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@ -107,7 +107,7 @@ structures. The first is the ``df-structures``
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`repository <https://github.com/DFHack/df-structures>`__ that contains XML files
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`repository <https://github.com/DFHack/df-structures>`__ that contains XML files
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describing the contents of the game's structures. These are complete, but difficult
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describing the contents of the game's structures. These are complete, but difficult
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to read (for a human). The second option is the `gui/gm-editor` script, an
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to read (for a human). The second option is the `gui/gm-editor` script, an
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interactive data explorer. You can run the script while entities like units are
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interactive data explorer. You can run the script while obects like units are
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selected to view the data within them. You can also run ``gui/gm-editor scr`` to
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selected to view the data within them. You can also run ``gui/gm-editor scr`` to
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view the data for the current screen. Press :kbd:`?` while the script is active to
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view the data for the current screen. Press :kbd:`?` while the script is active to
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view help.
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view help.
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@ -338,7 +338,7 @@ environment for fully-functioning modular mods are as follows:
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* The main content of the mod would be in the ``raw`` folder:
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* The main content of the mod would be in the ``raw`` folder:
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* A Lua file in ``raw/init.d/`` to initialise the mod by calling
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* A Lua file in ``raw/init.d/`` to initialise the mod by calling
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``your-mod-id/main/ enable``.
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``your-mod-id/main enable``.
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* Raw content (potentially with custom raw tokens) in ``raw/objects/``.
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* Raw content (potentially with custom raw tokens) in ``raw/objects/``.
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* A subfolder for your mod in ``raw/scripts/`` containing a ``main.lua`` file
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* A subfolder for your mod in ``raw/scripts/`` containing a ``main.lua`` file
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(an example of which we will see) and all the modules containing the functions
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(an example of which we will see) and all the modules containing the functions
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