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− | {{Quality|Masterwork}} | + | {{Quality|Masterwork|13:02, 6 April 2015 (UTC)}} |
{{av}} | {{av}} | ||
− | [[File: | + | [[File:Snakebite.png|200px|thumb|right|A single bite from a [[helmet snake]] led to a slow, lingering death for this unfortunate hippo.]] |
+ | In ''Dwarf Fortress'', a '''syndrome''' can be thought of as a disease which applies a collection of [[Syndrome#Creature effect tokens|effects]] to creatures who contract it. Syndromes give rise to several of the game's [[fun|more interesting]] [[Health care|medical]] predicaments, such as [[alcohol]] inebriation, venemous snake bites, and the brain-rotting secretions of certain [[Forgotten beast|uninvited guests]]. That said, the syndrome system isn't functionally restricted to the simulation of disease. Many of the game's supernatural features, such as [[werewolf|werewolves]], [[vampire]]s, [[necromancer]]s, [[mummy|mummy curses]] and the [[undead]] are in fact produced by applying various [[Syndrome#Special_Effects|special effects]] to creatures via syndromes. | ||
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==List of syndromes== | ==List of syndromes== | ||
In unmodded games, syndromes are generally named after the animal, substance or effect that delivers them. They can cause unpleasant and sometimes fatal [[symptom]]s over a short to long duration, but some will clear up over time or with the assistance of a [[doctor]]. A [[Health care|hospital]] is required to diagnose and potentially treat those that can be helped by treatment. Note that in a world with [[dragon]]s and [[giant elephant]]s, dwarves (and elves and humans) fall into the "small creatures" category for purposes of this discussion. | In unmodded games, syndromes are generally named after the animal, substance or effect that delivers them. They can cause unpleasant and sometimes fatal [[symptom]]s over a short to long duration, but some will clear up over time or with the assistance of a [[doctor]]. A [[Health care|hospital]] is required to diagnose and potentially treat those that can be helped by treatment. Note that in a world with [[dragon]]s and [[giant elephant]]s, dwarves (and elves and humans) fall into the "small creatures" category for purposes of this discussion. | ||
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| None | | None | ||
|- | |- | ||
− | | Inebriation | + | | Inebriation{{version|0.42.01}} |
| [[Alcohol]] (consumed/injected) | | [[Alcohol]] (consumed/injected) | ||
| Consuming alcoholic drinks | | Consuming alcoholic drinks | ||
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|- | |- | ||
| Mummy's curse | | Mummy's curse | ||
− | | [[Mummy|Disturbance interaction]]. | + | | [[DF2014:Mummy|Disturbance interaction]]. |
| Being cursed by a [[mummy]], when caught raiding their tombs | | Being cursed by a [[mummy]], when caught raiding their tombs | ||
| None | | None | ||
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| Vampirism | | Vampirism | ||
| [[Deity|Divine]] curse | | [[Deity|Divine]] curse | ||
− | | Drinking the blood of a [[vampire]]. Toppling statues in shrines | + | | Drinking the blood of a [[vampire]]. Toppling statues in shrines in Adventure Mode or temples in Fortress Mode (random chance). |
| None | | None | ||
| None | | None | ||
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| Werebeast curse | | Werebeast curse | ||
| [[Deity|Divine]] curse | | [[Deity|Divine]] curse | ||
− | | Being bitten by a [[werebeast]] | + | | Being bitten by a [[werebeast]] or toppling statues in shrines in Adventure Mode (random chance). |
| None | | None | ||
| None | | None | ||
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|- | |- | ||
| Necromancy | | Necromancy | ||
− | | [[Deity|Divine]] | + | | [[Deity|Divine]] curse |
| Reading a book/slab that contains the secrets of life and death. | | Reading a book/slab that contains the secrets of life and death. | ||
| None | | None | ||
| None | | None | ||
− | | Reader becomes a [[ | + | | Reader becomes a [[Necromancer]]. |
|- | |- | ||
| evil rain sickness<sup>3</sup> | | evil rain sickness<sup>3</sup> | ||
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|- | |- | ||
| night sickness<sup>5</sup> | | night sickness<sup>5</sup> | ||
− | | Encounters with [[ | + | | Encounters with [[werebeast]]s or [[experiment]]s |
|- | |- | ||
| demon sickness<sup>5</sup> | | demon sickness<sup>5</sup> | ||
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: 3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain. | : 3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain. | ||
: 4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms. | : 4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms. | ||
− | : 5. [[Titan]]s, [[forgotten beast]]s, [[ | + | : 5. [[Titan]]s, [[forgotten beast]]s, [[werebeast]]s, [[experiment]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from mildly hazardous (mild [[Symptom#Blisters|blisters]] from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood). |
==The anatomy of a syndrome== | ==The anatomy of a syndrome== | ||
To recap, syndromes are "diseases" which inflict effects upon creatures who acquire them. Mechanically, they're composed of a bunch of different syndrome tokens which detail [[Syndrome#Basic syndrome tokens|how it works]] and [[Syndrome#Creature effect tokens|what it does]]. Syndrome acquisition can be boiled down into two main routes: (1) via materials and (2) via interactions. Unlike most objects in the game, syndromes aren't defined in their own raw file; they're instead built up within the raw definition of the material or interaction effect to which they are tied, as described below. | To recap, syndromes are "diseases" which inflict effects upon creatures who acquire them. Mechanically, they're composed of a bunch of different syndrome tokens which detail [[Syndrome#Basic syndrome tokens|how it works]] and [[Syndrome#Creature effect tokens|what it does]]. Syndrome acquisition can be boiled down into two main routes: (1) via materials and (2) via interactions. Unlike most objects in the game, syndromes aren't defined in their own raw file; they're instead built up within the raw definition of the material or interaction effect to which they are tied, as described below. | ||
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'''1) Transmission via Materials''' | '''1) Transmission via Materials''' | ||
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Any material (be it [[Material_token#INORGANIC|inorganic]], [[Material_token#CREATURE_MAT|creature-derived]], or [[Material_token#PLANT_MAT|plant-derived]]) can have one or more syndromes added to it, simply by defining the syndrome within the material's own raw definition. The addition of certain tokens (detailed [[Syndrome#SYN_CONTACT|below]]) to the syndrome will determine what must be done to the material so as to transmit the syndrome to a creature; the current modes of transmission are as follows: [[Syndrome#SYN_CONTACT|bodily contact]] with the material, [[Syndrome#SYN_INGESTED|ingestion]] or [[Syndrome#SYN_INHALED|inhalation]] of the material, or [[Syndrome#SYN_INJECTED|injection]] of the material into the bloodstream. Any combination of transmission modes can be specified per syndrome. | Any material (be it [[Material_token#INORGANIC|inorganic]], [[Material_token#CREATURE_MAT|creature-derived]], or [[Material_token#PLANT_MAT|plant-derived]]) can have one or more syndromes added to it, simply by defining the syndrome within the material's own raw definition. The addition of certain tokens (detailed [[Syndrome#SYN_CONTACT|below]]) to the syndrome will determine what must be done to the material so as to transmit the syndrome to a creature; the current modes of transmission are as follows: [[Syndrome#SYN_CONTACT|bodily contact]] with the material, [[Syndrome#SYN_INGESTED|ingestion]] or [[Syndrome#SYN_INHALED|inhalation]] of the material, or [[Syndrome#SYN_INJECTED|injection]] of the material into the bloodstream. Any combination of transmission modes can be specified per syndrome. | ||
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In the above, the non-bolded section consists of various [[material definition token]]s used to define and customise the venom material. (USE_MATERIAL_TEMPLATE defines a material called 'POISON', and creates it using the template 'CREATURE_EXTRACT_TEMPLATE' as a basis, which is then altered by the other tokens placed below it. See [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_ADJ|STATE_ADJ]], and [[Material_definition_token#PREFIX|PREFIX]] for more information about these tokens). The relevance of [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]] in this context is explained below. | In the above, the non-bolded section consists of various [[material definition token]]s used to define and customise the venom material. (USE_MATERIAL_TEMPLATE defines a material called 'POISON', and creates it using the template 'CREATURE_EXTRACT_TEMPLATE' as a basis, which is then altered by the other tokens placed below it. See [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_ADJ|STATE_ADJ]], and [[Material_definition_token#PREFIX|PREFIX]] for more information about these tokens). The relevance of [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]] in this context is explained below. | ||
− | The bolded section consists of the syndrome definition, which is initiated using the [[Syndrome#SYNDROME|[SYNDROME]]] token. The tokens placed after this (which are described in further detail [[Syndrome#Basic syndrome tokens|below]]) flesh out the syndrome - in this case they name it "giant cave spider bite", make it work only against creatures belonging to the 'GENERAL_POISON' [[Creature token#CREATURE_CLASS|creature class]], render giant cave spiders immune to it, and cause creatures to contract it if the venom is injected into them. The creature effect at the very bottom makes the syndrome inflict progressive complete paralysis upon the victim after a short delay, for what would be a relatively short-lived period were it not for the fact that most small creatures tend to suffocate before the effect wears off | + | The bolded section consists of the syndrome definition, which is initiated using the [[Syndrome#SYNDROME|[SYNDROME]]] token. The tokens placed after this (which are described in further detail [[Syndrome#Basic syndrome tokens|below]]) flesh out the syndrome - in this case they name it "giant cave spider bite", make it work only against creatures belonging to the 'GENERAL_POISON' [[Creature token#CREATURE_CLASS|creature class]], render giant cave spiders immune to it, and cause creatures to contract it if the venom is injected into them. The creature effect at the very bottom makes the syndrome inflict progressive complete paralysis upon the victim after a short delay, for what would be a relatively short-lived period were it not for the fact that most small creatures tend to suffocate before the effect wears off. |
Great, so how do we get this lethal venom into a creature's bloodstream to transmit the syndrome? Giant cave spiders are able to do this via the [[Creature token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]] token appended to their bite attack as such: | Great, so how do we get this lethal venom into a creature's bloodstream to transmit the syndrome? Giant cave spiders are able to do this via the [[Creature token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]] token appended to their bite attack as such: | ||
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100] | [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100] | ||
− | This makes their bites inject 100 units of the 'POISON' material in its liquid [[Material_definition_token#Material_States|state]]. Note that '[[Material_token#LOCAL_CREATURE_MAT|LOCAL_CREATURE_MAT]]:POISON' indicates that the 'POISON' material is defined amidst the same creature raws where the attack was detailed i.e. within the SPIDER_CAVE_GIANT creature definition; we could have written '[[Material_token#CREATURE_MAT|CREATURE_MAT]]:SPIDER_CAVE_GIANT:POISON' instead for the same result. Also note that we can make the attack inject any material we want it to, not just creature-associated materials. (Want your spider to inject molten [[gold]] into its victims to melt them from the inside out instead of bothering with syndromes? | + | This makes their bites inject 100 units of the 'POISON' material in its liquid [[Material_definition_token#Material_States|state]]. Note that '[[Material_token#LOCAL_CREATURE_MAT|LOCAL_CREATURE_MAT]]:POISON' indicates that the 'POISON' material is defined amidst the same creature raws where the attack was detailed i.e. within the SPIDER_CAVE_GIANT creature definition; we could have written '[[Material_token#CREATURE_MAT|CREATURE_MAT]]:SPIDER_CAVE_GIANT:POISON' instead for the same result. Also note that we can make the attack inject any material we want it to, not just creature-associated materials. (Want your spider to inject molten [[gold]] into its victims to melt them from the inside out instead of bothering with syndromes? If so, simply replace 'LOCAL_CREATURE_MAT:POISON:LIQUID' with '[[Material_token#INORGANIC|INORGANIC]]:GOLD:LIQUID' and you're good to go). |
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− | + | Note that [ENTERS_BLOOD] must be added to the material definition for injection attacks making use of this material to function properly. Without this token, the material would simply [[contaminant|splatter]] over the attacked bodypart instead of entering the bloodstream, so the above syndrome, which relies solely on the [[Syndrome#SYN_INJECTED|injectable]] transmission route, wouldn't be contracted. [ENTERS_BLOOD] can of course be left out intentionally, if the aim is to cover creatures with a material that transmits syndromes [[Syndrome#SYN_CONTACT|on contact]]. Also keep in mind that splattering in lieu of injection also occurs with blunt attacks, on attacked body parts devoid of [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and on [[Creature token#BLOOD|bloodless]] victims (including creatures who've had their blood removed via [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]]). | |
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| Used to specify the name of the syndrome as it appears in-game. Names don't have to be unique; it's perfectly acceptable to have multiple syndromes with identical names. | | Used to specify the name of the syndrome as it appears in-game. Names don't have to be unique; it's perfectly acceptable to have multiple syndromes with identical names. | ||
− | + | |- | |
+ | | {{text anchor|SYN_IDENTIFIER}}{{version|0.42.01}} | ||
+ | | <your text> | ||
+ | | Can be included to give the syndrome an identifier which can be shared between multiple syndromes. Only one identifier may be specified per syndrome. | ||
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+ | Syndrome identifiers are used in the [[Creature token#SYNDROME_DILUTION_FACTOR|SYNDROME_DILUTION_FACTOR]] creature token. For example, every [[alcohol|alcoholic beverage]] in unmodded games comes with its own inebriating syndrome, each of which has a [SYN_IDENTIFIER:INEBRIATION] token. [[dwarf|Dwarves]] have [SYNDROME_DILUTION_FACTOR:INEBRIATION:150], enabling them to drink relatively larger quantities of alcohol before 'INEBRIATION' syndrome effects become significant. | ||
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+ | Syndromes which share the same identifier also contribute to the same concentration pool with regards to [[Syndrome#SYN_CONCENTRATION_ADDED|SYN_CONCENTRATION_ADDED]]. Thus, in the above example, different types of alcohol would all contribute to a common 'INEBRIATION' syndrome concentration when consumed. | ||
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| {{text anchor|SYN_CONTACT}} | | {{text anchor|SYN_CONTACT}} | ||
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− | | If the syndrome is tied to a material, creatures who come into contact with this material will contract the syndrome if this token is included in the syndrome definition | + | | If the syndrome is tied to a material, creatures who come into contact with this material will contract the syndrome if this token is included in the syndrome definition. Note that this currently doesn't work with solid objects; only bodily [[contaminant]]s cause transmission. |
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− | + | A fun variation on typical creature venoms is to create a material with a contact syndrome and have a creature use it for blood - this tends to end poorly for any predator that chooses to attack them. | |
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| {{text anchor|SYN_INGESTED}} | | {{text anchor|SYN_INGESTED}} | ||
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− | | If the syndrome is tied to a material, creatures who [[food|eat]] or drink substances | + | | If the syndrome is tied to a material, creatures who [[food|eat]] or drink substances containing this material will contract the syndrome if this token is included. |
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| {{text anchor|SYN_INHALED}} | | {{text anchor|SYN_INHALED}} | ||
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− | | If the syndrome is tied to a material, creatures who inhale the material will contract the syndrome if this token is included. Materials can only be inhaled in their | + | | If the syndrome is tied to a material, creatures who inhale the material will contract the syndrome if this token is included. Materials can only be inhaled in their gaseous state, which is attainable by [[temperature|boiling]], or in the form of a [[Interaction_token#Breath_attacks|TRAILING_GAS_FLOW, UNDIRECTED_GAS or WEATHER_CREEPING_GAS]]. |
− | Note that | + | Note that creatures with [[Creature_token#NOBREATHE|NOBREATHE]] (and presumably also [[Creature_token#AQUATIC|AQUATIC]] creatures) never inhale gaseous materials, and creatures which do breathe air aren't guaranteed to inhale gases when exposed to them for a short time. |
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| {{text anchor|SYN_INJECTED}} | | {{text anchor|SYN_INJECTED}} | ||
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− | | If the syndrome is tied to a material, the injection of this material into a creature's bloodstream will cause it to contract the syndrome if this token is included | + | | If the syndrome is tied to a material, the [[Creature_token#SPECIALATTACK_INJECT_EXTRACT|injection]] of this material into a creature's bloodstream will cause it to contract the syndrome if this token is included. |
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| {{text anchor|SYN_IMMUNE_CREATURE}} | | {{text anchor|SYN_IMMUNE_CREATURE}} | ||
| <creature>:<[[Creature_token#CASTE|caste]]> | | <creature>:<[[Creature_token#CASTE|caste]]> | ||
− | | If this is included, the specified creature will be unable to contract the syndrome (even if it matches | + | | If this is included, the specified creature will be unable to contract the syndrome (even if it matches SYN_AFFECTED_CLASS). It can be specified multiple times per syndrome. As above, "ALL" can be used in place of a specific caste. |
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− | | {{text anchor|SYN_NO_HOSPITAL}} | + | | {{text anchor|SYN_NO_HOSPITAL}}{{version|0.42.01}} |
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| Prevents creatures from being admitted to [[health care|hospital]] for problems arising directly as a result of the syndrome's effects, no matter how bad they get. | | Prevents creatures from being admitted to [[health care|hospital]] for problems arising directly as a result of the syndrome's effects, no matter how bad they get. | ||
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− | | {{text anchor| | + | | {{text anchor|SYN_CONCENTRATION_ADDED}}{{version|0.42.01}} |
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| <amount>:<max> | | <amount>:<max> | ||
− | | | + | | If this is included, repeated exposure to the syndrome will result in the effects becoming more intense. Different syndromes with a common [[Syndrome#SYN_IDENTIFIER|SYN_IDENTIFIER]] contribute to a common concentration pool as explained [[Syndrome#SYN_IDENTIFIER|above]]. "First one in wins (the rest just stack)". |
− | + | "Each 100 of <amount> will contribute SEV in general to each effect (before [[Creature token#SYNDROME_DILUTION_FACTOR|dilution]]), <max> goes up to 1000. The concentration does not decrease, but will stay at the maximum attained until the syndrome wears off." | |
− | For example, | + | For example, [[alcohol|alcohol inebriation]] syndromes in unmodded games have [SYN_CONCENTRATION_ADDED:100:1000]. |
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|} | |} | ||
− | ==Creature | + | ==Creature effect tokens== |
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected. An example CE token is as follows: | Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected. An example CE token is as follows: | ||
[CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000] | [CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000] | ||
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In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner. The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later. | In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner. The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later. | ||
− | As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) ends it, the order of the intervening tokens isn't important. | + | As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) ends it, the order of the intervening tokens isn't important. PEAK and END aren't required. |
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− | + | *CE_X | |
− | + | The effect type. This can be a number of different tokens, as detailed in the table below this list. | |
− | + | *SEV:X | |
− | + | The severity of the effect. Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten. | |
− | + | *PROB:X | |
− | + | The probability of the effect actually manifesting in the victim, as a percentage. 100 means always, 1 means a 1 in 100 chance. | |
− | + | *LOCALIZED (Overwrites BP tokens) | |
− | + | This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the syndrome have no effect. This token also makes inhaled syndromes have no effect. | |
− | + | *BP:BODY_PART:TISSUE (Overwritten by LOCALIZED) | |
− | + | Specifies which body parts and tissues are to be affected by the syndrome. BODY_PART can be BY_CATEGORY:x to target body parts with a matching [CATEGORY:x] [[body token]] (or ALL to affect everything), BY_TYPE:x to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:x to target individual body parts by their ID (as specified in the [BP] token). For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL. The syndrome would act on all bodyparts within the creature with the CATEGORY tag LUNG and affect all tissue layers. For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all bodyparts. Multiple targets can be given in one syndrome by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target bodyparts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas. Not everything takes a target! | |
− | + | *VASCULAR_ONLY (Optional) | |
− | + | This syndrome only affects tissue layers with the VASCULAR token. | |
− | + | *MUSCULAR_ONLY (Optional) | |
− | + | This syndrome only affects tissue layers with the MUSCULAR token. Are you seeing a trend here? | |
− | + | *SIZE_DILUTES (Optional) | |
− | + | This token presumably causes the effects of the syndrome to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested. | |
− | + | *SIZE_DELAYS (Optional) | |
− | + | As above, this token has yet to be tested but presumably delays the onset of a syndrome according to the size of the victim. | |
− | + | *DWF_STRETCH:X{{version|0.42.01}} (Optional) | |
− | + | Multiplies the duration of the syndrome by X in Fortress mode. If X is 72, syndrome will last the same amount of ticks in fortress and adventure mode. | |
− | + | *ABRUPT{{version|0.42.01}} (Optional) | |
− | + | Makes the symptom begin immediately rather than ramping up. {{verify}} | |
− | + | *CAN_BE_HIDDEN (Optional) | |
− | + | Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}} | |
− | + | *RESISTABLE (Optional) | |
− | + | Determines if the effect can be hindered by the target creature's [[Attribute#Disease_Resistance|disease resistance attribute]]. Without this token, disease resistance is ignored. | |
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The following table contains [[Syndrome#Creature effect tokens|creature effect tokens]] which cause purely medical [[symptom]]s. | The following table contains [[Syndrome#Creature effect tokens|creature effect tokens]] which cause purely medical [[symptom]]s. | ||
− | Non-targeted | + | Non-targeted syndromes will ignore any BP tokens and LOCALIZED tokens. |
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button! | The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button! | ||
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! Description | ! Description | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|CE_BLEEDING}} |
| Yes | | Yes | ||
− | | Causes the targeted | + | | Causes the targeted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak. |
|- | |- | ||
| {{text anchor|CE_BLISTERS}} | | {{text anchor|CE_BLISTERS}} | ||
| Yes | | Yes | ||
− | | Covers the targeted | + | | Covers the targeted bodypart with blisters. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|CE_BRUISING}} |
| Yes | | Yes | ||
− | | Causes | + | | Causes the targeted bodypart to undergo bruising. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|CE_IMPAIR_FUNCTION}} |
| Yes | | Yes | ||
− | | | + | | An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate. This token only affects organs, not limbs. Note that this effect is currently bugged, and will not "turn off" until the creature receives a wound to cause its body parts to update. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|CE_NECROSIS}} |
| Yes | | Yes | ||
− | | Causes the targeted | + | | Causes the targeted bodypart to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|CE_NUMBNESS}} |
| Yes | | Yes | ||
− | | Causes the | + | | Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|CE_OOZING}} |
− | | | + | | Yes |
− | | Causes | + | | Causes pus to ooze from the afflicted bodypart. |
|- | |- | ||
| {{text anchor|CE_PAIN}} | | {{text anchor|CE_PAIN}} | ||
− | | | + | | Yes |
− | | Afflicts the targeted | + | | Afflicts the targeted bodypart with intense pain. |
|- | |- | ||
| {{text anchor|CE_PARALYSIS}} | | {{text anchor|CE_PARALYSIS}} | ||
− | | | + | | Yes |
− | | Causes complete paralysis | + | | Causes paralysis. Paralysis is complete paralysis and will cause suffocation in smaller creatures. Paralysis on a limb may lead to motor nerve damage. |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|CE_SWELLING}} |
| Yes | | Yes | ||
− | | | + | | Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis. |
|- | |- | ||
| {{text anchor|CE_DIZZINESS}} | | {{text anchor|CE_DIZZINESS}} | ||
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| No | | No | ||
| Causes the Drowsiness condition. | | Causes the Drowsiness condition. | ||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| {{text anchor|CE_FEVER}} | | {{text anchor|CE_FEVER}} | ||
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| No | | No | ||
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death. | | Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death. | ||
+ | |- | ||
+ | | {{text anchor|CE_UNCONSCIOUSNESS}} | ||
+ | | No | ||
+ | | Renders unconscious. | ||
|- | |- | ||
| {{text anchor|CE_COUGH_BLOOD}} | | {{text anchor|CE_COUGH_BLOOD}} | ||
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===Healing Effects=== | ===Healing Effects=== | ||
− | + | As of version [[Release information/0.47.01|0.47.01]], most of the [[Syndrome#Symptomatic_Effects|above]] effects have counterparts to alleviate [[symptom]]s and heal physical damage: | |
{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="Bisque" | |- bgcolor="Bisque" | ||
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| {{text anchor|CE_REDUCE_PAIN}} | | {{text anchor|CE_REDUCE_PAIN}} | ||
| Yes | | Yes | ||
− | | Decreases the severity of pain produced by wounds or syndrome effects on the targeted | + | | Decreases the severity of pain produced by wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the pain is decreased. |
|- | |- | ||
| {{text anchor|CE_REDUCE_SWELLING}} | | {{text anchor|CE_REDUCE_SWELLING}} | ||
| Yes | | Yes | ||
− | | Decreases the severity of swelling on the targeted | + | | Decreases the severity of swelling on the targeted bodypart. |
|- | |- | ||
| {{text anchor|CE_REDUCE_PARALYSIS}} | | {{text anchor|CE_REDUCE_PARALYSIS}} | ||
| Yes | | Yes | ||
− | | Decreases the severity of any paralysis effects on the targeted | + | | Decreases the severity of any paralysis effects on the targeted bodypart. |
|- | |- | ||
| {{text anchor|CE_REDUCE_DIZZINESS}} | | {{text anchor|CE_REDUCE_DIZZINESS}} | ||
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| {{text anchor|CE_STOP_BLEEDING}} | | {{text anchor|CE_STOP_BLEEDING}} | ||
| Yes | | Yes | ||
− | | Decreases the severity of the bleeding of any wounds or syndrome effects on the targeted | + | | Decreases the severity of the bleeding of any wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the bleeding is decreased. |
|- | |- | ||
| {{text anchor|CE_CLOSE_OPEN_WOUNDS}} | | {{text anchor|CE_CLOSE_OPEN_WOUNDS}} | ||
| Yes | | Yes | ||
− | | Closes any wounds on the targeted | + | | Closes any wounds on the targeted bodypart with speed depending on the SEV value. |
|- | |- | ||
| {{text anchor|CE_CURE_INFECTION}} | | {{text anchor|CE_CURE_INFECTION}} | ||
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| {{text anchor|CE_HEAL_TISSUES}} | | {{text anchor|CE_HEAL_TISSUES}} | ||
| Yes | | Yes | ||
− | | Heals the tissues of the targeted | + | | Heals the tissues of the targeted bodypart with speed depending on the SEV value. |
|- | |- | ||
| {{text anchor|CE_HEAL_NERVES}} | | {{text anchor|CE_HEAL_NERVES}} | ||
| Yes | | Yes | ||
− | | Heals the nerves of the targeted | + | | Heals the nerves of the targeted bodypart with speed depending on the SEV value. |
|- | |- | ||
| {{text anchor|CE_REGROW_PARTS}} | | {{text anchor|CE_REGROW_PARTS}} | ||
| Yes | | Yes | ||
− | | Causes missing | + | | Causes missing bodyparts to regrow. SEV controls how quickly bodyparts are regrown. In adventure, parts will be regrown until you travel or wait/sleep {{bug|0011396}}. |
|} | |} | ||
===Special Effects=== | ===Special Effects=== | ||
− | Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any | + | Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any substance or custom interaction. |
{| {{prettytable}} | {| {{prettytable}} | ||
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*HAS_BLOOD | *HAS_BLOOD | ||
− | |||
*FIT_FOR_ANIMATION | *FIT_FOR_ANIMATION | ||
*FIT_FOR_RESURRECTION | *FIT_FOR_RESURRECTION | ||
− | + | *MORTAL | |
+ | It is unclear whether or not these tags do anything when added to a creature, but they can nevertheless be used as [[Interaction token#IT_REQUIRES|interaction target requirements]], as with any of the other tags listed here. | ||
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*[[Creature_token#CRAZED|CRAZED]] | *[[Creature_token#CRAZED|CRAZED]] | ||
*[[Creature_token#EXTRAVISION|EXTRAVISION]] | *[[Creature_token#EXTRAVISION|EXTRAVISION]] | ||
+ | *[[Creature_token#LIKES_FIGHTING|LIKES_FIGHTING]] | ||
*[[Creature_token#MISCHIEVOUS|MISCHIEVOUS]] (or [[Creature_token#MISCHIEVIOUS|MISCHIEVIOUS]]) | *[[Creature_token#MISCHIEVOUS|MISCHIEVOUS]] (or [[Creature_token#MISCHIEVIOUS|MISCHIEVIOUS]]) | ||
*[[Creature_token#NO_CONNECTIONS_FOR_MOVEMENT|NO_CONNECTIONS_FOR_MOVEMENT]] | *[[Creature_token#NO_CONNECTIONS_FOR_MOVEMENT|NO_CONNECTIONS_FOR_MOVEMENT]] | ||
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*[[Creature_token#TRANCES|TRANCES]] | *[[Creature_token#TRANCES|TRANCES]] | ||
*[[Creature_token#UTTERANCES|UTTERANCES]] | *[[Creature_token#UTTERANCES|UTTERANCES]] | ||
− | |||
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− | |||
− | |||
|- | |- | ||
| {{text anchor|CE_REMOVE_TAG}} | | {{text anchor|CE_REMOVE_TAG}} | ||
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| <tag 1>:<tag 2>:etc | | <tag 1>:<tag 2>:etc | ||
| Removes the specified tag(s) from the affected creature. Multiple tags can be specified sequentially within a single effect token. The tags listed [[Syndrome#CE_ADD_TAG|above]] can all be removed via this effect. | | Removes the specified tag(s) from the affected creature. Multiple tags can be specified sequentially within a single effect token. The tags listed [[Syndrome#CE_ADD_TAG|above]] can all be removed via this effect. | ||
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'''Special tags:''' | '''Special tags:''' | ||
* HAS_BLOOD | * HAS_BLOOD | ||
− | If this tag is removed, the creature behaves as though it has no [[Creature token#BLOOD|blood]]; it doesn't bleed when [[Tissue definition token#VASCULAR|VASCULAR]] tissues are damaged (and thus cannot die of blood loss), and substances cannot be [[ | + | If this tag is removed, the creature behaves as though it has no [[Creature token#BLOOD|blood]]; it doesn't bleed when [[Tissue definition token#VASCULAR|VASCULAR]] tissues are damaged (and thus cannot die of blood loss), and substances cannot be [[Creature_token#SPECIALATTACK_INJECT_EXTRACT|injected]] into it. |
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|- a | |- a | ||
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| NAME:singular:plural:adjective | | NAME:singular:plural:adjective | ||
| Attaches the specified name to the creature's normal name. | | Attaches the specified name to the creature's normal name. | ||
− | |||
|- | |- | ||
| {{text anchor|CE_DISPLAY_TILE}} | | {{text anchor|CE_DISPLAY_TILE}} | ||
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| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]] | | TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]] | ||
| Causes the creature to display the specified tile instead of its normal one. | | Causes the creature to display the specified tile instead of its normal one. | ||
− | |||
|- | |- | ||
| {{text anchor|CE_FLASH_TILE}} | | {{text anchor|CE_FLASH_TILE}} | ||
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| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]:FREQUENCY:<frames default tile>:<frames syndrome tile> | | TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]:FREQUENCY:<frames default tile>:<frames syndrome tile> | ||
| Causes the creature to flash between its normal tile and the one specified here. | | Causes the creature to flash between its normal tile and the one specified here. | ||
− | |||
|- | |- | ||
| {{text anchor|CE_PHYS_ATT_CHANGE}} | | {{text anchor|CE_PHYS_ATT_CHANGE}} | ||
| No | | No | ||
| [[Attribute]]:percentage:fixed boost(?) | | [[Attribute]]:percentage:fixed boost(?) | ||
− | | Alters the | + | | Alters the physical [[attribute]]s of a creature. |
− | |||
|- | |- | ||
| {{text anchor|CE_MENT_ATT_CHANGE}} | | {{text anchor|CE_MENT_ATT_CHANGE}} | ||
| No | | No | ||
| [[Attribute]]:percentage:fixed boost(?) | | [[Attribute]]:percentage:fixed boost(?) | ||
− | | Alters the | + | | Alters the mental [[attribute]]s of a creature. |
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|- | |- | ||
| {{text anchor|CE_BODY_APPEARANCE_MODIFIER}} | | {{text anchor|CE_BODY_APPEARANCE_MODIFIER}} | ||
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| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?) | | APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?) | ||
| Alters the size of the creature. | | Alters the size of the creature. | ||
− | |||
|- | |- | ||
| {{text anchor|CE_BP_APPEARANCE_MODIFIER}} | | {{text anchor|CE_BP_APPEARANCE_MODIFIER}} | ||
| Yes | | Yes | ||
| body part:APPEARANCE_MODIFIER:attribute:number | | body part:APPEARANCE_MODIFIER:attribute:number | ||
− | | Alters the characteristics (height, width etc.) of a body part. | + | | Alters the characteristics (height, width etc.) of a body part. |
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|- | |- | ||
| {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}} | | {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}} | ||
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| MAT_MULT:[[material token|<material token>]]:<value A>:<value B> | | MAT_MULT:[[material token|<material token>]]:<value A>:<value B> | ||
| When the affected creature is struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. '''NONE:NONE''' can be used in place of a specific material token so as to make the effect applicable to all materials. Note that this syndrome effect is equivalent to the [[Creature_token#MATERIAL_FORCE_MULTIPLIER|MATERIAL_FORCE_MULTIPLIER]] creature token. | | When the affected creature is struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. '''NONE:NONE''' can be used in place of a specific material token so as to make the effect applicable to all materials. Note that this syndrome effect is equivalent to the [[Creature_token#MATERIAL_FORCE_MULTIPLIER|MATERIAL_FORCE_MULTIPLIER]] creature token. | ||
+ | |- | ||
+ | | {{text anchor|CE_SPEED_CHANGE}} | ||
+ | | No | ||
+ | | speed modifier:number | ||
+ | | Changes the speed of a creature. | ||
+ | Speed modifier contains one or both of: | ||
+ | * SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster) | ||
+ | * SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero) | ||
+ | The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively. | ||
|- | |- | ||
Line 858: | Line 682: | ||
| Makes the creature able to perform an [[Interaction_token|interaction]]. Follow this effect token with [[Interaction_token#INTERACTION|[CDI:INTERACTION:<interaction name>]]] to specify the desired interaction, and add other [[Interaction_token#Usage|CDI tokens]] as required. | | Makes the creature able to perform an [[Interaction_token|interaction]]. Follow this effect token with [[Interaction_token#INTERACTION|[CDI:INTERACTION:<interaction name>]]] to specify the desired interaction, and add other [[Interaction_token#Usage|CDI tokens]] as required. | ||
|- | |- | ||
− | | {{text anchor|CE_SPECIAL_ATTACK_INTERACTION}} | + | | {{text anchor|CE_SPECIAL_ATTACK_INTERACTION}}{{version|0.47.01}} |
| Yes | | Yes | ||
| INTERACTION:<interaction name>:BP:<selection criteria>:<name of category,type, or token of designated part/parts> | | INTERACTION:<interaction name>:BP:<selection criteria>:<name of category,type, or token of designated part/parts> | ||
Line 867: | Line 691: | ||
| No | | No | ||
| MAT_TOKEN:<body material token> | | MAT_TOKEN:<body material token> | ||
− | | This is used to tie an [[Interaction_token|interaction]] to one of the creature’s body materials. Generated [[vampire]] syndromes use this effect to make vampire blood pass on the vampirism curse when consumed. | + | | This is used to tie an [[Interaction_token#Definitions |interaction]] to one of the creature’s body materials. Generated [[vampire]] syndromes use this effect to make vampire blood pass on the vampirism curse when consumed. |
− | The target body material is specified by inserting its | + | The target body material is specified by inserting its identifier as defined in the creature raws. For example, when a syndrome with “CE_BODY_MAT_INTERACTION:MAT_TOKEN:SWEAT” is gained by a unit, the effect will apply to any material defined as “SWEAT” in the creature raws of that unit, if such a material is present. |
− | '''RESERVED_BLOOD''' is a special body material token which can be used to specify the [[Creature_token#BLOOD|[BLOOD]]] material of any creature, regardless of the material's actual | + | '''RESERVED_BLOOD''' is a special body material token which can be used to specify the [[Creature_token#BLOOD|[BLOOD]]] material of any creature, regardless of the material's actual identifier. |
The following tokens should be placed after this effect: | The following tokens should be placed after this effect: | ||
− | * '''CE:SYNDROME_TAG:''' | + | * '''CE:SYNDROME_TAG:syndrome_trigger_type''' is used to specify what must be done with the body material to trigger the interaction. Replace "syndrome_trigger_type" with any of '''SYN_INGESTED, SYN_INJECTED, SYN_CONTACT, SYN_INHALED'''. Multiple instances of this tag may be used to specify different valid transmission routes. However, it seems that only SYN_INGESTED is currently implemented. |
− | * '''CE:INTERACTION:''' | + | * '''CE:INTERACTION:interaction_id''' is used to specify which interaction is to be run (replace "interaction_id" with the name of the desired interaction). Appropriate interaction effects with a creature target (such as [[Interaction_token#I_EFFECT|ADD_SYNDROME]]) will be inflicted upon the unit who interacts with the body material as specified above. Note that the linked interaction must have an [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]] token for this to work. |
+ | |||
+ | This currently only works on materials obtained from historical figures! That is to say, the material must bear the source unit's name, such as "Urist McVampire's dwarf blood" as opposed to mere "dwarf blood". | ||
− | + | |- | |
+ | | {{text anchor|CE_BODY_TRANSFORMATION}} | ||
+ | | No | ||
+ | | | ||
+ | | Makes the affected unit transform into a different creature. The target creature may either be specified directly by following this with a CE:CREATURE token, or else set to be randomly selected as indicated by the creature and/or caste flag restrictions listed below (of which multiple may be specified). | ||
+ | * '''CE:CREATURE:<creature ID>:<caste ID>''' - Specify the target creature and caste (for example: CE:CREATURE:DWARF:FEMALE). '''ANY''' can be used in place of a specific caste ID to randomise the caste for every transformation.<br> | ||
+ | * '''CE:CREATURE_FLAG: <creature flag>'''{{version|0.47.01}} - Any creature with the specified [[:Interaction_token#Creature_and_Caste_Flags|creature flag]] is a valid transformation target.<br> | ||
+ | * '''CE:FORBIDDEN_CREATURE_FLAG:<creature flag>'''{{version|0.47.01}} - Forbids all creatures with the specified [[:Interaction_token#Creature_and_Caste_Flags|creature flag]] from the random selection pool.<br> | ||
+ | * '''CE:CREATURE_CASTE_FLAG:<caste flag>'''{{version|0.47.01}} - Any creature with the specified [[:Interaction_token#Creature_and_Caste_Flags|caste flag]] is a valid transformation target.<br> | ||
+ | * '''CE:FORBIDDEN_CREATURE_CASTE_FLAG:<caste flag>'''{{version|0.47.01}} - Forbids all creatures with the specified [[:Interaction_token#Creature_and_Caste_Flags|caste flag]] from being randomly selected.<br> | ||
+ | *'''CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED'''{{version|0.47.01}} - Unknown. Possibly disallows all creatures with only slow gaits.{{verify}} | ||
+ | Note that any wounds the creature has suffered will instantly heal upon transforming, both into and out of the target form. If an [[undead]] limb happens to be transformed, its entire body will regenerate upon transforming back. | ||
+ | |- | ||
+ | | {{text anchor|CE_SKILL_ROLL_ADJUST}} | ||
+ | | No | ||
+ | | PERC:percentage:PERC_ON:percentage | ||
+ | | Alters the skill level of a creature. The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll. | ||
|- | |- | ||
| {{text anchor|CE_SENSE_CREATURE_CLASS}} | | {{text anchor|CE_SENSE_CREATURE_CLASS}} | ||
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[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]] | [[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]] | ||
| Provides the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when such creatures lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly. | | Provides the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when such creatures lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly. | ||
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|CE_CHANGE_PERSONALITY}}{{version|0.42.01}} |
| No | | No | ||
− | | | + | | FACET:[[DF2014:Personality_trait#Facets|trait]]:amount |
− | | | + | | Changes a [[personality trait]] by amount. Multiple FACET:trait:amount sets may be used. |
− | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|CE_FEEL_EMOTION}}{{version|0.42.01}} |
| No | | No | ||
− | | | + | | EMOTION:[[emotion]] |
− | | | + | | Makes the creature feel a specific [[emotion]]; severity based on standard SEV value. The [[thought]] the creature receives is: "[creature] feels [emotion] due to [syndrome name]". See [[Emotion]] for the list of valid emotions. |
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | {{text anchor|CE_ERRATIC_BEHAVIOR}} | + | | {{text anchor|CE_ERRATIC_BEHAVIOR}}{{version|0.42.01}} |
| No | | No | ||
| | | | ||
− | | Causes erratic behavior, meaning "People that | + | | Causes erratic behavior, meaning "People that like to brawl have a chance of starting a brawl-level fight with any nearby adult" [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady] |
|} | |} | ||
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When this token is placed after a syndrome effect, it will prevent that effect from working unless within the specified period range. | When this token is placed after a syndrome effect, it will prevent that effect from working unless within the specified period range. | ||
− | For example, generated [[werebeast]] syndromes have a [[Syndrome#CE_BODY_TRANSFORMATION|body transformation effect]] with | + | For example, generated [[werebeast]] syndromes have a [[Syndrome#CE_BODY_TRANSFORMATION|body transformation effect]] with [CE:PERIODIC:[[Syndrome#MOON_PHASE|MOON_PHASE]]:27:0], which makes the transformation active only throughout moon phases 27 to 0 (the full moon period). Once the moon phase changes from 0 to 1, the transformation will end and remain inactive until phase 27 is reached again (unless of course the effect's END time is reached before this happens). |
− | |||
− | |||
MOON_PHASE is currently the only valid period type: | MOON_PHASE is currently the only valid period type: | ||
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Creatures in ''Dwarf Fortress'' possess internal counters which keep track of their various activities and statuses. When this token is placed after a syndrome effect, it will prevent the effect from working unless the affected creature has the indicated counter, and its value lies within the specified range. | Creatures in ''Dwarf Fortress'' possess internal counters which keep track of their various activities and statuses. When this token is placed after a syndrome effect, it will prevent the effect from working unless the affected creature has the indicated counter, and its value lies within the specified range. | ||
− | For example, generated [[vampire]] syndromes use | + | For example, generated [[vampire]] syndromes use [CE:COUNTER_TRIGGER:[[Syndrome#DRINKING_BLOOD|DRINKING_BLOOD]]:1:NONE:REQUIRED] with an [[Syndrome#CE_BP_APPEARANCE_MODIFIER|appearance modifier]] to make the vampire's teeth temporarily lengthen whilst leeching blood. |
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− | + | Note that 'NONE' can be used in place of <max_value> to indicate that any value above <min_value> is valid. 'NONE' can also be used in place of <min_value>, which is equivalent to the lowest value attainable by a counter. | |
− | + | As detailed below, most counters only exist temporarily, so their use as triggers is somewhat more restricted than intuition suggests. For example, specifying '0' or 'NONE' as the <min_value> for a [[Syndrome#CAVE_ADAPT|CAVE_ADAPT]] trigger wouldn't permit the effect to work when the affected creature is outside, since this counter is removed from the unit as soon as its value decreases past 1. Similarly, [[Syndrome#MILK_COUNTER|MILK_COUNTER]] is only present for some time ''after'' a creature is milked. | |
The following is a list of valid counter types including a couple of notable values: | The following is a list of valid counter types including a couple of notable values: | ||
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! Counter | ! Counter | ||
! Description | ! Description | ||
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| {{text anchor|ALCOHOLIC}} | | {{text anchor|ALCOHOLIC}} | ||
− | | For | + | | For [[Creature_token#ALCOHOL_DEPENDENT|ALCOHOL_DEPENDENT]] creatures, this counter increases by 1 each [[time|tick]], and is reset to 0 when the creature drinks [[alcohol]]. The following messages are added after "needs alcohol to get through the working day" in the creature's description when the counter reaches the specified values: |
* 100800 (3 months) = and is starting to work slowly due to its scarcity | * 100800 (3 months) = and is starting to work slowly due to its scarcity | ||
* 201600 (6 months) = and really wants a drink | * 201600 (6 months) = and really wants a drink | ||
* 302400 (9 months) = and has gone without a drink for far, far too long | * 302400 (9 months) = and has gone without a drink for far, far too long | ||
* 403200 (1 year) = and can't even remember the last time (s)he had some | * 403200 (1 year) = and can't even remember the last time (s)he had some | ||
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| {{text anchor|CAVE_ADAPT}} | | {{text anchor|CAVE_ADAPT}} | ||
− | | For creatures with the | + | | For creatures with the [[Creature_token#CAVE_ADAPT|CAVE_ADAPT]] token, this counter is created and increases by 1 each [[time|tick]] when the creature is in the dark, and decreases by 10 each tick when outside. The counter is removed if it decreases to 0. See [[cave adaptation]] for more information. |
* 403200 (1 year) = going outside causes irritation | * 403200 (1 year) = going outside causes irritation | ||
* 604800 (1.5 years) = going outside causes nausea | * 604800 (1.5 years) = going outside causes nausea | ||
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| {{text anchor|MILK_COUNTER}} | | {{text anchor|MILK_COUNTER}} | ||
− | | When a creature is milked, this counter is created and set to the frequency value specified in the creature's | + | | When a creature is milked, this counter is created and set to the frequency value specified in the creature's [[Creature_token#MILKABLE|MILKABLE]] token, and subsequently decreases by 1 each [[time|tick]] until it reaches 0, at which point it is removed and the creature becomes available for milking again. |
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| {{text anchor|EGG_SPENT}} | | {{text anchor|EGG_SPENT}} | ||
− | | This counter is created and set to 100800 ( | + | | This counter is created and set to 100800 (the total number of [[time|tick]]s in 3 months) when a creature [[Creature_token#LAYS_EGGS|lays eggs]], and thereafter decreases by 1 each tick until it reaches 0, at which point the counter is removed and the creature regains the ability to lay eggs. |
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| {{text anchor|GROUNDED_ANIMAL_ANGER}} | | {{text anchor|GROUNDED_ANIMAL_ANGER}} | ||
| How angry (and likely to attack) an animal is from being in an overcrowded location. The counter is created and set to 200 when the animal is forced to lie on the ground whilst sharing a tile with another creature. It subsequently decreases by 1 each [[time|tick]], but this is overcome by the addition of 200 every so often (with a variable delay between each spike) if the creature remains grounded. The counter is removed if it decreases to 0. | | How angry (and likely to attack) an animal is from being in an overcrowded location. The counter is created and set to 200 when the animal is forced to lie on the ground whilst sharing a tile with another creature. It subsequently decreases by 1 each [[time|tick]], but this is overcome by the addition of 200 every so often (with a variable delay between each spike) if the creature remains grounded. The counter is removed if it decreases to 0. | ||
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| {{text anchor|TIME_SINCE_SUCKED_BLOOD}} | | {{text anchor|TIME_SINCE_SUCKED_BLOOD}} | ||
− | | This counter rises by 1 every [[time|tick]] for | + | | This counter rises by 1 every [[time|tick]] for [[Creature_token#BLOODSUCKER|blood-sucking]] creatures such as [[vampire]]s. When it rises high enough (generally around 100800), the creature will seek an [[sleep|unconscious]] victim to leech off of. Blood-sucking causes the counter to decrease, and will continue until either the victim is dead or the counter reaches 0. Note that this counter isn't removed when 0 is reached. |
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| {{text anchor|DRINKING_BLOOD}} | | {{text anchor|DRINKING_BLOOD}} | ||
− | | This appears to be created and set to a fixed value of 20 whilst the creature is sucking blood, and begins to decrease by 1 each [[time|tick]] once blood-sucking ceases (as described [[Syndrome#TIME_SINCE_SUCKED_BLOOD|above]]) until it reaches 0, at which point the counter is removed. | + | | This appears to be created and set to a fixed value of 20 whilst the creature is sucking blood, and begins to decrease by 1 each [[time|tick]] once blood-sucking ceases (as described [[Syndrome#TIME_SINCE_SUCKED_BLOOD|above]]), seemingly preventing the creature from doing other activities until it reaches 0, at which point the counter is removed. |
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+ | | {{text anchor|PARTIED_OUT}} | ||
+ | | How long before the creature will decide to attend another [[party]]. The counter is set to the tick equivalent of around 3 months when the party being attended ends, and subsequently counts down to 0. Redundant as of [[Release information/0.42.01|0.42.01]], since parties no longer occur. | ||
|} | |} | ||
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[BOILING_POINT:10000] | [BOILING_POINT:10000] | ||
[MAT_FIXED_TEMP:10001] | [MAT_FIXED_TEMP:10001] | ||
− | + | Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas. Creatures who inhale the gas will be immediately hit with the syndrome you thoughtfully attached to the material definition earlier! | |
− | Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas. Creatures who inhale the gas will be immediately hit with the | ||
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s. | There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s. | ||
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==Spreading diseases== | ==Spreading diseases== | ||
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The line [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE_PLAGUE:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] allows any infected creature with an attack using mouth or tooth category body parts to immediately spread the disease using said attack. The victim of the attack may then spread the disease if they are able to attack with the needed body part/parts. | The line [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE_PLAGUE:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] allows any infected creature with an attack using mouth or tooth category body parts to immediately spread the disease using said attack. The victim of the attack may then spread the disease if they are able to attack with the needed body part/parts. | ||
− | + | ==See Also== | |
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− | ==See | ||
* [[Syndrome examples]] | * [[Syndrome examples]] |