I haven't run into any major problems with armour script, so I uploaded it.
https://dl.dropboxusercontent.com/u/71287918/Scripts/armour.pl Usage is pretty much the same as for the rest of my scripts.
Maybe I should add sorting by multiple columns and optional removal of unnecessary column "Materials".
This time I have 3 items to backport to other scripts, but that's for another day.
* Centering html tables that works.
* Civilisation scheme without green and bold.
* Set output function in init_args.
Now back to Meph's feedback. I didn't apply the changes at this time, I'm just answering.
> Yet again, the '$' is "an unsupported command", and '*' are not recognized, so I had to put all raws manually
> into a file called "creature_all.txt" and "weapons_all.txt", but thats not a big deal.
Sigh. Apparently '$' for console is not as widespread a convention as I have though. I think I added a mini-gude to console to one of the first posts here or was writing one anyway.
Wildcard *.txt should list all text files. Try it out with "$ dir" or "$ ls" or whatever you're using to list files. My scripts basically read a bunch of options and filenames from command line, so it SHOULD work. Obviously don't put any quotes around the *.
> The readout is fine, although I couldn't quite figure out how to extract the maximum info on creatures...
> for example the "misc" for no stun and no eat and so on is missing in my case.
For maximum info use --all It should have some sensible defaults.
Looking at the code, misc includes NOSTUN and NO_EAT.
> I packed all of them into some nice-ish html files and will include them a quick-guides in the next download.
Good. That's the point of my scripts. They do the tedious work, so people can just add some final touches to the tables and publish them. Feedback on what transformations you had to do would be appreciated, because maybe I can move more of that work into my scripts.
> Info on creatures: Has Poison/Venom, Is Megabeast (includes Semimegabeasts), Is Webber.
Has Poison/Venom: Already there and it even says so in online help. Option --syn
Is Megabeast: How do I check for that?
Webber: Ah, so just add [WEBBER] to the list of misc tokens, I guess. Then you can <Ctrl+F> for it. I had [WEBIMMUNE] though
In general the list of MISC tokens in creatures could use some work. I have a list of like 30, but am unsure which ones are important.
INTELLIGENT, CANOPENDOORS, NOT_BUTCHERABLE, NOT_LIVING, OPPOSED_TO_LIFE, CAN_LEARN, CAN_SPEAK, SLOW_LEARNER, TRAPAVOID, WEBIMMUNE, IMMOBILE, NO_DIZZINESS, NOBREATHE, NOSTUN, PARALYZEIMMUNE, NOFEAR, NOPAIN, NO_DRINK, NO_EAT, NO_SLEEP, FIREIMMUNE_SUPER, FIREIMMUNE, MAGMA_VISION, NO_PHYS_ATT_RUST
> Milk only yes/no. instead of a number.
Hm. That number means how long between milkings or something. Probably best to default to "Yes" / "--" and provide number as a --milknumber option.
> Size instead of 60000 should be 60kg, is easier to read for users.
Actually, that's volume, so 60l. Yeah, I should format this to be more human-readable and was just too lazy to do it.
> Speed: Normal, Fast, Slow. instead of numbers.
That's a no. I think the numbers are clearer here. I could colour them, though. What would be sensible thresholds?
700- for Fast and
1500+ for Slow?
> Biome: instead of SAVANNA_TROPICAL, FOREST_TROPICAL write: Savanna, Tropical Forest. Easier on the eyes.
I can lowercase everything except first letter with this one liner: s/(\w)(\w*)/$1\L$2/ I thought the tokens were useful verbatim, but modders will figure it out anyway.
> Inorganic Script for metals. Stones and so on are not so interesting, but people often ask about what metal
> they should use for what. That one would be a lot easier to write then weapons/armor,
> since the values are easy to interpret.
This is planned, but not as easy to write as you say. Sure, if I want to just print a table of INORGANIC that's rather easy, but it is tricky to do this right, because there are USE_MATERIAL_TEMPLATEs and I haven't quite figured out how leather and other organic materials work with items.
> Actually.. I just found this:
http://dwarffortresswiki.org/index.php/Masterwork:Armor> Has been made today, and now the armor script is a lot less of a priority all of a sudden.
Yep, that's pretty useful. Doesn't look as good as my tables, but it's easy to use, sortable and custom-made for Masterwork.
> Impressive.
I have impressive plans for one modular scripts that reads it all, then prints sortable html tables with links to relevant places, to do things like walking reaction chains and interaction chains. But that's a lot of work. More Current (but subject to long periods of inactivity) plans include:
* Backporting some plumbing to my older scripts and doing some fixes for them. This includes re-working how I store entity data.
* Material script.
* Syndrome and interaction scripts. Some of those are inline, so I guess I'll have to make up IDs for them from context, constant and counter.
* Reaction script. Basically print tables of custom reactions for each workshop with reagents and products. The tricky part is that reagents and products definitions are pretty flexible.
BTW, Here is an armour table for an old version of Masterwork, printed as CSV and imported into Open Office. Obviously it needs work to make it readable, but if someone likes spreadsheets, my scripts can provide the data.
https://dl.dropboxusercontent.com/u/71287918/Scripts/Mas_armour.ods