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Author Topic: DFHack 0.34.11 r3  (Read 1405056 times)

Numbers

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Re: DFHack 0.34.10 r1
« Reply #1575 on: May 24, 2012, 05:09:09 pm »

Curses... apparently the tag solution was temporary as the vampire dwarf went to continue his blood sucking ways...

I'm kind of stumped what to do
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Quietust

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Re: DFHack 0.34.10 r1
« Reply #1576 on: May 24, 2012, 11:02:27 pm »

I've just identified the very field you need - its current (new) name is 'unit.unknown7.syndromes', and (with it) it should now be possible to properly cure vampirism, weresickness, and even restore husked creatures to their natural state.
« Last Edit: May 25, 2012, 02:01:33 pm by Quietust »
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P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

Numbers

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Re: DFHack 0.34.10 r1
« Reply #1577 on: May 25, 2012, 02:39:17 am »

printall(unit.unknown7) shows only following fields:

unk_7c4 = <vector<void*>: 0x17037fe0>
anon_1 = <vector<void*>: 0x17037ff0>
anon_2= <vector<void*>: 0x17038000>
unk_7d4= <vector<void*>: 0x17038010>
unk_7e4= <vector<void*>: 0x17038010>

I'm using current version of DFHack (34.10 rc1) so I'm quite confused...
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Warmist

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Re: DFHack 0.34.10 r1
« Reply #1578 on: May 25, 2012, 04:39:24 am »

printall(unit.unknown7) shows only following fields:

unk_7c4 = <vector<void*>: 0x17037fe0>
anon_1 = <vector<void*>: 0x17037ff0>
anon_2= <vector<void*>: 0x17038000>
unk_7d4= <vector<void*>: 0x17038010>
unk_7e4= <vector<void*>: 0x17038010>

I'm using current version of DFHack (34.10 rc1) so I'm quite confused...
Quietust meant that in current (github/nonreleased) version it's called like that. The next release will have that.

Numbers

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Re: DFHack 0.34.10 r1
« Reply #1579 on: May 25, 2012, 09:42:03 am »

Superb. I'll try to get ahold of that version and play with it...

I think I saw the link to this earlier in this thread.
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peterix

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Re: DFHack 0.34.10 r1
« Reply #1580 on: May 25, 2012, 01:33:34 pm »

Superb. I'll try to get ahold of that version and play with it...

I think I saw the link to this earlier in this thread.
Nope, I'm pretty sure that's older than the current release.

Numbers

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Re: DFHack 0.34.10 r1
« Reply #1581 on: May 25, 2012, 01:59:28 pm »

Grabbed the version from the beginning of the thread. Re-downloaded it again and tried it. Nope Unknown7 still has non-descript values
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Quietust

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Re: DFHack 0.34.10 r1
« Reply #1582 on: May 25, 2012, 02:00:34 pm »

There is no build which contains the information I found - if you want to make use of it, you will have to compile DFHack yourself and explicitly use my fork of df-structures instead of the default one.
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P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

Numbers

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Re: DFHack 0.34.10 r1
« Reply #1583 on: May 25, 2012, 03:30:12 pm »

Okay with a little help from my friend I managed to get it up and running and yeah I see it now!

Unit1 is a healthy dorf, Unit2 is a vampire. Not sure what to do to remove that syndrome not to cause some major crash or corruption, since I'm fairly new to LUA poking.

[lua]# printall(unit1.unknown7.syndromes)
[lua]# printall(unit2.unknown7.syndromes)
0                        = <unit.T_unknown7.T_syndromes: 0x1b3d0d20>
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Warmist

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Re: DFHack 0.34.10 r1
« Reply #1584 on: May 25, 2012, 03:51:58 pm »

letsee...
Try this:
Code: [Select]
syn=unit2.unknown7.syndromes[0]
unit2.unknown7.syndromes:erase(0)
syn:delete()
if it fails or crashes than maybe this is enough:
Code: [Select]
unit2.unknown7.syndromes:erase(0)

Numbers

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Re: DFHack 0.34.10 r1
« Reply #1585 on: May 25, 2012, 08:26:26 pm »

Prelimary tests show that the 'cured' vampire goes back to his blood-sucking ways sooner or later.

I'm kind of wondering if I'm missing something
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Rose

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Re: DFHack 0.34.10 r1
« Reply #1586 on: May 25, 2012, 08:32:42 pm »

Probably historical figure stuff.
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Martin

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Re: DFHack 0.34.10 r1
« Reply #1587 on: May 25, 2012, 11:21:45 pm »

You can't do that - the vector must be sorted by skill id.

Try:

Code: [Select]
utils = require 'utils'
utils.insert_or_update(unit.status.current_soul.skills, { new = true, id = ..., rating = ... }, 'id')


require 'utils' throws an error - module utils not found.


utils.lua doesn't contain an insert_or_update function. Is this new, or is there something I'm missing?

Martin

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Re: DFHack 0.34.10 r1
« Reply #1588 on: May 26, 2012, 12:05:41 am »

Aha! It is new! This is fantastic, everyone. I have one-click Morul now!


And I added my function to the wiki.


I've generalized vjeks code so you can pass in the unit and an array of value for each of his categories. It might be nice to get those on the wiki as well. I imagine these would be popular things for people to do.
« Last Edit: May 26, 2012, 01:04:30 am by Martin »
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Numbers

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Re: DFHack 0.34.10 r1
« Reply #1589 on: May 26, 2012, 03:47:00 am »

Well I gave up currently on curing the vampirism, due to lack of time.

There are probably more factors involved... I can gladly give my save for further tampering with.
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