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{{av}} | {{av}} | ||
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− | The following | + | The following tokens can be used to define and use interactions. |
− | + | ==Interaction Definitions== | |
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− | ==Definitions== | ||
{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="#C0C0C0" | |- bgcolor="#C0C0C0" | ||
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! Description | ! Description | ||
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| {{text anchor|EXPERIMENT_ONLY}} | | {{text anchor|EXPERIMENT_ONLY}} | ||
| Global | | Global | ||
− | | | + | | No arguments |
− | | | + | | It disallows use in play and also encourages usage specifically to create experimental populations[http://www.bay12forums.com/smf/index.php?topic=169696.msg8083872#msg8083872] |
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| Global | | Global | ||
| type | | type | ||
− | | Defines what things are capable of triggering this interaction | + | | Defines what things are capable of triggering this interaction. Can be specified multiple times. Valid values: |
− | * | + | * REGION - The interaction takes place in particular types of regions in the world. |
− | * | + | * SECRET - The interaction is a secret that can be learned by particular individuals. |
− | * | + | * DISTURBANCE - The interaction is triggered when disturbing a [[tomb]]. |
− | * | + | * DEITY - The interaction is inflicted upon mortals by the gods. |
− | * | + | * ATTACK - The interaction is triggered by an attack during combat. |
− | * | + | * INGESTION - The interaction is triggered by eating or drinking something. |
− | * | + | * CREATURE_ACTION - The interaction is triggered by an explicit action. |
− | * | + | * UNDERGROUND_SPECIAL - The interaction takes place in [[Demonic fortress|curious underground structure]]s. |
− | * | + | * EXPERIMENT - This interaction is triggered by experimenting [http://www.bay12forums.com/smf/index.php?topic=175437.msg8083510#msg8083510] |
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| Within I_SOURCE | | Within I_SOURCE | ||
| text | | text | ||
− | | Describes what the interaction did to a historical figure | + | | Describes what the interaction did to a historical figure. Displayed after the name of the historical figure that performed the interaction. |
− | [IS_HIST_STRING_1: cursed] | + | [IS_HIST_STRING_1: cursed ] |
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| Within I_SOURCE | | Within I_SOURCE | ||
| text | | text | ||
− | | Describes what the interaction did to a historical figure | + | | Describes what the interaction did to a historical figure. Displayed after the name of the historical figure that was targeted by the interaction. |
[IS_HIST_STRING_2: to assume the form of a lizard-like monster every full moon] | [IS_HIST_STRING_2: to assume the form of a lizard-like monster every full moon] | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|IS_FREQUENCY}} |
| Within I_SOURCE | | Within I_SOURCE | ||
− | | | + | | Number |
− | | | + | | Presumably, the probability of biome specified by [IS_REGION] to have this interaction. |
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| Within I_SOURCE | | Within I_SOURCE | ||
| string | | string | ||
− | | Generally used with | + | | Generally used with secrets, describes what the secret is about. |
− | + | |- | |
+ | | {{text anchor|IS_REGION}} | ||
+ | | Within I_SOURCE:REGION | ||
+ | | Region type | ||
+ | | Indicates what types of regions are capable of performing this interaction. Can be specified multiple times. Valid values: | ||
+ | * ANY | ||
+ | * ANY_TERRAIN | ||
+ | * NORMAL_ALLOWED | ||
+ | * EVIL_ALLOWED | ||
+ | * GOOD_ALLOWED | ||
+ | * SAVAGE_ALLOWED | ||
+ | * EVIL_ONLY | ||
+ | * GOOD_ONLY | ||
+ | * SAVAGE_ONLY | ||
+ | * Region type - SWAMP, DESERT, FOREST, MOUNTAINS, OCEAN, LAKE, GLACIER, TUNDRA, GRASSLAND, HILLS | ||
|- | |- | ||
| {{text anchor|IS_SPHERE}} | | {{text anchor|IS_SPHERE}} | ||
| Within I_SOURCE:SECRET | | Within I_SOURCE:SECRET | ||
− | | [[Sphere | + | | [[Sphere]] |
− | | Indicates the | + | | Indicates the sphere to which this secret pertains. Only one sphere can be defined for each [I_SOURCE:SECRET] token, thus, several [I_SOURCE:SECRET] tokens are required to create a valid custom secret which belongs to several different spheres. |
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| Secret Goal token | | Secret Goal token | ||
| Indicates why somebody would want to learn the secret. Valid values: | | Indicates why somebody would want to learn the secret. Valid values: | ||
− | * | + | * STAY_ALIVE |
− | * | + | * MAINTAIN_ENTITY_STATUS |
− | * | + | * START_A_FAMILY |
− | * | + | * RULE_THE_WORLD |
− | * | + | * CREATE_A_GREAT_WORK_OF_ART |
− | * | + | * CRAFT_A_MASTERWORK |
− | * | + | * BRING_PEACE_TO_THE_WORLD |
− | * | + | * BECOME_A_LEGENDARY_WARRIOR |
− | * | + | * MASTER_A_SKILL |
− | * | + | * FALL_IN_LOVE |
− | * | + | * SEE_THE_GREAT_NATURAL_SITES |
− | * | + | * IMMORTALITY |
− | + | However, currently only immortality will result in a secret being pursued during world-gen. | |
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− | However, currently only | ||
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| Secret Flag | | Secret Flag | ||
| Indicates how the secret can be learned. Valid values: | | Indicates how the secret can be learned. Valid values: | ||
− | * | + | * SUPERNATURAL_LEARNING_POSSIBLE - the secret can be learned by supernatural means |
− | * | + | * MUNDANE_RESEARCH_POSSIBLE - the secret can be researched by mundane means |
− | * | + | * MUNDANE_TEACHING_POSSIBLE - the secret can be taught to apprentices |
− | * | + | * MUNDANE_RECORDING_POSSIBLE:objects/text/(book_title).txt:objects/text/(book_topic).txt - the secret can be written in books with the specified title. If this tag is present, a slab will be created upon learning the secret by supernatural means. |
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| {{text anchor|IS_USAGE_HINT}} | | {{text anchor|IS_USAGE_HINT}} | ||
| Within I_SOURCE:DEITY | | Within I_SOURCE:DEITY | ||
| Usage Hint token | | Usage Hint token | ||
− | | Indicates why a deity would choose to perform this interaction. See | + | | Indicates why a deity would choose to perform this interaction. See CDI:USAGE_HINT below for valid values - in this context, MEDIUM_BLESSING{{version|0.47.01}}, MEDIUM_CURSE{{version|0.47.01}}, MINOR_BLESSING{{version|0.47.01}}, MINOR_CURSE{{version|0.47.01}}, and MAJOR_CURSE are the only values that make sense. |
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| {{text anchor|I_TARGET}} | | {{text anchor|I_TARGET}} | ||
| Global | | Global | ||
− | | | + | | id, type |
− | | | + | | Specifies what things this interaction acts upon. Can be specified multiple times. Valid values: |
− | * | + | * CORPSE - Also includes pieces of corpses |
− | * | + | * CREATURE |
− | * | + | * MATERIAL |
− | * | + | * LOCATION |
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| Within I_TARGET | | Within I_TARGET | ||
| Location | | Location | ||
− | | | + | | Narrows down exactly what the interaction targets. Valid values: |
− | * | + | * CONTEXT_REGION - Can only be used by IS_REGION interactions. |
− | * | + | * CONTEXT_CREATURE |
− | + | * CONTEXT_CREATURE_OR_LOCATION - Lets projectiles be aimed at specific creatures. | |
− | * | + | * CONTEXT_ITEM - Used when the target is a CORPSE. |
− | * | + | * CONTEXT_BP - Use body part from CDI:BP_REQUIRED token (below). |
− | * | + | * CONTEXT_LOCATION |
− | * | + | * CONTEXT_MATERIAL |
− | * | + | * RANDOM_NEARBY_LOCATION{{version|0.47.01}} - id, number? - Targets a location from somewhere random within a number of squares from the I_TARGET's location. |
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| Within I_TARGET | | Within I_TARGET | ||
| text | | text | ||
− | | Tells the | + | | Tells the player what they should be selecting. If not specified, the player will only be able to target himself. |
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| Creature token or property | | Creature token or property | ||
| Indicates that the target must have the specified property. Valid values: | | Indicates that the target must have the specified property. Valid values: | ||
− | * | + | * FIT_FOR_ANIMATION - Any corpse or body part that can become a zombie (heads, hands, etc.) |
− | * | + | * FIT_FOR_RESURRECTION - The target corpse's UPPERBODY must be attached. |
− | * | + | * HAS_BLOOD |
− | * | + | * MORTAL |
− | * | + | * NO_AGING |
− | * | + | * STERILE |
− | * Creature token: | + | * Creature token: BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, LIKES_FIGHTING (or LIKESFIGHTING), MISCHIEVOUS (or MISCHIEVIOUS), NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, UTTERANCES |
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| {{text anchor|IT_MATERIAL}} | | {{text anchor|IT_MATERIAL}} | ||
| Within I_TARGET:MATERIAL | | Within I_TARGET:MATERIAL | ||
− | | | + | | Type |
− | | Specifies the type of material the interaction targets | + | | Specifies the type of material the interaction targets. Valid values: |
− | * | + | * FLOW:Breath attack token - Specifies an attack not made of any material. |
− | * | + | * MATERIAL:[[Material token]]:Breath attack token - Specifies an attack made of a specific material. |
− | * | + | * CONTEXT_MATERIAL - Use material from CDI:MATERIAL token (below). |
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| Global | | Global | ||
| type | | type | ||
− | | Specifies what the interaction does to the targets. | + | | Specifies what the interaction does to the targets. Can be specified multiple times. Valid values: |
+ | * ANIMATE - Raises the target corpse/bodypart as a zombie. The zombie will always be hostile to life and will retain no information about its original personality/loyalties. Syndromes can also be specified within this tag. If present on a regional interaction, the region will have undead wildlife. | ||
+ | * ADD_SYNDROME - Adds one or more syndromes. The actual syndrome is specified with the [SYNDROME] tag. | ||
+ | * RESURRECT - Returns the creature to life. This can be used on parts that are not FIT_FOR_RESURRECTION, but only the main part (with an UPPERBODY attached) will remain loyal to its original faction. Syndromes can also be specified within this tag. | ||
+ | * CLEAN - Cleans off most liquids/dust covering the creature. | ||
+ | * CONTACT - Causes the creatures to touch. | ||
+ | * MATERIAL_EMISSION - Causes a particular material to be emitted. Used by [[evil weather]] and the MATERIAL_EMISSION interaction. | ||
+ | * HIDE - Allows the creature to hide even if another creature can see it. | ||
+ | * CREATE_ITEM{{version|0.47.01}} - Creates an item. | ||
+ | * CHANGE_ITEM_QUALITY{{version|0.47.01}} - Upgrades an item's quality. | ||
+ | * SUMMON_UNIT{{version|0.47.01}} - Creates a new unit on a target location. | ||
+ | * PROPEL_UNIT{{version|0.47.01}} - Knocks the target back. | ||
+ | * CHANGE_WEATHER{{version|0.47.01}} - Changes the weather depending on the token | ||
+ | * RAISE_GHOST{{version|0.47.01}} - Present in version 0.47.01 and accepted as a valid I_EFFECT token, but does not have an effect currently. | ||
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| Within I_EFFECT | | Within I_EFFECT | ||
| ID | | ID | ||
− | | Specifies which | + | | Specifies which I_TARGET this effect will be applied to |
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| Within I_EFFECT | | Within I_EFFECT | ||
| Frequency | | Frequency | ||
− | | | + | | Indicates that the effect happens intermittently and specifies roughly how often. Valid values: |
− | * | + | * WEEKLY |
− | + | * MONTHLY | |
− | + | note: | |
− | + | DAILY and YEARLY also exist in the string dump but haven't been tested fully. | |
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| {{text anchor|IE_IMMEDIATE}} | | {{text anchor|IE_IMMEDIATE}} | ||
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| Within I_EFFECT | | Within I_EFFECT | ||
| Location Hint | | Location Hint | ||
− | | | + | | Indicates where the effect can take place. Valid values: |
− | Valid values: | + | * IN_WATER |
− | * | + | * IN_MAGMA |
− | * | + | * NO_WATER |
− | * | + | * NO_MAGMA |
− | * | + | * NO_THICK_FOG |
− | * | + | * OUTSIDE |
− | * | + | A depth of 1/7 appears to be sufficient for IN_WATER and IN_MAGMA. |
− | A | ||
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+ | | {{text anchor|IE_ARENA_NAME}} | ||
+ | | Within I_EFFECT | ||
+ | | text | ||
+ | | Allows the interaction to be applied to newly spawned creatures in Arena mode. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|IE_CHANGE_QUALITY}}{{version|0.47.01}} | ||
+ | | Within I_EFFECT:CHANGE_ITEM_QUALITY | ||
+ | | amount | ||
+ | | How much the item shall be improved. The number in the example QUALITY_BLESSING from "example - shrine effects" is 2. | ||
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− | | {{text anchor|IE_ADD_WEATHER}} | + | | {{text anchor|IE_ADD_WEATHER}}{{version|0.47.01}} |
| Within I_EFFECT:CHANGE_WEATHER | | Within I_EFFECT:CHANGE_WEATHER | ||
− | | type | + | | type? |
− | | Indicates what type of weather is added. | + | | Indicates what type of weather is added. The available weather types are: FOG_MIST, STRATUS_NIMBUS, FOG_THICK, FOG_NORMAL, FRONT_OCCLUDED, FRONT_COLD, CUMULUS_MULTI, CUMULUS_MED, CIRRUS, CUMULUS_NIMBUS, STRATUS_PROPER, and STRATUS_ALTO. |
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− | | {{text anchor|IE_REMOVE_WEATHER}} | + | | {{text anchor|IE_REMOVE_WEATHER}}{{version|0.47.01}} |
| Within I_EFFECT:CHANGE_WEATHER | | Within I_EFFECT:CHANGE_WEATHER | ||
− | | type | + | | type? |
− | | Indicates what type of weather is removed. | + | | Indicates what type of weather is removed. The available weather types are: FOG_MIST, STRATUS_NIMBUS, FOG_THICK, FOG_NORMAL, FRONT_OCCLUDED, FRONT_COLD, CUMULUS_MULTI, CUMULUS_MED, CIRRUS, CUMULUS_NIMBUS, STRATUS_PROPER, and STRATUS_ALTO. |
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| {{text anchor|IE_SYNDROME_TAG}} | | {{text anchor|IE_SYNDROME_TAG}} | ||
| Within I_EFFECT:CLEAN | | Within I_EFFECT:CLEAN | ||
− | | | + | | Syndrome flag |
− | | | + | | Indicates that cleaning off materials will activate their syndromes if they have this flag. |
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− | | {{text anchor| | + | | {{text anchor|IE_ITEM}}{{version|0.47.01}} |
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| Within I_EFFECT:CREATE_ITEM | | Within I_EFFECT:CREATE_ITEM | ||
| <probability>:<quantity>:[[item token]]:[[material token]] | | <probability>:<quantity>:[[item token]]:[[material token]] | ||
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− | | {{text anchor|IE_ITEM_QUALITY}} | + | | {{text anchor|IE_ITEM_QUALITY}}{{version|0.47.01}} |
| Within I_EFFECT:CREATE_ITEM | | Within I_EFFECT:CREATE_ITEM | ||
− | + | | quality | |
− | | Defines what | + | | Defines what quality the created item shall have. In the example shrine effect ITEM_BLESSING is ARTIFACT. Other values are two of any from 1 to 5. They are intended to be a minimum and maximum, but as of 47.01 there is a bug that makes it only work if they are two of the same number. |
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− | | {{text anchor| | + | | {{text anchor|IE_TIME_RANGE}}{{version|0.47.01}} |
| Within I_EFFECT:SUMMON_UNIT | | Within I_EFFECT:SUMMON_UNIT | ||
− | | | + | | minimum, maximum |
− | | | + | | The summoned unit stays a random amount of time until it poofs into smoke. It will poof into smoke if it goes away from its master, or its master dies. This token is not required, if not specified the summoned creature never poofs even if the master dies. |
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− | | {{text anchor| | + | | {{text anchor|IE_PROPEL_FORCE}}{{version|0.47.01}} |
− | + | | Within I_EFFECT:PROPEL_UNIT | |
− | + | | amount? | |
− | | | + | | Indicates the amount of force that the target will be propelled with. |
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− | | Within I_EFFECT: | ||
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− | | {{text anchor| | + | | {{text anchor|CREATURE}}{{version|0.47.01}} |
| Within I_EFFECT:SUMMON_UNIT | | Within I_EFFECT:SUMMON_UNIT | ||
− | | < | + | | <creature token>:<caste token> |
− | + | | Indicates which specific creature will be created when using this interaction. | |
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|} | |} | ||
− | ==Usage== | + | ==Interaction Usage== |
− | + | In order to actually use an interaction, add the [[creature token]] [CAN_DO_INTERACTION:NAME] followed by a series of [CDI:...] tokens. Interactions can also be granted through [[syndrome]]s using the token [CE_CAN_DO_INTERACTION] (plus the same series of CDI tokens). | |
− | + | The following CDI tokens can be specified: | |
− | |||
− | The following | ||
{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="#C0C0C0" | |- bgcolor="#C0C0C0" | ||
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|- | |- | ||
| {{text anchor|INTERACTION}} | | {{text anchor|INTERACTION}} | ||
− | | | + | | id |
− | | Specifies which interaction can be performed. | + | | Specifies which interaction can be performed. Only to be used with syndromes, since CE_CAN_DO_INTERACTION does not allow specifying the interaction ID directly. |
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| target ID, target types | | target ID, target types | ||
| Specifies how the creature chooses what to target. Target ID refers to an I_TARGET defined in the interaction itself. Multiple target types can be specified. If no target is specified, creature will target any available target within range, even through walls. Valid target types: | | Specifies how the creature chooses what to target. Target ID refers to an I_TARGET defined in the interaction itself. Multiple target types can be specified. If no target is specified, creature will target any available target within range, even through walls. Valid target types: | ||
− | * | + | * LINE_OF_SIGHT - the source needs to be able to see the target |
− | * | + | * TOUCHABLE - the source needs to be able to touch the target |
− | * | + | * DISTURBER_ONLY - the target must be whoever disturbed the source |
− | * | + | * SELF_ALLOWED - the target can be the source |
− | * | + | * SELF_ONLY - the target '''must''' be the source |
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| {{text anchor|TARGET_RANGE}} | | {{text anchor|TARGET_RANGE}} | ||
| target ID, range | | target ID, range | ||
− | | | + | | Specifies how far away the target can be, in tiles. For SOLID_GLOB, LIQUID_GLOB and FIREBALL breath attacks, also determines how far the projectiles will fly before falling to the ground. |
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| {{text anchor|LOCATION_HINT}} | | {{text anchor|LOCATION_HINT}} | ||
− | | Location Hint | + | | Location Hint (see above) |
− | | | + | | ? |
|- | |- | ||
| {{text anchor|USAGE_HINT}} | | {{text anchor|USAGE_HINT}} | ||
| Usage hint token | | Usage hint token | ||
− | | Indicates when and how CPU-controlled creatures will use the interaction. If no hint is specified | + | | Indicates when and how CPU-controlled creatures will use the interaction. If no hint is specified, the interaction will be used whenever a valid target is available. Valid values: |
− | * | + | * MINOR_BLESSING{{version|0.47.01}} - Used in divination dice blessings. Targets the roller. |
− | * | + | * MINOR_CURSE{{version|0.47.01}} - Used in divination dice curses. Targets the roller. |
− | * | + | * MEDIUM_BLESSING{{version|0.47.01}} - Used in divination dice blessings. Targets the roller. |
− | + | * MEDIUM_CURSE{{version|0.47.01}} - Used in divination dice curses. Targets the roller. | |
− | * | + | * MAJOR_CURSE - Used in disturbance curses and deity curses. Targets the tomb disturber/temple defiler. |
− | + | * GREETING - Creatures will target 'friendly' creatures, usually at random. | |
− | + | * CLEAN_SELF - Creature targets itself when covered in liquids or dust. | |
− | * | + | * CLEAN_FRIEND - Same, but targets other friendly units. |
− | * | + | * ATTACK - Targets enemy creatures in combat. If the interaction specifies SELF_ONLY, CPU-controlled creatures will never use it. |
− | + | * FLEEING - Used when fleeing an enemy. Creature will target itself. | |
− | + | * NEGATIVE_SOCIAL_RESPONSE - Used when a creature is expressing contempt (for example, to a murderer). Used for spitting by civilised races. | |
− | + | * TORMENT | |
− | + | * DEFEND{{version|0.47.01}} - Used in combat. Creature will target itself. | |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|ADV_NAME}} |
− | | | + | | text |
− | | | + | | Specifies the interaction's name when used in Adventurer mode. |
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|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|MAX_TARGET_NUMBER}} |
− | | | + | | ID, number |
− | | | + | | Specifies the maximum number of things that can be selected for a particular I_TARGET. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|WAIT_PERIOD}} |
− | | | + | | number |
− | | | + | | Controls how often the interaction can be used. |
|- | |- | ||
| {{text anchor|VERBAL}} | | {{text anchor|VERBAL}} | ||
| | | | ||
− | | Only creatures that | + | | Only creatures that can speak will be able to use the interaction. Might also be needed for VERBAL_SPEECH. |
|- | |- | ||
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| {{text anchor|CAN_BE_MUTUAL}} | | {{text anchor|CAN_BE_MUTUAL}} | ||
| | | | ||
− | | Presumably allows two creatures with the same interaction to use it on each other simultaneously, for example, cats cleaning each other. | + | | Presumably, allows two creatures with the same interaction to use it on each other simultaneously, for example, cats cleaning each other. |
+ | |||
+ | |- | ||
+ | | {{text anchor|FREE_ACTION}} | ||
+ | | | ||
+ | | Indicates that performing the interaction doesn't take any time. | ||
|- | |- | ||
| {{text anchor|VERB}} | | {{text anchor|VERB}} | ||
| self:other:mutual | | self:other:mutual | ||
− | | When a creature uses the interaction, a | + | | When a creature uses the interaction, a message will display, describing the source as doing this. |
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|- | |- | ||
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| self:other | | self:other | ||
| When a creature uses the interaction, a message will display, describing the target as doing this. | | When a creature uses the interaction, a message will display, describing the target as doing this. | ||
− | + | ||
+ | |- | ||
+ | | {{text anchor|BP_REQUIRED}} | ||
+ | | Body part criteria | ||
+ | | Indicates that a particular body part must be present in order to perform the interaction. Criteria are BY_CATEGORY:category, BY_TYPE:type, or BY_TOKEN:token. | ||
|- | |- | ||
| {{text anchor|FLOW}} | | {{text anchor|FLOW}} | ||
| [[#Breath Attack Types|Breath attack token]] | | [[#Breath Attack Types|Breath attack token]] | ||
− | | | + | | Causes the interaction to create an effect not made of any material. Only makes sense for FIREBALL, FIREJET, or DRAGONFIRE. |
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|- | |- | ||
| {{text anchor|MATERIAL}} | | {{text anchor|MATERIAL}} | ||
− | | [[Material token]]: | + | | [[Material token]]:Breath attack token |
− | | | + | | Causes the interaction to create an effect made of a specific material. Doesn't make sense for FIREBALL, FIREJET, or DRAGONFIRE. |
|} | |} | ||
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===Breath Attack Types=== | ===Breath Attack Types=== | ||
− | + | When using types of MATERIAL the format would be: [CDI:MATERIAL:material:sub-material:action-type] action-type being like SOLID_GLOB or UNDIRECTED_VAPOR | |
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+ | When using types of FLOW the format would just be: | ||
+ | [CDI:FLOW:FIREBALL] | ||
{| {{prettytable}} | {| {{prettytable}} | ||
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! Description | ! Description | ||
|- | |- | ||
− | + | | TRAILING_DUST_FLOW | |
| MATERIAL | | MATERIAL | ||
− | | | + | | Lets out a cloud of solid dust. Appears to use cave-in dust physics, causing this to fling around anything it comes in contact with, making it capable of smashing creatures into the ground and flinging them over walls. Creature will attack as normal. |
|- | |- | ||
− | + | | TRAILING_VAPOR_FLOW | |
| MATERIAL | | MATERIAL | ||
− | | Shoots a trail of liquid mist at the target | + | | Shoots a trail of liquid mist at the target which can condense and trigger contact syndromes. Creature will attack as normal. |
|- | |- | ||
− | + | | TRAILING_GAS_FLOW | |
| MATERIAL | | MATERIAL | ||
− | | Shoots a trail of | + | | Shoots a trail of gas substance at the target which can be inhaled. Creature will attack as normal. |
|- | |- | ||
− | + | | TRAILING_ITEM_FLOW:[[item token]] | |
| MATERIAL | | MATERIAL | ||
− | | Shoots a "cloud" of items at the target, leaving piles of this item on the floor. Note that this does ''not'' create the actual items or use falling item mechanics (meaning no flying daggers or Touhou-style barrages, unfortunately). Instead, this token acts as | + | | Shoots a "cloud" of items at the target, leaving piles of this item on the floor. Note that this does ''not'' create the actual items or use falling item mechanics (meaning no flying daggers or Touhou-style barrages, unfortunately). Instead, this token acts as TRAILING_GAS_FLOW, except that the material will use its ''normal'' temperature - for example, a breath attack of steel anvils will envelop the target in a "burst of steel". Creature will attack as normal. |
|- | |- | ||
− | | {{ | + | | SHARP_ROCK{{version|0.47.01}} |
| MATERIAL | | MATERIAL | ||
− | | | + | | Shoots a sharpened solid chunk of spinning substance at the creature, leaving symbols similar to broken arrows, essentially, a projectile weapon. If the cooldown rate is short enough, some creatures with this breath attack will not move, preferring instead to hold position and shoot shards at you, even when you are literally right next to them. |
|- | |- | ||
− | | | + | | SOLID_GLOB |
| MATERIAL | | MATERIAL | ||
− | | | + | | Shoots a solid glob of spinning substance at the creature, leaving symbols similar to broken arrows, essentially, a projectile weapon. If the cooldown rate is short enough, some creatures with this breath attack will not move, preferring instead to hold position and shoot globs at you, even when you are literally right next to them. |
|- | |- | ||
− | | | + | | LIQUID_GLOB |
| MATERIAL | | MATERIAL | ||
− | | | + | | Shoots a liquid glob of substance at the target. Contact syndromes will take effect if the glob hits the target's exposed skin. |
|- | |- | ||
− | | | + | | SPATTER_POWDER |
| MATERIAL | | MATERIAL | ||
− | | | + | | Creates a pile of powder at the specified location. |
|- | |- | ||
− | | | + | | SPATTER_LIQUID |
| MATERIAL | | MATERIAL | ||
− | | Creates a | + | | Creates a pool of liquid at the specified location. |
|- | |- | ||
− | | | + | | UNDIRECTED_GAS |
| MATERIAL | | MATERIAL | ||
− | | | + | | Creature occasionally releases a cloud of gas substance. Similar to TRAILING_GAS_FLOW, but undirected, thus affecting a larger area but losing the distance. Creature will attack as normal. |
|- | |- | ||
− | | | + | | UNDIRECTED_VAPOR |
| MATERIAL | | MATERIAL | ||
− | | | + | | Creature occasionally releases a cloud of liquid mist. Similar to TRAILING_VAPOR_FLOW, but undirected, thus affecting a larger area but losing the distance. Creature will attack as normal. |
|- | |- | ||
− | | | + | | UNDIRECTED_DUST |
| MATERIAL | | MATERIAL | ||
− | | | + | | Creature occasionally releases a cloud of solid dust, which will spread and dissipate. Similar to TRAILING_DUST_FLOW, but undirected, thus affecting a larger area but losing the distance - range is roughly the same as that of a cave-in. Creature will attack as normal. <s>DO NOT USE THIS TAG UNLESS YOU WANT TO KILL THE CREATURE AND EVERYTHING NEAR IT AND SEND PEOPLE FLYING.</s> You know you want to. |
|- | |- | ||
− | | | + | | UNDIRECTED_ITEM_CLOUD:[[item token]] |
| MATERIAL | | MATERIAL | ||
− | | | + | | Creature occasionally releases a "cloud" of items at the target, leaving piles of this item on the floor. The same comments apply as TRAILING_ITEM_FLOW. Creature will attack as normal. |
|- | |- | ||
− | | | + | | WEB_SPRAY |
| MATERIAL | | MATERIAL | ||
− | | | + | | Emits a burst of [[web]]s that entangle target creatures. |
+ | |- | ||
+ | | DRAGONFIRE | ||
+ | | FLOW | ||
+ | | Emits a wide cone of [[dragon]] [[fire]] that burns target creatures at a scorching {{ct|50000}}. For this you want FLOW instead of a material. | ||
|- | |- | ||
− | | {{ | + | | FIREJET |
+ | | FLOW | ||
+ | | Emits a narrow cone of [[fire]] that burns target creatures at {{ct|11000}}. For this you want FLOW instead of a material. | ||
+ | |- | ||
+ | | FIREBALL | ||
+ | | FLOW | ||
+ | | Emits a fireball that burns the target creature. For this you want FLOW instead of a material. | ||
+ | |- | ||
+ | | WEATHER_CREEPING_GAS | ||
| MATERIAL | | MATERIAL | ||
− | | | + | | Creates a cloud of gas that appears at the edge of the map and slowly creeps across the map. Not usable by creatures. |
|- | |- | ||
− | | | + | | WEATHER_CREEPING_VAPOR |
| MATERIAL | | MATERIAL | ||
− | | Creates a | + | | Creates a cloud of creeping vapor. Not usable by creatures. |
|- | |- | ||
− | | | + | | WEATHER_CREEPING_DUST |
| MATERIAL | | MATERIAL | ||
− | | Creates a | + | | Creates a cloud of creeping dust. Not usable by creatures. |
|- | |- | ||
− | | | + | | WEATHER_FALLING_MATERIAL |
| MATERIAL | | MATERIAL | ||
− | | | + | | Causes it to start raining a particular material. If the material is solid at the outdoor temperatures, it will snow the material instead. Regardless of the nature of the material, being caught in it will give dwarves the bad thought of being 'caught in freakish weather lately'. Not usable by creatures. |
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|} | |} | ||
− | Keep in mind that you can | + | Keep in mind that you can use multiple breath attacks, which appears to make the creature choose between them at random. Creatures cannot use the WEATHER effects, these being reserved for regional interactions. |
One major difference between GAS, VAPOR, and DUST is that if the material cannot exist in the specified state at the current temperature, it will automatically be created at a temperature allowing it to exist. So if you create a vapor spray that uses rock or metal as a material, that spray will be created at the material's melting point, setting everything it touches on fire. You can also create a freezing spray by using a custom material that has extremely low melting and/or boiling points. | One major difference between GAS, VAPOR, and DUST is that if the material cannot exist in the specified state at the current temperature, it will automatically be created at a temperature allowing it to exist. So if you create a vapor spray that uses rock or metal as a material, that spray will be created at the material's melting point, setting everything it touches on fire. You can also create a freezing spray by using a custom material that has extremely low melting and/or boiling points. | ||
If you give a creature a material breath attack, be aware that it will be caught in the attack more frequently than its targets. Make sure to make your creatures immune to their own breath weapons! | If you give a creature a material breath attack, be aware that it will be caught in the attack more frequently than its targets. Make sure to make your creatures immune to their own breath weapons! | ||
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==See Also== | ==See Also== | ||
* [[Syndrome]] | * [[Syndrome]] | ||
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{{Category|Modding}} | {{Category|Modding}} | ||
{{Category|Tokens}} | {{Category|Tokens}} | ||
[[ru:Interaction token]] | [[ru:Interaction token]] |