update docs for "c" plugins
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				| @ -1,37 +0,0 @@ | |||||||
| clean |  | ||||||
| ===== |  | ||||||
| 
 |  | ||||||
| Tags: |  | ||||||
| :dfhack-keybind: |  | ||||||
| 
 |  | ||||||
| Removes contaminants from tiles, items, and units. More specifically, it |  | ||||||
| cleans all the splatter that get scattered all over the map and that clings to |  | ||||||
| your items and units. In an old fortress, this can significantly reduce FPS lag. |  | ||||||
| It can also spoil your !!FUN!!, so think before you use it. |  | ||||||
| 
 |  | ||||||
| Usage:: |  | ||||||
| 
 |  | ||||||
|     clean all|map|items|units|plants [<options>] |  | ||||||
| 
 |  | ||||||
| By default, cleaning the map leaves mud and snow alone. Note that cleaning units |  | ||||||
| includes hostiles, and that cleaning items removes poisons from weapons. |  | ||||||
| 
 |  | ||||||
| Options |  | ||||||
| ------- |  | ||||||
| 
 |  | ||||||
| When cleaning the map, you can specify extra options for extra cleaning: |  | ||||||
| 
 |  | ||||||
| - ``mud`` |  | ||||||
|     Also remove mud. |  | ||||||
| - ``item`` |  | ||||||
|     Also remove item spatter, like fallen leaves and flowers. |  | ||||||
| - ``snow`` |  | ||||||
|     Also remove snow coverings. |  | ||||||
| 
 |  | ||||||
| Examples |  | ||||||
| -------- |  | ||||||
| 
 |  | ||||||
| - ``clean all`` |  | ||||||
|     Clean everything that can be cleaned (except mud and snow). |  | ||||||
| - ``clean all mud item snow`` |  | ||||||
|     Removes all spatter, including mud, leaves, and snow from map tiles. |  | ||||||
| @ -0,0 +1,46 @@ | |||||||
|  | cleaners | ||||||
|  | ======== | ||||||
|  | 
 | ||||||
|  | Tags: | ||||||
|  | :dfhack-keybind:`clean` | ||||||
|  | :dfhack-keybind:`spotclean` | ||||||
|  | 
 | ||||||
|  | :index:`Removes contaminants from tiles, items, and units. | ||||||
|  | <clean; Removes contaminants from tiles, items, and units.>` More specifically, | ||||||
|  | it cleans all the splatter that get scattered all over the map and that clings | ||||||
|  | to your items and units. In an old fortress, this can significantly reduce FPS | ||||||
|  | lag. It can also spoil your !!FUN!!, so think before you use it. | ||||||
|  | 
 | ||||||
|  | Usage:: | ||||||
|  | 
 | ||||||
|  |     clean all|map|items|units|plants [<options>] | ||||||
|  |     spotclean | ||||||
|  | 
 | ||||||
|  | By default, cleaning the map leaves mud and snow alone. Note that cleaning units | ||||||
|  | includes hostiles, and that cleaning items removes poisons from weapons. | ||||||
|  | 
 | ||||||
|  | ``spotclean`` works like ``clean map snow mud``, | ||||||
|  | :index:`removing all contaminants from the tile under the cursor. | ||||||
|  | <clean; Remove all contaminants from the tile under the cursor.>` This is ideal | ||||||
|  | if you just want to clean a specific tile but don't want the `clean` command to | ||||||
|  | remove all the glorious blood from your entranceway. | ||||||
|  | 
 | ||||||
|  | Options | ||||||
|  | ------- | ||||||
|  | 
 | ||||||
|  | When cleaning the map, you can specify extra options for extra cleaning: | ||||||
|  | 
 | ||||||
|  | - ``mud`` | ||||||
|  |     Also remove mud. | ||||||
|  | - ``item`` | ||||||
|  |     Also remove item spatter, like fallen leaves and flowers. | ||||||
|  | - ``snow`` | ||||||
|  |     Also remove snow coverings. | ||||||
|  | 
 | ||||||
|  | Examples | ||||||
|  | -------- | ||||||
|  | 
 | ||||||
|  | - ``clean all`` | ||||||
|  |     Clean everything that can be cleaned (except mud and snow). | ||||||
|  | - ``clean all mud item snow`` | ||||||
|  |     Removes all spatter, including mud, leaves, and snow from map tiles. | ||||||
| @ -1,16 +1,21 @@ | |||||||
| command-prompt | command-prompt | ||||||
| ============== | ============== | ||||||
| An in-game DFHack terminal, where you can enter other commands. |  | ||||||
| 
 | 
 | ||||||
|  | Tags: | ||||||
| :dfhack-keybind:`command-prompt` | :dfhack-keybind:`command-prompt` | ||||||
| 
 | 
 | ||||||
| Usage: ``command-prompt [entry]`` | :index:`An in-game DFHack terminal, where you can enter other commands. | ||||||
|  | <command-prompt; An in-game DFHack terminal, where you can enter other commands.>` | ||||||
| 
 | 
 | ||||||
| If called with an entry, it starts with that text filled in. | Usage:: | ||||||
| Most useful for developers, who can set a keybinding to open |  | ||||||
| a laungage interpreter for lua or Ruby by starting with the |  | ||||||
| `:lua <lua>` or `:rb <rb>` commands. |  | ||||||
| 
 | 
 | ||||||
| Otherwise somewhat similar to `gui/quickcmd`. |     command-prompt [entry] | ||||||
|  | 
 | ||||||
|  | If called with parameters, it starts with that text in the command edit area. | ||||||
|  | This is most useful for developers, who can set a keybinding to open a laungage | ||||||
|  | interpreter for lua or Ruby by starting with the `:lua <lua>` or `:rb <rb>` | ||||||
|  | portions of the command already filled in. | ||||||
|  | 
 | ||||||
|  | Also see `gui/quickcmd` for a different take on running commands from the UI. | ||||||
| 
 | 
 | ||||||
| .. image:: ../images/command-prompt.png | .. image:: ../images/command-prompt.png | ||||||
|  | |||||||
| @ -1,12 +1,20 @@ | |||||||
| confirm | confirm | ||||||
| ======= | ======= | ||||||
| Implements several confirmation dialogs for potentially destructive actions | 
 | ||||||
| (for example, seizing goods from traders or deleting hauling routes). | Tags: | ||||||
|  | :dfhack-keybind:`confirm` | ||||||
|  | 
 | ||||||
|  | :index:`Adds confirmation dialogs for destructive actions. | ||||||
|  | <confirm; Adds confirmation dialogs for destructive actions.>` Now you can get | ||||||
|  | the chance to avoid seizing goods from traders or deleting a hauling route in | ||||||
|  | case you hit the key accidentally. | ||||||
| 
 | 
 | ||||||
| Usage: | Usage: | ||||||
| 
 | 
 | ||||||
| :enable confirm:    Enable all confirmations; alias ``confirm enable all``. | - ``enable confirm``, ``confirm enable all`` | ||||||
|                     Replace with ``disable`` to disable. |     Enable all confirmation options. Replace with ``disable`` to disable all. | ||||||
| :confirm help:      List available confirmation dialogues. | - ``confirm enable option1 [option2...]`` | ||||||
| :confirm enable option1 [option2...]: |     Enable (or ``disable``) specific confirmation dialogs. | ||||||
|                     Enable (or disable) specific confirmation dialogues. | 
 | ||||||
|  | When run without parameters, ``confirm`` will report which confirmation dialogs | ||||||
|  | are currently enabled. | ||||||
|  | |||||||
| @ -1,48 +1,52 @@ | |||||||
| createitem | createitem | ||||||
| ========== | ========== | ||||||
| Allows creating new items of arbitrary types and made of arbitrary materials. A |  | ||||||
| unit must be selected in-game to use this command. By default, items created are |  | ||||||
| spawned at the feet of the selected unit. |  | ||||||
| 
 | 
 | ||||||
| Specify the item and material information as you would indicate them in | Tags: | ||||||
| custom reaction raws, with the following differences: | :dfhack-keybind:`createitem` | ||||||
|  | 
 | ||||||
|  | :index:`Create arbitrary items. <createitem; Create arbitrary items.>` You can | ||||||
|  | create new items of any type and made of any material. A unit must be selected | ||||||
|  | in-game to use this command. By default, items created are spawned at the feet | ||||||
|  | of the selected unit. | ||||||
|  | 
 | ||||||
|  | Specify the item and material information as you would indicate them in custom | ||||||
|  | reaction raws, with the following differences: | ||||||
| 
 | 
 | ||||||
| * Separate the item and material with a space rather than a colon | * Separate the item and material with a space rather than a colon | ||||||
| * If the item has no subtype, the ``:NONE`` can be omitted | * If the item has no subtype, the ``:NONE`` can be omitted | ||||||
| * If the item is ``REMAINS``, ``FISH``, ``FISH_RAW``, ``VERMIN``, ``PET``, or ``EGG``, | * If the item is ``REMAINS``, ``FISH``, ``FISH_RAW``, ``VERMIN``, ``PET``, or | ||||||
|   specify a ``CREATURE:CASTE`` pair instead of a material token. |   ``EGG``, then specify a ``CREATURE:CASTE`` pair instead of a material token. | ||||||
| * If the item is a ``PLANT_GROWTH``, specify a ``PLANT_ID:GROWTH_ID`` pair | * If the item is a ``PLANT_GROWTH``, specify a ``PLANT_ID:GROWTH_ID`` pair | ||||||
|   instead of a material token. |   instead of a material token. | ||||||
| 
 | 
 | ||||||
| Corpses, body parts, and prepared meals cannot be created using this tool. | Corpses, body parts, and prepared meals cannot be created using this tool. | ||||||
| 
 | 
 | ||||||
| To obtain the item and material tokens of an existing item, run | Usage: | ||||||
| ``createitem inspect``. Its output can be passed directly as arguments to |  | ||||||
| ``createitem`` to create new matching items, as long as the item type is |  | ||||||
| supported. |  | ||||||
| 
 |  | ||||||
| Examples: |  | ||||||
| 
 |  | ||||||
| * Create 2 pairs of steel gauntlets:: |  | ||||||
| 
 | 
 | ||||||
|     createitem GLOVES:ITEM_GLOVES_GAUNTLETS INORGANIC:STEEL 2 | - ``createitem <item> <material> [<count>]`` | ||||||
|  |     Create <count> copies (default is 1) of the specified item made out of the | ||||||
|  |     specified material. | ||||||
|  | - ``createitem inspect`` | ||||||
|  |     Obtain the item and material tokens of an existing item. Its output can be | ||||||
|  |     used directly as arguments to ``createitem`` to create new matching items | ||||||
|  |     (as long as the item type is supported). | ||||||
|  | - ``createitem floor|item|building`` | ||||||
|  |     Subsequently created items will be placed on the floor beneath the selected | ||||||
|  |     unit's, inside the selected item, or as part of the selected building. | ||||||
| 
 | 
 | ||||||
| * Create tower-cap logs:: | .. note:: | ||||||
| 
 | 
 | ||||||
|     createitem WOOD PLANT_MAT:TOWER_CAP:WOOD |     ``createitem building`` is good for loading traps, but if you use it with | ||||||
|  |     workshops, you will have to deconstruct the workshop to access the item. | ||||||
| 
 | 
 | ||||||
| * Create bilberries:: | Examples: | ||||||
| 
 |  | ||||||
|     createitem PLANT_GROWTH BILBERRY:FRUIT |  | ||||||
| 
 |  | ||||||
| For more examples, :wiki:`see this wiki page <Utility:DFHack/createitem>`. |  | ||||||
| 
 |  | ||||||
| To change where new items are placed, first run the command with a |  | ||||||
| destination type while an appropriate destination is selected. |  | ||||||
| 
 | 
 | ||||||
| Options: | - ``createitem GLOVES:ITEM_GLOVES_GAUNTLETS INORGANIC:STEEL 2`` | ||||||
|  |     Create 2 pairs of steel gauntlets (that is, 2 left gauntlets and 2 right | ||||||
|  |     gauntlets). | ||||||
|  | - ``createitem WOOD PLANT_MAT:TOWER_CAP:WOOD 100`` | ||||||
|  |     Create 100 tower-cap logs. | ||||||
|  | - ``createitem PLANT_GROWTH BILBERRY:FRUIT`` | ||||||
|  |     Create a single bilberry. | ||||||
| 
 | 
 | ||||||
| :floor:     Subsequent items will be placed on the floor beneath the selected unit's feet. | For more examples, :wiki:`the wiki <Utility:DFHack/createitem>`. | ||||||
| :item:      Subsequent items will be stored inside the currently selected item. |  | ||||||
| :building:  Subsequent items will become part of the currently selected building. |  | ||||||
|             Good for loading traps; do not use with workshops (or deconstruct to use the item). |  | ||||||
|  | |||||||
| @ -1,42 +1,56 @@ | |||||||
| cursecheck | cursecheck | ||||||
| ========== | ========== | ||||||
| Checks a single map tile or the whole map/world for cursed creatures (ghosts, |  | ||||||
| vampires, necromancers, werebeasts, zombies). |  | ||||||
| 
 | 
 | ||||||
| With an active in-game cursor only the selected tile will be observed. | Tags: | ||||||
| Without a cursor the whole map will be checked. | :dfhack-keybind:`cursecheck` | ||||||
| 
 | 
 | ||||||
| By default cursed creatures will be only counted in case you just want to find | :index:`Check for cursed creatures. <cursecheck; Check for cursed creatures.>` | ||||||
| out if you have any of them running around in your fort. Dead and passive | This command checks a single map tile (or the whole map/world) for cursed | ||||||
| creatures (ghosts who were put to rest, killed vampires, ...) are ignored. | creatures (ghosts, vampires, necromancers, werebeasts, zombies, etc.). | ||||||
| Undead skeletons, corpses, bodyparts and the like are all thrown into the curse | 
 | ||||||
| category "zombie". Anonymous zombies and resurrected body parts will show | With an active in-game cursor, only the selected tile will be checked. Without a | ||||||
| as "unnamed creature". | cursor, the whole map will be checked. | ||||||
|  | 
 | ||||||
|  | By default, you will just see the count of cursed creatures in case you just | ||||||
|  | want to find out if you have any of them running around in your fort. Dead and | ||||||
|  | passive creatures (ghosts who were put to rest, killed vampires, etc.) are | ||||||
|  | ignored. Undead skeletons, corpses, bodyparts and the like are all thrown into | ||||||
|  | the curse category "zombie". Anonymous zombies and resurrected body parts will | ||||||
|  | show as "unnamed creature". | ||||||
|  | 
 | ||||||
|  | Usage:: | ||||||
|  | 
 | ||||||
|  |    cursecheck [<options>] | ||||||
| 
 | 
 | ||||||
| Options: | Options: | ||||||
| 
 | 
 | ||||||
| :detail:      Print full name, date of birth, date of curse and some status | - ``detail`` | ||||||
|               info (some vampires might use fake identities in-game, though). |    Print full name, date of birth, date of curse, and some status info (some | ||||||
| :ids:         Print the creature and race IDs. |    vampires might use fake identities in-game, though). | ||||||
| :nick:        Set the type of curse as nickname (does not always show up | - ``nick`` | ||||||
|               in-game, some vamps don't like nicknames). |    Set the type of curse as nickname (does not always show up in-game; some | ||||||
| :all:         Include dead and passive cursed creatures (can result in a quite |    vamps don't like nicknames). | ||||||
|               long list after having FUN with necromancers). | - ``ids`` | ||||||
| :verbose:     Print all curse tags (if you really want to know it all). |    Print the creature and race IDs. | ||||||
|  | - ``all`` | ||||||
|  |    Include dead and passive cursed creatures (this can result in quite a long | ||||||
|  |    list after having !!FUN!! with necromancers). | ||||||
|  | - ``verbose`` | ||||||
|  |    Print all curse tags (if you really want to know it all). | ||||||
| 
 | 
 | ||||||
| Examples: | Examples: | ||||||
| 
 | 
 | ||||||
| ``cursecheck detail all`` | - ``cursecheck`` | ||||||
|    Give detailed info about all cursed creatures including deceased ones (no |    Display a count of cursed creatures on the map (or under the cursor). | ||||||
|    in-game cursor). | - ``cursecheck detail all`` | ||||||
| ``cursecheck nick`` |    Give detailed info about all cursed creatures including deceased ones. | ||||||
|    Give a nickname all living/active cursed creatures on the map(no in-game | - ``cursecheck nick`` | ||||||
|    cursor). |    Give a nickname all living/active cursed creatures. | ||||||
| 
 | 
 | ||||||
| .. note:: | .. note:: | ||||||
| 
 | 
 | ||||||
|     If you do a full search (with the option "all") former ghosts will show up |     If you do a full search (with the option "all") former ghosts will show up | ||||||
|     with the cursetype "unknown" because their ghostly flag is not set. |     with the cursetype "unknown" because their ghostly flag is not set. | ||||||
| 
 | 
 | ||||||
|     Please report any living/active creatures with cursetype "unknown" - |     If you see any living/active creatures with a cursetype of "unknown", then | ||||||
|     this is most likely with mods which introduce new types of curses. |     it is most likely a new type of curse introduced by a mod. | ||||||
|  | |||||||
| @ -1,14 +0,0 @@ | |||||||
| spotclean |  | ||||||
| ========= |  | ||||||
| 
 |  | ||||||
| Tags: |  | ||||||
| :dfhack-keybind: |  | ||||||
| 
 |  | ||||||
| Cleans a map tile of contaminants and spatter. It works like |  | ||||||
| ``clean map snow mud``, but only for the tile under the cursor. Ideal if you |  | ||||||
| just want to clean a specific tile but don't want the `clean` command to remove |  | ||||||
| all the glorious blood from your entranceway. |  | ||||||
| 
 |  | ||||||
| Usage:: |  | ||||||
| 
 |  | ||||||
|     spotclean |  | ||||||
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