diff --git a/docs/plugins/strangemood.rst b/docs/plugins/strangemood.rst index 0d578c363..d6065f8eb 100644 --- a/docs/plugins/strangemood.rst +++ b/docs/plugins/strangemood.rst @@ -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 : 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 [] + +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 `` + 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 `` + 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. diff --git a/plugins/strangemood.cpp b/plugins/strangemood.cpp index de7fa426d..a5b8e74a4 100644 --- a/plugins/strangemood.cpp +++ b/plugins/strangemood.cpp @@ -1234,16 +1234,10 @@ command_result df_strangemood (color_ostream &out, vector & parameters) DFhackCExport command_result plugin_init (color_ostream &out, std::vector &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 - Force the mood to be of a specific type.\n" - " Valid types: fey, secretive, possessed, fell, macabre\n" - " -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;