dfhack/scripts/armoks-blessing.lua

194 lines
6.7 KiB
Lua

-- 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
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
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
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)
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)
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
end
-- ---------------------------------------------------------------------------
function make_legendary(skillname,unit)
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local skillnamenoun,skillnum
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
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)
end
-- ---------------------------------------------------------------------------
function LegendaryByClass(skilltype,v)
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unit=v
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
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
end
end
-- ---------------------------------------------------------------------------
function PrintSkillList()
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local count_max = count_this(df.job_skill)
local i
for i=0, count_max do
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")
end
-- ---------------------------------------------------------------------------
function PrintSkillClassList()
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local i
local count_max = count_this(df.job_skill_class)
for i=0, count_max do
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")
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)