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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 This article or section is incomplete/under construction (likely due to recent changes) and may still be outdated or missing details.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.
1languages.GEN_DIVINE=function()
2
3 local letters={}
4 letters.vowel={}
5 letters.cons={}
6 letters.vowel.COMMON_NUM=5
7 letters.vowel.NUM=35
8 letters.cons.COMMON_NUM=12
9 letters.cons.NUM=22
10 letters.vowel.lookup={
11 "a","e","i","o","u",
12 "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"
13 }
14 letters.cons.lookup={
15 "b","p","g","k","c","z","s","d","t","m","n","ng",
16 "v","f","w","h","j","l","r","q","x","y"
17 }
18
19 for k,v in pairs(letters) do
20 v.common={}
21 v.rare={}
22 for i=1,5 do
23 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
24 end
25 for i=1,15 do
26 v.rare[i]=v.lookup[trandom(v.NUM)+1]
27 end
28 end
29
30 local function letter(t)
31 if trandom(5)~=0 then
32 return pick_random(t.common)
33 else
34 return pick_random(t.rare)
35 end
36 end
37 local gen_divine={}
38 for k,v in ipairs(world.language.word) do
39 local str=""
40 if trandom(2)~=0 then
41 str=str..letter(letters.cons)
42 str=str..letter(letters.vowel)
43 else
44 str=str..letter(letters.vowel)
45 end
46 local num_letters=trandom(3)
47 str=str..letter(letters.cons)
48 if num_letters>0 then str=str..letter(letters.vowel) end
49 if num_letters>1 then str=str..letter(letters.cons) end
50 gen_divine[v.token]=str
51 end
52
53 return gen_divine
54end
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.
1languages.GEN_IDENTITY=function()
2 -- just to demonstrate the absolute most basic method of generating one of these
3 -- also so that you can just mod stuff to use GEN_IDENTITY
4 local tbl={}
5 local unempty = function(str1, str2)
6 return str1=='' and str2 or str1
7 end
8 for k,v in ipairs(world.language.word) do
9 local str=''
10 str=unempty(str,v.NOUN_SING)
11 str=unempty(str,v.ADJ)
12 str=unempty(str,v.VERB_FIRST_PRES)
13 str=unempty(str,string.lower(v.token))
14 tbl[v.token]=str
15 end
16 return tbl
17end