update docs for autoclothing

develop
myk002 2022-07-18 13:02:03 -07:00
parent 51c817191c
commit 3969a366ec
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2 changed files with 14 additions and 14 deletions

@ -1,11 +1,20 @@
autoclothing
============
Automatically manage clothing work orders, allowing the user to set how many of
each clothing type every citizen should have. Usage::
Automatically manage clothing work orders. It allows you to set how many of each
clothing type every citizen should have.
Usage::
enable autoclothing
autoclothing <material> <item> [number]
``material`` can be "cloth", "silk", "yarn", or "leather". The ``item`` can be
anything your civilization can produce, such as "dress" or "mitten".
When invoked without a number, it shows the current configuration for that
material and item.
Examples:
* ``autoclothing cloth "short skirt" 10``:

@ -1,5 +1,3 @@
// some headers required for a plugin. Nothing special, just the basics.
#include "Core.h"
#include <Console.h>
#include <Export.h>
@ -184,16 +182,9 @@ DFhackCExport command_result plugin_init(color_ostream &out, std::vector <Plugin
{
// Fill the command list with your commands.
commands.push_back(PluginCommand(
"autoclothing", "Automatically manage clothing work orders",
autoclothing, false, /* true means that the command can't be used from non-interactive user interface */
// Extended help string. Used by CR_WRONG_USAGE and the help command:
" autoclothing <material> <item> [number]\n"
"Example:\n"
" autoclothing cloth \"short skirt\" 10\n"
" Sets the desired number of cloth short skirts available per citizen to 10.\n"
" autoclothing cloth dress\n"
" Displays the currently set number of cloth dresses chosen per citizen.\n"
));
"autoclothing",
"Automatically manage clothing work orders",
autoclothing));
return CR_OK;
}