Difference between pages "Quest Tracking Preferences" and "Mood"

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imported>Paladinwhite
 
imported>Fluxxdog
(Moods happen before, not after, also some typos)
 
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{{TOCright}}
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A mood is a set of triggers that are executed before an adventure.
KoLMafia internally tracks progress for a number of quests. These are stored as preferences in settings\[charactername]_prefs.
 
  
==Quests Granted by Familiars==
+
== Interface ==
===questF01Primordial===
 
=unstarted
 
===questF02Hyboria===
 
=unstarted
 
===questF03Future===
 
=unstarted
 
===questF04Elves===
 
=unstarted
 
===questF05Clancy===
 
=unstarted
 
  
==Guild Quests==
+
=== Buttons ===
===questG01Meatcar===
+
; Settings
Possible values: unstarted, started
+
* Trigger On: The trigger to check the mood for an action.
 +
* Check For: The condition required to take an action.
 +
* Command: The [[CLI Reference|CLI]] command to execute.
  
===questG02Whitecastle===
+
; Controls
=unstarted
+
* add entry - Add an entry to the mood with the current settings.
===questG03Ego===
+
* auto-fill
=started
+
** minimal set - Adds all current active effects on the player. Users will find this function extremely useful.
===questG04Nemesis===
+
** maximal set - Adds the castable buffs available to the player. This only includes buffs available from skills.
=started
 
===questG05Dark===
 
=unstarted
 
===questG06Delivery===
 
=unstarted
 
  
==Quests Granted by Items==
+
; Management
===questI01Scapegoat===
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* Active mood - A drop-list of moods with the current active mood. The scroll box lists all triggers for the active mood.
=unstarted
+
* new list - Create a new mood. Entering the name of an existing mood will set it as active.
===questI02Beat===
+
* delete list - Deletes the current active mood selected.
=unstarted
+
* copy list - Copy the current triggers of the active mood into a new mood. This will replace the mood if it exists.
 +
* execute - Execute the current mood.
  
==Council Quests==
+
=== Triggers ===
===questL02Larva===
+
There are three types of triggers in the drop-down list. A trigger is checked upon the completion of an adventure or prompt from the user.
=finished
+
* When an effect is lost - An effect is no longer active on the character.
===questL03Rat===
+
* When an effect is gained - An effect is active on the character.
=finished
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* Unconditional trigger - Trigger command is executed every time.
===questL04Bat===
 
=finished
 
===questL05Goblin===
 
=finished
 
===questL06Friar===
 
=finished
 
===questL07Cyrptic===
 
=finished
 
===questL08Trapper===
 
  
questL08Trapper tracks the player's progress in the {{kolwiki|Mt._McLargeHuge_Quest|Mt. McLargeHuge Quest}}.
+
=== Condition ===
 +
If the trigger is for an effect, the field is a drop-down list of all the effects in the game. The interface will fuzzy match to what the user types in. In addition, the interface will match common abbreviations such as "sss" matching to "Shortie Shaman Shurprise" and "Stevedave's Shanty of Superiority". The filtering is quite robust. For example, the interface will accept "2020" as matching to 20/20 Vision.
  
Possible values: unstarted, started, step1-step5, finished
+
Unconditional triggers will always execute the command and does not allow the user to add a condition.
* unstarted: quest not yet received from the Council
 
* started: quest received from the Council
 
* step1: cheese and ore requested by the Trapper
 
* step2: cheese and ore returned to the Trapper
 
* step3: discovered the stairs up to the Mist-Shrouded Peak (via either route)
 
* step4: fought at least one yeti
 
* step5: defeated the monster at the top of the Peak
 
* finished: returned the fur to the Trapper (quest complete)
 
  
===questL09Lol===
+
=== Command ===
=unstarted
+
The command is a [[CLI Reference|CLI]] command. The command will be executed if the condition for the trigger is true. Unconditional triggers are primarily for advanced users as it requires familiarity with the CLI and scripting. Typical usage is to use an if statement to check for the condition and then execute a command. See [[CLI Reference#Scripting|CLI scripting]] for control structures available for scripting.
===questL09Topping===
 
questL08Trapper tracks the player's progress in the {{kolwiki|Orc_Chasm_Quest|Orc Chasm Quest}}.
 
  
Possible values: unstarted, started, step1-step2, finished
+
== Using the CLI ==
* unstarted: quest not yet received from the Council
+
Moods are can be managed through the CLI using "mood" and "trigger" commands.
* started: quest received from the Council
 
* step1: bridge built
 
* step2: like, totally got the deets from the Highland Lord
 
* finished: quest complete
 
  
====booPeakProgress====
+
<pre>
booPeakProgress tracks the hauntedness level of {{kolwiki|A-boo Peak}}. A value of 18, for instance, indicates that A-boo Peak is 18% haunted.
+
mood* list | listall | clear | autofill | execute | repeat [numTimes] | moodName [numTimes] - mood management.
 +
trigger* list | clear | autofill | [type,] effect [, action] - edit current mood
 +
</pre>
  
Possible values: 0 - 100
+
;mood
 +
* <code>mood</code> - List all triggers for current mood. Equivalent to <code>trigger list</code>.
 +
* <code>mood list</code> - List all saved moods including active mood.
 +
* <code>mood clear</code> - Remove all triggers from the current mood. Ignores composable moods.
 +
* <code>mood autofill</code> - List current moods available.
 +
* <code>mood repeat [numTimes]</code> - Execute current mood number of times. Default to 1.
 +
* <code>mood <mood> [numTimes]</code> - Execute the given mood number of times. Default to 1. If mood doesn't exist, does nothing.
  
====chasmBridgeProgress====
+
;[[trigger]]
chasmBridgeProgress tracks the player's progress in building a bridge across the {{kolwiki|Orc Chasm}}. A value of 10, for instance, indicates that the bridge is 10 planks long.
+
See the page for information.
  
Possible values: 0 - 30
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== Composable moods ==
====oilPeakProgress====
+
Composable moods can be used to combine a set of moods together. Composable moods are handled through the CLI as the interface doesn't have equivalent functionality.
oilPeakProgress tracks the remaining pressure at {{kolwiki|Oil Peak}}. It decreases as the player reduces the pressure in the zone.
 
  
Possible values: 0.00 - 310.66
+
<pre>
* 310.66: Pressure not yet reduced
+
<mood> extends <mood>[, mood]
* 0.00: Subquest completed
+
</pre>
  
====twinPeakProgress====
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A composable mood is treated just like a normal mood but multiple moods. In addition, triggers can be added and removed from the mood itself. If you want to clear all the moods the composable mood is referencing without removing triggers specific to the mood, you can extend the "apathetic" mood.
twinPeakProgress is a nibble bitmask with least significant bit set for the first choice and the most significant for the fourth. You can parse this with bitwise operators. Here's some code that demonstrates how to use it.
 
  
<syntaxhighlight>
+
<pre>
void comma(buffer b, string s) {
+
mood default extends apathetic
if(length(b) > 0)
+
</pre>
b.append(", ");
 
b.append(s);
 
}
 
  
boolean mysterious(int progress, int c) {
+
Anonymous composable moods can be created by using a list of existing moods. Anonymous moods are temporary and will disappear when the mood is changed or the session ends. This is useful when you don't want to create a new mood every time.
return (progress & (1 << c)) == 0;
 
}
 
  
string twinPeak() {
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<pre>
int p = get_property("twinPeakProgress").to_int();
+
mood combat, item, sea
buffer need;
+
</pre>
if(mysterious(p, 0)) need.comma("4 Stench Resistance");
 
if(mysterious(p, 1)) need.comma("+50% Item Drop");
 
if(mysterious(p, 2)) need.comma("Jar of Oil");
 
// Only check for final if first three complete
 
if(length(need) == 0) {
 
if(mysterious(p, 3))
 
return "Need +40% Initiative";
 
return "Twin Peak Completed";
 
}
 
return "Need " + need;
 
}
 
</syntaxhighlight>
 
  
===questL10Garbage===
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=== Example ===
 +
A common example is a player making a farming mood. Instead of creating a mood for effects that increase item and meat in a single list, the player creates a "item" and "meat" mood. The player then defines a "farm" mood consisting of the item and meat moods.
  
questL10Garbage tracks the player's progress in {{kolwiki|Giant_Trash_Quest|the Giant Trash Quest}}.
+
<pre>
 +
mood farm extends item, meat
 +
</pre>
  
Possible values: unstarted, started, step1-step9, finished
+
[[Category:Automation]]
* unstarted: quest not yet received from the Council
 
* started: quest received from the Council
 
* step2: giant beanstalk grown
 
* step3 - step6: four Immateria acquired
 
* step7: S.O.C.K. acquired ({{kolwiki|The_Castle_in_the_Clouds_in_the_Sky_(Basement)|Castle Basement}} open)
 
* step8: {{kolwiki|The_Castle_in_the_Clouds_in_the_Sky_(Basement)|Castle Ground Floor}} open
 
* step9: {{kolwiki|The_Castle_in_the_Clouds_in_the_Sky_(Basement)|Castle Top Floor}} open
 
* finished: quest complete
 
 
 
===questL11MacGuffin===
 
=finished
 
 
 
====questL11Black====
 
Tracks Black Market discovery
 
 
 
====questL11Manor====
 
questL11Manor tracks the player's progress in the {{kolwiki|Quest_for_the_Holy_MacGuffin#Spookyraven_quest_.28In_a_Manor_of_Spooking|Spookyraven Manor portion of the Holy Macguffin quest}}.
 
 
 
Possible values: unstarted, step1-step3, finished
 
 
 
*step3: Suspicious Masonry demolished
 
*finished: Lord Spookyraven defeated
 
 
 
=====wineCellarProgress=====
 
=3
 
 
 
====questL11Desert====
 
Explore the Arid, Extra-Dry Desert to find the pyramid mentioned in your father's journal.
 
 
 
====questL11Pyramid====
 
questL11Pyramid tracks the player's progress in the {{kolwiki|Quest_for_the_Holy_MacGuffin#A_Small_Pyramid|Pyramid portion of the Holy Macguffin quest}}.
 
 
 
Possible values: unstarted, started, step1-step3, finished
 
* unstarted: Pyramid not yet discovered
 
* started: Pyramid discovered
 
* step1: Middle Chamber opened
 
* step2: The Lower Chambers opened
 
* step3: Control Room opened
 
* finished: MacGuffin retrieved (quest complete)
 
 
 
=====gnasirProgress=====
 
gnasirProgress is a nibble bitmask with one bit for each possible way you can advance {{kolwiki|Quest_for_the_Holy_MacGuffin|Gnasir's quest}}. You can parse this with bitwise operators. Here's some code that demonstrates how to use it.
 
<syntaxhighlight>
 
int gnasirProgress = get_property("gnasirProgress").to_int();
 
buffer gnasir;
 
if((gnasirProgress & 1) == 0)
 
print("Gnasir wants a stone rose");
 
if((gnasirProgress & 2) == 0)
 
print("Gnasir wants a can of black paint");
 
if((gnasirProgress & 4) == 0)
 
print("Gnasir wants a killing jar");
 
if((gnasirProgress & 8) == 0)
 
print("Gnasir wants a 15 worm-riding manual page");
 
if((gnasirProgress & 16) == 0)
 
print("You need to use a drum machine to ride the worm");
 
</syntaxhighlight>
 
 
 
====questL11Ron====
 
Ron Copperhead
 
 
 
=====zeppelinProtestors=====
 
Tracks protesters removed
 
 
 
====questL11Shen====
 
Shen Copperhead
 
 
 
====questL11Palindome====
 
questL11Palindome tracks the player's progress in the {{kolwiki|Quest_for_the_Holy_MacGuffin#The_Palindome|Palindome portion of the Never Odd or Even quest}}.
 
 
 
Possible values: unstarted, started, step1-step5, finished
 
* unstarted:
 
* started: spent at least one turn Inside the Palindome
 
* step1: arranged the photos in Dr. Awkward's office
 
* step2: read 2 Love Me, Vol. 2
 
* step3: met Mr. Alarm in his office (received the wet stunt nut stew quest)
 
* step4: cooked wet stunt nut stew
 
* step5: returned the stew to Mr. Alarm
 
* finished: defeated Dr. Awkward
 
 
 
====questL11Worship====
 
=finished
 
 
 
=====questL11Business=====
 
=====questL11Curses=====
 
=====questL11Doctor=====
 
=====questL11Spare=====
 
 
 
 
 
=====hiddenApartmentProgress=====
 
hiddenApartmentProgress tracks progress through the {{kolwiki|Hidden Apartment Building}} during the Quest for the Holy MacGuffin.
 
 
 
Possible values: 0, 1, 6 - 8
 
* 0: Haven't opened the Hidden Apartment Building
 
* 1: Hidden Apartment Building is open for adventuring
 
* 6: Encountered the Protector Spirit
 
* 7: Found the stone sphere
 
* 8: Placed the stone sphere in the relevant overgrown shrine
 
 
 
=====hiddenBowlingAlleyProgress=====
 
hiddenBowlingAlleyProgress tracks progress through the {{kolwiki|Hidden Bowling Alley}} during the Quest for the Holy MacGuffin.
 
 
 
Possible values: 0, 1, 6 - 8
 
* 0: Haven't opened the Hidden Bowling Alley
 
* 1: Hidden Bowling Alley is open for adventuring
 
* 2-5: Number of times bowled is 1 less than hiddenBowlingAlleyProgress
 
* 6: Encountered the Protector Spirit
 
* 7: Found the stone sphere
 
* 8: Placed the stone sphere in the relevant overgrown shrine
 
 
 
=====hiddenHospitalProgress=====
 
hiddenHospitalProgress tracks progress through the {{kolwiki|Hidden Hospital}} during the Quest for the Holy MacGuffin.
 
 
 
Possible values: 0 - 8
 
* 0: Haven't opened the Hidden Hospital
 
* 1: Hidden Hospital is open for adventuring, but haven't bowled.
 
* 6: Encountered the Protector Spirit
 
* 7: Found the stone sphere
 
* 8: Placed the stone sphere in the relevant overgrown shrine
 
 
 
=====hiddenOfficeProgress=====
 
hiddenOfficeProgress tracks progress through the {{kolwiki|Hidden Office Building}} during the Quest for the Holy MacGuffin.
 
 
 
Possible values: 0, 1, 6 - 8
 
* 0: Haven't opened the Hidden Office Building
 
* 1: Hidden Office Building is open for adventuring
 
* 6: Encountered the Protector Spirit
 
* 7: Found the stone sphere
 
* 8: Placed the stone sphere in the relevant overgrown shrine
 
 
 
=====hiddenTavernUnlock=====
 
hiddenTavernUnlock tracks whether or not you have unlocked the {{kolwiki|Hidden Tavern}} during the Quest for the Holy MacGuffin.
 
 
 
Possible values: 0 - N
 
* When the value is equal to your number of ascensions, the Tavern is unlocked
 
* When the value is any other number, the Tavern is locked
 
 
 
===questL12War===
 
questL12War tracks progress during the {{kolwiki|Mysterious Island Quest}}.
 
 
 
Possible values: unstarted, started, step1, finished
 
* unstarted: quest not yet received from the Council
 
* started: quest received
 
* step1: War started
 
* finished: War ended; boss defeated (quest complete)
 
 
 
====warProgress====
 
Possible values for the progress of the {{kolwiki|Mysterious Island Quest|Isle War}}:
 
*unstarted: We can still visit the small version of the Mysterious Island
 
*started: The war is in progress
 
*finished: The final boss or bosses were defeated
 
 
 
====sideDefeated====
 
Which side of the {{kolwiki|Mysterious Island Quest|Isle War}} was defeated during the Level 12 quest.
 
 
 
Possible values:
 
*neither
 
*hippies
 
*fratboys
 
*both
 
 
 
===questL13Final===
 
Progress for the {{kolwiki|Naughty Sorceress Quest}}.
 
 
 
*unstarted - Lair is closed
 
*started - Contest booth is available
 
*step1 - Coronation ceremony
 
*step2 - Hedge maze
 
*step3 - Tower door
 
*step4 - Wall of skin
 
*step5 - Wall of meat
 
*step6 - Wall of bone
 
*step7 - Mirror
 
*step8 - Your Shadow
 
*step9 - Naughty Sorceress
 
*step10 - Prism awaits breaking
 
*finished - Gash is available
 
 
 
===questL13Warehouse===
 
the final quest if you ascend as {{kolwiki|Actually Ed the Undying}} where you adventure in {{kolwiki|The Secret Council Warehouse}}.
 
*unstarted
 
*started
 
*finished
 
Current progress in the warehouse is tracked in warehouseProgress.
 
 
 
==Miscellaneous Quests==
 
===questM01Untinker===
 
=finished
 
===questM02Artist===
 
=unstarted
 
===questM03Bugbear===
 
=unstarted
 
===questM04Galaktic===
 
=started
 
===questM05Toot===
 
=unstarted
 
===questM06Gourd===
 
=unstarted
 
===questM07Hammer===
 
=unstarted
 
===questM08Baker===
 
=unstarted
 
===questM09Rocks===
 
=unstarted
 
===questM10Azazel===
 
=finished
 
===questM11Postal===
 
=unstarted
 
===questM12Pirate===
 
=finished
 
===questM13Escape===
 
=unstarted
 
===questM14Bounty===
 
=unstarted
 
===questM15Lol===
 
=started
 
===questM16Temple===
 
Dakota Fanning's quest to find the Hidden Temple
 
 
 
===questM17Babies===
 
Lady Spookyraven's Babies
 
 
 
===questM18Swamp===
 
Marty and His Swamp Problems
 
 
 
===questM19Hippy===
 
Hippy Give a Hippy a Boat...
 
 
 
===questM20Necklace===
 
questM20Necklace tracks the player's progress in {{kolwiki|Spookyraven_Manor_Quest#Lady_Spookyraven.27s_Necklace_.28First_Floor.29|retrieving Lady Spookyraven's necklace}}.
 
 
 
Possible values: unstarted, started, step1-stepX, finished
 
* unstarted: quest not yet received
 
* started: quest received from the telegram
 
* step1: billiards room key found
 
* step2: pool skill increased at least once*
 
* step3: library key found
 
* step4: necklace found
 
* finished: necklace returned to Lady Spookyraven (quest complete)
 
 
 
<nowiki>*Needs spading.</nowiki>
 
 
 
===questM21Dance===
 
Lady Spookyraven's Dance
 
 
 
===questM22Shirt===
 
The Shirt Off His Lack of Back
 
 
 
===questM23Meatsmith===
 
Helping Make Ends Meat
 
* unstarted
 
* started
 
* step1 - Got a {{kolwiki|check to the Meatsmith}}.
 
* finished - Returned {{kolwiki|check to the Meatsmith}} to the Meatsmith.
 
 
 
===questM24Doc===
 
What's Up, Doc?
 
* unstarted
 
* started
 
* step1 - Collected the Herbs and need to return them to Doc Galaktik
 
* finished
 
 
 
==Sea Quests==
 
===questS01OldGuy===
 
=finished
 
===questS02Monkee===
 
=unstarted
 
 
 
When Mom is rescued the Quest is completed
 
 
 
=finished
 
 
 
====merkinQuestPath====
 
merkinQuestPath indicates which path the player has chosen in the {{kolwiki|Mer-Kin Deepcity}}, during the {{kolwiki|Sea Monkees Quest}}.
 
 
 
Possible values:
 
* none: Player has not yet chosen a path
 
* gladiator: Player will fight Yog-Urt, Elder Goddess of Hatred
 
* scholar: Player will fight Shub-Jigguwatt, Elder God of Violence
 
* done: Player has completed the Sea Monkees Quest
 
 
 
====skateParkStatus====
 
 
 
==Bug Bear Invasion Properties==
 
 
 
===mothershipProgress===
 
mothershipProgress tracks progress of level completion in the {{kolwiki|Bugbear Mothership}}. It goes from 0 to 3 as that level is cleared.
 
 
 
Possible values: 0-3
 
 
 
===statusEngineering===
 
===statusGalley===
 
===statusMedbay===
 
===statusMorgue===
 
===statusNavigation===
 
===statusScienceLab===
 
===statusSonar===
 
===statusSpecialOps===
 
===statusWasteProcessing===
 
All of these work the same way.
 
*0-x (integers): insufficient bodata collected)
 
*open: all biodata collected and zone accessible
 
* unlocked: biodata collected but zone not yet accessible
 
* cleared: zone has been cleared
 
 
 
==Quests from the Elemental Planes==
 
===Spring Break Beach===
 
The Elemental Plane of Sleaze
 
=====questESlMushStash=====
 
Jimmy's Quest to collect receipts from the Fun-Guy Mansion.
 
=====questESlAudit=====
 
Taco Dan's Quest to collect receipts from the Fun-Guy Mansion.
 
=====questESlBacteria=====
 
Broden's Quest to collect bacteria from the Fun-Guy Mansion.
 
=====questESlCheeseburger=====
 
Jimmy's Quest to collect ingredients from the Sloppy Seconds Diner.
 
=====questESlSprinkles=====
 
Taco Dan's Quest to collect ingredients from the Sloppy Seconds Diner.
 
=====questESlCocktail=====
 
Broden's Quest to collect sprinkles from the Sloppy Seconds Diner.
 
=====questESlSalt=====
 
Jimmy's Quest to collect salt from the Sunken Yacht.
 
=====questESlFish=====
 
Taco Dan's Quest to collect fish meat from the Sunken Yacht.
 
=====questESlDebt=====
 
Broden's Quest to collect broupons from the Sunken Yacht.
 
 
 
===Conspiracy Island===
 
The Elemental Plane of Spooky
 
=====questESpOutOfOrder=====
 
Deep Dark Jungle - Out of Order
 
=====questESpJunglePun=====
 
Deep Dark Jungle - Pungle in the Jungle
 
=====questESpSmokes=====
 
Deep Dark Jungle - Everyone's Running Out of Smokes
 
=====questESpClipper=====
 
Mansion of Dr. Weirdeaux - The Big Clipper
 
=====questESpSerum=====
 
Mansion of Dr. Weirdeaux - Serum Sortie
 
=====questESpEVE=====
 
Secret Government Laboratory - Choking on the Rind
 
=====questESpFakeMedium=====
 
Secret Government Laboratory - Fake Medium at Large
 
=====questESpGore=====
 
Secret Government Laboratory - Gore Tipper
 

Revision as of 14:10, 10 December 2015

A mood is a set of triggers that are executed before an adventure.

Interface

Buttons

Settings
  • Trigger On: The trigger to check the mood for an action.
  • Check For: The condition required to take an action.
  • Command: The CLI command to execute.
Controls
  • add entry - Add an entry to the mood with the current settings.
  • auto-fill
    • minimal set - Adds all current active effects on the player. Users will find this function extremely useful.
    • maximal set - Adds the castable buffs available to the player. This only includes buffs available from skills.
Management
  • Active mood - A drop-list of moods with the current active mood. The scroll box lists all triggers for the active mood.
  • new list - Create a new mood. Entering the name of an existing mood will set it as active.
  • delete list - Deletes the current active mood selected.
  • copy list - Copy the current triggers of the active mood into a new mood. This will replace the mood if it exists.
  • execute - Execute the current mood.

Triggers

There are three types of triggers in the drop-down list. A trigger is checked upon the completion of an adventure or prompt from the user.

  • When an effect is lost - An effect is no longer active on the character.
  • When an effect is gained - An effect is active on the character.
  • Unconditional trigger - Trigger command is executed every time.

Condition

If the trigger is for an effect, the field is a drop-down list of all the effects in the game. The interface will fuzzy match to what the user types in. In addition, the interface will match common abbreviations such as "sss" matching to "Shortie Shaman Shurprise" and "Stevedave's Shanty of Superiority". The filtering is quite robust. For example, the interface will accept "2020" as matching to 20/20 Vision.

Unconditional triggers will always execute the command and does not allow the user to add a condition.

Command

The command is a CLI command. The command will be executed if the condition for the trigger is true. Unconditional triggers are primarily for advanced users as it requires familiarity with the CLI and scripting. Typical usage is to use an if statement to check for the condition and then execute a command. See CLI scripting for control structures available for scripting.

Using the CLI

Moods are can be managed through the CLI using "mood" and "trigger" commands.

mood* list | listall | clear | autofill | execute | repeat [numTimes] | moodName [numTimes] - mood management.
trigger* list | clear | autofill | [type,] effect [, action] - edit current mood
mood
  • mood - List all triggers for current mood. Equivalent to trigger list.
  • mood list - List all saved moods including active mood.
  • mood clear - Remove all triggers from the current mood. Ignores composable moods.
  • mood autofill - List current moods available.
  • mood repeat [numTimes] - Execute current mood number of times. Default to 1.
  • mood <mood> [numTimes] - Execute the given mood number of times. Default to 1. If mood doesn't exist, does nothing.
trigger

See the page for information.

Composable moods

Composable moods can be used to combine a set of moods together. Composable moods are handled through the CLI as the interface doesn't have equivalent functionality.

<mood> extends <mood>[, mood] 

A composable mood is treated just like a normal mood but multiple moods. In addition, triggers can be added and removed from the mood itself. If you want to clear all the moods the composable mood is referencing without removing triggers specific to the mood, you can extend the "apathetic" mood.

mood default extends apathetic

Anonymous composable moods can be created by using a list of existing moods. Anonymous moods are temporary and will disappear when the mood is changed or the session ends. This is useful when you don't want to create a new mood every time.

mood combat, item, sea

Example

A common example is a player making a farming mood. Instead of creating a mood for effects that increase item and meat in a single list, the player creates a "item" and "meat" mood. The player then defines a "farm" mood consisting of the item and meat moods.

mood farm extends item, meat