131 lines
4.2 KiB
Lua
131 lines
4.2 KiB
Lua
-- This script will modify a skill or the skills of a single unit
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-- usage is: target a unit in DF, and execute this script in dfhack
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-- the skill will be increased to 20 (Legendary +5)
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-- arguments 'list', 'classes' and 'all' added
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-- by vjek
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-- this function will return the number of elements, starting at zero.
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-- useful for counting things where #foo doesn't work
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function count_this(to_be_counted)
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local count = -1
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local var1 = ""
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while var1 ~= nil do
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count = count + 1
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var1 = (to_be_counted[count])
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end
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count=count-1
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return count
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end
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function make_legendary(skillname)
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local skillnamenoun,skillnum
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unit=dfhack.gui.getSelectedUnit()
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if unit==nil then
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print ("No unit under cursor! Aborting with extreme prejudice.")
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return
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end
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if (df.job_skill[skillname]) then
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skillnamenoun = df.job_skill.attrs[df.job_skill[skillname]].caption_noun
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else
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print ("The skill name provided is not in the list.")
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return
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end
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if skillnamenoun ~= nil then
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utils = require 'utils'
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skillnum = df.job_skill[skillname]
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utils.insert_or_update(unit.status.current_soul.skills, { new = true, id = skillnum, rating = 20 }, 'id')
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print (dfhack.TranslateName(dfhack.units.getVisibleName(unit)).." is now a Legendary "..skillnamenoun)
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else
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print ("Empty skill name noun, bailing out!")
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return
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end
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end
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function PrintSkillList()
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local count_max = count_this(df.job_skill)
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local i
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for i=0, count_max do
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print("'"..df.job_skill.attrs[i].caption.."' "..df.job_skill[i].." Type: "..df.job_skill_class[df.job_skill.attrs[i].type])
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end
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print ("Provide the UPPER CASE argument, for example: PROCESSPLANTS rather than Threshing")
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end
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function BreathOfArmok()
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unit=dfhack.gui.getSelectedUnit()
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if unit==nil then
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print ("No unit under cursor! Aborting with extreme prejudice.")
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return
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end
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local i
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local count_max = count_this(df.job_skill)
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utils = require 'utils'
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for i=0, count_max do
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utils.insert_or_update(unit.status.current_soul.skills, { new = true, id = i, rating = 20 }, 'id')
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end
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print ("The breath of Armok has engulfed "..dfhack.TranslateName(dfhack.units.getVisibleName(unit)))
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end
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function LegendaryByClass(skilltype)
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unit=dfhack.gui.getSelectedUnit()
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if unit==nil then
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print ("No unit under cursor! Aborting with extreme prejudice.")
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return
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end
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utils = require 'utils'
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local i
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local skillclass
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local count_max = count_this(df.job_skill)
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for i=0, count_max do
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skillclass = df.job_skill_class[df.job_skill.attrs[i].type]
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if skilltype == skillclass then
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print ("Skill "..df.job_skill.attrs[i].caption.." is type: "..skillclass.." and is now Legendary for "..dfhack.TranslateName(dfhack.units.getVisibleName(unit)))
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utils.insert_or_update(unit.status.current_soul.skills, { new = true, id = i, rating = 20 }, 'id')
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end
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end
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end
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function PrintSkillClassList()
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local i
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local count_max = count_this(df.job_skill_class)
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for i=0, count_max do
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print(df.job_skill_class[i])
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end
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print ("Provide one of these arguments, and all skills of that type will be made Legendary")
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print ("For example: Medical will make all medical skills legendary")
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end
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--main script operation starts here
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----
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local opt = ...
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local skillname
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if opt then
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if opt=="list" then
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PrintSkillList()
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return
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end
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if opt=="classes" then
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PrintSkillClassList()
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return
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end
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if opt=="all" then
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BreathOfArmok()
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return
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end
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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
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LegendaryByClass(opt)
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return
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end
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skillname = opt
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else
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print ("No skillname supplied.\nUse argument 'list' to see a list, 'classes' to show skill classes, or use 'all' if you want it all!")
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print ("Example: To make a legendary miner, use make_legendary MINING")
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return
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end
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make_legendary(skillname)
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