Add script, content, and documentation
See readme diff for more information. A follow-up pull will eventually come to complete the description coverage.develop
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-- Holds custom descriptions for view-item-info
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-- By PeridexisErrant
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if not moduleMode then
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print("scripts/item-descriptions.lua is a content library; calling it does nothing.")
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end
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--[[
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This script has a single function: to return a custom description for every
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vanilla item in the game.
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Having this as a separate script to "view-item-info.lua" allows either mods
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to partially or fully replace the content.
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If "raw/scripts/item-descriptions.lua" exists, it will entirely replace this one.
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Instead, use "raw/scripts/more-item-descriptions.lua" to add content, or replace
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descriptions on a case-by-case basis. If an item description cannot be found in
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the latter script, view-item-info will fall back to the former.
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Lines should be about 70 characters for consistent presentation and to fit
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on-screen. Logical sections can be separated by an empty line ("").
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Text blocks should use identical indentation to make formatting clearly visible.
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All described vanilla item IDs:
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"ANVIL", "ARMORSTAND", "BARREL", "BED", "BIN", "BOX", "BUCKET", "ITEM_AMMO_ARROWS", "ITEM_AMMO_BOLTS", "ITEM_ARMOR_LEATHER", "ITEM_WEAPON_PICK", "ITEM_WEAPON_AXE_BATTLE", "ITEM_WEAPON_AXE_TRAINING", "SLAB", "TRAPPARTS",
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Remaining item IDs:
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"AMULET", "ANIMALTRAP", "BACKPACK", "BALLISTAARROWHEAD", "BALLISTAPARTS", "BAR", "BLOCKS", "BOOK", "BOULDER", "BRACELET", "CABINET", "CAGE", "CATAPULTPARTS", "CHAIN", "CHAIR", "CLOTH", "COFFIN", "COIN", "CROWN", "CRUTCH", "DOOR", "EARRING", "FIGURINE", "FLASK", "FLOODGATE", "GOBLET", "GRATE", "HATCH_COVER", "ITEM_ARMOR_BREASTPLATE", "ITEM_ARMOR_CAPE", "ITEM_ARMOR_CLOAK", "ITEM_ARMOR_COAT", "ITEM_ARMOR_DRESS", "ITEM_ARMOR_MAIL_SHIRT", "ITEM_ARMOR_ROBE", "ITEM_ARMOR_SHIRT", "ITEM_ARMOR_TOGA", "ITEM_ARMOR_TUNIC", "ITEM_ARMOR_VEST", "ITEM_FOOD_BISCUITS", "ITEM_FOOD_ROAST", "ITEM_FOOD_STEW", "ITEM_GLOVES_GAUNTLETS", "ITEM_GLOVES_GLOVES", "ITEM_GLOVES_MITTENS", "ITEM_HELM_CAP", "ITEM_HELM_HELM", "ITEM_HELM_HOOD", "ITEM_HELM_MASK", "ITEM_HELM_SCARF_HEAD", "ITEM_HELM_TURBAN", "ITEM_HELM_VEIL_FACE", "ITEM_HELM_VEIL_HEAD", "ITEM_INSTRUMENT_DRUM", "ITEM_INSTRUMENT_FLUTE", "ITEM_INSTRUMENT_HARP", "ITEM_INSTRUMENT_PICCOLO", "ITEM_INSTRUMENT_TRUMPET", "ITEM_PANTS_BRAIES", "ITEM_PANTS_GREAVES", "ITEM_PANTS_LEGGINGS", "ITEM_PANTS_LOINCLOTH", "ITEM_PANTS_PANTS", "ITEM_PANTS_SKIRT", "ITEM_PANTS_SKIRT_LONG", "ITEM_PANTS_SKIRT_SHORT", "ITEM_PANTS_THONG", "ITEM_SHIELD_BUCKLER", "ITEM_SHIELD_SHIELD", "ITEM_SHOES_BOOTS", "ITEM_SHOES_BOOTS_LOW", "ITEM_SHOES_CHAUSSE", "ITEM_SHOES_SANDAL", "ITEM_SHOES_SHOES", "ITEM_SHOES_SOCKS", "ITEM_SIEGEAMMO_BALLISTA", "ITEM_TOOL_BOWL", "ITEM_TOOL_CAULDRON", "ITEM_TOOL_FORK_CARVING", "ITEM_TOOL_HIVE", "ITEM_TOOL_HONEYCOMB", "ITEM_TOOL_JUG", "ITEM_TOOL_KNIFE_BONING", "ITEM_TOOL_KNIFE_CARVING", "ITEM_TOOL_KNIFE_MEAT_CLEAVER", "ITEM_TOOL_KNIFE_SLICING", "ITEM_TOOL_LADLE", "ITEM_TOOL_LARGE_POT", "ITEM_TOOL_MINECART", "ITEM_TOOL_MORTAR", "ITEM_TOOL_NEST_BOX", "ITEM_TOOL_PESTLE", "ITEM_TOOL_POUCH", "ITEM_TOOL_SCALE_SHARD", "ITEM_TOOL_STEPLADDER", "ITEM_TOOL_WHEELBARROW", "ITEM_TOY_AXE", "ITEM_TOY_BOAT", "ITEM_TOY_HAMMER", "ITEM_TOY_MINIFORGE", "ITEM_TOY_PUZZLEBOX", "ITEM_TRAPCOMP_ENORMOUSCORKSCREW", "ITEM_TRAPCOMP_GIANTAXEBLADE", "ITEM_TRAPCOMP_LARGESERRATEDDISC", "ITEM_TRAPCOMP_MENACINGSPIKE", "ITEM_TRAPCOMP_SPIKEDBALL", "ITEM_WEAPON_AXE_GREAT", "ITEM_WEAPON_BLOWGUN", "ITEM_WEAPON_BOW", "ITEM_WEAPON_CROSSBOW", "ITEM_WEAPON_DAGGER_LARGE", "ITEM_WEAPON_FLAIL", "ITEM_WEAPON_HALBERD", "ITEM_WEAPON_HAMMER_WAR", "ITEM_WEAPON_MACE", "ITEM_WEAPON_MAUL", "ITEM_WEAPON_MORNINGSTAR", "ITEM_WEAPON_PIKE", "ITEM_WEAPON_SCIMITAR", "ITEM_WEAPON_SCOURGE", "ITEM_WEAPON_SPEAR", "ITEM_WEAPON_SPEAR_TRAINING", "ITEM_WEAPON_SWORD_2H", "ITEM_WEAPON_SWORD_LONG", "ITEM_WEAPON_SWORD_SHORT", "ITEM_WEAPON_SWORD_SHORT_TRAINING", "ITEM_WEAPON_WHIP", "MEAT", "MILLSTONE", "ORTHOPEDIC_CAST", "PIPE_SECTION", "QUERN", "QUIVER", "RING", "ROCK", "ROUGH", "SCEPTER", "SKIN_TANNED", "SMALLGEM", "SPLINT", "STATUE", "TABLE", "THREAD", "TOTEM", "TRACTION_BENCH", "WEAPONRACK", "WINDOW", "WOOD"
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]]
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descriptions = {
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ANVIL = { "An essential component of the forge."},
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ARMORSTAND = {
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"A rack for the storage of military equipment, specifically armor.",
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"It is required by some nobles, and can be used to create a barracks."},
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BARREL = { "A hollow cylinder with a removable lid. It is used to hold liquids,",
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"food, and seeds. It can be made from metal or wood, and is replaceable",
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"with a rock pot. A barrel (or rock pot) is needed to brew drinks."},
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BED = { "A pallet for dwarves to sleep on, which must be made from wood.",
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"It prevents the stress of sleeping on the ground, and can be used",
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"to designate a bedroom (used by one dwarf or couple), a dormitory",
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"(used by multiple dwarves), or a barracks (used by a military",
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"squad for training or sleep)."},
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BIN = { "A container for the storage of ammunition, armor and weapons, bars,",
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"blocks, cloth and leather, coins, finished goods and gems. It can",
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"be used to carry multiple items to the Trade Depot at once.",
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"A bin can be made from wood or forged from metal."},
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BOX = { "A container for storing dwarves' items. They are required by nobles,",
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"and will increase the value of rooms they are placed in. Also",
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"required to store hospital supplies. They can be made from stone or",
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"metal (coffers), wood (chests),or textiles or leather (bags)."},
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BUCKET = { "A small cylindrical or conical container for holding and carrying",
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"small amounts of liquid such as water or lye. They are used by",
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"dwarves to give water to other dwarves, to store lye, and are",
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"required to build wells and certain workshops. They can be made",
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"from wood or metal."},
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ITEM_AMMO_ARROWS = {
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"Ammunition for bows."},
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ITEM_AMMO_BOLTS = {
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"Ammunition for crossbows."},
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ITEM_ARMOR_LEATHER = {
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"Leather armor is light and covers both arms and legs",
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"in addition to body"},
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ITEM_WEAPON_PICK = {
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"The most important item for a beginning fortress, a pick can",
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"get a party underground. Also crucial mining for stone or",
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"metals, expansion of living space, and so on.", "",
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"A pick is also useful as a weapon, though putting miners in the",
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"military causes equipment clashes."},
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ITEM_WEAPON_AXE_BATTLE = {
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"A battle axe is an edged weapon: essentially a sharp blade",
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"mounted along the end of a short and heavy handle.", "",
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"Dwarves can forge battle axes out of any weapon-grade metal,",
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"though those with superior edge properties are more effective.", "",
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"A battle axe may also be used as a tool for chopping down trees."},
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ITEM_WEAPON_AXE_TRAINING = {
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"As a battleaxe made from wood, this practise weapon is useful for",
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"training recruits. Thanks to good craftsdwarfship, it can also",
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"be used to cut down trees."},
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SLAB = { "A memorial stone, used to quiet restless ghost when engraved with",
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"the name of the deceased and built."},
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TRAPPARTS = {
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"Used to build traps, levers and other machines."}
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}
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@ -0,0 +1,380 @@
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-- Extended Item Viewscreens
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-- Shows information on material properties, weapon or armour stats, and more.
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-- By PeridexisErrant, adapted from nb_item_info by Raidau
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local help = [[Extended Item Viewscreen
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A script to extend the item or unit viewscreen with additional information
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including properties such as material info, weapon and attack properties,
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armor thickness and coverage, and more - including custom item descriptions.]]
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function isInList(list, item)
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for k,v in pairs (list) do
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if item == v then
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return true
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end
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end
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end
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local args = {...}
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local lastframe = df.global.enabler.frame_last
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if isInList(args, "help") or isInList(args, "?") then
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print(help) return
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end
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print ("view-item-info enabled")
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function append (list, str, indent)
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local str = str or " "
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local indent = indent or 0
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table.insert(list, {str, indent * 4})
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end
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function add_lines_to_list(t1,t2)
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for i=1,#t2 do
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t1[#t1+1] = t2[i]
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end
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return t1
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end
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function GetMatPlant (item)
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if dfhack.matinfo.decode(item).mode == "plant" then
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return dfhack.matinfo.decode(item).plant
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end
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end
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function get_textid (item)
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return string.match(tostring(item._type),"<type: item_(.+)st>"):upper()
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end
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function compare_iron (mat_prop, iron_prop)
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return " "..mat_prop.." ("..math.floor(mat_prop/iron_prop*100).."% of iron)"
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end
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function GetMatPropertiesStringList (item)
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local mat = dfhack.matinfo.decode(item).material
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local list = {}
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local deg_U = item.temperature.whole
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local deg_C = math.floor((deg_U-10000)*5/9)
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append(list,"Temperature: "..deg_C.."\248C ("..deg_U.."U)")
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append(list,"Color: "..df.global.world.raws.language.colors[mat.state_color.Solid].name)
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local function GetStrainDescription (number)
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if tonumber(number) >= 50000 then return "very elastic"
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elseif tonumber(number) < 50000 then return "elastic"
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elseif tonumber(number) < 15001 then return "medium"
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elseif tonumber(number) < 5001 then return "stiff"
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elseif tonumber(number) < 1000 then return "very stiff"
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elseif tonumber(number) < 1 then return "crystalline"
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else return "unknown" end
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end
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local mat_properties_for = {"BAR", "SMALLGEM", "BOULDER", "ROUGH",
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"WOOD", "GEM", "ANVIL", "THREAD", "SHOES", "CLOTH", "ROCK", "WEAPON", "TRAPCOMP",
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"ORTHOPEDIC_CAST", "SIEGEAMMO", "SHIELD", "PANTS", "HELM", "GLOVES", "ARMOR", "AMMO"}
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if isInList(mat_properties_for, get_textid (item)) then
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append(list,"Material name: "..mat.state_name.Solid)
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append(list,"Material properties: ")
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append(list,"Solid density: "..mat.solid_density..'g/cm^3',1)
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local maxedge = mat.strength.max_edge
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append(list,"Maximum sharpness: "..maxedge.." ("..maxedge/standard.strength.max_edge*100 .."%)",1)
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if mat.molar_mass > 0 then
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append(list,"Molar mass: "..mat.molar_mass,1)
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end
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append(list,"Shear strength:",1)
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append(list, "yield:"..compare_iron(mat.strength.yield.SHEAR, standard.strength.yield.SHEAR), 2)
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append(list, "fracture:"..compare_iron(mat.strength.fracture.SHEAR, standard.strength.fracture.SHEAR), 2)
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local s_strain = mat.strength.strain_at_yield.SHEAR
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append(list, "elasticity: "..s_strain.." ("..GetStrainDescription(s_strain)..")", 2)
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append(list,"Impact strength:",1)
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append(list, "yield:"..compare_iron(mat.strength.yield.IMPACT, standard.strength.yield.IMPACT), 2)
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append(list, "fracture:"..compare_iron(mat.strength.fracture.IMPACT, standard.strength.fracture.IMPACT), 2)
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local i_strain = mat.strength.strain_at_yield.IMPACT
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append(list, "elasticity: "..i_strain.." ("..GetStrainDescription(i_strain)..")", 2)
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end
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append(list)
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return list
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end
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function GetArmorPropertiesStringList (item)
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local mat = dfhack.matinfo.decode(item).material
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local list = {}
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append(list,"Armor properties: ")
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append(list,"Thickness: "..item.subtype.props.layer_size,1)
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append(list,"Coverage: "..item.subtype.props.coverage.."%",1)
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append(list,"Fit for "..df.creature_raw.find(item.maker_race).name[0],1)
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append(list)
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return list
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end
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function GetShieldPropertiesStringList (item)
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local mat = dfhack.matinfo.decode(item).material
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local list = {}
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append(list,"Shield properties:")
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append(list,"Base block chance: "..item.subtype.blockchance,1)
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append(list,"Fit for "..df.creature_raw.find(item.maker_race).name[0],1)
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append(list)
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return list
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end
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function GetWeaponPropertiesStringList (item)
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local mat = dfhack.matinfo.decode(item).material
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local list = {}
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append(list)
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if item._type == df.item_toolst and #item.subtype.attacks < 1 then
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return list
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end
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append(list,"Weapon properties: ")
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if item.sharpness > 0 then
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append(list,"Sharpness:"..compare_iron(item.sharpness, standard.strength.max_edge),1)
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else
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append(list,"Not edged",1)
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end
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if string.len(item.subtype.ranged_ammo) > 0 then
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append(list,"Ranged weapon",1)
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append(list,"Ammo: "..item.subtype.ranged_ammo:lower(),2)
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if item.subtype.shoot_force > 0 then
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append(list,"Shoot force: "..item.subtype.shoot_force,2)
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end
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if item.subtype.shoot_maxvel > 0 then
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append(list,"Maximum projectile velocity: "..item.subtype.shoot_maxvel,2)
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end
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end
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append(list,"Required size: "..item.subtype.minimum_size*10,1)
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if item.subtype.two_handed*10 > item.subtype.minimum_size*10 then
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append(list,"Used as 2-handed until unit size: "..item.subtype.two_handed*10,2)
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end
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append(list,"Attacks: ",1)
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for k,attack in pairs (item.subtype.attacks) do
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local name = attack.verb_2nd
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if attack.noun ~= "NO_SUB" then
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name = name.." with "..attack.noun
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end
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if attack.edged then
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name = name.." (edged)"
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else
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name = name.." (blunt)"
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end
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append(list,name,2)
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append(list,"Contact area: "..attack.contact,3)
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if attack.edged then
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append(list,"Penetration: "..attack.penetration,3)
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end
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append(list,"Velocity multiplier: "..attack.velocity_mult/1000,3)
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if attack.flags.bad_multiattack then
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append(list,"Bad multiattack",3)
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end
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append(list,"Prepare "..attack.prepare.." / recover "..attack.recover,3)
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end
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append(list)
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return list
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end
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function GetAmmoPropertiesStringList (item)
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local mat = dfhack.matinfo.decode(item).material
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local list = {}
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append(list)
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if item._type == df.item_toolst and #item.subtype.attacks < 1 then
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return list
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end
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append(list,"Ammo properties: ")
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if item.sharpness > 0 then
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append(list,"Sharpness: "..item.sharpness,1)
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else
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append(list,"Not edged",1)
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end
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append(list,"Attacks: ", 1)
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for k,attack in pairs (item.subtype.attacks) do
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local name = attack.verb_2nd
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if attack.noun ~= "NO_SUB" then
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name = name.." with "..attack.noun
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end
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if attack.edged then
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name = name.." (edged)"
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else
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name = name.." (blunt)"
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end
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append(list,name,2)
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append(list,"Contact area: "..attack.contact,3)
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if attack.edged then
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append(list,"Penetration: "..attack.penetration,3)
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end
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append(list,"Velocity multiplier: "..attack.velocity_mult/1000,3)
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if attack.flags.bad_multiattack then
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append(list,"Bad multiattack",3)
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end
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append(list,"Prepare "..attack.prepare.." / recover "..attack.recover,3)
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end
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append(list)
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return list
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end
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function edible_string (mat)
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local edible_string = "Edible"
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if mat.flags.EDIBLE_RAW or mat.flags.EDIBLE_COOKED then
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if mat.flags.EDIBLE_RAW then
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edible_string = edible_string.." raw"
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if mat.flags.EDIBLE_COOKED then
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edible_string = edible_string.." and cooked"
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end
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elseif mat.flags.EDIBLE_COOKED then
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edible_string = edible_string.." only when cooked"
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end
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else
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edible_string = "Not edible"
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end
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return edible_string
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end
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function GetReactionProduct (inmat, reaction)
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for k,v in pairs (inmat.reaction_product.id) do
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if v.value == reaction then
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return {inmat.reaction_product.material.mat_type[k],
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inmat.reaction_product.material.mat_index[k]}
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end
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end
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end
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function add_react_prod (list, mat, product, str)
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local mat_type, mat_index = GetReactionProduct (mat, product)
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if mat_type then
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local result = dfhack.matinfo.decode(mat_type, mat_index).material.state_name.Liquid
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append(list, str..result)
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end
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end
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function get_plant_reaction_products (mat)
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local list = {}
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add_react_prod (list, mat, "DRINK_MAT", "Used to brew ")
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add_react_prod (list, mat, "GROWTH_JUICE_PROD", "Pressed into ")
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add_react_prod (list, mat, "PRESS_LIQUID_MAT", "Pressed into ")
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add_react_prod (list, mat, "LIQUID_EXTRACTABLE", "Extractable product: ")
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add_react_prod (list, mat, "WATER_SOLUTION_PROD", "Can be mixed with water to make ")
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add_react_prod (list, mat, "RENDER_MAT", "Rendered into ")
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add_react_prod (list, mat, "SOAP_MAT", "Used to make soap")
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if GetReactionProduct (mat, "SUGARABLE") then
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append(list,"Used to make sugar")
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end
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if GetReactionProduct (mat, "MILLABLE") or
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GetReactionProduct (mat, "GRAIN_MILLABLE") or
|
||||
GetReactionProduct (mat, "GROWTH_MILLABLE") then
|
||||
append(list,"Can be milled")
|
||||
end
|
||||
if GetReactionProduct(mat, "GRAIN_THRESHABLE") then
|
||||
append(list,"Grain can be threshed")
|
||||
end
|
||||
if GetReactionProduct (mat, "CHEESE_MAT") then
|
||||
local mat_type, mat_index = GetReactionProduct (mat, "CHEESE_MAT")
|
||||
append(list,"Used to make "..dfhack.matinfo.decode(mat_type, mat_index).material.state_name.Solid)
|
||||
end
|
||||
return list
|
||||
end
|
||||
|
||||
function GetFoodPropertiesStringList (item)
|
||||
local mat = dfhack.matinfo.decode(item).material
|
||||
local list = {{" ", 0}}
|
||||
append(list,edible_string(mat))
|
||||
if item._type == df.item_foodst then
|
||||
append(list,"This is prepared meal")
|
||||
append(list)
|
||||
return list
|
||||
end
|
||||
if mat == dfhack.matinfo.find ("WATER") then
|
||||
append(list,"Water is drinkable")
|
||||
append(list)
|
||||
return list
|
||||
end
|
||||
add_lines_to_list(list, get_plant_reaction_products(mat))
|
||||
if item._type == df.item_plantst and GetMatPlant (item) then
|
||||
local plant = GetMatPlant (item)
|
||||
for k,v in pairs (plant.material_defs) do
|
||||
if v ~= -1 and string.find (k,"type_") and not string.find (k,"type_basic")
|
||||
or string.find (k,"type_seed") or string.find (k,"type_tree") then
|
||||
local targetmat = dfhack.matinfo.decode (v,
|
||||
plant.material_defs["idx_"..string.match (k,"type_(.+)")])
|
||||
local state = "Liquid"
|
||||
if string.find (k,"type_mill") then state = "Powder"
|
||||
elseif string.find (k,"type_thread") then state = "Solid" end
|
||||
local st_name = targetmat.material.state_name[state]
|
||||
append(list,"Used to make "..targetmat.material.prefix..''..st_name)
|
||||
end
|
||||
end
|
||||
end
|
||||
append(list)
|
||||
return list
|
||||
end
|
||||
|
||||
function get_all_uses_strings (item)
|
||||
local all_lines = {}
|
||||
local FoodsAndPlants = {df.item_meatst, df.item_globst,
|
||||
df.item_plantst, df.item_plant_growthst, df.item_liquid_miscst,
|
||||
df.item_powder_miscst, df.item_cheesest, df.item_foodst}
|
||||
local ArmourTypes = {df.item_armorst, df.item_pantsst,
|
||||
df.item_helmst, df.item_glovesst, df.item_shoesst}
|
||||
if df.global.gamemode == df.game_mode.ADVENTURE and item ~= "COIN" then
|
||||
add_lines_to_list(all_lines, {{"Value: "..dfhack.items.getValue(item),0}})
|
||||
elseif isInList(ArmourTypes, item._type) then
|
||||
add_lines_to_list(all_lines, GetArmorPropertiesStringList(item))
|
||||
elseif item._type == df.item_weaponst or item._type == df.item_toolst then
|
||||
add_lines_to_list(all_lines, GetWeaponPropertiesStringList(item))
|
||||
elseif item._type == df.item_ammost then
|
||||
add_lines_to_list(all_lines, GetAmmoPropertiesStringList(item))
|
||||
elseif item._type == df.item_shieldst then
|
||||
add_lines_to_list(all_lines, GetShieldPropertiesStringList(item))
|
||||
elseif item._type == df.item_seedsst then
|
||||
local str = math.floor(GetMatPlant(item).growdur/12).." days"
|
||||
add_lines_to_list(all_lines, {{"Growth time: "..str, 0}})
|
||||
elseif isInList(FoodsAndPlants, item._type) then
|
||||
add_lines_to_list(all_lines, GetFoodPropertiesStringList(item))
|
||||
end
|
||||
if not dfhack.items.isCasteMaterial(df.item_type[get_textid(item)]) then
|
||||
add_lines_to_list(all_lines, GetMatPropertiesStringList(item))
|
||||
end
|
||||
return all_lines
|
||||
end
|
||||
|
||||
function get_custom_item_desc (item)
|
||||
local desc
|
||||
local ID = get_textid (item)
|
||||
if ID and dfhack.items.getSubtypeCount(df.item_type[ID]) ~= -1 then
|
||||
ID = item.subtype.id end
|
||||
if not ID then return nil end
|
||||
if dfhack.findScript("item-descriptions") then
|
||||
local desc = dfhack.script_environment("item-descriptions").descriptions.ID
|
||||
end
|
||||
if dfhack.findScript("more-item-descriptions") then
|
||||
local desc = dfhack.script_environment("more-item-descriptions").descriptions.ID or desc
|
||||
end
|
||||
if desc then add_lines_to_list(desc, {""}) end
|
||||
return desc
|
||||
end
|
||||
|
||||
function AddUsesString (viewscreen,line,indent)
|
||||
local str = df.new("string")
|
||||
str.value = tostring(line)
|
||||
local indent = indent or 0
|
||||
viewscreen.entry_ref:insert('#', nil)
|
||||
viewscreen.entry_indent:insert('#', indent)
|
||||
viewscreen.unk_34:insert('#', nil) -- TODO: get this into structures, and fix usage!
|
||||
viewscreen.entry_string:insert('#', str)
|
||||
viewscreen.entry_reaction:insert('#', -1)
|
||||
end
|
||||
|
||||
function dfhack.onStateChange.item_info (code)
|
||||
if code == SC_VIEWSCREEN_CHANGED and dfhack.isWorldLoaded() then
|
||||
standard = dfhack.matinfo.find("INORGANIC:IRON").material
|
||||
if not standard then return end
|
||||
local scr = dfhack.gui.getCurViewscreen()
|
||||
if scr._type == df.viewscreen_itemst then
|
||||
if #scr.entry_string > 0 and scr.entry_string[#scr.entry_string-1].value == " " then
|
||||
return
|
||||
end
|
||||
local description = get_custom_item_desc (scr.item) or ""
|
||||
for i = 1, #description do
|
||||
AddUsesString(scr,description[i])
|
||||
end
|
||||
local all_lines = get_all_uses_strings (scr.item)
|
||||
for i = 1, #all_lines do
|
||||
AddUsesString(scr,all_lines[i][1],all_lines[i][2])
|
||||
end
|
||||
scr.caption_uses = true
|
||||
end
|
||||
end
|
||||
end
|
Loading…
Reference in New Issue