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commit
e11ce3bff4
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# Increase the rate at which clothes wear out
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=begin
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deteriorateclothes
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==================
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Somewhere between a "mod" and a "fps booster", with a small impact on
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vanilla gameplay. All of those slightly worn wool shoes that dwarves
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scatter all over the place will deteriorate at a greatly increased rate,
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and eventually just crumble into nothing. As warm and fuzzy as a dining
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room full of used socks makes your dwarves feel, your FPS does not like it.
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Usage: ``deteriorateclothes (start|stop)``
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=end
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class DeteriorateClothes
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def initialize
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end
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def process
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return false unless @running
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items = [df.world.items.other[:GLOVES],
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df.world.items.other[:ARMOR],
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df.world.items.other[:SHOES],
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df.world.items.other[:PANTS],
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df.world.items.other[:HELM]]
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items.each { |type|
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type.each { |i|
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if (i.subtype.armorlevel == 0 and i.flags.on_ground == true and i.wear > 0)
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i.wear_timer *= i.wear + 0.5
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if (i.wear > 2)
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i.flags.garbage_collect = true
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end
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end
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}
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}
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end
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def start
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@onupdate = df.onupdate_register('deteriorateclothes', 1200, 1200) { process }
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@running = true
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puts "Deterioration of old clothes commencing..."
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end
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def stop
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df.onupdate_unregister(@onupdate)
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@running = false
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end
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def status
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@running ? 'Running.' : 'Stopped.'
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end
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end
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case $script_args[0]
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when 'start'
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if ($DeteriorateClothes)
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$DeteriorateClothes.stop
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end
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$DeteriorateClothes = DeteriorateClothes.new
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$DeteriorateClothes.start
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when 'end', 'stop'
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$DeteriorateClothes.stop
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else
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if $DeteriorateClothes
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puts $DeteriorateClothes.status
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else
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puts 'Not loaded.'
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end
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end
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@ -0,0 +1,106 @@
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# Make corpse parts decay and vanish over time
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=begin
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deterioratecorpses
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==================
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Somewhere between a "mod" and a "fps booster", with a small impact on
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vanilla gameplay.
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In long running forts, especially evil biomes, you end up with a lot
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of toes, teeth, fingers, and limbs scattered all over the place.
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Various corpses from various sieges, stray kitten corpses, probably
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some heads. Basically, your map will look like a giant pile of
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assorted body parts, all of which individually eat up a small part
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of your FPS, which collectively eat up quite a bit.
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In addition, this script also targets various butchery byproducts.
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Enjoying your thriving animal industry? Your FPS does not. Those
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thousands of skulls, bones, hooves, and wool eat up precious FPS
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that could be used to kill goblins and elves. Whose corpses will
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also get destroyed by the script to kill more goblins and elves.
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This script causes all of those to rot away into nothing after
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several months.
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Usage: ``deterioratecorpses (start|stop)``
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=end
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class DeteriorateCorpses
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def initialize
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end
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def process
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return false unless @running
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df.world.items.other[:ANY_CORPSE].each { |i|
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if (i.flags.dead_dwarf == false)
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i.wear_timer += 1
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if (i.wear_timer > 24 + rand(8))
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i.wear_timer = 0
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i.wear += 1
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end
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if (i.wear > 3)
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i.flags.garbage_collect = true
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end
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end
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}
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df.world.items.other[:REMAINS].each { |i|
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if (i.flags.dead_dwarf == false)
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i.wear_timer += 1
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if (i.wear_timer > 6)
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i.wear_timer = 0
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i.wear += 1
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end
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if (i.wear > 3)
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i.flags.garbage_collect = true
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end
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end
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}
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end
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def start
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@onupdate = df.onupdate_register('deterioratecorpses', 1200, 1200) { process }
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@running = true
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puts "Deterioration of body parts commencing..."
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end
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def stop
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df.onupdate_unregister(@onupdate)
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@running = false
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end
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def status
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@running ? 'Running.' : 'Stopped.'
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end
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end
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case $script_args[0]
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when 'start'
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if ($DeteriorateCorpses)
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$DeteriorateCorpses.stop
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end
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$DeteriorateCorpses = DeteriorateCorpses.new
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$DeteriorateCorpses.start
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when 'end', 'stop'
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$DeteriorateCorpses.stop
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else
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if $DeteriorateCorpses
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puts $DeteriorateCorpses.status
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else
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puts 'Not loaded.'
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end
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end
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@ -0,0 +1,96 @@
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# Make food and plants decay, and vanish after a few months
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=begin
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deterioratefood
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===============
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Somewhere between a "mod" and a "fps booster", with a small impact on
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vanilla gameplay.
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With this script running, all food and plants wear out and disappear
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after several months. Barrels and stockpiles will keep them from
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rotting, but it won't keep them from decaying. No more sitting on a
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hundred years worth of food. No more keeping barrels of pig tails
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sitting around until you decide to use them. Either use it, eat it,
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or lose it. Seeds, are excluded from this, if you aren't planning on
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using your pig tails, hold onto the seeds for a rainy day.
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This script is...pretty far reaching. However, almost all long
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running forts I've had end up sitting on thousands and thousands of
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food items. Several thousand cooked meals, three thousand plump
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helmets, just as many fish and meat. It gets pretty absurd. And your
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FPS doesn't like it.
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Usage: ``deterioratefood (start|stop)``
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=end
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class DeteriorateFood
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def initialize
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end
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def process
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return false unless @running
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items = [df.world.items.other[:FISH],
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df.world.items.other[:FISH_RAW],
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df.world.items.other[:EGG],
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df.world.items.other[:CHEESE],
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df.world.items.other[:PLANT],
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df.world.items.other[:PLANT_GROWTH],
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df.world.items.other[:FOOD]]
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items.each { |type|
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type.each { |i|
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i.wear_timer += 1
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if (i.wear_timer > 24 + rand(8))
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i.wear_timer = 0
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i.wear += 1
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end
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if (i.wear > 3)
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i.flags.garbage_collect = true
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end
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}
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}
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end
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def start
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@onupdate = df.onupdate_register('deterioratefood', 1200, 1200) { process }
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@running = true
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puts "Deterioration of food commencing..."
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end
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def stop
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df.onupdate_unregister(@onupdate)
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@running = false
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end
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def status
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@running ? 'Running.' : 'Stopped.'
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end
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end
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case $script_args[0]
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when 'start'
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if ($DeteriorateFood)
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$DeteriorateFood.stop
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end
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$DeteriorateFood = DeteriorateFood.new
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$DeteriorateFood.start
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when 'end', 'stop'
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$DeteriorateFood.stop
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else
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if $DeteriorateFood
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puts $DeteriorateFood.status
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else
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puts 'Not loaded.'
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end
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end
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@ -0,0 +1,92 @@
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# Make undead units weaken after one month, and vanish after six
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=begin
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starvingdead
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============
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Somewhere between a "mod" and a "fps booster", with a small impact on
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vanilla gameplay. It mostly helps prevent undead cascades in the caverns,
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where constant combat leads to hundreds of undead roaming the
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caverns and destroying your FPS.
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With this script running, all undead that have been on the map for
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one month gradually decay, losing strength, speed, and toughness.
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After six months, they collapse upon themselves, never to be reanimated.
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Usage: ``starvingdead (start|stop)``
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=end
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class StarvingDead
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def initialize
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@threshold = 1
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@die_threshold = 6
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end
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def process
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return false unless @running
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month_length = 67200
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if (@undead_count >= 25)
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month_length *= 25 / @undead_count
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end
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@undead_count = 0
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df.world.units.active.each { |u|
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if (u.enemy.undead and not u.flags1.dead)
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@undead_count += 1
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if (u.curse.time_on_site > month_length * @threshold)
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u.body.physical_attrs.each { |att|
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att.value = att.value - (att.value * 0.02)
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}
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end
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if (u.curse.time_on_site > month_length * @die_threshold)
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u.flags1.dead = true
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u.curse.rem_tags2.FIT_FOR_ANIMATION = true
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end
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end
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}
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end
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def start
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@onupdate = df.onupdate_register('starvingdead', 1200, 1200) { process }
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@running = true
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@undead_count = 0
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if ($script_args[1] and $script_args[1].gsub(/[^0-9\.]/,'').to_f > 0)
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@threshold = $script_args[1].gsub(/[^0-9\.]/,'').to_f
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end
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if ($script_args[2] and $script_args[2].gsub(/[^0-9\.]/,'').to_f > 0)
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@die_threshold = $script_args[2].gsub(/[^0-9\.]/,'').to_f
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end
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puts "Starving Dead starting...weakness starts at #{@threshold} months, true death at #{@die_threshold} months"
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end
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def stop
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df.onupdate_unregister(@onupdate)
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@running = false
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end
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def status
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@running ? 'Running.' : 'Stopped.'
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end
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end
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case $script_args[0]
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when 'start'
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if ($StarvingDead)
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$StarvingDead.stop
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end
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$StarvingDead = StarvingDead.new
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$StarvingDead.start
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when 'end', 'stop'
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$StarvingDead.stop
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else
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if $StarvingDead
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puts $StarvingDead.status
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else
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puts 'Not loaded.'
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end
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end
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@ -0,0 +1,2 @@
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#!/bin/sh
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git log --pretty="commit %h (parents: %p): %s" -1
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Reference in New Issue