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script concept for embark anywhere on DF50 #638
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here's an embark anywhere attempt script this should let one embark anywhere... still need gui widget support to handle the new mouse only cursor controls
uhh this one is a proof of concept script on updating embark anywhere using the gui/liquids script as a blueprint for it's widget functions. could be made better. changed name of file to the fact that it basically gui/liquids that just lets you embark anywhere. the script works when the player already click the embark button and has the embark cursor on screen as this script should let the player skip the bypass warning by going into the 'danger advice warning' prompt which acts as a force embark option.
What is the flow? Does this sound right?
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btw, once we have this tool, it looks like we can remove the |
What is all the "spawn liquid" stuff doing in this? |
I suggested using |
oh yeah I totally just copy the entire file and inserted the original script into it. |
any progress on this script? |
So I have this working using just a basic lua script (see below) `function embarkanywhere () embarkanywhere()` As soon as you run that script with your mouse hovering over your embark location, the "Confirm and abort" window pops up and you're free to move your mouse wherever you want. As long as your mouse was in the correct position when you typed in the command, that's where you'll embark. Not sure what a gui would even look like tbh. A hotkey and some text in the bottom left corner explaining the hotkey would be nice but overall unnecessary. I've tried to force it into the old embark tools plugin, but I'm well out of my depth. There's so much in that plugin and I don't know how to start from scratch |
No, you have it right -- there is very little to do other than the core code. I think this is all that's required:
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Regarding requirement No. 2. I was just going to hijack the vanilla embark warnings that pop up in yellow when you embark in salt or next to a necro tower. It would say something to the effect of "This embark has been enabled by DFHack and is not recommended by inexperienced players" From that point, the player can abort just like any regular embark and go back to vanilla. If they want to embark on a different (previously restricted spot), they just rerun the script. Though I'm having difficulty figuring out where these warnings are stored. Are they stored as a string in memory? Or is it more complicated than that? I'm fairly sure that it's different to the "in_embark_salt" structures because there's nothing about necromancer towers in that list and yet, the warning for towers pops up. |
Isn't there a live message that appears when you move the mouse cursor around? Could you add a message there (too?) |
It might not be a good user experience to require players to have the mouse in just the right position before they run the command. How about bringing up a window along the edge of the screen asking them to click on the desired location? |
here's an embark anywhere attempt script this should let one embark anywhere... still need gui widget support to handle the new mouse only cursor controls