File Listing: Fixed Item Syndrome | ||||||||||||||||||||
Last Updated: Oct 14, 2019, 08:44:36 am
Author: Unknown72
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Description
fixed item syndrome. If you don't want to fully replace your onLoad file, just add this on a new line in it item-syndrome enable -- Applies syndromes to creatures from inventory items. -- -- Item Syndrome Reborn is copyright 2015 by Milo Christiansen -- -- Loosely based on the original Item Syndrome (by Putnam). -- -- This software is provided 'as-is', without any express or implied warranty. In -- no event will the authors be held liable for any damages arising from the use of -- this software. -- -- Permission is granted to anyone to use this software for any purpose, including -- commercial applications, and to alter it and redistribute it freely, subject to -- the following restrictions: -- -- 1. The origin of this software must not be misrepresented; you must not claim -- that you wrote the original software. If you use this software in a product, an -- acknowledgment in the product documentation would be appreciated but is not -- required. -- -- 2. Altered source versions must be plainly marked as such, and must not be -- misrepresented as being the original software. -- -- 3. This notice may not be removed or altered from any source distribution. -- -- -- Item Syndrome Reborn is a complete rewrite of the old Item Syndrome script. -- Functionally it should be more-or-less the same, but more efficient and -- generally improved. -- -- Some features of the old item syndrome are not available (for example transformation -- reequips), but all the important stuff is present. -- -- In general what worked with the old script should work with this one, with a -- few minor changes. -- -- The biggest change is that if you want to apply a syndrome based on item type -- instead of looking the syndrome up by item name (for example "battle axe") the -- syndrome is looked up by item subtype ID ("ITEM_WEAPON_AXE_BATTLE"). This is done -- to improve precision. Also such syndromes can be in any material, anywhere in the -- raws, not just a material with a special name. -- -- The flags have also been redone, they are now all permissions instead of a mixture -- of permissions and restrictions. -- -- Instructions: -- -- Item Syndrome Reborn can apply syndromes in three ways: -- -- * If the item's material has a syndrome with the class "DFHACK_ITEM_SYNDROME" -- It will apply the syndrome to the creature subject to the flags (discussed later) -- and any immunities/vulnerabilities the syndrome may have. -- -- * All syndromes in every material in the entire world are searched for one that has -- a name (the "SYN_NAME" tag) that matches the item's subtype ID *and* the "DFHACK_ITEM_SYNDROME" -- class. Obviously this only works with items that have subtypes (armor, weapons, ammo, etc). -- -- * If the item has any contaminants the contaminants are checked for valid syndromes -- (syndromes with the "DFHACK_ITEM_SYNDROME" class) and if any are found they are -- applied subject to the flags (discussed later) and any immunities/vulnerabilities -- the syndrome may have. -- -- Syndromes may have additional flags that modify how the syndrome is applied. These -- flags take the form of syndrome classes (the "SYN_CLASS" tag). -- -- * "DFHACK_AFFECTS_HAULER": Can effect units hauling the item. -- * "DFHACK_AFFECTS_WIELDER": Can effect units that are using the item as a weapon. -- * "DFHACK_AFFECTS_WEARER": Can effect unit that are wearing the item as armor. -- * "DFHACK_AFFECTS_STUCKIN": Effects units the item has stuck in. -- * "DFHACK_DO_NOT_REMOVE": Effect is not removed when the item is removed. -- |
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Checksum / Hash | ||||||||||||||||||||
SHA-256: 95a61cd1892ba47d3375ef66b0579a2f87d9bdaf30c81144d093bb106adce41c | ||||||||||||||||||||
IP: logged Commands |
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