update docs for strangemood
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strangemood
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					strangemood
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===========
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					===========
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Creates a strange mood job the same way the game itself normally does it.
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					Tags:
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					:dfhack-keybind:`strangemood`
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Options:
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					Triggers a strange mood.
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:-force:        Ignore normal strange mood preconditions (no recent mood, minimum
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                moodable population, artifact limit not reached).
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					Usage::
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:-unit:         Make the strange mood strike the selected unit instead of picking
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                one randomly. Unit eligibility is still enforced.
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					    stangemood [<options>]
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:-type <T>:     Force the mood to be of a particular type instead of choosing randomly based on happiness.
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                Valid values for T are "fey", "secretive", "possessed", "fell", and "macabre".
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					Examples
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:-skill S:      Force the mood to use a specific skill instead of choosing the highest moodable skill.
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					--------
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                Valid values are "miner", "carpenter", "engraver", "mason", "tanner", "weaver",
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                "clothier", "weaponsmith",  "armorsmith", "metalsmith", "gemcutter", "gemsetter",
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					``strangemood -force -unit -type secretive -skill armorsmith``
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                "woodcrafter", "stonecrafter", "metalcrafter", "glassmaker", "leatherworker",
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					    Trigger a strange mood for the selected unit that will cause them to become
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                "bonecarver", "bowyer", and "mechanic".
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					    a legendary armorsmith.
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Known limitations: if the selected unit is currently performing a job, the mood will not be started.
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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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