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Difference between revisions of "Lua scripting"
(Initial announcement + info from follow up) |
m (Preformatted text) |
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| Line 10: | Line 10: | ||
==Code Samples== | ==Code Samples== | ||
| + | ===Divine language=== | ||
This is the [[divine language]], which generates a bunch of random-sounding words from a set of syllables. | This is the [[divine language]], which generates a bunch of random-sounding words from a set of syllables. | ||
| − | + | <pre>languages.GEN_DIVINE=function() | |
local letters={} | local letters={} | ||
| Line 65: | Line 66: | ||
return gen_divine | return gen_divine | ||
end | end | ||
| − | + | </pre> | |
| − | This makes a language called `GEN_IDENTITY` which is, like. "Abbey abbeyabbeys the abbey of abbeys" - i.e. it's the "English" language you might see occasionally. | + | ===Identity language=== |
| − | + | This makes a language called ``GEN_IDENTITY`` which is, like. "Abbey abbeyabbeys the abbey of abbeys" - i.e. it's the "English" language you might see occasionally. | |
| + | |||
| + | <pre>languages.GEN_IDENTITY=function() | ||
-- just to demonstrate the absolute most basic method of generating one of these | -- just to demonstrate the absolute most basic method of generating one of these | ||
-- also so that you can just mod stuff to use GEN_IDENTITY | -- also so that you can just mod stuff to use GEN_IDENTITY | ||
| Line 85: | Line 88: | ||
return tbl | return tbl | ||
end | end | ||
| − | + | </pre> | |
[[Category:Modding]] | [[Category:Modding]] | ||
[[Category:Lua]] | [[Category:Lua]] | ||
Revision as of 03:54, 24 September 2024
|
Research Pending! This article or section is incomplete/under construction (likely due to recent changes) and may still be outdated or missing details. Feel free to do some testing and expand it. |
| Modding |
|---|
| Tokens |
| Audio · Biome · Graphics · Tile page · Interaction · Mod info · Plant · Speech · Sphere · Syndrome · World |
| Body tokens |
| Body · Body detail plan · Bodygloss · Tissue |
| Creature tokens |
| Creature · Creature mannerism · Personality facet · Creature variation · Procedural graphics layer |
| Descriptor tokens |
| Descriptor color · Color · Descriptor pattern · Descriptor shape |
| Entity tokens |
| Entity · Ethic · Language · Value · Position |
| Job tokens |
| Building · Labor · Reaction · Skill · Unit type |
| Item tokens |
| Item type · Item definition · Ammo · Armor · Instrument · Tool · Trap component · Weapon |
| Material tokens |
| Material type · Material definition · Inorganic material definition |
|
Lua |
| Scripting · Examples · Functions |
This article is about procedural raw generation. Information on Utility:DFHack scripting can be found at https://docs.dfhack.org/en/stable/.
Lua scripting is an upcoming feature. It is used to create custom procedurally-generated objects that were previously created by hardcoded methods. It was announced in a video, with the stated goal of "supporting future magical endeavors."
Inorganic materials, languages, creatures, interactions, items (currently excluding instruments), reactions, entities, and plants are open to this system.
Code Samples
Divine language
This is the divine language, which generates a bunch of random-sounding words from a set of syllables.
languages.GEN_DIVINE=function()
local letters={}
letters.vowel={}
letters.cons={}
letters.vowel.COMMON_NUM=5
letters.vowel.NUM=35
letters.cons.COMMON_NUM=12
letters.cons.NUM=22
letters.vowel.lookup={
"a","e","i","o","u",
"ae","ai","ao","au","ea","ei","eo","eu","ia","ie","io","iu","oa","oe","oi","ou","ua","ue","ui","uo","ah","eh","ih","oh","uh","ay","ey","iy","oy","uy"
}
letters.cons.lookup={
"b","p","g","k","c","z","s","d","t","m","n","ng",
"v","f","w","h","j","l","r","q","x","y"
}
for k,v in pairs(letters) do
v.common={}
v.rare={}
for i=1,5 do
if trandom(5)~=0 then v.common[i]=v.lookup[trandom(v.COMMON_NUM)+1] else v.common[i]=v.lookup[trandom(v.NUM)+1] end
end
for i=1,15 do
v.rare[i]=v.lookup[trandom(v.NUM)+1]
end
end
local function letter(t)
if trandom(5)~=0 then
return pick_random(t.common)
else
return pick_random(t.rare)
end
end
local gen_divine={}
for k,v in ipairs(world.language.word) do
local str=""
if trandom(2)~=0 then
str=str..letter(letters.cons)
str=str..letter(letters.vowel)
else
str=str..letter(letters.vowel)
end
local num_letters=trandom(3)
str=str..letter(letters.cons)
if num_letters>0 then str=str..letter(letters.vowel) end
if num_letters>1 then str=str..letter(letters.cons) end
gen_divine[v.token]=str
end
return gen_divine
end
Identity language
This makes a language called GEN_IDENTITY which is, like. "Abbey abbeyabbeys the abbey of abbeys" - i.e. it's the "English" language you might see occasionally.
languages.GEN_IDENTITY=function()
-- just to demonstrate the absolute most basic method of generating one of these
-- also so that you can just mod stuff to use GEN_IDENTITY
local tbl={}
local unempty = function(str1, str2)
return str1=='' and str2 or str1
end
for k,v in ipairs(world.language.word) do
local str=''
str=unempty(str,v.NOUN_SING)
str=unempty(str,v.ADJ)
str=unempty(str,v.VERB_FIRST_PRES)
str=unempty(str,string.lower(v.token))
tbl[v.token]=str
end
return tbl
end
