2022-07-10 00:01:46 -06:00
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strangemood
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===========
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sync tags spreadsheet to git
spreadsheet - https://docs.google.com/spreadsheets/d/1hiDlo8M_bB_1jE-5HRs2RrrA_VZ4cRu9VXaTctX_nwk/edit#gid=170388995
sync command - for fname in *rst; do name=$(echo $fname | sed 's/[.]rst//'); tagline=$(egrep ",$name," ~/Downloads/DFHack\ taxonomy\ -\ Tool\ tags.csv | ~/Downloads/csvtotags.sh); sed -ri "s;[*]*Tags:.*;$tagline;" $fname; done
contents of csvtotags.sh -
fgrep . | sed -r 's/^[^,]+,([^,]+),[^.]+[.]"?,/\1,/' | awk -F, '
function tag(idx, tagname) {
if ($idx == "TRUE") {
if (hastag == 1) {printf(", ")}
printf("`tag/%s`", tagname)
hastag = 1
}
}
{
printf("%s", "**Tags:** ")
hastag = 0
tag(2, "adventure")
tag(3, "fort")
tag(4, "legends")
tag(5, "embark")
tag(6, "system")
tag(7, "dev")
tag(8, "auto")
tag(9, "productivity")
tag(10, "inspection")
tag(11, "design")
tag(12, "quickfort")
tag(13, "interface")
tag(14, "fps")
tag(15, "fix")
tag(16, "mod")
tag(17, "armok")
tag(18, "animals")
tag(19, "buildings")
tag(20, "items")
tag(21, "jobs")
tag(22, "map")
tag(23, "labors")
tag(24, "units")
tag(25, "stockpiles")
tag(26, "trees")
printf("\n")
}
'
2022-08-05 18:55:33 -06:00
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**Tags:** `tag/fort`, `tag/armok`, `tag/units`
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2022-07-31 14:30:33 -06:00
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:dfhack-keybind:`strangemood`
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Triggers a strange mood.
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Usage::
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stangemood [<options>]
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Examples
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--------
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``strangemood -force -unit -type secretive -skill armorsmith``
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Trigger a strange mood for the selected unit that will cause them to become
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a legendary armorsmith.
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Options
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-------
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``-force``
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Ignore normal strange mood preconditions (no recent mood, minimum moodable
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population, artifact limit not reached, etc.).
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``-unit``
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Make the strange mood strike the selected unit instead of picking one
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randomly. Unit eligibility is still enforced (unless ``-force`` is also
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specified).
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``-type <type>``
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Force the mood to be of a particular type instead of choosing randomly based
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on happiness. Valid values are "fey", "secretive", "possessed", "fell", and
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"macabre".
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``-skill <skill>``
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Force the mood to use a specific skill instead of choosing the highest
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moodable skill. Valid values are "miner", "carpenter", "engraver", "mason",
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"tanner", "weaver", "clothier", "weaponsmith", "armorsmith", "metalsmith",
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"gemcutter", "gemsetter", "woodcrafter", "stonecrafter", "metalcrafter",
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"glassmaker", "leatherworker", "bonecarver", "bowyer", and "mechanic".
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Known limitations: if the selected unit is currently performing a job, the mood
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will not be triggered.
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