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Editing v0.34:Syndrome
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− | {{quality|Masterwork|21:09, 26 April 2011 (UTC)}}{{av | + | {{quality|Masterwork|21:09, 26 April 2011 (UTC)}}{{av}} |
− | A '''syndrome''' is a disease or effect that a poor | + | 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 [[Health care|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.]] |
==List of syndromes== | ==List of syndromes== | ||
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! Long-term Symptoms | ! Long-term Symptoms | ||
! Chronic Symptoms | ! Chronic Symptoms | ||
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|- | |- | ||
| Blob blisters | | Blob blisters | ||
− | | cave blob fluid<br />(contact | + | | cave blob fluid<br />(contact) |
| Touching a [[cave blob]] | | Touching a [[cave blob]] | ||
| Mild pain<br/>Mild blisters | | Mild pain<br/>Mild blisters | ||
| None | | None | ||
| 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 [[cave floater]] | ||
| Mild nausea | | Mild nausea | ||
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| Very mild dizziness | | Very mild dizziness | ||
|- | |- | ||
− | | | + | | Phantom spider bite |
− | | | + | | phantom spider venom<br />(injected) |
− | | Being bitten by a [[ | + | | Being bitten by a [[phantom spider]] |
− | | | + | | None |
− | | | + | | Numbness and mild dizziness |
− | | | + | | None |
|- | |- | ||
| Giant cave spider bite | | Giant cave spider bite | ||
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| None, not that it really matters. | | None, not that it really matters. | ||
| None | | None | ||
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|- | |- | ||
| Gnomeblight | | Gnomeblight | ||
− | | [[gnomeblight]]<br />(contact, inhaled, injected | + | | [[gnomeblight]]<br />(contact, inhaled, or injected) |
| Unknown. Affects gnomes only | | Unknown. Affects gnomes only | ||
| None | | None | ||
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|- | |- | ||
| Giant desert scorpion sting | | Giant desert scorpion sting | ||
− | | giant desert scorpion | + | | giant desert scorpion<br />(injected) |
| Being stung by a [[giant desert scorpion]] | | Being stung by a [[giant desert scorpion]] | ||
− | | | + | | None |
| Necrosis of the brain and nervous system<sup>2</sup> | | Necrosis of the brain and nervous system<sup>2</sup> | ||
− | | | + | | None |
|- | |- | ||
| Helmet snake bite | | Helmet snake bite | ||
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| 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 | ||
| None | | None | ||
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|- | |- | ||
| Iron man cough | | Iron man cough | ||
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| Coughing blood | | Coughing blood | ||
| None | | None | ||
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| None | | None | ||
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| Pain and swelling | | Pain and swelling | ||
| Extreme pain, swelling possibly to the point of necrosis | | Extreme pain, swelling possibly to the point of necrosis | ||
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| None | | None | ||
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| None | | None | ||
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− | | | + | | beast sickness<sup>3</sup> |
− | + | | random | |
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| Encounters with [[forgotten beast]]s | | Encounters with [[forgotten beast]]s | ||
+ | | random | ||
+ | | random | ||
+ | | random | ||
|- | |- | ||
− | | titan sickness<sup> | + | | titan sickness<sup>3</sup> |
+ | | random | ||
| Encounters with [[titan]]s | | Encounters with [[titan]]s | ||
+ | | random | ||
+ | | random | ||
+ | | random | ||
|- | |- | ||
− | | demon sickness<sup> | + | | demon sickness<sup>3</sup> |
+ | | random | ||
| Encounters with [[demon]]s | | Encounters with [[demon]]s | ||
+ | | random | ||
+ | | random | ||
+ | | random | ||
|} | |} | ||
:<small>1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.</small> | :<small>1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.</small> | ||
− | :<small>2. Necrosis of the brain will eventually result in death once the brain rots away completely.</small> | + | :<small>2. Necrosis of the brain will eventually result in instant death once the brain rots away completely.</small> |
− | :<small>3 | + | :<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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==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 | + | 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 ( | + | 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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ENTERS_BLOOD | ENTERS_BLOOD | ||
− | This tag determines whether a poison enters the blood or not. If it is not included, the poison will splatter (if liquid) or flow (if gas) over the affected body part instead when injected. If you're using a contact poison, leave this out. Necessary for injected poisons | + | This tag determines whether a poison enters the blood or not. If it is not included, the poison will splatter (if liquid) or flow (if gas) over the affected body part instead when injected. If you're using a contact poison, leave this out. Necessary for injected poisons. |
SYNDROME | SYNDROME | ||
This tag ends the material details and begins the definition of the actual syndrome. | This tag ends the material details and begins the definition of the actual syndrome. | ||
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SYN_AFFECTED_CREATURE | SYN_AFFECTED_CREATURE | ||
As above, but makes creature or caste susceptible. | As above, but makes creature or caste susceptible. | ||
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− | SYN_INJECTED, SYN_CONTACT, SYN_INHALED | + | SYN_INJECTED, SYN_CONTACT, SYN_INHALED |
− | This token determines the method of infection - injected syndromes must be injected via a creature attack, while contact syndromes result from any contamination of a creature by material splatter (such as blood) | + | This token determines the method of infection - injected syndromes must be injected via a creature attack, while contact syndromes result from any contamination of a creature by material splatter (such as blood) and inhaled syndromes must be inhaled in gaseous form, such as from boiling or a creature breath attack. Any combination of these tags can be used. A fun variation on the usual creature injection routine is to create a material with a SYN_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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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/ | + | 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 | ||
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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) | *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 - | + | 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. |
*BP:BODY_PART:TISSUE (Overwritten by LOCALIZED) | *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! | 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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| CE_PARALYSIS | | CE_PARALYSIS | ||
− | | | + | | Yes |
− | | Causes paralysis. | + | | 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. |
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| CE_SWELLING | | CE_SWELLING | ||
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| No | | No | ||
| 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. | | 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. | ||
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|} | |} | ||
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==Breath attacks== | ==Breath attacks== | ||
− | Breath attacks | + | Breath attacks have been changed to use Interactions as of 0.34.01. To do similar to the old [MATERIAL_BREATH_ATTACK], you would do something like this: |
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− | + | [CAN_DO_INTERACTION:MATERIAL_EMISSION] | |
+ | [CDI:ADV_NAME:Breath custom material] | ||
+ | [CDI:USAGE_HINT:ATTACK] | ||
+ | [CDI:BP_REQUIRED:BY_CATEGORY:MOUTH] | ||
+ | [CDI:MATERIAL:LOCAL_CREATURE_MAT:CUSTOMMATERIAL:TRAILING_VAPOR_FLOW] | ||
+ | [CDI:TARGET:C:LINE_OF_SIGHT] | ||
+ | [CDI:TARGET_RANGE:C:15] | ||
+ | [CDI:MAX_TARGET_NUMBER:C:1] | ||
+ | [CDI:WAIT_PERIOD:50] | ||
− | + | Don't know exactly what most of these tags do, but that will give you a vaguely Dragon like breath attack. Not sure about the TRAILING_VAPOR_FLOW bit either but it seems to work! Feel free to fix this up, anyone who is more familiar with the new Interactions framework. Assuming I guessed right, the below table is for the last parameter of [CDI:MATERIAL]. | |
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===Breath Attack Types=== | ===Breath Attack Types=== | ||
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| TRAILING_VAPOR_FLOW | | TRAILING_VAPOR_FLOW | ||
− | | | + | | Similar to the trailing gas, but easier to breathe in, and condensed, so it will collect on creatures. Creature will attack as normal. |
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| TRAILING_GAS_FLOW | | TRAILING_GAS_FLOW | ||
− | | Shoots a trail of gas substance at the creature | + | | Shoots a trail of gas substance at the creature. Fairly easy to dodge. Creature will attack as normal. |
|- | |- | ||
| SOLID_GLOB | | SOLID_GLOB | ||
− | | Shoots a solid glob of spinning substance at the creature, leaving symbols similar to broken arrows. Essentially a projectile weapon. | + | | Shoots a solid glob of spinning substance at the creature, leaving symbols similar to broken arrows. Essentially a projectile weapon. Some creatures with this breath attack will not move, preferring instead to stay and shoot globs at you, even when you are literally right next to them. |
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| LIQUID_GLOB | | LIQUID_GLOB | ||
− | | Shoots a | + | | Shoots a '''solid''' glob of spinning substance at the creature. Essentially the same as SOLID_GLOB. May do less damage. |
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| SPATTER_POWDER | | SPATTER_POWDER | ||
− | | | + | | |
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| SPATTER_LIQUID | | SPATTER_LIQUID | ||
− | | | + | | |
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| UNDIRECTED_GAS | | UNDIRECTED_GAS | ||
− | | Creature occasionally releases a cloud of | + | | Creature occasionally releases a cloud of substance. Similar to TRAILING_GAS_FLOW, but undirected, thus affecting a larger area but losing the distance. Creature will attack as normal. |
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| UNDIRECTED_VAPOR | | UNDIRECTED_VAPOR | ||
− | | Creature occasionally releases a cloud of | + | | Creature occasionally releases a cloud of substance. Similar to TRAILING_VAPOR_FLOW, but undirected, thus affecting a larger area but losing the distance. Creature will attack as normal. |
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| UNDIRECTED_DUST | | UNDIRECTED_DUST | ||
− | | Creature occasionally releases a cloud of | + | | 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. |
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| WEB_SPRAY | | WEB_SPRAY | ||
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|- | |- | ||
| DRAGONFIRE | | DRAGONFIRE | ||
− | | Emits a wide cone of | + | | Emits a wide cone of [[fire]] that burns target creatures. |
|- | |- | ||
| FIREJET | | FIREJET | ||
− | | Emits a narrow cone of [[fire]] that burns target creatures | + | | Emits a narrow cone of [[fire]] that burns target creatures. |
|- | |- | ||
| FIREBALL | | FIREBALL | ||
− | | Emits a fireball that burns the target creature | + | | Emits a fireball that burns the target creature. |
|- | |- | ||
| WEATHER_CREEPING_GAS | | WEATHER_CREEPING_GAS | ||
− | | Creates a cloud of gas | + | | Creates a slowly expanding cloud of gas, similar to miasma. |
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| WEATHER_CREEPING_VAPOR | | WEATHER_CREEPING_VAPOR | ||
− | | Creates a cloud of | + | | Creates a slowly expanding cloud of vapor. |
|- | |- | ||
| WEATHER_CREEPING_DUST | | WEATHER_CREEPING_DUST | ||
− | | Creates a cloud of | + | | Creates a slowly expanding cloud of dust. |
|- | |- | ||
| WEATHER_FALLING_MATERIAL | | WEATHER_FALLING_MATERIAL | ||
− | | Causes it to start raining a particular material | + | | Causes it to start raining a particular material. |
|} | |} | ||
− | 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 appears to make the creature choose between them at random. |
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{{Category|Modding}} | {{Category|Modding}} | ||
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[[ru:DF2012:Syndrome]] | [[ru:DF2012:Syndrome]] |