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