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Author Topic: gm-editor  (Read 7468 times)

Putnam

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Re: gm-editor
« Reply #15 on: February 03, 2015, 11:10:47 pm »

...Okay, that's very odd. Anything from the proper file you made there? What's it named?

mineforce

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Re: gm-editor
« Reply #16 on: February 03, 2015, 11:19:18 pm »

I named it ectobiology.lua

I copied the code you gave me and I pasted it into a txt. Changed the file name extension to .lua then I  putted it into into the scripts folder.
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mineforce

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Re: gm-editor
« Reply #17 on: February 03, 2015, 11:19:35 pm »

I named it ectobiology.lua

I copied the code you gave me and I pasted it into a txt. Changed the file name extension to .lua then I  putted it into into the scripts folder.
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Putnam

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Re: gm-editor
« Reply #18 on: February 04, 2015, 02:39:19 am »

Wait, no, give me the whole traceback.

You can copy from the console by right clicking the top of it, clicking "mark", highlighting the text and pressing enter.

mineforce

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Re: gm-editor
« Reply #19 on: February 04, 2015, 02:58:04 am »

Wait, no, give me the whole traceback.

You can copy from the console by right clicking the top of it, clicking "mark", highlighting the text and pressing enter.


[DFHack]# ectobiology
...ts and Settings\Sylix\Desktop\df\hack\lua\dfhack.lua:422: ...ttings\Sylix
\Desktop\df\hack\scripts/ectobiology.lua:8: unexpected symbol near char(194)

stack traceback:
        [C]: in function 'error'
        ...ts and Settings\Sylix\Desktop\df\hack\lua\dfhack.lua:422: in func
tion <...ts and Settings\Sylix\Desktop\df\hack\lua\dfhack.lua:407>
[DFHack]#
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Putnam

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Re: gm-editor
« Reply #20 on: February 04, 2015, 03:05:11 am »

...Wow, I can't help you there because I've never seen that error before.

mineforce

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Re: gm-editor
« Reply #21 on: February 04, 2015, 03:19:50 am »

...Wow, I can't help you there because I've never seen that error before.

I forgot to mention that I'm using version 40.23

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Boltgun

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Re: gm-editor
« Reply #22 on: February 04, 2015, 03:21:15 am »

It's a parse error, would you mind pasting line 8 of your script? You may have put the wrong syntax there.
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Putnam

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Re: gm-editor
« Reply #23 on: February 04, 2015, 04:09:24 am »

    local children=0

I figure it may be something to do with text editor weirdness.

fricy

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Re: gm-editor
« Reply #24 on: February 04, 2015, 04:27:22 am »

    local children=0

I figure it may be something to do with text editor weirdness.
That's my guess too, maybe some end of the line char is mucking up the script.
@mineforce: try creating the .lua file using notepad++, the built in notepad is "not the best" to put it mildly.

mineforce

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Re: gm-editor
« Reply #25 on: February 04, 2015, 03:53:40 pm »

    local children=0

I figure it may be something to do with text editor weirdness.
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heyomif

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Re: gm-editor
« Reply #26 on: February 04, 2015, 04:47:52 pm »

Okay, so assuming this actually works i would first set two people as lovers/spouses in their historical id, then target the female with this .lua provided and they will have a baby and genes from both parents? I've been looking for this for a a long time if so. Thank you so much!
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Putnam

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Re: gm-editor
« Reply #27 on: February 04, 2015, 06:48:59 pm »

It doesn't matter if you target the female, you can target either male or female.

If you use the argument -freeform, they don't even need to be lovers.

scamtank

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Re: gm-editor
« Reply #28 on: February 04, 2015, 07:49:16 pm »

Oh rad a thread about breaking the game over your knee.

The thing is, I want leatherworking reactions to do the same thing as the clothier reactions: force a CLOTH-type improvement made from the base material onto the end product. Is there somewhere I can see what makes the default reactions tick?
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Putnam

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Re: gm-editor
« Reply #29 on: February 04, 2015, 10:07:45 pm »

Anything that isn't in the reaction raws isn't properly a reaction.

Also, what do you mean by CLOTH-type improvement
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