Import Vjek's script collection from the wiki

http://dwarffortresswiki.org/index.php/User:Vjek
develop
PeridexisErrant 2015-09-04 16:51:28 +10:00
parent 1c5428c3f0
commit 0a63afa977
7 changed files with 606 additions and 0 deletions

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-- Adjust all attributes, personality, age and skills of all dwarves in play
-- place in /hack/scripts/ for ease of use
-- 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!
-- by vjek, version 5, 20140816, for DF(hack) 40.08
-- Praise Armok!
-- ---------------------------------------------------------------------------
function rejuvenate(unit)
if unit==nil then
print ("No unit available! Aborting with extreme prejudice.")
return
end
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
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
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
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
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)
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)
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
local i
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
print ("The breath of Armok has engulfed "..unit.name.first_name)
end
-- ---------------------------------------------------------------------------
function LegendaryByClass(skilltype,v)
unit=v
if unit==nil then
print ("No unit available! Aborting with extreme prejudice.")
return
end
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]
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()
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
print ("Provide the UPPER CASE argument, for example: PROCESSPLANTS rather than Threshing")
end
-- ---------------------------------------------------------------------------
function PrintSkillClassList()
local i
local count_max = count_this(df.job_skill_class)
for i=0, count_max do
print(df.job_skill_class[i])
end
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.")
end
adjust_all_dwarves(skillname)

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-- This script will brainwash a dwarf, modifying their personality
-- usage is: target a unit in DF, and execute this script in dfhack
-- via ' lua /path/to/script '
-- by vjek, version 5, 20140816, for DF(hack) 40.08
-- Praise Armok!
-- for a in `awk -F= '{ print $2 }' input.txt`; do echo -n $a,; done
function brainwash_unit(profile)
local i,unit_name
unit=dfhack.gui.getSelectedUnit()
if unit==nil then
print ("No unit under cursor! Aborting with extreme prejudice.")
return
end
unit_name=dfhack.TranslateName(dfhack.units.getVisibleName(unit))
print("Previous personality values for "..unit_name)
printall(unit.status.current_soul.personality.traits)
--now set new personality
for i=1, #profile do
unit.status.current_soul.personality.traits[i-1]=profile[i]
end
print("New personality values for "..unit_name)
printall(unit.status.current_soul.personality.traits)
print(unit_name.." has been brainwashed, praise Armok!")
end
-- main script starts here
-- profiles are listed here and passed to the brainwash function
--
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}
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}
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}
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}
local opt = ...
if opt then
if opt=="ideal" then
brainwash_unit(ideal)
return
end
if opt=="baseline" then
brainwash_unit(baseline)
return
end
if opt=="stepford" then
brainwash_unit(stepford)
return
end
if opt=="wrecked" then
brainwash_unit(wrecked)
return
end
else
print ("Invalid or missing personality argument.\nValid choices are ideal , baseline , stepford, and wrecked.")
print ("ideal will create a reliable dwarf with generally positive personality traits.")
print ("baseline will reset all personality traits to a default / the average.")
print ("stepford amplifies all good qualities to an excessive degree.")
print ("wrecked amplifies all bad qualities to an excessive degree.")
end

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-- This script will elevate all the mental attributes of a unit
-- usage is: target a unit in DF, and execute this script in dfhack
-- all physical attributes will be set to whatever the max value is
-- by vjek, version 5, 20140816, for DF(hack) 40.08
-- Praise Armok!
function ElevateMentalAttributes(value)
unit=dfhack.gui.getSelectedUnit()
if unit==nil then
print ("No unit under cursor! Aborting with extreme prejudice.")
return
end
--print name of dwarf
print("Adjusting "..dfhack.TranslateName(dfhack.units.getVisibleName(unit)))
--walk through available attributes, adjust current to max
local ok,f,t,k = pcall(pairs,unit.status.current_soul.mental_attrs)
if ok then
for k,v in f,t,k do
if value ~= nil then
print("Adjusting current value for "..tostring(k).." of "..v.value.." to the value of "..value)
v.value=value
else
print("Adjusting current value for "..tostring(k).." of "..v.value.." to max value of "..v.max_value)
v.value=v.max_value
--below will reset values back to "normal"
--v.value=v.max_value/2
end
end
end
end
--script execution starts here
local opt = ...
opt = tonumber(opt)
if opt ~= nil then
if opt >=0 and opt <=5000 then
ElevateMentalAttributes(opt)
end
if opt <0 or opt >5000 then
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.")
end
end
if opt == nil then
ElevateMentalAttributes()
end

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-- This script will elevate all the physical attributes of a unit
-- usage is: target a unit in DF, and execute this script in dfhack
-- all physical attributes will be set to whatever the max value is
-- by vjek, version 5, 20140816, for DF(hack) 40.08
-- Praise Armok!
function ElevatePhysicalAttributes(value)
unit=dfhack.gui.getSelectedUnit()
if unit==nil then
print ("No unit under cursor! Aborting with extreme prejudice.")
return
end
--print name of dwarf
print("Adjusting "..dfhack.TranslateName(dfhack.units.getVisibleName(unit)))
--walk through available attributes, adjust current to max
local ok,f,t,k = pcall(pairs,unit.body.physical_attrs)
if ok then
for k,v in f,t,k do
if value ~= nil then
print("Adjusting current value for "..tostring(k).." of "..v.value.." to the value of "..value)
v.value=value
else
print("Adjusting current value for "..tostring(k).." of "..v.value.." to max value of "..v.max_value)
v.value=v.max_value
--below will reset values back to "normal"
--v.value=v.max_value/2
end
end
end
end
--script execution starts here
local opt = ...
opt = tonumber(opt)
if opt ~= nil then
if opt >=0 and opt <=5000 then
ElevatePhysicalAttributes(opt)
end
if opt <0 or opt >5000 then
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.")
end
end
if opt == nil then
ElevatePhysicalAttributes()
end

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-- This script will modify a skill or the skills of a single unit
-- usage is: target a unit in DF, and execute this script in dfhack
-- via ' lua /path/to/script skillname '
-- the skill will be increased to 20 (Legendary +5)
-- arguments 'list', 'classes' and 'all' added
-- by vjek, version 4, 20141016, for DF(hack) 40.08
-- Praise Armok!
-- 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)
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)
local skillnamenoun,skillnum
unit=dfhack.gui.getSelectedUnit()
if unit==nil then
print ("No unit under cursor! 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 (dfhack.TranslateName(dfhack.units.getVisibleName(unit)).." is now a Legendary "..skillnamenoun)
else
print ("Empty skill name noun, bailing out!")
return
end
end
function PrintSkillList()
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
print ("Provide the UPPER CASE argument, for example: PROCESSPLANTS rather than Threshing")
end
function BreathOfArmok()
unit=dfhack.gui.getSelectedUnit()
if unit==nil then
print ("No unit under cursor! Aborting with extreme prejudice.")
return
end
local i
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
print ("The breath of Armok has engulfed "..dfhack.TranslateName(dfhack.units.getVisibleName(unit)))
end
function LegendaryByClass(skilltype)
unit=dfhack.gui.getSelectedUnit()
if unit==nil then
print ("No unit under cursor! Aborting with extreme prejudice.")
return
end
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]
if skilltype == skillclass then
print ("Skill "..df.job_skill.attrs[i].caption.." is type: "..skillclass.." and is now Legendary for "..dfhack.TranslateName(dfhack.units.getVisibleName(unit)))
utils.insert_or_update(unit.status.current_soul.skills, { new = true, id = i, rating = 20 }, 'id')
end
end
end
function PrintSkillClassList()
local i
local count_max = count_this(df.job_skill_class)
for i=0, count_max do
print(df.job_skill_class[i])
end
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
--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
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)

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-- Adjust all preferences of all dwarves in play
-- place in /hack/scripts/ for ease of use
-- all preferences are cleared, then set
-- WARNING: USING THIS SCRIPT WILL ADJUST ALL DWARVES IN PLAY!
-- by vjek, version 4, 20141016, for DF(hack) 40.08
-- Praise Armok!
-- ---------------------------------------------------------------------------
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()

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-- This script will make any "old" dwarf 20 years old
-- usage is: target a unit in DF, and execute this script in dfhack
-- via ' lua /path/to/script '
-- the target will be changed to 20 years old
-- by vjek, version 5, 20141016, for DF(hack) 40.08
-- Paise Armok!
function rejuvenate()
local current_year,newbirthyear
unit=dfhack.gui.getSelectedUnit()
if unit==nil then
print ("No unit under cursor! Aborting with extreme prejudice.")
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()