196 lines
6.7 KiB
Lua
196 lines
6.7 KiB
Lua
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-- Adjust all attributes, personality, age and skills of all dwarves in play
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-- place in /hack/scripts/ for ease of use
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-- without arguments, all attributes, age & personalities are adjusted
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-- arguments allow for skills to be adjusted as well
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-- WARNING: USING THIS SCRIPT WILL ADJUST ALL DWARVES IN PLAY!
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-- by vjek, version 5, 20140816, for DF(hack) 40.08
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-- Praise Armok!
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-- ---------------------------------------------------------------------------
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function rejuvenate(unit)
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if unit==nil then
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print ("No unit available! Aborting with extreme prejudice.")
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return
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end
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local current_year=df.global.cur_year
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local newbirthyear=current_year - 20
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if unit.relations.birth_year < newbirthyear then
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unit.relations.birth_year=newbirthyear
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end
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if unit.relations.old_year < current_year+100 then
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unit.relations.old_year=current_year+100
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end
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end
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-- ---------------------------------------------------------------------------
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function brainwash_unit(unit)
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if unit==nil then
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print ("No unit available! Aborting with extreme prejudice.")
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return
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end
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local profile ={75,25,25,75,25,25,25,99,25,25,25,50,75,50,25,75,75,50,75,75,25,75,75,50,75,25,50,25,75,75,75,25,75,75,25,75,25,25,75,75,25,75,75,75,25,75,75,25,25,50}
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local i
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for i=1, #profile do
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unit.status.current_soul.personality.traits[i-1]=profile[i]
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end
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end
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-- ---------------------------------------------------------------------------
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function elevate_attributes(unit)
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if unit==nil then
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print ("No unit available! Aborting with extreme prejudice.")
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return
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end
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local ok,f,t,k = pcall(pairs,unit.status.current_soul.mental_attrs)
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if ok then
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for k,v in f,t,k do
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v.value=v.max_value
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end
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end
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local ok,f,t,k = pcall(pairs,unit.body.physical_attrs)
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if ok then
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for k,v in f,t,k do
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v.value=v.max_value
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end
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end
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end
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-- ---------------------------------------------------------------------------
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-- this function will return the number of elements, starting at zero.
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-- useful for counting things where #foo doesn't work
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function count_this(to_be_counted)
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local count = -1
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local var1 = ""
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while var1 ~= nil do
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count = count + 1
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var1 = (to_be_counted[count])
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end
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count=count-1
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return count
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end
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-- ---------------------------------------------------------------------------
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function make_legendary(skillname,unit)
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local skillnamenoun,skillnum
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if unit==nil then
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print ("No unit available! Aborting with extreme prejudice.")
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return
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end
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if (df.job_skill[skillname]) then
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skillnamenoun = df.job_skill.attrs[df.job_skill[skillname]].caption_noun
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else
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print ("The skill name provided is not in the list.")
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return
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end
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if skillnamenoun ~= nil then
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utils = require 'utils'
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skillnum = df.job_skill[skillname]
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utils.insert_or_update(unit.status.current_soul.skills, { new = true, id = skillnum, rating = 20 }, 'id')
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print (unit.name.first_name.." is now a Legendary "..skillnamenoun)
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else
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print ("Empty skill name noun, bailing out!")
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return
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end
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end
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-- ---------------------------------------------------------------------------
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function BreathOfArmok(unit)
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if unit==nil then
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print ("No unit available! Aborting with extreme prejudice.")
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return
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end
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local i
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local count_max = count_this(df.job_skill)
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utils = require 'utils'
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for i=0, count_max do
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utils.insert_or_update(unit.status.current_soul.skills, { new = true, id = i, rating = 20 }, 'id')
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end
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print ("The breath of Armok has engulfed "..unit.name.first_name)
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end
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-- ---------------------------------------------------------------------------
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function LegendaryByClass(skilltype,v)
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unit=v
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if unit==nil then
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print ("No unit available! Aborting with extreme prejudice.")
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return
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end
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utils = require 'utils'
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local i
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local skillclass
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local count_max = count_this(df.job_skill)
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for i=0, count_max do
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skillclass = df.job_skill_class[df.job_skill.attrs[i].type]
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if skilltype == skillclass then
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print ("Skill "..df.job_skill.attrs[i].caption.." is type: "..skillclass.." and is now Legendary for "..unit.name.first_name)
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utils.insert_or_update(unit.status.current_soul.skills, { new = true, id = i, rating = 20 }, 'id')
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end
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end
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end
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-- ---------------------------------------------------------------------------
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function PrintSkillList()
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local count_max = count_this(df.job_skill)
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local i
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for i=0, count_max do
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print("'"..df.job_skill.attrs[i].caption.."' "..df.job_skill[i].." Type: "..df.job_skill_class[df.job_skill.attrs[i].type])
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end
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print ("Provide the UPPER CASE argument, for example: PROCESSPLANTS rather than Threshing")
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end
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-- ---------------------------------------------------------------------------
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function PrintSkillClassList()
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local i
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local count_max = count_this(df.job_skill_class)
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for i=0, count_max do
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print(df.job_skill_class[i])
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end
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print ("Provide one of these arguments, and all skills of that type will be made Legendary")
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print ("For example: Medical will make all medical skills legendary")
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end
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-- ---------------------------------------------------------------------------
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function adjust_all_dwarves(skillname)
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for _,v in ipairs(df.global.world.units.all) do
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if v.race == df.global.ui.race_id then
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print("Adjusting "..dfhack.TranslateName(dfhack.units.getVisibleName(v)))
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brainwash_unit(v)
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elevate_attributes(v)
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rejuvenate(v)
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if skillname then
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if skillname=="Normal" or skillname=="Medical" or skillname=="Personal" or skillname=="Social" or skillname=="Cultural" or skillname=="MilitaryWeapon" or skillname=="MilitaryAttack" or skillname=="MilitaryDefense" or skillname=="MilitaryMisc" then
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LegendaryByClass(skillname,v)
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elseif skillname=="all" then
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BreathOfArmok(v)
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else
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make_legendary(skillname,v)
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end
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end
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end
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end
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end
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-- ---------------------------------------------------------------------------
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-- main script operation starts here
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-- ---------------------------------------------------------------------------
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local opt = ...
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local skillname
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if opt then
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if opt=="list" then
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PrintSkillList()
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return
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end
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if opt=="classes" then
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PrintSkillClassList()
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return
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end
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skillname = opt
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else
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print ("No skillname supplied, no skills will be adjusted. Pass argument 'list' to see a skill list, 'classes' to show skill classes, or use 'all' if you want all skills legendary.")
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end
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adjust_all_dwarves(skillname)
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