New way of doing things!
Now using a class for menus, also no (non script) way to use bin-plugins.develop
parent
209d593f21
commit
ba071468dc
@ -1,133 +0,0 @@
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adv_tools= {}
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adv_tools.menu=MakeMenu()
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--TODO make every tool generic (work for both modes)
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function adv_tools.reincarnate(swap_soul) --only for adventurer i guess
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if swap_soul==nil then
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swap_soul=true
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end
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local adv=df.global.world.units.active[0]
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if adv.flags1.dead==false then
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error("You are not dead (yet)!")
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end
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local hist_fig=getNemesis(adv).figure
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if hist_fig==nil then
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error("No historical figure for adventurer...")
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end
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local events=df.global.world.history.events
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local trg_hist_fig
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for i=#events-1,0,-1 do -- reverse search because almost always it will be last entry
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if df.history_event_hist_figure_diedst:is_instance(events[i]) then
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--print("is instance:"..i)
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if events[i].victim==hist_fig.id then
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--print("Is same id:"..i)
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trg_hist_fig=events[i].slayer
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if trg_hist_fig then
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trg_hist_fig=df.historical_figure.find(trg_hist_fig)
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end
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break
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end
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end
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end
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if trg_hist_fig ==nil then
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qerror("Slayer not found")
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end
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local trg_unit=trg_hist_fig.unit_id
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if trg_unit==nil then
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qerror("Unit id not found!")
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end
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local trg_unit_final=df.unit.find(trg_unit)
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tools.change_adv(trg_unit_final)
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if swap_soul then --actually add a soul...
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t_soul=adv.status.current_soul
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adv.status.current_soul=df.NULL
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adv.status.souls:resize(0)
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trg_unit_final.status.current_soul=t_soul
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trg_unit_final.status.souls:insert(#trg_unit_final.status.souls,t_soul)
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end
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end
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adv_tools.menu:add("Reincarnate",adv_tools.reincarnate)
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function adv_tools.ressurect()
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v2=engine.peek(vector:getval(indx),ptr_Creature.hurt1)
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for i=0,v2:size()-1 do
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v2:setval(i,0)
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end
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v2=engine.peek(vector:getval(indx),ptr_Creature.hurt2)
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v2.type=DWORD
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for i=0,v2:size()-1 do
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v2:setval(i,0)
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end
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engine.poke(vector:getval(indx),ptr_Creature.bloodlvl,60000) --give blood
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engine.poke(vector:getval(indx),ptr_Creature.bleedlvl,0) --stop some bleeding...
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local flg=engine.peek(vector:getval(indx),ptr_Creature.flags)
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flg:set(1,false) --ALIVE
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flg:set(39,false) -- leave body yet again
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flg:set(37,false) -- something todo with wounds- lets you walk again.
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flg:set(58,true) -- makes them able to breathe
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flg:set(61,true) -- gives them sight
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engine.poke(vector:getval(indx),ptr_Creature.flags,flg)
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end
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function adv_tools.wagonmode() --by rumrusher
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--first three lines same as before (because we will need an offset of creature at location x,y,z)
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myoff=offsets.getEx("AdvCreatureVec")
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vector=engine.peek(myoff,ptr_vector)
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indx=GetCreatureAtPos(getxyz())
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--indx=0
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--print(string.format("%x",vector:getval(indx)))
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flg=engine.peek(vector:getval(indx),ptr_Creature.flags) --get flags
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flg:set(1,false)
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flg:set(74,false)
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engine.poke(vector:getval(indx),ptr_Creature.flags,flg)
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print("To stay normal press y, else hit Enter turn Wagon mode on.")
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r=io.stdin:read() -- repeat for it too work... also creature will be dead.
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if r== "y" then
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flg=engine.peek(vector:getval(indx),ptr_Creature.flags)
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flg:set(1,false)
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engine.poke(vector:getval(indx),ptr_Creature.flags,flg)
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else
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flg=engine.peek(vector:getval(indx),ptr_Creature.flags)
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flg:set(1,false)
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flg:flip(74)
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engine.poke(vector:getval(indx),ptr_Creature.flags,flg)
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end
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end
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function selectall()
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local retvec={} --return vector (or a list)
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myoff=offsets.getEx("AdvCreatureVec")
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vector=engine.peek(myoff,ptr_vector) --standart start
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for i=0,vector:size()-1 do --check all creatures
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local off
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off=vector:getval(i)
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local flags=engine.peek(off,ptr_Creature.flags)
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if flags:get(1)==true then --if dead ...
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table.insert(retvec,off)--... add it to return vector
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end
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end
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return retvec --return the "return vector" :)
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end
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function adv_tools.hostilate()
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vector=engine.peek(offsets.getEx("AdvCreatureVec"),ptr_vector)
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id=GetCreatureAtPos(getxyz())
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print(string.format("Vec:%d cr:%d",vector:size(),id))
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off=vector:getval(id)
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crciv=engine.peek(vector:getval(id),ptr_Creature.civ)
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curciv=engine.peek(vector:getval(0),ptr_Creature.civ)
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if curciv==crciv then
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print("Friendly-making enemy")
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engine.poke(off,ptr_Creature.civ,-1)
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flg=engine.peek(off,ptr_Creature.flags)
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flg:set(17,true)
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engine.poke(off,ptr_Creature.flags,flg)
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else
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print("Enemy- making friendly")
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engine.poke(off,ptr_Creature.civ,curciv)
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flg=engine.peek(off,ptr_Creature.flags)
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flg:set(17,false)
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flg:set(19,false)
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engine.poke(off,ptr_Creature.flags,flg)
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end
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end
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@ -0,0 +1,52 @@
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local _ENV = mkmodule('plugins.dfusion.adv_tools')
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local dfu=require("plugins.dfusion")
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menu=dfu.SimpleMenu()
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function Reincarnate(trg_unit,swap_soul) --only for adventurer i guess
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if swap_soul==nil then
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swap_soul=true
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end
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local adv=trg_unit or df.global.world.units.active[0]
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if adv.flags1.dead==false then
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qerror("You are not dead (yet)!")
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end
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local hist_fig=getNemesis(adv).figure
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if hist_fig==nil then
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qerror("No historical figure for adventurer...")
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end
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local events=df.global.world.history.events
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local trg_hist_fig
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for i=#events-1,0,-1 do -- reverse search because almost always it will be last entry
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if df.history_event_hist_figure_diedst:is_instance(events[i]) then
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--print("is instance:"..i)
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if events[i].victim==hist_fig.id then
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--print("Is same id:"..i)
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trg_hist_fig=events[i].slayer
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if trg_hist_fig then
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trg_hist_fig=df.historical_figure.find(trg_hist_fig)
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end
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break
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end
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end
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end
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if trg_hist_fig ==nil then
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qerror("Slayer not found")
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end
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local trg_unit=trg_hist_fig.unit_id
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if trg_unit==nil then
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qerror("Unit id not found!")
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end
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local trg_unit_final=df.unit.find(trg_unit)
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tools.change_adv(trg_unit_final)
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if swap_soul then --actually add a soul...
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t_soul=adv.status.current_soul
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adv.status.current_soul=df.NULL
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adv.status.souls:resize(0)
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trg_unit_final.status.current_soul=t_soul
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trg_unit_final.status.souls:insert(#trg_unit_final.status.souls,t_soul)
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end
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end
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menu:add("Reincarnate",Reincarnate,{{df.unit,"optional"}})-- bool, optional
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return _ENV
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@ -1,42 +1,11 @@
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-- a binary hack/plugin collection for df
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-- a collection of misc lua scripts
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local dfu=require("plugins.dfusion")
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local myos=dfhack.getOSType()
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--some imports go here
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local plugins={
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require("plugins.dfusion.embark").CustomEmbark
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}
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--show a table of all the statuses
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function status(plug)
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if dfu.plugins[plug.name]==nil then
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return plug.class_status
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else
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return dfu.plugins[plug.name]:status()
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end
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args={...}
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mainmenu=dfu.SimpleMenu()
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function runsave()
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print("doing file:"..df.global.world.cur_savegame.save_dir)
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end
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function printPlugs()
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local endthis=false
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print("current:")
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while(not endthis) do
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for k,v in pairs(plugins) do
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if v then
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print(string.format("%2d. %15s-%s",k,v.name,status(v)))
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end
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end
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print("e-edit and load, u-unload,c-cancel and then number to manipulate:")
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local choice=io.stdin:read()
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local num=tonumber(io.stdin:read())
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if num then
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local plg=dfu.plugins[plugins[num].name] or plugins[num]()
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if choice=='e' then
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plg:edit()
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elseif choice=='u' then
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plg:uninstall()
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elseif choice=='c' then
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endthis=true
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end
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end
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end
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end
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printPlugs()
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mainmenu:add("Run save script",runsave)
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mainmenu:add("Adventurer tools",require("plugins.dfusion.adv_tools").menu)
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mainmenu:display()
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