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Editing v0.31:Syndrome

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{{quality|Masterwork|21:09, 26 April 2011 (UTC)}}{{av}}
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{{av}}
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{{human}}
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A '''syndrome''' is a disease or effect that a poor hapless creature might get through encountering certain creatures, extracts or vindictive modders. They generally cause unpleasant and frequently fatal {{L|symptoms}} over a short to long period of time, but some will clear up over time or with the assistance of a {{L|doctor}}.  A {{L|Hospital}} is required to diagnose and potentially treat the syndrome. [[File:Snakebite.png|200px|thumb|right|An example of a syndrome in effect. This hippo did not ultimately survive the encounter despite one bite being the only injury sustained.]]
  
A '''syndrome''' is a disease or effect that a poor hapless creature might get through encountering certain creatures, extracts or vindictive modders. They generally cause unpleasant and frequently fatal [[symptoms]] over a short to long period of time, but some will clear up over time or with the assistance of a [[doctor]].  A [[Hospital]] is required to diagnose and potentially treat the syndrome. [[File:Snakebite.png|200px|thumb|right|An example of a syndrome in effect. This hippo did not ultimately survive the encounter despite one bite being the only injury sustained.]]
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==List of syndromes<sup><small>1</small></sup>==
 
 
==List of syndromes==
 
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#dddddd"
 
|- bgcolor="#dddddd"
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| Blob blisters
 
| Blob blisters
 
| cave blob fluid<br />(contact)
 
| cave blob fluid<br />(contact)
| Touching a [[cave blob]]
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| Touching a {{L|cave blob}}
 
| Mild pain<br/>Mild blisters
 
| Mild pain<br/>Mild blisters
 
| None
 
| None
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| Cave floater sickness
 
| Cave floater sickness
 
| cave floater gas<br />(inhaled)
 
| cave floater gas<br />(inhaled)
| Expelled from [[cave floater]]
+
| Expelled from {{L|cave floater}}
 
| Mild nausea
 
| Mild nausea
 
| Fever<br/>Strong drowsiness (delayed)<br/>Strong dizziness (delayed)
 
| Fever<br/>Strong drowsiness (delayed)<br/>Strong dizziness (delayed)
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| Cave spider bite
 
| Cave spider bite
 
| cave spider venom<br />(injected)
 
| cave spider venom<br />(injected)
| Being bitten by a [[cave spider]]
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| Being bitten by a {{L|cave spider}}
 
| None
 
| None
 
| None
 
| None
 
| Very mild dizziness
 
| Very mild dizziness
|-
 
| Phantom spider bite
 
| phantom spider venom<br />(injected)
 
| Being bitten by a [[phantom spider]]
 
| None
 
| Numbness and mild dizziness
 
| None
 
 
|-
 
|-
 
| Giant cave spider bite
 
| Giant cave spider bite
 
| giant cave spider venom<br />(injected)
 
| giant cave spider venom<br />(injected)
| Being bitten by a [[giant cave spider]]
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| Being bitten by a {{L|giant cave spider}}
| Complete paralysis<sup>1</sup><br/>'''Being eaten by the GCS'''
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| Complete paralysis, suffocation<br/>'''Being eaten by the GCS'''
 
| None, not that it really matters.
 
| None, not that it really matters.
 
| None
 
| None
 
|-
 
|-
 
| Gnomeblight
 
| Gnomeblight
| [[gnomeblight]]<br />(contact, inhaled, or injected)
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| {{L|gnomeblight}}<br />(contact, inhaled, or injected)
 
| Unknown. Affects gnomes only
 
| Unknown. Affects gnomes only
 
| None
 
| None
| Severe systemic necrosis<sup>2</sup>
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| Severe systemic necrosis<br/>Death
 
| None
 
| None
 
|-
 
|-
 
| Giant desert scorpion sting
 
| Giant desert scorpion sting
 
| giant desert scorpion<br />(injected)
 
| giant desert scorpion<br />(injected)
| Being stung by a [[giant desert scorpion]]
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| Being stung by a {{L|giant desert scorpion}}
 
| None
 
| None
| Necrosis of the brain and nervous system<sup>2</sup>
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| Necrosis of the brain and nervous system<br/>Permanent paralysis, likely followed by death
 
| None
 
| None
 
|-  
 
|-  
 
| Helmet snake bite
 
| Helmet snake bite
 
| helmet snake venom<br />(injected)
 
| helmet snake venom<br />(injected)
| Being bitten by a [[helmet snake]]
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| Being bitten by a {{L|helmet snake}}
 
| Minor bleeding
 
| Minor bleeding
 
| Fever<br/>Nausea<br/>Dizziness<br/>Localized swelling<br/>Localized oozing<br/>Localized bruising<br/>Strong pain<br/>Intense localized necrosis<br/>Possible loss of limb  
 
| Fever<br/>Nausea<br/>Dizziness<br/>Localized swelling<br/>Localized oozing<br/>Localized bruising<br/>Strong pain<br/>Intense localized necrosis<br/>Possible loss of limb  
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| Iron man cough
 
| Iron man cough
 
| iron man gas<br />(inhaled)
 
| iron man gas<br />(inhaled)
| Expelled by [[iron man]]
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| Expelled by {{L|iron man}}
 
| Coughing blood
 
| Coughing blood
 
| None
 
| None
| None
 
|-
 
| Platypus sting
 
| platypus venom<br />(injected)
 
| Being kicked by a [[platypus]], [[giant platypus]] or [[platypus man]]
 
| Pain and swelling
 
| Extreme pain, swelling possibly to the point of necrosis
 
 
| None
 
| None
 
|-
 
|-
 
| Serpent man bite
 
| Serpent man bite
 
| serpent man venom<br />(injected)
 
| serpent man venom<br />(injected)
| Being bitten by a [[serpent man]]
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| Being bitten by a {{L|serpent man}}
| Complete paralysis<sup>1</sup>
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| Complete paralysis
 
| None
 
| None
 
| None
 
| None
|-
 
| beast sickness<sup>3</sup>
 
| random
 
| Encounters with [[forgotten beast]]s
 
| random
 
| random
 
| random
 
|-
 
| titan sickness<sup>3</sup>
 
| random
 
| Encounters with [[titan]]s
 
| random
 
| random
 
| random
 
|-
 
| demon sickness<sup>3</sup>
 
| random
 
| Encounters with [[demon]]s
 
| random
 
| random
 
| random
 
 
|}
 
|}
:<small>1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.</small>
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<small>1. {{L|Titan}}s have a chance to have a randomized syndrome. These range from pointless (mild blisters from inhaling boiling blood) to instantly deadly (Severe necrosis from a contact poison attached to a breath weapon/titan made of blood.</small>
:<small>2. Necrosis of the brain will eventually result in instant death once the brain rots away completely.</small>
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:<small>3. [[Titan]]s, [[forgotten beast]]s, and [[demon]]s have a chance to have a randomized syndrome. These range from pointless (mild blisters from inhaling boiling blood) to instantly deadly (Severe necrosis from a contact poison attached to a breath weapon/creature made of blood.</small>
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<!-- This entire section is probably a fabrication.
 +
==Treating syndromes==
 +
When a dwarf is infected with a syndrome he will be unaware of it until the first symptoms strike. At this point if he is still able to move he'll seek out a hospital where a doctor will use {{L|diagnosis}} to determine the syndrome. The most potent treatment for any syndrome is the application of the '''antivenin'''. Antivenin can be made at a {{L|butcher's shop}} by a dwarf with the {{L|animal dissector}} skill provided you have a living creature that produces venom on hand (note: This kills the creature in the process). Because of this requirement you likely won't have the antivenin during your dwarf's first encounter with the offending monster.
 +
 
 +
If the doctor has the antivenin he will apply it to the wound, and the syndrome will be cured. This won't reverse any damage already caused however so time is of the essence. This also means that some antivenins (like giant cave spider antivenin) will never be used because they will completely resolve before a doctor will even see the victim.
 +
 
 +
If the doctor doesn't have the antivenin care will become supportive, the wound will be disinfected and dressed to prevent bleeding, and if necrosis begins to set in the doctor will attempt {{L|surgery}} to remove the offending tissue. Mild necrosis can be excised without removing the limb, which will heal over time, but heavier necrosis can only be "cured" by amputation. This will still be necessary though, as heavily necrotic tissue will begin to bleed persistently until the dwarf either bleeds out or the limb is removed.
 +
-->
  
 
==The anatomy of a syndrome==
 
==The anatomy of a syndrome==
 
Mechanically, syndromes are bundles of tokens attached to a material - they're confined to creature materials in vanilla DF, but it's a simple matter to add them to inorganic materials.  When the material is injected, touched or inhaled (depending on the syndrome), the creature suffers the predations of a nasty disease or poison.  Here's an example syndrome, taken from the Giant Cave Spider raws.
 
Mechanically, syndromes are bundles of tokens attached to a material - they're confined to creature materials in vanilla DF, but it's a simple matter to add them to inorganic materials.  When the material is injected, touched or inhaled (depending on the syndrome), the creature suffers the predations of a nasty disease or poison.  Here's an example syndrome, taken from the Giant Cave Spider raws.
 
If you are having troubles getting the syndromes to work (ie, in combat reports, getting "'''supersnake''' n/a splatters~etc"), then simply throw the venom template into the actual creature's raw, which is what the LOCAL_CREATURE_MAT actually calls on; the venom being in the same file.
 
  
 
     [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
 
     [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
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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 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 end 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 end it, the order of the intervening tokens isn't important.
  
*CE_X
+
  CE_X
 
The effect type.  This can be a number of different tokens, as detailed in the table below this list.
 
The effect type.  This can be a number of different tokens, as detailed in the table below this list.
*SEV:X
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  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.
 
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
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  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.
 
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)
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  LOCALIZED (Optional if the BP:BY_CATEGORY/BY_TYPE token is present)
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 - ie. 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 (i.e. IMPAIR_FUNCTION on a non-organ) then this token makes the syndrome have no effect. This token also makes inhaled syndromes have no effect.
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This tag causes the effect to be restricted to the limb that came into contact with the contagion - ie. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. It's unclear how this tag functions in syndromes contracted by inhalation.
*BP:BODY_PART:TISSUE (Overwritten by LOCALIZED)
+
  BP:BY_CATEGORY/BY_TYPE:BODYPART:TISSUE (Optional if the LOCALIZED token is present)
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!
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Specifies a target or range of targets for the effect to manifest in. 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. 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)
+
  VASCULAR_ONLY (Optional)
 
This syndrome only affects tissue layers with the VASCULAR token.
 
This syndrome only affects tissue layers with the VASCULAR token.
*MUSCULAR_ONLY (Optional)
+
  MUSCULAR_ONLY (Optional)
 
This syndrome only affects tissue layers with the MUSCULAR token.  Are you seeing a trend here?
 
This syndrome only affects tissue layers with the MUSCULAR token.  Are you seeing a trend here?
*SIZE_DILUTES (Optional)
+
  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.
 
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)
+
  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.
+
As above, this token has yet to be tested by presumably delays the onset of a syndrome according to the size of the victim.
  
 
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!
 
Non-targeted syndromes will ignore any BP tokens and LOCALIZED tokens.
 
 
{| {{prettytable}}
 
{| {{prettytable}}
|- bgcolor="Bisque"
+
|- bgcolor="#ddd"
! Token
+
! | Token
! Accepts Target
+
! | Accepts Target
! Description
+
! | Description
 
|-
 
|-
| CE_BLEEDING
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| CE_FEVER
 +
| No
 +
| Causes the Fever condition.
 +
|-
 +
| CE_NAUSEA
 +
| Yes
 +
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.
 +
|-
 +
| CE_DIZZINESS
 +
| No
 +
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.
 +
|-
 +
| CE_SWELLING
 
| Yes
 
| Yes
| 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.
+
| Causes the targeted bodypart to swell up.
 
|-
 
|-
| CE_BLISTERS
+
| CE_OOZING
 
| Yes
 
| Yes
| Covers the targeted bodypart with blisters.
+
| Causes pus to ooze from the afflicted bodypart.
 
|-
 
|-
 
| CE_BRUISING
 
| CE_BRUISING
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| Causes the targeted bodypart to undergo bruising.
 
| Causes the targeted bodypart to undergo bruising.
 
|-
 
|-
| CE_IMPAIR_FUNCTION
+
| CE_BLEEDING
 
| 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.
+
| 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.
 
|-
 
|-
 
| CE_NECROSIS
 
| CE_NECROSIS
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| Causes the targeted bodypart to rot, with associated tissue damage and miasma.  Badly necrotic limbs will require amputation and heavy rot will eventually result in bleeding.  Necrosis has some strange behavior involving bleeding to death that isn't fully understood; a 100% necrotic creature can survive fine with no non-yellow bodyparts but will die of bleeding as soon as they end a round of combat, even if they never take a hit. Because of this, fairly useless unless targeting the lungs or eyes.
 
| Causes the targeted bodypart to rot, with associated tissue damage and miasma.  Badly necrotic limbs will require amputation and heavy rot will eventually result in bleeding.  Necrosis has some strange behavior involving bleeding to death that isn't fully understood; a 100% necrotic creature can survive fine with no non-yellow bodyparts but will die of bleeding as soon as they end a round of combat, even if they never take a hit. Because of this, fairly useless unless targeting the lungs or eyes.
 
|-
 
|-
| CE_NUMBNESS
+
| CE_DROWSINESS
| Yes
+
| No
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.
+
| Causes the Drowsiness condition.
|-
 
| CE_OOZING
 
| Yes
 
| Causes pus to ooze from the afflicted bodypart.
 
 
|-
 
|-
 
| CE_PAIN
 
| CE_PAIN
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| Afflicts the targeted bodypart with intense pain.
 
| Afflicts the targeted bodypart with intense pain.
 
|-
 
|-
| CE_PARALYSIS
+
| CE_BLISTERS
 
| Yes
 
| Yes
| Causes paralysis in the affected body part. Targeted causes sluggishness and significantly reduces speed. Untargeted paralysis is 'complete paralysis' and will cause suffocation in smaller creatures.
+
| Covers the targeted bodypart with blisters.
|-
 
| CE_SWELLING
 
| Yes
 
| Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis.
 
 
|-
 
|-
 
| CE_COUGH_BLOOD
 
| CE_COUGH_BLOOD
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| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.
 
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.
 
|-
 
|-
| CE_DIZZINESS
+
| CE_VOMIT_BLOOD
 
| No
 
| No
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.
+
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.
 
|-
 
|-
| CE_DROWSINESS
+
| CE_IMPAIR_FUNCTION
| No
+
| Yes
| Causes the Drowsiness condition.
+
| 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.
|-
 
| CE_FEVER
 
| No
 
| Causes the Fever condition.
 
|-
 
| CE_NAUSEA
 
| No
 
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.
 
 
|-
 
|-
 
| CE_UNCONSCIOUSNESS
 
| CE_UNCONSCIOUSNESS
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| Renders unconscious.
 
| Renders unconscious.
 
|-
 
|-
| CE_VOMIT_BLOOD
+
| CE_PARALYSIS
| No
+
| Yes
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage.
+
| Causes paralysis in the affected body part. Targeted causes sluggishness and significantly reduces speed. Untargeted paralysis is 'complete paralysis' and will cause suffocation.
 
|}
 
|}
  
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The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.
 
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.
 
   [MAT_FIXED_TEMP:9001]
 
   [MAT_FIXED_TEMP:9001]
   [BOILING_POINT:9000]
+
   [BOILING POINT:9000]
 
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 syndrome you thoughtfully attached to the material definition earlier!
  
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   [MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:SPITTER_SPIT:SOLID_GLOB]
 
   [MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:SPITTER_SPIT:SOLID_GLOB]
  
The LOCAL_CREATURE_MAT:SPITTER_SPIT refers to the material the breath attack will be made of - in this case, it is another material defined within the creature entry.
+
The second token, LOCAL_CREATURE_MAT, references the fact that the material is defined inside the creature entry. SPITTER_SPIT is the name of the material, '''not the syndrome'''.
  
 
===Breath Attack Types===
 
===Breath Attack Types===
Line 303: Line 267:
 
|-
 
|-
 
| TRAILING_DUST_FLOW
 
| TRAILING_DUST_FLOW
| 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.
+
| Lets out a cloud of solid dust. Buggy(?) physics cause 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.
 
|-
 
|-
 
| SOLID_GLOB
 
| SOLID_GLOB
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|-
 
|-
 
| LIQUID_GLOB
 
| LIQUID_GLOB
| Shoots a '''liquid''' glob of spinning substance at the creature. Essentially the same as SOLID_GLOB. May do less damage.
+
| Shoots a '''solid''' glob of spinning substance at the creature. Essentially the same as SOLID_GLOB. May do less damage. Creature will attack as normal?
 
|-
 
|-
 
| UNDIRECTED_GAS
 
| UNDIRECTED_GAS
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|-
 
|-
 
| UNDIRECTED_DUST
 
| UNDIRECTED_DUST
| Creature occasionally releases a large cloud of substance, 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.
+
| Creature occasionally releases a large cloud of substance, which will spread and dissipate. Similar to TRAILING_DUST_FLOW, but undirected, thus affecting a larger area but losing the distance. Creature will attack as normal. DO NOT USE THIS TAG UNLESS YOU WANT TO KILL THE CREATURE AND EVERYTHING NEAR IT AND SEND PEOPLE FLYING.
 
|}
 
|}
  
Keep in mind that you can use multiple breath attacks, which appears to make the creature choose between them at random.  
+
Keep in mind that you can use multiple breath attacks, which appear to be used at the same time{{verify}}. Using LIQUID_GLOB and TRAILING_VAPOR_FLOW will shoot a glob of liquid, with a trail of vapor marking the path. Combine and experiment!
  
{{Category|Modding}}
+
[[Category:Modding]]
[[ru:v0.31:Syndrome]]
 

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