Fix indentation in Vjek scripts.

develop
expwnent 2015-09-21 18:18:48 -04:00
parent 93ce64a32c
commit cb0591f315
6 changed files with 203 additions and 204 deletions

@ -5,14 +5,13 @@
-- by vjek
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
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
@ -28,12 +27,12 @@ function brainwash_unit(unit)
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
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
for i=1, #profile do
unit.status.current_soul.personality.traits[i-1]=profile[i]
end
end
end
-- ---------------------------------------------------------------------------
@ -43,14 +42,14 @@ function elevate_attributes(unit)
return
end
local ok,f,t,k = pcall(pairs,unit.status.current_soul.mental_attrs)
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)
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
@ -61,18 +60,18 @@ 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
local count = -1
local var1 = ""
while var1 ~= nil do
count = count + 1
var1 = (to_be_counted[count])
end
count=count-1
return count
count=count-1
return count
end
-- ---------------------------------------------------------------------------
function make_legendary(skillname,unit)
local skillnamenoun,skillnum
local skillnamenoun,skillnum
if unit==nil then
print ("No unit available! Aborting with extreme prejudice.")
@ -103,28 +102,28 @@ function BreathOfArmok(unit)
print ("No unit available! Aborting with extreme prejudice.")
return
end
local i
local i
local count_max = count_this(df.job_skill)
utils = require 'utils'
for i=0, count_max do
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)
print ("The breath of Armok has engulfed "..unit.name.first_name)
end
-- ---------------------------------------------------------------------------
function LegendaryByClass(skilltype,v)
unit=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
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)
@ -134,22 +133,22 @@ for i=0, count_max do
end
-- ---------------------------------------------------------------------------
function PrintSkillList()
local count_max = count_this(df.job_skill)
local i
for i=0, count_max do
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")
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
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")
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)
@ -189,6 +188,6 @@ if opt then
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
end
adjust_all_dwarves(skillname)

@ -3,27 +3,27 @@
-- by vjek
function brainwash_unit(profile)
local i,unit_name
local i,unit_name
unit=dfhack.gui.getSelectedUnit()
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))
unit_name=dfhack.TranslateName(dfhack.units.getVisibleName(unit))
print("Previous personality values for "..unit_name)
printall(unit.status.current_soul.personality.traits)
print("Previous personality values for "..unit_name)
printall(unit.status.current_soul.personality.traits)
--now set new personality
for i=1, #profile do
--now set new personality
for i=1, #profile do
unit.status.current_soul.personality.traits[i-1]=profile[i]
end
end
print("New personality values for "..unit_name)
printall(unit.status.current_soul.personality.traits)
print(unit_name.." has been brainwashed, praise Armok!")
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

@ -4,15 +4,15 @@
-- by vjek
function ElevateMentalAttributes(value)
unit=dfhack.gui.getSelectedUnit()
if unit==nil then
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)
--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

@ -4,15 +4,15 @@
-- by vjek
function ElevatePhysicalAttributes(value)
unit=dfhack.gui.getSelectedUnit()
if unit==nil then
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)
--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

@ -7,79 +7,79 @@
-- 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
local count = -1
local var1 = ""
while var1 ~= nil do
count = count + 1
var1 = (to_be_counted[count])
end
count=count-1
return count
count=count-1
return count
end
function make_legendary(skillname)
local skillnamenoun,skillnum
unit=dfhack.gui.getSelectedUnit()
local skillnamenoun,skillnum
unit=dfhack.gui.getSelectedUnit()
if unit==nil then
if unit==nil then
print ("No unit under cursor! Aborting with extreme prejudice.")
return
end
if (df.job_skill[skillname]) then
if (df.job_skill[skillname]) then
skillnamenoun = df.job_skill.attrs[df.job_skill[skillname]].caption_noun
else
else
print ("The skill name provided is not in the list.")
return
end
if skillnamenoun ~= nil then
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
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
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")
print ("Provide the UPPER CASE argument, for example: PROCESSPLANTS rather than Threshing")
end
function BreathOfArmok()
unit=dfhack.gui.getSelectedUnit()
if unit==nil then
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
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)))
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
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
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)))
@ -89,13 +89,13 @@ for i=0, count_max do
end
function PrintSkillClassList()
local i
local count_max = count_this(df.job_skill_class)
for i=0, count_max do
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")
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
@ -125,6 +125,6 @@ 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
end
make_legendary(skillname)

@ -11,61 +11,61 @@ function brainwash_unit(unit)
return
end
local pss_counter=31415926
local pss_counter=31415926
local prefcount = #(unit.status.current_soul.preferences)
print ("Before, unit "..dfhack.TranslateName(dfhack.units.getVisibleName(unit)).." has "..prefcount.." preferences")
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
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
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')
-- 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")
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
unit=v
local prefs=unit.status.current_soul.preferences
local prefs=unit.status.current_soul.preferences
for index,pref in ipairs(prefs) do
pref:delete()
end
prefs:resize(0)
prefs:resize(0)
end
-- ---------------------------------------------------------------------------
function clearpref_all_dwarves()