGHT]
[I_EFFECT:ADD_SYNDROME]
  [IE_TARGET:A]
  [IE_IMMEDIATE]
  [SYNDROME]
    [CE_SPEED_CHANGE:SPEED_PERC:50:START:0:PEAK:3050]
      [CE:COUNTER_TRIGGER:CAVE_ADAPT:3050:NONE:REQUIRED]

The human creature has this. So after 3050 ticks underground they affect themselves with it.
Code: [Select]
[CAN_DO_INTERACTION:SPELUNCAPHOBIA_MW_SLOW]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:3050]
[CDI:FREE_ACTION]

And the torch inorganic has this:
Code: [Select]
[INORGANIC:DFHACK_ITEMSYNDROME_MATERIAL_HUMAN]
    [USE_MATERIAL_TEMPLATE:SOIL_TEMPLATE]
    [SYNDROME]
    [SYN_NAME:torch]
[SYN_CLASS:DFHACK_ITEM_SYNDROME]
    [SYN_AFFECTED_CREATURE:HUMAN:ALL]
         [SYN_CLASS:LIGHT]
[CE_ADD_TAG:NO_DIZZINESS:START:0]

And last: The torch itself.
Code: [Select]
///human torch to stop cave adaption
19

[ITEM_SHIELD:ITEM_SHIELD_TORCH]
[NAME:torch:torches]
[ARMORLEVEL:1]
[BLOCKCHANCE:10]
[UPSTEP:1]
[MATERIAL_SIZE:1]
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Putnam

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Re: Putnam's DFHack scripts
« Reply #559 on: July 31, 2014, 09:25:39 am »

I don't think HUMAN:ALL actually works.

Meph

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Re: Putnam's DFHack scripts
« Reply #560 on: July 31, 2014, 09:33:57 am »

But thats how all syndromes work? ??? Syn_affected_creature:creature_id:caste. ALL affects all castes. Or do I have to declare every single caste by hand for the script to work?
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Putnam

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Re: Putnam's DFHack scripts
« Reply #561 on: July 31, 2014, 10:33:25 am »

I'd probably just make a creature class or use item-trigger since I'm pretty sure that handles it better.

Boltgun

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Re: Putnam's DFHack scripts
« Reply #562 on: July 31, 2014, 10:41:38 am »

But thats how all syndromes work? ??? Syn_affected_creature:creature_id:caste. ALL affects all castes. Or do I have to declare every single caste by hand for the script to work?

You should test it with an inhaled unconscious syndrome, I have been using ALL as castes in IT_AFFECTED_CREATURE and it works.
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Meph

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Re: Putnam's DFHack scripts
« Reply #563 on: July 31, 2014, 10:58:47 am »

Boltgun, you mean with itemsyndrome?
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

expwnent

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Re: Putnam's DFHack scripts
« Reply #564 on: July 31, 2014, 11:48:36 am »

I definitely had to make a special case in autoSyndrome for things like HUMAN:ALL so it's possible that didn't translate over to itemsyndrome.
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Putnam

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Re: Putnam's DFHack scripts
« Reply #565 on: July 31, 2014, 02:19:12 pm »

Yeah, itemsyndrome doesn't apply syndromes like the game does. It does everything manually. 0.40 will have item-trigger, which should do better about these things.

Boltgun

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Re: Putnam's DFHack scripts
« Reply #566 on: August 04, 2014, 07:27:58 am »

Boltgun, you mean with itemsyndrome?

Oops, the wildcard might not translate into dfhack.
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King Kravoka

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Re: Putnam's DFHack scripts
« Reply #567 on: August 11, 2014, 03:19:34 pm »

Could you continue work on the moddablegods script? I want to be able to make civilizations have a monotheistic "pantheon".
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nuker22110

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Re: Putnam's DFHack scripts
« Reply #568 on: August 29, 2014, 03:37:58 am »

Hello sir, it seems that the hackwish script throws a bunch of errors in dfhack. I lack the necessary skills to fix it myself, and would greatly appreciate your help in the matter!
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Putnam

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Re: Putnam's DFHack scripts
« Reply #569 on: August 29, 2014, 12:52:50 pm »

If you're not already, use gui/hack-wish from now on (included with DFHack).
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