42 lines
1.4 KiB
ReStructuredText
42 lines
1.4 KiB
ReStructuredText
strangemood
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===========
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**Tags:** `tag/fort`, `tag/armok`, `tag/units`
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:dfhack-keybind:`strangemood`
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Triggers a strange mood.
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Usage::
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stangemood [<options>]
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Examples
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--------
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``strangemood -force -unit -type secretive -skill armorsmith``
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Trigger a strange mood for the selected unit that will cause them to become
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a legendary armorsmith.
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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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