Have you tried this with a regional force yet? Or perhaps a custom deity created with this script made by someone leeter than me?
-- Sets player-defined gods to correct civilizations.
--[[Here's an example of how to make a god:
[CREATURE:SHEOGORATH]
[DOES_NOT_EXIST]
[MALE]
[NAME:jovial man:Daedra:madness] "Sheogorath, madness god." "Often depicted as a jovial man"
[CASTE_NAME:Sheogorath:Sheogorath:Sheogorath]
[DESCRIPTION:The Daedric Prince of madness.]
[CREATURE_CLASS:DFHACK_GOD]
[SPHERE:MUSIC]
[SPHERE:ART]
[SPHERE:CHAOS]
]]
function findTemplateGodFig()
for k,fig in ipairs(df.global.world.history.figures) do
if fig.flags.deity then return fig end
end
end
function getCreatureClasses(creatureRaw)
local creatureClasses = {}
for _,caste in ipairs(creatureRaw.caste) do
for k,class in ipairs(caste.creature_class) do
table.insert(creatureClasses,class.value)
end
end
return creatureClasses
end
function deityIsOfSpecialCreature(creatureRaw)
for k,class in ipairs(getCreatureClasses(creatureRaw)) do
if class=="DFHACK_GOD" then return true end
end
return false
end
function scriptAlreadyRunOnThisWorld()
local figures = df.global.world.history.figures
for i=#figures-1,0,-1 do --goes through the table backwards because the particular hist figs involved are probably going to be the last
local figure = figures[i]
if not df.isnull(figure.flags) and figure.flags.deity and deityIsOfSpecialCreature(df.global.world.raws.creatures.all[figure.race]) then return true end
end
return false
end
function findAGod()
for k,fig in ipairs(df.global.world.history.figures) do
if fig.flags.deity then return fig end
end
return nil
end
function putListOfAllSpecialCreatureGodsTogether()
local specialCreatures = {}
for k,creatureRaw in ipairs(df.global.world.raws.creatures.all) do
if deityIsOfSpecialCreature(creatureRaw) then table.insert(specialCreatures,{creatureRaw,k}) end
end
return specialCreatures
end
local function stringStarts(String,Start)
return string.sub(String,1,string.len(Start))==Start
end
function getRacesOfGod(god)
local civList={}
for k,class in ipairs(getCreatureClasses(god)) do
if stringStarts(class,"WORSHIP_ENTITY_") then table.insert(civList,string.sub(class,15)) end
end
return civList
end
function entityIsInGodsDomain(entity,entityRacesTable)
for k,v in ipairs(entityRacesTable) do
if v==entity.entity_raw.code then return true end
end
return false
end
function setUpTemplate(godFig,templateGod)
godFig.appeared_year=-1
godFig.born_year=-1
godFig.born_seconds=-1
godFig.curse_year=-1
godFig.curse_seconds=-1
godFig.old_year=-1
godFig.old_seconds=-1
godFig.died_year=-1
godFig.died_seconds=-1
godFig.name.has_name=true
godFig.breed_id=-1
godFig.flags:assign(templateGod.flags)
godFig.id = df.global.hist_figure_next_id
godFig.info = df.historical_figure_info:new()
godFig.info.spheres={new=true}
godFig.info.secret=df.historical_figure_info.T_secret:new()
end
function setUpGod(god,godID,templateGod)
local godFig = df.historical_figure:new()
setUpTemplate(godFig,templateGod)
godFig.sex=god.caste[0].gender
godFig.race=godID
godFig.name.first_name=god.caste[0].caste_name[2] --the adjectival form of the caste_name is used for the god's name, E.G, [CASTE_NAME:god:god:armok]
for k,v in ipairs(god.sphere) do --assigning spheres
godFig.info.spheres:insert('#',v)
end
df.global.world.history.figures:insert('#',godFig)
df.global.hist_figure_next_id=df.global.hist_figure_next_id+1
return godFig
end
--[[this function isn't really working right now so it's dummied out
function setGodAsOfficialDeityOfItsParticularEntity(god,godFig)
local entityRaces=getRacesOfGod(god)
for k,entity in ipairs(df.global.world.entities.all) do
if entityIsInGodsDomain(entity,entityRaces) then
entity.unknown1b.worship:insert('#',godFig.id)
end
end
end
]]
function moddableGods()
if scriptAlreadyRunOnThisWorld() then print("Already run on world...") return false end
local gods = putListOfAllSpecialCreatureGodsTogether()
local templateGod=findAGod()
for k,v in ipairs(gods) do --creature raws first
local god = v[1]
local godID = v[2]
local godFig = setUpGod(god,godID,templateGod)
--setGodAsOfficialDeityOfItsParticularEntity(god,godFig)
end
end
dfhack.onStateChange.letThereBeModdableGods = function(state)
if state == SC_WORLD_LOADED and df.global.gamemode~=3 then --make sure that the gods show up only after the rest of the histfigs do
moddableGods()
end
end
dfhack.onStateChange.letThereBeModdableGods()
What I'm wondering is why all the townies treat the summoned deities like they just stomped on a cat. Maybe they're taking an opportunity to get back at one responsible for creating all the vampires and werebeasts they fear?