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@ -3,51 +3,61 @@
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DFHack modding guide
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====================
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What is a mod/script?
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---------------------
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What is the difference between a script and a mod?
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--------------------------------------------------
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A script is a single file that can be run as a command in DFHack, like something
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that modifies or displays game data on request. A mod is something you install
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to get persistent behavioural changes in the game and/or add new content. DFHack
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mods contain and use scripts as well as often having a raw mod component.
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to get persistent behavioural changes in the game and/or add new content. Mods
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can contain and use scripts in addition to (or instead of) modifications to the
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DF game raws.
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DFHack scripts are written in Lua. If you don't already know Lua, there's a
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great primer at https://www.lua.org/pil/1.html.
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great primer at `lua.org <https://www.lua.org/pil/contents.html>`__.
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Why not just use raw modding?
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-----------------------------
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Why not just mod the raws?
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--------------------------
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For many things it's either completely and only (sensibly) doable in raws or
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completely and only doable with DFHack. For mods where DFHack is an alternative
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and not the only option, it's much less hacky, easier to maintain, and easier to
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extend, and is not prone to side-effects. A great example is adding a syndrome
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when a reaction is performed requiring an exploding boulder in raws but having
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dedicated tools for it if you use DFHack. Many things will require a mix of raw
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modding and DFHack.
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It depends on what you want to do. Some mods *are* better to do in just the raws.
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You don't need DFHack to add a new race or modify attributes, for example. However,
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DFHack scripts can do many things that you just can't do in the raws, like make a
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creature that trails smoke. Some things *could* be done in the raws, but writing a
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script is less hacky, easier to maintain, easier to extend, and is not prone to
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side-effects. A great example is adding a syndrome when a reaction is performed.
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If done in the raws, you have to create an exploding boulder to effect the syndrome.
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DFHack scripts can add the syndrome directly and with much more flexibility. In the
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end, complex mods will likely require a mix of raw modding and DFHack scripting.
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A mod-maker's development environment
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-------------------------------------
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Scripts can be run from a world's ``raw/scripts/`` directory, and (configurably)
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are run by default from ``hack/scripts/``. Scripts in ``raw/init.d/`` are
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automatically run on world load. Scripts within the raws are a component for
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more advanced mods.
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While you're writing your mod, you need a place to store your in-development scripts
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that will:
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A script is run by writing its path and name from a script path folder without
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the file extension into a DFHack command prompt (in-game or the external one).
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E.g. ``gui/gm-editor`` for ``hack/scripts/gui/gm-editor.lua``.
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- be directly runnable by DFHack
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- not get lost when you upgrade DFHack
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You can make all your scripts in ``hack/scripts/``, but this is not recommended
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as it makes things much harder to maintain each update. It's recommended to make
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a folder with a name like ``own-scripts`` and add it to
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``dfhack-config/script-paths.txt``. You could also make a folder for external
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installed scripts from the internet that are not in ``hack/scripts/``. You can
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prepend your script paths entries with a ``+`` so that they take precedence over
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other folders.
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The recommended approach is to create a directory somewhere outside of your DF
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installation (let's call it "/path/to/own-scripts") and do all your script
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development in there.
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If your mod is installed into ``raw/scripts/`` be aware that the copies of the
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scripts in ``data/save/*/raw/`` are checked first and will run instead of any
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changes you make to an in-development copy outside of a raw folder.
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Inside your DF installation folder, there is a file named
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:file:`dfhack-config/script-paths.txt`. If you add a line like this to that file::
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+/path/to/own-scripts
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Then that directory will be searched when you run DFHack commands from inside the
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game. The ``+`` at the front of the path means to search that directory first,
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before any other script directory (like :file:`hack/scripts` or
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:file:`raw/scripts`). That way, your latest changes will always be used instead of
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older copies that you may have installed in a DF directory.
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For scripts with the same name, the `order of precedence <script-paths>` will be:
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1. ``own-scripts/``
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2. ``data/save/*/raw/scripts/``
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3. ``raw/scripts/``
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4. ``hack/scripts/``
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The structure of the game
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-------------------------
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@ -55,7 +65,8 @@ The structure of the game
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"The game" is in the global variable `df <lua-df>`. The game's memory can be
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found in ``df.global``, containing things like the list of all items, whether to
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reindex pathfinding, et cetera. Also relevant to us in ``df`` are the various
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types found in the game, e.g. ``df.pronoun_type`` which we will be using.
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types found in the game, e.g. ``df.pronoun_type`` which we will be using in this
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guide. We'll explore more of the game structures `below <Exploring DF structures>`_.
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Your first script
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-----------------
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@ -88,8 +99,8 @@ with one of the strings, will yield its corresponding number. So: ::
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Simple. Save this as a Lua file in your own scripts directory and run it as
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shown before when focused on a unit one way or another.
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Getting used to gm-editor and df-structures exploration
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-------------------------------------------------------
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Exploring DF structures
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-----------------------
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So how could you have known about the field and type we just used? Well, there
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are two main tools for discovering the various fields in the game's data
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