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1 | | - |
2 | 1 | gui/advfort |
3 | 2 | =========== |
4 | 3 |
|
5 | 4 | .. dfhack-tool:: |
6 | | - :summary: todo. |
| 5 | + :summary: Perform fort-like jobs in adventure mode. |
7 | 6 | :tags: adventure gameplay |
8 | 7 |
|
| 8 | +This script allows performing jobs in adventure mode. For interactive help, |
| 9 | +press :kbd:`?` while the script is running. |
9 | 10 |
|
10 | | -This script allows performing jobs in adventure mode. For more complete help |
11 | | -press :kbd:`?` while the script is running. It's most comfortable to use this as a |
12 | | -keybinding (see below for the default binding). Possible arguments: |
| 11 | +.. warning:: |
| 12 | + Note that changes are only persisted for non-procedural sites, i.e. caves, |
| 13 | + camps, and player forts. |
13 | 14 |
|
14 | | -* ``-a``, ``--nodfassign``: |
15 | | - uses a different method to assign job items, instead of relying on DF. |
16 | | -* ``-i``, ``--inventory``: |
17 | | - checks inventory for possible items to use in the job. |
18 | | -* ``-c``, ``--cheat``: |
19 | | - relaxes item requirements for buildings (e.g. walls from bones). Implies -a |
20 | | -* ``-e [NAME]``, ``--entity [NAME]``: |
21 | | - uses the given civ to determine available resources (specified as an entity raw ID). Defaults to ``MOUNTAIN``; if the entity name is omitted, uses the adventurer's civ |
22 | | -* ``job``: selects the specified job (must be a valid ``job_type``, e.g. ``Dig`` or ``FellTree``) |
| 15 | +Usage |
| 16 | +----- |
23 | 17 |
|
24 | | -.. warning:: |
25 | | - changes only persist in non-procedural sites, namely player forts, caves, and camps. |
| 18 | +:: |
| 19 | + |
| 20 | + gui/advfort [<job type>] [<options>] |
| 21 | + |
| 22 | +You can specify a job type (e.g. ``Dig``, ``FellTree``, etc.) to pre-select it |
| 23 | +in the ``gui/advfort`` UI. Otherwise you can just select the desired job type |
| 24 | +in the UI after it comes up. |
| 25 | + |
| 26 | +Examples |
| 27 | +-------- |
| 28 | + |
| 29 | +``gui/advfort`` |
| 30 | + Brings up the GUI for interactive job selection. Items that dwarves can use |
| 31 | + will be available in item selection lists. |
| 32 | +``gui/advfort -e`` |
| 33 | + Brings up the GUI for interactive job selection. Items that the adventurer's |
| 34 | + civilization can use will be available in item selection lists. |
| 35 | + |
| 36 | +Options |
| 37 | +------- |
| 38 | + |
| 39 | +``-c``, ``--cheat`` |
| 40 | + Relaxes item requirements for buildings (e.g. you can make walls from |
| 41 | + bones, which you cannot normally do). |
| 42 | +``-e [NAME]``, ``--entity [NAME]`` |
| 43 | + Use the given civ (specified as an entity raw ID) to determine which |
| 44 | + resources are usable. Defaults to ``MOUNTAIN`` (i.e. Dwarf). If ``-e`` is |
| 45 | + specified but the entity name is omitted then it defaults to the |
| 46 | + adventurer's civ. |
| 47 | + |
| 48 | +Screenshot |
| 49 | +---------- |
26 | 50 |
|
27 | | -An example of a player digging in adventure mode: |
| 51 | +Here is an example of a player digging in adventure mode: |
28 | 52 |
|
29 | 53 | .. image:: /docs/images/advfort.png |
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