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Author Topic: DFHack 0.43.03-r1  (Read 1077492 times)

Putnam

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Re: DFHack 0.40.24-r3
« Reply #2670 on: May 27, 2015, 09:15:31 pm »

...maybe

Max™

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Re: DFHack 0.40.24-r3
« Reply #2671 on: May 28, 2015, 01:31:16 am »

Wait, did you just get the scouter display working there?
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Putnam

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Re: DFHack 0.40.24-r3
« Reply #2672 on: May 28, 2015, 01:48:10 am »

yeah

it's a viewscreen sitting on top of the military viewscreen, only actually renders in the case where units can be highlighted on the military screen, pressing LEAVESCREEN properly leaves the military screen without error, it also has a thing in the unit text-viewer viewscreen (though only for citizens, since the non-citizen unit text-viewer's parent is the default dwarf mode display and thus I can't get the unit there)

Max™

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Re: DFHack 0.40.24-r3
« Reply #2673 on: May 28, 2015, 02:05:08 am »

Fascinating.
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Warmist

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Re: DFHack 0.40.24-r3
« Reply #2674 on: May 28, 2015, 03:04:41 am »

...maybe

Meh... not over 9 thousAND!

Putnam

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Re: DFHack 0.40.24-r3
« Reply #2675 on: May 28, 2015, 04:03:31 am »

sorry to disappoint you



coincidentally, this is the power level of the thing they're fighting

fun fact: a power level of more than ~9,000 makes you stronger than any creature in vanilla dwarf fortress

because the power level actually affects attack velocity

which is capped at 10,000 in vanilla, but can be made to go higher without issue and acting as expected

Warmist

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Re: DFHack 0.40.24-r3
« Reply #2676 on: May 28, 2015, 04:55:50 am »

Wait... What is that power level?

Dark Archon

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Re: DFHack 0.40.24-r3
« Reply #2677 on: May 28, 2015, 11:40:53 am »

Is where a interface for workflow plugin in 40.24?
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Maybe you are dreaming right now.

"Meh, what's scientific progress without a few dead planets?"

Dirst

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Re: DFHack 0.40.24-r3
« Reply #2678 on: May 28, 2015, 12:06:03 pm »

Wait... What is that power level?
I think it's a reference to Dragonball Z.
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Just got back, updating:
(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

Warmist

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Re: DFHack 0.40.24-r3
« Reply #2679 on: May 28, 2015, 04:04:00 pm »

Wait... What is that power level?
I think it's a reference to Dragonball Z.
I understood that, but how it's calculated (size+hash_of_name? :D)

Putnam

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Re: DFHack 0.40.24-r3
« Reply #2680 on: May 28, 2015, 04:40:12 pm »

(willpower*yuki_perc+focus*shoki_perc+endurance*genki_perc+boost*weighted_average_perc)*multiplier)

boost and multiplier are gotten from syndromes (e.g super saiyan boost), caste raws (e.g cell boost) or dfhack persistent storage (e.g super saiyan multiplier)

weighted average weights by willpower, focus and endurance comparison
« Last Edit: May 28, 2015, 04:42:15 pm by Putnam »
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Max™

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Re: DFHack 0.40.24-r3
« Reply #2681 on: May 29, 2015, 03:54:02 am »

YES!

https://github.com/maxthyme/dfstuff/blob/master/artifake.lua is go, a fully operational createitem type artifact making script. I'll be looking into the different random number stuff so I can add a -name option to have it generated but for now I don't mind having to go in and change them by hand if I feel like it. These are all artifacts with proper records and links to the appropriate locations and they even have spikes and two art images (which do randomize on first viewing, wish names would work that easily) so, yay, the bit from looking at putnams sparking.lua helped me work out where I needed to slot in the last pieces.

This is what I meant about the names, unless they're set you get the masterwork/decorated name displayed.


The vanilla items work of course, and other than the durnil (hammer/axe blend that's supposed to basically be the mounted fist of a steel colossus) those are actually vanilla named armors in the raws, just the displayed ones are different, but yeah, artifake -item ARMOR:ITEM_ARMOR_SHIRT -material ELF:LEATHER pops out an artifact elf leather shirt, hurray!
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Putnam

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Re: DFHack 0.40.24-r3
« Reply #2682 on: May 29, 2015, 03:56:01 am »

...actually what exactly is in sparking.lua that tells you what you needed?

Max™

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Re: DFHack 0.40.24-r3
« Reply #2683 on: May 29, 2015, 04:42:55 am »

The way you did the fusion stuff with the skills merging and being declared properly and all that, it just helped me see where I was getting hung up and why some of the stuff I tried didn't assign the values properly.

Hell, even though I wasn't able to get it to all work in a contained fashion like it does for the skills one it still pointed me in the right direction to get things sorted and assigned correctly.

Earlier attempts I had ran the risk of crashing you when you viewed the descriptions and pretty regularly you'd get a mini-crash when saving that wasn't doing anything that I can tell but it still wasn't comforting. Now though they work just like they should.

Anyone know a good way to get random names generated? Gonna poke around at some of the stuff I saw in the api tomorrow I think and see if I can't get a -name option in there. Need to see how to make it assign left OR right too, for some reason the args kept triggering the handnedness setting so if you do -r it would give a right glove but it also set the handedness to right when I tried to use -l, which sets it back to neither. T.T
« Last Edit: May 29, 2015, 06:34:21 am by Max™ »
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expwnent

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Re: DFHack 0.40.24-r3
« Reply #2684 on: May 29, 2015, 10:29:55 pm »

Random name generation is complicated because not all words can be all parts of speech. I don't think there's an easy way of doing it.
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