preload button hover image:
HomeSearchRankingsStatisticsAboutContact
Current Time: Nov 22, 2024, 09:06:23 pm
 Dwarf Fortress File Depot » Minor Mods » Hire Guard reaction mod
      
Registration is not required to download. However, it will allow you to vote, comment, and upload. Forgot your password?
File Listing: Hire Guard reaction mod
Last Updated: Jun 25, 2013, 03:41:38 pm
First Created: Jun 24, 2013, 04:30:25 pm
File version: 0.91 beta
For DF version: 0.34.11
Downloads: 94 (96) Size: 9.8 KB
Views: 757 (782) Type: ZIP
Rating (0 votes): Unrated
Description
0.91 Beta ... should be complete but needs final testing to be sure I didn't miss something

(dfhack r3)

extract to dwarf fortress/hack directory.

files:
hack/lua/fov.lua
hack/lua/makeown.lua
hack/scripts/hire-guard.lua
hack/raw/reaction_hire_guard.txt
hack/raw/building_hire_guard.txt


copy and modify reaction_hire_guard.txt and buliding_hire_guard.txt as desired to
dwarf fortress/raw/object/reaction_hire_guard.txt and dwarf fortress/raw/object/building_hire_guard.txt


Add [PERMITTED_REACTION:LUA_HOOK_HIRE_GUARD_DWARVEN] or whatever reaction code used for each reaction to the appropriate entities in entity_default.txt etc.
Also add [PERMITTED_BUILDING:IMPRESSIVE_STATUE], or whatever building code used, to the enities.

if added to a save in progress (** dangerous opperation **), backup save, load game, with a list of reaction codes defined run something like run
Code:
devel/inject-raws reaction LUA_HOOK_HIRE_GUARD_DWARVEN workshop IMPRESSIVE_STATUE
be especially careful of accurately typing the reaction codes and building code, otherwise the save game will crash on loading.
having successfully injected-raws, save and reload so that the raw files can be loaded. If all went well, the game should be free to continue.


Particulars:

Product field must exist, I suggest using quantity 0 because it doesn'tneed to actually produce anything.

Product dimension determines sight radius in a circle with shadow cast visibility (default 10) .

product probability + effective skill level determines chance to convert each valid in range target, limit 1. If the first found target fails, the second found target has the same chance etc. If all fail, reagents are consumed as normal (respects PRESERVE_REAGENTS if present).

if no valid targets in range are found, forces PRESERVE_REAGENTS.

Announcements:

success: "{guard name} has joined our cause!" in bright green

no targets: "{Worker Name}, {Worker Profession} cancels {reaction name}: No visible targets in range." in yellow

failed: "{Reaction name} failed." in dark red
Raw Data: JSON / Text
Checksum / Hash
SHA-256: 1314f0f1849f64f4681f86708ce22530dcf6d92b064aa67c4df51a5c408684e6
IP: logged
Commands
More From This Author
Comments
No comments have been posted for this file yet.
HomeSearchRankingsStatisticsAboutContact

Website by Brett Flannigan. The core site script is PHCDownload (© 2005-2024).
Hosted by Linode.