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Difference between revisions of "v0.31:Macros and keymaps"
(Explaining DF2010 macros) |
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To create a macro press {{k|Ctrl}}+{{k|r}} to begin recording your actions. When you have recorded all the action you want stop recording by hitting {{k|Ctrl}}+{{k|r}} again and save ({{k|Ctrl}}+{{k|s}}) the macro. The macro is then added to your macro list. To load a macro form the list just press {{k|Ctrl}}+{{k|l}}. You can then play the macro using {{k|Ctrl}}+{{k|p}}. | To create a macro press {{k|Ctrl}}+{{k|r}} to begin recording your actions. When you have recorded all the action you want stop recording by hitting {{k|Ctrl}}+{{k|r}} again and save ({{k|Ctrl}}+{{k|s}}) the macro. The macro is then added to your macro list. To load a macro form the list just press {{k|Ctrl}}+{{k|l}}. You can then play the macro using {{k|Ctrl}}+{{k|p}}. | ||
− | There is a directory data/init/macros for them. The macros are saved in .mak format (if you | + | There is a directory data/init/macros for them. The macros are saved in .mak format. Even a recorded file for a simple marco - for example to create a 3 tiles whide ramp - may already consist of up to 50 commands listed. This is because every possible {{l|Key_bindings|binding of the key pressed}} is included in the macro and put in a block (and {{k|r}} for ramp has many by default). |
+ | <pre> | ||
+ | pressing_enter_recorded | ||
+ | SELECT | ||
+ | CLOSE_MEGA_ANNOUNCEMENT | ||
+ | WORLD_PARAM_ENTER_VALUE | ||
+ | SETUPGAME_SAVE_PROFILE_GO | ||
+ | D_BURROWS_DEFINE | ||
+ | D_MILITARY_ALERTS_SET | ||
+ | End of group | ||
+ | CUSTOM_CTRL_R | ||
+ | End of group | ||
+ | End of macro | ||
+ | </pre> | ||
+ | For this example the recording was started, enter was pressed and the recording was stopped. When using this macro every underlying command in the file will be called, if possible. If you are in the designation menu, it will react as a select, the other commands will be ignored. If you are in the burrow menu, it will work like pressing enter there. The macro alway ends with a block containing the end of it's recording. But executing macros seems to ignore this command. If you have changed your key bindings you'll get another result, because the underlying commands are recorded, not the keys pressed.<br /> | ||
+ | When creating or editing your own macros it is a good idea to use only those commands you really want. | ||
+ | <pre> | ||
+ | ramping_created | ||
+ | DESIGNATE_RAMP | ||
+ | CURSOR_DOWN_Z | ||
+ | SELECT | ||
+ | CURSOR_RIGHT | ||
+ | CURSOR_RIGHT | ||
+ | SELECT | ||
+ | CURSOR_LEFT | ||
+ | CURSOR_LEFT | ||
+ | CURSOR_UP | ||
+ | </pre> | ||
+ | This selfmade example will designate a 3 tiles whide ramp one z-level below and place the cursor to make the next execution of the macro continue the way down. The first line has to be the name of the file. You can see that neither grouping every single keypress nor any other command including the end of the macro tag are important for a working macro. But you should consider to structure it for better reading and understanding if you edit it again, later.<br /> | ||
+ | It is unknown if there are any loops/iterations, other programming features ore comments possible. | ||
==Troubleshooting Scripts== | ==Troubleshooting Scripts== |
Revision as of 09:18, 17 June 2010
This article is about an older version of DF. |
Playing Dwarf Fortress means lots of typing. Although the game had no internal macro/keymap system (except in alpha version 40d12), using an external program can save you a great deal of time when dumping, rewalling, designating, and so forth.
- Go to Template:L and download AutoHotKey. Installation is simple and the program uses few system resources.
- Write macro scripts (file type .ahk), which may contain any number of commands. You activate scripts by double-clicking .ahk files and deactivate them by right-clicking the AutoHotKey icon on the task bar. Both of these can be done at any time - even right in the middle of a game. AutoHotKey also allows for automated activation of scripts.
Please see also the 40d macros page, as much of what is there works perfectly fine. If you can verify it works, please move it to this page.
DF2010 macros
The current version has the ability to create macros. The controls for doing so are as follows:
- Ctrl+r = record
- Ctrl+p = play
- Ctrl+s = save
- Ctrl+l = load
To create a macro press Ctrl+r to begin recording your actions. When you have recorded all the action you want stop recording by hitting Ctrl+r again and save (Ctrl+s) the macro. The macro is then added to your macro list. To load a macro form the list just press Ctrl+l. You can then play the macro using Ctrl+p.
There is a directory data/init/macros for them. The macros are saved in .mak format. Even a recorded file for a simple marco - for example to create a 3 tiles whide ramp - may already consist of up to 50 commands listed. This is because every possible Template:L is included in the macro and put in a block (and r for ramp has many by default).
pressing_enter_recorded SELECT CLOSE_MEGA_ANNOUNCEMENT WORLD_PARAM_ENTER_VALUE SETUPGAME_SAVE_PROFILE_GO D_BURROWS_DEFINE D_MILITARY_ALERTS_SET End of group CUSTOM_CTRL_R End of group End of macro
For this example the recording was started, enter was pressed and the recording was stopped. When using this macro every underlying command in the file will be called, if possible. If you are in the designation menu, it will react as a select, the other commands will be ignored. If you are in the burrow menu, it will work like pressing enter there. The macro alway ends with a block containing the end of it's recording. But executing macros seems to ignore this command. If you have changed your key bindings you'll get another result, because the underlying commands are recorded, not the keys pressed.
When creating or editing your own macros it is a good idea to use only those commands you really want.
ramping_created DESIGNATE_RAMP CURSOR_DOWN_Z SELECT CURSOR_RIGHT CURSOR_RIGHT SELECT CURSOR_LEFT CURSOR_LEFT CURSOR_UP
This selfmade example will designate a 3 tiles whide ramp one z-level below and place the cursor to make the next execution of the macro continue the way down. The first line has to be the name of the file. You can see that neither grouping every single keypress nor any other command including the end of the macro tag are important for a working macro. But you should consider to structure it for better reading and understanding if you edit it again, later.
It is unknown if there are any loops/iterations, other programming features ore comments possible.
Troubleshooting Scripts
Users may experience some issues in getting scripts to work, particularly when using looping scripts when experiencing low frame-rates.
- If experiencing low frame-rates, try adding delays ("Sleep 100" to pause for 100 milliseconds for example) within loops to allow the interface to keep up. If there are nested loops, sometimes adding a pause at the end of an inner loop is all that is needed to flush the keyboard buffer
- Another way to add delay during and after each simulated key press is to put SetKeyDelay, 40, 40 at the start of the macro.
- Make sure that Dwarf Fortress maintains focus. IM windows are the enemy! Who needs friends anyhow? You've got Dwarf Fortress.
- This may go without saying, but most macros assume standard key-mappings. If you're using non-standard ones, you may have to edit the macro to get it to work.
- Visiting liaisons can bring up screens that eat keystrokes, throwing a long-looping script out-of-phase with where it expects the game to be. Wait for the farewell screen before running a long script.
- The SendPlay function supports keys that the Send function does not, for example Shift-Enter. According to the AutoHotKey documentation, SendPlay may also be better at preventing dropped keystrokes.
General Fortress Mode Hotkeys Script
An attempt at speeding up various designations. Includes an up/down stair builder, a fast move up/down, and some select-and-advance keys. Please see user:DDR#Dwarf_Fortress_General_AHK_Script.