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Difference between revisions of "40d:Dipscript"

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|TEXTVIEWER:filename:varname
 
|TEXTVIEWER:filename:varname
|Opens a text viewer using the specified filename (located within data/dipscripts/text). Second parameter is optional - if specified, indicates a LONG script variable which will be set based on the hyperlink selected.
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|Opens a [[text viewer]] using the specified filename (located within data/dipscripts/text). Second parameter is optional - if specified, indicates a LONG script variable which will be set based on the hyperlink selected.
 
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|CONSTRUCTTOPICLIST
 
|CONSTRUCTTOPICLIST
|Builds a list of appropriate discussion topics (discuss current agreement, request peace treaty, propose tree quota, establish export agreement, establish import agreement, make liaison request, or make small talk), based on the type of civilization the diplomat came from.
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|Builds a list of appropriate discussion topics (discuss current agreement, request peace treaty, propose tree quota, establish export agreement, establish import agreement, or make small talk), based on the type of civilization the diplomat came from.
 
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|TOPICDISCUSSION
 
|TOPICDISCUSSION

Latest revision as of 13:34, 15 September 2014

This article is about an older version of DF.

A dipscript, or "diplomat script", is what controls the behavior of visiting diplomats when they meet with your nobles. Dipscripts were originally used to trigger special events at specific points in the lifetime of one's fortress (such as undead invasions), but much of this was stripped out by the time the first version of Dwarf Fortress was actually released.

Only 5 different dipscripts are ever executed during gameplay, and they are defined in records 13-17 of the game's "index" file: ELVES_FIRSTCONTACT, HUMAN_STANDARD, DWARF_LIAISON, HUMAN_TRADE, and ELVES_STANDARD. The dipscript files themselves are compressed - with the proper tools, editing them is fairly straightforward.

Script Tokens[edit]

Token Meaning
INITIAL_LOAD Presumably indicates that the dipscript should be loaded on game startup instead of on-demand. All of the default dipscripts specify this, as the game does not appear to contain logic for dynamic loading.
DIPSCRIPT:name Specifies the script's name. Must be one of the names defined above if you want the game to ever execute it.
VAR:type:name Declares a variable. Type can either be UNIT or LONG.
SETVAR:dest_class:dest_name:src_class:src_name Sets one variable to another. See below for more information.
IF:class1:name1:comparison:class2:name2 Compares the two specified variables and performs the following script steps if the condition is true.
ELSE Performs the following script steps if the above IF condition was false.
ENDIF Ends the above IF statement
TEXTVIEWER:filename:varname Opens a text viewer using the specified filename (located within data/dipscripts/text). Second parameter is optional - if specified, indicates a LONG script variable which will be set based on the hyperlink selected.
CONSTRUCTTOPICLIST Builds a list of appropriate discussion topics (discuss current agreement, request peace treaty, propose tree quota, establish export agreement, establish import agreement, or make small talk), based on the type of civilization the diplomat came from.
TOPICDISCUSSION Discuss all topics selected via CONSTRUCTTOPICLIST.
DISCUSS:length Inserts a delay into the meeting. Valid lengths are SHORT (500-1000 steps, about a half a day) and LONG (2-4 days).
HISTORY_DIPEV:type Records a historical event once the diplomat leaves your fortress. The only valid event type is FIRSTCONTACT, used by the Elves to control whether or not they will send their diplomat to propose logging quotas.
ACTION:type:subtype Performs a simple action. Only valid action is DREAM:UNDEAD_ARMY, which causes one of your dwarves to have "a terrifying nightmare about an army of the dead".
DIPEVENT:parm1:parm2:parm3:parm4:parm5 Has no effect. Most likely, pre-release versions used this to perform special actions.
INVASION:parm Has no effect. Most likely, pre-release versions used this to trigger invasions of specific types.

Variables[edit]

Dipscripts (and their text screens) can make use of any number of special variables. Each variable has a class, name, and type.

Readable variables[edit]

Class Name Type Description
GLOBAL DIPLOMACYFLAG_SUCCESS Integer Value 4, to be used with DIPEV:ADD_FLAG and DIPEV:REMOVE_FLAG.
GLOBAL DIPLOMACYFLAG_FAILURE Integer Value 2, to be used with DIPEV:ADD_FLAG and DIPEV:REMOVE_FLAG.
GLOBAL YOURCIV Entity Your fortress's parent civilization.
GLOBAL YOURFORT Plot Info Your fortress itself.
GLOBAL TREESREMOVED Integer The number of trees that have been destroyed at your fortress, whether by cutting them down or by smashing them with ballista bolts.
GLOBAL NULL Null A null pointer. Used during comparisons to detect unset variables.
GLOBAL LOCAL_LARGE_PREDATOR Creature Definition A random large predator that can be found near your fortress.
GLOBAL RANGE.min.max Integer A random number between 'min' and 'max'.
GLOBAL number Integer An explicit integer value.
DIPEV DIPLOMAT Unit The diplomat who is meeting with your noble.
DIPEV ASSOCIATE Unit The diplomat's associate. By default, this is null.
MEETING ACTOR Unit The diplomat who is meeting with your noble.
MEETING NOBLE Unit Your noble who is meeting with the diplomat.
DIPSCRIPT varname Integer or Unit A variable you have declared using the VAR command above.

Writable variables[edit]

Class Name Type Description
GLOBAL TREESREMOVED Integer The number of trees that have been destroyed at your fortress.
DIPEV ADD_FLAG Integer A specific flag to set in the diplomacy event. Valid values are GLOBAL:DIPLOMACYFLAG_SUCCESS (4) and GLOBAL:DIPLOMACYFLAG_FAILURE (2).
DIPEV REMOVE_FLAG Integer A specific flag to set in the diplomacy event. Valid values are GLOBAL:DIPLOMACYFLAG_SUCCESS (4) and GLOBAL:DIPLOMACYFLAG_FAILURE (2).
DIPEV DIPLOMAT Unit The diplomat who is meeting with your noble. Changing this may have unexpected effects.
DIPEV ASSOCIATE Unit The diplomat's associate. If you set this to a unit in your fortress, then that unit will bid you farewell and depart from your fortress with the diplomat.
MEETING ACTOR Unit The diplomat who is meeting with your noble. Changing this may have unexpected effects.
MEETING NOBLE Unit Your noble who is meeting with the diplomat. Changing this may have unexpected effects.
DIPSCRIPT varname Integer or Unit A variable you have declared using the VAR command above.

Displayable variables[edit]

Some of the above variables can be displayed in custom screens opened by the TEXTVIEWER command using the syntax [C:VAR:class:name] (to set the text color) and [VAR:format:class:name] to output the value in a particular format. Certain formats are only valid with specific types - trying to use it on the wrong type will likely result in a blank string.

Format Type Description
TITLENAME Unit Displays the unit's profession. Noble professions will be prefixed with "the ".
HISTNAME Historical Figure Displays the historical figure's name and race.
NAME_PLURAL Creature Definition Displays the plural name for the creature selected.
NATIVENAME Unit Displays the unit's name in its native language.
NATIVENAME Entity Displays the civilization's name in its native language.
NATIVENAME Plot Info Displays your fortress's name in its native language.
TRANSLATEDNAME Unit Displays the unit's name, translated into English.
TRANSLATEDNAME Entity Displays the civilization's name, translated into English.
TRANSLATEDNAME Plot Info Displays your fortress's name, translated into English.
[anything] Integer Displays the number in decimal form.