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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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|- | |- | ||
| 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]] | ||
| | | | ||
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|- | |- | ||
| [evil rain] sickness<sup>3</sup> | | [evil rain] sickness<sup>3</sup> | ||
− | + | | random | |
| Being caught outside in freakish weather in an evil biome | | Being caught outside in freakish weather in an evil biome | ||
− | + | | random | |
− | + | | random | |
− | + | | random | |
|- | |- | ||
| [evil cloud] sickness<sup>4</sup> | | [evil cloud] sickness<sup>4</sup> | ||
+ | | random | ||
| Being caught in a creeping cloud in an evil biome | | Being caught in a creeping cloud in an evil biome | ||
+ | | random | ||
+ | | random | ||
+ | | random | ||
|- | |- | ||
| beast sickness<sup>5</sup> | | beast sickness<sup>5</sup> | ||
+ | | random | ||
| Encounters with [[forgotten beast]]s | | Encounters with [[forgotten beast]]s | ||
+ | | random | ||
+ | | random | ||
+ | | random | ||
|- | |- | ||
| titan sickness<sup>5</sup> | | titan sickness<sup>5</sup> | ||
+ | | random | ||
| Encounters with [[titan]]s | | Encounters with [[titan]]s | ||
+ | | random | ||
+ | | random | ||
+ | | random | ||
|- | |- | ||
| demon sickness<sup>5</sup> | | demon sickness<sup>5</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> | ||
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:<small>3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain.</small> | :<small>3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain.</small> | ||
:<small>4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms.</small> | :<small>4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms.</small> | ||
− | :<small>5. [[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 | + | :<small>5. [[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> |
==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, inhaled, or ingested (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, inhaled, or ingested (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. | ||
− | |||
− | |||
SYN_INJECTED, SYN_CONTACT, SYN_INHALED, SYN_INGESTED | SYN_INJECTED, SYN_CONTACT, SYN_INHALED, SYN_INGESTED | ||
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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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|- | |- | ||
| 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. |
|- | |- | ||
| CE_SWELLING | | CE_SWELLING | ||
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|} | |} | ||
− | + | ==Special Syndromes== | |
− | Several special syndrome | + | Several special syndrome 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}} | ||
|- bgcolor="Bisque" | |- bgcolor="Bisque" | ||
! Token | ! Token | ||
− | |||
! Arguments | ! Arguments | ||
! Description | ! Description | ||
|- | |- | ||
| CE_ADD_TAG | | CE_ADD_TAG | ||
− | + | | tags:START:number(:END:number) | |
− | | tags | ||
| Adds a tag to the affected creature. Many arguments can be used sequentially within one syndrome token. See the [[Interaction token]] '''IT_REQUIRES''' for valid tags. | | Adds a tag to the affected creature. Many arguments can be used sequentially within one syndrome token. See the [[Interaction token]] '''IT_REQUIRES''' for valid tags. | ||
|- | |- | ||
| CE_REMOVE_TAG | | CE_REMOVE_TAG | ||
− | + | | tags:START:number(:END:number) | |
− | | tags | ||
| Removes a tag from a creature. Supported arguments are the same as CE_ADD_TAG. | | Removes a tag from a creature. Supported arguments are the same as CE_ADD_TAG. | ||
|- | |- | ||
| CE_DISPLAY_TILE | | CE_DISPLAY_TILE | ||
− | + | | TILE:tile number:colour:START:number(:END:number) | |
− | | TILE: | ||
| The creature displays the specified tile and colour instead of its normal one. | | The creature displays the specified tile and colour instead of its normal one. | ||
|- | |- | ||
| CE_DISPLAY_NAME | | CE_DISPLAY_NAME | ||
− | + | | NAME:singular:plural:adjective:START:number(:END:number) | |
− | | NAME:singular:plural:adjective | ||
| Attaches a specified name to the creature's normal name. | | Attaches a specified name to the creature's normal name. | ||
|- | |- | ||
| CE_FLASH_TILE | | CE_FLASH_TILE | ||
− | + | | TILE:tile number:colour:FREQUENCY:?:?:START:number(:END:number) | |
− | | TILE:tile number:colour:FREQUENCY: | ||
| The creature flashes between its normal tile and the one specified here. | | The creature flashes between its normal tile and the one specified here. | ||
|- | |- | ||
| CE_PHYS_ATT_CHANGE | | CE_PHYS_ATT_CHANGE | ||
− | + | | [[Attribute]]:percentage:fixed boost(?):START:number(:END:number) | |
− | | [[Attribute]]:percentage:fixed boost(?) | ||
| Alters the physical [[attribute]]s of a creature. | | Alters the physical [[attribute]]s of a creature. | ||
|- | |- | ||
| CE_MENT_ATT_CHANGE | | CE_MENT_ATT_CHANGE | ||
− | + | | [[Attribute]]:percentage:fixed boost(?):START:number(:END:number) | |
− | | [[Attribute]]:percentage:fixed boost(?) | ||
| Alters the mental [[attribute]]s of a creature. | | Alters the mental [[attribute]]s of a creature. | ||
|- | |- | ||
| CE_BODY_APPEARANCE_MODIFIER | | CE_BODY_APPEARANCE_MODIFIER | ||
− | | | + | | |
− | | | + | | |
− | |||
|- | |- | ||
| CE_BP_APPEARANCE_MODIFIER | | CE_BP_APPEARANCE_MODIFIER | ||
− | | | + | | START:number(:END: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. | ||
|- | |- | ||
| CE_MATERIAL_FORCE_MULTIPLIER | | CE_MATERIAL_FORCE_MULTIPLIER | ||
− | | | + | | |
− | | | + | | |
− | |||
|- | |- | ||
| CE_BODY_MAT_INTERACTION | | CE_BODY_MAT_INTERACTION | ||
− | |||
| | | | ||
− | | | + | | |
− | |||
− | |||
|- | |- | ||
| CE_SPEED_CHANGE | | CE_SPEED_CHANGE | ||
− | + | | speed modifier:START:number(:END:number) (might be more arguments existing in the first part?) | |
− | | speed modifier:number | ||
| Changes the speed of a creature. | | Changes the speed of a creature. | ||
Speed modifier contains one or both: | Speed modifier contains one or both: | ||
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|- | |- | ||
| CE_CAN_DO_INTERACTION | | CE_CAN_DO_INTERACTION | ||
− | | | + | | START:number(:END:number) |
− | |||
| Makes the creature able to perform an interaction. See [[Interaction token]]. To specify the interaction, use the argument: | | Makes the creature able to perform an interaction. See [[Interaction token]]. To specify the interaction, use the argument: | ||
* CDI:INTERACTION:interaction name | * CDI:INTERACTION:interaction name | ||
|- | |- | ||
| CE_BODY_TRANSFORMATION | | CE_BODY_TRANSFORMATION | ||
− | | | + | | START:number(:END:number) |
− | + | | Transforms into another creature. The target creature is specified with: | |
− | | Transforms into another creature | + | * CE:CREATURE:creature name:caste name<br> |
− | * CE:CREATURE: | ||
Note that any wounds the creature has suffered will instantly heal upon transforming, both into and out of the target form. [[Undead]] limbs of a creature with this token will grow into a full instance of that creature. | Note that any wounds the creature has suffered will instantly heal upon transforming, both into and out of the target form. [[Undead]] limbs of a creature with this token will grow into a full instance of that creature. | ||
|- | |- | ||
| CE_SKILL_ROLL_ADJUST | | CE_SKILL_ROLL_ADJUST | ||
− | + | | PERC:percentage:PERC_ON:percentage:START:number(:END:number) | |
− | | 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. |
− | | 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 | ||
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|} | |} | ||
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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. |
|- | |- | ||
| 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. |
|- | |- | ||
| 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. |
|- | |- | ||
| SPATTER_POWDER | | SPATTER_POWDER | ||
− | | | + | | |
|- | |- | ||
| SPATTER_LIQUID | | SPATTER_LIQUID | ||
− | | | + | | |
|- | |- | ||
| 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. |
|- | |- | ||
| 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. |
|- | |- | ||
| 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. |
|- | |- | ||
| 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. |
|- | |- | ||
| 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}} | ||
− | |||
[[ru:DF2012:Syndrome]] | [[ru:DF2012:Syndrome]] |