update docs for strangemood
parent
464f566928
commit
3d0eab1a9b
@ -1,19 +1,41 @@
|
|||||||
strangemood
|
strangemood
|
||||||
===========
|
===========
|
||||||
Creates a strange mood job the same way the game itself normally does it.
|
Tags:
|
||||||
|
:dfhack-keybind:`strangemood`
|
||||||
Options:
|
|
||||||
|
Triggers a strange mood.
|
||||||
:-force: Ignore normal strange mood preconditions (no recent mood, minimum
|
|
||||||
moodable population, artifact limit not reached).
|
Usage::
|
||||||
:-unit: Make the strange mood strike the selected unit instead of picking
|
|
||||||
one randomly. Unit eligibility is still enforced.
|
stangemood [<options>]
|
||||||
:-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".
|
Examples
|
||||||
:-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",
|
``strangemood -force -unit -type secretive -skill armorsmith``
|
||||||
"woodcrafter", "stonecrafter", "metalcrafter", "glassmaker", "leatherworker",
|
Trigger a strange mood for the selected unit that will cause them to become
|
||||||
"bonecarver", "bowyer", and "mechanic".
|
a legendary armorsmith.
|
||||||
|
|
||||||
Known limitations: if the selected unit is currently performing a job, the mood will not be started.
|
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.
|
||||||
|
Loading…
Reference in New Issue