141 lines
4.5 KiB
Lua
141 lines
4.5 KiB
Lua
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, TODO soul swap...
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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.other[0][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
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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].hfid==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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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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error("Slayer not found")
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end
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local trg_unit
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for k,v in pairs(df.global.world.history.figures) do --maybe getting it by [] would be enought?
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if v.id==trg_hist_fig then
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trg_unit=v.unit_id
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break
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end
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end
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if trg_unit==nil then
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error("Unit id not found!")
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end
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local trg_unit_final
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for k,v in pairs(df.global.world.units.all) do
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if v.id==trg_unit then
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trg_unit_final=v
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break
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end
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end
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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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