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Shorten wrapped "ls" descriptions in scripts
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PeridexisErrant committed Apr 15, 2016
1 parent feff83c commit fc9e2fb
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Showing 39 changed files with 52 additions and 49 deletions.
2 changes: 1 addition & 1 deletion scripts/adaptation.rb
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# View or set level of cavern adaptation for the selected unit or the whole fort
# View or set cavern adaptation levels
# based on removebadthoughts.rb
=begin
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8 changes: 4 additions & 4 deletions scripts/armoks-blessing.lua
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@@ -1,7 +1,4 @@
-- Adjust all attributes, personality, age and skills of all dwarves in play
-- without arguments, all attributes, age & personalities are adjusted
-- arguments allow for skills to be adjusted as well
-- WARNING: USING THIS SCRIPT WILL ADJUST ALL DWARVES IN PLAY!
-- Adjust all attributes of all dwarves to an ideal
-- by vjek
--[[=begin
Expand All @@ -12,6 +9,9 @@ Runs the equivalent of `rejuvenate`, `elevate-physical`, `elevate-mental`, and
which sets every stat to an ideal - legendary skills, great traits, and
easy-to-satisfy preferences.
Without arguments, all attributes, age & personalities are adjusted.
Arguments allow for skills to be adjusted as well.
=end]]
function rejuvenate(unit)
if unit==nil then
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2 changes: 1 addition & 1 deletion scripts/autofarm.rb
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@@ -1,4 +1,4 @@

# Select cropt to plant based on current stocks
=begin
autofarm
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8 changes: 6 additions & 2 deletions scripts/autolabor-artisans.lua
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@@ -1,10 +1,14 @@
-- Executes an autolabor command for each labor where skill level influences output quality.
-- Run an autolabor command for skill-affected labors.

--[[=begin
autolabor-artisans
==================
Runs `autolabor`, with settings tuned for small but highly skilled workforces.
Runs an `autolabor` command, for all labors where skill level
influences output quality. Examples::
autolabor-artisans 0 2 3
autolabor-artisans disable
=end]]
local artisan_labors = {
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2 changes: 1 addition & 1 deletion scripts/brainwash.lua
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-- This script will brainwash a dwarf, modifying their personality
-- Brainwash a dwarf, modifying their personality
-- usage is: target a unit in DF, and execute this script in dfhack
-- by vjek
--[[=begin
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2 changes: 1 addition & 1 deletion scripts/deterioratefood.rb
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# Make food and plants decay, and vanish after a few months
# Food and plants decay, and vanish after a few months
=begin
deterioratefood
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4 changes: 3 additions & 1 deletion scripts/devel/inject-raws.lua
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-- Injects new reaction, item and building defs into the world.
-- Inject new raw definitions into the world
--[[=begin
devel/inject-raws
Expand All @@ -9,6 +9,8 @@ This script attempts to inject new raw objects into your
world. If the injected references do not match the actual
edited raws, your save will refuse to load, or load but crash.
This script can handle reaction, item and building definitions.
The savegame contains a list of the relevant definition tokens in
the right order, but all details are read from raws every time.
This allows just adding stub definitions, and simply saving and
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2 changes: 1 addition & 1 deletion scripts/devel/inspect-screen.lua
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-- Read the tiles from the screen and display info about them.
-- Read from the screen and display info about the tiles
--[[=begin
devel/inspect-screen
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2 changes: 1 addition & 1 deletion scripts/devel/list-filters.lua
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@@ -1,4 +1,4 @@
-- List input items for the building currently being built.
-- List input items for the building being built.
--[[=begin
devel/list-filters
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2 changes: 1 addition & 1 deletion scripts/devel/nuke-items.lua
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@@ -1,4 +1,4 @@
-- Deletes ALL items not held by units, buildings or jobs.
-- Delete ALL items not held by units, buildings or jobs
--[[=begin
devel/nuke-items
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2 changes: 1 addition & 1 deletion scripts/devel/prepare-save.lua
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@@ -1,4 +1,4 @@
-- Prepare the current save for use with devel/find-offsets.
-- Prepare the current save for devel/find-offsets
--[[=begin
devel/prepare-save
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2 changes: 1 addition & 1 deletion scripts/devel/scanitemother.rb
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@@ -1,4 +1,4 @@
# list indices in world.item.other[] where current selected item appears
# list selected item's indices in world.item.other[]
=begin
devel/scanitemother
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2 changes: 1 addition & 1 deletion scripts/devel/spawn-unit-helper.rb
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@@ -1,4 +1,4 @@
# setup stuff to allow arena creature spawn after a mode change
# Allow arena creature spawn after a mode change

df.world.arena_spawn.race.clear
df.world.arena_spawn.caste.clear
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2 changes: 1 addition & 1 deletion scripts/devel/test-perlin.lua
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@@ -1,4 +1,4 @@
-- Generates an image using multiple octaves of perlin noise.
-- Generates an image using perlin noise
--[[=begin
devel/test-perlin
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2 changes: 1 addition & 1 deletion scripts/digfort.rb
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@@ -1,4 +1,4 @@
# designate an area for digging according to a plan in csv format
# designate an area based on a '.csv' plan
=begin
digfort
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2 changes: 1 addition & 1 deletion scripts/elevate-mental.lua
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@@ -1,4 +1,4 @@
-- This script will elevate all the mental attributes of a unit
-- Elevate all the mental attributes of a unit
-- by vjek
--[[=begin
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2 changes: 1 addition & 1 deletion scripts/elevate-physical.lua
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@@ -1,4 +1,4 @@
-- This script will elevate all the physical attributes of a unit
-- Elevate all the physical attributes of a unit
-- by vjek
--[[=begin
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5 changes: 2 additions & 3 deletions scripts/fix/blood-del.lua
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@@ -1,6 +1,5 @@
--makes it so that civs won't come with barrels full of blood, ichor, or goo
--author Urist Da Vinci
--edited by expwnent, scamtank
-- Stop traders bringing blood, ichor, or goo
--author Urist Da Vinci; edited by expwnent, scamtank
--[[=begin
fix/blood-del
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2 changes: 1 addition & 1 deletion scripts/fix/loyaltycascade.rb
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@@ -1,4 +1,4 @@
# script to fix loyalty cascade, when you order your militia to kill friendly units
# Cancels a 'loyalty cascade' when citizens are killed
=begin
fix/loyaltycascade
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2 changes: 1 addition & 1 deletion scripts/fix/population-cap.lua
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@@ -1,4 +1,4 @@
-- Communicates current population to mountainhomes to avoid cap overshooting.
-- Tells mountainhomes your pop. to avoid overshoot

--[[=begin
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3 changes: 2 additions & 1 deletion scripts/gaydar.lua
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@@ -1,4 +1,4 @@
local utils = require('utils')
-- Shows the sexual orientation of units
--[[=begin
gaydar
Expand All @@ -8,6 +8,7 @@ the viability of livestock breeding programs. Use ``gaydar -help`` for informat
on available filters for orientation, citizenship, species, etc.
=end]]
local utils = require('utils')

validArgs = utils.invert({
'all',
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2 changes: 1 addition & 1 deletion scripts/growcrops.rb
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# grow crops in farm plots. ex: growcrops helmet_plump 20
# Instantly grow crops in farm plots
=begin
growcrops
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2 changes: 1 addition & 1 deletion scripts/gui/advfort_items.lua
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--Does something with items in adventure mode jobs
--[[=begin
gui/advfort_items
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3 changes: 1 addition & 2 deletions scripts/gui/assign-rack.lua
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-- Assign weapon racks to squads. Requires the weaponrack-unassign patch.

-- Assign weapon racks to squads (needs binpatch)
--[[=begin
gui/assign-rack
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2 changes: 1 addition & 1 deletion scripts/gui/choose-weapons.lua
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@@ -1,4 +1,4 @@
-- Rewrite individual choice weapons into specific types.
-- Rewrite individual choice weapons to specific types
--[[=begin
gui/choose-weapons
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2 changes: 1 addition & 1 deletion scripts/gui/clone-uniform.lua
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@@ -1,4 +1,4 @@
-- Clone the current uniform template in the military screen.
-- Clone a uniform template in the military screen
--[[=begin
gui/clone-uniform
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2 changes: 1 addition & 1 deletion scripts/gui/companion-order.lua
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@@ -1,4 +1,4 @@

-- Issue orders to companions in Adventure mode
--[[=begin
gui/companion-order
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2 changes: 1 addition & 1 deletion scripts/gui/gm-unit.lua
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@@ -1,4 +1,4 @@
-- Interface powered (somewhat user friendly) unit editor.
-- Interface powered, user friendly, unit editor

--[[=begin
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2 changes: 1 addition & 1 deletion scripts/gui/guide-path.lua
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@@ -1,4 +1,4 @@
-- Show and manipulate the path used by Guide Cart orders.
-- Show/change the path used by Guide Cart orders
--[[=begin
gui/guide-path
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2 changes: 1 addition & 1 deletion scripts/hfs-pit.lua
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@@ -1,4 +1,4 @@
-- Creates a pit under the target leading straight to the Underworld. Type '?' for help.
-- Creates a pit to the Underworld under the target
-- Based on script by IndigoFenix, @ https://gist.github.com/IndigoFenix/8776696
--[[=begin
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3 changes: 1 addition & 2 deletions scripts/make-legendary.lua
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@@ -1,5 +1,4 @@
-- This script will modify a skill or the skills of a single unit
-- the skill will be increased to 20 (Legendary +5)
-- Make a skill or skills of a unit Legendary +5
-- by vjek
--[[=begin
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2 changes: 1 addition & 1 deletion scripts/markdown.lua
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@@ -1,4 +1,4 @@
-- Save a copy of a text screen in markdown (for reddit among others). Use 'markdown help' for more details.
-- Save a text screen in markdown (eg for reddit)
-- This is a derivatiwe work based upon scripts/forum-dwarves.lua by Caldfir and expwnent
-- Adapted for markdown by Mchl https://github.com/Mchl
--[[=begin
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2 changes: 1 addition & 1 deletion scripts/migrants-now.lua
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@@ -1,4 +1,4 @@
-- Force a migrant wave (only works after hardcoded waves)
-- Force a migrant wave (only after hardcoded waves)
--[[=begin
migrants-now
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2 changes: 1 addition & 1 deletion scripts/region-pops.lua
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@@ -1,4 +1,4 @@
-- Shows populations of animals in the region, and allows tweaking them.
-- Show or edit regional plant and animal populations
--[[=begin
region-pops
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5 changes: 2 additions & 3 deletions scripts/show-unit-syndromes.rb
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@@ -1,6 +1,5 @@
# Show syndromes affecting units and the remaining and maximum duration
# original author: drayath
# edited by expwnent
# Show syndromes affecting units, including duration
# original author: drayath, edited by expwnent
=begin
show-unit-syndromes
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2 changes: 1 addition & 1 deletion scripts/siren.lua
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@@ -1,4 +1,4 @@
-- Wakes up the sleeping, breaks up parties and stops breaks.
-- Wakes up the sleeping, ends breaks and parties
--[[=begin
siren
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2 changes: 1 addition & 1 deletion scripts/source.rb
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@@ -1,4 +1,4 @@
# create an infinite magma/water source/drain at the cursor
# create an infinite source/drain of magma/water
=begin
source
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2 changes: 1 addition & 1 deletion scripts/starvingdead.rb
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# Make undead units weaken after one month, and vanish after six
# Weaken and eventually destroy undead over time
=begin
starvingdead
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2 changes: 1 addition & 1 deletion scripts/warn-starving.lua
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-- Pauses the game with a warning if a creature is starving, dehydrated, or very drowsy.
-- Pause and warn if a unit is starving
-- By Meneth32, PeridexisErrant, Lethosor
--@ module = true
--[[=begin
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