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dorf_tables.lua
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dorf_tables.lua
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-- dorf_tables has job distribution configurations, random number information for attributes generation, job configurations, profession configurations, dwarf types(ie. attributes/characteristic) configurations
-- usage: loaded by dwarf-op.lua
-- by josh cooper(cppcooper) [created: Dec. 2017 | last modified: 2020-02-21]
--@ module = true
local utils=require('utils')
local validArgs = utils.invert({
'help',
'list'
})
local args = utils.processArgs({...}, validArgs)
local help = [====[
dorf_tables
===========
Data tables for `dwarf-op`
Arguments:
- ``-list [jobs|professions|types]``
Examples::
dorf_tables -list all
dorf_tables -list job_distributions
dorf_tables -list attrib_levels
dorf_tables -list jobs
dorf_tables -list professions
dorf_tables -list types
~~~~~~~~~~
The data tables defined are described below.
job_distributions:
Defines thresholds for each column of distributions. The columns must
add up to the values in the thresholds row for that column.
Every other row references an entry in 'jobs'
attrib_levels:
Defines stat distributions, used for both physical and mental attributes.
Each level gives a probability of a dwarf randomly being assigned an
attribute level, and it provides a mean and standard deviation for the
attribute's value.
jobs:
Defines `dwarf-op`'s nameable jobs. This is preferable to taking every
profession and making a distribution that covers all 100+ profs.
Each job is comprised of required professions, optional professions,
probabilities for each optional profession, a 'max' number of
optional professions, and a list of type(s) to apply to dwarves in
the defined job.
professions:
These are a subset of the professions DF has. All professions listed
will match a profession dwarf fortress has built in, however not all
the built-ins are defined here.
Each profession is defined with a set of job skills, these match
the skills built in to dwarf fortress. Each skill is given a value
which represents the bonus a dwarf will get to this skill. The skills
are added in a random order, with the first few receiving the highest
values (excluding the bonus just mentioned). Thus the bonuses are to
ensure a minimum threshold is passed for certain skills deemed
critical to a profession.
types:
These are a sort of archetype system for applying to dwarves. It
primarily includes physical attributes, but can include skills as well.
Each type has a probability of being applied to a dwarf just by pure
luck - this is in addition to types applied by other means. Each type
also has a list of attribute(s) each attribute has a attribute_level
associated to it. Additionally each type may define a list of skills
from the aforementioned job_skill listing, each skill is defined with
a minimum value and maximum value, the given value is an evening
distributed random number between these two numbers (inclusive).
~~~~~~~~~~
To see a full list of built-in professions and jobs, you can run these commands::
devel/query -table df.profession
devel/query -table df.job_skill
]====]
if not args.list and not moduleMode then
print(help)
print("scripts/dorf_tables.lua is a content library; calling it does nothing.")
return
else
print("Loading data tables..")
end
-- p denotes probability, always.
local O = 0
--luacheck:global
job_distributions = {
Thresholds = {4, 9, 14, 21, 28, 30, 35, 42, 49, 56, 63, 70, 77, 80, 110, 120, 200, 770 }, --Don't touch unless you wanna recalculate the distributions,
_hauler = {O, O, 1, 3, 3, O, 3, 2, O, 4, 1, 1, 4, O, 10, O, 20, 70; cur = 0; max = nil },
_soldier = {O, O, 1, O, O, O, 1, O, 1, O, 1, O, O, 1, 4, 3, 10, 40; cur = 0; max = nil },
Miner = {2, O, 1, O, O, O, 1, O, O, O, O, 2, O, O, O, 7, 5, 80; cur = 0; max = nil },
Admin = {1, O, O, O, 1, O, O, O, O, O, O, O, O, O, 1, O, 2, 30; cur = 0; max = nil },
General = {O, O, O, O, 1, O, O, O, O, O, 1, O, O, O, 2, O, 1, 30; cur = 0; max = nil },
Doctor = {O, O, 1, O, O, O, O, O, O, O, O, O, O, 1, 1, O, 2, 30; cur = 0; max = nil },
Architect = {O, 1, O, O, O, O, O, 1, O, O, O, O, O, O, 2, O, 2, 20; cur = 0; max = nil },
Farmer = {1, O, O, O, O, O, O, 1, O, 1, 1, O, O, O, 2, O, 2, 30; cur = 0; max = nil },
Rancher = {O, O, 1, O, O, O, O, O, O, O, 1, O, O, O, O, O, 2, 30; cur = 0; max = nil },
Brewer = {O, 1, O, O, O, O, O, O, O, O, 1, O, O, O, 1, O, 3, 30; cur = 0; max = nil },
Woodworker = {O, O, O, O, O, O, O, O, 1, O, O, O, O, O, O, O, 1, 50; cur = 0; max = nil },
Stoneworker = {O, O, 1, O, O, O, O, O, 1, O, O, 2, O, O, O, O, 5, 50; cur = 0; max = nil },
Smelter = {O, O, 1, O, O, O, O, 1, O, O, O, O, O, O, 1, O, 5, 80; cur = 0; max = nil },
Blacksmith = {O, O, O, 1, O, O, O, O, O, O, O, O, 1, O, 1, O, 5, 50; cur = 0; max = nil },
Artison = {O, O, O, O, 1, O, O, O, 2, O, O, 2, 2, O, 3, O, 2, 40; cur = 0; max = nil },
Jeweler = {O, O, O, O, O, 1, O, O, 1, O, O, O, O, O, 1, O, 2, 30; cur = 0; max = nil },
Textileworker = {O, O, O, O, O, 1, O, 1, O, O, O, O, O, O, O, O, 5, 20; cur = 0; max = nil },
Hunter = {O, 1, O, 1, O, O, O, O, O, 1, O, O, O, O, O, O, 2, 20; cur = 0; max = nil },
Fisher = {O, 1, O, 1, O, O, O, 1, O, 1, O, O, O, O, O, O, 1, 20; cur = 0; max = nil },
Butcher = {O, 1, O, 1, O, O, O, O, O, O, O, O, O, O, O, O, 2, 20; cur = 0; max = nil },
Engineer = {O, O, O, O, 1, O, O, O, 1, O, 1, O, O, 1, 1, O, 1, 30; cur = 0; max = nil }
}
--[[
Stat Rolling:
->Loop dwarf attributes (physical/mental)
->Loop attrib_levels randomly selecting elements
-Roll(p) to apply the element
*Apply element to attribute,
*or don't.
<-End Loop
<-End Loop
->Loop dorf_profs.<prof>.types{}
-Apply attribs{}
-Apply skills{}
<-End Loop
->Loop dorf_types
-Roll(p) to apply type
*Apply type,
*or don't.
<-End Loop
This procedure allows low rolls to be improved. High rolls cannot be replaced, except by even higher rolls.
--]]
--probability is used for generating all dwarf stats, some jobs include dorf_types which will upgrade particular stats
--luacheck:global
attrib_levels = { -- prob, avg, std deviation
incompetent = {p=0.01, 100, 20},
verybad = {p=0.02, 250, 25},
bad = {p=0.04, 450, 30},
average = {p=0.21, 810, 60},
good = {p=0.28, 1350, 75},
verygood = {p=0.22, 1700, 42},
superb = {p=0.12, 1900, 88},
amazing = {p=0.06, 2900, 188},
incredible = {p=0.03, 3800, 242},
unbelievable = {p=0.01, 4829, 42}
}
--[[
dorf_jobs = {
job = {
required_professions, max_tertiary_professions,
tertiary_professions,
dorf_types
}
The value associated with the tertiary professions is both an enforced ratio maximum for a given job,
and also the probability that the profession will be applied during the algorithm's execution.
}
--]]
--luacheck:global
jobs = {
_hauler = {
req={'STANDARD','STANDARD'}, max={1988},
RECRUIT=0.2,
types={'strong5','strong4','fast3','spaceaware3','social','social'}},
_soldier = {
req={'TRAINED_WAR','TRAINED_WAR'}, max={1988},
STANDARD=1.0, RECRUIT=0.5,
types={'strong6','strong5','fast3','spaceaware3','soldier','fighter','social','social'}},
Miner = {
req={'MINER'}, max={2},
BREWER=0.35, STONEWORKER=0.42, ENGRAVER=0.51, FISHER=0.41,
types={'spaceaware3','strong3','fast3','resilient2','social'}},
Admin = {
req={'ADMINISTRATOR'}, max={4},
TRADER=0.665, CLERK=0.65, ARCHITECT=0.5,
types={'genius3','genius3','genius3','intuitive3','intuitive3','resilient2','leader','leader','leader','adaptable','fighter','social','social','social','social'}},
General = {
req={'RECRUIT','SIEGE_OPERATOR','SIEGE_ENGINEER'}, max={2},
COOK=0.3333, MILLER=0.3333,
types={'fast2','genius2','spaceaware2','resilient2','leader','soldier','fighter'}},
Doctor = {
req={'DOCTOR'}, max={4},
DIAGNOSER=0.76666, BONE_SETTER=0.6667, SUTURER=0.63333, SURGEON=0.3333,
types={'genius3','resilient2','intuitive2','strong1','aware','agile'}},
Architect = {
req={'ARCHITECT','MECHANIC'}, max={3},
ENGINEER=0.355, METALSMITH=0.4335, MASON=0.75, CARPENTER=0.65,
types={'genius3','creative2','fast1','strong1','spaceaware3'}},
Farmer = {
req={'PLANTER','FARMER'}, max={3},
POTASH_MAKER=0.43333, MILLER=0.3333, BREWER=0.5, THRESHER=0.42,
types={'fast3','strong1','spaceaware1','resilient1','intuitive1'}},
Rancher = {
req={'ANIMAL_CARETAKER','GELDER'}, max={6},
SHEARER=0.775, MILKER=0.2333, CHEESE_MAKER=0.115, BUTCHER=0.399, TANNER=0.47333, ANIMAL_TRAINER=0.9711,
types={'fast3','strong3','intuitive2','resilient2','spaceaware1'}},
Brewer = {
req={'BREWER'}, max={2},
HERBALIST=0.3333, POTTER=0.1111, THRESHER=0.5,
types={'fast2','buff','resilient1','genius1'}},
Woodworker = {
req={'WOODWORKER','WOODCUTTER'}, max={2},
CARPENTER=0.7336, BOWYER=0.63333,
types={'fast3','fast3','strong1','creative1','agile','fighter'}},
Stoneworker = {
req={'STONEWORKER','MASON'}, max={2},
ENGRAVER=0.58, MECHANIC=0.66,
types={'strong3','fast2','spaceaware1','creative1'}},
Smelter = {
req={'FURNACE_OPERATOR','WOOD_BURNER','POTASH_MAKER'}, max={1988},
types={'fast2','strong1','resilient1'}},
Blacksmith = {
req={'BLACKSMITH'}, max={3},
WEAPONSMITH=0.775, ARMORER=0.7, METALSMITH=0.66, BOWYER=0.33,
types={'strong3','fast2','spaceaware1'}},
Artison = {
req={'CRAFTSMAN','ENGRAVER','WOODCRAFTER','STONECRAFTER'}, max={2},
BONE_CARVER=0.66, POTTER=0.75, GLASSMAKER=0.5,
types={'fast3','buff','creative2','social','artistic'}},
Jeweler = {
req={'JEWELER','GEM_CUTTER','GEM_SETTER'}, max={1988},
types={'creative2','intuitive2','spaceaware2','genius1','artistic'}},
Textileworker = {
req={'WEAVER','SPINNER','CLOTHIER'}, max={3},
THRESHER=0.75, LEATHERWORKER=0.5, DYER=0.5,
types={'fast1','creative1','social','artistic'}},
Hunter = {
req={'HUNTER','RANGER'}, max={3},
TRAPPER=0.622, TANNER=0.88, BUTCHER=0.377, COOK=0.5,
types={'fast3','intuitive3','spaceaware3','resilient2','strong1'}},
Fisher = {
req={'FISHERMAN','COOK'}, max={1},
HERBALIST=0.77,
types={'fast2','fast2','fast2','intuitive2','spaceaware2','resilient2','social','buff'}},
Butcher = {
req={'BUTCHER'}, max={2},
TRAPPER=0.5, TANNER=0.75, COOK=0.66, BONE_CARVER=0.55,
types={'spaceaware1','buff','aware'}},
Engineer = {
req={'ENGINEER'}, max={7},
SIEGE_ENGINEER=0.88, MECHANIC=0.88, CLERK=0.88, PUMP_OPERATOR=0.88, SIEGE_OPERATOR=0.88, FURNACE_OPERATOR=0.5, BREWER=0.5,
types={'genius3','intuitive2','leader'}}
}
--[[
professions:
devel/query -table df.profession -listkeys
skills:
devel/query -table df.job_skill -listkeys
--]]
--luacheck:global
professions = {
--Basic Dwarfing
STANDARD = { skills = {SHIELD=1, SPEAKING=4, FLATTERY=1, COMEDY=1, WOOD_BURNING=-9, COOK=-9, DISSECT_FISH=-10, PROCESSFISH=-11, BITE=1, PRESSING=-10, SING_MUSIC=1, WRESTLING=1, GRASP_STRIKE=1, STANCE_STRIKE=1} },
ADMINISTRATOR = { skills = {RECORD_KEEPING=3, ORGANIZATION=2, APPRAISAL=1} },
TRADER = { skills = {APPRAISAL=5, NEGOTIATION=4, JUDGING_INTENT=3, LYING=2} },
CLERK = { skills = {RECORD_KEEPING=3, ORGANIZATION=3} },
DOCTOR = { skills = {DIAGNOSE=4, DRESS_WOUNDS=3, SET_BONE=2, SUTURE=1, CRUTCH_WALK=1} },
ENGINEER = { skills = {OPTICS_ENGINEER=3, FLUID_ENGINEER=3, MATHEMATICS=6, CRITICAL_THINKING=5, LOGIC=4, CHEMISTRY=3} },
ARCHITECT = { skills = {DESIGNBUILDING=5, MASONRY=4, CARPENTRY=1} },
--Resource Economy
MINER = { skills = {MINING=3} },
WOODCUTTER = { skills = {WOODCUTTING=3} },
WOOD_BURNER = { skills = {WOOD_BURNING=2} },
FURNACE_OPERATOR = { skills = {SMELT=4} },
--Wood
CARPENTER = { skills = {CARPENTRY=3, DESIGNBUILDING=2} },
WOODWORKER = { skills = {CARPENTRY=3} },
WOODCRAFTER = { skills = {WOODCRAFT=3} },
--Stone
MASON = { skills = {MASONRY=3, DESIGNBUILDING=2} },
STONEWORKER = { skills = {MASONRY=3, STONECRAFT=2} },
STONECRAFTER = { skills = {STONECRAFT=3, MASONRY=1} },
--Metal
METALSMITH = { skills = {FORGE_FURNITURE=3, METALCRAFT=2} },
BLACKSMITH = { skills = {FORGE_WEAPON=4, FORGE_ARMOR=3} },
--Armory
BOWYER = { skills = {BOWYER=3} },
WEAPONSMITH = { skills = {FORGE_WEAPON=3} },
ARMORER = { skills = {FORGE_ARMOR=3} },
--Arts & Crafts & Dwarfism
CRAFTSMAN = { skills = {WOODCRAFT=2, STONECRAFT=2, METALCRAFT=2} },
ENGRAVER = { skills = {DETAILSTONE=5} },
MECHANIC = { skills = {MECHANICS=5} },
--Plants & Animals
--Agriculture
POTASH_MAKER = { skills = {POTASH_MAKING=3} },
PLANTER = { skills = {PLANT=4, PROCESSPLANTS=3, POTASH_MAKING=2} },
FARMER = { skills = {PLANT=3, MILLING=3, HERBALISM=2, PROCESSPLANTS=2, POTASH_MAKING=1} },
MILLER = { skills = {MILLING=3} },
HERBALIST = { skills = {HERBALISM=3} },
THRESHER = { skills = {PROCESSPLANTS=3} },
--Ranching
ANIMAL_CARETAKER = { skills = {ANIMALCARE=3, GELD=3, SHEARING=2, MILK=1, ANIMALTRAIN=1} },
ANIMAL_TRAINER = { skills = {ANIMALTRAIN=5} },
GELDER = { skills = {GELD=7} },
MILKER = { skills = {MILK=3} },
SHEARER = { skills = {SHEARING=3, SPINNING=2} },
CHEESE_MAKER = { skills = {CHEESEMAKING=3} },
--Hunting & Fishing
HUNTER = { skills = {SNEAK=4, TRACKING=5, RANGED_COMBAT=3, CROSSBOW=1} },
TRAPPER = { skills = {TRAPPING=3} },
FISHERMAN = { skills = {FISH=5, DISSECT_FISH=2, PROCESSFISH=2} },
FISHERY_WORKER = { skills = {DISSECT_FISH=5, PROCESSFISH=5}},
--Dead Thing Science
BUTCHER = { skills = {BUTCHER=3, TANNER=2, COOK=-5, GELD=-8} }, --the '-3' is not a typo, it is just to populate the field [for DwarfTherapist auto-assigning]
TANNER = { skills = {TANNER=3, LEATHERWORK=1} },
BONE_CARVER = { skills = {BONECARVE=7} },
--Textile & Clothing & Leather Industry
SPINNER = { skills = {SPINNING=4, SHEARING=3} },
WEAVER = { skills = {WEAVING=3, PROCESSPLANTS=2} },
DYER = { skills = {DYER=3} },
CLOTHIER = { skills = {CLOTHESMAKING=2, DYER=1} },
LEATHERWORKER = { skills = {LEATHERWORK=3, TANNER=1} },
--War
RECRUIT = { skills = {KNOWLEDGE_ACQUISITION=5, DISCIPLINE=3} },
TRAINED_WAR = { skills = {MILITARY_TACTICS=7, MELEE_COMBAT=5, RANGED_COMBAT=1, COORDINATION=3, CONCENTRATION=5, DISCIPLINE=5, SITUATIONAL_AWARENESS=4, ARMOR=3, SHIELD=3, DODGING=3, STANCE_STRIKE=3, GRASP_STRIKE=3, SIEGEOPERATE=1, AXE=3, SWORD=2, MACE=1, HAMMER=2, SPEAR=1, PIKE=2, CROSSBOW=2, BOW=1} },
SIEGE_ENGINEER = { skills = {SIEGECRAFT=3, SIEGEOPERATE=1} },
SIEGE_OPERATOR = { skills = {SIEGEOPERATE=3} },
PUMP_OPERATOR = { skills = {OPERATE_PUMP=3} },
--Other
BREWER = { skills = {BREWING=3} },
RANGER = { skills = {ANIMALCARE=3, ANIMALTRAIN=3, CROSSBOW=2, SNEAK=2, TRAPPING=2} },
COOK = { skills = {COOK=3} },
JEWELER = { skills = {APPRAISAL=3, ENCRUSTGEM=2, CUTGEM=1} },
GEM_CUTTER = { skills = {CUTGEM=3} },
GEM_SETTER = { skills = {ENCRUSTGEM=3} },
DIAGNOSER = { skills = {DIAGNOSE=5} },
BONE_SETTER = { skills = {SET_BONE=5} },
SUTURER = { skills = {SUTURE=5} },
SURGEON = { skills = {SURGERY=5, GELD=2} },
GLASSMAKER = { skills = {GLASSMAKER=7, POTTERY=5, GLAZING=5} },
POTTER = { skills = {POTTERY=7, GLASSMAKER=5, GLAZING=5} },
GLAZER = { skills = {GLAZING=7, GLASSMAKER=5, POTTERY=5} },
}
--probability is used for randomly applying types to any and all dwarves
--luacheck:global
types = {
resilient1 = {
p = 0.2,
attribs = {ENDURANCE={'verygood'},RECUPERATION={'verygood'},DISEASE_RESISTANCE={'superb'}}},
resilient2 = {
p = 0.05,
attribs = {ENDURANCE={'amazing'},RECUPERATION={'incredible'},DISEASE_RESISTANCE={'unbelievable'}}},
genius1 = {
p = 0.1,
attribs = {ANALYTICAL_ABILITY={'good'},FOCUS={'verygood'},INTUITION={'good'}}},
genius2 = {
p = 0.01,
attribs = {ANALYTICAL_ABILITY={'superb'},FOCUS={'superb'},INTUITION={'superb'}}},
genius3 = {
p = 0.001,
attribs = {ANALYTICAL_ABILITY={'unbelievable'},FOCUS={'amazing'},INTUITION={'amazing'}}},
buff = {
p = 0.1111,
attribs = {STRENGTH={'good'},TOUGHNESS={'good'},WILLPOWER={'average'}}},
fast1 = {
p = 0.32,
attribs = {AGILITY={'good'}}},
fast2 = {
p = 0.16,
attribs = {AGILITY={'superb'}}},
fast3 = {
p = 0.08,
attribs = {AGILITY={'incredible'}}},
strong0 = {
p = 0.16,
attribs = {STRENGTH={'bad'},TOUGHNESS={'bad'},WILLPOWER={'average'}}},
strong1 = {
p = 0.5,
attribs = {STRENGTH={'average'},TOUGHNESS={'average'},WILLPOWER={'good'}}},
strong2 = {
p = 0.2,
attribs = {STRENGTH={'good'},TOUGHNESS={'verygood'},WILLPOWER={'verygood'}}},
strong3 = {
p = 0.1,
attribs = {STRENGTH={'verygood'},TOUGHNESS={'superb'},WILLPOWER={'verygood'}}},
strong4 = {
p = 0.08,
attribs = {STRENGTH={'superb'},TOUGHNESS={'superb'},WILLPOWER={'verygood'}}},
strong5 = {
p = 0.04,
attribs = {STRENGTH={'amazing'},TOUGHNESS={'superb'},WILLPOWER={'superb'}}},
strong6 = {
p = 0.02,
attribs = {STRENGTH={'incredible'},TOUGHNESS={'amazing'},WILLPOWER={'superb'}}},
strong7 = {
p = 0.01,
attribs = {STRENGTH={'unbelievable'},TOUGHNESS={'amazing'},WILLPOWER={'amazing'}}},
creative1 = {
p = 0.05,
attribs = {CREATIVITY={'superb'}}},
creative2 = {
p = 0.0159,
attribs = {CREATIVITY={'incredible'}}},
intuitive1 = {
p = 0.3111,
attribs = {INTUITION={'superb'}}},
intuitive2 = {
p = 0.2333,
attribs = {INTUITION={'amazing'}}},
intuitive3 = {
p = 0.0777,
attribs = {INTUITION={'unbelievable'}}},
spaceaware1 = {
p = 0.3333,
attribs = {KINESTHETIC_SENSE={'good'},SPATIAL_SENSE={'verygood'}}},
spaceaware2 = {
p = 0.2222,
attribs = {KINESTHETIC_SENSE={'verygood'},SPATIAL_SENSE={'amazing'}}},
spaceaware3 = {
p = 0.1111,
attribs = {KINESTHETIC_SENSE={'amazing'},SPATIAL_SENSE={'unbelievable'}}},
--with skills
agile = {
p = 0.1111,
attribs = {AGILITY={'amazing'}},
skills = {DODGING={7,14}}},
aware = {
p = 0.1111,
attribs = {SOCIAL_AWARENESS={'superb'},KINESTHETIC_SENSE={'verygood'},SPATIAL_SENSE={'amazing'}},
skills = {SITUATIONAL_AWARENESS={4,16},CONCENTRATION={5,10},MILITARY_TACTICS={3,11},DODGING={2,5}}},
social = {
p = 0.511,
attribs = {LINGUISTIC_ABILITY={'superb'},SOCIAL_AWARENESS={'superb'},EMPATHY={'verygood'}},
skills = {JUDGING_INTENT={8,12},PACIFY={4,16},CONSOLE={4,16},PERSUASION={2,8},CONVERSATION={2,8},FLATTERY={2,8},COMEDY={3,9},SPEAKING={4,10},PROSE={3,6}}},
artistic = {
p = 0.0733,
attribs = {CREATIVITY={'incredible'},MUSICALITY={'amazing'},EMPATHY={'superb'}},
skills = {POETRY={0,4},DANCE={0,4},MAKE_MUSIC={0,4},WRITING={0,4},PROSE={2,5},SING_MUSIC={2,5},PLAY_KEYBOARD_INSTRUMENT={2,5},PLAY_STRINGED_INSTRUMENT={2,5},PLAY_WIND_INSTRUMENT={2,5},PLAY_PERCUSSION_INSTRUMENT={2,5}}},
leader = {
p=0.14,
attribs = {FOCUS={'superb'},ANALYTICAL_ABILITY={'amazing'},LINGUISTIC_ABILITY={'superb'},PATIENCE={'incredible'},MEMORY={'verygood'},INTUITION={'amazing'},SOCIAL_AWARENESS={'incredible'},RECUPERATION={'verygood'},DISEASE_RESISTANCE={'good'},CREATIVITY={'superb'}},
skills = {LEADERSHIP={7,19},ORGANIZATION={7,17},TEACHING={12,18},MILITARY_TACTICS={7,19}}},
adaptable = {
p = 0.667,
attribs = {STRENGTH={'average'},AGILITY={'average'},ENDURANCE={'average'},RECUPERATION={'average'},FOCUS={'verygood'}},
skills = {DODGING={4,16},CLIMBING={4,16},SWIMMING={4,16},KNOWLEDGE_ACQUISITION={4,16}}},
fighter = {
p = 0.4242,
attribs = {STRENGTH={'good'},AGILITY={'average'},ENDURANCE={'good'},RECUPERATION={'average'},FOCUS={'verygood'}},
skills = {DODGING={5,10},GRASP_STRIKE={5,10},STANCE_STRIKE={5,10},WRESTLING={5,10},SITUATIONAL_AWARENESS={5,10}}},
soldier = {
p = 0.3333,
attribs = {STRENGTH={'verygood'},AGILITY={'verygood'},ENDURANCE={'verygood'},RECUPERATION={'verygood'},FOCUS={'superb'}},
skills = {DISCIPLINE={7,14},SITUATIONAL_AWARENESS={5,10},MELEE_COMBAT={4,6},RANGED_COMBAT={4,6},ARMOR={4,6},HAMMER={4,6},CROSSBOW={4,6},COORDINATION={4,6},BALANCE={4,6},MILITARY_TACTICS={5,8}}}
}
if args.list then
if args.list == "all" then
dfhack.run_command("devel/query -1 -alignto 38 -script dorf_tables -nopointers")
elseif args.list == "job_distributions" then
dfhack.run_command("devel/query -1 -alignto 21 -script dorf_tables -getfield job_distributions -nopointers")
elseif args.list == "attrib_levels" then
dfhack.run_command("devel/query -1 -alignto 21 -script dorf_tables -getfield attrib_levels -nopointers")
elseif args.list == "jobs" then
dfhack.run_command("devel/query -1 -alignto 18 -script dorf_tables -getfield jobs -nopointers")
elseif args.list == "professions" then
dfhack.run_command("devel/query -1 -alignto 28 -script dorf_tables -getfield professions -nopointers")
elseif args.list == "types" then
dfhack.run_command("devel/query -1 -alignto 38 -script dorf_tables -getfield types -nopointers")
else
error("Invalid argument provided.")
end
print("Read " .. dfhack.getDFPath() .. "/hack/scripts/dorf_tables.lua\nfor a clearer understanding, and better formatting.")
end