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Author Topic: DFHack 0.43.03-r1  (Read 764183 times)

Kiloku

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Re: DFHack 0.40.13-r1
« Reply #1185 on: October 23, 2014, 10:28:36 am »

I saw that DFHack generates a few files relating to ghosts:
  • unit_ghost_info.h
  • ghost_goal.h
  • ghost_type.h
Can these somehow be used to modify ghosts and their behavior? I was thinking of making a mod that added friendlier and productive ghosts, but I've read that ghosts are hard-coded and can't be found on the Raws. Is DFHack powerful enough for me to make a ghost mod?
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PariahDog

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Re: DFHack 0.40.13-r1
« Reply #1186 on: October 23, 2014, 11:20:33 am »

Hi, I've got a question about DFhack v34.11 (I've still got a Fort left in 0.34)

I've tried activating the gui/assign-rack script but it told me to activate the weaponrack-UNassign binpatch first, when I did it gave me this error.
Now I have to admit that computers, programming etc. are by no means my domain so I wager I'm doing something wrong. However I was unable to find any kind of solution on the internet.
Thanks in advance and apologies if I'm posting this in the wrong place, if this post doesn't belong here then just tell me where to post and I'll delete it.

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Quietust

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Re: DFHack 0.40.13-r1
« Reply #1187 on: October 23, 2014, 01:05:31 pm »

You're typing the command "binpatch check/apply <weaponrack-unassign>", which is totally invalid - you should be typing "binpatch apply weaponrack-unassign" to apply the patch (or "binpatch check weaponrack-unassign" to check if it's already applied).
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Roses

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Re: DFHack 0.40.13-r1
« Reply #1188 on: October 23, 2014, 01:13:29 pm »

For those interested, I have written a little function to get the ADV_NAME of each interaction that a unit can do (both via creature/caste interactions, and those granted through syndromes). It will be going in my new unitViewer script, but I seem to remember someone asking for something like this in the past

Code: [Select]
function getTargetInteractions(tar)
 ints = {}
 t_ints = {}
 for i,x in pairs(df.global.world.raws.creatures.all[tonumber(tar.race)].caste[tonumber(tar.caste)].body_info.interactions) do
  s = -1
  check = false
  name = false
  for j,y in pairs(df.global.world.raws.creatures.all[tonumber(tar.race)].raws) do
   if split(y.value,':')[1] == '[CAN_DO_INTERACTION' then
    s = s + 1
    if s == i then
     check = true
    elseif s > i then
     break
    end
   end
   if check then
    if split(y.value,':')[2] == 'ADV_NAME' then
     ints[i+1] = split(split(y.value,':')[3],']')[1]
     name = true
end
   end
  end
  if not name then
   ints[i+1] = 'Unknown'
  end
 end
 if #ints == 0 then
  ints[1] = {'NONE'}
 end
 for i,x in pairs(tar.syndromes.active) do
  for j,y in pairs(df.global.world.raws.syndromes.all[tonumber(x.type)].ce) do
   if y._type == df['creature_interaction_effect_can_do_interactionst'] then
    t_ints[i+1] == y.name
   end
  end
 end
 return ints, t_ints
end
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lethosor

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Re: DFHack 0.40.13-r1
« Reply #1189 on: October 23, 2014, 02:11:51 pm »

Hi, I've got a question about DFhack v34.11 (I've still got a Fort left in 0.34)

I've tried activating the gui/assign-rack script but it told me to activate the weaponrack-UNassign binpatch first, when I did it gave me this error.
Now I have to admit that computers, programming etc. are by no means my domain so I wager I'm doing something wrong. However I was unable to find any kind of solution on the internet.
Thanks in advance and apologies if I'm posting this in the wrong place, if this post doesn't belong here then just tell me where to post and I'll delete it.


You can copy text from the DFHack console on Windows by accessing the window's menu (either by clicking in the upper left or upper right corner of the window).

I saw that DFHack generates a few files relating to ghosts:
  • unit_ghost_info.h
  • ghost_goal.h
  • ghost_type.h
Can these somehow be used to modify ghosts and their behavior? I was thinking of making a mod that added friendlier and productive ghosts, but I've read that ghosts are hard-coded and can't be found on the Raws. Is DFHack powerful enough for me to make a ghost mod?
Certainly, although I don't know exactly how much you'd be able to accomplish. Take a look at the tweak plugin (the "clear-ghostly" tweak to be specific) for an example.
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

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Putnam

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Re: DFHack 0.40.13-r1
« Reply #1190 on: October 23, 2014, 02:26:31 pm »

For those interested, I have written a little function to get the ADV_NAME of each interaction that a unit can do (both via creature/caste interactions, and those granted through syndromes). It will be going in my new unitViewer script, but I seem to remember someone asking for something like this in the past

-snip-

Wow that's cool!

...

You really need to work on variable names, though, heh. I can't read that at all.

Roses

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Re: DFHack 0.40.13-r1
« Reply #1191 on: October 23, 2014, 02:53:10 pm »

For those interested, I have written a little function to get the ADV_NAME of each interaction that a unit can do (both via creature/caste interactions, and those granted through syndromes). It will be going in my new unitViewer script, but I seem to remember someone asking for something like this in the past

-snip-

Wow that's cool!

...

You really need to work on variable names, though, heh. I can't read that at all.

NEVAR!

But yes, on a serious note, I really do. I get yelled at about it all the time for work, don't know what my problem with proper variable naming is... This code is actually pretty good compared to some of my others (like the one you saw with ddtot and such). ints = interactions, t_ints = temporary_interactions
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Dirst

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Re: DFHack 0.40.13-r1
« Reply #1192 on: October 23, 2014, 02:59:26 pm »

For those interested, I have written a little function to get the ADV_NAME of each interaction that a unit can do (both via creature/caste interactions, and those granted through syndromes). It will be going in my new unitViewer script, but I seem to remember someone asking for something like this in the past

-snip-

Wow that's cool!

...

You really need to work on variable names, though, heh. I can't read that at all.

NEVAR!

But yes, on a serious note, I really do. I get yelled at about it all the time for work, don't know what my problem with proper variable naming is... This code is actually pretty good compared to some of my others (like the one you saw with ddtot and such). ints = interactions, t_ints = temporary_interactions
There is a way to fix unclear variable names.  CTRL-H.
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heydude6

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Re: DFHack 0.40.13-r1
« Reply #1193 on: October 23, 2014, 07:09:44 pm »

This is a dumb question but what does ctrl-H do?
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LeoCean

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Re: DFHack 0.40.13-r1
« Reply #1194 on: October 23, 2014, 08:07:07 pm »

This is a dumb question but what does ctrl-H do?

Likely in notepad++ or some other file reader, nothing to do with dwarf fortress per se.
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Putnam

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Re: DFHack 0.40.13-r1
« Reply #1195 on: October 23, 2014, 08:32:51 pm »

What does it do?

Is it an autocomplete hotkey or summat?

Dirst

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Re: DFHack 0.40.13-r1
« Reply #1196 on: October 23, 2014, 09:02:21 pm »

What does it do?

Is it an autocomplete hotkey or summat?
It's the standard shortcut key for search-and-replace.
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On hiatus. Feel free to adopt or update:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

WillowLuman

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Re: DFHack 0.40.13-r1
« Reply #1197 on: October 23, 2014, 10:22:12 pm »

How does one mess with lua in this version? unit=dfhack.gui.getSelectedUnit() does not seem to work ingame anymore.
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Putnam

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Re: DFHack 0.40.13-r1
« Reply #1198 on: October 23, 2014, 10:25:09 pm »

? It should.

WillowLuman

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Re: DFHack 0.40.13-r1
« Reply #1199 on: October 23, 2014, 10:25:45 pm »

Nevermind, I miscapitalized.
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