58 lines
2.0 KiB
ReStructuredText
58 lines
2.0 KiB
ReStructuredText
cursecheck
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==========
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**Tags:** `tag/system`, `tag/interface`
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:dfhack-keybind:`cursecheck`
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:index:`Check for cursed creatures. <cursecheck; Check for cursed creatures.>`
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This command checks a single map tile (or the whole map/world) for cursed
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creatures (ghosts, vampires, necromancers, werebeasts, zombies, etc.).
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With an active in-game cursor, only the selected tile will be checked. Without a
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cursor, the whole map will be checked.
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By default, you will just see the count of cursed creatures in case you just
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want to find out if you have any of them running around in your fort. Dead and
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passive creatures (ghosts who were put to rest, killed vampires, etc.) are
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ignored. Undead skeletons, corpses, bodyparts and the like are all thrown into
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the curse category "zombie". Anonymous zombies and resurrected body parts will
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show as "unnamed creature".
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Usage::
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cursecheck [<options>]
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Examples
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--------
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- ``cursecheck``
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Display a count of cursed creatures on the map (or under the cursor).
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- ``cursecheck detail all``
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Give detailed info about all cursed creatures including deceased ones.
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- ``cursecheck nick``
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Give a nickname all living/active cursed creatures.
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.. note::
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If you do a full search (with the option "all") former ghosts will show up
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with the cursetype "unknown" because their ghostly flag is not set.
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If you see any living/active creatures with a cursetype of "unknown", then
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it is most likely a new type of curse introduced by a mod.
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Options
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-------
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``detail``
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Print full name, date of birth, date of curse, and some status info (some
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vampires might use fake identities in-game, though).
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``nick``
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Set the type of curse as nickname (does not always show up in-game; some
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vamps don't like nicknames).
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``ids``
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Print the creature and race IDs.
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``all``
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Include dead and passive cursed creatures (this can result in quite a long
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list after having !!FUN!! with necromancers).
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``verbose``
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Print all curse tags (if you really want to know it all).
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