2022-07-10 00:01:46 -06:00
|
|
|
strangemood
|
|
|
|
===========
|
2022-07-31 14:30:33 -06:00
|
|
|
Tags:
|
|
|
|
:dfhack-keybind:`strangemood`
|
|
|
|
|
|
|
|
Triggers a strange mood.
|
|
|
|
|
|
|
|
Usage::
|
|
|
|
|
|
|
|
stangemood [<options>]
|
|
|
|
|
|
|
|
Examples
|
|
|
|
--------
|
|
|
|
|
|
|
|
``strangemood -force -unit -type secretive -skill armorsmith``
|
|
|
|
Trigger a strange mood for the selected unit that will cause them to become
|
|
|
|
a legendary armorsmith.
|
|
|
|
|
|
|
|
Options
|
|
|
|
-------
|
|
|
|
|
|
|
|
``-force``
|
|
|
|
Ignore normal strange mood preconditions (no recent mood, minimum moodable
|
|
|
|
population, artifact limit not reached, etc.).
|
|
|
|
``-unit``
|
|
|
|
Make the strange mood strike the selected unit instead of picking one
|
|
|
|
randomly. Unit eligibility is still enforced (unless ``-force`` is also
|
|
|
|
specified).
|
|
|
|
``-type <type>``
|
|
|
|
Force the mood to be of a particular type instead of choosing randomly based
|
|
|
|
on happiness. Valid values are "fey", "secretive", "possessed", "fell", and
|
|
|
|
"macabre".
|
|
|
|
``-skill <skill>``
|
|
|
|
Force the mood to use a specific skill instead of choosing the highest
|
|
|
|
moodable skill. Valid values are "miner", "carpenter", "engraver", "mason",
|
|
|
|
"tanner", "weaver", "clothier", "weaponsmith", "armorsmith", "metalsmith",
|
|
|
|
"gemcutter", "gemsetter", "woodcrafter", "stonecrafter", "metalcrafter",
|
|
|
|
"glassmaker", "leatherworker", "bonecarver", "bowyer", and "mechanic".
|
|
|
|
|
|
|
|
Known limitations: if the selected unit is currently performing a job, the mood
|
|
|
|
will not be triggered.
|