Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 19 20 [21] 22 23 24

Author Topic: Roses' Script, System, and Utilities Collection (07/06/2021)  (Read 87605 times)

Atomic Chicken

  • Bay Watcher
    • View Profile
Re: Roses' Script, System, and Utilities Collection (04/06/2020)
« Reply #300 on: April 22, 2020, 05:13:53 am »

Looking good! I imagine that many modders would be interested in this if they were aware of its existence and understood how to use it; I sometimes wonder whether the sequestration of utilities into this subforum has decreased their general visibility as compared to when everything was mixed together in the 'Modding' section. It would probably help to have a couple of eyecatching usage examples in the first few posts to draw interest.

With regards to {ON_EQUIP} in the enhancedItems system, I haven't checked your code, but if it works like modtools/item-trigger you need to be aware that this script used to have a problem of triggering the 'onEquip' effect regardless of whether the target item was being hauled, worn, wielded, stabbed into a unit, etc (so a sword intended to transform wielders into giants would also have a transform units hauling it to the stockpile or opponents in the middle of a battle, for example). This may or may not be intended behaviour in your system, but I had added the option to specify the desired equipment mode(s) to give item-trigger users more control.

Does enhancedItems not include {ON_UNEQUIP} or is it assumed that unequipping an item removes the {ON_EQUIP} effect? If the latter is correct, allowing users to make {ON_EQUIP} effects permanent may be useful in some cases. A separate {ON_UNEQUIP} option would be useful for effects unique to unequipping (a cursed sock which kills the wearer when removed, for example).
Logged
As mentioned in the previous turn, the most exciting field of battle this year will be in the Arstotzkan capitol, with plenty of close-quarter fighting and siege warfare.  Arstotzka, accordingly, spent their design phase developing a high-altitude tactical bomber. 

Roses

  • Bay Watcher
    • View Profile
Re: Roses' Script, System, and Utilities Collection (04/06/2020)
« Reply #301 on: April 22, 2020, 01:28:14 pm »

Looking good! I imagine that many modders would be interested in this if they were aware of its existence and understood how to use it; I sometimes wonder whether the sequestration of utilities into this subforum has decreased their general visibility as compared to when everything was mixed together in the 'Modding' section. It would probably help to have a couple of eyecatching usage examples in the first few posts to draw interest.
Yes I agree, examples are definitely required. I just keep adding more features instead of writing them! I will work on getting some good ones together

With regards to {ON_EQUIP} in the enhancedItems system, I haven't checked your code, but if it works like modtools/item-trigger you need to be aware that this script used to have a problem of triggering the 'onEquip' effect regardless of whether the target item was being hauled, worn, wielded, stabbed into a unit, etc (so a sword intended to transform wielders into giants would also have a transform units hauling it to the stockpile or opponents in the middle of a battle, for example). This may or may not be intended behaviour in your system, but I had added the option to specify the desired equipment mode(s) to give item-trigger users more control.
Good point, I remember that was an issue the last time I worked on this system. ON_EQUIP should definitely only work when the unit is wearing or wielding the item. I will add a mode check for that. Similarly I should add a ON_HAULED and ON_STUCKIN (or something) so that you can trigger those effects as well.
The only trouble with that will be when a unit goes from having an item equipped to hauling the item.

Does enhancedItems not include {ON_UNEQUIP} or is it assumed that unequipping an item removes the {ON_EQUIP} effect? If the latter is correct, allowing users to make {ON_EQUIP} effects permanent may be useful in some cases. A separate {ON_UNEQUIP} option would be useful for effects unique to unequipping (a cursed sock which kills the wearer when removed, for example).
Another good point. Originally I had the idea that all ON_EQUIP effects would simply be removed when the unit unequipped the item, but in the latest update I have added an ON_UNEQUIP so that the the effects are indeed seperate. It also makes the coding easier as I know longer have to figure out what the opposite of everything is.
Logged

Roses

  • Bay Watcher
    • View Profile
Re: Roses' Script, System, and Utilities Collection (04/06/2020)
« Reply #302 on: May 04, 2020, 02:27:48 pm »

I've been recently slammed with work and so haven't had much time to work on this, but I am continuing with adding short cuts to the Enhanced Buildings and Enhanced Items for easier readability and use (for instance, instead of specifying a script to create mist for a enhanced building, you can now just make it produce mist with {MIST:density:frequency}). I'm almost done with the first set of short cuts, so that should be coming sometime this week. I will also be releasing examples along with the short cuts so that people can have an idea of how to use the systems.

Looking forward, I am planning on implementing Enhanced Reactions next, this will essentially do everything you can already do with modtools/reaction-trigger. Additionally it will have some new features that can't be done currently, including adjusting the time the reaction takes (you could have a reaction take days if you want), adjusting the minimum skill needed to perform the reaction (warning, this will just cancel the job if the unit doesn't meet the requirements, which is not the best solution), and extra control over products.

Looking forward x2, Enhanced Units will most likely be next. This is a more complex system as it needs to handle castes and creatures separately to truly be useful, but it will add some useful features, like creatures that excrete miasma, or even just letting creatures have more than 5000 of a specific stat
Logged

Warmist

  • Bay Watcher
  • Master of unfinished jobs
    • View Profile
Re: Roses' Script, System, and Utilities Collection (04/06/2020)
« Reply #303 on: May 05, 2020, 03:06:34 am »

Looking good! I imagine that many modders would be interested in this if they were aware of its existence and understood how to use it; I sometimes wonder whether the sequestration of utilities into this subforum has decreased their general visibility as compared to when everything was mixed together in the 'Modding' section. It would probably help to have a couple of eyecatching usage examples in the first few posts to draw interest.
<...>

Yeah i was naive thinking that modders would use straight lua (as it's IMHO easier to learn than df raws) for modding instead of any hacks on top of modding system. That being said i think dfhack and RSS (i.e. this) has limited visibility and needs a some sort community showcase or a way to show off features in general. I had an idea to make a sort-of newspaper with each release but lately DF is way down in the list of thing i have time and patience for.

Roses

  • Bay Watcher
    • View Profile
Re: Roses' Script, System, and Utilities Collection (04/06/2020)
« Reply #304 on: May 05, 2020, 02:31:43 pm »

Looking good! I imagine that many modders would be interested in this if they were aware of its existence and understood how to use it; I sometimes wonder whether the sequestration of utilities into this subforum has decreased their general visibility as compared to when everything was mixed together in the 'Modding' section. It would probably help to have a couple of eyecatching usage examples in the first few posts to draw interest.
<...>

Yeah i was naive thinking that modders would use straight lua (as it's IMHO easier to learn than df raws) for modding instead of any hacks on top of modding system. That being said i think dfhack and RSS (i.e. this) has limited visibility and needs a some sort community showcase or a way to show off features in general. I had an idea to make a sort-of newspaper with each release but lately DF is way down in the list of thing i have time and patience for.

Yeah, I agree, I thought more people would take up using lua since it's a fairly easy language to learn, but it seems the stigma of coding keeps people away from it, which is why I decided to move to this raw framework where the heavy lifting is done behind the scenes. I agree that there is very limited visibility for dfhack and various tools. I think the newspaper like idea is a good one, but I agree that DF stuff is rather low on my list as well. I was thinking that once I had a better set of examples and use cases that I could advertise in more public places, and maybe start answering some questions in the modding forums that aren't possible without tools like these.
Logged

Roses

  • Bay Watcher
    • View Profile
Re: Roses' Script, System, and Utilities Collection (04/06/2020)
« Reply #305 on: May 21, 2020, 09:48:45 am »

Some fun new stuff I'm working with;

1. Reactions that create miasma and smoke when completed
2. Reactions that take variable amounts of time and produce variable amounts of output
3. Reactions that remove a unit from play for an amount of time
4. Multistory buildings

Still not quite ready for a release, but hopefully within the next week I'll have the Enhanced Buildings and Items fleshed out, and the initial Enhanced Reactions system in place, along with some cool examples.

EDIT: While I'm thinking about it, are there certain things people would like to see in the Enhanced Buildings, Items, and Reactions systems? Things that I can build in before a release. Feel free to request anything you think might fit, if it seems to out of scope or to much work I'll just put it aside for now. (An example might be wanting a trigger for Enhanced Items ON_DODGE, this would be a great suggestion, however, triggering something on a dodge is much more complicated than triggering on other actions due to the way DF handles it, which is why this isn't included yet)
« Last Edit: May 21, 2020, 10:36:32 am by Roses »
Logged

Warmist

  • Bay Watcher
  • Master of unfinished jobs
    • View Profile
Re: Roses' Script, System, and Utilities Collection (04/06/2020)
« Reply #306 on: May 22, 2020, 12:06:55 pm »

Some fun new stuff I'm working with;

1. Reactions that create miasma and smoke when completed
2. Reactions that take variable amounts of time and produce variable amounts of output
3. Reactions that remove a unit from play for an amount of time
4. Multistory buildings

Still not quite ready for a release, but hopefully within the next week I'll have the Enhanced Buildings and Items fleshed out, and the initial Enhanced Reactions system in place, along with some cool examples.

EDIT: While I'm thinking about it, are there certain things people would like to see in the Enhanced Buildings, Items, and Reactions systems? Things that I can build in before a release. Feel free to request anything you think might fit, if it seems to out of scope or to much work I'll just put it aside for now. (An example might be wanting a trigger for Enhanced Items ON_DODGE, this would be a great suggestion, however, triggering something on a dodge is much more complicated than triggering on other actions due to the way DF handles it, which is why this isn't included yet)

This reminds me of an old idea: make golems. Why? Because most of the fun stuff makes very bad fumes. Thus have fort with two parts, fuming and not. Also there would be mandatory maintenance and support part as anything that does not eat/sleep/bleed is boring and must have drawbacks

Roses

  • Bay Watcher
    • View Profile
Re: Roses' Script, System, and Utilities Collection (04/06/2020)
« Reply #307 on: June 18, 2020, 12:55:04 pm »

Added some simple examples to the system list, Enhanced Reactions are almost ready to go. I will post more detailed and complex examples once they are ready.
Logged

Rumrusher

  • Bay Watcher
  • current project : searching...
    • View Profile
Re: Roses' Script, System, and Utilities Collection (04/06/2020)
« Reply #308 on: June 18, 2020, 11:39:52 pm »

-snip- Also there would be mandatory maintenance and support part as anything that does not eat/sleep/bleed is boring and must have drawbacks

Feel like the big issue with golems is if you give them emotions or not, if you don't they probably work fine until one goes extremely distracted and crafting with them might get shoddy I heard, if you do give them emotions then they act like an immortal fort citizen that is affected by corpses and stress can cause them to go mad so you end up having to find a way to de-stress the golems.
which already feels like maintenance.
Logged
I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Roses

  • Bay Watcher
    • View Profile
Re: Roses' Script, System, and Utilities Collection (04/06/2020)
« Reply #309 on: June 19, 2020, 10:50:11 am »

-snip- Also there would be mandatory maintenance and support part as anything that does not eat/sleep/bleed is boring and must have drawbacks

Feel like the big issue with golems is if you give them emotions or not, if you don't they probably work fine until one goes extremely distracted and crafting with them might get shoddy I heard, if you do give them emotions then they act like an immortal fort citizen that is affected by corpses and stress can cause them to go mad so you end up having to find a way to de-stress the golems.
which already feels like maintenance.

You could set up "pylon" buildings that periodically de-stress golems automatically when they walk by them. For even more flavor you could make them naturally super weak and slow, then have the pylons give them a massive strength and speed boost which lasts a certain amount of time, so you would need them to almost always be close to the building
Logged

Bumber

  • Bay Watcher
  • REMOVE KOBOLD
    • View Profile
Re: Roses' Script, System, and Utilities Collection (04/06/2020)
« Reply #310 on: June 19, 2020, 11:23:03 am »

You could periodically set their stress/needs to neutral.
Logged
Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

FantasticDorf

  • Bay Watcher
    • View Profile
Re: Roses' Script, System, and Utilities Collection (04/06/2020)
« Reply #311 on: June 20, 2020, 10:53:00 am »

-snip- Also there would be mandatory maintenance and support part as anything that does not eat/sleep/bleed is boring and must have drawbacks

Feel like the big issue with golems is if you give them emotions or not, if you don't they probably work fine until one goes extremely distracted and crafting with them might get shoddy I heard, if you do give them emotions then they act like an immortal fort citizen that is affected by corpses and stress can cause them to go mad so you end up having to find a way to de-stress the golems.
which already feels like maintenance.

You could set up "pylon" buildings that periodically de-stress golems automatically when they walk by them. For even more flavor you could make them naturally super weak and slow, then have the pylons give them a massive strength and speed boost which lasts a certain amount of time, so you would need them to almost always be close to the building

Wouldn't it be like alcohol dependency? Dwarf golems drinking without aperture, and getting eventual decline of neglect for not standing near pylons, or visiting a tavern for a mechanical refill even if they can't party (can't choke because no lungs, also easiest way to get served drinks until full least in current version is to be unable to speak and take part in socialising)

Plumphelmet-men visitors just stand in the corner sipping their drinks, its not really known how they're supposed to have fun.
Logged

Roses

  • Bay Watcher
    • View Profile
Re: Roses' Script, System, and Utilities Collection (04/06/2020)
« Reply #312 on: June 22, 2020, 08:55:52 pm »

-snip- Also there would be mandatory maintenance and support part as anything that does not eat/sleep/bleed is boring and must have drawbacks

Feel like the big issue with golems is if you give them emotions or not, if you don't they probably work fine until one goes extremely distracted and crafting with them might get shoddy I heard, if you do give them emotions then they act like an immortal fort citizen that is affected by corpses and stress can cause them to go mad so you end up having to find a way to de-stress the golems.
which already feels like maintenance.

You could set up "pylon" buildings that periodically de-stress golems automatically when they walk by them. For even more flavor you could make them naturally super weak and slow, then have the pylons give them a massive strength and speed boost which lasts a certain amount of time, so you would need them to almost always be close to the building

Wouldn't it be like alcohol dependency? Dwarf golems drinking without aperture, and getting eventual decline of neglect for not standing near pylons, or visiting a tavern for a mechanical refill even if they can't party (can't choke because no lungs, also easiest way to get served drinks until full least in current version is to be unable to speak and take part in socialising)

Plumphelmet-men visitors just stand in the corner sipping their drinks, its not really known how they're supposed to have fun.

That's actually a pretty interesting thought train. You could fairly easily set up a race that suffers the positives and negatives of ALCOHOL_DEPENDENT but attaching it to a separate building/object. For example, you could have playable elves that suffer negative thoughts and speed reductions if they haven't passed by a tree lately. Or humans that need a "church" building.

EDIT: Is there any modder(s) that would like to partner with me to come up with some good examples and use cases? I honestly haven't played DF for awhile and have spent most of my time writing lua and c++ code for it instead (a job hazard, as writing code is what I do for a living) and could use a modder to help me understand the sorts of stuff that is actually wanted. As an incentive I am willing to offer my services as a script writer.
« Last Edit: June 22, 2020, 09:01:26 pm by Roses »
Logged

Rumrusher

  • Bay Watcher
  • current project : searching...
    • View Profile
Re: Roses' Script, System, and Utilities Collection (04/06/2020)
« Reply #313 on: June 24, 2020, 05:12:20 am »

so I just got an adv mode idea given how stealth works and how it's invisible to the player but not to everyone else. is it possible to make Dfhack npcs that spawn in and hide out of site to do stuff you can't just force with dfhack yet.
like making an unit named Aimed Shot that hits like a space station and sets up aimed attacks that pierce and probably sticks into the person you told Aim to hit.
you could even set up how much force and damage the attacks are you could even assign the same historical figure to Aimed Shot so any kills they get would transfer over to the player.

this script idea would only work as long as the whole sneaking thing isn't fixed and probably break if someone uses any reveal any hidden units scripts.
Logged
I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Rose

  • Bay Watcher
  • Resident Elf
    • View Profile
Re: Roses' Script, System, and Utilities Collection (04/06/2020)
« Reply #314 on: June 24, 2020, 10:17:49 am »

Give humans a TV set.

I don't actually have any good ideas, I just think we should team up on a mod purely for name confusion.
Logged
Pages: 1 ... 19 20 [21] 22 23 24