commit
0a4f55b7dd
@ -0,0 +1,193 @@
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-- Adjust all attributes, personality, age and skills of all dwarves in play
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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
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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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@ -0,0 +1,61 @@
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-- This script will brainwash a dwarf, modifying their personality
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-- usage is: target a unit in DF, and execute this script in dfhack
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-- by vjek
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function brainwash_unit(profile)
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local i,unit_name
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unit=dfhack.gui.getSelectedUnit()
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if unit==nil then
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print ("No unit under cursor! Aborting with extreme prejudice.")
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return
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end
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unit_name=dfhack.TranslateName(dfhack.units.getVisibleName(unit))
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print("Previous personality values for "..unit_name)
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printall(unit.status.current_soul.personality.traits)
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--now set new personality
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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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print("New personality values for "..unit_name)
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printall(unit.status.current_soul.personality.traits)
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print(unit_name.." has been brainwashed, praise Armok!")
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end
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-- main script starts here
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-- profiles are listed here and passed to the brainwash function
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--
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local baseline={50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50}
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local ideal={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 stepford={99,1,1,99,1,1,1,99,1,1,1,1,50,50,1,99,99,50,50,50,1,1,99,50,50,50,50,50,50,99,50,1,1,99,1,99,1,1,99,99,1,99,99,99,1,50,50,1,1,1}
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local wrecked={1,99,99,1,99,99,99,1,99,99,99,1,1,99,99,1,1,1,1,1,99,1,1,99,1,99,99,99,1,1,1,99,1,1,99,1,99,99,1,1,99,1,1,1,99,1,1,99,99,99}
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local opt = ...
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if opt then
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if opt=="ideal" then
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brainwash_unit(ideal)
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return
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end
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if opt=="baseline" then
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brainwash_unit(baseline)
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return
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end
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if opt=="stepford" then
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brainwash_unit(stepford)
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return
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end
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if opt=="wrecked" then
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brainwash_unit(wrecked)
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return
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end
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else
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print ("Invalid or missing personality argument.\nValid choices are ideal , baseline , stepford, and wrecked.")
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print ("ideal will create a reliable dwarf with generally positive personality traits.")
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print ("baseline will reset all personality traits to a default / the average.")
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print ("stepford amplifies all good qualities to an excessive degree.")
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print ("wrecked amplifies all bad qualities to an excessive degree.")
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end
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@ -0,0 +1,45 @@
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-- This script will elevate all the mental attributes of a unit
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-- usage is: target a unit in DF, and execute this script in dfhack
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-- all physical attributes will be set to whatever the max value is
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-- by vjek
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function ElevateMentalAttributes(value)
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unit=dfhack.gui.getSelectedUnit()
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if unit==nil then
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print ("No unit under cursor! Aborting with extreme prejudice.")
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return
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end
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--print name of dwarf
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print("Adjusting "..dfhack.TranslateName(dfhack.units.getVisibleName(unit)))
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--walk through available attributes, adjust current to max
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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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if value ~= nil then
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print("Adjusting current value for "..tostring(k).." of "..v.value.." to the value of "..value)
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v.value=value
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else
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print("Adjusting current value for "..tostring(k).." of "..v.value.." to max value of "..v.max_value)
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v.value=v.max_value
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--below will reset values back to "normal"
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--v.value=v.max_value/2
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end
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end
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end
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end
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--script execution starts here
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local opt = ...
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opt = tonumber(opt)
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if opt ~= nil then
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if opt >=0 and opt <=5000 then
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ElevateMentalAttributes(opt)
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end
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if opt <0 or opt >5000 then
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print("Invalid Range or argument. This script accepts either no argument, in which case it will increase the attribute to the max_value for the unit, or an argument between 0 and 5000, which will set all attributes to that value.")
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end
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end
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if opt == nil then
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ElevateMentalAttributes()
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end
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@ -0,0 +1,45 @@
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-- This script will elevate all the physical attributes of a unit
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-- usage is: target a unit in DF, and execute this script in dfhack
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-- all physical attributes will be set to whatever the max value is
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-- by vjek
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function ElevatePhysicalAttributes(value)
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unit=dfhack.gui.getSelectedUnit()
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if unit==nil then
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print ("No unit under cursor! Aborting with extreme prejudice.")
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return
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end
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--print name of dwarf
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print("Adjusting "..dfhack.TranslateName(dfhack.units.getVisibleName(unit)))
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--walk through available attributes, adjust current to max
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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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if value ~= nil then
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print("Adjusting current value for "..tostring(k).." of "..v.value.." to the value of "..value)
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v.value=value
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else
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print("Adjusting current value for "..tostring(k).." of "..v.value.." to max value of "..v.max_value)
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v.value=v.max_value
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--below will reset values back to "normal"
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--v.value=v.max_value/2
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end
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end
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end
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end
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--script execution starts here
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local opt = ...
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opt = tonumber(opt)
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if opt ~= nil then
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if opt >=0 and opt <=5000 then
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ElevatePhysicalAttributes(opt)
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end
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if opt <0 or opt >5000 then
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print("Invalid Range or argument. This script accepts either no argument, in which case it will increase the attribute to the max_value for the unit, or an argument between 0 and 5000, which will set all attributes to that value.")
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end
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end
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if opt == nil then
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ElevatePhysicalAttributes()
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end
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@ -0,0 +1,130 @@
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-- This script will modify a skill or the skills of a single unit
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-- usage is: target a unit in DF, and execute this script in dfhack
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-- the skill will be increased to 20 (Legendary +5)
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-- arguments 'list', 'classes' and 'all' added
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-- by vjek
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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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function make_legendary(skillname)
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local skillnamenoun,skillnum
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unit=dfhack.gui.getSelectedUnit()
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if unit==nil then
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print ("No unit under cursor! 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 (dfhack.TranslateName(dfhack.units.getVisibleName(unit)).." 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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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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function BreathOfArmok()
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unit=dfhack.gui.getSelectedUnit()
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if unit==nil then
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print ("No unit under cursor! 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 "..dfhack.TranslateName(dfhack.units.getVisibleName(unit)))
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end
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function LegendaryByClass(skilltype)
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unit=dfhack.gui.getSelectedUnit()
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if unit==nil then
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print ("No unit under cursor! 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 "..dfhack.TranslateName(dfhack.units.getVisibleName(unit)))
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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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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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--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
|
||||
if opt=="list" then
|
||||
PrintSkillList()
|
||||
return
|
||||
end
|
||||
if opt=="classes" then
|
||||
PrintSkillClassList()
|
||||
return
|
||||
end
|
||||
if opt=="all" then
|
||||
BreathOfArmok()
|
||||
return
|
||||
end
|
||||
if opt=="Normal" or opt=="Medical" or opt=="Personal" or opt=="Social" or opt=="Cultural" or opt=="MilitaryWeapon" or opt=="MilitaryAttack" or opt=="MilitaryDefense" or opt=="MilitaryMisc" then
|
||||
LegendaryByClass(opt)
|
||||
return
|
||||
end
|
||||
skillname = opt
|
||||
else
|
||||
print ("No skillname supplied.\nUse argument 'list' to see a list, 'classes' to show skill classes, or use 'all' if you want it all!")
|
||||
print ("Example: To make a legendary miner, use make_legendary MINING")
|
||||
return
|
||||
end
|
||||
|
||||
make_legendary(skillname)
|
@ -0,0 +1,92 @@
|
||||
-- Adjust all preferences of all dwarves in play
|
||||
-- all preferences are cleared, then set
|
||||
-- WARNING: USING THIS SCRIPT WILL ADJUST ALL DWARVES IN PLAY!
|
||||
-- by vjek
|
||||
|
||||
-- ---------------------------------------------------------------------------
|
||||
function brainwash_unit(unit)
|
||||
|
||||
if unit==nil then
|
||||
print ("No unit available! Aborting with extreme prejudice.")
|
||||
return
|
||||
end
|
||||
|
||||
local pss_counter=31415926
|
||||
|
||||
local prefcount = #(unit.status.current_soul.preferences)
|
||||
print ("Before, unit "..dfhack.TranslateName(dfhack.units.getVisibleName(unit)).." has "..prefcount.." preferences")
|
||||
|
||||
utils = require 'utils'
|
||||
-- below populates an array with all creature names and id's, used for 'detests...'
|
||||
rtbl={}
|
||||
vec=df.global.world.raws.creatures.all
|
||||
for k=0,#vec-1 do
|
||||
local name=vec[k].creature_id
|
||||
rtbl[name]=k
|
||||
end
|
||||
|
||||
-- Now iterate through for the type 3 detests...
|
||||
utils.insert_or_update(unit.status.current_soul.preferences, { new = true, type = 3 , item_type = rtbl.TROLL , creature_id = rtbl.TROLL , color_id = rtbl.TROLL , shape_id = rtbl.TROLL , plant_id = rtbl.TROLL , item_subtype = -1 , mattype = -1 , matindex = -1 , active = true, prefstring_seed = pss_counter }, 'prefstring_seed')
|
||||
pss_counter = pss_counter + 1
|
||||
utils.insert_or_update(unit.status.current_soul.preferences, { new = true, type = 3 , item_type = rtbl.BIRD_BUZZARD , creature_id = rtbl.BIRD_BUZZARD , color_id = rtbl.BIRD_BUZZARD , shape_id = rtbl.BIRD_BUZZARD , plant_id = rtbl.BIRD_BUZZARD , item_subtype = -1 , mattype = -1 , matindex = -1 , active = true, prefstring_seed = pss_counter }, 'prefstring_seed')
|
||||
pss_counter = pss_counter + 1
|
||||
utils.insert_or_update(unit.status.current_soul.preferences, { new = true, type = 3 , item_type = rtbl.BIRD_VULTURE , creature_id = rtbl.BIRD_VULTURE , color_id = rtbl.BIRD_VULTURE , shape_id = rtbl.BIRD_VULTURE , plant_id = rtbl.BIRD_VULTURE , item_subtype = -1 , mattype = -1 , matindex = -1 , active = true, prefstring_seed = pss_counter }, 'prefstring_seed')
|
||||
pss_counter = pss_counter + 1
|
||||
utils.insert_or_update(unit.status.current_soul.preferences, { new = true, type = 3 , item_type = rtbl.CRUNDLE , creature_id = rtbl.CRUNDLE , color_id = rtbl.CRUNDLE , shape_id = rtbl.CRUNDLE , plant_id = rtbl.CRUNDLE , item_subtype = -1 , mattype = -1 , matindex = -1 , active = true, prefstring_seed = pss_counter }, 'prefstring_seed')
|
||||
pss_counter = pss_counter + 1
|
||||
-- and the type 4 likes
|
||||
utils.insert_or_update(unit.status.current_soul.preferences, { new = true, type = 4 , item_type = df.item_type.WEAPON , creature_id = df.item_type.WEAPON , color_id = df.item_type.WEAPON , shape_id = df.item_type.WEAPON , plant_id = df.item_type.WEAPON , item_subtype = -1 , mattype = -1 , matindex = -1 , active = true, prefstring_seed = pss_counter }, 'prefstring_seed')
|
||||
pss_counter = pss_counter + 1
|
||||
utils.insert_or_update(unit.status.current_soul.preferences, { new = true, type = 4 , item_type = df.item_type.ARMOR , creature_id = df.item_type.ARMOR , color_id = df.item_type.ARMOR , shape_id = df.item_type.ARMOR , plant_id = df.item_type.ARMOR , item_subtype = -1 , mattype = -1 , matindex = -1 , active = true, prefstring_seed = pss_counter }, 'prefstring_seed')
|
||||
pss_counter = pss_counter + 1
|
||||
utils.insert_or_update(unit.status.current_soul.preferences, { new = true, type = 4 , item_type = df.item_type.SHIELD , creature_id = df.item_type.SHIELD , color_id = df.item_type.SHIELD , shape_id = df.item_type.SHIELD , plant_id = df.item_type.SHIELD , item_subtype = -1 , mattype = -1 , matindex = -1 , active = true, prefstring_seed = pss_counter }, 'prefstring_seed')
|
||||
pss_counter = pss_counter + 1
|
||||
-- prefers plump helmets for their ...
|
||||
local ph_mat_type=dfhack.matinfo.find("MUSHROOM_HELMET_PLUMP:STRUCTURAL").index
|
||||
utils.insert_or_update(unit.status.current_soul.preferences, { new = true, type = 5 , item_type = ph_mat_type , creature_id = ph_mat_type , color_id = ph_mat_type , shape_id = ph_mat_type , plant_id = ph_mat_type , item_subtype = -1 , mattype = -1 , matindex = -1 , active = true, prefstring_seed = pss_counter }, 'prefstring_seed')
|
||||
pss_counter = pss_counter + 1
|
||||
-- prefers to consume dwarven wine:
|
||||
utils.insert_or_update(unit.status.current_soul.preferences, { new = true, type = 2 , item_type = 68 , creature_id = 68 , color_id = 68 , shape_id = 68 , plant_id = 68 , item_subtype = -1 , mattype = dfhack.matinfo.find("MUSHROOM_HELMET_PLUMP:DRINK").type , matindex = dfhack.matinfo.find("MUSHROOM_HELMET_PLUMP:DRINK").index , active = true, prefstring_seed = pss_counter }, 'prefstring_seed')
|
||||
pss_counter = pss_counter + 1
|
||||
-- likes iron, steel (0,8) adam is 25
|
||||
utils.insert_or_update(unit.status.current_soul.preferences, { new = true, type = 0 , item_type = -1 , creature_id = -1 , color_id = -1 , shape_id = -1 , plant_id = -1 , item_subtype = -1 , mattype = 0 , matindex = dfhack.matinfo.find("IRON").index , active = true, prefstring_seed = pss_counter }, 'prefstring_seed')
|
||||
pss_counter = pss_counter + 1
|
||||
utils.insert_or_update(unit.status.current_soul.preferences, { new = true, type = 0 , item_type = -1 , creature_id = -1 , color_id = -1 , shape_id = -1 , plant_id = -1 , item_subtype = -1 , mattype = 0 , matindex = dfhack.matinfo.find("STEEL").index , active = true, prefstring_seed = pss_counter }, 'prefstring_seed')
|
||||
|
||||
prefcount = #(unit.status.current_soul.preferences)
|
||||
print ("After, unit "..dfhack.TranslateName(dfhack.units.getVisibleName(unit)).." has "..prefcount.." preferences")
|
||||
|
||||
end
|
||||
-- ---------------------------------------------------------------------------
|
||||
function clear_preferences(v)
|
||||
unit=v
|
||||
|
||||
local prefs=unit.status.current_soul.preferences
|
||||
for index,pref in ipairs(prefs) do
|
||||
pref:delete()
|
||||
end
|
||||
prefs:resize(0)
|
||||
end
|
||||
-- ---------------------------------------------------------------------------
|
||||
function clearpref_all_dwarves()
|
||||
for _,v in ipairs(df.global.world.units.active) do
|
||||
if v.race == df.global.ui.race_id then
|
||||
print("Clearing Preferences for "..dfhack.TranslateName(dfhack.units.getVisibleName(v)))
|
||||
clear_preferences(v)
|
||||
end
|
||||
end
|
||||
end
|
||||
-- ---------------------------------------------------------------------------
|
||||
function adjust_all_dwarves()
|
||||
for _,v in ipairs(df.global.world.units.active) do
|
||||
if v.race == df.global.ui.race_id then
|
||||
print("Adjusting "..dfhack.TranslateName(dfhack.units.getVisibleName(v)))
|
||||
brainwash_unit(v)
|
||||
end
|
||||
end
|
||||
end
|
||||
-- ---------------------------------------------------------------------------
|
||||
-- main script operation starts here
|
||||
-- ---------------------------------------------------------------------------
|
||||
clearpref_all_dwarves()
|
||||
adjust_all_dwarves()
|
@ -0,0 +1,24 @@
|
||||
-- This script will make any "old" dwarf 20 years old
|
||||
-- usage is: target a unit in DF, and execute this script in dfhack
|
||||
-- the target will be changed to 20 years old
|
||||
-- by vjek
|
||||
|
||||
function rejuvenate()
|
||||
local current_year,newbirthyear
|
||||
unit=dfhack.gui.getSelectedUnit()
|
||||
|
||||
if unit==nil then print ("No unit under cursor! Aborting.") return end
|
||||
|
||||
current_year=df.global.cur_year
|
||||
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
|
||||
print (dfhack.TranslateName(dfhack.units.getVisibleName(unit)).." is now 20 years old and will live at least 100 years")
|
||||
|
||||
end
|
||||
|
||||
rejuvenate()
|
Loading…
Reference in New Issue