update docs for strangemood

develop
myk002 2022-07-31 13:30:33 -07:00
parent 464f566928
commit 3d0eab1a9b
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2 changed files with 43 additions and 27 deletions

@ -1,19 +1,41 @@
strangemood
===========
Creates a strange mood job the same way the game itself normally does it.
Options:
:-force: Ignore normal strange mood preconditions (no recent mood, minimum
moodable population, artifact limit not reached).
:-unit: Make the strange mood strike the selected unit instead of picking
one randomly. Unit eligibility is still enforced.
:-type <T>: Force the mood to be of a particular type instead of choosing randomly based on happiness.
Valid values for T are "fey", "secretive", "possessed", "fell", and "macabre".
:-skill S: 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 started.
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.

@ -1234,16 +1234,10 @@ command_result df_strangemood (color_ostream &out, vector <string> & parameters)
DFhackCExport command_result plugin_init (color_ostream &out, std::vector<PluginCommand> &commands)
{
commands.push_back(PluginCommand("strangemood", "Force a strange mood to happen.", df_strangemood, false,
"Options:\n"
" -force - Ignore standard mood preconditions.\n"
" -unit - Use the selected unit instead of picking one randomly.\n"
" -type <type> - Force the mood to be of a specific type.\n"
" Valid types: fey, secretive, possessed, fell, macabre\n"
" -skill <skill> - Force the mood to use a specific skill.\n"
" Skill name must be lowercase and without spaces.\n"
" Example: miner, gemcutter, metalcrafter, bonecarver, mason\n"
));
commands.push_back(PluginCommand(
"strangemood",
"Trigger a strange mood.",
df_strangemood));
rng.init();
return CR_OK;