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Add "scripts-" prefix to generated scripts subpage anchors
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lethosor committed Jul 8, 2020
1 parent 7f56faa commit aff2944
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Showing 4 changed files with 4 additions and 4 deletions.
2 changes: 1 addition & 1 deletion conf.py
Original file line number Diff line number Diff line change
Expand Up @@ -151,7 +151,7 @@ def write_script_docs():
'gui': 'GUI Scripts',
'modtools': 'Scripts for Modders'}
for k in head:
title = ('.. _{k}:\n\n{l}\n{t}\n{l}\n\n'
title = ('.. _scripts-{k}:\n\n{l}\n{t}\n{l}\n\n'
'.. include:: /scripts/{a}about.txt\n\n'
'.. contents::\n\n').format(
k=k, t=head[k],
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2 changes: 1 addition & 1 deletion docs/Core.rst
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Expand Up @@ -408,7 +408,7 @@ All matching init files will be executed in alphebetical order.
A world being loaded can mean a fortress, an adventurer, or legends mode.

These files are best used for non-persistent commands, such as setting
a `fix <fix>` script to run on `repeat`.
a `fix <scripts-fix>` script to run on `repeat`.


.. _onUnload.init:
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2 changes: 1 addition & 1 deletion docs/Introduction.rst
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Expand Up @@ -20,7 +20,7 @@ enhancements by default, and more can be enabled. There are also many tools
You can even add third-party scripts and plugins to do almost anything!

For modders, DFHack makes many things possible. Custom reactions, new
interactions, magic creature abilities, and more can be set through `modtools`
interactions, magic creature abilities, and more can be set through `scripts-modtools`
and custom raws. Non-standard DFHack scripts and inits can be stored in the
raw directory, making raws or saves fully self-contained for distribution -
or for coexistence in a single DF install, even with incompatible components.
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2 changes: 1 addition & 1 deletion index.rst
Original file line number Diff line number Diff line change
Expand Up @@ -20,7 +20,7 @@ enhancements by default, and more can be enabled. There are also many tools
You can even add third-party scripts and plugins to do almost anything!

For modders, DFHack makes many things possible. Custom reactions, new
interactions, magic creature abilities, and more can be set through `modtools`
interactions, magic creature abilities, and more can be set through `scripts-modtools`
and custom raws. Non-standard DFHack scripts and inits can be stored in the
raw directory, making raws or saves fully self-contained for distribution -
or for coexistence in a single DF install, even with incompatible components.
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