Misc updates, links

develop
lethosor 2020-07-08 23:46:38 -04:00
parent 7e620b09a4
commit ba0f8553ed
4 changed files with 27 additions and 11 deletions

@ -166,10 +166,13 @@ right place to do it.
Most such plugins or scripts support the built-in ``enable`` and ``disable``
commands. Calling them at any time without arguments prints a list
of enabled and disabled plugins, and shows whether that can be changed
through the same commands.
through the same commands. Passing plugin names to these commands will enable
or disable the specified plugins. For example, to enable the `manipulator`
plugin::
To enable or disable plugins that support this, use their names as
arguments for the command::
enable manipulator
It is also possible to enable or disable multiple plugins at once::
enable manipulator search
@ -272,6 +275,9 @@ something. Usage::
Allows dealing with plugins individually by name, or all at once.
Note that plugins do not maintain their enabled state if they are reloaded, so
you may need to use `enable` to re-enable a plugin after reloading it.
.. _ls:

@ -37,6 +37,12 @@ Plugins can also register handlers to run on every tick, and can interface with
the built-in `enable` and `disable` commands. For the full plugin API, see the
skeleton plugins or ``PluginManager.cpp``.
Installed plugins live in the ``hack/plugins`` folder of a DFHack installation,
and the `load` family of commands can be used to load a recompiled plugin
without restarting DF.
See `plugins-index` for a list of all plugins included in DFHack.
Scripts
-------
@ -45,7 +51,7 @@ is more complete and currently better-documented, however. Referring to existing
scripts as well as the API documentation can be helpful when developing new
scripts.
DFHack scripts live in a separate `scripts repository <https://github.com/dfhack/scripts>`_.
`Scripts included in DFHack <scripts-index>` live in a separate `scripts repository <https://github.com/dfhack/scripts>`_.
This can be found in the ``scripts`` submodule if you have
`cloned DFHack <compile-how-to-get-the-code>`, or the ``hack/scripts`` folder
of an installed copy of DFHack.
@ -53,17 +59,17 @@ of an installed copy of DFHack.
Core
----
The DFHack core has a variety of low-level functions. It is responsible for
hooking into DF (via SDL), providing a console, and providing an interface
for plugins and scripts to interact with DF.
The `DFHack core <dfhack-core>` has a variety of low-level functions. It is
responsible for hooking into DF (via SDL), providing a console, and providing an
interface for plugins and scripts to interact with DF.
Modules
-------
A lot of shared code to interact with DF in more complicated ways is exposed by
**modules**. For example, the Units module contains functions for checking
various traits of units, changing nicknames properly, and more. Generally,
code that is useful to multiple plugins and scripts should go in the appropriate
A lot of shared code to interact with DF in more complicated ways is contained
in **modules**. For example, the Units module contains functions for checking
various traits of units, changing nicknames properly, and more. Generally, code
that is useful to multiple plugins and scripts should go in the appropriate
module, if there is one.
Several modules are also `exposed to Lua <lua-cpp-func-wrappers>`, although

@ -1,3 +1,5 @@
.. _plugins-index:
##############
DFHack Plugins
##############

@ -1,3 +1,5 @@
.. _scripts-index:
##############
DFHack Scripts
##############