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@ -3051,28 +3051,14 @@ Examples:
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* You switch to the adventure game mode, assume control of a creature, then save or retire.
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* You just created a returnable mountain home and gained an adventurer.
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.. _strangemood:
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.. _power-meter:
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strangemood
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power-meter
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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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Options:
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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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:-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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:-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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:-skill S: Force the mood to use a specific skill instead of choosing the highest moodable skill.
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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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"woodcrafter", "stonecrafter", "metalcrafter", "glassmaker", "leatherworker",
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"bonecarver", "bowyer", and "mechanic".
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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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The power-meter plugin implements a modified pressure plate that detects power being
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supplied to gear boxes built in the four adjacent N/S/W/E tiles.
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The configuration front-end is implemented by `gui/power-meter`.
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.. _siege-engine:
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@ -3089,15 +3075,6 @@ this plugin allows you to:
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The front-end is implemented by `gui/siege-engine`.
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.. _power-meter:
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power-meter
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===========
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The power-meter plugin implements a modified pressure plate that detects power being
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supplied to gear boxes built in the four adjacent N/S/W/E tiles.
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The configuration front-end is implemented by `gui/power-meter`.
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.. _steam-engine:
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steam-engine
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@ -3185,6 +3162,28 @@ can easily result in inconsistent state once this plugin is
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available again. The effects may be as weird as negative power
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being generated.
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.. _strangemood:
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strangemood
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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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Options:
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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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:-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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:-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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:-skill S: Force the mood to use a specific skill instead of choosing the highest moodable skill.
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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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"woodcrafter", "stonecrafter", "metalcrafter", "glassmaker", "leatherworker",
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"bonecarver", "bowyer", and "mechanic".
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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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==============
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Plugin Lua API
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==============
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