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 Dwarf Fortress File Depot » Utilities » Fixed Item Syndrome
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File Listing: Fixed Item Syndrome
Last Updated: Oct 14, 2019, 08:44:36 am
File version: fix
For DF version: Multiple
Downloads: 39 Size: 4 KB
Views: 261 Type: RAR
Rating (0 votes): Unrated
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.
Raw Data: JSON / Text
Checksum / Hash
SHA-256: 95a61cd1892ba47d3375ef66b0579a2f87d9bdaf30c81144d093bb106adce41c
IP: logged
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