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Lua scripting
Research Pending! This article or section is incomplete/under construction (likely due to recent changes) and may still be outdated or missing details. Feel free to do some testing and expand it. |
Modding |
---|
Tokens |
Audio · Biome · Graphics · Interaction · Mod info · Plant · Speech · Sphere · Syndrome · World |
Body tokens |
Body · Body detail plan · Bodygloss · Tissue |
Creature tokens |
Creature · Creature mannerism · Personality · Creature variation · Procedural graphics layer |
Descriptor tokens |
Descriptor color · Color · Descriptor pattern · Descriptor shape |
Entity tokens |
Entity · Ethic · Language · Value · Position |
Job tokens |
Building · Labor · Reaction · Skill · Unit type |
Item tokens |
Item type · Item definition · Ammo · Armor · Instrument · Tool · Trap component · Weapon |
Material tokens |
Material type · Material definition · Inorganic material definition |
This article is about procedural raw generation. Information on Utility:DFHack scripting can be found at https://docs.dfhack.org/en/stable/.
Lua scripting is an upcoming feature. It is used to create custom procedurally-generated objects that were previously created by hardcoded methods. It was announced in a video, with the stated goal of "supporting future magical endeavors."
Inorganic materials, languages, creatures, interactions, items (currently excluding instruments), reactions, entities, and plants are open to this system.
Code Samples[edit]
Divine language[edit]
This is the divine language, which generates a bunch of random-sounding words from a set of syllables.
languages.GEN_DIVINE=function() local letters={} letters.vowel={} letters.cons={} letters.vowel.COMMON_NUM=5 letters.vowel.NUM=35 letters.cons.COMMON_NUM=12 letters.cons.NUM=22 letters.vowel.lookup={ "a","e","i","o","u", "ae","ai","ao","au","ea","ei","eo","eu","ia","ie","io","iu","oa","oe","oi","ou","ua","ue","ui","uo","ah","eh","ih","oh","uh","ay","ey","iy","oy","uy" } letters.cons.lookup={ "b","p","g","k","c","z","s","d","t","m","n","ng", "v","f","w","h","j","l","r","q","x","y" } for k,v in pairs(letters) do v.common={} v.rare={} for i=1,5 do if trandom(5)~=0 then v.common[i]=v.lookup[trandom(v.COMMON_NUM)+1] else v.common[i]=v.lookup[trandom(v.NUM)+1] end end for i=1,15 do v.rare[i]=v.lookup[trandom(v.NUM)+1] end end local function letter(t) if trandom(5)~=0 then return pick_random(t.common) else return pick_random(t.rare) end end local gen_divine={} for k,v in ipairs(world.language.word) do local str="" if trandom(2)~=0 then str=str..letter(letters.cons) str=str..letter(letters.vowel) else str=str..letter(letters.vowel) end local num_letters=trandom(3) str=str..letter(letters.cons) if num_letters>0 then str=str..letter(letters.vowel) end if num_letters>1 then str=str..letter(letters.cons) end gen_divine[v.token]=str end return gen_divine end
Identity language[edit]
This makes a language called GEN_IDENTITY
which is, like. "Abbey abbeyabbeys the abbey of abbeys" - i.e. it's the "English" language you might see occasionally.
languages.GEN_IDENTITY=function() -- just to demonstrate the absolute most basic method of generating one of these -- also so that you can just mod stuff to use GEN_IDENTITY local tbl={} local unempty = function(str1, str2) return str1=='' and str2 or str1 end for k,v in ipairs(world.language.word) do local str='' str=unempty(str,v.NOUN_SING) str=unempty(str,v.ADJ) str=unempty(str,v.VERB_FIRST_PRES) str=unempty(str,string.lower(v.token)) tbl[v.token]=str end return tbl end