20 lines
1.1 KiB
ReStructuredText
20 lines
1.1 KiB
ReStructuredText
strangemood
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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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